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HomeNewsIndia Announces Gift Of 2,00,000 COVID-19 Doses For UN Peacekeepers
"Keeping in mind the UN Peacekeepers who operate in such difficult circumstances, we would like to announce today a gift of 200,000 doses for them," S Jaishankar said.
"Keeping in mind the UN Peacekeepers who operate in such difficult circumstances, we would like to announce today a gift of 200,000 doses for them," S Jaishankar told the UN Security Council in a virtual address.
Quoting the Bhagvad Gita, S Jaishankar said, "Do your work with the welfare of others always in mind."
The minister made the announcement at the UN Security Council open debate on the implementation of resolution 2532 (2020) on the cessation of hostilities in the context of the Covid-19 pandemic.
External affairs minister S Jaishankar on Wednesday announced that India will gift 2,00,000 Covid-19 vaccines to UN peacekeepers.
"Today, the pharmacy of the world is stepping forward to meet the global vaccines challenge," he said, adding that two vaccines, including one indigenously developed, have already been granted emergency use authorisation. Additionally, as many as 30 candidates are under various stages of development, he added.
Earlier this week, two versions of the AstraZeneca/Oxford Covid-19 vaccine received WHO Emergency Use Listing (EUL). The versions of the AstraZeneca/Oxford vaccine, produced by AstraZeneca-SK Bioscience (AZ-SKBio) and the Serum Institute of India (AZ-SII), are now available for global rollout through the COVAX Facility.
S Jaishankar said, "Do your work with the welfare of others always in mind." (File)United Nations:
India, hailed as the pharmacy of the world, on Wednesday announced a gift of 200,000 COVID-19 doses for UN peacekeepers.
External Affairs Minister S Jaishankar made the announcement at the UN Security Council open debate on the implementation of resolution 2532 (2020) on the cessation of hostilities in the context of the COVID-19 pandemic.
He told the meeting that it is this spirit in which India approaches the COVID challenge and urged the Council to work collectively to address its different dimensions.
Jaishankar said India is working actively with GAVI, World Health Organisation and ACT Accelerator and its contribution has also supported the SAARC COVID-19 Emergency Fund.
Shortly after the announcement, India's Permanent Representative to the UN Ambassador T S Tirumurti tweeted, "Protecting the Protectors! External Affairs Minister @DrSJaishankar announces a gift of 200,000 doses of vaccines for UN peacekeepers at #UNSC. India responds immediately to request of @UN Secretary General @antonioguterres."
Jaishankar told the Council that India, the pharmacy of the world, has been very much at the forefront of the global fight against the COVID-19 pandemic. India earlier provided critical medicines, diagnostic kits, ventilators and PPEs to more than 150 countries, about 80 of them on a grant basis.
India had airlifted more than 6 million Covid-19 doses to nine countries during phse of the Vaccine Maitri initiative. Contractual supplies to various countries are also being undertaken in a phased manner and New Delhi has said it will gradually supply to the COVAX facility of the World Health Organisation.
In addition, India is also directly sending vaccines to friends and partners. "Starting with our immediate neighbours, 25 nations across the world have already received Made in India vaccines. 49 more countries will be supplied in the coming days, ranging from Europe, North America, Latin America and the Caribbean to Africa, South-East Asia and the Pacific Islands," he said.
In one of the largest vaccination drives ever, India will vaccinate about 300 million frontline and healthcare workers, elderly and vulnerable over the next six months. "Our vaccination programme, which began a month ago, has already seen nearly 7 million people vaccinated," Jaishankar said.
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Evaluation the insecticidal activity of Purpureocillium lilacinum and Cuminum cyminum and study their infection impact on some biochemical content in the haemolymph of the cotton leaf worm Spodoptera littoralis (Boisd) (Lepidoptera: Noctudiae)
Yasmein A El-Sayed, Heba Yousef
Yasmein A El-Sayed1, Heba Yousef 1, 2
1 Plant Protection Research Institute Agriculture Research Center Dokki, Giza, Egypt
2 Department of Chemistry, Faculty of sciences and Arts, University of Jeddah, Khulais, Jeddah, Saudi Arabia
* Corresponding Author: Yasmein A El-Sayed
The current study was designed to examine the toxic effect of Purpureocillium lilacinum (Paecilomyces lilacinus) and Cuminum cyminum on the cotton leaf worm Spodoptera littoralis (Boisd.). The toxicity experiment was conducted by applying different concentrations of both tested fungal isolate and essential oil on the 2nd and 4th instar larvae under laboratory condition. The C. cyminum showed 96% larval mortality after ten days for the 2nd instar larvae when applied at concentrations 0.25, 5 and 10% and the same larval mortality was achieved by applying 5 and 10% concentrations against the 4th instar larvae. While P. lilacinum showed lower mortality rate which was 66 and 62% after ten days of treating the 2nd and the 4th instar larvae, respectively with the highest fungal concentration used (1010 Spore/ml). The concentration responsible for killing 50% of the tested larvae (LC50) were calculated, it was 0.001 and 0.21% for C. cyminum and 3.7 x 106 and 5.7 x 107 Spore/ml for P. lilacinum after 10 days post treatment of the 2nd and the 4th instar larvae respectively. The total lipids, proteins and carbohydrates contents were also evaluated in the haemolymph of S. littoralis 4th instar larvae treated with the two tested biocides. The result data clarified that both of them induced a significant reduction of total protein and the two key enzymes responsible for protein synthesis, GOT (Glutamic oxaloacetic transaminase) and GPT (glutamine pyruvic transaminase) and a significant increase of total carbohydrates compared to control. The total lipid was increased by fungal isolate and decreased by essential oil treatment. Our overall data revealed that there is correlation between insect infection and changes of the insect haemolymph constituents which causes physiological and biochemical disturbance of whole insect's body affect their growth and development and finally lead to insect death.
Keywords: Purpureocillium lilacinum, Cuminum cyminum, Spodoptera littoralis, toxicity, total lipid, total protein, total carbohydrates, GOT and GPT
Spodoptera littoralis (Boisd) (Lepidoptera: Noctuidae) is the most common devastative agriculture pest all over the world. It can infest wide range of agriculture crops of economic importance during the year and causes severe damage and economic losses of them (Mohamed, et al., 2019) [38], hence there was great request to abolish this wasteful pest. Presently, the most effective control of many subversive pests has been achieved by application of chemical insecticides, but it's difficult to control S. littorlais because it developed resistance against them (Ghulam, et al., 2017) [24]. Beside the pest resistance, continuous application of these chemical pesticides lead to several hazard like environmental pollution, harmful effect on the beneficial insects and toxic influence to humans, plants and animals. To avert the chemical pesticides riskiness there is a great attention to encourage the use of safer insecticides like plant extracts and bio-control agents as alternatives. For combating the insect pests several biological control agents have been used like predators and entomopathogens (virus, bacteria and fungi) (El-Gaied, et al., 2020) [17]. Among these biological insecticides are entomopathogenic fungi which considered the most effective bio-control agent against numerous insect pests. Till now above seven hundred species of fungi are recognized to infect insects (Wraight, et al., 2007) [64]. Entomopathogenic fungi are unique in their mechanism of action as they infect their host via the integument (Sevim, et al., 2015) [53] and do not have to be ingested like bacteria and virus, therefor they are able to infect stages of non-feeding such as eggs and pupae. They can penetrate the pest body enzymatically by utilization the cuticle hydrolyzing enzymes like lipase, protease and chitenase. The mechanism of action of the entomopathogenic fungi begin when the spore bind to the insect integument then germinate and enter the exoskeleton by forming appressorium. The hyphae develop and reproduce in the pest body and haemolymph and finally lead to death of pest. Secretion of the toxins is a distinguishing feature of some insect pathogenic fungi like Leucinostatins toxin secret by P. lilacinum (Purpureocillium lilacinum is a new name of Paecilomyces lilacinus as it has been changed previously by its discoverer Robert A. Samson (Luangsa-Ard J, et al., 2011)) [33], once penetration the insect host by the fungal propagules these toxic substances can cause insect death even before spread and formation of the spores (Charnley, 2003) [13]. Using the insect pathogenic fungi for controlling the insect pest have numerous advantages summarized in: 1- they are significant natural enemies of arthropod (Chandler, et al., 2000) [12], able to infect them via the cuticle. 2- Easily and cheaply cultivation of them and production of their infective spores (Roberts & Hajek, 1992) [51]. 3- They can be exist under various environmental condition (Ferron, 1978) [22].
Recently, plant essential oil received great interest as natural insecticides and considered among the most promising alternatives to chemical insecticides. They extracted from different part of plants and their insecticidal potential were investigated by many authors (Elumalai, et al., 2010) [18]. C. cyminum is essential oil belonging to Apiaceae family which considered the most known and used families for their richness of essential oils (N.E. BEN-KHALIFA, 2018) [42]. The main components of C.cyminum are monoterpenes which have high toxic effect against insect pest (Abdelgaleil, et al., 2009) [2]. Generally plant extracted essential oils have repellent, attract and antifeeding activities against insect pests and can also disturb the insect growth and development and make inhibition to eggs oviposition (Tripathi, et al., 2003) [60].
Insect haemolymph is a fluid resembles the blood of vertebrates circulate in the arthropod body, consists of mixture of carbohydrates, proteins, lipids, salts, water, hormones, etc. the insect haemolymph constituents have various function responsible for physiological activities of the insects body. The changes in physical and biochemical parameters of haemolymph reflect physiological and biochemical disturbance of the insect tissues, and these are predicting the pathogenic effect of the insects (Emad M. S. Barakat and Mohamed O. Abokersh., 2016) [19], so the present work aimed to test the efficacy of Purpureocillium lilacinum (Entomopathogenic fungal local isolate) and Cuminum cyminum (Plant essential oil) against 2nd and 4th instar larvae of S. littoralis and evaluate the influence of both on some biochemical changes in haemolymph components of the tested insect.
Material and Method
Insect rearing
Spodoptera littoralis larvae were received from Insect Pathogen Unit-Plant Protection Research Institute-Agriculture Research Center, reared on the synthetic diet described by Shory and Hale (1965) at 26°C, 75% RH and natural photoperiod El-Defrawi, et al., (1964) [15] with extremely controlled condition to avert any contamination.
Plant material and extraction method
The dry seeds of Cuminum cyminum were obtained from supermarket in Jeddah, Kingdom of Saudi Arabia, in September 2019. The dry seeds (150g) were grounded and then macerated in 500ml methylene chloride. After leaving the solution 7 days, it was filtrated through what man No 40 filter paper. The solvent was removed under reducing pressure using rotary evaporator to obtain oily dark extract. Five concentrations (0.625, 1.25, 2.50, 5 and 10%) were prepared from the stock solution to be used in bioassay experiment to test the plant extract virulence.
The Microorganism
Purpureocillium lilacinum isolate was isolated from soil sample collected from Elqalubia gavarnorate (Shimaa M. Desoky, et al., (2020) [55]. Soil sample (1g) was dissolved in 10ml distilled sterilized water, and then serial dilution till 10-5 was made to prevent over-crowding of the fungal colonies. One ml of this dilution was injected on prepared Czapek's Dox media plates. Streptomycin (1%) has been added to the medium before casting in the petri dishes to stop the growth of bacteria. The dishes were incubated at 27oC for 72 hour. After the growth of the fungal colonies purification steps were repeated till the appearance of visible and clear growth of fungi. Preliminary identification based on diameter of the hyphae, conidiophore branching, arrangement, and shape of conidia occurred by spreading small part from fungal mycelium on glass slide contain one drop of sterilized water then covered with cover slip and visualized under light microscope. For confirming light microscope identification the isolate was molecular identified by making amplification of one of the most frequently gene used in fungal phylogentic studies 18s ribosomal RNA and registered in Gene Bank data base with code no MT 102250.
Propagation of P. lilacinum
P. lilacinum was inoculated on petri dishes contain Czapek's Dox medium and incubated at 27oC for fifteen days. After incubation period the spores were reaped by robbing the surface of the cultures in sterile distilled water contain 0.01% tween 80 using sterilized spatula. The concentration of the produced mother suspension was evaluated by Neubauer hemocytometer (Alves & Moraes, 1998), and five concentrations (2.8 x 106, 2.8 x 107, 2.8 x 108, 2.8 x 109 and 2.8 x 1010 spore/ml) were prepared by serial dilution in distilled water to evaluate the virulence of the tested fungal isolate.
Toxicity test for plant extract and fungal isolate
Concentrations that have been prepared from both plant extract and fungal isolate were tested separately against 2nd and 4th instar larvae. For the tested fungal isolate the larvae were treated by direct spraying of the fungal concentrations using good sprayer and untreated larvae serves as control sprayed only with distilled sterilized water contains a 0.01% tween 80. For plant extract, the diet surface treatment procedure was applied according to Addy N.D. (1969) [5], in which the larvae allowed to feed on contaminated artificial diet with plant extract concentrations for 2 days then transferred to clean cups contain untreated diet and observed daily, the diet which served to control larvae treated only with distilled water. Thirty larvae for each concentration and thirty larvae for control were triplicate. The mortality rate was recorded every 2 days till 10 days post treatment.
Concentrations of the tested fungal isolate and the plant extract with mortality rate were computed to be analyzed and to determine the fifty percent lethal concentration (LC50) by using Ldp Line software (Bakr, 2000) [10].
Preparation of homogenate samples
after five days post treating the fourth instar larvae with LC50 of both fungal isolate and essential oil individually, the homogenate samples were collected and homogenizing in physiological saline then collected in cold tubes (on ice) previously coated with crystals of phenylthiourea to prevent melanization. The samples were centrifuged at 2500rpm for 5 minutes under cooling (4oC) to remove the tissues. After centrifugation the supernatant fluid was divided into small 3 aliquots (0.5ml) and stored at -20oC until analysis.
Estimation of the total lipid
The total lipid content of the haemolyph was determined by the phosphovanillin method of Baronos and Blackstock (1973) [11], and the developed color was measured spectrophotometrically at 540 nm against the blank.
Estimation of the total protein
The protein content of the haemolymph was determined using folin phenol reagent according to the method of Lowry, et al., (1951) [32], and the absorbance was measured spectrophotometrically at 750 nm against the blank.
Estimation of the total carbohydrate:-
The total carbohydrate content of the haemoly mph was determined according to Singh and Sinha (1977) [57], the absorbance was measured spectrophotometrically at 620 nm against the blank.
Estimation of transaminases activity
The level of both glutamate oxaloacetate transaminase (GOT) and glutamate pyruvate transaminase (GPT) was determined colorimetrically according to Reitman and Frankel (1957) [49], the absorbance was measured specrophotometrically at 505 nm.
All experiments data were evaluated statistically by ANOVA and means were compared using Duncan's Multiple Range Test at (P<0.05). All statistical analyses were done by using the software package Costat.
Toxicological studies
The results illustrated in table (1&2) revealed the effectiveness of various concentrations of P. lilacinum and C. cyminum on the second and the fourth instar larvae of S. littoralis and all data were recorded till 10 days post treatment. The results data indicated that C. cyminum has highly toxic effect at all used concentrations and give better results than P. lilacinum. The mortality percentage achieved by C. cyminum ranged from 83 to 96% and 63 to 96% for the 2nd and the 4th instar larvae while it ranged from 46 to 66% and 36 to 62% by P. lilacinum for the same instar larvae, respectively after 10 days post treatment. Toxicity regression lines Fig (1, 2, 3 & 4) which explain the median lethal concentration (LC50) value was made by linear relationship between tested fungal isolate and tested essential oil individually against mortality percentage after 4, 6, 8 and 10 days post treatment. The value of LC50 (0.001and 0.21%) and (3.7 x 106 and 5.7 x 107 spore/ml) have been obtained by C. cyminum and P. lilacinum for the two tested instar respectively after 10 days post treatment, the lower LC50 value indicated higher pathogenicity. There are some morphological changes of S. littoralis induced by P. lilacinum treatment were noticed (Fig 5), can summarized in dark, crumpled and frizzled larvae, pupae – adult intermediate (pupae failed to be moth) and malformed moth which appear shrinking with crumpled wings.
Table 1: Toxic effect of Purpureocillium lilacinum against the second and the fourth instar larvae of Spodoptera littorlais.
Concentrations (Spore/ml)
Mortality Percentage (%)
The 2nd instar larvae
The 4th instar larvae
7.4 x 1012
4.9 x 107
Table 2: Toxic effect of Cuminum cyminum against the second and the fourth instar larvae of Spodoptera littorlais.
Concentrations (%)
Fig 1: Toxicity regression lines for the second instar larvae of S. littoralis treated with P. lilacinum after 4, 6, 8 and 10 days.
Fig 2: Toxicity regression lines for the fourth instar larvae of S. littoralis treated with P. lilacinum after 4, 6, 8 and 10 days.
Fig 3: Toxicity regression lines for the second instar larvae of S. littoralis treated with C.cyminum after 4, 6, 8 and 10 days.
Fig 4: Toxicity regression lines for the fourth instar larvae of S. littoralis treated with C. cyminum after 4, 6, 8 and 10 days.
Fig 5: Malformation of S. littoralis treated with P. lilacinum, (A) normal larvae (B) dark and crumpled larvae (C) Normal pupae (D) intermediate stage of pupae and adult (E) Normal moth (F) malformed moth with shrinking wings
Biochemical studies
Insect haemolymph nutrients should be affected when treated with insecticide so difference in total haemolymph protein, lipids and carbohydrates Table (3) plus the two main enzymes of protein synthesis glutamate oxaloacetate transaminase (GOT) and glutamate pyruvate transaminase (GPT) Table (4) of S.littoralis 4th instar larvae treated individually with median lethal time (LC50) of the P. lilacinum and C. cyminum after five day post treatment was studied. The results demonstrated that, both P. lilacinum and C. cyminum caused reduction in haemolymph protein content (308±1.6 and 332±1.7 mg/ml) compared to that of the control (430±1.6 mg/ml), and stimulation in the total carbohydrates content (256±1.4 and 265±0.8 mg/ml) as compared to that of the control treatment (252±1.4 mg/ml) respectively. Our results also clarified that total haemolymph lipids of the untreated larvae is 372± 2.4 mg/ml, in the P. lilacinum treated larvae it showed significant increase, recorded 390 ±1.8 mg/ml while it decrease in the larvae treated with C. cyminum (384± 1.5 mg/ml). The mean level of GOT and GPT enzyme respectively in the untreated larvae is 44 ± 1.3 and 53 ± 0.9 mg/ml while great inhibition noticed in both enzyme level in the larvae treated with P. lilacinum and C. cyminum recorded a 28 ± 0.6 and 39 ± 0.3 mg/ml and 43 ± 0.4 and 43 ± 1.1 mg/ml respectively.
Table 3: Effect of Purpureocillium lilacinum and Cuminum cyminum on the total lipid, protein and carbohydrates content (mg/ml) in the haemolymph of the 4th instar larvae of Spodoptera littorlais.
Total Lipid (Mean ± S.D)
Total Protein (Mean ± S.D)
Total Carbohydrate (Mean ± S.D)
372 ± 2.4
430 ±1.6
P. lilacinum
390±1.8
C. cyminum
Table 4: Effect of Purpureocillium lilacinum and Cuminum cyminum on the Glutamic oxaloacetic transaminase (GOT) and glutamine pyruvic transaminase (GPT) (mg/ml) in haemolymph of the 4th instar larvae of Spodoptera littorlais.
GOT (Mean ± S.D)
GPT (Mean ± S.D)
44 ± 1.3
Insect pathogenic fungi are the most common organisms that infect several orders of the insect pests (Majeed, et al., 2017) [34], there is a great interest for using them for the bio control of insect pests, as they play significant role in suppression of the insect population (Smith, et al., 1999) [59]. Entomopathogenic fungi have a unique place among other entomopathogens (Richard, et al., 2010) [50] in which they should not be swallowing like virus and bacteria and can attack their hosts directly by binding to their integument. Among the insect pathogenic fungi, Purpureocillium which considered essential natural bio-control agents and source of mycopesticides for pests management all over the world (Sanjaya, et al., 2016) [52].
Plants produce several secondary chemical compounds to protect themselves from any pathogens attack, these chemical compounds can be used in the pest control, (Pavela, 2016) [46] so recently, researchers focused on these plant natural products to be used as safe insecticides, C. cyminum is an essential oil belonging to Apiaceae Family which considered the most family that well known of their insecticidal activity (Ebadollahi, 2013) [14]. In the current study the tested fungal isolate P. lilacinum and tested essential oil C. cyminum were tested against the second and the fourth instar larvae of S. littoralis and the results data proved the toxic effect of both against the two tested larval instar. The results clarified that there is positive relationship between the concentration and the mortality rate and also the younger instar larvae is much more sensitive than the older one Purwar and Sachan (2005) [47]. Obtained data in the present study are agree with several authors examined the potential use of P. lilacinum and C. cyminum as biological control agents against several insects. Kepenekci, et al., (2015) [29] reported a potential infectivity of P. lilacinum against the last larvae instar of Phthorimaea operculella (Zeller) and Leptinotarsa decemlineata (Say) and recorded mortality percentage 43.3% and 33.2% respectively at the 10th day of treatment with the fungal concentration of 108 spore/ml, also Lopez, et al., (2014) [31] proved the potential pathogenicity of P. lilacinum against herbivores and aphid of cotton under greenhouse and field conditions. In parallel Hoang Chinh NGUYEN, et al., 2017 [28] isolated six Purpureocillium species and evaluated their pathogenicity against Plutella xylostella and Spodoptera litura and confirmed the strong virulence of the six isolate while P. lilacinum isolate showed the highest infectivity against the two tested insects. In addition, P. lilacinum has been used as an effective nematocide against nematodes (Meloidogyne spp.) (Sharma, et al., 2014) [54].
Insect pathogenic fungi enter the insect body directly through the integument (Sevim, et al., 2015) [53], by physical and enzymatic process. Many factors combined in the action mechanism of entomopathogenic fungi, firstly, the fungus spores attach on the insect cuticle, then germinate and enter the cuticle by forming appressorium. Hyphae grow and reproduce continuously in the insect body and haemolymph and finally lead to the insect death. The most fundamental factor in entomopathogenic mechanism is toxin secretion by fungi, for example paecilotoxin (Leucinostatins) sectrated from P. lilacinum Abbas H. Burhan and Mohammed R. Annon., 2019. These toxic substances can cause insect death even before spread of spores in tissue of parasitic fungus (Charnley, 2003) [13].
N.E. BEN-KHALIFA, et al., 2018 [42] tested the efficacy of six Apiaceae extracted oils on S. littoralis and showed that C. cyminum produced 100% larval mortality against the tested third instar larvae. Mukesh Kumar Chaubey, 2017 [41] evaluated the effectiveness of C. cyminum and black piper oils on greater grain weevil and revealed that both oil repelled the weevil adults, induced high mortality and exhibit median lethal time (LC50) 0.2 and 0.1 µl/cm2 and 0.2 and 0.1 µl/cm2 for the two essential oil respectively, also they inhibit both AchE activity and oviposition of S. zeamais adults. Toxic effect of C. cyminum related to monoterpense (main constituents) which have effective insecticidal toxicity (Abdelgaleil, et al., 2009) [2], penetrate very rapidly in the body of the insects and intervene with the insect physiological function (Haouas, et al., 2012). Another main components of C. cyminum is Cuminaldehyde that effectively inhibit actylcholinestearse enzyme activity. Abdelgaleil, et al., (2009) [2]. Yeom, et al., (2012) [65] tested some Apiaceae family extracted oils including C. cyminum and reported that at a concentration of 5 mg/filter paper they have approximatly 90 % fumigant toxicity against German cockroaches adult male. (Tunc¸ et al., 2000) [61] mentioned that C. cyminum oil produce 100 % mortality on T. confusum and Ephestia kuehniella Zeller eggs.
The present study indicated the influence of insect haemolymph nutrients due to pathogen attack. Proven results in this study showed difference in total lipid, protein, carbohydrates, GOT and GPT of treated S. littoralis 4th instar larvae with both P. lilacinum and C.cyminum when compare to control and these data are agree with El-Badawy, S. S, et al., 2018 [16] who investigated the effect of some entomopathogenic fungi including P. lilacinum on biochemical content in haemolymph of S. littoralis and found that P. lilacinum isolate caused significant increase in total carbohydrates and total lipids and reduction in total protein content compared to control at fourth day post treatment. Nirupama, (2015) [44] detected that total protein content of silkworm, Bombyx mori was reduced gradually at the end of 4th and 5th day due to the fungi infection. Also our results were proved by Vidhya, et al., (2016) [62], they mentioned that infection of the army worm S.litura (Fabricius) by three fungal pathogens B. bassiana, M.anisopliae and Verticillum lecanii showed significant decreased of total protein content at fourth day post treatment as compared to control. In parallel, Meshrif, et al., (2010) [36] revealed that, there was significant increase in plasma carbohydrates of S. littoralis 5th instar larvae when injected by fungi (Nomuraea rileyi and B. bassiana). Gabarty, (2011) [23] showed significant increase in the total content of lipids in the greasy cut-worm Agrotis ipsilon (Huf.) larvae treated with B. bassiana and M. anisopliae as compared with untreated one. In contrast to our results the obtained data of Nada, (2015) [43] showed that total lipids decreased significantly when adults of N. virdula treated with M. anisopliae. In the same line Marei, et al., 2009 [35] evaluated the influence of Sesame oil on the biochemical aspects of S.littoralis and found great reduction in total lipids. Abou El-Ghar, et al., 1996 [3] observed high inhibition of both total lipid and total protein of Agarotis ipsilon treated with ethanol extract of Melia azedarach. Also, some results of Amal S. Sobhi, et al., 2020 [9] are agree with our results as they recorded inhibition of total lipid and total protein of S.littoralis treated with essential camphor oil while reduction in total carbohydrates they observed are in contrast to our findings as we reported stimulation of total carbohydrates after treatment with essential C. cyminum oil.
SK Mirhaghparast, et al., 2013 [58] tested the effect of two entomopathogenic fungi on the metabolic enzyme of S.littoralis and found high activity of all tested enzymes including GOT and GPT enzyme, there is also noticeable elevation in the two enzyme of S.littoralis treated with four plant essential oils Mona, K. Elhadek, et al., 2015 [39], these results disagree with what has been accessed in the present study as there is reduction in the two enzyme observed after P.lilacinus an C.cyminum treatment.
Many studied revealed the ability of Neemazal (a neem preparation) and N. sativa extracts (Hamadah, 2009) [26] in disruption of GPT activity of S. gregaria.
Proteins are the most important compounds found in every cells of all living organisms, including many substances like enzymes and hormones that necessary for the main function of the living organisms (Fagan, et al., 2002) [21]. Carbohydrates are contributed to the structure and function of the insect tissues and organs, they providing the energy wanted for the growth and development of the cell (Lee, et al., 2002) [30]. Lipids are significant source of energy compared to carbohydrates, they can supply as much as eight time more energy per unit weight (Ali, 2011) [7]. Several species store lipids which are used during starvation Panizzi and Hirose 1995 [45]. They occupy a central place in insect physiology. They are considered to be a fundamental source of metabolic energy for the cell protection and proliferation.
In the present study change in the level of some biochemical parameters of S. littoralis larvae haemolymph may be due to physiological disturbance which are induced by the presence of a the physiological confrontation in the body like microorganism infections, tissues impairment or being a toxic material (Giboney, 2005) [25].
The significant reduction in the total protein may be due to binding with foreign substances, as any insecticides. This was revealed by Ahmed, et al., (1985) [6] when investigated dieldrin insecticides against Periplaneta americana, Or maybe due to the repression of DNA and RNA synthesis, as proposed by Mitlin, et al., (1977) [37] for boll weevils treated with chitin synthesis inhibitors and by Qadri and Narsaih (1978) for P. americana last nymphal instar injected with the plant extract, azadirachtin. In addition, the reducing in total protein may be due to the cracking of the protein into amino acids. GOT and GPT are the major enzymes in the protein metabolism (Mordue & Goldworthy, 1973). So, the reduction in total content of protein may be related to the reduction in both GOT and GPT that were resulted in the present study, and vice versa, the reduction in those enzymes may be due to the reduction of total protein as the enzymes are protein in nature ( Mitlin, et al., 1977) [37]. In other way the disturbance in these two enzymes is closely related to utilization of protein and amino acids hence damage many physiological functions and eventually lead to insect death (Ezz and Fahmy, 2009) [20]. Lipids are important structural constituents of the cell membrane and cuticle. Inhibition of total lipid can be attributed to the toxic stress induced by the tested insecticides stimulate the utilization of lipid and rapid conversion of total lipid contents to protein occurred to produce supplementary energy required by the insect body (Abuldahab, et al., 2011) [4]. Also, carbohydrates are important compounds as they are utilized by the insect body for the production of energy or conversion to lipids or proteins. Utilization of carbohydrates is controlled by amylase, trehalase, and invertase enzymes which play the main role in the digestion and utilization of carbohydrates by insects (Wigglesworth, 1972) [63]. Stimulation in total carbohydrates due to two tested insecticides noticed in this study may be due to disruption in the enzyme responsible for utilization of them. Generally biochemical changes in S.littorlais haemolymph nutrient content (Protein, Lipid and carbohydrates) recorded in this study either by increasing or by decreasing may be due to alteration or mutation of the genes responsible for biosynthesis of polypeptide chains constructing the enzymes regulating the metabolism of them and this affect these enzymes synthesis and function.
Results of the current study clarified the capability of the two tested biocides P. lilacinum and C.cyminum to induce high mortality rate to the two tested instar larvae of S.littoralis and caused sharp disturbance in lipid, carbohydrates, proteins and both GOT and GPT enzymes. Toxicity and biochemical changes of S.littoralis treated individually by the two biocides used are prompted as a result of the physical invasion of P. lilacinum vegetative growth, sporulation, enzymatic degradation and toxin productions, also due to the main active constituents of C.cyminum (Cuminaldehyde, β-pinene, γ-terpinene and p-cymene) which characterized by high insecticidal potential including toxicity, repellent, antifeeding and disturbance ability of insect growth and development. Consequently these two biocides agents can be used as a promising eco-friendly alternatives of the chemical pesticides against this detrimental, harmful and injurious pest S. littoralis.
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redpajama_set_name: RedPajamaCommonCrawl


Fourthly, Michael Johnson quit, he wasn't pushed. His twitter feed suggests that he's resigned because of "tabloid journalism" reporting the story – which really shows how inappropriate he was for the role. There's no indication that the FA or the Inclusion Advisory Board has learned anything from this or that they, in any way, think that such homophobia is unacceptable. They were willing to keep a homophobe on their special new equalities board and saw no problem there.
In the aftermath, we're left with no reason to believe the Inclusion Advisory Board will make any appreciable effort to battle homophobia in sport – or that it (or its members) is even capable of recognising homophobia. It doesn't look like the FA is overly concerned and they are more interested in a token fig-leaf than actual change. In the end, if homophobia in football is reduced, it seems it will be despite the FA and their inclusion board, not because of them.


Docket #233: ACKNOWLEDGEMENT OF NEW CASE 2D17-1909.
DISTRICT COURT OF APPEAL SECOND DISTRICT P.O. BOX 327 LAKEWOOD FLORIDA 33802.
This entry was posted in Uncategorized on November 10, 2018 by mary jean ziska.
Click on link to view PDF.
Docket # 227 ( 05/10/2017) NOTICE OF APPEAL TO 2DCA ON FINAL ORDER. Recorded 2017-05-11 Instrument # 5403532.
Motion to withdraw as Attorney of Record.
Docket #223 Motion to withdraw as counsel.
By submitting to Judge Hayes a sustaining order instead of a vacate order…. Attorney Nicole P Plannel then filed a motion for reconsideration….
In Appellant's Amended Brief, the initial points made were concerning the unsubstantiated granting of this reconsideration hearing…. as per the title of Appellee's Motion she quotes "pursuant to Fla. Rule of Civil Procedure 1.540" which has specific requirements necessary for it to be granted… she did meet the requirements.
plain and simple something stinks….. when a vacate order can change to a sustaining order… when a reconsideration hearing can be granted without meeting any of the criteria… when this entire case is based on a void document… that had a previous foreclosure attempt by a lawyer who lost his law license because he was corrupt and was robo- signing to forge documents of ownership…. to attempt foreclosures… What the heck is going on here?….
Well needless to say , Attorney Nicole P Plannel was granted a reconsideration hearing and that is the hearing where Robson Powers lost the case which led to the filing of the "Notice of Appeal".
click on the link to view Nicole P Plannel's Motion, titled: "Plaintiffs Motion for Reconsideration and for relief from Order entered pursuant to Florida Rule of Civil Procedure 1.540. ( 19 pages).
Docket # 206 ( 02/24/2017) cover letter sent to Honorable Judge Hugh Hayes y Nicole P Plannel on 02/24/2017.
DOCKET ENTRY 207: (02/24/2017) ORDER VACATING FORECLOSURE SALE RECORDED 2017-02-27; INSTRUMENT #5371919.
docket number 206 02 24 2017 cover letter7: (02/24/2017) ORDER VACATING FORECLOSURE SALE RECORDED 2017-02-27; INSTRUMENT #5371919.
A. Correspondence E-filed: #5256353 part 1 of 2 pages 1-24.
B. Correspondence E-filed: #52656353 part 2 of 2 pages 25-29.


text:
How Do Force Sensors Work? And What Are Their Benefits?
April 22, 2020 by Polly Leave a Comment
There are several laws of physics that are based on force. One of these is the well-known principle that when applied to any object of mass, force changes the velocity of the object.
There are other concepts related to force including torque, thrust, and drag – thrust increases the object's velocity, while drag reduces velocity, and torque generates changes in the object's rotational speed.
When there's a balanced distribution of forces in the object, there is acceleration. If you want to monitor the force on an object, you need a device called a force sensor.
What to Know About Force Sensors
Force sensors are responsible for measuring the force acting on an object. As a golden rule, both tensile and pressure forces, as well as elastic deformations are measured.
Moreover, there are different variants in which force may be measured and determined through the sensors.
The required and desired measuring range and expected accuracy are the primary criteria to evaluate which kind of force transducer is suited for the respective application.
The more precise the values need to be and the smaller the measuring range, the more receptive the force sensors should be.
Since different force sensors are employed in different industries, it is best to avail the services of experts, such as the ones at Load Indicator, to be sure about using the correct type for the application under consideration.
There are several types of force sensors for various applications. Some of these include the following:
Simple Pressure Force Sensors – These are known as mechanical pressure sensors. Generally, they're not suitable for precision measurements, but good for detecting force.
Strain Gauge Force Sensors – These use simple principles and most of them are used in robotics research. The two forms of strain gauge force sensors are multi-axis force sensors and single-axis load cells.
Multi-axis Force Sensors use different strain gauges to detect every force applied to the sensor in 6 axes. On the other hand, single-axis load cells are common in some fields like physics and mechanical engineering. They also use a single strain gauge for measuring force in 1 axis.
How a Force Sensor Works
The working principle of a force sensor is that it responds to the applied force, as well as converts the value to a measurable quantity. Most force sensors are created with the use of force-sensing resistors. Such sensors consist of electrodes and sensing film.
Force-sensing resistors are based on contact resistance. These contain a conductive polymer film, which changes its resistance in a predictable way once force is applied on the surface.
This film includes non-conducting, micrometer sized, and electrically conducting particles, which are arranged in a matrix. If force is applied to the film's surface, microsized particles touch the sensor electrodes, which change the film's resistance.
The amount of change may alter the resistance value that provides a measure of the applied force.
To boost the performance of force-sensing resistors, different efforts are made using several approaches like reducing the drift of polymer electrode configurations being tested with the sensor.
Benefits of Force Sensors
Force sensors are beneficial in various industries. These have diverse areas of application in work.
A crucial focus is force measurement in manufacturing companies, where force transducers are frequently used to determine the force for weight measurement or in the process of production.
But industrial use covers only a small part of the force measurement.
In road traffic, force measurement plays an essential role. For instance, force sensors are being used in trucks. This means that the axle load may be determined precisely to enable effective and fast monitoring.
Different force sensors are in use in automobiles. For instance, force sensors in the area of trailer couplings offer the possibility to know the trailer's load, and to determine static information in relation to dynamic driving behavior on the road.
It means that control technology within the vehicle may react faster and more effectively behind the wheel.
Force sensors are used in several applications in the railway industry. They determine freight weights and passenger cars or the drawbar's tractive forces.
All information collected will be made available to ensure smooth and safe operation within the recommended parameters. Force sensors aren't only used on the railway, but also in the track system area.
Such sensors ascertain the number of the wheels driven over the track part, and release or block the track section and boost future rail traffic safety.
In the area of bridges and cranes, the use of force sensors has a positive effect on user safety and technology.
These also enable structural problems or damage to be detected at an early stage that increases safety at every step.
In the case of cranes, different force sensors are only used to work out the center of the crane's gravity, but also to check the trailer's weight. It ensures more effective performance and greater work safety with heavy equipment.
All in all, force sensors are used in almost all industries. However, it is important to take note that not all force sensors are the same and work differently.
So, if you need a particular force sensor, make sure to consult an expert for you to determine the right type for your needs.
Filed Under: Features, Industry, Promoted Tagged With: applications, force, Force sensors, force torque sensor, multi-axis, resistors, sensors, simple pressure, strain gauge


Tourism Nerd – Live, breathe, teach tourism.
I'm Morgan Westcott, a university instructor who lives, breathes, and teaches tourism. That's right, I'm a full-time "tourism nerd". Thanks for watching where this journey goes.
Morgan Westcott is a tourism instructor and self-professed "full-time tourism nerd" who lives in Vancouver, BC.
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text:
Date of Web Publication 6-Aug-2019
Keywords: Double, encephalocele, newborn
Garg D, Singh AP, Tanger R, Gupta AK. Double encephalocele arising from single bone defect: A rare case. J Clin Neonatol 2019;8:176-7
Garg D, Singh AP, Tanger R, Gupta AK. Double encephalocele arising from single bone defect: A rare case. J Clin Neonatol [serial online] 2019 [cited 2020 Jan 17];8:176-7. Available from: http://www.jcnonweb.com/text.asp?2019/8/3/176/264030
Encephalocele is a congenital malformation characterized by protrusion of the brain tissue due to a skull defect.[1] Based on the location of the skull defect, they are classified into sincipital, basal, occipital, or parietal varieties. It is a neural tube defect. Other neural tube defects are anencephaly and spina bifida. Neural tube defects are caused by the abnormal closure of the embryonic neural tube between 22 and 28 days after conception. The resulting structural defects, which may occur anywhere along the neuraxis.[2],[3]
A newborn male child came in an emergency with a complaint of scalp swelling since birth. On examination, we found two swellings in the occipital region [Figure 1]. The sizes of both swellings were 4 cm × 4 cm and 2 cm × 2 cm. There were no neurological deficits preoperatively. There was no family history. Routine blood investigations were within normal limits. The patient was admitted and prepared for surgery. The size of the defect was around 2 cm × 1.5 cm. we tried to reduce the content but could not possible. Decapping and repair were done with resection of the mass. During the surgery, we found that both swellings were arising from a single bone defect with separate sac. Both sacs were repaired separately. Postoperatively, the patient did well and discharged uneventfully. There have been no neurological deficits or hydrocephalus in follow-up for the last 1 year.
Figure 1: Photograph showing double occipital encephalocele
The main cause of neural tube defects are abnormalities that occur during neurulation, which should be complete by 4 weeks postconception.[4] The occipital region is the most common location (75%), and encephaloceles in this region are frequently associated with other malformations such as agenesis of the corpus callosum, Chiari II malformation, and Dandy–Walker syndrome.[5]
Double encephalocele is very rare and only few cases are reported.[6],[7] In all reported cases, patients had separate bone defect. Our case is unique because both sacs were arising from a single bone defect.
Declaration of patient consent
The authors certify that they have obtained all appropriate patient consent forms. In the form the patient(s) has/have given his/her/their consent for his/her/their images and other clinical information to be reported in the journal. The patients understand that their names and initials will not be published and due efforts will be made to conceal their identity, but anonymity cannot be guaranteed.
We would like to acknowledge Dr. Neelam Dogra, MD Anaesthesia, Senior Professor, SMS Medical College Jaipur.
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American Academy of Pediatrics, Committee on Genetics. Folic acid for the prevention of neural tube defects. Pediatrics 1999;104:325-7.
Kosnik EJ, Meagher JN, Quenemoen LR. Parietal intradiploic encephalocele. Case report. J Neurosurg 1976;44:617-9.
Canaz H, Ayçiçek E, Akçetin MA, Akdemir O, Alataş I, Özdemir B. Supra- and infra-torcular double occipital encephalocele. Neurocirugia (Astur) 2015;26:43-7.
Sharma S, Ojha BK, Chandra A, Singh SK, Srivastava C. Parietal and occipital encephalocele in same child: A rarest variety of double encephalocele. Eur J Paediatr Neurol 2016;20:493-6.


If you want to improve the quality of DVDs that you burn with Apple's iDVD I've just discovered something really useful.
I had always been under the impression that iDVD always used the best possible encoding unless you were trying to squeeze more onto a DVD, and then it started to sacrifice quality for quantity.
But there's a professional quality setting that does a much better job of encoding your video. In digital storytelling we use a lot of zooms onto still images using the Ken Burns effect in iMovie HD. When these are encoded in iDVD the borders of the image jump in small steps rather than present a smooth zoom as seen in iMovie. But with the encoding set to Professional these zooms are smooth; the rendering of still images is much improved too.
To access these settings choose Project -> Project Info from the top menu. That option is also misleading because it gives you access to a number of settings too – it's not just an information pane. There's a drop down menu called Encoding. Drop this down and choose Professional. You will find that burning your DVD will now take much longer for two reasons. There's no background encoding so the work doesn't start until you click burn and higher encoding quality takes longer. I think you will agree that it's worth the wait.
Here's an extract from the iDVD Help document.
When you select Best Performance, iDVD encodes your video in the background as you're working on your project instead of waiting until you burn it. This can significantly reduce the amount of time it takes to create a finished DVD. This is a good choice if your project is an hour or less in duration (for a single-layer disc). You'll finish your project more quickly, and the encoding quality will be excellent for the amount of video you have.
Best Performance encodes your video at a preset bit rate that produces great quality for projects that can easily fit on your disc. If you have a larger project that needs to be squeezed onto a disc, you should select one of the other encoding options.
This is the best encoding option for larger projects that are between 1 and 2 hours long (for a single-layer disc). With this setting, iDVD chooses the best bit rate possible for the amount of data you need to fit onto your disc. It's the only option that "squeezes" all the data onto a disc at a bit rate that ensures a high video quality in your burned DVD. Because iDVD does not encode in the background with this option, it takes longer to burn your disc. The encoding process begins when you burn the DVD instead of when you start working on your project.
The Professional Quality option uses advanced technology to encode your video, resulting in the best quality of video possible on your burned DVD. You can select this option regardless of your project's duration (up to 2 hours of video for a single-layer disc and 4 hours for a double-layer disc). Because Professional Quality encoding is time-consuming (requiring about twice as much time to encode a project as the High Quality option, for example) choose it only if you are not concerned about time.


Cindy and James were just the sweetest! I'm so excited to shoot their wedding this Fall. This cute couple met in college at Hofstra University, where they were both chemistry majors. They started dating after James convinced Cindy to spend more time with him under the pretense of a physical chemistry study group.
Their proposal story had our whole office letting out a collective "awwwww".
Every year since graduating from college, they recreate their first date at their favorite Italian restaurant called Vincent's near Hofstra. Last year, before dinner, James suggested walking around their old campus and he proposed at the spot where they had their first kiss! After college graduation, James started a chemistry Ph.D. program at Vanderbilt and Cindy started medical school at Harvard, starting a 1,100-mile long distance relationship.
You can tell these two were built to last. Their "chemistry" is clear. It was such a pleasure photographing them with wintery and quaint Stockbridge as the backdrop!


text:
import sys
import os
import time
import pdb
import random

###################################################################################################
# GLOBAL HELPERS
###################################################################################################

#############################
## Simple method for adding a
## new line to a String.
############################
def say(line):

    # print the line with a new line character at the end
    print (line + "\n")

#############################
## This is a helper function that
## prints out a formatted block of text.
##
## line: String
#############################
def printOptions(line):

    # prints a line break before and after a statement
    print ("\n==============================\n")
    print (line)
    print ("\n==============================\n")

#############################
## Prints out a map
##
## currentScene: Scene - The current Scene object
#############################
def map(currentScene):
    printOptions (
        """
+-----------+-----------+-----------+        N
|           |           |           |        ^
|           |    Old    |           |        |
|   Forest  |  Wanderer | Wasteland |   W <-----> E
|           |           |           |        |
|           |           |           |        v
+-----------------------------------+        S
|           |           |           |
|           |           |           |
|  Floppy   |  Caravan  |  Meadows  |
|   Bush    |           |           |
|           |           |           |
+-----------------------------------+
|           |           |           |
|           |   Black   |  Melgrove |
|   Adam    |   Marsh   |   Ruins   |
|           |           |           |
|           |           |           |
+-----------+-----------+-----------+
        """
    )

    # return to the current scene
    currentScene.ready()

#############################
## Prints out the help menu
## and then calls ready for
## the scene you were in.
#############################
def help(currentScene):

    # prints the commands the player can use in any scene
    printOptions (
        "\"look around\" to see what items and people are around.\n"
        "\"pick up\" to pick up items.\n"
        "\"attack\" to attack nearby enimies.\n"
        "\"talk\" to talk to anyone nearby.\n"
        "\"exit\" to exit.\n" +
        "\"i\" to open your inventory.\n" +
        "\"m\" to view the map.\n" +
        "\"go north\" to move north.\n" +
        "\"go south\" to move south.\n" +
        "\"go east\" to move east.\n" +
        "\"go west\" to move west."
        )

    # return to the current scene
    currentScene.ready()

###################################################################################################
# START
###################################################################################################

class Start:

    #############################
    ## The constructor method.
    ##
    ## message: String
    ############################
    def __init__(self, message):

        # set message to message
        self.message = message

    #############################
    ## This handles all the input
    ## commands from the player
    ############################
    def ready(self):

        # prints the start message
        say (
            self.message
        )

        # wait for input from player
        option = input("-> ")

        # "y": yes, start the game
        if option == "y":

            # clear the screen
            os.system('clear')

            # begin at scene one
            gameScenes[0].begin()

        # "n": no, go back to the main menu
        elif option == "n":

            # clear the screen
            os.system('clear')

            # return to main
            main()

        # "exit": exit the game
        elif option == "exit":

            # exit the game
            sys.exit

        # to catch any input thats not an option
        else:

            # Default feedback for no valid command
            say (
                "Sorry could you speak up a bit?"
            )

            # waits 0.5 seconds before continuing
            time.sleep(0.5)

            # return to StartNow.ready
            StartNow.ready()

# initialise the start sequence
StartNow = Start(
    "Would you like to begin [y/n]"
)

###################################################################################################
# PLAYER
###################################################################################################

class Player:

    ############################
    ## The constructor method.
    ############################
    def __init__(self):

        # initialise player "name" as an empty string
        # later we'll ask the player for a name
        self.name = ""

        # initialise player "maxhealth" to 50
        self.maxhealth = 50

        # initialise player "health" to maxhealth
        # so they start with full health
        self.health = self.maxhealth

        # initialise player "damage" to 10
        self.damage = [1, 10]

        # initialise player "inventory" to an empty list
        self.inventory = []

    ############################
    ## pickUp is called whenever
    ## the player types "pick up"
    ## in a scene.
    ##
    ## item: String
    ## sceneItems: List - A reference to the scene's items
    ############################
    def pickUp(self, item, sceneItems):

        # add the picked up item to the players inventory
        self.inventory.append(item)

        # remove the picked up item from the scene
        # that it was picked up from
        sceneItems.remove(item)

        # print that the picked up item was added to
        # the players inventory
        say (
            item.name + " was added to your inventory!"
        )

# initialise the currentPlayer object
currentPlayer = Player()

###################################################################################################
# CHARACTER
###################################################################################################

class Character:

    #############################
    ## The constructor method.
    ##
    ## name: String
    ## health: Integer
    ## damage: List
    ## items: List
    ############################
    def __init__(self, name, health, damage, items):

        # set the local "name" property
        self.name = name

        # initialise player "health" to maxhealth
        # so they start with full health
        self.health = health

        # initialise character "damage"
        self.damage = damage

        # set the local "items" property to the list of items
        self.items = items

###################################################################################################
# ITEM
###################################################################################################

class Item:

    #############################
    ## The constructor method.
    ##
    ## name: String
    ## damage: Integer
    ############################
    def __init__(self, name, damage):

        # set the local "name" property
        self.name = name

        # initialise item "damage"
        self.damage = damage

###################################################################################################
# SCENE
###################################################################################################

class Scene:

    #############################
    ## The constructor method.
    ##
    ## x: Integer
    ## y: Integer
    ## intro: String
    ## items: List
    ## description: String
    ## characters: List
    ############################
    def __init__(self, x, y, intro, items, description, characters):

        ##############################################
        ## Each scene is one square in a grid.
        ## So each scene needs an "x" axis coordinate
        ## and a "y" axis coordinate.
        ##############################################

        # set the local "x" property to an integer
        self.x = x

        # set the local "y" property to an integer
        self.y = y

        # set the local "description" property
        self.description = description

        # set the local "characters" property
        self.characters = characters

        ##############################################
        ## Each scene has an intro which is the
        ## discription the player gets when they enter
        ## the scene.
        ##############################################

        # set the local "intro" property
        self.intro = intro

        ##############################################
        ## Each scene has a number of unique items
        ## that the player can pick up.
        ##############################################

        # set the local "items" property to the list of items
        self.items = items

        # A flag for remembering
        self.beenHereBefore = False

    #############################
    ## Begin is called everytime a player
    ## enters a scene.
    #############################
    def begin(self):

        if not self.beenHereBefore:

            # print the intro
            printOptions (
                self.intro
            )

            # Remember for next time
            self.beenHereBefore = True

        else:

            # Print the description
            printOptions (
                self.description
            )

        # go to self.ready
        self.ready()

    #############################
    ## This method handles all the
    ## input commands from the player.
    ############################
    def ready(self):

        # wait for input from player
        option = input("-> ")

        # "help": call the help method which prints the list of possible commands
        if option == "help":

            # Display the help information
            help(self)

        # "i": display the players inventory.
        elif option == "i":

            # initialising inventoryItems as an empty String
            inventoryItems = ""

            # loop through the inventory items
            for inventoryItem in currentPlayer.inventory:

                # add a formatted line for this inventory item
                inventoryItems = inventoryItems + "     * %s" % inventoryItem.name + " that does " + str(inventoryItem.damage) + " damage.\n"

            # print the formatted inventory
            printOptions (
                "Inventory:\n\n" +
                inventoryItems
            )

            # return to self.ready
            self.ready()

        # "look around": check for items in the current scene
        elif option == "look around":

            if self.characters:

                # initialising characters as an empty String
                characters = ""

                # loop through the characters
                for character in self.characters:

                    # add a formatted line for this character
                    characters = characters + "   * %s" % character.name + " who can deal " + str(character.damage) + " damage.\n"

                # print the characters that are in the current scene
                say (
                    "You notice:\n\n" +
                    characters
                )

            # check if there are any items in the list of items
            if self.items:

                # initialising inventoryItems as an empty String
                items = ""

                # loop through the items
                for item in self.items:

                    # add a formatted line for this item
                    items = items + "   * %s" % item.name + " that does " + str(item.damage) + " damage.\n"

                # print the items that are in the current scene
                say (
                    "You see:\n\n" +
                    items
                )

            # if there are no items or people in the current scene
            if not self.items and not self.characters:

                # Better than saying nothing
                say (
                    "You don't see anything"
                )

            # return to self.ready
            self.ready()

        # "pick up": wait for user input
        elif option == "pick up":

            # prompt the user for what item in the current scene they would like to pick up
            say (
                "What would you like to pick up?"
            )

            # initialise the empty container "foundItem" as false
            foundItem = False

            # wait for input from player
            option = input ("-> ")

            # loop through the scene's items
            for item in self.items:

                # if the option the user typed is the name of this item
                if item.name == option:

                    # setting foundItem item to the item the player typed
                    foundItem = item

            # testing to see if an item was found
            if foundItem:
                currentPlayer.pickUp(foundItem, self.items)

            # if the player input something that isn't an item
            else:
                say (
                    "There is no such thing as \"" + option + "\""
                )

            # return to self.ready
            self.ready()

        # currently a place holder for the talk option
        elif option == "talk":

            # Check if there are characters in the scene
            if self.characters:

                # Unfortunately there's no logic for talking
                # so just give some excuse
                say (
                    "No one really understands what you're saying.\n" +
                    "it's like you're speaking a different language.\n"
                )

            else:

                # We don't have to give an excuse because there's no
                # one to talk to
                say(
                    "Who are you talking to? There is nobody around.\n"
                )

            # Go back to the scene and wait
            self.ready()

        # currently a place holder for the battle option
        elif option == "attack":

            # Check if there are any characters in the scene
            if self.characters:

                # Set a sensible default of 0
                # - a good value if there are no items
                itemDamage = 0

                # For every item in the inventory
                for item in currentPlayer.inventory:

                    # Add it's damage to the total itemDamage
                    itemDamage = itemDamage + item.damage

                # Output the stats
                say (
                    "\nYou:\n" +
                    "Health = " + str(currentPlayer.health) + "\n" +
                    "Base damage = " + str(currentPlayer.damage) +  "\n" +
                    "Item damage = " + str(itemDamage) + "\n"
                )

                # Do this for every character in the scene
                for character in self.characters:

                    # Check if the the character is alive
                    if character.health > 0:

                        # Stats for the character
                        say (
                            "\n" + character.name + ":\n" +
                            "Health = " + str(character.health) + "\n" +
                            "Damage = " + str(character.damage) + "\n"
                        )

                        # New line...
                        say (
                            "...\n"
                        )

                        # wait for a bit
                        time.sleep(1)

                        # Generate the damage the player inflicts for this attack
                        playerDamageDealt = random.randint(currentPlayer.damage[0], currentPlayer.damage[1]) + itemDamage

                        # Do the damage to the character's health
                        character.health = character.health - playerDamageDealt

                        # Check if the character is dead
                        if character.health <= 0:

                            # Give some feedback
                            say (
                                "You have slain " + character.name + "!\n"
                            )

                            # Set a flag for whether the character dropped any items
                            droppedItems = False

                            # Do this for every item...
                            for item in character.items:

                                # Put this item into the scene
                                self.items.append(item)

                                # Remember that there are dropped items
                                droppedItems = True

                            # Check if there are dropped items
                            if droppedItems:

                                # There are, so give some feedback
                                say (
                                    "It looks like " + character.name + " dropped something.\n"
                                )

                            # Remove the character from the scene
                            self.characters.remove(character)

                        # The character is not dead
                        else:

                            # Give some feednack
                            say (
                                "You attack " + character.name + " for " + str(playerDamageDealt) + " damage!\n" +
                                character.name + " is at " + str(character.health) + " health!\n"
                            )

                            # Just a new line for spacing
                            say (
                                "...\n"
                            )

                            # Pause for a second
                            time.sleep(1)

                            # Generate the amount of damage inflicted by this character this attack
                            characterDamageDealt = random.randint(character.damage[0], character.damage[1])

                            # Decrease the player's health for the attck
                            currentPlayer.health = currentPlayer.health - characterDamageDealt

                            # Give some feedback
                            say (
                                character.name + " attacked you dealing " + str(characterDamageDealt) + " damage!\n" +
                                "You're at " + str(currentPlayer.health) + " health.\n"
                            )

            # There is no one in the scene to attack
            else:

                # Feedback
                say (
                    "You look for someone to hit but\n" +
                    "there isn't anybody around.\n"
                )

            # Check if the player is deady
            if currentPlayer.health <= 0:

                # Better let them know they're deady
                say (
                    "You have been slain by " + character.name + "\n"
                )

                # Pause for effect
                time.sleep(1.5)

                # Exit. Lots of times in case we're deep down.
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit
                sys.exit

            # The player is not dead so be ready
            else:

                # Get ready...
                self.ready()

        # "m": call the map method that prints out the map
        elif option == "m":
            map(self)

        # "go north": adds 1 to the current y coordinate
        elif option == "go north":

            newX = self.x
            newY = self.y + 1

            os.system('clear')

            time.sleep(1)

            printOptions (
                "You head north..."
            )

            time.sleep(2)

            os.system('clear')

            self.goToNextScene(newX, newY)

        # "go south": minus 1 to the current y coordinate
        elif option == "go south":

            newX = self.x
            newY = self.y - 1

            os.system('clear')

            time.sleep(1)

            printOptions (
                "You head south..."
            )

            time.sleep(2)

            os.system('clear')

            self.goToNextScene(newX, newY)

        # "go east": adds 1 to the current x coordinate
        elif option == "go east":

            newX = self.x + 1
            newY = self.y

            os.system('clear')

            time.sleep(1)

            printOptions (
                "You head east..."
            )

            time.sleep(2)

            os.system('clear')

            self.goToNextScene(newX, newY)

        # "go west": minus 1 to the current x coordinate
        elif option == "go west":

            newX = self.x - 1
            newY = self.y

            os.system('clear')

            time.sleep(1)

            printOptions (
                "You head west..."
            )

            time.sleep(2)

            os.system('clear')

            self.goToNextScene(newX, newY)

        # "exit": exit the game
        elif option == "exit":

            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit
            sys.exit

        # to catch anything the player inputs that not an option
        else:
            say (
                    "There is no such thing as \"" + option + "\""
            )

            # return to self.ready
            self.ready()

    def goToNextScene(self, newX, newY):

        nextScene = False

        for Scene in gameScenes:

            if Scene.x == newX and Scene.y == newY:

                nextScene = Scene

        if nextScene:

            nextScene.begin()

        else:
            say (
                "You can't go there, sorry!"
            )

            self.ready()

gameScenes = []

# initialising the first scene of the game
# x coordinate = 0
# y coordinate = 0
# intro
gameScenes.append(Scene(
    0,
    0,
    "You come to on the side of a road.\n" +
    "You see a caravan and dead bodies lying everywhere.\n" +
    "You can't remember anything. What do you do?\n",
    [
        Item(
            "a dull dagger",
            4
        ),

        Item(
            "some mouldy bread",
            -1
        ),

        Item(
            "a tattered cloak",
            0
        )
    ],
    "Nothing has changed, you see the caravan and the dead bodies lying everywhere.",
    []
 ))

gameScenes.append(Scene(
    0,
    1,
    "After heading down the road for awhile, you see a figure\n" +
    "in the distance. Eventually they get closer and you see that\n" +
    "its an old wanderer. He sits down on the side of the road\n" +
    "and waves at you, you walk over to him.\n",
    [],
    "Nothing has changed, the road is still the same.\n",
    [
        Character(
            "the Old Wanderer",
            20,
            [0, 8],
            [
                Item(
                    "a shimmering sabre",
                    12
                ),

                Item(
                    "some smelly cheese",
                    -4
                ),

                Item(
                    "a pair of well worn socks",
                    0
                )
            ]
        ),

    ]
))

gameScenes.append(Scene(
    1,
    1,
    "As you continue to walk, you notice the scenery beginning\n" +
    "to change. It gradually becomes less green and more brown.\n" +
    "Eventually there aren't any plants and everything is eerily quiet.\n" +
    "\n" +
    "As you come over the next rise in the road you begin to hear a sort\n" +
    "of chanting. You continue walking until you come across a goblin camp.\n" +
    "in the middle of the camp is a pile of treasure. 4 goblins are dancing\n" +
    "around the treasure.\n" +
    "\n" +
    "The chanting stops and the goblins turn towards you, drawing their\n" +
    "weapons. They start running towards you, waving their weapins menacingly.\n",
    [
        Item(
            "a jewelled dagger",
            8
        ),

        Item(
            "some cotton brandy",
            -4
        )
    ],
    "Nothing has changed, the goblin camp is still there.\n",
    [
        Character(
            "a Goblin",
            10,
            [0, 5],
            [
                Item(
                    "a soiled loin cloth",
                    -20
                )
            ]
        ),

        Character(
            "a Goblin",
            12,
            [0, 7],
            [
                Item(
                    "a rusty knife",
                    3
                )
            ]
        ),

        Character(
            "a Goblin",
            7,
            [0, 15],
            [
                Item(
                    "a torn ear",
                    0
                )
            ]
        ),

        Character(
             "the Goblin Chief",
            30,
            [10, 20],
            [
                Item(
                    "a rusty broadsword",
                    10
                )
            ]
        )
    ]
))

gameScenes.append(Scene(
    1,
    0,
    "You travel for awhile and eventually come to a meadow full\n" +
    "of flowers. A little girl is in the meadow picking\n" +
    "flowers. She looks at you cursiously as you\n" +
    "walk past.\n",
    [
        Item(
            "a bright dandalion",
            0
        ),

        Item(
            "a thorny rose",
            1
        )
    ],
    "Nothing has changed, the meadow is still flowery.\n",
    [
        Character(
            "a Little Girl",
            5,
            [0, 2],
            [
                Item(
                    "a sad bouqet",
                    0
                ),

                Item(
                    "a bloodstained dress",
                    0
                )
            ]
        ),

    ]
))

gameScenes.append(Scene(
    1,
    -1,
    "As you're walking along, lost in thought, you realise that the air\n" +
    "has become much cooler and thicker. There appear to be some ruins strewn\n" +
    "haphazardly around the place. You hear a spooky \"WOoooOOOOOo\" \n" +
    "as a ghost appears out of the ruins by your right.\n",
    [
        Item(
            "a spOOky chain",
            1.5
        ),

        Item(
            "a blob of goo",
            0
        )
    ],
    "Nothing has changed, you hear a ghostly WOooOOo in the distance.\n",
    [
        Character(
            "a spoOky ghost",
            40,
            [15, 25],
            [
                Item(
                    "a puff of smoke",
                    0
                )
            ]
        ),

    ]
))

gameScenes.append(Scene(
    0,
    -1,
    "As you're walking along, you're feet start sinking into the ground\n" +
    "you look around and notice that there is puddles everywhere.\n" +
    "You see a cabin on stilts in the middle of a big puddle.\n" +
    "\n" +
    "As you walk over to the cabin, an Ugly Witch sticks her head\n" +
    "out of the door and starts chanting a spell.\n" +
    "It doesn't look like it's going to be a nice one...\n",
    [
        Item(
            "a gross toadstool",
            -5
        ),

        Item(
            "a little toad",
            0
        )

    ],
    "Nothing has changed, the swamp still smells and everything feels damp.\n",
    [
        Character(
            "the Ugly Witch",
            60,
            [15, 30],
            [
                Item(
                    "a magical wand",
                    6
                )
            ]
        ),

    ]
))

gameScenes.append(Scene(
    -1,
    -1,
    "You see a great floating blur in the distance.\n" +
    "As you get closer, you see that it's a giant head.\n" +
    "\n" +
    "\"Hello\" says the head. \"I am Adam.\" if you can defeat\n" +
    "me in combat, you will reach enlightenment.\n",
    [],
    "Nothing has changed, Adam is still there, floating around.\n",
    [
        Character(
            "Adam",
            1000,
            [500, 1000],
            []
        )
    ]
))

gameScenes.append(Scene(
    -1,
    0,
    "As you're walking down the road, you hear a rustling beside you.\n" +
    "You look to see a bush that seems to be flopping along on the ground.\n" +
    "It seems to be some sort of useless enchanted bush.\n",
    [],
    "Nothing has changed.",
    [
        Character(
            "a Floppy Bush",
            1,
            [0, 0],
            [
                Item(
                    "a floppy leaf",
                    0
                )
            ]
        ),

    ]
))

gameScenes.append(Scene(
    -1,
    1,
    "You head into a leafy sunlit forest, you notice some small faeries\n" +
    "darting between the trees laughing. A badger shuffles across your\n" +
    "path and stops to look at you before shuffling off.\n" +
    "It seems like a very peacful place.\n",
    [],
    "Nothing has changed, the forest is still full of sunlight and the faeries are still laughing.",
    [
        Character(
            "an Old Badger",
            50,
            [15, 30],
            [
                Item(
                    "a sharp claw",
                    7
                ),

                Item(
                    "a fluffy pelt",
                    0
                )
            ]
        ),

    ]
))

###################################################################################################
# MAIN
###################################################################################################

#############################
## Main is the function that
## gets called by Python when
## the program runs
#############################
def main():

    # Start debugging
    #pdb.set_trace()

    # clear the screen
    os.system('clear')

    # instantiate a player
    PlayerIG = Player()

    # print the start menu
    printOptions (
        "Welcome to the land of Oooo.\n" +
        "Type \"help\" at anytime to see the options.\n" +
        "You can exit the game at anytime by typing \"exit\"\n" +
        "To start the game type \"start\""
    )

    # wait for user input
    option = input('-> ')

    # "help": to go to the help menu
    if option == "help":

        # clear the screen
        os.system('clear')

        # go to the help menu
        help(StartNow)

    # "exit": exit the game
    elif option == "exit":

        # exit the game
        sys.exit()

    # "start" start the game
    elif option == "start":

        # clear the screen
        os.system('clear')

        # go to Scene0_0.begin
        gameScenes[0].begin()

    # to catch any input that isn't an option
    else:
      say (
           "Oops thats not an option\n"
            )

      # wait 0.5 seconds
      time.sleep(0.5)

      # go back to main
      main()

# calling main
main()

redpajama_set_name: RedPajamaGithub