¡Prepárate para la emocionante jornada de tenis en Phan Thiet, Vietnam!

La ciudad de Phan Thiet, ubicada en la hermosa región central de Vietnam, se convierte en el epicentro del tenis con el torneo W15. Este evento no solo atrae a los amantes del deporte blanco, sino también a aquellos entusiastas del apuestas deportivas. Mañana será un día lleno de emoción y acción, donde los jugadores lucharán por avanzar en el torneo y los apostadores buscarán maximizar sus ganancias con predicciones expertas.

En esta guía, te llevaremos a través de todo lo que necesitas saber sobre los partidos programados para mañana, incluyendo las mejores apuestas y consejos de expertos. Desde los favoritos hasta las sorpresas potenciales, cubriremos todos los aspectos esenciales para que no te pierdas ningún detalle.

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Calendario de partidos para mañana

Mañana promete ser una jornada repleta de acción con varios partidos destacados. Aquí te presentamos el calendario completo de partidos que se jugarán en Phan Thiet:

  • 10:00 AM: Jugador A vs. Jugador B
  • 12:00 PM: Jugador C vs. Jugador D
  • 02:00 PM: Jugador E vs. Jugador F
  • 04:00 PM: Jugador G vs. Jugador H
  • 06:00 PM: Semifinal 1
  • 08:00 PM: Semifinal 2

Cada partido promete ser una batalla intensa, con jugadores luchando por cada punto y buscando avanzar hacia la final. Los aficionados al tenis no querrán perderse estos emocionantes encuentros.

Favoritos del día y posibles sorpresas

En cualquier torneo, siempre hay jugadores que destacan como favoritos debido a su habilidad y experiencia. Sin embargo, el tenis es un deporte impredecible y siempre hay espacio para sorpresas. Aquí te presentamos algunos de los favoritos del día y posibles sorpresas:

Favoritos

  • Jugador A: Con una racha ganadora impresionante, el jugador A es uno de los grandes favoritos para llevarse el título. Su juego sólido y consistente le ha permitido avanzar rápidamente en el torneo.
  • Jugador C: Conocido por su potente saque y excelente devolución, el jugador C ha demostrado ser un competidor formidable en las canchas de arcilla.
  • Jugador E: Este joven talento ha estado brillando en este torneo, mostrando una gran madurez en la cancha y una habilidad técnica impresionante.

Potenciales Sorpresas

  • Jugador D: Aunque no es considerado un favorito, el jugador D ha estado jugando sorprendentemente bien este torneo. Su capacidad para adaptarse a diferentes estilos de juego podría darle una ventaja crucial.
  • Jugador F: Con una mezcla de juventud y experiencia, el jugador F ha demostrado ser un verdadero guerrero en la cancha. Su determinación y espíritu combativo podrían llevarlo lejos en este torneo.

Estos jugadores sin duda darán mucho de qué hablar durante los partidos del día.

Predicciones expertas para las apuestas

Para aquellos interesados en las apuestas deportivas, aquí te ofrecemos algunas predicciones expertas basadas en el análisis de los jugadores y sus desempeños recientes:

Análisis del partido: Jugador A vs. Jugador B

El jugador A parte como favorito debido a su consistente rendimiento durante el torneo. Sin embargo, el jugador B no será un rival fácil. Con un juego agresivo y un excelente servicio, podría plantarle bastantes problemas al favorito.

  • Predicción: Ganará el jugador A.
  • Marcador estimado: 6-4, 7-5 a favor del jugador A.
  • Opciones de apuestas:
    • Gana Jugador A (1.5)
    • Más de total sets (1.8)
    • Total juegos menos de (1.7)

Análisis del partido: Jugador C vs. Jugador D

Este partido promete ser uno de los más emocionantes del día. El jugador C es conocido por su potente saque, mientras que el jugador D ha mostrado una gran capacidad para devolver bien los servicios.

  • Predicción: Ganará el jugador C.
  • Marcador estimado: 6-3, 6-4 a favor del jugador C.
  • Opciones de apuestas:
    • Gana Jugador C (1.6)
    • Más de total sets (1.9)
    • Total juegos más de (1.6)

Tips para apostar con éxito

<|repo_name|>VitaliyKostyukov/Assembly-Language-Programming<|file_sep|>/Task1/Task1.asm ; Task #1 ; The program is supposed to print on the screen the following string: ; "Enter a number between -32768 and +32767:" ; and then read the inputted number from the keyboard. ; If the number is outside of this range, ; then the program should print on the screen the message: ; "The number you entered is out of range!" format_msg db "Enter a number between -32768 and +32767:$" out_of_range_msg db "The number you entered is out of range!$" .data input_num dw ? .code start: mov ax,@data mov ds,ax mov dx,offset format_msg mov ah,09h int 21h call ReadNum cmp input_num,-32768 jl .out_of_range cmp input_num,+32767 jg .out_of_range .exit .out_of_range: mov dx,offset out_of_range_msg mov ah,09h int 21h jmp start ReadNum proc near push ax push bx call ReadInt ; AX = Number entered by user pop bx pop ax mov input_num,bx ret ReadNum endp ReadInt proc near ; Returns AX = Number entered by user. push bx push cx push dx xor bx,bx ; BX = Number entered by user. xor cx,cx ; CX = Number of negative signs. .start_loop: mov ah,01h ; Get character from keyboard. int 21h cmp al,'-' ; Check if it's negative sign. je .is_negative_sign cmp al,'+' ; Check if it's positive sign. je .start_loop sub al,'0' ; Convert char to digit. cmp al,'9' ja .finish_reading ; Exit if char is not digit. cmp cx,'0' ; If CX > '0', then we know that we have read at least one digit already, ; and therefore we can't allow '+' or '-' signs to be used. jne .finish_reading inc cx ; CX += '1' mul bx ; AX = BX * '10' add ax,bx ; AX += AL; xchg al,bx ; BX = AL; jmp .start_loop .is_negative_sign: cmp cx,'0' ; If CX > '0', then we know that we have read at least one digit already, ; and therefore we can't allow '-' sign to be used. jne .finish_reading inc cx ; CX += '1' jmp .start_loop .finish_reading: cmp cx,'0' ; If CX = '0', then we didn't read any digits at all, ; so just exit without changing BX. je .return cmp cx,'1' ; If CX = '1', then we read only one sign ('-' or '+') ; and didn't read any digits yet, ; so just exit without changing BX. je .return cmp cl,'-' ; If CX = '-', then change BX sign. je .change_bx_sign .return: xchg ax,bx ; Return AX = Number entered by user. pop dx pop cx pop bx ret .change_bx_sign: neg bx ; jmp .return ; ReadInt endp end start<|file_sep
# Assembly Language Programming (ASM) This repository contains my homework assignments for the Assembly Language Programming course which I took at KPI in Autumn semester of the year of study **2019-2020**. ## Contents - [Introduction](#introduction) - [Course Syllabus](#course-syllabus) - [Prerequisites](#prerequisites) - [Languages Used](#languages-used) - [Course Assignments](#course-assignments) ## Introduction Assembly language is a low-level programming language for microprocessors and microcontrollers. In contrast to machine code which consists of binary digits (bits), assembly language uses mnemonic codes and labels to represent machine-level instructions and memory locations. An assembler translates assembly language into machine code. Assembly language is specific to each family/series of microprocessors or microcontrollers. ## Course Syllabus The course syllabus was based on the book _"Assembly Language Programming for x86 Processors"_ written by Kip Irvine. The course was held in Ukrainian and thus all the lectures were given in Ukrainian as well. Below is the translated course syllabus: **General topics:** * What are assembly language and machine code? * The history of assembly languages. * The relationship between assembly language and high-level languages. * The relationship between assembly language and machine code. * Why study assembly language? **Using MASM:** * How to write your first program in MASM using an editor such as Notepad++ or Visual Studio Code. * How to assemble your first program using MASM in command prompt. **Assembling and Linking:** * How to assemble your program using MASM in command prompt or Visual Studio Code terminal. * How to link your program using MASM linker in command prompt or Visual Studio Code terminal. **Debugging:** * How to debug your program using Visual Studio Code debugger. **Basic Concepts:** * What are registers? * What are address modes? * What are instructions? * What are directives? * What are segments? * What is segmentation? * How does segmentation work? * What are segment registers? **Basic Instructions:** * How do arithmetic operations work? (Addition/subtraction/multiplication/division) * How do logical operations work? (AND/OR/XOR/NOT) * How do shift/rotate operations work? * How do data transfer operations work? (MOV/LEA/PUSH/POP/IN/OUT) **Control Flow:** * How do conditional jumps work? * How do unconditional jumps work? * How does calling subroutines work? * How does returning from subroutines work? **Strings:** * How does string manipulation work? (MOVS/SOBS/CMPS) **Subroutines:** * How do subroutines work? * What are parameters? Local variables? Global variables? Static variables? * What are registers used for passing parameters? Why? * What are stack frames? What information is stored in them? * What is recursion? When should it be used? When shouldn't it be used? * When should local variables be placed on stack? When shouldn't they be placed on stack? Why? ## Prerequisites Knowledge of low-level programming concepts such as pointers, bitwise operations and binary numbers is highly recommended. The course assumes that students have some prior experience with programming, so that they would know what functions such as `printf()` or `scanf()` do, and would understand what `return` means in context of high-level languages such as C/C++. It's also recommended that students have some prior experience with x86/x64 architecture, but it's not required for taking this course since it will be covered during lectures. ## Languages Used For writing programs I used Microsoft Macro Assembler (MASM) which was installed on my PC via [Microsoft Visual Studio Community](https://visualstudio.microsoft.com/vs/community/). ## Course Assignments ### Task #1: Write an ASM program which asks user to enter an integer number between **-32768** and **+32767** inclusive via console input using DOS interrupts `int(21h)`. If user enters correct integer number within this range, then terminate execution with return code **0**. If user enters incorrect integer number outside this range, then print error message on screen via DOS interrupt `int(21h)` and ask user to enter another integer number again until he/she enters correct one within this range.
### Task #2: Write an ASM program which asks user to enter two integer numbers via console input using DOS interrupts `int(21h)`. Then calculate their greatest common divisor using Euclid's algorithm. Finally print result on screen via DOS interrupt `int(21h)`.
### Task #3: Write an ASM program which asks user to enter two positive integer numbers via console input using DOS interrupts `int(21h)`. Then calculate their least common multiple using formula: mathematica lcm(a,b) = |a * b| / gcd(a,b); Finally print result on screen via DOS interrupt `int(21h)`.
### Task #4: Write an ASM program which asks user to enter two integer numbers via console input using DOS interrupts `int(21h)`. Then calculate their sum using addition operation (`ADD`) with carry flag (`CF`) enabled (**ADC**) such that result has **32-bit width**. Finally print result on screen via DOS interrupt `int(21h)`.
### Task #5: Write an ASM program which asks user to enter two integer numbers via console input using DOS interrupts `int(21h)`. Then calculate their difference using subtraction operation (`SUB`) with borrow flag (`CF`) enabled (**SBB**) such that result has **32-bit width**. Finally print result on screen via DOS interrupt `int(21h)`.
### Task #6: Write an ASM program which asks user to enter two integer numbers via console input using DOS interrupts `int(21h)`. Then calculate their product using multiplication operation (`MUL`) such that result has **32-bit width**. Finally print result on screen via DOS interrupt `int(21h)`.
### Task #7: Write an ASM program which asks user to enter two integer numbers via console input using DOS interrupts `int(21h)`. Then calculate their quotient using division operation (`DIV`) such that quotient has **16-bit width** and remainder has **16-bit width** as well. Finally print both quotient and remainder on screen via DOS interrupt `int(21h)`.
### Task #8: Write an ASM program which asks user to enter two positive integer numbers via console input using DOS interrupts `int(21h)`. Then calculate their quotient using division operation