text:
Eintracht Ahaus is a German football club from the city of Ahaus, North Rhine-Westphalia.

History
The team was established in 1908 as Ahauser Ballspielclub and quickly underwent a pair of name changes, first playing as Ahauser Spielvereinigung 08 and then later adopting the name Spiel-Verein Eintracht 08 Ahaus. In 1934, all sports clubs in Ahaus were merged into a single side called Turn- und Sportverein 1892 Ahaus. Eintract reappeared as a separate side after World War II.

The club played two seasons in the Amateurliga Westfalen/Gruppe Nord (II) in 1953–55 before slipping into lower tier competition. They returned to the Amateurliga, which had become a third tier circuit, for a three-season turn beginning in 1968. Eintracht's best result there was a 7th-place finish.

The team currently plays in the tier seven Landesliga Westfalen 4.

References

External links
Official team site
Das deutsche Fußball-Archiv historical German domestic league tables

Football clubs in Germany
Association football clubs established in 1908
Football clubs in North Rhine-Westphalia
1908 establishments in Germany


text:
FARM SERVICE
How drones are being used in agriculture
Drone use in agriculture is growing as more farmers realise the technology's ability to perform key tasks and its fast-developing potential to take on bigger roles in the future
Figures show the 2.8m sales of drones worldwide are still dominated by private users. But commercial uptake is the main growth area with sales predicted to soar from 174,000 drones in 2017 to 805,000 units in 2021. Within that total, global financial analysts, PricewaterhouseCoopers, estimate agriculture is currently the second largest market for drone use behind construction.
It calculates that drones already contribute $32bn (€26bn) worth of services to farmers across the world.
The appeal of the technology has been further enhanced by declining costs of drone equipment which is reducing initial outlays and offering the potential for a quicker return on investment.
According to leading mechatronics researcher Jonathan Gill, who is based at Harper Adams University in England, it is possible to recover the cost of a high-tech drone in under three years. A previous calculation, carried out by Mr Gill considered a €23,000 (£20,000) camera/drone that took three years to pay back on a 200ha arable area. The payback came through increased yield generated through more precise disease and nitrogen monitoring which was made possible by the camera's multispectral camera.
Since that calculation was drawn up three years ago costs of the same drone and camera equipment have reduced to about €14,000 (£12,000) making potential return on investment far quicker. Mr Gill suggests other savings that could help recover the cost of investment include reduced man hours needed for crop checking and lower fuel use for travelling around the farm.
The affordability of the drone and rapid advances in the scope of the technology are fuelling an ever-widening range of current uses. These include aerial mapping, plant health monitoring, weed detection and - where legislation allows - crop spraying.
Current Uses
Precision fertilizer programme planning
Nitrogen deficient areas in a crop can be clearly identified from above using drones fitted with cameras that have enhanced sensors. The sensors are calibrated to limit the effect of changing sunlight levels and allow a more accurate calculation of the green area to be made.
Flying operations start from the late winter with drones taking hundreds of images of the crop's developing canopy. The images are then stitched together to form a map and software is used to identify early growth patterns. From there a precise fertilizer programme can be tailored to match the crop's varying nutrient requirements in different areas of the field.
Weed and disease control programmes
Using similar techniques to the fertilizer planning, drone operators can accurately assess weed and disease levels in arable crops. The drone gathers data that identifies the differing reflective properties of various plant species and areas of the crop which have succumbed to disease. When this information is allied to software and analyzed, weed species and disease can be pinpointed and targeted with high precision crop control measures. Orchards can also make use of the technology with accurate identification and tagging of trees infected with a range of diseases.
Tree and land mapping
As well as the disease control aspect, orchard fruit growers can benefit from reports on tree and row spacing with accurate calculations of canopy coverage. The same applies to forestry and timber production where drones can play an important role in accessing remote sites on terrain that would otherwise be difficult to cover.
The ability to cover large ground areas is a major benefit for mapping generally. Hundreds of hectares can be mapped in a day with the most sophisticated systems accurately pinpointing changes in terrain and boundary features to within 10cm. The data captured then creates a 3D computer model to highlight ground features and any changes that may have occurred.
The information can be used to give area measurements for administration purposes or fed into machinery software to help the operator avoid hazards such as electric cables, flooded areas, changes in water courses, or drainage hardware. The drone has a significant advantage over a more time-consuming ground-based system which would involve travelling to, and moving around, the sites and logging GPS co-ordinates.
Crop Spraying
Larger drones are already capable of applying small quantities of pesticide or fertilizer to crops, orchards and forested areas. However, only a handful of regions and countries permit the use of drones for this type of task. Since September 2016 farmers in Queensland, Australia, were granted permission to apply pesticides from drones, joining farmers in the USA, Switzerland, New Zealand and China.
The main legislative barriers are bans on aerial spraying which were implemented due to environmental concerns and counter terrorism laws that broadly prevent drones from carrying payloads. Work is underway in numerous countries to amend rules to allow spraying to go ahead because of the potential benefits which include:
- Zero ground compaction
- Spraying taller crops (maize)
- Access to difficult terrain
- Spraying under or around power lines pylons
- Spot spraying of small diseased areas or pest populations
- Lower cost in time, wasted product and fuel
- Reduced environmental risks as areas are small
One country which has led aerial spraying using drones is China. The drones used are approximately 2m in diameter, weigh about 20kg and can carry a 10-litre payload to treat about 1ha/hr. Active radar systems and real time knowledge (RTK) gps are programmed into the drone which then flies a pre-set route at location accuracies down to 1cm. The forward and downward looking radar systems allow the drone to keep a consistently low height above the crop, minimising the chance of spray drift. Sophisticated object avoidance software also means the drone can navigate around obstructions.
Drone swarms
While most spraying is carried out using single drone units to either patch, strip or spot spray, rapidly developing technology within the drone may allow much larger areas to be sprayed in the future. Drones are already capable of communicating with each other to avoid collisions and to fly in formation. This could allow a string or swarm of drones to apply pesticide across whole fields in the future. While trials are under way, the main obstacle to success could lie in legislation with governments and military officials wary of terrorist threat presented by a swarm of unmanned aircraft.
Plant Pollination
A decline in bee numbers has prompted worldwide concern over the future of plant pollination which underpins horticultural and agricultural production. In Japan, researchers have investigated the use of drones to carry out the task. Measuring just four centimetres across and weighing only 15 grams, the drone has proved it is capable of pollinating flowers without damaging the plant. The research team is now progressing with an auto-piloted version that could be unleashed by the grower to carry out the work on its own.
Beyond Visual Line Of Sight (BVLOS) flying
A common component of drone legislation is a safety restriction, limiting maximum operating distances to 500m. Within that distance the pilot must also have Visual Line Of Sight at all times. However, pilots claim that these rules are severely limiting the technology's potential. For example, if a field boundary being mapped is more than 500m distant, or undulating fields or trees block the line of sight, the operator must gather up equipment and move.
Operators and manufacturers are pressing the case for these restrictions to be lifted. They argue that BVLOS flying would be a game-changer for the drone industry and that it is safe because of developments in on-board safety technology. Sense-and-avoid systems, remote viewing using imaging devices and pre-programmed return-to-base measures, which are triggered if the drone loses contact, all mean drones can be safely operated in rural areas. Further testing of this technology is taking place with the aim of proving that BVLOS flying could be safe and become a reality in the near future.

redpajama_set_name: RedPajamaCommonCrawl


(C) copper pipe or copper tubing.
being made of or containing lead.
to or from the metal recycling entity.
information required to be recorded under Section 1956.033.
of regulated material in the manner provided by Section 1956.0381.
(5) direct deposit by electronic funds transfer.
transaction card from the records of the entity.
(5) the signature of the applicant.
the metal recycling entity must sign the application.
later than two years from the date the card was issued or renewed.
to contest the affidavit as provided by those rules.
Occupations Code, as amended by this Act.
SECTION 13. This Act takes effect September 1, 2015.
30, 2015, by the following vote: Yeas 26, Nays 5.


text:
Brian Kayfitz Development
Toronto Based App Developer
Freelancing Services for Agencies
Other Mobile Development Services
Flutter vs. React Native 2022 – Which is Better?
React Native and Flutter are the most popular technologies for cross-platform software development of mobile applications for two years in a row now. Their adoption rate is continuing to grow and overtake the competition.
In this article, you will take a deeper dive into the Flutter vs. React Native 2022 comparison.
The Pros and Cons of Flutter
Flutter is a tool for creating user interfaces that leverage the Dart programming language. To put it another way, it is a Google user interface framework. Flutter makes hardware-optimized apps for ARM architecture using its own Dart native compiler, which targets the desktop, mobile, and web platforms from a single codebase.
Windows Mobile and Symbian have long since vanished from the market, leaving iOS and Android the only two major mobile systems.
Since its debut in 2018, Flutter UI development tools have targeted both platforms, resulting in a polished framework with an incredible set of functionality and even more supported platforms.
Here is a Flutter review before moving on to the final judgment in the React vs. Flutter comparison.
The following are the three major benefits of Flutter app development:
Built-in features like "Hot Reload"
After small code changes, Flutter compiles the code and provides an app preview before rebuilding the project. The tool's cross-platform design, along with faster development, results in a high speed-to-market.
High-Quality Documentation
Without any prior Flutter expertise, the official Flutter site is sufficient to get started constructing projects. When information or tools are missing, the community steps in to fill the void with bespoke articles and open git repositories for specific use cases.
Compatibility with Older Devices
On Android versions starting at 5.1.1 and iOS versions eight and higher, compatibility with older devices ensures proper rendering and functionality.
The framework's powerful characteristics above do not automatically make it the React vs. Flutter competition victor. As you will see, it is not without disadvantages in several situations.
Dynamic Evolution
It is not so much a flaw in the framework as it is a challenge. Because the development environment changes frequently, a product's behavior alters after each significant update, sometimes in unexpected or undesirable ways.
Framework Age
Because Dart and Flutter are still relatively new, their users have not had the opportunity to think of a wide range of use cases: a team is in deep water when developing very sophisticated or specialist applications.
Project Size
Flutter's independent UI is solid, but it comes at a cost: project files made with other tools take substantially more space. In this respect, a comparison of Dart and Kotlin, for example, would result in the latter's win.
The Pros and Cons of React Native
Developers do not consider React Native an innovative software because it gets built on top of React. Perhaps it is for the best, though, given the global programming language rankings, finding a JavaScript developer is a lot easier these days.
The accompanying React Native review will help you decide if it is right for your project and whether it will win in the React Native vs. Flutter comparison.
The following are the three major benefits of React Native app development:
CodePush
React Native features an App Center cloud service that allows mobile app updates to be delivered directly to end users' devices. Contributing to React Native and diving into its code is simple: more than 2,200 people have already contributed to making it better.
Platform-Specific Native Components
React Native is, in a good way, different from the other JS-based frameworks. When comparing React Native to Angular.JS, for example, you will see that the former recognizes the necessity of importing platform-specific native components. At the same time, the latter ignores them and instead relies on Ionic/Cordova utilities.
Web and ReactXP libraries
If you want to launch a web version of a particular project, the React Native for Web and ReactXP libraries are useful additions to the framework.
In the realm of cross-platform development, no technology is perfect (at least not yet), and the limits of React Native are obvious.
Lots of Connectible Native Libraries, but some may not be Fully Functional
Some widely accessible components will need to be adjusted, while others will need to be scrapped and written from the start by your team.
Only Partial Independence from a Native Platform
Although cross-platform frameworks are designed to be platform agnostic in general, this is impractical with the React Native development paradigm. Because React Native tries to account for platform variations, your team may need the help of a native developer to adopt best practices.
Poor Documentation
Even React Native's supporters acknowledge that the documentation could be better, despite the framework having a single, unified repository of knowledge (much like Flutter).
Flutter vs. React Native 2022: The Winner
Both frameworks are still in their infancy and so cannot be considered mature or rock-stable at this time. Unexpected performance decreases might happen at any time. Meanwhile, their primary developers and communities are actively working to improve both.
Overall, the former is the more advanced solution in the Flutter vs. React Native 2022 comparison. Even though React engineers are simpler, Flutter is a viable React Native option to consider because Google backs it. Top flutter freelancer, Brian Kayfitz can help not only train your team but also help you with your mobile app development.
Top 5 Reasons Flutter is Good
Learn Flutter App Development with a Flutter Mentor
Brian's Expertise
Brian Kayfitz has over 10 years of experience working on mobile technology from gaming, banking, restaurant, travel and start-up apps. He is up to date with the latest mobile development trends and is currently focusing on multiplatform development utilizing Flutter. He has experience working with technologies: Flutter, Dart, Xcode, Swift, Objective-C, Java, Android, Spring Boot, NodeJS, JavaScript and Unity.
Copyright © 2020 Brian Kayfitz Development Corporation


text:
Noah Hoehn
SDPB Radio | By Steve Zwemke
www.noahhoehn.com
Noah Hoehn has earned national acclaim for his harmonica playing as a two-time winner of the McNight Fellowship. Hoehn won his third McNight Fellowship for his mesmerizing solo looping show. His union of blues harmonica and marimba pop is a style that's unparalleled. A disciplined classical percussionist and a fierce blues harp player, Hoehn began to work on his singing voice while attending Augustana College. On weekends he sang rock and blues with his band. After college, Hoehn began writing songs. He also embraced live looping as a way to complete his artistic vision. A one man show, Hoehn tap dances on over 90 buttons and faders while harmonica, marimba and Indian and Peruvian drums beat below his vocals. Hoehn released his first CD, "Noah," in April, 2015. Just three months later, he played the second stage at JazzFest, presented by the Sioux Falls Jazz and Blues Society.
Arts & LifeBluesHarmonicaJazzfestLooperLive Music


What is another word for armor?
Defensive arms or dress: plating of ships of war.
offense, offensive, assault, attack, aggression.
" Armor," the German said.
I said I would never wear armor after this trip.
armoury, armory, armoire, armeria, arenaria, armourer, armorer, air hammer, armour, armer.
cataphract, shield, body armor, suit of armor, buckler, Suit Of Armour, Body Armour, coat of mail.
protection, protective covering, protective cover.
equip, fit out, outfit, fit.


For pricing request, send email via our Contact Us page.
Our do-it-yourself cloud service gives you instant access to all the necessary tools and resources for all your Telit Services and lets you create and manage your own IoT solutions from a single, intuitive web interface.
The Telit IoT Portal works with various IoTzone products including MultiTech LoRa gateways, GateTel 4G/3G/2G modems and routers, and various IoTzone IoT Kits.
For further information on Telit IoT Portal, please visit here or contact us.
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Why are we struggling with 60fps?
The first consumer devices with variable framerates up to 120Hz are reaching the market and it makes for a notably different user experience. Websites, however, often seem to struggle to reach 60fps — how can we even talk about 120fps then?
Until I met Paul Lewis, I had no appreciation for 60fps. The human eye can only see like 18 frames per second anyways, right? Well now I can't help but spot a janky animation on the phone of the person on the other side of the street on a foggy London day.
My colleague Ian Vollick recently told me that the new iPad Pros have 120Hz displays. But why bother? The human eye surely can't tell the difference between 60fps and 120fps, right? RIGHT? I went out and gave them a try: It makes one hell of a difference. More natural motion blur and lower latency are not only noticeable (especially during scrolling) but make the device so much more enjoyable.
Performance junkie that I am, my first thoughts were about how the web was going to perform in a world of 120Hz displays (spoiler alert: not well) and I thought I'd share these thoughts. You know, for once pretend to be a thought leader or taste maker or whatever word the kids use these days. The problem is that we are still struggling to consistently hit 60fps on the web. So while we can certainly talk about 120fps, it's more of a thought experiment and an exploration. I don't think it's realistic to expect every app to run comfortably at 120fps by end of 2018.
Animating anything but opacity or transform. I know it's tempting to animate height or margin-top because it's so easy to implement, but in most cases it will make things slow. Potentially very slow, like 3fps slow.
The first problem is mostly an educational one. While it might be tempting to go down the easier route and animate background-position to implement a parallax effect, it will also mean that the browser will repaint on every frame, which is rather slow and will destroy the effect. It's worth your time to figure out the math and use CSS3D Transforms for parallaxing. It's our job as DevRels and DevTools engineers to catch these kind of mistakes as early as possible. So we've been adding warning to DevTools and Lighthouse to inform developers when they are animating slow properties. Paul even did an entire Udacity course on Browser Rendering Optimization.
The second problem, however, has multiple angles from which it can be tackled and I decided that those will be my main concerns for the year of 2018.
Another reason you will want to avoid JS-driven animations in the future is that — at least currently — Safari on the iPad Pro keeps scheduling rAF at 60Hz even though the display is running twice that refresh rate. I repeat: JS-driven animations are currently capped to 60fps, while CSS-driven animations will be running at 120fps (or higher if the device allows). So if you want to tap into the new smoothness, JS-driven animations won't get you there.
Note: I was wondering why they were capping rAF at 60Hz and asked Simon Fraser, who is one of Apple's WebKit engineers and representatives on the CSS Working Group (Tweets 1, 2, 3). The TL;DR is that there's too little to gain running rAF at 120Hz to justify both the increase in battery drain and the compat risk.
There's 2 closely related APIs to solve this problem: The Web Animations API (WAAPI) and Houdini's AnimationWorklet.
Web Animations API has been around for a long time, but browser support has always been lacking which is why it never took off. Recently, Apple has started working on implementing the API and it's currently available in Safari TP and behind a flag in iOS Safari. Animations done with WAAPI run on the compositor and are therefore immune to a janky main thread. The API is incredibly powerful with support for multiple timelines and effects. The majority of animations you end up doing on a webapp should be covered by WAAPI.
I'm not going to go into much detail on either of these technologies, but with OffscreenCanvas and Houdini's Custom Paint API are APIs that expose <canvas>-like APIs that can run off the main thread. OffscreenCanvas is a better fit for long-running image generations while Custom Paint is better for responsive layouts that are tied to CSS. Both are scheduled to land in Chrome stable soon and will help you to make sure that paint operations won't eat away at your frame budget.
The web trying to catch up with the capabilities of native apps has been an on-going theme for years now. But only recently has it occurred to me that when it comes to animations and performance, native apps do one thing drastically different: Their UI thread — the thread that does animations and handles input — is exclusively for the UI. Any kind of logic is run in a different thread. Both iOS and Android enforce this behavior, although as far as I know with different levels of strictness. The web, on the other hand, has historically just had the main thread where everything happens. If we want to even think about 120fps (where our frame budget is 8ms, half of which are probably used by the browser itself) we should look into adopting a similar pattern.
⚠ Confusion warning: WebWorkers are not ServiceWorkers.
One of my goals for 2018 is to show that you can use the main thread exclusively for UI work by utilizing WebWorkers. My plan is to only run Custom Elements, state management and some scripts for class shuffling on the main thread. Everything else goes in a worker. Since communication with a worker is not only asynchronous but has to happen via a rather limited channel, I have been working on Comlink. It's an RPC library to help you to make WebWorkers and the main thread work together without having to cry yourself to sleep at night.
Once we have put all our animations on the compositor and all our logic in a worker, it's still possible (not to say "easy") to clog up the main thread. Appending a large number of new children to an element will require the browser to recalculate the layout of the page and draw all these new children. Especially on mid- to low-range mobile devices this can take a long time: This demo I wrote (WARNING: Lot's of flashing!) repaints 100 children on every frame. A high-end MacBook Pro is just about managing to do so. My Pixel phone is barely making it to 10fps.
The solution here is a change in best practices and discipline: Yield to the browser. Often. Do your work in small chunks. This way the browser has the chance to ship a frame in between your little chunks of work. One helpful puzzle piece here is requestIdleCallback or rIC for short.
rIC takes a function that will be called when the browser is idle. You can queue up multiple callbacks and the browser will invoke them all in the same frame as long as there's time left to do so before the next frame has to be shipped. Once the frame budget is used up, the browser will get busy to ship a frame and then continue processing the queue of rIC-scheduled functions afterwards.
The support matrix for rIC is currently pretty bad, so I'd like to see that change in the next year. In the meantime, there's a crude but effective (and tiny) rIC shim by our Paul Lewis that you can use.
My goal in 2018 is to eliminate jank on the main thread — or rather: Teach developers how to do so. As I said earlier, I can't (and won't) expect every app to run at 120fps, but we can make sure we are running as fast as the current device lets us. There's lots of work to be done in terms of tools, libraries, best practices and architecture, but I won't be the only one exploring this space. Looking at the frameworks panel at CDS, the very first thing that is brought up is the desire to use WebWorkers to move things off the main thread. I feel like Workers, Comlink and Custom Elements are a set of tools that can get us very far in this space already.


text:
<?php
// $Header: /cvsroot/html2ps/css.border.collapse.inc.php,v 1.5 2005/09/25 16:21:44 Konstantin Exp $

define('BORDER_COLLAPSE', 1);
define('BORDER_SEPARATE', 2);

class CSSBorderCollapse extends CSSProperty {
  function CSSBorderCollapse() { $this->CSSProperty(true, true); }

  function default_value() { return BORDER_SEPARATE; }

  function parse($value) {
    if ($value === 'collapse') { return BORDER_COLLAPSE; };
    if ($value === 'separate') { return BORDER_SEPARATE; };
    return $this->default_value();
  }

  function value2ps($value) {
    // Do nothing
  }
}

register_css_property('border-collapse', new CSSBorderCollapse);

?>

redpajama_set_name: RedPajamaGithub


text:
Q: NullPointerException , program doesn't compile I've got a question to my program:
public class Muster2 {
int[] farben;

constructs an array with 4 integers
public Muster2(int f0, int f1, int f2, int f3) {
int[] farben = new int[4];
farben[0] = f0;
farben[1] = f1;
farben[2] = f2;
farben[3] = f3;
}

casts this array into a String
public String toString() {
String result = "";
    for (int i=0;i<4;i++) {
      char convert = (char) farben[i];
      result+=convert;
    }
return result;
}

The Idea: At first, I want to see where the two Arrays have the same integer at the
same position: Example: [1,2,3,4] and [1,4,5,6]. The counter_weiss should be = 1 for
those two arrays, cause only the element at position 0 is the same for both arrays.
So counter_weiss counts the elements, which are the same at exactly the same position
in both arrays. The counter_schwarz counts the elements, which exist in both arrays,
but on other positions. So counter_schwarz would be = 1 too, for the given arrays,
cause in the first we have 4 at position 3 and in the second array there we can find
the 4 at the second position.
public Bewertung bewerte(Muster versuch) {
int counter_schwarz = 0;
int counter_weiss = 0;

They have to be 0 at first
for (int i=0;i<4;i++) {

I run through the array
if (this.farben[i] != versuch.farben[i]) {

and check if I got the same elements in the same position
for (int o=i+1;o<4;i++) {

if not, i check if i have it on another position, but i have to start with o at i+1, cause otherwise I would count things twice when I get to an index at the end of the array like i=3. Lets say 0,3 is a possible combination, so the first element of the first array has the same number like the second on position 3. Then counter_schwarz would get +1 from 0,3 and also from 3,0.
if(this.farben[i] == versuch.farben[o]) {
              counter_schwarz += 1;
       }
    }
 }
 else counter_weiss +=1;
 }

if the elements at the same position are the same, counter_white gets +1
Bewertung aktuelleBewertung = new Bewertung (counter_schwarz, counter_weiss);

return aktuelleBewertung;  /* here the counters are used to construct an object,
which doesn't matter now, this part should work fine */
}

public static void main (String[] args) {

Muster Muster1 = new Muster (1,2,3,4);
Muster Muster2 = new Muster (2,3,4,5);

Bewertung Neu = Muster1.bewerte(Muster2);

System.out.println(Neu.toString());

}

}

The Problem now is, that I get a NullPointerException at
if (this.farben[i] != versuch.farben[i])

I don't know why, can anybody help me?
Thanks

A: The issue is that here:
public class Muster2 {
int[] farben;

and here:
public Muster2(int f0, int f1, int f2, int f3) {
int[] farben = new int[4];

you declare a two completely separate variables both called farben.
You populate the latter and let is go out of scope. The former remains null, so you get an NPE when you try to access its elements.

A: If you use 'o' as loop counter, then you should not increment 'i':
for (int o=i+1;o<4;i++) {

Otherwise, it is very hard to track errors from other peoples programs if they dont post complete executable examples!
You should perhaps learn how to use a debugger (NetBeans or Eclipse make debugging rather painless), or sprinkle your code with lots of println()'s to see whats happening.

redpajama_set_name: RedPajamaStackExchange


WIN WAN Live will take place on Thursday 24 October at The Vaults at Old Billingsgate.
Located in the heart of the City on the North bank of the River Thames. This striking Victorian Grade II listed building was once a world famous fish market, running up until 1982 and is a remarkable part of London's heritage.
The building was given an industrial twist by architect Lord Richard Rogers, who transformed the space, from the 19th century's largest fish market to London's premier event space.
Nearest tube Station Monument (0.2 miles) District or Circle lines.
2 minute drive from London Bridge. 15 minutes from the West End.