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Vertex Rendering
- Vertex Specification
- Vertex Rendering
- Primitive
- Vertex Processing
- Vertex Post-Processing
- Primitive Assembly
- Rasterization
- Fragment Shader
- Per-Sample Processing
- This page is about the drawing functions for vertices. If you're looking for info on how to define where this vertex data comes from, that is on Vertex Specification.
Vertex Rendering is the process of taking vertex data specified in arrays and rendering one or more Primitives with this vertex data.
In order to successfully issue a drawing command, the currently bound Vertex Array Object must have been properly set up with vertex attribute arrays, as defined here. If indexed rendering is to be used, the GL_ELEMENT_ARRAY_BUFFER binding in the VAO must have a Buffer Object bound to it as well.
Causes of rendering failure
The GL_INVALID_OPERATION error can happen when issuing any drawing command for many reasons, most of which have little to do with the actual drawing command itself. The following represent conditions you must ensure are valid when issuing a drawing command.
- A non-zero Vertex Array Object must be bound (though no arrays have to be enabled, so it can be a freshly-created vertex array object).
- The current framebuffer must be complete. The Default Framebuffer (if present) is always complete, so this usually happens with Framebuffer Objects.
- The current program object or program pipeline object must be successfully linked and valid for the current state. This includes:
- If there is an active Tessellation Evaluation Shader or Geometry Shader, then there must also be an active Vertex Shader present.
- Any active programs cannot have two or more sampler variables of different types which are associated with the same texture image unit.
- Any active programs cannot have two or more image variables of different types which are associated with the same image unit.
- Program pipeline objects have additional rules. In the case of a unified program, these would all be linker errors, but program pipelines have to check at render-time:
- Programs from one program object cannot come between two shader stages that are defined by different program object. So if you have program A which has a vertex and fragment shader, you cannot put program B into the pipeline with a geometry shader between them.
- The number of active samplers, images, uniform buffers, and shader storage buffers (where applicable) across all images must not exceed the combined implementation-defined limits. This is statically checked by the linker for non-separate programs, but must be render-time checked with program pipelines.
- If a Geometry Shader and a Tessellation Evaluation Shader are present and not linked into the same program, the GS's input primitive type must match the primitive generated by the TES's patch output type.
- If a Tessellation Control Shader is active, a Tessellation Evaluation Shader must also be active.
- Textures used by the current programs' samplers and/or images must be complete.
- If a Geometry Shader is present, the primitive type fed to the GS must be compatible with the primitive input for the GS. If no TES is active, then the mode primitive type from the drawing command must match.
- If Transform Feedback is active, the transform feedback mode must match the applicable primitive mode. That mode is determined as follows:
- If a Geometry Shader is active, then the applicable primitive mode is the GS's output primitive type.
- If no GS is active but a Tessellation Evaluation Shader is active, then the applicable primitive mode is the TES's output primitive type.
- Otherwise, the applicable primitive type is the primitive mode provided to the drawing command.
- mode may be GL_PATCHS if and only if a Tessellation Evaluation Shader is active. And vice versa.
- Buffer objects being read from or written by an OpenGL rendering call must not be mapped in a non-persistent fashion. This includes, but is not limited to:
- A buffer bound for attribute or index data.
- A buffer bound for Transform Feedback when that is active.
- A buffer bound for uniforms, shader storage, or Atomic Counters when any shader reads from (or writes to) that buffer.
- A buffer bound as a texture or Image Load Store image.
This list is not comprehensive. If you know of more, please add them here.
Rendering can take place as non-indexed rendering or indexed rendering. Indexed rendering uses an element buffer to decide which index in the vertex arrays values are pulled from. This is explained in more detail in the Vertex Specification article.
All non-indexed drawing commands are of the form, gl*Draw*Arrays*, where the * values can be filled in with different words. All indexed drawing commands are of the form, gl*Draw*Elements*.
Primitive Restart
Primitive restart functionality allows you to tell OpenGL that a particular index value means, not to source a vertex at that index, but to begin a new Primitive of the same type with the next vertex. In essence, it is an alternative to glMultiDrawElements (see below). This allows you to have an element buffer that contains multiple triangle strips or fans (or similar primitives where the start/end of a primitive has special behavior).
The way it works is with the function glPrimitiveRestartIndex. This function takes an index value. If this index is found in the index array, the system will not source a vertex; instead, it will start the primitive processing again as though a second drawing command had been issued. If you use a BaseVertex drawing function, this test is done before the base index is added to the restart. Using this feature also requires using glEnable(GL_PRIMITIVE_RESTART) to activate it, and the corresponding glDisable to turn it off.
Here is an example. Let's say you have an index array as follows:
{ 0 1 2 3 65535 2 3 4 5 }
If you render this as a triangle strip normally, you get 7 triangles. If you render it with glPrimitiveRestartIndex(65535) and GL_PRIMITIVE_RESTART enabled, then you will get 4 triangles:
{0 1 2}, {1 2 3}, {2 3 4}, {3 4 5}
Primitive restart works with any indexed rendering function. Even the indirect ones.
Fixed index restart
|Core in version
|Core since version
|Core ARB extension
For compatibility with OpenGL ES 3.0, OpenGL 4.3 allows the use of GL_PRIMITIVE_RESTART_FIXED_INDEX. This enumerator can be enabled and disabled, just like GL_PRIMITIVE_RESTART. If they are both enabled, then fixed-index restarting takes precedence over the user-specified index.
Unlike regular restarting, the fixed-index version uses a specific index. Namely, the largest index possible for the type of the indexed drawing command. So if you the type is GL_UNSIGNED_SHORT, then the restart index will be 65535 or 0xFFFF.
Direct rendering
These vertex drawing commands provide the various rendering parameters directly as parameters passed to the functions. This contrasts with other drawing commands (see later sections), where some parameters are pulled from OpenGL object sources.
Basic Drawing
The basic drawing functions are these:
void glDrawArrays( GLenum mode, GLint first, GLsizei count ); void glDrawElements( GLenum mode, GLsizei count, GLenum type, void * indices );
where, for glDrawArrays:
- mode parameter is the Primitive type.
- first and count values in define the range of elements to be pulled from the buffer.
as for glDrawElements:
- count and indices parameters define the range of indices.
- count defines how many indices to use.
- indices defines the offset into the index buffer object (bound to GL_ELEMENT_ARRAY_BUFFER, stored in the VAO) to begin reading data.
- type field describes what the type of the indices are:
- GL_UNSIGNED_BYTE: index range: [0, 255]
- GL_UNSIGNED_SHORT: index range: [0, 65535]
- GL_UNSIGNED_INT: index range: [0, 232 - 1].
The indices parameter is odd. Much like old-style vertex attributes, it is not a pointer at all. It is in fact a byte offset, which is disguised as a pointer. So you need to take your byte offset into the index buffer and cast it into a void* (with reinterpret_cast<void*> or just (void*)).
The basic drawing functions are all you really need in order to send vertices for rendering. However, there are a number of ways to draw that optimize certain rendering cases.
Rendering with a different VAO from the last drawing command is usually a relatively expensive operation. So many of the optimization mechanisms are based on you storing the data for several meshes in the same buffer objects with the same vertex formats and other VAO data.
Binding a VAO or modifying VAO state is often an expensive operation. And there are many cases where you want to render a number of distinct meshes with a single draw call. All of the meshes must be in the same VAO (and therefore the same buffer objects and index buffers). Also, of course, they must use the same shader program with the same uniform values.
To render multiple primitives from a VAO at once, use this:
void glMultiDrawArrays( GLenum mode, GLint *first, GLsizei *count, GLsizei primcount);
This function is conceptually implemented as:
void glMultiDrawArrays( GLenum mode, GLint *first, GLsizei *count, GLsizei primcount )
for (int i = 0; i < primcount; i++)
if (count[i] > 0)
glDrawArrays(mode, first[i], count[i]);
Of course, you could write this function yourself. However, because it all happens in a single OpenGL call, the implementation has the opportunity to optimize this beyond what you could write.
There is an indexed form as well:
void glMultiDrawElements( GLenum mode, GLsizei *count, GLenum type, void **indices, GLsizei primcount );
Similarly, this is implemented conceptually as:
void glMultiDrawElements( GLenum mode, GLsizei *count, GLenum type, void **indices, GLsizei primcount )
for (int i = 0; i < primcount; i++)
if (count[i]) > 0)
glDrawElements(mode, count[i], type, indices[i]);
Multi-draw is useful for circumstances where you know that you are going to draw a lot of separate primitives of the same kind that all use the same shader. Typically, this would be a single conceptual object that you would always draw together in the same way. You simply pack all of the vertex data into the same VAO and buffer objects, using the various offsets to pick and choose between them.
Base Index
All of the glVertexAttribPointer calls define the format of the vertices. That is, the way the vertex data is stored in the buffer objects. Changing this format is somewhat expensive in terms of performance.
If you have a number of meshes that all share the same vertex format, it would be useful to be able to put them all in a single set of buffer objects, one after the other. If we have two meshes, A and B, then their data would look like this:
[A00 A01 A02 A03 A04... Ann B00 B01 B02... Bmm]
B's mesh data immediately follows A's mesh data, with no breaks inbetween.
The glDrawArrays call takes a start index. If we are using unindexed rendering, then this is all we need. We call glDrawArrays once with 0 as the start index and nn as the array count. Then we call it again with nn as the start index and mm as the array count.
Indexed rendering is often very useful, both for memory saving and performance. So it would be great if we can preserve this performance saving optimization when using indexed rendering.
In indexed rendering, each mesh also has an index buffers. glDrawElements takes an offset into the index buffer, so we can use the same mechanism to select which sets of indices to use.
The problem is the contents of these indices. The third vertex of mesh B is technically index 02. However, the actual index is determined by the location of that vertex relative to where the format was defined. And since we're trying to avoid redefining the format, the format still points to the start of the buffer. So the third vertex of mesh B is actually at index 02 + nn.
We could in fact store these indices in the index buffer that way. We could go through all of mesh B's indices and add nn to them. But we don't have to.
Instead, we can use this function:
void glDrawElementsBaseVertex( GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex);
This works as glDrawElements does, except that basevertex is added to each index before pulling from the vertex data. So for mesh A, we pass a base vertex of 0 (or just use glDrawElements), and for mesh B, we pass a base vertex of nn.
It is often useful to be able to render multiple copies of the same mesh in different locations. If you're doing this with small numbers, like 5-20 or so, multiple draw commands with shader uniform changes between them (to tell which is in which location) is reasonably fast in performance. However, if you're doing this with large numbers of meshes, like 5,000+ or so, then it can be a performance problem.
Instancing is a way to get around this. The idea is that your vertex shader has some internal mechanism for deciding where each instance of the rendered mesh goes based on a single number. Perhaps it has a table (stored in a Buffer Texture or Uniform Buffer Object) that it indexes with the current vertex's instance number to get the per-instance data it needs. Perhaps it uses an attribute divisor for certain attributes, which provides a different value for each instance. Or perhaps it has a simple algorithm for computing the location of an instance based on its instance number.
Regardless of the mechanism, if you want to do instanced rendering, you call:
void glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei instancecount );
void glDrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount );
It will send the same vertices instancecount number of times, as though you called glDrawArrays/Elements in a loop of instancecount length. However, the vertex shader is given a special input value: gl_InstanceID. It will receive a value on the half-open range [0, instancecount) based on which instance of the mesh is being rendered. gl_InstanceID and using instanced attribute arrays are the only mechanisms for being able to differentiate between instances.
In OpenGL 4.2 or with ARB_base_instance, the starting instance can be specified with "BaseInstance" commands, as follows:
void glDrawArraysInstancedBaseInstance( GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance );
void glDrawElementsInstancedBaseInstance( GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance );
The baseinstance specifies the first instance. The instancecount still represents the number of instances. The instance used by the attribute divisor is biased by the base instance. That is, it starts at the base instance and is incremented by 1 for each instance. So the base instance affects the attribute divisor.
Implementations of OpenGL can often find it useful to know how much vertex data is being used in a buffer object. For non-indexed rendering, this is pretty easy to determine: the first and count parameters of the Arrays functions gives you appropriate information. For indexed rendering, this is more difficult, as the index buffer can use potentially any index up to its size.
Still for optimization purposes, it is useful for implementations to know the range of indexed rendering data. Implementations may even read index data manually to determine this.
The "Range" series of glDrawElements commands allows the user to specify that this indexed rendering call will never cause indices outside of the given range of values to be sourced. The call works as follows:
void glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices );
Unlike the "Arrays" functions, the start and end parameters specify the minimum and maximum index values (from the element buffer) that this draw call will use (rather than a first and count-style). If you try to violate this restriction, you will get implementation-behavior (ie: rendering may work fine or you may get garbage).
There is one index that is allowed outside of the area bound by start and end: the primitive restart index. If primitive restart is set and enabled, it does not have to be within the given boundary.
Implementations may have a specific "sweet spot" for the range of indices, such that using indices within this range will have better performance. They expose such values with a pair of glGetIntegerv enumerators. To get the best performance, end - start should be less than or equal to GL_MAX_ELEMENTS_VERTICES, and count (the number of indices to be rendered) should be less than or equal to GL_MAX_ELEMENTS_INDICES.
It is often useful to combine these optimization techniques. Primitive restart can be combined with any of them, so long as they are using indexed rendering. The primitive restart comparison test, in the case of BaseVertex calls, is done before the base index is added to the index from the mesh.
Base vertex can be combined with any one of MultiDraw, Range, or Instancing. These functions are:
void glMultiDrawElementsBaseVertex( GLenum mode, GLsizei *count, GLenum type, void **indices, GLsizei primcount, GLint *basevertex );
void glDrawRangeElementsBaseVertex( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex );
void glDrawElementsInstancedBaseVertex( GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex );
In the case of MultiDraw, the basevertex parameter is an array, so each primitive can have its own base index.
BaseVertex and instancing can also be combined with BaseInstance in OpenGL 4.2 or ARB_base_instance, thus yielding the massively named:
void glDrawElementsInstancedBaseVertexBaseInstance( GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
None of the other features can be combined with one another. So Range does not combine with MultiDraw.
Transform feedback rendering
|Core in version
|Core since version
|Core ARB extension
|ARB_transform_feedback2, ARB_transform_feedback3, ARB_transform_feedback_instanced
When using Transform Feedback to generate vertices for rendering, you often use a asynchronous query object to get the number of primitives, and then use this number to compute the number of vertices for glDrawArrays or glDrawArraysInstanced call, where appropriate.
However, using a query object for this requires a GPU->CPU->GPU transfer of information. You have to read from the query object on the CPU, then transfer that information to your draw call.
This feature allows a way to bypass this. These functions allow the user to draw everything that was rendered during a transform feedback operation, without the CPU having to explicitly read the value back.
To perform non-instanced rendering from a transform feedback object, these functions are used:
void glDrawTransformFeedback(GLenum mode, GLuint id); void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
mode is the usual Primitive type. The id is the transform feedback object to draw from. The stream is the stream in the feedback object to get the vertex count from. Note that glDrawTransformFeedback is equivalent to calling glDrawTransformFeedbackStream with a stream of zero.
If GL 4.2 or ARB_transform_feedback_instanced is available, then the instanced version of these functions can be used:
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount); void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
These function as glDrawArraysInstanced. There are no BaseInstance versions of these.
Indirect rendering
|Core in version
|Core since version
|Core ARB extension
|ARB_draw_indirect, ARB_multi_draw_indirect, ARB_base_instance
Indirect rendering is the process of issuing a drawing command to OpenGL, except that most of the parameters to that command come from GPU storage provided by a Buffer Object. For example, glDrawArrays takes a primitive type, the number of vertices, and the starting vertex. When using the indirect drawing command glDrawArraysIndirect, the starting vertex and number of vertices to render would instead be stored in a buffer object.
The purpose of this is to allow GPU processes to fill these values in. This could be a Compute Shader, a specially designed Geometry Shader coupled with Transform Feedback, or an OpenCL/CUDA process. The idea is to avoid the GPU->CPU->GPU round-trip; the GPU decides what range of vertices to render with. All the CPU does is decide when to issue the drawing command, as well as which Primitive is used with that command.
The indirect rendering functions take their data from the buffer currently bound to the GL_DRAW_INDIRECT_BUFFER binding. Thus, any of these functions will fail if no buffer is bound to that binding.
All of the indirect rendering functions allow the following features:
- Indexed rendering
- Base vertex (for indexed rendering)
- Instanced rendering
- Base instance (if OpenGL 4.2 or ARB_base_instance is available). Does not require rendering more than one instance
Thus, they act as the largest combination of features of the supported implementation.
For non-indexed rendering, the indirect equivalent to glDrawArraysInstancedBaseInstance is this:
void glDrawArraysIndirect(GLenum mode, const void *indirect);
The mode is the usual primitive type. indirect is the offset into the GL_DRAW_INDIRECT_BUFFER to find the beginning of the data.
The data is provided as if in a C struct of the following definition:
typedef struct {
GLuint count;
GLuint instanceCount;
GLuint first;
GLuint baseInstance;
} DrawArraysIndirectCommand;
This represents a draw call equivalent to:
glDrawArraysInstancedBaseInstance(mode, cmd->first, cmd->count, cmd->instanceCount, cmd->baseInstance);
If OpenGL 4.3 or ARB_multi_draw_indirect is available, then multiple indirect array drawing commands can be issued in one call with this:
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
The drawcount is the number of indirect drawing commands to issue; the stride is the byte offset from one drawing command to the next. It can be set to zero; if so, then the array of indirect commands is assumed to be tightly backed (ie: 16-byte stride). The stride must be a multiple of 4.
For indexed rendering, the indirect equivalent to glDrawElementsInstancedBaseVertexBaseInstance is this:
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
The mode and type parameters work as they do in regular glDrawElements-style functions. As with other indirect functions, the indirect is the byte-offset into the GL_DRAW_INDIRECT_BUFFER to find the indirect data structure.
In indexed rendering, the structure is defined as follows:
typedef struct {
GLuint count;
GLuint instanceCount;
GLuint firstIndex;
GLuint baseVertex;
GLuint baseInstance;
} DrawElementsIndirectCommand;
This represents a draw call equivalent to:
glDrawElementsInstancedBaseVertexBaseInstance(mode, cmd->count, type,
cmd->firstIndex * size-of-type, cmd->instanceCount, cmd->baseVertex, cmd->baseInstance);
Where size-of-type is the size in bytes of type.
If OpenGL 4.3 or ARB_multi_draw_indirect are available, then multiple indirect indexed drawing commands can be issued in one call with this:
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
The drawcount is the number of indirect drawing commands to issue; the stride is the byte offset from one drawing command to the next. It can be set to zero; if so, then the array of indirect commands is assumed to be tightly backed (ie: 20-byte stride). The stride must be a multiple of 4.
Conditional rendering
|Core in version
|Core since version
|Vendor extension
Conditional rendering is a mechanism for making the execution of one or more rendering commands conditional on the result of an Occlusion Query operation. This feature allows you to render some cheap object, then use an occlusion query to see if any of it is visible. If it is, then you can render the expensive object, but if it isn't, then you can save time and performance.
Note that conditional rendering allows any Rendering Command to be executed conditionally, not just the drawing commands listed on this page.
This is done with the following functions:
glBeginConditionalRender(GLuint id, GLenum mode); glEndConditionalRender();
All rendering commands issued within the boundaries of these two functions will only execute if the occlusion condition specified by id is tested to be true. For GL_SAMPLES_PASSED queries, it is considered true (and thus rendering commands are executed) if the number of samples is not zero.
The commands that can be conditioned are:
- Every function previously mentioned. IE, all functions of the form glDraw* or glMultiDraw*.
- glClear and glClearBuffer.
- glDispatchCompute and glDispatchComputeIndirect.
The mode parameter determines how the discarding of the rendering functions is performed. It can be one of the following:
- GL_QUERY_WAIT: OpenGL will wait until the query result is returned, then decide whether to execute the rendering command. This ensures that the rendering commands will only be executed if the query fails. Note that it is OpenGL that's waiting, not (necessarily) the CPU.
- GL_QUERY_NO_WAIT: OpenGL may execute the rendering commands anyway. It will not wait to see if the query test is true or not. This is used to prevent pipeline stalls if the time between the query test and the execution of the rendering commands is too short.
- GL_QUERY_BY_REGION_WAIT: OpenGL will wait until the query result is returned, then decide whether to execute the rendering command. However, the rendered results will be clipped to the samples that were actually rasterized in the occlusion query. Thus, the rendered result can never appear outside of the occlusion query area.
- GL_QUERY_BY_REGION_NO_WAIT: As above, except that it may not wait until the occlusion query is finished. The region clipping still holds.
Note that "wait" in this case does not mean that glEndConditionalRender itself will stall on the CPU. It means that the first command within the conditional rendering scope will not be executed by the GPU until the query has returned. So the CPU will continue processing, but the GPU itself may have a pipeline stall.
See Also
- Category:Core API Ref Vertex Rendering: Reference documentation for vertex array rendering functions.


text:
(Reprinted from Ian's blog at Pivotal Labs.)
I believe it was in a conversation with Janice Fraser that I first started talking about DRY Documentation. It was certainly she (among others) who goaded me into actually writing this blog post. So I'm taking a moment on my WiFi-free (and generally amenity-free) United Airlines flight to SXSW to put pixel to screen.
DRYness is an age-old concept in the Agile space (to the extent that that's possible in a space that's only 10 years old itself) and it's elegant in its simplicity. DRY simply stands for Don't Repeat Yourself. The idea is that you should only do any one thing in code in only one place. If, for example, you are doing an interest rate calculation, don't copy and paste the code from one place where you need it to another: instead, move that responsibility to an object that reasonably should be responsible for such things, and do that interest rate calculation only in that one place. The reasons for this being important are manifold, but perhaps the canonical reason is so that it's easy to change: When the interest rate calculation changes, you don't have to go digging through your code to find all the places you do it, and make sure you change them all consistently. Instead, you change the code in only one place.
Hopefully this is old hat for most coders now, and hopefully you, gentle reader, will forgive me my oversimplifcations and conflations. The point is one of simplicity.
So now, let's shift focus to design documentation. The idea I'm trying to express when I talk about DRY documentation is one again of simplicity, though the drivers are perhaps a little different.
The mental model for truly DRY documentation is one in which every pixel on the page tells you something you didn't know before. Of course, like DRY code, it's worth being pragmatic. There are times when greater clarity can be gained by a certain amount of contextual restatement. But as a theoretical goal state, it's still quite useful to picture a body of documentation in which every last line tells you something you needed to know about what you're trying to build, and something you didn't know from looking at any other line in the documentation.
What would we notice about a set of documentation that adhered to these principles? Well, first, and most obviously, it would probably be a lot shorter than the documentation we're used to seeing. And that in itself is a benefit. Why? For a number of reasons. First, shorter documentation is in general easier to digest, and it's generally easier to find the relevant bit of documentation in a shorter corpus, all else being equal. (And of course, document structure and readability play just as big a role in a short document as they do in a longer one.)
Shorter documents are also easier to revise and maintain. And it's easier to find changes between versions, all else being equal. I talk sometimes about the 500 page PRD we got when we were developing one product, complete with two sets of revisions, also 500 pages each. Guess how easy it was for the developer to find the 2% of information that changed in each revision, and understand its implications to for the site? Guess how easy it was for the designer to be sure she'd changed everything consistently? In a DRY design doc, changes are more obvious, and more meaningful. Things jump out when they're inconsistent. And they tend to be more consistent, because the designs implied are applied more consistently across the product in question.
This brings me to another favorite topic: Principled design. DRY documentation is a lot easier to develop (and it's a lot easier to tell when your documentation is DRY) when your design is motivated by specific principles. For instance, when you decide, in the banking app you're designing, that all checking account features will use Cerulean Blue for their accent color, and all savings account features will use Prussian Blue, a lot of nice things happen. First, design questions become much easier to answer. The new Maximizer Account we've just added is a kind of savings account. Great! We know it's going to be Prussian Blue. (Or we can make a better informed decision that there should be a new point in the color family.) Second, it suddenly becomes a lot easier to document this fact. A one page style bible can capture this information, and when some new feature is implemented, it doesn't take any intervention from the VxD to make sure the new bits have the right color choices. Third, when some new feature comes along, developers roughing it out can come up with a reasonable early approximation of what it should look like, because they have principles to apply, instead of PSDs to pore over, looking for a non-existent visual treatment for the new thing they're just embarking on. This lets said VxD (and the IA) spend time tuning something that's close, rather than restating the design principles they've got in their heads, in the form of some new PSD file.
A fourth virtue is that suddenly all these color choices (or typography choices, or IxD choices,) have consistency, a consistency that our dear End User can actually pick up on. They don't end up feeling lost in a jumble of pretty colors, but start to associate the Prussian Blue with savings accounts, the Cerulean Blue with checking accounts, and, assuming the designer goes in this direction, that blue in general means cash accounts; green, stock and security accounts; reds and oranges, loans and credit accounts, or similar.
They may not be able to articulate why they know this, but they will perceive a solidity and purpose in the VxD, one that makes them feel safe and comfortable, and one that helps them use the application more effectively.
When coupled with a good domain model and a good information architecture, it suddenly gets a lot easier for the whole team to keep the design princples top of mind, and answer basic questions without having to consult a 500 page document, or even a 20-30 page set of wireframes and interaction designs. Hopefully they can answer most questions from a one or two page style bible, and by consulting the wireframe describing their grid system, and the one for the kind of module they're working on.
Again, the point is not to pursue this ideal to an absurdist end, but rather to continually ask oneself: Could this documentation be simpler? Did I cover this already? Could an existing design concept apply to the new area I'm covering? Restatement in the service of clarity is always to be lauded. Unfortunately, in practice, most restatement in the form of long design documents is just waste: Waste in that the documentation must be produced; that it must be maintained; that it must be read; that it must be understood; and waste in that it tends to obscure the princples of the design in favor of the surface of the design.
And of course, another agile principle comes into play: Refactoring. Often a second use of a given design treatment exposes new boundary cases and new pressures on the design, and the initial design needs to be modified slightly to accommodate both the new and the old use case. This is usually a simplfying force, and one not to be resisted. Let the documentation live, and reflect the deeper underlying principles of the design you're trying to express. Applied well, this rigor will help you to simplify and clarify your designs, and expose their essence.
When practiced well, DRY documentation will set you free, give you control and clarity, and communicate your design vision efficiently and clearly. It will also free your development team to do things more or less right the first time, and give them more time to work on the bits that need more love and attention.

subset: commoncrawl


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"Which model to use for the Liquid State Machine?", in Proc. International Joint Conference on Neural Networks IJCNN 2009, 2009.,
"Trying anyways: how ignoring the errors may help in learning new skills", in IEEE International Conference on Development and Learning and Epigenetic Robotics, 2011.,
"Toward an Integrated Visuomotor Representation of the Peripersonal Space", in Bioinspired Applications in Artificial and Natural Computation, LNCS 5602, 2009, pp. 314–323.,
"Robust grasping of 3{D} objects with stereo vision and tactile feedback", in Intl. Conf. on Climbing and Walking Robots, CLAWAR, Coimbra, Portugal, 2008.,
"Reachable by walking: inappropriate integration of near and far space may lead to distance errors", in Proceedings of Post-Graduate Conference on Robotics and Development of Cognition (A satellite Event of the International Conference on Artificial Neural Networks - ICANN 2012)., 2012.,
"Pose Estimation Through Cue Integration: A Neuroscience-Inspired Approach", IEEE Transactions on Systems, Man, and Cybernetics, Part B, vol. 42(2), pp. 530–538, 2012.,
"Pose Estimation Through Cue Integration: A Neuroscience-Inspired Approach", Systems, Man, and Cybernetics, Part B: Cybernetics, IEEE Transactions on, vol. 42, pp. 530-538, 2012.,
"Plastic Representation of the Reachable Space for a Humanoid Robot", in From Animals to Animats 12, vol. 7426, Springer Berlin Heidelberg, 2012, pp. 167-176.,
"Integration of Static and Self-motion-Based Depth Cues for Efficient Reaching and Locomotor Actions", in Artificial Neural Networks and Machine Learning – ICANN 2012, vol. 7552, Springer Berlin Heidelberg, 2012, pp. 322-329.,
"Implicit Sensorimotor Mapping of the Peripersonal Space by Gazing and Reaching", Autonomous Mental Development, IEEE Transactions on, vol. 3, pp. 43-53, 2011.,
"How Walking Influences the Development of Absolute Distance Perception", in From Animals to Animats 12, vol. 7426, Springer Berlin / Heidelberg, 2012, pp. 65–74.,
"Hierarchical object recognition inspired by primate brain mechanisms", in Computational Intelligence for Visual Intelligence (CIVI), 2011 IEEE Workshop on, 2011.,
"Facial expression recognition based on Liquid State Machines built of alternative neuron models", in Proc. International Joint Conference on Neural Networks IJCNN 2009, 2009.,
"Eye-Hand Coordination for Reaching in Dorsal Stream Area {V6A}: Computational Lessons", in Bioinspired Applications in Artificial and Natural Computation, LNCS 5602, Springer, 2009, pp. 304–313.,
"Elevated activation of dopaminergic brain areas facilitates behavioral state transition", in IROS 2011 Workshop on Cognitive Neuroscience Robotics, 2011.,
"The Dorso-medial visual stream: From neural activation to sensorimotor interaction", Neurocomputing, vol. 74, pp. 1203 - 1212, 2011.,
"Between frustration and elation: sense of control regulates the intrinsic motivation for motor learning", in AAAI Workshop on Lifelong learning, 2011.,
"Augmenting the Reachable Space in the NAO Humanoid Robot", in AAAI Workshops, 2012.,
"A 3D Grasping System Based on Multimodal Visual and Tactile Processing", Industrial Robot Journal, vol. 36, pp. 365-369, 2009.,


text:
By The Open Group Conference Team
Video recap by Dave Lounsbury, CTO of The Open Group
Much like the wind that blows through the Côte d'Azur, talk of business transformation swept through Cannes like a warm breeze yesterday as Day 1 of The Open Group Cannes Conference concluded. The underlying theme of the day was communication and shared languages – a common concept for all enterprise architects, but this time with a slight twist.
Innovator Dr. Alex Osterwalder presented the first session of the day entitled "Business Models, IT and Enterprise Transformation," which discussed concepts from his well-known book "Business Model Generation." As Dr. Osterwalder explained, often times there's a language gap between IT and strategy when it comes to business models, which is why long meetings are largely unproductive.
Dr. Osterwalder stressed the importance of simplicity in models, meaning that business models should be created in such a way that anyone in the company can understand them upon first glance. This is the basis for a concept Osterwalder calls the business model canvas, a literal illustration of an organization's business model using the following key assets – key partners, key activities, key resources, value propositions, customer relationship, channels, customer segments, cost structure and revenue streams.
The audience was then encouraged to work in pairs and use the business model canvas to break down the business model of one participant. Each group had eight minutes to map out the nine components on a large sheet of paper representing the business model canvas using post-its. The audience enjoyed this exercise, which demonstrated that creating a business model does not have to be a laborious process, and that simple is often times best.
Dr. Osterwalder went on to discuss real-life examples such as Apple's iPod and Nestle Nespresso, dissecting each company's business model utilizing the business model canvas to learn why both endeavors were so successful. Apple was disruptive because as Steve Jobs said when the first iPod was released, "It's a thousand songs in your pocket." The iPod created a dependency on the product and the iTunes service, and one of the unknown factors of the customer relationships was that iTunes made it so easy to upload and manage your music that the barrier to transfer services was too high for most consumers. Nespresso's business model was built on the creation of the single drink aluminum cans, the product's key resource, which are only made by Nespresso.
Companies of all sizes have used the business model canvas to adjust their business models, including Fortune 500 companies and government organizations, and Dr. Osterwalder thought that enterprise architects can act as a bridge between strategy and IT facilitating communication between all facets of the business and overseeing the management of business models.
BNP Paribas saves 1.5B Euro through Careful Business Transformation
In the next plenary session, Eric Boulay, CEO of Arismore, and Hervé Gouezel, Advisor to the CEO of BNP Paribas, looked at how enterprise architects can do a better job of presenting CEOs with Enterprise Architecture's value proposition. Conversely, Boulay stated that the CEOs also need to outline what expectations need to be met by enterprise architects in order to enable business transformation via enterprise architects.
Boulay argued that a director of transformation is now needed within organizations to manage and develop transformation capability. The results of Enterprise Architecture must be merchandised at the C-level in order to communicate business value, and the director of transformation would be enable architects to continue to invent through this new role.
In the same session, Hervé Gouezel discussed the 2009 merger of BNP Paribas and Fortis Bank and the strategy that went into creating a somewhat seamless transition. The original plan had three phases: phase 1 – take six days to pick new management and six weeks to define taskforces, workgroup organizations and stabilization measures; phase 2 – take six months to plan and synergize; and phase 3 – implement projects and programs over a three year period.
Needless to say, this was a huge undertaking, and the goal of the three-phase process was to save the company 500 million Euros. With careful planning and implementation and by following the three-phased approach, BNP Paribas saved over 1.5 billion Euros – three times the targeted amount! This goes to show that careful planning and implementation can lead to true business transformation.
The Semantics of Enterprise Architecture
Len Fehskens, VP of skills and capabilities at The Open Group, presented the final plenary of the day. Fehskens revisited Enterprise Architecture's most basic, yet seemingly impossible question: How do you define Enterprise Architecture?
Bewildered by the fact that so many different opinions exist around a discipline that nominally has one name, Fehskens went on to discuss the danger of assumptions and the fact that assumptions are rarely made explicit. He also exposed the biggest assumption of all: We're all sharing the same assumptions about Enterprise Architecture (EA).
Fehskens urged architects to remain open-minded and be aware of the differing perspectives regarding what EA is. The definition of Enterprise Architecture at this point encompasses a variety of opinions, and even if your definition is "correct," it's necessary for architects to understand that logical arguments do not change strongly held beliefs. Fehskens ended the session by presenting the teachings St. Augustine, "Let us, on both sides, lay aside all arrogance. Let us not, on either side, claim that we have already discovered the truth. Let us seek it together as something which is known to neither of us. For then only may we seek it, lovingly and tranquilly, if there be no bold presumption that it is already discovered and possessed."
In other words, Fehskens said, before Enterprise Architecture can move forward as a discipline and fulfill its potential within the enterprise, architects must first learn to agree to disagree regarding the definition of EA. Communication must first be established before true business transformation (and the value of EA) can be realized.
Day 2 of the conference looks to be equally exciting, continuing the theme of enterprise transformation. To view the sessions for the remainder of the conference, please visit: http://www3.opengroup.org/cannes2012


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Baptism of Alexia Vougiouklakis
On Sunday, May 26, 2013, His Eminence Metropolitan Nicholas officiated at the Baptism Service of Alexia, daughter of Peter and Dr. Christina Vougiouklakis of St. George Church in Southgate, Michigan. His Eminence was assisted by Fr. Philemon Karamanos and Fr. Anthony Cook.Read More
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A Contrapuntal History of Hindustan
Manan Amend (Columbia), gives a talk for the Asian Studies Centre seminar series.
Oxford Unit:
The Asian Studies Centre was founded in 1982 at St Antony's College and is primarily a co-ordinating organisation which exists to bring together specialists from a wide variety of different disciplines. Geographically, the Centre predominantly covers South, Southeast and East Asia. The Asian Studies Centre works closely with scholars in the Oriental Institute, the Oxford China Centre, the Contemporary South Asian Studies Programme and the Nissan Institute of Japanese Studies (in...
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Want a chance at a free code? Well then you better be fast!
(like any instant win contest you probably wont win... but keep trying)
If you want any real chance at getting a code you need this link:
If you have a question or statement about XBOX codes please use this thread to post them
(This was created to reduce the spam in the drop threads)
Want a safer place to post your code without the worries of it being snagged by a non-member ?
Some easy to live by rules:
No asking for codes.
DO NOT private message any C.A.G asking for a code, unless a member asks.
Don't drop fake codes.
If you drop a in-game code please say what game its for.
Don't make it a contest for the code (E.g., guess a number,50th person to email me, etc), but you can be creative in your post.
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If you're begging for something or putting trade posts in this thread, you're going to get your posts deleted. Repeatedly doing so will get you temp banned or banned.
If you're trying to get referrals, YouTube subscriptions, or the like in exchange for codes, you're going to get permabanned on the spot.
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Just a little warning to the next person that tries it: Posting fake codes in order to spam links, and then claiming the codes were taken by someone (which happens to be your dupe account), will get you banned.
Link to the original "Xbox Code Drop" thread (which has been retired because it had to many posts and was effecting the site)
http://www.cheapassg...=XBOX Code Drop
Edited by COLDblood, 08 August 2012 - 04:28 AM.


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The report on global CAE market is an in depth analysis of the segments and sub-segments in the CAE market. The report provides analysis for the global as well as regional markets over the period of 2015 to 2023. According to report the global CAE market is expected to grow at a CAGR of 9.5% over the forecast period of 2017 – 2023.
Figure 1: Global CAE Market by Value 2015 - 2023
Segments Covered
The report on global CAE market covers segments such as product type, and end use. The product type segments include finite element analysis (FEA), computational fluid dynamics (CFD), multibody dynamics, optimization & simulation. On the basis of end use the global CAE market is categorized into automotive, defence & aerospace, electronics, medical devices, industrial equipment.
Geographic Coverage
The report provides regional analysis covering geographies such as North America, Europe, Asia-Pacific, and Rest of the World. In this section the key trends and market size for each geography is provided over the period of 2015 – 2023.
Figure 2: Global CAE market by Region, CAGR %, 2017-2023
The countries covered in the North America region include the U.S., Canada, and Mexico; while Asia-Pacific includes China, Japan, India, South Korea, Malaysia, and among others. Moreover, the European region covers countries such as Germany, UK, France, Spain, and rest of Europe. The U.S. drives the growth in the North America region as it is the largest market in the region. The Asia-pacific region offers a substantial potential for the market growth owing to rapid growth in markets such as India and China. The APAC region is projected to experience a growth at a CAGR of x.x% over the period of 2017 - 2023.
Companies Profiled:
The report provides profiles of the companies in the global CAE market such as, Altair Engineering, Bentley Systems, Inc., ESI Group, Mentor Graphics Corporation, MSC Software Corporation, Exa Corporation, Dassault Systemes, Autodesk, Inc., Siemens AG, and ANSYS, Inc.
Report Highlights:
The report provides deep insights on demand forecasts, market trends and micro and macro indicators. In addition, this report provides insights on the factors that are driving and restraining the global CAE market. Moreover, IGR-Growth Matrix analysis given in the report brings an insight on the investment areas that existing or new market players can consider.
The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of CAE market. Moreover, the study highlights current market trends and provides forecast from 2017 to 2023. We also have highlighted future trends in the compression therapy market that will impact the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight on the market share of the leading players. Additionally, the analysis highlights rise and fall in the market shares of the key players in the market.
This report will help manufacturers, suppliers and distributors of the CAE market to understand the present and future trends in this market and formulate their strategies accordingly.
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MegaCrimp® Couplings give you a leak-proof seal that's so innovative, it's patented. It's what's inside the MegaCrimp® coupling that makes it perform so well, the C insert. This C insert allows usage with different constructions and wall thicknesses. In addition, the C insert ensures an even distribution of crimping forces to form a concentric seal. That simplifies your inventory requirements since one size can accommodate many different hose ODs, on both one and 2-wire hoses. An additional bonus: MegaCrimp® couplings are a fully-qualified EN-performance coupling.
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Mitsubishi Electric Ductless Mini Split HVAC Sales, Repair & Service
Mitsubishi Electric is the top selling brand of ductless heating and cooling, showcasing advanced INVERTER technology that is 40% more efficient than traditional HVAC systems. Our Zoned Comfort Solutions® work by using a single outdoor condensing unit to regulate up to eight individual air handlers, giving homeowners precise temperature control without affecting other zones.
Mitsubishi Electric's ductless mini split systems are eco-friendly, whisper-quiet, and provide superior indoor air quality and filtration. For homes with central air, our multi-position and split-ducted systems work with existing ductwork to replace or complement your existing system. With a variety of indoor and outdoor units to select from, and speedy installation from a qualified contractor, it's no wonder homeowners are switching to Mitsubishi Electric for whole home comfort.
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Global Septa Cap Market Report 2021
Full Report: 2350 USD
Multi License (Section): 4700 USD
Section Price: As below
Page: 115
Chart and Figure: 124
Publisher: BisReport
Delivery Time: 24 hour
At the beginning of 2020, COVID-19 disease began to spread around the world, millions of people worldwide were infected with COVID-19 disease, and major countries around the world have implemented foot prohibitions and work stoppage orders. Except for the medical supplies and life support products industries, most industries have been greatly impacted, and Septa Cap industries have also been greatly affected.
In the past few years, the Septa Cap market experienced a growth of xx, the global market size of Septa Cap reached xx million $ in 2020, of what is about xx million $ in 2015.
From 2015 to 2019, the growth rate of global Septa Cap market size was in the range of xxx%. At the end of 2019, COVID-19 began to erupt in China, Due to the huge decrease of global economy; we forecast the growth rate of global economy will show a decrease of about 4%, due to this reason, Septa Cap market size in 2020 will be xx with a growth rate of xxx%. This is xxx percentage points lower than in previous years.
As of the date of the report, there have been more than 20 million confirmed cases of CVOID-19 worldwide, and the epidemic has not been effectively controlled. Therefore, we predict that the global epidemic will be basically controlled by the end of 2020 and the global Septa Cap market size will reach xx million $ in 2025, with a CAGR of xxx% between 2020-2025.
This Report covers the manufacturers' data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.
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Guala Closures
Silgan Holdings, Inc.
Berry Global
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RPC Group Plc
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North America Country (United States, Canada)
South America
Asia Country (China, Japan, India, Korea)
Europe Country (Germany, UK, France, Italy)
Other Country (Middle East, Africa, GCC)
Section (5 6 7): 500 USD——
Product Type Segmentation
Industry Segmentation
Food & Beverages
Oil & Gas
Channel (Direct Sales, Distributor) Segmentation
Section 8: 400 USD——Trend (2020-2025)
Section 9: 300 USD——Product Type Detail
Section 10: 700 USD——Downstream Consumer
Section 11: 200 USD——Cost Structure
Section 12: 500 USD——Conclusion
Get latest Market Research Reports on Septa Cap . Industry analysis & Market Report on Septa Cap is a syndicated market report, published as Global Septa Cap Market Report 2021 . It is complete Research Study and Industry Analysis of Septa Cap market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.


text:
Breastfeeding Your Baby: How Long Should You Continue?
A number of organizations, including the World Health Organization, the La Leche League, and the American Academy of Pediatrics, have tried to determine how long babies should be breastfed. Most agree that ideal goals are exclusive breastfeeding for the first 6 months, then slowly introducing other foods in addition to breastmilk. All encourage breastfeeding for at least 1 year while some recommend continuing to breastfeed until the child is not interested, which may last into the toddler years. The reality is that there are several factors for both the baby and mother to consider when deciding how long to breastfeed. Each mother must decide for herself and her baby how long to continue breastfeeding.
Breastfeeding Benefits
There is no doubt that breastfeeding is the best way to nourish most babies. If at all possible, breastfeeding should begin within an hour after delivery. The first milk that is produced is called colostrum. It is packed with nutrients and disease-fighting substances that will not only nourish your baby but also protect against infections. Babies who continue to be breastfed tend to be healthier and less susceptible to infections and certain diseases as they grow, such as obesity, diabetes, and asthma.
Breastfeeding also benefits mothers. It allows opportunity to be close to the baby, which helps create a strong bond. It also delays the return of periods, stimulates the uterus to contract back to normal, and helps many women lose some of the weight gained during pregnancy. Also, research suggests that breastfeeding for 12 months or more, may have long-term health benefits—like a reduced risk of breast cancer, ovarian cancer, uterine cancer, type 2 diabetes, and postpartum depression.
Finally, breastfeeding can save you money. You don't have to pay for breastmilk, whereas formula can be expensive.
The benefits of breastfeeding seem abundant, so why stop? For one, breastfeeding can be time consuming. Newborn babies have to be fed 8-12 times a day or more for 15-20 minutes at a time. This may not seem like much of a problem at first when you are with your baby day and night. But, it can become a challenge if you are planning to go back to work within the first few weeks of giving birth. Once breastfeeding is well established, feedings usually become more regular and more widely spaced, making scheduling a little easier.
Sometime early challenges can also discourage breastfeeding. Early challenges may include difficulty latching for the newborn or discomfort for the mother. In some cases, the newborn does not seem to be getting enough milk from the breast. Fortunately, each of these problems has one or more solution that can lead to successful breastfeeding.
If you face breastfeeding challenges, be sure to contact your lactation specialist, resources like La Leche League, or another source for breastfeeding support. Small changes may help you and your baby continue breastfeeding for as long as you planned.
Although rare, some infants may not be able to get adequate nutrition from breastmilk or mother's health concerns may affect breastmilk. If breastfeeding is no longer in the best interest for mother and baby, talk to your baby's doctor about the best nutrition option for your baby.
Plan for Success
After you evaluate the benefits and challenges for you and your baby, decide how long you would ideally like to breastfeed. If you can, set a goal to exclusively nurse your baby for at least 6 months.
Try to anticipate the obstacles you will face. For example, if you are planning on going back to work after a month or 2, think about ways to continue breastfeeding. You may choose to extend your maternity leave, leave work periodically to nurse during the day, work part-time, work at home, or pump and store milk while you are at work. After 6 months, your baby will slowly be introduced to solid foods which will take some of the demand off of breastfeeding.
Again, look to breastfeeding organizations or other mothers to find tricks and tips to help you keep breastfeeding as long as you plan.
Thinking About Weaning
Experts agree that weaning should begin gradually, taking place over several weeks or even months, but there is no specific guideline on when breastfeeding should stop. Ultimately it is up to the mother to decide when it is best to start the weaning process but here are general recommendations from health organizations:
American Academy of Pediatrics (AAP)
The AAP advocates for 6 months of exclusive breastfeeding for optimal growth and development of your baby before introducing any other sources of nutrition. The AAP also recommends breastfeeding for at least the first year of your child's life, but your choice of when to stop breastfeeding depends entirely on you and your baby. While some babies begin to lose interest in breastfeeding between 9-12 months of age, others are interested in breastfeeding well into the second year of life.
World Health Organization (WHO)
The WHO recommends exclusive breastfeeding for the first 6 months. After that, babies can have food, such as thick porridge or well-mashed foods, in addition to breast milk. Children aged 1-2 years old can continue with breast milk along with their regular diet.
La Leche League
The La Leche League—a group that offers support to breastfeeding women—sets no time limit on breastfeeding. This organization says the longer a mother nurses her baby, the better. And if you and your child enjoy breastfeeding, there is no reason to stop. Experts here suggest letting your child wean naturally, gradually growing out of breastfeeding.
It's Ultimately Your Decision
There are many factors to consider when deciding how long to breastfeed. Start by working with your doctor to make sure your baby is getting the right amount and type of nutrition. Then look to breastfeeding professionals, professional organizations and other mothers to help tackle any obstacles that arise. Give yourself and your baby a chance to adjust to challenges along the way, you may find that routine can erase some of the obstacles. Having all the information on breastfeeding benefits and methods will help you confidentially decide when it is right for you and your family to stop breastfeeding.
Healthy Children—American Academy of Pediatrics
World Health Organization
The Society of Obstetricians and Gynaecologists of Canada
Women's Health Matters
10 facts on breastfeeding. World Health Organization website. Available at: http://www.who.int/features/factfiles/breastfeeding/en. Updated August 2017. Accessed September 9, 2019.
Breastfeeding. DynaMed Plus website. Available at:http://www.dynamed.com/topics/dmp~AN~T115517/Breastfeeding. Updated July 22, 2019. Accessed September 9, 2019.
Breastfeeding: hints to help you get off to a good start. Family Doctor—American Academy of Family Physicians website. Available at: https://familydoctor.org/breastfeeding-hints-to-help-you-get-off-to-a-good-start. Updated September 2017. Accessed September 9, 2019.
Your guide to breastfeeding. Office on Women's Health website. Available at: https://www.womenshealth.gov/files/assets/docs/breastfeeding/breastfeedingguide-general-english.pdf. Updated October 8, 2018. Accessed September 9, 2019.
7/6/2009 DynaMed Plus Systematic Literature Surveillance http://www.ebscohost.com/dynamed: Schwarz EB, Ray RM, Stuebe AM, et al. Duration of lactation and risk factors for maternal cardiovascular disease. Obstet Gynecol. 2009;113(5):974-982.
3/18/2013 DynaMed Plus Systematic Literature Surveillance http://www.ebscohost.com/dynamed: Martin RM, Patel R, Kramer MS, et al. Effects of promoting longer-term and exclusive breastfeeding on adiposity and insulin-like growth factor-I at age 11.5 years: a randomized trial. JAMA. 2013;309(10):1005-1013.
Last reviewed September 2019 by EBSCO Medical Review Board Last Updated: 9/9/2019


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Thanks for visiting Tennis Court Maintenance, we are experts in the maintenance of cleaning tennis court surfaces to ensure it's safe for use and performs to the highest possible standards during practices and competitive events. Are you looking for a professional tennis court cleaner in Castlereagh Then you have found the right place.
It's extremely important to keep your sports surface in Castlereagh BT6 0 in top condition by regularly cleaning it to remove dirt and contaminants. Whether your facility is surfaced in macadam, polymeric rubber or artificial grass, you need to put an appropriate maintenance schedule into place to maintain its performance qualities and prevent any damage or flooding.
Cleaning your facility on a regular basis will extend its life expectancy, improve the safety of the surface and remove any debris from the permeable surfacing layers. If you don't carry out the necessary tennis court cleaning works, the surface could suffer from a build-up of debris which blocks the porous material of the court and stops water drainage, meaning that the facility can become waterlogged and unsafe for use.
When this happens we can complete tennis court repairs http://www.tenniscourtmaintenance.co/repair/castlereagh to fix the problems and restore good playing qualities.
The type of sports surfacing cleaning and maintenance needed can vary depending on a number of factors including the type and specification of surfacing, the location and surrounding area of the court, and the dimensions of the facility.
For example, if the playing area is surrounded by a lot of trees where leaves and dirt fall onto the surface, it's likely that a more intensive cleaning programme will need to be used to prevent damage and flooding. Larger tennis courts which get a lot of use will also need more maintenance than smaller recreational courts which don't get used as much.
The best cleaning method for macadam and polymeric surfaces is specialist sports surfacing pressure washing. We can carry out maintenance services in Castlereagh BT6 0 and surrounding areas, to ensure the facility is performing well and is safe to play on. The cleansing we conduct is powerful enough to remove any dirt, moss and contaminants from the surface of the facility without causing damage or wearing away the paint coating and line-markings.
Regularly using a jet washer during the sports surfacing cleaning process will ensure that the facility is kept to ITF and LTA accreditations and safety standards so you can be sure that your facility plays well and is safe for use. Regularly brushing the surface of a macadam or polymeric playing area will also help to remove leaves and dirt so the flooring doesn't become contaminated with moss and algae.
Drag brushing can also be used for artificial turf surfaces to remove contaminants from within the grass fibres and to keep the sand infill layer clean and evenly distributed. We would advise carrying out repainting in Castlereagh if the facility has lost its anti-slip qualities and has started to become unsafe for use. To learn more about repainting please click here http://www.tenniscourtmaintenance.co/repainting/castlereagh We offer the best prices for a repaint, so make sure to get in touch.
If your sports flooring near me, is in need of a thorough clean, please get in touch with us by filling in our contact form with details of your enquiry and we'll get back to you with some information in regards to quotes and maintenance works for your particular facility.
If you are interested to know how to clean a tennis surface, please follow these steps:
Treat the surface with a chemical moss and algae substance
Clean the area thoroughly using a specialist jet washer / pressure washer
Our experts can carry out the cleaning process annually to maintain the flooring and prevent moss and algae growing on the playing surface. Our team of experts can carry out cleaning to a professional standard leaving you with a thoroughly clean surface which is safe to play on.
The price to clean a tennis court can vary depending on the size and condition of your existing surfacing. If you have a single court the price to clean the area will be cheaper than the cost to clean double or triple courts. Another factor which affects the price of cleaning is the current state of your facility. Surfaces which have a lot of dirt and debris on will require more maintenance, which could make the cost of the cleaning more expensive.
Additionally, moss-filled courts may require more chemical treatment when compared to surfaces with minimum contamination, which could cause the price to alter. If you want to make the price of cleansing as cheap as possible, we would recommend carrying out a thorough cleanse each year. This will prevent moss and algae growth and keep the surfacing clean and safe to play on. If you require more information regarding the cost to clean sports courts in Castlereagh and surrounding areas, please fill in our contact box.
Tennis Court Repair in Castlereagh - https://www.tenniscourtmaintenance.co/repair/castlereagh
Tennis Court Repainting in Castlereagh - https://www.tenniscourtmaintenance.co/repainting/castlereagh
Tennis Court Resurfacing in Castlereagh - https://www.tenniscourtmaintenance.co/resurfacing/castlereagh
Tennis Court Relining in Castlereagh - https://www.tenniscourtmaintenance.co/relining/castlereagh
Tennis Court Testing in Castlereagh - https://www.tenniscourtmaintenance.co/testing/castlereagh
Tennis Court Rejuvenation in Castlereagh - https://www.tenniscourtmaintenance.co/rejuvenation/castlereagh
Tennis Court Renovation in Castlereagh - https://www.tenniscourtmaintenance.co/renovation/castlereagh
Tennis Court Refurbishment in Castlereagh - https://www.tenniscourtmaintenance.co/refurbishment/castlereagh
Our specialists are able to pressure wash sports courts around the UK to renew facilities and make them safer to play on. Our experts will ensure that we do not damage your surface when carrying out the pressure washing services; we have a professional technique to ensure that the playing surface will be cleansed with no damage caused.
If you would like to contact us for more information on tennis court cleaning in Castlereagh BT6 0 and you are interested in getting a quote for the services we provide, please fill in our contact form and we will get back to you as soon as possible with helpful advice and details on pressure washing.
We cover Castlereagh


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Orbit Downloader 4.0.2Innoshock - 3.81MB (Freeware)
Orbit Downloader, is a download manager specifically designed for the new generation Web (Web 2.0). You can use Orbit to download video/music/files from Myspace, YouTube, Imeem, Pandora, and Rapidshare, or on any site to make general downloading easier and faster.
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Discover an 8 piece comforter set with a matching bedskirt, shams and pillows, or find a bed in a bag ensemble with even more components. Our comforter bedding sets allow you to achieve a cohesive look with additional accessories. Pinpoint a budget-friendly assemblage that will enhance your bedroom, whether that means flaunting vibrant flowers or dynamic diamond motifs. Find comforter ensembles with included sheet sets, and layer your bed with beautiful designs, from the decorative pillows all the way down to the fitted sheet. A 7 piece, 10 piece, or even a 12 piece comforter set will lend a harmonious aura to your bedroom.
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Home > Tyre brands > Annaite > Annaite An518 > 205/55 R16 94V
Beginning with the legally-required tyre label, we cross-reference with the results of third-party magazine tests. Next we look at OE fitments and corporate ESG scores. The result is a single mark out of 10. The higher the number, the better the TyreScore.


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south 24 parganas
Best Paediatric Urologists in south 24 parganas
south 24 parganas
1 Paediatric Urologists found in south 24 parganasShow Paediatric Urologists Near Me
Sort By: Nearby
Dr. Anurag Mallick
Obstetrician and Gynaecologist15 YRS Exp.
MBBS, MS (Obstetrics & Gynecology)
You pay ₹ 1000
₹ 60
English, Hindi, Bengali
Medilink Healthcare Services, Kolkata
Available at 2:30 AM
Frequently Asked Questions
Does online consultation available with all Paediatric Urologists in south 24 parganas?
Yes, you can consult a Paediatric Urologist online here at Apollo24|7. We have an excellent team of noted Paediatric Urologists in south 24 parganas . A video consultation is enough for a Paediatric Urologist help you out with your problem concerning your Managing children's urinary & genital disease.
How do I consult a Paediatric Urologists online from south 24 parganas?
You can book an online consultation either on Apollo24|7 website or mobile app 24/7 in two ways. 1. Click 'Book Apollo Doctor Appointment' button on the website/app's homepage, select Paediatric Urologist, or type the doctor's name directly. Once you select a doctor, you can click on the 'Consult Now' button to start the online consultation. 2. You can also look for a doctor based on your symptoms; you may start by going to the website/app's homepage. Then click on the 'Symptoms Checker' tab, search for your symptoms, or select a few of them based on your health condition. Click 'Consult Doctor,' select a doctor and click on the 'Consult Now' button to start the online consultation.
How much do Paediatric Urologists in south 24 parganas charge for online consultation?
The Paediatric Urologists' charges depend on their experience; You can join Apollo Circle and avail of discount benefits on consultations, medicines, and products.
Can I consult with a Paediatric Urologist anytime in south 24 parganas?
Yes, you can consult a Paediatric Urologist anytime in south 24 parganas. You can either book a consultation in advance, i.e., at a specific time and date, or a few minutes before at your convenience.
Why Apollo247
- Round-the-clock doctor availability
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Be present in the consult room on apollo247.com at the time of consult
Follow Up via text - Valid upto 7 days
To enjoy services provided by Apollo 247 on Mobile, download our App
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All products sold on this site contain < 0.3% THC.
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If you're searching for CBD Oil or Delta 8 products in Crestview FL, Bell Family Dispensary has what you need! We have a large selection of quality CBD & Delta 8 products available to buy online or in our stores. Everything from Edibles, Tinctures, Topicals, Softgels, Pet CBD, Delta 8, Hemp Flower and more.
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Care Transition Coordinator Job Opening
Care Transition Coordinator
Encompass Health• Talladega, Alabama
Category: Counselor
Division: Sales
Are you in search of a new career opportunity where you are the connection? If so, now is the time to choose Encompass Health as your employer. The Home Health & Hospice division of Encompass Health is hiring!
As a national leader across home health, hospice, and inpatient rehabilitation hospitals, Encompass Health is consistently ranked as a top best-place-to-work in the communities we serve. Our philosophy of delivering a better way to care exemplifies our commitment to quality, compassionate care for our patients, all while fostering a unique culture that is compassionate and collaborative.
- Encompass Health's enterprising model of the continuum of care for post-acute services sets the standards for excellence. This is evident throughout all of our care settings and office locations, as we maintain a workplace that is stable, ethical, and supportive.
- At Encompass Health, we continually invest in employees to assist in them achieving personal goals and make meaningful, measurable differences in the lives of their patients.
Ever-mindful of the need for employees to care for themselves and their families, Encompass Health offers benefits that encourage lifestyle choices that keep you healthy and happy. Subject to employee eligibility, some benefits, tools, and resources include:
- Generous time off with pay for full-time employees.
- Continuing education opportunities.
- Scholarship program for employees and their children.
- Matching 401(k) plan.
- Comprehensive insurance plans for medical, dental, and vision coverage.
- Electronic medical records & mobile devices for all clinicians.
- Incentivized bonus plan.
Encompass Home Health & Hospice is searching for a Registered Nurse (RN) or Physical Therapist (PT) to join our team as a Care Transition Coordinator.
Responsibilities include:
- Assist patients in the process of navigating post-acute care.
- Assess, plan, implement, coordinate, monitor, and evaluate options and services with a primary goal of providing a safe transition from acute care to home for home health or hospice services.
- Integrate evidence-based clinical guidelines, preventative guidelines, protocols in development of transition plans that are patient-centered, promoting quality and efficiency in the delivery of post-acute care.
- Promote adherence to post-acute plans and ensure ordered services are completed.
- Represent Encompass in transitional care activities and strategic relationships with health systems, hospitals, inpatient facilities, and physician groups.
- Monitor execution of transitional care services through ongoing quality assurance visits with referral sources.
- Meeting and/or exceed referral and admission goals.
- Responsible for Care Transitions Program admission activity for territory, while positively impacting patient outcomes and referral source satisfaction.
The right person for this role will be a Registered Nurse (RN) or Physical Therapist (PT) that is goal driven, sales motivated, and has previous home health or hospice experience.
- Must be a graduate of an approved school of nursing or therapy and be licensed in the state of employment.
- Must have a minimum of 2-3 years field experience.
- Strong understanding of customer and market dynamics, as well as transitional care best practices.
- Good understanding of the Federal, State, and local laws and regulatory guidelines governing home health and hospice operations.
- Excellent communication skills and the ability to interact well with diverse individuals.
- Experience with territory management, strong presentation skills, performance management, building relationships, emphasizing excellence, negotiation, results driven, sales planning and execution.
- Should be self-starter who requires minimal supervision.


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All kinds of Fall Guys Ultimate Games Knockout Folder Icon that you need are freely available on our website and you can download this Fall Guys Ultimate Games Knockout Folder Icon for all your educational, entertainment and personal purposes. Is possible Also, there are many transparent background images and clipart for schools and educational in our stock which you can download for free.
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Software Map
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|0. RootTreeToR - !! NOTE - THIS AREA IS NO LONGER UPDATED. See https://cdcvs.fnal.gov/redmine/projects/roottreetor INSTEAD.
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Senate President Pro Tempore Brian Bingman issued the following statement Wednesday following the passage of Senate Bill 1062, the Administrative Workers' Compensation Act, in the full Senate. The legislation, authored by Pro Tem Bingman, was passed by a vote of 34-12 and now heads to the House of Representatives.
Currently, 17 members of the state Senate have signed on as co-authors of the Administrative Workers' Compensation Act.
"We have to put the brakes on the runaway cost of Oklahoma's workers' compensation system if we are truly serious about growing our economy," said Bingman, R-Sapulpa. "Our adversarial system has been one of the most expensive in the country, and it hasn't done a very good job of helping injured workers get quality medical care in a timely fashion. The result has been disastrous for business, for Oklahoma, and most importantly, for injured workers. Today, we have taken a major step to replace our adversarial court system and move Oklahoma forward."
Senator Anthony Sykes, R-Moore, co-authored the measure and presented the bill on the floor of the Senate.
"It is time for Oklahoma to replace our adversarial system with one designed to help injured workers get healed and back to work," said Sykes, R-Moore. "Today's vote signals a new direction for Oklahoma. We will no longer settle for a system that helps trial lawyers get rich at the expense of Oklahoma's businesses and injured workers."
Under SB 1062, an administrative workers' compensation system would be structured with three commissioners appointed by the Governor, subject to Senate approval, for six-year staggered terms. The commission will then appoint administrative law judges to hear all claims for compensation.
NCCI Title 85A Score


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Washington D.C. is least honest city in America, study says
For the second year in a row, residents of our nation's capital have proven themselves the most likely to steal a dollar from your pocket. At least, that's according to one unusual new study, which found Washington, D.C. to be the least honest city or state in the nation.
The makers of Honest Tea conducted the survey, which involved setting up an unmanned booth with bottles of their product on display. Customers were asked to use the honor system and leave $1 for each bottle of tea they took.
In the end, 80 percent of Washingtonians paid for their beverage. But that was still far less than the national average of 92 percent.
"As a company, Honest Tea values transparency," National Honesty Index spokesman Dan Forman told Yahoo! News. "To touch on this, the company thought creating a light-hearted social experiment that takes a look at honest in America would be a good way to start a conversation about honesty and how society values it. "
And to add to the irony of the experiment, Honest Tea CEO Seth Goldman said he had his bike stolen while traveling to the D.C. booth. He said he had even chained the bike up before leaving it for a few hours.
Now, a tea test is far from the final word on a city or state's total measurement of honesty. But this is not the only study to find D.C. atop some less than ideal rankings. For example, a 2012 study found that workers in D.C. curse on the job more than of their colleagues around the nation .
This is the fourth year that Honest Tea has conducted their little experiment, during which they visited all 50 states and 61 locations in total.
Alabama and Hawaii tied for the most honest states, where 100 percent of customers paid for their tea.
West Virginia was considered the second least honest state, with 85 percent of people paying for their tea.
Still, as Forman notes, a large majority of Americans paid for their drinks even in those so-called least honest states.
"We were delighted to see that people in the U.S. were so honest," he said. "There is so much negative rhetoric put out there. It's encouraging to know that in reality, when faced with a choice to do the right thing or steal, 92 percent of people in the U.S. chose to do the right thing."
Forman says the company will continue to tweak its honesty tests in future years to better measure how people respond to various scenarios testing their responses.


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WASHINGTON (AP) — President Barack Obama sent special operations troops to Syria this summer on a secret mission to rescue American hostages, including journalist James Foley, held by Islamic State extremists, but they did not find them, the Obama administration said Wednesday.
Officials said the rescue mission was authorized after intelligence agencies believed they had identified the location inside Syria where the hostages were being held. But the several dozen special operations forces dropped by aircraft into Syria did not find them at that location and engaged in a firefight with Islamic State militants before departing, killing several militants. No Americans died but one sustained a minor injury when an aircraft was hit.
''The U.S. government had what we believed was sufficient intelligence, and when the opportunity presented itself, the president authorized the Department of Defense to move aggressively to recover our citizens,'' said Lisa Monaco, Obama's top counterterrorism adviser, in a statement. ''Unfortunately, that mission was ultimately not successful because the hostages were not present.''
Officials disclosed the rescue operation a day after the militants released a video showing the beheading of Foley and threatened to kill a second hostage, Steven Sotloff, if U.S. airstrikes against the militants in Iraq continued.
Despite the militants' threats, the U.S. launched a new barrage of airstrikes against Islamic State targets in Syria Wednesday. The Obama administration did not rule out the prospect of a military operation in Syria to bring those responsible for Foley's death to justice.
The disclosure of the rescue mission marks the first time the U.S. has revealed that American military personnel have been on the ground in Syria since a bloody civil war there broke out more than three years ago. Obama has resisted calls to insert the U.S. military in the middle of Syria's war, a cautious approach his critics say has allowed the Islamic State to strengthen there and make gains across the border in Iraq.
''As we have said repeatedly, the United States government is committed to the safety and well-being of its citizens, particularly those suffering in captivity. In this case, we put the best of the United States military in harms' way to try and bring our citizens home,'' Pentagon spokesman Rear Adm. John Kirby said in a statement Wednesday night. ''The United States government uses the full breadth of our military, intelligence and diplomatic capabilities to bring people home whenever we can. The United States will not tolerate the abduction of our people, and will work tirelessly to secure the safety of our citizens and to hold their captors accountable.''
It's unclear how many Americans the special forces attempted to rescue in Syria. While the officials who described the mission would not provide an exact number, other U.S. officials, who were not authorized to speak publicly, have said Foley was one of at least four Americans held in Syria.
Like Foley, two others are believed to have been kidnapped by the Islamic State. The fourth, freelance journalist Austin Tice, disappeared in Syria in August 2012 and is believed to be in the custody of government forces in Syria.
Administration officials would not say specifically when or where the operation took place, citing the need to protect operational details in order to preserve the ability to carry out future rescue missions. They did say that nearly every branch of the military was involved and that the special forces on the ground were supported from the air by fixed wing, rotary and surveillance aircraft.
Obama has authorized previous military missions to rescue hostages. In 2009, Navy SEAL snipers carried out a daring sea operation to rescue an American ship captain held by Somali pirates in a lifeboat. And in 2012, special operations forces successfully rescued an American and Dutch aid worked held in Somalia.