What is ecl

Reprinted from Baidu Encyclopedia. . /view/257041.htm

Esports Champion League (ECL for short) is a brand new event created by the China Esports Development Center. Compared with traditional esports competitions, both in terms of The format and scale of the competition are completely different. With the strong support of the State Sports General Administration, the Beijing Municipal People's Government and the general background of Shijingshan District's creation of the CRD West Beijing Virtual Economic Circle, the ECL E-Sports Championship will be created with the goal of creating the world's largest e-Sports event. In addition, ECL also means emitter-coupled logic circuit. In the field of chemistry, it is a chemiluminescence reagent

Education Community License ECL Editor

Introduction

Educational Community License (ECL)

Educational Community License ECL is based on the Apache license and is a free open source license that meets the special needs of the academic community[1].

Under this license, the source code may be freely developed by any commercial or non-commercial entity, as long as the institution's name and copyright date are listed. Anyone can also use ECL by changing the copyright. Open source projects encourage the use of ECL to promote the further development of various open source projects.

2Esports Champion League Editor

Competition Introduction

Esports Champion League (ECL for short)

Developed by a professional team in the industry The first domestic e-sports league event with independent intellectual property rights - the 2010 ECL Electronic Champions League. The total prize money of the event is as high as 1 million yuan, ranking among the best in the country; 100,000 players across the country participate in large-scale auditions; a single game is broadcast online at the same time More than 2 million people; a top event covering 100 million people around the world. [2]

Competition Venue

The first professional e-sports venue in China, accommodating thousands of people to watch the game in person

ECL

Provided by China The e-sports professional venue being renovated and constructed by the E-sports Sports Development Center will become the largest professional e-sports venue in China. With a construction area of ??more than 12,000 square meters, it is a comprehensive gymnasium built on the basis of the most advanced e-sports venues in the country. . The main hall is an offline competition venue, mainly used for professional e-sports competitions. The first floor of the auxiliary hall is an international live broadcast center, mainly used for live broadcast of e-sports events around the world. The second floor is a training center and product research and development center. The venue integrates high-end event operations, international live broadcast center, and professional portal website, and can host and undertake domestic and foreign high-end and low-end e-sports events. The overall architectural shape is modern and fashionable, highlighting the technological features and characteristics of the times in the e-sports industry. The completed e-sports stadium will become a landmark building in China's e-sports industry. [3]

Use the most advanced audio/video equipment and rely on the team’s rich studio construction experience to create gorgeous live experiences and live programs.

Project background

ECL

In December 2004, the China Electronic Sports Development Center (CESPC) was established exclusively with the authorization of the State Sports General Administration to integrate industrial research and products. It is an authoritative organization that integrates functions such as planning, event operation, information management, professional athlete and referee training and certification, and has hosted and organized many large-scale domestic and foreign events.

Events hosted or co-organized by China E-Sports Development Center

–2004 WEG China-Korea E-Sports Competition

–2004, 2005, 2006, 2007 ChinaJOY China International Digital Entertainment Products and Technology Application Expo

–2004, 2005 China E-sports National Team Selection Tournament

–2005 CGM Cyberport Cup China-Hong Kong E-sports Competition

–2005, 2006 WEF Qingdao International Esports Carnival

–2006ESWC China Qualifiers and Finals

–2006 Intel Summer Camp

–2007 “Super Wednesday” Campus Tour Series E-Sports Promotional Activities

–2007 Lenovo IEST International E-Sports Championship

–2007, 2008 ASUS WGT World E-Sports Masters Cup Championship

–2008IEF International Digital Entertainment Carnival

–2008WC3L World Warcraft 3 League Finals

–2008IEM Intel Extreme Masters Cup

–2008WEM World E-Sports Masters

–2006, 2007, 2008, 2009PGL Professional Player League

Event Features

On the premise of drawing on international industry standards, Competitive Gaming ECL has Bold reforms and innovations were made based on the current situation of the industry in various aspects such as the selection of the final venue and the determination of competition items. Different from other regular season formats, ECL competitions mainly have the following characteristics:

First, it adopts a league format. Jingyou ECL breaks the previous ordinary cup competition system and adopts a large-scale league competition system that lasts throughout the year, covers the whole country, and radiates around the world. The year is divided into four seasons, and each season is divided into three stages: online auditions, online semi-finals and offline finals. A global masters competition will also be held at the end of the year. Such a setting can not only maintain the continuity of the game, but also ensure the adaptability and participation of the game, giving the majority of e-sports enthusiasts the opportunity to continuously join the game.

The second is to vote for the competition items. In terms of the establishment of competition events, the organizing committee publicly selects events that have a wide audience and have fair competition and confrontation, allowing the majority of e-sports enthusiasts to vote. This not only enhances the adaptability of the competition items, but also fully mobilizes the enthusiasm of the participants, making the competition more relevant to the majority of e-sports enthusiasts. In addition, by establishing healthy and progressive competitive events, we will guide young people and e-sports enthusiasts to correctly understand e-sports, thereby promoting the all-round development of young people's comprehensive qualities.

The third is to set high bonuses. ECL has set the highest amount of competition prize money in China, with the purpose of discovering talented e-sports talents through online auditions, cultivating and creating a group of powerful, influential and appealing e-sports players, and attracting more Enthusiasts have joined the development trend of China’s e-sports industry. With the development of the international e-sports industry, we must also cultivate Chinese world champions and allow a large number of outstanding players to go abroad and go to the world, win honors in international competitions, and bring glory to the country.

Fourth, it is the first time in the industry to realize multi-platform high-definition live broadcast. Jingyou ECL2010 Electronic Sports Championship League has made great progress in media communication. In addition to global high-definition simultaneous live broadcast on Jingyou ECL's official website - Jingyou.com, it has also attracted the participation of major mainstream video platforms such as partners pptv, pps, qqlive, Liujianfang, Ku6.com, etc., which will provide Jingyou with ECL2010 has simultaneous high-definition video live broadcast and on-demand in all major seasons throughout the year. The exclusive online competition support platform is the Haofang Battle Platform, which is the first time in the industry.

Fifth, wide audience coverage. As ECL takes the lead in realizing simultaneous high-definition live broadcast and on-demand broadcast on multiple platforms, and the organizing committee has fully mobilized the enthusiasm of e-sports enthusiasts to participate in the competition, it is expected that the number of people covered by the annual event will reach 100 million. In terms of the age distribution of participants, they are mainly concentrated between the ages of 18 and 40; in terms of the geographical distribution of people of concern, in addition to covering domestic provinces, regions and major cities, it will also affect foreign regions such as Japan, South Korea and Europe. .

Sixth is to achieve a showdown between star players and grassroots players. Due to the unique event system, the competition has made a major breakthrough in the form of contestants.

The situation where domestic grassroots players compete with international star players, which was impossible in the past, will be realized in the ECL competition. This not only allows the audience to have a glimpse of international star players on site and in live broadcasts, but also allows them to see domestic grassroots masters challenge international e-sports stars, which greatly improves the competitiveness and enjoyment of the game. In addition to receiving generous bonuses from ECL in each season, the winners of the offline finals in the first four seasons will also participate in the Global Masters Tournament held in Beijing at the end of the year, and participate in the finals with invited top international star players,* **Competing for the highest honor of the world championship!

The seventh is the location of the voting finals. The ECL2010 E-Sports Champions League is divided into four seasons throughout the year, and a Global Masters Tournament will be held at the end of the year; the first season and the Global Masters Tournament will be held in Beijing; and the other three seasons will be held through netizen voting. Among the 26 major cities in the country, 3 cities were selected as the venue for the finals, and online and offline competitions were launched one after another.

Development Prospects

On the morning of January 28, 2010, the 2010 China E-Sports Working Conference was held in Beijing. This conference was hosted by the Sports Information Center of the State Sports General Administration and hosted by the China E-Sports Development Center and Beijing Huayou Jingjie Technology Development Co., Ltd. It was learned from the meeting that the national-level competitive ECL e-sports championship league was recognized by the State Sports General Administration. Beijing Huayou Jingjie Technology Co., Ltd. said that the competition has a prize of up to 1 million yuan and will build the first large-scale e-sports professional venue in the country.

Feng Jianzhong, deputy director of the State Sports General Administration, said that a national-level competitive tourism project should be implemented in the country to establish a good e-sports image and change parents' misunderstandings about e-sports. "It must be distinguished from bad online games." He said that e-sports is already a sports event recognized by the State Sports General Administration, and it has a good foundation among young people. Young athletes like Li Xiaofeng of Warcraft have won many honors for the country. And gain recognition from e-sports in the world.

At present, ECL is the only top domestic competition that covers the whole year and radiates across the country. The ECL is hosted by the China E-Sports Sports Development Center and hosted by Beijing Huayou E-Sports Technology Development Co., Ltd. It is hosted by the State Sports General Administration, the National Youth League Central Committee, the General Administration of Press and Publication, the Shijingshan District People's Government and local sports bureaus, etc. With the full support of relevant institutions, with the goal of building a leading international and authoritative brand event and network platform in China, we will guide China's e-sports to develop in a healthy and standardized direction and improve the level of the industry by establishing a complete event system and business model. and commercial value to realize China’s transformation from a major e-sports country to a powerful e-sports country.

The competition event of ECL is the world-famous Warcraft, which consists of four single seasons and the year-end finals. The total prize amount of the event is as high as 1 million yuan, bringing together 100,000 domestic grassroots players to participate in the online qualification audition, and inviting the world's top well-known athletes to participate. The offline finals were held in the country's largest professional e-sports venue, attracting 50,000 live viewers; the center spent tens of millions to build high-definition live TV and video production equipment, which was broadcast simultaneously through global networks and satellites. The number of simultaneous viewers of a single video live broadcast It has been viewed more than 2 million times and has a viewing audience of 100 million, presenting a dazzling visual feast to the audience.

As an emerging sport with a very wide audience, e-sports, a new force, will surely develop rapidly in China, become a new demand for people’s cultural and sports life in the information age, and become a leader in the development of the information industry. new impetus. The ECL E-Sports Championship will ignite the enthusiasm of all e-Sports enthusiasts with its unique charm and become the world's largest e-Sports brand event. At the same time, it will link up with the Internet, sports, entertainment and other industries to jointly promote e-Sports. The vigorous development in China has ushered in a new era of Chinese e-sports.

2010 E-Sports Champions League (ECL) Historical Review

E-Sports Champions League (ECL) First Season Champion: TH000 (20,000 RMB)

Electronic The runner-up of the first season of the ECL: Like (10,000 RMB)

The third runner-up of the ECL first season: Infi (6,000 RMB)

E-Sports Champion Second place in the first season of the League (ECL): ForDream (4,000 RMB)

(5th to 8th place 2,000 RMB)

E-Sports Champions League (ECL) Season 1 offline finals The stage was held grandly at Beijing Shijingshan Stadium from May 8th to 13th, 2010.

E-Sports Champions League (ECL) Season 2 Champion: Fly100% (20,000 RMB)

E-Sports Champions League (ECL) Season 2 Runner-up: Sai (10,000 RMB)< /p>

E-Sports Champions League (ECL) third place in the second season: Sky (6,000 RMB)

E-Sports Champions League (ECL) second place in the second season: Touxie (4,000 RMB)

(5th place: 3,000 RMB, 6th place: 2,500 RMB, 7th place: 2,000 RMB,

8th place: 1,500 RMB, 9th to 16th place: 1,000 RMB)

The offline finals of the second season of the E-Sports Champions League (ECL) kicked off grandly at the Henan Oriental E-Sports Sports Club from July 2 to 4, 2010.

E-Sports Champions League (ECL) Season 3 Champion: Infi (20,000 RMB)

E-Sports Champions League (ECL) Season 3 Runner-up: Fly100% (10,000 RMB)< /p>

E-Sports Champions League (ECL) third place in the third season: Sai (6,000 RMB)

E-Sports Champions League (ECL) third place in the third season: Touxie (4,000 RMB)

(5th place: 3,000 RMB, 6th place: 2,500 RMB, 7th place: 2,000 RMB,

8th place: 1,500 RMB, 9th to 16th place: 1,000 RMB)

The offline finals of the third season of the Electronic Sports Champions League (ECL) were grandly opened at the Vientiane Tiancheng Business Plaza in Shijiazhuang City, Hebei Province from August 13 to 15, 2010.

E-Sports Champions League (ECL) Season 4 Champion: TH000 (20,000 RMB)

E-Sports Champions League (ECL) Season 4 Third Place: TeD (10,000 RMB)

p>

The third place in the Electronic Sports Champions League (ECL) Season 4: Sky (6,000 RMB)

The third place in the Electronic Sports Champions League (ECL) Season 4: Yumiko (4,000 RMB)

(5th place: 3,000 RMB, 6th place: 2,500 RMB, 7th place: 2,000 RMB,

8th place: 1,500 RMB, 9th to 16th place: 1,000 RMB)

Electronic The offline finals of the fourth season of the Competitive Champions League (ECL) were grandly held from October 15th to 17th, 2010 in Qujiang Hanyao Heritage Park, Xi'an City, Shaanxi Province.

E-Sports Champions League (ECL) 2010 Finals Champion: TH000 (30,000 RMB)

E-Sports Champions League (ECL) 2010 Finals Runner-up: Fly100% (20,000 RMB) )

E-Sports Champions League (ECL) 2010 Finals Third Place: Infi (10,000 RMB)

(4th~8th place: 5,000 RMB)

The Electronic Sports Champions League (ECL) 2010 Annual Finals was grandly held at the China E-Sports Arena in Shijingshan, Beijing from January 11 to 16, 2011!

2011 E-Sports Champions League (ECL) Historical Review

E-Sports Champions League (ECL) First Season Champion: Infi (20,000 RMB)

Electronic The runner-up of the first season of the Electronic Sports Champions League (ECL): Fly100% (10,000 RMB)

The third runner-up of the first season of the Electronic Sports Champions League (ECL): ReMinD (6,000 yuan)

E-Sports Champions League (ECL) first season runner-up: Nicker (4,000 RMB)

ECL2012 Season 4

ECL2012 Season 4 offline finals will be held on October 19-21, 2012 Held at the China Esports Arena in Shijingshan District, Beijing. This competition has four projects: Dota, Counter-Strike (CS), StarCraft 2 (SC2) and Pro Evolution Soccer (PES). By then, the top domestic e-sports players will show their dazzling glory on the stage of the China E-sports Arena. [4]

CS1.6: (Note: SS team option CS project only has the top three)

Champion: Tyloo team

Runner up: ZINCTHAI team< /p>

Third place: zzcy team

DOTA

Champion: AgFoX. ASRock team

Runner up: seed team

Third place :lw team

Second place: Never team

StarCraft 2

Champion: iG.MacSed

Runner up: WE.giga.loner

Third runner-up: BGKKCN

First runner-up: Solor

Live Football

Champion: Guo Shuaike

Runner-up: Da Zhang Lei

Second runner-up: Xiao Zhang Lei

First runner-up: Li Yuehua[4]

3 emitter coupled logic circuit editor

[5] (Emitter Coupled Logic) is an emitter coupled logic circuit, also known as a current switching logic circuit. It is a gate circuit implemented through transistor emitter coupling using the principle of operational amplifier. It works at the highest speed among all digital circuits, and its average delay time tpd can be as small as 1ns. This makes ECL integrated circuits play an unrivaled role in high-speed and ultra-high-speed digital systems.

Circuit structure and working principle

Circuit structure and working principle Like other digital integrated circuits, the logical functions of ECL integrated circuits can also be attributed to the working process of basic gate circuits. The basic gate of an ECL integrated circuit is a differential tube pair

Characteristics of ECL integrated circuits

1. Under normal operating conditions, the transistors in the ECL circuit operate in the linear region or cutoff District. Therefore, ECL integrated circuits are called non-saturated logic circuits.

2. The logic swing of the ECL circuit is small (only about 0.8V, while the logic swing of TTL is about 2.0V). When the circuit transitions from one state to another, the The charge and discharge time of the parasitic capacitance will be reduced, which is also an important reason why the ECL circuit has high switching speed. However, the logic swing is small and the ability to resist interference is disadvantageous.

3. Since the switch tube pairs of the unit door are turned on in turn, there is no "off" state for the entire circuit, so the power consumption of the unit circuit is relatively large.

4. From the perspective of the logic function of the circuit, the ECL integrated circuit has complementary outputs, which means that two logic level outputs can be obtained at the same time, which will greatly simplify the design of the logic system.

5. The emitter of the switch tube pair of the ECL integrated circuit has a large feedback resistance and is the output of the emitter follower, so this circuit has high input impedance and low output impedance. The emitter follower output also has a buffering effect on the logic signal.

Summary: ECL gates are fast and are often used in high-speed systems. Its main disadvantages are high manufacturing process requirements, high power consumption, and weak anti-interference ability. And since the output voltage is negative, if it is interfaced with other gate circuits, a special level shift circuit is required.

4ECL Luminescence Edit

electrochemiluminescence

Chemiluminescence reagent,

usually the last step of WesternBlot, add 1:1 solution A And solution B, covering the PVDF film, can develop color to observe the experimental results.

Principle:

The commonly used luminescent liquids A and B are luminol and hydrogen peroxide respectively. Under the catalysis of horseradish peroxidase (HRP), luminescent liquids A and B are used. Mino reacts with hydrogen peroxide to form a peroxide. The peroxide is unstable and decomposes to form a luminescent electronically excited intermediate. When the latter returns from the excited state to the ground state, it produces fluorescence.

There is no need to consume HRP during the luminescence process. HRP only plays a catalytic role, so as long as the HRP is not degraded and inactivated, the luminescent liquid can be added repeatedly. However, as a protease, HRP will degrade if left at room temperature for too long. At the same time, if any substance (such as developer) contaminates the membrane during the luminescence process, it may also inactivate HRP on the membrane.