Overview of Ironi Modiin
Ironi Modiin is a prominent football team based in Modiin, Israel. Competing in the Israeli Premier League, the team was founded in 2003 and is managed by coach Shlomi Dora. Known for their dynamic play and strong community support, Ironi Modiin has become a significant presence in Israeli football.
Team History and Achievements
Since its inception, Ironi Modiin has made notable strides in Israeli football. The team reached the Israeli Premier League for the first time in 2016 after winning the National League. They have consistently been a competitive force, with several seasons finishing in mid-table positions. Key achievements include reaching the cup final stages multiple times.
Current Squad and Key Players
The current squad boasts several standout players who contribute significantly to the team’s performance:
- Amit Ben Shushan: A key forward known for his goal-scoring ability.
- Omer Turgeman: A versatile midfielder with excellent passing skills.
- Daniel Nekrassov: A defensive stalwart providing stability at the back.
Team Playing Style and Tactics
Ironi Modiin typically employs a 4-3-3 formation, focusing on possession-based football. Their strategy emphasizes quick transitions from defense to attack, leveraging their midfield creativity. Strengths include solid defensive organization and efficient counter-attacks, while weaknesses may arise from occasional lapses in concentration during high-pressure matches.
Interesting Facts and Unique Traits
The club’s nickname, “The Lions,” reflects their fierce playing style and strong fanbase. Rivalries with teams like Hapoel Haifa add excitement to their matches. Traditions include pre-match fan gatherings that create an electric atmosphere at home games.
Lists & Rankings of Players, Stats, or Performance Metrics
- Amit Ben Shushan 🎰: Top scorer of the season with 12 goals.
- Omer Turgeman 💡: Assists leader with 8 assists so far this season.
- Daniel Nekrassov ✅❌: Strong defensive record but occasionally prone to fouls leading to cards.
Comparisons with Other Teams in the League or Division
In comparison to other teams in the league, Ironi Modiin stands out for its cohesive team play and tactical discipline. While they may not have star players like some top-tier teams, their collective effort often leads to surprising results against stronger opponents.
Case Studies or Notable Matches
A notable match was their victory over Maccabi Tel Aviv in a thrilling derby last season. This game showcased Ironi Modiin’s tactical acumen and resilience under pressure, ultimately securing a memorable win that boosted their confidence throughout the campaign.
| Statistic | Ironi Modiin | Rival Team (e.g., Hapoel Haifa) |
|---|---|---|
| League Position (Current) | 7th | 5th |
| Last Five Matches Form (W/D/L) | W-D-W-L-W | L-D-W-W-L |
| Average Goals per Match (This Season) | 1.5 | 1.8 |
Tips & Recommendations for Analyzing Ironi Modiin or Betting Insights 💡 Advice Blocks
To analyze Ironi Modiin effectively for betting purposes:
- Evaluate recent form trends before placing bets.
- Analyze head-to-head records against upcoming opponents for insights into potential outcomes.
- Maintain awareness of player injuries or suspensions that could impact team performance.
Frequently Asked Questions (FAQ)
What is Ironi Modiin’s current league standing?
Ironi Modiin is currently positioned at 7th place in the Israeli Premier League standings as of this season’s latest updates.
Who are some key players to watch?
Amit Ben Shushan and Omer Turgeman are pivotal players whose performances significantly influence match outcomes due to their offensive contributions.
How does Ironi Modiin perform against top-tier teams?
The team often displays resilience against top-tier teams by leveraging strategic gameplay focused on defense and quick counter-attacks, leading to occasional upsets against stronger opponents.
Quotes or Expert Opinions about Ironi Modiin (Quote Block)
“Ironi Modiin’s ability to maintain composure under pressure is one of their greatest assets,” says former player turned analyst Yossi Cohen.
Pros & Cons of Current Form or Performance (✅❌ Lists)
- Potential Strengths:
- Solid teamwork enhances overall performance.
- Momentum gained from recent wins boosts morale.
- Potential Weaknesses:
- Inconsistency can lead to unexpected losses.
- Injury concerns among key players may affect lineup stability.
</lu#include “game.h”int main(int argc,char **argv)
{
Game *game = new Game();
game->init(argc,argv);
delete game;
return EXIT_SUCCESS;
}
joaogaribaldi/Meu-Jogocharacter = character;
}Character *Tile::getCharacter()
{
return character;
}void Tile::setPlayer(Player *player)
{
this->player = player;
}Player *Tile::getPlayer()
{
return player;
}Map *Tile::getMap()
{
return map;
}int Tile::getX()
{
return x;
}int Tile::getY()
{
return y;
}
<|file_sep[Window][Debug]
Pos=60,60
Size=400,400
Collapsed=0[Window][ImGui Demo]
Pos=716,-19
Size=550,680
Collapsed=0[Window][Example: Console]
Pos=60,60
Size=520,600
Collapsed=0[Window][Example: Log]
Pos=60,60
Size=500,400
Collapsed=0[Window][Example: Auto-resizing window]
Pos=60,-14
Size=449,-1
Collapsed=0[Window][Example: Property editor]
Pos=-10,-4
Size=430,-1
Collapsed=0[Window][Example: Long text display]
Pos=-9,-9
Size=520,600
Collapsed=0[Window][Teste de Texto]
Pos=-4,-4
Size=500,-1
Collapsed=0[Window][Camera]
Pos=-11,-6
Size=343,-1
Collapsed=0[Window][Game Settings]
Pos=-6,-6
Size=522,-1
Collapsed=0joaogaribaldi/Meu-Jogo Tipo de tile vazio.
TileType GRASS -> Tipo de tile que representa grama.
TileType WATER -> Tipo de tile que representa agua.
TileType MOUNTAIN -> Tipo de tile que representa montanha.
TileType WALL -> Tipo de tile que representa parede.*/
/*
Tipo de objeto:
Item -> Objeto que pode ser usado pelo jogador para aumentar suas habilidades ou curar-se.
Monster -> Objeto que se move aleatoriamente pelo mapa e tenta atacar o jogador quando está próximo dele.
*/
/*
Lógica do jogo:
Cada passo do jogo consiste em uma iteração onde cada um dos objetos do jogo faz sua parte da lógica do jogo.
Se um objeto é um jogador então ele decide qual direção quer ir e se move naquela direção caso seja possível.
Caso contrário ele faz outra coisa qualquer como utilizar um item ou fazer algo mais aleatório como ficar parado por exemplo.Caso um objeto seja um monstro ele procura o jogador no mapa e verifica se está próximo dele,
se estiver ele tenta atacá-lo caso contrário ele anda para uma posição aleatória no mapa.*/
/*
Mapa:
O mapa é composto por uma matriz de tiles bidimensional.
*/
/*
Jogador:
O jogador é um objeto especial pois é controlável pelo usuário através do teclado.
*/
/*
Sistema de batalhas:
*/
/*
Estrutura do código:*/
/*
Estrutura dos arquivos:main.cpp contém apenas o método main() que cria uma instância da classe Game e chama seu método init() para inicializar o jogo,
e depois deleta essa instância ao terminar o jogo.game.cpp contém todas as funções da classe Game menos seu construtor e seu destructor.
game.h contém apenas a definição da classe Game incluindo seu construtor e seu destructor.
game.cpp também contém todas as funções das classes Character e Player além das suas respectivas definições na header file game.h.
*/
/*
Dicas:
Use variáveis globais sempre que puder para facilitar os testes durante o desenvolvimento do código.
*/
joaogaribaldi/Meu-Jogo<|file_sep[colormap.png]
filters=crop64=M_00000001000000ffff;
crop64=M_00000001000000ffff
moddate=fdfbf530f840d401
width=128
height=128
textactive=0
[collisions.png]
filters=crop64=M_fffffffe001fffff;
crop64=M_fffffffe001fffff
moddate=e69c6f01fa35d401
width=128
height=128
textactive=0
joaogaribaldi/Meu-Jogo<|file_sep10x10.png filter=lfs diff=lfs merge=lfs -text filters/collisions.png filter=lfs diff=lfs merge=lfs -text filters/collisions.psd filter=lfs diff=lfs merge=lfs -text filters/grass.png filter=lfs diff=lfs merge=lfs -text filters/grass.psd filter=lfs diff=lfs merge=lfs -text filters/mountain.png filter=lfs diff=lfs merge=lfs -text filters/mountain.psd filter=lfs diff=lfs merge=lfs -text filters/water.png filter=lfs diff=lfs merge=lfs -text filters/water.psd filter=lfs diff=lfs merge=lfs -text grass.tga filter=lfs diff=lfs merge=lfs -text mountain.tga filter=lfs diff=lfs merge=lfs -text water.tga filter=lfs diff=lfs merge=lfts colormaps.tga filter=binary diff=binary merge=binary –
joaogaribaldi/Meu-Jogo<|file_sep geany.conf linguist-vendored=false geany.filters linguist-vendored=false geany.plugins linguist-vendored=false geany.plugin.linux linguist-vendored=false geany.plugins.linux linguist-vendored=false geany.plugin.osx linguist-vendored=false geany.plugins.osx linguist-vendored=false README.md export-ignore *.png export-ignore *.tga export-ignore Makefile export-ignore shaders export-ignore resources export-ignore .gitattributes export-ignore .gitignore
joaogaribaldi/Meu-Jogo<|file_sep???
#version330 corelayout(location = 0) uniform mat4 u_mvp;
layout(location = 1) uniform vec4 u_color;
layout(location = 0) attribute vec4 a_position;
out vec4 v_color;
void main(void)
{v_color = u_color;
gl_Position = u_mvp*a_position;
}joaogaribaldi/Meu-Jogo<|file_seploaded images successfully! 😀
cool!
I think you should be able to just change your texture files' extension from .png/.tga/.psd/etc…
to .dds then load them normally as textures using stbi_load_from_memory().and then when you want to save them back just use stbi_write_*_from_memory() functions
with appropriate file format extension!joaogaribaldi/Meu-Jogo image data array
[row,col] => pixel coordinates
[row,col,ch] => color components [R,G,B,A] joaogaribaldi/Meu-Jogo<|file_sep https://github.com/nothings/stb/blob/master/stb_image.c/*
** stb_image.c : Single C file public domain image loader.
** See LICENSE.md for license information.
**
** To use:
** #define STB_IMAGE_IMPLEMENTATION before including this file.
**
** Supported formats:
** BMP BMPv3+ little endian only; no RLE compression.
** TGA Uncompressed RGB[A], paletted RGB[A], RLE RGB[A].
** PNM PBM(PGM(PPM)) binary/lzw ascii + alpha channel.
** HDR RGBE floating point; can be single-channel luminance too.
** PIC Uncompressed RGB[A]; no palette support yet.
** JPEG libjpeg-compliant JPEG decoder.
**
*//*
** Loaders return NULL if there was an error loading an image,
** otherwise they return an array containing image data,
** where each component ranges between [0..255].
**
** The image data array must be freed using free().
**
*//*
stbi_uc *stbi_load_from_memory(stbi_uc const *buffer,
int len,
int *x,y,w,h,n,
int req_comp)
{
stbi__context s;
s.buffer = buffer;
s.buffer_end = buffer + len;s.current_line_start=NULL;
s.current_line_length=NULL;stbi__rewind(&s);
if (!stbi__get8(&s)) return NULL; //need at least one byteint img_n;
switch(s.raw_data) {
case STBI_rgb_alpha:
case STBI_grey_alpha:
case STBI_yuv:
case STBI_bgr:
case STBI_bgra:
case STBI_grey:default:
if (!stbi__get16lebe(&s,&img_n)) return NULL;
if(img_n == STBI_rgb || img_n == STBI_bgr || img_n == STBI_yuv)
{
img_n += 'A';
}
else if(img_n == STBI_grey || img_n == STBI_grey_alpha)
{
img_n += 'M';
}if(!stbi__get32lebe(&s,x))
if(!stbi__get32be(&s,x)) return NULL;if(!stbi__get32lebe(&s,y))
if(!stbi__get32be(&s,y)) return NULL;if(!stbi__get32lebe(&s,w))
if(!stbi__get32be(&s,w)) return NULL;if(!stbi__get32lebe(&s,h))
if(!stbi__get32be(&s,h)) return NULL;n=img_n&7; //STBI_rgb etc are always multiples of eight
break;
case STBI_hdr:
stbidec_srgb_range_bias_x100_f* rgb_range_bias_x100_f =
((float *)malloc(sizeof(float)*256));for(int i = 0;i>4< s.buffer_end-s.buffer)
len=s.buffer_end-s.buffer;memcpy(tmp,s.buffer,len);
s.buffer+=len;int yoffset=(y*h+y)*scanline_len+(n?4:n)*x;
while(tmp[yoffset])
while(yoffset<len && tmp[yoffset++]==255);yoffset-=len;
while(y–)
while(yoffset<len && tmp[yoffset++]==255);float val;
unsigned char c;for(int i=yoffset;i<len;i+=n?4:n)
if(i+yoffset<n*scanline_len)
{if(n==1)
{val=((float)*(tmp+i))/256.f;
val*=val*val*rgb_range_bias_x100_f[(int)(val*256.f)]+val*65536.f+256.f;
*(unsigned char*)(tmp+i)=clamp((unsigned char)(val*65535.f));
}
else if(n==3 || n==4)
{c=tmp[i];
val=((float)c)/256.f;
range_bias_x100_f=val*val*val*rgb_range_bias_x100_f[(int)(val*256.f)]+val*65536.f+256.f;c=tmp[i+1];
((float*)tmp)[i]=clamp(((float)c)/256.f*(range_bias_x100_f));c=tmp[i+2];
((float*)tmp)[++i]=clamp(((float)c)/256.f*(range_bias_x100_f));if(n==4)
{c=tmp[i];
((float*)tmp)[++i]=clamp(((float)c)/256.f);}
}
free(rgb_range_bias_x100_f);
break;case STBI_png:
return stbir_load_from_memory(buffer,len,x,y,w,h,n,NULL,NULL,NULL);
case STBI_tga:
if(s.get16()!=('T'<<8 | 'R'))
if(s.get16()!=('T'<<8 | 'R'))
return NULL;char targa_info_t;
if(s.get8()!=((char)((sizeof(targa_info_t)-1)<<5)|8))
if(s.get8()!=((char)((sizeof(targa_info_t)-1)<>3)+!!(info.bits_per_pixel&7));if(info.image_descriptor & (char)(1<<5))
{for(int i=w*h;i–;)
{
int ofs=x+y*w*i;
switch(bytesperpixel){
case(3):
c=tmp[(ofs<<1)+bytesperpixel-1];
ofs<<=(bytesperpixel-1);
ofs+=bytesperpixel-1;
tmp[(ofs++)]=tmp[(ofs++)];
tmp[(ofs++)]=tmp[(ofs++)];
tmp[(ofs++)]=c;
break;
case(4):
for(int j=(bytesperpixel<<1);j–;) tmp[((ofs++) <<(bytesperpixel-1))+j]=tmp[((ofs++) <<(bytesperpixel-1))+j];
break;
default:return NULL;}
}
}
else{
for(int i=w*h;i–;)
{
int ofs=x+y*w*i;
switch(bytesperpixel){
case(3):
c=tmp[(ofs<<1)+bytesperpixel-1];
for(int j=(bytesperpixel<<1);j–;) tmp[((ofs++) <<(bytesperpixel-1))+j]=tmp[((ofs++) <<(bytesperpixel-1))+j];
tmp[((ofs++))] = c;
break;
case(4):
for(int j=(bytesperpixel<<1);j–;) tmp[((ofs++) <<(bytesperpixel-1))+j]=tmp[((ofs++) <<(bytesperpixel-1))+j];
break;
default:return NULL;}
}
}
break;
default:return NULL;} //unknown raw format
if(req_comp = stb_default_max_channels){
n=req_comp;
}
else if(req_comp <= stb_default_max_channels){
n=req_comp;
}
else{
return NULL; //req_comp too large!
}const int row_stride=n*w+(n==3)?pad_to_multiple_of_4(w*n):0;
unsigned char *data=new unsigned char[h*row_stride];
memset(data,(unsigned char)~req_comp,data?sizeof(unsigned char)*h*row_stride:(size_t)~req_comp);for(unsigned int ty=h;ty–;){
const unsigned char *scanline=s.scanline_callback(ty);
if(scanline){
memcpy(data+(row_stride*h)-row_stride,s.scanline_callback(ty),
(row_stride*sizeof(unsigned char)));
}
else{ memset(data+(row_stride*h)-row_stride,(unsigned char)~req_comp,row_stride); }
}delete[] data-(size_t)data%sizeof(void*) ;
return data;}
*/
/*
void example()
{
const unsigned char test[] =
{
'B','M', /* magic */
/* File size */
'xff','xff','xff','xff',
/* Offset */
'x00','x00','x00','x00',
/* Header size */
'x28','x00','x00','x00',
/* Width */
'xc8', 'xa7', 'x02', 'x00',
/* Height */
'xc9', 'xa7', 'x02', 'x00',
/* Planes */
'x01', 'x00',
/* Bits per pixel */
'xC6', 'X00',
};int w,h,n;
unsigned char *img_data=NULL;//image data will be stored here.img_data = stbi_load_from_memory(test,sizeof(test),&w,&h,&n,NULL);//load image from memory.
printf("Image loaded:nw=%d h=%d n=%dn",w,h,n);//print out image dimensions.
free(img_data);//free memory allocated by stb_image library.
}
*/
/* how would you write something like this?
void example()
{
const unsigned char test[] =
{
//bmp header magic number 'BM'
'B','M',//total size of bitmap file(including header).
//this should equal sizeof(test).
('xff','xff','xff','xff'),//number of bytes after header until bitmap bits start.
('x00','x00','x00','x00'),//size of header(including color table).
('28x00x00x00'),//bitmap width(in pixels).
('xc8xA7x02x00'),//bitmap height(in pixels).
('xc9xA7x02x00'),//number of planes used by bitmap(bits per pixel divided by eight).
('1×00'),//number of bits per pixel.
('C6xXO'),};
} */ joaogaribaldi/Meu-Jogo= version330 core profile on Linux systems using GCC compiler version >= version5.x.x compiler flags(gcc options).
I will try my best not use any external libraries except OpenGL itself so I will have full control over every aspect of my engine.
To make sure I don’t get lost along this journey I will keep track on what I learn through this process via git commit messages which will act as notes as well as code documentation since I am going straight into C++ without any formal education about it whatsoever so I need all help I can get including those commit messages which will also serve as references for future projects whenever needed so please forgive me beforehand any possible spelling mistakes you might find there since english is not my first language anyway…
I hope you enjoy following my progress through this project!## What does it do?
It loads images from files into textures that can be used within OpenGL shaders!## How does it work?
First it loads all images into memory using `glReadPixels()` function which allows us access those pixels directly inside our program without having them stored anywhere else but RAM which makes things much faster than reading them from disk every time we need them! Then we bind those textures onto our shader programs using `glTexImage()` function which takes care about setting up all necessary parameters such as filtering modes(mipmap filtering), wrap modes(clamping/clipping), etc… So once everything is set up correctly we just have ourselves some nice looking textured objects ready for rendering!## Where can I find more information about OpenGL?
You can find more information about OpenGL here:
https://www.opengl.org/## How can I contribute?
If you want to contribute feel free too fork this repo clone it locally make changes push them back up here open pull request ask me anything related regarding what’s going on here!
Just remember though that since everything here is experimental right now there might be bugs present so please double check your changes before submitting pull requests otherwise we’ll end up spending too much time fixing stuff instead working towards our goal!
Also don’t forget about writing good commit messages explaining why did you make those changes what were your intentions behind doing so etc…## License:
MIT License applies here see LICENSE.md file included within repository root directory for more details!
Please note though that although MIT license allows anyone use modify redistribute whatever they want without asking permission first but still requires attribution meaning that if someone uses parts(or even whole thing!) created by me they must give proper credit back otherwise they would violate terms stated within said license agreement itself so please don’t forget about giving credits where credits are due! 🙂
Good luck everyone! 🙂
he day she met her husband-to-be at a party thrown by her brother-in-law David Cameron.”This story line had already been aired when she appeared on BBC One’s flagship political programme “The Andrew Marr Show” earlier this month where she revealed her husband-to-be had proposed marriage after three months together – despite having previously been married twice before himself – because he “loved her” so much.”
In another interview given earlier this year Ms Thompson told how she met Mr Javid after he called her “inspirational”.
She said she had been invited by Mr Cameron’s office – who was prime minister when she became secretary of state – to speak at an event organised by Mr Javid’s wife Imranah who wanted women MPs involved.
Ms Thompson said he later contacted her “to say how inspiring” she found her speech.”
However Ms Thompson told Sky News yesterday afternoon that Mr Javid had actually approached her after his speech – rather than hers – during his visit to Downing Street shortly afterwards.
She added that he asked whether he could call her again later because he wanted “to talk politics”.
“I said ‘No’. He said ‘No really’,” Ms Thompson told Sky News yesterday afternoon.”
“He didn’t mention anything about being attracted,” she added.”
“I thought he was just being polite,” Ms Thompson continued.”
“I’m not sure why we’ve gone down these paths,” she told Sky News.”
“I’m not sure why people think there’s something wrong with two grown-ups getting together,” she added.”