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Minor league rosters
Triple-A Oklahoma City Dodgers
Where's Julio?
Julio Urias opens 2016 in Triple-A Oklahoma City starting rotation
By Eric Stephen@ericstephen Apr 6, 2016, 10:31am PDT
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Julio Urias highlights the Triple-A Oklahoma City Dodgers opening day roster.
Christian Petersen/Getty Images
SAN DIEGO -- Julio Urias will open the season in the starting rotation with the Triple-A Oklahoma City Dodgers, who officially announced their opening day roster on Wednesday. However, what might be more notable is who isn't in Triple-A, at least not yet.
Urias, the Dodgers' top pitching prospect and one of the top 4-6 overall prospects in baseball, doesn't turn 20 until August, but he will open the year in the OKC rotation. Urias, who threw just 80 innings in 2015, is the fifth starter for now.
Zach Lee will start the opener on Thursday night for the Triple-A Dodgers, per broadcaster Alex Freedman, followed by Jharel Cotton, Jeremy Kehrt, Carlos Frias then Urias.
Though Urias is the only left-handed pitcher on the starting staff, OKC has a whopping five southpaw relievers, including three on the Dodgers' 40-man roster — Luis Avilan, Adam Liberatore and Ian Thomas.
Jose De Leon, who shot up prospect lists to national prominence after a strong 2015, will open the season one of a trio of pitchers to keep an eye on at extended spring training at Camelback Ranch in Arizona. The Dodgers want to monitor the innings of De Leon, 23, who jumped from 77 innings in 2014 to 114 in 2015.
"Jose De Leon is working diligently to become the strongest version of himself. Across the organization, there are few men more involved their own developmental process than Jose," said Dodgers director of player development Gabe Kapler. "We know we need to pay close attention to usage. More importantly, we see him as a part of our future in the major leagues, and we are taking steps with him to optimize for that outcome."
Another pitcher who will remain in Arizona to start the season is Yaisel Sierra, who turns 25 in June. The hard-throwing right-hander signed a six-year, $30 million contract with the Dodgers on Feb. 21, but didn't really begin his spring until March 1.
The third high-profile pitcher to remain in Arizona is Yadier Alvarez, the Cuban signed to a $16 million bonus in July. Alvarez is just 20 this year, so he wouldn't necessarily be in Triple-A, but before reaching an affiliate will remain in Arizona for a bit.
"Yadier is working on acclimating on and off the field, developing his secondary pitches and focusing on fastball command," Kapler explained. "[Pitching coordinator] Rick Knapp and our entire pitching staff are spending energy helping Yad be consistent with his delivery."
The Dodgers still plan on developing Sierra as a starting pitcher, though he might be able to help the big club out of the bullpen at some point this season.
"Sierra is uniquely professional at this stage in the game. He trusts our partnership with him and is devoted to staying in the moment," Kapler said. "We're not looking too far out ahead with him, but have plans to get him innings as a starter. That said, we expect all of our pitchers to be flexible and think of themselves as athletes, not starters or relievers."
Here is the 25-man active roster for Oklahoma City, which doesn't include catcher Vin DiFazio and infielder Josmar Cordero, both of whom who will start on the disabled list. Though not listed, non-roster outfielder Rico Noel is reportedly sidelined by an oblique strain, per J.P. Hoornstra of the LA Daily News.
Pos Player 2016 age How acquired Highest 2015 level
P Luis Avilan lhp 26 trade (Atl), 7/30/15 MLB
P Lisalverto Bonilla 25 waivers (Tex), 10/21/15 DNP (Tommy John surgery)
P Jhael Cotton 24 2012 draft (20th round) Triple-A Oklahoma City
P Grant Dayton lhp 28 Trade (Mia), 7/15/05 Triple-A OKC/New Orleans
P Carlos Frias 26 international FA, 1/3/07 MLB
P Jeremy Kehrt 30 trade (Bos), 8/9/14 Double-A Tulsa
P Zach Lee 24 2010 draft (1st round) MLB
P Adam Liberatore lhp 28 trade (TB), 11/20/14 MLB
P Jacob Rhame 23 2013 draft (6th round) Double-A Tulsa
P Dustin Richardson lhp 32 minor league FA, 2/12/15 Triple-A Oklahoma CIty
P Ian Thomas lhp 28 trade (Atl), 5/27/15 MLB
P Chin-hui Tsao 34 minor league FA, 1/3/15 MLB
P Julio Urias lhp 19 minor league FA, 8/17/12 Triple-A Oklahoma City
P Matt West 27 trade (Tor), 5/4/15 MLB
C Shawn Zarraga (S) 27 trade (Mil), 12/17/14 Triple-A Oklahoma City
C Jack Murphy 28 trade (Tor), 9/13/15 Double-A New Hampshire
1B/OF Lars Anderson (L) 28 minor league FA, 12/24/14 Triple-A Oklahoma City
1B/OF O`Koyea Dickson 26 2011 draft (12th round) Triple-A Oklahoma City
IF/OF Elian Herrera (S) 31 minor league FA, 12/18/15 MLB
IF Brandon Hicks 30 minor league FA, 2/1/16 Triple-A Sacramento
2B Micah Johnson (L) 25 trade (ChW), 12/16/15 MLB
1B/3B Rob Segedin 27 trade (NYY), 1/12/16 Triple-A Scranton/Wilkes-Barre
OF Corey Brown (L) 30 minor league FA, 1/13/16 Triple-A Nashville
OF Alex Hassan 28 minor league FA, 12/20/15 Triple-A Buffalo
OF Jose Tabata 27 trade (Pit), 7/31/15 MLB
OKC opens its scheduled on Thursday night in Nashville.


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A Video Capture Card is a PCB that fits inside a PC to allow it to take analogue video signals and convert them into a digital signal for viewing on a PC. These can sometimes include TV and Radio tuners too. Most often the term Video Capture Card infers a single channel video input with TV or Radio too.
The abreviation DVR stands for Digital Video Recorder. Typically a DVR card has a minimum of 4 analogue video inputs and may have as many as 16 on one card. DVR cards are usually used for Security and other such applications where you need multiple video signals to be recorded e.g. in a security CCTV system.
The software for DVR cards ranges in complexity but usually even the most basic DVR card software includes recording to hard disk, Movement Detection and alarms. Some of the more complex software has many advanced features including remote access over the Internet and by mobile phone, highly sophisticated search operations for the easy location and retrieval of recorded images and events and linking to third party applications and devices to form a complete CCTV management system.


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Friends step up to help Madsen
Struggling with health, community assists man who helped others
MIKE KUHNS
Bob Madsen is in the giving business.
He's a teacher first, a para-professional in the special education department the last 10 years in the Pleasant Valley School District.
Madsen helps out with two of the Bears' athletic teams — football and basketball — and knows just about everyone.
Madsen is also one of the founders of the Perryman-Keglovits all-star basketball game, the annual event that raises money for the Jimmy V Foundation and cancer research.
In recent months, Madsen's health hasn't been good.
"I'm concerned," Madsen, 53, said. "I'm a young man. I don't want to be in the hospital. In the last five years, I've been in the hospital so much. First it was the neck, and then it was the digestive system. I'd like to live a normal life and the last five years I haven't been able to do that."
In recent weeks, his best friends realized he needed financial help. Kenny Piontkowski, the PV boys basketball coach, auctioned off his Phillies tickets.
Laura Mason-Caiazzo, a teacher at Pleasant Valley, and her husband, Ralph, are organizing a whiffleball tournament at Teddy's Tavern on July 29.
"I've known Bob for a long time and thought that this would be good to help him out more," Mason-Caiazzo said. "He's great, a great person. He's always doing something for somebody else. It was my turn to help him out anyway I could."
One of Madsen's closest friends is Rich Laverdure, another organizer of the Perryman-Keglovits games. Laverdure met Bob and his twin brother John years ago.
But about four years ago, Laverdure said his friend's health started going downward. Madsen has a rod in his back, high blood pressure, low blood pressure, a cyst on his brain and one on his lung, had nine inches of small intestine removed in the spring and now he's headed to Jefferson Hospital in Philadelphia on Aug. 13 to see a prostate specialist.
"Four years ago he had one or two things wrong," Laverdure said. "Now, only heaven knows. He can't keep food down. My mind tells me he's sick."
And he could use a financial boost. Being a para-professional, Madsen only gets paid when he works. Last spring he was forced to miss four weeks of school, time away from the job he said was the most rewarding job anybody would ever want.
As for the community support, Madsen called it, "touching."
"I'm supposed to be the one helping people out and now people are helping me. I appreciate that," Madsen said. "I guess it's because I've been good to the community. I hope that's true."
To take part in the whiffleball tournament July 29 at 10 a.m. at Teddy's Tavern, contact Laura Mason-Caiazzo at 484-995-2739 or email runlaura@verizon.net. Cost is $125 per team (3-4 players) and includes the entry, food and drink.

redpajama_set_name: RedPajamaCommonCrawl


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Tel Nufar (: תל נופר) je pahorek o nadmořské výšce cca - 120 metrů v severním Izraeli, v Bejtše'anském údolí.

Leží v jižní části zemědělsky intenzivně využívaného Bejtše'anského údolí, cca 6 kilometrů jižně od města Bejt Še'an, na pomezí vesnic Tel Te'omim, Sdej Trumot a Rechov. Má podobu nevýrazného odlesněného návrší, obklopeného na všech stranách vesnickou zástavbou a zemědělskými areály. Jihozápadně odtud se rozkládá podobný pahorek Tel Te'omim.

Odkazy

Reference

Související články
 Jordánské údolí

Hory a kopce v Izraeli

redpajama_set_name: RedPajamaWikipedia


Old Streets is Gilbert Tauber's guide to virtually anything on the city map that has been "demapped, obliterated or renamed." Learn where Wine Bridge, Cat Hollow, and Paisley Place were.
A project to document a haircut at each of the Subway Barbers in the city seems stalled for lack of encouragement. Consider it encouraged.
Flatbush Gardener: "Adventures in Neo-Victorian, Wild, Shade, Organic and Native Plant Gardening, Garden Design, and Garden Restoration." Recently created for reasons that aren't especially clear to us: a bat house.
Astoria gets the love it deserves from Joey in Astoria, a neighborhood blog done well.
Blog or pathology? You be the judge. But alcohol is the theme at NY Barfly.
Williamsburg is Dead casts a gimlet eye on the neighborhood that, as with Eskimos and snow, has innumerable gradations of cool.
Real, good, affordable contemporary art. Kathryn Markel Fine Arts, located in Chelsea at 529 W.20th St, specializes in paintings and works on paper by emerging artists that are serious and compelling. Join us for the artist's reception of Inside, an exhibition of new paintings by New Orleans artist Allison Stewart: Thursday, April 17, 6-8pm. Interested in tomorrow's event? Please call (212) 366.5368 for more information and sign up here to receive notification about future events. To view Allison's work and our entire art collection, visit www.markelfinearts.com.
From the mind of Marc Ecko comes Cut & Sew, a signature collection created for today's fashion-forward young man. Blending classic tailoring with edgy graphics and embellishments, Cut & Sew turns the contemporary market on its head with a heavy dose of irreverence and swagger. For a special V.I.P. shopping pass at our Chelsea store, click here.
Re your article about durians and other pilau—the Hawaiian word for putrid—foods. It reminded me of the locally famous sign on the doors in Kuala Lumpur's Federal Hotel; "Girls and durians not allowed in rooms."
Durians are an integral part of the S.E. Asian culture. Malaysians believe durians have an aphrodisiac effect. There is an expression, "When durians fall, sarongs rise."
The funniest durian incident I recall, happened to one of my Singaporean engineers returning from Bangkok during the season. While taxiing out, the flight attendant came on the PA an announced that someone had brought a durian onboard. If you have to ask how they knew, you have never smelled a durian from near or afar. The stew asked the culprit to surrender the durian and when no one did, had the pilot to taxi over to the engine run-up area. Shortly thereafter, someone rolled two durians down the aisle. My engineer said a pair of European tourist ladies in front of him saw the durians roll by, thought the spiky fruit were terrorist hand grenades and let out a series of terrified shrieks. The flight attendants calmly scooped up the offending fruit, opened a cabin door and tossed them onto the tarmac whereupon the flight proceeded without incident.
A year or so ago, the Times mentioned chinchalohk (sic) in an article on Nonya food. Once I brought a bottle through immigration in Honolulu. The customs inspector said, "If you have the guts to eat this stuff, I have the guts to let you bring it into the country." Now that is really pilau—but a great fish sauce.
What did I have for lunch yesterday? Ong choi with fu yu (a white, fermented, garlicky, soy gravy) at the Mei Sum in Chinatown. The dish is better with tau mil greens but you can't get them in the Islands. Both fu yu and its cousin in smell, hahm har sauce are worthy of being called pilau.


text:
National Association of Evangelicals Biography
Pro to the question "Should the Death Penalty Be Legal?"
"If no crime is considered serious enough to warrant capital punishment, then the gravity of the most atrocious crime is diminished accordingly…
We urge that legislation which re-establishes the death penalty also include safeguards to eliminate any inequities."
"Governmental Affairs – Policy Resolutions – Capital Punishment 1973," nae.net (accessed Aug. 4, 2008)
"The Association traces its beginnings to April 7-9, 1942, when a modest group of 147 people met in St. Louis with the hopes of reviving the fortunes of evangelical Christianity in America.
"About NAE," nae.net (accessed July 29, 2008)
"The mission of the National Association of Evangelicals is to extend the kingdom of God through a fellowship of member denominations, churches, organizations, and individuals, demonstrating the unity of the body of Christ by standing for Biblical truth, speaking with a representative voice, and serving the evangelical community through united action, cooperative ministry, and strategic planning."
ProCon.org. (2008, November 11). National Association of Evangelicals. ProCon.org. https://deathpenalty.procon.org/source-biographies/national-association-of-evangelicals
ProCon.org, "National Association of Evangelicals," ProCon.org. last modified November 11, 2008. https://deathpenalty.procon.org/source-biographies/national-association-of-evangelicals/.
ProCon.org, "National Association of Evangelicals." ProCon.org. 11 Nov. 2008, deathpenalty.procon.org/source-biographies/national-association-of-evangelicals
ProCon.org. "National Association of Evangelicals." ProCon.org. Last modified on November 11, 2008. Accessed January 22, 2022. https://deathpenalty.procon.org/source-biographies/national-association-of-evangelicals/


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UPDATE: Project Wiki is here.
I'm Zi. I've been an Ogre user for quite a few years now, but regrettably I have not been too active around the forums. I plan to apply for GSoC this year as a student, and just wanted to take this chance to introduce myself and present this project proposal. Nothing formal yet, just some ideas thrown around in the back of my head. It was initially pulled from the Help Requested page, and slightly expanded upon. Please give me all the feedback you can, guys!
Demos and SDK samples are one of the best ways to attract new users to our community. And among all the open-source 3D engines out there, I personally think that Ogre has some of the better samples to show. This said, Ogre deserves a kickass sample framework to match. Having a unified framework and interface will not only make all samples look professional and spiffy; it would also allow the team to make and edit samples with more ease and speed, and serve as an excellent basis for users to get started with Ogre or to produce simple demos quickly.
New input/GUI setup allowing easy addition of key toggles, value sliders, stats, etc.
My current plan is to make each sample into an Ogre plugin. The sample browser will be the only executable in the samples directory. Samples could be listed in the existing "Plugins.cfg" or a new "Samples.cfg". The startup code for an Ogre plugin is smaller than that of the current sample apps (Not to mention it's all functional, instead of a cloud of preprocessor directives) Adding a new sample would be as simple as creating a new plugin and adding it to "Samples.cfg". The browser will load all sample plugins at startup, and display their names, descriptions and thumbnails, which are all provided by the plugins (thumbnails can be stored in a subdirectory under the media folder). At any time when viewing a sample, the user should be able to summon this main menu and select another sample to view.
I understand that while convenience is important, one of the main reasons behind the examples is to... well, exemplify. The example framework would be pointless if it wrapped up and hid away all the work. It's therefore important to keep all utilities to a minimum, and to keep the framework consistent with Ogre's design philosophy.
Sometimes, I'd like to be able to pause and reset the samples. This is useful for observing small details in examples with moving objects without having to take screenshots.
Ogre's been crying out for an icon, and I hope the sample browser can have one. Besides, with an icon, you could proudly put a Ogre Sample Browser shortcut under the Start Menu or something . Fonts and widgets should also follow a consistent styling. With its own consistent visual theme, the SDK would look that much more kickass.
Given the timeframe, I do not think these goals are unrealistic. I might be wrong though. Any suggestions/criticism is welcome.
Please give me a hand, guys! Thanks!
Last edited by omniter on Wed Apr 22, 2009 12:49 pm, edited 8 times in total.
I do like the idea of "samples plugins" and "sample framework" so that contributors/addons could add their own. but you'll have to develop furter the framework idea.
- A 'resource/renderer/ogre plugin/ scene manager/requirements(opengl only, dx only, dll needed, etc.)' context per sample ? which would lead of a more complete samples.cfg description per section ?
- Can you clarify if you want to rewrite a GUI library or just make a consistent CEGUI skin ?
- Should/Could this be also used for an enhanced "test browsers" (actual "playpen" is growing badly) ?
Thanks for the feedback, tuan kuranes.
To my understanding, Ogre already has its own "framework". This is not something new. However, with the existing framework, each example has to be run separately. By making a sample browser, and turning the samples into plugins, you remove this need. Thus, users don't have to close the window, select another sample, and go through the config dialog and initial startup time just to view another sample. Also, before, if there were any changes you wanted to make to all the samples, you had to change and rebuild each sample. Now, many of these changes can be made to the sample browser alone.
Obviously, the resources for all the samples would not be collectively loaded by the browser at startup. Currently resources are loaded on-demand for each sample. This does not need to change. All sample-specific resources are simply unloaded when a new sample is selected. Thus, there is no need to provide extra information in the resource config. As for requirements of the samples, I think it would make more sense to make a note of them in the sample description in the plugin itself.
Regarding the second point, I do not plan to create a new GUI library. That's somebody else's job, and would only slow this project down. I was thinking of either making an Ogre-themed CEGUI skin, or making a very simple overlay-based GUI system specifically for samples.
As for "test browsers" and PlayPen, I personally have had no experience with them. However, any application currently built on ExampleApplication can definitely be built on the new framework. The framework will be totally extensible, and new applications can be made from it easily. If you have any ideas on a "test browser", they could definitely be added to the list of goals.
If I have misunderstood the meaning of "Unified Samples Framework" from the Help Requested page, somebody please let me know!
Can you write more about what and how you used OGRE in the past?
I just what to get some more background on you.
Seems to me you understood perfectly the need and idea. Better & sexier UI, and at last but not least easier and faster to add samples.
Now we/you have to make sure it's nice and extensible enough.
Not sure of that. A better framework would parse only needed resource groups for each sample at load. Much faster loading that current situation.
As for requirements of the samples, I think it would make more sense to make a note of them in the sample description in the plugin itself.
Shouldn't it appears in the browser to that user know why that sample won't work on its cpu/gpu/platform ?
My point of view here is from the "sample contributor", and sample that are not just using ogre core.
Say I want to add OgreAL samples or the ssao demo to the browser.
I could have to add a new ogre plugin (ogral), may I work with a specific RenderSystem (say a DX10 sample only), exclude or include scenemanager with this sample, or need another set of medias, etc... how can the new framework you propose can either enforce or at least ease the process.
Check ogre "playpen" project source in svn. You'll see the idea of why it could use some "browse" functionallity instead of "comment/define" system.
I've been using Ogre for roughly 3-4 years now. Most recently, I've been using Mogre to develop a .NET game engine in Boo. In the past, I've used Ogre to make small games and demos, screensavers, 3D presentations, and a very small AI sim. I tied for second place in Futureplay 2006 with a game prototype I made in Ogre. I've been programming in C++ since 7th grade. I started graphics programming with OpenGL and Direct3D, then moved on to Ogre. I also use other languages, but I think I digress... I'm a decent artist, and I've had experience creating my own GUIs in the past, including with Ogre overlays. I don't have a portfolio or anything ready right now, but if you want I could compile some stuff I did and show it to you.
Last edited by omniter on Fri Mar 20, 2009 8:19 pm, edited 2 times in total.
Thanks for the replay, your history teaches me a lot about you and what you can do.
omniter wrote: ...I don't have a portfolio or anything ready right now, but if you want I could compile some stuff I did and show it to you.
This is not a requirement – but some samples\demos\code will increase you chance of being selected.
That is definitely a good idea. My game engine project does just that. I could expand the "Samples.cfg" to contain this information.
They will appear in the browser. All sample plugins are loaded together by the browser at startup, and from then on, the browser will have access to all such information.
tuan kuranes wrote: My point of view here is from the "sample contributor", and sample that are not just using ogre core.
That is a very good point. If I understand correctly, the plugins can simply load whatever other plugins they need before their samples start. As for RenderSystem or SceneManager requirements, the sample plugin can provide that information, the sample browser will display it, and the loader will take the appropriate actions to ensure the right RenderSystem and SceneManager are used (including recreating the Root object), and report errors if any are encountered.
I just did, and yes, I think the framework can definitely be used to create a test browser. Instead of browsing samples, it just browses tests.
I think you've got a good start here - you've picked up on the main idea of making the samples pluggable, which is good. Thinking about how 3rd parties might drop their own samples or tests into this framework easily, without necessarily having to rebuild the sample framework, is a good move.
Definitely focus on the framework and the functionality first, and the look and feel later - this can always be polished later.
I like your thinking on making it simple to add GUI options by abstracting the interface to it. I'm not sure how well that will work with the more complicated interfaces, without exposing a lot of the underlying detail (for example, handling callbacks and querying combinational state), so some flexibility might be needed here to allow the sample to define it's own GUI while still operating within the overall framework (which may have a 'parent' GUI overall for switching samples). I'm thinking of Steam here - where each game has its own GUI but you can pop up a Steam overlay anywhere which controls top-level things.
Turns out, it's relatively simple to make the samples pluggable. However, pluggability is a very small part of the goal. In fact, in my previous posts, it seemed as though I'd made it mandatory for samples to be used by the browser. That's not a flexible/extensible system at all. So, I've thought a bit about how exactly to make the framework more extensible/flexible.
The Sample class provides a basic structure for samples. It will be responsible for scene setup, event handling, etc. much like the current ExampleApplication class. Also like ExampleApplication, it is fully extensible, and intended to be subclassed. One key difference though is that Sample does not setup Ogre, load resources, or create a window. It will, however specify the plugins and resources it requires (Note that specifying required plugin names effectively covers RenderSystem and SceneManager requirements). Also, the Sample can provide a GPU capabilities test. It will also include some convenient GUI, camera and control methods, but you still have access to the low-level stuff, of course. With this class alone, we do not really have a framework, but the important thing is that we've left room for multiple samples to run in one session, because the Sample only performs safely repeatable actions.
The PluginSample is a very small class that basically extends Sample and Plugin to make a pluggable Sample. Now you not only have the ability to dynamically switch between built-in Samples, but to dynamically detect new Samples that can be immediately added and played.
The SampleEngine class will be responsible for setting up Ogre, loading resources, and creating a window, etc. to prepare a suitable "context" for Samples to run in. One very important feature of SampleEngine is that it handles switching between multiple Samples. It reads the requirements from each Sample, loads the appropriate plugins and resource groups, and sets the appropriate RenderSystem. Between Samples, it also aims to be efficient by only unloading the resource groups not required by the next Sample, thus minimizing reload. Similarly, it will do a device reset only when the next Sample needs a different RenderSystem. The SampleEngine can handle Samples as well as PluginSamples, which are loaded differently, but are otherwise treated exactly the same, because they both expose the Sample interface. To make a sample application, you only have to extend Sample or PluginSample, and not SampleEngine. Though this class is extensible, there's rarely any customization you need to do to the engine (which is why it's called an engine).
With these central classes, all that's missing to make a sample browser is a loading screen and a menu to display Sample requirements and info to the user. For example, the Sample class can provide a title, description, and a thumbnail texture location, and the browser can use this to display each Sample. Neat-O. Also, the browser can show the user each Sample's requirements, the reason it is unavailable, the reason it failed to load, how exactly the GPU does not pass the Sample's test, and other side notes. Instructions can even be provided before the Sample is loaded, so the user will know exactly what to do (like if the Sample is a game demo). If a Sample fails to load, the browser will display an error and fall back to the menu. It's easy to make a "menu scene" like in Half-Life 2 or Warcraft 3. It's even possible to make a main "navigation room" like in the NeoAxis demo. Just make a Sample.
sinbad wrote: I'm thinking of Steam here - where each game has its own GUI but you can pop up a Steam overlay anywhere which controls top-level things.
In fact, that's exactly what I was thinking from the beginning. If the pause/reset functionality is implemented, we could even pause the Sample and display the menu on a translucent layer, like in Ocarina of Time.
All of these classes will be extensible, and can be used to create... well, the possibilities are endless. You could even make a game level system out of this, with each Sample serving as either a level, or a certain "kind" of level/cutscene/whatever. Certainly, it can be used for more than samples and demos.
Last edited by omniter on Wed Mar 25, 2009 3:36 pm, edited 1 time in total.
You mention the sample identifying the rendersystem - this is good, because some sames might only support one rendersystem (we try to avoid this, but sometimes it's inevitable such as geometry shaders) - but of course a complexity here is that changing rendersystem requires more of a reinitialisation than simply changing resources. It would actually be really awesome to be able to hit a button and switch an active sample from one rendersystem to another, preferably keeping the camera position, but to do this will require pretty much a complete reinitialisation (except for Root); the window will need to be recreated and everything will need to be reloaded. To automate that would be very, very useful for testing though, and indeed will be required for switching between some samples.
You mentioned dynamically detecting samples. I like this idea - would you do it based on a 'refresh samples' button or something and scan a folder for plugins? That's pretty cool for drag & dropping user samples.
Another nice feature would be a simple 'reload resources' option; say if you'd updated a mesh or something on the disk and wanted to see the results immediately. We've had an item on our wishlist about detecting files being updated on disk and reloading them automatically to make the round trip on asset testing easier; that's a different subject, but a manual 'reload' option pretty much falls out of the first point I mentioned anyway, since switching rendersystem requires a sample reload. I see it as a 'lite' version of that, since the window and rendersystem etc would stay intact, but the scene would be reloaded and the camera put back in its current position. It's a big more broad-brush than the 'detect and reload' functionality, since everything in the scene would be reloaded rather than just the file(s) that updated, but still it would be nice to have.
Thanks for the reply, sinbad!
sinbad wrote: You mention the sample identifying the rendersystem - this is good, because some sames might only support one rendersystem (we try to avoid this, but sometimes it's inevitable such as geometry shaders) - but of course a complexity here is that changing rendersystem requires more of a reinitialisation than simply changing resources. It would actually be really awesome to be able to hit a button and switch an active sample from one rendersystem to another, preferably keeping the camera position, but to do this will require pretty much a complete reinitialisation (except for Root); the window will need to be recreated and everything will need to be reloaded. To automate that would be very, very useful for testing though, and indeed will be required for switching between some samples.
I was thinking that the only time to switch RenderSystem would be in between samples in the menu. Then you wouldn't have to worry about saving and restoring the camera and what not. The reason I avoid that is because there might be a lot more to restore than just the camera; it might end up being a full serialization/deserialization system. If however this is implemented (I had considered implementing it), it would allow for dynamic graphics configuration! This means we can actually add an in-game equivalent of the ConfigDialog. Of course, I realize this is a lot of work, and is why I mentioned it as an optional feature in my original post.
sinbad wrote: You mentioned dynamically detecting samples. I like this idea - would you do it based on a 'refresh samples' button or something and scan a folder for plugins? That's pretty cool for drag & dropping user samples.
This is exactly what I was thinking. However, it would not be necessary to scan any folders. The original sample list was loaded from "Samples.cfg", so hitting the refresh samples button would simply cause the config to be reparsed.
sinbad wrote: Another nice feature would be a simple 'reload resources' option; say if you'd updated a mesh or something on the disk and wanted to see the results immediately. We've had an item on our wishlist about detecting files being updated on disk and reloading them automatically to make the round trip on asset testing easier; that's a different subject, but a manual 'reload' option pretty much falls out of the first point I mentioned anyway, since switching rendersystem requires a sample reload. I see it as a 'lite' version of that, since the window and rendersystem etc would stay intact, but the scene would be reloaded and the camera put back in its current position. It's a big more broad-brush than the 'detect and reload' functionality, since everything in the scene would be reloaded rather than just the file(s) that updated, but still it would be nice to have.
Create a method that reloads textures and materials (This is as "light" as it gets). The sample browser could provide an option to either manually reload textures and materials or to automatically do a reload once every few seconds or so. I use this in my game engine, and find it incredibly useful when editing materials and textures. The reason why it's so useful is because textures and materials are hard to "preview" in an editing program like Photoshop or Blender. Unless you have something like oFusion, it's hard to get the exact look you get in-game. This is why tweaking it in-game saves time. On the other hand, meshes look pretty much the same everywhere, and it's less likely people will make frequent small adjustments to them while in-game. Editing a mesh usually takes a while, and exporting, processing, and moving the file to the right location isn't very quick either. This is why I find it less useful to make a mesh-reloading method. However, if the sample saving/restoration is implemented, then this is already done. We simply have to save the sample, restart the sample, and restore it to the previous state. Voila, all resources refreshed. This is heavier than the texture/material reload, but still lighter than a full system reset. Lastly, the "dynamic ConfigDialog" would use the aforementioned method plus make changes to the RenderSystem.
Another idea I had was a "labeling" feature that adds a nametag overlay to objects in the scene. You could apply masks or filters so that only certain objects are labeled. Do you think this might be useful for debugging? I've posted some code for this and material reloading in the User Forums.
P.S. I was also wondering if the Sample classes can be used to make unit testing easier. Not that I'd like to take on that task right now as well, but it would be cool if it was possible.
omniter wrote: Thanks for the reply, sinbad!
sinbad wrote: I was thinking that the only time to switch RenderSystem would be in between samples in the menu. Then you wouldn't have to worry about saving and restoring the camera and what not.
What I was trying to suggest was that to reload another sample can actually be seen as the same as reloading the same sample again - which would allow you to switch render systems to check that everything looks ok between them. I realise you wouldn't want to get into a full serialisation case, that would get complicated, so I'd suggest that everything would reset to as it was when the sample was newly loaded - it just might be nice to special-case the main camera, because that's really the main thing you might want to keep the same. If that's awkward, just being able to restart the same sample with a different rendersystem with all the state reinitialised is still valuable.
Ok, I actually think having the option to scan a folder or pattern-match, rather than having to edit a configuration file, would be nice to have. Maybe the Samples.cfg could just specify a location to look in and a pattern to look for. That way dropping in a new sample is even easier.
Create a method that reloads textures and materials (This is as "light" as it gets). The sample browser could provide an option to either manually reload textures and materials or to automatically do a reload once every few seconds or so. I use this in my game engine, and find it incredibly useful when editing materials and textures. The reason why it's so useful is because textures and materials are hard to "preview" in an editing program like Photoshop or Blender.
Yes, a manual reload option would be good, and yes perhaps categorise it. I'm not sure reloading every few seconds is a good idea (unless you use the timestamp to prevent unnecessary reloading, but this would require a bit more digging in the resource system), but certainly having a button saying 'reload X type of resource' would be useful.
It's interesting, what would the tags be used for?
That leads me to this... would it be a good idea to give the samples some sort of "quickSave" and "quickLoad" methods? Though it would be unrealistic to implement a full scene serialization/deserialization system for this project given the timeframe, a Sample would only need to save off important SceneNode positions and maybe some custom data.
I wouldn't go down this route personally, it overlaps a bit too much with other scene formats (dotscene, and the upcoming paged world format), so I think it could get confusing. As mentioned above I don't think storing even the camera position is absolutely essential between sample restarts, and I wouldn't start coming up with another scene format just for the sample framework.
We have PlayPen at the moment which is a sort of visual unit test - all the things that we need to test if they 'look right' rather than being able to use CppUnit on them end up in here. With a new samples framework, I would make all of these tests use the new structure so they could be more easily used on demand instead of editing PlayPen.cpp. I wouldn't want to create a separate DLL for each one though, so the samples framework would need to support having multiple samples injected from one loaded DLL - which shouldn't be difficult.
FWIW, it sounds like what you are proposing is exactly how Havok does their demos (it's a single app with dozens of different demo classes). Perhaps you could have a shufti at their demo framework to get some more concrete ideas?
Thanks for all the input, guys. I really appreciate the support.
So no sample saving - okay. As for comparing two RenderSystems on the same Sample - already a part of the plan! It would be part of the "dynamic config dialog", along with all the other settings (FSAA, fullscreen, etc). And I just realized that plugins can have different extensions now, so pattern matching and scanning would definitely be a good idea. About the labels... afaik, SceneNodes can't be visually represented unless they have objects attached. Sometimes, objects/materials don't show up for some reason, and it might be helpful to know exactly where each SceneNode is. I'm thinking like a 3D modeler here. As for multiple Samples in one plugin, well... I can't believe I didn't think of that.
I'll have a shufti right away.
Anyway, I think I have enough material to work with to make a preliminary application now, which should be heading your way sometime soon. Although, since there's going to be revisions anyway, I'd like a chance to get some input from the user community, see what they think and what they want. I'm just not sure which forum section to ask them. Any ideas on that?
Semi-automatic reloading of resources would be a very nice feature to have inside OgreMain. It would be nice if stuff like this gets implemented inside OgreMain to support the sample framework instead of in a separate library. It can be something like "reload all files modified in the last second"; per-resource timestamps can be avoided.
If samples are in a different dll/so then it might be possible to reload the entire plugin without restarting the main app and reloading resources. This is cool but not really as useful as reloading textures.
It would be very useful to start with an arbitrary set of render system caps and multiple render windows. The current config dialog can't do that; and it should.
Serialization is indeed overkill and overlaps stuff like dotscene. Building demo scenes in code is very reasonable. Still; it would be nice to expose a couple of tunable parameters for a sample and have "the framework" auto-generate some sliders and buttons. Those parameters "could" be saved and loaded; but anything that enumerates scene nodes is definitely overkill.
Thanks for the input, cdleonard.
cdleonard wrote: Semi-automatic reloading of resources would be a very nice feature to have inside OgreMain. It would be nice if stuff like this gets implemented inside OgreMain to support the sample framework instead of in a separate library. It can be something like "reload all files modified in the last second"; per-resource timestamps can be avoided.
So you're saying... for each resource, instead of comparing a saved timestamp against the current file timestamp, you would just compare the current file timestamp against the system time? While this would certainly remove the memory overhead, it does not necessarily make automatic full resource check any faster. It might be faster if we categorize the checks though. In any case, this feature would definitely be useful if you want to edit a scene in real-time. If the team approves this feature, we could definitely add it to the project, since it loosely fits in.
cdleonard wrote: If samples are in a different dll/so then it might be possible to reload the entire plugin without restarting the main app and reloading resources. This is cool but not really as useful as reloading textures.
In fact, it isn't necessary to even reload the plugin. Samples can be restarted, with or without reloading resources.
cdleonard wrote: It would be very useful to start with an arbitrary set of render system caps and multiple render windows. The current config dialog can't do that; and it should.
Somehow I don't see multiple render windows being very useful for a samples framework. The SampleEngine could probably be extended to support such functionality though. In any case, it is beyond the scope of this project. I'm not sure what you mean by an "arbitrary set of render system caps". Are you talking about running with a set of caps different from your card's?
cdleonard wrote: Serialization is indeed overkill and overlaps stuff like dotscene. Building demo scenes in code is very reasonable. Still; it would be nice to expose a couple of tunable parameters for a sample and have "the framework" auto-generate some sliders and buttons. Those parameters "could" be saved and loaded; but anything that enumerates scene nodes is definitely overkill.
Some common sample GUI elements are already a planned feature.
I'm sorry; what I meant is that it might be possible to unload the plugin; recompile it; and load it again. All that without restarting the main exe.
omniter wrote: I'm not sure what you mean by an "arbitrary set of render system caps". Are you talking about running with a set of caps different from your card's?
Render system caps support serialization. You could offer an option to start with capabilities from a file.
cdleonard wrote: I'm sorry; what I meant is that it might be possible to unload the plugin; recompile it; and load it again. All that without restarting the main exe.
What would be the point? Recompiling a plugin isn't something you can do quickly and frequently, so allowing dynamic sample plugin reloading wouldn't save any time.
cdleonard wrote: Render system caps support serialization. You could offer an option to start with capabilities from a file.
Then I understood you correctly. I'll be sure to mention this.
About samples enhancements, some command line argument (argv, argc) support in the framework would be great too.
That would help a lot in debug/release launch from visual studio or other tools as well and why not someday have some "render test" (using advanced image diff and or manual checkup of resulting images of all tests) being runnable automatically.
tuan kuranes wrote: About samples enhancements, some command line argument (argv, argc) support in the framework would be great too.
Command-line arguments would have to be in the browser, and not in the Sample or SampleEngine. But I suppose the SampleEngine could accept some initial conditions, which could be passed to it through the command-line by the browser. This is definitely doable.
Keep the ideas coming. I don't know if they can all get squeezed into one summer, but adding them and extending the framework should be a breeze after the main components are complete and solid.
omniter wrote: About the labels... afaik, SceneNodes can't be visually represented unless they have objects attached. Sometimes, objects/materials don't show up for some reason, and it might be helpful to know exactly where each SceneNode is.
Oh, I see - yes, that could be useful for debugging.
This forum is already public to everyone, so this is the best place to ask.
I just saw the comment on my GSoC application. Totally forgot that rafb purges pastes. I've attached the sample code in a zip file along with a readme. Sorry for the confusion!
Exams are finally over! I thought I might make a little mockup screen just for the hell of it. It's not like I've included every little detail, but I just wanted to give myself an idea of what the product (just the browser) might roughly look like. I tried to make the colour scheme true to Ogre. What do you think?
Last edited by omniter on Tue Jul 28, 2009 9:28 pm, edited 1 time in total.


Robert Parry has worked as a journalist for The Associated Press, Newsweek and PBS Frontline and has reported from Grenada, El Salvador, Nicaragua, Iran, Israel and Haiti.
In the 1980s Robert Parry broke many of the stories that later became known as the Iran-Contra affair. Those stories included the first story about the White House network led by Oliver North. He also co-authored the first story about Nicaraguan contra-cocaine trafficking. In 1984 Robert Parry won the George Polk Award for National Reporting.
Robert Parry, who has also taught at the New York University Graduate School of Journalism, is the author of Lost History: Contras, Cocaine, The Press & Project Truth (1992), The October Surprise X-Files: The Hidden Origins of the Reagan-Bush Era ( 1996) and Secrecy & Privilege: Rise of the Bush Dynasty from Watergate to Iraq (2004). He also runs the Consortium News website.
(1) Could you explain the reasons why you decided to become an investigative journalist?
(2) Is there any real difference between the role of an investigative journalist and a historian?
(3) How do you decide about what to write about?
(4) Do you ever consider the possibility that your research into controversial issues will get you into trouble with those who have power and influence?
(5) Did the publication of Lost History: Contras, Cocaine, the Press & "Project Truth." (1999) and Secrecy & Privilege: Rise of the Bush Dynasty from Watergate to Iraq (2004) cause you any problems?
(6) Did you have any problems having your books published? Would it have been easier and better for your career if you wrote a book saying that George Bush and Ronald Reagan were telling the truth about the Iran-Contra scandal?
(7) On page 3 of Lost History you argue that America's secret history "is in danger of being lost, possibly forever". You add that this is because that the "national news media is absorbed by tabloid journalism and disinterested in serious research." I agree that this was the case before the emergence of the web. Are you more optimistic about the exposure of the "secret history" in 2006?
The two editors who take the credit for Watergate and the Pentagon Papers, Ben Bradlee (Washington Post) and Abe Rosenthal (New York Times) have a long record of covering up important political scandals and were very much under the influence of "Operation Mockingbird". Is it possible that the truth about Watergate and the assassinations of JFK, MLK and RFK was never revealed during the 1960s and 1970s?
Obviously, the Internet has helped and we've been part of providing free journalistic content since 1995. But the Internet has limits. Part of the problem goes to resources. The major news outlets - newspapers and TV - still have the money to do substantial journalism when they choose to. The Internet tends to be derivative of that work. There's also a lack of professionalism, which some actually favor although I am not among them. I believe there's an important role for journalistic professionalism relating to standards of evidence, readability, fairness, etc. Amateurism raises the odds that serious mistakes will be made. So, I think the key will be to figure out how to infuse quality Internet journalism with sufficient resources so the work can be upgraded and sustained.
I agree that the 1970s was not some Golden Age of journalism, but it was a lot better than what preceded it and what has followed. In many ways, that era reflected the divisions in the Establishment that had opened up because of Vietnam and Watergate. There was also increasing pressure from the more leftist "underground press" which was challenging the mainstream press on credibility with large segments of the readership. These various pressures and fractures gave journalists a little more freedom to do their jobs.
The Reagan-Bush era was about reversing those trends, a process that was carried out ruthlessly and successfully. Groups were funded to attack honest mainstream journalists, a robust conservative media was created, and the "underground press" pretty much disappeared. The media's anti-Clinton-Gore aggressiveness of the Clinton era was really just a coinciding of the interests of the emerging conservative media with the "we're not liberal" mainstream media. That dynamic was made worse by woeful judgments from wealthy progressives that media was not important. So, there was no "liberal" counterweight news media to speak of (just a few under-funded magazines usually based in out-of-the-way places like San Francisco, Madison, Boston, Chicago - almost anywhere but Washington, the front lines of the media battles).
What I'm saying is that I think the process is a bit more complicated that simply seeing the disclosures of the 1970s as an orchestrated limited hang-out. Like today, it was more the result of the competing interest groups, but they were weighted in different directions. That could be interpreted as hopeful news, since I think the dynamic could be changed with a serious devotion of resources to build an honest media infrastructure. But we'll see.
(1) On page 130 you point out after your stories on Oliver North were published by AP you were recruited by Evan Thomas to join the staff of Newsweek (February, 1987). However, soon after you arrived Evan Thomas seemed to lose interest in your research into North. For example, Newsweek did not send a member of staff to report on North's trial in 1989. By 1990 Thomas made clear that you were no longer wanted at Newsweek and you agreed to leave the organization.
Is it possible that Evan Thomas recruited you in order to keep you off the case? I say this because it has been claimed that Newsweek was a very important part of the CIA's Operation Mockingbird. See for example, Carl Bernstein's CIA and the Media in Rolling Stone Magazine (20th October, 1977).
(2) On page 224 you mention that the U.S. press virtually ignored the declassification the CIA inspector general Frederick Hitz's report into the Iran Contra report. Yet the report identified "more than 50 contras and contra-related entities implicated in the drug trade" and revealed "how the Reagan administration protected these drug operations and frustrated federal investigations which threatened to expose the crimes in the mid-1980s".
You point out that at the time the press was preoccupied by the Monica Lewinsky case. One would have thought that it was in Bill Clinton's interest to highlight Hitz's report. However, he never did so. It is possible that Clinton himself had been compromised over the Iran-Contra scandal and therefore the CIA knew that he could not afford to start talking about this scandal? For example, see Daniel Hopsicker's book, Barry and the Boys: The CIA, the Mob and America's Secret History, for information on how Clinton was linked to Barry Seal's drug operation in Arkansas.
On page 130 you point out after your stories on Oliver North were published by AP you were recruited by Evan Thomas to join the staff of Newsweek (February, 1987). However, soon after you arrived Evan Thomas seemed to lose interest in your research into North. For example, Newsweek did not send a member of staff to report on North's trial in 1989. By 1990 Thomas made clear that you were no longer wanted at Newsweek and you agreed to leave the organization.
I suppose there are always things you don't know. As for my hiring at Newsweek, I think it resulted from how poorly the magazine had done on the scandal to that point. That said, Newsweek never liked the story and wanted it put to rest as soon as possible. Editor Maynard Parker was very sympathetic to the neoconservatives and became my nemesis. Evan felt that my presence so angered Parker that I had become an obstacle for Evan's plans for the Washington bureau. Newsweek did see itself as a centrist Establishment publication, but it was not necessarily in line with the CIA, especially when the analysts described a weakening Soviet Union. Newsweek favored a much harder line and even considered the CIA soft of the Soviets. Even in the late 1980s, Parker and other top editors pushed for an article about Soviet tanks threatening the Fulda Gap in Germany. Despite objections from Washington correspondents, I think that story was eventually done.
On page 224 you mention that the U.S. press virtually ignored the declassification the CIA inspector general Frederick Hitz's report into the Iran Contra report. Yet the report identified "more than 50 contras and contra-related entities implicated in the drug trade" and revealed "how the Reagan administration protected these drug operations and frustrated federal investigations which threatened to expose the crimes in the mid-1980s".
As for the Clinton stuff, it's absolutely nonsense and disinformation. Clinton was not involved in the contra drug trade. That was a psy-op run by the Republican Right -- and pushed by some leftists who hated Clinton and were quietly collaborating with the Right. (I don't want to mention names but one became a prominent hawk on Iraq.) Some of those Clinton-cocaine books were just dishonest ways to make money. Other times, good people have been sucked into the disinformation.
But Mena wasn't why Clinton failed to use the Hitz material differently. The Clinton crowd had decided by late 1992 to give Bush Sr. and others a pass on the scandals of the 1980s so that would not interfere with their domestic agenda. Once that decision was made there was no reasonable way for them to go back on it, even when the Republicans began trashing Clinton. Please don't fall for these silly Clinton conspiracy theories. They have been another bane of my existence.


text:
Isoprostanes constrict human radial artery by stimulation of thromboxane receptors, Ca2+ release, and RhoA activation Academic Article
OBJECTIVES: Radial artery vasospasm remains a potential cause of early graft failure after coronary bypass graft surgery, despite pretreatment with alpha-adrenergic or calcium channel blockers. We examined the roles of isoprostanes and prostanoid receptors selective for thromboxane A2 in the vasoconstriction of human radial arteries. METHODS: Human radial arterial segments were pretreated intraoperatively with verapamil/papaverine or nitroglycerine/phenoxybenzamine, or not treated. In the laboratory, we measured isometric contractions in ring segments, vasoconstriction in pressurized segments, and changes in [Ca2+] and K+ currents in single cells. RESULTS: Although phenoxybenzamine eliminated adrenergic responses, the isoprostane 15-F(2t)-IsoP and 2 closely related E-ring molecules (15-E(1t)-IsoP and 15-E(2t)-IsoP) still evoked powerful contractions; 15-E(2t)-IsoP was approximately 10-fold more potent than the other 2 agents. Responses were mediated through thromboxane receptors because they were sensitive to ICI-192605. Furthermore, they were sensitive to the Rho-kinase inhibitors Y-27632 or H-1152 (both 10(-5) mol/L) or to cyclopiazonic acid (which depletes the internal Ca2+ pool), but not to nifedipine. In single cells, 15-E(2t)-IsoP elevated [Ca2+]i and suppressed K+ current. CONCLUSIONS: Isoprostanes accumulate after coronary artery bypass graft surgery, yet none of the currently available antispasm treatments for radial artery grafts is effective against isoprostane-induced vasoconstriction. It is imperative that more specific treatment strategies be developed. We found that isoprostane responses in radial arteries are mediated by prostanoid receptors selective for thromboxane A2 with activation of Rho-kinase and release of Ca2+. Pretreatment of radial artery grafts with Rho-associated kinase inhibitors may potentially reduce postoperative graft spasm. Clinical studies to test this are indicated.
Mueed, Irem
Tazzeo, Tracy
Liu, Ciaqiong
Pertens, Evi
Zhang, Yongde
Cybulski, Irene
Semelhago, Lloyd
Noora, Joseph
Lamy, Andre
Teoh, Kevin
Chu, Victor
Janssen, Luke Jeffrey
Calcium (MeSH)
Isoprostanes (MeSH)
Radial Artery (MeSH)
Receptors, Thromboxane (MeSH)
Receptors, Thromboxane A2, Prostaglandin H2 (MeSH)
Respiratory System (Science Metrix)
Signal Transduction (MeSH)
Tissue and Organ Harvesting (MeSH)
Vasoconstriction (MeSH)
Vasoconstrictor Agents (MeSH)
rhoA GTP-Binding Protein (MeSH)
Journal of Thoracic and Cardiovascular Surgery Journal
Isoprostanes
Receptors, Thromboxane
Receptors, Thromboxane A2, Prostaglandin H2
Tissue and Organ Harvesting
Vasoconstriction
Vasoconstrictor Agents
rhoA GTP-Binding Protein
10.1016/j.jtcvs.2007.06.023


text:
In-depth news coverage of the Greater Boston Area.
Deaths of Woman and 2-Year-Old Under Investigation in Manchester, NH
The deaths of 25-year-old Mercedes Tremblay and 2-year-old Mason Tremblay in Manchester, New Hampshire, are being investigated
Authorities are investigating the deaths of a woman and a 2-year-old boy in Manchester, New Hampshire.
The New Hampshire Attorney General's Office said Monday that two deaths were under investigation. Tuesday, the deceased people were identified as 25-year-old Mercedes Tremblay and 2-year-old Mason Tremblay.
The cause of Mercedes Tremblay's death was determined to be a single gunshot wound to the head, but the manner of death has not been determined. The cause and manner of Mason Tremblay's death remain under investigation.
Officials said there was no threat to the public.
Anyone who has been in contact with Mercedes Tremblay since Dec. 6 is asked to call 603-668-8711.
MANCHESTERManchester Police


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PHOTO GALLERY: Miss America pageant
By: newsnet5.com staff
Miss Georgia Betty Cantrell was crowned the new Miss America Sunday evening.
Cantrell blew the judges away with an opera performance to beat 51 other competitors.
In the player above, you'll find pictures from the event.
Along with being crowned Miss America, Cantrell won a $50,000 scholarship.
Coming in second place was Miss Colorado Kelly Johnson. Johnson surprised the crowd by performing an original monologue in nursing scrubs as opposed to a pageant dress.
Johnson won a $20,000 scholarship.
Miss America 1984 Vanessa Williams made an appearance in the pageant for the first time since resigning the crown following a nude photo scandal.
Pageant executives issued an apology to Williams, who served as the head judge for the event.
For a full breakdown of the Miss America pageant, click here.
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This is the perfect gift that keeps on giving if you are a crazy plant lady or if you have a crazy plant lady / foodie friend who loves to use fresh herbs in the kitchen!
You will receive a monthly delivery of a freshly potted herb for your kitchen windowsill. Each plant is potted in an 12cm terracotta pot and comes with a drip tray. We will select a different succulent to send you each month so that your collection is diverse and keeps on growing!
Care instructions : your herb aren't too demanding, they just need some encouraging words and to be watered weekly, maybe twice a in the hot summer months. They like to to be in a bright spot where they will get some sunlight.
*Plants are sent out in the first two week of each month.


After its successful second edition in 2017, MIRCHI HOLI RUN is BACK with a BANG. This time, its getting Bigger & Better.
Registration fees once given is not refundable.
Participant under intoxication will be debarred from the run/walk. Management committee reserves the right to modify the date, venue, distance, race start time and other changes related to this event at any given point of time.
Internet handling fee per ticket may be levied. Please check your total amount before payment. Tickets once booked cannot be exchanged or refunded.
You agree that organizers or organizing person or entities responsible for organizing the run shall not be liable for any loss, damage, illness or injury that might occur as a result of participating in the event You confirm that, in the event of adverse weather conditions, major incidents or threats on the day, the organizers reserve the right to stop/ cancel/ postpone the Event.
The organizer will contact participants only by email and mobile message. Any notice or message sent to the email or mobile number registered with the organizers shall be deemed as received by the participants. Only those confirmed participants wearing the running number bibs will be allowed on the route. Any person found wearing the incorrect bib or no bib will be disqualified and removed by the course security.


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Q: ASP.NET and Azure AD - how to define behaviour is user is NOT in specified role I have a "legacy" ASP.NET MVC 5.2 application that I'm retrofitting to use Azure AD auth. I've defined a couple of application roles in Azure and have got the basics working. What I'm trying to control is what happens when an authenticated user hits a method that's decorated with the Authorize attribute and a role that they don't have.
My intent is to have the whole application reliant on being authenticated and authorized in some respect, but certain functions only enabled for certain roles.
(Oh, and it's written in VB. Don't judge...)
My Startup.vb:
<Assembly: OwinStartup(GetType(Startup))>
Public Class Startup
    Private clientId As String = System.Configuration.ConfigurationManager.AppSettings("AuthClientId")
    Private redirectUri As String = System.Configuration.ConfigurationManager.AppSettings("AuthRedirectUri")
    Shared tenant As String = System.Configuration.ConfigurationManager.AppSettings("AuthTenantId")
    Private authority As String = String.Format(System.Globalization.CultureInfo.InvariantCulture, System.Configuration.ConfigurationManager.AppSettings("AuthAuthority"), tenant)

    Public Sub Configuration(ByVal app As IAppBuilder)
        app.SetDefaultSignInAsAuthenticationType(CookieAuthenticationDefaults.AuthenticationType)
        app.UseCookieAuthentication(New CookieAuthenticationOptions())
        app.UseOpenIdConnectAuthentication(New OpenIdConnectAuthenticationOptions With {
            .ClientId = clientId,
            .Authority = authority,
            .RedirectUri = redirectUri,
            .PostLogoutRedirectUri = redirectUri,
            .Scope = OpenIdConnectScope.OpenIdProfile,
            .ResponseType = OpenIdConnectResponseType.CodeIdToken,
            .Notifications = New OpenIdConnectAuthenticationNotifications With {
                .AuthenticationFailed = AddressOf OnAuthenticationFailed
            }
        })
    End Sub

    Private Function OnAuthenticationFailed(ByVal context As AuthenticationFailedNotification(Of OpenIdConnectMessage, OpenIdConnectAuthenticationOptions)) As Task
        context.HandleResponse()
        context.Response.Redirect("/Unauthorised?errormessage=" & context.Exception.Message)
        Return Task.FromResult(0)
    End Function
End Class

And an example of a decorated method in one of the controllers:
<Authorize(Roles:="Access.Full")>
Function Index() As ActionResult
    Return View()
End Function

When hitting a method to which the user is not authorised, the application redirects back to the Microsoft sign-in page. If the user selects an account that isn't authorised, it loops back to the sign-in page with no additional information. I need to be able to interrupt that process and redirect back to an error page with additional information.

A: Figured it out.
By default, the built-in authorisation classes treat being unauthenticated and authenticated-but-not-authorised as the same state. To be able to handle them differently, create your own custom Authorization attribute class, inheriting AuthorizeAttribute and override the HandleUnauthorizedRequest method to handle two different conditions differently:
Public Class LLAuthorize
    Inherits AuthorizeAttribute

    Protected Overrides Sub HandleUnauthorizedRequest(filterContext As AuthorizationContext)

        If filterContext.HttpContext.User.Identity.IsAuthenticated Then
            'Authenticated, but not authorised - i.e. doesn't have the required role
            filterContext.Result = New RedirectResult("/Unauthorised/Role")
        Else
            'Not authenticated, so handle by default and send to the
            MyBase.HandleUnauthorizedRequest(filterContext)
        End If
    End Sub

End Class

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This has not been an easy season for Ohio State head coach Urban Meyer and the rumors are flying everywhere that this could be his final season as the Buckeyes head coach.
On Wednesday, BetOnline.AG released their odds for who will be the Ohio State head coach in 2019 and you will not believe who is included on the list.
Though Meyer is listed as the favorite to keep his job at +125, University of Michigan head coach Jim Harbaugh is listed at 40-1 to be the Buckeyes head coach next season.
Let's be real here, there is no way in hell that Harbaugh would leave Michigan for Ohio State so it is odd that the odds are as low as they are.
So, do you remember when the Vegas Golden Knights were 200-1 to win the 2017-2018 Stanley Cup? Well, they almost did it!