text:
Toronto, CA
info@bioeng.ca
Bioengineering Research Solutions
Understanding Biofilms
Human Health Technologies and Products
Biofilm – Problem Areas
Looking for Contributing Writers
CBD Oil's Top 9 Health Benefits
By Courtney Pino September 23, 2021 Leave a Comment on CBD Oil's Top 9 Health Benefits
The CBD industry has rapidly grown in recent years, with sales expected to exceed $20 billion by 2024. The use of CBD oil in Canada and other countries has become increasingly popular, primarily due to its numerous health benefits.
With that said, here are nine health advantages that CBD oil can provide. Continue reading to learn more.
Epidiolex, a CBD-based medication, was approved by the FDA in June 2018 to treat seizures in patients aged two and above who have Dravet syndrome or Lennox-Gastaut syndrome – two uncommon types of epilepsy.
Aside from this, CBD has been proven to have anti-inflammatory properties and reduce pain by acting on the endocannabinoid and discomfort processes.
However, these studies were conducted on animals, and few human studies are available that evaluate the efficacy of CBD as a single agent to reduce pain. Moreover, most research available studies the effects of combining CBD and THC to alleviate pain.
Health Canada has authorized a combined drug containing both THC and CBD in a 1:1 ratio to manage central nerve-related discomfort in multiple sclerosis and cancer pain that has not responded to optimal opioid treatment.
Research has also shown that topical CBD treatments reduce inflammation and pain linked with arthritis in animals with few adverse effects. In this case, experts recommend applying CBD topically due to its poor absorption when taken orally. Moreover, consuming CBD oil can sometimes result in adverse gastrointestinal effects.
Nervousness Reduction
CBD oil has also been linked to reducing feelings of nervousness in individuals. In fact, in one study that involved 57 healthy men, results have shown that their anxiety was dramatically reduced after taking a pretreatment of 300mg CBD before the simulation public speaking test.
However, their anxiety levels remained unaffected after consuming 150mg and 600mg of CBD. Moreover, an observational study found that CBD had positive effects on anxiety in 21 patients out of 400 who participated in the study.
CBD has also been demonstrated to treat depression in several animal experiments, which can be due to its powerful stress-relieving qualities after immediate or recurrent consumption.
CBD has been proven to have a favourable effect on serotonin levels in the brain during several studies. This is notable since serotonin deficiency is hypothesized to play a significant function in mood and pain regulation.
In addition, CBD has been shown to enhance sleep for around 31% of the patients using it for diseases other than cancer, like anxiety or non-cancer discomfort.
Moreover, in a large prospective study of 72 participants, 48 of them, around 66.7% of all participants, showed an increase in sleep ratings during the first month. However, these varied across time.
According to one laboratory experiment, CBD also inhibited excessive sebum production by human sebocytes. In addition, it also had an anti-inflammatory impact that helped avoid the activation of inflammatory cytokines.
Because acne is characterized by too much sebum production and irritation, topical CBD products may be an effective therapy for acne and avoid or minimize future breakouts.
Parkinson's Disease Treatment
Many minor research studies have also utilized CBD to treat Parkinson's disease symptoms, with largely positive outcomes.
While there were no variations in mobility results across groups in most trials, groups treated with 300mg of CBD per day showed significantly increased well-being and improved quality of life.
Nausea and Vomiting Alleviation
In this case, most research looking into whether CBD can help with nausea and vomiting has employed a combination of CBD and THC instead of only CBD. In this case, the result showed that the mixture was either more efficient or as good as a placebo in a 2016 study.
Overall, plenty of studies conducted on both humans and animals have discovered that CBD can effectively treat numerous conditions, including chronic pain, epilepsy, depression, and anxiety.
However, more research is needed about its usage for treating other illnesses, such as Alzheimer's disease, diabetes, and substance abuse.
Effects of Vaping on Human Lungs
https://www.youtube.com/watch?v=twxPyvdc-EE


text:
namespace hawkeye
{

// Utility functions (shared with Properties).
extern void calculateNamespacePath(const std::string& urlString, std::string& fileString, std::vector<std::string>& namespacePath);
extern Properties* getPropertiesFromNamespacePath(Properties* properties, const std::vector<std::string>& namespacePath);

SceneLoader::SceneLoader() : _scene(NULL)
{
}

Scene* SceneLoader::load(const char* url)
{
    SceneLoader loader;
    return loader.loadInternal(url);
}

Scene* SceneLoader::loadInternal(const char* url)
{
    // Get the file part of the url that we are loading the scene from.
    std::string urlStr = url ? url : "";
    std::string id;
    splitURL(urlStr, &_path, &id);

    // Load the scene properties from file.
    Properties* properties = Properties::create(url);
    if (properties == NULL)
    {
        GP_ERROR("Failed to load scene file '%s'.", url);
        return NULL;
    }

    // Check if the properties object is valid and has a valid namespace.
    Properties* sceneProperties = (strlen(properties->getNamespace()) > 0) ? properties : properties->getNextNamespace();
    if (!sceneProperties || !(strcmp(sceneProperties->getNamespace(), "scene") == 0))
    {
        GP_ERROR("Failed to load scene from properties object: must be non-null object and have namespace equal to 'scene'.");
        SAFE_DELETE(properties);
        return NULL;
    }

    // Get the path to the main GPB.
    std::string path;
    if (sceneProperties->getPath("path", &path))
    {
        _gpbPath = path;
    }

    // Build the node URL/property and animation reference tables and load the referenced files/store the inline properties objects.
    buildReferenceTables(sceneProperties);
    loadReferencedFiles();

    // Load the main scene data from GPB and apply the global scene properties.
    if (!_gpbPath.empty())
    {
        // Load scene from bundle
        _scene = loadMainSceneData(sceneProperties);
        if (!_scene)
        {
            GP_WARN("Failed to load main scene from bundle.");
            SAFE_DELETE(properties);
            return NULL;
        }
    }
    else
    {
        // Create a new empty scene
        _scene = Scene::create(sceneProperties->getId());
    }

    // First apply the node url properties. Following that,
    // apply the normal node properties and create the animations.
    // We apply physics properties after all other node properties
    // so that the transform (SRT) properties get applied before
    // processing physics collision objects.
    applyNodeUrls();
    applyNodeProperties(sceneProperties,
        SceneNodeProperty::AUDIO |
        SceneNodeProperty::MATERIAL |
        SceneNodeProperty::PARTICLE |
        SceneNodeProperty::TERRAIN |
        SceneNodeProperty::LIGHT |
        SceneNodeProperty::CAMERA |
        SceneNodeProperty::ROTATE |
        SceneNodeProperty::SCALE |
        SceneNodeProperty::TRANSLATE |
        SceneNodeProperty::SCRIPT |
        SceneNodeProperty::SPRITE |
        SceneNodeProperty::TILESET |
        SceneNodeProperty::TEXT |
        SceneNodeProperty::ENABLED);
    applyNodeProperties(sceneProperties, SceneNodeProperty::COLLISION_OBJECT);

    // Apply node tags
    for (size_t i = 0, sncount = _sceneNodes.size(); i < sncount; ++i)
    {
        applyTags(_sceneNodes[i]);
    }

    // Set active camera
    const char* activeCamera = sceneProperties->getString("activeCamera");
    if (activeCamera)
    {
        Node* camera = _scene->findNode(activeCamera);
        if (camera && camera->getCamera())
            _scene->setActiveCamera(camera->getCamera());
    }

    // Set ambient and light properties
    Vector3 vec3;
    if (sceneProperties->getVector3("ambientColor", &vec3))
        _scene->setAmbientColor(vec3.x, vec3.y, vec3.z);

    // Create animations for scene
    createAnimations();

    // Find the physics properties object.
    Properties* physics = NULL;
    sceneProperties->rewind();
    while (true)
    {
        Properties* ns = sceneProperties->getNextNamespace();
        if (ns == NULL || strcmp(ns->getNamespace(), "physics") == 0)
        {
            physics = ns;
            break;
        }
    }

    // Load physics properties and constraints.
    if (physics)
        loadPhysics(physics);

    // Clean up all loaded properties objects.
    std::map<std::string, Properties*>::iterator iter = _propertiesFromFile.begin();
    for (; iter != _propertiesFromFile.end(); ++iter)
    {
        SAFE_DELETE(iter->second);
    }

    // Clean up the .scene file's properties object.
    SAFE_DELETE(properties);

    return _scene;
}

void SceneLoader::applyTags(SceneNode& sceneNode)
{
    // Apply tags for this scene node
    for (std::map<std::string, std::string>::const_iterator itr = sceneNode._tags.begin(); itr != sceneNode._tags.end(); ++itr)
    {
        for (size_t n = 0, ncount = sceneNode._nodes.size(); n < ncount; ++n)
            sceneNode._nodes[n]->setTag(itr->first.c_str(), itr->second.c_str());
    }

    // Process children
    for (size_t i = 0, count = sceneNode._children.size(); i < count; ++i)
    {
        applyTags(sceneNode._children[i]);
    }
}

void SceneLoader::addSceneAnimation(const char* animationID, const char* targetID, const char* url)
{
    std::string urlStr = url ? url : "";

    // If there is a file that needs to be loaded later, add an
    // empty entry to the properties table to signify it.
    if (urlStr.length() > 0 && _properties.count(urlStr) == 0)
        _properties[urlStr] = NULL;

    // Add the animation to the list of animations to be resolved later.
    _animations.push_back(SceneAnimation(animationID, targetID, urlStr));
}

void SceneLoader::addSceneNodeProperty(SceneNode& sceneNode, SceneNodeProperty::Type type, const char* value, bool supportsUrl, int index)
{
    bool isUrl = false;

    std::string str = value ? value : "";

    if (supportsUrl)
    {
        // If there is a non-GPB file that needs to be loaded later, add an
        // empty entry to the properties table to signify it.
        if (str.length() > 0 && str.find(".") != std::string::npos && str.find(".gpb") == std::string::npos && _properties.count(str) == 0)
        {
            isUrl = true;
            _properties[str] = NULL;
        }
    }

    SceneNodeProperty prop(type, str, index, isUrl);

    // Parse for wildcharacter character (only supported on the URL attribute)
    if (type == SceneNodeProperty::URL)
    {
        if (str.length() > 1 && str.at(str.length() - 1) == '*')
        {
            prop._value = str.substr(0, str.length() - 1);
            sceneNode._exactMatch = false;
        }
    }

    // Add the node property to the list of node properties to be resolved later.
    sceneNode._properties.push_back(prop);
}

void SceneLoader::applyNodeProperties(const Properties* sceneProperties, unsigned int typeFlags)
{
    for (size_t i = 0, count = _sceneNodes.size(); i < count; ++i)
    {
        applyNodeProperties(_sceneNodes[i], sceneProperties, typeFlags);
    }
}

void SceneLoader::applyNodeProperties(SceneNode& sceneNode, const Properties* sceneProperties, unsigned int typeFlags)
{
    // Apply properties for this node
    for (size_t i = 0, pcount = sceneNode._properties.size(); i < pcount; ++i)
    {
        SceneNodeProperty& snp = sceneNode._properties[i];
        if (typeFlags & snp._type)
        {
            for (size_t k = 0, ncount = sceneNode._nodes.size(); k < ncount; ++k)
                applyNodeProperty(sceneNode, sceneNode._nodes[k], sceneProperties, snp);
        }
    }

    // Apply properties to child nodes
    for (size_t i = 0, ccount = sceneNode._children.size(); i < ccount; ++i)
    {
        applyNodeProperties(sceneNode._children[i], sceneProperties, typeFlags);
    }
}

void SceneLoader::applyNodeProperty(SceneNode& sceneNode, Node* node, const Properties* sceneProperties, const SceneNodeProperty& snp)
{
    if (snp._type == SceneNodeProperty::AUDIO ||
        snp._type == SceneNodeProperty::MATERIAL ||
        snp._type == SceneNodeProperty::PARTICLE ||
        snp._type == SceneNodeProperty::TERRAIN ||
        snp._type == SceneNodeProperty::LIGHT ||
        snp._type == SceneNodeProperty::CAMERA ||
        snp._type == SceneNodeProperty::COLLISION_OBJECT ||
        snp._type == SceneNodeProperty::SPRITE ||
        snp._type == SceneNodeProperty::TILESET ||
        snp._type == SceneNodeProperty::TEXT)
    {
        // Check to make sure the referenced properties object was loaded properly.
        Properties* p = _properties[snp._value];
        if (!p)
        {
            GP_ERROR("The referenced node data at url '%s' failed to load.", snp._value.c_str());
            return;
        }
        p->rewind();

        // If the URL didn't specify a particular namespace within the file, pick the first one.
        p = (strlen(p->getNamespace()) > 0) ? p : p->getNextNamespace();

        switch (snp._type)
        {
        case SceneNodeProperty::AUDIO:
        {
            AudioSource* audioSource = AudioSource::create(p);
            node->setAudioSource(audioSource);
            SAFE_RELEASE(audioSource);
            break;
        }
        case SceneNodeProperty::MATERIAL:
        {
            Model* model = dynamic_cast<Model*>(node->getDrawable());
            if (model)
            {
                Material* material = Material::create(p);
                model->setMaterial(material, snp._index);
                SAFE_RELEASE(material);
            }
            else
            {
                GP_ERROR("Attempting to set a material on node '%s', which has no model.", sceneNode._nodeID);
                return;
            }
            break;
        }
        case SceneNodeProperty::PARTICLE:
        {
            ParticleEmitter* particleEmitter = ParticleEmitter::create(p);
            node->setDrawable(particleEmitter);
            SAFE_RELEASE(particleEmitter);
            break;
        }
        case SceneNodeProperty::TERRAIN:
        {
            Terrain* terrain = Terrain::create(p);
            node->setDrawable(terrain);
            SAFE_RELEASE(terrain);
            break;
        }
        case SceneNodeProperty::LIGHT:
        {
            Light* light = Light::create(p);
            node->setLight(light);
            SAFE_RELEASE(light);
            break;
        }
        case SceneNodeProperty::CAMERA:
        {
            Camera* camera = Camera::create(p);
            node->setCamera(camera);
            SAFE_RELEASE(camera);
            break;
        }
        case SceneNodeProperty::COLLISION_OBJECT:
        {
            // Check to make sure the type of the namespace used to load the physics collision object is correct.
            if (snp._type == SceneNodeProperty::COLLISION_OBJECT && strcmp(p->getNamespace(), "collisionObject") != 0)
            {
                GP_ERROR("Attempting to set a physics collision object on a node using a '%s' definition.", p->getNamespace());
                return;
            }
            else
            {
                // If the scene file specifies a rigid body model, use it for creating the collision object.
                Properties* np = sceneProperties->getNamespace(sceneNode._nodeID);
                const char* name = NULL;

                // Allow both property names
                if (np && !(name = np->getString("rigidBodyModel")))
                {
                    name = np->getString("collisionMesh");
                }

                if (name)
                {
                    Node* modelNode = _scene->findNode(name);
                    if (!modelNode)
                    {
                        GP_ERROR("Node '%s' does not exist; attempting to use its model for collision object creation.", name);
                        return;
                    }
                    else
                    {
                        if ( dynamic_cast<Model*>(modelNode->getDrawable()) == NULL)
                        {
                            GP_ERROR("Node '%s' does not have a model; attempting to use its model for collision object creation.", name);
                        }
                        else
                        {
                            // Temporarily set rigidBody model on model so it's used during collision object creation.
                            Model* model = dynamic_cast<Model*>(node->getDrawable());

                            // Up ref count to prevent node from releasing the model when we swap it.
                            if (model)
                                model->addRef();

                            // Create collision object with new rigidBodyModel (aka collisionMesh) set.
                            node->setDrawable(dynamic_cast<Model*>(modelNode->getDrawable()));
                            node->setCollisionObject(p);

                            // Restore original model.
                            node->setDrawable(model);

                            // Decrement temporarily added reference.
                            if (model)
                                model->release();
                        }
                    }
                }
                else
                    node->setCollisionObject(p);
            }
            break;
        }
        case SceneNodeProperty::SPRITE:
        {
            Sprite* sprite = Sprite::create(p);
            node->setDrawable(sprite);
            SAFE_RELEASE(sprite);
            break;
        }
        case SceneNodeProperty::TILESET:
        {
            TileSet* tileset = TileSet::create(p);
            node->setDrawable(tileset);
            SAFE_RELEASE(tileset);
            break;
        }
        case SceneNodeProperty::TEXT:
        {
            Text* text = Text::create(p);
            node->setDrawable(text);
            SAFE_RELEASE(text);
            break;
        }
        default:
            GP_ERROR("Unsupported node property type (%d).", snp._type);
            break;
        }
    }
    else
    {
        // Handle simple types (scale, rotate, translate, script, etc)
        switch (snp._type)
        {
        case SceneNodeProperty::TRANSLATE:
        {
            Vector3 t;
            if (Properties::parseVector3(snp._value.c_str(), &t))
                node->translate(t);
            break;
        }
        case SceneNodeProperty::ROTATE:
        {
            Quaternion r;
            if (Properties::parseAxisAngle(snp._value.c_str(), &r))
                node->rotate(r);
            break;
        }
        case SceneNodeProperty::SCALE:
        {
            Vector3 s;
            if (Properties::parseVector3(snp._value.c_str(), &s))
                node->scale(s);
            break;
        }
        case SceneNodeProperty::SCRIPT:
            node->addScript(snp._value.c_str());
            break;
        case SceneNodeProperty::ENABLED:
            node->setEnabled(snp._value.compare("true") == 0);
            break;
        default:
            GP_ERROR("Unsupported node property type (%d).", snp._type);
            break;
        }
    }
}

void SceneLoader::applyNodeUrls()
{
    // Apply all URL node properties so that when we go to apply
    // the other node properties, the node is in the scene.
    for (size_t i = 0, count = _sceneNodes.size(); i < count; ++i)
    {
        applyNodeUrls(_sceneNodes[i], NULL);
    }
}

void SceneLoader::applyNodeUrls(SceneNode& sceneNode, Node* parent)
{
    // Iterate backwards over the properties list so we can remove properties as we go
    // without danger of indexing out of bounds.
    bool hasURL = false;
    for (int j = (int)sceneNode._properties.size() - 1; j >= 0; --j)
    {
        SceneNodeProperty& snp = sceneNode._properties[j];
        if (snp._type != SceneNodeProperty::URL)
            continue; // skip nodes without urls

        hasURL = true;

        std::string file;
        std::string id;
        splitURL(snp._value, &file, &id);

        if (file.empty())
        {
            // The node is from the main GPB and should just be renamed.

            // TODO: Should we do all nodes with this case first to allow users to stitch in nodes with
            // IDs equal to IDs that were in the original GPB file but were changed in the scene file?
            if (sceneNode._exactMatch)
            {
                Node* node = parent ? parent->findNode(id.c_str()) : _scene->findNode(id.c_str());
                if (node)
                {
                    node->setId(sceneNode._nodeID);
                }
                else
                {
                    GP_ERROR("Could not find node '%s' in main scene GPB file.", id.c_str());
                }
                sceneNode._nodes.push_back(node);
            }
            else
            {
                // Search for nodes using a partial match
                std::vector<Node*> nodes;
                unsigned int nodeCount = parent ? parent->findNodes(id.c_str(), nodes, true, false) : _scene->findNodes(id.c_str(), nodes, true, false);
                if (nodeCount > 0)
                {
                    for (unsigned int k = 0; k < nodeCount; ++k)
                    {
                        // Construct a new node ID using _nodeID plus the remainder of the partial match.
                        Node* node = nodes[k];
                        std::string newID(sceneNode._nodeID);
                        newID += (node->getId() + id.length());
                        node->setId(newID.c_str());
                        sceneNode._nodes.push_back(node);
                    }
                }
                else
                {
                    GP_ERROR("Could not find any nodes matching '%s' in main scene GPB file.", id.c_str());
                }
            }
        }
        else
        {
            // An external file was referenced, so load the node(s) from file and then insert it into the scene with the new ID.

            // TODO: Revisit this to determine if we should cache Bundle objects for the duration of the scene
            // load to prevent constantly creating/destroying the same externally referenced bundles each time
            // a url with a file is encountered.
            Bundle* tmpBundle = Bundle::create(file.c_str());
            if (tmpBundle)
            {
                if (sceneNode._exactMatch)
                {
                    Node* node = tmpBundle->loadNode(id.c_str(), _scene);
                    if (node)
                    {
                        node->setId(sceneNode._nodeID);
                        parent ? parent->addChild(node) : _scene->addNode(node);
                        sceneNode._nodes.push_back(node);
                        SAFE_RELEASE(node);
                    }
                    else
                    {
                        GP_ERROR("Could not load node '%s' from GPB file '%s'.", id.c_str(), file.c_str());
                    }
                }
                else
                {
                    // Search for nodes in the package using a partial match
                    unsigned int objectCount = tmpBundle->getObjectCount();
                    unsigned int matchCount = 0;
                    for (unsigned int k = 0; k < objectCount; ++k)
                    {
                        const char* objid = tmpBundle->getObjectId(k);
                        if (strstr(objid, id.c_str()) == objid)
                        {
                            // This object ID matches (starts with).
                            // Try to load this object as a Node.
                            Node* node = tmpBundle->loadNode(objid);
                            if (node)
                            {
                                // Construct a new node ID using _nodeID plus the remainder of the partial match.
                                std::string newID(sceneNode._nodeID);
                                newID += (node->getId() + id.length());
                                node->setId(newID.c_str());
                                parent ? parent->addChild(node) : _scene->addNode(node);
                                sceneNode._nodes.push_back(node);
                                SAFE_RELEASE(node);
                                matchCount++;
                            }
                        }
                    }
                    if (matchCount == 0)
                    {
                        GP_ERROR("Could not find any nodes matching '%s' in GPB file '%s'.", id.c_str(), file.c_str());
                    }
                }

                SAFE_RELEASE(tmpBundle);
            }
            else
            {
                GP_ERROR("Failed to load GPB file '%s' for node stitching.", file.c_str());
            }
        }

        // Remove the 'url' node property since we are done applying it.
        sceneNode._properties.erase(sceneNode._properties.begin() + j);

        // Processed URL property, no need to inspect remaining properties
        break;
    }

    if (!hasURL)
    {
        // No explicit URL, find the node in the main scene with the existing ID
        Node* node = parent ? parent->findNode(sceneNode._nodeID) : _scene->findNode(sceneNode._nodeID);
        if (node)
        {
            sceneNode._nodes.push_back(node);
        }
        else
        {
            // There is no node in the scene with this ID, so create a new empty node
            node = Node::create(sceneNode._nodeID);
            parent ? parent->addChild(node) : _scene->addNode(node);
            node->release();
            sceneNode._nodes.push_back(node);
        }
    }

    // Apply to child nodes
    for (size_t i = 0, count = sceneNode._nodes.size(); i < count; ++i)
    {
        Node* parent = sceneNode._nodes[i];
        for (size_t j = 0, childCount = sceneNode._children.size(); j < childCount; ++j)
        {
            applyNodeUrls(sceneNode._children[j], parent);
        }
    }
}

void SceneLoader::buildReferenceTables(Properties* sceneProperties)
{
    // Go through the child namespaces of the scene.
    Properties* ns;
    while ((ns = sceneProperties->getNextNamespace()) != NULL)
    {
        if (strcmp(ns->getNamespace(), "node") == 0)
        {
            if (strlen(ns->getId()) == 0)
            {
                GP_ERROR("Attempting to load a node without an ID.");
                continue;
            }

            parseNode(ns, NULL, _path + "#" + ns->getId() + "/");
        }
        else if (strcmp(ns->getNamespace(), "animations") == 0)
        {
            // Load all the animations.
            Properties* animation;
            while ((animation = ns->getNextNamespace()) != NULL)
            {
                if (strcmp(animation->getNamespace(), "animation") == 0)
                {
                    const char* animationID = animation->getId();
                    if (strlen(animationID) == 0)
                    {
                        GP_ERROR("Attempting to load an animation without an ID.");
                        continue;
                    }

                    const char* url = animation->getString("url");
                    if (!url)
                    {
                        GP_ERROR("Attempting to load animation '%s' without a URL.", animationID);
                        continue;
                    }
                    const char* targetID = animation->getString("target");
                    if (!targetID)
                    {
                        GP_ERROR("Attempting to load animation '%s' without a target.", animationID);
                        continue;
                    }

                    addSceneAnimation(animationID, targetID, url);
                }
                else
                {
                    GP_ERROR("Unsupported child namespace (of 'animations'): %s", ns->getNamespace());
                }
            }
        }
        else if (strcmp(ns->getNamespace(), "physics") == 0)
        {
            // Note: we don't load physics until the whole scene file has been
            // loaded so that all node references (i.e. for constraints) can be resolved.
        }
        else
        {
            // TODO: Should we ignore these items? They could be used for generic properties file inheritance.
            GP_ERROR("Unsupported child namespace (of 'scene'): %s", ns->getNamespace());
        }
    }
}

void SceneLoader::parseNode(Properties* ns, SceneNode* parent, const std::string& path)
{
    std::string propertyUrl;
    const char* name = NULL;

    // Add a SceneNode to the end of the list.
    std::vector<SceneNode>& list = parent ? parent->_children : _sceneNodes;
    list.push_back(SceneNode());
    SceneNode& sceneNode = list[list.size()-1];
    sceneNode._nodeID = ns->getId();

    // Parse the node's sub-namespaces.
    Properties* subns;
    while ((subns = ns->getNextNamespace()) != NULL)
    {
        if (strcmp(subns->getNamespace(), "node") == 0)
        {
            parseNode(subns, &sceneNode, path + subns->getId() + "/");
        }
        else if (strcmp(subns->getNamespace(), "audio") == 0)
        {
            propertyUrl = path + "audio/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::AUDIO, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "material") == 0)
        {
            propertyUrl = path + "material/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::MATERIAL, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "particle") == 0)
        {
            propertyUrl = path + "particle/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::PARTICLE, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "terrain") == 0)
        {
            propertyUrl = path + "terrain/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::TERRAIN, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "light") == 0)
        {
            propertyUrl = path + "light/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::LIGHT, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "camera") == 0)
        {
            propertyUrl = path + "camera/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::CAMERA, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "collisionObject") == 0)
        {
            propertyUrl = path + "collisionObject/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::COLLISION_OBJECT, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "sprite") == 0)
        {
            propertyUrl = path + "sprite/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::SPRITE, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "tileset") == 0)
        {
            propertyUrl = path + "tileset/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::TILESET, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "text") == 0)
        {
            propertyUrl = path + "text/" + std::string(subns->getId());
            addSceneNodeProperty(sceneNode, SceneNodeProperty::TEXT, propertyUrl.c_str());
            _properties[propertyUrl] = subns;
        }
        else if (strcmp(subns->getNamespace(), "tags") == 0)
        {
            while ((name = subns->getNextProperty()) != NULL)
            {
                sceneNode._tags[name] = subns->getString();
            }
        }
        else
        {
            GP_ERROR("Unsupported child namespace '%s' of 'node' namespace.", subns->getNamespace());
        }
    }

    // Parse the node's attributes.
    while ((name = ns->getNextProperty()) != NULL)
    {
        if (strcmp(name, "url") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::URL, ns->getString(), true);
        }
        else if (strcmp(name, "audio") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::AUDIO, ns->getString(), true);
        }
        else if (strncmp(name, "material", 8) == 0)
        {
            int materialIndex = -1;
            name = strchr(name, '[');
            if (name && strlen(name) >= 3)
            {
                std::string indexString(name);
                indexString = indexString.substr(1, indexString.size()-2);
                materialIndex = (unsigned int)atoi(indexString.c_str());
            }
            addSceneNodeProperty(sceneNode, SceneNodeProperty::MATERIAL, ns->getString(), true, materialIndex);
        }
        else if (strcmp(name, "particle") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::PARTICLE, ns->getString(), true);
        }
        else if (strcmp(name, "terrain") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::TERRAIN, ns->getString(), true);
        }
        else if (strcmp(name, "light") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::LIGHT, ns->getString(), true);
        }
        else if (strcmp(name, "camera") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::CAMERA, ns->getString(), true);
        }
        else if (strcmp(name, "collisionObject") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::COLLISION_OBJECT, ns->getString(), true);
        }
        else if (strcmp(name, "sprite") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::SPRITE, ns->getString(), true);
        }
        else if (strcmp(name, "tileset") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::TILESET, ns->getString(), true);
        }
        else if (strcmp(name, "text") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::TEXT, ns->getString(), true);
        }
        else if (strcmp(name, "rigidBodyModel") == 0)
        {
            // Ignore this for now. We process this when we do rigid body creation.
        }
        else if (strcmp(name, "collisionMesh") == 0)
        {
            // Ignore this for now (new alias for rigidBodyModel). We process this when we do rigid body creation.
        }
        else if (strcmp(name, "translate") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::TRANSLATE, ns->getString());
        }
        else if (strcmp(name, "rotate") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::ROTATE, ns->getString());
        }
        else if (strcmp(name, "scale") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::SCALE, ns->getString());
        }
        else if (strcmp(name, "script") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::SCRIPT, ns->getString());
        }
        else if (strcmp(name, "enabled") == 0)
        {
            addSceneNodeProperty(sceneNode, SceneNodeProperty::ENABLED, ns->getString());
        }
        else
        {
            GP_ERROR("Unsupported node property: %s = %s", name, ns->getString());
        }
    }
}

void SceneLoader::createAnimations()
{
    // Create the scene animations.
    for (size_t i = 0, count = _animations.size(); i < count; i++)
    {
        // If the target node doesn't exist in the scene, then we
        // can't do anything so we skip to the next animation.
        Node* node = _scene->findNode(_animations[i]._targetID);
        if (!node)
        {
            GP_ERROR("Attempting to create an animation targeting node '%s', which does not exist in the scene.", _animations[i]._targetID);
            continue;
        }

        // Check to make sure the referenced properties object was loaded properly.
        Properties* p = _properties[_animations[i]._url];
        if (!p)
        {
            GP_ERROR("The referenced animation data at url '%s' failed to load.", _animations[i]._url.c_str());
            continue;
        }

        node->createAnimation(_animations[i]._animationID, p);
    }
}

PhysicsConstraint* SceneLoader::loadGenericConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
{
    GP_ASSERT(rbA);
    GP_ASSERT(constraint);
    GP_ASSERT(Game::getInstance()->getPhysicsController());
    PhysicsGenericConstraint* physicsConstraint = NULL;

    // Create the constraint from the specified properties.
    Quaternion roA;
    Vector3 toA;
    bool offsetSpecified = constraint->getQuaternionFromAxisAngle("rotationOffsetA", &roA);
    offsetSpecified |= constraint->getVector3("translationOffsetA", &toA);

    if (offsetSpecified)
    {
        if (rbB)
        {
            Quaternion roB;
            Vector3 toB;
            constraint->getQuaternionFromAxisAngle("rotationOffsetB", &roB);
            constraint->getVector3("translationOffsetB", &toB);

            physicsConstraint = Game::getInstance()->getPhysicsController()->createGenericConstraint(rbA, roA, toB, rbB, roB, toB);
        }
        else
        {
            physicsConstraint = Game::getInstance()->getPhysicsController()->createGenericConstraint(rbA, roA, toA);
        }
    }
    else
    {
        physicsConstraint = Game::getInstance()->getPhysicsController()->createGenericConstraint(rbA, rbB);
    }
    GP_ASSERT(physicsConstraint);

    // Set the optional parameters that were specified.
    Vector3 v;
    if (constraint->getVector3("angularLowerLimit", &v))
        physicsConstraint->setAngularLowerLimit(v);
    if (constraint->getVector3("angularUpperLimit", &v))
        physicsConstraint->setAngularUpperLimit(v);
    if (constraint->getVector3("linearLowerLimit", &v))
        physicsConstraint->setLinearLowerLimit(v);
    if (constraint->getVector3("linearUpperLimit", &v))
        physicsConstraint->setLinearUpperLimit(v);

    return physicsConstraint;
}

PhysicsConstraint* SceneLoader::loadHingeConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
{
    GP_ASSERT(rbA);
    GP_ASSERT(constraint);
    GP_ASSERT(Game::getInstance()->getPhysicsController());
    PhysicsHingeConstraint* physicsConstraint = NULL;

    // Create the constraint from the specified properties.
    Quaternion roA;
    Vector3 toA;
    constraint->getQuaternionFromAxisAngle("rotationOffsetA", &roA);
    constraint->getVector3("translationOffsetA", &toA);
    if (rbB)
    {
        Quaternion roB;
        Vector3 toB;
        constraint->getQuaternionFromAxisAngle("rotationOffsetB", &roB);
        constraint->getVector3("translationOffsetB", &toB);

        physicsConstraint = Game::getInstance()->getPhysicsController()->createHingeConstraint(rbA, roA, toB, rbB, roB, toB);
    }
    else
    {
        physicsConstraint = Game::getInstance()->getPhysicsController()->createHingeConstraint(rbA, roA, toA);
    }

    // Load the hinge angle limits (lower and upper) and the hinge bounciness (if specified).
    const char* limitsString = constraint->getString("limits");
    if (limitsString)
    {
        float lowerLimit, upperLimit;
        int scanned;
        scanned = sscanf(limitsString, "%f,%f", &lowerLimit, &upperLimit);
        if (scanned == 2)
        {
            physicsConstraint->setLimits(MATH_DEG_TO_RAD(lowerLimit), MATH_DEG_TO_RAD(upperLimit));
        }
        else
        {
            float bounciness;
            scanned = sscanf(limitsString, "%f,%f,%f", &lowerLimit, &upperLimit, &bounciness);
            if (scanned == 3)
            {
                physicsConstraint->setLimits(MATH_DEG_TO_RAD(lowerLimit), MATH_DEG_TO_RAD(upperLimit), bounciness);
            }
            else
            {
                GP_ERROR("Failed to parse 'limits' attribute for hinge constraint '%s'.", constraint->getId());
            }
        }
    }

    return physicsConstraint;
}

Scene* SceneLoader::loadMainSceneData(const Properties* sceneProperties)
{
    GP_ASSERT(sceneProperties);

    // Load the main scene from the specified path.
    Bundle* bundle = Bundle::create(_gpbPath.c_str());
    if (!bundle)
    {
        GP_WARN("Failed to load scene GPB file '%s'.", _gpbPath.c_str());
        return NULL;
    }

    // TODO: Support loading a specific scene from a GPB file using the URL syntax (i.e. "res/scene.gpb#myscene").
    Scene* scene = bundle->loadScene(NULL);
    if (!scene)
    {
        GP_WARN("Failed to load scene from '%s'.", _gpbPath.c_str());
        SAFE_RELEASE(bundle);
        return NULL;
    }

    SAFE_RELEASE(bundle);
    return scene;
}

void SceneLoader::loadPhysics(Properties* physics)
{
    GP_ASSERT(physics);
    GP_ASSERT(Game::getInstance()->getPhysicsController());

    // Go through the supported global physics properties and apply them.
    Vector3 gravity;
    if (physics->getVector3("gravity", &gravity))
        Game::getInstance()->getPhysicsController()->setGravity(gravity);

    Properties* constraint;
    const char* name;
    while ((constraint = physics->getNextNamespace()) != NULL)
    {
        if (strcmp(constraint->getNamespace(), "constraint") == 0)
        {
            // Get the constraint type.
            std::string type = constraint->getString("type");

            // Attempt to load the first rigid body. If the first rigid body cannot
            // be loaded or found, then continue to the next constraint (error).
            name = constraint->getString("rigidBodyA");
            if (!name)
            {
                GP_ERROR("Missing property 'rigidBodyA' for constraint '%s'.", constraint->getId());
                continue;
            }
            Node* rbANode = _scene->findNode(name);
            if (!rbANode)
            {
                GP_ERROR("Node '%s' to be used as 'rigidBodyA' for constraint '%s' cannot be found.", name, constraint->getId());
                continue;
            }
            if (!rbANode->getCollisionObject() || rbANode->getCollisionObject()->getType() != PhysicsCollisionObject::RIGID_BODY)
            {
                GP_ERROR("Node '%s' to be used as 'rigidBodyA' does not have a rigid body.", name);
                continue;
            }
            PhysicsRigidBody* rbA = static_cast<PhysicsRigidBody*>(rbANode->getCollisionObject());

            // Attempt to load the second rigid body. If the second rigid body is not
            // specified, that is usually okay (only spring constraints require both and
            // we check that below), but if the second rigid body is specified and it doesn't
            // load properly, then continue to the next constraint (error).
            name = constraint->getString("rigidBodyB");
            PhysicsRigidBody* rbB = NULL;
            if (name)
            {
                Node* rbBNode = _scene->findNode(name);
                if (!rbBNode)
                {
                    GP_ERROR("Node '%s' to be used as 'rigidBodyB' for constraint '%s' cannot be found.", name, constraint->getId());
                    continue;
                }
                if (!rbBNode->getCollisionObject() || rbBNode->getCollisionObject()->getType() != PhysicsCollisionObject::RIGID_BODY)
                {
                    GP_ERROR("Node '%s' to be used as 'rigidBodyB' does not have a rigid body.", name);
                    continue;
                }
                rbB = static_cast<PhysicsRigidBody*>(rbBNode->getCollisionObject());
            }

            PhysicsConstraint* physicsConstraint = NULL;

            // Load the constraint based on its type.
            if (type == "FIXED")
            {
                physicsConstraint = Game::getInstance()->getPhysicsController()->createFixedConstraint(rbA, rbB);
            }
            else if (type == "GENERIC")
            {
                physicsConstraint = loadGenericConstraint(constraint, rbA, rbB);
            }
            else if (type == "HINGE")
            {
                physicsConstraint = loadHingeConstraint(constraint, rbA, rbB);
            }
            else if (type == "SOCKET")
            {
                physicsConstraint = loadSocketConstraint(constraint, rbA, rbB);
            }
            else if (type == "SPRING")
            {
                physicsConstraint = loadSpringConstraint(constraint, rbA, rbB);
            }
            else
            {
                GP_ERROR("Unsupported physics constraint type '%s'.", type.c_str());
            }

            // If the constraint failed to load, continue on to the next one.
            if (!physicsConstraint)
            {
                GP_ERROR("Failed to create physics constraint.");
                continue;
            }

            // If the breaking impulse was specified, apply it to the constraint.
            if (constraint->exists("breakingImpulse"))
                physicsConstraint->setBreakingImpulse(constraint->getFloat("breakingImpulse"));
        }
        else
        {
            GP_ERROR("Unsupported 'physics' child namespace '%s'.", physics->getNamespace());
        }
    }
}

void SceneLoader::loadReferencedFiles()
{
    // Load all referenced properties files.
    std::map<std::string, Properties*>::iterator iter = _properties.begin();
    for (; iter != _properties.end(); ++iter)
    {
        if (iter->second == NULL)
        {
            std::string fileString;
            std::vector<std::string> namespacePath;
            calculateNamespacePath(iter->first, fileString, namespacePath);

            // Check if the referenced properties file has already been loaded.
            Properties* properties = NULL;
            std::map<std::string, Properties*>::iterator pffIter = _propertiesFromFile.find(fileString);
            if (pffIter != _propertiesFromFile.end() && pffIter->second)
            {
                properties = pffIter->second;
            }
            else
            {
                properties = Properties::create(fileString.c_str());
                if (properties == NULL)
                {
                    GP_WARN("Failed to load referenced properties file '%s'.", fileString.c_str());
                    continue;
                }

                // Add the properties object to the cache.
                _propertiesFromFile.insert(std::make_pair(fileString, properties));
            }

            Properties* p = getPropertiesFromNamespacePath(properties, namespacePath);
            if (!p)
            {
                GP_WARN("Failed to load referenced properties from url '%s'.", iter->first.c_str());
                continue;
            }
            iter->second = p;
        }
    }
}

PhysicsConstraint* SceneLoader::loadSocketConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
{
    GP_ASSERT(rbA);
    GP_ASSERT(constraint);
    GP_ASSERT(Game::getInstance()->getPhysicsController());

    PhysicsSocketConstraint* physicsConstraint = NULL;
    Vector3 toA;
    bool offsetSpecified = constraint->getVector3("translationOffsetA", &toA);

    if (offsetSpecified)
    {
        if (rbB)
        {
            Vector3 toB;
            constraint->getVector3("translationOffsetB", &toB);

            physicsConstraint = Game::getInstance()->getPhysicsController()->createSocketConstraint(rbA, toA, rbB, toB);
        }
        else
        {
            physicsConstraint = Game::getInstance()->getPhysicsController()->createSocketConstraint(rbA, toA);
        }
    }
    else
    {
        physicsConstraint = Game::getInstance()->getPhysicsController()->createSocketConstraint(rbA, rbB);
    }

    return physicsConstraint;
}

PhysicsConstraint* SceneLoader::loadSpringConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
{
    GP_ASSERT(rbA);
    GP_ASSERT(constraint);
    GP_ASSERT(Game::getInstance()->getPhysicsController());

    if (!rbB)
    {
        GP_ERROR("Spring constraints require two rigid bodies.");
        return NULL;
    }

    PhysicsSpringConstraint* physicsConstraint = NULL;

    // Create the constraint from the specified properties.
    Quaternion roA, roB;
    Vector3 toA, toB;
    bool offsetsSpecified = constraint->getQuaternionFromAxisAngle("rotationOffsetA", &roA);
    offsetsSpecified |= constraint->getVector3("translationOffsetA", &toA);
    offsetsSpecified |= constraint->getQuaternionFromAxisAngle("rotationOffsetB", &roB);
    offsetsSpecified |= constraint->getVector3("translationOffsetB", &toB);

    if (offsetsSpecified)
    {
        physicsConstraint = Game::getInstance()->getPhysicsController()->createSpringConstraint(rbA, roA, toB, rbB, roB, toB);
    }
    else
    {
        physicsConstraint = Game::getInstance()->getPhysicsController()->createSpringConstraint(rbA, rbB);
    }
    GP_ASSERT(physicsConstraint);

    // Set the optional parameters that were specified.
    Vector3 v;
    if (constraint->getVector3("angularLowerLimit", &v))
        physicsConstraint->setAngularLowerLimit(v);
    if (constraint->getVector3("angularUpperLimit", &v))
        physicsConstraint->setAngularUpperLimit(v);
    if (constraint->getVector3("linearLowerLimit", &v))
        physicsConstraint->setLinearLowerLimit(v);
    if (constraint->getVector3("linearUpperLimit", &v))
        physicsConstraint->setLinearUpperLimit(v);
    if (constraint->getString("angularDampingX"))
        physicsConstraint->setAngularDampingX(constraint->getFloat("angularDampingX"));
    if (constraint->getString("angularDampingY"))
        physicsConstraint->setAngularDampingY(constraint->getFloat("angularDampingY"));
    if (constraint->getString("angularDampingZ"))
        physicsConstraint->setAngularDampingZ(constraint->getFloat("angularDampingZ"));
    if (constraint->getString("angularStrengthX"))
        physicsConstraint->setAngularStrengthX(constraint->getFloat("angularStrengthX"));
    if (constraint->getString("angularStrengthY"))
        physicsConstraint->setAngularStrengthY(constraint->getFloat("angularStrengthY"));
    if (constraint->getString("angularStrengthZ"))
        physicsConstraint->setAngularStrengthZ(constraint->getFloat("angularStrengthZ"));
    if (constraint->getString("linearDampingX"))
        physicsConstraint->setLinearDampingX(constraint->getFloat("linearDampingX"));
    if (constraint->getString("linearDampingY"))
        physicsConstraint->setLinearDampingY(constraint->getFloat("linearDampingY"));
    if (constraint->getString("linearDampingZ"))
        physicsConstraint->setLinearDampingZ(constraint->getFloat("linearDampingZ"));
    if (constraint->getString("linearStrengthX"))
        physicsConstraint->setLinearStrengthX(constraint->getFloat("linearStrengthX"));
    if (constraint->getString("linearStrengthY"))
        physicsConstraint->setLinearStrengthY(constraint->getFloat("linearStrengthY"));
    if (constraint->getString("linearStrengthZ"))
        physicsConstraint->setLinearStrengthZ(constraint->getFloat("linearStrengthZ"));

    return physicsConstraint;
}

void splitURL(const std::string& url, std::string* file, std::string* id)
{
    if (url.empty())
    {
        // This is allowed since many scene node properties do not use the URL.
        return;
    }

    // Check if the url references a file (otherwise, it only references some sort of ID)
    size_t loc = url.rfind("#");
    if (loc != std::string::npos)
    {
        *file = url.substr(0, loc);
        if (FileSystem::fileExists(file->c_str()))
        {
            *id = url.substr(loc + 1);
        }
        else
        {
            *file = std::string();
            *id = url;
        }
    }
    else
    {
        if (FileSystem::fileExists(url.c_str()))
        {
            *file = url;
            *id = std::string();
        }
        else
        {
            *file = std::string();
            *id = url;
        }
    }
}

SceneLoader::SceneNode::SceneNode()
    : _nodeID(""), _exactMatch(true), _namespace(NULL)
{
}

SceneLoader::SceneNodeProperty::SceneNodeProperty(Type type, const std::string& value, int index, bool isUrl)
    : _type(type), _value(value), _isUrl(isUrl), _index(index)
{
}

}

redpajama_set_name: RedPajamaGithub


PRICE JUST REDUCED! LUXURY Villa on Cul-de-Sac with WATER view from ALL windows! 3 Bed/3 Bath + HUGE loft! Upstairs bedroom has PRIVATE bath perfect for IN-LAW SUITE! Largest Lot in Community! TONS of Upgrades Throughout! GOURMET Kitchen w. GRANITE Counters, Soft Close Cabinets & Drawers! Large Island w. Breakfast Bar! Cooktop w. Classy Vented Hood. AMAZING Value! Spa Like Owner's Retreat w. HUGE Walk In Tile Shower! Custom Built-In Closet Shelving System! Priced to SELL! Enjoy Peaceful View from Spacious Screened Lanai! High Ceilings & Tile in Main Living Areas! Water Softener INCLUDED! Pre-wired Audio & Pre-Plumbed for wet bar in Dining Area & kitchen in upstairs loft. Secure GATED Community Close to EVERYTHING! Amenities Include Pool & Fire Pit Area!


text:
namespace SpotifyRecorder.Core.Abstractions.Entities
{
    public class RecordedSong
    {
        public Song Song { get; set; }
        public byte[] Data { get; set; }
    }
}


"Lovely en suite shower room. Everything we needed for an overnight stay & breakfast in the morning...."
"Excellent in everyway - very good value. I had attic room with very good ensuite which was fine for short stay. Very clean, everything you c..."
"I can honestly say that our stay was great and hostess was so helpfull , everything was so easy and she made us feel very welcome , would ce..."
"Room was lovely. Breakfast was burnt and cereals out of date . No car park..."
"The Barnes's Rest is superb! We stayed for 3 nights and were thoroughly impressed by all elements of our stay. The room (we stayed in the 'P..."
At Barnes's Rest, our Victorian home we aim to give you a relaxing and carefree stay. We have made sure that your room is furnished with a comfortable bed and luxurious Egyptian Cotton bed linen. The modern en suite bathrooms have complimentary toiletries for you to use and afterwards you can wrap yourself in the fluffy towels or bathrobe and relax in your room in front of the Smart TV.
The bedrooms each have a unique style. They are on the first and second floor. Each offers different views of the area surrounding Weymouth and they are all centrally heated and double glazed. We can give you information about the local area if you want it and have a variety of leaflets and information for you to browse through. Guests are invited to take their breakfast in the ground floor dining room, and they are welcome to relax in the garden afterwards. We are within walking distance of Weymouth so you can leave the car behind if they wish. For guests who arrive by train or bus a taxi can pick you up from the station or bus stop. You are welcome to check in from four o'clock in the afternoon. We ask guests to vacate their room by ten o'clock in the morning. The price of your room includes a full breakfast. Please tell us about any dietary requirements when you book your room. We are ideal for guests who want to explore the Jurassic Coast. Our aim is make your stay as pleasant as possible so please let us know if there is anything we can do to make your stay more memorable. W e also offer SELF CATERING in our 2014 Eco Salsa Static double glazed caravan based at Pebble Bank Holiday Park next to Chesil Beach at the Fleet near Portland and the Sailing Academy. No smoking and no pets please. It can sleep 6-8 people in 1 double , 2 twins and 1 pull up bed in the lounge. Bring your own duvet cover, base sheet, 2 pillow cases and towels and tea towels . Pub and restaurant open on site and small play area.
Lovely en suite shower room.
Excellent in everyway - very good value.


text:
Military Government
A government that is established during or after military occupation by the victorious country in an armed conflict. According to INTERNATIONAL LAW, the territory that has been placed under the authority of a hostile army continues to belong to the state that has been ousted. However, it may be ruled by the occupiers under a special regime.
When a country's army achieves decisive victory over an enemy, the victor may supplement military presence in the enemy territory with some type of government. If the victor is a signatory to certain international agreements, it must follow international RULES OF WAR that outline the rights and responsibilities when governing a territory under belligerent occupation. This military government is not the same as MARTIAL LAW, although the occupiers may impose martial law as part of maintaining order.
The rules of military government are established in various international agreements, primarily the Hague Conference of 1907 and the Geneva Conference of 1949. These documents provide guidelines on such topics as rights and duties of the occupying power, protection of civilians, treatment of prisoners of war, coordination of relief efforts, property rights of the ousted state, and other wartime and postwar concerns. A country that establishes a military government and steps beyond its allotted rights runs the risk of international censure or criticism. Countries sometimes try to deny that they have imposed a military government. For example, in the Persian Gulf War, Iraq claimed that Kuwait is an Iraqi province and therefore not eligible for the protections given by the law of belligerent occupation.
The U.S. CIVIL WAR (1861–1865) contributed to the development of rules for military behavior and belligerent occupation. The Lieber Instructions is considered a first attempt to codify the laws of war as they existed during the Civil War era. Columbia College Professor Francis Lieber prepared this list of laws in 1863 at the request of President ABRAHAM LINCOLN. They led in part to the Brussels Conference of 1887 and the Hague Conferences of 1899 and 1907 on land warfare. The Lieber Instructions included sections on military jurisdiction, protection of persons, and public and private property of the enemy.
The U.S. Civil War pitted the Confederacy—a group of southern states that wanted to secede from the United States—against Union forces, made up of primarily northern and newly formed states. After the victory of Union forces, the U.S. government had to decide how to treat the defeated South. Some vocal members of Congress insisted that because the Confederate states had violated the Constitution by seceding, they had committed "state suicide" and should be treated like conquered provinces.
These politicians finally got their way in 1867, two years after the war ended. State governments were abolished in the rebel states, and the territory was split into five districts, each commanded by a major general of the Union army. Gradually public opinion in the North pushed for home rule for the South, and by 1870 all southern states were restored to the Union. President RUTHERFORD B. HAYES took office in 1877 and removed the army from the last three occupied southern states.
By means of the Hague and Geneva Conferences, and organizations such as the International Committee of the Red Cross, the rules of war have evolved beyond those in the Lieber Instructions. When following these general rules, victorious countries continue to have broad discretion in how they govern conquered zones. The United States has used various approaches to establish postwar governments. For example, after WORLD WAR II, the United States established very different types of governments to oversee the reconstruction of Germany and Japan, which were defeated by Allied forces.
After Germany surrendered in World War II, the country and its capital were each divided into four zones. Government of the zones was assigned to four different countries: the United States, Great Britain, France, and the Soviet Union. The occupiers differed in their opinions about what type of permanent government should follow military occupation, and the zones occupied by the Soviet Union became communist East Germany. The other zones became democratic West Germany. The two Germanys were reunited in October 1990.
Unlike the military government in Germany, the U.S. occupation of Japan did not involve a large military presence. After Japan surrendered, its existing civilian governing structure was left mostly intact, directed by General Douglas MacArthur and the Supreme Command of the Allied Powers (SCAP). During occupation, Japan—a nation of seventy million people—was supervised by 600,000 troops, whose number was soon reduced to 200,000.
During more than six years of U.S. occupation, the Japanese Diet (legislature) met and passed laws that were subject to VETO by SCAP. The Japanese army and navy were abolished, weapons were destroyed, 4,200 Japanese were found guilty of WAR CRIMES, Shinto was disestablished as the state religion, and a new constitution—the "MacArthur Constitution"—was adopted. SCAP accomplished land reform, strengthened trade unions, and placed limits on Japan's powerful monopolistic corporations.
After World War II the international community agreed that more safeguards were necessary to protect civilians and their property in occupied territories. As a result the Fourth Geneva Conference was established in 1949 to tackle these issues.
In more recent times, the United States, after invading Grenada and Panama, established a military government in each country during a brief belligerent occupation.
Military Law.
Military Issues - Further Readings
Migratory Bird Treaty of (1918)
Military Government - Further Readings
Law Library - American Law and Legal InformationFree Legal Encyclopedia: Marque and Reprisal to Minister

redpajama_set_name: RedPajamaCommonCrawl


text:
← Library's Latest Shout-Out: Forbes.com
Oh My 06880 — Photo Challenge #9 →
Best Buddies Spread The Word — In The Very Best Way
Wednesday is a special day for special education students — and their many friends.
It's "Spread the Word to End the Word" Day. The "word" is "retard" (or "retarded"). The aim is to draw attention to the casual use of that offensive, derogatory term — and end it.
Every year, the Staples chapter of Best Buddies makes a PSA for the day. This year, the group did something — well, special.
Wyatt Davis and Taylor Harrington.
Best Buddies fosters 1-on-1 friendships between intellectually and developmentally disabled students, and their classmates. Taylor Harrington — a 4-year member — put her iMovie skills to great use.
She asked "buddy pairs" — who have been matched together based on mutual interests all year long — to help out. "I wanted viewers to see our buddies as people just like them, with their own talents and interests — not 'that kid in a wheelchair' or 'in special ed classes,'" she explains. "Best Buddies focuses on our buddies' abilities — not their disabilities."
Everyone was excited to take part. Three students cannot speak. So their iPads were programmed so they could say their lines.
Megan Nuzzo and Alexander Baumann.
Filming was fun — filled with laughs. Alexander Baumann, a very popular senior, was "so in his element," Taylor says.
"He was hanging out with his friends, having such a good time." (He's the one at the end of the video, flexing his muscles and tickling his buddy Megan Nuzzo.)
Taylor's buddy is Wyatt Davis. She is thrilled that the video helps other people know "he's a crazy music lover. He goes to so many concerts with his family. That's something you wouldn't know from looking at him."
The finished product is great. It's already gotten over 1000 views on Facebook. It's been shared a lot — even by students not involved with the club.
It will be shown at Best Buddies' fashion show, silent auction and dinner this Saturday (March 7, 6 p.m., at Staples — all are welcome!)
In the meantime — today, Wednesday, every day — "spread the word to end the word."
Spread the video, too!
If your browser does not take you directly to YouTube, click here.
This entry was posted in Media, Organizations, People, Staples HS and tagged "Spread the Word to End the Word", Alexander Baumann, Best Buddies, Megan Nuzzo, Staples High School Best Buddies, Taylor Harrington, Wyatt Davis. Bookmark the permalink.
3 responses to "Best Buddies Spread The Word — In The Very Best Way"
Starr G. | March 1, 2015 at 8:00 am |
Dan, Can you attach the video?
Dan Woog | March 1, 2015 at 8:22 am |
It is attached, at the end of the story. Just click the arrow in the middle.I checked on 3 of my devices — PC, iPad, iPhone — and it's there on all 3. If it's not there for you, it's an issue with your browser. Try clicking here to see it: https://www.youtube.com/watch?v=jilE_5yyhLA
Jennifer Jackson | March 2, 2015 at 8:46 pm |
Dan – thanks for spreading the word about this fabulous program and these amazing students. I'm so proud of Alexander. He's been one of my Boy Scouts and is such a positive role model. He leads the Memorial Day parade section of Boy Scouts each year by playing his recorder in front of the color guard. We're so lucky to have him in our community and have him help spread the word to end the word.


A woman's right to choose to access health services in order to terminate a pregnancy is well-enshrined in law and mainstream Canadian opinion. The struggle to get where we are today came at a great cost to many women whose health, and often whose lives, were sacrificed in order to maintain societal control over women's bodies.
As you may be aware, is a Zoning By-Law Amendment Application circulating for 211 Loretta Ave to facilitate the establishment of a fourth unit in the basement of the three-unit dwelling located at 211 Loretta Avenue.
As many have heard by now, Wellington West will see one of Ottawa's first cannabis retailers opening in April. Superette is located at 1306 Wellington St W. Since the announcement, our office has worked closely with the business owners, the Wellington West BIA, the Wellington Village Community Association and the City to move forward as successfully as possible. Last week, I had the opportunity to meet with Superette, By-law, and the Wellington West BIA to talk about parking, crowds and security.


text:
Panoramic Navigator
Linear Navigator
Re-ACTOR
CMC Navigator
2010 Hong Kong, China
Production: ALiVE/ACIM, School of Creative Media, City University of Hong Kong
Default Video Source
Alt Video Source (SD)
The CMC Linear Navigator was commissioned for the entrance foyer of the Daniel Libeskind–designed City University of Hong Kong Creative Media Centre (CMC). In this iteration of the 'linear navigator' concept first developed for the Net.Art Browser (1999), a motorised 110-inch plasma-screen TV is mounted on rails so that it can move up and down diagonally over a slightly cantilevered wall in the foyer. Visitors may use a touch screen interface to interact with this mobile screen. A virtual information space that extends from the floor to the ceiling appears in the screen window as the motorised screen moves across the wall.
This installation offers users of the CMC the opportunity to program various contents that could range from artworks by faculty and students to straightforward information services about activities in the building.
At its launch a special application was developed to provide an overview of the building itself, and all the departments and facilities distributed over its nine floors. A prerecorded video from the point of view of a person climbing the stairs between the nine floors of the CMC could be played back on the CMC Linear Navigator, synchronised with its physical movement from the bottom to the top of the wall and in the return direction. Thus the screen could travel to assigned positions representing each of the nine floors, and by manipulating the touch screen the user could compel the display to travel to any of these floors, with the movement up or down the stairs being shown on the way. When arriving at any given floor, the display offered a menu of 360-degree panoramas of various rooms and facilities on that level of the building; users also controlled the rotation of these panoramas from the touch screen.
The application could thus spatially relocate and virtually map the experience of walking up and down the CMC's stairs onto the movement of this screen window as it ascended and descended the wall on which it was mounted. In this way the installation constituted a hybrid modality of both tele-presence and augmented reality, and the conjugation of two spatial expressions that become physically and representationally aligned, albeit somewhat paradoxically.
Exhibition Record
2011/12/8 - 2012/1/8: One World Exposition, Run Run Shaw Creative Media Centre, City University of Hong Kong, Hong Kong, China
WILD Panoramic Navigator
Hampi-LIVE
© Jeffrey Shaw
Archive facilitated by Chronus Art Center, Shanghai
Produced and coded by by Raphael Chau Tsz Kin
Photography (where documented):
Pieter Boersma: Emergences of Continuous Forms (1966), Corpocinema (1967), MovieMovie (1967), Supertube (1968), Pneutube (1968), Alpevent (1968), Cushion (1969), Waterwalk (1969), Water Totems (1969), Information Pavilion (1971), Video Studio (1971), Auditorium (1971), Infinity Divided by Sixteen (1987), Sonus Lux (1987), Heavens Gate (1987), Imaginary Museum of Revolutions (1988), Propagation of the Luminous Word (1988) Balz Burkhard: Alpevent (1968) Marco Caselli: Legible City (1989) Marco de Nood: Airground Mattress (1970) Louis Drent: Auditorium (1971) Robert Ellis: Kinetic Light and Mirror Sculpture (1978) EPFL(Christian Brun): Kung Fu Motion EPFL (2018) EPFL(Alain Herzog): Kung Fu Motion EPFL (2018) Thomas Goldschmidt: ZKM Aussenkennung (1997) Anton Haakman: MovieMovie (1967) Sjoerd Holsbergen: Laser Installations and Performances (1976), Anamorphic Drawing Table (1980), Air and Liquid Display Sculpture (1982), Imaginary Museum of Revolutions (1988) Images for the Future: T_Visionarium Open City (2009) William Klein: Dragon (1969) Clay Perry: Glove Screen (1967) Steen Møller Rasmussen: reconFiguring the CAVE (2001) Wim Riemens: Going to the Heart of the Center of the Garden of Delights (1986) Salli Sachse: Laser Installations and Performances (1976) Bernhard Schmitt: Disappearance (1993), ZKM Panoramic Navigator (1997) Thys Schouten: Laser Installations and Performances (1976) Kirsty Sørensen: Pneutube (1968), Octopus (1968), Cushion (1969), Waterwalk (1969), Grassroll (1969), Brickhill (1969), Televents (1970), Auditorium (1971) Strüwing Reklamefoto: reconFiguring the CAVE (2001) Andrew Tweedie: Waterwalk (1969), Dragon (1969) Oscar van Alphen: Narrative Landscape (1985) Bob van Dantzig: Points of View (1983) C.W. van Vlijmen: Dragon (1969) Franz Wamhof: Extended Virtual Environment (1993), PLACE - a user's manual (1995), Distributed Legible City (1998), Net.Art Browser (1999) Lex Wapenaar: Disillusionary Hommage to Clovis Trouille (1966) Charlot Wissing: Televents (1970)
Template engine powered by GT3themes. Video player powered by jPlayer.


Family & Youth Week provides classes for parents, grandparents, youth, and children. This is a dynamic, relaxing time for families to connect with each other while attending stimulating classes. Youth, whose families are not able to attend, are welcome to attend the special sessions for youth. Children's classes and child care are provided during the morning. Special sessions for men and ladies are intended to encourage their hearts for the ministry God has called them to in the family.
Families should bring a tent, camper, or motor home for overnight lodging. There is limited family lodging available on or near campus. Single persons may sleep in the school dorms. Meals will be served in the dining hall.
Classes begin promptly Monday morning at 8:45 a.m. If possible, we encourage you to come Sunday afternoon, August 4th.
Children will have supervised activities during classes.
Cost will be met by free-will offerings.
Bring along: Bible, bedding and personal items.
Standards listed in the SMBI Handbook will be observed with some exceptions.
Registration fee is $45.00 per family.


text:
Rahaman Ali and H. Ron Brashear's book "That's Muhammad Ali's Brother! My Life on the Undercard" is the First-hand Recollection of Life from Muhammad Ali's Brother
New book "That's Muhammad Ali's Brother! My Life on the Undercard", from Page Publishing authors Rahaman Ali and H. Ron Brashear, with the foreword written by Gene Kilroy, the longtime business manager of Muhammad Ali, is the groundbreaking first-hand story of life as it was in Louisville, KY, and around the globe, through the eyes of the brother of the Greatest of All Time, Muhammad Ali.
(PRWEB) January 17, 2015
Rahaman Ali, who lives a quiet life with his wife Caroline, and H. Ron Brashear, a boxing writer/columnist and IT Director, have finished their book "That's Muhammad Ali's Brother! My Life on the Undercard": a gripping and potent behind-the-scenes recollection of what it was like growing up alongside possibly the most famous person to ever live.
On his inspiration to write this book, author Rahaman Ali said, "There have been a countless number of articles and books written about Muhammad Ali and I have even read that he is one of the most photographed humans in the world. So before leaving this great planet earth, I want to share my life experience with you in an effort for you to gain further insight into what it was like growing up and being the brother of this amazing person by the name of Muhammad Ali." H. Ron Brashear followed with, "My inspiration was to learn even more about my hero / idol Muhammad Ali and having his younger brother to confide in me to help him tell his story is a blessing beyond anything that I could have ever imagined!"
Published by New York City-based Page Publishing, Rahaman Ali and H. Ron Brashear's well-crafted tale is a gripping and potent memoir filled with a plethora of emotion and a tone of honesty that is unforgettable.
The memories the author shares in this book are the ones he will treasure forever. Living through these experiences helped shape his life and made him the man he is today. The author states that he can say for a fact that no other man took as many punches from the champ as he did as a result of the training and sparring sessions that they had over the years.
Readers who wish to experience this gripping work can purchase"That's Muhammad Ali's Brother! My Life on the Undercard" at bookstores everywhere, or online at the Apple iTunes store, Amazon, Google Play or Barnes and Noble with a portion of the proceeds to directly benefit the Muhammad Ali Center in Louisville, Kentucky.
For additional information or media inquiries, contact Page Publishing at 866-315-2708.
About Page Publishing
Page Publishing is a traditional New York based full-service publishing house that handles all of the intricacies involved in publishing its authors' books, including distribution in the world's largest retail outlets and royalty generation. Page Publishing knows that authors need to be free to create - not bogged down with complicated business issues like eBook conversion, establishing wholesale accounts, insurance, shipping, taxes and the like. Its roster of authors can leave behind these tedious, complex and time consuming issues, and focus on their passion: writing and creating. Learn more at http://www.pagepublishing.com.
Mitzi McKenzie
Page Publishing, Inc


text:
MWC 2019: Five Phones We're Excited About
Published 2 years ago: February 27, 2019 at 11:30 am -
Filed to:galaxy fold
Huawei mate xLG V50 ThinQMWC 2019nokiasmartphonessony xperia
Mobile World Congress in Barcelona is currently in full swing with almost every smartphone maker getting in on the action. (The only notable exception is a certain fruit company from Cupertino.) Lots of new handsets were announced. Some are here already, or will be in a week or two, while others remain in limbo between reality and vaporware. Here are the five smartphones I'm most looking forward to playing with.
Image: Samsung
Although it wasn't technically announced at MWC, Samsung gave us our first proper look at the Samsung Galaxy Fold during the show. It won't be the first folding phone on the market – you can buy the Royole FlexPai right now – but it will likely be the first widely released folding smartphone from a mainstream brand.
Samsung Galaxy Fold: Australian Specs, Price And Release Date
2019 will be the year of the folding smartphone and Samsung has revealed a revolutionary device. The Galaxy Fold has the potential to completely redefine the smartphone experience in the same way the iPad changed what we thought a tablet could be.
I'm enthusiastic about the potential of the Galaxy Fold and the other folding smartphones but suspect future versions, that support the use of devices such as the S-Pen when in tablet mode, will be far more useful.
Photo: Sam Rutherford, Gizmodo
Despite rumblings from certain governments and security agencies, Huawei is moving out of the challenger brand category and is a serious contender for Apple's Number Two slot for smartphone hardware shipments.
Its take on the folding phone is different to Samsung's with the display folding around the outside, negating the need for a third external display. The Mate X is also thinner but is likely to cost a little more than the Galaxy Fold.
Huawei's Folding Mate X: Australian Specs, Price And Release Date
It's only taken a few days but the Samsung Fold's leadership in the folding phablet business is already under threat. The Huawei Mate X was unveiled at Mobile World Congress today and while it's slightly larger than its Korean competitor, most reports suggest that it's easier to grasp. And, unlike the Galaxy Fold, Huawei's approach gives you two external displays that open into 8-inches of viewing goodness.
The real proof in the pudding will come when the two are set side by side. And the question of whether the Galaxy Fold will end up with a crease in the centre of the large display, or the Mate X will end up stretched in the middle is still to be resolved. Again, this is a look into the future of mobile devices.
Image: Sony
Sony, through its partnership with Ericsson in the 1990s and 2000s was one of the kings of the smartphone market. But somewhere along the road it lost its way. However, Sony continued to assert its dominance in developing great screens and they've applied that expertise to the new Xperia 1.
The Xperia 1 comes with a Snapdragon 855 processor, 6GB RAM, and 128GB of built-in storage. But it's really all about the display. The 6.5-inch screen runs at 3840 by 1664 4K with support for high-dynamic range (HDR) and Dolby Atmos Audio.
While it might look like a traditional smartphone, it's really more like a portable media centre.
Image: Nokia
Is it a phone that takes pictures or a camera that makes phone calls? That's the question I ask about the Nokia 9 PureView. Equipped with five rear cameras, arranged in a ring, it straddles the line between compact camera and smartphone.
Two of the cameras capture colour images while the other three are black-and-white sensors. They all fire together and the smartphone's software mashes the image data together to create a single, super sharp image that's loaded with detail. Initial reports suggest the images are perhaps even too sharp with edges so well defined as to appear harsh.
Many of my photographer buddies will enjoy getting their hands on this.
Image: LG
While folding displays received lots of attention, LG has taken a different approach. The new V50 ThinQ looks like your run-of-the-mill smartphone but has a connector system that lets you hook up a secondary display using a helper case. The end result looks similar to a Nintendo DS.
LG V50 ThinQ: Australian Specs, Price And Release Date
LG has taken a different approach to the big-screen challenge. Rather than going for a folding display, like Samsung, Huawei and Oppo, LG has decided to go for two separate displays that work in tandem. The dual-screen LG V50 is actually a single-screen handset with an optional secondary display that works via a helper case. The display data is transmitted from the main phone to the second display using a very short-range wireless communication method supplied by Keyssa.
Comms between the primary and secondary screen are handled by a new short-range wireless communication method supplied by Keyssa. Instead of worrying about screen creases or stretching, there's a relatively simple hinge.
While that means there's a gap between the two displays, you'll still have the benefit of more screen real estate. And it makes me want to find someone who'll port the old Game and Watch Donkey Kong game to this handset.


Thе furnіturе for a kitсhen should nоt bе cumbersome, аnd should be sо made аnd dressed as to bе easily clеаnеd. There should be plenty of cupboards, and each for the sаke оf order, shоuld be devоted to a ѕpecial purposе. Cupboards with ѕlіdіng dооrѕ аrе much superior to сlosets. They shоuld be placed upon casters so as to bе easily mоved, as they, аrе thus nоt only more convenient, but admit of more thorough cleanliness.
Cuрboards uѕed for the ѕtorage of food should bе well ventilаted; otherwiѕe, thеу furnіsh choicе condіtіons for the dеvеlopmеnt of mold and gеrms. Movable cupboards may bе ventilated bу meanѕ of оpenings іn the tоp, and dооrs сovered with vеrу fіnе wire gauze which will аdmit the air but keeр out fliеs and duѕt.
Fоr ordinary kitсhen usеs, ѕmаll tables of suitаble hеight on eaѕy-rolling casters, аnd with zinc tops, are the mоst convenіent аnd most еasily keрt clеan. It іs quite аѕ well that they bе mаde wіthоut drawеrѕ, whіch are too apt to become receptаcles for a heterogeneouѕ mass оf rubbіѕh. If desirable to hаvе somе hаndy place for keepіng articlеs which аrе frequently requіred for use, аn arrangement similar to that represented іn the accompanying cut mаy bе mаde аt very small expense. It mаy bе also аn advantagе to arrangе small shelves about аnd abovе the range, on whіch mаy bе kеpt variouѕ articleѕ necessary for cooking purpоses.
One of the most indispensable articleѕ of furnishing for a wеll-appointеd kitchеn, іs a sink; hоwеvеr, a sink must be рroрerly cоnstructed аnd well cared fоr, or it is likely to becоme a sourсe оf grеat danger to the health оf the inmateѕ оf the household. The sink shоuld if possible stand оut from the wall, so аѕ to аllоw frее aссess to all ѕidеѕ of it for the sake of сleanliness. Thе pipeѕ аnd fixtures should bе sеlеctеd аnd plaсed bу a compеtеnt рlumbеr.
Great paіns should bе tаkеn to keeр the рiрes clean and well disinfеctеd. Rеfuѕе оf аll kіnds shоuld bе kеpt out. Thoughtless houѕekeeperѕ and careless domestiсs often аllоw greasу water and bіts of table waste to find their way іntо the pipes. Draіn рiрes usually hаve a bend, or trap, through which watеr сontaining no sеdimеnt flоwѕ freely; but the mеltеd grease which оftеn passes іntо the рiрes mixed with hot water, becomes cооlеd аnd solіd as it descends, adhering to the pipes, аnd graduallу аccumulаting until the draіn іs blocked, or the watеr passes through very slowly. A grеasе-linеd рiрe іs a hotbеd for diseаse gеrms.
Related Posts of "Kitchen Backslash Ideas"


Join us March 20-22 for the EACUBO 2019 Workshop in Boston, MA. The first day of educational sessions is Thursday, March 21.
Take advantage of a discounted rate when you register for both the Workshop and the Next Generation Chief Business Officer (NGCBO) Session.
The registration fee includes continental breakfasts, educational sessions, lunch, and the networking reception. Registrants are required to make their own travel and hotel reservations.
Next Generation Chief Business Officers (NGCBO) session is a full-day session that will address the important issue of leadership in our profession, the CBOs roles on campus, the emerging issues facing higher education, leadership style, career mapping, and more. This session will take place on Wednesday, March 20.
Cancellation notices must be received in writing via email. Registration cancellations will receive a full (100%) refund up to February 5, a 50% refund up to February 26, and no refund after February 26. EACUBO reserves the right to update this policy.
Substitutions of a registered attendee is allowed at any time with the authorization of the person who is no longer able to attend. Send the name of the registrant and substitute attendee's name and contact information to EACUBO by email.
All attendees of the EACUBO 2019 Workshop agree to comply with all rules and conditions of the meeting, including all rules in the program, all rules in correspondence regarding the Annual Workshop, and all rules that are posted onsite at the meeting.
You may complete your online registration with one of the following payment methods: American Express, MasterCard or Visa. To pay by check, complete the registration form and mail to EACUBO, 1110 Vermont Avenue NW, Suite 800, Washington, DC 20005.
A confirmation will be emailed upon receipt of registration. If you do not receive a confirmation email, please contact our office at (202) 861-2595 or by email.


A tribute to one of the greatest British films of all time "You're only supposed to blow the bloody doors off" by Michael Cain is a favourite movie one-liner, and don't we all just love to say it!
The entrance to your evening will be enhanced with a stunning Alpine backdrop guarded by the Mafia with the music track of 'Getta Bloomin' Move On' playing in the background.
As Charlie Crocker works with Camp Freddie to pull off a gold bullion robbery in Turin, by sabotaging the city's computerised traffic control system, we'll have decorated your function room with Italian Football Bunting, heroic British Mini Coopers and Mr Bridger's jail.
The jail will be adorned with pictures of the British royal family and a framed photograph of Queen Elizabeth II.
How will you get away with chocolate gold bullion bars in this cliff hanger of an evening - Hang on a minute lads, I've got a great idea!
Race your Minis on our giant Scalextric Grand Prix track, avoid the wedding in progress and the Italian police in their Alfa Romeos. Don't get lost in the sewer pipes. Manoeuvre the hairpin bends and see if you can successfully negotiate the moving ramp into the moving Bedford coach.
Matt Munro tribute act singing "On Days Like These"


Hello! Glad you could be here and follow our adventures!
This blog is managed by two people: Diana and Andreea. We just finished our undergraduate degree in Media & Communication (Events + PR) at Birmingham City University and now we're ready for our next big adventure! We met here, in Birmingham, by pure chance, and now we want to experience London and all its Events and PR opportunities!
This place is a good way to record our ups and downs, success, failure, and everything in between! It's also a good way to help anybody that wants to move to London.
However, take our advice with a grain of salt, as our circumstances can be different from yours. We are not UK citizens, but we've been living in the UK for the past three years. So we already know what to expect, we're more used to prices here (even though London is more expensive than Birmingham, at least they're closer than London and our home city), the people, shops, mannerisms, etc.
But feel free to ask us anything! About tickets, travelling, what we pack, what we wish we had packed, prices, getting lost, anything!


The impossibility, at a fundamental level, of distinguishing between gravity and other forms of acceleration is of course the foundational principle of General Relativity. So Einstein is about to be overthrown?
And this is the publication that those in the worlds of finance and politics trust! No wonder the West is going to Hell in a handbasket….
The truth is that that what has been made so far is a bulky but (presumably) accurate linear accelerometer. Accelerometers are useful to a vehicle which is manoeuvring vigorously and not in contact with the Earth's surface, such as an aircraft or spacecraft. If however you are stationary with respect to the Earth's surface (or able to move in a straight line in a sedate fashion while an accurate measurement is made, as a submarine can easily do) you do not need accelerometers to find your position. What you need to know is the direction of the centre of the Earth, your own absolute orientation, and the time. In other words a pendulum, a gyrocompass and a clock.
The lack of a perfect gyrocompass is the challenge. Existing laser ring gyros have a drift of a few ten-thousandths of a degree per hour: as the centre of the Earth is 6,400 kilometres away, this adds up to about one kilometre a day.
But that's quite some way from what the British group are currently attempting!


The aim of this section is to give you an outline of how on-line blackjack for real money works on the internet work. Players who are new to the online gambling world should research this part earlier than taking part in at any casino. 3. Made repeated unsuccessful efforts to regulate, cut again, or stop gambling? Publisher: Jay Valiya iPhone sport development market is thriving, thanks to the efforts of 1000's of creative corporations and people concerned in development games for iPhone. And naturally, don't neglect to verify whether or not the sport you like is available in flash format. Gamers can even seek for specific forms of casino games online, like baccarat, bingo, keno, or poker, or progressive slots. With over 500 free slots to select from we have one in all the largest assortment of slot games that may be performed on-line for enjoyable and free of charge. At Casinoval casino on-line we provide our patrons the choice of enjoying for enjoyable or you've got the option of enjoying for actual money and getting exciting casino deposit bonuses.
The supplier's choices, then, are automated on all plays, whereas the player always has the choice of taking a number of cards. Then, you must be both completely satisfied and sad. Ensure you read the data provided for such issues as the limits, payout processing time, any potential prices, and other important info supplied. After all there are various issues that can affect the success of a distinct segment blog. There are additionally bonus rounds, free bonus video games, random jackpots, and so rather more. People with anticipations to grasp about bandar ceme together with different factors can feel free to visit listed here. In case you merely present up at an on line casino to play the table video video games it's usually easy to get them to give you a free room for the night, notably if you are successful. Do not be afraid. If you know the fundamentals of 5-card stud poker, you will match proper in at the Caribbean Stud Poker table. Studying technical analysis will help you recognize what might happen in the future by studying the past. It contains two analyses: buy behavior evaluation and buyer analysis.
How can your self comprehend if the 12 months job handle software program or period billing computer software on your own are transferring in route of purchase is great significance your funds? Some persons are doing intensive profession researching, writing resumes, scheduling job interviews, whereas others are looking at the Internet to "Make Easy Money Online". Money back rewards are for probably the most half supplied to players when they manage misfortunes. You may need to waste money on your Whirlpool dryer to your matter-has prolonged been particular person to selected them or shred them into the 1980s, nineteen nineties and 2000s,. If these don't wish to get back to its coldest position. I imply when a player have misplaced just a few rounds with his sports betting system, his greed will attempt to make him earn back what he lost. 918kiss casino Writer: Chris Malovetz An internet search is a good idea, and is the technique to go when attempting to add a video in html - you'll see what i mean momentarily, and you will be pleased.
Writer: Steven Hendricks In case you love watching NBA games, you will certainly love betting on it too! Particularly, I like the most recent model which is Wicked Winnings III. Hopefully, this may show you how to escape our similar destiny. There are many reliable sources and from the development, you will be saved within the death of a person, if the ancestor, or a minute ago everybody in history. Inside this circumstance consistently antivirus plans observe a heuristic approach (Heuristic method or tactic are made use of in the direction of dashing up the method towards uncover improved technique, wherever there isn't any other various or exhaustive seem is impractical). Traces 1100-1113 are made use of in the direction of observe identify prices, final processing prices, and so forth. Writer: Payton David Would you like to search out out more information concerning the football betting on-line system called Football Betting Code? That way, it's very uncommon to find no deposit bonuses meant for roulette or blackjack.
adelinewilcox is using Hatena Blog. Would you like to try it too?


Mr. Des Ruisseaux is an Independent Economist, with Degrees in Finance and International Economics; he is an Honors Graduate from the Sawyer School of Management (SSOM-Finance) and the Beacon Institute (An economic think tank from the Archer School of Economics) at Suffolk University in Boston, MA. He is an honorary member of the International Financial Management Association (IFMA) based in Tampa FL, and is also an honorary member of Omicron Delta Epsilon (ОΔΕ: International Honor Society in Economics). He holds a Doctorate Degree in International Affairs from Rhema University, in Florida. He is the Founder and CEO of the Caribbean Broadcasting Television of America, Inc. (CBTV). He is a qualified and experienced program director, with outstanding skills in financing and economic development. Mr. Des Ruisseaux's innovativeness and creative skills have produced marquee programs that continue to meet the needs of the West Indian-American community. Mr. Des Ruisseaux was a Tactical Combat Engineer in the United States Marine Corps. (Semper Fidelis- Always Faithful) Semper Fi.


Kose, Satoshi. "Universal Design: Guiding Concepts for the Ageing Society." In Metropolis 2000 - Which Perspectives? Cities, Social Life and Sustainable Development: IAPS 16 Conference Proceedings on CD-Rom. IAPS. Paris, France, 2000.


text:
The fire tower on top of Kent's own Mount Nimham, itself more than 1200 feet high, stands 90 feet above the mountain top making it the tallest existing fire tower in New York State. While Mount Nimham is not the tallest peak in our County (that honor goes to Bull Hill, sometimes known as Mount Taurus, in Philipstown) the view from the fire tower is all-encompassing, taking in NYC to the south through to the Berkshires and the Catskills 75 miles away.
Great fires in the early 1900s destroyed millions of acres of forest in New York, leading to the creation of state fire districts. Fire towers were erected on mountains in these districts from which spotters could quickly locate potentially dangerous fires sparked by railroad locomotives, careless hunters or residents burning brush.
Located in the Taconic Hills about 60 miles north of New York City and in the heart of Putnam County, the Mount Nimham fire tower was built by the State of New York and the CCC in 1940. The 90 foot International Derrick and Equipment Company fire tower with a 7′ x 7′ metal cab is located on state forestland. The Mount Nimham fire tower is listed with the National Historic Lookout Register.
Although not used for fire detection in many years, the fire tower site was maintained as a radio repeater site for Putnam County Emergency Services. A new communications tower for these services now stands nearby.
In the mid-1990s, the Town of Kent's Conservation Advisory Committee (KCAC) and PLAN Kent, a group of interested citizens, met to discuss the deteriorating condition of the steel fire tower in the hope of organizing a restoration.
The Friends of Mount Nimham was formed at that meeting, and, with the endorsement of the New York State Department of Environmental Conservation (NYSDEC), was granted stewardship of this historic fire tower.
In 2006, after many years of dedicated effort, the volunteers of the Friends of Mount Nimham completed the fire tower restoration and today the fire tower again offers majestic views of the area. On a clear day you can see south to New York City, west to the Catskills and north to the Taconics and Berkshire foothills. Also visible in this scenic panorama are Poughkeepsie, Beacon, the entire Croton River watershed, all of Putnam County and parts of Connecticut. In the distance to the west, the Shawangunks, Marlboro Hills and Harriman State Park form a virtually unbroken line of impressive heights and preserved recreational open spaces.
Currently, the Kent CAC maintains the fire tower under a stewardship agreement with the NYSDEC.
Many thanks to Jeff Green for permission to adapt this article which originally appeared on www.planputnam.org in September, 2006 for use here.
1 thought on "Mount Nimham Fire Tower"
Pingback: Fire Tower Floor Project | kentcac.info