text:
Mercedes-Benz GLC vs. Volvo XC40
When we compare the Mercedes-Benz GLC to the Volvo XC40, the Mercedes-Benz GLC has the advantage in the areas of typical lower range of pricing for one- to five-year-old used cars and base engine power. The Volvo XC40 has the advantage in the areas of new vehicle base pricing and fuel efficiency. Based on this comparison of the Mercedes-Benz GLC versus the Volvo XC40, the two cars are fairly comparable.
Mercedes-Benz GLC versus Volvo XC40 Pricing
A one- to five-year-old used Mercedes-Benz GLC ranges from $29,989 to $53,460 while a used Volvo XC40 from the same model year range is priced between $29,999 to $40,994. For a new model, the Mercedes-Benz GLC's price is between $47,381 and $63,699, with the Volvo XC40 priced between $41,887 and $51,530.
For engine performance, the Mercedes-Benz GLC's base engine makes 255 horsepower, and the Volvo XC40 base engine makes 194 horsepower. The GLC is rated to deliver an average of 24 miles per gallon, with a highway range of 470 miles. The XC40 is rated to deliver an average of 27 miles per gallon, with a highway range of 454 miles. Both models use premium unleaded.
The Mercedes-Benz GLC has the advantage of offering higher payload capacity, while the Volvo XC40 has the advantage of offering higher ground clearance.
When comparing crash test ratings from NHTSA, both the Mercedes-Benz GLC and the Volvo XC40 have the same average safety rating of 5 out of 5 Stars. When comparing IIHS evaluations, the Volvo XC40 has the better rating with a Top Safety Pick+ award compared to the Mercedes-Benz GLC's Top Safety Pick award.
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Probably the most conveniently situated Palmer Ranch real estate lies in the golf community of Country Club of Sarasota. The impressive single family homes line the sprawling greens of TPC Prestancia golf course and are within proximity to Serendipity racquet club as it is also in the Country Club of Sarasota community.
Prospective homeowners who are thinking of relocating to Sarasota for that relaxed Florida lifestyle must check out the remarkable Country Club of Sarasota homes for sale. Owning real estate in this community will cost you from the $300,000s for a 1500-square-ft single family residence up to $1.3 million dollars for a 5,800-square-ft executive residence. These lofty prices are justified by the artfully maintained landscape in posh country club settings under the warm tropical paradise sun.
Country Club of Sarasota real estate is nestled on an expanse of gently sloping lawns peppered with a number of scenic lakes and naturally preserved trees, all of which add the right amount of coolness to the vicinity. To the west of the extensive neighborhood are the Har-Tru tennis courts of Serendipity, a foremost racquet and tennis club in Sarasota that features three membership packages for flexibility.
Residents may avail of the Full Membership to gain access to "everything the club has to offer." Everything, in this case, includes the 19 Har-Tru tennis courts, tennis lessons, fitness classes, personal training, spa services and reciprocal privileges to Prestancia. The Athletic Membership provides access to the Olympic size heated swimming pool, fitness classes, and spa services. For those who only need pool access, the Aquatics Membership is most suitable.
To the east is the equally prestigious TPC Prestancia's awe-inspiring Mediterranean-style clubhouse. Aside from the 36-hole golf course, the club offers conference rooms and banquet services for both indoor and outdoor functions. Golf tournaments are held throughout the year, and themed parties add a dash of excitement to the dignified surroundings. The club is also an excellent way for members to socialize and engage in philanthropic work. In total, the TPC network of golf clubs has hosted 205 PGA tournaments, evidence of the continuous effort put into maintaining quality courses for leisure and competition purposes.
Outside of Palmer Ranch, residents can enjoy other first-rate activities, like yachting in the Gulf of Mexico or visiting the John and Mable Ringling Museum of Art. Wandering in the carefully planned St. Armands Circle is another must-do in Sarasota, as is lounging in one of the nearby keys' perfect beaches.


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Home » News » Lawsuit Filed Against CalTrans For Unmarked Barrier That Lead To Crash
Lawsuit Filed Against CalTrans For Unmarked Barrier That Lead To Crash
Posted by Michael Simmrin on June 21, 2019 |	Categories: News
Poorly marked or unmarked roadways, signs, and barriers can cause severe and even tragic accidents. This is something that former Muay Thai champion; Chris Bonilla is all-too-familiar with.
Related: Fatal Crash Turns To Homicide Based On New Evidence
According to a story appearing on the Bloody Elbow website, Bonilla has filed suit against the California Department of Transportation after being in a horrific accident that nearly cost him his leg.
Related: Truck Driver To Stand Trial For Crashing Into Crash Scene In 2016
The 2018 accident, according to Bonilla, was caused by an unmarked barrier along the 10 Freeway in West Covina. Bonilla was approximately 20 miles outside of Los Angeles when he had to pull his vehicle over to the side of the road. As he did so, he struck an unmarked barrier crushing the front of his car. The impact severed Bonilla's left leg. He was also left with a broken collarbone and a broken clavicle.
Related: Dui Driver Turns Herself In After Crash Results In The Death Of 2 Innocent People
Doctors performed four surgeries and were able to reattach the lower portion of Bonilla's leg. The injury was so extensive, however, that doctors fear he may still need to have the limb amputated. If the leg can be saved, Bonilla will likely be facing issues of mobility for the rest of his life.
This means that the former champion's days of competition are more than likely over.
By the end of last year, Bonilla's medical expenses were more than $900,000. A GoFundMe page has been set up to help Bonilla with the expenses.
Bonilla is now suing the state of California, alleging that it failed to provide necessary protections to prevent the accident and resulting injuries that he suffered as a result.
How Do You Turn Yourself In For A Warrant In California?
What Happens When A Warrant Is Issued For Your Arrest In California?
What Should You Do If You Are Served a Bench Warrant in California?
What Are The Financial Penalties For White Collar Crime?

redpajama_set_name: RedPajamaCommonCrawl


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Panasonic Lumix DMC-TS1 Reviews and Resources
January 27, 2009 By Eric Reagan Leave a Comment
The Panasonic Lumix DMC-TS1 is a 12.1 megapixel point and shoot camera, which features a 4.6x optical zoom and 2.7″ LCD screen. The TS1's claim to fame is its purported robust build, which Panasonic touts as waterproof, shockproof and deathproof dustproof. All of these features garner a $399.95 retail price tag and it should be available in April 2009. Check availability on Amazon.com.
Panasonic Lumix DMC-TS1 Reviews
Imaging Resource
Panasonic has produced a real winner with the Lumix TS1: a digital camera that you can take anywhere, rain or shine, underwater, and you can even mistreat it and it'll still turn in better photos than many other digital cameras on the market.
More details in the press release below.
MIAMI, FL (January 27, 2009) – Panasonic today introduced the LUMIX DMC-TS1, the world's first*1 waterproof, shockproof and dustproof digital camera*2 to also feature AVCHD Lite High Definition (HD) video recording capabilities*3. The TS1's tough and rugged design makes it the ideal choice for active users needing the ultimate hybrid for capturing both still and motion images during outdoor activities. The LUMIX TS1, with a 12.1 megapixel resolution, features a 28mm wide-angle LEICA DC VARIO-ELMAR lens, a 4.6x optical zoom and Panasonic's proprietary iA (Intelligent Auto) mode, making this an easy-to-use, yet powerful camera that packs advanced imaging features.
"Many consumers are hesitant to take their digital cameras on outdoor activities like skiing, hiking, boating or even a day at the beach, for fear it will be damaged. With the introduction of the LUMIX TS1, we offer a digital camera with a rugged design that consumers can feel confident using in these tough environments," said David Briganti, National Marketing Manager, Imaging, Panasonic Consumer Electronics Company. "Even more, with the ability to take both beautiful high-quality still images and High Definition video, with AVCHD Lite, the TS1 offers a powerful one-two punch to capture memories that can later be shared with friends and family."
The TS1 is waterproof to a depth of 10 feet, shockproof from falls up to 5 feet, and dustproof. With its rubber padding, reinforced glass and carbon resins inside the camera, the TS1 features an airtight body protected against water immersion, dust and sand.
Starting at the 28mm wide angle, and zooming up to a useful 128mm in telephoto, the TS1 gives users the flexibility for a variety of shooting environments – especially underwater, where movement is often restricted and the angle of view becomes important for composing shots. The TS1 also features a 2.7-inch, 230,000-dot Intelligent LCD with a wide viewing angle, enhancing visibility during recording and playback by automatic brightness control according to the environment's lighting conditions. Plus, the TS1's LCD panel is deliberately thickened for protection against pressure, allowing the display to operate with clear visibility even underwater.
The TS1 records AVCHD Lite HD video, allowing almost double the recording time in HD quality compared with the conventional Motion JPEG format. The TS1 also features Dolby Digital Creator to record high quality audio to match the high-quality motion images.
Also new in 2009, the TS1 features iA mode for both still images and in Movie Mode. For iA in Movie Mode, the TS1 features Optical Image Stabilization (O.I.S.), which helps prevent handshake when using high-powered zoom. Face Detection automatically detects a face in a frame and adjusts focus, exposure, contrast, and skin complexion on the face. Intelligent Exposure continually checks the ambient light level and adjusts the exposure setting as conditions change to prevent blown highlights and blocked shadows. And Intelligent Scene Selector automatically switches between Normal, Portrait, Macro, Scenery, and Low Light modes according to the situation to optimize visual quality. A Wind Cut function is also available to block out most of the noise from background wind. Optical zoom can be used in motion image recording. Users can start video recording by simply pressing a dedicated button on the camera's back panel.
The TS1's iA for still image adds Face Recognition*4 – a feature that "remembers" faces from previous shots. When a registered face appears in the frame, the camera will prioritize focus and exposure to capture it beautifully. With Face Recognition, when a familiar face is recorded several times, the camera will prompt you to register the face. Once registered, if the face appears into the frame again, the camera will display the name specified for that person and prioritize focus and exposure so that the registered face is bright and sharply focused.
The imaging power of LUMIX has further evolved with the Venus Engine HD, which boasts two CPUs to provide approx. 2.4x processing capability and support for Face Recognition, AVCHD Lite and HDMI output. It integrates the numerous advanced functions with high performance, and low-power consumption. Thanks to the Venus Engine HD, it's easy to view photos or movies recorded in AVCHD Lite. Simply insert the SD Memory Card from the camera in the Panasonic VIERA® HDTV's Image Viewer SD Memory Card slot to start playback, or connect the camera via an optional HDMI mini cable to a VIERA Link™-equipped Panasonic VIERA HDTV and use the TV's remote control to run slideshows*5.
This multi-task image-processing engine also enables a fast response time. The TS1 starts up quickly in 1.3 seconds and shutter release time lag is approximately 0.005 seconds, making it easy to capture sudden, spur-of-the-moment photo opportunities. The Flash Burst mode makes it possible to take consecutive shots with continuous emissions of the flash*6. The Venus Engine HD also supports a High Sensitivity mode that lets the TS1 record up to ISO 6400*7, sensitive enough to capture subjects in near-total darkness without using a flash. Despite its outstanding performance, the high performance engine is also more energy efficient, extending the battery life up to 340 shots (CIPA) per a single charge.
The Panasonic LUMIX DMC-TS1 will be available in silver, green or orange models in April 2009 for a suggested retail price of $399.95. For more information, please visit www.panasonic.com/lumix.
Filed Under: Panasonic Tagged With: digital camera reviews, Panasonic Lumix DMC-TS1


text:
/**
 * @module og/renderer/RendererEvents
 */

'use strict';

import { Events } from '../Events.js';
import { input } from '../input/input.js';
import { KeyboardHandler } from '../input/KeyboardHandler.js';
import { MouseHandler } from '../input/MouseHandler.js';
import { TouchHandler } from '../input/TouchHandler.js';
import { Vec2 } from '../math/Vec2.js';
import { Vec3 } from '../math/Vec3.js';

const LB_M = 0b0001;
const RB_M = 0b0010;
const MB_M = 0b0100;

/**
 * Renderer events handler.
 * @class
 * @param {og.Renderer} renderer - Renderer object, events that works for.
 */
class RendererEvents extends Events {
    constructor(renderer) {

        super(EVENT_NAMES);

        /**
         * Assigned renderer.
         * @public
         * @type {og.Renderer}
         */
        this.renderer = renderer;

        /**
         * Low level touch events handler.
         * @private
         * @type {og.input.TouchHandler}
         */
        this._touchHandler = new TouchHandler(renderer.handler.canvas);

        /**
         * Low level mouse events handler.
         * @private
         * @type {og.input.MouseHandler}
         */
        this._mouseHandler = new MouseHandler(renderer.handler.canvas);

        /**
         * Low level keyboard events handler.
         * @private
         * @type {og.input.KeyboardHandler}
         */
        this._keyboardHandler = new KeyboardHandler();

        this._active = true;

        this.clickRadius = 15;

        /**
         * Current mouse state.
         * @public
         * @enum {Object}
         */
        this.mouseState = {
            /** Current mouse X position. */
            x: 0,
            /** Current mouse Y position. */
            y: 0,
            /** Current mouse X position from 0 to 1 */
            nx: 0,
            /** Current mouse Y position from 0 to 1 */
            ny: 0,
            /** Previous mouse X position. */
            prev_x: 0,
            /** Previous mouse Y position. */
            prev_y: 0,
            /** Screen mouse position world direction. */
            direction: new Vec3(),
            /** Left mouse button has stopped pushing down right now.*/
            leftButtonUp: false,
            /** Right mouse button has stopped pushing down right now.*/
            rightButtonUp: false,
            /** Middle mouse button has stopped pushing down right now.*/
            middleButtonUp: false,
            /** Left mouse button has pushed now.*/
            leftButtonDown: false,
            /** Right mouse button has pushed now.*/
            rightButtonDown: false,
            /** Middle mouse button has pushed now.*/
            middleButtonDown: false,
            /** Left mouse button is pushing.*/
            leftButtonHold: false,
            /** Right mouse button is pushing.*/
            rightButtonHold: false,
            /** Middle mouse button is pushing.*/
            middleButtonHold: false,
            /** Left mouse button has clicked twice now.*/
            leftButtonDoubleClick: false,
            /** Right mouse button has clicked twice now.*/
            rightButtonDoubleClick: false,
            /** Middle mouse button has clicked twice now.*/
            middleButtonDoubleClick: false,
            /** Left mouse button has clicked now. */
            leftButtonClick: false,
            /** Right mouse button has clicked now. */
            rightButtonClick: false,
            /** Middle mouse button has clicked now. */
            middleButtonClick: false,
            /** Mouse is moving now. */
            moving: false,
            /** Mouse has just stopped now. */
            justStopped: false,
            /** Mose double click delay response time.*/
            doubleClickDelay: 500,
            /** Mose click delay response time.*/
            clickDelay: 200,
            /** Mouse wheel. */
            wheelDelta: 0,
            /** JavaScript mouse system event message. */
            sys: null,
            /** Current picking object. */
            pickingObject: null,
            /** Renderer instanve. */
            renderer: renderer
        };

        /**
         * Current touch state.
         * @public
         * @enum {Object}
         */
        this.touchState = {
            /** Touching is moving now. */
            moving: false,
            /** Touch has ended right now.*/
            touchEnd: false,
            /** Touch has started right now.*/
            touchStart: false,
            /** Touch canceled.*/
            touchCancel: false,
            /** Touched twice.*/
            doubleTouch: false,
            /** Double touching responce delay.*/
            doubleTouchDelay: 550,
            /** Double touching responce radius in screen pixels.*/
            doubleTouchRadius: 10,
            /** Current touch X - coordinate. */
            x: 0,
            /** Current touch Y - coordinate. */
            y: 0,
            /** Current touch X - coordinate from 0 to 1 */
            nx: 0,
            /** Current touch Y - coordinate from 0 to 1 */
            ny: 0,
            /** Previous touch X coordinate. */
            prev_x: 0,
            /** Previous touch Y coordinate. */
            prev_y: 0,
            /** JavaScript touching system event message. */
            sys: null,
            /** Current touched(picking) object. */
            pickingObject: null,
            /** Renderer instanve. */
            renderer: renderer
        };

        this._dblTchCoords = new Vec2();
        this._oneTouchStart = false;
        this._dblTchBegins = 0;
        this._mousestopThread = null;
        this._ldblClkBegins = 0;
        this._rdblClkBegins = 0;
        this._mdblClkBegins = 0;
        this._lClkBegins = 0;
        this._rClkBegins = 0;
        this._mClkBegins = 0;
        this._lclickX = 0;
        this._lclickY = 0;
        this._rclickX = 0;
        this._rclickY = 0;
        this._mclickX = 0;
        this._mclickY = 0;
    }

    get active() {
        return this._active;
    }

    set active(act) {
        this._active = act;
        this._keyboardHandler.setActivity(act);
    }

    /**
     * Used in render node frame.
     * @public
     */
    handleEvents() {
        if (this._active) {
            this.mouseState.direction = this.renderer.activeCamera.unproject(this.mouseState.x, this.mouseState.y);
            this.entityPickingEvents();
            this._keyboardHandler.handleEvents();
            this.handleMouseEvents();
            this.handleTouchEvents();
        }
    }

    /**
     * Set render event callback.
     * @public
     * @param {string} name - Event name
     * @param {eventCallback} callback - Callback function
     * @param {number} [key] - Key code from og.input
     * @param {*} sender - Callback context
     * @param {number} [priority] - Event callback priority
     */
    on(name, p0, p1, p2, p3) {
        if (name === "keypress" || name === "charkeypress" || name === "keyfree") {
            this._keyboardHandler.addEvent(name, p2, p1, p0, p3);
        } else {
            super.on(name, p0, p1, p2);
        }
    }

    /**
     * TODO: DOESNT WORK!!!
     * @param {any} name
     * @param {any} callback
     */
    off(name, callback) {
        if (name === "keypress" || name === "charkeypress" || name === "keyfree") {
            this._keyboardHandler.removeEvent(name, callback);
        } else {
            super.off(name, callback);
        }
    }

    /**
     * Check key is pressed.
     * @public
     * @param {number} keyCode - Key code
     * @return {boolean}
     */
    isKeyPressed(keyCode) {
        return this._keyboardHandler.isKeyPressed(keyCode);
    }

    releaseKeys() {
        this._keyboardHandler.releaseKeys();
    }

    /**
     * Renderer events initialization.
     * @public
     */
    initialize() {

        this._mouseHandler.setEvent("mouseup", this, this.onMouseUp);
        this._mouseHandler.setEvent("mousemove", this, this.onMouseMove);
        this._mouseHandler.setEvent("mousedown", this, this.onMouseDown);
        this._mouseHandler.setEvent("mousewheel", this, this.onMouseWheel);
        this._mouseHandler.setEvent("mouseleave", this, this.onMouseLeave);
        this._mouseHandler.setEvent("mouseenter", this, this.onMouseEnter);

        this._touchHandler.setEvent("touchstart", this, this.onTouchStart);
        this._touchHandler.setEvent("touchend", this, this.onTouchEnd);
        this._touchHandler.setEvent("touchcancel", this, this.onTouchCancel);
        this._touchHandler.setEvent("touchmove", this, this.onTouchMove);
    }

    /**
     * @private
     */
    onMouseWheel(event) {
        this.mouseState.wheelDelta = event.wheelDelta;
    }

    /**
     * @private
     */
    onMouseMove(event, sys) {

        let b = sys.buttons;

        if (b & LB_M) {
            this.mouseState.leftButtonDown = true;
        } else {
            this.mouseState.leftButtonHold = false;
            this.mouseState.leftButtonDown = false;
        }

        if (b & RB_M) {
            this.mouseState.rightButtonDown = true;
        } else {
            this.mouseState.rightButtonHold = false;
            this.mouseState.rightButtonDown = false;
        }

        if (b & MB_M) {
            this.mouseState.middleButtonDown = true;
        } else {
            this.mouseState.middleButtonHold = false;
            this.mouseState.middleButtonDown = false;
        }

        var ms = this.mouseState;
        ms.sys = event;

        let ex = event.clientX,
            ey = event.clientY,
            r = this.clickRadius;

        if (Math.abs(this._lclickX - ex) >= r &&
            Math.abs(this._lclickY - ey) >= r) {
            this._ldblClkBegins = 0;
            this._lClkBegins = 0;
        }

        if (Math.abs(this._rclickX - ex) >= r &&
            Math.abs(this._rclickY - ey) >= r) {
            this._rdblClkBegins = 0;
            this._rClkBegins = 0;
        }

        if (Math.abs(this._mclickX - ex) >= r &&
            Math.abs(this._mclickY - ey) >= r) {
            this._mdblClkBegins = 0;
            this._mClkBegins = 0;
        }

        if (ms.x === event.clientX && ms.y === event.clientY) {
            return;
        }

        ms.x = event.clientX;
        ms.y = event.clientY;

        var cnv = this.renderer.handler.canvas;
        ms.nx = ms.x / cnv.width;
        ms.ny = ms.y / cnv.height;

        ms.moving = true;

        //dispatch stop mouse event
        clearTimeout(this._mousestopThread);
        this._mousestopThread = setTimeout(function () {
            ms.justStopped = true;
        }, 100);
    }

    onMouseLeave(event) {
        this.dispatch(this.mouseleave, event);

    }

    onMouseEnter(event) {
        this.dispatch(this.mouseenter, event);
    }

    /**
     * @private
     */
    onMouseDown(event) {

        if (event.button === input.MB_LEFT) {
            this._lClkBegins = window.performance.now();
            this._lclickX = event.clientX;
            this._lclickY = event.clientY;
            this.mouseState.sys = event;
            this.mouseState.leftButtonDown = true;
        } else if (event.button === input.MB_RIGHT) {
            this._rClkBegins = window.performance.now();
            this._rclickX = event.clientX;
            this._rclickY = event.clientY;
            this.mouseState.sys = event;
            this.mouseState.rightButtonDown = true;
        } else if (event.button === input.MB_MIDDLE) {
            this._mClkBegins = window.performance.now();
            this._mclickX = event.clientX;
            this._mclickY = event.clientY;
            this.mouseState.sys = event;
            this.mouseState.middleButtonDown = true;
        }
    }

    /**
     * @private
     */
    onMouseUp(event) {
        var ms = this.mouseState;
        ms.sys = event;
        var t = window.performance.now();

        if (event.button === input.MB_LEFT) {
            ms.leftButtonDown = false;
            ms.leftButtonUp = true;

            if (Math.abs(this._lclickX - event.clientX) < this.clickRadius &&
                Math.abs(this._lclickY - event.clientY) < this.clickRadius &&
                (t - this._lClkBegins <= ms.clickDelay)) {

                if (this._ldblClkBegins) {
                    let deltatime = window.performance.now() - this._ldblClkBegins;
                    if (deltatime <= ms.doubleClickDelay) {
                        ms.leftButtonDoubleClick = true;
                    }
                    this._ldblClkBegins = 0;
                } else {
                    this._ldblClkBegins = window.performance.now();
                }

                ms.leftButtonClick = true;
                this._lClkBegins = 0;
            }

        } else if (event.button === input.MB_RIGHT) {
            ms.rightButtonDown = false;
            ms.rightButtonUp = true;

            if (Math.abs(this._rclickX - event.clientX) < this.clickRadius &&
                Math.abs(this._rclickY - event.clientY) < this.clickRadius &&
                (t - this._rClkBegins <= ms.clickDelay)) {

                if (this._rdblClkBegins) {
                    let deltatime = window.performance.now() - this._rdblClkBegins;
                    if (deltatime <= ms.doubleClickDelay) {
                        ms.rightButtonDoubleClick = true;
                    }
                    this._rdblClkBegins = 0;
                } else {
                    this._rdblClkBegins = window.performance.now();
                }

                ms.rightButtonClick = true;
                this._rClkBegins = 0;
            }
        } else if (event.button === input.MB_MIDDLE) {
            ms.middleButtonDown = false;
            ms.middleButtonUp = true;

            if (Math.abs(this._mclickX - event.clientX) < this.clickRadius &&
                Math.abs(this._mclickY - event.clientY) < this.clickRadius &&
                (t - this._mClkBegins <= ms.clickDelay)) {

                if (this._mdblClkBegins) {
                    var deltatime = window.performance.now() - this._mdblClkBegins;
                    if (deltatime <= ms.doubleClickDelay) {
                        ms.middleButtonDoubleClick = true;
                    }
                    this._mdblClkBegins = 0;
                } else {
                    this._mdblClkBegins = window.performance.now();
                }

                ms.middleButtonClick = true;
                this._mClkBegins = 0;
            }
        }
    }

    /**
     * @private
     */
    onTouchStart(event) {
        var ts = this.touchState;
        ts.sys = event;
        ts.x = event.touches.item(0).clientX - event.offsetLeft;
        ts.y = event.touches.item(0).clientY - event.offsetTop;
        var cnv = this.renderer.handler.canvas;
        ts.nx = ts.x / cnv.width;
        ts.ny = ts.y / cnv.height;
        ts.prev_x = ts.x;
        ts.prev_y = ts.y;
        ts.touchStart = true;

        if (event.touches.length === 1) {
            this._dblTchCoords.x = ts.x;
            this._dblTchCoords.y = ts.y;
            this._oneTouchStart = true;
        } else {
            this._oneTouchStart = false;
        }
    }

    /**
     * @private
     */
    onTouchEnd(event) {
        var ts = this.touchState;
        ts.sys = event;
        ts.touchEnd = true;

        if (event.touches.length === 0) {

            ts.prev_x = ts.x;
            ts.prev_y = ts.y;

            if (this._oneTouchStart) {

                if (this._dblTchBegins) {
                    var deltatime = window.performance.now() - this._dblTchBegins;
                    if (deltatime <= ts.doubleTouchDelay) {
                        ts.doubleTouch = true;
                    }
                    this._dblTchBegins = 0;
                }
                this._dblTchBegins = window.performance.now();
                this._oneTouchStart = false;
            }
        }
    }

    /**
     * @private
     */
    onTouchCancel(event) {
        var ts = this.touchState;
        ts.sys = event;
        ts.touchCancel = true;
    }

    /**
     * @private
     */
    onTouchMove(event) {
        var ts = this.touchState;
        ts.x = event.touches.item(0).clientX - event.offsetLeft;
        ts.y = event.touches.item(0).clientY - event.offsetTop;
        var cnv = this.renderer.handler.canvas;
        ts.nx = ts.x / cnv.width;
        ts.ny = ts.y / cnv.height;
        ts.sys = event;
        ts.moving = true;
        this._dblTchBegins = 0;
        this._oneTouchStart = false;
    }

    /**
     * @private
     */
    entityPickingEvents() {
        var ts = this.touchState,
            ms = this.mouseState;

        if (!(ms.leftButtonHold || ms.rightButtonHold || ms.middleButtonHold)) {

            var r = this.renderer;

            var o = r.colorObjects;

            var c = r._currPickingColor,
                p = r._prevPickingColor;

            ms.pickingObject = null;
            ts.pickingObject = null;

            var co = o && o[c[0] + "_" + c[1] + "_" + c[2]];

            ms.pickingObject = co;
            ts.pickingObject = co;

            //object changed
            if (c[0] != p[0] || c[1] != p[1] || c[2] != p[2]) {
                //current black
                if (!(c[0] || c[1] || c[2])) {
                    let po = o[p[0] + "_" + p[1] + "_" + p[2]];
                    if (po) {
                        let pe = po.rendererEvents;
                        ms.pickingObject = po;
                        pe && pe.dispatch(pe.mouseleave, ms);
                        ts.pickingObject = po;
                        pe && pe.dispatch(pe.touchleave, ts);
                    }
                } else {
                    //current not black

                    //previous not black
                    if (p[0] || p[1] || p[2]) {
                        let po = o[p[0] + "_" + p[1] + "_" + p[2]];
                        if (po) {
                            let pe = po.rendererEvents;
                            ms.pickingObject = po;
                            pe && pe.dispatch(pe.mouseleave, ms);
                            ts.pickingObject = po;
                            pe && pe.dispatch(pe.touchleave, ts);
                        }
                    }

                    if (co) {
                        var ce = co.rendererEvents;
                        ms.pickingObject = co;
                        ce && ce.dispatch(ce.mouseenter, ms);
                        ts.pickingObject = co;
                        ce && ce.dispatch(ce.touchenter, ts);
                    }
                }
            }
        }
    }

    /**
     * @private
     */
    handleMouseEvents() {
        let ms = this.mouseState;
        let po = ms.pickingObject,
            pe = null;

        if (ms.leftButtonClick) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.lclick, ms);
            }
            this.dispatch(this.lclick, ms);
            ms.leftButtonClick = false;
        }

        if (ms.rightButtonClick) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.rclick, ms);
            }
            this.dispatch(this.rclick, ms);
            ms.rightButtonClick = false;
        }

        if (ms.middleButtonClick) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.mclick, ms);
            }
            this.dispatch(this.mclick, ms);
            ms.middleButtonClick = false;
        }

        if (ms.leftButtonDown) {
            if (ms.leftButtonHold) {
                if (po) {
                    pe = po.rendererEvents;
                    pe && pe.dispatch(pe.lhold, ms);
                }
                this.dispatch(this.lhold, ms);
            } else {
                ms.leftButtonHold = true;
                if (po) {
                    pe = po.rendererEvents;
                    pe && pe.dispatch(pe.ldown, ms);
                }
                this.dispatch(this.ldown, ms);
            }
        }

        if (ms.rightButtonDown) {
            if (ms.rightButtonHold) {
                if (po) {
                    pe = po.rendererEvents;
                    pe && pe.dispatch(pe.rhold, ms);
                }
                this.dispatch(this.rhold, ms);
            } else {
                ms.rightButtonHold = true;
                if (po) {
                    pe = po.rendererEvents;
                    pe && pe.dispatch(pe.rdown, ms);
                }
                this.dispatch(this.rdown, ms);
            }
        }

        if (ms.middleButtonDown) {
            if (ms.middleButtonHold) {
                if (po) {
                    pe = po.rendererEvents;
                    pe && pe.dispatch(pe.mhold, ms);
                }
                this.dispatch(this.mhold, ms);
            } else {
                ms.middleButtonHold = true;
                if (po) {
                    pe = po.rendererEvents;
                    pe && pe.dispatch(pe.mdown, ms);
                }
                this.dispatch(this.mdown, ms);
            }
        }

        if (ms.leftButtonUp) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.lup, ms);
            }
            this.dispatch(this.lup, ms);
            ms.leftButtonUp = false;
            ms.leftButtonHold = false;
        }

        if (ms.rightButtonUp) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.rup, ms);
            }
            this.dispatch(this.rup, ms);
            ms.rightButtonUp = false;
            ms.rightButtonHold = false;
        }

        if (ms.middleButtonUp) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.mup, ms);
            }
            this.dispatch(this.mup, ms);
            ms.middleButtonUp = false;
            ms.middleButtonHold = false;
        }

        if (ms.leftButtonDoubleClick) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.ldblclick, ms);
            }
            this.dispatch(this.ldblclick, ms);
            ms.leftButtonDoubleClick = false;
        }

        if (ms.rightButtonDoubleClick) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.rdblclick, ms);
            }
            this.dispatch(this.rdblclick, ms);
            ms.rightButtonDoubleClick = false;
        }

        if (ms.middleButtonDoubleClick) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.mdblclick, ms);
            }
            this.dispatch(this.mdblclick, ms);
            ms.middleButtonDoubleClick = false;
        }

        if (ms.wheelDelta) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.mousewheel, ms);
            }
            this.dispatch(this.mousewheel, ms);
            ms.wheelDelta = 0;
        }

        if (ms.moving) {
            if (po) {
                pe = po.rendererEvents;
                pe && pe.dispatch(pe.mousemove, ms);
            }
            this.dispatch(this.mousemove, ms);
            ms.prev_x = ms.x;
            ms.prev_y = ms.y;
        }

        if (ms.justStopped) {
            this.dispatch(this.mousestop, ms);
            ms.justStopped = false;
        }
    }

    /**
     * @private
     */
    handleTouchEvents() {
        var ts = this.touchState;

        var tpo = ts.pickingObject,
            tpe = null;

        if (ts.touchCancel) {
            this.dispatch(this.touchcancel, ts);
            ts.touchCancel = false;
        }

        if (ts.touchStart) {
            var r = this.renderer;

            r.pickingFramebuffer.readPixels(r._currPickingColor, ts.nx, 1.0 - ts.ny, 1);

            var o = r.colorObjects;
            var c = r._currPickingColor;
            var co = o[c[0] + "_" + c[1] + "_" + c[2]];
            tpo = ts.pickingObject = co;
            if (tpo) {
                tpe = tpo.rendererEvents;
                tpe && tpe.dispatch(tpe.touchstart, ts);
            }
            this.dispatch(this.touchstart, ts);
            ts.touchStart = false;
        }

        if (ts.doubleTouch) {
            if (tpo) {
                tpe = tpo.rendererEvents;
                tpe && tpe.dispatch(tpe.doubletouch, ts);
            }
            this.dispatch(this.doubletouch, ts);
            ts.doubleTouch = false;
        }

        if (ts.touchEnd) {
            if (tpo) {
                tpe = tpo.rendererEvents;
                tpe && tpe.dispatch(tpe.touchend, ts);
            }
            this.dispatch(this.touchend, ts);
            ts.x = 0;
            ts.y = 0;
            ts.touchEnd = false;
        }

        if (ts.moving) {
            if (tpo) {
                tpe = tpo.rendererEvents;
                tpe && tpe.dispatch(tpe.touchmove, ts);
            }
            this.dispatch(this.touchmove, ts);
            ts.prev_x = ts.x;
            ts.prev_y = ts.y;
        }
    }
};

const EVENT_NAMES = [
    /**
     * Triggered before scene frame is rendered(before render nodes).
     * @event og.RendererEvents#draw
     */
    "draw",

    /**
     * Triggered after scene frame is rendered(after render nodes).
     * @event og.RendererEvents#postdraw
     */
    "postdraw",

    /**
     * Triggered when screen is resized.
     * @event og.RendererEvents#resize
     */
    "resize",

    /**
     * Mouse enters the work screen
     * @event og.RendererEvents#mouseenter
     */
    "mouseenter",

    /**
     * Mouse leaves the work screen
     * @event og.RendererEvents#mouseleave
     */
    "mouseleave",

    /**
     * Mouse is moving.
     * @event og.RendererEvents#mousemove
     */
    "mousemove",

    /**
     * Mouse is just stopped.
     * @event og.RendererEvents#mousestop
     */
    "mousestop",

    /**
     * Mouse left button clicked.
     * @event og.RendererEvents#lclick
     */
    "lclick",

    /**
     * Mouse right button clicked.
     * @event og.RendererEvents#rclick
     */
    "rclick",

    /**
     * Mouse middle button clicked.
     * @event og.RendererEvents#mclick
     */
    "mclick",

    /**
     * Mouse left button double click.
     * @event og.RendererEvents#ldblclick
     */
    "ldblclick",

    /**
     * Mouse right button double click.
     * @event og.RendererEvents#rdblclick
     */
    "rdblclick",

    /**
     * Mouse middle button double click.
     * @event og.RendererEvents#mdblclick
     */
    "mdblclick",

    /**
     * Mouse left button up(stop pressing).
     * @event og.RendererEvents#lup
     */
    "lup",

    /**
     * Mouse right button up(stop pressing).
     * @event og.RendererEvents#rup
     */
    "rup",

    /**
     * Mouse middle button up(stop pressing).
     * @event og.RendererEvents#mup
     */
    "mup",

    /**
     * Mouse left button is just pressed down(start pressing).
     * @event og.RendererEvents#ldown
     */
    "ldown",

    /**
     * Mouse right button is just pressed down(start pressing).
     * @event og.RendererEvents#rdown
     */
    "rdown",

    /**
     * Mouse middle button is just pressed down(start pressing).
     * @event og.RendererEvents#mdown
     */
    "mdown",

    /**
     * Mouse left button is pressing.
     * @event og.RendererEvents#lhold
     */
    "lhold",

    /**
     * Mouse right button is pressing.
     * @event og.RendererEvents#rhold
     */
    "rhold",

    /**
     * Mouse middle button is pressing.
     * @event og.RendererEvents#mhold
     */
    "mhold",

    /**
     * Mouse wheel is rotated.
     * @event og.RendererEvents#mousewheel
     */
    "mousewheel",

    /**
     * Triggered when touching starts.
     * @event og.RendererEvents#touchstart
     */
    "touchstart",

    /**
     * Triggered when touching ends.
     * @event og.RendererEvents#touchend
     */
    "touchend",

    /**
     * Triggered when touching cancel.
     * @event og.RendererEvents#touchcancel
     */
    "touchcancel",

    /**
     * Triggered when touch is move.
     * @event og.RendererEvents#touchmove
     */
    "touchmove",

    /**
     * Triggered when double touch.
     * @event og.RendererEvents#doubletouch
     */
    "doubletouch",

    /**
     * Triggered when touch leaves picked object.
     * @event og.RendererEvents#touchleave
     */
    "touchleave",

    /**
     * Triggered when touch enter picking object.
     * @event og.RendererEvents#touchenter
     */
    "touchenter"
];

export { RendererEvents };

redpajama_set_name: RedPajamaGithub


text:
Q: Opening a select box using js in Android web browser I have a standard <select> and would like to open it when a user clicks on another element. It's pretty simple in a regular browser and even on the iphone, but for some reason nothing working on Android.
I've tried the click and focus events, and also tried changing the size attribute of the select but none of these worked.
Has anyone accomplished this before?

A: Does other input gain focus?
This simple html select example does work fine in the browser:
http://www.w3schools.com/tags/tryit.asp?filename=tryhtml_option check it out on your mobile.
If you are testing in your application, I think your webview is out of focus. A simple plain select does work on android browser. If you want in your own webview javascript you have to enabled it.

A: I got it working on iOS/Android only by covering another element with select and making select transparent by opacity:
// HTML
<div class="clickable-styled-container">
  Choose your destiny
  <select>
    <option>Destiny 1</option>
    <option>Destiny 2</option>
  </select>
</div>

// CSS
.is-phone .clickable-styled-container {
  position: relative;
}
.is-phone select {
  position: absolute;
  width: 100%;
  top: 0;
  left: 0;
  bottom: 0;
  opacity: 0;
}

redpajama_set_name: RedPajamaStackExchange


text:
"...allows the party to..."
Ohio officially moved its presidential primary from March 8 to March 15 with Governor John Kasich's signature yesterday. Any time a state with 66 delegates moves -- even if only a week -- it is newsworthy.
But let's be real about the implications here. Here's is how Randy Ludlow describes it in the Columbus Dispatch:
Moving the presidential primary from March 8 to March 15 next year shifts Ohio from awarding its presidential convention delegates proportionally to granting all the delegates to the statewide winner.
That is not technically right. And it really is not something FHQ should feel compelled to respond to except for the fact that the difference between being misleading (about the process) and accurately describing matters is a four word phrase: allows the party to.
As in, "Moving the presidential primary from March 8 to March 15 next year allows the [Ohio Republican] party to shift from awarding its presidential convention delegates proportionally to granting all the delegates to the statewide winner."
Just four words turns the original text -- that implies a switch from proportional to winner-take-all was automatic upon Kasich's signature -- into a brief sentence that captures the sequence of all of this. The state government has completed its work by passing a bill through the legislature that was subsequently signed into law by the governor. In primary states, it is the state government that controls the date of the contest. However, the state parties hold the power to set the delegate allocation method (within national party guidelines).
Ohio Republicans have signaled that that switch -- proportional to winner-take-all -- is coming, but FHQ has yet to see any reporting (or anything on the Ohio Republican Party website to confirm) that a rules change has actually been made yet. In 2011, Ohio Republicans did not settle on a delegate allocation plan for 2012 until October (due to a prolonged redistricting dispute). With no redistricting conflicts, Ohio Republicans will have the ability to set those rules a little earlier in 2015 than they did in 2011.
Again, the Ohio presidential primary has moved to March 15. The state government controls that. However, the state party controls the method of delegate allocation. Those are interrelated but distinct actions taken by different actors.
The other troubling thing here -- and this was likely not Ludlow's intent in a very brief item -- is that by making it seem as if a primary date change automatically triggers a delegate allocation change, it builds on the false 2012 narrative that once the proportionality window closes, all primaries and caucuses are winner-take-all. In other words, the Republican National Committee has required winner-take-all contests on and after March 15. That was false in 2012 and it is false for the 2016 cycle. The close of the proportionality window marks the end of the RNC's requirements on delegate allocation at the state level. Once the window closes, state parties are free to set a method of delegate allocation of their choosing. It can be proportional. It can be winner-take-all. It can be some hybrid in between. The state party's hold maximum latitude in setting their delegate allocation rules if that state has a contest on or after March 15.
Bill to Move Pennsylvania Presidential Primary to March 15 Introduced
Ohio Presidential Primary Moves to March 15
March 1 a Go for Colorado Democratic Caucuses in 2016
Follow FHQ on Twitter, Google+ and Facebook or subscribe by Email.
Labels: 2016 presidential election, delegate allocation, delegate selection rules, Ohio, presidential primaries, primary calendar, Republican Party
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text:
Public Health Informatics
The Regenstrief Institute and the IU Richard M. Fairbanks School of Public Health at IUPUI have established a collaborative program in public health informatics (PHI) to facilitate research, teaching and service. The program seeks to apply informatics methods to address population health challenges, including but not limited to the surveillance of infectious and chronic disease, decision support for public health leaders, and translation of evidence-based interventions into public health practice.
The program includes academic and research opportunities for undergraduate, graduate and post-doctoral trainees to prepare them for successful careers in public health informatics.
PhD in Health Policy and Management
Doctoral Minor in Population Health Analytics
Through a training grant from the U.S. National Library of Medicine, the Fairbanks School of Public Health, School of Medicine, and Regenstrief Institute offer pre-doctoral and post-doctoral research fellowships in public and population health informatics. These fellowships prepare trainees for research careers in academia, government, and industry where they can pursue designing, building, implementing and evaluating the next generation of public health informatics innovations. Pre-doctoral trainees conduct applied research in public health informatics while completing their PhD in epidemiology or health policy and management from the Fairbanks School of Public Health.
Fellows who already have a doctoral degree (e.g., PhD, MD, DrPH) will complete a customized plan of study in public health informatics while conducting applied informatics research with faculty mentors and community partners, including the Marion County Public Health Department.
Public and Population Health Informatics Fellowships
Other Research Opportunities
Undergraduates as well as MPH and other graduate students also have opportunities to pursue applied research in public health informatics at the Fairbanks School of Public Health and Regenstrief Institute. Capstone, thesis, internship and other practicum projects can be completed under the supervision of faculty and staff mentors who help students learn both scientific and professional skills. These skills enhance resumes and prepare students to enter the professional informatics workforce in public health and healthcare organizations.
For more information about engaging in research in public health informatics, contact program staff listed below.
Our faculty and students conduct exciting, cutting-edge research in many areas of public health informatics, including:
health information exchange for population health
health services research in VA and safety net facilities
enhancing public health surveillance systems and methods
community health assessment leveraging EHR systems
integration of data as well as large-scale data management
"The unique partnership between IUPUI and the Regenstrief Institute allows me to conduct research with data from one of the nation's largest health information exchanges. With this data, I can conduct research that I would not be able to in another place in the nation. Here I can utilize billions of health data elements to create and assess methods of identifying and tracking diseases which affect the state of Indiana."
– Yenling Ho, Epidemiology PhD Student, Pre-Doctoral Fellow
Examples of Our Research
Enhancing Collection & Management of Data for Public Health Surveillance
Notifiable disease reporting is an essential task in public health to track the spread of disease and prevent possible outbreaks. Regenstrief faculty work closely with clinicians, the IU School of Medicine and public health departments to enhance the process through partial automation and pre-populating reporting forms. This results in reporting that is easier, faster, and more complete.
Evaluating the Impact of Health Information Exchange on Population Health Outcomes
Source: Dixon et al, JAMIA, 2010. Menachemi et al, JAMIA, 2018.
Health Information Exchange (HIE) consists of methods and tools that support population health in public health and healthcare systems. Regenstrief faculty advance methods to evaluate HIE implementation and outcomes. In a review of HIE evaluations, HIE was found to have generally beneficial effects, including positive outcomes like reducing repeat medical tests and health care costs.
Examples of HIE Evaluation Findings
Reduction in repetition of medical procedures and repeat imaging
Identification of medication discrepancies
Savings related to reductions in ED use and readmission
Savings due to reductions in repeat imaging
The Public Health Informatics program at the Regenstrief Institute and Fairbanks School of Public Health is seeking partners, collaborators, and students for our exciting research and academic programs.
If you have an interest in public health informatics research, fellowship opportunities, or academic programs, please contact us:
Dr. Brian Dixon
bedixon@regenstrief.org
Ashley Wiensch, MPH
awiensch@regenstrief.org
Jess Halterman
Fellowship Coordinator
jrhalter@regenstrief.org


A beehive above the hill with three bees. Illustration of a beehive above the hill with three bees.
Illustration of a landscape located in the countryside and near the sea, with historical houses and its square with fountain, seen from the inside of a hot air balloon and made vanishing point perspective; the characteristics of the image are: -realization using the technique of perspective accidental (two or more focal points placed to the left and right in the drawing to form a direct vision "corner" of the object that is inside the pattern), the countryside; -in the 1st level (the square with a fountain and historic homes) of fundamental importance are the historic homes (note the eaves of the individual windows in addition to its square with a fountain and gardens made up of individual tulips) made all this: proportions real scale (1 mm in the drawing is equivalent to 1m in real life), complete perimeter front and rear, roof made with individual carriers to form the tiles excluding the "object-to reason"; -in the 2nd level (meadows and fields in the foreground with a balloon) to note is the construction of the balloon with a person on board made with real proportions and also how the rest of the scale drawing, and the sun, being placed behind the balloon, and then behind the view of those watching the scenery, it produces shadow over all things; -in the 3rd level (background) you can bring out the river that flows into the sea, the other fields, the hills, the beach and the sea itself, all made with aerial perspective of expiry of the design; -the illustration was created with vector graphics software open source INKSCAPE from scratch that is no need to vectorize any objects of the entire image.


text:
United States: Growing Democratic Socialists debates way forward
The Democratic Socialists of America (DSA) held their national conference in Chicago on August 5 and 6, at a gathering that confirmed its emergence as stronger, younger and more radical group than it has ever been.
Before last year's US presidential election, the DSA boasted between 7000-8000 members. Since then, it has ballooned to 25,000 members — mostly young and hungry for a fight.
Venezuela: Socialist trade unionist on the Constituent Assembly, terror attack on military base
Stalin Perez Borges is an activist with LUCHAS (United League of Chavista Socialists) and a member of the Consultative Council of the Bolivarian Socialist Workers' Central (CBST).
He spoke to Green Left Weekly's Federico Fuentes about the July 30 elections for the National Constituent Assembly (ANC) and its subsequent inauguration, as well as the August 6 armed assault on a military base by right-wing opponents of Venezuela's socialist government.
Inside Catalonia's 'urban Zapatistas': an interview with People's Unity List (CUP) spokesperson Quim Arrufat
Quim Arrufat is a joint national spokesperson for the People's Unity List (CUP), an organisation that he has likened to "urban Zapatistas" – in reference to the insurgent indigenous movement based in Chiapas, Mexico – that is committed to Catalan independence and socialism.
An in-depth, if flawed, look at Marx's philosophy
"The general idea of this little book is to understand and explain why Marx will still be read in the twenty-first century, not only as a monument of the past, but as a contemporary author — contemporary both because of the questions he poses for philosophy and because of the concepts he offers it," French philosopher Etienne Balibar writes in The Philosophy of Marx.
With some reservations, I feel he achieves this goal. It is a thought-provoking book, but it may disappoint readers who seek either an introduction to Marx's philosophy or a straightforward account of how Marx's ideas can inspire focused political action in the 21st century.
Resurgent Chavismo takes the initiative with Venezuela's Constituent Assembly vote
After weeks of imperialist threats and opposition violence, the elections for Venezuela's National Constituent Assembly (ANC) took place on July 30. The result was a huge turnout of more than 8 million voters, around 41% of the electorate, which gave Chavismo a much-needed shot in the arm.
Russian Revolution: 'Workers and soldiers – Everything is working in our favour'
One hundred years ago in the aftermath of defeat of the July 16-20 [3-7 in New Style] protest movement by workers and soldiers, the Bolsheviks responded to the "July Days" setback by calling on the people to ignore provocations and expose rightist slander.
The wave of protests was repelled by military and police attacks, with hundreds of casualties, on the orders of the Provisional Government — the capitalist government that came to power after the February Revolution overthrew the Tsar and which was supported by the moderate socialists.
It was a key phase in the storm that swept Russia during 1917. This storm culminated in the October Revolution when, led by the Bolsheviks, the soviets (councils) of workers, soldiers and peasants took power, overthrowing the Provisional Government.
Letter from the US: Bernie Sanders' Democratic Party strategy is fatally flawed
In a New York Times op-ed in June titled "How Democrats Can Stop Losing", Bernie Sanders slammed the Democratic Party.
"In 2016 the Democratic Party lost the presidency to possibly the least popular candidate in American history," he wrote. "In recent years, Democrats have also lost the Senate and House to right-wing Republicans whose extremist agenda is far removed from where most Americans are politically.
View from the streets in 1917: The July Days a sign of things to come
One hundred years ago, between July 16-20 [3-7 in New Style] 1917, a protest movement of workers and soldiers in Petrograd was repelled by military and police attacks, with hundreds of casualties.
It was a key phase in the storm that swept Russia during 1917. It culminated in the October Revolution when, led by the Bolsheviks, the soviets (councils) of workers, soldiers and peasants took power, overthrowing the capitalist Provisional Government that was formed after the February Revolution deposed the Tsar.
What's new at Links International Journal of Socialist Renewal?
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The Corbyn impact on Australia
"Socialism is back. Unmentioned and unused, a dead concept and suddenly there was Corbynism." That's how Guy Rundle announced the resurrection in "The Death of Neoliberalism" in the July 15 issue of The Saturday Paper.
Green Left Weekly has been an invaluable source of serious left-wing journalism in this region for many years. I have come to rely on GLW for news from Australia and Asia in particular. GLW has also been a champion of our work at Unite Union and certainly one of the only sources for news on that in Australia. For that, we are also very grateful. May your good work continue.
Mike Treen
National Director of Unite Union, Aotearoa (NZ).


I finished a new painting in my Fae and Nature series: STORM.
Storm, 16″ x 20″, acrylic on canvas.
This entry was posted in Art, Art and Women, Janell's Artwork and tagged fairy, Manga, painting, storm, wind. Bookmark the permalink.
the color of this painting brings so much joy!
Awesome Janell! Love the flow of lines and colors.
I like the representation how her face shows up in the cloud which is usually blown from the mouth of a face representing storm and wind! Love the color scheme and my favorite part of your painting has to be her eyes! Now that is absolutely gorgeous! I must mention her hair too, your brush strokes superbly placed every single hair strand on the right spot, love the balance of the dark and highlighted strands. She is beautiful just as the whole painting!
Eva, thanks so much for your comments. I so appreciate them.
THERE CERTAINLY IS FAE IN THE EYES OF THIS STORM!
Reminds me of The Furies.
Again, great movement in the strokes. The blue looks stunning as well.
I am sure you will have a handle on it soon. I am just now getting used to commenting and posting from the app on my phone.
Yes.I'm using my phone too!


text:
Versatiliosity
A cafeterious selection of nonfiction, fiction, essays and feature articles
St. Louis welcomes World Chess Hall of Fame
First published in the West End Word, Sept. 9, 2011
By Eileen P. Duggan
Photo by Diana Linsley
The Chess Club and Scholastic Center of St. Louis got a big boost in its mission to educate St. Louisans about the game when the World Chess Hall of Fame opened across the street at 4652 Maryland Ave. in the city's Central West End.
The World Chess Hall of Fame and Museum opened to the public on Sept. 9, 2011. The event included the opening of an art exhibit, "Out of the Box: Artists Play Chess" featuring installations by Yoko Ono, Tom Friedman, Liliya Lifánova and other artists.
As part of the celebration, the Boys Scouts of America launched its new Chess Merit Badge with a street festival — including a human chess game — on Sept. 10 on Maryland Avenue.
The three-story museum occupies a former medical office building, a 15,900-square-foot space that includes visiting exhibits; a display of unique chess sets from the collection of George and Vivian Dean; displays celebrating U.S. and world chess champions; and historical artifacts such as books, photographs and chess sets.
The exhibit "Out of the Box," running through Feb. 12, 2012, extended its opening events to Sept. 13, when Guido van der Werve, pianist Matthew Bengtson and members of the St. Louis Symphony Orchestra performed Werve's composition for his "chess piano." The exhibit also includes "Play it By Trust," an all-white chess set, including table and chairs, by Yoko Ono. Ono's chess set, which was first exhibited in 1966, functions as a metaphor for the futility of war and extends the artist's interest in the expressive potential of chance.
The U.S. Chess Federation chose St. Louis as the new location of its Hall of Fame based on the success of the Chess Club since it opened in 2008. The museum's permanent collection was moved to St. Louis from Miami in June 2010, said Shannon Bailey, vice president of exhibitions and curatorial affairs at the World Chess Hall of Fame.
The Chess Club and the Hall of Fame are separate entities but work in partnership to further their common missions.
The local firm Arcturis designed the building, incorporating design elements from the Chess Club's 6,000-square foot, three-story space at 4657 Maryland Ave. Not surprisingly, the color scheme is black and white but includes accents common to both buildings such as green stripes on stairs.
The not-for-profit Hall of Fame's mission is to educate visitors, fans, players and scholars by collecting, preserving, exhibiting and interpreting the game of chess and its cultural significance. Its educational mission is much the same as that of its partner across the street.
The Chess Club, also a not-for-profit educational organization, strives to teach the game, increase the awareness of the educational value of chess, and promote its programs through educational outreach.
Although the Chess Club hosts a number of high-profile events such as the U.S. Chess Championship, the U.S. Women's Championship and the U.S. Junior Closed Championship — known as the Triple Crown of chess — the club's daily focus is on education.
The club holds more then 100 classes annually for kids and beginner/intermediate players. Resident Grandmaster Ben Feingold gives a free weekly lecture (described as part stand-up comedy) for members, a free children's class on Sundays and private lessons.
More than 50 K-12 schools participate in after-school chess programs taught by a bevy of Chess Club instructors schooled in chess. The participating districts include Illinois districts as well as St. Louis Public Schools, Riverview, Normandy, Pattonville, Parkway, Hazelwood, Kirkwood, Webster Groves and Mehlville plus charter and parochial schools.
The one-hour classes are held one or two times a week for six to 12 weeks. After the sessions, the Chess Club donates the boards and pieces to the schools, said Alex Vergilesov, scholastics coordinator at the club. More than 500 students participated in the after-school program in 2010 and the club expects more than 800 this year, Vergilesov said.
"Chess has grown virally," Vergilesov said. Despite all the high-tech gizmos and games available to kids, the centuries-old, low-tech game of chess has only increased in popularity in the past 10 years, he said. Through internet technology, information about chess has become easily accessible and people can even play chess online.
"The internet exposes more people to the game," said Mike Wilmering, communications specialist for the Chess Club. "After people get interested online, they want to go to over-the-board playing."
Besides, "technology has provided a lot of great things for teaching chess, some great resources for teachers," Vergilesov said.
Several studies have found many educational benefits of chess, including: reinforcement of math concepts; cognitive development through activities that support critical thinking, concentration, memory, logic and analysis; positive reinforcement; and learning the concepts of commitment, consequences, cooperative behavior and sportsmanship.
"Chess is like sneaking vegetables into their ice cream," Wilmering said.
The club's educational program recently started a new class at the Miriam School, which serves children with learning disabilities.
The Chess Club also offers classes for all ages in the classrooms on the second and third floors of the club. The club will teach anyone from age 5 and up and has even had student as young as 4, Vergilesov said.
But isn't chess just for brainy members of the well-to-do leisure class?
"That's the mindset we have to counter," Wilmering said. "Chess is not just for one type of person. Chess is a great equalizer. People can feel the competition of a sport without the physical exertion."
Memberships are affordable, he said. For $5 a month or $30 a year, full-time students under 21 can buy a membership that allows them to play chess, use the lending library, attend lectures and get discounted entry fees and merchandise. The over-21 crowd can join for $12 a month or $80 a year, and families of any size can get an annual membership for $120.
A daily pass is $3 a day, $1 for under-21 visitors. The club's wireless internet is popular with parents of students attending classes as well as college students who drop in to study, Wilmering said.
"We want to make the space as accessible as possible," he said.
The Chess Club of St. Louis was founded in 2007 with the help of donations by Rex Sinquefield, a retired executive who has many cultural and political interests. Sinquefield also purchased in September 2009 the building at 4652 Maryland Ave. and financed the renovation for the World Chess Hall of Fame.
In 2009, 2010 and 2011, Sinquefield received the U.S. Chess Federation's Gold Koltanowski Award, given to the person who does the most to further chess in the U.S. each year. Under the leadership of Executive Director Tony Rich, the club was named by the USCF as "Chess Club of the Year" in 2010, and St. Louis was awarded the title of "Chess City of the Year" in 2009 and 2011.
The Chess Club is open Tuesday through Sunday. For information call 314-361-CHESS (2437) or visit www.saintlouschessclub.org.
The World Chess Hall of Fame is open after 10 a.m. Wednesday through Sunday, closing at 8 p.m. Thursday and Friday and 5 p.m. the other days. Admission is free, but a donation of $3 for individuals, $5 for families is suggested. For information call 314-367-WCHF (9243) or visit www.worldchesshof.org.
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