Trade Surveillance Market Size, Share, Trend, Forecast, & Growth Analysis: 2024-2032

Trade Surveillance Market Size, Share, Trend, Forecast, & Growth Analysis: 2024-2032

Trade Surveillance Market 2024 Report: A Comprehensive Analysis of Historical and Current Market Trends with Strategic Insights.

Analysis of the global "Trade Surveillance Market" shows that the market will develop steadily and strongly between 2024 and 2032, and projections indicate that this growth will continue through 2032. The increasing demand from consumers for ecologically friendly and sustainable products is a noteworthy development in the Trade Surveillance Market. To improve the effectiveness and caliber of products in the Trade Surveillance Market, technology has also been used much more frequently.

➼ Market Capacity:

Between 2017 and 2023, the Trade Surveillance Market's value increased significantly, from US$ million to US$ million. With a compound annual growth rate (CAGR) predicted to reach US$ million by 2032, this momentum is anticipated to continue. An extensive analysis explores consumer preferences and purchasing patterns in this industry, broken down by type (Aquis Exchange (U.K.),NICE (Israel),ACA Group (U.S.),FIS (U.S.),Cinnober (Sweden)). Based on extensive research, this perceptive analysis is anticipated to be a useful tool for industry participants looking to profit from the market's remarkable anticipated compound annual growth rate (2024–2032).

➼ Key Players:

List of Trade Surveillance Market PLAYERS PROFILED

The Trade Surveillance Market includes several key players such as On-premise, and Cloud-based play crucial roles in this market.

Trade Surveillance Market Report Contains 2024: -

Complete overview of the global Trade Surveillance Market

Top Country data and analysis for United States, Canada, Mexico, Germany, France, United Kingdom, Russia, Italy, China, Japan, Korea, India, Southeast Asia, Australia, Brazil and Saudi Arabia, etc. It also throws light on the progress of key regional Trade Surveillance Markets such as North America, Europe, Asia-Pacific, South America and Middle East and Africa.

Description and analysis of Trade Surveillance Market potentials by type, Deep Dive, disruption, application capacity, end use industry

impact evaluation of most important drivers and restraints, and dynamics of the global Trade Surveillance Market and current trends in the enterprise

Value Propositions of This Market Research:

The study covers a comprehensive analysis of industry drivers, restraints, and opportunities, providing a neutral perspective on the market performance. It highlights recent industry trends and developments, offering insights into the competitive landscape and the strategies employed by key players. The study identifies potential and niche segments and regions exhibiting promising growth, supported by historical, current, and projected market size data in terms of value. An in-depth analysis of the Trade Surveillance Market is included, along with an overview of the regional outlook. This holistic approach ensures a thorough understanding of the market dynamics and potential growth areas.

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Global Trade Surveillance Market: SEGMENTATION ANALYSIS

The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.

➼ PRODUCTS/SERVICES:

Valuable Points from Trade Surveillance Market Research Report 2024-2032:

The market for Trade Surveillance Market has undergone significant changes because to changing consumer preferences, laws, and technological advancements. This dynamic business is being shaped by new product launches, mergers, and creative marketing strategies from big players. A thorough analysis of recent and historical data yields insights into the market's value, volume, historical growth, current size, and potential for the future. While competition research explores market share and strategy, segmentation by key regions exposes regional variances. The research provides practical suggestions to help you improve your position in this dynamic market and finds new niches and development possibilities across regions.

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Behind the Brand In an industry characterized by rapid growth and technological advancements, economic changes occur daily. To thrive in this dynamic environment, companies must understand market trends and develop effective strategies. A well-defined strategy not only facilitates planning but also offers a competitive edge. For dependable market reports that provide essential insights to guide your business toward success, visit us at www.globalmarketstatistics.com .

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Best Regards The Gravitational Waves Reflection In The Solar System (Analytical Study) (Revised) https://app.box.com/s/yx3tx5lsvwy4025p4j3mwfeliwhtka07 or https://app.box.com/s/9wywdejkxqh7x4g791ntf3p3p01kkm8f or https://www.tumblr.com/itsgerges/759715471336570880/the-gravitational-waves-reflection-in-the-solar?source=share or https://gerges2022.livejournal.com/236389.html

Abstract Paper question How Is Planet Velocity Defined? Paper Hypothesis No. (1) The solar system is one energy moves in space and reflects 3 times - the points of the reflection are the planets- as a result- the planets are created depending one each other by this energy reflection. The Explanation Of The Hypothesis No. (1) I- Preface Why do we need to define Planet velocity here? Because Planet velocity definition disproves The Solar System Classical Description. II- The hypothesis Explanation in details 1 The Energy Reflection Definition 2 The Energy Reflection Proves 3 The Energy Reflection Result 4 The Energy Reflection Objective 5 Saturn Creation Depends On Uranus And The Earth Let's explain the previous items in following I- Preface

Why do we need to define Planet velocity before any other discussion in this paper? Because Planet velocity disproves The Solar System Classical Description. The classical description refutation is a great event because the theories depend on it and – that means- more than 12 theories are wrong in the modern physics book Shortly- more than the half of the modern physics book provides imaginary ideas and wrong theories because the solar system classical description is wrong. Let's see examples to explain that clearly Example No. (1) No Planet Moves By The Sun Gravity- Newton is wrong- I have proved this fact since long time- and I explained that- Planet moves by the force caused its creation- means- the planet creation and motion is done by one force only otherwise this planet would be broken- simply – if two forces have effects on the same planet it would be broken- means- the planet moves with its creation force- again No planet moves by the sun gravity- The example shows a gap between the physics book and the solar system facts – Newton imaginary idea is believed by everyone since 400 years! But- the example doesn't show how great the gap is- in fact the shock is coming from The Sun Nuclear Fusion Theory- let's see the next example Example No. (2) The Sun Is Created By The Planets Motions Energies–The Sun Is A Phenomenon Here we can see the gap clearly The solar planets were found in their orbits before the sun creation and the planets were revolving around a point in space (this point has no light) The planet motion produces energy (1/2 mv^2) and this energy is stored in the space in waves form- the planets were revolving around this point for long periods till the stored motion energy in the space be massive energy-

From this massive motion energy the light beam is created (the sun rays is created) The sun rays is created from this energy- that tells why the sun corona temperature is 5 millions Kelvin but the sun surface is 5800 Kelvin- simply- because The Sun Is Not Doing Nuclear Fusion To Produce Its Rays, the rays is created by the planets motions energies– The Sun Rays Show The Great Gap Between The Physics Book And The Facts The wrong description is the reason behind the imaginary ideas and wrong theories in the physics book- one more example- the scientists won Nobel prize in physics for their discovery for the gravitational waves- these scientists told us – the gravitational waves are produced by the sun gravitational field which is NOT FACT– the gravitational waves are produced by Planet motion energy- where the planet moves and produces energy (1/2 mv^2) and the planet can't store its motion energy inside its body otherwise its temperature would be raised for that the planet motion energy is stored in the space In Waves Form- the scientists discovered these waves and they called them gravitational waves!! Let's provide one more example

Example No. (3) The big bang theory tells us the planet creation is done by random process- in details- the theory tells–some planets are suffered from collisions and these collisions changed their diameters and masses- by that we can't know their original diameters and masses by that the current values of these diameters and masses are found by chance and without any geometrical reasons and should be considered random data- For example- Jupiter diameter now is 142984 km but what's this diameter value in the first creation of Jupiter? The big bang theory and all random creation ideas are wrong and nonsense- shortly- I have my planet diameter equation which proves Planet diameter is created based on a geometrical rule- means- for example- Jupiter diameter is created at first as 142984 km and never changed since its creation- if any planet had collision and changed its diameter this collision results would be recorded in this planet motion features- as happened with Mars- Mars original orbit was between Mercury and Venus and Mars had migrated to its current orbit- and Mars had collided with Venus and The Earth in its migration motion- but Mars diameter equation refers frequently to its original orbit features and data- that tells the planet motion provides a record for its history because all data is required for planet motion- by that – all data depends on geometrical rules and no random process is used in it – let's introduce my planet diameter equation in following…. Planet Diameter Equation (v1/v2)= (s/r)= I v = Planet Velocity and r = Planet Diameter s= Planet Rotation Periods Number In Its Orbital Period I= Planet Orbital Inclination (example, 1.8 degrees be produced as a rate 1.8) v2, s, r and I are belonged to one planet and v1 is belonged to another planet The planet (v1) is defined by test the minimum error

Earth Equation uses Neptune velocity

Mars Equation uses Pluto velocity

Jupiter Equation uses the Earth moon velocity

Saturn Equation uses Mars velocity

Uranus Equation uses Neptune velocity (As Earth)

Neptune Equation uses Saturn velocity

Pluto Equation uses the Earth moon velocity (As Jupiter) (The Equation works from The Earth To Pluto) (the discussion explains the reason) Example Neptune Equation (89143 /49528) = 9.7/ 5.4 =1.8 89143 = Neptune rotation periods number in Neptune orbital period 49528 km = Neptune diameter 9.7 km/s = Saturn velocity 5.4 km/s = Neptune velocity 59800 days = Neptune orbital period (and Neptune rotation period =16.1 hours) 1.8 degrees = Neptune Orbital Inclination The equation tells planet diameter is created based on its velocity –means- Neptune diameter is 49528 km because Neptune velocity is 5.4 km/s The Equation Concept Planet diameter should be a function in its orbital distance –otherwise- this planet would be broken by its motion- the fact is that – The necessary requirement for planet safe motion is to create a function between this planet diameter and its orbital distance BUT- the designer can't create a function has only 2 variables (Planet diameter and its orbital distance)- the function in this case can't be useful because – If this planet changes its orbital distance its diameter would be broken also because the diameter is a direct function in the orbital distance without any other variables -As A Result The designer created the planet diameter as a function in this planet rotation period and the planet rotation period is created as a function in this planet velocity and the planet velocity is created as a function in this planet orbital distance- by that- the function between the planet diameter and its orbital distance is created but the function contains also more variables (rotation period, orbital period and velocity)- by that- if the planet changes its orbital distance- this planet diameter will not be changed but its rotation period, orbital period, and velocity will be changed and the diameter will be saved- NOTICE-Mars is the example for this theory because Mars original orbit was between Mercury and Venus and Mars had migrated from its original orbit to its current one- after Migration Mars changed its motion data but the diameter is saved

NOTICE- Planet diameter equation is very useful to analyze the energy reflection in the solar system because the equation shows the changes in data resulting from the energy reflection- for example- the equation produces the planet orbital inclination-but in Saturn equation- the equation produces the value (0.4) while we know Saturn orbital inclination is 2.5 degrees- the value (0.4) is produced because the energy is reflected in Saturn and that caused effect on the data by that the value (2.5) become (1/2.5) = 0.4- that's why I refer to my planet diameter equation in this discussion because the equation can work as a tool of anatomy which can see clearly what's happening for the energy in each planet- Matter Definition My planet diameter equation provides a new definition for the matter – this definition is found to answer the question- (How Can Planet Velocity And Motion Be Defined Before This Planet Creation?)

What's The Matter And How Is Created? The matter and space are created from the same one energy and both move with the motion of this energy from which they are created- but- the matter creates for itself a distinguish form and moves by different velocity from the space motion (notice the gravitational waves prove the space has motion and not static). This is similar to the sea of water- the space is similar to the sea of water and the matter is similar to a whirlpool (vortex) found on the sea page- The whirlpool (vortex) is created by the sea water and it's carried by the sea water motion- spite of that- the whirlpool is different in its form from the sea waves – also the whirlpool moves by different velocity from the sea waves motion velocity- this example gives explanation for the matter definition- the matter is similar perfectly to the whirlpool on the sea page- it's created by the sea water motion but it has a distinguish form and different velocity from the sea waves- Also The whirlpool dimensions depend on the sea water motion features- for example – we have a whirlpool its diameter is 2 meters, this diameter is formed by the sea water motion features (the water velocity- amount-pressure -……etc) that tells the whirlpool is found later after the sea creation- and the water motion is found before the whirlpool creation- this meaning is a fact for the matter creation and dimensions- the matter dimensions are created based on this matter motion- means- the motion is defined before the matter creation- this is proved strongly by my planet diameter equation- the equation tells (for example) Neptune diameter is 49528 km because Neptune velocity is 5.4 km/s- the whirlpool idea explains how the planet matter data is defined based on its motion- because The original energy was found in motion at first and the planet matter is created from this moving original energy and the planet matter dimensions are defined by this original energy motion features- after the planet creation, the planet moves with this original energy motion means the planet moves this same motion based on which the planet data is created that's why the planet data is in full harmony with the planet motion features. Also the idea shows the planet motion reason- as I proved before- no planet moves by the sun gravity- Newton is wrong- because the planet creation and motion are done by one force only otherwise this planet would be broken if two forces have effects on it Here we see the planet motion reason- the planet moves with the original energy from which this planet is created- What's the original energy? The original energy is one light beam energy- because – the solar planets and their distances are created from one energy and this energy is provided by one light beam –means – the planets are geometrical points found on the same one light beam and the planets move with this light beam motion- By that the planets are similar to carriages in one train and the light beam is this train engine- the light motion causes all planets motions NOTICE - this definition of the matter and planet is very important for our discussion because the paper hypothesis no. (1) tells – the solar system is one energy moves in the space and reflected on some points and these points are the planets- the reflection of energy discussion will show how each planet data and motion depend on the other planet motion by the energy reflection effect- shortly- (The Planet Is A Geometrical Point) this idea is the best one can explain the energy reflection data- by that we can understand how the energy motion and reflection can effect on the planet creation and motion- the energy reflection discussion is found in the paper first hypothesis explanation.

Planet Velocity Definition

Again let's ask ……Why Do We Need To Define The Planet Velocity? ………. Because – the planet velocity definition refutes the solar system classical description- the definition proves the planet is a geometrical point on the moving energy (and refute the classical definition tells – planet is a solid body created independently from the space and other planets) – in fact the planets are created depending on each other – The 9 planets are as 9 knots or snarls on the same one rope or cable – No planet is created independently– also all of them are created by the same one motion and the same one reason- (imagine you have a ladder or stairs is consisted of 9 units- all units are similar and found for the same reason)- the data proves this fact also Planet velocity definition provides a powerful proof against Newton theory of the sun gravity-No Planet Motion Depends On Its Mass- Newton is wrong- the velocity Definition Doesn't Refer To Planet Mass- Also planet velocity definition provides a direct strong proof for the energy reflection in the solar system- also – the velocity definition explains the complex machine behind the planet motion which refutes again the naïve idea of Newton about this motion- The planet velocity definition shows the general design of the solar system where all planets data is defined based on its velocity- means- the planet velocity is defined at first (after the orbit definition) and all other data is defined based on this velocity as we have seen the planet diameter is defined by the rate (v1/v2) by my planet diameter equation and planet orbital distance is defined by the rate (v1/v2)^2 and planet orbital period is defined by the rate (v1/v2)^3- shortly- the motion is the planet life

SHORTLY I refute the solar system classical description and I wanted to put a piece of strong proof in the first pages of my paper to show that the refutation doesn't depend on ideas or logical analysis- but the refutation depends on the contradiction between the physics theories and the planets creation & motion data- If the contradiction is proved that tells the description is wrong because the planets data can NOT be wrong Let's start our discussion How is planet velocity defined? Kelper stated, planet orbit defines its velocity, this rule is proved by the equation (v1/v2)^2=(d2/d1) where (d= planet orbital distance) and (v= planet velocity) BUT How Is The Planet Velocity Defined? And By What Rules? Planet velocity is defined by Three Rules let's see them in following (i) First Rule v1v2 = constant= 322 (my 5th equation)

47.4 km/s (Mercury velocity) x 6.8 km/s (Mercury velocity) =322 35 km/s (Venus velocity) x 4.7 km/s (Pluto velocity) x 2 =322 29.8 km/s (The Earth velocity) x 5.4 km/s (Neptune velocity) x 2 =322 24.1 km/s (Mars velocity) x 13.1 km/s (Jupiter velocity) =322 (Max error 2%) The rule (v1v2=322) tells the velocities are defined in pairs and not individually, each planet velocity has its own complementary- the rule tells the velocities are reflected on one another- the reflection of energy and data will be studied in details in planet velocity discussion- In this rule we interest for the constant (322)- let's ask- why the constant = 322?

The constant 322 depends on the speed 1.16 million km per second because (1160000 seconds = 322 hours) - Means Mercury (47.4 km/s) moves in 6.8 hours a distance = 1.16 million km and Uranus (6.8 km/s) moves in 47.4 hours a distance = 1.16 million km Shortly -we realize that the constant 322 is produced based on the speed 1.16 million km per second- means- the planets velocities are complementary each other because they are defined as functions in this same speed 1.16 million km per second (This is similar to electron and positron are produced from Gamma ray, The two particles depend on Gamma energy in their masses) Based On This Data I concluded there's a light beam its speed 1.16 million km per second and from this light beam energy the solar system is created- and the planets velocities are defined as functions in this speed 1.16 million km per second and that causes the velocities to be complementary each other- (Please note the speed 1.16 million km per second is proved strongly by other data in my paper specially because the light created the space at first before any planet creation by that all distances in the solar system are created by the energy of this light beam and its speed 1.16 million km per second is registered in the data)

(ii) Second Rule v1v2 = 1 The velocity here uses the solar day (86400 seconds) – let's prove that-

Mercury moves per solar day = 4.095 million km Venus moves per solar day = 3.024 million km The Earth moves per solar day = 2.574 million km The Moon moves per solar day = 2.4 million km Mars moves per solar day = 2.082 million km Jupiter moves per solar day = 1.1318 million km Saturn moves per solar day = 0.838 million km Uranus moves per solar day = 0.5875 million km Neptune moves per solar day = 0.4665 million km Pluto moves per solar day = 0.406 million km AND 0.406 (Pluto velocity) x 2.4 (the moon velocity) = 1 (error 2.5%) 0.4665 (Neptune velocity) x 2.082 (Mars velocity) = 1 (error 2.5%) 0.5875 (Uranus velocity) x 3.024 (Venus velocity)/1.772 = 1 (error 2.5%) 0.838 (Saturn velocity) x 1.1318 (Jupiter velocity) = 1 (error 5%) (1.772 = π^1/2) The second rule tells very similar meaning (v1v2= constant= 1) The data uses the velocities per solar day for that the constant is changed from 322 into 1 but the rule is the same- (v1v2= Constant) I want to say- the rule (v1v2 = Constant) tells a clear idea that (The Velocities Are Reflected On Each Other) this conclusion is simple one (A x 1/A= constant=1) The rule proves the energy is reflected in the solar system and this reflection has effect on the planets data and for that the planets velocities are defined by this energy reflection and the velocities are produced complementary each other as a result. Notice The second rule causes confusion because the complementary player is changed- for example Pluto is complementary with Venus (in the first rule 35 x 4.7 x 2 = 322) but Pluto is complementary with the Earth moon in the second rule (0.406 x 2.4 = 1) that tells the players are changed which is illogical idea- how can we solve this problem? The third rule solves it – let's see this rule in following (iii) Third Rule v1/v2 = 0.8 (based on the planets order) 47.4 km/s (Mercury velocity) x 0.8 = 38 (35 km/s = Venus velocity error 7.25%) 35 km/s (Venus velocity) x 0.8 = 27.78 (The moon velocity) 29.8 km/s (The Earth velocity) x 0.8 = 24.1 (Mars velocity) (error 1%) 24.1 km/s (Mars velocity) x 0.8 = 2 x 9.7 (Saturn velocity) 13.1 km/s (Jupiter velocity) x 0.8 = 2 x 5.4 (Neptune velocity) (error 3%) 6.8 km/s (Uranus velocity) x 0.8 = 5.4 (Neptune velocity) 5.4 km/s (Neptune velocity) x 0.8 = 4.3 (Pluto velocity 4.7 the error 7.25%) Please note The error 7.25 is found by the rate 1.0725 – that means 47.4 km/s (Mercury velocity) x 0.8 = 38 = 1.0725 x 35 km/s (Venus velocity) 5.4 km/s (Neptune velocity) x 0.8 = 4.3= 4.7 km/s (Pluto velocity) / 1.0725 29.8 km/s (Earth velocity) = 27.78 km/s (The moon velocity) x 1.0725 We know the rate 1.0725 is found by Lorentz length contraction effect- and we know this rate has effect on around 40% of all planets data – that's why we see this rate has effect on the planets velocities definition-

Let's remember the question- In the rule (v1v2=322) we found that Pluto is complementary with Venus because 4.7 km/s (Pluto velocity) x 35 km/s (Venus velocity) x 2 = 322 But in the rule (v1v2 =1) we found Pluto is complementary with the moon because 0.406 mkm (Pluto Velocity Daily) x 2.4 mkm (The Moon Velocity Daily) = 1 The question asked – if the planets velocities are defined in pairs complementary each other and not individually how can the players be changed? The answer tells – the planets velocities are rated by (0.8) based on the planets order means – the moon velocity daily 2.4 mkm = Venus velocity daily 3.024 mkm x 0.8 The rate (0.8) defines all planets velocities depend on each other by order-

Now let's see Planet velocity final definition – because- the definition uses three planets velocities together and not only two – let's put that clearly in following- (iv) The Planet Velocity Final Definition (A) 47.4 km/s (Mercury velocity) x 0.8 = 38 km/s (Venus velocity 35 km/s) Venus moves per solar day 3.024 million km -But 1/3.024 = 0.3307 million km = Uranus moves per solar day 0.5875 million km /1.77 (note 1.77 = π^1/2) and (38 = 35 x 1.0725) For that 47.4 km/s (Mercury velocity) x 6.8 km/s (Uranus velocity) = 322 (B) 35 km/s (Venus velocity) x 0.8 = 27.78 km/s (The Moon velocity) The moon moves per solar day 2.4 million km -But 1/2.4 = 0.406 million km = Pluto moves per solar day 0.406 million km For that 35 km/s (Venus velocity) x 4.7 km/s (Pluto velocity) x 2 = 322 (C) 29.8 km/s (The Earth velocity) x 0.8 = 24.1 km/s (Mars velocity) Mars moves per solar day 2.082 million km -But 1/2.082 = 0.4665 million km = Neptune moves per solar day 0.4665 million km For that 29.8 km/s (The Earth velocity) x 5.4 km/s (Neptune velocity) x 2 = 322 (D) 13.1 km/s (Jupiter velocity) x 0.8= 2 x 5.24km/s (Neptune velocity 5.4 km/s error 3%) Neptune moves per solar day 0.4665 million km - But 1/0.4665 = 2.082 million km = Mars moves per solar day 2.082 million km For that 13.1 km/s (Jupiter velocity) x 24.1 km/s (Mars velocity) = 322 Shortly Three planets velocities are defined in each equation- that tells the planet velocity definition is a process more complex than the simple equation (v1v2= constant) Notice The 9 planets velocities total is 176 km/s – if we add the Earth moon velocity (29.8 km/s) the total will be 205.8 km/s The planets velocities are complementary also for this velocity 205.8 km/s – let's see 205.8 km/s = Mercury velocity (47.4 km/s) x Pluto velocity (4.7 km/s) / 1.0725 205.8 km/s = Venus velocity (35 km/s) x Neptune velocity (5.4 km/s) x 1.0725 205.8 km/s = Earth velocity (29.8 km/s) x Uranus velocity (6.8 km/s) 205.8 km/s = Jupiter velocity (13.1 km/s) x Neptune velocity (5.4 km/s) x 3 Mercury velocity = 2 Mars velocity by that Pluto will be used for Mars also Max error (3%) Please Note- Saturn is exceptional because 205.8 km/s = 9.7 km/s (Saturn velocity) x 21.4 Where 21.4 hours = 2 x 10.7 hours (Saturn rotation period) Means- the distance is passed by all planets motions in one hour equal the distance is passed by Saturn in 2 rotation periods (21.4 hours) that tells more analysis is required for Saturn velocity- as we should do later. (v) A Question (Why Is The Rate (0.8) Used To Define Each Planet Velocity Based On Its neighbor?) Kepler stated (Planet orbit defines its velocity) and My planet orbital distance equation proves each planet orbit is defined based on its neighbor – means- my equation uses only 2 neighbor planets orbital distances Here also-Planet velocity is defined based on its neighbor – means- this connection enabled Kepler to conclude his statement (Planet orbit defines its velocity)

But Why The Rate (0.8)?? The rate (0.8) is found by the energy reflection effect on Planets velocities definition, for that we need to analyze the energy reflection process deeply to see how the planet velocity is defined by it - The energy reflection process is discussed deeply in the first hypothesis explanation- let's start its discussion in following…

II- The Hypothesis Explanation In Details Let's remember the paper first hypothesis The solar system is one energy moves in space and reflects 3 times - the points of the reflection are the planets- as a result- the planets are created depending on each other by this energy reflection.

In following we discuss the energy reflection process in details because the planet velocity definition proves the planets data is reflected on each other and we here try to see as deep as possible how this reflection process is done – the discussion is divided into 5 items which are Item No. 1 The Energy Reflection Definition Item No. 2 The Energy Reflection Proves Item No. 3 The Energy Reflection Result Item No. 4 The Energy Reflection Objective Item No. 5 Saturn Creation Depends On Uranus And The Earth Let's start our discussion in following Item No. 1 The Energy Reflection Definition Here we define the reflection of energy – let's do that in following The solar system is one energy- this energy moves through the space- we can imagine this energy as a light beam or electromagnetic wave- and- the data tells this energy is reflected- let's suppose this energy is reflected from the point (A) to the point (B)- now- these points (A and B) are planets in the solar system- That tells, the planet is a point in space on which the energy is reflected- it's difficult to accept such strange idea- BUT The planets data is more strong than our evaluation- we will see that- the planets data is created by the reflection of energy- this fact is proved strongly and doubtless- For that I analyze the reflection of energy process in details because by this process the planets are created and the energy cycle is completed- for that – we examine the reflection of energy deeply - Now- let's define the energy reflection in following (i) The energy is reflected three times in the solar system- from Pluto to Neptune (1st reflection) and from Uranus to Jupiter (2nd reflection) and from Venus to Mars (3rd reflection) The first and second reflections are unified and work together as one reflection only (later will explain why) - by that – the solar system has 2 basic reflections- the reflection in the outer planets and the reflection from Venus and Mars (ii) The reflection of energy is proved strongly because the planets data are changed as a result- let's write these changes in following v What's used as (A) before the reflection will be used as (1/A) after the reflection. v What's used as (a distance) before the reflection will be used as (a period of time) after the reflection v The velocities be squared –the rate (v1/v2) before reflection will be (v1/v2)^2 after the reflection. v The energy direction is changed by the reflection usually v The players of the rates of time are reflected also – These changes are found in all reflections of energy- that's why the proof is powerful and can't be refuted because the planets data shows the reflection process details (iii) Let's see the changes in the planets data generally

(Venus reflection) By this reflection of energy Venus orbital circumference 680 million km will be used as Mars orbital period 687 days and it defines Jupiter orbital period (4331 days = 2π x 687 days) and also Saturn orbital period (10747 days = 4π x 687 days x (1/0.8)) where Uranus orbital inclination (0.8 degrees) creates effect on Saturn data AND Venus Orbital Period 224.7 days be used as 227.9 million km (Mars orbital distance) AND Also the reflection defines the planets diameters by that Venus circumference 38025 km = Mars Circumference 21346.6 km x 1.772 (π=3.14159= 1.772^2) (more data about this reflection is discussed later) (The Outer Planets Reflection) The reflection is done by Jupiter to Uranus, by that, Jupiter orbital circumference 4900 million km will be used as Uranus orbital period 30589 days where (30589 days = 4900 days x 2π and Neptune orbital period 59800 days = 4900 days x 4π and Pluto orbital period 90560 days = 4900 days x 6π Notice- the reflection in the outer planets depends basically on Saturn and it's more complex than this simple data but I put similar data for comparison and later we will discuss the details ALSO The energy reflection at Venus passes above the Earth to Mars- where the Earth moon suffers from the length contraction effect and its motion distance daily is 2.4 mkm = 2.574 mkm (The Earth motion distance daily) / 1.0725 Similar to that The energy reflection at Jupiter passes above Saturn to Uranus – Where Saturn suffers from the length contraction effect because 1433 million km (Saturn orbital distance) x 1.0725 = 2 x 778.6 million km (Jupiter orbital distance) - And- the Earth moon daily displacement is 88000 km and during 10747 days the total be 940 million km=The Earth orbital circumference (where 10747 days = Saturn orbital period) The previous data shows the reflection energy effect generally- it's important because it compares the data in two different groups and proves the data behaviors are similar- that proves these behaviors are caused by the same one cause- But we will analyze each reflection in more details to see how each data is created Item No. 2 The Energy Reflection Proves (a) Venus reflection of energy is discussed in item no. (4), But - Here We Analyze The Energy Reflections In The Outer Planets- There are two reflections in the outer planets (from Neptune to Saturn) and (from Uranus to Jupiter)- let's explain the energy trajectory The energy is sent firstly from Pluto to Neptune and then The energy is reflected from Neptune to Saturn–means- it's one reflection is started by Pluto and finished by Saturn- later the energy is reflected one more time from Uranus to Jupiter- but we have to ask- if the energy was in Saturn orbit why this energy is returned again to Uranus? The reason is–Saturn is created as a result for an interaction between Uranus and the Earth- means- Uranus is Saturn Father- and the energy is got by Saturn sent automatically to Uranus and Uranus reflects this energy to Jupiter- we will discuss the process in details later. AND I put Saturn and Uranus relationship analysis in point No. (5) to prove that Saturn is Created by Uranus effect- (b) Also there's story I have to summarize before the data discussion- Pluto energy is reflected to Neptune – this is the first reflection- means- Neptune should send this same energy to Uranus and then to Saturn and the other planets-BUT – Neptune didn't send the energy to Uranus but kept the energy in Neptune orbit – Uranus could not release the energy from Neptune orbit- (CONT) Gerges Francis Tawdrous +201022532292 Physics Department- Physics & Mathematics Faculty Peoples' Friendship university of Russia – Moscow E-mail mrwaheid1@yahoo.com gergesgerges@yandex.ru ORCID https://orcid.org/0000-0002-1041-7147 Tumblr https://www.tumblr.com/blog/itsgerges Livejournal https://gerges2022.livejournal.com/profile Pocket https://getpocket.com/@646g8dZ0p3aX5Ad1bsTr4d9THjA5p6a5b2fX99zd54g221E4bs76eBdtf6aJw5d0?src=navbar

box https://app.box.com/s/47fwd0gshir636xt0i3wpso8lvvl8vnv Academia https://rudn.academia.edu/GergesTawadrous publications http://vixra.org/author/gerges_francis_tawdrous Slideshare https://www.slideshare.net/Gergesfrancis

Someone has probably already asked you this but do you have any tips on studying/understanding perspective? I keep trying to find resources to learn but none of them really stick or are actually useful

so I'm hoping that your issue isn't just figuring out the difference between 1-point, 2-point, and 3-point perspective and how it works, because there are tons and tons of resources available for that, and I'm guessing what people tend to get tripped up on is what you're supposed to be doing with your grid.

I'm definitely far from being an expert on understanding perspective, but I'll share some of the things that helped ME finally Get It.

Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?
Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?
Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?

Things like eye level and different camera angles can be a GREAT tool to use when doing a comic or storyboard between multiple characters of different heights!! I actually drew an example of this exact thing for a friend about a month ago (I used adventure time characters bc they're easy to draw and have a good height variety):

Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?
Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?
Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?
Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?
Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?
Someone Has Probably Already Asked You This But Do You Have Any Tips On Studying/understanding Perspective?

You can use camera angles like this to add variety to your shots, and even use it to help convey something emotional (using a down-shot on a character to show that they FEEL small, use an up-shot on a character to make them look more intimidating, etc etc)

hope this helps!

⭐ So you want to learn pixel art? ⭐

🔹 Part 1 of ??? - The Basics!

Hello, my name is Tofu and I'm a professional pixel artist. I have been supporting myself with freelance pixel art since 2020, when I was let go from my job during the pandemic.

⭐ So You Want To Learn Pixel Art? ⭐
⭐ So You Want To Learn Pixel Art? ⭐

My progress, from 2017 to 2024. IMO the only thing that really matters is time and effort, not some kind of natural talent for art.

This guide will not be comprehensive, as nobody should be expected to read allat. Instead I will lean heavily on my own experience, and share what worked for me, so take everything with a grain of salt. This is a guide, not a tutorial. Cheers!

🔹 Do I need money?

NO!!! Pixel art is one of the most accessible mediums out there.

I still use a mouse because I prefer it to a tablet! You won't be at any disadvantage here if you can't afford the best hardware or software.

Because our canvases are typically very small, you don't need a good PC to run a good brush engine or anything like that.

✨Did you know? One of the most skilled and beloved pixel artists uses MS PAINT! Wow!!

🔹 What software should I use?

Here are some of the most popular programs I see my friends and peers using. Stars show how much I recommend the software for beginners! ⭐

💰 Paid options:

⭐⭐⭐ Aseprite (for PC) - $19.99

This is what I and many other pixel artists use. You may find when applying to jobs that they require some knowledge of Aseprite. Since it has become so popular, companies like that you can swap raw files between artists.

Aseprite is amazingly customizable, with custom skins, scripts and extensions on Itch.io, both free and paid.

If you have ever used any art software before, it has most of the same features and should feel fairly familiar to use. It features a robust animation suite and a tilemap feature, which have saved me thousands of hours of labour in my work. The software is also being updated all the time, and the developers listen to the users. I really recommend Aseprite!

⭐ Photoshop (for PC) - Monthly $$

A decent option for those who already are used to the PS interface. Requires some setup to get it ready for pixel-perfect art, but there are plenty of tutorials for doing so.

Animation is also much more tedious on PS which you may want to consider before investing time!

⭐⭐ ProMotion NG (for PC) - $19.00

An advanced and powerful software which has many features Aseprite does not, including Colour Cycling and animated tiles.

⭐⭐⭐ Pixquare (for iOS) - $7.99 - $19.99 (30% off with code 'tofu'!!)

Probably the best app available for iPad users, in active development, with new features added all the time.

⭐ So You Want To Learn Pixel Art? ⭐

Look! My buddy Jon recommends it highly, and uses it often.

One cool thing about Pixquare is that it takes Aseprite raw files! Many of my friends use it to work on the same project, both in their office and on the go.

⭐ Procreate (for iOS) - $12.99

If you have access to Procreate already, it's a decent option to get used to doing pixel art. It does however require some setup. Artist Pixebo is famously using Procreate, and they have tutorials of their own if you want to learn.

⭐⭐ ReSprite iOS and Android. (free trial, but:) $19.99 premium or $$ monthly

ReSprite is VERY similar in terms of UI to Aseprite, so I can recommend it. They just launched their Android release!

🆓 Free options:

⭐⭐⭐ Libresprite (for PC)

Libresprite is an alternative to Aseprite. It is very, very similar, to the point where documentation for Aseprite will be helpful to Libresprite users.

⭐⭐ Pixilart (for PC and mobile)

A free in-browser app, and also a mobile app! It is tied to the website Pixilart, where artists upload and share their work. A good option for those also looking to get involved in a community.

⭐⭐ Dotpict (for mobile)

Dotpict is similar to Pixilart, with a mobile app tied to a website, but it's a Japanese service. Did you know that in Japanese, pixel art is called 'Dot Art'? Dotpict can be a great way to connect with a different community of pixel artists! They also have prompts and challenges often.

🔹 So I got my software, now what?

◽Nice! Now it's time for the basics of pixel art.

❗ WAIT ❗ Before this section, I want to add a little disclaimer. All of these rules/guidelines can be broken at will, and some 'no-nos' can look amazing when done intentionally.

The pixel-art fundamentals can be exceedingly helpful to new artists, who may feel lost or overwhelmed by choice. But if you feel they restrict you too harshly, don't force yourself! At the end of the day it's your art, and you shouldn't try to contort yourself into what people think a pixel artist 'should be'. What matters is your own artistic expression. 💕👍

◽Phew! With that out of the way...

🔸"The Rules"

There are few hard 'rules' of pixel art, mostly about scaling and exporting. Some of these things will frequently trip up newbies if they aren't aware, and are easy to overlook.

🔹Scaling method

There are a couple ways of scaling your art. The default in most art programs, and the entire internet, is Bi-linear scaling, which usually works out fine for most purposes. But as pixel artists, we need a different method.

⭐ So You Want To Learn Pixel Art? ⭐
⭐ So You Want To Learn Pixel Art? ⭐

Both are scaled up x10. See the difference?

On the left is scaled using Bilinear, and on the right is using Nearest-Neighbor. We love seeing those pixels stay crisp and clean, so we use nearest-neighbor. 

(Most pixel-art programs have nearest-neighbor enabled by default! So this may not apply to you, but it's important to know.)

🔹Mixels

Mixels are when there are different (mixed) pixel sizes in the same image.

⭐ So You Want To Learn Pixel Art? ⭐
⭐ So You Want To Learn Pixel Art? ⭐

Here I have scaled up my art- the left is 200%, and the right is 150%. Yuck!

As we can see, the "pixel" sizes end up different. We generally try to scale our work by multiples of 100 - 200%, 300% etc. rather than 150%. At larger scales however, the minute differences in pixel sizes are hardly noticeable!

Mixels are also sometimes seen when an artist scales up their work, then continues drawing on it with a 1 pixel brush.

⭐ So You Want To Learn Pixel Art? ⭐

Many would say that this is not great looking! This type of pixels can be indicative of a beginner artist. But there are plenty of creative pixel artists out there who mixels intentionally, making something modern and cool.

🔹Saving Your Files

We usually save our still images as .PNGs as they don’t create any JPEG artifacts or loss of quality. It's a little hard to see here, but there are some artifacts, and it looks a little blurry. It also makes the art very hard to work with if we are importing a JPEG.

⭐ So You Want To Learn Pixel Art? ⭐

For animations .GIF is good, but be careful of the 256 colour limit. Try to avoid using too many blending mode layers or gradients when working with animations. If you aren’t careful, your animation could flash afterwards, as the .GIF tries to reduce colours wherever it can. It doesn’t look great!

⭐ So You Want To Learn Pixel Art? ⭐

Here's an old piece from 2021 where I experienced .GIF lossiness, because I used gradients and transparency, resulting in way too many colours.

🔹Pixel Art Fundamentals - Techniques and Jargon

❗❗Confused about Jaggies? Anti-Aliasing? Banding? Dithering? THIS THREAD is for you❗❗

As far as I'm concerned, this is THE tutorial of all time for understanding pixel art. These are techniques created and named by the community of people who actually put the list together, some of the best pixel artists alive currently. Please read it!!

🔸How To Learn

Okay, so you have your software, and you're all ready to start. But maybe you need some more guidance? Try these tutorials and resources! It can be helpful to work along with a tutorial until you build your confidence up.

⭐⭐ Pixel Logic (A Digital Book) - $10 A very comprehensive visual guide book by a very skilled and established artist in the industry. I own a copy myself.

⭐⭐⭐ StudioMiniBoss - free A collection of visual tutorials, by the artist that worked on Celeste! When starting out, if I got stuck, I would go and scour his tutorials and see how he did it.

⭐ Lospec Tutorials - free A very large collection of various tutorials from all over the internet. There is a lot to sift through here if you have the time.

⭐⭐⭐ Cyangmou's Tutorials - free (tipping optional) Cyangmou is one of the most respected and accomplished modern pixel artists, and he has amassed a HUGE collection of free and incredibly well-educated visual tutorials. He also hosts an educational stream every week on Twitch called 'pixelart for beginners'.

⭐⭐⭐ Youtube Tutorials - free There are hundreds, if not thousands of tutorials on YouTube, but it can be tricky to find the good ones. My personal recommendations are MortMort, Brandon, and AdamCYounis- these guys really know what they're talking about!

🔸 How to choose a canvas size

When looking at pixel art turorials, we may see people suggest things like 16x16, 32x32 and 64x64. These are standard sizes for pixel art games with tiles. However, if you're just making a drawing, you don't necessarily need to use a standard canvas size like that.

What I like to think about when choosing a canvas size for my illustrations is 'what features do I think it is important to represent?' And make my canvas as small as possible, while still leaving room for my most important elements.

Imagine I have characters in a scene like this:

⭐ So You Want To Learn Pixel Art? ⭐

I made my canvas as small as possible (232 x 314), but just big enough to represent the features and have them be recognizable (it's Good Omens fanart 😤)!! If I had made it any bigger, I would be working on it for ever, due to how much more foliage I would have to render.

If you want to do an illustration and you're not sure, just start at somewhere around 100x100 - 200x200 and go from there.

It's perfectly okay to crop your canvas, or scale it up, or crunch your art down at any point if you think you need a different size. I do it all the time! It only takes a bit of cleanup to get you back to where you were.

🔸Where To Post

Outside of just regular socials, Twitter, Tumblr, Deviantart, Instagram etc, there are a few places that lean more towards pixel art that you might not have heard of.

⭐ Lospec Lospec is a low-res focused art website. Some pieces get given a 'monthly masterpiece' award. Not incredibly active, but I believe there are more features being added often.

⭐⭐ Pixilart Pixilart is a very popular pixel art community, with an app tied to it. The community tends to lean on the young side, so this is a low-pressure place to post with an relaxed vibe.

⭐⭐ Pixeljoint Pixeljoint is one of the big, old-school pixel art websites. You can only upload your art unscaled (1x) because there is a built-in zoom viewer. It has a bit of a reputation for being elitist (back in the 00s it was), but in my experience it's not like that any more. This is a fine place for a pixel artist to post if they are really interested in learning, and the history. The Hall of Fame has some of the most famous / impressive pixel art pieces that paved the way for the work we are doing today.

⭐⭐⭐ Cafe Dot Cafe Dot is my art server so I'm a little biased here. 🍵 It was created during the recent social media turbulence. We wanted a place to post art with no algorithms, and no NFT or AI chuds. We have a heavy no-self-promotion rule, and are more interested in community than skill or exclusivity. The other thing is that we have some kind of verification system- you must apply to be a Creator before you can post in the Art feed, or use voice. This helps combat the people who just want to self-promo and dip, or cause trouble, as well as weed out AI/NFT people. Until then, you are still welcome to post in any of the threads or channels. There is a lot to do in Cafe Dot. I host events weekly, so check the threads!

⭐⭐/r/pixelart The pixel art subreddit is pretty active! I've also heard some of my friends found work through posting here, so it's worth a try if you're looking. However, it is still Reddit- so if you're sensitive to rude people, or criticism you didn't ask for, you may want to avoid this one. Lol

🔸 Where To Find Work

You need money? I got you! As someone who mostly gets scouted on social media, I can share a few tips with you:

Put your email / portfolio in your bio Recruiters don't have all that much time to find artists, make it as easy as possible for someone to find your important information!

Clean up your profile If your profile feed is all full of memes, most people will just tab out rather than sift through. Doesn't apply as much to Tumblr if you have an art tag people can look at.

Post regularly, and repost Activity beats everything in the social media game. It's like rolling the dice, and the more you post the more chances you have. You have to have no shame, it's all business baby

Outside of just posting regularly and hoping people reach out to you, it can be hard to know where to look. Here are a few places you can sign up to and post around on.

/r/INAT INAT (I Need A Team) is a subreddit for finding a team to work with. You can post your portfolio here, or browse for people who need artists.

/r/GameDevClassifieds Same as above, but specifically for game-related projects.

Remote Game Jobs / Work With Indies Like Indeed but for game jobs. Browse them often, or get email notifications.

VGen VGen is a website specifically for commissions. You need a code from another verified artist before you can upgrade your account and sell, so ask around on social media or ask your friends. Once your account is upgraded, you can make a 'menu' of services people can purchase, and they send you an offer which you are able to accept, decline, or counter.

The evil websites of doom: Fiverr and Upwork I don't recommend them!! They take a big cut of your profit, and the sites are teeming with NFT and AI people hoping to make a quick buck. The site is also extremely oversaturated and competitive, resulting in a race to the bottom (the cheapest, the fastest, doing the most for the least). Imagine the kind of clients who go to these websites, looking for the cheapest option. But if you're really desperate...

🔸 Community

I do really recommend getting involved in a community. Finding like-minded friends can help you stay motivated to keep drawing. One day, those friends you met when you were just starting out may become your peers in the industry. Making friends is a game changer!

Discord servers Nowadays, the forums of old are mostly abandoned, and people split off into many different servers. Cafe Dot, Pixel Art Discord (PAD), and if you can stomach scrolling past all the AI slop, you can browse Discord servers here.

Twitch Streams Twitch has kind of a bad reputation for being home to some of the more edgy gamers online, but the pixel art community is extremely welcoming and inclusive. Some of the people I met on Twitch are my friends to this day, and we've even worked together on different projects! Browse pixel art streams here, or follow some I recommend: NickWoz, JDZombi, CupOhJoe, GrayLure, LumpyTouch, FrankiePixelShow, MortMort, Sodor, NateyCakes, NyuraKim, ShinySeabass, I could go on for ever really... There are a lot of good eggs on Pixel Art Twitch.

🔸 Other Helpful Websites

Palettes Lospec has a huge collection of user-made palettes, for any artist who has trouble choosing their colours, or just wants to try something fun. Rejected Palettes is full of palettes that didn't quite make it onto Lospec, ran by people who believe there are no bad colours.

The Spriters Resource TSR is an incredible website where users can upload spritesheets and tilesets from games. You can browse for your favourite childhood game, and see how they made it! This website has helped me so much in understanding how game assets come together in a scene.

VGMaps Similar to the above, except there are entire maps laid out how they would be played. This is incredible if you have to do level design, or for mocking up a scene for fun.

Game UI Database Not pixel-art specific, but UI is a very challenging part of graphics, so this site can be a game-changer for finding good references!

Retronator A digital newspaper for pixel-art lovers! New game releases, tutorials, and artworks!

Itch.io A website where people can upload, games, assets, tools... An amazing hub for game devs and game fans alike. A few of my favourite tools: Tiled, PICO-8, Pixel Composer, Juice FX, Magic Pencil for Aseprite

🔸 The End?

This is just part 1 for now, so please drop me a follow to see any more guides I release in the future. I plan on doing some writeups on how I choose colours, how to practise, and more!

I'm not an expert by any means, but everything I did to get to where I am is outlined in this guide. Pixel art is my passion, my job and my hobby! I want pixel art to be recognized everywhere as an art-form, a medium of its own outside of game-art or computer graphics!

⭐ So You Want To Learn Pixel Art? ⭐

This guide took me a long time, and took a lot of research and experience. Consider following me or supporting me if you are feeling generous.

And good luck to all the fledgling pixel artists, I hope you'll continue and have fun. I hope my guide helped you, and don't hesitate to send me an ask if you have any questions! 💕

My other tutorials (so far): How to draw Simple Grass for a game Hue Shifting

Perform Complete Energy Signature Analysis On Bew Atreides, Including All Linkages.

Perform complete energy signature analysis on Bew Atreides, including all linkages.

beginner’s guide to the indie web

“i miss the old internet” “we’ll never have websites like the ones from the 90s and early 2000s ever again” “i’m tired of social media but there’s nowhere to go”

HOLD ON!

personal websites and indie web development still very much exist! it may be out of the way to access and may not be the default internet experience anymore, but if you want to look and read through someone’s personally crafted site, or even make your own, you can still do it! here’s how:

use NEOCITIES! neocities has a built in search and browse tools to let you discover websites, and most importantly, lets you build your own website from scratch for free! (there are other ways to host websites for free, but neocities is a really good hub for beginners!)

need help getting started with coding your website? sadgrl online has a section on her website dedicated to providing resources for newbie webmasters!

HTML (HyperText Markup Language) and CSS (Cascading Style Sheets) are the core of what all websites are built on. many websites also use JS (JavaScript) to add interactive elements to their pages. w3schools is a useful directory of quick reference for pretty much every HTML/CSS/JS topic you can think of.

there is also this well written and lengthy guide on dragonfly cave that will put you step by step through the basics of HTML/CSS (what webpages are made from), if that’s your sort of thing!

stack overflow is every programmer’s hub for asking questions and getting help, so if you’re struggling with getting something to look how you want or can’t fix a bug, you may be able to get your answer here! you can even ask if no one’s asked the same question before.

websites like codepen and jsfiddle let you test HTML/CSS/JS in your browser as you tinker with small edits and bugfixing.

want to find indie websites outside the scope of neocities? use the search engine marginalia to find results you actually want that google won’t show you!

you can also use directory sites like yesterweb’s link section to find websites in all sorts of places.

if you are going to browse the indie web or make your own website, i also have some more personal tips as a webmaster myself (i am not an expert and i am just a small hobbyist, so take me with a grain of salt!)

if you are making your own site:

get expressive! truly make whatever you want! customize your corner of the internet to your heart’s content! you have left the constrains of social media where every page looks the same. you have no character limit, image limit, or design limit. want to make an entire page or even a whole website dedicated to your one niche interest that no one seems to be into but you? go for it! want to keep a public journal where you can express your thoughts without worry? do it! want to keep an art gallery that looks exactly how you want? heck yeah! you are free now! you will enjoy the indie web so much more if you actually use it for the things you can’t do on websites like twitter, instead of just using it as a carrd bio alternative or a place to dump nostalgic geocities gifs.

don’t overwhelm yourself! if you’ve never worked with HTML/CSS or JS before, it may look really intimidating. start slow, use some guides, and don’t bite off more than you can chew. even if your site doesn’t look how you want quite yet, be proud of your work! you’re learning a skill that most people don’t have or care to have, and that’s pretty cool.

keep a personal copy of your website downloaded to your computer and don’t just edit it on neocities (or your host of choice) and call it a day. if for some reason your host were to ever go down, you would lose all your hard work! and besides, by editing locally and offline, you can use editors like vscode (very robust) or notepad++ (on the simpler side), which have more features and is more intuitive than editing a site in-browser.

you can use ctrl+shift+i on most browsers to inspect the HTML/CSS and other components of the website you’re currently viewing. it’ll even notify you of errors! this is useful for bugfixing your own site if you have a problem, as well as looking at the code of sites you like and learning from it. don’t use this to steal other people’s code! it would be like art theft to just copy/paste an entire website layout. learn, don’t steal.

don’t hotlink images from other sites, unless the resource you’re taking from says it’s okay! it’s common courtesy to download images and host them on your own site instead of linking to someone else’s site to display them. by hotlinking, every time someone views your site, you’re taking up someone else’s bandwidth.

if you want to make your website easily editable in the future (or even for it to have multiple themes), you will find it useful to not use inline CSS (putting CSS in your HTML document, which holds your website’s content) and instead put it in a separate CSS file. this way, you can also use the same theme for multiple pages on your site by simply linking the CSS file to it. if this sounds overwhelming or foreign to you, don’t sweat it, but if you are interested in the difference between inline CSS and using separate stylesheets, w3schools has a useful, quick guide on the subject.

visit other people’s sites sometimes! you may gain new ideas or find links to more cool websites or resources just by browsing.

if you are browsing sites:

if the page you’re viewing has a guestbook or cbox and you enjoyed looking at the site, leave a comment! there is nothing better as a webmaster than for someone to take the time to even just say “love your site” in their guestbook.

that being said, if there’s something on a website you don’t like, simply move on to something else and don’t leave hate comments. this should be self explanatory, but it is really not the norm to start discourse in indie web spaces, and you will likely not even be responded to. it’s not worth it when you could be spending your time on stuff you love somewhere else.

take your time! indie web doesn’t prioritize fast content consumption the way social media does. you’ll get a lot more out of indie websites if you really read what’s in front of you, or take a little while to notice the details in someone’s art gallery instead of just moving on to the next thing. the person who put labor into presenting this information to you would also love to know that someone is truly looking and listening.

explore! by clicking links on a website, it’s easy to go down rabbitholes of more and more websites that you can get lost in for hours.

seeking out fansites or pages for the stuff you love is great and fulfilling, but reading someone’s site about a topic you’ve never even heard of before can be fun, too. i encourage you to branch out and really look for all the indie web has to offer.

i hope this post helps you get started with using and browsing the indie web! feel free to shoot me an ask if you have any questions or want any advice. <3

And now...Mad Doctor Synth. Welcome, friends. relax, chill out, enjoy the show.

A kinda-chunky info comic(?) about asexuality and aromanticism, in celebration of International Asexuality Day today!!

This image reads, "To be aro ace means to not feel attracted to others sexually or romantically.  This is a wide spectrum, in both asexual and aromantic ordeals.  Some people may not be attracted to others in that way, but still love the idea of sex or kissing.  They may also get horny or partake in both activities often." Underneath, we can see someone dreamily looking at two thought bubbles coming from their mind, one that's two people kissing, and one that says NSFW.  "Others, like myself, may be completely adverse to it all." Underneath this is a person as well, who is gagging and thinking, "GROSS!!"
This image says, "And, of course, everything in between.  Below are some of the most common aromantic and asexual spectrum flags.  The first is aromantic, which means to experience no romantic attraction.  Them there's recipioromantic, which means Remi arid attraction is felt only when the other shows it first.  Then, Greyromantic, which means romantic attraction is rarely felt / felt under certain circumstances / felt without the desire to act on it.  Then, cupioromantic, which means a romantic relationship may be desired, but romantic attraction is not felt.  Then, there's the asexual flag, which means that sexual attraction is not experienced.  After is the Demisexual flag, which means sexual attraction is only felt after the development of a deep emotional connection.  Then, abrosexual, which means your sexuality is fluid/often changes.  Lastly, there's ace flux, which means sexual attraction flunctustes on the ace spectrum.
This image says, "a lot of the aromantic and asexual flags also correspond with one another.  There is a demiromantic flag just as there is a demisexual, a cupiosexual and cupioromantic, a greysexual and gray romantic, etc.  And, of course, if you are both asexual and aromantic, there's a flag for that as well: the aro ace flag.  Some may choose one version of the other when speaking of the identity.  Someone may splash simply mix the asexual and aromantic flags together in some way or form.  Similarly to both the aromanticism and asexuality, being aro ace can also be a spectrum.  (The first flag has a black stripe, then grey, white, light blue, dark blue, and darkest blue.  This is what I've called the blue flag.  Then, we have a flag with orange-yellow, yellow, white, light blue, then dark blue.  This is the sunset flag.  Then, there's the flag with dark green, light green, white, purple, and black.  This is an asexual & aromantic merged variant.
A Kinda-chunky Info Comic(?) About Asexuality And Aromanticism, In Celebration Of International Asexuality
A Kinda-chunky Info Comic(?) About Asexuality And Aromanticism, In Celebration Of International Asexuality
A Kinda-chunky Info Comic(?) About Asexuality And Aromanticism, In Celebration Of International Asexuality
A Kinda-chunky Info Comic(?) About Asexuality And Aromanticism, In Celebration Of International Asexuality

Also, I’m not trying to erase asexual representation today by explaining aromanticism as well, I just thought it would be useful to explain both in this comic, as they’re so closely related, and I’m not sure the next opportunity I’ll get to make a whole other comic for aromantics. Not to mention I’m both, and don’t want to explain asexuality in a skewed or inaccurate way because of that fact

In the Future by In 20xx Futurism you can paint this living substance onto metal and it will grow a stronger-than-metal patch that you can then grind down. The process is non-toxic. via YouTube https://www.youtube.com/watch?v=4fj_TyvBxTI

Active Air Sampler Market Size, Share and Latest Report of Pages [2032]

Active Air Sampler Market 2024 Report: A Comprehensive Analysis of Historical and Current Market Trends with Strategic Insights.

Analysis of the global "Active Air Sampler Market" shows that the market will develop steadily and strongly between 2024 and 2032, and projections indicate that this growth will continue through 2032. The increasing demand from consumers for ecologically friendly and sustainable products is a noteworthy development in the Active Air Sampler Market. To improve the effectiveness and caliber of products in the Active Air Sampler Market, technology has also been used much more frequently.

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Between 2017 and 2023, the Active Air Sampler Market's value increased significantly, from US$ million to US$ million. With a compound annual growth rate (CAGR) predicted to reach US$ million by 2032, this momentum is anticipated to continue. An extensive analysis explores consumer preferences and purchasing patterns in this industry, broken down by type (Sarstedt (Germany),Climet Instruments (U.S.),Sartorius (Germany),Bertin Technologies (France),VWR (U.S.)). Based on extensive research, this perceptive analysis is anticipated to be a useful tool for industry participants looking to profit from the market's remarkable anticipated compound annual growth rate (2024–2032).

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List of Active Air Sampler Market PLAYERS PROFILED

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Top Country data and analysis for United States, Canada, Mexico, Germany, France, United Kingdom, Russia, Italy, China, Japan, Korea, India, Southeast Asia, Australia, Brazil and Saudi Arabia, etc. It also throws light on the progress of key regional Active Air Sampler Markets such as North America, Europe, Asia-Pacific, South America and Middle East and Africa.

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The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.

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Recently got asked how I draw astarion's hair so I made a quick guide.

Break it down into pieces: the little forehead curl, the big swoop, the pieces in front of the ears, and the back part to fill it all out. It doesn't need to look exact. Just vibe it.

Recently Got Asked How I Draw Astarion's Hair So I Made A Quick Guide.
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