I also have the same kind of setup for work documents, which again are spread around, but all back up to a single HD.īut then at a simpler level, I have a few odd synchronizers that literally pick up a single folder and its subfolders and copy/update them on another drive. All of those synchronizers are placed into one container called Personal, so when I run that container (manually or scheduled), it backs up all of the personal documents without having to open each synchronizer manually. Each drive has a CS synchronizer set to copy the root of the drive but then excluding certain folders that aren't personal files, so I have CS synchronizers called Personal MacHD, Personal Files Drive, etc. He's been gaming since the Atari 2600 days and still struggles to comprehend the fact he can play console quality titles on his pocket computer.Ok, I have multiple synchronizers contained in containers, simply because I have different backups going to different drives.įor example, my personal documents are spread across 4 drives (MacHD, Files Drive, RAID Drive, LR Drive) and I want them all to end up on one of my backup HD's. Oliver also covers mobile gaming for iMore, with Apple Arcade a particular focus. Current expertise includes iOS, macOS, streaming services, and pretty much anything that has a battery or plugs into a wall. Since then he's seen the growth of the smartphone world, backed by iPhone, and new product categories come and go. Having grown up using PCs and spending far too much money on graphics card and flashy RAM, Oliver switched to the Mac with a G5 iMac and hasn't looked back. Probably best to ask the folks at Chronosync Support they are usually quick. At iMore, Oliver is involved in daily news coverage and, not being short of opinions, has been known to 'explain' those thoughts in more detail, too. It appears that Chronosync enters ZIP files to sync, as its taking forever. For more information on the new features and enhancements in Adobe Connect 9.8.1, see Whats New in Adobe Connect. #Chronosync help upgradeHe has also been published in print for Macworld, including cover stories. This release includes the following improvements: Redesigned HTML interfaces for audio provider and user manager controls in Adobe Connect Central (Adobe Connect web application) Version upgrade for JRE to version. Oliver Haslam has written about Apple and the wider technology business for more than a decade with bylines on How-To Geek, PC Mag, iDownloadBlog, and many more. This approach creates bootable backups that are straightforward and easy to maintain.ĬhronoSync v10 also adds improved support for iCloud - the app can now both back up iCloud data as well as synchronize other data directly to iCloud ensuring it syncs with all Macs signed into the same Apple ID. #Chronosync help fullOnce the full system clone is made, ChronoSync will only handle the Data volume in subsequent syncs. ChronoSync 10 takes advantage of Apple's APFS replication utility (called ASR) to create a cloned image on the destination volume. It ignored the System volume and could only sync the Data volume which was a less than ideal scenario. ChronoSync's approach to creating bootable backups on Big Sur was a bit cumbersome. Starting with Big Sur you could no longer copy the System volume. Since Catalina, Apple split the main drive into two volumes: System and Data. #Chronosync help updateThe return of bootable backups is a big deal for users of the most recent macOS Monterey update and means that users of ChronoSync can now create bootable backups that are not only easy to create, but also easy to maintain to ensure they have the latest data, too.ĬhronoSync 10 features the return of the simple Bootable Backups for Big Sur and Monterey.
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NET Framework has no libraries that give direct access to the WIN32 ToolHelp API. In order to write programs that require a nice User Interface, I prefer to use the Compact. To write your own Task Manager (be it desktop Windows or Windows Embedded CE), you can use Microsoft’s ToolHelp API libraries (available for both Windows Embedded CE and desktop Windows) that help you with querying memory usage, system resources. So we decided to write our own one, moreover we can now add new features when we need them. At first we searched the Internet, but we couldn't find a convenient tool that included all our requirements. Unfortunately such a tool does not exist for Windows Embedded CE out-of-the-box. One tool to judge the overall behavior of our current system (CPU load, memory allocation, thread count.) is a Task Manager, also known from desktop Windows. To monitor the real time behavior of our applications, we use a lot of monitor and trace tools, among them a few self-written tools. Since a few years, we use Windows Embedded CE (5.0 and 6.0) for that purpose. A minimum requirement for the job is that you have a Real Time Operating System (RTOS). timing in which software executes code that should be deterministic and predictable. Backgroundįor work I write software for controlling machines in real time, i.e. How you do that is out of the scope of this article. As there is no Windows Mobile version yet available based on this version of Windows Embedded CE, you need to develop your own OS image. However, the code was also tested for Windows Embedded CE 6.0, which uses a different memory model. Sample manager for windows full#The SDK also ships with a full featured emulator, a powerful and indispensable tool to test your applications.Įxperienced developers will know that Windows Mobile 6.x is based on Windows Embedded CE 5.0. In order to develop applications for Windows Mobile 6.x from within Visual Studio 2005 or 2008, you need to download a separate SDK from Microsoft. The sample code runs on Windows Mobile 6.x or any other Windows Embedded CE based OS image. Sample manager for windows how to#This article describes how to write a Task Manager for the Windows Embedded CE OS. Best of all, game is highly replayable thanks to its many different unlockables. The game features beautiful hand-drawn graphics, simple yet addictive gameplay, controls that are easy to learn. It's perfect game to play in short bursts, it's always enjoyable. 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While the sentiment has long been expressed in English, the phrase carpe diem didn't begin appearing in print in English until the early 19th century. One of the best-known examples (and an example featured prominently in Dead Poets Society) is in the first stanza of Robert Herrick's 1648 "To the Virgins, to Make Much of Time": #Meaning of carpe diem in english movie#The 1989 movie Dead Poets Society introduced late-20th-century audiences to the phrase, but the sentiment has been expressed in many literatures, perhaps most famously in 16th- and 17th-century English poetry. His full injunction, "carpe diem quam minimum credula postero,” can be translated as “pluck the day, trusting as little as possible in the next one,” but carpe diem alone has come to be used as shorthand for this entire idea, which is more widely known as "seize the day." This Latin phrase, which literally means "pluck the day," was used by the Roman poet Horace to express the idea that we should enjoy life while we can. The Win7 Experience Index represents Microsofts method of rating computer systems and, more specific to our usage provides a storage evaluation which provides a rating up to 8 on the PC components and system as a whole. This one is low compared to all others, however, something has to be said of the 494MB/s burst speed which, once again, is the highest we have seen from a SSD. The average speed shown in HDTach is just under 400MB/s which is why we like to show the same performance measurement through a number of benchmarks. These tests are key in showing the absolutely amazing access time of an SSD (.1-.2ms) compared to that of a hard drive (9-10ms) and its also good to see an example of where the claim of 60, 000 IOPS at 4kb is valid as can be seen with the 55722 iops here. Cristal diskmark software#We can still see, however, that the all important 4kb random score has pushed even higher at 102MB/s.ĪS SSD is the other software benchmark that typically uses random data in testing. The reader should understand that this result has absolutely no bearing on end performance and is just an anamoly we see when testing SandForce SSDs with random data. For the Vertex 3, OCZ lists the maximum write speed to be 525MB/s whereas it is shown here as 292MB/s. This is the basic Crystal test where many go wrong in testing SandForce controlled SSDs. There is something about the toon texture that i like - ive always liked the handpainted textire look - i think youll need to figure out a tiling solution for when you get close up, and how you will handle that - will it be large sized toon textures from far and smaller tilled toon or realistic up close - but i can also see how a toon aesthetic could work really well in a bright and saturated landscape like this. I used Aqua in BrightRidge but i didnt really tweak the settings, so its great to know ill be able to achieve something nice and blue like this in the sequel, I will check out Enviro too. There is also interesting work being done on procedural river generation with Cascade and I hoping that this can be used with the procedural generated terrain once its out - the author said he loves MapMagic so it might work. It will be interesting to see what people come up with. #Hexcells infinite seeds generatorI don t see why it could not be used for building generation with some tweaking or opening up of the api or a custom generator since it works with prefabs. #Hexcells infinite seeds fullI too am trying to use it to create a procedural world and I know once you figure out the lighthouses (which you will) it will be full steam ahead. Yeah, i agree about MapMagic being extensible. Its extra resonant because I am working on a sequel to my game BrightRidge ( )and its set in a sun soaked Mediterranean setting, ive been looking at pictures and you really capture the sens if the shallow coasts. You have an innate skill for world design i think. The shallow blue seas and dark green sandy beaches from your images look like a place i really want to explore. What i really love about world design, and what i try to do with my own, is that it can create a place that feels real and adventurous. I was actually surprised that you images almost brought a tear to my eye - i didnt think the appreciation would hit me that strongly and they are captivating. If you are bound to the older objects placement and can't accept the new one - send me the scene - I'll try to find out what generator causes it.Ĭlick to expand.Thanks for sharing the image. Native plugins are always built - that's the main reason I'm going to use them. MM works much faster in build, like most of the scripts. But it does not matter since performance does not change whether you are looking at colliders or not.Ībout 2X for erosion in build, and 5X in editor. MM disables the whole terrain object, so colliders too. When new terrain starts to generate it generates it's low-resolution version fast (possibly you can force it in one frame), and then generates full-resolution terrain in a background. It's a LOD system, but it's not a visual LOD, but a generate LOD. Hope it can help to find what's what causes this issue. You can turn on "Instantiate Clones" in Object Output to make MM create clones in editor. In editor it creates a prefab instance, in playmode - prefab clone (prefabs could not be instantiated outside of editor, just cloned). But I'd like to mention that the way MM places the objects in editor and playmode differs by default. Secondsight_, I'm not familiar with Playmaker, so can't say anything about this issue. World Shift: added WorldShifter.OnWorldShifted (Vector2 shift) event that's called after the world has been shifted World Shift: added a layer mask to exclude layers from shifting fix: number of threads value and max apply time now serialized fix: OnPrepareStarted was called ^2 for the number of chunks fix: memory allocation crash fix when using CSO in constant rebuild mode But since I plan to use this a lot in my project, I hope to find some help / ideas here ! Still not sure if this is a playmaker problem, something that MM does and I have never encounterd before or a general missunderstanding on my side. When I click into that state 1 node, I can see the text object in there for a second and then it´s gone. Now, when I generate the prefab and try to trigger no sound is played or text shown, it seems like Playmaker looses the requested prefabs (the sound and text object) in generated objects. Everything works fine, also when I dublicate the objects. I´ve made a model with a trigger zone that should display a UI text and play a sound. In my game the player can discover lighthouses that will reveal parts of the map. But since it happens with MM I´ll try it here: I´m not sure if its a playmaker issue, a generation problem or my general lack of understanding of prefabs and nested prefabs. KompoZer may be what youre looking for: (source: ) Its a WYSIWYG editor that uses the same rendering engine as Firefox. It is not an html editor however, although you can tweak the code to some extent inside the application. It offers support for working with CSS styles and you can easily tweak the HTML / CSS that is generated by the program if need be. It saves files in its own application format and only produces html code when you publish your page or site. So you are free to edit the code/css once its published with an html editor, but doing so no longer allows you to edit within QnEWB. You have to go back to your original source file to make any changes and publish again.Īnother restriction is that since you are placing images and text wherever you want on the page, it uses absolute placement, so you can not produce pages that automatically re-size to a browser window. You would need to edit the code after its published to make those changes. With those minor limitations in mind, it is a great WYSIWYG editor and I highly recommend the purchase. #Kompozer web site creation lesson 2 tutorial.wmv proKompozer umouje tvorbu ablon, pro snadné vytváení více stránek s obdobnými prvky (stejné záhlaví, stejná postranní nabídka, apod). KompoZer is an open-source HTML editor, designed for standards compliance, performance and portability. (ie I am not affiliated with QnEWB in any way or form. Svj výtvor si mete rovnou z programu odesílat na svj webový server. Clicking on 'kompozer' start the program, but trying opening any of the others dont help me. Kompozer is a simple shell script that will set. Meanwhile, rinse the turkey well, pat it dry inside. Make sure that all of the oil has drained out of the cavity, then transfer to a platter. Begin heating the oil in a 10-gallon pot over a very hot propane flame outdoors. If you have a bio thermometer you will need to test the turkey for doneness. A ten pound turkey should take 30-35 minutes. (A 12-pound bird will take about 50 minutes from the time you lower it into the oil.)Ĭarefully remove the basket from the oil and transfer to a paper towel-lined baking sheet to drain. A deep fried turkey cooks at a rate of about 3 to 3 1/2 minutes per pound. Once the oil temperature climbs back up to 350 degrees F, start timing: Fry the turkey until a thermometer inserted into the thickest part of the thigh registers 180 degrees F, about 3 1/2 minutes per pound. Place the turkey in the drain basket, neck-end first, and slowly lower the basket into the hot oil until the turkey is completely submerged. Make sure the hole at the neck is open at least 2 inches so the oil can flow through the bird. Ingredients 1 turkey (10 to 12 pounds) 2 tablespoons minced fresh thyme 4 teaspoons kosher salt 1 tablespoon sugar 1 tablespoon garlic powder 1 tablespoon paprika 1 tablespoon coarsely ground pepper Oil for deep-fat frying (It should be about 3-1/2 gallons. Rub the spice mixture inside the turkey cavity and all over the skin. Meanwhile, mix the Cajun seasoning and granulated onion in a small bowl. Prep: Make sure your stockpot or fryer is located outdoors in a safe area. (It must be completely dry before frying, or the oil will splatter.)įill a turkey fryer with the vegetable oil according to the manufacturer's instructions and heat to 400 degrees F. You'll find the full, step-by-step recipe below but here's a brief overview of what you can expect when you make this simple deep-fried turkey: 1. Refrigerate overnight, uncovered, to let the turkey dry. Rinse the turkey under cold water and pat dry with paper towels. If the turkey is not done, lower it carefully back into the oil. DEEP FRIED TURKEY PLUSRemove and discard the plastic pop-up thermometer. Insert a meat thermometer in the meaty part of the breast turkey is done when it reads 165 F. Carefully lower the turkey into the oil and allow it to fry for 3 minutes per pound, plus 5 minutes per bird, until the meat thermometer reads 165F when. Remove the neck, giblets and any excess fat from the turkey discard. |
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