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Brave fundraisers will walk barefoot over red hot embers in support of St Raphael's Hospice, and you can join them.
To commemorate its 25th anniversary the hospice is looking for people to take part in its Firewalk at the hospice grounds in North Cheam on Tuesday, October 9.
Participants will face the ultimate test of mind over matter as they walk barefoot over red hot embers burning at around 1200 F.
Director of fundraising at St Raphael's Hospice, Keith Witham, said: "I've done the Firewalk before - it's great fun. There will be motivational training before the fire walk itself.
"Walking across the coals is a fantastic achievement - it's an amazing way to impress your friends, yourself, and have some fun and raise much-needed funds for the Hospice.
"Registration is £25 and we ask you to raise at least £150 in sponsorship for St Raphael's. This won't be difficult as people will be more than willing to sponsor you to walk on fire."
A large team of reporters, editors and advertising staff from the South London Guardian series are also going to attempt the challenge to raise money for our Give Your Quid campaign for the hospice.
Sean Duggan, group editor, said: "I am delighted that so many staff are going to join me doing the fire walk next month. I have to admit that I feel some trepidation at the thought of placing my bare feet onto red hot coals.
"But I am sure that it is safe and am looking forward to completing the challenge and raising as much money as I can for St Raphael's Hospice. I hope as many people as possible sign-up to take part on the night."
The event is being run by an events company called Blaze.
Participants must register at 6.30pm and they will be given motivational training.
Light refreshments will be available on the night and spectators are welcome to cheer their friends across the coals.
For a registration form contact Suzi Forland on 020 8644 3857, email firstname.lastname@example.com, or visit straphaels.org.uk.
:: Update :: Registration is now closed.
Make a donation at our Just Giving page


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The Arizona Diamondbacks have only won four out of their last 15 games, and all of them have come against the Mets. The fourth win came tonight as an error by Jose Reyes led to five runs to put the D-backs up for good.
Once again, Mike Pelfrey got off to a rocky start, allowing three runs in the first inning alone. He threw more than 40 pitches in the first, giving up five hits and walk.
The Mets answered right away in the bottom of the inning when David Wright hit the first of his two home runs. This one scored three.
Pelfrey started to settle in and only allowed one more earned run in the third inning.
Down one run, the Mets fought back again. Wright hit his second home run, scoring two more to put the Mets ahead.
Pelfrey pitched into the sixth inning and got an out before Reyes committed an error on a routine ground ball hit by the opposing pitcher Ian Kennedy. Pelfrey got one more out before Jerry Manuel pulled him after 118 pitches. It was a questionable move considering Pelfrey had really settled in and looked a lot better.
Instead, Manuel went to Raul Valdes, who has been brilliant in relief. He just didn't have it tonight, though, as Kelly Johnson hit a two-run homer. Valdes allowed two more hits after that. Instead of pulling Valdes who clearly couldn't get an out, Manuel left him in. Miguel Montero then crushed a three-run bomb below the Pepsi Porch.
That made the game 9-5, which pretty much sealed the game since the Mets have not won after being down four runs all year. They did tack on one more run on an Angel Pagan RBI single in the seventh inning. However, that is the only run the Mets have scored against the worst bullpen in the majors in more than 11 innings.
Manny Acosta relieved Valdes and struck out all four batters he faced. Elmer Dessens and Pedro Feliciano, who looked a lot better than his last outing, also pitched scoreless innings.
Despite Wright's and Reyes's three-hit game, the fifth through the ninth batters went 0 for 18. Pagan's RBI was the seventh hit, the only ones the Mets had all night.
Former Met Aaron Heilman, who had not saved a game against the Mets yet, of course did so this time.

subset: commoncrawl


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This is a beautifully written book, with strong characters but a very slow plot line. While the narrative is slow it is full of much emotion, thoughts, and is deeply moving. Tom recently returned from the battlefield horrors of WWI takes his new wife Isabel to Janus, a remote port where he maintains the lighthouse. Alone, except for each other, they try to start a family, but Isabel loses child after child and in the desperate time after the still birth of her 3rd child, they discover a boat washed up on the rocky shore. In it is a dead man, and a baby who Isabel is convinced is a sign from God. She begs him to keep the child, while Tom struggles with the best course of action. Helping his distraught wife become a mother, or to make things right by reporting the situation? What happens when joy for some becomes heart-ache for others?
Though they are alone on the island for much of the book, there are some memorable characters who seem real and well rounded, and have their own particular characteristics. The
information in this debut novel by London attorney M. L. Stedman is very interesting, and led me to do research on lighthouses.
If you are interested in this book, or other books on the subject check out our collection listed below:
There is also a very interesting interview of M. L. Stedman that may be found at http://bit.ly/188sieQ


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Print this issue
The Massachusetts Bar Association is currently accepting
nominations for officer and delegate positions for the 2011-12
membership year. Nominees must submit a letter of intent and a
current resume to MBA Secretary Marsha V. Kazarosian by 5 p.m. on
Friday, Feb. 25, 2011 to be eligible.
To submit a nomination, mail or hand deliver the information
Massachusetts Bar Association
Attn: Marsha V. Kazarosian, MBA Secretary
20 West St., Boston, MA 02111
Or fax the nomination to (617) 542-7947.
If you have any questions about the nomination process, call MBA
Chief Operating Officer Martin W. Healy at (617) 988-4777.
Click here for nomination and election
procedures. Click here for association bylaws.


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Foster Parent Training
MISSION: The RAPT division within Staff Development will deliver exceptional trainings of excellence. Trainers will have the resources they need to provide information to resource parents. Coordinators will provide support to both staff and resource families with proficiency. Curricula will be comprehensive and representative of DCS policy and the DCS practice model.
CPR/First Aid/Universal Precautions Training
July 2013 Contacts Update for Indiana DCS to Parents
Registration Directions to Search By Zip Code
Registering in the ARC Learning Center 2013
Detailed Instructions for Printing Certificates of Training Completed Through the Red Cross
* This Certification is valid for a two (2) year time period.
Resource and Adoptive Parent Training (RAPT) Information
Alternative Training List for DCS Resource Parents
RAPT Class Catalog (Descriptions)
RAPT Schedules (Click on this link to access Statewide RAPT Training Schedules).
* Registration will close three (3) Business days prior to the scheduled class starting date
Foster Parent Training College
Foster Parent Training College (Click on this link for additional information.)
*Please note that these trainings are for Foster Parents (Resource Parents) being licensed by a DCS Local Office. If you are being licensed by a LCPA ( a private Foster Care Agency), check with your agency for training opportunities.


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And so yet more proof lands in the in-box that people are still buying luxury – and this time I'm not talking about the products. I'm talking about stocks. Hot on the heels of the revelation that Qatar's sovereign wealth fund has bought a 5% stake in jeweler Tiffany comes the news that luggage maker Tumi's value was up by over 50% after their IPO yesterday raised $338 million.
© The Financial Times Ltd 2016 FT and 'Financial Times' are trademarks of The Financial Times Ltd.


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Cook pasta as package directs, rinse, drain and set aside. Heat oils, sauté garlic and ginger. Add peanut butter, ponzu sauce, shoyu, water and coriander. Heat until peanut butter melts. Add pasta and toss until pasta is coated with sauce. Garnish with green onions. Pour the orange juice over the top before serving and mix.
Cashew, almond or sesame butter may be substituted for peanut butter.
Per serving - 349 calories, 12 gram fat (30% calories from fat), 16 gram protein, 46 gram carbohydrate, 9 gram fiber, 0 milligram cholesterol, 334 milligram sodium


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What is Microsoft Volume Licensing?
Microsoft volume licensing is an easy and affordable way to run Microsoft software across multiple computers and use Online Services across multiple users within an organization.
How does Volume Licensing Work?
By acquiring licenses through Microsoft Volume Licensing programs, you pay only for the software license. Eliminating the physical costs of boxed software and purchasing in volume often reduces cost and provides more customized purchasing options and improved software management.
Simply stated, volume licensing makes it easier and more affordable to run software across multiple computers and use Online Services across multiple users within an organization.
In the case of some Microsoft Volume Licensing programs, you may also purchase Software Assurance. This comprehensive maintenance offering can help you get the most out of your software investment. It combines the latest software with phone support, partner services, training, and IT tools. You can choose Software Assurance at the time of purchase and begin using your benefits immediately for the term of your license agreement.
Keys to understanding Microsoft Volume Licensing
To choose the optimal approach for your organization, you must first understand the major characteristics of Volume Licensing policies and programs. Areas for consideration include:
- The size and type of your organization.
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- The way in which you want to use those products.
Microsoft tailors some of its programs to meet the needs of specific industries, such as public sector organizations like schools and universities, depending on the primary function of the organization.
For smaller organizations, the Open Programs provide a simple, cost-effective way to acquire the latest Microsoft technology.
Learn more
Download the Microsoft Volume Licensing reference guide (PDF, 1 MB)


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Return of the DirectX vs. OpenGL Debatesby Jarred Walton on 3/24/2014 3:55 PM EST
105 Comments
Back to Article
sprockkets - Monday, March 24, 2014 - linkWell in the old days Microsoft's dominance on the desktop made Directx win. Today, that's no longer the case. Apple's ios and Android both dominate, and unless MS allows Directx to run on non windows devices, won't have the clout to force Directx 12 on us.
I'm glad this is the case since this will help prevent a repeat of the late 90s to mid last decade where if you didn't have windows you were screwed. Reply
lmcd - Monday, March 24, 2014 - linkMicrosoft's dominance on the desktop still makes DirectX win there. On mobile, small games go straight for OpenGL ES but larger games use third-party engines that handle the divide.
Also, the way tablets are going, we're going to be back to the 90s soon enough. Intel-based Windows 8 tablets likely take over much of Android's strength in productivity tablets, and Apple will always have the iPad for content consumption and overall luxury.
Android has had a good run, but counting on Dalvik as the center of your OS (which is bound to the weaknesses of Java) puts a damper on Android power efficiency, performance, and scalability which can't be recovered. Android probably dead-ends somewhere between 5.x and 7.x, where Chrome OS takes over on Google's side and subsequently loses a huge install base.
Basically, unless Google has an upgrade plan from Dalvik code to Dart code, I would put Microsoft as 1st or 2nd in tablet before 2018. If WP comes together with Windows (and finishes integration) then Windows Phone could start making a similar push. Reply
valvalis - Monday, March 24, 2014 - linkGoogle already has a replacement for Dalvik in 4.4 - ART. Reply
lmcd - Monday, March 24, 2014 - linkAs if slowing down the already-torturous Android boot time is a good solution. Even if ART is "ready" by the next point release, I don't see how ART improves the situation dramatically. Reply
nico_mach - Saturday, March 29, 2014 - linkI can't see how it's a problem. Windows' lagginess never hurt its platform after it had platform dominance. Windows tablets have the same problem as Apple laptops - they don't have the compatible software and probably never will, they're the domain of artists (with the stylus) and wintel grognards. For all your bluster, PCs with touch aren't selling and tablets are still primarily ios and Android.
I'll grant that nothing lasts forever, but your 2018 forecast isn't based on evidence yet, just speculation - speculation that also had Windows Phones dominating mobile and Surface selling like ipads. There's nothing seriously wrong with Windows' platform, just like there was nothing seriously wrong with Apple in the 90s, but it's still a declining platform, caught on the wrong side of change with an outdated business model. Reply
kpb321 - Monday, March 24, 2014 - linkI have no idea how Google would have plan to upgrade from Davlik to Dart considering Dart is a replacement for Java Script and not Java which are two different things.
Not to mention that Dalvik isn't even Java in the first place. The borrowed some ideas and basic structure for the api's but invented their own new environment to run it. The also do support native applications if performance is really that critical. They don't seem to be that popular so I can only assume that their Davlik performance is doing okay. Reply
coder543 - Monday, March 24, 2014 - linkThe idea would be to make Dart a viable option for app development on Android. It doesn't have to rewrite developers' code for them. I would love for Dart to be an option, at least... but all this whining about Dalvik performance isn't worthwhile. People don't write things in Java on Android when they need performance -- they use C++ and native binaries, with maybe some Java for a GUI. Dalvik isn't much of a concern for the viability of Android, and ART will be along shortly enough to replace it. Reply
Flunk - Tuesday, March 25, 2014 - linkI think you're a bit confused. Dart is a programming language, Davlik is a compiler (and framework). There is no reason that Davlik applications couldn't be written in Dart. Why they would care enough to write a compiler just to support an extra language that isn't all that different from Java I don't know. Reply
didibus - Tuesday, August 05, 2014 - linkI think he understood that. I think he just would like to be able to Code in Dart instead of Java. Personally, I think Google needs to rebrand their Java to something else. Call it Droid or something. And they need to stop following the Java evolution, add their own construct and basically branch out their own language out of Java. I like Java, but I find it evolves rather slowly, I'd prefer something that moved faster, which is why I think it'd be nice if Google took control of that. Reply
syxbit - Monday, March 24, 2014 - linkART not Dart :) Reply
coder543 - Monday, March 24, 2014 - linklmcd definitely said Dart, referring to the programming language. kpb321's comment was replying to lmcd. Reply
lmcd - Monday, March 24, 2014 - linkI am aware of ART and think that it simply moves the same problems to elsewhere in the operating system (boot time). Dart is the "new VM," and in my opinion the best Google-produced environment for development (hopefully PNaCl takes off with greater language support). Reply
Scali - Wednesday, March 26, 2014 - linkART moves the problem to install-time. Of course, the first time you reboot your phone in ART-mode, it needs to 'install' all apps. As in: it needs to compile them to native code compatible with the ART runtime. Reply
lmcd - Monday, March 24, 2014 - linkAs if I didn't know they were different things -- that's obvious from the get-go. But it's also obvious that Google is a web-based company focusing on two major code techniques for web: PNaCl and Dart. Granted, PNaCl is the more likely target for conversion (maybe try and get Dalvik as another PNaCl target language?), but regardless I don't think Google can possibly keep Android as it is right now, and the transition is unlikely to be smooth.
And Dalvik uses Java classes and is heavily based on Java. Pretending that they only "borrowed" some ideas is turning a blind eye to Google's Android development. There was a lawsuit with Oracle for a reason (though Java was open-source, I agree with the verdict). But point being, Dalvik uses Java classes and for backwards-compatibility's sake will not leave those behind (though new ones may be recommended). Reply
coder543 - Monday, March 24, 2014 - linkHow does Microsoft desktop dominance make DirectX win when OpenGL performs better on Windows than DirectX does? Reply
inighthawki - Monday, March 24, 2014 - linkValve has only proven that modern OpenGL 4.x is faster than a legacy 10 year old DX9 implementation. Reply
Friendly0Fire - Monday, March 24, 2014 - linkWhich is amusingly a detail often forgotten. Modern OpenGL *and* DirectX are both faster than their older counterparts. Reply
Klimax - Tuesday, March 25, 2014 - linkAnd furthermore nobody could/can replicate their results, because they never released OpenGL part of Source games. (Thus they could just make that up...) Reply
R. Hunt - Tuesday, March 25, 2014 - linkBut they got the headline, which was what they were after. Reply
Scali - Wednesday, March 26, 2014 - linkNo, Valve has *claimed* that, benchmarks prove otherwise.... OpenGL is not faster than DX9. Look for the Counter Strike review on Rootgamer for example (can't place a direct link, it seems, won't go through the spam filter). Reply
nico_mach - Saturday, March 29, 2014 - linkLet me say, whatever Valve's motivations, it's unlikely that one is 'faster' than the other ultimately, it's all about the effort put in by developers. That's been proven time and against outside the JIT compilers, determined programmers can generally get top performance, it's a question of how long it takes, and MS has always catered to that need. Reply
Scali - Monday, March 31, 2014 - linkGraphics APIs can differ quite a bit in terms of supported features and overall design. Perhaps you missed the recent buzz about Mantle and DX12? They significantly reduce CPU overhead and improve multi-threaded performance.
So yes, it is quite possible to run into the limitations of a given API and/or driver. Reply
althaz - Monday, March 24, 2014 - linkDoes it perform better? I've seen this claimed many times, but have not seen a demonstration (other than newest OpenGL vs DirectX 9, which is hardly relevant). Reply
Alexvrb - Tuesday, March 25, 2014 - linkI was just thinking this. I can't believe they would brag about beating DX9. What's their next challenge? Glide? Reply
tuxRoller - Tuesday, March 25, 2014 - linkWell, you can see the above slides where the AMD, Nvidia and Intel devs claimed gl is about thirty percent faster, without any optimizations. Reply
inighthawki - Tuesday, March 25, 2014 - linkThe entire point of the slides above was how it is faster WITH the new extensions/optimizations... Reply
tuxRoller - Tuesday, March 25, 2014 - linkI wouldn't call it the ENTIRE point since, according to the article, they've also said that unoptimized gl is about 30% faster than d3d.
Most, if not all, of the features are addressing gl 4.3(with some extensions). Reply
Klimax - Tuesday, March 25, 2014 - linkAnd where is evidence and data plus description of their test for replication? Reply
JarredWalton - Tuesday, March 25, 2014 - linkIn the Github source link at the end of the article, presumably -- I haven't looked to see if any DX code was released, though, which would of course be needed to compare the two APIs. Reply
risa2000 - Tuesday, March 25, 2014 - linkI no longer follow OGL (maybe someone can shed some light on this from today's perspective), but back then (in late 80, early 90) on every Windows NT there was OGL wrapper provided by MS. And then there could be also native OGL provider implemented by hardware vendor (Nvidia, ATI, 3Dfx, Matrox, Intel). The app could choose, which provider it will use but at least one (MS) was guaranteed. Performance was not comparable though.
Later on (I am not sure if it was Win2000, or WinXP) this OGL wrapper was removed from the system as DirectX was supposed to be "one and only gfx API to rule them all". And it did pretty good job at forcing certain level of quality on both ends - apps and underlying hardware. OGL was left to different HW vendors as an option, but for some reason the quality was usually subpar to DX implementation. Only some titles/engines were able to achieve comparable performance on both. So since then OGL was kind of option (also with different flavors depending on hw), while DX was guaranteed. I imagine this can still apply today as long as there is no guaranteed OGL provider on every Windows incarnation. Reply
ET - Tuesday, March 25, 2014 - linkThere was never an OpenGL wrapper. In NT there were two driver models, MCD and ICD, where MCD provided some common code in software so was easier to implement but slower. That got dropped in later OS's. However there was nothing to "wrap" at the NT time since D3D didn't exist.
IIRC there was some talk of a D3D -> OpenGL 1.4 wrapper in Vista, but it got dropped, and we were left with the old OpenGL 1.1 software implementation or ICD implementation. Reply
risa2000 - Tuesday, March 25, 2014 - linkRight. I used the wrong word. It was simply software implementation. I do not remember though if something similar existed in Win9x/ME. Reply
Penti - Wednesday, March 26, 2014 - linkAre you sure your not confusing it with the built in opengl-libraries? MS supplied their own for a while. It never got updated above OGL1.1. However that's not the driver (M-/ICD in the old days) and you use WGL, GLX, GLU libraries/headerfiles from Khronos, or a GLUT wrapper, SDL or some other library to talk to the drivers. Microsoft doesn't provide their own way here. Apple does, that why it can take a while and an OS update to get the full API moved along. Apple doesn't really stop things like extensions, Cuda or other such things though. Reply
syxbit - Monday, March 24, 2014 - linkWhat does Java have to do with anything?
Android games are coded with the NDK (native code against OpenGL). Reply
lmcd - Monday, March 24, 2014 - linkJava has to do with platform dominance -- if Android's Java implementation fails, Android fails, and Microsoft takes 2nd place in tablets and smartphones. Reply
R. Hunt - Tuesday, March 25, 2014 - linkI don't think Android problems have anything to do with Java. Android suffers a lot from sub-par hardware, terrible OEM customizations, and lack of timely updates (if at all) and decent support. Those are not related to Java at all. Reply
theromz - Tuesday, March 25, 2014 - linkDoesn't look like its going to fail real, and windows is so far behind in everything it would need to explode into bits before they even got close. Reply
sprockkets - Monday, March 24, 2014 - link"Also, the way tablets are going, we're going to be back to the 90s soon enough. Intel-based Windows 8 tablets likely take over much of Android's strength in productivity tablets, and Apple will always have the iPad for content consumption and overall luxury."
Why? Because of office which is available on Android as well? Because of the crappy legacy desktop?
Microsoft will still be around for the desktop. But they won't be able to dictate the market like they used to for the end users.
"Android has had a good run, but counting on Dalvik as the center of your OS (which is bound to the weaknesses of Java) puts a damper on Android power efficiency, performance, and scalability which can't be recovered. Android probably dead-ends somewhere between 5.x and 7.x, where Chrome OS takes over on Google's side and subsequently loses a huge install base."
Uh, no. And seeing how Windows is starting over with winrt, that really isn't any different.
"Basically, unless Google has an upgrade plan from Dalvik code to Dart code, I would put Microsoft as 1st or 2nd in tablet before 2018. If WP comes together with Windows (and finishes integration) then Windows Phone could start making a similar push."
Keep dreaming. And dart has nothing to do with dalvik. Have a nice day! Reply
lmcd - Monday, March 24, 2014 - linkWinRT isn't starting over. It uses a new UI framework on top of .NET, which has been the de-facto Microsoft programming language for how long?
Dart has a ton to do with Dalvik -- Dart is Google's newest VM and likely candidate for app development within Google. It likely becomes the default way to develop Android apps. There's a programming paradigm shift that needs to occur within Google that is only partially underway.
Office was not relevant to my comment. The desktop is not relevant to my comment, aside from the legacy of Windows RT (and the similarities in code patterns between the desktop and Modern).
Given how close Samsung is to diving to Tizen, Google's fall-off could happen independently of Microsoft (I'll grant you that), but it is coming.
Lastly, how is "Uh, no." any sort of rebuttal? Would you have questioned ARM's dominance in tablets a year or two ago? I'm not dreaming, I'm predicting. Google could pull off a better transition than I expect but I don't imagine it soon, or working well. Reply
Honest Accounting - Tuesday, March 25, 2014 - linkWhat is MS going to have to offer (by 2018 or before) which will increase market share? The OS platform is largely irrelevant - especially in the productivity space you reference. The baseline reference there is HTML5 and it's associated development tools/environment - ie.browsers, and browser run-time environments. The only performance area in the consumer space is gaming where the best applications are native. You can talk about the inefficiency of Dalvik, but why can Nokia launch a Android phone (Nokia X) on lower spec hardware than a device running Windows phone 8.x (Nokia 520)? The same specs (Cortex A5) should be used for the 52x to highlight the performance advantages of Windows Phone. No? Reply
jimjamjamie - Tuesday, March 25, 2014 - linkThe problem with this argument is that Android user experience on bottom-end hardware is mostly unbearable garbage even compared to a feature phone. The Lumia 520 is Windows Phone's best seller because it offers a better experience than its equivalent Androids, unless you pony up more cash for a Moto G. Reply
Honest Accounting - Tuesday, March 25, 2014 - linkNot accurate. The 520 is a $180 device. That's precisely the same price as a Moto G (or Xperia E1 for that matter). There's no point comparing it to a device less that half the price. But again, if it's this good performer that you claim, the thing to do would be to reduce the price (to gain more market share) rather than up the specs - which was a necessity since the performance was in fact inadequate Reply
Alexvrb - Wednesday, March 26, 2014 - linkWho's not being accurate? You're thinking of the 620. The 520 is clearly available unlocked for 120-130, and I've seen it on sale for less. Performance is quite good for such a lowend smartphone. Reply
Mondozai - Tuesday, March 25, 2014 - link"Why? Because of office which is available on Android as well? Because of the crappy legacy desktop?"
I agree that Windows tablets aren't going to conquer Android tablets. But you're delusional if you think that Windows legacy desktop is somehow bad. Nobody even comes close to the amount of programs available. Everything works. MacOS is better on some things, but it's a common myth that the only thing that holds Mac back is basically gaming and a few other apps. It's a lot more than that. Reply
Anders CT - Tuesday, March 25, 2014 - linkThat is just flat out nonsense:
1) OpenGL is also available on Windows. In fact if DirectX 12 wont be available on windows 7, modern OpenGL will have a much wider installbase than DirectX on the desktop alone.
2) Dalvik is not the center of Android. It is a higly efficient execution model that complements native binaries. Most OpenGL applications, and indeed all of the libraries, will always be natively compiled.
3) Dalvik is in no way bound to Java, is not based on Java, and does not use any Java classes. It is a virual register machine. Java is a tool that developers can use to target dalvik.
4) ART only slows down Androids (quite speedy) boot time one single time, when you first turn on ART and reboots your device. Then it will compile all your dex-files and be done with it. ART improves execution efficiency slightly at the exchange for a slightly larger memory footprint. Also, ART helps out with x86 and MIPS compatibility without the performance overhead of jit binary translation.
5) Dart is not a virtual machine, and cannot replace Dalvik. Dart is a programming language and application framework for client-side webprogramming. In theory you should be able to make a dart compiler that targets dalvik. Go right ahead.
6) If Microsoft intends to integrate Windows Phone with Windows, they are moving pretty slowly. In fact, running Android apps on Windows is a lot easier than running Windows Phone apps on Windows. Reply
jimjamjamie - Tuesday, March 25, 2014 - link"Microsoft.. are moving pretty slowly."
Considering how late they have been to the smartphone game I think that is a given, I wouldn't discount the prospect of OS family homogenisation simply because Microsoft is being slow about it; they are just slow in general. Reply
Mondozai - Tuesday, March 25, 2014 - linkI think it's less a matter of moving slowly than just trying to manage their main business. Google had no legacy business so they could focus it all on mobile. Microsoft's business in the software space is far more fragmented/divided.
Another issue is that while casual consumption is done as good if not better on tablets etc, people are starting to find that working is horrible and gaming is atrocious unless for very simple games. You won't have deep immersive experiences on mobile gaming by and large. It's horrible to type long documents. Etc. So they are held back by this, because the cassandras were right about the death of the desktop. And Apple can afford to discount MacOS because they know it'll always be a marginal player. Reply
Mondozai - Tuesday, March 25, 2014 - link"because the cassandras were right about the death of the desktop." should say "cassandras were wrong". Declining, but now stabilizing. And once places like India gets built out properly, a lot of people will tire of just watching 5-10 inches all the time. Especially for tasks that require sustained concentration over hours of time aside from movies. Reply
didibus - Tuesday, August 05, 2014 - linkI don't think people think Gaming is atrocious. In fact, I'd claim there's more people who game and enjoy gaming on mobile than on consoles and PCs. Out of those who prefer console and PC like me, I do think it's atrocious, but it gets a lot better fast. Take things like the Nvidia Shield Portable and Tablet. Moga controller. Android TV, Fire TV, etc. These bring proper controls to Android games, and the Shield proves that mobile already has Xbox 360 like power.
Same thing will happen for working. Right now, it's not as good. Mostly because of the form factor. But already if you plug a tablet to a monitor, a keyboard and a mouse, you realize that's it way closer to being productive than you thought.
Also, the Enterprise is all about mobile right now, I work in enterprise software development, and if you want to sell, you've gotta say 2 magic word: Works on your tablet and cloud based. Reply
toyotabedzrock - Tuesday, March 25, 2014 - linkAndroid allows native code apps. The 12.x versions of Opera where native c or c++ and opengles. And ART only increases the boot time once to pres compile your apps into a new format. Reply
TheJian - Wednesday, March 26, 2014 - linkChromebooks took 21% of ALL notebook sales already. Let me know when win8 stops that. I expect to see Denver (and S805/810 etc) come for the low-end desktops next and move up the chain until someone stops them. DX12 isn't until xmas 2015 if it isn't late (big if), which gives people 2yrs to use OpenGL to drop draw calls, kill Mantle and get a larger audience overall with mobile pushing it. Since most people don't have a DX11 card (china runs 70% xp still, so not even dx10 there), there are not a TON of DX11 games even today (DX11 ONLY I mean, you can always use dx9.0c in most instances - ALL?), and if you want your game to run on mobile+PC it's best to choose an engine and probably avoid DX.
Microsoft will be 3rd in all things mobile until Google/Apple mess something up badly. DX means NOTHING there, opengl is everything pretty much which is why they are pushing ES 3.1 for it now. Also MS continues to price themselves to death (see surface/2/pro etc), so windows is going nowhere on mobile fast. Tegra tab adds a modem price goes up $50, MS adds the same one and price rises $130. See the point? You can't tell me NV is charging them almost triple for a software modem...LOL (a Soc goes for $10-45).
IMHO MS has screwed themselves into losing DX dominance (2yrs away while OpenGL has low driver mantle like stuff already NOW), and in turn gamers, and in the end a lot of PC market will go to linux/android/steamos etc or any combo of them on a PC running ARM custom chips from Apple, Qcom, NV with NV likely winning a SOC battle as the GPU takes over modem's importance on mobile (who has the 20yrs of gaming/gpu+Dev experience here? I see only NV raising their hand). Eventually we'll have a 500w PC like box running these and probably a discrete NV card for high-end just like now on WINTEL (maybe AMD too one day if they live that long or get bought).
NV wants payback for Intel killing their chipset business (hate is strong between these two or Intel would have already figured out how to buy them and pay Jen Hsun to leave for a few billion which would easily triple his current wealth) and they're planning to get it with Denver/maxwell chips and beyond moving to your desktops/servers (and higher end notebooks too). With Google/Valve/Apple helping OpenGL now is the perfect time (with win8 screwing pc sales) to strike with in-house ARM 64bit cpus and move games to ARM/OpenGL via massive mobile gamers and units already dwarfing PC gamers. They are selling 1.3B units of mobile now and will be over 2B in the next few years. Only ~34mil gamers on steam (IIRC) says the PC market is pretty small compared to mobile (also only ~50mil discrete sold yearly). GDC 2013+2014 show devs have moved massively to mobile, matching PC's at 51/52% making games for both. While consoles on the other hand, are under 15% showing devs are leaving them massively (next gen hasn't moved the needle from last year).
Why can't I run a quadboot (tri? whatever) of chrome, android, linux & steamOS? All are free and all run on ARM or will, steamos coming soon surely, NV/Valve working hand in hand on steamboxes for a few years says it will be on ARM at some point. At some point we'll all just run VM's of whatever we used to do (if needed for X software). We do it already, but I mean even home users will be using it like they do in enterprise now. I guess I pretty much think the exact opposite of what you think ;)
Free OS's will take over as games move there, then apps will follow too. The only question I have is how much Wintel will be hurt (and consoles are dead, just a matter of when in this cycle). I think Intel does best out of this (they can fab for others in worst case), while MS has nothing to stop windows/dx/office from going down (slow or quick, but going down), though a NV buyout could help stop it, but I think that's a best fit for and Intel purchase and I'd rather see 14/10nm gpus shortly as opposed to MS getting them who can't do much for my future hardware without fabs. Reply
didibus - Tuesday, August 05, 2014 - linkI don't know why you say Java is a weakness, it's the fastest interpreted language on PC. The only thing that beats Java in performance are compiled languages. In that regard, Java and C# are pretty much on equal levels, with Java winning in benchmarks slightly.
Obviously, Dalvik isn't up to par with Oracle's Java VM. But that's something that will be remedied over time. Google already started with ART.
If you didn't know, Windows 8 is moving towards more C# and less C++. Apps are mostly going to be C# and HTML5+Javascript based. That's the whole point of WinRT.
You can also make Apps in C++ for Android if you didn't know that. The Chrome Browser, or Mozilla Browser are made in C++. A lot of games for Android are made in C++. And of course, most of Android itself is C/C++.
Dart is way slower than Java, just look here: http://benchmarksgame.alioth.debian.org/u64q/dart....
Dart is a good language, and in a small time, they've managed to make a pretty good VM for it, but it's still has ways to go to beat Java or .Net.
A problem for Microsoft, is that only WinRT apps work on Windows Phone and Windows 8. But right now, Windows8 productivity advantage comes from it's huge library of legacy non WinRT apps. So Windows Phone and Windows 8 will face challenges to properly integrate one another. It that realm, it's much nicer for a simple user to have an Android Phone and an Android Tablet, both sharing the exact same interface and apps (they don't even need to buy the app again in most cases). Or similarly, an iPad and an iPhone. Where Windows will need to slowly push more and more devs to convert their apps to WinRT, but right now, WinRT is way behind Android and iOS in terms of both productivity apps, and non productivity ones.
Anyways, just look at the new Tegra K1 Android device coming out, like the Shield Tablet, and all the Android TVs, they blow the Xbox 360 out the water with their OpenGL 4.4 support and raw power, Android doesn't seem to be slowing it down at all.
Also, remember SteamOS will be OpenGL only, and OSX is OpenGL only, and PS4 is OpenGL, and iOS and Android are OpenGL, it's looking like a lot of counter weight exists right now against DirectX 12. So it will be an interesting scenario. We shall see if it's a repeat, or this time, history will go a different way. Reply
gobaers - Monday, March 24, 2014 - linkAn interesting historical note: one of NVIDIA's first successful products, the Riva128, had a key differentiator in having good Direct3D preformance. No, it wasn't as fast as the 3Dfx parts, but it was the first serviceable challenger. It combined decent 3D with great 2D in a single card unit, and the rest is history. The unit I had was this, reviewed by Anand:
http://www.anandtech.com/show/21 Reply
dakishimesan - Monday, March 24, 2014 - linkMy first card was the RIVA 128ZX, the higher clock version that had more memory (8MB!) Love that card and playing Moto GT racer for the first time. Reply
JarredWalton - Monday, March 24, 2014 - linkI hail back to the glory days of ISA cards, sadly. My first PC I think had something like the earliest Cirrus Logic controllers -- capable of an astounding 640x480 256-colors! SVGA FTW. I did manage to scape together the funds in high school to buy an S3 911 I think. Then around 95 things changed radically and I was able to stop running DOS on top of Windows and start booting straight to Windows 95. Hard to believe all current high school students were born after Win95 launched. LOL Reply
gobaers - Monday, March 24, 2014 - linkI wonder what type of video board my very first computer had. It was a Hyundai AT clone running at 9MHz in 'Turbo' mode, paired with an EGA monitor instead of the CGA that everyone else had.
I didn't start tinkering with the insides of my machine until the next one, a 386SX-25. The day I bought and installed a SoundBlaster Pro is still memorable for my brother and me. We must have stayed up until 2AM playing with Dr. SBAITSO. Reply
althaz - Monday, March 24, 2014 - linkWe had a Riva 128, it was relatively poor, but when the TNT came out, that was THE SHIT.
We added a Voodoo (1) to our PC when I was a kid and just couldn't believe how awesome it was, but it had nothing on the Riva TNT. The TNT was faster than the Voodoo (though not, IIRC the Voodoo 2, though performance was close), plus it had incredible 32-bit colour so image quality was FAR superior. The other bonus for nVidia (and their customers) was that their's was a single-card solution and absolutley mauled 3dfx's single-card solution, the Voodoo Banshee (which was the fastest 2D card on the market then, but had less than Voodoo 1 levels of 3D performance, from memory). Reply
coder543 - Monday, March 24, 2014 - linkI've never understood this. Maybe DirectX once held a strong lead in terms of features or performance, but it's been quite a few years since that was the case. If I were starting a new project in the last 5 years, it would seem completely unreasonable to lock myself into DirectX unless I was targeting the Xbox. I'm no Richard Stallman, but locking *your* code into a platform where you have no freedom to move it to something else without rewriting all of the graphics calls just seems like a poor decision. By supporting OpenGL, you not only get arguably better performance, but you can run it on almost every platform in existence. That would seem worthwhile to me, regardless of what Microsoft says. Reply
inighthawki - Monday, March 24, 2014 - linkAny modern game engine is flexible to support almost all rendering APIs. Every talks about how "Oh everyone should use OpenGL cause its up to date and supported everywhere!"
Except that it's not. Sure you have it on PC, and OpenGL is on mobile devices. But then you have consoles - PS3, PS4, 360, XBO, Wii. None of which use OpenGL. If you want to effectively target these, you need a flexible design that supports multiple APIs. At that point, most developers choose to support DirectX because Windows is the largest market for their games, DirectX tends to provide more consistent results across different hardware vendors, and DirectX tends to be more pleasurable to work with over OpenGL. DX has a long history of significantly better graphics tools, so a lot of developers will write a DX version first just to get it working, then write an OpenGL layer afterwards. Reply
inighthawki - Monday, March 24, 2014 - linkMy optional U in brackets after Wii seemed to denote underlining. Sorry about that. Reply
ruthan - Monday, March 24, 2014 - linkOn all those other devices running OpenGL, because you need API, which are accelered by HW and without Windows you havent DirectXP, some you havent choice and you have to use OpenGL. Reply
lmcd - Monday, March 24, 2014 - linkDirectX tends to get a lot of features beforehand, and there's no outrageous extension system to work with/deal with. Reply
errorr - Monday, March 24, 2014 - linkWhile desktop games will continue to be a popular driver of some technology the vast majority of people will have a tablet or phone as their only computer. Quality 3D in games requires experience in and knowledge of OpenGL ES. I don't see where MS will have the clout necessary to drive mobile hardware. DirectX will only be as relevant as the console is and mobile hardware will drive future development. No way can they replace OpenGL as long as Android and Apple make the decisions on the api level.
Also the paradigm of good coding practices is wildly different for TLDR mobile GPUs and there is no evidence the MS knows how to create an api that deals with the quirks of those Arch's. Reply
inighthawki - Monday, March 24, 2014 - linkThey've announced DX12 support for mobile, and have backing from Qualcomm, who themselves have (what I assume you meant :)) a TBDR architecture. I sincerely doubt Microsoft is oblivious to how they work. Reply
didibus - Tuesday, August 05, 2014 - linkI saw that, even Tegra K1 supports DirectX 12, I was wondering though, if it'll be Windows Phone exclusive? Reply
TheJian - Monday, March 24, 2014 - linkWhat I don't understand is why an NV blog page post has the entire surrounding info from AMD advertised crap. No bias here I guess ;) Why is EVERY single piece of info on this page about AMD when the article is covering NV's slides and Vids? Why is this in AMD center and not NV? Red text for links too? Why not GREEN in an NV article? You should get the point here. Two NV guys, ONE AMD guy, ONE Intel guy, but this is AMD news?
NV not paying enough for an NV CENTER portal to be prominent on this site or is this just Ryan's/anandtech's AMD love shining through? Some things never change? I digress... Reply
DanNeely - Monday, March 24, 2014 - linkAnything with an AMD tag gets the AMD branding automatically no matter how peripheral AMD is to it. In at least one past case objections resulted in the AMD tag being dropped. Reply
lmcd - Monday, March 24, 2014 - linkThis is as relevant to AMD as anyone. Reply
Will Robinson - Friday, March 28, 2014 - linkWould you like some cheese with that whine? Reply
Homeles - Monday, March 24, 2014 - linkDirectX still has some life in it, but I'd argue its days are numbered. OGL is simply a more universal API. DX will still live on for the Windows GUI, I'm sure.
With Android and iOS's growing sales, there's no doubt that OGL will overtake DX on the desktop as time goes on. In the meantime, DX12 sounds really great. Reply
jimjamjamie - Tuesday, March 25, 2014 - linkIf we look at the fact that Microsoft won't even euthanise Internet Explorer, I doubt DirectX is going anywhere for a good number of years yet. Reply
sorten - Tuesday, March 25, 2014 - linkWhy would Microsoft euthanize IE? IE's market share is growing and is greater than the share of all of its competitors combined. Reply
didibus - Tuesday, August 05, 2014 - linkEuh... what?
http://en.wikipedia.org/wiki/File:Countries_by_mos... Reply
Gigaplex - Monday, March 24, 2014 - link"Even without fine tuning, they note that in general OpenGL code is around 1.3X faster than DirectX"
A bold claim. What versions are being compared here, on what system? I recall OpenGL having vastly crippled performance on Windows during the DirectX 10/Vista days. Not a lot of Windows applications since then use OpenGL (or at least ones that I follow) so I haven't heard if this has been resolved. Reply
tuxRoller - Tuesday, March 25, 2014 - linkWatch the video and read the slides. Reply
drzzz - Tuesday, March 25, 2014 - linkI find this discussion interesting. Something people have failed to realize is that you write an OGL ES app and it will run on OGL on the desktop. This is what is so great about OGL. Microsoft has DX for PC and XBOne but currently they are different in small ways. Sure by DX12 it should be fully unified. But that is a bit away. With Steam OS and Valves push unto other platforms a door is open for more OGL games to go cross platform.
Studios are going to go where the money is and the more platforms they can run on with the minimal changes to their code base/engine is going to play a bigger and bigger role in the coming years. Thanks to Andriod and iOS both being great platforms with large user bases supporting OGL ES the concept of building cross platform games is actually becoming very accepted. GDC 2014 just demonstrated a large number of games that will release iOS, Andriod and PC. These games are based on OGL/OGL ES. With a 2015 date on DX12 and no DX library for OS'es other than Windows MS has a huge up hill battle.
Even if the speed was just equal the game developers are more and more seeing valid sustainable support for OGL and cross platform development. Reply
mr_tawan - Tuesday, March 25, 2014 - linkOn Windows, many of the OpenGL ES application runs over DirectX (through ANGLE)... one of them is Google Chrome.
OpenGL and OpenGL ES are different API. though OpenGL ES is fully supported in OpenGL (starting 4.3 or 4.4, I'm not sure), I think majority of people still not be able to run OpenGL ES on their Windows desktop. Reply
althaz - Tuesday, March 25, 2014 - linkSeems pretty clear that Jarred is a massive OpenGL fan. Only OpenGL zealots prefer OpenGL (from a coding point of view) to Direct3D which is a FAR superior API (lately, DirectX 1-6 were utter shite). That's the reason people use it. As a side bonus, if you don't want to spend big on optimizations, performance is generally better.
The issues you run into is if you want to do a little bit more than is standard in terms of optimizations, Direct3D tends to suck a bit compared to OpenGl.
Open GL used to be the clear leader in performance and API quality, but they fell catastrophically behind in both. They are pretty caught up in performance (and arguably better if you spend the time optimizing) and their API whilst still not as nice to use as DirectX, is no longer complete pants.
Overall, I think OpenGL is the better API again now, but using it basically guarantees slightly longer development time due to the optimizations being more essential than in D3D and the less abstraction meaning there's more to do yourself. Also the API is not as nice to use, but for me none of that is as important as the end result and OpenGL makes it easier to port to other platforms and gives you more scope to improve on performance (though a lot of devs do not want to delve into that at all). Reply
tuxRoller - Tuesday, March 25, 2014 - linkThey fel behind after SGI had it's troubles. Khronos had done a pretty good job (obvioulsly we didn't get the clean break we were hoping for with 3.0). Reply
JarredWalton - Tuesday, March 25, 2014 - linkPlease, OpenGL fan? I haven't programmed graphics in YEARS -- and I sucked at it. I just find it interesting that NVIDIA, AMD, and Intel all had a panel discussing how OpenGL could dramatically improve performance of graphics in certain areas. Is it true? Well, I don't have the know-how to really figure that out, but developers do and I'm sure some of them are playing around with this stuff. Ultimately, it's the games that matter, and I've played a lot of wonderful games that are built using pretty simply graphics, so DX vs. OGL vs. Mantle vs. Glide vs. whatever is only a secondary technological consideration. id Software made some great technology with games that were mediocre at best (IMO, naturally). Others (Valve) have stuck with DX9 for a long time and yet still made some incredible games. This is why games are art as much as anything else out there. Reply
ET - Tuesday, March 25, 2014 - linkGDC always have panels about optimisations. Some of the stuff on these slides even applies to Direct3D.
It's possible that SteamOS has caused the HIV's to dedicate more time to OpenGL optimisations and their OpenGL department is enthusiastic about that, and therefore this session was more enthusiastic than in recent years (I haven't tried to compare). However NVIDIA had a session about its DX11 driver optimisations, so I'm sure that any performance comparison is relevant for a narrow snapshot of hardware and drivers. Reply
Scali - Wednesday, March 26, 2014 - linkI find it funny that Intel and AMD are even present at all. Last time I looked, neither offered an OpenGL 4.4 driver for their hardware. Besides, most extensions that have now made it to ARB standards and newer OpenGL core versions, have originated from nVidia. Reply
ddriver - Tuesday, March 25, 2014 - linkOpenGL FTW - boycott platform and vendor limited APIs! Don't limit the reach of your code. Reply
mr_tawan - Tuesday, March 25, 2014 - linkMy two cents. I think in this context everyone including Jarred means DirectGraphics/Direct3D for the word 'DirectX'. It feels wrong to compare DirectX (which is complete multimedia library) with OpenGL (which is a graphics API). Or probably I missed something :-).
Somehow I'd love to see debates over OpenAL vs OpenSL ES or DirectSound/XAudio too!. Reply
ET - Tuesday, March 25, 2014 - linkDirectX typically refers to Direct3D. I remember a time when Microsoft tried to make people use Direct3D (sometimes in the DX10 days, maybe DX11 release time), but since even internal Microsoft presentations continued to refer to it as DirectX Microsoft gave up on that. They can be considered synonymous. Reply
Klimax - Tuesday, March 25, 2014 - link" Even without fine tuning, they note that in general OpenGL code is around 1.3X faster than DirectX."
And still no evidence. It doesn't matter who they are. They haven't published evidence nor data thus it looks more like: "We want API which allows us to push proprietary stuff like in the good old 90s". To re-parcel games once again.
Why I bring up this? Because that was main reason for DirectX, and back then most problematic part of DX "Caps bits". Since DX 10, Microsoft eliminated most of these stupidities and thus GPU makers are not that happy with this status. (Not innovation, but proprietary crap)
Note. Before some lost soul points to Valve and their crappy PR article comparing DX and OpenGL, sorry but it is very bad comparison, not possible to repeat and only comparing old DX 9 to new OpenGL and new codebase using it thus not eve n apples/oranges comparison.
TL/DR: Back to 90s to proprietary stuff (aka Extension hell of OGL); no evidence for their claims. Reply
JarredWalton - Tuesday, March 25, 2014 - linkThe slides have comparisons using APItest, which has source available on Github and is linked at the end of the article. I can't say that I tried to download or compile anything (because I've long since given up on doing that sort of thing), but presumably there's code for people to look at and play with. So before crying "foul" look at the source and get it running. I do believe however that they are specifically referring to improvements in the number of draw calls with the "performance increase" claims, and there's more to graphics than draw calls I'm pretty sure. :-)
Mantle, incidentally, boasts something like a 900% increase in the number of draw calls, but in practice I think it only ends up being 25-35% faster in BF4 -- I'd have to go back and check the figures again, but it's definitely not anywhere near 900% faster with Mantle, or even 100% faster. There are many bottlenecks besides the number of draw calls you can execute per second. Reply
inighthawki - Tuesday, March 25, 2014 - linkThat's because they're talking about draw calls - i.e. the CPU overhead of them. If your game is completely GPU bound to begin with, you could improve the CPU performance of draw calls by 10000% -heck they could be completely free - but you won't see a difference because your frame is purely GPU bottlenecked. Reply
jwcalla - Wednesday, March 26, 2014 - linkI think you're a bit confused about the Valve story regarding L4D2 performance. It's true that L4D2 is a DX9 game, however it's not true that they made a new codebase for their OpenGL port. First, the version of OpenGL they're using is 2.x or, at most, 3.1. It's basically DX9 features; Valve didn't update the engine and graphics capabilities and that's evident in the system requirements. The performance benefits being discussed here are for OpenGL 4.2 and up.
And it's not a new codebase. They have an existing OpenGL renderer (for OS X) and a cruddy D3D-to-OGL on-the-fly translation layer, which adds a performance hit.
The DX path has had years of optimizations and the OGL path has not. They gave up optimizing OGL once they hit the engine's 300 fps limit.
So we're dealing with a 7-year-old version of OGL, a not completely optimized rendering engine, with a translation layer in between, and they were still doing better than DX9. Reply
inighthawki - Wednesday, March 26, 2014 - linkFeel free to sift through the code and prove me wrong, but I highly highly doubt they would waste their time porting their engine and making a translation layer to OpenGL 2. You and a lot of people seem to get confused that OpenGL, just like D3D, is an API. You can write a game targeting D3D11 and OpenGL 4.4 but still only use a subset of the hardware feature levels. Reply
jwcalla - Wednesday, March 26, 2014 - linkOpenGL 4.x features are required for the performance we're talking about here. The video cards listed in the L4D2 system requirements are 7-yo cards. It's Shader Model 3.0 equivalent.
They didn't port Source to OGL. They already had an OGL rendering backend for OS X and slapped a translation layer on top to convert D3D to those OGL calls. That's how they had something up and running so quickly on Linux.
Valve doesn't even have a pure OGL engine yet. Reply
tuxRoller - Wednesday, March 26, 2014 - linkHe's right about the version of gl being used. Intel is only now on 3.3 and steam had been available for many months now. I think when it was first released Intel was on 3.0/3.1. This is only speaking about Linux, of course. Reply
ET - Wednesday, March 26, 2014 - linkRegardless of the other less than valid points, you're still comparing to DX9, and that's highly irrelevant to the "OpenGL vs. DX" debate. Yes, DX9 had a very high overhead, but DX has moved forward quite a bit since then. Reply
tuxRoller - Wednesday, March 26, 2014 - linkExcept, according to the presentation linked in the article, it still is decently slower than gl. Reply
bobvodka - Tuesday, March 25, 2014 - linkand this is all well and good BUT.... unless you are playing on NV hardware you aren't going to be able to do this.
At the time of writing AMD's most recent beta drivers are missing at least 3 of the extensions mentioned there (bindless, buffer_storage and shader_parameters) and have been since the 4.4 spec was released some 8 months ago.
Intel don't support 4.4 either but that's kind of expected in the graphics world.
So, right now you are stuck writing 3 PC paths - 4.4, 4.3 + AMD extension which is 'like' buffer_storage but without bindless/shader parameters (higher CPU cost), Intel compatible.
And none of it addresses the problem of 'spending all your time on one thread'; games do not consist of one scene with 1,000,000 instanced objects. They consist of lots of scenes, with different render targets and shaders and data; the fact that GL does not allow command lists/buffers to be built on separate threads to dispatch just hamstrings things going forward because that magical 'single thread' which is doing all the work isn't getting any faster. Reply
jwcalla - Wednesday, March 26, 2014 - linkTrue, but video game rendering is ultimately a synchronized / serialized process. I'm not saying more threads don't matter, but ultimately all that stuff has to be synchronized and done so very frequently.
Video games are simply not truly parallel operations. Reply
inighthawki - Wednesday, March 26, 2014 - linkGame rendering is only synchronized that way because no modern API provides a mechanism to do otherwise. OpenGL's multithreading model is basically the same as the one D3D11 introduced, which is multiple contexts. This model required significant amounts of additional work for little or no (and occasionally negative) improvement due to the overhead.
DX12 looks to be solving this issue with command lists and bundles. They show a nearly linear scaling across processors for submitting workloads. And they do so with real world demos - actual games and benchmarks like 3DMark which have been ported to DX12. Reply
jwcalla - Wednesday, March 26, 2014 - linkNo, game rendering is synchronized because you ultimately have to synchronize the video, audio, input, AI, networking and everything else or you're going to have one messed up experience. It's not like you can just go off and do AI stuff without considering the player's input, or render video frames without considering AI. Just like A/V sync -- it's synchronized. All of that stuff has to eventually be funneled down one pipe for the final presentation. Reply
inighthawki - Wednesday, March 26, 2014 - linkI think there was a misunderstanding. I thought you were referring to the rendering synchronization itself. Once you have all the dependencies needed for rendering, it is possible to split the rendering work nearly equally across cores, but modern game engines do not because none of the existing APIs do it very well. Reply
jwcalla - Wednesday, March 26, 2014 - linkYeah, you can get a ton more draw calls by splitting the work up across all the cores like that. I think that helps a lot but even then, the actually frame rendering has to be serialized (can only render one at a time) and in order. It can help in CPU-limited scenarios where the GPU becomes starved (like we see in Mantle).
The OGL approach presented here is somewhat different and intriguing. Instead of trying for more draw calls they're using the multidraw concept to bundle more visual updates into a single draw call. So they're trying for fewer draw calls where each call has a bigger punch. In theory this should alleviate pressure on the CPU. I think this approach has better advantages for mobile platforms. Reply
LennyZ - Tuesday, March 25, 2014 - linkLong live the Banshee! Reply
ericore - Sunday, March 30, 2014 - link"Many of the mainstream laptops I test can hit 30-40 FPS at high quality 1080p settings, but there are periodic dips into the low 20s or maybe even the teens. Double the frame rates and everything becomes substantially smooter."
You are thinking of DirectX, OpenGL has much more consistent frame rate.
Also, there is more than the programmers involved in game engines.
You shouldn't have to restrain artists. Imagine an artist producing the sickess looking character. He brings it to the developer team, and the developer team says, "We got two options, either we incorporate the character as is and it uses 50% of the graphic card or we take away its charm so as to be able to create a playable game." "This was a hero right, not an enemy?" Enemy. "Well I guess we could use it as a boss, but there's no way we are using this as a mainstream high quantity enemy model." Keep drawing, thank you. "That bast****."
That's an important reason behind a faster less approachable engine and low level access to GPU for faster draw calls which can accommodate for greater polygon count. Reply
bluevaping - Monday, March 31, 2014 - linkPeople who play games don't care which API format games are created on. They care if its available to them to play on what they got. There nothing that interesting on current Windows that makes me want to build a system for gaming. I don't like the modern UI, 16:9 screens, touch screens, gamepad support left out for some games, no smaller higher quality monitors. Then downsides of upgrading just for minor features or to bring features back. Reply
Jammrock - Tuesday, April 01, 2014 - linkDX12 is designed to work across the entire Windows platform, from desktops to Xbox One to Windows Phone. One API to cover the entire spectrum. Should make designing games and game engines for the entire Windows platform easier.
Most Android and iPhone games use pre-built engines like Unity. Heck, most indie desktop titles use Unity these days. As long as the key cross-platform engines get translated to DX12's low-level APIs the debate will only be relevant to tier 1 game devs who still build their own engines. And all of them have the resources to build for any platform they deem profitable. Reply
rogerdpack - Friday, August 28, 2015 - linkHow does this relate to vulkan? Reply


text:
lets say they don't want to feel as if they're just recycling information that's already out there.
Most of the basic information may be out there but adding different dimensions to these information may make it more useful and insightful for your target audience. These "additional dimensions" could be case studies, examples, experiments or research materials.
Another way of making existing content more useful for your audience might be repurposing them into different formats such as audio, videos or PowerPoint presentations. Different people consume information in different ways so this could help you to stand out too.
Depends on the subject and niche. Besides every single one of us has a branded style, almost.
I usually approach writing from basically two major angles:
Let's take per example "how to write good content", you can write an article stating the basics, the priorities, structure, etc. Or you could write it as "write good content without loosing your mind" and telling your experience, not a scientific conclusion.
My two cents.
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I think the best way to not recycle information that is out there is to not use information that you find online. As elviajero mentions, where you get information to make content for your website will depend on your niche as well as the resources you have available to you. Primary research is always a great way to get new and fresh content that no one else has. Primary research is that gleaned out in the real world from interviews, experiments, testing, or real life experiences.
Maybe you'll find these tips to be of some use,
Well, if you're having a hard time with creating content for your website, why not try incorporate videos? animated videos can add a twist in your website, making it more exciting to browse.
To come up with unique content than that are already there is to stay ahead where the source is. For instance, if any news or updates are about to release, you should be able to grasp that information before others do. Or, you can either produce in your own way of style.
Well, I'm much more interested in writing for people than for search engines but I understand SEO's still important, and most likely will be for a long time.
I've found that going to Amazon.com and putting in your subject will bring up a list of books that are based on your niche. You can check the table of contents to find specific topics to go into detail about. You can also check the information about the book, reviews, and recommended books for more drilled down topics in your niche.
Another thing that is helpful is to check the reviews of highly reviewed books. You'll find that the ones who didn't like the book or gave it 3 stars or lower often have specific content they wanted from the book. If they are true followers of the niche, they will go into detail about it and you can see what that target audience wants from that information.
Viewing forums, highly visited blogs, and Q&As are also helpful for this information.
Writing is the difficult part. I have spend some time as a content writer. If you are having good writing skills then, you can try as a content writer otherwise, you will face some difficulty in beginning. The easiest way that I found for writing content is to start with basic, write what it is about, how it is relevant, where it can be used. After writing on few topics like these you will have the information needed and can then, decide the topic that interested readers might be looking for. Writing is one thing, but as an SEO content writer, you will need some additional skills because when you are writing for SEO then, there are various points that you should keep in mind. I found these few links that you may find useful in writing content. http://www.billfryercopywriter.co.uk/copywriting-tipshttp://expresswriters.com/time-to-get-optimized-10-seo-content-writing-tips/http://www.bubblews.com/news/977412-tips-for-new-content-writers
New content writers should take a quick look on these before starting, you will probably find it very useful.
I tried MoreNiche when I first started off for content writing, it was an affiliate website but they offered loads of help for would-be affiliates. For each product they compiled a list of keywords, case studies and key focuses to help you write your own content. Good thing to do is find a target-able keyword that is relevant to your site, find 4 or 5 sites that target this keyword and jot down the keypoints they make on their site. Then make your content better by including interesting graphics, videos, graphs etc. market the content well too!
Keyword research helps in finding topic and content ideas. The key is to look for a sought after subject with not so information about it.
Always try to share seo friendly and viral content to search engine which helps you to rank your website better. But the ultimate target of that content should be audience.


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Tom Jump is returning to his roots after being named the new chief of the Dry Ridge Fire Department.
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Holt Primary School has sped into first place in the South West region of this year's The Big Pedal competition.
This is the third year the school of 149 pupils has taken part in the inter-school competition and won in the South West.
They came seventh out of 188 in the national small primary schools table and will be rewarded with a bike stunt show and workshop.
The competition encourages children, teachers and parents to choose two wheels for their school journeys. The more children who scoot and cycle to school the more points the school wins.
Head Margaret Harnden said: "The children are very environmentally aware."
Other primary schools that took part included Aloeric Primary School in Melksham, The Mead in Hilperton, and Walwayne Court in Trowbridge.


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Published: Wednesday, January 16, 2013 at 9:29 a.m.
Last Modified: Wednesday, January 16, 2013 at 9:29 a.m.
An Alachua man was arrested Tuesday on allegations he possessed child pornography, the Alachua County Sheriff's Office reported.
Wayne Young Thigpen, 61, of 11608 NW 74th Terrace, was charged after investigators received information that he had videos depicting children and adults involved in sexual activity, ASO spokesman Art Forgey said.
Thigpen was charged with possession and distribution of child pornography.
Investigators went to Thigpen's home Tuesday morning with a search warrant, according to the arrest report. A forensic preview of Thigpen's computer found more than 30 videos and photos of child pornography. The search was not complete, the report states.
Reader comments posted to this article may be published in our print edition. All rights reserved. This copyrighted material may not be re-published without permission. Links are encouraged.


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"Game changer" is a term you hear often when people talk about how technology has changed their industry.
The Internal Revenue Service today announced that it is lowering its 2010 standard mileage rate to 50 cents per mile from the 55-cent rate for 2009.

 Effective Jan. 1, 2010, IRS's lower standard mileage rate will "reflect generally lower transportation costs compared to a year ago." The rate is calculated by Runzheimer International and is the standard that businesses use to calculate the reimbursable cost to travelers who use their personal vehicles for business.

 While not a requirement, 74 percent of 200 corporate traveler buyers said they relied on the IRS rate to reimburse their drivers, according to BTN research fielded this year. Still, IRS said, "Taxpayers always have the option of calculating the actual costs of using their vehicle rather than using the standard mileage rates." According to BTN's survey, 9 percent of companies formulate their own fixed rate, while nearly 6 percent said they use an internally developed fluctuating rate.

 As in past years, gasoline costs are a significant factor in determining the rate, but other costs, including depreciation, are taken into account in formulating the rate, IRS said.

 — Nielsen Business Media


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The Crap We Missed – Tuesday 4.15.14
Welcome to Tuesday's The Crap We Missed that exists in a world of skinny Jessica Simpon, so nothing makes sense to me now. For example, why is Irina Shayk on vacation with the Kardashians? And does Scientology really enable Tom Cruise to turn himself into a horse? What the hell is happening with these asses?
*tries to stand, room spins, faints, wakes up* Quick, somebody, is Katherine Heigl still an insufferable bitch? Phew, okay good, everything's fine here, I'm okay,
- Photo Boy
Click Here To Start The Gallery
Photo: Fame/Flynet, Getty, INFphoto, Pacific Coast News, Splash News, WENN


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Roundup: Finances and Eric Young Jr.
Good morning! I trust you've digested the pair of financial stories. Rich Sandomir does a tremendous job on A1 of the New York Times detailing the perks owners could receive for a minority ownership stake, from quality time with Mr. Met to access to luxury suites that would otherwise be… Read More →


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- Code: Select all
In = True
while True:
#Lots of code
if In == True:
EntC = (random.choice(EntP))
Then basically I have some code set up to display the randomized moves such as left right up & down (randomized moving entity), but because the time.sleep is in the while loop, it renders the game at 0.5 fps (freezes for 2 seconds then a single/what seems like a single frame), as this function was obviously not meant for pygame, so is there a way for delays that does not involve freezing the rest of the code & only affecting the indented ones?
Any help is appreciated! Thanks,


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Mixed experience: Disney Fantasy Cruise Review by Cruz momma
Overall Member Rating
Mixed experience
Destination: Eastern Caribbean
Embarkation: Port Canaveral (Orlando)
To begin, embarkation was complete chaos. The terminal was clean, but did not have enough space or seating to hold the passengers that were waiting. After completing online check in and being assigned a time of 1:30 for embarkation, I assumed we would be on the ship between 1:30 and 2 give or take. We waited and waited and waited, while lines were forming for photo ops with Minnie More and lines to enroll children in the kids program, there wasn't a square inch to be had, and passengers waiting were in all of that mix. There were 2 vending machines to purchase snacks and by the time we arrived to purchase a quick something to hold us over until we were able to board, we were left with an empty vending machine. Standing in chaos without a place to sit with an anxious, hungry 8 year old, was not the way we anticipated starting our vacation.
Upon embarkation we were given antibacterial wipes, to cleanse our hands, and kudos to Disney, because throughout our cruise, the ship was spotless. The attention paid to maintaining a clean ship was impressive. From our stateroom to all public areas, it was spotless.
Our stateroom was ready when we boarded the ship and our luggage was delivered promptly, which was another pro. Our stateroom was like any other out there, but another pro, separate shower and toilet areas, which was super! Our stateroom attendant, Ederson, was out of this world!!! He is definitely one of the best ! He ensured that my daughter had the best towel creatures and surprises every day in our cabin. His warm and caring personality and attention to details made this part of our Disney cruise experience wonderful.
The food was equally wonderful. The rotational dining was a pleasure and the entertainment was typical of Disney. The quality was phenomenal and even my husband, who does not enjoy theatre, was impressed with the entertainment. Our server at dinner was outstanding as well. His name was Tumelo and like our stateroom, attendant, made sure we were well taken care of. Tumelo mad sure my daughter was able to order as much Mickey pasta and cream sauce as she wanted. His attention to detail and hard work was impressing.
While out at sea, plan on getting up early in order to get a good seat at the pool and in the proper spot to watch movies on the funnel vision, the mega screen on the pool deck. Again, it seems there needs improvement with this. Be prepared to have to wait to get into the pool, hot tub and Aquaduck. This space was extremely crowded and it seems as though the family pools were not large enough to accommodate all the families on board. The novelty of the Aquaduck was thrilling until our first ride. Carnival and NCL have much better watersides.
Our ports of call were great and if in St. Thomas definitely book the shoe excursion on the Champagne Cat to St. John. We have booked with them before and Captain Ocean, Captain Ryan and all the crew were great!! We will definitely be visiting them again.
We enjoyed the launderette and on board irons there. Be aware the machines are tricky to use and we ended up being charged for more uses than we actually used.
Lastly, debarkation was equally chaotic as embarkation and something that could be organized
Overall, our trip was enjoyable and thankfully the pros out weighed the cons. Less
Published 01/24/13
Cabin review: 6056
Port and Shore Excursions
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Business Source Complete indexes and abstracts 4,450 scholarly business journals, of which over 3,600 are available in full-text. This database covers the subject areas of management, economics, finance, accounting, international business, and marketing. It also includes other sources of full-text information such as country economic reports and detailed company profiles for 10,000 of the world's largest companies through Datamonitor.
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Friday, February 10, 2012 3:00 pm
By Naomi Mannino · Bankrate.com
Todd Schnitt of The MJ Morning Show told listeners Thursday morning he was targeted in a "smishing" (SMS phishing) scam. The host of the Tampa, Fla., radio show says he received a text message (also known as an SMS or short message service) Wednesday from an unverified sender with a 917 area code. It contained an


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Enter full name. We'll ask for delivery information at checkout.
Newly introduced to the TDI Law Enforcement Knives line are these single hand opening, non-automatic, ambidextrous, folding knives. These low profile knives are easily concealed, lightweight and there to meet your specific law enforcement need. Each folder comes with a reversible pocket clip so it is always where you need it to be. Comes in either Straight or Serrated Blades.


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LUKE Ballinger will be missing when Chippenham Town take on Banbury United this weekend as he aims to help the England Futsal team make history in Lithuania.
The Bluebirds' winger will captain the national side as they take on the hosts tomorrow and Cyprus on Saturday as the long road to qualification for UEFA European Futsal Championships 2014 in Belgium gets underway.
Ballinger and England are hoping to top a three-team group in the preliminary qualifying round and secure a place in the main qualifiers for the first time.
Futsal is a small-sided variation of football, played mainly indoors using a smaller ball, with the emphasis on technique.
"We're the bottom seed in the group but we know that we've got a better chance of getting past this stage than we ever have before," said Ballinger, who has won more than 50 caps.
"Lithuania are a good side and Cyprus are our rivals, who we always seem to get drawn against – they've beaten us in friendlies but we've won when it's been qualifiers, so hopefully we can keep that going.
"I've been involved for six years now and it's still great to walk around wearing that badge on your chest.
"Unfortunately, it looks like I'm going to be missing a few more matches for Chippenham but Rudgey and Feyer have been great.
"A few of the Chippenham lads are going to try and come to watch me when we play Turkey at home in London (a friendly on February 8)."
Ballinger, from Seend, will be looking for payback against England Futsal team-mate Alex Campana when Chippenham host Hemel Hempstead Town in the Evo-Stik League Southern Premier Division.
But the Bluebirds man will have to wait to renew hostilities with Campana, who scored the winner when the Tudors triumphed 2-1 over Nathan Rudge's side on the opening day of the season, after next Tuesday's clash at Hardenhuish Park was postponed due to Hemel's involvement in the Herts Senior Cup.
Ballinger said: "He's always bringing up that he scored the winner so it would be nice to get him back."
Rudge's men will be looking to build on a run of five successive draws with all three points when they host Banbury this weekend, who are a point and a place below the Bluebirds in 15th place.
n Chippenham's postponed trips to Cambridge City and Bashley have been re-arranged for February 19 and 26 respectively.
Meanwhile, Melksham Town's Toolstation League Premier Division clash at Longwell Green Sports scheduled for Tuesday evening, was postponed as the cold snap continued.
Melksham's Wiltshire Senior Cup quarter final with Bradford Town was among the casualties last Saturday and will now be played on Monday, February 18.
The weather wiped out all fixtures involving county sides.


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6800 E Independence Blvd
Directions Charlotte, NC 28227
If you cannot find your ideal vehicle in our current pre-owned inventory, check out our handy CarFinder tool. After specifying a search period (1 to 8 weeks) and providing vehicle details, we'll begin the search process for you and send you a notification when a matching vehicle arrives in our inventory.
$649.00 Dealer Administrative Charge is not included in advertised price.
All prices and offers are before state, city and county tax, tag, title and license fees. Out of state buyers are responsible for all state, county, city taxes and fees, as well as title/registration fees in the state that the vehicle will be registered. All prices and offers include all rebates and incentives which the dealer retains unless otherwise specifically provided. Dealer not responsible for errors and omissions; all offers subject to change without notice, please confirm listings with dealer.


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Or find a doctor at another Johns Hopkins Medicine Member Hospital:
Henry Eric Fessler, M.D.
Director, Fellowship Training Program in Pulmonary and Critical Care
Professor of Medicine
Expertise: Critical Care Medicine, Pulmonary Disease and Critical Care Medicine
Research Interests: Heart-lung interaction; Lung mechanics; Mechanical ventilation
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The Johns Hopkins Hospital (Main Entrance)
Appointment Phone: 410-955-5000
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Phone: 410-955-3467
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Appointment Phone: 410-550-0100
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Baltimore, MD 21224 map
Dr. Henry Fessler is a professor of medicine at the Johns Hopkins University School of Medicine. He holds a joint appointment in health policy and management at the Johns Hopkins Bloomberg School of Public Health. His areas of clinical expertise include pulmonary disease and critical care medicine.
Dr. Fessler serves as the director of the fellowship program in pulmonary and critical care medicine and the assistant dean for undergraduate medical education at the Johns Hopkins School of Medicine.
He earned his M.D. from Rutgers University. He completed his residency at Hartford Hospital and fellowships in pulmonary and critical care medicine and environmental physiology at Johns Hopkins.
Dr. Fessler's research interests include heart-lung interactions, lung mechanics, mechanical ventilation, and medical education.
He directs the Genes to Society integrated Medicine course at the School of Medicine and shares oversight of the four-year medical school curriculum. He developed the advanced critical care clerkship, recognized by the Johns Hopkins Institute for Excellence in Education with their award for an educational program in 2014. He is the 2014 recipient of the Professors Award for teaching in the clinical sciences, and the 2016 Outstanding Educator Award from the Association of Pulmonary and Critical Care Program Directors.
- Director, Fellowship Training Program in Pulmonary and Critical Care
- Assistant Dean for Undergraduate Medical Education, Johns Hopkins School of Medicine
- Professor of Medicine
Departments / Divisions
- Medicine - Pulmonary and Critical Care Medicine
- Medicine - Pulmonary and Respiratory
- Medicine - Pulmonary Medicine
- MD; Medicine, Rutgers - Robert Wood Johnson Medical School (1982)
- Hartford Hospital / Internal Medicine (1985)
- Johns Hopkins University School of Medicine / Pulmonary and Critical Care Medicine (1988)
Board Certifications
- American Board of Internal Medicine / Critical Care Medicine (1991)
- American Board of Internal Medicine / Internal Medicine (1985)
- American Board of Internal Medicine / Pulmonary Disease (1988)
Research & Publications
Selected PublicationsView all on Pubmed
Lenz PH, McCallister JW, Luks AM, Le TT, Fessler HE. "Practical strategies for effective lectures." Ann Am Thorac Soc. 2015 Apr;12(4):561-6. doi: 10.1513/AnnalsATS.201501-024AR.
Agbor-Enoh S, Fessler HE. "Lie down and breathe." Ann Am Thorac Soc. 2014 Sep;11(7):1155-8. doi: 10.1513/AnnalsATS.201402-073CC. No abstract available.
Fessler HE, Addrizzo-Harris D, Beck JM, Buckley JD, Pastores SM, Piquette CA, Rowley JA, Spevetz A. "Entrustable professional activities and curricular milestones for fellowship training in pulmonary and critical care medicine: executive summary from the Multi-Society Working Group." Crit Care Med. 2014 Oct;42(10):2290-1. doi: 10.1097/CCM.0000000000000615.
Fessler HE, Addrizzo-Harris D, Beck JM, Buckley JD, Pastores SM, Piquette CA, Rowley JA, Spevetz A. "Entrustable professional activities and curricular milestones for fellowship training in pulmonary and critical care medicine: report of a multisociety working group." Chest. 2014 Sep;146(3):813-34. doi: 10.1378/chest.14-0710.
Fessler HE. Undergraduate medical education in critical care. Crit Care Med. 2012 Nov; 40(11):3065-9. doi: 10.1097/CCM.0b013e31826ab360. Review. PMID: 22975892
Fessler HE. Shedding an unlovely light on critical care workload. Crit Care Med. 2012 Feb;40(2):659-60. doi: 10.1097/CCM.0b013e31823729e9. No abstract available. PMID: 22249036
Estenne M, Fessler HE, DeCamp MM. Lung transplantation and lung volume reduction surgery. Compr Physiol. 2011 Jul;1(3):1437-71. doi: 10.1002/cphy.c100044. Review. PMID: 23733648
Brower RG, Fessler HE. Another "negative" trial of surfactant. Time to bury this idea? Am J Respir Crit Care Med. 2011 Apr 15;183(8):966-8. doi: 10.1164/rccm.201101-0018ED. No abstract available. PMID: 21498819
Stead WW, Searle JR, Fessler HE, Smith JW, Shortliffe EH. Biomedical informatics: changing what physicians need to know and how they learn. Acad Med. 2011 Apr; 86(4):429-34. doi: 10.1097/ACM.0b013e3181f41e8c. PMID: 20711055
Shah NG, McAreavey D, Seam N, Woods CJ, Fessler HE, Munish Goyal M, Lee BW. A Longitudinal Regional Educational Model for Pulmonary and Critical Care Fellows Emphasizing Small Group and Simulation-Based Learning. Ann Am Thorac Soc 13(4): 469-74, 2016
CCSC Task Force on Critical Care Educational Pathways in Internal Medicine. Training internists to meet critical care needs in the United States: A consensus statement from the Critical Care Professional Societies. Crit Care Med. May;42(5):1272-9, 2014
Activities & Honors
- Outstanding Educational Program, Johns Hopkins Institute for Excellence in Education, 2014
- Outstanding Educator Award, Association of Pulmonary and Critical Care Medicine Program Directors, 2016
- Professors' Award for Teaching in the Clinical Sciences, Johns Hopkins University School of Medicine, 2014


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Last weekend I grilled a couple of rib steaks using Mike McGrath's "Ribeyes with award-winning rub" recipe from Weber's Charcoal Grilling.
The recipe calls for the steaks to be rubbed and then left at room temperature for 20-30 minutes before grilling but I rubbed mine in the morning and let them sit in the fridge for a few hours.
About 4 minutes per side did the trick.
The steaks had a lot of good flavor and I'd definitely do them this way again. However, the recipe calls for 6 steaks and since I had 2 I halved it, which led to a pretty heavy coating of rub (probably more than expected) and consequently a couple of places were slightly salty. No next time it'll either be 3 steaks so the rub's not as heavy or a little less salt in the mix.


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All Boots Ship Free (more...)
- Bay apache waterproof leather
- Goodyear leather welt
- Chip-A-Tex waterproof bootie
- Maple Tiabrelle lining
- Vibram Tacoma Logger outsole
- 400 Gram Thinsulate Ultra insulation
- ASTM F2413-05 Steel Toe
Recognizing that women's feet are not the same as men's, Chippewa was the first outdoor boot manufacturer to offer women's boots made on a form that replicated women's feet more accurately. These 8" logger style boots are insulated with lightweight, breathable and moisture-resistant Thinsulate™ Ultra. Thinsulate™ Ultra provides warmth and comfort yet it's still thin enough to allow complete freedom of movement. The breathable Chip-A-Tex® waterproof membrane shield locks water out of the boots but allows air to pass through from the feet for maximum comfort. The exclusive Vibram® compound guarantees maximum traction on a variety of terrains including wet surfaces. This outsole maintains physical properties in cold weather.
Style(s): L26341


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Now On Air!
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Adnan Oktar Says...
Adıyaman Asu TV, October 26th, 2009
Adnan Oktar: These (cat residences) need to be placed everywhere, extensively, all around Istanbul because watching cats is pleasant. The cats are really very cute, and you need to make effort to stand still next to them. One really likes to adore them with great affection. They are very sweet ones and also very keen on cleaning themselves. They lick their bodies day and night when they do not have something else to do. They are very sweet beings. First of all, we need to establish a setting that is proper for the cats. Insha'Allah, these will all be taken care of at the time of End Times. Insha'Allah.
A9 TV, December 22nd, 2012
Adnan Oktar: It is really important to have cat residences on the streets. Let us ask for that from the municipality by writing a petition. What should the animals do in this cold weather? They should distribute portable houses for them right away, have pity for those animals. Even if there is only a light bulb in those residences, even that heat would suffice for them.
December 5th, 2012, Zaman Newspaper
The Bayrampaşa Municipality is creating highly comfortable "cat residences" prepared for cats which are domestic animals and are not capable of protecting themselves as much as dogs. These residences are heated and decorated with hot water bags and with automatic cat food dispensers and covered from above and all four sides in park-like settings throughout the province.


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The Committee for a Responsible Federal Budget has created a useful tool for comparing the various budget-reform plans.
A recent CRFB blog post on the long-term budget outlook also has helpful explanations of the differences between the CBO's "extended" and "alternative" baselines. I agree with CRFB that the most plausible starting-point probably lies between the two. (The extended baseline isn't going to happen. The more pessimistic alternative fiscal scenario is probably too pessimistic.) The CRFB's own "realistic" baseline essentially splits the difference. They intend to update it shortly.


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NSF Releases Response to External Panel's Recommendations for Streamlining Scientific Logistics in Antarctica
Focus is on cost-effective and efficient ways to support Antarctic science as research frontiers evolve
The National Science Foundation (NSF) has issued a summary response to the recommendations of an external panel of experts that was charged with advising the agency on how to improve and streamline its logistical capabilities to more efficiently support world-class Antarctic science in coming decades.
The NSF document, which was made public on March 21, is the agency's response to the report, More and Better Science in Antarctica Through Increased Logistical Effectiveness, which was released in July of 2012 by the U.S. Antarctic Program Blue Ribbon Panel.NSF and the White House Office of Science and Technology Policy (OSTP) co-commissioned the independent assessment of U.S. Antarctic Program logistics. Norman R. Augustine chaired the 12-member panel. Augustine was also chair of an external panel in 1990 whose recommendations led to the construction of a new research station at the South Pole.
NSF, through the Division of Polar Programs in its Geosciences Directorate, manages the United States Antarctic Program, through which it coordinates all U.S. research on the southernmost continent and aboard vessels in the Southern Ocean. The agency is also responsible for providing all of the logistical support required to carry out that research.
In the document, NSF responds directly to the 10 overarching recommendations made by the Blue Ribbon Panel.
Those topical areas are:
NSF's response to the Blue Ribbon Panel was produced by an internal team of senior managers from various NSF offices and directorates, including the Division of Polar Programs.
In his cover letter to Augustine, NSF Director Subra Suresh commented, "You will note that... substantial progress has already been made on many fronts in implementing these recommendations."
He added, "I am confident that the changes we have put in place will enable us to strengthen our world-leading U.S. Antarctic Program."
The Blue Ribbon Panel report was the second document issued in a two-part, multi-year review of the nation's program of research in Antarctica.
In December of 2011, a committee of the National Research Council (NRC) issued its report, Future Science Opportunities in Antarctica and the Southern Ocean.
The Blue Ribbon Panel took into account the findings of the NRC report, as well as information gathered during site visits to NSF's three year-round stations in Antarctica, in formulating its recommendations.
NSF's Response to the Blue Ribbon Panel notes that the panel "concluded that ushering in a new age of Antarctic science simply by expanding traditional methods of logistical support would be prohibitively costly" and therefore focused on more cost-effective and efficient ways to increase flexibility as research frontiers evolve over time.
Media Contacts
Related Websites
The National Science Foundation (NSF) is an independent federal agency that supports fundamental research and education across all fields of science and engineering. In fiscal year (FY) 2017, its budget is $7.5 billion. NSF funds reach all 50 states through grants to nearly 2,000 colleges, universities and other institutions. Each year, NSF receives more than 48,000 competitive proposals for funding and makes about 12,000 new funding awards.
Useful NSF Web Sites:


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Growth continues as the Greenville-Spartanburg Airport District Administrative Offices expands.
The new expanded offices will become the temporary home to the WINGSPAN construction team including members of the Skanska-Moss and Jacobs Engineering teams. Once WINGSPAN is complete the Airport Operations Center will be housed in the new office.
Harper construction is the general contractor for the project and with help from architects The LPA Group the project is scheduled for a first week of November completion. The office expansion will cost $800,000 and will be approximately 5,000 square feet.


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COLUMBUS, Ohio (AP) -- A bill to curb lawsuits over on-the-job asbestos exposure is nearing a vote in the Ohio Senate.
A Senate panel votes Tuesday on legislation requiring workers to divulge all asbestos claims filed by or for them, or face perjury charges. The measure preserves victims' rights to sue when harmed by the powdery white carcinogen. It wouldn't cap awards.
Proponents say companies don't know about potential double-dipping by victims, who sometimes seek damages from trusts set up by bankrupted companies as well as surviving businesses. The U.S. Supreme Court calls accelerating asbestos claims against some 8,500 U.S. companies a crisis.
Asbestos cancer victims say the bill impedes legitimate claims to protect corporations.
Some 5,700 open cases in Cuyahoga (ky-uh-HOH'-guh) County, home to Cleveland, place it among America's busiest asbestos dockets.