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By Elwin
So I've started in learning OpenGL , then I found the NeHe website and its Legacy Tutorials (here is the link http://nehe.gamedev.net/tutorial/lessons_01__05/22004/ ).But the problem is that I can't download any examples of code ( neither C code examples nor any other language ) .As you see it is impossible to download http://nehe.gamedev5.net/data/lessons/pelles_c/lesson01.zip . Does anyone has expamles of C code of this lessons ? And the second question. If I prefer coding on C , should I choose GLUT but not an OpenGL ?
By elect
ok, so, we are having problems with our current mirror reflection implementation.
At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
And finally we use the rendered texture on the mirror surface.
So far this has always been fine, but now we are having some more strong constraints on accuracy.
What are our best options given that:
- we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
- we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
- all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
- a scene can have up to 10 mirror
- it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)
Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.
Other than that, I couldn't find anything updated/exhaustive around, can you help me?
Thanks in advance
By kanageddaamen
Hello all,
I am currently working on a game engine for use with my game development that I would like to be as flexible as possible. As such the exact requirements for how things should work can't be nailed down to a specific implementation and I am looking for, at least now, a default good average case scenario design.
Here is what I have implemented:
Deferred rendering using OpenGL Arbitrary number of lights and shadow mapping Each rendered object, as defined by a set of geometry, textures, animation data, and a model matrix is rendered with its own draw call Skeletal animations implemented on the GPU. Model matrix transformation implemented on the GPU Frustum and octree culling for optimization Here are my questions and concerns:
Doing the skeletal animation on the GPU, currently, requires doing the skinning for each object multiple times per frame: once for the initial geometry rendering and once for the shadow map rendering for each light for which it is not culled. This seems very inefficient. Is there a way to do skeletal animation on the GPU only once across these render calls? Without doing the model matrix transformation on the CPU, I fail to see how I can easily batch objects with the same textures and shaders in a single draw call without passing a ton of matrix data to the GPU (an array of model matrices then an index for each vertex into that array for transformation purposes?) If I do the matrix transformations on the CPU, It seems I can't really do the skinning on the GPU as the pre-transformed vertexes will wreck havoc with the calculations, so this seems not viable unless I am missing something Overall it seems like simplest solution is to just do all of the vertex manipulation on the CPU and pass the pre-transformed data to the GPU, using vertex shaders that do basically nothing. This doesn't seem the most efficient use of the graphics hardware, but could potentially reduce the number of draw calls needed.
Really, I am looking for some advice on how to proceed with this, how something like this is typically handled. Are the multiple draw calls and skinning calculations not a huge deal? I would LIKE to save as much of the CPU's time per frame so it can be tasked with other things, as to keep CPU resources open to the implementation of the engine. However, that becomes a moot point if the GPU becomes a bottleneck.
By DiligentDev
I would like to introduce Diligent Engine, a project that I've been recently working on. Diligent Engine is a light-weight cross-platform abstraction layer between the application and the platform-specific graphics API. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. Shader source code converter allows shaders authored in HLSL to be translated to GLSL and used on all platforms. Diligent Engine supports integration with Unity and is designed to be used as a graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. It is distributed under Apache 2.0 license and is free to use. Full source code is available for download on GitHub.
True cross-platform Exact same client code for all supported platforms and rendering backends No #if defined(_WIN32) ... #elif defined(LINUX) ... #elif defined(ANDROID) ... No #if defined(D3D11) ... #elif defined(D3D12) ... #elif defined(OPENGL) ... Exact same HLSL shaders run on all platforms and all backends Modular design Components are clearly separated logically and physically and can be used as needed Only take what you need for your project (do not want to keep samples and tutorials in your codebase? Simply remove Samples submodule. Only need core functionality? Use only Core submodule) No 15000 lines-of-code files Clear object-based interface No global states Key graphics features: Automatic shader resource binding designed to leverage the next-generation rendering APIs Multithreaded command buffer generation 50,000 draw calls at 300 fps with D3D12 backend Descriptor, memory and resource state management Modern c++ features to make code fast and reliable The following platforms and low-level APIs are currently supported:
Windows Desktop: Direct3D11, Direct3D12, OpenGL Universal Windows: Direct3D11, Direct3D12 Linux: OpenGL Android: OpenGLES MacOS: OpenGL iOS: OpenGLES API Basics
The engine can perform initialization of the API or attach to already existing D3D11/D3D12 device or OpenGL/GLES context. For instance, the following code shows how the engine can be initialized in D3D12 mode:
#include "RenderDeviceFactoryD3D12.h" using namespace Diligent; // ... GetEngineFactoryD3D12Type GetEngineFactoryD3D12 = nullptr; // Load the dll and import GetEngineFactoryD3D12() function LoadGraphicsEngineD3D12(GetEngineFactoryD3D12); auto *pFactoryD3D11 = GetEngineFactoryD3D12(); EngineD3D12Attribs EngD3D12Attribs; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[0] = 1024; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[1] = 32; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[2] = 16; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[3] = 16; EngD3D12Attribs.NumCommandsToFlushCmdList = 64; RefCntAutoPtr<IRenderDevice> pRenderDevice; RefCntAutoPtr<IDeviceContext> pImmediateContext; SwapChainDesc SwapChainDesc; RefCntAutoPtr<ISwapChain> pSwapChain; pFactoryD3D11->CreateDeviceAndContextsD3D12( EngD3D12Attribs, &pRenderDevice, &pImmediateContext, 0 ); pFactoryD3D11->CreateSwapChainD3D12( pRenderDevice, pImmediateContext, SwapChainDesc, hWnd, &pSwapChain ); Creating Resources
Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. To create a buffer, you need to populate BufferDesc structure and call IRenderDevice::CreateBuffer(). The following code creates a uniform (constant) buffer:
BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); Similar, to create a texture, populate TextureDesc structure and call IRenderDevice::CreateTexture() as in the following example:
TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); Initializing Pipeline State
Diligent Engine follows Direct3D12 style to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.)
Creating Shaders
To create a shader, populate ShaderCreationAttribs structure. An important member is ShaderCreationAttribs::SourceLanguage. The following are valid values for this member:
SHADER_SOURCE_LANGUAGE_DEFAULT - The shader source format matches the underlying graphics API: HLSL for D3D11 or D3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. See shader converter for details. SHADER_SOURCE_LANGUAGE_GLSL - The shader source is in GLSL. There is currently no GLSL to HLSL converter. To allow grouping of resources based on the frequency of expected change, Diligent Engine introduces classification of shader variables:
Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. This post describes the resource binding model in Diligent Engine.
The following is an example of shader initialization:
ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] = { {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC}, {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE}, {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader ); Creating the Pipeline State Object
To create a pipeline state object, define instance of PipelineStateDesc structure. The structure defines the pipeline specifics such as if the pipeline is a compute pipeline, number and format of render targets as well as depth-stencil format:
// This is a graphics pipeline PSODesc.IsComputePipeline = false; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM_SRGB; PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; The structure also defines depth-stencil, rasterizer, blend state, input layout and other parameters. For instance, rasterizer state can be defined as in the code snippet below:
// Init rasterizer state RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; //RSDesc.MultisampleEnable = false; // do not allow msaa (fonts would be degraded) RasterizerDesc.AntialiasedLineEnable = False; When all fields are populated, call IRenderDevice::CreatePipelineState() to create the PSO:
m_pDev->CreatePipelineState(PSODesc, &m_pPSO); Binding Shader Resources
Shader resource binding in Diligent Engine is based on grouping variables in 3 different groups (static, mutable and dynamic). Static variables are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. They are bound directly to the shader object:
PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new object called Shader Resource Binding (SRB), which is created by the pipeline state:
m_pPSO->CreateShaderResourceBinding(&m_pSRB); Dynamic and mutable resources are then bound through SRB object:
m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "tex2DDiffuse")->Set(pDiffuseTexSRV); m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); The difference between mutable and dynamic resources is that mutable ones can only be set once for every instance of a shader resource binding. Dynamic resources can be set multiple times. It is important to properly set the variable type as this may affect performance. Static variables are generally most efficient, followed by mutable. Dynamic variables are most expensive from performance point of view. This post explains shader resource binding in more details.
Setting the Pipeline State and Invoking Draw Command
Before any draw command can be invoked, all required vertex and index buffers as well as the pipeline state should be bound to the device context:
// Clear render target const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); m_pContext->SetPipelineState(m_pPSO); Also, all shader resources must be committed to the device context:
m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); When all required states and resources are bound, IDeviceContext::Draw() can be used to execute draw command or IDeviceContext::DispatchCompute() can be used to execute compute command. Note that for a draw command, graphics pipeline must be bound, and for dispatch command, compute pipeline must be bound. Draw() takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); Tutorials and Samples
The GitHub repository contains a number of tutorials and sample applications that demonstrate the API usage.
Tutorial 01 - Hello Triangle This tutorial shows how to render a simple triangle using Diligent Engine API. Tutorial 02 - Cube This tutorial demonstrates how to render an actual 3D object, a cube. It shows how to load shaders from files, create and use vertex, index and uniform buffers. Tutorial 03 - Texturing This tutorial demonstrates how to apply a texture to a 3D object. It shows how to load a texture from file, create shader resource binding object and how to sample a texture in the shader. Tutorial 04 - Instancing This tutorial demonstrates how to use instancing to render multiple copies of one object using unique transformation matrix for every copy. Tutorial 05 - Texture Array This tutorial demonstrates how to combine instancing with texture arrays to use unique texture for every instance. Tutorial 06 - Multithreading This tutorial shows how to generate command lists in parallel from multiple threads. Tutorial 07 - Geometry Shader This tutorial shows how to use geometry shader to render smooth wireframe. Tutorial 08 - Tessellation This tutorial shows how to use hardware tessellation to implement simple adaptive terrain rendering algorithm. Tutorial_09 - Quads This tutorial shows how to render multiple 2D quads, frequently swithcing textures and blend modes.
AntTweakBar sample demonstrates how to use AntTweakBar library to create simple user interface.
Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to textures, using compute shaders and unordered access views, etc.
The repository includes Asteroids performance benchmark based on this demo developed by Intel. It renders 50,000 unique textured asteroids and lets compare performance of D3D11 and D3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.
Integration with Unity
Diligent Engine supports integration with Unity through Unity low-level native plugin interface. The engine relies on Native API Interoperability to attach to the graphics API initialized by Unity. After Diligent Engine device and context are created, they can be used us usual to create resources and issue rendering commands. GhostCubePlugin shows an example how Diligent Engine can be used to render a ghost cube only visible as a reflection in a mirror.
By Yxjmir
I'm trying to load data from a .gltf file into a struct to use to load a .bin file. I don't think there is a problem with how the vertex positions are loaded, but with the indices. This is what I get when drawing with glDrawArrays(GL_LINES, ...):
Also, using glDrawElements gives a similar result. Since it looks like its drawing triangles using the wrong vertices for each face, I'm assuming it needs an index buffer/element buffer. (I'm not sure why there is a line going through part of it, it doesn't look like it belongs to a side, re-exported it without texture coordinates checked, and its not there)
I'm using jsoncpp to load the GLTF file, its format is based on JSON. Here is the gltf struct I'm using, and how I parse the file:
#define GLTF_TARGET_ARRAY_BUFFER (34962) #define GLTF_TARGET_ELEMENT_ARRAY_BUFFER (34963) #define GLTF_COMPONENT_TYPE_BYTE (5120) #define GLTF_COMPONENT_TYPE_UNSIGNED_BYTE (5121) #define GLTF_COMPONENT_TYPE_SHORT (5122) #define GLTF_COMPONENT_TYPE_UNSIGNED_SHORT (5123) #define GLTF_COMPONENT_TYPE_INT (5124) #define GLTF_COMPONENT_TYPE_UNSIGNED_INT (5125) #define GLTF_COMPONENT_TYPE_FLOAT (5126) #define GLTF_COMPONENT_TYPE_DOUBLE (5127) #define GLTF_PARAMETER_TYPE_BYTE (5120) #define GLTF_PARAMETER_TYPE_UNSIGNED_BYTE (5121) #define GLTF_PARAMETER_TYPE_SHORT (5122) #define GLTF_PARAMETER_TYPE_UNSIGNED_SHORT (5123) #define GLTF_PARAMETER_TYPE_INT (5124) #define GLTF_PARAMETER_TYPE_UNSIGNED_INT (5125) #define GLTF_PARAMETER_TYPE_FLOAT (5126) #define GLTF_PARAMETER_TYPE_FLOAT_VEC2 (35664) #define GLTF_PARAMETER_TYPE_FLOAT_VEC3 (35665) #define GLTF_PARAMETER_TYPE_FLOAT_VEC4 (35666) struct GLTF { struct Accessor { USHORT bufferView; USHORT componentType; UINT count; vector<INT> max; vector<INT> min; string type; }; vector<Accessor> m_accessors; struct Asset { string copyright; string generator; string version; }m_asset; struct BufferView { UINT buffer; UINT byteLength; UINT byteOffset; UINT target; }; vector<BufferView> m_bufferViews; struct Buffer { UINT byteLength; string uri; }; vector<Buffer> m_buffers; vector<string> m_Images; struct Material { string name; string alphaMode; Vec4 baseColorFactor; UINT baseColorTexture; UINT normalTexture; float metallicFactor; }; vector<Material> m_materials; struct Meshes { string name; struct Primitive { vector<UINT> attributes_indices; UINT indices; UINT material; }; vector<Primitive> primitives; }; vector<Meshes> m_meshes; struct Nodes { int mesh; string name; Vec3 translation; }; vector<Nodes> m_nodes; struct Scenes { UINT index; string name; vector<UINT> nodes; }; vector<Scenes> m_scenes; vector<UINT> samplers; struct Textures { UINT sampler; UINT source; }; vector<Textures> m_textures; map<UINT, string> attributes_map; map<UINT, string> textures_map; }; GLTF m_gltf; // This is actually in the Mesh class bool Mesh::Load(string sFilename) { string sFileAsString; stringstream sStream; ifstream fin(sFilename); sStream << fin.rdbuf(); fin.close(); sFileAsString = sStream.str(); Json::Reader r; Json::Value root; if (!r.parse(sFileAsString, root)) { string errors = r.getFormatedErrorMessages(); if (errors != "") { // TODO: Log errors return false; } } if (root.isNull()) return false; Json::Value object; Json::Value value; // Load Accessors array, these are referenced by attributes with their index value object = root.get("accessors", Json::Value()); // store object with key "accessors", if not found it will default to Json::Value() if (!object.isNull()) { for (Json::ValueIterator it = object.begin(); it != object.end(); it++) { GLTF::Accessor accessor; value = (*it).get("bufferView", Json::Value()); if (!value.isNull()) accessor.bufferView = value.asUINT(); else return false; value = (*it).get("componentType", Json::Value()); if (!value.isNull()) accessor.componentType = value.asUINT(); else return false; value = (*it).get("count", Json::Value()); if (!value.isNull()) accessor.count = value.asUINT(); else return false; value = (*it).get("type", Json::Value()); if (!value.isNull()) accessor.type = value.asString(); else return false; m_gltf.accessors.push_back(accessor); } } else return false; object = root.get("bufferViews", Json::Value()); if(!object.isNull()) { for (Json::ValueIterator it = object.begin(); it != object.end(); it++) { GLTF::BufferView bufferView; value = (*it).get("buffer", Json::Value()); if(!value.isNull()) bufferView.buffer = value.asUInt(); else return false; value = (*it).get("byteLength", Json::Value()); if(!value.isNull()) bufferView.byteLength = value.asUInt(); else return false; value = (*it).get("byteOffset", Json::Value()); if(!value.isNull()) bufferView.byteOffset = value.asUInt(); else return false; value = (*it).get("target", Json::Value()); if(!value.isNull()) bufferView.target = value.asUInt(); else return false; m_gltf.m_bufferViews.push_back(bufferView); } } else return false; object = root.get("buffers", Json::Value()); if(!object.isNull()) { for (Json::ValueIterator it = object.begin(); it != object.end(); it++) { GLTF::Buffer buffer; value = (*it).get("byteLength", Json::Value()); if(!value.isNull()) buffer.byteLength = value.asUInt(); else return false; // Store the filename of the .bin file value = (*it).get("uri", Json::Value()); if(!value.isNull()) buffer.uri = value.asString(); else return false; } } else return false; object = root.get("meshes", Json::Value()); if(!object.isNull()) { for(Json::ValueIterator it = object.begin(); it != object.end(); it++) { GLTF::Meshes mesh; value = (*it).get("primitives", Json::Value()); for(Json::ValueIterator value_it = value.begin(); value_it != value.end(); value_it++) { GLTF::Meshes::Primitive primitive; Json::Value attributes; attributes = (*value_it).get("attributes", Json::Value()); vector<string> memberNames = attributes.getMemberNames(); for(size_t i = 0; i < memberNames.size(); i++) { Json::Value member; member = attributes.get(memeberNames[i], Json::Value()); if(!member.isNull()) { primitive.attributes_indices.push_back(member.asUInt()); m_gltf.attributes_map[member.asUInt()] = memberNames[i]; // Each of these referes to an accessor by indice, so each indice should be unique, and they are when loading a cube } else return false; } // Indice of the accessor used for indices Json::Value indices; indices = (*value_it).get("indices", Json::Value()); primitive.indices = indices.asUInt(); mesh.primitives.push_back(primitive); } m_gltf.m_meshes.push_back(mesh); } } vector<float> vertexData; vector<USHORT> indiceData; int vertexBufferSizeTotal = 0; int elementBufferSizeTotal = 0; GLTF::Meshes mesh = m_gltf.m_meshes[0]; vector<GLTF::Meshes::Primitive> primitives = mesh.primitives; // trying to make the code easier to read for (size_t p = 0; p < primitive.size(); p++) { vector<UINT> attributes = primitives[p].attributes_indices; for(size_t a = 0; a < attributes.size(); a++) { GLTF::Accessor accessor = m_gltf.m_accessors[attributes[a]]; GLTF::BufferView bufferView = m_gltf.m_bufferViews[accessor.bufferView]; UINT target = bufferView.target; if(target == GLTF_TARGET_ARRAY_BUFFER) vertexBufferSizeTotal += bufferView.byteLength; } UINT indice = primitives[p].indices; GLTF::BufferView bufferView = m_gltf.m_bufferViews[indice]; UINT target = bufferView.target; if(target == GLTF_TARGET_ELEMENT_ARRAY_BUFFER) elementBufferSizeTotal += bufferView.byteLength; } // These have already been generated glBindVertexArray(g_pGame->m_VAO); glBindBuffer(GL_ARRAY_BUFFER, g_pGame->m_VBO); glBufferData(GL_ARRAY_BUFFER, vertexBufferSizeTotal, nullptr, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_pGame->m_EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementBufferSizeTotal, nullptr, GL_STATIC_DRAW); int offset = 0; int offset_indice = 0; for (size_t p = 0; p < primitive.size(); p++) { vector<UINT> attributes = primitives[p].attributes_indices; int pos = sFilename.find_last_of('\\') + 1; string sFolder = sFilename.substr(0, pos); for (size_t a = 0; a < attributes.size(); a++) { LoadBufferView(sFolder, attributes[a], data, offset); } UINT indice = primitives[p].indices; GLTF::BufferView bufferView_indice = m_gltf.m_bufferViews[indice]; UINT target_indice = bufferView_indice.target; bool result = LoadBufferView(sFolder, indice, data, offset_indice); if(!result) return false; } return true; } bool Mesh::LoadBufferView(string sFolder, UINT a, vector<float> &vertexData, vector<float> &indiceData, int &offset_indice) { ifstream fin; GLTF::Accessor accessor = m_gltf.m_accessors[a]; GLTF::BufferView bufferView = m_gltf.m_bufferViews[accessor.bufferView]; GLTF::Buffer buffer = m_gltf.m_buffers[bufferView.buffer]; const size_t count = accessor.count; UINT target = bufferView.target; int elementSize; int componentSize; int numComponents; string sFilename_bin = sFolder + buffer.uri; fin.open(sFilename_bin, ios::binary); if (fin.fail()) { return false; } fin.seekg(bufferView.byteOffset, ios::beg); switch (accessor.componentType) { case GLTF_COMPONENT_TYPE_BYTE: componentSize = sizeof(GLbyte); break; case GLTF_COMPONENT_TYPE_UNSIGNED_BYTE: componentSize = sizeof(GLubyte); break; case GLTF_COMPONENT_TYPE_SHORT: componentSize = sizeof(GLshort); break; case GLTF_COMPONENT_TYPE_UNSIGNED_SHORT: componentSize = sizeof(GLushort); break; case GLTF_COMPONENT_TYPE_INT: componentSize = sizeof(GLint); break; case GLTF_COMPONENT_TYPE_UNSIGNED_INT: componentSize = sizeof(GLuint); break; case GLTF_COMPONENT_TYPE_FLOAT: componentSize = sizeof(GLfloat); break; case GLTF_COMPONENT_TYPE_DOUBLE: componentSize = sizeof(GLfloat); break; default: componentSize = 0; break; } if (accessor.type == "SCALAR") numComponents = 1; else if (accessor.type == "VEC2") numComponents = 2; else if (accessor.type == "VEC3") numComponents = 3; else if (accessor.type == "VEC4") numComponents = 4; else if (accessor.type == "MAT2") numComponents = 4; else if (accessor.type == "MAT3") numComponents = 9; else if (accessor.type == "MAT4") numComponents = 16; else return false; vector<float> fSubdata; // I'm pretty sure this is one of the problems, or related to it. If I use vector<USHORT> only half of the vector if filled, if I use GLubyte, the entire vector is filled, but the data might not be right vector<GLubyte> nSubdata; elementSize = (componentSize) * (numComponents); // Only fill the vector I'm using if (accessor.type == "SCALAR") { nSubdata.resize(count * numComponents); fin.read(reinterpret_cast<char*>(&nSubdata[0]), count/* * elementSize*/); // I commented this out since I'm not sure which size the .bin is storing the indice values, and I kept getting runtime errors, no matter what type I used for nSubdata } else { fSubdata.resize(count * numComponents); fin.read(reinterpret_cast<char*>(&fSubdata[0]), count * elementSize); } switch (target) { case GLTF_TARGET_ARRAY_BUFFER: { vertexData.insert(vertexData.end(), fSubdata.begin(), fSubdata.end()); glBindBuffer(GL_ARRAY_BUFFER, g_pGame->m_VBO); glBufferSubData(GL_ARRAY_BUFFER, offset, fSubdata.size() * componentSize, &fSubdata[0]); int attribute_index = 0; // I'm only loading vertex positions, the only attribute stored in the files for now glEnableVertexAttribArray(attribute_index); glVertexAttribPointer(0, numComponents, GL_FLOAT, GL_FALSE, componentSize * numComponents, (void*)(offset)); }break; case GLTF_TARGET_ELEMENT_ARRAY_BUFFER: { indiceData.insert(indiceData.end(), nSubdata.begin(), nSubdata.end()); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_pGame->m_EBO); // This is another area where I'm not sure of the correct values, but if componentSize is the correct size for the type being used it should be correct glBufferSubData is expecting the size in bytes, right? glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, nSubdata.size() * componentSize, &nSubdata[0]); }break; default: return false; } if (accessor.type == "SCALAR") offset += nSubdata.size() * componentSize; else offset += fSubdata.size() * componentSize; fin.close(); return true; } these are the draw calls, I only use one at a time, but neither is currently display properly, g_pGame->m_indices is the same as indiceData vector, and vertexCount contains the correct vertex count, but I forgot to copy the lines of code containing where I set them, which is at the end of Mesh::Load(), I double checked the values to make sure.
glDrawElements(GL_LINES, g_pGame->m_indices.size(), GL_UNSIGNED_BYTE, (void*)0); // Only shows with GL_UNSIGNED_BYTE
glDrawArrays(GL_LINES, 0, g_pGame->m_vertexCount);
So, I'm asking what type should I use for the indices? it doesn't seem to be unsigned short, which is what I selected with the Khronos Group Exporter for blender. Also, am I reading part or all of the .bin file wrong?
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The days leading up to the 2013 NBA Draft certainly make fans think back on past draft experiences. While this year's draft class has been deemed "weak" by many draft experts and analysts, it is still sure to produce a number of steady and, most likely, memorable players in the future. With that in mind, here's a look at the top 10 busts in the history of the NBA Draft. 10. Jonathan Bender – No. 5 pick, 1999 draft, Toronto Raptors (traded to Indiana Pacers) Bender was drafted out of high school, fifth overall in 1999 by Toronto. Bender had unlimited potential as a 6-foot-11 forward with length, ball-handling skills and athleticism. He posted his best season statistically in his third year, playing in 78 games for the Indiana Pacers. However, Bender would only appear in a combined 76 games over the next four seasons due to serious knee issues. Bender then shut himself down for three seasons, making one final attempt to play in 2009-10 with the New York Knicks. He played in 25 games that season before retiring for good. In parts of eight seasons, Bender averaged 5.5 points, 2.2 rebounds, 0.6 blocks, 14.7 minutes in 262 games. Drafted before: Wally Szczerbiak, Richard Hamilton, Shawn Marion, Jason Terry, Ron Artest, Andrei Kirilenko. 9. Keith Edmonson – No. 10 pick, 1982 draft, Atlanta Hawks Edmonson was a 6-foot-5 guard drafted 10th overall in 1982 by the Hawks. He played alongside Joe Barry Carroll at Purdue University – one whom some consider to also be an NBA bust. Together they led the Boilermakers to the 1980 NCAA Final Four. Edmonson averaged 21.3 points per game as a senior at Purdue. He went on to play in just 87 games during two seasons in the league. During those two seasons Edmonson averaged 6.0 points, 1.5 rebounds, 0.6 assists and 10.7 minutes in 87 games. Drafted before: Lafayette Lever, Eric "Sleepy" Floyd, Ricky Pierce, Mark Eaton. 8. Yi Jianlian – No. 6 pick, 2007 draft, Milwaukee Bucks Yi Jianlian ended up being a journeyman over five NBA seasons after being drafted sixth overall by Milwaukee. He was compared to Yao Ming – the Houston Rockets' towering All-Star center – leading up to the 2007 draft. Jianlian was more athletic than Ming, but wasn't a pure center. He posted decent averages in points and rebounds in his first three seasons. He faded off the map however in his last two seasons with the Washington Wizards and Dallas Mavericks. He returned to China after the 2012 season. In five NBA seasons, Jianlian averaged 7.9 points, 4.9 rebounds, 0.7 assists, 0.7 blocks and 22.2 minutes in 272 career games. Drafted before: Joakim Noah, Arron Afflalo, Thaddeus Young, Rodney Stuckey, Marc Gasol. 7. Marcus Fizer – No. 4 pick, 2000 draft, Chicago Bulls The Chicago Bulls chose Fizer with the fourth overall pick in the 2000 NBA Draft. He was the third of three consecutive draft busts, following Stromile Swift and Darius Miles, taken second and third respectively. The 6-foot-9 forward played his best games during his second season, but never fully reached his potential. Fizer never played a full 82 games and thus didn't last more than six seasons. In his six seasons, Fizer averaged 9.6 points, 4.6 rebounds, 1.2 assists, 0.3 blocks and 20.9 minutes in 289 career games. Drafted before: Mike Miller, Jamal Crawford, Hedo Turkoglu, Jamaal Magloire, Morris Peterson, Michael Redd. 6. Adam Morrison – No. 3 pick, 2006 draft, Charlotte Bobcats Michael Jordan took Morrison with the third overall pick in the 2006 NBA Draft out of Gonzaga. Surprisingly, he had his best days during his rookie year with averages of 11.8 points and 2.9 boards a game. Morrison didn't play a minute in his second season and split his third year between Charlotte and the Los Angeles Lakers. He saw action in 31 games in his fourth season before calling it quits after that. In parts of four seasons, Morrison averaged 7.5 points, 2.1 rebounds, 1.4 assists and 20.4 minutes in 161 career games. Drafted before: Brandon Roy, Rudy Gay, J.J. Redick, Thabo Sefolosha, Rajon Rondo, Steve Novak, Kyle Lowry. 5. Michael Olowokandi – No. 1 pick, 1998 draft, Los Angeles Clippers Olowokandi landed in the top spot in the 1998 draft. The Clippers passed on the likes of Antwan Jamison, Vince Carter, Dirk Nowitzki and Paul Pierce to take the big fella. Olowokandi posted sub-par career averages of 8.3 points and 6.8 rebounds a game. He wouldn't play close to a full season during his last five years in the NBA. He is a shining example of wasted potential. In parts of nine seasons, Olowokandi averaged 8.3 points, 6.8 rebounds, 1.4 blocks and 26.3 minutes in 500 career games. Drafted before: Mike Bibby, Antawn Jamison, Vince Carter, Dirk Nowitzki, Paul Pierce, Rashard Lewis. 4. Darko Milicic – No. 2 pick, 2003 draft, Detroit Pistons Milicic could arguably be the biggest draft bust of all time. Detroit took him with the second pick in the 2003 NBA Draft. He was sandwiched in the draft between LeBron James and Carmelo Anthony, both current NBA superstars. Milicic, on the other hand, has played 10 seasons with six different teams and has career averages of six points and 4.2 rebounds. In 10 NBA seasons, Milicic current carries averages of 6.0 points, 4.2 rebounds, 1.3 blocks, 0.9 assists and 18.5 minutes in 468 career games. Drafted before: Carmelo Anthony, Chris Bosh, Dwyane Wade, Chris Kaman, Kirk Hinrich, David West, Kendrick Perkins, Josh Howard, Mo Williams, Kyle Korver. 3. Sam Bowie – No. 2 pick, 1984 draft, Portland Trail Blazers Portland selected Bowie with the second pick in the 1984 draft. Although his career averages are pretty solid, he never played a full season. The worst part of Bowie's career was that Portland passed on a ton of future stars to select him, including Michael Jordan, who was selected directly after him. In 10 seasons, Bowie averaged 10.9 points, 7.5 rebounds, 2.1 assists, 1.8 blocks and 27.6 minutes in 511 career games. Drafted before: Michael Jordan, Charles Barkley, Alvin Robertson, Otis Thorpe, Kevin Willis, John Stockton. 2. Kwame Brown – No. 1 pick, 2001 draft, Washington Wizards Brown was taken first overall in the 2001 NBA Draft as a 19-year old with room to grow. Now 30, Brown has played 12 seasons in the league with career averages of just 6.6 points and 5.5 rebounds per game. This past season, he was playing on his seventh NBA team with the Philadelphia 76ers. Brown always had issues with his hands, catching the ball in the post. The most news he made in the league came when he was part of the trade that sent Pau Gasol to the Los Angeles Lakers. In his 12 seasons, Brown hold averages of 6.6 points, 5.5 rebounds, 0.9 assists, 0.6 blocks and 22.1 minutes in 607 career games. Drafted before: Tyson Chandler, Pau Gasol, Jason Richardson, Shane Battier, Joe Johnson, Zach Randolph, Gerald Wallace, Tony Parker, Gilbert Arenas, Mehmet Okur. 1. Greg Oden – No. 1 pick, 2007 draft, Portland Trail Blazers I apologize to Portland fans in advance, but I had to put Oden and Bowie both in my top three. Oden went No. 1 to the Trail Blazers in 2007. He was thought to have the potential to be one of the best centers the NBA had ever seen. Extreme knee injuries have thus far limited his career to just 82 games combined in two seasons. Portland was forced to decide between Oden and Kevin Durant, who ended up turning into one of the best players in the league. Oden hopes to attempt an NBA comeback in the near future. When he was healthy, Oden actually showed flashes of being a very good NBA player, but he barely saw the floor. In parts of two NBA seasons, Oden has averaged 9.4 points, 7.3 rebounds, 1.4 blocks and 22.1 minutes in 82 games. Drafted before: Kevin Durant, Al Horford, Joakim Noah, Thaddeus Young, Rodney Stuckey, Marc Gasol
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Cyber DealsTons of items discounted in Proboardshop's Cyber Deals category. With more items than anybody else on the web Proboardshop brings you huge savings up to 70 percent off. Featuring hot brands like Volcom, Burton and more! Proboardshop we have had it all since 1982!
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Hardcover: 64 pages
An abundantly illustrated guide to the year's best stargazing season.
"Summer brings with it fine stargazing weather; it also happens to be the time of the year when our galaxy, the Milky Way, arches high across the sky." -- Terence Dickinson
The cool, clear nights from May to October offer astronomers the best opportunities for stargazing. Few sights in nature can compare with the splendor of a dazzling star-filled sky. Summer Stargazing captures the grandeur of the universe with down-to-earth simplicity. All that is needed is a reasonably dark night sky, a pair of binoculars or a simple telescope, and this book.
The book features everything else the amateur astronomer needs, including easy-to-use color star charts that cover the entire North American sky for one year and photographic-quality charts for this main stargazing season.
Copyright ©2000-2017 Starizona
Adventures In Astronomy & Nature, All rights reserved
5757 N. Oracle Rd., Suite 103 · Tucson, Arizona 85704 · Call Us: (520) 292-5010
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Enjoy all your favourite 3DS games on the big screen with the Nintendo 3DS XL console.
Boasting glorious graphics and 3D visuals, the 3DS offers an immersive gaming experience. Using the 3D Depth Slider, you can adjust the level of 3D to suit you, or turn it off and lock it off completely using Parental Controls. Thanks to the 3D Camera you can capture memories in a truly unique way; you can even record up to 10 minutes of 3D footage with the included memory card.
Discover Nintendo eShop and you can view trailers, download free demos, see software rankings and buy a range of games. With titles available from pocket money prices to full-blown adventures, your Nintendo 3DS XL can be as individual as you are. StreetPass™ lets you swap your game data with other users as you pass them, as long as you want to. With SpotPass™, you can receive new game content, videos, trailers and news automatically, and play online with others over Wi-Fi.
What's more, anyone can enjoy Nintendo 3DS XL safely by using the Parental Controls feature. You can easily restrict content by the game's rating, regulate the use of wireless connectivity such as the internet, or turn off the 3D settings.


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A professional level zoom stereo microscope on a very rigid base, pillar
stand, and head. Offers quick adjustment of the power. The binocular head
rotates 360° and is inclined 45° for comfort in your viewing. The top
illuminator is an adjustable brightness halogen type and the bottom illuminator
is a white fluorescent type. The microscope has 200mm (7.9") of working space.
Copyright ©2000-2017 Starizona
Adventures In Astronomy & Nature, All rights reserved
5757 N. Oracle Rd., Suite 103 · Tucson, Arizona 85704 · Call Us: (520) 292-5010
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Solar Micro Inverter Testing
Extracting maximum energy
Terrestrial solar micro inverter designers and manufacturers must ensure their products are capable of extracting and delivering the maximum power that is available from the solar modules to which they are attached. Power available from a solar module is highly dependent on its illumination and temperature. The maximum available power is known as the maximum power point (MPP), and it changes with operating conditions. For inverter design, development and qualification, it is critical to test with a variety of MPPs. To obtain a full range of MPPs and other operating points from a solar module with which to test your inverter, it must be exposed to a predictable, repeatable and broad range of illumination and temperature conditions for extended periods. That is impractical to do in a test environment with a solar module. The Keysight E4360 solar array simulator will provide controllable, consistent, stable, and wide-ranging solar module performance.
Use the Keysight E4360 solar array simulator to:
- Develop and verify performance of inverter peak power tracking circuits and algorithms
- Measure and verify inverter efficiency
- Verify the ability of the inverter to produce power grid level output from low to high voltage extremes
- Perform qualification tests ― confirm inverter performance during or after exposure to environmental conditions
- Perform accelerated lifecycle tests
- Perform certification tests
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E4360A Modular Solar Array Simulator Mainframe, 1200W
E4360A Modular Solar Array Simulator Mainframe, 1200W
The Keysight 1200W, E4360A Modular Solar Array Simulator is a 2U high, 2-slot mainframe that accepts up to 2 E4360 series modules. Modules are ordered separately. It offers LAN, USB, and GPIB interfaces standard.
Data Acquisition – DAQ
Data Acquisition – DAQ
Keysight's Data Acquisition - DAQ and system switching hardware is designed for electrical, physical, mechanical, acoustic and signal routing applications up to 50GHz.
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Keysight offers two families of AC power sources up to 4000 VA to meet your AC test challenges – from basic to higher performance.
DC Electronic Loads
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Single input electronic loads, load mainframes, fuel cell test solutions...


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Return to Index
Diagnosis of Urinary Incontinence
Urinary incontinence can be a complicated diagnosis because the cause sometimes cannot be fully identified. Your doctor will first ask about your symptoms and medical history, and perform a physical exam. This includes an evaluation of the urinary and nervous systems, which controls bladder function. You will be asked how often you empty your bladder and under what circumstances leakage occurs. A physical exam will look for any physical causes such as blockages or nerve problems. You will be asked to keep a diary of your bladder habits. At some point you will most likely be referred to a urologist or a gynecologist for further evaluation and treatment.
Tests may include:
- Urine tests
- Blood tests
- Stress test
- Ultrasound
- Cystoscopy
- X-rays
- Urodynamic tests
|Cystoscopy of the Bladder
|Copyright © Nucleus Medical Media, Inc.
Because more than one cause can exist, each one must be systematically considered. Your doctor may order the following tests:
- Urine test—This test will reveal signs of infection and how well the kidneys are functioning.
- Blood test—Although not specific for most causes of urinary incontinence, blood tests reveal much about your general health and help select the most appropriate treatment options.
- Stress test—You will be asked to bear down with a full bladder as your doctor watches for loss of urine. If you are a woman, the doctor will also be looking for the amount of bladder support. The most common cause of stress incontinence in women is relaxation of the floor of the bladder so that it bulges into the vagina when you strain. This bulging changes the angle of the sphincter in relation to the bladder and can cause leakage.
- Ultrasound—An ultrasound device uses high-frequency sound waves to examine structures inside the body. For incontinence, this noninvasive tool assesses structures to determine the amount of urine left in the bladder after voiding.
- Cystoscopy—A cystoscope is a thin tube with a light and a tiny telescope that is inserted into the urethra to view the urethra and bladder. Tumors, narrowing, and other abnormalities can easily be seen. At the same time, x-ray dye can be instilled for x-rays of the bladder and kidneys.
- X-rays—Dye can be introduced into the urinary system either directly through the urethra or indirectly into a vein. Able to reveal many abnormalities, an x-ray taken after you pass the dye will reveal how much residual urine is in the bladder, a sign of obstruction or bladder weakness.
Urodynamic test—A variety of measurements can be made of your bladder function:
- Capacity
- Volume at which the bladder muscle reflexively contracts
- Pressures the bladder muscle generates
- Maximum pressure the sphincter can resist
- Speed of emptying
- Coordination between the sphincter muscle and the bladder muscle
Urinary incontinence. National Association for Continence website. Available at: https://www.nafc.org/urinary-incontinence. Accessed May 19, 2017.
Urinary incontinence in men. EBSCO DynaMed Plus website. Available at: http://www.dynamed.com/topics/dmp~AN~T900624/Urinary-incontinence-in-men. Updated December 13, 2016. Accessed May 17, 2017.
Urinary incontinence in women. EBSCO DynaMed Plus website. Available at: http://www.dynamed.com/topics/dmp~AN~T900573/Urinary-incontinence-in-women. Updated May 15, 2017. Accessed May 19, 2017
Revision Information
- Reviewer: EBSCO Medical Review Board Adrienne Carmack, MD
- Review Date: 05/2017
- Update Date: 12/20/2014


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Intel, AMD kiss and make up
Intel and AMD have been involved in long-standing dispute over intellectual property and antitrust issues. Intel was fined $1.45B by the EU for its anticompetitive practices and last week, New York Attorney General Andrew Cuomo filed an antitrust lawsuit against Intel.
Cuomo had rather harsh words for Intel, stating, "Rather than compete fairly, Intel used bribery and coercion to maintain a stranglehold on the market. Intel's actions not only unfairly restricted potential competitors, but also hurt average consumers who were robbed of better products and lower prices."
However, Intel and AMD now appear to be making amends. The pair issued a joint statement today which reads, "While the relationship between the two companies has been difficult in the past, this agreement ends the legal disputes and enables the companies to focus all of our efforts on product innovation and development."
As a part of the settlement, Intel will pay AMD $1.25 billion, AMD will drop all of its pending lawsuits against Intel, and the pair will enter into a new 5-year cross license agreement. In addition, Intel will "abide by a set of business practice provisions" in the future.
AMD CEO Dirk Meyer today championed the agreement, stating, "Today, I am pleased to announce the last major component of that transformation – in the form of a transparent and public agreement with Intel to create a level playing field in the x86 processor industry – taking us one big step closer to achieving our bold vision."
Meyer continued, adding, "Today marks the beginning of a new era… one that confirms that the game has changed for AMD. It is an important milestone for us, for our customers, our partners, and most important – for consumers and businesses worldwide. In addition, it represents the culmination many years of litigation and regulatory engagement."
Following the announcement, AMD shares are up 25 percent to $6.61 while Intel is up almost a percentage point to $20.05 as of 10:00 AM EST.


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Your location: Home > > Meetings
The Cancun Agreements
The sixteenth session of the Conference of the Parties to the UNFCCC and the sixth session of the Conference of the
Parties serving as the Meeting of the Parties to the Kyoto Protocol took place in Cancun and was hosted by the
Government of Mexico. Also sitting were the thirty-third sessions of the Subsidiary Body for Implementation (SBI)
and the Subsidiary Body for Scientific and Technological Advice (SBSTA), the fifteenth session of the Ad hoc
Working Group on Further Commitments for Annex I Parties under the Kyoto Protocol (AWG-KP), and the thirteenth
session of the Ad hoc Working Group on Long-term Cooperative Action under the Convention (AWG-LCA).
The Cancun Climate Change Conference drew almost 12,000 participants, including 5,200 government officials,
5,400 representatives of UN bodies and agencies, intergovernmental organizations and nongovernmental
organizations, and 1,270 accredited members of the media.
The meeting produced the basis for the most comprehensive and far-reaching international response to climate
change the world had ever seen to reduce carbon emissions and build a system which made all countries
accountable to each other for those reductions. Here is the overview of the Cancun Agreements, and here are the Cancun
Agreements decisions in full.
Among the highlights, Parties agreed:
On the mitigation front, developed countries submitted economy-wide emission reduction
targets and agreed on strengthened reporting frequency and standards and to develop low-carbon national plans
and strategies. Developing countries submitted nationally appropriate mitigation actions (NAMAs), to be
implemented subject to financial and technical support. Work continued on shaping the form and functions of a
registry for NAMAs to enable the matching of such actions with finance and technology. Developing countries
were also encouraged to develop low-carbon national plans and strategies.
Work also progressed on reducing emissions from deforestation and forest degradation (REDD),
boosting capacity-building in developing countries, and how to deal with any consequences of
response measures to action on climate change. Governments also agreed to include carbon capture and storage
(CCS) in the projects under the Clean Development Mechanism (CDM), subject to technical and
safety standards.
A note on the gaps
By agreeing on a maximum two degrees Celsius temperature rise, countries sent the strongest signal ever that
there would be shift towards a low-carbon global economy. However, all pledges put forward by governments
came to a combined total of only 60% of the emission reductions needed for a 50% chance of keeping
temperatures below that goal. And the conference left the future of the Kyoto Protocol unresolved, which also
left open the question of the fate of the international carbon market.


text:
This article was printed from mlb.com, originally published .
Read more news at: https://www.mlb.com/twins/news
Injury-free Mauer raring to get after it in 2013
MINNEAPOLIS -- With Joe Mauer coming off his worst professional season in an injury-plagued 2011 campaign, the Twins set up a blueprint to keep him on the field in '12.
The plan worked to perfection, as Mauer ended up setting a career high in games played with 147 while returning to the elite form that makes him one of the best catchers in the game.
Mauer ended up hitting .319 with 10 homers, 31 doubles and 85 RBIs while leading the American League with a .416 on-base percentage.
But Mauer only caught 74 games while serving as designated hitter in 42 games and playing first base in 30 games. So Mauer's goal this season is catch more games, and general manager Terry Ryan says it's not out of the realm of possibility for him to catch as many as 125 games this year.
"I think I'll probably do more catching," Mauer said at TwinsFest. "A lot of the reason I went over to first base, especially early in the season, is we really didn't know what [Justin] Morneau's situation was. That's the way I've been preparing for the season, to be the everyday catcher. I can go over to first if they need me to do that. I can DH if they need me to do that too. But the way I've been preparing is catching every day."
Mauer, who said he's currently injury free, has been able to have a normal offseason, as he's fully past the knee issues that plagued him in '11. The only big change for him this offseason was that he got married in December.
"It's been a nice, normal offseason," Mauer said. "The last couple years have been concentrated on specific work or a sickness or stuff like that. It's nice to get after it."
He also has the confidence of knowing that he can still produce at the level that has made him five-time All-Star and the AL Most Valuable Player in '09.
He was an All-Star again in '12, and his numbers were eerily similar to his numbers in '08, when after a season in which he hit .329 with a .413 on-base percentage with nine homers, 31 doubles and 85 RBIs, he finished fourth the MVP balloting.
"I think it worked out real well last year as far as handling Joe and keeping him on the field and plenty of at-bats, all those at-bats we got and not beating him up too much," Twins manager Ron Gardenhire said. "I don't see any reason to change it too awful much from there. Games are going to dictate it, and the way we're playing is going to dictate it, and how people are swinging. But the important thing is, Morneau and Mauer both, keep them on the field, keep them in there."
But Mauer is tired of seeing the Twins struggle, as the club has finished with the worst record in the AL each of the last two years, after making the playoffs in the previous two seasons in '09 and '10.
He thinks this group can be much better, especially after adding Vance Worley, Mike Pelfrey and Kevin Correia to a rotation that had the third-worst ERA in the Majors last year.
"We expect to win around here -- everybody does," Mauer said. "Since I've been here, we've been pretty darn good, and we're trying to get back to that level. Last two years, we've had our fair share of injuries. Guys just not out there on the ball field. In '11, it was a lot of the position players, and in '12 it was our pitchers."
Mauer added he's looking forward to working with the new pitchers in Spring Training, but he'll have his time cut short in Florida, as he's set to play for Team USA in the World Baseball Classic for the first time.
But Mauer was given the blessing to play for Team USA by the Twins, who aren't worried about him being away from the team for a few weeks in Spring Training.
"I'm excited," Mauer said. "Any time you get a chance to represent your country, you jump at the chance. To bring my teammate [Glen] Perkins along, it's pretty neat. Two Minnesota boys playing for the USA Baseball team is pretty cool."


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good luck my friend,but i cry like a baby ,last game snif snif snif......but only......
GL Metallica, getting close to another year in Football.
GL BRO enjoy the PRO BOWL I'll be there...Hopefully they play some D-fense this year. Or not and I can leave at half time again to go back to tail gating.
Originally Posted by Metallica2467: I understand that, doesn't matter who is the QB, give him time sitting in the pocket he's will find the receivers tear your defense apart. What I meant is contain Kap in the pocket and pressure like they did to Brady.
There is no doubt about this statement. But this is a different monster. Indy, Denver, Patroits all DEPEND on the pass game to win games. San Fran can do EVERYTHING. Kap can do EVERYTHING. Its almost impossible to both contain Kap in the pocket and bring pressure. This is getting extremely overlooked. I havent made a play yet. Heart and eyes tell me San Fran but gut telling me Ravens. It should be a close game like you say and points might be the best play. Very tough one anyone who is confident on either side is just not very bright.
To the guy who keeps saying Rams did it. Your just silly dude and have a lot to learn. Not even gonna try to explain cause you wont understand.


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Package 1 DME tune for all 2011 BMW 135i, 335i/xDrive, F10 535i/xDrive, F07 535Gt, X5, X6 xDrive35i (N55B30 TwinPower Turbo (single) / DME MEVD17.2 Euro/US/Asia)
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Zero-Day Exploits and APTs: Security Requirements vs. Operational Challenges
Enterprises are losing the battle against advanced, information-stealing malware attacks. We continuously discover new application vulnerabilities which are quickly exploited by cybercriminals. Traditional blacklisting solutions don't work, and more advanced whitelisting-solutions are unmanageable. How do you overcome the manageability and operational challenges of advanced malware protection?
In this webinar, guest speaker Rick Holland, senior analyst serving Security & Risk Professionals at Forrester Research, Inc., will discuss the security and operational challenges associated with advanced malware protection. Rick will review the technical and operational requirements organizations should consider when looking to prevent and mitigate advanced malware. Dana Tamir, Director of Product Management at Trusteer, will then introduce Trusteer Apex which applies a new groundbreaking approach for stopping zero-day exploits and data exfiltration.
In this webinar recording you will learn:
- Why advanced malware poses significant risk to organizations
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As a country with many ancient landmarks still intact, Greece is the perfect destination for any cultural trip! There is no better place to learn about history than on a luxury heritage holiday in Greece, particularly Rhodes. read A Greek guide to a luxury heritage and outdoors escape in Lindos, Rhodes
From our window we could see the dome of the Santa Maria del Fiore and Giotto's Campanile, and the rooftops of the city stretching to the mountains beyond. read Exploring the timeless beauty of Florence
We wanted a relaxing holiday in the sun where we could simply rest and enjoy ourselves, and that's exactly what we got read Sublime spa treatments and world-famous golf in Estoril


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The Ventrix jacket features dynamic venting for radically balanced warmth and breathability that enables you to perform at your best. Micro vents open and close to regulate your body temperature as you move.Shop Ventrix
When you think of movements born in San Francisco in the late '60s, the high-performance outerwear movement probably isn't at the top of your list. That is, however, exactly when and where it all began. Back then, Alpinists were forced to use equipment they picked up from the local Army surplus store. There were hardly any manufacturers focused on outdoor equipment in the private sector. That was about to change in a big way.
In 1966, Doug Tompkins and his wife Susie decided to open a high-end ski and camping gear storefront at 308 Columbus Avenue in San Francisco's North Beach. They called their shop The North Face, a nod to the storied face of the Eiger and one of the most difficult climbs in the Northern Hemisphere. The store quickly became a hangout for local outdoor enthusiasts, and the legend was born.
In 1968, Kenneth 'Hap' Klopp acquired The North Face and shifted the company's focus from retail sales to the design and manufacture of outdoor clothing and equipment. The first manufacturing facility was squeezed into the back of The North Face store in Berkeley. Just a year later, a full-blown factory was opened to produce specialized gear and outerwear.
Having established itself as a leader in outdoor apparel and equipment, The North Face began to sponsor expeditions to far flung, untouched locations at every corner of the globe. This launched a proud tradition of exploration that has continued for more than 50 years and solidified the brand's standing as a leader in the outdoor industry.
By the early '80s, The North Face had expanded its product offering to the world of extreme skiing. Jackets, pants, gloves, and even beanies from The North Face were designed to withstand the harshest weather on the most unforgiving peaks in the world—a far cry from the mostly basic offerings from other manufacturers. By the end of the decade, The North Face became the only supplier in the United States to offer a comprehensive collection of high-performance outerwear, skiwear, sleeping bags, backpacks, and tents.
The North Face entered the sportswear market in the '90s with its Tekware line. This innovative collection was designed to provide rock climbers, backpackers, hikers, trail runners, and outdoor enthusiasts with the ultimate fit and function. As the '90s drew to a close, the Half-Dome logo was a common sight at ultra-marathons. In response, The North Face launched its own line of trekking and trail-running shoes to complement its hiking, backpacking, and winter boots and to outfit the outdoor enthusiast from head to toe.
Today, almost 50 years since its humble beginnings in San Francisco, the North Face offers an extensive line of men's and women's outdoor gear and clothing. Whether you're looking for a hat, a windbreaker, a down jacket, or even an expedition shelter for a month at basecamp high in the Himalayas, The North Face can provide you with gear built to meet your needs and much more.


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Mt Dora, FL Rental Homes and Apartments for Rent
Search rentals in Mt Dora, FL. At RentalGuide.net, we have comprehensive rental listings to help you find Mt Dora apartments for rent. You can also find rental houses and condos. Click on a listing to view details, or refine your search for Mt Dora apartments to search by price, beds and other criteria.


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The SCT MicroFocuser is easily installed in place of the original focus knob on Celestron Edge HD 11, CPC-1100 or CGEM-1100 telescopes. A built-in stop prevents the primary mirror from detaching from the focuser. This model is not compatible with other 11" SCTs.
Not sure what style focuser to order? Click here
View the instruction manual for this product
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INTERPOL-supported training aims to curb wildlife trafficking across Southern Africa
GABORONE, Botswana – Law enforcement officers from eleven southern African countries have completed an intensive six-day training course on wildlife law enforcement organized by INTERPOL, designed by Environment Canada and primarily funded by IFAW (International Fund for Animal Welfare).
The six-day workshop (22-27 August) was designed to improve governance, regional collaboration, the rule of law and the prosecution of wildlife traffickers who rob southern Africa of some of its greatest natural resources. In this respect, the need for such training was underlined earlier in the week when Tanzania, which sent two officers to the course, seized 1041 elephant ivory tusks.
The training involved 27 wildlife enforcement officials and police officers from Botswana, Kenya, Lesotho, Malawi, Mozambique, Namibia, South Africa, Swaziland, Tanzania, Zambia and Zimbabwe. The curriculum was designed by experts from Environment Canada and covers international wildlife law, interagency cooperation, risk management, interrogation techniques, investigative procedures, national legislation and enforcement tools.
Canada is one of the leading countries supporting the INTERPOL Environmental Crime Programme through a grant from Environment Canada.
"This training comes at a critical time as iconic species such as rhinos and elephants face dramatic threats to their future that can only be met with increased regional cooperation," said Kelvin Alie, IFAW's Prevention in Illegal Wildlife Trade Program Director. "Thanks to the combined expertise of INTERPOL, Environment Canada and IFAW, we have a chance to stop these thieves and keep more wildlife in the wild."
Environment Canada's Richard Charette, one of the creators of the intensive six-day curriculum, said: "Canada is aware that the missing element for most developed countries is effective tools such as identification guides at the point of entry and basic enforcement training. For Canada to have complete control of what enters the country in terms of protected species we must give countries the best support to stop the export of illegal goods before they get to Canada and North America."
"Addressing capacity issues such as this training session is a vital component of our strategy in reducing environmental crime in its complexity. Our goal is to improve the detection and apprehension of suspected wildlife criminals, whilst also furthering cooperation and collaboration between men and women, agencies and countries," said David Higgins, Manager of the INTERPOL Environmental Crime Programme.
The six-day workshop culminated in the planning of enforcement operations in the participants' home countries in the coming months. With ivory smuggling in particular often the work of international criminal syndicates who fund their illicit activities with the proceeds from the lucrative ivory trade, the ensuing operations will target and aim to halt some of the region's worst wildlife traffickers.


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Hardcover: 384 pages
In the spirit of Stephen Hawking's best-selling A Brief History of Time, The Encyclopedia of the Universe is a riveting sourcebook that provides intriguing insight into the discovery and explanation of the universe. From the theories of the Ancient Greeks and findings of Copernicus and Galileo to today's understanding of black holes, the development of time machines, even the search for extra-terrestrial life, the Encyclopedia brings key scientific concepts and historical events alive.
An innovative organizational scheme of a matrix of book routes makes the Encyclopedia easy to follow. Lively use of color, graphics, and navigational icons presents a logical flow of information that works equally well for science buffs and amateur astronomers, as well as for the serious student. The Encyclopedia also includes a complete guide to the solar system, with star maps, tools, techniques, and projects.
This remarkable reference has a wealth of features that put it in a class of its own. Authored and validated by a high-caliber team of more than a dozen writers and scholars from key astronomical institutions in both the United States and Great Britain, it is undoubtedly the most detailed single-volume, illustrative reference on the universe ever published.
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You figured it was a trap and could of saved his streak huh. Skip was doing fine and had the matchup he needed.
Ok, I didn't realize the rivalry factor involved in this game and series, not being familiar with your area teams. You made some pertinent points, before the game, which deserved consideration. However, they didn't appear on either of the two " Skip " threads until after the fact. In other words, it sounds more like an uneccesary " I told you so " kind of response instead of a " better luck next time " one.
Skip waited on a pitcher and team that was a staple throughout his streak but simply came out on the short end.
You played the odds and put in an excellent pick that didn't quite pan out! Your streak of picking 19 winners is something to be proud of and that allowed you to win 1K plus one hat & one hoodie. There are very few of us who participate in this Streak Survivor contest who can say that we have achieved what you have.
Hopefully you will start another one soon that will be even better!
So you come here to let Skip and everyone else know you had proclaimed this a bad choice for a 20th game pick. If you're actually rooting for someone, don't feel the need to bring it up when they lose.


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Baader's new H-Alpha passfilter enables high-contrast deep sky images of H-II regions (such as the North American Nebula). Its medium 35nm FWHM bandwidth is ideal for interline CCD cameras (like SBIG ST-2000/STL11000). The lower sensitivity of interline transfer CCDs benefits from the more efficient 35nm FWHM. The sharp bandpass and > 90% high efficiency coatings make the Baader H-Alpha filter superior to the common colored-glass based filters, all at a reasonable price.
The Baader H-Alpha filter shares the same outstanding features as all the other Baader imaging filters. Unmatched optical quality, and high efficiency hardened multicoatings result in the sharpest and highest contrast images.
Above: Image of the North American and Pelican Nebulae in Cygnus using the Baader 35nm H-alpha filter and HyperStar C11 with one-shot color Starlight Xpress SXVF-M25C camera. Image by Dail Terry and Scott Tucker.
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Home » NE » Fremont NE » Hunting Gear
Archery Supplies Fremont NE
Local resource for Archery Supplies in Fremont. Includes detailed information on local businesses that provide access to compound bow, archery, crossbow, hoyt, ridgeline, hunting bow, hunting crossbow, as well as advice and content on hunting compound bows, crossbows, archery, supplies and retailers.
Blazer Manufacturing Co(402) 721-2525
1112 Hills Rd
Fremont, NE
Fremont, NE
Greenfield Inc(402) 721-1133
520 N H St
Fremont, NE
Fremont, NE
Non-Typical Archery(402) 721-2099
5133 Nebraska Rd
Fremont, NE
Fremont, NE
Fremont Golf Club(402) 721-6642
Fremont, NE
Gottschalk's Athletic Goods(402) 443-3444
745 N Chestnut St
Wahoo, NE
Wahoo, NE
Next Generation Skate Shop(402) 721-9177
1614 N Grant St
Fremont, NE
Fremont, NE
Lou's Sporting Goods(402) 721-6040
523 N Main St
Fremont, NE
Fremont, NE
Nebraska Sports(402) 721-5255
866 E 23rd St
Fremont, NE
Fremont, NE
C & L Merchantile(402) 456-7625
210 Highway 75
Herman, NE
Herman, NE
Bowler's Choice The(402) 573-0020
20902 Cumberland Dr
Elkhorn, NE
Elkhorn, NE
2009 Hoyt PowerHawk Review
Hoyt bows are known for their high quality and long service life. However that quality comes at a price with some of Hoyt's fastest bows pushing the price into the high $800 range. It is safe to say that many bowhunters would appreciate the Hoyt quality at a more affordable price level. To address this issue, Hoyt has released two new bows for 2009 in the Hawk Series called the PowerHawk and SuperHawk. For this review we will cover the PowerHawk which has a suggested retail of $499 and offers the most value potential because of its reduced price. We will be covering the SuperHawk (MSRP $599) in a separate review shortly.
The PowerHawk uses Hoyt's new M4 Cam and Half technology which allows adjustment in half inch increments from 25-29.5 inches of draw length. The M4 looks and acts very similar to other Cam and Half derived systems in the Hoyt and Reflex line up with a 75% let off. IBO speed with the M4 cams peaks out at 303 ft/sec which is definitely speedy enough for hunting but is certainly not a speed champ.
The PowerHawk is available in two adjustable weight variations, 50-60 lbs and 60-70 lbs, and is available in left or right hand models. Axle-toAxle distance comes in at 32 inches which makes this a release only bow, because the short axle-to-axle distance is going to pinch your fingers. The brace height comes in at 7 inches, so no overdraw is necessary in order to obtain the IBO speeds quoted for the bow.
At 4.1 lbs the PowerHawk is one of the lightest bows in the Hoyt line up. In fact to get any lighter you need to go with one of Hoyt's recurve Dorado bows. The lightweight and relatively compact size makes it a pleasure to pack when going on an extended hike.
Split solid-fiberglass limbs are used on the PowerHawk. Split limbs, when properly designed, offer lower bow weight and enhanced reliability. The limb technology used on the PowerHawk looks very similar to those used on Reflex bows for the last few years, which means they should be reliable and consistent for several years of use. The down side to split limbs is the bow requires a strong way to lock in the four limbs to the riser. The PowerHawk has a limb lock that looks like a dead ringer for the Reflex Prolink Pocket System introduced a few years ago. The Prolink system has proven to be a good system for keeping the split limbs attached to the bow. We have covered the Prolink system in the past, when discussing the Reflex Cha...
Click here to read the rest of this article from BigGameHunt.net
Hoyt AlphaMax 32 and 35 Review
Hoyt is calling the new 2009 AlphaMax "The Bow That Smokes Them All." From our review it definitely looks like the AlphaMax is a complete from bottom up redesign, with the first new riser system since the Trykon debuted in 2006, and the first new limb design since XT ¾ limbs came out in the early part of this decade.
If you have been shooting or following Hoyt bows for a while, your first impression of the new AlphaMax is going to be awe. Hoyt generally tends to be a conservative bow company sticking to tried and true designs and making incremental changes to a proven platform. With the release of the '09 SuperHawk and PowerHawk earlier in '08, our staff somewhat expected the new '09 flagship bow to be an incremental improvement on the '08 Katera, a solid performer in its own right.
Hoyt appears to have completely reworked their flagship bow for '09. The new AlphaMax has a new riser design, new limb design, new cam design, and new limb pocket system and all of it is wrapped together into a package that is about 13% lighter (about 0.6 lbs) than the Katera.
Tec Lite Riser
XTS Limbs
ZT Lock Pocket System
Click here to read the rest of this article from BigGameHunt.net
Reflex Charger and Ridgeline Bow Reviews
For a little over a decade Reflex, a division of Hoyt, has been producing solid bows for hunters. In 2007, Reflex completely redesigned their bow lineup. For 2008 they have introduced new bows and continued in the spirit of producing a good value for bow hunters. For this review we are taking a look at the Reflex Charger and Ridgeline 34 bows.
Reflex Charger
Click here to read the rest of this article from BigGameHunt.net


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This came a day after BimmerBoost's article which was causing a stir on other forums:
They are currently exploring new dates and it is funny how it is suddenly possible to get a new date that they claimed they could not just days ago. There is a lesson to be learned here namely in arrogance and swallowing ones pride. Tried to take over the scene and he wasn't powerful enough to pull it off. Play for keeps and you can get burned so damage control is in full effect. So, SoCal's two major shows will now be able to accommodate everyone on separate dates. You are welcome SoCal BMW fans:
Oh and Chris, just a personal message from me to you, don't mess with someone bigger and better at this than you. Something tells me you'll think twice before editing, deleting, or trying to tell me where/when I can drag race with other BMW enthusiasts ever again. BimmerBoost, FTMFW.


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Aspose.Imaging for Java is an image processing and manipulation component which allows developers to create, edit, draw, or convert images in their Java application. It allows developers to convert images to the BMP, JPEG, TIFF, GIF, PNG, and PSD formats. It draws images using advanced features like Graphics and GraphicsPath. The drawing feature is useful for adding shapes, building new images, or adding watermarks to images. It works well with both Web and Windows applications. It supports JDK 1.5 and above.
Aspose.OCR for Java is a character recognition component that allows developers to add OCR functionality in their Java Web applications, Web services, and Windows applications. It provides a simple set of classes for controlling character recognition tasks. It helps developers to work with image files from within their Java applications. It allows developers to extract text from images and read font and style information quickly, saving time and effort involved in developing an OCR solution from scratch.
Aspose.Email for .NET is a set of components allowing developers to easily implement email functionality within their ASP.NET Web applications, Web services, and Windows applications. It supports the Outlook PST, EML, MSG, and MHT formats. It allows developers to work with SMTP, POP, FTP, and MS Exchange servers. It supports mail merge, iCalendar, customized header and body, header information, embedded files, Twitter, and much more. It makes it easy to work with HTML or plain text email messages and their attachments.
Aspose.Diagram is a class library for working with MS Visio files. It is a pure .NET alternative for MS Visio Object Model. It enables developers to work with VSD and VDX files on ASP.NET Web applications, Web services, and desktop applications. It makes use of the advanced functionality of Visio's services to manipulate Visio documents on a server. A developer can open files and manipulate the elements of the diagram, from lines and fills to more complex elements, and then export to native Visio formats or XML.
Aspose.Pdf for JasperReports is a flexible Java component designed to export reports from JasperReports and JasperServer to Portable Document Format (PDF) with high fidelity, identical to the report design. Its engine supports many chart layouts, such as Pie, Bar, Stacked Bar, Line, Area, Scatter Plot, Bubble, and Time series. All report features, including charts, tables, and images are converted to PDF with the highest degree of precision. It also supports the .jrxml specification.
Aspose.Slides for Reporting Services (SSRS) is a rendering extension for Microsoft SQL Server 2000, 2005, and 2008 Reporting Services (32-bit and 64-bit) to generate reports in Microsoft PowerPoint PPT, PPS, PPTX, and PPSX formats. All RDL report features including tables, matrices, charts, images, sub-reports, groups, and lists are converted with the highest degree of precision to PowerPoint presentations or slide shows. It creates presentations on the server without utilizing Microsoft PowerPoint.
Aspose.Metafiles is a Java library for managing metafiles. It allows your Java applications to quickly and easily display and play both WMF and EMF files. It also offers support for metafile conversions. With Aspose.Metafiles, your development staff will be able to convert metafiles to other popular graphic formats. It was built to work seamlessly with Aspose.Slides for Java. It enables you to add both WMF and EMF files into your PowerPoint presentations created with Aspose.Slides.
Aspose.Pdf for Reporting Services makes it possible to generate PDF reports from Microsoft SQL Server 2000 & 2005 Reporting Services. It supports advanced features like adding PDF bookmarks, using HTML tags, XMP metadata, custom embedded fonts, and rendering watermarks for pages. It can also convert all RDL report features including sections, images, charts, tables, matrices, headers, and footers to PDF. It also enables you to create PDF documents on the server without using Adobe PDF Library SDK.
Aspose.Report is a .NET query building and charting control. It allows developers to quickly add ad hoc capabilities to their .NET applications as well as create 21 popular chart types with some stylish effects like 3D rendering, transparency, gradients, and anti-aliasing. Simply drag and drop the Aspose.Report component on Web or Win form, assign a DataTable object as data source, and abstract a variety of outputs including SQL, Select, Where, and Order By statements and many more.
Aspose.Slides is a .NET component to read, write, and modify a PowerPoint document without using MS PowerPoint. It supports files from PowerPoint versions from 97-2007 and all three PowerPoint formats: PPT, POT, and PPS. It lets you create, access, copy, clone, edit, and delete slides in your presentations. It can save PowerPoint slides into PDF format and also save presentations in SVG format, Streams or Images.
Develop hybrid intelligent software agents and agent applications in Java.
A small, powerful, and really fast Web server for Linux.


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Originally Posted by NoSoLucky: Yes and I believe even if it was a diff of 50, the Cubs have been playing much better as of late which if memory serves makes it a no bet anyway.
If the Cards would have qualified based on RPI difference, it would have been a play. STL 7-3 in last 10, Cubs 6-4. STL has also won 5 in a row.
Friday 7/12 plays:
We have a couple plays for today.
NYY (43 pt dif/Home)
Pitt (45 pt dif/Home)
TB (56 pt dif/Home)
Record: 68-4
Friday 7/12 results:
TB loses on A game, B game Sat
NYY and Pitt win on the A game.
Record: 70-4
Originally Posted by bruin95: Tampa Bay -320, and an A game loss. WOW!
Yeah that was brutal. I personally went for 1/2 a unit on the RL. Line will be around -240 Sat.
Saturday 7/13 results:
TB wins on the B game. 75 series is a LOT before the break.
I hope everyone has a good little break. We'll pick this up after the break!
Record: 71-4
Originally Posted by DegenGamble: DanRules - have you been keeping an eye on the filters? Are the large amount of plays due to using a 3 game threshold instead of 4 - just wondering why so many plays this year - and along with that way more C game losses
There have only been 4 plays that had the 3 game spread, all in early May. We suffered a loss on the Bos/Tex series that started 5/3. Bos was a V69. We won on the A game in the other 3 series - 5/3 on KC at home vs ChiSox, 5/6 on AZ at LAD and 5/9 on AZ at home vs Philly.
For Friday after the all-star break we will have 2 plays.
Atlanta (42 diff @ ChiSox)
STL (47 diff, home vs SD)
Remember we have new filters of 42 Away and 35 Home.
Originally Posted by NoSoLucky: I'm thinking about ditching ATL and doubling up on STL. After a loss they are 77.8% likely to win and they are 62.8% likely to win at home every time. I would chase them 4 easily.
Atlanta barely qualifies as it is. I'm going to wait to see if their entire OF is still injured or not. The Sox qualify as one of the temas I'm betting against post ASB so I'll be playing that regardless, but maybe less than my normal amount. We'll see.
Originally Posted by GregTek: Dan - do you happen to have this years YTD or +/- units record? cuz I've been changing my units and don't have the full stats butt I know I'm up for a few units - just curious what's the official record...
I've done the same thing. If you bet each series to win 1 unit and bet less than 1 unit when a team was an underdog (x to win 1 unit) the losses would be 40.41 units, so overall you'd be up 30.59 units based on 71 wins.
There will be some variances based on what lines you get compared to mine, rounding or if you bet 1 unit to win more than 1 on the underdogs. The Boston series was all underdogs so instead of losing 7 on that, I lost a little under 5.
I'm very happy that we are still at a decent gain even with 4 losses. I'm not liking that 16% have gone to a C game.
Today's plays are Atlanta and STL.
Wow, that is some fine work my man. Thanks for posting this. I will check out the spreadsheet tomorrow when all the rum from the Red Rock is out of my system.
Ok, 2 A game winner tonight.
ATL and STL both win on the A game. We'll pick this up Monday.
Record: 73-4


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Health Savannah GA
The proponents of the raw food diet point to many health benefits of eating foods without cooking them. If you want to know how eating raw foods could positively affect your health, read the following articles.
Exercising Savannah GA
All cells are bathed in plasma called interstitial fluid. The circulation of the plasma/lymph depends upon blood circulation and body activity. The poorer the blood circulation, the poorer the plasma/lymph circulation. Likewise, the more pronounced and forceful the blood circulation, and the more vigorous the body activities.
Getting Well the Easy Way Savannah GA
Many people develop problems when they first begin jogging because they have not prepared their bodies for that type of exercise. Nevertheless, this is exactly how many people begin their new health kick. Their thought is, "If I'm going to do it, by golly, I'm going to do it good.
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The toxins drag down your energy, rob your health, wreak your emotions, dull and poison your mind, and age you rapidly on your way to a painful death. The toxins must come out. The good news is that your body knows how to get all of the pollution out; it knows how to detoxify; it is trying to do so right now!
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Natural Hygiene, the branch of biology that investigates the conditions upon which health depends, the means by which it may be sustained, and the natural methodologies whereby health is restored when it has been lost or impaired.
Health is Simple — Don't Be Fooled! Savannah GA
The health food industry is in a way just as bad as medicine, as it deludes people into believing that substances in bottles or their packaged foods will work miracles. The body is crying out to be left in peace to carry out the backlog of elimination necessitated by all the imbibing of unnatural food and and other harmful substances.
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If you under-breathe you will have insufficient blood oxygen, forcing your enzymes to do extra work. We can think of enzymes as the labor work force of our body chemistry system. Without them, chemical reactions slow to a halt.
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The following 10 fitness, nutrition and medical trends that will give you the tools to take control of your health and your family's.
What is Disease? Savannah GA
A raw food lifestyle information web site featuring Vibrance ezine, Living Nutrition magazine and Natural Hygiene bookstore with raw food recipes, vegan nutrition education and articles by Dr. David Klein, Dr. Douglas Graham, Dr. T. C. Fry, Dr. Herbert Shelton, Dr. Robert Sniadach, Dr. Susan Smith Jones, Dr. Jim Dreaver, Don Weaver and Rozalind Graham
Your Beliefs,Your Health and Your Life Savannah GA
Most doctors are doing the best they can with the information they have, and many of them are truly caring individuals. But doctors don't study health, they study disease. They are taught that interference with nature, by using chemical treatments and surgery to remove or repress symptoms, is the way to achieve health. Again, really think about this. Does this make sense to you? Do you want to believe this backwards system? Many people do.