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6% Solution Levies 100% Tax on Patience Of
DETROIT BUSINESS MAIN 11-19-07 A 9 CDB 11/16/2007 11:51 AM Page 1 November 19, 2007 CRAIN’S DETROIT BUSINESS Page 9 6% solution levies 100% tax on patience of biz LANSING — Once again, tions and utility compa- Sarah Hubbard, vice president 20, to find an equitable solution,” Garavaglia, Cox’s director of legisla- decisions on major tax poli- nies — are elements that of government relations at the De- said Charlie Owens, NFIB-Michi- tive affairs, who is being promoted cy are coming down to the have come under fire. troit Regional Chamber, one of the gan director. to chief administrative officer. John wire. And it’s making busi- Last week the chair- backers of HB 5408 in its current But the Detroit chamber and oth- Dakmak, a section head in Cox’s nesses nervous. woman of the Senate Fi- form, said the chamber would ers have cited compliance costs as- criminal division, will become di- Action to repeal and re- nance Committee, Nancy need to see what such a proposal is sociated with the tax — a Detroit rector of legislative affairs. place Michigan’s 6 percent Cassis, R-Novi, and mem- before commenting on support. chamber estimate last week pegged ■ Angela Madden, former govern- tax on services remains a bers of the business com- “What we want is something the costs at $906 million — and they ment affairs assistant at Arling- possibility this week. But munity expressed concern governor will sign,” she said. say each day of delay is costly. ton, Va.-based American Waterways as of press time Friday, it about cap’s helping select- The National Federation of Indepen- Operators, a trade association for appeared more likely that ed large businesses and dent Business-Michigan and some the U.S. -
OS/2 Warp Catalogue
The OS/2 Software Source: www.xeu.com/blueware/ The OS/2 Warp Catalogue The Hottest Java The Strongest Platform The OS/2 Warp Catalogue In This Catalogue Anti-virus .......................................... 4 Backup .............................................. 4 It’s Java Time CD-ROMs ........................................ 4 Communications ........................ 6 Just when you thought that OS/2 was on its way back, it is receiving a strong Database Management .......... 9 infusion from Java and the internet. Development Tools ................ 10 As Dr. Michael Cowpland, president and CEO of Corel Disk Compression .................. 14 Corporation put it: “This platform is indeed one of the Games & Entertainment ..... 19 OS/2 Warp: best operating system solutions in which to run The Hottest Corel Office for Java (http://officeforjava.corel.com/), Graphics & Multimedia ........ 20 a suite of applications that is setting the standard for The Operating System ......... 21 Java Around! Java-based office suites, and marks another milestone OS/2 Warp is developing in the evolution of Java as a whole.” Productivity ................................. 21 into a strong and speedy Programmer’s Editors .......... 23 foundation for Java. The OS/2 Warp 4.0 Java implementation was recently This perfect fit is nicely updated with a better Virtual Machine (VM) and a REXX Programming ................ 23 symbolized by “Carmen” speedy Just In Time (JIT) compiler. Also, even older OS/2 the two-sided coffee cup versions, including Warp 3.0, Warp Connect Utilities & Tools ........................ 24 by dutch ceramist Erik-Jan |and Warp Server are now fully able to suppport Java. Books ............................................. 28 Kwakkel on the cover page. But the great work does not end with that: you can Registration Service ............. -
Skin Gambling
UNDERSTANDING SKIN GAMBLING A guide to what skin gambling is, how it works, the demand for skin gambling, recent controversy, the legal issues, and the key takeaways for the regulated gambling industry. CHRIS GROVE 2016 Partner, Narus Advisors Thanks to increasing coverage from the mainstream media and a recent rash of controversies, skin betting - online wagering conducted in digital items instead of money - has become a topic of interest to many in the gambling industry . This white paper provides a concise but comprehensive education on the fundamentals of skin betting, the size and nature of the market for skin betting, the legal landscape, and some key takeaways for commercial gambling stakeholders . TABLE OF CONTENTS OVERVIEW 1 What are skins? . .2 How do players acquire skins? . 2. How do people bet skins? . .2 How large is the market for skin betting? . .3 SKIN BETTING: INDUSTRY TIMELINE 4 Introduction and growth . 4. Recent controversy . .4 SKIN GAMBLING AND THE LAW 5 KEY TAKEAWAYS FOR THE COMMERCIAL GAMBLING INDUSTRY 6 Strong demand for gambling exists among esports fans . .6 That demand may not be obvious through the prism of traditional gambling . 6. Focus on speed, simplicity, social (and skins) . .6 APPENDIX A 7 APPENDIX B 7 AN IMPORTANT NOTE As we prepare to publish this paper (July 2016), the skin gambling industry is facing an existential threat from game developer Valve. The game developer is seeking to shut down skin betting sites, a move that appears to be meeting at least some resistance from the sites. We believe that even if Valve is successful in largely eradicating skin gambling, the product still deserves careful attention as a possible template for a new class of gambling products that will prove popular with esports fans and the new generation of gamblers they represent. -
Galactic Civilizations Tutorial
USER MANUAL Developed by Written by Brad Wardell & Steve Rose Table of Contents Table of Contents............................................................................................................................ 2 About the Demo Version .................................................................... Error! Bookmark not defined. Installation and Requirements ....................................................................................................... 3 Introduction .................................................................................................................................... 3 Victory Conditions.......................................................................................................................... 3 Our story so far…........................................................................................................................... 5 Starting a new game ....................................................................................................................... 5 Creating your own human faction ................................................................................................. 7 Choosing your galaxy size ............................................................................................................ 11 Choosing your opponents ............................................................................................................. 12 Getting around the Galactic Civilizations Interface................................................................... -
Offworld Trading Company V1.21 Brings Updated Language Support
Offworld Trading Company v1.21 brings updated language support for both base game and DLCs The best selling economic real-time strategy game now have updated translations in Simplified Chinese, Russian, German, and more. Plymouth, MI. – November 1, 2018 - Today, Stardock announced the release of v1.21 for Offworld Trading Company, a game in which players take on the role of entrepreneur and travel to Mars for an economic showdown against rival companies. The version update improves localization for several languages and adds some balance updates that enhance the gameplay experience. In Offworld Trading Company, players buy out the competition and take control of the Martian market in a strategy game where money, not military force, is their greatest weapon. The real-time, player-driven market is the foundation of the game, allowing players to buy and sell resources and materials - even the food and water that the colonists need to survive. Players will also have to deal with some underhanded black market methods of sabotage, like pirate raiders, hackers trying to disrupt production, covert electromagnetic pulses, and more. The game supports online match play with up to 8 players, as well as single player campaigns, skirmishes, or daily challenges. For more serious players, ranked ladder games will give them the opportunity to earn ranks and prove their worth. The v1.21 update adds improved localization in both the base game and all of Offworld Trading Company’s DLC for the following languages: ● Simplified Chinese ● German ● French ● Spanish ● Korean ● Polish ● Russian ● Brazilian Portuguese Offworld Trading Company is $19.99 through Steam or Stardock. -
One Product Smackply for DOS Source Code License Agreement
Stardock Corporation: DirectSkin OCX Basic License Agreement Acceptance This document is a legal agreement between you, ______________________________ located at________________________________________________________________________, here after referred to as “Licensee” and Stardock Software, Inc., located at 15090 Beck Road, Plymouth, MI 48170 USA, here after known as “Stardock”. Permitted Uses Pursuant to this Agreement, Stardock hereby grants to Licensee a limited right to use the DirectSkin OCX 7.x (here after referred to as “OCX”), as part of licensee’s product:________________________________________ only, within up to one thousand (1,000) units of product., subject to the restrictions set forth in this Agreement. (If this name changes, please notify Stardock in writing within 14 days to update records for support reasons) Licensee will be provided updates to the OCX for three (3) year free of charge, via electronic download. OCX updates after the third year will be available at the Licensee's expense. The Licensee may not assign or transfer this license without Stardock’s advance, written consent, not to be unreasonably withheld. Supported Operating Systems and Languages DirectSkin is warranted to work on Windows XP 32-bit, Windows Vista 32-bit and 64-bit, and Windows 7 32-bit and 64-bit only. While DirectSkin supports multiple languages, it is generally only tested with the English language. Restrictions This License Agreement is rendered void if Licensee fails to satisfy any of the following restrictions. 1) Licensee shall in no way reverse program, disassemble, de-compile or otherwise reverse engineer the OCX. 2) Licensee shall not make OCX available in any form except as part of their permitted use. -
Metadefender Core V4.12.2
MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Sahara Slate PC I500 Tablet PC User's Guide
User’s Guide Sahara Slate PC® i500 12.1” Tablet PC Preface Preface This manual will help you get the most out of your new Sahara Slate PC® i500 Tablet PC. If you are a new computer user, or just new to Tablet PCs, read through this manual carefully be- fore first using your Sahara Slate PC. If after reading this manual you still have questions, visit us online at www.tabletkiosk.com for additional resources and information on using your Sahara Slate PC i500 Tablet PC. Copyright ©2011 Sand Dune Ventures, Inc. d/b/a TabletKiosk. All Rights Reserved. All product information is subject to change without notice. Sahara Slate PC, TabletKiosk and the TabletKiosk logo are registered trademarks or trademarks of TabletKiosk. in the United States and/or other countries. Microsoft Windows and the Windows logo are either registered trademarks or trademarks of Microsoft Corporation in the United States and/ or other countries. Intel, the Intel logo, Intel Core, and Intel Core Inside are trademarks of Intel Corporation in the U.S. and other countries. The Bluetooth word mark and logos are owned by the Bluetooth SIG, Inc. and any use of such marks by TabletKiosk is under license. openSUSE and SUSE are trademarks of Novell, Inc. in the United States and other countries. Linux is a registered trademark of Linus Torvalds. Preface i Disclaimer The specifications and information in this manual are subject to change without prior notice in order to improve reliability, design and/or function. In no way does this represent a commitment on the part of the manufacturer. -
Polygonal Modeling: the Aestheticization of Identity
Polygonal Modeling: The Aestheticization of Identity Chris Kerich University of California, Santa Cruz [email protected] ABSTRACT Starting from the assumption that the skin is a complex organ that carries with it a depth and cultural history that cannot be easily understood, it follows that one must also come to reckon with the technologies that are used to represent skin in digital formats. By far, the dominant computational paradigm for representing 3D objects of any kind is “polygonal modeling”, a system which represents 3D objects as the combination of two things: a mesh and a texture, also known as a “skin”. This seemingly innocuous technological paradigm carries with it important ideological, political messages about identity and visual representation. I approach the analysis of these messages in three ways. First, I briefly examine the history of computer graphics, and polygonal modeling in particular, to show how the engineering values of efficiency and functionality ultimately drove and determined the development of polygonal modeling, and emphasize the cultural and critical reflection absent from that development. Next, I examine cultural practices surrounding 3D models in video games, specifically players skinning characters and the economy of skins, to show how the affordances of polygonal modeling as a paradigm lend themselves to the aestheticization and commodification of identity in digital spheres, advancing a neoliberal ideology that holds identity as an aesthetic commodity to be bought and sold. While it’s unlikely that this technology will radically transform in the near future, it’s important to identify, and reflect on, the assumptions that underlie it and the ideological effects it has. -
A Brief History of Esports Betting and Skin Gambling
A brief history of esports betting and skin gambling What this article is about Electronic sports (esports) are competitive video Why is this article important? game matches. Esports are like professional sports. This article reviews and summarizes current The matches take place between skilled players or knowledge on electronic sports (esports) and skin teams. They can be viewed online or in-person with betting. The research highlights the increasing large audiences. Esports are organized events and its popularity of these newer forms of gambling. It athletes can take on celebrity status. shows that young males are more likely to engage Esports has existed since the 1980s. It has grown in esports and skin betting. Young people are also exponentially since 2011 with the launch of Twitch. exposed to advertisements for these activities. Twitch is a live-streaming platform for esports. In Esports and skin gambling may increase problem 2019, there were 454 million viewers and esports gambling. This article highlights the changes in made a total of $1.1 billion. Individuals who watch esports and skin gambling market. It also discusses esports tend to be younger and male. industry and government responses to concerns about these activities, particularly related to Today, many sports betting companies allow people underage gambling. to bet on esports. Also, people can gamble on esports through unregulated sites using skins. Skins are virtual search covered papers published in English from 2000 video game items. They are purely cosmetic and do to March 2019. not provide in-game advantages. Skins are collectible The authors found 10 journal articles and 10 and range from common to rare. -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
How Do Loot Boxes Make Money? an Analysis of a Very Large Dataset of Real Chinese CSGO Loot Box Openings
How do loot boxes make money? An analysis of a very large dataset of real Chinese CSGO loot box openings David Zendle, University of York* Elena Petrovskaya, University of York Heather Wardle, University of Glasgow *corresponding author: [email protected] Abstract Loot boxes are a form of video game monetisation that shares formal similarities with gambling. There are concerns that loot box revenues are disproportionately drawn from a small percentage of heavily-involved individuals, as is the case with gambling, leading to the potential for financial harm. In this paper we analyse a dataset of 1,469,913 loot box purchases from 386,269 separate Chinese users of the game Counter-Strike: Global Offensive. The Gini coefficient was used to measure the distribution of spending, and how much spending was concentrated within top percentiles. It estimated the concentration of spending amongst loot box openers as lower than observed elsewhere amongst gamblers (95CI: 63.76% - 64.26%). However, the majority of loot box revenue is drawn from the top 10% of players, with 1% alone responsible for 26.33% of all revenue. Overall, this research provides a crucial first step in understanding the financial consequences of loot box monetisation. Introduction Loot boxes are items in video games that may be purchased for real-world money, but which contains randomised contents of uncertain value. Loot boxes are extraordinarily widespread in video games: The majority of top-grossing mobile games contain loot boxes, and the majority of play sessions on desktop take place in a game that features loot boxes1,2.