- Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
- Payout for 1000 Views: Upto $8
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With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
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You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
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It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life. - Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime. - Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
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- LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
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Friday, March 29, 2019
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Holiday Sale, Android Out Now!
Happy Holidays from Cornfox & Bros. |
The game is free to download with a single IAP purchase that unlocks the rest of the game after the introductory island. Just relax and enjoy your time on Hermit's Island and when you're ready, just unlock the whole adventure and start to explore the whole world of Arcadia! No ads, no nonsense - just a single purchase.
"Time to recommend Oceanhorn for your
cousins and cool uncles!"
We are also having a Special Holiday Sale across many platforms, iOS and Apple TV version for example will be $4.99 at the moment! So which ever version of Oceanhorn you prefer – it might be a good time to buy it for yourself or as a gift for your friends!
Oh boy 2017 will be interesting...
Addicted!
Today was spent the same as usual lately by loading up the truck so I can get some more stuff moved to our new place.
All day I couldn't stay away from the Zombies in my pocket app and played 15+ games of it today losing most and winning few but having a blast playing
I seem to be heavily addicted to the game in my free time like I used to be long ago, lol.
As always, thank you for reading and don't forget to stop and smell the meeples! :)
-Tim
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Thursday, March 28, 2019
Your Body Is Your Barbell Day 1 (Monday Musings 61)
Gaddour's Your Body Is Your Barbell |
I didn't need to time the 15 seconds rest in between each exercise, because by the time I got into position for the next exercise (using correct posture), it takes about 15 seconds, making this program even easier to follow.
I then used iPhone countdown alarm for 1 minute and 3 seconds (the 3 seconds to account for pushing the start button and getting into position).
Indeed, it's easy to follow, but I was wiped out after only 1 cycle, and he suggests 3 cycles. I had the endorphin rush that I get when I do moderate aerobic exercise intensity x 30 minutes.
Further, I couldn't do the "Hanging Bridge" exercise where you're underneath a sturdy table and hold the top part of the table, with your entire body off the floor. My neck started hurting keeping it straight from my body, so I had my head resting on the floor. My body was only slightly elevated, so I was only lifting part of my upper body.
For the wall sit, I did squats, and for the single-leg wall sit which I couldn't manage to do, I did the wall sit instead.
The Dead Hang I had to assist myself, so I couldn't hang with full bodyweight for the whole minute.
I know my body will get adapted to these exercises, as is always the case, though it'll take time of course. It's amazing how fast your body can get adjusted to things.
After resting, I then did the jumping jacks portion of his cardio chapter x 50 seconds since, ironically, my Stairmaster Stepmill died completely (it was on its last legs the past 5 years or so).
Since I was exhausted and didn't want to read what the next cardio exercise entails, I then walked up and down the stairs for about 5 mins.
Tomorrow, I'm hoping to do the cardio chapter, learning all the exercises he lists since they're very unfamiliar movements to me, except for the well-known jumping jacks, which didn't hurt my knees as much as I thought they would.
Though I prefer the Stepmill because you can space out the whole time, I'd like to learn the cardio chapter just in case I can't go to the gym.
So, sadly, because of the Stairmaster dying, I'll keep my membership, though I'm hoping I can downgrade to the Basic membership. The only difference between the Basic and Black Card Membership, is with Basic, you can't use other Planet Fitness gyms, the massage chairs/beds, or take a friend with you for free.
I'll update Thursday on how the cardio exercises go, and on Friday (Day 2), I'll update and hope to achieve 2 cycles of Level 1 Ground Zero.
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The Latest Android App Bundle Updates Including The Additional Languages API
Posted by Wojtek KaliciĆski, Developer Advocate, Android
Last year, we launched Android App Bundles and Google Play's Dynamic Delivery to introduce modular development, reduce app size and streamline the release process. Since then, we've seen developers quickly adopt this new app model in over 60,000 production apps. We've been excited to see developers experience significant app size savings and reductions in the time needed to manage each release, and have documented these benefits in case studies with Duolingo and redBus.
Thank you to everyone who took the time to give us feedback on our initial launch. We're always open to new ideas, and today, we're happy to announce some new improvements based on your suggestions:
- A new additional languages install API, which supports in-app language pickers
- A streamlined publishing process for instant-enabled app bundles
- A new enrollment option for app signing by Google Play
- The ability to permanently uninstall dynamic feature modules that are included in your app's initial install
Additional languages API
When you adopt the Android App Bundle as the publishing format for your app, Google Play is able to optimize the installation by delivering only the language resources that match the device's system locales. If a user changes the system locale after the app is installed, Play automatically downloads the required resources.
Some developers choose to decouple the app's display language from the system locale by adding an in-app language switcher. With the latest release of the Play Core library (version 1.4.0), we're introducing a new additional languages API that makes it possible to build in-app language pickers while retaining the full benefits of smaller installs provided by using app bundles.
With the additional languages API, apps can now request the Play Store to install resources for a new language configuration on demand and immediately start using it.
Get a list of installed languages
The app can get a list of languages that are already installed using the SplitInstallManager#getInstalledLanguages()
method.
val splitInstallManager = SplitInstallManagerFactory.create(context) val langs: Set<String> = splitInstallManager.installedLanguages
Requesting additional languages
Requesting an additional language is similar to requesting an on demand module. You can do this by specifying a language in the request through SplitInstallRequest.Builder#addLanguage(java.util.Locale)
.
val installRequestBuilder = SplitInstallRequest.newBuilder() installRequestBuilder.addLanguage(Locale.forLanguageTag("pl")) splitInstallManager.startInstall(installRequestBuilder.build())
The app can also monitor install success with callbacks and monitor the download state with a listener, just like when requesting an on demand module.
Remember to handle the SplitInstallSessionStatus.REQUIRES_USER_CONFIRMATION
state. Please note that there was an API change in a recent Play Core release, which means you should use the new SplitInstallManager#startConfirmationDialogForResult()
together with Activity#onActivityResult()
. The previous method of using SplitInstallSessionState#resolutionIntent()
with startIntentSender()
has been deprecated.
Check out the updated Play Core Library documentation for more information on how to access the newly installed language resources in your activity.
We've also updated our dynamic features sample on GitHub with the additional languages API, including how to store the user's language preference and apply it to your activities at startup.
Please note that while the additional languages API is now available to all developers, on demand modules are in a closed beta for the time being. You can experiment with on demand modules in your internal, open, and closed test tracks, while we work with our partners to make sure this feature is ready for production apps.
Instant-enabled App Bundle
In Android Studio 3.3, we introduced a way to build app bundles that contain both the regular, installed version of your app as well as a Google Play Instant experience for modules marked with the dist:instant="true"
attribute in their AndroidManifest.xml
:
<manifest ... xmlns:dist="http://schemas.android.com/apk/distribution"> <dist:module dist:instant="true" /> ... </manifest>
Even though you could use a single project to generate the installed and instant versions of your app, up until now, developers were still required to use product flavors in order to build two separate app bundles and upload both to Play.
We're happy to announce that we have now removed this restriction. It's now possible to upload a single, unified app bundle artifact, containing modules enabled for the instant experience. This functionality is now available for everyone.
After you build an instant-enabled app bundle, upload it to any track on the Play Console, and you'll be able to select it when creating a new instant app release. This also means that the installed and instant versions of your app no longer need different version codes, which will simplify the release workflow.
Opt in to app signing by Google Play
You need to enable app signing by Google Play to publish your app using an Android App Bundle and automatically benefit from Dynamic Delivery optimizations. It is also a more secure way to manage your signing key, which we recommend to everyone, even if you want to keep publishing regular APKs for now.
Based on your feedback, we've revamped the sign-up flow for new apps to make it easier to initialize the key you want to use for signing your app.
Now developers can explicitly choose to upload their existing key without needing to upload a self-signed artifact first. You can also choose to start with a key generated by Google Play, so that the key used to locally sign your app bundle can become your upload key.
Permanent uninstallation of install time modules
We have now added the ability to permanently uninstall dynamic feature modules that are included in your app's initial install.
This is a behavior change, which means you can now call the existing SplitInstallManager#deferredUninstall()
API on modules that set onDemand="false"
. The module will be permanently uninstalled, even when the app is updated.
This opens up new possibilities for developers to further reduce the installed app size. For example, you can now uninstall a heavy sign-up module or any other onboarding content once the user completes it. If the user navigates to a section of your app that has been uninstalled, you can reinstall it using the standard on demand modules install API.
We hope you enjoy these improvements and test them out in your apps. Continue to share your feedback as we work to make these features even more useful for you!
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Wednesday, March 27, 2019
Playing Games: Audio Of Final Fantasy XV
Overall, Final Fantasy XV represents a major upgrade to the audio of any previous Final Fantasy game I've played (FF 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and 13). The implementation seems to me to be very much more clever and well-designed than any of its predecessors. Final Fantasy XV has a car radio and a Portable MP3 Player that allow for player choice of music during much of the gameplay. This isn't the first time that a Final Fantasy game has had the ability to play the soundtrack in the game; Final Fantasy Legend II had an in-game jukebox. Soundtracks from the previous Final Fantasy games are available for purchase at a relatively cheap price (100 gil) compared with many of the other stores' wares. Listening to these soundtracks is one of my favorite parts of the game and at times I have to remind myself to listen to the Final Fantasy XV soundtrack! (PS- Driving around in a car listening to Final Fantasy soundtracks is literally my life turned into a virtual game.) While putting on these older tracks stirs up nostalgic properties, it also changes the feel of the gameplay dramatically. The intensity of tracks like Jenova from FF VII or the emotion of FF VI Celes Theme change the feel of gameplay in virtually opposite directions.
Interestingly though, these soundtracks aren't complete. For instance, the Final Fantasy Original Soundtrack in-game in FF 15 has the following tracks: Prelude, Opening (I think of this as the main theme), Main Theme (I think of this as the Overworld theme), Matoya's Cave, Battle, Mount Gulg, Airship, Sunken Shrine, and Castle Cornelia. Missing are numerous themes including Garland's Castle, Town, Ship, Floating Castle, Ending Music, Castle Shrine, Menu Music, Sleeping, and Game Over music. I can understand why several of these wouldn't be included, for instance game over, sleeping, and menu, music would be out of place. However, I wonder if some of these are missing because of gameplay mechanics. For instance, while there are a few airship themes included, perhaps there's no sailing ship theme because there's no sailing ship. Also, I must note that despite the in game listing these as "Final Fantasy Original Soundtrack," these are not truly original, but rather updated soundtracks from more recent remakes of the games. I do miss those true, old school, out of tune sounds. Here's a list of all the music you can hear on the Final Fantasy car radio/ MP3 player.
Another standout audio moment for me was nearly immediate in the gameplay. As the heros push their broken down car down the road while Stand By Me plays, although it's not the classic Ben E. King recording we all know, but rather a 2016 version recorded by Florence and the Machine. As far as I'm aware, this is the first time licensed music has appeared in a Final Fantasy game I've played. I wonder: is this the first time for licensed music in an FF game, ever?
Another of my favorite audio moments happens after some battles when Prompto sings the Final Fantasy victory fanfare on a nonsense syllable. The victory fanfare also plays when the player levels up by resting overnight, but Prompto occasionally sings it out on the field immediately after battle. When the victory fanfare plays in Final Fantasy XV, it's in the key of C, the most commonly repeating key for this fanfare in the series; Prompto sings it in the highest key for Final Fantasy yet to date, E. I wonder if there was a given starting pitch for the voice actor, Robbie Daymond's, singing or just a direction the voice actor to "sing the theme" without giving a starting note and consideration of how this line would fit into the game's tonality or the franchise's musical lineage? Prompts also sings "I want to ride my chocobo all day" to the tune of the Chocobo Theme. Not only is it a clever throwback to use this famous theme again, but in my gameplay, Prompto began singing this shortly before I had access to the chocobos, making it a teaser for what was to come. I'm fascinated at the idea of players making up their own lyrics to game audio, something I've done since a young child, and love this homage to the many fans who have created their own words and sing their favorite game audio.
Am I gushing too much? Another favorite: the way that the designers implemented musical layering into the gameplay. I don't recall that being a trait of previous FF games I've played. For instance, in previous games, there's no different in the musical sound depending on the speed of your chocobo. But in Final Fantasy XV, when you ride the chocobo fast, the music is in a much fuller mix than if you're just standing on your chocobo in place or walking slow. These aren't groundbreaking techniques, rather similar to a variety in the audio depending on your racing position in Mario Kart 8. FF 15 uses the same technique again in the towns, with different areas having slightly different mixes of the same theme as you wander around. In fact, my favorite audio in the game so far is in the town of Lestallum. I love the Lestallum theme!
But of these variations that are heard as the player meanders about, my absolute favorite is when you really get into the thick of the market in Lestallum. The music here sounds like a Mariachi band is playing during a night out at a Mexican restaurant and I LOVE it!
That said, the audio's not perfect. There's a pretty clunky implementation issue at times when the player dismounts the chocobo-- an awkwardly long silence and then a jarringly loud restart of the music. But that's a small, technical point. And making up for it are clever moments like the "'Professor's Protégé" side quest where you have to capture frogs and the easiest way to find them-- at least for me with a surround sound set-up-- is following their sounds. Overall, this is by far the most impressive audio implementation I've ever seen from the Final Fantasy series and a much needed upgrade for the franchise. Given all the music there is to hear, I can say I'm about 35 hours in and beginning to hum a few of Yoko Shimomura's melodies. Am really hoping more of them grab me and become memorable hits of their own on the radios of future Final Fantasy games.
Are you playing Final Fantasy XV? I'd love to hear your thoughts about the audio.
Tuesday, March 26, 2019
Summary Of Dear Drparted In Hindi
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Game 321: Star Control II: The Ur-Quan Masters (1992)
Let's not judge this one by its title screen . . . |
. . . even though the first game had an awesome title screen. |
No "bumpy forehead" aliens in this setting. |
The various campaign scenarios in the original game. |
Strategic gameplay takes place on a rotating starmap meant to simulate a 3-D universe. |
One of my lame attempts at space combat. |
The backstory is reasonably well-told with title cards. |
They're not kidding about the "skeleton" part. |
What "plight"? You live on a technologically-advanced Eden where your enemies seem to have forgotten about you. |
"Character creation." |
Well, we now know how the first game ended, canonically. |
I like dialogue options, but so far they've broken down into: 1) the straight, obvious option; 2) the kind-of dumb lie; and 3) the emotional option that still basically recapitulates #1. |
Running around Mercury and picking up minerals. The large-scale rover window (lower right) is quite small. |
Returning to base with a near-full cargo manifest. |
This seems to be everybody's reaction. |
Humanity's fate didn't seem so bad until he got to this part. |
My crew files a "report from the surface." |
They're not just "spider-like"; they actually spin webs on their bridges. |
The alien ship destroys me in our first encounter. |
The last option tempted me, but I was boring and went with the first one. |
My own starbase. Why can't I name it? |
One part of a nine-page starmap that came with the game. I'm tempted to print it out and assemble it on the wall in front of my desk. I suppose it depends on how long the game lasts. |