U19 Eliitliiga Esiliiga stats & predictions
Estonia
U19 Eliitliiga Esiliiga
- 14:00 FC Flora Tallinn U19 vs Nomme United U19Over 1.5 Goals: 88.60%Odd: Make Bet
- 14:00 JK Narva Trans U19 vs Kohtla Jarve U19Over 1.5 Goals: 99.00%Odd: Make Bet
- 14:00 Olymp Tallinn U19 vs Ajax Tallinna U19Over 3.5 Goals: 88.00%Odd: Make Bet
- 14:00 Tartu JK Tammeka U19 vs Volta Põhja-Tallinna U19Over 1.5 Goals: 75.70%Odd: Make Bet
- 14:00 Tartu Kalev U19 vs Nomme Kalju FC U19Over 1.5 Goals: 98.90%Odd: Make Bet
- 14:00 Tulevik U19 vs Tartu FC Helios U19Odd: Make Bet
- 14:00 Vaprus U19 vs Voru FC Helios U19
- 14:00 Vaprus U19 II vs Harju JK Laagri U19Odd: Make Bet
- 14:00 Viimsi U19 vs Phoenix U19
Overview of Upcoming Football Matches in U19 Eliitliiga and Esiliiga Estonia
The football scene in Estonia is buzzing with excitement as tomorrow's matches in the U19 Eliitliiga and Esiliiga draw near. Fans are eagerly anticipating the thrilling encounters, and experts are offering their insights on betting predictions. This guide provides a comprehensive look at the scheduled matches, expert analyses, and strategic betting tips to enhance your viewing experience.
Scheduled Matches
Tomorrow's fixtures promise to be a showcase of young talent as teams from both U19 Eliitliiga and Esiliiga Estonia battle it out on the pitch. The matches are scheduled as follows:
- U19 Eliitliiga:
- FC Flora U19 vs. Tallinna Kalev U19
- Narva Trans U19 vs. FC Levadia U19
- Esiliiga:
- JK Tammeka II vs. Paide Linnameeskond II
- FC Kuressaare II vs. JK Sillamäe Kalev II
Expert Betting Predictions
Betting enthusiasts and football analysts have been closely monitoring the teams' performances, form, and statistics to provide informed predictions for tomorrow's matches. Here are some expert insights:
FC Flora U19 vs. Tallinna Kalev U19
This match is expected to be a tightly contested affair. FC Flora U19 has been in excellent form, showcasing strong offensive capabilities and solid defensive organization. Their recent victories have been marked by high-scoring games, making them a favorite among bettors.
- Betting Tip: Consider placing a bet on FC Flora U19 to win with an over 2.5 goals market.
- Key Players: Look out for FC Flora's star striker, who has been instrumental in their recent successes.
Narva Trans U19 vs. FC Levadia U19
Narva Trans U19 is known for their aggressive playstyle and resilience, while FC Levadia U19 has been impressive with their tactical discipline. This match could go either way, making it an intriguing option for those interested in underdog bets.
- Betting Tip: A draw might be a safe bet given the evenly matched nature of both teams.
- Key Players: Keep an eye on Narva Trans' midfield maestro, who has been pivotal in controlling the game tempo.
JK Tammeka II vs. Paide Linnameeskond II
JK Tammeka II has been struggling to find consistency this season, whereas Paide Linnameeskond II has shown flashes of brilliance. This match could be an opportunity for Paide Linnameeskond II to capitalize on Tammeka's vulnerabilities.
- Betting Tip: Bet on Paide Linnameeskond II to win or consider a double chance bet.
- Key Players: Paide Linnameeskond's goalkeeper has been outstanding, making crucial saves that could turn the tide in their favor.
FC Kuressaare II vs. JK Sillamäe Kalev II
FC Kuressaare II has been performing admirably at home, while JK Sillamäe Kalev II has struggled with injuries this season. This match presents a prime opportunity for FC Kuressaare II to secure a victory.
- Betting Tip: Consider backing FC Kuressaare II to win by a narrow margin.
- Key Players: Watch out for FC Kuressaare's veteran defender, whose experience could be crucial in maintaining a clean sheet.
Analyzing Team Form and Statistics
To make informed betting decisions, it's essential to analyze the teams' recent form and statistical performance. Here are some key statistics and trends to consider:
Team Form Analysis
- FC Flora U19: On a three-match winning streak with an average of 3 goals per game.
- Tallinna Kalev U19: Mixed results with two wins and two losses in their last four matches.
- Narva Trans U19: Consistent performance with one win, one draw, and two losses recently.
- FC Levadia U19:: Two consecutive wins with strong defensive displays.
- JK Tammeka II:: Struggling with back-to-back losses.
- Paide Linnameeskond II:: One win and one draw in their last two matches.
- FC Kuressaare II:: Solid home form with two wins at home.
- JK Sillamäe Kalev II:: Facing challenges due to injuries, resulting in one win and three losses.
Statistical Insights
Analyzing key statistics such as goals scored, goals conceded, possession percentages, and shots on target can provide valuable insights into each team's strengths and weaknesses:
- Goals Scored: FC Flora U19 leads with an average of 3 goals per game, followed by Narva Trans U19 with 2 goals per game.
- Goals Conceded:: FC Levadia U19 has conceded only one goal in their last four matches, showcasing strong defensive capabilities.
- Possession Percentage:: Paide Linnameeskond II maintains an average possession of 55%, indicating their control over the midfield.
- Shots on Target:: FC Kuressaare II averages 5 shots on target per game, highlighting their attacking threat.
Betting Strategies for Tomorrow's Matches
To maximize your chances of success when betting on tomorrow's matches, consider implementing the following strategies based on expert predictions and statistical analyses:
- Diversify Your Bets:: Spread your bets across different markets (win/lose/draw) and outcomes (over/under goals) to minimize risk.
- Leverage In-Game Betting:: Take advantage of live betting options during the matches to capitalize on dynamic changes in gameplay.#pragma once #include "GpuBuffer.h" #include "Device.h" class GpuTexture : public GpuBuffer { public: GpuTexture(); virtual ~GpuTexture(); virtual bool Create(TextureType type, TextureFormat format, TextureUsage usage, TextureFlags flags, uint32_t width, uint32_t height, uint32_t depth = 1, uint32_t arraySize = 1, uint32_t mipLevels = 1, uint32_t samples = 1) override; virtual bool Create(TextureType type, TextureFormat format, TextureUsage usage, TextureFlags flags, const void* data, uint32_t width, uint32_t height, uint32_t depth = 1, uint32_t arraySize = 1, uint32_t mipLevels = 1, uint32_t samples = 1) override; virtual void Bind(uint32_t slot = 0) const override; virtual void Unbind(uint32_t slot = 0) const override; void BindForSampling(uint32_t slot = 0) const; void UnbindForSampling(uint32_t slot = 0) const; void SetData(const void* data); void SetData(const void* data, uint32_t size); void SetData(const void* data, uint32_t width, uint32_t height, uint32_t depth = 1, uint32_t arraySize = 1, uint32_t mipLevel = 0); private: void Initialize(TextureType type, TextureFormat format, TextureUsage usage, TextureFlags flags); private: GpuTexture(const GpuTexture&) = delete; GpuTexture& operator=(const GpuTexture&) = delete; }; <|file_sep|>#pragma once #include "Engine.h" #include "Math/Math.h" struct Vertex { Vector3 position; Vector3 normal; Vector2 uv; static constexpr size_t SizeInBytes() { return sizeof(Vertex); } }; struct LineVertex { Vector3 start; Vector3 end; Color color; static constexpr size_t SizeInBytes() { return sizeof(LineVertex); } }; struct SpriteVertex { Vector2 position; Color color; Vector2 uv; static constexpr size_t SizeInBytes() { return sizeof(SpriteVertex); } }; struct RectVertex { Vector2 position; Color color; static constexpr size_t SizeInBytes() { return sizeof(RectVertex); } }; <|file_sep|>#pragma once #include "Renderer.h" class Renderer2D : public Renderer { public: virtual ~Renderer2D(); void DrawSprite(const Vector2& position); void DrawSprite(const Vector2& position, const Color& color); void DrawSprite(const Vector2& position, const Vector2& scale); void DrawSprite(const Vector2& position, const Vector2& scale, const Color& color); void DrawSprite(const Vector2& position, const Vector2& scale, const float rotation); void DrawSprite(const Vector2& position, const Vector2& scale, const float rotation, const Color& color); void DrawSprite(const Vector2& position, const Vector2& scale, const float rotationAngleRadians, const float rotationAxisXRadiansRadians); void DrawSprite(const Vector2& position, const Vector2& scale,const float rotationAngleRadians,const float rotationAxisXRadians,const Color& color); void DrawLine(const Vector2& start,end,const Color &color); private: friend class Renderer; static constexpr size_t MaxSpriteVerticesCount{10240}; static constexpr size_t MaxIndicesCount{MaxSpriteVerticesCount * 6}; static constexpr size_t MaxSprites{MaxSpriteVerticesCount / 4}; struct QuadVertexData { Vector4 vertices[4]; Color color; }; struct LineVertexData { Vector3 start; Vector3 end; Color color; public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: public: private: };<|file_sep|>#include "Pch.h" #include "GpuCommandBuffer.h" GpuCommandBuffer::GpuCommandBuffer() { } GpuCommandBuffer::~GpuCommandBuffer() { } bool GpuCommandBuffer::Begin() { return true; } void GpuCommandBuffer::End() { } void GpuCommandBuffer::ClearRenderTargetView(GpuRenderPass* renderPass) { } void GpuCommandBuffer::ClearDepthStencilView(GpuRenderPass* renderPass) { } void GpuCommandBuffer::SetViewport(GpuRenderPass* renderPass) { } void GpuCommandBuffer::SetScissor(GpuRenderPass* renderPass) { } void GpuCommandBuffer::BindPipeline(Pipeline* pipeline) { } void GpuCommandBuffer::BindIndexBuffer(GpuBuffer* indexBuffer) { } void GpuCommandBuffer::BindVertexBuffer(uint32_t slot,GpuBuffer* vertexBuffer) { } void GpuCommandBuffer::BindUniformBuffer(uint32_t slot,GpuBuffer* uniformBuffer) { } void GpuCommandBuffer::BindStorageTexture(uint32_t slot,GpuTexture* texture) { } void GpuCommandBuffer::BindSampler(uint32_t slot,GpuSamplerState* samplerState) { } <|repo_name|>AeternaLumina/DirectX11<|file_sep|>/Source/Engine/Core/WindowsWindow.cpp #include "Pch.h" #include "WindowsWindow.h" #include "Core/WindowEvents.h" #include "Core/InputManager.h" #include "Core/Engine.h" #include "Renderer/GfxDevice.h" WindowsWindow::WindowsWindow() { m_hwnd = nullptr; m_windowStyle = WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN; m_windowPos.x = CW_USEDEFAULT; m_windowPos.y = CW_USEDEFAULT; m_windowPos.width = CW_USEDEFAULT; m_windowPos.height = CW_USEDEFAULT; m_cursorPos.x = m_cursorPos.y = m_lastCursorPos.x = m_lastCursorPos.y = LONG_MAX; m_framebufferWidth = m_framebufferHeight = m_lastFrameBufferSize.x = m_lastFrameBufferSize.y = m_framebufferScaleX = m_framebufferScaleY = m_windowScaleX = m_windowScaleY = m_lastWindowScaleX = m_lastWindowScaleY = m_lastCursorX = m_lastCursorY = LONG_MAX; memset(m_framebufferScaleFactor.x ,0,sizeof(m_framebufferScaleFactor)); memset(&m_clientArea,{0},sizeof(m_clientArea)); memset(&m_windowInfo,{0},sizeof(m_windowInfo)); memset(&m_mouseWheelInfo,{0},sizeof(m_mouseWheelInfo)); memset(&m_cursorInfo,{0},sizeof(m_cursorInfo)); memset(&m_mouseState,{0},sizeof(m_mouseState)); memset(&m_keyboardState,{0},sizeof(m_keyboardState)); } WindowsWindow::~WindowsWindow() { if (m_hwnd != nullptr) DestroyWindow(m_hwnd); if (m_instance != nullptr) { if (!UnregisterClassA("DirectX11", m_instance)) LOG_ERROR("Failed to unregister window class"); m_instance.Release(); } } bool WindowsWindow::Create(const WindowProperties &properties) { if (m_hwnd != nullptr) return false; HINSTANCE instanceHandle{ GetModuleHandleA(nullptr) }; if (instanceHandle == nullptr) return false; WNDCLASSEXA windowClass{}; windowClass.cbSize=sizeof(WNDCLASSEXA); windowClass.style=CS_HREDRAW | CS_VREDRAW | CS_OWNDC; //Redraw when size changes. windowClass.lpfnWndProc=WndProc; //Our WndProc function. windowClass.cbClsExtra=0; // No extra class memory. windowClass.cbWndExtra=0; // No extra window memory. windowClass.hInstance=instanceHandle; //Handle to our application instance. windowClass.hIcon=LoadIconA(instanceHandle,"IDI_APPLICATION"); //Default icon. windowClass.hCursor=LoadCursorA(nullptr,IDC_ARROW); //Default cursor. windowClass.hbrBackground=(HBRUSH)(COLOR_WINDOW+1); //Default background color. windowClass.lpszMenuName=NULL; //We don't want a menu. windowClass.lpszClassName="DirectX11"; //The name of the window class. windowClass.hIconSm=LoadIconA(instanceHandle,"IDI_APPLICATION"); //Default small icon. if (!RegisterClassExA(&windowClass)) return false; WNDCLASSEX wc{}; wc.cbSize=sizeof(WNDCLASSEX); wc.style=CS_HREDRAW | CS_VREDRAW | CS_OWNDC; //Redraw when size changes. wc.lpfnWndProc=WndProc; //Our WndProc function. wc.cbClsExtra=0; // No extra class memory. wc.cbWndExtra=0; // No extra window memory. wc.hInstance=instanceHandle; //Handle to our application instance. wc.hIcon=LoadIconA(instanceHandle,"IDI_APPLICATION"); //Default icon. wc.hCursor=LoadCursorA(nullptr,IDC_ARROW); //Default cursor. wc.hbrBackground=(HBRUSH)(COLOR_WINDOW+1); //Default background color. wc.lpszMenuName=NULL; //We don't want a menu. wc.lpszClassName="DirectX11"; //The name of the window class. wc.hIconSm=LoadIconA(instanceHandle,"IDI_APPLICATION"); //Default small icon. if (!RegisterClassEx(&wc)) return false; DWORD styleEx{}; styleEx |= WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;//WS_EX_TOOLWINDOW | WS_EX_TOPMOST | styleEx |= WS_EX_LAYERED;//WS_EX_ACCEPTFILES | WS_EX_TRANSPARENT | DWORD style{}; style |= WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;//WS_THICKFRAME | WS_MAXIMIZEBOX | style |= WS_MINIMIZEBOX;//WS_SIZEBOX | WS_SYSMENU | if (properties.resizable) style &= ~WS_MAXIMIZEBOX & ~WS_THICKFRAME & ~WS_SIZEBOX & ~WS_SYSMENU;// & ~WS_MINIMIZEBOX & ~WS_OVERLAPPEDWINDOW; RECT clientRect{}; clientRect.left=m_windowPos.x; clientRect.top=m_windowPos.y; clientRect.right=m_windowPos.width + m_windowPos.x; clientRect.bottom=m_windowPos.height + m_windowPos.y; int result{ AdjustWindowRectEx(&clientRect,&style,&false,&styleEx) }; int clientWidth{ clientRect.right - clientRect.left }; int clientHeight{ clientRect.bottom - clientRect.top }; int posX{}; int posY{}; if ((properties.positionMode == WindowPositionMode::CenterScreen || properties.positionMode == WindowPositionMode::Undefined) && !properties.customPosition.x && !properties.customPosition.y) posX=posY=-GetSystemMetrics(SM_CXSCREEN)/clientWidth/2; else if (properties.positionMode == WindowPositionMode::TopLeftCorner || properties.positionMode == WindowPositionMode::Undefined && !properties.customPosition.x && !properties.customPosition.y) posX=posY=-GetSystemMetrics(SM_CXSCREEN)/clientWidth; else if (properties.positionMode == WindowPositionMode::Custom || properties.positionMode == WindowPositionMode::Undefined && properties.customPosition.x && properties.customPosition.y) pos