text:
//***********************************************************************//
//																		 //
//		- "Talk to me like I'm a 3 year old!" Programming Lessons -		 //
//                                                                       //
//		$Author:		Ben Humphrey	digiben@gametutorials.com		 //
//																		 //
//		$Program:		Fire											 //
//																		 //
//		$Description:	Using GDI and DIBSections we create fire!		 //
//																		 //
//***********************************************************************//

// Include our own header file which holds all the include and structure/function prototype information
#include "main.h"

// Create our double buffering structure
BUFFER gBuffer;

unsigned char* pImageBits;
BITMAPINFO bmBitmapInfo = {0};
HBITMAP hBitmap, hOldBitmap;
HDC hdc2;

#define FIRE_X		0
#define FIRE_Y		0
#define FIRE_WIDTH	WIDTH
#define FIRE_HEIGHT	HEIGHT

int gCoalPercentage = 30;

int RValue = 255;
int GValue = 128;
int BValue = 0;

int gFireIntensity   = 1;
int gCoalWidth       = 3;
int gCoalHeight      = 1;

bool bRandomColor = false;
int gDirection       = 0;

#define GetIndex(x, y) ((y * 3 * FIRE_WIDTH) + x)

///////////////////////////////// CHANGE TO FULL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This changes the screen to FULL SCREEN
/////
///////////////////////////////// CHANGE TO FULL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

void ChangeToFullScreen()
{
	DEVMODE dmSettings;									// Device Mode

	memset(&dmSettings,0,sizeof(dmSettings));			// Makes Sure Memory's Cleared

	// Get current settings --
	if(!EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&dmSettings))
	{
		MessageBox(NULL, "Could Not Enum Display Settings", "Error", MB_OK);
		return;
	}

	dmSettings.dmPelsWidth	= WIDTH;			// Selected Screen Width
	dmSettings.dmPelsHeight	= HEIGHT;			// Selected Screen Height
	dmSettings.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; // Say we're changing Screen Width/Height

	// CDS_FULLSCREEN Gets Rid Of Start Bar.
	int result = ChangeDisplaySettings(&dmSettings,CDS_FULLSCREEN);

	if(result != DISP_CHANGE_SUCCESSFUL)
	{
		MessageBox(NULL, "Display Mode Not Compatible", "Error", MB_OK);
		PostQuitMessage(0);
	}
}

//////////////////////////////////////////////////////////////////////////
/////
///// FUNCTION:    AnimateNextFrame()
///// DESCRIPTION: This returns TRUE every time we want to display the next
/////			   frame of animation.  Say we wanted 30 frames of animation
/////			   per second, it would return TRUE 30 times every second.
///// INPUT:       desiredFrameRate - The desired frame rate we want (ie. 30 fps)
///// OUTPUT:      nothing
///// RETURN:      TRUE/FALSE - Depending if the time passed is adequate
/////
//////////////////////////////////////////////////////////////////////////

BOOL AnimateNextFrame(int desiredFrameRate)
{
	static float lastTime = 0.0f;
	float elapsedTime = 0.0;

	// Get current time in seconds  (milliseconds * .001 = seconds)
    float currentTime = GetTickCount() * 0.001f;

	// Get the elapsed time by subtracting the current time from the last time
	elapsedTime = currentTime - lastTime;

	// Check if the time since we last checked is over (1 second / framesPerSecond)
    if( elapsedTime > (1.0f / desiredFrameRate) )
    {
		// Reset the last time
        lastTime = currentTime;

		// Return TRUE, to animate the next frame of animation
        return TRUE;
    }

	// We don't animate right now.
	return FALSE;
}

//////////////////////////////////////////////////////////////////////////
/////
///// FUNCTION:    CalculateFrameRate()
///// DESCRIPTION: This Calculates the frames per second and stores it in the window title
///// INPUT:       hWnd - The handle to the window to display the result
///// OUTPUT:      nothing
///// RETURN:      nothing
/////
//////////////////////////////////////////////////////////////////////////

void CalculateFrameRate(HWND hWnd)
{
	static float fFPS      = 0.0f;
    static float fLastTime = 0.0f;
    static DWORD dwFrames  = 0;
	char strFrameRate[55] = {0};

    // Keep track of the time lapse and frame count
    float fTime = GetTickCount() * 0.001f; // Convert time to seconds
    ++dwFrames;

    // If our current time minus the last recorded time is great than 1 second, start over
    if( fTime - fLastTime > 1.0f)
    {
		// Store the current time to test again
        fLastTime = fTime;

		// Store our Frames Per Second Into a buffer
		sprintf(strFrameRate, "Frames Per Second: %d", dwFrames);

		// Display the Frames Per Second in our window title
		SetWindowText(hWnd, strFrameRate);

		// Reset the frames
		dwFrames  = 0;
    }
}

//////////////////////////////////////////////////////////////////////////
/////
///// FUNCTION:    MakeCoal()
///// DESCRIPTION: This places a coal at an x and y position with a specific color
///// INPUT:       X, Y - The position to display the coal at starting from the center
/////              R, G, B - The RGB color to make the coal
///// OUTPUT:      pImageBits - The array to the bitmap bits
///// RETURN:      nothing
/////
//////////////////////////////////////////////////////////////////////////

void MakeCoal(unsigned char *pImageBits, int x, int y, UCHAR R, UCHAR G, UCHAR B)
{
	int index = 0;

	// Make sure we don't go outside of our array index
	if(x >= 3)
	{
		// Draw the 2 levels of pixels
		for(int i = 0; i < 2; i++)
		{
			// Draw a pixel up 1 and to the left
			index = GetIndex((x - 3), (y + i));
			pImageBits[index] = B;
			pImageBits[index + 1] = G;
			pImageBits[index + 2] = R;

			// Draw a pixel up and to the right
			index = GetIndex((x + 3), (y + i));
			pImageBits[index] =  B;
			pImageBits[index + 1] = G;
			pImageBits[index + 2] = R;

			// Draw a pixel in the bottom and up
			index = GetIndex(x, (y + i));
			pImageBits[index] = B;
			pImageBits[index + 1] = G;
			pImageBits[index + 2] = R;
		}
	}

	// If we are drawing black coals, stop the function so we leave the top orange pixel
	// Also, if the fire intensity is above 1, we don't want to leave the top pixel there
	if(!R && !G && !B && (gFireIntensity < 2)) return;

	// Draw the top pixel (up 3 from the bottom)
	index = GetIndex(x, (y + 2));
	pImageBits[index] = B;
	pImageBits[index + 1] = G;
	pImageBits[index + 2] = R;

}

//////////////////////////////////////////////////////////////////////////
/////
///// FUNCTION:    GetSurroundingPixelAverage()
///// DESCRIPTION: This takes the values of the surrounding pixels and return the average
///// INPUT:       X, Y - The position of the pixel to get the surrounding average
/////		       pImageBits - The array to the bitmap bits
///// RETURN:      avgColor - The average value of the pixels surrounding
/////
//////////////////////////////////////////////////////////////////////////

unsigned char GetSurroundingPixelAverage(unsigned char *pImageBits, int x, int y)
{
	unsigned char below, above, right, rightAbove, rightBelow;
	unsigned char left = 0, leftAbove = 0, leftBelow = 0;		// Note how we init these variables because they might not get set
	unsigned char avgColor;
	int index = 0;

	below		= pImageBits[GetIndex(x, (y - 1))];				// Below The pixel
	above		= pImageBits[GetIndex(x, (y + 1))];				// Above the pixel
	rightBelow	= pImageBits[GetIndex((x + 3), (y - 1))];		// Right/Below of the pixel
	rightAbove	= pImageBits[GetIndex((x + 3), (y + 1))];		// Right/Above of the pixel
	right		= pImageBits[GetIndex((x + 3), y)];				// Right of the pixel

	// Check to see if we aren't going outside the bounds of the image (array)

	if(y >= 1 || x >= 3)
		leftAbove	= pImageBits[GetIndex((x - 3), (y + 1))];	// Left/Above of the pixel
	if(y >= 1 || x >= 3)
		left		= pImageBits[GetIndex((x - 3), y)];			// Left of the pixel
	if(y >= 2 || x >= 3)
		leftBelow	= pImageBits[GetIndex((x - 3), (y - 1))];	// left/Below of the pixel

	// Get the average of the value (could be R G or B) and divide it by 8 ( >> 3 is faster)
	avgColor = (below + above + leftBelow + rightBelow + left + right + leftAbove + rightAbove) >> 3;

	// This makes sure we don't get a banding effect.  It fades the top faster
	if(avgColor)
		if( (avgColor - (y / 30)) > 0)
			avgColor -= (y / 30);

	// Keep shrinking the value to produce a better fade
	if(avgColor) avgColor--;

	// Return the avgColor (could be the R the G or B, depending on what X is passed in)
	return(avgColor);
}

//////////////////////////////////////////////////////////////////////////
/////
///// FUNCTION:    AverageImage()
///// DESCRIPTION: Takes a array to image bits and produces a burning effect upwards
///// INPUT:       width/height - The width and height of the image to effect
///// OUTPUT:      pImageBits - The array to the bitmap bits
///// RETURN:      nothing
/////
//////////////////////////////////////////////////////////////////////////

void AverageImage(unsigned char *pImageBits, int width, int height)
{
	int currentIndex = 0;
	int direction = 0;

	// Average all the pixels depending on the height except the bottom row
	for(int y = 1; y < height; y++)
	{
		// Average the current X line
		for(int x = 0; x < width * 3; x += 3)
		{
			// Get the current index (xPos + (y * bytes-per-pixel) * imageWidth))
			currentIndex = x + ((y * 3) * width);

			// the gStepAmount changes the flame height and gDirection makes a blowEffect if used (F5/F6 for blow effect)
			// If you don't want these, it would be just (x + ((y + 1) * 3) * width) for the index
			pImageBits[x + (((y + gFireIntensity) * 3) * (width + gDirection))]     = GetSurroundingPixelAverage(pImageBits, x, y);
			pImageBits[x + (((y + gFireIntensity) * 3) * (width + gDirection)) + 1] = GetSurroundingPixelAverage(pImageBits, x + 1, y);
			pImageBits[x + (((y + gFireIntensity) * 3) * (width + gDirection)) + 2] = GetSurroundingPixelAverage(pImageBits, x + 2, y);
		}
	}

	// This sets the X direction of the flame back to 0 to produce a cheap wind effect on the flame
	gDirection = 0;
}

//////////////////////////////////////////////////////////////////////////
/////
///// FUNCTION:    InitFire()
///// DESCRIPTION: This creates the DIB section into a backbuffer
///// INPUT:       destX/destY - The start x and y position to blit to the frontbuffer
/////			   destWidth/destHeight - The width and height of the desired DIB section
///// OUTPUT:      hdc - The front buffer hdc
///// RETURN:      nothing
/////
//////////////////////////////////////////////////////////////////////////

void InitFire(HDC hdc, int destX, int destY, int destWidth, int destHeight)
{

	// Fill in our BitmapInfo structure (we want a 24 bit image)
	bmBitmapInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
	bmBitmapInfo.bmiHeader.biCompression = BI_RGB;
	bmBitmapInfo.bmiHeader.biHeight = destHeight;
	bmBitmapInfo.bmiHeader.biWidth = destWidth;
	bmBitmapInfo.bmiHeader.biBitCount = 24;
	bmBitmapInfo.bmiHeader.biClrUsed = 0;
	bmBitmapInfo.bmiHeader.biPlanes = 1;

	// Create 2 DIB Sections.  One for the Front Buffer and one for the BackBuffer
	hBitmap  = CreateDIBSection(hdc,  &bmBitmapInfo, DIB_RGB_COLORS,(void **)&pImageBits, 0,0);

	// Create a compatible DC for the front buffer and Select our Dib Section into it
	hdc2 = CreateCompatibleDC(hdc);
	hOldBitmap = (HBITMAP)SelectObject(hdc2, hBitmap);

	// Blit the transparent image to the front buffer (Voila!)
	BitBlt(hdc, destX, destY, destWidth, destHeight, hdc2, 0, 0, SRCCOPY);
}

//////////////////////////////////////////////////////////////////////////
/////
///// FUNCTION:    DrawFire()
///// DESCRIPTION: This puts the fire effect into our global DIB section and display it
///// INPUT:       destX/destY - The start x and y position to blit to the frontbuffer
/////			   destWidth/destHeight - The width and height of the desired DIB section
///// OUTPUT:      hdc - The front buffer hdc
///// RETURN:      nothing
/////
//////////////////////////////////////////////////////////////////////////

void DrawFire(HDC hdc, int destX, int destY, int destWidth, int destHeight)
{
	int randomValue = 0;
	int randomIndex[FIRE_WIDTH * 3] = {0};

	// Draw coals onto the screen, depending on the height we have set
	for(int y = 0; y < gCoalHeight; y++)
	{
		// Draw random coals on the current line
		for(int x = 0; x < gCoalWidth; x += 3)
		{
			// Depending on the percentage, draw a coal on that X value
			if(((rand() % 100) < gCoalPercentage))
			{
				// Draw a coal at the x and y position with the current color
				MakeCoal(pImageBits, x, y, RValue, GValue, BValue);
				// Set a flag that shows we set a coal there so we can erase it later
				randomIndex[x] = 1;
			}
		}
		y += rand() % 5;
	}

	// Now do the fire effect on the coals
	AverageImage(pImageBits, destWidth, destHeight / 2);

	// Destroy the current line with black coals before we draw it to the screen
	for(int x = 0; x < gCoalWidth; x += 3)
	{
		// Depending on the percentage, draw a coal on that X value
		if(randomIndex[x])
		{
			// Draw a black coal at the x and y position to erase the previous
			MakeCoal(pImageBits, x, 0, 0, 0, 0);
			// Erase the flag
			randomIndex[x] = 0;
		}
	}

	// Blit the fire to the front buffer
	BitBlt(hdc, destX, destY, destWidth, destHeight, hdc2, 0, 0, SRCCOPY);

	// Make the color change if we have a random color on
	if(bRandomColor)
	{
		// Change the R G and B value but make sure we don't go over 255
		RValue = ((RValue + (rand() %  2)) % 256);
		GValue = ((GValue + (rand() %  2)) % 256);
		BValue = ((BValue + (rand() %  2)) % 256);
	}

	// If the fire is less than the screen width than increase it (produces the coming in effect)
	if(gCoalWidth < (destWidth * 3 - 3))
	{
		// Increase the coal width by an arbitrary number
		gCoalWidth += ((destWidth * 3 - 3) / 35);
	}

	// Make sure we stop the fire if the fire is coming in from the side
	if(gCoalWidth > (destWidth * 3 - 3))
	{
		// Set the coal width to the end of the screen
		gCoalWidth = (destWidth * 3 - 3);
	}
}

//////////////////////////////////////////////////////////////////////////
/////
///// FUNCTION:    PlasmaBurst()
///// DESCRIPTION: This makes a burst of fire come up when we press the space bar
///// INPUT:       destX/destY - The start x and y position to blit to the frontbuffer
/////			   destWidth/destHeight - The width and height of the desired DIB section
///// OUTPUT:      hdc - The front buffer hdc
///// RETURN:      nothing
/////
//////////////////////////////////////////////////////////////////////////

void PlasmaBurst(HDC hdc, int destX, int destY, int destWidth, int destHeight)
{
	// Make the flame 25 pixels high , which fades out to nothing
	for(int y = 0; y < 25; y++)
	{
		// Put a coal at the current line and x pos
		for(int x = 0; x < (destWidth * 3 - 3); x += 3)
		{
			MakeCoal(pImageBits, x, y, RValue, GValue, BValue);
		}
	}

	// Average the image with the plasma flame in it
	AverageImage(pImageBits, destWidth, destHeight / 2);

	// Blit the backbuffer to the front buffer (Voila!)
	BitBlt(hdc, destX, destY, destWidth, destHeight, hdc2, 0, 0, SRCCOPY);
}

int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,
                    PSTR szCmdLine, int iCmdShow)			// Here is our "main()" for windows.  Must Have this for a windows app.
{
	// Create the handle to the window.
    HWND        hwnd;
	// Create the variable to hold the window messages
    MSG         msg;

	// Create the structure that holds the attributes of the window.
	// I just crammed them in like this to save space because we know what they do.
    WNDCLASSEX  wndclass = {sizeof (wndclass), CS_HREDRAW | CS_VREDRAW, WndProc, 0, 0, hInstance,
						  LoadIcon (NULL, IDI_WINLOGO), LoadCursor (NULL, IDC_ARROW), (HBRUSH) GetStockObject (WHITE_BRUSH),
						  NULL, "Window Class", LoadIcon (NULL, IDI_WINLOGO)};

	// Register the window class with the operating system
	RegisterClassEx (&wndclass);

	// Now, we actually create the window
    hwnd = CreateWindow ("Window Class",					// window class name
						 "Bitmap Background",	  			// window's Title
						 WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,						// window style	- This style won't allow the window to resize
						 CW_USEDEFAULT,						// initial x position
						 CW_USEDEFAULT,						// initial y position
						 WIDTH,								// Here we pass in our desired width (800)
						 HEIGHT,						    // Here we pass in our desired height (600)
						 NULL,								// This is the parent window handle.
						 NULL,								// This is the window menu handle
						 hInstance,						    // This is the programs instance handle.
						 NULL);								// We don't want to pass any extra data in, so NULL

	// This shows our window.
    ShowWindow (hwnd, iCmdShow);

	// This pretty much paints our window to the screen.
    UpdateWindow (hwnd);

	// Here is our main loop.
	while (1)
    {
		// *We use PeekMessage() instead of GetMessage() to see if there is a message
		// from windows, if not, then we want to animate when nothing is going on.*

		// Check if there is a window message and remove it from the queue
		if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			// If the message was to quit, break out of the while loop
			if(msg.message == WM_QUIT) break;

			// This Translates messages so windows understands them.
			TranslateMessage (&msg);

			// This sends the messages to the WndProc().
			DispatchMessage (&msg);
		}
		else
		{
			// *Now we do the computationally expensive stuff in this else*

			// Check if we want to animate the next frame of animation
			if(AnimateNextFrame(FRAME_RATE))
			{
				// Calculate the frames per second of our application
				CalculateFrameRate(hwnd);

				// Draw the fire
				DrawFire(gBuffer.hdcFront, FIRE_X, FIRE_Y, FIRE_WIDTH, FIRE_HEIGHT);
			}
		}
    }

	// Unregister the window class with the operating system
	UnregisterClass("Window Class",hInstance);

	// Quit the program
	return msg.wParam ;
}

// Here is the WndProc that handles all the messages
LRESULT CALLBACK WndProc (HWND hwnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
{
	// Check which message was passed in
    switch (iMsg)
    {
		// This message is sent when the window is created (CreateWindow())
		case WM_CREATE:

			// Create the double buffer and load the bitmaps
			Init(hwnd);
			break;

		// If we click the right button increase the percentage of fire
		case WM_RBUTTONDOWN:
			gCoalPercentage += 5;
			break;

		// If we click the left button decrease the percentage of fire
		case WM_LBUTTONDOWN:
			gCoalPercentage -= 5;
			break;

		case WM_KEYDOWN:									// If a key is down
			switch (wParam)
			{
				case VK_ESCAPE:
					// Close Window
					SendMessage(hwnd, WM_CLOSE, 0, 0);
					break;
				case 'R':
					// Increase the R value of the flame color
					RValue = ((RValue + 5) % 256);
					break;
				case 'G':
					// Increase the G value of the flame color
					GValue = ((GValue + 5) % 256);
					break;
				case 'B':
					// Increase the B value of the flame color
					BValue = ((BValue + 5) % 256);
					break;
				case VK_SPACE:
					// Do a plasma burst of fire and set the flame color to random
					bRandomColor = !bRandomColor;
					RValue = rand() % 256;
					GValue = rand() % 256;
					BValue = rand() % 256;
					PlasmaBurst(gBuffer.hdcFront, FIRE_X, FIRE_Y, FIRE_WIDTH, FIRE_HEIGHT);
					break;
				case VK_F1:
					// Do a plasma burst and reset the flame color
					RValue = 255;
					GValue = 255 / 2;
					BValue = 0;
					bRandomColor = false;
					PlasmaBurst(gBuffer.hdcFront, FIRE_X, FIRE_Y, FIRE_WIDTH, FIRE_HEIGHT);
					break;
				case VK_F2:
					// Increase the height of the flame (creates a torch effect)
					gFireIntensity = ((gFireIntensity+ 1) % 4);
					break;
				case VK_F3:
					// Bring the flame in again
					gCoalWidth = 3;
					break;
				case VK_F5:
					// Blow the flame to the right
					gDirection++;
					break;
				case VK_F6:
					// Blow the flame to the left
					gDirection--;
					break;
				case VK_F7:
					// Increase the coal height
					gCoalHeight++;
					break;
				case VK_F8:
					// Decrease the coal height
					gCoalHeight--;
					break;
			}
			break;											// DO nothing for now

		// This message is sent when the window is destroyed
		case WM_DESTROY:

			// Free all the data and set everything back to normal, then post the quit message
			DeInit();
			break;
	}

	// Process/handle the default messages
	return DefWindowProc (hwnd, iMsg, wParam, lParam);

}

void Init(HWND hwnd)
{
	// Check if we want to go fullscreen or not
	if(MessageBox(hwnd, "Go to full screen?", "FullScreen", MB_YESNO) == IDYES)
		ChangeToFullScreen();

	// Create our double buffering
	CreateDoubleBuffering(&gBuffer, hwnd);

	// Set the backbuffer to white first (This clears the backbuffer)
	ClearScreen(gBuffer.hdcBack, gBuffer.scrnRect, WHITE_BRUSH);

	InitFire(gBuffer.hdcFront, FIRE_X, FIRE_Y, FIRE_WIDTH, FIRE_HEIGHT);
}

void DeInit()
{
	// Cleanup the monochrome bitmaps
	SelectObject(hdc2, hOldBitmap);

	// Free GDI Resources
	DeleteObject(hBitmap);
	DeleteDC(hdc2);

	// Free the back buffer
	FreeBuffers(&gBuffer);

	ChangeDisplaySettings(NULL,0);

	// Post the QUIT message to the window (0 = WM_QUIT)
	PostQuitMessage(0);
}

////////////////////////////////////////////////////////////
//
// *Quick Notes*
//
// Fire!!!  It's amazing isn't it?  When you first look at
// graphic demo's like this you are generally intimidated.
// Really, once you understand what makes the fire, you can
// use the technique for TONS of other effects.  After making
// this, I made a winamp Visualization.  Hopefully I will write
// a tutorial on that as well.
//
// Here is how the fire is done:
//
// 1)  First, you create a DIB section so we can get access to
//     some bits.  Now we have an array that we can store
//     and mess around with the colors.
//
// 2)  Second, we draw coals (chucks of the color the fire) at
//     at the bottom of the screen.  It takes these random coals
//     and then slowly fades them out, while rising.
//
// 3)  How do we "raise" these coals up and fade them?  Well,
//     We start from the second line (y = 1, x = 0) and take the average
//     of all of the pixels around each pixel.  In other words, We start
//     with the R value... We get the R value of every pixel around the
//     pixel we are on and then take the average of them.  If we get
//     8 pixels around us (top, bottom, left, right, topleft, etc..)
//     Then we take all of those values added up and divide by 8.  Now
//     we have the average R value of the surrounding pixels.  Now that new
//     R value (the average) is our pixels NEW R value.  We need to do that
//     for the G and B too!  (Remember, DIB Sections order is BGR though).
//	   We need to do that to every pixel above the coals (or to the height of the fire)
//     For Example:
//
//
//			Say we want to find the Value of Pixel "p" from pixels A - H
//			which are surrounding pixel "p"
//
//
//					A	B	C
//
//					D	p	E
//
//					F	G	H
//
//
//			So, now lets say that the RGB values for A - E are 0 0 0 (black)
//          BUT, F - H is orange (R = 255 , G = 128, B = 0).
//
//			Let's Find the new R value for the pixel "p".
//			To do this, we add up all the R values of A - H (not including p)
//
//			avgR = (0 + 0 + 0 + 0 + 0 + 255 + 255 + 255) / 8
//			avgG = (0 + 0 + 0 + 0 + 0 + 128 + 128 + 128) / 8
//			avgB = (0 + 0 + 0 + 0 + 0 + 0 + 0 + 0) / 8
//
//			Now we know that the new pixels RGB is going to be (95, 48, 0).
//			That is the new RGB value that we give to pixel "p".  Then, of course
//			we would move to pixel E.  and then the next one to the right of that...
//
//			Start at x = 0 and go until the width of the dib section, and then
//          increase y each time until you don't want to average the pixels anymore.
//          My fire only goes halfway up the screen and then stops.
//
//	That's it!  One quick tip though, it took me many hours to finally get find this
//  out.  Consider the line in AverageImage():
//
//	pImageBits[x + (((y + gFireIntensity) * 3) * (width + gDirection))]
//	which, without the mutations could be:
//  pImageBits[x + ((y + 1) * width)]
//
//	HINT: Make SURE you have at least y + 1.  If you don't have + 1 it won't
//  rise very well.  This is very important.  Try it without that and you will see why.
//  This took me a long time to figure out.  Without at least 1, it will be a pathetic fire.
//  If you increase 1 to 2, it will make a torch flame, as show in my demo (F2).
//
//	The more coals, the more it's going to rise because there will be more orange around
//  to average.  Right click and left click so you can see this.  Don't Clear the screen
//  Or else it won't work.  You need to leave the screen the same, it will eventually fade
//	out.  You will though, want to erase the coals on the bottom before you draw it.
//
//  That's pretty much it for fire.  All you are doing is averaging the surrounding pixels
//  for every pixel.  You can do many awesome effects with this knowledge.
//
//	Good luck!  Ask if you need more help, I probably didn't explain it very well.
//  I will eventually hopefully get some graphic examples of the process, until then, just
//  email me with questions
//
// © 2000-2005 GameTutorials

redpajama_set_name: RedPajamaGithub


text:
DP Curtis Clark Awarded Academy Sci-Tech's Bonner Medal
Cinematographer Curtis Clark, ASC was presented with the John A. Bonner Award at the Academy of Motion Picture Arts & Science's annual Scientific and Technical Awards ceremony on February 9. The award, which began in 1977 and is not awarded every year, acknowledges Clark's "dedicated work in helping to shape the future of motion-picture technology and educate the industry at large." Sixteen years ago, Curtis founded the ASC Motion Imaging Technology Council (MITC), which he continues to lead. Continue reading DP Curtis Clark Awarded Academy Sci-Tech's Bonner Medal
Unity Deepens Storytelling Workbench With CineCast Feature
By Rochelle Winters
At the Unite 2018 developers conference last week, Unity Technologies' head of cinematics, Adam Myhill, unveiled CineCast, a synthetic co-director for filming video games that has implications for narrative storytelling and sports broadcasts of all kinds. Myhill, with the help of four players and a stand-in director — professional gamer Stephanie Harvey — demoed the CineCast mode for "GTFO," a first-person shooter and the first property to use CineCast. Under Harvey's watchful eye, CineCast automatically and in real-time chose the best and highest quality shot to move the action forward, with Harvey making only a few, on-the-fly adjustments. Continue reading Unity Deepens Storytelling Workbench With CineCast Feature
ETC@USC Posts vETC 2018 Videos on its YouTube Channel
By ETCentric
The Entertainment Technology Center @ USC hosted its fourth annual virtual conference, "vETC 2018 | The Grand Convergence" June 27-28 at the Technicolor Experience Center in Los Angeles. This year's program highlighted talks in the artificial intelligence, immersive experience and adaptive production sectors. Thought leaders from the entertainment and service industries presented an insider's look into the emerging technologies disrupting everything from the creative process to business models and consumer behavior. Videos from the conference are going live for viewing on the ETCenterVideos YouTube channel and include presentations from Microsoft Azure, Technicolor, Equinix, Deluxe, Amazon Web Services, USC School of Cinematic Arts and Viterbi School of Engineering. Watch your daily eblast over the next few weeks for updates highlighting the vETC 2018 videos. Continue reading ETC@USC Posts vETC 2018 Videos on its YouTube Channel
The Entertainment Technology Center @ USC hosted its fourth annual virtual conference, "vETC 2018 | The Grand Convergence" June 27-28 at the Technicolor Experience Center in Los Angeles. This year's program highlighted talks in the artificial intelligence, immersive experience and adaptive production sectors. Thought leaders from the entertainment and service industries presented an insider's look into the emerging technologies disrupting everything from the creative process to business models and consumer behavior. Videos from the conference are going live for viewing on the ETCenterVideos YouTube channel and include presentations from Microsoft Azure, Technicolor, Equinix, Deluxe, Amazon Web Services, USC School of Cinematic Arts and Viterbi School of Engineering. Continue reading ETC@USC Posts vETC 2018 Videos on its YouTube Channel
Panavision: Lenses for Drones, New Filter Tech, 8K Workflow
Panavision made its Cine Gear Expo debut of the Millennium DXL2 8K camera, 8K workflow improvements, a customized optics system for specific use with drones and gimbals, four new large-format lenses and a technology demonstration of a major advance in filter technology. The new products, said Panavision chief executive Kim Snyder, are intended to evolve the ecosystem surrounding the Millennium DXL2. "We're building a bridge between products and processes," said senior vice president of innovation Michael Cioni. Continue reading Panavision: Lenses for Drones, New Filter Tech, 8K Workflow
Hulu Has a Big Emmy Night Thanks to 'The Handmaid's Tale'
Hulu had a breakthrough Emmy year, taking home five awards last night in addition to the three Creative Arts Emmys it won last week. "The Handmaid's Tale" was awarded the Outstanding Drama Series Emmy, marking the first time any streaming offering has won for the category. In addition to best drama, "The Handmaid's Tale" earned several additional wins: Elisabeth Moss took home Outstanding Lead Actress in a Drama Series, Ann Dowd was awarded for Outstanding Supporting Actress in a Drama, Reed Morano earned the Outstanding Directing award, Bruce Miller won the Best Writing Emmy, and Alexis Bledel was recognized as Outstanding Guest Actress. Continue reading Hulu Has a Big Emmy Night Thanks to 'The Handmaid's Tale'
Unity's Cinemachine Designed for Animation, Games, Movies
At the Unite Europe conference in Amsterdam, more than 1,400 game developers examined tools and innovations from game engine company Unity. Among those was the virtual camera system Cinemachine, which makes it easier for even neophyte content creators to get creative with animation, games, eSports, cinematics and movie pre-visualization. Unity's Asset Store offers free 3D models and environments, including the Adam character from last year's impressive tech demo. The engine also offers generic animations that can be applied to characters. Continue reading Unity's Cinemachine Designed for Animation, Games, Movies
Sony Reveals Details of its Full Frame Digital Cinema Camera
At Sony's Cine Gear Expo press conference, marketing and production manager Peter Crithary outlined available details of the company's upcoming addition to its CineAlta line of digital cinema cameras. Key to this CineAlta is that the entire camera is being built new, from the ground up, and that it will feature a large full frame sensor, the first of its kind aimed at professional movie makers. The full sensor, at 36x24mm compares to the more commonly used Super 35mm sensor, at 24x18mm. The camera will be available in early 2018. Continue reading Sony Reveals Details of its Full Frame Digital Cinema Camera
Panasonic Intros Compact, Lightweight Super 35mm Camera
Panasonic debuted its 5.7K cinema camera, the AU-EVA1, at Cine Gear Expo in Hollywood last week. The camera, which is meant to fill a gap between the Panasonic Lumix GH5 4K mirrorless camera and the VariCam LT 4K cinema camera, is aimed at handheld shooting, making it ideal for commercials, documentaries and music videos. The compact camera, which can easily fit in a backpack, weighs 2.65 pounds (body only), sports a newly designed sensor and will be priced under $8,000 when it ships in the fall. Continue reading Panasonic Intros Compact, Lightweight Super 35mm Camera
Tech Startups Pitch Innovative New Drone Concepts at CES
By Phil Lelyveld
The VR, AR and Robotics Pitch Competition at CES in Las Vegas included three drone-related entertainment tech startups. The Fotokite, from Zurich-based Perspective Robotics, is a tethered drone camera system. The $249 consumer version unfolds from an easy-carry tube and flies like a kite, but unlike a kite it works to maintain its position and camera angle relative to the handheld 'kite' tether. Dotterel "takes the drone out of drones" with technology that was developed to make it possible to record audio from a drone without the loud background buzz. And Boxfish Research showed a simple-to-operate submarine ROV with two universal camera mounts for capturing 360-degree video. Continue reading Tech Startups Pitch Innovative New Drone Concepts at CES
HPA Tech Retreat: The Production Workflow Incorporating HDR
A panel of cinematographers, a digital imaging technician and a camera manufacturer talked about HDR production workflow issues that begin in pre-production discussions. The panel's moderator, VFX cinematographer Mark Weingartner, asked the panelists if there were "fundamental differences between the ways we have been shooting and the way we need to shoot" for HDR. Cinematographer Bill Bennett, ASC noted that "since the inception of cinematography, we've been recording HDR images with film." Continue reading HPA Tech Retreat: The Production Workflow Incorporating HDR
NAB 2015: 360Heros and Freedom360 Unveil New GoPro Mounts
GoPro is the go-to camera for shooting low-cost VR experiences. Two vendors at the NAB Show are showing multi-camera GoPro mounts designed for a variety of VR shooting and display situations. There are different mounts for 2D and 3D capture, for 360 circle vision versus dome versus full spherical capture, and for high-resolution close-ups versus wide vista shots. 360Heros and Freedom360 both offer sealed rigs for underwater shooting down to 30 meters — as well as stitching and other post-production software and support with their mounts. Continue reading NAB 2015: 360Heros and Freedom360 Unveil New GoPro Mounts
NAB 2015: AMPAS Launches Global Standard for Color Encoding
By Don Levy
The Academy of Motion Picture Arts and Sciences used the NAB Show as the launch for the Academy Color Encoding System (ACES) — a free, open, device-independent global standard for color management and image interchange that targets digital production, mastering and long-term archiving of motion pictures. The Academy also announced the support of 22 leading companies that will participate in the ACES Logo Program, which was developed to "encourage consistent, high-quality implementations of ACES concepts and technical specifications throughout the industry." Continue reading NAB 2015: AMPAS Launches Global Standard for Color Encoding
Filmmakers Lobby Hollywood Studios to Help Save Kodak Film
A coalition of Hollywood studios is reportedly close to a deal that will help keep Eastman Kodak in the business of manufacturing film stock, despite the entertainment industry's move to digital production. Prior to the studios' promise to keep purchasing film, Kodak was considering closing its manufacturing facility in Rochester, New York. Quentin Tarantino, Christopher Nolan, Judd Apatow and J.J. Abrams were among the notable filmmakers who reportedly lobbied studio heads to save film. Continue reading Filmmakers Lobby Hollywood Studios to Help Save Kodak Film
Video Equipment Rentals Plans to Acquire Cameron Pace Group
Journalist and ETCentric contributor Adrian Pennington forwarded us news that Los Angeles-based Video Equipment Rentals (VER) will purchase 3D film and television leader CAMERON PACE Group (CPG). Led by James Cameron and Vince Pace, CPG is an innovator in 3D technologies and production services, including the FUSION 3D workflow system. VER, with headquarters in Glendale, California, has dozens of locations across the United States, Canada and Europe. Continue reading Video Equipment Rentals Plans to Acquire Cameron Pace Group
Page 1 of 212›

redpajama_set_name: RedPajamaCommonCrawl


We have African American Wigs for Sale. In fact, if you have been looking for African American wigs for sale, you can most certainly stop your search. After all, by stumbling across us at AfricanAmericanWigs.net, you have found wigs for sale for some of the best prices on the web.


text:
Great Oggie Run 2018
gloshawk
From the "Great Oggie Run 2018" series
Is it really that time of year again already? Well, hell yeah! It's time for the Great Oggie Run to dust off its daps and start to spring into action.
About Oggie
For those who are new to the idea, some background. Oggie is a running legend. He started blogging on here, as did many, in 2013 in the run up to the London Marathon. That was his first. Boy, did he take to it like a duck to water. Since then? Well, since then the records have tumbled. Last year he ran and he ran and he ran. Unbelievably, by the end of 2015, he was in the 100 Marathon Club. Not only is he an amazing runner, he is one of the most genuine blokes you could hope to meet.
About the run
In 2013, Oggie came up with the idea of us all running on one day. We ran where we could, and we ran as far as we felt we could. Location? Not important. Distance? Not important. What was important was that we all ran on the same day, and, through the Realbuzz bonds that unite, we ran together for a common cause.
We donate what we can to the cause, both in terms of miles and in terms of money. No distance or amount is too small. The cause is all.
About the cause
What cause? Well, the cause has always been one that means something to a buzzer. And because it means something to one, it means something to all. Because that's what we're like on this site; one and all. One and all.
In 2013, we ran for NASS. Gerry (Berlin Bolt) and Kathy (KickASKat) both have ankylosing spondylitis, and we ran to raise awareness of what is a debilitating condition. In 2014, we ran for Louie's Helping Hands, raising money for Tania's (TaniaT) godson.
This year? Well, this year we are raising money for Cardiomyopathy. Gaelle Bryant is the buzzer who has nominated this charity. There is no way that I could add anything to her story, and so below (About Duncan), I produce it word for word as she sent it to me.
About the date
We are going to run on the weekend of August 29/30th this year. Gaelle will be participating in the London2Cambridge 100k challenge that weekend, as part of a year of fundraising.
So, please put it in your diaries now, and make sure the daps are laced up tight! Again, remember the rule – there is no rule! You run/walk/cycle where you can, as far as you can.
About donating
Gaelle is aiming to raise £3000 for the charity this year. Buzzers around the country can help her do that. There is no entry fee, there is no recommended amount. Please feel free to give what you can.
The website is https://www.justgiving.com/GaelleSophie/
About the colour
Red! Red is the colour of Cardiomyopathy, so please wear as much red as you can. Take a photo, and then we'll upload them to our Facebook page.
https://www.facebook.com/Realbuzzers.run?fref=ts
These are Gaelle's words…
"Duncan and I met in 1995 when I did my year out at SmithKline Beecham as part of my degree. He was a very keen scientist working for the pharmaceutical giant GSK. He was a tall, very intelligent but very modest man who had lots of interests; one could ask him anything to do with military aeroplanes and he knew the answer. He loved astronomy too and was top class at pub quizzes. He was moderately fit who enjoyed playing 5 a side football and long walks.
In the spring of 2002, we were expecting our first child and his health started to deteriorate; one day he told me he was having difficulties climbing the flight of stairs at work as he was so breathless… As our first child was due imminently, he decided to wait until after the birth to go and see a doctor… Hugo was born in June 02 and two days later Duncan really felt unwell and was rushed to hospital. He was first diagnosed with ventricular tachycardia and then with cardiomyopathy, a weakness of the heart. He was fitted with an internal pace-maker defibrillator and we were told his life was not in danger. He took Duncan a few months to get used to his new medications and to accept his condition. Duncan who used to be a very lively person became quiet and withdrawn but slowly he was allowed back to work and was living a normal life again but he really missed his own independence. As he had a defibrillator fitted, he was not allowed to drive until doctors could prove the defibrillator hadn't kick in for two years… This was very very difficult for Duncan as he had to rely on me 100%. He also found it very hard not to be able to look after his own son as he found it stressful. I remember one day I asked him to give Hugo his bath and he bursted into tears; he so wanted to do it but felt he couldn't… After we talked about it, he told me he wanted to play with Hugo but he couldn't cope with the lifting and bathing so we came to a solution; I left him alone (I was just outside the bathroom though just in case) with Hugo playing together in the bath and i was dealing with all the lifting changing etc. I know this was really really hard for Duncan as he so wanted to help! The first year was a little hit and miss; some days Duncan felt very good, some days he felt very low but being allowed to go back to work (GSK were very good and allowed him to go back as a manager without having people responsibilities)… Once the right combination of medications were found, Duncan was living a normal life (apart from being able to drive and doing lots of activities) and life settled. By mid 2004, i was expecting our second child and Duncan was back at work full time and all was well. Unfortunately, this was not to last; on January 26th, 2005 he collapsed at work and life was never the same again. Despite receiving immediate CPR, and despite his internal defibrillator, his heart was in defibrillation for too long and his brain became deprived of oxygen for too long… He was in an induced coma for 8 weeks and never did he recover; he did wake up but was left in a vegetative state… His internal defibrillator had "kicked " him that day but its power wasn't strong enough to get Duncan's heart rhythm back to normal. The following few months were awful; I had to fight for his care as no one was looking after him properly in hospital; he needed a special care home… It took me weeks to get things moving and eventually on April 28th 2005, I received a phone call informing me Duncan had been transferred to a specialist home for people like him in Sawbridgeworth, not far from where we used to live. I remember that day very well as I was in labour when they called. I gave birth to Paul on that same day, at home so Hugo didn't have both his parents in hospital… The following 3 months were very very stressful as Duncan's health deteriorated; his heart couldn't cope and eventually all his other organs gave up… On August 26th 2005, exactly 6 months after he collapsed, Duncan passed away and it was such a relief… It is sad to say but we (his and my family and I) were relieved to see him gone as it wasn't a life… Seeing such a powerful strong tall man become such a powerless person in a matter of a few months was awful. All his muscles were giving up and he had to wear metal bars to stretch him out as his body only wanted to curl up…
It is very sad as he was such a loved, clever and well respected person both at work and outside work… He left behind two beautiful sons who might well be carrying this horrible disease too. At the present time, neither of the boys show any sign of a poor heart so no test has been carried out but we (both of them and I) know that they will need to be tested once they are fully grown men…
The boys have kept me going; they are the reason why I have stayed strong and positive… I have always been very open with them and they know exactly what happened. In January 2008, we planted two trees in Hatfield forest (as it was closed to where we used to live) to remember Duncan and his ashes lay there too… I wanted the boys to have a place to go to to remember their dad…and two living trees in the forest where we used to spend a huge amount of our time was much better than a grave somewhere… For the boys, they are "daddy Duncan's trees" and they love going back and visiting a few times a year. Both trees (an oak and a maple) used to be a 10 cm stick and now are growing amazingly well.
All this has made who I am today and I will never forget this…"
R-Day minus 11 18 Aug 2015
Other blogs by gloshawk
By our deeds, we are known.
The fifth carnation of the blog title. &nb...


text:
Smartvalue, Suzuki and Marubeni Entered into Carsharing PoC Contract
SMARTVALUE Co., Ltd. (Headquarters: Osaka, Osaka, Japan; Representative: Jun Shibuya, President and CEO; hereinafter "Smartvalue"), Suzuki Motor Corporation (Headquarters: Hamamatsu, Shizuoka, Japan; Representative: Toshihiro Suzuki, Representative Director and President; hereafter "Suzuki") and Marubeni Corporation (Headquarters: Chuo-ku, Tokyo, Japan; Representative: Masumi Kakinoki, President and CEO, Member of the Board; hereinafter "Marubeni") have entered into a joint contract. Together, these companies will conduct a Proof of Concept (hereinafter "PoC") for a carsharing service, utilizing shared parking lots as well as parking lots of Suzuki's car dealerships and focusing on users in suburban areas.
Through the PoC, all three companies will look to provide a carsharing service for use in everyday life that will be available near homes in suburban areas and feature the easy-to-ride compact car made by Suzuki. Meanwhile, Suzuki will strive to enhance the services provided to the customer within the carsharing service.
1. Background The world is currently experiencing once-in-a-century disruptive innovation in the automotive industry, which consists of the reformation of products, value chains and business models in each new technology field of "CASE" (Connectivity, Autonomous, Shared & Services and Electric) Carsharing, which is represented in CASE by the letter "S" and allows users to have access to a car whenever they need to without actually owning one themselves, is experiencing particularly rapid growth as an important factor in the composition of MaaS (Mobility-as-a-Service).
2. Details of the PoC
Below is a detailed program of the PoC:
Implementation of carsharing service utilizing "Kuruma Base", a Mobility-as-a-Service platform developed by Smartvalue.
Arrangement of vehicles to be used for carsharing services at parking spaces of Suzuki car dealerships and in surrounding suburban areas.
Though the PoC, Smartvalue will promote its own platform service "Kuruma Base" and investigate market needs for carsharing. Suzuki will acquire knowledge of carsharing and explore potential Suzuki car users for its future business development. Marubeni will seek new business opportunities in the reformed automotive industry with the sharing economy as one of its primary focus areas in "CASE".
Commencement of PoC: Autumn, 2019 (scheduled)
Period of PoC: Approximately 1 year
Area of PoC: Toyonaka, Osaka
3. What is "Kuruma Base"? "Kuruma Base" is a service provision system platform based on a monthly subscription fee developed by Smartvalue for companies engaged in Mobility-as-a-Service business, such as carsharing. The service consists of an onboard device, operating console on the cloud, smartphone application and operating outsourcing support. "Kuruma Base" has adopted a virtual key system as one of the most important factors for its Mobility-as-a-Service. This system makes it possible to virtually authorize a limited number of persons access to a car for a limited period of time.
SMARTVALUE
Company Name: SMARTVALUE Co., Ltd.
Representative: Jun Shibuya, President and CEO
Address: 2-3-2, Utsubohonmachi, Nishi-ku, Osaka
Established: June, 1947
Capital: JPY 959,454 Thousand (as of June 2019)
Business: Cloud solutions Business, Mobile business
Website: https://www.smartvalue.ad.jp/en/index.html
Company Name: Suzuki Motor Corporation
Representative: Toshihiro Suzuki, Representative Director and President
Address: 300, Takatsuka-cho, Minami-ku, Hamamatsu, Shizuoka
Established: March, 1920
Capital: JPY 138,161 Million (as of March 2019)
Business: Production and sales of Automobiles, Motorcycles, Outboard Motors, Motorized Wheelchairs, Residential etc.
Website: https://www.globalsuzuki.com/
Company Name: Marubeni Corporation
Representative: Masumi Kakinoki, President and CEO, Member of the Board
Address: Tokyo Nihombashi Tower, 2-7-1, Nihombashi, Chuo-ku, Tokyo
Established: December, 1949
Business: Marubeni Corporation and its consolidated subsidiaries use their broad business networks, both within Japan and overseas, to conduct importing and exporting (including third country trading), as well as domestic business, encompassing a diverse range of business activities across wide-ranging fields including food, consumer products, chemical & forest products, energy & metals, power & plants projects, and transportation & industrial machinery. Additionally, the Marubeni Group offers a variety of services, makes internal and external investments, and is involved in resource development throughout all of the above industries.
Website: https://www.marubeni.com/en/
https://www.appguard.us/press/trustica-smartvalue-suzuki-marubeni-carsharing


World of Goo was undoubtedly one of the breakout stars of WiiWare and was released to rave reviews. It's pretty amazing that it was created by basically a team of two, and apparently it was released for WiiWare and PC on the same day (the Mac release followed shortly after). Since then it's been ported to smartphones and tablets, which makes sense since the touchscreen is an ideal interface.
As I've mentioned several times, I'm really not a fan of "physics-based" puzzle games as they seem to really just be an excuse to force a crap ton of trial-and-error into a game. World of Goo avoids this for the most part in that in terms of just getting through a stage the focus is more on the puzzle aspects. Each stage has an "OCD" requirement (e.g. some minimum number of moves required) which shifts the game to be much more about trial and error with precise timing, but they're optional achievements. I didn't bother with those, but even then there were definitely places where specific trial-and-error building and timing were required and the game really sagged and lost all momentum.
The game has a nice, clean aesthetic and soundtrack, and there's a palpable sense of anarchy in the satirical setup and story. The story is generally amusing, although, as is often the case with anarchists, seems unfocused in the disparate collection of topics it ranges over that just seem to fall under the fairly broad heading of "corporate evils". About two-thirds of the way through, a new aesthetic and some new mechanics are introduced that don't seem to really have much to do with the rest of the game and seem shoehorned in just to add some variety. 2DBoy's follow-up, Little Inferno (which I quite enjoyed) had a much narrower scope and mechanics, but made its point with much more of an impact (and in some ways actually feels like a retelling of World of Goo).
Although I didn't personally really enjoy the game much, I can see why it got such high ratings and I appreciated what the developers accomplished. Given my enjoyment of their second game, I'm very curious to see what their next game will be. No word on that yet, though, it seems.
- Apparently the game isn't the first bridge-building game. There was a game from 2000 aptly named Bridge Builder.
- Complete text of the game, on GameFAQs.


Sometimes, the computer crashes and the desktop disappears , the filethat you desperately needed. And it so happens that you accidently deleted the file. In such a situation it is imperative to know how to recover these files.
You start by looking in the Basket. As a rule, it stores the recently deleted files, and it is possible that your file is there. If he's there, then click the right mouse button. Select "Restore". After these steps, your file will be moved to the place where it was deleted. If your file is not in the basket, then you engage in more complex actions.
Use file recovery freeware Recuva. For a start download it from the Internet and install. To do this, open the downloaded file and click "OK" and then click "Next". After you accept the license agreement the program will start the installation. After the installation click "finish" on your desktop desktop will appear a shortcut, which you can use to open the program.
Open the program and click "Next". In the resulting window you will be prompted to choose the type of your file, i.e. picture, music, document or anything else. If you don't know or don't remember the file type, click "Cancel".
Select the location from which was deleted the required file. This means that if your file was on drive D, then you need to choose the D drive, if on removable media – Removable disk.
Click the "Analyze" button and the program will show you those filesthat it can recover. Locate the file you want and put it near the bird, then click "Restore".
Select in the popup window place where you want to restore the file, and then click "OK". If the file is restored, you will see a window that will tell you about this. After that, open your file and test it.
Unfortunately, you can not restore all files. In such a situation is to call home specialist.


Handcrafted in Sydney, this elegant Art Deco inspired white gold ring features a cabochon cut pink tourmaline set in the centre of a round black onyx gemstone. A timeless and striking design.
Ring size N (Australia & UK), 6 3/4 (US), 53 1/2 (Europe), 14 (China), 17mm inner diameter. Refer to our Ring Size Guide to help determine your size. Complimentary resizing, please email us to advise your ring size.
9 karat white gold, pink tourmaline and black onyx.
This ring can be custom made in yellow or rose gold, and with other central gemstones. If you would like to enquire about customising this ring, contact us and we will be happy to help.


Colour Pro Style Clipper is rated 5.0 out of 5 by 3.
Rated 5 out of 5 by Neddy68 from Happy I have Wahl clippers and this is my set to take away with me. It has a more comfortable grip and works great. Good price.
Does this come with the 2mm attatchment or is 3mm the smallest attatchment?
Hi Kirby, I purchased these clippers a few months ago and it is a great little kit, unfortunately 3mm is the smallest attachment with this kit.


text:
A Commission For RHS Hampton Court Palace x Smart Meter Garden
We designed and handcrafted a bespoke steam bent bench for the Smart Meter Garden at RHS Hampton Court Palace Garden Festival.
As part of our bespoke services, the Tom Raffield team have created a unique design for Matthew Childs' Smart Meter Garden at RHS Hampton Court Palace Garden Festival.
Here's what Matthew Childs, award-winning garden designer, had to say about his 'Best in Show' installation...
The words: 'we all want to help our planet, but sometimes to make big changes we have to start small' haven been laser etched on to our spiralling steam bent bench.
TR: What are you trying to achieve with the installation?
MC: It's important to me that the gardens I design have a strong and clear message behind them, it's how I try and make sense of the complex issues in the world. The Smart Meter Garden reflects the impact of climate change which has very much been at the forefront of my mind in recent years.
Sometimes issues such as climate change can seem so large that individually we can feel helpless to make a difference. My aim is to bring people together in this garden, set out the problem in front of them, but allow them to leave with the confidence to make small changes, and collectively we can make a big difference.
Matthew Childs used just one species of tree - a variety of Birch - to celebrate the importance of trees in dealing with climate change.
The main feature of the garden is the fountain, which is designed to form a mirror in which visitors can feel empowered about their ability to make a difference.
TR: Tell us about the inspiration and idea behind the Smart Meter Garden?
MC: The garden is inspired by a quote from philosopher and artist:
"The one who plants trees, knowing that he will never sit in their shade, has at least started to understand the meaning of life"
- Rabindranath Tagore.
We used planting trees and their ability to reduce the CO2 in the atmosphere as a metaphor for getting a smart meter - we hope to portray that small, individual changes can have a much wider reaching impact on the environment.
The Tom Raffield bench which encircles the garden has been laser etched with the words 'we all want to help our planet, but sometimes to make big changes we have to start small'. We hope this phrase resonates with the public who come to visit the garden at Hampton Court Palace Garden Festival and sit on the bench. The message hopes to insight that the small changes we can all make will make a big difference to the future of the planet in the long term.
A steam bent Tom Raffield bench encircles the edge of the garden, providing visitors with a place to sit and reflect on the meaning of the installation and enjoy its message.
TR: How do you hope people will react to your garden?
MC: I'm hoping the garden will provoke a range of emotions from shock and concern, to calm reflection and a sense of empowerment. Some people will love the contemporary, experimental style of the garden, others may not, but the important thing is that it makes visitors think and opens a dialogue around the climate emergency. I want people to leave the garden feeling that there are achievable things we can do to reduce CO2 in the atmosphere.
find out more about our bespoke services
Matthew Childs' water feature comes to life with bright lights and steam that rises to evoke the production of greenhouse gases.
TR: Why was it important for you to create this project?
MC: As someone who loves gardens and the natural environment, I am passionate about protecting it. This garden has been a wonderful opportunity for me to personally understand more about climate change, its causes, and get behind an initiative which I feel has the potential to make a really positive contribution towards helping the environment.
Matthew Childs stands in front of the fountain in his Smart Meter Garden, with our Tom Raffield steam bent bench rising and falling behind.
TR: Why do you think people should get a smart meter?
MC: I believe the issue of climate change is an emergency situation and we should all be doing whatever we can to help. Getting a smart meter to me feels like a very easy thing to do with the potential of making a tangible positive impact.
I believe it can only be a good thing if we are individually better informed on how we use energy in our homes. I can also see how better informing the people who plan our energy resource would result in a more efficient supply which integrates more renewable sources of energy.
Do you have a bespoke project in mind? Get in touch to find out how we can bring your designs to life.
Interview courtesy of The Smart Meter Garden sponsors - Smart Energy GB.
Words by Matthew Childs.
Photography via BBC, KLC School of Design and social media channels.


Ca. ein Zentimeter der Gewindegänge wird mit flüssiger Gewindedichtung versehen, danach sind die Bolzen fertig vorbereitet zur Montage.
Oryginalna tabletka Viagry zawsze ma niebieski kolor, to jeden z jej ,,znakow rozpoznawczych", znanych na calym swiecie. Jest w ksztalcie rombu o delikatnie zaokraglonych katach. Po obu jej stronach musza byc wygrawerowane inskrypcje – na jednej stronie bedzie to nazwa firmy Pfizer, na drugiej informacja o dawce leku, czyli "VGR 25", "VGR 50" lub "VGR 100". Musisz rowniez wiedziec, ze tabletka Viagry nie ma smaku, poniewaz jest powlekana, dlatego nie poczujesz zadnego charakterystycznego doznania smakowego podczas jej polykania.
The full glance of your web site is excellent, let alone the content!
Appreciation to my father who told me concerning this web site, this web site is truly amazing.
I got this site from my pal who informed me about this website and at the moment this time I am visiting this site and reading very informative posts at this time.
Having read this I believed it was rather enlightening. I appreciate you spending some time and effort to put this informative article together.
If you would like to improve your knowledge simply keep visiting this web site and be updated with the most up-to-date gossip posted here.
Hello, I want to subscribe for this web site to obtain hottest updates, thus where can i do it please assist.
Useful info. Fortunate me I discovered your web site by chance, and I am stunned why this accident didn't happened in advance!
helpful and it has aided me out loads. I hope to contribute & aid different users like its aided me.
I needed. I most unquestionably will make sure to do not disregard this site and give it a glance regularly.
now on. I want to encourage continue your great writing, have a nice evening!
excellent works guys I've included you guys to our blogroll.
I'm inspired! Extremely helpful information specially the final part :) I handle such information much.
the comparison of newest and preceding technologies, it's remarkable article.
to my followers! Great blog and fantastic style and design.


As I was sitting in a bar this evening, sipping on my Fritz-Kola, waiting for friends who would not come, I was reading Donald Ducks. I came across a picture of Scrooge McDuck, berating his nephew Donald for falling asleep at work.
Scrooge McDuck didn't get rich for no reason. He spends less than he earns, he earns a lot and he knows the value of money.
It's no surprise that he has the attitudes of a wealthy duck. He has a solid work ethic and is a good businessman.
It's a shame that Donald doesn't take his advice to heart, because then he might become just as successful as his uncle. In the story, they monetize Donald's expertise in napping however, and they co-run a successful business.
Scrooge's beratement contains some solid advice. It's to wake up early if you want to be successful. Unlike his nephew, I'm heeding his advice and I've set my alarm clock at 5AM.
Waking up early does wonders for your day. It gives you a full morning to accomplish your goals, spend time on hobbies or to improve yourself.
Wake up early. It makes you a master. When I wake up tomorrow, I'm going to take a cold shower, eat red meat and I'm going to go swimming in cold water for the second day in a row. Then I'll be ready for my day.
My tomorrow will involve working at the gas station, physical excercise and studying. I'm training a new colleague at work, which is a great opportunity for me to learn something about teaching.
Maybe I'll write about that. If you like reading my blog, you can subscribe via e-mail. Stay tuned for my upcoming e-book Lessons from University, where I give you 10 universally applicable tips to live a more productive, happy life.


Vanessa Thorpe is the Marketing and Business Coordinator with the firm and directly supports a wide range of projects including UNICEF, 253 Broadway, The Billie Holiday Theatre and PS 19Q. Vanessa developed the design for and manages the MBB website. She is instrumental in developing marketing materials and generating the firm's project proposals.
Vanessa holds a Bachelor of Arts in Art History from the University of Florida and an Associate of Applied Science in Accessories Design from the Fashion Institute of Technology.
Vanessa joined Murphy Burnham & Buttrick in 2011.


The biggest STL Culture event yet! The show will include the hottest local Hip-Hop and R&B performing artists blazing the stage, creative visual artists displaying jaw-dropping artwork, a fashion show models ripping the runway, dance battle, & a beat battle that'll capture your ears & hearts. Come catch a vibe with STL's finest!
DJ Flightt @93flightt & DJ Kimmy Nu @djkimmynu will be LIVE in the mix!


I've received so many photo's from your European Football Weekends that I've decided to break them down into countries. Thanks for sending them in and keep them coming.
Belgian EFW legened Pat went to the semi finals of the Dutch Cup between FC Twente Enschede v NAC Breda. This is their version of the Anfield gates.
I don't like stadiums that are named after products. I am prepared to wave this theory when a club names theirs after a local beer though eg the Grolsch Veste.
Pat tells us the atmosphere inside for this match gave him a semi.
FC Twente Enschede fans with their flag of Steve Mclaren who let us not forget has guided them to dizzy heights and lives in an old windmill in the hills of old Enschede.
Pat also went to see Cambuur Leeuwarden v Excelsior Rotterdam (27:03:09) in the Dutch Eerste Division.
A cracking match with a cracking atmosphere which isn't always the case in this division.
Thankfully the ref dished out two red cards which sent the home crowd into a bit of a frenzy.
Oh you've got to love this! Our mates from Belgium -Steven and Pat (does he ever work!?) - went to see Kozakken Boys v VV Bennekom (28:02:09). Here's Steven with the EFW logo!
The Kozakken Boys play in the top tier of Dutch amateur football.
The lads went there because they liked the name. Perfectly sound explanation in my book.
Nothing special about the game according to Pat but they had a great day out. That's what it's all about lads! All to often the actual football gets in the way of a good day out.
Hold on a second - what have we got here!? Only a cheeky Kozakken Boys clock outside the stadium. Simply splendid!
Right pay attention at the back. This is one of the three grounds that we'll be visiting in the great EFW meet up in October 2009. It's the Willem II Stadion in Tilburg. Our pal Gary Marson went there (04:02:09) to see them go down by the odd goal in three to Volendam.
Gary met up with Willem II fan Joris at the match. Hopefully Joris is the man who is going to point us in the right direction to a few nice pubs in Tilburg for our meeting. Beer and European football - what is not to like!?
Gary also took the opportunity to take in the local derby in Rotterdam. Feyenoord v Sparta (03:02:09). Here are the Sparta fans.
Andy back in Holland shock! This time he was at the Philips Stadion for the PSV v NAC Breda match. They love an acronym in The Netherlands don't they!? It finished 2-2 (24:01:09).
EFW regulars Andy (Motherwell) and Ray (Brentford) attended the Utrecht 3-3 Sparta funfest (25:01:09) at the Stadion Galgenwaard.
Ray told me that there was an interesting 'aroma' in the air. This may have explained why Andy and Ray were the two most excited chaps in the ground as the goals were flowing in. Everybody else was just 'too relaxed' to care.
They both love the laid back approach to Dutch football. Something we'll be soaking up in for our EFW meet up in Tilburg later this year.
We're off to the Goffertstadion courtesy of our man Patrick who attended the NEC Nijmegen v Udinese match in the UEFA Cup (18:12:08).
The home fans were superb throughout.
...Feyenoord v Lech Poznan in the UEFA Cup. Not a bad couple of days eh!?
FANtastic! Lech Poznan took around 5,000 fans to the match and sung from start to finish.
....which must have pleased this lot.
Kilmarnock fan Murray went the Vitesse Arnhem v PSV match at the Gelredome (14:12:08).
The PSV fans. Bit of a disappointing turn out eh!?
Here's Murray soaking it all up.
Patrick - who is our becoming our resident Dutch correspondent - jumped across the border again this Friday from Belgium into the Netherlands to bring us these photos from Excelsior Rotterdam v FC Dordrecht (22:11:08).
The travelling FC Dordrecht fans.
The Stadion Woudestein hosts Dutch Jupiler League action. Jupiler for the uninitiated is a beer and of course they sell it in the ground. Which is nice.
Check out the moody weather. Dedications what you need.
Our chum Patrick nipped over the border from Belgium to Holland (07:11:08) to see FC Dordrecht take on FC Den Bosch.
FC Dordrecht are nicknamed 'Schapekoppen' which amusingly translates to 'Sheepheads'.
The travelling Den Bosch fans in the corner.
Aside from the scoreboard, this loon also entertains the fans at Telstar. Go on my son!
Either they are building a new stand at Telstar or the Go Ahead Eagles fans didn't take too kindly to their defeat.
Thanks to our friend Patrick (Royal Antwerp fan) for sending these in. It's called the Schoonenberg Stadion if you ever want to pay a visit.
Whisper it quietly but we all have a floodlight fetish don't we!? If not then this shot of one at the De Kuip, Rotterdam may help turn you. Feyenoord fans get to marvel at this every other week.


Off season, the opening days and times for the cave and the monastery are unpredictable, as they are designed to accommodate groups of pilgrims and cruise-ship tours rather than individual visitors. Neither place is public. The cave is enclosed within a convent, and the monastery is just that. It's best to consult the tourist office or the travel agent listed in "Planning a Trip" for the open hours on the day of your visit (the times given below are for the peak season May-Aug). To visit both places, appropriate attire is required, which means that women must wear full-length skirts or dresses and have covered shoulders, while men must wear long pants.
The road to Hora is well marked from Skala, but if you're walking, take the narrow lane to the left just past the central square. Once outside the town, you can mostly avoid the main road by following the uneven stone-paved donkey path, which is the traditional pilgrims' route to the sanctuaries above. And if you have taken this much trouble to get to Hora, hang around awhile -- it is really quite a delightful old town with many mansions from the 17th and 18th centuries.


FCVideo have been specialists at filming sporting events and shows since 2005. We currently provide non-league football clubs with video coverage, giving the management teams a valuable coaching tool, and through posting match highlights online, enhance the relationship with the supporters. We also video school & theatre/dance groups productions, producing a lasting memory of these events, and a potential fund raiser.
Shortly after moving into their new home ground at Arbour Park, Slough Town FC asked us to help them enhance their fans' experience with video highlights and post match manager interviews.
We filmed all the home games in their 2017/18 promotion winning season, and now cover their National League South games, with our footage also being used to show highlights on the league's official website.
Additionally, we have provided animated GIFS to the club to use on the new scoreboard, as well as on Social Media when the Rebels score.


text:
iRobot Roomba 800 Vacuum Cleaner Announced
3:15 pm November 12, 2013 By Roland Hutchinson
Robot vacuum cleaner maker iRobot has announced their latest robot vacuum, the iRobot Roomba 800, which the company says is their most advanced Roomba to date.
The new iRobot Roomba 800 comes with a new way of cleaning, instead of using brushes, it uses a new AeroForce cleaning system, which according to the company improves cleaning by fifty percent.
"Bristle brushes have been around for a hundred years. With these new AeroForce Extractors, we've invented a completely different way to clean your floor," said Colin Angle, chairman and chief executive officer of iRobot. "With the Roomba 800 Series and AeroForce technology, iRobot is disrupting the floor care category yet again."
"With more than a decade of cleaning homes around the world, iRobot understands consumer needs and the wide range of challenges associated with robotic floor care," said Christian Cerda, senior vice president and general manager of the Home Robots business unit at iRobot. "In doing that, we deliver a system that takes care of itself and cleans up to 50 percent better than previous Roomba models."
The iRobot Roomba is now available in the US priced ar $699.99, you can find out more details over at iRobot at the link below.
Source iRobot
Filed Under: Gadgets News, Technology News


I already have a book-keeper and an accountant. What can FCA Solutions do that they can't?
This table is an example of a typical situation. In some cases your book-keeper or accountant may carry out some of the tasks that we could carry out. This would not be a problem.
If my company used you as a freelance finance director would you have to become a director of the company?
No, we use the term director loosely to describe the level of advice we give. We do not expect to become board directors of the companies we advise, although sometimes we are asked to take on this role.
How does a freelance or outsourced finance director differ from a virtual finance director?
Strictly speaking a virtual finance director is one that works remotely, preparing management accounts and other reports electronically. Whilst we do work in this way when it is appropriate, we normally carry out most of our tasks at our clients' premises where we can work face to face with management and team members. For this reason we prefer to use the terms "freelance" or "outsourced".
Do I need to develop a Business Strategy for my company?
Do you know what you want your business to be like in three years time?
Do you have clear goals and objectives to help you achieve that vision?
Is your business making as much profit as you would like?
Does your business provide you with a lifestyle that you are happy with?
Are your employees aware of your vision and committed to helping you achieve it?
Are you able to make business decisions quickly and confidently?
Are your business objectives integrated into your budgets and employee targets?
If you can't answer "Yes" to most of the above questions, you would probably agree that you need to develop a Business Strategy.


text:
Watsonville artist's design chosen as Monterey County's first official flag
The flag shows Pinnacles National Park's peaks, California's red star, Colton Hall, a condor flying over farm fields, the coast and a cypress tree.
Watsonville artist's design chosen as Monterey County's first official flag The flag shows Pinnacles National Park's peaks, California's red star, Colton Hall, a condor flying over farm fields, the coast and a cypress tree. Check out this story on thecalifornian.com: https://www.thecalifornian.com/story/news/2018/08/28/watsonville-artists-design-chosen-monterey-countys-first-flag/1126381002/
Joe Szydlowski, Salinas Californian Published 5:05 p.m. PT Aug. 28, 2018
This flag was chosen as Monterey County's first official flag by the board of supervisors Tuesday. Designed by Priscilla pays homage to farming, Pinnacles National Park, native wildlife and Colton Hall, where the state's first constitution was signed.(Photo: MONTEREY COUNTY)Buy Photo
Monterey County now has its own official flag, designed by a Watsonville woman and approved unanimously by the board of supervisors Tuesday.
The flag shows Pinnacles National Park's peaks, farm fields, California's red star, a California condor flying over the land and a cypress tree, said Rosemary Soto, management analyst for Monterey County.
Anchoring it is Colton Hall in Monterey, where California's first state constitution was drafted, she said.
The winning flag, among 24 submissions, was designed by Priscilla Martinez, said Luis Alejo, chair of the board.
It was one of four finalists considered at the supervisors' meeting Tuesday.
The contest didn't include any prize winnings, other than bragging rights, Alejo said.
The board didn't want to use public money as a gift, even for a contest winner, he explained.
Depending on the size and quantity of flags used, it could cost between about $500 and $2,300 to order them and their flag poles, Soto said. The plan calls for three flags, two outdoors at the county's headquarters and its Schilling Drive campus. In addition, one flag would be used for the supervisors' chambers.
Supervisors decided to begin accepting entries earlier this year for the county's first flag, according to a staff report for Tuesday's meeting.
The appointed Flag Selection Committee picked four finalists, two of which tied for third place, out of 24 submissions, Alejo said.
After they were selected May 31, the designs were refined in collaboration with the committee and a pro-bono graphic artist, Soto said.
In some cases, they wanted more of Monterey County's history included in the design, Alejo said.
"Monterey has the richest history of any county in the state," Alejo said.
That includes its Native American heritage, its time as a capital for the Spanish Empire's California province, Monterey's role in drafting the state's first constitution, biodiversity and more.
Much of that is represented in the flag, Alejo said.
"It will now be a symbol of pride for our local residents and future generations," he said.
The flag makes Monterey County the 25th county to establish its own official flag, Alejo said.
View the other three finalists below:
This is one of four finalists for the official flag of Monterey County. (Photo: MONTEREY COUNTY)
Read or Share this story: https://www.thecalifornian.com/story/news/2018/08/28/watsonville-artists-design-chosen-monterey-countys-first-flag/1126381002/
Drivers say someone near Crazy Horse shooting cars
Woman gets 15-years-to-life in 2018 slayings
Sheriff's K-9 tracks man accused of hit-and-run
DA: Man called police on himself after chase
DA: Man fatally shot in Big Sur wanted in murder
King City man drowns at Lake Nacimiento