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Models need to be compiled before they can be used in a game. There are three components of a compile:

Assuming that your source files have exported OK from your favorite 3D modeling software, the only step you need to take before compiling is choosing the current VPROJECT . This defines where studiomdl will write out the compiled model. You can configure the value:

Tip: Most SDK tools accept .

Editing a QC file becomes much easier when you use an advanced text editor with support for syntax highlighting . There are two editors with QC highlighting rules at the moment:

A QC file is simply a text file with the extension .qc . You can create it anywhere and name it anything, but it's best to be organised and store it with your SMDs in a folder with the same name as the destination model file.

Inside it should be a list of commands that tell studiomdl about the location of the model's various SMDs, where the compiled files should be written to (relative to VPROJECT), how to process animations, and potentially much, much more. You will find all known commands listed at Category:QC Commands .

File locations

When a source file is referenced in your QC, the compiler will look for it in the same folder. You should therefore place all your source files for a given model in the same folder. There are, however, commands to tell the compiler that you want to give it a file that is not in the same folder as the QC!

Tip: A single period is the current folder. Two periods is the one above it. goes two directories up.

Here is a very simple QC file for a solid model without any animation or special properties (click on each command for details):

You should be able to use this as a template to compile your own model, so swap in your own SMDs (of DMXes, or FBXes) and see what happens.

Note: All models must have at least one , even if they aren't actually animated!

The easiest way to compile a model is with the built-in launch features of advanced text editors.

If you can't (or don't want to) use an advanced text editor, you will be compiling QCs by dragging them onto studiomdl in Windows. You can find the executable file in sourcesdk/bin/[orangebox|ep1]/bin/ .

The process will be easier if you create a .cmd file somewhere more accessible to automate it. This is simply a renamed .txt file containing something like this:

Drop your QC file onto the CMD as you would studiomdl itself; it's essentially a shortcut to the executable.

Neutrophils leave the marrow storage compartment and enter the blood without reentry into the marrow. In the blood, two compartments are also present, the marginal compartment and the circulating compartment. Some neutrophils do not circulate freely (marginal compartment), but are adherent to the vascular surface, and these constitute approximately half of the total neutrophils in the blood compartment.

Neutrophils leave the blood pool in a random manner after 6-8 hours and enter the tissues, where they are destined for cellular action or death. Thus, if the process producing neutropenia is unknown, measurements of the blood neutrophil number, ANC, must often be supplemented by bone marrow examination to determine whether adequate production of neutrophils or increased destruction of neutrophils exists.

Sites and mechanisms that cause neutropenia can be restricted to any of the three compartments or their subcomponents: bone marrow (mitotic or mature storage pools); blood (circulating and marginal pools); or tissues (sequestration). For example, benign congenital neutropenias are associated with a decrease in only the pool of circulating neutrophils; affected individuals have entirely normal marrow pools, marginal blood pools, and tissue neutrophils.

Neutropenia can be caused by any of the following, alone or in combination:

Insufficient or injured bone marrow stem cells

Shifts in neutrophils from the circulating pool to the marginal blood or tissue pools

Increased destruction in the circulation

Intravascular stimulation of neutrophils by plasma-activated complement 5 (C5a) and endotoxin may cause increased margination along the vascular endothelium, decreasing the number of circulating neutrophils. Pseudoneutropenia refers to neutropenia caused by such increased margination. [, , , , ]

Disorders of the pluripotent myeloid stem cells and committed myeloid progenitor cells, which cause decreased neutrophil production, include some congenital forms of neutropenia, Womens Ravenna 8 Gymnastics Shoes Brooks uCku3b
, acute leukemia, and myelodysplastic syndromes . Other examples include bone marrow tumor infiltration, radiation, infection (especially viral), and bone marrow fibrosis. Cancer chemotherapy, other drugs, and toxins may damage hematopoietic precursors by directly affecting bone marrow.

The clinical sequelae of neutropenia usually manifests as infections, most commonly of the mucous membranes. Skin is the second most common infection site, manifesting as ulcers, abscesses, rashes, and delays in wound healing. The genitalia and perirectum are also affected. However, the usual clinical signs of infection, including local warmth and swelling, may be absent, as these require the presence of significant numbers of neutrophils. Fever, however, is often present, and its presence requires urgent attention in the setting of severe neutropenia.

Docs Index

Playback Technology refers to the specific browser or plugin technology used to play the video or audio. When using HTML5, the playback technology is the video or audio element. When using Flash, the playback technology is the specific Flash player used, e.g. Flowplayer, YouTube Player, video-js.swf, etc. (not just "Flash"). This could also include Silverlight, Quicktime, or any other plugin that will play back video in the browser, as long as there is an API wrapper written for it.

Essentially we're using HTML5 and plugins only as video decoders, and using HTML and JavaScript to create a consistent API and skinning experience across all of them.

Building an API Wrapper

We'll write a more complete guide on writing a wrapper soon, but for now the best resource is the Video.js source where you can see how both the HTML5 and video-js.swf API wrappers were created.

canPlayType play pause currentTime volume duration buffered supportsFullScreen

loadstart play pause playing ended volumechange durationchange error

timeupdate progress enterFullScreen exitFullScreen

When adding additional Tech to a video player, make sure to add the supported tech to the video object.

By default Video.js performs "Tech-first" ordering when it searches for a source/tech combination to play videos. This means that if you have two sources and two techs, video.js will try to play each video with the first tech in the techOrder option property before moving on to try the next playback technology.

Tech-first ordering can present a problem if you have a sourceHandler that supports both Html5 and Flash techs such as videojs-contrib-hls.

For example, given the following video element:

There is a good chance that the mp4 source will be selected on platforms that do not have media source extensions. Video.js will try all sources against the first playback technology, in this case Html5 , and select the first source that can play - in this case MP4.

In "Tech-first" mode, the tests run something like this: Can video.m3u8 play with Html5? No... Can video.mp4 play with Html5? Yes! Use the second source.

Video.js now provides another method of selecting the source - "Source-first" ordering. In this mode, Video.js tries the first source against every tech in techOrder before moving onto the next source.

With a player setup as follows:

The Flash-based HLS support will be tried before falling back to the MP4 source.

In "Source-first" mode, the tests run something like this: Can video.m3u8 play with Html5? No... Can video.m3u8 play with Flash? Yes! Use the first source.

The Flash playback tech is a part of the default techOrder . You may notice undesirable playback behavior in browsers that are subject to using this playback tech, in particular when scrubbing and seeking within a video. This behavior is a result of Flash's progressive video playback.

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Practical tools to trigger support socialinnovation

I want to test and improve by understanding what is most effective in my work.

INSPIRED BY :Eberle, B (1997) Scamper Worksheet . USA: Prufrock Press.

Fairly simple, self administered tool, needs relatively less time.

Improvement Triggers provides a collection of questions which can be used to help you look at your work a bit differently. Inspired by the tool ‘SCAMPER’ (Eberle B. 1997), these questions are designed to provoke you into new ways of thinking, and are structured in a way that lets you approach either your existing offering or a potential new solution you are developing from a number of directions. This is a great way to make your work stronger, working especially well in areas where lots of competing solutions are already available.

The questions in this tool assume that anything new is a modification of something that already exists. This might not always be strictly true, but approaching your work from this perspective can very be useful when you’re trying to articulate how what you’re doing is different from anyone else (or how it builds on what’s gone before).

Each of the questions on the worksheet should give a slightly different perspective on your work. Note your answers in the space provided, but try to keep it brief – the idea is to end up with something that will give you a concise overview of how your work is different, and how you could potentially improve it.

The questions on this worksheet are just examples to trigger your thinking. Many other questions may be relevant as well. The key is to use the seven categories of questions to provoke your thoughts on potential improvements.

Using Improvement Triggers in combination with other tools to refine an existing portfolio of craft products made by banana fibre artisans.

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