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Mark-x

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  1. Free Points GiveAway 
    Follow the model :
    Name : 
    Age : 
    Why you want points 
    Link of your account : 
       G/L For the points 
    The Winner will get 50 - 100 points who knows ?

    1. Show previous comments  1 more
    2. Finn Balor-☠

      Finn Balor-☠

      Name : @Davlin™
      Age : 20
      Why you want points For Change Name + Buy Something this if u want help me in 50 or 100 
      Link of your account : @Davlin™

    3. Mark-x

      Mark-x

      The Winner is @Davlin™ Congrats You won 50 points

    4. Finn Balor-☠
  2.  I have seen your pic in Fb you are drinking water in Water ?

  3. Scientists at EPFL and ETH Zurich have just made a major step toward this goal with their new haptic glove, which is not only lightweight -- under 8 grams per finger -- but also provides feedback that is extremely realistic. The glove is able to generate up to 40 Newtons of holding force on each finger with just 200 Volts and only a few milliWatts of power. It also has the potential to run on a very small battery. That, together with the glove's low form factor (only 2 mm thick), translates into an unprecedented level of precision and freedom of movement. "We wanted to develop a lightweight device that -- unlike existing virtual-reality gloves -- doesn't require a bulky exoskeleton, pumps or very thick cables," says Herbert Shea, head of EPFL's Soft Transducers Laboratory (LMTS). The scientists' glove, called DextrES, has been successfully tested on volunteers in Zurich and will be presented at the upcoming ACM Symposium on User Interface Software and Technology (UIST). Fabric, metal strips and electricity DextrES is made of nylon with thin elastic metal strips running over the fingers. The strips are separated by a thin insulator. When the user's fingers come into contact with a virtual object, the controller applies a voltage difference between the metal strips causing them to stick together via electrostatic attraction -- this produces a braking force that blocks the finger's or thumb's movement. Once the voltage is removed, the metal strips glide smoothly and the user can once again move his fingers freely. Tricking your brain For now the glove is powered by a very thin electrical cable, but thanks to the low voltage and power required, a very small battery could eventually be used instead. "The system's low power requirement is due to the fact that it doesn't create a movement, but blocks one," explains Shea. The researchers also need to conduct tests to see just how closely they have to simulate real conditions to give users a realistic experience. "The human sensory system is highly developed and highly complex. We have many different kinds of receptors at a very high density in the joints of our fingers and embedded in the skin. As a result, rendering realistic feedback when interacting with virtual objects is a very demanding problem and is currently unsolved. Our work goes one step in this direction, focusing particularly on kinesthetic feedback," says Otmar Hilliges, head of the Advanced Interactive Technologies Lab at ETH Zurich. In this joint research project, the hardware was developed by EPFL at its Microcity campus in Neuchâtel, and the virtual reality system was created by ETH Zurich, which also carried out the user tests. "Our partnership with the EPFL lab is a very good match. It allows us to tackle some of the longstanding challenges in virtual reality at a pace and depth that would otherwise not be possible," adds Hilliges. The next step will be to scale up the device and apply it to other parts of the body using conductive fabric. "Gamers are currently the biggest market, but there are many other potential applications -- especially in healthcare, such as for training surgeons. The technology could also be applied in augmented reality," says Shea
  4. When I visited Thermaltake at CES and they asked if I wanted to check out their WaterRam I wasn’t quite expecting what they showed us. I had honestly expected to see some version of last years ADATA Jellyfish Memory with those tubes of water in the RGB diffuser. But instead what we got was legitimate water cooled memory. The DIMMS were solid with a nice heatspreader on them so you could easily use them under air cooling conditions as you prepare your system for full water. The blocks attach to the tops of the memory heatspreaders through allen keyed screws. These screw holes were spaced out and slotted so that they can accommodate many motherboard configurations, Thermaltake claimed they had not found a motherboard where the waterblock had not been able to be installed. This is a concern as some boards place their memory at different spacing. Something else that was discussed was the idea of shipping in 4 DIMM packs regardless of capacity. So much like what AORUS started and others have started following with the idea of Dummy DIMMS. For some reason the term Cosmetic DIMMS just sounds less cheesy to me. Either way we’ve included what the company had to say about their WaterRam including the specs they’ve laid out so far. Let us know what you think about a kit like this one the market now, too much hassle or welcome it to the party?WaterRam RGB offers ultimate flexibility for cooling options, the included RAM water block is designed with CNC machined copper base, PMMA cover and anti-corrosive nickel plating to allow high water flow to efficiently cool up to four DDR4 memory modules, and the 2mm thick aluminum heatsinks with high efficiency thermal pads offers superior heatsinks convection. In addition to two-way cooling options, WaterRam RGB incorporates the latest RAM technology in the market to support high intensity gaming or other high speeds required activities. Comes in 32G/16G, The RAMs are built with tightly screened ICs, 3200MHz high speed that supports Intel XMP 2.0 one-click overclocking technology with low CL16 latencies and were tested on the latest Intel DDR4 motherboards to ensure optimal DDR4 performance. While WaterRam RGB ensures peak performance, it is also gorgeous, built with 12 high lumens addressable LEDs of 16.8 million colors that can be controlled by TT RGB PLUS Ecosystem and sync with ASUS Aura Sync, GIGABYTE RGB, MSI Mystic Light Sync and AsRock Polychrome. WaterRam RGB Liquid Cooling Memory was crafted for excellence and takes your system to a whole new level!
  5. A prolonged development cycle is sometimes cause for concern but in the case of Hearts of Iron IV, it was a sign that Paradox were paying close attention to feedback and ensuring that their fourth WWII era strategy game was the best and most accessible in the series. Few games take such a broad and detailed approach not just to a war but to the political situation before, during and after that war. This is strategy on a truly global scale, allowing players to rewrite not just the history of the war itself, but the events that led to it, and the shape of the world afterwards. New systems for managing fronts and large-scale invasions and maneuvers make the actual military campaigning simpler and more elegant than in any of the previous installments, and while there are still a few too many complications to recommend HOI IV to those whose first taste of Paradox came with the character-based history of Crusader Kings II, it’s easier than ever before to tackle this complex slice of history, and the rewards are greater than ever as well.
  6. Mark-x

    WAR THUNDER

    Perhaps the best thing about this free MMO is that it’s very easy to just plunge into it, get a decent idea of its systems and start having fun right away. Try saying that about Flight Simulator X with a straight face. If you’re after sheer volume of machinery, War Thunder’s WW2/Korean War era roster exceeds 300 aircraft. Each can be piloted using arcade (boo!) or simulation physics models to blast away at airborne adversaries playing on both PC and consoles – its servers know no platform boundaries. Which, of course, means there’s usually plenty of easy meat for PC players to pick off. If War Thunder’s skies offer an opportunity for a quick joyride and a bit of sightseeing, ground combat offers the exact opposite – the steel beasts in this tank game move at such a glacial pace that you’re constantly on high alert, scanning for enemies in the scrubland. Whoever fires first in this free Steam game almost always carries away the spoils. The USA, Russia, Britain, Germany and Japan all wage war here, each with their own particular mechanical strengths (there’s a long-running argument concerning Soviet machinery bias in this area), weaknesses… and convoluted upgrade paths. If you’re averse to grinding, this might not be the simulation game for you. If you’re after a WW2 sim with an enormous community that you can start playing with no financial outlay, though… well, your demands are very specific, and War Thunder’s your sim.
  7. Outside of tabletop games, there are few RPGs that boast the liberating openness of Larian's humongous quest for godhood. If you think you should be able to do something, you probably can, even it it's kidnapping a merchant by using a teleportation spell and then setting fire to him with his own blood. Almost every skill has some alternative and surprising use, sometimes more than one, whether you're in our out of combat. You can enjoy this game of madcap experimentation and tactical combat with up to three friends, to boot, and that's where things start to get really interesting because you're not forced to work together or even stay in the same part of the world. Indeed, there are plenty of reasons to work against each other. The player is always in the driving seat, and with four players, collisions are inevitable. Just remember: if you freeze your friends and then start poisoning them, at least apologize after.
  8. Prior to 1985 in the US, Nintendo was a strong name in the arcade with Donkey Kong and it was cleaning up in the toy aisle with its Game & Watch handhelds. But the home console industry was buried under the figurative dust after the industry collapsed on itself, and "videogame" was considered a bad word. Nintendo set to change all that with the Nintendo Entertainment System. The company was already seeing insane success with the Famicom in Japan with its release in 1983, and after two years, it was time to bring that success to a new territory. After a failed attempt to partner with Atari to bring the system to the US, the company decided to do the job itself. The Famicom hardware was given a sleeker, more Western-friendly appearance, and the NES was born. The initial release in 1985 was only a test in specific US markets, but it was shipped across the country after the Holiday season in 1986. Nintendo instituted a strict licensing program to ensure that the industry crash – with its glut of games of questionable quality -- would not happen with the NES. No unlicensed games would be tolerated on the NES platform. All games would have to be approved by Nintendo and third parties could only create a certain number of games a year for the NES, while the same games could not be made for competing consoles for two years. The strategy worked. Nintendo's quality first-party efforts as well as the incredibly powerful third-party support resurged and revived the home videogame industry. If Nintendo didn't step up to the plate, the industry as a whole may have turned out entirely different.
  9. The second and most po[CENSORED]r entry in the Uncharted franchise, Among Thieves naturally also follows Nathan Drake along cliffs, caves, crumbling ruins, a high-security museum, and one very dangerous train. This journey spans Istanbul, Tibet, Nepal, and adventures as high as the Himalayas. Among Thieves features more of that same climbing, running, gun-slinging action that made the series a PS3 hit — plus more multiplayer, both coop and competitive. With action ranging from stealthy takedowns to head-on, guns-blazing assaults, the game earns its status as a top action title. With 6.37 million sales worldwide, it ranks in just above its successor. And don’t worry, this is the last Uncharted game to hit the list.
  10. Mark-x

    The Darkness 2

    What is it? A love story. A wonderful, touching tale of a former mobster who is trying to come to terms with the loss of his girlfriend while murdering his enemies using a combination of chunky automatic weapons and demonic tentacle powers. Often both at the same time. How many other games, for example, let you pick up a goon by his feet and blow him in half with a shotgun? Or to rip him in half with your tentacles like you’re pulling the wishbone at Christmas? Or shove your tentacle down an enemy’s ass and pull out his spine? Not many. Not many at all. But yeah, The Darkness 2 is a love story at heart. And it’s still playable on PC, so you have the chance to play one of the most creative, touching, and utterly sickening shooters ever made. Go do that. Best for: The creative kills. While the story is lovely and all, you can’t beat the feeling of grabbing an enemy by the head with a tentacle and popping off his head, before lobbing it away like an apple core. Andy Hartup
  11. Pro for Helper you have read rules BUT YOU HAVE TO FIX ACTIVITY
  12. giphy.gif

    simple editing ? you like it ? ?

    1. Lock流

      Lock流

      oh thanks look good

  13. In short, though, the eighth-generation 911, is, well, a 911, with the same wheelbase as the outgoing 991 and a 3.0-litre twin turbocharged flat-six again. But otherwise it’s quite different. With so little steel in its body it’s now officially an aluminium monocoque, as Porsche tries to offset the weight of new technology and crash protection it has brought with it. Among other things, there are bigger turbos, more efficient intercoolers, piezoelectric injectors and uneven intake valve opening distances, so that in the Carrera S form in which it’s launched, the new 911 makes 444bhp. It can be had in two or four wheel drive, with both versions having the same width (2wd Carreras used to be narrower). The front track of both cars is up by 46mm, with rear track on the 2wd S up by 39mm, now that it’s the same as the 4wd car. Tyres are massive: 245 section fronts, 305 section rears, on 20 and 21in wheels respectively as the standard 911 adopts different sized front and rear wheels for the first time, like GT 911s already have. Find an Autocar car review Driven this week Porsche 911 Carrera 4S 2019 review - hero front 16 JANUARY 2019 FIRST DRIVE Porsche 911 Carrera 4S 2019 review Wider, more powerful eighth-generation 911 is still eminently fast, and... Vauxhall Insignia Sports Tourer longterm review on the road 16 JANUARY 2019 FIRST DRIVE Vauxhall Insignia Sports Tourer long-term review How suited is this estate to the demands of the business traveller? We found... Audi TT Coupe 2019 UK first drive review - hero front 16 JANUARY 2019 FIRST DRIVE Audi TT Coupe 45 TFSI quattro 2019 UK review More power and subtle styling tweaks for the iconic TT’s 20th birthday, which... And now we’ve driven it on the road, for a reasonable stint, and in both 2S and 4S specification. First, though, came a few laps of a race circuit just in the 4S, where the 911 proved itself to be just as compelling as in our earlier test. The new 992 is a ridiculously fast and, in 4wd form, incredibly stable 911, with the kind of integrity to its feel that suggests you could lap one for hours and its only complaint would be when it ran out of fuel. It’s the kind of feel that can make a car feel over-specified for the road. See also: most modern sports cars. The trick is to get something so fast, so capable, and which only gets better as you go faster, to feel engaging when you go slower; as you must in a modern 911. Consider that if today you drove a first-generation 911 as fast as it could possibly go on the road, the speed would probably still raise a passer-by’s eyebrow. Porsche had just such a 1963 car on display on the 992 launch. It has only 130bhp and wears 165-section tyres on 15in wheels. Gosh it looked lovely. A 992 would be out of its sight before it was out of first gear. A 992 at sensible road speeds, then? You’ll not be testing the engine too much. It still revs to 7500rpm and drives through an eight-speed, rather than seven-speed, PDK (double-clutch) gearbox, impeccably crisply and quickly on up and downshifts. The engine doesn’t sound particularly special from the outside and nor is it brash like an AMG V8, whether in an AMG or an Aston Martin, but it still has an endearing flat-six tone from inside; lifting off on part throttle elicits an engaging, if quiet, wastegate whistle and the odd exhaust burble. Power delivery is strong: barely discernible lag and a response rate and output that builds pleasingly so that, despite the torque peak of 391lb ft arriving at only 2300rpm, this is still an engine that’s worth revving out. It’s still also one that doesn’t have the whippy responses of a naturally-aspirated unit of old, but maybe the time for complaining about that sort of thing has passed, as it has for the adoption of electrically assisted steering, a longer wheelbase, extra weight, water cooling: all of the ‘it’s improved… but’ caveats that have accompanied 911s past. Electronically controlled dampers are standard. Dynamic engine mounts are standard. Active rear steer is optional, and fitted to our test cars. Body control is good, but so is the ride, especially considering the paucity of its tyre sidewalls and the 10mm suspension drop that comes with an optional sports chassis our test cars were equipped with (there are quite a lot of options, which mean the 992 becomes a £100,000+ car very easily). The dynamics are strong whatever drive mode/damper stiffness level you select. The 992 steers pleasingly – that the front end is relatively lightly loaded generally means, I think, that only a modest level of assistance is needed to make the steering light enough, so road feel filters through that bit more easily than on some alternatives. I doubt any rival, barring a McLaren 570, which is notably more expensive, steers quite as well. The caveat here is that the 4S is, nonetheless, a poorer steer than the 2S. With power going to the front wheels while there’s never anything you’d describe as genuine torque steer, the steering is less honest, less pure, more corrupted than in a Carrera 2S, whose steering is smoother and more consistent. Both cars are quite willing to turn, with the increased track width bringing brilliant confidence to the front end, but there’s a better agility to the 2S’s cornering, too, of the kind you’ll even feel at moderate road speeds. It is some 50kg lighter, after all. And given where the engine is means the 2S doesn’t exactly struggle for traction, yet is more adjustable and fun, means that I can’t think of many places you’d pick the 4wd car over it. Additionally there’s a ‘wet mode’ which you’ll hear a lot about. The car works out whether it’s raining cleverly – via ultrasonic sensors in the front wheelarch, to hear road spray – but the drive mode it then suggests you place the car into is mostly comprised of a careful traction control system which, in the 4wd car, also increases the proportion of power it puts to the front. Or you can ignore its suggestion.
  14. At a time when loan waivers to farmers have become a political issue, Umesh Singh, the postgraduate student of fine art at SN School of Arts and Communication, University of Hyderabad, has brought the voices of the farmers to the Kochi-Muziris Biennale though his exhibit that features in the Student’s Biennale segment of the 108-day event that began on December 12.
  15. har Jaga Danish Zehen Ki pic kyonN ?

    1. Mark-x
    2. #MN!™

      #MN!™

      Hhhhj Jhoot Bol Rha ha JAjajajajja

  16. V2 Effects n Text
  17. I am loosing more hope now ?

  18. You win i loose Now Happy ? Now Wait For Manager
  19. When i joined CSBD I have seen There are Members who become Administrator In CSBD n when someone ask them question they  Ignores that

                                 Its True 

  20. So what huh i so i repeated again cuz i think he didnt donated me !
  21. A computer built to mimic the brain's neural networks produces similar results to that of the best brain-simulation supercomputer software currently used for neural-signaling research, finds a new study published in the open-access journal Frontiers in Neuroscience. Tested for accuracy, speed and energy efficiency, this custom-built computer named SpiNNaker, has the potential to overcome the speed and power consumption problems of conventional supercomputers. The aim is to advance our knowledge of neural processing in the brain, to include learning and disorders such as epilepsy and Alzheimer's disease. "SpiNNaker can support detailed biological models of the cortex -- the outer layer of the brain that receives and processes information from the senses -- delivering results very similar to those from an equivalent supercomputer software simulation," says Dr. Sacha van Albada, lead author of this study and leader of the Theoretical Neuroanatomy group at the Jülich Research Centre, Germany. "The ability to run large-scale detailed neural networks quickly and at low power consumption will advance robotics research and facilitate studies on learning and brain disorders." The human brain is extremely complex, comprising 100 billion interconnected brain cells. We understand how individual neurons and their components behave and communicate with each other and on the larger scale, which areas of the brain are used for sensory perception, action and cognition. However, we know less about the translation of neural activity into behavior, such as turning thought into muscle movement. Supercomputer software has helped by simulating the exchange of signals between neurons, but even the best software run on the fastest supercomputers to date can only simulate 1% of the human brain. "It is presently unclear which computer architecture is best suited to study whole-brain networks efficiently. The European Human Brain Project and Jülich Research Centre have performed extensive research to identify the best strategy for this highly complex problem. Today's supercomputers require several minutes to simulate one second of real time, so studies on processes like learning, which take hours and days in real time are currently out of reach." explains Professor Markus Diesmann, co-author, head of the Computational and Systems Neuroscience department at the Jülich Research Centre. He continues, "There is a huge gap between the energy consumption of the brain and today's supercomputers. Neuromorphic (brain-inspired) computing allows us to investigate how close we can get to the energy efficiency of the brain using electronics." Developed over the past 15 years and based on the structure and function of the human brain, SpiNNaker -- part of the Neuromorphic Computing Platform of the Human Brain Project -- is a custom-built computer composed of half a million of simple computing elements controlled by its own software. The researchers compared the accuracy, speed and energy efficiency of SpiNNaker with that of NEST -- a specialist supercomputer software currently in use for brain neuron-signaling research. "The simulations run on NEST and SpiNNaker showed very similar results," reports Steve Furber, co-author and Professor of Computer Engineering at the University of Manchester, UK. "This is the first time such a detailed simulation of the cortex has been run on SpiNNaker, or on any neuromorphic platform. SpiNNaker comprises 600 circuit boards incorporating over 500,000 small processors in total. The simulation described in this study used just six boards -- 1% of the total capability of the machine. The findings from our research will improve the software to reduce this to a single board." Van Albada shares her future aspirations for SpiNNaker, "We hope for increasingly large real-time simulations with these neuromorphic computing systems. In the Human Brain Project, we already work with neuroroboticists who hope to use them for robotic control."
  22. Nintendo president Shuntaro Furukawa has hinted that the hard- and software developer may move away from home console design in the future to ensure the developer remains flexible to the changing demands of the entertainment business. "We aren't really fixated on our consoles," Furukawa told Nikkei (via, and translated by, Nintendo Everything). "At the moment we're offering the uniquely developed Nintendo Switch and its software - and that's what we're basing how we deliver the 'Nintendo experience' on. That being said, technology changes. We'll continue to think flexibly about how to deliver that experience as time goes on. "It has been over 30 years since we started developing consoles. Nintendo's history goes back even farther than that, and through all the struggles that they faced the only thing that they thought about was what to make next. In the long-term, perhaps our focus as a business could shift away from home consoles - flexibility is just as important as ingenuity." Asked about how Nintendo intends to adapt to "fluctuations" in the industry, Furukawa added he was "thinking about little ways we can reduce that kind of instability" and said he'd "like to increase" Nintendo's smartphone game development to secure "a continuous stream of revenue". "We're also dabbling in theme parks and movies - different ways to have our characters be a part of everyday life. I'm anticipating a strong synergy like that," he said. "I don't want our developers to think too much along the lines of 'what should I do if we fail?'" he added. "My most important role is to facilitate an environment in which they can demonstrate their own abilities. I'm not a pro developer myself, so I leave the actual development to leaders that can tell what a good game is and what isn't." The Nintendo Switch is the fastest-selling video game system in the US this generation. From launch in March 2017, through to November 2018, Nintendo's hybrid console sold more than 8.7 million units.
  23. He ask who want i said i want so i didnt ask him for ammo he ask !
  24. So Its Not Anything bad he ask who want i said i so You are so Funny ? Any 2 thing he ask who wants he didnt said he want !

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CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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