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"That switching power supply was as revolutionary as the Apple II logic board was," Jobs later said.
"Rod doesn't get a lot of credit for this in the history books but he should.
Light, however, is measured by its wavelength, whereas sound is measured by its frequency.
Frequency is a measure of how many waves occur in a given moment of time.
The electronics, computers and communications industries, power engineering and much of the chemical industry of today were founded on discoveries made possible by the battery.
Pioneers It is often overlooked that throughout the nineteenth century, most of the electrical experimenters, inventors and engineers who made these advances possible had to make their own batteries before they could start their investigations. the World was starting to emerge from the Stone Age. C., Mesopotamians (from modern day Iraq), who had already been active for hundreds of years in primitive metallurgy extracting metals such as copper from their ores, led the way into the Bronze Age when artisans in the cities of Ur and Babylon discovered the properties of bronze and began to use it in place of copper in the production of tools, weapons and armour.
The Dreamcast was Sega's final home console, marking the end of the company's 18 years in the console market.
For many years the telegraph, and later the telephone, industries were the only consumers of batteries in modest volumes and it wasn't until the twentieth century that new applications created the demand that made the battery a commodity item. The use of bronze for tools and weapons gradually spread to the rest of the World until it was eventually superceded by the much harder iron.Instead of a conventional linear power supply, Holt built one like those used in oscilloscopes.It switched the power on and off not sixty times per second, but thousands of times; this allowed it to store the power for far less time, and thus throw off less heat.Released in Japan to a subdued reception, the Dreamcast enjoyed a successful U. launch backed by a large marketing campaign, but interest in the system steadily declined as Sony built hype for the upcoming Play Station 2.Sales did not meet Sega's expectations despite several price cuts, and the company continued to incur significant financial losses.