Our approach features the explicit use of per worker physical capital endowments in determining cross-country trade as well as the theory-consistent discrimination method between the aforementioned models. To this end, we employ a nested gravity equation based on three competing theoretical frameworks of international trade: (i) Heckscher-Ohlin-Samuelson (HOS), (ii) Chamberlin-Heckscher-Ohlin (CHO), and (iii) pure monopolistic competition (PMC) to study the effects of various country characteristics on trade flows. First, we empirically study bilateral trade flows of the EUEA member states: Armenia, Belarus, Kazakhstan, Kyrgyzstan, and Russia across 2008–2019. Given the geostrategic location Footnote 2 of the EUEA between the European Union (EU) and China as well as the importance of Russia to the post-Soviet economic space, it is very puzzling why the existing trade literature on the topic has remained rather thin (Adarov & Ghodsi, 2021). First, it was a consolidating CIS free trade treaty in 2012, then the ascension of Armenia and Kyrgyzstan to the EUEA in 2015, and finally the signing of the EUEA-Vietnam and Iran preferential trade agreements in 20, respectively. In particular, the third decade of post-Soviet transition has seen a considerable expansion of trade cooperation both within and beyond the region. We find that the impact of new treaties has been primarily beneficial for imports, where the EUEA-Vietnam treaty had the most significant and persistent economic effect, while the EUEA membership has generated short-lived gains across different modes of trade for all members, except Kyrgyzstan.Įver since the dissolution of the Soviet Union in 1991, there were several significant attempts at re-establishing economic ties between the former republics, including the formation of the Commonwealth of Independent States (CIS), the Eurasian Economic Community (EurAsEC), and the current Eurasian Economic Union Footnote 1 (EUEA). Our analysis highlights the importance of intra-industry trade in low processing sectors such as agri-food, mineral products, and metals between the block members. The presented study relies on the explicit use of per worker physical capital endowments in determining cross-country trade and theory-consistent discrimination method between a variety of neoclassical and monopolistic models of trade. This paper analyzes bilateral trade of the Eurasian Economic Union (EUEA) members using gravity models with incomplete specialization in production and reviews the impact of newly signed preferential/free trade agreements across 2008–2019. The third decade of post-Soviet transition has seen a significant resurrection of economic integration centered around Russia.
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The in-game animation is too fast to actually understand how the designers intend the legs to work, but it makes enough sense for something that isn't very critical to the story or gameplay. It is fairly obvious that the kneecaps were intended to fill in that gap in the body, but this scene shows that the legs were actually intended to coil and telescope out from the body - something that could never be done in real geometry. In Portal 2 the player makes their way through a factory that builds Turrets, so we get to see a better vision of what the original designer intended. The Turrets are basically an Apple-styled lozenge made from glossy white plastic that breaks open into various moving components. The Turrets are meant to be deadly, but also delicate - hence the spindly legs which are reminiscent of the Striders and Head-crabs from Half-Life, an earlier Valve game. While the Portal games were created using the same CGI as the modern Transformers movies, the creators wanted to make a world that emphasized realistic physics, as that is the core mechanic of the game. These robots look more like a magical swirling cloud of spikes than anything hinged or mechanical. A bad example, on the other hand, is the modern Transformers reboot, where the aesthetic was driven by complex rendering software that is good at pumping out polygons. This meant that Hasbro could make working toys fairly easily - sticking to realistic toy mechanisms drove the aesthetic of the cartoon. A good example is the 1980's Transformers toy line - the transformation from vehicle to robot made sense even if the range of motion of the anthropomorphized robots were fudged to make them more human like. In videogames and movies, almost nothing is designed by an engineer and if a mechanism seems to make sense to the casual observer it's good enough. When I began thinking about the Portal Turret I knew it wouldn't be a simple conversion from a 3d object created using surface or NURBS space to solid or Parametric space. I've been using SolidWorks for the past 14 years in school and as a professional to make consumer products as an industrial designer, but every project presents new challenges. Loctite power grip pressure pack (glue) 2" & 3/4" thick pink foam insulation sheets * All photos were taken by me with an iPhone4 except for the hero shot on the blue background, which was done by the ThinkGeek staff photographer, Chris Hoyer. Aphius - This flickr page chronicles a valiant effort to make a full scale Turret with papercraft. TJ Coffey - This flickr page shows an amazing working Turret with pop-out wings and airsoft guns. Voplin props made an amazing Portal gun and every other project on their page is mind-blowing as well. His is at a different scale, uses other production methods, and contains more electronics. Citizen Snips, who started his Turret around the same time as I did, but managed to finish his in a more reasonable amount of time. I'd like to acknowledge some other builders who inspired me to this huge project: I'd guess that it weighs around 20 pounds, but it's such an odd shape that it's impossible to lift in one piece - the front legs tend to fall out. The entire model is about 48" tall at the top of the egg, with another 10" of antenna above that. This project took me a good 200 hours in my spare time after work over the course of several months and several hundred dollars worth of materials. The Turret proved to be a special challenge since it's so spindly and transforms in ways that leave no room for internal mechanisms. I had access to some behind the scenes assets, but they weren't nearly as helpful as you'd think - carefully examining screen-captures is best. When I made this my company, ThinkGeek, was working with Valve to develop a number of licensed products and toys related to the two Portal videogames, so I was already taking a close look at how to recreate these virtual objects in the real world, just not at such an ambitious scale. It turned into a far more involved project than I expected, so be warned: this project is not for the faint of heart. This instructable is a walk-through of how I made my life-sized Turret from the videogame Portal. When using a search engine such as Google, Bing or Yahoo check the safe search settings where you can exclude adult content sites from your search results Īsk your internet service provider if they offer additional filters īe responsible, know what your children are doing online. Use family filters of your operating systems and/or browsers 7 8 9 Next Cumming in a rubber 25.6k 100 1min 31sec - 1080p IMG 0661 - Copy.MOV 191k 100 34sec - 1080p Restrained Doggy Style Torment with Anal Probe. 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There’s a Making of Street Fighter section that shows tons of high definition art for the games, including the infamous “characters who didn’t make Street Fighter II” sketches. You can listen to every music track from all twelve games. The collection also comes with a museum, which is nice. God, I’m glad we’re past the ridiculous shit we had to do to unlock hidden characters in old Capcom games. The menus also tell you how to pull off every secret in every game, a welcome addition. It’s been decades, but I’ve finally been able to fight Akuma in Super Turbo. Not going to lie, I used that for any game that had hidden bosses with special restrictions (i.e. I can’t complain about that.Īnd what of extras? Well, there’s the ability to save and load mid-game. Those would be Street Fighter II Turbo: Hyper Fighting, Super Street Fighter II Turbo, Street Fighter Alpha 3, and Street Fighter III: Third Strike. That’s why only four them get enough love to come with a training mode and online multiplayer. Only a handful of games in this collection are truly worth getting into and Capcom knows this. Despite being about 20 years old, the visuals are still amazing and the tight gameplay complements them to create one of the all-time best fighting games. Third Strike remains fantastic and those good feelings don’t 100% come from the nostalgia. It’s always been a shame that, despite being one of the most solid games in the whole series, Third Strike is considered relatively obscure. Street Fighter III: New Generation is overshadowed by Street Fighter III: Second Impact, but the latter is just different enough from Street Fighter III: Third Strike that you can gladly play around with both. It’s still fun to play, and even though Street Fighter Alpha 2eats its lunch by adding more characters, the first game still has its own unique backgrounds and cutscenes if you’re into that.įinally, there’s the Street Fighter IIItrilogy. The roster is very scant and its select screen not helped by the fact that three of the characters are hidden. The in-between prequel games feature a brand new art style, meaning the sprites are all new across the board. Shifting to a new engine, we get Street Fighter Alpha: Warriors’ Dreams. The game also has some of the best balance in the sub-series…as long as nobody’s using Akuma. Not only does it have all 16 fighters from Super Street Fighter II, but there’s also the addition of super moves and the hidden boss character, Akuma. While, yes, Capcom did eventually release an upgraded version of this with Ultra Street Fighter II, this one is considered by many to be the ultimate entry in the sub-series. This all leads to 1994’s Super Street Fighter II Turbo. It’s an incredibly solid entry, but again, pretty much unnecessary with the games that follow - like Super Street Fighter II: The New Challengers, which finally introduces a handful of new characters while giving the audio and non-gameplay visuals a real shot in the arm. Plus more moves, like Chun-Li’s fireball. It also adds faster speeds and new costume palettes if that’s your thing. To fix those pesky balance issues, Street Fighter II Turbo: Hyper Fighting was released shortly after. Bison’s grotesquely overpowered Psycho Crusher. 26 years later, you have perhaps the most redundant game in the collection that’s only worth revisiting if you want to play around with M. Even the new ability to do mirror matches was huge (you had to put in a code for the SNES port). That’s followed by Street Fighter II: Champion Edition, which allows you to play as the four boss characters. It’s such a crazy-good sequel despite having only eight characters to choose from and no supers or many of the bells and whistles we’re used to today. As someone who was obsessed with this game, I have to say that even at its most bare-bones, it still holds up. Now we get into the sub-series that had everyone lovingly mocking Capcom in the early ’90s, Street Fighter II, starting with Street Fighter II: The World Warrior. Like watching the public access episodes of Mystery Science Theater 3000, it’s only there as a historic curiosity. It’s nice to see the early stages of the series’ concepts and the likes of Ryu, Ken, Sagat, and so on, but there’s a reason people have nostalgia for Street Fighter II and not this one. Version 6 was the last truly Macintosh version of Illustrator. And there was no version 6 for Windows.) Version 4 was, however, the first version of Illustrator to support editing in preview mode, which did not appear in a Macintosh version until 5.0 in 1993. (Note that there were no versions 2.0 or 4.0 for the Macintosh-although, the second release for the Mac was titled Illustrator 88-the year of its release. The next Windows version, version 4.0, was widely criticized as being too similar to Illustrator 1.1 instead of the Macintosh 3.0 version, and certainly not the equal of Windows' most popular illustration package CorelDRAW. The first version of Illustrator for Windows, version 2.0, was released in early 1989 and flopped. In the early 1990s, Adobe released versions of Illustrator for Display PostScript licensees NeXT, Digital Equipment Corporation Ultrix, Silicon Graphics IRIX, and Sun Solaris platforms, but they were discontinued due to poor market acceptance. One window would show the work in progress and the other window would show a preview of the work in progress.Īlthough during its first decade Adobe developed Illustrator primarily for Macintosh, it sporadically supported other platforms. Įarly versions of the software did not support working in preview mode and users needed to have two windows open on their desktop in order to have a live preview of their work. īyte in 1989 listed Illustrator 88 as among the "Distinction" winners of the Byte Awards, stating that with it Adobe had "pulled ahead" of previously industry-dominant competitor Aldus FreeHand. Illustrator 88, the product name for version 1.7, was released in 1988 and introduced many new tools and features. Early magazine advertisements (featured in graphic design trade magazines such as Communication Arts) referred to the product as "the Adobe Illustrator". Photoshop is primarily geared toward digital photo manipulation and photorealistic styles of computer illustration, while Illustrator provides results in the typesetting and logo graphic areas of design. Adobe Illustrator is the companion product of Adobe Photoshop. History Versions 1–1.6 (Illustrator 88) ĭevelopment of Adobe Illustrator for the Apple Macintosh began in 1985 (shipping in January 1987) as a commercialization of Adobe's in-house font development software and PostScript file format. Adobe Illustrator was reviewed as the best vector graphics editing program in 2021 by PC Magazine. The latest version, Illustrator 2023, was released on October 18, 2022, and is the 27th generation in the product line. Along with Creative Cloud (Adobe's shift to a monthly or annual subscription service delivered over the Internet), Illustrator CC was released. Originally designed for the Apple Macintosh, development of Adobe Illustrator began in 1985. Adobe Illustrator is a vector graphics editor and design program developed and marketed by Adobe Inc.
The Beast made quick work of smoothies with both fresh and frozen fruit, blended ice into slush with just a few pulses, and made a good batch of nut butter without breaking a sweat (and without any metallic blender smell, thanks to internal sensors that prevent overheating). But it isn’t just good looks that won our favor its powerful 1,000-watt motor delivers. Since posting this in 2013, we have tweaked the recipe to be more clear and added a quick recipe video.With its unusual hourglass-shaped design, this blender is eye-catching right out of the box. Recipe updated, originally posted January 2013. Or try this chocolate chia pudding, a simple breakfast made with chia seeds.With 6 grams of protein and 7 grams of fiber, this utterly delicious strawberry banana smoothie will keep you full and energized for your day.One small smoothie offers almost 5 grams of fiber as well as 5 grams of protein. Our easy blueberry smoothie recipe keeps you happy for hours.Make this protein-packed green smoothie recipe with fresh spinach, banana, orange, and Greek yogurt in under 5 minutes.I add one to two cups.Īdd more protein and fiber with hemp seeds, chia seeds, or your favorite protein powder.Īdd nuttiness and extra sticking power with a tablespoon of peanut butter, almond butter, or other nut butter.Īdd some chocolate with a tablespoon of cocoa powder or my favorite, cacao nibs.Īdd fresh ginger or turmeric or add dried spices like ground cinnamon or ground turmeric. Here’s our simple strawberry banana smoothie!Īdd greens like spinach, kale, or Swiss chard. We shared a few suggestions in the video, but I’ll add even more below:Īdd more fruit (fresh or frozen). This smoothie recipe is delicious as written, but it can also be used as a base for other smoothie recipes. When the fruit is hard, divide it between freezer-safe bags and keep it in the freezer for your next smoothie. Slide the baking sheet into the freezer and freeze until hard (two to three hours). Pat them dry then arrange, in one layer, on a parchment paper-lined baking sheet. To freeze fruit for smoothies, rinse and chop fresh fruit into small pieces. You can even prepare smoothie packs and freeze them for a grab-and-blend smoothie option. To make smoothies even easier, freeze fresh fruit into portions. We have more easy smoothie recipes! Try our 5-minute strawberry smoothie or this easy blueberry smoothie. For an icy cold smoothie, throw in a handful of ice or use frozen fruits. To make the smoothie, I add everything into a blender and then blend until smooth. For more creaminess add milk (dairy or non-dairy both work). Water or milk - To help the ingredients blend, I like adding a splash of liquid to the blender. For a smoothie without yogurt, add a little extra fruit or include veggies like spinach or kale. Plain or Greek yogurt - I don’t always add yogurt to my smoothies, but when I do have it in the fridge, adding a spoonful ensures a protein-packed and creamy smoothie. If you don’t have oranges on hand, don’t worry, you can substitute other fruits like mango, pineapple, and berries. It adds extra vitamin C and tropical flavor. Half an orange - When I have oranges in the house, I love adding them to my morning smoothie. I’ve shared how I freeze bananas for smoothies below. For the creamiest banana smoothie, use frozen banana slices. For the best tasting smoothie, use a ripe banana. My basic smoothie recipe calls for four simple ingredients:īanana - I use one banana to make one large or two smaller (kid-size) smoothies.
You can blend up a post-workout smoothie with one of the best protein powders for weight loss for a tasty, protein-packed way to hydrate after an intense session. To aid recovery, many people take supplements such as protein drinks. This is caused by tiny tears in your muscle fibers that your body needs to repair. However, if you're new to this type of exercise, you might find your muscles aching the next day-this is known as delayed onset muscle soreness (DOMS). This makes it a bit more like a high-intensity resistance training (HIRT) session, especially if you're using weights. Plus, sustaining this high heart rate boosts your cardiovascular fitness, improving the oxygen supplied to your muscles by your heart and lungs.Īs there are also several resistance training moves like push-ups in Juice and Toya's routine, you also get to strengthen your muscles and work your core. Keeping rests to a minimum means you work your muscles hard and pack in an effective session in just 20 minutes.Īnd because you're training intensely, this raises your heart rate to burn more energy during your session than an equivalent steady-paced routine. Health Clubs Health & Fitness Program Consultants Personal Fitness Trainers (231) 777-7070. HIIT workouts are a great way to keep active even when you're pushed for time. You can follow the duo's demonstrations to perfect your form as you go. Once you've completed all 16 exercises, rest for 30 seconds then start the circuit again. To get the most from this short session, it's crucial to focus on your technique. You'll perform a strength-building exercise for 30 seconds, move straight onto a complementary cardio-based move for another 30 seconds, then take a 20-second break. The session is split into two rounds of a 16-move circuit. 40 has been entered as the percentage for the stageClosedList Attribute reference.The stageClosedList and stageAllList Attributes have been referenced in the valueList.Click on the stageName Attribute within the Domain Dashboard.The stageName Attribute uses the MultiWeightGen Generator to generate stageClosedList values 40% of the time and stageAllList values 60% of the time. Remember to click the Save Generator button to save any changes to the configuration.List - 8 values have been entered and are shown below.For this Attribute, the Generator configuration has been altered:.Click on the stageAllList Attribute in the Domain Dashboard.The stageAllList Attribute will use the ListGen Generator to randomly generate the remaining stageName values. Remember to click the Save Generator button after making changes.Click on the percentList field to enter the two percent values: 20 and 80.Click on the valueList field to enter the two values: Closed Lost and Closed Won.Click on the stageClosedList Attribute in the Domain Dashboard.The stageClosedList Attribute uses the MultiWeightGen Generator. Three Attributes will be used to accomplish this. Two more Generators will be used to produce the necessary conditioned data: MultiWeightGen and ListGen. Click the Save Generator button once finished.The SELECT statement will dynamically query the first 20 Salesforce Account IDs in real time.query = SELECT grVar1 from account order by id limit 20.
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