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UNIX® on the Game Boy Advance© Amit Singh. All Rights Reserved. Written in August 2004
UNIX® is a registered trademark of The Open Group.
In this document, I discuss "gbaunix", a rather contrived experiment in which I run an ancient version of the UNIX operating system on a popular hand-held video game system using a simulator. I can imagine this to be loosely of interest to a few types of people:
- Game Boy hobbyist programmers
- Students of operating systems, emulators, and compilers
- UNIX aficionados
Specifically, I run 5th edition UNIX on the Nintendo Game Boy Advance. I briefly cover the following topics in this discussion:
Game Boy Advance: Overview and Specifications
Nintendo has been in the gaming business since 1889 (yes, 1889; please stop sending me corrections). Their Game Boy line of hand-held video game systems is the most successful in the world, not that Nintendo has had much competition in this domain. Since the Game Boy's introduction in 1989, about 175 million units (counting all versions) have been sold. While the focus of this discussion is the Game Boy Advance (AGB, or GBA, as it is often called), the discussion also applies to the "SP" incarnation, which is similar to the GBA architecturally. Important GBA hardware features include:
- 32-bit 16.78 MHz ARM (RISC) processor
- 8-bit Z80 (CISC) processor that runs at 4.2 MHz or 8.4 MHz (this provides compatibility with older Game Boys: the Game Boy Color, or CGB, and the monochrome Game Boy, or DMG)
- Four 16-bit timers
- Four DMA channels
- 240x160 TFT color LCD
- Stereo sound (through stereo headphones)
- Ten keypad inputs
- Serial port
- Game cartridge (GamePak) interface
The GBA includes several memories for different purposes:
- 256 KB external (to the ARM processor) work RAM (EWRAM)
- 32 KB internal (to the ARM processor, that is, on the same chip as the ARM core) work RAM (IWRAM)
- 1 KB Background and Sprite Palette RAM
- 96 KB Video RAM
- 1 KB Object Attribute RAM
- Up to 32 MB of GamePak ROM
- Up to 64 KB of GamePak SRAM (optional)
Note that a GamePak ROM has two mirrors (in addition to the "original") in the GBA's memory map. A game cartridge may have multiple ROM banks with different access characteristics (such as wait-states).
The GBA can be booted from a game cartridge or a compatible flash-memory cartridge that you can load your programs on. Alternatively, a GBA (slave) can download bootable code from another GBA (master), or even from a computer. This functionality, known as "multibooting", is present in the GBA's BIOS.
The GBA's hardware is primarily accessible to a programmer through a well-defined memory map. Various I/O registers are mapped to specific memory addresses. Note that memory and ports are accessible through a common address mapping. Moreover, the BIOS contains a variety of functions accessible via software interrupts.
Just as Nintendo is a mighty contender in the video game market, ARM is a leader in the RISC market. Unless you do not use any electronics, chances are that your life has been touched by an ARM (pun belabored). While Intel is the world's largest semiconductor vendor, its dominance in the PC microprocessor market is often misconstrued as overall dominance in microprocessor technology. The PC market is only a small percentage of the overall microprocessor market, with embedded processors being the majority. This is hardly surprising, since electronics devices far outnumber personal computers. Consider: 782 million ARM-based devices were shipped in 2003 (source: Standard & Poor's). Some other numbers place ARM's RISC market-share to be almost 75%.
Keywords often associated with ARM include "embedded", "high-performance", "low-cost", "power-efficient", and "RISC". ARM designs and licenses RISC-based microprocessor solutions to a maddening array of companies, including conventionally major players (such as Intel).
The first ARM processor was developed at Acorn Computers Limited (Cambridge, U. K.) in the mid 1980s. At that time, ARM stood for "Acorn RISC Machine". The first version of the ARM architecture, or ARMv1, had 26-bit addressing, with no multiplier or coprocessor. The first ARMv1 processor, ARM1, saw limited use as a low-cost secondary component in the BBC microcomputer, and in prototypes of the Archimedes workstation. Nevertheless, this was one of the very first commercial RISC implementations. It is noteworthy that ARM eschewed some key features of the then prevailing Berkeley RISC architecture, such as: delayed branching, register windows, and requiring all instructions to execute in a single cycle each.
On a related note, Apple was attempting to push RISC in the early 90s. (See Section 1.5.2 in in "A Technical History Of Apple's Operating Systems.) Apple teamed with Acorn to fund a new company called Advanced RISC Machines, Limited, which became the new ARM. VLSI Technology was a technology partner in this endeavor. ARM Limited's first processor was the ARM6, based on Version 3 of the ARM architecture (ARMv3). It had full 32-bit code and data addressing. An ARM6 processor, a 20 MHz 610, was used in Apple's MessagePad hand-held (Newton).
The GBA's 32-bit processor is an ARM7TDMI, an implementation of Version 4T of the ARM architecture. We look at some of its details in the next section.
The GBA's ARM
The GBA uses an ARM7TDMI processor, with certain ARM features missing. The ARM7TDMI is the most widely-used 32-bit embedded RISC microprocessor. Its architecture (ARMv4T) is almost a decade old (as of 2004). The ARM7TDMI has neither a memory management unit nor a cache. Its nomenclature may be understood as follows:
- It is an ARM7 processor
- It includes the Thumb 16-bit compressed instruction set
- It has on-chip Debug support
- It has an enhanced 32-bit x 8 Multiplier, with 64-bit result
- It has EmbeddedICE hardware that supports on-chip breakpoints and watchpoints
The ARM7TDMI core has a single 32-bit data bus carrying both instructions and data. Data can be 8, 16, or 32 bits, and only load, store, and swap instructions can access data from memory. There are 31 general-purpose 32-bit registers, 6 status registers, a barrel-shifter, an Arithmetic Logic Unit (ALU), and an enhanced multiplier. All registers are not accessible at the same time. For example, in ARM state, 16 general registers and one or two status registers are accessible at any one time. The processor can operate in seven modes: a user mode that is used for executing most programs, and six privileged modes (Fast Interrupt, Interrupt, Supervisor, Abort, Undefined, and System). The processor has two states: ARM and Thumb (see below).
The GBA has DMA hardware (with 4 channels) external to the processor. While ARM supports two types of interrupt requests: normal (IRQ) and "fast" (FIQ), the GBA only makes use of the normal IRQ.
The ARM7 has a simple three-stage pipeline with the following stages:
- Fetch: An instruction is fetched (from memory), and put into the instruction pipeline.
- Decode: An instruction is decoded (for example, the registers used in the instruction are decoded).
- Execute: One or more registers are read from the register bank, shift and ALU operations occur, and results are written to one or more registers.
At any point during normal operation, while one instruction executes, the next instruction is decoded and a third instruction is fetched.
A traditional drawback of RISCs is their relatively poor code density (as compared to CISCs), due to their fixed-length instruction sets. This increases the size of a program's working-set, and leads to poorer cache utilization, more memory traffic, and higher power consumption. Such problems become particularly important in embedded applications. While an efficient solution to the power consumption problem would be multi-pronged (efficient use of parallelism, innovative electronics, etc.), ARM incorporated the "Thumb" architecture into certain processors to improve code density.
Thumb is a 16-bit compressed version of the normal 32-bit ARM instruction set. It includes a subset of the most commonly used 32-bit ARM instructions. While Thumb instructions have 16-bit wide opcodes, they operate on the same 32-bit register set as ARM code, and have most other benefits of the 32-bit core (32-bit address space, 32-bit barrel shifter, 32-bit ALU, etc.) Thumb-enabled processors (such as the GBA's ARM7TDMI) have decompression hardware in the instruction pipeline. The decompressor translates Thumb instructions into equivalent ARM instructions. Thumb code density approaches, and even exceeds, that of many CISC processors. It is much better than ARM in certain contexts, for example (the numbers are approximate):
- Thumb code takes 35% lesser space than ARM code
- Thumb code uses 40% more instructions than ARM code
- Thumb code is 40% slower than ARM code, if using 32-bit memory
- Thumb code is up to 60% faster than ARM code, if using 16-bit memory
- Thumb code results in 30% less external memory power consumption than ARM code
Typical applications, including those on the GBA (and our experimental code), use a mixture of ARM and Thumb. The ARM7TDMI interprets an instruction stream as ARM or Thumb based on a bit (the "T" bit) in the Current Program Status Register (CPSR). The GBA has a small amount of fast 32-bit memory (the 32 KB IWRAM). Typically, some amount of speed-critical code can be ARM code executing from this memory. The majority of an application's code might not be speed-critical, however, and thus may be Thumb executing from slower memory (such as an GBA GamePak). Nevertheless, as we saw, Thumb code can be faster than ARM code under certain circumstances, so it is not always a straightforward comparison.
High-level Architecture of gbaunix
gbaunix is a 5th edition UNIX system running on the GBA. To achieve this, gbaunix uses SIMH, a highly portable PDP-11 simulator written in C. SIMH also implements simulators for numerous other systems, but I only use the PDP-11 portion. While the GBA has a C runtime via freely available toolchains, the port of SIMH to the GBA requires several additions and a few modifications. The high-level architecture of gbaunix is shown below:
The gbaunix "game cartridge" (or ROM) is the concatenation of a simulator runtime and a UNIX disk image. The latter could be taken as is, or may have additional programs loaded onto it.
The simulator contains SIMH at its core. I have attempted to make minimal modifications to SIMH itself, abstracting GBA specific functionality into a logically separate layer that SIMH talks to. This layer could be thought of as having the following components:
- TTY Output: gbaunix provides an illusion of a text terminal to SIMH. All TTY output is re-routed to GBA routines that format it, and send it to the GBA's framebuffer. Text-scrolling is done, if necessary.
printf()is implicitly converted to a two step operation:
sprintf()into a formatting buffer, followed by displaying the buffer on the screen.
- TTY Input: gbaunix does not have an input mechanism currently. You can only execute a canned sequence of UNIX shell commands. The sequence must be specified at compile-time as an array of strings in
gba/gba_kbd.hin the source. While UNIX is running, pressing the START button feeds the next command line into the TTY's input buffer. gbaunix can either simply poll for keypresses, or can use the GBA's keypad interrupt. The latter ensures that no keypresses are missed. An example sequence is shown below:
/* gba/gba_kbd.h */
const char *gba_kbdinput[] = {
"chdir /work\r",
"ls -l\r",
"./fact 100\r",
"cat hanoi.c\r",
"./hanoi 3\r",
"chdir /tmp\r",
"echo 'main() { printf(\"Hello, World!\\n\"); }' \
> hello.c\r",
"cc hello.c\r",
... /* more commands */
- File System: Due to the size of the UNIX disk image (2.5 MB), the only area of GBA memory that it would fit in is the ROM. Even though I cannot write to the ROM, I must accommodate writes to this "disk". A simple-minded solution is to allocate a "shadow" buffer in RAM every time a new write happens. All reads and writes look up the shadow buffer chain to see if the source or target (respectively) regions of the disk already exist. Note that a subsequent operation may span multiple shadow buffers, partially or fully. Thus, we may need to coalesce buffers occasionally. Furthermore, a fake
stdiolayer is exported to SIMH.
- Memory: The simulated PDP-11 is given 128 KB of memory from the GBA's 256 KB EWRAM. Simulator memory operations (such as copying or moving) are implicitly converted to equivalent GBA operations (with optimizations, such as the use of DMA, if applicable).
- Miscellaneous: This category includes code to initialize the runtime: for setting up the TTY, setting up any interrupt handlers, calling file system initialization hooks, etc.
A Subset of a Brief History of UNIX
You can try gbaunix either using a Game Boy Advance emulator, or on a real Game Boy Advance. For the latter, you would need, say, a flash-based cartridge and a flash programmer.
It is more convenient to run gbaunix on a GBA emulator, especially if you want to experiment with it by modifying its source. gbaunix is not greatly optimized yet, and for various reasons, most telling of which is that I am simulating the PDP-11 in software at the instruction level, gbaunix is extremely slow on a real GBA. For example, it takes 2 minutes to go from the boot prompt to the login prompt on real hardware! Many emulators allow you to run them "as fast as possible", resulting in a more pleasant development experience.
My build environment is hosted on Mac OS X. I used the "Boycott Advance" emulator, and the "devkitARM" toolchain, compiled from source on Mac OS X. I tested on real hardware courtesy of a flash cartridge.
As we look at screenshots of gbaunix, we shall discuss a very small subset of the history of UNIX.
Project MAC (Multiple Access Computer, Machine-Aided Cognition, Man and Computer) was a research project founded at the Massachusetts Institute of Technology (MIT) in 1963. It would evolve into the Laboratory for Computer Science (LCS), and is today the Computer Science and Artificial Intelligence Laboratory.
The early 60s saw a surge in popular interest in time-sharing. John McCarthy wrote a memo titled "A Time Sharing Operator Program for Our Projected IBM 709" in 1959. Corbató, Merwin-Daggett, and Daley wrote in a 1962 paper that: "... we are in the midst of a third major modification to computer usage: the improvement of man-machine interaction by a process called time-sharing." While they informally defined time-sharing to be something that "increases the efficiency of persons trying to use a computer", they also pointed out a related connotation: multiprogramming, or several people making use of a computer at the same time, is also a consideration. Dennis Ritchie said of UNIX later that "... the cycle of edit-translate-execute-debug is limited by thinking time, not compute time."
Project MAC made seminal contributions to time-sharing systems, including development of the Compatible Time-Sharing System (CTSS, which was first demonstrated even before Project MAC was formed). There were various other time-sharing systems in the mid to late 60s (BBN, DTSS, JOSS, SDC, ...), but a comprehensive history of time-sharing is not within the scope of this discussion. However, one system is of particular interest: Multiplexed Information and Computing Service (MULTICS, or Multics).
Multics was a joint research project between MIT, Bell Telephone Laboratories (BTL), and General Electric (GE) to create a time-sharing operating system for the GE-645 computer.
At that time, "use" (of a computer) primarily meant programming, and thus, "efficiency" meant being able to program more efficiently and imaginatively: for example, being able to edit, compile, and debug interactively, without unnecessary delays.
Multics was intended to be a utility-like system that could support a large number (about a thousand) of simultaneous users. It had several key design objectives (as discussed in Introduction and Overview of the Multics System, Corbató and Vyssotsky, 1965):
- Run continuously and reliably 24x7, similar to telephone or power systems.
- Have a general framework, capable of evolving with time as changes in technology and user needs occur.
- Support multiple programming languages and user interfaces (Multics itself was mostly implemented in a high-level language: PL/I).
For an example of a PL/I program, see The Towers of Hanoi in PL/I.
- Support a wide range of applications.
- Have flexible and convenient remote access, with acceptable response time.
- Have a hierarchical information structure (allowing for hierarchical control, and decentralization, of resource allocations and accounting authorizations).
- Have a reliable internal file system.
- Have selective information sharing (for example, a user may selectively allow others to access his files).
- Have on-line system documentation.
BTL withdrew from the Multics project in early 1969.
Multics continued as a commercial product after Honeywell acquired GE's computer assets, and after Bull acquired the Honeywell properties. The system eventually met many of its design objectives. The last Multics site was shut down in 2000. In any case, Multics' design would influence several systems to come.
After BTL's withdrawal, there were a few at BTL who had been working on Multics and were restless (Ken Thompson, Dennis Ritchie, Stu Feldman, Doug McIlroy, Bob Morris, and Joe Ossanna). Thompson was working on a "game", Space Travel, on the GE-635. Space Travel had first been written for Multics, and had a FORTRAN port for the General Electric Comprehensive Operating System (GECOS) running on the 635. The game simulated the motion of certain celestial bodies in the Solars System. The player's goal was to land a space ship on a planet or a moon. The GE computer's hardware and software were both ill-equipped to run the game, and playing was expensive in terms of CPU time (although the "money" so spent was only theoretical). Thompson proactively looked for an alternative. He decided to take over a "little-used" DEC PDP-7. This particular unit had 8K 18-bit words of memory and a capable vector display processor. Thompson, with help from Ritchie, rewrote Space Travel in PDP-7 assembly language from scratch (including a floating-point simulator). It ran standalone on the PDP-7.
0th Edition (late 1969)
Thompson and Ritchie did not use any native software on the PDP-7 to write Space Travel, but used a cross-assembler on the GE machine, and used paper tapes to run the program on the PDP. Unhappy with this setup, Thompson began writing an operating system for the PDP-7, starting with a file system. The "cross-assembly on GECOS followed by paper tape" arrangement continued until Thompson had a system capable of hosting development. At this point (late 1969), the system had a kernel, an editor, an assembler, a simple command shell, and some file utilities (
rm, etc.) This was UNICS: a pun on Multics whether you think of it as "Uniplexed ULTICS" or a castrated Multics. Later, UNICS became UNIX. This first incarnation of UNIX may be regarded as the 0th edition.
The ancient
cp command operated on multiple file name arguments by taking them in pairs. Thus:
# cp file11 file12 file21 file22 ...
dsw command (contraction for "delete using switches") was used for deleting files interactively.
Multics (and the earlier CTSS) influenced many aspects of UNIX, such as:
- The shell (the command interpreter was even called "shell" on Multics). UNIX
`shell command`is analogous to Multics'
[shell command].
- Utilities such as
cwdon Multics),
helpon Multics).
- "rc" files (CTSS had a program called
roff, the command for rendering text (the CTSS
RUNOFFcommand was used for Multics documentation).
- A file as a stream of bytes with no underlying structure
- A text file as a stream of characters with newlines
- File system with a tree structure
- Structure of the underlying disk hidden from applications performing file I/O
- The arguments (file handle, buffer, count) used in file I/O calls
- I/O redirection
Ritchie said in The Unix Time-sharing System — A Retrospective that "In most ways UNIX is a very conservative system. Only a handful of its ideas are genuinely new. In fact, a good case can be made that it is in essence a modern implementation of MIT's CTSS system. The claim is intended as a compliment to both UNIX and CTSS."
PDP-7 UNIX had a file system with i-nodes, although an i-node contained very basic information: the list of physical blocks, and minimal metadata (size, protection mode, and type). While special files and directories were supported, there were no pathnames. There was even buffering in the file system. Some stark limitations included:
- You could only create directories and special files at file system creation time.
- The system had only one disk, and you could not mount any more disks.
- The system was not multiprogrammed. Thus, only one program could exist in memory at a time.
- Disk I/O completely blocked the CPU.
- There were no
exec, or
wait. The shell executed commands using a tedious mechanism, which terminated the shell upon every command. After command completion,
exitran a brand new copy of the shell.
The PDP-7 UNIX system also caused the inception of a high-level language, B, which was was influenced by the BCPL programming language. Dennis Ritchie called B "... C without types ... BCPL squeezed into 8k bytes of memory and filtered through Thompson's brain ..." B would eventually lead to C. PDP-7 UNIX, as well as its utility programs, were all written in assembly language.
For an example of a BCPL program, see The Towers of Hanoi in BCPL.
Note that UNIX also ran on the PDP-9.
1969 was also the year that the first ARPANET node became operational, and the first Internet RFC was published.
The UNIX "group" then made efforts to convince BTL to acquire a better machine, the PDP-11. They promised to deliver a document editing and formatting system (meant to run standalone, without UNIX), and were supposed to use UNIX only as a development platform. The first PDP-11 they received was an 11/20, with 24 KB of memory. UNIX ran on the PDP-11 in early 1971. Of its memory, 12 KB was used by the kernel, some by user programs, and rest as a ram disk.
1st Edition (November, 1971)
The 1st edition ran on the PDP-11/20, which had no MMU, nor any hardware protection features. Therefore, it was trivial to crash the operating system. There was no multiprogramming. Pathnames were present. The only (documented) system calls were:
wait, and
A few programming languages were supported: Assembly, B, BASIC, and FORTRAN (but no C).
The B (and Assembly) compilation environment consisted of the following:
|assembler (the output of the assembler went to a file called
a.out by default)
|the link editor (note that only one person could use
ld at a time in a given directory due to its use of temporary files)
|program for printing the symbol table from the output file of an assembler or loader run
|program for removing symbols and relocation bits
|program for printing a list of undefined symbols in an appropriate file
|second pass of the PDP-11 assembler
|B assembler (
prog.i —>
|B compiler (
prog.b —>
|B interpreter library
|B runtime routines
|B runtime routines
|assembly language subroutines
|general utility routines for B programs
|a shell script that compiled, by invoking other programs, a B source file (
program.b) into executable (
a.out). The compilation sequence was
program.b —> program.i —> program.s —> a.out
It is noteworthy that the 1st edition did not carry any copyright notice.
The system had impressive documentation. The first edition manual was divided into seven sections:
- Commands (programs intended to be invoked directly by the user)
- System calls (entries into the UNIX supervisor, accessed via the trap instruction)
- Subroutines (intended to be called by user programs)
- Special files (files referring to I/O devices)
- File formats
- User maintained programs
- Miscellaneous
Subsequent editions had an eighth section titled System Maintenance.
Each logical page of the manual, a "man page", contained subsections: name, synopsis, description, files, see also, diagnostics, bugs, and owner. The manual was prepared using the UNIX text editor
ed, and the
roff text formatter.
The first man page was for the
cat command.
2nd Edition (June, 1972)
The 2nd edition contained
cc, the C compiler, but it was not yet implemented in C. A few new commands, system calls, and subroutines were introduced, such as:
salloc(3), and
|A command that did nothing (its function was to place a label for the
goto command: thus, the shell didn't have to be fixed to ignore lines with
|The C compiler.
|A general purpose macro processor.
|submit a job for off line printing.
|A compiler compiler (TMG was a compiler-writing language).
|Interface to the Honeywell TSS.
|A set of routines for dealing with (almost) arbitrary length strings of words and bytes.
2nd edition UNIX was still unprotected, with no multiprogramming. It did carry a copyright.
3rd Edition (February, 1973)
The 3rd edition was the first UNIX to run on the PDP-11/45, which had hardware segmentation and support for more core memory (256 KB).
3rd edition UNIX had some noteworthy features, such as pipes and multiprogramming. Some other interesting additions included:
|The C debugger
|The password encoding routine
|A program for comparing two text files (latter day
|A SNOBOL III compiler and interpreter
|A word to voice translator that turned a stream of ASCII words into utterances, and output them to a voice synthesizer.
|Quoted verbatim from the man page: "... hunts through a document for unusual words, typographic errors, and hapax legomena and prints them on the standard output.")
|A compiler compiler
4th Edition (November, 1973)
The 4th edition was essentially the 3rd edition written in C. It also supported newer PDP-11 systems (such as the /60 and /70). Implementation in a high-level language resulted in a system about a third bigger than the previous.
A few commands were added, while the B programming language was not included.
An Annotated Demonstration of gbaunix
5th Edition (June, 1974)
I use the 5th edition for gbaunix. It is the oldest UNIX for which a machine readable bootable file system image exists. There also exists the source for the kernel (in fact, we shall later see an example of recompiling the UNIX kernel).
Upon power-on, gbaunix displays some information about the "PDP-11"'s hardware, followed by the
@ boot prompt. When you press the START button, the hard-coded keyboard feeder would type
unix, the name of the kernel to boot. The boot process will take an extremely long time (about 2 minutes) on real hardware, after which you will get a login prompt.
The semi-colon in the login prompt (;login is also the magazine of the USENIX Association) has to do with a popular terminal (Teletype model 37) in the early 1970s. The ';' escape sequence put that terminal in full-duplex mode. Hence, the UNIX greeting message contained this sequence. A terminal that does not understand this sequence, such as our GBA TTY, would print the semi-colon.
We noted that even the first UNIX had special files: I/O devices represented as files. When such a file was read from or written to, the underlying device was activated. In the accompanying screenshot,
/dev/rk0 and
/dev/rrk0 are the block and character devices, respectively, corresponding to first moving-head "RK" disk drive.
/dev/mem mapped the core memory of the computer into a file. It was possible to patch the running system using a debugger on this device.
glob, contraction for "global", was an external (to the shell) program use by the shell to expand special characters ('*' and '?') in the argument list.
glob would expand any metacharacters and invoke the command itself. Upon failing to generate any matches,
glob would print the classic UNIX error message: "No match".
Note that certain commands, such as
mkfs, were kept in
/etc to lessen the probability of them being invoked accidentally, or out of curiosity!
dc command, an arbitrary precision reverse Polish calculator, made its appearance very early in UNIX. In fact, it was the first program to be tested on the PDP-11, even before UNIX ran on it.
A typical 5th edition kernel was less than 26 KB. Note also the sizes of the shell (5738 bytes) and
init (1972 bytes). The system shown here has a minimal
/etc/update periodically updated the super block every 30 seconds, so as to ensure that the file system was fairly up to date in case of a crash.
The long format output of
ls listed the mode, number of links, owner, size in bytes, time of last modification, and name.
By the time the 5th edition was released, UNIX had a rich programming environment with support for numerous programming languages, such as Algol-68, APL, Assembly, BASIC, C, FORTRAN, M6, PASCAL, Snobol, and TMG. In fact, using gbaunix you can even program on the GBA itself in several languages (in theory, might be painful in real-life). Compilers/interpreters are included on the 5th edition disk image for C, PDP-11 assembly, BASIC, Shell (scripting), and FORTRAN. I have tried Algol-68 too, although you may have to load it onto the disk image.
Following are some more examples of programming in the gbaunix environment (including the obligatory "Towers of Hanoi"):
Some more screenshots, including those of the output of miscellaneous commands, can be seen on the screenshot-overflow page.
Subsequent Editions
The 6th edition (May, 1975) was important in that BSD and XENIX were derived from it. John Lions wrote his famous Commentary based on the 6th edition (A Commentary on the Sixth Edition UNIX Operating System, 1977). Moreover, 6th edition is the earliest UNIX system that is available in machine readable form in its entirety.
The on-line documentation for 5th edition is missing. Only bits and pieces are available of the 4th edition and earlier systems.
Beginning with the 6th edition, the UNIX system proliferated rather rapidly.
Further editions in the BTL lineage were:
- 7th edition (January, 1979)
- 8th edition (February, 1985)
- 9th edition (September, 1986)
- 10th edition (October, 1989)
It is also possible to run some other systems on the GBA that normally run under SIMH. However, doing so is increasingly harder (and after a point, impossible) as system requirements increase (more memory required, say).
Following are some screenshots depicting BSD 2.9 running on the GBA:
Optimizing gbaunix
gbaunix has provisions for experimenting with a few potentially performance-affecting aspects. Note that you would need to recompile gbaunix to experiment with these.
Performance-critical code in IWRAM
gbaunix includes an example of compiling certain code as ARM and keeping it in IWRAM. Note that the code that is most likely to benefit from this optimization, if at all, is the CPU simulation code.
The GBA provides a few methods of performing memory operations, with different performance characteristics and restrictions (alignment, size, overlap, etc.) Those relevant to gbaunix include using DMA channel 3 (general-purpose DMA) for
memcpy() and
memset(). Moreover, the GBA BIOS contains functions for copying and setting memory via software interrupts. gbaunix includes support for experimenting with these methods.
As we saw earlier, gbaunix emulates
stdio, and in turn, a simulated disk, by making a section of the GBA GamePak ROM appear as a UNIX file. Since we cannot write to the ROM (on real hardware, at least), gbaunix shadows the writes into buffers in RAM, and all subsequent reads and writes first consult the shadow buffers. gbaunix allows you to pre-load the shadow buffers with "hot" areas of the UNIX disk that are written to initially (from power-on until a user logs in, say).
Recompiling the UNIX kernel
While recompiling the UNIX kernel would not have any perceptible performance benefits for gbaunix, doing so is interesting nonetheless, if only to contrast it with today's kernel compilations. We could limit the number of devices the kernel supports, and thus not link in some code, thereby reducing the kernel's footprint somewhat.
Consider the source size of the 5th edition kernel:
- Headers: 418 lines in 13 files
- C files: 7222 lines in 43 files (including available source for all peripheral device drivers)
- Assembly files: 1080 lines in 2 files
I have not even attempted to compile the kernel on the GBA itself: it would take an inordinately long time, and we would certainly run out of shadow-write memory with the current scheme, if not the current GBA specifications.
The following sequence of commands assumes that you have 5th edition UNIX running (on real or simulated hardware), and the UNIX kernel source is in its default location (
Remove libraries that possibly exist due to a previous compilation:
# chdir /usr/sys
# rm -f lib1
# rm -f lib2
Before you begin compilation, you could study and modify tunable parameters in
If you get a compiler error (I did with the source tree I have) about an undefined
KISA0, define
KISA0 (the first kernel i-space address register) in
# echo '\#define KISA 0172340' >> /usr/sys/seg.h
Compile the "main" kernel:
# chdir ken
# cc -c -O *.c
# ar vr ../lib1 main.o alloc.o iget.o prf.o rdwri.o \
slp.o subr.o text.o trap.o sig.o sysent.o clock.o fio.o \
malloc.o nami.o pipe.o sys1.o sys2.o sys3.o sys4.o
Compile device drivers, etc. Note that you could choose not to compile some of the files in this directory if you are not including support for the corresponding devices:
# chdir ../dmr
# cc -c -O *.c
# ar vr ../lib2 *.o
Generate system configuration, and link everything to yield the kernel binary:
# chdir ../conf
# cc mkconf.c
# mv a.out mkconf
# echo rk | ./mkconf
# cc -c c.c
# as l.s
# mv a.out l.o
# as mch.s
# mv a.out mch.o
# ld -x l.o mch.o c.o ../lib1 ../lib2
# mv a.out rkunix
rkunix is the newly compiled UNIX kernel. Place it as
/rkunix, and type
rkunix instead of
unix at the boot prompt to test it.
Ideas and Suggestions
Following are some ideas for further work (with mostly academic relevance):
Native port of UNIX to the GBA
It would be a good exercise for operating systems students to attempt a native port of, say, 6th edition UNIX to the GBA. I expect a substantial improvement in performance (as compared to gbaunix) if this were done. Ancient UNIX is a system small enough to be easily understood by one person. The 6th edition kernel source consists of 44 files (The Lions Commentary):
- 14 C headers
- 28 C source files
- 2 assembly files
The entire source is less than 9,000 lines if a subset of peripheral device drivers is included. Of this, assembly constitutes about 10%.
While I think it is very feasible to do a native port, it is less trivial than it appears ("only 2 assembly files!"), particularly if you port the C compiler as well.
gbaunix performance improvements
Even though I have included some preliminary hooks for optimization (use of DMA, tweakable caching, placement of certain code in the processor's internal memory, etc.), it is an open problem to come up with an optimization scheme that takes all constraints into account and results in a perceptible performance improvement. You could start by focusing on the code that simulates PDP-11 instructions (
pdp11_cpu.c) — that's where the simulator spends most of its time.
An input mechanism for gbaunix
Currently, gbaunix is always in "demo mode", wherein it iterates through a hardcoded (at compile time) sequence of UNIX commands. For more realistic and interactive user experience, an input mechanism could be created (or an existing one incorporated). For example, you could have a modal mechanism in which you compose a command line by choosing characters (via the keypad) displayed on the screen: once done, a button press returns you to UNIX, with your composed command in the TTY's input buffer.
Emulating the original Macintosh on the GBA
The first Macintosh had the following key specifications: 8 MHz 16-bit processor, 128 KB RAM, 64 KB ROM, no cache or interrupts, 400 KB floppy, and monochrome 512x342 display. To recapitulate, the GBA has the following relevant specifications: 16.78 MHz 32-bit processor, 288 KB (32 KB internal + 256 KB external) RAM, 32 MB ROM, and 240x160 display. It should be possible to port a lightweight Macintosh emulator (or perhaps even create one) to the GBA. You might do offscreen scrolling to accommodate the higher resolution, emulate a writable floppy drive via shadow writes, etc.
Other possibilities include porting an 8088 emulator to run some ancient version of DOS.
Note that in order to run 5th edition UNIX with gbaunix, you must have an RK05 disk image of 5th edition UNIX, which is not included in the gbaunix distribution. SCO owns the copyright for the 5th edition (and several others). You can download a disk image, after reading and understanding the license and ensuring that you are eligible, from the Unix Archive at the PDP-11 Unix Preservation Society:
If you only want to run gbaunix, without recompiling it, you can simply concatenate the pre-compiled executable (
unixv5.tmp) in the distribution with the RK05 disk image:
% cat unixv5.tmp disks/unixv5.dsk > unixv5.gba
unixv5.gba is the ready-to-run "game cartridge", which can be used with a Game Boy Advance emulator, or on real hardware.
If you want to compile gbaunix (highly recommended, and the only realistic way to experiment with it), you would need a cross-compilation environment: an ARM toolchain for your platform. You may need to edit the Makefile to set the path to your ARM compiler. The RK05 image must be present as
disks/unixv5.dsk in the source tree. Thereafter, simply run
- Ancient UNIX sources, binaries, and documentation.
- Dennis Ritchie's writings.
- SIMH documentation.


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This very versitile dog bed was originally designed to fit the in rear cargo areas of SUV's, station wagons and vans. However, this low profile bed makes a great addition to your home.
The bed is constructed with two inches of furniture grade foam topped with 1 inch" of high loft fiber to make this a comfortable bed for all dogs, especially older and arthritic dogs. Firm footing for all breeds with cozy bolsters.
Cleaning: Unzip cover and remove foam insert and bolster. Rezip, machine wash and dry cover only on cool setting. Tufting prevents fiber from shifting.
NOTE: Almond is out of stock & will be available after January 7th.

subset: commoncrawl


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Here is a simple tutorial on "how to draw a cartoon cow" step by step. Again this animal is going to be very simple to learn from because all the steps and instructions are easy to follow and read. Cartoon cows can be so cute if you draw them to be. I already have a lesson on a baby cow and that came out simply adorable. I enjoyed sketching out this animal because he looks so generic, and that is what most people look for when they want a tutorial on a cartoon cow. If you guys have any request for a cartoon person, place or thing, don't hesitate to do a shout out in the live draw chat, or just leave a comment on one of the tutorials. You can even instant message me through the instant chat box here on the site. I have three more tutorials to upload which means I have to leave momentarily once again. Have fun with this submission on "how to draw a cartoon cow" step by step. Peace out and happy drawing folks!
DragoArt members upload artwork and drawing tutorials! They are also allowed to leave comments on tutorials, profiles, etc. Many more features, as well; it's way better than just being a boring guest! Register Now!


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The Dougherty Arts School's adult arts program is dedicated to enriching the Austin community with hands-on artistic opportunities. The school hires skilled artists that are committed to sharing their knowledge and exploring new ideas with students. Classes provide the springboard for students wishing to experience creativity and personal growth. Call 512-974-4040 to register or for more information.
Adult Programs Fall Registration: August 21, 2019
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Open Hours:


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Consensus Report
Review of the St. Johns River Water Supply Impact Study: Final Report (2011)Water Science and Technology Board
Each report is produced by a committee of experts selected by the Academy to address a particular statement of task and is subject to a rigorous, independent peer review; while the reports represent views of the committee, they also are endorsed by the Academy. Learn more on our expert consensus reports.
The St. Johns River in Northeast Florida is under consideration as an additional water source for a large and rapidly growing segment of the state's population. In 2008, the river's Water Management District undertook a Water Supply Impact Study of the proposed water withdrawals and asked the National Research Council to review science aspects of the study as it progressed. This final report of the NRC Committee focuses on the seven ecological impact analyses conducted, it presents final thoughts about the hydrologic and hydrodynamic studies, and it provides some overall perspectives on the Impact Study.
The report finds the District performed a competent job in relating predicted environmental responses, including their magnitude and general degree of uncertainty, to the proposed range of water withdrawals. Two of the District's workgroups achieved state-of-the-art science, according to the Committee, with potential uses beyond this study; those workgroups focused on hydrology and hydrodynamics and on submersed aquatic vegetation.
Key Messages
- The overall strategy of the Water Supply Impact Study and the way it was implemented were appropriate and adequate to address to goals the District established for the study.
- The District scientists welcomed the Committee's recommendations and implemented them when feasible, thus overcoming many of the limitations noted by the Committee early in the project. The Committee commends the District workgroups for their careful and thoughtful responses to its suggestions.
- The District's final report should acknowledge such critical issues as include future sea-level rises, population growth, and urban development. Their predicted effects on water levels and flows in the river are greater in magnitude than the effects of the proposed surface water withdrawals, but they have high uncertainties. Using an adaptive management strategy, the District should plan to run its models with more recent rainfall and land use records.
- The Committee continues to be somewhat concerned with the conclusion that the water withdrawals considered in the WSIS will have few deleterious ecological effects. This conclusion was based on the model findings that increased flows from upper basin projects and from changes in land use (increases in impervious areas) largely compensated for the impacts of water withdrawals on water flows and levels. Although the upper basin projects are positive insofar as they will return land to the basin (and water to the river), the same cannot be said about increased urban runoff, the poor quality of which is well-known.
About this Report
Authoring Body:Committee to Review the St. Johns River Cumulative Impact Assessment
Primary Board:Water Science and Technology Board
Sponsor(s):St. Johns River Water Management District
Other Report(s) in this series:Review of the St. Johns River Water Supply Impact Study: Report 1 (2009)
Review of the St. Johns River Water Supply Impact Study: Report 2 (2009)
Review of the St. Johns River Water Supply Impact Study: Report 3 (2010)


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You MUST be logged in and Verify Tax Exempt Status before completing your purchase. Once logged in, you may verify your status and continue shopping.
Created by the celebrated artist Karen Rossi, this angel ornament carries the message, "You are an angel standing tall in the face of adversity and showing this world your courageous spirit."
This whimsical character is the perfect recognition gift for sexual assault survivors, advocates, volunteers, and the many others who deserve to be lauded for their achievements. The colorful metallic oranment is 41/2 inches long and comes with an attractive gift box.


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Adele hits back over new love
Adele's new relationship has the support of "everyone" in her life.
The 'Someone Like You' hitmaker - who has been getting close to Simon Konecki, the boss of water charity Drop4Drop in recent weeks - has hit out at speculation her new lover is still married, explaining he has been divorced from stylist Clary Fisher, the mother of his five-year-old daughter, "for four years".
Writing on her blog, she said: "This is the first and last time I will comment on the details of my relationship with Simon. Contrary to reports and headlines in the press today, Simon is divorced and has been for 4 years.
"Everyone in our lives separately and together wish us nothing but the best, and vice versa. These are the facts."
Meanwhile, the 23-year-old singer - who was forced to cancel a string of concerts in the US and England last year after undergoing surgery on her vocal cords for a benign polyp - has been banned from eating her beloved curry by doctors as she battles to get her voice back for a performance at February's BRIT Awards.
An insider told the Daily Star newspaper: "Adele loves curries. She keeps getting curry cravings, especially when she walks within sniffing distance of an Indian restaurant, but she's staying strong."
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For some reason I went a bit nuts in Topshop recently buying a selection of make up! (more reviews coming soon!).
One thing that they do which I really like is the Topshop Nail Polishes!
I like the packaging and I think the colours are pretty cool for £5:
I bought Dust Storm, a sheer grey with a pearl shot through it, Bees Knees, a cute yellow and Peaches & Cream, a peachy orange pastel.
What did I think of these?
Bees Knees is a super cute yellow. I don't like pastels, generally speaking but I do like this. I think yellow nail polish is hard – too yellow it just looks a bit smokerish. But if it's too sheer or pastel, what's the point? I think as far as yellow's go this is a fab one.
Dust Storm:
2 coats of this sheer shade leaves a dusky grey mauve type shade. This is not my kind of shade really but I did think this look really pretty and it's quite nice on, quite a nice work colour if a little natural.
I guess it's more natural that the sort of mushroom type shades that are around.
Peaches & Cream:
This is more orange on that it looks in the container, but I still love it although on my olive skin, it looks a bit pastelly. I do like it through although this one had a strange texture. The first coat was fine, the second was super thick and gloopy – yak.
Oh also, I noticed these Topshop polishes are quite fragile – Mr C knocked one off the bed and the entire top section snapped! So I had to throw it away, there was no way to glue it back on and one the air got to it, it was a goner.
Overall I think this is one thing I will go back to Topshop for.
Have you tried Topshop nail polishes?


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To easily return to a page whenever you're logged into the Intranet, add it to your Bookmarks menu. For a quick way to add those bookmarks, drag the link below to your browser's toolbar:
When you're viewing a page you want to bookmark (anywhere on the web, not just on the intranet), simply click the toolbar link. It will take you to the Intranet and add a link to that page in your Bookmarks tab's menu.
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Strategies for Success
A version of this article appears in the March/April 2004 issue of Home Energy Magazine.
March 01, 2004
What business practices do whole-house contractors need to consider adopting in order to see strong growth in the coming year?
Whole-house contracting businesses, which implement comprehensive solutions for performance problems that include a combination of HVAC and building shell improvements, are rare breeds.And successful whole-house contracting businesses are rarer still. But they do exist, and they provide models to live by. To ferret out the secrets of their success, we conducted a survey in mid-2003 of some of these businesses.The survey was conducted in two stages: a broadbased online screening survey with about 120 respondents, followed by detailed phone interviews with 16 selected contractors. (Information on one of the conractors came from public information outside the phone interview.) This work was undertaken as a part of a project funded by the California Energy Commission's Public Interest Energy Research (PIER) program to identify best practices and suggest approaches for encouraging retrofit home performance contracting in California. Clarifying Performance The terms "home performance" and "whole-house" are closely related but have distinct differences in meaning to us. Home performance refers to contractors who use performance testing as a part of their business process but do not necessarily complete both ...
To read complete online articles, you need to sign up for an Online Subscription.
Once an order has been placed there is an automatic $10 processing fee that will be deducted with any cancellation.
The Home Energy Online articles are for personal use only and may not be printed for distribution. For permission to reprint, please send an e-mail to firstname.lastname@example.com.


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Visit just about any community college in California, and it's easy to see the impact of budget cuts.
Reduced class offerings along with a jump in enrollment demands mean crowded classrooms and longer time needed to graduate.
Fewer students are getting the classes they need, and they're paying more for them.
U.S. & World
News from around the country and around the globe
Now the state's 112 community colleges are facing a new and unexpected round of mid-year cuts that promises to worsen the problem, advocates warned Tuesday.
According to the Community College League of California, the system is facing an additional $149 million in cuts this year, even after absorbing "trigger" cuts of $102 million in January.
League officials say that's due to dropping revenues from student enrollment fees and less property tax revenues than the state had projected.
"These latest cuts threaten the elimination of even more classes and more faculty and staff layoffs," said Scott Lay,Community College League President, in a statement released Tuesday.
The League estimates that the new cuts translate to $135 less per student. That's on top of an estimated $554 cut in per-student funding since 2009.
Community college advocates want the legislature to step in and fill the gap.
But H.D. Palmer, a spokesman for Gov. Brown's Finance Department, tells Prop Zero the League is jumping the gun.
"In our view, it's premature" to make these kinds of predictions, Palmer said.
In April, the state will have a better handle on student fee and property tax revenues.
Last year, Palmer said, the League made a similar shortfall prediction that was eventually filled with property tax money.
Part of the problem, Palmer said, is the rising amount of student fee waivers. Last year, the community college system granted a 56 percent waiver rate. This year, it's approaching 63 percent. That high number is aggravating the system's financial troubles.
Let us know what you think. Comment below, send us your thoughts via Twitter @PropZero or add your comment to our Facebook page.


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17 August 2011 at 4.46pm | 3 Comments
Do you fancy dressing up as a medieval knight from Lohengrin? Or does a night at the ballet remind you how dull is your daily attire? Then take note – on the weekend of 24/25 September, we're holding a massive costume sale. Pick up some period footwear, or a magnificent hat. Or buy a full outfit from the ballet The Sleeping Beauty or the 1958 production of Don Carlo. Prices are reasonable from £20 to £500 and all proceeds go towards the work of the Royal Opera House.
More than 1500 costumes are up for grabs. Trying to describe this varied collection would be impossible; there are all shapes, colours and periods possible, from opera and ballet. Take your pick from productions including Lohengrin, Duke Bluebeard's Castle, Erwartung, Maskarade, Don Carlo (Visconti version), Parsifal and The Sleeping Beauty.
The sale is at our production workshop in Essex. You can make it a day out; there's beautiful walled gardens and an orchard, a cafe and a children's play area. The 14-acre site also boasts Grade II listed buildings. It's a lovely spot to discover.
Plan your trip
Payment: Credit and debit cards, cash or cheque.
When: Saturday 24 and Sunday 25 September, from 10am.
Where: Royal Opera House's Bob and Tamar Manoukian Production Workshop at the High House Production Park in Purfleet, Essex. (Vellacott Close, off London Road, Purfleet, RM19 1RG)
How to get there: Trains leave Fenchurch Street approximately four times an hour for Purfleet, the journey takes 30 minutes. The High House Production Park and the Bob and Tamar Manoukian Production Workshop are approximately a 15 minute walk from Purfleet station along the London Road (turn left out of the station and walk along the London Road and the High House Production Park is clearly signposted)
If you are travelling by car take the M25 and leave the motorway at Junction 31. Then join the A1090 (Stone House Lane) towards Purfleet railway station. At the roundabout with Purfleet Bypass, continue on the A1090 (London Road) for about 300 yards until you see signposts for the High House site which is on your right.
If you are travelling by car from London on the A13, take the A1306 towards Purfleet and at the Stonehouse roundabout turn right onto the A1090. At the roundabout with Purfleet Bypass, continue on the A1090 (London Road) for about 300 yards until you see signposts for the High House site which is on your right. There is plenty of parking on site.


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Newark is renowned for its commitment to arts and culture, a feature that is quite evident in its downtown cityscape. The city center contains plenty of gorgeous architecture and will provide a beautiful setting for your engagement photo session.
Start off your engagement photo shoot at the Trinity and St. Philip's Episcopal Church, located in the heart of downtown Newark. Have your engagement photographer organize a portrait of you and your fiancee beside one of the towering Greek columns. You and your loved one can also pose for a portrait beneath the church's elegant front entrance. Afterward, have your engagement photographer take a photo from street level, with the church's immaculate steeple in the background. Finally, take some photos in the side yard, against the backdrop of the church's red brick walls and stained glass windows.
Once you've finished at the Episcopal church, take a short walk over to Eberhardt Hall, located on the New Jersey Institute of Technology (NJIT) campus, just a few blocks away. The oldest building on campus, Eberhardt Hall is listed on the National Register of Historic Places. Upon arriving, have your engagement photographer create a portrait of you and your fiancee seated on the front steps or beneath one of the large shade trees in the foreground of the building. You can then pose for a photo on the lush green lawn, using the building's beautiful Gothic Victorian architecture as a backdrop.
Finally, walk over to Newark's Lincoln Park, located about a mile away from the NJIT campus. Take a relaxed stroll along the park's pathways as your photographer captures some candid photos. You can also pose for some seated photos on one of the park benches or for an intimate portrait beneath one of the park's many trees.
The area around the NJIT campus offers a plethora of stunning structures for your engagement photo shoot. A perfect example of Italian Renaissance architecture, the Newark Public Library is a great place to create some beautiful engagement photos. You and your fiancee can pose for a portrait at the building's entrance, beneath the neatly designed arch or seated on the front steps. You can also pose for photos along the exterior marble walls. Venture inside the library and you'll find yourself inside a magnificent, bright marble lobby. Have your photographer take some photos of you and your fiancee on the ground floor or on the second-floor balcony overlooking the lobby.
After you've completed your photo shoot at the Newark Public Library, make your way over to the St. Patrick's Pro-Cathedral, only a few blocks away. This majestic cathedral is a formal cathedral of the Roman Catholic Church and is on the National Register of Historic Places. From street level, your engagement photographer can organize a photo of you and your fiancee using the cathedral's neo-Gothic architecture as a backdrop. You and your loved one can pose for photos against the cathedral's crimson brick walls or in front of the entrance steps. Afterward, pose for some casual photos in the cathedral's cozy side yard.
Your last stop on this itinerary will be Dayton-Weequahic Park, only a few miles from the cathedral. The park contains many green grassy areas where you and your fiancee can pose for some relaxed photos. Afterward, take a leisurely promenade across the park and stop for photos beneath the numerous shade trees.
For some truly unique engagement photos that will capture the industrial flavor of New Jersey, visit the East Newark's abandoned "Annie" Bridge, which was featured in the 1982 motion picture, Annie. You and your fiancée can walk along the railroad tracks beneath the bridge's steel construction as your engagement photographer captures some beautiful silhouetted photos. The adventurous couple can also do a bit of climbing around on the bridge, which will make for some really creative snapshots! Walk out onto the old wooden dock near the bridge and have your engagement photographer take some photos of you and your fiancée by the waterfront. There are also plenty of abandoned warehouses in the nearby area that will also fit the mood of your engagement photo shoot. A short walk just past the bridge will lead you to this rare, industrial setting, which will make for some great photo ops. Finally, have your engagement photographer take some photos of you and your loved one relaxing in the dry grass that covers the bridge's surrounding area.
This is a photography location that you're not likely to find in any other engagement photo albums!
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Getting Started[edit]
Pete makes some good money as a sculptor, but decides that working with the metal was his true calling. He goes into Buy Mode by function, goes to the Entertainment sort, then the Hobbies & Skills subsort, and purchases a Scraptronic Workbench for $1250. He sticks that in the rear tower.
Now, from the workbench, one thing we need to immediately point out is the fact that Pete can purchase scrap. This of course saves bushels of time, since he can just drop a few hundred bucks for 100 pieces of scrap. If you're a full-time sculptor, and you often work in metal, you may want to keep a workbench on hand just to quickly get scrap if you need it. It's ultimately an expensive solution ($1250 for the workbench plus material cost), but you're basically paying for the massive time saver. The workbench comes with some scrap already, which you can access by using the "Open" command, like it's a refrigerator or bookshelf; then you can drag the scrap from the workbench to the Sim's inventory.
Anyway, Pete still has over 50 pieces of scrap, not to mention what's already in the workbench, so he doesn't need any at the moment. He heads to the workbench and uses the "Dabble" command, which basically sees Pete messing around with things. Pete can adjust the command in the top-left corner of the screen to "Dabble Indefinitely," or just leave it to automatically stop once he hits Level 1 of the Inventing skill. Dabbling doesn't do anything, and in fact is dropped as a possible interaction once Pete hits Level 1; dabbling is literally just Pete randomly throwing together random scrap around to get used to the tools and so on.
Once Pete hits Level 1 in Inventing, he quits his self-employed sculptor job and switches to be a self-employed inventor. Now, unlike with sculpting, there actually is a huge benefit with being a self-employed inventor: certain opportunities (which we'll explain soon) will open up special inventions that you wouldn't otherwise be able to get or figure out on your own.
For now, Pete doesn't have to worry about it. He cancels the "Dabble" command, interacts with the workbench, then chooses the new "Invent" command. You won't see it here, but the act of inventing gains skill experience in both the Inventing and Handiness skills. Pete is already at Level 10 in Handiness, which reduces the chance he's going to wind up hurting himself as he invents. If you have a young Sim who doesn't have any skills at all, you may need to keep an eye on him to make sure he doesn't electrocute himself to death in the early stages.
All inventions, when finished, automatically go into Pete's inventory. It doesn't take long before Pete manages to create his first invention: a "Rotational Pull." He buys a display platform, sticks the little thing on there, and we take a picture…
It does literally nothing: it's just a decorative object for all intents and purposes, but it's special to Pete because it's his first. Still, it doesn't really help with anything at the moment. At the workbench, like with the sculpting station, Pete can now specifically make the rotational pull toy whenever he wants, but for now he just uses the conventional "Invent" command and switches it to "Invent Indefinitely." After the day is done, Pete has a few little toys in his possession. He doesn't want to keep any, but rather than selling things through Buy Mode, there is another way.
The Consignment Store[edit]
Pete sleeps on it. The next morning, he gets dressed, then heads over to the new consignment store (conveniently located around the corner, thanks to my placement when I installed the expansion!). Pete gets there a bit before 9am, which is a little early: the store is vacant, though Pete gets to run around in there. At around 9:30, people come in, including the store worker, Don Lothario. Pete speaks to him once he gets behind the register, and chooses the social interaction "Buy Items."
Note that Pete is picking the "Buy Items" social interaction even though he's selling them. When the popup box comes up, I can purchase items like any other store, but the goal here is to click the "Consign" tab. The screen switches to a list of what is in Pete's inventory, and Pete can choose what things to sell. Of course, Pete selects to sell almost everything he's carrying (I forgot to put a seed in the fridge before I left)…
Because the items haven't sold yet, the money doesn't yet get added to the family account, nor toward Pete's job progression. Pete just heads home for now, and continues inventing. Pete's next invention, in fact, is actually useful: he invents a tool called "The Harvester!," including the exclamation mark, which can be used to quickly harvest crops. The Falkons don't have a garden here, and besides, Pete is way too busy to worry about it, so he decides that he'll consign this one too tomorrow. The best part though, just to remind you, is that because Pete has created a The Harvester!, it means he can create another one through the workbench at any time. It costs quite a bit at 25 scrap pieces, but the cost will be more than made up through the consignment store.
Now, items you consign in the consignment store are immediately placed for sale. If you play multiple families, you can switch active families here and immediately buy something that a different family puts up for sale. This means in this case that if I had another family in New Pyroville with gardeners, I could specifically have Pete make a harvester, consign it, switch to the other family, and buy it all in a fairly short amount of time. It would be a way to quickly spread inventions throughout the neighborhood to whoever needs them.
It isn't much later when Pete gets alerted in the message center that his items sold in the consignment store. Even better, the items sold for a bit more than what they would have sold for through Buy Mode, even given the consignment fees. When you're dealing with a mere $30 turning into $35, that doesn't seem like much, but you need to think percentages: the consignment store will definitely lead to much bigger, better profits in the long run.
Even better, the consignment store can take all sorts of items. Remember up above, Pete could have sold his rare seed? Pretty much anything you find or create can be sold there. It's a way of selling your paintings, stones, gems, insects, treasures from tombs, and more: if it fits in your inventory, you can probably sell it at the consignment store and make way more money that way, provided you're patient rather than needing the money right at that moment.
Advanced Inventions[edit]
Pete presently gets to Level 6 of Inventing, which brings up what is arguably the greatest object interaction in the history of the Sims franchise. Remember the stereo Pete rescued from the junkyard? As great as the stereo was, Pete decides to use it for this…
For anyone who's ever hated anything anywhere, this is for you: meet the "Detonate This" command, which is just about as awesome as getting Batman, Michael Jordan, and IGN Editor Jessica Chobot to come to your birthday party. For a little cash, you can rig up a block of C4 to almost any object in the game and let nature take its course… provided it correctly works, which in this case, it didn't. While you're standing there in awe, do you mind if Pete borrows your underwear? He needs a fresh set.
Almost any object, regardless of material, can be blown the heck up. The cost of the C4 block scales to the size of the object. There is a point to this: did you notice in that screenshot up there that there were a few piles of metal on the carpet? Blowing an object up allows you to get some scrap metal, and the bigger the object is (and the more C4 it takes), the more scrap comes off it. In this case, Pete gets 9 units of scrap for just the $20 block, way cheaper than buying it directly from the workbench.
Pete makes a fairly useful invention soon, called the Floor Hygienator. This device, when placed on the floor, starts to restore the Hygiene meter of anyone who walks on it. This is very useful for gardeners, or even in your workout room. It's a small device, just a one-tile-wide strip, so it's best placed in a spot that must be walked on to enter or exit the room. For example, it can be placed right at a door, or in Pete's case, right at the foot of the stairs.
Another useful invention is the Miner, seen here…
Placed right next to Pete's car… nothing can possibly go wrong.
Pete uses the Miner for a couple hours, and eventually stops on his own when the device's sensors go a bit batty. There's a golden glow coming from the hole the Miner made, always a good sign. Pete uses the "Place In Inventory" command on the Miner just to get it out of the way, then "examines" the hole... by falling into it. Awesome.
According to the message center, Pete finds some underground catacombs down there, and starts to explore the place. Also, he supposedly finds some treasures… but checking both his inventory and the family inventory once he gets back, he's got nothing. Hm… maybe I was just unlucky? It's something to keep in mind next time we try a little adventure down the rabbit hole.
Pete's almost-final invention only comes when he hits Level 10 in the Inventing skill. There seems to be a bit of a helper here: once you hit Level 10, if there are any inventions your Sim hasn't found yet, there seems to be a bias where you'll see new inventions pretty quickly. You'll get a message when you've exhausted them all, and your Sim will stop automatically. Pete does so presently, and the "Invent" command is dropped from the workbench. After all, there is nothing more to invent, and the "Make…" command is really the only one that matters.
But onto some fun. Pete takes out his almost-final invention: a time machine! He places it on the roof of the rear tower, and examines it…
Pete can choose whether to go back to the past or visit the future. I flipped a coin, and… past, it is! Pete heads into the machine, and stays there for awhile. His progress is reported through the message center, similar to how he was exploring the giant gaping hole in the front yard. Eventually he comes back with a maxed out Fun meter and a four-hour debuff that stops him from time traveling again soon.
There are prizes to be had though. The next morning, Pete is recovered, and he heads to the future. After the trip… hm, no joy this time either. Maxed Fun meter, four-hour debuff, and that's it.
It's just as well for the Falkons. See, the real fun with the time machine is, after enough trips and with some luck (and probably modified based on whether you have the Lucky or Unlucky trait), your Sim may come home with a visitor. There are stories in other neighborhoods where a trip to the future produces a girl who claims to be the daughter of the Sim who makes the trip. This adds a Sim to the family who is literally flagged as the Sim's daughter, though her other parent remains a basic mystery. Kinda creepy, huh?
The Master Invention[edit]
But we're not quite done yet: there's one more invention that inventors can do, though it's not blatantly listed in the skill journal. Now that Pete is up to Level 10 in Inventing, he works diligently for quite a couple weeks until he gets a phone call. He gets the start of an opportunity chain, and the name of the first step is "Master Invention." Be sure to remember that so you can drop everything for it; you don't want to wait another two weeks before it comes up again, do you?
The first step is to deliver a unit of palladium to the science lab. The nice thing is, you do not have to look for every single rock in the world. Take a look at this blown-up screenshot…
The diamond-looking map tags mean "This is a rock or gem you can pick up, but you don't know what it is till you do so." The single black rock map tag means "This is palladium, buddy! Come pick it up, hurry!!!" The black rock icon appears even if you don't have a collection helper; I basically made this more difficult on myself by having it up and set to gems. Well, at least I found one… Pete follows my advice, grabs the palladium, and delivers it to the science lab.
That was the easy one. Next up, Pete needs to collect 10 life fruits… I guess Pete gets to play gardener after all. He runs around to collect some seeds, pretty much at random, and starts planting everything in sight. Remember that the first time you grow anything, any more seeds you find of that thing are immediately identified. So, if Pete gets a seed and it turns out not to be a life fruit seed, it'll help narrow down the possibilities.
Life fruit seeds tend to be near one of three places: the mausoleum (ironically), the science lab, and far-flung hills on the very borders of the map. Start at the mausoleum and graveyard, and snag every seed there. If you still don't see it, try the science lab. Only start looking further if you've exhausted all other possibilities, else you'll be running around like a total moron for entirely too long.
Next up after that is to get a heart-shaped pink diamond. Again, the collection helper will GREATLY help you out here: set it to rocks and gems, then look around the city. While the process is easy, this will more than likely take you awhile: pink diamonds are very hard to come by.
There are two ways you can help the process, but both ways involve having The Sims 3: World Adventures installed. First, quite a few high-level dungeons have pink diamonds as treasures. You could also cheat and create your own dungeon, make a treasure chest, and MAKE SURE it spawns a pink diamond. For information on how to create dungeons, refer to the Building Tombs section of our The Sims 3: World Adventures part of the guide.
Second, you can visit China and buy a board breaker, then take it home and break boards like crazy until you get to space rocks. Then, you can just break space rocks for eternity and hope you spawn in a pink diamond after one successful break. At Martial Arts Level 10, you can break space rocks much faster than you would be able to run all around the city, so it might be your best bet.
If neither way appeals to you, or if you don't have that expansion installed, one other solution is to use your Miner invention. The mere fact you're trying to get the ultimate invention means you've made a Miner at some point, so you've probably got one around (or can make one). There is a sizeable chance you'll find a pink diamond when you explore holes that are created. You can also try exploring the catacombs at the graveyard, but the chance of finding one there is somewhat lower.
Once you find a pink diamond, go into your inventory, and be sure to get it cut as "Heart-Shaped." Fail that, and you basically have a very valuable paperweight. It should arrive back in the mail the day after you mail it away to get it cut.
After that comes the easiest part of this quest chain: you need to turn in 100 pieces of scrap. Unless you're dirt poor, it should be easy enough to just buy 100 pieces from your workbench and transfer it into your inventory. Turn that back into the science lab, and get a special item called a Life Core.
With the Life Core safely in Pete's inventory, he goes to his workbench and selects a special command called "Make Mystery Invention." It's going to take Pete a couple days to get it done, but there is zero chance of failure once he starts. After his work is complete, he takes a step back to admire the view…
Meet a female SimBot, which Pete names Becki! SimBots are fully controllable robots that are basically like real Sims, except with no need to have a Hygiene meter. SimBots need to eat scrap pieces now and then to stay alive, but otherwise they're easy to take care of and live a long time. They can be interacted with fully: romance, jobs, living on their own, the whole thing. They can't have kids, but who cares? If you're using one as a butler, for example, they're pretty handy to have around.
But let's say you don't like their traits. Becki herself has several traits, including Party Animal, that doesn't gel with being a maid. If Becki gets wet at all—swimming, showering, playing in the sprinkler, whatever—she shorts out and shuts down. At that point, Pete can repair her or call for a repair technician, or he can use a special "Reprogram" command to reset her traits however he wishes. Also, you'll want to quickly deal with them when they short out like this: they start "aging" very rapidly while shorted, and you don't want to have them blown up needlessly!
Now that Pete has finished the quest to make a SimBot, he can make more anytime, provided he has the necessary ingredients. He will always need 10 Life Fruits, 1 heart-shaped pink diamond, 100 pieces of scrap, and a bar of palladium. The Life Fruits and scrap, like in the quest chain, are pretty easy to come by; Pete would have to work a bit for the others.
The alternative method to getting a SimBot is to simply drop 40,000 Lifetime Points on one: the reward is called "My Best Friend," and it's repeatable. Buy it, and a SimBot will be delivered after a day or two and be added to the family.
The only catch with them is that, because SimBots are basically fully controllable Sims, they are added to the family count. That means the Falkon household now has three members: still well under the eight-Sim limit, but you'll want to keep it in mind if you have a huge family.


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Tagged: Swedish products
Music; IAMAMIWHOAMI
Do you miss Kate Bush from the 80's? And are you over Lady Gaga? When I got the right mix!
A new sound that takes you on a trip, even when I don't always hear what she is singing (and yes, it's all English).
This Swedish electronic music group is not a newcomer. But just discovered (for me at least) another Lady Gaga. Of course, we had some Gaga's in the past like Grace Jones or Roisin Murphy from Moloko. But this one is a bit more gaga, and crazy. Not only by the outfits but also by behavior.
In the beginning of her career, she did not even tell her name and gave answers as she is from another planet. So, I will tell you how she is then: her name is Jonna Lee and she is the lead singer and songwriter of the band.
Her sound can be described as a very electronic innovating sound, a bit of a blast from the past, 80's influence but at the same time she's very new and refreshing. I would put it in my collection that includes Jamiroquai, Sade and now Iamamiwhoami that I find perfect for long journeys in my car, it just keeps me going, the music keeps me relaxed and concentrated. Definitely a must have for your car-collection.
In a real Youtube Music video series called "Kin" and "Bounty" she tells a story that is sometimes a bit confusing, but very artistically presented in a recycling/eco way! All locations are Scandinavian and with re-used materials. Paper houses, empty bottle suit, concrete sexy costume and a Volvo wrapped in folly are the things you see in the 24 video's. Volvo and Ikea, both very Swedish products keep making their return in her videos something she loves to promote, Swedish products.
It refreshing to see this, but at the same time I wonder what is she trying to tell us, what's the message?!
Do i have to see this as art or is there a deeper meaning in the images she is presenting us. I stopped wondering what it was and just admire the creativity thats been displayed, I simply enjoy it.
Her album Bounty is in my playlist and love closing my eyes and dream away in her world. And when I open my eyes I watch it on youtube again and again. I don't get bored watching these clips!
Its a shame you don't have audiovisual videos included when you buy it on iTunes, like the last self-titled album from"BEYONCE".
I must say in costumes she inspires me a lot. Maybe I should try to make a suit out of longhair Carpet. It looks so freaky and impressive when you move from left to right, just the whole flow of the material is awesome. Anyway… Just check it out for your self..
I give 4 out of 5 stars, because I don't always hear what she is singing. but the rest is an amazing experience. Real 21st century music that will be timeless in my music collection.
Start listening and watch the videos (links down below) and enjoy this crazy musical ride.


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Management ideology: The last bastion of American hegemony | Opensource.com
Management ideology: The last bastion of American hegemony
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Here is a tricky question: How many living management gurus can you name who did not learn their trade in North America? I have asked many colleagues this question, and it's pretty hard to come up with a good list. For example, consider the individuals in last year's "Thinkers 50" ranking list. By my reckoning, there are only seven who make the cut: Richard Branson (Virgin), Kris Gopalakrishnan (Infosys), Kjell Nordstrom and Jonas Ridderstrale (Stockholm School of Economics), Lynda Gratton, Rob Goffee and Gareth Jones (London Business School).
Does this matter? I think it does.
In the years following the Second World War, the United States dominated the global business world completely--it was the major source of capital, the home of advanced manufacturing, and the source of most major technological developments. It provided the best quality management education, and it was the source of all the latest management thinking.
Today, we live in a more complex, more plural world. The US is now the world's largest debtor nation, and the biggest sources of capital are the large Sovereign Wealth Funds of the Middle East, Russia and China. Leadership in advanced manufacturing is spread across such countries as Japan, Korea, Germany and the US. Technological innovation is dispersed across the world, in countries like India, China, Singapore, Israel, Sweden and the UK, as well as North America. Top-quality business schools exist in every major market.
In short, the rest of the world has caught up. North America no longer holds a clear advantage in any of these fields of accomplishment it used to lead.
With one exception: management ideology.
What do I mean by management ideology? I mean the basic frameworks and assumptions we use to talk about the practice and profession of management; our underlying beliefs about what management is trying to achieve, and how it goes about achieving it.
There is a management ideology in existence today that took shape a hundred years ago, primarily through the ideas and practices of US-based management thinkers, and which continues to dominate the way we think about management. Its key features are:
- Setting and delivering of objectives according to the demands of shareholders
- Coordination of effort and activities through professional bureaucracy
- An emphasis on efficiency and productivity as the key measures of success
Of course this ideology is not without its detractors. But the point is, this ideology is the mainstream--it is the primary way of thinking about, teaching, and executing management. And it endures primarily because there is no viable alternative. Consider a few basic facts. At London Business School, one of the top B-schools outside North America, more than 90% of the faculty gained their PhDs in North America. The same is essentially true at Insead (France), IESE (Barcelona), the Indian School of Business (Hyderabad), and CEIBS (Shanghai). The top management journals, from Fortune to Harvard Business Review to Administrative Science Quarterly, are all based in North America. The top management consultancies, from McKinsey to BCG, Bain and Booz Allen, all have deep American roots.
I know what you're thinking: the reason everyone wants to adopt the American model is simply that the American model is better. Well, there is some truth to this argument. An influential set of studies on cross-national management practices conducted by Stanford Professor Nick Bloom and colleagues sought to get to the bottom of things. These studies showed, essentially, that American firms outperformed all others. "Why American Management Rules the World" was the headline on their blog post from June 2011.
I have two responses to this argument. First, the methodology used by Bloom and colleagues, while painstaking and rigorous in its execution, was itself a product of the ideology I described above. The evaluation of success was based on such metrics as productive efficiency, consistent use of incentives, professional training, and so on. We shouldn't be too surprised to see that American companies score best on the measures of success that they themselves developed.
Second, even if the American model is genuinely better today, why would we assume that it will still be so ten or twenty years from now? Management ideology is, in essence, the last bastion of American hegemony. We continue to see the principles of shareholder capitalism, professional bureaucracy and productive efficiency as natural, inevitable and beneficial. But they can--and should--be challenged.
So how might our thinking about management evolve? There are already plenty of ideas about what an alternative to the traditional American model might look like:
- In terms of objective-setting, why don't we put a greater focus on higher-order purpose or vision, rather than short-term financial returns? And what about giving equal emphasis to multiple stakeholders, rather than focusing singularly on shareholders?
- In terms of coordination, can we imagine putting a greater focus on self-organisation and collective wisdom, rather than bureaucratic rules and procedures, as a way of getting things done?
- In terms of outcomes, should we put a greater emphasis on innovation, creativity and employee engagement, rather than just productivity and efficiency?
Each of these ideas has its own body of adherents--management thinkers pushing a particular point of view, and practising executives experimenting with a different way of working. But there is little coherence to these points of view, and there is not sufficient evidence of success for the established ways of thinking to be challenged.
Here is where I think it gets interesting. Everyone can see that the balance of power in the business world is shifting to the East. We now look to Asia as a source of finance, for advanced manufacturing, for technological innovation and for well-educated workers. Is it likely that we will in the future look to Asia as a source of management ideology?
Up to now, most Asian companies have been happy to play catch-up, by incorporating the best of the American model of management into their working environment. But once they are competitive, there is no reason for them to stop there. India and China have highly-distinctive cultures and rich traditions on which their own distinctive management ideologies might be built.
Already, there is some evidence of a distinctive Indian model of management emerging. Peter Cappelli and his colleagues recently published a book, The India Way. They focus on "holistic engagement with employees", "improvisation and adaptability" and "broad mission and purpose" as the defining features that make the Indian model different to the American model. These features, they claim, are inspired partly from ancient writings, such as the Bhagavad Gita, and partly from the experience Indian executives had growing up in the chaotic post-war years.
And it seems surely just a matter of time before a "China Way" emerges. Chinese companies now have a level of self-assurance and success on the world stage that is allowing them to experiment with their own ways of working, and they are well placed to bring together the best of the American model with the best of their own unique cultural heritage.
Culture is a complex thing, but we do know a few things about how to characterise the cultures of different countries. For example, the Anglo-American world is relatively individualistic and it has a relatively short-term orientation. Most Asian countries, in contrast, have a more collective orientation and a relatively long-term orientation. So if we go back to the elements of the "alternative" model I sketched out above, with its emphasis on purpose and a stakeholder-based approach to capitalism, it seems pretty clear that these elements have a natural affinity with the Asian cultural norms around collectivism and long-term orientation. To the extent that the American management ideology is going to be challenged, Asian companies with Asian values are well placed to do the challenging.
What do you think an Indian or Chinese model of management will look like? Can you suggest any management thinkers who didn't learn their trade in North America? Will we ever see the currently dominant "American" ideology be challenged?


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Frank and Marilyn Askin Show Their Commitment to Clinical Legal Education With a Gift of More Than $115,000 to Rutgers–Newark Law School
NEWARK, NJ – No name is as closely associated today with the clinical program at Rutgers School of Law–Newark than Askin. With the establishment of the Frank and Marilyn Askin Endowed Fund for Clinical Legal Education, the name will continue to resonate with future Rutgers students who take part in the hands-on learning of lawyering skills and the opportunity to serve the underrepresented for which the legal clinics are nationally recognized.
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Frank Askin, who is Professor of Law and Founding Director of the Rutgers Constitutional Litigation Clinic, and Marilyn Askin, Chief Legislative Advocate for AARP-NJ, have given the law school a gift of more than $115,000 to create an endowment for promoting its pioneering clinical program. The endowment, to which friends of the couple have already made gifts, will help fund conferences, the publication of materials on the work of the clinics, the establishment of clinical fellowships, and related events and programs intended to advance the cause of clinical legal education at the law school.
"I applaud the exceptional generosity of Frank and Marilyn Askin, who in their remarkable careers have done so much to increase access to justice for New Jersey residents and communities," says Rutgers President Richard L. McCormick. "With their gift to the clinical legal program, they are helping to sustain a fundamental component of the public service mission of the University."
"Long before it became the fashion," notes Dean John J. Farmer, Jr., "this law school demonstrated that clinics can provide an essential bridge between legal theory and practice, while simultaneously advancing the law school's obligation to serve the cause of justice on behalf of the larger community. The extraordinary generosity of Frank and Marilyn Askin will help perpetuate this distinguishing characteristic of Rutgers School of Law–Newark. "
The Askins, who have been married for almost 50 years, have made their gift at a critical time for clinical education. "In the current atmosphere of cost-cutting," they explain, "we must preserve clinical legal education, which may be the first to go because of the professor-to-student ratio."
The contributions of Frank Askin to the success and influence of the Rutgers legal clinics during his more than four decades at the law school were celebrated at the April 2009 conference "The Legacy of Arthur Kinoy and the Inspirational and Collaborative Dimensions of Clinical Legal Education: Honoring 40 Years of Clinics at Rutgers–Newark." Arthur Kinoy – legendary civil rights lawyer, Rutgers law professor, and Askin mentor – was honored posthumously for inspiring the careers of many public interest lawyers. Leaders of the private and public bar and of clinical legal education described their clinic work and the impact of Askin and other Rutgers clinical professors as transformative.
Appointed to the faculty upon graduating from Rutgers School of Law–Newark in 1966, Frank started the Constitutional Litigation Clinic in 1970. Since then, as he wrote in the 1997 memoir Defending Rights: A Life in Law and Politics, the clinic "has been home base for me. I had found the best of all possible worlds for a public lawyer – being paid as a law professor to handle exciting constitutional cases that I would have gladly taken for free." He has also kept busy as the longest-serving general counsel of the American Civil Liberties Union. "When I became a GC in 1976, one of my co-general counsel was now Supreme Court Justice Ruth Bader Ginsburg, who had also been my teacher and colleague at Rutgers Law School."
Though she wouldn't describe the law school as "home base," Rutgers has been an essential part of Marilyn Askin's family life and career as well. Son Jonathan, a clinical professor at Brooklyn Law School, is a 1990 graduate of his parents' alma mater. Adjunct Professor Askin has taught seminars in Elder Law and Social Welfare Legislation at the law school for the past 26 years.
Further, Marilyn's support for clinical education is rooted as much in her own experiences as it is in her husband's commitment to train Rutgers students to become advocates for social justice. "When I was graduated from Rutgers Law School in 1970," she recalls, "I was ill-prepared to represent those whose lack of access to lawyers was what drove me to law school in the first place. During my last year, there was only one clinical offering, which I was unable to take because it was taught by Frank. I had to learn Evidence from a professor who had never practiced in a courtroom, Tax by a professor whose accountant filled out his tax forms, Trusts and Estates by a professor who had never met clients who needed such documents. I didn't know how to draft a complaint, much less what a complaint looked like, and had to learn my craft on the backs of the vulnerable, the poor, the dispossessed, the voiceless, who had traditionally been denied access to counsel."
Both Askins have received numerous awards for their professional achievements and public service, including the law school Alumni Association's Distinguished Alumnus Award to Frank in 2001 and the Alumni Association's Fannie Bear Besser Award for Public Service to Marilyn in 2005. Before phasing out her elder law practice to become president of AARP-NJ, Marilyn devoted her legal career to law in the public interest. Her positions included director of Senior Citizens Legal Services for 15 years. Since 1966, Frank has combined the teaching of constitutional law with the active defense of civil liberties, litigating, with his clinic students, many groundbreaking cases. "Clinical education at Rutgers for the past 40 years has changed the face of the bar," he observes, "and attracted students hoping to serve the public interest rather than the interest of financial institutions seeking to make money without going to jail."
In the 2009 book You Can Tell It to the Judge . . . and Other True Tales of Law School Lawyering, edited by Frank, Rutgers School of Law–Newark faculty members explain how clinics use live clients and current issues to train students to represent the public interest and reform the law while learning the tools of their trade. With their generous gift, the Askins have helped to assure that the Rutgers clinics remain on the cutting edge of clinical legal education.
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