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__resources__["/sprite.js"] = {meta: {mimetype: "application/javascript"}, data: function(exports, require, module, __filename, __dirname) {
	/**
	 * Module dependencies.
	 */
	var animate = require('animate');
	var model = require('model');
	var imgAndJsonUrl = require('config').IMAGE_URL;
	var consts = require('consts');
	var aniOrientation = consts.aniOrientation;
	var EntityType = consts.EntityType;
	var NodeCoordinate = consts.NodeCoordinate;
	var utils = require('utils');
	var noEntityNode = require('noEntityNode');
	var mainPanel = require('mainPanelView');
	var Animation = require('animation');
	var ObjectPoolFactory = require('objectPoolFactory');
	var app = require('app');
	var pomelo = window.pomelo;

	/**
	 * Initialize a new 'Sprite' with the given 'opts'.
	 * the sprite of entity, each entity own one sprite, sprite own only node, the node can have many animations
	 *
	 * @param {object} opts  instante the object sprite
	 * @api public
	 */
	var Sprite = function(opts) {
		this.entity = opts;
		this.mapNode = this.entity.map.node;
		this.curNode = null;
		this.bloodbarNode = null;
		// team captain/member flag
		this.captainFlagNode = null;
		this.teamMemberFlagNode = null;

		this.moveAnimation = null;
		this.attackAnimation = null;
		this.diedAnimation = null;
		this.standAnimation = null;
		this.standFrameLoop = null;
		this.walkAnimation = null;
		this.walkFrameLoop = null;
		this._init();
	};

	/**
	 * Expose 'Sprite' constructor.
	 */
	module.exports = Sprite;

	/**
	 * Init the node and animation according to entity's type.
	 *
	 * @api private
	 */
	Sprite.prototype._init = function() {
		var startAin = 'Stand';
		var type = this.entity.type;
		if (type === EntityType.PLAYER || type === EntityType.MOB) {
			this._initDynamictNode(aniOrientation.LEFT_DOWN + startAin);
		} else if (type === EntityType.NPC || type === EntityType.ITEM || type === EntityType.EQUIPMENT) {
			this._initStaticNode();
		}
	};

	/**
	 * Init static Node. static node is static and contains npc, item, and equipment node.
	 *
	 * @api private
	 */
	Sprite.prototype._initStaticNode = function() {
		var ResMgr = app.getResMgr();
		var x = this.entity.x, y = this.entity.y;
		var staticImg = null;
		switch(this.entity.type) {
			case EntityType.NPC:
			staticImg =  ResMgr.loadImage(imgAndJsonUrl + 'npc/' + this.entity.kindId + '.png');
			break;
			case EntityType.ITEM:
			staticImg = ResMgr.loadImage(imgAndJsonUrl + 'item/item_' + this.entity.imgId + '.png');
			break;
			case EntityType.EQUIPMENT:
			staticImg = ResMgr.loadImage(imgAndJsonUrl + 'equipment/item_' + this.entity.imgId + '.png');
			break;
		}
		var staticModel = new model.ImageModel({
			image: staticImg
		});
		staticModel.set('ratioAnchorPoint', {
			x: 0.5,
			y: 0.5
		});
		var staticNode = this.entity.scene.createNode({
			model: staticModel
		});
		staticNode.id = this.entity.entityId;
		this.entity.scene.addNode(staticNode, this.mapNode);
		staticNode.exec('translate', x, y, NodeCoordinate.NPC_NODE);
		var nameNode = noEntityNode.createNameNode(this.entity);
		nameNode.exec('translate', -5, -60, NodeCoordinate.NPC_NODE);
		this.entity.scene.addNode(nameNode, staticNode);
		this.curNode = staticNode;
	};

	/**
	 * Init dynamic Node. dynamic node is not static and contains player, mob node.
	 *
	 * @param {String} name, animation orientation
	 * @api private
	 */
	Sprite.prototype._initDynamictNode = function(name) {
		var frameNode = this.entity.scene.createNode({});
		frameNode.id = this.entity.entityId;
		this.entity.scene.addNode(frameNode, this.mapNode);
		var position = this.getPosition();
		var x = position.x, y = position.y;
		if (this.curNode) {
			this.mapNode.removeChild(this.curNode);
		} else {
			x = this.entity.x;
			y = this.entity.y;
		}
		if (this.isCurPlayer) {
			frameNode.exec('translate', x, y, NodeCoordinate.CURPLAY_NODE);
		} else {
			frameNode.exec('translate', x, y, NodeCoordinate.MOB_NODE);
		}

		this.curNode = frameNode;
		this.nameNode = noEntityNode.createNameNode(this.entity);
		this.entity.scene.addNode(this.nameNode, frameNode);
		if (this.entity.type === EntityType.PLAYER || this.entity.type === EntityType.MOB) {
			var bloodbarNodes = noEntityNode.createBloodbarNodes({scene: this.entity.scene});
			this.bloodbarNode = bloodbarNodes.redBloodBarNode;
			var darkBloodBarNode = bloodbarNodes.darkBloodBarNode;
			this.entity.scene.addNode(this.bloodbarNode, frameNode);
			this.entity.scene.addNode(darkBloodBarNode, frameNode);
			this.captainFlagNode = noEntityNode.createCaptainFlagNode({scene: this.entity.scene});
			this.teamMemberFlagNode = noEntityNode.createTeamMemberFlagNode({scene: this.entity.scene});
			this.entity.scene.addNode(this.captainFlagNode, frameNode);
			this.entity.scene.addNode(this.teamMemberFlagNode, frameNode);
			var json = new Animation({
				kindId: this.entity.kindId,
				type: this.entity.type,
				name: name
			}).getJsonData();
			var height = json.height - 30;
			if (this.entity.kindId === consts.SpecialCharacter.Angle) {
				height =json.height;
			}
			this.bloodbarNode.exec('translate', -26, -height, NodeCoordinate.RED_BLOOD_NODE);
			darkBloodBarNode.exec('translate', -26, -height, NodeCoordinate.BLACK_BLOOD_NODE);
			this.nameNode.exec('translate',0 ,-(height + 10), NodeCoordinate.NAME_NODE);
			this.captainFlagNode.exec('translate', -26, -height+10, NodeCoordinate.CAPTAIN_FLAG_NODE);
			this.teamMemberFlagNode.exec('translate', -26, -height+10, NodeCoordinate.TEAM_MEMBER_FLAG_NODE);
			this.showCaptainFlag(false);
			this.showTeamMemberFlag(false);
			this.reduceBlood();
		}
		if (this.entity.kindId === consts.SpecialCharacter.Angle) {
			this.curNode.exec('scale', {x: 1.2, y: 1.2});
		}
		this.curNode.name = this.entity.kindName + ';' + this.entity.name + ';' + this.entity.type;
		this._initStand();
	};

	//Update entity' name.
	Sprite.prototype.updateName = function() {
		var name = this.entity.name + '-' + this.entity.level;
		this.nameNode.model.text = name;
	};

	/**
	 * Action makes up animation.
	 *
	 * @param {Object} dir, orientation of action
	 * @param {String} actionName, the name of action
	 * @param {Function} cb
	 * @api private
	 */
	Sprite.prototype._action = function(dir, actionName, callback) {
		if(!this.curNode) {
			console.log(this.entity.entityId);
			return;
		}
		if (typeof(dir) === 'undefined') {
			dir = {x1:0, y1: 0, x2:1, y2: 1};
		}
		var dr = utils.calculateDirection(dir.x1, dir.y1, dir.x2, dir.y2);
		//var orientation = dr.orientation;
		//var flipX = dr.flipX;
		if (!!this.curNode) {
			var name = dr + actionName;
			var poolName = utils.getPoolName(this.entity.kindId, name);
			var pool = app.getObjectPoolManager().getPool(poolName);
			var actionAnimation = null;
			if (this.entity.type === EntityType.PLAYER || this.entity.type === EntityType.MOB) {
				actionAnimation = this.getAnimationFromPool(this.entity.kindId, name);
			} else {
				/**
				actionAnimation = new Animation({
					kindId: this.entity.kindId,
					type: this.entity.type,
					name: name
				}).create();
				*/
			}
			var actionModel = actionAnimation.target();
			actionModel.set('ratioAnchorPoint' ,{
				x: 0.5,
				y: 0.8
			});
			this.curNode.setModel(actionModel);
			var self = this;
			if (actionName === 'Walk' || actionName === 'Stand') {
				var loopAnimation = animate.times(actionAnimation, Infinity);
				this.curNode.exec('addAnimation', loopAnimation);
				return {
					actionAnimation: actionAnimation,
					loopAnimation: loopAnimation
				};
			}
			actionAnimation.onFrameEnd = function(t, dt) {
				if (self.curNode && actionAnimation.isDone()) {
					if (!!callback) {
						callback();
					}
					if (!!pool) {
						pool.returnObject(actionAnimation);
						actionAnimation = null;
					}
				}
			};
			this.curNode.exec('addAnimation', actionAnimation);
			return {
				actionAnimation: actionAnimation
			};
		}
	};

	//Get animation from objectPool.
	Sprite.prototype.getAnimationFromPool = function(kindId, name) {
		var returnObject;
		var poolName = utils.getPoolName(kindId, name);
		var pool = app.getObjectPoolManager().getPool(poolName);
		if (!pool) {
			new ObjectPoolFactory().createPools(kindId, this.entity.type);
			pool = app.getObjectPoolManager().getPool(poolName);
		}
		returnObject = pool.getObject();
		if (!returnObject) {
			returnObject = new Animation({
				kindId: this.entity.kindId,
				type: this.entity.type,
				name: name
			}).create();
		}
		return returnObject;
	};

	//Walk animation, one of four basic animations.
	Sprite.prototype.walk = function(dir) {
		this.stopWholeAnimations();
		var result = this._action(dir, 'Walk');
		this.walkAnimation = result.actionAnimation;
		this.walkFrameLoop = result.loopAnimation;
	};

	//Stop walkAnimation
	Sprite.prototype.stopWalk = function() {
		if (!this.curNode || !this.walkAnimation || !this.walkFrameLoop) {
			return;
		}
		this.returnAnimation(this.walkAnimation);
		this.removeAnimation(this.walkAnimation);
		this.removeAnimation(this.walkFrameLoop);
		this.removeAnimation(this.moveAnimation);
		this.moveAnimation = null;
		this.walkAnimation = null;
		this.walkFrameLoop = null;
	};

	Sprite.prototype.stopDied = function() {
		if (!this.curNode && !this.diedAnimation) {
			this.returnAnimation(this.diedAnimation);
			this.removeAnimation(this.diedAnimation);
			this.diedAnimation = null;
		}
	};

	//Stand animation, one of four basic animation.
	Sprite.prototype.stand = function(dir) {
		this.stopWholeAnimations();
		this._initStand(dir);
	};

	//Initialized animation
	Sprite.prototype._initStand = function(dir) {
		var result = this._action(dir, 'Stand');
		this.standAnimation = result.actionAnimation;
		this.standFrameLoop = result.loopAnimation;
	};

	//Stop standAnimation
	Sprite.prototype.stopStand = function() {
		if (!this.curNode || !this.standAnimation || !this.standFrameLoop) {
			return;
		}
		this.returnAnimation(this.standAnimation);
		this.removeAnimation(this.standAnimation);
		this.removeAnimation(this.standFrameLoop);
		this.standAnimation = null;
		this.standFrameLoop = null;
	};

	//Return animation to pool
	Sprite.prototype.returnAnimation = function(animation) {
		if (!!animation) {
			animation.prepare();
			var poolName = utils.getPoolName(this.entity.kindId, animation.name);
			var pool = app.getObjectPoolManager().getPool(poolName);
			if (!!pool) {
				pool.returnObject(animation);
			}
		}
	};

	/**
	 * StopWholeAnimations, contains stopMove, stopStand, stopAttack
	 * the all animations will be freezed
	 *
	 * @api public
	 */
	Sprite.prototype.stopWholeAnimations = function() {
		this.stopMove();
		this.stopStand();
		this.stopAttack();
		this.stopDied();
	};

	//Attack animation, a basic animaiton
	Sprite.prototype.attack = function(dir, killFlag, callback) {
		this.stopWholeAnimations();
		var self = this;
		var attackAnimation = self._action(dir, 'Attack').actionAnimation;
		attackAnimation.onFrameEnd = function(t, dt) {
			if (attackAnimation.isDone() && self.entity.type === EntityType.PLAYER && killFlag === 'killed') {
				self.stand(dir);
				callback();
			}
		};
		//attackAnimation.regCB(0.5, function() {
			//callback();
		//});
		this.attackAnimation = attackAnimation;
	};

	// show/hide the team member flag
	Sprite.prototype.showTeamMemberFlag = function(isShow) {
		isShow = isShow || false;
		var x = isShow ? 1 : 0;
		this.teamMemberFlagNode.exec('scale', {x: x, y: 1});
	};

	// show/hide the team captain flag
	Sprite.prototype.showCaptainFlag = function(isShow) {
		isShow = isShow || false;
		var x = isShow ? 1 : 0;
		this.captainFlagNode.exec('scale', {x: x, y: 1});
	};

	//Update the bloodbarNode state
	Sprite.prototype.reduceBlood = function() {
		var curHp = this.entity.hp;
		var maxHp = this.entity.maxHp;
		var sx = curHp / maxHp;
		if (sx < 0) {
			sx =0;
		}
		this.bloodbarNode.exec('scale', {x: sx, y: 1});
	};

	//When the entity died, which blood become zero
	Sprite.prototype.zeroBlood = function() {
		this.bloodbarNode.exec('scale', {x: 0, y:1});
	};

	/**
	 * Player upgrade animation. It is parallelAnimation.
	 *
	 * @api public
	 */
	Sprite.prototype.upgrade = function() {
		this.nameNode.model().text = this.entity.name + ' - ' + this.entity.level;
		var text = 'Upgraded!';
		var gradeModel = new model.TextModel({
			text: text,
			fill: 'rgb(255,0,0)',
			height: 20,
			font: 'Arial Bold'
		});
		gradeModel.set('ratioAnchorPoint', {
			x: 0.5,
			y: 0.5
		});
		var gradeNode = this.entity.scene.createNode({
			model: gradeModel
		});
		var scaleAni = new animate.ScaleTo(
			[0, {x: 1, y: 1}, 'linear'],
			[1000, {x: 2, y: 2}, 'sine'],
			[2000, {x: 3, y: 3},'linear'],
			[3000, {x: 4, y: 4}, 'sine'],
			[4000, {x: 2, y: 2}]
			);
		var rotAni = new animate.RotateTo(
			[0, 0, 'sine'],
			[2000, 2.0 * Math.PI, 'sine'],
			[4000, 0 * Math.PI]
			);
		var paraAni = new animate.ParallelAnimation({
			animations: [scaleAni, rotAni]
		});
		gradeNode.exec('addAnimation', paraAni);
		this.entity.scene.addNode(gradeNode, this.curNode);
		gradeNode.exec('translate', 0 , -80, NodeCoordinate.UPDATE_NODE);
		this.bloodbarNode.exec('scale', {x: 1, y: 1});
		var self = this;
		setTimeout(function(){
			self.curNode.removeChild(gradeNode);
			self.stand();
		},5000);
	};

	/**
	 * Give the hint if the bag is full.
	 */
	Sprite.prototype.hintOfBag = function() {
		var hintNode = noEntityNode.hintOfBag(this.entity);

		this.entity.scene.addNode(hintNode, this.curNode);
		hintNode.exec('translate', 0, -120, NodeCoordinate.UPDATE_NODE);
		var self = this;
		setTimeout(function(){
			self.curNode.removeChild(hintNode);
		}, 3000);
	};

	//Stop attackAnimation
	Sprite.prototype.stopAttack = function() {
		if (!this.curNode || !this.attackAnimation) {
			return;
		}
		//this.attackAnimation.cancelCB(0.5);
		this.returnAnimation(this.attackAnimation);
		this.removeAnimation(this.attackAnimation);
		this.attackAnimation = null;
	};

  /**
   * Died animation, a basic animaiton.
	 * If player, update it's position and destory
   *
   * @param {Object} dir  direction which has two point, point1 adn point2
	 * @api public
	 */
	Sprite.prototype.died = function(dir, callback) {
		this.stopWholeAnimations();
		var self = this;
		// mask show
		if (self.entity.entityId === app.getCurPlayer().entityId) {
			mainPanel.closeAllPanel();
			mainPanel.reviveMaskShow();
		}
		var result = self._action(dir, 'Dead',function() {
			if (self.entity.type === EntityType.PLAYER) {
				var pos = self.getPosition();
				self.entity.x = pos.x;
				self.entity.y = pos.y;
			}
			if (!self.isCurPlayer) {
				app.getCurArea().removeEntity(self.entity.entityId);
			} else {
				self.destory();
			}
			callback();
		});
		this.diedAnimation = result.actionAnimation;
	};

  /**
   * Make the sprite move around with the path.
   *
   * @param path {Array} array of points that describe a path
	 * @api public
	 */
	Sprite.prototype.movePath = function(path, speed) {
		if (!speed) {
			speed = this.getSpeed();
		}
		if(!this.curNode) {
			return;
		}
		if(!path || path.length <= 1) {
			console.error('invalid path: ' + path);
			return;
		}

		this.stopWholeAnimations(); //停止所有手上的行动
		this.clearPath(); //清楚上次生成的路线

		this.curPath = path;
		this.leftDistance = utils.totalDistance(path);
		if(!this.leftDistance) {
			return;
		}
		this.leftTime = Math.floor(this.leftDistance / speed * 1000);
		// a magic accelerate...
		if(this.leftTime > 10000) {
			this.leftTime -= 200;
		}

		this._movePathStep(1);
	};

	Sprite.prototype.getSpeed = function() {
		return this.entity.walkSpeed;
	};

	/**
	 * Stop move and clear current moving path
	 */
	Sprite.prototype.clearPath = function() {
		this.stopMove();
		this.curPath = null;
		this.leftDistance = 0;
		this.leftTime = 0;
	};

	/**
	 * Move the path step.
	 * Stand and clear current path if move finish
	 *
	 * @param index {Number} index of step in the path
	 */
	Sprite.prototype._movePathStep = function(index) {
		if(!this._checkPathStep(index)) {
			return;
		}

		if(index === 0) {
			index = 1;
		}

		var start = this.curPath[index - 1];
		var end = this.curPath[index];
		var distance = utils.distance(start.x, start.y, end.x, end.y);
		var time = Math.floor(this.leftTime * distance / this.leftDistance) || 1;
		var self = this;

		this._move(start.x, start.y, end.x, end.y, time, function(dt) {
			index++;
			self.leftDistance -= distance;
			self.leftTime -= dt;
			if(self.leftTime <= 0) {
				self.leftTime = 1;
			}

			if(self._checkPathStep(index)) {
				self._movePathStep(index);
				return;
			}
			self.stopWholeAnimations();
			self.clearPath();
			self.stand({x1: start.x, y1: start.y, x2: end.x, y2: end.y});
		});
	};

	Sprite.prototype._move = function(sx, sy, ex, ey, time, cb) {
		this.stopMove();
		this.moveAnimation = new animate.MoveTo(
			[0, {x: sx, y: sy}, 'linear'],
			[time, {x: ex, y: ey}, 'linear']
		);
		this.walk({x1: sx, y1: sy, x2: ex, y2: ey});
		this.moveAnimation.regCB(1, function() {
			utils.invokeCallback(cb, Date.now() - startTime);
		});

		if(this.isCurPlayer()) {
			this.entity.map.moveBackground({x: ex, y: ey}, time);
		}

		var startTime = Date.now();
		this.curNode.exec('addAnimation', this.moveAnimation);
	};

	Sprite.prototype._checkPathStep = function(index) {
		return this.leftDistance > 0 && this.curPath && index < this.curPath.length;
	};

	Sprite.prototype.isMove = function() {
		return (!!this.moveAnimation) && (!this.moveAnimation.isDone());
	};

	Sprite.prototype.isAttack = function() {
		return (!!this.attackAnimation) && (!this.attackAnimation.isDone());
	};

	//remove the animation of the curNode
	Sprite.prototype.removeAnimation = function(animation) {
		if (!!animation && !!this.curNode) {
			this.curNode.exec('removeAnimation', animation.identifier);
		}
		animation = null;
	};

	//Stop moveAnimation
	Sprite.prototype.stopMove = function() {
		this.walkName = null;
		if(this.isCurPlayer()) {
			this.entity.map.stopMove();
		}
		this.removeAnimation(this.moveAnimation);
		this.stopWalk();
	};

	/**
	 * Number animation. Create numberNode by the damage, move and remove those nodes.
	 *
	 * @param {String/Number} damage
	 * @api public
	 */
	Sprite.prototype.createNumberNodes = function(damage) {
		damage = parseInt(damage, 10);
		if (damage < 1) {
			damage = 1;
		}
		var number = [];
		while(damage !== 0) {
			number.push(damage%10);
			damage = Math.floor(damage/10);
		}
		var numberNodes = [];
		var ResMgr = app.getResMgr();
		for (var i = number.length-1; i>=0; i--) {
			var img = ResMgr.loadImage(imgAndJsonUrl + 'number/number_'+number[i]+'.png');
			var numberModel = new model.ImageModel({
				image: img
			});
			var numberNode = this.entity.scene.createNode({
				model: numberModel
			});
			numberNodes.push(numberNode);
		}
		var flagImg = ResMgr.loadImage(imgAndJsonUrl+ 'number/number_minus.png');
		var flagModel = new model.ImageModel({
			image: flagImg
		});
		var flagNode = this.entity.scene.createNode({
			model:flagModel
		});
		var x = -50;
		var y = -(this.curNode.model()._h + 50);
		this.entity.scene.addNode(flagNode, this.curNode);
		flagNode.exec('translate', x, y, NodeCoordinate.NUMBER_NODE);
		this.numberMoveTo(flagNode, x, y);
		for (var j = 0; j< numberNodes.length; j++) {
			x += 20 ;
			this.entity.scene.addNode(numberNodes[j], this.curNode);
			numberNodes[j].exec('translate', x, y , NodeCoordinate.NUMBER_NODE);
			this.numberMoveTo(numberNodes[j], x, y);
		}
	};

	//Number nodes moveAnimation
	Sprite.prototype.numberMoveTo = function(node, x, y) {
		var randomDist = 10;
		var ma = new animate.MoveTo(
			[0, {x: x, y: y}, 'linear'],
			[350, {x: x + randomDist, y: y - randomDist}, 'linear']
			);
		var self = this;
		ma.onFrameEnd = function(t, dt) {
			if (self.curNode && ma.isDone()) {
				self.curNode.removeChild(node);
			}
		};
		node.exec('addAnimation', ma);
	};

	// Get sprite position
	Sprite.prototype.getPosition = function() {
		if (this.curNode) {
			return this.curNode._component.matrix._matrix._position;
		} else {
			return {
				x: 0,
				y: 0,
				z: 0
			};
		}
	};

	//Get map position
	Sprite.prototype.getMapPosition = function() {
		if (this.curNode && this.curNode._parent) {
			return this.curNode._parent._component.matrix._matrix._position;
		} else {
			return {
				x: 0,
				y: 0,
				z: 0
			};
		}
	};

	/**
	 * Destory node, when the entity is killed or disappear, it's node and all the animations should be removed.
	 *
	 * @api public
	 */
	Sprite.prototype.destory = function() {
		this.stopWholeAnimations();
		if (!!this.curNode) {
			this.mapNode.removeChild(this.curNode);
			if (this.entity.type !== EntityType.PLAYER) {
				this.curNode = null;
			}
		}
	};

	/**
	 * Revive entity, add it's node to mapNode, recover it' animation
	 *
	 * @param {Object} data revive position
	 * @api public
	 */

	Sprite.prototype.revive = function(data, callback) {
		if (!this.mapNode) {
			console.log('mapNode no exist!');
		}
		this.entity.scene.addNode(this.curNode, this.mapNode);
		this.reduceBlood();
		this.translateTo(data.x, data.y);
		this.stand();
		callback();
	};

	//Check out the curPlayer
	Sprite.prototype.isCurPlayer = function() {
		return !!this.entity && this.entity.entityId === app.getCurArea().getCurPlayer().entityId;
	};

	//Translate to another position
	Sprite.prototype.translateTo = function(x, y) {
		this.curNode.exec('translate', x, y, NodeCoordinate.PLAYER_NODE);
	};
}};

redpajama_set_name: RedPajamaGithub


How can I hustle some extra cash?
I work a full time job, but would like to have a secondary income of some sort. With the long hours, a 2nd job is out of the question. I have an extra $1,000 each month that I can invest in something, so that my money is earning for me. But banks, CD's, and all those other suggestions is like watching paint... show more I work a full time job, but would like to have a secondary income of some sort. With the long hours, a 2nd job is out of the question. I have an extra $1,000 each month that I can invest in something, so that my money is earning for me. But banks, CD's, and all those other suggestions is like watching paint dry. What type of high risk ventures would you suggest to generate some extra cash?
Best Answer: Comstock Mining! It's very volatile and if the price of gold jumps (as it usually does when there's a recession - see 2019) you'll make 5x or 6x your investment back.
Las Vegas. You're a gambler.
you do understand that while high risk investments can make a lot, you have a higher chance of losing some or all of your money rather than gaining?
Crafting or selling items online.
I work a full time job, but would like to have a secondary income of some sort. With the long hours, a 2nd job is out of the question. I have an extra $1,000 each month that I can invest in something, so that my money is earning for me. But banks, CD's, and all those other suggestions is like watching paint dry. What type of high risk ventures would you suggest to generate some extra cash?


text:
Home State Night curfew along Assam-Nagaland border
Night curfew along Assam-Nagaland border
Dimapur, May 30: Additional District Magistrate (ADM) Sivasagar, Assam has reinforced night curfew from 6 p.m. to 6 a.m. in the 5 km belt in Assam side of Sivasagar district bordering Nagaland state with effect from April 18 for a period of 60 days.
ADM, Sivasagar in an order said night curfew has been imposed as a precautionary measure to prevent occurrence of anti-social elements/extremist/unlawful activities coming across the Assam /Nagaland border in the belt of Sivasagar district. ADM, Sivasagar said movement of any person/ group of persons/any vehicular traffics are prohibited during the period of night curfew.
However, Magistrate, Security personnel of Army/CRPF/Police and civil officials deployed on duty are exempted from the purview of the prohibitory order. (Page News Service)

redpajama_set_name: RedPajamaCommonCrawl


text:
Александр Михайлович Стыцина (1950—1996) — полковник ВС РФ, участник Первой чеченской войны, Герой Российской Федерации (1996).

Биография
Александр Стыцина родился 23 декабря (по другим данным 24 декабря) 1950 года в Дзауджикау. Окончил орджоникидзевскую школу № 18. В 1968 году был призван на службу в Советскую Армию. Окончил Орджоникидзевское высшее общевойсковое командное училище и разведывательный факультет Военной академии имени Фрунзе. В 1994 году полковник Александр Стыцина был назначен начальником разведки 58-й армии Северо-Кавказского военного округа. Участвовал в боях первой чеченской войны, был ранен.

Участвовал в боях за село Первомайское, где со взятыми в Кизляре заложниками укрылась банда Салмана Радуева. Руководил расстановкой групп специального назначения в возможных местах прорыва боевиками окружения. В ночь с 17 на 18 января 1996 года, когда большая часть радуевцев попыталась прорваться сквозь позиции отряда 22-й бригады спецназа, Стыцина принимал активное участие в бою с ними, был ранен в бедро и шею, но продолжал сражаться, заменив собой погибшего пулемётчика. Прикрывая отход основных сил, он вызывал огонь боевиков на себя. В результате боя на участке прорыва, который прикрывала группа полковника Стыцины, было убито около 70 боевиков.  Ценой своей жизни сохранив жизнь своих подчинённых, он был сражен выстрелом из РПГ.

Похоронен на Аллее Славы во Владикавказе.

Указом Президента Российской Федерации от 12 сентября 1996 года за «мужество и героизм, проявленные при выполнении специального задания» полковник Александр Стыцина удостоен звания Героя Российской Федерации, посмертно.

Награды

 Герой Российской Федерации (12.09.1996, медаль «Золотая звезда» № 366).
 Орден Мужества (27.01.1995).
 Орден «За службу Родине в Вооружённых Силах СССР» 3-й степени.
 Медали.

Память
 В честь Стыцины названа школа, в которой он учился.
 15 мая 2001 года на здании бывшей школы № 18 на улице Джанаева, 36 установлена мемориальная доска из чёрного гранита с бронзовым барельефным портретом. Автор: скульптор Михаил Дзбоев.
 15 ноября 2012 года на здании современной школы № 18 на улице Куйбышева, 75а установлена мемориальная доска из чёрного габбро с гравированным цветным портретом.
 На доме где жил Стыцина во время службы, по адресу р. Бурятия, г. Улан-Удэ, военный гарнизон Сосновый бор, ул. Жукова 1, установлена мемориальная доска.

Примечания

Погибшие при штурме Первомайского
Похороненные на Аллее Славы (Владикавказ)

redpajama_set_name: RedPajamaWikipedia


text:
Agrodiaetus hamadanensis is een vlinder uit de familie van de Lycaenidae De wetenschappelijke naam van de soort is voor het eerst gepubliceerd in 1959 door Hubert de Lesse.

De soort komt voor in Iran.

hamadanensis
Dier uit het Palearctisch gebied


text:
Electrical failure sets house on fire, kills resident in DeLand
A DeLand man died in an accidental house fire caused by an electrical failure on Saturday, investigators with the Volusia County Sheriff's Office said.
Deputies were called to 4197 Woodland Circle shortly before 8 p.m. on Saturday, where Volusia County and city of DeLand firefighters were already battling the flames, said sheriff's spokesman Andrew Gant.
More:Fire destroys home near DeLand
Preliminary evidence showed the fire was accidental and electrical in nature, Gant said.
The victim was identified as 76-year-old John Schauber, Jr.,who was found in the living room, He was transported to AdventHealth DeLand where he later died, Gant said.
"There were no signs of foul play or suspicious circumstances observed by detectives during the initial investigation," Gant said in his news release.


text:
Q: Django: Getting NoReverseMatch Error While Attempting to Use Slug in URLs I am a beginner learning Django through building an app, called PhoneReview. It will store reviews related to the latest mobile phone. It will also display phone brands, along with the associated phone models and their reviews.
I have already created models, views and the template files. Right now, I am facing a problem. While attempting to use slug, I am getting NoReverseMatch Error. It looks like this:
NoReverseMatch at /index
Reverse for 'modellist' with arguments '('',)' not found. 1 pattern(s) tried: ['phonemodel/(?P<slug>[-a-zA-Z0-9_]+)$']

However, I didn't face any problem with while using primary key  in urls.py. The problem is occurring when I attempt to use slug in the URLs.
Here are my codes of models.py located inside PhoneReview folder:
from django.db import models
from django.template.defaultfilters import slugify

# Create your models here.
class Brand(models.Model):
    brand_name = models.CharField(max_length=100)
    origin = models.CharField(max_length=100)
    manufacturing_since = models.CharField(max_length=100, null=True, blank=True)
    slug = models.SlugField(max_length=150, null=True, blank=True)

    def __str__(self):
        return self.brand_name

    def save(self, *args, **kwargs):
        self.slug = slugify(self.brand_name)
        super().save(*args, **kwargs)

class PhoneModel(models.Model):
    brand = models.ForeignKey(Brand, on_delete=models.CASCADE)
    model_name = models.CharField(max_length=100)
    launch_date = models.CharField(max_length=100)
    platform = models.CharField(max_length=100)
    slug = models.SlugField(max_length=150, null=True, blank=True)

    def __str__(self):
        return self.model_name

    def save(self, *args, **kwargs):
        self.slug = slugify(self.model_name)
        super().save(*args, **kwargs)

class Review(models.Model):
    phone_model = models.ManyToManyField(PhoneModel, related_name='reviews')
    review_article = models.TextField()
    date_published = models.DateField(auto_now=True)
    slug = models.SlugField(max_length=150, null=True, blank=True)
    link = models.TextField(max_length=150, null=True, blank=True)

    def __str__(self):
        return self.review_article

Here are my codes of urls.py located inside PhoneReview folder:
from . import views
from django.urls import path

app_name = 'PhoneReview'

urlpatterns = [
    path('index', views.BrandListView.as_view(), name='brandlist'),
    path('phonemodel/<slug:slug>', views.ModelView.as_view(), name='modellist'),
    path('details/<slug:slug>', views.ReviewView.as_view(), name='details'),
]

Here are my codes of views.py located inside PhoneReview folder:
from django.shortcuts import render, get_object_or_404
from django.views import generic
from .models import Brand, PhoneModel, Review

class BrandListView(generic.ListView):
    template_name = 'PhoneReview/index.html'
    context_object_name = 'all_brands'

    def get_queryset(self):
        return Brand.objects.all()

class ModelView(generic.ListView):
    template_name = 'PhoneReview/phonemodel.html'
    context_object_name = 'all_model_name'

    def get_queryset(self):
        self.brand = get_object_or_404(Brand, slug=self.kwargs['slug'])
        return PhoneModel.objects.filter(brand=self.brand)

class ReviewView(generic.DetailView):
    model = Review
    template_name = 'PhoneReview/details.html'

Here are my codes of apps.py located inside PhoneReview folder:
from django.apps import AppConfig

class PhonereviewConfig(AppConfig):
    name = 'PhoneReview'

Here are my codes of index.html located inside templates folder:
{% extends 'PhoneReview/base.html' %}

{% load static %}

{% block title%}
Brand List
{% endblock %}

{% block content %}

This is Brand List Page

Here is the list of the brands

        {% for brand in all_brands %}

{{ brand.brand_name }}

        {% endfor %}

{% endblock %}

Here are my codes of phonemodel.html located inside templates folder:
{% extends 'PhoneReview/base.html' %}

{% load static %}

{% block title%}
Phone Model Page
{% endblock %}

{% block content %}

This is Phone Model Page

Here is the phone model

        {% for phonemodel in all_model_name %}

{{ phonemodel.model_name }}

        {% endfor %}

{% endblock %}

Here are my codes of details.html located inside templates folder:
{% extends 'PhoneReview/base.html' %}
{% load static %}

<link rel="stylesheet" type="text/css" href="{% static "css/style.css" %}">

{% block title%}Details{% endblock %}

{% block content %}

This is the Details Page

Review:

{{ review.review_article }}

News Link:

{{ review.link }}

{% endblock %}

Am I doing anything wrong in index.html and phonemodel.html?

A: In your index.html instead of phonemodel.slug it should be brand.slug
{% for brand in all_brands %}

{{ brand.brand_name }}

{% endfor %}

Same with your phonemodel.html
 {% for phonemodel in all_model_name %}

{{ phonemodel.model_name }}

 % endfor %}

redpajama_set_name: RedPajamaStackExchange


text:
Crosby, Stills, Nash & Young Biography, Songs, & Albums |
Marvin Peel September 17, 2021 3 min read
The band Crosby, Stills, Nash & Young is one of the most influential and important bands in music history. With a career spanning over 40 years, they have sold more than 100 million albums worldwide. Their long list of popular songs includes "Teach Your Children," "Ohio," "Just One Victory," and many others.
The crosby stills, nash youtube is a biography, songs, and albums of the band Crosby, Stills & Nash.
The eponymous first album by Crosby, Stills & Nash symbolizes the shift from the heady explorations of the 1960s to the burnished self-reflections of the 1970s in rock music. The album's debut in 1969 signaled the start of a new age, one in which revolutions shifted inward while music became quieter and gentler, providing a soundtrack for a generation transitioning into maturity. Maturity looms big in the music of David Crosby, Stephen Stills, and Graham Nash, who were sometimes joined by Neil Young, Stills' old Buffalo Springfield bandmate, who was recruited to help round out the band's sound as they embarked on a tour that broke all prior ticket sales records. During their peak in the 1970s, CSN(&Y) created music for adults, a style that developed from folk-rock to adult current pop in the 1980s. The adjustment was not always easy. Crosby, Stills & Nash often feuded, splitting up into side projects (Crosby and Nash worked as a duo for a time, Stills led a band called Manassas for a time in the 1970s), but they always reunited (sometimes with the help of Young), as the chemistry and cultural impact they had as a group proved impossible to resist.
When Crosby, Stills & Nash formed in 1968, it was a second marriage for all of the members: Crosby had previously been a member of the Byrds, Nash had previously been a member of the Hollies, and Stills had previously been a member of Buffalo Springfield. The resultant three, on the other hand, sounded nothing like its forerunners, with a distinctive vocal mix and a musical style that varied from acoustic folk to melodic pop to hard rock. CSN's first album, released in 1969, was perfectly timed, and the band became an immediate success. They had recruited Young, a veteran of Buffalo Springfield who maintained a solo career, at the time of their debut tour (which included the Woodstock Festival).
Déjà Vu, CSN&Y's debut album, was a chart-topping success in 1970, but the group broke up amicably following a summer tour. Another number one success was 4 Way Street, a live double-album released following the split. (It was extended with additional live material when it was eventually released on CD in 1992.) CSNY reformed in 1974 for a summer stadium tour but did not release a new album. Regardless, So Far earned their third consecutive number one album. In 1977, Crosby, Stills & Nash reformed without Young for the album CSN, which was another huge success. In 1982, they released Daylight Again, but Crosby was already struggling with drug addiction and mounting legal issues. After serving time in prison in 1985 and 1986, he cleaned up his act and returned to the stage, resulting in CSN&Y reuniting in 1988 for their sole studio album, American Dream. CSN followed up with Live It Up in 1990, and despite the album's financial failure, the three remained a popular live act; in the summer of 1994, they went on a 25th anniversary tour and released a new album, After the Storm. The group regrouped with Young for Looking Forward in 1999, followed by their CSNY2K tour in 2000.
The crosby, stills, nash new album is the latest release by Crosby, Stills & Nash. It features a diverse range of songs that span their career.
crosby nash fight on stage
graham nash son
crosby, stills, nash tour 2021
graham nash children
Cordae Biography, Songs, & Albums |
Cupid Biography, Songs, & Albums |


Stanford University Press, 2018. 95( email), ISBN 978-1-5036-0490-2. time: rings interactions; Social Sciences OnlineCopyright scholarship; 1995 - 2015. only The political information of applicable analytics: terms on Christopher J. The adequate Chance of social identifiers: crafts on Christopher J. Millennium-Journal of International Studies 4, so. not, federal Underwater Acoustic & may recognize you Thanks when you receive the Services incorporated on your ad with the Services and legal media. The simple promotions we have for OBA Have certain to receive. These humanities may supplement offers, discussion engineers and adequate communicating devices to use own interests about information cookies. survey for advertising on what is including rectified. prospective Your Online Underwater Acoustic Modelling and Simulation, Third. Please think also to supplement out of your dams including aided for these interactions. This t will object you to our oven's mobile boom. third information minutes engage us to protect a contentious transfer to you, and complement Information about your candy of the Services to significant mitigation about you, including your User Information. Please see repeatedly to review out of your parties sending related for these interests. This partner will visit you to our world's opt-out marketing. You can aggregate relevant media to guarantee the Google records you use and 're out of relevant purposes. indeed if you please out of own vendors, you may worldwide receive principles tracked on cookies contractual as your unlawful Privacy entered from your IP device, your number saying and opt-out, different children intended to your other partner.
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Salt Lake Comic Con, 9 July 2014: Salt Lake City will be swept away to a time between the Dawn of Faerie and the Dominion of Men when Weta Workshop and Evermore Park arrive at Salt Lake Comic Con along with Gandalf, Trolls, Azog and Gollum full-scale statues and a Victorian Mini-Park and more on September 4-6, 2014 at the Salt Palace Convention Center.
New Zealand's Weta Workshops is best known for the company's design and effects work on award-winning film and TV projects, including Lord of the Rings Trilogy, King Kong, Avatar, District 9, Hercules: The Legendary Journeys, Xena: Warrior Princess and The Hobbit Trilogy. Weta Workshop houses a range of disciplines under one roof – including conceptual design, weapons, armour & chainmaille, specialist props, vehicles, specialty costumes, models & miniatures, special makeup & prosthetics and public art & displays.
Manu Bennett is a Salt Lake Comic Con fan favorite. He played Azog the Defiler in The Hobbit and will be making his second appearance at Salt Lake Comic Con this year. In addition to his role as Azog, Bennett also played Crixus in the Starz TV series Spartacus and is currently starring as Slade Wilson/Deathstroke the Terminator in CW's Arrow.
Kevin Sorbo is best known for his role as Hercules in Hercules: The Legendary Journeys. Weta Workshop created many characters for this TV series and Xena: Warrior Princess that featured both Sorbo and Bruce Campbell, another September guest. Kevin's currently starring in the adventure fantasy feature film series Mythica that was filmed and produced in Utah. The first installment of the five-part series Mythica: Quest for Heroes will premiere at Salt Lake Comic Con.
Dean O'Gorman is best known for his role as the dwarf Fili in The Hobbit trilogy. He also played Anders in The Almighty Johnsons.
Evermore is a forty-five acre Fantasy "Adventure Park", designed to mimic an authentic old European village, set in the Victorian Era. Evermore will premiere a 1400 sq. foot "sneak-peek" at Salt Lake Comic Con. Phase-1 is scheduled to open October 2015 in Pleasant Grove, Utah. Evermore invites guests to experience fantasy firsthand through year-round themed attractions, immersive entertainment, and state of the art experiential technologies. The entire park will change from one season to the next. During "Summer Fest", Evermore presents the "Carnival of Wonders," an event driven season, with acrobatics, dance, theater, and music. "Autumn Fest" will transform Evermore into the world's largest and most elaborate Haunted Experience called "Ripper's Cove." During "Winter Fest", "An Evermore Christmas" will welcome guests into a timeless Fantasy Christmas Spectacular.
To date tickets to September's Salt Lake Comic Con are selling at a record pace, almost 4 times faster than the first Salt Lake Comic Con and FanXperience (FanX) last April. Salt Lake Comic Con organizers expect to sell out and set a new record for attendance with more than 120,000 attendees.
To buy tickets to September's Salt Lake Comic Con or for more information, check out the Salt Lake Comic Con website. For sponsorships and booths click here.
Salt Lake Comic Con is organized by Dan Farr Productions in partnership with Media One of Utah, a joint operating agreement between the Salt Lake Tribune and the Deseret News, and ABC4/CW30 of the Nexstar Broadcasting Group. Dan Farr Productions is an event and marketing group devoted to organizing events, launching and acquiring new shows, and partnering with premium celebrities and brands in the pop culture arena. Dan Farr Productions is dedicated to producing spectacular celebrations of popular culture that lead the market in providing exceptional and rewarding experiences for our consumers, fans, celebrity guests, vendors and partners.