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Mother of two spectacular girls, born mid-2010 and late 2012
This thread reminded me~ Did you know they actually make musical Spongebob rectal thermometers? Really.
Yeah, I remember being about the same age and laying on a bed getting a rectal temp too. It really was not a big deal for me either. I'm kind of surprised at all the shock and horror expressed by some at the mere thought of it. I mean much bigger things come out of there . I don't see how maybe half an inch of a skinny little thermometer with a little Vaseline on it is such a big deal. Of course there are other options out there now which is great, but really a rectal thermometer is not torture or anything.
I don't ever use rectal thermometers. Specific temp really doesn't matter that much.
I use an ear one or a temporal one (forehead)
* Regular glass underarm thermometer– this seemingly "old fashioned" method is still probably the most accurate, although difficult to do with a crying, squirming child. Try to hold in place for 3 minutes, making sure the tip is deep in the soft underarm skin.
* Ear thermometer – this quick and easy method has become more popular. The accuracy of these thermometers varies, however. One ear may read 98, the other 103. Which do you believe? If it reads close to normal, then it's probably true. If it reads 103 (39.5 Celcius) or greater, you may want to confirm this with a glass under thermometer! Readings between 99 and 102 (37.2 to 38.9 Celcius) are more reliable.
* Rectal glass thermometer – this method should only be used for newborns through age 3 months since accuracy is crucial for this age. Gently insert the thermometer approximately ½ inch into the anus and hold in place for 3 minutes.
* Digital thermometer – these are oral, underarm or rectal. They are much faster than a glass thermometer, although you do lose some accuracy as with the ear thermometer.
Most of the things I remember from the age of 4 or 5 were pretty BIG deals, for them to be etched in my memory still today, at 30. First day of kindergarten, the time the babysitter threw me in a bath tub of cold water because I was throwing such a fit... And, I have an awful memory of a female doctor putting her finger in my rectum without warning. That is a very sensitive area, and for a child who has no previous experience with anything going IN there, it was traumatic. I believe I have been (subconsciously) battling anxiety with doctors ever since. It was awful.
Honestly, from my point of view, I am kind of surprised that anyone out there would still think it was necessary to insert a thermometer in their 4-year-old's rectum. There are so many other options out there now... And we know that the fever is a completely normal bodily function that serves a very important purpose... So "WHY the need to know an EXACT number?" I guess is my line of thinking.
Could you give an example of when it would be important? That doesn't mesh with anything I've read.
(other than *if* an under 3 mo old is running fever...)
|Here are the situations that usually warrant an urgent call to your doctor. If none of these fit your current situation, then you probably don't need to page your doctor. Follow our treatment advice below and call your doctor during office hours.
If your child of any age has one or more of the following symptoms, you should probably call your doctor right away:
* High fevers of 104 (40 Celcius) or higher that don't come down to 101 or 102 (38.3 to 38.9 Celcius) with the treatment measures below.
* Lethargy – this means more than your child just isn't acting right or laying quietly in your arms. Lethargy actually refers to your child being limp, lifeless, unresponsive, or won't make eye contact.
* Irritability - this means more than just fussiness. A truly irritable child will cry for hours with minimal verbal interaction, and is almost impossible to console.
* Meningitis – symptoms are high fever, stiff neck or pain in the back of the neck, vomiting, headache, bright light hurts the eyes. Before paging your doctor, you should also look up any other symptoms your child has, such as cough, vomiting, rash, etc and read those guidelines to determine your best course of action
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- Boned
- Boned Boned, a.
1. Having (such) bones; -- used in composition; as,
big-boned; strong-boned.
[1913 Webster]
No big-boned men framed of the Cyclops' size. --Shak. [1913 Webster]
2. Deprived of bones; as, boned turkey or codfish. [1913 Webster]
3. Manured with bone; as, boned land. [1913 Webster]
The Collaborative International Dictionary of English. 2000.

subset: commoncrawl


text:
Amsterdam Miami World Tour Juneau Caïro Athene Kaapstad Madagascar Barcelona Rome Parijs Londen New York Tokyo Peking Sint Petersburg New Delhi Rio de Janeiro Sydney Introduction Our story is about 4 friends and we would like to see the world. Our names are: Demi, Megan, Maisie, and Jessica. We are sixteen years young, and we're from the English highschool. We all have some characteristics; Desi is restless, pigheaded and a little bit stupid. Megan is pigheaded and restless too and she is a little bit crazy. Maisie is restless too and she is very smart and friendly. Jessica is restless too and she is a very good friend and a little bit smart. We are students and we have an apartment in England. The situation at home is very good. Our mission is that we go on a world tour because we want to see the world. Our final destination is Amsterdam again. Here are some pictures of us: Megan Maisie Demi Jessica Where are we going?
a. To the canals
b. Van Gogh museum
c. Madame Tussauds Where are we going?
a. London Eye
b. Tower Bridge
c. Big Ben Where are we going?
a. The Norther Lights
b. Polar bears
c. Eskimos Where are we going?
a. Empire state building
b. Times Square
c. States of libarty Where are we going?
a. South Beach
b. Freedom Tower
c. Little Havana Where are we going?
a. The carnaval
b. Cristo Redentor
c. Estádio do Maracanã Where are we going?
a. Cape Point
b. The haven
c. Company's Gardens Where are we going?
a. The cinema: Madagascar
b. A national park
c. To dive Where are we going?
a. Bondi Beach
b. Harbour Bridge
c. Opera House Where we going?
a. Harajuku
b. Golden pavilion
c. Izu Where are we going?
a. The Forbidden City
b. The Lama Temple
c. The Chinese Wall Where are we going?
a. India Gate
b. Red fort
c. Humayun's Tomb Where are we going?
a. The Nile river
b. The pyramid of Cheops
c. Citadel Where are we going?
a. The Winter Palace
b. Aurora
c. Palace Square Where are we going?
a. Akropolis
b. Syntagma plaza
c. Ward Plaka Where are we going?
a. Forum Romanum
b. The Colleseum
c. The Tower of Pisa Where are we going?
a. La Rambla
b. Sagrada Familia
c. Barri Gotic Where are we going?
a. The Eiffel Tower
b. Notre Dame
c. Basilique du
Sacré-Coeur The End This was our game. We have gone through a lot, and also many obstacles to overcome. Thankfully, that worked. We have learned a lot. Above all that we need each other in order to continue. GAME OVER
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text: The parents of a boy diagnosed with a rare, fatal disease make it their mission to find him a cure in this moving drama based on a true story. Lorenzo Odone is a playful young boy when his nervous system comes under attack. A doctor quickly confirms his parents' worst fears--their son has a rare gen…Read More


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Sermons on Hezekiah
Our sermon ideas for Hezekiah will help you preach a powerful message. Prepare your messages about Hezekiah with sermon outlines or an entire sermon series.
Hezekiah Sermon Outlines
Hezekiah, God's Man of the Hour by Dan Rodgers
Hezekiah was 25 years old when he became Judah's 13th king. You will remember that Israel had been divided since the death of King Solomon. Ten tribes had followed Jeroboam, and two tribes: Judah and Benjamin, had followed Rehoboam, Solomon's son. Worse than their division, as bad as it was, was their rejection of God...( Read More )
The Amazing King Hezekiah by Ernest L. Easley
It's good to be back on the campus of Southwestern Seminary. I know that when I am here, that I am among friends. And I thank God for our President ... Dr. Hemphil, as he continues to lead our school and students to be Bible-believing, Bible-preaching, soul winners! Well, if you have your Bible with you this morning, join me in the Old Testament book of 2 Kings...( Read More )
Living a Life That Counts by Robert Walker
The longtime missionary to Zaire is still living today and loves to tell this story. "A mother at our mission station died after giving birth to a premature baby. We tried to improvise an incubator to keep the infant alive, but the only hot water bottle we had was beyond repair. So we asked the children to pray for the baby and for her sister. One of the girls responded, 'Dear... ( Read More )
Time of Testing (8 of 8) by Jeff Strite
We often get the impression that when we belong to God, the road will be smooth. Kind of like getting in our car and driving down a superhighway with no obstacles in sight. But in reality, life with God is often more like the roads we encounter around here...( Read More )
Hezekiah: A Great Man by Jesse M. Hendley
We are going to take up today the study of a marvelous man, one of the greatest men in God's blessed history. You know, we have what we call profane history, and then spiritual history. It is wonderful to come to the Bible and see the history God has written down. What a wonderful man was Hezekiah! The other day in my devotionals I was reading the passage...( Read More )
Fought the Enemy (4 of 6) by Dennis Marquardt
While revival is a wonderful time of bliss and returning to God, it is not just a time of ease! Returning to God means Rebelling against the Enemy! A time of revival does not take us out of battle; it puts us energized into battle! In this sense a revival is a time of refreshing in the Spirit and resisting Satan! Revivals don't end our problems, nor eliminate...( Read More )
The Power of Prayer and the Problem of Pride (3 of 3) by J.D. Greear
Well, what really happened "next" with Hezekiah? It's really interesting, and really instructive for us…because how Hezekiah's life turns out after a great start, shows us the potential our lives can have-both for good and bad. 2 Kings 19-20:2 Kings 19 records the story of the greatest battle that never happened. Sennacherib was the wicked king of Assyria...(worst name: snack of ribs). Assyria, which he ruled, was also really...( Read More )
Hezekiah - King Who Prayed the Wrong Prayer (12 of 14) by Jerry Vines
Second Chronicles 29, beginning with verse 1, introduces us to this Old Testament Bible character, Hezekiah. He began to reign when he was five and twenty years old. He reigned 29 years in Jerusalem. His mother's name was Abijah, the daughter of Zechariah. God used King Hezekiah to lead one of the greatest revivals ever recorded for us in the Old Testament times. It was also a result of the...( Read More )
Hope in the Hard Place of Sickness (1 of 4) by Joe Alain
Sickness and the suffering that accompanies it is universal. All of us are touched by sickness either directly or indirectly. Sickness happens because we live in a fallen world (cf. Rom. 8:18-ff.). We know people who are hurting. Each week we hear of family members and friends dealing with illnesses. Our prayer lists seem to get longer...( Read More )
The Prayer of Hezekiah (10 of 13) by Clarence E. Macartney
In one of our bookstores, looking for a New Year greeting card, I picked up a card with this wish printed on it: ''May the New Year bring to you nothing but laughter and sunshine.'' I gathered up some of the cards, intending to purchase them; but upon second thought, I left them and chose others. Could I really wish for my friends that the year would bring to them nothing but sunshine...( Read More )
Sermon Media on Hezekiah
Video Illustration
Sermon Slides
Motion Background
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Home - Park Productions
Ending Mission is a 1 to 4 player co-operative space battle tile game.
Battle as a Squadron. Protect the Gauntlet.
Earth's Gauntlet transporter is under attack. The Defender
squadron Tempest jumps into battle with the Invaders. With
critical supplies and leaking volatile fuel these vital transporters
must be escorted home in a never ending mission.
Available from
The Game Crafter


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Grilled Mozzarella and Spinach BLTs
READY IN: 25mins
Recipe by cooking_with_gass
I'm putting this here so I don't lose it!
Top Review by petenjess3
OMG! These were soo good! Seriously. I used pepper bacon and after assembling the sandwiches, just grilled them like normal grilled cheese. My boys really loved these. Great way to get them to eat spinach too! We all could've eaten four more they were so good! Great recipe! I'm keeping this one! Thanks for posting it!-Jessie Wing
See Discussion:1 Review
Ingredients Nutrition
- 12 slices bacon
- 1 medium garlic clove
- 3 cups lightly packed Baby Spinach
- kosher salt or pepper
- 8 slices bread (I prefer wheat)
- 8 ounces fresh mozzarella cheese, sliced
- 1 large tomatoes, sliced and cored
- 1 tablespoon extra virgin olive oil
Directions See How It's Made
- Working in batches, cook the bacon in a 12-inch skillet over medium heat until crisp, about 8 minutes per batch. Transfer to a paper-towel-lined plate and drain off all but 1 Tbsp of the fat. Return the pan to medium heat, add the garlic, and cook until fragrant, about 30 seconds. Stir in the spinach and cook until just wilted, about 30 seconds longer. Season to taste with salt and pepper.
- Heat a panini or sandwich press according to the manufacturer's instructions. (Alternatively, heat a nonstick grill pan over medium-high heat.).
- While the press is heating, arrange the spinach on 4 pieces of the bread. Top each with some bacon, mozzarella, and tomato, sprinkle lightly with salt, and complete each sandwich with a slice of the remaining bread. Brush both sides of the sandwiches with the oil.
- Put the sandwiches on the press, pull the top down, and cook until browned and crisp and the cheese is melted, 3 to 6 minutes, depending on how hot your machine is. (If using a grill pan, put a heavy pan on top of the sandwiches and cook, turning the sandwiches over once). Carefully remove from the press and serve.
- *For faster and less splattering you can make the bacon in the microwave, I prefer to cook it on the stove but it's up to you. Enjoy.


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Provider Name: ACHTERHOF HEALTHCARE PHARMACY, LLC
Doing Business As: MANAGED HEALTHCARE PHARMACY
Classification: Durable Medical Equipment & Medical Supplies - 332B00000X
Entity Type: Organization
Address: 1750 WILLOW CREEK CIR EUGENE, OR ZIP 97402
Phone: (541) 744-1641
ACHTERHOF HEALTHCARE PHARMACY, LLC is a healthcare provider in Eugene, OR.The provider is a supplier of medical equipment such as respirators, wheelchairs, home dialysis systems, or monitoring systems, that are prescribed by a physician for a patient�s use in the home and that are usable for an extended period of time. ACHTERHOF HEALTHCARE PHARMACY, LLC NPI is 1225022841. The provider is registered as an organization entity type. The provider Is Doing Business As Managed Healthcare Pharmacy.
The provider's business location address is:
1750 WILLOW CREEK CIR EUGENE, OR ZIP 97402-152 Phone: (541) 744-1641
The provider's authorized official is Randall Scott Klemm . The authorized official title is Operations Manager and has the following contact phone number (541) 744-1641.
The enumeration date for this NPI number is 9/9/2005 and was last updated on 1/27/2016.
The NPI record includes the healthcare provider taxonomy classification, state license number and state of licensure. The following information regarding the scope of practice of this provider is available:
What is NPI?
NPI stands for National Provider Identifier. The NPI is a 10-digit identification number that is completely unique. The NPI number by itself does not contain any identifiable information such as a provider's speciality or location. The NPI is assigned to individuals or organizacions for their lifespan and it is independent of key provider information type updates like a change of practices, location or speciality.
All materials and services on this site are provided on an "as is" and "as available" basis without warranty of any kind. The NPI record is maintained by the National Plan & Provider Enumeration System (NPPES) and anyone may request this information and other NPPES health care provider data from HHS under The Freedom of Information Act (FOIA), Title 5 of the United States Code, section 552. To update the NPI records please contact the NPPES.


text:
Genetic diversity and drug resistance among newly diagnosed and antiretroviral treatment-naive HIV-infected individuals in western Yunnan: a hot area of viral recombination in China
HIV and co-infections
The emergence of an HIV-1 epidemic in China was first recognized in Dehong, western Yunnan. Due to its geographic location, Dehong contributed greatly in bridging HIV-1 epidemics in Southeast Asia and China through drug trafficking and injection drug use; and also extensively to the HIV genetic diversity in Yunnan and China. We attempt to monitor HIV-1 in this area by studying the HIV-1 genetic distribution and transmitted drug resistance (TDR) in various at-risk populations.
Blood samples from a total of 320 newly HIV-1 diagnosed individuals, who were antiretroviral therapy (ART)-naive, were collected from January 2009 to December 2010 in 2 counties in Dehong. HIV-1 subtypes and
Among 299
Our work revealed diverse HIV-1 subtype distributions and intersubtype recombinations. We also identified a low but significant TDR mutation rate among ART-naive patients. These findings enhance our understanding of HIV-1 evolution and are valuable for the development and implementation of a comprehensive public health approach to HIV-1 DR prevention and treatment in the region.
Dehong prefecture is located in western Yunnan bordering northern Myanmar. It is in a key position along the drug trafficking routes from Southeast Asia's opium-producing and high HIV prevalent "Golden Triangle" region into China
Subtype B and subtype B' (the B subtype originally found in Thailand) were the HIV-1 strains first found among infected Dehong IDUs
To combat the growing HIV infection, China initiated a national free ART program with standardized treatment options and management protocols in 2003 and by the end of 2010, the total number of ART patients exceeded 100,000. Although the widespread use of highly active ART successfully decreases HIV/AIDS-related mortality and morbidity
Study area, population and sampling
Blood samples were collected from 320 individuals newly diagnosed with HIV-1 infection in Longchuang and Luxi counties of Dehong prefecture between January 2009 and December 2010. HIV-1 infection was confirmed by Western Blot assay (HIV BLOT 2.2, MP Diagnostics, Singapore). All study participants were ART-naive and provided informed consent. This study was approved by the institutional review board of Yunnan Center for Disease Control and Prevention.
Amplification and sequencing of HIV-1
Viral RNA was extracted from 200 μl plasma using an automated extractor (MagNA Pure LC system, Roche, Branchburg, NJ) according to the manufacturer's instructions. For the amplification of the
Sequence analysis
The sequence contig assembly was performed using analysis software, Sequencher 4.9 (Gene Codes Corporation, Ann Arbor, MI). The ClustalW Multiple alignment and manual editing were performed using BioEdit Sequence Alignment Editor (Ibis Biosciences, Carlsbad, CA). Edited sequences were evaluated for DR mutations using both the Surveillance Drug Resistance Mutations (SDRM) list recommended by the World Health Organization
Statistical analysis
Statistical analysis was conducted using the SPSS 17.0 package (SPSS Inc. Chicago, IL). Categorical variables were compared using chi-square analysis. When the theoretical frequency was less than 5, Fisher exact test was used. All tests were two-tailed and a
Demographic characteristics of patients
A total of 320 individuals diagnosed with HIV-1 infection between 2009 and 2010 were recruited from two counties in Dehong prefecture. Two hundred ninety nine sequences (93.4%) of HIV-1
HIV-1 subtypes distribution
Figure 1
Bootscanning analysis of new viral recombination in HIV-1
Bootscanning analysis of new viral recombination in HIV-1
The presence of subtypes/CRFs varied with different transmission routes. As shown in Table
Genotypic analysis of DR
To detect TDR-associated mutations, the
The proportion of sequences with TDR mutation associated with NRTIs, NNRTIs, and PIs was 0.3% (n=1), 2.7% (n=8), and 1.3% (n=4), respectively. Sequences containing mutations associated with 2 or 3 classes of antiretroviral drugs were not found. The PI-related DR included: I85V (0.67%, n=2), M46I (0.33%, n=1) and L90M (0.33%, n= 1). Although I85V is a nonpolymorphic PI-selected mutation, it does not result in resistance to PI. Only 1 NRTI-related DR mutation, M184I (0.33%, n=1), was detected. Among NNRTI-related DR mutations, K103N and Y181C were found in 3 samples (1.0%). K103N causes high-level resistance to nevirapine (NVP) and efavirenz (EFV). Y181C causes high-level resistance to NVP and intermediate resistance to EFV, etravirine (ETR) and rilpivirine (RPV). Importantly, Y181C forms the foundation for high-level ETR and RPV resistance as an addition of some single mutations and many double mutations causes high-level resistance to these drugs. Three individuals were found to have one other NNRTI-related mutation (K103NS, K101E and G190A) each (0.33%).
Based on the interpretation of the Stanford HIV Drug Resistance Database, the 13 drug resistant viruses showed different levels of resistance to 11 antiretroviral drugs (Figure
Figure 2
The presence of DR from 13 individuals with DR strains
The presence of DR from 13 individuals with DR strains. PI: protease inhibitor; NRTI: nucleoside reverse transcriptase inhibitor; NNRTI: non-nucleoside reverse transcriptase inhibitor; ATV: atazanavir; DRV: darunavir; FPV: fosamprenavir; IDV: indinavir; LPV: lopinavir; NFV: nelfinavir; SQV: saquinavir; TPV: tipranavir/r; 3TC: lamivudine;ABC: abacavir;AZT: zidovudine;D4T: stavudine;DDI: didanosine;FTC: emtricitabine;TDF: tenofovir;EFV:efavirenz; ETR: etravirine;NVP:nevirapine;RPV:rilpivirine.
Yunnan has been described as a "key HIV epicenter in China"
By using a standard genotyping protocol, we carried out a survey of TDR in 299 newly HIV-1 diagnosed and ART-naive individuals residing in Dehong. Our study revealed a low TDR rate of 4.3%. An earlier study conducted in 2006 of 64 newly infected HIV-1 patients whose infections were classified to be recent by BED incidence assay yielded a rate of 6.3%
The first-line regimens of the Chinese national free ART program include 2 NRTIs and 1 NNRTI. The ART drugs presently used in Dehong include 6 NRTIs (abacavir (ABC), zidovudine (AZT), stavudine (D4T), didanosine (DDI), tenofovir (TDF) and 3TC, two NNRTIs (EFV and NVP), and two PIs (LPV and IDV). A total of 69.2% of drug resistant strains found in this study were RTI-associated. These DR mutations (M184I, K103N/S, Y181C and K101E) could derive from ART-treated patients in Yunnan
In this study, we found that most subtypes/CRFs were present in both the heterosexually transmitted population and IDUs. This finding suggests that various HIV-1 subtypes/CRFs were disseminating between different high-risk populations via complicated transmission routes and/or introduced by bridging populations such as female sex workers. Extensive BC recombinants were previously detected among IDUs in Dehong
As a linkage between the HIV-1 epidemics in Southeast Asia and China, Dehong converges many HIV-1 strains circulating in this area
This study of HIV-1 genetic diversity and TDR-associated mutations among ART-naive individuals in Dehong, Yunnan reveals distinct subtype distribution patterns in the heterosexually transmitted population and IDUs. While subtype C was the most frequently found virus in both populations, CRF01_AE was found to circulate more frequently in the heterosexually transmitted population. Strikingly, the URF recombinant events continued to rise with a prevalence second only to subtype C. The overall prevalence of TDR remained low in newly HIV-1 diagnosed and ART-naive individuals. HIV drug resistant mutations in these individuals represent a great challenge for the future of the ART program. Our findings could better guide us in the development of efficacious and effective management plans and strategies to prevent the transmission of drug resistant strains of HIV-1.
DR: Drug Resistance; TDR: Transmitted Drug Resistance; ART: Antiretroviral Therapy; IDU: Injecting Drug User; PI: Protease Inhibitor; NRTI: Nucleoside Reverse Transcriptase Inhibitor; NNRTI: Non-Nucleoside Reverse Transcriptase Inhibitor; PR: Protease; RT: Reverse Transcriptase; URF: Unique Recombinant Form; CRF: Circulating Recombinant Form.
Competing interests
The authors declare that they have no competing interest.
Authors' contributions
LL and MJ for project initiation; MC, YM, SD, SY, YS, HL, LY and HC for data collection; MC, YM and HX for data analysis; MC, YM, AQ, LL, MJ and CYO for manuscript preparation. All authors read and approved the final manuscript.
We acknowledge the NIH Fellows Editorial Board, Serena Fuller and Marc Bulterys for editorial and manuscript preparation assistance. This work was supported by the Major Project of China's "Eleventh Five-Years Plan" for Science and Technologies Development (2009ZX10004-902 and 2008ZX10001-004) and the special grade of the financial support from China Postdoctoral Science Foundation (200902022).
Overland heroin trafficking routes and HIV-1 spread in south and south-east asia
Injecting drug use and HIV infection in southwest china
Estimation of HIV-1 incidence among five focal populations in dehong, Yunnan: a hard hit area along a major drug trafficking route
Estimates of HIV prevalence in a highly endemic area of china: dehong prefecture, yunnan province
Cloning and characterization of a virtually full-length HIV type 1 genome from a subtype B'-thai strain representing the most prevalent B-clade isolate in china
The molecular epidemiology of HIV in asia
Sequence analysis of HIV env gene among HIV infected IDUs in yunnan epidemic area of china
HIV-1 subtype C in china
The analysis of human immunodeficiency virus-1 subtypes in yunnan province
Dominance of HIV-1 subtype CRF01_AE in sexually acquired cases leads to a new epidemic in yunnan province of china
Characterization of five nearly full-length genomes of early HIV type 1 strains in ruili city: implications for the genesis of CRF07_BC and CRF08_BC circulating in china
On-going generation of multiple forms of HIV-1 intersubtype recombinants in the yunnan province of china
HIV-1 subtype E in yunnan, china
Overview of the effectiveness of triple combination therapy in antiretroviral-naive HIV-1 infected adults
Declining morbidity and mortality among patients with advanced human immunodeficiency virus infection. HIV outpatient study investigators
Resistance of HIV-1 to multiple antiretroviral drugs in france: a 6-year survey (1997-2002) based on an analysis of over 7000 genotypes
Prevalence and evolution of drug resistance HIV-1 variants in henan, china
Drug resistance mutations for surveillance of transmitted HIV-1 drug-resistance: 2009 update
An automated genotyping system for analysis of HIV-1 and other microbial sequences
Pol bootscanning analysis of HIV type 1 can exhibit unexpected recombinations
The changing face of HIV in china
The world health Organization's global strategy for prevention and assessment of HIV drug resistance
Study on the drug resistance situation among recently infected HIV-1 patients in dehong
Investigation of pol gen variation of HIV-1 epidemic strains after treatment with HARRT at dehong prefecture and kunming in yunnan province
Extensive and complex HIV-1 recombination between B', C and CRF01_AE among IDUs in Northern Myanmar
Different subtype distributions in two cities in myanmar: evidence for independent clusters of HIV-1 transmission
Genetic and serologic characterization of HIV type 1 prevailing in myanmar (burma)
Characterization of a virtually full-length human immunodeficiency virus type 1 genome of a prevalent intersubtype (C/B') recombinant strain in China
A recent outbreak of human immunodeficiency virus type 1 infection in southern china was initiated by two highly homogeneous, geographically separated strains, circulating recombinant form AE and a novel BC recombinant
Temporal and spatial dynamics of human immunodeficiency virus type 1 circulating recombinant forms 08_BC and 07_BC in asia
Pre-publication history
The pre-publication history for this paper can be accessed here:


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All of these arguments could just as easily be applied to electricity and gasoline supplies, and the answer would be the same. Don't you agree?
"Sure it is, as is buying a car that gets 8 mpg"
That isn't hurting government infrastructure, but the government does justifiably put limits on the weight that you put on the roads.
Plumbing is very much a regulated business and industry and has been for many centuries.


text:
Deliciously Versatile Bean Burgers / Veggie Burger
Recipe by C. Taylor
This is a delicious and easy way to get more beans into your diet. This is an extremely versatile recipe, and you can easily change the taste by simply changing the seasonings. The recipe below is just a guideline for your own creativity, and I tend to adjust the ingredients based on what I have on hand. This is extremely healthy and the low cost can't be beat. Serve plain, in a tortilla, pita, or bun, topped with the sauce (below) tomato, onion, lettuce, etc.
Top Review by KLHquilts
So sorry -- I really wanted to like this, but it just didn't work for me. I used chickpeas, 1 large egg, and one small onion. The mixture never really came together -- I had added in over 1/2 cup breadcrumbs, and it was still very mushy, not at all like a burger. I didn't want to add more breadcrumbs, feeling that I'd end up eating a bread sandwich. It really felt like hummus, except I can't use it as hummus because of the raw egg. Too bad! I loved your mix-and-match approach.
See Discussion:1 Review
Ingredients Nutrition
- 1 (15 ounce) can cannellini beans (drain liquid) or 1 (15 ounce) can chickpeas (drain liquid)
- 1 egg
- 1 onion
- approximately 1/2 cup breadcrumbs, crushed crackers or flour
- 1 tablespoon minced garlic
- salt and pepper
- 1 tablespoon cumin (optional)
- nonstick cooking spray
Seasonings (feel free to mix and match)
- curry powder
- garam masala
- smoked paprika
- minced chipotle pepper
- cayenne
- oregano
- cajun seasoning
- cheese
- 1⁄4 cup mayonnaise
- 2 -3 tablespoons lemon juice
- 1 tablespoon garlic powder or 1 tablespoon mince garlic
- 1 chipotle pepper, minced (optional)
Directions See How It's Made
- For the patties, chop in a food processor (can be done in a mini processor if doing it in small batches) beans, onion, garlic, and chosen seasonings until beans are coarsely chopped. Stir in egg and enough breadcrumbs or flour to make the mixture workable.
- In a nonstick pan, spray with non stick spray or add a little oil. Take mixture and form into a patty approximately 1/2 inch thick. Brown on each side over med - med high heat, taking care when flipping (can be delicate).
- In a small bowl, mix ingredients for sauce.
- Serve patty drizzled with sauce, in a tortilla, pita, bun or plain. Feel free to top with tomato, onion, lettuce, etc.


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Need your garage cleaned out? Rent house cleaned out ? Or , your yard cleaned up? We haul off old furniture , appliances , const. debris, yard waste, brush, trash, or whatever else you need to make dissapear.
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Smartschools Network transforms the manual system of learning to an automated system helping learners study fast with excitement. We invite all the schools to Join us in improving the way we exchange information.We have created websites for over 300 schools in KZN and we are still in process of covering all the remaining 6000 schools.All the schools with us recieve all the services provided bellow.
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Amish Clocks Collection
This quality wall clock is handcrafted by skilled Amish woodcrafters in Ohio. Built to last a lifetime, this quartz clock will be treasured for generations. This Amish made wall clock includes a brass color dial, a lyre pendulum that actually swings, and a quartz movement. The dual chime movement can be set to play either the Westminster or Whittington melodies and includes a volume control and nighttime silencer so that your sleep doesn't have to be disturbed. The clock chimes every 15 minutes. This quality clock is backed with a 5-year warranty.
© Copyrights 2003 - 2017 DutchCrafters All rights reserved.


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These fares are in a great location with a beautiful sunset view each day.
They are quite dated, with fibro sheeting throughout.
As previously mentioned, no fly screens, no air conditioning.
We stayed 3 nights and didn't realise that they don't provide much. No soap, limited toilet paper, old scratchy towels, no tea/ coffee sachets. No problem if you're from Tahiti staying for a week or more and can transport all your supplies on the ferry, but when you're only staying a short time, you don't want to be carrying all these supplies on flights.
Great location for kids and helpful, welcoming owners.
Would recommend for families, or people staying for longer periods of time.
- Official Description (provided by the hotel):
- Bienvenue à la pension Moorea Fare Miti, à Moorea, l'île soeur de Tahiti.Idéalement situé dans la commune de Haapiti, à 300 mètres des commerces, des restaurants et des activités du Petit Village, Moorea Fare Miti vous propose des Fares tout équipés,au coeur d'un jardin de fleurs exotiques.Lagon turquoise, plage de sable blanc et couchers de soleil inoubliables.Fare bord de mer: Vous rêvez d'une vue de rêve sur le lagon? Optez pour un Fare plage. Détendez vous. ... more less
- Reservation Options:
- TripAdvisor is proud to partner with Booking.com and Priceline so you can book your Moorea Fare Miti reservations with confidence. We help millions of travelers each month to find the perfect hotel for both vacation and business trips, always with the best discounts and special offers.
- Also Known As:
- Moorea Fare Miti Hotel Papetoai


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Whooo Hooo!! I am so thrilled to announce that I have been selected to be on the Frosted Designs DT!! Thank you so much ladies for selecting me out of all the entries you received. This is such an honor!! If you have not been to Frosted Designs Challenge Blog before I encourage you to check it out. They have fabulous weekly challenges, tutorials, projects, and awesome prizes. What more could a girl ask for?
Thanks again for this wonderful opportunity! I look forward to working with all of you.


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Size 755.868 MB 0 seeders Added 2011-09-21 13:26:45
A mysterious drifter (Josh Hartnett) and an ardent young Japanese warrior Yoshi (Gackt) both arrive in a town that has been terrorized by outrageous and virulent criminals. Each is obsessed with his separate mission, and guided by the wisdom of The Bartender (Woody Harrelson) at the Horseless Horseman Saloon, the two eventually join forces to bring down the corrupt and contemptuous reign of Nicola (Ron Perlman), the awesomely evil "woodcutter" and his lady Alexandra (Demi Moore), a femme fatale with a secret past. This classic tale is re-vitalized and re-imagined in an entirely fresh visual context, set in a unique world that mixes skewed reality with shadow-play fantasy, a place where even the landscape can betray you. R, 1 hr. 58 min. Drama, Action & Adventure Directed By: Guy Moshe XviD | English | avi | 608x256 | XviD @ 760 Kbps MP3 @ 128 Kbps | Genres: Comedy | Romance Uploader Note: When 1gb version will be available will be uploaded also if you want better quality in bigger size Note:If you have something to offer as early releases,seedboxes, links,accounts,etc please contact us on torentz 3xforum ro Seed Stats: 20-400 GiB at aprox 10 MiB/sec/20 slots per torrent How To Get Your Maxspeed (uTorrent) Torrent Client - Preferences - Bandwidth - Number of connections - Set aprox. 500 for each Torrent Client - Preferences - BiTorrent - Protocol Encryption - Forced Bandwidth Allocation - High (Set download/upload limit - Unlimited) Stop Other Active Torrents - Start downloading and wait for connections. Enjoy and Seed for at least 1:1 ratio. Don't forget to say thanks/leave reviews. Before downloading you should check/google search sample "release name""sample". Greets to all actual/future p2p/scene QUALITY groups and affiliate websites. Don't trust IMDb robot or bad ratings,always watch some trailers first. Ignore stupid comments/fake/mislabeled/no-DVDrips/CAM/TS/RAR uploads. Please spread this release/torrent to your friends/forums/etc. If you need translation subs visit some subtitles sites. Report if you see online streaming or other spam links. Recommended movie player VLC PLAYER.
|Read Info.txt


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The Soulmate Contract: The Power of Partnership in Your Spiritual Life
Audio CDs in MP3 / English: MP3, 64 kb/s (2 ch) | Duration: 08:32:44 | ISBN-10: 1622030850 | 2013 | 257 MB
Genre: Relationships
"What is the role of partnership in the evolution of the soul? Why do some find a romantic soulmate while others do not? Are there creative forces we can ally with for the greater good? Caroline Myss and Andrew Harvey invite listeners to explore these questions and more with their latest audio collaboration, The Soulmate Contract."
Myss begins with an overview of her notion of the sacred contract, or the bond made between souls before birth to support our spiritual evolution. Then she and Harvey explore the many manifestations of the soulmate contract, why this archetypal phenomenon is so prevalent today, and how we can each sensitize ourselves to and consciously work with our own soulmate contracts. Join Caroline Myss and Andrew Harvey in six inspired co-teaching sessions on the power of spiritual partnership, as they illuminate:
. The pathway to truth-and the ones who keep us honest along the way
. The Confessor and the role this archetype plays in our health and healing
. Why the people who challenge us the most-even mortal enemies-might be our divine soulmates
. Partnering with teachers and realized beings
. Soulmate contracts involving animals, nature, angels, and more
"When it comes to soulmates, rest assured, we find each other," promises Caroline Myss. The Soulmate Contract brings us six fascinating and practical new sessions on the "mysterious, mystical bonds" we share along the journey of spirit.
Caroline Myss (Author)
Andrew Harvey (Author)
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Below is our collection of tidbits, odds 'n ends for Harpersville.
This page contains two sections:
We spend a lot of time looking through Gazetteers, Almanacs & Directories that were published in the late 1800's and early 1900's. Many of the Gazetteers include the distance from a town such as Harpersville to various places of note, such as the White House.
With a nod to our favorite Gazetteers, the straight-line distance<1> beginning in Harpersville to:
We have found 3 communities that share the name Harpersville.
While the name Harpersville is unique within Alabama, we know of another 3 communities with the same name in the United States.
Communities Outside of Alabama
Jefferson County
Our profile page for Harpersville, Jefferson CountyThis community is historic.<7>Although located in Jefferson County, we don't know the location of this community within the county.
Stephens County
Our profile page for Harpersville, Stephens County [Map]Distance: About 725 miles [1,166.8 km] to the West
Newport News City
Our profile page for Harpersville, Newport News City [Map]Distance: About 619 miles [996.2 km] to the East Northeast
Search for a Community located in Alabama
About Shelby County
About Alabama
Unfortunately, we don't know of a website for Harpersville. If you can help, please contact us through our Feedback Page.
The official website for Shelby County: www.shelbycountyalabama.com/
The official website for State of Alabama: www.alabama.gov/
- Return to Citation
For additional information, please visit our Glossary for Harpersville.
Please keep in mind that we can not guarantee the accuracy or timeliness of the information
on this website, so use with care. We encourage you to double-check the information that is critical to you.
If you've found an error or have additional information that you would like to share,
please don't hesitate to write. Click here to contact us.


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Film Nights
Episode 24: Superman 3!!!
Look at this lovely couple! It's pretty obvious that they're either drunk, or they're listening to this week's episode of Film Nights! In this week's episode we delve into the horrible movie that was Superman 3! Join Tawn, Thomas and Will as Tawn exclaims her disdain for what was, to be honest, quite a train wreck!


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If ever asked to take a trip on LSD, Chicago is the safest place in the world where you can answer "yes."
Chicago History
The Chicagoan
Between 1926 and 1935 ran a magazine called the Chicagoan. Published in the same vein as the New Yorker as a cultural spotlight on the Second City, the periodical fizzled out in less than a decade.
Riverview: A Lost Amusement Park in the Heart of Chicago
Riverview Park, once located in Chicago's North Center neighborhood, was one of the greatest of all amusement parks, and still holds a special place in the heart of all those who remember.
Chicago's Public Transit Train: A Brief History of the "L"
Love it or hate it, the "L" is an integral part of Chicago history and culture.
The (Secret) Intercontinental Hotel Tour
These things are usually reserved for cryptic messages written in invisible ink behind the canvas of the Mona Lisa. I'm speaking of Dan Brownian searches, the mystery hidden in plain view; I'm talking about the Intercontinental Hotel.
Required Reading: Sin in the Second City
In Karen Abbott's Sin in the Second City readers can learn about the Levee, Chicago's red-light district. At the heart of it all was the Everleigh Club.
City Gallery at the Historic Water Tower
The City Gallery, located inside of Chicago's historic Water Tower, is definitely worth checking out if you're shopping along Michigan Avenue. Especially, if you're in need of a break from the hustle and bustle of the crowded Gold Coast streets.
Miegs Field: Chicago's Third Airport
Operating for over 50 years, Miegs Filed was an integral part of Chicago history and the most scenic landing strip in the United States.
Let's Make a Deal: Maxwell Street Market
Before there was Target or Wal-Mart, even before clearance items or sales racks, there was Maxwell Street Market. A bargainer's haven, the little thoroughfare on the near west side is open every Sunday.
5 Kickass… Records from Chicago's Past (The 1990s)
Local rock station Q101 may be just a memory, but the amazing music that poured out of the city in the '90s still sounds great. Here's 5 kickass albums by Chicago bands from the 1990s. Enjoy!
Required Reading: Chicago: City on the Make
The definitive introduction to Nelson Algren's work is his essay / love song / poetic anthropomorphization of the city he once loved.
Marshall Fields – A History
Before boasting the big red Macy's star, Marshall Field's was a Chicago shopping staple. Check out the history of this famed department store.
The Smashing Pumpkins: Chicago's Musical Juggernaut
The rise and fall (and rise again) of Chicago's very own Smashing Pumpkins. An epic love story by Gene Wagendorf.
The Newberry Library
Walter Loomis Newberry is one of those famous Chicagoans we sure owe a lot to. He helped spur Chicagoan's interest in the literary arts and open one of Chicago's first libraries.


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text: In the Netherlands it's called 'inhaken,' but Grant Hunter, regional creative director at iris and Jon Burkhart, formerly social media director, call it 'Newsjacking.' The duo has written a book that features over 100 case studies of the best and worst examples of newsjacking, giving core insights into the seven key principles that brands need to think about when newsjacking, and showing the fine line between good and bad topical advertising. The book, subtitled 'The Urgent Genius of Real-Time Advertising,' is a spin off of iris' website 'Urgent Genius,' a website on which the agency over the years has gathered a respectable amount of topical ads. Hunter about Newsjacking: "Brands looking to ride the wave of a trending story need to ensure that they are being genuine and relevant. In other words: if you're going to be urgent then make sure it's genius." The book, published by Thames & Hudson, will be presented at Rosa & Rita on July 18th, from 18:00 till 19.30. If you'd like to attend you can RSVP here – there's only a limited amount of spaces available.


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Readers' Choice 2013: What Was the Biggest Celeb News Story of the Year?
2013 was quite a year. So much happened! Babies were born! Meltdowns were had! Miley Cyrus took over the world! Take a moment, look back, reflect. And once you've processed all of the craziness, tell us which moment stuck with you the most.
Last week, we asked you to tweet us your picks… More »


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Inventions of the Industrial Revolution
BY: Sydney Pennell
The Telephone-1876
The Telephone
The telephone was created for better communication. It allowed people to communicate from different places. It has led to the improvement of the wireless telephone. We can now communicate with people all over the world.
The Phonograph-1877
.The legacy of the phonograph is nearly as great as its inventor and developer, Thomas Edison and Alexander Graham Bell. Edison's early incarnation of 1877 used paper to record indentations. It was the future for sound recording. Edison was trying to improve the telegraph transmitter when he noticed the movement of paper tape that produced a noise resembeling
The Typewriter-1873
The significance of the typewriter is the it created an easier way to write documents/letters. It revolutionized businesses. Sholes typewriter increased many jobs for women as secretaries. More companies were taking the risk of manufacturing the machine and competition was rising. The typewriter just sped everything up.
The Light Bulb-1882
The invention of the light bulb was a big milestone in human history because in eliminated peoples' dependence on candles and oil lamps. It was an easier way to keep the house lit at night. They are less of a fire hazard. Also, they are more convenient, as they don't blow out easily. The light bulbs lit the streets at night so there was less crime.
The Dishwasher-1886
The significance of the dishwasher was to clean dishes without breaking them. Her creation had compartments for plates, cups, and saucers. A motor turned the wheel pumping hot soapy water from the bottom of the boiler over the dishes. This invention created much relief for housewives. And it it still in use today.
The First Handheld Camera-1888
The significance of the handheld camera was to make it easier to carry around and take picture with a simple click of a button. This invention has made it easy to capture our surroundings. George Eastman created the Kodak company in 1888. And had much advertising with his products.
Gasoline-Powered Automobile-1893
The significance of the first gasoline powered Automobile was to make it easier to travel. It was considered the first successful gas-engine vehicle built in the US. This car won many races. It is kept at the Smithsonian today.
Printing Press-1843
The significance of the Hoe's printing press was that it was faster than the old flatbed printers. It produced 8,000 sheets per hour on one side. This product created the newspaper way faster. In a way is still used today with our printers.
Sewing Machine-1845
The significance of the sewing machine was so you could sew alot quicker. It limited the manual work by a ton. Clothes were made faster and holes were sown quicker. By the 1900's sewing machines were making more than just clothing, they were making tents, hats, sails, book binding, etc. This invention is still in use today.
Electric Fire Alarm System-1851
The significance of the electric fire alarm was to signal the fire station. If there was a fire someone would go to the call box open it. Then a spring loaded wire would tap out a signal on to the fire alarm telegraph wire, indicating the box number. This made the fire station get to the fire quicker. The fire alarm is still used today and the smoke detectors in most houses alert the fire department.


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Download the Game Design and Indie Game Marketing Freebook 07/19/17GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game's design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Trienco replied to 50_Cal's topic in General and Gameplay ProgrammingNobody mentioning the bug in printf (and how it probably shouldn't be used in the first place)? %ld = long, but the variable is int. This will work great, until you build that code as a 64bit build on Unix, where a long is 64bit and int is 32bit. Most compilers should even warn about this. Either use %d or (safer) use cout instead of printf.
Trienco replied to Alundra's topic in General and Gameplay ProgrammingThe main reason is usually doing things like having "new" in the constructor and "delete" in the destructor. Any accidental temporary copy would typically cause a double delete eventually (or worse, leave your original with an invalid pointer for a long time, only crashing much later and being a real pain to debug). One solution is explicitly deleting all problem operations (assignment, copy construction, etc.) A typically better solution is to properly express your ownerships by using the correct smart pointer. In the above case, use a unique_ptr instead of a raw pointer and suddenly code that would accidentally (or intentionally) copy or assign won't compile. Problem solved without messing about with deleting default functions. If data should be shared, use a shared_ptr and data is automatically deleted at the proper point. In both cases, you don't need to worry about manually deleting anything. Just making literally everything noncopyable for no good reason would simply look like unreflected cargo cult programming (yes, it's a thing and scarily common).
Trienco replied to louie999's topic in For BeginnersThat's exactly the same problem, except you apparently changed from static linking to dynamic linking. All your changed build option did was to move the error from compile time to run time. SFML is trying to call a function that is missing in your version of the standard library. The first step when you get linker errors about stuff being undefined is to copy paste the error (or at least the symbol it complains about) into a search engine (unless you already know which library or source file contains the missing code). All results are the same: you need at least GCC 4.9. From the fact you HAVE SFML libraries and the error you see now, I would assume you didn't build SFML yourself and just grabbed some pre-built binaries. Those were built with a newer version of GCC and the simplified issue is: it's not compatible with yours (technically the problem is more with the different standard library versions). Since you're on Windows anyway and struggling with very common compiler/linker errors: why are you adding the extra pain and complexity of using an IDE that uses MinGW instead of some Visual Studio Express or Community version? Dealing with the extra issues from potentially outdated GNU ports for Windows is not something I'd do without a very good reason.
Just quickly going over it: Yes, when you move (especially along local axes), your orientation is relevant. You won't get anywhere with just your cameras position. A direction means you have a "from" and a "to". To get a view vector from your camera position, you ALSO need the position of whatever you want to look at. If you use a rotation matrix to store the camera orientation, your view vector has nothing to do with the position and is typically the "forward" part (ie. the third column of your rotation matrix). I think one problem might be that you don't know what to do with those values you are trying to compute. So the basic question before all others is: how do you intend to set up your view? Will you add the view matrix to the transformation stack, specify it separately through an API call or do you plan to use some helper function like "lookAt"? Uhm, yes. East should be west. That was me being directionally challenged. If you don't plan to write your own shaders, the w coordinate shouldn't be something to worry about. Matrices are a bit painful to display (there's also lots of arbitrary decisions that can be made by the API, engine, or yourself). Usually, the matrix is stored as an array of 16 values, the first four being the first column, the next four being the second, etc. The "mathematical" representation would look something like this (with r=right, u=up, f=forward, p=position): r.x | u.x | f.x | p.x r.y | u.y | f.y | p.y r.z | u.z | f.z | p.z 0 | 0 | 0 | 1 Of course you might use completely different conventions. In a top-down game, the y-axis might be forward and z would be up. If movement is going the wrong way, try moving along different axes. Chances are you're simply not looking at the object from the direction you think are. With a right handed coordinate system, "forward" is -z, but the default is the identity matrix (so your camera wouldn't be facing "into" the screen by default, but out of it). From a camera perspective, things are always moving and turning the other way. If you move a camera up, it looks like the world is moving down, if you turn it left, it looks the world is spinning to the right, etc. Of course it would be absurd to manually apply that to every single object, but depending on your API/framework, that's what happens automatically. In DX you set the view matrix and the default shader will always multiply it with the objects transformation matrix (ObjectMat * ViewMat). Well, how would you rotate without a vector (or in this context: axis)? Rotating "left" or "clockwise" without an axis is meaningless. It might seem to make sense to you, because you assume a context where you deal with a standing person or vehicle. The axis you rotate around is the one thing not affected by the rotation (except for your position). If you picture sticking a pencil into your head so that when you turn it always points in the same direction, you will soon realize you're rotating around your "up", aka local y-axis, aka (0,1,0)... (or "down", if you flip the axis and invert the angle it's the exact same thing). What might help a lot in visualizing things is to grab any 3D modelling software of your choice. Most of them will always display the objects local coordinate system as three color coded arrows sticking out from it. If you get used to thinking of everything in your scene to have these arrows and how each arrow is one column of the transformation matrix, things should become a lot more intuitive. Just think of the camera as one more invisible object and don't worry about the whole "inverse matrix" while modifying or placing it. Treat it as a separate step at the end of everything else.
You seem to be confused about the difference between points and vectors and what's supposed to be what (or your naming is just really misleading). (0,0,0) is NOT a useful vector. It has zero length. It has no real direction. It can't be rotated and nothing can be rotated around it. If it's your camera position, it is the one thing that has no business being involved in any of your rotations, because an objects position is irrelevant and separate from its orientation. Generally, when people are talking about a "view vector", they mean the direction your camera is pointing at (also typically normalized to be unit length). With all the 0s in your code, I'd expect either that absolutely nothing happens or that the result is completely unpredictable and undefined (try normalizing a zero length vector). Your first step should be to get an understanding of what you're trying to do and visualize it. Step one: Forget you ever heard the word "quaternion". Seriously, if you're a beginner and still trying to wrap your head around rotations and how to get a grip on the camera, 4-dimensional complex numbers should never ever enter the equation at any point. For your task, they offer zero benefit, are most likely less efficient due to all the conversion between matrices and quats and will just add a pointless extra layer of confusion and complexity. Suggesting quats for a simple FPS camera is like telling someone who struggles with a ray-triangle test "you must haz Plücker coords, them's the only way.. you won't understand the underlying math (I didn't), so just copy/paste some code, then go forth and spread the gospel of the one and only true and almighty Plücker" (yes, that's basically the impression I get with everybody immediately telling people to use quats whenever a topic remotely involves rotations). They are neat and very useful in some cases, but they should still be considered a specialized tool. You wouldn't use a power drill to get a nail into the wall, just because both jobs involve putting a longish piece of metal into a hole. Step two: Understand transformation matrices. They aren't mysterious black boxes that magically make graphics happen. In fact, they are by far the easiest representation to visualize an objects orientation in your head (easier than quats and definitely easier than Euler angles). The three columns are literally nothing but your objects right/up/forward vectors. Creating any orientation that only involves 90° (or even 45°) steps is easy enough to not require a single bit of calculation (not that this would ever be useful in practice, just making a point). Case in point, rotating 90° to the left means "right" is now pointing "north", "up" is still.. uhm.. "skywards" and "forward" is pointing "east" and your position didn't change (let's assume at the origin), ie. the columns are (0,0,-1,0), (0,1,0,0), (-1,0,0,0), (0,0,0,1). If the fourth coordinate (w) confuses you, don't worry about the math and just pretend w=0 means "direction" and w=1 means "position". There are generally no other values (at least not in places you care about anytime soon). Step three: There is no camera. A camera is just a nice concept to help picturing stuff in your mind. When it comes down to the math, you just move everything the opposite way of your imaginary camera. Still, just treat that imaginary camera like any other object in your scene until you set the view matrix as the opposite of it. What is used to apply the opposite of a transformation? The inverse matrix. What's neat about a typical camera matrix? No scaling or shearing, so there's a simple and efficient way to invert it (though for now, just use whatever inverse function your math library is offering). Step four: Multiplication order. To not get hopelessly confused or just stubbornly following a "you must always multiply matrices THIS way"-mantra, understand the difference between R*M and M*R. Say R is a rotation around the x-axis (1,0,0). Typically, matrix multiplications are applies right to left. If you used the deprecated OpenGL functions, "rotate" would result in R*M and apply the rotation AFTER all previous transformations (using the local coordinate system, which leads to confusing claims about OpenGL applying transformations in "reverse order" by people insisting on thinking in global terms). Doing M*R means you apply R before other transformations, back when your objects axes were still identical to the worlds axes. Meaning: it rotates around the global x-axis. R*M on the other hand applies it last, so the x-axis you rotate around is whatever is "right" after all the other transformations. I prefer thinking in local coordinates, because unless you're writing an editor or deal with external forces in your physics simulation, you don't care about what's "north" or "west", you care about what's "forward" and what's "right" from your objects point of view. If you want to strafe to the side, you don't want to do pointless calculations to figure out what "right" is. It's right there in the first column of your objects transformation matrix. You also don't care, you simply apply a translation along (1,0,0) by doing T*M (and not the other way around). Later you will get rid of wasteful matrix multiplications for a simple translation, but understanding first, making it work second and making it efficient once you know what you're doing. A few simple kinds of "disembodied" cameras: FPS: -Store a position vector -Store two angles for left/right and up/down -Limit up/down to values -Create camera transformation: M = rotateAroundX(up/down) * rotateAroundY(left/right) * translation -Invert, orthonormalize and set as view matrix (you can do the inversion implicitly like Norman Barrows by inverting all signs and the multiplication order, but the idea is picture what's going on, not to optimize). Third person: -Store two angles for left/right and up/down -Store a distance to the observed object -Limit up/down to values -Create camera transformation: M = translateBackwards(distance) * rotateAroundX(up/down) * rotateAroundY(left/right) * translation(position of observed object) -"Backwards" depends on your coordinate system. with a right handed system most likely (0,0,1).. I prefer left handed, since positive z being forward is more intuitive -Invert, orthonormalize and set as view matrix Free camera (think flight simulator): -Store the whole matrix as one (4x4) -Add transformations depending on input each frame (do NOT reset the matrix at any point) -Do it in local terms (ie. forward is translation(0,0,-1) * M, pitch (up/down) is rotation(1,0,0, angle) * M, etc.) -Order of multiple transformations not relevant within frames. While the results are different, changes between frames should be very small and it won't matter much. -Orthonormalize, invert and set as view matrix Note that the "normalize" part comes first in this last case. Accumulating all the transformations will add more and more floating point issues and screw up the matrix over time, so it should be "repaired" from time to time (fix axes to be orthogonal to each other and normalize the them to be unit length... don't touch the last column, which is the translation/position). Those are not be the most efficient, fancy or flexible methods, but they should involve the least effort and are the most trivial ways to achieve a trivial goal that I can think of. Also, if there is one part of your engine where performance usually doesn't matter, it's the camera that is only set up once every frame anyway.
Typical FPS style cameras are one of the few cases where storing two angles is perfectly fine and sufficient (and quaternions are likely to be pointless overkill that turn something simple and trivial to visualize into completely abstract math). As long as "typical" means "ground based", so usually without rolling and up/down rotations being limited to 90°. All you need to keep in mind is that every rotation will also affect the axes that are used by all subsequent rotations. So for an FPS style camera, you always apply your "left/right" rotation first. Otherwise, if you do the "up/down" first, your "up-axis" for the second rotation would be screwed up, plus, your first rotation would be around the global "right", rather than your current local one. The only issue you can run into is that depending on the API you use and the multiplication order in which you apply transformations can have an impact on which transformation happens "first". On top of that, your own perception of what happens first depends on whether you look at your object from a global or local perspective. For example, if you insist that "right" is always the global x-axis, transformations will appear to happen in reverse order, while considering "right" to be the objects own current x-axis will usually mean they happen in the order you apply them in (I also find the latter to be more useful and less confusing than the "global perspective"). A very appropriate definition of computer graphics I remember from some book was something like "computer graphics is the art of making an even number of sign errors".
Trienco replied to Flyverse's topic in General and Gameplay ProgrammingWhy is the second preferred? I suspect it was supposed to be (f & uf) != 0, since the other version is definitely not equivalent. It prevents the implicit cast from unsigned to bool and all the potential compiler warnings that come with it (in VS it's usually something about runtime performance).
Trienco replied to SyncViews's topic in General and Gameplay ProgrammingWell, you can skip worrying about types if you just use overloads. In your second code snippet, you somewhat pointlessly explicitly specify a template parameter, when the compiler could just as well figure it out automatically. Also, if the only template parameter is the type of the variable you want to write to, there is no need for templates in the first place (though it can make for a useful default). void getOpt(const char* key, int* value, int min, int max) { parse as int } void getOpt(const char* key, int* value, int min, int max) { parse as float } Personally, I'd add one more layer to only overload some "parse as X" function and keep the rest a template. Then you can always just call template<typename T> void getOpt(const char* key, T* value, T min, T max) {} getOpt("x", obj->x, ..); getOpt("y", obj->y, ..); Which is also the first step to introduce black metaprogramming magic that would allow for things like for (each element in config file) getOpt(elementName, object); This would automatically assign the value of an element of name X to the member of object that is also named X and automatically use the overload for the type of that member. As a bonus, for any types you didn't define overloads for, you could automatically recurse into the object (and config file element) to handle nested constructs. While that level of automatism can be nice and convenient, it's also a major pain to debug if things go wrong. See this thread as an example of "just because you can, doesn't necessarily mean you should".
Trienco replied to EarthOtherwise's topic in General and Gameplay ProgrammingBased on the admittedly random assumption of a 32bit build. Indexing the words instead of storing pointers means you can get away with a 16bit index, rather than a 32bit pointer (but obviously only if 16bit are enough, hence the 64k limit). Of course, if we're talking 64bit pointers, then a 32bit index would still be an improvement. On the other hand, if the system does need to deal with a huge number of words, the approach as such is probably not a good idea in the first place. As I said, it would be my first instinct quick and dirty way to just get it done, without much regard to resource usage.
Trienco replied to EarthOtherwise's topic in General and Gameplay ProgrammingIt also depends on how many queries you expect during one session. If this is the whole point or a major feature of the software, starting to physically search through files on your drive would appear to be a big no-go and the more interesting question would be: what kind of data structure is a good compromise between fast look ups and memory usage. A quick and dirty approach that is heavy on memory: map<string, set<string> > table; words = table[first_tag]; for each additional tag { words = intersection(words, table[additional_tag]); } return words; The very first step should probably be a set<string*>, so every word is only kept in memory once with the set only storing pointers to them (or storing them in a vector and having only indices in the set, though that only makes sense if you expect fewer than 64k words).
Trienco replied to Trienco's topic in Coding HorrorsI'd be too worried about my sanity if I ever dived into it that far. Usually, when I need to save the preprocessor output just to figure out where the problem is, that's a good time to start looking for a way out of the rabbit hole.
Trienco posted a topic in Coding HorrorsSometimes you just get very tired of writing endless tons of boiler plate code. Case in point, importing/exporting nested data hierarchies. Due to reasons, fields aren't explicitly looked for, since they might have been "inherited" through referenced sub-objects and will only be partially overwritten. So after staring at endless screens full of if-else-if-else-if string comparisons for each element name, you develop a desire to automate this kind of mess. Enter the scary depths of boost::fusion and the black magic that can invoked by macros and template meta-programming. So, this now automagically "just works": DEFINE_ENUM(MyEnum, (ALPHA) (BETA)) BOOST_FUSION_DEFINE_STRUCT((test), TestStructNested, (float, myFloat) (unsigned, noSign) (MyEnum, greekLetter)) BOOST_FUSION_DEFINE_STRUCT((test), TestStruct, (bool, yesNo) (std::string, someString) (test::TestStructNested, nested)) int main() { test::TestStruct myStruct; pugi::xml_document doc; doc.load_file("in.xml"); fillStructFromXml(doc.first_child(), myStruct); pugi::xml_document newDoc; addStructToXml(newDoc.append_child("root"), myStruct); newDoc.save_file("out.xml"); return 0; } And yet, despite the luxury of being able to add new fields and structs and enums without writing a single line of code to actually read/write them, the real horror is what makes it work and the bad feeling about unleashing it unto mankind. Having functions to convert enums from/to strings isn't too uncommon, so some people have already been unfortunate enough to see things like this: #define ADAPT_ENUM_VALUE_TO_STRING(R, ENUM, ENUM_VALUE)\ case ENUM::ENUM_VALUE: return BOOST_PP_STRINGIZE(ENUM_VALUE); break; #define ADAPT_ENUM_VALUE_FROM_STRING(R, ENUM, ENUM_VALUE)\ else if (!strcmp(str, BOOST_PP_STRINGIZE(ENUM_VALUE))) v = ENUM::ENUM_VALUE; #define ADAPT_ENUM(ENUM, ENUM_VALUES)\ inline const char* toString(const ENUM& value) {\ switch (value) {\ BOOST_PP_SEQ_FOR_EACH(ADAPT_ENUM_VALUE_TO_STRING, ENUM, ENUM_VALUES)\ default: throw std::runtime_error(std::string("invalid value for " BOOST_PP_STRINGIZE(ENUM) ": ") + std::to_string((unsigned)value));\ }\ }\ inline void fromString(const char* str, ENUM& v) {\ if (!str) throw std::runtime_error("String can't be null");\ BOOST_PP_SEQ_FOR_EACH(ADAPT_ENUM_VALUE_FROM_STRING, ENUM, ENUM_VALUES)\ else throw std::runtime_error(std::string("invalid " BOOST_PP_STRINGIZE(ENUM) " value: ") + str);\ } #define VALUE(R, _, ENUM_VALUE) ENUM_VALUE, #define DEFINE_ENUM(ENUM, ENUM_VALUES)\ enum class ENUM {BOOST_PP_SEQ_FOR_EACH(VALUE, _, ENUM_VALUES)};\ ADAPT_ENUM(ENUM, ENUM_VALUES) But the real "beauty" is the code that iterates over the adapted struct members until the member name matches the xml element name and recursively delves into nested structs... template<class XmlNodeType, class MemberType> typename std::enable_if<std::is_class<MemberType>::value, void>::type inline fromElement(const XmlNodeType& node, MemberType& member) { for (const auto& child : getNodeChildren(node)) setMemberFromXml(child, member); } template<class XmlNodeType, class MemberType> typename std::enable_if<std::is_enum<MemberType>::value, void>::type inline fromElement(const XmlNodeType& node, MemberType& member) { fromString(getNodeText(node), member); } template<class XmlNodeType, class ValueType> typename std::enable_if<std::is_integral<ValueType>::value, void>::type inline fromElement(const XmlNodeType& node, ValueType& value) { value = static_cast<ValueType>(strtol(getNodeText(node), nullptr, 0)); } template<class XmlNodeType> inline void fromElement(const XmlNodeType& node, std::string& value) { value = getNodeText(node); } //Bunch of additional overloads template<class XmlNodeType> struct SetMemberByName { SetMemberByName(const XmlNodeType& node) : xmlNode(node) {} template<typename Iter, typename End> void doIt(const Iter& it, const End& end, boost::mpl::false_) { const char* memberName = boost::fusion::extension::struct_member_name<Iter::seq_type, Iter::index::value>::call(); if (!strcmp(getNodeName(xmlNode), memberName)) { fromElement(xmlNode, *it); return; } doIt(boost::fusion::next(it), end, boost::fusion::result_of::equal_to<typename boost::fusion::result_of::next<Iter>::type, End>()); } template<typename Iter, typename End> void doIt(const Iter&, const End&, boost::mpl::true_) {} const XmlNodeType& xmlNode; }; template<class XmlNodeType, class StructType> void setMemberFromXml(const XmlNodeType& node, StructType& obj) { using namespace boost; SetMemberByName<XmlNodeType>(node).doIt( fusion::begin(obj), fusion::end(obj), fusion::result_of::equal_to< typename fusion::result_of::begin<StructType>::type, typename fusion::result_of::end<StructType>::type>()); } template<class XmlNodeType, class StructType> void fillStructFromXml(const XmlNodeType& root, StructType& obj) { fromElement(root, obj); } I still can't tell if that represents reaching a new level of C++ or entering a new circle of hell. The mere thought of what must be going on in those boost headers is pure nightmare fuel.
Trienco replied to wcassella's topic in General and Gameplay ProgrammingIt's also not the same thing, will fail if Foo isn't copy-constructable and depending on the complexity of Foo might be horribly inefficient. Though at least the latter will most likely get optimized away. Example: struct Bar {}; struct Foo { Foo(const Bar& b) : x(new Something) {} ~Foo() { delete x; } //No copy/assignment allowed, because it would be a major bug Foo(const Foo&) = delete; Foo& operator=(const Foo&) = delete; }; Foo y{ Bar() }; //Compiles Foo x = Foo(Bar()); //Doesn't compile (trying to use deleted copy constructor)
Trienco replied to md4friends's topic in For BeginnersIt's always a little worrying when conditional logic is thrown at simple "number problems". While I agree it's easier to understand in "for beginners", it also teaches bad habits (yes, I consider needless branching as bad style). Plus, in a more generic game with 2-8 players, you'd be completely screwed with any kind of "if it was player x's turn, it is now player y's turn" logic. List<Player> players; int activePlayer = 0; while (playing) { //do stuff for players[activePlayer] //next player, modulo (%) will ensure wrapping back to 0 after the last player activePlayer = ++activePlayer % players.Count(); } And if you prefer more readable code, keep in mind that pretty much every time you feel the need to comment a piece of code, it should probably be made a function named very much like what your comment is saying: int nextPlayer() { activePlayer = ++activePlayer % players.Count(); } ... while (...) { ... activePlayer = nextPlayer(); }
Trienco replied to EagleGamer's topic in For BeginnersProgramming isn't about memorizing code. It's about understanding your tools and the ability to use them to figure out a solution to a problem. The code isn't "what" you're doing, it's "how" you're doing it. What you generally want to learn is the "what", because the "how" will come naturally if you know your tools. In practice, you will usually solve each problem once and later go back to reuse or copy from your previous solution. Though it can make sense to force yourself to write it again and again a few times in some cases, until a particularly common algorithm (say quick sort, A*, etc.) isn't just that "mysterious chunk of code I wrote years ago and don't remember how it works". Copying from tutorials was probably not the point of writing them. Not only because it can be embarrassing to have code that calls "MyFunc" (yes, I've seen that kind of thing in production code), but because the point of that code is to illustrate and focus on a particular point or technique. That means there's usually little to no error handling and room for optimization, because that would obfuscate and distract from the actual subject matter. Also, unless you plan to build your whole program around a tutorial, it will rarely be something you can just drop into the rest of your code without plenty of adjustments. And then there's always the copyright question and what kind of use is permitted by the tutorial code's license. So I'd move on to the next project. Learning and experience will happen naturally, unless you plan to wipe your memory or drink yourself silly after each programming session. While doing that, you will probably revisit your last project a lot anyway. For practice, resist the urge to copy/paste, if you just want to get it done, reuse away (just try not to copy comments or names that are nonsensical in the context of the new game).


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What is JotForm?
JotForm is a free online form builder which helps you create online forms without writing a single line of code. No sign-up required.
At JotForm, we want to make sure that you're getting the online form builder help that you need. Our friendly customer support team is available 24/7.
We believe that if one user has a question, there could be more users who may have the same question. This is why many of our support forum threads are public and available to be searched and viewed. If you'd like help immediately, feel free to search for a similar question, or submit your question or concern.
I followed the instructions above and it works like a charm.Asked by haug on June 28, 2016 at 12:06 PM
I followed the instructions above and it works like a charm. But now I'd like to modify the matching of the fields. How do I do that. If I click on "integrations" I am asked to enter my api again and go through the whole process again...
This is a re-post of a comment on How to Integrate your form with Insightly CRM
You can edit the configuration of the integration by pressing the EDIT INTEGRATION button in the INSIGHTLY CRM wizard
Here you can add or edit the fields to match. Once completed just press COMPLETE INTEGRATION to save the changes.


text:
1 - 4 Final
Bobrovsky helps Columbus down St. LouisApr 13, 2013 - 3:22 AM
Columbus has now won two straight in its attempt to get into the playoffs and at 43 points, the team sits two back of the Detroit Red Wings for the final spot in the Western Conference. Detroit lost in a shootout to Chicago on Friday.
Cam Atkinson had a goal and an assist, while Marian Gaborik, Ryan Johansen and Artem Anisimov all scored for the Blue Jackets, who defeated St. Louis for the first time in four attempts this season.
"We're a team that doesn't back down and we were able to come back from an early deficit to get the win," said Atkinson. "We played a full 60 minutes and that's what you need when you're fighting for a playoff spot."
Kevin Shattenkirk scored the lone goal for the Blues, who had a six-game winning streak snapped.
St. Louis came into the game off three straight shutouts by Brian Elliott, but Jake Allen got the start on Friday and gave up all four goals on 19 shots.
The Blues hold a two-point edge over Minnesota for the sixth spot in the conference.
"I think we've lived on a fine line for a while and it went against us tonight," said St. Louis head coach Ken Hitchcock. "They were able to out-work us in the corners and the past couple of games we were able to get away with it, but not tonight."
St. Louis took a 1-0 lead just 1:26 into the game as Shattenkirk's low shot from the right point went past Bobrovsky for his fourth goal of the season.
The Blue Jackets tied the game with 5:28 to play in the opening frame when Adrian Aucoin's shot from the right point was tipped by Matt Calvert then Atkinson before going into the net. The goal was reviewed to see if the puck was hit with a high stick and it was allowed to stand.
That goal broke St. Louis' scoreless streak at 215 minutes, 56 seconds, which surpassed the previous team record of 201:32, set last season from March 21-29.
In the second period, Columbus took a 2-1 lead at the 14:20 mark as Anisimov jammed the puck in from in front for his 11th of the year.
Just over four minutes later, James Wisniewski fired a shot on net from the left point that was tipped by Nick Foligno. Allen made the stop, but the rebound sat on the doorstep and Johansen jammed it in for a 3-1 lead.
Gaborik provided a three-goal edge just 1:21 into the third period with his 12th of the season and Bobrovsky stopped all nine shots he faced in the final frame.
Game Notes
St. Louis hosts Chicago on Sunday afternoon ... Columbus plays the next six games on the road, starting in Minnesota on Saturday ... Columbus went 0-for-1 on the power play, while St. Louis was 0-for-5 ... St. Louis has not allowed a power-play goal in nine straight games, killing off 20 penalties during that run.
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Blues 1, Blue Jackets 4 3rd - 12:22Apr 12 9:04 PM
- Columbus Goal - Marian Gaborik (12), from Mark Letestu at 1:21.
Blues 1, Blue Jackets 4 3rd - 18:39Apr 12 8:53 PM
End of 2nd
Apr 12 8:34 PM
- Columbus Goal - Nick Foligno (4), at 18:36.
Blues 1, Blue Jackets 3 2nd - 1:24Apr 12 8:31 PM
- Marian Gaborik wrist shot on Jake Allen.
Blues 1, Blue Jackets 2 2nd - 4:02Apr 12 8:28 PM
- R.J. Umberger shot blocked by Barret Jackman.
Blues 1, Blue Jackets 1 2nd - 7:47Apr 12 8:28 PM
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Blues 1, Blue Jackets 1 2nd - 7:47Apr 12 8:28 PM
2nd Period - 5:40
Blues 1, Blue Jackets 2 2nd - 5:40Apr 12 8:26 PM
End of 1st
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1st Period - 5:28
Blues 1, Blue Jackets 1 1st - 5:28Apr 12 7:31 PM
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Blues 1, Blue Jackets 1 1st - 5:28Apr 12 7:31 PM
- St Louis Goal - Kevin Shattenkirk (4), at 1:26.
Blues 1, Blue Jackets 0 1st - 18:34Apr 12 7:11 PM
1st Period - 20:00
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Blues vs. Blue JacketsJan 30 8:15 AM
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Blues vs. Blue JacketsJan 13 8:16 AM
Related News
- Hitchcock hedges on lineup for Game 5 vs. Sharks May 23
- Sharks-Blues Preview May 23
- Blues sticking with Allen in Game 5 against Sharks May 22
- Canada beats Finland 2-0 to win world hockey championship May 22
- Blues beat Sharks 6-3 to even series at 2 games apiece May 21
- Blues hope goalie change can slow down Sharks top line May 21
- Blues-Sharks Preview May 20
- Blues to make goalie change for Game 4 against Sharks May 20
- Blues-Sharks Preview May 20
- Jones' 2nd shutout gives Sharks 2-1 series lead over Blues May 20
- Hot Tip: Backes excels at deflections for Blues May 19
- Blues-Sharks Preview May 18


text:
Average grade: 10.5 %
Length: 0.7 km
Altitude start: 117 m
Altitude top: 191 m
Ascent: 74 m
Maximum: 16 %
Turkey Tank Hill rankings
Difficulty ranking world: 8842 (all)
Ranking United States: 371 (all)
Difficulty score: 29.66 what?
Turkey Tank Hill ratings
(5) Overall
(5) Road
(5) Traffic
(1) Amenities
(5) Surroundings
(rate it)
The Turkey Tank Hill is situated in California. The Turkey Tank Hill should be climbed with a mountainbike.
Starting from Rancho San Antonio County Park,
the Turkey Tank Hill ascent is 0.7 km long. Over this distance, you climb 74 heightmeters.
The average percentage thus is 10.5 %.
The maximum slope is 16 %.
Look for other sides to climb the Turkey Tank Hill.
Click here to open big profile.
Click here to open detailed route.
Find climbs close to the Turkey Tank Hill: within 10 km - within 20 km - within 50 km
Find all climbs and cols in California on a map.
Tell us your story too! Or send your story in your own language:
Did you climb the Turkey Tank Hill? Please send your cycling story, description or comments. You can also send us video's or send us pictures on the Turkey Tank Hill.
© climbbybike™ All rights reserved 2005 -


text:
Anderson Middle School
2013-2014 Yearbook
by Created by the AMS Student Technology Team
About the Book
This is the official Anderson Middle School Yearbook for 2013-2014 school year.
Features & Details
- Category Education
Standard Portrait, 7.75×9.75 in, 20×25 cm
68 Pages
- Publish Date May 02, 2014
- Language English
- Tags Anderson Middle School, Anderson Middle, Anderson, AMS
See More
Log in or create an account to post a comment.
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text:
Transient simulation
hi all :)
I modeled a 2D axisymmetric case. first the simulation was in steady condition. but in the second phase its transient.
I wana know that could I use Moving Reference frame for transient case?
or I should use other ways for simulating angular rotation????
Its emergencyyyyyyyy needddd...:rolleyes:
I look forward for your answers...
in MRF u need fewer cost and solve problem sooner but this method can not show animate of rotation of body,in actual fluid is rotating!
if u want show rotation of body can use moving mesh!
|All times are GMT -4. The time now is 14:55.


text:
Aline Ayoub
Maximizer of business results powered by people in Toronto, Ontario, Canada
Aline Ayoub
Maximizer of business results powered by people in Toronto, Ontario, Canada
An accomplished Human Resources professional, skilled in career coaching and avid advisor for small businesses. Expertise includes organizational capability, talent strategy, development and succession management activities, hiring practices and international recruiting.
Aline Ayoub played a leading role in the senior leadership team providing leadership in Human Resources at Hudson's Bay Company, Loblaw's and Sears for over 30 years.
Aline Ayoub is the CEO and founder of Aline Ayoub HR Consulting.www.ayoubhr.com.
Aline Ayoub HR Consulting works with clients across the employee life cycle to enhance the productivity and performance of individuals, teams and organizations. Our solutions can help clients screen out unsuitable candidates, match others with jobs that fit their inherent capabilities, understand the strengths and limitations of successful onboarding and identify opportunities to enhance performance and maximize their long-term contribution to the organization.
We help business owners save thousands of dollars when hiring by teaching them a quick and easy to implement model on how to hire the right fit.
A published author of several articles on various talent management topics, Aline also blogs on various topics related to the job market in Canada.
Aline is a member of the Human Resources Professional Association (HRPA).
Aline is a Myers Briggs certified practitioner. The Myers Briggs Type Indicator (MBTI) is a self-report personality instrument which helps individuals discover their personality types. The goal of the MBTI is to allow you to further explore and understand his or her own personality including your likes, dislikes, strengths, weaknesses, career preferences and compatibility with other people.


text:
- Laconia, Gulf of
- geographical name inlet of the Mediterranean on S coast of Greece in Peloponnese between Capes Taínaron & Malea
New Collegiate Dictionary. 2001.
New Collegiate Dictionary. 2001.
Laconia, Gulf of — Inlet, southern Ionian Sea southern coast of the Peloponnese, Greece. Cape Maléa, which divides the gulf from the Aegean Sea, was once feared by sailors for its treacherous winds and harborless coast. The major stream entering the gulf is the non … Universalium
gulf — gulflike, adj. gulfy, adj. /gulf/, n. 1. a portion of an ocean or sea partly enclosed by land. 2. a deep hollow; chasm or abyss. 3. any wide separation, as in position, status, or education. 4. something that engulfs or swallows up. v.t. 5. to… … Universalium
Laconia — For the Laconian dialect, see Doric Greek : For the Ancient Kingdom, see Sparta : For the laconic expression see Laconic Infobox Pref GR name = Laconia name local = Νομός Λακωνίας periph = Peloponnese capital = Sparti population = 100,871… … Wikipedia
List of maritime disasters — An advertisement for soap, using RMS Titanic (1912) A maritime disaster is an event which usually involves a ship or ships and can involve military action. Due to the nature of maritime travel, there is often a large loss of life. This transport… … Wikipedia
List of shipwrecks — Contents 1 Africa 1.1 East Africa 1.2 North Africa 1.2.1 Algeria … Wikipedia
History of Patras — The city of Patras has an important history of four thousand years. Patras has been inhabited since the prehistoric age and constituted an important centre of the Mycenean era. In the antiquity it was a leading member of the Achaean League.… … Wikipedia
Varieties of Modern Greek — History of the Greek language (see also: Greek alphabet) Proto Greek (c. 3000–1600 BC) Mycenaean (c. 1600–1100 BC) Ancient G … Wikipedia
History of Sparta — This article covers the history of Sparta from its founding to the present, concentrating primarily on the Spartan state during the height of its power from the 6th to the 4th century BCE.The LegendTradition relates that Sparta was founded by its … Wikipedia
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|Product Profile
Dark Chocolate now has a lighter side. Our divine Dark Chocolate is made with 50% all-natural cacao, offering an aromatic and robust dark experience - you�d never know it has no sugar added. Now you can add a few pieces of delicious dark chocolate to your healthy lifestyle with only 2 gms of net effective carbs in a 3 Oz bar.


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10th Fl., New York, NY 10001
This sitting group provides instruction in insight meditation and fosters mutual support and understanding among the growing community of people of color who find nourishment and inspiration in the practice.
No previous meditation experience is required.
Fee by donation: Suggested starting donation is $15 but whatever you offer is greatly appreciated and no one is ever turned away for lack of funds. For this event all donations are split evenly between the teacher(s) and NYI.
Joshua Bee Alafia graduated from UC Santa Cruz in 1995 with a BA in Theatre Arts/Film. He currently is a filmmaker and has worked as a teaching artist teaching film, capoeira, tai chi and mindfulness practice. He is a graduate of the Community Dharma Leaders training through Spirit Rock Meditation Center.


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- For other uses, see Porthos.
Porthos is a continental landmass on the planet Athos IV, located at the world's northern hemisphere. (Decipher RPG module: Worlds)
Continent locationsEdit
- Alexande Mountains • Fort Roche • Monte Cristo Bay • Mount Denton Valley • Northridge • Richelieu Mountains • Roche Hills • Sunrise Forest