7 research outputs found

    A MOD Player for GBA

    No full text
       This bachelor thesis describes the development of a MOD music player to run on GBA (Game Boy Advance) for Lypson Game Engine. GBA is a basic platform for embedded development, and the stereo system makes it possible to use the platform as a music player. The sound players of the GBA for Lypson Game Engine were designed to play wave files and the size of typical wave files is in the order of megabytes. MOD files are much smaller when compared with wave ones. Therefore, to avoid consuming the resources of the CPU and memory to process and store wave files, the use of MOD files represents a better alternative.The development took C++ as programming language and the development platform used was HAM. The first step was to obtain samples of music, and then control the hardware of GBA to play sound. After that, came the phase of combining it with Lipson Game Engine. These tasks enabled the acquisition of knowledge about the frame of MOD files; learning how to make the GBA play sound and mastering the operating instruction of GBA hardware by the process of development. In addition, it provided a chance to learn about embedded development, which represented a starting point to learn about embedded programming in general.As for the main result, it was achieved by the successful development of the MOD Player, which is now running on the Lypson Game Engine. As the MOD files are of small size, the music player is more efficient when compared with those previously used

    A MOD Player for GBA

    No full text
       This bachelor thesis describes the development of a MOD music player to run on GBA (Game Boy Advance) for Lypson Game Engine. GBA is a basic platform for embedded development, and the stereo system makes it possible to use the platform as a music player. The sound players of the GBA for Lypson Game Engine were designed to play wave files and the size of typical wave files is in the order of megabytes. MOD files are much smaller when compared with wave ones. Therefore, to avoid consuming the resources of the CPU and memory to process and store wave files, the use of MOD files represents a better alternative.The development took C++ as programming language and the development platform used was HAM. The first step was to obtain samples of music, and then control the hardware of GBA to play sound. After that, came the phase of combining it with Lipson Game Engine. These tasks enabled the acquisition of knowledge about the frame of MOD files; learning how to make the GBA play sound and mastering the operating instruction of GBA hardware by the process of development. In addition, it provided a chance to learn about embedded development, which represented a starting point to learn about embedded programming in general.As for the main result, it was achieved by the successful development of the MOD Player, which is now running on the Lypson Game Engine. As the MOD files are of small size, the music player is more efficient when compared with those previously used

    On Time Discrete Simulation of cooperative Vehicle's Kinematic Behaviour

    No full text
    The vehicle plays an important role in peoples life in modern times. The vehi- cle's behaviour is a complex and detailed subject, which requiring the knowledge of mathematics and physics. Meanwhile, the vehicles' behaviour is aected by a lot of dierent conditions, such as the driver and the environment. For the purpose of trac safety, simulation is required to analyze the vehicles' behaviour. Vari- eties of behaviour models, based on dierent levels (Macroscopic, Mesoscopic and Microscopic) have been presented. Vehicles are able to interact with each other through the Vehicular Ad Hoc Network (VANET). It is worthwhile to simulate how the behaviour is aected by an exchange of kinematic data. This thesis presents a new simulator, which is designed at microscopic level, based on the graph theory. Not only dierent vehicles' behaviour, but also coop- eration between vehicles can be implemented in the simulator. A new model of collision avoidance is created, incorporating the concept of kinematics and human emulation. The car-following model is also performed for the formation of trac ow. Overall, the modeling in the simulator is simplied by ignoring the network disturbances. The data collected from the results of the simulation is used to display a scenario as visualization of a vehicles behaviour

    mRNA-Laden Lipid-Nanoparticle-Enabled <i>in Situ</i> CAR-Macrophage Engineering for the Eradication of Multidrug-Resistant Bacteria in a Sepsis Mouse Model

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    Sepsis, which is the most severe clinical manifestation of acute infection and has a mortality rate higher than that of cancer, represents a significant global public health burden. Persistent methicillin-resistant Staphylococcus aureus (MRSA) infection and further host immune paralysis are the leading causes of sepsis-associated death, but limited clinical interventions that target sepsis have failed to effectively restore immune homeostasis to enable complete eradication of MRSA. To restimulate anti-MRSA innate immunity, we developed CRV peptide-modified lipid nanoparticles (CRV/LNP-RNAs) for transient in situ programming of macrophages (MΦs). The CRV/LNP-RNAs enabled the delivery of MRSA-targeted chimeric antigen receptor (CAR) mRNA (SasA-CAR mRNA) and CASP11 (a key MRSA intracellular evasion target) siRNA to MΦs in situ, yielding CAR-MΦs with boosted bactericidal potency. Specifically, our results demonstrated that the engineered MΦs could efficiently phagocytose and digest MRSA intracellularly, preventing immune evasion by the “superbug” MRSA. Our findings highlight the potential of nanoparticle-enabled in vivo generation of CAR-MΦs as a therapeutic platform for multidrug-resistant (MDR) bacterial infections and should be confirmed in clinical trials
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