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Persona 4 Golden: All Characters You Can Romance (A Special Lady)
November 7, 2017 Leave a comment Dating
How To Get True Ending In Persona 4 Golden And Unlock Secret Dungeon?
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A Persona 4 Golden Modder Is Bringing Light to the World By Letting You Date Yosuke
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The Persona franchise has always handled romance well, even in the games without Social Links. But not every Social Link is a hit, and some romances are honestly better left untouched. Both of them scrape the bottom of the barrel with conflict and neither girl has anything resembling a natural or engaging relationship with the protagonist. She has daddy issues and mommy issues, with the main character acting more as a distant observer than ever. Through the player, Ayane grows out of her shell, slowly gaining not only confidence but stronger individuality as a person. Plus, she looks like a kid. At the same time, she does manage to develop a decent romance with the main character. While Marie is insufferable for most of the game, P4G does give her enough direction to end the game… better. Not great, but certainly better.
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I have never played a Persona game before. As it happens, this is not a standard review. In fact I can see why the consensus is so positive. And after-school activities. Lots of those. Following the player-named protagonist as he travels from the city to the small town of Inaba to stay with his uncle Dojima and cousin Nanako, P4G takes place across an entire school year. Helped by the cheery yet enigmatic entity called Teddy, its up to you and your friends to battle through the dungeons of this alternate world and rescue those victims.
Because yes, it is weird, but perhaps the strangest thing is how the writing and world-building makes it all seem so eerily commonplace. Teamwork and friendship are huge themes in Persona 4 Golden, standing by one another and risking everything for your friends.
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This includes new characters, events, and content. Among the most elusive is the difficult battle with the Velvet Room attendant, Margaret. Not only do you need to complete the game once and be on a New Game Plus playthrough, but you also need to fully be on the path to the True Ending. The Persona series is already known for having punishing optional boss fights against supportive characters, and Margaret is by no means an exception.
It's the group date on ps vita persona 4 golden dating multiple girls in golden takes place in inaba. Webdate is blocking 53k georgian voter registrations.
With Personal 5 Royal on the horizon, you might be getting ready for your first foray into the mysterious Metaverse. Instead, Revelations sticks with the horror theme of the original Shin Megami Tensei series, expanding on the high school setting of Shin Megami Tensei If…. By now this instalment of the series looks a bit drab, and the battle system, while it established some of the elements that by now make Persona combat so refreshing, like negotiating with enemies to various effects, reached its limit fairly quickly.
Before that, the story was deemed too dependent on an understanding of Japanese culture, and contained too much potentially offensive content to work for Western audiences. While this part of the series introduced the ability to summon Persona, it gave up on negotiations, which is, of course, a shame in hindsight. The story is pretty convoluted, featuring Nazis, Mayan cultists and prophecies of the end of the world. There are no huge differences between Persona 2: Innocent Sin and Persona 2: Eternal Punishment, as the idea to this sequel was born during the development of the main game and uses many of its assets.
Eternal Punishment is set in an alternate timeline to Innocent Sin, and Maya, a team member from the previous entry, becomes the protagonist here. Eternal Punishment improves over its predecessor by finally giving you both summons and negotiations in battle, and it uses an interesting rumour system. It can be argued that the individual placements of Persona 3, Persona 4 and Persona 5 on any ranking of the franchise come down more to personal preference than gameplay elements: in all three of them you fight monsters called Shadows in a world parallel to our own, you capture Persona and create and manage them in the Velvet Room.
Please click here if you are not redirected within a few seconds. Persona 4 golden dating rise. Persona 4 golden dating chie Kirk: persona 4 golden some time. Scrolls, if. The gathering – duration. October 11, sun, you.
Listen, I already know what happens at the end of Persona 4, and have To stay up to date with the latest PC gaming guides, news, and.
We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. To learn more or opt-out, read our Cookie Policy. Shin Megami Tensei: Persona 4 is an unlikely candidate to spawn a franchise.
The game, which debuted on the PS2 in , tells the story of a group of high school friends in a small Japanese town who investigate a string of murders while also fighting off mysterious demons. And now comes Persona 4: Dancing All Night , a game about fighting evil through the power of dance. The game takes place shortly after the events of Persona 4 , and centers around Rise Kujikawa.
The narrative is very straightforward and not interactive in any way; you just keep tapping X to move the story along luckily the writing and acting are great. Because in the world of Persona 4: Dancing All Night , the best way to ward off evil is to express yourself through dance. The main story mode is surprisingly heavy on the story, and while I enjoyed it a lot, it's hard to imagine anyone not already into Persona 4 slogging through so much dialog just to get to the dancing.
Really, this is a game that's all about fan service; if you haven't played the original, there's not a lot for you here.
Persona 4 Golden was the highlight exclusive JRPG of the PlayStation Vita, and while I loved playing the game portably, the PC release has brought new life to the game thanks to its addition of HD resolutions and higher framerates that make this port the definitive way to experience the infamous murder mystery surrounding the foggy rural town of Inaba. PC players brand new to the Persona franchise are in for quite the treat with Persona 4 Golden.
Upon learning that the killer is murdering their victims by pushing them into a TV and into another world, you and your newfound companions set off to this other to investigate, using the spiritual powers of your personas to stop the killer and uncover the truth.
It takes a life/dating sim, dungeon crawler and Dragon Quest Monsters:Joker and squooshes them all together to create Persona 4. It's weird actually, because.
When Persona 4 hit the PC on June 14, the mod scene didn't waste any time getting to work. One mod that's currently in the works will allow players to date the main character's best friend, Yosuke, when it's finished. You can't date members of the same sex in Persona 4 Golden, plus some of the characters—Yosuke especially—are fonts of gay "jokes" and gay panic. It really brings down an otherwise top-tier RPG experience. Hopefully, the Yosuke Romance mod by "MadMax" will help alleviate those issues, if not delete them entirely.
The mod already shows some promise: The available footage shows only a few lines of dialogue and some vocal repetition, which MadMax says has already been cleaned up , and they seem to fit Yosuke's character. Something Editor-in-Chief Kat Bailey and I have discussed more than once on the Axe of the Blood God podcast is how Persona 4 Golden's lack of a same-sex dating option is disappointing, as is Yosuke's homophobia being played for laughs.
This mod might kill two Teddies with one stone.
We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. To learn more or opt-out, read our Cookie Policy. The audio, which has Yosuke confessing his love for the protagonist, has haunted fans for years and we have spent a lot of time mourning the loss of romanceable Yosuke. Now that Persona 4 Golden is on Steam , the gates for mods has flung wide open.
When Persona 4 hit the PC on June 14, the mod scene didn't waste any You can't date members of the same sex in Persona 4 Golden, plus.
Greetings, PC friends! Persona 4 Golden is all about being a teenager blessed with an extraordinary power to fight back against a growing supernatural evil. The player protagonist and his friends take it upon themselves to solve a bizarre murder mystery while at the same time maintaining their social and academic obligations as high school students. Taking place in the sleepy, rural town of Inaba, the player protagonist is sent to live with his uncle and attend a new school while his parents work abroad for the year.
His arrival to the sleepy burg coincides with a scandalous affair between a government official and a newswoman that escalates to accusations of murder after the woman is found dead, her body hanging unnaturally from an antenna. When the next victim is a student at the high school, our hero and his growing circle of friends launch their own investigation into the murders and their connection with a local legend. Persona 4 is a game in two parts: one part dating sim and one part dungeon crawl.
Outside of school, part-time jobs serve as a great resource for spending money and personal growth. Spending time with people establishes and cultivates Social Links. Party members and NPCs are divided among the different aspects of the tarot and by spending time with them and listening to their woes, the bonds between the two characters will grow. Social Links add dimension to the people whose lives the protagonist comes in contact with and learns their unique personal flaws.
Peer pressure, personal traumas, and a lack of self-confidence are concerns that prevent these people from taking charge of their lives, and maxing their Social Link rank empowers them to overcome various emotional hurdles.
Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page.
A site to help guide you through the Persona 4 Golden game. Route – Lover's Flag. You date until Lv 8 where you either break the social link or become friends.
Sega is looking forward to port more games on Steam this year. The Japanese gaming studio released a single title on Steam in June this year. The game in question is Persona 4: Golden. Their early success made Sega realize the strength of digital PC sales that experienced a surge due to the pandemic. Furthermore, video games were the only driving force of income during Quarter 1. The Japanese firm also houses other entertainment bodies apart from video games.
Yet, the figures were better than that of last year.
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The two major limitations of Golgi–Cox method are that staining takes very long time and it is inconsistent. In this paper we describe a modification of the Golgi–Cox method, in which the tissue blocks were maintained at 37 ± 1°C during chromation for only 24 h and consistent staining of neurons in rat brain sections were observed. The method is simple, reproducible, rapid, inexpensive, and provides uniform staining with very good resolution of neuronal soma, dendrites as well as spines.
The classical Golgi method for staining neurons in the brain was first developed by Camillio Golgi (Golgi, 1873 in Mazzarello, 1999). Subsequently, the great neuroanatomist Ramon y Cajal (1909) applied the technique to demonstrate previously unimagined neuronal morphology virtually in all parts of the nervous system. However, the main drawback of the method is inconsistency of impregnation of the stain into the neurons resulting in reduced specificity, reproducibility, and success rate (Globus and Scheibel, 1966; Pasternak and Woolsey, 1975; Zhang et al., 2003). Several modifications of the method have been tried which include variations in pH (Bertram and Ihrig, 1957; Gonzalez-Burgos et al., 1992; Angulo et al., 1994), application of vacuum (Friedland et al., 2006), coating of brain blocks with egg yolk (Zhang et al., 2003), use of microwaves (Armstrong and Parker, 1986; Marani et al., 1987; Zhang et al., 2003) and variations in temperature of the tissue incubating medium (Armstrong and Parker, 1986; Berbel, 1986; Marani et al., 1987; Angulo et al., 1994). These modifications were aimed at faster staining process by decreasing the time for staining, reducing precipitation, promoting uniform crystallization, increasing reliability, and reproducibility of staining neurons by the Golgi method.
The Golgi–Cox method has been frequently used to stain neurons in both less myelinated, younger as well as in more myelinated, older rat brains. As compared to Golgi method the advantage of Golgi–Cox method include increased probability of staining more number of neurons (Scheibel and Tomiyasu, 1978); it is also reported to be better than the rapid Golgi method for studying neuronal dendritic morphology (Buell, 1982). However, the duration of impregnation of stain using Golgi–Cox method has been reported to be between 14 and 80 days (Rutledge et al., 1969; Glaser and Van der Loos, 1981; Zhang et al., 2003), depending on whether whole brain or smaller blocks of brain were used for staining, i.e., primarily depending on the thickness of the tissue block (sample). Thus, apart from inconsistency and lack of uniform, reproducible results, requirement of exceptionally long time to achieve neuronal staining is another major disadvantage of both the Golgi and Golgi–Cox methods, which practically limits the use of these methods.
One of the possibilities to overcome the shortcomings of the Golgi–Cox method mentioned above could be by increasing random motion of the metallic ions in the staining solution facilitating their influx and deposition within the neurons; thus reducing the time required as well as increasing the success rate of more stained neurons and reproducibility of results. Here we describe a simple and inexpensive modification where we raised the temperature of the Golgi–Cox solution in which moderately thick slices of brain were incubated only for 24 h and that gave us significantly more impregnation of stain and consistently excellent results in terms of stained neurons.
Experiments were conducted on inbred male wistar rats (250–300 g) maintained in their standard home cages under 12:12 h light/dark cycle with food and water ad libitum. The experiments were approved by the Institutional Animal Ethics Committee (IAEC) and every effort was made to minimize the use of number of animals and their sufferings. Four rats were deeply anesthetized with over dose of ketamine–xylazine (80–32 mg/kg, i.p.) (Chandra Bhagat Pharma Pvt Ltd, India) and then intracardially perfused with 0.1 M phosphate buffered saline (PBS, pH 7.4). For comparison and to differentiate if blood and perfusion play any role in staining, another four rats were sacrificed by cervical dislocation followed by decapitation. All the brains were removed, washed with distilled water followed by with freshly prepared Golgi–Cox solution (Rutledge et al., 1969). The brains were placed in a 1-mm brain slicer (WPI, USA) and three 5 mm thick coronal blocks A, B, and C were prepared (Figure 1). Each of those coronal blocks was further cut into two equal mirror halves by giving a longitudinal cut along the midline. Thus, a total of six blocks labeled as A1, A2, B1, B2, C1, and C2 were obtained (Figure 1).
Figure 1. A rat brain showing how four coronal and one sagittal cuts were given to obtain six blocks from each rat brain.
Each tissue block was placed in separate cotton lined dark colored glass bottle containing 25–30 ml freshly prepared Golgi–Cox solution. Bottles containing blocks A1, B1, and C1 were maintained in an incubator at 37 ± 1°C for 6, 12, and 24 h, respectively, while bottles containing blocks A2, B2, and C2 were incubated at 26 ± 1°C for 6, 12, and 24 h, respectively. Thus, all other conditions, except temperature, were identical in the two groups; hence the groups served as control for each other. At each time point one block (say A1) from 37°C and the corresponding contralateral block (in this case A2) from 26°C were taken and processed simultaneously; blocks B1, C1 and B2, C2 were processed similarly. This strategy ensured comparisons between sections from comparable brain areas from the same animal treated under identical conditions except that of change in the incubation temperature. As it will be seen later, since the results of intracardial perfused brain samples and that of brains taken out without intracardial perfusion were comparable after 24 h incubation, only the latter samples were treated for 6 and 12 h. We treated the three separate blocks of tissues for 6, 12, and 24 h in the Golgi–Cox solution and four such repetitions were conducted.
Further, to confirm if the temperature was affecting primarily the permeability of the stain resulting in increased staining efficiency, we kept separate brain blocks in Golgi–Cox solution containing sodium dodecyl sulfate (SDS) or Triton X-100. In separate sets, brain blocks as mentioned above were incubated at 37 ± 1 and 26 ± 1°C in Golgi–Cox solution containing either 0.1 or 0.2% SDS or 0.5% Triton X-100 (Table 1). Since the results of perfused brain after 24 h incubation in Golgi–Cox solution were similar (Figure 2) to those of non-perfused brain, rest all the studies were conducted on the latter only.
Table 1. Completely filled neurons in 200 μm thick sections prepared from 5 mm brain blocks treated under various conditions.
Figure 2. Stained neurons in sections prepared from brain blocks incubated at 37 ± 1°C for 24 h. Sections (A) and (B) were prepared without perfusion of the brain, while sections (C) and (D) were prepared after intracardial perfusion of the brain with 0.1 M phosphate buffered saline (PBS) at pH 7.4. (A) and (C) at ×100 magnification, while (B) and (D) at ×400 magnification of the area marked on (A) and (C), respectively, showing completely filled neurons.
1.	Rinsed twice (5 min each) in distilled water to remove traces of impregnating solution.
2.	Dehydrated in 50% alcohol for 5 min.
3.	Kept in ammonia solution (3:1, ammonia:distilled water) for 5–10 min.
4.	Rinsed twice (5 min each) in distilled water.
5.	Kept in 5% sodium thiosulfate for 10 min in dark.
6.	Rinsed twice for 2 min each in distilled water.
7.	Dehydrated twice (5–10 min each) in 70, 80, 95% ethanol and 99% 1-butanol, cleared in toluene and mounted in DPX on gelatinized slides.
The slides were allowed to dry at room temperature and were observed under a microscope (Nikon Eclipse E400, Japan and Olympus BX51, Japan) at low and high magnifications. Images were captured using a charged coupled device (CCD) digital camera (JVC, Tokyo, Japan and MBF CX9000) attached to the microscope using dedicated software Image-Pro Plus 5.1.1 (Media Cybernetics, Silver Spring, USA) and/or Neurolucida 9 (MBF Biosciences, USA).
The intensity of black staining of neurons in the sections was visually compared under microscope. In our pilot studies no nucleation of black stain was observed until 4 h incubation; however, significant number of completely filled neurons was seen after 24 h of incubation at 37°C. Hence, in this study we chose to incubate the brain slices at 37°C and 26°C for 6, 12 and 24 h in the staining solution. The following criteria were adopted for identification of staining for evaluation.
i)	Staining was considered to have been initiated if visible black spot (nucleation) could be distinctly identified inside the neurons without spilling over to the surrounding; the latter (not many though) was considered due to neuronal damage or non-specific artifact.
ii)	Neurons were considered completely stained if the soma, axons, and dendrites could be seen well demarcated by the impregnated black stain without spilling outside the neurons.
For quantitative estimation, five to six sections from each category (6, 12, 24 h in 26 and 37°C) were observed under microscope (×100 magnification). Every section was divided into two equal zones from the center; outer one was considered cortical while adjacent inner part was considered as sub-cortical (Figure 3). In each section four to six frames (Figure 3) were taken at random from cortical and sub-cortical regions (640 × 480 pixels or 220 × 170 μm) using CCD camera (JVC, Japan) attached to the microscope (Nikon Eclipse E400). On an average about 26 ± 2 images were taken from sections of each category. We counted the stained neurons under various conditions as defined above using dedicated software Image-Pro Plus 5.1.1 (Media Cybernetics, Silver Spring, USA). Stereoscopic view of sample neurons was also observed by tracing soma, dendrites, and axons in 3-Dimension (3-D) using Neurolucida software (MBF Biosciences, USA). The neurons were viewed in different planes and were captured using a digital camera (MBF CX9000) attached to the microscope (Olympus BX51, Japan). Dedicated software Neurolucida 9 and Neurolucida Explorer (MBF Biosciences, USA) were used to reconstruct 3-D view (X1000) of the neurons from the captured pictures, which may be conveniently used for qualitative and quantitative analysis.
Figure 3. Photomicrograph (×20) of Golgi–Cox stained section prepared from a block incubated for 24 h at 37 ± 1°C. Dashed line defines the boundary between Cortical (C) and sub-cortical (SC) zones. Stained neurons were counted within randomly selected rectangular areas as shown in the figure and explained in the text.
Early sign of nucleation (filling of neurons with black products) started appearing after 6 h of incubation of the blocks at 37 ± 1°C, while no such sign was visible in the sections prepared from blocks incubated at 26 ± 1°C (Figure 4).
Figure 4. Stained neurons in cortical sections at ×20 (left panel) and ×100 (right panel, magnified view of the marked area on ×20) prepared from brain blocks incubated in Golgi–Cox solution for 6 h (A–D), 12 h (E–H), or 24 h (I–L) at 37 ±?1°C (A,B,E,F,I,J) or at 26 ± 1°C (C,D,G,H,K,L) showing temperature and duration of incubation are critical for staining.
By 12 h of incubation at 37 ± 1°C although many significantly filled (black) neurons could be seen in the cortical region of the sections; in very few sections partially filled neurons could be occasionally seen in the sub-cortical regions only. After 24 h of incubation almost all the stained neurons were completely impregnated with black stain in both the cortical and the sub-cortical regions of the sections prepared from tissue blocks incubated at 37 ± 1°C. However, the number of completely filled neurons in the sub-cortical region was significantly lesser than those in the cortical region (Figures 4–6). Under higher magnification (×1000), nice and clear dendritic spines could be seen against a clear background in sections obtained from the blocks incubated at 37 ± 1°C for 24 h (Figure 6). Such results from blocks incubated at 37 ± 1°C were uniformly distributed throughout the sections and were consistent in all the sets of experiments irrespective of intracardial perfusion or not. Detail morphology of stained neurons in 3-D is shown in Figure 7.
Figure 5. Stained neurons (×100) in sections through cortical (A and C) and sub-cortical (B and D) areas after incubation of the brain blocks for 24 h at 37 ± 1°C (A,B) and at 26 ± 1°C (C,D) are shown. All the sections showed completely filled neurons at the end of 24 h incubation at 37 ± 1°C; however, very few neurons can be seen after incubation at 26 ± 1°C.
Figure 6. Stained neurons or parts in sections from cortical areas of brain blocks incubated at 37 ± 1°C for 24 h are shown under various magnification in (A–C); while after incubation for 24 h at 26 ± 1°C are shown in (D–F). (A) and (D) are at ×100; the areas marked on (A) and (D) are shown at ×400 in (B) and (E), respectively. The areas marked on (B) and (E) have been shown at ×1000 in (C) and (F), respectively; spines can be clearly seen in (C) but not in (F).
Figure 7. Photomicrographs in one focal plane at ×100 of stained neurons incubated at 26 ± 1°C (A) and 37 ± 1°C (B) for 24 h are shown. Several such traces taken in different planes have been reconstructed automatically by Neurolucida 9 and Neurolucida Explorer 9 and are shown in (C) and (D) as 3-D solid images. Magnified view of neuron in (A) and (B) are shown in (C) and (D), respectively. Scale bar = 25 μm.
In contrast, the brain tissue blocks kept at 26 ± 1°C showed none or negligible staining after 12 h of incubation. However, after 24 h incubation at 26 ± 1°C, inconsistent between experiments and incomplete staining of a few neurons could be seen occasionally, discretely spread mostly in the cortical regions of the sections; insignificant number of partially stained neurons could be seen in the sub-cortical region (Figures 4–6). Qualitative comparison between control and experimental sections are shown in Tables 1 and 2. Quantitative analysis of number of neurons stained in different brain regions under various conditions has been shown in Figure 8. Stereoscopic 3-D view of a neuron with its morphology and projections are shown in Figure 7, which may be conveniently used for further analysis.
Table 2. Effects of varying duration and temperature of incubation of the brain tissues on impregnation of Golgi–Cox stain into the neurons.
Figure 8. Total number of completely filled neurons in cortical and sub-cortical brain areas in 26 ± 2 frames (as described in text) after incubation of the brain blocks at 37 ± 1°C and 26 ± 1°C for 6, 12, and 24 h are shown.
Neither SDS nor Triton X-100 in the incubating medium improved the staining quality. The staining quality was comparable when the tissues were incubated at higher (37 ± 1°C) or lower (26 ± 1°C) temperature as described above, irrespective of whether they were incubated in medium containing SDS or Triton X-100 (Table 1). Similarly, perfusion of the brain with PBS was also of little consequences and gave comparable results when incubated at the higher (37 ± 1°C) or lower (26 ± 1°C) temperature. These observations suggested that the improvement of staining was primarily due to the increased temperature of the tissue incubation medium.
Golgi–Cox stain is one of the powerful techniques to study the neuronal morphology in brain sections (Ramon y Cajal, 1909). However, its major drawbacks are it is much time consuming to get the results, taking several weeks to more than a month; the results are not uniform, inconsistent and prone to high failure rates (Globus and Scheibel, 1966; Zhang et al., 2003; Friedland et al., 2006). In this study we incubated the brain tissues in classical Golgi–Cox solution at different temperatures and observed that incubation of the tissues at normal body temperature 37 ± 1°C overcame those drawbacks. The effects due to the presence of blood and its constituents or due to perfusion with PBS were ruled out by using the brain taken out with or without perfusion with PBS. Similarly, to rule out the effect of membrane damage the brain tissues were incubated at various temperatures in medium with or without SDS and Triton-X 100 and the results were comparable. Thus, the findings suggest that the only factor to reduce the time for the stain to impregnate into the neurons was the incubation temperature at 37 ± 1°C.
Incubating brain blocks in the Golgi–Cox solution at 37°C dramatically reduced the time required to achieve complete and uniform staining of neurons. Sections obtained from contralateral blocks of the same brain kept in Golgi–Cox solution at 26°C were used as control. While excellent staining was achieved within 24 h in blocks incubated at 37°C, very few completely stained neurons could be seen in homotopic areas in blocks kept at room temperature (26 ± 1°C). Since perfusion of the brain with PBS, and incubation of the tissues in medium containing SDS or Triton-X100 produced comparable results when incubated at the same temperature, neuronal membrane damage causing influx of the stain may be ruled out. A possible rationale for such efficient staining is likely to be due to faster movement of the metallic molecules present in the Golgi–Cox stain solution at the higher incubation temperature. At higher temperature the rate of movement and kinetic energy of the metallic ions in the Golgi–Cox stain solution would facilitate to increase staining in reduced time. Variations in incubating temperature have been tried earlier but those did not yield better results. Earlier studies used various temperatures in the form of heat (Berbel, 1986; Angulo et al., 1994), microwave (Armstrong and Parker, 1986; Marani et al., 1987; Zhang et al., 2003), etc; however, temperature around 37°C for shorter time as that of in this study was not tested. Although a critical temperature (37°C) improved staining, we cannot comment from this study what specific role the temperature might be playing in this process. It may be noted that the body fluids are composed of a large number of metallic and non-metallic ions, which exchange through the cellular membranes. Also, the body temperature in the homeotherms is set at a unique (magic) number close to 37°C. Whether optimum ion transport through biological membrane has any bearing on evolutionary and physiological significance with the set temperature for thermoregulation in warm blooded animals is an open question.
Several methodological modifications of Golgi–Cox staining process have been attempted in the past, e.g., varying duration of incubation of the tissues in the Golgi solution and multiple impregnations (Millhouse, 1969), changes in pH of chromatin solutions (Bertram and Ihrig, 1957; Gonzalez-Burgos et al., 1992; Angulo et al., 1994), vacuum immersion of the tissues (Friedland et al., 2006), use of single sections for staining (Landas and Phillips, 1982; Gabbott and Somogyi, 1984), use of microwave energy (Armstrong and Parker, 1986; Marani et al., 1987; Zhang et al., 2003), and changes in temperature (Berbel, 1986; Angulo et al., 1994). Instead of blocks, use of individual sections (Landas and Phillips, 1982; Gabbott and Somogyi, 1984) are tedious and suffer from additional drawback that neurons stained in one section can not be followed in the next section as they may remain unimpregnated. In other methods (Table 3), the earliest complete staining of blocks could be obtained after at least 5 days unlike within 24 h in this study. Although in one study using solution (not Golgi–Cox) at 60°C, staining within 24 h has been reported (Marani et al., 1987) with some other shortcomings though, since, it was not physiological temperature, it has more chance to alter architecture of neurons after staining. In all those methods up to 3 mm thick brain blocks were incubated in the staining solution, where as in our study we have used 5 mm thick blocks. Further, in most of those modified methods 80–150 μm sections were studied under microscope. However, in our study we could use 200 μm or thicker sections, which allow successfully following the extent of projections of stained neurons to increased depth. Thus, our method is significantly more advantageous for tracing neuronal projections and to study their synaptic connections for longer depth in 3-D. These properties and advantages could be used to study the connections between neurons located in areas which have been physiologically identified, e.g., in sleep, wake, and REM sleep modulation.
Table 3. Comparison of impregnation of Golgi stain into the neurons under various conditions used by different authors.
The results obtained in this study were reproducible and were not seen in the controls. Further, the findings were independent of tissue, animal, and area of the brain tissue being stained; hence, they cannot be due to non-specific artifacts. Another possibility of faster staining of neurons could be due to longitudinal sectioning of the brain tissue. However, such argument cannot be supported by the observation that the cortical neurons were stained first than the sub-cortical neurons; this study does not allow us to comment on this aspect.
Incubating the brain tissue around body temperature at 37 ± 1°C improved Golgi–Cox staining efficiency and reduced the time of staining, which were the primary drawbacks of using Golgi–Cox method. This modified protocol should allow the researchers to significantly increase their turnover in studying the anatomical connections between neurons located in different anatomical regions and whose functions might have been known. It will facilitate studying arborizations as well as spine counting on neurons, including whose anatomical connections and physiological identifications, e.g., wake, sleep, REM sleep, memory, etc has been established. Additional significant advantage of this modified method lies in the fact that it does not require any specialized equipment or chemicals.
Funding from Indian agencies viz. Council of Scientific and Industrial Research, Department of Science and Technology and UGC-Capacity Build Up are acknowledged.
Angulo, A., Merchan, J. A., and Molina, M. (1994). Golgi-Colonnier method: correlation of the degree of chromium reduction and pH change with quality of staining. J. Histochem. Cytochem. 42, 393–403.
Armstrong, E., and Parker, B. (1986). A new Golgi method for adult human brains. J. Neurosci. Methods 17, 247–254.
Berbel, P. J. (1986). Chromation at low temperatures improves impregnation of neurons in Golgi-aldehyde methods. J. Neurosci. Methods 17, 255–259.
Bertram, E. G., and Ihrig, H. K. (1957). Improvement of the Golgi method by pH control. Stain Technol. 32, 87–94.
Buell, S. J. (1982). Golgi-Cox and rapid golgi methods as applied to autopsied human brain tissue: widely disparate results. J. Neuropathol. Exp. Neurol. 41, 500–507.
Friedland, D. R., Los, J. G., and Ryugo, D. K. (2006). A modified Golgi staining protocol for use in the human brain stem and cerebellum. J. Neurosci. Methods 150, 90–95.
Gabbott, P. L., and Somogyi, J. (1984). The "single" section Golgi-impregnation procedure: methodological description. J. Neurosci. Methods 11, 221–230.
Gibb, R., and Kolb, B. (1998). A method for vibratome sectioning of Golgi-Cox stained whole rat brain. J. Neurosci. Methods 79, 1–4.
Glaser, E. M., and Van der Loos, H. (1981). Analysis of thick brain sections by obverse-reverse computer microscopy: application of a new, high clarity Golgi-Nissl stain. J. Neurosci. Methods 4, 117–125.
Globus, A., and Scheibel, A. B. (1966). Loss of dendrite spines as an index of pre-synaptic terminal patterns. Nature 212, 463–465.
Golgi, C. (1873). Sulla struttura della sostanza grigia dell cervello. Gaz. Med. Lomb. 33, 244–246.
Gonzalez-Burgos, I., Tapia-Arizmendi, G., and Feria-Velasco, A. (1992). Golgi method without osmium tetroxide for the study of the central nervous system. Biotech. Histochem. 67, 288–296.
Landas, S., and Phillips, M. I. (1982). Staining of human and rat brain Vibratome sections by a new Golgi method. J. Neurosci. Methods 5, 147–151.
Marani, E., Guldemond, J. M., Adriolo, P. J., Boon, M. E., and Kok, L. P. (1987). The microwave Rio-Hortega technique: a 24 hour method. Histochem. J. 19, 658–664.
Mazzarello, P. (1999). Camillo Golgi's scientific biography. J. Hist. Neurosci. 8, 121–131.
Millhouse, O. E. (1969). A Golgi study of the desending medial forebrain bundle. Brain Res. 15, 341–363.
Pasternak, J. F., and Woolsey, T. A. (1975). On the "selectivity" of the Golgi-Cox method. J. Comp. Neurol. 160, 307–312.
Ramon y Cajal, R. (1909). Histologie du System Nerveux de I'Homme et des Veertebres. Madrid: Instituto Ramon y Cajal, 774–838.
Rutledge, L. T., Duncan, J., and Beatty, N. (1969). A study of pyramidal cell axon collaterals in intact and partially isolated adult cerebral cortex. Brain Res. 16, 15–22.
Scheibel, A. B., and Tomiyasu, U. (1978). Dendritic sprouting in Alzheimer's presenile dementia. Exp. Neurol. 60, 1–8.
Zhang, H., Weng, S. J., and Hutsler, J. J. (2003). Does microwaving enhance the Golgi methods? A quantitative analysis of disparate staining patterns in the cerebral cortex. J. Neurosci. Methods 124, 145–155.
Published online: 28 December 2010.
Copyright: © 2010 Ranjan and Mallick. This is an open-access article subject to an exclusive license agreement between the authors and the Frontiers Research Foundation, which permits unrestricted use, distribution, and reproduction in any medium, provided the original authors and source are credited.


The academic year consists of 32 Saturdays in total. The first two weeks of the Diagnostic and Alignment sessions are followed by five terms, with each term consisting of six Saturdays. Classes are held on Saturdays during term time and also during some half terms. Please see term dates below.
Each Saturday, students spend one hour on Maths and also one hour on English. They spend two hours on the Science subjects, except for GCSE students who are taking Triple (Separate) Science, who spend three hours on Science instead. All Science options cover Physics, Chemistry and Biology, irrespective of the Science Award – Core, Additional or Triple. KS3 and GCSE classes are usually held between 9.00am and 2.00pm. GCSE students who enrol for Triple Science usually stay for an extra hour. We are in the process of introducing afternoon sessions, from 1.30pm to 6.00pm, for KS3 and GCSE students.
AS and A2 students spend 1.5 hours per subject each Saturday and a student can do up to 4 subjects on a Saturday. Classes start at 9.00am and some classes are scheduled for the afternoon and do not finish until about 4pm or later. There are a maximum of 5 students per class and tuition is focused on each individual student in accordance with their exam board. A programme is established for the student after the initial Diagnostic and Alignment sessions.
Using BACS, transfer the money directly into our account. Or if using telephone banking ask your bank to transfer it. Please see our account details below. Please use the student's full name as a reference.
Credit Card payment: you can telephone us to make payment by credit or debit card. Alternatively, you may request an invoice by e-mail and then use either a credit or a debit card to make payment online via Google Checkout.
Go into your own bank and ask them to transfer the money into our account or visit any branch of Barclays Bank and pay the money directly into our account – see our account details below.
Please note that we have to receive the cheque at least one week before the course starts.
P.S. For more information and to see how our classes can transform your son's or daughter's performance in school and their examination results, please watch our new video.
We hold regular open days but in addition to this we also have an open door policy whereby parents can visit on a Saturday. Parents and students have the opportunity to attend with their family and to meet the teachers who will be happy to discuss any questions or issues.
Our GCSE Maths tuition and GCSE Maths revision classes provide the boost that young people need in order to improve their confidence and boost their Maths exam grade at GCSE level. Over the years, we have helped many students to achieve a significant improvement in their GCSE Maths exam grades.
Maths is an essential subject at GCSE. Maths comprises a key element and is a core subject at GCSE. Those who wish to study Maths at A level may be unaware that there is an enormous leap between GCSE and AS Level Maths. However, that is exactly what Excel in Key Subjects is here for – to cushion that jump.
We are here to help. We know Maths is a tricky subject for many, and often that extra bit of tuition is just what a student needs to gain that much needed confidence and skill. Our students are upheld and guided by our teachers through every step of the way, leaving no room for confusion or underperformance.
Grade guarantee – our promise to you. You deserve the results you pay for. Predicted grades are matched, or your money back.
Students who study Maths at our Saturday school range from those who are working at a B grade and would like to improve it to an A or A*, to those who are borderline D and E grades who are striving to obtain the critical C grade. The backgrounds of our students vary widely; ranging from students who attend Independent Schools to students who attend Grammar and Comprehensive Schools.
Those who are bright but are not performing to their full potential. This is usually due to a lack of motivation on the part of the student or inadequate teaching. Typically, they are in the higher set in school; these students are working at a B grade with the possibility of slipping to a C or lower.
We have worked with them to achieve an A and A* grades using traditional but inspirational teaching methods delivered by teachers who love' Maths.
In school, this set of students are either in the higher set and struggling to stay there but there is a distinct possibility of being moved to a lower set, where the maximum grade they can achieve is a C. Some of them are actually in the lower set, working at D/C borderline. There is a possibility of being moved to the higher set in school, thereby giving them the opportunity to achieve a grade that is better than a C.
We have assisted those who are in the higher set to consolidate their position in that set and to go on and achieve a B or even an A grade. We have helped those who are in the lower set to improve their performance and in some cases have become involved in liaising with the student's school to recommend raising their tier.
Not everyone has mathematical talent. Some students try their best but lack the instinct to tackle mathematical problems. There is a tiny minority in which bad performance is due to their school/teacher or home experience. These students are in the lower set and the best grade they are likely to achieve at GCSE is a C grade and there is no certainty that they'll achieve even that.
By simplifying and clearing the fear' of Maths, we have helped this set of students to make the C grade a reality.
https://excelinkeysubjects.com/subjects/ This link leads to all of the subjects when clicked EXCEPT Maths and Psychology, which are the only two subjects that have their own landing pages.


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Home › SECActions › Cross-Border Access – A Cooperative Approach
Cross-Border Access – A Cooperative Approach
T. GormanPosted on March 08, 2007 Posted in SECActions
Last week, Erik R. Sirri, SEC Director of Division of Market Regulation, gave a speech offering suggestions and discussion points for a cooperative approach to enable foreign exchanges and foreign broker-dealers to conduct business within U.S. boarders. http://sec.gov/news/speech/2007/spch030107ers.htm Mr. Sirri set the stage for discussing the issue, which the SEC originally raised 17 years ago, by highlighting the economic realities of the financial services industry and its continued growth, pointing to the recent alliances and mergers among exchanges; the advancements in technology in leveling the global playing field; and the evolution of regulatory oversight in foreign jurisdictions. He outlined the US securities structure and its three major components, corporate issuers, securities exchanges, and broker-dealers focusing on the SEC's mandate to protect investors. The tension, of course, is how to satiate US investors' growing appetite for foreign securities, which they can already obtain, and adhere to the SEC's mandate. Mr. Sirri suggested that it is time for the SEC to consider a cooperative approach that would "reduce costs and frictions of obtaining foreign securities in the US, without jeopardizing investor protection for US investors. In fact, we may be able to work cooperatively with foreign regulators to raise standards for investors in all of our markets."
The proposed approach relies on the SEC's authority to provide exemptions to the securities laws. As Mr. Sirri explained, in 1996, Congress gave the SEC exemption authority from "any of the provisions of the Exchange Act and impose appropriate conditions on their operation." The SEC could, therefore, determine whether in the public interest and consistent with its investor protection mandate, certain foreign exchanges and broker-dealers should be exempt. Mr. Sirri set forth several suggestions for conditions that should apply to any exemption: recognized jurisdiction; notice to investors; foreign securities only; US membership limited to broker-dealers; fair access; coordinated oversight; and recordkeeping, reporting and disclosure. Mr. Sirri's comments are further detailed in a paper authored by Ethiopis Tafara, SEC Director of the Office of International Affairs, and Robert J. Peterson, Senior Counsel for the Office of International Affairs. Ethiopis Tafara and Robert J. Peterson, "A Blueprint for Cross-Border Access to U.S. Investors: A New International Framework," 48 HARV. INT'L L.J. 31 (2007) (forthcoming, Winter 2007) available at http://www.harvardilj.org/online/90
In essence, it is not difficult to imagine that any resulting rules for such exemptions will require successful applicants to submit to or already be governed by some system designed to ensure investor protection.
‹ Series: SEC Enforcement Program 2007, Projecting Trends and Key Issues (Part V)
SEC Continues to Target Account Intrusions ›

redpajama_set_name: RedPajamaCommonCrawl


The game is probably more obviously jankie then ever but you can consider it (or more specifically its current incarnation) complete. I raised the enemy count to 50 and they now move around. Both you and they can now be hit by blasts. When they get shot 10 times they die and when you get shot 20 times you die. There is also now some minor amount of animation for the enemies (they twitch when they get shot and lie down when they die) and comparatively better but still noticeably incomplete animation for you. You can now crouch with the Ctrl key. The first person camera takes your animation into account and follows your head. Thats all for now. Bye.
I got around to doing a bit more and you can now rewind at double speed or even make time move forward at double speed. Really any time speed works now but just for the sake of making it displayable on a progress bar or whatever you call it I capped it at -2 and +2. The game was already setup in a way that I could have made it rewind at any given speed already but it took a little more work getting time to move forward at a speed faster then regular real time well still having what happens during that time rewindable at any speed. It actually didn't take any time at all to figure out how to do it but I got stuck on a small detail when implementing it which I'm still not sure why it was a problem. Anyways it works now.
I also made a bunch of other improvements though I don't completely remember for sure what I did before and after the last time I posted so I might be forgetting things or mentioning stuff that was already in the game. Whats probably most noticeable is that slow rewinding is smoothed out and it doesn't look like your watching a slide show anymore. I reworked the camera (again) so when in first person you can see your body/feet like you could at first and the third person camera is over the shoulder now so your character doesn't block your view of your aim. The transition from first to third works a bit better also. I had to rework how the direction of your blasts where decided to make it functional with the over the shoulder camera which in turn improved first person aiming a bit (you might have noticed before that along with the intentional inaccuracy your shots also always hit lower then they should have). The time line is now a complete 30 minutes. Run speed is a bit faster. I think everything else was mostly just little tweaks.
The game now has slow motion.
There is another bar on top of the timeline one that you can dial up and down using the mouse wheel to increase and decrease the speed of the game. All the way to the right means your playing forward at full real time speed, dead center means the games paused (there is a line down the middle to make it clear where that is), all the way to the left means your moving backwards in time at the same speed and anything between will make the game go at the appropriate speed (75% of the way down the line will for example leave the game moving forward at half speed).
Just like with rewinding there are some small and likely unoticeable things that arent yet being properly handled when messing with time but its pretty much fully functional and should take me to long to deal with the last few loose ends.
I increased the cap on the time line by 50 so you can play non stop for roughly 28 minutes and rewind all the way back. I also fixed up the transparency of the impact effect that shows up when a blast hits a wall which previously didn't work correctly during a rewind. I also made some little changes and tweaks to gravity and shooting and a few other little things and added a cross-hair and reworked the camera a bit.
TimeFrack: Its a lot like TimeShift.
Screw it. I'm not really in the mood for writing tutorials and besides I'm not especially good at it. If anyone wants help with making a game just ask me in the comments. Now on with the game. Neither you or the other characters can be harmed yet but you can shoot and so can they and all of the movement collision detection is setup and most importantly rewinding time is functional.
For controls use WASD to move, hold shift to run, tap Q to switch from first and third person views, Hold E to rewind time (You cant rewind past the beginning and similarly the game wont let you play past the end of the time line which is visible at the bottom of the screen) and use the mouse to aim and any mouse button to shoot.
I'm really happy with the movement. I did a few things a little bit differently then I usually do and I'm really happy with the results. It probably isn't particularly noticeable (though it likely will be more so later in slow-mo) but there is real momentum to your movement. So if your moving left and then start moving right it has to first slow down your momentum going in that previous direction and then build up more in the new one. Even completly changing directions doesnt take to long and the controls still feel responsive but when you compare it directly with another game that has exact controls it really does feel more natural. Also rather then leaving you in complete control of your movement well off the ground or making it based completly on momentum when you first jump/fall its actually a little bit of both (took a few tries to get the balance right but I think its good now) which i think worked out really well. Pushing enemy characters by bumping into them works fairly well also.
I'm not going to go into detail about making 3d meshes or textures right now but I will supply you with some to use.
Now lets get back to working on the game and use those art assets. Open up the project again and here's what you've got to do in Main.cpp to load up everything and get your character moving round. I commented the hell out of it so even if you just copy and paste it all at once hopefully it will make sense. It will be easier to read from within the IDE.
//now declare the variables that we are going to need to use.
//I want to play in fullscreen without changing the resoltution and GetSystemMetrics is a good way to find out what the current desktop resolution is.
//dark gdk identafies 3d objects by a number and you cant assign multiple objects to the same number so I number them by the order there created in so you can check what the next available number is by keeping track of how many objects already exist.
//your going to want to remember what the object number is for your charecter since your going to be moving it around.
//keep track of your movement speed and what angle your heading in.
//using double rather then int essentially means that it can deal with decimals rather then only whole numbers.
//now to start with the rest of the pre game setup.
//set the game resolution to the current desktop resolution which we found out before.
//since the games in full screen people probable wotn see this but its good to label things.
//set it to full screen.
//set what color will be shown on screen where there arent any visisble objects.
//keep DarkGDK for doing anything anoying with the camera.
//turn off the mouse cursore.
//start up Sparky's collission detection.
//now we start loading those objects.
//update the object count so we know not to assign that number to anymore objects.
//keep track of its oject number.
//now we run the loop that the actual game occures in.
//update the charecter object and camera rotation based on mouse movements so you can turn and aim.
//check what keys are down.
//now if more then one key is down we need to change your movement direction and speed based on what combenation of keys are being used.
//update your position and reposition the camera just behind you.
//exit the game (by default DarkGDK automatically does this when the esc key is hit).
You might have noticed there seemingly random numbers being used when checking what keys where being pressed. It isn't actually at all arbitrary. Each key on a keyboard is assigned a scan code and the dbKeyState() command returns a one if the specified key is being pressed down and zero if it isn't. Here's a nice little diagram to check anytime you want to know what the scan code is for a key.
I'm stuck getting something working in They DoNotDie (I can read the file names of everything contained in a folder one by one and I can load map data from a pre determined specified file but I cant get the freaken thing to load from one of those files that I just read the name of which means unless I'm going to cap how many levels you can have and use predetermined names for all of them then I have no idea how to go about having multiple maps in the game) and getting kinda frustrated. Anyways I'll go back and work it out later but right its got me feeling like starting something new so I figured I would make a basic shooter with some time controls (I always felt like Time Shift was cooler then people gave it credit for being) and I figured I would in the process write a game making tutorial showing how I did it to help anyone interested in making games get started. Basically everything here is based on the assumption that you want to make a 3D game and you want to make it with DarkGDK and I doubt there will be much that you can learn here that would translate to anything else. Also I should point out that this is how I do things which isn't necessarily ever the ideal way to do things. Anyways lets proceed.
First up if you don't already have it then you should download and install Microsoft Visual C++. You can get the express edition free at the address bellow. You can use DarkGDK with other IDEs/compilers but I seriously recommend you get Microsoft Visual C++ 2008 Express.
Apparently there are problems with Using DarkGDK if you install it before compiling something so first open up visual c++ express and click file/new/project at the menu bar. Then under Visual C++/Win32 select Win32 Project and enter whatever you want for a name and select ok and just hit finish for the next window the pops up. then go to build/build solution (or hit F7) and it will compile the project that was just generated. Now you can exit out of Visual C++ express and if you want even delete that project.
Then go download and install DarkGDK.
Open up Microsoft Visual C++ 2008 Express again. Hit file/new/project. This time select wizard then Dark GDK – 3D Game and name it whatever you want to name your game (I'm going with Time Frack). Then go to build/configuration manger and set it to release. Now open up Main.cpp (it should be listed in the sidebar so just double click on it) so you can start making changes and your also probably going to want to read through it once to get a basic understanding of how to do things (anything with // before it which shows up as green will be ignored by the compiler and in this case that ignored text very well describes what everything is).
Now since DarkGDK's built in collision detection is terrible if you want to check for collisions with 3d objects then your going to want to use Sparky's collision detection which is pure awesome. So just slap #include "SC_Collision.h" right bellow #include "DarkGDK.h" near the top of into main.cpp.
Unfortunately it wont work now because SC_Collision.h doesn't actually exist or at least not on your computer. So go get it. Remember you want the DarkGDK version. I think your also going to need to make an account at the Game Creators Forum to get the download but if anyone wants me to I'll upload it here.
Once you have gotten the download and extracted everything from the rar file your going to want to put the SC_Collision.h file (found in the include subfolder) and SC_Collision.lib (found in the libVS8 subfolder) somewhere and leave them there undisturbed. Personally I just took the include and lib folders and dropped em into my Time Frack project folder (which in my case is at C:Documents and SettingsOwnerMy DocumentsVisual Studio 2008ProjectsTime FrackTime Frack). Next up your going to want to tell your game where it can find those important files. So hit project/Time Frack properties. Then under Configuration Properties/ C/C++ / General your going to need to add the folder that SC_Collision.h is in (in my case "C:Documents and SettingsOwnerMy DocumentsVisual Studio 2008ProjectsTime FrackTime Frackinclude") to Additional Include Directories. Next you need to do the same for SC_Collision.lib only this time under Configuration Properties/ Linker / General and add the address to Additional Library Directories. Then hit ok and then file/save all.
For now I suggest just leaving everything else as is and first hit build/build solution so we can compile the game and see if everything is working. In my case the compiled and ready to use executable was generated at C:Documents and SettingsOwnerMy DocumentsVisual Studio 2008ProjectsTime FrackTime FrackRelease but that might be somewhat different for you.
If that newly compiled executable works and when you run it some round polygonal shapes spin on screen then do a little celebratory dance and be happy knowing that your at least as smart as the average modern day child and can successfully install pre made software. If that executable doesn't work or wasn't generated or you got stuck on anything I said to do then feel free to vent your rage in the comments and I'll do my best to calmly apologize for my mistakes or poorly phrased instructions and try to rectify the situation. This is getting a bit long so I'll stop for now and continue tomorrow.


Sara joined Maras Group in 2017 to assist the company with administration duties, while handling Maras Group's marketing, communications and events.
Sara holds a 2016 Bachelor of Design from the University of South Australia and brings with her experience in corporate and freelance design as well as a solid foundation of skills in office administration and retail/customer service.
At Maras Group, Sara administers all aspects relating to the company's marketing activities, promotional initiatives, advertising, social media and events. This sees her also work closely with all Maras Group tenants to add greater value to their respective businesses.
Sara is the first point of contact at Maras Group and she also acts as Personal Assistant to both the Chairman and Group Managing Director.


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← Glen Peltier Offers Free Lesson at the Clearwater Shuffleboard!! See Poster for Details.
FSA P07A Hosted by Bradenton Shuffleboard Club. OPEN Dbls. Mens and Ladies.
Tournament Director(s): D. Brown/M. Hartler.
THANKS TO OUR SPONSORS!! The Minnichs, The Putnams, J. Stannard, AND Comfort Covers.


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De heerlijkheid 's-Heer Hendrikskinderen is een ambachtsheerlijkheid gelegen op Zuid-Beveland in de Nederlandse provincie Zeeland.

Algemeen
In de geschiedenisboeken is deze heerlijkheid bekend vanwege het schieten van de koningsvogel door Jacoba van Beieren, gravin van Holland en Zeeland. Jacoba werd uitgenodigd om naar een bepaald soort vogel te schieten, waar zij op in ging. Toen zij raak had geschoten vroeg zij aan de bevolking van 's-Heer Hendrikskinderen of zij een gunst van haar wilde. Daarop vroeg men om vrijheid van vlastienden, die Jacoba hen gunde voor altijd.
In de eerste helft van de negentiende eeuw was de heerlijkheid voor het grootste deel eigendom van het adellijke geslacht De Perponcher Sedlnitsky. In 1868 kocht jhr. Cornelis van Citters de heerlijkheid op een veiling. Zijn zoon, jhr. mr. dr. Adolph Jacobus van Citters verkocht deze aan notaris mr. Elisa Cornelis van Dissel uit Goes. Deze notaris had ook aandelen had in andere heerlijkheden op Zuid-Beveland, zoals de Heerlijkheid Sinoutskerke en Baarsdorp.

In 1978 kocht journalist en persvoorlichter T.C. Swart op een openbare veiling de heerlijkheid. De heerlijke rechten bestonden uit en weiderechten, visrechten, jachtrechten en windrechten. Daarnaast waren er enkele tientallen kilometers berm aan verbonden. Tijdens de ruilverkaveling 'De Poel-Heinkenszand' zijn de bermpercelen omgeruild voor een stuk grond. Doordat de visrechten en de weiderechten bij de ruilverkaveling zijn opgenomen in de akte van toedeling, bestaan deze mogelijk nog.

Swart had het plan om op het nieuw gevormde perceel het kasteel van 's-Heer Hendrikskinderen te herbouwen. De provincie Zeeland weigerde echter een verklaring van geen bezwaar af te geven voor de bouwplannen.

Eigendom
In Zeeland hadden, in tegenstelling tot in het graafschap Holland, alle zonen recht op een deel van de ambachtsheerlijkheid bij het overlijden van hun vader. Dit leidde er toe dat heerlijkheden in steeds kleinere delen versnipperd raakten. Na de Bataafse Revolutie veranderde dit toen rijke families de versnipperde delen  opkochten. Zo ook in 's-Heer Hendrikskinderen, waarvan leden van de geslachten De Perponcher Sedlnitsky en van Citters een groot aantal delen verwierven. Met de aankoop van deze en andere delen in de jaren 1920 door notaris E.C. van Dissel kwam de ambachtsheerlijkheid na honderden jaren versnippering weer in een hand.

Eigenaren sinds 1609
 Cornelis Gillissen Brouwer, later 'Van Watervliet (1609-1622)
 Cornelis van Watervliet (1592-1636)
 Emmery van Watervliet (1634-1685)

 Ferdinand de Perponcher Sedlnitsky (1610-1684)
 Willem Emmery de Perponcher Sedlnitsky (1664-1713)
 mr. Arend Jacob des H.R. Rijksgraaf de Perponcher Sedlnitsky (1692-1771)
 Willem Cornelis de Perponcher Maisonneuve (1707-1744)
 mr. Cornelis Baron de Perponcher Sednlitsky (1733-1776)

Jhr. C. van Citters, 1868 (1826-1882)
Jhr. mr. dr. A.J. van Citters, 1882 (1855-1928)

Elisa Cornelis van Dissel, 1925 (1866-1952)
Michiel Elie Johannes Francois van Dissel, 1952 (1908-1981)

Pieter Hoogerwerf, 1970

Tjebbe Cornelis Swart, 1978 (1916-1995)
Jeanne Cornelia Swart, 1995

Wapen
De heerlijkheid heeft nooit een wapen gevoerd in de tijd van het ancien régime. Later werd het wapen gebruikt dat bij het dorp 's-Heer Hendrikskinderen hoort. Dit wapen bestaat uit een schild van sabel (zwart) met de letters H K K van zilver.

Heer Hendrikskinderen

redpajama_set_name: RedPajamaWikipedia


Attract the spotlight among the crowd with this pink color embroidered banarasi silk sari. The lace, resham and stones work appears to be like chic and best for any function. Upon request we can make round front/back neck and short 6 inches sleeves regular saree blouse also.


Edwin Martinez is spreading his wings and taking his unique photographic talents to the world's iconic landmarks. After years perfecting his craft in his homeland, he begins his journey of creating icons out of icons – his travels take him to the world's landscape photography meccas and it is in these places that he creates new masterpieces. At the heart of this is the artist's inherent desire to test himself by photographing beyond the comfort of home and the usual. Edwin is drawn to the challenge of shooting landscapes in different topographies, seasons and weather conditions – landscapes in a different light.
His vast experience in photographing Iceland, Canada, The American West, among others - have cemented for Edwin an undisputed distinction of expertise in the field of photography. He is a Canon Philippines Brand Ambassador, a pro gallery photographer for Singh-Ray Filters of America, a National Geographic adventurer contributor and constant presence in both local and international photography publications. Furthermore, he is also major partner in Iceland's number one photography tour and workshop, http://www.iceland-photo-tours.com.
Edwin likewise leads photography tours to the most challenging and stunning locations around the world. Edwin is a sought after speaker and instructor and also shoots for several high profile companies. He is an inspiration for this generation's band of photographers and many wait for photos from his next adventures.


Last week we had the honor of meeting a dozen sharp technology analysts. A lot of interesting questions were asked.
A nice by-product of the TFD event is that it is recorded, so several nice videos are available online. These videos explain the product and show results of several databases accelerated by SDM.
© 2016 Plexistor - All Rights Reserved.
An email with your download link was just sent to you.


Welcome to one of the most beautiful islands on earth- Mauritius. On arriving at Mauritius airport, meet our local tour co-ordinator at the specified area and he will transfer you to the hotel. Check-in and relax. Evening is at your own leisure. Step out in the evening and get acquainted to the nearby areas and beaches. Overnight stay at hotel in Mauritius.
After breakfast, depart in a coach for a full-day excursion to Ile Aux Cerfs, an emerald lagoon on the east coast. The island is known for its sandy beaches, beautiful lagoon and a wide range of facilities and activities. A swim and snorkeling in the lagoon are perfect ways to spend a day. You can also enjoy optional water sports such as banana boat ride, water skiing, parasailing and undersea walk at an additional cost. Return to the hotel in the evening. Dinner will be served in one of the restaurants at the hotel and stay overnight at hotel. Tip: Please carry swimming suits, towel & sun screen lotion.
Enjoy your last day in the beautiful Mauritius. Later in the evening transfer to Mauritius International Airport for your overnight flight to Dubai.
Enjoy a relaxed morning and charge yourself with a leisurely breakfast at hotel. Daytime is free for your own leisure. You can opt for some tour or you can go for shopping. Dubai is famous for its extensive-n-expensive malls with all the latest fashion, designs and technology, teeming with top brands and addictive designer boutiques. You could also opt to go to the traditional markets called souks. It will be a nice experience altogether in the traditional lanes of trade. An overnight stay in the Dubai Hotel.
Enjoy a relaxed morning as the day calls for leisure. After a fill at Morning breakfast, pack your bags and check out from the hotel. Today your vacation at Dubai ends. You have got the full day at leisure before returning back to India so make the most of it. Dubai is one of the most vibrant shopping hubs in Middle East with numerous shopping centers. After spending the day on your own pace, catch your transfer to airport from the hotel lobby for your return flight to home. We hope you had a great time in Dubai. On your return, we would like to receive your feedback about the trip.
04 Nights stay in Mauritius hotel with Breakfats.
03 Nights stay in Dubai hotel with Breakfast.
3.63% GST On Total package Cost.


The Trust reviews its aims annually, as part of its business planning. In 2017 it committed to maintaining and building community, visitors' and volunteers' enjoyment of the Gardens; protecting the fabric of the gardens, their structures, planting and biodiversity; maintaining and building the Gardens' education offer; and securing strong and professional Trust governance. The Trust is developing a new Conservation Management Plan to prioritise its restoration work.


Edited 1 time(s). Last edit at 2018-11-06 00:59 by DiegoGlimmerStones.
Edited 1 time(s). Last edit at 2018-11-06 08:36 by hopkins.
i'm having a hard time not posting every gillian welch song i can get.
david rawlings, her partner is a superb guitarist. superb.
and co-writes with her. man, she is a treasure.
Paragons -- Danger In Your Eyes ….
Two worlds clashing. The friction that comes out of it is somewhat appealing, actually.


« How Can You Keep Your Pet Healthy?
by child care providers, children, and others. Some activities in particular expose children and providers to germs or the opportunity to spread them. You can stop the spread of germs by washing your hands and teaching the children in your care good handwashing practices.
Upon arrival at the child care setting.
Immediately before and after eating.
After using the toilet or having their diapers changed.
After playing on the playground.
After handling pets, pet cages, or other pet objects.
Whenever hands are visibly dirty.
Immediately before handling food, preparing bottles, or feeding children.
After using the toilet, assisting a child in using the toilet, or changing diapers.
After contacting a child's body fluids, including wet or soiled diapers, runny noses, spit, vomit, etc.
Whenever hands are visibly dirty or after cleaning up a child, the room, bathroom items, or toys.
Before giving or applying medication or ointment to a child or self.
* If gloves are being used, hands should be washed immediately after gloves are removed even if hands are not visibly contaminated. Use of gloves alone will not prevent contamination of hands or spread of germs and should not be considered a substitute for handwashing.
Rubbing hands together under running water is the most important part of washing awayinfectious germs. Premoistened towelettes or wipes and waterless hand cleaners should not be used as a substitute for washing hands with soap and running water. Towelettes should only be used to remove residue, such as food off a baby's face or feces from a baby's bottom during diaper changing. When running water is unavailable, such as during an outing, towelettes may be used as a temporary measure until hands can be washed under running water. A child care provider may use a towelette to clean hands while diapering a child who cannot be left alone on a changing table that is not within reach of running water. However, hands should be washed as soon as diapering is completed and the child is removed from the changing table. Water basins should not be used as an alternative to running water. If forced to use a water basin as a temporary measure, clean and disinfect the basin between each use. Outbreaks of disease have been linked with sharing wash water and washbasins.
Always use warm, running water and a mild, preferably liquid, soap. Antibacterial soaps may be used, but are not required. Premoistened cleansing towelettes do not effectively clean hands and do not take the place of handwashing.
Wet the hands and apply a small amount (dime to quarter size) of liquid soap to hands.
Rub hands together vigorously until a soapy lather appears and continue for at least 15 seconds. Be sure to scrub between fingers, under fingernails, and around the tops and palms of the hands.
Rinse hands under warm running water. Leave the water running while drying hands.
Dry hands with a clean, disposable (or single use) towel, being careful to avoid touching the faucet handles or towel holder with clean hands.
Turn the faucet off using the towel as a barrier between your hands and the faucet handle.
Discard the used towel in a trash can lined with a fluid-resistant (plastic) bag. Trash cans with foot-pedal operated lids are preferable.
Consider using hand lotion to prevent chapping of hands. If using lotions, use liquids or tubes that can be squirted so that the hands do not have direct contact with container spout. Direct contact with the spout could contaminate the lotion inside the container.
When assisting a child in handwashing, either hold the child (if an infant) or have the child stand on a safety step at a height at which the child's hands can hang freely under the running water. Assist the child in performing all of the above steps and then wash your own hands.
See also: An Ounce Of Prevention: Keep The Germs Away, Stopping Germs at Home, Work and School, Know the Food Service Safety Code, and Safe Food Preparation Temperatures and Practices.
This entry was posted on Tuesday, October 18th, 2005 at 8:43 pm	and is filed under Cold & Flu. Both comments and pings are currently closed.


text:
AI Hardware Summit, Sep 17-18, Computer History Museum, CA
Apple introduces iPad Mini and 4th-generation iPad
Press release; Joseph Tsai, DIGITIMES
Apple has introduced iPad Mini, a new design that is 23% thinner and 53% lighter than the third-generation iPad. The new iPad Mini features a 7.9-inch multi-touch display, FaceTime HD and iSight cameras with 10 hours of battery life. Apple also announced the fourth-generation iPad featuring a 9.7-inch Retina display with new Apple-designed A6X chip and FaceTime HD camera. Both iPad Mini and fourth-generation iPad come with iOS 6.
iPad Mini comes in a new aluminum and glass design that is 7.2mm thin and weighs 0.68 pounds. The 7.9-inch multi-touch display has 35% more screen real estate than 7-inch tablets and up to 67% more usable viewing area when browsing the web, the vendor said, adding it comes with a dual-core A5 chip.
iPad Mini features dual-band 802.11n Wi-Fi support for speeds up to 150 Mbps, which is twice the Wi-Fi performance compared to previous iPad models, Apple said. iPad Mini is available in Wi-Fi + Cellular models including support for LTE and DC-HSDPA.
iPad Mini and fourth-generation iPad both feature support for the Lightning connector. Existing iPad Smart Covers and the iPad Smart Case are compatible with fourth generation iPad, and new polyurethane Smart Covers custom-designed for iPad Mini are available in pink, green, blue, light gray, dark gray and red for US$39.
iPad Mini with Wi-Fi models will be available in black and slate or white and silver on Friday, November 2, for a suggested retail price of US$329 for the 16GB model, US$429 for the 32GB model and US$529 for the 64GB model. The fourth-generation iPad with Wi-Fi models will also be available on Friday, November 2, in black or white for a suggested retail price of US$499 for the 16GB model, US$599 for the 32GB model and US$699 for the 64GB model.
iPad Mini with Wi-Fi + Cellular and fourth-generation iPad with Wi-Fi + Cellular will start shipping a couple of weeks after the Wi-Fi models, beginning in the US on AT&T, Sprint and Verizon. iPad Mini with Wi-Fi + Cellular will be offered for a suggested retail price of US$459 for the 16GB model, US$559 for the 32GB model and US$659 for the 64GB model. Fourth generation iPad with Wi-Fi + Cellular for AT&T, Sprint and Verizon will be offered for a suggested retail price of US$629 for the 16GB model, US$729 for the 32GB model and US$829 for the 64GB model. Additionally, iPad 2 is available at US$399 for the 16GB Wi-Fi model and just US$529 for the 16GB Wi-Fi + 3G model where they are sold now.
Photo: Company
Apple iPad mini shipments may reach 12 million units by the end of 2012 (Dec 19, 2012)
Larger display sets iPad Mini apart from other 7-inch tablet competitors, says IHS (Nov 1, 2012)
Strong sales of Samsung LTE handsets buoy revenues at RF chip partners (Oct 26, 2012)
iPad mini US$329 price tag due to low touch screen yields (Oct 25, 2012)
Digitimes Research: Apple has chance to become the fifth largest PC brand in 2013 (Oct 25, 2012)
Apple introduces 13-inch MacBook Pro with Retina Display and new iMac systems (Oct 24, 2012)
Smaller iPad to contribute to doubling of 7-inch media tablet market in 2012 and 2013, says IHS (Oct 24, 2012)
Accessory vendors ready to sell products for iPad mini (Oct 17, 2012)
Radiant Opto-Electronics expected to ship 2 million BLUs for 7.85-inch iPad in October (Oct 16, 2012)
Speculated iPad mini facing low yield rates for chassis, say sources (Oct 4, 2012)
Non-Apple tablets to drop to US$150-200 upon release of upcoming 7.85-inch iPad (Sep 18, 2012)
Supply volume of 7.85-inch iPad to reach 4 million units starting in September (Aug 21, 2012)
Apple iPad iPad mini IT + CE notebook PC, CE Portable tablet


text:
Stabbing on W. 83rd and West End Avenue: NYPD
December 30, 2022 | 4:54 PM - Updated on December 31, 2022 | 11:36 AM
There was a stabbing on W. 83rd Street and West End Avenue at 3:53 p.m., police told West Side Rag. A 38-year-old man was stabbed in his right arm with an unknown object by a man in his 40s, who fled southbound on West End Avenue in a black Mercedes-Benz.* The victim was taken to Mount Sinai Morningside hospital and is "not likely," i.e. to die. The investigation is ongoing.
*This detail was initially, inadvertently omitted.
Every building on WEA seems to have a security camera, if he escaped in a car, there is certain to be pictures and hopefully a clear shot of the plates.
good humor
Reply to Glen
this is another one i don't understand. Why can't NYC ask every building to install 3-5 cameras? How much could that possibly cost? $10k? That's nothing compared to the cost of solving crimes.
Noman
No all of them do. But it is look like they should do.
…but he IS "likely" to have a stab wound in his arm forever.
And when they catch him we must make sure he gets no bail probably like thie last 10 times he was arrested
Norma Kramer
Another random stabbing and Adams keeps assuring us crime is down ! It seems this is happening every few days. I am guessing the perpetrator is a person who has done this before and should be behind bars !
Neighbor785
Reply to Norma Kramer
In today's Times Adams was quoted as having said that shootings and murders are down. Certain other categories of crime were up in 2022.
David S
The average mugger doesn't escape in a Mercedes. This sounds more like a conflict between the two individuals involved than a random crime.
where did you read that this was random?
No description??
Reply to Tim
Need more cameras.
In broad daylight, on a not-so-quiet street. How could there be no witnesses?
Reply to Joanne
I think there were witnesses. From the Citizen App live yesterday: "Confirmed assault with knife, aided not likely. Suspect is a m/w wearing a gray puffer jacket, fled s/b on WEA in a black Mercedes-Benz (SUV)."
Last edited 1 month ago by Caly
Doorman in almost every building. I wonder if it was under scaffolding at that school?
Reply to Bonnie
And Westend Intergenerational Residence.
sounds like it was someone he knew, as is the case with most violent crimes.
Tribute: Aaron 'Train' Brown, Coach and 'Really Good Man'
Weekend Column: Robert Beck Paints at Wollman Rink, and Remembers Some Good Ol' Days
Man Assaulted and Robbed at 72nd Street & Broadway Subway Station
The Calendar Months Project: 'Beckoning January'


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redpajama_set_name: RedPajamaGithub


Click below to access each of our financial calculators. They will provide you with interactive calculations, dynamic graphs and fully customizable reports.
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Also available here is a Personal Financial Statement form if you should need it. Please understand this is not an application for credit from Bruning State Bank. It is simply a tool provided for your convenience to assist with gathering your financial information.
Click HERE to open it in Microsoft Excel.
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Once complete, you may print and sign if necessary.
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