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15 Sentences With "unstacking"

How to use unstacking in a sentence? Find typical usage patterns (collocations)/phrases/context for "unstacking" and check conjugation/comparative form for "unstacking". Mastering all the usages of "unstacking" from sentence examples published by news publications.

The drop-front is also great because I can get what I need without the mess of unstacking boxes.
Largely governed by the World Sport Stacking Association (WSSA), the sport involves stacking and unstacking cups at a rapid clip in a race against the clock.
So he took the same idea of "many different corners," and the attraction and repulsion of other people and their spaces that he had articulated in the Children's Center, and came up with a house that seemed like an unstacking of nested furniture, connected by steps (which also doubled as seating areas).
The boundary moves through a pore gradient and the protein stack gradually disperses due to a frictional resistance increase of the gel matrix. Stacking and unstacking occurs continuously in the gradient gel, for every protein at a different position. For a complete protein unstacking the polyacrylamide-gel concentration must exceed 16% T. The two-gel system of "Laemmli" is a simple gradient gel. The pH discontinuity of the buffers is of no significance for the separation quality, and a "stacking-gel" with a different pH is not needed.
Binding of the enzyme induces a conformational change in the DNA, bending it by about 50°. DNA bending results in the unstacking of the bases, widening of the minor groove, and compression of the major groove. This brings the phosphodiester linkage to be broken closer to the active site of the enzyme, where it can be cleaved. Cleavage occurs within the recognition sequence, and does not require ATP hydrolysis.
The formation of cruciform structures in linear DNA is thermodynamically unfavorable due to the possibility of base unstacking at junction points and open regions at loops. Cruciform DNA is found in both prokaryotes and eukaryotes and has a role in the transcription of DNA, double strand repair, DNA translocation and recombination. Cruciform structures can increase genomic instability and are involved in the formation of various diseases, such as cancer.
A pallet inverter or pile turner is a machine that is used to turn over pallets whilst still loaded with products. The reasons for needing to turn over a pallet are varied, but one main reason is the need to replace a broken or inappropriate pallet without unstacking the whole load. Sometimes a manufacturer simply needs to turn their products to stop their contents settling. In some industries, it is necessary to transfer goods from one type of pallet to another - for example, when plastic pallets are used for on-site storage and wooden pallets are used for shipping.
Civilization VI received "generally favorable reviews" for PC and Nintendo Switch, according to review aggregator Metacritic. Critics like Scott Butterworth from GameSpot praised the game's nuanced additions and the unstacking of cities, which "adds a new strategic layer that fills a gap and creates greater variety in the types of thinking Civ demands." IGN's Dan Stapleton echoed the same love for its "overwhelming number of systems" and for feeling "like a Civ game that’s already had two expansions." Peter Glagowski from Destructoid was slightly more critical, dubbing the religious victory condition in the game a "nuisance" and recommending "turning it off".
Since the call stack is organized as a stack, the caller pushes the return address onto the stack, and the called subroutine, when it finishes, pulls or pops the return address off the call stack and transfers control to that address. If a called subroutine calls on yet another subroutine, it will push another return address onto the call stack, and so on, with the information stacking up and unstacking as the program dictates. If the pushing consumes all of the space allocated for the call stack, an error called a stack overflow occurs, generally causing the program to crash. Adding a subroutine's entry to the call stack is sometimes called "winding"; conversely, removing entries is "unwinding".
Before Niall can introduce himself and launch into his spiel that Tammy has prepared for him, Mrs Wright (April Nicholson) interrupts him – "I know who you are" – and ushers him into the house. There she ropes him into unstacking the dishwasher as Niall tries in vain to broach the subject of the bereavement against the sound of a fire alarm which has been set off by the cigarette Mrs Wright is smoking. Mrs Wright appears baffled by Niall's requests for pictures and instead offers him some soup telling him they will look at some pictures "in the morning", much to Niall's surprise. She then leads him upstairs to the bedroom and encourages him to get some rest.
The game featured several civilizations not featured in previous incarnations of Civilization, while many returning civilizations had new capitals or new leaders. A critical design focus was to avoid having the player follow a pre-set path of improvements towards their civilization which they had observed from earlier games. Civilization VI places more emphasis on the terrain by "unstacking" city districts from the main city tile and giving bonuses for placing districts near certain terrain types. Other new features include research on the game's technology tree based on nearby terrain, a similar technology tree for cultural improvements and a better government civics structure for those playing on a cultural victory path, and new artificial intelligence mechanics for computer-controlled opponents that include secret goals and randomized engagements to disrupt an otherwise stable game.
A major foundation of the development of Civilization VI was to prevent players from following routines in playing through a game, according to lead designer Ed Beach. The developers placed much more emphasis on the significance of the procedurally-generated map in how it would influence the player's strategy as the game progressed, so that no game of Civilization VI would be the same. For example, the redesigned technology tree was aimed to pull players away from automatically following a rote path through the tree, and instead adapt a path through it based on their placement on the map. Modifications to the game such as the unstacking of cities and city districts lead directly to support this approach, since some districts and city improvements depend specifically on what available terrain is nearby.
Petty had wanted to create a contemporary adventure game, maintaining the characters and stories while reinventing the normal point-and- click interface used for such games. After observing his daughter playing with matryoshka dolls, he realized that the dolls themselves could be the characters, the inventory, and the action verbs at the same time. Petty and Schafer later reflected that the use of dolls, a common toy, would help to make the game appealing to the casual player, as they would quickly understand the mechanics of stacking and unstacking, while still having an allure for hardcore players with deeper gameplay mechanics. The idea of using these dolls would later be of benefit in production, as the basic structure of the doll model in the game's engine could easily be reused for the more than one hundred unique dolls within the game.
Civilization VI builds upon the general gameplay of Civilization V, including continuing the use of the hex-based grid introduced in Civilization V. New to Civilization VI is the idea of "city unstacking": some improvements to cities must be placed in the hexes in the bounds of the city but not within the city's space itself, whereas in previous games, all improvements were considered stacked on the same map hex or square that the city was located in. The player must assign specific hexes as "districts" in the city, which have certain limitations but grant bonuses for improvements placed in that district. For example, the encampment district specializes a city for training military units, and allows for the construction of further buildings that grant production and experience bonuses to said units. Such encampments may not be placed next to the main city center.
Such changes were also the result of design choices made by Civilization Vs lead designer Jon Schafer during its development, such as the unstacking of player units. These changes in Civilization V exposed other weak areas of the core gameplay of the series, specifically how cities were simply seen as places to dump improvements and Wonders with little effect on the map, according to producer Dennis Shirk. Beach, as lead designer for Civilization VI, wanted to improve upon these weaknesses, desiring to make the game map "just as important as anything else in the game", and took the step to unstack the cities to accomplish this, following in how Schafer took to unstack unit tiles in Civilization V. According to Beach, these features add city management elements similar to those found in city-building games, and force players to make decisions based on the geographical location of the city, instead of sticking to a specific city improvement route. Because of the importance of the surrounding terrain to the growth of a city, Firaxis had to review their procedural generation for game maps to meet this new approach.

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