text:
Cruise Holidays of Edina
(952) 922-4800
Rocky Mountaineer offers over 70 unique Canadian vacation packages and four spectacular train trips through British Columbia, Alberta and the Canadian Rockies. Best known for the world-acclaimed Rocky Mountaineer® train, a two-day, all daylight rail journey through the Canadian Rockies, the company also offers trips onboard the Whistler Sea to Sky Climb train, a three-hour experience between North Vancouver and Whistler, BC.
The Rocky Mountaineer Train
Travelling onboard the Rocky Mountaineer is an unforgettable experience, considered by many to be, a trip of a lifetime. The two-day rail journey recaptures the romance of rail travel as it follows the historic train route constructed over 100 years ago through Canada's West and the Canadian Rockies, uniting the country. The entire train ride takes place during daylight hours to ensure you enjoy every minute of the breathtaking scenery of glacier-fed lakes, majestic mountains ranges and ferocious rivers.
The Rocky Mountaineer train travels in both eastbound and westbound directions between the beautiful coastal city of Vancouver, British Columbia, the resort town of Whistler, British Columbia, and Jasper or Banff and Calgary, Alberta.
The Whistler Sea to Sky Climb Train
The route delivers the unique blend of contrasts that the Sea-to-Sky region is famous for: cities and old-growth forests, bustling action and natural serenity, deep valleys and snow-capped mountain peaks, seascapes and mountain views.
You have the choice of enjoying a trip on the Whistler Sea to Sky Climb independently or in conjunction with several different vacation packages. Some will include a ride on the Fraser Discovery Route, a two-day or three-day, all daylight journey between Whistler, Seattle and Jasper, Alberta.
To learn more about a Rocky Mountaineer, please contact Cruise Holidays of Edina today!


text:
Several conditions may be confused with
lupus (systemic lupus erythematosus, or SLE). They
share some but not all of the symptoms of lupus. For example, rheumatoid
arthritis begins with joint pain and swelling. And fibromyalgia begins with
fatigue and joint pain. But as the condition continues, people with lupus
develop skin rashes or symptoms in other organs, such as the heart, lungs, or
kidneys. And they will test positive for
antibodies produced by the
immune system that help to identify lupus.
Conditions that may have symptoms similar to lupus:
Last Revised:
May 10, 2012
Healthwise Staff
Medical Review:
Anne C. Poinier, MD - Internal Medicine & Nancy Ann Shadick, MD, MPH - Internal Medicine, Rheumatology
This information does not replace the advice of a doctor. Healthwise, Incorporated disclaims any warranty or liability for your use of this information. Your use of this information means that you agree to the Terms of Use. How this information was developed to help you make better health decisions.
To learn more visit Healthwise.org
© 1995-2012 Healthwise, Incorporated. Healthwise, Healthwise for every health decision, and the Healthwise logo are trademarks of Healthwise, Incorporated.

subset: commoncrawl


text:
Friday, August 27, 2010
52 Weeks to Better Genealogy – the DAR Database
The last time I visited the DAR database was years ago. Tonight, as part of the 52 Weeks to Better Genealogy challenge, I took another look at it, and I'm really glad I did.
I thought I had no direct line ancestor with any military service during the Revolutionary War. I knew some of my Lair ancestors had brothers who served, but when I discovered that my immigrant ancestor, Matthias Lehrer/Lair, played a part during the war, I was thrilled. At this time, I don't know how significant his role was, only that he was paid for the loss of a gun.
Also, more significantly, I discovered that another direct-line ancestor, Issacher Nicke(r)son, apparently had some service, under Capt. David Waterbury. I will need to find more information on this, and joining the DAR based on this ancestor's service will be difficult. His son, Aaron, is said to be the father of my ancestor Joseph Nickeson, and even working with the Nickerson Family Association, I have not been able to find proof of that relationship. But there's hope!
2 comments:
Matthias Lehrer/Lair ?? Wife of Catharina Margaretha Moyer?? Born ca 1714 Germany, died ca 1792 Rockingham County Virginia.ReplyDelete
If so, he is my 6th great grandfather, I have a bit of notes on him, be happy to share. Email me, lashbrooke5 AT yahoo DOT com.
Carol, I thought we had a connection with the Stevens in Bremer county, Iowa, but looks like we're cousins now! lol Will email you with the details of my connection.ReplyDelete
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text:
महाराष्ट्र विधानसभा चुनाव के नतीजों के 19 दिन बाद राष्ट्रपति शासन लग गया. किसी भी दल को बहुमत न मिलने के चलते 24 अक्टूबर के बाद राज्य में सरकार गठन ना होने के कारण यह निर्णय लिया गया। राष्ट्रपति शासन लगने के साथ ही वहां की विधानसभा निलंबित अवस्था में आ गई है. हालाँकि राज्य में इस वक्त 6 महीने के लिए ही राष्ट्रपति शासन लगा है. लेकिन अगर कोई भी पार्टी या गठबंधन पहले आंकड़ों का जुगाड़ करता है तो इसे 6 महीने से पहले भी खत्म किया जा सकता है।
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Skin Care Routine for Acne Prone Skin for fighting Pimples, Dark Spots | JSuper Kaur
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Hyderabad: Asaduddin Owaisi, AIMIM in Hyderabad commented on the Maharashtra's political situation and said that his party neither supports a BJP led Govt nor a Shiv Sena led Govt. Speaking to ANI, Owaisi said, "We will neither support a BJP led Govt nor a Shiv Sena led Govt, we reiterate our stand. I am happy now if Congress and NCP are supporting Shiv Sena, people will know who was cutting whose votes and who was colluding with whom." AIMIM won two seats in Maharashtra Assembly elections.
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The score was locked at 1-1 and the match looked to be headed towards extra time before a certain Ravi Rana decided to take matters into his own hands, or rather feet. Sensing an opening, he sent down a thunderous effort from 30 yards that rifled into the top corner – ensuring that India clinched the match and as a result, their first-ever SAFF U18 title as well in the process.
"There was a lot of emotion involved in the final. We were disappointed after drawing against Bangladesh and were determined to make things right in the final. I saw the angle was open for the shot and I'm glad the ball sailed in. It was a really special moment for me and I'm glad I could contribute to the victory," the youngster said while recalling his heroics from September this year.
Born in Jammu, a young Ravi followed his brothers and developed a love for the beautiful game at a very young age. He recalled, "I have three elder brothers and I started playing football seeing them. We used to play on the roof our house all the time and when I turned nine, I joined a local club named Shaheen."
He moved to Jamshedpur in 2016 to pursue his footballing dream and just a year later, he broke into the junior national team set-up and made an explosive debut in Indian colours in the SAFF U15 Championship, scoring a hattrick in a 9-0 win against the Maldives.
Rana was also a vital part of the side that reached the quarterfinals of the AFC U16 Championships last year - starting in all four matches for coach Bibiano Fernandes' team.
"Playing in the AFC U16
Ahmed Patel address media after Centre Imposes President's Rule in Maharashtra.
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Sensex drops 50 points, struggles during early trading
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Qurbani Ka Mahina Hai...
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God gives You..
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The "MONICA BELLUCCI PHOTO" has pictures of your favorite actresses, sports, music and other celebrities. All photos are free for viewing. You can set the image as wallpaper. Check It and Enjoy.
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This super addictive fun "BAHUBALI TEMPLE RACE" is now out in Play store!
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"TUBELIGHT SHOOTER" game is very fun addicting game.
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Download it and give your feedback about the game.
"TUBELIGHT SHOOTER" is free to download and play.


text:
The first community model capable of tracing the origins of computer-generated information is now available. University of Southampton School of Electronics and Computer Science professor and researcher Luc Moreau, says that the new model will lead to better degrees of trust online.
A new paper titled "The open provenance model core specification", written by Moreau and a community of international researchers, describes the Open Provenance Model (OPM), designed to represent the provenance of information.
"Provenance is a term used in diverse areas such as art, archaeology and palaeontology, which describes the history of an object since its creation," said Moreau. "Its main focus is to establish that the object has not been forged or altered, and we have found that we can now do the same with computer-generated data. By understanding where data comes from, users can decide to trust data."
In 2006, Professor Moreau launched the Provenance Challenge series, an international, multidisciplinary effort aimed at exchanging provenance between information systems. It led to the design of the OPM, its actual use in the Provenance Challenge, and its revision according to an open-source-like community process.
The team has developed a model that traces the origins of information and allows these provenance details to be shared between systems. The new model has already had some take-up by academia and industry. The next step is for a provenance data model of this kind to receive a seal of approval from the standardization body.
"Provenance is well understood in the context of art or digital libraries, where it refers respectively to the documented history of an art object, or the documentation of processes in a digital object's life cycle," said Moreau. "Interest in provenance in the e-science community is also growing, since it is perceived as a crucial component of workflow systems that can help scientists ensure reproducibility of their scientific analyses and processes."


text:
After months of running on a wing and a prayer my Gateway piece of crap now says it cannot write to Drive C. This week's page was on it. I'm thinking about having one last bonding experience with that old computer, involving a target range and a Kalishinikov.
So I'm back to scrawl and scan, whenever I can get onto my roomate's comupter, which isn't often. The run of weekly updates, to my immense frustration, is over with. Sorry.


text:
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Welcome to Silverfish. This site uses cookies. Read our policy.
If you want to keep your bike paint in tip-top shape, these frame protector clear sticker kits are your best route.
It happens to all of us - we scratch the paint job on our precious steed. If you want to keep your bike paint in tip-top shape, these Frame Protector clear sticker kits are your best route. Cut to fit each bike model and in glossy or matte to best match your paint job. Each kit includes pieces to protect the downtube, seat tube, chainstays, seat stays, head tube and bottom bracket. Before installing, please visit our Support page and read the protector guide for your bike model.
Silverfish UK Ltd. Units 3a-3c Woodacre Court, Saltash Parkway Industrial Estate, Burraton Road, Saltash, Cornwall, United Kingdom, PL12 6LY
Silverfish UK Ltd. (Registration No. 4075057).
Technical specifications are for guidance only and cannot be guaranteed accurate. All offers are subject to availability and while stocks last. Errors and omissions excepted. Silverfish UK Limited acts as a credit intermediary and only offers credit products for Close Brothers Retail Finance. Its registered office is: Close Brothers Group plc, 10 Crown Place, London EC2A 4FT. Credit is subject to application and status.


text:
This article provides information on the Microsoft application DebugView.
Applies to the following Sophos products and versions
Not product specific
DebugView is a Microsoft application that lets you monitor debug output on your local system, or any computer on the network that you can reach via TCP/IP.
Some Sophos products generate debug information, however this information is not logged to a particular file and hence there is no record of it written to disk. When troubleshooting certain problems we may ask you to run DebugView to capture this output and send it to us for analysis or you may find other knowledgebase articles requesting DebugView be used.
The log file, and normally an output from Sophos Diagnostic Utility (post-capture) should be sent to us for analysis. Either reply to the last email you received from us on the already open case or upload the files to your case with our web form (include your existing case reference).
Note: The web form allows files up to 30 MB in size. If the file(s) is still too large consider zipping up the file before emailing/uploading.
The program can be download from the Windows Internals page or from live.sysinternals.com.
To avoid this error right-click the program and select 'Run as administrator' as shown below.
If you've spotted an error or would like to provide feedback on this article, please use the section below to rate and comment on the article. This is invaluable for us to ensure that we continually strive to give our customers the best information possible.
Every comment submitted here is read (by a human) but we do not reply to specific technical questions. For technical support post a question to the community. Or click here for new feature/product improvements. Alternatively for paid/licensed products open a support ticket.


text:
Classes (C# Programming Guide)
A class is a construct that enables you to create your own custom types by grouping together variables of other types, methods and events. A class is like a blueprint. It defines the data and behavior of a type. If the class is not declared as static, client code can use it by creating objects or instances which are assigned to a variable. The variable remains in memory until all references to it go out of scope. At that time, the CLR marks it as eligible for garbage collection. If the class is declared as static, then only one copy exists in memory and client code can only access it through the class itself, not an instance variable. For more information, see Static Classes and Static Class Members (C# Programming Guide).
Unlike structs, classes support inheritance, a fundamental characteristic of object-oriented programming. For more information, see Inheritance (C# Programming Guide).
Declaring Classes
Classes are declared by using the class keyword, as shown in the following example:
public class Customer
//Fields, properties, methods and events go here...
The class keyword is preceded by the access level. Because public is used in this case, anyone can create objects from this class. The name of the class follows the class keyword. The remainder of the definition is the class body, where the behavior and data are defined. Fields, properties, methods, and events on a class are collectively referred to as class members.
Creating Objects
Although they are sometimes used interchangeably, a class and an object are different things. A class defines a type of object, but it is not an object itself. An object is a concrete entity based on a class, and is sometimes referred to as an instance of a class.
Objects can be created by using the new keyword followed by the name of the class that the object will be based on, like this:
Customer object1 = new Customer();
When an instance of a class is created, a reference to the object is passed back to the programmer. In the previous example, object1 is a reference to an object that is based on Customer. This reference refers to the new object but does not contain the object data itself. In fact, you can create an object reference without creating an object at all:
Customer object2;
We do not recommend creating object references such as this one that does not refer to an object because trying to access an object through such a reference will fail at run time. However, such a reference can be made to refer to an object, either by creating a new object, or by assigning it to an existing object, such as this:
Customer object3 = new Customer();
Customer object4 = object3;
This code creates two object references that both refer to the same object. Therefore, any changes to the object made through object3 will be reflected in subsequent uses of object4. Because objects that are based on classes are referred to by reference, classes are known as reference types.
Class Inheritance
Inheritance is accomplished by using a derivation, which means a class is declared by using a base class from which it inherits data and behavior. A base class is specified by appending a colon and the name of the base class following the derived class name, like this:
public class Manager : Employee
// Employee fields, properties, methods and events are inherited
// New Manager fields, properties, methods and events go here...
When a class declares a base class, it inherits all the members of the base class except the constructors.
Unlike C++, a class in C# can only directly inherit from one base class. However, because a base class may itself inherit from another class, a class may indirectly inherit multiple base classes. Furthermore, a class can directly implement more than one interface. For more information, see Interfaces (C# Programming Guide).
A class can be declared abstract. An abstract class contains abstract methods that have a signature definition but no implementation. Abstract classes cannot be instantiated. They can only be used through derived classes that implement the abstract methods. By constrast, a sealed class does not allow other classes to derive from it. For more information, see Abstract and Sealed Classes and Class Members (C# Programming Guide).
Class definitions can be split between different source files. For more information, see Partial Classes and Methods (C# Programming Guide).
In the following example, a public class that contains a single field, a method, and a special method called a constructor is defined. For more information, see Constructors (C# Programming Guide). The class is then instantiated with the new keyword.
public class Person
// Field
public string name;
// Constructor
public Person()
name = "unknown";
// Method
public void SetName(string newName)
name = newName;
class TestPerson
static void Main()
Person person = new Person();
person.SetName("John Smith");
// Keep the console window open in debug mode.
Console.WriteLine("Press any key to exit.");
/* Output:
John Smith
C# Language Specification
For more information, see the following sections in the C# Language Specification:
1.6 Classes and objects
10 Classes
See Also
Members (C# Programming Guide)
Methods (C# Programming Guide)
Constructors (C# Programming Guide)
Destructors (C# Programming Guide)
Objects (C# Programming Guide)
Change History
July 2008
Removed misleading statement about base access.


text:
- Computing Products
- Software
- Software
ALM, BPM, SOA, and XBRL
Fujitsu Interstage is a complete suite of modular and flexible software that helps companies continuously visualize and optimize their business operations with governance in place.
Systems & Network Management
Systemwalker is an Integrated Product Family with Tools Permitting System and Network Administration, Performance Monitoring, Asset and Job Management.
Contacts and technical information for Symfoware Server, a Relational Database Management System
Fujitsu Middleware Support Lifecycle
Fujitsu provides comprehensive support offerings for its middleware products. Details of the support lifecycle for Fujitsu's middleware products are described here.
Business Applications
GLOVIA ERP Solution, SCM, eCommerce, Web-enabled B2B Transactions
Scientific Applications
CAChe Group Computer-Aided Chemistry for Experimental & Medicinal Chemists
Developer Tools
(Contacts, Alchemy Solutions, our business partner)
Fujitsu COBOL, NetCOBOL for .NET Windows, Linux, Unix
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text:
Vintage Dictionary Page Art Print | Musketeer Cat Graphic Art Manipulation with Sparks of Glitter 11''X14'' Mat
Vintage Dictionary Page Art Print | Musketeer Cat Graphic Art Manipulation with Sparks of Glitter 11''X14'' Mat
Musketeer Cat Graphic Art Manipulation with Sparks of Glitter
Print size: Slightly larger than 8 1/2" x 11" (A4-US paper) Perfect for a standard mat with an opening for 7.5''x9.5'' or 8''X10''. The image size fits inside the mat opening as shown.
Final dimensions(what you'll get): The Mat frame is 11''X14'' and the opening is 7.5''X9.5''. This old page print is beautiful with or without a mat.
The Process: In the printing and creative process we are using professional pigments(ChromaLife100+) which are not only a high-end ''tool'' to extract the perfect saturation but are well known for them longevity and in addition to that we come with an artistic hand painted ''spark'', unique for every each print. Nobody will get an exact copy of another. The glowing glitter not only that brings more charm to the print but gives it a 3D like aspect too.
Reasons to consider it a perfect gift:: AFFORDABLE, UNIQUE, HANDMADE, ECO-FRIENDLY...
Brain Damage Art has been born from curiosity, love for art and passion for creation.Every each print is one of-a-kind piece of art. You will not get the exact book page shown in the image but you'll get a print from the same book. We are using antique and vintage books so some imperfections can occur… but this is another aspect that make it unique. The book pages we use are a warm and creamy golden color, which, together with its texture, underscores and enhances the beauty of the exquisite and original graphic design or/and image manipulation printed upon it!
Shipping: FREE for United States and Canada
Every print or cardboard framed print comes in a clear plastic self adhesive bag
*we are using Rigid Paperboard Mailer to secure and prevent corner bending in the shipping process


text: Heads up, Seattle Jezebels! Meet your almost-no-longer-anonymous local Jezebels tonight at 7 p.m. at the Nitelite (1926 2nd Ave, same block as the Moore Theatre). If you're having a meet-up in the future, e-mail us the day before and let us know! (And yes, there's also a New York drink thing tonight.)


text:
Hello everyone,
just wanted to share with everyone the latest project that I have finished to a Portuguese Audiovisual Festival. The monochromatic aesthetics is the main concept of the festival so I tried to mix a little bit of motion design with a couple of particle & fluid effects, having always in mind the specific areas of competition - Audio, Photography and video. I decided to post in this forum because I used to post a lot of stuff and unfortunately I don't have the time that I would like to do so. I´ve made a couple of shots with Realflow that I wanted to share with everyone here.
Hope you all have the time to check it.
Thank you for your time.
The School of Arts from the Portuguese Catholic University - Porto opens its doors to monochromatic aesthetics. The 12th Black & White Audiovisual Festival, which receives video, audio and photographs in black and white, will take into competition works from all over the world.
More info about the project here: behance.net/gallery/26562469/BLACK-WHITE-2015
Thank you all for your time .
|Motion Design - 3D - Dynamics - Fluid & Particle Simulation - Texturing - Illumination - Rendering| Vitor Teixeira
|Editing & Mixing| Nuno Cortez & Vitor Teixeira
|Post production, Compositing & Editing| Vitor Teixeira
Directed by Vitor Teixeira
Music by Nuno Cortez
Completion date: 09/02/15
Kit: 3ds Max, PFlow, Rayfire, FumeFx, Krakatoa, XMesh, VRay, Realflow, Nuke, Sony Vegas Pro, Illustrator, Photoshop & After Effects.
Showcase your finished work
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- Vitor Teixeira
- Posts: 312
- Joined: Thu Jul 23, 2009 1:47 pm
- Location: Porto, Portugal
- Contact:
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Artist description:
Baglion wishes everyone at RMD a happy New Year and hopes you have an awesome 2013! (She's using an Ice attack here btw.)
Java Draw Created Jan 01, 2013 640 x 460px Unless noted Copyright 2013 changingfavorite.
We encourage you to submit a comment and let the artist know what you think of this drawing. Please log in or join to post a comment.
Post a comment
I'm a littleeee late(or a lot) but happy new year! Soo cute.♥
very nice drawing! happy new year to you too^^
Sooo cute draw...5/5h.. happy new year too.!
hehe wat a sweet n silly description, also like how cute dis draw is :3 wat a happy lookin animal- dem ears :p
And a happy new year to u too! Baglion is as cute as always and it's an amazing drawing as always
cute drawing! happy newyear too!


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Media Contact
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About Europa Technologies
Europa Technologies is an award-winning specialist in digital maps and associated services for a wide variety of market sectors and applications. Our resources allow organisations with international interests to better understand their customers, assets and markets, in a geographic context, to gain a competitive or strategic advantage. Mapping products and services from Europa Technologies are used by many Fortune Global 500 companies, governments and several missions of the United Nations. The company has global licence agreements with a number of leading Internet-based service providers including Google. Through deployment via Google Earth and Google Maps alone, our world data products have been seen by over one billion people, approximately 1 in 7 of the world's entire population. The company's identity is captured in its mantra: "Success, located."
Specialist areas
- Global digital maps
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Summary of Awards
- WINNER – OS MasterMap Award for Better Mapping, British Cartographic Society Awards 2012
- HIGHLY COMMENDED – Best Use of Technology, Thames Valley Business Awards 2012
- FINALIST – UK Top 10, Dell Small Business Excellence Awards 2009
- WINNER – Small Business Category, Toast of Surrey Business Awards 2009
- WINNER – International Business Award, Surrey Business Awards 2009
- FINALIST – Small Business of the Year, Surrey Business Awards 2009
- Deloitte Fast 50 (London and South East) 2004
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One-day parking changes accommodate midyear student move-inParking changes will be in effect as midyear students arrive on Thursday, Jan. 10.
The midyear class will move into the Village Residence Hall. To provide a welcoming arrival for the students and their families, the following one-day parking change will be initiated on Thursday:
Midyear students and families will be directed to park within the front half of the Theater Parking Lot. The rear half of the Theater Parking Lot will be accessible to faculty/staff who normally park in this location. During the move-in process, from 9 a.m. to 5 p.m., all vehicle traffic should exit from the Theater Parking Lot via the rear road adjacent to the Epstein Building. Parking for faculty/staff will also be available, within the South Residence (X) lot.
To assist with the setup process, all vehicles must be removed from the Theater Parking Lot by 8 p.m. on Wednesday, Jan. 9. Vehicles not moved from the lot will be subject to ticketing and possible towing.
Please direct any questions or concerns to Director of Public Safety Ed Callahan via email or at (781) 736-4240.
Return to the BrandeisNOW homepage
Categories: General, Student Life


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Saturday, June 16, 2018
Kindle Fire and Amazon Gift Card Giveaway
77 comments:
My favourite genres (in no particular order) are action and adventure, romance and psychological thrillers/mysteries.ReplyDelete
My Kindle is jammed with so many genres. I'd say mostly science fiction, horror and cozy mysteries. I enjoy these genres the most.ReplyDelete
"What kind of books do you like to stock your e-reader with and why?" Fantasy, lots of fantasy, so as to be transported while standing in the line at Starbucks.ReplyDelete
Awesome giveaway hope to win! Thanks for th chance!💕ReplyDelete
I really like YA books.ReplyDelete
Lovely set of booksReplyDelete
I feed my KIndle with freebies and books that are considerably cheaper as eBook compared to physical books.ReplyDelete
I don't have an e-reader, prefer paper books. I like romances.ReplyDelete
I fill it up with a lot of different genres because I'm totally a mood reader so I always need different options to choose from.ReplyDelete
I don't have an ereader but if I did, like my bookshelves, it would be stocked with a variety of styles as I like to alternate something lightweight with something more complexReplyDelete
I enjoy a lot of genres, but usually fantasy and historical action books are my fave, and I do store a few on my kindle appReplyDelete
I like box sets because I have more to readReplyDelete
I like contemporary romance. Love happy endings.ReplyDelete
Romance, mostly. Contemporary, New Adult, Suspense, etc.ReplyDelete
Well...anything that is free on amazon! though mostly romance is free and sounds good so romance thenReplyDelete
I love thrillers especially the ones with unpredictable twistsReplyDelete
Mostly romantic reads to take on holiday....easy and relaxing reading.ReplyDelete
I don't have a dedicated e-reader but I do use my iPad with the Kindle app for ebooks. Almost all of them are paranormal fiction - some of them I have obtained for free from the authors and some I've bought at low cost from Amazon's Kindle Store, usually after receiving the first book in a series for free and liking it enough to buy the others. I still prefer physical books on the whole and I tend to buy my favourite fantasy authors in this way but paranormal ebooks are convenient for travelling and one or two of my favourite paranormal authors do not publish in print form. However, I will not pay more than £3 for an ebook - I think its ridiculous that some ebooks are just as expensive as the physical book. Rafflecopter entries are in my real name NIKKI HAYES, thanks for another fantastic giveaway :o)ReplyDelete
Love Mystery and Thrillers as they are my favourite genre. Love a gripping book with suspenseReplyDelete
- AnonymousJune 17, 2018 at 10:39 PM
If I had a Kindle I would stock with all sorts of latest fictionReplyDelete
I have all sorts of genres, so I can read whatever I fancy at the time. I love the classics and often read them time and again, such as price & Prejudice or little women. I love a thriller or a romance for holidays. Not many genres I don't enjoy.ReplyDelete
Anything and everything romance, because I swoon for love stories!ReplyDelete
I am an eclectic reader, but historical fiction is a great favourite.ReplyDelete
Anything thats going to make me feel like I'm part of the story!ReplyDelete
I like to stock my ereader with romance books because the horror ones I prefer in paperback :)ReplyDelete
I'm really into authors like Tess Gerritsen and Karin Slaughter, who are my favourites, but I read all-sorts.ReplyDelete
I don't have an ereader, thats why I am entering this, but I would stock up the ones I love that I re-read over and over again. I would have Scott Sigler books on there (I am reading this fab series right now) and I would have all of my fae books on there to re-read...prob a ton of C.C. Hunter as well as my fav author Kelley Armstrong. I read qute a bit and there are certain books that I absolutely refuse to sell or even borrow out lolReplyDelete
I don't have an ereader, but I'm sure it would be a good mix of genres as well as adult, YA, and middle-grade, as I tend to like to like to read a little of everything.ReplyDelete
I love romance because i love imagining whats going on in the storyReplyDelete
Clean romances because they're sweet!ReplyDelete
Lots of mystery and crime books!ReplyDelete
I like fantasy ecc...ReplyDelete
I would stock my e-reader with an assortment of types of books. Im always in the mood to switch up my taste based on my mood.ReplyDelete
I stock it with mostly historical and paranormal romance books, because those are what I prefer to read.ReplyDelete
I enjoy ya, mysteries and horrorReplyDelete
This comment has been removed by the author.ReplyDelete
I like nonfiction books that I can dip into in my spare time.ReplyDelete
- Jessica BarberJune 25, 2018 at 7:54 PM
Mysteries/suspense thrillers are my favourite kind of book so I'd definitely have to go for those!ReplyDelete
I love classic fantasy, that bring me back to my childhood :-)ReplyDelete
I like to stock short stories, so I can read them when I'm waiting for appointments.ReplyDelete
I read lots of free ebooks and memoirs on my kindle. Memoirs are the most interesting books for me!ReplyDelete
I like to stock my e-reader with anything that is free or low priced.ReplyDelete
I like to stock my e-reader with vintage books, classics mainly, but also novels such as those written by Mary Stewart. I can't find many modern books that are uplifting and leave one with a sense of peace.ReplyDelete
I don't yet own and e-reader but enjoy many different genres.ReplyDelete
Fantasy and crime books.ReplyDelete
humourous you got to laugh in life xReplyDelete
Lots of different genres as I enjoy a variety of books on the move.ReplyDelete
horror books love myself a good scareReplyDelete
Murder mysteries, modern and golden age, I just find them relaxing and involving. And Georgette Heyer's romances, old comfortable favourites.ReplyDelete
My Ereader is a real ecclectic mix of books! I like some sci fi, true life stories (like First They Killed My Father), horror (zombies!!) and adventure novels!ReplyDelete
I'm into fantasy stories lately so those :)ReplyDelete
I do have an e-reader that was given to me as a present but apart from the 100 that were already on it I've never put a book on it. I guess I'm old fashioned, I enjoy holding a book in my hand when I'm reading.ReplyDelete
I like to read a mix of genres, so anything from the classics to YA.ReplyDelete
I'd like to stock your e-reader with romantic novels because I absolutely enjoy reading love stories, as it refreshes me a lot...ReplyDelete
Paranormal, horror and thrillers! Love getting my heart pumping and twist and turnsReplyDelete
Thrillers, horror or crime novels. Because I find them interestingReplyDelete
I like non fiction books, interesting stuffReplyDelete
All kinds but it is especially great for finding free and cheap books.ReplyDelete
Mostly Young adult because they're easy reads :)ReplyDelete
- Anna ZJuly 19, 2018 at 9:02 AM
I do not have an e-reader but I love historical novels.ReplyDelete
I don't have one yet, but if I did I would probably fill it with classic literatureReplyDelete
I would stock my e-reader with mysteries, thrillers, crimes because those are my favorite genres, and also Bill Bryson's books, because i just love them, they are usually very funny with great point of view and attention to simple little details, I'd love to read again and again. I also love Pippi Longstockings and other children books which i always love.ReplyDelete
i love allsorts! i love to have a good varietyReplyDelete
I love psychological thrillers!ReplyDelete
I read the reviews and make the decision or failing that I go by recommendation. The last book I read was Eleanor Oliphant is completely fine, it was fabulous xReplyDelete
I love to read crime and fantasy books. I have always been interested in crime since a young age.ReplyDelete
Children's books :) because I love to escape back to a time when things were so much more carefree! Especially the books/authors I remember reading as a childReplyDelete
Historical fiction - I cannot get enough of those!!ReplyDelete
I really enjoy books about spirituality and motivational books xReplyDelete
I love thrillers and childrens books, and the odd modern romanceReplyDelete
I don't have an e-reader. The books I read vary depending on how I'm feeling. I especially like books set in exotic far way places. I am currently reading a book set in Kenya during the 1920s.ReplyDelete
- BookLadyJuly 22, 2018 at 2:18 AM
I enjoy paranormal romance and urban fantasy because of the interesting characters and fantastic world building.ReplyDelete
Classics, fantasy, adventure and many more different genre books. I like to have a variety of books so I can read different books depending on my mood.ReplyDelete
I enjoy a big variety of books. I just like relaxing at night with a good read.ReplyDelete
Paranormal Romance because I have all ways love Paranormal Stuff.ReplyDelete
I like to stock up with mystery and romance novels for my shelves.ReplyDelete


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If you can't see the video in your email go to http://youtu.be/FiGnjPq6Clk
About Scott Arizala
Scott is one of the leading experts and premier trainers on kids, staff and the experience of summer camp. He earned his B.A. from Ithaca College, with a double major in Psychology and Sociology with a concentration in Gender Studies. He has been involved with camps and youth development for over twenty years as a camper, counselor, administrator, teacher and consultant.
About Travis Allison
Travis is a former Executive Director of the 5 summer camps of Cairn who now works as an online marketing strategy advisor who specializes in the private school and summer camp industries.
Travis produces the CampHacker podcasts and blog, the Scott Arizala show, and manages the Summer Camp Professionals group on Facebook.


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Stocks soared broadly across the board to finish near session highs Wednesday, propelling the Dow and S&P 500 to new record levels, boosted by strong gains in techs.
With the day's robust rally, all three major averages logged their best three-day rally of 2013 and are now in the black for the month.
(Read More: After-Hours Buzz: YUM, BBBY, MSFT & More)


text:
Transfer News: Toulouse defender Serge Aurier interested in move to Arsenal
Toulouse full-back Serge Aurier has told Foot Mercato that he would not be able to reject a move to Arsenal.
Last Updated: 09/04/14 10:39am
Aurier has been linked with several clubs in England, including Aston Villa and Newcastle, while reports in France claim Chelsea watched the Ivory Coast international against Toulouse last weekend.
Arsenal, though, are reported to be considering a move for Aurier as a possible replacement for Bacary Sagna, who is out of contract at the end of the season.
The 21-year-old told Foot Mercato: "You cannot refuse Arsenal. You can ask any player if he would play for Arsenal and I think he would respond positively without hesitation.
"It is certain that Arsenal is a dream."
Regarding the interest from other Premier League clubs, the right-back added: "It's clear that it's good, even if there is nothing concrete. It doesn't leave me indifferent that my profile is of interest to ambitious clubs. But it doesn't distract me."
Ligue 1's top two Paris St Germain and Monaco are also rumoured to be interested in Aurier, but the defender is keen to try a different league.
He continued: "PSG and Monaco are building and, within two or three years, may be the best teams in the world.
"But I'm talking more in terms of the championship, I would like to see another championship. It is not a question of the level of teams, it's just that there are other interesting championships.
"England is a championship where smaller clubs can beat the bigger clubs. Everyone would like to play there, this is a championship which is a little crazy, with a great atmosphere in the stadiums.
"This is the league that suits me the most, in terms of my commitment, my playing style. Later, Germany and Spain may also be pleasant."


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Building Site
If you love an image (whether it's yours or someone else's) and want to make sure others get a chance to see it, you can "feature" it by choosing the "Spotlight" button.
When an image is Spotlighted, it receives enhanced visibility in premium spots throughout the site. Spotlighted images are rotated through these higher-visibility positions to ensure the best opportunity for the images to be seen by JPG users.
If you see a great photo that would make a perfect entry for one of our Shoot Out photo contests but it was uploaded by another user, now you can enter that photo in the contest and, if it wins, you get to share in the contest winnings.
Like a photo editor, if you've got an eye for great work, find it and submit it to a contest. If it wins, since you staked the entry fee, you'll take home part of the prize (the rest, of course, goes to the member who shot the image).
Collections are a JPG+ feature. You must be a JPG+ member to create new collections and to add photos to collections.
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Photo license: © All rights reserved
Bordeaux, France
Digital Shot - © Pascal Fellonneau
In the Building Sites photo essay.
Also in the Worms Again photo essay.
6 responses
Catherine Hadler gave props (13 Apr 2009):
good work!
claudia luthi gave props (13 Apr 2009):
this is one of your best!
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Sonia Adam Murray gave props (14 Apr 2009):
Great capture.
Antoni Benavente gave props (14 Apr 2009):
Muy Buena!!
Lise Utne gave props (14 Apr 2009):
Very interesting and beautiful.
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Download HP Designjet 4500ps Driver Software for your Windows 10, 8, 7, Vista, XP and Mac OS.
HP Designjet 4500ps Driver & Software For Windows 10, 8, 8.1 – Download (7.8 MB)
HP Designjet 4500ps Driver & Software For Windows 7 – Download (7.8 MB)
HP Designjet 4500ps Driver & Software For Windows XP & Vista – Download (7.8 MB)
HP Designjet 4500ps Driver & Software For Mac OS – Download (30 MB, OS X 10.7
Download HP Designjet 4500ps Driver & Software From HP Website
Many people choose HP Designjet 4500ps because it works great. If you want to print your file and photo in the high-quality result, then you should choose this printer. Moreover, the ink/toner cartridge is affordable and you can find it everywhere! However, before you find out how amazing this printer is, you need to know how to install HP Designjet 4500ps first.
How to Install HP Designjet 4500ps Driver by Using Setup File or Without CD or DVD Driver
You want to install the driver but you don't have CD or DVD driver, what should you do? You still able to install and use HP Designjet 4500ps printer. You just need to follow our steps to install it without CD or DVD driver.
- First, you need to download the setup file of this driver. You just have to click the recommended link that we provide to you.
- After the setup file is ready, you have to run it. It means that you need to open the installation wizard to run the setup file. There are some instructions that you need to follow there. Follow all of the steps until the process is finished.
- You have to connect the cable to your PC and HP Designjet 4500ps printer. But you can skip this step if there is no instruction to do so.
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You have to check whether HP Designjet 4500ps printer is connected or not. There are some steps to check it. Those steps are:
- Restart all the devices first such as your PC, printer, and the router.
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How to Check If Printer is Working or Not
Besides checking if the printer is connected or not, you need to check whether HP Designjet 4500ps printer is working or not. The best solution is to print a test page. Follow the steps below:
- Turn on the printer by pressing the power button first
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- Go to 'View Devices and Printers' and right click on your printer.
- Click 'Select Properties'
- Select 'Print Test Page'
- If it is working, then HP Designjet 4500ps printer will print the page right away
How to Install HP Designjet 4500ps Driver by Using CD or DVD Driver
Many people, especially HP Designjet 4500ps users prefer to install the driver by using CD or DVD driver. The steps are easier and faster. So, if you have CD or DVD driver too, it's better to install the driver by using either one of them. Just follow the instructions below:
- Check if you have the right CD or DVD driver for the chosen printer
- Put in the CD drive to your PC
- Wait for a while for the running process
- The setup file needs to be executed and you need to follow the installation wizard
- Follow every step that appears on the screen until the installation process is finished
- Connect USB cable between the printer and your PC
- Wait for few seconds until your PC detect the printer
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How to Uninstall HP Designjet 4500ps Driver
If the printer is not working after you follow the steps above, then you need to uninstall it to remove the printer driver files from your PC. Check out the steps below:
- Click Start and go to Control Panel
- Choose Printer and Faxes
- Click the File menu and click 'Server Properties'
- Choose the Drivers tab
- Click the printer driver file that you want to uninstall
- Click 'Remove'
- Click 'Remove driver and driver package'
- Press Enter
If those steps don't work, you may follow these steps:
- Go to Programs and Features and you can check the program that related to the HP Designjet 4500ps printer driver. If you found them, you can remove them right away
- Select Device and Printers. If the files are still present, you have to remove them
- Right-click the files and click 'Remove device'
Those are some steps you need to follow regarding HP Designjet 4500ps printer. The steps are simple and easy to follow. If the link that we provide is not working, you can call us. Check the Contact Page.


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Disney Channel's anticipated Boy Meets World spinoff, Girl Meets World, is a series about the funny experiences and heartstring-tugging tribulations endured by now-married couple Cory and Topanga Matthews' (Ben Savage and Danielle Fishel) 13-year old daughter, Riley, as well as her brother Elliott and best friend Maya.
Children of the '90s are waiting to learn which other endearing BMW characters are returning in the new show. However, executive producer Michael Jacobs (the co-creator of BMW) isn't banking on nostalgia to carry this ship out to sea. Indeed, Fishel and her former costar Rider Strong (Shawn Hunter) have emphasized that GMW is foremost a standalone series about a new generation coming of age (and not a glorified reunion special, as some might be anticipating).
EW is reporting that 11-year old Rowan Blanchard has been cast as young Riley, following in her onscreen father's footsteps by serving as the emotional fulcrum on a family-friendly sit-com. The young actress might be recognizable to some for her appearance in The Back-Up Plan and leading performance in Spy Kids: All the Time in the World; otherwise, she's as much an unknown talent as Savage was when he appeared in Boy Meets World twenty years ago. (How time flies, right?)
Here's Jacobs statement on the casting:
"As soon as Rowan walked into the room, I was reminded of why Ben Savage was loved as Cory Matthews. Rowan is real and accessible and I am hopeful this girl is about to meet a world that will love growing up with her as well."
As for the Riley character, here is a description:
13 years old, indelible personality, an adorable girl on the cusp of whatever comes next in life, and wanting to rush into it head first. She is fiercely loyal to her friends, and spends most of her time juggling the obstacles that life throws her way… there is no obstacle in this girl's world that can dampen her bright spirit and eternal optimism.
Girl Meets World catches up with
Cornelius Cory and Topanga in real time, as the former has followed in the footsteps of his mentor and grandfather figure George Feeny (William Daniels) by becoming a junior high school science teacher. There is room for BMW star Will Friedle to pop up as Riley's uncle Eric, as well as Betsy Randle and William Russ to appear as her grandparents. However, the non-Matthews clan members from BMW are more of a long shot (at least, beyond an episodic stint).
As to whether GMW will catch on like its predecessor, well, that's anyone guess. It will be geared more towards family audiences, but the tone may (or may not) fall closer to 21st-century Disney Channel series Hanna Montana and That's So Raven than some might prefer. Ultimately, though, it's the current generation that GMW aims to resonate with, not older viewers; hopefully, it does so in a thoughtful and touching manner that feels like an appropriate reflection of our modern times.
The Girls Meets World pilot begins production next month.
Source: EW


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This article was originally published to GameDev.net back in 2004. It was revised by the original author in 2008 and published in the book Advanced Game Programming: A GameDev.net Collection, which is one of 4 books collecting both popular GameDev.net articles and new original content in print format.
OverviewWe will start by defining a few terms that we will use frequently, and a brief explanation of the phenomena that we are attempting to reproduce on our digital canvas.
Light sourceAn obvious place to start - in this implementation we will discuss a point light source, although extending the method to include directional lights as well would be easily done, as is adding ambient lighting into the system. We use a point light source with a user-defined radius to generate the soft shadows accurately.
Shadow casterA shadow caster is any object that blocks the light emitted from the source. In this article we present implementation details for using convex hulls as shadow casters. Convex hulls have several useful properties, and provide a flexible primitive from which to construct more complex objects. Details of the hulls are discussed in just a bit.
Light rangeIn reality light intensity over a distance is subject to the inverse square relationship, and so can never really reach zero. In games however linear light fall off often looks as good or better depending on the circumstances. The image above a linear fall off in the intensity is used, dropping to zero at the edge of the light range.
UmbraThe umbra region of a shadow is the area completely hidden from the light source, and as such is a single colour (the image above shows the umbra region in black since there is no other light source to illuminate this region).
PenumbraThe penumbra region of a shadow is what creates the soft edges. This is cast in any area that is partially hidden from the light but neither in full view or totally hidden. The size and shape of the penumbra region is related to the lights position and physical size (not its range).
Core ClassesFirst we'll have a look at a couple of classes that are at the core of the system - the Light and ConvexHull classes. Light: The light class is fairly self-explanatory, holding all the information needed to represent a light source in our world. Contains:
- Position and depth. Fairly obvious, these are the location in the world. Although the system is 2d, we still use a depth for correctly defining which objects to draw in front of which others. Since we'll be using 3D hardware to get nice fast rendering we'll take advantage of the depth buffer for this.
- Physical size and range. Both stored as a simple radial distance, these control how the light influences its surroundings.
- Colour and intensity. Lights have a colour value stored in the standard RGB form, and an intensity value which is the intensity at the centre of the light.
- List of points. A simple list is maintained of all the points that make up the edges of the hull. This is calculated from a collection of points and the gift-wrapping algorithm is used to discard unneeded points. The gift-wrapping method is useful since the output geometry typically has a low number of edges. You may want to look into the QuickHull method as an alternative.
- Depth. As for the light, a single depth value is used for proper display of overlapping objects.
- Shadow depth offset. The importance of this is described later.
- Centre position. The centre of the hull is approximated by averaging all the points on the edge of the hull. While not an exact geometric centre it is close enough for our needs.
- Vertex data. Other data associated with the vertex positions. Currently only per-vertex colours but texture cords could be added without requiring any major changes.
Rendering OverviewThe basic rendering process for a single frame looks like:
- Clear screen, initialise camera matrix
- Fill z buffer with all visible objects.
- For every light:
- Clear alpha buffer
- Load alpha buffer with light intensity
- Mask away shadow regions with shadow geometry
- Render geometry with full detail (colours, textures etc.) modulated by the light intensity.
Simple Light AttenuationFirst we'll set up the foundation for the lighting - converting the above pseudo code into actual code but without the shadow generation for now.
public void render(Scene scene, GLDrawable canvas)
GL gl = canvas.getGL();
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT |
Camera activeCamera = scene.getActiveCamera();
// First we need to fill the z-buffer
findVisibleObjects(scene, null);
// For every light
for (int lightIndex=0; lightIndex
Note that code here is written in Java, using the Jogl set of bindings to OpenGL. For C++ programmers you simply have to remember that primitives such as int, float, boolean etc. are always passed by value, and objects are always passed by reference. OpenGL commands and enumerations are scoped to a GL object, which leads to the slightly extended notation from the straight C style.
First we reset the GL state ready for the next frame, collect all the lights that we will need to render this frame and retrieve the currently active camera from the scene. Camera.preRender() and .postRender() are used to set the modelview and projection matrices to that needed for the view position.
Once this initialisation is complete we need to fill the z-buffer for the whole scene. Although not discussed here, this would be the perfect place to take advantage of your favourite type of spatial tree. A quad-tree or AABB-tree would make a good choice for inclusion within the scene, and would be used for all testing of objects against the view frustum. To fill the depth buffer we simply enable z-buffer reading and writing, but with colour writing disabled to leave the colour buffer untouched. This creates a perfect depth buffer for us to use and stops later stages blending pixels hidden from view. It is worth noting that by enabling colour writing an ambient lighting pass can be added here to do both jobs at the same time. From this point onwards we can disable depth writing as it no longer needs to be updated.
Now we perform a rendering pass for every light.
First the alpha buffer is cleared in preparation for its use. This is simply a full screen quad drawn without blending, depth testing or colour writing to reset the alpha channel in the framebuffer to 0f. Since we don't want to disturb the current camera matrices that have been set up, we create this quad by using the current camera position to determine the quads coordinates.
Next we need to load the lights intensity into the alpha buffer. This does not need any blending, but depth testing is enabled this time to allow lights to be restricted to illuminating only the objects beneath them. Again colour writing is left disabled since we are not ready to render any visible geometry yet. The following function is used to create the geometry for a single light:
public void renderLightAlpha(float intensity, GLDrawable canvas)
assert (intensity > 0f && intensity <= 1f);
GL gl = canvas.getGL();
int numSubdivisions = 32;
gl.glColor4f(0f, 0f, 0f, intensity);
gl.glVertex3f(center.x, center.y, depth);
// Set edge colour for rest of shape
gl.glColor4f(0f, 0f, 0f, 0f);
for (float angle=0; angle<=Math.PI*2;
angle+=((Math.PI*2)/numSubdivisions) )
gl.glVertex3f( radius*(float)Math.cos(angle) + center.x,
radius*(float)Math.sin(angle) + center.y, depth);
gl.glVertex3f(center.x+radius, center.y, depth);
What happens is we create a triangle fan rooted at the centre position of the light, then loop around in a circle creating additional vertices as we go. The alpha value of the centre point is our light intensity, fading linearly to zero on the edges of the circle. This creates the smooth light fall off seen in the first image. If other methods of light attenuation are needed, they can be generated here. An interesting alternative would be to use an alpha texture instead of vertex colours; a 1D texture could happily represent a non-linear set of light intensities. Other unusual effects could be achieved by animating the texture coordinates over a 2D texture, such as flickering candlelight or a pulsing light source.
So now we have our light intensity values in the alpha buffer, we will skip the generation of shadow hulls for the moment and move on to getting our level geometry up on the screen.
The geometry pass is where we really start to see things coming together, using the results we have carefully composed in the alpha of the framebuffer. First we need to make sure we have depth testing enabled (using less-than-or-equals as before), and then enable and set up our blending equation correctly.
gl.glBlendFunc(GL.GL_DST_ALPHA, GL.GL_ONE);
Simple, yes? What we're doing here is multiplying our incoming fragments (from the geometry we're about to draw) by the alpha values already sitting in the framebuffer. This means any alpha values of 1 will now be drawn at full intensity, and values of 0 being unchanged. This is then added to the current framebuffer colour multiplied by one. This addition to the existing colour means we slowly accumulate our results from previous passes. With our blend equation set up, we simply render our geometry as normal, using whatever vertex colours and textures that takes our fancy.
If you take another look at our render() function near the top, you'll see we've almost finished composing our frame. Once we've looped over all the lights we've practically finished, but we'll insert a couple of extra stages. First an emissive or self illumination pass - this is discussed near the end of the article. After this is a simple wireframe rendering with draws object outlines such as seen in the first image.
Image 2: Per pixel lighting with intensities accumulated in the alpha buffer.
Coloured Lighting
What was once seen as 'the next big thing' in the Quake 2 and Unreal era, coloured lighting is pretty much standard by now, and a powerful tool for level designers to add atmosphere to a scene. Now since we've already got our light intensity ready and waiting for our geometry in the alpha buffer, all we need to do is modulate the geometry colour by the current light colour while drawing. That's a whole lot of multiplication if we want to do it ourselves, but on TnL hardware we can get it practically for free with a simple trick. We enable lighting while drawing our geometry; yet define no normals for we have no need of them. Instead we just enable a single light and set its ambient colour to the colour of our current light. The graphics card will calculate the effect of the light colour on our geometry for us and we need barely lift a finger. Note that because we're accumulating light intensities over multiple lights in the framebuffer we get accurate over brightening effects when lights overlap, and multiple coloured lights will merge and produce white illumination of our objects.
Hard-edged Shadow Casting
Now we have our lights correctly illuminating their surroundings we can start thinking about correctly limiting their light to add shadows into the scene. First we will cast hard edged shadows from shadow casters and then extend this to cover soft edged shadows with correct umbra and penumbra. This is done in the function we previously skipped, mergeShadowHulls().
You will remember that at this point in the rendering we have the light intensity stored in the alpha buffer. Now what we will do is create geometry to represent the shadow from each shadow caster, then merge this into the alpha buffer. This is done inside the ConvexHull class.
Finding the boundary points
Our first step is to determine which points our shadow should be cast from. The list of points that make up the ConvexHull is looped though, and each edge is classified in regard to the light position. In pseudo code:
The normal for the edge is found as:
- For every edge:
- Find normal for edge<
- Classify edge as front facing or back facing
- Determine if either edge points are boundary points or not.
float nx = currentPoint.y - prevPoint.y;
float ny = currentPoint.x - prevPoint.x;
Then a dot product is performed with this vector and the vector to the light. If this is greater than zero, the edge is front facing. Once and edge has been classified, it is compared against the previous edge. If one is front facing and the other back facing, then the shared vertex is a boundary point. As we walk around the edge of the hull (in an anti-clockwise direction) the boundary point from light to shadow is the start shadow point. The boundary from shadow to light is the end shadow point.
Creating the Shadow Geometry
Once we have these positions, we can generate our shadow geometry. Since we are only generating hard edged shadows at the moment, we will be ignoring the physical size of our light source. Image 3 shows a how the shadow geometry is built.
Image 3: Hard-edged shadow generation
As shown in the image, the shadow geometry is a single triangle strip projected outwards from the back facing edges of the shadow caster. We start at the first boundary point (marked with a red cross) and work our way anti-clockwise. The second point is found by finding the vector from the light to the point, and using this to project the point away from the light. A projection scale amount is used to ensure that the edges of the shadow geometry are always off screen. For now we can simply set this to a sufficiently large number, but later it will be advantageous to calculate this every frame depending on how far zoomed in or out the camera is.
We render the shadow geometry with depth testing enabled to properly layer the shadow between various other objects in the world, but with colour writing disabled, only the alpha in the framebuffer is changed. You may remember that the final geometry pass is modulated (multiplied) by the existing alpha values, which means we need to set the shadow to have an alpha value of zero. Because the framebuffer will clamp the values to between one and zero, overlapping shadows will not make an affected area too dark but instead merge correctly.
Image 4: Hard-edged shadows
Notice in image 4 how the shadow from the diamond correctly obscures the rightmost object, and that their shadows are correctly merged where they overlap.
Soft-Edged Shadow Casting
Now we can properly construct hard edged shadows it is time to extend this to cover soft shadows - note that we cannot simply add faded edges to the existing shadow geometry, since this would result in inaccurate penumbra and umbra regions. First we start by defining a physical radius for the light source to generate the correct penumbra regions, then we need to create the penumbra geometry and modify the creation of the umbra region that we used for the hard edged shadows.
Shadow Fins
Each penumbra region will be created by one or more shadow fins via that ConvexHull and ShadowFin classes.
ShadowFin: An object to encompass all or part of a penumbra region.
We start at the first boundary point, and create a ShadowFin from this point. The root position becomes the boundary point, and the penumbra and umbra intensities are initially one and zero. The difficult part of the fin - the penumbra and umbra vectors - is done by the getUmbraVector and getPenumbraVector methods within our Light object.
- Root position. This is the position from which the fin protrudes from.
- Penumbra vector. This is a vector from the root position which lies on the outer edge of the fin (the highest light intensity).
- Umbra vector. This vector from the root position lies on the inner edge of the fin (lowest light intensity).
- Penumbra and umbra intensities. These are the light intensities of their relative edges for the fin. If the fin makes up an entire penumbra region these are one and zero respectively.
Image 5: Shadow fin generation
If we look at the vector that lies along the outer penumbra edge we can imagine it as the vector from the light though the boundary point (C, the centre vector) displaced by the light radius. So we must find this displacement.
First we note that the displacement is as right angles to the centre vector. So we take C and find this perpendicular vector in the same way we did to find the normals for the hull edges. Now although looking at the diagram we know which way we want this to point, when we're dealing with boundary points and light positions at all sorts of funny angles to each other we may end up with it pointing in the opposite direction to that which we expect. To solve this we find the vector from the centre of the hull to the boundary point (between the two Xs in the image), and take the dot product of this and the perpendicular vector. If this is less than zero, our vector is pointing in the wrong direction and we invert it.
Armed with this new vector we normalise it and the centre vector, then add them together and we've found our crucial outer penumbra vector. Finding the inner vector requires we repeat the process but this time we invert the logic for the dot product test to displace the centre vector in the opposite direction. We now have a fully calculated shadow fin to send to our renderer!
Non-Linear Shading
Although we have all the numbers we need to render our shadow fin, we'll soon hit a major snag - we can't use regular old vertex colours this time to write to the alpha buffer. We need the inner edge of the penumbra to be zero intensity (zero alpha) and our outer edge to be fully bright (alpha of one). While you can probably visualise that easily, getting our graphics card to actually render a triangle with the colours like this just isn't possible. Try it yourself if you're not sure, you'll soon see how it's the root point that causes the problems - it lies on both edges, so needs to be 'both' zero and one at the same time.
The solution to this (and indeed most cases when you need non linear shading) is to abandon vertex colours for the fins and instead use a texture to hold the information. Below is a copy of the texture I used.
Image 6 : Penumbra texture
You can clearly see how the shadow fin will be rooted at the bottom left, and the two edges running vertical and diagonally to the top edge. Since we don't want texels from the right edge bleeding into the left we set the texture wrapping mode to clamp to the edge values (using glTexParameteri and GL_CLAMP_TO_EDGE). The bottom right half of the texture is unused, although if you really wanted to you could pack something else in here just as long as you're careful not to bleed over the edge.
So we load this texture and bind it for use before drawing our shadow fins, and set the vertex colour to white to leave the texture unchanged by it. Other than that rendering the fins is no different from the shadow hull. The only other thing we need to watch out for is how far back we project our points by the umbra/penumbra vectors, as the limited resolution of our penumbra texture will show if these are moved too far away. Ideally they will be projected to just off screen.
Modifying the umbra generation
Now we've got the fins drawn, we can fill in the umbra between them. This is done in almost exactly the same way as with hard shadows, except we must use the fins inner edges to start and finish from instead of directly projecting away from the centre of the light source. As we move across the back of the shadow caster, we perform a weighted average between these two edge vectors to properly fill in the umbra region. When done correctly we see no gaps between the fins and the umbra geometry, giving us one consistent, accurate shadow cast into the alpha buffer.
Making it robust
Now we have this far implemented, the shadows will be looking quite nice - when static - however problems will become apparent when moving the light sources around. The most glaring is that of self-intersection.
Image 7: Self intersection of shadow fin
If the light source is too large in relation to the object, or too near, the inner penumbra edge will intersect the hull. First we need to detect this case. We find the vector from the boundary point to the next edge point in the shadow (moving anti clockwise here since we're on the shadow start boundary point). Then we compare the angle between the outer penumbra edge and our newly found hull edge, and the angle between the outer and inner penumbra edges. If the angle to the boundary edge is smaller, then we've got an intersection case we need to fix.
First we snap the current fin to the boundary edge, and calculate the new intensity for the inner edge via the ratio of the angles. Then we create a new shadow fin at the next point on the hull. This has an outer edge set to the same vector and intensity as the existing fins inner edge, while the new fins inner edge is calculated as before. By gluing these two fins together we create a single smooth shadow edge. Technically we should repeat the self-intersection test and keep adding more fins as needed, however I've not found that this is needed in practice.
Eliminating 'Popping'
You will also notice one other problem with this as it stands, the shadow fins will 'pop' along the edges of the hull as a light rotates. This is because we're still using an infinitely small point light to find the boundary points. To solve this we should take the physical radius into account when finding them. A robust way of doing this is to shift the light source position towards the hull by the radius distance before we find our boundary points. With these two fixes in place the fins will be visually stable as either the light or the hull moves (or both!).
Depth Offset
Depending on the style of game and the view used (such as a side scrolling platformer as opposed to a top down shooter) the way light and shadow interacts with the various level objects will be different. What seems sensible for one may appear wrong in another. Most obviously is with objects casting shadows onto objects at the same depth.
Image 8: The effect of shadow offset
The image above shows the same scene with different shadow offsets. Imagine that the scene is a top down viewpoint - the light grey areas are impassable walls surrounding the floor showing a T junction (imagine hard!). Now the image on the right seems slightly out of place - the shadows are being projected on top of the walls, yet these are much higher than the light source - realistically they shouldn't be lit at all but solid black walls aren't very visually appealing. The second shows the shadows being offset and only obscuring the floor and any objects on it.
Now if you were to imagine the same scene as a 2D platformer, you might prefer the left image. Here it seems to make more sense that the objects should shadow those on the same level. This decision is usually very dependent on the geometry and art direction of the level itself, so no hard and fast rules seem to apply. The best option seems to be to experiment and see which looks best.
Adding control over this is a small modification. At the moment the scene on the left is the common case, and by generating shadow volumes that are a close fit to the edge of the shadow caster we've already done all the hard work, all we need to do is store a shadow depth offset in our ConvexHull and apply it to the depth of the shadow geometry. The existing depth testing will reject fragments drawn behind other objects and leave them at the original intensity.
Emmissive / Self Illumination pass
This is a simple addition that can produce some neat effects - and can be seen as a generalisation of the wireframe 'full-bright' pass. After the lights have been drawn, we clear the alpha buffer again as before, but instead of writing light intensities into it we render our scene geometry with their associated emissive surface. This is an alpha texture used to control light intensities as before, and can be used for glowing objects, such as a computer display or a piece of hardware with a bank of LEDs - everything that has its own light source but is too small to require an individual light of its own. Because these are so small, we skip the shadow generation and can do them all in one go. Then we modulate the scene geometry by this alpha intensity as before. Unusual effects are possible with this, such as particles which light up their immediate surroundings, or the bright local illumination provided by a neon sign (with one or two associated lights to provide the lighting at medium and long range).
Scissor Testing
We are extending the shadow geometry until it's off the edge of the screen, but often the area a light affects is much smaller than this. The scissor test (glScissor in OpenGL) allows us to restrict rendering to a rectangle within our window and avoid drawing pixels that have no effect. We just have to project the light's bounds to screen space and set the scissor area before drawing the shadow geometry. This can increase the framerate considerably.
After a lot of work, much maths and a few sneaky tricks and we've finally got a shadow system that's both physically accurate and robust. The hardware requirements are modest indeed - a framebuffer with an alpha component is about all that's required, we don't even need to stray into extensions to get the correct effect. There is a whole heap of possible optimisations and areas for improvement, notably caching the calculated shadow geometry when neither the light nor the caster has changed, and including some sort of spatial tree so that only the shadow casters that are actually needed are used for each light.


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Department of Geology (2002-2003)
Department Chairperson: P.L. Calengas
Graduate Faculty
Course Descriptions
420G Geomorphology. (3) Advanced study of the landscape involving processes, geologic structure, and time. Map and air photo interpretation. Laboratory and field trips. Two hours lecture, two hours lab. Prerequisite: GEOL 110 or GEOG 121.
421G Glacial Geology. (3) Origin and classification of glacial sediments and land forms, periglacial features; Pleistocene soils, stratigraphy and sedimentology of Pleistocene deposits. Laboratory and required field trip. Two hours lecture, two hours lab. Prerequisite: GEOL 110.
450G Professional Workshop. (1–3)


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In the past week, Dr. Curtis Black completed his obligation and moved his family to a new opportunity in Oregon. In addition, Lyman Duncan was relieved of duties as financial officer of the district.
Since December, 2013, the district has seen the loss of three physicians – Drs Black, Paul Reay and Bryce Peterson - and the administrative team of Phil Lowe and Duncan.
At the same time, the district has experienced a financial crisis caused, in part, by challenges related to a new electronic medical records program. The district said that despite the financial and employee challenges, the hospital and clinics have full medical coverage.
"We have doctors and mid-level full providers in our hospital and clinics every day," said District CEO Laurie Schafer.
Dr. Kelly Jeppesen is currently the only permanent physician in the district, along with two physician's assistants and a nurse practitioner.
Dr. Welker is working Monday through Thursday for the next 3.5 months.
Schafer said Dr. Lance Allan and Dr. Peterson provide ER coverage. Other "locum tenens" doctors fill any gaps in coverage.
Schafer reports that family practice physician Dr. Catherine Harrington has signed a contract and will begin practicing in San Juan County in November.
Dr. Harrington is coming from Texas with a husband and five children.
Schafer said Dr. Harrington looks forward to beginning a new practice in San Juan County.
Schafer adds that the recruitment of additional physicians is ongoing. The goal is to have two additional family practice physicians, in addition to the administrative team.


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May 1 marks the first day of a festival that offers a unique window into the world of new and classic independent films exhibiting the diversity of Jewish life.
The 17th annual festival, put on by The National Center for Jewish Film (NCJF), will exhibit 19 films from 10 countries shown at four venues around the Boston area through May 11. NCJF, established in 1976, is headquartered on Brandeis University's campus in Waltham and is an independent nonprofit film archive, distributor and exhibitor.
This year's festival includes restored films from 1910, 1929, 1938 and 1950 along with a slew of comedies, dramas, full-length motion pictures and shorts. All of the films are being shown in a theater for the first time in Massachusetts, according to Lisa Rivo, co-director of the center.
Festivalgoers can expect a diverse range of comedies this year, including "Cohen On the Telephone," the 1938 Yiddish musical comedy "Mamele" and a documentary portrait of Canadian comedian David Steinberg in "Quality Balls: The David Steinberg Story." Steinberg appeared on "The Tonight Show Starring Johnny Carson" more than 130 times, second only to Bob Hope.
"Closer to the Moon," a Romanian film, is slated to show on May 8 and is based on a true story about four Romanian men and one woman who robbed the National Bank of Romania in 1959. After the gang was arrested, tried and convicted, they were forced to star in a propaganda film about the crime. The dark comedy stars Vera Farmiga ("Up in the Air"), Mark Strong ("Tinker Tailor Soldier Spy") and Harry Lloyd ("Game of Thrones").
Rivo said "Closer to the Moon" was strategically paired to show with another drama and political thriller, "Friends From France." The film is about 20-year-old cousins who travel to Odessa in 1979 pretending to be tourists, but slip away to meet with "refuseniks" – Jews harassed by the Soviet regime. Rivo said the film resonates with the current conflict between Ukraine and Russia where Jews are being treated somewhat like "ping pongs" in the international conversation.
"I think it is probably one of the most interesting films in the festival," Rivo said Tuesday. "What's happening now in the Ukraine, this film – I think – is an interesting addition to the conversation."
Other festival highlights include "Iran 1950," a collaboration of recently restored rare footage taken of Jews in Iran in 1950-51, and the silent 1910 short, "A Child of the Ghetto," directed by D.W. Griffith, which is shot in New York's Lower East Side. The center digitally restored "A Child of the Ghetto" with a new score created by Swedish composer Alexander Freudenthal.
"NCJF's work bridges the 'old' and the 'new,' archive films and new productions, scholars and artists," Rivo said in a press release. "The center is committed to presenting a range of cultural productions referable to the Jewish experience."
NCJF has rescued and restored more than 100 endangered films and provides consultation to about 7,000 people each year. Rivo co-directs the center with her mother Sharon Pucker Rivo, who founded the archive in the 1970s. For Lisa, the festival is a way to create an environment for some of the films they rediscover.
"[We're] not just saving them and making them available, but by putting them together we're putting context to them," Rivo said. "Art is not made in a vacuum, it's part of a continuum."
Rivo stressed the social importance of going to the theater.
"I still think that being together – especially to watch film and theater and music live – is a really essential piece of public life," Rivo said. "It's sometimes difficult to get up and go when media is so available to folks, but it's a totally transforming experience to put on [your] shoes, get out there and go to the theater."
Films will be shown at the Museum of Fine Arts in Boston, the Institute of Contemporary Art in Boston, Suffolk University Modern Theatre and West Newton Cinema. A full listing of movies, showing times and venues can be found along with ticket information at www.jewishfilm.org.
Jewish film festival offers something old, something new
May 1 marks the first day of a festival that offers a unique window into the world of new and classic independent films exhibiting the diversity of Jewish life.


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Mayor's Office
Mayor Chris Beutler said the City is prepared for winter weather with new snow removal districts, new equipment and new ways to keep the public informed. The City has about $3.65 million available for snow operations this winter.
"For the Public Works and Utilities Department, snow is a year-round issue," said Mayor Beutler. "They use the warmer months to update procedures and research the latest tools for keeping streets clear, traffic moving and people safe. We're also employing new technology this year to better respond to complaints and to keep residents informed on snow operations and parking bans."
Monday, the City Council approved the creation of eight snow removal districts. In these areas, the snow is plowed into windrows, loaded into trucks and hauled out of the area between midnight and 8 a.m. To assist with snow removal, the Mayor may prohibit parking on both sides of the street in the districts, which include streets in Downtown; University Place; Havelock; Bethany; College View; 11th and "G"; 17th and Washington; and 25th and Sumner. Maps can be found at lincoln.ne.gov (keyword: snow).
The Mayor said the City's biggest tool is the cooperation of the public. "Our crews can do the most effective job in the shortest amount of time if residents move their cars off the streets," he said. "We know that parking bans are inconvenient, but they are sometimes necessary to keep streets safe."
In a snow emergency, parking may be banned on both sides of emergency snow routes, arterial streets and City bus routes (maps are available on the City website and in the Windstream phone book). During a residential parking ban, parking is first banned on the even-numbered (north and east) side of the street. Once the Mayor has terminated that ban, parking will be banned on the odd-numbered (south and west) side of the street, and parking is again permitted on the even side.
To notify the public of parking bans, the City has two new tools this year:
Information on snow operations also is available through local news media, government access cable channels 5 and 10, and the City website (lincoln.ne.gov), which also allows residents to sign up for RSS feeds.
Vehicles parked illegally during snow emergency, snow removal district or residential parking bans are subject to fines, towing and storage costs at the owners' expense. Vehicles parked in a way that does not allow emergency vehicles to pass may be ticketed for obstructing a public street.
In the area of equipment, the City is testing the use of a "belly plow," which is attached under a snow removal truck. While the regular plow on the front end of the truck pushes the snow, the belly plow acts as a grader to remove packed snow. The cost to add belly plows to trucks is a fraction of the cost of a grader. The City also is looking into the use of wing plows, which allow a truck to plow two lanes of traffic with one pass.
The City has installed automatic vehicle locators (AVLs) on two trucks and has another three portable AVLs available to monitor the progress of the snow plows. The City also has a new system of monitoring complaints. Instead of keeping a list of problem locations, operators are now able to plot them on a computer map, allowing for a more effective and coordinated response.
The City's 2,700 lane miles of streets are divided into 19 routes for snow removal and material spreading operations. The City will again be proactive by applying anti-icing materials, which help minimize frost build-up and the development of "black ice" on streets and bridges and make removal of snow and ice build-up easier.
The City reminds residents that it is illegal to push or blow snow into or on any street, alley or sidewalk When clearing sidewalks, residents should also clear wheelchair ramps, curb cuts and access to fire hydrants.
To find out about parking bans and snow removal operations, the public can call the City Snow Center at 441-7644. The public should report street condition emergencies immediately by calling 441-7701. To report non-emergency situations and potholes, the public can call 441-7646.


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Allison is a township in Clinton County, in the Lock Haven metro area. [NOTE: This is not the only community in Pennsylvania named Allison. For links to other places called Allison, PA, see the Duplicate Names box at right.]
The latitude of Allison is 41.116N. The longitude is -77.466W.It is in the Eastern Standard time zone. Elevation is 558 feet.
The population, at the time of the 2000 census, was 198.
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At the time of the 2000 census, the per capita income in Allison was $25,265, compared with $21,587 nationally.
14% of Allison residents age 25 and older have a bachelor's or advanced college degree.
Median rent in Allison, at the time of the 2000 Census, was $375. Monthly homeowner costs, for people with mortgages, were $750.
Clinton County supported George W. Bush in the 2004 presidential election. For more information, see our Allison political report.
The average commute time for Allison workers is 33 minutes, compared with 26 minutes nationwide.
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