text:
I recently wrote a blog post about Testing React components with Mixins over on my company's tech blog. Totally read it!
Jaybill McCarthy, writing stuff.
I recently wrote a blog post about Testing React components with Mixins over on my company's tech blog. Totally read it!
C-y C-j C-j C-r - Yank the last kill into a buffer and eval it in a random programming language
M-$ M-c C-f C-f - Spell check in Hieratic
M-k M-k C-w C-t - Disable all wifi networks within a 1000 meter radius
C-x M-v M-v i - Track packages. All of them.
M-h M-m M-f - Hack nearest mainframe
M-d M-h C-j-j - Increase threat level of Homeland Security Advisory System
M-j M-d M-d - Lower Dow Industrial Average
C-o-o-o - Like currently marked region, then put ring on it
C-t C-x M-d - Disable electric fence surrounding tyrannosaurus paddock
C-o M-m M-8 - Interpret the contents of the current buffer as midi and make the ringtone of every mobile phone within range
C-x C-p M-f M-f - Display sports scores and lottery numbers for the following day
C-x C-f M-p C-M-p - Open a new buffer in an alternate universe
C-a C-k C-k C-y C-y - Duplicate the current line
I'm working on a web application which has markers on a graphical map. The markers are stored in a PostgreSQL database as a set of floats, one for latitude, one for longitude. This works fine for storing them, but getting all points within a certain distance of the current point is a bit of a challenge.
I had heard of PostGIS, which is an elaborate extension that "spatially enables" Postgres. It's pretty amazing, actually, in that in can not only store points, but every bit of geometry needed to create a map. It's a little bit tricky to install, but I did eventually get it working on my dev box. After reading through a bunch of the documentation, several tutorials and a bunch of StackExchange threads, I was no closer to being able to stick a point in the database, much less determine if it was inside of a certain area. It was at this point that I decided PostGIS was probably overkill for my application.
As it happens, if you all need to do is store points and then determine if said points are inside of a certain area, there's actually an extension that's part of postgres-contrib that does that for you called Earthdistance. The documentation is pretty short on examples, but fortunately, this guy wrote a very nice little tutorial that should get you up and running with minimal fuss.
I just wish I hadn't blown two days going down the PostGIS route. Maybe this will save someone else some time in the future.
A year ago yesterday, I launched a web framework called Sawsij written in Go. I'm proud to announce that after months of hard work, I've finally feel comfortable removing the "beta warning" and I've officially launched version 1.0.
Here's an abridged list of the features:
I've updated the site, which now includes a gallery of sites made with Sawsij. Neat!
Exciting times!
NOTE: This post is part of a series that starts here.
Anyone paying attention probably noticed I've been absent for a week or two. I had to (and continue to have to) deal with some personal things, but I'm finally starting to get back on track.
Earlier today, I did some sketches of what the barge will look like:
And here's the rendered comp of said barge:
I think it came out pretty well. The general idea was to make him look kind of bored, which I thought was funny in contrast to Tugglebottoms, who is very, very excited.
Hopefully by tomorrow I'll have a new gameplay video to show off, but don't hold me to that.
NOTE: This post is part of a series that starts here.
I know I've "gone dark" for a few days, but don't let that fool you. I've been hard at work on this thing. I've implemented the title screen, the episode screen (mostly) and the level select screen (partially). I also have an extremely basic level sort of kind of working.
Would you like to see a short video of the thing working? Of course you would!
While this might not look like much, there's quite a bit going on here. I implemented the screens as levels in LevelHelper, which made it a lot easier to get things pixel accurate against my design comps in Photoshop. The screen transitions are part of Corona. The title and episode screens were more or less completely laid out in the tool. The level select screen (other than the title) is generated dynamically, which begs another question: How are we storing the data to generate the thing dynamically?
Corona SDK comes with bindings for SQLite, which is widely considered to be the world's most adorable SQL database. Under normal circumstances (read: In a server application), I wouldn't touch the thing, but since this application is inherently single-user, it works like a champ. I check to see if the database exists when the game launchs and create it if it doesn't. At the moment, it's just one table with a row for each level, indicating if it's locked or not and how many anchors you've achieved. The Corona bindings are pretty simplistic (there's an exec() and a nrows(). That's it.) and there is absolutely no database abstraction, but the interactions with the database are so simple and occasional that I don't see abstraction as much of an advantage here.
Now that I can actually load a level, I'll probably implement some kind of a "hazard" so that I can complete the win/lose mechanics. I'll do pause, restart level and back to level picker at the same time.
NOTE: This post is part of a series that starts here.
Not too much to report today, but I did finish (and update) some screens I thought I'd share.
Original sketch:
Design comp:
Here, the only difference is that I added your total "anchor count" to the upper right.
Original sketch:
Design comp:
I decided to go with 20 levels per episode instead of 12 (as seen in the sketch). The anchor counts for locked levels are wrong in the comps, of course, but you get the idea.
Still need to finish the "win" and "fail" screens, as well as the UI for the level itself. Then I'll implement those. The Level and Episode screens came out a lot more…ornate…than the Title screen, so I will probably go back and make that a lot more interesting at some point. That point is not now.
NOTE: This post is part of a series that starts here.
I have been hard at work creating images pixel by pixel, which is very rewarding but intensely time consuming. I'm really happy with the results I'm getting, though.
(Click on the design comp images for the larger "iPad" versions.)
Original sketch:
Design comp:
Original sketch:
Design comps:
The first image shows what this screen looks like before you've unlocked the second episode, the second shows it unlocked. I spent waaaaay too much time on that San Francisco panel (curved things are hard to pixel-ize!) but I think it came out pretty neat.
The sharp-eyed and marketing-savvy among you will notice that there's room at the bottom of this interface to accommodate a 320x50 mobile banner ad, which I could use as a direct revenue stream, but will probably use as to promote the paid version and such, at least at the beginning.
There's also room at the sides for forward and back buttons, which will come into play when there's more than four episodes. (There will be more than four episodes, mind you.)
Initially, I was drawing everything on one layer in Photoshop. That's okay for simpler stuff, I guess, but as things get more complicated, grouped layers and Smart Objects save tons of time. I created smart objects for anything that was repeated, like the little brass knobs and even sections of the wooden rails (or are they rope?). I used them almost like tiles. I'm not sure I'll actually implement them as tiles, but I think it works for the aesthetic I'm going for.
I went for a vaguely nautical look with the UI elements. I mean, it's a game about a tugboat, for crying out loud. If there's not water and brightwork in your tugboat game UI, you fell off.
You may be wondering why I'm taking the time to do all this UI work up front instead of the gameplay. Well, it's my opinion that game UI is very important to the overall experience, and it can make a fun game into much more of an immersive experience. Games that overlook this feel really sloppy. I mean, I'm playing a game, not working on a spreadsheet. Make the UI fun to look at!
To that end, I plan to use the already-running physics library in the game to animate putting these UI elements on the screen, probably so they drop in and bounce or something. I have to play with that a bit.
One interesting technical note: In order to account for iPhone, iPad and "Retina" based versions of both, one needs to create three different versions of each and every sprite. I will now thank my lucky stars for Photoshop Actions, with which I have (largely) automated the process of creating image assets from my design comp files.
I still need to do comps for the level picker, the level screen (including the pause menu) and the win and lose screens. Then I can get on to the business of implementing those. I figure I'll get the basic UI functional and then move on to level design and game logic.
NOTE: This post is part of a series that starts here.
Before I go too much further into game design, the application developer in me wants to wireframe the screens I'll need. I figure I'll get this out of the way now and then I can focus on the harder stuff, like, I don't know, how you actually go about playing the thing.
I borrow pretty heavily from Ye Olde Angry Birds here, in that you start on a splash screen, then you pick an "episode" (more on that later) then you pick a level, then you play. While playing, you can pause, return to the level select screen, or restart the level. Then you either complete the level or fail, at which point you can continue to the next level if you win and return to the level select or restart if you fail. Pretty basic stuff, and pretty standard for the genre.
Overall, I want there to be as few actual words as possible, for two reasons: First is that I want the thing to be really intuitive, second is that I don't want to do a ton of localization.
This is the first thing you'll see when you launch the app. It'll double as a loading screen if that becomes necessary. The button in the middle takes you to the Episode Select screen.
This is where you pick which episode you'd like to play. I figure I'll probably go live with two episodes. The first episode will be part of both a free and paid version of the game, the second episode on up will only be available in the paid version. This will be the difference between the paid and free versions: The paid version will have way more content. I'll also push updates with more episodes for paying customers over time, which should give the game more value.
Each episode is made up of twelve levels that will get progressively more difficult. You start with only the first level of the episode unlocked. Selecting a level will start the game on that level. Each level will give you the opportunity to get three "anchors" which you obtain by successfully docking a barge. To unlock more levels, you need more anchors. You don't need to get every single available anchor to unlock all the levels, so if you find a particular level particularly difficult, you can totally skip it. I figure this is a good balance: Really good players can aspire to 100% everything, while the less skilled get to see more of the content. I largely lifted this concept from the Mario 64 (and onward) star collecting game mechanic.
This is the actual gameplay screen. I'll go into much greater detail with this later, but the idea is that Tugglebottoms starts on the right, facing left. You have to remove any obstructions from his path so he can go get a barge. He'll get to the barge on the left and try to push it back to the right, again while you remove obstacles. The goal is to do this three times. If you get at least one barge in, you go to the Win Screen. If you don't get any, you go to the Fail Screen.
Here's what you see if you get at least one barge in. It shows you the number of anchors you've obtained and gives you the option to try again, go back to the level select or go on to the next level.
This is what you see if you don't get any barges in. You can either restart the level or go back to the level select screen.
From here I need to actually create some more graphic assets, which you'll see in my next post.
NOTE: This post is part of a series that starts here.
So far, I've got a good skeletal game design and a pretty reasonable visual aesthetic. What I need to do now is figure out a) what my target platforms are and b) what development tools I'm going to use to build this thing. This turns out to be a more complex question than you might imagine.
After some cursory research, I've determined that while Android has greater market share, iOS users buy more apps. Also, Windows phone…exists. All kidding aside, I did consider targeting Windows phone. This is less crazy than it sounds. Sure, you've got a much smaller audience, but you've also got a lot less competition. There are almost a million apps a piece in both the App Store and Google Play. There are only twenty thousand in the Windows store, and of those only 2000 are paid. Ignoring most of this research, I decided that I want to target iOS first, followed very shortly thereafter by Android, because America.
So now that I know what platforms I'm targeting, I need to choose what development tools I'm going to use. Not long ago, this was an easy decision: iOS apps were developed in Objective C and Android apps were developed in Java There are purists out there who make a lot of noise about how "If Jobs had intended man to develop iOS apps in something other than Objective C, he would have put it in NeXTSTEP". I do not care about this, even a little. I will do what makes the most sense.
I have quite a bit of Java background but my experience with Objective C is limited and all bad. I also don't love the idea of writing all the code twice in two completely different languages. Fortunately, these days there's quite a number of options for doing cross-platform mobile development. In fact, there's a dizzying array of options, so much so that it's really hard to decide. I came up with a basic set of criteria to help make the decision. I figure that any toolkit I use must:
Using these criteria, I was able to eliminate a number of options immediately. Here are the options I evaluated seriously:
Cost: $128.00USD
I like the Torque2D toolkit. As I mentioned earlier, I had done some work with it for a PC platformer. The level editor is really nice and I was able to learn the API pretty quickly. It had to be eliminated for lack of an equivalent Torque2D toolkit for Android. I also understand it has performance issues with hardware acceleration. It's a shame, really, this would have been by first choice by a wide margin otherwise.
Phonegap site | Create.js site
Cost: Free(ish)
I recently did a project at my day job using the Create.js toolkit, and I like it a lot. It gets pretty close to turning HTML5 into Flash/ActionScript in terms of functionality. In theory (and I have not tried this) I could write my game in HTML5/Javascript and use Phonegap to create iOS/Andriod applications. There are two show-stopping drawbacks to this approach. First is that there's no support for hardware acceleration (though there's plans for it). Second is that there's no built-in support for tile maps, much less anything like a level editor. This means I'd either have to write or adapt something to do this part, which doesn't seem worth the effort to me given the features available in other toolkits.
The other big thing I wasn't in love with about this approach is that Phonegap and Create.js are maintained by two completely different groups (though both have support from Adobe) and if I ran into issues, I might waste a lot of time trying to figure out where the problems were.
Cost: $99.00USD
The JavaScriptCore API is private on iOS, which means you're not allowed to link to it. Ejecta therefore comes bundled with its own version of the library to circumvent these restrictions. Several games made with (earlier versions of) Ejecta found its way into the App Store without a problem.
Hmm. I don't know about you, but that sounds an awful lot like "We've bent the rules in a way that Apple hasn't noticed yet." Apple has been known to pull the plug on things for far less. I don't think I can justify taking that chance.
It also seems like I'd have to find some other solution for Android (like Phonegap or somesuch) and that seems like a lot of extra work.
Corona site | Game dev Helper site
Cost: Corona SDK $349.00USD + LevelHelper/SpriteHelper $49.00USD = $398.00USD
Corona is a very popular toolkit that has all the features I want along with really good documentation, a huge community and commercial support, should I want that. While the toolkit doesn't include a level editor (though there's one rumored to be in private beta) there's another outfit that makes one called LevelHelper that more than suits my purposes. It also includes a companion tool called SpriteHelper, which makes doing sprite animations and rigging really easy.
I was able to download trial versions of both and I got them working pretty quickly, and within an hour or two I had a simple game working in the included simulator. The toolkit uses Lua as its programming language. This initially worried me, but after reviewing the sample code provided, I discovered my fears were unfounded. Lua, at least in the form of this SDK, is comically easy to use. They do as much of the legwork for you as possible, while still giving you quite a bit of control. There's a cartoonish example of how much less code you need to do things in CoronaSDK/Lua than in the iOS SDK/Obj-C or in the Android SDK/Java. Take this with a giant grain of salt, but it does give you a good indication of the unneeded complexity they've tried to remove.
After weighing out the costs, features and processes required for each option, I decided to go with Corona SDK. My total cost for dev tools (when you add in the obligatory $99 for the iOS developer program that's required to put stuff in the App Store) is $497USD, or $3 less than my development tools budget. Not bad!
I need to flesh out the screen flow and the game design, which I'll focus on in my next post, which will totally have pictures.
I recently had an idea for a game. I think it's actually a pretty novel and clever idea for a game, so I decided I'd see what it took to develop it myself. This is the first in a series of blog posts that will describe that journey, from the original idea through to my ultimate success or failure, come what may. I'm going to do this right out in the open in the hopes that others might learn from it, whatever ends up happening. I also have a lot of things to learn, and it's my hope that documenting all this might prove useful later.
I can hear you screaming at your computer. "What?! You're not worried that people are going to steal your idea?" No, I'm not. Anyone capable of doing this sort of work very likely has their own ideas and isn't going to bother stealing mine. Also, I subscribe to philosophy of the late Howard Aiken, who famously said, "Don't worry about people stealing your ideas. If your ideas are any good, you'll have to ram them down people's throats."
I am not, by trade, a game developer. (Not yet, anyway. We'll see where this goes.) I've largely worked on web applications, and even then most of that work was in the back and middle tiers. On my own time I've written two games that I didn't finish: A Megaman-like platformer and a text adventure. For the former, I used an early incarnation of Torque2D. For the latter I wrote the engine myself in .NET using Mono. While both of these were fun projects that I poured a lot of time into, I wasn't able to complete either of them. Both were very ambitious projects (more so than I realized at the time) and in the end I just couldn't get them done. I've had a number of other false starts with games over the years, but nothing that resulted in any appreciable amount of code, much less anything working. This is all to say that while I've got some background and skills that will help me here, I'm hardly a seasoned pro at this the way I am in other areas of software development.
I week or so ago, while doing something else, an idea popped into my head: A game where the object is to get a tugboat to pull barges into a port. Granted, it wasn't much of an idea, but there's no shortage of games (particularly in the casual market) based on less. I also figured I should probably develop it for mobile, as that seems to be where the action is these days and I thought the idea would lend itself pretty well to that format.
I mentioned the idea to my wife, Erin, who was skeptical but extremely encouraging. She even suggested a name, "Tugglebottoms", which I immediately loved and decided to use. We talked at length about the idea (she's an excellent sounding board) and came to a couple of conclusions about what makes for a successful casual mobile game. Of course when I say "successful casual mobile game", I mean "Angry Birds". Here's what we landed on as "must haves":
Initially, I figured the player would control the tugboat and have to navigate a series of obstacles to get the barge across the harbor into the port. It occurred to me, however, that controlling a thing that must move across a tiny screen by touching (and thereby covering up) said screen is less than optimal. None of the attempts I've seen at overcoming this have impressed me. On-screen buttons reduce your already minimal screen real estate (and hey, we need that space for adorableness). Accelerometer-based control schemes tend to be really imprecise. Then it dawned on me: What if the tugboat moved by itself, and the player's goal was to make sure his path was clear? You could have things that would obstruct the tugboat that the player would touch and interact with to clear the path. Drawbridges you had to hold open came to mind. Jet-skis that would come flying towards the tugboat, perhaps after losing their rider. Erin suggested a pod of dolphins that surround the boat that player has to distract by pointing elsewhere.
Visually, I really wanted to go retro, in particular, SNES-style. Some of the most fun I've had playing video games took place on that console. Super Mario World, in particular, is just pure joy. I wanted to make something that was an homage to that art style and color palette.
Having a very loose idea of what I wanted, I decided I'd just fire up Photoshop and start creating some concept art. Normally, I'd do this by hand with a pen and paper, but as I knew I wanted this to end up as pixel art, I thought it might be best if I just dove right into the medium. I found a couple of neat tricks in Photoshop that make it a pretty decent tool for pixel art. The most important thing is that you can open multiple windows with the same document in them. This means that you can zoom in to the pixel level in one window (at like, 1600%) while keeping another window zoomed in at 200%, allowing you to see what the result will look like in real time. I thought I'd start with the main character, Tugglebottoms, who is an anthropomorphized cartoon tugboat. After an hour or two of work one evening, here's what I came up with:
Oof. This image was immediately christened "Derplebottoms" and rejected. It was a good practice for doing pixel art in Photoshop, but it's not cute and I'm pretty sure it would beg for its own death if it were real. No, this was going to require something way, way cuter. The following evening (and early morning) I came up with this:
Now that's more like it, I think. The problem, however, is that it's enormous for a sprite that's going to be used on a smart phone screen. I'd have to scale it down to make it work, which, when you're talking about pixel art, is a lot more complicated that just shrinking the image.
A few days later, I came up with this:
This one is only 32 pixels wide in its smallest form, which is perfect. I also think it's even cuter than the previous iteration.
Before going any further, I thought it might be a good idea to do a quick screen mockup to get a general sense of whether or not this little guy is going to work. I did a quick pixel art background and threw him in an image the size of an iPhone screen, which I then brought up on my iPhone:
I was pretty happy with this in terms of character design and execution, so I decided to run with it. I made some drawings to work out some of his facial expressions:
At this point, I had a pretty good idea of where I wanted the thing to go visually and I've got enough of a skeleton of a game design that I can start hanging details on it.
In Part II, I'll start getting into how I arrived at my technology choices and what my target platforms are.
I've just launched a new web framework called sawsij. (pronounced "sausage") It's written in Go. I've tried to take all the things I liked and didn't like about other frameworks (some of which I've written or helped write) and distill them into Just What I've Always Wanted. I think I've managed to get pretty close.
Here's an abridged feature list:
Give it a whirl and let me know what you think!
If you're a project manager new to software development projects, a lot of things that developers say can be confusing, particularly when it comes to the status of tasks. Use this handy guide to translate what your developers are saying into meaningful answers that will help you update your Gantt or burndown charts.
All of the following assume you've just asked a developer, "Hey, so, are you done with task X?"
Developer: "I should finish that up today."
Meaning: I haven't even started that yet.
Developer: "That's all done, I just need to check in my code."
Meaning: I haven't even started that yet.
Developer: "That's done, but there's a bug I need to fix, so I'm going to hold off on checking that in."
Meaning: I haven't even started that yet.
Developer: "That's done."
Meaning: I will start that today.
Developer: "I should finish that up tomorrow."
Meaning: I will start that tomorrow.
Developer: "I think I'm going to need until the end of the week on that."
Meaning: I won't start that until you ask about it again in a few days.
Developer: "I'm all set up to do that."
Meaning: I haven't even considered starting that yet.
Developer: "We should probably push that to the next [phase/sprint/quarter]."
Meaning: I have no intention of ever doing that. Ever.
Developer: "I'm waiting for [some other person] to get me [a thing] but I see no reason why I shouldn't finish that up today."
Meaning: That is not my problem yet.
Developer: "I'm almost done with that, but I'd like [another developer] to look at it."
Meaning: That will be someone else's problem by the end of the day.
Developer: "I have to do some research on that, but I should finish that up today."
Meaning: Not only haven't I started that, I don't even know how to do it.
Developer: "I shouldn't have any problem finishing that up today if you can just get me [some information]."
Meaning: I will be ignoring your emails today.
UPDATE: It has been pointed out that Go actually does have built-in functionality for doing this. You can use the Walk() function in the filepath package. I'll leave this post here because it's not bad code and because it will serve as a reminder to thoroughly search the package documentation before inventing something.
Go has a lot of built-in functionality for dealing with files and directories, but it lacks an easy way to copy an entire directory tree. To this end, I've written the following bit of code. I'll list it out first and then talk you through it:
package main
import "fmt"
import "os"
import "io"
import "io/ioutil"
import "log"
// Copies file source to destination dest.
func CopyFile(source string, dest string) (err error) {
sf, err := os.Open(source)
if err != nil {
return err
defer sf.Close()
df, err := os.Create(dest)
if err != nil {
return err
defer df.Close()
_, err = io.Copy(df, sf)
if err == nil {
si, err := os.Stat(source)
if err != nil {
err = os.Chmod(dest, si.Mode())
// Recursively copies a directory tree, attempting to preserve permissions.
// Source directory must exist, destination directory must *not* exist.
func CopyDir(source string, dest string) (err error) {
// get properties of source dir
fi, err := os.Stat(source)
if err != nil {
return err
if !fi.IsDir() {
return &CustomError{"Source is not a directory"}
// ensure dest dir does not already exist
_, err = os.Open(dest)
if !os.IsNotExist(err) {
return &CustomError{"Destination already exists"}
// create dest dir
err = os.MkdirAll(dest, fi.Mode())
if err != nil {
return err
entries, err := ioutil.ReadDir(source)
for _, entry := range entries {
sfp := source + "/" + entry.Name()
dfp := dest + "/" + entry.Name()
if entry.IsDir() {
err = CopyDir(sfp, dfp)
if err != nil {
} else {
// perform copy
err = CopyFile(sfp, dfp)
if err != nil {
// A struct for returning custom error messages
type CustomError struct {
What string
// Returns the error message defined in What as a string
func (e *CustomError) Error() string {
return e.What
func main() {
err = CopyDir("/home/jaybill/data", "/home/jaybill/backup")
if err != nil {
} else {
log.Print("Files copied.")
Looking at the main() method, you can see how to use this code. You supply a source directory (which must exist) and a destination directory (which must not exist). CopyDir() returns an error if there is one.
CopyDir() is a recursive function which looks at the source directory, makes sure it exists and gets its permissions. It then creates the destination directory with the same permissions. It gets all the filenames in the source directory and then calls CopyFile() to (surprise!) copy the file. It checks each file to see if it's a directory. If it is, it calls CopyDir() recursively, thus going through the entire tree.
Thanks to the participants in this thread that provided me with a starting point and most of the CopyFile() function.
This is also available as a gist if you want to grab it that way. Feel free to suggest improvements!
When standing up a data model for your application, you often start by considering the real-world properties of whatever it is you're trying to model. That's totally natural, considering what most applications do: Represent real-world problems and help the user solve them. There's a hidden pitfall here, though, which is the tendency to have elements in the model that logically apply to the entities you're modeling, but do not matter to the problem space.
I ran into an example of this recently in an application I was working on. There was a need to represent "sponsoring organizations" in an application that tracks monetary grants. When we asked our in-house product manager for a list of things we needed to track about sponsoring organizations, she replied with all of the normal things you might expect: Organization name, ID number, tax status, phone number and an address, including city, state and zip. Okay…nothing unreasonable there.
If you've ever had to deal with addresses in a database, though, you know that all bets are off when it comes to dealing with addresses in a way that they work internationally. As my colleague and I started down the path of a long discussion about the best way to store addresses (and the rest of the people in the room settled in for a nap), our resident Database GuyTM asked a seemingly obvious question:
"Do we actually need to store addresses?"
After a long pause and a lot of blinking, one of the product management people blurted out, "Well…of course! I mean, they have addresses…" The Database Guy calmly responded with a question no one could answer. "Okay, but where are we going to display that information in this application?"
We looked through all our requirements documentation. Addresses weren't on any reports and they weren't on any screen. Well, they weren't on any screen except the one where you entered the address. After a some further discussion, we found out that our customers either don't maintain this type of information, don't need it, or store it elsewhere. "Address", in this case, was a logical attribute of a sponsoring organization, but one that attribute had absolutely no meaning in the application context.
Someone then pointed out that in another application we sell, we do maintain address information, but we load it once when we deploy the application and "The customers know that the address information is usually out of date, so no one uses it." I'd hate to think about what would happen if a customer didn't know that and mailed something to an old or incorrect address! Unmaintained information is not only annoying to users, but it's not hard to imagine a scenario where it could be costly or even dangerous.
I think the basic litmus test for determining if attributes belong in a database can be boiled down to this: If you don't know where a particular data attribute is going to come out, then do not put it in, no matter how logical it may seem to do so.
There has been a lot of fuss today about the merits of learning to code versus not learning to code if you're a non-programmer. There are interesting points on both sides of this argument and I won't rehash them all here, though some resonated with me more than others.
I think we're all having the wrong argument. This isn't about learning to code or not learning to code. This is about consumption versus production.
Let's compare this situation to something more generally well-understood: Books. Until relatively recently, if you had something to say and wanted to share it with a lot of people, you wrote a book. There are lots of examples of books that changed the world and how we look at it.
Writing a book is hard. Additionally, not everyone has something they want to share with the world. People who do have something to say are sure as heck going to learn how to write and publish a book. These people actively engage in the production of books. You don't have to worry about advising them that they should or shouldn't write a book. You couldn't stop them if you wanted to.
Do you need to understand the book authoring and publishing process if you're just going to read a book? No, you don't. If you're just going to consume books, you don't actually need to understand the process of making them. Does it hurt if you do? Of course not. Does it give you greater insight into the work itself? It well might. It isn't, however, a requirement.
The means of production on the web (at some level, anyway) is code. If you want to produce something new and useful for the world to see, you need to know how to write code. If you just want to consume web content, you really don't need to know how to produce it.
I'm not here to tell you if you're a producer or a consumer. That's up to you. That said, I'm certainly not going to discourage a non-programmer that's interested in coding from learning how. There are no shortage of well-documented benefits to doing it.
Do I think knowing how to code is a requirement to be a productive member of modern society?
No I do not.
I like Postgres. It's feature-packed, high-performance, robust, mature and a bunch of other adjectives that describe good software. It's also kind of obnoxious to install. Installing it totally by hand requires a lot of Arcane KnoweldgeTM. Probably because of that, OS packages usually get it wrong. (I'm looking at you, Ubuntu. Sure, there are PPAs that deal with these problems, but PPAs have a way of scaring the bareekus out of me, especially on production systems.
Recently, I discovered a 3rd-party installer package that works better than anything else I've tried. It's called Enterprise DB, and it's pretty great. If you're on a machine with a GUI, it's got a wizard that takes you through the process. If you don't have a GUI (on a remote server, for example) the exact same wizard runs via interactive command line. I've found that just picking all the defaults lands you with a very sensible configuration in about a minute. It's free (of course) and just works. It's absolutely my go-to way of installing postgres at this point.
I have been developing web applications for almost as long as it's been possible to do so. No, really. I started doing this stuff in 1995. The web as we know it got off the ground in 1993. My entire professional life has been spent getting web servers to talk to web browsers in one form or another. I've built all kinds of web applications. I've built small ones, big ones and everything in between. I've built them for clients, I've built them for employers and I've built them for myself. I've worked in Java, PHP, C#, Ruby, Python and a number of more exotic things. In all that time, I have never found a language/platform combination that really felt…right.
I've gone to great lengths to try to assuage this feeling. I think I've tried every framework available in every language I've used. I even went so far as to write my own frameworks in one or two of them. (One of which is still in active use, actually…) I always get excited at first, then work with it for a while, then expose the glaring flaws. Sometimes it was the framework, sometimes it was the language, sometimes it was both. Sure, I got stuff done and I got paid and moved on to the next thing, but not without knowing that parts of what I worked on were just ugly. More than once, I've found myself using the fact that I delivered something (or that someone, somewhere did) as an apology for the development platform's weaknesses. I'm just not going to do that anymore.
I guess this is the point in where I'm supposed to tell you about what a mess PHP is, or how unnecessarily abstracted Java is, or how Ruby is…well, you get the idea. I'm not going to do that. I could fill a station wagon with all the negative screeds that have already been written about what's wrong with this way or that way of writing web applications. I have no intention of adding to that. What I'm going to do instead is outline what I want out of a programming language that I'm going to use.
Here's my wish list:
After what can only be classified as an exhaustive search, I landed on Go. If you're unfamiliar with it, Go is a language designed by some very smart people at Google. When I say "very smart people", I mean nerd heroes of the highest order. Guys like Rob Pike and Ken Thompson, whose collective achievements include things like UNIX, Plan 9 and UTF-8. I think it's fair to say that these guys know what they're talking about.
Go grants every wish on my list and then some. I thought it might be worthwhile to explain how it does this, so I'll just go ahead and do that, thank you very much.
According to the brochures, "Go is a compiled, garbage-collected, concurrent programming language." Well, that sure adds up to "modern" in my book! The syntax has a lot in common with C, but without any of the annoying stuff. There are pointers, but there is no pointer math. It is not, in the strict sense, "object-oriented". At first glance, this bothered me, as I have lived in Object Land for my whole adult life. After you get your head around it, though, this is actually a huge benefit. Objects are a collection of methods and properties. Go separates properties from methods. Here's an example of what I mean:
type Foo struct{
Bar string
Baz int64
func (f *Foo) GetBaz() int64 {
return f.Baz
What this does is to establish a data type called Foo, with two properties, a string called Bar and an int called Baz. Below that is a method that can be called on a pointer to a Foo and returns its Baz property. Here's how you might use that:
foo := &Foo{Bar: "Hello, World!", Baz: 23}
If you ran this, it'd print "23". Calling a method on a pointer to a struct is as easy as adding a dot. There are a number of advantages to making this separation. First off, there's no complex type hierarchy. If your "thing" implements the methods of X interface, you can use it anywhere that accepts X. Done deal. This means that you can do things like implement several interfaces at once, and that your data types aren't "carrying around" a bunch of extra stuff, like a method table or unnecessary overhead from parent types. Also, because two types that implement no methods would match, you can have functions that accept an interface with no methods and figure out what the thing is later. This gives you something not totally unlike generics (my most-loved feature of .NET).
You can also extend anything with a method that accepts a pointer to it without having worry about type hierarchy, because there is no type hierarchy. Pretty neat!
This is only one example out of a hundred that demonstrates how well thought out the language design is. Don't take my word for it, though. Go take the tour and see for yourself.
Sure, interpreted languages are fine, but apologizing for less-than-optimal performance by extolling the ease-of-use of the language just doesn't cut it for me anymore. That's like saying it's okay that your car has terrible gas mileage because it has a really nice steering wheel. Performance aside, I just like having a compiler. I like to know that my code is going to run before I run it. This is a personal preference, to be sure, but then again, this is my wish list, not anyone else's.
Go's "official" compiler (there are two official ones, I can only speak to gc, as I haven't used gccgo) is very fast and provides very useful error messages. The compiler is so fast, actually, that it's almost like working with a dynamic language. I've got a shortcut key set up in my IDE (well, my text-editor) that saves my files calls the compiler for me. There's really no waiting around for stuff to compile, as it's almost instant.
The standard libraries supplied with Go are awesome, particularly when it comes to writing web applications. They more or less thought of everything. There's an HTTP server you can instantiate, a template parser, all manner of encoding stuff and even a standard sql library. (Drivers sold separately, but there's one available for just about any RDBMS you can think of.)
There are a boatload of open source packages available in Go, which really speaks to its growing popularity, as the whole thing is like three years old. A quick glance a the Project Dashboard reveals there are packages to do just about anything the standard libraries don't do alone. Assuming you've followed the directions for standing up your development environment, incorporating new packages into your code is as simple as:
go get code.google.com/p/example
Then adding an import statement to your code:
import "code.google.com/p/example"
You grab packages by the URL of where the source lives. Go's "get" tool knows about all the major public code repository systems, including Github, Bitbucket and Google Code. Assuming you've got Subversion, Mercurial and Git in your path, it can automatically clone package repositories and put things in the right place for you.
Perhaps not surprisingly, Go has a large, supportive community of very smart developers around it. The main golang-nuts mailing list is fantastic. I've never posted a question that went without a quality answer for more than a day. Additionally, most of the larger 3rd-party package maintainers have active mailing lists as well.
I hate boilerplate code. If it's possible to do something once and usefully reuse it later, I'll take the hit at the beginning of the project and write something I can use over and over again. I admit that I have at times overdone this, but I've written a couple of web frameworks of varying sizes at this point, and I have a really clear idea of exactly what I want and what I don't. What goes into a web framework is a whole blog post in and of itself, but to answer the obvious question: Yes. Go is awesome for writing web frameworks.
How do I know? Well, I just finished writing one. It took me exactly thirty days to do this, and that was far from full time. I had also never used Go before embarking on this project. As of today, it's in production. It is, in fact, delivering the words you are reading right now. This blog is a Go application that uses my new framework. I could not be happier with it and I can't wait to share it with you, which I'll do very soon.
I feel like I finally found the right way to write web applications. Maybe it's not right for everyone, but it sure is right for me and I'm willing to bet other people are going to dig it as well.
My name is Jaybill McCarthy. I have done a number of different things so far, but professionally I've spent a lot of time developing large-scale web applications. I've worked for a big company and a bunch of small ones you've probably never heard of. I've also done a lot of freelance work. I thought about listing out all the things I've done and worked on, but I've done that elsewhere already. Frankly, I hope what I write here will speak for itself and that it will be evaluated on its own merits rather than in the context of my work experience.
In this blog, I plan to write about my thoughts and experiences around developing and deploying web applications. Hopefully other people will find what I have to say useful. Failing that, they'll find what I say absurd and we'll have a heated public argument about it, which will probably be fairly entertaining, in a "watch bitter nerds fight over the minutiae that passes for meaning in their lives" sort of way. Failing that, the whole thing will go largely unnoticed, which is kind of sad to think about, so I'll just "forget" to install Google Analytics and pretend I have thousands of daily readers hanging on my every word.
The main reason I'm starting this blog is that I've recently "turned a corner", so to speak, as a software developer. I have abandoned old ways and embraced a bunch of new ones, which we'll get into later. In the meantime, thanks for reading and stay tuned.
Jaybill.com has existed as a blog of sorts since 2001. I got a lot of traffic early on due to a thing I will not mention here. After that I had a number of false starts, but never seemed to really "get off the ground" as a blogger, mainly because I never had a consistent focus. I hope to change that by focusing on one thing (software) and updating regularly. We'll see how that goes. I have high hopes.
There were a number of technical blog posts on the old site, most of them related to a way of doing web development I'm not doing anymore. I'm sure that any useful information on that subject can be found elsewhere at this point, so it's of no great loss to the world that I took it down.
© 2001 Jaybill McCarthy


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Liars+Fol Chen
Liars, lovers of the misdirection play, do it again on the sly, unnerving new Sisterworld, the trio's fifth full-length. As luminous as a cave of glowing slime, Liars' black magic shtick is their constant, warped allure. Mystery is key for Fol Chen, too. The LA quintet likes to use the question mark as a cheeky device. They wear masks, but we know they have faces. Their jams can be grainy, filtered, and full of low voices chanting over dead electric beats, but we know it's really just pop music obscured. On their own or as savvy remixers, Fol Chen bite the tops off pixie sticks and pour all that glorious sugar into one formless, crazy pile. Bring a straw.
Thu., April 15, 8 p.m., 2010
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text:
PLC Lighting 2320 SN
Wall Washer Sconce from the Hundi Collection
- Item # bci361941
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$145.60, You Save 23%
Leaves the Warehouse in 2 to 3 business days
Configure Your PLC Lighting PLC 2320 Wall Washer Sconce from the Hundi Collection
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- Glass: Acid Frost
- Available with CFL (Compact Fluorescent Bulb)
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text:
I don't seem to be able to get the thumbnails to show, I'm using the Transcript theme, if that makes a difference.
The Support Forums will be in read-only mode for a scheduled maintenance window on 01 September 2016 14:00 UTC - 20:00 UTC. More information.
I don't seem to be able to get the thumbnails to show, I'm using the Transcript theme, if that makes a difference.
Hi Mr Jolly,
Does your theme support post thumbnails? http://codex.wordpress.org/Post_Thumbnails
Forgot to mention if your theme doesn't support post thumbnails you can fix it by adding this code to the themes functions.php file:
if ( function_exists( 'add_theme_support' ) ) {
add_theme_support( 'post-thumbnails' );
Also I can't test the plugin with your theme since it is not a free theme.
Thanks for replying pjgalbraith,
There isn't a problem with your plugin, there must be a conflict somewhere, I've tried other plugins and they all have the same problem. I'm using another plugin which already generates thumbnails, I suspect the conflict is with that plugin.
What plugin is causing the problem? It might not be too difficult to fix if I know which one it is.
This topic has been closed to new replies.


text:
121 vehicles matched;
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Listed by North Shore Classics
This real 1969 GTO has been in a private Florida collection since 1985. Correct Matador Red exterior and Parchment interior.
Listed by Hanksters Muscle Cars
Visit Hanksters online at www.Hanksters.com to see more pictures of this vehicle or call us at 724-471-2975 for PA or
Listed by Coyote Classics
1971 Pontiac GTO powered by its #'s matching WK code 400 4bb L78 300 HP V8 engine backed up by
Listed by Private Seller
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Listed by Streetside Classics - Charlotte
The 1969 Pontiac GTO remains one of the fiercest names in muscle cars, which is why we are always happy
Listed by Streetside Classics - Dallas / Fort Worth
Legends are earned the hard way, and not every car with a big engine from the muscle car era qualifies.
Listed by Private Seller
Here is one of the prettiest 1971 Pontiac GTOs around. While it looks like a Judge I must tell the
Listed by Fast Toys For Boys
Click HERE To See The Build Sheet
This is a truly rare 69 GTO convertible.
The guy that ordered this
Listed by Fast Toys For Boys


text:
The average salary of a(n) Mental Health Counselor in Opa-locka, Florida is $64,829.
The average hourly rate of a(n) Mental Health Counselor in Opa-locka, Florida is $31.17.
The average bonus of a(n) Mental Health Counselor in Opa-locka, Florida is $1,271.00.
The SEED School of Miami
And one in Baltimore, Maryland, The SEED School of Miami opened its doors to 60 new students in the sixth grade in August 2014 and will expand to serve over 130...View job on Indeed.com
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Broward Health Imperial Point in Ft. Thank you for your interest in Broward Health. Broward Health is an EO/AA procurer of goods/services, M/F/D/V....View job on Indeed.com
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Florida State Licensure as a Clinical Social Worker or Mental Health Counselor. Implements evidence based (i.e....View job on Indeed.com
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Licensed or license eligible as a licensed mental health counselor in Florida. Supervise students in mental health counseling practicum and internship field...View job on Indeed.com
United Recovery Project
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Usgi M1 Garand Cotton Sling
This item has been shown times.
Usgi M1 Garand Cotton Sling:
- For sale is an original USGI M1 Garand M1 A OD green cotton sling
- Some spots of rust on buckle but in overall fair condition.
- MRT marked at one time but may be too faded to see.
Usgi M1 Garand Cotton Sling:
Department Of Defense Defense Of Freedom Medal
Old Bomb Mortar Shell Sculpture Art Morocco Fez Souvenir Copper Souvenir 1925
Ukraine / Usa 1 Hryvnia - Dollar Disarmament Friendship Missile Metal 1996
Order Of The Black Eagle Knights Cross Neck Badge
1973 President's Of Democracy Swearing G.papadopoulos Comemorative Stamp
Greece Greek Army Red Cross Silver Badge


text:
Office Depot restructures its leadership
CEO Roland Smith will retire and Troy Rice will oversee e-commerce as Office Depot's new chief operating officer.
Office Depot restructures its leadership
CEO Roland Smith will retire and Troy Rice will oversee e-commerce as Office Depot's new chief operating officer.
Web sales drive all of Best Buy's growth in Q2
Online sales climbed 24% year over year, while Best Buy's overall sales were flat.
Sign up for IRNewsLink and get daily reports delivery to your inbox. Sign Up Now
Sponsored by 2013 Social Media 300
And U.K. consumers significantly interact with mobile ads, studies find.
Google's U.S. mobile ad revenue is growing four to eight times faster than its desktop revenue, a new report from advertising management firm Marin Software finds. Meanwhile another study from Marin reports the U.K. is leading the way in mobile paid search activity in Europe. Both studies are based on $3.5 billion worth of search spend managed via Marin throughout 2011. Marin has approximately 1,500 clients.
Paid search clicks from mobile devices in the U.S. on Google increased 132% between January and December 2011, Marin says. And by the end of 2012, 25% of all U.S. paid-search clicks on Google will stem from mobile devices, Marin forecasts, up from 5% in 2011.
Those figures aren't surprising when one considers a recent Marin analysis that found smartphone-based paid search ads in the U.S. register 72% higher click-through rates than PC-based ads; tablets 31% higher.
All of this means Google stands to rake in a lot of mobile ad revenue in the coming year, Marin says. It estimates that large U.S. advertisers will more than double their mobile search budgets in 2012. "The popularity of mobile devices coupled with their ad performance will result in a surge of new ad dollars for Google in 2012," Marin says in its report.
Looking beyond mobile behavior in the U.S. and into Europe, Marin finds that U.K. consumers engage the most with mobile paid search ads. U.K. paid search clicks stemming from mobile devices rose 179.6% in 2011, from 5.4% in January to 15.1% in December.
What's more, Marin finds that the cost-per-click for mobile paid search in the U.K. is cheaper than desktop. Average cost per click is 48 cents for a PC-based ad, 26 cents for a smartphone-based ad and 35 cents for a tablet-based ad. Google, for example, enables clients to target specially sized ads to different devices.
U.K. advertisers are increasing their mobile search budgets, Marin reports. In 2011 average mobile paid search budgets in the region grew by 191%, from 3.2% of total search budgets to 9.3%.
Beyond the U.K., the 27 countries that make up the Eurozone—countries that use the euro as currency—showed strong growth in mobile paid search use in 2011 with mobile clicks in the region growing 177% from 2.1% of all paid search clicks in January 2011 to 5.8% in December of last year.
The IRCE $200 early-bird discount expires March 31.
Retailers need to invest in the processes and tools to rapidly and intelligently respond to ...
Posted 08/24/16
Rapid rejection of multiple fraud attempts shows fraudsters that their approach is not working.
Posted 08/23/16
Online retail is hard, grocery retail is really hard, so online grocery is, of course, really, really hard."


text:
Home > Eyeglasses > Boss > BOSS 0685 (HXF)
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Free outbound and return shipping
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Mehr zur BOSS 0685/HXF Eyewear
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THIS WEEK IN PICTURES - August 21, 2016
Dr Joice Mujuru unmasked - August 21, 2016
DeMbare's not-so-secret weapon - August 21, 2016
Prophet Magaya arrested on rape charge - August 21, 2016
Kuwadzana's haunted house…Tenant's under-garments disappear…Bed mysteriously catches fire - August 21, 2016
Exit Gonyeti, enter Excavator…'I'm not insane' - August 21, 2016
Comment: A quick lesson in self-destruction - August 21, 2016
99-year leases bankable in Sept - August 21, 2016
Mudzimba with Mai Chisamba…Mother in-law disowns grandson - August 21, 2016
Kidney transplant by year-end - August 21, 2016
. . . as Gary Tight feeds the family
"THINGS are tough my brother, I can't even take care of my own family right now. If it wasn't for my son Gary, I really don't know what would have happened to them," said Willom Tight in a rare disclosure on the rocky shores the singer has hit. Willom Tight (44) has three children; Gary (21), Sasha (15) and Mia (5). Gary has followed in his father's footsteps and is also a musician. Willom said were it not for few and far between corporate gigs and wedding performances, he would not be able to give his family a morsel. "The father and son combination that my son and I created recently has been helping, but the truth is that his gigs and a job at a school where he teaches music have been keeping us afloat. I just thank God for giving me such a son who has not strayed and gone into drugs or abandoned his family," said Willom Tight. The "Nyoka iNyoka" singer who at his peak shared the stage with the likes of Dr Thomas "Mukanya" Mapfumo, Dr Oliver "Tuku" Mtukudzi and South African musical royalty Salaelo Selota, said he was blessed to have such a family. "My youngest kid is in crèche, the other one is in high school while Gary is at the College of Music. I should be taking care of them, it is my responsibility but now Gary is taking care of the family, helping with his sisters' school fees while paying his own as well. "I just hope that when this album ("Manifesto") comes out, it will signal a change of fortunes for me so that I can properly take care of my kids, even spoil them. They deserve it," said Willom. The Tafara-based artiste believes he should wait patiently for the season of harvesting ahead. "I have to be professional. I have a 10-year contract with Shamiso Music and Entertainment and I have to respect that. God does things in his own time. He cannot be rushed," said Willom. Willom burst onto the entertainment scene in the 1990s with the group Mateo and Friends and saw his career skyrocket between 2003 and 2006. His collaboration with Dino Mudondo was a firm favourite and his craft saw him perform in Congo-Brazzaville, the DRC, South Africa, Zambia, Namibia and Tanzania among others. His son, Gary, is putting final touches to a 10-track album that features Jah Prayzah.
816 total views, 4 views today


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Kikay Runner
- Road to Vietnam, Week #11: Everything I MissedIn looking forward to my upcoming trip to Vietnam, I look back at the news that I missed mentioning... and the food that I explored on my past trip. Want to read more? Visit KikayRunner.com by clicking on the post title for full links and content. If you see this on a website that is […]
In My Pocket
- Noelle in Bavaria: RegensburgIn the (much-delayed) second installment of Noelle in Bavaria, I take you to Regensburg, a UNESCO World Heritage Culture Town.Related Posts:Noelle in Bavaria: Getting ThereNoelle in Bavaria:... [[ Want to read more? Visit In My Pocket by clicking on the post title for full links and content.]]
- I'm sure this speaker has great points... but the sound system isn't helping. #ormaybeimdeaf 03:30:13 PM February 27, 2016 from Twitter for Android
- Kikay Reviews: A Week with the Moto 360 https://t.co/GpXKBe2diS https://t.co/jzn1SHw6HD about 2 hours ago from Kikay Runner
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POLL: Which food truck is the team to beat?by Sarah De Heer in Shows, September 8th, 2012
After three weeks of getting knee-deep in the food truck industry — starting first in Los Angeles and traveling through Arizona and Texas — the remaining five teams have proved they have skills and passion, but only one will win $50,000 and their own food truck. Seoul Sausage has taken the top spot three weeks in a row, but can they keep up the momentum? They certainly have to watch out for the competition: Nonna's Kitchenette, Coast of Atlanta, Momma's Grizzly Grub and Pop-A-Waffle are certainly tired of seeing Seoul win first place and they're going to do whatever it takes to claim the top spot this week.
More posts from Sarah De Heer.
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US distance itself from Modi's remarks on BalochistanPakistani-American scholars are preparing a draft against the malicious tactics of India. NEW YORK (Web Desk) American think tank departments has warned Obama administration that Indian PM Modi's open interference in the internal matters of ... Dunya News, 17 hours ago
US does not support Indian PM Modi's provocative statement on Balochistan - Pakistan Today, 16 hours ago
US distance itself from Modi\\'s remarks on Balochistan - Frontier Post, 31 minutes ago
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Exclusive - U.S. seeks Latin American help amid rise in Asian, African migrants
Reuters International Aug 16, 2016 - 06:09 Members of the media wait for news after a Syrian woman and two Pakistani men travelling illegally and presumably en route to the United States at an immigration center in Tegucigalpa, Honduras on ...Swiss Info, 1 week ago U.S. seeks Latin American help amid rise in Asian, African migrants SRN News, 5 hours ago US seeks help amid rise in migrants Bdnews24.com, 1 week ago US seeks Latin American help amid rise in Asian, African migrants Metro.us, 1 week ago
Two American, Afghan nationals deported
ISLAMABAD: Pakistan has deported two foreign nationals including black listed US national Matthew Barrett and Afghan national Nani Khail. Matthew Barrett was shifted to Lahore from Islamabad on Friday night while his wife, Pakistani national has ...Daily Times, 2 days ago Blacklisted US citizen Mathew Barrett deported The Nation Pakistan, 4 days ago Blacklisted American man deported from Pakistan Siasat Daily, 4 days ago Pakistan Deports Blacklisted American National Outlook India, 4 days ago
US: Pak-origin special needs boy forced to falsely confess allegiance to ISIS by school officials
The 12-year-old Pakistani-American was forced to sign a false confession stating that he was art of ISIS and wanted to blow up the school fence.DNA, 6 days ago Family of Pakistani origin sues NY school over forced 'terrorist' confession Yahoo! India, 6 days ago US: Pak-Origin Boy Forced to Falsely Confess ISIS Allegiance Outlook India, 6 days ago US Muslim boy forced to sign Daesh confession AhmedabadMirror.com, 6 days ago
Islamic State calls slain Pakistani-American soldier an apostate
Islamic State on Sunday condemned as an apostate a US Muslim soldier killed in Iraq whose story has re-ignited debate in the 2016 presidential election on the role of Muslims in American life. Dabiq, the militant group's online magazine, showed a ...Pakistan Today, 3 weeks ago Humayun Khan Isn't the Only Muslim American Hero New Yorker, 1 week ago Afghan IS leader dead in USA drone strike Equilibrio Informativo, 1 week ago US killed IS leader in Afghanistan: Pentagon SAMAA TV, 1 week ago
Minister says Pakistan to deport US citizen after probe
Pakistan's interior minister says a blacklisted American citizen will be deported once a joint interrogation team completes its work. Chaudhry Nisar Ali Khan said in Islamabad Friday that Matthew Barrett submitted incorrect information in a visa ...Miami Herald, 1 week ago PPP set two conditions for peace with PML-N: Nisar Daily Times, 1 week ago Matthew Barrett's detention: Visa officers to face action, Nisar tells MPs The Express Tribune, 1 week ago U.S. man faces interrogation, 2nd deportation from Pakistan BNet, 1 week ago
Muslim couple ejected from US-bound flight
CINCINNATI, OH -- A Pakistani-American couple has claimed that they were removed from a US-bound flight as an on-board crew member felt uncomfortable after noticing that they were sweating, saying AllahIANS Live, 1 week ago In Paris: Pakistani-American couple thrown off US bound flight Pulse.ng, 2 weeks ago Treated like criminals: Muslim American couple kicked off Delta flight based on appearance RINF.com, 2 weeks ago Muslim couple asked to leave US-bound flight for 'sweating' and saying 'Allah' India Today, 2 weeks ago
Blacklisted US spy ar…
Blacklisted US spy arrested in Pakistan Islamabad: An American national, who was blacklisted and deported from Pakistan in 2011 after he was allegedly caught spying on sensitive installations, has been arrested after he arrived at the airport here ...The Hawk, 1 week ago Blacklisted US 'spy' held in Pakistan Asian Age, 2 weeks ago Pakistan arrests US national blacklisted for 'spying' Rediff.com, 2 weeks ago Blacklisted US 'spy' arrested in Pak Deccan Herald, 2 weeks ago
Republicans in favour of securing Pak nuclear arsenal; call India an ally
(Photo: File) Pakistanis, Afghans, and Americans have a common interest in securing the Pakistani nuclear arsenal, says the manifesto. Cleveland (US): Describing India as a"geopolitical ally" of the US, the Republican platform has urged New Delhi to protect ...Asian Age, 1 month ago Republican manifesto says need to secure Pak's nuke arsenal Business Standard, 1 month ago GOP for securing Pak nuclear arsenal; calls India its ally Deccan Herald, 1 month ago
'Intolerance towards Muslims rising due to Trump'
In a fresh attack on Donald Trump's poll rhetoric, the parents of a fallen Pakistani- origin American soldier have blamed the controversial Republican presidential nominee for the growing intolerance towards Muslims in the US. Khizr and Ghazala Khan, the 'Gold Star' parents whose appearance at the Democratic National Convention in Philadelphia created a firestorm for Trump, have said they felt compelled to speak out because the welcome they felt when they immigrated to the US nearly four ...Rediff.com, 2 weeks ago Intolerance towards Muslims rising due to Trump: Khans Business Standard, 2 weeks ago
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Prince William jail officer killed in Culpeper crash — An officer with the Prince William-Manassas regional jail was killed in a crash on his way home from work Wednesday night. [Insidenova.com]
Macy's: Five Stores Closing, 2,500 Laid Off —Approximately 2,500 employees at the Macy's department store chain will be laid off and five stores will close in the coming weeks under a company reorganization plan announced Wednesday. [Patch]
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All hotels in Frackville, Pennsylvania, United States of America
1 room, 2 adults
115 W Coal St, Frackville, PA, 17931, United States of America, 0203 027 9779
Granny S Motel Frackville, Frackville
Lowest price£38
Best Price Guarantee
Basic Frackville motel with restaurant
- Free WiFi and free parking
Main amenities
- 32 guestrooms
- Restaurant
- 24-hour front desk
- Air conditioning
What's around
- Schuylkill Mall (1.1 mi / 1.8 km)
- Mountain Valley Golf Course (7.1 mi / 11.5 km)
- Jerry's Classic Cars and Collectibles Museum (8.2 mi / 13.1 km)
- Locust Lake State Park (9.9 mi / 15.9 km)
- Tuscarora State Park (13.5 mi / 21.8 km)
See all 10 Hotels.com reviews
Room is not nice
TripAdvisor Traveller Rating: 1.5
From 21 reviews
Granny S Motel Frackville, Frackville
Hotel Info: 020 3027 9803from £38
- Two double beds non smoking
- One queen bed non smoking
- Two queen bed non smoking
Also popular with travellers from the UK
At a glance
Key facts
Hotel size
- This hotel has 32 rooms
Required at check in
- Credit card or cash deposit required
- Government-issued photo ID required
Travelling with others
- No cribs (infant beds)
- Pets allowed *
- Free WiFi in public areas
- Free WiFi in rooms
- Free self parking
Nearby One Star Frackville hotels
In the hotel
Food and drink
- Restaurant
- 24-hour front desk
- Accessible bathroom
- In-room accessibility
In the room
Home comforts
- Air conditioning
Freshen up
- Private bathroom
- Shower/tub combination
- Hair dryer
Be entertained
- Cable TV channels
Stay connected
- Free WiFi
- Free local calls
Food and drink
- Refrigerator
- Microwave
Top Frackville hotels
Recently reviewed hotels in Frackville
Nearby hotels
Granny S Motel Frackville, Frackville's small print
Also known as
- Granny S Motel Frackville
- Granny S Motel
- Granny S Frackville
Optional extras
Pets are allowed for an extra charge of USD 5.00 per pet, per night
We have included all charges provided to us by this hotel. However, charges can vary, for example, based on length of stay or the room you book.
Is the description of this hotel not correct? Tell us


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Tasty food and a good service. Visit the place every time im in Alanya Smiling crew and super surrings. The food on the plate is inspiret to be eaten and every bite taste super
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Tasty food and a good service. Visit the place every time im in Alanya Smiling crew and super surrings. The food on the plate is inspiret to be eaten and every bite taste super
We have been there several times and are always greeted with a service-minded and smiling staff. Menu is being updated frequently so there is a variance in choices. Food is with a high quality and always affordable prices. Can recommend everyone to go to a different taste, you will not be disappointed.
Consistently high level of performance from this restaurant which I have visited many times the last 7 years. The host Stephanie and her personnel does a brilliant job.
Going to Taste is a Different Taste all the way. The food is delicious at adequate prices, the hostess like a Sweedish summer day, service very nice. And you 're welcomed back with warm hugs every time. Regular customers treated like friends. Just love Taste!
'A different taste' is what you get. A combination of Turkish and European flavours. This is a small restaurant where good food and a friendly environment are a priority. The staff are friendly and welcoming. There is no loud music here, this restaurant is about good food served in a unique way. You have to try it to appreciate 'a... 更多
we just visit this restaurant in Cikcilli,Alanya.Great owner ;Stephanie. and scandinavian design..Warm atmosphere,delicious dishes,and excellent desserts.esp ıce-cream and their special Daim Cake.all foods are great but even just to taste this cake everybody should visit this restaurant.Far from city noise,in a quite spot with lovely team & delicious dishes...
Before it was sold it was perfekt. But the new ovner it is not Nice when she talk to the people when it is something who is wrong. We will never go there again.
One of my 3 favorite eating places in Alanya. The owner welcomes you, always with a smile. The staff is pro and make you feel relaxed and almost at home. For me this is a Gourmet place, but still a family place. The food is suberb and very tastefully. One price for starters, one price for dinner and one price... 更多
The restaurant is A little Hard to find.. But that only adds to The experience. The food, concept, service is maybe The Best i ever had. Call in advance.... And look forward:))
A quiet and good looking place. We were eight, and did not wait long for our food. You should order a table in advance though, because this resturant may be fully booked and that's for a reason. I liked the menu presentation and loved the food! Try the chocolate dessert, just do it.
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How Big Is Your Nitrogen Footprint?
Scientists at UVA have created a tool that shows how everyday choices impact the health of the Chesapeake Bay.
News & Events
Compared with the nation's best universities, a UVA education is one of the best investments in America today.
The American Heart Association has bestowed its highest award on UVA professor of pediatrics Dr. Ariel Gomez.
With its two-year-long renovation nearing an end, a new chapter begins for UVA's most iconic structure.


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|By Marketwired .
Article Rating:
|April 28, 2014 09:55 AM EDT
TORONTO, ONTARIO -- (Marketwired) -- 04/28/14 -- Vida Cannabis Corp. ("Vida Cannabis") is pleased to announce the appointment of Christopher Hansen to its board of directors.
With more than 25 years of experience, primarily in Latin America and Africa, Christopher Hansen is a senior financial, micro and small and medium enterprise expert. He is currently Director of Latin American Business Development for GIC Group in the areas of agribusiness, food security and food safety. In addition, Mr. Hansen is Visiting Scientist with the Global Seed Program of Iowa State University's Seed Science Center, assisting small farmers and seed companies in rural areas of Latin America to increase productivity and incomes through the use of certified seed and enhance food security in the region.
From 2006 to 2012, Mr. Hansen led initiatives in Latin America for the Inter-American Institute for Cooperation on Agriculture (IICA), including as country representative to Colombia, Deputy Director, Associate Deputy Director, US Representative and Director of Strategic Partnerships on projects in such areas as energy efficiency, sustainable forestry management, cacao rehabilitation, women's entrepreneurship, irrigation, tourism, agribusiness and aquaculture. He was Chief Financial Officer and Director Corporate Development for Sea Farms International, a large shrimp farming operation in Honduras and Venezuela, and Chief of Party for the USAID Colombian Enterprise Development Program.
Previously, Chris Hansen worked as Deputy Director and Manager, Financial Services for FUNDES, the Foundation for Sustainable Development in Latin America, in Costa Rica. From 1982-1996 he worked with the International Finance Corporation (private sector arm of the World Bank), as a Senior Investment Officer responsible for agribusiness investments in Latin American and Caribbean Region.
Christopher Hansen earned an MBA in International Finance from the University of California-Berkeley after receiving a B.A. in Political Science there. He previously studied pre-law at Willamette University in Oregon. Chris is a native English speaker fluent in Spanish.
Vida Cannabis CEO Greg Wilson stated: "As Vida Cannabis continues to analyze the global landscape for countries where clearly defined regulatory environments are favorable to establishing low-risk/high-reward marijuana production operations, such as those currently being implemented in Canada, Chris Hansen's financial expertise and global business experience working with governments and international agencies focused on agricultural development projects will be extremely beneficial for Vida Cannabis.
"Vida Cannabis is intent on staking a leadership position as the premium producer of marijuana as the world rapidly evolves from an environment of prohibition to one where medical and in some cases recreational markets are now able to flourish. I look forward to working with Chris and welcome him to the Vida board."
About Vida Cannabis Corp.
Vida Cannabis Corp. ("Vida Cannabis") is focused on developing a dominant production footprint in the rapidly developing global marketplace for the legal use of medicinal and recreational marijuana.
Initial operations are focused on the Canadian market where Health Canada has established national guidelines enabling best-in-class producers to acquire commercial production licenses under the Marihuana for Medical Purposes Regulations.
Via its wholly owned subsidiary, Vida Cannabis (Canada) Ltd., Vida Cannabis purchased a 315,000-square-foot production facility in the town of Stellarton, NS and secured a 50-year irrevocable approval unanimously from the local municipality to operate a medical marijuana production plant at the facility.
The highly secure facility boasts a fully engineered concrete floor, 18-foot-high concrete walls and a steel roof making it an ideal location for the construction of a customized, state-of-the-art modern medical marijuana production plant.
Vida Cannabis is working with one of the most talented cannabis consulting teams in the world, Quantum 9 Inc., which has extensive resources in the United States, Canada and Europe, to establish an optimized end-to-end production plan to help position Vida Cannabis with the largest, most advanced medical marijuana facility in Canada.
Vida Cannabis continues to evaluate additional potential markets as regulatory bodies around the world pass legislation enabling the production and distribution of medicinal or recreational marijuana.
On behalf of the board,
Greg Wilson - Chairman & CEO
Vida Cannabis Corp.
This announcement does not constitute or form part of, and shall under no circumstances be considered as, an offer to sell, a solicitation to purchase, or advice on investments in any securities of Vida Cannabis Corp. ("Vida Cannabis"). Offers and solicitations shall be expressly identified as such and made in compliance with applicable securities laws. This announcement is for information purposes only. It should not be relied upon as a basis for investment decisions. You should consult with your own investment, accounting, legal and tax advisers to evaluate independently the risks, consequences and suitability of any investments you are considering. Whilst the information provided here is believed to be reliable, it cannot be guaranteed. It may contain forward-looking statements made by or on behalf of Vida Cannabis about its business or financial objectives, position, strategies or expectations. Such forward-looking statements may be identified by words such as, or similar to, "intends," "anticipates," "believes," "expects" and "hopes" and includes, without limitation, the development of production facilities, approval from regulatory authorities and the ability for Vida Cannabis to obtain adequate financing to meet its business objectives. These statements involve inherent risks and uncertainties that could cause actual results to differ materially from those indicated. The statements in this announcement do not guarantee future performance. Vida Cannabis does not undertake any obligation to update any information provided in this announcement. In Canada, Vida Cannabis (Canada) Ltd., a wholly owned subsidiary of Vida Cannabis, must obtain approval from Health Canada in order to operate as a licensed commercial producer under the Marihuana for Medical Purposes Regulations. Vida Cannabis makes no representations or warranties that it will receive Health Canada approval.
Investor Services
Vida Cannabis Corp.
Toll free +1 800 593 1585
Direct: +1 647 560 4482
[email protected]
StarNet Communications Corp has announced the addition of three Secure Remote Desktop modules to its flagship X-Win32 PC X server. The new modules enable X-Win32 to safely tunnel the remote desktops from Linux and Unix servers to the user's PC over encrypted SSH. Traditionally, users of PC X servers deploy the XDMCP protocol to display remote desktop environments such as the Gnome and KDE desktops on Linux servers and the CDE environment on Solaris Unix machines. XDMCP is used primarily on comp...
Aug. 24, 2016 03:15 PM EDT Reads: 327
Smart Cities are here to stay, but for their promise to be delivered, the data they produce must not be put in new siloes. In his session at @ThingsExpo, Mathias Herberts, Co-founder and CTO of Cityzen Data, will deep dive into best practices that will ensure a successful smart city journey.
Aug. 24, 2016 02:15 PM EDT Reads: 1,428
Using new techniques of information modeling, indexing, and processing, new cloud-based systems can support cloud-based workloads previously not possible for high-throughput insurance, banking, and case-based applications. In his session at 18th Cloud Expo, John Newton, CTO, Founder and Chairman of Alfresco, described how to scale cloud-based content management repositories to store, manage, and retrieve billions of documents and related information with fast and linear scalability. He addres...
Aug. 24, 2016 02:00 PM EDT Reads: 1,820
SYS-CON Events announced today that StarNet Communications will exhibit at the 19th International Cloud Expo, which will take place on November 1–3, 2016, at the Santa Clara Convention Center in Santa Clara, CA. StarNet Communications' FastX is the industry first cloud-based remote X Windows emulator. Using standard Web browsers (FireFox, Chrome, Safari, etc.) users from around the world gain highly secure access to applications and data hosted on Linux-based servers in a central data center. ...
Aug. 24, 2016 02:00 PM EDT Reads: 398
SYS-CON Events announced today that Venafi, the Immune System for the Internet™ and the leading provider of Next Generation Trust Protection, will exhibit at @DevOpsSummit at 19th International Cloud Expo, which will take place on November 1–3, 2016, at the Santa Clara Convention Center in Santa Clara, CA. Venafi is the Immune System for the Internet™ that protects the foundation of all cybersecurity – cryptographic keys and digital certificates – so they can't be misused by bad guys in attacks...
Aug. 24, 2016 12:30 PM EDT Reads: 2,530
Aspose.Total for .NET is the most complete package of all file format APIs for .NET as offered by Aspose. It empowers developers to create, edit, render, print and convert between a wide range of popular document formats within any .NET, C#, ASP.NET and VB.NET applications. Aspose compiles all .NET APIs on a daily basis to ensure that it contains the most up to date versions of each of Aspose .NET APIs. If a new .NET API or a new version of existing APIs is released during the subscription peri...
Aug. 24, 2016 12:15 PM EDT Reads: 1,790
The 19th International Cloud Expo has announced that its Call for Papers is open. Cloud Expo, to be held November 1-3, 2016, at the Santa Clara Convention Center in Santa Clara, CA, brings together Cloud Computing, Big Data, Internet of Things, DevOps, Digital Transformation, Microservices and WebRTC to one location. With cloud computing driving a higher percentage of enterprise IT budgets every year, it becomes increasingly important to plant your flag in this fast-expanding business opportuni...
Aug. 24, 2016 12:00 PM EDT Reads: 3,834
DevOps at Cloud Expo – being held November 1-3, 2016, at the Santa Clara Convention Center in Santa Clara, CA – announces that its Call for Papers is open. Born out of proven success in agile development, cloud computing, and process automation, DevOps is a macro trend you cannot afford to miss. From showcase success stories from early adopters and web-scale businesses, DevOps is expanding to organizations of all sizes, including the world's largest enterprises – and delivering real results. Am...
Aug. 24, 2016 11:45 AM EDT Reads: 3,346
To leverage Continuous Delivery, enterprises must consider impacts that span functional silos, as well as applications that touch older, slower moving components. Managing the many dependencies can cause slowdowns. See how to achieve continuous delivery in the enterprise.
Aug. 24, 2016 11:45 AM EDT Reads: 1,431
SYS-CON Events announced today that eCube Systems, a leading provider of middleware modernization, integration, and management solutions, will exhibit at @DevOpsSummit at 19th International Cloud Expo, which will take place on November 1–3, 2016, at the Santa Clara Convention Center in Santa Clara, CA. eCube Systems offers a family of middleware evolution products and services that maximize return on technology investment by leveraging existing technical equity to meet evolving business needs. ...
Aug. 24, 2016 11:00 AM EDT Reads: 391
DevOps at Cloud Expo, taking place Nov 1-3, 2016, at the Santa Clara Convention Center in Santa Clara, CA, is co-located with 19th Cloud Expo and will feature technical sessions from a rock star conference faculty and the leading industry players in the world. The widespread success of cloud computing is driving the DevOps revolution in enterprise IT. Now as never before, development teams must communicate and collaborate in a dynamic, 24/7/365 environment. There is no time to wait for long dev...
Aug. 24, 2016 11:00 AM EDT Reads: 2,081
SYS-CON Events announced today Telecom Reseller has been named "Media Sponsor" of SYS-CON's 19th International Cloud Expo, which will take place on November 1–3, 2016, at the Santa Clara Convention Center in Santa Clara, CA. Telecom Reseller reports on Unified Communications, UCaaS, BPaaS for enterprise and SMBs. They report extensively on both customer premises based solutions such as IP-PBX as well as cloud based and hosted platforms.
Aug. 24, 2016 10:48 AM EDT Reads: 374
Ixia (Nasdaq: XXIA) has announced that NoviFlow Inc.has deployed IxNetwork® to validate the company's designs and accelerate the delivery of its proven, reliable products. Based in Montréal, NoviFlow Inc. supports network carriers, hyperscale data center operators, and enterprises seeking greater network control and flexibility, network scalability, and the capacity to handle extremely large numbers of flows, while maintaining maximum network performance. To meet these requirements, NoviFlow in...
Aug. 24, 2016 10:45 AM EDT Reads: 1,788
Enterprises have forever faced challenges surrounding the sharing of their intellectual property. Emerging cloud adoption has made it more compelling for enterprises to digitize their content, making them available over a wide variety of devices across the Internet. In his session at 19th Cloud Expo, Santosh Ahuja, Director of Architecture at Impiger Technologies, will introduce various mechanisms provided by cloud service providers today to manage and share digital content in a secure manner....
Aug. 24, 2016 10:30 AM EDT Reads: 452
As the world moves toward more DevOps and Microservices, application deployment to the cloud ought to become a lot simpler. The Microservices architecture, which is the basis of many new age distributed systems such as OpenStack, NetFlix and so on, is at the heart of Cloud Foundry - a complete developer-oriented Platform as a Service (PaaS) that is IaaS agnostic and supports vCloud, OpenStack and AWS. Serverless computing is revolutionizing computing. In his session at 19th Cloud Expo, Raghav...
Aug. 24, 2016 10:00 AM EDT Reads: 446


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Posts Taggedbutton
What Is the The Fate of the iPhone's Home Button?Joshua Johnson on April 6th 2011
As rumors abound that Apple is moving towards an inevitable removal of the beloved home button, a second possibility crops up in the form of a capacitive sensor that replaces the woes of a physical button.
Today we'll discuss why the home button is a central element of the iOS experience and whether or not it can be replaced with something such as a gesture or touch-sensitive switch without a dramatic reduction in usability.
2016 Top 5 Business Apps
- Slackin' on cloud security: a $38,000 problem for your small business https://t.co/TFUlumVMIE
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The symptoms of Ovarian Cancer are just a whisper. Learn the signs and listen to your body. Early detection is important. Fore very mother, sister, aunt, daughter, niece and friend...share the awareness, education and hope for a cure.
If you would like your Event listed, please send information to email@example.com. Include Event title, dates, city, state and a link for visitors to learn more information.
Upcoming Events Around the Globe
South Coast Challenge – EnglandAugust 27 - August 28
Save The Os 5K – AlabamaAugust 27
Teal Light Night – ArkansasSeptember 8
HOM Teal Strides for Ovarian Cancer – MinnesotaSeptember 10


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Welcome to The Treadmill Factory!
For over 25 years, The Treadmill Factory has proudly been serving Canadians in their quest for fitness and health. Today, with our 5 locations at Markham, Toronto, Mississauga, Barrie, London and an online store, we continue to offer the best fitness equipment through our wide selection of products, exceptional quality, knowledgeable staff, award winning brands and extensive service.
Whether you are looking for cardio equipment such as a treadmill or an elliptical, strength equipment such as benches or home gyms, fitness accessories for yoga or pilates or boxing and MMA gear we carry them all! Our selection is truly endless. We carry any and every piece of fitness equipment imaginable which is why we have come to be known as Canada's fitness superstore. We understand the importance of both health and fitness and make sure we carry products that are reliable, innovative, comfortable and fun!
In addition to our retail locations and products, The Treadmill Factory also has a full commercial department to serve settings such as Universities, studios and condo corporations. We cater to all areas within the fitness industry whether you require equipment for your home or a gym. Furthermore, we also have our very own service department with technicians who are available to help should any one of our customers require assistance with their equipment.
To view our entire selection of fitness products, we welcome you, your family and your friends to come into any one of our store locations in person, or visit us online and have any of the equipment delivered right to your door, anywhere in Canada!
|Overall Rating
very fast turnaround. The paint job on these are somewhat rough but this is purely a cosmetic concern.
(Posted on 2013-05-22)
LOVE! – Review by Kira
|Overall Rating
I love this! I use it during all of my workouts and it has proven to give an accurate heart rate measure and calorie count. I find it inspires me to workout longer and harder. The heart rate strap is comoftable and its easy to use. I would recomend this product to anyone
(Posted on 2013-03-13)
Love Them!!! – Review by Mel
|Overall Rating
I had gone back and forth with trying to make my own equalizers, buying a set, and whether these would work for my height, etc. I am so glad I made the purchase! I am 5'4 and I can comfortably do dips without hitting the floor. Best of all, they are so versatile so I can use them for any body part and they tuck away nicely when done.
(Posted on 2015-04-20)
|Overall Rating
Dimensions aren't accurate on the website, it is actually 20" long by 17" wide by 47" high.
(Posted on 2012-09-28)
Very easy collar to quickly clip and unclip – Review by Jason
|Overall Rating
Build quality seems excellent and very friendly for the bar and bumper plates. They're extremely easy to clip and unclip on the bar. They open wide to slide on/off. They don't stay locked into their exact place with overhead drops with bumper plates. I'm not sure if any collar that doesn't truly bite down into your bar can ever actually hold Olympic plates in their same location from overhead drops. But I really have no complaints about this product as it does more than it needs to for what I ask from it. Fits exactly the same on my power bar and my Olympic bar. I have no worry about plates falling off.
(Posted on 2015-11-14)
The Treadmill Factory, Fitness Equipment Superstores
5 Locations in Southern Ontario, CANADA
Call Us Toll Free: 1.888.469.3031
Call Our Stores
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