Monday, October 19, 2009

Winamp 5.56 Full

Winamp is a skinnable, multi-format media player.
Winamp supports a wide variety of contemporary and specialized music file formats, including MIDI, MOD, MPEG-1 audio layers 1 and 2, AAC, M4A, FLAC, WAV, OGG Vorbis, and Windows Media Audio. It supports gapless playback for MP3 and AAC, and Replay Gain for volume leveling across tracks. In addition, Winamp can play and import music from audio CDs, optionally with CD-Text, and can also burn music to CDs. Winamp supports playback of Windows Media Video and Nullsoft Streaming Video, as well as most of the video formats supported by Windows Media Player. 5.1 Surround sound is supported where formats and decoders allow.
Winamp supports many types of streaming media: Internet radio, Internet telelvision, XM Satellite Radio, AOL video, Singingfish content, podcasts, and RSS media feeds. It also has extendable support for portable media players, and users can access their media libraries anywhere via internet connections.
You can extend Winamp's functionality through the use of plug-ins, which are available on the Winamp site. 

Click here for free download :  
Winamp 5.56 Full Nullsoft - 9.80MB (Freeware)



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Computer program and Computer programming

Stored program architecture

The defining feature of modern computers which distinguishes them from all other machines is that they can be programmed. That is to say that a list of instructions (the program) can be given to the computer and it will store them and carry them out at some time in the future.
In most cases, computer instructions are simple: add one number to another, move some data from one location to another, send a message to some external device, etc. These instructions are read from the computer's memory and are generally carried out (executed) in the order they were given. However, there are usually specialized instructions to tell the computer to jump ahead or backwards to some other place in the program and to carry on executing from there. These are called "jump" instructions (or branches). Furthermore, jump instructions may be made to happen conditionally so that different sequences of instructions may be used depending on the result of some previous calculation or some external event. Many computers directly support subroutines by providing a type of jump that "remembers" the location it jumped from and another instruction to return to the instruction following that jump instruction.
Program execution might be likened to reading a book. While a person will normally read each word and line in sequence, they may at times jump back to an earlier place in the text or skip sections that are not of interest. Similarly, a computer may sometimes go back and repeat the instructions in some section of the program over and over again until some internal condition is met. This is called the flow of control within the program and it is what allows the computer to perform tasks repeatedly without human intervention.
Comparatively, a person using a pocket calculator can perform a basic arithmetic operation such as adding two numbers with just a few button presses. But to add together all of the numbers from 1 to 1,000 would take thousands of button presses and a lot of time—with a near certainty of making a mistake. On the other hand, a computer may be programmed to do this with just a few simple instructions. For example:
mov #0,sum ; set sum to 0
mov #1,num ; set num to 1
loop: add num,sum ; add num to sum
add #1,num ; add 1 to num
cmp num,#1000 ; compare num to 1000
ble loop ; if num <= 1000, go back to 'loop'
halt ; end of program. stop running
Once told to run this program, the computer will perform the repetitive addition task without further human intervention. It will almost never make a mistake and a modern PC can complete the task in about a millionth of a second.[16]
However, computers cannot "think" for themselves in the sense that they only solve problems in exactly the way they are programmed to. An intelligent human faced with the above addition task might soon realize that instead of actually adding up all the numbers one can simply use the equation
1+2+3+...+n = {{n(n+1)} \over 2}
and arrive at the correct answer (500,500) with little work.[17] In other words, a computer programmed to add up the numbers one by one as in the example above would do exactly that without regard to efficiency or alternative solutions.

Programs

A 1970s punched card containing one line from a FORTRAN program. The card reads: "Z(1) = Y + W(1)" and is labelled "PROJ039" for identification purposes.
In practical terms, a computer program may run from just a few instructions to many millions of instructions, as in a program for a word processor or a web browser. A typical modern computer can execute billions of instructions per second (gigahertz or GHz) and rarely make a mistake over many years of operation. Large computer programs consisting of several million instructions may take teams of programmers years to write, and due to the complexity of the task almost certainly contain errors.
Errors in computer programs are called "bugs". Bugs may be benign and not affect the usefulness of the program, or have only subtle effects. But in some cases they may cause the program to "hang"—become unresponsive to input such as mouse clicks or keystrokes, or to completely fail or "crash". Otherwise benign bugs may sometimes may be harnessed for malicious intent by an unscrupulous user writing an "exploit"—code designed to take advantage of a bug and disrupt a program's proper execution. Bugs are usually not the fault of the computer. Since computers merely execute the instructions they are given, bugs are nearly always the result of programmer error or an oversight made in the program's design.[18]
In most computers, individual instructions are stored as machine code with each instruction being given a unique number (its operation code or opcode for short). The command to add two numbers together would have one opcode, the command to multiply them would have a different opcode and so on. The simplest computers are able to perform any of a handful of different instructions; the more complex computers have several hundred to choose from—each with a unique numerical code. Since the computer's memory is able to store numbers, it can also store the instruction codes. This leads to the important fact that entire programs (which are just lists of instructions) can be represented as lists of numbers and can themselves be manipulated inside the computer just as if they were numeric data. The fundamental concept of storing programs in the computer's memory alongside the data they operate on is the crux of the von Neumann, or stored program, architecture. In some cases, a computer might store some or all of its program in memory that is kept separate from the data it operates on. This is called the Harvard architecture after the Harvard Mark I computer. Modern von Neumann computers display some traits of the Harvard architecture in their designs, such as in CPU caches.
While it is possible to write computer programs as long lists of numbers (machine language) and this technique was used with many early computers,[19] it is extremely tedious to do so in practice, especially for complicated programs. Instead, each basic instruction can be given a short name that is indicative of its function and easy to remember—a mnemonic such as ADD, SUB, MULT or JUMP. These mnemonics are collectively known as a computer's assembly language. Converting programs written in assembly language into something the computer can actually understand (machine language) is usually done by a computer program called an assembler. Machine languages and the assembly languages that represent them (collectively termed low-level programming languages) tend to be unique to a particular type of computer. For instance, an ARM architecture computer (such as may be found in a PDA or a hand-held videogame) cannot understand the machine language of an Intel Pentium or the AMD Athlon 64 computer that might be in a PC.[20]
Though considerably easier than in machine language, writing long programs in assembly language is often difficult and error prone. Therefore, most complicated programs are written in more abstract high-level programming languages that are able to express the needs of the programmer more conveniently (and thereby help reduce programmer error). High level languages are usually "compiled" into machine language (or sometimes into assembly language and then into machine language) using another computer program called a compiler.[21] Since high level languages are more abstract than assembly language, it is possible to use different compilers to translate the same high level language program into the machine language of many different types of computer. This is part of the means by which software like video games may be made available for different computer architectures such as personal computers and various video game consoles.
The task of developing large software systems presents a significant intellectual challenge. Producing software with an acceptably high reliability within a predictable schedule and budget has historically been difficult; the academic and professional discipline of software engineering concentrates specifically on this challenge.

Example

A traffic light showing red
Suppose a computer is being employed to drive a traffic light at an intersection between two streets. The computer has the following three basic instructions.
  1. ON(Streetname, Color) Turns the light on Streetname with a specified Color on.
  2. OFF(Streetname, Color) Turns the light on Streetname with a specified Color off.
  3. WAIT(Seconds) Waits a specifed number of seconds.
  4. START Starts the program
  5. REPEAT Tells the computer to repeat a specified part of the program in a loop.
Comments are marked with a // on the left margin. Comments in a computer program do not affect the operation of the program. They are not evaluated by the computer. Assume the streetnames are Broadway and Main.
START
//Let Broadway traffic go
OFF(Broadway, Red)
ON(Broadway, Green)
WAIT(60 seconds)
//Stop Broadway traffic
OFF(Broadway, Green)
ON(Broadway, Yellow)
WAIT(3 seconds)
OFF(Broadway, Yellow)
ON(Broadway, Red)
//Let Main traffic go
OFF(Main, Red)
ON(Main, Green)
WAIT(60 seconds)
//Stop Main traffic
OFF(Main, Green)
ON(Main, Yellow)
WAIT(3 seconds)
OFF(Main, Yellow)
ON(Main, Red)
//Tell computer to continuously repeat the program.
REPEAT ALL
With this set of instructions, the computer would cycle the light continually through red, green, yellow and back to red again on both streets.
However, suppose there is a simple on/off switch connected to the computer that is intended to be used to make the light flash red while some maintenance operation is being performed. The program might then instruct the computer to:
START
IF Switch == OFF then: //Normal traffic signal operation
{
//Let Broadway traffic go
OFF(Broadway, Red)
ON(Broadway, Green)
WAIT(60 seconds)
//Stop Broadway traffic
OFF(Broadway, Green)
ON(Broadway, Yellow)
WAIT(3 seconds)
OFF(Broadway, Yellow)
ON(Broadway, Red)
//Let Main traffic go
OFF(Main, Red)
ON(Main, Green)
WAIT(60 seconds)
//Stop Main traffic
OFF(Main, Green)
ON(Main, Yellow)
WAIT(3 seconds)
OFF(Main, Yellow)
ON(Main, Red)
//Tell the computer to repeat this section continuously.
REPEAT THIS SECTION
}
IF Switch == ON THEN: //Maintenance Mode
{
//Turn the red lights on and wait 1 second.
ON(Broadway, Red)
ON(Main, Red)
WAIT(1 second)
//Turn the red lights off and wait 1 second.
OFF(Broadway, Red)
OFF(Main, Red)
WAIT(1 second)
//Tell the comptuer to repeat the statements in this section.
REPEAT THIS SECTION
}
In this manner, the traffic signal will run a flash-red program when the switch is on, and will run the normal program when the switch is off. Both of these program examples show the basic layout of a computer program in a simple, familiar context of a traffic signal. Any experienced programmer can spot many software bugs in the program, for instance, not making sure that the green light is off when the switch is set to flash red. However, to remove all possible bugs would make this program much longer and more complicated, and would be confusing to nontechnical readers: the aim of this example is a simple demonstration of how computer instructions are laid out.

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Computer/ History of computing



The Jacquard loom, on display at the Museum of Science and Industry in Manchester, England, was one of the first programmable devices.
The first use of the word "computer" was recorded in 1613, referring to a person who carried out calculations, or computations, and the word continued to be used in that sense until the middle of the 20th century. From the end of the 19th century onwards though, the word began to take on its more familiar meaning, describing a machine that carries out computations.[3]
The history of the modern computer begins with two separate technologies—automated calculation and programmability—but no single device can be identified as the earliest computer, partly because of the inconsistent application of that term. Examples of early mechanical calculating devices include the abacus, the slide rule and arguably the astrolabe and the Antikythera mechanism (which dates from about 150–100 BC). Hero of Alexandria (c. 10–70 AD) built a mechanical theater which performed a play lasting 10 minutes and was operated by a complex system of ropes and drums that might be considered to be a means of deciding which parts of the mechanism performed which actions and when.[4] This is the essence of programmability.
The "castle clock", an astronomical clock invented by Al-Jazari in 1206, is considered to be the earliest programmable analog computer.[5] It displayed the zodiac, the solar and lunar orbits, a crescent moon-shaped pointer travelling across a gateway causing automatic doors to open every hour,[6][7] and five robotic musicians who played music when struck by levers operated by a camshaft attached to a water wheel. The length of day and night could be re-programmed to compensate for the changing lengths of day and night throughout the year.[5]
The Renaissance saw a re-invigoration of European mathematics and engineering. Wilhelm Schickard's 1623 device was the first of a number of mechanical calculators constructed by European engineers, but none fit the modern definition of a computer, because they could not be programmed.
In 1801, Joseph Marie Jacquard made an improvement to the textile loom by introducing a series of punched paper cards as a template which allowed his loom to weave intricate patterns automatically. The resulting Jacquard loom was an important step in the development of computers because the use of punched cards to define woven patterns can be viewed as an early, albeit limited, form of programmability.
It was the fusion of automatic calculation with programmability that produced the first recognizable computers. In 1837, Charles Babbage was the first to conceptualize and design a fully programmable mechanical computer, his analytical engine.[8] Limited finances and Babbage's inability to resist tinkering with the design meant that the device was never completed.
In the late 1880s, Herman Hollerith invented the recording of data on a machine readable medium. Prior uses of machine readable media, above, had been for control, not data. "After some initial trials with paper tape, he settled on punched cards ..."[9] To process these punched cards he invented the tabulator, and the keypunch machines. These three inventions were the foundation of the modern information processing industry. Large-scale automated data processing of punched cards was performed for the 1890 United States Census by Hollerith's company, which later became the core of IBM. By the end of the 19th century a number of technologies that would later prove useful in the realization of practical computers had begun to appear: the punched card, Boolean algebra, the vacuum tube (thermionic valve) and the teleprinter.
During the first half of the 20th century, many scientific computing needs were met by increasingly sophisticated analog computers, which used a direct mechanical or electrical model of the problem as a basis for computation. However, these were not programmable and generally lacked the versatility and accuracy of modern digital computers.
Alan Turing is widely regarded to be the father of modern computer science. In 1936 Turing provided an influential formalisation of the concept of the algorithm and computation with the Turing machine. Of his role in the modern computer, Time Magazine in naming Turing one of the 100 most influential people of the 20th century, states: "The fact remains that everyone who taps at a keyboard, opening a spreadsheet or a word-processing program, is working on an incarnation of a Turing machine." [10]
The inventor of the program-controlled computer was Konrad Zuse, who built the first working computer in 1941 and later in 1955 the first computer based on magnetic storage.[11]
George Stibitz is internationally recognized as a father of the modern digital computer. While working at Bell Labs in November 1937, Stibitz invented and built a relay-based calculator he dubbed the "Model K" (for "kitchen table", on which he had assembled it), which was the first to use binary circuits to perform an arithmetic operation. Later models added greater sophistication including complex arithmetic and programmability.[12]
Defining characteristics of some early digital computers of the 1940s (In the history of computing hardware)
Name
First operational
Numeral system
Computing mechanism
Programming
Turing complete
Zuse Z3 (Germany)
May 1941
Binary
Electro-mechanical
Program-controlled by punched film stock (but no conditional branch)
Yes (1998)
Atanasoff–Berry Computer (US)
1942
Binary
Electronic
Not programmable—single purpose
No
Colossus Mark 1 (UK)
February 1944
Binary
Electronic
Program-controlled by patch cables and switches
No
Harvard Mark I – IBM ASCC (US)
May 1944
Decimal
Electro-mechanical
Program-controlled by 24-channel punched paper tape (but no conditional branch)
No
Colossus Mark 2 (UK)
June 1944
Binary
Electronic
Program-controlled by patch cables and switches
No
ENIAC (US)
July 1946
Decimal
Electronic
Program-controlled by patch cables and switches
Yes
Manchester Small-Scale Experimental Machine (UK)
June 1948
Binary
Electronic
Stored-program in Williams cathode ray tube memory
Yes
Modified ENIAC (US)
September 1948
Decimal
Electronic
Program-controlled by patch cables and switches plus a primitive read-only stored programming mechanism using the Function Tables as program ROM
Yes
EDSAC (UK)
May 1949
Binary
Electronic
Stored-program in mercury delay line memory
Yes
Manchester Mark 1 (UK)
October 1949
Binary
Electronic
Stored-program in Williams cathode ray tube memory and magnetic drum memory
Yes
CSIRAC (Australia)
November 1949
Binary
Electronic
Stored-program in mercury delay line memory
Yes
A succession of steadily more powerful and flexible computing devices were constructed in the 1930s and 1940s, gradually adding the key features that are seen in modern computers. The use of digital electronics (largely invented by Claude Shannon in 1937) and more flexible programmability were vitally important steps, but defining one point along this road as "the first digital electronic computer" is difficult.Shannon 1940 Notable achievements include:


EDSAC was one of the first computers to implement the stored program (von Neumann) architecture.


Die of an Intel 80486DX2 microprocessor (actual size: 12×6.75 mm) in its packaging.
  • Konrad Zuse's electromechanical "Z machines". The Z3 (1941) was the first working machine featuring binary arithmetic, including floating point arithmetic and a measure of programmability. In 1998 the Z3 was proved to be Turing complete, therefore being the world's first operational computer.[13]
  • The non-programmable Atanasoff–Berry Computer (1941) which used vacuum tube based computation, binary numbers, and regenerative capacitor memory. The use of regenerative memory allowed it to be much more compact then its peers (being approximately the size of a large desk or workbench), since intermediate results could be stored and then fed back into the same set of computation elements.
  • The secret British Colossus computers (1943),[14] which had limited programmability but demonstrated that a device using thousands of tubes could be reasonably reliable and electronically reprogrammable. It was used for breaking German wartime codes.
  • The Harvard Mark I (1944), a large-scale electromechanical computer with limited programmability.
  • The U.S. Army's Ballistic Research Laboratory ENIAC (1946), which used decimal arithmetic and is sometimes called the first general purpose electronic computer (since Konrad Zuse's Z3 of 1941 used electromagnets instead of electronics). Initially, however, ENIAC had an inflexible architecture which essentially required rewiring to change its programming.
Several developers of ENIAC, recognizing its flaws, came up with a far more flexible and elegant design, which came to be known as the "stored program architecture" or von Neumann architecture. This design was first formally described by John von Neumann in the paper First Draft of a Report on the EDVAC, distributed in 1945. A number of projects to develop computers based on the stored-program architecture commenced around this time, the first of these being completed in Great Britain. The first to be demonstrated working was the Manchester Small-Scale Experimental Machine (SSEM or "Baby"), while the EDSAC, completed a year after SSEM, was the first practical implementation of the stored program design. Shortly thereafter, the machine originally described by von Neumann's paper—EDVAC—was completed but did not see full-time use for an additional two years.
Nearly all modern computers implement some form of the stored-program architecture, making it the single trait by which the word "computer" is now defined. While the technologies used in computers have changed dramatically since the first electronic, general-purpose computers of the 1940s, most still use the von Neumann architecture.
Computers using vacuum tubes as their electronic elements were in use throughout the 1950s, but by the 1960s had been largely replaced by transistor-based machines, which were smaller, faster, cheaper to produce, required less power, and were more reliable. The first transistorised computer was demonstrated at the University of Manchester in 1953.[15] In the 1970s, integrated circuit technology and the subsequent creation of microprocessors, such as the Intel 4004, further decreased size and cost and further increased speed and reliability of computers. By the late 1970s, many products such as video recorders contained dedicated computers called microcontrollers, and they started to appear as a replacement to mechanical controls in domestic appliances such as washing machines. The 1980s witnessed home computers and the now ubiquitous personal computer. With the evolution of the Internet, personal computers are becoming as common as the television and the telephone in the household.
Modern smartphones are fully-programmable computers in their own right, and as of 2009 may well be the most common form of such computers in existence.



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Computer

From Wikipedia, the free encyclopedia
Jump to: navigation, search
A computer is a machine that manipulates data according to a set of instructions.
Although mechanical examples of computers have existed through much of recorded human history, the first electronic computers were developed in the mid-20th century (1940–1945). These were the size of a large room, consuming as much power as several hundred modern personal computers (PCs).[1] Modern computers based on integrated circuits are millions to billions of times more capable than the early machines, and occupy a fraction of the space.[2] Simple computers are small enough to fit into a wristwatch, and can be powered by a watch battery. Personal computers in their various forms are icons of the Information Age and are what most people think of as "computers". The embedded computers found in many devices from MP3 players to fighter aircraft and from toys to industrial robots are however the most numerous.
The ability to store and execute lists of instructions called programs makes computers extremely versatile, distinguishing them from calculators. The Church–Turing thesis is a mathematical statement of this versatility: any computer with a certain minimum capability is, in principle, capable of performing the same tasks that any other computer can perform. Therefore computers ranging from a mobile phone to a supercomputer are all able to perform the same computational tasks, given enough time and storage capacity.


Rush Effectively in Age of Empires 3


How to Rush Effectively in Age of Empires 3





Rushing in AoE3 is when you attack very early in the game(5-10 minutes) in order to kill your ill-prepared opponent.

Steps



  1. Gather starting resource crates, beginning with food, then wood
  2. Use all starting food to create villagers.
  3. Put all villies on hunts and set the gather point for the TC to hunts
  4. Continue queuing villies until you have approximately 10-11 queued
  5. Ship 3 villagers as your first shipment, or, with asian civs, ship 300 food
  6. While aging, shift about 7 vills to wood and the rest to food
  7. Once in Colonial, build 1-2 barracks close to your opponents base (depending on civ) and begin queuing up both heavy infatry (like pikeman) and light infantry (like crossbows)
  8. Ship 700 wood for a more powerful rush or ship infantry for a faster rush
  9. Continue training villagers whenever possible, and put all new villies on food
  10. Attack at 5-6 minutes with your army and continue to train heavy and light infantry
  11. add all new soldiers to your current army and have fun destroying your opponent's town





Tips



  • Time is of the essence in rushing.
  • Different civilizations may require an alternate strategy.
  • Upgrade if possible





Warnings



  • Enemy may be ready for rushes, so the sooner, the better.
  • Don't neglect your town when you rush, it's highly unlikely your enemy will be completely destroyed.
  • Do not use this without heavy customization
  • Keep Your villagers protected, they may want to rush at the same time!!
  • While attacking keep an eye on the map!! your mind will be off of your town so watch and be rdy to garrison villagers (quick hotkeys "t"=town center "B" = town bell will help you be faster





Things You'll Need



  • Computer
  • Age Of Empires III





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Article provided by wikiHow, a wiki how-to manual. Please edit this article and find author credits at the original wikiHow article on How to Rush Effectively in Age of Empires 3. All content on wikiHow can be shared under a Creative Commons license.






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CCleaner

CCleaner is a freeware system optimization, privacy and cleaning tool. It removes unused files from your system - allowing Windows to run faster and freeing up valuable hard disk space. It also cleans traces of your online activities such as your Internet history. Additionally it contains a fully featured registry cleaner. But the best part is that it's fast (normally taking less than a second to run) and contains NO Spyware or Adware! :)

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* Windows - Recycle Bin, Recent Documents, Temporary files and Log files.
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* Third-party applications
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click this for free download CCleaner

Install Java - wikiHow


How to Install Java

from wikiHow - The How to Manual That You Can Edit


The web is full of Java-based programs. This article will show you how to install Java Runtime Environment (JRE) so your computer will be able to run all of these programs.

Steps

  1. Download a JRE executable file from the (Sun Microsystems) Java website(www.java.com).
  2. Double click on this file.
  3. After the installer finishes loading, read and accept the license agreement. For most people the typical install will be fine.
  4. The JRE installer will do the rest.
  5. When the installer is finished, click Finish. That is it, JRE is now installed.


Tips

  • Install Java in the default directory path, C:\Program Files\Java
  • For more information, view the install guide that Sun Microsystems has approved.



Warnings

  • Only change the settings or install path if you know what you're doing.


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Sources and Citations



Article provided by wikiHow, a wiki how-to manual. Please edit this article and find author credits at the original wikiHow article on How to Install Java. All content on wikiHow can be shared under a Creative Commons license.


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