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The Insider's Guide To Training For The 2010 CensusThursday, April 30th, 2009
With hundreds of thousands of Americans working for the Census Bureau, we at MyTwoCensus are surprised that there haven't been more first-hand accounts of life on the job appearing throughout the blogosophere. Yesterday, we were able to read a great behind the scenes account of life training for the 2010 Census on Ryan's Ridiculous Real World blog. Here's Ryan Pope's interesting and thought-provoking post:
By Ryan Pope
Last week I completed my training to become a Quality Control Lister for the US Census Bureau. What this means (in English) is I am now qualified to spot-check and verify address lists already compiled by the Bureau by physically canvassing neighborhoods and entering the appropriate information into my nifty four thousand dollar handheld computer. This may sound simple enough, but as is so often the case, the training I underwent last week turned out to be something of an adventure.
My training took place in the rec room of a family planning/continuing education center and computer lab in Oceanside, and I trained with 22 other people who likewise passed the test to qualify for Census work. The training started with our CL (crew leader) informing us that we were training for Phase One of the Census, (which basically consists of gathering address information for neighborhoods throughout San Diego county) and that we would complete our training by Thursday. Unfortunately, he told us, it was unlikely any of us would be called out into the field because Phase One of the Census was scheduled to be completed by Monday, thus the only way we would put our training to use would be if someone contracted swine flu and called in sick because they couldn't finish canvassing their assignment area. After receiving this bit of good news, our CL informed us that training would consist of him reading a giant manual to us verbatim, and that this was unavoidable because the Census Bureau wanted to make sure all its staff received the exact same training. Thus we were essentially being paid $16.50 an hour to sit in a room and listen to a written description of how to do something we would never end up doing in the first place.
You would think this would put people at ease during the training session since, in all likelihood, they would never be called upon to perform the tasks being discussed in class. Much to my dismay I found the exact opposite to be the case: several people in my class were practically freaking out and asking question after question about what to do in different situations. For example, we had one ten minute class discussion on what to do if there's a big scary dog barking in the yard of a house you need to canvass, and what to do if there's a medium sized dog that isn't barking but looks like he could be mean sitting in the yard of a house you want to canvass, and what to do if there's a small sized dog that is yapping aggressively at you in the yard of a house you want to canvass, and what to do if there's a a small sized dog that isn't yapping AND a big sized dog that isn't yapping in the yard of a house you want to canvass, and so on and so forth. Admittedly, some of the concepts being covered were difficult to grasp, like how to determine the proper code for different residences and enter the information properly into the computer (for example, an apartment complex is coded differently than a group of condos), but these people were totally going overboard.
The questions really got out of hand once our CL distributed handheld computers for us to train with. We were supposed to have one HHC (handheld computer) per student, but it just so happened that after we all finished being fingerprinted on the first day, my CL's Supervisor showed up and whisked away 18 of the devices, leaving us with four for the entire class to share. For some reason I am yet to understand, my CL chose to assign each of these computers to four of the oldest people in the class. Since these septuagenarians can barely use a cell phone, they were totally lost at sea: a group of chimpanzees would've been more tech savy than these people. Thus after every single step of the training, one of these geysers would shout, "WAIT, how did you get that!" or "My screen doesn't look like that, I think my computer's broken," or "Where's the 'on' button?" They always asked these questions with a certain amount of panic and desperation in their voices, as if they were asking for directions to the exit of a burning building. They were totally tense and stressed out about using the computers before we even got started, and their intuitive skills (in terms of technology) were for shit, thus there wasn't a single time all four of them were able to follow along and successfully complete the next step without any assistance. As you can imagine, this made for some riveting action for those of us who did not have handheld computers and had to just listen and try to follow along while the greatest generation suffered a nervous breakdown. The thing is, this wasn't really their fault; they were all nice people who just didn't feel comfortable with new technology. My point is this was easily predictable and thus could've been easily prevented. Unfortunately, once we started trying to guide the four blind mice through the lesson, we couldn't stop because the Census Bureau training had to be followed verbatim.
As time wore on I started to people watch and observe the other folks in the room. I've always found it interesting to observe how group dynamics work, and it didn't take me long to breakdown our class into three distinct groups. For our training session, all the people in sitting in the front formed group one. They were all the brown nosers and constant participators who dragged our training session on painfully slow with their illogical butt-kissing (who sucks up during training for a job they'll never be required to perform?) and question asking (in retrospect I should thank them since we were all being paid by the hour). One lady in this group was working particularly hard to let everyone know that she was deeply engrossed in the material and following along, so much so that she'd answer every question our trainers asked us before anyone else had a chance. It didn't take me long to dub her "the TA."
I sat in the second row with the second group of people. We were the laid-back mildly intrigued people who followed along but weren't above having side conversations or cracking jokes, or making sarcastic comments about the butt smoochers in the front. I was fortunate to be seated next to two friendly ladies on my left who enjoyed a good laugh, so we kept ourselves entertained by trading quips about the training material, our classmates, and the whole training charade we were being put through. Unfortunately I was considerably less blessed with the person to my right, a middle aged math who hadn't bathed for a longtime (if ever) with a penchant for eating stinky foods (the first day he had chilly cheese fries for lunch, while on the second day he opted for the healthier option and ate three friend burritos…when I offered him a piece of gum for fear that anymore rank breath might singe my eyebrows and cause irreparable damage to my vision, I was politely rebuffed…he explained to me he didn't want any sugar-free gum since he didn't trust artificial sweetners!) and close-talking. Although he really was a nice person, he was constantly confused during our training sessions, so he'd repeatedly lean in close to me to ask me what page we were on, or to see which answer I'd circled in our workbook, or to ask me a question about how to operate the handheld computer. This made for an extremely long day since sitting next to this fellow required me to harnass all of my mental faculties and powers of concentration simply to resist the urge to vomit.
The colleague ot my right really belonged with the third group of people. These were the people in the back row who, by and large were either disinterested or hopelessly confused. This wasn't really their fault because there was so much talking going between the trainer at the front, the butt kissers and question askers in the first row, the joke tellers and laughers in the middle row, and all the people having side conversations throughout the room, it was practically impossible for the people in the back to follow the lesson and understand what was going on.
This was too bad for the people in the back because they missed some truly hilarious moments. One such event was when our trainer explained that while canvassing a neighborhood, we should always walk to the right. "Whatever you do, don't turn left!" The Census Bureau gives you this instruction because they want you to make sure you locate and map every single residence; thus they want you to go in one direction, however, you could just as easily choose left as that direction. Anyway, the funny part was the example our trainer gave to demonstrate this actually required you to turn left to walk around an obstruction in the road before continuing to canvass. However our trainer refused to concede this point and instead gave a complicated (and inaccurate) demonstration of how she was able to walk and turn and keep the houses on her right without ever turning left. It was like watching Derek Zoolander make a left turn by spinning in 270 degrees to the right.
However the funniest thing we heard during our training was from our other trainer. While we were all looking at a map together, she was explaining that north will always be marked in the same direction on all maps. Naturally someone in the front row asked a question about this, to which she responded, "I know, it can be confusing. I used to live in New York so it took me awhile to get used to where north is out here since it's the opposite out there, but just remember, on all maps north will be the same direction." My colleagues in the second row and I scratched our heads in amazement, did she really just say that? Was she really suggesting that in New York north is a different direction than in California? What, is Canada below the US out there but above it here? We were in stitches. We finally figured out that she was referring to the direction of north in relation to the water (i.e. is the ocean on your left or your right?) but it came out funny.
Other funny moments were the result of reading the training materials verbatim. The best was when we were instructed to identify a vacant mobile home space as a residence if we observed any evidence of "permanent grass or permanent dirt." Who the hell knows what "permanent dirt" is? Naturally when one of the folks in the front row asked this question, our trainer didn't have an answer.
However I think my favorite part of the entire training were the acronyms. The US Census Bureau has an acronym for fricking everything. As we got further and further into the training, the number of acronyms grew, and so we started to see sentences like this one, "Remember, during QC canvassing, after performing DBQ on all HU's and OLQ's in your AA, DV will begin ASAP. If it does not, immediately contact your CL at HQ." Laughing to myself I imagined using these acronyms on poor unsuspecting residents: "Look, I need to determine if this is an HU or an OLQ for my AA to complete QC for my CL at HQ, so give me the information ASAP you SOB!"
Overall the training went fine. I was very fortunate in the fact that both my trainers and the other trainees were extremely nice people. Still, after reading a lot of Kafka lately, I couldn't help but laugh at the idea of knowingly training to perform a job I would never be called upon to perform. Fortunately I passed the rigorous exam (I missed one question out of thirty, and to be honest, I'm a little upset by this because I can't figure out which one I could've gotten wrong) at the end of training and thus certified as a Quality Control Lister. Who knows, maybe I'll get lucky and someone will call in sick with swine flu and I'll be called into duty. We can only hope.
Note: The following piece does not represent the opinions of MyTwoCensus.com, Stephen Robert Morse or Evan Goldin. The views expressed are those of the author. That said, MyTwoCensus welcomes written, video, photographic, and multimedia contributions from any individual with a 2010 Census-related story to tell.


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subset: commoncrawl


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International ShippingInternational shipping delivery time is 7-25 business days, depending on location.
*Creative Soul Cosmetics is not responsible for VAT and Duty Taxes on international orders. It is the sole responsibility of the international buyer to check local regulations when buying exported goods. Some countries, such as the UK and Canada, may charge the buyer duty taxes once your package enters your country. This is your country's policy and we cannot control this. It is the buyers responsibility to pay any/all duty taxes or VAT imposed on you by your country for purchasing merchandise internationally.*
International orders are sent through United States Postal Service using First-Class Package International Service. International tracking is only available via your country's local post office once package has left our international shipping port in San Francisco, CA. Please note that tracking is not available via USPS once it has left the United States.


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Would you like to have at least one unique item in your house? If you can't get a limited edition car from the '40s, we suggest you to take a look at our line of custom jigsaw puzzles. They are made of wood and come in various sizes and shapes. From a 6" 90 pieces square puzzle to a 854 pieces (including 47 whimsies) 16"x 22" jigsaw puzzle, the possibilities are endless. All you need to do is choose a shape and a size and email a high resolution photo of your choice. To make it even more unique and personal, you can engrave a message on the back of your puzzle. And the best thing about it is that it will be ready in no time. Once the image is received and approved, it usually takes a week to manufacture the puzzle, which is really fast for such a complex product. Our custom jigsaw puzzles, crafted by our friends at Peaceful Wooden, can be the perfect gift for your loved ones, and maybe even for some good friends. A beautiful custom wooden puzzle is a unique and thoughtful way of remembering the good old times or a special event in someone's life, and it will last forever. Take a picture of a special moment with that special someone in your life, and make a puzzle out of it. You can even have a special message engraved on the back. Offer it as a present and let your friend or loved one (or fiance to be, even) assemble the picture to discover a fun or sweet moment from your past together. Tears might be shed, smiles might be seen and happiness might be felt. All of this with a simple jigsaw puzzle that you can turn into a unique everlasting memory.


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|System: PC, Wii (WiiWare)
|Review Rating Legend
|Dev: Telltale Games
|1.0 - 1.9 = Avoid
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|Pub: Telltale Games
|2.0 - 2.4 = Poor
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|Players: 1
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Two slightly different control schemes offer some limited variations for moving Guybrush around and manipulating objects. The default method has you moving around with the WASD keys on your keyboard while selecting and interacting with characters and hotspots with your PC mouse. Alternatively, you can use one-handed controls by holding down the mouse button over Guybrush to bring up a circular arrow interface that lets you drag him along in the direction of your choosing. In either case the inventory and menus can be accessed easily. Both setups function well and the ability to switch between the two on a whim is handy.
Many of the puzzles predictably involve combining the right series of items together or using them at the right hotspots, but the often silly nature of the items and the way you use them make the process much more enjoyable than your average adventure game. For example, at one point you'll have to create a fake Dark Ninja Dave with Killer Karate Katana action figure by dunking a pink Porcelain Power Pirate ninja figure in an appropriately hued substance and throwing in a tiny a plastic sword obtained from a mixed drink at the local tavern. Others drop you into action-oriented scenes - like escaping from a locked room while bound and tackling oddball tasks aboard the rocking deck of a seafaring vessel - that require you to interact with your immediate surroundings in a specific way to achieve the desired results needed to progress.
Humor has always been an integral component of past Monkey Island games and chapter one follows suit wonderfully. The game is thoroughly littered with subtle references to technology and pop culture, other Telltale games, and older entries in the series that'll merit a good chuckle now and then. The cliffhanger ending may ruffle the feathers of players who're used to having each episode wrapped up tidily at its conclusion, but it definitely builds anticipation for the next chapter. It's great to see this much-adored series making a comeback. Launch of the Screaming Narwhal offers some of the best adventure gaming we've seen in some time, even topping Telltale's recent quality releases.
Nathan Meunier
CCC Staff Contributor
Game Features:


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JWand necesitaba un nuevo diseño de logotipo y lanzó un concurso de diseño en 99designs.
Un ganador ha sido elegido entre 226 diseños de 51 diseñadores freelance.
Dr. Jim Wand
I am a Clinical Hypnotherapist and Enrichment Lecturer specializing in personal empowerment to assist people achieve positive transformation. I am also a national touring Comedy Stage Hypnotist. I am seeking a logo for the words: Dr. Jim Wand
I have two types of clients that I want this logo to impress. First, I work with corporate clients that hire me to provide in-house training, lectures and workshops for personal empowerment. My second type of client are colleges that hire me to perform my Comedy Hypnosis Show. Over the past 25 years I have performed at more that 900 colleges across the country.
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Please do not create any designs with a swinging watch. That is a symbol that has nothing to do with real, legitimate hypnosis.
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Descubre cómo funciona un concurso de diseño u obtén más información sobre nuestros servicios de diseño de logo.


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This website accompanies our Team App smartphone app available from the App Store or Google Play. Download Team App now and search for Testing Environment to enjoy our team app on the go.
And this is the second paragraph text to see if this saves and displays properly. And This is another line.
How do you get a line between the words rather than just connecting to the last line?
To access all the features of this site you need to Log In or Sign Up.
Fri, 7 Oct 2016
from 1:30pm to 2:30pm
by Hakie Ertan
Posted: over 3 years ago
Updated: over 3 years ago by Hakie Ertan
Visible to: public
Time zone: Melbourne
Reminder: 1:10pm Fri 7 Oct 2016
Ends: 02:30pm (duration is about 1 hour)
370 Darebin Rd


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From the submitter:
This silly little girl (who adores Justin Bieber by the way) clearly saw a sign on the back of a van somewhere and decided it was a good idea to get the blind monkey inside to tattoo her ON HER HAND. First tattoo, on your hand. Stupid little girl.


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BACKGROUND IMAGE: iSTOCK/GETTY IMAGES
- FeatureSo long SAIT-1
- FeatureEMC cuts power with new Centera
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- FeatureStorage Bin: Shining the green spotlight on storage
iSTOCK/GETTY IMAGES
Protect Exchange data
Email is now firmly established as a critical application, with more than 60% of enterprises using Microsoft Exchange for their corporate email, according to Gartner. This widespread adoption of Microsoft Exchange, and growing electronic discovery requirements, make protecting it a more complicated proposition than just performing simple backups and recoveries.
- Jerome Wendt, DCIG Inc.
New and innovative products provide many more choices to protect Microsoft Exchange depending on your recovery point objective and recovery time objective requirements.
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Several backup software products, including BakBone Software Inc.'s NetVault:Backup, CA's ARCserve Backup and Symantec's Veritas NetBackup, offer support for brick-level recoveries, but users may need to select specific configuration options within the backup software to obtain them. CA's ARCserve offers both object-level and full backup options.
Another important feature offered by only a few programs is the ability to restore data from backups of earlier versions of Exchange into the current version. Backups of older versions of Exchange aren't compatible with current releases. To perform restores, most backup software products require admins to first create a server with the appropriate version of Exchange that matches the version of the backed up data store before the restore can occur. However, with growing legal discovery requirements and more companies planning upgrades to Exchange 2007, transparent restorations from previous versions of Exchange into current versions make this a new corporate must-have.
CA's ARCserve Backup supports release-independence, assuming the administrator backs the data up using the object-level backup; if ARCserve Backup's full backup option is used, release-independence doesn't apply. CommVault's Simpana goes one step further and supports the restoration of data created in newer versions of Microsoft Exchange to older releases.
The VSS connection
Exchange agent support of Windows Server 2003's Volume Shadow Copy Service (VSS) framework is another feature that lets firms make point-in-time backups of an Exchange database using their backup software.
There are three components to the Microsoft VSS framework: a requestor, a writer and a provider. Backup software acts as the requestor and controls the overall process of creating a copy of the Exchange database. It initiates the copy by first calling the Microsoft Exchange 2003 writer, which prepares the Exchange database for the copy by handling the acquiesce and dismount of the Exchange database while maintaining its integrity and consistency.
After the Exchange database is in this suspended state, the backup software calls on the VSS provider to execute the copy function. Either the Windows 2003 OS or the external storage system acts as the provider of the copy utility, which performs the actual copy of the Exchange database. Once the copy completes, the backup software instructs Exchange to remount the database and resume normal processing of email. This leaves a copy of the Exchange database that the backup software can use to perform restores or as a source to make a secondary copy of the data to disk or tape.
The level of recovery one can perform depends on the VSS provider called by the backup software. The VSS provider offered by the Microsoft Windows Server 2003 OS uses a shadow copy or copy-on-write approach to create copies of the Exchange database, which is supported by most backup software products. Symantec's Backup Exec supports only Symantec's VSS provider, which is offered as part of Symantec's Veritas Storage Foundation for Windows.
The Microsoft VSS provider delivers rapid snapshots of the Exchange database, but it requires the volume containing the original Exchange database to remain available to back up or restore data. In this scenario, if the volume with the main production Exchange database becomes inaccessible, so do any snapshots created from it. Another potential problem with this type of snapshot is that it's read-only.
To deliver faster Exchange recoverability, admins may want to consider using hardware VSS providers that support full-volume copies. Full-volume copies let admins mount and present these volumes to Exchange with full read and write capabilities. Creating these volumes requires the backup software to support systems that can create mirrored volumes and to offer a hardware VSS provider that supports this functionality.
|How one user established
Microsoft Exchange RPOs and RTOs
Mohamad Alkazaz, an IT and telecommunications manager at Saint-Gobain Crystals, Newbury, OH, explains how he established Exchange recovery point objectives (RPOs) and recovery time objectives (RTOs) for his company:
When using all products from one vendor, such as EMC, the steps are usually more straightforward. The following sequence presumes the SnapView feature on EMC Clariion is licensed and that the Clariion has sufficient storage capacity to create the full-volume copy.
- EMC's NetWorker Module for Microsoft Exchange agent recognizes EMC's Clariion hardware VSS provider for SnapView and communicates with the Clariion through TCP/IP.
- NetWorker instructs the Exchange writer to quiesce the Exchange database.
- SnapView creates the full volume copy on the Clariion storage system.
- SnapView notifies the backup software after the full volume copy is created.
- The backup software notifies the Exchange writer to take the Exchange database out of its quiesced state and resume email processing.
If multiple hardware VSS providers are available, Symantec's Veritas NetBackup (and others) allow admins to select the hardware VSS provider they desire and then configure the type of copy--full-volume copy or copy-on-write--that they want the storage system to create (assuming the system supports these two types of copies). In instances where storage systems support only shadow copies, these copies are still subject to the same recoverability and availability limitations found in the VSS provider on Windows 2003 Server.
Even with VSS support, backup software often fails to meet the critical nature of Exchange. Techniques such as server clustering satisfy some of these needs, but for immediate offsite Exchange availability and recoverability in the event of loss of the primary Exchange server or site, specialized software and hardware is needed.
Continuous availability
Asynchronous replication software is one way to ensure Microsoft Exchange remains continuously available in the event the primary Exchange server goes offline. New features in asynchronous replication software products provide direct integration with Exchange to allow Exchange server failovers to occur in seconds or minutes with minimal or no disruption to enterprise users and even without administrator intervention.
EMC's RepliStor software gives admins a couple of different ways to deliver continuous availability. One is to configure two servers in the same domain at the same site with the same software and logical configuration, but to use unique hostnames on the production and standby servers. RepliStor is then installed on both servers and replicates and synchronizes the data between the production and standby servers. When a failure occurs on the primary server (an interruption of more than 120 seconds of the heartbeat between the two servers), RepliStor initiates the failover and starts Exchange services on the target server.
For offsite recoveries where servers may be in different domains, admins may configure RepliStor to work with Microsoft's VSS framework. RepliStor still replicates the primary Exchange database to the remote site, but it only initiates and retains snapshots on the standby server using Microsoft's VSS provider that Replistor calls through its built-in scheduler and snapshot policy manager. Exchange failovers are performed manually with admins selecting the most recent good point-in-time snapshot and then applying database and transaction logs to roll forward to the most current point-in-time.
CA's XOsoft WANSyncHA goes one step further and lets admins choose whether they want failovers at another site to occur automatically or if they want to be notified so the failover sequence can be initiated manually. Though automatic failover is a nice-to-have, there are many reasons servers at two different sites may lose communication, but these issues don't mean the production Exchange server is down and that the remote site should take over.
XOsoft WANSyncHA uses continuous data protection (CDP) to replicate data, remains aware of the state of the Exchange database during replication and supports cross-network failover. The use of CDP permits automated recovery up to the point of failure of the primary Exchange server.
Because XOsoft WANSyncHA remains aware of the state of the Exchange database, it constantly introduces checkpoints into its replication process that allow the remote copy to maintain consistency with the Exchange database so it can do a near-real time recovery without using a snapshot and replaying transaction logs. Should a recovery need to occur at the remote site, XOsoft WANSyncHA promotes the standby Exchange server to primary Exchange server and manipulates the DNS lookup table to route client requests to the secondary Exchange site.
The one downside with software-based asynchronous replication is that it requires the installation of an agent on the Exchange server, which some organizations may want to avoid. In that case, a hardware appliance that provides asynchronous replication, such as Teneros Inc.'s Application Continuity Appliance (ACA) for Microsoft Exchange, may be a better fit.
Teneros ACA for Microsoft Exchange is installed into the same network where the Exchange server resides. After it receives the Exchange IP address and appropriate security permissions, it creates an exact replica of the Exchange mail store and then goes into standby mode, monitoring the status of Exchange while continuously replicating the Exchange database. If an Exchange failure occurs, Teneros ACA takes over for the Exchange server in a few seconds and provides users with uninterrupted access to their email services.
Archival software provides three critical functions:
- Reduces the size of Exchange message stores and speeds up backups
- Lets companies quickly search and produce emails for legal discoveries
- Preserves emails for specific time periods
For example, Symantec has integrated its Veritas NetBackup software and Enterprise Vault archival software in three key areas: data migration, recall and restore, and policy. Veritas NetBackup lets admins set a policy to migrate data from disk to tape under the management of Veritas NetBackup. However, data remains visible, searchable and accessible for Enterprise Vault users even if it's on tape. Requests for specific emails are passed from Enterprise Vault to Veritas NetBackup, which recalls data from whatever media it resides on.
|Sampler of alternative Exchange protection products
Asynchronous replication and email archiving products may offer specific features that are a better fit for some environments than traditional backup software. Here are some products to consider:
As data expires in the Enterprise Vault archive, Enterprise Vault again sends commands to NetBackup to erase the data. The actual data erasure occurs in the background without any need for admins to get involved except when operators need to load tapes into tape libraries.
CA is also integrating its ARCserve Backup and Message Manager so they share a common policy engine, while CommVault's new Simpana 7.0 software suite permits users to store backups and archives in a single repository managed by the same policy engine.
Backup and beyond
Data protection requirements for Exchange now extend well beyond the traditional model of backup and recovery. Though backup software has been improved and takes advantage of new Exchange features, corporate needs for near real-time availability and access to any and all emails make near real-time failovers and archiving a prerequisite in most enterprise Exchange data protection strategies.


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Category Archives: Important Phone Number
Important Phone Numbers of Meerut
Important Numbers of Meerut
Download : http://download.smartsns.com/file/702894
The above VCF file contains all Important Administrative , Police , Doctors, MP , MLA , Vypar sangh, MDA, Media, Schools, VIP persons of Meerut. Please click on download Link and save to your contacts.
DIG Police, Commissioner of Meerut, IG Police, DM MeerutDIG Police, Commissioner of Meerut, IG Police, DM Meerut, SSP Meerut, SPRA, SP City, SP Trafic, SP Crime, SP, Shanti Niketan, CO Traffic, CO Lines, AO Traffic/Crime, SP Meerut, DSP, State Radio Officer, C. F. O., anCounter inspector Meerut, CO Kotwali, Police Station Kotwali, Police Station Delhi Gate, Police Station Lisari Gate, Circle Officer Brahampuri, Police Station TP Nagar, Police Station Brahampuri, Police Station Partapur, CO Cantt Line, Police Station Sadar Bazar, Police Station Lalkurti, Police Station Railway Road, CO Civil Line, Police Station Civil Line, Police Station Medical, Police Station Nauchandi, Inspector, Lady Police Station, CO Daurala, Police Station Daurala, Police Station Kankerkhera, Police Station Pallavpuram, Circle Officer Kithore, Police Station Kithore, Police Station Kharkhauda, Police Station Mundali, CO Mawana, Police Station Mawana, Police Station Hastinapur, Police Station Behsuma, Police Station Falawada, CO Sardhana, Police Station Sardhana, Police Station Sarurpur, Police Station Jani, Police Station Rohta, CO Sadar Dehat, Police Station Inchauli, Police Station Bhawanpur, Police Station Ganganagar, Police Station Parikshitgarh, AHTU Inspector, Police, Statistical officer, Peshkar SP of Police, Police, Media Incharge/PRO, Police Crime, Police SWAT Team, Inspector Crime, Inspector Surveillance, Inspector CCR, Inspector DCR, Complaint Cell, DCRB Inspector, Chauki Khiwayi Sarurpur, Chauki Pillokhari Lisari Gate, Chauki Madhavpuram Brahampuri, Chauki Lawar Inchauli, Chauki Mulhera Sardhana, Jailor Meerut, SOGRP Meerut,Joint Director, Cyber Crime Cell, FSO, ADM – E, ADM – F, ADM – City, ADM – LA, City Magistrate, ACM – Ist, ACM – IInd, ACM – IIIrd, SDM – Sadar, Tehsildar – SadarTehsildar – Mawana, Tehsildar – Sardhana, Tehsildar Judicial – Meerut, Tehsildar Judicial – Mawana, Tehsildar Judicial – Sardhana, CDO, DDO, Dentist – Dr. Rajeev AnandCardiac Therapist – Dr. Rajeev Aggrawal, Pediatrician – Dr. Neeraj Kamboj, Dr. Rahul Nehra, Neurologist – Dr. Vinod Arora, Principal Medical College, DIOS – MeerutMD Power, Shri Hem Singh Pundir (BJP), Shri Om Prakash Sharma (BJP), Shri Krishan Pal Malik (Lokdal), Shri Raj Kumar Tyagi, Shri Harpal Saini (Lokdal), Shanti NIketan Vidyappeeth, St. Xavier's Girls School, St. Xavier's World School Meerapur, SNVP Meerut Principal SNVP, SNVP Admission, School of Educators,St. Xavier's Girls School Principal St. Xavier's World School Sardhana , St. Xavier's World School Ghaziabad, Jain International School Hastinapur , Director SNVP , Secretary MCMI, MCMI, Nageen Group City Office, Shri Munqad Ali (Member of Parliament), Sarojini Aggrawal (Chairman Panchayat – Kairana), Mr. Vishal Jain, Mr. Pratish Thakur, Mr. Naveen Gupta, Mr. Arun Vashishtha, Shri Rajendra Aggrawal Shri Naveen Gupta (President – Trade Union), Shri Dinesh Khatik (MLA – Hastinapur)Dr. Somendra Tomar (MLA – Meerut South), Satyavir Tyagi (MLA – Kithore), Shri Satya Prakash Aggrawal (MLA – Meerut Cantt), Shri Rafiq Ansari (MLA – Meerut City), Jitendra Pal Singh (MLA – Siwalkhas), Shri Sangeet Som (MLA – Sardhana), Atul Pradhan (Samajwadi Party), Dr. Laxmikant Vajpayee (Ex-MLA), Shri Harikant Ahluwalia (Mayor), MNA, AMNADainik Janwani, Dainik Prabhat, Dainik National Duniya, Dainik Kesar Khushbu Times, Dainik Narad Vani, Dainik Maharashtra, Dainik Hira Times, Dainik Meerut Samachar, Dainik Hindu, Dainik Yuva Reporter, Dainik i-next, Dainik Deep Times, Dainik Voice of Soul, Dainik Jagat Charcha, Dainik Divya Vishwas, Dainik Pratigya, Dainik Satta Ki Parakh, Dainik Navbharat Times, Dainik Rashtriya Sahara, Dainik Hindustan Times, Dainik Times of India, The Hindu, Dainik Shah Times, Dainik Punjab Kesri, Dainik Jansatta, Dainik Humara, Samaj Urdu, The Painion, Vaarta, Hindustan Samachar, Dainik Sach Kahoon, Dainik Bijnore Times, Dainik Kalpatru, Dainik Indian Express, Dainik Mahamedha, Dainik Bhaskar, Dainik Aaj, Dainik Jagran, Dainik Amar Ujala, Dainik Hindustan, Dainik Janwani, Dainik Prabhat, Dainik National Duniya, Dainik Naradvani, Dainik Kesar Khushbu Times, Dainik Times of India, Dainik Bhaskar, Dainik Rashtriya Sahara, Dainik Swatantra Chhayakar, Sahara Samay, IBN-7, ETV, Zee-News, News 24, Star News, CBBC, India TV, NDTV, News Fast, Times Now, Aaj Tak, P7, Shri News, India News, City Hulchal, Aakashvani, K News, Dainik, Amar Ujala, Dainik Jagran, Dainik Hindustan, VC MDA, Secretary MDA.
मण्डल । जनपद के विभिन्न अधिकारियों के दूरभाष नम्बर जिला मेरठ


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6 pieces raw wonton noodle
1 lb petit green mustard,washed throughly
1 cup or more sliced roast-pork-(char-siu)
1 pack or 1 lb fish ball,cut halve
The Broth:
4 sachets wonton seasoning
5 liter water
1 tbsp ground white pepper
2 tbsp sesame oil
Shrimp Wonton:
20 sheet wonton wrapper
20 large shrimp,peeled and cleaned
some water or one egg to seal
For garnishing:
some cut scallion
some fried onion
some cut chili with soy sauce
1:Wrap shrimp wonton ahead of time.Use one shrimp in a sheet of wonton.Seal the edges with water or egg wash.
2:Prepared medium stockpot with water at high heat.When water rolling boil place 2 wonton noodle into the boiling water.Use chop stick and spider sieve to remove the coil of noodle into loose noodles in about 1-2 minutes.Remove cooked noodles immediately to a bucket or bowl of cold running water ,then sieve into a bowl,set aside.(you will have al dente noodles instead of soggy and over cooked noodle)
Use the same stock pot to cook shrimp dumpling in about 2-3 minutes or until cooked,sieve and set aside.Do not over cooked!! Use the same pot to blanch green mustard and fish ball,sieve and set aside.
3:Meantime,use a medium stock pot with water at high heat.Add in wonton seasoning ,sesame oil and ground pepper powder.Check the seasoning when the soup rapid boil.Reduce the heat to low.
4:Place cooked wonton in boiling stockpot for 1-2 minutes,immediately sieve to a serving bowl,garnish with cooked shrimp wonton ,fish ball,green mustard and roast-pork-char-siu.Scoop some hot broth into the bowl,garnish with green scallion,fried onion and serve immediately with cut chili.


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In this article I'm going to be talking about the process behind actually making, testing and publishing a game. It's aimed at the absolute beginner but there should be something of interest here for the intermediate level reader as well. I'm going to be concentrating on making game with Adobe Flash, but the general techniques are applicable to any platform.
What is a game?
"...structured playing, usually undertaken for enjoyment and sometimes used as an educational tool"
I would add that a game should generally contain these three components:
- Interactive element
- Challenge
- Goal
Obviously a game must be interactive, there must be some kind of challenge involved (mental or physical) and in most games there is a predefined goal which the player strives to achieve.
For example, take Pac-Man, one of the most recognisable games there is:
In Pac-man, the interactive component is that you control Pac-Man and can move him left/right/up/down. The goal is to eat all the pills and the challenge is that the ghosts chase Pac-Man and will kill him on touch. The way Pac-Man interacts with the maze-like environment also forms part of the challenge because the maze forces the player to choose the correct route ahead of time in the hopes that a ghost will not head him off at the pass, so to speak.
Pac-Man also contains a nice twist which, in my view, is the key to the game's addictiveness; when you eat a large pill, all the ghosts turn blue and flee as Pac-Man is able to eat them on touch. This reversal of the game rules provides an excellent contrast to the normal game-play; it feels extremely satisfying to eat a ghost and this reversal has the effect of balancing the game-play so it feels fair.
See this essay for a good description of fairness and it's importance in games.
Within Pac-Man there are lessons in not only what a game is, but also what a great game is: that notion of fairness, the satisfaction of eating a ghost, the pleasure of a good job well done once all the pills are cleaned up.
This cleaning and satisfaction mechanic was explored again recently in a game called Katamari Damacy which is excellent fun.
The components of a game
Before we can understand how to make a game, we need to understand what components make up a game at it's most basic level.
- The rules of the game
- The graphics
- The sound
The rules of the game
Most important of all are the rules of the game. These define how the game functions. Here are some of the high-level rules for Pac-Man:
- When Pac-Man touches a pill, he collects it and earns a point
- Pac-Man must collect all pills in a level in order to progress to the next level
- When Pac-Man touches a ghost he loses a life, unless Pac-Man has eaten a large pill in which case the ghost gets eaten
- Ghosts pursue Pac-Man unless he has eaten a large pill, in which case they flee from him
- Walls cannot be passed through, and cause Pac-Man to stop
And so on.
Without rules, a game simply ceases to be a game; with no interactive component and nothing to hold the game together it would just be a bunch of graphics and sounds randomly occuring.
The graphics
Second most important in a game are its graphics. In Pac-Man these are composed of two distinct types:
- Sprites
- Tiles
Sprites consist of anything which can move, like Pac-Man himself and the ghosts:
The tiles makes up the rest of the graphics, and can be thought of as being very much like a font (as in a set of typographic characters), as each character is a fixed width and height (in this case 8x8 pixels):
(image taken from the excellent The Pac-Man Dossier, which you can read for everything you ever wanted to know about Pac-Man)
Each little 8x8 square in the above image comes from the tile-set for Pac-Man, indeed you can see that this tile-set actually does contain the font as used by the game to display the score. If you took every unique tile in the above image and put them into a set, that would be all you needed to re-draw the Pac-Man world:
The above represents a sub-set of what the full Pac-Man tile-set actually looks like. Taking it, I was able to reproduce a Pac-Man like level:
Notice that the everything in the level is composed solely of tiles from the reduced tile set? By creating a small set of building blocks which fit together like a jigsaw puzzle, it becomes possible to create an almost infinite variety of different levels. This process of reduction and re-composition is at the core of all games, even today. The Killzone series (PS2, PSP, PS3) for example makes heavy use of this technique, except it's now in 3d and they call their equivalent of tiles 'building blocks'.
Above is a re-imagined Pac-Man level composed of the same tile-set which Google made for the 30th anniversary of Pac-Man.
You might ask why game developers go to all this effort to reduce and then recreate what they already had in the first place. The reason is memory. It takes vastly less memory to recompose a level from a small set of building-blocks that it would without doing that; in the case of Pac-Man around 13 times less memory is taken by doing things this way.
Assuming each tile definition takes 8 bytes (8 bits x 8 bits), the Pac-Man level was 28x31 tiles - 28x31x8 = 6944 bytes to represent each tile individually. Compared to a tile-set of 32x2, 32x2x8 = 512 bytes. 6944/512 = 13.56.
The last major component of a game is sound, less important than the other two, but still vital to a game. Sound comes in the form of music and sound-effects in games. Take a listen to both in this clip:
The intro music is instantly recognisable as are the sound effects.
The in-game sound effects, particularly the siren like whirring noise, heighten the sense of urgency - once a large pill is eaten, the sound effects change to reinforce the game-play reversal which has occurred, making it even more compelling. As the game-play progresses and the level nears completion, the pitch of the siren noise in the background increases incrementally and with it the sense of urgency - this is great sound design; the sounds not only complement the game-play, they actually alter the player's perception of the game, making it feel much more frantic and thereby heightening the sense of fun.
Back in the days of Pac-Man, all the sounds were programmed waveforms. The music was made up in much the same way as the level is composed from pieces of the tile-set; each particular instrument type would have been programmed for one particular note, and then these notes would have been sequenced to form the music, with just their pitch changing each time.
See this pdf article for more details on how early game sound designers engineered their work.
In modern times audio samples are used for sound effects and mp3s are used for the music. Sound effect samples are just tiny pieces of audio which are triggered to play in game when an event happens, such as when the player collects a power-up or loses a life.
How to make a game
Ok, so now we understand the component parts of a game, the question then becomes: how do we make our own? The answer to this question hinges on whether or not the reader has an understanding of programming. Either way, it's still possible to create a game, it's just that the path will be different.
Implementing the rules of a game
The way the most important component of a game, the rules, are implemented depends on whether the creator has any understanding of programming because these rules are often best expressed as a sequence of logical operations and conditions, which is very well suited to being implemented in a programming language. This doesn't mean that it's impossible to make a game without understanding programming, it just means the way in which one is constructed will be different.
The choice of target platform
Before we get into the nitty-gritty of how to actually go and make a game, it's important to consider the choice of the target-platform. For me, the chief driving force behind this choice is one of exposure; if I make a game, I want as many people as possible to actually get a chance to play it and give me feedback about what they liked/didn't like. Having a high exposure to your game can also present other opportunities like the chance to actually make some money from your creation.
With this in mind, the target platform I'm going to be using in this article is Adobe Flash: it's installed on over 95% percent (source: riastats) of all computers connected to the internet, which is a massive number. It's a solid, mature platform with a lot of on-line knowledge and support available. Crucially, it also has a very large number of Portals such as Newgrounds and Kongregate which will take your game and host it for free, exposing it to millions of players. The cost of getting the same amount of exposure that a portal can provide for free, even for the best game would be prohibitive otherwise; this is currently one of the limiting factors for HTML5, as portals have yet to start supporting it in any great numbers.
Note that you don't actually need to buy Adobe Flash in order to make games for that platform; there are freely available tools that let you build games which target the virtual machine which actually runs the games - in this case it's the Flash plugin in the browser you're reading this webpage with.
Technical fundamentals
At this point it's worth briefly covering some of the fundamentals of how a game works.
The most important thing in the rendering (i.e. drawing the graphics) of a game are frames. Frames can be thought of like the individual images in a roll of cinema film. Keeping the same analogy, the monitor or TV which the game is being displayed on can be thought of as being both the projector and screen. The game is responsible for drawing each frame quick enough that monitor doesn't run out of film, so to speak - this is evidenced in some games where you get a visible lag occurring in a busy part of the game. In general, game developers strive to avoid this lagging as it breaks the player's immersion.
Because of this need to draw every frame of the game, games are often synchronised with the monitor so that the game knows exactly when to run its logic and to draw the frame.
Monitors generally update at 60Hz or 60 times per second, but games are mostly 30Hz or 30 times per second, unless its a game which requires very fast response to player input, like a racing or fighting game.
The baulk of the game logic (reactions to player inputs, collision detection etc) is therefore done once per frame.
Player input is what drives a game; nearly everything which the game logic does is in response to player input in one way or another. Input can come in the form of mouse movements or key-presses. Typically, the main character in a game is driven by such inputs. Because the tactile experience of playing a game comes directly through the inputs, its very important that the response to these inputs feel 'right'. This can take a lot of experimentation and tweaking but the results are always worth it.
Collision Detection is the process of detecting a collision between objects. In Pac-Man this is what stops Pac-Man from being able to pass through the walls and also enables the ghosts to catch Pac-Man when they touch him.
AI or Artificial Intelligence is the thing which drives non player creatures, like the ghosts in Pac-Man. It doesn't need to be as complex as the name implies, just some simple rules will suffice, such as: move towards the player at a constant speed.
The Camera is much like a movie camera in that it governs what we see on screen. Its needed because often the game world is larger than the screen (although not in the case of Pac-Man) and if they player goes outside the bounds of the screen, it would be useful if the camera moved so we can still see the player. It too has simple rules like: only show things which are within the game world and follow the player.
With these fundamentals covered its time to get stuck in.
I don't know how to program
Not a problem. The tool we're going to be using to make games for Adobe Flash is called StencylWorks. Download this and have a read through their website to inspire yourself, it's free.
The thing which makes StencylWorks so appealing is that it works in exactly the same way as I've been describing in this article.
It works using a tile-set and actors (similar to Sprites), has a built-in level editor to allow you to place down the tiles to create your own levels and even has a solution in place for laying down the logical rules of the game without programming:
The best way to get familiar with StencylWorks is to run through their interactive tutorial which should give you a nice knowledge base to build on - after following this simple tutorial you will have a player character moving around on screen and some enemies to avoid:
Abigale's interactive stencyl tutorial (part 1)
Here is another nice walk-through which covers making a Nyan Cat shoot-em-up game.
On this page are a ton of video tutorials for StencylWorks which should keep you busy for a while, just scroll down to see them all.
Once you have a basic understanding of the mechanisms requried to create your own game, it's time to start thinking about what kind of game you want to make, and how to make it good. Skip the I know how to program section to find out.
I know how to program
Ok, great! You can either choose to use StencylWorks as well, or you might find it more familiar to do all the logic with programming. To get set up, you'll want to download the Adobe Flex Compiler SDK and then either Flash Develop or Amethyst for Visual Studio, which is what I use.
You'll need to set Flash Develop up to target the Flex SDK - some excellent documentation to help you out can be found:
Installing Flash Develop
Configuring Flash Develop
Some instructions for installing Amethyst can be found here. Note that Amethyst requires you have Visual Studio already, although you can download a shell version of visual studio 2010 for free which you can then install the 60 day trial of Amethyst on top of.
The choice of which to use depends on whether or not you are already familiar with Visual Studio. If you are, I strongly recommend Amethyst because it lets you take advantage of all the features of VS, including the excellent debugger.
Once you're up and running it's time to get stuck in with learning how Flash works.
Here is the ActionScript 3.0 reference manual from Adobe which is essential reading for when you want to find out what a particular function or attribute does.
Here is an excellent video on getting started with FlashDevelop.
Here is a big list of reference material and tutorials which should help you get started.
Now that you've understood the basics and have stuff moving around on screen, it's time to start learning some more complex stuff. Here are some of the articles which can be found on this site and are specifically designed for this level of skill:
How to make a 2d platform game
How to make a 2d platform game - collision detection
How to make a 2d platform game - ladders and ai
A more advanced tutorial can be found here:
How to make Angry Birds - part 1
How to make Angry Birds - part 2
How do you decide what type of game to make?
The key to this choice is to keep it really small and simple. The truth of the matter is that games are hard work to produce and take a lot of time and effort; the number one thing which will stop you from releasing a game is simply not finishing it. This cannot be emphasised enough.
Take a look at some successful, yet small games such as Winterbells or Totem Destroyer to get a rough idea of the size of the game you should be thinking about.
Once you start building up a body of completed games you will find it much easier to complete larger projects because you'll be able to draw on your earlier work to help you.
Winterbells is a good example of compact game design; the game only has one game mechanic but it does it well enough to make the game addictive. When you're starting out making games it's a good idea to follow the same pattern: just pick one game mechanic and implement it very well. Well enough that you could make the whole game just about that. Once you get the hang of that, you can then start to introduce multiple mechanics which work together to form a genre game, such as a shoot-em-up or platformer.
When starting out, it's best to not even consider trying to make money from your first few games; instead, treat them as an investment in experience.
Here is an excellent article about how game mechanics can be used to build good games.
How do you come up with a game idea?
Take some of your favourite games, look over at the game mechanics they contain (i.e. the mechanisms which enable the game-play, an example would be eating a large pill in Pac-Man and being able to chase the ghosts), pick some that you really like and see if you can put a unique twist on them.
An example would be something like this:
To get inspiration spend some time playing old arcade games in Mame; there are an absolute ton of good ideas just waiting to be re-awakened.
Resist the temptation to copy an existing game, you should instead strive to provide something new and fresh. The reason for this is that when you copy an existing game you start to lose that creative mindset which is so important and will tend to keep falling back on doing things exactly how the game you are copying did them. Avoid this at all costs. It's fine to use concepts from other games, but you must be free creatively.
Make a prototype
Once you've got your game idea, you should try to construct a prototype to test it out. If possible it's a good idea to prototype the rough ideas for a game on paper first before even attempting to make a playable version. Keep it simple, though.
Here is an interesting walk through of a paper prototype for one partciular game.
Once you have the basic paper prototype done its time to move on to the playable prototype. This should be as simple as possible; start out with the core mechanic of the game. Don't worry about things like intro-screens or buttons or other paraphernalia, just concentrate on the actual game-play itself; you probably wont even need sound at this point, but make sure there is a challenge and there is a goal of some kind.
Side note: I was writing a simple 2d platform game for one of my tutorials just recently when I noticed that the game wasn't really fun. The reason was that I didn't have any concept of lives or energy (because I hadn't implemented them yet). Once they were implemented, the game suddenly took on a new angle; the mere fact that you could die and get sent back to the start of the level made you care about the progress you were making through the level, thereby creating that missing element of fun.
My problem was that I'd missed out the Challenge requirement from what makes a game.
The idea of the prototype is that it lets you try out the core of the game in the smallest amount of time. It's very important that this core element be fun and engaging otherwise it's highly unlikely that the rest of the game will be any good.
Once the prototype is complete and is fun, you can start to think about how the rest of the game fits around it. It's recommended to throw the prototype project away and start again from scratch, keeping the design and assets. The reason for this is that the prototype is designed to be thrown together very quickly, which is generally not something you'd want to build a full blown game on top of. By starting again you will be able to fix all the little problems you noticed when building the prototype, since everyone performs a complex task better the second time around. This technique is used by all the major game companies today.
See this article for more details on prototyping. Here is another detailing how the on-paper prototype fits with the rest of the design process
How do you make a good game?
This is the most difficult part of all. You've got your game idea, you've made a prototype, but how do you know if it's any good?
Once you've been working on a game for a while it does get rather difficult to tell if what you've been making is fun. The reason is that being constantly exposed to every minute detail of the game it becomes very difficult to see the wood for the trees. A good way to tell is to leave the game overnight and if you find yourself thinking about wanting to play it the next day, you're probably on to something.
The next thing to do is to get as many people as possible to play it and let you know what they think. It's better if the people aren't family members because you'll tend to get a rose-tinted spectacles response that way.
Collect all their feedback and try to remember one thing: every single piece of constructive negative feedback is correct. Everyone who takes time out to tell you want they don't like is right.
This is a very difficult thing to take on board and it's so, so easy to just start dismissing individual pieces of feedback because they're inconvenient to fix or would take too long. But you must address these issues because if you don't you will end up with a poorer game in the end at which point it will be too late to fix them. Believe me there is nothing worse than seeing a negative review online which mentions one of those bits of feedback that you ignored.
Keep a tally of the most common issues and sort them by frequency; addressing problems in this way allows you to concentrate on fixing the main issues with the game.
If you get a lot of feedback that the game isn't fun, stop work on it right away and come up with a new game idea and a new prototype. It will seem like a waste, but it's an essential step towards becoming a good game designer. In fact it's probably best to come up with a number of potential game ideas at the initial design phase so you have some other work to fall back on.
Starting over is never really starting from scratch in game creation because you'll be able to save some parts of the work you're discarding, whether that be the graphics, or some logic or whatever, it's all part of the creative process.
Here is another article on the role of user feedback in game design
Once your game is complete, you'll want to start getting as many people as possible to play it in order to find all the little bugs that you've missed.
No matter how well you think you've tested it yourself, you can guarantee that the minute you hand it over to someone else they'll find a bunch of horrible problems that you've missed.
A good tip for the intermediate/advanced level programmer is to install an exception handler to catch all unhandled exceptions and display a message on screen (with a call-stack) so the person playing knows they found a bug and should report it to you. Remember to make the message text selectable so the player can copy/paste it.
Even better, if you have a server with a database configured, submit this message directly into the database.
After you've done this it's time to move into testing stage 2, whereby you should sign-up to http://www.flashgamelicense.com as a developer and submit your game for evaluation and testing by other developers only. That means only other developers can see your game and they should be able to provide you with more feedback on any bugs and also give you a review. Once you've done this, gotten as much feedback as possible and fixed any last bugs it's time to think about releasing your game into the wild!
Publishing your game
Congratulations! You're now ready to show your game to the world! Doing this is usually as simple as creating an account at the major portals and uploading your game.
Here is a list of the major portals ranked by website popularity.
Looking through that list you might start to get the impression that you've got your work cut out for you. However, once you've spot picked a few of your favourite portals, you can then upload your game to http://flashgamedistribution.com/ which will do a lot of the work for you via a method called viral distribution. Viral distribution is the process whereby portal owners will see a game they like the look of and take it for use on their own portal, thereby spreading it around the internet. They know that http://flashgamedistribution.com/ has been specially designed to assist in this process so a lot of portal owners go there on a regular basis. To be honest, they also go to the major portals as well, so this process may well just happen automatically.
Good luck!
I've covered every stage of game development from concept to implementation through testing and release. Making a game is not an easy process as you've probably gathered by now; it's much easier to make a few simple game mechanic prototypes though, so don't be put off just yet.
The best advice I can give you is to be persistent and never give up; much like anything in life, making a game requires a huge amount of perseverance especially if you're just starting out. Take things step by step and treat every bit of progress as a triumph.
Until next time, have fun!
Cheers, Paul


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Coronavirus: A Message from the Providers & Staff at Dermatology Specialists of Augusta Coronavirus (COVID-19) Information
Dr. Sanders Callaway and Staff welcome you to the Dermatology Specialists of Augusta website. We hope you find this information helpful and informative. We look forward to serving the Augusta community.
The mission of Dermatology Specialists of Augusta is to provide the highest quality and most compassionate care to all of our patients. We specialize in Medical, Surgical, and Cosmetic Dermatology. We offer numerous treatment options and the latest techniques to help you look and feel your very best. Please take a moment to browse our website and learn more about us.
Thank you!


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But an idyllic break doesn't always have to involve an exotic, far-off destination, as there are a wealth of stunning spots to visit right here in the UK. From peaceful coastal escapes, to lively city breaks, here are nine of the best 'staycation' destinations you could visit this year.
View more


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SWF will be organising an Introduction to Weightlifting Workshop on 26th January, 23rd February, and 23rd March 2019 from 9.30am to 11.30am. The workshop will be approximately 2hrs long and will be at our training centre. This workshop is also strongly recommended for candidates keen to register for our Weightlifting Coach NCAP Technical Level 1 certification.
Registrations is available through the store and the workshop requires a minimum of 4 participants to commence. Maximum intake is 15 pax. Registration is S$45 per participant and is to be made via our online store by the closing date.
All successful registrants will be contacted prior to the Workshop. Participants under the age of 18 will be required to complete a consent form by his/her parent or guardian.
The workshop will be held at the SWF Training Centre – Bedok Sports Hall, 3 Bedok North Street 2, Singapore 469642.
For more details on the certifications and workshops we organise, click here.


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Our COVID-19 Resource section is the go-to place for information on the impacts of COVID-19 on substance use. It features resources from trusted sites and original publications from our experts.
Clearing the Smoke on Cannabis: Regular Use and Cognitive Functioning
Learn more
Impaired Driving in Canada (Topic Summary)
Changing the Language of Addiction
Changes in Stimulant Use and Related Harms: Focus on Methamphetamine and Cocaine (CCENDU Bulletin)
Evidence in Action: CCSA Annual Report, 2018-2019
Clear all
Published: 2019
Published: 2018
Published: 2017
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The Houston Dash have appointed Randy Waldrum as the team's first head coach, the club announced today. Per team policy, details of the deal are not disclosed.
Waldrum, 57, was previously the head coach of the Notre Dame women's soccer team, a position he held since 1999. In his 15 seasons at the helm of the Fighting Irish, Waldrum compiled a 292-58-17 record and reached five national championship matches, winning NCAA Division I championships in 2004 and 2010.
"As a native Texan, I'm extremely excited to come home and begin this new challenge of building a great professional women's soccer team with the Houston Dash," said Waldrum. "The city of Houston has always been a great supporter of soccer and the Houston Dynamo, and I'm anxious to get started on building a women's franchise with the Dash that will make them equally as proud.
"I want to thank Chris Canetti and Brian Ching for providing this opportunity for me to lead this team, and I want to encourage all soccer fans in Houston to come out and support the Dash and the NWSL."
The Irving, Texas, native has coached both men's and women's college soccer for over 30 years with stops including Tulsa (men and women) and Baylor University (women), the latter of which he built from scratch. He has also served as head coach of the U.S. Under-23 Women's National Team since 2012.
"Randy was my first choice when I got involved in the coaching search, so I am extremely excited that he has come on board," said Dash managing director Brian Ching. "His passion and enthusiasm were evident from the beginning of this process and his coaching ability is evident when you look at his success over the years. I am looking forward to working closely with him to make the Dash one of the premiere women's teams in the world."
Waldrum will work with Ching and Dash team president Chris Canetti over the next several weeks to build a coaching staff and roster for the Dash's inaugural season in the NWSL. The league will hold its college draft on Jan. 17, while a date for an expansion draft has yet to be announced. The team announced its first three players—Whitney Engen, Teresa Noyola and Melissa Tancredi—earlier today.
"Randy is one of the top names in women's soccer in the United States and brings instant credibility to the organization," said Canetti. "We are very fortunate to have Randy on our staff, and I am excited work closely with him and Brian Ching on building the club."
Waldrum will be introduced at a press conference on Monday, Jan. 6 at 1 p.m. CT at BBVA Compass Stadium. The press conference will be streamed live at HoustonDynamo.com/live.


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Flock of Road Games
Road trip to Sarasota today to play the Orioles. If you are on the travel roster, better be at Bright House Field for the 9 a.m. bus departure. Players will dress and shower in Sarasota and then bus back to Clearwater, a tentative 6 p.m. arrival. Those who are not on the travel roster will have part of the day off.
Saturday is another split-squad day for the Phillies, one group will play the Pirates in Bradenton while the other will be at Bright House Field to take on the Rays. Game will be televised on Comcast SportsNet and MLB.com.
That morning, starting at 8:45, the Spring Training USA Brunch will take place at Bright House Field. 125 Phillies fans are on the trip, one of three for the month.
Sunday, long ride south to Ft. Myers, this time to face the Twins. Bus departure is 7:45 a.m. With daylight savings kicking in at 2 a.m. on Sunday, what are the chances a player or two will miss the bus because they forget to move their clocks ahead? Another telecast in Philly, this one on WPHL
Both games will be broadcast on 12110 AM, the Big talker, as well as the Phillies radio network and MLB.com.
Sunday, the Legends Game will be played at Bright House field at 5:30 p.m., an event hosted by the Major League Baseball Players Alumni Association. A number of Phillies Alumni will be there.
That evening, John Brazer, Director of Publicity, will broadcast live from Bright House Field on WBCB in Levittown, PA.
Phillies are on the road again Monday (Kissimmee) and Tuesday (Dunedin). Wednesday is a day off. But, if you are looking for some free baseball, minor league games begin on Monday at the Carpenter Field Complex. Two games are on the schedule each day, 1 p.m. starts.
One day, the AAA and AA squads will play (Blue Jays on Monday) and the next day, two Class A squads will be there (Pirates on Tuesday). Don't be surprised if some of the big league Phillies make an appearance in these games.
Alumni Memories
Opening day is fast approaching. We've asked Phillies Alumni for their most memorable opening day moment, minor leagues or majors.
Jim Eisenreich, (OF, 1993-96)
"1993, my first with the Phillies. We opened the season in Houston and I was not in the lineup but since my teammate who was going to start overslept, I was inserted in right field. I remember making a catch down the right field line–it was actually a foul ball–but heard some fan comments about not being bad for an 'old guy.' We won the game which was the most important part of the day."


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uxsandra necesitaba un nuevo diseño de logotipo y lanzó un concurso de diseño en 99designs.
Un ganador ha sido elegido entre 96 diseños de 18 diseñadores freelance.
Pearl Standard
The site: Pearl Standard, as the name implies, will provide gorgeous, high-quality pearl jewelry at very affordable prices. Pearls are unique in the jewelry world - they are very traditional (think Jackie Kennedy), but these days they're also being worn in fun, modern, non-traditional ways. The company: We are a small but sophisticated company with other online successes - we love the good things in life, and making life richer and easier for our customers.
The variety of people who purchase pearls is amazing, really. What we see are:
>> Men, usually 25-60, buying pearls as "Wow!" gifts for the women in their lives: girlfriends, wives, mothers, sisters, and daughters.
>> Professional women, usually aged 20-65, buying pearls for themselves- both for fun and professional attire
>> Women of all backgrounds, usually aged 20-65, buying pearls as gifts for women friends and relatives.
We'd love to be wowed by your creativity! This is a new brand, and we're open to new ideas. Our only constraints are that the logo must:
-- have a horizontal aspect
-- be simple and strong enough to "read" clearly and legibly on the web - i.e., at 72dpi & no taller than 55 px
-- work in both color and in black & white
Stylistically, we're shooting for:
-- clean and contemporary, but with a hint of traditional reference. This is to reflect how pearls are seen by most people (traditional) while strongly promoting their more modern use and aspect
Descubre cómo funciona un concurso de diseño u obtén más información sobre nuestros servicios de diseño de logo.


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- Reception
- >
- Reception Menus
- >
- Reception Menu Cards - Lullaby Collection
Reception Menu Cards - Lullaby Collection
per item
These simple yet elegantly beautiful reception menus will share with your guests what they'll be having for dinner at your reception.
Dimensions: 3.5" x 8.5" (single sided)
Pictured Paper Color: Blush Shimmer
* indicates a required field
product description
Dimensions: 3.5" x 8.5"
Printed Single Sided with Digital Printing
how to order
1. Place your order above for the number of reception menus you'll need. Please allow 2-3 weeks for printing and shipping in the US. International customers should allow for 6 weeks. If you're in a time crunch, you can choose expedited shipping at check-out.
2. Create a Word document with your reception menu content.
3. E-mail the completed Word document to us at email@example.com
4. We'll e-mail a proof of your menus for your review and request any edits. Once we get your final approval, they'll print and ship! You can then get back to checking everything else off of your list!
paper color options
font color options
Please Note: Because all monitors display colors differently, the color on your final printed items may differ slightly than what you see on your screen. Please keep this in mind.
This is also especially important if you are printing on top of any paper color other than White or Ivory. The paper color underneath will slightly affect the color of the printed font.
These colors are just a sampling of what is available. If you have a need for a color that isn't shown here, please contact us with a digital swatch color (you can usually find one using Google Images) after placing your order.
All colors will be printed matte. We cannot print in shimmer/metallic inks.
locally sourced
beautiful design


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SilverStone Strider Gold Evolution (SST-ST85F-GE) 850W Power
Supply- 100% Mudular Cable, 80 Plus Gold Efficiency, 139mm Air
Penetrator Fan with Filter
To make great power supplies even better, SilverStone engineers
delved into the details with the Strider Gold series. In order to reduce
the already low noise generated by the Strider Gold, they replaced the
fan with SilverStones own Air Penetrator, which has superb cooling
ability and is equipped with fluid dynamic bearing. This allowed for
reprogramming of the fan controller to enable lower fan speed at any
given loading condition compared to the predecessor. Various components
were also re-tested and replaced with newer versions for minor boost in
efficiency and performance. An excellent
FF141 fan filter with magnets is even included in the package for
use to reduce dust buildup.
With the fan and component upgrades, the Strider Gold Evolution
series will again encompass wattage range from 750W to 1200W with 80
PLUS Gold level efficiency, ±3% voltage regulation, ±3% ripple & noise,
and high amperage single +12V rail as its main features. For discerning
users looking to get a top-notch power supply with all features covered
and more, this is the perfect solution.
2. 100% modular cable design for use with short cable kit such as
PP05 or for easy removal in case with cable routed and tied down.
3. Powerful single +12V rail design, perfect for future
high-end component upgrades or overclocking
4. ±3% regulation and low ripple &
noise performance for high stability
5. Ultra silent 139mm Air
Penetrator fan with fluid dynamic bearing
6. The
FF141 fan filter can help reduce dust buildup; and with its built-in
magnets, its also extremely easy to attach and remove
Installation guide: Please make sure the fan of power supply and
FF141 filter are properly aligned. The embedded magnet on
FF141 can be effortlessly attached to any steel power supply.
Notice: Please make sure the chassis have enough space to
accommodate with power supply and
Load Range
ST85F-GE Manual
ST85F-GE Multilangush Manual
24pin motherboard and 4+4pin (8pin) ATX/EPS12V extension cables
PP05 with a compatible Strider series PSU for the ultimate SFF power


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Right Fist (Bloated)
Perhaps the most iconic Transformer of all time, the original Generation 1 Optimus Prime was on the Xmas want list of every boy in North America in 1984. Of note to collectors should be the various variations on smokestack length, missle colour, Roller colour, fist and rifle size and the presence of stickers vs. raised panels on the floor of the trailer. The toy has also been re-released numerous times with slight changes along the way. A must have for any serious TF fan.
Released in these products:
Belongs to these items:
See an error? Report it!


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We've got it all. Check out our current promotions to find something you'll love!
Relax after a long day with this plush, casual recliner in your home. The supple pad-over chaise leg support thrives in tantalizing comfort that you are sure to love. This double reclining sofa is perfect for putting your feet up with the easy recline mechanism and letting the worries of the day pass you by. Flat welt accents complete the look of this sofa for a casual, laid back place to watch TV with your family and friends in the utmost of comfort.
The 122 Casual Reclining Sofa With Pillow Top Arms at Sadler's Home Furnishings in the Anchorage, Fairbanks, Sterling, Alaska area. Product availability may vary. Contact us for the most current availability on this product.
Relax in stunning plushness and comfort with this casual collection in your home. Choose from either power recline or manual recline for each of these pieces to find the one that is perfect for you. Put your feet up and watch TV in casual style and opulent comfort with this collection in your home. Pillow top arms, and pad over chaise leg support give it a laid back feel that you are sure to love in your home. With the addition of this collection, you can't go wrong.
The 122 collection is a great option if you are looking for Casual furniture in the Anchorage, Fairbanks, Sterling, Alaska area.
Browse other items in the 122 collection from Sadler's Home Furnishings in the Anchorage, Fairbanks, Sterling, Alaska area.
This item has been tagged as: Sectional with Recliner, Recliner Sectional, Reclining Sectional, Seating, Couches, Couch, Sofa, Reclining Home Theater Furniture, Living Room Furniture, Accent Furniture, Reclining Love Seat, Loveseat Recliner, Reclining Couch, Reclining Sofa, Couch with Recliner, Sofa with Recliner, Motion Furniture, Moving Furniture, Living Room Furniture, Family Room Furniture, Great Room Furniture, Den Furniture, Home Furnishing
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