![]() ![]() Occasionally, we may sponsor a contest or drawing. Pearson collects information requested in the survey questions and uses the information to evaluate, support, maintain and improve products, services or sites develop new products and services conduct educational research and for other purposes specified in the survey. Pearson may offer opportunities to provide feedback or participate in surveys, including surveys evaluating Pearson products, services or sites. We use this information to complete transactions, fulfill orders, communicate with individuals placing orders or visiting the online store, and for related purposes. Online Storeįor orders and purchases placed through our online store on this site, we collect order details, name, institution name and address (if applicable), email address, phone number, shipping and billing addresses, credit/debit card information, shipping options and any instructions. We use this information to address the inquiry and respond to the question. To conduct business and deliver products and services, Pearson collects and uses personal information in several ways in connection with this site, including: Questions and Inquiriesįor inquiries and questions, we collect the inquiry or question, together with name, contact details (email address, phone number and mailing address) and any other additional information voluntarily submitted to us through a Contact Us form or an email. Please note that other Pearson websites and online products and services have their own separate privacy policies. This privacy notice provides an overview of our commitment to privacy and describes how we collect, protect, use and share personal information collected through this site. Pearson Education, Inc., 221 River Street, Hoboken, New Jersey 07030, (Pearson) presents this site to provide information about Peachpit products and services that can be purchased through this site. ![]() Instantly this object will pop into view in the Layers panel, with all the necessary sublayers and groups disclosed (see Figure 1). With this little icon, even if your object is hidden within a group within groups and sublayers within layers, all you have to do now is select an object on your artboard, then click the icon in the Layers panel. Often with more complex images in Illustrator, if you select an object on your artboard and then open the Layers panel, you will see the selection indicator next to the layer containing your object.īut if your object is hidden within groups within layers, finding the actual object within that layers structure used to require that you open up the disclosure triangle for the layer within the layer, and then continue to open and scroll and open and scroll until you find the actual object within the Layers panel. No one really knew about it before, but now everyone should know that this little icon is now in the bottom-left corner of the Layers panel. The surprise is that this feature has been available but hidden for a few versions of the software. This is perhaps one of my favorite little productivity enhancers. ![]() At the end of this post, I’ve included a link to an Adobe chart that identifies which feature was added to each version of Illustrator since CS3. If you’ve already upgraded, perhaps you’ll be challenged to take the time to more thoroughly explore the version you have. If you’ve held off upgrading, perhaps something on this list will inspire you to at least download the Adobe Illustrator CS6 free trial. While the first of these new features is probably best described as “a little efficiency booster,” some of the others might actually change the way you work altogether. Whether you’ve skipped the last couple of upgrades to Adobe Illustrator, or just haven’t had a chance to fully explore what these upgrades offer, I wanted to share with you some of the ways to use at least a few of my favorite new features from Illustrator CS5 and CS6. Is that deadline making it impossible to make certain that an upgrade would be compatible with the rest of your workflow? Is your computer and operating system up to the upgrade? Or (like many of us) has the economy taken such a bite out of your budget that it’s hard to justify any upgrade at this point? Regardless of reason, these days most of us have to pick and choose where and when to allocate the precious money and time resources necessary for the proper upgrading of hardware and software.Īnd then, even when we do take the plunge and fully upgrade, it’s rare to have enough time to thoroughly learn everything that your new software has to offer. It's getting harder for all of us to keep up with the latest software upgrades. ![]()
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![]() ![]() LINKĪ: Not currently available for multi-board. Check out our documentation to learn how. Q: Can 3D models be attached to a library component? How?Ī: Yes. This is the one of the high priority task for next release! Q: Can you export/import a multi-board assembly to/from a MCAD tool?Ī: Import yes, export not at this time. Later we plan to have up-to-bottom approach and then annotation will more flexible. Any components designator always taken from child PCB projects because we are support only down-to-top design. On schematic level user can define designators for modules and they will used in assembly. Q: How does Annotation work in multi-board?Ī: There are no annotation functionality in Multi-board design. Any analysis capabilities could be following steps. For first steps in multi-board design we are focusing only on basic functionality for wiring diagram creation and physical assembly. Q: Does Power/Signal integrity work in multi-board?Ī: Not at this moment. And if a change needs to be make to a components placement, changes can be pushed to the child PCB. The multi-board environment also has 3D collision checking to make sure everything fits perfectly. Within the multiboard assembly environment one is able to physically connect the separate PCBs in 3D space. ![]() Once connected use the connection manager to manage the connectivity across designs. In the Multi-board schematic environment is where one is able to logically connect the seperate board modules together. Multi-Board AssembliesĪltium Designer 18 introduces true system-level design that connects both logical system design and the physical board assembly. This is a work in progress and will continue to improve. This includes layer visibility and color, object visibility and transparency, masking and dimming levels, the current single layer mode, and a number of additional workspace display features, such as the display of net names on pads, vias and tracks. The view configuration panel is used to configure what is currently displayed in the workspace and how it is displayed. The properties panel is a work in progress and will continue to improve. And when in the PCB the properties panel will show similar information just slightly geared for PCB. For example if you click on a component in the schematic the properties panel will show the designator, description as well as parameters and pin information. The panel changes its content based on the document or object that is currently selected and presents specific properties and settings that relate to that document/object. The interactive properties panel provides universal editing access to the properties of documents and objects in design editors. Our R&D team went through and reduced the amount of calculations Altium needed to do to complete a task without losing any data. Examples of this would be gerber generation and net building. Selective OptimizationĬertain tasks in the software have been completely rewritten to be much more efficient. Now that Altium Designer is 64 bit its able to utilize much more memory than its predecessors, giving the user a faster and smoother design experience. Its to be noted that smaller, simple designs will probably not notice a difference in performance but users that work with larger, more complex designs will. Its Great for things like polygon pours, gerber generation and DRC checks, things that do not have to be calculated sequentially. Multi-threading is used for tasks that can be run in parallel. Multithreading allows Altium Designer to parse out different tasks to different cores making it much quicker. Key Takeaways Performance Improvements Multi-threading If you’re not a fan of videos I’ll try my best to summarize in the webinar notes bellow. You can catch up here with the video recording and presentation slides. In case you missed our Altium Designer 18 live webinar, no worries. I gather my things and go to the recording studio. A beautiful thursday morning and a great day for an Altium Designer webinar. ![]() ![]() Still, this is XP, and this function is not native to it. It is not worth waiting for a special performance gain.
![]() ![]() He is determined to reach Oregon and build the home his father always wanted (containing the stained glass windows his mother treasured.) The kids face all varieties of danger from raging rivers to untrustworthy Indians to exposure from wind and snow. ![]() Naturally, it falls to him to care for his siblings when his parents pass away in quick succession. Their oldest son (Petersen) is continuously in one sort of trouble or another from mischievousness to laziness to stupidity. ![]() Martin and Collings are a farming couple with six children (and another one soon on the way) who decide to head west to the Oregon territory where rich, spacious land awaits anyone who's willing to make the tumultuous trek there. That would be a worthwhile takeaway.īased on a true story (but with certain elements altered to enhance the tribulations and drama), this family-geared film details the ordeal of seven children who must fend for themselves on the way to Oregon when their parents die. How about concentrating on the values expressed in the story and admire the Sagers who persevered when all seemed hopeless. I don't see that that makes the effort any less worthwhile. As far as the acting goes, it appears that the cast of children was selected on the basis of being related to each other rather than passing a screen test. The PC police who rail against unfair treatment of Native Americans in the picture obviously missed the scene of the Indian village that accepted the Sager kids and nursed the baby back to health. Watching the picture from the comfort of one's warm living room may make the story seem far fetched to a lot of viewers, but for the thousands of settlers who headed west in the 1840's, many of the hardships depicted in the picture had to be a concern. The film demonstrates perseverance, fortitude and a cohesive family spirit once the parents die, leaving the 'seven alone' kids of the title to take up the father's original mission of homesteading a dream in Oregon. I don't see that it's warranted quite frankly. Wow, there's a lot of vitriol hurled at this film by some of the other reviewers here. Seven Alone could have used some better direction, but the Wyoming location scenery is nice and the cast does well in the parts. He was a likable young man and gave a sincere performance as the kid determined to realize the dream of his parents. Young Petersen had a minor career of sorts playing in films that never got any theatrical release in New York where I grew up, but certainly played in drive-ins in red state America. Dean Smith plays him in this film and both the Whitman and Carson stories have never really been adequately told on screen. As for Kit Carson his very real exploits needed no embellishing from dime novel writers. After the action of Seven Alone is finished, Marcus and Narcissa Whitman were later murdered and their mission destroyed in the Oregon territory. Marcus Whitman and his wife Narcissa Whitman. The Sager's own personal journey is set against the background of the adventures of some other real pioneers and frontier characters such as Kit Carson and missionaries Dr. The baby made seven Sager children and oldest boy Stewart Petersen leads the rest to the Willamette Valley of Oregon. Based on a true story that eldest Sager daughter played in the film by Debbie Van Orden and narrated in flashback by Anne Seymour, the film is the true account of a family of seven orphans who keep going for Oregon after their parents, Dewey Martin and Anne Collings, both die on the trail, he from blood poisoning and she in childbirth. ![]() ![]() ![]() In my current park, two rides (out of 11) seem to account for 80 % of all ridership. Guests spend far too much time dicking around at random, and rarely seek out rides unless they have the right intensity (the excitement rating doesn't seem to draw guests at all). My first and biggest gripe with the game at this stage, is that the guest AI is still lacking. If you want a 50 meter corkscrew, you can build it with ease. It's based on track pieces like RCT, with the difference being that you're free to chose banking on every node, and the track pieces can be scaled up and down in size. Parkitect's coaster tool is very flexible. I haven't quite gotten the hang of building coasters yet, but looking back at my RCT2/3 creations, I've never really had it. Building a huge flat roof in RCT is a major pain in the rear. Just the fact that walls and objects don't reset their build height to ground level after you plonk one down makes a huge difference. ![]() It still lacks some parts to work well (I miss pillars on grid lines and more roof slopes in particular), but it's so much easier to build stuff than in RCT that the latter feels inflexible, slow and unwieldy by comparison. Speaking of buildings, the construction tool is really awesome and user-friendly. In RCT, I hardly bothered with buildings other than ride stations and restaurants, but in Parkitect I use them all the time to camouflage the back stage. This encourages the use of "back stage" areas with depots, staff break rooms and staff-only pathways, supporting a cluster of shops and stalls. You can't just plonk shops down willy-nilly, but you must use a depot and haulers to support them. This adds a completely new depth to your park planning. Unlike the RCT series, shops and stalls in Parkitect have to be restocked with supplies. Not quite RCT2 yet, but definitely getting there. It's still not complete, but you can see the vision of the developers, and it's possible to have a good game experience with what we've got so far. I'm going to draw a lot of parallels to RCT2 since the games have a lot of similarities, and because from the looks of things, most people in here are familiar with how RCT works. You can also get it on the Humble Store here.Sorry for double posting, but after half a year or so, I feel like it's safe to follow up my initial thoughts. It’s got that Railroad Tycoon video that I’ve been looking for (and have failed to find so far).Ĭheck out Mashinky on Steam here. Mashinky still doesn’t have a solid 1.0 launch date yet, but I think it’s safe to say, it’s a pretty good game. Within road crossings, you decide on each line if it is bidirectional (no arrows there) or one wayĪdded Possibility to place HQ from company window Road vehicles will respect the direction and may use overpassing easier You have the possibility to counter loading / unloading when driving the vehicle.Īlso you can re-stop on station and continue loading / unloading.īased on community feedback on driver mode, I've added yellow signals warning you that red signal is ahead so you can slow down and prepare to stopįor AI, this acts as an ordinary green signal for nowįor chain signal used as an entrace for multiple exit signals, it is yellow if any of following signal is red You need to avoid collisions and follow signals as well or stop the train before station ends (proper positioning on a station affects speed of loading/unloading)Īnd this applies to your road vehicles as well ) You control also each junction so you may go anywhere or just follow the automatic navigation You are the driver, so you can change actual engine power, use bakes :)Įvery object enterable directly from walk modeĬameras inside vehicles and buildings are visible and usable easily New Walk mode including collisions, sprint, jump, sounds. Here’s a complete list of additions and changes: ![]() But that’s not the only things added in the update. I must admit that walking around in Mashinky looks really nice, and it’s rather surprisingly impressive looking. And if driving around gets boring and you just want to break away from the road on foot, you absolutely can. ![]() ![]() ![]() The only accepted payment method at $5,000 or more is wire transfer. Payment: Wire Transfer for Total Sale Amounts of $5,000 or more IF YOUR BID IS APPROVED, YOUR PAYMENT METHOD ON FILE WILL BE CHARGED AUTOMATICALLY. By placing your bid, you agree to 's Terms & ConditionsĪnd Bidding & Buying Policy. If your bid does not meet the Reserve Price, THIS SELLER MAY STILL BE WILLING TO ACCEPT THE FINAL TOP BID at the end of the auction. Smart bluetooth Backward compatible with Bluetooth 2. Edimax EW-7611ULB N150 Wireless NANO USB adapter + Bluetooth 4.0. To learm more, please read the Terms of Sale. NETGEAR A6150 AC1200 Nano USB Wi-Fi Adapter MU-MIMO Dual-Band, Support Mac and Windows. ![]() In addition, all payments must be made using a wire transfer. To learn more about wire transfers, please read the FAQ on Wire Transfers for Vehicles and Heavy Industrial Equipment.Ī bid deposit and verification are required to bid on this auction. The only accepted payment method for bidders from Canada and Mexico is wire transfer. This warranty gives you specific legal rights and you may also have other legal rights which vary from jurisdiction to jurisdiction. Some jurisdictions do not allow the exclusion of certain warranties, so the some of the foregoing exclusions may not apply to you. No advice, opinions or information, whether oral or written, obtained from PropertyRoom or through the website or services shall create any warranty. PropertyRoom disclaims, on its own behalf and, when acting as an agent, on behalf of its principal, all warranties of any kind, whether express or implied, and specifically disclaims any implied warranties of title, merchantability, fitness for a particular purpose and non-infringement. The website, the services and any goods or services purchased or obtained through the website, the services or any transactions entered into through the website or services are provided on an “as is” and “as available” basis. ![]() ![]()
![]() These maps are things that would normally appear in a game guide or strategy guide, something that is typically sold for a price and not for free. To those saying that this should be free: We’ve added a purchase button to the UNCHARTED: Golden Abyss Live Area page which links directly to the PlayStation Store to make it easier to find. We wanted to offer the convenience of having the maps just two clicks away while you’re exploring the level… without having to leave the game. And in case you were wondering, there are 34 maps - one for each level in the game. You’ll be greeted with a full-screen image of the level showing all of its major landmarks and the locations of rubbings, photos, artifacts, treasures and Mysteries. When you buy and install the maps, a new Treasure Map Icon appears on the Chapter page for each level. For that reason, we decided to offer DLC that integrates the Treasure Maps directly into Drake’s Journal. ![]() Since UNCHARTED: Golden Abyss is a portable game, it’s not always easy to hop online and look up an FAQ. To provide some extra incentive to explore every nook and cranny in the game, we added hidden paths throughout every level - finding everything will be a challenge! But we also decided to create Treasure Maps for those who want all the game’s Trophies but who aren’t keen on exploration, or just want a hint now and then. There are literally hundreds of treasures and artifacts in UNCHARTED: Golden Abyss that help tell the backstories of the game’s locations and characters, and all are tied to Trophies. ![]() ![]() ![]() ![]() Well, if you can get past the lyrics, anyway. So, if you liked the band's last album, Overexposed, chances are you'll like "Animals," too. Maroon 5 - Animals Lyrics: Baby, Im preying on you tonight Hunt you down eat you alive Just like animals, animals, like animals-mals Maybe you think. Idolator reports that "Animals," which serves as the second single from Maroon 5's upcoming album, V, was produced and co-written by "Payphone" hit makers Benny Blanco and Shellback. Additionally, the lyric video for the track depicts a bunch of sneaky snakes slithering around, preparing to attack an adorable bunny! I demand to know who thought up such a savage and unwholesome concept! Lyrics to 'Animals' by MAROON 5: Chorus: / Baby, Im preying on you tonight / Hunt you down, eat you alive / Just like animals, animals, like animals-mals / Maybe you think that you can hide / I can smell your scent from miles / Just like animals, animals, like animals-mals / Baby, Im. interesting lyrics that I find a bit problematic. Although the song is insanely catchy (like, insanely), it features some. On Friday, Maroon 5 premiered their new single "Animals," and I have some seriously mixed feelings about it. Tell us if you like it by leaving a comment below and please remember to show your support by sharing it with your family and friends and purchasing Maroon 5's music.It's here. Watch the Animals video below in all its glory and check out the lyrics section if you like to learn the words or just want to sing along. From the slaughterhouse to the bedroom, Adam Levine knows how to handle a good piece of flesh when he sees it. The clip features lots of blood covered flesh and we're not just talking about animals. ![]() Newlyweds Adam Levine and Behati Prinsloo share passionate on-screen moments as they make sweet love in the Samuel Bayer-directed music video, which plays more like a thriller than a typical love story. The track is produced by Shellback and featured on Maroon 5's fifth studio album 'V', released on Augby Interscope Records and 222 Records. ![]() Maroon 5's Adam Levine is a creepy butcher who lusts after the flesh of a pretty woman played by his recently-wedded wife Behati Prinsloo in the dark and steamy visual for the pop rock band's new single "Animals". ![]() ![]() Along with all this, this new NFS game was also having the option of open-world exploration. Need For Speed: Underground 2īuilding off the popularity of NFS: Underground, EA introduced NFS Underground 2 with new events, vehicles, and customization options. Moreover, the game was released on 17th November 2003 and was compatible with platforms such as PC, PS2, Xbox, GameCube, and GBA. Players were having the option of modifying spoilers, tires, rims, paint jobs, decals, and more. Instead of spending use amount of money on expensive cars, players were given the option of modifying their ordinary cars with the in-game crash that they could win by competing in racing events. This new game of the NFS series was developed on the NFS formula along with the new option of car modification. Need For Speed: UndergroundĪfter the end of the Hot Pursuit craze, Electronic Arts tried to do something new with Need For Speed: Underground. Moreover, the game was released on February 29, 2000, and was compatible with PlayStation, PC and GBA. On the negative side, critics were having issues with the awful handling, and very low speed of old Porsche cars that were present in the game. Players were given the option of playing the single-player campaign and it becomes one of the greatest it’s for the game manufacturing company, EA. The game consisted of notable vehicles made by the German automaker. It was one of the most popular racing games of the time, and it was a result of a 20 year exclusive deal between EA and the car manufacturing company Porsche. Need For Speed: Porsche UnreleasedĪs it is quite clear by the name, Need for Speed: Porsche Unreleased was the first game of the franchise that was completely focused on a particular sports car brand. Moreover, the game was released on 25th March 1998 and was compatible with PC and PlayStation. In the game, cops were arranging roadblocks, busting tires using spike straps, and issuing tickets to stop any illegal race going on in the City. However, the concept that made this game a hit was the Pursuit system, which added cops cars into the game. The game also made a very noticeable improvement in physics, and the tracks were revised from NFS 2 and were added to the game. The graphics were good enough to satisfy Sony to use the game as a display for what the PlayStation games can achieve. Need for Speed 3 Hot Pursuit was the best reply to all the critics who were complaining about the graphics of Need For Speed 2. Moreover, the game was released on 31st March 1997 and was compatible with PC and PlayStation. ![]() Unfortunately, the game doesn’t perform well on the PlayStation because of its bad graphics which also made it hard to appreciate its unique vehicle collection. The game featured some of the most popular cards of that time that includes McLaren F1, Ferrari F50, and even some unconventional picks in the form of cars like Ford GT90 and Isdera Commendatory 112i. It came up with unique courses that helped the game to gain a much-needed personality. It ditched the generic highway racing that was shown in the first Need for Speed game. One of the most awaited releases in the series Needs For Speed 2 came up with a completely new concept. Moreover, the game was released on 31st August 1994 and was compatible with DOS, 3DO, PlayStation, Sega Saturn. ![]() Not only this, every vehicle was having a very good interior and looks very much similar to its real-life counterpart. While the game was not completely perfect, it managed to leave a mark because of various aspects.įirst, it contains a huge number of licensed vehicles from the most popular brands which was a rarity for that time. This game offers a high-speed thrilling adventure to players using the flashiest sports car that they could buy using in-game money. The first game of the franchise, “The Need For Speed” initially was only made compatible with a 3DO gaming console. We have also mentioned the devices on which these games are compatible. Here’s a detailed collection of all the Need for Speed games in order of their release date. In this post, we will be listing all the Need for Speed games in order all being released. Two of the most popular studios that are involved in the development of NFS are Criterion (famous for the Burnout series), and Ghost Games.Ĭonsidering the racing franchise releasing a new game after almost every one or two years since last two decades, they are very keen on highs and lows. Initially, EA was having all the development rights of NFS, but now the company only owns the ownership of the gaming franchise, and the developers keep on changing every few years. Need for Speed was first launched in the mid-90s and it quickly becomes one of the most popular racing games of all time. ![]() |
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