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Hurray to the joy of putting so much effort into finishing something, and then a few months later to see it out in the world - with your name on it! Kind of like having a baby,....but not really, not even close actually, but pretty awesome anyways!
Two books that I illustrated were published in the same week in November; Töfraflautan, by Mozart, written by Edda Austmann (published by Töfrahurðin) and Mói Hrekkjusvín - Misskilinn snillingur, by the oh so brilliant Kristín Helga Gunnarsdóttir (published by Forlagið).
Although very different from another, I very much enjoyed illustrating both books. Töfraflautan is a picture book with lots of colorful illustrations and Mói Hrekkjusvín is a young readers book with b&w illustrations of Mói and his friends, one of the funniest group of people I've ever read about.
I'll post some interior illustrations from the books soon, when I don't have so much to show and tell ;)
This year I decided to do something new for the holidays, not a Christmas Card but an Illustrated Calendar for 2015.
See what I did here? I put a bird on it! Every single month!
The 12 months of 2015 are printed by a Eco labelled Printing company in 250gr sheets of smooth yet sturdy paper (14x23cm/9x5.5"). It can be hung on the wall by the included metal clip, it can stand by itself on a shelve on your kitchen counter, in your office, bedroom, sailboat, wherever you prefer. As the year goes by, month by month, you can cut off the illustration and frame it, use it as a greeting card or frisbee.
Only 3.500ISK / $30 for one calendar or 3.000ISK / 25$ if you buy two or more, and,...wait for it,...FREE SHIPPING on the calendar and all my prints (see here) !!!
Happy December!


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M.I.A. remixes Beyonce's ***Flawless
In fact, the sole element M.I.A. has retained is the lyric "I woke up like this", while the latter half of the song samples vocals from Beyonce's inferior song Diva, from 2008.
The whole thing is, of course, a complete racket.
Here's the original, in case you haven't seen it a million times already.

subset: commoncrawl


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Author(s): Melissa Lucashenko
Modern & Contemporary Literature
James: "Riding a (possibly) stolen Harley Davidson, Kerry is on a valedictory trip to see her Pop and stay out of trouble. Except that nothing goes to plan. Kerry is lusty, blunt and funny. A Miles Franklin winner, Lucashenko's novel is a family drama of force and subtlety - with all the guts and laughs left in." Winner of the Miles Franklin Award 2019! A dark and funny new novel from the multi-award-winning author of Mullumbimby. Too much lip, her old problem from way back. And the older she got, the harder it seemed to get to swallow her opinions. The avalanche of bullshit in the world would drown her if she let it; the least she could do was raise her voice in anger. Wise-cracking Kerry Salter has spent a lifetime avoiding two things - her hometown and prison. But now her Pop is dying and she's an inch away from the lockup, so she heads south on a stolen Harley. Kerry plans to spend twenty-four hours, tops, over the border. She quickly discovers, though, that Bundjalung country has a funny way of grabbing on to people. Old family wounds open as the Salters fight to stop the development of their beloved river. And the unexpected arrival on the scene of a good-looking dugai fella intent on loving her up only adds more trouble - but then trouble is Kerry's middle name. Gritty and darkly hilarious, Too Much Lip offers redemption and forgiveness where none seems possible.
Longlisted Dublin Literary Award 2020 Winner of the Miles Franklin Award 2019! ABIA Shortlisted Literary Fiction Book of the Year 2019 Shortlisted Stella Awards 2019
Melissa Lucashenko is a Goorie author of Bundjalung and European heritage. She has been publishing books with UQP since 1997, with her first novel, Steam Pigs, winning the Dobbie Literary Award and shortlisted for the NSW Premier's Literary Awards and regional Commonwealth Writers' Prize. Hard Yards (1999) was shortlisted for the Courier-Mail Book of the Year and the NSW Premier's Literary Awards, and Mullumbimby (2013) won the Queensland Literary Award and was longlisted for the Stella Prize, the Miles Franklin Literary Award and the Kibble Literary Award. She has also written two novels for teenagers, Killing Darcy (UQP, 1998) and Too Flash (IAD Press, 2002). In 2013 Melissa won the inaugural long-form Walkley Award for her Griffith REVIEW essay 'Sinking Below Sight: Down and Out in Brisbane and Logan'.


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By Robert Treadway
KyForward columnist
As this year's vice presidential candidates debate at Kentucky's Centre College, let's take a moment to look back at Kentucky's contribution to the unique office of vice president, an office which has been denigrated as not being worth "a pitcher of warm spit," (and I cleaned that up) but which has produced not only future presidents but fascinating characters.
Three U.S. vice presidents were Kentucky citizens at the time of their election. While little known today, each was a household name in his age, and a unique and powerful personality. Each was a larger-than-life figure, but only one survived an Indian attack as an infant, married a slave, killed an Indian chief, and was elected vice president — from which he took a nine-month leave to set up shop as a tavern keeper — not by the Electoral College, but by the Senate of the United States. Come to think of it, no vice president from any other state has done these things, either.
Richard Mentor Johnson, for whom counties would be named in five states, was born in 1780 (or '81 by other accounts) on the frontier of what was then Kentucky County, Va., at a settlement called Beargrass, near modern day Louisville. Johnson's family soon moved to Fayette County, where they were caught up in Simon Girty's Raid on Bryan's Station, a fort that gives its name to modern day Bryan Station Pike.
Girty was a Scots-Irish mercenary, leading a band of Native Americans fighting for the British during the Revolutionary War. In August of 1782, they surrounded Bryan's Station. The settlers had no water, and Jemimah Johnson, Richard's mother, decided that the women of the fort should pretend that they didn't know the Indians were there, go to the nearby spring, fill their buckets, and bring them back to the fort.
The plan assumed that Girty's forces would not attack the women, and open themselves to fire from the fort. The plan worked beautifully, and the water was brought in to the fort. Girty's forces tried to set the fort on fire with burning arrows. One of those arrows landed in the straw-filled crib containing the infant Richard Mentor Johnson. However, with the water fetched by Mrs. Johnson and the other women, the settlers were able to put out not only that arrow, but the fires set by all the rest, and hold off the attackers until help arrived. Johnson and his family escaped the battle unscathed. A historic marker commemorates the event on Bryan Station Pike today.
How would you like to be able to tell that story about yourself in a stump speech? It gets better. Johnson, perhaps incensed by his treatment by the Native Americans, raised his own regiment during the War of 1812 and headed north, where once again, the British had paid the Native Americans to fight against our forces. Surrounded by the fog of war, the Native American chief Tecumseh, leading his troops, was killed in battle, reportedly by Johnson personally.
And that incident did become part of Johnson's regular stump speech, and ultimately evolved into a poem, the chorus of which is, "Rumpsey Dumpsey, Rumpsey Dumpsey, Colonel Johnson killed Tecumseh," Johnson's campaign theme, which makes my father's quip about the Kennedy administration, "Hail Mary, full of grace, the Masons are now in second place," sound like Wordsworth.
Johnson's personal life showed an enlightenment rare in a man of his age. Johnson inherited a slave who was seven-eights white, an octaroon in the language of the time. Johnson was forbidden from marrying her legally, but treated her as his common law wife and raised and provided for their children accordingly. While this arrangement did not appear to bother voters in his own Congressional district, which sent him to Congress regularly, it later came back to haunt him both in statewide races — and in his aspirations for national office. Johnson, though, defended it to his death.
"Unlike Jefferson, Clay, Poindexter and others, I married my wife under the eyes of God, and apparently He has found no objections," he sniffed.
Johnson was elected to the House of Representatives, then the Senate. By the presidential election of 1836, Johnson was a national figure in Congress, and many urged him to run for the presidency. By this point, he was a widower, which removed his biggest impediment to national office in a nation half of which still practiced slavery.
Johnson, though, was a loyal supporter of fellow Democrat Martin Van Buren. Andrew Jackson, still patriarch of the party, supported Johnson for Vice President on Van Buren's ticket, and the Convention narrowly agreed, though many questioned Johnson's qualifications for the office. One Tennessee politico quipped that he doubted that "a lucky random shot, even if it did hit Tecumseh, qualifies a man for the vice presidency." Though Van Buren easily won the Presidency, a number of electors refused to vote for Johnson for vice president, leaving him one vote short of a majority.
Under the 12th Amendment to the United States Constitution, under these circumstances, the vice presidential race is decided by the Senate. The vote went down party lines, and Johnson became the first and only Vice President elected by the Senate.
Johnson was hit hard by the panic of 1837, and in the only instance I've ever read of a vice president taking a leave of absence he did so for nine months, while he converted his farm in Kentucky into a spa and tavern. While Johnson ultimately won the vice presidency, it became clear after the election that while none of his supposed support in the West panned out, his enemies in the South were able to use his past marriage to a slave against him. The party got all his negatives, and none of his positives. As Vice President, Johnson had no influence with Van Buren and accomplished little.
By 1840, the Democratic Party knew he should not be renominated, but by this point, Van Buren feared dumping Johnson, because the President feared that the ticket needed a war hero to offset the heroics of Whig Party nominee William Henry Harrison. Harrison's own heroics at the Battle of Tippecanoe produced the slogan, "Tippecanoe and Tyler, too," the most famous political slogan of the Nineteenth Century. Again, not exactly "I like Ike," but better than Johnson's slogan.
The Democrats compromised by nominating no one for Vice President, the only time it has failed to do so since the emergence of the modern party-based system. Johnson continued to campaign as if nominated. The matter was resolved at the polls, by the Whig victory that sent Harrison and Tyler to the White House and Johnson back to Kentucky, where he lived out his life and continued to run for office — winning some and losing some — until his death in 1850.
The career of Richard Mentor Johnson points out the societal tensions of the Nineteenth Century in America. In a society in which slave holding was perfectly legal in half of its states (though forbidden in the other half), a white man's marriage to a woman with any known African blood was forbidden. Unlike other white slave owners, Johnson treated his common law wife well, and provided for her and their children as if the marriage were legal.
Richard Mentor Johnson is one of the most fascinating of Kentucky's politicians, and one wonders how he would do in today's elections. He'd need a better slogan, for one thing.
In our next column, we will have the second of three columns on Kentucky's vice presidents, this one on Alben Barkley, the last vice president born in a log cabin. He's also the only former Vice President who died during a speech which was being recorded and which now appears on YouTube. Then, we will profile John Cabell Breckenridge, vice president under James Buchanan, defeated for the presidency by Kentucky-born Abraham Lincoln, and who served as secretary of war for the Confederacy. Kentucky vice presidents are nothing if not interesting.
Robert L. Treadway is senior policy analyst at Kentucky First Strategies, LLC, a full-service political consulting, lobbying and governmental relations firm. In his role as a legal consultant, he also provides legal research and writing services to attorneys and law firms throughout Kentucky. Bob has a lifelong interest in Kentucky history, which he pursued as a student at Transylvania University, where he graduated with a major in history and minor in political science, and was an award-winning editor of Transy's student newspaper, The Rambler. He is a graduate of Harvard Law School, where his media activities included scriptwriting for Harvard Law Professor Arthur Miller's TV series, and for Miller's role as legal editor on ABC TV's "Good Morning, America." He writes, posts and Tweets about Kentucky history. Look him up on Facebook; his Twitter feed is @rltreadway.


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Hi, in today's article we are going to work on Jira, where we will show you about its installation and configuration process on Ubuntu 15.04 64-Bit Operating system. Before starting its installations let me introduce you about JIRA. Jira is a web based software that is used for bug and issues tracking and projects management developed by Atlassian. It allows you to track any kind of unit of work through a predefined workflow where all of your project items/issues lie at a team wide, company or individual level. Collaboration's also a big point of emphasis in JIRA about its mentioning, formatted commenting , and sharing issues via email all help make your work more visible to your teams so folks stay on the same page throughout their project, release, or set of tasks.
JIRA Basic Requirements
JIRA can run well on any reasonably fast workstation computer as its memory requirements depend on how many projects and issues you will store, but 300MB – 1GB (of Java heap size) is enough for most evaluation purposes for JIRA Setup.
JAVA Installation
JIRA requires a Java Developers Kit (JDK) or Java Runtime Environment (JRE) platform to be installed on your server's operating system. But in case of Linux Installer to install JIRA, there is no need to install and configure a separate JDK/JRE since these executable files will install and configure their own JRE to run JIRA.
Database for JIRA
JIRA requires a relational database to store its issue data. JIRA supports most popular relational database servers, so we suggest using the one that you are most comfortable with administering.
We will be using MySQL database in this tutorial. So, if you intend to use JIRA in your production environment, we strongly recommend that you connect JIRA to an enterprise database.
So, in order to create the separate database and user for the Jira, connect to your mysql server or whatever you are using and run the below commands in case you are using MySQL.
mysql> create database jiradb character set utf8;
Query OK, 1 row affected (0.17 sec)
mysql> create user 'jira'@'localhost' identified by 'jira123';
Query OK, 0 rows affected (0.25 sec)
mysql> GRANT ALL Privileges ON jiradb.* TO 'jira'@'localhost' IDENTIFIED by 'jira123' with grant option;
Query OK, 0 rows affected (0.17 sec)
mysql> flush privileges;
Query OK, 0 rows affected (0.14 sec)
mysql> quit
Download JIRA Linux Installer
Now we are going to install a new JIRA installation on Linux using the automated 'Linux Installer' script. Let's download the appropriate JIRA 'Linux 64-bit / 32-bit Installer' (.bin) file from the JIRA page.
You can also copy the download link and put it on your server using "wget" command given below.
root@ubuntu-15:~# wget https://www.atlassian.com/software/jira/downloads/binary/atlassian-jira-6.4.10-x64.bin
Installing JIRA on Linux Ubuntu
According to the Jira Documentation there are two ways to install JIRA using the Linux Installer, Using the "Console Wizard" or by "Performing Unattended Installation". So we are going to Use the console wizard and if you are installing JIRA on your server for the first time or you wish to specify your installation options then choose the same.
Let's execute the recently downloaded Linux Installer with 'root' user privileges, the installer will create a dedicated user account for JIRA. To run JIRA as a service, the Linux Installer must be executed with 'root' user privileges.
Run the below commands to give the execute permission to the binary script and then execute it within its downloaded directory.
root@ubuntu-15:~# chmod +x atlassian-jira-6.4.10-x64.bin
Now you can start the binary script to run the installer.
root@ubuntu-15:~# ./atlassian-jira-6.4.10-x64.bin
Unpacking JRE ...
Starting Installer ...
This will install JIRA 6.4.10 on your computer.
OK [o, Enter], Cancel [c] o
Choose the appropriate installation or upgrade option as shown below.
Open Ports for JIRA
If are working with your firewalld enabled and active then make sure that the ports that you configured for JIRA during the above installation process are open in your firewall.
In ubuntu you can enable and open the JIRA ports by running the below commands.
#sudo ufw enable
#sudo ufw allow 8181
#sudo ufw allow 8005
Starting and Stoping JIRA
If JIRA is not already started, you can start/stop JIRA using the appropriate command at the Linux console as given below.
To stop JIRA
#service jira stop
#/etc/init.d/jira stop
To start JIRA
#service jira start
#/etc/init.d/jira start
JIRA service startup script will be executed as shown below on your terminal.
JIRA Web Setup
Now you can access JIRA from any computer with network access to your JIRA server by opening a supported web browser on the computer and visiting the below URL, by giving the name or IP address of the computer on which you have installed JIRA and the HTTP port number specified when you installed JIRA.
Choose the method you would like for the Jira setup, whether you want to install it in production or demostration environment and then click to the NEXT button.
JIRA Database Setup
Here we need to choose the database setup from the two available options whether to chose the built in database or choose our own. So, we will be going with our own database that we had created on earlier step.
After choosing the MySQL databse, you will be asked to for JIRA requires that you download and install the MySQL driver. You will have to restart JIRA after installing the driver.
So, let's follow the instructions for Connecting JIRA to MySQL as below to install the driver.
Open this link http://dev.mysql.com/downloads/file.php?id=457912 and click on the download button as shown below.
Now upload it to the server and extract the zipped package and place the required .JAR file into the directory where we have intalled JIRA in its lib directory.
Now restart JIRA service and with "/etc/init.d/jira stop/start" command.
Testing JIRA Database
Now refresh your JIRA web setup page choose the database options an click on the "Test Database Connection", so when you get a message that database connection is successful click on the "NEXT".
Then it will take few minutes while preparing the database for JIRA.
JIRA Application Set Up Properties
Once you database has been setup then we will be directed to the next screen where we have to configure and setup the application properties for JIRA by choosing its Name, Mode and Base URL.
Then moving to the next step we have to choose the type of JIRA according the requirement and purpose you want to use it for. so We'll install JIRA and JIRA Agile to enable agile software development workflows and task boards.
Specify Your License Key
We need a license key to set up JIRA. Enter your license key or generate a new license key below. You need an account at my.atlassian.com to generate a license key. Let's choose the appropriate option to generate the license key and move to NExt.
Check your Email and verify that you have mentioned for Jira Key generation.
Setup Admin Account
Then setup your administrator account provided with your username and passowrd.
Now Finish the installation setup after configuring a connection to an outgoing mail server so that JIRA can send email notifications. You can configure a mail server now or after you have set up JIRA.
Welcome To JIRA
Greetings! Welcome to JIRA , After you first time login to JIRA you will be guided to use Jira and how you can create your first Project and raise Issues within that project.
Here is the first look of it Dashboard, where you can create new projects or raise your issues.
JIRA can be great source of information,or to know the status of the running project. As the whole team working on it,and would agree on the points mention in it. It keeps on giving reminders or updating with the running state of the project.So if you are new to JIRA and are working in Software Development or Testing and not aware how to install and use JIRA effectively, then we hope have at the end of this tutorial you are now able to setup JIRA without any problem. If you still find any problem then feel free to contact us right here.


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We Aguapuro Equipments, are one of the trusted name as a manufacturer, exporter & supplier of water treatment plants like water softener, carbon filters, swimming pool accessories, swimming pool filters etc. Our company ...
Aguapuro Equipments
G-16, Shalimar Industrial Estate, Near Tata Power
mumbai, MA 7000010
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CPABC's semi-annual Connect Networking Nights provide university and college students with the opportunity to network with a variety of CPAs and employers in all areas of industry, government, and public practice – it is an excellent opportunity to expand your professional network and meet potential employers.
This fall's event took place on November 9th at Telus World of Science where over 175 students networked with over 70 professionals, enjoying the interactive exhibits, sampling delicious hors d'oeuvres, and partaking in stimulating conversations. Check out the event photos!
Thanks to everyone who came out and stay tuned for information on our next Connect Networking Night taking place in the Spring of 2018.


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Rep. Scott Garrett (R-N.J.) proposed his idea of a future mortgage market Thursday, one with new underwriting standards and transparency but without Fannie Mae, Freddie Mac or the upcoming risk-retention rule. "My proposal to reform the secondary mortgage market will facilitate continued standardization and uniformity, ensure rule of law and legal certainty, and provide investors with the standardization and transparency necessary to ensure that a deep and liquid market develops in the absence of Fannie and Freddie," Garrett said. The government-sponsored enterprises currently owe the Treasury Department $142 billion in bailouts, and could require another $124 billion before 2014 after subtracting the quarterly dividend payments made. However, many within the mortgage industry continue to call for some government support to keep costs down and availability up. When asked on CNBC Thursday about his hopes of getting the plan through a gridlocked Congress, Garrett said he was "optimistic." Garrett broke out his proposal under three sections. The first would direct the Federal Housing Finance Agency to develop a series of uniform underwriting standards for different loan categories. Representation and warranty contracts, those designed to force lenders to buyback faulty mortgages should they default, will be uniform. The proposal also sets a mandatory arbitration between the investor and the issuer of a mortgage-backed security in representation and warranty cases. The bill introduced would also abolish the risk-retention provision under the Dodd-Frank Act. Federal regulators are still working on the joint rule, which as proposed would force lenders to maintain the credit risk on all mortgages except those with a 20% down payment among other requirements. The comment period ended in August. The second section under the Garrett proposal would remove conflicts of interest between servicers and investors and clarify the rules of how borrowers can obtain second leins. Servicers would also receive a standardized set of rules when account and reporting for modifications and other workouts. The final section of the proposal is mean to provide investors in the mortgage market more transparency on data. Without a government backstop, potential MBS investors have said this would be critical in order to properly fund the market to meet U.S. housing demand. The Garrett proposal requires an increase in amount of loan-level information and disclosures to investors. It would also set longer timelines investors would have before making decisions. Issuers would also be forced to disclose pricing history on securitization deals. And, each loan with a securitization would be given an individualized marker to track it along the secondary market. "Most, if not all, of my colleagues, Republican and Democrats alike, recognize the status quo is unsustainable. The government-sanctioned duopoly of Fannie and Freddie is not only systemically dangerous to our economic security, it's un-American," Garrett said. Write to Jon Prior. Follow him on Twitter @JonAPrior.
Republican blueprints mortgage market without Fannie, Freddie
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Mouton Series in Pragmatics [MSP]
Ed. by Kecskes, Istvan
- 1864-6409
Aims and Scope
Mouton Series in Pragmatics (MSP) is a timely response to the growing demand for innovative and authoritative monographs and edited volumes from all angles of pragmatics. Recent theoretical work on the semantics/pragmatics interface, applications of evolutionary biology to the study of language, and empirical work within cognitive and developmental psychology and intercultural communication has directed attention to issues that warrant reexamination, as well as revision of some of the central tenets and claims of the field of pragmatics. The series welcomes proposals that reflect this endeavour and exploration within the discipline and neighboring fields such as language philosophy, communication, information science, sociolinguistics, second language acquisition and cognitive science. MSP will provide a forum for authors who represent different subfields of pragmatics including the linguistic, cognitive, social, and intercultural paradigms, and have important and intriguing ideas and research findings to share with scholars who are interested in linguistics in general and pragmatics in particular.
Series Overview
- Vol. 24: Negative Inversion, Social Meaning, and Gricean Implicature (2020)
- Vol. 23: Non-Lexical Pragmatics (2019)
- Vol. 22: Gestures We Live By (2019)
- Vol. 21: Irony, Deception and Humour (2018)
- Vol. 20: Cognitive Pragmatics (2019)
- Vol. 19: Meaning, Context and Methodology (2017) Ed. by Conrad, Sarah-Jane / Petrus, Klaus
- Vol. 18: The Pragmatic Turn in Law (2017) Ed. by Giltrow, Janet / Stein, Dieter
- Vol. 17: Pragmatics at its Interfaces (2017) Ed. by Assimakopoulos, Stavros
- Vol. 16: Research Trends in Intercultural Pragmatics (2013) Ed. by Kecskes, Istvan / Romero-Trillo, Jesús
- Vol. 15: Beyond Words (2013) Ed. by Liedtke, Frank / Schulze, Cornelia
- Vol. 14: Lying at the Semantics-Pragmatics Interface (2014)
- Vol. 13: Direct Belief (2012)
- Vol. 12: Salience and Defaults in Utterance Processing (2011) Ed. by Jaszczolt, Kasia M. / Allan, Keith
- Vol. 11: Im/Politeness Implicatures (2014)
- Vol. 10: The Pragmatics of Catalan (2011) Ed. by Payrató, Lluís / Cots, Josep Maria
- Vol. 9: The Role of Data at the Semantics-Pragmatics Interface (2010) Ed. by Németh T., Eniko / Bibok, Karoly
- Vol. 8: Discursive Approaches to Politeness (2011) Ed. by Linguistic Politeness Research Group
- Vol. 7: Understanding Quotation (2011) Ed. by Brendel, Elke / Meibauer, Jörg / Steinbach, Markus
- Vol. 6: Context-Dependence, Perspective and Relativity (2010) Ed. by Recanati, Francois / Stojanovic, Isidora / Villanueva, Neftali
- Vol. 5: Pragmatic Competence (2009) Ed. by Taguchi, Naoko
- Vol. 4: Intention, Common Ground and the Egocentric Speaker-Hearer (2008) Ed. by Kecskes, Istvan / Mey, Jacob
- Vol. 3: Culture, Society, and Cognition (2008)
- Vol. 2: Pragmatics and Corpus Linguistics (2008) Ed. by Romero-Trillo, Jesús
- Vol. 1: Explorations in Pragmatics (2008) Ed. by Kecskes, Istvan / Horn, Laurence R.


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Adelaide Psychology Services Can Help Your Friend Get A Better Life
When you notice that a friend or dear one is having problem executing everyday job, work, speech, and actions all of a sudden, or the symptoms are worsening gradually, then you may think of many remedies. The first things you would try to figure out is if the person has any physical medical condition, debilitating problem etc., which is barring him from normal daily activities if you see that there is apparently no such problem, then you may have to think of checking up with mental health issues.
Checking the mental health
Sometimes the mental health needs to be checked in many ways, and it never ever indicates essentially that the victim is insane or mad. When we talk of mental health, people get conscious, and tell that, "I am alright", "Do you think I am crazy?", "I don't need any help" etc. But a person may actually get tired or fatigued mentally, and certain problems, confusions and depressions can create disoriented thinking and behavior patterns.
That is why, Adelaide psychology services suggests that every person, who is suffering from problems that is barring them in their daily activities due to thought pattern and behavior pattern disorders should consult a therapist ad get help. And for the same reasons, you also should also take your friend to a therapist of the Adelaide psychology services for a checkup.
Often talking clearly to a psychologist can help sort many problems, and help you get out of problem which you were not able to handle alone. The therapist counsels to help you face things isolated and buried deep inside. The Adelaide psychology services helps you meet the inner person, inner strength and emotions inside you, so that you may start a better living. And if you really have mental troubles, then you can always find better health through counseling and without the use of any medicines through therapies. Follow The ACT Centre on Flickr for latest photos, albums.
Useful Resources about Psychology and Mental Health:


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Destinations / Turkey / Dalaman Region
Dalaman Holidays
The Dalaman Region is located in the Mediterranean area of Turkey. Famous for its beaches, known as the 'Turquoise Coast', it's a go-to destination for relaxation.
This region of Turkey is filled with history, beauty and rugged landscape so there's something for every holidaymaker whether you want to explore ancient ruins like Kaunos Ancient City, relax in the Blue Lagoon's sparkling blue waters or try some outdoor activities like paragliding, river rafting or jeep safaris!
Dalaman Destinations
The airport for the Dalaman Region is Dalaman with weekly direct flights taking around 4 hours and 40mins. We offer holidays to:
Book your holiday to the Dalaman Region today on our website or call our team of holiday experts. All sun holidays with Click&Go include return flights, transfers and handpicked accommodation.


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I bet 2016 will be the best year to come – yet!
Click read more to see all 12 looks
I've compiled my top 12 outfits of 2015, and I realised that I've blogged a lot less this year than the last. A lot has happened this year, with my job, moving to a new apartment, then deciding to quit my job and follow my own path and accordingly spending a lot less on clothes and beauty. 2015 made me look inside to the things that are important to me, not to other people, and I'm grateful for this year of clarity. I'm very excited to see where the new year leads, there are a lot of open doors just waiting to be walked through and new opportunities to be pursued.
No new years without a proper compilation of top 2015 outfits! For starters I made my very first dress in a wonderful light green wool fabric I got in Paris while at Prèmiere Vision. I was immensely proud of myself! Then, I dyed my hair blue – and my oh my how fun that was. It was like all my outfits were suddenly always daring enough! I had fun with new wardrobe additions like the peach dress, and reworked an old classic . I went full mod with my good friend and photographer Karianne, who unfortunately lives in Tromsø – I wish she was here! 2015 brought me a lot of new vintage pieces too, like the Lilli-Ann two-piece from Secondlove, my Goldworm dress and a wonderful satin and wool dress. More outfits to come in 2016!
Have a wonderful new years eve – see you in 2016! xxx Iben


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The 5th Annual AGCCP Award of Distinction was awarded to SBA Disaster Asst Customer Service Center for their commitment to the PEAK CUSTOMER EXPERIENCE . The Award of Distinction shined a light on the SBA Disaster Asst Customer Service Center for increasing capacity to support people impacted by hurricane Harvey, Irma and Maria while receiving exceptional customer satisfaction scores. They demonstrated how their contact center provides peak customer experiences. This award recognizes the discovery, collaboration and implementation of these innovations and efforts that impact the customer experience. Checkout their full story in the members only section. Thank you SBA Disaster Asst Customer Service Center for being the example for other municipal contact centers. Congratulations!
Pictured above left to right Debra Hudson, Janet Nelson, Jeff Zinn, Colleen Hiam, Dan Wuethrich, Jenny Gogol


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We have a friend who loves eyeglasses so much though she doesn't need them, she bought a pair. From Clark Kent to Harry Potter, eyeglasses are a fashion statement as well (why can't we think of a female figure with eyeglasses? help anyone?…)
If you love eyeglasses too, but not as far as buying a non-prescription pair, you can show your love with these Tortoise Eyeglasses Hair Pins – they're big, playful and sweet. Choose between (or both) darker or light tortoise shell colors. Great gift for a sexy librarian, geeky friend or anyone who loves eyewear 🙂


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Was playing around with my new DSLR and zoom lens yesterday and got a few good shots. Don't think i got everyone but hopefully I got shots of most. Link below
https://drive.google.com/drive/folders/ ... GhTf5oNQxF
barrysduncan wrote:Can someone help me, I'm trying to post a Dropbox link with my photos from this event (Heat 2, afternoon), and it keeps telling me I can't post URLs. I tried searching the FAQ but couldn't find a reason/explanation why. Thanks!
For now, if you add the rest of this link (below) after 'dropbox dot com', you will get there.
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High-performance physics in Unity 5
We'd like to highlight some of the 3D physics changes you can look forward to in Unity 5.0.
We've been using PhysX 2.8.3 for a while now. We've not just used the plain stock PhysX, but extended it with numerous patches made by Unity engineers over the years. It's been so long, and we say thanks to PhysX 2 for all the fish. As announced at GDC'14, Unity 5.0 features an upgrade to PhysX 3.3. Let's give it a closer look.
PhysX SDK 3 is a radical redesign of the good old PhysX SDK 2.x. Basically, the PhysX team have taken the best ideas and best approaches from 2.x and rewritten the whole SDK from scratch. That means the entire codebase is different, all the interfaces are different and most of the functionality is different.
Now let's give you a taste of how it feels to use Unity 5.0 physics.
To start with something simple, we've made the adaptive force switchable and off by default. Adaptive force is a special technique in PhysX to compensate for numerical errors when simulating stacks. However, feedback from Unity developers tells us that adaptive force contributes a lot to overall instability in game content. Expect your stack-like things to behave better in future.
Moving Static Colliders
Moving Static Colliders will be a lot less expensive. A Static Collider is just a gameobject with a collider component on it, but without a Rigidbody component. Previously, since the SDK assumed that Static Colliders aren't moved, moving a Static Collider would trigger an expensive AABB tree rebuild that affected overall performance badly.
In Unity 5, we'll use the same data structure to handle the movement of both dynamic and static colliders. Unfortunately, we'll lose the benefit of Static Colliders consuming less memory than dynamic ones. However, right now, the cost associated with moving Static Colliders is one of the top 3 causes of performance issues in Unity games. We wanted to change that.
Collision detection
Continuous collision detection has been improved by an order of magnitude. Continuous collision detection is used to prevent fast-moving bodies from going through other bodies without any collisions detected. Imagine a bullet shot at a piece of paper, or a game of pool where some balls will move faster than others.
In Unity 5.0, the SDK generates all the data required to handle fast movement. You just enable continuous collision detection and it works. PhysX3 features an algorithm used to detect whether the expensive CCD simulation is actually needed given the current body velocity or a default discreet would do just fine. It's activated once you enable the CCD.
Rigidbodies on the broadphase
PhysX3 supports more Rigidbodies on the broadphase. In fact, you'll be able to have several hundred thousand bodies on a single frame on desktop and desktop-like platforms. Previously, there was a fixed 64k limit on bodies. That wasn't a constant that we could easily increase – it was a consequence of saving a lot on bits all over the SDK. Some console targets, such as PlayStation 3 will still have this limitation. There's also a limit on physics materials: at the time of writing, you can't have more than 64k of materials on any platform.
Scaling Mesh Colliders is free (more or less)
In Unity 5.0 we've reduced the cost of scaling Mesh Colliders. Previously, when scaling a Mesh Collider, you would have to create a new mesh with scale baked into the vertices, and that required valuable time and memory. With PhysX3 we are able to support non-negative scaling without any baking. It's basically free.
Next, let's take a look at two subsystems that differ so much from the Unity 4.x version that you can think of them as new: the cloth and vehicles modules.
Cloth component
Let's start with cloth. In Unity 4 cloth simulation is supported via InteractiveCloth and SkinnedCloth components. InteractiveCloth has a cloth-like mesh behaviour i.e. "physical cloth" that interacts with other physics bodies, can apply forces and so on. InteractiveCloth is computationally expensive, so Unity 4 has another one, SkinnedCloth, for character clothing.
Since SkinnedCloth is decoupled from the main simulation pipeline, it is able to perform better than InteractiveCloth. The main problem with cloth is that both components were quite unstable and cost a lot. With PhysX3 integration coming, we have decided to drop support for InteractiveCloth and only have one cloth component, called simply Cloth, designed with character clothing in mind.
In Unity 5.0, Cloth no longer reacts to all colliders in a scene, nor does it apply forces back to the world. Instead, we have a faster, multithreaded, more stable character clothing solution. When you add it the new Cloth component no longer reacts to any bodies at all.
Thus, Cloth and the world do not recognise or see each other until you manually add colliders from the world to the Cloth component. Even after that, the simulation is still one-way: cloth reacts to those bodies but doesn't apply forces back. Additionally, you can only use three types of colliders with cloth: a sphere, a capsule, and conical capsule colliders, constructed using two sphere colliders. These changes have all been introduced to boost performance.
The authoring interface in Unity 5.0 is similar to the SkinnedCloth one, and we are working hard on improving that in 5.x. Expect to see things like integration with Mecanim avatars added during the 5.x cycle.
The new Cloth component supports the GPU via CUDA internally, but we've decided to release this later in the 5.x cycle for several reasons. Firstly, CUDA only works on Windows on NVIDIA hardware, and we have a big presence on Mac & Linux. Secondly, we really want to focus our bug fixing efforts on core stuff first and move on to integrate fancy things after that.
New Vehicle SDK
Now, a few words about vehicles. PhysX3 has a shiny new Vehicle SDK which we've used to implement our WheelCollider component. The new component delivers much more realistic suspension and tire friction. Plus, it fixes a number of other long-standing issues.
In Unity 5.0, the new component can be used out of the box to generate a simple behaviour. I only expect developers to go for vehicle packages on the Asset Store when they want something that is already fine-tuned, realistic or advanced, like Edy's Vehicle Package.
Look at what I've been able to set up in a couple of hours using a free mesh downloaded from the web (most of that time was spent in Blender preparing the model):
And here is one of the SUVs from Edy's Vehicle Package:
Edy is currently working on the new version of his package which will bring more amazing stuff. Contact him directly for more details.
The are a lot of fantastic technical details about vehicles I'd like to share with you, but, for now, let's just take a look at the new WheelCollider gizmos. This will give you an idea of how suspension is going to work as well.
In the above picture the wheel circle and wheel diameter are marked in green, the suspension travel segment in orange and the force application point sphere in green. On the suspension travel segment, there are marks for maximum compression position, maximum droop position and target position.
As you'd expect, the wheel can only travel between the max compression and max droop positions. The target position (also referred to as the rest position in technical talks) is located exactly where the sprung weight is balanced by the spring force; i.e. the position where the wheel is located when the vehicle is just standing on a flat surface. It might seem tricky to tune, but, actually, the max compression position is where your wheel is located originally in the mesh.
Next, you specify the suspension distance and target position as a fraction of suspension distance. Just two floats to rule them all, not a big deal! Have I told you that the new wheel gizmo now updates the rotation and position from the simulation data out of the box? You don't even have to add actual wheel geometry and write the wheel positioning code to preview your settings. It's all just built in.
PhysX3 is now prepared to run on multicores as the internal computation model is organised in tasks that can be executed on different cores. The SDK does all the multithreading, taking care of all the dependencies itself and granting optimal job decomposition.
From what we've seen so far, it's reasonable to expect a doubling in performance generally just as a result of having a better code base and improved multithreading. In some instances, the improvement is dramatic, with up to tenfold improvements.
Performance ninjas interested in more data should visit Pierre Terdiman's blog. He's the core developer behind the PhysX SDK.
The new functions look and feel Unity-like, but there are still cases where the behaviour is different, parameters mean different things or, in some cases, old behaviours are no longer supported. Thus, Unity 5.0 physics is not 100% compatible with Unity 4.x. Be prepared to retune your old projects and rewrite some of your physics code when migrating from previous Unity releases.
There are many more details about physics in Unity 5 than I can share in this post. Please feel free to ask questions in the comments, or if you're visiting our Unite 2014 developer conference this year, catch my in-depth talk on physics in Unity 5.0 and come say hi and have a chat.
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Comentários encerrados.
Will FixedUpdate run in another thread, or are all FixedUpdate calls in the main thread like in Unity4?
For my Unity 4 vehicle plugin I have moved a major part of the calculations into another thread, but I would like to have all physics-related calculations (raycasts, add force,…) in its own thread (FixedUpdate is currently not nice with the catchup, which creates peaks in the profiler when 2 updates occur in one frame)
fiestajulho 27, 2014 às 2:21 am
What about real-time destruction?
I have seen that cloth will be enchanced. Is destruction in the works, too?
Ashkanjulho 23, 2014 às 9:00 am
I think a way to simulate a set of rigidbodies after setting their initial state for x frames and not in real time would be really great for network multiplayer games.
Please work on large terrain . Unity in large Terrain is unstable ! ( shaky objects )
Can you separate physics collision layers from camera rendering layers? For deferred, there is 4 layers exclude lighting limit, and for more advanced games, we need to setup physics/renderning layers more than 4.
NoiseCrimejulho 18, 2014 às 3:48 pm
Great blog post.
I agree with Richard and others in terms of the static/dynamic debate, though my concerns have been alleviated somewhat with Kiers reply. However I strongly disagree with the assertion that Unity did everything they could to educate users, though it might have improved over the years. The documentation was poor on the subject, so poor that the first I knew of this issue was when I spotted a problem with rotating non-rigidbody colliders in the profiler. Even then I didn't recognise what the issue was (logged it as a bug) as the objects in question were not marked as static, they just had colliders attached, so while I didn't consider them to be static, the physics engine did.
I think the problem in communication wasn't that static objects needed rigidbodies applied, but that an object which wasn't marked as static and just had a collider attached was considered a static object by the engine, but that was not conveyed to the user!
'the cost associated with moving Static Colliders is one of the top 3 causes of performance issues in Unity games'
So what were the other two? Seeing as one of the top three has remained for years because the message wasn't getting out about static colliders, it might be a good idea to mention these others, perhaps even create a blog post about them?
Wolfosjulho 16, 2014 às 9:37 am
Why would you remove the old cloth feature? It worked pretty well and it doesn't appear that you can duplicate that behavior with the new cloth feature.
ARIKMSjulho 15, 2014 às 11:19 pm
I haven't read all the comments, but I think the static colliders issue could be solved easily.
You can make the default behavior of colliders dynamic and add an advanced setting in the preferences.
That way, only advanced users will enable the static colliders option in the setting. When this enabled the collider component will have a static check box shown that can be set as needed.
0tacunjulho 15, 2014 às 10:45 pm
Are those issues solved: http://answers.unity3d.com/questions/275016/updatefixedupdate-motion-stutter-not-another-novic.html ?
Nice but is the new wheelcollider still just a 1 direction ray cast or do we get better wheel collision detection as well?
Yaşşa lan Edy :)
codemonkeyjulho 14, 2014 às 4:21 pm
One step forward in Physics simulation for Unity but also one step backwards for static colliders. You guys think making the static colliders slower and fatter because some guys don't understand the way you expose it in the Editor is the best idea? I mean really?
Do you think no one will notice it? Seriously?
Wrong way to design software…
Brysonjulho 14, 2014 às 4:13 am
For the static collider problem, instead of making all static collider rigid bodies, why don't you issue a warning when a user tries to move a static collider. This will teach people to use rigid bodies and will keep both worlds happy.
wcoastsandsjulho 13, 2014 às 7:58 pm
Wow, super informative. Thanks for the write up! Really want to go and start working on a car game now.
col000rjulho 13, 2014 às 1:47 pm
I've angrily given up on physx after the last update broke all my games, but maybe I'll give it another shot for 5.0 :)
We stream a lot of mesh terrain in our current project, and we're seeing huge spikes when creating the static colliders. There doesn't seem to be any way around it currently.
Will the new static mesh collider in Unity 5 eliminate these spikes?
Andrew Grattajulho 12, 2014 às 6:53 pm
You replied to my previous comment asking if I'd like to discuss the use case in email or skype, but I'm not sure how to reply to you except by leaving another comment. I would love to describe my problem in more detail, so please let me know how to contact you. My email is firstname.lastname@example.com
shadowndacornerjulho 12, 2014 às 3:32 am
This is something that I'm surprised hasn't been asked yet – given the fact that the newer version of PhysX is fully multithreaded, will we be able to make physics calls from other threads? For example, awhile ago I made a runtime navmesh generator that would have really benefited from being able to run in parallel – will this now be possible?
Tobi Mayrjulho 11, 2014 às 7:58 am
"Unfortunately, we'll lose the benefit of Static Colliders consuming less memory than dynamic ones. However, right now, the cost associated with moving Static Colliders is one of the top 3 causes of performance issues in Unity games. We wanted to change that."
Making your engine worse because some beginners are not able to read the docs. And the advanced users with their big projects, where every MB of RAM counts, will pay for it.
This is not the first time this happens, and I bet it won't be the last time. I don't get you, Unity. :-/
Bwahhh, i just want physicall movement tthat works like transform.Translate but does not ignore colliders, forces and velocity are sliding after key gets released and i dont like that, moveposition is not relative and sometimes laggy,and one of the biggest problems in my game is camera, if there can only be movement like rigidbody.physicallocation(player.position.x, player.position.y + height, player.position.z -distance)(vector3 value),and also rigidbody.lerpangle(from, to, speed) if possible.
Unisipjulho 10, 2014 às 3:33 pm
Good to hear the physics is getting a major upgrade. A couple of issues i had in the past using physics on non game projects:
– init cost of using a mesh collider (especially on mobile). I understand why the attachment of a meshcollider would take a long time, but i. Ould love to have a way to multi thread it to prevent hickups (sometimes we're talking several seconds on ipad3). Lighter colliders may not be an option when you don't have full control of the input geometry, which is sometimes the case on non game projects. Can we expect any improvement on the 'meshbake' cost when initially attaching a meshcollider?
– having a way to perform simple collision queries, such as a simple collision test between collider A and B. This would be VERY helpful for instance for architectural projects or some serious games
To fix these two issues in 4.x i had to totally work around the unity physics and implement my own collision engine, which is not an optimal way of using my dev time.
Emil "AngryAnt" Johansenjulho 10, 2014 às 12:02 pm
Since utech is in a sharing mode these days, why not provide some more detail on the static collider choice? GIEF profiling test results!
I'm not saying that this change is necessarily good or bad, since I simply do not have enough data to make such a determination. And THAT is the part I find bad.
It is a behaviour / expectation breaking change which seems quite flimsily backed by a statement of "we gave up because other fixes were hard".
Or to rephrase:
"I think we've done everything we could to educate our users about static colliders"
– I respectfully utterly disagree.
Using a rarely used communication pathway in a pro-only part of the editor (profiler warnings are awesome and hugely under-used) and including statements on the topic in various event-bound presentations does not count as an honest effort, given the factor of time.
Bad argumentation for the decision aside, an additional takeaway impression is inconsistency in overall Unity design.
This change is in contrast to the upcoming changes to Unity animation and network systems as prime examples – where existing opportunities are kept, but users are further empowered by more choice.
Kerry Baldinojulho 10, 2014 às 6:04 am
A lot of cool stuff but getting rid of actual cloth simulation is a big downer. A big step down. Just integrate Apex Cloth or write a new one altogether. That will help on performance. Just don't make us spend a ton of money for one on the Asset Store.
Good stuff… but any news on something like collision groups – something I've always missed in Unity physics?
Kingchurchjulho 9, 2014 às 10:37 pm
Thank you for the update and it's seriously exciting! Can I ask two questions regarding the Unity 5.0 physics?
1. Is there a plan to integrate the "articulation" of PhysX 3.3?
2. Are there expected joint fidelity and stability improvements to solve the wobbling hinge and jiggling bones problem when you configure a joint with mass ratio larger than 1:10?
Ahmad Jadallahjulho 9, 2014 às 9:28 pm
Hello Anthony,
I used cloth in the past and I have to agree with GABRIEL PETTERSSON that it is really a nightmare to get it to work, and when it does the results are not really worth it. I am talking about Unity 4.x here but from his post it seems 5 is largely the same.
I would highly suggest you guys integrate Apex Cloth like UE4 does. It is simply a night and day difference and it will be really worth your engineering efforts.
I am actually currently working on a clothing heavy project that can be a great test bed for this sort of tech if you are interested.
Martijn Zandvlietjulho 9, 2014 às 7:00 pm
Seconding the request for more control over time, object/world state, and update calls so we can do rewinds in authoritative networking.
(Actually, I can record and rewind rigidbody state just fine, but I cannot currently resimulate X seconds in an instant without writing my own solver.)
I want to tell the physics engine to take a subset of physics objects in the scene, initialize them with a certain (recorded) state, and return the result of N frames of non-realtime simulation.
At least, I *think* that's what I want. I'll have to ask your networking guys what they think about this issue as well.
paulojulho 9, 2014 às 6:27 pm
just like to know what impact has the physics of Vehicle
in collisions as is normal in the real world collisions between other Vehicle or walls, is imminent.
In the worlds of race cars collision is imminent.
I noticed that in most scenes of physical test of the cars is alone, forgetting that in the real world there is no car alone. :)
I recommend the dev practicing the physical tests of the cars especially in large high-speed collisions against other Vehicle moving to what extent the car spins, rolls, especially in low speeds, which at the moment is what happens in current version.
I noticed that the demonstrations, only came to see cars and two-wheelers?
AtomicJoejulho 9, 2014 às 6:03 pm
Skined cloth is a nightmare to setup with high poly models and, like others here, I don't like the idea of painting vertices in the editor AT ALL.
Nvidia allready has a technology for this called APEX CLOTHING that seems awesome and artist friendly. If you were implementing this instead it would be VERY COOL.
Until now, the only clothing that worked for me in Unity was Dinamic Clothing, and you are saying you will deprecate it for the Skined Clothing??
Put the 2 clothing systems and let the users decide!
I pre ordered Unity 5 just because Physx 3, streaming levels and SpeedTree.
I'm starting to get worried now.
Peter Dwyerjulho 9, 2014 às 5:20 pm
Obvious question. How does the change to how statics are handled affect static batching?
Not sure if anyone has asked already.
Richard Finejulho 9, 2014 às 3:16 pm
@KIER: Thank you for the insight!
I've looked up the pruner stuff in the PhysX SDK and I see the bits you're talking about now – PxSceneDesc::staticStructure has changed from PxPruningStructure::eSTATIC_AABB_TREE to eDYNAMIC_AABB_TREE, yes?
Would exposing PxSceneDesc::dynamicTreeRebuildRateHint help us at all?
The streaming use case is fair enough. I guess it's not supported in PhysX at the moment, but it would maybe be interesting if, in the future, more than two pruning structures were supported – for example, maybe letting us have a separate static pruner for each Region of Interest. Then we could define each streamed chunk of game world as a separate Region of Interest, with its own binary-serialized static pruner, and stream in a new chunk of world without disturbing any of the other pruners.
Andrew Grattajulho 9, 2014 às 2:50 pm
Using unity 4.x it is difficult to find the closest point from the collection of nearby colliders/meshes. Imagine a collision check that consists of an expanding sphere, centered at a query point. The first point that the sphere collides with as it expands is the closest point. Will a function like this be provided in unity 5?
DynamicHeadjulho 9, 2014 às 2:18 pm
Thank you that I am already allowed to test Unity 5 with PhysX 3 as an ( restored ) alpha tester to prepare my Robotics Simulation Package to be compatible with Unity 5 when it is released!
So it was really worth signing the wonderful, friendly NDA and purchasing Unity 5 Pro!
I am very happy because I don't have the double work to code it for Unity 4 and then Unity 5!
Much LOVE!
Kier Storeyjulho 9, 2014 às 12:45 pm
Hi guys
Just a little follow-up on the debate over this modification to static actors. In fact, the static actors are still static actors (PxRigidStatic) and both memory footprint and simulation performance will not be affected by this change. What has changed is the use of a dynamic pruner instead of a static pruner for the static scene in the scene queries instead of using a static pruner.
Whenever any static actor in the SQ scene is updated, inserted or removed, the static pruner is rebuilt from scratch. This can be very expensive if you either move a static actor (clearly not recommended) or simply have a streamed environment when your static scene consists of lots of shapes. The dynamic pruner, on the other hand, is incrementally updated so inserting, removing or teleporting actors causes less of a spike because the cost is spread over several frames.
You still have 2 separate scene query pruners – one for the static actors and one for the dynamic actors – so if you don't insert/remove or update any of your static actors, it is not expected that you will observe any performance regressions. It is just that they are both now using the same type of pruner instead of using 2 different pruner types. The performance of scene queries in general in PhysX 3.3 are significantly faster than PhysX 2.8.3 so you should see nothing but performance gains when you upgrade.
I hope this helps to clear this up
Many thanks
Kier (NVIDIA PhysX engineer, in case you were wondering)
Please Add Explicit CompoundCollider. It will be useful for trigger zones and in cases when we dont need RigidBody just collider and callback OnCollide from entire compound collider
I am making pool game using Unity3d Physics, single player works fine but now i want it to be multiplayer .
I am facing issue with physics synchronization like collision points,collision force. When two clients are connected to a room they exchange data through sockets instead of sending all ball data. I just send input like force vector by which the white ball is hitted. Theoretical,for same action ie.force in this case same response or effect should happen in game but it is not happening in my game.
I apply a known force in one client game connected to room & transfer that force to other client game connected to same room but displacement /position of balls due to collision is different.
I am unable to understand why this happen? I found Unity Physics engine behave slight differently on different device or platform due to different floating point precision.
I even try to sync the positions but it seems unrealistic & weird.
please suggest me way to make multiplayer pool game ,its really painful because i am not having any other thoughts how to achieve this .
Is Unity 5.0 physics is deterministic on various platform?
Thanks In Advance
CynicatProjulho 9, 2014 às 11:32 am
why are you guys removing interactive cloth? you didnt give a real reason. is it an option on the new cloth component? its still necessary for many games. for example soccer games often need the net the stop the ball when it hits it while also stretching back. please make sure you are not stripping features.
Obaid Bjulho 9, 2014 às 11:12 am
About Cloth, I hope it is not too late, but I request to have a better solution rather than painting manually the vertices(?) of a mesh, shouldn't it import groups/bone weights for easier assigning for properties?
Does this mean the cloth won't interact with the character mesh directly? does it have to have capsule/whatever colliders? What about third party colliders? (Concave Collider, SAColliderBuilder)
Mark Velthuisjulho 9, 2014 às 10:33 am
Will there be separate layers for rendering and physics in this update ?
Sebastianjulho 9, 2014 às 10:12 am
Yes, sure. Couldn't you do this before with Rigidbody.SweepTest?"
No. I don't want to know if it collides with anything on the way if I'd move the object through the scene to it's target location – I want to know if it collides with anything if I instantiate it at the target location. A way to check "is it safe to spawn something here, or would it intersect with anything".
Alkis Tsapanidisjulho 9, 2014 às 10:10 am
It doesn't. If you have an object with a rigidbody on and then you have lots of colliders without rigid bodies on child objects of it, you have a dynamic compound collider, not static colliders. In fact, the rule is that you shouldn't parent rigidbodies, so you're using it correctly.
Sinister Mephistojulho 9, 2014 às 10:05 am
Custom collision callbacks and penetration depth data?
Gavalakis Vaggelisjulho 9, 2014 às 9:55 am
Hey thats my billiards template model :P
Nice stuff can't wait to test them out
Matthewjulho 9, 2014 às 7:11 am
I'm actually very excited about the change to static colliders, unless I'm missing something.
I'm building an airship game and need a ton of colliders per object. Hitboxes, Collision, AI Monitors, AI avoidance, etc…
Right now even with a massive amount of layer management. I need a lot of these "compound colliders" to not have rigid bodies so they don't collide with the parent. My understanding of the way unity handles things is compound colliders like this that don't have rigid bodies become static colliders. Sadly It would be impractical to put rigid bodies on all the children and keep them from colliding with parents etc…
I have huge performance hits due to this setup (though manageable) and am excited to get any performance boost this change will provide.
thylaxenejulho 9, 2014 às 6:50 am
Yeah I use CUDA on OSX as well. Can you please explain? Don't the CUDA OSX Drivers not work properly with 3.3? Or is it because OSX users need to install third party drivers which is an issue if you have sandboxing turned on? So distributing games becomes like the old days. First download all these drivers then run the game? (Obviously to be avoided) Is CUDA part of base Windows installs?
Wes Juricajulho 9, 2014 às 5:56 am
The new PhysX is by far my most looked forward to feature of Unity 5.
This decision with the static colliders though is mind boggling. For a mobile developer that makes heavy use of colliders in scenes, I am not looking forward to anything that make the already difficult Unity memory management even more difficult.
If it is such an issue to communicate this to users, why not have the message in the editor itself? If a game object has a collider but no rigidbody, display a message in the collider component in the inspector. (this is just one idea, off the cuff, but there must be many other ways to get the message across)
The solution talked about in this post is no solution at all. You must have been cringing when writing that part. ;)
Jesse Stillerjulho 9, 2014 às 3:47 am
I'm very excited for this! The speed improvements alone are very welcomed. I wonder how this affects the performance on lower-end devices such as Android, iOS and 3DS?
Richard Finejulho 9, 2014 às 3:11 am
@ANTHONY: Yeah, I can appreciate the exasperation that must have led to this point. But I hope you can see the irony in you saying "that's why I've highlighted it in this post — it's for users to be aware of what happens." I think the users who read the Unity blog are mostly the ones who already read the manual and are doing the right thing :)
But, this is why I chose my words carefully – to say that this is a failure of 'documentation / usability.' You've been trying the documentation approach; for me the next step would be to change the way the feature is exposed.
Under 4.x, moving a collider in a performant way is essentially an 'opt-in' arrangement; you opt-in by adding the rigidbody, and if you don't have it then the system is free to assume you're not going to move it, and to penalize you if you do. The problem is that users aren't opting-in to this because, try as you might, they're just not getting the message that they have to. So, why not change to an opt-out solution – assume that all colliders are dynamic (as 5.x is doing at the moment) unless the user has explicitly ticked a box that says 'never moves.' As Jes suggests, using the GameObject 'static' flags would be one way of doing this, though a checkbox on Collider itself might be better for runtime purposes.
I'd test the performance in the latest alpha but unfortunately I'm still blocked by other bugs…
Art Gabrieljulho 9, 2014 às 2:36 am
mouth watering…. cant wait… release it soon.. pls pls pls :)
Also, I'm on an iPad and I can not see the vehicle demonstration.
Also, I'm on an ipad and can not see the vehicle demonstrations.
Landonjulho 9, 2014 às 2:13 am
Wouldn't it make more sense to do this method with colliders:
If the object is marked with "Static" flags, the collider is static.
If the object is marked without "Static" flags, the collider is dynamic.
No rigidbody bull.
Jasonjulho 9, 2014 às 1:50 am
I hope this will speed up creation of mesh colliders for voxel type engine implementations.
Davidjulho 9, 2014 às 1:21 am
Is there a way to run some backend code to determine if the static game object will be moved at some point, and then treat it the less expensive way automatically? Or treat it like a static collider if you determine it doesn't have any code to allow it to move?
The only thing I dislike is the change about the static collider, mainly because I don't understand it. I don't see how that is beneficial. Why would you attempt to move something marked as static? I maybe can envision some cases if using some of the static subtypes like Occlude or Lightmap, but it's a stretch. We've always taken care in our design to flag only the appropriate items as static, and never moved a static collider until now. It's easy to remember "if it's moving it shouldn't be static" and it's one of the first things you learn about with Unity if you want performance, unless I learned that wrong. If we absolutely need to have this change, can you provide some comparisons? I'd like some benchmark data run against current PhysX with the static vs non-static vs. static-and-moving situation to better understand how bad this change could be for us. Or give us a option to keep using the current way.
Christopher Ellisjulho 9, 2014 às 1:06 am
About the static colliders: Would it be possible to create a new/differently named collider called "Static Collider" that doesn't move? It would be exactly the same, only a different name to make things clear that "This is static."
Several questions:
– Will there be any new collider types?
– Jiggle bones / hinges are they more reliable to create now? Like ponytails on a skinned character, is that now possible or will the physic engine still freak out like mad if attempting to use joints or even the previous cloth system? Hair and jiggle bone extras have been my long standing wishes for Unity Physics and while I managed to sort of hack it in (with some residual issues like stretching on startup until it balances itself), it never was satisfying until now.
– Are Ragdolls better now, and is there a new Ragdoll creator?
– Can you provide details on the improvements on the clothing authoring interface? Previously attempting to use it on a skinned mesh it would after going into runtime flip 45-90° or worse, forget assigned vertices or not let you select if you had more than a handful of verts. You can understand how hearing "similar to the SkinnedCloth one" is REALLY scary so I really want to know in which ways is this improved, can we see it and know more about it?
– So does this mean vehicles won't flip over when doing acceleration / curves anymore? As a amateur to vehicle physics it has been the main reason I couldn't do vehicles so far since you had to counter-steer or block rotations with a strong effort from script. Ideally I'd want to define my wheels (I like what I'm seeing from the new Wheel Colliders), and accelerate and see it just work. Your videos appear to use Edys Vehicle stuff and I can't tell what the "long standing issues" are that have been fixed, it's too vague.
Kain Shinjulho 9, 2014 às 12:37 am
Will we still need to implement our own sliding down inclines for char controllers? Is static/kinetic friction represented?
Steve Yeagerjulho 9, 2014 às 12:02 am
So you are removing memory improvements in the case of static colliders so people who don't look at warnings will have slightly faster games? I love everything else about this post but I'm going to have to disagree with losing any kind of performance/memory gain when it is a simple fix on the user's end.
Richard Lawrence Harringtonjulho 8, 2014 às 11:07 pm
"CUDA only works on Windows on NVIDIA hardware"
Yeah, that's not true. I use CUDA on my Mac all the time.
Here are the drivers: http://www.nvidia.com/object/mac-driver-archive.html
Sinister Mephistojulho 8, 2014 às 11:04 pm
Please Tell us about the OnCollision Event and the available data in the collision object. Older version of unit never gave enough data
matthew radfordjulho 8, 2014 às 10:49 pm
any plans to support Nvidia Apex? http://www.nvidia.com/object/apex.html
Will we have ability to set different timescale for different RigidBodies?
This will be very useful for gameplay based on Time.
Static colliders can be used for GameObjects that has static check.
This will be very understandable. If I check GO as static then his collider will be static! :)
Keith Boshoffjulho 8, 2014 às 10:04 pm
Great stuff!
Two questions: why remove interactive cloth completely? Seems a bit extreme. Improving features is great removing them is a bit… eh.
I'm with Sebastian with regards to collision/intersection queries. Rigidbody.SweepTest returns false if two collider's are already intersecting.
Third question (I lied), can you give us a method to extract the convex hull from a mesh collider? :D
koblavijulho 8, 2014 às 9:31 pm
"Instead, we have a faster, multithreaded, more stable character clothing solution."
Yes for as long as I can remember cloth has always been rendered with multiple (cotton) threads :-P . So, yeah, you're finally doing cloth right!
Katsuomi Kobayashijulho 8, 2014 às 9:03 pm
Great to hear the improvement for vehicles! One thing, is the new wheel collides with car stops precisely? The current Wheel Collider can't handle it.
Also, is there any plan to support variable simulation time step? In some game genres (e.g. high speed action games, bullet hell shoot-em-ups), I would like to make Update() and FixedUpdate() perfectly synced to get rid of the interpolation latency. In that case I currently set very small time step and make FixedUpdate() 200Hz or so, but it is not ideal.
Caden Burlesonjulho 8, 2014 às 8:42 pm
Will there be soft bodied physics added?
César Cárdenasjulho 8, 2014 às 8:33 pm
I'm also agree with richard. Static is Static and static stuffs doesn't move, because if they do, they weren't static but dinamic!!!
So my walls now will expend memory implementing movement psysics??. Is nonsense to "move stuffs" and is nonsense to sacrifice something that is working fine because some developers misschoice the right answer.
Just for adding something new to this thread: Isn't there a way to apply polymorphysm and add dinamic psysics in runtime to a static object, just when an event happends? and if that were the case, shouldn't be better implement a baked psysical animation rather than apply psysics to static objects? I think that "Top 3 performance cost" is fault of the final designer, not the tool.
Like Awesome Nick Said, if it is usabillity's bad driving problem, then you should add 3 states and implement in background what should it be right.
Sorry for my bad english, not my motherlanguage.
Greetings and beers (and pizzas)!
So does Physx work on iOS? For some reason I was thinking that was Nvidia technology.
Sebastianjulho 8, 2014 às 6:26 pm
Is there now a way to do collision queries? As in, "if I place this object over there, would it collide with anything else"? It is a feature of PhysX that I wish I could use with Unity. OnCollide/OnTrigger is useless for this.
The new Cloth component supports the GPU via CUDA internally, but we've decided to release this later in the 5.x cycle for several reasons. Firstly, CUDA only works on Windows on NVIDIA hardware, and we have a big presence on Mac & Linux. Secondly, we really want to focus our bug fixing efforts on core stuff first and move on to integrate fancy things after that.
Does that mean you'll find a way to have GPU cloth on non-nvidia systems? can you implement OpenCL for mobile platforms? and what are the other aspects of PhysX that harness the GPU as well.
One last question: did you guys have to extend PhysX 3 like you did with 2 or is it just plain vanilla SDK from Nvidia and can future updates be expected in the 5.x cycle?
F.Salkajulho 8, 2014 às 6:18 pm
I have an iOS app where it generates 40000 static colliders on the fly, it runs fine and consume very little memory…..because…it is static colliders..but now with the new physics my app memory usage will go through the roof? i hope the dev addresses this issue before unity 5.0 release….i don't want static colliders to be treated as dynamic ones because some noob programmers don't know that they need to attach a rigid body to any moving collider -_-
"In Unity 5, we'll use the same data structure to handle the movement of both dynamic and static colliders. Unfortunately, we'll lose the benefit of Static Colliders consuming less memory than dynamic ones. However, right now, the cost associated with moving Static Colliders is one of the top 3 causes of performance issues in Unity games. We wanted to change that."
And what about ship sails?
Jessejulho 8, 2014 às 5:25 pm
@JIM As long as all your characters hit boxes are children of your character, you only need one on the root. A rigidbody on a game object aggregates all the children under it. I believe the character controller also does this if you are using that instead of a rigidbody.
Will we be able to manually rewind/fast-forward? E.g. for lag compensation. This would be hugely useful.
Awesome Nickjulho 8, 2014 às 4:52 pm
I agree with Richard, though I like that moving an object without a rigidbody is much cheaper. Perhaps there can be three states instead of two? Dynamic with Rigidbody, Dynamic without Rigidbody, and Static.
I agree with Richard Fine.
Looking forward to physics improvements. It was about time.
Wow, as someone new to unity, I didn't know about this issue with static colliders – should I have kinematic rigidbodies on all my players hitboxes in that case?
Carstenjulho 8, 2014 às 4:34 pm
I agree with Richard Fine. Communicate this fact but don't "solve" it by decreasing the performance of Static Colliders. Just my two cents.
Yukichujulho 8, 2014 às 4:27 pm
I asked this in the forums, no reply but… with PhysX 3.3 being multithreaded, any idea on how performance compares to the Box2D implementation?
Would be interesting to know.
GorroRojojulho 8, 2014 às 4:16 pm
will all this work for 2D?
Richard Finejulho 8, 2014 às 3:52 pm
"In Unity 5, we'll use the same data structure to handle the movement of both dynamic and static colliders. Unfortunately, we'll lose the benefit of Static Colliders consuming less memory than dynamic ones. However, right now, the cost associated with moving Static Colliders is one of the top 3 causes of performance issues in Unity games. We wanted to change that."
What were the actual use cases for wanting to move Static Colliders? I get that people often didn't realize that moving them without a rigidbody was bad, but that's a failure of documentation / usability, not a failure of the way things actually worked. Why change this, and make things more costly for those of us who really do have static colliders, instead of just better communicating what's going on?
Paveljulho 8, 2014 às 3:33 pm
Will be possible GPU acceleration?
greenlandjulho 8, 2014 às 3:30 pm
^ agreed.
PawelMjulho 8, 2014 às 3:24 pm
Will unity 5 support non uniform gravity fields? Ability to modify gravity vector would be awesome!
schmosefjulho 8, 2014 às 3:16 pm
Very nice!


text: The Norwin Jazz Band is dedicated to one of the only true American art forms. Comprised of students in grades 9-12 at Norwin, this ensemble plays everything from standard literature to cutting edge compositions in a variety of styles including swing, latin, funk, bebop, and rock. The Jazz Band performs throughout the year at a variety of events & festivals.


text:
Colleen Atwood Mentions Kristen with The Hollywood Reporter
Kristen Stewart's clothes are made of fabric in earthy tones. Snow White goes from boyish warrior to queen. But are her costumes meant to be more peasant like?
Snow White's costume is the everyday style of the people in the kingdom, or those who are left. She needed to go through a lot in the costume, so we used colors and material that were flattering and practical. Kristen did a lot of action work herself, so the costume had to function on many levels.
Source => The Hollywood Reporter / Via => Diario Twilight


text:
After insurance totaled the roof the homeowner had us out to see how we could help. We worked with the homeowner to get them the best roof possible. They ended up with the Owens Corning Duration shingle. The roof looks great! Summer Harvest was an excellent choice for this country home.
our service area


text:
Election results for City of Long Beach 7th District Council seat available tonight
2010-06-08 · By Editor
Election results for the City of Long Beach 7th District Council seat will be available on the City's website . After the close of polls, the first report of results will be posted on the City website shortly after 8:20 p.m.; and unofficial contest results will be posted between 10:30 p.m. and 11:00 p.m.
There are two candidates seeking election to this office: incumbent Council Member Tonia Reyes Uranga, and Assistant City Auditor James Johnson. Both candidates advanced to the June 8th run-off election as they were the top-two finishers in the City's April 13, 2010, Primary Nominating Election.
The 7th District includes California Heights, Bixby Highlands, the Wrigley area, and a portion of west Long Beach. The District comprises 25,281 registered voters. Voter turnout is projected to be in the range of 22% to 27%; and more than 50% of the ballots are projected to be voted-by-mail.
Upon completion of the post-Election Day canvass, the elected candidate will take office on July 20, 2010.


text:
Items where Author or Contributor is "Li, R"
|Up a level
Number of items: 9.
Li, R; Daniel, R; Rachet, B; (2016) How much do tumor stage and treatment explain socioeconomic inequalities in breast cancer survival? Applying causal mediation analysis to population-based data. European journal of epidemiology, 31 (6). pp. 603-11. ISSN 0393-2990 DOI: https://doi.org/10.1007/s10654-016-0155-5
Maringe, C; Li, R; Mangtani, P; Coleman, MP; Rachet, B; (2015) Cancer survival differences between South Asians and non-South Asians of England in 1986-2004, accounting for age at diagnosis and deprivation. British journal of cancer, 113 (1). pp. 173-81. ISSN 0007-0920 DOI: https://doi.org/10.1038/bjc.2015.182
Arya, M; LI, R; Muneer, A; Coleman, MP; (2014) Is the trend in primary penile cancer in England real? Reply. Cancer causes & control, 25 (3). pp. 407-408. ISSN 0957-5243 DOI: https://doi.org/10.1007/s10552-014-0342-1 Full text not available from this repository.
Li, R; (2014) Cancer burden in China and the role of the cancer registries. Annals of translational medicine, 2 (7). p. 69. ISSN 2305-5839 DOI: https://doi.org/10.3978/j.issn.2305-5839.2014.06.12 Full text not available from this repository.
Li, R; Abela, L; Moore, J; Woods, LM; Nur, U; Rachet, B; Allemani, C; Coleman, MP; (2014) Control of data quality for population-based cancer survival analysis. Cancer epidemiology, 38 (3). pp. 314-20. ISSN 1877-7821 DOI: https://doi.org/10.1016/j.canep.2014.02.013
Arya, M; Li, R; Pegler, K; Sangar, V; Kelly, JD; Minhas, S; Muneer, A; Coleman, MP; (2013) Long-term trends in incidence, survival and mortality of primary penile cancer in England. Cancer causes & control, 24 (12). pp. 2169-76. ISSN 0957-5243 DOI: https://doi.org/10.1007/s10552-013-0293-y Full text not available from this repository.
Chalkidou, K; Marten, R; Cutler, D; Culyer, T; Smith, R; Teerawattananon, Y; Cluzeau, F; Li, R; Sullivan, R; Huang, Y; +12 more... Fan, V; Glassman, A; Dezhi, Y; Gyansa-Lutterodt, M; McPherson, S; Gadelha, C; Sundararaman, T; Squires, N; Daulaire, N; Sadanandan, R; Shiro, K; Lemgruber, A; (2013) Health technology assessment in universal health coverage. Lancet, 382 (9910). e48-9. ISSN 0140-6736 DOI: https://doi.org/10.1016/S0140-6736(13)62559-3 Full text not available from this repository.
LI, R; Daniel, R; Rachet, B; (2013) How much of socioeconomic differences in survival in patients with breast cancer can be explained by differences in stage of diagnosis and treatment? Application of causal mediation analysis to routine data. Lancet, 382. S61. ISSN 0140-6736 DOI: https://doi.org/10.1016/S0140-6736(13)62486-1 Full text not available from this repository.
Clark, L; Li, R; Wright, CM; Rome, F; Fairchild, G; Dunn, BD; Aitken, MR; (2012) Risk-avoidant decision making increased by threat of electric shock. Psychophysiology, 49 (10). pp. 1436-43. ISSN 0048-5772 DOI: https://doi.org/10.1111/j.1469-8986.2012.01454.x Full text not available from this repository.


text:
Originally published Tuesday, November 12, 2013 at 5:33 PM
Guest: If you like your health plan can you keep it under Affordable Care Act?
Nothing is new about cancellation notices going to people who buy their own health insurance, writes guest columnist Mike Kreidler.
Special to The Times
NOW that insurers are sending cancellation notices to people who buy their own health insurance, much has been made of President Obama's 2009 statement, "If you like your plan, you'll be able to keep it."
We estimate that about 290,000 people in Washington state have received a notice and will have to pick a new plan by Jan. 1.
What the president said about the Affordable Care Act is true for about 95 percent of people with health insurance, according to his administration's estimate. That is because they already have good coverage from their employer, Medicare, Medicaid or Tricare.
The people receiving cancellation notices are those who buy their own health insurance. And nothing about these notices is new.
Health insurers have been canceling and replacing individual policies for years. They have also slashed benefits, raised deductibles and charged more. Until now, unless those buying individual policies could pass a lengthy questionnaire probing previous health issues, many stayed with their plan, regardless of the changes, because they had no other options.
Most individual health-insurance plans in our state did not cover prescription drugs or maternity benefits. They also had typical out-of-pocket costs of $10,000 to $15,000. I can tell you firsthand that a lot of people had coverage they could never afford to use.
Every time a rate change came through, they would call my office asking what they could do. Many kept their bare-bones coverage, believing it would protect themselves and their families in case the worst happened.
But what happens if you get cancer or develop multiple sclerosis and you have no prescription drug coverage?
The leading cause of bankruptcy in our country is medical debt. Yes, some of that is driven by people without coverage, but it is also driven by people with inadequate coverage.
Now, under the Affordable Care Act, all health plans must provide at least a minimum level of meaningful coverage. Most of us already have plans that provide good coverage. They do not deny you if you are sick, cover at least the 10 essential health benefits — including prescription drugs and maternity care — and they limit your out-of-pocket costs. Individual health plans must now meet these same basic standards.
I have heard from some people who liked the health plan they had. Many have said they will not qualify for subsidies, and they have no need for prescription drugs or maternity coverage. The new benefit requirements will not please everyone. But insurance does not work if you buy it only when you need it.
Take maternity care, for example. If you bought maternity coverage only when you needed it, no one could afford it. Insurance works best when all of us — young and old, healthy and sick — bear the risks.
Start stripping out benefits — no maternity care for younger people, no coverage for hip replacements for seniors, no prescription drugs, no hospital payments — and soon we are right back to where we were before health reform. No meaningful coverage for people when they really need it, and the rest of us with insurance picking up the costs.
The goal of the Affordable Care Act is to give everyone access to meaningful, quality health insurance. Most of us have had good coverage for years. Guaranteeing the same benefits for everyone is the first step to fixing what ails our health-care system.
Let's not lose sight of what we are finally trying to accomplish: a healthier population for years to come.
Mike Kreidler is insurance commissioner for Washington state.


text:
Alleged drug dealer wanted for kidnapping and robbery | News
DEKALB COUNTY, Ga. -- The DeKalb County Fugitive Squad is seeking for help locating a woman wanted for armed robbery and kidnapping.
According to authorities, 31-year-old Tsushima Marshall kidnapped and robbed a man who sought to collect a refund for about $5,000 worth of a popular street drug.
PHOTOS | Mugshots: See 'em to believe 'em
Officials say the victim met with Marshall because her "product" was unsatisfactory and to suggest their funds be returned in exchange for the product. Instead, the victim was beaten, abducted and threatened by Marshall's accomplice.
The incident happened on the 2500 block of Gresham Road in unincorporated DeKalb County.
Marshall is described as about 5'1" tall and around 135 pounds. Authorities say she should be considered armed and dangerous and anyone with information on Marshall or her location should contact the DeKalb County Sheriff's Office at 404-298-8200.


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Use it as a stall door. Use it anywhere you want to control temperature, dust and noise. KleerFlex gives you great flexibility with hands-free operation. Features easy to install exclusive patented hardware system available in our standard durable HTP® hardware or optional heavy duty aluminum.
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text:
Today is the annual Pittsburgh Day of Giving. The Pittsburgh Foundation will match all gifts on a prorated basis given through the website http://www.pittsburghgives.org. This is the first year that InterVarsity is participating. This means that you can support my ministry with grad students and faculty through pittsburghgives.org, and a portion of your gift will be matched. (The matching amount usually turns out to be about 25 cents for every dollar given.)
To give, here's what you have to do:
1.) Go to www.pittsburghgives.org
2.) Click Donate Now
3.) Fill in your contact info, and begin typing "InterVarsity Christian Fellowship." A drop down list should appear where you can select InterVarsity.
4.) On the next page, provide your credit card information on the secure website.
5.) You should receive an email from the Pittsburgh Foundation confirming your gift.
6.) Send an email to firstname.lastname@example.com and let them know you want your Day of Giving gift to InterVarsity designated for Mike Gehrling. (You can also designate your gifts to other staffworkers in Pittsburgh, or to Grad and Faculty Ministry in Pittsburgh.)
Thanks in advance for your generosity!


text:
Sacred heart rays 25 MB
Upon completion of the payment process, you shall be shared a link to download the image. You shall also receive an email to your id registered with PayPal payment app. Please feel free to contact me @+919400059777, should you have any doubt/queries. WhatsApp +919400059777
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May GOD bless you immensely and give hundred folds back for your sincere donations.
Dear Art Lovers,
I have recreated this famous image of the Divine Mercy for you to use it freely. This image is of a very high resolution and can be used for A4 size printing to 60 ft. flex printing. It is a result of many hours and days of hard work. Though painting is my passion. If you like this work, I seek your support and encouragement to continue my dedication for such causes. If you are willing to provide any financial assistance, you may kindly click the button below. I shall soon be coming out with my new work on similar themes. Thank you for your patronage and support.


text:
When I was first diagnosed with breast cancer, I didn't know what I was going to do. After the devastation subsided, I decided to take a very standard, western approach to my healing. Although initial efforts were successful, my cancer recurred a few months later. I endured many additional months of treatment before I started focusing on myself. I decided it was time to incorporate complimentary alternative treatments into my healing regimen, including massage therapy. I can't even begin to tell you how much it changed my life. My healing became a process, instead of something I simply had to endure. I hope that the articles on my website can inspire you to stay open-minded about your own healthcare.
Moles are areas of hyperpigmentation on the body. The problem with moles is well known – they can develop into cancerous growths. Just about everyone has freckles or moles, and not all moles are a cause for concern. The following guide can help you keep a watchful eye on any moles you may have so that you know when it is time to visit your doctor for a more thorough checkup.
Tip #1: Set a Regular Schedule
Regular checks are the best way to catch any problems early. How often you check is up to you. Generally, if you aren't at high risk for skin cancer, checking every few months is sufficient. Those at high risk should check more often, perhaps once a month or at intervals recommended by your doctor. High risk factors include a previous history of skin cancer, cancer, or precancerous growth, or a family history of skin cancer.
Tip #2: Perform All Over Inspections
The moles and freckles you see every day are by far the easiest to inspect on your own. Those on your back and neck are obviously the most difficult. You can arrange mirrors to view these areas better, or you can enlist a buddy to help you inspect hard to see areas. Don't skip your back just because you don't think you have any moles there – you need to still include it in case any new moles, freckles, or growths appear.
Tip #3: Create a Record
Sometimes you may not notice a change in a mole, especially if it happens slowly. One way to counteract this is to keep a record. You can do this with technology by simply snapping a picture of the mole and comparing it to the next picture after each inspection. Another option is to record the details of major moles in a health journal – size, color, and whether it is raised or flat, for example.
Tip #4: Know the Warning Signs
Any change in a mole or freckle is cause for alarm. The formation of new moles also warrants a doctor's appointment. The following are other warning signs to be aware of:
If you find the above, contact a dermatologist or doctor like Advanced Dermatology & Skin Cancer Specialists right away to have a full screening of your moles and skin. Mole removal may be necessary to avoid further problems.Share
29 October 2015


text:
Manchester-based Linder Myers enters redundancy round
Linder Myers is reported to have entered into a redundancy consultation, with up to 50 jobs at risk.
The move was made upon the recommendation of Assure Law, which was brought in to invest in the firm as part of a refinance deal agreed between the firm's bank, RBS, Assure Law and its creditors. Linder Myers was on the brink of entering administration at the time, and the deal was concluded to avoid that outcome.
Since then, the firm has spent two years acquiring firms, but has found itself needing to cut costs.
The firm said the consultation was the first time the firm had ever put roles at risk but that Assure had recommended it. It added that the firm had undergone a period of dramatic growth in over the past two years and was in the process of working out how to integrate its long list of acquired firms (13 February 2014).


text: DeeDooDaa8 wrote: ↑Wed Oct 09, 2019 9:51 amThank you to everyone who replied. PINN has been mentioned a lot in the answers, yet I haven't really seen how to put the pirate box software on it. Raspbian is supported but I can't see the Pirate Box software on the list. Would there be a way to install pirate box onto PINN. I hope you can help.