Thứ Bảy, 6 tháng 1, 2018

Waching daily Jan 6 2018

Top Foods You Can Eat A Lot Of And Without Gaining Weight !

If you are trying to lose excess weight and maintain the body figure, you should know

that there are some foods which will be of great help, and will not lead to weight gain.

These foods are also high in fiber, but low in calories, so they will keep you full long,

without contributing to the accumulation of fat in the body.

Always make sure your diet is well-balanced, and we recommend the following 15 foods, that

should be present in your daily menu:

1.

Celery: Celery stems contain 95% water, so they detoxify

the body and accelerate the weight loss process.

2.

Apples and plum:

The consumption of an apple helps digestion, and keeps you full for long.

Apples are high in vitamin C and potassium, and an apple contains only 50 kcal.

Plums are also rich in nutrients and help you lose weight.

3.

Oranges, tangerines, and grapefruits:

Fruits are high in vitamin C and flavonoids, helps digestion, promote the health of the

liver and skin, and help weight loss.

4.

Eggs:

You can eat as many boiled eggs as you want, and still not gain weight.

5.

Melon and watermelon:

A slice of these fruits contains 60 to 70 calories, but it detoxifies the body, leads

to satiety, and removes excess fluids.

6.

Cucumber:

Cucumbers are excellent if you want to lose weight, as they help you burn calories and

reduce bloating.

7.

Cauliflower, cabbage, broccoli:

These vegetables are rich in nutrients which interact with iodine and make sure you consume

them twice a week.

8.

Eggplant:

You can eat as much baked or grilled eggplant, as a portion of eggplant free of oil contains

only 24 kcal.

9.

Salad:

Salads are high in folic acid.

For instance, a lettuce leaf contains only 3 kcal, so you can eat as much as you want

without gaining weight.

10.

Strawberry, cranberry:

These fruits are rich in vitamin C, and eliminate the accumulated fluids from the body.

Strawberries also boost digestion and promote heart health.

11.

Pineapple:

Pineapples split fats and aid the metabolism of protein, due to the bromelain they contain.

12.

Zucchini:

Zucchini help the function of the intestines and are low in calories, so they are great

for losing extra pounds.

A portion of zucchini contains only 42 kcal.

13.

Popcorn:

Prepare popcorn without any butter or sugar, and you can have as much as you want.

A cup of popcorn free of sugar and butter contains only 31 kcal.

14.

Algae:

Algae are high in iodine, so they normalize the function of the thyroid and prevent weight

gain.

15.

Beetroot:

An average portion of this vegetable has only 40 kcal, but it is a rich source of nutrients,

like manganese, which burns calorie and regulates blood sugar levels.

For more infomation >> Top Foods You Can Eat A Lot Of And Without Gaining Weight - Duration: 3:54.

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The Most Impolite Mistakes You Are Probably Making on an Airplane - Duration: 2:05.

As manners from the seemingly innocent and oblivious to the downright rude and obnoxious

The busy holiday season has a way of bringing out the worst behavior.1

Don't linger around the boarding gate. Lineup only when the flight staff has begun like you process

You may think you can budgin line and secure a better chance of getting your carry-on bag on board

But you are really just creating more chaos and stress for the staff and your fellow.

Passengers.To use just one armrest.Even if you're in the middle seat its route to use both.

According to a Travel Survey from British Airways.

You should take one and you should share.

If you must take your shoes off leave your socks on dot while 59% of British air way passenger said they

Don't mind shoeless passengers etiquette expert Lizzie Post president at the Emily Post Institute.

Disagrees out of.

Consideration for other passengers to the best of your ability we advise you to keep your shoes on while on the airplane dot for

Always wake up your seat mate before squeezing by.Politely and gently wake them up before you make a dash to their restroom

Absolutely wake the person up Lizzie said when possible the aisle person has an etiquette.

Obligation to make it easy for the other people. keep small talk to a minimum dot let your fellow passengers

Relax and sleep, and if you are trying to politely wrap up a conversation.

Let them know you're going to read your book or listen to music now.

Look behind you before you recline does the person sitting to your rear have food drinks

Or devices propped on their table.

If so you should recline carefully and let them know you're about to sit back.8

Make a decision about the window shade and stick to IT if you're in the window seat.

It's your call, but don't a color travelers by putting it up and down or repeatedly people can adjust to your steady light.

But not to your own decision James wrote.

For more infomation >> The Most Impolite Mistakes You Are Probably Making on an Airplane - Duration: 2:05.

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The Weather Bunnies #1 From The Golden Book of 365 Stories - Duration: 3:15.

For more infomation >> The Weather Bunnies #1 From The Golden Book of 365 Stories - Duration: 3:15.

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Monster Boy (OC Speedpaint) - Duration: 4:35.

Wowie, ok, well, don't know where the music went

FUN

So, yeah, uh, try to enjoy???

This is Axel, he's my OC, and...

...

He's pretty cool.

yeah.

Oh, uh, don't mind that hand... I was gonna draw him holding his phone but....

I didn't.

So.

*cough cough*

I'mma take advantage of using subtitles.... and, say some stuff.

So, I will have a video up soon...

Um

It's a surprise, but, no promises it'll be high quality

Because it won't be.

Am I YouTubing wrong?

You guys tell me if I'm YouTubing wrong.

I'm young, I'm hip, and I've never done this before!

So

That's cool.

You have any suggestions for future vids?

I'm having intense idea block right now.

Help.

You guys like animatics?

You know, those song videos with words?

I might make one of those for...

Um

Tammy.

It's an OC ship I have

It's pretty adorable.

Isn't this just grand?

How about I just, like, sing a song.

We don't need actual audio!

Ok, here goes....

Uh...

Crap, I wasn't prepared.

*awkward laugh* Deary me, um....

You like Eddsworld?

No, wait, that wouldn't fit Axel....

Crap.

If your a lover you should know

The lonely moments just get lonelier

The longer your in love

Than if you were alone

Memories turn into-

I'm to lazy...

It's like, 2:17 in the morning.

TGIF, well, no, it's Saturday now

DANGIT

You know what? I'll just stop now.

Byeeeee

I have returned!!!!

What am I doing this far in the video?

Coloring,

Nice

So, uh...

I'm gonna go to sleep I think.

Yeah, bye.

SIKE! I'M STILL HERE

Yeah, so um, I hope you enjoyed.

Um, see you... Soon?

Sure.

Bye.

:3

For more infomation >> Monster Boy (OC Speedpaint) - Duration: 4:35.

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Vinyl Windows Mt Prospect IL 847-427-6200 Vinyl Windows Mt Prospect IL - Duration: 1:16.

Vinyl Windows Mt Prospect IL. Are you in the market for replacement windows for your home?

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your heating and cooling bills?

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the window purchasing process according to your speci?c style and budget.

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important as the quality of the window itself.

If it's time to enhance the beauty and value of your home with new

replacement windows, give us a call today for a free, no-pressure in-home

consultation!

For more infomation >> Vinyl Windows Mt Prospect IL 847-427-6200 Vinyl Windows Mt Prospect IL - Duration: 1:16.

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Lets Program: Multiplayer From Nothing (Unity) 1: Setup - Duration: 26:01.

hello prospective game developers this is Ikkir I recently went over the first

major UI pass after doing multiplayer input on our game missile comrade and I

realized just how difficult doing multiplayer let alone multiplayer UI

with cursors could actually be therefore I decided to do a miniature

series about getting both basic multiplayer working as well as

multiplier UI in unity during this series I may not end up doing things

that typical unity way as I am more concerned about getting things running

with whatever resources I can muster I will also typically be doing as much

possible in-code and may at times even drop down to lower-level materials in

order to show what is actually going on at any given time my end goal is to show

full project setup all the way to both local and network multiplier action so

let's just get started

first of all to start our set up we will of course need unity itself in this step

I'll be going over all the things we'll be using in this project as well but if

you're already completely set up feel free to skip this part

my current version of unity is 5.6.3f1 with the

current version of Unity at this time is in the 2017 range

feel free to grab the latest version but if you want an older version go to you get

unity slash download slash archive as shown here

follow the directions during the Unity install to completion here you may want

to also select additional modules like WebGL or Android I will most likely be

showing off at the very least some Android and WebGL basics during this

series so please grab them if you want to follow along there while unity is

downloading and installing let's take a look at what else we're going to need

in making our game assets including a lot of UI we will at the very least

need an art program or two we have several options here including paint.net

Aseprite GraphicsGale Gimp Photoshop and more I will be using GIMP

that it is free and I am familiar with it but you can choose what you like

I would also recommend a 3d art tool like 3ds max maya or blender for making

simple models with little that I will do I will be using blender and will go over

the basics of model creation and the asset import pipeline a full blender tutorial

or a 3d art tutorial however are both beyond the scope of this video though so you

may need to look that up on your own

in addition to art I'll be using some very basic sound creation software

called bfxr to create some very simple sound effects

for music I may do some very simple midi creation but more than likely will simply

search for free usable game music as actual music or music creation is also far

beyond the scope of this video with art programs and the audio taken care of

will also need a good way to document our development you can use some sort of

office program if you like but I will be using notepad plus plus here

I will be using some basic version control software and be keeping several

sets of backups you typically always want at least three backups with at least

one of them off-site multiple backups are always necessary as many things can

happen whether it's a fire or laptop being stolen or other such catastrophe

with version control you can use something like SVN or git and I'll be

using git here you can create an online repo for your project on sites like bit

bucket or github as well in addition services like Dropbox or Google Drive

may be useful for backups group collaboration as well from here let's go

ahead and set up our folder and initialize git for our project

have git installed you will see you right click context menus on certain

folders that are allow you easy access to git for repository management here

I'm going to use a simple git GUI to create a new repository in this folder

when this is done you may not see anything in the folder but the

repository is there is just hidden now let's open up unity and start a new

project

from here simply click on new or if you haven't logged in and created a unity account

do that first

I'm going to call my project multiplayer from nothing

and save it

in the folder that I set up

okay what we want to do right now is simple familiarization with the unity

UI over here we have what's called the

scene view this is a look at what exists in your

actual gameplay field which at the start isn't much if anything

you can move this view around by holding down the middle mouse button and

dragging

by holding down the right mouse button and dragging

select objects by left-click or left-click and drag to select

multiple objects change the view from 3d to 2d

select various rendering options for debug purposes

and a few other things that I won't be getting into at this point

below this window we see the game window this window is actually a view of the

scene rendered from a camera in our scene without this camera

we would see nothing just I will show in a moment also in this section we see a

few other options like maximise on play

mute audio stats

and a few others but our most important other thing down here is the resolution

selection

one of the most important things when we do start a new project is figuring out

what resolution we'll be wanting natively

this holds doubly true if you are targeting smartphones or tablets and you

may need to do a little bit of research into how exactly to best setup your

scene then but for our purposes I am just going to leave it as 16:9 for

now

over in this section we see the project folder this shows the files currently

loaded in our project and is our main asset organization point while we are

down here let's go ahead and right-click

create folder

and call it underscore scenes

from there we need to go to the file menu in the top

select/save scene as

and save it as scenes as main

the very basics of unity requires scene creation and saving of such scenes so

it's good to get this part out of the way

after that comes the linked sections where most of

the time and energy in the editor will be spent hierarchy and the inspector

windows whenever you click on an element in the

hierarchy window

you can see information about that object in the inspector window

for example here is our main camera as you see you change the values on the

camera

you can see the gameview change if you turn off the object up here

you can see that the game view reports no cameras there are also other things

attached to the main camera like this audio listener

unity requires exactly one of these in any given scene as these components are

what listen to audio in the scene for things like sounds with 3d falloff

effects I will go over more of the camera stuff later but for now let's

move to game object creation

over in the hierarchy window you can create a new empty game object by

right-clicking and selecting create empty if you right-click an object when you do

this you create an empty game object as a child of that object

I say empty it but it's not quite over in the inspector we see a transform

component every game object has a transform

component that gives a position and placement in the heirarchy

you can see more about these components in the unity reference docs we're going

to be seeing a lot of these docs as nearly everything you need to know about

these components can be found here let's go back to the unity window take a

closer look at the game object we just made

under the game object if you click add component you could see a list of things

we can possibly add right now we are going to add a mesh filter and a mesh

renderer

the mesh filter is what contains the model data of an object mesh and the

renderer determines how it is rendered right now we have no model data so let's

go to the mesh filter and add one

this can be done by clicking on the knob to the right and selecting one of these

defaults that appear in our new select mesh window

let's add a cube

now we can see a cube in our game and scene windows but it appears as purple

because we don't have a material added to the mesh renderer as you can see down

here in materials

you can also use the knob here to select a default material for our Cube

let's select the aptly named default material

now you can see that the look of the cube changed to white

overall there's not much that we can do with the default material though as you

can see in the inspector window we open the information on default

material everything is grayed out we can however create a new material and

add one we can do something with let's do that now back in the project window

let's add a new folder called materials

then inside that folder let's right-click create

new material

let's call this material custom material

now over in the inspector you can see a lot of modifiable values change these

around if you like the preview window will give you an idea of

what your material is going to look like but for now let's just change the color

now if we go back to our new cube press the knob on materials again

we can see our new material in the list of materials to add

we can also simply click and drag from the project window place our new

material and material slot like so

notice though if you click on the material instead of dragging it the

inspector will change that object instead

you can lock the inspector over here by pressing the lock button

or by right-clicking the inspector window and selecting lock

while this pop-up window is open notice the other options here the add tab

option is useful if you wish to change the configuration of your windows as you

can have an additional view the other most notable thing about the

inspector window though is the debug setting

with this setting on you can see a lot more very different information about

the object you have selected most of this won't be immediately useful to you

however but if you're ever wondering why you may be seeing odd things in your

inspector window click to make sure the debug mode isn't selected

anyway back to our cube right now our cube is simply there as a

decoration we go up here and press play

we see that nothing happens let's add another component a rigidbody

lets also make sure our cube is centered to our

game view by going to the gear on the right and selecting reset

now when you press play we see the cube fall down

this is because our rigidbody component has gravity which we can see over here

if we uncheck this checkbox to press play again to gravity no longer applies

let's turn back on gravity and then create something for our cube to interact with

instead of creating an empty gameobject this time I'm going to right-click and

create a premade cube with 3d object cube

notice in the inspector that the pre-made cube is almost like our own

cube except it also has a box collider component and is missing the rigidbody

we added to the other one collider components are what unity calls

into to actually check for object collisions using the inspector let's

move our new cube under our old cube you can either do this manually in the

inspector

by using the move functionality in the scene view

or if you want something quick you can go to the transform on our cube

go to the gear select copy component go to the other

cube click the gear and select base component values then you can trivially

move it under our old cube

now let's press play to see what happens

as you see our cube is still falling but falls right through our cube that supposedly has collision now

that's because we need to add collision of our own to

our cube in order for the object interact from our cube go to add

component box Collider

now we can see the box collider component active on our custom cube if you

change the values of center and size

you can change information about the box Collider

this may be useful if you're using a custom model mesh as well or if your

Collider otherwise does not match the visual of your game object you can also

see a slot for material on this box collider this is not the

same kind of material as what is on the mesh renderer there's another type of

material called a physic material I will go over this more later but for now

let's just press play again to see what happened

as you can see the cube now stops instead of continuing through the other cube

there is however one more value on the box collider the is trigger option

if we press this and press play we notice once again that the cube falls

through the other cube triggers themselves are useful when you want something until

another game object hey you just hit me without actually using the Unity physics

system and moving the other object around now let's go ahead and create a

custom physic material and see if we can make our cube bounce a bit go to assets

folder right click create new folder called physic materials

and then inside it right click create new physic material

let's call our new material cubeBounce over here we can see friction

and bounciness values let's set the bounciness value to one and see what

happens when we go back to our cube

drag the component over to material slot and press play

oops we forgot to take off is trigger

when the cube contacts the other cube now you can see it bounce a little bit

let's go back and edit our physic material a bit change the bounce value to

maximum see what happens

now our cuba is basically acting like a trampoline

watch the cube bounce higher and higher until eventually it will bounce off

if we go back now and set the bounce value to minimum or multiply however you notice the cube does not bounce

at all but simply stops that's because effectively the other cube physic material

has a value of zero since we haven't attached our custom material to it and

either a minimum or multiplication of zero is simply zero by changing bounce

values as well as friction values we can change how our objects interact in our

game with the unity physic system so it's important to remember this for

later

there are also other colliders we can assign to our cubes

which may give different results especially on objects that arent centered

one above one another feel free to experiment further on other colliders

and physic materials to see what happens

now let's go ahead and start with some UI over in the hierarchy right click and

add UI text element as you can see a few things got created

when you do this before we go further make sure you can see your

text on the screen

you can adjust back to 2d view and look at exactly where your text appears on the

screen as well move the text element until its inside or

simply reset its position to 0 X 0 Y for now

now let's look at the canvas itself the canvas is what holds all of the UI

components here we can see several options

the render mode on the canvas chooses just where and how the canvas renders

on overlay mode the canvas renders independent of any of our scene cameras

this is the default mode and most useful for UI in general the screen space

camera mode attaches the canvas to a camera and displays its object in

relation to the camera this can include being behind world objects however so be

careful using this

the worldspace option actually displays the canvas material as if it were a part

of the 3d world so if you move your camera around you can actually see your

UI move as well you might not be able to see it now but the text is inside the UI

world let's say the camera back to overlay

mode move down to canvas scaler the default setting here is constant

pixel size which means that any of your UI will attempt to draw the same amount

of pixels regards to the resolution this also means that if you have a wide range

of supported resolutions if you arent careful your UI could become easily unviewable

the constant physical size on the other hand attempts to make your UI the same

physical size on every screen an inch per inch etcetera for now let's select

scale with screen size and leave the default options in let's go back to our

text object now let's move our text

the top left of the screen here you can move it with the values on the rect

transform which is a special type of transform component for UI

you can also change its anchor position by clicking on the grid box to the left

holding down the Alt key and selecting the top-left option to

move it and set its anchor at the same time

back in our scene view in 2d mode with the text selected we can see the bounds

of the text element in the UI if you adjust the bounds you can see

that the text can become invisible if we shrink it too much

this is because of the options over here under paragraph the text component

wrap causes the text component to fill down when the textbox is too small

while truncate causes any text that goes outside the bounds of the rect transform

to disappear you can also set the overflow mode to

overflow

which means exactly that the text will no longer wrap or truncate in the

direction it's selected

you can also select best fit in order to set the text automatically to fit the

window size

up here there are several font options that you can change as well including the

font itself if you want to change its font download a new font and save it in

your unity project and edit like the materials that we added for on the font

slot one notable thing about text is that

your font may end up blurry at certain sizes and uses in this case what you

want to do is increase your font size

and then downscale the font-size up in the rect transform

depending on the UI that you do you may end up having to do this eventually

on the next episode we will go over scripting in c-sharp and how to actually

change some of these values on our game objects programmatically for now let's

go ahead and save our scene in the file menu

and then let's go back to our git window

if you have closed this window you could reopen it in the same folder you created

it in by right-clicking and selecting git GUI

let's go and hit rescan

once we hit rescan we can see all the changes to our files these are all the

files that we added

to get them ready to save in our git system press stage changed to add in the

commit you may get some warnings at this stage

this is because unity is still open and has temporary files

if so just close unity

and hit rescan then try stage changed once more

later we will go over ways to avoid annoying warnings certain classes of

files some other get GUI systems and also the get bash console once all of

our files are staged let's write in our initial commit message

this can be whatever you like it's best to be descriptive

once you are done here press commit to save the commit to your local git repo

if you have an online repo setup you can use the push option as well to upload

the files there

git itself can be quite complicated so I suggest further reading a lot of

practice to decrease the amount of time you need to mess with git itself on each

commit and to also ensure the integrity of your git repo I would also suggest

reading some more of the unity Docs as well as adding other game objects in

your scene to further familiarize yourself with the unity workflow

that's it for now until next time stay coding

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