rdfs:comment | - ""
- Open Journal Systems. 2012. Open Journal Systems. Public Knowledge Project. (WUaS's wiki, information technologies and criteria for this - informed by the WUaS academic journal subject matter - are developing, since you can already publish your article at ).
- Interprete Lanzamiento Apariciones Duración Álbum Anterior soundtrack Siguiente soundtrack Este es un Soundtrack del álbum Resident Evil: Afterlife Original Soundtrack, su compositor es Tomandandy. Categoría:Soundtrack Categoría:Resident Evil: Afterlife
- Back to Configuration XML format.
- 記憶・きおく: memory IN GENERAL, as in "The car accident destroyed his memory." "after so much drugs, I don't have such a good memory anymore." 思い出:おもいで: an individual memory, like seeing your dad's junk in the shower.
- Memory es el noveno soundtrack de Naruto Shippūden 3: Los Herederos de la Voluntad de Fuego Original Soundtrack compuesto por Takanashi Yasuharu. Categoría:Banda sonora Categoría:Soundtracks
- Memory is a track in Resident Evil: Afterlife (score), the soundtrack for the film of the same name.
- The ability to store and retrieve data quickly and efficiently thus making complex and repetitive activities, such as manufacturing and production, easier to perform.
- Demo альбом 1995 года.
- Memory is information gained from the past that is stored in our brains. We rely heavily on our memory, because our memory is the way our knowledge is stored.
- Memory, written by Lois McMaster Bujold and published by Baen Books in 1996, is the eleventh published novel in the universe of the Vorkosigan Saga. It was published first in hardcover, then in paperback October 1997. Within the universe, it chronologically followed Mirror Dance and was followed by Komarr. Memory was nominated for a Hugo Award and a HOMer Award, and came in third for a Locus Award, all in 1997; and in 1998 was nominated for a Nebula Award.
- Memory is the third episode of the Season 1.
- Like all games, Rollercoaster Tycoon stores values to the memory. Experimenting with the values in the memory can yield useful, interesting, and sometimes destructive results. If you learn anything interesting about the workings of the memory in RCT, please share it here! This was started by a user of Cheat Engine. If you would like to contribute, please use Cheat Engine to continue, so that all examples and addresses can be easily found and will definitely work with Cheat Engine. Only use examples from another program if you are sure they will work with Cheat Engine.
- Memory is the most popular and well known song from the musical, Cats. It is performed by Grizabella. The lyrics of the song are written by Cats director Trevor Nunn. The song is based on T. S. Eliot's poems "Preludes" and "Rhapsody on a Windy Night". This song is one of Andrew Lloyd Webber's most famous compositions and a runaway hit with a life far beyond the musical. For more details of recordings see Wikipedia. The song is often mistakenly referred to in popular culture as "Memories".
- "MEMORY" is 164's second album which consists of 15 original tracks. The album features the vocals of Hatsune Miku and Yuyoyuppe. The album is purchasable on Amazon, CD Japan, and Rakuten.
- A computer's memory can be viewed as a list of cells into which numbers can be placed or read. Each cell has a numbered "address" and can store a single number.
- Muistot ovat tavaroita, joita saa keräämällä lähteistä kun pelaaja kehittää Divinationia. Muistojen mukana tulee pyhää energiaa.
- In order to remove a militarist from power and make him look like a traitor, Dan Briggs enlists the help of a memory expert (Joseph Baresh), who poses as an enemy agent with the code name "Sparrow".
- Memory is the thirty-fourth episode of Cybertron. It first aired in the United States on September 06, 2006 on Cartoon Network.
- Memory is an Alternate Universe oneshot fanfiction written and published on FanFiction.Net and DeviantART by Nova the Mad.
- "Memory" is a short story originally published in the "summer reading" issue (#28) of Tin House magazine in July of 2006, and later included with the 2008 novel Blaze. The story concerns Edgar Freemantle, who recounts the horrific accident that cost him his marriage, half of his body, and some of his mind. Stricken with aphasia, Edgar decides to commit suicide, and receives some odd advice from his therapist, Dr. Kamen. In the end, Edgar plays witness to another accident that leaves a victim too close to death, and helps to end the suffering of another.
- ☆專業呆子爆擊101點紀念護額☆ 【防具(頭)】效25 數101 價格:3200 餘:5 * 為了紀念461回專業呆子反人101點所開發的護額 * 爆擊機率上升 * 董事長 專業呆子 開發 烹飪社聯手毒殺戰術介紹書 【防具(飾)】效1 數1 價格:9000 餘:1 * 為了紀錄574回公司兩人烹飪社聯手毒殺7人戰術的介紹書 * 下毒會有3.5倍毒傷 * 董事長 專業呆子 開發 ★小焚親筆簽名的塑膠撲克牌★ 【武器(投)】效35 數105 價格:13000 餘:1 * 為了紀念小焚首勝跟首勝時所拿的武器而開發的武器 * 除了量是兩組塑膠撲克牌之外,還多一張有小焚親筆簽名的紀念撲克牌
- Memory is a suffix that can appear on Magic Items. It provides a bonus to Mana based on character level. It doesn't start spawning on items until Item Level 20.
- < [[w:|]][[Category: derivations|Memory]] memorie, [[w:|]][[Category: derivations|Memory]] memoire etc. < [[w:|]][[Category: derivations|Memory]] memoria (“‘the faculty of remembering, remembrance, memory, a historical account’”) < memor (“‘mindful, remembering’”); cf. Greek μέρμερος (“‘anxious’”), μέριμνα (“‘care, thought’”).
- thumb|right|335px|"Memory" aus Andrew Lloyd Webbers Musical "Cats" Das Lied "Memory" stammt aus Andrew Lloyd Webbers Musical "Cats" und wird von Gwendolyn auf der Soiree der Bromptons gesungen.
- Memories are also contained within the heart. While they can be concealed or forgotten, memories can never truly fade. The heart will recognize things the mind may not, a sort of "déjà vu" feeling. For example, Leon does not consciously remember Sora and his friends in Kingdom Hearts: Chain of Memories. However, he does know Sora's name and feels as if they were friends.
- Memory is data stored in a computer or program. Inside the ENCOM mainframe it had the appearance of a hallway with streaks of pink lights zooming past, as shown when the Hacker program Clu attempted to raid the MCP's memory files. It is possible that the actual data files were the pink streaks, as there was no sign of anything else that might have been data.
- "Memory" is a flash fiction short story by American horror and science fiction writer H. P. Lovecraft, written in 1919 and published in May 1923 in The National Amateur.
- The Memory was the Grayson tradition of reciting to a mourning crowd a particular memory of the beloved deceased. While the ritual normally took only ten to twenty minutes, at the funeral of Howard Clinkscales, it took over three hours. (HH11)
- "Memory" is an original LEON/LOLA duet song. It was written by Circus-P with the itnent of experimenting with overlapping vocals. Circus-P mentioned that the song was "a little bland" because it used an old instrumental from around the time he wrote "Amai Kotoba".
- Korvus 18:15, 11 February 2008 (UTC) Nicholas Cioran
- Memory is the ability to recall facts and knowledge. It is a function of the brain. It is independent of recognition, learning and skill, all of may be retained when memory is missing. There are two distinctly different types of memory, each of which is independent of the other: Short term memory appears to be a function of the brain's electrochemistry. Long term memory appears to be a function of the brain's actual physical form. Recent research has indicated that during sleep, the brain undergoes the physical transformations that form long term memory.
- Memory is a funny thing. Atmintis is a young she-cat who can see other people’s past and memories. But her power has yet to be developed and so she can only see snippets of their memories. But when a murder happens and Atmintis herself is accused of being the murderer, it’s up to the young she-cat to use her power to figure out the truth. There it is. Another flash of something only I can see. Some cats define me as the mad cat. Or just the she-cat who wants to dream. Who wants more than she deserves. That was at my old home. She gives me a withering look and I blink at her. I just nod. "I said-" ~ ~
- Misc:
* Current Contact/Alt: Ruth
* Creation Date: tba, 1997-ish
* Creation Rank: Cub
* Departure Date: tba, 2000-ish
* Items of note: Pure Breed 4, Appearance 4, Charisma 4 Notes: Memory escaped from a circus just prior to her First Change, and was largely trained not by her own tribe, but by the feral Shadow Lord elder Moon Otter at what was then the Sept of the Wheel Renewed. Under his tutelage she largely overcame the twoleg fascination, lack of physical stamina and poor senses that resulted from her human-controlled upbringing. It was while she was still a cub that the Wheel died and the Hidden Walk was born.
- Memory (1919)by H. P. Lovecraft Story copied from the Wikisource. Below, a spoken word version. In the valley of Nis the accursed waning moon shines thinly, tearing a path for its light with feeble horns through the lethal foliage of a great upas-tree. And within the depths of the valley, where the light reaches not, move forms not meant to be beheld. Rank is the herbage on each slope, where evil vines and creeping plants crawl amidst the stones of ruined palaces, twining tightly about broken columns and strange monoliths, and heaving up marble pavements laid by forgotten hands. And in trees that grow gigantic in crumbling courtyards leap little apes, while in and out of deep treasure-vaults writhe poison serpents and scaly things without a name. Vast are the stones which sleep beneath cov
- To gather memories, players must activate wisps and harvest the resulting springs at a wisp colony. Doing so will yield a certain amount of Divination experience, depending on their tier. This experience will still be awarded if a player does not harvest a memory, but only energy. The following memory types can be harvested: Quest Memories:
* Dragonkin memory (One of a Kind) - 40 File:Stats.png
* Mah memory (Fate of the Gods) - 75 File:Stats.png
- Memories worden verkregen door ze te verzamelen van springs en worden gebruikt in de Divination skill. Het zijn de restanten van de levenskracht van Guthix en raakten na zijn dood over heel Gielinor verspreid. Memories kunnen omgezet worden in experience of in divine energy van hetzelfde type door ze te deponeren in de energy rift die bij elke wisp kolonie te vinden is. Spelers kunnen ook memories en energy samen omzetten om meer experience te krijgen. Er zijn ook twee soorten memories die in quests gebruikt worden:
- Once viewing the memory, the viewers cannot be seen or heard by anyone other than other viewers. What truly makes this phenomena remarkable is the fact that viewers can witness every aspect of the memory as they see fit from a third person perspective, even if the owner of the memory has little to no knowledge of what they are seeing, since one viewer was able to tail other people in the memory whilst the past version of the memory's owner was present at a fair distance away. The viewer is also intangible to all other physical matters and energies of the said memory, as Harry Potter was considered a phantom, invisible and intangible, to the rest of the past world he was viewing; a man shaking hands with Dumbledore went right through Harry's body, causing neither of them harm, and a later m
- This music-box melody is the first instance in the game of Asriel's musical theme. The theme appears in other songs at pivotal moments of the game, such as in Undertale (during which the protagonist learns the past of the Dreemurr family), Finale (which provides foreshadowing to Flowey's true identity), and His Theme (when the protagonist saves Asriel). The song plays a final time after the True Pacifist Ending Credits, on the final screen of the game where the Annoying Dog comes to the screen and sleeps. The song does not play if a Genocide Route had been completed for the first time.
- A memory, or memory engram, is a bio-chemical imprint, located within the neural cell tissue of a lifeform's brain. Memories are often recalled by outside, physical stimuli. From the 23rd to 24th centuries, Federation medicine has techniques to boost or repress memory. (TNG episode: "Shades of Gray"; DS9 episode: "Sons of Mogh") It has been observed through both hypnosis and psychoanalysis that no memory can be truly destroyed-only blocked by the mind for the sake of a subject's health. (VOY episode: "Flashback", TOS episode: "Dagger of the Mind") Nor can a memory be created, or implanted, once a humanoid's psyche refuses to accept, "discrepencies." Thus, altered and distorted memories are the result of these interactions of "remembrances" with the outside world.(TNG episodes: "The Mind's
- To gather memories, players must activate wisps and harvest the resulting springs at a wisp colony. Doing so will yield a certain amount of Divination experience, depending on their tier. This experience will still be awarded if a player does not harvest a memory, but only energy.
- Memory comes in a variety of formats and uses. The first type of memory is ROM, which stands for Read Only Memory. It is a section of memory, that cannot be written to again once it has been written to, just like a CD-R. RAM stands for Random Access Memory, and is a type of memory that can be both written to and read from. Most RAM types are Volatile, so the contents of RAM are lost when the system powers down. One exception is NVRAM, otherwise known as Non-Volatile Random Access Memory.
- Memory is the 103rd level in Chip's Challenge 1. Like similar levels close to it in the lineup, Memory is a collection of cells; this level is a rough 8x8 grid, with chips in 37 of the cells, and the cells broken up by toggle walls and tanks. The main fork in the level is located after the initial moves of 5L 7U RU 4R 4D LD 12L R 4U L, just stepping L off one of the green buttons. North moves towards the exit, while west and east contain many of the chips.
- Memory allows us to recall facts at will, and use those facts when needed. It is one of the most important functions of the brian. Memory is also the the ability to...uhhhh......hmmm... If memory serves, the memory process has three major stages.
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abstract | - ""
- Open Journal Systems. 2012. Open Journal Systems. Public Knowledge Project. (WUaS's wiki, information technologies and criteria for this - informed by the WUaS academic journal subject matter - are developing, since you can already publish your article at ).
- Interprete Lanzamiento Apariciones Duración Álbum Anterior soundtrack Siguiente soundtrack Este es un Soundtrack del álbum Resident Evil: Afterlife Original Soundtrack, su compositor es Tomandandy. Categoría:Soundtrack Categoría:Resident Evil: Afterlife
- Back to Configuration XML format.
- 記憶・きおく: memory IN GENERAL, as in "The car accident destroyed his memory." "after so much drugs, I don't have such a good memory anymore." 思い出:おもいで: an individual memory, like seeing your dad's junk in the shower.
- A memory, or memory engram, is a bio-chemical imprint, located within the neural cell tissue of a lifeform's brain. Memories are often recalled by outside, physical stimuli. From the 23rd to 24th centuries, Federation medicine has techniques to boost or repress memory. (TNG episode: "Shades of Gray"; DS9 episode: "Sons of Mogh") It has been observed through both hypnosis and psychoanalysis that no memory can be truly destroyed-only blocked by the mind for the sake of a subject's health. (VOY episode: "Flashback", TOS episode: "Dagger of the Mind") Nor can a memory be created, or implanted, once a humanoid's psyche refuses to accept, "discrepencies." Thus, altered and distorted memories are the result of these interactions of "remembrances" with the outside world.(TNG episodes: "The Mind's Eye", "Frame of Mind"; ENT episode: "Twilight"; TNG episodes: "Future Imperfect", "Eye of the Beholder") The temporal lobe, along with hypothalamus and cerebral cortex are usually the higher functions of the nervous system to discern such differences. (TNG episode: "Schisms", ST novel: The Return) The Alpha Quadrant and abroad use memory engram procedures to aid victims (TNG episodes: "Pen Pals", "Violations") and punish ("re-wire") offenders (VOY episodes: "Ex Post Facto", "Workforce"; DS9 episode: "Hard Time") Devices throughout the galaxy exist that can either neutralize or jog engrams for cases of amnesia and dementia. Some devices do both, if enough strain is applied. (TOS episode: "Errand of Mercy", TOS episode: "The Paradise Syndrome", VOY episode: "Random Thoughts"). This realm of "not-exact-science-but-art" is on-going (TOS episode: "Wolf in the Fold", TNG episode: "Night Terrors"). Positronic brains have the capability of collecting engrams (TNG episode: "The Offspring"). This can be done for later testimony by colonists, if no other means of recordkeeping is available-as well as for posterity to preseve the knowledge of research. (TNG episodes: "Silicon Avatar", "The Schizoid Man", "Descent", "Birthright") These AI networks also have failsafes that can withold sensitive info in times of danger for later download, and can also serve as a "piggy back" for forged programs. (TNG episode: "Masks", TNG movies: Star Trek: Insurrection, Star Trek: Nemesis) Positronic relays have shown to (temporarily) maintain thought process to fulfil a critical task, before brain death occurs. (DS9 episode: "Life Support") One of the first attempts Starfleet made to have duotronic units onboard starships process data as a brain would was experiments in multitronics, in the 2260s. The memory banks were patterned from specimen engrams of the designer. (TOS episode: "The Ultimate Computer") Theoretically, the medium would have succeeded. During this decade, Mnemonic memory circuitry also became prevalent in finding "forgotten", original timelines in alternate history . (TOS episode: "The City on the Edge of Forever") Mental awareness, itself is built upon the "before-during-after" stages of experience. (TNG episode: "Yesterday's Enterprise", TNG episode: "Cause and Effect", DS9 episode: "Emissary") No matter how residual in proportion, memory nuances transfer in time displacement. (TNG movie: Star Trek Generations, DS9 episode: "Visionary", VOY episode: "Relativity"; TOS movie: Star Trek) Memory has been observed to be passed genetically from a "parent" animal, to its "facsimilie." (TOS episode: "What Are Little Girls Made Of?", TAS episode: "The Infinite Vulcan", TNG episode: "Up the Long Ladder", DS9 episode: "Whispers", ENT episode: "Similitude") The exact nature of this is not well understood, but artificial and organic means of this are achieved-with some margin of recollection drift. (TOS episode: "The Changeling", TNG episode: "Rightful Heir") Mind melding and similar exchange of synaptic patterns, likewise, follow the same rudimentary principle. (TOS episodes: "Return to Tomorrow", "TOS", "The Devil in the Dark"; TOS novelizations: Star Trek: The Motion Picture, Star Trek III: The Search for Spock, Star Trek V: The Final Frontier) Later, by the 2370s, ship systems used bio-neural circuitry; each gel pack functioned in unison for the "host" vessel-storing and retrieving more memory than the previous isolinear software. (VOY episode: "Caretaker") Technology of the later 24th century brought about processors that could influence sub-conscious brainwave activity. (TNG episodes: "The Battle", "Shades of Gray", "Clues", "Conundrum") Memory is a key factor in determining the logic of a statement, or claim being presented. When lacking in of itself, no bluff of memory can be a substitute, nor can corruptible evidence being presented. (TNG episode: "Conspiracy", DS9 episode: "Second Skin", VOY episode: "Favorite Son", ENT episode: "Exile")
- Memory es el noveno soundtrack de Naruto Shippūden 3: Los Herederos de la Voluntad de Fuego Original Soundtrack compuesto por Takanashi Yasuharu. Categoría:Banda sonora Categoría:Soundtracks
- Memory is a track in Resident Evil: Afterlife (score), the soundtrack for the film of the same name.
- This music-box melody is the first instance in the game of Asriel's musical theme. The theme appears in other songs at pivotal moments of the game, such as in Undertale (during which the protagonist learns the past of the Dreemurr family), Finale (which provides foreshadowing to Flowey's true identity), and His Theme (when the protagonist saves Asriel). It first plays from inside the statue of Waterfall, after the protagonist places the umbrella over the statue to shield it from the rain and complete the Piano Puzzle. It also plays later after Undyne attempts to kill the protagonist a second time in Waterfall. While the protagonist is unconscious, they experience a memory of Asriel first meeting the First Human before waking up to find that they have survived yet another fall onto a bed of Golden Flowers. "Memory" furthermore plays while Undyne reminisces about Asgore during the visit to her house, then when Asgore offers to take care of the protagonist (assuming the protagonist has spared him after fighting him). It is next heard after the fight with Asriel, interestingly continuing very quietly even as Final Power plays and the barrier breaks. The song plays a final time after the True Pacifist Ending Credits, on the final screen of the game where the Annoying Dog comes to the screen and sleeps. The song does not play if a Genocide Route had been completed for the first time.
- To gather memories, players must activate wisps and harvest the resulting springs at a wisp colony. Doing so will yield a certain amount of Divination experience, depending on their tier. This experience will still be awarded if a player does not harvest a memory, but only energy. While harvesting memories, players may harvest an enriched memory. These variants will grant double the harvesting and depositing experience of a normal memory. The amount of enriched memories a player harvests increases with their Divination level. Every 20 minutes, an enriched spring will appear at every wisp colony, which will only yield enriched memories (and hence double harvesting experience) when harvested. If a player is one of the first four to harvest from it, any normal memories they have in their inventory may be absorbed by the spring to prolong its duration. The following memory types can be harvested:
* Pale memory - 1 File:Stats.png
* Flickering memory (enriched) - 10 File:Stats.png
* Bright memory (enriched) - 20 File:Stats.png
* Glowing memory (enriched) - 30 File:Stats.png
* Sparkling memory (enriched) - 40 File:Stats.png
* Gleaming memory (enriched) - 50 File:Stats.png
* Vibrant memory (enriched) - 60 File:Stats.png
* Lustrous memory (enriched) - 70 File:Stats.png
* Elder memory (enriched) - 75 File:Stats.png (after Fate of the Gods)
* Brilliant memory (enriched) - 80 File:Stats.png
* Radiant memory (enriched) - 85 File:Stats.png
* Luminous memory (enriched) - 90 File:Stats.png
* Incandescent memory (enriched) - 95 File:Stats.png Quest Memories:
* Dragonkin memory (One of a Kind) - 40 File:Stats.png
* Mah memory (Fate of the Gods) - 75 File:Stats.png
- The ability to store and retrieve data quickly and efficiently thus making complex and repetitive activities, such as manufacturing and production, easier to perform.
- Memory (1919)by H. P. Lovecraft Story copied from the Wikisource. Below, a spoken word version. In the valley of Nis the accursed waning moon shines thinly, tearing a path for its light with feeble horns through the lethal foliage of a great upas-tree. And within the depths of the valley, where the light reaches not, move forms not meant to be beheld. Rank is the herbage on each slope, where evil vines and creeping plants crawl amidst the stones of ruined palaces, twining tightly about broken columns and strange monoliths, and heaving up marble pavements laid by forgotten hands. And in trees that grow gigantic in crumbling courtyards leap little apes, while in and out of deep treasure-vaults writhe poison serpents and scaly things without a name. Vast are the stones which sleep beneath coverlets of dank moss, and mighty were the walls from which they fell. For all time did their builders erect them, and in sooth they yet serve nobly, for beneath them the grey toad makes his habitation. At the very bottom of the valley lies the river Than, whose waters are slimy and filled with weeds. From hidden springs it rises, and to subterranean grottoes it flows, so that the Daemon of the Valley knows not why its waters are red, nor whither they are bound. The Genie that haunts the moonbeams spake to the Daemon of the Valley, saying, “I am old, and forget much. Tell me the deeds and aspect and name of them who built these things of Stone.” And the Daemon replied, “I am Memory, and am wise in lore of the past, but I too am old. These beings were like the waters of the river Than, not to be understood. Their deeds I recall not, for they were but of the moment. Their aspect I recall dimly, it was like to that of the little apes in the trees. Their name I recall clearly, for it rhymed with that of the river. These beings of yesterday were called Man.” So the Genie flew back to the thin horned moon, and the Daemon looked intently at a little ape in a tree that grew in a crumbling courtyard.
- Demo альбом 1995 года.
- Memory is information gained from the past that is stored in our brains. We rely heavily on our memory, because our memory is the way our knowledge is stored.
- Memory, written by Lois McMaster Bujold and published by Baen Books in 1996, is the eleventh published novel in the universe of the Vorkosigan Saga. It was published first in hardcover, then in paperback October 1997. Within the universe, it chronologically followed Mirror Dance and was followed by Komarr. Memory was nominated for a Hugo Award and a HOMer Award, and came in third for a Locus Award, all in 1997; and in 1998 was nominated for a Nebula Award.
- Memory is the third episode of the Season 1.
- Memory is a funny thing. Atmintis is a young she-cat who can see other people’s past and memories. But her power has yet to be developed and so she can only see snippets of their memories. But when a murder happens and Atmintis herself is accused of being the murderer, it’s up to the young she-cat to use her power to figure out the truth. There it is. Another flash of something only I can see. Some cats define me as the mad cat. Or just the she-cat who wants to dream. Who wants more than she deserves. There are a lot of terrible names that are associated with me, but I don't mind. They don't understand what I can do. I mean, I've tried telling a few of them but I don't think that'll do me any good anymore. They all think I'm a freak of nature or something. That was at my old home. I had to move since they tried to burn me alive along with my den. I managed to escape of course, but I think they believe I died along with the flames. "Atmintis!" I turn abruptly and spot a small she-cat racing towards me. I tip my head curiously as I try to recall her name. A lot of my memory tends to fade and intermingle with other cats', which causes a problem for me when I try to recall something I've learned. Serehna. "Yeah, Serehna?" I ask, trying out her name and trying to remember it in case she is an important cat. "Is there something you need?" Something odd flickers in her eyes. "Atmintis, are you forgetting something?" she asks patiently. I'm struck with the fact that Serehna seems younger than me, but she looks a lot older. I frown. I have yet to tell these cats what I can do and why that usually causes me to have memory loss. Serehna rolls her eyes impatiently and mews. "You do remember the titles and rankings we have here, correct?" "Y-yes?" I stutter, "Not really actually. I don't remember a lot of things." This time Serehna seems fairly annoyed. I resist the urge to huff. She should be glad I even remembered her name. "We have a monarchy here," she explains (probably for the fifth time or something), "My father is the karalius, or the king. You would address him as karalius Thetudar. I am of course, the karalaite." "Can I call you 'Princess Serehna' instead?" I flick my tail as I try to concentrate on anything but her memories that are floating in my head, "I think it would be much simpler." Serehna looks irritated. "It is a prized tradition amongst our people," she insists, "if you wish to live here, you must abide to our rules." "Anyways," she mews breezily, "I need you to come because my father has summoned you." "Coming," I reply swiftly, though I'm already zoning out. Her flood of memories is getting a bit too much for my head. I'm definitely getting a headache. "Though if I could have something for-" I nearly say "memories", but then realize that they wouldn't get it. "Oh nevermind, lead on." She gives me a withering look and I blink at her. Oh right. "Um, lead on, karalaite Serehna." She definitely looks a bit more peeved and she stalks off. I trot after her, sorting through her memories and storing them in the comparents of my mind where they belong. Most will cycle out in a day and I won't really remember them. Though I have yet to figure out if I can recall their memories like I can sort of do with mine. I mean, after all, they are storied within my mind now. I follow her to where the royalty dens are. I enter into one of the grand dens and crouch low. Serehna flounces off to presumably call her father. I wait patiently, a little nervous from the guards that are stationed around the den. A few moments later Serehna reappears with another tom at her side. I continue my crouch and finally the tom rumbles. "Please do stand." Serehna looks just as irritated as before and I'm tempted to shoot her my own look but refrain when I see the fierce expression of her father. "Cats have told me that the enemy is drawing closer and they come from where you used to come from, Atmintis. Do you know about any of this?" "Yeah," I shrug nonchalantly, "A lot of cats have memories of that." Both members of the royal family stares at me. "Did they tell you of this?" the king asks tersely. I shake my head, "No, I saw it in their minds. There's been so many of these that I can't really get rid of them it seems. No wonder I keep forgetting some of the things I need to...it's taking up too much space." Serehna's face twists into a sneer. "Stop lying, Atmintis. You're not that special-" "Serehna," her father warns quietly. The princess falls silent. He turns his hard eyes to me. "Please don't spread this around, Atmintis. We don't believe in such things as powers, and I most certainly don't believe you can see our memories." "But I can," I babble out, not sure why I wanted to tell him, "You have a memory of Serehna being born along with a brother, but both her mother and her brother died a week later." Instantly, I shut my mouth. His eyes are smoldering and he glowers at me. "Who told you that?" he hisses dangerously. He turns on his daughter. "Did you tell this newcomer this nonsense?" Serehna looks shocked. "No, Father!" she protests, "Of course I didn't!" Thetudar doesn't look very convinced, but he glares at me once more. "You will speak none of this, Atmintis. You will act civilized and do your job here. If you refuse to obey our rules, you will have to suffer the consequences." I just nod. Serehna relaxes slightly and her father waves his tail. "Serehna, show Atmintis her new job. Make sure she understands the rules." The princess dips her head and stalks past me. Her sweet scent washes over me and I wrinkle my nose and let myself be guided away. She leads me out of camp and we stop outside a grove of trees. "You're a flower gatherer," she explains scornfully, "But if you get the time I suppose you can hunt too." "Flower gatherer?" I frown at her, "What do we need flowers for?" She waves her tail in a grandiose way. "Do you smell the fragrance on my fur?" she asks in a stuck-up manner. She lifts her nose in a proud way. "It's a little too strong to miss." She shoots me a venemous look before sniffing. "The aristocrats of the society prefer to...ensure that our beauty shines." "Don't flatter yourself," I mutter. She bares her teeth as she turns to walk away. "Just do as you're told, Atmintis." Flower picking is so boring. I nip at the stem, breaking the delicate hold it had and ducking back out from the bush. I curse slightly as my head bumps against the spiny bark of the bush. I drop the flower in my hurry and I rub my head with my paw. The rose rolls to the side and I fish it over with my paw, successfully stabbing myself with it's thorns. Sighing, I lick the blood off of my paw and pick up the rose again. I drop it in my meager stack of flowers and let loose another sigh. Bundling all my flowers together once more, I try to find yet another bush with flowers. I've been instructed to try to get a variety in order to keep the aristocrats happy with a dozen choices. I don't understand what's the difference between flowers, but I just follow orders. I trudge towards the next bush with my bundle of flower in mouth. I grunt in effort as I try to slide under it's leafy canopy of leaves and reach a blossom of white flowers that have an extraordinary sweet scent. It takes me awhile, but when I manage to collect a good amount, I turn to head back to the camp, only to crash into Serehna. She yelps in surprise (especially when the rose stabs her) and jumps backwards, rose in tow. She shakes it off in fury and glares at me. I stare back blissfully. "Sorry," I say, even though I'm pretty sure she had been standing behind me the entire time I was struggling with the most recent bush (another rose bush). I have thorns and leaves sticking out from my fur and I lick my paw to draw it over my head. Her thoughts are running in a stream, which is weird. She must be recalling memories, or else I wouldn't be able to see them. I sort through them, trying to stop the flow of her memories. They're really distracting and I don't even realize the princess is talking until she gives me a smack across the head. "What?" I ask, shaking my head out to clear my vision, "I was just-" I clamp my mouth shut when I remember her father's grave warning. "You were what?" She challenges me. "Nothing," I mumble. She eyes me and I add. "I was just daydreaming that's all." She relaxes at that and mews. "Did you even hear what I said?" She looks peeved like always. I want to say no to see her reaction, but I feel as though I shouldn't always land on the bad side of the royal family. I offer her a flower instead. "Did you need more fragrance so you can smell as strong as fox dung - though sweeter?" She gives me a sour look and swats the flower out of my paw. "I said-" I don't hear the rest of what she says. I feel like I'm dumped into a freezing stream and suddenly I can't see. I can't breathe either. I gasp for air, and search in the darkness but there's nothing there. Suddenly I emerge once more and I realize I'm staring at Serehna with another tom. I definitely would have known if someone had snuck up on us because his memories would have overrun my system. This is Serehna's memory. I blink in surprise when I realize that they're sitting so close together that the hairs of their pelt were touching. Their tails are intertwined and Serehna is talking. "Taihno, we have to do something." "I know," he breathes out tentatively, "but your father will not allow this to happen. You know what he's said about us being together." Serehna looks pained in a rather cute way. "I don't care what my father says. I can't just let this go. We've been together for so long. I love you, Taihno." He leans in and touches his nose to hers. "I love you too, Serehna." I note quietly that he doesn't use her proper name. Serehna doesn't seem to mind either. She must be too in love to care about titles, especially when she's so bent on disobeying her father. I wish I could go back a bit further to figure out exactly what is going on, but alas, this is just Serehna's memory of this moment. They're silent again. Serehna is leaning on Taihno's shoulder. I study the tom. He's dark-furred, though I can't tell exactly what color his fur is. His eyes are a mix of golden-brown and black. Flecks of silver seems to dot them and I realize that it seems unrealistically attracting. (Perhaps Serehna's memory has altered his looks? There's no way he looks this perfect.) He has sharp features and a tense stance, obviously on guard. Serehna looks a lot younger in this memory. She looks like she's blatantly flirting with a court guard just to be a nuisance to her father. But I can tell this means more than a small interaction between the two. She looks to be about the age I am right now. (So I suppose she's older than me?) It's weird how I gain more information in the past than I do just listening to the present cat speaking. Serehna and Taihno seem to be frozen in time, as they hadn't really moved since I last focused on this memory. Suddenly blood fills the area. I nearly scream in surprise, but manage to hold it back. I've learned the hard way that even though I'm in the past, the cats in the present can still hear me. This isn't real. There's no way this was what happened. But the perfect image of Taihno and Serehna has faded, leaving Taihno's bloodied and bruised body on the floor. Serehna appears in the scene and she cries out in anguish and throws herself on the ground next to the tom she loved. I can feel tears well in my eyes as her sorrow hits me, causing me to react like she is. I shake my head fervently and step out of the memory before I do something stupid. Serehna is still speaking. She looks almost crazed. "-and then they told me that she was dead! Can you believe it, Atmintis? Rosa is dead." Her eyes meet mine in a frantic sort of way and I swallow painfully. I don't want to ask who Rosa is. But I do know by the look of Serehna's face that brings back the vivid memory of Taihno's death. He had obviously been murdered. Rosa must have shared the same fate. It takes me awhile to process this and actually erase all of Serehna's frantic thoughts and memories from my mind. She's overriding my system and I think it's rather important right now that I don't faint. "What happened?" I manage to ask when I finally clear my head. Serehna is pacing in front of me. "I don't know," she admits, "but Rosa is - was - the royal priziuretojas, or the caretaker." How can someone even pronounce such a word? I guess I'll never really understand them. (Or, on a darker but also brighter note, I don't ever have to pronounce that word.) "Why would someone want to murder a caretaker?" I frown, "I mean, what grudges could one have against a caretaker?" The princess looks so anguished that I actually want to pull out one of her memories and just wallow in there before she starts tearing up or something. I don't deal well with crying cats. They tend to send out bursts of memories as if trying to swallow up their negative emotions, which usually end in me fainting from an overload or something. But she manages to hold back her emotions and swallow. "I don't know," she repeats, "but someone must have been targeting the royal family. The kits under her care were found injured but alive." I frown. "An attack on the royal family?" "Yes," a deeper voice rumbles, "and the culprit must be found immediately." I turn slowly and immediately crouch low. Even my short time here has taught me to show some sort of respect in front of the king. "Karalius Thetudar," I murmur. "Rise," he growls and I stand straight. He stares me straight in the eye and I can feel his anger coming off of him in waves. I push against the tide of his memories as I try to focus on his next, biting words. "You're under close watch, Atmintis." Serehna's eyes widen and I blink, confused. "Why?" "Why?" he explodes, "Did my daughter not just explain to you what has happened to Rosa? She was murdered, you ignorant she-cat, and you are the number one suspect." I'm more bewildered than enraged. "I'm afraid I'm very bemused, karalius. I didn't kill her." "Your story is apocryphal," he mutters, "only an outsider would dare do such a thing. Are you working with the rogues approaching our camp too?" I shake my head, but he snarls and strides away. Serehna sits there, stunned. I glance at her and I shrug and turn away. No point in trying to convince her too that I didn't do it. Though I suppose some memories would be a useful way to see who really did it. I'm not a fan of this group but I'm less of a fan of being their number one suspect. As I enter the camp, I let myself get lost in the barrage of memories that floods my mind. ~ I'm standing above on a cliff, staring down at a she-cat and two kittens. The she-cat is a light red sort of color, sort of cream but mixed with russet. She must be Rosa. I survey the two kittens. To my surprise, it looks a lot like Serehna and what could have been her brother. But that makes no sense. Serehna's brother died a week after his birth. They wouldn't have been old enough for Rosa to take care of them. Who were these kits then? Suddenly, a question arose in my mind. If Thetudar's mate died, then how were there still kits for Rosa to take care of? As if the memory is trying to answer my question, a beautiful she-cat shimmers into view. She looks absolutely breathtaking and Thetudar appears along with her. It's not the same she-cat I had once seen in Serehna's memory. This must be another. "Our kits are lovely," she purrs as she nuzzles Thetudar, "Do you think Serehna will like them?" "She will love them," he promises, but a shadow of doubt flashes over his eyes, "Of course she will love them," he insists. The she-cat smiles. "I must leave soon. I promised Leaf that I would help her gather herbs. It might take a few days as I'm trying to help her find new patches farther away." Thetudar frowns. "You've been doing this for so long," he draws closer to his mate. "Haven't you found enough herbs to last us a lifetime? Surely we don't need to waste times like this to be venturing out into the wilderness to find herbs." Something that looks like plain irritation flashes across the she-cat's face. "Thetudar," she pouts, "Herbs are very important. You can never have enough. Now if you would please excuse me, I must go say goodbye to the kits," something sour enters her expression, "and of course Serehna." But I can already see the princess in the background, her eyes narrowed and her teeth bared as she glared loathingly at the two of them. Uneasiness pricks at my belly but I ignore them as the memory fades away around me. Serehna obviously hates what seems to be Thetudar's second mate. She must wish that her father would just mourn her deceased mother instead of moving on to another mate. Serehna must not be fond of her stepsisters and brothers then, as they obviously aren't her real siblings. Does she hate them so much to try to kill them? I'm not really surprised when the karalius storms into my den and demands that the guards tie me up and drag me to prison. I mean, if someone was really trying to take down the royal family, then why would they stop after killing a caretaker and failing to murder the kits? My suspicion for Serehna grows stronger but I didn't see anything else suspicious about her in other cats' memories. Most of them didn't even know about the murder until they heard about it. Of course, I don't even know about the murders until the king has come after me. They have me surrounded and the king is delivering his evil monologue that I'm not listening to. When he's done, I realize he's glaring at me. "What?" I mumble, "I didn't do it." It was almost as if his head exploded, except not literally of course. His eyes burn and steam practically spews out from his ears. I nearly laugh at the sight. "Don't make excuses," he spits out, "I will see you properly punished." "For what?" I ask, sincerely confused, "I don't even know what I'm being arrested for." "You murdered them!" "It would be amazing to know who I murdered," I shrug, "I mean, I didn't murder them but if we're saying I did, who did I kill?" His eyes bulge and he lashes his tail. "You are dispicable." "I am not," I retort back, "I am trying to be a survivor." "What did Serehna ever do to you?" His eyes are two balls of fire, burning my soul, probably trying to melt me from within. Oh huh, that's strange. Did the murderer actually succeed and kill the princess? That means she's not the murderer I suppose. "I killed Serehna?" I arch an eyebrow, "I'm surprised nobody stopped me - I mean the murderer - from doing that." I had to stop referring to myself as the murderer, it was getting to the king's head. He practically has to dig his claws into the dirt to stop himself from lashing out. "You little imbecile!" he shouts, "You attempted to murder my daughter and you somehow managed to slaughter her private guard." "I didn't even know she had guards," I argue back, "and if I am the murderer, then why are you explaining to me what happened?" "You are pretending to be clueless." "I think I am clueless." "I think not." "Well not today apparently, but usually you think I am." I swish my tail as the guards close in closer to me. "Though I suppose if we must, I'll allow you to do this." "You don't 'allow' the king to do anything," he snarls in my face (which is pretty disgusting), "I am the king." "I got that part," I manage to say as the guards drag me away, "but I don't see how that connects to me not 'allowing' to 'allow' you to do anything." He doesn't reply, and I huff out a sigh. Sitting in prison and possibly await execution will get me nowhere. And this isn't my home where I know how to escape a fire meant to put me to eternal sleep. This is a stone den that only has one entrance. One that would still mean my death because I suppose the next time I exit it, I'll be heading for execution. Or whatever horrible Thetudar has planned for me. ~ I sit in the prison but entertain myself by letting random memories of my guards overcome me. They're not the most amusing thing to say th elast but at least I am not left alone to ponder about my rather sad life. Plus, I need to figure out what's going on if I want to save my own life. Obviously the murderer is still out there and I'd rather not die for whatever is going on. I let myself fade. ~ I hear shouts in the distance. I force my paws to move from its rooted spots and head towards the shouts and screams. The cries grow louder and louder until they are defeaning. Whoever's memory it is, they sure hear remember the scene to be loud. So why didn't anyone else hear it? I don't see the commotion but I hear the low moans and the shrieks. The cat who is controlling what I see moves forward slowly, as if cautious. A gasp comes from near me, probably from the cat who is having this memory. It's weird, I've never experienced a memory that doesn't show the actual cat who is thinking of this. ~ Serehna interrupts my memory hunting. She huffs as she stumbles into the prison and thanks the guards for letting her in. he shuts the bramble screen again and I stare at the princess in surprise. She has a few cobwebs here and there, so I guess she did get injured in the chaos. Maybe that's why Thetudar was so furious. "Atmintis," she gasps, "I have a favor to request from you." I tilt my head at her, thinking. "What kind of favor?" "I know you didn't do it," she breathes out, "I was at the crime scene after all. He had a specific way of attacking, and you never had any...well...intention to harm me. You didn't even know Rosa existed, so why would you try to harm her? Or even harm the royal family? You wouldn't harm us would you?" "No," I say honestly, "I don't do that sort of thing." She just nods, as if she automatically believed me. It's nice to know that someone believes in me. "Please solve this case," she murmurs, "are your powers for real?" I nod too. "I really did see your memory, so I knew about your brother and mother. I'm not lying about any of this." I look her straight in the eye. "And I'll help you solve this." She looks so desperate. All my earlier thoughts about the princess vanishes. She is just a young she-cat in need. In this time of peril, she needs someone more than ever. And she had no one. "I'll help," I say again, my voice strong and steady. "I'll help."
- Memories worden verkregen door ze te verzamelen van springs en worden gebruikt in de Divination skill. Het zijn de restanten van de levenskracht van Guthix en raakten na zijn dood over heel Gielinor verspreid. Memories kunnen omgezet worden in experience of in divine energy van hetzelfde type door ze te deponeren in de energy rift die bij elke wisp kolonie te vinden is. Spelers kunnen ook memories en energy samen omzetten om meer experience te krijgen. Om memories te krijgen moet de speler wisps activeren en vervolgens memories 'oogsten' van de spring die dan verschijnt. De speler zal hiervoor telkens Divination experience krijgen, ook al krijgt hij geen memory, maar enkel energy. Wanneer de speler memories aan het verzamelen is, kan hij ook een enriched memory krijgen. Deze varianten geven dubbel zoveel experience als een gewone memory, zowel bij het verzamelen ervan als bij het omzetten ervan. Hoe hoger het Divination level van de speler is, hoe groter de kans dat hij een enriched memory zal krijgen in plaats van een gewone. Elke 20 minuten zal er een enriched wisp verschijnen bij de wisp kolonie, die enkel en alleen enriched memories geeft (en dus ook dubbel zoveel experience). Een gewone memory van de eerste vier spelers die memories verzamelen van een enriched spring zal veranderd worden in een enriched memory; hierdoor zal de enriched spring iets langer blijven bestaan. Er zijn ook twee soorten memories die in quests gebruikt worden:
- Like all games, Rollercoaster Tycoon stores values to the memory. Experimenting with the values in the memory can yield useful, interesting, and sometimes destructive results. If you learn anything interesting about the workings of the memory in RCT, please share it here! This was started by a user of Cheat Engine. If you would like to contribute, please use Cheat Engine to continue, so that all examples and addresses can be easily found and will definitely work with Cheat Engine. Only use examples from another program if you are sure they will work with Cheat Engine.
- Memory is the most popular and well known song from the musical, Cats. It is performed by Grizabella. The lyrics of the song are written by Cats director Trevor Nunn. The song is based on T. S. Eliot's poems "Preludes" and "Rhapsody on a Windy Night". This song is one of Andrew Lloyd Webber's most famous compositions and a runaway hit with a life far beyond the musical. For more details of recordings see Wikipedia. The song is often mistakenly referred to in popular culture as "Memories".
- "MEMORY" is 164's second album which consists of 15 original tracks. The album features the vocals of Hatsune Miku and Yuyoyuppe. The album is purchasable on Amazon, CD Japan, and Rakuten.
- Memory is the 103rd level in Chip's Challenge 1. Like similar levels close to it in the lineup, Memory is a collection of cells; this level is a rough 8x8 grid, with chips in 37 of the cells, and the cells broken up by toggle walls and tanks. The main fork in the level is located after the initial moves of 5L 7U RU 4R 4D LD 12L R 4U L, just stepping L off one of the green buttons. North moves towards the exit, while west and east contain many of the chips. West: 3L (3D L 4D 5R [D] 4R, 4R) U 4L DL 5D into the southwest area, where three tanks guard two paths of chips and one green button. Move (R 3D) LU 3L into the main fork here, then (3D [R] 3L D) for one chip path, (3R D 2R 3D, 4L) to hit the green button, and (UR 3U [U] 4L 4U [L :L] 3R UR 4U 4L [D] L 3U 4U U, 4L) to collect the long chip path. Return back to the first main fork, walking 4R 5U 6R D 2R. East: Switch the tanks with (4U), then continue RU 4R 4U (L 4U R) 3R D 4R UR 4U L (3L D) 4U R 4U L, and note here that [22, 5] must be collected now and the blue button pressed on the way out. Chip lands [5] away from a noteworthy chip at [18, 6], but a specific path through the rest of the level will put him only [4] away, and hence only [22, 5] should be taken now. Take this and touch both blue and green buttons, then move (D 8L U) 4D (3L D) and continue to switch buttons back out to the main fork, as the north path opens. North: It is allowable to hit the blue button zero or two times with no preference; zero is usually simpler, but two can substitute if Chip touches the button accidentally. Take the chip above this tank and move 5U 3R 4L (3U R) 2D R 2D, specifically choosing the 4L move to land Chip closer to [18, 6] as previously mentioned, and proceed towards the exit in the northwest: 4L 4D LD 4L 4U RU (3R 4U R 4U L 3U [U] 4R) 3U LR 3U, which again offers a choice between zero or two presses. Using zero, move L 2U R 3U L (4R U) 4L (U, 3D [R] 3L D) 4L, into the exit.
- A computer's memory can be viewed as a list of cells into which numbers can be placed or read. Each cell has a numbered "address" and can store a single number.
- Muistot ovat tavaroita, joita saa keräämällä lähteistä kun pelaaja kehittää Divinationia. Muistojen mukana tulee pyhää energiaa.
- In order to remove a militarist from power and make him look like a traitor, Dan Briggs enlists the help of a memory expert (Joseph Baresh), who poses as an enemy agent with the code name "Sparrow".
- Memory is the thirty-fourth episode of Cybertron. It first aired in the United States on September 06, 2006 on Cartoon Network.
- Memory is an Alternate Universe oneshot fanfiction written and published on FanFiction.Net and DeviantART by Nova the Mad.
- "Memory" is a short story originally published in the "summer reading" issue (#28) of Tin House magazine in July of 2006, and later included with the 2008 novel Blaze. The story concerns Edgar Freemantle, who recounts the horrific accident that cost him his marriage, half of his body, and some of his mind. Stricken with aphasia, Edgar decides to commit suicide, and receives some odd advice from his therapist, Dr. Kamen. In the end, Edgar plays witness to another accident that leaves a victim too close to death, and helps to end the suffering of another.
- ☆專業呆子爆擊101點紀念護額☆ 【防具(頭)】效25 數101 價格:3200 餘:5 * 為了紀念461回專業呆子反人101點所開發的護額 * 爆擊機率上升 * 董事長 專業呆子 開發 烹飪社聯手毒殺戰術介紹書 【防具(飾)】效1 數1 價格:9000 餘:1 * 為了紀錄574回公司兩人烹飪社聯手毒殺7人戰術的介紹書 * 下毒會有3.5倍毒傷 * 董事長 專業呆子 開發 ★小焚親筆簽名的塑膠撲克牌★ 【武器(投)】效35 數105 價格:13000 餘:1 * 為了紀念小焚首勝跟首勝時所拿的武器而開發的武器 * 除了量是兩組塑膠撲克牌之外,還多一張有小焚親筆簽名的紀念撲克牌
- Memory is a suffix that can appear on Magic Items. It provides a bonus to Mana based on character level. It doesn't start spawning on items until Item Level 20.
- < [[w:|]][[Category: derivations|Memory]] memorie, [[w:|]][[Category: derivations|Memory]] memoire etc. < [[w:|]][[Category: derivations|Memory]] memoria (“‘the faculty of remembering, remembrance, memory, a historical account’”) < memor (“‘mindful, remembering’”); cf. Greek μέρμερος (“‘anxious’”), μέριμνα (“‘care, thought’”).
- To gather memories, players must activate wisps and harvest the resulting springs at a wisp colony. Doing so will yield a certain amount of Divination experience, depending on their tier. This experience will still be awarded if a player does not harvest a memory, but only energy. While harvesting memories, players may harvest an enriched memory. These variants will grant double the harvesting and depositing experience of a normal memory. The amount of enriched memories a player harvests increases with their Divination level. Every 20 minutes, an enriched spring will appear at every wisp colony, which will only yield enriched memories (and hence double harvesting experience) when harvested. If a player is one of the first four to harvest from it, any normal memories they have in their inventory may be absorbed by the spring to prolong its duration.
- thumb|right|335px|"Memory" aus Andrew Lloyd Webbers Musical "Cats" Das Lied "Memory" stammt aus Andrew Lloyd Webbers Musical "Cats" und wird von Gwendolyn auf der Soiree der Bromptons gesungen.
- Memory allows us to recall facts at will, and use those facts when needed. It is one of the most important functions of the brian. Memory is also the the ability to...uhhhh......hmmm... If memory serves, the memory process has three major stages.
* Ingoing or putting things in is the process of paying attention to things while they are happening, and putting that information ... in a, sort of a storage cubby-hole sort of thing so it can be used later.
* Storaging is the phenonmenon of information sitting in the cubby hole... waiting... for you to come back and get it.
* Finding is the process of... figuring out which shelf you left the information on, and taking it down so it can be used for some process or activity.
* Remembering involves the actual discovery and subsequent use of the information once it has been located.
- Memory is the ability to recall facts and knowledge. It is a function of the brain. It is independent of recognition, learning and skill, all of may be retained when memory is missing. There are two distinctly different types of memory, each of which is independent of the other: - Short term memory - The ability to remember what has happened in the immediate past (generally the previous 24 hours). This allows you to remember the content of conversations, transfer knowledge to writing, have a rough idea what time of the day it is, to remember whether you have eaten recently, and so on. Short term memory is very limited, which is why phone numbers used to be limited to 7 digits (the maximum number most people can remember when told to them once). - Long term memory - The ability to remember long past events. Most people do not remember anything that happened to them before the age of about four, but can recall the names of people they haven't seen in a while, when major events took place, remember the names of people they have not seen in some time, and so on. Long term memory can be very impressive - even average people can be taught to remember very long passages (Such as House's ability to play many songs on the piano without any written music). Short term memory appears to be a function of the brain's electrochemistry. Long term memory appears to be a function of the brain's actual physical form. Recent research has indicated that during sleep, the brain undergoes the physical transformations that form long term memory. Memory problems are an indication of several diseases and can also indicate brain damage. They fall into three general types: - Loss of short term memory - This is typical of many illnesses of the brain, most notably Alzheimer's disease. People with no short term memory do not form new long term memories and have difficulty learning new skills. People who suffer from short term memory loss often fail to realize that anything is wrong, and the symptoms are often subtle. For example, in early stages, a person may keep forgetting answers they have calculated or facts they have just looked up. They also develop coping behaviors to cover the problem, such as not engaging in conversation and avoiding direct tests of their memories. - Failure to form new long term memories - This is a rare condition. Individuals with this disorder do have some short term memory, but have no memory after the time they first lost their ability. It is usually the result of trauma or serious brain damage. The movies Memento and 50 First Dates illustrated people with such a condition. - Loss of long term memory - Also called Amnesia - Long term memory is very resilient and loss of long term memories is very rare, although not unknown. It is usually the result of severe brain damage. It may be temporary in some cases (such as during a transient ischemic attack) or could be permanent. Forgetfullness is a normal process and does not indicate any underlying neurological condition. Moreover, memory is imperfect and maleable. Experiments have shown that memories can be implanted into the mind.
- Once viewing the memory, the viewers cannot be seen or heard by anyone other than other viewers. What truly makes this phenomena remarkable is the fact that viewers can witness every aspect of the memory as they see fit from a third person perspective, even if the owner of the memory has little to no knowledge of what they are seeing, since one viewer was able to tail other people in the memory whilst the past version of the memory's owner was present at a fair distance away. The viewer is also intangible to all other physical matters and energies of the said memory, as Harry Potter was considered a phantom, invisible and intangible, to the rest of the past world he was viewing; a man shaking hands with Dumbledore went right through Harry's body, causing neither of them harm, and a later memory when Harry was phasing through many desks in the Great Hall while rushing to his past father's location, to which was described if done in the real world the desks would be sent flying.
- Memory comes in a variety of formats and uses. The first type of memory is ROM, which stands for Read Only Memory. It is a section of memory, that cannot be written to again once it has been written to, just like a CD-R. RAM stands for Random Access Memory, and is a type of memory that can be both written to and read from. Most RAM types are Volatile, so the contents of RAM are lost when the system powers down. One exception is NVRAM, otherwise known as Non-Volatile Random Access Memory. The RAM is the temporary holding place for data. When available RAM space runs out, the OS pages out data to the Hard Drive. This results in a loss of performance, so, the more RAM you have in your system, the less often your system has to use the hard drive as a temporary holding area. RAM comes in a variety of types. First, you have Dynamic RAM, abbreviated DRAM, and then you have Static RAM, also known as SRAM. DRAM's contents refresh frequently, while the contents of SRAM do not need to be refreshed. SRAM's read access times of around 10 nanoseconds are faster than DRAM's average of 60 nanoseconds. SRAM is also much more expensive to produce, and it usually limited to small portions of memory, such as Cache memory.
- Memories are also contained within the heart. While they can be concealed or forgotten, memories can never truly fade. The heart will recognize things the mind may not, a sort of "déjà vu" feeling. For example, Leon does not consciously remember Sora and his friends in Kingdom Hearts: Chain of Memories. However, he does know Sora's name and feels as if they were friends.
- Memory is data stored in a computer or program. Inside the ENCOM mainframe it had the appearance of a hallway with streaks of pink lights zooming past, as shown when the Hacker program Clu attempted to raid the MCP's memory files. It is possible that the actual data files were the pink streaks, as there was no sign of anything else that might have been data.
- "Memory" is a flash fiction short story by American horror and science fiction writer H. P. Lovecraft, written in 1919 and published in May 1923 in The National Amateur.
- The Memory was the Grayson tradition of reciting to a mourning crowd a particular memory of the beloved deceased. While the ritual normally took only ten to twenty minutes, at the funeral of Howard Clinkscales, it took over three hours. (HH11)
- "Memory" is an original LEON/LOLA duet song. It was written by Circus-P with the itnent of experimenting with overlapping vocals. Circus-P mentioned that the song was "a little bland" because it used an old instrumental from around the time he wrote "Amai Kotoba".
- Korvus 18:15, 11 February 2008 (UTC) Nicholas Cioran
- Misc:
* Current Contact/Alt: Ruth
* Creation Date: tba, 1997-ish
* Creation Rank: Cub
* Departure Date: tba, 2000-ish
* Items of note: Pure Breed 4, Appearance 4, Charisma 4 Notes: Memory escaped from a circus just prior to her First Change, and was largely trained not by her own tribe, but by the feral Shadow Lord elder Moon Otter at what was then the Sept of the Wheel Renewed. Under his tutelage she largely overcame the twoleg fascination, lack of physical stamina and poor senses that resulted from her human-controlled upbringing. It was while she was still a cub that the Wheel died and the Hidden Walk was born. For her Rite of Passage she memorised and then recited a story about each of the Red Talon elders at the Wheel Renewed. She was always ready and eager to learn others stories too, and to tell tales of her own. As a Cliath she joined the pack Forest Howl's Echo, under Cougar, and was a ready participant in any battle that the Sept asked of her even if this took her into the Scab. She departed the Sept with her packmate Brightening Sky, headed for the Sept of Gaia's Tears on a mission for the Hidden Walk. Eclipse, the pack's Cougar totem spirit, reported back to the pack the news of Sky's death. Memory never returned. Gaia's Tears later fell to the Wyrm, although Memory was not among those killed or captured when that Caern was retaken.
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