Here everybody, Dr. O here. Let's talk about the large intestine. So we'll start at the beginning. As you can see there, the ilium, the terminal end of the small intestine attaches at the cecum. So the cecum is a sac-like pouch that receives, is actually hanging underneath the iliocecal valve and it receives whatever is being squirted into it from that ilium. So that's going to be your cecum. It's like the receiving pouch that will then shuttle material through the rest of your large intestine. Another famous part of the cecum, as you can see there, is the appendix or the vermaform appendix. Just so you know, vermaform means worm-like, but I would just call it the appendix. So for years, you know, for a long time, they called the appendix a vestigial organ because it wasn't needed. But we now know, you know, actually research from the 70s was even showing slight disease risk changes with having or not having an appendix. But the appendix is full of lymphoid tissue and these tissues can actually secrete antibodies that help regrow your microbiome after diarrhea or, you know, now in the modern world after using antibiotics. So it does appear to have some immune functions. I kind of look at the appendix and the tonsils the same way. They both part of what's called the reticuloendothelio system that helps mature your immune system and they do have these functions. Doesn't mean you need to risk your life to keep one, but it's also not a vestigial worthless structure, just so you know. All right, so that's going to be the cecum and the appendix. Then we're going to now travel, as you can see here, now we're on the right side of the body going up. We have the ascending colon and then it bends what's called the hepatic flexure because that's where the liver is sitting into the transverse colon that runs across your abdomen. And then we have the left or splenic flexure at the spleen is where it's going to bend again and we have the descending colon. So you have the ascending colon goes up, transverse colon goes across, descending colon goes down. If you have people talking about the hindgut, like you hear about like foregut or hindgut fermentation, all these kind of things, the hindgut is basically going to be the last third of the transverse colon down, but I won't use those terms, but you might hear them, especially with all the discussion we have about the fermentation of fibers and the microbiome and that kind of stuff. So ascending colon, transverse colon, descending colon. Then we have the sigmoid colon. So it's named for its S shaped curve that you see there.  So the word rectum means straight. It's the last eight inches of the gastrointestinal tract until we get to those last two or so inches, which is the anal canal. The anus is actually where the anus is going to be where we defecate and how we remove food from our body. So primary functions of all these areas, when I think of the large intestine, the first thing I think of is the reabsorption of water. You produce leaders, maybe 10 liters of digested secretions a day. You need to reabsorb most of those. So the primary function of the large intestine is a reabsorption of water. Obviously it houses our microbiome, which is a topic more for microbiology, but a fascinating topic nonetheless. Then there is going to be some absorption here. Absorption of some of your salts and electrolytes and possibly some of the vitamins produced by that microbiome. Well, let's see here. One thing you don't see here, but there's a couple more features here. They're actually our valves. So there's these folds called rectal valves inside your rectum. The function of those valves is to separate fecal material and gas. That's how someone can fart without any solid material coming out of it. So these valves, their job is to separate the gas and the fecal material. And then at the end, you can't see this, but with defecation, there are two sphincters at the end of the anus.  This is very similar to how we micturate or urinate to because the bladder has these same two sphincters. The internal anal sphincter is smooth muscle, means it's involuntary. And the external anal sphincter is voluntary skeletal muscle. So most of the time you have some fecal material in your rectum. You have the urge to defecate. You could defecate, but it's not an emergency. If you reach your points, though, where there's so much pressure in your rectum, that it actually pops open that internal sphincter. So if you've ever reached a point where you're physically having to contract the external sphincter to hold in fecal material, that's what happens when you don't have that smooth muscle sphincter there. So defecation, basically what you have to do is just increase abdominal pressure to force a fecal material out.  That's how they are involved in defecation or preventing defecation. Here just so we talked about with the small intestine and having circular folds and villi and microvilli. There aren't circular folds or villi in the large intestine. But you do have these three structures here. We have the tainia or tiniacoli. These are strings of smooth muscle that contract. And that's what forms the pouches in your large intestine. Those are called haustra. So the large intestine is going to be more wide open and have these big pouches. The pouches are going to be useful in moving material, kind of like an accordion. You want to keep these nice and healthy. If these pouches get weakened, that can lead to conditions like diverticulosis or diverticulitis. Third one on here, epiphylocopenages. Nobody actually knows what they do yet. As you reach the end of the large intestine, the rectum and the anus, you're not going to see these types of smooth muscle. But there are powerful muscles there because clearly they have to contract to help with defecation. So histologically, looking at the lining of the large intestine, the key things here are we have what are called enterocytes, which are going to be the cells in the large intestine that absorb things, primarily water. And you're also going to see goblet cells. Hopefully you've heard that several times now. Goblet cells produce mucus. You need mucus in your large intestine for multiple reasons. Number one, to help lubricate your stool so you're not always constipated. But the mucus can protect from the acidity, right? We talked about with the stomach, how mucus is used to protect from the acidic and viral in the stomach. Well, that's because of your stomach acid. The large intestine can become acidic because of acidic byproducts of the trillions of bacteria living in there. So mucus will form this layer that basically keeps your bacteria and their waste products away from the lining of the intestine. So a nice, healthy mucus layer just as important in the large intestine as it is in the stomach. So this mucus layer, it is what keeps those trillions of bacteria from touching your cells and maybe climbing into your body. So you do want a nice, healthy mucus layer. Now, just from a nutritional standpoint, what's kind of cool here, the colonocytes, these enterocytes in your large intestine, they feed on short-chain fatty acids.  We talk about our good bacteria. Well, they produce short-chain fats that feed these cells. So if you have an unhealthy microbiome, you don't have these bacteria. You could have a real thin mucus layer, and that can lead to all sorts of gastrointestinal problems. But that's for a story for another day. All right, so that's actually it with the large intestine. And so we covered a lot there. I hope this helps. Have a wonderful day. Be blessed.


I get asked what my favourite world in Wizard101 and Pirate101 is all the time, so I thought I would rate every world out of 5 for art, story, fun and music to determine what my favourite world in both games is. Before we start, this is completely my opinion, and may not be the same as yours, and if that is the case, leave your favourites in the comments below. Last place, number 22, is Azteca. I'm sure most people are not too surprised to see this, but it got a score of 8. Azteca scored the worst world for both story and fun, both receiving a score of 1. The redeeming qualities of Azteca is the art and music. The music is very well done, and the world doesn't look terrible, which means at least while you are defeating dinosaurs over and over again, you can have some nice views, big props to the floating mountains, which is honestly one of my favourite areas in the game. Not doing much better on the score front is Dragonspire, coming in at 21st. The world also scored an 8, it was the worst world for art and also fun, tying again with Azteca. Like Azteca, Dragonspire's biggest strength is its music. The combat theme in particular is honestly something I have listened to on repeat multiple times. The story is good as well, and it's a satisfying end to the first arc. Many people have fond of the story since it is the conclusion of Malastir's story, or at least, that's what we're led to believe at the time. Coming in at 20th is Zafariah. Zafariah is a very mediocre world, which also scored 8 points, it however did not place last in any category, receiving solid twos across the board. After the more recent changes to Zafariah, playing through it again, recently I was really surprised on how much more streamlined and less rage inducing the world is. However I still feel very sorry for all the Greyhorns lost on our journey, bringing the fun down a little bit. 19th is Krokotopia, also scoring 8 points. Similar to Zafariah, it wasn't last place in any category and scored twos across the board. It beats out Zafariah because it has a lot more nostalgia value as it is our first time outside of Wizard City. The biggest criticisms are its art, which is very outdated, and the story which is quite plain and it's not exactly as fun as some of the other worlds. The music is good and has some very good Egyptian vibes, but it's not the most memorable. 18th place goes to Chrysalis, coming in with 10 points. The biggest redeeming factors of Chrysalis is the art and story. For those who have read or listened to the story of Chrysalis, it is actually very engaging. The hunt and the downfall of Morganth is a great way to end the drawn out second arc. For me, when going to Chrysalis, it's not always been very fun. For much of the first part, you are heading back and forth between areas, making it feel like you're making little to no progress. It also doesn't help when you're going to areas and fighting the exact same mods over and over and over again. This makes the world, at least part 1, feel very stale. The pace and fun picks up in part 2, but isn't enough to improve the score from a 2. The music of Chrysalis is very samey, you can go anywhere and it always seems to be exact same music, which is good because it shows consistency, but lacks the diversity that makes soundtracks of other worlds so great, and that's why it only received a 2. Coming in at number 17 is Celestia, also scoring 10. Celestia was our first introduction to the second arc and the Morganth storyline. It also brought us Astral Magic, which is a huge game changer to the feel of battles. The art of Celestia is good and there are some absolutely stunning locations and assets like the entrance to the Trial of Spheres and the Solarium are my 2 favourites. The music is good too, the Celestia combat theme is one of my all time favourite tracks, however it only received a 3 because similar to Chrysalis I feel there's a lack of diversity. Historian, farmer, average, at best and both scored 2. Most of the quests feel very stale, there are numerous defeating collects, which as everyone would agree, suck. Number 16 is the Arcanum, now to be honest the only reason why this world is so low is because there's not exactly a story for this world as it is tied too much into other worlds and fun can't really be rated as it's just a hub world and there's not much to do. For that reason fun and story only received a 1, but it was redeemed by its art which I scored a 4 and music which is also a 4. The Arcanum looks absolutely beautiful, the model of the spiral in the middle of the pungnopticum, the floating gold glyphs in the repository look absolutely stunning. This is enhanced by the calming and peaceful music of the area which provide a nice break to the more intense atmosphere of questing worlds. The best way to describe the Arcanum is Ravenwood but peacefully floating in the nothing. It serves as a fantastic end game hub which is why I am upset that it is the slow. Mirage comes in at number 15, the middle child of the third arc. Not exactly my most favorite world to quest through but it is not terrible and really sets the mood for Imperia. Mirage scored a 3 for art and music and 2 for story and fun, giving it a total of 10. Mirage looks really good if you love vast open sand of nothingness, it's not exactly my aesthetic but it was really revolutionary having vast dunes that you can explore almost endlessly. I think again not my favorite, very good and well composed, I have a feeling that they wanted to try and make Crocatopia but better and this is truly Crocatopia 2.0. Dory sets up the finale of the third arc nicely, I do however feel that at times it is very convoluted and always get lost with the fighting between the factions of Mirage. I feel like the story and gameplay as a whole feels drawn out, overall the world for me is the worst third arc world but is a huge improvement over Azteca and Chrysalis. The lowest rated pirate world is Cool Ranch, coming in at place number 14. Cool Ranch is a really cool world and recently I have fallen in love with it a lot more. However it is very long, has lots of defeating collects, a lot of defeat 10 and a lot of defeat 10 ship combats. The biggest redeeming factor of Cool Ranch is the music. Cool Ranch music is very good, I gave it a score of 4 which puts it solidly in the top 10 worlds for its music. The different layers and feeling of the music makes sailing the never ending skyways a lot less painful. All the other aspects were scored a 2 and I do think while writing this script I was a little bit harsh on the art score. There are some really cool out of the way areas that are amazing but the whole world is very samey and most areas don't have much variety which ultimately bring down the score significantly. Mushu comes in at number 13. The first sheared world on the list. I rated both games and averaged them out. The biggest redeeming factor of Mushu is pirate. If Mushu wasn't added in pirate it would be at the bottom of the list. Wizards Mushu is ugly, boring and feels very very very unfinished. I don't like saying this but it is probably the worst world in wizard, I would rate it under Azteca. Pirate Mushu however scored a 5 for art giving it the number 1 spot unmatched by any other world. The music is amazing and adds a lot to the story which is good. It lacks the most and fun but that's because I prefer shorter worlds and especially a lot less sailing between areas. Mushu in pirate is amazing and for any wizard 101 player I would recommend having a look at it yourself as you will be shocked. Aquila is in the 12th spot.  This pirate world was the last world before Valencia part 2 came out. It is long, it has too many grinds, bad drop rates for defeating collects and a lot of high level ship fights. Aquila got a score of 12. It looks great and it is in the top 10 best looking worlds. The music is fine however since there are not many places to go it gets very repetitive and feels like you are only listening to two themes the whole time. The story is average, it does what it needs to do. Many complaints about the story in this world come from the fact that it was the end for so long and doesn't really get us closer to the goal of Alderado. Fun as I have mentioned is where this world really lacks. I would recommend upping the drop rate and reducing the number of fights as it makes questing very unfun seeing defeat 10 after defeat 10. Coming in at the halfway mark number 11 is Wisteria, the first side world to enter this list. Wisteria is a quaint fun break. It is one of the earlier worlds but I still think it looks very good. The areas all have their own unique feels that some worlds so far have not had. The music is good very whimsical and adds to the take a break vibe of the world. The story is fun competing in an inter-world magic competition and beating the champ is very fun. It lacks in a bit of fun for most of the other quests. I would have preferred a little bit more focus on the spiral cup than sorting out other problems in Wisteria but hey I guess we are the cleanup crew for the pesky magic list pigs. Avalon comes in at number 10. This is many people's favourite world and I know I'm gonna get angry comments about this one. I just don't really like it as much as other people do. It is by far the best second arc world and it is very well done, looks good but I couldn't give it more than 12. I gave it 3s across the board because it's a good world. Music is good, story is good, the world looks good and is a refreshing sight after the fires of Dragon Spire, the bubbles of Celestia and the savannas of Zafaria. It's fun to quest through. I really don't have too many complaints about it but it's simply not as good as other worlds later in this list. Another pirate world comes in at number 9. Skull Island also receiving a score of 12 and is very similar to Avalon getting 3s across the board. The only reason why it beats Avalon is the nostalgia factor. Being the first pirate world, it lives in many players' hearts a lot more than later worlds, boosting people's feelings about it. My favourite part of Skull Island is the interlude of Cool Ranch where it provides a nice break of the Cool Ranch grind to set up this Marleybone story and the trials and tribulations of Catbeard. All the areas have a unique feel and the story is solid whether it's from Gunsgold, Gortez or Catbeard. Number 8 goes to Grizzelheim and Winter Tusk, second side world. Most people tend to split these two up but they are technically one world. Grizzelheim is great as it has a huge diversity and difficulty. The easy parts of Grizzelheim and then in contrast the whole of Winter Tusk which provides a real challenge before entering Celestia. It scored 13 with 3s across the board and a 4 for fun. I feel like the challenge of Winter Tusk and the modularity of the world make it fun. You don't have to do it and can save it all for later or do it piece by piece. I would highly recommend doing it before starting Arc 3 as it makes more sense story-wise but this video isn't about telling spoilers. Number 7 goes to Monquista. Now I'm gonna say I'm surprised by this because I've never really rated it too highly as a world but compared to other pirate worlds and a lot of wizard worlds it's very good. It's short, it's fun, the majority of it is dungeons which is a lot better than defeating collect. Quests, the story is well done, makes sense and doesn't deviate too much from the issues your pirate is trying to face. Number 6 is Valencia. Now I will say this once, this would have been in the top 3 if Valencia part 2 didn't exist. Valencia part 1 is exactly what I love in worlds. High stakes looks good, doesn't take 5 years to complete. That's not to say it's without its flaws but overall Valencia part 1 is my second favourite world in pirate. However it gets dropped down because of part 2. Part 2 came out in 2016 and there is a bit of conflict over it. It was desperately needed to wrap up this story at the time since there was no pirate content. However it was a rushed product that isn't long enough to fit the amount of story left to tell. The fact that the main quest alone only gets you to level 68 if you are lucky is really bad. The puppet shows my favourite part of pirate ever were very average. For these reasons it cannot be in the top 5. I was highly disappointed by Valencia part 2 and honestly feel it would have been better to not release it. It scored 14, that score is very reliant on the music of both parts. The Valencia themes are very good and rarely put the fear into Valencia. Starting the top 5 with some nostalgia is Wizard City. Everyone knows this world. It scored 15 and part of that higher score was with the storyline and the catacombs. That is one of my favourite stories and it's the coolest area in both games. Not particularly a fan of the early Wizard City story but that's perhaps because I've been through it a few too many times. The music is nostalgic and a good mood setter for the game. The art after the graphical rework was spot on and brings Wizard City into the new decade. Number 4 goes to Polaris. This world is amazing. Nothing more I really need to say about it. I love the penguins, I love the story, I love questing in Polaris. It introduces the Arcanum and is a critical part to the Wizard story and as a pirate player it is nice to see its inclusion into the spiral after being mentioned and teased about since 2012. Now we get into the top 3 with 3rd place going to the new kid on the block, Caramel. I rated Caramel 16 out of 20 stars but Nana should be proud of my rating because I was a very harsh fellow on a lot of these worlds. Caramel along with Polaris share the top fun score. I put that down to Kingsile treating the first world of the new art as a refresh and relaunch world. A cool story that implies what is coming leaves a lot of questions but most importantly make them short and dare I say sweet. Caramel in particular had a lot of fun boss fights and was very light on the defeating collects which makes people have a delightfully not sad time. The only thing that sells Caramel for me is the story as the A-plot, stopping Nana, was very obvious and I would have liked a few more twists. 2nd place goes to Marleybone, similar to Mushu this world is brought up by Pirate which tied with number 1. Averages really did Marleybone dirty giving it a score of 16. Wizard Marleybone is amazing, again I love the shorter worlds and it is the shortest world in Wizard 101. I love the atmosphere of Marleybone, running across the rooftops tracking down games basically becoming the police is a fun change. Pirate Marleybone however is amazing, it rates very highly not just by myself but by a lot of other people. I think it has the best story of any world, its music is absolutely insane and tied with the number one world. The only downside to Marleybone is Sewer time which honestly stinks. I would have loved to explore a little bit more than to be stuck in the Sewers as much. However overall both Marleybones are amazing and I love the overlap of characters like Meow Yachty in both games to provide continuity and really connect both games together. That leaves number one place which goes to Imperia. Now honestly I didn't think I liked Imperia as much as I do. I guess it's a newfound love or maybe it was there the whole time and I was just so caught up with other priorities to see. It was nice to finally put to rest two of the spiral's biggest rivals come lovers once and for all, all whilst stopping the spiral being ripped apart. It didn't have as many top plays as Pirate's Marleybone only getting the top score for music but it really deserves the top rating. It is such a diverse world and as I was reading these I remembered some of the places like Mandala which is a super cool area that has the best skybox in both games. Another favorite is the Reverie. The storytelling in this world is insanely good and if I told a story this good I would be forever proud. I would love to hear what your favorite world is. Leave it down in the comments below and if you've watched this far you should consider subscribing. Otherwise I hope you have a fantastic day and I will see you soon but until then remember to craft outside the box.


Former Senate President Dr. Bukala Sarki has officially welcomed Nigerian actor and music star Olu Bankolei Willington, also known as BankiW, into the People's Democratic Party PDP. The singer-com politician is running again for the Etiosa House of Representatives Seitan Lagos, this time as a member of the People's Democratic Party. In 2019, Iran armed the platform of the little-known, modern Democratic Party, which was formed in 2017. North India election held on 23rd of February 2019. He lost to Babaji Day or Bani Koro after your Progressive Congress. Come 2023, Willington is banking on the PDP to realize his dream to win the seat.


Okay, this was sent over by Koo Fandy. This is a medium Hawaiian shirt medium-sized I'm five six about 160 pounds got a little bit of a gut. It's very forgiving very very Not tight at all not tight not too loose not hanging on me pretty good thing, and that's by a Koo Fandy Love the pattern.  So take a look. They got more than one


My name is Wayne Stamball. I'm currently the KeyCAD project leader. We'll talk today a little bit about the current status of KeyCAD, where we're at right now, where we'd like to go in the next stable version. I'm going to change my format a little bit this year. The last two years I've kind of done, I just, I talked at you. It's going to be a little bit more of a show and tell. I kind of cherry-picked some of the bigger highlights of the upcoming stable release and try to kind of left a little bit of the more detailed stuff out so I can get through it a little bit quicker because in the past there's been so many questions. So, without further ado, and of course it's going to make a lot of going on here. Ah! Some of my computers. Okay, current project status. Hopefully, stable release five will happen soon. I'd like, I'm hoping in the next month or two we're going to be ready to branch and then start, you know, final bug fixing. So, the goal is sometime around summer. See how that works in practice. Anybody who's ever, you know, done an open source project knows that that doesn't always work that way. The development, the version six development roadmap is complete. If you want to go see that it's online on the KeyCAD website. We have seen an increased interest in user interest from the downloads from our website, increased commercial interest and I was told earlier when talking to Javier that there was a sudden spike in donations and people who know the whole situation with EGLE know probably when that happened and why it happened. So, that's a good thing. Thank you, EGLE. Now, yeah, I'm not going to complain. This year, first for the first time we had two hackathons. Some of us were at CERN over the summer and July for a week and then there was another hackathon in the fall at Brazil in Brazil and I don't normally like to give too many commercial people credit, but if I don't know if you're here, somebody had hijacked a long time ago, KeyCAD.org. We didn't get the domain. Somebody else took it from us and we said, we weren't going to pay the money because we didn't have the money to pay to get the domain back. But DigiKey graciously bought the domain, paid the five grand to purchase from whoever had it and wanted that money for it and they redirected KeyCAD.org to the website. So now, when you type in KeyCAD.org, yeah, thank you. Thank you, DigiKey. They're under no obligation to do that for us, but I talked to their people and they were, yeah, no problem. It was very cordial, so keep that in mind when you're ordering parts from somebody. Oh, it's going to be slow today, isn't it? Yes, it is. Okay, come on. Where's the first page? Of course it goes to... Okay, stable five release, new features, the big stuff. Okay, I know technically the first one is not KeyCAD, but for all the people who developed on KeyCAD, that was probably more important than everything else we've done. We're now on a good project. I'm not going to go over the next one because Tomas did a really nice presentation earlier on the NG Spice integration into KeyCAD. If you want to go take a look at that, you can go look at the video. It's really nice. If you haven't had a chance to use it, if you're a Spice user, I highly recommend you try it. Okay, so let's get into some of the stuff that happened here. We have a few simple things here. One of these is the schematic editor tool. One of the things that it's easy to get your fields lined up, very simple tool is the new alignment tool. You just hover over and hit O, or you want to do the context menu, you can do that too. Just a new tool that happened to be thrown together by one of our guys is a cheap and dirty who was tired of trying to change the grid size and place everything. That's a nice new feature that we have. The next one is the, you also just saw that. You see that there's a net highlight here in pink. If I go over here and click on the net highlighting tool and I click on a different net or a different wire, and it also works for hierarchy. If you're one of those guys who has a big sheet and you just use labels instead of actual wires, it'll highlight the labels too. If there's one over here on this side of the page and one on that side of the page, it'll turn pink. Now it's not hooked up to the board editor, that's coming up in the next version. That's a new feature in the schematic editor. One of the other new things in the schematic editor that was, I'm not going to go over that. There's a regular expression in search, when you're searching through the library, you pick a symbol to put in your schematic editor. Rather clever, it's a combination of type as you go, old wildcard searching, matching, and regular expression. It looks at the whole thing and picks the best combination of queries that it gets, and then that's what you see in the symbol list. Probably only us geeks will ever care about regular expression searching, but it's there if you want to use it. Another requested feature is you can now directly update the board from the schematic editor. In other words, there's no intermediate net list file. You can still generate it. It's just, it's now transparent. It's actually sent through an internal communications bus from the board to the schematic, and it looks a little something like this. You go in here and you go into the tools menu and update PCB from schematics, and you'll see the schematic.  You can say, yeah, I accept them, or no, I don't, and then it'll make any changes to your board. Now it's transparent. When I hit perform PCB, any changes that are in that list are going to be made to my board. There's no intermediate. You don't have to save the net list till file.  Can you pop champagne for that one? Yeah, sure. Sure. Yeah, it has a converse too, which is rather nice. You can also go the other way. When you have the board editor open, and I'll talk about that in a little bit, it kind of works in both directions there. So that's that one. Probably the single biggest user change you'll see this year is the 3D editor was completely rewritten, and it brought a lot of things along with it that are really nice. I know ray tracing is eye candy. Most people, unless you're, you know, creating brochures or something like that, you probably don't care. But I don't know if anybody, any of you have seen what some of the results of our ray tracing are, and I don't know how good this is going to look here, but if you look at some of the, if you have really high, well, now, in all fairness, you have to have really high quality models for that to happen. You just can't take run-of-the-mill models. You've got to do all the texturing, but if you're dedicated enough and you're ambitious enough, you can get these kind of results. So, yeah. So, and I know it's just kind of eye candy, and I'm not going to do it live here because this computer's too slow. If you know anything about ray tracing, it can take a while. So, that's a nifty little feature we got. The other nice thing about the 3D viewer is we used, it brought in step. The developer who did it did a nice plug-in system, so now we can import, you know, not just our VRML models, we can also import step. So, which also gave us direct export to step. Once we had, basically, we can import step models and flip them around. You can now, from the board editor, edit to step. And I'll show you, here's a simple board that I did. Some of these are, oh, man, it looks terrible on this. No, it's probably because of resolution. Only one of these components on this board is a step model, the rest number of VRMLs. So, when you do the export, you will see something like, where's FreeCAD here? No, that ain't it. Where is it? There. So, that's a step model that's to scale. So, if you wanted to, like you were putting that in an enclosure, you can pull that into your, whatever, solid modeling package you use for, you know, hardware development and use that model. And that's a step model. So, we now have, because that is a really highly requested feature for a long time. So, that was the 3D viewer bought us all that. So, we also now support rounded rectangle, you know, our pat, in the past, we've only just had pure rectangles. We now support rectangular or rounded rectangulars. One of the old things that were left over from the good old days when you would, the first time you opened, imported your net list for a board, all the footprints would be laying on top of each other and you had to spread them out manually, and people who know, are currently using the version 4 know that. There's now, when you import them, it'll, it'll just, it'll expand them. It won't try to put them in any particular order, but they won't be laying on top of each other anymore. So, they'll, it's easier to move them around. The other thing is now that we can, if you, we can go the other direction. So, if you go from, if you're doing the schematic editor and you made some changes to your, or in the board editor and you made some changes to your schematic, you can come here and say, yeah, pull it. And I'll see the exact same dialogue. It just came the other way. This time it went and queried the information in the schematic editor and said, okay, what do I need to make change in the board? What edits have I made? And that's the, so it's bi-directional, which is rather, which is convenient for users. No, no, it doesn't go backwards yet. No, that's going to be the net. Yeah, we'll talk about that. And that's version six baby steps, baby steps. The gal canvas is now, this was a requested feature. If you go into the view menu, this is top side looking at the board from the top side to the back side, which is normally, you know, the normal view, not, we now have a flip view so you can look at it from the backside. Because sometimes when you're bored, okay, well, sometimes when you're bored, you know, it's hard laying on a board. It's hard to look through the board and see because the back side's mirrored. So you, yes, well, now you can flip it. Now that's looking from the backside of the backside to the front side. Flip this way. Like if I just took this board and went, that's before you couldn't do that. You always had to work from the top through. So that's new. You know, I was showing you which side you're looking at. No, no. There's a check box that tells you you're in flip view, but no. This computer doesn't show that very well, but that we put, there's anti-aliasing support for the OpenGL canvas. So like when you see the net names on the traces, they're just smoother looking now. The text is rendered with, if your graphics card supports it, we now have anti-aliasing support. Gerber X2 extensions. Gerber is desperately trying to stay relevant. I don't know how familiar you are with them, but you can embed things like to stack up your layer stacks and writing your Gerber files now. We are, as far as I know, I don't know if anybody else has even done it because Jean-Pierre Chirard, the founder, the original founder of the project, he has a close working relationship with the CAMCO, and I think we're the first project to offer X2 support directly. And now the person shoved router now in the past, like when you were shoving stuff around. Sometimes you didn't get the clearance around your traces. So for some reason you couldn't route something through because you were violating your clearances. You actually see the clearance now on the push and shove router. The legacy always had that. You could see where the clearance was. So that's the new features. Okay, it's going to be slow. Come on. What's it doing? Okay, some improvements. I'm going to not go over too many of these. We've got some new bitmaps in the launcher. The schematic editor configuration is now a unified, tab-oriented dialogue. It's cleaned up. We used to have like three or four different color settings. They're on a single dialogue now. It's much cleaner. The simple editor library, that's not here. Our library editing we know is weak. Our library management tools are a little weak, so we're in a process of working on that. We changed the Python shell from PyCrust, which is just a real basic Python shell to the PyElla mode, which is a little bit nicer editor. So when you fire up the Python shell from PCB-New, you can get a little bit nicer Python shell to work with. We have object selection filtering to GalCanvas. That's not been committed yet, but that's coming. You can filter by objects. So when you're selecting a big group, you can just filter by, say, a footprint or a text or whatever, and you're only going to get the text. So just a couple of code improvements. The 3D model has a plug-in manager which brought in open OCE. That's one of the reasons we got step. The schematic plug-in is IO managers just about done and getting ready to be committed. That'll give us the ability to start importing direct import of other formats without providing a script to convert from somebody else's format, which is what a lot of users do right now, like from EGLE to EE schema. It'll just be you open up an EGLE file. The new file formats, that's still questionable yet. There's a lot of work to be done there. We're getting close to having all the editing tools from the old legacy canvas done into the open... the GAL canvases which are OpenGL and the fallback to Cairo when the rendering, when that's not done. I took all the... we don't download libraries and build them anymore. We expect... we now have pretty much full coverage for all platforms on our auto builders, so we really don't... we don't really need to do this anymore because I'm not asking users to build from source anymore since we have such good... our nightly builds, commit goes in, it's usually built within a couple hours unless there's a problem. So we don't do that anymore. We're now C++11 project. We turned the corner and just said, okay, we're going to do... we're going to quit... we're going to turn on 11 and the usual bug fixing and polishing. Probably one of the things that you don't get a lot of... people don't get a lot of credit for, but if you've been paying attention recently to the number of commits to the... our libraries, the quality of our libraries, both footprint and symbol libraries has significantly improved and there's a lot more coverage. Those guys have been doing a bang-up job. They probably don't get as much credit as they should. Documentation's coming along well too and as of right now, version 4 has been translated, fully translated in all those languages. I expect version 5 will be too because there hasn't been a huge number of changes in terms of the code internationalization. The strings haven't changed that much, so it won't be a huge problem. Okay, version 6, I'm going to scream through this as fast as I can. Version 6, the schematic editor is going to get a lot of work. We're going to get... we're going to port that over to the graphic extraction layer. That'll be OpenGL and Cairo. The new tool framework, which will give us the selection of objects similar to what we have now in PCBNU. We're going to have a shared object, a common low-level library for the schematic objects. There's also going to be highlighting. When you're working in PCBNU, you click on a net and the trace in the board editor gets highlighted. It's part of the original... The first part of that change has been done where we can just click on nets and highlight. That'll be bi-directional. If I'm in the board editor and I click on a trace or all connected traces, it's going to go back the other way and highlight that in the schematic editor. We're going to change over to system fonts. Instead, right now, I'll use our hard-coded font. The reason we have that is because if you render boards, it has to be accurate. On the schematic, it doesn't matter. People can use creative fonts and use whatever they want. That was kind of an implementation thing. This is common. We're working on this now already, but it's not going to be... I don't want to hold up the next stable version for that. I'd love to have it in my pocket right now with all fairness and all honesty, but we're working on that. That means you've got a schematic. We already have a direct import of... If you don't know, we already directly import Eagle board files and footprint libraries. We still don't have the schematic and the symbol library import. That's our killings. We're missing that part, right? You want to be able to put both pieces back together. That's common in the next version. It's just giving me fits. Once we... We're also going to swig out EE schema. That'll give us Python and any other scripting languages, Swig supports and anybody wants to attempt to build. Right now, we're just swigged out to Python, just like the board editor. Lots of things, ERC, library management usability. We're going to go... In the board editor, we're going to have support for complex pad shapes, pin and gate swapping that comes with a new file format because the current file format won't support that. That'll be bi-directional. You change something in the board and you swap pins to make your layout better. It's going to be reflected back in the schematic. Full clipboard support. We're trying... That comes with a new file format too because I don't want to have two parsers to cut and paste stuff. We're doing that. We're redoing the geometry library so we're going to have improved coverage for our design rule checks on the board. That's going to be big. That'll be... Don't worry, just give me a... Keep out zones on boards and then we're going to do the same application with the file card of the search on the footprint library search. So hatched zones right now. Our zone fills are solid. Externally linked objects and that comes with the group. So you can group a part of the board layout and duplicate it multiple times with external reference. You make the change to one and all the... I think it's called snippets in some of the other EDA packages. Board stack up in Pien's calculator. Maybe that one would be a stretch. We also like to improve the rat's nesting so that we can change colors of each line or turn them on. If you have a complex board and you have to have a look at all the entire rat's nest then you're like, ah! You can't see the forest through the trees so we're going to make some improvements there. This one, if WX widgets ever gets its act together... we might... that one may not happen again. And we'd also like to port the Gerber viewer to the... that would benefit from being OpenGL because that's pretty graphics intensive. Okay, way out. Micro-A support tool for the board editor because we'll need the geometry library we'll be needed to support that. Import ODB++, possibly export. A lot of people like to use that in the commercial world. Database management. There's been a lot of interest in that lately from commercial vendors that they want to be able to, you know, plug into their CIS system. They make a part change. They want the schematic editor to say, hey, your CIS system made a part change or is part going obsolete? Some of the CAD programs already do that. You get a warning. That's real long-term stuff because that's really a lot of work. Move to... I want to go to plugins for everything. Particularly if we can use competing technology for things like auto placers, auto routers, routing tools. We can have specialized routing tools where maybe I have a microwave routing tool specifically for routing microwaves and you don't use the normal because it wouldn't make sense to use that in a microwave application. Unit testing. We have some work to do there and integrate automatic purchasing. I've actually been... one of the things the guy at DejiKey for obvious reasons. I'm not naive. I told him as long as the code meets our standards and it will have to be abstract because I told him I was like, no, it's not going to be appropriate. It's going to be abstract. If other vendors want to build on top of that, that's my... as the project leader, I have to make those decisions and that's my decision until I'm not project leader anymore. We actually had quite a few people that liked that idea. It generates a bill of materials, goes out in order, say I want 20 sets of parts for this board and boom. Those to DejiKey or Farnell or whoever your vendor du jour is and places an order. You give them your credit card number and you have parts of the mail. Okay, I want to thank just a quick shout out. Thanks all the developers who give their time and talent. It takes a lot of work. It's a really big project. People underestimate exactly how big it is. Thank you everybody who's interested in KeyCAD and for using KeyCAD. I hope we can continue to support whatever you're doing. I know that pace of development is never as fast as anybody wants. It's not as fast as I would like. But we have manpower. We're like any other open source project. There's more to do than there is people to do it. I want to give a special shout out to Javier and CERN for their support because they make this possible. This dev room, they've contributed a lot to KeyCAD and we owe them a big great deal of thanks. Thank you everybody again for coming. Questions? How do I check that both Schematic and Board are consistent? Can I check it on the command line at the end of the day that I didn't forget? The question is how can I make sure that the Schematic and Board are up to date? Can I do it on the command line? No. It's going to be in the graphical user interface and honestly we don't have a direct way to do that right now. I suppose we could write some kind of connectivity where we say, hey, your Schematics changed, it will impact your Board and at least warn you because we do have the tool now where you can do the direct you're going to be able to directly update the Schematic or you're in the Board oh yeah, I update my Schematic go update from Schematic. It's something to think about. If it's something we have to look at, but I'm sure it's doable a lot of these things are doable it's just, you know when do we do the Schematic because we haven't scripted we haven't swigged it out yet