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Note: Sample below may appear distorted but all corresponding word document files contain proper formattingExcerpt from Term Paper:
Usually, both physical and psychological components need to be addressed. Byrd (2001) explains, the function of brain cells (neurons) is affected when a drug is used repeatedly over a long period of time. Each neuron produces and releases chemicals called neurotransmitters. These neurotransmitters can impact the function of the nerve cell, making it produce and release hormones. "The neurotransmitters that have been associated with addiction include serotonin, dopamine, norepinephrine, gamma-amino-butyric acid, and glutamate" (p. 71). Drugs and the secretion of neurotransmitters can interfere with nerve cell functions and in some cases can damage them. Addiction becomes a fact when the body increases its level of resistance to immediate drug effects and develops a tolerance for the substance. As this happens, the brain tries to maintain a normal state, but the nerve cell membrane is changing. "Release of dopamine affects the part of the brain that regulates motor behavior. The destruction of the neurons that produce dopamine by substance abuse produces symptoms of Parkinson's disease, such as rigidity and tremor" (Byrd, 2001, p. 65).
Byrd (2001) explains that dopamine's role is to trigger the creation of a "memory of pleasure." The next time the person thinks about taking the drug there is an anticipation of pleasure already present. The Merck Manual of Diagnosis and Therapy (2006) explains, "A neural substrate for reinforcement (the tendency to seek more drugs and other stimuli) has been identified in animal models. In these studies, self-administration of such drugs as opioids, cocaine, amphetamine, nicotine, and benzodiazepines is associated with enhanced dopaminergic transmission in specific midbrain and cortical circuits. This finding suggests the existence of a brain reward pathway involving dopamine in the mammalian brain" (p. 1684).
As to the psychological aspects of addiction, the Merck Manual of Diagnosis and Therapy claims there is little scientific evidence that an "addictive personality" exists, although behavioral scientists have described it. Addicts are described as escapists, "people who cannot face reality and who run away" Others describe them as having schizoid traits -- "...fearfulness, withdrawal from others, feelings of depression and a history of frequent suicide attempts and numerous self-inflicted injuries" (p. 1685). Sometimes addicts are pictured as dependent and needy, grasping in relationships, and full of overt "unconscious rage and immature sexuality" (p. 1685). However, Merck points out that before these people got involved with drugs, they generally did not exhibit manipulative, "irresponsible behaviors" (p. 1685), so it's possible, if not probable, that these characteristics are related to the drug abuse and not part of the addict's basic "before-drugs" personality.
Drugs with Addictive Potential
The most commonly used drugs that lead to addiction on the market today are narcotic analgesics, also called opioids. Some of these are morphine, codeine, OxyContin, Vicodin, Demerol, Percadan, Percacet, Lortab and Dilaudid (Sverdlik, 2005; and Meadows, 2001). Currently, the most popular of these are OxyContin and Vicodin, which contain oxycodone HCI, an opioid similar to morphine in its addictive potential. Mortality and criminality are also associated with abuse of these drugs. Opioids work by blocking transmission of pain messages to the brain. A large single dose can produce euphoria, but can also depress respiration and cause death. Long-term use usually leads to physical dependence (Meadows, 2001).
Another class of drugs, to which people become addicted, is central nervous system depressants (tranquilizers, sedatives, and sleep aids). Usually, they are prescribed for anxiety, panic attacks, and sleep disorders. Nebutal, Valium, and Xanax are examples of central nervous system depressants that slow down normal brain function. The effect is usually a sleepy and uncoordinated feeling. Long-term use of these can also lead to physical dependence and addiction (Meadows, 2001).
A third category of drugs favored by drug abusers is central nervous system stimulants. These drugs were developed originally as "diet pills" because they lessen hunger. They are commonly used to treat narcolepsy, a sleeping disorder, and attention deficit hyperactivity disorder. Dexedrine and Ritalin are examples of CNS stimulants. People take them to increase alertness and energy, or to control their weight, but they elevate blood pressure, heart rate, and respiration and can be addictive. High doses can cause irregular heartbeat and high body temperature.
Longo et al. (2000) points out that all three categories of drugs have certain common characteristics. Self-administration studies have shown they are preferred over placebo, especially by patients who are addicted or have been addicted in the past. Although they affect different areas of the brain, they all cause dopamine release -- the "reward" pathway in the brain that causes anticipation of pleasure. All are habit-forming, lead to dependence, and have psychoactive effects. All of them have street value and a potential for abuse. Moreover, brand name drugs are worth more on the street than generic equivalents are because people feel sure they are getting the real thing.
Generally, addicts prefer drugs that have "a rapid onset of action, high potency, brief duration of action, high purity, water solubility (for intravenous use) or high volatility (ability to vaporize if smoked)" (Longo et al., 2000, p. 2402). Among benzodiazepines, Valium, Ativan and Xanax cross the blood-brain barrier more rapidly and have a high potential for abuse. Longo argues that a significant number of addicts started out using street drugs and progressed to prescription drugs as they became chronically ill. Sometimes, prescription drugs are used in conjunction with street drugs to heighten euphoric effects, alleviate withdrawal symptoms, augment alcohol effects synergistically, or temper cocaine highs.
Prescription Drug Abuse by Adolescents, Women, and the Elderly survey in 2002 at a rural Michigan high school revealed that 98% of the pupils knew about OxyContin, and 9.5% had tried it. Among those who had tried it, 50% reported taking it more than 20 times. Among the students who responded to the survey, 72% said OxyContin was "not at all hard to get..." (Katz & Hays, 2004). Adolescents are certainly not the only ones abusing OxyContin, but they seem to be more vulnerable to addiction. "The time from first exposure to abuse of or dependence on OxyContin may be more rapid due to (1) the wide availability of the drug in pharmacies and doctor's offices and on the street; (2) its aggressive marketing and promotion in an atmosphere of optimal pain management; (3) its positive image in comparison to heroin; (4) the ability to begin use with oral ingestion and to progress to snorting or intravenous use; and (5) the ease with which the tablet is crushed, thus destroying the controlled-release coating and making the active ingredient immediately available for a powerful heroin-like high" (Katz & Hays, 2004, p. 232). Because we live in a "pain culture" where young people constantly see reliance on pain medications modeled by adults and encouraged in media advertising, prescription drugs may seem more acceptable to adolescents than illegal drugs.
Women also appear to be more vulnerable to opioids than men. Carlson, Eisenstat, and Ziporyn (2004) call mood-altering drugs -- especially sedatives and tranquilizers -- a "major substance abuse problem" (p. 581). This may be because mood-altering drugs are often prescribed earlier -- at a younger age -- for women than for men. They are also prescribed more frequently for women, perhaps because women are more likely to seek help for emotional problems than men are. The opioids have a higher risk for dependence, especially if the woman has chronic pain. Women are also more likely to abuse diet pills (CNS stimulants). They start taking them for appetite suppression and weight control, despite the fact that amphetamines are rarely effective in the long-term, and within weeks users develop a tolerance to them. "As larger doses are taken to produce the same effects, women may become irritable, anxious, or overconfident and various physical symptoms may occur including blurred vision, dizziness, and insomnia." Chronic use of amphetamines can result in damage to the heart and blood vessels, irrational outbursts of anger, psychiatric problems, and susceptibility to infections (Carlson, Eisenstat, & Ziporyn, 2004).
Aging appears to produce greater sensitivity to drugs. A dose, for example, that is appropriate for a younger person might be too much in an older person. Many older people take multiple medicines, and when those that depress the Central Nervous System are mixed with tranquilizers or opioids, the effect can be very dangerous and even result in death. Older women, particularly, are often reticent to question the doctor about drug interactions, drug dependency, or addictive potential for fear of seeming to challenge the doctor's authority (Carlson, Eisenstat, and Ziporyn, 2004), so it's a problem doctors need to keep in mind.
Drug Seekers
Certain characteristics are common in persons who are addicted to prescription drugs. One is escalating use. A drug-seeker may exhibit manipulative, demanding behavior in order to obtain a prescription. He or she may claim his only chance of improving is to get a prescription for an addictive substance. A drug-seeker may describe symptoms that are not supported by physical evidence or…[continue]
"Prescription Drug Addiction When People" (2007, February 22) Retrieved December 7, 2016, from http://www.paperdue.com/essay/prescription-drug-addiction-when-people-39867
"Prescription Drug Addiction When People" 22 February 2007. Web.7 December. 2016. <http://www.paperdue.com/essay/prescription-drug-addiction-when-people-39867>
"Prescription Drug Addiction When People", 22 February 2007, Accessed.7 December. 2016, http://www.paperdue.com/essay/prescription-drug-addiction-when-people-39867
It is however important to note that the effectiveness of such a prevention plan is largely dependent on how well it is implemented. In my view, the successful implementation of the plan could see the country freed from the menace of prescription drug abuse. Apart from OxyContin, which is essentially a narcotic painkiller, the other prescription drugs which are commonly abused according to the National Institute on Drug Abuse
Prescription Drug Abuse: Narcotics In today's society, the debate as to whether or not prescription narcotics are necessary in certain situations is one that is fueled mainly be the tendency for patients to overuse after being prescribed these medications. In many situations, patients present with pain that is treated by their respective physicians with prescriptions drugs that fall into the category of narcotics and opiates in order for the cited pain
Drug Abuse Individuals who use drugs have difficulties defeating their addiction and often are pulled back into a reoccurring cycle. The euphoria a person experiences through the use of certain drugs causes the individual to continue their use in order to maintain their excited state. Eventually through continued use a person can develop a tolerance, which can cause increase use to substitute the effect. Illegal Drugs The most common illegal drugs on the
In the words of one user: "I convinced herself that abusing prescription drugs was safer than abusing heroin, marijuana, and other 'street drugs'...I would never do those." (Meadows, 2001) So long as the drugs are available by prescription, it is easy to think that abusing these drugs is okay, especially in the minds of impressionable teens. Did you know that OxyContin is actually a form of morphine, like heroin, and
Increasingly, PROMETA has come under close scrutiny, with several individuals and experts claming that the treatment does not achieve all that it claims to do, although there have been numerous testimonials testifying to the efficacy of the system of treatment for addiction. In one patient's own words, "I had tried everything, and nothing worked for me. But PROMETA has!" (Addiction Medicine, 2006) in the words of Chicago based addiction
Health care [...] prescription compliance among the homeless. Health care for the homeless is perhaps one of the biggest challenges for the healthcare professional. The homeless in America face many problems, and healthcare is only one of them. It is difficult for most homeless people to fill and use prescription drugs for health problems for a number of reasons, from cost to the ability to self-administer drugs they may
The family may be a source of stress, tension, and problems, and can drive its individuals to cope with these problems in harmful ways, such as by use of drugs and alcohol (UNDCP, 1995). Families may be social inhibitors, or may be a channel for family members to be involved in the community. The implications of familial relationships can influence both positive and negative behaviors. The family has the potential


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Whitman College prepares students for medical school by developing communications skills and the ability to evaluate research and adapt knowledge to new scenarios.
The Health Professions Advisory Committee can assist students who are planning to attend medical school. The most comprehensive on-campus resource for pre-health advising is the Whitman Health Professions site. Students can also join Pre-Health Society to meet like-minded peers.

subset: commoncrawl


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"Great job, thorough clean, got on with the job, very quick. Would use again. "Adelaide, SA
Fantastic service, on time and very professional, removed stains that where there before we came, Mike and his off sider couldn't do enough for us, our old dog had been sick and left marks on the carpet that we thought would never come out and we thought we where going to have ..
My bathroom renovation job was completed in 2 days. All tradesmen that he used were polite and all finished when he said they would. He completed the job 1 day earlier and the end result was amazing! He showed real passion for his job! Tolli you are a great tradesman!
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We had a water overflow from our washing machine in some part of our lounge room. Because of which the inner mat beneath the carpet became wet and thereby we have tored it.Now we have got the 3 she...Make a similar request


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Complete Kits
Background Materials
Favors & Gifts
- Drinkware
- Picture Frames
- Key Chains
- Electronics
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- Shop All Favors & Gifts
Availability : In Stock - 1 Business Days Processing+Shipping
Product Code : KSCARD
The Giant Playing Card Standees feature a queen of clubs, jack of diamonds, ace of spades and a king of hearts. Each cardboard Giant Playing Card Standee measures 5' 11" high x 3' 10" wide and are made of cardboard. The Giant Playing Card Standees will add so much to your casino night decorations!WARNING
Please allow ample time for delivery. Our estimated delivery date for this product is noted in checkout. Many items are shipped separately, so please allow extra time for these items to arrive. Shipping charges are based on the value of the merchandise and not the number of shipments. For additional shipping information, please contact our Customer Service Department at (1-800-314-8736).
REVIEW SNAPSHOT®by PowerReviews
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Reviewed by 8 customers
Best Uses
Product very sturdy easy to handle bright and Big perfect for our Casino event
Used it for casino night
Easy to make
People loved using it as a photo back drop
Best Uses
We have had a casino company party two years in a row so we needed something that was a little different. These giant cards fit the bill. They are unique, very large and noticable and were the hit of the party. We put them in the lobby where the employees would be entering the party. They saw them when they walked in and they loved them. They really added a festive mood to our party. In addition to their uniqueness they were very durable and much taller than we eve anticipated.I think we will be able to use these again and again.
Best Uses
I bought 2 sets to use as Grad Night/ Casino decorations. One set would probably have been enough, as they are so huge. They will make a big impact in a large room. The instructions for setting up the stands could be clearer.
Best Uses
These cards are really big and standout in a room. They are worth the price and easy to assemble. This is the second time I have ordered this product and they last a long time so you can re-use.
Best Uses
The cards really stood out in the room for our event. They were easy to put together once you figured it out the directions weren't very clear. I am hoping to be able to save these and use again for next year. I got a lot of compliments and many people asked me where I found them.
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I liked the they were very big. I used to cover dead space between casino tables at a hotel. They gave a "pop" to the room. [...] Easy to assemble (uses double sided tape - provide with the order), not really re-usable. Once you set them up you can't really taken them down for storage. Unless you can carry them and storage them in one piece.
Great for filling large spaces for a casino night in a ballroom. Received a lot of compliments on them.
Personalized Party Supplies for every celebration!
Personalized Sports Supplies for Fans and Game Day Experience Pros!


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Rated 4.8 out of 5 by 9 reviewers.
Rated 5 out of 5 by SammyLondon Great product This is a different way to take care of your skin. I've been drinking (yes drinking) these little bottles of magic for 1 month now and can feel and see the results. My skin is definitely more hydrated, tighter than usual and people have been complimenting my appearance. You can't beat that! I would recommend this to anyone looking to look younger and feel more confident. 19 February 2013
Rated 5 out of 5 by furrymcnutty My favourite supplement I love this product , it contains some really good ingredients that make a real difference to the quality of my skin and hair and improves my general health. It's convenient to take them in this combined form , I keep them in the fridge as they taste better when chilled. 07 January 2016
Rated 5 out of 5 by Verified Reviewer Excellent Noticed result after only 10 days. Really happy with this product. I have a 6 weeks supply and though it's quite expensive, I'd recommend it!!! 19 May 2014
Rated 5 out of 5 by Roxy111 YUMMY TASTE Taste yummy but very expensive if you wanted to take a course, I will stick to the collagen tabs 05 December 2013
Rated 5 out of 5 by sonialin BEST SKINCARE PRODUCT love this product, it really works! I am very happy that I tried it! 23 April 2014
Rated 5 out of 5 by Bokkie Improved skin Skin looked better and pores reduced after only a few days of use. Didn't give 5 stars in value as it is very expensive and wouldn't have bought if it wasn't on offer. 12 July 2016
Rated 5 out of 5 by Amy000 Brilliant Product I bought this product and saw a difference after just one use! I do believe it can help to improve the condition of skin and probably hair too. I think this would be better taken intravenously to have more of an affect rather than being mostly flushed out of the body when drank, but obviously that isn't practical for most people. I think it's brilliant but too expensive to purchase regularly. Would definitely recommend taking this regularly if you can afford to do so as I'm sure it would do wonders for your health! 30 December 2015
Rated 5 out of 5 by karen1961 good product bought these and they taste great some dont taste very nice but these are very nice, good price too. 26 March 2016


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Transfer to US University
Transfer Students
Finishing Your Degree at US University? Get Credit!
If you started a university program at another accredited university or you took exams that counted as credit, you may be able to get these credits transferred to your US University program and graduate sooner. Take a look at which credits may transfer, and be sure to tell your enrollment advisor all about them. To help transfer students take the next step in completing their degrees, United States University offers a 10% discount on tuition to students transferring from California Community Colleges. Contact an advisor for a one-on-one transfer evaluation today!
Transfer Credit
The University accepts up to 90 semester credits to the undergraduate programs. Courses considered for transfer credit must have a grade of C or better.
United States University has a Residency Requirement of 30 credits for all undergraduate programs. This requires that no less than 30 credits must be completed at United States University in order for the university to confer a degree.
The University accepts up to 20 percent of the semester credits required to complete the specific master's level program from accredited graduate level institutions provided the transferred course(s) meet the same general content standards as the University course. Courses considered for transfer credit must have a grade of B or better.
All transferred credits must come from an accredited post-secondary institution or from approved non-traditional resources, i.e. ACE, CLEP, DANTES, Excelsior, SMART, EduKan, Straightline, or Prior Learning Assessment.
Courses transferred into the General Education must meet subject area standards; upper division courses and graduate courses transferred in must meet the same general content standards as the USU course equivalent.
A sealed official transcript is required from the transferring institution and additional documentation may be required, i.e. catalog descriptions or a course syllabi.
Transfer Credit Process
To determine which courses will transfer, follow the steps below:
- Make an appointment with an admissions advisor
- Notify your admissions advisor of your desire to transfer credit and provide a list of courses to be transferred or unofficial transcripts from the schools you have attended to receive an unofficial evaluation.
- Request official transcripts from all previously attended institutions for an official evaluation.
- USU will request will request transcripts on behalf of the students and apply any charges to the students account upon approval from the student.
- Students who completed university coursework outside the United States must submit transcripts that have been translated and evaluated. Transcripts should come directly from the issuing institution to academic records and should be sent to:
United States University
Attn: Transcript Evaluator
7675 Mission Valley Road
San Diego, CA 92108
All records submitted to the university become the property of the university and are placed in the students' permanent file. No confidential information will be released without students' authorization. If students do not complete the admission application, the Student Services Department will keep their records as prescribed by state regulations.
Note: Students may be requested to submit course descriptions and/or syllabi to assist in determining course equivalency.
Upon receipt of all official transcripts the Student Advocate in the student services department will complete the evaluation of all courses and apply transfer credit.
Notification will be email to students once the evaluation has been completed. Students who wish to appeal the decision of the Student Advocate may do so in writing to the Dean of the College where the course(s) in question resides. I.E. General Education courses fall under the Dean of Arts and Sciences.
Non-Traditional Credit
The following non-traditional credit is also accepted: United States University adheres to the principal that all learning does not take place in the classroom. The University welcomes students from a wide variety of backgrounds and learning experiences. Many students come to our institution with a firm grounding in a particular discipline. We recognize their prior learning by accepting a full range of non-traditional Credit.
- Advanced Placement (AP) Test
- College Level Examination Program (CLEP)
- Challenge Examination (CE)
- DSST Get College Credit
- Military Service
- Credit for Experiential Learning
- Excelsior
- Straightline
- EduKan


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Like toothbrushes and American vice presidents, motor oil is best changed every three months. Keep the engine of democracy running smoothly with this Groupon.
Choose From Five Options
$12 for a smog check with state certificate (a $25 value)
$49 for three standard oil changes with 25-point inspections (a $108 value)
$115 for three synthetic oil changes with 25-point inspections (a $234 value)
- Oil and filter service with up to five quarts of oil
- Lubrication of grease fittings
- Fluids checked and filled
- Tire pressure checked and adjusted
- Inspection of exterior lamps and air filter

$59 for a standard-oil maintenance package (a $120.87 total value)
- One standard oil change with 25-point inspection (a $36 value)
- AC checkup with leak and belt check (a $45 value)
- 1 pound of refrigerant (a 39.87 value)

$79 for a synthetic-oil maintenance package (a $162.87 total value)
- One synthetic oil change with 25-point inspection (a $78 value)
- AC checkup with leak and belt check (a $45 value)
- 1 pound of refrigerant (a 39.87 value)

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Odoo Help
This community is for beginners and experts willing to share their Odoo knowledge. It's not a forum to discuss ideas, but a knowledge base of questions and their answers.
In Stock Move lines, why does the product Name appear in the Description field?
I recently upgraded my OpenERP 7.0 installation, and since then, in the Stock Move lines form view (both in Incoming Shipments and Delivery Orders) when I select a product in the Product ('product_id') field, the Description ('name') autfills itself with the same information as the Product ('product_id') field instead of using the products description information (either 'description_sale' or 'description_purchase').
How can I fix this? So that the Description field in Stock Move lines uses the Product Description information and not the Product Name.
For example, for the Sale Order lines I know what line of code is responsible for populating the Description field:
in: addons/sale/sale.py (>class sale_order_line(osv.osv): > def product_id_change)
if not flag:
result['name'] = self.pool.get('product.product').name_get(cr, uid, [product_obj.id], context=context_partner)[0][1]
if product_obj.description_sale:
result['name'] += '\n'+product_obj.description_sale
But I'm not able to find the equivalent for Stock Move lines.
Hello Santi,
Please see the below link. In that you can find your solution.
Thanks Chirag! I had a look at that bug fix in your link, and although it fixes a different bug than the one I mentioned, I was able to achieve the results I wanted by changing this line:
'name': product.partner_ref,
'name': product.description_sale,
So two fixes in one blow! perfect
But I'm still puzzled that no one else is complaining about this, isn't it a bug? Shouldn't the "Description" field show the products description information, and not the product name?
Your Answer
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|Asked: 8/6/14, 2:31 PM
|Seen: 1288 times
|Last updated: 4/4/15, 9:05 AM


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Battery died? Wireless charging is on its way
WIRELESS charging may not be a brand new idea, but with a race between three rival standards starting to heat up, more people are seeing the benefits.
The aim of wireless charging is fairly simple: to charge a mobile device without the need for pesky plugs and wires.
Instead of plugging a charger into the wall or computer, people will be able to get juice simply by placing it on a mat or surface.
Some smartphones, including Nokia Lumia devices (1020 review here) and the Google Nexus 5 (or so has been rumoured) already support the technology. It's even possible to charge up in some branches of McDonalds and Starbucks in Europe and the US.
Sounds great, but if the technology is already available, why hasn't it been rolled out everywhere?
Wireless charging is facing a similar problem as that of wireless networking when it was first established in the early 2000s.
At that time there were two competing technologies, Wi-fi and the now lesser known HomeRF.
With wireless charging, there are three horses in the race.
Key players
Each of three main groups is trying to create the definitive wireless charging standard.
First up is the Wireless Power Consortium (WPC), which was founded in 2008 with the aim of Qi becoming the global standard. Qi is a type of integrated wireless charging technology and is featured in the Nokia Lumia devices.
However, in an attempt to fight against Qi, Samsung and wireless telecommunications manufacturer, Qualcomm, decided to set up the Alliance for Wireless Power (A4WP).
The A4WP is backed by Powermat, SK Telecom, Gill Industries and a whole host of other big names. The technology differs in that it allows the charging to work, even with space between the device and charger.
Then last, but not least, is the Power Matters Alliance (PMA), which also has Powermat as a member as well as Procter & Gamble, Toshiba and ZTE.
Taking sides
Despite both Qualcomm and Samsung founding the A4WP, they have both expressed an interest in joining the other groups.
Qualcomm are keen on getting the wireless charging juice flowing. They have invested in all three groups to ensure they get a slice of the action no matter what happens.
Qualcomm recently announced they will work on a hybrid standard, which would be supported by both PMA and A4WP. Prior to that, they revealed they had also joined the WPC board.
Similarly, being a proud supporter and founder of A4WP hasn't stopped Samsung from also investing $4 million in PowerbyProxi, a company that uses the WPC standard.
With a couple of big supporters teaming up with other standards, perhaps the future of A4WP is in doubt. Wireless charging could become a two-horse race sooner than expected.
Next generation
At the moment, wireless charging revolves around placing the device flat on a mat which can range in size from as small as the device to laptop-sized.
It's safe to say that the technology isn't exactly problem-free, slight bumps or slips can mean it takes a lot longer to charge.
However, although there seem to be problems within the A4WP camp, the group is working on next-generation tech that will actually send the beam upwards, removing the worry of positioning your phone completely flat. Slight wobbles and awkward shapes won't matter.
In fact, you could even stack a number of devices and have them all charge at once.
Wireless charging could really take off as the technology develops further, soon you might just have to be in the same room for your device to charge.
It's this drive to improve wireless charging that has impressed the likes of Samsung for so long.
History repeating?
The fate of wireless charging is likely to be decided in a similar way to wireless networking.
In 2002, HomeRF was winning the wireless networking race, with many supporters and was thought to be less susceptible to interference than Wi-fi.
However, Wi-fi eventually prevailed when it was integrated into Apple's iBook, closely followed by a mass rollout of Wi-fi in Starbucks.
This propelled Wi-fi in front of HomeRF to become the technology the vast majority of us use on a daily basis.
It's for this reason that Daniel Schreiber, president of Powermat and board member of PMA, claims that "standards are ultimately set in a coffee shop, not a conference room."
Power Matters Alliance has already got Starbucks and McDonalds on board, unlike A4WP and WPC, which are both dependent on manufacturers supporting their technology, rather than concentrating on marketing ploys.
Although the ultimate future of wireless charging technology still hangs in the balance, influential backers are starting to take sides.
Some, such as Qualcomm, are even trying to harmonise the three key groups but despite the progress it could be a while until we see more widespread adoption.
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Benefit Benetint Reviews
A must have!This is one of my faves. Gives your face a fresh, rosy look. It also works great on lips. Perfect shade for every skin tone. Can't go out without it. — 8 years, 12 months agoSherry13 | 37 reviews
This review is: Helpful | Not helpful | Inappropriate | 0 of 0 people said helpful
perfect rosy cheeksI love this product! it gives you a very natural looking blush and is super easy to apply. you can even use it on your lips! just don't let it dry, or you'll look like you're wearing war paint. — 8 years, 12 months agohilbot | 3 reviews
Cult FaveThis has a loyal following for a reason. With a light rose scent, benetint imparts the perfect flush to sunkissed cheeks in the summer and the look of rosy winter cheeks in colder weather. — 8 years, 12 months agoprincesse | 8 reviews
most natural flushBenetint is great for giving a great natural color to cheeks and lips. I feel like it takes me from looking dull and drab to perky instantly. It gives me that "just in from a brisk walk" glow. It's easy to use...just three dabs on the cheeks or lips and blend. — 9 years agochristienb | 7 reviews
This review is: Helpful | Not helpful | Inappropriate | 2 of 2 people said helpful
GOOD CHECK COLOR NOT SO GOOD ON LIPSGood for a cheek stain, however, on the lips it bleeds outside the lip line and then doesn't last for more than 2 hours of color — 9 years agohipp1chik | 3 reviews
easy natrual colorIt blends easily and gives a nice natrual flush. If you work in an office with flourescent lights be sure to go easy it looks darker there than it does in natrual light or at your vanity. — 9 years agomrsfawnz | 3 reviews
Perfect for us pale girls!I have the palest of pale skin - I could give Casper a run for his money! Benetint has been my savior for over five years. Just a couple of dots on each cheek, blend and I'm out the door. After I started using it I had so many people tell me how healthy I looked. It's so easy to use and one bottle lasts forever. It also doubles as a great lip stain. I highly recommend this to everyone! — 9 years agoBatgirl | 3 reviews
This review is: Helpful | Not helpful | Inappropriate | 5 of 6 people said helpful
Lip & Cheek Tint All In 1WHO KNEW THAT THIS LITTLE BOTTLE COULD DO SO MUCH, IT COMES LIKE A BOTTLE OF NAIL POLISH, WITH BRUSH AND ALL. IT CAN BE USED TO ADD A SMALL TINT OF COLOR TO YOUR LIPS. THE GOOD THING IS THAT THE COLOR IS NOT SUPER BRIGHT BUT SUBTLE. WHEN I USE IT TO ADD A LITTLE ROSINESS TO MY CHEEKS, I TAKE THE BRUSH AND "PAINT" 2 DOTS ON EACH APPLE OF MY CHEEK. THEN I QUICKLY RUB IT IN, IN A CIRCLE. TH...read moreEN I APPLY CONCEALER AS USUAL OVER THE CHEEK. SO WHETHER YOU USE IT TO ADD A TINT TO YOUR LIPS OR CHEEKS OR BOTH, ITS WELL WORTH IT!! — 9 years agomakeup_lover | 106 reviews
This review is: Helpful | Not helpful | Inappropriate | 6 of 6 people said helpful
This stuff is greatI was kind of leery of applying it as blush with my finger but it was really easy to blend and looks great on my pale skin. It also looks good on lips with gloss on top. — 9 years agokatyh77 | 5 reviews
This review is: Helpful | Not helpful | Inappropriate | 2 of 2 people said helpful
eh...i like thebalm stainiac better. i'm not too hip on the strange 'stiff nail polish brush' applicator and the jar is too big and heavy to really carry around. i think they offer this in a different packaging option. maybe i should check that out. — 9 years agobutterbean | 35 reviews
This review is: Helpful | Not helpful | Inappropriate | 4 of 4 people said helpful
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La Huayca, Tamarugal, Chile Show on map
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Read through the Jacobson v. United States case regarding entrapment. Discuss your attitude/opinion towards the outcome of this case.
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#Gamification, #StackOverflow: How they create new sites from the community while blocking spam
If you're not a StackOverflow user …
- It's rapidly become the go-to place for answers to precise technical questions
- It has a bold, "points-based reputation controls everything", moderation system (e.g. get upvoted enough and you become a moderator – there is no human intervention!)
- It worked so well they expanded to infinitely many clone sites, for any topic you can think of, collectively termed "StackExchange"
- …and the process for creating a new clone is itself points-based (not human moderated)
Historically this kind of setup has been a recipe for disaster – too easily gamed (taken advantage of), both by selfish users and purely malicious griefers. SO has had, and still has, many problems – some of the design choices that worked early on caused more problems than they solved as it scaled up in size. But overall it worked, and continues to work, very well.
The main site is easy to understand – by the time you've earned 10,000 reputation you are probably so enmeshed in the community it's probably safe to give you moderator tools. (Note "probably" – it causes serious damage in a large minority of cases, but overall it works well, and it's very cheap. This generally means no corporate sponsors/advertisers/subscriptions are needed)
But the process for creating new sites is less obvious, more convoluted, and – for the brand – potentially a lot more dangerous. I'm involved in two sites going through the process right now, and it's interesting to compare them.
Site creation overview
- A special site – Area51 – allows you to create new sites, with this FAQ
- Your new site goes into phase 1: "Definition"
- If it passes, it goes to phase 2: "Commitment"
- Once it's live, it's monitored for a while, and if the site was a bad idea / disaster / failure, it gets shutdown
- If it passes the probationary period, the site is live
SO is worried about a bunch of things. From game-design and community-management perspective, I'd expect them to focus on e.g.
- Will anyone use the site? (ask questions)
- Are there any experts around to answer the questions?
- Is the community large enough to be self-sustaining?
This checks the first worry – will anyone ask any questions?
To prove this programmatically, they force you to ask 40 "Good" questions.
To determine if a question is good, it has to receive 10 more upvotes than downvotes. This is arbitrary, but it means e.g. 10 different people felt it was a good question, and no-one thought it bad (or more for both sides, so long as there's 10 more up than down votes).
Riiight … so you write 40 questions, get 9 friends to upvote all of them, and away you go … right? Easily gamed/abused.
Wrong. Area51 uses a modified version of SO's voting. Each user is limited to asking 5 questions – which is fair and harsh. Fair because: if there's really a community ready to go, it will have questions from many people (at least 8 people will have to pose good questions to get the 40 needed). Harsh because: most people will struggle to think up more than 1 or 2 good questions.
Still easily gameable, but now enough to dissuade idle / bored people.
Similarly each user can only upvote 5 questions. Choosing to up/downvote is very easy, so this isn't "harsh" at all. It's (almost) equally gameable: other users (anyone, anywhere) can register and counter-game by downvoting bad questions, forcing the collaborators to work harder.
Sadly, this scheme has a non-obvious element – the need to get 40 questions to 10 upvotes – that MOST users fail to understand, and SO has done nothing to fix. On SO.com, more upvotes is always better; on Area51 the 11th upvote (and all afterwards) are not only worthless, but actively delay the proposal because they squander upvotes that the user could have used on other questions.
So, for instance, the Computer Science Educators proposal was popular but spent many months failing to pass this phase because people arrived, upvoted the top questions, felt they'd helped … and left. Because of the design-flaw, not only were they "not helping" but the surge of high voted questions above the fold encouraged the next wave of newcomers to do the same. #facepalm.
By comparison, the IMHO less valuable Microbit proposal, for a politically driven educational tool that distracts from CS education, appears to have been supported by people with better understanding of the rules, and got through much more quickly. I don't mind a microbit SE site, but … not if something so niche and political gets through at the cost of the CS Educators site (because it diverts attention away).
Solution: SO should change Area51's visual design so that any question with 11 or more upvotes is displayed as "accepted" instead of a number, and the total number for each question is shown in smaller type somewhere else on the page.
Guarding against the second concern is phase 2. With 80 people signed up as "committed" to microbit, and only 65 "committed" to CS Educators, microbit has now overtaken the older proposal. Right? Wrong.
|Microbit proposal
|CS Educators proposal
Clicking the link at bottom right of each info panel shows that SO has a different approach at this stage. They use not one but three measurements to pass – it's got harder.
Microbit would be winning here, except … SO judges you on the weakest link in the chain. And two of the three criteria are biased against people who don't use SO much:
|Microbit proposal
|CS Educators proposal
Measure 1: Total number of committers
Raw score of "how many people have clicked a button to say they believe this is a good site worth adding to the web". Very much in the vein of SO.
EXCEPT: I see no "anti-commitment"; true SO ideals would suggest that we have a way to say "no, I don't think this deserves a site" – and have it cost you some of your positive influence on committing to sites you do like. This is the essence of what made SO successful, and it's intriguing that they've dropped it here.
I suspect (guess) that the relative infrequency of people proposing/committing to new sites (a few a year) vs voting/asking/answering SO questions (hundreds a year) means that the danger of people putting in negative votes at no effective personal cost was considered too likely. Or the cost to individuals of gaining enough positive commitments to "earn" the right to anti-commit was too high.
Measure 2: Require committers with > 200 reputation elsewhere
This is the classic gating strategy SO doubled-down on when they became too successful / too big: a requirement for minimum amount of positive reputation before enabling basic features that spammers tried to (Ab)use.
Earning 200 rep on "any" site is much too easy, and I think they've made a mistake here. It ought to be something like "earn 200 rep on 2 different sites, or 500 rep on one site". I say this because over time SO rep has continual inflation problems, just like real-world currencies in live economies. A 200 rep barrier on one site is no barrier to people gaming the system – there are now so many obscure SE sites that it's easy to find a gameable one. But finding multiple gameable ones would be substantially harder.
Measure 3: fudge factor
…this is the solution to the problems with Measure 2. I'd prefer a better Measure 2, but I can see value in having Measure 2 be very simple to describe, and then to fix the problems later.
The one piece of data we have that tells us a lot and is hard to game is a user's reputation on the existing sites.
If you have a lot of reputation, you're much more likely to actively use the site, because you've shown that you actively use similar sites
If you have a significant amount of reputation across multiple sites, you're even more likely to actively use the site, because you've shown that you actively use many such sites
On the other hand, if you're some random person off the internet with no reputation, you're very hard to quantify but there's a good chance that you won't contribute very much
Here's the formula we have right now. It's almost certainly wrong and we'll be tweaking it as we go:
Correct code to add a mouseover/mouse-hover/pointer-enter to #unity3d
This should be a 1-line feature, but Unity screwed it up. You can do it in approx. 12 lines of code, but I couldn't find anywhere showing how, so I've written it up and you can copy/paste.
This is missing from the Unity docs (as of summer 2016).
This is missing from the Unity API's and SDK (they implemented the code for "onClick" but failed to implement the code for the other GUI events – onHover / onEnter / onExit – etc).
The most-popular code on the internet is much too long and over-complicated, and requires creating new classes (that you don't need) which pollute your code-base.
The less-popular but mostly correct code only works for Unity 4.6, and has some bugs that will prevent it working in most cases.
So I fixed it…
How it should work – but doesn't
This is Unity's code for adding a "click" handler to a button in their new (post-4.5) GUI:
Button b = ... // your button, from your code b.onClick.AddListener( () => { YOUR_CODE_HERE } );
So the code for adding a "hover" handler (or, in 99% of SDK's and platforms, an "enter/exit" pair of handlers) should be:
Button b = ... // your button, from your code b.onEnter.AddListener( () => { YOUR_CODE_HERE } ); b.onExit.AddListener( () => { YOUR_CODE_HERE } );
Or, if they wanted to go with the 1% solution, that is only used by CSS:
b.onHover.AddListener( () => { YOUR_CODE_HERE } );
None of these work, because Unity's API is incomplete.
Correct solution, Unity v5.0 – v5.4
Instead, you have to implement the missing code from Unity yourself. You can use this to do manual click detection, and to distinguish between mouse down and mouse up (a "click" is traditionally a pair of events: down followed by up. This is standard in all windowing systems and GUI API's).
The most commonly needed case is hovering, so you'll need two pieces of code, one for "mouse moves over" (enter) and one for "mouse moves away" (exit).
/** * replace the code "YOUR_CODE_HERE_1" and "YOUR_CODE_HERE_2" */ Button b = ... // your button, from your code EventTrigger trigger = b.GetComponentInParent<EventTrigger>(); if( trigger == null ) trigger = b.gameObject.AddComponent<EventTrigger>(); EventTrigger.Entry entryEnter = new EventTrigger.Entry(); entryEnter.eventID = EventTriggerType.PointerEnter; entryEnter.callback.AddListener( (eventData) => { YOUR_CODE_HERE_1(); } ); trigger.triggers.Add(entryEnter); EventTrigger.Entry entryExit = new EventTrigger.Entry(); entryExit.eventID = EventTriggerType.PointerExit; entryExit.callback.AddListener( (eventData) => { YOUR_CODE_HERE_2(); } ); trigger.triggers.Add(entryExit);
#unity3d #missingdocs: CanvasRenderer.SetMesh() – making it work (mostly)
This once-obscure method, that – I guess – is the low-level call used by most of the new Unity GUI … is now the only way of drawing meshes in GUIs. The previous options have been removed, with brief comments telling you to use .SetMesh instead. Half of the DrawMesh / DrawMeshNow methods have also been removed (no explanation given in docs), which were my other go-to approach.
Unfortunately, no-one has documented SetMesh, and it has significant bugs, and breaks with core Unity conventions. This makes it rather difficult to use. Here's the docs I've worked out by trial and error…
What one #unity3d private class should be made public? @shawnwhite
Shawn asked on Twitter:
If there were one internal class/method/field in the UnityEditor namespace you would want exposed properly, what would it be? #unity3d
— Shawn White (@ShawnWhite) June 29, 2016
We only get to pick ONE? :).
How do we decide?
There's two ways to slice this. There's "private APIs that would hugely benefit us / our projects / everyone's projects / 3rd party code that I use (e.g. other people's Asset Store plugins I buy/use)". We can judge that largely by looking at what private API's I've hacked access to, or decompiled, or rewritten from scratch.
Then there's "what CAN'T I access / hack / replace?". That's a harder question, but leads to the truly massive wins, I suspect.
Stuff I've hacked access to
The Project/Hierarchy/Scene/Inspector panels
So, for instance, I made this (free) little editor extension that lets you create new things (scripts, materials, … folders) from the keyboard, instead of having to click tiny buttons every time.
There are no public API's for this; that's a tragedy. Most of these Unity panels haven't been improved for many years, and are a long way behind the standard with Unity's other improvements. They "work", but don't "shine".
What could I do with this?
Well … a few studios I know have completely rewritten the Scene Hierarchy panel, so that:
- it does colour-coding of the names of each gameobject
- clicking a prefab selects both the prefab and any related prefabs, or vice versa, or hilights them
- added (obvious) new right-click options that are missing from default Unity Editor
- automated some of the major problems in Unity's idea of "parenting" (parenting isn't always safe to do; you can enforce / protect this with a custom scene hierarchy)
- made it put an "error" icon next to each gameobject that is affected by a current error.
- …etc
All massively useful stuff that helps hour-to-hour development, reducing dev time and cost.
It's all "possible" right now by writing lots of horribly ugly and longwinded boilerplae code, and using the antiquated Editor GUI API.
But to make it play nicely with the rest of Unity requires also hacking Unity API's for the various panels/windows, and detecting popups (and adding your own popup classes, since Unity keeps most of theirs private), and detecting drags that started in one panel but moved to another, detecting context-sensitive stuff that is not exposed by current API's, … etc.
A better List editor
The built-in sub-editor (like a PropertyDrawer – see below) is very basic – really a "version 0.1" interface.
There is a much nicer one, that does what most Unity developers need – but it's private and buggy (last time I tried, it corrupted underlying data. That's presumably why it's still private?)
@ShawnWhite The re-orderable, nicely rendered, editable List. (but @AngryAnt's is definitely a top-3 too)
— Adam Martin (@t_machine_org) June 30, 2016
Editor co-routines
Co-routines work perfectly in the Editor. (EDIT: thanks to ShawnWhite for the info): Unity doesn't use co-routines outside of runtime; what appears to use them is OS-provided multi-threading. Strangely, when using that, I haven't seen any of Unity's ERRORs that are usually triggered by accessing the Unity not-threadsafe code from other threads – something weird happening in the OS?
Why doesn't Unity support co-routines in the Editor?
I've no idea. There are many people who've re-implemented co-routines in editor, exactly as per Unity's runtime co-routines. As a bonus, you end up with a much better co-routine: you can fix the missing features. But there's some strange edge-cases, e.g. when Unity is reloading assemblies (which it does every time you save any source file), for a few seconds it presents a corrupt data view to any running code, and you if start running a co-routine in that time, it will do some very odd things.
Unity recently exposed some API's to detect if Unity was in the middle of those reloads, but last time I tried it I couldn't 100% reliably avoid them. An official implementation of Unity's own co-routine code, that was automatically paused by Unity's own reload-script code, would neatly fix this.
Until we have something like that, we're forced to write two copies of every algorithm (C# doesn't allow co-routine code to be run as a non-co-routine) so we can test in Editor, do level editing, debug and improve runtime features, etc … which is silly.
Stuff I CANNOT hack into/around
Unity is the only engine I've worked with where the core data structures and transformations are opaque, hidden, can't be extended, can't be debugged. Tragically: also has many missing features, bugs, and serious performance issues.
There are good reasons for why this remains in such a bad state (It's hard to fix. Meanwhile … it sort-of works, enough to write games in – you just have to occasionally write a lot of bad code, have to rewrite some ported libraries, have to know a lot of Unity-specific voodoo, etc).
But if it were exposed – we could (I would start on it tomorrow!) fix most of the problems. I've done proof-of-concepts with some terrifying hackery that show it's possible – and a lot of the architecture is well explored, other ways it can be implemented, that could be given to developers as options (some would work better for your game, others might not; but you could pick and choose).
It's too much to ask for (it intersects so much of the engine, and it would unleash a horror of potential bugs and crashes), but my number 1:
@AngryAnt @ShawnWhite **No. 1**: (but I know we won't get it ;)) Serialization. No more opaqued, invisible, non-extensible, broken types…
— Adam Martin (@t_machine_org) June 30, 2016
Callbacks for ALL core Unity methods
This sounds small but would have positive impact on a lot of projects.
c.f. my reverse-engineered callback diagram for EditorWindow in Unity:
…but we have the same problems for MonoBehaviour, for GameObject, etc. Not only are lifecycles poorly documented, but they're inconsistent and – in multiple places (c.f. above diagram "Open Different Scene") – they're not even deterministic! It's random what methods the Editor will call at all, let alone "when".
Under the hood there must be reliable points for doing these callbacks … somewhere.
Undo has never worked in Unity. The worst stuff I narrowed down to ultra-simple demos that Unity's own code was broken, I've logged bugs and Unity fixed them – but the current system is a horrible mess, much too hard to use. Many methods only randomly do what they're supposed to, and there's no way to debug it, because the internals are hidden.
If Unity exposed the actual, genuine, underlying state-change points, we could correctly implement editor extensions that support Undo 100%. I'd be happy to also use them to write an Asset that implements "easy to use Undo", based on how other platforms have implemented it (e.g. Apple's design of NSDocument is pretty clear and sensible, based on lists of Change Events).
Unity could then make "Undo that works" a mandatory requirement on the Asset Store. Currently it's listed as mandatory, but no Asset has ever been checked for it (so far as I can tell).
Not least because Unity's own code has had such problems supporting it!
PropertyDrawer: doesn't quite do what it claims to (yet)
Recall what I said above: most of the Editor GUI/UX itself "hasn't been improved for many years". Unity made it user-extensible/replaceable many years ago – so in theory you could update / replace whatever you want. There's a huge amount we've been able to update and customise (although it's very expensive in coding time, due to a lack of modern GUI API's, sometimes it's well worth it).
But you can only replace the Inspector for a particular Component/MonoBehaviour. You cannot say "I want to replace the Inspector for GameObject's that have Components X Y Z".
Worse, if you wanted to replace e.g. the part of the Inspector that automatically draws a Vector … you can't.
Unity had a great idea to solve one of these: Property Drawers. These would let you customise the rendering of sub-parts of an Inspector – the rendering of individual labels for member variables, list items etc.
IN THEORY this would let you write your own list-renderer that would work everywhere, and make lists very easy to use in the Editor – but only write the code once.
IN PRACTICE it was only implemented in a very basic way, and most of the things you want to use it for are blocked / inactive. There is NO WAY to fix this in user code.
(well, actually there is … c.f. . But this is a horrendous amount of work – AI's author did a Herculean task! – and means you'll never the benefit of future Unity UX / GUI updates, if there are any).
So: big upvote for exposing more of PropertyDrawer
@ShawnWhite Inheriting / extending built-in editors and drawers.
— Emil Johansen (@AngryAnt) June 29, 2016
How to fix: upgrading Apache to 2.4 / PHP 7 breaks WordPress
WordPress had a critical update recently, and I got tonnes of emails (one from each blog I run) demanding I upgrade NOW. So I did, and upgraded Apache to latest while I was at it.
Oh dear. All sites offline. First:
Unable to connect
…then, when I fixed Apache, I got:
"Your PHP installation appears to be missing the MySQL extension which is required by WordPress."
What happened, and how do I fix it?
Apache 2.4 upgrade is a bit dodgy in Debian
The Powers That Be decided to mess around with core parts of the config files. The right thing to do would have been to add some interactive part in the upgrade script that said: "By the way, I've made all your websites broken and inaccessible, because they need to be in a new subfolder. Shall I move them for you?"
Here's the reason and the quick-fix too
Apache 2.4 brings in PHP 7.0, replacing PHP 5
PHP 5 is old, very old. Historically, PHP has also been managed in a fairly shoddy manner, very cavalier with regards to upgrades, compatibility, safety, security.
So … the standard way to run PHP is to have a separate folder on your server for each "version" of PHP. Everyone does this; PHP is so crappy that you have little alternative.
But this also means that when Debian "upgrades" to PHP7, there is no warning that the new config file – speciic to PHP7 – has been created and ignores the existing config file
This is wrong in all ways, but it's forced upon linux user by the crapness of PHP. If PHP weren't so crap, we'd have a single global PHP config file – /etc/php/config.ini – and maybe small override files per version. But nooooooo – can't do that! PHP is far too crap.
(did I say PHP is crap yet? Decent language, great for what it was meant for – but the (mis)management over the years is truckloads of #facepalm)
So, instead, you need to copy your PHP5 ini over the top of your PHP 7 ini – or at least "diff" them, find the things that are "off by default" in PHP 7 but must be "on" … e.g. MySQL!
Enable them, e.g. change this:
to this:
…and restart Apache. Suddenly WordPress is back online!
/etc/init.d/apache2 restart
WordPress plugin: insert link to latest post (in category) on your menu
- Copy/paste this into your functions.php (TODO: convert it to a standalone php file, and make it into a plygin you can activte/deactivate)
- Create a new menu item of type "custom URL"
- Make your URL "http://#latestpost:category_name"
- where "category_name" is the name of the category whose latest post you want to link to
- Make the name whatver you want to appear on the menu
- Profit!
Based on an idea (with some upgrading + bugfixes for latest WordPress in 2016) from http://www.viper007bond.com/2011/09/20/code-snippet-add-a-link-to-latest-post-to-wordpress-nav-menu/
/** Adam: add support for putting 'latest post in category X' to menu: */ // Front end only, don't hack on the settings page if ( ! is_admin() ) { // Hook in early to modify the menu // This is before the CSS "selected" classes are calculated add_filter( 'wp_get_nav_menu_items', 'replace_placeholder_nav_menu_item_with_latest_post', 10, 3 ); } // Replaces a custom URL placeholder with the URL to the latest post function replace_placeholder_nav_menu_item_with_latest_post( $items, $menu, $args ) { $key = 'http://#latestpost:'; // Loop through the menu items looking for placeholder(s) foreach ( $items as $item ) { // Is this the placeholder we're looking for? if ( 0 === strpos( $item->url, $key ) ) { $catname = substr( $item->url, strlen($key) ); // Get the latest post $latestpost = get_posts( array( 'posts_per_page' => 1, 'category_name' => $catname ) ); if ( empty( $latestpost ) ) continue; // Replace the placeholder with the real URL $item->url = get_permalink( $latestpost[0]->ID ); } } // Return the modified (or maybe unmodified) menu items array return $items; }
Better than Civ6? Bookmarkable links for Civ4 mod: Master Of Mana sources
Master of Mana was a great game – much better than Civ5, and from what we've seen of Civ6, Firaxis is still playing catch-up in a few areas :).
The author has disappeared, and his website has been taken over by scammers (not even going to link it), but the community has kept going the SourceForge-hosted copy of the source and continues to update it. The files are ordered confusingly (inherited from previous projects, and Civ4 itself, which was mainly shipped as a commercial game, not as a moddable game!). Here's a few key links to find interesting / useful game-design gems:
- Folder with the XML files from community's updated Civs, Techs, Units — all the game stats
- Folder with all the C/C++ source code (only needed for major game-changing mod features)
- Folder with most/all the custom Python scripts for the MoM civilizations (i.e. where 95% of Master of Mana is implemented)
- Base definitions of all the customized Civilizations (Their starting techs, their heroes, the units they start with, which units they can/cannot build or have special versions of, etc)
- Definitions of all the special buildable city-buildings in the game
The age-old question of Civ games: Roads and rivers in center of tiles, or edges?
|Centers of tiles
|Edges of tiles
Pros and cons
- Centers gives you STRAIGHT things (on a hex grid, it's the only way to get straights!)
- Roman Roads
- Canals
- Large rivers
- Edges gives you meandering things (on a hex grid, centers only give wiggles at very large scale)
- River valleys
- Realistic medieval roads
- Modern roads in mountains and hills (tend to wiggle crazily)
- Movement is simplified with centers: If you're on the tile, you're on the road/river
- Inhibition of movement is simplified with edges: Civilization games have traditionally given a move penalty AND a combat penalty to any tile-to-tile move that crosses an edge containing a river
My leanings…
One thing in particular that struck me from looking at the pictures:
Straight roads look so terrible that every single Civilization game since Civ1 has artifically wiggled them when rendering!
In particular, with 3D games (Civ4, Civ5 especially) this actively damages gameplay – it's much too hard for the player to see at a glance which tiles are connected by roads, and to what extent. So much so that they cry-out for a "disable the wiggling effect on road-rendering" setting.
Also: I'm happpy to solve the "movement" problem by saying that if you're in a tile that borders a road or a river, you are assumed to be "on" that road/river, with special-case handling under the hood that handles cases where two roads/rivers border the same tile. It increases the connectedness "for free" – but that's how Civ games tend to do it anyway: encourage the player to put roads everywhere!
Thoughts on a postcard…
#unity3d remove yellow warnings you don't need #unitytips
Warnings are very, very important in any compiled language: they tell you that the computer has checked your code and realised you "probably" created a bug; they even tell you something about what the bug might be.
..but the computer isn't sure – if it could be sure, it would be a compiler Error (in red). So (in Unity) it's yellow, and "optional". But in those cases where it's not a bug – and you know it! – it's very annoying. Most IDE's let you turn them on and off, Unity doesn't … here's how to fix it.
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Simple #civ5 clone in Unity: hexes, movement, unit selection
Current features
commit 26eafb7865965fd5ef5ee3ad4863f00acf8d10a2
- Generates hexes landscapes, with heights (Civ5 bored me by being flat-McFlat-in-flatland)
- Every hex is selectable, using custom fix for Unity's broken mouse-click handler (see below)
- Any object sitting on landscape is selectable (ditto)
- Selected units move if you click any of the adjacent hexes (shown using f-ugly green arrows on screenshot)
The green "you can move here" arrows look like spider-legs at the moment. #TotalFail. Next build I'm going to delete them (despite having spent ages tweaking the procgen mesh generation for them, sigh) and do something based on wireframe cages, I think.
I started with simple prototyping around hexes, but soon found that it's worth investing the time to implement all the primitives in Amit's page on Hexagon grids for games: http://www.redblobgames.com/grids/hexagons/
In practice, especially the ability to create a class that lets you do "setHex( HexCoord location, GameObject[] items )" and "getContentsOfHex( HexCoord location )" and things like "getNeighboursOf" … is very rapidly essential.
Mouse clicks in Unity
IMHO: work pretty badly. They require the physics engine, which – by definition – returns the WRONG answer when you ask "what did I click on?" (it randomises the answer every click!). They also fundamentally oppose Unity's own core design (from the Editor: when you click any element of a prefab, it selects the prefab).
So I wrote my own "better mouse handler" that fixes all that. When you click in scene, it automatically propagates up the tree, finds any listeners, informs them what was clicked, and lets you write good, clean code. Unlike the Unity built-in version.
Procedural meshes for arrows
With hindsight, I should have just modelled these in blender. But I thought: I want a sinusoidal curve arrow; how hard can it be? I may want to animate it later, by destroying/adding points – that would be a lot of work with Unity's partial animation system (it's great for humanoids, less great for geometry) – but animating points in a mesh from C# code is super-easy.
In the end, I spent way too long tweaking the look, and on having 2-sided polygons that broke the Unity5 Standard shader by being too thin (on the plus side: I now know what that mistake looks like, and I'll recognize it in future Unity projets. It has a very peculiar, unexpected, look to it).
I should have just made them in Blender, and – if I got as far as wanting to animate them – re-modelled in source code later (or found a "convert blender file to C vertices array" script, of which I'm sure there are hundreds on the web. Doh!
Office suites (Word, Excel, Apple, Google) in 2016: Power-user experience
Every week, I have to use six different Office Software Suites:
- At school: Microsoft Office 2013
- At university: Microsoft Office 365
- At work: OpenOffice
- At home: LibreOffice
- Everywhere: Apple Keynote
- Everywhere: Google Docs
As an expert computer user (former SysAdmin), I'm often asked for help by people with non-computing backgrounds. When they see how many different suites I'm using, they're … surprised, to say the least. Here's a quick snapshot of what and why.
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What makes a great #Unity3d asset? Which do you recommend?
Unity is still the only major game-engine with an effective, established Asset Store. This is an enormous benefit to game developers – but do you feel you're making full use of it?
I've bought and used hundreds of Unity plugins, models, scripts, etc from 3rd parties. I've found some amazing things that transformed my development.
TL;DR: please share your recommended assets using this form: http://goo.gl/forms/G3vddOdRL3
Things we want to improve
This is a shortlist; if you've got areas you want to improve, please add a comment.
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Which languages need Entity Systems libraries right now?
A few months ago I ran a survey to find out which programming-languages people were using with Entity Systems:
I'm about to publish a Patreon article on Entity Systems (here if you want to support me), but I wanted to put something up on my blog at the same time, so here's a quick look at the stats.
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LFG: I'm looking for CTO/TechDirector/Head of Mobile/Consulting roles in CA, TX, London, and Asia
TL;DR: experienced CEO/CTO/TechDirector with long background in programming, sales, and business management (Corporate, iPhone/Android, Games, Education) looking for strategic roles in USA, UK, and Asia.
After a year-out to do a post-graduate degree in Education, I'm looking for something new and exciting to do next. My primary goal is to boost a company or team rapidly and show significant outcomes – increased revenue or other KPI's – either through Consulting or full/part-time senior leadership.
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Trying to paint an in-editor Mesh in #unity3d: harder than you'd expect
A modest desire
The red pyramid in this image is a custom handle (3D) that you can grab, drag, and move around the screen. When it touches another GameObject, it finds any Sockets on that object, and attempts to rotate + move + scale the first object so that they connect together, like magnets.
Improved interactive GUI for Snap-and-Plug (glue/vertex snapping for complex objects in #Unity3d) #screenshotsaturday
Some screenshots from today's improvements. I'm moving gradually towards releasing version 2. Shortlist of changes/improvements below…
|From this mess … to this:
|Building some odd machines to test it works:
Features and fixes recently added
- Use shaded, materialed meshes for in-editor handles, instead of flat ugly rectangles and tris
- Click/tap a socket's handle to directly select it in the Scene view
- Meshes are resized to fit the user-selected "socket size" variable
- Only handles that are facing you are rendered; HUGE improvement for complex levels/machines/buildings/etc
- Only handles you can see are clickable/draggable; HUGE improvement for complex scenes (where accidental clicks happened too often!)
An easy "solution" to the pre-owned games problem that's destroying #gamedev
In case you weren't aware, in a nutshell:
- Dev writes game, gets share of profits when sold
- Publisher manufactures game ($10 loss)
- Publisher sells game to retailer at $30 ($20 profit)
- Retailer sells game to public at $60 ($30 profit)
Making a night-vision shader for animals in #unity3d
In the FPS roguelike I've been working on, a core feature is that each ability modifies how you interact with the world – you see things differently, you move differently, etc.
Night Vision
I'm working on a tiny level demo to show some of my ideas together. I want one character that can see in the dark, something like the "InfraVision" of D&D.
- Character can see independent of the existence of lights in scene
- Vision is imperfect, significantly weaker than daylight vision, in terms of details, colours, etc
- Vision enables easy location + identification of other creatures
Here's my orc (a test avatar I already had) sitting on top of a building:
Step 1: cancel the lighting
We use Unity's "GetComponent
[ContextMenu("Enable dark vision")] public Shader shaderDarkVision; public void Start() { if( shaderDarkVision == null ) shaderDarkVision = Shader.Find("Unlit/Texture"); } public void EnableDarkVision() { GetComponent<Camera>().SetReplacementShader( shaderDarkVision, "" ); }
Step2: Add a vignette to nerf it
I want the DarkVision to be significantly less perfect than daylight vision, so let's add a simple vignette (Unity has downloadable examples of this shader in their docs, but I only found it after I'd got mine working!).
This took me a long time to get working, just to get accurate screen-positions of shader pixels – so much of Unity's semi-proprietary Shader language is still undocumented, after many years. I knew all the maths, and had implemented the effect in OpenGL / GLSL in minutes, but it took an hour or so in Unity. And once it was working, I got sidetracked in tweaking the exact curve of darkness of vignette.
Step3: Convert to grayscale (infravision should be colourblind)
This was easy – simply average the r/g/b components of your Color, somethign like:
avg = (color.r + color.g + color.b ) / 3f; color = float4( avg, avg, avg, color.a );
Step 4: several hours of experimenting with wild effects
I had some problems with this:
- It was too easy to see "everything"
- With no lighting-calcs, it was fugly
- With no lighting-calcs, it was VERY hard to do depth-perception. In a complex street, you got lost trying to tell which objects were near, far, blocking your way, or not.
- WAY too much detail on the textures is showing through: DarkVision should lose most detail, while keeping overall shapes clear
Here's some of the things I tried and discarded. Note how the screenshots are from many positions – I ran around a lot, testing how effective the different shaders were for hunting a quarry (or fleeing an angry mob of AI's).
Step5: FAILED: use depth-buffer shading
Unity staff: please write clear, correct, up-to-date documentation on depth-buffering as supported (or not) by your proprietary Shader Lab language, and with clear details on how this works in Unity5, not some hand-waving Unity4-maybe-Unity5-not-sure gumph.
I simply couldn't get it to work. Using the proprietary built-in depth-buffer samplers either failed outright (0.5 across the sampler), or gave bizarre results.
Rumours suggest that we have to write 3 shaders: 2 for your proprietary system, and a third where we re-implement depth-buffer access by hand. This seems to me unlikely – I am sure Unity can handle that for you. This is the kind of feature that Unity's ShaderLab does well (but no-one documents, and so it goes under-used by devs).
When you find or reverse-engineer instructions, ShaderLab is excellent. It's such a pity that so often … you can't.
Step6: Combine object-normals with plain greyscale
Ultimately, I fell back on "Fine, I'll use the most basic bits of Shaders that even Unity can't make confusing" – object normals. I faked shading Old Skool: each surface is darkened by dot-producting the forwards vector ( which by definition is (0,0,1) after the MVP multiplication stage) with the normal vector. That gives a float from 0 to 1, showing how much the surface is facing towards/away from the viewer.
I'm not delighted with this – it's not quite the effect I was aiming for (I REALLY wanted to wipe more of the diffuse detail, but…). However, it does work quite nicely, and for now it's more than good enough.
Benefits of final version
Here's why I like it:
- Runs 100% independently of my main lighting – I never have to re-write it when changing lighting.
- Provides huge advantages at night time, or in low-light situations. More so the less lighting there is
- Provides depth-cues to the player, so that running quickly through streets (or tunnels) is still pretty easy to do
- Limits the over-powered nature by cutting down peripheral vision
- Runs very fast on GPU, despite crappy hand-written shader code (mostly because it doesn't use any lighting calculations)
Survey: which language(s) do you use along with an #entitysystem in #gamedev?
A lot of us have been looking at alternative engines recently, and for me the biggest challenge is that the intersection between "game engine I can use easily" and "programming language I am willing to use" is quite small.
That got me thinking: if you started a new commercial ES today, what language does your audience want?
FYI: I picked the top 10 global languages by popularity, and then cherrypicked from the next 50 or so on http://sogrady-media.redmonk.com/sogrady/files/2015/07/lang-rank-615-wm.png – favouring ones where I have met people that I know are using them in gamedev today.


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Tax & Legal - Avvocato - In House - Milano e provincia
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qThis book provides relevant theoretical frameworks, latest empirical research findings, and practitioners' best practices social knowledge, for improving understanding of the strategic role of social knowledge in business, government, or non-profit sectorsq--Provided by publisher.As of Summer, 2007, Virgin USA acquired a majority stake in Circle Lending, which was allowed Virgin USA to launch and white label new financial service offerings. The first Canadian company to enter into this business ... The most visible Virtual World testing these new frontiers is Second Life, which has already attracted over 300 of the worlda#39;s tier one brandslike: CNN, General Motors, IBM, Microsoft, Nike, Nissan, Vodofone etc. Outlined in this next section is a summary of the mostanbsp;...
|Social Knowledge: Using Social Media to Know What You Know
|Girard, John P.
|IGI Global - 2010-12-31


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Pick Your Poison
Written by Lauren Child
Part of the Ruby Redfort Series
Lovereading4kids Price £5.59
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One of our Books of the Year 2016 | May 2016 Book of the Month You've got to be really smart to keep up with 13 year old secret agent Ruby Redfort, as her enemies know to their cost. There are multiple strands to her new adventure, which involves some deliciously clever dead-letter drops, double-crossings galore and a series of Snow White-inspired poisonings. Ruby of course takes it all in her stride, though she does have to brush up her Kung-Fu! Ruby is far and away the coolest, sassiest sleuth around and her deadpan dialogue gives the books a very distinct and satisfying flavour. Extra treats for her devotees in this volume include four-dimensional codes set by Marcus du Sautoy no less. Yep, Ruby is in a class of her own. ~ Andrea Reece
For those looking for more mysteries to solve, Robin Stevens's Murder Most Unladylike series should fit the bill, while Lemony Snicket's All the Wrong Questions series matches the books for cleverness and humour.
Reader Reviews
Kids love to read and so in addition to our Lovereading expert opinion some of our Lovereading4kids Reader Review Panel were also lucky enough to read and review the first title in the series, Look Into My Eyes. You can read their full reviews here.
- Cara, age 9 - 'Ruby Redfort is very Adventurous, and I think it's cool with all the codes that Clancy and Ruby made up.'
- Katherine Sheldon, age 12 - 'All in all an amazing book which kept me turning the pages until a fantastic ending, can't wait to read the next one!!'
- Lucy Evans, age 8 - 'My mum got so annoyed when I was reading it, because I never wanted to put it down, not even to go to bed!'
- Natalie Hunter, age 12 - 'I really love Ruby Redfort and enjoy the mystery. I think the characters individual personalities are brilliant. I also like how the main character though super smart, acts like your average 13yr old.'
- Rose Heathcote, age 15 - 'This is a cleverly written mystery book, the casual remarks made throughout are important in solving the mysteries, this is what really draws you in and keeps you engaged all the way through.'
- Year 6, Freegrounds Junior School - 'We read this book as a class and loved it - we almost couldn't put it down...Loved the book, great main character and fast plot.'
- Jessamyn Doore, age 16 - 'Saw this and was reminded of my Clarice Bean reading days. Just had to give it a go and was so glad I did. Ruby Redford is great!'
- Hannah Pendel, age 10 - 'Hold onto your hats, Ruby has been recruited for spectrum. A secret spy agency hidden from the world. Is she really capable of saving gold - but is it the gold that needs saving?'
- Lily Boniface, age 15 - 'This is the best adventure book I have read in a long time. It had just the right amount of 'on the edge of my seat' suspence and mystery to keep you guessing.'
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Win a SIGNED hardback copy of Ottoline and the Purple Fox!
We are giving away 3 signed hardback copies of the fourth Ottoline adventure written and illustrated by Chris Riddell, Ottoline and the Purple Fox.
To have a chance of winning one of these great prizes, click the button below. Please note that this draw is open only for UK residents and is free to enter, multiple entries from the same email address will only be counted once.
Draw closes on 5 December 2016. The winners will be notified by 16 December 2016 and you should have your prize in time for Christmas!
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Pick Your Poison by Lauren Child
Ruby Redfort: undercover agent, code-cracker and thirteen-year-old genius - you can count on her when you're between a rock and a hard place. There's a lot to lose sleep over in Twinford: there's the snakes and the bivalves, but they aren't half as poisonous as the rumours. With so many twists and turns it's hard to know who to trust, particularly when no one trusts you. Will Ruby make it out in one piece? Well, happy endings are for fairy tales, bozo.
Find out all the confidential information about Ruby Redfort at her own website rubyredfort.com
or her facebook page facebook.com/rubyredfort
Praise for Ruby Redfort
'This is a marvellous romp of a book, packed with action, villains, eccentric and embarrassing parents, superb gadgets and some perplexing codes.. Child excels at creating rounded central characters full of spiky defiance, wild imagination and touching loyalty to friends, and supports them with a thrilling cast of adversaries.' Daily Mail
'The new Ruby Redfort book is utterly exceptionordinarily brilliant' - Clarice Bean
'Lauren Child has put imagination and fun back into the real worlds of childhood.' - Julia Eccleshare, The Guardian
'Lauren Child is so good it's exhilarating' - The Independent
'Lauren Child is a publishing phenomenon' - Observer Magazine
Praise for Clarice Bean, Don't Look Now:
'Both hilarious and moving - this is going to be a huge hit.' - Guardian Books Supplement
'combines Lauren Child's inimitable style and wit' - Sunday Post
About the Author
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Book Info
528 pages
Interest Age: From 9
Lauren Child
More books by Lauren Child
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HarperCollins Children's Books an imprint of HarperCollins Publishers
Publication date
5th May 2016
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We love Lovereading4kids because it promotes reading choices, new authors and a sense of community for children of all ages!Rachel Bridgeman
I love all the books they recommend & put up for me to review. I also love the fact that they give new authors the chance to share their booDaisy Pennock – age 15
I love Lovereading because I often never know what to read and this helps you find a good book. I have recommended this to many people.Shannon-Louise Masters – age 15
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Summer Olympics Activity Book
This fantastic book features activities and worksheets sure to get you into the Olympic spirit!
See this in the Set
The Learning Resources You Know & Love Now in New Guided Lessons!
Designed by curriculum experts, our comprehensive lessons put kids on a fun & engaging path of learning.
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Hotels near Beaumont Lighthouse
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Hotels within 3 miles of Beaumont Lighthouse
- Most bookedDomaine de La Grande Motte
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"A lovely place and very friendly owners. The room was great and just what we were looking for. My only concern was that there was no indication of the cost of the breakfast and so 21 euros for the two of us was a bit of a shock. So saying it was a nice breakfast."
A Traveller, Jan 2016, GB
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"Pleasant stay in a chateau. Hostess was attentive. Room spacious and renovated bathroom is always a treat in old buildings. Dinner in house was excellent. Breakfast room was charming and substantial. Wifi very iffy, but we are in the sticks."
A Traveller, May 2016, AU
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A Traveller, Jun 2016, GB
Hotels within 8 miles of Beaumont Lighthouse
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Hotels within 10 miles of Beaumont Lighthouse
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"The room was enormous and we had a garden overlooking the Lot River. Everything was provided. However the wifi was not very good and the staff even lent us their computer but the wifi still faded a lot of the time. The restaurant was closed which was a little disappointing as we really wanted to ..."
A Traveller, Sep 2015, AU
Hotels within 11 miles of Beaumont Lighthouse
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"The approach to the hotel/chateau is breathtaking. The building is truly amazing with views over to the river. Stayed here for two nights with friends. The food was excellent, albeit expensive. Spent the second afternoon luxuriating by the pool and spa. Bedrooms and bathrooms were lovely and oh s..."
A Traveller, Jun 2016, GB
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"you will never get anything from any other hotel that you are able to experience here. they are just much more than super wonderful. felt so warm feel as a friend or family more than a guest of a hotel. tour organized for me and also pick to and from the location as i do not have a car, even g..."
A Traveller, Oct 2016, HK
Hotels within 13 miles of Beaumont Lighthouse
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"Spacious room and modern shower room.Home baked food. Free wifi. Friendly and very helpful owners. Quiet setting and covered car parking. Swimming pool and sun beds......Perfect"
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Hotels within 14 miles of Beaumont Lighthouse
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"It was a pleasure to stay at Domaine La Fontaine, with very friendly, welcoming hosts in Marc & Jacqueline. The property itself is furnished with a rustic mix of antique furniture adding to the feel of the place, with the bathrooms having a modern design. "
A Traveller, Jun 2016, GB
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Hotels in Saint-Fort-sur-Gironde near Beaumont Lighthouse
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Shield Life
Shield Life TheraBelt Magnetic Infrared Back Warmer$167.00
The Shield Life TheraBelt Magnetic Infrared Back Warmer is an exceptionally designed therapy device developed to virtually eliminate harmful Electromagnetic Fields (EMFs) around the body. Electromagnetic Interference and EMFs are concentrations of electromagnetic waves emitted from common household electrical currents and appliances and can increase health risks. Clinical and Government studies find prolonged exposure to EMFs can lead to life-threatening and debilitating illnesses.Learn More