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Is 1UP even a valuable item?
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Hisymak
Post by Hisymak » Wed Feb 27, 2019 13:05
After playing Commander Keen for longer time, I really started feeling that 1UPs are really... pointless items.
The whole concept of counting lives, losing live after death and game over when running out of lives becomes useless when you can freely save and load game any time without limitations. This way, once you die, you will simply reload back and continue without losing any lives.
When I started playing Keen as very small kid, for some short time period I really played Keen without saving and loading regularly, restarting a level after death. But very soon I learned to save and load game, and realized I could completely overcome the lives system. Saving and loading game was also a real necessity, because some levels were really hard and easy to die in them at some critical/hard places. So I would for example need to restart and re-play almost completely whole level when I died near the exit. Playing without saving would be extremely tedious and time-consuming, and really often I needed to repeat some place in a level even 10,20,30 times after I finally passed it. Without saving and loading inside levels the game would become practically uncompletable (and that was also main reason why I never managed to finish Keen2 and Keen3. The levels were hard and without saving in them I could simply not beat them without herculean patience).
Not forget to mention that sometimes I tried to play Keen as no-save challenge. That was probably the original intention of the lives system. It was pretty possible in the early and easy levels (both villages, perilous pit, lifewater oasis), but in larger levels when I died and needed to replay whole level, I soon ragequit this approach.
But back to the 1UP item itself. It is, in fact, considered a "rare" and "valuable" item, and mostly can be found in secret and hard-to-reach places, sometimes multiple 1UPs in super secrets. But, actually, finding a 1UP in a secret feels very underwhelming to me. I consider lives being just items to collect without any practical use. Pretty simply something like score. Once I finish the game, I can look at the number of lives I have (usually I have someting about 30-40) and add for example 10000 extra points per a live. However, the number of lives even does not count in the high scores screen, so the number of lives you end game with won't add you any extra score and advantage at all. So that's it!
And some additional note. I'm currently playing Antroxian Realm mod which features mid-level checkpoints. I take advantage of that and do not save inside levels. Here the lives make more sense and I'm actively seeking them as they are important for my progress. But still, when I died several times at some place and needed to always re-play relatively long part of a level after last checkpoint, I ragequit too.
Re: Is 1UP even a valuable item?
Post by Roobar » Wed Feb 27, 2019 14:16
Well, technically, you are right. But there are a lot of people who like to challenge themselves and make speedruns and playthroughs. People like to compete and break records. In that regard they learn the games inside-out and can play without saving. If you find a particular level hard and you ragequit, others may find that level challenging and keep trying. For them lives matters when they try to play without saving. So you can look at it as a matter of choice - a game that can appeal to both casual and pro players.
Post by K1n9_Duk3 » Wed Feb 27, 2019 21:33
You can also abuse the 1UP system and die on purpose near the end of a level, which allows you to collect all the ammo and bonus items in the level multiple times. But if you don't care about high scores or you already know how to find more than enough ammo in the levels anyway, there's not really a point in doing that.
I agree that (apart from the exploit I mentioned above) the 1UP system in all the Keen games is completely pointless. All it does is punish the player if the player forgets to save. You never have to lose a life in any of the Keen games if you save after every level, since loading a game comes without any disadvantages. Well, you need to bring up the load game menu yourself, but that's just a very minor inconvenience.
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Post by Commander Spleen » Fri Mar 01, 2019 3:20
It's something that bothered me for a long time, along with what K1n9_Duk3 mentions about the impact of multiple extra lives on the scoring system. This is why all my mods now feature unlimited lives and per-level scores that you only keep when you complete the level.
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Post by Roobar » Fri Mar 01, 2019 10:33
Syllypryde
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Post by Syllypryde » Sat Mar 02, 2019 12:16
I can understand why a lot of people see the 1UP as pointless. But if you play games as they were intended to be played they would become more valuable. Saving, most especially in-level saving makes most Keen games way too easy. To me it is almost like playing with cheat codes all the time. The original intent of saving within video games was when you don't feel like playing anymore, or if you have to go to bed to get up for work in the morning, you can play the game again later without having to completely start over.
I have agreed in the past that you should lose everything you gained in a level when you die, such as points, rayguns, 1UP's and you are only awarded them when you complete a level. That would make points as well as 1UP's very valuable.
I try never to save in-level and also minimize saving between levels as well, to play the game the developer or the modder intended it to be played, and not be afraid of game overs or the difficulty. Like I said, abusing the saving makes the games too easy, and if you do this and then cry the game is too easy or boring, then you have no one to blame but yourself. It is the same situation if you use the cheat codes all the time. Don't cheat your way through the game and then cry the game is too easy.
I had a buddy who used to do this with the Grand Theft Auto games. He would cheat his way through the game and then complain it is was too easy. Of course, he refused to start over and play the game right. So in the next installment of the game (I cannot remember exactly which GTA games we were playing at the time), I enabled the 'people riot more' cheat code, which not only do the people riot and fight you if you try to steal their cars, but they also have weapons, even guns. I am not sure the cheat works the same way in all the games, but in one game in particular (I believe it was Vice City), but the only way to disable this specific cheat code is to start the game over. It stays enabled through your entire game. So one day when he tried to play his game, and couldn't get very far because random civilians were killing him, he had a fit because now the game was "too hard!"
Though personally, if I was modding my own games, I would still not eliminate saving, because I would allow players to have the option of how they want to play. But what I would do is like I said earlier, I would mod the game so you are only awarded points, rayguns and 1UP's when you complete a level, instead of dying dozens of times in order to build up lives and ammo.
I like checkpoints, like Gridlock did for Atroxian Realm, but personally, I would add a twist to it. I would mod it so you have a set number of tries to either make it to the next checkpoint or complete the level. If you cannot do either with a set number of tries (let's say 3 tries), you lose another life (along with the first 2 lives you lost after you made it to the checkpoint and failed twice), and now you have to start the level over.
If games are so hard you feel the need to have to cheat through it all the time, then maybe you should play games that suit your skill level as a player. If you happen to be the type of player that feels the need to cheat through every game, or for the topic at hand, abuse saving because you don't like to be challenged, then my question is why are you playing video games in the first place?
What is Directive X_M?
Post by K1n9_Duk3 » Sat Mar 02, 2019 23:08
Syllypryde wrote: ↑
Sat Mar 02, 2019 12:16
The original intent of saving within video games was when you don't feel like playing anymore, or if you have to go to bed to get up for work in the morning, you can play the game again later without having to completely start over.
That might be true, but there are many examples that demonstrate that as soon as saving the game was a thing, developers integrated that ability into their game designs. Some infamous examples would be Sierra's adventure games like the early King's Quest, Space Quest and Leisure Suit Larry games, which contain countless cheap deaths or other "game over" situations that can only be avoided through trial and error. There's no denying that when the game displays the phrase "Remember: save early, save often!" in the Restore/Restart/Quit dialog after the game over screen.
But then again, those games were created for home computers. Extra lives come from arcade machines and were ported to home computers and consoles along with the game genres that used them. And I dare to say that in most cases the extra lives made it onto the PC because the people making the games were busy enough trying to make these games viable on the PC in the first place and couldn't afford to question this part of the game design.
Just to put this into perspective: The part of Softdisk where Carmack and Romero worked before they started on Keen was actaully called "PC Arcade" at some point. You can see that name in Dangerous Dave 1 and Catacomb 1. So there's definitely and arcade influence there and Keen inherited that. Literally. Large parts of the "PC Arcade" code library (released to the public along with the source code to Catacomb 1 & 2) were also used for Keen 1-3.
If you happen to be the type of player that feels the need to cheat through every game, or for the topic at hand, abuse saving because you don't like to be challenged, then my question is why are you playing video games in the first place?
I can think of a couple of reasons:
- being interested in the game's story
- experiencing the awesome power of godmode just because you can
- focussing on "puzzles" (key/switch hunting or finding the exit) instead of combat
- focussing on combat instead of "puzzles"
I am not ashamed to admit that I'm absolutely not playing any action games for the "challenge". I pretty much always select the easiest difficulty level because I know that I'm easily frustrated and when I die, I will most likely just quit the game and do something else, regardless of checkpoints, quicksaves or whatever system the game uses. What I have never done is quit a game because it didn't "challenge" me.
I guess we should all be happy about the fact that gaming on the PC is way more customizable than the old arcade machines and everybody can play them how they want to play them. Video games wouldn't be nearly as popular if everybody had to play them the way they were meant to be played. And I'm pretty sure we wouldn't even have mods if everybody played the games the way they were meant to be played.
PS: If a game was meant to be played without saving, then it wouldn't give me the option to do that. It would give me a combined "Save & Quit" option instead of a "Save" option, and it would delete the saved game immediately after it was loaded.
Post by Commander Spleen » Sat Mar 02, 2019 23:49
You're conflating save scumming, cheats and infinite lives. They are all separate concepts. You can still play levels legitimately with infinite lives, and it makes a big difference to Vorticons gameplay which only has world map saving. Nothing about infinite lives prevents the speedruns and playthroughs from having value. If anything it surely adds value for those who are interested in high score records and quantifying game completion given the scores are otherwise no more than a function of one's patience once you can get at least two extra lives in one level.
Lives are useful in simpler aracde games. Making progress in a Keen game and then having to reset it and play all the levels through again because of a few mistakes is not my idea of fun. And I don't have time or interest to refine my skills to be able to play the games blindfolded without hitting any death hazards, especially when it comes to the unforgiving level designs found in most mods.
Joined: Thu Aug 12, 2010 2:20
Post by Gridlock » Sun Mar 03, 2019 2:22
From my experience designing Keen levels, it can be difficult to provide players with any items that have actual value. 1ups, raindrops/vitalin, and points all serve the extra lives system. Points have the extra purpose of leading to a high score, but that can be so easily abused that it really doesn't matter. Ammo has the most utility of any item, but it rarely falls into the sweet spot. If you have too little, the game feels broken, and if you have too much, the player might as well have unlimited shots. I find that the Keen games are less about providing mechanically significant rewards than aesthetically satisfying ones. It feels great to hear the sound of getting a 1-up and seeing the lives counter increase, even though it won't actually benefit most players.
Personally, I don't have the patience to honor the lives system while playing most Keen games. Keen's typical puzzle and exploration based level design doesn't mesh well with the penalty of losing your entire progress from making a single mistake. It's fine if you personally want to play like that, but for many it's just frustrating game design. Even when trying to make lives more useful in AR with the checkpoint system, I still think lives are rather useless. If you run out of lives, you have to start the entire level over again. If there wasn't a need for extra lives, I'd just give the player unlimited tries. In my other mod, the Alphamatic, I see absolutely no issue with using in-level saving. The design was never intended to be challenging for the sake of encouraging perfect runs. I wanted to have larger levels with interesting challenges, and since I couldn't use checkpoints, I think encouraging in-level saving is a necessary compromise.
It's important to understand that challenge is largely artificial, and level designers are typically poor judges of how difficult their levels really are. People who make games aren't looking for players to meet some artificial skill threshold; they just want to make a game that their target audience can enjoy (or just find an audience at all). It's critical as a game designer to accommodate a range of gaming preferences since different players judge a game by different standards. It's also important to realize that the way a developer might "intend" their game to be played and the way it can actually be played are distinct. If a play style is possible based on the game's design/mechanics, then it's a perfectly valid way to play (excluding obvious cheats). When the optimal way to play and the intended way to play diverge in a way that's detrimental to the player experience, then the fault rests with the designer, not the player.
Armageddon Begins Again. The Alphamatic has arrived.
Atroxian Realm: viewtopic.php?f=4&t=3536
The Alphamatic: viewtopic.php?f=4&t=4086
Post by Roobar » Sun Mar 03, 2019 4:16
OK maybe we can find some more ways to make lives more valuable items:
- if hi-score can display how many lives you end up the game with
- on-line hi-score system
- achievement for finding all the 1ups in the game or achievement for not taking any 1ups after completing the game
Post by Syllypryde » Sun Mar 03, 2019 11:32
I understand how people can see a problem with too harsh punishments within a game just for the sake of a single mistake or two, especially when sometimes a game is designed with blind hazards, suicide jumps, etc. to bring about cheap deaths from the player, who can only avoid these deaths through trial and error, luck and sometimes not even then. But I do have a personal issue with players that think it is somehow "unfair" to have to face any punishment or consequences whatsoever for mistakes or poor skill in playing a game.
I know many of you will argue that extra lives and such no longer exist in modern video games and you would be correct. But let us not forget that Commander Keen is not a modern video game. It is one of the original platform style games created in the early 90's. Yes, due to new modding programs created by the Keen community, we can not only enhance the original games, but also add new elements never before done in Keen games, including adding new game dynamics, and more modern features.
This is just a personal opinion obviously, but most modern video games are trash anyway. Most games are predicated on players being overwhelmed and over-impressed by the realistic graphics, but pay no attention to the poor game design, lack of a coherent story, one-dimensional characters, anti-climatic endings, and little to no semblance of realism. Keen is simplistic in most ways, and yes the graphics are laughable considering modern graphics, but it has many of the factors that make the game fun and worth playing. Most modern video games, once you look past the trojan horse, the graphics, you can see what little substance most of these games have. Most of them have little originality, most of them are just graphic enhanced rip offs of older, out of date, better created games. I rather play Doom or Duke Nuke 'Em than most modern day First-Person Shooter games.
I know I went off on a bit of a tangent there, so I will get back on topic. I did say that if I was a Keen modder I would not take out the option of saving, in level or otherwise. Plus at no point did I ever say I never used in-level saving myself. If I use it at all, most of the time it is just to practice at a certain point in the game I have trouble passing. Once I figure out how to do it, if I don't reach the end of the level and die, I will not reload the savepoint and start the level over and try to make in through without load or save again.
Plus I have also stated in the past that I've had to use in-level saving on certain levels:
Pyramid of the Forbidden on hard
Well of Wishes on hard
The Bloogdome on hard
Bloogville on hard
Cliff Hanger (Keen 7) on hard
Forest Skies (Keen 7) on hard
Defense Tower Surth (Keen 9) on hard
Defense Hall M (Keen 9) on hard
The Warpcore (Keen 9) on normal and hard
Dynamo Access Shaft (The Alphamatic) on normal
Alpha Explosion Dynamo (The Alphamatic) on normal
Impossible Palace (Keen 8 community mod) on normal and hard, in fact I skip this level completely, I hit f10-E and skip it so I can play Love Shack, because when the designer of the level created it and named it, he took it WAY TOO LITERALLY!
Plus there have been several mods I gave up on or never really played because I felt they were way too hard:
All Fleexy mods: Can't make it past level 1 on any of them!
All Keenrush mods: They are all fun up to a point, but most of them I got halfway through them and then could never get any farther on any of them
Keen Q: Can only make it past the first two levels, no farther after that
Keen S: Only a couple of levels
Trapped Keen: Only a couple of levels
All Keen community mods of Episode Smile: Even more ridiculously hard than the original!
Then again I am better at Galaxy than Vorticons, so if many of these games were made in Galaxy, maybe I could actually get past them. Scratch that... I did mention Impossible Palace didn't I?
DoomJedi
Post by DoomJedi » Sun Mar 03, 2019 13:58
I can related to all sides.
Lifes system looks arcade-outdated and punishes only forgetting to save. On my retropie I prefer arcade games just because I don't need remember saving, just "fake insert" more coins to continue, though feels unfair as I have no motivation not to get hit or not to die. With "arcade" emulator option I tend to play non-console versions of same game more, because constant needing to save progress after every challenge is annoying.
Though noone forces you to save...one can play it as hard as he prefers to. But many wouldn't see most of Keen if not for saving.
This what happens to me with so many retro games as the time, till modern emulators came with their save states.
Before - I never seen even second levels of many classic games and platformers (first time I ever saw second levels of Shinobi, or Ninja Gaiden or Strider or...). Is it worth it? To make a game most will never get to see most of it? Will they be willing to even pay for such?
I think restarting a level (limitlessly) is big enouph punishment (or even only to latest checkpoint), without need to restart the whole game.
The issue about saving...it's not retro-game versus modern game (as games), it's more battle of time periods themselves. We had much less games then, with more times and motivation to invest in each. Nowdays we don't have that patience, even with big selection on retro games on emulation software.
We don't learn to get too good in a game, and gaming on my retorpie is "pass an enemy/obstacle/challenge - and immidiately save", or die and reload. (Limited myself only in some game where it helt appropriate, like Ninja Kun, or where I had more chances to die while trying to save then if I don't save).
But if what would be an only game I have...I might learned to get better in it to pass it without saves (but then, as said - don't make level design of unfair deaths and faith jumps). But nowdays I get frustrated and move to another game, having tens of thousands of retro console games to choose from. Saves protect us from unfair challenges in bad level design. Games without saves should be 100% fair.
Keen mods are indeed too hard for guys like me, and I didn't finish any or almost any of the mods here (passed many levels on Keen 7-8-9 though), at many mentioned I didn't pass even first level or 2. I understand and accept long-time Keen diehards are making sets interesting for themselves to play, challenging enough...but hard on newcomers.
Post by Syllypryde » Sat Mar 09, 2019 6:30
I do understand that many of the mods might be way too hard for people new to Commander Keen. Those of us who have played Keen since the original games were released and have been members of the online Keen community for almost the beginning, or at least fairly close to it, have played the overwhelming majority of the mods, Vorticons and Galaxy, and have beaten most of the them. There have been a few mods I haven't beaten, the ones I mentioned earlier in this thread that were too hard, plus others that I haven't beaten simply because I was not a fan of them and didn't care to play them.
Dozens of mods took me years to beat, not because they were that hard, but because I would abandon them each time a new mod was released, most especially new Galaxy mods. Then I would eventually go back to those older mods and replay where I left off. If you asked me about the ending of a specific mod, most of the them I could not remember, because many mods I never played again after I beat them, even despite the fact I liked them enough to play a second time, third time, etc.
With all that being said, to revert back to the topic of the thread, I am one (possibly one of the only ones!) who very rarely if ever uses in-level saving, has to beat the game on all skill levels, has to complete all available levels, grab every point, 1UP in every level, etc. I don't just want to beat the game, I want to conquer it. As much as they suck, I am not afraid of game overs. To me, that just makes the game just that much rewarding when I do complete a level and eventually the entire game.
Though I understand why 1UP's are meaningless to many, they do have value to me.
Post by Roobar » Sat Mar 09, 2019 14:30
Sat Mar 09, 2019 6:30
I am one (possibly one of the only ones!) who very rarely if ever uses in-level saving, has to beat the game on all skill levels, has to complete all available levels, grab every point, 1UP in every level, etc.
Sweaty, eh? But really, kudos to you! From time to time I also tend to do such things (like trying to find all 1ups and secrets), but I prefer doing so on medium. Sometimes I play on hard too though very rare, and almost never on easy (somehow I dislike the extended pogo jump height on easy).
Post by Commander Spleen » Sun Mar 10, 2019 3:57
Syllypryde wrote: With all that being said, to revert back to the topic of the thread, I am one (possibly one of the only ones!) who very rarely if ever uses in-level saving, has to beat the game on all skill levels, has to complete all available levels, grab every point, 1UP in every level, etc.
Completionist gameplay style would still be completely possible with infinite lives and per-level scoring so I don't see why a lives system should be a requirement. In fact, because you can theoretically max out the score on multi-1UP levels, I would consider that the only way to truly complete the game. Again, the high score in such a scenario becomes merely a function of spare time and patience. Unlimited lives means limited score, which means there's an actual scoring goal to aim for.
I do understand that many of the mods might be way too hard for people new to Commander Keen. Those of us who have played Keen since the original games were released and have been members of the online Keen community for almost the beginning, or at least fairly close to it, have played the overwhelming majority of the mods, Vorticons and Galaxy, and have beaten most of the them.
I've been playing Keen quite regularly for nearly three decades and still find most mods unforgivingly difficult such that I usually give up after a handful of levels unless there's something particularly engaging about it, and even then I may cheat through some of it. I play Keen more for the exploration and puzzle elements, not to master long pixel-perfect gauntlets.
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text:
Q: hibernate ManyToMany with an order in jointable I have the following DB setup :
T_PARTICIPANT_MOVEMENT
ParticipantMove_SID     BigInt        PK
Participant_SID         BigInt        FK
MoveType_SID            BigInt        FK
MoveReason              Varchar(255)
is_Ops                  Bit
Order                   Integer

T_LEG
Leg_SID             BigInt      PK
StartRegion_SID     BigInt      FK
EndRegion_SID       BigInt      FK
PlannedStartDate    Datetime
PlannedEndDate      Datetime

TJ_PMOV_LEG
Leg_PMov_SID         BigInt    PK
Leg_SID              BigInt    FK
ParticipantMove_SID  BigInt    FK
Order                Integer

Small explication : A participant has multiple ParticipantMovements with the order of the move inside them.
The legs come from a Transport what will do different legs, ex a plane who flies from Brussel to Paris(leg 1) then Paris to New York
(leg 2) and From New York back to Brussels (leg3).
We can have Participants step in in each startpoint and step out each end point.
Example : participant 1 flies leg 1(order 1) and leg 2(order 2). Another will fly leg 2(order 1) and leg 3(order 2).
In addition to have the order correct for each participant the most logic is to put the order in the joinTable.
I do not have to see the order in Java but I need to persist it correct and also retrieve the List in correct order.
Is this the only solution or can I have a list in correct order also(and how do I persist it correctly)? :
ParticipantMove :
@OneToMany @JoinTable(name="TJ_PMOV_LEG")
@MapKeyColumn(name"order")
private Map<Integer,Leg> getLegs()

Leg :
@OneToMany @JoinTable(name="TJ_PMOV_LEG")
@MapKeyColumn(name"order")
private Map<Integer,ParticipantMove> getMoves()

A: You can use @OrderColumn index. It will persist in your join table, same index as it's in ArrayList or any other list. It will keep order form the list.
@OneToMany
@JoinTable(name="TJ_PMOV_LEG")
@OrderColumn(name="order_idx")
private List<Leg> getLegs()

Also you can use @OrderBy annotation to order your collection over some column. i.e.
@OneToMany
@JoinTable(name="TJ_PMOV_LEG")
@OrderBy(value="lower(Order) asc") //"Order" is column name form T_PARTICIPANT_MOVEMENT table
private List<ParticipantMove> getMoves()

Last one will append order by clause to your sql query.
Hope it helps.

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redpajama_set_name: RedPajamaCommonCrawl


Background: The A2780 human ovarian cancer cell line was established from tumour tissue from an untreated patient. Cells grow as a monolayer and in suspension in spinner cultures. A2780 is the parent line to the cisplatin resistant cell line A2780 cis (ECACC catalogue no. 93112517) and the adriamycin resistant cell line A2780 ADR (ECACC catalogue no. 93112520).
Subculture Routine: Split sub-confluent cultures (70-80%) 1:3 to 1:6 i.e. seeding at 2-4 x10,000cells/cm² using 0.25% trypsin or trypsin/EDTA; 5% CO2; 37°C.


text:
Q: Why isn't $\sqrt{n}$ always 1? My friend recently came to me with this "proof":
$ a = \sum_0^\infty (-1)^n \times 1 = 1 - 1 + 1 - 1 + \dots = \frac{1}{2} $
$ \sqrt{n} = n^{\frac{1}{2}} = n^{1 - 1 + 1 - 1 + \dots} = n^{(1 - 1) + (1 - 1) + \dots} = n^{(1 - 1)} \times n^{(1 - 1)} \times \dots = n^0 \times n^0 \times \dots = 1 \times 1 \times 1 \dots = 1$
What's the problem here?
I have two ideas myself: a. that $1 - 1 + 1 - \dots$ is just an idea and not something that can be adopted to "usual" calculations (if so, how are these things called?). Or b., the error lies in finally "deciding" the previously "undecided" value of $a$ by favouring a certain bracketing-order? He could have chosen $1 + (1 - 1) + (1 - 1) + \dots = 1 + (0) + (0) + \dots = 1$ instead at that point.
Or is it something completely different? Clever and funny idea though.

A: Right off the bat, the statement that the infinite series $1-1+1-1+...$ is equal to $1\over 2$ is nonsense. There are ways in which we can assign values to certain divergent series, including the one above, but in no sense can we actually treat the two as equal.
This is discussed in the particular case above here; more generally, look up "Cesaro summation" and "Abel summation" to get started. What these "summation" methods do is assign individual numbers to certain "formal series" (series where I'm not paying attention to whether they converge or not; really, I'm just talking about the sequences of partial sums) like $1-1+1-1+...$ above in ways which satisfy certain nice properties. Sometimes notation is horribly abused, and people write something like $$"1-1+1-1+...={1\over 2},"$$ or perhaps more internet-famously these days $$"1+2+3+4+5+...=-{1\over 12}."$$ But it must be understood that these are not actual equalities in any sense.

I think the following example might help explain the difference between producing equalities and assigning numbers with regard to summing divergent series.
There are lots of ways to assign numbers to formal series. Some of these include:

*

*$\alpha$: To the formal series $s_1+s_2+s_3+...$, assign it $s_3$.

*$\beta$: To the formal series $s_1+s_2+s_3+...$, assign it its sum if it converges and otherwise assign it $17$.
And so on. Now the above are silly, and they have bad properties:

*

*If we replace $s_1+s_2+s_3+...$ with $0+s_1+s_2+s_3+...$, $\alpha$ changes from $s_3$ to $s_2$, even though these two formal series really "should" have equal value.

*If we consider the three formal series $$s=s_1+s_2+s_3+...,\quad t=t_1+t_2+t_3+..., \quad s+t=s_1+t_1, s_2+t_2, s_3+t_3, ...$$ $\beta$ assigns all three the value "$17$," even though the third "should" be assigned the sum of the first two.
Methods like Cesaro summation do not yield equalities; rather, they are again methods of assigning numbers to formal series. The difference between them and the pointless stuff above is that they do have various nice properties, but they are the same "type" of thing. While of mathematical value, you can't use them in the same way that you use actual sums of series.

A: If you could use your argument, then:
$$\frac{1}{2}=1+(-1)+1+(-1)+\cdots = (1-1)+(1-1)+\cdots =0$$
So you hardly need to go to square roots to find a contradiction.
You are dealing with a different sort of "summation" here than a standard summation. It does not allow you to group terms. In the more general sense, it is a Ramanujan summation, and we should, to be precise, write $(\mathfrak R)$ to indicate this:
$$1+(-1)+1+(-1)+\cdots = \frac{1}{2}\,(\mathfrak R)$$
(There are also some alternative summations that would return the same value, such as Cesàro summations, but Ramanujan summations is one of the most general. When Cesàro summation exists, a Ramanujan summation exists.)
Unfortunately, Ramanujan sums are deeply technical, and a lot of popular math sites and videos nowadays seems to want to shout:

"OMG, $1+2+3+\cdots =\frac{-1}{12}$!!!"

It's been a source of much frustration on this site because, while there is some real math being loosely described in the above:

*

*It is an abuse of standard notation, and

*It misleads students just learning infinite sums.

Ramanujan (and other non-standard sums) can be mysterious. For example, you can't simply remove zeros. For example:
$$1+0+(-1)+1+0+(-1)+\cdots =\frac{2}{3}\,(\mathfrak R)$$
But all we've done is add zeros between each $1,-1$ pair.
We've also seen that you can't just group terms together. (Technically, you also can't do this in standard infinite sums, either, but if a sum is already know to converge, we can group the terms like this and it still converges to the same number.)
The sorts of manipulations you can do with the terms, when computing a Ramanujan sum, are very different from (and more limited than) the sorts of manipulations you can do with standard infinite series.
Ramanujan sums can be fascinating - especially when they seem to be useful in dealing with facts from physics - but you have to be very careful with them. They are not as simple as they appear.

A: The problem is
$$
u_n=\left(-1\right)^n
$$
does not tend to $0$ hence the series does not exist. The value you gave it is not rigorous and has no sense at all, first what's behind $" + \ ..."$ ?


Diane Henry has been working with fabric since her grandmother taught her how to hand piece her first nine-patch block at age four. A blue ribbon winning hand quilter, she discovered machine quilting in the late 1990's and has never looked back.
Diane loves sharing her passion for machine quilting with others around the world. She works with quilting groups and shops leading classes for beginners and advanced quilters and organizing workshops; conducts lectures, classes and demonstrations at quilt shows; and serves as one of the moderators of the Pro-Stitcher® Yahoo group, supporting Pro-Stitcher owners.
A professional machine quilter since 2007, Diane purchased her first longarm, an HQ Sixteen® with Pro-Stitcher in 2008. She now uses an HQ Infinity® with Pro-Stitcher and an HQ Sweet Sixteen® to further expand her creative options.
Diane lives in Northern Virginia with her husband, Terry and dachshunds, Senya and JJ.


Over the weekend we talked about the new 14-acre Star Wars expansion that will be headed to Disney World and Disney land over the next few years, but that's only the beginning of the production that Disney has planned for the parks.
At the D23 EXPO 2015 in Anaheim, California Walt Disney Parks and Resorts Chairman Bob Chapek gave 7,500 lucky fans a behind-the-scenes look at what's to come. He was joined by Imagineers working on these projects as well as legendary filmmakers James Cameron and Jon Landau who shared new details about Pandora – The World of AVATAR including the names of the land and E-ticket attraction – AVATAR Flight of Passage. Fans also got a chance to see Marvel legend Stan Lee in a cameo appearance where he posed as an unsuspecting fan during Iron Man's dramatic entrance.
The World of AVATAR is part of the largest expansion in the park's history, Disney's Animal Kingdom will immerse guests into the world of Pandora, and the entire park will transform after dark with new nighttime entertainment experiences, offering guests longer days than ever before to experience this one-of-a-kind theme park.
The "Rivers of Light" is expected to open next spring, "Rivers of Light" will be an innovative experience unlike anything ever seen in a Disney park, combining live music, floating lanterns, water screens and swirling animal imagery. "Rivers of Light" will magically come to life on the natural stage of Discovery River, delighting guests and truly capping off a full day of adventures at Disney's Animal Kingdom.
The Kilimanjaro Safaris ill be extended for a new nighttime adventure next spring, where guests will travel through the African savanna amid the magically extended orange glow of the setting sun and discover two species new to the attraction: African wild dogs and hyenas.
In Pandora, he World of AVATAR, Disney's Animal Kingdom guests will journey into the magnificent world of Pandora at this new AVATAR-themed land – a world that includes floating mountains, a bioluminescent forest and the winged creatures known as Banshees, giving guests a transformational experience they will never forget.
The AVATAR Flight of Passage will be an E-ticket attraction, the centerpiece of Pandora. The experience allows guests to soar on a Banshee over a vast alien world. The spectacular flying experience will give guests a birds-eye view of the beauty and grandeur of the world of Pandora on an aerial rite of passage.
The Star Tours ride will include a new adventure featuring locations and characters from the upcoming film, Star Wars: The Force Awakens, giving guests a new adventure in the Star Wars galaxy.
The Star Wars Launch Bay will be an interactive experience that will take guests into the upcoming film, Star Wars: The Force Awakens, with special exhibits and peeks behind-the-scenes, including opportunities to visit with new and favorite Star Wars characters, special merchandise and food offerings.
Star Wars Launch Bay will be located in the Animation Courtyard at Disney's Hollywood Studios and in Tomorrowland at Disneyland park. Also at Disneyland park, Star Wars Launch Bay will share the space with the reimagined Super Hero HQ, featuring opportunities to meet and take photos with super heroes like Captain America and Thor, as well as experience the returning Iron Man Tech Presented by Stark Industries. Both experiences will be available for guests later this year.
The Season of the Force will be a new seasonal event, beginning early 2016. In Tomorrowland at Disneyland park, guests will explore the Star Wars galaxy with special entertainment throughout the land, themed food locations and more. Guests also will be thrilled to climb aboard Hyperspace Mountain, a reimagining of the classic Space Mountain attraction, in which guests will join an X-wing Starfighter battle. At Disney's Hollywood Studios, guests will close out weekend nights with a new fireworks spectacular set to the iconic score of the Star Wars movies.
A new family-friendly roller coaster will take place on the back of Slinky Dog from the film. There will also be a new Alien saucers attraction, the popular little green aliens from the movie_ will take guests around for a spin in their very own flying saucers. The music, lighting and sound effects add to the flurry of action, while "The Claw" looms over.
In Toy Story Mania! Guests glide into the Toy Story Midway Games Play Set and take aim at 3D objects in a variety of fast-paced games, with an expansion that adds a third track to this popular attraction.


text:
package resource

import (
	"context"
	"errors"
	"fmt"

	"github.com/hashicorp/terraform-plugin-sdk/v2/internal/logging"
	"github.com/hashicorp/terraform-plugin-sdk/v2/terraform"
)

func testStepTaint(ctx context.Context, state *terraform.State, step TestStep) error {
	if len(step.Taint) == 0 {
		return nil
	}

	logging.HelperResourceTrace(ctx, fmt.Sprintf("Using TestStep Taint: %v", step.Taint))

	for _, p := range step.Taint {
		m := state.RootModule()
		if m == nil {
			return errors.New("no state")
		}
		rs, ok := m.Resources[p]
		if !ok {
			return fmt.Errorf("resource %q not found in state", p)
		}
		logging.HelperResourceWarn(ctx, fmt.Sprintf("Explicitly tainting resource %q", p))
		rs.Taint()
	}
	return nil
}

redpajama_set_name: RedPajamaGithub


text:
package com.vonage.quickstart.voice;

import com.vonage.client.VonageClient;
import com.vonage.client.voice.Call;
import com.vonage.client.voice.ncco.Ncco;
import com.vonage.client.voice.ncco.TalkAction;

import static com.vonage.quickstart.Util.configureLogging;
import static com.vonage.quickstart.Util.envVar;

public class OutboundTextToSpeechWithNcco {
    public static void main(String[] args) throws Exception {
        configureLogging();

        final String VONAGE_APPLICATION_ID = envVar("VONAGE_APPLICATION_ID");
        final String VONAGE_PRIVATE_KEY_PATH = envVar("VONAGE_PRIVATE_KEY_PATH");

        VonageClient client = VonageClient.builder()
                .applicationId(VONAGE_APPLICATION_ID)
                .privateKeyPath(VONAGE_PRIVATE_KEY_PATH)
                .build();

        final String VONAGE_NUMBER = envVar("VONAGE_NUMBER");
        final String TO_NUMBER = envVar("TO_NUMBER");

        Ncco ncco = new Ncco(TalkAction.builder("This is a text to speech call from Vonage").build());

        client.getVoiceClient().createCall(new Call(TO_NUMBER, VONAGE_NUMBER, ncco));
    }
}


I got my PIP award. Standard care, no mobility. I apparently only need aids and adaptations (not carers), as I can type on my tablet. I have no communication difficulties despite being non-verbal during the assessment. I can somehow walk more than 50 metres (but less than 200) despite not being able to sit upright or stand, due to being able to lift my legs from the bed once while lying down. We asked for a reconsideration, they said it was right. We're going to go to tribunal but I'm not sure when that'll be. I'm not surprised, and I'm glad I get enough that Johan still can get carers allowance in the meantime (as getting nothing would have messed everything up due to the way our finances work), but it's a bit ridiculous really. The report was full of lies, and they've still not told me how I'm meant to walk without standing as I really want to know so I can get out of bed by myself!
We got the new day bed! Only problem is it's a bit low down so need to find the elephant feet for it (I have some in the flat somewhere, just not sure where). I've been in the living room a few times, but not as frequently as I'd like for various reasons.
We had a power cut. I managed to report it online (I have backup internet through my phone for these occasions). My normal bed wasn't flat but the hoists are battery powered and the new day bed is, so Johan took me into the living room when we were told it was going to be a few hours to fix it. I ended up spending the night in there.
Power cut told us our burglar alarm (which we don't know how to use) is broken. When the power came back on it kept going off and it wouldn't accept the code (the only bit of information we have about the alarm). Housing repair person came out and fixed it, then said we need to ask for a new battery. Due to the lack of people turning up to fit a new battery, I think Johan has forgotten to ask for it.
I survived the noise due to new earphones I bought. They're Bose QC20s and the noise cancelling is amazing. For most noises it's better even than the earplug/ear defender combo, and I can put ear defenders on top. Definitely not cheap at all, but considering how noise sensitive I am, definitely worth the price.
I've been out once so far this year, at the end of February. I tried to find a suitable hat, failed, but did find a visor. Bought that instead, then had dinner with Johan. Was nice, though noisy. Hoping to repeat it at some point.
No showers yet. Felt up to it a couple of times, but Johan wasn't available. I'm really hoping it'll be soon.
Two hair washes so far. One at the beginning of February, one last week. Had to explain to new care worker that I don't need anti dandruff shampoo, the dry skin is just because I don't get it washed or brushed very often.
Upstairs neighbours are no longer there. The circumstances were very much not good, but I'm grateful that I don't have to listen to the arguing, music and noise anymore. They seem to be clearing the flat out today.
Brain is still refusing to work properly. Making silly mistakes when trying to do online shopping, and needing Johan to help me with online forms. It's very frustrating as I used to be good at that stuff.
My body is still evil. I sleep a lot. I need a lot of cyclizine. Nothing much has changed there.
When I can get on puter, I'm playing WoW still. Loving the patch 7.2 stuff, though annoyed I miss invasions, buildings being up and stuff. Finally ran my first heroic this morning, and only only one other person died (I missed a mechanic that one shot me due to not having done the dungeon before). Maybe I'll get those quests I've had for months done at some point.
I've stopped playing a lot of my mobile games as wasn't enjoying them as much. Picked up a few replacements. Mostly playing 1010!, Fishdom, Godville, I Love Hue and Neko Atsume. Godville is the best as it's a zero player game so I don't need to do anything if I don't want to (though I can do stuff to try and influence my heroine if I want). Also playing Word Cookies but Johan is so much better than me, and it overheats my tablet so it turns off.
I played a bit of Stardew Valley on puter, but put it on hold again until I'm caught up a bit with WoW stuff. It's fun but I had to use a mod to make fishing much easier as it was impossible before.
I miss playing any first person games. I really hope they stop making me dizzy soon.


Guests visiting the Pro Football Hall of Fame this summer will be treated to an extraordinarily rare glimpse at football history when the Hunt/Casterline Pro Football Hall of Fame Card Collection exhibit opens this July.
The Hunt/Casterline Pro Football Hall of Fame Card Collection is the highest graded and most valuable football card collection in the world. The collection's creators are Dan Hunt, President of FC Dallas and son of LAMAR HUNT, the founder of the American Football League and Kansas City Chiefs and a member of the Pro Football Hall of Fame; and Robert Casterline, Casterline Goodman Gallery, Partner.
Together, Hunt and Casterline have selected the rarest, most-valuable and most significant pieces of the 300,000-plus card collection to be displayed publicly for the first time in this one-of-a-kind exhibit. It is an unbelievable marriage of art, sports, and pop culture that dates back to 1888.
"Dan and I are excited to share with the fans one of the most important and valuable investment grade football card collections in the world," Casterline commented.
The "heart and soul" of the Hunt/Casterline Pro Football Hall of Fame Card Collection is the Hall of Fame Rookie Card Set by assembled Hunt and Casterline. A rookie card is not necessarily indicative of the player's first year, but more specifically the first card issued with his likeness. Hunt and Casterline built an amazing assemblage of these rookie cards that includes the highest graded card available for each member of the Hall of Fame. No other rookie set this highly graded of the finest players of all time exists, and likely never will.
Most in the collector industry consider the 1965 JOE NAMATH rookie card as the single-most-valuable. Only four Namath rookie cards have ever been graded MINT 9 by Professional Sports Authenticator (PSA). The Hunt/Casterline Pro Football Hall of Fame Card Collection not only includes one of the four Namath PSA graded 9 cards, it also includes seven others graded 8.
The history and development of football cards can be traced back to Henry (Harry) Beecher, the captain of the Yale football team, who in 1888 became the first football player depicted on a trading card. One of these rarest of rare cards will displayed in the exhibit along with several other one-of-kind cards from the 1880s and 1890s.
The exhibition, scheduled to open in mid-July, will be featured in the Hall's temporary exhibit gallery located adjacent to the museum's grand entrance lobby and will be included in the Museum admission fee.
The exhibit features countless noteworthy individual cards and complete sets from every era of the game. Featured sets include the 1894 Mayo's Cut Plug set, the first to focus solely on football players. Also included is the 36-card 1935 National Chicle Football Set, considered to be the "Holy Grail" of football sets, and the 1957 Topps Card Set that includes a "who's who" of future Hall of Famers.
Supplementing this remarkable exhibition of football's cardboard connections will be a number of pieces from the Hall of Fame's collection of ephemera, photos, and even a few pieces of game-used artifacts. The exhibit is designed to engage and appeal to audiences from the casual observer to experienced collectors. It will provide a look into the world of card collecting and how it has inspired, entertained and provided lasting memories to generations young and old. It tells the story of how small paper portraits of sports figures originally created by tobacco companies promoting their products, has grown into an industry of dedicated hobbyists, sports collectors and enthusiasts as well as investors and speculators.
The Hunt/Casterline Pro Football Hall of Fame Card Collection exhibit is one of two major new exhibits opening at the Hall of Fame this summer. "A Game for Life" immersive holographic theater also opens in mid-July. It is the next generation of experiential entertainment that literally places fans into a themed locker room. The cutting-edge multi-sensory locker room theater provides a full range of emotions for fans who are immersed into a setting typically reserved just for Hall of Famers. Holographic versions of JOE NAMATH, GEORGE HALAS and VINCE LOMBARDI engage through a "magical chalkboard" with several Hall of Fame legends – ALAN PAGE, JIM KELLY, JIM BROWN, CURTIS MARTIN, STEVE LARGENT and others – to share the inspiring lessons learned from the Game that are, in reality, lessons for life.


Virginia-Highland (often nicknamed "VaHi") is a neighborhood of Atlanta, Georgia, founded in the early 20th century as a streetcar suburb. It is named after the intersection of Virginia Avenue and North Highland Avenue, the heart of a busy commercial district at the center of the neighborhood. The neighborhood is famous for its bungalows and other historic houses from the 1910s-1930s. It has become a destination for people across Atlanta with its eclectic mix of restaurants, bars, and shops and for the Summerfest festival, annual Tour of Homes and other events. Around Atlanta, "Virginia-Highland", "Virginia Highlands" and "the Highlands" are all commonly heard. However, only "Virginia-Highland" is the official name of the neighborhood. The other terms are even included in some business names, but are incorrect. In 2011 readers of Creative Loafing voted Virginia-Highland "Best Overall Neighborhood",[and in June 2011, Atlanta Magazine designated Virginia Highland "favorite neighborhood overall". In 2012 readers of Creative Loafing voted VaHi "Best Walkable Neighborhood".
Historic Virginia Highland is Atlanta's most popular neighborhood for shopping, dining and nightlife. Developed in the early 1900's, it consists of seven distinct commercial "villages" alternating with short, walkable blocks of charming bungalow homes. Locals and tourists alike mingle for brunch at charming sidewalk cafes, cocktails at lively nightspots, and innovative cuisine at progressive restaurants and bistros. Discovering the unexpected is part of the attraction where you may find world- famous musical entertainment at a tiny nightclub, an opening-night party at an art gallery or a gathering of fascinating people at one of the coffeehouses. Virginia Highland is acclaimed for its diverse and unique shopping. Trend-setting apparel, classic to kitschy antiques, folk and pop art, whimsical decorative accessories, natural linens, rare cigars, distinctive art books, gourmet kitchen wares, fine woodworking and gardening tools, unusual fresh flowers, gelatos, unique contemporary, antique or traditional furniture, do-it-yourself pottery, full-service day spas, fashionable salons – all are just a few of the extensive retail offerings.


text:
class Map {

}

module.exports = Map;


In 2001, a wide network of literacy providers and community leaders founded the Literacy Coalition of Central Texas in response to the need for a centralized location for literacy services.
Today, the Literacy Coalition works hard to ensure that families and individuals can have the skills needed to reach their full potential. By embedding its high-quality programming in the business, healthcare and nonprofit sectors, the Literacy Coalition helps strengthen the business workforce, bolster nonprofit programs and build stronger communities.


that's why we partner up each of our shops with a small charity in their local area.
For us, doing good stuff isn't just about local charities.
We also help support scholarships in India through our Made For Change initiative.
to educate some of the kids of the brilliant people who work for us.
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to your local community too.


text:
The Top 5 Most Asked Questions About Film from On Movie Entertainment
July 27, 2021 Daniela Esposito
For these of you who're concerned about your privateness and don't need every other clients who've entry to your laptop computer to know what sites you've got been visiting on-line, must know the right way to utterly erase internet history. Joe Diffie: The nation signer, who had a set of hits throughout the Nineteen Nineties, together with Home," If the Satan Danced (In Empty Pockets)" and Pickup Man," has died of points from Covid-19, his publicist advised Rolling Stone Mr. Diffie, sixty one, introduced on March 27 that he had examined optimistic for the coronavirus. Maria Mercader — The CBS Data producer and TV journalist died March 29 of coronavirus at age fifty 4. Mercader courageously fought most cancers and related ailments for 20 years, enduring fairly a few treatments and surgical procedures," CBS acknowledged in a press release.
Pluto TELEVISION is one other widespread video streaming website online with a wealth of content material material. The prime minster of the U.Okay. obtained a optimistic coronavirus check consequence after he'd had a delicate fever and cough that would not go away. Typically discovering the suitable film on the proper time can appear to be an unattainable activity. Tzi Ma and Christine Ko in Tigertail," a drama from Alan Yang, now streaming on Netflix. Famed trumpeter Wallace Roney died March 31 at age fifty nine resulting from problems of COVID-19. YouTube has its share of function-measurement films uploaded illegally, and other people tend to disappear quickly because of YouTube's algorithms.
Netflix, Apple, Disney and completely different streaming services have been compelled to pause manufacturing on reveals from Stranger Issues and The Morning Current to Falcon and Winter Soldier. SnagFilms was launched in 2008 and provides access to over 5,000 films. Apparently the film was Russian Director Vladimir Motyl's response to Western genre movies turning into popular in the United States. This web site embeds videos from other video streaming websites, providing you with one helpful place to find content material. Ken Shimura — The Japanese comic died March 29 after a weeks-lengthy battle with coronavirus.
The convoluted set-up is generally an excuse to cram the movie with speedy-fire jokes, comic information allusions, and dream-like imagery that places the rubbery CGI of most fashionable animated films to shame. The movie, which was nominated for six Oscars including Best Actor and Biggest Picture, is predicated on the actual-life story, and e-book, in regards to the 2002 season of the Oakland Athletics baseball group. Netflix additionally has various other movies starring Butler to stream, together with the romantic comedy The Ugly Reality with Katherine Heigl and the action-comedy The Bounty Hunter, which co-stars Jennifer Aniston.
He has been displaying mild symptoms however in every other case stays in good health and has been working from residence all through the previous couple of days as normal," the prince's office talked about in an announcement, adding that he was examined Monday and bought the outcomes Tuesday. This extensively acclaimed film from Soviet director Elem Klimov is a surprising, senses-shattering plunge into the dehumanizing horrors of warfare.
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text:
package database

import "time"

// MockDatastore implements Datastore and enables overriding each available method.
// The default behavior of each method is to simply panic.
type MockDatastore struct {
	FctListNamespaces           func() ([]Namespace, error)
	FctInsertLayer              func(Layer) error
	FctFindLayer                func(name string, withFeatures, withVulnerabilities bool) (Layer, error)
	FctDeleteLayer              func(name string) error
	FctListVulnerabilities      func(namespaceName string, limit int, page int) ([]Vulnerability, int, error)
	FctInsertVulnerabilities    func(vulnerabilities []Vulnerability, createNotification bool) error
	FctFindVulnerability        func(namespaceName, name string) (Vulnerability, error)
	FctDeleteVulnerability      func(namespaceName, name string) error
	FctInsertVulnerabilityFixes func(vulnerabilityNamespace, vulnerabilityName string, fixes []FeatureVersion) error
	FctDeleteVulnerabilityFix   func(vulnerabilityNamespace, vulnerabilityName, featureName string) error
	FctGetAvailableNotification func(renotifyInterval time.Duration) (VulnerabilityNotification, error)
	FctGetNotification          func(name string, limit int, page VulnerabilityNotificationPageNumber) (VulnerabilityNotification, VulnerabilityNotificationPageNumber, error)
	FctSetNotificationNotified  func(name string) error
	FctDeleteNotification       func(name string) error
	FctInsertKeyValue           func(key, value string) error
	FctGetKeyValue              func(key string) (string, error)
	FctLock                     func(name string, owner string, duration time.Duration, renew bool) (bool, time.Time)
	FctUnlock                   func(name, owner string)
	FctFindLock                 func(name string) (string, time.Time, error)
	FctPing                     func() bool
	FctClose                    func()
}

func (mds *MockDatastore) ListNamespaces() ([]Namespace, error) {
	if mds.FctListNamespaces != nil {
		return mds.FctListNamespaces()
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) InsertLayer(layer Layer) error {
	if mds.FctInsertLayer != nil {
		return mds.FctInsertLayer(layer)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) FindLayer(name string, withFeatures, withVulnerabilities bool) (Layer, error) {
	if mds.FctFindLayer != nil {
		return mds.FctFindLayer(name, withFeatures, withVulnerabilities)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) DeleteLayer(name string) error {
	if mds.FctDeleteLayer != nil {
		return mds.FctDeleteLayer(name)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) ListVulnerabilities(namespaceName string, limit int, page int) ([]Vulnerability, int, error) {
	if mds.FctListVulnerabilities != nil {
		return mds.FctListVulnerabilities(namespaceName, limit, page)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) InsertVulnerabilities(vulnerabilities []Vulnerability, createNotification bool) error {
	if mds.FctInsertVulnerabilities != nil {
		return mds.FctInsertVulnerabilities(vulnerabilities, createNotification)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) FindVulnerability(namespaceName, name string) (Vulnerability, error) {
	if mds.FctFindVulnerability != nil {
		return mds.FctFindVulnerability(namespaceName, name)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) DeleteVulnerability(namespaceName, name string) error {
	if mds.FctDeleteVulnerability != nil {
		return mds.FctDeleteVulnerability(namespaceName, name)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) InsertVulnerabilityFixes(vulnerabilityNamespace, vulnerabilityName string, fixes []FeatureVersion) error {
	if mds.FctInsertVulnerabilityFixes != nil {
		return mds.FctInsertVulnerabilityFixes(vulnerabilityNamespace, vulnerabilityName, fixes)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) DeleteVulnerabilityFix(vulnerabilityNamespace, vulnerabilityName, featureName string) error {
	if mds.FctDeleteVulnerabilityFix != nil {
		return mds.FctDeleteVulnerabilityFix(vulnerabilityNamespace, vulnerabilityName, featureName)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) GetAvailableNotification(renotifyInterval time.Duration) (VulnerabilityNotification, error) {
	if mds.FctGetAvailableNotification != nil {
		return mds.FctGetAvailableNotification(renotifyInterval)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) GetNotification(name string, limit int, page VulnerabilityNotificationPageNumber) (VulnerabilityNotification, VulnerabilityNotificationPageNumber, error) {
	if mds.FctGetNotification != nil {
		return mds.FctGetNotification(name, limit, page)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) SetNotificationNotified(name string) error {
	if mds.FctSetNotificationNotified != nil {
		return mds.FctSetNotificationNotified(name)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) DeleteNotification(name string) error {
	if mds.FctDeleteNotification != nil {
		return mds.FctDeleteNotification(name)
	}
	panic("required mock function not implemented")
}
func (mds *MockDatastore) InsertKeyValue(key, value string) error {
	if mds.FctInsertKeyValue != nil {
		return mds.FctInsertKeyValue(key, value)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) GetKeyValue(key string) (string, error) {
	if mds.FctGetKeyValue != nil {
		return mds.FctGetKeyValue(key)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) Lock(name string, owner string, duration time.Duration, renew bool) (bool, time.Time) {
	if mds.FctLock != nil {
		return mds.FctLock(name, owner, duration, renew)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) Unlock(name, owner string) {
	if mds.FctUnlock != nil {
		mds.FctUnlock(name, owner)
		return
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) FindLock(name string) (string, time.Time, error) {
	if mds.FctFindLock != nil {
		return mds.FctFindLock(name)
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) Ping() bool {
	if mds.FctPing != nil {
		return mds.FctPing()
	}
	panic("required mock function not implemented")
}

func (mds *MockDatastore) Close() {
	if mds.FctClose != nil {
		mds.FctClose()
		return
	}
	panic("required mock function not implemented")
}


text:
USB 3.1 Testing – ASUS Goes All In With USB 3.1 Capable Motherboards
March 20, 2015 Dino DeCesari Motherboards, Reviews 0
The push is on for motherboard manufacturers to get USB 3.1 capable products to market. ASUS is certainly doing their part as witnessed by their recent refresh to many of their Z97 and X99 motherboards making them USB 3.1 ready. Depending on the motherboard, ASUS will either provide USB 3.1 connectivity built into the motherboard's rear I/O area or provide a PCI-E expansion card. Additionally, ASUS plans to sell the PCI-E expansion card separately, so people that already own a compatible ASUS motherboard can come along for the ride too. ASUS was kind enough to provide the X99-A/USB 3.1 motherboard and a nifty USB 3.1 storage device for testing purposes. Let's dive in and see what kind of performance ASUS can squeeze out of this new USB 3.1 technology.
The ASUS USB 3.1 Implementation
Testing Bundle
Plans are to initially release a dozen or so USB 3.1 motherboards and a couple different PCI-E expansion cards. Below is the list of motherboards thought to be in the first round of releases. All of the motherboards will utilize the common Type-A connector, whether from the add-on PCI-E card or onboard. Even though a new Type-C connector option makes its debut with USB 3.1, it makes perfect sense to continue using the Type-A connector for backward compatibility with USB 2.0/3.0 devices. As you can see, only the top X99 motherboards in the ROG and Channel series get a bundled PCI-E card, and all the lesser motherboards will have USB 3.1 onboard.
ASUS USB3.1 Motherboards
Rampage V Extreme/U3.1
(bundled add-in Type-A card)
X99-Deluxe/U3.1
X99-Pro/USB3.1
X99-A/USB3.1 (Transfer Express)
X99-A/USB3.1
X99-E WS/USB3.1
Z97-Deluxe/USB3.1
Z97-Pro(Wi-Fi ac)/USB3.1
Z97-A/USB3.1
Z97-K/USB3.1
Sabertooth Z97 Mark 1/USB3.1
B85M-G Plus/USB3.1
B85-Plus/USB3.1
As we mentioned, ASUS also plans to release two USB 3.1 PCI-E expansion cards. Officially, ASUS only guarantees compatibility with their qualified motherboards, but they should work with other brand motherboards as well. The PCI-E expansion card options include one with two Type-A connectors and one with a single Type-C connector. The picture below lists the officially supported Z97 and X99 series motherboards.
Here are the specifications for each USB 3.1 expansion card. One thing worth noting about the new Type-C connector is that a matching cable has no wrong way of plugging in. Just grab the cable end, and plug it in. There is no top or bottom to concern yourself with.
ASUS is putting there own spin on USB 3.1 performance by updating their USB 3.0 Boost utility to what's now called USB 3.1 Boost, of course. We'll test this new version out and see if it actually increases transfer speeds. ASUS has made driver improvements as well, which are best explained by the snippet below taken from technical guide we were provided.
Bulk-Only Transfer
The BOT (Bulk-Only Transfer) USB architecture is commonly used, and as illustrated below, the traditional BOT protocol can only handle one request at a time. The BOT protocol also needs to wait for a device handshake to complete before data transmission or any other transfers can commence. In order to negate the impact of these performance handicaps, the traditional BOT protocol has been optimized by enlarging data packet size and by utilizing a cache on USB 3.1 controllers.
Turbo, (Optimized Bulk-Only Transfer) Support
However, optimized BOT, still does not have the luxury of command queuing, meaning it will not improve transfer performance when multiple files are transferred at the same time. That being said, the ASUS implementation of Optimized BOT Protocol does deliver a noticeable performance gain in USB 3.1 data read speeds, thanks to the adoption of a streaming architecture, where much of the round trip time between command phases can be saved. The other advantage of having the ASUS Optimized BOT (i.e. the Turbo Mode) is the fact that it supports all USB devices that support SCSI commands rather than being restricted to supporting UASP enabled devices only – making it more accessible for users.
Native Support of UASP (USB Attached SCSI Protocol)
The adoption of the SCSI Protocol in USB 3.1 provides better data throughput than traditional BOT by eliminating most of the round trip delays between command phases and by utilizing a multi-tasking aware architecture that enhances performance further when faced with multiple transfers.
Since the inception of USB 2.0 back in 2001, we've seem some impressive gains in the technology. In 2009, USB 3.0 hit the industry and offered 10x higher throughput than USB 2.0. Fast forward to today, and USB 3.1 offers another huge jump in throughput compared to USB 3.0 (4.8 GB/s versus 10 GB/s).
As we mentioned earlier, ASUS provided the X99-A/USB3.1 motherboard as part of the test bundle. We already reviewed the X99-A a while back, which is identical to this motherboard, except for the onboard USB 3.1. The original X99-A has six USB 3.0 ports at the rear I/O, and the new USB 3.1 version has four USB 3.0 and two USB 3.1 ports. To bring USB 3.1 to the motherboard, the ASMedia ASM1142 controller is used.
There are a few things worth mentioning as you look through the pictures below. You might notice the the box top makes mention of "Transfer Express." That's actually a new addition to the accessory stack and should also be available as a separate purchase soon. The Transfer Express is a USB 3.0 device that enables one-click PC-to-PC file transfer and synchronization. It can also extend or mirror your monitors between two systems. Other features include the ability to let your Android smartphone use the PC's mouse and keyboard or send audio to the PC speakers.
If you look closely at the rear I/O area, you'll see the USB 3.1 ports are identifiable by their teal color. I don't think there is an industry color standard for USB 3.1 ports yet because I've seen a few different colors being used, depending on the motherboard maker.
For more information on the X99-A/USB3.0, you can visit the ASUS product page. If you're interested in a full review, please check out our X99-A review (linked to above), and combine that knowledge with the USB 3.1 testing here. That should be everything you need to know about the X99-A/USB3.1.
ASUS X99-A/USB3.1 Retail Box Front
Retail Box – Back
Bundled Accessories
Overhead View
Transfer Express
Rear I/O – Teal USB 3.1 Ports
ASMedia ASM1142 USB 3.1 Controller
To make sure we had a device capable of measuring the potential of the USB 3.1 interface, ASUS included their USB 3.1 storage device. This small form factor device houses a pair of 250 GB Samsung 840 EVO mSATA SSDs in a RAID-0 configuration, which should be plenty of throughput for testing purposes.
Inside the storage device, we can see the two mSATA SSDs and the ASMedia ASM1352R (USB 3.1 to SATA 6Gbps RAID/Port Multiplier). The housing is an ASUS branded Lian Li all-aluminum affair, which is of excellent quality. From the pictures below, you can see the Type-C connector we talked about earlier and that the unit requires auxiliary power through a micro-USB port.
ASUS USB 3.1 Storage Device Box
Dual Samsung EVO mSATA SSDs
ASMedia AMS1352R Controller
Storage Device Plugged into Motherboard
Aux Power
Type-C and micro-USB connectors
We don't have any information on whether ASUS will make this storage available for purchase or not. We certainly hope they do because it's definitely a unique device that has the potential to be a real powerhouse!
Test System Components
Motherboard ASUS X99-A/USB3.1
CPU Intel i7 5960X Haswell-E
Memory G.SKill Ripjaws 4 DDR4-3000 MHz 4X4 GB kit
SSD Samsung 840 Pro 256 GB SSD
Power Supply Corsair HX1050 Professional Series
Video Card EVGA GTX 780 Ti Classified
Cooling EKWB Supremacy EVO Water Block–360mm Radiator–MCP35X
OS Windows 7 x64 (Fully Updated)
We'll fire up the ASUS USB 3.1 Boost utility to obtain maximum results, and then use CrystalDiskMark, AS SSD, ATTO, and Anvil's Storage Utility to check performance. To give you an idea of the performance increase USB 3.1 offers, we'll also test the ASUS storage device using an Intel USB 3.0 port. ASUS informed us the only way to Secure Erase the storage device is to remove both mSATA SSDs from the device, plug them into a mSATA port on a motherboard, and do them one at a time. Obviously, that would take an enormous amount of time to perform after each benchmark run, so we'll use Windows Disk Management to delete the partition and then do a quick format before each test.
If you're using Windows 7 like all our test systems do, then you definitely want to install USB 3.1 Boost to get the maximum possible performance. USB 3.1 Boost is part of the AI Suite 3 software bundle included with the motherboard. If you prefer not to install the entire AI Suite 3 package, you can opt to install just USB 3.1 Boost during the install process. Once that is installed and the utility is open, just click the Turbo button, and you're good to go. Once you're all set, you can close AI Suite 3 and even tell it not to start with windows. The settings will still stay resident on the system until you manually turn them off.
Windows 8/8.1 users already have UASP built into the OS, but you should still see some improvement in throughput by using USB 3.1 Boost. It won't have as dramatic an effect as it does when using Windows 7, but it's still worth using.
USB 3.1 Boost
And the benchmark results….
CDM USB 3.1
AS SSD USB 3.1
Anvil's Storage Utility USB 3.1
ATTO USB 3.1
Looking at the benchmark results above, it's obvious USB 3.1 has the capability of throwing out impressive throughput numbers. Just as impressive is the performance increase from USB 3.0 to USB 3.1. It's going to be interesting to see what kind of USB 3.1 devices all the different manufacturers come up with to support this new interface, and hopefully, it won't take an excruciatingly long time to happen.
Looking at the hardware ASUS provided for the testing, we're hoping ASUS decides to offer the storage device through retail channels. It's a great performing device, even if you're currently limited to USB 3.0 on your system.
The X99-A/USB3.1 carries a MSRP of $279 according to ASUS, which is about $45 more than the original X99-A. That's a fair price increase considering the addition of USB 3.1. The official release date for the X99-A/USB 3.1 was 3/10/2015, so we expect it to hit store shelves any time now. It's definitely a worthy contender if you're looking for a lower priced X99 motherboard with onboard USB 3.1.
This article isn't about handing out awards, but we're extremely impressed with what USB 3.1 is capable of and equally impressed with what ASUS is doing to bring it to consumers. Once USB 3.1 devices hit the market, ASUS will have a lot of options to make the most of it.
–Dino DeCesari (Lvcoyote)
ASUS USB 3.1 Tested
ASUS X99-A/USB3.1
Haswell-E
USB 3.1 Superspeed+
X99 Chipset
ASUS Z97-Pro Gamer Motherboard Review
Intel Haswell-E Processor Details Leaked
June 18, 2013 Jonathan Heroux News, Processors 0
Details of upcoming Intel processor, codenamed Haswell-E, has been leaked by VR-Zone. According to a few slides, Intel plans to release a new high-performance platform in the second half of 2014. While Intel plans to release Ivy Bridge-E later this year for the well-established X79 socket, Haswell-E will come with its own platform, codenamed Wellsburg, and the new 2011-3 socket. The all-new high-performance desktop platform is said to implement some advances geared toward greater performance. Notably, a quad-channel DDR4 memory configuration for enhanced bandwidth over current DDR3.
Corsair Vengeance LPX DDR4-2800 16GB Memory Kit Review
September 3, 2014 Dino DeCesari Memory, Reviews 0
It's been 20 years since Corsair first entered the computer component world, and man have they come a long way. From their humble beginnings as a L2 cache module manufacturer, their product offerings have blossomed into a wide range of enthusiast-level components. In fact, other than the motherboard, you can build a wide variety of systems comprised entirely from Corsair products. Today, however, we're going to concentrate on their entry into the DDR4 market and have a look at their newly released Vengeance LPX DDR4-2800 kit.
ASRock X99 OC Formula Motherboard Review
March 11, 2015 Joe Shields Motherboards, Reviews 0
Several weeks ago, we looked at ASRock's X99 Fatality board and it turned out to be a pretty solid board all around with good overclocking, a quality audio CODEC, board layout, and features. Now we will take a look at their 'King of the Hill' overclocking board in the X99 OC Formula. The OC Formula series from ASRock is one of the more highly regarded boards, particularly for extreme overclocking in that they generally come with higher end and more robust power delivery to support such endeavors. "But wait there's more!" While the board might be aimed at that crowd, there are still plenty of features for the average Joe that makes this board appealing to most anyone. Take a read below as we go over the features and put the board through its paces.


text:
This alligator is on the loose in Chicago, and it's evading authorities
An alligator has taken up residence in a Chicago lagoon, surprising locals after a winter of polar temperatures in the third-largest U.S. city.
Critter likely used to be someone's pet, says reptile expert
Thomson Reuters · Posted: Jul 10, 2019 8:41 PM ET | Last Updated: July 11
An alligator swims in Chicago's Humboldt Park Lagoon on Wednesday. City officials say alligator traps are being placed around the lagoon in hopes the animal will swim into one and be safely removed. (Ashlee Rezin/Chicago Sun-Times/The Associated Press)
Police confirmed the reptile had been spotted on Tuesday in Humboldt Park Lagoon, on Chicago's west side. It was still eluding capture on Wednesday despite pledges from local officials to trap it.
Authorities aim to have the animal, estimated to be 1.2 to 1.5 metres long, humanely trapped and relocated to a zoo for veterinary evaluation, said Chicago police spokesperson Anthony Guglielmi on Twitter.
Temperatures in Chicago on Wednesday were hovering above 30 C, the range in which alligators are most active, according to the Florida Fish and Wildlife Conservation Commission.
UPDATE - We've independently confirmed the alligator is in the lagoon and state reptile specialists say its between 4 and 5 feet long. The reptile will be humanely trapped tonight and relocated to a zoo for veterinary evaluation
—@AJGuglielmi
Alligators can go up to two months without eating, and capturing the critter could be time consuming, said Rich Crowley, president of the Chicago Herpetological Society, a non-profit organization dedicated to reptiles and amphibians.
"The alligator is still very shy," said Crowley, explaining it was likely once a pet and was still getting used to its new surroundings. Crowley estimates the alligator to be likely five to 10 years old. They can live to be 80.
Alligator Bob to the rescue
Officials warned residents against attempting to capture the alligator on their own and said they had sent out an expert known as Alligator Bob to snag the gator.
Alligator Bob is a volunteer who declines to have his full name used. He works with Chicago officials to capture exotic animals, according to Crowley.
Alligator Bob, an animal expert with the Chicago Herpetological Society, sets alligator traps in Humboldt Park Lagoon on Wednesday. (Ashlee Rezin/Chicago Sun-Times/The Associated Press)
"Alligator Bob is the hero we all deserve right now. Give him space and let him humanely catch our new friend," Chicago's 14th District Police Department said on Wednesday in response to several offers of help on Twitter.
American alligators normally live in freshwater wetlands and marshes in the southeastern United States.
The police department warned residents against keeping baby reptiles, pointing out that they could pose a danger once they grow up.
Hamilton girl mistakes alligator in yard for a pool toy
150 crocodiles, alligators rescued from Toronto-area home
Lions, tigers thought to be on loose in Germany never left cages


Structural fitters fabricate and construct structural metal items. Machine shops, construction companies, shipyards, and manufacturing businesses hire structural fitters to work full-time flexible shifts that may include weekends and evenings, with some overtime hours required. Structural fitters work in machine shops fabricating metal pieces and travel to jobsites to erect and install structural metal. Structural fitters are part of a larger team of manufacturers and construction workers and primarily report to a shop supervisor or jobsite foreman.
Structural fitters read and interpret blueprints and determine how to build items to design.
Structural fitters use torches and tools to cut and shape metal pieces. They measure all metal pieces to ensure they conform to needed specifications, often grinding and shaving metal to ensure it meets specific measurements.
Structural fitters install and align metal parts by hand and by using various tools.
Structural fitters lift metal pieces into place using hoists and cranes.
Structural fitters weld metal pieces together using proper tools and safety equipment.
Structural fitters design molds to create metal parts to specifications.
Employers look for structural fitters who are least 18 years of age. Some prefer applicants to have a high school diploma or equivalent, but this is not always a requirement. While some employers have requirements concerning past work experience, generally there is no special education or training needed for structural fitters because they are often hired on an entry-level basis.
Structural fitters undergo paid on-the-job training in the form of apprenticeship programs. These programs vary by industry and employer. While completing apprenticeship training, structural fitters work closely with an experienced structural fitter to learn all the tasks associated with this job.
Information from PayScale shows that structural fitters earn $18.37 in median hourly pay. According to the Bureau of Labor Statistics (BLS), however, assemblers and fabricators earn $15.31 in median hourly pay, or $31,850 annually. The BLS projects that these jobs will decline 14 percent through 2026. Like structural fitters, assemblers and fabricators assemble parts and products using tools, machines, and their own two hands. Structural fitters are a type of fabricator, and in some workplaces the two titles are interchangeable.
Employers offer benefits to structural fitters that include health insurance with dental and vision coverage. Life insurance, short-term disability, and paid vacation days are typically included in benefit packages.


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On behalf of Maguire Law Firm posted in Drunk Driving Accidents on Thursday, June 29, 2017.
On behalf of Maguire Law Firm posted in Drunk Driving Accidents on Thursday, February 2, 2017.
On behalf of Maguire Law Firm posted in Drunk Driving Accidents on Tuesday, September 20, 2016.
The 8th Annual Myrtle Beach Oktoberfest will take place on Oct. 2 and 3, 2015, at The Market Common.
Are You Familiar With These Holiday Party Safety Tips?
On behalf of Maguire Law Firm posted in Drunk Driving Accidents on Thursday, December 10, 2015.
During the month of December, employers from one side of the country to the next hold holiday parties to show employees their appreciation. While there is nothing wrong with this as it can be good fun for everybody involved, here is something to remember: It is no excuse for drinking and driving.
On behalf of Maguire Law Firm posted in Drunk Driving Accidents on Monday, November 23, 2015.
Even if you are 100 percent sober, even if you have never taken a drink of alcohol in your life, you can still be involved in a drunk driving accident. It only takes one other drunk driver to cause an accident that results in serious injury or even death.
On behalf of Maguire Law Firm posted in Drunk Driving Accidents on Friday, November 13, 2015.
Drunk driving puts everyone at risk on the road. Driving under the influence of alcohol impairs your ability to safely operate a vehicle. As your blood alcohol content rises, your speech, vision, physical control and reaction time. This will affect your driving abilities and can lead to a car accident.
On behalf of Maguire Law Firm posted in Drunk Driving Accidents on Wednesday, August 5, 2015.
In a story that has received national attention, a repeat DWI offender was sentenced to 50 years in prison for causing an accident that killed a 2-year-old child.
On behalf of Maguire Law Firm posted in Drunk Driving Accidents on Thursday, June 18, 2015.
Driving a motor vehicle can be dangerous when a person is sober. If you add alcohol into the equation, things can quickly take a turn for the worse.