2nd part:
Watt calculations - Watts dissapated by your processor can be approximated using this formula:
Watts overclocked = Watts regular(overclock speed/regular speed)(overclock volts/regular volts)^2
As you can see watts dissapated is directly proportional to speed difference and exponentially proportional to voltage increase.
Better relay mod - This mod is the same as most other relay mods to automatically start the pump along with the computer. The main difference is that a switch is wired in parallel with the relay. Basically find a switch rated high enough to power the pump and then connect it to the relay's NC and Com connectors. You may now power the pump on and off even when the computer is off, but you can't power it off when the computer is on.
overclocking debugging - too much to write, you can compile this one
dB(A) - dB(A) stands for decibel(A-weighted) and is a scale to quantify sound measurement relative to human perception. The A-weighted scale takes into account the human ear's perception of sounds at different frequencies and adjusts the dB scale to that. Humans hear better at medium frequencies than at low or high freqencies. B and C scales also exist.
Sound energy - Sound energy describes the amount of pressure a sound exerts. It is usually expressed as dB. Sound energy doubles every 3dB. Do not confuse sound energy with the human perception of sound. I have come up with a simple calculation that'll give you an idea how many times more energy one sound source has versus another:
EL = 2^((dB1 - dB2)/3)
dB1 is the higher dB level
dB2 is the lower dB level
EL is a proprietary unit I came up with to figure out how many times more energy one sound has versus another [I found no other calculation to easily compare energy levels thus I came up with this]
Sound perception - Sound perception describes how "loud" a sound is to the human ear. It is expressed as dBA. Sound perception doubles every 10dB even though sound energy doubles every 3dB. I have come up with this simple calculation that'll give you an idea how many times louder one sound seems than another:
LP = 2^((dB1 - dB2)/10)
dB1 is the higher dB level
dB2 is the lower dB level
LP is a proprietary unit I came up with to figure out how many times louder one sound seems versus another [again I came up with this because I couldn't find any other similar calculation, one may exist]
Sound addition - Sound is measured using dB and dB are on a logarithmic scale. That means you can't simply add two sound source's dBs together. For instance if you have one source that emits 35dB and another 40dB the output level is NOT 75dB. It is actually 41.19dB. To add two or more sound sources use this:
10*log (10^(dB1/10) + 10^(dB2/10) + and so on)
To add 35dB to 40dB you would do this:
10*log (10^(35/10) + 10^(40/10)) = 41.19dB
Sound Decay - Sound levels decrease at a rate of 6dB per doubling of distance. This is obviously affected by surfaces reflecting the sound but it's a good approximation. Spefically it describes a point source outside. Here is a calculation I have come up with that'll approximate sound decay:
dB = dB in - 6(log D/log 2)
dB is the output dB
dB in is the input dB
D is the distance from the source
Sound deadening - too much to write again, you do this one. Make sure to differentiate between vibration dampening, sound dampening, active sound cancellation, etc. Also, mention different materials are better for different frequencies [they are designed for them.]
- David Priebel aka Sharp