20100910
20100903
America's New Ruling Class
America's New Ruling Class
As promised, we return to America's Ruling Class, Obsolete Nation-States, and Consensus for an exploration into the new ruling class.
America's current ruling class finds itself rightfully discredited. It has failed to generate wealth for the masses, has failed to improve our security, has failed to articulate a vision for the future, and instead of doing anything about it, spends its time in endless incestual recriminations, accusations, and empty promises to “fix Washington.”
Well, it's about time we give up on the traditional power-elite. The American Spectator suggests a rise of the Country Class, rooted in good old-fashioned Judeo-Christian morality and frontier individualism. This is bullshit. Christianity is too riven by culture-war anti-gay discrimination and hypocrisy to present itself as a moral basis for society. The frontier is a lie, and as oil prices rise, the great exurbs will become endless howling wastelands of people too poor to move.
Instead, energy is going to flow inwards, into the city centers. Power is associated with knowledge, the ability to manipulate technical systems, and the ability to motivate people, not linkages to the old and wealthy. With networks, everybody knows somebody who knows somebody, and if you are unique, your skills will be found.
This does not mean that the old power structure is going away; it's far too entrenched for that. But it'll be a joke, something to be manipulated with smart media, and blitzkrieg dadaist marketing campaigns. Money isn't going away, but it's something to be spent, not horded. Cashless economies of favors and goods-in-kind mediated through semi-AI agents and craigslist will help the new America dodge the taxman, the rulers will be the ones who make the system work, enforcing trust, and making proper connections between interested parties.
The future leaders of the world are urban, urbane, and not worried about the battle of the past. The decrepit towers of power, the Federal government, the mainstream media, multinational corporations, are the raw material of their ambitions, inert mass ready to be sculpted into the monuments of the future.
20100902
Drop Day Octahedron

#!/bin/sh -e
# build with avr-gcc suite
avr-g++ -o octahedron.bin -mmcu=attiny2313 -Wall -Winline -save-temps -fverbose-asm -Os octahedron.cpp
avr-size octahedron.bin
avr-objcopy -j .text -j .data -O ihex octahedron.bin octahedron.hex
# upload using AVR ISP mkII
avrdude -p t2313 -P usb -c avrispmkII -U flash:w:octahedron.hex
#define F_CPU 16000000L
#include <stdint.h>
#include <avr/io.h>
#include <avr/interrupt.h>
#include <avr/pgmspace.h>
#include <util/delay.h>
typedef uint8_t byte;
// a shitty "random" number generator
uint16_t xrand() __attribute__ ((noinline));
uint16_t xrand() {
static uint16_t y = 3;
y ^= (y << 13);
y ^= (y >> 9);
return y ^= (y << 7);
}
// delay by an amount known at runtime
void delay_ms(uint16_t ms) {
while (ms-- > 0) _delay_ms(1);
}
// Define pins for the shift registers
#define SREG_PORT PORTB
#define SREG_DDR DDRB
#define SREG_LCH (1 << 4) // latch, high to set
#define SREG_DAT (1 << 3) // data
#define SREG_CLK (1 << 2) // clock on rising edge
// Define pins for the buttons and switch
#define UI_PORT PORTB
#define UI_DDR DDRB
#define UI_PIN PINB
#define UI_BTN_A (1 << 6)
#define UI_BTN_B (1 << 5)
#define UI_BTN_A_DOWN (!(UI_PIN & UI_BTN_A))
#define UI_BTN_B_DOWN (!(UI_PIN & UI_BTN_B))
#define UI_SW_PORT PORTD
#define UI_SW_DDR DDRD
#define UI_SW_PIN PIND
#define UI_SW (1 << 6)
#define UI_SW_EN (DARK_PIN & DARK_SW)
// Init the shift registers
inline void sreg_init() {
SREG_DDR |= (SREG_LCH | SREG_DAT | SREG_CLK);
}
// Optional delay when setting pins for the
// shift registers.
// At 5V they will handle at least 12 MHz.
inline void sreg_delay() {
asm volatile ("nop");
asm volatile ("nop");
asm volatile ("nop");
asm volatile ("nop");
}
// Shift a bit into the shift registers.
void sreg_shift_bit(bool x) {
if (x)
SREG_PORT |= SREG_DAT;
else
SREG_PORT &= ~SREG_DAT;
sreg_delay();
SREG_PORT |= SREG_CLK;
sreg_delay();
SREG_PORT &= ~SREG_CLK;
}
// A full shift-register write.
// Shift 16 bits, then latch.
void sreg_write(uint16_t x) {
for (byte i=0; i<16; i++) {
sreg_shift_bit(x & 1);
x >>= 1;
}
sreg_delay();
SREG_PORT |= SREG_LCH;
sreg_delay();
SREG_PORT &= ~SREG_LCH;
}
// The bits corresponding to wired-up channels are:
// FEDC BA98 7654 3210
// XXX XXX XX XXXX
// This function maps 12 contig. bits onto these.
uint16_t lights_to_channels(uint16_t x) {
return (x & 0x003F) // 0000 0011 1111
| ((x & 0x01C0) << 2) // 0001 1100 0000
| ((x & 0x0E00) << 3); // 1110 0000 0000
}
// Set which lights are on according to a 12-bit value.
uint16_t lights = 0;
void set_lights(uint16_t new_lights) {
static uint16_t state = 0;
lights = new_lights;
uint16_t new_state = lights_to_channels(lights);
uint16_t mask = 0;
//if (new_state == state) return;
for (byte i=0; i<16; i++) {
mask = (mask << 1) | 1;
sreg_write((state & (~mask)) | (new_state & mask));
_delay_us(500);
}
state = new_state;
}
/*
inline void ui_init() {
// pull up both buttons and the switch
UI_DDR &= ~(UI_BTN_A | UI_BTN_B);
UI_PORT |= (UI_BTN_A | UI_BTN_B);
UI_SW_DDR &= ~UI_SW;
UI_SW_PORT |= UI_SW;
}
inline void ui_debounce() {
_delay_ms(50);
}
*/
#define L_R1 0x400
#define L_G1 0x002
#define L_B1 0x004
#define L_R2 0x008
#define L_G2 0x040
#define L_B2 0x010
#define L_R3 0x100
#define L_G3 0x020
#define L_B3 0x080
#define L_R4 0x001
#define L_G4 0x200
#define L_B4 0x800
/// RGBRBGGBRGRB
/// BRGR BGGB RBGR
/// 0101 0000 1001 = 0x509
/// 0010 0110 0010 = 0x262
/// 1000 1001 0100 = 0x894
#define ALL_R (L_R1 | L_R2 | L_R3 | L_R4)
#define ALL_G (L_G1 | L_G2 | L_G3 | L_G4)
#define ALL_B (L_B1 | L_B2 | L_B3 | L_B4)
#define ALL_LIGHTS (ALL_R | ALL_B | ALL_G)
const uint16_t tris[8] PROGMEM = {
L_R2 | L_G2 | L_B2,
L_R1 | L_G3 | L_B2,
L_R3 | L_G3 | L_B3,
L_R4 | L_G2 | L_B3,
L_R3 | L_G1 | L_B4,
L_R4 | L_G4 | L_B4,
L_R2 | L_G4 | L_B1,
L_R1 | L_G1 | L_B1
};
const uint16_t squares[3] PROGMEM = {
ALL_R, ALL_G, ALL_B
};
/// modes
uint16_t rand_mask() {
return (1 << (xrand() % 12));
}
void noise_fast() {
uint16_t len = 300 + (xrand() % 300);
for (uint16_t t = 0; t < len; t++) {
set_lights(lights ^ rand_mask());
_delay_ms(60);
}
}
void fade_down() {
while (lights != 0) {
set_lights(lights & (~rand_mask()));
_delay_ms(1);
}
}
void fade_up() {
while (lights != ALL_LIGHTS) {
set_lights(lights | rand_mask());
_delay_ms(1);
}
}
void updown_fast() {
uint16_t len = 20 + (xrand() % 20);
for (uint16_t t = 0; t < len; t++) {
fade_up();
fade_down();
}
}
void rgb() {
uint16_t len = 150 + (xrand() % 100);
for (uint16_t t = 0; t < len; t++) {
for (byte i=0; i<3; i++) {
set_lights(pgm_read_dword(&squares[i]));
_delay_ms(120);
}
}
}
void tri_rand() {
uint16_t len = 300 + (xrand() % 700);
for (uint16_t t = 0; t < len; t++) {
set_lights(pgm_read_dword(&(tris[xrand() % 8])));
_delay_ms(60);
}
}
/* causes reset?
void tri_strobe() {
uint16_t len = 100 + (xrand() % 300);
for (uint16_t t = 0; t < len; t++) {
set_lights(pgm_read_dword(&(tris[xrand() % 8])));
_delay_ms(30);
set_lights(0);
delay_ms(xrand() % 200);
}
}
*/
/*
void test() {
for (byte i=0; i<12; i++) {
set_lights(1 << i);
delay_ms(1000);
}
set_lights(0);
delay_ms(5000);
}*/
int main() {
sreg_init();
//ui_init();
set_lights(0);
for (;;) {
rgb();
updown_fast();
rgb();
noise_fast();
rgb();
tri_rand();
}
}

Posted by
M
at
2.9.10
0
comments
Labels: AVR, blinkylights, CCFL, dabney house, drop day, electronics, hacks, projects
20100901
Welcome to the Future : Weaponized Sound
Our proprietary Neurosensory Algorithm (NSA) technology can be used to modify virtually any sound or music to activate specific parts of the listener’s brain to encourage sleep, reduce stress, enhance attention, or create specific mood-states. We are currently developing health and wellness, entertainment, and gaming products.
Posted by
M
at
1.9.10
1 comments
Labels: mind hacking, neuropop, neuroscience, recreational neuroscience, science, sound


