10 October 2015

离婚

以前的人,根本不知道什么是离婚,脑海里也没离婚的观念,所以他们能在一起到老。
现在的人,网络电视剧很轻易的就让人接触到离婚,所以现在的人也动不动就说离婚。。

26 September 2015

Getting aboard a flight

Good morning. Welcome aboard. This way, pls.
Thank you. Stewardess, can you direct me to my seat?
Certainly, may I see your boarding pass, pls?
Sure, here it is.

May I see your boarding pass, sir?
Yes. Where is ….51-F?
Go straight to the back, sir. Another stewardess will help you.
Thank you.

Excuse me, miss. My wife and I were assighed separate seats. Do you have any empty seats together somewhere?
Would you wait a moment, please?  I’ll check for you. (later) sir, we have some seats available in the back of the cabin. Would that be all right?
Yes, tks. May I use the lavatory now?
Sir, could you wait until after we take off? We’ll be leaving very shortly.

Checking Luggage

Thank you. Just a moment, pls…. you’re going through to Kuala Lumpur, is that right, ma’am?
Yes, that’s correct.
Would you like me to check your baggage through to your destination, ma’am?
Yes, please.

May I help you, sir?
Yes, I’m here to check in for your flight to LA. Here are my ticket and passport.
Thank you. Please put your suitcase here, sir.
I’d like to have these checked through to LA.

How long will you be staying in LA?
Just a couple of days. I won’t be needing the luggage in LA.
I’m sorry, sir. But we cannot check your luggage through to Tokyo if you have more than 24 hours between connecting flights.
Oh, I see. Well, I can put them in the airport storage, then.

Any luggage to check?
Yes, these three pieces.
Please put them on the scale.
Ok.

Airline passenger services

Airlines employ the largest number of workers at most commercial airports, and most of their employees work in the terminal buildings. Ticket counter employees sell tickers, check in passengers who already have tickets, and provide information about the times and gates for flight arrivals and departures. Most airlines have computer systems that quickly print tickets and check for vacancies on flights.
Ticket counter workers also check in passenger’s baggage. Baggage handlers see that baggage is loaded on the correct flights. After a plane reaches it’s destination, handlers unload bags and transport them to the baggage claim area.
Other airline workers include an airline station manager, who oversees passenger services, and reservations agents, who keep records of flight reservations. The dispatch staff maintains contact with planes in the air and with other airports that serve the airline

问题与解答



1.      填写工作进度、增添新任务等只需要使用WEB模式,不需要安装Project Professional客户端。只有主管或产品经理需要发布项目时,才需要在本地安装Project Professional 2003。注意要打上sp2补丁。
2.      如出现下图情况,则表明登录Project Server权限不够。请与系统管理员联系。
3.      如出现下图情况,请确认关闭本机网络防火墙(如诺顿、天网等)
如已经关闭网络防火墙之后,依然出现以上问题,请确认在Project Professional中设置地址是否正确。是否为外网地址。
4.      隐藏任务:在任务页面中,隐藏任务之后,不能再显示。并且隐藏的任务不会从项目中删除。
5.      如出现下图情况,请确认WEB访问模式和Professional中服务器的设置一致。(web访问入输入IP地址,Professional账户设置中服务器地址也需要设置成IP地址),有时候设置正常,依然出现此问题,需要先关闭PRO,然后从web更新,自动调出professionl登陆。
6.      如果WEB访问时,是英文版本,请在以下对话框中“语言”中删除英文语言,重新访问并下载控件。



6、如何更改项目经理,在PWA中,【项目】――选择项目【编辑】
7、数据库恢复后,为何不能正常登陆PWA,原因是数据库的两个用户错误,MSProjectUserMSProjectserverUser,具体请见备份和恢复。
8XP/WIN2K3下,经常第一次访问PWA不能自动下载控件,建议先把projectserver的地址加入到信任站点先,然后再访问PWA
9、为何在PWA访问的时候,老是要求输入用户名密码等信息。在非域用户的情况下,需要把iis设置为匿名可以访问。非域情况下,建议不要使用问题 风险 文档功能。
10、设置了正确登陆帐户信息,但是打开professionl的时候为何不显示登陆窗口?在设置登陆帐户信息的时候,选择一个用户,【设为默认帐户】选项选中。
11、客户端连接的时候提示:
假如通过windows方式登陆了服务器,然后连接就可以通过,那么应该是客户端设置的协议错误(可能设置成了命名管道方式),应该改为TCP/IP方式连接。

12、由于projectserver或者sharepoint导致的win2k3不能update补丁
由于安装了projectserver(包括sharepoint),导致发生windows update错误。

错误号:0X80244017

首先运行cmd,然后proxycfg



假如不是如下信息,需要重新配置跨越列表。


当前 WinHTTP 代理设置在:
  HKEY_LOCAL_MACHINE\
    SOFTWARE\Microsoft\Windows\CurrentVersion\Internet Settings\Connections\
      WinHttpSettings :

    代理服务器 :  http=http://idmwebtest:80
    跨越列表   :  *.com;*.net;*.cn;*.org;local

【其中ibmwebtest是计算机名】

设置命令如下:
proxycfg -p http://dqmp *.com;*.net;*.cn;*.org;lcoal

然后windows update,成功。

26 May 2015

Materials and Textures

 

Materials and Textures

 http://blog.machinimatrix.org/materials-and-textures/


Blender provides 2 completely different methods
to get color and texture to your objects.
The first option is: assigning images to uv-faces,
and the secnd option is to add materials and textures to objects,
This video introduces both options,
and you will get some insight into typical workflows
and common problems,
So, here is how you can assign any image of your choice
to faces of an object:
You do that by switching to edit-mode,
then first select the faces which you want to assign to an image,
and finally, in the UV-editor, select the image of your choice.
And Now the selected image is assigned to the selected faces.
You can make this image visible in the 3D view as follows:
Open the object properties sidebar,
and there, enable texured-solid mode.
You can assign every face of your object to a different image.
But you can assign only one image per face.
From now on we will name these images face-textures.
This name is directly derived from the con-text.
The reasoning is simple,
the images are assigned to a set of faces,
and they are used as textures on the model,
Put all of this together, and you get: face-textures.
But beware, Blender’s internal renderer does not use faystextures
by default. So, when you render your objects now, then you will
see no texture. But you can change this in the Material settings.
locate the Material Options panel,
and there enable face-textures.
And now the renderer also takes the faystextures into account.
It often makes sense to use different face textures
for different parts of a model.
But sometimes it can be useful to assign all faces of the object
to the same face-texture.
Note that the association between texture-areas and faces
is defined with a UV-map.
Once an image has been assigned as face-texture,
it keeps this property until the assignement is intentionally changed.
Note that if your final goal is to create models for game-engines,
then most probably its the face textures
that you want to import into your target system.
ok, so far i have explained how to add face-textures to models,
But how do we create them ?
well, You have 2 options to do that.
Remember that face-textures are simple images,
hence you can create them in any external 2D-editor.
Blender supports this workflow as follows.
first it provides the option to create a uv-template.
You can export this template to your image-editor,
and then create the face textures around the uv-template.
Then, finally, you now only need to import your painted image into blender,
and then you can assign that image to your object as face-texture,
just as i have shown before.
But Blender also offers a secnd option to create face-textures.
this is by baking textures from materials,
But before i can show you how to do that,
we first have to introduce blender’s
material-and-texture system.
Well, Textures use very different
and partially very complex methods
to generate visual look.
Textures can be defined in the context of materials,
That is, you first create your material,
Then, for each material you get a texture stack.
This stack is accessible from the texture-editor,
and here you define your textures.
Blender provides a couple of textures out of the box, and
Most of these textures are so called procedural-textures.
that is, the visual texture patterns are calculated by a mathematical algorithm.
But there is also one special texture type,
which accepts images or videos as input.
As a matter of fact these image-textures are the only-textures
which are directly displayed in the 3D-view.
And in order to make them visible,
you must switch to GLSL texture-mode.
Set the viewport-shading to texture,
and in the object properties-sidebar set display-shading to GLSL
So, image-textures are used to directly add images to the texture-stack.
Hence they provide the possibility to use images in your materials.
One possible scenario is to use image-textures
to simulate texture-cloth layers,
by placing them
on top of each other.
So far i have described
how to create materials by using textures.
but how can we get these textures out of blender
and into our game engine?
Remember that blender is a tool for creating images and animations,
so Blender uses its own render-engine to convert the textures into visible images.
But our goal is different. We are not interested in the render results,
we want to get access to the face textures,
and export these as textures for an external program.
Hence we need to convert the materials into something
that also can be used with-in another target system.
So, how do we do that? the answer is?
we can bake the materials to face-textures.
Let us see now how that is done.
So, all starts over again at the face-texture.
But this time we do not want to provide a ready made image for input to Blender.
Now we want to provide a fresh and empty image
to collect the output of the bake process.
So we open the uv-editor again,
and then we create a new image.
Remember that this image gets instantly assigned
to the currently selected faces of the active object.
thus, this new image is already our face-texture,
although it still is completely empty,
which in this case means, its completely black.
So, when you now switch back to textured solid mode,
then the active object is rendered in black.
So here is how you can bake your texture.
go to the render properties section,
there, locate the bake tool,
then select bake-mode: textures,
and finally click the bake-button.
Now the baker processes the texture stack
of the selected object, and calculates the
baked texture. In the final bake-step
the bake-tool locates the object’s face texture,
and eventually copies the result of its calculation
into that image.
And finally the baked face-texture is exposed
on your object for inspection.
And here is a little trick to get the just created face-texture
also displayed in GLSL-texture-mode.
Go back to the texture-stack of your object,
and there add a new image-texture at the bottom of the stack.
Please remember that procedural textures do never show up in the 3d view,
but images do. And we just have baked a face-texture.
So you now simply Assign the face texture as input-image,
and then, you are almost done,
You only need to tell blender to use uv-coordinates,
and finally you can see the face-texture in GLSL-texture-mode.
But here you have to take care.
We run into another problem
as soon as we try to bake the texture again.
Then Blender tells you that it has found a feedback loop.
That is, we have added the face texture to the texture stack,
but the face texture is also the result of the bake-process,
And that is a feedback loop.
So you always have to remember to disable the face-texture before you bake.
And after the bake is finished you can safely re enable the face texture to
see the new result.
Let me finally tell you about another important
feature of blender’s material system.
Lets get back to the material settings.
Here, you can create multiple material slots for an object,
you can add a different material to each slot,
and you can assign each material slot to different faces.
And finally each material slot has its own texture stack,
Hence it is possible to texturize different parts of an object with different materials.
And if you ever want to consolidate
all your different materials into one single face texture,
then you can even do that,
simply by assigning all faces of your object to one face-texture,
take care to avoid feedback loops,
then bake your object,
and at the end? your consolidated texture shows up almost automatically.
Well, Isn’t this easy going stuff ?
Actually not,
but maybe you only need to get some practice,
so, before you start-over again,
here is a short summary.
First: face-textures are simple images.
They are directly associated to a set of mesh faces.
The association is controlled by uv-maps.
Secnd: face-textures
are either created by a blender bake process,
or they can be provided as ready made images.
For example they can be created in photo-shop
or any other image-editor.
Third: Blender’s materials provide texture stacks
and a set of procedural-textures to create more
complex visual appearance.
One special form of textures is the Image-texture.
Image-textures allow to add images into the material-texture stack.
You can assign multiple materials to an object,
where each material uses its own texture-stack,
and it can be assigned to a subset of the model’s faces.
Blender Materials can be baked into simple image-textures.
and finally, These baked textures can be exported to external game-engines.
I hope this video helps a bit to sort out
how the various parts of blender’s texturing workflow work together.
There is certainly a lot more to say.
but i will stop here, and recommend that you now take over and
start experimenting with your own textures.

03 April 2015

轮胎老化/硬化了/出小裂缝。。就要更换。。安全至上。。避免爆胎









车子的轮胎跑了3年。跑了超过60千公里里数。已经开始老化了。出现小裂缝


花纹还有,唯独树胶已经老化/硬化。出现小裂缝。

大家要注意。类似这种轮胎老化/出现小裂缝。在高速行驶的时候。高压和高温会造成爆胎。高速行驶的车子会失控。

------------
如上图,最近刚帮车子换了4条轮胎。原因是老化问题。不适合我长途驾驶。会有安全风险。
如果车子的轮胎出现类似图中的情况。大家千万别为了省钱,而不做更换。
大家请记住,轮胎是树胶做的。肯定会老化。就算很少开车,过了3-5,你也要定时注意轮胎的状况。类似我的情况,我车胎的花纹还可以继续跑20千公里,但是基于老化问题,我不得不换。