text:
/*
 * Portions of this code are:
 * Copyright (c) Contributors, http://idealistviewer.org
 * The basic logic of the extrusion code is based on the Idealist viewer code.
 * The Idealist viewer is licensed under the three clause BSD license.
 */
/*
 * MeshmerizerR class implments OpenMetaverse.Rendering.IRendering interface
 * using PrimMesher (http://forge.opensimulator.org/projects/primmesher).
 */

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Text;
using OMV = OpenMetaverse;
using OMVR = OpenMetaverse.Rendering;

namespace OpenMetaverse.Rendering
{
    /// <summary>
    /// Meshing code based on the Idealist Viewer (20081213).
    /// </summary>
    [RendererName("MeshmerizerR")]
    public class MeshmerizerR : OMVR.IRendering
    {
        /// <summary>
        /// Generates a basic mesh structure from a primitive
        /// </summary>
        /// <param name="prim">Primitive to generate the mesh from</param>
        /// <param name="lod">Level of detail to generate the mesh at</param>
        /// <returns>The generated mesh or null on failure</returns>
        public OMVR.SimpleMesh GenerateSimpleMesh(OMV.Primitive prim, OMVR.DetailLevel lod)
        {
            PrimMesher.PrimMesh newPrim = GeneratePrimMesh(prim, lod, false);
            if (newPrim == null)
                return null;

            SimpleMesh mesh = new SimpleMesh();
            mesh.Path = new Path();
            mesh.Prim = prim;
            mesh.Profile = new Profile();
            mesh.Vertices = new List<Vertex>(newPrim.coords.Count);
            for (int i = 0; i < newPrim.coords.Count; i++)
            {
                PrimMesher.Coord c = newPrim.coords[i];
                mesh.Vertices.Add(new Vertex { Position = new Vector3(c.X, c.Y, c.Z) });
            }

            mesh.Indices = new List<ushort>(newPrim.faces.Count * 3);
            for (int i = 0; i < newPrim.faces.Count; i++)
            {
                PrimMesher.Face face = newPrim.faces[i];
                mesh.Indices.Add((ushort)face.v1);
                mesh.Indices.Add((ushort)face.v2);
                mesh.Indices.Add((ushort)face.v3);
            }

            return mesh;
        }

        /// <summary>
        /// Generates a basic mesh structure from a sculpted primitive
        /// </summary>
        /// <param name="prim">Sculpted primitive to generate the mesh from</param>
        /// <param name="sculptTexture">Sculpt texture</param>
        /// <param name="lod">Level of detail to generate the mesh at</param>
        /// <returns>The generated mesh or null on failure</returns>
        public OMVR.SimpleMesh GenerateSimpleSculptMesh(OMV.Primitive prim, System.Drawing.Bitmap sculptTexture, OMVR.DetailLevel lod)
        {
            OMVR.FacetedMesh faceted = GenerateFacetedSculptMesh(prim, sculptTexture, lod);

            if (faceted != null && faceted.Faces.Count == 1)
            {
                Face face = faceted.Faces[0];

                SimpleMesh mesh = new SimpleMesh();
                mesh.Indices = face.Indices;
                mesh.Vertices = face.Vertices;
                mesh.Path = faceted.Path;
                mesh.Prim = prim;
                mesh.Profile = faceted.Profile;
                mesh.Vertices = face.Vertices;

                return mesh;
            }

            return null;
        }

        /// <summary>
        /// Generates a a series of faces, each face containing a mesh and
        /// metadata
        /// </summary>
        /// <param name="prim">Primitive to generate the mesh from</param>
        /// <param name="lod">Level of detail to generate the mesh at</param>
        /// <returns>The generated mesh</returns >
        public OMVR.FacetedMesh GenerateFacetedMesh(OMV.Primitive prim, OMVR.DetailLevel lod)
        {
            bool isSphere = ((OMV.ProfileCurve)(prim.PrimData.profileCurve & 0x07) == OMV.ProfileCurve.HalfCircle);
            PrimMesher.PrimMesh newPrim = GeneratePrimMesh(prim, lod, true);
            if (newPrim == null)
                return null;

            int numViewerFaces = newPrim.viewerFaces.Count;
            int numPrimFaces = newPrim.numPrimFaces;

            for (uint i = 0; i < numViewerFaces; i++)
            {
                PrimMesher.ViewerFace vf = newPrim.viewerFaces[(int)i];

                if (isSphere)
                {
                    vf.uv1.U = (vf.uv1.U - 0.5f) * 2.0f;
                    vf.uv2.U = (vf.uv2.U - 0.5f) * 2.0f;
                    vf.uv3.U = (vf.uv3.U - 0.5f) * 2.0f;
                }
            }

            // copy the vertex information into OMVR.IRendering structures
            OMVR.FacetedMesh omvrmesh = new OMVR.FacetedMesh();
            omvrmesh.Faces = new List<OMVR.Face>();
            omvrmesh.Prim = prim;
            omvrmesh.Profile = new OMVR.Profile();
            omvrmesh.Profile.Faces = new List<OMVR.ProfileFace>();
            omvrmesh.Profile.Positions = new List<OMV.Vector3>();
            omvrmesh.Path = new OMVR.Path();
            omvrmesh.Path.Points = new List<OMVR.PathPoint>();

            Dictionary<OMV.Vector3, int> vertexAccount = new Dictionary<OMV.Vector3, int>();
            for (int ii = 0; ii < numPrimFaces; ii++)
            {
                OMVR.Face oface = new OMVR.Face();
                oface.Vertices = new List<OMVR.Vertex>();
                oface.Indices = new List<ushort>();
                oface.TextureFace = prim.Textures.GetFace((uint)ii);
                int faceVertices = 0;
                vertexAccount.Clear();
                OMV.Vector3 pos;
                int indx;
                OMVR.Vertex vert;
                foreach (PrimMesher.ViewerFace vface in newPrim.viewerFaces)
                {
                    if (vface.primFaceNumber == ii)
                    {
                        faceVertices++;
                        pos = new OMV.Vector3(vface.v1.X, vface.v1.Y, vface.v1.Z);
                        if (vertexAccount.ContainsKey(pos))
                        {
                            // we aleady have this vertex in the list. Just point the index at it
                            oface.Indices.Add((ushort)vertexAccount[pos]);
                        }
                        else
                        {
                            // the vertex is not in the list. Add it and the new index.
                            vert = new OMVR.Vertex();
                            vert.Position = pos;
                            vert.TexCoord = new OMV.Vector2(vface.uv1.U, 1.0f - vface.uv1.V);
                            vert.Normal = new OMV.Vector3(vface.n1.X, vface.n1.Y, vface.n1.Z);
                            oface.Vertices.Add(vert);
                            indx = oface.Vertices.Count - 1;
                            vertexAccount.Add(pos, indx);
                            oface.Indices.Add((ushort)indx);
                        }

                        pos = new OMV.Vector3(vface.v2.X, vface.v2.Y, vface.v2.Z);
                        if (vertexAccount.ContainsKey(pos))
                        {
                            oface.Indices.Add((ushort)vertexAccount[pos]);
                        }
                        else
                        {
                            vert = new OMVR.Vertex();
                            vert.Position = pos;
                            vert.TexCoord = new OMV.Vector2(vface.uv2.U, 1.0f - vface.uv2.V);
                            vert.Normal = new OMV.Vector3(vface.n2.X, vface.n2.Y, vface.n2.Z);
                            oface.Vertices.Add(vert);
                            indx = oface.Vertices.Count - 1;
                            vertexAccount.Add(pos, indx);
                            oface.Indices.Add((ushort)indx);
                        }

                        pos = new OMV.Vector3(vface.v3.X, vface.v3.Y, vface.v3.Z);
                        if (vertexAccount.ContainsKey(pos))
                        {
                            oface.Indices.Add((ushort)vertexAccount[pos]);
                        }
                        else
                        {
                            vert = new OMVR.Vertex();
                            vert.Position = pos;
                            vert.TexCoord = new OMV.Vector2(vface.uv3.U, 1.0f - vface.uv3.V);
                            vert.Normal = new OMV.Vector3(vface.n3.X, vface.n3.Y, vface.n3.Z);
                            oface.Vertices.Add(vert);
                            indx = oface.Vertices.Count - 1;
                            vertexAccount.Add(pos, indx);
                            oface.Indices.Add((ushort)indx);
                        }
                    }
                }
                if (faceVertices > 0)
                {
                    oface.TextureFace = prim.Textures.FaceTextures[ii];
                    if (oface.TextureFace == null)
                    {
                        oface.TextureFace = prim.Textures.DefaultTexture;
                    }
                    oface.ID = ii;
                    omvrmesh.Faces.Add(oface);
                }
            }

            return omvrmesh;
        }

        /// <summary>
        /// Create a sculpty faceted mesh. The actual scuplt texture is fetched and passed to this
        /// routine since all the context for finding teh texture is elsewhere.
        /// </summary>
        /// <returns>The faceted mesh or null if can't do it</returns>
        public OMVR.FacetedMesh GenerateFacetedSculptMesh(OMV.Primitive prim, System.Drawing.Bitmap scupltTexture, OMVR.DetailLevel lod)
        {
            PrimMesher.SculptMesh.SculptType smSculptType;
            switch (prim.Sculpt.Type)
            {
                case OpenMetaverse.SculptType.Cylinder:
                    smSculptType = PrimMesher.SculptMesh.SculptType.cylinder;
                    break;
                case OpenMetaverse.SculptType.Plane:
                    smSculptType = PrimMesher.SculptMesh.SculptType.plane;
                    break;
                case OpenMetaverse.SculptType.Sphere:
                    smSculptType = PrimMesher.SculptMesh.SculptType.sphere;
                    break;
                case OpenMetaverse.SculptType.Torus:
                    smSculptType = PrimMesher.SculptMesh.SculptType.torus;
                    break;
                default:
                    smSculptType = PrimMesher.SculptMesh.SculptType.plane;
                    break;
            }
            // The lod for sculpties is the resolution of the texture passed.
            // The first guess is 1:1 then lower resolutions after that
            // int mesherLod = (int)Math.Sqrt(scupltTexture.Width * scupltTexture.Height);
            int mesherLod = 32; // number used in Idealist viewer
            switch (lod)
            {
                case OMVR.DetailLevel.Highest:
                    break;
                case OMVR.DetailLevel.High:
                    break;
                case OMVR.DetailLevel.Medium:
                    mesherLod /= 2;
                    break;
                case OMVR.DetailLevel.Low:
                    mesherLod /= 4;
                    break;
            }
            PrimMesher.SculptMesh newMesh =
                new PrimMesher.SculptMesh(scupltTexture, smSculptType, mesherLod, true, prim.Sculpt.Mirror, prim.Sculpt.Invert);

            int numPrimFaces = 1;       // a scuplty has only one face

            // copy the vertex information into OMVR.IRendering structures
            OMVR.FacetedMesh omvrmesh = new OMVR.FacetedMesh();
            omvrmesh.Faces = new List<OMVR.Face>();
            omvrmesh.Prim = prim;
            omvrmesh.Profile = new OMVR.Profile();
            omvrmesh.Profile.Faces = new List<OMVR.ProfileFace>();
            omvrmesh.Profile.Positions = new List<OMV.Vector3>();
            omvrmesh.Path = new OMVR.Path();
            omvrmesh.Path.Points = new List<OMVR.PathPoint>();

            Dictionary<OMVR.Vertex, int> vertexAccount = new Dictionary<OMVR.Vertex, int>();

            for (int ii = 0; ii < numPrimFaces; ii++)
            {
                vertexAccount.Clear();
                OMVR.Face oface = new OMVR.Face();
                oface.Vertices = new List<OMVR.Vertex>();
                oface.Indices = new List<ushort>();
                oface.TextureFace = prim.Textures.GetFace((uint)ii);
                int faceVertices = newMesh.coords.Count;
                OMVR.Vertex vert;

                for (int j = 0; j < faceVertices; j++)
                {
                    vert = new OMVR.Vertex();
                    vert.Position = new Vector3(newMesh.coords[j].X, newMesh.coords[j].Y, newMesh.coords[j].Z);
                    vert.Normal = new Vector3(newMesh.normals[j].X, newMesh.normals[j].Y, newMesh.normals[j].Z);
                    vert.TexCoord = new Vector2(newMesh.uvs[j].U, newMesh.uvs[j].V);
                    oface.Vertices.Add(vert);
                }

                for (int j = 0; j < newMesh.faces.Count; j++)
                {
                    oface.Indices.Add((ushort)newMesh.faces[j].v1);
                    oface.Indices.Add((ushort)newMesh.faces[j].v2);
                    oface.Indices.Add((ushort)newMesh.faces[j].v3);
                }

                if (faceVertices > 0)
                {
                    oface.TextureFace = prim.Textures.FaceTextures[ii];
                    if (oface.TextureFace == null)
                    {
                        oface.TextureFace = prim.Textures.DefaultTexture;
                    }
                    oface.ID = ii;
                    omvrmesh.Faces.Add(oface);
                }
            }

            return omvrmesh;
        }

        /// <summary>
        /// Apply texture coordinate modifications from a
        /// <seealso cref="TextureEntryFace"/> to a list of vertices
        /// </summary>
        /// <param name="vertices">Vertex list to modify texture coordinates for</param>
        /// <param name="center">Center-point of the face</param>
        /// <param name="teFace">Face texture parameters</param>
        public void TransformTexCoords(List<OMVR.Vertex> vertices, OMV.Vector3 center, OMV.Primitive.TextureEntryFace teFace, Vector3 primScale)
        {
            // compute trig stuff up front
            float cosineAngle = (float)Math.Cos(teFace.Rotation);
            float sinAngle = (float)Math.Sin(teFace.Rotation);

            for (int ii = 0; ii < vertices.Count; ii++)
            {
                // tex coord comes to us as a number between zero and one
                // transform about the center of the texture
                OMVR.Vertex vert = vertices[ii];

                // aply planar tranforms to the UV first if applicable
                if (teFace.TexMapType == MappingType.Planar)
                {
                    Vector3 binormal;
                    float d = Vector3.Dot(vert.Normal, Vector3.UnitX);
                    if (d >= 0.5f || d <= -0.5f)
                    {
                        binormal = Vector3.UnitY;
                        if (vert.Normal.X < 0f) binormal *= -1;
                    }
                    else
                    {
                        binormal = Vector3.UnitX;
                        if (vert.Normal.Y > 0f) binormal *= -1;
                    }
                    Vector3 tangent = binormal % vert.Normal;
                    Vector3 scaledPos = vert.Position * primScale;
                    vert.TexCoord.X = 1f + (Vector3.Dot(binormal, scaledPos) * 2f - 0.5f);
                    vert.TexCoord.Y = -(Vector3.Dot(tangent, scaledPos) * 2f - 0.5f);
                }

                float repeatU = teFace.RepeatU;
                float repeatV = teFace.RepeatV;
                float tX = vert.TexCoord.X - 0.5f;
                float tY = vert.TexCoord.Y - 0.5f;

                vert.TexCoord.X = (tX * cosineAngle + tY * sinAngle) * repeatU + teFace.OffsetU + 0.5f;
                vert.TexCoord.Y = (-tX * sinAngle + tY * cosineAngle) * repeatV + teFace.OffsetV + 0.5f;
                vertices[ii] = vert;
            }
            return;
        }

        private PrimMesher.PrimMesh GeneratePrimMesh(Primitive prim, DetailLevel lod, bool viewerMode)
        {
            OMV.Primitive.ConstructionData primData = prim.PrimData;
            int sides = 4;
            int hollowsides = 4;

            float profileBegin = primData.ProfileBegin;
            float profileEnd = primData.ProfileEnd;

            bool isSphere = false;

            if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.Circle)
            {
                switch (lod)
                {
                    case OMVR.DetailLevel.Low:
                        sides = 6;
                        break;
                    case OMVR.DetailLevel.Medium:
                        sides = 12;
                        break;
                    default:
                        sides = 24;
                        break;
                }
            }
            else if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.EqualTriangle)
                sides = 3;
            else if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.HalfCircle)
            {
                // half circle, prim is a sphere
                isSphere = true;
                switch (lod)
                {
                    case OMVR.DetailLevel.Low:
                        sides = 6;
                        break;
                    case OMVR.DetailLevel.Medium:
                        sides = 12;
                        break;
                    default:
                        sides = 24;
                        break;
                }
                profileBegin = 0.5f * profileBegin + 0.5f;
                profileEnd = 0.5f * profileEnd + 0.5f;
            }

            if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Same)
                hollowsides = sides;
            else if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Circle)
            {
                switch (lod)
                {
                    case OMVR.DetailLevel.Low:
                        hollowsides = 6;
                        break;
                    case OMVR.DetailLevel.Medium:
                        hollowsides = 12;
                        break;
                    default:
                        hollowsides = 24;
                        break;
                }
            }
            else if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Triangle)
                hollowsides = 3;

            PrimMesher.PrimMesh newPrim = new PrimMesher.PrimMesh(sides, profileBegin, profileEnd, (float)primData.ProfileHollow, hollowsides);
            newPrim.viewerMode = viewerMode;
            newPrim.sphereMode = isSphere;
            newPrim.holeSizeX = primData.PathScaleX;
            newPrim.holeSizeY = primData.PathScaleY;
            newPrim.pathCutBegin = primData.PathBegin;
            newPrim.pathCutEnd = primData.PathEnd;
            newPrim.topShearX = primData.PathShearX;
            newPrim.topShearY = primData.PathShearY;
            newPrim.radius = primData.PathRadiusOffset;
            newPrim.revolutions = primData.PathRevolutions;
            newPrim.skew = primData.PathSkew;
            switch (lod)
            {
                case OMVR.DetailLevel.Low:
                    newPrim.stepsPerRevolution = 6;
                    break;
                case OMVR.DetailLevel.Medium:
                    newPrim.stepsPerRevolution = 12;
                    break;
                default:
                    newPrim.stepsPerRevolution = 24;
                    break;
            }

            if ((primData.PathCurve == OMV.PathCurve.Line) || (primData.PathCurve == OMV.PathCurve.Flexible))
            {
                newPrim.taperX = 1.0f - primData.PathScaleX;
                newPrim.taperY = 1.0f - primData.PathScaleY;
                newPrim.twistBegin = (int)(180 * primData.PathTwistBegin);
                newPrim.twistEnd = (int)(180 * primData.PathTwist);
                newPrim.ExtrudeLinear();
            }
            else
            {
                newPrim.taperX = primData.PathTaperX;
                newPrim.taperY = primData.PathTaperY;
                newPrim.twistBegin = (int)(360 * primData.PathTwistBegin);
                newPrim.twistEnd = (int)(360 * primData.PathTwist);
                newPrim.ExtrudeCircular();
            }

            return newPrim;
        }

        /// <summary>
        /// Method for generating mesh Face from a heightmap
        /// </summary>
        /// <param name="zMap">Two dimension array of floats containing height information</param>
        /// <param name="xBegin">Starting value for X</param>
        /// <param name="xEnd">Max value for X</param>
        /// <param name="yBegin">Starting value for Y</param>
        /// <param name="yEnd">Max value of Y</param>
        /// <returns></returns>
        public OMVR.Face TerrainMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd)
        {
            PrimMesher.SculptMesh newMesh = new PrimMesher.SculptMesh(zMap, xBegin, xEnd, yBegin, yEnd, true);
            OMVR.Face terrain = new OMVR.Face();
            int faceVertices = newMesh.coords.Count;
            terrain.Vertices = new List<Vertex>(faceVertices);
            terrain.Indices = new List<ushort>(newMesh.faces.Count * 3);

            for (int j = 0; j < faceVertices; j++)
            {
                var vert = new OMVR.Vertex();
                vert.Position = new Vector3(newMesh.coords[j].X, newMesh.coords[j].Y, newMesh.coords[j].Z);
                vert.Normal = new Vector3(newMesh.normals[j].X, newMesh.normals[j].Y, newMesh.normals[j].Z);
                vert.TexCoord = new Vector2(newMesh.uvs[j].U, newMesh.uvs[j].V);
                terrain.Vertices.Add(vert);
            }

            for (int j = 0; j < newMesh.faces.Count; j++)
            {
                terrain.Indices.Add((ushort)newMesh.faces[j].v1);
                terrain.Indices.Add((ushort)newMesh.faces[j].v2);
                terrain.Indices.Add((ushort)newMesh.faces[j].v3);
            }

            return terrain;
        }
    }
}


Planet Ill + FuseBox Radio + BlackRadioIsBack.com = Weekly "Indiesent Exposure" Music & Download Goodies - New Articles Are Up! | BlackRadioIsBack.com - Official Blog of the Syndicated FuseBox Radio Broadcast!
Planet Ill + FuseBox Radio + BlackRadioIsBack.com = Weekly "Indiesent Exposure" Music & Download Goodies - New Articles Are Up!
What's the good word this afternoon to our BlackRadioIsBack.com and FuseBox Radio Broadcast crew!
We're now our official 11th week of working with the fine folks over at the Planet Ill website in doing the "Indiesent Exposure" weekly writeup & free music downloads column, where the purpose is to give some deserved props to various independent music artists from all types of different genres (Hip-Hop, Soul, Electronica, Rock, Funk, Reggae, etc. - ALL Over the Place).
Indiesent Exposure #10 (NEW!): Tommy T, The Very Best & R.E.U.B.


This document describes the installation of efa, as well as the steps to upgrade from version 1.x to version 2.x.
For help and support with installation problems or any other questions regarding efa, please consult the Support Forum at: http://forum.nmichael.de.
"Version 1.x" refers to all efa1 Versions up to Version 1.8.3, as well as the first efa2 pre-released versions with the internal version number 1.9.0.
"Version 2.x" refers to the efa2 Beta Version efa2_beta (internal version number 1.9.9) as well as Version 2.0 and all following versions 2.x.
To find out about your current efa version, please click the efa logo in efa or select option Info from menu Help.
If you already use a previous version of efa (Version 1.x), install or unpack this version in a separate directory and follow the instructions in section Migration from efa Version 1.x to Version 2.x.
If this is your first efa installation, install or unpack into a new directory and follow the instructions in section Getting started with efa.
If you are updating an efa 2.x installation, please install or unpack this update into the same directory as your previous efa 2.x installation. Caution: This only applies if your previous version is a version 2.x (internal version number 1.9.9, 2.0 or newer)!
If you have downloaded the Windows Installer for efa, please start the setup program and follow the steps through the installation.
If you have downloaded the ZIP archive, please create a directory for efa (like c:\Program Files\efa2 on Windows or /opt/efa2 on Linux) and unpack the content of the ZIP archive into this directory.
The Boathouse Version comes with a simplified user interface which is intended for the use in a boathouse where all rowers enter their outings directly into efa. All administrative tasks require an admin login with a password.
The Basis Version starts up with an administrative user interface which allows full access to all data and is intended for use by administrators or private users.
If you have used the Windows setup program it has automatically created entries for starting efa in your Windows start menu.
If efa fails to start with a message For security reasons efa won't start, please delete in the home directory on your computer (on Windows usually C:\Document & Settings\username, on Linux/UNIX usually /home/username) the file named .efa_installpath, where installpath is the location of your efa installation.
Example: If on Windows efa is installed at C:\Program Files\efa2, please delete in C:\Document & Settings\username the file .efa_CProgramFilesefa2.
If on Linux efa is installed at /opt/efa2, please delete in /home/username the file named .efa_optefa2.
Caution: If multiple version of efa are installed, many similar of these files exist. Please be careful to delete the right one!
In efa 2.x all data is organized in Projects. Usually you will just create one project for your club, which will contain all data.
To get started with efa 2.x, please create a new project in Admin Mode. If you want to import data from efa 1.x, please follow the instrunctions in section Migration from efa Version 1.x to Version 2.x.
Else create a new, empty logbook after creating the project. Boats, Persons, and Destinations can either be entered manually, or be imported by the import functions in respective administration dialogs. The order of importing data may have to follow certain dependencies (for example, the status that a person may have must be imported or created before the persons are imported; waters have to be defined before destinations using these waters are imported etc.). Note This import function is not intended to import data of efa Version 1.x!
The main steps to setup and configure efa are described in this document.
For an explanation of the version numbers, please see section Understanding the Version Numbers.
efa Version 2.x can only import data from the 1.x versions 1.8.3 and 1.9.0. If you are using an older version than 1.8.3, please update to version 1.8.3 first.
In order to convert all data, including old logbooks, member lists, boats etc., into the format of Version 1.8.3 (or 1.9.0), they must at least once be touched bz efa. To accomplish this, please create a statistic in efa 1.x with the option all logbooks and no limitation on any dates.
Please write down the installation directory of your efa 1.x installation. You will be asked for this when importing data into version 2.x.
Cleanup and Documentation of Logbooks, Member Lists, etc.
For importing data into version 2.0 it is important that the data is free of errors.
You can find this information under Administration - Logbook - Settings for the logbook, or in the Boathouse Version in Admin Mode - Full Logbook Access - Administration - Logbook - Settings for the logbook.
The links to previous Logbook and next Logbook form a chain of logbooks, for example 2009 <-> 2010 <-> 2011. Please ensure that this chain is correct and complete, for example: If logbook2010 refers to 2009 as previous logbook, then logbook 2009 must also refer to 2010 as next loogbook etc.
If you have test logbook or incomplete logbooks which you don't want to import, please write down their names separately.
In order for the import into efa 2.x to work correctly, please verify that in case of combined boats or persons whose names have changed a synonym has been defined.
In efa 1.x it sometimes happens that a session is entered with a wrong date, like 12.3.2021 instead of 12.3.2011. Such entries must be corrected prior to the import. You find those easiest if you create a statistic for the logbook without the option all logbooks (no limitation to any dates) and closely pay attention to the date of entries efa finds.
If you are using efa in the boat house, please finish all open sessions before starting the import.
In order to verify whether all data has successfully been imported into version 2.x, you should now create some statistics in efa 1.x, to be able to later compare them with analogous statistics created in efa 2.x.
efa 2.x does not modify or delete any data of version 1.x. But to be protected against errors and erroneous operation, you should perform a backup of all your efa 1.x data and save it on an external medium like a memory stick.
If you have been storing all data in the data folder of efa (see above), it is sufficient to copy that folder.
If you have defined custom types for session or boat types in efa 1.x, then these must be defined in efa 2.x before starting the import. In this case, please open the efa configuration, activate the Expert Mode, and add these types in the corresponding categories unter Types by clicking on the plus symbol. As a name (appears in red on the left side) you must enter the exact same name as in efa 1.x (same spelling).
After installing efa 2.x, starte the new version as described in Getting started with efa and create a new project. After the last step of project creation, you will be asked whether you want to import data from Version 1.x. Please select this option.
Node: This is the only opportunity to import data from version 1.x. Importing data at a later point in time is not possible!
The first steop of the import dialog will ask you to select the location of your efa 1.x installation, which you have written down before.
efa now searches the selected efa 1.x installation for data and presents you with a selection of data to import. Select all data you want to import (normally all data), and specify names and time ranges for logbooks.
Caution: efa2 only allows sessions to be added to logbooks within the configured time ranges. All imported sessions must be within the specified range for the logbook (see step Preprarations).
During import a logfile will be created, which also contains warnings and errors that might have occurred. If you experience a lot of errors, please delete the project again and try to fix those errors in efa 1.x first, then inport the data again. If only a few errors occur, you may as well fix them in efa 2.x If you need help to figure out what the errors are about and how to fix them, please consult the Support Forum.
After the import, thoroughly validate your data for correctness (for example by comparing statistics from version 2.x with previous statistics from version 1.x), and start your productive use of efa 2.x only when your certain that all data is correct..


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Gwen Moore & Brenda Lawrence
Compare the voting records of Gwen Moore and Brenda Lawrence in 2017-18.
Darrell Issa (R-Calif.)
Democrat ∙ View profile
Represented Wisconsin's 4th Congressional District. This was her 7th term in the House.
Represented Michigan's 14th Congressional District. This was her 2nd term in the House.
Gwen Moore and Brenda Lawrence are from the same party and agreed on 95 percent of votes in the 115th Congress (2017-18).
But they didn't always agree. Out of 1101 votes in the 115th Congress, they disagreed on 58 votes, including 2 major votes.
On Motion to Concur in the Senate Amendment with an Amendment
March 22, 2018 — TARGET Act
On Motion to Concur in the Senate Amdt to the House Amdt to the Senate Amdt
Feb. 9, 2018 — The Bipartisan Budget Act of 2018
On Motion to Suspend the Rules and Pass
Dec. 20, 2018 — Codifying Useful Regulatory Definitions Act
Sept. 26, 2018 — Empowering Financial Institutions to Fight Human Trafficking Act
Passed by a margin of 173 votes.
Sept. 26, 2018 — Making appropriations for the Department of Defense for the fiscal year ending September 30, 2019, and for other purposes
July 12, 2018 — Matthew Young Pollard Intelligence Authorization Act for Fiscal Years 2018 and 2019
June 28, 2018 — Making appropriations for the Department of Defense for the fiscal year ending September 30, 2019, and for other purposes
June 28, 2018 — Courtney of Connecticut Amendment No. 29
June 27, 2018 — Langevin of Rhode Island Part A Amendment No. 9
On Closing Portions of the Conference
June 27, 2018 — National Defense Authorization Act FY 2019
June 20, 2018 — Overdose Prevention and Patient Safety Act
May 24, 2018 — National Defense Authorization Act FY 2019
May 23, 2018 — McKinley of West Virginia Amendment No. 13
May 23, 2018 — Gabbard of Hawaii Amendment No. 3
May 23, 2018 — Nolan of Minnesota Amendment No. 2
May 17, 2018 — Foxx of North Carolina Amendment No. 1
May 16, 2018 — Veterans Cemetery Benefit Correction Act
May 16, 2018 — Protect and Serve Act of 2018
May 10, 2018 — Titus of Nevada Amendment No. 3
April 26, 2018 — Lipinski of Illinois Part A Amendment No. 78
March 15, 2018 — Financial Institutions Examination Fairness and Reform Act
Feb. 27, 2018 — Mimi Walters of California Amendment No. 2
Agreed to by a margin of 201 votes.
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Feb. 8, 2018 — Mortgage Choice Act of 2017
Jan. 10, 2018 — To amend the White Mountain Apache Tribe Water Rights Quantification Act of 2010 to clarify the use of amounts in the WMAT Settlement Fund
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On Motion to Suspend the Rules and Pass, as Amended
Nov. 28, 2017 — Superior National Forest Land Exchange Act
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Nov. 2, 2017 — Protecting Seniors Access to Medicare Act
Sept. 13, 2017 — Murphy of Pennsylvania Amendment No. 155
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On Agreeing to the Resolution
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redpajama_set_name: RedPajamaCommonCrawl


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rmaudiodesign
#gameaudio #gamesound #gamedev #indiegamedev #sounddesign
When designing sound for games as opposed to other forms of media such as film or television, there are a number of technical problems to solve which are not inherent to linear media. The principal problem being that in interactive media a sound may be repeated many times, in many different situations. The repetition of sound can be a deciding factor in player immersion, especially when a sample is re-triggered again and again in exactly the same way.
In an effort to solve this issue, sound designers and audio programmers alike have taken a unique systemic approach to sound reproduction in games, which is now known as procedural sound design.
Procedural sound design can be defined on a spectrum from procedural audio to procedural sound design, however as Stevens and Raybould state (2015 p59) "Procedural sound design is about sound design as a system, an algorithm, or a procedure that re-arranges, combines, or manipulates sound assets so they might: produce a) a greater variety of outcomes (variation or non-repetitive design) b) be more responsive to interaction (parameterization)".
In practical terms this practice is about the manipulation of samples at runtime by the game engine using logical systems, often created using game engine tools such as blueprints in Unreal Engine 4. This is related to but distinctly different to procedural audio, which broadly speaking is concerned with the generation of audio at runtime, usually through synthesis and is not the topic of this article.
Categorising Sounds
When discussing game audio, the need for categorisation arises. In much of the available literature sound designers use the same system of categorisation as in the film and television world. Sound is broken down into two main categories: diegetic and non-diegetic or in game world (heard by in-game characters) and outside of game world (audio heard only by the player).
This broad terminology is not without its difficulties when describing sound and interactivity. As Karen Collins (2013 p8) suggests "one difficulty with defining interactivity is that a single media object or text may be fluid in its degrees of interactivity and may afford different degrees of interactivity at different times. This fluidity suggests that there are a variety of different types of interactivity that take place with media such as video games". Due to the interactive nature and fluidity of game media, it is possible for a single audio object to be described as both diegetic and non-diegetic at the same time or at different times within the same game.
Sounds heard only by the player are often not subjected to the same procedural audio systems as their diegetic counterparts. This is due to the fact that often these sounds play a notification role and are designed to be consistent as a warning to the player in certain situations. However, game music can be considered as being non-diegetic and often dynamic music systems can have a certain amount of procedural sound design applied to them, as different tracks and stingers are selected by the audio engine in open ended and changing scenarios.
In the video example below, a player is embarking on the Combat Zone quest in Fallout 4. During the introduction sequence to the set piece, the music is playing a tension score, giving the player a sense of foreboding as the scenario unfolds in front of them. This tension music could be one of a number of tension music pieces chosen by the system at random for this scenario. Once the player has entered into the main arena, both diegetic (cries from non-player character's) and non-diegetic (music cues) sounds are used to alert the player to the situation as it is and to how it changes in real time. The music shifts into a battle score as the player is discovered, again accompanied by further information to the player (war cries from the NPC's). As you can see combining diegetic and non-diegetic audio is a powerful technique employed by sound designers looking to create an exciting and immersive experience.
However, if every scenario the player encounters simply repeated the same set of music, dialogue and sound effect cues ad nauseam, the immersion would be broken, and the player would likely experience fatigue and boredom. So how do sound designers tackle this problem?
Why Procedural Sound Design?
One of the primary reasons for applying procedural sound design to game assets is variation. If a sound designer needed to create variation in an overhead power cable rattling sound, one method of doing this would be to create a large repository of audio files from recordings of power cables for the game to call upon. This would not be a very good solution to the problem, as all of these audio files would need to be loaded into RAM or streamed directly from the hard disk. This methodology would put a large demand upon the game engine system as a whole (Steven and Raybould 2015 p.60).
This problem is circumvented by procedural audio, creating a large number of variation possibilities from a small number of audio assets. By splitting up a sound into its constituent components and then recombining them at runtime. This is done using logic programmed into the game engine often using visual programming such as blueprints in UE4 or an API such as WWise. From this method the sound designer is able to get many subtle variations of the original audio as the pieces combine in random orders and subtle variations in pitch, volume and timing are applied.
In this next video example, you hear that as the player cycles through the various options on the Pipboy, there are a lot of subtle variations to the switches and radio static as the player selects through the channels. The subtle variations allow the player to interact with the object in a way that feels realistic and non-fatiguing and can easily be achieved with procedural methods.
In the picture and audio example below, are a number of different metallic rattling sounds taken from recordings. These are of a hospital trolley being pushed through a corridor, a number of metallic objects being rifled through a drawer and rope whipping sounds. They have been split into different groups. In each of the groups, a very short file of silence has been added so the system may select it, adding further variation to the pattern of sounds triggered. These groups then have randomisation applied to the selection of the sample without repetition ensuring that the same sample cannot be played twice in a row. Modulation is then applied by allowing the system to select between a range of volumes and pitches adding further subtle variation to the samples. These random variations are then combined and played back on an endless loop.
A UE4 Blueprint example of a procedural sound design system
https://soundcloud.com/rmaudiodesign/metal-rattles
This means that the sample pool can be significantly lower as the system combines the constituent parts in widely varying manner. This not only has an effect on the number of variations possible from a limited source pool but also on the sound designers workflow as they no longer need to design as many sounds for the same asset (Stevens, Andersen 2016). Another less effective way of handling this would be to create a very long loop of audio and play it on repeat. As stated before this would not be as effective a solution because it would require a very long loop indeed, to be able to have the same amount of variation possible from the system. It also would run the risk of being noticed by the player as a loop thus breaking immersion in the game world.
This article has hopefully given you some insight into some of the inherent problems around the repetition of sound in interactive audio, as well as how procedural sound design can be used as a solution to a number of the problems all games sound designers face.
Stevens, Richard. Game Audio Implementation: A Practical Guide Using the Unreal Engine (Kindle Locations 1547-1549). CRC Press. Kindle Edition. 2015
Karen Collins. Playing with sound: theory of interacting with sound and music in video games PDF Publisher: Mit Press Published: 22 February 2013 eISBN-13: 9780262312295
Stevens, Richard, Asbjoern, Andersen. Why procedural game sound design is so useful https://www.asoundeffect.com/procedural-game-sound-design/ 2016
Fallout 4 Quest: Combat Zone (No Commentary) https://www.youtube.com/watch?v=b5J3-LY_7fg
Fallout4 Pip Boy 2000 (No Commentary) https://www.youtube.com/watch?v=YJwtpbMxYPg


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Kyle Malecha
Kyle grew up in Saint Cloud and knew from a young age that he wanted to have a career in aviation. Growing up in a family where both his parents worked for the airlines and the corporate aviation world, he was always around airplanes or at least the talk of aviation. He went on to receive his Private Pilot certificate when he was a senior in high school while he worked as a lineman at the Saint Cloud Regional Airport. He then went on to pursue an aviation degree at Minnesota State University, Mankato where he received the rest of his certificates and ratings.
He has now been an instructor at Twin Cities Flight for over two years. His next step is pursuing a career as an airline pilot, but he remains involved as a Flight Instructor until that day comes. Some of his hobbies outside of aviation include ice fishing, snowmobiling, hunting, watching sports, and spending time on the lake at his cabin.
Twin Cities Flight provides you direct CFI access to have your questions answered. You may want to know more about training prices, aircraft rental, training schedules, pilot certificates, or simply what your next steps should be. Drop us a line and we will have you cleared for take-off!
Twin Cities Flight Training
8891 Airport Rd NE Blaine, MN 55449
Copyright © 2023 Twin Cities Flight Training. All Rights Reserved.


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Global Network Initiative Statement on Internet Shutdown in Egypt
The Global Network Initiative (GNI) is deeply concerned that the people of Egypt have been denied access to Internet and telecommunications services. This almost unprecedented step has enormous implications for human rights.
The GNI acknowledges the difficult situation faced by companies that provide Internet and telecommunications services. We urge companies to take action to protect freedom of expression and privacy, and preserve a free and open Internet. We urge the Egyptian government to respect its international human rights commitments.
Information and Communications Technology (ICT) companies have a primary role in the operation of global communications networks that enable the free flow of information. All over the world, companies face the challenge of government laws and practices that violate international human rights norms. Companies can find themselves under duress from governments to operate in ways that go beyond legally accountable law enforcement activities. In these circumstances, a valuable first step for companies is to be transparent and have human rights principles in place to govern their response.
GNI can help companies develop strategies to operate in a manner that protects and advances human rights.
David Sullivan2018-03-15T14:47:51+00:00January 28, 2011|Categories: Issues, media releases, network disruptions|Tags: Egypt|


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Dr. Suess And His Lifelong Love For Dogs
Posted by Ellen Britt | Explore | 0 |
Even though Dr. Seuss was more famous for authoring The Cat In The Hat than Go Dog, Go!, in real life he was a dog lover from a very young age.
Dr. Seuss, who was not a doctor and whose real name was Theodor "Ted" Seuss Geisel, died in 1991 and left behind a legacy of wonderfully creative books and millions of adoring fans young and old, who continue to enjoy his quirky art, wildly weird creatures and his infections rhyming lines.
Ted's first "dog" was a stuffed dog toy which was given to him when he was a young boy by his mother. He named the toy Theophrastus and kept him close to him for the rest of his life, often placing the toy dog near his drawing board while he worked. Shortly before he died at the age of 87, he entrusted Theophrastus to his stepdaughter, Lea Grey with this request "You will take care of the dog, won't you?"
Even though Ted kept his faithful toy companion, he got his first real dog at the age of ten, in 1914. Rex was a Boston bulldog and this dog had a peculiar habit of walking around on three instead of four of his feet. Later, when his Dr. Seuss persona emerged, he often drew animals with odd legs, so perhaps Rex had an influence on him.
But it was his 13th book, The Cat In The Hat, published in March of 1957, which catapulted Dr. Seuss into fame. At this time, he had an Irish setter named Cluny. Later, after his wife Helen's death, he remarried and his new wife Audrey liked small dogs. So, Dr. Seuss became a Yorkie owner.
Miniature Yorkies were his constant companions over the years. One of his Yorkies, named Sam, was seen in many of Dr. Seuss' personal doodles and are displayed at The Amazing World of Dr. Seuss Museum in Springfield, Massachusetts.
But here at the WoofPost, our favorite Dr. Suess book is (no surprise here) Go Dog, Go! And where are all those dogs going? To a dog party of course:
A dog party!
A big dog party!
Big dogs, little dogs,
red dogs, blue dogs,
yellow dogs, green dogs,
black dogs and white dogs
are all at a dog party!
What a dog party!
~ Dr. Suess ~
PreviousShould You Feed Your Dog Cheese? It Depends!
NextDIY Sweet Potato Dog Chew Treats
How Having A Dog Can Help You Manage Your Stress
What The Howl?! Why Dogs Howl And What It Means
Seven Ways Your Dog Is Trying To Communicate With You
Six Dog Breeds That Can Have Blue Eyes


text:
Redskins ship Rosenfels to Miami
The Washington Redskins began retooling their roster yesterday as the preseason nears an end, trading quarterback Sage Rosenfels to Miami for a conditional draft pick and acquiring veteran guard Brenden Stai from Detroit for a pick.
Rosenfels, a fourth-round selection out of Iowa State last season, is expected to be the developmental passer behind Jay Fiedler and Ray Lucas in Miami. The pick is in the 2003 seventh-round if Rosenfels makes the 53-man roster; if he plays in 50 percent of the offensive downs this year, it's a 2004 fifth-round pick.
Stai (6-foot-4, 318 pounds) is a powerful interior blocker who has played right guard in recent years and likely will become a starter in Washington. The eighth-year veteran out of Nebraska became expendable late last week when Detroit signed Ray Brown, an aging Pro Bowl pick in whom the Redskins were somewhat interested.
Stai, 30, began his career as a third-round pick by Pittsburgh in 1995 before moving to Jacksonville in 2000 and Detroit last season. He has 98 career starts, including seven playoff games, and has started 16 games each of the past four seasons.
"He's real excited bout it," agent Paul Sheehy said. "You're always disappointed when he signed with Detroit last year, we expected it would be a long-term situation. But it seems like there's a lot of excitement [in Washington]. He's pumped."
The departure of Rosenfels narrows the Redskins' quarterback race to Danny Wuerffel and Shane Matthews. Wuerffel probably has been the best passer of the preseason, but none of the three played well against opposing teams' starters.
Rosenfels completed 32 of 54 passes for 476 yards, five touchdowns and two interceptions this preseason for Washington. His 103.6 quarterback rating was second behind Wuerffel (117.4) and ahead of Matthews (86.5). However, much of Rosenfels' success came late in Sunday's 35-34 win over Pittsburgh, when he threw for 190 yards and three touchdowns in the fourth quarter.
Rosenfels was not scheduled to play tomorrow at Tampa Bay, a sign that he was expendable. All along, Washington's No.3 slot has been targeted for first-round pick Patrick Ramsey.
"Sage believes in coach Spurrier's offense, but at the same time this is a great opportunity for him to get on the field a little quicker," agent Rick Smith said.
In Miami Rosenfels will be coached by former Redskins coach Norv Turner, now Dolphins offensive coordinator. The two previously have not worked together. Rosenfels was drafted by 2001 Redskins coach Marty Schottenheimer.
Acquiring Stai could make a big difference for Washington's run game, which ranks last in the preseason. The Redskins have shuffled personnel at left guard and now might install Stai at right guard and swing Ross Tucker, a 2001 undrafted rookie who has been their best guard, to the left side.
This offseason the club signed Rod Jones to a three-year, $3 million deal to start at right guard, but he struggled with the transition after playing mostly tackle in the NFL. He now appears best suited as a backup at tackle and guard.
Washington also picked up David Loverne and Kipp Vickers as potential starting guards but neither has stepped up.
The Redskins' failure to run has called into question the role of running back Stephen Davis, who has been the foundation of Washington's offense in recent years. Some players said it was tough to judge the run game because the team hasn't committed to it yet. Stai should make his debut in the Aug. 29 preseason finale against New England, and he will be scrutinized to see whether Washington can boost its 2.6-yard average rush.
Yesterday's moves addressed a key surplus and deficiency on Washington's roster heading into first cuts. NFL clubs must trim their rosters from 80 to 65 players (not including NFL Europe participants) by Tuesday, then make final cuts to the 53-man roster by Sunday, Sept. 1.
Notes Defensive tackle Del Cowsette received a $10,000 fine from the NFL for his late hit on Pittsburgh quarterback Charlie Batch last weekend. The NFL considered Cowsette to have taken more than one step after Batch released the ball. Cowsette declined comment but said earlier this week that he thought he made the tackle in time. The Redskins signed kickers James Tuthill and Jamie Rheem and released Dan Frantz. Tuthill, who was claimed off waivers Wednesday from Houston, and Rheem, recently released by San Francisco, are insurance in case the hip flexor of Brett Conway does not heal. Conway is expected to do some light kicking next week and be ready for the Sept. 8 opener against Arizona. Offensive lineman Alex Sulfsted was feeling a bit better following Sunday's concussion. He hopes to return to practice Tuesday and play against New England.


Fence Fork T-Post Clip 100 Ct.
Fence Solution Inc. Fence Fork T-Post Clip 100 Ct. patented T-post clip that is 5 times faster and more secure. Use the Fence Fork to attach clips to post in one easy downward motion.
Galvanized Poultry Netting Staples 3/4 In. 1 Lb.
Galvanized staples are often used for outdoor work to avoid rusting problems. Mazel & Co. Galvanized Poultry Netting Staples 3/4 In. 1 Lb. are made of 14 gauge steel and have a 3/16 in.
Wedge-Loc 90 Degree Socket for T-Post attaches to Universal Collar, accepts and holds in place T-post used for horizontal brace. May also be used to brace wooden post with T-post.
Use Midwest Air Technologies Inc. Earth Anchors 6 X 48 to tie down and secure trees, tents, canopies, awnings, fencing, playground equipment, carports, gazebos, portable sheds and more.
Mazel & Co. Smooth wire is a general purpose wire that comes in a handy 10 lb.
These innovative gate opener systems were designed to be the superior solution for home and property owners wishing to automate their tubular or agricultural style gates while being the easiest system to install.
Max. Gate Weight: 300 lb.
✓ Shipping Dimensions: Approximately 38 x 8 x 5 inches.
Adapter sleeve for driving posts, rods, or rebar that are 1 to 2 in. Comes complete with rugged poly carry case and tool kit for servicing. Includes a 2 in. No hoses or compressors.
Size: 3 1/4 in. barrel 25 L x 15 W x 17 H in.
100% made in the USA. It features a precision laser cut stainless steel head with a solid wood handle grip. Tie Wrench is a combination tool that makes fence jobs easy.
GHOST CONTROLS 12 Volt 7.0 amp Hour Battery is recommended for use in GHOST CONTROLS and other gate opener systems that utilize an internal battery design within the control box such as deer feeders.
Build corner or end braces for all types of livestock fence. Speed Brace Fence Brace quickly and easily makes both "H" braces or diagonal braces for permanent or temporary fence.
✓ Supports gate weights up to 125 lbs.
✓ Shipping Dimensions: Approximately 10.8 x 4.2 x 1.5 inches.
✓ Shipping Dimensions: Approximately 7.5 x 3.75 x 1.87 inches.
Barbed staples for use with a staple driver.
J-Legs help keep panels from sinking in soft ground and usually allow panels to be slid when portability is required. For round pens and other enclosures where heavy pressure is not expected.
Build corner or end braces for any type of livestock fence including all woven wire. Speed Brace T-Post Connectors lets you build a strong fence brace in minutes. It is horse safe and requires no tools.
Battery Power Type: Works with 3 battery options: (4) D-cell internal, 6-volt external or 12-volt external.
Includes a Storm Guard Lightning Protection Module. Operates electric fencing, including high tensile steel ore aluminum wire, poly wire, polytape, and polyrope. Low impedance technology maintains maximum energy on the fence.
XL Aluminum Wire is easy to respool and ideal for controlled grazing. Gallagher XL Aluminum Electric Fence Wire 14 Ga. is a user-friendly wire that will not rust and is easy to install.
The Zareba Systems Ceramic Wood Post Insulator Single-groove insulator for use with steel wire and poly wire. Effectively insulates electric fence wire from corner or end posts.
Kit Includes: Single-groove insulator Washers and nails included.


text:
Q: select text in next  and append it to div Hi guys Im trying to find the the next
 close to this and output its text into another div within the same page. The problem is when I do the coding and output it to the user with alert it comes out blank. Here below is my code:
$(document).ready(function(){
    $('a.lightbox').click(function(e){
        var txt = $(this).closest("#hh-name").text()
        alert(txt);
        $('body').css('overflow-y',' hidden');

        $('

')
        .css('top', $(document).scrollTop())
        .css('opacity', '0')
        .animate({'opacity': '0.7'}, 'slow')
        .appendTo('body');

        $('

')
        .hide()
        .appendTo('body');

        $('', {
            src: $(this).attr('href'),
            load: function() {
                positionLightboxImage();
            },
            click : function() {
                removeLightbox();
            }
        }).appendTo('#lightbox');
        return false;
    });
});

function positionLightboxImage() {
  var top = ($(window).height() - $('#lightbox').height()) / 2;
  var left = ($(window).width() - $('#lightbox').width()) / 2;
  $('#lightbox')
    .css({
      'top': top + $(document).scrollTop(),
      'left': left,
      'border': '7px solid white',
      'border-radius': '4px'
    })
    .fadeIn();
}

function removeLightbox() {
  $('#overlay, #lightbox')
    .fadeOut('slow', function() {
      $(this).remove();
      $('body').css('overflow-y', 'auto'); // show scrollbars!
    });
}

<a class="lightbox" href="<?php echo $row_searchHH['imageURL']; ?>"><img id="hh-image" src="<?php echo $row_searchHH['imageURL']; ?>" width="90" height="90" style="margin-left:10px" />

<?php echo $row_searchHH['name']; ?>

Thank you in advance

A: You are not seleclting the body element is your code is currently written.
try:
    $('
')
    .hide()
    .appendTo($('body'))

Notice the syntax to create elements.
You had a few problems with your code.
The first one was using .closest it just doesn't do what you think it does.
You have to use .siblings instead.
Then to add the actual node I went a different direction thinking it is more appropiate:
$('a.lightbox').click(function(e){
    var txt = $(this).siblings("#hh-name").text();
    $('

').appendTo('body');
    $('
').text(txt).appendTo('#lightbox');
  });

You can see the demo here

A: Try this: http://jsfiddle.net/C576s/
Using the closest selector wasn't returning anything for you (it doesn't look for siblings).
I left the debugging alerts in so you will know how to check for this kind of stuff in the future.
$('a.lightbox').click(
function (e)
{
    var $closest = $(this).next("#hh-name");
    alert($closest.length);

    var txt = $closest.text();
    alert(txt);

    $('

').appendTo('body');
    $('
' + txt + '
').appendTo('#lightbox');
}

);

redpajama_set_name: RedPajamaStackExchange


text:
Workshops coming up for small business owners
Millicent Martin Emery
mmartin@richmond.gannett.com
Small business owners or anyone thinking of starting their own business might want to make plans now for several workshops coming up in early January.
The East Central Indiana Small Business Development Center has set up a series of workshops to help area businesses start, grow and flourish in 2016.
The events include:
• A "Launch Your Own Business" workshop kicks off the month from 9 a.m. to noon on Jan. 8 at the Innovation Connector in Muncie, Ind. (1208 W. White River Blvd.). This session is designed to help those interested in starting a business evaluate a business idea and take steps toward opening and succeeding in business. The workshop also is open to those who recently have started a business. The cost is $25 and includes a step-by-step workbook for use during and after the class.
• Many small business owners use QuickBooks, but there often are questions on how to use the software to simplify business processes. East Central ISBDC is offering free 30-minute individual help sessions with a QuickBooks expert from 9:30 a.m. to noon Jan. 12 at the Innovation Center in Richmond (814 E. Main St.) and Jan. 26 at the Innovation Connector in Muncie.
• Tips and tricks for successful email marketing will be taught at "Power of the Inbox" from 8 to 10 a.m. on Jan. 14. This free workshop will be offered by Lorraine Ball of Roundpeg at the Madison County Chamber of Commerce in Anderson, Ind. (1106 Meridian St., Suite 109).
The East Central ISBDC staff is planning several more workshops on topics including social media and establishing a business presence on Google. Follow the office on Facebook and Twitter (@ecisbdc) for small business-related news and information about upcoming workshops.
No-cost, confidential, small-business consulting is offered to 11 counties of east-central Indiana. Access these services by visiting www.isbdc.org or calling (765) 282-9950.
© 2023 www.pal-item.com. All rights reserved.


Be the envy of all your friends as you make your way to college carrying this grey color backpack from Herschel. Made from polyester, this backpack is lightweight and has ample space to hold all your belongings safely. This backpack will add a touch of style to your look and will work well with most of your outfits.


Garden Waste sacks are a convenient way to recycle your garden waste if you only need it occasionally or do not have space for a wheeled bin.
The 80 litre sacks measure 101cm x 63cm and can hold any garden waste that our wheeled bin collection can store. They cost £2.85 each. Collections are fortnightly, on the opposite week to your rubbish collection.


text:
#ifndef _STATIC_BITSEQUENCE_BRW32_H
#define _STATIC_BITSEQUENCE_BRW32_H

#include <libcdsBasics.h>
#include <BitString.h>
#include <BitSequence.h>

namespace cds_static
{

	/////////////
	//Rank(B,i)//
	/////////////
	//_factor = 0  => s=W*lgn
	//_factor = P  => s=W*P
	//Is interesting to notice
	//factor=2 => overhead 50%
	//factor=3 => overhead 33%
	//factor=4 => overhead 25%
	//factor=20=> overhead 5%

	/** Implementation of Rodrigo Gonzalez et al. practical rank/select solution [1].
	 *  The interface was adapted.
	 *
	 *  [1] Rodrigo Gonzalez, Szymon Grabowski, Veli Makinen, and Gonzalo Navarro.
	 *      Practical Implementation of Rank and Select Queries. WEA05.
	 *
	 *  @author Rodrigo Gonzalez
	 */
	class BitSequenceRG : public BitSequence
	{
		private:
			//bool owner;
			size_t n,integers;
			size_t factor,b,s;
			uint *Rs;			 //superblock array

								 //uso interno para contruir el indice rank
			size_t BuildRankSub(size_t ini,size_t fin);
			void BuildRank();	 //crea indice para rank
			BitSequenceRG();
			size_t SpaceRequirementInBits() const;
			size_t SpaceRequirement() const;

		public:
			uint *data;
			/** Build the BitSequenceRG with a sampling factor factor
			 * The factor value has to be either 2,3,4 or 20, being the first one the fastest/bigger.
			 */
			BitSequenceRG(uint *bitarray, size_t n, uint factor);

			/** Build the BitSequenceRG with a sampling factor factor
			 * The factor value has to be either 2,3,4 or 20, being the first one the fastest/bigger.
			 */
			BitSequenceRG(const BitString & bs, uint factor);

			~BitSequenceRG();	 //destructor

			virtual bool access(const size_t i) const;
								 //Nivel 1 bin, nivel 2 sec-pop y nivel 3 sec-bit
			virtual size_t rank1(const size_t i) const;

								 // gives the largest index i<=start such that IsBitSet(i)=true
			virtual size_t selectPrev1(const size_t start) const;
								 // gives the smallest index i>=start such that IsBitSet(i)=true
			virtual size_t selectNext1(const size_t start) const;
								 // gives the position of the x:th 1.
			virtual size_t select0(size_t x) const;
								 // gives the position of the x:th 1.
			virtual size_t select1(size_t x) const;
			virtual size_t getSize() const;

			/*load-save functions*/
			virtual void save(ofstream & f) const;
			static BitSequenceRG * load(ifstream & f);
	};

}
#endif

redpajama_set_name: RedPajamaGithub


text:
Netflix to Release Their First Arab Reality TV Show
And it's all about the region's car culture
First it was Jinn, then Al Rawabi School for Girls. Needless to say, Netflix is dominating the Arab market in recent years. Now, the streaming giant is officially moving from scripted dramas to another realm: Arab reality TV.
Their latest project? An original reality TV show that's all about cars. Set to debut on November 23, the show will be comprised of six episodes, covering every facet of the region's vast car culture. The show is Netflix's first unscripted Arab series.
Called 'The Fastest', the upcoming series will see car enthusiasts and drivers (both male and female) take on the road for competitions, racing to win a cash prize.
"We know that the Arab world has a particular love for fast cars and thrilling experiences, so 'The Fastest' will put the best of the best through their paces for fans from the Middle East and beyond," says Lucy Leveugle, Netflix's Director of Nonfiction Originals.
"Our goal is to have a slate of content as diverse as our audience and we are excited to introduce a new content format for Netflix. We want to provide Arab storytellers with the tools they need to bring their vision to life, whether that's scripted or unscripted and, with 'The Fastest', we hope to amplify a new pool of talent from the Arab world onto the global stage," she continued.
Fashion Trust Arabia Is Now Accepting 2023 Applications
I Tried the Science-Backed Treatment That Promises To Leave Your Skin Forever Young
Art & Culture, Tech
This AI Will Can Turn Any Topic Into a Drake Hit in a Matter of Seconds
Cult Skincare Brand The Ordinary Finally Launches in the Middle East


text:
Yudd Named Deputy County Administrator
In Government
Charles Yudd
Charles Yudd has been named Deputy County Administrator, effective July 1, by Loudoun County Administrator Tim Hemstreet.
The position provides direct management and support for the assistant county administrators, who oversee most of the county's external service agencies, and who serve as liaisons with Constitutional Officers and the courts.
Yudd will continue to oversee the county's federal and state legislative programs as well as strategic initiatives and special projects.
Yudd began working for the county government in 1997, serving as the Land Use Review Division Manager in the Department of Planning Services before moving to the Office of the County Administrator in 1999. In that capacity, he worked initially in the areas of land use, economic development and development review.
He has also overseen the departments of Animal Services, Building and Development, Economic Development, Planning and Zoning, and Transportation and Capital Infrastructure, and served as liaison to the Loudoun County Public Library.


The Electronic Frontier Foundation (EFF) is joining Andrew 'Weev' Auernheimer's legal team which will be presenting an appeal before the Third Circuit Court of Appeals after he was sentenced to 41 months in federal prison. Auernheimer is facing the sentence after he revealed that AT&T's servers were configured to allow the access to unsecured email addresses from iPad owners. The EFF is protesting the unfair prison sentences made on the case, stating that it is one of the fundamental problems with computer crime law.
Daniel Spitler, Auernheimer's co-defendant discovered that the AT&T servers had been configured to collect private customer data in 2010. Whenever the servers would be queried with a number matching an iPad's SIM card identifier, the owner's email address would be returned. Spitler was able to collect nearly 120,000 email addresses from this security hole. Auernheimer sent the addresses to several journalist pointing out the issue.
Although AT&T fixed the issue, Spitler and Auernheimer were charged for violating the federal Computer Fraud and Abuse Act (CFAA). Among the charges levelled against them was identity theft. Spitler testified against Auernheimer and the latter was convicted in November. This was after Spitler had made a plea deal with the government.
EFF hopes that the appeal courts will reverse the ruling, urging congress to amend the CFAA in order to avoid such rulings in future. According to EFF the CFAA's language is vague and the penalties proposed by the act are too heavy.


Australia, New Zealand and the United Kingdom are all excellent territory for netball tours. A netball tour to Australia or New Zealand is a convenient option that will enhance team bonding and help grow skills – while giving players the opportunity to engage in a little trans-Tasman rivalry.
A netball tour to the United Kingdom is ideal for groups travelling pre-season, and keen on enjoying a unique cultural experience at the same time.


text:
sales@wedisplay.hk
ABOUT WE
STRATEGIC NETWORK
CONTACT WE
This Privacy Policy has been developed in accordance with the Personal Data (Privacy) Ordinance (Chapter 486) of the Laws of the Hong Kong Special Administrative Region of The People's Republic of China; the General Data Protection Regulation (GDPR) went into effect May 25, 2018 in the European Union; and the Data Protection Act (DPA) 2018, (Chapter 12) in United Kingdom
WE Display Limited may be necessary to gather information on you for a specific purpose. It is our intention to respect your request for privacy, and we do our best to provide you with communication channels to facilitate this.
WE Display Limited collects site visitors' contact information (such as name, e-mail or contact number). The contact information from the forms is used to send reply, promotional materials and information to you.
When you come to our website, our server software records the domain name of your computer. We may also track the pages you visit. We do these things so that we can measure traffic, gauge the popularity of various parts of the website, gain some general knowledge about our visitors and compile aggregated statistics.
Data collected by WE Display Ltd is used only for the purposes indicated above. Personal information will not be disclosed to any third party except as we may be required to do so by laws.
WE Display Limited will take reasonable steps to ensure that all information we collect, use or disclose is accurate, complete, up-to-date and stored in a secure environment accessed only by authorized persons. However, we give no warranty against third parties hacking into the data or any unauthorised access to the data by anyone.
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Updated in Feb 2020
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