Thứ Năm, 2 tháng 2, 2017

Waching daily Feb 2 2017

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Shoulder Pain and Flute Playing - Duration: 6:34.

Well hi, I'm Rebecca Fuller the expert here at Learn Flute Online dot com and this Youtube

channel.

And today you are going to learn what to do about that shoulder pain while you are playing

flute.

You may have noticed this while you are playing the flute, whether you are a brand new beginner

or you have been playing for awhile.

You have your flute up and you're playing along when all of a sudden you're shoulder

starts to throb and ache and it just feels like you need to put your flute down and stop

playing.

Well what is that pain and how can we avoid it?

The first thing you need to know about avoiding that shoulder pain while you are playing the

flute is that your muscles in your shoulder are just like any other muscles in your body.

Where if they're not used to lifting something for long periods of time it's going to kind

of hurt.

It gets lactic acid built up in there.

And you'll notice it gets worse and worse and worse the longer you have to hold it up.

So you may have felt that before and wondered how you can get rid of it, besides just putting

your flute down.

Well just to know, since that is a muscle, so it does need to be built up.

But there are some strategies and techniques that you can use to make sure that you don't

have quite as hard of a time adjusting to how to play the flute and holding your flute

up for longer periods of time.

The longer you are learning to play the flute, the longer you're practicing, and the longer

you are required to hold it up, the more you may have noticed this.

And it gets progressively worse unless you can figure this out.

So the first step here is that we are going to learn how to play our flute in a certain

position and do something with our body that will make it easier for us to not get so much

lactic build up there.

So as I hold my flute up, you'll notice that, if I turn sideways you'll notice something

interesting about how I play.

You see that my flute is a little bit diagonally in front of me.

See this?

Instead of pulled behind, and perfectly straight parallel to my body.

That will actually pull my shoulder and my muscles back and the muscles in my back.

Especially in my upper back but a little into my lower back as well.

And it will cause unnecessary pulling where it shouldn't be.

So let me show you that again.

So hold my flute up nice and straight, my head straight.

And my elbow relaxed down.

That's the next thing you need to thing about, relax it down.

Then back to our first tip.

Notice as I'm holding it, it's actually in front diagonally instead of pulled here.

That's something you need to think about and notice as you are actually playing the

flute.

The next trick that I can give you, so this would be the third thing, is that you need

to play with your left leg in front.

Left leg.

Yes, and I'll give you another video later that will help you understand some more benefits

of making sure your left leg is in front.

That will really help.

So today we talked about, actually four different things.

Now the steps that I gave you were one, make sure your flute is actually being played a

little bit diagonally in front.

The second thing I talked to you about is to make sure your shoulder and your elbow

are relaxed down.

Not pulling your flute down, but that you're not playing like this.

Like with a chicken wing, right?

So relax it there.

What was the next thing we said?

The next thing is that we need to have our left leg in front because that is going to

put everything in the right order in our body.

And I will give you more tips and tricks on that later.

If you'll remember back to the very first part of the video though, I talked to you

about your muscles and how they are just like the other muscles in your body.

So like a weight lifter who goes and learns how to do some really good bicep curls, at

first it's actually a little more difficult.

Even if they are just using a five pound weight, It would be a lot harder to sit and hold it

in a static hold for long periods of time.

Until it has been practiced enough and the muscles have been built.

That is the exact same thing you are going through as you are learning to play the flute.

You've got your arms in this static position where you're holding for long periods of

time.

The more you have to do it, in the proper position, the easier it will get because you'll

be stronger and more used to it.

So I hope that helps you today in learning what that pain in your shoulder is as you

play flute.

And how to fix it and what you can do to make it even better.

Make sure that you subscribe to this Youtube channel because I have lots more content coming

out all the time.

And don't forget that over at Learn Flute Online dot com is where the website is where

it hosts all of my videos, all the learning videos.

Where I have hundreds and hundreds, if fact over a thousand now videos all set in sequential

learning order for you!

And full learning on how to play the flute really well.

Not just learning how to play it, but learning how to play it really well.

Again I'm Rebecca Fuller and I thank you for watching this video today.

We'll see you next time.

For more infomation >> Shoulder Pain and Flute Playing - Duration: 6:34.

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SEGA DREAMCAST - Console Hardware Architecture Breakdown - Duration: 8:12.

hi guys welcome to the first video of my series

hopefully it's going to be a series of

videos about console architecture today

we're going to talk a little bit about the

sega dreamcast so without further ado

let's start the console was released in

1998 in Japan and in 1999 in the

rest of the words it is

notably last console that was developed by SEGA

because of that it became some sort of a

cult-classic and it was also the first

internet capable console,it is know

at least as the first internet capable console

because it had a couple of games specifically design

with this internet connectivity in mind

on the technical side it has a CPU that is clocked at 200 Mhz

and a GPU that is clocked at 100Mhz

it has a sound chip developed by yamaha and 16 plus 8 plus 2 MB or RAM

we are going to see

how this are laid out, a 12 speed

GD-ROM and a modem

so what I want to do is to build this console

from the ground up

adding each component and explaining to you

how this component is working so

we start with the SH4 CPU

which is a RISC machine which was developed

by Hitachi, it is a superscalar 2 way

meaning that it has two separate pipelines

processing the data it also have a vector

unit for single instruction multiple data

with a 128 bit

floating point bus this allows this unit to

perform the transform and lightning needed

for the 3D rendering you also find

usual components that would find normally in a CPU

like DMA, interrupt, power management

and couple to the CPU there are 16 megabytes

dedicated ram, recently this

architecture has been revived by a

group of hardware developers, they are calling it j-core

because all the patents on SH4

and

the SH family architecture are expired

so they can make a clean-room implementation of it

the GPU is a deferred rendering

tile renderer meaning that a scene is split into tiles

each tile is processed separately, it was developed by

videologic that today is called imagination

technology and it has eight megabytes

of dedicated RAM; the graphics pipeline

here it's different than what you have

in the PC today because

transform & lightning is handled by the CPU,

the processor and the graphics card

the GPU is handling the pixel stage of

the rendering pipeline this particular

GPU can handle 16 million colors at

640 by 480 pixels of resolution, can handle

one million polygons a second, can fill

3.2 gigapixel per second and it

does have a number of effects that can

be applied on polygons like: blending

alpha-blending, bump mapping, you can do

mip mapping, texture filtering, anti-aliasing

compression, then environment and specular map

it also has automatic polygon list generation

the you have the sound chip that was developed by yamaha

is based on an ARM7 and it has a digital signal processor

this sounds chip there are coupled 2MB

of RAM and it has a number of effects like

reverberation 3D sound and filtering

in this area we also see there in the video

encoder, which encodes into PAL, NTSC and VGA

the signals that is coming from the GPU, it also has

a MPEG decoder that allows for video playback

we also have a modem, which came in

2 flavors: in the PAL region the modem was

33.6 kilobit a second modem

and in the ntsc was 56 k modem

the GD-ROM drive is a 12 speed

double density cd-rom drive with a proprietary format

developed by sega it has

128KB of cache and G stands for

gigabyte

it has also, as a side note

200ms of average seek speeds for

tracks and this is the complete architecture of the dreamcast

you see that the SH4 CPU can

handle serial port connections and that there

are four controller ports on the motherboard

remember that in the SEGA dreamcast persistency

was handed through VMU, this visual memory

unit that would plug into your controller

and you would save your data there

the next question is how do we code

how do I make a program for

this thing and development environment

came into two different flavor one is the katana SDK

that allow for native program of the dreamcast

and then there was a windows CE SDK

both SDK are well-documented they are

good SDKs, also it is interesting

that the katana SDK shipped with an IDE

which is CodeWarriors and the windows CE SDK

allowed for directx programming, well directx wasn't

exactly the same as in the PC, it was

a subset and it was meant for allowing

ease of port between windows and the dreamcast...inside the sdk you

would find a number of tools one is the sh4

tools and compilers and libraries which

allow you to get out the maximum of the

performance out of the cpu then the dragon sdk

which is all the set of tools which

allow for porting from windows to

windows CE, a number of utilities for converting

image 3d models audio to native dreamcast

format and then a number of tools

also for programming the visual memory unit

and then least but not last

a debugger for the target machines so that

you could debug your code while this was

running on the machine

inside the katana SDKyou find three main

library first is the shinobi library

which is a system library where you can

access all the system resources like sounds, threads

memory management, filesystem

the you have the kamui library which allow you for low-level

control of the GPU to render things on the

screen then you have the ninja library

which is a kind of opengl-ish library allows

you to easily draw 3D things on screen

without needing up going down into the

details of the kamui library

that is wrapping for today i hope you enjoy this

video and if you have any suggestion or

comments please let me know and hopefully

there will be be another one next week

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