It isn't just that so many important photographers have been writers, but that photography as a medium is deeply solicitous of language. What is more natural in response to a picture than to broker it with words — to talk about it, to it, around it, to position and reposition it in terms of "stories" that it exclaims and hints at, prompts and doesn't quite finish? Is it wrong to say that a photograph is a disquieted form of language, language displaced from grammar and usage, expelled from words so that the surfaces of the world might be made to beckon names and identities, and be reconstituted as sound and the logic of speech?
"Certainty Principle," Michael David Murphy's smart new exhibition at Spruill Gallery, offers a droll and philosophically rich meditation on the complications of photographic thinking as the mutual searching of words and pictures.
The show consists of four rooms, three containing photographic works and one with video — each room conceived as an autonomous statement in a larger, dialectical project. The first in Murphy's suite of inquiries, Spruill's front gallery contains gridded clusters of untitled, undated pictures all made in public places.
Taking on the guise of an everyman with a camera who appears anywhere and everywhere without explanation, Murphy approaches the commonplace as a field of random connections, or more strictly, random connections that seem ineluctable once made. He is a conceptualist alternately chasing and being chased by his own observational acuity, an artist for whom clear-sightedness is enigmatic. He is deeply concerned with photography as a power to heed.
Many of the photographs in this room deal in Americana and Americanism, intervening by turns gently and archly into culturally unself-conscious events and locations, both high and low. With what seems like remarkably consistent good luck, Murphy throws out vision upon vision of American normality coughing up its contradictions, as, for example, the picture above of a suburban idyll, in which a neighborhood proclaims segregation as the very name of the road leading home.
To see the picture is to read it, to be launched into an effort to explain it, or explain it away. How could it be? Who is responsible? Who lives here? Who would live here? But do we really want to sit in the judgment seat that the photograph lures us toward? What is this photograph asking from us, anyway? To read the picture is tacitly to consent to a guessing game with few if any acceptable answers.
Another photograph (above) bends us down to study noontime earth packed flat by human stepping, bright brown earth denuded of flora except for scraggly stalks of crabgrass, onto which religious pamphlets have been dropped or strewn, demanding to know whether Jesus is our savior — feckless questions, perhaps needed — beside the white-clad feet of a figure who either does or doesn't notice. The special virtue of the picture, however, is the deliberate ambiguity of the encrusted shoes. It's not that we are asked to resolve whether we are looking at mud or excrement, but to entertain that we are looking at both inasmuch as we imagine both. And how not to imagine both? Has anyone made a better picture of what it's like to step into dogma? If a bit more flamboyant (and bordering on the grotesque) than most of the show, this picture, like many of Murphy's pictures, works by using symbols against themselves, that is, for decidedly non-conclusive purposes.
Or to put it differently, Murphy is a witticist who understands the power of photographs to speak in unscripted revelations. He understands how to make pictures whose constitutive elements talk to one another in quirky conversations particular to themselves. In his pictures, de-situated fragments conjure and do not reliably confide whole worlds. What can be photographed both confirms and denies what can be experienced. Truth and deception both have a share in illusion, for different reasons.
If Murphy had offered only a collection of sharp-eyed, well-earned pictures, it would have been enough. If he had offered only a collection of sharp-eyed, well-earned pictures in subtle combinations and nuanced relays, that too would have been enough. His show offers all these things in abundance. His ambition, however, is to my eye more difficult.
The dialectics in Murphy's opening room morph into a related set of problems in the second room, which presents an installation of his ongoing project "unphotographable," known to many in its blog form on Murphy's website. For those new to the work, "unphotographable" presents a series of writings all beginning with "This is a photograph I did not take of … ," followed by a description of an incident, scene or encounter. In themselves, these vignettes are terse, often poignant, and sometimes melancholic, without the overlay of mirth in so many of Murphy's pictures. For the exhibition, Murphy has written them on the walls of the gallery in pencil in his own hand and linked each with a line to an empty picture frame, as if to underscore the conceit that the writings represent pictures we don't see. In contrast to the gridded installation in the first room, here we find a free-floating configuration in which the texts, the empty frames and unattributed photographs — of much the same character as those in the first room — hover around one another in a sort of weightless assemblage.
We don't know whether these writings represent actual or imaginary observations, or belong in the category of fact or fiction, and this is Murphy's point. He wants to inaugurate an impossible act of transference, in which his texts displace themselves into other (photographic) forms of seeing and imagining that do not and perhaps cannot exist.
This is a picture I did not take of a promise, a repeated photographic promise, the kind I usually make when I'm out in the city with my camera, when I see something I want to photograph and say, "I'll get that on the way home," but as far as routes go, I prefer loops instead of out-and-backs and rarely return home the same way (even though I know there's a string of pictures to take if I did), but inevitably, there are new things to see, new shots to take or pass by, and after a few months of this, the city becomes not just a visual map of all the things you've photographed, but of all the places you haven't — the views you've passed by because you were running late to meet a friend you hadn't seen in months, or because you wanted to save something for next time (if you didn't save a shot for next time, perhaps there'd be nothing to shoot next time), or maybe it just feels better to know that there are places out there waiting for you, waiting for you to arrive when the light is a little bit better, when the wind dies down, when you put the viewfinder to your eye and everything looks exactly perfect.
To read this statement requires more than two complete revolutions in space, leaving you slightly dizzy, and with the urge to whirl once or twice more at the sheer pleasure of the text.
The third and fourth rooms of the show present Murphy's earliest and latest work respectively. "Moonshot" is a remarkable series of geospatial photo-performance acts in which he raced once a month through the streets of San Francisco in search of the perfect location from which to photograph the full moon perched above the Transamerica pyramid. A broken clock, the saying goes, is right twice a day, and likewise there are special places from whose vantage point the moon can only be called an incomparable architectural accessory.
Murphy is a refreshing type of artistic strategist, a conceptualist for whom paradoxes are not matters of esoteric knowledge but the very stuff of our everyday lives. Notwithstanding that we are saturated with photography and its effects (would we recognize ourselves, our fantasies, our own minds without it?), Murphy reminds us that photographs do not offer a language at one with the world, and this is precisely their value. Photographs beget rather than tell stories, and stories beget and misbeget confirmatory images constantly. Carefully distinguishing prosthetic from false forms of knowledge, Murphy puts his trust in the improbable and the unverifiable as the sources of our certainties.
Editor's note: Jason Francisco, a photographer and a writer on art and photography, is chairman of the Visual Arts Department at Emory University.


More than a music supervisor Mary Ramos is a detective, a negotiator and a fixer when it comes to suggesting and securing the perfect music for her directors. If you have been to the cinema in the last twenty years - you already know her work! Her credits include over 100 films from "Reality Bites" to "Spotlight", and the many iconic Quentin Tarantino soundtracks.
At this year's Göteborg Film Festival Mary Ramos joined for a Master Class, moderated by our podcast host Christina Jeurling Birro, to share her process. This episode was recorded live during this Master Class and we were excited to have the opportunity to ask her: What does her work as a Music Supervisor entail? How does she select music? What lengths will she go to to secure song rights? How does the process differ when working with composers? And MUCH more!
Mary Ramos has worked as a Music Supervisor for the last twenty years and has over 100 movie credits. She has worked with many gifted directors including Oscar nominated Tom McCarthy - "The Station Agent" and "Spotlight", and Oscar Winning director Quentin Tarantino - "Pulp Fiction," "Jackie Brown," "Grind House" and his Grammy nominated soundtracks "Kill Bill Vol. 1," "Kill Bill Vol. 2," "Inglourious Basterds," and "Django Unchained".
Mary recently worked with Quentin Tarantino on his 8th film "The Hateful Eight," and was very excited to have the chance to pair Quentin up with his idol, Ennio Morricone, for an original score for the film. She also worked with Tom McCarthy on his acclaimed film "Spotlight" – pairing him up with Award winning Composer, Howard Shore.
Welcome to this very special episode of Pop Culture Confidential that we recorded live in London. We interviewed several of the greats, in and around, this year's most talked about films – 'Spotlight'. The film won 'Best Performance by a Cast in a Motion Picture" at the SAG Awards, and is a definite Oscar contender for Best Picture.
We sit down with Mark Ruffalo and the Pulitzer Prize journalist for the Boston Globe he portrays in the film, Mike Rezendes. As well as Walter Robinson, the Pulitzer Prize winning investigative reporter who was portrayed in the film by Michael Keaton, and writer and director Tom McCarthy.
We ask – What shocked them most during the original investigation? Has the Catholic Church done enough to stop the cycle of abuse? What was it like bringing the story to the screen? And MUCH more!
Here are a couple video highlights, listen to the podcast for the full interviews.
In 2001 the Boston Globe's investigation team, called Spotlight, was responsible for exposing the systematic cover up of sexual abuse towards children by more than 70 priests in the Archdiocese of Boston. The series published on the scandal won the Pulitzer Prize in 2003, and now writer and director Tom McCarthy has brought this investigation to movie audiences where we follow the journalists and editors as they uncover the unnerving details of the abuse scandal, the secrecy of the Catholic Church and the power they had over Boston.
Mark Ruffalo is an actor, director, humanitarian and producer. He has over sixty acting credits to his name and has been Oscar nominated for his performances in The Kids Are All Right, Foxcatcher and Spotlight. As an environmental activist, Ruffalo has particularly focused his efforts on combating fracking in New York state, as well as founding the Solutions Project, which pushes for 100 percent renewable energy, and is active with Water Defense, a group dedicated to clean water initiatives.
Michael Rezendes is a Pulitzer Prize-winning investigative reporter and political writer for The Boston Globe. For more than a decade Rezendes has also been a member of the Globe's Spotlight Team, where he shared a 2003 Pulitzer Prize for Public Service for investigating and reporting the cover-up of sexual abuse in the Roman Catholic Church. For his reporting and writing on the Church, he also shared the George Polk Award for National Reporting, the Goldsmith Prize for Investigative Reporting, the Selden Ring Award for Investigative Reporting, and numerous other honors.
Tom McCarthy is an actor, director, writer and producer. His work includes directing The Station Agent and Spotlight, and his memorable acting in The Wire and The Lovely Bones. He has been Oscar nominated for his work on Up for Best Writing, and Spotlight for Best Achievement in Directing and Best Writing, Original Screenplay.
Walter Robinson is a Pulitzer Prize-winning investigative reporter for The Boston Globe, where he has worked as reporter and editor for 34 years. Robinson led the Globe's coverage of the Roman Catholic clergy sexual abuse scandal, for which the newspaper won, and he personally accepted, the 2003 Pulitzer Prize for Public Service.


text:
Rafael Assis da Cruz Rodrigues (born 2 April 1993), known as Rafael Assis, is a Brazilian football player who plays for Náutico.

Club career
He made his professional debut in the Campeonato Mineiro for Tupi on 2 February 2013 in a game against Villa Nova.

References

External links

1993 births
Sportspeople from Minas Gerais
Living people
Brazilian footballers
Tupi Football Club players
FC Istres players
Brazilian expatriate footballers
Expatriate footballers in France
Ligue 2 players
Clube Esportivo Bento Gonçalves players
Associação Atlética Caldense players
Anápolis Futebol Clube players
A.D. Sanjoanense players
Expatriate footballers in Portugal
Association football forwards

redpajama_set_name: RedPajamaWikipedia


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text:
Филипп Наон (; 24 декабря 1938, Париж, Франция — 19 апреля 2020, там же) — французский актёр кино и театра.

Биография
Родился накануне католического Рождества в Париже.

В кино дебютировал в 1962 году, сыграв небольшую роль в криминальной драме Жана-Пьера Мельвиля «Стукач», после чего последовал достаточно длительный перерыв. Вернулся на экраны актёр лишь в 1970-е.

Долгие годы Наон считался крепким профессионалом второго плана, пока в конце 90-х уже немолодого актёра в своём фильме «Один против всех» не снял начинающий режиссёр Гаспар Ноэ. Фильм был представлен в Каннах в 1998 году, где выиграл премию Mercedes-Benz Award, а также специальную премию, учреждённую журналистами Франции.

Известен также своими работами в дубляже. Именно его голосом говорит во французском озвучивании управляющий трактира «Гарцующим пони» в первой части кинотрилогии «Властелин колец» и лорд Арнольд в «Охотниках на драконов».

Был женат на Элизабет Вейсман.

Избранная фильмография

 Стукач (1962) — Реми
 Французские кальвинисты (1972) — Ребуль
 Расследования комиссара Мегрэ (1978, 1987) — инспектор Ваше / инспектор Жанвер / Демари
 Не будите спящего полицейского (1988) — сержант
 Ненависть (1995) — шеф полиции
 Один против всех (1998) — Мясник
 Пришельцы 2: Коридоры времени (1998) — менеджер супермаркета
 Багровые реки (2000) — человек на бензоколонке
 Без семьи (2000) — Барберен
 Братство волка (2001) — Жан Шастель
 Необратимость (2002) — старик
 Кровавая жатва (2003) — маньяк
 Мучение (2004) — Роберт
 Второе дыхание (2007) — комиссар Фардиано
 Охотники на драконов (2008) — лорд Арнольд (озвучивание)
 Необычайные приключения Адель (2010) — профессор Менар
 Последний Мамонт Франции (2010) — директор госпиталя
 Свора (2010) — Чинаски, полицейский на пенсии
 Боевой конь (2011) — аукционист
 Антон Чехов (2015) — Дмитрий Григорович
 Этот неловкий момент (2015) — сосед

Награды и номинации
 Международный фестиваль короткометражного кино в Клермон-Ферране (1991) — лучшая мужская роль («Карне»): победа
 Международный фестиваль франкоязычных фильмов в Намюре (1998) — лучшая мужская роль («Один против всех»): победа

Примечания

Ссылки

Актёры театра Франции
Актёры телевидения Франции
Умершие от COVID-19 во Франции


Make sure Dad starts every day with a smile. Give him a hug in a Personalised Mug this Father's Day!
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This column was damaged by a falling limb during an ice storm. We demolished the damaged section, leaving exterior light wiring intact, disposing of the debris without damage to surrounding areas. The column was then rebuilt leaving the wiring for an exterior light in place. The column is of same design and painted white to match existing brickwork.


text:
package hbase

import (
	pb "github.com/ghawk1ns/golf/Godeps/_workspace/src/github.com/golang/protobuf/proto"
	"github.com/ghawk1ns/golf/Godeps/_workspace/src/github.com/lazyshot/go-hbase/proto"

	"bytes"
	"fmt"
	"strings"
)

type Scan struct {
	client *Client

	id    uint64
	table []byte

	StartRow []byte
	StopRow  []byte

	families   [][]byte
	qualifiers [][][]byte

	nextStartRow []byte

	numCached int
	closed    bool

	location *regionInfo
	server   *connection
}

func newScan(table []byte, client *Client) *Scan {
	return &Scan{
		client:       client,
		table:        table,
		nextStartRow: nil,

		families:   make([][]byte, 0),
		qualifiers: make([][][]byte, 0),

		numCached: 100,
		closed:    false,
	}
}

func (s *Scan) SetCached(n int) {
	s.numCached = n
}

func (s *Scan) Map(f func(*ResultRow)) {
	for {
		results := s.next()

		if results == nil {
			break
		}

		for _, v := range results {
			f(v)

			if s.closed {
				return
			}
		}
	}
}

func (s *Scan) Close() {
	if s.closed == false {
		log.Debug("Closing scan: %d", s.id)
		s.closeScan(s.server, s.location, s.id)
		s.closed = true
	}
}

func (s *Scan) AddString(famqual string) error {
	parts := strings.Split(famqual, ":")

	if len(parts) > 2 {
		return fmt.Errorf("Too many colons were found in the family:qualifier string. '%s'", famqual)
	} else if len(parts) == 2 {
		s.AddStringColumn(parts[0], parts[1])
	} else {
		s.AddStringFamily(famqual)
	}

	return nil
}

func (s *Scan) AddStringColumn(family, qual string) {
	s.AddColumn([]byte(family), []byte(qual))
}

func (s *Scan) AddStringFamily(family string) {
	s.AddFamily([]byte(family))
}

func (s *Scan) AddColumn(family, qual []byte) {
	s.AddFamily(family)

	pos := s.posOfFamily(family)

	s.qualifiers[pos] = append(s.qualifiers[pos], qual)
}

func (s *Scan) AddFamily(family []byte) {
	pos := s.posOfFamily(family)

	if pos == -1 {
		s.families = append(s.families, family)
		s.qualifiers = append(s.qualifiers, make([][]byte, 0))
	}
}

func (s *Scan) posOfFamily(family []byte) int {
	for p, v := range s.families {
		if bytes.Equal(family, v) {
			return p
		}
	}
	return -1
}

func (s *Scan) getData(nextStart []byte) []*ResultRow {
	if s.closed {
		return nil
	}

	server, location := s.getServerAndLocation(s.table, nextStart)

	req := &proto.ScanRequest{
		Region: &proto.RegionSpecifier{
			Type:  proto.RegionSpecifier_REGION_NAME.Enum(),
			Value: []byte(location.name),
		},
		NumberOfRows: pb.Uint32(uint32(s.numCached)),
		Scan:         &proto.Scan{},
	}

	if s.id > 0 {
		req.ScannerId = pb.Uint64(s.id)
	} else if s.StartRow != nil && s.StopRow != nil {
		req.Scan.StartRow = s.StartRow
		req.Scan.StopRow = s.StopRow
	}

	for i, v := range s.families {
		req.Scan.Column = append(req.Scan.Column, &proto.Column{
			Family:    v,
			Qualifier: s.qualifiers[i],
		})
	}

	log.Debug("sending scan request: [server=%s] [id=%d]", server.name, s.id)

	cl := newCall(req)
	server.call(cl)

	log.Debug("sent scan request: [server=%s] [id=%d]", server.name, s.id)

	select {
	case msg := <-cl.responseCh:
		return s.processResponse(msg)
	}
}

var lastRegionRows int = 0

func (s *Scan) processResponse(response pb.Message) []*ResultRow {
	var res *proto.ScanResponse
	switch r := response.(type) {
	case *proto.ScanResponse:
		res = r
	default:
		log.Error("Invalid response returned: %T", response)
		return nil
	}

	nextRegion := true
	s.nextStartRow = nil
	s.id = res.GetScannerId()

	results := res.GetResults()
	n := len(results)

	lastRegionRows += n

	if (n == s.numCached) ||
		len(s.location.endKey) == 0 ||
		(s.StopRow != nil && bytes.Compare(s.location.endKey, s.StopRow) > 0 && n < s.numCached) ||
		(res.GetMoreResults() && n > 0) {
		nextRegion = false
	}

	if n < s.numCached {
		s.nextStartRow = incrementByteString(s.location.endKey, len(s.location.endKey)-1)
	}

	if nextRegion {
		log.Debug("Finished %s. Num results from region: %d. On to the next one.", s.location.name, lastRegionRows)
		s.closeScan(s.server, s.location, s.id)
		s.server = nil
		s.location = nil
		s.id = 0
		lastRegionRows = 0
	}

	if n == 0 && !nextRegion {
		log.Debug("N == 0 and !nextRegion")
		s.Close()
	}

	tbr := make([]*ResultRow, n)
	for i, v := range results {
		tbr[i] = newResultRow(v)
	}

	return tbr
}

func (s *Scan) next() []*ResultRow {
	startRow := s.nextStartRow
	if startRow == nil {
		startRow = s.StartRow
	}

	return s.getData(startRow)
}

func (s *Scan) closeScan(server *connection, location *regionInfo, id uint64) {

	req := &proto.ScanRequest{
		Region: &proto.RegionSpecifier{
			Type:  proto.RegionSpecifier_REGION_NAME.Enum(),
			Value: []byte(location.name),
		},
		ScannerId:    pb.Uint64(id),
		CloseScanner: pb.Bool(true),
	}
	cl := newCall(req)
	server.call(cl)
	<-cl.responseCh
}

func (s *Scan) getServerAndLocation(table, startRow []byte) (server *connection, location *regionInfo) {
	if s.server != nil && s.location != nil {
		server = s.server
		location = s.location
		return
	}
	log.Debug("Get next region to scan [table=%s] [startRow=%s]", table, startRow)

	location = s.client.locateRegion(table, startRow, true)
	server = s.client.getRegionConnection(location.server)

	log.Debug("Got the next region to scan [table=%s] [regionName=%s] [conn=%s]", table, location.name, server.name)

	s.server = server
	s.location = location
	return
}

redpajama_set_name: RedPajamaGithub


text:
const constants = require('./constants');
const Filter = require('./filters.controller');

function exists (res, item) {
    if (!item) {
        res.status(constants.HTTP_CODES.NOT_FOUND).send();
        return false;
    }
    return true;
}

function initCallbacks () {
    return Object.assign({}, ...Object.keys(constants.HTTP_TIMED_EVENTS).map((key) => {
        return { [key]: [] };
    }));
}

class BaseController {
    constructor (Resource, findByCb) {
        this.Resource = Resource;
        this.filter = new Filter(this.Resource);
        this.findByCb = findByCb;
        this.callbacks = initCallbacks();
    }

    get () {
        return (req, res) => {
            let query = this.Resource.find({});
            this.callbacks[constants.HTTP_TIMED_EVENTS.BEFORE_GET].forEach(cb => cb(query));
            query = this.filter.applyFilters(req, query);
            query = this.filter.applySorting(req, query);
            query = this.filter.applyPagination(req, query);
            query.exec().then((items) => {
                this.callbacks[constants.HTTP_TIMED_EVENTS.AFTER_GET].forEach(cb => cb(res, items));
                res.json(items);
            }).catch((err) => {
                res.status(constants.HTTP_CODES.INTERNAL_SERVER_ERROR).json(err);
            });
        }
    }

    getOne () {
        return (req, res) => {
            let query = this.Resource.findOne(this.findByCb(req));
            this.callbacks[constants.HTTP_TIMED_EVENTS.BEFORE_GET_ONE].forEach(cb => cb(query));
            query.exec().then((item) => {
                if (!exists(res, item)) return;
                this.callbacks[constants.HTTP_TIMED_EVENTS.AFTER_GET_ONE].forEach(cb => cb(res, item));
                res.json(item);
            }).catch((err) => {
                res.status(constants.HTTP_CODES.INTERNAL_SERVER_ERROR).json(err);
            });
        }
    }

    create () {
        return (req, res) => {
            let item = this.Resource(req.body);
            this.callbacks[constants.HTTP_TIMED_EVENTS.BEFORE_CREATE].forEach(cb => cb(req, item));
            item.save().then((item) => {
                this.callbacks[constants.HTTP_TIMED_EVENTS.AFTER_CREATE].forEach(cb => cb(res, item));
                res.json(item);
            }).catch((err) => {
                res.status(constants.HTTP_CODES.BAD_REQUEST).json(err);
            });
        }
    }

    update (userOptions) {
        let options = userOptions || { new: true, runValidators: true };

        return (req, res) => {
            let updateFields = this.Resource.updateFields ? this.Resource.updateFields(req.body) : req.body;
            let query = this.Resource.findOneAndUpdate(this.findByCb(req), { $set: updateFields }, options);

            this.callbacks[constants.HTTP_TIMED_EVENTS.BEFORE_UPDATE].forEach(cb => cb(query));
            query.exec().then((item) => {
                    this.callbacks[constants.HTTP_TIMED_EVENTS.AFTER_UPDATE].forEach(cb => cb(res, item));
                    res.status(constants.HTTP_CODES.OK).json(item);
            }).catch((err) => {
                res.status(constants.HTTP_CODES.INTERNAL_SERVER_ERROR).json(err);
            });
        }
    }

    remove (userOptions) {
        let options = userOptions || {};

        return (req, res) => {
            let query = this.Resource.findOneAndRemove(this.findByCb(req), options);
            this.callbacks[constants.HTTP_TIMED_EVENTS.BEFORE_REMOVE].forEach(cb => cb(query));
            query.exec().then((item) => {
                this.callbacks[constants.HTTP_TIMED_EVENTS.AFTER_REMOVE].forEach(cb => cb(res, item));
                res.status(constants.HTTP_CODES.OK).json(item);
            }).catch((err) => {
                res.status(constants.HTTP_CODES.INTERNAL_SERVER_ERROR).json(err);
            });
        }
    }
}

module.exports = BaseController;


text:
(function(){

	/**
	 * Defines the symbol bar layer
	 * @constructor
	 * @param {Object} config the layer configuration
	 */
	JenScript.SymbolBarLayer = function(config) {
		this._init(config);
	};
	JenScript.Model.inheritPrototype(JenScript.SymbolBarLayer, JenScript.SymbolLayer);
	JenScript.Model.addMethods(JenScript.SymbolBarLayer,{

		/**
		 * Initialize symbol bar layer
		 * @param {Object} config the layer configuration
		 */
		_init : function(config){
			config=config||{};
			JenScript.SymbolLayer.call(this, config);
			this.symbolListeners = [];
		},

		/**
		 * String representation of this SymbolBarLayer
		 * @override
		 */
		toString : function(){
			return "JenScript.SymbolBarLayer";
		},

		/**
	     * add symbol listener with given action
	     *
	     * enter : when symbol is entered
	     * exit : when symbol is exited
	     * move : when move in bar
	     * press : when symbol is pressed
	     * release : when symbol is released
	     *
	     *
	     * @param {String}   symbol action event type like enter, exit, press, release
	     * @param {Function} listener
	     * @param {String}   listener owner name
	     */
		addSymbolListener  : function(actionEvent,listener,name){
			if(name === undefined)
				throw new Error('Symbol listener, listener name should be supplied.');
			var l = {action:actionEvent , onEvent : listener, name:name};
			this.symbolListeners[this.symbolListeners.length] =l;
		},

		/**
		 * fire listener when symbol is entered, exited, pressed, released
		 * @param {actionEvent}   event type name
		 * @param {Object}   event object
		 */
		fireSymbolEvent : function(actionEvent,event){
			for (var i = 0; i < this.symbolListeners.length; i++) {
				var l = this.symbolListeners[i];
				if(actionEvent === l.action){
					l.onEvent(event);
				}
			}
		},

		/**
		 * get flattened symbols
		 * @return symbols the flatten array symbols
		 */
	    getFlattenSymbolComponents : function() {
	       var flattenSymbolComponents = [];
	       for (var i = 0; i < this.getSymbols().length; i++) {
	    	    var comp = this.getSymbols()[i];
	    	   	if (comp instanceof JenScript.SymbolComponent && !(comp instanceof JenScript.SymbolBarGroup)) {
	    	   		flattenSymbolComponents[flattenSymbolComponents.length]=comp;
	            }
	            else if (comp instanceof JenScript.SymbolBarGroup) {
	            	var g =  comp.getSymbolComponents();
	            	for (var j = 0; j < g.length; j++) {
	            		flattenSymbolComponents[flattenSymbolComponents.length]=g[j];
					}
	            }
	       }
	        return flattenSymbolComponents;
	    },

	    /**
	     * paint layer
	     *
	     * @param {Object}   g2d graphic context
	     * @param {String}   view part
	     * @param {String}   paint request, symbol or labels
	     */
	    paintLayer : function(g2d,viewPart,paintRequest) {
	        this.paintSymbols(g2d,this.getSymbols(),viewPart,paintRequest);
	    },

	    /**
	     * paint symbols
	     *
	     * @param {Object}  g2d graphic context
	     * @param {Array} 	symbols
	     * @param {String}  view part
	     * @param {String}  paint request, symbol or labels
	     *
	     */
	    paintSymbols : function(g2d,symbols,viewPart,paintRequest) {
	        this.solveGeometry();
	        if (viewPart === 'Device') {
	        	  for (var i = 0; i < symbols.length; i++) {
	   	    	   	var symbol = symbols[i];
		   	    	if (symbol instanceof JenScript.SymbolBar) {
		   	    		if (symbol instanceof JenScript.SymbolBarGroup) {
	                        this.paintGroup(g2d,symbol,viewPart,paintRequest);
	                    }
	                    else if (symbol instanceof JenScript.SymbolBarStacked) {
	                        this.paintBarStacked(g2d,symbol,viewPart, paintRequest);
	                    }
	                    else {
	                        this.paintBar(g2d,symbol,viewPart,paintRequest);
	                    }
		   	    	}
	            }
	        }
	        if (paintRequest === 'LabelLayer') {
	            this.paintSymbolsAxisLabel(g2d,symbols,viewPart);
	        }
	    },

	    /**
	     * paint group
	     *
	     * @param {Object}  g2d graphic context
	     * @param {Object}  barGroup
	     * @param {String}  view part
	     * @param {String}  paint request, symbol or labels
	     */
	    paintGroup : function(g2d,barGroup,viewPart,paintRequest) {
	        barGroup.setHost(this.getHost());
	        barGroup.setLayer(this);
	        if (paintRequest === 'LabelLayer') {
	            this.paintBar(g2d,barGroup,viewPart,paintRequest);
	        }
	        var barSymbolComponents = barGroup.getSymbolComponents();
	        this.paintSymbols(g2d,barSymbolComponents,viewPart,paintRequest);
	    },

	    /**
	     * paint bars axis symbols
	     *
	     * @param {Object}  g2d graphic context
	     * @param {Array} 	barSymbolComponents    the symbols components to paint
	     * @param {String}  view part
	     */
	    paintSymbolsAxisLabel : function(g2d,barSymbolComponents,viewPart) {
	    	 for (var i = 0; i < barSymbolComponents.length; i++) {
	   	    	var barComponent = barSymbolComponents[i];
	            barComponent.setHost(this.getHost());
	            if (barComponent instanceof JenScript.SymbolBar) {
	                if (barComponent instanceof JenScript.SymbolBarGroup) {
	                    var barGroup = barComponent;
	                    var groupBarSymbolComponents = barGroup.getSymbolComponents();

	                    this.paintSymbolsAxisLabel(g2d,groupBarSymbolComponents,viewPart);

	                    if (barGroup.getAxisLabel() != null) {
	                        barGroup.getAxisLabel().paintSymbol(g2d, barGroup, viewPart);
	                    }
	                }
	                else {
	                    this.paintBarAxisLabel(g2d,barComponent,viewPart);
	                }
	            }
	        }
	    },

	    /**
	     * paint bars axis symbols
	     *
	     * @param {Object}  g2d graphic context
	     * @param {Object} barSymbol  the symbol component
	     * @param {String} viewPart
	     */
	    paintBarAxisLabel : function(g2d,barSymbol,viewPart) {
	        if (barSymbol.getAxisLabel() !== undefined) {
	            barSymbol.getAxisLabel().paintSymbol(g2d, barSymbol, viewPart);
	        }
	    },

	    /**
	     * paint bar
	     *
	     * @param {Object} g2d graphic context
	     * @param {Object} bar  the bar to paint
	     * @param {String} viewPart
	     * @param {String} paint request
	     */
	    paintBar : function(g2d,bar,viewPart,paintRequest) {
	        bar.setHost(this.getHost());
	        bar.setLayer(this);
	        if (paintRequest === 'SymbolLayer') {
	            if (bar.getBarFill() !== undefined) {
	                bar.getBarFill().paintSymbol(g2d,bar,viewPart);
	            }
	            if (bar.getBarEffect() !== undefined) {
	                bar.getBarEffect().paintSymbol(g2d,bar,viewPart);
	            }
	            if (bar.getBarStroke() !== undefined) {
	                bar.getBarStroke().paintSymbol(g2d,bar,viewPart);
	            }
	        }
	        else if (paintRequest == 'LabelLayer') {
	            if (bar.getBarLabel() != null) {
	                bar.getBarLabel().paintSymbol(g2d,bar,viewPart);
	            }
	        }
	    },

	    /**
	     * paint stacked bar
	     *
	     * @param {Object}  g2d graphic context
	     * @param {Object}  stackedBar the stacked bar symbol to paint
	     * @param {String}  view part
	     * @param {String}  paintRequest symbol or label paint request
	     */
	    paintBarStacked : function(g2d,stackedBar,viewPart,paintRequest) {
	        stackedBar.setHost(this.getHost());
	        stackedBar.setLayer(this);
	        var stacks = stackedBar.getStacks();
	        if (paintRequest === 'SymbolLayer') {
	            for (var i = 0; i < stacks.length; i++) {
	            	stacks[i].barFill = stackedBar.barFill;
	                this.paintBar(g2d, stacks[i],viewPart,paintRequest);
	            }
	            if (stackedBar.getBarEffect() !== undefined) {
	                stackedBar.getBarEffect().paintSymbol(g2d, stackedBar,viewPart);
	            }
	            if (stackedBar.getBarStroke() !== undefined) {
	                stackedBar.getBarStroke().paintSymbol(g2d, stackedBar, viewPart);
	            }
	        }
	        else if (paintRequest == 'LabelLayer') {
	            if (stackedBar.getBarLabel() != null) {
	                stackedBar.getBarLabel().paintSymbol(g2d,stackedBar, viewPart);
	            }
	            for (var i = 0; i < stacks.length; i++) {
	            	var s = stacks[i];
	                if (s.getBarLabel() != null) {
	                    s.getBarLabel().paintSymbol(g2d, s, viewPart);
	                }
	            }
	        }
	    },

	    /**
	     * solve symbol component
	     * @param {Object}  symbol the symbol to solve
	     */
	    solveSymbolComponent : function(symbol) {
	        if (symbol.isFiller) {
	            return;
	        }
	        symbol.setLayer(this);
	        if (this.getHost().getNature() === 'Vertical') {
	            this.solveVSymbolComponent(symbol);
	        }
	        if (this.getHost().getNature() === 'Horizontal') {
	            this.solveHSymbolComponent(symbol);
	        }
	    },

	    /**
	     * solve vertical component geometry
	     *
	     * @param {Object}  symbol the vertical symbol to solve
	     */
	    solveVSymbolComponent : function(symbol) {
	        if (symbol.isFiller) {
	            return;
	        }
	        symbol.setNature('Vertical');
	        symbol.setLayer(this);
	        if (symbol instanceof JenScript.SymbolBarGroup) {
	            this.solveVBarGroup(symbol);
	        }
	        else if (symbol instanceof JenScript.SymbolBarStacked) {
	            this.solveVStackedBar(symbol);
	        }
	        else {
	            this.solveVBarSymbol(symbol);
	        }
	    },

	    /**
	     * solve vertical bar
	     *
	     * @param {Object}  symbol the vertical symbol bar to solve
	     */
	    solveVBarSymbol : function(bar) {
	        if (this.getHost() === undefined || this.getHost().getProjection() === undefined) {
	            return;
	        }
	        bar.setHost(this.getHost());
	        var proj = this.getHost().getProjection();
	        var p2dUser = null;
	        if (bar.isAscent()) {
	            p2dUser = new JenScript.Point2D(0, bar.getBase() + bar.getValue());
	        }
	        if (bar.isDescent()) {
	            p2dUser = new JenScript.Point2D(0, bar.getBase() - bar.getValue());
	        }
	        if (!bar.isValueSet()) {
	            throw new Error("bar symbol ascent or descent value should be supplied.");
	        }
	        if (!bar.isBaseSet()) {
	            throw new Error("bar symbol base value should be supplied.");
	        }

	        var p2ddevice = proj.userToPixel(p2dUser);
	        var p2dUserBase = new JenScript.Point2D(0, bar.getBase());
	        var p2ddeviceBase = proj.userToPixel(p2dUserBase);

	        var x = this.getComponentXLocation(bar);
	        var y = p2ddevice.y;
	        if (bar.isAscent()) {
	            y = p2ddevice.y;
	        }
	        if (bar.isDescent()) {
	            y = p2ddeviceBase.y;
	        }
	        var width = bar.getThickness();
	        var height = Math.abs(p2ddeviceBase.y - p2ddevice.y);

	        if (bar.getMorpheStyle() === 'Round') {
	        	var round = bar.getRound();
	        	var barPath = new JenScript.SVGPath().Id(bar.Id);
	            if (bar.isAscent()) {
	                barPath.moveTo(x, y + round);
	                barPath.lineTo(x, y + height);
	                barPath.lineTo(x + width, y + height);
	                barPath.lineTo(x + width, y + round);
	                barPath.quadTo(x + width, y, x + width - round, y);
	                barPath.lineTo(x + round, y);
	                barPath.quadTo(x, y, x, y + round);
	                barPath.close();
	            }
	            else if (bar.isDescent()) {
	                barPath.moveTo(x, y);
	                barPath.lineTo(x, y + height - round);
	                barPath.quadTo(x, y + height, x + round, y + height);
	                barPath.lineTo(x + width - round, y + height);
	                barPath.quadTo(x + width, y + height, x + width, y + height - round);
	                barPath.lineTo(x + width, y);
	                barPath.close();
	            }
	            bar.setBarShape(barPath);
	        }
	        else if (bar.getMorpheStyle() === 'Rectangle') {
	            var barRec = new JenScript.SVGRect().origin(x, y).size(width,height);
	            bar.setBarShape(barRec);
	        }
	        bar.setBound2D(new JenScript.Bound2D(x,y,width,height));
	    },

	    /**
	     * solve the given vertical stacked bar
	     *
	     * @param {Object}  stackedBar the vertical stacked bar symbol to solve
	     */
	    solveVStackedBar : function(stackedBar) {
	        if (this.getHost() === undefined || this.getHost().getProjection() === undefined) {
	            return;
	        }
	        stackedBar.setHost(this.getHost());
	        stackedBar.normalize();
	        var proj = this.getHost().getProjection();
	        var p2dUser = undefined;
	        if (stackedBar.isAscent()) {
	            p2dUser = new JenScript.Point2D(0, stackedBar.getBase() + stackedBar.getValue());
	        }
	        if (stackedBar.isDescent()) {
	            p2dUser = new JenScript.Point2D(0, stackedBar.getBase() - stackedBar.getValue());
	        }
	        if (!stackedBar.isValueSet()) {
	            throw new Error("stacked bar symbol ascent or descent value should be supplied.");
	        }
	        if (!stackedBar.isBaseSet()) {
	            throw new Error("stacked bar symbol base value should be supplied.");
	        }
	        var p2ddevice = proj.userToPixel(p2dUser);
	        var p2dUserBase = new JenScript.Point2D(0, stackedBar.getBase());
	        var p2ddeviceBase = proj.userToPixel(p2dUserBase);
	        var x = this.getComponentXLocation(stackedBar);
	        var y = p2ddevice.y;
	        if (stackedBar.isAscent()) {
	            y = p2ddevice.y;
	        }
	        if (stackedBar.isDescent()) {
	            y = p2ddeviceBase.y;
	        }
	        var width = stackedBar.getThickness();
	        var height = Math.abs(p2ddeviceBase.y - p2ddevice.y);
	        if (stackedBar.getMorpheStyle() === 'Round') {
	            var round = stackedBar.getRound();
	            var barPath = new JenScript.SVGPath().Id(stackedBar.Id);
	            if (stackedBar.isAscent()) {
	                barPath.moveTo(x, y + round);
	                barPath.lineTo(x, y + height);
	                barPath.lineTo(x + width, y + height);
	                barPath.lineTo(x + width, y + round);
	                barPath.quadTo(x + width, y, x + width - round, y);
	                barPath.lineTo(x + round, y);
	                barPath.quadTo(x, y, x, y + round);
	                barPath.close();
	            }
	            else if (stackedBar.isDescent()) {
	                barPath.moveTo(x, y);
	                barPath.lineTo(x, y + height - round);
	                barPath.quadTo(x, y + height, x + round, y + height);
	                barPath.lineTo(x + width - round, y + height);
	                barPath.quadTo(x + width, y + height, x + width, y + height  - round);
	                barPath.lineTo(x + width, y);
	                barPath.close();
	            }
	            stackedBar.setBarShape(barPath);
	        }
	        else if (stackedBar.getMorpheStyle() === 'Rectangle') {
	            var barRec = new JenScript.SVGRect().Id(stackedBar.Id).origin(x, y).size(width, height);
	            stackedBar.setBarShape(barRec);
	        }

	        stackedBar.setBound2D(new JenScript.Bound2D(x,y,width,height));

	        var stacks = stackedBar.getStacks();
	        var count = 0;
	        for (var i = 0; i < stacks.length; i++) {
				var stack = stacks[i];
	            stack.setThickness(stackedBar.getThickness());
	            stack.setBase(stackedBar.getStackBase(stack));
	            stack.setNature(stackedBar.getNature());
	            stack.setBarFill(stackedBar.getBarFill());
	            if (stackedBar.isAscent()) {
	                stack.setAscentValue(stack.getNormalizedValue());
	            }
	            else if (stackedBar.isDescent()) {
	                stack.setDescentValue(stack.getNormalizedValue());
	            }
	            var stackedp2dUser = undefined;
	            if (stackedBar.isAscent()) {
	                stackedp2dUser = new JenScript.Point2D(0,stackedBar.getStackBase(stack) + stack.getNormalizedValue());
	            }
	            else if (stackedBar.isDescent()) {
	                stackedp2dUser = new JenScript.Point2D(0,stackedBar.getStackBase(stack) - stack.getNormalizedValue());
	            }
	            var stackedp2ddevice = proj.userToPixel(stackedp2dUser);
	            var stackedp2dUserBase = new JenScript.Point2D(0, stackedBar.getStackBase(stack));
	            var stackedp2ddeviceBase = proj.userToPixel(stackedp2dUserBase);
	            var stackedx = this.getComponentXLocation(stackedBar);
	            var stackedy = stackedp2ddevice.y;
	            if (stackedBar.isAscent()) {
	                stackedy = stackedp2ddevice.y;
	            }
	            if (stackedBar.isDescent()) {
	                stackedy = stackedp2ddeviceBase.y;
	            }
	            var stackedwidth = stackedBar.getThickness();
	            var stackedheight = Math.abs(stackedp2ddeviceBase.y- stackedp2ddevice.y);
	            if (stackedBar.getMorpheStyle() === 'Round') {
	                if (count == stacks.length - 1) {
	                    var round = stackedBar.getRound();
	                    var barPath = new JenScript.SVGPath().Id(stack.Id);
	                    if (stackedBar.isAscent()) {
	                        barPath.moveTo(stackedx, stackedy + round);
	                        barPath.lineTo(stackedx, stackedy + stackedheight);
	                        barPath.lineTo(stackedx + stackedwidth, stackedy   + stackedheight);
	                        barPath.lineTo(stackedx + stackedwidth, stackedy    + round);
	                        barPath.quadTo(stackedx + stackedwidth, stackedy,   stackedx + stackedwidth - round, stackedy);
	                        barPath.lineTo(stackedx + round, stackedy);
	                        barPath.quadTo(stackedx, stackedy, stackedx, stackedy  + round);
	                        barPath.close();
	                    }
	                    else if (stackedBar.isDescent()) {
	                        barPath.moveTo(stackedx, stackedy);
	                        barPath.lineTo(stackedx, stackedy + stackedheight - round);
	                        barPath.quadTo(stackedx, stackedy + stackedheight,   stackedx + round, stackedy + stackedheight);
	                        barPath.lineTo(stackedx + stackedwidth - round,    stackedy + stackedheight);
	                        barPath.quadTo(stackedx + stackedwidth, stackedy    + stackedheight, stackedx + stackedwidth,  stackedy + stackedheight - round);
	                        barPath.lineTo(stackedx + stackedwidth, stackedy);
	                        barPath.close();
	                    }
	                   stack.setBarShape(barPath);
	                }
	                else {
	                    var barRec = new JenScript.SVGRect().Id(stack.Id).origin(stackedx,stackedy).size(stackedwidth, stackedheight);
	                    stack.setBarShape(barRec);
	                }
	            }
	            else if (stackedBar.getMorpheStyle() === 'Rectangle') {
	            	 var barRec = new JenScript.SVGRect().Id(stack.Id).origin(stackedx,stackedy).size(stackedwidth, stackedheight);
	                 stack.setBarShape(barRec);
	            }
	            stack.setBound2D(new JenScript.Bound2D(stackedx,stackedx,stackedwidth,stackedheight));
	            count++;
	        }
	    },

	    /**
	     * solve horizontal group
	     *
	     * @param {Object}  barGroup the horizontal bar group symbol to solve
	     */
	    solveHBarGroup : function(barGroup) {
	        barGroup.setHost(this.getHost());
	        barGroup.copyToBar();
	        var bars = barGroup.getSymbolComponents();
	        for (var i = 0; i < bars.length; i++) {
	        	var bc = bars[i];
	        	bc.setLayer(this);
		        this.solveHSymbolComponent(bc);
			}
	    },

	    /**
	     * solve the specified horizontal component
	     *
	     * @param {Object}  symbol the horizontal symbol to solve
	     */
	    solveHSymbolComponent : function(symbol) {
	        if (symbol.isFiller) {
	            return;
	        }
	        symbol.setNature('Horizontal');
	        if (symbol instanceof JenScript.SymbolBarGroup) {
	            this.solveHBarGroup(symbol);
	        }
	        else if (symbol instanceof JenScript.SymbolBarStacked) {
	            this.solveHStackedBar(symbol);
	        }
	        else {
	            this.solveHBarSymbol(symbol);
	        }
	    },

	    /**
	     * solve horizontal bar group
	     *
	     * @param {Object}  barGroup the vertical bar group symbol to solve
	     */
	    solveVBarGroup : function(barGroup) {
	        barGroup.setHost(this.getHost());
	        barGroup.copyToBar();
	       var bars = barGroup.getSymbolComponents();
	       for (var i = 0; i < bars.length; i++) {
	    	   var bc = bars[i];
	    	   bc.setLayer(this);
	           bc.setHost(this.getHost());
	           this.solveVSymbolComponent(bc);
	       }
	    },

	    /**
	     * solve horizontal bar
	     *
	     * @param {Object}  bar the horizontal bar symbol to solve
	     */
	    solveHBarSymbol : function(bar) {
	        if (this.getHost() === undefined || this.getHost().getProjection() === undefined) {
	            return;
	        }
	        bar.setHost(this.getHost());
	        var proj = this.getHost().getProjection();

	        var p2dUser = undefined;
	        if (bar.isAscent()) {
	            p2dUser = new JenScript.Point2D(bar.getBase() + bar.getValue(), 0);
	        }
	        if (bar.isDescent()) {
	            p2dUser = new JenScript.Point2D(bar.getBase() - bar.getValue(), 0);
	        }
	        if (!bar.isValueSet()) {
	            throw new Error("bar symbol ascent or descent value should be supplied.");
	        }
	        if (!bar.isBaseSet()) {
	            throw new error("stacked bar symbol base value should be supplied.");
	        }
	        var p2ddevice = proj.userToPixel(p2dUser);
	        var p2dUserBase = new JenScript.Point2D(bar.getBase(), 0);
	        var p2ddeviceBase = proj.userToPixel(p2dUserBase);
	        var y = this.getComponentYLocation(bar);
	        var x = p2ddeviceBase.x;
	        if (bar.isAscent()) {
	            x = p2ddeviceBase.x;
	        }
	        if (bar.isDescent()) {
	            x = p2ddevice.x;
	        }
	        var height = bar.getThickness();
	        var width = Math.abs(p2ddevice.x - p2ddeviceBase.x);
	        if (bar.getMorpheStyle() == 'Round') {
	        	var round = bar.getRound();
	            var barPath = new JenScript.SVGPath().Id(this.Id);
	            if (bar.isAscent()) {
	                barPath.moveTo(x, y);
	                barPath.lineTo(x + width - round, y);
	                barPath.quadTo(x + width, y, x + width, y + round);
	                barPath.lineTo(x + width, y + height - round);
	                barPath.quadTo(x + width, y + height, x + width - round, y + height);
	                barPath.lineTo(x, y + height);
	                barPath.close();
	            }
	            else if (bar.isDescent()) {
	                barPath.moveTo(x + round, y);
	                barPath.lineTo(x + width, y);
	                barPath.lineTo(x + width, y + height);
	                barPath.lineTo(x + round, y + height);
	                barPath.quadTo(x, y + height, x, y + height - round);
	                barPath.lineTo(x, y + round);
	                barPath.quadTo(x, y, x + round, y);
	                barPath.close();
	            }
	            bar.setBarShape(barPath);
	        }
	        else {
	            var barRec = new JenScript.SVGRect().Id(this.Id).origin(x,y).size(width,height);
	            bar.setBarShape(barRec);
	        }
	        bar.setBound2D(new JenScript.Bound2D(x,y,width,height));
	    },

	    /**
	     * solve the horizontal stacked bar
	     *
	     * @param {Object}  stackedBar the horizontal stacked bar symbol to solve
	     */
	    solveHStackedBar : function(stackedBar) {
	        if (this.getHost() == null || this.getHost().getProjection() == null) {
	            return;
	        }
	        stackedBar.setHost(this.getHost());
	        stackedBar.normalize();
	        var proj = this.getHost().getProjection();
	        var p2dUser = undefined;
	        if (stackedBar.isAscent()) {
	            p2dUser = new JenScript.Point2D(stackedBar.getBase() + stackedBar.getValue(), 0);
	        }
	        if (stackedBar.isDescent()) {
	            p2dUser = new JenScript.Point2D(stackedBar.getBase()- stackedBar.getValue(), 0);
	        }
	        if (!stackedBar.isValueSet()) {
	            throw new Error("stacked bar symbol ascent or descent value should be supplied.");
	        }
	        if (!stackedBar.isBaseSet()) {
	            throw new Error("stacked bar symbol base value should be supplied.");
	        }
	        var p2ddevice = proj.userToPixel(p2dUser);
	        var p2dUserBase = new JenScript.Point2D(stackedBar.getBase(), 0);
	        var p2ddeviceBase = proj.userToPixel(p2dUserBase);
	        var y = this.getComponentYLocation(stackedBar);
	        var x = p2ddeviceBase.x;
	        if (stackedBar.isAscent()) {
	            x = p2ddeviceBase.x;
	        }
	        if (stackedBar.isDescent()) {
	            x = p2ddevice.x;
	        }
	        var height = stackedBar.getThickness();
	        var width = Math.abs(p2ddevice.x - p2ddeviceBase.x);

	        if (stackedBar.getMorpheStyle() === 'Round') {
	        	var round = stackedBar.getRound();
	        	var barPath = new JenScript.SVGPath().Id(stackedBar.Id);
	            if (stackedBar.isAscent()) {
	                barPath.moveTo(x, y);
	                barPath.lineTo(x + width - round, y);
	                barPath.quadTo(x + width, y, x + width, y + round);
	                barPath.lineTo(x + width, y + height - round);
	                barPath.quadTo(x + width, y + height, x + width - round, y + height);
	                barPath.lineTo(x, y + height);
	                barPath.close();
	            }
	            else if (stackedBar.isDescent()) {
	                barPath.moveTo(x + round, y);
	                barPath.lineTo(x + width, y);
	                barPath.lineTo(x + width, y + height);
	                barPath.lineTo(x + round, y + height);
	                barPath.quadTo(x, y + height, x, y + height - round);
	                barPath.lineTo(x, y + round);
	                barPath.quadTo(x, y, x + round, y);
	                barPath.close();
	            }
	            stackedBar.setBarShape(barPath);
	        }
	        else {
	        	  var barRec = new JenScript.SVGRect().Id(stackedBar.Id).origin(x,y).size(width,height);
	        	  stackedBar.setBarShape(barRec);
	        }

	        stackedBar.setBound2D(new JenScript.Bound2D(x,y,width,height));

	        var stacks = stackedBar.getStacks();
	        var count = 0;
	        for (var i = 0; i < stacks.length; i++) {
				var stack = stacks[i];
	            stack.setThickness(stackedBar.getThickness());
	            stack.setBase(stackedBar.getStackBase(stack));
	            stack.setNature(stackedBar.getNature());
	            stack.setBarFill(stackedBar.getBarFill());

	            if (stackedBar.isAscent()) {
	                stack.setAscentValue(stack.getNormalizedValue());
	            }
	            else if (stackedBar.isDescent()) {
	                stack.setDescentValue(stack.getNormalizedValue());
	            }

	            var stackedp2dUser = null;
	            if (stackedBar.isAscent()) {
	                stackedp2dUser = new JenScript.Point2D( stackedBar.getStackBase(stack) + stack.getNormalizedValue(), 0);
	            }
	            else if (stackedBar.isDescent()) {
	                stackedp2dUser = new JenScript.Point2D(stackedBar.getStackBase(stack) - stack.getNormalizedValue(), 0);
	            }
	            var stackedp2ddevice = proj.userToPixel(stackedp2dUser);
	            var stackedp2dUserBase = new JenScript.Point2D(stackedBar.getStackBase(stack), 0);
	            var stackedp2ddeviceBase = proj.userToPixel(stackedp2dUserBase);

	            var stackedy = this.getComponentYLocation(stackedBar);
	            var stackedx = stackedp2ddeviceBase.x;
	            if (stackedBar.isAscent()) {
	                stackedx = stackedp2ddeviceBase.x;
	            }
	            if (stackedBar.isDescent()) {
	                stackedx = stackedp2ddevice.x;
	            }
	            var stackedheight = stackedBar.getThickness();
	            var stackedwidth = Math.abs(stackedp2ddevice.x - stackedp2ddeviceBase.x);

	            if (stackedBar.getMorpheStyle() === 'Round') {
	                if (count == stacks.length - 1) {
	                    var round = stackedBar.getRound();
	                    var barPath = new JenScript.SVGPath().Id(stack.Id);
	                    if (stackedBar.isAscent()) {
	                        barPath.moveTo(stackedx, stackedy);
	                        barPath.lineTo(stackedx + stackedwidth - round,stackedy);
	                        barPath.quadTo(stackedx + stackedwidth, stackedy,  stackedx + stackedwidth, stackedy + round);
	                        barPath.lineTo(stackedx + stackedwidth, stackedy  + stackedheight - round);
	                        barPath.quadTo(stackedx + stackedwidth, stackedy  + stackedheight, stackedx + stackedwidth   - round, stackedy + stackedheight);
	                        barPath.lineTo(stackedx, stackedy + stackedheight);
	                        barPath.close();
	                    }
	                    else if (stackedBar.isDescent()) {
	                        barPath.moveTo(stackedx + round, stackedy);
	                        barPath.lineTo(stackedx + stackedwidth, stackedy);
	                        barPath.lineTo(stackedx + stackedwidth, stackedy + stackedheight);
	                        barPath.lineTo(stackedx + round, stackedy + stackedheight);
	                        barPath.quadTo(stackedx, stackedy + stackedheight,stackedx, stackedy + stackedheight - round);
	                        barPath.lineTo(stackedx, stackedy + round);
	                        barPath.quadTo(stackedx, stackedy, stackedx + round,  stackedy);

	                        barPath.close();
	                    }
	                    stack.setBarShape(barPath);
	                }
	                else {
	                	var barRec = new JenScript.SVGRect().Id(stack.Id).origin(stackedx,stackedy).size(stackedwidth,stackedheight);
	                	stack.setBarShape(barRec);
	                }
	            }
	            else {
	            	 var barRec = new JenScript.SVGRect().Id(stack.Id).origin(stackedx,stackedy).size(stackedwidth,stackedheight);
	            	 stack.setBarShape(barRec);
	            }
	            stack.setBound2D(new JenScript.Bound2D(stackedx,stackedy,stackedwidth,stackedheight));
	            count++;
	        }
	    },

	    onRelease : function(evt,part,x, y) {
	    	this.barCheck('release',evt,x,y);
	    },

	    onPress : function(evt,part,x, y) {
	    	this.barCheck('press',evt,x,y);
	    },

	    onMove : function(evt,part,x, y) {
	    	this.barCheck('move',evt,x,y);
	    },

	    /**
	     * check symbol event
	     *
	     * @param {String}  action the action press, release, move, etc.
	     * @param {Object}  original event
	     * @param {Number}  x location
	     * @param {Number}  y location
	     */
	    barCheck: function(action, evt,x,y){
	    	var that=this;
	    	var _d = function(bar){
	    	   if(action === 'press')
	    		   that.fireSymbolEvent('press',{symbol : bar, x:x,y:y, device :{x:x,y:y}});
               else if(action === 'release')
            	   that.fireSymbolEvent('release',{symbol : bar, x:x,y:y, device :{x:x,y:y}});
               else
            	   that.barEnterExitTracker(bar,x,y);
	    	};
	    	var _c = function(bar){
	    		if(bar.isFiller) return;
	    		var contains = (bar.getBound2D() !== undefined  && bar.getBound2D().contains(x,y));
        		if(action !== 'move' && contains && bar.isLockEnter()){
        			_d(bar);
        		}
        		else if (action === 'move') {
                	_d(bar);
                }
	    	};
	    	 var bars = this.getSymbols();
		        for (var i = 0; i < bars.length; i++) {

		        	var symbolComponent = bars[i];

		            if (symbolComponent instanceof JenScript.SymbolBarStacked) {
		                var stackedBar = symbolComponent;
		                _c(stackedBar);
		               var barStacks = stackedBar.getStacks();
		               for (var j = 0; j < barStacks.length; j++) {
		            	   var barStack = barStacks[j];
		            		_c(barStack);
		                }
		            }
		            else if (symbolComponent instanceof JenScript.SymbolBarGroup) {
		                var group = symbolComponent;
		                var gss = group.getSymbolComponents();
		                for (var k = 0; k < gss.length; k++) {
		                	var sg = gss[k];
		                    if (sg instanceof JenScript.SymbolBarStacked) {
		                        var stackedBar = sg;
		                        if (stackedBar.getBound2D() !== undefined   && stackedBar.getBound2D().contains(x, y)) {
		                        	_c(stackedBar);
		                        }
		                        var barStacks = stackedBar.getStacks();
		     	                for (var j = 0; j < barStacks.length; j++) {
		     	            	   var barStack = bars[j];
		     	                    if (barStack.getBound2D() !== undefined  && barStack.getBound2D().contains(x,y) && barStack.isLockEnter()) {
		     	                    	_c(barStack);
		     	                    }
		     	                }
		                    }
		                    else if (sg instanceof JenScript.SymbolBar) {
		                        if (sg.getBound2D() !== undefined  && sg.getBound2D().contains(x, y) && sg.isLockEnter()) {
		                        	_c(sg);
		                        }
		                    }
		                }
		            }
		            else if (symbolComponent instanceof JenScript.SymbolBar) {
		                _c(symbolComponent);
		            }
		        }
	    },

	    /**
	     * track bar enter or exit for the specified bar for device location x,y
	     *
	     * @param {Object}  bar symbol
	     * @param {Number}  x location in device coordinate
	     * @param {Number}  y location in device coordinate
	     */
	    barEnterExitTracker : function(bar,x,y) {
	        if (bar.getBound2D() === undefined) {
	            return;
	        }
	        if (bar.getBound2D().contains(x, y) && !bar.isLockEnter()) {
	            bar.setLockEnter(true);
	            this.fireSymbolEvent('enter',{symbol : bar, x:x,y:y, device :{x:x,y:y}});
	        }
	        if (bar.getBound2D().contains(x, y) && bar.isLockEnter()) {
	            this.fireSymbolEvent('move',{symbol : bar, x:x,y:y, device :{x:x,y:y}});
	        }
	        else if (!bar.getBound2D().contains(x, y) && bar.isLockEnter()) {
	            bar.setLockEnter(false);
	            this.fireSymbolEvent('exit',{symbol : bar, x:x,y:y, device :{x:x,y:y}});
	        }
	    },
	});
})();


text:
JAMA Pediatrics
Subscribe to the JAMA Pediatrics journal
La Torsion tibiale: Sa mesure; Son intérêt, clinique, radiologique et chirurgical.
By P. Dupuis. Paper. Price, 920 francs. Pp. 196, with 33 illustrations and 8 tables. Masson & Cie, 120 Boulevard Saint-Germain, Paris, 6e, 1951.
AMA Am J Dis Child. 1953;86(1):118. doi:10.1001/archpedi.1953.02050080125019
This book is dedicated to Professor Louis Ombredanne, who was one of the first to propose research into the etiology of tibial torsion; and to Professor Le Damany, who carried out many of the studies reported in this book.
Tibial torsion is distinctly different from tibial rotation. The condition which has been studied and described in this small book has been considered from the standpoint of etiology, anatomical findings, clinical considerations, and treatment. Tibial torsion may be produced by imbalance of the muscles which control the movements of the foot in inversion or eversion. It is always present in uncorrected congenital talipes equinovarus, and may be the result of longstanding paralysis from poliomyelitis or cerebrospastic inversion or eversion of the foot. Perhaps the most common cause of tibial torsion is contracture and shortening of the iliotibial band following poliomyelitis. Other conditions mentioned, but rarely observed today on the North American
La Torsion tibiale: Sa mesure; Son intérêt, clinique, radiologique et chirurgical. AMA Am J Dis Child. 1953;86(1):118. doi:10.1001/archpedi.1953.02050080125019
Get the latest from JAMA Pediatrics

redpajama_set_name: RedPajamaCommonCrawl


Sport is an 'ART'. No matter how you look at it, the performance of each of these athletes is a true art form. The years dedicated to becoming an elite athlete is truly staggering. I want to photograph elite athletes performing, capturing the true essence of each sport or dance. Some of these images will be used as part of a panel of work to be submitted to the Royal Photographic Society to earn an accreditations. This is an ongoing personal project that still requires a few more participants. If you possess this level of talent, please contact me on this link.
Let's showcase your talent and elevate your profile!
Is it ever 'just' a head shot?


Phase 3 monoclonal to block HIV from infecting T cells, and earlier hopefuls.
CytoDyn is in late-stage development of its lead drug, PRO 140 (leronlimab) for treating HIV infection as a unique CCR5-blocking monoclonal agent in the new class of "viral-entry" inhibitors. PRO 140 has just completed and announced positive data from a Phase 2b/3 clinical trial in combination with existing anti-HIV therapies and will produce data from its Phase 3 monotherapy trial later this year. It also is in a Phase 2 trial in prevention of graft-versus-host disease (GVHD). The company has other products and indications in development at earlier stages in its pipeline.


text:
Daniel Köllerer (Wels, 17 de Agosto de 1983) é um ex-tenista profissional austríaco, banido do esporte em 2011.

Conhecido dentro do circuito, como Crazy Dani, devido a tentativa de fazer um jogo extremamente mental, contrariando arbitragens e jogando contra a torcida, fora de casa ou a favor da torcida, em torneios austríacos, por isso existia um clima tenso nos seus jogos.

Crazy Dani, demorou a galgar resultados expressivos, oscilando muito entre torneios Futures e Challengers, apenas em 2009 começou a faturar bons resultados e participar de torneios ativamente ATP, seu melhor ranking veio em outubro de 2009, como número 55 da ATP. Foi banido do esporte após manifestações, devido a sua conduta como: racismo contra o também tenista brasileiro Júlio Silva, e por simular agressão na partida contra o uruguaio Pablo Cuevas.

Conquistas (18)

Simples (9)

Vice-Campeonatos (9)

Ligações Externas
Sendo racista com jogador de tênis Brasileiro
 Perfil na ATP

Tenistas da Áustria
Naturais de Wels


Chinese market has made the most contribution to the German automaker Audi's sales increase in the first half of the year, a statement from Audi shows on Tuesday.
According to the statement, Audi's sales from January to June totalled around 949,300 units worldwide, among them, 306,590 units were sold to Chinese customers from January to June 2018, representing a year-on-year increase of 20.3 percent.
After China, the Ingolstadt-based carmaker has seen the second most sales increase in the United States, where a total of 107,942 automobiles have been delivered in the first six months of 2018, up by 4.8 percent.
In addition, the sales from January to June in Europe and homeland Germany both fell by 4.2 percent and 6.3 percent.
"Despite the difficult environment, we performed well thanks to the positive development in Asia and North America in the first half of the year," says Bram Schot, interim CEO and board member for sales and marketing.
"We expect a challenging, but also exciting second half of the year with further model changeovers and the presentation of our first all-electric model, the Audi e-tron," Schot said.


text:
ALPCITC.NET
Bucs vs. Saints: Score Predictions and Takes for the Divisional Round
5 big questions for previewing Saints vs. Buccaneers
ORICO USB 3.2 Gen 2×2 (20Gbps) Add-in-Card Review
Saints announce WR Tre'Quan Smith activated from injured reserve
Tag Archives: valhalla
Assassin's Creed Valhalla patch squashes dozens of annoying bugs
Ubisoft will release a big bug-squashing update for Assassin's Creed Valhalla today. The game's 1.1.1 update is light on new features but heavy [...]
Assassin's Creed Valhalla: How to Get the Excalibur Greatsword
The Excalibur Greatsword is easily the most recognized mythological weapon in history. Find out how to unlock it in this guide video for Assassin's [...]
Assassin's Creed Valhalla: How to Get Thor's Hammer
Thor's Hammer, Mjolnir, is the most recognizable weapon of Norse mythology, but it can only be wielded by those deemed worthy.
Assassin's Creed Valhalla: How to Get Odin's Spear
Odin's Spear, Gungnir, is a late game unlock and one of the strongest weapons in the entire game.
Here's 20% off Assassin's Creed Valhalla, Hitman 3, Immortals Fenyx Rising and more
New year; new me is clearly not a mantra that eBay ascribes too as it's back once again with yet another 20 per cent off voucher code just seven days [...]
Assassin's Creed Valhalla's Yuletide event continues to show its settlement's potential
If you're taking down your Christmas decorations this week, you're not alone. Assassin's Creed Valhalla will do the same this Thursday, [...]
Assassin's Creed Valhalla Walkthrough – A Brother's Keeper (Part 149)
Assassin's Creed Valhalla's quest, A Brother's Keeper, has you complete your journey with Sigurd.
Assassin's Creed Valhalla Walkthrough – Holy Day (Part 153)
Assassin's Creed Valhalla's quest, Holy Day, has you defeat Goodwin.
Assassin's Creed Valhalla Walkthrough – Cheating Fate (Part 151)
Assassin's Creed Valhalla's quest, Cheating Fate, has you fight your fate.
Assassin's Creed Valhalla Walkthrough – Binding Fate (Part 150)
Assassin's Creed Valhalla's quest, Binding Fate, has you return to Asgard and defeat Fenrir.
Assassin's Creed Valhalla Walkthrough – Kingdom's End (Part 152)
Assassin's Creed Valhalla's quest, Kingdom's End, has you pillage Werham.
Assassin's Creed Valhalla Walkthrough – Plucking The Quill (Part 145)
Assassin's Creed Valhalla's quest, Plucking The Quill, has you defeat the Quill.
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AGB endure Hollywood comeback to keep up senior championship chase
By: Andrew Ryan
Arklow Geraldines-Ballymoney 0-16
Hollywood 1-09
Arklow Geraldines-Ballymoney survived a relentless second-half Hollywood comeback to maintain their senior football championship push with a hard-fought win on Sunday morning.
Despite leading by eight points with 15 minutes of the game to go, AGB were made to work for a victory that lifts them back level with Rathnew at the top of group one; seeing off a Hollywood side that remains with just the single win from this year's campaign.
Both Hollywood and AGB will have had ambitions to go far in the competition, after both made it to the semi-finals in 2018. Arklow, who were edged by Rathnew last year, made the brighter start on this occasion; taking a two-point lead inside a slow first 20 minutes, through JP Hurley, Chris O'Brien, and Ciarán O'Shea.
As they would continue to do through the match, Hollywood refused to let AGB get away; heaping pressure on the ball in Arklow territory, and drawing the game level through a Stephen Kearney free and Kevin Murphy point.
While AGB could be deemed guilty of over-playing high up the pitch at times, Mark Murnaghan's Hollywood outfit struggled to fashion meaningful chances against a well-drilled defence, marshalled well by Jim Tyrrell.
Tyrrell's leadership laid the groundwork for Arklow to finish the half the stronger, as two Philip Healy frees, and pair of scores from first-half substitute Darragh Culleton, sent the Gers into the break with a 0-07 to 0-03 advantage.
Whether urged by manager Damien Redmond to be more clinical in the final third, or not, Arklow managed to turn their possession into scores, in an impressive opening 15 minutes of the second-half.
Philip Gleeson kicked off the Gers scoring streak that ended with Chris O'Brien splitting the posts to push AGB out to an eight-point, 0-12 to 0-04 lead.
A black card issued to Gleeson presented Hollywood with the chance to try and turn the game around, which they duly did. Keith Traynor put the ball over the bar, before a loose kick-out from AGB 'keeper Mervyn Travers allowed Kevin Murphy to feed Eoin Burke, who worked possession onto PJ O'Keeffe, who rifled the ball past Travers to make it a four-point game, at 0-12 to 1-05.
Hollywood came on even stronger from there; Burke and O'Keeffe both pointing to reduce the gap to just two points.
The Gers needed a reprieve, which they got through another Culleton free, followed by an exquisite score from wide on the right flank by substitute Shane McBride.
With the game finely poised at 0-14 to 1-07, Hollywood almost grabbed their second goal of the day, by bizarre means. An innocuous long ball was charged on by Mervyn Travers, who blocked the ball against Cian Tyrrell, only for the resulting deflection to go behind. Robert Houlihan slotted the resulting 45', before Robert Kelly brought it back to a two-point game moments later.
Ultimately, Hollywood were made to be frustrated at the death, as Shane McBride and Cathal Kelleher both stroked the ball over the bar late-on to hand the points to AGB.
Arklow will be confident of recording another win when they take on Newtown in their next game, on the 18th of August. Meanwhile, Hollywood will face the daunting task of facing Rathnew on the same day.
WicklowNews Player of the Match: Jim Tyrrell (Arklow Geraldines-Ballymoney)
Arklow Geraldines-Ballymoney scorers: D. Culleton (0-04; 0-02f), C. O'Brien (0-02), P. Healy (0-02; 0-01f), S. McBride (0-02), A. Maher (0-01), C. Kellegher (0-01), C. O'Shea (0-01), D. Fitzgerald (0-01), J. Hurley (0-01), P. Gleeson (0-01).
Hollywood scorers: P. O'Keefe (1-01), S. Kearney (0-02f), E. Burke (0-01), J. Cullen (0-01), K. Traynor (0-01), K. Murphy (0-01), R. Houlihan (0-01 45′), R. Kelly (0-01).
Related Topics: AGB, Arklow, championship, football, gaa, hollywood, newtown, Rathnew, wicklow
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WRC 4 Review
Lee Matthews
WRC 4 FIA World Championship is now the fourth game in the newly imagined rally-gaming series by Milestone. Some of you may know Milestone as creators of the latest MotoGP titles and needless to say they're doing a sterling job. The same is definitely said for their off-road racing counterpart as WRC 4 throttles up and takes you on the ride of your gaming life.
WRC4 is the official game of the FIA World Rally Championships. As you would expect every licensed racer, car and even co-driver is available to use as you traipse through muddy Welsh valleys and meander your way past the German countryside. For those not well-versed in the Rally World Champs next season will see a new defending champ. For 9 concurrent years Sebastien Loeb dominated the FIA world, before new-boy Sebastien Oglien (yes another Sebastien) won the 2013 championship. A new breed of racer has broken on through along with this new game and you've got the makings of a very exciting 2014 season for fans of the sport.
Anyways, back to the game in question. Going down the usual 'Career' path like the games before it you take to the roads as a rookie driver. Flitting from job-to-job trying to make ends meet before you're eventually offered a more serious contract with one of the more storied car manufacturers within the racing circuit.
You get to personalise the driver (you), choose a co-driver, number and even a manager. Though the latter choices make no real impact on the game if only to please your own vision of a racing team aesthetically speaking. You'll start off as a Junior wildcard racer. As mentioned above you'll be given a few choices of temporary racing contracts, impress those who are paying the bill and it'll lead to greater things. You race up through the various classes and in all fairness it won't be all that long until you're racing with the big-boys in the WRC, driving machines that many of us can only ever dream of owning.
As you would expect when starting from the bottom, your opponents are pretty pointless. Jumping straight into a career race I remember my first track as quite a bumpy affair with my vehicles striking the wall a dozen times if not more before managing to cross the finish line some 15 seconds ahead of second place. Thankfully by the time you reach the WRC your opponents are a lot more difficult and you'll be struggling to lead by a 15th of a second let alone 15 seconds on any given stage.
Along the way you also have the opportunity to play about with your vehicle in the service parks. If you choose to ignore these sections, on your head be it. A simple adjustment to your steering sensitivity, hand-brake, suspension or any of the other parameters within your car that can be modified will quite literally be the difference between winning a race with a car that is responsive and clean to drive, and finishing last with a jerky, bumpy bashed up trash can.
Naturally the game tries to give you a realistic representation of the cars on various terrains, though I'd have to question if they've actually got it right. Whilst there is a noticeable difference when you go from tarmac, to wet mud, to dirt, to snow, I can't help but think that some of these are harder than the game's making out. Snow in particular, whilst challenging, I expected to be a whole lot worse to navigate.
If you don't fancy going through a career starting life as a rookie you can race a rally or any special stage within the FIA calendar. You can obviously choose to drive as any of the licensed drivers be it Olgien, Evans or Meeke. Not forgetting the offline multiplayer, this is rather dull in all honesty. Very much like a 'pass-and-play' monopoly app on your iPhone you take turns in setting times for your pal to beat. A simple split-screen set-up would have been a welcome addition and I'm a bit perplexed as to why this has been omitted.
Online is great fun though. You race up to 15 other 'ghost' cars. Naturally 16 cars on one stage simply wouldn't work as the roads are far too narrow, but these ghosted cars are definitely the next best thing. It's rather invigorating chasing a bright blue Peugeot 307 as you attempt to jump from 16th to 15th place. Be warned there are some ninja drivers online, you'll lose a lot of races before ever topping the podium. It would be nice to see staggered-starts in future instalments, but for now what you're given is still enough to get by.
Lack of a split-screen mode isn't the only thing that's lacking in this title. Where are the legendary cars? I love watching current rally cars but the shine is somewhat taken off the sport when you read that a VW Polo has won a race. A Polo… my step-dad had one of them and it was horrid! When you continue on seeing a Hyundia Accent, a Skoda Fabia and a Suzuki SX4 it doesn't really quell your thirst for bigger and better things. I wanted to race a Lancia Stratos like you see in those crummy amusement booths down on the pier that charge £2 for a 30 second race. What about an Audi Quattro? Arguably one of the greatest vehicles to grace the sport, or a Lancia Delta not forgetting the Toyota Celica and Ford Cosworth's. Those were amazing cars and I am missing the chance to race them again.
Visually WRC4 is pretty epic. The cars all look amazing and despite the fact that my bumper always seems to detach in the exact same way when I hit numerous walls, visually it still looks awe-inspiring. The stages are also a site to behold. When you're putting so many official stages on display to joe public you need to ensure that they're represented as well as is possible. Milestone have done that. At times you really do feel like your out for a spin in the Welsh countryside with mud kicking up and rain pouring through the tree cover. The audio is as good as it can be. The cars sound good and whilst the co-driver is pretty dull and somewhat sounds like every co-driver in every rally game ever created it does the job of telling you what's around the next bend. If it's not broken…
Ultimately Milestone has offered up a very good game. It looks stunning and offers any rally fan the chance to live out their dreams of being rally world champs. There are issues, that being the lack of any vintage rally cars, the poor excuse for an offline multiplayer, lack of a staggered start via online multiplayer and perhaps a need to tweak the realism on a cars performance whilst racing on different terrain. That being said it's still a thoroughly enjoyable game and I look forward to seeing what Milestone do in 2014 with WRC 5.
Lee is an avid gamer, photographer, film buff and sports fan. A scaly brat since birth it only seemed right for him to join Her Majesties Armed Forces of which he has been a proud member ever since. Despite a long absence from gaming, during which he spent many a night reminiscing about the glory days on Halo 2, Matty is now back online smashing his way through Black Ops and soon enough Gears of War 3 and Battlefield 3.
Review, WRC 4, Xbox 360