Rutgers NJAES: Expanded Food and Nutrition Education Program (EFNEP). Department of Agriculture . CACFP serves nutritious meals and snacks to eligible participants enrolled for care at participating day care centers and day care homes. The program promotes the development of basic nutritional concepts and provides nutritious, well- balanced meals fostering sound eating habits that enable participants to become caretakers of their own nutritional habits. CACFP also provides meals to children residing in homeless shelters and snacks to youths participating in after- school care programs. In addition, the Child and Adult Care Food Program (CACFP) provides annually adjusted cash reimbursement to organizations serving meals and snacks to participants receiving nonresidential day care in licensed or government approved adult day care facilities. Independent centers and sponsoring organizations enter into agreements with the CACFP office to assume administrative and financial responsibility for CACFP operations. See how CACFP can make a difference in the quality of your program. Whether you are a provider in your home,at a day care center,in an after school care program, orin a shelter,you will find many useful hints, resources, and contacts at this site. Click below for more information on the New Jersey CACFP. To be added to our Potential Sponsor mailing list, complete the registration form. Farm to Preschool. Early Childcare is the perfect place to highlight local products and feature fresh food, agriculture, and nutrition education for our youngest eaters. The reimbursements make the cost of day care more affordable for many lower income families. Steps to become a Registered Dietitian in New Jersey. New Jersey Nutrition Job Information. ACEND-accredited DI programs in New Jersey include the following. There are a wide variety of nutrition and/or dietitian degree programs available, both within the state of New Jersey and online. CACFP Meal Benefit (Eligibility Application) Forms. CACFP Eligibility Application (2. K PDF)Parent Letter (2. The combination of biology and social science in teaching and research equips the department to take a fresh look at nutrition problems and develop unique. This is the highest award given by the New Jersey Dietetic. Find a Nursing Program. New Jersey Collaborating Center for Nursing. K PDF)2. 01. 7 CACFP Eligibility Application - Spanish (4. K PDF)Parent Letter - Spanish (2. K PDF)2. 01. 6- 2. CACFP Household Size and Income Scale (1. K PDF)2. 01. 6- 2. CACFP Tabla Federal De Ingresos (6. K PDF)CACFP Eligibility Record (1. K PDF)CACFP Meal Count Form (6. K PDF) Meal Benefit Form Translations (3. Languages): www. fns. Application/Ispeak. Memo Index. Rates Memo - effective July 1, 2. K PDF)CACFP Technical Assistance Forms. Technical Assistant Packet (1. MB PDF)1. 7a- CACFP Tech. Frm Cover Page (5. K PDF)1. 7b- CACFP At- Risk ATTENDANCE ZONE Verification Letter (1. K PDF)1. 7c- CACFP REMINDER - changes w- in 1. K PDF)1. 7d- CACFP CHKLST. FOR REPORTING CHANGES (1. K PDF)1. 7e- CACFP CR Proced (5. K PDF)1. 7f- CACFP CR DATA COLLECT FORM (1. K PDF)1. 7g- CACFP CR Comp. Frm (4. 2K PDF)1. CACFP CIVIL RIGHTS SELF- ASSESSMENT (8. K PDF)1. 7i- CACFP Field Trip Policy- CCFP (1. K PDF)1. 7j CACFP Field Trip Policy- AFP (1. K PDF)1. 7k- CACFP Household Contact Procedure (1. K PDF)1. 7l- CACFP Household Contact Script and Survey Form (1. K PDF)1. 7m- CACFP Household Contact Script and Survey Form- SPANISH (1. K PDF)1. 7n- CACFP MEALCOUNTFORM- Required (1. K PDF)1. 7o- CACFP MEAL COUNT FORMx - ONE MEAL ONLY 8- 1. K PDF)1. 7p- CACFP Meal Duration and Service Times (3. K PDF)1. 7q- CACFP Pre- Approv. Visit Frm (6. 2K PDF)1. CACFP Monit. Frm (1. K PDF)1. 7s- CACFP SAMPLE MONITORING SCHEDULE (2. K PDF)1. 7t- CACFP Infant Meal Notification Letter to Parents- Guardian (3. K PDF)1. 7u- CACFP Sample Outside. Employ Policy- COVER PAGE (1. K PDF)1. 7v- CACFP Sample Outside. Employ POLICY (1. K PDF)1. 7w- CACFP SAMPLE OUTSIDE ACTIVITY APPROVAL REQUEST (1. K PDF)1. 7x- CACFP Train+ (9. K PDF)1. 7y REMINDER SAM (3. K PDF)1. 7z- CACFP PROP. LETTER OF CERTIFICATION (1. K PDF)Guides and Resources. At- Risk Afterschool Meals, a Child and Adult Care Food Program Handbook (1. MB PDF)CACFP Crediting Foods Guide (7. K PDF)Feeding Infants: A Guide for Use in the Child Nutrition Programs (2 MB PDF)FNS Instruction (1. Civil Rights Compliance and Enforcement (4. K PDF)National Food Service Management Institute (NFSMI) Produce Safety Resources - - a series of resources on produce safety that describes best practices for receiving, storing, handling and purchasing fresh and fresh- cut produce through videos, fact sheets and Power. Point presentations. New Jersey CACFP Civil Rights Presentation (2. MB PDF)USDA CACFP Financial Management Instruction (7. K PDF)Two Bite Club. The newly revised Two Bite Club book for young children is a great tool for teaching good nutrition to young children. This educational storybook was developed to introduce My. Plate to preschoolers. Parents or caregivers can read the book to children and encourage them to try foods from each food group by eating just two bites, just like the characters in the story. The back of the book contains a My. Plate coloring page, a blank certificate for the Two Bite Club, fun activity pages for kids, and Tips for Growing Healthy Eaters. The book is currently available on- line. This spring, printed copies will be available and individual student copies may be ordered at that time. For Family Day Care Organizations, dial (6. Mailing Address: New Jersey Department of Agriculture. Division of Food and Nutrition. PO Box 3. 34. Trenton, New Jersey 0. Department of Nutritional Sciences at Rutgers SEBSResearch for a Healthy Tomorrow Rutgers' interdisciplinary Department of Nutritional Sciences emphasizes (1) both undergraduate and graduate education, (2) research into basic issues of nutrition, and (3) public service that uses research results to improve the nutritional habits, general health, and overall well- being of the populace. Special departmental emphases include molecular, biochemical, physiological, clinical, psychological, and cultural dimensions of human nutrition. The combination of biology and social science in teaching and research equips the department to take a fresh look at nutrition problems and develop unique solutions that improve the quality of life for people throughout New Jersey, the United States, and the world. Members of the Nutritional Sciences Faculty bring a multidisciplinary approach to their teaching and research, for their training represents nutrition, dietetics, biochemistry, education, and human development.
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Miss Spider's Sunny Patch Friends (sometimes shortened to Sunny Patch) is a Canadian children's television series based on the children's books by David. Miss Spider (voiced by Kristin Davis) – Like three of her children. Harness Spider-Man's powers with Manhattan as your playground! Go beyond Colombia Pictures' feature film and find out what happens next in The Amazing Spider-Man 2 video game. Shimmer lost her mother and father when she was a young buggie. She was blown away in a storm and was never sure what happened to them. Shimmer's quest to find her parents was the subject of the feature- length special The Prince, the Princess and the Bee. Shimmer's voice actress is Rebecca Brenner. Dragon - He is a purple dragonfly who loves to fly around with his sister, Shimmer. Dragon has many friends such as Squirt, Shimmer and his best buggie pal, Bounce. Dragon is an excellent flier, capable of beating his wings thirty times per second. Dragon once considered flying away with an air show, but decided to stay with his family. Something of a rebel at times, Dragon can often be bossy. He will also sometimes do things that may not be entirely right, but he is usually a fairly nice bug. Mitchell Eisner provides the voice of Dragon (Eisner also voiced Rabbit in the final season of Franklin and Ka- Chung in The Save- Ums). Bounce - He is a blue bedbug who loves to hop around with his brothers and sisters. Bounce's best friend is Dragon because they both found each other before Miss Spider asked them to come into their family. Both Bounce and Dragon never knew their parents, but they believe that they were possibly eaten by a big owl named Hoot. Bounce misses his family a lot but he also likes his new family, The Spider Family. Bounce is very fond of eating. He also is very young and is rarely shy to voice is opinion. He is also highly energetic and very . 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This tutorial has been made with Unity 4. It might not work for older versions. A slice through colored 3. D Perlin noise. Creating a Texture. Let's begin by creating a default quad object. This object has a mesh with two triangles that form a square with a width and height of one unit each. A bland quad. We can make the quad more interesting by giving it a material with a nice texture. We could use any image as a texture, but we're going to create one procedurally. For this we need a material to assign the texture to, so create one and have the quad use it instead of the default. Then create a Texture. Creator component script and attach it to the quad as well. Unity. Engine; public class Texture. Creator : Mono. Behaviour . This page contains a large database of examples demonstrating most of the Numpy functionality. Mechatronic design of an integrated robotic hand Very few robot hands are available for purchase in the commercial market. In this paper, we present a hand designed for minimalistic dexterous manipulation, in which every stage. We'll create a square texture, so we can control its size with a single resolution variable. Let's give it a default of 2. We will create the texture when our component awakens. As we won't use transparency, the texture's format is RGB. The fourth argument of the texture's constructor indicates that we want to use mipmaps. We also give it a descriptive name. Then we grab the Mesh. Renderer component of the game object. Because we're only using it with our quad object, it should exist so we directly assign the texture to its material. Mathematics Teacher SupportTexture. 2D texture; private void Awake () . So let's add a Fill. Texture method that uses a double loop to make all the pixels red. After setting the pixels, you have to call the texture's Apply method otherwise the changes won't show up. Go ahead and change the color, but do this while still in play mode. This is because Awake isn't called again when there is a recompile. However, there is another option. The On. Enable method is called directly after Awake, each time the component is activated. This also happens after a recompile while in play mode. So if we use On. Enable instead of Awake, our quad will turn green without having to toggle play mode. Instead, we can use a pixel's coordinates to define its color. We can directly put x in the red channel and y in the green channel, leaving blue at zero. However, as color channels are defined in a 0–1 range, we have to divide by the resolution, which we can define outside the loop. But there is something weird going on at the edge of the texture. It is easier to see this when using a smaller resolution. Unfortunately, changing the resolution has no effect while in play mode. Let's create a custom inspector for our component so we can easily detect any change to our component. It simply draws the default inspector and checks for changes. If a change happened while we are also in play mode, we should call Fill. Texture. Adding an inspector. Unity. Editor; using Unity. Engine. And it should also check whether the resolution has changed, and if so resize the texture. Let's also constrain it to some reasonable range, like 2–5. We can also respond to undo and redo actions, while in play mode. We can do this by registering a method to the Undo. Redo. Performed delegate. So we create such a method and place the check whether we're in play mode there as well. Texture. Creator. Inspector has to register the method when it is enabled, but should also unregister it when it is disabled. So add the appropriate methods, and also store a reference to our creator so we don't have to cast it every time. Texture. Creator creator; private void On. Enable () ! At a resolution of 8, it is a lot easier to see what is happening. At the edges, colors from opposite sides are blended together. This happens because the default wrap mode of textures is to repeat themselves. We can get rid of this by having Texture. Creator set its texture's wrap mode to clamp. This is because the default filter mode is bilinear. Let's compare this with point filtering. This visually tells us where the centers of our texture's pixels are, right in the middle of those squares. Bilinear filtering linearly interpolates between those pixel centers. Let's compare them again at a resolution of 2. The top right is at (0. However, in Fill. Texture we currently compute the colors for (0, 0) and (0. This means we are calculating the colors at the bottom left corners of our pixels, instead of their centers. To fix this, we need to add half a pixel to x and y. For example, by taking the remainder of dividing by 0. To keep the result visible, we simply scale it up by ten. Especially when zooming out far, you'll see the image gets sharper and then suddenly blurrier a few times. This happens because of mipmapping, which we have enabled. We can disable this by setting our texture's fourth constructor argument to false. You can also see some of these transitions when looking at the quad from a sharp angle, especially when in motion. The quad will probably turn dark in the scene view when seen at an angle, because of the way scene view lighting works. To temporarily solve this, you can enable lighting in the scene view by toggling the light button in its toolbar, and create a directional light. Fortunately, there is a trilinear filtering option which also interpolated between adjacent mipmap levels, so let's use that. The downside is that it gets fuzzy quick when viewed at an angle. To improve this, we can use anisotropic filtering. It is enabled by setting the texture's aniso level to a value higher than one. Let's set it to nine, because that's the highest level. But while we're at it, we shouldn't create a new one each time our component is enabled. So add a check for that. We can change this so we are visualizing world coordinates instead. Our quad will act like a measuring device for world coordinates. First, let's define the local coordinates of the four corners of our quad. Because it is centered on its own origin, these are (- 0. We name them pointxy, where x is 0 for the left side and 1 for the right size. Likewise, y is 0 for the bottom side and 1 for the top side. We do this in two steps. Step one is to interpolate between the bottom left and top left corner based on y, which gives us a point on the left side. We do the same thing for the right side, naming the result point. Step two is to interpolate between these intermediate points based on x. We have now used bilinear interpolation to find the final point, which we directly convert into a color. So it is always black at the center. It is also black at the bottom left because those coordinates are negative and colors are clamped to the 0–1 range. To visualize world- space coorinates instead, all we have to do is transform our four corner points to world space. We could add an Update method and simply fill our texture every frame. That will ensure that the texture is always up to date. Let's do this, but also check whether our quad's transform has actually changed. That way the texture is only refilled when necessary. Update () . Instead, we could visualize some mathematical formula, like a sine wave. Such formulas are regular and predictable, while we often need irregular and unpredictale shapes. For example to simulate dirt, rust, fabric irregularities, and other patterns that appear random to us. A naive approach is to simply use Random. Unity's random methods use a function that computes its next number based on some of its previous numbers, in such a way that we cannot easily see a pattern. Unfortunately, it is so random that we get a different result each time the texture is filled. This is because the random sequence continues from where it ended after the previous texture fill. But we don't want this, we actually want pseudorandom noise that produces the same results each time. We can solve this by choosing a fixed initial value – known as a seed – before filling the texture. That is, until we change the resolution of the image. The value sequence does not depend on the pixel uv coordinates, but on the order in which the pixels are filled. The left side of the bottom row stays the same as you increase the resolution, but the rest of the sequence shifts as it gets applied to longer rows. The same sequence at resolutions 3. This won't do. We want our pattern to be independent of the resolution and order in which we fill our texture. It is time to write our own pseudorandom noise code! Create a script named Noise and turn it into a static class. This will become our noise library. Noise library. using Unity. Engine; public static class Noise . Let's just return the point's x coordinate for now. Value (Vector. 3 point) . Also remove the assigment to Random. But how do we generate such a pattern? Let's start very simple, with alternating stripes of black and white. We can generate vertical stripes by casting the point's x coordinate to an integer, discarding its fractional part. Then we return 1 when the integer is odd, otherwise we return 0. We could do this by returning the remainder of dividing our integer by two. We could get a better look at our pattern if we scaled it down. Let's do so by adding a frequency parameter to our method. The idea is that if the frequency is doubled, the pattern changes twice as fast. We can do this by simply multiplying the point by the frequency. That's because the remainder on the left side is either zero or negative one. So we should return the absolute value of the remainder. Alternatively, because integers are stored as binary numbers, we can look at the least significant bit to determine whether the number is odd. This can be done with the bitwise- and operator, discarding everything except the least significant bit. As a bonus, this approach is also very fast. As casting to an integer discards the fractional part of a float, it effectively rounds down on the positive side, while rounding up on the negative side. We could solve this by subtracting one when on the negative side. But there's also a convenient method that does this for us, so let's use that. |
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