How Is the Large Hadron Collider Paid for? (particle Physics Experiment)?
As there is already a submit explaining the justifications for development the LHC, i visit submit each and every of the justifications that everyone seems to be petrified of the LHC: micro black holes, strangelets, vacuum bubbles and magnetic monopoles. they are all theoretical and in quite some the diversities of the theories, those issues ought to reason devastating harm. working example, one thought predicts that strangelets would convert any count they arrive into touch with into strangelets, for that reason even in basic terms a million could convert the full earth into strangelets. human beings have been afraid a microscopic black hollow could consume the full Earth. The media picked up in this and, as they often do, blew all of it out of proportion to get human beings to confirm their pathetic columns. because of this, dissimilar panels of scientists carried out self reliant investigations and desperate that there is little to no danger that any of those a threat eventualities ought to take place. even although, that did not end the media, because of the fact a narrative approximately coming near near doom gets plenty extra interest than a narrative some national collaboration in technological know-how for the coolest of mankindâ¢ Related Questionswhat were the four difficulties in Darwin's theory of evolution?difficulties is a poor choice of words. Darwin devloped his theory long before we knew of DNA and the intricasies of molecular genetics, so many apparent problems were merely the result of insufficient ways to obtain the data ...Today modern evolutionary biology, genetics, molecular physics, geology, anthropology, paleontology, chemistry, and physics have provided extensive and CONVERGENT evidence FOR evolution..while creationists have the same evidence ( or lack thereof ) they have always had..faith and the Bible..neither of which provide convergent, critically assessed, replicated, experiment- obtained, modeled, EVIDENCE. The have an invisible dragon they want others to accept as real with NO evidence to support its existence...as Carl Sagan said ...."what is the difference between an invisible dragon and no dragon at all ? EVIDENCE. Faith may be a good thing to some people and they are free to express faith..however..faith is NOT science and can never be ethically debated as alternative "science " It meets none of the Frye and Daubert standards for scientific discourse, and has not progressed in "application" for centuries. As creationism requires the intervention of a supernatural entity/process it is no different than the other pseudosciences ( and junk sciences ) that include astrology, tarot card reading, palmistry, channeling, pyramid/crystal power, necromancy, homeopathy, metaphysics, alchemy, etc ,etc .------I am tinting my tail lights and i don't know what to do to get them glossy?people are actually not meant to have tails. organic determination potential that a definite trait is fashionable. Take darwins finches as an occasion. there have been many with short beaks and thy all competed for nutrition. there have been not many with longer thinner beaks who have been in a position to attain nutrition that others weren't in a position to attain. through fact those with the bigger beaks lived on and maximum others died off. Having an prolonged thinner beak confirmed up extra usually then not bcause slowly yet actually the genetic cod for short beaks in simple terms approximately went away thoroughly. through fact people who had the genetic trait had to combat over concern-free to attain nutrition. inspite of different species of poultry. So perhaps it grew to become much less puzzling to capture people with larger tails. So those without tails lived on. Or... yet another thought is that finally, people had little need for their tails, so after a whilst it in simple terms went away through fact it substitute into in simple terms extra effective weight to hold. or perhaps even till now people cut up off from different ape species. Its tail substitute into already long gone------Name the three stages of light reactions in photosynthesis?Let's see here... All stages of the light reaction take place between the thylakoid disc and the stroma of a plant cell's chloroplast. Photoexcitation: Protein Z breaks apart a water molecule, releasing electrons, hydrogen protons and oxygen atoms into the thylakoid lumen. The electrons travel through the two antenna complexes in the thylakoid membrane (photosystems I and II) and are excited from the ground state due to the absorption of photons, thus giving off the energy used to power chemiosmotic ATP synthesis. Chemiosmosis: This excess of hydrogen protons in the thylakoid lumen is very similar to the electrochemical gradient in the intermembrane space of a mitochondrion. The protons then diffuse out of the thylakoid lumen into the stroma via an ATP synthase complex in the thylakoid membrane, producing enough chemical potential energy to phosphorylate ADP, forming ATP (used later in the dark reactions to create 1,3-bisphosphoglycerate and ribulose-1,5-bisphosphate). Electron Transport Chain: After a photon strikes Photosystem II, the electrons become excited and pass through a series of redox reactions in the thylakoid membrane, including another antenna complex (Photosystem I). The electrons eventually reach the NADP reductase enzyme, which in turn reduces NADP^ to NADPH (also used later in the dark reactions to create glyceraldehyde-3-phosphate and subsequently, glucose).------Will upgrading my camera body improve my live music photography? duplicateFor lowlight capability, the DXOmark "Sports" index is, while certainly not perfect, a useful tool to compare camera bodies. The Index for the M100, btw, is 1272 ISO.In practice, this index can be very roughly read as "the nearest whole ISO step (1600 here) is the highest you can expect to yield photos that will, at common reproduction sizes, without any drastic postprocessing and with normal camera noise reduction settings, not look obviously and unpleasantly noisy."Higher dynamic range is better, given that stage lighting setups can bring punishing contrasts into play, and that working high-ISO already eats away at your actual dynamic range available.Higher burst speed (fps) is useful to have (and it seems that sometimes, APS-C cameras have the best speed/cost ratio here....).Be careful with the advice of using a super fast lens wide open - this might work as expected with very modern, very expensive lenses, while many older f1.2 or f1.4 lenses will exhibit a very strong "glow" wide open - stage lighting can turn this effect into a nicely scintillating/iridescent style, but also into a mush depending what the lighting setup is.Focusing performance is indeed very lens dependent, heavier/faster lenses might actually be slower here. Some opinions on live music photography recommend manual focus anyway.------How to avoid obvious triangle pattern when shading 2d quads?Answering my own question here, based partly on some hints given in the comments (thanks!), and partly figuring things out on my own...The eventual route I took was to scrap my modifications to the Allegro source, and instead render the lightmap using shaders.As a bit of background: I compute the lightmap for the entire world "offline" in a separate thread.In the render loop, I take just the visible area of the lightmap (plus an extra tile all around) and draw that to an Allegro memory bitmap.I can then provide that bitmap as a sampler to the shader that will draw the tiles.The trick is to realise that you can take the special al_pos vector from the vertex shader, that gives the screen position, transform it according to the offset and scale of the overall tile drawing and pass it through to the fragment shader, to be used as a texture coordinate of the lightmap sampler.Vertex shader:lightmap_offset and lightmap_scale are fed is as uniform vec2s on each frame.Now the fragment shader:This is very simple: just look up into the tile texture, and the lightmap sampler, and combine them.Or to think about it another way: I stretch the lightmap over the entire window (and then some). The scale and offset calculations simply work out exactly how it is positioned------Method of performing Panchopachr PjApplying gandha (Sandalwood paste) & hald (Turmeric) kumkum (Vermillion) to the DeityApply gandha to the Deity with the ring finger of the right hand. Then, offer hald-kumkum at the Deitys feet by taking a pinch of each between the thumb and ring finger of the right hand. First offer hald and then offer kumkum.Offering patr and flowers to the DeityWaving lit dhoop or lit incense-stick in front of the DeityDo not disperse smoke emitting from dhoop with the hands.After waving the dhoop, wave incense-sticks of a specific fragrance in front of the Deity, which attracts the respective Deitys Principle to a greater extent. For example, wave heena (A kind of herb) incense-sticks to Deity Shiva and rose incense-sticks to Shr Lakshm.Waving a lit lamp in front of the DeityA lit lamp should be waved clockwise in front of the Deity thrice, while simultaneously ringing the bell with the left hand.Points to be remembered when lighting a lampDo not use a lit lamp to light another lamp.An oil lamp should not be used to light a gheeChange the wick of the lamp placed in the temple at home daily.Offering Naivdya to a DeityDifferent acts to be performed after completion of the PjSource------What are two stages of photosynthesis called?Photosynthesis occurs in two stages. In the first stage, light-dependent reactions or photosynthetic reactions (also called the Light Reactions) capture the energy of light and use it to make high-energy molecules. During the second stage, the light-independent reactions (also called the Calvin-Benson Cycle, and formerly known as the Dark Reactions) use the high-energy molecules to capture and chemically reduce carbon dioxide (CO2) (also called carbon fixation) to make the precursors of carbohydrates, In the light reactions, one molecule of the pigment chlorophyll absorbs one photon and loses one electron. This electron is passed to a modified form of chlorophyll called pheophytin, which passes the electron to a quinone molecule, allowing the start of a flow of electrons down an electron transport chain that leads to the ultimate reduction of NADP to NADPH. In addition, this creates a proton gradient across the chloroplast membrane; its dissipation is used by ATP Synthase for the concomitant synthesis of ATP. The chlorophyll molecule regains the lost electron from a water molecule through a process called photolysis, which releases a dioxygen (O2) molecule. In the Light-independent or dark reactions the enzyme RuBisCO captures CO2 from the atmosphere and in a process that requires the newly formed NADPH, called the Calvin-Benson Cycle, releases three-carbon sugars, which are later combined to form sucrose and starch------How to share values between different shader programs?Absolutely, But not as simple as taking a return value of a normal function.First I assume your question isn't about sharing variables between two shader stages (vertex, fragment..etc) but actually between two shader (programs).Shaders are part of the rendering pipeline, every input/output should pass through the rendering pipeline and its memory is allocated on the GPU. Regardless of each APIs terminology, you need to write to an intermediate buffer and pass that buffer to the next shader program. A widely used technique is to render to a texture and pass the texture into the next shader. Most of the advanced effects are implemented using a variation of this technique most; notably all of the deferred renders use this to generate of what is called a G-Buffer that contains several info about the geometry in the scene (Position, Normals, Tangents) all those are output of the geometry pass of the deffered render and encoded in buffer. This G-Buffer is read by the deffered lighting stage, where all the values are read from the G-Buffer to perform what ever lighting calculations you need to perform. Other notable effects include reflections, where geometry is rendered for an offscreen buffer, and then assigned as texture with usually generated texCoords on the reflectors.