text:
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Joe Barbera and Bill Hanna
When I was about 8 years old and started seriously getting obsessed with animated cartoons, I had 2 favorite studios: Walt Disney and Hanna Barbera.
The motion in Disney seemed completely magical to me, but I didn't really get into the characters. The early Hanna Barbera cartoons intrigued me for the drawing style and that the characters seemed real-which was largely due to Ed Benedict's designs and the great voice work of Daws Butler, Don Messick and Mel Blanc and others.
It was very hard to find any written information about how cartoons were made in 1963 or who made them. I had an article in The Books Of Knowledge that talked about Walt Disney, but the only info I had about Hanna Barbera was the back of a record cover that had a paragraph on each of the partners.
I taught myself to draw by watching the cartoons and drawing as fast as I can. I then bought all the comic books and coloring books and used the grid method to get the basic proportions of the characters. I mostly drew HB characters, but I also drew everyone else's-even Tom and Jerry, whose cartoons I had never seen.
Well I memorized how to draw Huck, Yogi, the Flintstones, The Jetsons, Quick Draw McGraw and I used to draw my own comic stories of them.
By the time I was a teenager and trying to be cool and stuff, I STILL drew the characters only now, I drew dirty drawings of them and developed a caricatured style of drawing them. This ability kept me popular with the football team who I would amuse with my "Cave Nudes" and other wacky cartoon stories and filthy flip books. It kept me from being beat up for being a wimpy cartoonist.
By this time though, Hanna Barbera's cartoons had gone to shit. Scooby Doo was the dominant style, a style lifted from Filmation's cheaper uglier Archie cartoons. I couldn't figure out why HB had abandoned their earlier appealing style for something so purposely ugly. Even the voices were terrible by this time. I found out later by working at Hanna Barbera and eventually talking to Joe and Bill themselves.
In 1984, after working on horrible and typically depressing 80s cartoons for 4 years, I heard that Hanna Barbera was going to revive the Jetsons and I desperately wanted to work on something fun. I'm not able to work on ugly bland cartoons without getting severely depressed. I don't know how so many people do it.
I had just finished a stint as a designer for Dic's Heathcliff cartoons. This had been my best job so far, because I didn't have to do storyboards from bad scripts or layouts from bad storyboards. It was my first character design job and they gave me a lot of freedom to draw characters as cute and funny as I was then capable. I did about 7 shows a week then with Bruce Timm, Jim Gomez as my clean up artists and Lynne Naylor designing some of the characters with me.
So as soon as I heard about HB reviving the Jetsons, I raced over there to apply to be the character designer. I got an interview with the head of the incidental character design department - Bob Singer. Bob was a decent guy, a reasonable draftsman, but extremely conservative and with no design ability whatsoever. His natural design style is the cop and mailman characters you see in Scooby Doo and other 70s HB cartoons-REALLY BLAND. Bob was an enemy of style and cartooniness. He hated it!
I drew up a big stack of sample Jetsons style characters to show him and he looked through them with much attention and was mildly impressed. He said, "Well you seem to have a knack for this old UPA-ish style, but you are tending to overdo the flatness and designiness of that period. The Jetsons aren't actually flat. They are 3 dimensional.
Tell you what, Bill and Joe are not happy with the development sketches on the New Jetsons and I have a couple trainee designers who are struggling with the style and don't quite get it.
I'll give you a test. If you work in house on The Smurfs as a designer for awhile, then we'll see how you do and I'll consider showing your stuff to the bosses."
So I had to sit in an office next to the two kids who were "struggling" with Jetsons characters and listen to them complain about how hard it is to draw Ed Benedict's style while I suffered under the cruel blandness of the Smurfs and Gerard Baldwin and his team of moronic evil writers. These two Einsteins would come in and tell me how envious they were of my job on The Smurfs.
A month or two went by as I got more and more depressed, and the whole time I would hear rumors that the show's producer Alex Lovy and Bill and Joe themselves were rejecting everything that the design department was doing.
Finally, I guess Singer must have been taking some heat, so he came to me and said "OK, John I'll give you your chance. Here, take home these character descriptions for an episode of the Jetsons and then design them the best you can." I did them that night and brought them in to Bob the next day and then he looked at them with disapproval and told me that they were still too flat and designy There was no way he could show them to Bill and Joe or Alex. But I could still work on the Smurfs if I wanted to.
That was one black day in my early career. I was just dying to barge into Joe's office to see for myself whether he thought I could do it or not. Instead I made up my mind to quit. I couldn't stand another day of the Smurfs and listening to the toddlers in the next room deciding that Superman was easier to animate than Fred Flintstone, because Superman was more 3 dimensional.
Well, I figured, I'll take a chance. Maybe I'll get blackballed for going over Singer's head, but I was just DYING to work on a real cartoon, so I marched over to the executive building of HB and was walking down the hall hoping to run into Bill or Joe, when I bumped into Alex Lovy. He's the Walter Lantz director and storyboard artist, who was going to produce the new Jetsons.
I was clutching my huge stack of Jetsons samples and was nervous as Hell but I blurted out, "Mr. Lovy! You don't know me, but I'm a big fan of yours! I love Woody Woodpecker and I know you are producing the Jetsons and I'm dying to work for you!"
Alex was real nice and invited me into his room and said "Let's see what you got , son!"
He started flipping through the drawings and his eyes lit up and he said, "Hey kid! This is just what we're looking for! You got this old style down! Let's go see if Joe is in his office!"
Alex whisked me down the hall and knocked on the door to Joe's office. Joe opened the door and there he was! I was looking at my childhood hero in the flesh for the first time. A tall suave Italian guy in a nice suit and jet black curly hair.
Alex said, Joe, you gotta see what the kid is doing! Take a look at this stuff!"
Joe led us in and started flipping through the drawings and chuckling. He smiled real big, then smacked the stack of drawings and said. "This is what we've been trying to get for months now! I keep telling the guys that this is an old fashioned UPA style and that it's supposed to be flat but no one will do it!"
He then looked serious and a bit worried. "Iwao and Bob are great artists but they just don't seem to get this style. Tell me about yourself kid. Why is this so important to you?"
So I told him how I used to draw his characters all the time when I was a kid and that I loved this style and always wanted to do it. I had begged Bob Singer to let me work on it but he kept telling me I was drawing too flat so he wouldn't show you."
I went on, like an idiot to tell him I hated Scooby Doo and all modern cartoons, and Joe said "Me too kid. I've never understood why the networks keep ordering more episodes of it. What is there to it? A big dumb dog and some teenagers. Every show is the same Goddamn story! It doesn't make sense to me but they can have it as long they want it."
I was amazed that Joe wasn't offended by that. This was my first inkling that Joe really knew how awful the cartoons were that his studio had been churning out for decades.
Joe was rubbing his face and thinking.
By the way, he had the coolest office. It was filled with toys of all his characters and awards and he even showed off his private shower! He didn't get naked or anything, luckily.
Joe said, "Son, I want you on this show but I gotta figure out how to do it without offending Bob and Iwao. These guys got feelings you know. They been here a long time and figure they have seniority. But don't worry, I'll work it out and get you on."
To be continued:
I have so many stories that I think I will spread them out for a bit.
Coming soon:
Being a development artist for Joe on a project for Fred Silverman.
My stint on the Jetsons and trying out an early version of the Spumco production system.
Developing "Perry Gunite" in a trailor with Eddie's wife on the HB lot.
Being consultants for Cartoon Network with Bill, Joe, Friz and Don Messick.
Helping Fred Seibert revolutionize Hanna Barbera and starting the shorts program.
Making Hanna Barbera merchandise with Fred and showing the products to Bill and Joe.
Interviewing Bill, Joe and Friz for the Hollywood Reporter.
Joe reveals his selling secrets to me.
Joe's thoughts on "writers" and "executives"
Making my own caricatured Hanna Barbera cartoons and having other cartoonists try to imitate them.

subset: commoncrawl


text:
Posted by Marty McFly at 6/13/2013 09:23:00 AM
Labels: Postcards , Tower Records , Woodland Hills
Anything and everything about the San Fernando Valley. This blog will take you back in time when the valley was covered with dirt and orange groves to a leader in the space race to its current status as America's suburb. Come along and join me on this adventure, I guarantee you have been influenced/impacted by the San Fernando Valley in one form or another even if you have never visited or heard of the SFV.


text: Kiyoko Saito Yamamoto 92, of Honolulu, Hawaii, died in Waipahu on April 11, 2017. She was born in Honolulu. Private Services. SHARE ON FACEBOOK SHARE VIA EMAIL Our deepest condolences to the family and friends of the deceased ADVERTISEMENT Explore more Search Records for Kiyoko Saito Yamamoto with Ancestry® Discover Kiyoko Saito Yamamoto Family Story with Ancestry® AncestryDNA® with Traits Discover Details of Your Family History - Search Records with Ancestry® Sponsored by Ancestry


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EBC Exercise 20 The Display SubSystem (DSS)
Embedded Linux Class by Mark A. Yoder
This is a four part lab that explore the video system drivers. The labs demonstrate the Linux V4L2 and FBdev drivers as well as basic file I/O, through four small applications: on-screen display (OSD), video recorder, video player, and video loop-thru (video-capture copied to video-display). It's based on the materials used in TI's DaVinci System Integration using Linux Workshop. The workshop is based on the DVEVM. I've converted those materials to the BeagleBoard.
This lab shows three ways to write directly to the framebuffer (/dev/fb0) on the Beagle:
- Write a single value to the entire framebuffer
- Write the pixel values based on a formula
- Read a bmp image and write it
The following labs will show how to bring in live video from a web cam via V4L2 and save it to a file, write video from a file to a video framebuffer (/dev/fb1), and finally move live video from a web cam to the framebuffer. A future lab may show how to process the video on the DSP before displaying it.
This is the first of 4 exercises:
- Part a: You will build an on-screen display for the your device using the FBDEV driver – INSPECTION LAB only.
- Part b: Examines v4L2 video capture via a simple video recorder application – INSPECTION LAB only.
- Part c: Examines the v4L2 display driver using via a video display application. This application plays back the file captured in lab 07b – INSPECTION LAB only.
- Part d: You will combine the recorder and player applications into a video loop-thru application using memcpy to transfer data between capture and display drivers.
- 1 Part a - OSD Setup
- 2 Part b - Video Capture
- 3 Part c - Video Playback
- 4 Part d - Video Loopthru
Part a - OSD Setup
The goal of this part is to build an on_screen display for the Beagle using the FBDEV driver. From a coding perspective, it's an inspection lab only.
- Create your own custom picture for the OSD window (using gimp), saving the picture to 32-bit format RGBA.
- Inspect video_thread.c and helper functions (inside video_osd.c).
- Build, run. Result: see your custom banner displayed on screen (no video yet…).
- Get the files from the git repository
Make sure you have the most up to date versions.
beagle$ cd ~/exercises beagle$ git pull
- Change to the directory: videoThru/lab07a_osd_setup
- Open the Gimp (open-source) paint program by typing "gimp Rose640x480a.bmp" in the terminal.
- Edit the file to create a custom banner picture.
This file is 640 (width) by 480 (height). All the code that follows assumes the image is this size. (You may change the size, but you'll also have to change the code.)
- Paint something for your OSD banner. You can create a simple graphic quickly using just three of the many tools.
- Before clicking any of the tools, you can choose a color first using the color box.
- Start with the gradient tool to create a background. Select the tool, then click and drag the mouse over the 640x480 image area.
- Add text or paint something over the gradient with either of these tools, respectively.
- Save your file and exit Gimp.
When you are finished, save with File:Save. Then exit Gimp. The file should save as RGBA, that is red, green blue, alpha. Where alpha is the transparency. It DOES matter what you name the file because later, during the building process, this file is specifically copied to the target. This name also makes it easy to remember it's a 640x480 Bitmap image in 24-bit RGBA.
- Make sure your file is saved to your lab folder.
- List the contents of the lab folder
Examine two of the video files
video_osd.c contains a number of functions for manipulating the on-screen display. These functions are not part of an official package, but were developed for these lab exercises to demonstrate the capabilities of the on-screen display hardware.
- video_osd_place(): places a picture on the OSD display. Assumes data is provided in 32-bit ARGB (8-bit attribute transparency, 8-bit red, 8-bit blue 8-bit green per pixel).
- video_osd_scroll(): a more complex version of video_osd_place() that will offset the OSD display by x and/or y scroll values. This can be used to scroll a banner or picture horizontally or vertically.
- video_osd_circframe(): draws a circular alpha-blended frame around the video output.
The thread function in osd_thread.c is video_thread_fxn() which uses the helper functions from video_osd.c which supports alpha blending:
- calls video_osd_setup() to open the OSD window. This window is memory mapped (mmap'ed) into the application space and a handle to the Display object is returned and stored in osdFd.
- calls fopen() to read the custom banner picture (as created in gimp and stored in a 32-bit ARGB bitmap file).
- The OSD buffer is initialized by placing the picture buffer using video_osd_place(), which places the picture on the OSD window with a y offset of 200).
- Also a call is made to video_osd_circframe() to initialize the OSD buffer with a circular semi-transparent (0x80 is 75% transparency) green frame (0x0000FF is blue, 0x00FF00 is green, 0xFF0000 is red).
The application assumes the picture is supplied in a 640 x 480 32-bit ARGB (8-8-8-8) format, which should be the case if you followed the previous gimp instructions.
- Build and execute the application.
beagle$ make debug beagle$ ./videoThru_DEBUG.Beagle
What do you see?
Part a Questions
- How would you modify the lab07a_osd_setup application to make the banner you created semi-transparent instead of solid?
- How would you modify the lab07a_osd_setup application to place your banner at the top of the screen?
- You can build a "Release" version of the code with make release. Time both the debug and release versions of the code.
- The current code places a green rectangle with a red circle (ellipse?) on it in the upper left corner. Modify the code to place a blue rectangle with a yellow circle in the bottom right.
- (Advanced) Why is the osdFb preceded with an ampersand (&) in the call to video_osd_setup( &osdFd, FBVID_OSD, 0x40, &osdDisplay )?
Part b - Video Capture
The goal of Part b is to examine v4L2 video capture via a simple video recorder app. This is an Inspection lab only.
- Examine helper functions (setup, cleanup, wait_for_frame) in video_input.c.
- Examine video_thread_fxn() in video_thread.c.
- Examine main.c (how the signal handler is created/used, then calls video_thread_fxn).
- Build, run. Result: create a file (video.raw) that contains about 2s of captured video.
- Change to the directory: lab07b_video_capture
Examine the video files
This file contains a single function, video_thread_fxn(). This function encapsulates the functionality necessary to run the video recorder and is analogous to the audio_thread_fxn() that was used in the previous lab.
video_thread_fxn() utilizes the following:
- video_input_setup()
- these function is used to detect the video standard which the web cam is using and calculate the corresponding buffer size of a single video frame. It opens and configures the Linux V4L2 video capture driver. The driver uses driver-allocated (as opposed to user-allocated) buffers that are mmapped to the user space to store video frames. Advanced users can take a look in video_input.c to see the details.
- fopen()
- Standard Linux I/O (i.e from #include <stdio.h>) call to open a file where the captured video data will be written
- for() loop
- Loops through 100 cycles so as not to overflow /tmp directory's RAM memory
- ioctl( captureFd, VIDIOC_DQBUF, &v4l2buf ): dequeues the next video frame from the V4L2 driver (blocks/pauses if buffer is not available, yet).
- fwrite(): The video frame is copied into the file.
- ioctl( captureFd, VIDIOC_QBUF, &v4l2buf ): Once the application has finished writing the video buffer to the file, the buffer handle must be passed back to the driver so that it can be refilled with new video data.
This is the entry point for the application. main() does the following:
- Creates a signal handler to trap the Ctrl-C signal (also called SIGINT, the interrupt signal). When this signal is sent to the application, the videoEnv.quit global variable is set to true to signal the video thread to exit its main loop and begin cleanup.
- After configuring this signal handler, main() calls the video_thread_fxn() function to enter into the video thread. Upon completion of this function, main() checks the return value of the function (success or failure) and reports.
Build and run
- Run the application
beagle$ make beagle$ ./videoThru_DEBUG.Beagle
You will get a message from the application indicating that it has captured video frames. Check the following to ensure that the video has recorded properly:
beagle$ ls –lsa /tmp/video.raw
The file should be about 60 MB in size. The reason that the application only records 100 video frames is to keep from overflowing the /tmp directory.
Part c - Video Playback
The goal of this part is to examine FBdev display driver using a video display app. This app will play back the file recorded in Part b (and add OSD from Part a). This is an inspection lab only.
- Examine video_output.c and its helper functions.
- Ensure /tmp/video.raw still exists.
- Build, run. Result: video.raw file is displayed on the screen (along with your OSD).
- Change to lab07c_video_playback.
Examine video_thread.c
As opposed to the recorder, this application uses ioctl calls to manage the framebuffer at /dev/fb1 to display video frames it reads from the /tmp/video.raw file:
- fopen() and fread()
- Opens the input file containing captured video frames.
- video_osd_setup()
- Creates a table of appropriately sized buffers to hold video frame data that is read from the file. The driver uses driver-allocated buffers which are mapped user space to store video frames.
- while() loop
- Loops until ctrl-C is pressed or input file is depleted
- fread(): The next video frame is read from the file and copied into the
video buffer.
- flip_display_buffers(): Uses ioctl calls to tell the display subsystem to display the next buffer.
- Build and run the application.
- Check to make sure /tmp/video.raw exists and has a file size larger than zero.
Use "ls –lsa /tmp/video.raw" to verify that video.raw exists and has a greater than zero file size. The application is hard coded (using a #define statement in video_thread.c) to read data from the file /tmp/video.raw. If you have powered off or reset since running Part b, the video.raw file will have been cleared. If so, go back to lab07b_video_capture to create the video.raw file again.
Examine main.c
This main.c is the same as before, except we've added a couple of system() calls to display the video buffer and then hide it. The string in the system() call is run in a shell. In this case we are using vid1Show to display the video frame buffer.
- Examine setDSSpaths. What does it do?
- Examine vid1Show. What does it do? How do you make the video frame buffer display in a different location on your screen?
- How do you change the size of the video display?
- The line echo 0 > $mgr0/alpha_blending_enabled sets transparency. Change echo 0 to echo 1. What happens? Line up the video display with your Rose .bmp file. What happens with the transparent parts of the .bmp file?
Part d - Video Loopthru
The goal of Part d is to combine the recorder (Part b) and playback (Part c) into a video loopthru application.
- Hey – YOU get to do this yourself (no more inspection stuff…).
- Answer a few questions about the big picture.
- Copy files from Part c (playback) to Part d (loopthru).
- Add video input files from Part b (record) to Part d (loopthru).
- Make code modifications to stitch the record to the playback.
- Build, run. Result: video is captured (v4L2) and then displayed (FBdev) with your OSD.
In this portion of the lab, you will combine Parts a (video capture) and b (video playback) into a single video loop-thru application.
In Part b, we recorded video from the web cam via the v4L2 input and placed it into a file (video.raw) – this used an fwrite() command to write the video buffer to a file. In Part c, we did an fread() of the video.raw file and sent that video to the display driver.
We now have the input (capture) application (Part b) and the output (display) application (Part c) that you will now combine into a single application (Part d). We'll need to get rid of the "file reads/writes" and replace them with a memcpy operation to copy data from Capture driver buffers to Display driver buffers.
Before Starting
Before we start copying, cutting, and pasting files and code, let's think about what must be done to get the loopthru lab to work.
- In Part b, we used fwrite() to PUT (write) the video data to the video.raw file. What two functions were used to GET (read) the video data from v4L2 driver and return the video buffer back to the driver once the application has recorded the data?
|GET video data:
|PUT video data:
|1. fwrite() the video frame
- Similarly, in Part c, we used the functions listed below to PUT (write) the data to the FBdev driver. What function is used to GET (read) the video data?
|GET video data:
|PUT video data:
|1. flip_display_buffers()
In this lab exercise, we will start with the Part c files, then edit them to create the loopthru code. Based on this, generally what functions should be required for our while() loop in the Part d Video Loopthru?
|GET video data:
|Copy video data:
|1. memcpy to copy from input to output
|PUT video data:
To summarize, the following lab procedure will take the _capture and _playback files and combine them into a loopthru example.
Now, go do it.
Demo your working program
Once you have the video through working, demo your program to get credit.
Embedded Linux Class by Mark A. Yoder


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Saturday, May 18, 2013
The Week In Stitches
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35 comments:
Ugh, basting. Surely that's everyone's least favorite, right?ReplyDelete
it's beautiful, rita! i know what you mean about making quilt tops for the rest of time...that's my favorite part, too!ReplyDelete
I'm certain the customer will be thrilled with the quilt top and enjoy finishing it off with hand quilting! How else would she ever have such a treasure of different fabrics in one place?ReplyDelete
- AnonymousMay 18, 2013 11:50 AM
I love this, the customer is going to live it too :-)ReplyDelete
What a dreamy selection of fabric. I'm in love with all the prints.ReplyDelete
I've a friend who has a mountain of tops she does not intend to ever quilt...it pains me! Yours is lovely, as ever :)ReplyDelete
Looks good. I love the piecing part best too, but finishing quilts is always good too.ReplyDelete
Oh my! How large is the quilt and how large are the squares? I am a beginner quilter, and have never "quilted" any of mine yet. I really want to, but don't have a long arm machine and don't know where to begin. I am doing a lap size "arrowhead" quilt right now, that I plan to make my first attempt at quilting it.ReplyDelete
The fabrics are beautiful - but I'm surprised at the simple square block design. I didn't think experienced quilters ever did simple square blocks once they were more experienced! Ha!
I would love to have a quilt like that. I would examine every little square, I love the variation of prints!ReplyDelete
200 fabrics! Amazing. I can understand your feeling sending off something not finished. I don't think I could hand over something if it wasn't finished. I also think I understand the feeling of just doing quilt tops! What a great quilt top. TFS.ReplyDelete
Your fabric selection is so wonderful!ReplyDelete
Again, another wonderful quilt top. I just LOVE all the coloured fabric you use. Just beautiful. EmmaReplyDelete
Would be such fun to hand quilt - one would never get bored!ReplyDelete
Hugs - Lurline.
It's gorgeous, Rita. So many of my favourite fabrics hiding in there :)ReplyDelete
Hi There, It's just beautiful!!!That quilt is like going to bed with a read!!!So interesting and so much to see!!! Have an awesome weekend!!!ReplyDelete
Gorgeous as usual RitaReplyDelete
Love it!!ReplyDelete
Rita, I don'd comment often but I admire your fabric choices every time! Gorgeous! I love Japanese fabrics and the way you combine them.ReplyDelete
What a fabulous collection of fabrics, those little red bunnies really caught my eye in particular. Personally I'd happily produce tops and let someone else deal with the quilting, it's so not my favourite step in the process! I do like binding though, which is perhaps a little cheaty if I want to skip out the really hard work inbetween :)ReplyDelete
Now, that's a nice change for you, and I'll bet that it made this project feel like it was finished much quicker. Nice for you, nice for your customer, who can now sit in to hours of happy stitching.ReplyDelete
Love it, as usual. :) My least fav part of making a quilt is actually cutting everything.ReplyDelete
So fresh and airy. 200 fabrics!! I spy some Lotta, and love the cute shoes block -- and the polka dots.ReplyDelete
LOVE this! I'd like a layer cake composed of all of those please. :-)ReplyDelete
Rita, I love this quilt. I don't know how you manage to make so many quilts.ReplyDelete
So pretty in it's simplicity. That must have been a fun project!ReplyDelete
Your customer is going to enjoy quilting this top so much - what an opportunity to appreciate every fabric!ReplyDelete
All your fabulous quilting is tiding me over until I can have my sewing machine fixed! Blasted broken pedal :( I miss all the steps!ReplyDelete
I think I like this little simple squares quilt the best of all the ones you have made. The selection of fabrics just appeal to me so much - and a little giggle here and there too when I look at it as Some of the fussy cut squares are just so cute!ReplyDelete
- AnonymousMay 19, 2013 5:37 AM
Beautiful! Love the fussy cut squares! Amazing. She will love it!ReplyDelete
Longarmers are in business because they know that many quilters prefer making the top and then having someone else do the quilting. Many still do the hand binding but they have the longarmer attach the binding. Everyone wins if that is what you like to do!ReplyDelete
I see you have a new header featuring your beautiful butterfly blocks:DReplyDelete
I can just imagine the mountain that 200 fabrics made, after you finished cutting squares! So worth the mess for such a lovely quilt top.ReplyDelete
I can just imagine the mountain that 200 fabrics made, after you finished cutting squares! So worth the mess for such a lovely quilt top.ReplyDelete
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Comments are published after review.
Feel free to ask questions and I will answer either here or by email, as is appropriate.


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Corbin Russwin ML20914 LWM 618 SEC CL6 M91 Electric Mortise Lock Bright Nickel Plated Clear Coated
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Utilizing the ML2000 Series Grade 1 Mortise Lock with the patented quick reversible latchbolt, the ML20900 Series provides actuator operated remote locking and unlocking. The self contained integral continuous duty aqctuator allows installation in standard mortise prep with slight modification. The ML20900 ECL is ideal for use where increased security is necessary at all times, such as tenant space, pharmacies, computer rooms and high security areas. THe ML20900 Series features Ecoflex Technology, reducing energy consumption up to 96% as certified by GreenCircle. It is field configurable to fail safe or fail secure and operates off 12-24VDC.
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text:
Qatar Airways - Bologna Airport (BLQ)
Bologna Airport (BLQ) has a single passenger terminal. Check-in Area is located at the ground level.
Check your arriving flight here
Check your departing flight here
Follow the links below in order to see all the flights scheduled for Qatar Airways
- Arrivals
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- Website: www.qatarairways.com/
This airline does not operate any flights, all flights are codeshared flights, operated by the following airlines:
- Iberia
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Free Download Different Variaties Good Morning Wishes Cards and Best Good Morning Photo Gallery.
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Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!
Hey guys and gals. Another week of Sam and Dan Games has begun! v6.1.1 of Pokemon Tower Defense is now out! You can get your very own Shadow Lickitung by finding the Mystery Gift Code at the link above. (Yes I know he doesn't know Shadow Rush, but you can relearn them move if you want :) )
We are working hard to get you guys some entertainment and at the same time thinking about what the next steps are for us. As an small independent game studio (we aren't even an official company yet, but will be this year) the best thing we can do is create new and exciting games. Pokemon Tower Defense is an exciting game but we really can only do so much with it because we didn't create Pokemon. Which is why you will see us focus on Hero Tower Defense once PTD 1 is over. But I realize that most of you here are fans of PTD and I have created over 400 moves which I plan to maximize. So I will also be working on PTD 2 on the side.
Last week I put up a poll about the Day/Night System for PTD 2 (which I explained last blog) and it looks like the winner is a Dynamic Day/Night System! Because that is the winner I wanted to include more details about it.
The Day/Night System will work similar to how it works in the game. Some pokemon or events will only happen at certain times in the game's clock. But unlike the game the clock will not be based around 24 hours or around your device's time. It will be based on your play time on levels. Each complete day might like 2-3 hours, when you first play the game will be in day time and as you play the time will be changing. About half way through the day you will enter night time. So as you can see it's not tied to any specific time zone or your computer's clock.
Last week I also finished the preloader for the game, so instead of seeing a white screen you will see a percentage on screen and I made a cool little race so you have something to be entertained by while you wait. The race is Chikorita vs. Totodile vs. Cyndaquil as you load your game they will move closer to the finish line and who knows maybe they will evolve. This is just a small detail that I hope you can appreciate while you wait for the game to load.
Also PTD 2 will have a nice little intro scene that Joel, my brother, made. Joel will also be helping make the intro and ending cutscenes for all the levels which will help make them more interesting and detailed. It will also help me complete more since I will have my hands busy with HTD.
Speaking of intro scenes, just like PTD I'm holding a competition for the actual title screen of the game, this time they can't have their own animated intro (since the game will already have an animation to start) but can have animated elements. So no rolling pokeball and pikachu coming out of it but you can have the rollovers or animations in the page itself. For now just put the same elements that the current game has on there. (Start, Options, Feedback, the Mystery Code, Pokemon Tower Defense 2, a Sam Game, and tell us how to make it better) Post these on our forum so other users can comment and give you feedback. The prize will be all 3 SHINY LEGENDARY DOGS! Which won't be available until PTD 2 comes out later this year. Like I said don't email me your entries, post them on the forum. This contest will run for at least a month so you will have time to make them special. Show me what you got!
We are also talking about our third game which is the Creatures Universe game (Project ANPO), you can read more about it here. As the weeks go by I will be talking more about the ideas I have for it on the blog so look forward to that.
This week in PTD we will have a new Story level, new TMs, a new Mystery Gift, new level cap, along with some other bug fixes. I will also put some of my pokemon up for trade, got any special request for what pokemon I should put up for trade? Let me know in the comments. Also let me know which TMs you would like to see this week in the comments. (TMs with moves that are already in the game will be more likely to be added this week)
PTD First Look for v6.2 by GraphicForce!
PTD 1 Progress:
Story Level (100%) - Pallet Town Training
- Intro (100%)
- Layout (100%)
- Waves (100%)
- Ending (100%)
- Implement in Saving Code (100%)
- Stats (100%)
- Graphics (100%)
- Moves (100%)
New TMs (100%)
- Hydro Pump (100%) - Being available to more pokemon.
- Bulldoze (100%)
- X-Scissor (100%)
- Fury Cutter (100%)
- Sludge Wave (100%)
- Psyshock (100%)
- Implement in game (100%)
- Implement in Saving Code (100%)
- Implement in Trading Center (100%)
PTD 2 Progress:
Temporary Title Screen (0%) - The final one will be from the contest winner, but I will make a placeholder one for now.
Options Menu (0%) - Adding some more options here, like a logout, and more.
HTD Progress:
Click here to see my HTD progress for this week.
That's all for today! As always let me know what you think! If you have any question about PTD, beating a level or how to get a particular pokemon head to our forums, many people there will be happy to help you. If you have account problems send me an email for everything else leave me a comment below!


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Fitxa de restauració Informe VC 1562
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Happy Spring Solstice!
Spring is a season of new growth, of buds bursting through the soil and reaching for the sky. Our issue offers dragonflies, sunflowers, fairy pageants, legends of love, and an interview with amazing author and voice actress Glynnis Campbell. Relax by a sunny window and enjoy the issue!
Read the Spring 2009 Issue of MUSED -
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Nissan Maxima 2000 - 2001 Dash Trim Kit
Item id: NSN-22AFull Kit, Automatic, Radio With CD Player, 39 Pcs.
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As long as you keep your car we stand by the quality of our products. If you need to replace or fix something please contact us. We will definitely work with you.
Thoroughly clean the area where the pieces are to be applied with a clean, lint-free cloth and the alcohol swabs provided or with 3M Solvent 70*, to remove ALL residue and dirt.
A test can be performed for cleanliness with ordinary masking tape, if the tape sticks easily to the surface, if not repeat the cleaning process.
Without removing the red backing tape, 'dry-fit' ALL pieces, noting correct placement, joins and angles.
ALL pieces should be checked «dry-fit» before proceeding to Step 3. Immediately stop installation procedure and contact us even if one piece doesn't fit.
Any money back or refund requests based on fitting issues will be declined once the kit or partial pieces are installed. Only replacement and correction requests will be reviewed and accepted.
Gently heat the parts with a hairdryer or heat gun set to low. Keep the heat source at least 5″ away from the piece. Pieces will become flexible with application of heat.
Placing the pieces (backing tape side down) on the top of the dash with the front window defrost set to medium for 15 minutes, warms & keeps all pieces ready for installation.
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Remove front side clear or white protective tape from all pieces.
Enjoy our product.


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SOCIAL SCIENCE: Indigenous Studies
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- Click on a column heading to sort search results by title, author, etc.
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rafting - Example Sentencesरैफ्टिंग
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Harry Clay Sharp (1870-1940)
Harry Clay Sharp was a surgeon who performed one of the first recorded vasectomies with the purpose of sterilizing a patient. Sterilization is the practice that makes a person unable to reproduce, and vasectomy accomplishes that by severing the vasa deferentia, the sperm-carrying tubes in the male reproductive system. Historically, sterilization procedures have varied in techniques, goals, and risks, but Sharp's method of vasectomy allowed restriction of a patient's reproductive functions without significantly affecting other bodily functions.
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Friday, January 29, 2010
How About This?
53 comments:
This one is better IMO.ReplyDelete
Yes. That bears more of a resemblance to the original interior title lettering in Chaykin/Mignola's Lankhmar adaptation, and I have to say that visually, that's pretty much what I think of when I hear "pulp fantasy" these days...ReplyDelete
Much better!ReplyDelete
I definitely think that's closer to the vibe you're looking for.ReplyDelete
Have you tried it in not all-caps?
It strongly implies the existence of printing presses in your mileau.ReplyDelete
Absolutely perfect.ReplyDelete
Better... Maybe a tad less messy?ReplyDelete
I must say it evokes a more mysterious and foreboding feel to it than the last on did.ReplyDelete
I definitely prefer this one to the first choice. Two snaps up!ReplyDelete
It strongly implies the existence of printing presses in your mileau.ReplyDelete
Does it? That's not a concern, as printed presses do exist, but I never really saw much connection between the typography of a game book and the setting it describes.
I'd adjust the width of the D, E, and I if you can. They seem to be a little out of step with the rest of the font, a little to thick compared with the lighter weight of the other letters. Make them a skoshe narrower.ReplyDelete
If you wanted to get a little playful with this, you could play with the heights of the M's in the word, mimicing mountain peaks. If you have access to an app that renders your text into paths, you could fuss around with it a little.
Definitely an improvement over the previous font.ReplyDelete
Guess I'm the outlier. I like the first one better, specifically because of its intriguing obscurity. This looks more Rennaisance to me, but you can't please them all! It seems fairly clear that #2 is the overwhelming favorite.ReplyDelete
It certainly doesn't "bother" me, just doesn't do as much as the first one, and feels a little less "pulpy" and Lovecraftian.
I prefer this one. The other one looked like a romance novel.ReplyDelete
I like it much better.ReplyDelete
If this is a logotype I'd distress the double "M" in the middle of Dwimmermount to give them a little distinction from one another. The problem aesthetically with the word "Dwimmermount" is the three "M"s destroy the illusion of script/calligraphy/distressed fonts because you can visually take in the uniformity of the "M" characters.
That said I'm probably overly sensitive to type because that is how I pay the bills.
Yes, better. Like one previous commenter I find the D curiously wide compared with the other characters - are the W and Ms condensed? It might be interesting to take that even further, so there's a kind of definite rhythm running through the word.ReplyDelete
I also like the idea of using the Ms to suggest mountain peaks. It's an intriguing word, it deserves some play.
What's the typeface?
- AnonymousJanuary 29, 2010 at 10:21 AM
YOUR PRINTER IS A HOBBIT!!! (YOU CAN TELL FROMT HE CHOCHOLAT FINGER PRINTS ALL ON IT FROM EAT A DONUT)!ReplyDelete
I like it! Very "name on the door of a huge family crypt."ReplyDelete
- AnonymousJanuary 29, 2010 at 10:24 AM
Better. And now I'm going to spend lunch hour fiddling with my 900+ fonts and seeing what I can come up as alternatives. :)ReplyDelete
Much better for pulp fantasy purposes imo. I especially love the Roman style W, that's very pre/early medieval looking!ReplyDelete
I liked the first, but I like this one much more. Go with Option #2, please. :)ReplyDelete
With Regards,
This is much more in line with the way you've described the campaign. Keep the all caps--it looks great!ReplyDelete
I like this better.ReplyDelete
More gritty than the other own. The first looked too "elfish".
It strongly implies the existence of printing presses in your mileau.ReplyDelete
Because of the distressed nature of the font, I agree.
Script versus Caps, to me is like dark age Britain to civilized Rome. If the emphasis of Dwimmermount is the campaign world I'd lean towards script, but isn't the focus of Dwimmermount the ruin/dungeon?
I'm not a player in this world but what I gather is Dwimmermount is an echo of a previous mysterious technological superior civilization so I think something like a distressed "Trajan" makes the most typographical sense.
Very nice. Though I agree with TJ, and for the same reasons. Say, clean up some of the blots from one M, "fill in" the nick on the righthand side of another,and it should read more individual.ReplyDelete
And yes, I too am probably more sensitive about this sort of thing than the average person.
Much better.ReplyDelete
what brawler saydReplyDelete
Ok, now I'm over thinking this.ReplyDelete
Is "Dwimmermount" more about the post-Dwimmermount-civilization's relationship to the ruin? Or is "Dwimmermount" about the ruin/dungeon itself?
Planet Algol is setting.
The Lost Caverns of Tsojcanth is a destination in Greyhawk.
Dwimmermount is a mega-dungeon. The campaign world is secondary to the ruin/dungeon.
The font:Trajan is literally based on the stone carved letters used to honor the Roman Emperor Trajan. With in his time that was his font, but post Roman civilization you would see words referring to Trajan in script, and later the printed text faces.
When you show me all caps I think of the artisans and stone carvers of Dwimmermount, and when I see script I think of the sages writing of Dwimmermount.
> More gritty than the other own.ReplyDelete
*g* The word is Warhammer? ;)
=> http://tinyurl.com/ycgy6dw
A rather over-tweaked, messier version but has character. (Plus points for D...I...E standing out, I guess?!)
This comment has been removed by the author.ReplyDelete
This comment has been removed by the author.ReplyDelete
I like the font, but the title itself stills feels a bit computer generated (which may or may not matter to you). If you have the time you might try re-tracing the title by hand.ReplyDelete
Most definitely better then the last one. I very much like the ink smudges. Keep going your getting closer.ReplyDelete
Much better.ReplyDelete
An improvement over the Early Colonial look/feel of the previous one, but this looks rather Victorian.ReplyDelete
I think you may be disappointed if you are pinning a lot of 'imparted feel' upon your choice of font.
In any case, I hope you find something that works for you. :)
Yes. Very evocative of Megadungeon.ReplyDelete
I abstain, but a fascinating discussion.ReplyDelete
Nice! That is way better.ReplyDelete
Much more forceful and less fancy. Keep the distressed look too as it gives a slightly tarnished impression.ReplyDelete
thats a face forehead branding iron battle cry font if i ever saw one.ReplyDelete
what delta saidReplyDelete
Much better!ReplyDelete
I like this one a lot. It evokes antiquity without pinning itself to a particular time or place.ReplyDelete
Best of the 4 so farReplyDelete
Much better!ReplyDelete
I think this is the best of the four presented - clear, easy to read, much easier on the eyes!ReplyDelete
I like it. It's somehow at least a little reminiscent of the Lone Wolf books.ReplyDelete
I agree with Deogolf, this is the best of the four, in my opinion. The newer fonts with the mountain background look a little too "modern" for my taste.ReplyDelete


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Planetary for the Genteel Lancing Device
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Rule #1 - Be Patient - Rule #2 - Don't ask when, if you don't contribute - Rule #3 - You have coding skills - LinuxMCE's small brother is available: http://www.agocontrol.com
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Gyration is gone. Those remotes are gone. This leaves you with:
Andrew, they are phasing out their entire product line as their new parent company focuses on the medical industry.-Thom
I've got a gyration and the gyro only works about 25% of the time. I'd save your money and just get the windows remote. You'll get used to it in a hurry!
The gyration remotes will work if people will pay me to do the necessary driver work.-Thom


text:
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⚠ Version 1.1 of The Plant List has been superseded and should no longer be used.
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Many SCA positions offer stipends, travel reimbursement, or academic credit. Some internship positions for applicants age 18 and up are also eligible for AmeriCorps Education Awards and other financial benefits. Opportunities vary depending on the specific position.
Serve the Planet
The work you do as an SCA member helps conserve America's public lands and the critical wildlife and ecosystems they support. By protecting natural habitats and helping to raise public awareness for conservation issues, SCA members improve the planet and pave the way for a more sustainable future.
Make an Impact
An SCA position is your chance to the serve the earth right now. The work you do makes an immediate positive impact on people, wildlife, and the planet. SCA members are ready to get their hands dirty and put conservation into action.


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The Magicball Network was created by Michiel "El Muerte" Hendriks and has been the home of the Little Big Adventure community ever since 2000.
The Magicball Network (MBN for short) came forth from a site called "the World of Little Big Adventure" (still mirrored on the MBN). It all started around the first quarter of 1997, that's when Michiel Hendriks (a.k.a. El Muerte, the KILLER back then) found a very active LBA forum hosted on a now defunct site InsideTheWeb. Michiel was an LBA fan since he first read a review about it in the March 1995 issue of a Dutch gaming magazine "Power Unlimited". It was not until 1997 until he gained access to the internet and found the InsideTheWeb forum. In the summer of 1997 Michiel used a lot of spare time to learn HTML and create the first version of the World of LBA. The site was well received by the other visitors of the InsideTheWeb forum and quickly grew to a very large website with a lot of content, too much to have it hosted by a single free website hoster.
At the end of 1999 Michiel went to the university where he was granted a stable internet connection with enough bandwidth. Ideas came up to completely revamp the old World of LBA. With community effort a new name came up: the Magicball Network. As soon as Michiel bought a new computer to act as server the work started to create the first version of the MBN.
Things started to look grim on the InsideTheWeb forum. The original forum was often attacked by spammers. This resulted in the new forums on InsideTheWeb. But this didn't last long since InsideTheWeb was closing it's doors. Before InsideTheWeb finally closed it's doors the first place holder for the MBN was online and a temporary forum was created on the site. This was somewhere around the summer of 2000. At october 2000 the temporary forum was replaced with the current one. Just in time to announce it on the InsideTheWeb forums before they disappeared from the internet. A little while later Michiel released version 2 of the MBN, in the mean time he learned to use PHP to create dynamic websites. A lot of the old InsideTheWeb visitors moved to the new MBN forum a new members joined. This was to become the new home of the LBA community.
Time passed and Michiel became unhappy with how version 2 of the MBN was programmed, so he started on a new version. This new version was linked with the forum database and gave the ability to grant certain users permission to add content to the site. At a certain time Ahmad Ghourab (a.k.a. Axx) was very active with reporting new information and had good contacts with the LBA developers. He was granted access to post news on the MBN. More time passed and Michiel lost time and interest in finishing MBN version 3. A this point a couple of fans (Jesse Mak and Axx) erected a site called "Twinsen's Adventure". Twinsen's Adventure became the new site for news and articles about the creators of LBA. The MBN was still the home of the LBA community, the frontpage was just not updated anymore.
At the end of 2005 version 4 of the MBN was revealed. By this time the forum software had evolved a lot and new features where added that made it easy to extend the forum. An other user of the forum software created a bridge between the forum and a CMS. This extention caught the eye of Michiel. This combination of a CMS and the forum was what he was trying to create since the beginning, and this saved him a lot of time. Thus the MBN frontpage was revived. After six years since the start of the MBN, and over 12 years since the first LBA game, the community is still very active.


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Equipment Class
July 5, 2021 @ 8:00 am - 8:55 am
Class duration: 55 Minutes
Type: Limited Group Class (8-12)
About This Class:
These classes assume you have taken personal training sessions and have become familiar with Pilates fundamentals and the use of the equipment. Pilates Equipment classes explore the core from every angle and may use the full suite of Pilates equipment or focus on one piece. The spine's stability and mobility are fully challenged and fully engaged throughout the entire repertoire of equipment exercises. The body will experience movements through several planes, and functional movements will also be introduced. Expect to sweat and increase your heart rate once you have learned and become proficient in the basics. It takes time, but it is well worth the effort.
1 Class 35
10 Classes 350
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