Saturday, March 5, 2011

Gautama Buddha - The Enlightened One - Founder of Buddhism



                              Siddhārtha Gautama (Sanskrit: सिद्धार्थ गौतम; Pali: Siddhattha Gotama) was a spiritual teacher who founded Buddhism. In most Buddhist traditions, he is regarded as the Supreme Buddha (P. sammāsambuddha, S. samyaksaṃbuddha) of our age, "Buddha" meaning "awakened one" or "the enlightened one." The time of his birth and death are uncertain: most early 20th-century historians dated his lifetime as c. 563 BCE to 483 BCE, but more recent opinion dates his death to between 486 and 483 BCE or, according to some, between 411 and 400 BCE. By tradition, Gautama is said to have been born in the small state of Kapilavastu, in what is now Nepal, and later to have taught primarily throughout regions of eastern India such as Magadha and Kośala.

                             Gautama, also known as Śākyamuni ("Sage of the Śākyas"), is the primary figure in Buddhism, and accounts of his life, discourses, and monastic rules are believed by Buddhists to have been summarized after his death and memorized by his followers. Various collections of teachings attributed to him were passed down by oral tradition, and first committed to writing about 400 years later.

                            He is also regarded as a god or prophet in other world religions or denominations, including Hinduism, Ahmadiyya Islam and the Bahá'í faith.


                                     Traditional biographies of Gautama generally include numerous miracles, omens, and supernatural events. The character of the Buddha in these traditional biographies is often that of a fully transcendent (Skt. lokottara) and perfected being who is unencumbered by the mundane world. In the Mahāvastu, over the course of many lives, Gautama is said to have developed supramundane abilities including: a painless birth conceived without intercourse; no need for sleep, food, medicine, or bathing, although engaging in such "in conformity with the world"; omniscience, and the ability to "suppress karma."

Friday, March 4, 2011

Some Important Points in JAVA


Internationalization is the process of designing software so that it can be adapted (localized) to various languages and regions easily, cost-effectively, and in particular without engineering changes to the software. This generally involves isolating the parts of a program that are dependent on language and culture. For example, the text of error messages must be kept separate from program source code because they must be translated during localization.
Localization is the process of adapting a program for use in a specific locale. A locale is a geographic or political region that shares the same language and customs. Localization includes the translation of text such as user interface labels, error messages, and online help. It also includes the culture-specific formatting of data items such as monetary values, times, dates, and numbers.
It's best to start internationalization right from the beginning, when you determine the requirements for your software. To design the flexibility into your software that's necessary to enable easy localization, you need to understand how the requirements differ among all the countries and languages (locales) that you plan to support. You can use the Sun Software Product Internationalization Taxonomy to guide you in this process. The Java Tutorial also provides a simple Checklist that helps you identify some common issues. Once you have identified the requirements, the Internationalization Trail of the Java Tutorial and other materials referenced from the Java Internationalization page can help you find appropriate solutions for design and implementation.
Yes, Sun's JREs let you type the euro character, render it, convert it from and to numerous character encodings, and use it when formatting numeric values as currency. For text input and rendering, you need the appropriate support in the host operating system - see the documentation for Windows andSolaris. For formatting with a currency symbol, Sun's JREs from version 1.4 use the euro as the default currency for the member countries of the European Monetary Union, while for Sun's JRE 1.3.1 you need to select locales with the "EURO" variant.

The Java programming language is based on the Unicode character set, and several libraries implement the Unicode standard. The primitive data type char in the Java programming language is an unsigned 16-bit integer that can represent a Unicode code point in the range U+0000 to U+FFFF, or the code units of UTF-16. The various types and classes in the Java platform that represent character sequences - char[], implementations of java.lang.CharSequence (such as the Stringclass), and implementations of java.text.CharacterIterator - are UTF-16 sequences.
Unicode is an international character set standard which supports all of the major scripts of the world, as well as common technical symbols. The original Unicode specification defined characters as fixed-width 16-bit entities, but the Unicode standard has since been changed to allow for characters whose representation requires more than 16 bits. The range of legal code points is now U+0000 to U+10FFFF. You can learn more about the Unicode standard at the Unicode Consortium web site.
Character handling in J2SE 5 is based on version 4.0 of the Unicode standard. This includes support for supplementary characters, which has been specified by the JSR 204 expert group and implemented throughout the JDK. See the article Supplementary Characters in the Java Platform, theJava Specification Request 204 or the Character class documentation for more information.
J2SE 1.4 uses version 3.0 of the Unicode standard, and J2SE 1.3 uses version 2.1. They generally don't support supplementary characters.
coded character set is a character set (a collection of characters) where each character has been assigned a unique number. At the core of the Unicode standard is a coded character set that assigns the letter "A" the number 004116 and the letter "€" (the symbol for the euro currency) the number 20AC16. The Unicode standard always uses hexadecimal numbers, and writes them with the prefix "U+", so the number for "A" is written as "U+0041".
Code points are the numbers that can be used in a coded character set. A coded character set defines a range of valid code points, but doesn't necessarily assign characters to all those code points. The valid code points for Unicode are U+0000 to U+10FFFF. Unicode 4.0 assigns characters to 96,382 of these more than a million code points.
Supplementary characters are characters with code points in the range U+10000 to U+10FFFF, that is, those characters that could not be represented in the original 16-bit design of Unicode. The set of characters from U+0000 to U+FFFF is sometimes referred to as the Basic Multilingual Plane (BMP). Thus, each Unicode character is either in the BMP or a supplementary character.
character encoding scheme is a mapping from the numbers of one or more coded character sets to sequences of one or more fixed-width code units. The most commonly used code units are 8-bit bytes, but 16-bit or 32-bit integers can also be used for internal processing. UTF-32, UTF-16, and UTF-8 are character encoding schemes for the coded character set of the Unicode standard.
character encoding is a mapping from a set of characters to sequences of code units. They apply a character encoding scheme to one or more coded character sets. Some commonly used character encodings are UTF-8, ISO-8859-1, GB18030, Shift_JIS.
UTF-16 uses sequences of one or two unsigned 16-bit code units to encode Unicode code points. Values U+0000 to U+FFFF are encoded in one 16-bit unit with the same value. Supplementary characters are encoded in two code units, the first from the high-surrogates range (U+D800 to U+DBFF), the second from the low-surrogates range (U+DC00 to U+DFFF). This may seem similar in concept to multi-byte encodings, but there is an important difference: The values U+D800 to U+DFFF are reserved for use in UTF-16; no characters are assigned to them as code points. This means, software can tell for each individual code unit in a string whether it represents a one-unit character or whether it is the first or second unit of a two-unit character. This is a significant improvement over some traditional multi-byte character encodings, where the byte value 0x41 could mean the letter "A" or be the second byte of a two-byte character.

A locale is a geographic or political region that shares the same language and customs. In the Java platform, a locale is represented by a Locale object. Locale-sensitive operations, such as collation and date formatting, vary according to locale.

HINDU KUSH

                  The name 'Hindu Kush' of the mountain range in Eastern Afganistan means 'Hindu Slaughter' or 'Hindu Killer'. History also reveals that until 1000 A.D. the area of Hindu Kush was a full part of Hindu cradle. More likely, the mountain range was deliberately named as 'Hindu Slaughter' by the Moslem conquerors, as a lesson to the future generations of Indians. However Indians in general, and Hindus in particular are completely oblivious to this tragic genocide. This article also looks into the reasons behind this ignorance.
                  History of Hindu Kush and Punjab shows that two major kingdoms of Gandhaar & Vaahic Pradesh (Balkh of Bactria) had their borders extending far beyond the Hindu Kush. Legend has it that the kingdom of Gandhaar was established by Taksha, grandson of Bharat of Ayodhya (6). Gandhaar's borders extended from Takshashila to Tashkent (corruption of 'Taksha Khand') in the present day Uzbekistan. In the later period, Mahabharat relates Gaandhaari as a princess of Gandhaar and her brother, Shakuni as a prince and later as Gandhaar's ruler.
In the well documented history, Emperor Chandragupt Maurya took charge of Vaahic Pradesh around 325 BC and then took over Magadh. Emperor Ashok's stone tablets with inscriptions in Greek and Aramaic are still found at Qandahar (corruption of Gandhaar?) and Laghman in eastern Afganistan(3). One such stone tablet, is shown in the PBS TV series 'Legacy with Mark Woods' in episode 3 titled 'India: The Spiritual Empire'. After the fall of Mauryan empire, Gandhaar was ruled by Greeks. However some of these Greek rulers had converted to Buddhism, such as Menander, known to Indian historians as Milinda, while some other Greeks became followers of Vishnav sects (Hinduism)(7). Recent excavations in Bactria have revealed a golden hoard which has among other things a figurine of a Greek goddess with a Hindu mark on its forehead (Bindi) showing the confluence of Hindu-Greek art (8). Later Shaka and KushaaN ruled Gandhaar and Vaahic Pradesh. KushaaN emperor Kanishka's empire stretched from Mathura to the Aral Sea (beyond the present day Uzbekistan, Tajikistan, and Krygzystan)(9).
Kanishaka was a Buddhist and under KushaaN influence Buddhism flourished in Gandhaar. Two giant sandstone Buddhas carved into the cliffs of Bamian (west of Kabul) date from the Kushan period. The larger Buddha (although defaced in later centuries by Moslem invaders) is about 175 ft tall (10,11). The Kushan empire declined by 450 AD. The Chinese traveller Hsuan-Tsang (Xuan-zang) travelled thru the region in 7 th century AD and visited many Buddhist religious centers (3) including Hadda, Ghazni, Qonduz, Bamian (3,10,11), Shotorak and Bagram. From the 5 th thru 9 th cenury AD Persian Sasanians and Hepthalites ruled Gandhaar. During their rule Gandhaar region was again influenced by Hinduism. The Hindu kings (Shahiya) were concentrated in the Kabul and Ghazni areas. The last Hindu Shahiya king of Kabul, Bhimapal was killed in 1026 AD. The heroic efforts of the Hindu Shahiya Kings to defend the northwestern gates of India against the invaders are described by even al-Biruni, the court historian of Mahmud of Ghazni (12). Some excavated sites of the period include a major Hindu Shahiya temple north of Kabul and a chapel that contains both Buddhist and Hindu images, indicating that there was a mingling of two religions (3).

Thursday, March 3, 2011

Display a character-Attributes(Blinking,Reverse Video,Foreground & Background color)

print macro msg
lea dx,msg
mov ah,09h
int 21h
endm
.model small
.stack 100h
.data
menu db 10,13,'MENU',10,13,'1.Display ',10,13,'2.Blink ',10,13,'3.Reverse Video',10,13,'4.Change foreground color',10,13,'5.Change background color',10,13,'6.Exit$'
str1 db 10,13,'Enter ur choice: $'
str2 db 10,13,'Enter the character $'
str3 db 10,13,'Enter the foreground color(1-9&A-F) $'
str4 db 10,13,'Enter the background color(1-9&A-F) $'
invalid db 10,13,'Invalid Entry $'
newline db 10,13,'$'
data1 db ?
fcolor db 5
bcolor db 0fh
.code
main proc
mov ax,@data
mov ds,ax
print str2
mov ah,01h
int 21h
mov data1,al


loop1: print menu
print str1
mov ah,01h
int 21h


cmp al,31h
jne case2
jump1: call screen
mov bl,bcolor
call rotbl
add bl,fcolor
call display
call hide
call noblink
call endscreen
jmp loop1
case2: cmp al,32h
jne case3
 
call screen
mov bl,bcolor
call rotbl
add bl,fcolor
call display
call blink
call hide
call endscreen
jmp loop1
case3: cmp al,33h
jne case4


call screen
mov bl,fcolor
call rotbl 
add bl,bcolor
call display
call hide
call endscreen
jmp loop1
case4: cmp al,34
jne case5
 
print str3
mov ah,01h
int 21h
cmp al,3ah
jc j2
sub al,07h j2:
sub al,30h 
mov fcolor,al
jmp jump1


case5: cmp al,35h
jne case6
print str4
mov ah,01h
int 21h 
cmp al,3ah
jc j1
sub al,07h j1:
sub al,30h
mov bcolor,al
 
jmp jump1
case6: cmp al,36h
je stop


print invalid
jmp loop1
stop:
mov ah,4ch
int 21h
main endp
printmul proc
mov bx,000ah
xor cx,cx
;push into stack
l2:xor dx,dx
div bx
push dx
inc cx
cmp ax,0000h
jne l2
;pop from stack
l3:pop dx
add dl,30h
mov ah,02h
int 21h
loop l3
ret
printmul endp
rotbl proc
rol bl,1
rol bl,1
rol bl,1
rol bl,1
ret 
rotbl endp


screen proc
xor ax,ax
xor bx,bx
;selecting screen
mov ah,00
int 10h
;select mode 3
mov al,03h
int 10h
ret
screen endp


endscreen proc
mov ah,00
int 16h
mov ax,0003
int 10h
ret
endscreen endp


display proc
mov ah,09h
mov al,data1
mov bh,00h
mov cx,01h
int 10h
ret
display endp


blink proc
;for blinking
mov ax, 1003h
mov bx, 0001h
int 10h
ret
blink endp


noblink proc
;for not blinking
mov ax, 1003h
mov bx, 0000h
int 10h
ret
noblink endp


hide proc
;for hide the blinking cursor
mov ch, 32
mov ah, 1
int 10h
ret
hide endp
end  
end