What is Essential Life Education?
Essential Life Education is a Self-Discovery program that provides you with the Knowledge of the Self and of Relationship leading to Spiritual Enlightenment and Total Life Mastery. It gives you the knowledge of why you and others are the way you are and do the things you do. With its study, you activate your innate potentials and have profound inner peace and by multiplication, we move the world to peace.
The Knowledge of the Self breaks itself down into who and what you are in your Gender as a male-female being, Your Persona as a spiritual person and in your Senses.
The Full Online Courses are available here.
Relationship breaks itself down into Social, Environmental and Economic Relationshiips. The Social Relationship deals with frienships, marriages, parenting, family and comunity building. The Environmenta Relationship deals our interactions with the environment to ensure sustainable living; and the The Economic Relationship addresses our interactions with Business, the employer, employee, service provider, consumer Etc.
There are many kinds of relationships. Friendship is a special relationship in which you and your partner help each other to become better. Marriage is a life long commitment to friendship and to share in the sacredness of your sexuality. Between these two are varying degrees of relationships which include acquaintanceship, business partnership, and romantic and platonic love relationships. For any meaningful interpersonal or international relationship to thrive, it requires an understanding of Gender, Persona, Senses [GPS]. When you have knowledge of your GPS then you could have a vision of what others are in their GPS and tailor fitting relationships with them.
You gain the ability to know, understand and accept others, leading to improved interpersonal relationships for the promotion of peaceful coexistence and progress.
We have seen the signs of the annihilation of the human race through nuclear bombs and we can stop that from happening.
Civilizations have always held visions of promoting greater individual joy and global peace. It is however paradoxical that in spite of our apparent advances in education, technology, science and the arts, the global landscape today is characterized by war, strife, disease, poverty, fear and anger. We are neither able to relate harmoniously with our environment nor with one another in ways that honor our truest desires and uphold our dignity. We build physical, social and economic structures without any attention to the development of the people who live in it or will use it; and that is what we call Brick and Mortal civilization.
Civilization must take a new turn to focus on the development of humans; and that is what I call Human Based Civilization. A structure without a soul will collapse on itself and that is very imminent unless we take action. Humanity is stuck in a quagmire from which we might not be able to extricate ourselves without fresh consideration of the fundamentals of our relationships. We need a novel approach to the understanding of self, our relationships with other people (as individuals or groups and nations) and our relationship with the environment.
The overriding question is, who are we and who are the other people with whom we are relating? Again, as adults we suddenly find ourselves saddled with the rather daunting task of raising children without much of a clue as to what constitute upbringing and what modes of socialization or education are the best fit for our children. For example, how does a thirteen year old who gets pregnant, raise a child when she herself needs to be parented? Invariably, we are not schooled in parenting. Whatever we are doing in our relationships and more seriously in the raising of our children is nothing but mere experimentation.
It incredible that we have systematic methods for developing material objects for our use but the development of human beings and our relationships continue to be a matter of trial and error? No wonder our so-called civilization is in reverse drive. What the world needs urgently to salvage it from this trend is the systemized body of knowledge called Essential Life Education.
Every civilization is founded on its knowledge system and the addition of this knowledge system is the much needed input to change our current civilization. We have to get this to the policy makers and to the 'powers that be'. And when we get one percent of the human population studying Relationship and especially, ELED, it will be the tipping point for world peace.
We owe it to ourselves, and the future generation a legacy of peace and we are the ones to change the course of civilization.
BELIEVE IT! Believe and envision a sense of world peace.
I define Peace as the identification and free expression of your innate potential…and, it is possible for you and others to unleash their innate potential.
PRACTICE IT! Each day imagine, describe and feel what peace is. Practice and study the tools of mastering your life with Essential Life Education.
EMBODY IT! As our awareness of peace grows, we realize the interconnectedness of all people and all things in nature.
The human race is at the crux of an evolutionary leap. WE are the ones, the generation of change. All challenges point toward the need for human behavior to evolve beyond our rapid advances in technology to a closer connection to nature. Say YES! to World Peace through inner peace in your Life.
SHARE IT! Share the message that world peace is possible.
Be a part of this important campaign by sending this link to everybody on your mailing list. Let us know creative ways that will make this a viral campaign watched by millions.
This is also your opportunity to make the greatest impact in the world and leave a legacy of peace for this and future generations. Together, we can do it and be the change we are looking for.
Download Your FREE Peace Toolkit Package [click here] and start your lessons for Self Knowledge towards Inner Peace.
Invite your friends to join us here and on our social media such as Face Book, Twitter.
In doing these, you are a Peace Advocate. And you can become a Peace Ambassador and a Peace Trainer as well.


Monday, Oct. 5 — RUTLAND — Let's Grow Kids invites area business people to attend a special breakfast Monday, Oct. 5 from 8-9:30 a.m. at Rutland Regional Chamber of Commerce Conference Room, 50 Merchants Row in Rutland.
Let's Grow Kids is a statewide public education campaign that aims to raise understanding of the importance of the earliest years in the lives of Vermont's children. The breakfast is part of a series of "Early Edge" events being held with businesspeople around the state.
"We hope business leaders will take this opportunity to join the statewide conversation about issues that impact not only today's workforce—as many working parents struggle to find affordable, quality child care—but also the future of Vermont's children," said Robyn Freedner-Maguire, Let's Grow Kids campaign director.
How Vermont can make it affordable for all families, including investigating potential public and private funding revenues, both traditional and innovative.
Let's Grow Kids wants to make sure that the local business community is connected to these conversations and to the issue more broadly.
All Rutland-area businesspeople are welcome and breakfast is provided by Let's Grow Kids, but space is limited—so those interested in attending are encouraged to RSVP to Beth Wareing at Let's Grow Kids: beth@letsgrowkids.org.


Why is that important? Well, for one thing, when we focus exclusively on one day (Christmas; Easter) we have already all-but-lost its significance. It is easy to dismiss a day; harder to dismiss a season. So when the Church dismisses the season, is it any wonder that the host culture so easily re-defines the day?
I don't yet know what I will take up, but, the invitation is extended to me.
On one day of our holiday, we went for a walk, and in a field beyond a barn full of cows, we came across a new-born calf with its mother. The calf was slick with the wetness of birth, tottering on new legs, and shivering in the cold wind. The mother was herself still recovering from having given birth, had not yet delivered the placenta; had not yet licked her calf clean…we'd only just arrived too late to watch the moment of birth itself. Not being a farmer, my inclination was, this calf needs to be washed down, and dried, not left out here exposed to the elements. But I presume the farmer knew best, and that exposure to the elements was precisely the best thing.


Children under the age of six should no longer be given over-the-counter (OTC) cough and cold medicines, experts have said.
The Commission on Human Medicines (CHM) has provided new advice on the use of cough and cold medicines in children following a review of their safety.
According to the CHM, there is no evidence that OTC cough and cold remedies work in children under the age of six, and they may even cause unwanted side-effects such as allergic reactions.
The remedies will be available for six to 12-year-olds, but only from pharmacies, where they will be provided with clearer advice.
Dr June Raine, director of vigilance and risk management of medicines at the Medicines and Healthcare products Regulatory Agency (MHRA), said: 'Over-the-counter medicines used to treat coughs and colds have been used for many years.
Dr Raine noted that, while distressing, coughs and colds usually get better by themselves within a few days.
According to Bupa, school-age children commonly catch 12 or more colds in a single year.


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Q: How does the program counter in register 15 expose the pipeline? I have a question assigned to me that states:
"The ARM puts the program counter in register r15, making it visible to the programmer. Someone writing about the ARM stated that this exposed the ARM's pipeline. What did he mean, and why?"
We haven't talked about pipelines in class yet so I don't know what that is and I'm having a hard time understanding the material online. Can someone help me out with either answering the question or helping me understand so I can form my own answer?
Thanks!

A: An exposed pipeline means one where the programmer needs to consider the pipeline, and I would disagree that the r15 value offset is anything other than an encoding constant.
By making the PC visible to the programmer, yes, some fragment of the early implementation detail has been 'exposed' as an architectural oddity which needs to be maintained by future implementations.
This wouldn't have been worthy of comment if the offset which has been designed into the architecture was zero - there would have been no optimisation possible for simple 3 stage pipelines, and everyone would have been non the wiser.
There is nothing 'exported' from the pipeline, not in the way that trace or debug allow you to snoop on timing behaviour at code is running - this feature is just part of the illusion that the processor hardware presents to a programmer (similar to each instruction executing in program order).
A problem with novel tricks like this is that people like to write questions about them, and those questions can easily be poorly phrased. They also neglect the fact that even if the pipeline is 3 stage, it only takes a single 'special case' to require the gates for an offset calculation (even if these gates don't consume power for typical operation).
Having PC relative instructions is rather common. Having implementation optimised encodings for how the offest is calculated is also common - for example IBM 650
Retrocomputing.SE is an interesting place to learn about some of the things that relate to the evolution of modern computers.

A: It doesn't really; what they are probably talking about is the program counter is two instructions ahead of the instruction being executed.  But that doesn't mean its a two or three deep pipe if it ever was.  It exposes nothing at this point, in the same way that the branch shadow in MIPS exposes nothing.  There is the text book MIPS and there is reality.
There is nothing magical about a pipeline; it is a computer version of an assembly line.  You can build a car in place and bring the engine the doors, the wheels etc to the car.   Or you could move the car through an assembly line and have a station for doors, a station for the wheels and so on.  You have many cars being built at once, and the number of cars coming out of the building is every few minutes but that doesn't mean a new car takes a few minutes to build.  It just means the slowest step takes a few minutes, front to back it roughly takes the same amount of time.
An instruction has several should be obvious steps, an add requires that you get the instruction, decode it, gather up the operands feed them to an adder (alu) and take the result and store the result.  Other instructions have similar steps and a similar number.
Your text book will use terms like fetch, decode, execute.  So if you are fetching an instruction at 0x1000, then one at 0x1004 and then one at 0x1008 hoping that the code is running linearly with no branches then the when the 0x1004 is being fetched 0x1000 is being decoded, when 0x1008 is being fetched then 0x1004 is being decoded and 0x1000 might be up to execution, depends.  so then one might think well when 0x1000 is being executed the program counter is fetching 0x1008 so that tells me how the pipeline works.  Well it doesn't I could have a 10000 deep pipeline and have the program counter that the instruction sees be any address I like relative to the address of that instruction I could have it be 0x1000 for the instruction at 0x1000 and have a 12345 deep pipeline.  Its just a definition, it might at some point in history been put in place because of a real design and real pipe or it could have always just been defined that way.
What does matter is that the definition is stated and supported by the instruction set if they say that the pc is instruction plus some offset then it needs to always be that or needs to document the exceptions, and match those definitions.  Done.  Programmers can then programmers compilers can be written, etc.
A textbook problem with pipelines (not saying it isn't real) is that say we run out of v8 engines, we have 12 trucks in the assembly line, we build trucks on that line for some period of time then we build cars with v6's.  The engines are coming by slow boat once they finish building them but we have car parts ready now, so let's move the trucks off the line and start the line over, for N number of steps in the assembly line no cars come out the other end of the building, once the first car makes it to the end then a new car every few minutes.  We had to flush the assembly line.  When you are running instruction 0x1000, 0x1004, 0x1008, etc.  If you can keep the pipeline moving it's more efficient but what of 0x1004 is a branch to 0x1100, we might have 0x1008's instruction and 0x100c's in the pipe, so we have to flush the pipe start fetching from 0x1100 and it takes some number of clock cycles before we are completing instructions again then ideally we complete one per clock after that until another branch.  So if you read the classic textbook on the subject where mips or an educational predecessor is used, they have this notion of a branch shadow or some other similar term, the instruction after the branch is always executed.
So instead of flushing N instructions out of the pipe you flush N-1 instructions and you get an extra clock to get the next instruction after the branch into the pipeline. And that's how mips works by default but when you buy a real core you can turn that off and have it not execute the instruction after the branch.  It's a great textbook illustration and was probably real and probably is real for "let's build a mips" classes in computer engineering.  But the pipelines in use today don't wait that long to see that the pipe is going to be empty and can start fetching early and sometimes gain more than one clock rather than flush the whole pipe.  If it ever did, it does not currently give MIPS any kind of advantage over other designs nor does it give us exposure to their pipeline.

redpajama_set_name: RedPajamaStackExchange


To monitor and evaluate the performance of education delivery at all levels and areas of the education system.
Manage the development and application of IQMS systems and reporting.
Manage the development and application of the M&E systems and reporting.
To manage the development and application of IQMS systems and reporting.
Develop M&E Systems for the entire organisation.
Manage and implement M&E systems at all levels of the WCED.
Manage the M&E of strategies, projects and policies in the WCED.
Oversee the monitoring and evaluation of the SDIP of the WCED, and the SDI plans of Directorates.
Coordinate M&E systems and their reporting.
Promote M&E alignment with the GWMES and PWMES, and collaborate with the structures managing these systems.
Ensure that M&E systems are aligned with the planning systems of the WCED.
Manage the implementation of the Systemic Evaluation (National assessment).
To manage the development and application of the M&E systems and reporting.
Ensure that M&E Systems exist and are fully operational at all levels of the WCED.
Promote M&E alignment with the GWMES and PWMES and collaborate with the structures managing these systems.


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Adam Bartley
Adam Bartley, a proud Minnesota Native, received his acting training from the prestigious Southern Methodist University acting program in Dallas and spent the next decade working on stages in New York, Chicago, Dallas, Colorado, and Alaska. Adam spent 4 years teaching acting to students and directing over 15 productions in the Aspen, CO area with a company he co-owned. He made the move to Los Angeles in 2010, and within a year he landed the iconic role of Deputy Ferguson (The Ferg) on Netflix's hit show Longmire. Adam also recurred as Duke on the hit NBC show This Is Us, and as Carl Brown (the Mole) on CBS's Ncis La. Adam has starred in several movies including Under The Silver Lake, Annabelle 2, and Armed Response as well as TV shows: Justified, Criminal Minds, Bones, Doubt, and many more. Adam is also a professional singer (Jazz, Broadway), a successful acting coach / teacher in Los Angeles, a die hard Minnesota Vikings Fan, a Dad to 2 incredible dogs, and a self proclaimed "ping pong master."
On-Camera Reel

redpajama_set_name: RedPajamaCommonCrawl


For other uses, see Timecode (disambiguation).
In video production and filmmaking, SMPTE timecode is used extensively for synchronization, and for logging and identifying material in recorded media. During filmmaking or video production shoot, the camera assistant will typically log the start and end timecodes of shots, and the data generated will be sent on to the editorial department for use in referencing those shots. This shot-logging process was traditionally done by hand using pen and paper, but is now typically done using shot-logging software running on a laptop computer that is connected to the time code generator or the camera itself.
Keykode, while not a timecode, is used to identify specific film frames in film post-production that uses physical film stock. Keykode data is normally used in conjunction with SMPTE time code.
Rewritable consumer timecode is a proprietary consumer video timecode system that is not frame-accurate, and is therefore not used in professional post-production.
Inter-range instrumentation group time codes (IRIG) is used for military, government and commercial purposes.
DTS time code is used to synchronise the optical DTS timecode track from a projector to the CD-based DTS audio tracks.
Depending on the environment, timecode generators can take various forms.
This page was last edited on 29 March 2018, at 15:34 (UTC).


Returns names of current windows. Result can be supplied as an argument to the command Focus using /named switch or /userid switch.
This function is superceded by WM_GetWindowNames .
If set to 'full', this function will return more detailed window information. See the return description for details.
If no argument 1 is given, returns an array of window names.


The TV program airs at 8:00 p.m. on Channel 5.
What is your favorite radio channel?
E-mail is a channel of communication.
To make a complaint, you will need to go through (the) official/proper channels.
Art provides a channel for creativity.
Music became a channel for her emotions.
A system of irrigation channels brings water to the fields.
We took a ferryboat across the English Channel to France.
She's started channeling her anger towards me.
His aggression was channeled into playing football.
Actors learn how to channel their own emotions into their characters.
He channeled millions of dollars into/to the program.
Food, clothes, and money were channeled through churches to the poor people of the village.
Their irrigation system channels water to the cornfields.
She said that she was channeling my father and that he had a message for me.
What made you want to look up channel? Include any comments and questions you have about this word.


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Kharda(Shivpattan)is a township in the Indian state of Maharashtra. It lies near Ahmednagar District's south-eastern border with Osmanabad District and Beed District, and is 18 km south-east of Patoda. Rajuri is 17 km north-west, while Int is 13 km towards the south-east. Ahmednagar is around 100 km north-west. Kharda is well connected to the taluka headquarters of Jamkhed via road.
Kharde-patils who now belong to Kolhar of Rahata Taluk, Ahmednagar District find their roots to this place. Surve, who are one of the 96k, migrated to Kharda, later on came to be known as Kharde.

Kharda fort

A historical fort at Kharda is a tourist attraction. It commemorates the Battle of Kharda fought in March 1795 between the Maratha Confederacy under the Peshwa of Pune and the Nizam of Hyderabad. The Nizam was defeated in the battle and was Maratha's last battle. The fort is at ground level and still in good condition.

A compromise between the Maratha empire and the Mughals took place at Shingave Naik under Maratha Sardar The Grand son of Bahirji Naik i.e. Sardar Tukoji naik. Actual place is a Wada or military headquarters of Maratha Sardar- Shrimant Tukoji Naik's Residence. After the Taha or Compromise, Sardar Tukoji Build a Ram Mandir in Shingave Naik within the military headquarters area which is also present there. This symbolised the victory of the Marathas over the Mughals. Shingave Naik is 22 km from Ahmednagar District on Nagar - Shirdi Road.

Attractions

Nanasahebanchi Chhatri
There is memorial temple built and carved in the stones such like as the Kailasa Temple at Ellora. This temple is the memory of Pant Nanasaheb Nimbalkar, situated to northern side of the village, at the shore of the river-Kautuka.

Kanifnath
There is also a hill temple of Kanifnath with more than 400 stairs to get on the hill. The stairs are built with carved stones. On the hill there is a watching place called 'Tehelani Ghar'. From that sight everyone can see the circular area more than 7 km. The fair of Kanifnath called 'Kanobachi jatra' held every year on the day of Holi.

Economy
Kharda is now a village but during Peshwa rule times it used to be one of the major towns of Ahmednagar. It was also the trading hub of goods between the districts Ahemednagar, Beed, Osmanabad and Solapur, Dewas.

Saree weaving was a popular business in 1800 and 1900.

Notable people
Kharda is the birthplace of famous Marathi writer Bhagwan Ingale, who has written Dhor an autobiography which won the Maharashtra State Best Literature (Marathi) award in the year 1999.

References

See also

Forts in Maharashtra
Ahmednagar district

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Home > About > Awards
Call for Nominations – 2021 Young Asian Biotechnologist Prize and DaSilva Award
<Eligibility Criteria>
Young Asian Biotechnologist Prize
DaSilva Award
This award stimulates research and honors outstanding accomplishments in the field of biotechnology by young scientists in Asia other than Japan.
Eligibility criteria and nomination forms
This award is designed to honor a young Asian researcher who shows promise of outstanding achievements in the field of microbial biotechnology in the near future.
This award was established through a donation by the late Professor Edgar J. DaSilva, Former Director of the Division of Life Sciences at UNESCO, Paris.
Excellent Paper Award of the Society for Biotechnology, Japan
This award recognizes excellent papers published in "Seibutsu-kogaku Kaishi" or the Journal of Bioscience and Bioengineering, which have prominently contributed to the progress of biotechnology.
Awards for SBJ Members
SBJ active member is eligible to nominate a candidate for the following awards. Self-nominations will not be accepted.
Society Award of the Society for Biotechnology, Japan
This award recognizes a SBJ member who has made outstanding contributions in biotechnology.
Achievement Award of the Society for Biotechnology, Japan
This prize is awarded to a SBJ member for his/her significant academic and technical research in the field of Biotechnology.
Meritorious Service Award of the Society for Biotechnology, Japan
The intent of this award is to recognize a SBJ member who has supported SBJ's activities for promotion of research and development in biotechnology.
Encouragement Award of the Society for Biotechnology, Japan (Eda Award)
This award is designed to encourage a SBJ member in the early stages of his/her career who has made major contributions to the theory or technology regarding brewing, such as refining sake, etc.
Encouragement Award of the Society for Biotechnology, Japan (Saito Award)
This award is designated to encourage a SBJ member in the early stages of his/her career who has made outstanding contributions to basic studies in the field of biotechnology.
Encouragement Award of the Society for Biotechnology, Japan (Terui Award)
This award is designated to encourage a SBJ member in the early stages of his/her career who has made significant contributions to progress in the field of biochemical engineering.
Technical Award of the Society for Biotechnology, Japan
This award recognizes outstanding contributions to industrial research and development in the field of biotechnology.
Excellent Student Award of the Society for Biotechnology, Japan
This award is given to students who show promise for significant future achievements during doctoral research. Candidates must be enrolled students in the master course of graduate schools or those who have academic qualification equivalent to the master degree.
Awards may include the following:
Certificate of recognition and/or plaque
Recognition at the award ceremony at SBJ Annual Meeting
Special presentation opportunities (optional)
Complimentary registration for SBJ Annual Meeting (optional)
Financial rewards (optional)
For further information concerning the prize program or nomination process, contact:
c/o Faculty of Engineering, Osaka University
2-1 Yamadaoka, Suita, Osaka 565-0871, Japan
►To "About SBJ" Top


New Year, Bigger & Better Birthday Celebrations!
We can't believe that another whole year has gone by since we first stepped foot in 2017! It's been a tailspin of a year, for sure — in the best way possible of course! Fortunately, we've got a whole lot to celebrate as we begin the new year this January, starting with the birthdays of six special Camps across the nation.
Yip, yip hooray! High-four to our Hicksville Camp, celebrating their fourth birthday with the Pack.
Five years of romping and rolling down, and a lifetime left of 'ruffing around with Campers to go!
Double digits for these three Camps — that's 70 in dog years! We'll "woof" to that.
Lucky year number 11 for our fur-iends at Midland Park. We hope your year is full of fun!
If you're interested in learning more about what it takes to join the Camp Bow Wow Pack, dial (870) 600-2713 or request your free executive summary here!


text:
Апартаменты Вилла Куколяц
Виртуальный тур 360°
Herceg Novi, Montenegro
Herceg Novi is recognizable by the abundance of mimosa trees and its numerous flights of stairs. It's often called 'The City of the sun', thanks to the large number of sunny days all year round.
The centre of Herceg Novi is its Old Town (Stari Grad), decorated with buildings dating back to the epochs of Sahat – Kula (1667) and Kanli – Kula (1483). Fortress Spanjola (1538) and Fortress Forte Mare (1687) are only a part of the cultural heritage of this renowned town.
Rich with greenery, Herceg Novi hides numerous kinds of tropical flowers. Towards the end of January the town becomes scented with the subtle fragrance of yellow and green mimosas and there is a special festival dedicated to this flower, called Praznik Mimosa. During the summer months many festivals are organized to further enrich the tourist offer of this enchanted town.
The beginnings of the Herceg Novi tourism are connected to the XIX century. Back at that time the tavern of Sjora Roza and the café "Bella Vista" are mentioned. Still, the precursor of the modern hotel keeping on the Montenegrin coats is thought to be the Hungarian nobleman Antal Magyar from Budapest, who in the 1902 built a "Boarding house on the green beach" in Zelenika, which later became hotel "Plaza" (BEACH) – Zelenika.
As in all other town on the Coast, Herceg Novi also has a mild Mediterranean climate; with dry and warm summers and mild winters. In the summer months (July and August) the town has approximately 10, 7 sunny hours per day. The sea temperature in Herceg Novi during the summer is 22 – 26 Cº, and with approximately the same daily air temperature it allows the swimming season to last up to 5 months.
Херцег-Нови, ME
ср 01 фев 2023
11 °C°C | °F°F
Njegoševa 111A, 85340 Herceg Novi, Montenegro +382 69 345 845 [email protected]
© 2023 Apartments Villa Kukoljac | Апартаменты Вилла Куколяц by DobarMarketing.com


text:
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xeogl / API Docs

            API Docs for:

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AABBGeometry

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Button

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CameraPath

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Clip

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PointLight

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Scene

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Skybox

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xeogl.xeogl

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xeogl

File: /home/lindsay/xeolabs/xeogl-next/xeogl/src/renderer/renderer.js

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    };

    this.setImageForceDirty = function () {
        this.imageForceDirty = true;
    };

    this.setBlendOneMinusSrcAlpha = function (value) {
        blendOneMinusSrcAlpha = value;
    };

    this.webglContextLost = function () {
    };

    this.webglContextRestored = function (gl) {
        if (pickBuf) {
            pickBuf.webglContextRestored(gl);
        }
        if (readPixelBuf) {
            readPixelBuf.webglContextRestored(gl);
        }
        imageDirty = true;
    };

    /**
     * Clears the canvas.
     * @param params
     */
    this.clear = function (params) {
        params = params || {};
        const boundary = scene.viewport.boundary;
        gl.viewport(boundary[0], boundary[1], boundary[2], boundary[3]);
        if (canvasTransparent) { // Canvas is transparent
            gl.clearColor(0, 0, 0, 0);
        } else {
            const color = params.ambientColor || this.lights.getAmbientColor();
            gl.clearColor(color[0], color[1], color[2], 1.0);
        }
        if (bindOutputFrameBuffer) {
            bindOutputFrameBuffer(params.pass);
        }
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
        if (unbindOutputFrameBuffer) {
            unbindOutputFrameBuffer(params.pass);
        }
    };

    /**
     * Renders the scene.
     * @param params
     */
    this.render = function (params) {
        params = params || {};
        update();
        if (imageDirty || this.imageForceDirty || params.force) {
            drawMeshes(params);
            stats.frame.frameCount++;
            imageDirty = false;
            this.imageForceDirty = false;
        }
    };

    function update() {
        if (meshListDirty) {
            buildMeshList();
            meshListDirty = false;
            stateSortDirty = true;
        }
        if (stateSortDirty) {
            meshList.sort(Mesh._compareState);
            stateSortDirty = false;
            imageDirty = true;
        }
        // if (shadowsDirty) {
        //     drawShadowMaps();
        //     shadowsDirty = false;
        //     imageDirty = true;
        // }
    }

    function buildMeshList() {
        meshListLen = 0;
        for (const meshId in scene.meshes) {
            if (scene.meshes.hasOwnProperty(meshId)) {
                meshList[meshListLen++] = scene.meshes[meshId];
            }
        }
        for (let i = meshListLen, len = meshList.length; i < len; i++) {
            meshList[i] = null; // Release memory
        }
        meshList.length = meshListLen;
    }

    function stateSort() {
        meshList.sort(Mesh._compareState);
    }

    function drawShadowMaps() {
        var lights = scene._lightsState.lights;
        var light;
        var i;
        var len;
        for (i = 0, len = lights.length; i < len; i++) {
            light = lights[i];
            if (!light.shadow) {
                continue;
            }
            drawShadowMap(light);
        }
    }

    function drawShadowMap(light) {

        const shadow = light.shadow;

        if (!shadow) {
            return;
        }

        const renderBuf = light.getShadowRenderBuf();

        if (!renderBuf) {
            return;
        }

        renderBuf.bind();

        frame.reset();
        frame.backfaces = true;
        frame.frontface = true;
        frame.drawElements = 0;
        frame.useProgram = -1;
        frame.shadowViewMatrix = light.getShadowViewMatrix();
        frame.shadowProjMatrix = light.getShadowProjMatrix();

        const boundary = scene.viewport.boundary;
        gl.viewport(boundary[0], boundary[1], boundary[2], boundary[3]);

        gl.clearColor(0, 0, 0, 1);
        gl.enable(gl.DEPTH_TEST);
        gl.disable(gl.BLEND);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        let i;
        let mesh;

        for (i = 0; i < meshListLen; i++) {
            mesh = meshList[i];
            if (!mesh._state.visible || !mesh._state.castShadow) {
                continue; // For now, culled meshes still cast shadows because they are just out of view
            }
            if (mesh._material._state.alpha === 0) {
                continue;
            }
            mesh._drawShadow(frame, light);
        }

        renderBuf.unbind();
    }

    var drawMeshes = (function () {

        const opaqueGhostFillMeshes = [];
        const opaqueGhostVerticesMeshes = [];
        const opaqueGhostEdgesMeshes = [];
        const transparentGhostFillMeshes = [];
        const transparentGhostVerticesMeshes = [];
        const transparentGhostEdgesMeshes = [];

        const opaqueHighlightFillMeshes = [];
        const opaqueHighlightVerticesMeshes = [];
        const opaqueHighlightEdgesMeshes = [];
        const transparentHighlightFillMeshes = [];
        const transparentHighlightVerticesMeshes = [];
        const transparentHighlightEdgesMeshes = [];

        const opaqueSelectedFillMeshes = [];
        const opaqueSelectedVerticesMeshes = [];
        const opaqueSelectedEdgesMeshes = [];
        const transparentSelectedFillMeshes = [];
        const transparentSelectedVerticesMeshes = [];
        const transparentSelectedEdgesMeshes = [];

        const opaqueEdgesMeshes = [];
        const transparentEdgesMeshes = [];

        const outlinedMeshes = [];
        const highlightMeshes = [];
        const selectedMeshes = [];
        const transparentMeshes = [];
        let numTransparentMeshes = 0;

        return function (params) {

            var opaqueOnly = !!params.opaqueOnly;

            if (WEBGL_INFO.SUPPORTED_EXTENSIONS["OES_element_index_uint"]) {  // In case context lost/recovered
                gl.getExtension("OES_element_index_uint");
            }
            if (WEBGL_INFO.SUPPORTED_EXTENSIONS["OES_standard_derivatives"]) { // For normal mapping w/o precomputed tangents
                gl.getExtension("OES_standard_derivatives");
            }

            const ambientColor = scene._lightsState.getAmbientColor();

            frame.reset();
            frame.pass = params.pass;

            const boundary = scene.viewport.boundary;
            gl.viewport(boundary[0], boundary[1], boundary[2], boundary[3]);

            if (canvasTransparent) { // Canvas is transparent
                gl.clearColor(0, 0, 0, 0);
            } else {
                gl.clearColor(ambientColor[0], ambientColor[1], ambientColor[2], 1.0);
            }

            gl.enable(gl.DEPTH_TEST);
            gl.frontFace(gl.CCW);
            gl.enable(gl.CULL_FACE);
            gl.depthMask(true);

            let i;
            let len;
            let mesh;
            let meshState;
            let materialState;
            let transparent;

            const startTime = Date.now();

            if (bindOutputFrameBuffer) {
                bindOutputFrameBuffer(params.pass);
            }

            if (params.clear !== false) {
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
            }

            let numOpaqueGhostFillMeshes = 0;
            let numOpaqueGhostVerticesMeshes = 0;
            let numOpaqueGhostEdgesMeshes = 0;
            let numTransparentGhostFillMeshes = 0;
            let numTransparentGhostVerticesMeshes = 0;
            let numTransparentGhostEdgesMeshes = 0;

            let numOutlinedMeshes = 0;
            let numHighlightMeshes = 0;
            let numSelectedMeshes = 0;

            let numOpaqueHighlightFillMeshes = 0;
            let numOpaqueHighlightVerticesMeshes = 0;
            let numOpaqueHighlightEdgesMeshes = 0;
            let numTransparentHighlightFillMeshes = 0;
            let numTransparentHighlightVerticesMeshes = 0;
            let numTransparentHighlightEdgesMeshes = 0;

            let numOpaqueSelectedFillMeshes = 0;
            let numOpaqueSelectedVerticesMeshes = 0;
            let numOpaqueSelectedEdgesMeshes = 0;
            let numTransparentSelectedFillMeshes = 0;
            let numTransparentSelectedVerticesMeshes = 0;
            let numTransparentSelectedEdgesMeshes = 0;

            let numOpaqueEdgesMeshes = 0;
            let numTransparentEdgesMeshes = 0;

            numTransparentMeshes = 0;

            // Build draw lists

            for (i = 0, len = meshListLen; i < len; i++) {

                mesh = meshList[i];
                meshState = mesh._state;
                materialState = mesh._material._state;

                if (meshState.culled === true || meshState.visible === false) {
                    continue;
                }

                if (materialState.alpha === 0) {
                    continue;
                }

                if (meshState.ghosted) {
                    const ghostMaterialState = mesh._ghostMaterial._state;
                    if (ghostMaterialState.edges) {
                        if (ghostMaterialState.edgeAlpha < 1.0) {
                            if (!opaqueOnly) {
                                transparentGhostEdgesMeshes[numTransparentGhostEdgesMeshes++] = mesh;
                            }
                        } else {
                            opaqueGhostEdgesMeshes[numOpaqueGhostEdgesMeshes++] = mesh;
                        }
                    }
                    if (ghostMaterialState.vertices) {
                        if (ghostMaterialState.vertexAlpha < 1.0) {
                            if (!opaqueOnly) {
                                transparentGhostVerticesMeshes[numTransparentGhostVerticesMeshes++] = mesh;
                            }
                        } else {
                            opaqueGhostVerticesMeshes[numOpaqueGhostVerticesMeshes++] = mesh;
                        }
                    }
                    if (ghostMaterialState.fill) {
                        if (ghostMaterialState.fillAlpha < 1.0) {
                            if (!opaqueOnly) {
                                transparentGhostFillMeshes[numTransparentGhostFillMeshes++] = mesh;
                            }
                        } else {
                            opaqueGhostFillMeshes[numOpaqueGhostFillMeshes++] = mesh;
                        }
                    }

                } else {

                    // Normal render

                    transparent = materialState.alphaMode === 2 /* blend */ || meshState.xray || meshState.colorize[3] < 1;
                    if (transparent) {
                        if (!opaqueOnly) {
                            transparentMeshes[numTransparentMeshes++] = mesh;
                        }
                    } else {
                        if (meshState.outlined) {
                            outlinedMeshes[numOutlinedMeshes++] = mesh;
                        } else {
                            mesh._draw(frame);
                        }
                    }
                }

                if (meshState.selected) {
                    const selectedMaterialState = mesh._selectedMaterial._state;
                    if (selectedMaterialState.edges) {
                        if (selectedMaterialState.edgeAlpha < 1.0) {
                            if (!opaqueOnly) {
                                transparentSelectedEdgesMeshes[numTransparentSelectedEdgesMeshes++] = mesh;
                            }
                        } else {
                            opaqueSelectedEdgesMeshes[numOpaqueSelectedEdgesMeshes++] = mesh;
                        }
                    }
                    if (selectedMaterialState.vertices) {
                        if (selectedMaterialState.vertexAlpha < 1.0) {
                            if (!opaqueOnly) {
                                transparentSelectedVerticesMeshes[numTransparentSelectedVerticesMeshes++] = mesh;
                            }
                        } else {
                            opaqueSelectedVerticesMeshes[numOpaqueSelectedVerticesMeshes++] = mesh;
                        }
                    }
                    if (selectedMaterialState.fill) {
                        if (selectedMaterialState.fillAlpha < 1.0) {
                            if (!opaqueOnly) {
                                transparentSelectedFillMeshes[numTransparentSelectedFillMeshes++] = mesh;
                            }
                        } else {
                            opaqueSelectedFillMeshes[numOpaqueSelectedFillMeshes++] = mesh;
                        }
                    }
                    if (meshState.selected) {
                        selectedMeshes[numSelectedMeshes++] = mesh;
                    }
                }

                if (meshState.highlighted) {
                    const highlightMaterialState = mesh._highlightMaterial._state;
                    if (highlightMaterialState.edges) {
                        if (highlightMaterialState.edgeAlpha < 1.0) {
                            if (!opaqueOnly) {
                                transparentHighlightEdgesMeshes[numTransparentHighlightEdgesMeshes++] = mesh;
                            }
                        } else {
                            opaqueHighlightEdgesMeshes[numOpaqueHighlightEdgesMeshes++] = mesh;
                        }
                    }
                    if (highlightMaterialState.vertices) {
                        if (highlightMaterialState.vertexAlpha < 1.0) {
                            transparentHighlightVerticesMeshes[numTransparentHighlightVerticesMeshes++] = mesh;
                        } else {
                            opaqueHighlightVerticesMeshes[numOpaqueHighlightVerticesMeshes++] = mesh;
                        }
                    }
                    if (highlightMaterialState.fill) {
                        if (highlightMaterialState.fillAlpha < 1.0) {
                            transparentHighlightFillMeshes[numTransparentHighlightFillMeshes++] = mesh;
                        } else {
                            opaqueHighlightFillMeshes[numOpaqueHighlightFillMeshes++] = mesh;
                        }
                    }
                    if (meshState.highlighted) {
                        highlightMeshes[numHighlightMeshes++] = mesh;
                    }
                }

                if (meshState.edges) {
                    const edgeMaterial = mesh._edgeMaterial._state;
                    if (edgeMaterial.edgeAlpha < 1.0) {
                        if (!opaqueOnly) {
                            transparentEdgesMeshes[numTransparentEdgesMeshes++] = mesh;
                        }
                    } else {
                        opaqueEdgesMeshes[numOpaqueEdgesMeshes++] = mesh;
                    }
                }
            }

            // Render opaque outlined meshes

            if (numOutlinedMeshes > 0) {

                // Render meshes

                gl.enable(gl.STENCIL_TEST);
                gl.stencilFunc(gl.ALWAYS, 1, 1);
                gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
                gl.stencilMask(1);
                gl.clearStencil(0);
                gl.clear(gl.STENCIL_BUFFER_BIT);

                for (i = 0; i < numOutlinedMeshes; i++) {
                    outlinedMeshes[i]._draw(frame);
                }

                // Render outlines

                gl.stencilFunc(gl.EQUAL, 0, 1);
                gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
                gl.stencilMask(0x00);
                gl.disable(gl.CULL_FACE); // Need both faces for better corners with face-aligned normals

                for (i = 0; i < numOutlinedMeshes; i++) {
                    outlinedMeshes[i]._drawOutline(frame);
                }

                gl.disable(gl.STENCIL_TEST);
            }

            // Render opaque edges meshes

            if (numOpaqueEdgesMeshes > 0) {
                for (i = 0; i < numOpaqueEdgesMeshes; i++) {
                    opaqueEdgesMeshes[i]._drawEdges(frame);
                }
            }

            // Render opaque ghosted meshes

            if (numOpaqueGhostFillMeshes > 0) {
                for (i = 0; i < numOpaqueGhostFillMeshes; i++) {
                    opaqueGhostFillMeshes[i]._drawGhostFill(frame);
                }
            }

            if (numOpaqueGhostEdgesMeshes > 0) {
                for (i = 0; i < numOpaqueGhostEdgesMeshes; i++) {
                    opaqueGhostEdgesMeshes[i]._drawGhostEdges(frame);
                }
            }

            if (numOpaqueGhostVerticesMeshes > 0) {
                for (i = 0; i < numOpaqueGhostVerticesMeshes; i++) {
                    opaqueGhostVerticesMeshes[i]._drawGhostVertices(frame);
                }
            }

            const transparentDepthMask = true;

            if (numTransparentGhostFillMeshes > 0 || numTransparentGhostEdgesMeshes > 0 || numTransparentGhostVerticesMeshes > 0 || numTransparentMeshes > 0) {

                // Draw transparent meshes

                gl.enable(gl.CULL_FACE);
                gl.enable(gl.BLEND);

                if (blendOneMinusSrcAlpha) {

                    // Makes glTF windows appear correct

                    // Without premultiplied alpha:
                    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

                    // Premultiplied alpha:
                    //gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
                } else {

                    gl.blendEquation(gl.FUNC_ADD);
                    gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
                }

                frame.backfaces = false;

                if (!transparentDepthMask) {
                    gl.depthMask(false);
                }

                // Render transparent ghosted meshes

                if (numTransparentGhostVerticesMeshes > 0) {
                    for (i = 0; i < numTransparentGhostVerticesMeshes; i++) {
                        transparentGhostVerticesMeshes[i]._drawGhostVertices(frame);
                    }
                }

                if (numTransparentGhostEdgesMeshes > 0) {
                    for (i = 0; i < numTransparentGhostEdgesMeshes; i++) {
                        transparentGhostEdgesMeshes[i]._drawGhostEdges(frame);
                    }
                }

                if (numTransparentGhostFillMeshes > 0) {
                    for (i = 0; i < numTransparentGhostFillMeshes; i++) {
                        transparentGhostFillMeshes[i]._drawGhostFill(frame);
                    }
                }

                numOutlinedMeshes = 0;

                for (i = 0; i < numTransparentMeshes; i++) {
                    mesh = transparentMeshes[i];
                    if (mesh._state.outlined) {
                        outlinedMeshes[numOutlinedMeshes++] = mesh; // Build outlined list
                        continue;
                    }

                    mesh._draw(frame);
                }

                // Transparent outlined meshes are not supported yet

                gl.disable(gl.BLEND);
            }

            // Highlighting

            if (numOpaqueHighlightFillMeshes > 0 || numOpaqueHighlightEdgesMeshes > 0 || numOpaqueHighlightVerticesMeshes > 0) {

                // Render opaque highlighted meshes

                frame.lastProgramId = null;
                gl.clear(gl.DEPTH_BUFFER_BIT);

                if (numOpaqueHighlightVerticesMeshes > 0) {
                    for (i = 0; i < numOpaqueHighlightVerticesMeshes; i++) {
                        opaqueHighlightVerticesMeshes[i]._drawHighlightVertices(frame);
                    }
                }

                if (numOpaqueHighlightEdgesMeshes > 0) {
                    for (i = 0; i < numOpaqueHighlightEdgesMeshes; i++) {
                        opaqueHighlightEdgesMeshes[i]._drawHighlightEdges(frame);
                    }
                }

                if (numOpaqueHighlightFillMeshes > 0) {
                    for (i = 0; i < numOpaqueHighlightFillMeshes; i++) {
                        opaqueHighlightFillMeshes[i]._drawHighlightFill(frame);
                    }
                }
            }

            if (numTransparentHighlightFillMeshes > 0 || numTransparentHighlightEdgesMeshes > 0 || numTransparentHighlightVerticesMeshes > 0) {

                // Render transparent highlighted meshes

                frame.lastProgramId = null;

                gl.clear(gl.DEPTH_BUFFER_BIT);
                gl.enable(gl.CULL_FACE);
                gl.enable(gl.BLEND);
                gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
                //          gl.disable(gl.DEPTH_TEST);

                if (numTransparentHighlightVerticesMeshes > 0) {
                    for (i = 0; i < numTransparentHighlightVerticesMeshes; i++) {
                        transparentHighlightVerticesMeshes[i]._drawHighlightVertices(frame);
                    }
                }

                if (numTransparentHighlightEdgesMeshes > 0) {
                    for (i = 0; i < numTransparentHighlightEdgesMeshes; i++) {
                        transparentHighlightEdgesMeshes[i]._drawHighlightEdges(frame);
                    }
                }

                if (numTransparentHighlightFillMeshes > 0) {
                    for (i = 0; i < numTransparentHighlightFillMeshes; i++) {
                        transparentHighlightFillMeshes[i]._drawHighlightFill(frame);
                    }
                }

                gl.disable(gl.BLEND);
                //        gl.enable(gl.DEPTH_TEST);
            }

            // Selection

            if (numOpaqueSelectedFillMeshes > 0 || numOpaqueSelectedEdgesMeshes > 0 || numOpaqueSelectedVerticesMeshes > 0) {

                // Render opaque selected meshes

                frame.lastProgramId = null;
                gl.clear(gl.DEPTH_BUFFER_BIT);

                if (numOpaqueSelectedVerticesMeshes > 0) {
                    for (i = 0; i < numOpaqueSelectedVerticesMeshes; i++) {
                        opaqueSelectedVerticesMeshes[i]._drawSelectedVertices(frame);
                    }
                }

                if (numOpaqueSelectedEdgesMeshes > 0) {
                    for (i = 0; i < numOpaqueSelectedEdgesMeshes; i++) {
                        opaqueSelectedEdgesMeshes[i]._drawSelectedEdges(frame);
                    }
                }

                if (numOpaqueSelectedFillMeshes > 0) {
                    for (i = 0; i < numOpaqueSelectedFillMeshes; i++) {
                        opaqueSelectedFillMeshes[i]._drawSelectedFill(frame);
                    }
                }
            }

            if (numTransparentSelectedFillMeshes > 0 || numTransparentSelectedEdgesMeshes > 0 || numTransparentSelectedVerticesMeshes > 0) {

                // Render transparent selected meshes

                frame.lastProgramId = null;

                gl.clear(gl.DEPTH_BUFFER_BIT);
                gl.enable(gl.CULL_FACE);
                gl.enable(gl.BLEND);
                gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
                //          gl.disable(gl.DEPTH_TEST);

                if (numTransparentSelectedVerticesMeshes > 0) {
                    for (i = 0; i < numTransparentSelectedVerticesMeshes; i++) {
                        transparentSelectedVerticesMeshes[i]._drawSelectedVertices(frame);
                    }
                }

                if (numTransparentSelectedEdgesMeshes > 0) {
                    for (i = 0; i < numTransparentSelectedEdgesMeshes; i++) {
                        transparentSelectedEdgesMeshes[i]._drawSelectedEdges(frame);
                    }
                }

                if (numTransparentSelectedFillMeshes > 0) {
                    for (i = 0; i < numTransparentSelectedFillMeshes; i++) {
                        transparentSelectedFillMeshes[i]._drawSelectedFill(frame);
                    }
                }

                gl.disable(gl.BLEND);
                //        gl.enable(gl.DEPTH_TEST);
            }

            const endTime = Date.now();
            const frameStats = stats.frame;

            frameStats.renderTime = (endTime - startTime) / 1000.0;
            frameStats.drawElements = frame.drawElements;
            frameStats.drawElements = frame.drawElements;
            frameStats.useProgram = frame.useProgram;
            frameStats.bindTexture = frame.bindTexture;
            frameStats.bindArray = frame.bindArray;

            const numTextureUnits = WEBGL_INFO.MAX_TEXTURE_UNITS;
            for (let ii = 0; ii < numTextureUnits; ii++) {
                gl.activeTexture(gl.TEXTURE0 + ii);
            }
            gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
            gl.bindTexture(gl.TEXTURE_2D, null);

            // Set the backbuffer's alpha to 1.0
            // gl.clearColor(1, 1, 1, 1);
            // gl.colorMask(false, false, false, true);
            // gl.clear(gl.COLOR_BUFFER_BIT);
            // gl.colorMask(true, true, true, true);

            if (unbindOutputFrameBuffer) {
                unbindOutputFrameBuffer(params.pass);
            }
        };
    })();

    /**
     * Picks a mesh in the scene.
     */
    this.pick = (function () {

        const tempVec3a = math.vec3();
        const tempMat4a = math.mat4();
        const up = math.vec3([0, 1, 0]);
        const pickFrustumMatrix = math.frustumMat4(-1, 1, -1, 1, 0.1, 10000);

        return function (params) {

            update();

            if (WEBGL_INFO.SUPPORTED_EXTENSIONS["OES_element_index_uint"]) { // In case context lost/recovered
                gl.getExtension("OES_element_index_uint");
            }

            let canvasX;
            let canvasY;
            let origin;
            let direction;
            let look;
            let pickViewMatrix = null;
            let pickProjMatrix = null;

            if (params.canvasPos) {

                canvasX = params.canvasPos[0];
                canvasY = params.canvasPos[1];

            } else {

                // Picking with arbitrary World-space ray
                // Align camera along ray and fire ray through center of canvas

                origin = params.origin || math.vec3([0, 0, 0]);
                direction = params.direction || math.vec3([0, 0, 1]);
                look = math.addVec3(origin, direction, tempVec3a);

                pickViewMatrix = math.lookAtMat4v(origin, look, up, tempMat4a);
                pickProjMatrix = pickFrustumMatrix;

                canvasX = canvas.clientWidth * 0.5;
                canvasY = canvas.clientHeight * 0.5;
            }

            pickBuf = pickBuf || new RenderBuffer(canvas, gl);
            pickBuf.bind();

            const mesh = pickMesh(canvasX, canvasY, pickViewMatrix, pickProjMatrix, params);

            if (!mesh) {
                pickBuf.unbind();
                return null;
            }

            const hit = {
                mesh: mesh
            };

            if (params.pickSurface) {
                hit.primIndex = pickTriangle(mesh, canvasX, canvasY, pickViewMatrix, pickProjMatrix);
            }

            if (pickViewMatrix) {
                hit.origin = origin;
                hit.direction = direction;
            }

            pickBuf.unbind();

            return hit;
        };
    })();

    function pickMesh(canvasX, canvasY, pickViewMatrix, pickProjMatrix, params) {

        frame.reset();
        frame.backfaces = true;
        frame.frontface = true; // "ccw"
        frame.pickViewMatrix = pickViewMatrix;
        frame.pickProjMatrix = pickProjMatrix;
        frame.pickMeshIndex = 1;

        const boundary = scene.viewport.boundary;
        gl.viewport(boundary[0], boundary[1], boundary[2], boundary[3]);

        gl.clearColor(0, 0, 0, 0);
        gl.enable(gl.DEPTH_TEST);
        gl.disable(gl.CULL_FACE);
        gl.disable(gl.BLEND);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        meshPickListLen = 0;

        let i;
        let len;
        let mesh;
        const includeMeshIds = params.includeMeshIds;
        const excludeMeshIds = params.excludeMeshIds;

        for (i = 0, len = meshListLen; i < len; i++) {
            mesh = meshList[i];
            if (mesh._state.culled === true || mesh._state.visible === false || mesh._state.pickable === false) {
                continue;
            }
            if (includeMeshIds && !includeMeshIds[mesh.id]) {
                continue;
            }
            if (excludeMeshIds && excludeMeshIds[mesh.id]) {
                continue;
            }
            meshPickList[meshPickListLen++] = mesh;
            mesh._pickMesh(frame);
        }

        const pix = pickBuf.read(Math.round(canvasX), Math.round(canvasY));
        let pickedMeshIndex = pix[0] + (pix[1] * 256) + (pix[2] * 256 * 256) + (pix[3] * 256 * 256 * 256);

        pickedMeshIndex--;

        return pickedMeshIndex >= 0 ? meshPickList[pickedMeshIndex] : null;
    }

    function pickTriangle(mesh, canvasX, canvasY, pickViewMatrix, pickProjMatrix) {

        frame.reset();
        frame.backfaces = true;
        frame.frontface = true; // "ccw"
        frame.pickViewMatrix = pickViewMatrix; // Can be null
        frame.pickProjMatrix = pickProjMatrix; // Can be null

        const boundary = scene.viewport.boundary;
        gl.viewport(boundary[0], boundary[1], boundary[2], boundary[3]);

        gl.clearColor(0, 0, 0, 0);
        gl.enable(gl.DEPTH_TEST);
        gl.disable(gl.CULL_FACE);
        gl.disable(gl.BLEND);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        mesh._pickTriangle(frame);

        const pix = pickBuf.read(canvasX, canvasY);

        let primIndex = pix[0] + (pix[1] * 256) + (pix[2] * 256 * 256) + (pix[3] * 256 * 256 * 256);

        primIndex *= 3; // Convert from triangle number to first vertex in indices

        return primIndex;
    }

    /**
     * Read pixels from the frame buffer. Performse a force-render first
     * @param pixels
     * @param colors
     * @param len
     * @param opaqueOnly
     */
    this.readPixels = function (pixels, colors, len, opaqueOnly) {
        readPixelBuf = readPixelBuf || (readPixelBuf = new RenderBuffer(canvas, gl));
        readPixelBuf.bind();
        readPixelBuf.clear();
        this.render({force: true, opaqueOnly: opaqueOnly});
        let color;
        let i;
        let j;
        let k;
        for (i = 0; i < len; i++) {
            j = i * 2;
            k = i * 4;
            color = readPixelBuf.read(pixels[j], pixels[j + 1]);
            colors[k] = color[0];
            colors[k + 1] = color[1];
            colors[k + 2] = color[2];
            colors[k + 3] = color[3];
        }
        readPixelBuf.unbind();
        imageDirty = true;
    };

    /**
     * Destroys this renderer.
     */
    this.destroy = function () {
        if (pickBuf) {
            pickBuf.destroy();
        }
        if (readPixelBuf) {
            readPixelBuf.destroy();
        }
    };
};

export{Renderer};

redpajama_set_name: RedPajamaGithub


text:
LIVE WEBINAR - Clear the canvas: Creative optimizations for 2023 WEBINAR: Clear the canvasSave my spot
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Twitter's BOGO free ad sale: data for mobile user acquisition marketers who are tempted
By John Koetsier • January 23, 2023
According to emails viewed by the Wall Street Journal, Twitter's having a buy-one-get-one-free ad sale. Twitter BOGO means you can buy up to $250,000 in advertising, and the social/news/entertainment platform will match it with another $250,000, free of charge.
One catch: you have to complete all your ad spend — up to $500,000 worth — by February 28, according to the WSJ story.
Twitter BOGO free ad sale: are you in or out?
As a growth marketer or mobile user acquisition specialist, you have to at least consider this. There are valid questions to be asked and answered about brand safety and the overall direction of Twitter post-acquisition by Elon Musk, of course. And there are reasons that over 500 former Twitter advertisers have reportedly paused campaigns on the news social platform.
But when you have a chance to get a 2-for-the-price-of-1 free ad sale on an established and successful advertising platform, you have to at least consider it.
Here's some data to help you make a decision.
Mobile user acquisition spend on Twitter in 2022
Elon Musk's acquisition of Twitter officially completed on October 27. But it's hard to see how all the angst about the on-again, off-again acquisition impacted advertiser spend in calendar by Singular advertisers' spend on the platform in calendar 2022.
Except two oddities:
A massive post-summer, pre-acquisition jump
No typical year-end holiday bump
Somewhat strangely, while spend jumped 144% from August to September and app installs paced spend with a 134% increase, ad impressions grew by only 38%, suggesting that Twitter presumably got much more efficient at translating traffic to cash. Clicks on ads jumped by about the same third as ad impressions.
After a sharp dip in October from the September spike, post-acquisition ad spend by Singular customers actually rose about 12% between October and December, more or less followed by impressions and clicks.
But in a worrisome sign, app installs dropped by 52% across the board in pretty much a continuous downward-trending line between September and December 2022.
Big picture, Twitter has dropped slightly in market share for ad spend year-over-year, as clients who check the Singular Benchmarks data can verify. But its share of ad spend is higher than its share of app installs, suggesting that installs from Twitter tend to be significantly more expensive than from other sources. As sophisticated mobile marketers know, this is not necessarily a bad thing if quality is good. (More on that later.)
Moving right up to the present day, the median cost to generate an app install via Twitter is $2.32, but the range is large and extends up to $11.22.
Twitter's placement on the Singular ROI Index for 2022
Twitter was a top-10 ad network in the Singular ROI Index for 2022, with placements on no fewer than 19 lists, including 8 rankings in the top 5 for specific categories or regions. Twitter achieved rankings on lists of top ad networks for categories such as:
Best ROI for Android
Best ROI for non-gaming
Top EMEA
Top APAC
Top retention
Best ROI for iOS
In short, while Twitter wasn't the best ad network in the world for app install marketers, it was certainly on the list of those to think about, especially in non-gaming categories. Quality has been there, historically.
Singular ROI Index 2023: where Twitter will slot in
The Singular ROI Index for 2023 has yet to be released, and I'm not going to spill the beans on all the details of where Twitter ranks right now.
But what's increasingly obvious in the era of SKAN is that those platforms that own their own supply and demand for advertising tend to do well. I'm talking about companies that sell ads via their own tools against inventory on their own platform … the Facebooks, Googles, Snapchats, Reddits, and TikToks of the world. While Twitter has lost a lot of talent — including sales and marketing staff that big customers like to be able to contact — Twitter is in that conversation as well.
First-party data, as everyone in adtech knows, is increasingly valuable.
What that means for the 2023 Index is that Twitter actually improved its overall positioning, coming in tied for seventh for the most rankings on top ad network lists per geo or vertical. In a year of turmoil and change, that's no small achievement.
(For more details, stay tuned for the release of the Singular ROI Index in a few weeks.)
Decision time: spend big on Twitter's free ad sale now or not?
Gaming has never been a big strong suit for Twitter, so I'll confine my remarks to non-gaming verticals. (This doesn't mean don't even think about it if you're marketing a game, but it's going to be a harder decision as a game to be a buyer on Twitter's BOGO sale.)
Twitter has consistently ranked in the top 10 of ad networks for return on investment. If you feel that this historical achievement is likely to continue in an environment where there's been some significant change and accompanying angst, testing the waters might be a good idea.
Do you have recent data for your app on Twitter performance?
The easiest way to say yes Twitter's free ad sale to this opportunity is if you've been continually advertising on Twitter over the past 4 months. If you've been seeing positive ROI and no downside or significant negatives, going bigger for free is a no-brainer.
If that's not you, you have some (but very limited) time to do a quick test and make a decision. (Or try to negotiate an extended deadline.)
One thing to keep in mind: Super Bowl 57 will be played on February 12. Activating your spend in early February in North America will compete, to some extent, with that hype. But there's two bits of good news if you're not a tremendously sports-oriented app:
While there's no denying it's a massive event, globally speaking the Super Bowl is fairly regional, and you can market in APAC or EMEA with limited crossover
You have until February 28 to complete your bonus campaigns, which is well past the Super Bowl time frame
And guess what: Twitter is offering this sale because it needs more revenue. That means there might be room for negotiation behind closed doors on when you actually need to complete the spend.
Cheaper ad spend for a triple boost?
Which brings up another good point: ad spend is down on Twitter in general. According to Pathmatics, the top 30 advertisers dropped their spend by 42%, contributing to "Twitter's fourth quarter revenue [falling] about 35% year over year."
When ad spend is down, cost per slot should be as well as there's less competition. Which could lead to a triple boost for your Q1 Twitter ad spend:
Natural boost from your paid spend
Extra boost from the BOGO offer
And yet more boost due to advertising in a less competitive environment, meaning that there's potentially both cheap ad slots and less surrounding noise
The decision is yours
Ultimately, the decision is up to you.
It's obviously not just about the free ad sale opportunity on Twitter. It's also about your capability and appetite for risk. But if budgets are down and belts are tightened for a ride-out-the-economic-storm strategy, you may not be able to take advantage even if you do think it is a good option.
If you have available ad dollars, however, it might just be worth diverting them to Twitter for a few weeks to take advantage of a very rare opportunity.
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Distance between Boorool and Heathcote Junction. How many miles from Boorool to Heathcote Junction.
The straight distance between Boorool (Victoria) and Heathcote Junction (Victoria) is 91.87 mi, but the driving distance is 121.08 mi.
It takes to go from Boorool to Heathcote Junction.


text:
Dictionary > Coral polyp
Coral polyp
noun, plural: coral polyps
(marine biology) An invertebrate species of the class Anthozoa that may live either individually (as in a solitary mushroom coral) or as a colony (as in a coral reef)
A coral reef is a colony of sessile adult coral polyps connected to each other. There may be hundreds or thousands of coral polyps in a compact colony that forms the reef. Each coral polyp is an individual invertebrate that has a sac-like body. It has an opening or mouth (called a coelenteron) surrounded by tentacles. The coelenteron serves both as an oral cavity where food enters and as a passageway for the release of digested wastes. The tentacles surround the coelenteron. The tentacles capture food from water and bring it into its mouth. The tentacles are described to be stinging due to the presence of nematocysts (or cnidae). Nematocysts are coiled stinging cells that are ejected in order to entangle and poison a prey (e.g. copepods).
Coral polyps in a reef are sessile. They get calcium and carbonate ions from their marine habitat in order to build a hard skeleton made of limestone (or calcium carbonate). The skeleton provides them protection since the body of a coral polyp is soft and delicate. The body of coral polyps is clear. However, because of their symbiosis with algal species such as zooxanthellae their body tends to show colors due to the pigments of zooxanthellae that live within the cells of the clear tissues of the coral polyp.
nematocyst
Last updated on July 21st, 2021
Definition noun, plural: coral polyps (marine biology) An invertebrate species of the class Anthozoa that may live either individually (as in a solitary mushroom coral) or as a colony (as in a coral reef) Supplement A coral reef is a colony of sessile adult coral polyps connected to each other. There may be hundreds or..
Freshwater Producers and Consumers
Freshwater ecosystem is comprised of four major constituents, namely elements and compounds, plants, consumers, and deco..
Nutrients in the soil are essential to the proper growth of a land plant. This tutorial deals with the properties of soi..
Water in Plants
The movement of molecules (specifically, water and solutes) is vital to the understanding of plant processes. This tuto..
A sensory system is a part of the nervous system consisting of sensory receptors that receive stimuli from the internal ..
Animal Growth Hormones
Hormones are produced in the endocrine glands of animals. The pituitary gland and hypothalamus are the most impor..
Genetics and Evolution
Humans are diploid creatures. This means that for every chromosome in the body, there is another one to match it. Howeve..


text:
Ahmed Farid Abu-Shadi fue un deportista egipcio que compitió en esgrima, especialista en las modalidades de florete y sable. Ganó tres medallas de bronce en el Campeonato Mundial de Esgrima entre los años 1949 y 1951.

Palmarés internacional

Referencias

Esgrimidores de Egipto
Esgrimidores en los Juegos Olímpicos de Londres 1948
Esgrimidores en los Juegos Olímpicos de Helsinki 1952


text:
Plant life forms in the fossil record: When did the first canopy flowers appear?
by Geological Society of America
Photograph of the research canopy crane in the Parque Natural San Lorenzo (tropical rainforest), Smithsonian Tropical Research Institute, Panamá, and a detail of the venation of a fossil angiosperm leaf from the Paleocene (Cerrejón formation, Colombia). Leaf vein density can be used in the fossil record to shed light on the origin of the Neotropical forest. Designed by Lina Gonzalez, Smithsonian Tropical Research Institute (Panamá). Photos by Smithsonian Tropical Research Institute, and Andrés Baresch, Stanford University.
Most plant fossils are isolated organs, making it difficult to reconstruct the type of plant life or its ecosystem structure. In their study for GEOLOGY, published online on 28 Aug. 2014, researchers Camilla Crifò and colleagues used leaf vein density, a trait visible on leaf compression fossils, to document the occurrence of stratified forests with a canopy dominated by flowering plants.
Using a 40-meter-tall canopy crane equipped with a gondola, they were able to collect leaves from the very top of trees in Panama and the United States. They measured leaf vein density in 132 species from two Panamanian tropical forests and one temperate forest in Maryland (USA). The team also compared the leaf vein values of canopy-top and forest-bottom leaves (i.e., leaf litter on the forest floor).
The authors show that venation density, like plant metabolism (i.e., transpiration and photosynthesis), is higher in the leaves located in the forest canopy and decreases in leaves at lower levels. Furthermore, they found that leaves from the forest floor, which are the closest analog to fossil floras, preserve this pattern.
The team also reanalyzed vein density data from the literature from the Early Cretaceous (132.5 million years ago) to the Paleocene (58 million years ago) to determine when flowering plants became part of the upper forest canopy. Vein density values similar to present ones appeared about 58 million years ago, indicating that the emergence of flowering plants in the canopy occurred by the Paleocene.
First rainforests arose when plants solved plumbing problem
More information: Variations in angiosperm leaf vein density have implications for interpreting life form in the fossil record, Camilla Crifò et al., Published online on 28 Aug. 2014; dx.doi.org/10.1130/G35828.1
Provided by Geological Society of America
Citation: Plant life forms in the fossil record: When did the first canopy flowers appear? (2014, September 2) retrieved 19 January 2021 from https://phys.org/news/2014-09-life-fossil-canopy.html
If the Sahara is caused by the Hadley cell, it should ring the Earth like the Hadley cell, surely?
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text:
Robin Williams Joins Prince Of Providence
Katey Rich
Published: Jun. 12. 2008 10:45 AM
When we think of towns with notoriously dirty politics, we think of Chicago and its all-powerful machine. Or New York, back in the day, when Tammany Hall ran everything. Usually Providence, Rhode Island—capital of the country's smallest state!—doesn't figure into the mix, but Robin Williams and some buddies are out to change that.
Williams is in the process of signing on for a role in The Prince of Providence, which The Hollywood Reporter says will be a biopic of the city's long-term mayor Vincent "Buddy" Cianci. Oliver Platt will play the main character, who apparently experienced "a roller-coaster series of ups and downs" during his 21 years in office. Dermot Mulroney, Adam Goldberg, Bradley Cooper and Ed Burns are all on board as well, with Michael Corrente (Brooklyn Rules) directing David Mamet's script.
A political drama written by David Mamet? What's not to like! Especially with a cast this good, The Prince of Providence will likely be well worth a look. Oliver Platt is a quality actor who hasn't had a big, showy lead role like this in a long time. And Robin Williams… well, he's let us down in the past, but we all know he's good for plenty when he puts his mind to it. The movie has everything it needs at the moment to put Providence's name up there with the big boys in terms of political corruption—and the great stories that come along with it.
Katey Rich View Profile
Staff Writer at CinemaBlend
Jun 11, 2021 Ghostbusters: Afterlife Rating TBD
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Paul Bettany Hoped Vision Would 'Reanimate' After Avengers: Infinity War Until Kevin Feige Gave Him This Advice news
Before His Rumored Sex Message Scandal, Did Armie Hammer Have An Affair With Lily James? news


Après-ski ("after skiing" in French) refers to going out, having drinks, dancing and generally socializing after skiing. Skiers often stop at bars right after their last run of the day, all while still wearing ski gear.
The après scene in Park City is as simple as skiing into the High West Distillery, or as extravagant as a charcuterie board and wine tasting at The Farm in Canyons Village. Either way, having a drink after a day on the slopes is part of the ski culture that we have proudly maintained in Park City.
In addition to the resorts' plazas, après bars can be found on Main Street and easily accessed by Town Lift — yes, absolutely while in full ski gear.
If you're itching to go out all night long, you'll be happy to know that Park City offers a vibrant nightlife with many bars, pubs and nightclubs. Whether you're looking for an authentic cowboy bar, a quiet table at a wine bar or a booming place to dance, town is the place to be.
Of course, a trip to Park City isn't complete without live music. Just head to the resort base areas, The Spur, or O.P. Rockwell to dance the night away.
We're home to everything from award-winning fine dining establishments to casual gastropubs. Learn more below.
Hours: Open daily at 11:00am - 8:00pm.
The new, chef-driven menu offers unique and traditional pub fare. With a full-service bar, Legends is a great place to stop for lunch and après, but be sure and stay for dinner to cap off a legendary day on the slopes.
The Farm features an innovative menu that focuses on regionally-sourced ingredients. This rustic, yet refined restaurant offers both indoor and outdoor dining, and features a welcoming lounge with an amazing selection of wines. Reservations recommended.
Red Tail Grill guarantees unrivaled mountain views from Canyons Village. Serving traditional tap house fare for breakfast, lunch and dinner, it is the perfect gathering spot for family-friendly dining. Its selection of beer and specialty cocktails blend well with the large outdoor deck, creating a great dining experience after a day in the mountains.
Kick back and cool down on the massive deck in the center of the Canyons Village. Our grill offers signature burgers and sandwiches, as well as an extensive list of locally brewed beers to quench your thirst.
Visit the Park City Restaurant Association website for a list of restaurants and bars. In addition, the Historic Park City Alliance has lots of information on shops, restaurants, things to do and general information about the Historic Main Street area here in Park City.


The PATRIOT Series by Otis offers the essential firearm maintenance gear to properly clean from Breech-to-Muzzle®. Each cleaning kit is designed to clean one caliber or gauge and features a new tool that acts as both a T-handle and a driver for the included 4 bits. Made in the USA and at a price that won't break the bank, you can pick one up for every firearm that you own. Available in 8 configurations.
Caliber specific bronze bore brush removes deposits and other fouling.
Tool acts as t-handle and driver for included 4 bits.
Double ended AP brush for cleaning hard to reach areas.


text:
Un climax /kli.maks/ est un point ultime ou culminant dans une succession ou progression à travers le temps. Ce terme, quasi-synonyme dacmé ou dapogée, est particulièrement employé, d'une part en littérature ou autres arts, de l'autre en écologie.

L'adjectif correspondant est climacique (« relatif au climax »).

Définitions
Climax peut désigner :
 En littérature, le climax (d'un schéma narratif) désigne le point culminant d'un récit, le moment où la tension dramatique est à son comble, généralement à la fin des péripéties et avant le dénouement.
 Le climax désigne l'état final d'une succession écologique et l'état le plus stable dans les conditions existantes de terrain et climat.
 Le climax désigne le temps final particulièrement surprenant d'un tour de prestidigitation.
 Le climax est une figure de gradation rhétorique.
 En musique, le climax est le point culminant d'un morceau — notamment en musique symphonique romantique – moment où la nuance fortissimo et l'agitation musicale maximale sont obtenues grâce à un tutti orchestral.
 Le climax est, dans la Grèce antique, la procédure pour départager les adversaires du pugilat lorsque la rencontre est trop longue.
 Climax, en anglais, peut avoir le sens d'orgasme.

Cinéma et télévision
 Climax!, une série télévisée des années 1950
 Climax est un court métrage français réalisé par Frédéric Sojcher (sorti en 2009)
 Climax est un film français de Gaspar Noé (sorti en 2018)

Littérature et presse
 Climax est le nom d'une série de bande dessinée de Luc Brahy, Achille Braquelaire et Éric Corbeyran ;
 Climax est le nom d'un média écologiste français crée en 2021.

Musique

Album

 Climax est le nom d'une compilation du chanteur français Alain Bashung.

Chanson

 Climax est une chanson du chanteur Usher, présente sur l'album Looking 4 Myself sorti en 2012.
 Climax est le titre d'un morceau du groupe de Hip-Hop américain Slum Village, produit par J Dilla, sortie en 2000.

Groupe
 Klimax est un groupe de musique cubain qui joue de la timba principalement.

Jeux vidéo
 Climax Group est un studio britannique de développement de jeux vidéo
 Climax Entertainment, un autre studio japonais de jeu vidéo, lié à Sega

Toponyme

Climax, une ville de Saskatchewan.

Climax (Colorado)
 Climax (Géorgie)
 Climax (Kansas)
 Climax (Michigan)
 Climax (Minnesota)
 Climax Township (Michigan)
 Climax Springs (Missouri)

Autres
 Locomotive Climax.
 Coventry Climax était un fabricant britannique de chariots élévateurs et de moteurs industriels. La firme a motorisé des Formule 1 dans les années 1950 et 1960 avec succès
 Qlimax est le nom d'un événement Hardstyle organisé par Q-Dance qui se déroule chaque année principalement aux Pays-Bas.

Notes et références

Homonymie
Homonymie de localités aux États-Unis


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Jessica Dancingheart is the founder of Opening To Possibilities and Restorative Networks (www.RestorativeNetworks.com). She is committed to applying restorative principles to every aspect of life from cradle to grave. She writes a column for Boulder County Kids. Her approach as a columnist, coach, facilitator, trainer and consultant is anchored in the restorative principles of relationship, respect, responsibility, repair and reintegration. Her work is informed by her extensive (over a decade) active application of Nonviolent Communication; The Work of Byron Katie; a variety of spiritual practices; restorative practices; and body awareness techniques. She is a strong believer that sustained personal and organizational changes come about when the strengths and passions of individuals are identified and actively engaged for the good of the individual and community. She is dedicated to creating a more peaceful world by utilizing and sharing her relationship building, sustaining and healing skills.


I have no time. If I don't do it, it just won't get done. It seems like it's all on my shoulders. I just can't escape from it all. If I want this business to work I have to do it myself.
Your company has a footing, it has customers and revenue. You're happy – almost. You feel a sense of vision because you didn't lose track of why you began this endeavor in the first place. Or something inside of you is saying things are not what you had thought they would be when you got here.
You want to grow; you want to affect more change, to acquire more customers and to expand your offering. So, what do you do now?
Well, there are really three big mistakes that owners of small to medium sized businesses make in terms of growing their companies. It is all about balancing money and meaning. The attention may be on the financials but if the mindset is not in the right place things will just not happen.
Successful business owners are effective in separating their vision for the business from their personal hopes and dreams, and this ability extends to the business owner's ability to deal with money as well.
Successful entrepreneurs protect their mindset, and ability to grow, by always doing three critical things.
This stage is a key point in time for any business to continue growth in a manageable and meaningful way.
Let's breakdown the three reasons for how a successful business owner is able to maintain their original vision and sense of self in spite of challenges that would normally derail a comparable business at this stage in development.
Pay themselves before reinvesting in the company.
○ Continually reinvesting dollars in hopes that the business will grow to a point where one day the founder will have the ability to pay themselves is a bad approach. This situation does nothing for the business and worse, nothing for the founder, except for creating an increasing stress which is bound to generate ill informed decisions. If your business can't pay you, you don't have a business.
○ Further, where a founder is overly focused on simply surviving, business and life decisions will be made from this perspective, one that is most certainly not grounded and informed. As we discussed earlier, a solid vision for the future is an incredible tool to track deviations, changes, and decisions to the plan. Without the founder's basic needs being met, vision becomes a very low-priority. Without vision, your business could become lost and turn into something you never wanted.
○ Waning confidence, again, does nothing for the business or the founder. Confidence gets lost when a founder doesn't pay themselves. You feel you aren't worth it. You think you don't have value and that wears away at your sense of identity and ability to make sound decisions.
It is critical that you see yourself as more important than the company at this point, because the company cannot live without you, but you can definitely live without the company.
Rolling the dice for a bigger payout later, rather than paying yourself along the way is not worth the risk and effort.
Remember, you win by being a personal success; your company is an element of that win. It's not the other way around. Your success is not an element of the company's success.
One of the major mistakes that many entrepreneurs make is assuming that their growth will finance itself.
Looking to market research and business intelligence insights on this matter can be very important to determining a business's market position and the average growth of companies within the sector, for comparisons sake.
Should a company have a desire to grow faster than its competitors, a solution is needed that provides a unique and differentiated offering to the market to make this happen. But this is rarely done and hope is usually the strategy followed … or bravado. We hope this will work or we know this will work because we think it will. Without question, it is best to apply a deeper critique to that solution, question it further to stir up a few extra contingencies and perhaps recalibrate the thinking used to arrive at that solution.
○ Endeavoring to grow is a hope not a sure approach to increasing revenue. Attempting to finance growth with the revenue from the growth is a mistake made all too often which leads to short-short term thinking. Decision quality suffers from the added, unnecessary stresses.
○ If a growth plan fails to generate any new revenue or at the levels hoped for, the company could be stuck paying losses, crippling vision once again. A company should always plan for contingencies and where possible, assume that forecasted growth will not pay for itself.
○ There is no assurance that the growth initiative will ever pay off, let alone in the short term. Innovation is key to growing any business, but it must not be pursued at great risk put under the pressure to perform. Decisions will take you off track to keep it all together.
○ Where people invest, people want a say — and rightly so. Business owners at this stage need to ask themselves if they're willing to give up their decision autonomy for the investment dollars. If they decide investment dollars are a good idea, they need to try and make sure that the money is on their terms, so that future decisions match their original vision.
○ A complication of taking on too many investments is the demand investors will surely place on the founder. Taking on too many investors is as good as selling, except the founder is still stuck with their company — essentially working for investors.
○ Naturally, once a company has taken on enough investors, its investors are going to want, at least, a quarterly report on performance. Many entrepreneurs at this juncture are forced to spend their time pitching for new dollars and compiling business performance data. They lose focus of their business vision and personal goals.
It is too easy for a company to get completely sidetracked at this stage.
Money is such a polarizing issue, especially where investors are introduced and employees are taken on. To keep the company going, it is ultimately up to the founder to maintain a sense of that original culture and vision.
A successful entrepreneur knows to pay themselves before reinvesting in the company and doesn't expect the company's growth to pay for itself. The first thought of growth should be considered in close relation to protecting the vision and maintaining your life.
Taking and applying these tips, in addition to constantly reassessing the meaning of your work, the reason you got into business in the first place and recalibrating your vision will put you, as the founder, on the right path to leading a successful, independent company on your own terms.