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Proto:Sonic the Hedgehog (Genesis)
From The Cutting Room Floor
This page details one or more prototype versions of Sonic the Hedgehog (Genesis).
This prototype is documented on Hidden Palace.
A prototype of Sonic the Hedgehog was released by Hidden Palace on January 1, 2021 (or December 31, 2020, depending on where you reside in the world). It shows the game in mid-development. Many stages cannot be completed due to the lack of signposts and bosses; some (like Clock Work Zone Act 3 and Final Zone) haven't been started at all, or are obvious placeholder designs (like the Special Stage).
Playing this build reveals a game that was originally tuned more for traditional platforming and exploration, rather than for speed, which eventually became the hallmark of the Sonic series. It also features a plethora of cut content that was previously only seen in grainy magazine screenshots and blurry video footage, like the giant rolling ball in Green Hill Zone, the UFOs in Marble Zone, and Spring Yard Zone when it was still Sparkling Zone. Also, Splats the Bunny!
A Sonic 1 prototype was sought after for over 20 years, during which time prototypes of all the other 16-bit Sonic games were eventually found, until one was finally dumped in late 2020 by Buckaroo. According to drx, this proto was confirmed to be sourced from a UK magazine at the time.
Download Sonic the Hedgehog (Genesis Prototype)
File: Sonic_the_Hedgehog_(16-bit)_(Prototype).bin (512 KB) (info)
Stuff to add that's not accessible in the base ROM without patches. Some of this might be in patches that are available on release:
There's a ton of unused and changed chunks everywhere.
Unused/leftover layout data for GHZ.
Leftover old debug styles (see the Prerelease page for details).
There's a lot of changes, including minor things that one normally wouldn't notice (e.g. Sonic has no ceiling collision when hurt). There's also unused content from earlier builds that hasn't been removed yet; one bit, Obj02-07, appears to be leftovers from the February 1990 prototype.
This disassembly should help.
1 Zone Differences
1.1 Special Stage
2 General differences
2.1 ROM header
2.2 Pre-game content
3 Graphical Differences
4 Unused Sprites
5 Unused Objects
6 Unused Object Positions
7 Unused Level
8 Unused Palette
9 Opening Demo Gameplay
10 Sounds
10.1 Sound $A1
10.4 Sound $AD
10.5 Sound $B0
10.9 Sound $BA
10.10 Sound $BF
10.11 Sound $C2
10.14 Sound $CA
10.15 Sound $D1
11.1 $85 (Sparkling Zone)
11.2 $8B (Ending Theme)
11.3 $8D (Final Zone)
11.4 $90 (Continue Screen)
11.5 $91 (Credits Medley)
11.6 $92 (Drowning)
11.7 $93 (Got Chaos Emerald)
Zone Differences
Normally, only eight stages are playable without the Level Select: those being Green Hill Acts 1-3, Marble Acts 1-3, Sparkling Act 1, and Star Light Act 1. The level select still shows the prototype level order, meaning that either the developers already decided on the final level order, or that they went back to the original level order only to go back to the prototype order near the end of development.
Final Zone isn't available in the Level Select, and levels use their early names. Every Zone contains many differences in the layouts themselves.
Zone ID 06, which is used in the final game for the ending, hasn't been implemented yet. Trying to access it by modifying the current Zone/Act address will lead to "ZONE ACT. 1" briefly appearing onscreen, followed by the game softlocking because no level data exists for this level slot.
However, the "Act 4" stage ID (03) is also functioning, to varying degrees. Most other levels either contain nothing or an object layout from the first act of that stage. Notably, Green Hill's "Act 4" slot contains a complete duplicate of Act 3, heavily implying it was once considered for the ending cutscene before being moved to its own level slot.
Green Hill Zone
You can't stop the rock.
Marble Zone
UFOs are real.
Sparkling Zone
Labyrinth Zone
Thankfully, there's no water here.
Star Light Zone
Under heavy construction.
Clock Work Zone
Before the big Scrap.
Special Stage
There is only one Special Stage in this prototype, with a very simple and unexciting layout implying that it's only a temporary design.
Only C can be used to jump. A and B speed up/slow down the stage's rotation counterclockwise and clockwise, respectively, and pausing the game will reset the rotation speed. There's no upper cap on the rotation speed, meaning it's possible to hold A or B for long enough to overflow it, and have the stage start rotating in the other direction. It's stored as two bytes in address F782 in 68K RAM.
Only two bumpers are in the entire stage.
A few clusters of rings are placed near the start point, but that's all until the player gets to the "Emerald".
Instead of a Chaos Emerald to collect, an ordinary green block is used as a placeholder, which does nothing when touched.
Goal tiles are split in two: the blue ones (with "GOAL" on them) don't animate or function, but their second frame (red tiles) will spin the stage around rapidly like normal before pausing for a moment, then resetting the stage.
The player cannot enter object placement mode, despite debug mode being enabled by default in this prototype, and thus cannot move freely around or place objects of any kind.
The UP and DOWN tiles - just one of each present in the whole stage - don't animate either, and seem to function like Reverse blocks instead of adjusting the rotation speed.
Collision detection seems to be less refined, with Sonic being able to stick to tiles much easier than in the final game.
No score summary is displayed upon exiting the stage.
The screen doesn't fade to white when entering or exiting the Special Stage.
General differences
ROM header
The prototype lacks a bespoke ROM header and instead contains boilerplate information, such as a date stamp of 1989.JAN, implying that this build was somehow compiled before development had even begun. A reasonable estimation, based on visual cross-checking against UK prerelease coverage of Sonic, places this prototype around March 1991.
Pre-game content
Instead of the well-known "Sega!" logo and iconic chant, this prototype uses the standard (and silent) palette-cycling Sega logo which opens most other Genesis/Mega Drive games. Unlike in the final game, the logo can be skipped with the Start button.
The title screen immediately follows; there is no SONIC TEAM PRESENTS card.
The prototype's title screen lacks a trademark (™) symbol, and features a PRESS START BUTTON legend missing from the final game; well, it is technically still in the final, but the developers accidentally dummied-out the message due to not clearing the "SONIC TEAM PRESENTS" screen (both objects use the same memory space).
During attract mode, BGM doesn't immediately stop when the Sega logo is displayed; the music fades out slowly instead.
Star Light Zone (Unused)
File:Nextone.mp4
The demos are clearly from an earlier build, as Sonic dies almost immediately by running into enemies with no player interaction needed. The Special Stage demo also plays in between every stage, rather than being played only at the end of the demo order in the final release.
While the demo cycle only shows Acts 1 of Green Hill Zone, Marble Zone, and Sparkling Zone, a demo of Star Light Zone Act 1 is present. It's not normally seen due to the demo cycle having a total of 12 entries, but the demo player code forcing a loop after the sixth. It's just as broken as the used demos, however.
The demo order in code is as follows (entries marked in bold are normally unseen):
Green Hill 1
Star Light 1
Level Select and Debug Mode are enabled automatically in this build for testing and preview purposes.
In debug, holding A and pressing C won't yet go backward in the object list, and instead place the highlighted object regardless.
Activating debug mode while sonic has any amount of momentum will cause the game to store the momentum and apply it to sonic when leaving debug mode. This was fixed in the final release.
Spring Yard and Scrap Brain are called Sparkling and Clock Work in this build, though the latter displays as "Clock Ork" since the title card font doesn't contain a W.
The level select contains Xs next to Star Light Zone and Clock Work Zone Act 3. These were likely used for when a stage wasn't implemented (though in this build it's a bit outdated, since Star Light Zone has been implemented).
Clock Work Act 3 cannot be selected. Attempting to load the level using a level modifier code reveals that the stage is completely empty.
Pressing B on the Level Select will load up Act "4" of Green Hill Zone (displayed on the title card by a copy of the blue oval graphic replacing the Act number), which suggests that it might have been used to test the ending sequence stage. In the final game, the ending stage instead uses a separate Zone altogether (06).
There are several differences with the HUD:
As seen in countless prerelease screenshots, the HUD says "RING" instead of "RINGS". The change was made circa the build seen in Shinsaku Soft Video, rather close to the end of development.
"RING" does not flash red when the player has 0 rings, nor does "TIME" flash when the clock reaches 9:00.
"TIME OVER" does not occur when the timer reaches ten minutes. The timer instead loops back to 9:00 indefinitely.
The time bonus works differently.
During a Game Over, the timer will continue counting up. The final game stops the timer.
Sonic's jump height is lower. On flat ground, the apex of his jump is 6 pixels lower than in the final.
Sonic's deceleration speed is slower, being $40 in the prototype and $80 in the final. The Power Sneakers deceleration speed is $80 in both this prototype and the final game, as it was not adjusted to account for the regular deceleration speed change, resulting in the Power Sneakers deceleration speed and regular deceleration speed being identical in the final.
Walking/jumping onto objects such as platforms and bridges causes Sonic to lose some of his speed.
When hurt, Sonic has no ceiling collison.
There is no combo bonus for destroying multiple Badniks in a row yet.
Sonic cannot run off the screen after touching the end-of-level signpost or destroying the post-boss Animal Capsule. Jumping during the ensuing end-of-level bonus tally causes Sonic to enter the "victory fist pump" pose seen in many prerelease screenshots.
The hidden end-of-Act bonus point markers haven't been implemented yet.
Perhaps a comparison video between the proto and final Special Stage ring animations should be added.
Special Stage rings haven't been added to the end of Acts 1 and 2 yet. The ring object does exist with full graphics and coding, though it works completely differently from the final game:
When Sonic touches the giant ring, instead of instantly disappearing like in the retail version, he instead momentarily gains a "sparkle" effect, after which he then "warps" off of the screen (similarly to the way time travel works in Sonic CD). However, there doesn't seem to be any further coding beyond that at this point in development, as Sonic simply reappears a short distance ahead of the point where he vanished a brief moment after he disappears.
Given this behavior, it's probable that the Special Stage rings were originally intended to be placed at ground level just past the signpost instead of up in the air, to give the illusion of Sonic running through the ring and then warping away to the Special Stage. Why this was altered is unknown, but given that remnants of this functionality still exist in the final ROM, it's likely that it was changed fairly late in development.
Checkpoints are completely absent. In fact, they haven't been coded into the game at all at this point.
Extra lives are earned at 50 and 100 rings, instead of 100 and 200 in the final release.
"Ring memory" doesn't exist yet, meaning it's possible to earn two 1-Ups by collecting 100 rings, take damage, and then earn another two 1-Ups by collecting 100 more rings. In the final release, each ring threshold only grants one 1-Up per life, per level.
The Continue screen hasn't been implemented yet, likely because there's no normal way to earn Continues in this build.
The end cutscenes and credits are completely absent.
Spikes damage Sonic during all forms of invincibility, including from monitors.
Vertical positioning is extremely buggy:
The camera is much slower when moving vertically, making it easier to outrun the camera (and, in some rare cases, die when doing so) when falling or traveling at high speeds.
The top and bottom of the stage wrap in every level, even in stages that don't normally utilize vertical wrapping. In stages with lethal pits, this results in the player dying if they travel above the upper stage limit (since Sonic wraps to the bottom of the stage, where the game then thinks he's fallen into a pit).
Object placement mode ignores camera boundaries. Camera movement also works differently, meaning going to the same coordinates in the same way won't always result in the camera being positioned the same way.
When a Zone is completed, graphics for the next Zone start decompressing during the fade-out, before the Act transition completes.
If the player touches the sky with the help of Debug Mode, sometimes Sonic will die, or sometimes the camera will go all wonky for a second.
Collision is noticeably glitchy, especially when rounding a small incline.
Graphical Differences
There's more.
Title cards have an additional period after "ACT". This was removed from the final, although the period remains in the data.
Sonic's sprites are almost identical to the final game, but he lacks his updated "breathing" animation and his extra hurt animation (used for slides).
Unused Sprites
Upload any recent discoveries here.
Show the restored UFO animation in action alongside its in-game version.
There might be more unused sprites.
$018000 An 8×8 font with 3 copies in different colors. The palette used in this image is a mockup.
$02656E Some dust or puffs of smoke. These were overwritten with the checkpoint graphics in the final version.
$026672 The Labyrinth Zone water splash, not used in this prototype as there is no water. It has simpler shading and seems to be intended to use Sonic's palette, unlike the final game which uses Labyrinth's cycling palette.
$0267D4 Some sparkles.
$026BF6 Some fireballs, possibly for use in Marble Zone.
$02A386 Ball Hog is completely programmed in the prototype, but its movement, sprites, and attack are different from the final version: It walks from side to side and drops bombs down vertically. This seems to match the version seen in early prerelease footage, rather than the version seen in leaked Digitiser artwork from the game's development.
$060864 A spring included in the boss attachments art file. Parts of this sprite are used on Marble Zone's boss. Given that the boss attachments tend to follow the gimmicks of their Zone, this was probably intended for the Sparkling/Spring Yard Zone boss.
$06512E A skull meant for the Special Stage. Use unknown, though it probably had something to do with either death or losing.
$0651FE A U-shaped item meant for the Special Stage. It resembles a magnet when given Sonic's palette. Though its use is unknown, if it was intended to utilize Sonic's palette, it might have attracted rings towards Sonic like, well, a magnet.
$06C8A0 A 6th frame for the animated UFOs in Marble Zone. To properly restore it in the animation script, use the PAR code 011430:0006
Unused Objects
The list of objects by offset can be found at ROM address $8580. There are 94 objects in this build, well below the final's 140.
02 and 03 Unknown objects These objects date back to the game's earliest development stages. They don't have graphics, and probably never did. ID 02 is a sort of "pulsating" object, and ID 03 is rectangular in shape. Both have fixed coordinates and cannot be placed anywhere in a level. They have no interaction with the player.
04 Unknown object An object similar to ID 03, but animated. It can be placed anywhere on the X axis, but its Y axis is fixed.
05 Unknown object An invisible object.
06 Unknown object This object follows the HUD.
1B Unknown object A static, collisionless object. Whatever it is, it has a variation with another sprite. No graphics exist for either. In the final version, another object with the same ID generates the water surface in Labyrinth Zone.
1D Switch An object that acts like any other switch to open a closed passage, only lacking sprites. The best guess for where this would be used is Marble Zone, since that's the only zone in this build that features switch-based interactions of any kind. This object is intact in the final version and remains unused.
1E Ball Hog Ball Hog's behavior is different from the final version.
20 Ball Hog bomb A sub-object of Ball Hog, this round bomb falls straight down and explodes on impact with the ground.
2A Switch door A door that opens by pressing a switch. This object has a variant that is set up to use other tiles, has no collision, and doesn't react to switches. No valid graphics exist for it. In the final version, this ID is used for a one-way door object in Scrap Brain Zone.
2C Jaws Used in the final, but not in the proto. In this build it uses Sonic's palette and can only swim to the left, never to return. Its sprite is loaded in Labyrinth Zone, but is allocated to the wrong VRAM address.
2D Burrobot Used in the final, but not in the proto. In this build, Burrobot uses the second palette line instead of Sonic's. It also does not start buried in the ground.
4A Special Stage entry This sub-object uses a special effect that was discarded from the final version. It allowed Sonic to enter a Special Stage after touching a giant ring.
4B Giant ring Does not take you to Special Stages.
4F Splats A scrapped enemy accessible via Debug Mode in Marble Zone.
5E Seesaw (SLZ) Only accessible through Debug Mode. Unlike the final version, this object is missing the spiky ball that gives Sonic a boost to reach high places.
Unused Object Positions
Located at 0x729CA is an unreferenced object position list that is presumably used for Sparkling Zone Act 1. Loading it in-game shows a number of differences, including Crabmeats near the entrance which are spawned on top of each other. To load, open the ROM in a hex editor and at 0x70040, replace 2460 with 29CA. You'll then be able to see the changes in SZ1. Interestingly, the object positions seem to match up with an early Sparkling Zone layout seen in screenshots of the pre-CES and CES-like builds.
Unused Level
Is it possible to restore the level?
The Sparkling Zone uses a pattern of chunks with ID 01 similar to the unused map. Try to restore it using data from the Sparkling Zone.
The last level, the level ID 06 act ID 00, intended to be used as a cutscene in the final version, has a map of chunks at $6E348 that don't fit any zone very well, but seem to work best with Green Hill. The game softlocks when accessing it. Interestingly, this map holds 128 chunks and appears to be a normal level.
As seen in a hex editor:
02 03 04 05 06 07 00 00 00 00 00 00 00 00 00 08 09 0A 00 00 0B 00 00 00 00 00 0C 0D 0E 00 0F 10
00 00 01 01 01 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 29 2A 2B
00 00 01 01 01 01 2C 2D 2E 2F 30 31 32 01 01 01 33 34 35 36 01 01 37 38 39 3A 3B 3C 01 01 01 01
How this map could be hiding the value 00 for empty chunks:
Unused Palette
Located after Labyrinth Zone's palette is an unused 4-line palette. It seems to have been intended for the Green Hill Zone tileset, as it fits extraordinarily well with only minor palette errors around rocks and such. This palette may be for an earlier version of GHZ, however, despite common belief, Green Hill Zone was not set at night originally, not even in the Tokyo Toy Show prototype (the low quality screenshots of that prototype make it appear that it was set at night), meaning that the reason the palette appears dark in this prototype's and the final's GHZ is simply due to level art colouring switching taking place sometime in development and not for a planned "Night Hill".
Opening Demo Gameplay
There isn't much to see with the opening demo gameplay because Sonic promptly gets annihilated by a Motobug. When the Motobugs and time limitations are removed, we're able to see this gameplay. The recording was made with an earlier level layout and isn't accurately depicted, but Sonic does several basic maneuvers going back and forth until about a minute and a half when the gameplay ends. To load, extend the time limit with FFF614:FFFF, and the Motobug object can be replaced at 0x867E with 8230 (or any other hidden object offset).
There are many unused sounds unique to this prototype, which would go on to be replaced by different sound effects in the final.
Sound $A1
Similar to the sound played when touching Goal blocks in the Special Stage. Replaced by the checkpoint sound in the final release.
Resembles a rocket or something similar taking off. Replaced by the aforementioned Goal block sound effect. This sound is used with the unused warping object.
A longer, higher-pitched version of the rolling sound. Replaced by the sound used for touching speed/Reverse blocks in the Special Stage.
Sound $AD
A duplicate of the "badnik destroyed" sound effect. Replaced by the air bubble sound.
Sound $B0
A low-pitched siren sound. Replaced by the buzzsaw sound effect.
A faster, higher-pitched siren which sounds like it was taken straight out of Pac-Man. Replaced by the sound effect used for Scrap Brain's electricity balls.
Sounds like a buzzer of some sort. Replaced by the drowning sound effect.
A rough, low-pitched sound that quickly rises and falls in pitch. Replaced by the sound used by the falling fireballs in the Marble Zone boss fight.
Sound $BA
Resembles the sound used by the color-changing bars in Sonic 2's Casino Night Zone. May have been an early version of the sound used by the color-changing blocks in the Special Stage, which ultimately ended up replacing this sound.
Sound $BF
Two quick, harsh-sounding noises that loop indefinitely. Replaced by the Continue sound effect.
Sound $C2
An alternate version of the "Badnik destroyed" sound effect, with one of the sound channels being a bit harsher. Replaced by the underwater timer "ding" sound effect.
A deeper version of the bomb explosion sound (which, incidentally, occupies the next sound slot). Replaced by the sound effect used when entering a giant ring.
A harsh, vibrating noise. Replaced by the noise used when touching end-of-stage point markers.
Sound $CA
Sounds like footsteps walking away; could have possibly been used as an "exit" sound effect for something at some point. Replaced by the Special Stage warp noise.
Export sounds $D1-$D3.
Sound $D1
A louder version of the waterfall found in Green Hill Zone. This and the next two were completely deleted in the final game.
A strange rhythmic pounding sound.
A fiery noise that progressively oscillates. This and the previous two sounds don't end when playing in-game.
The snare drum and timpani samples used across all tracks are pitched lower than the final release, as the final game had it's DAC driver rewritten to accommodate the "SEGA" chant, which resulted in all samples being played at a higher pitch. However, the kick drum had it's pitch lowered in each song in the final game to compensate for the DAC driver change.
Stage music keeps playing even when the game is paused.
The extra life theme seems to cause various minor issues with the sound driver for a brief moment after it finishes playing.
$85 (Sparkling Zone)
Word this section better and update the tracks.
Has a single note difference in the bassline. The final simply reuses a section that's earlier in the track, probably to optimize the song more. The original bassline note is still in the final game's credits medley. A note was also cut slightly shorter in the final version.
$8B (Ending Theme)
Slightly slower than the final track, and a couple of instruments towards the end are held for a bit too long. Goes unused in this build.
$8D (Final Zone)
Goes unused in this build.
$90 (Continue Screen)
$91 (Credits Medley)
Much of the instrumentation is either slightly different or missing.
$92 (Drowning)
Crashes the game due to using invalid pointers.
$93 (Got Chaos Emerald)
Completely missing; selecting this sound ID does nothing.
The Sonic the Hedgehog series
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Sonic Unleashed • Sonic Colors • Beijing 2008 • London 2012 • Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic & Sega All-Stars Racing • Sonic and the Black Knight • Sonic Riders: Zero Gravity
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I think you would be doing yourself a very big favor if you totally banned the use of the word "deconstruct" from your vocabulary.
Almost every time I see that word used, it seems to mean "analyze". If you actually mean "analyze", why not use that word?
The word "deconstruct" actually has NO meaning, at least, no agreed-upon meaning. It was first used by the crackpot "philosopher" Jacques Derrida, who famously (? infamously?) refused to define it.
Fair point – I haven't thought about the word 'deconstruct' all that explicitly. I DO think that the connotations are better in this context than 'analyze' for exactly the reason you point out – Colbert is finding new meanings that the artists didn't intend, using the literal words to launch in an entirely new direction.
That seems – though I'm no expert on postmodernism – like what many postmodernists are doing when they "deconstruct" a work of art.
Deconstructionism is a school of literary analysis. It says that two diametrically opposed statements both hold elements of truth, which in turn lead to a greater, more fundamental truth. Deconstruct means to take apart assumptions and analyze those specific assumptions rather than their result.
Discussion of "agreed upon" meaning is very dangerous, because you haven't stated who must agree. I agree with the author, does that make it agreed upon? If anyone disagrees, does that make it not disagreed upon?
It's generally wise to avoid using ad-hominem attacks such as "crackpot". It's safer to say "discredited by his/her peers" or "folk philosopher".
I enjoy reading the emails I get from MoD, and your web site, but I think you would be doing yourself a very big favor if you totally banned the use of the word "deconstruct" from your vocabulary.
Derrida is considered a crackpot not least because he challenged cherished notions of truth.
He thought that every text contains inconsistencies and self-contradictions, or what he called instability.
He also thought that each and every reader is likely to take a different meaning from any given text due to his or her personal and intellectual history.
The method he used to arrive at his conclusions is known as deconstruction, and has been criticized because many feel it ultimately leads to meaninglessness.
Such ideas are most threatening to those to seek formulaic, systematic or algorithmic approaches to problems in living.
Problems with such approaches are also made clear by the work of Hume, Ayers and Godel.
Logic and mathematics are great, but they are the map of the terrain, not the terrain itself.
I'm the most humble person in the world.
I understand that I know nothing, therefore I know something.
In the original context, I believe Plato was making a reasonable point, namely that acknowledging your ignorance of a particular topic is better than to be ignorant of your ignorance. But the same cannot necessarily be said for people who parrot their approximation of his idea.
There seems to be implicit here that the English construction [P is what makes Q] stands for the logical entailment P => Q. Really?
Yet, if the vodka were in an oxygen-poor environment, it would still contain a high percentage of alcohol, but not be flammable. If grandma's cookies continued to contain extra chocolate chips, but she also started adding garlic, they would no longer be delicious.
Along the lines of Goodman's analysis in "Fact, Fiction and Forecast", we seem to need an understanding of causality that makes reference to relevantly similar possible worlds, rather than pure logical entailment.


It's amazing, and pretty primeval, how your senses can take you back to a place. I got home last night to find frost already settling on the ground, it was a clear and crisp January night in Yorkshire. After putting the kids to bed it was time to eat. Steak, thin chips, salad and malbec wine had been planned in homage to Argentina.
But it was the Quilmes beer that we drank after the meal that really brought the memories flooding back from our six week trip around Argentina in 2006. My highlight from that adventure was the region around the colonial Andean city of Salta, spending the days exploring high altitude deserts and the nights eating tamales, humitas and locro in piazzas around the city. Salta, founded in 1582, was once the most important administrative centre in Argentina and the region was extremely wealthy in the time before Buenos Aires became the capital.
One of our overnight roadtrips from Salta was along unpaved ripio roads around Cachi to the ancient ruins of Quilmes. That name is now synonymous with the country's most famous beer but also serves up a sobering reminder about the politics and brutalism of South American colonialism. Quilmes was a fortress city, 1850m high in the mountains, to which five thousand people would retreat when tribal attack threatened their usually peaceful lives on the valley floor below. The Diaguitan people who built it were sophisticated with their own language, social structure and weaponry reaching its cultural zenith in 900AD. Quilmes was almost impossible to conquer for thousands of years. That was until the Incas turned up, followed by Spanish Conquistadors.
The Incas first dominated the clan in the 15th century, but the people of Quilmes adapted and survived. The Conquistadors' arrival two hundred years later was altogether different. Despite a resistance that lasted many years the fortress fell when the Spanish cut off their supply network. Quilmes surrendered in 1688 and the Conquistadors, in order to put an end to the Diaguitan people for once and for all, cruelly split the community up and marched them to different regions of the country. The biggest group eventually arrived in Buenos Aires and named the area in which they lived after their original home.
The last descendent died in 1812 and now all that remains of the Diaguitan people are the ruins of a once mighty mountain fortress city and a brewery that was named after the suburb in which it was founded.
Words and Pictures: Tom Salmon.
Tom is paid to be a search marketing nerd but is also a heavy duty human geography, design and architecture geek. He lives and works in Leeds, follow him on Twitter @tominleeds.
This entry was posted in Memory, Places on January 23, 2012 by Paul Scraton.


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Related Bios Rhianna Acosta Madison Aranda Taylor Bishop Haley Fisher Bethany Glick Sydney Gonzalez Shayanna Hollow Kolbrun Jonsdottir Aida Jurinovics Kat Keller Paris Krug Natalie Laurence Jamie Leming Viktoria Orosz Tiphaine Saint-Gilles Rachel Shipp Megan Stelpflug McKenzie Stelter Taylor Tofil Natalie Yehle
Zsani Csado
Hometown: Budapest, Hungary
Major: Human Resource Management
Events: Freestyle/Butterfly/Breaststroke
2016-17 (Sophomore): At the Horizon League Championships, finished ninth in the 200-yard butterfly with a time of 2:04.79...was 15th in the 200 IM with a time of 2:06.58 at the HL Championships...was 23rd in the 100-yard butterfly with a time of 57.84 seconds at the HL meet...was part of the 200 freestyle relay, 400 freestyle relay and 800 freestyle relay teams...won the 100 butterfly against St. Bonaventure...won the 100-yard free, 200 free and 200 IM against Niagara...took first in the 200 fly vs. Duquesne...was third in the 200-yard butterfly at the Magnus Cup in a time of 2:03.19...won the 200-yard breaststroke against Saint Francis (Pa.)...won the 200 fly and the 100 freestyle against Bowling Green...earned her second letter.
2015-16 (Freshman): At the Horizon League Championships, finished fourth in the 200-yard butterfly with a time of 2:02.77...finished 10th in the 200-yard IM with a time of 2:06.49 and was 17th in the 100-yard butterfly with a time of 57.41 at the HL meet...also swam on the 200-yard medley relay team, the 800 free relay team, the 400-yard medley relay and the 400 free relay team...against Akron, placed first in the 200-yard butterfly with a time of 2:06.74...Finished in first place in the 200-yard butterfly clocking in at 2:07.42 and in the 100-yard butterfly with a time of 58.62 at Niagara...against St. Bonaventure won the 100-yard breaststroke, 100-yard freestyle, and the 100-yard butterfly...earned her first letter.
Jurinovics Places Second In 200-Yard Butterfly at HL Meet
Stelter, Jurinovics Finish in Top Eight at Horizon League Championships
Bishop Reaches Finals of 500 Freestyle to Highlight Day Two
Penguins Head to Cleveland For Horizon League Championships
Penguins Enjoy Senior Night Success Beating Cleveland State
Csado, Bishop Win Events On Day Two of Illinois Duals

redpajama_set_name: RedPajamaCommonCrawl


text:
After tooth extraction, it's important for a blood clot to form to stop the bleeding and begin the healing process. Bite on a gauze pad for 30 to 45 minutes immediately after the appointment. If the bleeding or oozing still persists, place another gauze pad and bite firmly for another 30 minutes. You may have to do this several times to staunch the flow of blood.
After the blood clot forms, it is important to not disturb or dislodge the clot. Do not rinse vigorously, suck on straws, smoke, drink alcohol, or brush teeth next to the extraction site for 72 hours. These activities may dislodge or dissolve the clot and hinder the healing process. Limit vigorous exercise for the next 24 hours, as this increases blood pressure and may cause more bleeding from the extraction site.
After a few days you should feel fine and can resume your normal activities. If you have heavy bleeding, severe pain, continued swelling for 2 to 3 days, or a reaction to the medication, call our office immediately at Texarkana Office Phone Number 903-794-3331.
5 out of 5 stars based on 10 Extraction reviews.
Patient Review By Mitchell T
Dr. Hastings is a great dentist. Made the experience the best i have ever had. Thank you
- Mitchell T
5 out of 5 stars by Mitchell T on 06/17/2019
Patient Review By Randy H
May 2018, I have used Dr. Bunel many times for my family over the last 25 years. He has done wisdom teeth removal and most recently tooth extractions for my mom. He and the staff were very courteous and helpful with all our questions. Dr. Bunel called me the next day and checked on how things were going. Highly recommend Dr Bunel and staff.
- Randy H
5 out of 5 stars by Randy H on 08/26/2018
Patient Review By Brandon S
I couldn't have been more impressed or happy with the service and treatment I received. The staff was amazing and very professional. I highly recommend using them.
- Brandon S
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Patient Review By Thomas H
Dr. Legan was prompt, professional and friendly.
- Thomas H
5 out of 5 stars by Thomas H on 01/05/2018
Patient Review By Inez J
- Inez J
5 out of 5 stars by Inez J on 01/05/2018
Patient Review By Arthur A
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5 out of 5 stars by Arthur A on 01/05/2018
Patient Review By Lisa N
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5 out of 5 stars by Lisa N on 12/28/2016
Patient Review By John G
I will be telling my friends how great they are!!
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5 out of 5 stars by John G on 12/08/2016
Patient Review By Penny C
Very pleased with my care before, during, and after surgery.
- Penny C
5 out of 5 stars by Penny C on 07/12/2016
Patient Review By Lexie L
I was very happy with the staff and will be telling my friends to see them!
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5 out of 5 stars by Lexie L on 06/29/2016


If you are looking to source an experienced and highly competent electrician in Sydney's Inner West district you need look no further than Stay Wired Electrical. We have built up an enviable reputation over many years working in the local Inner West community and fully appreciate that we need to maintain the highest standards of workmanship and continue to provide our many loyal customers with excellent value for money.
It is only through the hard work and dedication of our terrific team of electricians that we have managed to remain the number one choice for home owners and business from Balmain and Chippendale all the way out towards Strathfield and Ashfield. Every member of our team has either served a full apprenticeship or obtained nationally recognised electrical qualifications before being hired. They hold the necessary government licenses and are all fully insured. For added peace of mind, we also police check every employee. Many of our tradesmen have also gone on to complete advanced qualifications, which enable them to handle the more complex tasks that often arise in industrial and other commercial settings.
Stay Wired Electrical's team has the experience and equipment to tackle any electrical task, large or small. In a domestic setting we can troubleshoot and fix power outages; upgrade lighting and install dimmer switches; add useful new power points; update old switchboards that are no longer up to health and safety standards; fit or repair ceiling fans and bathroom or kitchen exhaust systems, replace faulty fuse boxes, plus much, much more.
Outside your home we can install powerful LED floodlighting you've been admiring, which are exceptionally good for for security purposes or to make parking easier.
We have a wealth of commercial electrical experience working with many major businesses throughout the area. We regularly undertake fit-outs for new retail outlets and restaurants plus the many office suites that are springing up across the Inner West and Western Sydney. Our team also specialises in data cabling and can fit patch panels, data points and racks, which means you don't have the added complication of bringing in another firm. Simply call our office to discuss all your business electrical needs.
The diverse group of suburbs that make up Sydney's Inner West offer something for everyone in terms of property types and styles. With lots of people drawn to the area in recent years, Stay Wired Electrical's team has been kept hugely busy, providing a safe and reliable service 24 hours a day, 365 days a year. As with many older suburbs, we often find such homes require extensive rewiring or even total refurbishment to make them family-friendly and practical enough to handle modern lifestyles. So if you are buying an older home in the Inner West, we highly recommend you get us to conduct a full survey of the electrics first, as this could save you many hundreds of dollars later on.
Whichever you live, be it Five Dock or Pyrmont; Drummoyne or Liverpool, Cabramatta or Strathfield or any of the other wonderfully diverse suburbs that make up Sydney's Inner West, Stay Wired Electrical should be the first number you call for exceptional customer service, friendly advice and the best electrical contractors in Sydney.
Click here for Electricians Sydney.


Securing, controlling and pooling, we respond to these challenges by offering you our own private, redundant and Swiss-based cloud (Geneva and Zurich). We put our infrastructures at your disposal and guarantee you a flawless operation.
Thanks to our expertise in the field for many years, we meet the requirements of small and large companies through our multiple offers and cloud-based services. We offer you two distinct approaches: a global solution or a specific solution, targeted to your own needs (messaging, file sharing, access, storage, etc).


The biggest benefits of working for Evolution MotorSports are the weekends. "Everybody's working for the weekend," was the mantra that Lover Boy engrained into our heads back in the early 80's. This mindset, like everything in life, means different things to different people. Here at EVOMS the weekends bring circuit track time, mile long solo drag runs and most recently ½ mile roll-on side-by-side drag racing! On the list of cool things to do with some of the world's fastest Porsches, those three rank very, very high. Last weekend was no exception.
We have joined the boys over at Shift S3ctor for a few track events, but this was the first Airstrip Attack that we participated in. The Airstrip Attack is one of our beloved roll-on side-by-side ½ mile drag race events. In normal EVOMS fashion we cannot show up with squirt guns and silly string, this event called for participation from our super-secret EVOMS Special Ops division. After the results from this weekend, the secret is out.
This two day event started with a Tuner Shootout. The grid was littered with Nissan GTRs, Ford GTs, along with other foreign and domestic muscle. Our entry into the Tuner Shootout was our beloved and royally abused 997TT appropriately dubbed "Mayhem." She started life as a bone-stock 997TT and was the test bed for every single 997TT product and package we offer. As with any narcotic, this slippery slope lead her to the life she lives today. Powered by an EVOMS Special Ops 4.0 liter engine, a couple of little turbochargers, a whole bunch of fuel to give it forward progress and with all of this we claim 1,500 horsepower… but as for the real number? A gentleman never asks and a lady never tells.
Day one ended with a beautiful sunset off of the runway and a first place trophy to add to Mayhem's collection when we ran away from a 1,000+ horsepower GTR running on E85. We will not rub it in, but even running Mayhem with all four tires putting power to the ground we had significant traction issues on the far from prepped tarmac. Because of this we brought the boost down to 2 bar. To put this in perspective we normally run the car at 2.62 bar but we have the fuel and motor to run 3.1 bar when the competition gets close. Now on to day two.
A chilly morning meant cold track temps and further traction issues. We were joined by one of our Special Ops members simply known as Stacey. Some of you may remember him, probably the hard way, from the most recent Texas Invitational as the 6-Speed champion. His 996 GT2 is all business, but has the cleanliness and presentation of a show car. It is powered by a 3.8 liter EVOMS Special Ops engine, a couple little turbochargers and enough fuel to make NASA proud. A few warm-up passes got Stacey's GT2 and Mayhem ready to do battle in the Euro class on Sunday.
After a few serious battles, our worst nightmare happened… Stacy's GT2 and Mayhem were to run to heads up for the title of fastest Euro car at the Airstrip Attack. This is exciting and horrifying at the same time. This means we solidified first and second place, but do we give the nod to one of our best customers or do we see what the cars can really do? After a telepathic conversation from underneath helmet visors the latter was decided. Now the speculation begins… Stacey has less power but weighs 800lbs less. Mayhem is all wheel drive where Stacey just has the rear two putting power to the ground. Who will get the jump? Who will get the traction? Because these are proper cars without video game gearboxes, will someone miss a shift?
Both drivers nailed the start, both cars hooked up and Stacey took an early lead with his weight advantage. Both drivers were spot-on with their shifts and slowly Mayhem started to reel in Stacey. These cars yearn for 4th, 5th and 6th gears and with the layout of this race; this is where they get to live. The finish cone was passed and no one knew who won, not even the drivers. Like EVERY Hollywood racing flick it came down to the cliché photo finish. Mayhem took it by a bumper. All in all it was an exceptional weekend. EVOMS cars won every class we entered and we came home with a few shiny new trophies.
Big thanks to the EVOMS Special Ops division and Stacey for representing the worldwide Evolution MotorSports family. Thank you to the boys at Shift S3ctor for putting on a great West Coast event. Finally a huge thanks to our supporting vendors for making these two cars what they have become. They are: ADV.1 Wheels, Toyo Tires, ProEFI, Injector Dynamics, T1 Race Development and many, many others! Also, all of the EVOMS employees, customers, vendors, partners and affiliates worldwide. Because of you all we get to enjoy many fantastic weekends.


CHARLESTON, S.C. – Appalachian State (8-3) overcame Marshall with a score of 2-1 in the final game of the Holy City Showdown on Sunday. This win ties the longest winning streak in program history that was previously set last season.
The Apps' defense stepped up in tough scenarios against the Thundering Herd during Sunday's game. Junior Caylie Kifer was unstoppable at shortstop with several diving plays to keep the Herd off the bases. A 1-6-3 double play in the top made for the Apps' second double play of the weekend.
Russell's double down the left field line and a single from White on the right side allowed the Mountaineers to score their first run in the bottom of the third inning. Marshall tied it up at 1-1 in the top of the sixth when an overthrow to second base allowed the runner to score from second base.
Haley Stewart ripped a double to the left field wall to in the bottom of the sixth. Jenny Dodd's sacrifice bunt moved pinch runner Gabby Buruato into scoring position. Once again, Alison Durrence stepped up with a single through the 3-4 hole to bring Buruato across the plate to get back on top, 2-1.
Kenzie Longanecker kept the Herd to two hits while striking out three batters in her third complete game of the season. She now holds a 4-0 record in the circle. From behind the plate, Baylee Morton threw out her second runner caught stealing this weekend.
The Mountaineers continue play next weekend in the Purple/Gold Challenge at Lipscomb in Nashville, Mar. 1-3. App State Softball would like to thank AutoStar Nissan of Boone for their support of the 2019 season.


Judging for the Monthly Awards takes place on 31 January 2019.
Entries for work flighted in November - December 2018 close on 16 January 2019.
The Creative Circle is a non-profit organisation dedicated to promoting creativity as a business resource and maintaining high levels of creativity in the South African advertising industry and provides input into official industry bodies.
Its purpose is to inspire the transformation of product, people and perception through the power of creativity.
All Creative Circle members are also eligible for valuable benefits.
Click here for memorial dates and to read Pete Khoury's tribute to our industry legend Keith Rose.
Creative Circle members are invited to host the event at their agency. Click here for details.
We want your creatives to judge at the 2019 Creative Circle Monthly Awards. Click here for more information.
Have you met your Skills Development targets for 2018?
Partner with Umuzi to build your talent pipeline and create high-value jobs.
The Creative Circle Monthly Awards judging, for work flighted in June – August 2018 took place on Thursday, 27 September at Havas Johannesburg.
Click here to view the 2018 Interim Rankings tables.


B>description: to give that marine hint to your dwelling you need a fish decor and this whale tail decor would be the ideal one for you. Made from high quality glass, this decor will stay in prim condition for a long time. Dyed in turquoise, it has Golden hints all over, which enhances its look further. Make it a part of your living room, bedroom, entryway or guestroom and it is sure to start up conversations. You can also present it as a gift to near and dear ones who love sea animals and would admire a beauty like this one. light in weight, you can shift it frequently according to tour need and convenience. Also, wipe it with a soft cloth at frequent intervals to keep it away from dust. So, what are you waiting forgo bring home this whale tail at the earliest.


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Q: A .NET custom attribute to perform impersonation? I have some methods that need to run as a certain service account, so I do the normal thing:
public DoSomeWorkAsServiceAccount() {
    ...
    // assume I am given tokenHandle
    WindowsIdentity newId = new WindowsIdentity(tokenHandle);
    WindowsImpersonationContext impersonatedUser = newId.Impersonate();

    ...
    // do the work here
    ...

    impersonatedUser.Undo();
}

I'd like to avoid writing this code in every method, so I was thinking of creating a custom attribute:
[Impersonate(tokenHandle)]
public DoSomeWorkAsServiceAccount() {
    // do the work
}

So here are my questions:

*

*Is this possible?

*Can you show me something that will avoid code duplication?

Thanks in advance.

A: I've don't have any code, but you could try using PostSharp to do this. You could create an OnMethodInvocationAspect which arranges the security stuff before calling the method code. eg
public class ImpersonateAttribute : OnMethodInvocationAspect
{
  public override void OnInvocation(MethodInvocationEventArgs eventArgs)
  {
    WindowsIdentity newId = new WindowsIdentity(tokenHandle);
    WindowsImpersonationContext impersonatedUser = newId.Impersonate();

    eventArgs.Proceed() // Call the code in the actual method.

    impersonatedUser.Undo();
  }
}

The above is a complete guess, but by suggesting it, I may have given you a valid option.

A: I don't think an attribute is the best way to implement a feature like this.  For the most part attributes merely act as meta-data on types and members (Aspect Oriented stuff aside).  You'd need to write something to check for that attribute, and re-route the method call accordingly.  If you already have some AOP code in place this shouldn't be much of a chore, but if you don't you'd likely be much better served by something like this:
public void DoWorkAsUser(tokenHandle, Action op)
{
  WindowsIdentity newId = new WindowsIdentity(tokenHandle);
  WindowsImpersonationContext impersonatedUser = newId.Impersonate();

  op();

  impersonatedUser.Undo();
}

And then call it like this:
DoWorAsUser(token, MyMethod);

This allows you to centralize the impersonation code without having to mess around with reflection, codeweaving, etc.

redpajama_set_name: RedPajamaStackExchange


When we first met Corbin Goodwin back in 2013, he was just a shaggy California kid who'd built a Mustang-powered Mazda RX-7, a car that looked like some tripping-balls stunt coordinator had commissioned it for Mad Max V: The Fast And The Furious.
As it turned out, the engineering student's ratrod Mazda with the "my other ride is your mom" sticker wasn't half bad to drive, and Matt Farah made that Zero F**ks Given RX7 legendary on /TUNED. Now, Corbin's back and he has his own junkyard-built sports car miniseries on The Drive.
On episode one of /CORBIN'S HIT SHOW, Corbin and partner in pick-a-part, Michael Elterman procure a strange, turbocharged-and-airbrushed 1984 Ford Mustang SVO and hatch a plot to use a combination of junkyard parts, a few new bits and sheer force of ill-will to unlock its hidden mechanical potential, and beat a new EcoBoost-powered Mustang in a racetrack challenge.
Hide your torque wrench somewhere safe, because Corbin and Mike are not effing around this time. What's that weird smell?


The defending Indian Rally Champion Lohitt Urs announced his retirement from motor racing after a successful career in the sport.
The Mysore-based rally driver posted a heartfelt message on Facebook, calling it a day, after nearly 20 years of racing in India and abroad.
While he retires from racing, the Indian will continue to remain involved with the sport for its development in the country and aspires to bring a World Rally Championship round in India.
"I have decided to retire from competing in Motor Sports events. My involvement in motorsport will be for [the] improvement and development of [the] sport from now on.
"Motorsport has been something very important and special part of my life. 20 years back is when I competed in my Kine (Kinetic Honda) in my first dirt track race at my all time favorite Lalitha Mahal Grounds at Mysuru.
From then [on] it has been an unforgettable journey for me. A simply unbelievable learning experience of life. Motorsport has given me the exposure and grooming to face life in any condition.. Good, bad or ugly!
It was because of motorsport that I traveled the length and breadth of India and beyond. I got to see and understand the way of life at so many places. I got to meet so many people who have become friends for life.
It is one the toughest decision I've taken in my life.. But then.. I got to kill this dream to live an other! I thank all the people who have supported me so much for so long, this just can't be described in words.
I thank my sponsors, my team of technicians and the people who thought me to drive better. It's because of them that I'm what I'm in Motorsport. Finally I thank my God for letting me do all this.
The 36-year-old was crowned the IRC champion last season after winning two rallies, beating title favourites Gaurav Gill, Amittrajit Ghosh among others, driving the Mitsubishi Lancer.
The 2003 INRC champion (in 1400cc category) might still race in one-off rallies but has officially retired and will focus on mentoring young drivers.
Although Urs had more years of racing left him in, the Indian elaborated the decision was 'sudden but inevitable' owing to his social and business commitments.
"I am involved in many social causes and activities in Mysuru, besides my business (Mitsubishi dealerships in Mysuru and Bengaluru)," he said.
"So, it leaves me very little time for motorsport. Of course, I might drive in a rally occasionally, just for the heck of it, but I plan to mentor young drivers.
"I am still very passionate about motorsport to let go fully. My ultimate dream is to get a round of WRC to India. I will start working towards that soon," he added.
Apart from racing in India, Urs has raced in Scotland back in 2007 driving a Ford Fiesta while also competed in few rounds in the Malaysian Rally Championship in 2009 (one round - Mitsubishi), 2010 (three rounds - Subaru & Mitsubishi) and 2012 (one round - Mitsubishi).


There exists a LavaRnd SourceForge project.
LavaRnd source may be downloaded form the LavaRnd files SourceForge project page.
See the collection of README files for information about the current release.
See the Contacting us page for information on how to submit bug reports, patches, to contribute code, and obtain release information. Bug reports, support requests, patch tracking and new feature requests may be submitted to the SourceForge project trackers.
The SourceForge project contains several forums and trackers used by developers: See the Contacting us page for details.
The reference implementation of LavaRnd has been alpha released. It is currently running the demos for this site.
To help make the source code for the LavaRnd reference implementation widely available, we have made use of the LGPL Copyright and License. The LavaRnd reference implementation consists of source code that is under an LGPL and source code which is declared to be in the public domain. Details of this combination can be found in our COPYING file.
To be notified of new LavaRnd releases, join the LavaRnd-release mailing list.


Poblenou has earned itself a reputation as a hub of art and creativity in Barcelona. The neighbourhood is close to the city centre, metro and beach but is a village on to itself, with all manner of services and cultural activities on offer.
In this up-and-coming area of Barcelona we find this spectacular industrial style loft property with an art gallery atmosphere and a vast open plan living room – dining room and kitchen, featuring exposed brick walls and high ceilings with attractive structural beams.
There are 3 complete bathrooms, 2 of which are en suite, a guest toilet and 5 bedrooms in total in the property, 2 of which are found on the mezzanine level, including the master bedroom which is in the centre of the property.
It would make a truly unique and impressive private residence for an artist or creative professional, offering abundant space and sold completely furnished.
This property is located in the up-and-coming Poblenou area of Barcelona, a creative hub and a neighbourhood offering plenty of services and easy access to the city centre, the beach, metro and many restaurants.


text:
Q: Partitioning connected faces of polyhedra (the floor of a game level) I have a set of polyhedra that make up a game level, and I'd like to partition the floor.  Basically, I need a generic way to divide up areas where players can be into labelled zones.  Are there any algorithms or an established set of procedures for doing this?
Assuming there isn't anything standard, I'd appreciate some guidance on how to go about this since I'm not very familiar with the domain.  I've seen some partitioning algorithms for polygons in CGAL which I like, so my intuition is to generate polygons from the floor and then use those algorithms.
Here's my plan:

*

*Find all upward-facing faces of floor polyhedra: Start at an initial point on a known floor polyhedron where players can be and traverse connected polyhedra that intersect at a smooth enough angle (i.e. are not walls).  Pick a point in the sky and iterate through all the faces of floor polyhedra for which that point is on the positive side (I have orientation data for the faces).

*Find planes to separate overlapping floor areas along the z-axis.  I have some ideas of how to go about this, but I suspect there's an algorithm that will do it.

*Use the first two coordinates of now-divided floors to make polygons and run the partition algorithm on each of them.
Example:
Suppose I have 3D shape data of an office building with two floors and a staircase connecting the floors.  Everything is in 3D so a floor is represented by a polyhedron with thickness as are the walls and staircase.  I want to partition the upward face of each floor in order to plan out cubicle locations.  I really don't care about the cubicles on one floor in relation to cubicles on the other floor.  Rather than having one 3D space that's partitioned, it makes sense to me to break this up into two 2D spaces to partition individually.
Note: This example isn't perfect because in the example I don't care about partitioning the staircase, but in my game world I do.  So I can't just remove the staircase and have my two separated floors, but I could, for instance, slice it and separate the floors with a plane.


Nickolas Zenez, beloved husband of Vasso, nee Analitis; loving father of Evangelos (Claudia), Antonios, Demetrios and the late Evangeline. Funeral Friday 9 a.m. from The Original Rago Brothers Norridge Funeral Chapels, 7751 W. Irving, to Holy Trinity Greek Orthodox Church, 6041 W. Diversey, for 10 a.m. Service. Interment Elmwood Cemetery. Visitation Thursday 2 to 9 p.m. 773-276-7800.


A line of lanyards with built-in energy absorber, designed to arrest falls and reduce the force of impact during a fall. The devices in this line are of different lengths and have connectors in different combinations. The lanyards with energy absorber in the DAMPERMAX line consist of a nylon static rope with an 11 mm diameter kernmantle weave which guarantees effective and optimal resistance against wear and abrasion. The 1.5 m lanyards can be connected to the dorsal attachment point extension (BURMA code A023-1100).


And her decision to do so both upset and confused my entire family.
At the time my mom was doing this treatment in 2016, results showed it was working. Unfortunately, since then, her cancer progressed and she has moved onto a chemotherapy treatment.
My mom always stresses how there are so many different treatments; some in the form of chemotherapy, and some not. The type of treatment depends on the patient and their condition, so they should ask their doctor for more information on different options and if they qualify.
It completely changed her life so we couldn't blame her for wanting to try something different.
Exploring different treatment options isn't fun or easy, so make sure you're being supportive, understanding and open-minded of their decisions.
I love this post for so many different reasons. For the first time in my life I was exposed to a Holistic approach from one of my roommates undergrad. To my small minded young self her tea leafs and healthy eating seems like a waste of time, but realistically mainstream medicine doesn't work for everyone and it is interesting to see this through the lens of a cancer treatment. I can completely admit that I never would have thought treatment options other than chemotherapy existed, and I appreciate your honestly and willingness to share your story.
Wonderful job Sara! Something I have realized over the past month is the treatment for cancer is so individualized and there are many moving parts. The one thing I quickly learned to do was to ask questions. While I may understand what the doctors and nurses are saying because of my education, my mom does not and it is her body and treatment. As daughter's, we often become advocates for them. Looking forward to your post next week!


Pool Deck Paint – Rejuvenate your Pool Deck! |…,17 Apr 2012 . Most people put good effort into keeping the pool in good shape, but they can forget about the deck – and a pool can only look as good as the.
Things to Consider Before Resurfacing a Pool |…,Always wear proper safety gear like gloves, boots, eye goggles, and . However, resurfacing your pool yourself can be a rewarding task that could save you.
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Five tips for remodeling your Arizona pool deck -…,22 Oct 2015 . For those of you thinking of resurfacing your pool deck, we've compiled a few tips and guidelines. . of homeowner DIY advice and information at RosieontheHouse. . list of Arizona's very best contractors or service providers for your home . 6 cool ways teachers are using technology in the classroom.
diy pool deck resurfacing options - outdoor deck for…,Resurfacing can spice up your old pool deck without the hassle of tearing out the . Best decks for swimming pools with photo gallery of ideas, diy construction tips . do it yourself pool resurfacing is not only possible but by far the way to go.
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Royal HaskoningDHV, a Netherlands-based international project management and engineering consultancy services provider wins the contract to supervise the construction of the extension of the main port of Jakarta, Tanjung Priok.
President Yudhoyono marks the beginning of the construction of the New Priok Development which will be the largest port infrastructure project the country has ever undertaken.
The Kalibaru New Priok Terminal will triple the capacity of Tanjung Priok, already Indonesia's largest commercial port, to over 18 million TEUs on completion of the project in 2023 with the vision of lowering logistics costs throughout the country and streamlining national supply chains. The new development will consist of three container terminals which will increase container handling capacity from the current figure of 6.8 million TEUs to 11 million TEUs. Two further terminals will exclusively handle oil and gas products with a capacity of up to 9 million cubic meters.
The development will serve to modernise and streamline Indonesia's logistics industry by significantly expanding the capacity and scope for shipments which will in turn lower logistical costs throughout the country. New Priok will effectively compete with other major ports in the region in terms of efficiency and productivity as well as turnaround times. IPC's extensive and on-going focus on human resources development has produced a highly qualified team of young and dynamic logistics professionals who are ready to serve to the highest possible standards of the industry. The new terminals will also be able to receive the largest shipping vessels currently available of up to 18,000 TEUs thus enabling direct shipments as opposed to transhipping through neighbouring ports positioning Indonesia as a central shipping hub.
The New Priok Development offers exciting opportunities to foreign investors to enter joint ventures with Pelindo II for the construction and operation on the terminals with a 49% stake in the project. The first terminal, which will begin operations in 2014, has already been awarded to Mitsui & Co Ltd of Japan and will have a capacity of 1.5 million TEUs. Two further terminals are currently in the tender application process. The terminals offer an opportunity to participate in a bedrock infrastructure project for a rapidly growing G20 country that will revolutionise the local logistics industry by bringing it up to par with other world class ports and has thus attracted widespread investor interest. Investors from Europe and China who have the potential to further develop Indonesia's trade links and market reach are particularly encouraged to participate.


text:
ExtensionAppProvider::ExtensionAppProvider(
    AutocompleteProviderListener* listener,
    Profile* profile)
    : AutocompleteProvider(listener, profile,
          AutocompleteProvider::TYPE_EXTENSION_APP) {
  // Notifications of extensions loading and unloading always come from the
  // non-incognito profile, but we need to see them regardless, as the incognito
  // windows can be affected.
  registrar_.Add(this, chrome::NOTIFICATION_EXTENSION_LOADED,
                 content::Source<Profile>(profile_->GetOriginalProfile()));
  registrar_.Add(this, chrome::NOTIFICATION_EXTENSION_UNINSTALLED,
                 content::Source<Profile>(profile_->GetOriginalProfile()));
  RefreshAppList();
}

// static.
void ExtensionAppProvider::LaunchAppFromOmnibox(
    const AutocompleteMatch& match,
    Profile* profile,
    WindowOpenDisposition disposition) {
  ExtensionService* service =
      extensions::ExtensionSystemFactory::GetForProfile(profile)->
      extension_service();
  const extensions::Extension* extension =
      service->GetInstalledApp(match.destination_url);
  // While the Omnibox popup is open, the extension can be updated, changing
  // its URL and leaving us with no extension being found. In this case, we
  // ignore the request.
  if (!extension)
    return;

  AppLauncherHandler::RecordAppLaunchType(
      extension_misc::APP_LAUNCH_OMNIBOX_APP,
      extension->GetType());

  chrome::OpenApplication(chrome::AppLaunchParams(
      profile, extension, disposition));
}

void ExtensionAppProvider::AddExtensionAppForTesting(
    const ExtensionApp& extension_app) {
  extension_apps_.push_back(extension_app);
}

AutocompleteMatch ExtensionAppProvider::CreateAutocompleteMatch(
    const AutocompleteInput& input,
    const ExtensionApp& app,
    size_t name_match_index,
    size_t url_match_index) {
  // TODO(finnur): Figure out what type to return here, might want to have
  // the extension icon/a generic icon show up in the Omnibox.
  AutocompleteMatch match(this, 0, false,
                          AutocompleteMatchType::EXTENSION_APP);
  match.fill_into_edit =
      app.should_match_against_launch_url ? app.launch_url : input.text();
  match.destination_url = GURL(app.launch_url);
  match.inline_autocomplete_offset = string16::npos;
  match.contents = AutocompleteMatch::SanitizeString(app.name);
  AutocompleteMatch::ClassifyLocationInString(name_match_index,
      input.text().length(), app.name.length(), ACMatchClassification::NONE,
      &match.contents_class);
  if (app.should_match_against_launch_url) {
    match.description = app.launch_url;
    AutocompleteMatch::ClassifyLocationInString(url_match_index,
        input.text().length(), app.launch_url.length(),
        ACMatchClassification::URL, &match.description_class);
  }
  match.relevance = CalculateRelevance(
      input.type(),
      input.text().length(),
      name_match_index != string16::npos ?
          app.name.length() : app.launch_url.length(),
      match.destination_url);
  return match;
}

void ExtensionAppProvider::Start(const AutocompleteInput& input,
                                 bool minimal_changes) {
  matches_.clear();

  if ((input.type() == AutocompleteInput::INVALID) ||
      (input.type() == AutocompleteInput::FORCED_QUERY))
    return;

  if (input.text().empty())
    return;

  for (ExtensionApps::const_iterator app = extension_apps_.begin();
       app != extension_apps_.end(); ++app) {
    // See if the input matches this extension application.
    const string16& name = app->name;
    string16::const_iterator name_iter = std::search(name.begin(), name.end(),
        input.text().begin(), input.text().end(),
        base::CaseInsensitiveCompare<char16>());
    bool matches_name = name_iter != name.end();
    size_t name_match_index = matches_name ?
        static_cast<size_t>(name_iter - name.begin()) : string16::npos;

    bool matches_url = false;
    size_t url_match_index = string16::npos;
    if (app->should_match_against_launch_url) {
      const string16& url = app->launch_url;
      string16::const_iterator url_iter = std::search(url.begin(), url.end(),
          input.text().begin(), input.text().end(),
          base::CaseInsensitiveCompare<char16>());
      matches_url = url_iter != url.end() &&
          input.type() != AutocompleteInput::FORCED_QUERY;
      url_match_index = matches_url ?
          static_cast<size_t>(url_iter - url.begin()) : string16::npos;
    }

    if (matches_name || matches_url) {
      // We have a match, might be a partial match.
      matches_.push_back(CreateAutocompleteMatch(
          input, *app, name_match_index, url_match_index));
    }
  }
}

ExtensionAppProvider::~ExtensionAppProvider() {
}

void ExtensionAppProvider::RefreshAppList() {
  ExtensionService* extension_service =
      extensions::ExtensionSystemFactory::GetForProfile(profile_)->
      extension_service();
  if (!extension_service)
    return;  // During testing, there is no extension service.
  const ExtensionSet* extensions = extension_service->extensions();
  extension_apps_.clear();
  for (ExtensionSet::const_iterator iter = extensions->begin();
       iter != extensions->end(); ++iter) {
    const extensions::Extension* app = iter->get();
    if (!app->ShouldDisplayInAppLauncher())
      continue;
    // Note: Apps that appear in the NTP only are not added here since this
    // provider is currently only used in the app launcher.

    if (profile_->IsOffTheRecord() &&
        !extension_service->CanLoadInIncognito(app))
      continue;

    GURL launch_url = app->is_platform_app() ?
        app->url() : extensions::AppLaunchInfo::GetFullLaunchURL(app);
    DCHECK(launch_url.is_valid());

    ExtensionApp extension_app = {
        UTF8ToUTF16(app->name()),
        UTF8ToUTF16(launch_url.spec()),
        // Only hosted apps have recognizable URLs that users might type in,
        // packaged apps and hosted apps use chrome-extension:// URLs that are
        // normally not shown to users.
        app->is_hosted_app()
    };
    extension_apps_.push_back(extension_app);
  }
}

void ExtensionAppProvider::Observe(int type,
                                   const content::NotificationSource& source,
                                   const content::NotificationDetails& details) {
  RefreshAppList();
}

int ExtensionAppProvider::CalculateRelevance(AutocompleteInput::Type type,
                                             int input_length,
                                             int target_length,
                                             const GURL& url) {
  // If you update the algorithm here, please remember to update the tables in
  // autocomplete.h also.
  const int kMaxRelevance = 1425;

  if (input_length == target_length)
    return kMaxRelevance;

  // We give a boost proportionally based on how much of the input matches the
  // app name, up to a maximum close to 200 (we can be close to, but we'll never
  // reach 200 because the 100% match is taken care of above).
  double fraction_boost = static_cast<double>(200) *
                          input_length / target_length;

  // We also give a boost relative to how often the user has previously typed
  // the Extension App URL/selected the Extension App suggestion from this
  // provider (boost is between 200-400).
  double type_count_boost = 0;
  HistoryService* const history_service =
      HistoryServiceFactory::GetForProfile(profile_, Profile::EXPLICIT_ACCESS);
  history::URLDatabase* url_db = history_service ?
      history_service->InMemoryDatabase() : NULL;
  if (url_db) {
    history::URLRow info;
    url_db->GetRowForURL(url, &info);
    type_count_boost =
        400 * (1.0 - (std::pow(static_cast<double>(2), -info.typed_count())));
  }
  int relevance = 575 + static_cast<int>(type_count_boost) +
                        static_cast<int>(fraction_boost);
  DCHECK_LE(relevance, kMaxRelevance);
  return relevance;
}

redpajama_set_name: RedPajamaGithub


text:
April 30th, 2018	by Brian Tucker
Inventory Contact
The really big fight between Ram and Ford comes with the light-duty 1500 and F-150 models, but these heavy duty models sell in seriously significant numbers too. It would be easy to follow the crowd and buy a Ford F-250, but check out the 2018 Ram 2500 instead and you'll find it a more individual and more affordable alternative.
First Impressions: Ram 2500
There's nothing subtle about the way either of these two trucks look, and that's exactly how it should be. If a buyer can't associate words like rough, tough, macho, and rugged to a heavy duty truck, the manufacturer might as well throw the towel in. The F-Series has recently had a much needed redesign, and it now has a considerably more modern and contemporary look about it.
The Ram 2500 looks like a carbon copy of the 1500 until you get up close and notice its taller grille, bigger headlights, and more muscular look. In the world of the full-size pickup truck, the Ram has something the Ford doesn't though: individuality. Although the Ram 2500 is still every inch the full-size American pickup, its unique front fascia sets it apart from the crowd. In a market as congested as the pickup market is, that puts the Ram 2500 ahead of the game.
Capability: Ford F-250
To a large extent, towing and hauling capacity is what full-size heavy duty trucks are all about and these two don't disappoint. These trucks are the entry points to their manufacturers' heavy-duty ranges, but they're both very seriously capable. The Ram is rated for towing a maximum of 17,980 pounds, and the payload capacity is rated at 3,890 pounds. That will give you plenty of room to handle big jobs.
However, the 2018 Ford F-250 offers more. The maximum trailer rating for a 2018 F-250 is an impressive 18,500 pounds and the biggest payload an F-250 can cope with is 4,250 pounds, which is impressive and gives the Ford a win over the Ram on both counts.
Trim Choice and Customization: Ram 2500
The Ram 2500 is available in eight different trim levels: Tradesman, SLT, Big Horn/Lone Star, Sport, Power Wagon, Laramie, Laramie Longhorn, Limited, and the new Limited Tungsten. You'll be able to customize your bed lengths, drivetrains and option packs on each of these models, giving you an incredible number of variations to suit your needs.
The Ford F-250 also has a myriad of configurations, but its five trim levels of XL, XLT, Lariat, King Ranch, and Platinum fall short of what's on offer from Ram. Special editions of the 2500 gives buyers additional choices, like the Hydro Blue, Southfork, and Harvest, so this is another win for the Ram 2500.
Affordability: Ram 2500
Right off the bat, entry level versions of the 2018 Ram 2500 cost less than their Ford F-250 equivalents. When you then go up through the trim levels, the price difference in favor of the Ram becomes increasingly stark.
The most expensive 2500 is less than $60k, but the top levels of the F-250 are north of $80k. The $80k F-250 is not the same specification as a $60k Ram 2500, but you need to be able to justify a difference as big as $20k. In this case, we think it's a bit of a stretch to make that case. The Ram looks like better value for heavy duty truck buyers.
Learn More about the Ram 2500
The redesigned Ford F-250 is a great truck and we're not claiming otherwise. But when presented with as much choice as we have, it's only right to consider the alternatives. If you don't need the small amount of extra capability offered at the upper echelons of the F-250 lineup, the 2018 Ram 2500 could be a better priced, more distinctive alternative to following the crowd.
Posted in Ram Comparison
0 comment(s) so far on 2018 Ram 2500 vs Ford F-250


key worked fine, nice trade!
Thank you for the trade! Key worked great!
Zelfore, I'm interested in getting Ultimate Arena off you. I don't have any games to trade, but would consider maybe gifting a cheap ~$1 game off steam for you, or perhaps trading a coin. Let me know.
This has been happening a bit much lately, so I'll make it clear here. If you keep sending me trades which are canceled in less than 6 hours over the course of multiple days, I WILL ban you from trading with me! I don't need anyone spamming my notifications pointlessly!
I enjoy RPGMaker games that I do NOT own. Am willing to trade nearly anything up for trade for a Groupees Coin (maybe a little more if it's an expensive game). And I will very frequently make alternative offers, and more elaborate reviews after trading. So if you want more than a "Great Trader" on your wall, trade with me!


If you thought about enrolling in any of College of Phoenix's Info Technology applications, you might need to ask the Accreditation Board of Engineering and Technology ( ) why they threw away College of Phoenix's accreditation utility within the garbage can. The University of Phoenix applied for accreditation with ABET back in July 2010 and after discovering fraud, ABET didn't accredit the college's Information Technology programs after their investigation concluded January 2011. competitor's product or going for less worthwhile business arrangements. Focusing on high quality of a product and companies to prospects and suppliers in a agency's distribution, advertising and marketing, sales and repair services is the main concerns of this side. Oh I do know I'll probably get a variety of hate responses to this submit. However, as I see it, it's the cold hard reality.
The cycle of Moore's Regulation, from Intel cofounder Gordon Moore, is generally accepted to be eighteen months, though predictions have ranged from as few as six months to a few years or extra. Moore's original prediction was for transistor density, but the law has since been utilized to many technologies and lots of industries. Around the time when the cloud was launched customers fearful about shedding paperwork, pictures and music if a computer malfunctioned. Right this moment, data may be saved safely beyond the boundaries of personal computers.
The unconscious mind runs in the background, silently affecting the outcome of many thoughts. So, take a break and odor the flowers, as a result of whilst you're out doing that, your thoughts may very properly solve the problem that you're attempting to resolve or spark an answer to an issue you hadn't considered before. Unheard of: A Y-formed part found in the middle of a mysterious protein studied in glaucoma.
Freelance services are amongst the preferred on-line business ideas. You can provide numerous companies like copy-writing, illustrations, multimedia, programming etc. However in 2013, probably fueled by the mammoth success of TNT's Dramatic Surprise the yr before, we have seen an actual shift in focus to a majority of these ads. From a little research and numerous errors, and with the affected person assist of 'experts' at one of many higher tech help boards, I current right here a relatively easy, efficient short-minimize by means of the technology jungle of getting this completed. Except you occur to be a hardware/operating system pro, this text can prevent a world of stress.
There may be correlation between media and society to share them self in regards to the previous, current and future occasion on want base method of the society. We know that a very long time ago we see allnews, views occasions all this stuff by way of Radio, Banner and Cinema slide present. However now a day wehave an influence to see all the things of the society and to share it among the people only the great strategy of media.


text:
Elbridge Ayer Burbank est un peintre américain né le  à Harvard et mort le  à San Francisco. Il est l'auteur de nombreux portraits de Nord-Amérindiens, une grande partie d'entre eux aujourd'hui exposés dans la Hubbell Home, en Arizona.

Galerie

Références

Annexes

Bibliographie
 .

Liens externes

Peintre portraitiste américain
Peintre américain du XIXe siècle
Peintre américain du XXe siècle
Nord-Amérindiens dans la peinture
Naissance dans le comté de McHenry (Illinois)
Naissance en août 1858
Décès à San Francisco
Décès en avril 1949
Décès à 90 ans

redpajama_set_name: RedPajamaWikipedia


text:
Q: PHP file writing does not work So, I've got a piece of code:
<?php
$myfile = fopen("\\sid-win-file02\Summer_Students\ASName.Surname", "w") or die("Unable to open file!");
$txt = "John Doe\n";
fwrite($myfile, $txt);
$txt = "Jane Doe\n";
fwrite($myfile, $txt);
fclose($myfile);
?>

This is PHP code and in theory it should create a file in the directory \\sid-win-file02\Summer_Students\ASName.Surname but it does not.
From what I understand, it should throw an error if it is unable to, but it does not.
Could someone help?
I tried using a different method, w+, but it changed nothing.
I am new to PHP.
Note: I am trying to save the file on a local server. I do techinally have the permission to.
Thank you in advance

A: Backslash is an escape character. You should double them or use forward slashes instead.
Also, \\sid-win-file02 is probably an issue. Use a relative path instead.

A: make sure the directory \\sid-win-file02\Summer_Students exists and is writable