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domenica 24 ottobre 2010

Derricoanaescopera Cum Poti Face Bani In Plina Criza Mondiala Fara Sa Fie Importante Experienta, Varsta, Studiile...
Avand Nevoie Doar De Vointa Si Incredere. 
GARANTAT 100%!!!
STOP
Raspunde la urmatoarea intrebare:
Cum vrei sa faci bani?
(A) muncind ca si negrii pe plantatie acum cateva sute de ani
sau
(B) stand in fotoliul tau si muncind lejer 2,3ore / zi de acasa
...daca raspunsul tau este B atunci continua sa citesti...
daca este A atunci te rog respectuos sa parasesti acest site, deoarece este pierdere de vreme pentru tine

Daca citesti in continuare atunci  FELICITARI !!! tocmai ai facut primul pas inspre o viata mai buna.
Astazi , Octombrie 24, 2010
Draga prietene,
Lasa-ma sa iti explic cine sunt...
 
Numele meu este Tataranu Marius Emil, am 27 ani, si sunt profesor la Universitea din Nice (Sophia Antipolis), specializarea inginerie financiara.
Am fost cooptat in Institutul de Cercetare, din acelasi oras, studiind analiza financiara, si mi-am facut doctoratul la Chicago (The University of Chicago).
Nu sunt o persoana care sa uite de unde a plecat, inainte de toate sunt roman si iti voi explica si tie cum sa faci bani...asta daca ma vei lasa, acordandu-mi putin din timpul tau...
Ca sa vezi ca nu iti spun povesti o sa iti arat o copie a conturilor mele din tara:

Iata cati bani au intrat in contul meu personal
17440 RON / 10 zile lucratoare
174,4 milioane lei vechi / 10 zile

grafic cont personal
...nu este rau...
...nu este rau deloc...
...si ale tale vor putea arata la fel...
...te voi invata si pe tine sa castigi multi bani...
...va fi foarte simplu, va trebui doar sa urmezi niste pasi...
PASUL 1, PASUL 2, PASUL 3...SI VEI FACE BANI!!!
Iata cati bani au intrat in contul meu de firma:
15220 RON / 10 zile lucratoare
152.2 milioane lei vechi / 10 zile- binisor nu?!

grafic cont firma
ca sa fiu sincer am ales cele doua saptamani in care mi-a mers cel mai bine anul trecut...dar si in cele mai slabe am castigat destul de bine...(minimul a fost 4650 RON / 10 zile)

Cand am primit prima bursa de studii si am plecat din tara aveam 19 ani si colegii de varsta mea radeau de mine pentru ca renuntam la fetele frumoase din Romania si la chefurile de acasa...dar ei acum sunt vanzatori prin supermarket-uri si secretari pe nu stiu unde...in timp ce eu conduc o masina frumoasa, stau la 2 pasi de Coasta de Azur...etc...
ACELA A FOST MOMENTUL MEU!!! ACESTA POATE FI AL TAU!!!
NU-TI FA GRIJI!!! FA BANI!!!
A fost greu la inceput dar a meritat...sute si sute de carti citite atat in Franta cat si America...iar tie iti voi face o schita atat din aceste carti cat si din experienta de cativa ani de castig...vei gasi exact ce trebuie sa stii!!!

ProjectMix I/O







Total I/O

ProjectMix I/O gives you just about every kind of I/O you might need for a session—and at the same price as many control surfaces lacking audio altogether. Eight analog input channels all feature ¼” balanced and XLR microphone inputs with individual mic/line switches. Of course, phantom power is provided for up to eight condenser mics and input 1 even features a front-panel instrument input so you easily plug a guitar or bass right in. 8 x 8 ADAT Lightpipe I/O brings the simultaneous input total to 16 and allows you to expand your system with devices like M-Audio’s award winning Octane preamp. This allows for eight more channels of preamp via Lightpipe. 2 x 2 S/PDIF handles all your other digital connectivity, and word clock synchronizes ProjectMix with other digital devices.

ProjectMix I/O also serves as a 1 x 1 MIDI interface, allowing your computer to connect with MIDI hardware. Monitoring options include two ¼” headphone outputs with separate volume controls for working with a partner, as well as two stereo output pairs for routing to monitors, processors and mixdown devices. There’s even an A/B headphone source monitoring switch for cueing. ProjectMix I/O brings all of this to your computer with a single, simple FireWire connection.
Easy to Use
M-Audio’s design team gave a great deal of consideration as to what features would provide the most value in an affordable package. They knew that cutting-edge features like high-resolution 10-bit touch-sensitive moving faders, large LCD display and mic/line switches on all channels were important. They also found that much of the expense of other units on the market owed to a dizzying number of controls that many users find daunting. Our engineers opted for a streamlined design that places some functions under the control of the keyboard and mouse, where they are best suited. The result is a controller that doesn’t have much of a learning curve, is much more intuitive to use and comes in at an unbeatable price. Check out ProjectMix I/O for yourself at your local M-Audio dealer. We think you’ll agree.
 
 
 
 
 
 
 
10-bit Touch-Sensitive Moving Faders
The motorized touch-sensitive faders on each of ProjectMix I/O’s eight channel strips and master strip record and playback your changes, making for seamless mix automation. And touch sensitivity means that when you touch a fader in motion, it immediately disengages for manual control and re-engages automation when you release. This provides for both smoother operation and the elimination of motor burnout prevalent in older technologies. ProjectMix’s faders also feature higher resolution than other control surfaces in its price range.
Transport Control
Dedicated transport controls are another feature that makes doing sessions with ProjectMix I/O a breeze. You get illuminated controls for record, play, stop, fast forward, and rewind, plus a jog/shuttle wheel and locate buttons for easy project navigation. Sets of keys for in/out points, zoom, region nudge, looping and more will having your flying through sessions with incredible efficiency.
Channel Strip
ProjectMix I/O’s eight channel strips can map to as many channels as your project by simply pressing the bank +/- and channel +/- controls. Each channel strip features all of the functions you’d expect to help you zip through sessions, including buttons for mic/line, record enable, mute, solo, and select. In addition to a touch-sensitive motorized fader, each strip has an endless rotary encoder knob whose function is assigned by one of 15 dedicated buttons for EQ, aux send and more. Related information is displayed in the LCD window directly above each encoder. The encoders and LCD double to control assigned plug-in parameters as well.

KURZWEIL PC3 X CASE BUNDLE

KURZWEIL PC3 X CASE BUNDLE

NATIVE INSTRUMENTS TRAKTOR KONTROL X1

NATIVE INSTRUMENTS Traktor Kontrol X1, USB Buspowered DJ Controller, Plug and play - instant recognition by TRAKTOR, Precision designed high-end buttons, knobs and encoders, Software controlled backlit buttons, Lightweight, robust housing with slim, ultra-portable form factor - fits perfectly alongside a standard club mixer, Super-intuitive loop and cue control section, 8 knobs and 8 buttons for simultaneous access to all effect parameters of both decks, Push encoders for browsing and loading tracks to each deck instantly, Expandable - connect two X1s to control four decks, incl. Traktor LE, Kore2 Player (incl. Selection Library) and MIDI templates for controlling other DJ and performance software PC & MAC, requires Traktor Version 1.2.4 or higher, Abmaße: 120 x 52 x 294 mm, Gewicht: 691 g

NUMARK CD DJ IN A BOX

NUMARK CD DJ in a Box, complete DJ Setup containing 2 CD Player NDX 200, a headphone and a M1a 2-Kchannel DJ Mixer, hard Tabletop CD Player with big Performance/Search Wheels, plays Audio CDs and CD-Rs, Anti-Shock, Loop Function, Single, Continuous and programable playlists, 2 input channels, microphone input, Main and headphones out

BEYERDYNAMIC DT-48E 25OHM

Beyerdynamic DT-48E Headphones - studio range, closed, ear-enclosing, dynamic, 16Hz-20kHz, 25ohms nominal impedance, 105dB SPL, coiled connecting cable with 1/4" stereo jack connector. Weight excluding cable: 400g

MACKIE DXB 200 REFURBISHED BUNDLE

MACKIE DXB 200 REFURBISHED BUNDLE

YAMAHA HS50M Studio Monitors

YAMAHA HS50M

Yamaha HS50M active 2 way monitor - 70watt bi-amped bass reflex system, 5" woofer, 3/4" tweeter, 55Hz-20kHz, XLR & TRS input, adjustable input level, mid EQ, room control, high trim, and switchable low-cut. Full magnetic shielding. (Priced singly.)

Daniel Buzdugan - Farsa Avion Transhumanta 11.05.2010

Daniel Buzdugan - Farsa Caine cu Prezervativ 04.05.2010

Drifturi Necontrolate 2

Amazing 2

Amazing

WoW Cataclysm

WoW Cataclysm Durotar

How to build a home recording studio for less than $1,000

How to build a home recording studio for less than $1,000


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Building a home recording studio isn't hard, nor does it require a great deal of technical knowledge. The biggest problems musicians face in building a home recording studio stem from all the myths and pseudo-truths that have developed around the art of recording. But with a little bit of elbow grease and a great selection of open source software, you can build an adequate recording studio. Making it perfect? Well, let's worry about that another day.
We start with basic selections of hardware and software. The software part is easy: I will dictate it to you. The hardware part requires some discussion, but in order to discuss the hardware we need to first talk about the software we'll be using.
To record basic tracks, we'll be using Ecasound, a popular command-line sound recorder and processor. Ecasound supports everything under the sun, but we'll be using it only to record and to play back tracks. More specifically, we'll be using it to play back tracks already recorded while recording new tracks, and we'll be recording the tracks one at a time.
There are at least three choices for mastering: Audacity, Ardour, and Ecasound. We'll use Audacity because it's entry-level. Its user interface is easy to understand, yet it's very powerful. When you've been doing this for awhile, you might find you'd prefer to work with Ardour or Ecasound instead.
While Audacity supports recording, its a fairly resource-intensive piece of software, and I haven't had a lot of luck with recording with Audacity. There are hundreds of thousands of users of Audacity whose experience contradicts my own, though. If you elect to use Audacity to record as well as master, you can eliminate Ecasound from the list of needed software.
Hardware
Hardware is where you may want to spend some money. Manipulating sound is CPU-intensive work. The multi-threaded nature of these applications means that a dual-processor computer will make the work go faster, though a faster front bus and more memory will serve you even better than a faster processor. Sound files are also very large, so you'll need lots of memory to make sure there's plenty of buffer space and lots of hard drive space to store it.
Digital audio primer
Sound is generally defined as vibrations in matter. When you strum a guitar string, the string swings one way, applying pressure onto the surrounding molecules creating a high pressure zone. Then it swings back, creating a low pressure zone. The number of swings it makes each second determines pitch. That's where the word "frequency" comes from. The frequency of a sound is the number of high and low pressure waves the sound consists of, measured in one second.
A microphone converts the high and low pressure waves that reach it and varies its voltage output accordingly. This voltage output is referred to as "analog" sound because it is analogous to the original sound wave.
Digital sound is one step further in the mix. The analog to digital converter sits on the other end of the circuit from the microphone and takes periodic snapshots of the voltage levels coming from the microphone. These snapshots are referred to as samples.
The best way to conceptualize digital audio is to think of it working the same way film does. In a movie, you see a series of still pictures in rapid sequence to give the impression of movement. The fewer frames shown per second, the rougher the movement appears. In digital audio, a sample is the equivalent of a movie frame. A sample represents a single snapshot of sound and can be represented in a number of different ways. Each frame is a given size. When we refer to 16-bit digital audio, we mean that each frame represents a single 16-bit integer (a integer value ranging from -32768 through 32767) that represents the amount of voltage found in analog sound for the same noise. The number of frames per second, or frequency, is measured in hertz. CD quality digital audio is 16-bit 44100Hz, or 44.1kHz.
Sixteen bits isn't a lot of space to represent a sound, and the small size becomes a problem if you want to modify digital sounds. Applying an effect to the sound can be restated as "doing complex math on a series of samples." Every time you apply effects on 16-bit integers, you lose 3dB of sound in the affected area due to the low resolution of the sample. Complex math with 16-bit integers requires a lot of rounding decisions to be made along the way, and that's one place you will lose sound. The other place you will lose sound is at the upper end when samples start to clip, or exceed the maximum voltage the 16-bit integer is capable of representing.
Sound editing programs that want to retain the fidelity of digital sound use 32-bit floating point numbers internally. Floating point is a way of representing decimal numbers in a computer that only understands integers. In the 32 bits occupied by a floating point number, some of those bits represent a number on the right side of the decimal place, and some represent a number on the left. Put them together, and you wind up with a number like 3.1415. The advantage of using floating point numbers is that you don't have to make as many rounding decisions while performing complex math on a sample, and any rounding decisions you do make will have much lesser impact than they would with 16-bit integer samples. You can consider effects processing in a 32-bit float system as lossless and you won't go far wrong. Deep down inside, there are actual losses due to the imperfect nature of floating point math, but you'd need a bat's ears to discern the losses.
Sound hardware is the hard part. To build a recording studio of maximum quality, you can buy an external analog/digital converter, but the most inexpensive solution is to just use the sound card you already have. It's an acceptable solution for these reasons:
  • It meets the minimum requirements of 16-bit 44.1KHz input on at least one track (and usually two are available, if you want to use them).
  • The software we've selected uses either 24-bit int or 32-bit float internally, so there won't be any loss of sound normally associated with 16-bit samples during the mastering stage.
  • You'll be recording one track at a time. If you need to record more than one track at a time, you'll need to spend some money on a different sound card.
You need to either place a decent quality microphone near your amplifier or instrument, or be able to plug your instrument directly into the sound card. Since microphone placement is an art into and of itself, I just plug my guitar into a Boss GT-3 digital effects processor and use the line-out jack to plug directly into the stereo line-in jack of my sound card. I have used inexpensive analog mixers that deal with converting instrument signals to line signals. In the long run, though, you'll probably want a fancy sound card with a digital mixer.
Fancy sound card options
The other options you have are to get a USB box, such as the Emagic 2|6, or to get a PCI card, such as the RME Hammerfall line or the popular Delta line. Musician's Friend usually has a solid and varied selection of computer recording gear. All of these PCI cards have ADAT plugs, take in 24-bit 48kHz sound (minimum, some of them will take 96kHz), and all three brands are supported by ALSA, the sound system for Linux. In general I suggest you steer clear of USB devices because of the latency you'll experience during live recording and playback, but they do have benefits -- they get your A/D converter out of your case and offer limited multi-track support. By purchasing a good quality USB digital mixer with ADAT connectors, which use fiber optic cables, you won't have to deal with interference in the connection. USB sound devices are pushing towards inexpensive and can be a good low budget solution. The Hammerfalls and Deltas both offer extensive multi-track support, and the Hammerfalls especially expand up to lots of tracks, ranging from 32 to 64. My preference is the Hammerfall line, because of the ADAT connectors on it and the reputation behind it. I've never used the Delta line. For pricing, the Deltas are marketed as budget high-end sound cards, and the Hammerfalls are marketed as "better" high-end sound cards.
For a home recording studio, you're probably going to be just fine with the full-duplex sound card that came with your computer, along with at least a 2.4 series Linux kernel and full-duplex sound card drivers. If your drivers aren't full-duplex, then you'll need ALSA. If you have a 2.6 series kernel or a distribution like Mandrakelinux or SUSE, then chances are you're already using ALSA. If you don't have ALSA by now, you should get it. It doesn't cost you anything and ALSA is on its way to setting the standards of excellence for computing sound systems, and this will indirectly affect the quality of your own work.
Once you've installed the hardware and software you need, you're ready to begin:
  1. Using Ecasound, record the first desired track (you might want to use a metronome to make this a click track).
  2. Using Ecasound, record the next desired track while playing the previous tracks recorded.
  3. Continue using Ecasound to record all of your tracks.
  4. Import all the tracks into Audacity.
  5. Master the tracks with Audacity and output to a stereo WAV file.

How to Build a Portable Vocal Booth

  1. First thing you have to do is get a little bit creative and find a really deep foam cushion to fit your microphone in. Once you have the cushion begin to cut the inside out in the form of a rectangle. Make sure the height measurements outdo the width as your trying to make this booth as compact as possible. Just a word of advice, make your microphone feel at home by being snug but not too snug. It's nothing worst than having a mic that moves and flops around all over the place.
  2. 2
    Making sure to leave space for the pop filter (if using one), windscreen, and a desktop mic stand, your going to have to line the inside of the cushion with Studio Foam. The Foam should be lined around the sides of the box as well as the top, leaving the bottom free of lining. By doing this it gives you the option to sit back and speak clearly without having to worry about excess echo or reverb.
  3. 3
    Next Place your mic and desktop stand in the box together to see if everything fits. Make sure to have an exit in your box for the microphone cord so you don't have to worry about confusing wiring problems. It will make the step a snap if hooking up to laptop or midi device.
  4. 4
    With having all of these steps completed you should be able to get started creating musical and vocal masterpieces on the go.
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Read more: How to Build a Portable Vocal Booth | eHow.com http://www.ehow.com/how_2288669_build-portable-vocal-booth.html#ixzz13HMEPTk6

HP Slate 500 tablet PC is no iPad. Release date: now.

Finally! Enough talking, show us the shiny, HP. Its Slate 500 tablet PC is ready to roll; release date: now! The price is $799, including accessories. But it's no iPad killer -- it's positioned squarely at the business/enterprise market. In IT Blogwatch, bloggers ponder this svelte Windows 7 device.

MacBook Air more profitable than other Apple laptops, says analyst

 Apple's lowest-priced MacBook Air costs the company $718 to manufacture, giving the company a heftier margin for the line than for its other notebooks, an analyst said Friday.
The MacBook Air sports margins between 28% and 37%, said Brian Marshall of Gleacher & Co., who estimated the new notebooks' bill of materials (BOM). That's significantly above the approximately 20% margin for Apple's entire notebook line.
Marshall's estimates account for hardware and manufacturing costs, as well as royalties and licensing fees, but it excludes design and software development costs, advertising and marketing expenditures.
"The updated MacBook Air will be a phenomenal 'mobile content creating' device that won't be cannibalistic with the iPad," Marshall said.\

Others agreed that Apple is in a position to do what its rivals cannot: Leverage its huge consumption of non-volatile flash memory to drive up profits.
"If they're not the world's largest consumer of [flash memory], they're one of its largest," said Andrew Rassweiler, the director of El Segundo, Calif.-based iSuppli's hardware teardown group. "At that point, you're almost a producer, so the more memory you put into a device, the more you make."
Marshall's numbers bear that out.
According to his preliminary BOM, the 64GB of flash memory used for the SSD (solid-state drive) inside the $999 11.6-in. MacBook Air costs Apple $80, putting that component in a tie with the Intel Core 2 Duo processor as the laptop's second-most expensive part. The priciest, at $180, is the 11.6-in. LED-backlit screen.
Marshall pegged the 64GB MacBook Air's margin at 28.1%.

But by doubling the storage space to 128GB, Apple boosts the profit margin of the same 11.6-in. MacBook Air to 34%. How? By charging consumers $200 more while incurring only $73.60 in additional costs.
The numbers are almost as impressive for Apple on the 13.3-in. Air. The 128GB model, which features an SSD that costs the company $154, pencils out with a margin of 33%. For $300 more, consumers get the same 13.3-in. notebook with 256GB of storage space. But the doubling of flash capacity costs Apple just $141, said Marshall, which pushes the profit margin to 37%.
This isn't a new strategy for Apple.