Just when you think the 'Ottawa Loves Baby Seal Killers' Farce couldn't get any more bizarre…it does. The government does something else that makes rational Canadians groan in embarrassment and shake their heads.
What, no seal meat? No seal pâté on tiny pastry cups? No seal ragout served in crystal bowls? No bacon-wrapped seal loin with port reduction? Not a terrine or rillette in sight. Not even a sausage. Just little fuzzy pins. Apparently seal is off the menu again in Ottawa. Maybe after privately hurling back up the seal meat they'd choked down for the cameras in 2009, MPs realized there are limits to which even they will go for sealers.
This "Day of the Seal" or whatever nonsense they were calling it is clearly just another cringeworthy PR stunt put on by the Canadian government to show token support for the doomed commercial sealing industry. And as per usual the government is playing the Inuit card, blurring the line between large-scale industrialized Atlantic commercial seal hunt and traditional Inuit subsistence hunt (that is, if you consider sitting in a truck listening to music waiting for the seal in the net to drown "traditional." BTW, the Canadian Veterinarian Medical Association opposes drowning seals in nets as "drowning is considered to be a protracted and, therefore, inhumane form of death"), which are two separate issues.
Arctic and northern communities? Not so much. The Inuit have nothing whatsoever to do with the commercial seal hunt. They do not participate in the commercial seal hunt – theirs is a different hunt targeting a different species of seal. The Inuit are exempt from the EU seal product trade ban which applies to commercial seal products, and the Nunavut government pays Inuit seal hunters an upfront, guaranteed price for seal skins under its Fur Pricing Program.
But the Inuit have allowed themselves to be drawn into this issue and whored-out pimped-out used by the Canadian government in a cynical attempt to fool or emotionally blackmail (hey, whichever works for them) Canadians into accepting the commercial seal hunt as a traditional subsistence hunt when it is most decidedly not.
These ploys are deeply offensive to the majority of Canadians, who are opposed to the annual slaughter and object to their tax dollars being used to defend and sustain it.
No, in actual fact, the commercial seal hunt is a marginal activity involving a tiny fraction of the population of Atlantic Canada. It is an unsustainable pastime that brings in very little revenue, cannot survive without massive subsidies from Canadian taxpayers, and could easily be replaced with a number of viable alternatives.
Senator Harb is quite correct. The commercial sealing industry is dead. It's been dying a slow death for the past few years and it's time to do the right thing and let it go. It's time the Canadian government admits this, stops wasting our tax dollars on embarrassing photo-ops, emotional rhetoric and futile WTO challenges, and moves ahead with a licence buyout which would be a long-lasting solution benefiting everyone, including commercial sealers, Canadian taxpayers and Canada's international reputation.
I am against the hunt for many reasons. I just don't get why our government supports the hunt. I really would like Ottawa to provide their reasoning for sustaining an unsustainable process. Also I would really just like to hear what the sealers have to say as well. We need to stop this.


text:
Features Showcase Releases Documentation Discord Contact More Assets Buy the Corgi Engine
The best 2D + 2.5D platformer solution for Unity
- by More Mountains -
A very fast, tight, mobile-friendly, single or local multiplayer extendable engine
that works great with other assets to start creating your own 2D game right now with Unity.
Buy the Corgi Engine
The Corgi Engine has been out for more than a year now, and it's already been downloaded by thousand of people, and a lot of games using it have already been released on Steam, the App Store, Google Play or other places. Here are some of them, as well as testimonials from people using it.
Built with the Corgi Engine
The asset comes packed with more than 60 demos, in different game styles, handcrafted by More Mountains to act as examples of how you can build your own game. But the asset is also being used right now by tons of happy game developers, working on their own unique games. Here are just a few of them. Don't hesitate to send yours and we'll feature it here!
Rogue Legacy 2 is what you'd get if you mashed Rogue Legacy and a sequel together. Every time you die, your children will succeed you, and each child is unique. Your daughter might be a Colourblind Archer, and your son could be a Pacifistic Chef. Either way, one of them is getting conscripted. It's available on Steam and the Epic Store.
LUCID is a game with tight and responsive controls, in which you explore a world abundant in precision platforming, lore, and secrets. Purify Dungeons to obtain Crystal Arts that enhance combat and expand your mobility! You can follow its development on Instagram.
Ultimate Action Hero Ultimate Action Hero takes you to a world of blockbuster action movies. You're a stuntman and your new job is to double for a famous actor who doesn't do his own stunts... The game is coming out soon and you can watch a trailer on youtube.
No Time Left is a hard twitch platformer made for mobile and mobile only. Player needs to complete procedurally generated levels before timer runs out. Run fast, dash and complete the levels before the timer runs out. You can get it on the App Store.
Ready Set Goat is a hectic, non-stop, action-packed mobile game! Creeps are causing trouble in the mountain goat's serene home. Send them back to where they came from! Ready Set Goat is a one-button platformer with retro roots, sure to be a fun and addictive challenge! It's available on the App Store and on Google Play.
Octo Curse - Pirate Quest has you exploring the Seven Seas in search of legendary loot, tremendous treasure and bountiful booty, your merry band of pirates happened upon a mysterious octopus-shaped island. You can get it on the App Store and on Google Play.
Aeterna: Noctis is a traditional 2D art non-linear platformer in which you'll get to help the king of darkness regain his power and battle truly challenging mechanics and bosses to fulfill his eternal cycle. It's stated for release on Windows, Xbox, PS and Switch.
A Dark Dream is a metroidvania game developed by a two man indie developer team. It's heavily inspired by Metroid and Zelda, and is available on Google Play.
Stained is a game where you'll get to explore a cathedral and help complete its missing piece. It won the Ping Award 2018 for best visuals, and is available on itch.io.
Stripes is a game about rewinding chunks of the world to get the STAR. It was created by Krzymsky during Brackey's 2020 game jam about "rewind". It's brilliant game design and execution, and you can play it for free here.
Unsweet is a cinematic and colorful platformer that will give you endless fun, catchy gameplay and a touching story about the hero's grand and tragic journey through the world of ice cream, chocolate, rainbow and alive sweets. It's out soon on Steam.
Nubla 2 continues the adventure of the characters we met in Nubla Episode 1 from the end of their boat trip. Once in the continent, they must begin their search for the City in the Center of the World, looking to return the memory to that world, now lost. It's available on the Playstation Store.
Reclamation is a visually striking metroidvania game being created by Hat Hair Games. Everything in the game is made of actual scanned clay, and the conception process is as amazing as the game. You can learn more about it on the game's page.
Don't step on me is GrinSmile Studio's latest project, the new sensation of competition with other players. These cute looking characters are designed for D̶e̶s̶t̶r̶o̶y̶i̶n̶g̶ nurturing bond between friends and family, as you compete and step on each other. The game will soon be available on Steam.
Padlocked is an atmospheric platformer game with a mysterious vibe, in which you control Locky - a tiny padlock that traverses dark tunnels and cellars in search for keys. Run, jump, bounce and swing on chains to reach your goal! It's available on Windows and Mac.
Clunky Hero is a story-driven platformer metroidvania with a touch of RPG and tons of humor! You can already check out its very successful campaign, and the game will soon be out on Switch and Steam.
Mighty Aphid is a game that will let you run, shoot, swim, and fly. Explore huge levels. Fight big bosses. Earn upgrades. Relive the early days of 2D platform gaming with this modern action-adventure game. It's available on the App Store.
Cybercity Chronicles is a game where you play as Cybercity Security Department, available right now on Google Play and the App Store.
Swaps and Traps is a very inventive platformer where whole parts of the world swap, turn and flip to create a unique adventure. It's available on Steam.
Crazy Dreamz: Best Of is the first Steam platformer whose levels are built by its community. You can get it on Steam.
Father and Son is a truly beautiful, exciting and timeless journey between Naples, Pompeii and Ancient Egypt, spanning different historical periods. You can get it on the App Store, Google Play, and learn more about it on its website.
Pixel Dungeon is a game created by Ordnas and available on itch.io.
Adam World Adventure is a super adventure side scroll action platformer game. Adam wants to collect the crystals to lift the curse on his tribe. Jump, run and shoot enemies with a lots of action and fun; find secret areas and collect super trigger gems. The game is suitable for all ages.
Get it on Google Play.
Suppressed is a visual novel and 2D platform game that got greenlit and is now available on Steam.
Get it on Steam
Jungle Adventures World is a super adventure of Zog, a jungle boy want to become a treasure hunter. One day, Zog found an ancient map in the warehouse of his grandfather, it leads to the super jungle world.
Get it on the App Store
The Adventures of Tacheman is a quirky platform adventure where you play as four awesomely moustached heroes to save the residents of Motropolis.
Get it on Google Play or on the App Store
OP Delivers is a hilarious new take on the classic 2D puzzle games we grew up with. Shaped by internet culture, OP Delivers is as addicting as it is funny.
Spacemite lets you play as a tiny bug-like character, a genetic cross between a human and a mite who has to save the world from a tiny alien invasion.
Atomic Butcher : Homo Metabolicus is a 2D platformer with 360° aiming. It is violent, it is fast, it is absolutely over the top.
Get it on Steam.
Run Run Little Pix ! is an 8-bit game where you will need rhythm! How far are you able to go? Several universe and game modes await you! Be as responsive as possible!
Synthwave Escape is a Retro Rhythm Puzzle Platformer game with an 80s inspired Synthwave Soundtrack & Aesthetic. Join Doc Grits' team of robots as they attempt to escape the Neon Bunker and defeat the heinously infamous Red Hawk.
Get it on the App Store or on Google Play.
Hats Secret Worlds is an adventure game for our hero "Hat", filled with secrets and surprises. Jump, run, climb; shoot enemies with a lots of action and fun, find secret areas and collect super trigger gems.
Xenocave is a mix of Mario, Ghosts & Goblins and Metroid, right now on Steam Greelight.
Check it out on Steam
Paint the town blue in Bugs 'N Boo Hags, this frenetic mashup of tower defense and retro-style platforming action inspired by South Carolina Lowcountry folklore, history, and culture! Coming September 2019 to PCs (via Steam) -- Kickstarter campaign coming soon!
Watch the trailer on YouTube
Pix is a small game created by PixelAfterPixel for the LowRezJam 2016.
You can get the game on itch.io
shape, LeSS is A game about a kid named LESS, who can shapeshift for a little amount of time to collect all the other atoms around to be able to survive and help his family.
The game was built in less than 72 hours for Ludum Dare 35 by medidog. You can play the game here
In Treasure Hunter you'll need to find keys to open chests and dig stones to find Crystals, use dynamite and axe to kill your enemies.
You can get the game on Google Play
Zac vs Zombies will have you fight evil hordes of zombie soldiers in this WW2 popcorn-shoot-em-up-jump-and-run! Battle through 32 levels packed with thrilling jump, run and shoot passages. You can get the game on Google Play
Go Mark's Run is a beautiful game by Da Viking Code, available on iOS and Android.
Get it on the AppStore or on Google Play, or watch the trailer on YouTube.
Atomic Cathode is a spooky retro platformer available in HTML5 on itch.io.
A Crooked Heart is a 2D animated game that follows Lulu, a corgi on a journey of love, sacrifice and retribution. You can learn more about the game on its website.
Swords and Sandals : Spartacus, the latest addition to the Swords and Sandals family is an all new combat platformer based on the life of the legendary gladiator Spartacus. It's available on Steam and on Switch.
Sparticles is a 2.5D platformer that uses beautiful colored particles to discover your environment.
Astral Flux, a game where two would-be astronauts and scrappers fumble their way through space, desperately search for a way home, in this upcoming action roguelite game from Cosmocat and Studio VDS. It's available on Steam.
Geranium is a 2.5D platformer that follows the journey of Geranium, a female swordswoman with amnesia.
Road to Adventure!, a game where you help Tommy destroy The Evil Corporation, save the enviroment, the forest and his friends. A beautiful, funny and challenging game awaits! It's available on Steam.
Carpathian Night is a tribute to retro horror platformers and the classic monster films that inspired them.
It got successfully backed on Kickstarter.
Guardian of Lore, a game where a mystical library houses books of ancient folktales from lost civilizations. Play as prince Sayri, and protect these stories from wicked magic that aims to erase their memory forever. Enter each story and save it from within... or at least part of it. It's available on Steam.
The Twins' Experiment is a platform adventure game. You play as Object 62473 who is called to discover his hidden brother in a dream world of his mind.
It is available on Steam.
Hands down the best 2D platformer kit.
The Corgi Engine is amazing. Hands down it's the most feature-packed, fastest way to get started on your own 2D Platformer game. The code is extremely well-documented and the author is very good about updating it and communicating with the developers using it.
Fantastic price for everything you get with it. Also, the corgi is adorable.
- Kat Bella
If you are new in the Unity world, this is your asset. It has almost all what you need to create your game, a big amount of resources and scripts that are perfectly commented. Only changing the sprites you will have your own game working. The code is so simply and clear that you can find all so easy and add more without any problem. The asset includes some Demos to show you all you can do with it, with a beautiful look and simply to understand. I'm using it to make my 2D game for Android, and it has saved me thousand hours of work, and it has given to me a way to learn about Unity and C#. Apart from Android, CorgiEngine is multiplatform, meaning that you make your game and you export it to PC, Android, Xbox, etc.. And control the character with a GamePad! Also and so important, the support of reuno is amazing, 24/7 (practically =O) to help you with your doubts or suggestions. In conclusion, if you are looking for something to help you to create a game, buy it. Even if you are new in Unity or experimented, you will find it usefull and simply to use. Thanks for this amazing engine and your work reuno. Keep improving it and helping us as you do.
- Jkc_dev
Best asset I've ever purchased!
The Corgi Engine is an essential asset for 2d platform games in Unity. The feature list is really incredible and if you don't see a specific feature that you require for your game, take a look at the development roadmap! Chances are that feature you need is being worked on! As great as this asset is, the best thing about it is the detailed feedback from its developer. I had some small issues with adapting my own game with some of the elements of this engine and I wrote to the developer. Within same day he sent me a detailed response trying to help me resolve my issue and emailed back and forth with me regularly. Within a few days all of my issues had been fixed. If you are trying to choose between the many 2d platformer toolkits available on the Unity Asset Store, pick this one! You will not regret it!
- Daniel Capo
More Mountains Corgi Engine TopDown Engine Infinite Runner Engine Highroad Engine Inventory Engine MM Feedbacks Nice Vibrations Nice Touch
Copyright More Mountains 2015
This content can't be published on Steam (or anywhere else) except by More Mountains
All images were created by Renaud Forestié for More Mountains

redpajama_set_name: RedPajamaCommonCrawl


Closet Organizer Systems Wood Picture bottom is part of the best post in Closet Organizer category, published on Sunday, September 30th, 2018 .
Closet Organizer Systems Wood. A closet will be a storage unit that will is enclosed inside a small place. While providing additional storage space for the home stuff, these closets furthermore add beauty to the particular house. When you possess a proper closet, house looks more spacious and also clutter free. A well-organized closet makes things easily accessible and makes life a lot easier. However , most regarding the times, the closets which are in built within the house become very cluttered within the period associated with time and it truly will become impossible to locate the required product inside the closet. This will be generally due to the actual inefficient utilization of the area within the closet. When you have one of these types of closets, then closet storage system is ideal for one to organize various items. An effective closet organizer system helps you to maximize as well as optimize the actual storage room.
For Closet Organizer idea, You can find many ideas on the topic wooden closet organizer systems, solid wood closet organizer systems, closet organizer systems wood, and many more on the internet, but in the post of Closet Organizer Systems Wood we have tried to select the best visual idea about Closet Organizer You also can look for more ideas on Closet Organizer category apart from the topic Closet Organizer Systems Wood.
This post have 10 awesome pictures. Read Double Hanging Closet Organizer or find other pictures about Closet Organizer for more ideas related to Closet Organizer Systems Wood.


text:
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">

<meta http-equiv="Content-Type" content="text/html" charset="UTF-8">
<title>Uses of Class ua.kiev.icyb.bio.alg.mixture.EMSelectionMethod (bio.seq API)</title>
<meta name="date" content="2015-05-16">
<link rel="stylesheet" type="text/css" href="../../../../../../../stylesheet.css" title="Style">

JavaScript is disabled on your browser.

Overview

Package

Class

Use

Tree

Deprecated

Index

Help

Prev

Next

Frames

No Frames

All Classes

Uses of Class
ua.kiev.icyb.bio.alg.mixture.EMSelectionMethod

Packages that use EMSelectionMethod

Package
Description

ua.kiev.icyb.bio.alg.mixture

Пакет для взвешенных смесей вероятностных моделей,
 которые могут использоваться для распознавания скрытых последовательностей.

Uses of EMSelectionMethod in ua.kiev.icyb.bio.alg.mixture

Fields in ua.kiev.icyb.bio.alg.mixture declared as EMSelectionMethod

Modifier and Type
Field and Description

EMSelectionMethod
IncrementalEMAlgorithm.selectionMethod

Метод выбора наихудших прецедентов из выборки для обучения новых моделей.

Methods in ua.kiev.icyb.bio.alg.mixture that return EMSelectionMethod

Modifier and Type
Method and Description

static EMSelectionMethod
EMSelectionMethod.valueOf(String name)

Returns the enum constant of this type with the specified name.

static EMSelectionMethod[]
EMSelectionMethod.values()

Returns an array containing the constants of this enum type, in
the order they are declared.

Overview

Package

Class

Use

Tree

Deprecated

Index

Help

Prev

Next

Frames

No Frames

All Classes

redpajama_set_name: RedPajamaGithub


Good times on Hutchinson Island. Christmas day 2014 we drove Great A'Tuin to the beach for a picnic, then parked AT overlooking The Jensen Beach to Jupiter Inlet Aquatic Preserve and hung out in AT's back, drinking a few beers and playing cards.
It's early March. Our sailing season was cut short. We are staying in my parents' house in Hobe Sound, FL. In three months we will go back to Cabbagetown for the summer. We already have house and pet sitting gigs lined up there. We have our 2000 Honda Civic. And our inert 1982 VW Westfalia camper van sits in the garage.
My parents should sell this house. They used to spend half of each year here, but they haven't done so in a while. It's a convenient place for us to keep our extra stuff. But that's no reason they should own a house. We all agree. It's time to sell. Duwan and I should be able to get this place to market in three months.
But the van? You'll remember we threw a timing belt in Nowhere, Alabama and towed the van down here. What are our options now?
Option one is to tear into the engine and fix the current problem. It's probably a bent rod. I would LOVE to try this. I'm sure I would learn a lot. But, this 58HP 1.6 liter diesel engine never had the power to run the van. The top speed was 55MPH, and it took over a minute to reach that in flat Florida. On hills we used to back up traffic and enrage all the drivers behind us.
Option two would save some time. I could buy another 1.6L diesel VW engine and drop it in. But we'd still be under-powered.
VW also made a 1.9L diesel that would fit in this engine compartment. That would increase the power. We'd need to change the transmission gearing or replace the whole transmission. Option three looks OK.
Option four would be to drop in a Subaru 2.5L gas engine. This would give us all the power we require. We'd need a conversion kit and an upgraded or new transmission. This option looks good. I could save money and learn a lot doing the work myself. But the price tag is $10K or more, and I would need a lot of time.
One day I went to the library to do more research on transmissions. It became clear to me I would need to do a lot more reading before I could start buying parts. Then I would need weeks to do the work.
When I came home Duwan said she didn't think we had time to fix the van and sell the house both. I told her I was coming to the same conclusion. Given the amount of money we would have to spend, we could put that money toward another van. If we were going to sell the house, we needed to part ways with the Great A'Tuin.
We had no idea how much to ask for a van that wouldn't run. There were some comparables in California, but not many on the eastern seaboard. We put it on Craigslist with a bunch of pictures.
We got four bites in the first two hours. The first person to arrive said he could have the money and a tow truck in the morning. We agreed.
It was sad to part with A'Tuin. Sometimes I feel that we let AT down. But more often I think that AT let us down.
Here's the good news. The new owner has a wife and young girl. They family wants to use the van to camp out locally on the weekends. The owner found a VW Rabbit engine and dropped it in (our option two). And AT is creeping off to new adventures.
We spent a lot of time looking for a Westfalia Camper Van online, bookmarking vans for sale across the country. We had planned for 3 weeks to hit the road and check out each van in person — then one popped up in Georgia, a few hours drive away and it was Great ATuin!
Check out the blog post Finding the Westy to relive our experience finding AT.
We knew A'Tuin had a few problems when we made the purchase, so we drove to a mechanic right away. AT was in the shop for 3 weeks. Apparently old Westfalias are a little confounding mechanically. It was our first lesson in waiting for AT.
Check out the blog post Limbo for a day by day accounting of our waiting.
As soon as we got Great A'Tuin back from the mechanic it was time to race to Florida so AT could be come a Florida resident just like us. It was a somewhat eventful trip, but good to finally be going somewhere.
Check out the blog post Shake Down Cruise Day 1 to learn about Greg's lost wallet, AT's fuel tank leak, and our little brush with the law.
The return trip from Florida was WAY more eventful than the trip down. AT broke an injector tube. Although we were able to jury rig the tube, the drive back was a slow one on rural roads. We had to stop every 30 minutes to pour fuel back into the diesel tank, Greg had to wear a bandana over his mouth and nose in order to not be totally asphyxiated. We got lost, had encounters with cops, but finally arrived back in Cabbagetown in the wee hours of the morning half a day late for our next house sitting gig.
Check out the blog post Shake Down Cruise Day 2, if you want to amazed by our stamina and resolve.
Friendly cop helping Greg look at engine.
If you are curious whether we ever had any fun times with Great A'Tuin, check out the blog post Van Party, Alright!
So despite A'Tuin's 3 weeks in the garage, AT still had some problems – the worst of which was so much black exhaust that people would pull along side as we were riding down the road and tell us AT was on fire. After we got back to Florida that fall, Greg started doing lots of research and set to fixing some of the many problems, including the massive amounts of smoke A'Tuin was spitting out into the environment.
If you'd like to know what Greg fixed and how he did it, check out the blog post Toys.
Coal rolling down the road.
Since we were contemplating a life as part time van dwellers, Duwan had been reading lots of van blogs. One day, one of those blogs, Where's My Office Now, made a call for nomads to be a part of their nomad web series. Duwan wrote them a note and they came to visit us with their cameras, recording equipment, and youthful idealism and enthusiasm a few months later. They interviewed us on the boat, then came back to Greg's parents house, they made us all dinner and slept in their vans in the driveway that night.
If you would like to read more about this experience check out our blog post, The Van Gang.
If you are interested in the video they made with us check it out here.
The van gang. Rachel and James with Sunshine, Emily and Corey with Boscha, and Greg with Great A'Tuin.
One of the reason we bought this specific van was because it was a diesel and we wanted a diesel because we wanted to convert it to drive on veggy oil.
If you are curious as to why we wanted to fuel AT with diesel check out the post Why WVO?
Filling up on veggy oil!
Although we never finished the project to convert Great A'Tuin to run on veggy oil, we did start it.
To find out what we did do, check out the post WVO Phase I.
So, for all the WVO effort, here is the only visible difference: AT is now sporting tinted windows.
After all the work we put into Great A'Tuin we were ready to finally go on an adventure with AT from Atlanta to New Orleans. It didn't last very long. We broke down in Alabama, just a few hundred miles out of Atlanta. We were disheartened, but not defeated yet. We had AT towed to a hotel, spent 3 days waiting for a part that didn't help, then took a bus back to Atlanta, got our car, rented a U-haul and towed Great A'Tuin to Greg's parents garage in Stuart, Florida.
For more on this final failed adventure in AT, check out the blog post A Little Adventure in Great A'Tuin.
Ready to leave the Flying J.
This entry was posted in Van Life, Vanagon Westfalia and tagged goodbye, vanagon, westfalia. Bookmark the permalink.


text:
package com.darkhouse.gdefence.Model.Level;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Circle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.utils.DragAndDrop;
import com.badlogic.gdx.utils.Array;
import com.darkhouse.gdefence.GDefence;
import com.darkhouse.gdefence.Level.Ability.Mob.SpellImmune;
import com.darkhouse.gdefence.Level.Ability.Tower.Ability;
import com.darkhouse.gdefence.Level.Loader.MapLoader;
import com.darkhouse.gdefence.Level.Path.*;
import com.darkhouse.gdefence.Level.Mob.Mob;
import com.darkhouse.gdefence.Level.Mob.Way;
import com.darkhouse.gdefence.Level.Tower.Projectile;
import com.darkhouse.gdefence.Level.Tower.Tower;
import com.darkhouse.gdefence.Level.Wave;
import com.darkhouse.gdefence.Model.Effectable;
import com.darkhouse.gdefence.Objects.TowerObject;
import com.darkhouse.gdefence.Screens.LevelMap;

import java.awt.*;
import java.util.*;
import java.util.List;
import java.util.concurrent.CopyOnWriteArrayList;

public class Map {
    private boolean isBuild = false;

    private ShapeRenderer shape;

    private TowerObject rangeTower;
    private DragAndDrop.Payload payload;

    public enum MapType{
        CLASSIC, INVASION, KILLMADNESS, TIME
    }

    public void setBuild(boolean build, TowerObject rangeTower, DragAndDrop.Payload payload) {//
        isBuild = build;
        this.rangeTower = rangeTower;
        this.payload = payload;
    }

    private MapTile[][] tiles;
    public MapTile[][] getTiles() {
        return tiles;
    }
//    private HashMap<Mob.MoveType, Array<Array<Array<MapTile>>>> paths;//moveType, 1.Each spawn 2.Each possible path 3.Each maptile in path
    private HashMap<Mob.MoveType, Array<Path>> paths; //array of possible paths

    public HashMap<Mob.MoveType, Array<Path>> getPaths() {
        return paths;
    }

    //    public HashMap<Mob.MoveType, Array<Array<Array<MapTile>>>> getPaths() {
//        return paths;
//    }

    public static List<Projectile> projectiles;

    private int x;
    private int y;
    private int cellSize;
    private ArrayList<Spawn> spawner;
    private ArrayList<MapTile> castle;

    public ArrayList<Spawn> getSpawner() {
        return spawner;
    }//need only size
    public ArrayList<MapTile> getCastle() {
        return castle;
    }

//    public static Way checkSpawnerWay(MapTile spawner){
//        switch (spawner.getLogic()){
//            case spawnerR:
//                return Way.RIGHT;
//            case spawnerL:
//                return Way.LEFT;
//            case spawnerU:
//                return Way.UP;
//            case spawnerD:
//                return Way.DOWN;
//            default:
//                return null;
//        }
//    }

//    public static Way checkTurnWay(MapTile tile){
//        switch (tile.getLogic()){
//            case turnR:
//                return Way.RIGHT;
//            case turnL:
//                return Way.LEFT;
//            case turnU:
//                return Way.UP;
//            case turnD:
//                return Way.DOWN;
//            default:
//                return null;
//        }
//    }
    public boolean inMapBounds(float x, float y){
        return (this.x <= x && x <= this.x + (tiles.length * tiles[0][0].getWidth())) && (this.y >= y && y >= this.y - tiles[0].length * tiles[0][0].getHeight());
    }

    public static Mob getNearestMob(Mob startSearch, int range){
        float currentF = Float.MAX_VALUE;//infinity
        Mob currentMob = null;
        for (int i = 0; i < Wave.mobs.size; i++){
            Mob m = Wave.mobs.get(i);
            float dst = m.getCenter().dst(startSearch.getCenter());
            if(startSearch != m && dst < range && dst < currentF){
                currentF = dst;
                currentMob = m;
            }
        }
        return currentMob;
    }

    public static Array<Mob> getMobsInRange(Mob searchMob, int range, boolean ignoreImmunity){
        Array<Mob> found = new Array<Mob>();
        for (int i = 0; i < Wave.mobs.size; i++){
            Mob m = Wave.mobs.get(i);
            float dst = m.getCenter().dst(searchMob.getCenter());
            if(dst <= range && (ignoreImmunity || targetMob(m))){
                found.add(m);
            }
        }
        return found;
    }
    public static Array<Mob> getMobsInRange(Vector2 searchPoint, int range, boolean ignoreImmunity){
        Array<Mob> found = new Array<Mob>();
        for (int i = 0; i < Wave.mobs.size; i++){
            Mob m = Wave.mobs.get(i);
            float dst = m.getCenter().dst(searchPoint);
            if(dst <= range && (ignoreImmunity || targetMob(m))){
                found.add(m);
            }
        }
        return found;
    }

    public static Array<Mob> getMobsMaskInRange(Vector2 searchPoint, int range, boolean ignoreImmunity){
        Array<Mob> found = new Array<Mob>();
        for (int i = 0; i < Wave.mobs.size; i++){
            Mob m = Wave.mobs.get(i);
            float dst = m.getCenter().dst(searchPoint) - m.getWidth()/2;
            if(dst <= range && (ignoreImmunity || targetMob(m))){
                found.add(m);
            }
        }
        return found;
    }
    private static boolean targetMob(Mob m){//mob can target to use spell on him (target/aoe/non target)
        return !m.haveEffect(SpellImmune.SpellImmuneBuff.class);
    }

    public Array<Tower> getTowersInRange(Vector2 searchPoint, float range){
        Array<Tower> found = new Array<Tower>();
        for (int x = 0; x < tiles.length; x++){
            for (int y = 0; y < tiles[0].length; y++){
                if (tiles[x][y].getBuildedTower() != null){
                    Tower t = tiles[x][y].getBuildedTower();
                    float dst = tiles[x][y].getCenter().dst(searchPoint);//can do tower.getCenter();
                    if(dst <= range){
                        found.add(t);
                    }
                }
            }
        }
        return found;

    }
    public Array<Tower> getTowersOnMap(){
        Array<Tower> found = new Array<Tower>();
        for (int x = 0; x < tiles.length; x++){
            for (int y = 0; y < tiles[0].length; y++){
                if(tiles[x][y].getBuildedTower() != null) found.add(tiles[x][y].getBuildedTower());
            }
        }
        return found;
    }
    public Array<Effectable> getUnitsInRange(Vector2 searchPoint, int range, Array<Class<? extends Effectable>> affected, boolean centerSearch, boolean ignoreImmunity){
        Array<Effectable> tmp = new Array<Effectable>();
        if(affected.contains(Mob.class, true)) {
            if(centerSearch) tmp.addAll(getMobsInRange(searchPoint, range, ignoreImmunity));
            else             tmp.addAll(getMobsMaskInRange(searchPoint, range, ignoreImmunity));
        }
        if(affected.contains(Tower.class, true)){
            tmp.addAll(getTowersInRange(searchPoint, range));
        }
        return tmp;
    }
    public Array<Effectable> getAllUnitsOnMap(Array<Class<? extends Effectable>> affected, boolean ignoreImmunity){
        Array<Effectable> tmp = new Array<Effectable>();
        if(affected.contains(Mob.class, true)) {
            for (int i = 0; i < Wave.mobs.size; i++) {
                if (ignoreImmunity || targetMob(Wave.mobs.get(i))) {
                    tmp.add(Wave.mobs.get(i));
                }
            }
        }
        if(affected.contains(Tower.class, true)){
            tmp.addAll(getTowersOnMap());
        }
        return tmp;
    }

    public Effectable getTargetUnit(Vector2 searchPoint, Array<Class<? extends Effectable>> affected){//those all method very bad need rework// TODO
        if(affected.contains(Mob.class, true)) {
            for (int i = 0; i < Wave.mobs.size; i++){
                Mob m = Wave.mobs.get(i);
                if(targetMob(m) && m.contains(searchPoint)) return m;
            }
        }
        if(affected.contains(Tower.class, true)){
            for (int x = 0; x < tiles.length; x++){
                for (int y = 0; y < tiles[0].length; y++){
                    if (tiles[x][y].getBuildedTower() != null){
                        Tower t = tiles[x][y].getBuildedTower();
                        if(tiles[x][y].contains(searchPoint)) return t;
                    }
                }
            }
        }
        return null;
    }

    public WalkableMapTile getTileContainMob(Mob mob){
        for (int x = 0; x < tiles.length; x++){
            for (int y = 0; y < tiles[0].length; y++){
                if (tiles[x][y].contains(mob.getBoundingRectangle())){//
                    //if(tiles[x][y].getLogic() == MapTile.TileLogic.turnR) {
                        //System.out.println(tiles[x][y].getX() + " " + tiles[x][y].getY());
                        //System.out.println(mob.getX() + " " + mob.getY());
                    //}
                    return ((WalkableMapTile) tiles[x][y]);
                }
            }
        }
        return null;
    }

    public MapTile getFirstTile(MapTile mapTile1, MapTile mapTile2, Mob.MoveType prefType/*, int spawner*/){

        //meaning that all tiles are Walkable
//        Walkable w1 = ((Walkable) mapTile1);
//        Walkable w2 = ((Walkable) mapTile2);

//        if(!w1.getApplyMobs().haveSame(w2.getApplyMobs()))throw new IllegalArgumentException(mapTile1 + " and " + mapTile2 +
//                " cant be in one path(applyMobs fields haven't same moveType)");
//
//        if(!Arrays.asList(w1.getApplyMobs().getSame(w2.getApplyMobs())).contains(prefType)) throw  new
//                IllegalArgumentException("prefType cannot exist in this types " + prefType);

//        for (Mob.MoveType mt:w1.getApplyMobs().getSame(w2.getApplyMobs())){
        int[] index = new int[2];
//            for (Array<Array<MapTile>> spawn:paths.get(prefType)){//can be shit//worked when was 2 dimension in paths hashmap
//                for (Array<MapTile> path:spawn) {
        for (Path path:paths.get(prefType)) {
            if (path.contains(mapTile1, true)) index[0] = path.indexOf(mapTile1, true);
            else index[0] = 99;//very very big
            if (path.contains(mapTile2, true)) index[1] = path.indexOf(mapTile2, true);
            else index[1] = 99;

//            System.out.println("index " + index[0] + " " + index[1]);
//                    if(path.indexOf(mapTile1, true) < path.indexOf(mapTile2, true)) return mapTile1;
//                    else return mapTile2;//meaning that they different
            if (index[0] == index[1] || index[0] == 99 || index[1] == 99) {
                continue;
//                throw new IllegalArgumentException("Tiles identy or dont exist on way");
            }
            return index[0] < index[1] ? mapTile1 : mapTile2;
//                }
//            }
//        }
        }
        throw new IllegalArgumentException("tiles dont cross");
    }

    private Array<MapTile> generatePath(Spawn spawner, Mob.MoveType type){
        GDefence.getInstance().log("Start generate path for " + type.name());
        Array<MapTile> path = new Array<MapTile>();
        path.add(spawner);

        Way manipulatedWay = null;
//        Way prevWay = null;
        while (!(path.peek() instanceof Castle)) {
            MapTile currentTile = path.peek();
//            System.out.println(currentTile);
            WalkableMapTile thisTile = ((WalkableMapTile) currentTile);
//            Way tmp = thisTile.manipulatePath(type, manipulatedWay);
//            if(tmp != null) manipulatedWay = tmp;

            Point p = null;
            if (path.size > 1 && !(path.get(path.size - 2) instanceof Portal)) {//disable teleport to portal, which teleport to this (infinity tp)
//                System.out.println(thisTile);
                p = thisTile.manipulateMob();
            }
            int[] coord;
            if(p != null) {
                coord = new int[]{p.y, p.x};//portals
            } else {
                Way tmp = thisTile.manipulatePath(type, manipulatedWay);
                if(tmp != null) manipulatedWay = tmp;
                coord = Way.getCoordOffset(manipulatedWay, currentTile.getIndexX(), currentTile.getIndexY());//simply way

            }

//            manipulatedWay = thisTile.manipulatePath(type, manipulatedWay);
//            if(manipulatedWay != null) prevWay = manipulatedWay;
//            int i = 1;//
//            while(manipulatedWay == null){
//                System.out.println(prevWay + " " + currentTile);
//                manipulatedWay = ((WalkableMapTile) path.get(path.size - 1 - i)).manipulatePath(type, prevWay);//last - i
//                i++;
//            }

            MapTile checkTile = tiles[coord[0]][coord[1]];
            if (checkTile instanceof WalkableMapTile) path.add(checkTile);
            else throw new IllegalArgumentException("Path logic is wrong, bad tile is " + "x " + coord[0] + " y " + coord[1]);
        }
        GDefence.getInstance().log("End generate path for " + type.name());
        return path;
    }
    private void initPaths(Array<Mob.MoveType> types){
        GDefence.getInstance().log("Start init paths");
//        paths = new HashMap<Mob.MoveType, Array<Array<Array<MapTile>>>>();
        paths = new HashMap<Mob.MoveType, Array<Path>>();
        for (Mob.MoveType moveType:types){
//            Array<Array<Array<MapTile>>> forSpawner = new Array<Array<Array<MapTile>>>();
//            Array<Array<MapTile>> possiblePaths = new Array<Array<MapTile>>();
//            Array<MapTile> currentPath; //= new Array<MapTile>();
            Array<Path> possiblePaths = new Array<Path>();
            Path currentPath;
            for (int i = 0; i < spawner.size(); i++){
                while (true) {//rework with deleting break and infinity loop//TODO
                    currentPath = new Path(generatePath(spawner.get(i), moveType), i);
                    if (!possiblePaths.contains(currentPath, false)) {
                        possiblePaths.add(currentPath);//override contains
                    }
                    else break;
                }
            }
            paths.put(moveType, possiblePaths);
        }
        GDefence.getInstance().log("End init paths");
    }

    public void setIndexTiles(){
        for (int y = 0; y < tiles[0].length; y++){
            for (int x = 0; x < tiles.length; x++){
                tiles[x][y].setIndex(x, y);
                tiles[x][y].setOwner(this);
            }
        }
    }

    public Map(final int number, int x, int y, int cellSize) {
        projectiles = new ArrayList<Projectile>();//dirty code
        initMap(number);
        this.x = x;
        this.y = y;
        this.cellSize = cellSize;
        initCells();

        shape = new ShapeRenderer();
    }
    private void initCells(){
        for (int i = 0; i < tiles.length; i++){
            for (int j = 0; j < tiles[0].length; j++){
                tiles[i][j].setBounds(x + cellSize*i, y - cellSize - cellSize*j , cellSize, cellSize);
//                tiles[i][j].initTexture();/////////
            }
        }
    }

    private void initMap(final int number){
        MapLoader ml = new MapLoader(number);
        tiles = ml.loadMap();

        ml.loadProperties(ml.getSpawnersNumber(), false);//may do outside (in Level class)
        MapType type = ml.getMapType();
        setIndexTiles();//
        searchSpawner();
        initPortals();
        initBaseTextures();
        if(type == MapType.CLASSIC) {
            searchCastle();
            initPaths(ml.getMoveTypesInLevel());
        }

//        normalizeTextures();
//        normalizeBlocks();

    }

    public void initBaseTextures(){
        for (MapTile[] ma:tiles){//can map.getTiles()
            for (MapTile m: ma) m.initTexture();
        }
    }

//    private void normalizeTextures(){
//        for (int y = 0; y < tiles[0].length; y++){
//            for (int x = 0; x < tiles.length; x++){
//                if(tiles[x][y] instanceof Turn){
//                    Texture texturePath = null;
//                    Turn turn = ((Turn) tiles[x][y]);
//                    Way startWay = turn.getStartWay();
//                    Way resultWay = turn.getResultWay();
//                    Way[] leastWays = Way.getLeastWays(new Way[]{Way.invertWay(startWay), resultWay});
//                    for (Way leastWay : leastWays) {
//                        int[] coord = Way.getCoordOffset(leastWay, x, y);
//                        if (coord[0] >= 0 && coord[0] < tiles.length && coord[1] >= 0 && coord[1] < tiles[0].length) {
//                            MapTile checkTile = tiles[coord[0]][coord[1]];
//                            if (checkTile != null && checkTile instanceof Walkable) {
//                                if (checkTile instanceof Road) {
//                                    if(turn.getApplyMobs() == TargetType.WATER_ONLY) {
//                                        texturePath = GDefence.getInstance().assetLoader.get("Path/Turn/turnWaterGround" +
//                                                Turn.getTurnCode(startWay, resultWay) + leastWay.getShortName() + ".png", Texture.class);
////                                        texturePath.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
//                                        break;
//                                    }else if(turn.getApplyMobs() == TargetType.GROUND_ONLY || turn.getApplyMobs() == TargetType.GROUND_WATER){
//                                        texturePath = GDefence.getInstance().assetLoader.get("Path/Turn/bridge" +
//                                                Turn.getTripleTurnCode(startWay, resultWay, leastWay) + "noArrows.png", Texture.class);
//                                        break;
//                                    }
//                                } else /*if (checkTile instanceof WaterRoad)*/ {
//                                    if(turn.getApplyMobs() == TargetType.WATER_ONLY) {
//                                        texturePath = GDefence.getInstance().assetLoader.get("Path/Turn/waterBridge" +
//                                                Turn.getTripleTurnCode(startWay, resultWay, leastWay) + "noArrows.png", Texture.class);
//                                        break;
//                                    }else if(turn.getApplyMobs() == TargetType.GROUND_ONLY || turn.getApplyMobs() == TargetType.GROUND_WATER){
//                                        texturePath = GDefence.getInstance().assetLoader.get("Path/Turn/turnGroundWater" +
//                                                Turn.getTurnCode(startWay, resultWay) + leastWay.getShortName() + ".png", Texture.class);
////                                        texturePath.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
//                                        break;
//                                    }
//                                }
//
//                            }
//                        }
//                    }
//                    if(texturePath!= null) turn.setRegion(texturePath);
//
//                }
//            }
//        }
//    }

    public void normalizeBlocks(){
//        System.out.println(GDefence.getInstance().assetLoader.get("Path/Turn/turnLU.png", Texture.class).getMinFilter());
        for (int y = 0; y < tiles[0].length; y++) {
            for (int x = 0; x < tiles.length; x++) {

                if(tiles[x][y] instanceof Road || tiles[x][y] instanceof Turn || tiles[x][y] instanceof MultiTurn) {/*&& !(tiles[x][y] instanceof Castle)*/
                    Texture texture = null;
                    WalkableMapTile road = ((WalkableMapTile) tiles[x][y]);
                    Way[] leastWays = Way.getLeastWays(new Way[]{});
                    Array<WalkableMapTile> rightTiles = new Array<WalkableMapTile>();
                    for (Way leastWay : leastWays) {
                        int[] coord = Way.getCoordOffset(leastWay, x, y);
                        if (coord[0] >= 0 && coord[0] < tiles.length && coord[1] >= 0 && coord[1] < tiles[0].length) {
                            MapTile checkTile = tiles[coord[0]][coord[1]];
                            if (checkTile != null && checkTile instanceof WalkableMapTile) {
                                rightTiles.add(((WalkableMapTile) checkTile));//TODO must check and dont connect roads like ||||
                            }
                        }
                    }
                    switch (rightTiles.size){
                        case 2:
//                            if(rightTiles.get(0).getIndexX() == rightTiles.get(1).getIndexX() ||
//                                    rightTiles.get(0).getIndexY() == rightTiles.get(1).getIndexY()) {//check for line road (--- or -/n-/n- )
////                                break;
//
//                            }
                            if(rightTiles.get(0).getIndexX() == rightTiles.get(1).getIndexX()){
                                if(road.isSwimmable()) texture = GDefence.getInstance().assetLoader.get("Path/waterVertical.png", Texture.class);
                                else texture = GDefence.getInstance().assetLoader.get("Path/roadVertical.png", Texture.class);
                                break;
                            }
                            if(rightTiles.get(0).getIndexY() == rightTiles.get(1).getIndexY()){
                                if(road.isSwimmable()) texture = GDefence.getInstance().assetLoader.get("Path/waterHorizontal.png", Texture.class);
                                else texture = GDefence.getInstance().assetLoader.get("Path/roadHorizontal.png", Texture.class);
                                break;
                            }
//                            if(rightTiles.get(0).isSwimmable() && rightTiles.get(1).isSwimmable() && road.isSwimmable()){
//                                String turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, rightTiles.get(0))),
//                                        Way.getNearBlockWay(road, rightTiles.get(1)));//different names
//                                texturePath = GDefence.getInstance().assetLoader.get("Path/Turn/turnWater" +
//                                        turnCode + ".png", Texture.class);
//                                break;
//                            }
//                            if(!rightTiles.get(0).isSwimmable() && !rightTiles.get(1).isSwimmable() && !road.isSwimmable()){
//                                String turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, rightTiles.get(0))),
//                                        Way.getNearBlockWay(road, rightTiles.get(1)));//different names
//                                texturePath = GDefence.getInstance().assetLoader.get("Path/Turn/turn" +
//                                        turnCode + ".png", Texture.class);
//                                break;
//                            }
                            if(road.isSwimmable()){
                                String turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, rightTiles.get(0))),
                                        Way.getNearBlockWay(road, rightTiles.get(1)));//different names
                                texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/turnWater" +
                                        turnCode + ".png");
                            }
                            if(!road.isSwimmable()){
//                                System.out.println(rightTiles.get(1));
                                String turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, rightTiles.get(0))),
                                        Way.getNearBlockWay(road, rightTiles.get(1)));//different names
                                texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/turn" +
                                        turnCode + ".png");
                            }
                            break;
                        case 3://tripleTurn
                            WalkableMapTile tile[] = {rightTiles.get(0), rightTiles.get(1), rightTiles.get(2)};
                            if(tile[0].isSwimmable() && tile[1].isSwimmable() && tile[2].isSwimmable() && road.isSwimmable()){
                                String turnCode = Turn.getTripleTurnCode(Way.invertWay(Way.getNearBlockWay(road, tile[0])),//invert need to do same names
                                        Way.getNearBlockWay(road, tile[1]), Way.getNearBlockWay(road, tile[2]));
                                texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/waterBridge" +
                                        turnCode + "noArrows.png");
                                break;
                            }
                            if(!tile[0].isSwimmable() && !tile[1].isSwimmable() && !tile[2].isSwimmable() && !road.isSwimmable()){
                                String turnCode = Turn.getTripleTurnCode(Way.invertWay(Way.getNearBlockWay(road, tile[0])),//invert need to do same names
                                        Way.getNearBlockWay(road, tile[1]), Way.getNearBlockWay(road, tile[2]));
                                texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/bridge" +
                                        turnCode + "noArrows.png");
                                break;
                            }
                            if(road.isSwimmable()){
                                String turnCode = null;

                                Array<MapTile> swimmable = new Array<MapTile>();
                                Array<MapTile> noSwimmable = new Array<MapTile>();
                                for (WalkableMapTile mt:tile){
                                    if(mt.isSwimmable())swimmable.add(mt);
                                    else noSwimmable.add(mt);
                                }
                                switch (swimmable.size){
                                    case 2:
                                        turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, swimmable.get(0))),
                                                Way.getNearBlockWay(road, swimmable.get(1))) +
                                                Way.getNearBlockWay(road, noSwimmable.get(0)).getShortName();
                                        break;
                                    case 1:
                                        turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, noSwimmable.get(0))),
                                                Way.getNearBlockWay(road, noSwimmable.get(1))) +
                                                Way.getNearBlockWay(road, swimmable.get(0)).getShortName();
//                                        MapTile firstNoSwimmable = getFirstTile(noSwimmable.get(0), noSwimmable.get(1), Mob.MoveType.ground);
//                                        noSwimmable.removeValue(firstNoSwimmable, true);//or false
//                                        MapTile secondNoSwimmable = noSwimmable.get(0);
//                                        System.out.println(firstNoSwimmable + " " +  secondNoSwimmable);
//                                        turnCode =
//                                                Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, firstNoSwimmable)), Way.getNearBlockWay(road, swimmable.get(0))) +
//                                                Way.getNearBlockWay(road, secondNoSwimmable).getShortName();
//                                        System.out.println(turnCode);
////                                        for (int i = 0; i < noSwimmable.size; i++){
////                                            if(Way.getNearBlockWay(road, noSwimmable.get(i)) != Way.invertWay(startWay)){
////                                                turnCode += Way.getNearBlockWay(road, noSwimmable.get(i)).getShortName();
////                                            }
////                                        }
                                        break;
                                }
                                if(turnCode!= null) {
                                    if(swimmable.size < noSwimmable.size) texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/turnGroundWater" + turnCode + ".png");//incorrect
                                    else texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/turnWaterGround" + turnCode + ".png");
                                    break;
                                }
                            }else/*if(!road.isSwimmable())*/ {
                                String turnCode = null;

                                Array<MapTile> noSwimmable = new Array<MapTile>();
                                Array<MapTile> swimmable = new Array<MapTile>();
                                for (WalkableMapTile mt:tile){
                                    if(mt.isSwimmable())swimmable.add(mt);
                                    else noSwimmable.add(mt);
                                }
                                switch (noSwimmable.size){
                                    case 2:
//                                        System.out.println(noSwimmable.get(0));
                                        turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, noSwimmable.get(0))),
                                                Way.getNearBlockWay(road, noSwimmable.get(1))) +
                                                Way.getNearBlockWay(road, swimmable.get(0)).getShortName();
                                        break;
                                    case 1:
                                        turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, swimmable.get(0))),//need check
                                                Way.getNearBlockWay(road, swimmable.get(1))) +
                                                Way.getNearBlockWay(road, noSwimmable.get(0)).getShortName();
//                                        MapTile firstSwimmable = getFirstTile(swimmable.get(0), swimmable.get(1), Mob.MoveType.ground);
//                                        noSwimmable.removeValue(firstSwimmable, true);//or false
//                                        MapTile secondSwimmable = swimmable.get(0);
//                                        turnCode = Turn.getTurnCode(Way.invertWay(Way.getNearBlockWay(road, firstSwimmable)),
//                                                Way.getNearBlockWay(road, noSwimmable.get(0))) + Way.getNearBlockWay(road, secondSwimmable).getShortName();
////                                        for (int i = 0; i < noSwimmable.size; i++){
////                                            if(Way.getNearBlockWay(road, noSwimmable.get(i)) != Way.invertWay(startWay)){
////                                                turnCode += Way.getNearBlockWay(road, noSwimmable.get(i)).getShortName();
////                                            }
////                                        }
                                        break;
                                }
                                if(turnCode!= null) {
                                    if(swimmable.size < noSwimmable.size) texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/turnGroundWater" + turnCode + ".png");//incorrect
                                    else texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/turnWaterGround" + turnCode + ".png");
                                    break;
                                }
                            }

                            break;
                        case 4://cross
                            texture = GDefence.getInstance().assetLoader.getTurn("Path/Turn/cross.png");
                            break;
                    }
                    if(texture != null){
//                        texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
                        road.setRegion(texture);
                    }
                }

                if(tiles[x][y].getLogic() == /* instanceof Portal*/MapTile.Logic.Portal){//combine with roads
                    Texture texture = null;
                    Portal portal = ((Portal) tiles[x][y].getInstance());
                    Way[] leastWays = Way.getLeastWays(new Way[]{});
                    Array<WalkableMapTile> rightTiles = new Array<WalkableMapTile>();
                    for (Way leastWay : leastWays) {
                        int[] coord = Way.getCoordOffset(leastWay, x, y);
                        if (coord[0] >= 0 && coord[0] < tiles.length && coord[1] >= 0 && coord[1] < tiles[0].length) {
                            MapTile checkTile = tiles[coord[0]][coord[1]];
                            if (checkTile != null && checkTile instanceof WalkableMapTile) {
                                rightTiles.add(((WalkableMapTile) checkTile));//TODO must check and dont connect roads like ||||
                            }
                        }
                    }
                    switch (rightTiles.size){
                        case 1:
                            texture = GDefence.getInstance().assetLoader.get("Path/Portal/portal" +
                                    Way.invertWay(Way.getNearBlockWay(portal, rightTiles.get(0))).getShortName() + portal.id  + ".png");
                    }
                    if(texture != null)portal.setRegion(texture);
                }

//                if (tiles[x][y] instanceof Bridge){  //xz kak eto delat po moemu eto immossible
//                    Texture texture = null;
//                    Bridge bridge = ((Bridge) tiles[x][y]);
//                    Way[] leastWays = Way.getLeastWays(new Way[]{});
//                    Array<WalkableMapTile> rightTiles = new Array<WalkableMapTile>();
//                    for (Way leastWay : leastWays) {
//                        int[] coord = Way.getCoordOffset(leastWay, x, y);
//                        if (coord[0] >= 0 && coord[0] < tiles.length && coord[1] >= 0 && coord[1] < tiles[0].length) {
//                            MapTile checkTile = tiles[coord[0]][coord[1]];
//                            if (checkTile != null && checkTile instanceof WalkableMapTile) {
//                                rightTiles.add(((WalkableMapTile) checkTile));
//                            }
//                        }
//                    }
//
//                    if (rightTiles.size < 3) continue;//something wrong //throw new RuntimeException();//size may be 4
//                    WalkableMapTile tile[] = {rightTiles.get(0), rightTiles.get(1), rightTiles.get(2)};
//                    Array<MapTile> swimmable = new Array<MapTile>();
//                    Array<MapTile> noSwimmable = new Array<MapTile>();
//                    for (WalkableMapTile mt:tile){
//                        if(mt.isSwimmable())swimmable.add(mt);
//                        else noSwimmable.add(mt);
//                    }
////                    Way inputWay = Way.getNearBlockWay(bridge, t)
//
//                    switch (swimmable.size){
//                        case 0:
//                            bridge.texture1 = GDefence.getInstance().assetLoader.get("Path/Bridge/bridge" + inputWay.getShortName() +//Textures from identical bridges//TODO
//                            endWay1.getShortName() + endWay2.getShortName() + "1.png", Texture.class);
//
//                        case 3:
//
//                    }
//
//
//
//                }
            }
        }

    }

    private void initPortals(){
        GDefence.getInstance().log("Init portals");
        ArrayList<Portal> portals = new ArrayList<Portal>();
        for (int y = 0; y < tiles[0].length; y++){
            for (int x = 0; x < tiles.length; x++){
                if(tiles[x][y].getLogic() == MapTile.Logic.Portal){
                    portals.add((Portal) tiles[x][y].getInstance());
                }
            }
        }
        if(portals.isEmpty()) return;
        Collections.sort(portals);
        ArrayList<Portal> tmp = new ArrayList<Portal>();
        for (int i = 0; i < portals.size() - 1; i++){
            Portal p1 = portals.get(i);
            Portal p2 = portals.get(i + 1);
            if(p1.id == p2.id){
                if(!tmp.contains(p1)) tmp.add(p1);
                if(!tmp.contains(p2)) tmp.add(p2);
            }else {
                for (Portal p:tmp){
                    p.init(tmp);
                }
                tmp.clear();
            }
        }
        Portal pLast = portals.get(portals.size() - 1);
        if(!tmp.contains(pLast)) tmp.add(pLast);
        for (Portal p:tmp){
            p.init(tmp);
        }

        tmp.clear();
//        for (int i = 0; i < portals.size(); i++){//22 map portals debug
//            System.out.println("S " + portals.get(i).toString() + "|" + portals.get(i).seconds.size);
//        }
    }

    private void searchSpawner(){
        spawner = new ArrayList<Spawn>();
        for (int y = 0; y < tiles[0].length; y++){
            for (int x = 0; x < tiles.length; x++){
                if(/*tiles[x][y].getLogic() *//*== MapTile.Logic.Spawner*/tiles[x][y] instanceof Spawn){
                    spawner.add(((Spawn) tiles[x][y]));
                }
            }
        }
    }

    private void searchCastle(){//dont need yet
        castle = new ArrayList<MapTile>();
        for (int y = 0; y < tiles[0].length; y++){
            for (int x = 0; x < tiles.length; x++){
                if(tiles[x][y].getLogic() == MapTile.Logic.Castle){
                    castle.add(tiles[x][y]);
                }
            }
        }
    }

    public void draw(SpriteBatch batch){
        for (int y = 0; y < tiles[0].length; y++){
            for (int x = 0; x < tiles.length; x++){
                tiles[x][y].draw(batch, 1f);
            }
        }
        batch.end();
        shape.setColor(Color.BLACK);
        Gdx.gl.glLineWidth(1);
        shape.begin(ShapeRenderer.ShapeType.Line);
        for (int y = 0; y < tiles[0].length; y++){
            for (int x = 0; x < tiles.length; x++){
                if(tiles[x][y].getBuildedTower() != null) {
                    tiles[x][y].getBuildedTower().drawRange(shape/*, delta*/);
                }
            }
        }
        shape.end();
//        Gdx.gl.glLineWidth(1);
        batch.begin();
        List<Projectile> tmp = new CopyOnWriteArrayList<Projectile>(projectiles);

        for (Projectile p:tmp){
            p.draw(batch, 1);
        }

        if(isBuild){
            drawBuildGrid(batch);
            batch.end();
            shape.setColor(Color.BLACK);
            Gdx.gl.glLineWidth(1);
            shape.begin(ShapeRenderer.ShapeType.Line);
            drawTowerRange(shape);
            shape.end();
//            Gdx.gl.glLineWidth(1);
            batch.begin();
        }

    }
    public void physic(float delta){
        // Iterator<Projectile> it = projectiles.iterator();
        List<Projectile> tmp = new CopyOnWriteArrayList<Projectile>(projectiles);

//        while(it.hasNext()){
//            Projectile p = it.next();
//            p.act(delta);
//            p.draw(batch, 1);
//        }
        for (Projectile p:tmp){
            p.act(delta);
        }
    }

    public void drawBuildGrid(SpriteBatch batch){
        Texture linePixel = GDefence.getInstance().assetLoader.get("buildGridLinePixel.png", Texture.class);
        for (int y = 0; y < tiles[0].length; y++){
            for (int x = 0; x < tiles.length; x++){
                for (int i = 0; i < tiles[x][y].getWidth(); i++){
                    batch.draw(linePixel, tiles[x][y].getX() + i, tiles[x][y].getY() + tiles[x][y].getHeight());
                }
                for (int i = 0; i < tiles[x][y].getHeight(); i++){
                    batch.draw(linePixel, tiles[x][y].getX(), tiles[x][y].getY() + i);
                }
            }
        }
        for (int x = 0; x < tiles.length; x++) {//draw last x lane
            for (int i = 0; i < tiles[0][0].getWidth(); i++){
                batch.draw(linePixel, tiles[x][tiles[0].length - 1].getX() + i, tiles[x][tiles[0].length - 1].getY());
            }
        }
        for (int y = 0; y < tiles[0].length; y++) {//draw last y lane
            for (int i = 0; i < tiles[0][0].getHeight(); i++){
                batch.draw(linePixel, tiles[tiles.length - 1][y].getX() + tiles[0][0].getWidth(),
                        tiles[tiles.length - 1][y].getY() + i);
            }
        }
    }

    private void drawTowerRange(/*SpriteBatch batch*/ShapeRenderer shape){//rework with draw in payload
        shape.setProjectionMatrix(LevelMap.levelMap.getStage().getCamera().combined);//need local levelMap
        float x = payload.getValidDragActor().getX();
        float y = payload.getValidDragActor().getY();
        float width = payload.getValidDragActor().getWidth();
        float height = payload.getValidDragActor().getHeight();

//        Circle attackRange = new Circle(x + width/2, y + height/2, rangeTower.getRange());
//        batch.draw(GDefence.getInstance().assetLoader.get("towerRangeTexture.png", Texture.class), attackRange.x - attackRange.radius, attackRange.y - attackRange.radius,
//                attackRange.radius*2, attackRange.radius*2);
        shape.circle(x + width/2, y + height/2, rangeTower.getRange());
    }
}


So many people are simply difficult to buy. Their interests might be costly, or they don't give any lists about things they'd want for his or her birthday. Among the best ways round the conundrum of hard to buy gift recipients is to buy personalized birthday gifts.
Birthday gifts fall under groups in line with the intended recipient. You will find Her birthday gifts, His birthday gifts, Kids birthday gifts, First birthday gifts, and Teen birthday gifts. There's a lot of gift options in those groups, including albums, clothing, jewellery, and much more.
Gifts on her tend to be simpler to buy than other recipients. They may be accessories, albums and frames, bed and bath, coffee mugs, cookie jars, desk and office, jewellery, kitchen, art, bowls, glasses, and platters and trays.
On her, there are several popular gifts which are personalized. A bookmark having a tassel and her name inscribed in it's really a great gift for that enthusiastic readers. Ladies who enjoy being the hostess may just like a wood tray which has their name or initials burned in to the wood. This can be a striking piece.
Getting her personalized very is really a striking and delightful gift. Wine glasses made from very could be personalized together with her initials or monogrammed together with her and her significant other peoples initials. Jewellery boxes will also be a well known gift option for women, together with comfortable and soft bath robes together with her name or initials monogrammed.
For children, great presents may include albums and frames, backpacks and luggage, furniture, style and design, cups, plates, bowls, clocks, sports gifts, robes and towels, sweaters, toys and playthings, and wall decor.
For any first birthday, the present is much more for that parents as well as for kids to appreciate everyday when they're of sufficient age to understand it. Presents include albums and frames, wall decor, cups, plates, bowls, furniture, nursery clocks, style and design, robes and towels, sweaters, toys, and wall letters.
There are lots of popular gifts for any first birthday. Babies could possibly get a wood toy box using their name personalized onto it in rainbow letters. Designs may also be added based on when the baby is really a boy or perhaps a girl. Rather of the wood toy box, a cloth or mesh toy hamper could be personalized using the baby's name embroidered in thread.
A money box using the baby's name is yet another good gift. It is also personalized with designs whether or not they really are a child. A baby to toddler bath robe can be bought for any boy or perhaps a girl. Hands colored rocking horses, chairs, stools, and rocking chairs may also be great keepsake gifts.
Guys could possibly be the hardest to buy. Each guy has varied interests. Common gifts include barware and accessories, BBQ and outside gifts, grandfather gifts, jewellery and accessories, mirrors, poker sets, sports gifts, and vacation gifts.
Perhaps, teenagers are the most challenging to buy since how old they are is tough. Teenagers could possibly get personalized photo albums that commemorate their sweet 16 or just get their initial or name printed around the album to allow them to add their very own pictures. Both boy and girl teenagers could possibly get a customized keepsake box for whatever their treasure are, from vehicle secrets of pocket knives and jewellery.
Bath robes and towels could be personalized for youths, possibly like a subtle indication to help keep showering throughout their very hormonal age. A really awesome gift is really a large beanbag chair with many fabrics that may be personalized. This is a lengthy term speaking piece for that teen as well as their buddies.


text:
September 9, 2022 September 10, 2022 Eric Smith
Lundqvist wins 2022 Indy Lights championship
The championship is his. Not that he had much to worry about as Linus Lundqvist entered the 2022 season finale weekend 103 points clear of the rest of the pack. But he still had to start Saturday's race to ensure that he'd become the 36th driver to ever win an Indy Lights title. He'd do just that.
Even though he finished 6th on Saturday, Lundqvist is the 2022 Indy Lights champion. He did so on the heels of a dominating season. 5 wins, 6 poles, 9 podiums, 13 top 5's and 255 laps led. In 20 races prior, he had 3 wins, 3 poles, 11 podiums, 17 top 5's, 20 top 10's and 91 laps led.
Combined, that nets him 8 wins, 9 poles, 20 podiums, 29 top 5's, 33 top 10's, 346 laps led and running at the finish of 32 of the 33 races that he's competed in.
He still has 1 more race left too.
He never left this year's championship in doubt in taking over the lead in the points standings after his Barber win back on May 1 and he'd never look back. The Swedish driver had 4 wins in the opening 6 races run to build a massive enough lead that he'd never get caught.
While he has a scholarship now to advance to at least 3 races into the 2023 NTT INDYCAR Series season, he's struggling with places to go to. Winning a title won't hurt, but he's running out of time to find something to stay here.
"I mean, the big challenge right now is just getting a seat in INDYCAR, to be honest," Lundqvist said a couple of weeks ago prior to the Portland race. "There's not a lot of 'em out there. We'll see what we can do.
"Obviously the target is to be with these guys next year full-time. Hopefully we can make that happen. We'll see. I know that the best thing I can do for myself is to continue to try to do well and wrap up a couple more wins at the end of the season and we'll see what happens.
"I mean, I've had talks with literally every team on the grid since May I think. But obviously it's so competitive out there, just to get a seat opening. We're doing my best. We're doing our best to put myself in one of the big cars."
There's not many openings. Alex Palou's situation with Ganassi affects AMSP. That's in the courts. It's highly likely his teammate Benjamin Pedersen lands in the 14 seat at AJ Foyt Racing. Andretti is likely full. Penske is full. RLL is full. Does he wait for the ripple effects of the Palou situation? That's about all he has because it's down to an engine and funding if HMD/DCR expand to a 3rd car and a similar situation for Juncos Hollinger Racing on a 2nd seat.
Lunqvist however is at least enjoying a dominant season and proving he's deserving of the promotion that he's earned. He leads the series with most wins (5), poles (6) and top 5 finishes (12) through the opening 13 races to this season.
"Yeah, we've had a great season," he said.
Linus Lundqvist
Previous 5 newsworthy items happening in the INDYCAR world between Portland and Laguna Seca
Next Lundqvist quickest in Indy Lights practice on Friday, Siegel dazzles


text:
Feminism (102) Apply Feminism filter
Academy (81) Apply Academy filter
Emergent church (46) Apply Emergent church filter
Discernment (42) Apply Discernment filter
Gelded discourse (42) Apply Gelded discourse filter
Reformed theology (34) Apply Reformed theology filter
Current affairs (28) Apply Current affairs filter
1 (26) Apply 1 filter
President Obama (26) Apply President Obama filter
Evangelism (22) Apply Evangelism filter
Missions (22) Apply Missions filter
Roman Catholicism (21) Apply Roman Catholicism filter
Courage (19) Apply Courage filter
Deacons/Deaconesses (19) Apply Deacons/Deaconesses filter
Bible translation (18) Apply Bible translation filter
Covenant Seminary (18) Apply Covenant Seminary filter
Marriage (16) Apply Marriage filter
Patriarchy (16) Apply Patriarchy filter
Race (16) Apply Race filter
Christian home (15) Apply Christian home filter
Faith (15) Apply Faith filter
Femininity & modesty (14) Apply Femininity & modesty filter
Money & stewardship (14) Apply Money & stewardship filter
Repentance (13) Apply Repentance filter
Motherhood (12) Apply Motherhood filter
Jesus Christ (11) Apply Jesus Christ filter
Parachurch (10) Apply Parachurch filter
David and Tim Bayly (213) Apply David and Tim Bayly filter
Andrew Dionne (10) Apply Andrew Dionne filter
Alex McNeilly (1) Apply Alex McNeilly filter
Brian Bailey (1) Apply Brian Bailey filter
Homosexual orientation: just in time, Gospel Coalition and Al Mohler arrive at wrong...
by Tim Bayly on July 7, 2017 - 11:15am
If you love those who identify as gays and lesbians and you want to learn to see through their eyes and lies, other than Scripture, there's no better source.
I'm referring to the survey of the literature titled, "Sexuality and Gender: Findings from the Biological, Psychological, and Social Sciences." I've been intending to post on it for quite a while now.
The survey was authored by Lawrence S. Mayer and Paul R. McHugh, and with or without an education, you can understand the things in this report that are important for our work with those suffering LGBTQ temptations.
The authors are eminently qualified. Mayer is a scholar in residence and McHugh is a prof of psychiatry and behavioral sciences at Johns Hopkins University School of Medicine. For twenty-five years, McHugh also served as psychiatrist-in-chief at Johns Hopkins Hospital.
A couple years ago, Al Mohler came out on the national stage saying he now no longer believed in reparative/gender identity counseling. He also "repented" of his former denial of homosexual orientation, stating that he now believes homosexual orientation is a real deal. Mohler goes on to...
In Vatican City, Pope keeps sodomy legal...
by Tim Bayly on July 5, 2017 - 10:02pm
Italian newspaper il Fatto Quotidiano just disclosed another sodomite scandal in Vatican City.
A priest serving as personal secretary to one of the highest ranking cardinals in Rome's Curia was busted for drugs after Vatican Gendarmerie responded to complaints about a party. Entering the Monsignor's apartment, gendarmerie found it filled with drug-addled sodomites getting it on with one another. Vatican Gendarmerie had to take the monsignor to a hospital for detox before they could...
While Jews are persecuted, Evangelicals are captivated...
What goes down while UK Evangelicals are up in Keswick being "captivated" by OM's Peter Maiden, Alistair Begg, and "Research Professor" Don Carson?
London's private Vishnitz Orthodox girls' school fails its third inspection for conformity to the UK's Equalities Act and is on the verge of being shut down. Their crime?
The young Jewish women were not indoctrinated in "sexual orientation." Government inspectors declared "this restricts pupils' spiritual, moral, social and cultural development and does not promote equality of opportunity in ways that take account of differing lifestyles."
What happens when UK pastors farm out their Biblical witness against the homosexualist juggernaut to the SSA chatterboxes of...
The book is finished: check it out on CrossPolitic...
Just now (and by "now," I mean now) I finished writing The Grace of Shame. Tentatively subtitled, 7 Errors that Keep the Church from Loving Homosexuals (And What To Do About Them), the book is co-authored by son Joseph and Jurgen von Hagen. All three of us are pastors, but here's a hint: one of the three is not like the others.
Get a feel for it by going over to CrossPolitic and listening to today's podcast.
The three guys behind CrossPolitic, David Shannon, Gabriel Rench, and Toby Sumpter, were great to work with and you'll want to sign up to support their work. Tell them I sent you.
Then look for Grace of Shame's release in a few months after it's turned down by all the publishers and we rob the piggy bank to get it printed and released.
If you want to help with that, please give me a shout.
Lighthouse Christian Academy: a press release...
by Tim Bayly on May 25, 2017 - 1:14pm
Here's the press release Lighthouse Christian Academy issued this morning in response to the Huffington Post's faith-shaming of Christians. 1
Vice President Pence and the Billy Graham rule...
by Tim Bayly on April 6, 2017 - 3:29pm
A FB friend just asked my thoughts on the thrashing Vice President Michael Pence has been receiving for observing "the Billy Graham rule" in his relations with women other than his wife. What is the rule? I mention it in this Baylyblog post from January 20, 2005. First the post, then some comments on the present controversy...
Every disability conceals a vocation...
by Tim Bayly on March 29, 2017 - 12:52pm
Don't say I never quote Lewis. It's true I prefer Chesterton, but here's a great Lewis line forwarded by a dear friend just now:
Every disability conceals a vocation.
Actually, it's a phrase from the middle of a letter he wrote to Sheldon Vanauken quoted in Vanauken's A Severe Mercy, so the capital "E" and period should both be an ellipsis, technically speaking.
In this particular case, Lewis is speaking of the handicap of being homosexually tempted. Christians don't speak of homosexual or same-sex "attraction" or "desire," but rather homosexual and same-sex "temptation."
Yet his statement works just as well with blindness, cerebral palsy, and pedophilia.
God is no man's debtor. He always does a perfect job stewarding our suffering and the suffering of our loved ones.
Neil Gorsuch worships someone at a pagan church in Boulder...
Boulder has better churches than St. John's Episcopal Church attended by President Trump's Supreme Court nominee, Neil Gorsuch. Their rector is a priestess and the congregation is committed to embracing sodomites and lesbians as full members with sacramental privileges.
On abortion, CNN reports:
"Despite Trump's pledge to pick a 'pro-life' justice, Leonard Leo, who advised the president on Supreme Court nominees, said the issue was never explicitly raised during their discussions. 'Judge Gorsuch wasn't asked about it, and he's not going to make a commitment on it,' said Leo, who has taken a leave from his job heading the Federalist Society while he shepherds Gorsuch's nomination through the Senate."
This is the man who made it worthwhile to vote for Donald Trump? Seriously?
Were Vice-President Mike Pence and the Federalist Society unable to find and recommend any nominee whose work is inspired by his orthodox Christian faith?
PS: Please click through for some criticisms of this post and my responses...
Pining for Christendom...
NYT's David Brooks is so very precious about buggery. My friend Mark Albrecht forwarded a link to Brooks's latest piece dissing Rod Dreher's exquisitely titled "The Benedict Option" while flattering Dreher for writing the most important book on religion in ten years. He points out twice in his three-minute read that he disagrees with Dreher's opposition to buggery.
Noted.
Noted again.
Dreher thinks the inspiration for his book's title is the sixth century founder of the Benedictine monastic order who wrote...
The church's witness on sexuality: too cute by half...
Remember, the goal of my writing on sexuality is not to demean women and promote male privilege. Every brash woman and effeminate man who hates Baylyblog never stops repeating these accusations, but they couldn't be further from the truth. Manhood is not privilege, but its opposite: responsibility. As Christ died for His Bride the Church, so man takes up his own cross and dies for the mother of his children, his lover, his bride.
The story of marriage is man dying so woman may give life and nurture it. Where that story is not told, marriage doesn't exist. It's not a private story for Christians. It's the timeless, transcultural story of sex written by God in the very DNA of His universe. To preach and live this story is to preach and live the Gospel.
Among the perishing, this Gospel witness is the stench of death. This is why worldlings outside and inside the church never stop scorning, mocking, hissing, and shaming those who try to be faithful witnesses to God's holy heterosexuality.
There can be no middle ground on sexuality, although many of us are frantic...


text:
Government-owned super fund could 'dovetail' with Hayne idea: Costello
By Clancy Yeates
A government-owned superannuation fund for those who don't make a choice about their retirement fund would complement a key recommendation of the Hayne royal commission, Future Fund chairman Peter Costello says.
As the $147 billion Future Fund reported better returns than most super funds last year, Mr Costello emphasised the sovereign wealth fund had no desire to be turned into a superannuation fund that is open to the public.
Peter Costello said a government default fund would dovetail with one of the royal commission's recommendations. Credit:AAP
However, the former coalition treasurer did reiterate his support for the government setting up a default super fund, to deal with the issue of people who do not make a choice with their super being put into poorly performing funds.
Such a fund would be an "obvious" way of dealing with one of the royal commission's key recommendations, to ensure workers who did not choose a super fund were only put into one "default" fund throughout their lives. Mr Costello has raised the idea previously in 2017.
"We are talking here about a group of people who do not choose, who resist any effort to make them choose. Where should that money go? And in other countries of course the money does go to public or government default funds," said Mr Costello, who is also chairman of the The Sydney Morning Herald and The Age's owner, Nine.
"So that's an idea that I've put forward, I don't know whether the government will find it attractive or not, but it would obviously dovetail very well with the Hayne recommendation for only one [default fund]."
Amid a recent debate over the potential role of the Future Fund in managing super, Mr Costello said the Future Fund "doesn't aspire to become a superannuation fund".
"The Future Fund is not angling for this money, let me be very clear about that."
Once the money went into a public default fund, the Future Fund could be "of assistance" in working out asset allocation, recommending fund managers, or potentially having a wholesale funds management role, he said.
He made the comment as the taxpayer-owned Future Fund, which manages future government pension liabilities, on Monday reported returns of 5.8 per cent in the year to December 31, despite a sharp fall in sharemarkets late in the year.
Mr Costello said the result showed the fund was positioned to have less risk and less volatility than a balanced super fund, which means it outperforms in a downturn, but underperforms in a boom, especially on stockmarkets.
The performance comes after recent debate about the potential role of a government-backed superannuation fund, as one way of dealing with the problem of workers' forced savings being put into poorly performing funds.
The Future Fund is not angling for this money, let me be very clear about that.
Future Fund chairman Peter Costello
Since its inception in May 2006, the Future Fund has posted returns of 7.6 per cent a year, beating its target return of 6.8 per cent over this period.
The fund has a much lower allocation to Australian shares than a typical super fund, with just 5.8 per cent in Australian equities. The fund said 16.3 per cent of its assets were in global equities at December 31, with 7. 3 per cent in emerging market stockmarkets.
The fund said 15.8 per cent of its holdings were in private equity, 14.6 per cent were in "alternative" assets, and 14.5 per cent in cash.
Mr Costello pointed to a range of risks in investment markets, including the downturn in Australian house prices, trade tensions between China and the United States, and rising US interest rates.
Clancy Yeates
Clancy Yeates is a business reporter.


Video footage of Swedish metallers ENTOMBED performing on April 12, 2011 in Valencia, Spain can be viewed below.
The current lineup of ENTOMBED features bassist Victor Brandt (TOTALT JÄVLA MÖRKER, AEON, SATYRICON) and second guitarist Nico Elgstrand (who previously played bass for the group).
ENTOMBED performed as a five-piece for the first time in years on October 17, 2009 at Arenan in Stockholm, Sweden, with Elgstrand playing second guitar for this one gig only. Handling the bass duties for the Stockholm show and the rest of ENTOMBED's tour with AMON AMARTH was Brandt, who was filling in temporarily while Elgstrand took some time off to focus on other affairs.


Home › All Stories › Are You Hungry?
This is an impressive campaign, not only because we are addressing a key issue in our community, but also because it is the first time that so many organizations as well citizens have reunited their forces to work collectively in improving the quality of life for the West Island population.
In 2016, many organizations came together to look at they key issues our community faces. The West Island is perceived as one filled with wealth and without struggles. This couldn't be farther than the truth. This perception leads to covering up the struggles and making those in need INVISIBLE.
Our objectives with this campaign is to increase awareness of the issues regarding food insecurity as well as the resources available in our community, food literacy (education) and finally political action.


text:
This project became a part of Application Insights SDK.

For Azure Web App performance counters use `Microsoft.ApplicationInsights.PerfCounterCollector` version `2.2.0-beta4` or above. [Link](https://www.nuget.org/packages/Microsoft.ApplicationInsights.PerfCounterCollector/2.2.0-beta4).

For metrics aggregation use Application Insights SDK version `2.3.0-beta1` or above.


Chain spray 400ml. Cleans all types of motorcycle chains (road and offroad) and those of other vehicles (bicycle, mopped, go kart, ATV). Removes all encrusted deposits : dust, sand, soil, oil. Its chlorine-free extreme grease removal formula is perfectly suited to O-ring, X-ring, Z-ring chains.


Hinnovic » Dossiers » Nos contenus : "Financement de la conception de l'innovation"
What is social finance or "impact investing"? In this interview Erica Barbosa Vargas talks about impact investing as an instrument to scale up innovations and solutions to important social challenges. According to her, it is also a tool to transform the market, no less!


So first big announcement is I am launching my youtube in one week!! OMG. I am so excited to get the video content out there. I feel like i've taken a lot of life lessons lately and sharing what I have learned has been very fun. Honestly you guys my youtube is my heart and soul of what I really want to put out there with my blog. When I struggled with writing it because it didn't feel write to share the content that way youtube popped into my head outta nowhere and i'm going for it. This first release of videos is focusing a lot of letting go and reprogramming your brain to understand where you picked up patterns that do not serve you in a positive way and how to break that negative though process and shift your mindset. I went through Lacy Phillip's unblocked workshops where I felt I made as much progress in two months of her stuff that I did in nearly a year of therapy. I released so much negative thinking patterns and really gained clarity of what I want moving forward and how to let things go. I have been working on shifting my brain from thinking in ways I know were just not good for me or not who I wanted to be either. You can also expect some travel vids with the traveling I will be doing these next few months, as well as just videos on my favorite things (like human design) that I have been learning from. My channel is truly to help you learn and drive your life forward whether that be learning about yourself, working to improve yourself, and if nothing else make you feel less alone or learn new random stuff :) I can't wait to share it all and keep recording videos!
Life as of lately has been a whole lot of planning on what I want to do next in terms of my own career too. I am excited to say that I know I want to specialize and get my Master Esthetician license!!! I have been trying to figure out how I could take my passion for skincare and wellness and by doing this program it combines the best of both worlds of internal health and external health BUT I want to focus that in on a more holistic approach and bring that education to others. I eventually want to get my certification to be a health coach as well but one step at a time. I think i've known for a long time I wanted to help people reach their goals when it comes to wellness and I mean literally everything mind, body, and spirit. Once I can gain this knowledge it's really going to help solidify the base I already have started for myself because there is so much more to learn. I am really excited to get into this! I plan to do all of this sometime next year still figuring out logistics, but it's been really amazing knowing what I want to do next. I have struggled with what my next move for my career would be because I know that I want to help and teach people in some way but wasn't sure how I was going to do it. I strongly believe between my blog and getting my license i'll be able to really do this the way I envision!
I have felt so inspired lately by the other wellness girls i've met through blogging and social media and i'm just so in love with the goals we all set for ourselves! Creating and then co-creating with the world and people around you is kind of the best thing ever. Wherever this journey takes me I just know i'm thankful. It's helped me learn to share parts of me I have been terrified to share and just has been so eye opening to what I really want in life. When you start to think about the imprint you want to leave and start creating something it becomes so much more. I could ramble and to be honest probably won't make sense so instead i'm going to keep creating, pouring my heart into it all, and let the rest take care of itself.
Lately i've been doing lots of reflection on the bigger picture of what I want my life to be like. I think for a long time I was so focused on what I didn't like in my life and gosh learning to snap out of that and really focus on what I love about my life and then what I actually want has been very liberating. I know it seems so simple, but I don't know about ya'll I make things complicated sometimes. It's really as simple as if it's not something you want don't do it or don't have it in your life. I think when we realize that you can change your mind, do things differently, approach everything different it makes you feel like you have this power back that you somehow lost, or at least that's how it feels for me. I can say that through all this reflection all I want right now is to find my version of a sustainable lifestyle. What that looks like for me is work 4 days a week, travel with friends and family, be in my favorite cities and being the ultimate foodie, being in nature, and just enjoying time with those I love more than anything. I crave genuine connection right now. I feel so very connected to myself which I hadn't in a long time and now I want to share my world with my people. I realize I take time for granted far to often and though career and goals are important, being with people is more important. If I could remove all the other stuff and just literally live life everyday doing what I enjoy with my people ugh that'd be the dream. So I made myself a promise going into the remainder of 2018 and into 2019 I was making some major changes so that I could spend more time with the people in my life and meet more people. So stay tuned to see how that all looks down the road lol I am working on it.
Anyways, just a few thoughts with me lately. I am always doing my best to write and I hope I can do more of that here soon once I get my youtube going. Sending all my love to you all!


text:
Home > Reference > Education > Colleges and Universities > North America > United States > Connecticut >
University_of_Connecticut
Administration (31) Research (59)
Admissions (7) School of Allied Health (14)
Athletics (19) School of Business Administration (1)
Campuses (48) School of Dental Medicine (2)
College of Agriculture and Natural Resources (90) School of Education (15)
College of Continuing Studies (4) School of Engineering (38)
College of Liberal Arts and Sciences (2) School of Family Studies (1)
Departments and Programs (3) School of Fine Arts (2)
Libraries and Museums (3) School of Law (7)
Merchandise *(3) School of Medicine (7)
Organizations (52) School of Nursing (1)
Publications and Media (14) School of Social Work (8)
University of Connecticut - University founded in 1881 as the Storrs Agricultural School, now provides 17 schools and colleges, offering 8 undergraduate degrees in 101 majors, 12 graduate degrees in 80 fields of study, and 4 professional degree programs.
University of Connecticut Health Center
University of Connecticut Health System - The University of Connecticut Health System is a unified health care network, which combines the comprehensive clinical, research and academic resources of John Dempsey Hospital, the UConn Medical Group and the UConn Health Center.