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GRAY В В В В = (1. BLACK В В В = ( В 0, В 0, В 0)RED В В В В = (1. В 0, В 0)LIGHTRED В В = (1. В 2. 0, В 2. 0)GREEN В В В = ( В 0, 1. В 0)LIGHTGREEN В = ( 2. В 2. 0)BLUE В В В В = ( В 0, В 0, 1. LIGHTBLUE В = ( 2. В 2. 0, 1. 75)YELLOW В В В = (1. В 0)LIGHTYELLOW = (1. Python-pygame-tetris. Loading. Google; About Google; Privacy; Terms. PYTRIS Pytris is a Tetris clone, though coded from scratch using Python 2.7 and Pygame (and many other freeware tools). Pytris can ONLY be played using a gamepad. The Tetris game in wxPython. The Tetris game is one of the most popular computer games ever created. The original game was designed and programmed by a Russian. Tetris made in Python with Pygame (And how to define shapes) DLC ENERGY. Tetris - Python/Pygame Edition - Duration: 1:50. James Kennedy 100 views. Game project (tetris game -pygame) Python Code: # Tetromino (a Tetris clone) import random, time, pygame, sys. from pygame.locals import * FPS = 25. WINDOWWIDTH = 640. В 2. 0)COLORS В В В = ( В BLUE, В GREEN, В RED, В YELLOW)LIGHTCOLORS = (LIGHTBLUE, LIGHTGREEN, LIGHTRED, LIGHTYELLOW)assert len(COLORS) == len(LIGHTCOLORS) # each color must have light color. S_SHAPE_TEMPLATE = [['...',В В В В В В В В В В В '...',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '.. O.',В В В В В В В В В В В '...']]Z_SHAPE_TEMPLATE = [['...',В В В В В В В В В В В '...',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '. O..',В В В В В В В В В В В '...']]I_SHAPE_TEMPLATE = [['. O.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '...',В В В В В В В В В В В 'OOOO.',В В В В В В В В В В В '...',В В В В В В В В В В В '...']]O_SHAPE_TEMPLATE = [['...',В В В В В В В В В В В '...',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '. I wrote Tetris in Python 2.6 and PyGame. The code is under 2 KB (1920 bytes). Let me preface this by saying this is not the correct way to write code in general.OO.',В В В В В В В В В В В '...']]J_SHAPE_TEMPLATE = [['...',В В В В В В В В В В В '. O..',В В В В В В В В В В В '. OOO.',В В В В В В В В В В В '...',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '...',В В В В В В В В В В В '. OOO.',В В В В В В В В В В В '.. O.',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В '. O.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '...']]L_SHAPE_TEMPLATE = [['...',В В В В В В В В В В В '.. O.',В В В В В В В В В В В '. OOO.',В В В В В В В В В В В '...',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '...',В В В В В В В В В В В '. OOO.',В В В В В В В В В В В '. O..',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '...']]T_SHAPE_TEMPLATE = [['...',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. OOO.',В В В В В В В В В В В '...',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '...',В В В В В В В В В В В '. OOO.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '...'],В В В В В В В В В В ['...',В В В В В В В В В В В '. O.',В В В В В В В В В В В '. OO.',В В В В В В В В В В В '. O.',В В В В В В В В В В В '...']]SHAPES = {'S': S_SHAPE_TEMPLATE,В В В В В 'Z': Z_SHAPE_TEMPLATE,В В В В В 'J': J_SHAPE_TEMPLATE,В В В В В 'L': L_SHAPE_TEMPLATE,В В В В В 'I': I_SHAPE_TEMPLATE,В В В В В 'O': O_SHAPE_TEMPLATE,В В В В В 'T': T_SHAPE_TEMPLATE}В В global FPSCLOCK, DISPLAYSURF, BASICFONT, BIGFONTВ В FPSCLOCK = pygame. Clock()В В DISPLAYSURF = pygame. WINDOWWIDTH, WINDOWHEIGHT))В В BASICFONT = pygame. Font('freesansbold. В В BIGFONT = pygame. Font('freesansbold. В В pygame. display. Tetromino')В В show. Text. Screen('Tetromino')В В while True: # game loop. В В В В if random. В В В В В В pygame. В В В В В В pygame. В В В В pygame. В В В В pygame. В В В В show. Text. Screen('Game Over')В В # setup variables for the start of the game. В В board = get. Blank. Board()В В last. Move. Down. Time = time. В В last. Move. Sideways. Time = time. В В last. Fall. Time = time. time()В В moving. Down = False # note: there is no moving. Up variable. В В level, fall. Freq = calculate. Level. And. Fall. Freq(score)В В falling. Piece = get. New. Piece()В В next. Piece = get. New. Piece()В В while True: # main game loop. В В В В if falling. Piece == None: В В В В В В # No falling piece in play, so start a new piece at the top. В В В В В В falling. Piece = next. Piece. В В В В В В next. Piece = get. New. Piece()В В В В В В last. Fall. Time = time. Fall. Time. В В В В В В if not is. Valid. Position(board, falling. Piece): В В В В В В В В return # can't fit a new piece on the board, so game over. В В В В for event in pygame. В В В В В В if event. KEYUP: В В В В В В В В if (event. K_p): В В В В В В В В В В # Pausing the game. В В В В В В В В В В DISPLAYSURF. BGCOLOR)В В В В В В В В В В pygame. В В В В В В В В В В show. Text. Screen('Paused') # pause until a key press. В В В В В В В В В В pygame. В В В В В В В В В В last. Fall. Time = time. В В В В В В В В В В last. Move. Down. Time = time. В В В В В В В В В В last. Move. Sideways. Time = time. В В В В В В В В elif (event. K_LEFT or event. key == K_a): В В В В В В В В В В moving. Left = False. В В В В В В В В elif (event. K_RIGHT or event. K_d): В В В В В В В В В В moving. Right = False. В В В В В В В В elif (event. K_DOWN or event. key == K_s): В В В В В В В В В В В moving. Down = False. В В В В В В elif event. KEYDOWN: В В В В В В В В # moving the block sideways. В В В В В В В В if (event. K_LEFT or event. key == K_a) and is. Valid. Position(board, falling. Piece, adj. X=- 1): В В В В В В В В В В falling. Piece['x'] - = 1. В В В В В В В В В В moving. Left = True. В В В В В В В В В В moving. Right = False. В В В В В В В В В В last. Move. Sideways. Time = time. В В В В В В В В elif (event. K_RIGHT or event. K_d) and is. Valid. Position(board, falling. Piece, adj. X=1): В В В В В В В В В В falling. Piece['x'] += 1. В В В В В В В В В В moving. Right = True. В В В В В В В В В В moving. Left = False. В В В В В В В В В В last. Move. Sideways. Time = time. В В В В В В В В # rotating the block (if there is room to rotate)В В В В В В В В elif (event. K_UP or event. key == K_w): В В В В В В В В В В falling. Piece['rotation'] = (falling. Piece['rotation'] + 1) % len(SHAPES[falling. Piece['shape']])В В В В В В В В В В if not is. Valid. Position(board, falling. Piece): В В В В В В В В В В В В falling. Piece['rotation'] = (falling. Piece['rotation'] - 1) % len(SHAPES[falling. Piece['shape']])В В В В В В В В elif (event. K_q): # rotate the other direction. В В В В В В В В В В falling. Piece['rotation'] = (falling. Piece['rotation'] - 1) % len(SHAPES[falling. Piece['shape']])В В В В В В В В В В if not is. Valid. Position(board, falling. Piece): В В В В В В В В В В В В falling. Piece['rotation'] = (falling. Piece['rotation'] + 1) % len(SHAPES[falling. Piece['shape']])В В В В В В В В # making the block fall faster with the down key. В В В В В В В В elif (event. K_DOWN or event. key == K_s): В В В В В В В В В В moving. Down = True. В В В В В В В В В В if is. Valid. Position(board, falling. Piece, adj. Y=1): В В В В В В В В В В В В falling. Piece['y'] += 1. В В В В В В В В В В last. Move. Down. Time = time. В В В В В В В В # move the current block all the way down. В В В В В В В В elif event. K_SPACE: В В В В В В В В В В moving. Down = False. В В В В В В В В В В moving. Left = False. В В В В В В В В В В moving. Right = False. В В В В В В В В В В for i in range(1, BOARDHEIGHT): В В В В В В В В В В В В if not is. Valid. Position(board, falling. Piece, adj. Y=i): В В В В В В В В В В В В В В break. В В В В В В В В В В falling. Piece['y'] += i - 1. В В В В # handle moving the block because of user input. В В В В if (moving. Left or moving. Right) and time. Move. Sideways. Time > MOVESIDEWAYSFREQ: В В В В В В if moving. Left and is. Valid. Position(board, falling. Piece, adj. X=- 1): В В В В В В В В falling. Piece['x'] - = 1. В В В В В В elif moving. Right and is. Valid. Position(board, falling. Piece, adj. X=1): В В В В В В В В falling. Piece['x'] += 1. В В В В В В last. Move. Sideways. Time = time. В В В В if moving. Down and time. time() - last. Move. Down. Time > MOVEDOWNFREQ and is. Valid. Position(board, falling. Piece, adj. Y=1): В В В В В В falling. Piece['y'] += 1. В В В В В В last. The Tetris game in wx. Python. The Tetris game is one of the most popular computer games ever created. The original game was designed and programmed. Russian programmer Alexey Pajitnov in 1. Since then. Tetris is available on almost every computer platform in lots of variations. Tetris is called a falling block puzzle game. In this game, we have. S- shape, Z- shape. T- shape, L- shape, Line- shape, Mirrored. L- shape, and a Square- shape. Each of these shapes is formed with four squares. The shapes are falling. The object of the Tetris game is to move and rotate the shapes. If we manage to form a row, the row is. We play the Tetris game until we top out. Figure: Tetrominoes. Python is a toolkit designed to create applications. There are other. libraries which are targeted at creating computer games. Nevertheless, wx. Python and other application toolkits can be used to. We do not have images for our Tetris game, we draw the tetrominoes using the. API available in wx. Python. Behind every computer game, there is a. So it is in Tetris. Some ideas behind the game. We use wx. Timer to create a game cycle. The tetrominoes are drawn. The shapes move on a square by square basis (not pixel by pixel)Mathematically a board is a simple list of numbers. The following example is a modified version of the Tetris game, available. Py. Qt. 4 installation files. Tetris(wx. Frame). Frame.__init__(self, parent, title=title, size=(1. Frame(). def init. Frame(self). self. Create. Status. Bar(). Set. Status. Text('0'). Board(self). self. Set. Focus(). self. Centre(). self. Show(True). Board(wx. Panel). Board. Width = 1. Board. Height = 2. Speed = 3. 00. ID_TIMER = 1. Panel.__init__(self, parent). Board(). def init. Board(self). self. Timer(self, Board. ID_TIMER). self. is. Waiting. After. Line = False. Piece = Shape(). self. Piece = Shape(). self. X = 0. self. cur. Y = 0. self. num. Lines. Removed = 0. Started = False. self. Paused = False. self. Bind(wx. EVT_PAINT, self. On. Paint). self. Bind(wx. EVT_KEY_DOWN, self. On. Key. Down). self. Bind(wx. EVT_TIMER, self. On. Timer, id=Board. ID_TIMER). self. clear. Board(). def shape. At(self, x, y). return self. Board. Board. Width) + x]. Shape. At(self, x, y, shape). Board. Board. Width) + x] = shape. Width(self). return self. Get. Client. Size(). Get. Width() / Board. Board. Width. def square. Height(self). return self. Get. Client. Size(). Get. Height() / Board. Board. Height. def start(self). Paused. return. self. Started = True. self. Waiting. After. Line = False. Lines. Removed = 0. Board(). self. new. Piece(). self. timer. Start(Board. Speed). Started. return. self. Paused = not self. Paused. statusbar = self. Get. Parent(). statusbar. Paused. self. timer. Stop(). statusbar. Set. Status. Text('paused'). Start(Board. Speed). Set. Status. Text(str(self. Lines. Removed)). Refresh(). def clear. Board(self). for i in range(Board. Board. Height * Board. Board. Width). self. Tetrominoes. No. Shape). On. Paint(self, event). Paint. DC(self). size = self. Get. Client. Size(). Top = size. Get. Height() - Board. Board. Height * self. Height(). for i in range(Board. Board. Height). for j in range(Board. Board. Width). shape = self. At(j, Board. Board. Height - i - 1). if shape != Tetrominoes. No. Shape. self. draw. Square(dc. 0 + j * self. Width(). board. Top + i * self. Height(), shape). Piece. shape() != Tetrominoes. No. Shape. for i in range(4). X + self. cur. Piece. Y - self. cur. Piece. Square(dc, 0 + x * self. Width(). board. Top + (Board. Board. Height - y - 1) * self. Height(). self. cur. Piece. shape()). def On. Key. Down(self, event). Started or self. cur. Piece. shape() == Tetrominoes. No. Shape. event. Skip(). return. keycode = event. Get. Key. Code(). P') or keycode == ord('p'). Paused. return. elif keycode == wx. WXK_LEFT. self. try. Move(self. cur. Piece, self. X - 1, self. cur. Y). elif keycode == wx. WXK_RIGHT. self. try. Move(self. cur. Piece, self. X + 1, self. cur. Y). elif keycode == wx. WXK_DOWN. self. try. Move(self. cur. Piece. Right(), self. cur. X, self. cur. Y). WXK_UP. self. try. Move(self. cur. Piece. Left(), self. cur. X, self. cur. Y). WXK_SPACE. self. drop. Down(). elif keycode == ord('D') or keycode == ord('d'). Line. Down(). event. Skip(). def On. Timer(self, event). Get. Id() == Board. ID_TIMER. if self. Waiting. After. Line. Waiting. After. Line = False. Piece(). else. self. Line. Down(). event. Skip(). def drop. Down(self). new. Y = self. Y. while new. Y > 0. Move(self. cur. Piece, self. X, new. Y - 1). break. Y - = 1. self. piece. Dropped(). def one. Line. Down(self). Move(self. cur. Piece, self. X, self. cur. Y - 1). Dropped(). def piece. Dropped(self). for i in range(4). X + self. cur. Piece. Y - self. cur. Piece. Shape. At(x, y, self. Piece. shape()). self. Full. Lines(). if not self. Waiting. After. Line. Piece(). def remove. Full. Lines(self). Full. Lines = 0. statusbar = self. Get. Parent(). statusbar. To. Remove = []. for i in range(Board. Board. Height). n = 0. Board. Board. Width). At(j, i) == Tetrominoes. No. Shape. n = n + 1. To. Remove. append(i). To. Remove. reverse(). To. Remove. for k in range(m, Board. Board. Height). for l in range(Board. Board. Width). self. Shape. At(l, k, self. At(l, k + 1)). num. Full. Lines = num. Full. Lines + len(rows. To. Remove). if num. Full. Lines > 0. Lines. Removed = self. Lines. Removed + num. Full. Lines. statusbar. Set. Status. Text(str(self. Lines. Removed)). Waiting. After. Line = True. Piece. set. Shape(Tetrominoes. No. Shape). self. Refresh(). def new. Piece(self). self. Piece = self. next. Piece. statusbar = self. Get. Parent(). statusbar. Piece. set. Random. Shape(). self. cur. X = Board. Board. Width / 2 + 1. self. Y = Board. Board. Height - 1 + self. Piece. min. Y(). if not self. Move(self. cur. Piece, self. X, self. cur. Y). Piece. set. Shape(Tetrominoes. No. Shape). self. Stop(). self. is. Started = False. statusbar. Set. Status. Text('Game over'). Move(self, new. Piece, new. X, new. Y). for i in range(4). X + new. Piece. x(i). Y - new. Piece. y(i). Board. Board. Width or y < 0 or y > = Board. Board. Height. return False. At(x, y) != Tetrominoes. No. Shape. return False. Piece = new. Piece. X = new. X. self. Y = new. Y. self. Refresh(). return True. Square(self, dc, x, y, shape). CC6. 66. 6', '#6. CC6. 6', '#6. 66. CC'. '#CCCC6. 6', '#CC6. CC', '#6. 6CCCC', '#DAAA0. F8. 9FAB', '#7. 9FC7. FC'. '#FCFC7. 9', '#FC7. FC', '#7. 9FCFC', '#FCC6. C3. B', '#3. B8. 03. B', '#3. B3. B8. 0'. B', '#8. 03. B8. 0', '#3. B8. 08. 0', '#8. 06. Pen(light[shape]). Set. Cap(wx. CAP_PROJECTING). Set. Pen(pen). dc. Draw. Line(x, y + self. Height() - 1, x, y). Draw. Line(x, y, x + self. Width() - 1, y). darkpen = wx. Pen(dark[shape]). Set. Cap(wx. CAP_PROJECTING). Set. Pen(darkpen). Draw. Line(x + 1, y + self. Height() - 1. x + self. Width() - 1, y + self. Height() - 1). dc. Draw. Line(x + self. Width() - 1. y + self. Height() - 1, x + self. Width() - 1, y + 1). Set. Pen(wx. TRANSPARENT_PEN). Set. Brush(wx. Brush(colors[shape])). Draw. Rectangle(x + 1, y + 1, self. Width() - 2. self. Height() - 2). class Tetrominoes(object). No. Shape = 0. Line. Shape = 3. Square. Shape = 5. Mirrored. LShape = 7. class Shape(object). Table = (. ((0, 0), (0, 0), (0, 0), (0, 0)). Shape = Tetrominoes. No. Shape. self. set. Shape(Tetrominoes. No. Shape). def shape(self). Shape. def set. Shape(self, shape). Shape. coords. Table[shape]. Shape = shape. def set. Random. Shape(self). Shape(random. randint(1, 7)). X(self, index, x). Y(self, index, y). X(self). m = self. X(self). m = self. Y(self). m = self. Y(self). m = self. Left(self). if self. Shape == Tetrominoes. Square. Shape. return self. Shape(). result. piece. Shape = self. piece. Shape. for i in range(4). X(i, self. y(i)). Y(i, - self. x(i)). Right(self). if self. Shape == Tetrominoes. Square. Shape. return self. Shape(). result. piece. Shape = self. piece. Shape. for i in range(4). X(i, - self. y(i)). Y(i, self. x(i)). Tetris(None, title='Tetris'). The game is simplified a bit so that it is easier to understand. It starts immediately after the application is launched. We can pause. the game by pressing the p key. The Space key drops. Tetris piece immediately to the bottom. The d key. drops the piece one line down. It can be used to speed up the falling.). The game goes at constant speed, no acceleration is implemented. The. score is the number of lines that we have removed. Panel.__init__(self, parent). A note for Windows users. If you cannot use the arrow keys, add. WANTS_CHARS to the panel constructor. Lines. Removed = 0. Before we start the game cycle, we initialize some important variables. The self. board variable is a list of numbers from 0 .. It represents. the position of various shapes and remains of the shapes on the board. Board. Board. Height). Board. Board. Width). At(j, Board. Board. Height - i - 1). if shape != Tetrominoes. No. Shape. self. draw. Square(dc. 0 + j * self. Width(). board. Top + i * self. Height(), shape). The painting of the game is divided into two steps. In the first step, we. All the squares are rememberd. We access it using the shape. At() method. if self. Piece. shape() != Tetrominoes. No. Shape. for i in range(4). X + self. cur. Piece. Height(). self. cur. Piece. shape()). The next step is drawing of the actual piece that is falling down. WXK_LEFT. self. try. Move(self. cur. Piece, self. X - 1, self. cur. Y). In the On. Key. Down() method we check for pressed keys. If we. press the left arrow key, we try to move the piece to the left. We say. try because the piece might not be able to move. Move(self, new. Piece, new. X, new. Y). for i in range(4). X + new. Piece. x(i). Y - new. Piece. y(i). Board. Board. Width or y < 0 or y > = Board. Board. Height. return False. At(x, y) != Tetrominoes. No. Shape. return False. Piece = new. Piece. X = new. X. self. Y = new. Y. self. Refresh(). return True. In the try. Move() method we try to move our shapes. If the shape. is at the edge of the board or is adjacent to some. False; otherwise we place the current falling. True. def On. Timer(self, event). Get. Id() == Board. ID_TIMER. if self. Waiting. After. Line. Waiting. After. Line = False. NBA Slam Dunk Contest 2016 Mix HD ---------- Thank you guys for watching my video and liking it, please continue to support me by subscribing and giving.Klondike Solitaire. Have some free time? Why not try your hand at a free game of Klondike Solitaire, the granddaddy of all Solitaire games? This is the ultimate test of patience and skill and now, you can play it on your tablet or laptop, right from your browser. Or, take a break from work and give it a go on your desktop. Free online basketball games - shoot some hoops or go for a slam dunk. Slam Dunk is considered to be the noonday work of Japanese realism manga, its fame in the whole manga/animation world can not be overlooked. Especially when its TV. Play Basketball Slam - Hear the crowd roar as you slam dunk your way to victory. Ryota Miyagi (宮城 リョータ Miyagi Ryōta) is Sakuragi's closest friend on the team. After an initial misunderstanding that caused conflict between them (he was. With all new graphics and enhanced sound effects, you’ll experience Klondike Solitaire online like never before! PCH. com Games’ version of the best- known solitaire game brings the pleasure of one- person play right to your desktop and to millions everywhere. Play free Klondike Solitaire right now! Ryota Miyagi - Slam Dunk Wiki. Ryota Miyagi (宮城 リョータ Miyagi Ryōta) is Sakuragi's closest friend on the team. After an initial misunderstanding that caused conflict between them (he was fighting Mitsui when Sakuragi and Ayako came around, and he thought she was dating him), both found comradeship in the fact that they had both been unlucky in love, although Miyagi, having only been rejected 1. Sakuragi's record who was rejected 5. Personality Like Sakuragi, Miyagi is motivated to play by his love for a girl: his best friend and classmate Ayako, the manager of the team, whom he refers to as "Aya- chan". He has been known to pose for Ayako during matches. Off- court, Miyagi has a reputation for being a bad boy. He was hospitalized for a while after his fight against Mitsui's gang. He also shares a similar level of arrogance with Sakuragi, claiming to be the number one point guard in the prefecture, though popular opinion among characters in the series ranks him just behind Shinichi Maki of Kainan and Kenji Fujima of Shoyo. Abilities. Miyagi is one of the best point guards in the Kanagawa Prefecture. Despite his small build, he was able to keep up with Kenji Fujima of Shoyo and Shinichi Maki of Kainan because of his speed and on/off court awareness. Because of his incredible speed and skills, he was nicknamed as "Lightning Flash Riyota" by some other players. His abilities as a Point Guard were so great that many players such as Sendoh of Ryonan and Maki of Kainan even quoted that he is a player not to be reckoned with. In the series he is often pitted against taller point guards (Toyotama's Daijiro Itakura, for example, spent nearly the whole match picking on his height as an attempt to sap his focus away) but he is able to beat them with his incredible speed. Miyagi becomes the captain of the team after Akagi and Kogure leave the team. Even as a small player, Miyagi was able to beat players taller than him like Sakuragi, Hanagata and Hasegawa with his speed and his signature "fake shot". He also has the ability to break up a double team, as seen in the match against Sannoh when he was being double teamed by Fukatsu and Sawakita using a shallowed dribble. His speed even surpasses that of most players like Sendoh, Fujima and even Fukatsu as he was able to run back and forth the court despite oncoming pressures of the defensive side. Miyagi is also an excellent defender, as seen in the latter halves of the series. He was able to steal the ball from players like Maki, Fujima and even Sendoh. Trivia. Miyagi is likely based on former NBA player Muggsy Bogues with Miyagi's shortness in height but ability to use his quickness to get by his defenders. In the English Dub of the anime, Sakuragi calls his given name "Ryota" instead of "Ryo- chin". In the 1. 0 Days After, he read a book about types of leaders. When he read about the strict type of leader, he applied it to himself, becoming stricter than Akagi. However, this was not well- received by Mitsui and the two would fight and is hard to separate. Iwasaki. H,Nabeshima. K,Nishio. J,Jimi. S,Aoki. M,Koga. K,Hamasaki. M,Hayashi. H,Mogi. A: Pathologyofsoft- tissuetumors: daily diagnosis,molecular cytogenetics and experimentalapproach. Pathol. Int. 59: 5. Kamstock. DA,Ehrhart. EJ,Getzy. DM,etal: Recommendedguidelinesforsubmission,trimming,marginevaluationandreportingoftumorbiopsyspecimensin veterinarysurgicalpathol- ogy. Vet. Pathol,INPRESS. Kuntz. CA, Dernell. WS,Powers. BE, Devitt. C,Straw. RC, Withrow. SJ: Prognosticfactorsforsurgicaltreatmentofsoft- tissuesarco- masindogs: 7. JAm. Vet. Med. Assoc. Liptak. JM,Forrest. LJ: Softtissuesarcomas. In: Small. Animal. Clinical. Oncology,ed. Withrow. SJand. Vail. DM,4thed.,pp. 4. 25–4. St. Louis,MO,Sanders. Elsevier,2. 00. 7. Luong. RH,Baer. KE,Craft. DM,Ettinger. SN,Scase. TJ,Berg- man. PJ: Prognosticsignificanceofintratumoralmicrovesseldensityincaninesoft- tissuesarcomas. Page 1. Prognostic Factors for Cutaneous and Subcutaneous Soft Tissue Sarcomas in Dogs M. M. Dennis1, K. D. McSporran2, N. J. Bacon3, F. Y. Schulman4. Yarns > Phildar > Pronostic © emilymcrae © tricopine. view all 4 yarn photos. Name. Pronostic. Pronostic. by Phildar. Sport / 5 ply 80% Acrylic, 20% Wool. Overview PronoFoot Expert Plus | Softwares. Software for 1X2 systems, Toto games and Supertoto. Softwares Home | PronoFoot Expert Plus | EuroMillions Expert |. Outil Pronostic Coupe de Monde de Football OfficeFrance. Subscribe Subscribed Unsubscribe 981 981. Loading. Loading. Working. Add to. Prognostic factors for cutaneous and subcutaneous soft tissue sarcomas in dogs. Dennis MM(1), McSporran KD, Bacon NJ, Schulman FY, Foster RA, Powers BE. Abstract. Soft tissue sarcomas (STSs) develop from mesenchymal cells of soft tissues, and they commonly occur in the skin and subcutis of the dog. Pronostic + (DISCONTINUED) Weight: Sport Texture: Plied Fiber: Acrylic (70%), Superwash Wool (30%) Needles: 3mm ( US) (11 UK). Fashion Soft (88% match) $ $ $ $ $. Vet. Pathol. 43: 6. Mayer. MN,La. Rue. SM: Softtissuesarcomasindogs. Can. Vet. J4. 6: 1. Mazzei. M,Millanta F,Citi. S, Lorenzi. D,Poli. A: Haemangioper- icytoma: histologicalspectrum,immunohistochemicalcharacter- izationandprognosis. Vet. Dermatol. 13: 1. Mc. Chesney. SL,Withrow. Prognostic factors for surgical treatment of soft-tissue sarcomas in dogs: 75 cases (1986-1996). Kuntz CA(1), Dernell WS, Powers BE. Yarns > Phildar > Pronostic 229 by crafthut Flickr. by mylittlekitchen Flickr. view all 3 yarn. Pronostic 229 est la version la plus ancienne de ce fil. SJ,Gillette. EL,Powers. BE,Dewhirst. MW: Radiotherapy ofsofttissue sarcomasindogs. JAm. Vet Med. Assoc. Mc. Chesney. Gillette. S,Dewhirst. MW,Gillette. EL,Thrall. DE,Page. RL,Powers. BE,Withrow. SJ,Rosner. G,Wong. C,Sim. DA: Responseof caninesoft tissuesarcomas toradiation orradia- tionplushyperthermia: arandomizedphase. IIstudy. Int. JHyperthermia. Mc. Knight JA,Mauldin N, Mc. Entee. MC, Meleo. KA, Patnaik AK: Radiationtreatmentforincompletelyresectedsoft- tissuesarco- masindogs. JAm. Vet. Med. Assoc. Mc. Sporran. KD: Histologicgradepredictsrecurrence formargin- ally excised canine subcutaneous soft tissue sarcomas. Vet Pathol. 46: 9. Mikaelian. I,Gross. TL: Keloidalfibromasandfibrosarcomasinthedog. Vet. Pathol. 39: 1. Mills JHL, Nielsen. SW: Canine haemangiopericytomas: asurveyof. JSmall. Anim. Pract. Morris. JS,Mc. Innes. EF,Bostock. DE,Hoather. TM,Dobson. JM: Immunohistochemicalandhistopathologicfeaturesof. Vet Pathol. 39: 4. Perez J,Bautista MJ,Rollon E,de Lara. FC, Carrasco. L, Martindelas Mulas J: Immunohistochemical characterizationof hemangio- pericytomasandotherspindlecelltumorsinthedog. Vet. Pathol. 33: 3. Plavec. T,Kessler M,Kandel B,Schwietzer. A,Roleff. S: Pallia- tiveradiotherapyastreatmentfornon- resectablesofttissuesarcomasinthedog: areportof. Vet. Comp. Oncol. Postorino. NC,Berg. BH,Powers. BE,de. Lara. FCM,Carrasco. L,Martı´n de las Mulas J: Prognosticvariables for canine hemangio- pericytoma: 5. JAm. Anim. Hosp. Assoc. Schoniger. S,Summers. BA: Localized,plexiform,diffuseandothervariantsofneurofibromain. Vet. Pathol. 46: 9. Selting. KA,Powers. BE,Thompson. LJ,Mittleman. E,Tyler. JW,Lafferty MH, Withrow. SJ: Outcome of dogswith high- grade softtissuesarcomastreatedwithandwithoutadjuvantdoxorubicinchemotherapy: 3. JAm. Vet. Med. Assoc. Simon. D,Ruslander. DM,Rassnick. KM,Wood. CA,Frimberger. AE, Cotter. SM, King. NW, Moore AS: Orthovoltage radiationandweekly lowdose of doxorubicinfor the treatmentofincompletelyexcisedsoft- tissuesarcomasin. Vet. Rec. 16. 0: 3. Stefanello. D,Morello. W,Roccabianca. P,Iussich. S,Nassuato. C,Martano. M,Squassino. C,Avallone. G,Romussi. S,Buracco. P: Marginalexcisionoflow- gradespindlecellsarcomaofcanineextremities: 3. Vet. Surg. 37: 4. Thoolen. RJ,Vos. JH, vander. Linde- Sipman JS,de. Weger. RA,van. Unnik JA,Misdorp W, van. Dijk JE: Malignantfibrous histiocyto- masindogs andcats: animmunohistochemical study. Res Vet. Sci. 53: 1. Thway. K: Pathologyofsofttissuesarcomas. Clin. Oncol(RColl. Radiol)2. 1: 6. 95–7. Trojani M, Contesso G, Coindre JM, Rouesse J, Bui NB, de Mas- carel. A, Goussot. JF,David. M,Bonichon. F,Lagarde. C: Soft- tissuesarcomas ofadults: studyofpathological prognosticvariables anddefinitionofahistopathologicalgradingsystem. Int. JCancer. 33: 3. Diest PJ, Brugal G,Baak. JP: Proliferationmarkers in tumours: interpretation andclinicalvalue. JClin. Pathol. 51: 7. Webster. JD,Dennis. MM,Dervisis. N,Heller. J,Bacon. NJ,Bergman. PJ,Bienzle. D,Cassali. G,Castagnaro. M,Cullen. J,Esplin. DG,Pen˜a. L,Goldschmidt. MH,Hahn. KA,Henry. CJ,Hellme´n. E,Kamstock. D,Kirpensteijn. J,Kitchell. BE,Amorim. RL, Lenz. SD,Lipscomb TP,Mc. Entee. M, Mc. Gill. LD,Mc. Knight. CA, Mc. Manus. PM, Moore. AS, Moore. PF,Moroff. SD, Nakayama. H,Northrup. NC,Sarli. G,Scase. T,Sorenmo. K,Schulman. FY,Shoieb. AM,Smedley. RC,Spangler. WL,Teske. E,Thamm. DH,Valli. VE,Vernau. W,von. Euler. H,Withrow. SJ,Weisbrode. SE,Yager J,Kiupel. M: American. Collegeof Veterinary. Pathologistsand. World. Small. Animal. Veterinary. Associationrecommendedguidelinesfortheconductandevaluationofprognosticstudiesinveterinaryoncology. Vet. Pathol,inpress. Williamson MM, Middleton DJ: Cutaneoussoft tissue tumours indogs: classification, differentiation, and histogenesis. Vet Derma- tol. 9: 4. Veterinary. Pathology. July 9, 2. 01. 5vet.
Strobist: By Request: The Lumi. Quest Softbox IIIUPDATE: Lotsa good questions coming up on this in the comments. Doing my best to keep up with the answers. Write your review here: Your email: We promise to never spam you. LumiQuest SoftBox III. $48.95. Add To Cart. LumiQuest SoftBox LTp. $57.95. Add To Cart. LumiQuest Mini Softbox. $28.95. Add To Cart. LumiQuest Pocket. This is a great product for photographers that shoot on location. Adorama has an excellent price and their shipping and customer service is fantastic! Find helpful customer reviews and review ratings for LumiQuest SoftBox III LQ-119 at Amazon.com. Read honest and unbiased product reviews from our users./>. By Request: The LumiQuest Softbox III UPDATE: Lotsa good questions coming up on this in the comments. Doing my best to keep up with the answers. Those. Those of you who follow my Flickr stream already know that I have been playing with the new Lumi. Quest Softbox III for a few months now. It was created in direct response to Strobist reader input, and is one of several upcoming lights and light mods that have been designed for us. Oh, yeah - - there's some cool stuff coming. I'd tell you more, but I'd have to kill you.)More details, pics, and how this look was created, inside. Working Without Stands. One of the advantages of using speedlights is that you can combine good lighting with portability. And you can create pretty sophisticated light without a light stand, too. Which not only makes you more mobile, but also can avoid the need for permits when shooting in a city. Permits weren't really a issue on our recent camping trip up to the Catoctin Mountains in Maryland where I got a chance to play with the new SB- III. Lumi. Quest had sent me a pre- production model to test drive. It's about 8x. 9 inches on the front, and has an area of double diffusion that is designed to compensate for the hot spot in the center. It folds flat, and will fit perfectly in the back pocket of a Domke F- 2 bag, the standard PJ bag over the last 2. The SB- III attaches to your flash with the included velcro straps, or better yet, a speed strap. It is about as big a thing as you would want to attach to a flash. So my preference is to use either a second speed strap on the outside, an extra- long single (DIY'd) strap to make another trip around the outside of the mount, or a ball bungee. I am a little anal about that kind of thing - - I like stuff tight. Whether you are using an off- camera flash cord, remotes or using CLS /e. TTL, the flash/SB- III combo makes for a very easy setup to hand hold. If you use it on a stand, you'll want to bring it in close to your subject. You can always move the camera back and shoot with a longer portrait lens, but a light this size excels at close distances. Why? Several reasons. One is power: You can nuke the sun very easily in close, and a light that is running 8x. Second, bringing it in close (~2 feet from someone's face) really does turn an 8x. And last, getting the light in close kills its penetration past your subject, allowing your BG to be controlled separately with ambient or a second light. Also, you can see that it falls off nicely as the light travels down Ben's torso. I like the natural vignetting. Lighting Ben. The photo of Ben up top was done completely handheld, and very quickly. I shot him with a 5. I held the Softbox III/SB- 8. CTO on the flash to warm it up. I underexposed the (backlit) ambient scene by about a stop and a half, and set the SB- III flash to run at straight TTL - - using Nikon's CLS wireless flash system. Pause as DWBell rubs his hands in glee..)This turned the sun (coming from back camera right) into a separation light, which gives the portrait some nice, 3- D shape. As a little kicker, I let the on- camera (CLS master) flash contribute some fill. On- axis fill is something I have really been trying to learn more about, and you'll be reading much more on that here soon. The on- camera fill was between 2 and 3 stops below straight TTL. If this sounds complex, it is not. There are only two decisions to make here. First, how far are you gonna drop the ambient light? And second, how far are you gonna drop the on- axis fill? The result is a crisp, 3- D look that can be made just about anywhere you have directional ambient light. For something done in full- auto TTL (for the flashes, at least) I think it looks pretty slick - - especially when you consider that you are completely handheld and mobile with the light. It's a good look to pull out of your bag of tricks during the ugly light portion of the day - - just stick the sun in the back on the opposite side as your key light from the front. This photo was shot in early afternoon on a bright, sunny day. It's the knd of light I used to hate to have for an outdoor portrait. But with this little softbox, I'd be happy to sked someone at 1: 0. The crappier the ambient light, the better. Without the On- Camera Fill. Here is an example of pushing the SB- III (no gel) against the ambient in a front- left / back- right crosslight scheme without the on- axis fill. Straight CLS/TTL with underexposed ambient. Looks a little less polished, but fine nonetheless. I am guessing this would be preferable to some of you, who will not like the double highlights in the on- axis fill version. They do not bother me at all.)SB- III, On- Axis Fill with No Sun. Wanting to experiment with on on- camera/off- camera light without a directional ambient source, I shot my daughter Emily using the same technique as in the top photo above. The only difference was there is no ambient rim light on her shoulder, as it was a cloudy day. Instead of an on- camera master flash, I used the D3. SB- III main light and fire as a fill light - I think the pop- up was set at - 2 2/3 stops from straight TTL. The idea would be to see how this setup would work in flat light. You can see the soft shadow of the SB- III on the bottom right of her nose. But it is being filled exactly as much as I want it to be filled by the pop- up flash, with is even closer to on- axis light than a shoe- mount flash so it leaves a hard, very close- in shadow of its own. I think I prefer the pop- up flash as an on- camera fill. This is a sweet little technique for anyone with an SB- 6. Which is just about any recent Nikon pop- up model. One to the Face at Point- Blank Range. Lumi. Quest chose the top photo of Ben for the ad for the SB- III, which means I'll be buying a big yacht soon. At least that is what I am telling the missus. But they also wanted a shot of me, showing the SB- III, to go along with it. The rest of the family was away for the weekend, so I pulled a Strobist Flickr Pool Special and did a tripod self- portrait. I setup an on- camera flash in manual and bounced it off of the ceiling. After adjusting the flash's power level so my photo looked good at f/2. I closed down three stops to turn that strobe into my fill. Then I lit myself to my new working aperture with the SB- III at camera left. CTO included, to help my cadaverous skin.) There was no ambient in the photo at all. If any of you work at the Ford Agency, or maybe at Elite, you can reach me by leaving a comment beneath the post. I am doing my best to avoid that "underweight heroin" supermodel look, too.____________Lumi. Quest Softbox III's will be hitting shelves over the next few months, but they are already available at MPEX and direct from Lumi. Quest. Supermodel not included. 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