Mattel is in the green after the toy-company reported that its Q1 revenue beat analysts' estimates. Yahoo Finance's Jen Rogers, Myles Udland and Seana Smith report.
Mattel's revenue beat, along with Hasbro's surprise quarterly profit earlier this week, also signaled that U.S. toymakers may have put behind them the sudden demise of top toy retailer and customer Toys "R" Us. "We've moved on past Toys "R" Us," Mattel Chief Executive Officer Ynon Kreiz told Reuters, adding that the company was benefiting from its expanded partnerships with other retailers, ranging from grocers to drug stores. A makeover of Mattel's 60-year-old Barbie brand with new skin tones and professions and a focus on toys based on big Hollywood franchises such as "Toy Story" and "Jurassic World" highlight the toymaker's efforts to connect with changing preferences of a new generation of kids.
Mattel (NASDAQ:MAT) kicked off its first three months of the current fiscal year with a bang as the company unveiled its results Thursday afternoon, amassing sales that came in nearly $45 million stronger than what analysts predicted, playing a role in lifting MAT stock more than 10% after hours.Source: horantheworld via FlickrThe El Segundo, Calif.-based toy manufacturing business reported fiscal 2019 first-quarter results that included a net loss of $183.7 million, or 53 cents per share. The amount was about 41% narrower than its loss from the same period in 2018, when it lost $311.3 million, or 90 cents per share-the year-ago figure was negatively impacted by the closing of Toys R Us.Mattel added that its net sales for the period were down 2.7% year-over-year to $689.2 million, which still impressed when stacked up against Wall Street's guidance of $645 million, according to data compiled by Refinitiv. The revenue beat was fueled by a surge in Barbie sales, which gained 7% year-over-year, marking the brand's sixth straight quarter of growth.InvestorPlace - Stock Market News, Stock Advice & Trading TipsThe Barbie brand momentum may continue moving in the right direction for the toy company as a live-action movie inspired by the doll is coming soon, starring Margot Robbie. "While we are in a multi-year turnaround, we remain on-track to achieve our goals to restore profitability and regain top line growth in the short-to-mid-term and capture the full value from our IP in the mid-to-long term," Ynon Kreiz, chairman and CEO of Mattel, said in a statement today.MAT stock skyrocketed roughly 10.8% after the bell as Barbie sales propelled the brand's momentum during Mattel's first quarter of the year. Shares had slid about 2.1% during regular trading hours as the toymaker geared up to unveil its financial results for the aforementioned three-month period. More From InvestorPlace * 10 Stocks to Sell Before They Give Back 2019 Gains * 7 Dividend Stocks That Could Double Over the Next Five Years * 10 High-Yielding Dividend Stocks That Won't Wilt Compare Brokers The post Mattel Earnings: MAT Stock Skyrockets as Q1 Sales Slide, Top Outlook appeared first on InvestorPlace.
The stock had lost 2% during the regular session ahead of the earnings report. Mattel had been expected to report a quarterly loss of 56 cents a share on sales of $648 million, based on a FactSet survey of 14 analysts. Introducing TheStreet Courses: Financial titans Jim Cramer and Robert Powell are bringing their market savvy and investing strategies to you.
Mattel Inc beat Wall Street estimates for quarterly revenue on Thursday, as the company sold more Barbie dolls and saw healthy demand for toys based on the "Jurassic World" and "Toy Story" franchises in the United States. The results, which come days after rival Hasbro Inc reported a surprise quarterly profit, indicate that U.S. toymakers may have put behind them the sudden demise of toy retailer Toys "R" Us. "We've moved on past Toys "R" Us," Mattel Chief Executive Officer Ynon Kreiz told Reuters, adding that the company was benefiting from its expanded partnerships with other retailers, ranging from grocers to drug stores.
NEW YORK, NY / ACCESSWIRE / April 23, 2019 / Pomerantz LLP announces that a class action lawsuit has been filed against Mattel, Inc.(''Mattel'' or the ''Company'') (MAT) and certain of its officers and directors. The class action, filed in United States District Court, Central District of California, is on behalf of a class consisting of all persons and entities, other than Defendants and their affiliates, who acquired Mattel securities between February 7, 2019, and February 15, 2019, inclusive (the ''Class Period''), seeking to pursue remedies under the Securities Exchange Act of 1934 (the ''Exchange Act''). If you are a shareholder who purchased Mattel securities between February 7, 2019, and February 15, 2019, you have until May 6, 2019, to ask the Court to appoint you as Lead Plaintiff for the class.


text:
UGA linebackers coach moves players around
Marc Weiszer
mweiszer@onlineathens.com
ATHENS - There hadn't been much competition for junior Dannell Ellerbe for Georgia's starting weak-side linebacker job this spring. Until now.
Linebackers coach John Jancek on Wednesday created some by moving sophomore Darius Dewberry to first-team weak-side linebacker, elevating redshirt freshman Akeem Dent to first-team strong-side linebacker and dropping Ellerbe to second-team behind Dewberry.
That's where he will play Saturday when Georgia finishes spring practice with the G-Day game. Senior Brandon Miller remains the starter at middle linebacker.
"I'm going to play the best three linebackers, and coming out of the scrimmage I was happy with those three and not as pleased with Dannell," Jancek said.
Since redshirt freshman Akeem Hebron reinjured a hamstring in the third spring practice, there wasn't anybody to really push Ellerbe.
Dewberry, who was battling the fast-rising Dent at weak-side linebacker, changes that.
"It's going to be good for Dewberry," Jancek said. "He doesn't know the position right now, but in the long run it's going to be good for him to get some reps and some experience at weak-side linebacker. Some cross-training is going to be crucial for his overall development and keeping him on the field in a lot of sub packages."
Evans working on mental game
Among the many reasons Georgia closed with three straight wins over ranked teams to end last season was the standout play of cornerback Paul Oliver.
The closing flourish also came with Bryan Evans holding down the starting position at the other corner. With spring practice winding down, the redshirt sophomore doesn't think he has anything nailed down.
"I know I haven't solidified my spot," Evans said. "I know there's a lot of areas I have to work on. Personally, I think I have to work on my mental game. Sometimes I get so into trying to make plays I kind of get iffy at times. When I get my mental attitude right, I think I'll be more of a starter."
Evans is being pushed at wide corner by sophomore Prince Miller. Asher Allen backs up Oliver at short corner. Former starter Ramarcus Brown also is in the mix.
"It's a lot of up and down, good and bad and not enough consistency," defensive coordinator Willie Martinez said. "Hopefully the rest of spring we can get better and the summer time and fall camp, hopefully with those amount of reps, they'll get better and we can solidify the two-deep."
Bigger role for bigger Davis
Former Georgia offensive line coach Neil Callaway wasn't the least bit concerned about the size of Chris Davis, a high school tight end who came to Georgia from Jefferson last summer weighing 245 pounds.
"He'll be a 300 pounder before it's all over with," Callaway said last preseason.
The 6-foot-4 Davis, the Bulldogs' first-team offensive left guard, is playing this spring at 298 pounds.
"A lot of peanut butter and jelly sandwiches," said the redshirt freshman. "I gained a little fat also. I kind of needed the extra weight to hold my own but I did get in the weight room real hard and muscled up, too."
Figures released on coordinators' financial packages
Georgia this week released the new total financial packages for Martinez and offensive coordinator Mike Bobo.
Martinez's total package is now worth $290,000, up $30,000 from last year. Martinez gets $70,000 on top of the $220,000 base salary the school released last week.
Bobo's total package is $250,000, including $220,000 in base salary. He was promoted in December after six seasons on staff.
At least five Southeastern Conference coordinators made at least $290,000 prior to last season. Former South Carolina defensive coordinator John Thompson got a three-year deal at Ole Miss worth "roughly $300,000" annually, according to the Jackson (Miss.) Clarion-Ledger.
Offensive tackle Vince Vance (knee) returned to practice in a regular jersey for the first time since before spring practice. "He'll probably play in the (G-Day) Game," coach Mark Richt said. The G-Day Game kicks off at 2 p.m. Saturday in Sanford Stadium. ... Backup offensive lineman Ian Smith (headaches) also returned. ... After the offense got the better of the defense in Monday's scrimmage, the defense dominated Wednesday's practice, Richt said. "They enjoyed that," Richt said. "It was a little bit of a comeback for the D, which you could just about predict." ... Cornerback recruit Xavier Brewer from Jacksonville watched Wednesday's practice.

redpajama_set_name: RedPajamaCommonCrawl


Made potions of restore life levels more common.
Fixed loading of some 2.4.0 savefiles that weren't working.
Fixed problems with items caused by importing older savefiles.
The wheel of fortune now shows the correct number when it stops.
Fixed out of bounds memory access in dungeon depth display.
Added the coloured monster-memory patch, with a few minor changes.
Added the vcs port mentioned on rgra.
Redid the birth screen with scrolling menus with the help of Matt T.
Added support for autoconf detection of the Athena widget set.
The autoconf stuff can be rebuilt from scratch.
Renamed 8X8.bmp to be 8x8.bmp, it works better on case-sensitive machines.
Fixed the problems with explosive runes. They will only explode if you are standing on them.
Fixed the really weak trap disarm spell.
Added a new race: ghoul. It has two special powers which are: paralyzing touch and eat corpses.
Fixed a bug that prevented skeletons from being resurrected.
Changed the default X11 fonts so that things behave better when people try to redefine them.
'Normal' artifacts are less common than in 2.6.1, hopefully the rarity now approaches that in 2.4.0.
The correct town names are shown in character dumps.
Slaying weapons now use a different formula for the adjusted damage dice.
Made trump summoning spells more powerful - the formula was based on the old dungeon distribution of monsters.
Monsters now use LOS properly when targetting something.
Secret doors are supposed to look like granite walls.
Scrolls of *remove curse* are more common.
Monsters can open secret doors again.
Objects deep in the dungeon are more varied.
Added an ironman_los option for those who want to play without any line of sight abuses.
Fixed the problem with stacking of wands after loading a savefile.
The monster list term works properly even when the term is too small.
When you punch monsters, you do the damage shown on the information screen.
Ghouls gain the 'sense living' ability when they get to level 30.
Increased the price of potions of experience.
The Unicorn of Order can bash down doors.
You can now open chests on the same square as yourself.
Fixed crash when starting with no savefile, and graphics is turned on.
Figurines are no longer found cursed in the dungeon.
Removed two obsolete los options.
The birth screen now shows race and class modifiers when you make your choice.
Added an option to show the 'experience to go until next level' instead of the total experience.
Cheerful leprechauns are affected by the silly monster birth option.
Added a command line option so that you can choose the tileset to the unix ports.
The gtk port is now of at least beta quality. It has been added to the makefile. It supports graphics and bigscreen resizing.
The spell-list term type now adjusts to window size.
Potions of resist heat and cold are more common.
Fixed compilation problems on machines lacking memset().
The supplies store can sell ammo.
Added an option so that you can set the map to remember monster-lit grids.
Items from acquirement() can not be worthless anymore.
Quest rewards are now worth at least (100 * dungeon_level) gold pieces.
The object selection routines used by stores when stocking themselves should be much faster.
Towns now have random names.
Potions of Life will now give back full hitpoints even if CON was drained.
Fixed the building prices. They were off by a factor of four.
The options screen could display bogus options.
Fixed problem with the description given when looking at snow.
Fixed problem with displaying charging artifact lights in the wrong colour.
Fixed an off-by-one error in the object selection function.
The inventory is now reorganized after refueling from a lantern.
The monster list term is now turned off when hallucinating.
Interactions with traps shouldn't cause any display glitches.
Door bashing with '+' command works again.
Fixed an error that was preventing the throwing mutation from working.
Only display the 'gain' message when getting a mutation.
Fixed problem with monsters being able to walk though wall-like squares.
Fixed problem when recalling into the dungeon when the overhead map term was turned on.
Fixed duplicated mutation information for the 'dazzle' mutation.
Updated the message you get when *identifying* artifact lights.
Fixed the problem with starting the game on 64bit machines.
Corrected the color palette for the 16x16 tiles in the DOS version.
The curses interface should now be more compatible with some BSD curses versions.
The '5' key on the numeric keypad should now work in the X11 version.
The X11 and XAW versions default to three windows instead of eight.
Use the mkstemp() function where available instead of the insecure tmpnam().
The starting town has a fixed list of stores now.
Changed how the sanity-blasting effect of monsters works. It will only happen if you can see the monster. Stats will not be drained. However, you may become afraid, even if you have resist fear.
Made sanity blasting monsters much rarer.
Included 'unseen' monsters as a category in the kill-count list.
The rare book store now stocks more normal books, and less dungeon ones.
Nightmare mode is slightly harder.
Splitted the 'lib/user/' folder into 'lib/pref/' for the default pref files that are distributed with the game, and 'lib/user/' (or ~/.angband/ZAngband/ on multi-user systems) for files created by the user.
Changed object distribution from chests.
Added an alpha-quality gtk port.
Scrolls of protection are now preserved when an object on the floor (including the scroll itself when reading it from the floor) prevents the creation of the rune.
Halved the price of the 'identify pack' service at the Zymurgist.
Small towns can now have special buildings (like an inn).
Updated and added lots of tiles for the 8x8 and 16x16 graphics modes.
Prevented object levels from getting too high and producing lots of potions of new life at deeper levels.
Fixed the problem in stores with examining spell books from realms that you do not belong to.
Fixed several bugs in new projection code.
Fixed a bug in the monster lighting code.
Fixed bug that prevented loading of version 2.4.0 savefiles.
Fixed score abuse when you had zero hard quests.
Fixed a problem with identify not being useable on items whose flavour you have forgotten.
Corrected the prices of some weapons.
The game will now return the standard error-exit code of the system when an error occurs.
Charisma didn't affect building prices in the right way.
Fixed a problem with the xaw port not reading font information from .Xdefaults.
Re-detecting forgotten traps works properly now.
The 'use old target by default' and 'equippy chars' options are now disabled in Moria mode.
The default birth options for new characters can now be set from *.prf files.
The used staircases is now marked as known when entering a new level.
Refulling a latern from another latern in the inventory will now correctly update the inventory and equipment windows.
Corpses are now correctly updated when switching Adam Bolt's tiles off.
Fixed annoying lack of redraw when moving about the wilderness map quickly.
Rangers were *worse* at shooting a monster in a tree than other classes.
Added some extra checking in the bitmap loading code.
Fixed a bug with mimics in the 'visible monsters' window.
Fixed bug with the fake_monochrome flag not being updated when the graphics type changes.
Fixed display of item to be picked up when covered with gold, when several options were set in a certain way.
The race- and class-specific player icons work now with the 8x8 tiles.
Please note that ZAngband 2.6.0 also includes the changes from ZAngband 2.5.0, 2.5.1, 2.5.2, 2.5.2b, 2.5.3, 2.5.4, 2.5.5 and 2.5.6.
Added a command ('|' on the options screen) to save the current options to "pref-opt.prf".
Added some more draconian histories.
Made monsters behave more intelligently when casting spells at other monsters.
The dungeon-coordinates are now displayed when targetting in wizard mode.
Added more appropriate lines for certain uniques.
Throwing potions at a monster will now identify potions with obvious effects.
You can no longer target friendly monsters by accident.
You can now throw wielded items.
Added Chris Weisinger's new vaults.
The Nazguls can now only be killed by the player.
Things inscribed with '=g' will be automatically picked up.
You can choose a random number of random quests when generating your character.
Added point-bases stat allocation at birth (adapted from standard Angband).
Added a feature to allow your game to be automatically logged. You may append notes to the log file by pressing ':'.
Added new monsters, observed melee attacks and graphics to be used when the player is hallucinating.
The terrain_streams option now does something. It toggles the use of (lava)rivers, (lava)lakes, and trees on level 1.
Added some monster AI optimizations from standard Angband.
Tweaked spell-casting AI to reduce the chance of smart monsters healing and teleporting.
Pets should no longer cast ball spells or breathe at monsters if the player is likely to get caught in the ball/breath.
Changed the pref files so monsters that look like terrain, also get changed when graphical characters are used.
Monk extra attacks have been smoothed out.
Changed the monster/monster and monster/player spell damages to be more like the Oangband values.
Added 'steel bolts' to make crossbows more useful.
Rescaled bolt damages so that crossbows work as intended. They do less damage over time - but more per shot than bows.
Removed the influence of virtues on the player's summoning spells.
Improved mindcrafter attack + bow ability a bit.
AC-bonus for monsters on trees (ignored by rangers).
AC-penality for monsters in deep water.
Ammo of backbiting really bites back now.
Missile launchers of Velocity and Accuracy sometimes "supercharge".
Sheaf arrows are less common now.
Statues do more damage when thrown.
Reduced the multiplier for the throwing mutation. It was way too powerful when combined with some items.
Fixed a bug in the layout of the 'Old Castle' quest.
Monster escorts will never be of the opposite alignment.
Prevented pits from containing opposite-alignment monsters.
Restored the wizard-mode damage message.
Fixed a nasty crash bug when looking at quest entrances.
The weapon master should now show the correct minimum damage.
Fixed a bug in the calculation of the combat skills.
Toned down the artifacts with the highest damage dice by approx 30%.
Rescaled monk attacks a bit.
Fixed a bug that caused the aggravate monster effect to skip one monster.
Fixed a bug when using a scroll of mundanity on an item on the floor.
Fixed problems with partial knowledge of stats with identifying ego items.
Fixed a bug that allowed the player to attack monsters in a wall without using any energy.
Fixed the problem of wielding items on the ground - and them not activating.
Fixed some wrong flags when generating random artifacts.
Adjusted the odds for the 'spin the wheel' game of the casino.
Fixed a bug that prevented the generation of trapdoors.
Fixed "recall into rubble" bug.
Fixed artifact activation and mutation activation of WOR whilst in ironman_downward mode.
Fixed a bug that messed up objects on the floor when rerolling them in debug mode.
Increased number of affectable squares to 1024 per projection.
Fixed the problems with too much or too little speed (patch by Mitsuhiro Itakura).
Fixed some problems with the 8x8 tiles.
Fixed several bugs in dungeon generation routines.
Fixed some problems with the monster fleeing code.
Updated the FAQ and the documentation.
Fixed graphics and added transparency in the X11 port.
Changed the X11 / xaw versions to use semi-graphical characters in ascii mode.
Closing the Win32 version with minimized main-window no longer causes problems.
Added gamma correction for X11 and Windows.
Added some small enhancements and fixes to the Mac code.
Added makefiles for the Cygwin, LCC-32 and Borland command line compilers.
Please note that ZAngband 2.4.0 includes the changes from ZAngband 2.3.4 and 2.3.5.
Extended the online helpfile system significantly (case-insensitive searching, links into specific sections of a help-file).
Updated large parts of the documentation, and added a modified version of Chris Weisinger's Angband Newbie Guide.
Added Tom Morton's 'fake artifact names' patch. Inscribing "a Foo" with "#'Bar'" will display the item as "a Foo 'Bar'".
Added magical figurines, statues, and corpses (corpses are turned off since they can't be resurrected yet).
Changed the way game-created inscriptions work. They're seperate from player inscriptions now. No more problem with priests cursing and scrolls of remove curse that mess up your own inscriptions.
Dimension Door is back. At level 40.
Psychometry becomes Identify at level 25, not 40.
PSI damage only affects opponents that can see you (affects neural blast, mind wave, as well as a Trump spell, a mutation and a racial power).
Psychic Drain is always a radius-0 ball, not bigger.
Adrenalin Channeling only heals when the player isn't already 'heroed' ('herofied'? 'heroficated'?) and hasted.
Precognition also gives Detect Doors at level 5.
Added multiple message tracking (ie. 'You tunnel into the granite wall <30x>').
Added a health display to the pet knowledge, extended the pet commands and tweaked pet behavior somewhat.
Introduced pref files for options (for new savefiles).
Made amendments to various quests by Shayne Steel and their rewards.
Rebalanced and modified many monsters.
Monster groups now appear "scattered".
New ironman option: Nightmare mode. It isn't even remotely fair.
Made some changes to the wizard commands.
Improved the documentation of the *_info.txt files.
Resting at the Inn now restores hit-points and mana.
Increased the ratings of the 'miniature cell' and 'interlock' vaults.
Modified the messages for some spells casted by monsters.
Restricted the rewards for killing monsters to uniques.
Added a new scroll 'of mundanity'.
New weapon type - the 'Diamond Edge' sword which has the vorpal flag.
Chests now use the '&' symbol and have more varied colors.
Decreased the levels of certain rods.
Lucerne Hammers are now 'polearms'. Turmil is now a 'blessed' blade.
Players should now be cautious when throwing certain potions!
Tweaked the naming of random artifacts.
Changed various monsters to allow them to speak and added relevant entries to monspeak.txt.
Monsters with KILL_BODY will now perform an attack on other monsters blocking their path rather than insta-killing them.
Added 8x8 graphics tiles for the new monsters and items.
Numerous spelling and grammar changes in, and additions to, various flavor messages.
Added code to support monster invulnerability and vampirism.
Removed the 'Unbiased RNG' option.
Separated chaos and confusion resistance and added RES_CONF to several artifacts and other objects.
Changed the colors on some traps and added a new trap.
Removed the requirement that destroyed levels be 'boring'.
Updated the names of certain windows.
Made the autoroller a bit friendlier.
Added support for HTML help files to the Windows version.
Reduced the cost and level of the 'sterility' mutation.
Chaos Warriors can no longer get the 'You attract the attention of a chaos deity' mutation.
Aggravation no longer annoys friendly monsters.
Tweaked 'star' spells to allow rays to be fired in all directions.
Due to popular demand, multiple rings are supported. Additional rings can be obtained upon reaching an appropriate level.
Made amulet, potion, ring mimics slightly more troublesome.
Charging items now have a darker colour in inventory.
Lifted many shopkeepers from CthAngband, no more five copies of the same 5k shopkeeper (unless the RNG is really after you).
Changed the savefile version numbering somewhat, to prevent problems with the savefiles of development versions.
Fixed a bug in patterns in *greater* vaults that made it impossible to walk them.
Fixed a bug that crashed the ^Q command now and then.
Added a missing entry to timefun.txt.
You can now teleport into forested areas. This will prevent getting trapped in the wilderness.
Fixed a bug with tunneling.
Another attempt at fixing the 'more-than-seven-unnamed-Nazguls' bug.
Fixed a bug which could cause crashes when *id-ing* an object.
Fixed a bug that prevented monsters from casting spells correctly.
Fixed a bug in the wand/rod selling code.
Fixed a bug with '.' and ',' in the roguelike keyset.
Fixed an over-correction in the 'distance' function.
Fixed a bug that allowed *huge* vaults to be placed partially outside of the level causing crashes or strange bugs.
Fixed a bug with the 'unified commands' option that allowed you to perform certain actions when blinded or confused.
Fixed a bug that caused thrown/fired objects to look strange with graphics turned on.
Fixed some problems in makefile.ibm and makefile.std.
Split the dungeon generation code into smaller files (generate.c, grid.c, rooms.c and streams.c).
Changed the compiler optimization flags for the DOS version to work-around a bug in DJGPP that could cause ZAngband to hang when compacting items.
Added main-lsl.c from Angband 2.7.9v6. This is untested.
Removed some unused savefile code.
Fixed two bugs in the pet spellcasting AI.
Maximize mode, preserve mode, and the autoroller are now specified in the startup-options.
The number of spellpoints gained by casting 'Omnicide' is now resticted to twice your maximum spellpoints.
'Teleport level' scrolls and spells won't have any effect on quest-levels if the 'no upstairs' ironman mode is active.
Orc and Troll pits will no longer contain undead trolls or orcs.
The DOS version now uses BMP files instead of the patented GIF format.
Fixed a graphics glitch with beam spells and permanent walls.
Fixed an inaccessible area in one of the vaults.
Added Greg Wooledge's fix for a compilation problem on various Linux systems.
The "laser eye" mutation will now properly anger pets and friendly monsters.
Fixed a bug in the "research monster" building command.
The time-command now displays the turn number.
The level-teleport from the pattern is now restricted to downward in ironman mode, but allows to get down to the bottom of the dungeon if you already finished off the Serpent.
Lit arena levels no longer reveal the whole level and the objects.
Added a new Ironman option to always generate "arena" levels.
Added a new startup option that controls terrain streamer generation.
Added two new "munchkin" startup options: one allows Mindcrafters to get Dimension Door, and another turns the death save off (in a way). Both prevent scoring and are displayed on character dumps.
Added a new Ironman option to always generate very unusual rooms.
Fiddled a little with the TY_CURSE code (to prevent paralyze/Cyberdemon as result of certain things).
Added Eric Bock's wizard allocation patch.
Adapted Eric Bock's player centering scroll patch.
*Really* fixed the bug that could cause crashs when finishing a random quest.
Several changes to the 'Old Castle' quest. Replaced the "unknown grids" with normal floor. Fixed a bug that placed Mother Hydra instead of Death Knights. The reward is now correctly placed in front of the inn. You will now fail the quest when leaving without completing it first.
Fixed a bug that caused beam spells to do double damage at the end of the beam.
The casino will throw you out if you don't have money.
Fixed a glitch in the description of the snotlings.
Splitted up the cave generation source code.
Fixed a bug that could cause crashs when finishing a random quest.
Added a new quest and 3 new artifacts by Shayne Steele.
Added a new quest by John I'anson-Holton.
Added Mark Kvale's labyrinth rooms.
The Alter (+) command will close an open door, as the documentation says it does.
The monster memory will now record the lack of attacks of some monsters.
Fixed some small bugs in the documentation.
Fixed some bugs that prevented display of the correct message when failing some of the quests.
The quest stairs will no longer be placed on objects.
Disintegration spells will no longer affect grass and dirt and disintegrated trees will leave behind a patch of grass.
Cleaned up the handling of non-living monsters.
Monsters detected by magic are now correctly marked as seen in the monster memory.
Rewards for killing uniques are no longer depending on the "speaking uniques" option.
Fixed several small bugs in the monster definitions.
Fixed a bug that prevented the proper assignment of the Water Cave quest.
Fixed a bug in the distribution of charges for thrown wands and rods.
Fixed a bug that prevented Eldritch Horrors detected by telepathy or magic from blasting your sanity.
Secret doors the player reveals are sometimes locked or jammed.
Doubled the maximum number of objects and monsters per level.
The spell list now uses colors.
The savefile loading code now always shows the correct version number.
Fixed a compilation problem in the X11 module when compiling with graphics turned off.
Fixed a compilation problem on Solaris and SGI machines.
Recharging wands, staffs, and rods is now easier and more powerful.
Fixed a bug that could crash the game when recharging wands or staves with many charges.
Fixed a bug that created overcharged wands when purchasing wands from stores.
The black market will now often carry stacks of wands, rods, and staves.
Fixed a bug in trump magic's Mind Blast spell that could crash the game.
Fixed a bug in the pricing of the recharge services for staves.
The Windows version will now prevent saving and exiting the game while reading a scroll to stop certain abuses.
Spells that ask for a direction or an item to apply the spell to, can now be canceled without losing a turn or mana.
Fixed a bug in Z 2.2.5c that lowered the hitpoints of many monsters.
Fixed two small bugs in the vaults.
Blue horrors will now appear near the location of the killed Pink horror.
Fixed a bug that prevented locked doors from detection with spells.
Fixed a compilation problem in main-gcu.c for curses versions support for colors.
Fixed a bug that allowed stacked staves to be overcharged in the tower of sorcery.
Fixed some bugs in the new vaults.
Fixed a bug that messed up the order of quests in the town Telmora.
Fixed a bug that allowed Farmer Maggot's dogs to speak when dying and to be wanted for crimes.
Fixed a bug in the definition of the 16x16 tile for angels.
Compiled the DOS version with the up-to-date version of Allegro 3.11. This should improve compatibility with various sound- and graphic-cards.
The Windows version no longer requires the ZAngband.ini file to be present.
Added an experimental terminal window option to show a player-centered overhead view of the dungeon.
Quest monsters that have been teleported away by destruction spells will now be healed.
Fixed a bug that caused the game to hang when entering some of the shops.
Fixed a typo in "melee2.c" that influenced speaking uniques.
The buildings in the "lite" town are not correctly initialized.
Long rumors (more than 80 characters) will no longer cause error messages.
Bug in the price calculation of wands fixed.
Changed the windows resizing in the Windows version a bit.
Added an option to unify the item commands like "zap a rod", "use a staff", "eat food", "aim a wand", ... into a "use object" command.
Bloodletters of Khorne drop Blades of Chaos less often.
Randomized the parameters for dungeon creation to produce more different dungeon layouts.
Character dumps will now include the inventories of all homes.
Empty slots in homes and the player inventory are no longer displayed in the character dumps and spaces are stripped from the line endings.
Added Eric Bock's unbiased RNG as a startup-option.
Added a modified version of Matt Graham's speaking uniques patch. The lines for every speaking unique are now user-defineable for the fearful, friendly and normal monsters and the death of the monster.
Added lines for Farmer Maggots dogs.
Farmer Maggot, Martti Ihrasaari, and Fundin Bluecloak are now friendly, but will fight back if attacked (or aggravated).
The Shadow Cloak of Luthien now provides light- and dark-resistance.
The confusion resistance granted by chaos resistance is now displayed.
Telekinetic powers no longer work on items in vaults.
Several small changes to the "City beneath the sea" quest.
Various quest related bugs have been fixed.
Changed the autoroller to the Angband 2.8.3 layout.
Pets will not try to shoot spells through the player.
Two bugs in the easy_pickup option fixed. The correct message will be displayed when picking up an object from a stack including money. Switching between inventory and equipment lists when selecting an object will now correctly update the display.
Fixed a bug that displayed the quest-completed message again when killing summoned monsters in an already completed fixed quest.
The descriptions for the lightning ball (radius 3) and the balance dragon scale mail activation are now correctly displayed.
Fixed a bug that caused the wilderness to be reinitialized when leaving a building even if not necessary.
Fixed a bug with the monster-tracking of some spells.
Fixed a typo and a wrong terrain feature in the "Logrus Master" quest.
Fixed a small error in the character history of vampires.
Fixed several bugs in the research monster building command.
Monster recall no longer shows the "You feel an intense desire to kill this monster." message if you have not met the creature yet.
Added Keldon Jones' new main-gcu files with support for multiple windows, color redefinition and special character support.
Most fixed quests will now be marked as failed if you leave before completing your goal.
Changed the "Druid's Shop" quest to a "Logrus Master" quest.
Added 33 new vaults designed by Chris Weisiger.
Chests produce less gold and more items; all chest items are at least "good" (like in GWAngband).
Increased the randomness of long-range teleport effects to decrease the frequency of consecutive teleports "bouncing" the player between two or three different spots (also from GWAngband).
Golems have now a penality to dexterity (-2).
Mindcrafters no longer get the 'dimension door' power.
Toned down The Katana of Groo and Stormbringer.
Toned down the number of extra attacks on random artifacts.
The quests from the magic towers are now only available for members of the towers realm.
Added a note about the startup-options to the prompts at birth.
Fixed a bug that could crash the game when making strange offers while haggling.
Corrected the damage calculation for slays and brands in the weaponsmaster.
Fixed a bug in the Amberites 'shadow shifting' ability while in quests.
Fixed a bug that could turn monster hitpoints negative when draining charges from magical items.
Monsters attacked by other monsters will now always wake up.
Fixed a typo in the description of 'Cthugha, the Living Flame'.
Added a patch by Julian Lighton, that changes the way effects like Mind Wave interact with special critters like Pink Horrors and Warriors of the Dawn.
Changed the Windows port to support easier resizing of the windows and display of scores. Also removed the Abort menu item.
Added a modified 'main-x11.c' file by Denis Eropkin.
The wall creation spells like "Wall of Stone" no longer create a wall directly on the player.
Corrected the pluralization of some monsters.
Added an updated short building documentation and a new rumor file with many new and changed rumors (thanks to Juergen Neitzel). The total number of rumors is now 613.
Fixed a bug that caused food to become invisible after switching from the 8x8 tiles to ASCII mode.
Fixed a bug in the loading of magic realm specific pref-files. Macros and other preferences in files with the names "Life.prf", "Sorcery.prf", "Nature.prf", "Chaos.prf", "Death.prf", "Trump.prf", and "Arcane.prf" are now automatically loaded for magic users with these realms.
Fixed a small memory leak in the research monster option.
Fixed a bug in the chaos realm spell "Meteor swarm".
ZAngband will no longer try to place Sea-Trolls in troll pits.
Corrected hitpoints of lesser krakens and Yig, Father of Serpents.
Friendly monsters will no longer be wanted for crimes.
Undead players races will start the game at midnight.
Fixed a bug in the weaponsmaster that could cause the inventory to get corrupted.
Worked around a bug in the optimizer of the Windows MS VC compiler that caused all entries in the list of racial powers and mutations to be labeled with "a)".
Fixed a bug that allowed the player to gain full knowledge about all monsters.
Kamikaze yeeks and Leprechaun fanatics are now fearless.
Fixed a bug in the "polymorph self" routine that could cause crashes.
Restored the 'Hellfire' spell to it's former glory. Evil monsters take extra damage, all others normal damage.
Fixed a bug that allowed the player to fire anything with a bow that is too heavy to wield comfortably.
Fixed a bug that could place the player inside rubble after recalling down into the dungeon.
The algorithm for the selection of random quest monsters is now less likely to choose an easy monster, especially on the deeper levels.
Prevented savefile-scumming of the casino.
Fixed a bug that sometimes caused monsters in quests to share the same position with the player.
Fixed a bug that allowed up-stairs to be created in the 'no climbing up' mode on quest-levels.
Fixed the palette of the 16x16.bmp for the Windows version.
Fixed the 16x16 tiles for 'Wolf, Farmer Maggot's dog' and the 'insect swarm'.
Fixed a bug in the vanilla_town option that could cause the player to be trapped in permanent walls.
Improved the initialization- and game-speed and reduced memory requirements.
Added a menu for startup options (press '=' at character generation to enter it).
Added a 'vanilla town' startup-option, that disables the wilderness, buildings and quests (but you can still use the random quests).
Added several 'ironman' startup-options, like 'all stores closed', 'no climbing upwards', 'always small levels', and 'always autoscum'.
Added a menu for 'pet commands' (press 'p' to access it). You can call them to you, send them out to kill monsters, dismiss them, and allow/dissallow opening of door and picking up items. Your pets will drop all picked up items when you disallow them to pick up anything.
Greatly lowered the fail-rates of the trump spells.
Trump summoning spells will now only summon hostile monsters if the spell fails.
Rangers start now with a short-bow, a dagger and some arrows instead of the broad-sword.
High-mages will now start with a wand of magic missile.
Changed the monster AI to allow monster groups to surround the player in arena levels and in the wilderness.
Completely changed the item enchantment and recharge services of the buildings and adjusted the prices.
You can now also enchant bolts and shots in the Rangers guild.
Changed the Weaponsmaster to display the weapon-damage including the players bonus to damage.
Random quest monsters may now appear in groups or with escorts.
Changed the creation of trees in the dungeon to a more reasonable layout.
Added a new room type with four pillars.
Lowered the odds of ammunition breaking when thrown/fired.
Changed the display of racial powers and mutations to show fail rates.
Changed the 'Hellfire' spell. Now it hurts Good, Evil resist, and others take normal damage.
Fixed a bug in the mindcrafter 'psychometry' spell that could cause crashes.
Fixed a bug in the rumors code that produced *strange* rumors.
You no longer receive "The sun has risen/fallen" messages when in a quest.
The 'Living Trump' spell now correctly gives 'random teleportation' or the 'teleport control' ability.
Golems, skeletons, zombies, vampires and spectres no longer get food rations at character birth. Vampires no longer get scrolls of light.
Fixed a bug that messed up quest-descriptions with single quotes in the text.
The 'banish evil' mutation no longer affects quest monsters or uniques.
'Swordsman' will now be correctly pluralized.
The 'Eric's Stronghold' quest in the 'lite' town is rewarded correctly.
A bug that caused *strange* problems when the sound of the DOS version was enabled was "fixed" by disabling MOD-file support.
Fixed a bug in the initialization of realm dependent buildings.
Added a bunch of new 16x16 tiles by Adam Bolt.
Updated the ZAngband FAQ and the documentation a bit.
Added the 'easy floor' option. You can now select an item from a stack on the floor by browsing a list.
Fixed a bug that prevented the player from entering a new wilderness area if the target grid was lava or water.
The monster-health bar is now correctly updated.
The 'Cowardice' mutation is now correctly handled.
Animal pack monsters will now flee correctly if afraid.
Fixed a bug that could cause the mindcrafters spell-points to go below zero if a failed spell caused a mana-storm.
Friendly monsters and pets are now a bit more careful in the selection of targets for distance attacks.
Monsters falling asleep from an psi-attack are now correctly noted.
Escaping from an earthquake works now correctly.
Monsters that are embedded in rock after an earthquake are now killed.
Snaga sappers will now explode when killed.
Having mutations will now slow down hitpoint regeneration and reduce the hitpoints healed from draining monsters with a vampiric weapon. Beastman are affected less by this effect.
The door creation spell no longer creates a door directly on the player.
Added many new rumors by Juergen Neitzel.
Fixed the display of the life rating.
Fixed the wilderness mode prompt.
ZAngband now removes the '.lok' file when quitting at character generation on systems where VERIFY_SAVEFILE is defined.
Removed the space after Thorondor's name in r_info.txt.
Beholders are now worth less experience than the undead beholders.
Really fixed the bug in the 'Eric's Stronghold' quest.
Fixed the articles of the new armors.
The 'Assault on Montsalvat' quest is now only available to Paladins of Death.
Fixed two bugs in the monster polymorph code.
Changed the prompt when quitting (commiting suicide).
Changed the behaviour of the automatic trap disarming. Traps that can't affect you are now ignored.
Disintegration spells no longer affect water or lava.
Fixed a bug in the artifact activation code that prevented artifact dragon scale mails from activating correctly.
Scrolls of artifact creation no longer affect dragon scale mails.
Splitted up the source code into smaller files.
The chaos tower can now remove mutations.
Fixed a bug in the layout of the M$ quest.
Fixed a bug that made pack animal fearless.
Fixed a bug that could hang the game in mountain areas.
Fixed a bug that prevented already killed uniques from being revived for a quest.
Fixed a bug that allowed normal sized levels to be created when the 'always create small dungeon-levels' option is active.
Fixed a bug that caused monsters to cast spells at the player even if they can't hit the player with the spell.
Fixed several bugs in the M$ quest.
Fixed a bug in the 'Eric's Stronghold' quest.
Fixed a bug in the R'Lyeh quest.
Fixed a bug that allowed monsters that can 'destroy weaker monsters' to destroy quest monsters.
Fixed a bug that caused the extra attacks from mutations to sometimes "kill" an already dead monster.
Changed the vampiric mutation to act like the racial activation.
The mindcrafter 'psychometry' spell now can pseudo-id already sensed items.
Added Jesse Jones' updated main-mac.c file (used for the Mac versions) with improved handling of multiple monitors, arg_graphics is saved with the preferences, and a much more attractive alert window.
Fixed a bug that could crash the game when entering any area around the town 'Angwil'.
Fixed the 'wilderness mode' prompt.
Allowed the dropping of items and running in forests.
Pressing ESCAPE at the prompt for your bet in the gambling house works now correctly.
'Word of recall' works now also outside of the towns.
Golems, Zombies, Vampires, ... no longer can get food in the inns.
You have now to pay for rumors in the inn.
Dworkin Barimen has now a chance to drop the Jewel of Judgement.
You can no longer kick aquatic monsters in the ankle.
Removed a duplicated 'You have completed your quest!' when summoning and killing a monster in an already completed quest.
Killing monsters with the explosion of a thrown potion gives now experience.
Fixed the 'You see (nothing).' message that can appear in an obscure constellation involving a skeleton quaffing a potion of detonation.
Set the default state of the first two terminal windows to 'Display messages' and 'Display inven/equip'.
Set the default state for the list and look commands to expanded mode.
'Trap Creation' only affects floor grids now.
Added 4 new quests designed by Topi Ylinen.
Added 5 new quests designed by Jeff Coleburn.
Changed some other quests slightly.
Added the Rod of Pesticide (fast charging, activates for a low damage poison cloud).
Changed the behavior of earthquake/destruction spells in quests. In random quests these spells try to teleport away quest monsters, before the area caves in, in predefined quests these spells do nothing.
Changed the (Mass-)Genocide spells to prevent them from working in predefined quests.
Fixed the pluralization of various monster names.
Bloodletters of Khorne may now drop magical blades of chaos.
Added a draft of the new ZAngband-FAQ.
Changed the scores file back to the old pre-2.2.0 file-format, Score-files from version 2.2.0 won't work! The installation will overwrite the 'lib/apex/scores.raw' file by default, so if you want to keep your old scores file then make a backup before installing.
Added a 'no wilderness' mode for slower systems. The mode can be selected when starting a new character and when importing a 2.1.1c or older savefile. A special town with quests and buildings has been added for this mode.
Bloodletters of Khorne drop now a Blade of Chaos when killed.
Pink horrors split into two Blue Horrors when killed.
Allowed easy addition of new monsters to r_info.txt.
Various optimizations to improve game speed.
Added a cold aura to some monsters.
Added an option to switch on 'hard quests' on character birth and when importing old savefiles.
Fixed a bug in the 'Reset Recall' spell.
Fixed problems with the 'Vault' quest.
Added a home to the town Telmora.
Changed the 'look' command to ignore boring terrains.
Changed the damage when walking over shallow lava.
Fixed a bug that allowed creation of townspeople in the dungeon.
Changed the behaviour of the 'magic mapping' spell.
Fixed a bug that allowed monsters to ignore 'glyphs of warding' and 'exploding runes'.
Fixed bugs in the 'absorb light' mutation.
Fixed a bug that sometimes prevented the creation of 'connected stairs' and caused lookups when killing the last quest-monster.
Fixed a bug that hangs the game when displaying the contents of your houses after quitting or dying.
Various changes in the monster definitions.
Fixed the k_info.txt entry of the Trifurcate Spear.
'Detect treasure' no longer detects monsters represented with an '*'.
Prevented the use of 'Alter Reality' in quests.
Changed the description of ~ in the 'identify symbol' command.
Changed some of the 8x8 tiles.
Hagen has now a high chance to drop his spear.
Fixed the 'cursed items as quest rewards' bug.
Added 279 new monsters and the corresponding 8x8 sized tiles designed and drawed by Topi Ylinen.
Added 46 new items (weapons, armor, and ammo) designed by John Duffin and Leigh Silas Hanrihan.
Added exploding, aquatic, swimming, and flying monsters.
Added new monster melee attacks (time, explode, and disease).
Added Ken Wigles KAngband style town, quests and terrains.
Changed quest system to allow more flexibility and multi-level quests.
Added big wilderness outside the towns with a modified fractal terrain generator from KAmband.
New initialization code for quests, towns, buildings and wilderness.
Removed the 64 kByte limits for monsters, items, artifacts, and vaults.
Moved the definition of the limits for the number of monsters, items, vaults, ... to an external data-file.
Added Keldon Jones patch to allow automatic recreation of the raw-files.
Added "equippy chars" in the inventory, equipment list and in shops.
Fixed the definitions of the new tiles for the Half-Ogres and Dark-Elfes.
Added support for the S-Lang scripting language, based on Scott Bigham's S-Lang patch.
Added Greg Wooledge's patch that adds the "flag grid" to Zangband char dumps and shows immunities in the "flag grid".
The Windows version no longer requires "LibPath" to be set correctly. This allows installation in any directory without changes to the ini-file.
Allowed random selection of race, class, realms, ... at character birth with the * key.
Added the Easy-Patch by Tim Baker and changed it to be an option.
Added 52 new mutations created by Jeff Duprey.
Changed the pet AI to make the pets more useful.
Only uniques will now resist disintegration effects.
Warrior-Mages can now choose Sorcery.
Many other changes and bugfixes.
Fixed another bug in the creation of quest levels.
Allowed all characters created in pre 2.1.1 versions of ZAngband to choose the number of quests when loading the savegame. You may have to leave and reenter the current level, if it's a quest level.
The last questmonster now drops all carried items, the normal monster drop and one reward item when you finish the quest.
Reward drops are no longer added to the monster knowledge.
Fixed the problem with the transparent color of the 8x8 bitmap.
Quest message pluralization fixed (again).
No more extremely out of depth quests for new characters.
Disintegration spells like "Fist of force" can destroy walls.
Corrected the new tiles for spirit naga, angel, and blue jellies.
Paralysis attacks on a paralyzed player always do at least one hp of damage. This should prevent "infinite paralysis" from floating eyes.
Fixed some bugs in the autosaving code.
Fixed a bug in the monster-AI code.
Added circular rooms from Dag Arneson Ying-YAngband.
Fixed a bug that allowed the creation of artifact-arrows, -bolts, and -shots with scrolls of artifact creation.
Adam Bolt's tiles are now finished and every monster/object/spell effect has a tile.
Another bug in the quest code fixed.
Quest messages are now correctly pluralized.
The roguelike commands to show game time (the ' key) and to activate the racial power/mutation (the O key) work now.
Benny S. Hofmann's patch to the windows version allows switching between ASCII, old tiles and Adam Bolt's tiles.
Toned down the TY-curse a bit.
Updated Adam Bolt's terrain tiles again.
Implemented the item flavoring code from Angband 2.8.3.
Fixed a bug in the macro-creation.
Fixed a bug creation of the quest levels.
Updated Adam Bolt's terrain tiles.
Mindcrafter powers are correctly displayed in the spell-list window and don't crash the game anymore.
Fixed a bug in the random activations of the mutations, the effects appear less often now.
The main-win.c file is now ready for compiling with Adam Bolt's new tiles. Just define "USE_AB_TILES" and compile it. The windows version also supports transparency and the "double-step bug" is fixed.
Added a sound-event for the "Hitpoint Warning".
Pets will no longer pick up/destroy items.
Implemented Greg Harvey's patch that adds the macro code from 2.8.3.
Added Heino Vander Sanden's QAngband quest code with big help from Dean Anderson.
Fixed some bugs with the new bookstore and the store maintainance and owner shuffling works for the bookstore.
Fixed the problem with compiling the main.c file on Unix/Linux systems.
Silas Dunsmore's cumulative light radius patch added. Any object in your equipment that has the 'glow' flag will extend your lit-area radius by 1, up to a maximum of 5. The normal light-source objects still work the same, but glowing artifacts and helms of light are actually useful.
Added a bookstore to the town to free up space in the magic shop.
Fixed problems with the Summon Demon (Chaos), Raise Death (Death), Phantasmal Servant (Trump), Mindwave, and Adrenaline (Mindcraft) spells on systems without mathematical coprocessor.
Chaos Warriors are no longer hurt (or killed) by the "strain of casting (Mass) Genocide" when the chaos patron casts the Genocide spell ("Let me relieve thee of thine oppressors!").
Fixed a bug with the sound-effects, the correct effects will be played now.
Added new sound-events for buying and selling in stores.
Added support for Adam Bolt's new tile-graphics, transparency- and lighting-effects, MOD-, and S3M-files to the DOS version. Adam Bolt's tiles for ZAngband are not yet finished, most of the ZAngband specific monsters are displayed with other tiles or with ASCII-characters. The special DOS options can be accessed by pressing ! while playing.
Alberich has lost his "deadly touch"
A "pit" variant of the "symbol clone nest"
Killing Amberites can be dangerous -- ever heard of the Amberite blood curse?
You may accidentally attack friends if blind, confused etc.
Caine and Hagen had their drops mixed; fixed.
Finally updated (almost all of) the documentation!


Outdoor preschools opened at four Seattle Parks this month, including Carkeek Park. The preschools are run by Tiny Trees Preschool in a pilot program for affordable, nature-based preschool.
At Tiny Trees, 52% of the incoming class receives financial assistance. At Carkeek Park, families who make less than $72,000 a year receive free tuition through the Seattle Preschool Program Pathways.


Rubber sanding block, wet-anddry paper, soap bar, masking tape, panel wipe, zinc-rich or etch primer, high-build primer, topcoat, thinners, rubbing compound, polish, microfibre cloth.
Experiment on a scrap panel and build your confidence by starting on a small area somewhere inconspicuous – such as under the bonnet or in a door aperture.
If possible, remove the panel and work undercover.
Lay the panel flat to avoid runs.
If you're using newspaper, fold the edge that you apply the tape to.
AEROSOLS ARE often viewed as an inferior method of painting panels. They shouldn't be. While that stereotype may have been correct twenty years ago, aerosol technology has now advanced substantially. They are no longer the preserve of undiscerning hobbyists or bodge-it-and-scarper motor traders.
If modern aerosols are used properly, the quality can be just as good as paint applied with a compressor and spray gun.
They're widely used in professional body shops.
The ease of set-up and lack of cleaning up afterwards means they're often the most convenient and cost-effective solution for individual panels or multiple small repairs.
All this means they're ideal for DIY use.
They enable you to achieve professional results without specialist equipment.
The range of coatings is extensive: etch primers, weld-through primers, red-oxide primer in colours other than red, high-build primers in any colour you fancy, guide coats and, of course, a huge array of top-coat and lacquer systems. Car paint specialists and some Autobarn and Supercheap Auto branches can mix top-coats from colour codes or from existing paintwork and offer advice on the best systems to use in specific situations.
Perfect results are achieved through meticulous preparation and good spraying technique. Practice is the only way to become a master of the art-form, but following this guide will enable you to get good results from your first attempt.
APPLY FILLER Carry out any metal repairs. Fill and profile large depressions with bulk polyester filler. Use fine filler to achieve the correct profiles and a flawless surface. Apply a guide coat when it's dry and sand with 180-grit abrasive paper on a sanding block.
PERFECT THE SURFACE Look away from the panel and feel it with the flat of your hand to identify minor imperfections. Continue to apply and sand fine filler and guide coats until perfection is achieved. Finish with a glaze (very fine self-levelling filler) sanded with 320-grit paper.
KEY SURFACE Key any areas of original paint that you'll be painting over with 320-grit paper and a sanding block or an orbital sander. We're repainting the hole door, so we're abrading the whole surface. If you're carrying out a spot repair, just abrade its vicinity.
MASK AREA Use paper and masking tape to mask areas you don't want to spray. If the repair needs to be blended into the rest of the panel, fold the tape back on itself to avoid a hard edge. This will create a soft overspray line that will be easy to feather in later.
CLEAN SURFACE Use a lint-free cloth moistened with panel wipe to remove all traces of silicone polish, oils from your fingers, sanding dust residue and other contaminants from the surface you'll be painting. Always use proprietary panelwipe – not thinners.
SHAKE IT! It's absolutely essential to shake the can vigorously for at least two minutes. The solids sink to the bottom during storage and the paint will spit if they're not fully mixed with the propellant. Warm the can in tepid water if it's been stored in a cold place.
SPOT PRIME Paint areas of bare metal with zinc-rich primer to fend off corrosion. Hold the can about 200mm (8in) from the surface and apply a couple of thin coats, avoiding a hard edge where they overlap onto the rest of the panel. Wear a good respirator.
HIGH-BUILD PRIMER High-build primer fills tiny imperfections. Apply three coats, allowing each to flash dry before applying the next. It's now possible to buy primers that are matched to the panel's finished colour, meaning that less top-coat will be required.
FINAL FLATTING Let the primer dry completely. Use 600-grit wet-and-dry paper, a sanding block and a bucket of water for final flatting. Work in straight lines along the line of the panel – not in circular motions. Regularly squeegee the surface to check progress.
MATCH COLOUR A surefire way to match new paint to existing paint is to take an adjoining panel to a paint supplier. This protects against previous mismatched resprays or paint that's changed colour as it's aged. If that's not possible, the car's colour code is a good start.
BUY PAINT Solvent-drying cellulose paint is simple to work with and appropriate for most classic cars. The correct combination of colour tinters is added to the cellulose base by weight, then it's forced into a 'blank' aerosol prefilled with propellant at 60psi.
PREPARE ENVIRONMENT Enemies of spray painting are extremes in temperature, humidity, wind, silicone and dust. Don't attempt it outside.
Ideally, use heaters to raise the ambient temperature to around 20°C. Vacuum meticulously, wait, then lightly dampen the floor.
TEST NOZZLE Tape some paper or card to a wall and practise your spray technique. It'll give you an idea of how wide the spray fan is, so you can gauge how much overlap will be required between passes. It'll also show up any faults in the aerosol or nozzle.
MIST COAT Make the first coat quite dry to give the subsequent coats something to key into. Hold the aerosol further away than you would normally and move it slightly faster. Shake the aerosol regularly. Leave it to flash dry before applying the next coat.
TOP-COATS Spray the fiddly bits first, then tackle the rest of the panel. Apply just enough paint to give a glossy wet coat without it sagging or running, then overlap the first pass slightly to avoid a dry stripe. Allow it to flash dry, then apply two more coats on top.
COMMON PROBLEMS If you hold the aerosol too close or move it too slowly, the buildup will sag or run (bottom).
If you hold it too far away or move it too fast, you'll get a pebble-dashed appearance (middle). If the passes don't overlap enough, you'll get stripes (top).
BLOBS? Large blobs that fire from the nozzle will ruin the finish. It might be due to a faulty aerosol or nozzle – but it's more likely to be down to insufficient mixing or a semi-clogged nozzle. Press the nozzle with the can inverted after spraying to clear it.
FINAL POLISHING Leave the paint to cure for a few days, then hand-flat with 2000-grit wet-and-dry paper.
Use it wet with soap. When the dry finish is uniform and matt, use cutting compound followed by polish and a microfibre cloth to create a glassperfect shine.
For total perfection, flat the panel with 1500-grit wet-anddry paper before final polishing and apply a further two topcoats.
Wait five days before final polishing as per Step 9.
11 Clean an area with rubbing compound before colourmatching.


"Extending the Upper Temperature Range of Microchip Gas Chromatography " by Abhijit Ghosh, Jacob E. Johnson et al.
Miniaturization of gas chromatography (GC) instrumentation is of interest because it addresses current and future issues relating to compactness, portability and field application. While incremental advancements continue to be reported in microchip GC, the current performance is far from acceptable. This lower performance compared to conventional GC is due to factors such as pooling of the stationary phase in corners of non-cylindrical channels, adsorption of sensitive compounds on incompletely deactivated surfaces, shorter column lengths and less than optimum interfacing to injector and detector. In this work, a microchip GC system was developed that solves the latter challenge, i.e. microchip interfacing to injector and detector. A microchip compression clamp was constructed that seals injector and detector fused silica interface tubing to inlet and outlet ports of the microchip channels with minimum extra-column dead volume, and that allows routine operation at least up to 300 ºC. The compression clamp was constructed of a low expansion allow, KovarTM, to minimize leaking due to thermal expansion mismatch at the interface during repeated thermal cycling. A 5.0 m channel with a cross-section that approximately matches a 100 µm i.d. cylindrical fused silica column was fabricated in a silicon wafer using wafer vonding and deep reactive ion etching (DRIE) and coated statically with 1% vinyl, 5% phenyl, 94% methylpolysiloxane stationary phase. High temperature separations of C10-C40 n-alkanes and a commercial diesel sample were demonstrated using the system under both temperature programmed GC (TPGC) and thermal gradient GC (TGGC) conditions. TGGC analysis of a complex essential oil sample was also demonstrated.
Ghosh, A., Johnson, J. E., Nuss, J. G., Stark, B. A., Hawkins, A. R., Tolley, L. T., Iverson, B. D., Tolley, H. D., and Lee, M. L. (2017). Extending the upper temperature range of gas chromatography with all-silicon microchip colwnns using a heater/clamp assembly. Journal of Chromatography A, 151 7, 134-141.
Ghosh, Abhijit; Johnson, Jacob E.; Nuss, Johnathan G.; Stark, Brittany A.; Hawkins, Aaron R.; Tolley, Luke T.; Iverson, Brian D.; Tolley, H. Dennis; and Lee, Milton L., "Extending the Upper Temperature Range of Microchip Gas Chromatography Using a Heater/Clamp Assembly" (2017). All Faculty Publications. 2060.


Join other users of MSX Group's budgeting and financial reporting product, Prospero®, in a one-day, online user conference discussing tips and tricks for getting the most out of this powerful reporting and financial analysis solution.
What is going on during our Prospero® day? Plenty! So register early as seating is limited even though this is a virtual conference. Below is an overview of the planned sessions. Note that topics are subject to change.
Prospero is an easy-to-use, all-in-one software solution for financial reporting, budgeting, forecasting, planning and analysis. This session will provide a high-level overview of the Prospero reporting and budgeting capabilities to provide a nice foundation of the power, ease and flexibility of the product. We will discuss common issues and pain points most have in their reporting and budgeting process along with the Prospero solutions, improvements, and efficiencies gained you may leverage.
Prospero is an intuitive tool for financial reporting and analysis. This introductory session will walk you through viewing, analyzing and interacting with reports (drill down to account and transaction level, comments, graphing, drill order, exporting, etc.). In addition, reporting basics of the line, column, tree and report settings will be reviewed to illustrate how simple it is to create reports in Prospero with best practices and tips to reduce or avoid report maintenance altogether.
Building reports in Prospero is easy as well as powerful. We will look at several financial report examples of income statements, balances sheets, statements of cash flow, and statistical reporting. A variety of report design techniques and tips will be shared for how you can create dynamic and impactful reports for your organization.
Budgeting and forecasting using Prospero by the MSX Group provides easy, built-in functionality to handle commonly needed budget tasks. Come see how Prospero can be used for budgeting and forecasting to avoid the spreadsheet pains and problems most encounter. We will walk through budget input with details for Human Resources, Capital, Line Item Details, Comments, and Audit History – just to name a few of the features you may leverage to centralize, automate and improve your budgeting and forecasting process.
Complex or large-scale budgeting and forecasting does not have to be difficult. This session will cover the budget template setup of the lines, columns and the simple assumptions for Human Resources and Capital. We will also show how budget lines/templates may be globally shared or how unique line sets may be tailored for various departments or divisions of your business with statistics and driver based modeling to best meet your requirements and goals.
Join us for a free, 60-minute introduction to our flagship Prospero financial reporting and budgeting tool.


A licensed real estate agency HISTRIA APART Ltd, PULA - HR, license number 03/2010.
This price list is an integral part of the General Terms and Conditions, rates are effective from 02.10.2007.
The brokerage commission (fee) is charged as a percentage of the total agreed price.
Agency HISTRIA APART Ltd. should NEVER top up the real asking price of the seller.
For properties with a higher price, the Agency may (by mutual consent and agreement) reduce the percentage of brokerage commission shown above.
Agency HISTRIA APART Ltd. will (in cases where the agency is exclusively engaged in finding appropriate real estate on the market) charge the same agency brokerage commission (fee).
Notes: In cooperation with our agency lawyer may provide all legal services related to a property. Charges and fees depend on the case complexity and time involved / duration of process. For any questions and inquiries, please feel free to contact us.
For pricing details, other than shown above, for additional inquiries and anything else – please do contact us.
VAT not included in the above price list.
The price list does not include additional fees and administrative charges as well as the possible translations of documents.


text:
Why Nick Law wants Apple and why Apple wants Nick Law
By Katie Deighton-27 June 2019 07:30am
Nick Law heads to Apple
Nick Law's jump client side to become Apple's vice-president of marcom integration may have come as a shock to the industry. But with an obsession with design, simplicity and the digital revolution, it would be hard to argue the decision from both parties was anything less than inevitable.
Nick Law and his team were sweating in Cannes, and the Mediterranean sun didn't help.
Publicis Groupe's chief creative officer – the lauded genius Arthur Sadoun had hired to rekindle Publicis as a modern creative powerhouse just 18 months before – had handed in his notice and was quietly making arrangements to sublet his Brooklyn apartment and head West.
For the first time in his career, Law was going client-side to Apple. And, thanks in part to Cannes' reliable supply of rosé and gossip, a lot of people knew it.
The leak came the following Monday and was confirmed roughly 12 hours later by Publicis (Apple, true to private form, did not comment). Sadoun's internal memo was characteristically French and graceful: he thanked Law for bringing the Groupe's creative community "a vision and an ambition for modern creativity" and wished him all the best.
Tempting Law away from his beloved R/GA – his home of 17 years – wasn't easy, or cheap, and the chief executive is likely aggrieved or incensed or both by his early departure. But, like he admitted in his farewell letter, Sadoun was losing him to a "once in a lifetime opportunity" with Cannes' Creative Marketer of the Year, and that is much easier to stomach than a return to R/GA or – God forbid – a jump to another holding company's top-tier leadership.
Law was hired at a time of flux for Publicis. Sadoun had officially taken the reins from Maurice Levy just six months before and had wasted no time in making headlines when he very publicly pulled out of the Cannes Lions festivities of 2018.
Hiring Law from IPG's R/GA – an agency renowned for effortlessly fusing creativity with tech – was Sadoun's way of saying Publicis was ready to serve the modern client. Marcel, Publicis' in-house artificial intelligence, would act as Law's mechanical sidekick – his Hal 9000.
But while the chief creative officer and president title was impressive, its lack of executive power prevented Law from implementing any significant change in the Groupe, according to sources close to the company. He did manage to tie up a few critical hires in his last few months – Liz Taylor's appointment at Leo Burnett and John Maeda's at Sapient being the most notable – yet Publicis' creative reboot and the hiring and firing that it requires will likely take a generation to complete.
For a quick-thinking leader used to the cohesiveness of one successful network, the speed at which the ship could turn proved frustrating.
'The perfect marriage'
That's not to say Law would have left if Apple hadn't come calling. It's still unclear which role he is lined up to take when he arrives on the fringes of San Jose in September but a senior creative position at the brand behind '1984', 'Think Different' and 'Shot on iPhone' is certainly the dream job of many in the industry – particularly if they are designers by trade, like Law.
"It's the perfect marriage because they share that language of design – he's going to back to his calling," said one of Law's former coworkers.
"He reflects what a modern creative director should look like," said another. "He's arguably the most famous leader that came out of the digital revolution of the 90s – and with all the mergers and acquisitions that happened back then there's many of them around."
Law is known for his unapologetic questioning of advertising's favorite slogan – 'the big idea' – which he railed against on the Monday morning of Cannes.
"What makes a campaign memorable is not a magical idea that floats above its executions," he once explained. "Memorable creativity lives at the intersection of humanity and technology; a creation that is conceived to live beautifully and completely in a medium."
This rather beautifully complements the philosophy of Tor Myhren, Apple's vice president of marketing communications and the former Grey creative chief who Law will report into.
Myhren's own speech at Cannes, which ironically acted as a Friday afternoon bookend to Law's, was dubbed 'Simple Is Hard'.
"Media is art," he said. "We are picky about where we show up. We may not be efficient, but we are most effective, and twice as expensive is OK if it's twice as good."
The future of Apple's advertising
With Myhren and Law aligned, the question remains what Apple wants them to do together. Law's abilities lead many to believe the brand is readying to spin budgets away from the traditional, craft-heavy approach it's known for and towards digital experience.
A senior creative with close ties to the business said the tide had already begun to change in this regard.
"Apple is been pushing for 'digital' for a while now – they completely understand where the business is moving towards," they said, citing its recent digital campaign for Siri with The Rock and its photographer-driven entry into Instagram (despite the brand's public, ongoing rivalry with Facebook).
They added the launch of Apple TV+, which will sit within the same wheelhouse as Apple Card, Apple Arcade and Apple News+, will require a more digital way of thinking within the marketing team.
"I believe they are building a whole team around that," said the source. "I'm not sure if that has to do with Nick, but it's something to consider."
"With digital advertising now growing at 19% year-on-year, according to the latest eMarketer figures, and digital spending now higher than 'traditional' ad-spend, I'm surprised they haven't focused on it sooner," said Kevin Chesters, strategy partner at Harbour and former chief strategy officer at Ogilvy UK.
"It would seem to me to be eminently sensible for Apple to put some emphasis on creativity in the digital space rather than thinking it is all about performance and clicks. I would think this strategy should pay off handsomely in terms of improved creative output in the content and experience space. I'm interested to see the difference Nick makes."
Others have also questioned whether Apple's relationship with TBWA\Media Arts Lab (MAL), its long-term agency, will change with Law's arrival and a possible pivot to more digital advertising.
One insider noted Myhren's Cannes speech heavily emphasized the value of its in-house team, and with Law joining, suggested a distancing from MAL may be on the cards in exchange for a bolstered in-house team.
"I feel like there was a period of time when Apple didn't need to do any advertising - there were lines out the door for iPhones," said a former colleague. "Now the category is more mature. Its marketing had become complicated but didn't have a crisp idea."
They added: "When [Steve] Jobs was alive, he was the one that simplified anything.
"And one of the things Nick is best at is simplification."
This article is about: North America, Apple, Nick Law, Advertising, Career, Creative, Brand


Vivienne, a friend from Miri , sarawak called in to order these 'Angry Birds' Sugar Fondant Cookies for this coming Sunday, as her cute and adorable son, Gareth will be celebrating his 5th birthday at home with his friends and relatives.
Happy 5th Birthday , Gareth!!


Here is a list of the sermons preached during 2011. To listen to a particular sermon please click on the title. From the sermon page you can listen to / or download the sermon as well as read the passage from the Bible.
20-March-2011 (am) - Who is in control of your tongue?
13-February-2011 (am) - Where is the Lord God of Elijah?


text:
'High School Musical: The Musical – The Series' Finale: Ricky and Nini Finally Get Together, But Will It Last?
By Erin Crabtree
Joshua Bassett as Ricky and Olivia Rodrigo as Nini from "High School Musical: The Musical: The Series. Shutterstock (2)
Warning: This post contains spoilers from the Friday, January 10, season 1 finale of High School Musical: The Musical – The Series.
The moment fans have been waiting for! Ricky and Nini finally got back together, but there's already a wrench in their plans to be more than a showmance.
'High School Musical' Stars Then and Now
The episode, titled "Act Two," began with EJ (Matt Cornett) going on for Ricky (Joshua Bassett) after the latter discovered that his mother brought her new boyfriend to opening night. Plus, a performing arts school scout was there to watch Nini (Olivia Rodrigo). The leading lady was shaken up by the last-minute switch — so much so that EJ stepped aside and allowed Ricky to join Nini onstage again for "Breaking Free."
Ricky wanted to ask Nini a question before the final number of "We're All in This Together," but she requested that he wait until their performance was over. Once the Wildcats went out in true musical fashion, Nini showed her disappointment upon realizing the scout had left.
Olivia Rodrigo as Nini and Joshua Bassett as Ricky from "High School Musical: The Musical: The Series. Disney+
Disney Stars Through the Years
While in her dressing room, Nini received a visit from Ricky, who hoped to find out what was next for the exes turned costars. Nini brushed off his attempt to discuss their romantic future … until Ricky grandly declared that he was in love with her. The two shared several kisses and exchanged opening night gifts — a personalized dog tag for him, a custom guitar pick for her (each with quotes from the High School Musical films).
All seemed well for the couple, but the scout then reappeared. She offered Nini a spot at her school while an oblivious Ricky waited for Nini to join him at the cast afterparty.
TV Couples That Need to Get Together in 2020
Ricky and Nini were not the only couple who found love during the finale. Ashlyn (Julia Lester) finally made her move on Big Red (Larry Saperstein) after he sent her flowers. They kissed in an end credits scene that saw the tech geek performing an impressive tap dance routine.
Elsewhere in the episode, Miss Jenn (Kate Reinders) hinted at an exciting new musical she already had in mind for next semester. However, the principal busted her and Mr. Mazzara (Mark St. Cyr) as the culprits behind the theater fire. Ashlyn also came up with an idea for Gina (Sofia Wylie) to continue going to East High.
Season 2 of High School Musical: The Musical – The Series will premiere on Disney+ later this year.


You will have been given details of when to arrive at the hospital. Please report to the reception desk and a staff member will accompany you to the ward. If you are having your operation in the morning under a local anaesthetic, then please have a light breakfast before coming into hospital. If you are having a general anaesthetic then please have nothing to eat or drink from midnight. You need to take your regular medications and so a small sip of water with these is advised. During the operation, your eye will be cleaned with an iodine solution. This can sometimes stain clothing and so please do not wear cherished items of clothing on the day of the operation.
The nursing staff will greet you and show you to your room. They will fill out your admission details and Mr McLean will see you. Any remaining questions can be answered then. The nurses will put some drops into the eye that is going to be operated on. These drops help to dilate the pupil, an important part of the operation. If you are having your operation under local anaesthetic, you don't have to change out of your clothes, but a gown is used to cover your clothes. A porter and a nurse will then take you to the operating theatre.
During a cataract operation, the patient usually lies flat on a couch in the operating theatre. A pillow is used for head support and a light, sterile plastic cover (a small sheet) is placed over the face to keep the area clean. The light sheet is pulled up, away from the mouth and doesn't interfere with breathing. At the same time oxygen is passed underneath the sheet to refresh the air supply.
Some people cannot lie flat and still for a number of different reasons. These include breathing problems, heart problems, dizziness, tremors of the body and back problems. For some people, the thought of a drape over the face can be very daunting. It is important that anyone undergoing cataract surgery is as comfortable as possible and so adjusting the couch position for comfort and sometimes using small drapes around the eye are some of the adjustments that can be made before the operation. It is important to mention any conditions that might make it harder for you to be comfortable during the operation, and the appropriate special measures can then be taken to make the whole experience comfortable and pleasant.
There are different options available for anaesthesia during cataract surgery. Most patients opt to have an injection beside the eye to 'numb' it. You experience some mild grittiness during the injection but it is not painful. The anaesthetic ensures you feel no discomfort during the operation and often the operating lights appear to be dimmer while the anaesthetic is working. The second option is to perform the operation with only drops to anaesthetise the eye. This is a good option for people who don't want an injection, but it does mean you have to keep your eye very still. The operating lights can also seem bright with this anaesthetic as the vision is unaffected during the surgery. The last option is to have a general anaesthetic so that you are completely asleep during the surgery and this is a good choice for people who feel especially anxious about the operation.
At the end of the operation, a protective cover is placed over the operated eye to protect the eye on your journey home. You will be taken back to your room for something to eat and drink. The nurses will bring you the antibiotic drops which you need to take home and will answer any questions that you might have. It is important to use the drops as instructed for four weeks after the operation. You may need to have your glasses adjusted by your local optician after your operation but it is necessary to wait for at least four weeks before doing this.


text:
Profunditerebra brazieri is a species of sea snail, a marine gastropod mollusk in the family Terebridae, the auger snails.

Description
The length of the shell varies between 20 mm and 40 mm.

Distribution
This marine species occurs off New South Wales and South Australia; off Tasmania

References

 Bratcher T. & Cernohorsky W.O. (1987). Living terebras of the world. A monograph of the recent Terebridae of the world. American Malacologists, Melbourne, Florida & Burlington, Massachusetts. 240pp.
 Terryn Y. (2007). Terebridae: A Collectors Guide. Conchbooks & NaturalArt. 59pp + plates.

External links

 Angas G.F. (1871) Description of thirty-four new species of shells from Australia. Proceedings of the Zoological Society of London, 1871: 13–21, pl. 1
 Fedosov, A. E.; Malcolm, G.; Terryn, Y.; Gorson, J.; Modica, M. V.; Holford, M.; Puillandre, N. (2020). Phylogenetic classification of the family Terebridae (Neogastropoda: Conoidea). Journal of Molluscan Studies

Terebridae
Gastropods described in 1871

redpajama_set_name: RedPajamaWikipedia


In a chain restaurant, will a unit that has skewed product sales towards higher food cost menu items have a higher food cost?
Yes, more sales of higher food cost items will yield a higher overall food cost. That doesn't mean that it's a bad thing though. A low food cost isn't what makes you profitable. A high gross profit is, meaning that making $4 gross profit on a $7 sales is better than making $3 gross profit on a $4 sale, even though the food cost for the first instance is higher (43%) than the second instance (25%). No matter the food cost, making $4 is better than making $3. The only exception would be if that $7 item resulted in significantly higher expenses or labor that ate up that extra $1 in gross profit, which isn't likely.
You CAN'T use food cost percentage as a factor in pricing out your menu, or deciding what items you'd like to sell. Food cost percentages are a management tool, not a pricing or strategic tool. You want a product sales mix that yields you the most gross profit, despite the food cost.
What food cost percentages ARE important for, are to help give you a first line of defense in stopping theft and waste, but to go along with your actual food costs, you have to have ideal food costs to compare them too. If you don't figure what your food costs SHOULD have been, you have no idea if a high food cost is bad because of theft or waste, or good because your sales mix has changed to higher cost, higher gross profit menu items. High food costs alone don't mean there is a a problem. They could mean just the opposite. Start a system for figuring ideal food costs, so you can compare your actuals to them to know if there is really a problem, or if your product sales mix has changed.
This entry was posted in Questions and tagged beer pricing formula, food cost formula, food costs, food pricing formula, gross profit pricing, high food cost, liquor pricing formula, menu mix, restaurant consultant, restaurant consulting, wine pricing formula. Bookmark the permalink.
One additional comment would be in this era of trading up and down both on your current offer and your competitors offer. Eliminate the bonus incentive by owners for their Chef on low food cost%. Replace their motivation with an open book policy around the profitability of the business and plan on going to the bank!
I always advocate a bonus structure for all employees based solely on profitability. Afterall, it's the one common goal FOH and BOH managers can share.


text:
'use strict';
var Model = require('../model/model.js');
var Inputs = require('../triggers/inputs.js');
var UI = require('./ui.js');
var CONST = require('../model/const.js');
var Socials = require('../triggers/socials.js');

var runActiv = false;

function registerInteractions_(){
	Inputs.registerInteraction({
		type : CONST.eventType.UP
		, key : [
			CONST.uiElements.BTN_DEMARER
			, CONST.uiElements.BTN_G_PLUS
			, CONST.uiElements.BTN_TWITTER
			, CONST.uiElements.BTN_GITHUB
			, CONST.uiElements.BTN_RIGHT
			, CONST.uiElements.BTN_LEFT
			, CONST.uiElements.BTN_CHOISIR
			, CONST.uiElements.DOOR
			]
		, callback : processInteraction_
	});
}

function processInteraction_(event){

	if (event && event.type  === CONST.eventType.UP){
		switch(event.key){
		    case CONST.uiElements.BTN_DEMARER :
		    	// On regarde si on a déjà un user de stocké sinon, on passe l'écran suivant
		    	if (!Model.gameModel.showStory){
		    		Model.ui.changeScreen = CONST.screens.STORY;
		    		Model.gameModel.showStory = true;
		    	}else if (!Model.gameModel.user){
		    		Model.ui.changeScreen = CONST.screens.LOGIN;
		    	}else if (Model.gameModel.indexUser === -1){
		    		Model.ui.changeScreen = CONST.screens.CHOOSE_USER;
		    	}else{
		    		Model.ui.changeScreen = CONST.screens.GAME;
		    	}
		    break;
		    case CONST.uiElements.BTN_G_PLUS :
		    case CONST.uiElements.BTN_TWITTER :
		    case CONST.uiElements.BTN_GITHUB :
		    case CONST.uiElements.BTN_CUSTO :
		    	Socials.login(event.key);
		    break;
			case CONST.uiElements.BTN_RIGHT :
		        Model.gameModel.indexUser = (Model.gameModel.indexUser + 1) % CONST.characters.length;
		        break;
		    case CONST.uiElements.BTN_LEFT :
		        Model.gameModel.indexUser = (Model.gameModel.indexUser - 1);
		        if (Model.gameModel.indexUser < 0){
		          Model.gameModel.indexUser = CONST.characters.length - 1;
		        }
		        break;
		    case CONST.uiElements.BTN_CHOISIR :
		    case CONST.uiElements.DOOR :
		        Model.ui.changeScreen = CONST.screens.GAME;
		        break;
		    case CONST.screens.INSIDE_SILVER :
		    case CONST.screens.INSIDE_GOLD :
		    case CONST.screens.INSIDE_PLATINIUM :
		    	Model.gameModel.standId = event.id;
		    	Model.ui.changeScreen = event.key;
		    default:
		}
	}
}

function processDirection_(){
	if (Model.gameModel.inputArray.length > 0){
		// On va traiter les mouvements présents dans la queue
		var directionTmp = Model.gameModel.inputArray[0];
		Model.gameModel.inputArray = Model.gameModel.inputArray.slice(1,Model.gameModel.inputArray.length+1);
		var positionTmp = {
			x : Model.gameModel.position.x,
			y : Model.gameModel.position.y

		},	positionScreenTmp = {
			x : Model.gameModel.positionScreen.x,
			y : Model.gameModel.positionScreen.y
		}
		// On va appliquer le mouvement théorique du personnage
		switch (Model.gameModel.position.direction){
			case CONST.directions.LEFT:
				positionTmp.x = Math.max(0, Model.gameModel.position.x - 1);
				break;
			case CONST.directions.UP:
				positionTmp.y = Math.max(0, Model.gameModel.position.y - 1);
				break;
			case CONST.directions.RIGHT:
				positionTmp.x = Math.min(CONST.ui.SIZE_UNIT.w, Model.gameModel.position.x + 1);
				break;
			case CONST.directions.DOWN:
				positionTmp.y = Math.min(CONST.ui.SIZE_UNIT.h, Model.gameModel.position.y + 1);
				break;

		}

		// On va vérifier qu'on a pas de conflit sur la position choisie
		if (Model.ui.mapCollision.length > positionTmp.y
		&& Model.ui.mapCollision[positionTmp.y].length > positionTmp.x
		&& !Model.ui.mapCollision[positionTmp.y][positionTmp.x]){
			Model.gameModel.position.x = positionTmp.x;
			Model.gameModel.position.y = positionTmp.y;
		}
		// On applique aussi le mouvement théorique de l'écran (différent car on cherche à maximiser les moments ou le personnage est au milieu)
		if (Model.gameModel.position.x < Model.ui.middlePoint.x){
			positionScreenTmp.x = Math.min(0,Model.gameModel.position.x);
		}else {
			positionScreenTmp.x = Math.min(Model.gameModel.position.x - Model.ui.middlePoint.x, CONST.ui.SIZE_UNIT.w - Model.ui.screenSize.width);
		}

		if (Model.gameModel.position.y < Model.ui.middlePoint.y){
			positionScreenTmp.y = Math.min(0,Model.gameModel.position.y);
		}else {
			positionScreenTmp.y = Math.min(Model.gameModel.position.y - Model.ui.middlePoint.y, CONST.ui.SIZE_UNIT.h - Model.ui.screenSize.height);
		}

		// On applique la position
		Model.gameModel.positionScreen.x = positionScreenTmp.x;
		Model.gameModel.positionScreen.y = positionScreenTmp.y;

		// Mise à jour du modèle firebase
		Model.services.fbActivRef.child(Model.gameModel.userHash).set({
			id : Model.gameModel.userHash,
			position : Model.gameModel.position,
			indexUser : Model.gameModel.indexUser
		});
	}
}

function processUsers_(){
	if (Model.ui.usersChange){
		Model.ui.usersChange = false;
		var arrayUsersTmp = [];
		var tmpMapPositions = {};
		Object.keys(Model.services.activUsers).forEach(function forFbUsers(idUser){
			var userTmp = Model.services.activUsers[idUser];
			if (userTmp.position.x >= Model.gameModel.positionScreen.x
				&& userTmp.position.x < (Model.gameModel.positionScreen.x + Model.ui.screenSize.width)
				&& userTmp.position.y >= Model.gameModel.positionScreen.y
				&& userTmp.position.y < (Model.gameModel.positionScreen.y + Model.ui.screenSize.height)
				&& !tmpMapPositions[userTmp.position.x+'.'+userTmp.position.y]){
				arrayUsersTmp.push(userTmp);
				tmpMapPositions[userTmp.position.x+'.'+userTmp.position.y] = true;
			}
		});
		Model.ui.users = arrayUsersTmp;
	}
}

function manageVisibility_(){
	// Set the name of the hidden property and the change event for visibility
	var hidden, visibilityChange;
	if (typeof document.hidden !== "undefined") { // Opera 12.10 and Firefox 18 and later support
	  hidden = "hidden";
	  visibilityChange = "visibilitychange";
	} else if (typeof document.mozHidden !== "undefined") {
	  hidden = "mozHidden";
	  visibilityChange = "mozvisibilitychange";
	} else if (typeof document.msHidden !== "undefined") {
	  hidden = "msHidden";
	  visibilityChange = "msvisibilitychange";
	} else if (typeof document.webkitHidden !== "undefined") {
	  hidden = "webkitHidden";
	  visibilityChange = "webkitvisibilitychange";
	}

	// Warn if the browser doesn't support addEventListener or the Page Visibility API
	if (typeof document.addEventListener === "undefined" ||
	  typeof document[hidden] === "undefined") {
	  alert("This demo requires a browser, such as Google Chrome or Firefox, that supports the Page Visibility API.");
	} else {
		// Handle page visibility change
		document.addEventListener(visibilityChange, function handleVisibilityChange(){
			if (document[hidden]) {
				localStorage['game_model'] = JSON.stringify(Model.gameModel);
				stopEngine_();
			} else {
				startEngine_();
			}
		}, false);

	}
}

function run_(){
	try{
		processDirection_();
		processInteraction_();
		processUsers_();
		if (runActiv){
			window.requestAnimationFrame(run_);
		}
	}catch(err){
		console.error("Error  : %s \n %s",err.message, err.stack);
	}
}

function startEngine_(){
	if (!runActiv){
		Model.gameModel.lastTime = Date.now();
		runActiv = true;
		run_();
		UI.startPaint();
		Inputs.initListeners();
		Firebase.goOnline();
		Model.services.fbActivRef.once("value", function(snap){
			Model.services.activUsers = !snap.val() ? {} : snap.val() ;
		});
	}
}

function stopEngine_(){
	Model.gameModel.time += Date.now() - Model.gameModel.lastTime;
	runActiv = false;
	UI.stopPaint();
	Inputs.removeListeners();
	Model.services.fbActivRef.child(Model.gameModel.userHash).remove();
	Firebase.goOffline();
}

// API

function start(){
	registerInteractions_();
	manageVisibility_();
	startEngine_();
}

module.exports = {
	start : start
};

redpajama_set_name: RedPajamaGithub


When the UK's Conservative government decided to run an anti-immigration campaign in Romania to dissuade Romanians from coming to the UK a Romanian advertising agency came up with a fantastic response.
The UK government campaign 'You won't like it here' was intended to keep away Romanian migrants by showing how awful life in Britain is. Advertising agency GMP Bucharest responded by creating a campaign for its daily newspaper client Gandul.info. It used humour to fight discrimination.
The "We may not like Britain, but you'll love Romania" campaign used Facebook advertising and even outdoor media (posters) in the UK using the theme "Why don't you come over?". As the campaign took off the agency even created a Facebook app to crowd-source campaign ideas from Romanians. It also created a website to make it easier for Romanians to help Brits come to Romania by posting job offers and providing opportunities to host a British tourist on their couch.
For a relatively modest media spend the campaign secured extensive global media coverage including print, online and broadcast.
I heard about this campaign when it was running, but have just found this great video case study. The campaign has also won a gold at the prestigious AdStars awards in Asia.


text:
In 2004, Spain held national elections. The government at that time was led by José María Aznar, of the Popular Party, a right-wing conservative group. Many members of the PP are in fact descended from members of the fascist dictatorship led by Francisco Franco. Spain had sent a contingent of soldiers to Iraq as part of the "coalition of the willing". Aznar had been in power since 1996 and had taken a hard line against the ETA, a terrorist group advocating independence for the Basque Country.
Spain is a diverse country: predominantly white and industrialized in the north, more brown-skinned, poor, and agricultural in the south; in the northern mountains the Basque people speak a language unrelated to any other in Western Europe, and in the east the region of Catalonia (whose capital is the wealthy cultural and commercial city of Barcelona) have long sought autonomy. The Conservatives, serving the King and the Church, have long fought for centralization in Spain, promoting a standardized "Spanish culture" and the Castilian language at the expense of regional privileges and local languages.
Three days before the election, a bombing struck the Madrid train system. 191 people died. The government instantly blamed the ETA terrorist group for the bombings – on the same day, within hours of the explosions. It subsequently emerged that the attacks were actually committed by Islamists, and as a result, the bombings were associated with Spain's participation in the Iraq invasion, so that the bombings redounded to the discredit of the conservatives. And it emerged that the government had acquired hard evidence of the bombings' Islamist origins very early on, but deliberately persisted in misrepresenting them to the public.
The theory was that, since Aznar's policy towards the ETA had emphasized an aggressive police approach as opposed to a politically-negotiated "solution" to the conflict, the ETA could well be expected to retaliate. In this case, the bombings would not be a surprise, and since Aznar's policy was popular with the public, such bombings would be politically tolerable for him. However, an Islamist source for the bombings would be blamed on the Iraq invasion, which had always been significantly unpopular at home. Not only did the bombings make the Iraq policy even more unpopular, but the government's lying about the bombings completely undid its credibility. The Conservatives lost the election to the Socialists, who pulled all Spanish troops out of Iraq within a month of taking office.
Unfortunately for the conservatives in the United States, it seems that the Obama administration did not engage in any similar type of cover-up behavior in the aftermath of the Benghazi attacks. In fact, the conservatives' current frenzy of accusations are based on outright lies and fabrications. See: http://gawker.com/cnn-says-abcs-benghazi-scoop-used-a-fake-quote-505835408
Wake me up if they find real evidence that the U.S. government lied when it was in possession of evidence to the contrary of what it was saying about Benghazi. If it turns out that was the case, you won't find me making contortions to go on defending Obama. He needs to be held responsible for what he is actually doing with his office. In the meantime, there are plenty of other things blame the President for – selling us out to the banks, selling us out to the pharmaceutical companies, carrying on with drone strikes and rendition and countless other sins. These are actual bad policy choices – but they are conservative-leaning policy choices.
11-m, aznar, benghazi, coverup, diplomacy, foreign policy, iraq, lies, madrid, obama, Politics, propaganda, spain, terrorism


text:
Leaf Rapids Water Aerodrome  is a registered aerodrome located  north of Leaf Rapids, Manitoba, Canada.

See also
Leaf Rapids Airport

References

Registered aerodromes in Manitoba
Seaplane bases in Manitoba


text:
<?xml version="1.0" encoding="utf-8"?>

<manifest xmlns:android="http://schemas.android.com/apk/res/android"
	package="com.salesforce.androidsdk.smartstore"
	android:versionCode="44"
	android:versionName="3.3.0">

    <uses-sdk android:minSdkVersion="17"
        android:targetSdkVersion="21" />

	<application>

        <!--  SmartStore Inspector screen -->
        <activity android:name="com.salesforce.androidsdk.smartstore.ui.SmartStoreInspectorActivity" />
	</application>
</manifest>