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Up until now, there has been only one book on the market for LibGDX and it's a bit long in the tooth at this point. Now there is a new book in town, the Libgdx Cross-Platform Game Development Cookbook and I just finished reading through it. Let me start by saying, this book wasn't at all what I was expecting… (how's that for a hook?).
This book was written by Alberto Cejas Sanchez and David Saltares Marquez, who is the man behind the Ashley ECS component included in LibGDX. So you can safely the authors know their stuff. Additionally, one of the editors was Joost van Ham ( also known as Xoppa ), this is the guy that wrote the 3D portions of LibGDX. So we can say right up front this is a technically competent and accurate book. Full disclosure, I got a review copy of the book, not that this has any influence. On a somewhat related note, this book is not yet available on Safari Books online.
If you've never read a Packt cookbook series book, the basic premise is it's a collection of "recipes", which can be thought of as task oriented code samples coupled with a description. With a traditional cookbook, say you wanted to cook a Quiche Lorraine ( for whatever aberrant reason! ) you'd flip open the cookbook to the quiche section and follow the recipe. These cookbooks work very similar, except instead of retched pies it's got recipes for things like creating a 2D depth of field shader or generating and rendering bitmap fonts.
Over time, I have read a number of those Packt cookbooks, I've even written one and let me tell you right up front, the quality varies massively from book to book. One of the big flaws with many of these books is the author's grasp of English, whether it's that English is their second language, or they simply aren't great writers. Fortunately, this is not the case with this book. The language is clear, the grammar is solid and there were very few errors that I spotted. Most importantly, language was never a barrier to my understanding what the author was trying to say. Nothing is more frustrating when trying to learn something than being tripped up by the authors inability to articulate, so this is a big point in the books favour.
Let's take a quick look at the book's Table of Contents:
The book weights in at 487 pages. I suppose I should clarify, the Chapter 9 title is very confusing. It covers 2D TileMaps, creating them in Tiled and loading them into LibGDX. Remember back at the very beginning where I said "this book wasn't at all what I was expecting"?, well… here's why...
Looking at that list of topics and you probably come to the same conclusion as me, that this book is going to guide the reader through the process of learning Libgdx in escalating difficulty, frankly much like my own tutorial series does. You would be wrong though. To understand why, you need to look into one of these chapters to see what typical recipes look like. Let's take Chapter 9 as an example, the chapter on tilemaps, and not just because it's one of the shortest… ;)
On a chapter on tilemaps, what do you except to see covered? Creating and loading certainly, but what else? Maybe something on layers, possibly something on mixing sprites with tilemaps maybe? Nope, what you get is:
It's that last one that defines this book, in my opinion. I would have never expected to see that topic covered in this book, and I find it shockingly awesome that it is there. It's this level of technical detail that really makes this book.
So often these books are written to target beginners, and that makes sense, as they are generally the biggest audience for a book. In all honesty, and this may sound more conceited then I intend it to be, but I was expecting to personally get nothing out of this book. I know LibGDX pretty well myself and as an example when I read Learning Libgdx Game Development I don't believe I learned anything new nor was it ever a source I went back to when I was encountering difficulty. This of course isn't a bash on that book, I'm just not the intended audience.
This book however, as an experienced LibGDX developer, represents a new and very useful tool in my toolbox. It's technical enough, applied enough and deep enough to be genuinely useful to developers writing real world code.
This however is a double edged sword. If you are completely new with LibGDX, this may not be the book for you. You have to absorbed a LOT of information all at once and this isn't really a book that is set up to teach you from scratch. For example, instead of teaching the user how to draw a sprite, then rotate and scale it, then deal with it in a resolution independent manner, the first drawing example does it all at once. Incredibly useful information to an experienced developer… confusing as hell to a beginner.
The breadth of content is pretty solid. If you are creating a 2D game, chances are what you need to know is covered in here. There are a few odd decisions (IMHO), such as covering Git usage ( entire books are written on this subject already ), but not covering 3D at all, even though the guy that created the 3D api's is one of your technical editors! :) I know what writing to a page budget feels like, so deciding what to include and what not to include is an excruciating process.
So then, what's my over all conclusion on the Libgdx Cross-Platform Game Development Cookbook? Well, I don't give a numeric rating or star score when I review things, but I can summarize it pretty easily with this title.
If you are an experienced developer working with LibGDX, buy this book, it will most certainly be of use to you. I know my own copy will be dog eared from use! ( well… if digitial copies could get dog eared that is ).
If you are a beginner looking to learn LibGDX, this book will certainly be of use to you, especially as you get more comfortable. That said, I wouldn't recommend starting here, this is not a beginners book… fortunately, I know a good set of tutorials to get you up and running!
So yeah, TL;DR...
Buy this book.
General, Programming
I've already cheated a few times using physics with the caveat that "I will cover this later". Well, welcome to later! One thing you should be aware of right away is that there are a number of different physics engines available in Phaser. In this particular tutorial we are going to cover Arcade physics, but there is also P2, Ninja and coming soon as a premium plugin, Box2D.
You may be thinking to yourself… huh? Why the hell are there 3+ physics engines? Let me try to break it down as best as I understand it. First thing to know is, there is zero overhead from all of these systems, you need to enable them before you can use them, so you only pay the costs of what you need.
The Physics systems in Phaser are:
You can also use more than one physics system at a time, but they wont interact. So if you have something either with tons of them in the scene ( say bullets or particles ) or where you need only basic physics, you can use Arcade. Then if you require more accuracy, use P2.
This particle tutorial is going to look at Arcade Physics. Let's start with a very simple example. We are going to enable physics, turn on gravity and enabled a sprite to be a physics body.
/// <reference path="phaser.d.ts"/> class SimpleGame { game: Phaser.Game; player: Phaser.Sprite; constructor() { this.game = new Phaser.Game(640, 480, Phaser.AUTO, 'content', { create: this.create, preload:this.preload, render: this.render }); } preload() { this.game.load.image("decepticon", "decepticon.png"); } render() { // This renders debug information about physics bodies this.game.debug.body(this.player); } create() { this.player = this.game.add.sprite(this.game.width / 2, 0, "decepticon"); // Start the ARCADE Physics system this.game.physics.startSystem(Phaser.Physics.ARCADE); // Enable physics on the player sprite this.game.physics.enable(this.player, Phaser.Physics.ARCADE); // Set the sprite to collide with the worlds edge this.player.body.collideWorldBounds = true; // And set bounce in the Y axis ( called restitution in most physics system ) to 1, // which will make it bounce equal to 100 % this.player.body.bounce.y = 1; // Set the physics engines overall gravity. 98 == 98 pixels per second in this demo this.game.physics.arcade.gravity.y = 98; } } window.onload = () => { var game = new SimpleGame(); };
Run it:
This example is pretty heavily commented, so I wont go into much detail. It illustrates a few key concepts. First, you need to start the physics subsystem before you can use it. Second, you need to initialize a sprite to be a physics object. Finally, you can render debug information using game.debug.body(), which will draw the bounding box as seen by the physics engine. This can be incredibly useful for debugging physics simulation problems.
Now one of the very first things people are going to want to use a physics engine for is collision detection, so lets do that next!
/// <reference path="phaser.d.ts"/> class SimpleGame { game: Phaser.Game; player1: Phaser.Sprite; player2: Phaser.Sprite; constructor() { this.game = new Phaser.Game(640, 480, Phaser.AUTO, 'content', { create: this.create, preload: this.preload, render: this.render, update: this.update }); } preload() { this.game.load.image("decepticon", "decepticon.png"); } update() { // Now check for a collision between objects this.game.physics.arcade.collide(this.player1, this.player2); } render() { } create() { this.player1 = this.game.add.sprite(this.game.width, this.game.height / 2 - 50, "decepticon"); this.player2 = this.game.add.sprite(0, this.game.height / 2 - 50, "decepticon"); this.game.physics.startSystem(Phaser.Physics.ARCADE); // You can enable multiple bodies at once by passing in an array like so: this.game.physics.arcade.enable([this.player1, this.player2]); this.player1.body.collideWorldBounds = true; this.player2.body.collideWorldBounds = true; // Set the players to bounce along x axis instead this.player1.body.bounce.x = 1; this.player2.body.bounce.x = 1; // Now set them moving. Move to the center of the screen accelerating to 100pixels per second this.game.physics.arcade.accelerateToXY(this.player1, this.game.width / 2, this.game.height / 2 - 50, 100); this.game.physics.arcade.accelerateToXY(this.player2, this.game.width / 2, this.game.height / 2 - 50, 100); this.game.physics.arcade.gravity.y = 0; } } window.onload = () => { var game = new SimpleGame(); };
And the results:
This example shows us a couple things. Most important is for collisions to occur you need to test for them using collide(). You can also see from this example that it's possible to initialize multiple physics bodies at once by passing all the sprites in to game.physics.arcade.enable as an array. This demo also illustrates that you can easily turn gravity off in a simulation.
In this particular demo we used AccelerateToXY to get our bodies moving. There are a number of other functions for moving physics bodies, checking for intersections, measuring distances and angles available in the Physics.Arcade class, they work fairly straight forward so I leave exploring them as an exercise for the reader. There are a few final concepts I want to touch on before moving on.
The first is collision handling. The above example simply tested if a collision happened. Phaser Arcade physics however give you a great deal more control than that, as will now see. When you call collide() you have the option of passing in a pair of callbacks, like so:
update() { // Now check for a collision between objects this.game.physics.arcade.collide(this.player1, this.player2, // This callback is called when a collision occurs // In this example we scale object1 on collision until its 2x bigger in size (object1: any, object2: any) => { // object1 and object2 will be either of type Sprite, Group, Tilemap or Particle Emitter if (object1 instanceof (Phaser.Sprite)) { (<Phaser.Sprite>object1).scale.multiply(1.1, 1.1); if ((<Phaser.Sprite>object1).scale.x > 2) { (<Phaser.Sprite>object1).scale.set(1, 1); } } }, // This callback is called for additional testing, AKA user driven logic on if a collision occurs // If you return true, a collision occured, if you returned false, a collision doesn't occur // In this example, object checks the direction in the X axis it's moving, if moving right to left // then a collision wont occur. As a result, the first collision test //both objects will pass through each other. (object1: any, object2: any) => { if (object1 instanceof (Phaser.Sprite)) { if ((<Phaser.Sprite>object1).deltaX < 0) return false; else return true; } }, this); }
Which when run results in:
The code comments explain most of what happens. Basically you have a pair of callbacks available. The first one is the action to perform IF a collision occurs, in addition to any action the physics engine is going to take that is. In this simple example, we scale one of the two colliding objects up until it's size has doubled. As you can see, the colliding and collided objects are passed in to this function. The type of this object can be a Sprite, Group, Particle Emitter or Tilemap. We actually used Arcade Physics in earlier tilemap and particle tutorials if you want more details on collisions between these types.
The second callback determines if a collision occurs at all. Returning false out of that function means that no collision occurred, while true indicates one did. If you run this example ( click here to open it in a new browser as it's probably already run too far ), you will notice that on the first pass, no collision occurs.
The final thing I want to touch on is grouping. As mentioned above, in the collision callbacks, one of the types of collisions that can occur is between groups. I am not going to go into detail as I already covered grouping earlier, but I wanted you to be aware that you can group sprites together then perform collisions that way. This is handy when you have a large number of similar sprites, such as bullets, because frankly doing a collide() call for each possible combination get's old quickly!
In the future I will look at some of the other physics systems, but for quick and dirty collisions and simple physics, Arcade Physics should be enough.
Programming Phaser, TypeScript, Tutorial
I will admit, I am somewhat late to this party… I've shared a project or two to Github in the past, but I've never really embraced it. It's one of those things I should probably change and I will start to address.
So here we are starting with the code samples for the TypeScript with Phaser series. For many tutorials I often didn't keep the solutions I used to create examples, so I have nothing to share. However for this series, I have done all of the work in a single Visual Studio solution, so it made pushing it up to Github easy. You will find 90% of the examples from that series are now available on Github. For a few minor samples, I simply made changes to the base project to come up with the derived code, so you wont find those ones. I pushed everything up, so that means all the assets used are included too. Since I continue to use this single solution for the entire project, as I add new examples, they will be available on Github as well.
You can access all the samples here on Github.
I will be the first to admit, I know very little about Github as anything other than a consumer, so expect so tales of epic stupid while I get the hang of things. Right now there are 29 projects in the PhaserTypescript repository, although PhaserArcade is a WIP ( guess what I'm working on… ).
Let me know if I've made any mistakes here. Hope this code proves useful to somebody.
One of the challenges of working on the iPad only is the lack of animation and composition tools. There are tons of art applications out there as we saw earlier, but nothing for getting them into game ready form. So I had a bit of an idea and ran with it.
The basic idea is I am using iDraw to create individual body parts, which I then add to shape libraries so I can see how it will look all put together. My game is going to be giant robots, so I can take a mix and match approach to character composition. By building out the characters from parts, I can then create a variety of characters using minimal art. Here is the process in iDraw:
The problem is, when I export the end result into Codea, I don't have something that I can use. I would have to export each frame of animation for each mech combination one by one from iDraw to Codea to get an animated resulted, which ruins almost all of the benefits.
So, essentially, what I have to do, at least initially, is reproduce this functionality in Codea, so I can then create animations and variations without a massive increase in body parts. So that is exactly what I did. In a second you are going to see massive walls of code that I used to accomplish the task. First I should make a few things clear.
The biggest one is, this is one of those things I am doing for fun, so most of this code was written during intermission between hockey periods, while waiting for something or while falling asleep in bed. On the one hand, it's really really cool that you can code at those times. On the other hand… code quality tends to suffer a bit.
The next is along the same lines. Lua is one of those languages that encourages experimentation… and a language that I haven't used in a while. A lot of times I got something to work and refactored later, if at all. So if you see some things that make you aghast… that is probably why! :) I am by no means done… at this point I've mostly just replicated the functioning above, I still intend to add several features before the tool is usable. First and foremost I need to keyframe animations. I added the controls, just no logic. Of course I also need to save the results so they can be used in another game. On top I want to polish the functionality by adding parenting, different control modes ( selection, parenting, positioning, animating ). That all said, you do see the skeleton of a genuinely useful tool written entirely in Lua on an iPad.
This is VectorPoser
The code, although rather ugly and in need of refactoring, is pretty well commented, so it should require minimal explanation… I hope.
Main.lua This is the application entry point. Most of the touch logic is currently handled here, but should slowly be moved out
-- VectorPoser -- welcome to the league of evil globals imageList = nil -- The image selector down the side of the screen cachedWidth = WIDTH -- The original width, used to check if screen width changes character = nil -- The character you are working on selectedPart = nil -- The currently selected part of the character, if any animationControl = nil -- Functionality, coming soon, stay tuned! -- Use this function to perform your initial setup function setup() local files = spriteList("Dropbox") local vectors = {} for k,v in pairs(files) do table.insert(vectors,readImage("Dropbox:" .. v)) end imageList = ImageList(WIDTH-100,HEIGHT,100,HEIGHT,vectors) character = Character(WIDTH/2,HEIGHT/2) animationControl = AnimationControl(60,0) end -- This function gets called once every frame function draw() background(40, 40, 50) update() -- put all non rendered updates in a single function so we can eventually decouple -- updating from the rendor loop, maybe, someday, I promise. Maybe. -- This sets the line thickness in pixels I think strokeWidth(5) -- render our image list, which again is the list of images down the right hand side imageList:draw() -- now draw our VCR style animation controls animationControl:draw() -- clip our viewport so it wont draw in the same space as the image list clip(0,0,imageList:getPosition()) -- now draw our character character:draw() end function touched(touch) -- pass along touches to all the touchables so they can be touched, duh! imageList:touched(touch) animationControl:touched(touch) -- TODO, spin the following code out to a function or class so we can have different -- touch handling in different modes -- Check to see if there is a currently selected part if selectedPart then -- if something is already selected, continue until touch up if(touch.state == ENDED or touch.state == BEGAN) then -- If the touch ended or paradoxally began, unselect the active part and trigger -- changed so UI updates selectedPart = nil selectedPartChanged() else -- otherwise move the selected part to the touched location selectedPart.x = touch.x selectedPart.y = touch.y -- now update so parameters get updated selectedPartChanged() end else -- There is no currently selected part, check if this touch hits an existing part local hits = character:getPartsAtPoint(touch.x,touch.y) if #hits > 0 then -- find the highest z value and make it selected -- yes, this makes touches items behind other items a pain in the ass for i,v in pairs(hits) do if selectedPart == nil then selectedPart = v else if v.z > selectedPart.z then selectedPart = z end end end -- Notify UI of the change selectedPartChanged() end end -- if you swipe the right edge right, hide the ui off the screen to the right -- on swipe left nring it back on screen -- TODO: Move logic into the ImageList if touch.x > WIDTH-100 then -- clear selection if user clicks off main area selectedPart = nil if touch.deltaX < -20 then --left swipe local x,y = imageList:getPosition() if x == WIDTH then imageList:setPosition(WIDTH-100,HEIGHT) end end if touch.deltaX > 20 then -- right swipe imageList:setPosition(WIDTH,HEIGHT) end else -- otherwise lets clear selected if touched anywhere else local img = imageList:getSelected() if img then character:addPart(VectorPart(img,touch.x,touch.y)) end imageList:clearSelected() end end -- handle all non graphical updates on a per frame basis function update() checkResize() end -- called when device is changed from landscape to portrait and vice versa -- we need to resize our ImageList function orientationChanged(orientation) if imageList then imageList:setDimensions(100,HEIGHT) end end -- there may be a better way to do this, but check for a change in size, specifically -- due to parameters windows going away and coming back causing a resize function checkResize() if cachedWidth ~= WIDTH then -- resize occured, handle accordingly cachedWidth = WIDTH -- TODO: This currently brings hidden panel back on screen... probably shouldn't imageList:setPosition(WIDTH -100,HEIGHT) end end -- when the selected part changes update params function selectedPartChanged() if selectedPart == nil then parameter.clear() else -- z axis changed parameter.integer("Z order",0,20,selectedPart.z, function(val) selectedPart.z = val end) -- delete button, remove selected part from character parameter.action("Delete",function() character:removePart(selectedPart) selectedPartChanged() end) parameter.number("Rotation",0,360,selectedPart.rotation, function(val) selectedPart.rotation = val end) end end
ImageList.lua This is the control down the right hand side that enables you to select images. It handles scrolling up and down, as well as flick left to hide flick right to show. Most of the logic is in displaying the images and mapping from touch to selected image.
-- imagelist is for displaying a number of images for selection -- supports scrolling via long drag up and down ImageList = class() function ImageList:init(x,y,width,height,imgs) -- you can accept and set parameters here self.x = x self.y = y self.width = width self.height = height self.imgs = imgs self.IMAGE_HEIGHT = 100 self.maxVisibleImages = math.floor(self.height/self.IMAGE_HEIGHT) self.topImageIndex = 0 self.selected = nil self.touchDeltaY = 0 end function ImageList:draw() self:_drawFrame() self:_drawImages() self:_drawSelection() end function ImageList:touched(touch) self:_touchToSelected(touch) if self:_isTouchInFrame(touch) then if touch.state == ENDED then self.touchDeltaY = 0 end -- as the user swipes up or down within the imagelist track the y delta -- if it exceeds 50 increase or decrease the topImageIndex -- thus scrolling the available images if touch.state == MOVING then self.touchDeltaY = self.touchDeltaY + touch.deltaY if self.touchDeltaY > 50 then if self.topImageIndex + self.maxVisibleImages <= #self.imgs then self.topImageIndex = self.topImageIndex + 1 end self.touchDeltaY = 0 end if self.touchDeltaY < -50 then if self.topImageIndex > 0 then self.topImageIndex = self.topImageIndex - 1 end self.touchDeltaY = 0 end end end end -- draw a frame around our control function ImageList:_drawFrame() strokeWidth(2) rectMode(CORNER) stroke(13, 0, 255, 255) line(self.x,self.y,self.x + self.width, self.y) line(self.x+self.width,self.y,self.x+self.width,self.y-self.height) line(self.x+self.width,self.y-self.height,self.x,self.y-self.height) line(self.x,self.y-self.height,self.x,self.y) end -- draw the visible images within our control function ImageList:_drawImages() local currentY = 0 for i= self.topImageIndex,self.topImageIndex+self.maxVisibleImages do local curImage = self.imgs[i] if curImage then local aspect = curImage.width/curImage.height if aspect < 1 then -- taller than wide sprite(curImage,self.x +self.width/2,self.y-currentY-self.IMAGE_HEIGHT/2,self.width * aspect,self.IMAGE_HEIGHT) else -- when its wider than tall, shrink it proportionally local newHeight = self.IMAGE_HEIGHT * aspect - self.IMAGE_HEIGHT sprite(curImage,self.x +self.width/2,self.y -currentY-self.IMAGE_HEIGHT/2,self.width,newHeight) end currentY = currentY + self.IMAGE_HEIGHT end end end -- draw a line above and below selected image function ImageList:_drawSelection() if self.selected then rectMode(CORNER) strokeWidth(2) stroke(255, 16, 0, 255) local x = self.x local y = self.y - (self.selected -1)* self.IMAGE_HEIGHT fill(255, 4, 0, 255) line(x+5,y,x+self.width-5,y) line(x+ 5,y-self.IMAGE_HEIGHT,x + self.width-5, y-self.IMAGE_HEIGHT) end end -- convert to local coordinates and figure out which item is selected at touch position function ImageList:_touchToSelected(touch) -- convert touch relative to top left of screen if self:_isTouchInFrame(touch) then -- local localX = touch.x - self.x local localY = self.y - touch.y local offset =math.ceil(localY/self.IMAGE_HEIGHT) if offset <= #self.imgs then self.selected = offset else -- self.selected = nil end end end -- check if touch within the bounds of our control function ImageList:_isTouchInFrame(touch) if touch.x >= self.x and touch.x <= self.x + self.width and touch.y <= self.y and touch.y >= self.y - self.height then return true end return false end function ImageList:setPosition(x,y) self.x = x self.y = y end -- handle resize, mostly for orrientation change function ImageList:setDimensions(width,height) self.width = width self.height = height self.maxVisibleImages = math.floor(self.height/self.IMAGE_HEIGHT) end function ImageList:getPosition() return self.x,self.y end -- gets the index into the img array of the selected image function ImageList:getSelectedIndex() if self.selected then -- hack for foggy brain -- if self.topImageIndex > 1 then self.topImageIndex = self.topImageIndex - 1 end return self.selected + self.topImageIndex end return nil end function ImageList:clearSelected() self.selected = nil end -- gets the actual image function ImageList:getSelected() return self.imgs[self:getSelectedIndex()] end
Character.lua -- This holds the character we are creating. Mostly just a collection of VectorPart now, but more functionality will be coming in the future
-- a character is composed of several VectorParts. -- this will ultimately be the class you use to control everything as a single entity -- AKA, the end result Character = class() function Character:init(x,y) -- you can accept and set parameters here self.x = x self.y = y self.parts = {} end function Character:draw() -- order drawing by z order function comp(a,b) if a.z < b.z then return true end return false end table.sort(self.parts,comp) for i,v in ipairs(self.parts) do v:draw() end end function Character:touched(touch) end function Character:addPart(part) part.z = #self.parts +1 -- z order equal order added initially table.insert(self.parts,part) end function Character:removePart(part) if(part) then table.remove(self.parts,part.curIndex) end end function Character:getPartsAtPoint(x,y) local results = {} for i,v in pairs(self.parts) do if x >= v.x - v.img.width/2 and x <= v.x + v.img.width/2 and y >= v.y - v.img.height/2 and y <= v.y + v.img.height/2 then v.curIndex = i table.insert(results,v) end end return results end function Character:getParts() return self.parts end
VectorPart.lua -- These are the individual parts, right now it's just the image, x,y and rotational data, but in the future it will have pivot and parenting information. Keyframe data will essentially be a snapshot of these values per animation frame
-- A vector part is simply the vector img, plus positional and rotation data -- will be adding parenting information VectorPart = class() function VectorPart:init(img,x,y,z) -- you can accept and set parameters here self.img = img self.x = x self.y = y self.z = z self.rotation = 0 self.curIndex = nil end function VectorPart:draw() pushMatrix() translate(self.x,self.y) rotate(self.rotation) sprite(self.img,0,0) popMatrix() end function VectorPart:touched(touch) end
AnimationControl.lua -- This is a VCR style keyframe animation control, mostly just a placeholder for now
AnimationControl = class() function AnimationControl:init(x,y) self.x = x self.y = y self.buttonFirst = IconButton("First",x+0,y+0,64,64,"Documents:IconFirst","","") self.buttonFirst.callback = _firstButtonPressed self.buttonPrevious = IconButton("Previous",x+66,y+0,64,64,"Documents:IconPrevious","","") self.buttonPrevious.callback = _previousButtonPressed self.buttonPlay = IconButton("Play",x+66*2,0,64,64,"Documents:IconPlay","","") self.buttonPlay.callback = _playButtonPressed self.buttonNext = IconButton("Next",x+66*3,y+0,64,64,"Documents:IconNext","","") self.buttonNext.callback = _nextButtonPressed self.buttonLast = IconButton("Last",x+66*4,y+0,64,64,"Documents:IconLast","","") self.buttonLast.callback = _lastButtonPressed end function AnimationControl:draw() self.buttonFirst:draw() self.buttonPrevious:draw() self.buttonPlay:draw() self.buttonNext:draw() self.buttonLast:draw() end function AnimationControl:touched(touch) -- Codea does not automatically call this method self.buttonFirst:touched(touch) self.buttonPrevious:touched(touch) self.buttonPlay:touched(touch) self.buttonNext:touched(touch) self.buttonLast:touched(touch) end function _firstButtonPressed() end function _previousButtonPressed() print"fhdhdj" end function _playButtonPressed() end function _nextButtonPressed() end function _lastButtonPressed() end
Finally I used a library called Cider for the UI controls. You can get Cider here. I used the IconButton class, but it didn't have callback support, so I hacked it in like so:
--# IconButton IconButton = class(Control) -- IconButton -- ver. 7.0 -- a simple control that centers an image in a frame -- ==================== function IconButton:init(s, x, y, w, h, img, topText, bottomText) Control.init(self, s, x, y, w, h) self.controlName = "IconButton" self.background = color(255, 255, 255, 255) self.font = "HelveticaNeue-UltraLight" self.fontSize = 32 self.img = img self.text = s self.topText = topText self.bottomText = bottomText self.textAlign = CENTER self.smallFontSize = 12 end function IconButton:draw() local h, w w, h = textSize(self.text) pushStyle() fill(self.foreground) stroke(self.foreground) self:roundRect(4) fill(self.background) stroke(self.background) self:inset(1,1) self:roundRect(4) self:inset(-1,-1) font(self.font) fontSize(self. smallFontSize) textMode(CENTER) textAlign(CENTER) smooth() w, h = textSize(self.topText) fill(self.textColor) text(self.topText, self:midX(), self:top() - h / 2 - 4) if self.bottomText then text(self.bottomText, self:midX(), self:bottom() + h/2 + 4) end if self.img == nil then fontSize(self.fontSize) text(self.text, self:midX(), self:midY()) else sprite(self.img, self:midX(), self:midY()) end popStyle() end function IconButton:initString(ctlName) return "IconButton('"..self.text.."', " .. self.x..", "..self.y..", ".. self.w..", "..self.h..", '".. self.img .. "', '".. self.topText .. "', '".. self.bottomText .. "', '".. "')" end -- added by mjf... not sure why there wasnt a touch handler on this control function IconButton:touched(touch) if self:ptIn(touch) then if touch.state == ENDED then if self.callback ~= nil then self.callback() end return true end end end
There is some bugginess around the selectedPart handling that leads to the occasional crash, and I am on occasion crashing Codea if I use lots of images, but for the most parts, it's the skeleton of a downright usable tool. It's never going to compete with the likes of Spline or Spriter, but it should suffice for making game ready models and animations from sprite and vector graphics and at the end of the day, that's all I need. Stay tuned for an update sometime in the future.
Now we are going to look at using particles in LibGDX. This is a somewhat complex subject, so I am going to break it over a couple posts. In this first example, we are going to create a 2D particle system in the editor. Then we are going to write the code to run the particle system. This process can be somewhat confusing, especially running the Particle Editor, so I have also done a video version of this tutorial. Don't worry, I will always continue to do text versions of all LibGDX tutorials, I am just going to mix in video when I think it will help.
So if you prefer, this topic is available in the video below. Click directly on Youtube to see it in full resolution. Once again, this video covers exactly the same content the text below does.
In this tutorial we are going to use one of the tutorials included with LibGDX, the particle editor. In order to follow along you need to install the gdx-tools in your project. Fortunately this is a pretty easy process. When you run the setup utility to create your project, make sure you set tools to true.
This will result in the particle editor being included in your project dependencies. Now it's a matter of running the ParticleEditor, which isn't as obvious as you would think.
You can run it from the command line, but this presents a certain special challenge, since LibGDX moved to a Gradle based setup… so, where exactly is gdx.jar these days? That's a good question, and the answer is very very well hidden.
First make sure you've built your project at least once, so then all of the dependencies have been resolved ( AKA, Gradle downloaded LibGDX ). Now LibGDX will be located somewhere in your Maven repository, which is a hidden folder. The actual directory it will be in is random thanks to a GUID key. On my computer on Windows its:
Obviously on your computer this will be somewhere else, and it will change with each version. Now that you located it, you can run it. Fortunately there is a much easier option for running the particle editor if you use either Eclipse or IntelliJ IDEA. I will cover each in turn below ( and also show both in the video above ):
Once you've loaded your project into IntelliJ IDEA. Now in your Projects window, locate gdx-tools.jar ( there will be a version number too, currently 1.4.1 ).
Expand it until you find particleeditor, then locate the class ParticleEditor.
Now right click ParticleEditor and select Run ParticleEditor… main():
The first time you need to set some configuration values:
Really, all you need to do is set the Use classpath value to your desktop module. Now click Run:
One working Particle Editor.
Eclipse is actually much simpler… if it works, which is a big if.
Simply import your project. Then right click your desktop project, select Run As or Debug As->Java Application.
It should now prompt you to select which Java Application to run:
Select ParticleEditor – com.badlogic.gdx.tools.particleeditor and click OK.
The Particle Editor will now load.
Now that you've got the particle editor open, let's save an effect to work with.
In this particular tutorial we are just going to go with the default as it is already configured, which is a flame looking effect. Locate and click the save button:
We want to save the resulting file to our assets folder. If you have an Android project it will be located at [project]/android-proj/assets otherwise it will be in [project]core-proj/assets. Save the file there, the extension doesn't matter. For this code example I am using particles.party.
Now let's take a look at the code required to display this effect:
package com.gamefromscratch; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.ParticleEffect; import com.badlogic.gdx.graphics.g2d.SpriteBatch; public class Particles extends ApplicationAdapter { SpriteBatch batch; ParticleEffect pe; @Override public void create () { batch = new SpriteBatch(); pe = new ParticleEffect(); pe.load(Gdx.files.internal("Particles.party"),Gdx.files.internal("")); pe.getEmitters().first().setPosition(Gdx.graphics.getWidth()/2,Gdx.graphics.getHeight()/2); pe.start(); } @Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); pe.update(Gdx.graphics.getDeltaTime()); batch.begin(); pe.draw(batch); batch.end(); if (pe.isComplete()) pe.reset(); } }
When you run this app you should see:
It's pretty consistent with the way most other systems work in Android. You create the ParticleEffect then load it from file at the root of your assets folder. We then position the emitter at the center of the screen. Particle emitters are the source of particles and are often used to control over all behavior. We then start the particle system running.
In render, just like with physics systems, we need to advance the particle effect using update(). This causes the simulation to calculation the position, colour, etc… of all the particles it controls. Next we draw the ParticleEffect using draw() and drawing to our sprite batch. Finally we check to see if the effect is complete, and if it is, we restart it.
Obviously we glossed over the Particle Editor tool, as well as 3D particle effects, so expect more tutorials soon.
Programming LibGDX, Tutorial


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Formless Puff -
By: Mom2BlindSpringer from Southern California
This appeared to be a rectangular bed in the catalog and online, however, while the cloth cover was rectangular, the filling made it a shapeless, overstuffed blob that my dog would not walk on, much less lie down on. No amount of trying to shape it into a rectangle for his crate worked. We gave up and returned the bed. On the positive side, it was an easy process to return the item.
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Stuffed to the brim with styrofoam pellets. When you try to take them out so the dog can curl up, you have tiny styrofoam pellets everywhere. Styrofoam stuffing is the invention of the devil. Find something else to fill dog beds. Otherwise great.
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My dog will not use this bed, so I had to return it. It could be the smell of the cedar chips or the noise from the beads. The beads made a lot of noise every time my dog would move, even slightly.
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We were hesitant about buying this bed for our dog Magoo; he has destroyed many cheaper dog beds (although he doesn't chew on anything else). Well, we think he was trying to tell us "enough cheap beds!," because he absolutely loves his Orvis dog bed! We did buy "one size up" for him, going with a large even though he is only 45 pounds. He has plenty of room (not sure the medium would have been as comfy), and we can tell he is getting fantastic sleep and enjoys sitting on the bed when awake as well. We went with the pillow type stuffing (not the beads), and he seems to have been able to have had no problem in making it more comfortable for him. Also, the cover is super easy to clean as well. Honestly, we cannot recommend this dog bed enough. Orvis makes quality products, and their dog beds are no exception!!
Beads everywhere! -
By: CoachIe
I purchased the rectangle Orvis dog bed with beads/cedar fill. When I took the cover off to wash there were beads everywhere. Orvis kindly sent me another liner saying that there may have been tiny tears in the first one. Sadly the second liner is the same. I have a 5 month old lab puppy who ingests everything that hits the floor including these beads. I won't be washing the cover often as I don't want to deal with beads falling out. I would not recommend this bed nor will I buy another one.
Too fluffy -
By: Char27 from Oakham, Massachusetts
I have a 100 lbs. Chesapeake Bay Retriever and the size is perfect. I wish it wasn't so puffy, but it doesn't seem to bother her. It's just when shes stepping on to it, one size will puff up. I would have liked one of the foam beds but they were too expensive. The fabric is soft and seems pretty durable. It's our first bed from Orvis, so time will tell how long it will last.
Dog's best friend -
By: RivertonJoe from Riverton, NJ
This bed is awesome. I hoped it just might fit into her large dog kennel. It fits great and she's much happier in there now.

subset: commoncrawl


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Dhruv Govil Plus
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My name is Dhruv Govil.
It's like Groove with a D, but all the same awesomeness.
I'm a 3D animator who loves to bring characters to life. Animating a simple object and seeing it live and breathe is one of the most rewarding experiences, in my opinion. (wow, I sound like a mom). In addition to animating, I'm pretty skilled at modeling and visual effects, always capable of handling any task.
I've been studying 3D and the arts for a few years now, both self taught and through tuition. I've just completed the 3D Animation and Visual Effects course at Vancouver Film School (In the awesome class of 3D83!).
I'm skilled with Maya, XSI, 3Ds Max, Houdini, Modo, Zbrush, Nuke and Mudbox among others.


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Celebrities and Their Children Pictures August 22, 2011
Celebaby Roundup!
by Moms
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Celebaby Roundup!
Celebrities and their babies had an action-packed weekend! David Beckham played in the waves at Malibu with his boys, while Reese Witherspoon took up surfing with Deacon. Gwen Stefani and Kingston rocked out backstage at a concert in LA, and across town Jennifer Garner and Seraphina took part in a little retail therapy — click through to see what they were all up to!
Read More Celebrity Baby RoundupCelebrity Babies
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- What not to say to this pregnant feminist — BabyCenter Blog
- "The most important thing I see in pictures of my kids" — HuffPost Parents
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Chapter six
Arnav felt her words pierce straight to his heart. She was just trying to save herself from the situation.
Lies all lies. But how he wanted them to be true. She didn't love him or why would she destroy every thing he held so dear? He wondered how any one could feel so much pain in one moment and not cry out. Because love was what he felt for her. Till she said the words, he had not believed that it was love and not hate that he felt for her. It was love that even when she was destroying him he couldn't throw her out of his life. Because if he did, she would take away a part of himself with her. And he would probably never be the same again.
"Love?" he mocked " Do you love me in the same way you love shyam, khushi?"
"Shyam disgusts me" she replied angrily
"How convenient" he replied coolly
"What?" khushi asked shocked
"I said how damn convenient. You loving me... shyam disgusting u. Did u tell shyam that I disgust you?" he asked icily
" I love you, doesn't that mean any thing to you?" khushi asked tearfully
"No it doesn't. Don't say that you love me ever again khushi. By repeating it you wont make me believe you nor will you make me love you" he lied
"Fine" khushi said resigned, all the fight leaving her.
As she tried to push a strand of her hair away from her eyes arnav saw the bruise on khushi's wrist. He caught her arm to examine it.
"Shyam did this?" he asked. He felt so angry looking at the bruise that he wanted to hit something.
"What is the point of replying. You wont believe me any way" khushi said sadly
Arnav sighed and walked out. He wanted to kill shyam. It was obvious that shyam had held her against her will. Did that mean khushi was telling the truth? No khushi must have pushed him away because she respected her wedding vows. She was that type of a girl who would not as much look at another man while married to someone else.
'I'm not lying arnav. And you will listen to me. Because I dont know if I'll ever say this again.. for I might never be this weak again or may be this strong again.. I LOVE YOU'
Had any sentence been more painful? When the person you love more than your life speaks the words you wanna hear, only to realize they were lies. He closed his eyes and hoped the pain would lessen.
He then held a hand over his heart and muttered angrily 'heal damn it'
Khushi wondered if he had ever felt a tiniest portion of love for her. Just to know that in some tiniest corner of his heart her love was returned. But she was lost. Lost in the doubt whether he had even cared for her, lost in the uncertainty of life without him and finally lost in the depths of the realization the one beautiful chapter of her life named arnav and khushi was finally coming to an end.
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DEDA approves financing requests for three Duluth projects
Published 02/27/2013, Duluth News Tribune
Three prospective developments received a potential boost from the Duluth Economic Development Authority on Wednesday night.
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JBWere boss fails to win redundancy
PUBLISHED: 18 Jun 2014 00:05:20 | UPDATED: 18 Jun 2014 11:09:56PUBLISHED: 18 Jun 2014 PRINT EDITION: 18 Jun 2014The former boss of JBWere, Paul Heath, has failed in a bid for a redundancy payment after being moved to a new job as part of a restructure by parent company National Australia Bank.
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Companies | National Aust. Bank |
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Topics | Employment & Industrial Relations, Financial Markets, Financial Services Industry |


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Manager Nigel Clough has spoken more about our victory over Rochdale at Spotland and also said we will face another tough encounter against Crawley Town this weekend.
26 Feb » Vital FootballWinger Jamal Campbell-Ryce has today completed a move back to Meadow Lane and former club Notts County on loan.
26 Feb » Vital FootballSheffield United's Jamaican winger Jamal Campbell-Ryce rejoins Notts County on loan until the end of the season.
26 Feb » BBC SportFormer Notts County winger Jamal Campbell-Ryce has rejoined the club on loan from League One rivals Sheffield United.
26 Feb » SkySports.comManager Nigel Clough was delighted to see us travel to Spotland last night and take a hard earned two one victory over Rochdale.
25 Feb » Vital FootballNigel Clough praised the togetherness of his Sheffield United squad after they beat Rochdale 2-1 at Spotland.
25 Feb » SkySports.comBut for the sending off against Coventry on Saturday maybe we would have won that game, we reacted well to that draw with another win on Tuesday when we won at Rochdale to make it four wins in the las
25 Feb » Vital FootballReigning Italian champions Juventus will scout Diego De Girolamo this week according to reports. read more
25 Feb » tribalfootball.comGoals from Marc McNulty and John Brayford either side of half-time give Sheffield United victory at Rochdale.
24 Feb » BBC Sport


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- Win Berenstain Bears' Please & Thank YouYour Entries0Total Entries6Days Left2Enter for a chance to win the new board book "The Berenstain Bears' Please and Thank You Book." Share on social media to increase your chances of winning! One week only! Many thanks to Propeller Consulting, LLC for providing this prize for the giveaway. Choice of winners and opinions are 100% my own and NOT influenced by monetary compensation. I did receive a sample of the product in exchange for a review and post. Only one entrant per mailing address, per giveaway. If you have won the same prize on another blog, you are not eligible to win it again. Winner is subject to eligibility verification.remainingPowered by ContestHopper
Tag Archives: Easter Ponderings
Stranger Among Us
Read Luke 24:13-35. The two travelers in our text were walking from Jerusalem to Emmaus in the broad daylight of Sunday, yet they were still walking in the shadows of Friday. They were tangled up in disappointment, grief, fear, confusion, … Continue reading
Posted in Devotions, Easter Ponderings
Tagged christianity, Divine Nobodies, easter, Easter Ponderings, faith, gardener, God, James Hastings, Jesus, jim palmer, john, luke, mary magdalene, Risen Christ, strangers
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Easter Feet
"But, go, tell his disciples, and Peter that he is going ahead of you to Galilee; there you will see him, just as he told you." (Mark 16:7) A few weeks ago my friend Jennifer posted on Facebook a quote … Continue reading
Posted in Devotions, Easter Ponderings, faith
Tagged Bible, christianity, easter, Easter Egg Hunt, Easter Eggs, Easter Feet, Easter Ponderings, Facebook, go and tell, God, Jesus, luke, Mark, mary magdalene, Risen
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Resurrection Hope
Read John 20:1-18. Easter will forever be a deeply personal day for me. Thirteen years ago on Easter Sunday, I was congregated in the choir loft of the small United Methodist Church I grew up in. I had promised my … Continue reading
Posted in Devotions, Easter Ponderings, faith
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A phenomenal value so close to Disney!!!
This is a beautiful 3 Bedroom / 2.5 Bath end unit townhome in the
luxurious Emerald Island Resort. Our home comes furnished to the
highest standards with all conveniences including 2 televisions,
fully equipped kitchen and bathrooms. The home is situated only a
few yards away from one of the resort swimming pools and jacuzzis.
The Emerald Island Resort is a 300 acre gated community surrounded
by conservation area with 11 heavily wooded acres in the center of
the complex.
Only 3 miles to Disney and a short walk or drive from shopping or
dining, this townhome serves as a relaxing retreat while central to
everything the worlds' most popular destination has to offer.
On Site: 2 Resort Style Swimming Pools and Jacuzzis w/ TikiBar
Tennis Courts, Beach Volleyball, Playground, Nature Trail,
Clubhouse(featuring Fully Equipped Gym, Sauna, Game Room,
Internet Access, Attraction Shuttle Service, and Lounge)
Off Site: Too much to list all of them.
Disney World (of course)5 min.
Universal Studios 15 min.
Sea World 15 min.
Theme restaurants
Plenty of Golf Courses
Daytona 90 min.
Tampa 75 min.
Wet n' Wild
Just to name a few.
Rate Period | Nightly | Weekend Night | Weekly | Monthly * | Event | ||||
My Standard Rate
Feb 16 2015 -
Feb 29 2016
4 night minimum stay
My Standard Rate
4 night minimum stay
* Approximate monthly rate. Actual rate will depend on the days of the month you stay.
Payment is usually accepted in the quoted currency (USD) unless the currency and the amount is specifically agreed in advance with the owner / advertiser.
Weekly Rate: $550 - $650
Monthly Rate: $1500 - $1900
Low Season: $550.00 per week / $79.00 per night
9/1 to 12/14, 1/7 to 3/30, 4/9 to 6/30
High Season: $650.00 per week / $93.00 per night
12/15 to 1/6, Easter Week, 7/1 to 8/31
Note: A $200.00 Security Deposit is required for all rentals.
A $65.00 cleaning fee added for rentals 4 nights and under.
Holiday High Season must be full week rentals.


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The laws of physics apply to practically everything we do and touch every day. The concepts of physics are applied to music, medicine, mechanics, electricity, light, motion, and heat. The college of Maryland has over thirty undergraduate and graduate courses devoted to the intricacies of physics and how it relates to our daily lives. Students taking physics in high school are almost always drawn to this science because they can see how it works around them in each of their actions. However, it is not a simple course to understand; many students love the ideas of physics but need help understanding the laws of physics, especially when it comes to the upper level math that is also required. College students have an even greater propensity to need assistance in the multitude of physics courses.
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We're checking out fun food finds in the shops of the France Pavilion at Walt Disney World's Epcot! Come check it out!
Posts Tagged 'Chocolate Fondue'
Guest Review: Kona Café Dinner at Disney's Polynesian Resort
Dinner at Kona Cafe in Walt Disney World's Polynesian Resort is a meal infused with tropical decor and flavors! Check out some of the popular seafood dishes as well as delicious desserts!


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TD-Complete Submission
What to expect when you're expecting (an acceptance letter)
4.14 / 5.00 3,807 ViewsThis is another cartoon based on the old NES game Excitebike... Newest Addition to www.flashcartoons.org
Enjoy the Movie!
Everybody that reviewed this probably didn't realize this was made in 2001. This was actually pretty great back then.
My review.
Well that was kind of weird. Horrible graphics. But ok, i guess. I mean no offense, you tried your best to make a good parody out of an old excite bike game, your intentions good, but it just doesn't seem funny to me.
Not bad
Not bad for a start and i'm now gonna watch the rest of the parts and my favourite bit of this was the ending for me.
Well it was really funny ill give you that, but umm.... the art needs more work
Kebong!Kebong Kebong!
I literally ROFLMAOed at the part where he has money and beer in his hands!
Whats the name of that song??


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County Clerk Directory | Mississippi | Lowndes
Lowndes County Clerk
515 North 2nd Ave
Columbus, Mississippi 39703
Columbus, Mississippi 39703
We try our best to keep our clerk data up to date with your help. Please do not hesitate to notify us if any of the county clerk information is inaccurate. This site is for you and others like you looking to find information for county clerks and locate important court records and documents including pleadings for civil, criminal, and domestic relations as well as other public records easily and accurately.
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On the edge maybe, but no violations
"We've caught Iran cheating on the interim (nuclear) deal."
Glosses over important protections even for terrorists
Terrorist detainees "were not covered by the Geneva Convention. They were unlawful combatants. And under those circumstances, they were not entitled to the normal kinds of courtesies and treatment."
Government's best data is flawed
"In 2012, 123 African-Americans were shot dead by police. ... Same year, 326 whites were killed by police."
No, but they are more reliable voters
"It is senior citizens, not Hispanics, who are the fastest-growing demographic in this country."
99% are temporary
"There would be tens of thousands of jobs created" if President Barack Obama approved the Keystone XL pipeline.
7 would be more accurate, maybe more
"We have four combat-ready brigades out of 40 in the U.S. Army."
This is speculation
Says President Barack Obama attacked potential terrorist targets in Syria in the middle of the night "to minimize terrorist casualties."
Blaming the Fed is peculiar, economists say
"Over the last 40 years, real wage growth has been flatlined because of the policies of the Federal Reserve ... It was all driven by the Federal Reserve."
The kids started coming before the policy shift
Obama's 2012 policy on younger immigrants "created these children coming across" the border.
Reagan wanted to stay on the ranch
Compared to President Obama, "President Reagan rushed home from Santa Barbara vacation, from the Reagan ranch when the Korean jetliner was shot out of the air by the Russians."
A neutral term, at best
Redskins is "used historically" as "a term of respect."
The Pentagon wanted the change
"At the mere request from Putin, President Obama withdrew the plans for a missile defense program based in Poland and the Czech Republic."
You need to look further back, like 1910
"A lot of the problems with forest fires ... is because of bad policy (not to clear out the forests) that was put in place by environmentalists."
Easy peesy? Not really.
"If you want out of the individual mandate... all you have to do now is tick off the box that says 'hardship' and you're out."
Over-spinning a more nuanced reaction by Bush
After Russia went to war with Georgia in 2008, the U.S. sent a "very strong message" to Vladimir Putin by sending "warships to the Black Sea" and airlifting "combat troops that Georgia had in Afghanistan" back to Georgia.
1998 is convenient starting point
Earth "has not warmed for the last 17 years."
At most, an indirect motivation
"Social Security was advocated … in the 1930s as a way of getting people to quit working, because they thought we were confined to a permanent scarcity of jobs in this country."
Confuses jobs with workers
"The CBO now says the president's health care law will cut the number of full-time jobs in the United States by 2.3 million by 2021."
Dark hints ain't fair and balanced
Says he didn't tell viewers that the Obama campaign hid news about the motives behind the attack in Benghazi because Obama was running for re-election.
High-profile changes but limited reach
"Most of the (Affordable Care Act) has already in some sense been waived or otherwise suspended."


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Picture yourself on a rose-trimmed balcony with the Darling Evelyn Embroidered Grey Maxi Dress flowing all around you. This romantic chiffon dress will introduce you to enchantment with pierced embroidery across the bodice and at the front of a high-low hem. Sheer cape sleeves, pin-tucking down back, and attached waist ties offer a touch of finery. Dress is lined; sleeves are sheer. Model is wearing a size X-small. XS measures 48" long; 9" longer at back. 10" sleeve (from neckline). 28" waist. 32" bust. 100% Polyester. Cool Delicate Machine Wash. Imported.
NEED HELP CHOOSING A SIZE? See measurements & fit info for this garment in the Size & Fit dropdown!
PRODUCT MEASUREMENTS: Compare these measurements to your own body measurements. We measure each item "relaxed" on a flat surface, not stretched on a person's body. It is helpful to consider the material of the item, as some stretchy materials may give an inch or two.
Size | Bust | Waist | Hip | Length | Sleeve |
X-Small: | 32" | 28" | 52" | 48" | 10" |
Small: | 34" | 30" | 54" | 48" | 10" |
Medium: | 36" | 32" | 56" | 48" | 10" |
Large: | 38" | 34" | 58" | 48" | 10" |
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Bottom Line
Imeem is the latest networking site to provide fans and artists alike with a thriving online content-sharing community. It beats out similar sites like MOG and Last.FM when it comes to ease of use and the amount of full-length streaming music and video content available. Unlike most online music sites, imeem has fully interactive licenses giving you the freedom to fast-forward through songs and create custom playlists as you see fit.
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text: 2355 Ala Wai Boulevard #206, Status: Off Market MLS#: 201327271 Contact Email this listing Share on Pinterest Share on Google+ Share on Facebook Share on Twitter Calculate Mortgage Print Flyer Get Directions Request a Showing Off Market 2355 Ala Wai Boulevard, Honolulu, HI 96815 is no longer on the market or has been removed from the MLS. Similar to 2355 Ala Wai Boulevard: Ask an Agent About 2355 Ala Wai Boulevard * Required fields Send Your Question × Monthly Payment Estimator Price: Down Payment: % Loan Amount: Loan Type: 30 Year Fixed 15 Year Fixed 5/1 ARM Interest Rate: % Est. Tax & Insurance: % ($/mo.) × Email a Listing 2355 Ala Wai Boulevard, Honolulu HI, 96815 From: Name: Email: To: Name: Email: Subject: Message: Take a look at this property I found on SearchOahuProperties.com: http://www.searchoahuproperties.com/homes/2355-Ala-Wai-Boulevard/Honolulu/HI/96815/32156231/ Send a copy of this message to me Send Email


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Ralina Lia
Mayhem # 1041798
About MeWant to work with me? Please answer the following and message it to me.
Real Name: (I refuse to work with anonymous people) Company: (If any) Website: (If any) Phone: Email: Location of shoot: Duration of shoot: Type of shoot: Paid?: MUA provided?: Description of shoot: *no nudes If you are interested in booking me please provide the following: *Your contact info/ website/ email. *What compensation you are offering. Friends |


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To find the parts that fit your machine, click on the link below and select your make, year and model.
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Do you need to replace your old footpegs for your vortex rear sets? Vortex Replacement Footpegs has you covered. You will need to remove the rear set footpeg to verify which one you will need. From an F/G or H Footpeg. F/G Footpegs do not have a groove on the shaft. H Footpegs will have a groove on the shaft.
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Be careful when ordering. The title and description say footpegs...as in more than one footpeg. But ordered and only one shows up. They look good and feel solid though. Good product.
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LAHORE: Secretary General, Jamaat e Islami, Liaqat Baloch, candidate from NA-162, has said that the solution of all problems of the world, including Pakistan, lies in the enforcement of the divine system of Islam.
Addressing corner meetings in his constituency on Monday, he claimed that the JI would built Pakistan as a truly independent, sovereign, progressive and respectable state where the rights of all society, including the women and the minorities would be protected and hundred per cent literacy would be achieved within five years.
The JI would utilize the natural resources in the best manner to achieve self reliance within a short span of time.
Addressing another meeting of minority population, he said that the minorities were a part and parcel of the country and they would be given every protection.
Liaqat Baloch condemned the prolonged load shedding of electricity in the country and said it was the duty of the care taker government to take immediate notice of the problem and solve it without delay.
Meanwhile, JI deputy Secretary General, Dr Farid Ahmed Piracha, a candidate from NA 121, addressing election meetings, said that the JI on coming to power, would check the line losses and end load shedding of electricity within six months.
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GCC to curb migrant workers
GCC countries will soon pass a law regulating foreign labor in the Gulf countries, including returning to their home countries "marginal" and unskilled foreign workers, a Gulf official said.
"There are responsible parties at the Council looking for a mechanism to verify whether or not the expat worker does have the skill for which or was brought to the Gulf," the official told local media.
The Council will also attempt to eliminate workers who claim skills they do not possess.
Fawzi Al Majdali, secretary general of the program for restructuring the labor force and the executive agency in Kuwait, said the new regulations will minimize unused labor, which has no clear contracts with employers.
"This kind of labor created imbalances in the Gulf labor market, and neither businesses nor the society is benefiting from it, not to mention that they move around with no controls," he said.
He said that there are plans under study.
"Kuwait has recently said that it will cut down and send away 100,000 expat workers who are considered marginal in order to replace them with local labor," he said.
"The new regulations should be enforced in the Gulf countries, and we are thinking of having the expat labor which is brought to Kuwait to sit for tests, in order to verify whether or not they are skilled in the professions they are brought for," he said.
"We sometimes found that a worker's profession as recorded in his passport is not the same as the profession he is actually skilled in, and there we are seeking a mechanism through which we can verify the worker's true profession, he added.
Top Headlines
- A 'real' crisis: house maid shortage hitting UAE homes
- UAE reaping the fruits of online education
- Out of the box: why creativity and innovation are key to the ME's economic and social progress
- The case for a minimum wage for expats in Saudi Arabia
- As long as they're 'considering' it: Emiratis slowly considering working in the private sector