Hey, this is Brett and this 2019 Jeep Cherokee Limited High Altitude Edition is stock number 22J78A. I am here at Summit Automotive in Fond du Lac, Wisconsin, near New and used Jeep and Jeep Cherokee headquarters. This 2019 Jeep Cherokee has the 2-liter turbocharged 4-cylinder engine, puts out 270 horsepower. This Jeep has been fully-safetyed and inspected by Elmer Service Shop, has a fresh oil and filter change, all the fluids have been checked and topped off and this Cherokee is 100% ready to go. I'm going to go all the way around in this video, inside, start it up and take a look under the hood. White pearl coat is the color and I shoot all my videos in 4K, so if you have HD capabilities on your computer, tablet, smartphone or television, I highly recommend turning them on right now because it is your best way to check out the quality, condition and options of the vehicle before seeing it in person, as well as the cleanliness. And as you go down this side, you can see just how nice that paint is, how clean the body is. And if you like the video, you can subscribe to my YouTube channel, which is youtube.com slash summonauto. Remember to like, subscribe, and share and then click the bell notifications, you'll get updates on the videos I do each and every day here at Summit Automotive. This one comes with the granite crystal 19 inch painted alloy rims and it has Bridgestone Duler 23550R19 tires on here and these tires have just about half the tread left on them. Front fender is in fantastic condition, didn't see any dents or dings and there it does have the LED headlamps, running lights, and LED fog lamps. We'll turn all those lights on at the end of the video so you can see just how nice and bright they are. Plus with the high altitude package you get the granite crystal trim on the lower bumper, the granite crystal outlines on the grille as well as the granite crystal Jeep logo there. Hood is in pretty nice shape, passenger side front fender is in nice condition as well, and the passenger side rim, no major scuffs or scrapes on there. Now as you go down this side of this 2019 Jeep Cherokee, take note of how clean the body is, how reflective and mirror like that paint is. I take these HD videos so if you are far away or even if you're close by and you just cannot make the trip down but you're still interested in purchasing the vehicle, you can see the Jeep here, the Jeep and have confidence in the vehicle that you're looking at before you even get here. So when you do get here, there's absolutely no surprises and you can make a smart and informed buying decision from wherever you're at, and if this video helps you make that buying decision, let your salesman know that you saw the video that was helpful and that Brett sent you, back rooms in excellent shape and it does have the four wheel disc brakes, and once again if you want to subscribe to that YouTube channel, there's a link in the upper right hand part of the screen. Now these back tires look like they have probably about 60 to 70% of the tread left on them. This one does come with the capitalist fuel fill, which they did on the new body style Cherokees. Coming around to the back, you'll notice you get the backup parking sensors, the chrome tipped dual rear exhaust. Rear bumper is in great shape, the rear gate is in great shape as well, and this is a power lift gate. Just press the button and it'll come on up like so. Back storage area is very nice and clean. This one does have the factory subwoofer, and you do get a spare tire back here. And those seats do fold down pretty flat, so I'll show you how that works in just a little bit. And to get this gate down, you just press this button right there. Beep at you three times and then come on down. Yes, you do get the Granite Crystal 4x4 and Jeep logo on the back as well. Once again, down the driver's side looks really good. For full disclosure, this back rim, excellent shape as well. All the rims look really good on this Jeep, and it does come with the entering go system. You just have to have the key in your pocket. Put your hand in there. It'll automatically unlock. Heated mirrors, blind spot, built-in directional signals inside.  There are no rips or tears on the seats. They're in really nice shape. You get the Jeep embossed in the backrest there. Power driver's seat with lumbar, factory floor mats throughout. Does have auto headlamps, tilt telescopic steering wheel, power windows, power locks, and power mirrors. You do get memory driver's seat on there as well. Back seats are just as clean as the front seats. No rips or tears back here. It does have a latch, child safety system for any child car seats you may have. You do get factory floor mats back here. You also get a USB hub. So there's kind of hard to see, but there's two USBs, two USB C's, and then a 115 volt, 150 watt plug-in back here as well. Side curtain airbags, child safety locks on the back doors, and the bottoms of the doors all look really, really good. We'll hop inside, check out the miles, the radio, and everything that this Jeep has to offer on the interior. All right, you can see that this one has 51,325 miles. You do get the digital speedometer on that seven-inch LCD display. Instrument cluster is very nice and clean. This one does come with the heated leather-wrapped steering wheel, cruise controls on the right, Bluetooth and information center controls on the left. It does come with the factory navigation system. This is the 8.4C radio, and it does have the factory nav. It's highway 41, so you know that's working nicely. You get AMFM and Sirius XM radio capabilities. You also get your heated seats and heated steering wheel controls. You can also check out your backup camera right there, and that's working nicely as well. You also have your climate controls, including your dual climate controls, and then you have all your different apps on here, including projection manager where you can project your cell phone to the screen via Android Auto or Apple CarPlay. We actually did a demo with an 8.4C with Android Auto. If you want to check that video out, that's in the upper right hand part of the screen. Notice the gloss black trim around the radio, part of that high altitude package as well. Dual climate controls, more tactile volume and tune controls there as well. Here's your four-wheel drive system.  You can select your terrain on there by just turning that knob, and it'll change the settings for your four-wheel drive. So pretty cool. Aux and USB jack, your 9-speed automatic transmission. This one does have the keyless entry with the remote start, and the power lift gate button. Pass under side, format and seat are in excellent condition. No rips or tears on there, and the headliner is in pretty nice shape as well. You do get SOS and assist buttons in the mirror and map lights, as well as home link buttons for your garage doors, security systems and lighting systems. We'll start it up. Take a look under the hood. Check out all those LED lights in the front, as promised. Starts right up. No check engine lights or anything like that. I would personally like to thank you for checking out the video today, and hopefully from this HD video you will have been able to verify the quality, condition options and cleanliness of this Cherokee all the way around inside and out. See those LED lights are extremely bright. Under the hood we have the 2-liter turbocharged 4-cylinder engine, 270 horsepower engine base, very clean runs, very smooth. And once again this Jeep has been fully safety and inspected by a service shop, has a fresh oil and filter change. All the fluids have been checked and topped off. And this Jeep is 100% ready to go, there is your emissions sticker. And I would highly recommend this Jeep Cherokee high altitude from a quality and condition standpoint. And to see more pictures of this Jeep or one of our other 550 new and used cars, trucks, SUVs, minivans, Wranglers, you name it, we got to go to that website right there, summitauto.com. Full pictures and descriptions of every single vehicle from two locations, all at summitauto.com. And if you'd like to check out more HD videos, you can go to youtube.com slash summitauto. Remember to like, subscribe, and share on this video, and all the videos that you see there. Click the bell notifications, you'll get updates on the videos I do each and every day here at Summit Auto. In fact, in a second you'll see a link to subscribe to my YouTube channel and check out the left link to more Cherokee videos like this one in the upper right. Link to this vehicle on our website in the lower left and a link to one of our latest YouTube videos in the lower right. Click those, check us out. And we're super excited to help you with this Ultra Clean 2019 Jeep Cherokee Limited High Altitude Edition and White Pearl Coat. Thanks again for checking out the video. Remember to like, subscribe, and share on the YouTube channel. I really appreciate it. Thanks again.


Hey guys, welcome back skits on series episode 20 topic today is the frame buffer and how to go about rendering to that device I'm always honest when it's a boring topic. I let you know so you can skip the video This video topic is very interesting and very cool And I'll first start off with the examples which are also very interesting and cool And today we're going to be in a virtual machine for the examples. Why is that? I'll tell you in a bit Example number one I want to show you is this screen saver I made that changes the flag whenever it hits the boundary Obviously prefers grease don't know why that is it should be random Which it is I don't don't wait around for your own country almost seven countries in there right now If you want to add your own country download the code add your own remove the ones you don't like Ireland for example That's very cool. We also got This is a cool one. Basically, this is a three-dimensional rendering So basically it's a three-dimensional cube model that we parallel project onto a two-dimensional plane We have vectors that define that plane I See we move that plane around space so we can orbit the cube like you're seeing here that parallel projection is then Arrasterized onto this two-dimensional bitmap you can see the orange lines on a black background very cool And then lastly I want to show you this if you have epilepsy do not watch the next 10 seconds of the video It's really really dangerous Yeah, pretty cool. So with that out of the way, let's talk about the theory. There's not much theory to explain in this video It's gonna be pretty quick. So question number one. What is a frame buffer? What does that even mean? well Wikipedia has a good example a good Explanation thanks Nigel But basically it's a bitmap file that your monitor is always displaying long story short very simple explanation to that About the frame buffer It's literally a file. So it's it's a file on your machine. Where is it on Linux? Oh, I should say this is also possible on BSD But it you have to jump through some hoops to make it work, but it's a file located at this directory dev FB zero There might be an FB one. I don't know could be You can open and write to this file like any other file using syscalls We've covered that in so many videos and you can get details about this frame buffer, which you have to by the way Like the resolution the the color depth the size of your screen that kind of stuff using an IO Controls this call and then once you know all that details you can treat frame buffer like any other bitmap That we discussed in episode 12 only difference is that the y-direction is flipped But once you know that everything seems to work out all the same. So very simple stuff Some tips here about the rain buffer from Donnie Thornberry So yeah, the thing is we x11 Wayland these types of things they don't share the frame buffer device They have complete access to it and you're not able to write to it Without you know them letting you so the easiest way to do that is either well two things one is to just not bother With like x11 don't even start that or Ultimately you can use that But then when you want to actually render something to the screen switch to a different, you know virtual tty That's not using X11 or whatever so for example on my computer that's control alt Function key. I know on virtual machine. That's just you know the host key plus an F key You can Google it figured out for your computer and Your install, but yeah, so you have to know that before you start Now to get the info about your actual frame buffer again It depends on your resolution for your monitor and so the way that works is We're gonna first use our file open function that we covered in a previous video And we're gonna pass in the file name of this File and that file name is as I explained before dev FB zero So you pass that null terminated file name into our file open function Open it with right permission so you can actually write to the frame buffer very important and Then yeah, you open the file now once you have it open you can get some details about this using the IOC control CIS call and this you know frame buffer IO get vscreen info Thing that's just a basically a number and we've defined that in our CIS call listing here So you kind of can see the value of that. It's probably different on BSD You can check I haven't implemented this functionality for BSD because I think a very few of my viewers even use it But if you want to this is the process So yeah, you can call this IO control CIS call and it will basically fill up This array of memory. So you have to have initialized 1280 bytes somewhere that you can drop in all your frame buffer info and Basically, you only care about 12 bytes from that chunk and those are basically three of these four byte ints and The first one is offset zero from this Array start and that's how many pixels you have in the x direction Then four bytes from that at an offset of four you have the pixels in the what y direction and then You have four bytes at offset 24, which is the bits per pixel. So for your RGB Let's say it was 32 you would have eight bytes for our eight bytes. Sorry Eight bits for our eight bits for G eight bits for B and eight bits for alpha I guess that's transparency or something. Maybe it's not even used So yeah with that information you can kind of figure out how big is your frame buffer. That's very important Because you need to be able to write to some memory location that is that size So let's say your frame buffer info pops out and saying hey your monitor is really bad It's 640 by 480. Let's say for example. Well, then you have 640 by 480 times Bits per pixel. Let's say it's 32. That's four bytes So you have to have four times six hundred forty times four hundred eighty bytes in memory that you can constantly be Manipulating to whatever pixels you want them to be you want this pixel to be red this pixel to be orange whatever then you can take that buffer and You know that that frame buffer buffer that your own memory chunk that you're using to write to the frame buffer And then you can write that with a right syscall To this file descriptor rax. That's the idea So basically you're making your own buffer That you will then dump with a right call to this file name In a loop Assuming you want to have a loop. Maybe you don't So here's the process that I use which is just you know, probably bad. I'm not very good at this stuff First thing that I do is I make a heap again. We don't use like the c runtime We don't use like linux, you know heap management stuff. We have our own thing So I make my own virtual heap where it has to be at least big enough for that frame buffer. So if it's Let's say my computer is 640 by 480 by four bytes per pixel I have to have a heap that's at least that big Plus however much extra I want for my math for my computations, whatever else I'm doing Then I'm going to get their frame buffer info and then allocate memory on that heap to be big enough for my frame buffer So I'm making a frame buffer buffer as you can see here. And that's all done in this Assembly File you could check it out if you're curious And then you just start drawing stuff you change pixel values at this location in that file We covered this in episode 12 And then if you want to have a rendering loop like for example We had in that screensaver and we had in that orange cube spinning thing We have a rendering loop if you don't want To have a loop just render once and you're done So it's pretty easy I highly recommend giving it a try all the code is available. So check it out With that out of the way not much through you to cover to be honest I have six examples. We already talked about three of them, but I'll talk about how they work in more detail right now This might be a bit scuffed because I have to kind of go back and forth between My computer and the virtual machine, but we'll make it work. So Example a this is the Well, let me run it first to show you what's going on So if I run this code It pops out my monitor Happens to be 1920 by 1080 with a 32 bit color depth per pixel That would mean that my frame buffer would be in bytes 8000 some odd bytes in size So this kind of represents what I was talking about In that slide when I said You had to do this and it would give you these pieces of information And you can use those to determine how big your buffer needs to be that you're going to dump to the frame buffer Um, that's what we've done here. So let's show you how that works. It's pretty much just what I said Let's take a look at the code And so what are we including? We're including pretty much nothing just the ability to open files, which we have to do Exiting our program and then something to print. So What do we do first we open that frame buffer device that dev fb0 device With the read and write permissions need and write permissions, obviously To draw things then we run that iocontrol assist call getting the details about the pain buffer device Dumping those in memory and then you can see here. I'm basically just printing out Those values. So at offset zero, that's the x resolution offset four was the y y resolution Offset 24 was the bits per pixel. You have to know these are four byte values. You have to move them into a four byte register Or you can do tricks to To make that work, but it's easier to just do move into esi as opposed to rsi Yeah, and then here at the bottom you can see I just basically multiplied all those three things together I've divided them by eight to convert bits to bytes. That's what this means shift write esi by three that divides it by eight And then I print out the number of total bytes for the frame buffer. And then we just have to know that when we Initialize our heap It's got to be at least this size And of course if you were using the c runtime you wouldn't have to worry about this because you always have An infinite amount of memory that you could access We don't we have to make our own heap and so Yeah, it gets a little bit harder. But as long as we make sure our heap is at least 8,200 and whatever It's our eight eight million bytes Yeah, then we should be fine So next example, I want to show you is example b. This is Let's run it. See what happens Okay, obviously I have to be in the virtual machine to see anything Let's do that oops We got the flag of mexico Oh, I missed the the emblem. What am I? Oh, well, let me deal. Um, so yeah, what is this doing? This is basically doing what I just said And it's just drawing a couple rectangles to the screen. So let's see how the code works Uh Here so How does this work? Well First thing we have is we have to have a heap that is big enough I said I had to be at least 8 million bytes. So here our heap size is initialized at 16 meg. That sounds about right to me Um, so we have a heap that's big enough. So what do we do first? First it looks like we open the frame buffer and we're saving that file descriptor somewhere great Then we are grabbing all that frame buffer info as before In this location, but you can see we've done it on the heap. I didn't actually make a slot of memory In the binary. It's it's in the heap. I know realistically speaking. So that's that saves memory in the binary um We call that iocontrols. Let's call we get the number of bytes at this point. We now have uh We're calling this heap alloc to get a A new buffer I believe yep that we can then write to here You can see we're looping through rows and columns and we're changing the colors to green and white and red respectively Uh, yeah, so that's how that works And at the very end you can see once we've got that Buffer completed, you know, it's got green and white and red or wherever it has to have it Then we have one last sys call here that is a sys write call That just dumps our entire contents from our heap allocated memory chunk That is our frame buffer buffer and we dump that to the actual frame buffer Filed shifter, which we saved in r15 So that's how we're able to draw that. So it's very simple Very simple process and i'm just curious how big is that that file So that entire program the entire ability for us to Generate a heap and draw things and then dump all this the frame buffer get all the stuff the entire program Is 545 bytes to draw to draw the flag of Of ireland with a different with the incorrect color, you know so very very small file size What's next uh example c This was a frame buffer clear. So This is uh, basically Let me show you at this point, we're kind of combining our functions our our Our listing our our code into functions So if I go to example c Open up the code you can see now Our code is going to be much smaller and cleaner than before So here you can see i'm initializing the heap I have a new function here called frame buffer in it as I explained before that function Hey, it was all the nitty gritty stuff. It it checks it makes a you know heap allocated space for the frame buffer info it grabs info from a no io control sys call then it um Makes a another thing on the heap. That's exactly enough bytes for the frame buffer buffer um, so that's what that does then I have this Clear function that basically just makes every pixel on the entire screen a single color So you can see we move that color value rgb value into rdi We call that function and you can see here the entire screen was green. That's what it did And this last function is that sys write thing I just showed you but again contained in one function So this flushes our frame buffer buffer to the frame buffer And then you can see the program ends So everything is now contained in its own little function And this is I guess in my opinion the best way that you should go about Drawing things to make functions for each part of the drawing process To make it simpler and easier to execute and it's more modular and you can change things Very easily and it's also more applicable. So this frame buffer clear can be used. Let's say for example in our screen saver We're using frame buffer clear black To constantly set the background to black before we draw the flags And then in the the cube spinning every loop of our rendering loop. We're clearing the screen to black So yeah, very cool stuff If you didn't clear the screen to black you would basically have that Ghosted flag and you'd have a ghosted cube. You'd have a circle at the end of the day You know or an orange circle after a few seconds. So yeah, it's not what you want um, what next Example d. This is the epilepsy warning thing. I'm not going to show it again unless you really want me to fine I'll do it again fine fine fine I just got to do it, you know to be five minutes to make I got to do it Yeah, this is awesome. I love this Um, and what is this you can guess right? This is just basically us changing the The the color using that clear function Red and blue red and blue red and blue red and blue with some delay Let's see. Let's make sure Are we doing that? Here's our loop We have a delay. We make the screen cyan Flush it to the screen another delay make the screen red Jump to loop. So yeah, that's what I said With what's next it's the flag one. Okay. This one's pretty cool So this one the way it works is yeah, you can see here I've got these countries to fine if you want to add your own go ahead I added grease because it has a lot of you know, rectangle stuff So it's it was you know a lot more involved just to show you that you can draw anything with rectangles very easily Let me have some simple ones here as well Um, and what happens is basically I'm pretty sure we let me show you the top so We have these functions that we're using um In net clear and flush from before then we have these two functions that We've made in a previous video. We have this set filled rectangle that we made in episode 12 I believe and then we have this random interfunction that we made in a previous episode as well and so what happens is basically You can see I've defined the flags of Greece of Italy Poland all the rest France in terms of the rgb values in each rectangle and then the locations of each rectangle Um, yeah, so that's all defined here belgium romania Ireland feel free to add your own and remove the ones you don't like um Then you can see when the function actually starts the program actually starts here Again, we initialize the framebuff for all this stuff We randomize our x and y locations for our screensaver to start off with Randomize the start country and then we have a loop that constantly checks yet Have we yet hit the border when we have we check pick a new random number pick a new country Etc you can expect, you know, how this would work and I'll show it again Just because it took me some time to make I don't want to Minimize the amount of effort it took probably like a few hours um So yeah, it's pretty cool. Um, if I were to change this I would make it so it couldn't pick the same country that it currently was I'd add that check So you'd always have it change whenever hit the border. You would never have it stay the same Or you could just add more countries. For example, we have italy three times in a row. That's not very, you know Pleasant to look at in my opinion. Oh, sorry. Mexico might be might be. Um, what next? um The last example was that cube rendering in in 3d That was a lot harder that probably took me like the better part of a week to implement Um, and again, it's not my full-time job. I do like half an hour a day Um, but yeah, let's check this out It's pretty pretty cool So how does this work? Well A lot of things so again, we have these inputs for the frame buffer in it clear and flush I have this function that I added here again. We have sine and cosine That's to calculate our current orbit around the cube as we're spinning Um, then I have these other functions that I made. So one is perpendicular eyes Is that a word? I don't even know. Um, basically I'm I'm when you're When you're rendering something I'll cover this in a later video You have to have your your vector as the viewer So you have to have your y in your x direction And then you have to know where you're looking and you have to have that normal Right, so you have to be able to pick what's going on And so this function basically Subtracts off a component of one vector From another and so you can guarantee that two vectors are perpendicular In this way. So basically if we're looking from here to there I can figure out What my normal vector is to that with this function And then lastly the the real heavy hitter here is this rasterized edges function This function does everything this basically takes your three-dimensional Edge set of vertices and edges And it projects them onto a two-dimensional plane and then rasterizes them in a way that you can then print And so you have to pass in a bunch of stuff The size of your total array and some pointers to things. I'll talk about that in a second Um Actually, I'll talk about it right now at the bottom here. So you can see We have two functions two structures here. One is a perspective structure and one is um an edge structure Which then contains pointers to the actual vertex locations in 3d space And kind of a pairing of which vertices are part of which edges And so you can see here. We have eight points and 12 edges Point address is at points as addresses at edges And you can see here our points are basically a A two by two by two cube Um, and then you can see here the edges of the cube I've drawn out here. And so you can see that one edge is between point zero and one Another edge is between points two and three, etc. And this would trace out all of the different Edges of the cube And so basically you have to pass in this perspective structure and the edge structure into that rasterized edge And what is this perspective structure? Basically this contains where you are looking from Where you're looking at and also where your up direction is and ideally well doesn't matter what you put in Um, this has this will generate You know basically what you put in but this these three points should be normal to the Looking vector that you've established with these six points or at least two points. I should say So this vector has to be perpendicular to this this vector here And then we have a zoom value to basically zoom in and out when you have a so there's two types of projections I'll talk about this later, but uh in in real life, we see a perspective so things that are further away are smaller but in In engineering typically you want to use a parallel projection That will kind of like keep things the same size. So just about how far something is away It won't be smaller. It will just be projected parallel It's very common for engineers to always change settings in their software to ensure things are parallel For example at work we use CAD software and everyone I know Changes the projection from perspective to parallel the first thing that they do on the job So yeah very important stuff So yeah, basically actually you can see here our cube is a 2 by 2 by 2 cube with the point at 111 And our look vector you can see here is that you know, basically 111 And so how is that possible? How can we see something on the screen that's On our face? Well, it only works with a parallel projection That wouldn't work with the perspective With the perspective everything would be super zoomed in and you couldn't see anything wouldn't in this fashion So it has other uses as well So yeah, how does this work basically? In our loop you can see here we make the screen black then we are You know, we're rotating around the cube ideally. So I'm Calling cosine and sine to kind of pick out. Hey, where are we now? And so if you saw down below we had a memory Address dedicated for rotation angle rotation increment as well as tolerance for those sine and cosine and again sine and cosine are Taylor series expansions we implemented those in a previous video and so every frame we're recomputing our position using two different Taylor series expansions to a tolerance of point zero zero zero zero one And so you say well, that might be slow. Really. It's not though the limiting factor on the rendering is not the math And the cpu usage to put all the pixels in the right spots The real render the real rendering limit is the sys call that we have to use to constantly dump our entire contents To the frame buffer or we have an eight megabyte Array basically of pixel values that we're dumping every frame And there there are better ways to do that. We might cover that in a future video But as of right now, that's what we're doing. And so that's the limiting factor on the performance And so yeah, that's what these things do here. Signing cosine that changes our our looking direction We'll cover this more in a future video and then Um perpendicularize that again like I said before make sure our up direction is normal to our looking direction Which is again required And then this function is the heavy hitter. This basically does everything so We pass in our frame buffer address for passing in the color We want to rasterize as for all our edges here. You can say I passed in orange as a color and then You pass in the width and the height of the frame buffer as well as those two structures I mentioned before with the edges and the points and the perspective all defined and then we call the Function and that basically does all the work and fills the frame buffer buffer with the rasterized edges And then we flush to the screen And then you can see here every iteration of the loop We are incrementing our perspective angle around the the orange cube. And so I will again show this example Yeah, you kind of can see how this how this is working And we'll cover a lot more about 3d rendering in a future video. I have a lot of plans In fact, this is how we're going to actually render our three-dimensional models and I should say This so you want to do fea or whatever you can render it like this You can render the mesh right and you can form the model and then you can see how the mesh changed A lot of cool stuff we could do And the the really cool thing that I think we can do with this is because it's a bitmap We can also write this to a file So we can take this capture Write it to a file Also, we can put that in an embedded html report You know, we can do our own 3d rendering for many different purposes even as images So we could draw like You know a car a hot air balloon a bus Anything you can model anything and you could draw it in this fashion. So Pretty cool stuff. I hope you like this video There's so many possibilities when you can write to the screen like this I didn't know this was possible while I did but I don't know it was so easy up until like three or four weeks ago And it's been crazy ever since if you guys want to hang out We have a discord server link in the description. Check it out. If not, I'll see you in the next video Thanks for watching. Bye


So Square Enix will not be bringing any of the mainline core Kingdom Hearts games to Switch. We're getting Melody of Memories, a spin-off, and that's it. And it's not even like a core spin-off, it's literally like a Hyrule Warriors, not even Age of Calamity, like the original Hyrule Warriors, it's not even canon kind of spin-off. But let's talk about our giveaways first. We have two big giveaways going on right now. One is for a Switch Lite with two second-place winners getting two Switch games of choice, or a Switch game of choice for two different winners, for a total of three winners. You enter that, go down to the description. There is a laundry list of things. The big thing is to subscribe to the channel. That's the big one. Like the video, comment on the video. You can do that on every video and get extra entries. Follow on Twitter, all at Jazz. Also, if you join our Patreon at patreon.com, slash Nintendo Prime for as little as $1 a month, you will get 15 entries as well into that giveaway and into every giveaway, including our second giveaway that was totally unplanned for Super Mario 3D All-Stars. There is a gleam.io link to enter that as well, in addition to the Patreon link. So yeah, that's really, really cool. So two different giveaways, six total winners, all winners will be announced on October 1st. All right, let's get into this. So Nintendo Enthusiasts did an interview, or at least spoke to, leaders on the Kingdom Hearts series. Specifically, they were talking about melodies of memory, but they didn't stop them from having other conversations in general. So they talked to the producer Ichiro Hazama, co-director Masa Nova Susie and franchise director and character designer Tetsuya Nomura. Now, I probably butchered all those names, so I really apologize. I'm really bad at pronouncing certain words and especially names, but something interesting came out from Tetsuya Nomura who runs like the entire IP of Kingdom Hearts. So not just melody of memory, but like the whole franchise. He said, they confirmed that there is no specific plans for Kingdom Hearts games on Switch. Square Enix did consider ports of existing games for Switch in the past, but found that it was technologically difficult. He did add however that Switch is a very appealing piece of hardware and he wants to do something on the console and then he kind of goes on to talk about how Square might consider other IPs and all that. But let me repeat that again. They have no specific plans for Kingdom Hearts games on Switch. Square Enix did consider ports of existing games for Switch in the past, but found that it was technologically difficult. I am going to sit here and try to be fair at first and say that not every game engine is going to work the same on Switch. And Switch has two different performance modes to consider and those performance modes have to, it has to be almost a seamless transition. Now you can argue you don't really have to have a seamless transition. You can argue you could just make your game for portable mode and then it just performs the same in dock mode and there actually are some third party games that do that on Switch where they don't actually increase in performance just because you slap it on a dock unless the frame rates are unlocked because then obviously the boosted clocks will help with the frame rate. But I, the thing is I don't really buy this technologically too difficult mumbojama. Now if they had just said, I would have, I would have gave them this much credit. If they had said Kingdom Hearts 3 is too technologically difficult, I would have maybe gave them a pass because they could have brought Kingdom Hearts 3 over. There's no doubt about that. So we had the Witcher 3, Doom Eternals coming. We've seen, you know, we get NBA 2K every year. We've seen major AAA games run on Switch.  I mean, there's like three or four really, really good porting studios out there they could have gotten in contact with that would have done it and would have probably done a really, really good job. I mean, Saber Interactive as an example did the Witcher 3 port. I mean, my word wouldn't they be perfect to port Kingdom Hearts 3, but if they had just specifically said Kingdom Hearts 3, I would have maybe gave them a pass. The Kingdom Hearts 3 is a gorgeous game and I can understand that maybe visually they wouldn't want to downgrade it, but they said no plans for more Kingdom Hearts games on Switch. So they mean anything. The entire Kingdom Hearts franchise. This is a franchise that has games on the 3DS. This is a franchise where Kingdom Hearts 2 is a PlayStation 2 game. And you're going to tell me you cannot get those games on Switch. You're going to tell me it's too technologically difficult to release Kingdom Hearts 1, Kingdom Hearts 2, and then all of the in-between games that we got on 3DS or PSP, you're going to tell me we can't get the entire, the entire Kingdom Hearts franchise but 3 on Switch. And then maybe 3 can come to future hardware when it's more capable and the screen access to make less sacrifices. You're going to tell me honestly, Tetsuma Nomura, that while you consider ports of existing games, it's too technologically difficult to bring over games that are on inferior platforms. Come on.  And the frustrating thing is Square works closely with Nintendo in some regards. You know, Autopad Travelers was, you know, console exclusive, at least a timed exclusive to Switch for a while, and Nintendo advertised it big. We know we're getting Autopad Travelers 2 at some point, maybe even next year. That could be a big release next year because the first Autopad Travelers performed very well on Switch. Square Enix was super happy with the sales and said it massively exceeded their expectations. Obviously, Borival Default 2 is made by that same team, basically, and Nintendo publishes that IP. So there's a working professional relationship, literally, as a publisher and developer between Square Enix and Nintendo.  Final Fantasy Crystal Chronicles Remastered just came out on Switch along with PlayStation 4 and other platforms, even though I have some qualms about that port and that game and some decisions they decided to make. Reality is Square has been putting games on Switch.  But reality is that there's no reason Kingdom Hearts can't be on Switch. Sure, we're getting some spin-off music game, but why can't we get one to all the in-between games? And heck, I can argue we should be able to get three. And I'm trying to be understanding because I know game engines are all different. But how many game engines have we seen be able to be adapted to Switch if the company just wants it to be? We know Ubisoft's top tier mainline game engine runs on Switch. We know this because Mario Plus Rabbids Kingdom Battle uses it. So we know what runs on Switch and we know it runs well because of the interviews during the time that that game was coming out. It stated that engine runs extremely well on Switch way better than they thought it did. We know the Doom engine, the Doom Eternal engine. We know that runs on Switch. We know Unreal Engine 4 runs on Switch. We don't know about five yet. Five is gonna be a little bit more of a challenge for current Switch hardware. But we know Unreal Engine 3, Unreal Engine 4 runs on Switch, right? We know, you know, Unity. Obviously, Unity runs on everything. So that's not that surprising. But we just know all these different game engines are able to adapt and work on Switch. So Square Enix's can't. The one they use for Kingdom Hearts can't be adapted to Switch.  That's the real reason, right? That there won't be enough sales to bother to invest in someone like Saber Interactive or even themselves to port over older games. That's the real reason, right? That has to be the real reason, because there's no excuse that Kingdom Hearts 1, 2 and all the tweener games can't be on Switch, even if we can't get the HD up-read versions, which by the way, if we can't get HD up-read versions of old PS2 games on Switch, I mean, come on.  I mean, we're getting Mario Sunshine and HD on Switch. We can get Kingdom Hearts.  I ain't buying that excuse for any moment. Again, I can attempt to marginalize and mentally jump through hoops to accept that Kingdom Hearts 3 might be too much to invest in to get it to run on Switch. Again, no reason we can't have a collection. No reason we can't have one, two plus all the side game collection. There's no reason the Nintendo 3DS can have core Kingdom Hearts games. The PSP can have core Kingdom Hearts games. The PlayStation 2 can have core Kingdom Hearts games. But the Nintendo Switch, a 2015 tech, tech that came out years after all this other technology that's being used to have these games, technology that's way more powerful, can't have these games. Especially when many of these games are available on PC architecture already. And PC architecture works very well with the architecture inside the Switch for porting reasons. There's no reason. The only excuse is they don't want to put in the work. They don't want to put in the little bit of work that it would take to make the game run on Switch. Or they don't want to hire a studio. They just don't think it's going to sell well. The thing is they have sales data showing that games sell well on Switch, but that sales data comes from quote unquote, semi exclusives.  Maybe there's something, I could argue maybe it's a licensing thing, maybe Disney doesn't want these games on Switch. But then we have Disney Tee-Sum, Tee-Sum, or Tsum Tsum, or whatever you call it, right on Switch. So like Disney clearly doesn't have an issue putting games on Switch. I mean, Hulu is on Switch. And in case you didn't know, Hulu is owned primarily by Disney, because Disney bought Fox. And Fox were the majority owners of Hulu. So Disney owns Hulu. This is why you see a lot of Disney content on Hulu. You see a lot of more of the family-friendly stuff over on Disney Plus. And then they use Hulu to kind of be like the TV show slash like more serious stuff. Not necessarily like Star Wars movies, but anything that's more mature that they have out there, they kind of separate the brands that way, right? They keep the Disney Plus as a more family-friendly oriented place. And then they keep Hulu as a, hey, look, there are family-friendly stuff on here. But we know that primarily people that are interested in Hulu are adults or young adults that want the latest TV shows without being subscribed to cable or they just want more mature content in general. That's why you see some more mature shows on there being created, more mature, customized shows.  And Square Enix, I'm just gonna, I hate saying this, I'm usually not this harsh to companies, but Square Enix can get fucked. I'm not even gonna apologize for the language. I'm that upset that we can't have everything Kingdom Hearts but 3 on Switch. Literally. They couldn't tell me one good excuse. Too technologically difficult.  My God, I can hack my Switch right now and emulate those games. I'm dead serious. There are people doing it right now. There are people with hack switches emulating all of the old games. You're telling me an emulator can run on Switch and play these games just fine, but Square Enix can't make them run officially on Switch. It's too technologically difficult. No. This is one of the few times I will say what happened is they threw Kingdom Hearts 3 on Switch, right? Here's the real story. Here's the story they won't tell you. You know, we test because they said they tested this and decided it was too technologically difficult. Here's their test. They took Kingdom Hearts 3 and I have this on good faith from someone who is a former employee from the company. They took the game, Kingdom Hearts 3. They threw it at Switch. They got it to run, right? They did some stuff to make it run. It ran at 8 to 10 frame rates, 8 to 10 FPS in dock mode on a dev unit. And that's as far as they went with it. And they said yep, not good enough, we're done. You want to talk about lazy? You want to talk about no optimization? They didn't bother to mess with the resolutions. They didn't bother to mess with graphical settings. They didn't bother to mess with anything. They didn't even attempt to optimize.  It wasn't optimized. And they gave up. That's what they mean by they tested. They tested Kingdom Hearts 3 and said nope, we can't bring the franchise to Switch. But hey, look, we're developing this new memories game. We can do that from the ground up and have that run on Switch. We'll use Switch for that one because it's not so intensive and it's not Kingdom Hearts 3, a game that we were already working on for years. We don't have to put any effort into it. It'll just run on Switch because that's exactly what they did. They made that game. They compiled it for Switch and it just ran and it ran fine. So they decided yep, we can do that. We just can't bring any of the other Kingdom Hearts games. They didn't even attempt to get Kingdom Hearts 1 and 2 or any of the other Kingdom Hearts games to run on Switch. They didn't even try. The fact that I could emulate them on Switch with a hacked Switch, but we can't get them officially because it's too technologically difficult, I'm sorry.  Anyways, enough of that. Kind of a downer story to start today, but you know what? Not every story is always going to be super positive. We do have an Ubisoft Forward today, which should have at least one Switch game that we're for sure of coming. I know there was that listing for the Prince of Persia remake, which we've seen some leaks for. It looks like the Prince of Persia remake stuff was a false listing for Switch and it's not coming to Switch, but again, we'll have official confirmation here in a few hours. There is the one, you know, Gods and Monsters that's now been renamed to Immortals, Phoenix Rising or whatever. That is one game that is coming to Switch that we know Ubisoft is showing off today. So we'll see that. Also, someone they keep forgetting to do this. Ubisoft is doing a pre-show and in the pre-show they're going to have roller champions. Roller champions was announced for Switch too. So I don't know why people are acting like we're only getting Immortals. We're getting roller champions footage as well and that's coming to Switch. We'll see if Ubisoft has any other announcements for Switch. I know a lot of people have been hoping, you know, maybe a surprise announcement of Mario plus Rabbids Kingdom Metal 2 or Zelda plus Rabbids Kingdom Metal 2. I mean Mario plus Rabbids Kingdom Metal 2 would be really cool for the 35th anniversary. You know, plus you have to look at other things like it would be neat to get more Assassin's Creed games on Switch. I know, you know, Valhalla coming to Switch is probably not going to happen, but, you know, why not, why not some of the older games? They already got Assassin's Creed 3. It's got four Black Flag on here. You know, let's get Assassin's Creed 2. I don't know. Like, I just think there's more that Ubisoft could do as well. But at least Ubisoft doesn't run in around pretending that games can't run on Switch. They just don't talk about it. So I guess that's one way to avoid the backlash is it? You know, we're not even going to talk about trying to get it to run on Switch. We don't want you to know if we've tried or not tried. All right, folks, I'll catch you in the next video.


Now everyone pack up and now I get through lost control down here. 110 was your speed as you're coming down towards them. Yeah, 60 zone way too fast. December last year we had over 20 fatal crashes involving up to 30 people dying on our roads. The last week of Christmas was particularly bad where we saw deaths on Christmas Eve and right throughout that Christmas New Year period. So you're on point 152. This is just to say that your license is immediately suspended. Don't wait to see the police to do the right thing. We all know the rules about drink driving, we know the rules about speeding, we know the fatal five. Just focus on those things that are going to make a difference. Target vehicle 160 kilometres an hour in the science 60 zone. 100 kilometres over the speed limit. What's going to happen today? There's going to be traffic and fringe notice issued and we'll see you lose your license for six months. If you are travelling on the road, if you are out on the water, please be careful. Please act responsibly and sensibly. Please ensure that this is a Christmas to remember for all the right reasons.


At the end of atrial and ventricular diastole relaxation, we had the firing of the SA node. The SA node passed the action potential all through the myocardium of the atria, and that is received, that information, that action potential is received by the contractile cells, and now they go. So we have atrial contraction or atrial systole. Notice what it looks like. We have little red arrows here indicating that we're decreasing the volume of the atria. What's going to happen? We are no longer passively filling our ventricles. Blood is now forced into the ventricles, and this is going to do two things. It's going to increase the pressure, and it's going to increase the volume. Remember that when we were passively filling our ventricles, we were increasing the volume, but we had no change in the pressure, because it was just a passive process. The ventricles were relaxing to accommodate the increase of volume that was coming in, so there was no change in the pressure. 80% of ventricular filling happens this way, passively. So most of the blood gets moved into the ventricle in that passive period. However, the last 20% is smashed into the ventricles when the atria contract. Now, you can imagine that, yeah, that's totally going to increase the pressure. The contraction is electrical, so keep in mind that we have action potentials running through contractile cells, and that's where we get this P wave. P wave is associated with ventricular contraction, I mean atrial contraction. Um, yeah, yeah, yeah. Now, we have to accommodate, or we have to address the fact that, yeah, we fired, my color choice is just terrible. We fired the SA node, and the message goes where next. You know it's true. The message is going to go to the AV node. Now, AV node is somehow we have to get the message of the order to contract to the ventricles if wouldn't you expect that ventricular contraction is going to happen next. And remember the anatomy, we have to go through the AV bundle, which remember this isn't in the chamber, it's actually in the interventricular septum, it's going to get into my bundle branches and down into the Purkinje fibers. And while the atria contract, the AV node hangs on to the message. That's why the AV node slows it down. Because imagine that if the atria are contracting and the ventricles are contracting at the same time, can you imagine how basically there's going to be like a push pull, like who's going to win? And if you're voting on the ventricles, they're a little bigger and tougher than the atria, if you know what I'm saying. So, it's not a great strategy. Let's go ahead and have the atria contract first so they can squeeze all that blood into the ventricles, hold on to the message, wait for it ventricles, wait for it, and then we'll send the message. Now, the message is really fast. Again, anatomically, all the action potential is held in a certain space. So, the action potential isn't allowed to spread right away. It isn't allowed to spread until it gets to the bottom of the ventricle. This right here is ventricular, the message is passing down into the ventricles, the action potential, and we're getting ready to depolarize the ventricles. We're getting ready for this stage of the EKG. We're going to sum it all up with the QRS complex. But we're not quite there yet, we're just spreading the action potentials and we're getting ready. So, what is coming up next? Go ahead and guess.


Sorry, that was me, that was not, I was going to the right camera. In fact, the Bixx itself would not happen. Because this evening, we're just going to make a smaller presentation for my name's Bixx and who drives all societies and clubs officers in unfortunately in your endeavour. Everybody's in Bixx, it's fantastic. And you know something that's not one of us who would do one of the things that we do if it wasn't for the amazing things that all of you do. So, thank you very much to all of you. You are simply inspiring and amazing. I want you to have me sing an over-sacrificing song with this. You are going to be a fair fairing county from the NUAG.  The winner of this signing put in a great men to work all year long. Present your words, we have an extra energy. I'd be very proud of what you've done, but the winner is an Asian portfolio, but massively in their interview. The judges are delighted for and want to wish the very best to the winner of Best Pressure at Small College. The winner is Tina Ross. And Jessica Murphy from IT3. The standard is a category. Each individual shows great character, and our job is extremely difficult to come up with this. However, at the end of the day, as you'll suggest, though, Please, in this type of contested category, the winner's passionate pursuit will obviously serve to them as they are all going to be a successful society, contributing, and I would love to come to the board of the ASSEC. And the winner is Auntie Tallah, coming back in the years to improve. But they also stand out to be the best society that they could possibly meet with their members, which has to be commended. We're to finish today, actually, on the panel there. But in fairness there, we all agree that the winner showed a huge passion for providing a diverse range of activities and events for their members, and indeed for the students in their college in general. They provided a high quality and quantity opportunity for students to meet, like-minded students, and develop schools. They basically enhanced the student engagement with the college, and the community, and beyond. Woo! I teach really new music! They should all be immensely proud of themselves. The main question, their passion and enthusiasm re-shown through in both their application and their interview. The organisation and drive is something we could all learn from. They completely blew us away, and we are so excited to give them this... Sorry. We are so excited to give them this extremely well-deserved award. An exceptionally high standard presented to the judges, it was impossible. The judges could not desire between two extraordinary students both vastly different, but with equal passion and dedicated to college societies. However, we had to make... First, to foster a great sense of community, even when faced with a considerable set of setbacks and challenges, the extreme and steadfast professionalism and dedication ensured that their event was a huge success for participants. And the winner is... and extended team. You really, really do have a superb bunch working with you. So thank you for having us here this year. Thank you to all of the winners this evening and all those that took part. And a big thank you to all of the societies and colleges we've worked with over the year. We look forward to working with you in the next year and hopefully being a sponsor for next year for 2017. Woo! IT Trillie. Present the awards, we have Shane Fowley, we see AT... Ladies from Best Society in the Civic Charity field the large college are from DCU in active expression shown by all of the societies with the pleasure of meeting today. This was also evidence throughout their written application. In truth, each of the applicants were successful in their endeavours to help others before entering mixed awards. Their contribution is immeasurable to their colleges and indeed to society as a whole. We encounter today one society shone through with their boundless energy, imagination and innovation. Present the awards, we have Lily McGarrick, Minyo Eji and LV Arena here.


Well, this month we're giving away a copy of Monster Hunter Rise and two $20 Nintendo Switch, PlayStation or Xbox gift cards, heading on to the description of the pinned comment to enter, but I bring this up first, even though I usually mention it at the beginning of every video, because we have some Monster Hunter news for you today about stories and about Rise, and we're going to start with stories because that's the biggest news we have, essentially they did a little Monster Hunter presentation today, a direct if it was, and it lasted for like 20 something minutes, and what's interesting is they did a lot of stuff here, so first off, Monster Hunter Stories 2 Wings of Rune does launch this July, it launches July 9th on Switch and PC, so it is console exclusive for the moment, but also on PC, so technically not a true exclusive, but there hasn't been a lot of crossover in terms of PC sales taken away from Switch, Switch sales taken away from PC, even on games that are on both, so for all intents and purposes, it's a good get for both platforms, so along with the release date news, we get three of the main characters in the game are going to be getting Amiibo, believe it or not, pretty interesting, so Ana, Razwing and Ratha, sorry the two names there, and Tsukino, I'm sure I'm butchering these names, they are all going to get Amiibo, we didn't really get a look at what the Amiibo will look at, it looks like they just used character models from the game, so we'll see what happens, there's also going to be a deluxe edition of the game, and this is interesting because we don't always get these deluxe editions, but we do this time at home, it's going to include a Razwing layered armor set and a Nerjanti inspired hairstyle for players, not good at pronouncing these words, the Kuwing coat outfit for your Wyvrin, companion Ana, two new outfits for Naviru and two sticker sets depicting various companion players, we'll encounter throughout the journey, so most of it's in-game content you're going to get with the deluxe edition, which I always am kind of here or there on in-game content, I get it, it's all cosmetics, but still you're paying for extra just to get stuff that is clearly already ready for the game, but you do get a couple sticker sets with it, which I think is interesting at least, obviously when you do these deluxe editions or these special editions, I prefer them to be more collectibles involved, but it is what it is, now that's the news for Monster Hunter stories too, so again July 9th, look forward to it, looks great, but we also have news about Monster Hunter Rise, now we already know Monster Hunter Rise is coming rather quickly, but yeah, we actually have some good news here because we're getting a second demo, Monster Hunter Rise Demo Version 2, so it says here as well as confirmation of Monster Hunter stories to switch release date, the showcase revealed Monster Hunter Rise will soon be treated to a second free demo, fittingly called Monster Hunter Rise Demo Version 2, the second demo will be available from this coming Friday and will add a challenging advanced quest where players will get to take on Magnum Molo, which dude he looks really badass to be completely honest, they have a lot of really cool monsters in Monster Hunter of course, also future updates for Monster Hunter Rise will be free to all players, so that's important to note they're not doing like a traditional DLC pay for content model here, they're just saying no, we're giving you these updates free, that doesn't mean there won't be paid DLC someday of course, but for now future updates will be free, so as the first of these is expected to be available at the end of April, so that's really cool, that's literally like a month from launch, I like that, so getting new content a month from launch makes sense to me, so it introduced a variety of new monsters including the newly announced Camellios, so you get the new Monster Camellios and then several new monsters that are unannounced at this point, unlocked HR cap and related features as well, and then there'll be several new monsters and other content added at a future time, so here's kind of the rundown of the gameplay features that were revealed, so in addition to the initial silk bind attacks available to all 14 weapon types, hunters will unlock new switch skills for each weapon as they progress through the game, by swapping out these new skills with existing silk bind or regular attacks players can create all new combos and strategies that match the preferred play style, Monster Hunter Rise will also include dynamic difficulty scaling for multiplayer which automatically adjusts as new players enter and exit a hunt, the new Hunter Connect feature will allow hunters to create tags with their objectives and play style and search for other players with the same tags or invite friends to any tags they have joined, upon completing a quest in multiplayer, players will also be able to like the other hunters in their party and increase the likelihood of finding each other in matchmaking, finally players can capture their heroic accomplishments and vibrant beauty of Monster Hunter Rise with the camera feature, where I think it's cool about the online stuff in particular is they're trying to work around the friend code system right, the friend code system sucks, I think we've always known from the moment that a friend code system existed on an Nintendo platform that it's horrible it's horrendous it shouldn't be here so they're like look we're gonna give you an easier way you could basically create a hashtag and that's how your friends can find you also if you play with new players and you like them you can literally like them and then you can find them easier in the future again welcome features so cool I think this is great news all around for Monster Hunter fans yes I think I'm gonna end up picking up Monster Hunter Rise this month not a huge Monster Hunter player and you need to sync hundreds if not thousands of hours to really get good at Monster Hunter but I think I'm gonna pick it up I think there's just this teaming interest I have just because the game looks so good and I really enjoyed my time with the demo and you guys know we'll be playing that demo on live stream I'm sure at some point this weekend anyways folks I'm Nathan and Robert Jansson from Nintendo Prime that was just a lot of information to get through and so I want to give you guys a little bit of time to digest it plus I have a whole other video to try to get done today so there are lots of videos today one of my most jam-packed video days in a while so I want to thank you guys for tuning in and I'll catch you in the next video


Hey, Jeff Frick here with theCUBE. We're at Western Digital Office in MoPedas, California at a really interesting event. It's the Autotech Councils, the organization, Innovation in Motion, and it's their mapping and navigation event. So they've got a bunch of big suppliers to the automotive industry, as well as a bunch of interesting startups talking about navigation specifically in the context of autonomous vehicles. And we're really excited to have our next guest. He's Colm Lysett. He's the VP Corporate Strategy and Innovation for Western Digital. Colm, first off, welcome. Thank you very much. Absolutely. So you guys are doing a lot of, Western Digital's doing a lot of interesting things around all kinds of different verticals. We're at NAB talking about media and entertainment. We've got some other interesting things coming up in the food space and obviously autonomous vehicles and IoT. Why are you sponsoring all these kind of fun little events that at first glance people might not kind of put two and two together? Well, there's a data explosion that's happening all around us and the automotive industry is being fundamentally disrupted. And what's disrupting it is data and the availability of autonomous capability to drive cars for us. It's a huge shift. And we're very happy to provide the solutions that make that happen and make people safe and have a system that is reliable and even better than having human drivers. Right. And it's interesting that what's so fun about autonomous vehicles is they incorporate so much of the big megatrends that we see in the IT industry with cloud, with big data, with fast networks, with edge computing, you know, and analytics and latency and do you process that device? Do you process at the edge? And usually it's a combination of all the above. So it's, and it's a fun platform that people can really understand. Exactly. It's an exciting time because these different technologies, as you say, are coming together and now that capability is real. It's very exciting. And we just talked to a guy from Caterpillar the other day and again, people, they've been running autonomous mining vehicles for a very, very long time in unmapped environments. A little bit more controlled obviously than kind of the wilds of the streets. But the autonomous vehicle thing is here. I think, I don't know if enough people really know how real it is, but data is a huge piece of it and crunching data quickly is a critically important piece. Yeah, there's so many simple applications where a device can be completely autonomous for days at a time and with GPS tracking and data transfer back and forth, somebody can completely let it go and it will do a lot of work in a long time unsupervised. It's a big labor-saving technology. And then you guys are sitting in the Catbird seat because not only is there more data in these big applications and big data driving these things, but now really because of mobile and the price performance of all the component pieces of a mobile phone, including sensors and cameras and all these other things that are now going into all these other devices beyond phones, all those things are kicking off tons and tons of data. That's right, the technology is affordable and that's very important. The internet of things isn't possible unless the price point is at the right place. And Western Digital has a long history of making systems that are highly reliable and that won't lose data. So we can take our capability and flash memory and apply it to this space and others to provide highly reliable systems at an affordable price and that's what's necessary, certainly in autonomous driving in order for it to work. Right, I love your perspective. You've been in the business long time. How important was flash as a piece of this puzzle to remove the physical barriers of spinning disk to enable much faster higher performance storage to be the backbone of all this computing networking? Flash is highly disruptive. It's a technology that has eaten away into both DRAM and hard disk drive over time and as Moore's Law makes it cheaper and cheaper to produce, there are just more and more applications that open up. So it has been a fundamental disrupter of digital film, the whole digital camera space and then really enabled smartphones. The original mobile phones didn't need NAND flash but once smartphones came along, they're basically a computer, they need storage but a spinning disk won't work. So flash memory enabled that whole explosion. It's a very powerful disrupter and that will continue in the future as we continue to scale and now we're making 3D flash so we're stacking layers on top and continuing to offer more bits at a lower price. This opens up great opportunities for data to be available anytime, anyplace and be rugged, low power. All of these attributes make the applications manyfold. There are just new applications opening up all the time. Right, so as you look forward, you're sitting in the strategy position. What are some of the things that you kind of got your eye on that maybe most people haven't kind of entered their radar yet? Well certainly cloud and mobile are massive drivers of flash memory. Cloud because people are using cloud computing for instantaneous workloads so they need fast storage and flash is growing more and more in that space. There's also capacity enterprise so hard disk drives, high capacity in the enterprise it's growing massively because there's so much data needed to be stored there. And then mobile of course continues and flash memory is growing into the PC space where solid state drives are displacing disk there. Mobile devices are blurring between smartphones, tablets, two and ones. We expect data to be available to us no matter where we turn. Now flash memory is central to making that seamless, making it portable, making it fast. It's funny when flash first came out, it was so expensive and people thought only for the super high value applications the super low, basically financial trading was kind of the only application. As the prices come down and then kind of the second what's fascinating to me is kind of the second order impacts because now you can basically change the way you write an application and that's where you get these massive disruptions because I'm not just doing the same thing faster I'm actually doing it differently. That's right, we're very excited about what we can do in moving up the stack and by applying software and firmware throughout the layers really gain more advantage from what the technology can offer. And in the coming years we'll do more for our customers to give them even more value more insight from the data and that's an exciting area for us to continue to explore. All right, Cornwall, congratulations on your success and you guys are certainly sitting in a very central position as this wave continues to move forward. Thanks very much. All right, he's Cornwall, I said I'm Jeff Frick. You're watching theCUBE, thanks for watching.