text:
Covid Crisis Pushed 75 Million Indians Into Poverty In 2020, Study Claims
A rural employment program shows a 43 percent rise in job seekers in 2020-21 compared to the previous year.
By Gautam Doshi April 30, 2021
An Indian migrant labourer with his family carries his luggage as he walks towards his native place, which is hundreds of miles away from New Delhi. (Yawar Nazir/Getty Images)
MUMBAI, India — Every year, 28-year-old Durgesh Mandal — a domestic worker and helper in an apartment in India's financial capital Mumbai — goes back to his village, Havi Bhouhar in the Darbhanga district of the eastern state of Bihar, for a month to spend time with his wife and three kids.
Durgesh is among the scores of daily wagers who work as agricultural laborers in the rural areas during the sowing season and as house helps or on construction sites in the urban areas during the off-season. His earnings are meager at $6 for a day extending up to 18 hours.
On March 24, 2020, just a week before he was about to return to Mumbai from his village, the Indian government announced the nationwide lockdown to control the country's spread of the Covid-19 virus.
"Normally, I'm unable to save much from my monthly salary. After the lockdown was announced, we ran out of money in a few weeks because I couldn't return to work," said Mandal, who received no salary or help from his employers during the lockdown.
Migrant workers queue up to enter a railway station to leave the city ahead of a lockdown on April 14, 2021, in Mumbai, India. (Stringer/Getty Images)
The number of people in India's middle-income group, which comprises people earning between $10.01 and $20 daily, has shrunk by 32 million in 2020 because of the Covid-19 recession, according to an analysis by Pew Research Center released in March.
The number of poor people — earning a maximum of up to $2 a day — rose by 75 million owing to Covid-19 induced recession. The figures represent a staggering 60 percent of the global increase in poverty, the study notes.
Over 122 million people lost their jobs due to the lockdown distress, with daily wagers, laborers, and small traders accounting for over 91 million of the jobs lost within April 2020. In May 2020, India's unemployment rate, already at a six-decade high, rose to 27.1 percent.
"I had no choice but to borrow INR 25,000 ($335) from someone in the village as I had to put food on the table for my family," said Mandal, who could be considered fortunate despite his dire circumstances, given what unfolded for other migrant workers when the lockdown commenced in March 2020.
With no food, shelter, and jobs, migrant workers and their families were stranded in cities. The lack of availability of public transport due to the lockdown left many with no option but to journey — lasting days to weeks — back to their villages, many on foot.
This resulted in 971 deaths (unrelated to Covid-19), including 96 workers who died on trains (organized from May 1, 2020, onwards to ferry the migrant workers home). Over 11.4 million migrants returned to their homes.
Indian migrant workers wait to board buses to return to their native villages on March 28, 2020, in Ghaziabad, on the outskirts of New Delhi. (Yawar Nazir/Getty Images)
"With no formal registration and enumeration of migrant workers, the true estimates of the number of migrant workers, including those who returned to their villages during the lockdown, are much larger," Divya Varma, program manager, Centre of Migration and Labour Solutions at Aajeevika Bureau, told Zenger News.
"When migrant workers stop remitting money back home, it has a cascading effect on the rural economy as well," Benoy Peter, executive director at the Centre for Migration and Inclusive Development in Kerala, told Zenger News.
Between 2005 and 2016, around 273 million people in India were lifted out of multidimensional poverty, according to a study by the Oxford Poverty and Human Development Initiative and the United Nations Development Programme released in 2020.
Among the welfare schemes undertaken to facilitate this, the Mahatma Gandhi National Rural Employment Generation Guarantee Act (MNREGA), 2005, mandated the provision of at least 100 days of guaranteed wage employment in a financial year to every rural household whose adult members volunteered to do unskilled manual work.
The stark rise in unemployment caused due to the lockdown is also reflected in the higher number of jobs demanded through the MNREGA.
Over 133 million people demanded work through the rural jobs program in 2020-21, of which over 111 million got work. A 43 percent rise compared to the 93 million who demanded work and 78 million offered work through the program in 2019-20.
"The MNREGA has had many complications in its implementation. Many people still choose to migrate due to poverty. The collection of data is crucial to tackling this problem," said Peter.
There is no credible data on India's migrant workers yet. The government is developing a National Database of the Unorganized Workers, as per an answer put forth during a parliamentary session on March 22, 2021.
To tackle the rising poverty, the government doled out relief measures such as providing 800 million beneficiaries with a monthly ration of 5 kilograms (11 pounds) of wheat or rice and 1 kilogram of preferred pulses, free of cost till November 2020.
Many experts pegged the quantities as "very less" to feed a family of at least three for a month.
The government also launched the 'Garib Kalyan Rojgar Abhiyaan' to provide employment to the rural population (including returnee migrant workers) in six states and create an infrastructure through 25 target-driven works with funding of around INR 500 billion ($6.7 billion), of which it utilized INR 392 billion ($5.3 billion).
Indian migrant workers, along with their families, receive free food and water as they wait to cross the border of the northern state of Uttar Pradesh to reach their native places on May 19, 2020, in New Delhi. (Yawar Nazir/Getty Images)
"This would help not only the returning migrants but the rural population as a whole. The implementation at the grassroots level is key," Peter said.
The construction sector contributes to around 9 percent of India's Gross Domestic Product and employs 55 million daily-wage workers. The government also disbursed around $670 million to 18.3 million building and other construction workers, but "there were issues regarding cash transfers to the workers".
But these relief measures did not provide a long-term solution to the distressed rural economy. Around five months after the migrant workers left the cities, many, including Mandal, returned due to the lack of opportunities in villages, as per a rapid assessment survey.
The case was similar this year, if not worse when the second wave of the Covid-19 virus gripped India. A lockdown in Maharashtra and Madhya Pradesh and cities such as the national capital Delhi once again forced migrant workers to go back to their villages. The images were albeit less haunting compared to last year.
"Last year, we had to go back home due to the lockdown, which caused a lot of financial problems because my mother had to undergo surgeries within the past year," Sahil, an 18-year-old who works at a shopping mall in Goregaon Mumbai, told Zenger News. He was at the Lokmanya Tilak Terminus in Kurla, Mumbai, holding a train ticket.
Underprivileged children study at an improvised classroom set up at a construction site on December 9, 2020, in New Delhi. (Anindito Mukherjee/Getty Images)
Sahil and his father — a daily-wage-earning carpenter — were lucky enough to get a ticket to their home in Azamgarh, a city in the northern state of Uttar Pradesh, amid a sudden surge in migrants wanting to go home.
"We borrowed over INR 150,000 ($2,000) for the surgeries. We came back to work in Mumbai this March [2021], and in less than a month, we have to leave again. It's harder this time around because my father, who is with me now, has a problem in his liver [according to a doctor], and I don't know what will happen next."
Many migrant workers and their families were spotted waiting outside a partition made in the exteriors of the railway terminal to purchase an outstation train ticket.
On April 20, India's Ministry of Labour and Employment restarted 20 control rooms dedicated to addressing the grievances of migrant workers "through coordination with various state governments".
"In some scenarios, migrant workers are returning home in very crowded and packed general compartments. This could have serious implications, and we cannot rule out a rural epidemic. It's coming down to how resilient one can be to cope in distress," said Peter.
Since then, daily cases in India have consistently crossed the 300,000-mark for the past week.
(Edited by Gaurab Dasgupta and Abinaya Vijayaraghavan.)
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Bacon cheeseburger. A delicious messy homemade bacon cheeseburger with barbecue sauce, lettuce, tomato, and onion.
A delicious messy homemade bacon cheeseburger with barbecue sauce, lettuce, tomato, and onion.
Bacon cheeseburger, isolated on white.
Bacon cheeseburger with clipping path.
Bacon cheeseburger with a side of french fries.


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Gargoyle Girl
Gargoyle Girl's Achievements
SUGGESTION: For Automation: Settable Arm Parameters.
Gargoyle Girl posted a topic in Suggestions and Ideas
This idea is for the automation system. The first is Settable Arm Angles: This would allow the player to decide where an arm will pick up and drop off by allowing them to adjust the angle, rather than being stuck with only the 180 degree angle we currently have. The player could alter the angle to whatever they wished, as long as the pickup and drop off circles didn't intersect for the same arm. The second concept is Adjustable Pickup/Dropoff circles. Much like how the player can adjust the diameter of the land deformation tool in Creative, this would allow a player to adjust the size of the green and blue circles on an Auto Arm. This would allow a player to specify more exactly where they wanted the arm to grab things from and place them to. The third idea is a bit of an alternate to the second: Assignable Locations for picking up and dropping off. This would allow the player to point the arm at a particular storage or canister for picking up and dropping off resources, as long as that storage was within the arms reach. This would help prevent accidental pickups of unwanted resources, which often stops a production line from functioning as intended. A fourth idea would be Arm to Arm conveyance. This would allow one Auto Arm to grab a resource being held by another Auto Arm, removing the need for a storage platform or canister. I think this could be done by giving the 'grabber' part of the arm the same classification as a storage slot (though I don't know if that's something that can be done). This would allow for much more compact automation builds, and more complex ones as well. A fifth idea would be processing speed upgrades. When trying to make production lines, I've always had a problem with smelting or the chem station or atmo condenser slowing down production considerably, often causing a massive backlog in the line, or causing errors in the pickup of the auto arms. Being able to invest in accelerators (Or medium, then high grade smelters, chem stations, canisters, arms and so forth) would improve things a lot. My final idea is the concept of a dual auto arm, or one that can lift more than one resource at a time (with multiple slots for holding resources). The friend that I play with has been getting me into automation, experimenting with building various setups to take a resource from raw to upper end refinement. I've been having a lot of fun with it, and would love to see it developed more to allow for more complex inventions. We wanted to make a sort of 'Master Sorter' system, but as things are, it's not really possible without flattening half the planet. ^^; So making some additions that allow for more dense, complex automation would be ideal.
Allow Rovers to connect to tethers.
I feel like I recall a time when you could connect tethers to the rover so you could drive somewhere, hop out and explore. Is it just me, or was that feature removed for some reason? The rover supplies both power and air, and so it would make perfect sense for it to be a point you can tether off of to explore. It seems odd to not be able to do so. If this feature could be added... or restored... to the game, it would be very useful, even if the rover required an oxigenator like the shuttle does for it to work.
BUG: STEAM: Corrupted Atrox?
Gargoyle Girl posted a topic in Bug Reports, Crashes
Ever since I went to Atrox for the Halloween event, the entire planet of Atrox has been covered in invisible, ground level artifacts. These objects are everywhere, and make walking or running a nightmare, causing you to stop and get 'stuck' on apparently nothing. The only way to deal with them is to jump over them, or try to run around them... and you usually just run into another one right away. In another post here I explained how a massive one of these caused a part of my base to go flying and nearly wrecked it as that part wasn't one you can just pick up and move around (which it SHOULD be). In addition to reporting this, I'm asking anyone who might know if they know any solution to this problem. I've gotten pretty far in the game and would rather not have to restart from the beginning just because.
BUG: STEAM: Feild Shelter Shennanigans.
This caught me off guard to be sure. I have what I can only call a corrupted Atrox in my game. Every few steps, I run into invisible artifacts that stop me from running and need to be jumped over to continue. I've gotten very far in my current game and so am not really wanting to start over, so I've been managing. Today, I ran into a very large one though. It was like a wall in front of me; I could barely get around or over it. It was also in the middle of my base, right next to my Field Shelter. Determined to see what was blocking me when nothing was there, I thought to try smoothing the ground. The Field Shelter went *flying*, and crashed to the ground on it's side. I was neither able to lift it and reposition it, nor was I able to do anything else with it except repackage it with some Graphite I luckily had nearby. This seems... rather silly. Why would the small shelter be a permanent fixture, yet able to be catapulted like this by just smoothing the ground under it? The Field Shelter should be able to be moved, just like any other platform, and should even have attachment points on the underside to allow it to be mounted on vehicles (I know the vehicles themselves save, but it would look cool and support the idea of it being a 'portable base'. It would also allow it to be driven to a new base location easily without wasting materials.)
Several Ideas after playing again.
Big Wheels on Rovers A lot of times, I find myself trying to drive my rover, and getting stuck on really silly things... like a small bush with one small resource node on it. And I mean *completely* stuck; having to get out and dig the thing up in order to move. If you added in the ability to research Big Tires for the rovers that would lift it so it wasn't so low to the ground, most things could be much more easily driven over. This would add a cost of 1 Rubber to the medium and 2 Rubber to the large rover, and elevate them maybe an inch or so; just enough to lift them over obstacles like plants, rocks and resource bits sticking out of the ground. The increase wheel radius would also make it so the tires were a lot less likely to get suck in small crevices. Another option along these lines would be an upgrade that would add tank treads to the rovers, which would also be able to handle the terrain better. Maybe add the ability to crush obstacles to the treads as well, so it doubles as a trailblazing device. I also feel like this would make them a lot more fun to drive, since it would make the rovers feel like monster trucks. I don't know what changed in the rover suspension either, but they're super bouncy now. if I tap forward, it's like I jammed my foot down on the gas, then equally jammed my foot on the brakes a second later. This needs to be fixed in some fashion; either stiffening up the suspension some, or making the vehicle accelerate slower and stop slower to get rid of the jerky motions. Terrain Mapping Balloons This idea is to add a device that can be fixed to the ground at a certain point. It would be a base unit, a long tether, and a weather balloon-like aerial part with cameras. It's purpose would be to allow the astroneer to track all of their important markers via a holographic HUD. By pressing M, they would be able to call it up as an overlay that would show objects of interest within the balloon's line of sight. The objects would show as icons or letters associated with the thing in question around the astroneer, similar to how you can see directions around them when you hover the mouse over them. This would also show a basic distance in numbers from their current position. Things that would show are beacons, teleporters, vehicles, bases and dead bodies (aka your lost backpack). This would only work on the surface; it wouldn't be able to detect things underground. And it would have only a certain range, requiring the player to set up several across the planet to get complete coverage, but the distance would be appreciable. So for example, you set a beacon to the south of your base, then return, but it's out of your line of sight due to terrain or clouds. You press M, and to your south, either a 'B' for beacon, or a symbol representing a beacon appears, with the number '123' or something to show how far it is away. These devices would have a long range, but not be world encompassing. Maybe a max range of 500 each or more, depending on how large the planets are in general (I have no idea what units of measurement are used in the game for distance). If the player went outside the range of the balloon, the HUD would become unavailable. These objects would be able to be overlapped as well, so placing a second one on the outer edge of the first one's range would still detect some things in that first one's area. Beacon Icons/Skylights I mentioned this in other threads, but I think two ways to make beacons more useful would be if they had different icons along with colors. Icons for resources, pathing, dangerous areas and so on would make it easier to remember why they were placed. I also feel that the beacon's icon size could be larger, so as to be more easily read. The last idea would be a beacon upgrade. This would add a light pillar that you could also color to your beacon, similar to the light pillars thrown up by the alien teleporters. This would make them much easier to see (the colors would be visible to some extent, even during the day). The second effect of the skylight upgrade would be a kind of 'batsignal' type effect on the clouds overhead. One of the major weaknesses of beacons is they go above the clouds, rendering them invisible to people on the ground most of the time. This would have the beacons project their symbols on the bottoms of the clouds overhead, so even on cloudy days, they'd still be visible.
AutoSave. I would write it in all caps.
Gargoyle Girl replied to Dujour's topic in Suggestions and Ideas
...and I'm sure this hostile approach to asking for a feature is gonna *definitely* get a positive reaction. Don't get me wrong. I'm not hatin' on the concept, it's not terrible. But a big part of the game is *not* being able to savescum back to before a mistake was made. An autosave feature would allow people to just kinda skip back to before they fell in that hole, or dug up that thing they didn't want to, or killed themselves by not playing carefully, and that I think is why there's no autosave. Yeah, it sucks when something goes wrong and you can't recover any of it due to a crash. But there are a lot of reasons your game might be doing this that could be on your end as well, especially since you're having it happen so often. TL;DR: They probably didn't add an autosave to get players to be a bit more cautious in how they play. The side effect of that is when the game crashes, you have no way to recover the loss. Take a rover with you and save on and off, and be more careful of how long you go between saves if you're crashing constantly.
Holo map? / Sonar Mini map?
Gargoyle Girl replied to Dark_Recent's topic in Suggestions and Ideas
I also feel like there needs to be *some* way to map the planets as you explore them. Adding in a 'launch exploration sattelites' aspect would be cool. Each one would only cover so much area; maybe it would be more like a balloon on a long tether with cameras, and as long as you were within it's radius, you could get a basic layout of the land around you. Even if this only showed a holographic overlay of the beacons you set down, along with your base and maybe the location of your body, it would be a big help. It would also encourage a more slow, complete exploration of the world, instead of rushing to get everything completed.
Gargoyle Girl replied to SaHaLiNN's topic in Suggestions and Ideas
If they added a hardcore survival aspect to the game, then these would work fine, but as it is, you'd need to build a lot of shelters and such just to get around a planet if this were implemented, which would slow down gameplay a lot. For example. if solar panels could burn out and be destroyed on Atrox, how would you keep your base powered safely without being forced to build RTGs? Anything that would push you down a single 'right' path would make the game too linear I think.
Ideas to improve beacons
Gargoyle Girl replied to ThunderBen's topic in Suggestions and Ideas
I just mentioned this in another beacon post. Add symbols to the beacons. Have symbols for directions, like an arrow, when you place one as a guidepost. Have a symbol to indicate marked resources. Have a symbol to indicate marked scrap. Have a symbol to indicate a dangerous area, like huge holes in the ground (for this one, bringing back the flashing red color would be nice as well). And so forth. Another thing I would like to see is *larger* beacon icons, or another representation of them? Beacon icons are often blocked by clouds and this is *highly* annoying. With the introduction of the spotlight though, another idea presents itself: spotlight beacons. Have a beacon give off a 'batsignal' type light projection that wouldn't be blocked by clouds, but rather made more visible by them. It could also have an upward pointing light column from said beacon that would be visible from the ground, similar to the light columns from the alien teleporters. This might seem like a lot of tech to have in a small item, so I wouldn't object to it being an advanced piece of tech added to the game that took a few more resources. So there would be a base beacon that just sent up a marker point with icon and color options, and an advanced beacon with that and light shafts projecting into the air to be even more visible.
Give Each Beacon a unique number.
Gargoyle Girl replied to PEBKAC Error's topic in Suggestions and Ideas
Or if possible, let us designate what kind of beacon it is with a symbol. For example, have an arrow icon for if the beacon is set as a directional beacon, an icon suggesting resources, an icon suggesting scrap, an icon suggesting danger, and so on. You can add a separate button press to change the icon alongside the one for changing the color, ie. press F to change color or G to change the icon.
BUG: [B.O.O. event][Steam] Atrox surface mapping is HORRIBLE
I finally got to Atrox for this event and have been struggling to even move here. Every few steps I get stuck on some invisible object I need to jump to get unstuck from or get past. I have no idea what is actually happening to cause this. I keep expecting to randomly fall through the map. Trying to play with a friend is bad in other ways as well, as they will randomly begin spazzing out on my screen, jiggling madly up and down for, again, no apparent reason. If I move, it seems to change this for some reason, sometimes stopping it, sometimes not. This also happens on their end when I join one of their games. At first it was once in a rare while, but now almost every second or third step sees me getting stuck on some invisible artifact and being unable to move unless I spend all my time jumping. This is an EXTREMELY hindering problem that makes it nearly impossible to play the game for any amount of time purely out of annoyance. If possible, I would appreciate a fix being put out and maybe the event being extended a little, as this problem has made trying to farm on Atrox very slow and tedious.
SUGGESTION: Different types of trees; tree seeds (plant a forest of your own)
Of all the changes the game has made, the addition of forests was one of the best in my opinion. I love the atmosphere of them, the sound of the wind in the leaves is very relaxing, and the music is also very nice. One thing I've thought would be nice too though, would be the addition of different types of trees. Every planet having the exact same kind of forests... for that matter ONE planet having only one type of tree... is highly unlikely. Some variations in the types of groves and forests you can find would be pretty nice, and you could further develop the overall atmosphere of the worlds, which is sadly lacking on the starter planet. Another thing that would make sense and would be nice would be the ability to plant and grow your own trees in and around your base, effectively allowing players to have a base inside the forests. Normally, you need to do a pretty large amount of environmental damage to build a base, but if the trees dropped seeds like the hostile plants do, that could then be planted, a more nature minded person could surround their base with trees again. If enough trees were planted, that same soothing sound of wind in the trees would return to be heard within the base itself. Players would also be able to bring seeds from other worlds, allowing them to build the forest type they liked the most around their base. This could be expanded to include any unique plant type, really, to allow for further personality to be added into the bases.
SUGGESTION: Further Clarification of items needed.
Gargoyle Girl posted a topic in Support
As I mentioned in a previous post, I recently returned to playing this game after some time away. It's been fun (and a little frustrating) but one thing actually blew my mind when I finally noticed it. I was attempting to travel to the moon, and saw that the shuttle needed an air supply, which I remembered. What I then saw was the 'Portable Oxegenator' and it's 10,000 byte cost on the first item list. I call it an item list because... I've never really understood those symbols. What do they mean? I get the general gyst of them, but sometimes the order of the items on the list feels like it would *really* benefit from some words. Anyhow, I set out to get the portable oxygenator for my ship. I'm sure you can see where this is going. I bought it, looked at the materials and... I can't make those, I need the stuff on the moon to make those. So the thought hit me that maybe they intended me to take the oxygenator from my base and put it in the shuttle until I could craft a new one. Fortunately, I did NOT do this. I instead set about finding some graphite, thinking it would be nice to be able to package up some things while exploring. I returned and just as I was about to move the oxegenator... I found the 'Oxygenator' in the list of items, with cheap, common materials. 10,000 bytes spent on something I can't build that has a SLIGHT difference in it's name and the description is EXACTLY THE SAME. Ideas on how to fix this. I feel like the symbols for the classes of items is all well and good? ...but adding some actual text to the icons would be nice. I also feel the definitions for the various items should explain clearly what they work with. For example, the Oxegenator should say 'for bases and shuttles' and whatever else it's intended for. If the Portable one can ALSO be put in a base or shuttle, then it's kinda redundant and excessively expensive and should be removed from the game. I also feel like it would be nice to have items sorted (or be able to be sorted) by basic needs, advanced construction and endgame builds, or something similar. I absolutely did not need to spend 10,000 bytes on that oxygenator, and it's in the first list near the beginning, which to me feels EXTREMELY misleading. Why wouldn't the cheaper, more immediately useful, and more immediately needed one not be near the beginning of the list? Why do the descriptions match exactly? There's enough room there to say 'this one is for shuttles and bases' or to somehow differentiate the two. Sorry for ranting a bit; I spent a lot of time just grinding around for this thing, bought it, then found out I'd wasted hours doing so because of a crappy description and the inability to understand the symbols and sorting of the menu for craftables, so hopefully my irritation is a little understandable. If possible, please do something to make things a little clearer. Thanks for your time.
BUG REPORT: Some Tethers not giving off light; Spotlight useless piece of vision obstructing crap
So I recently got back into playing this. It's still the same fun game it was before, but I've been noticing a few problems I'd like to point out. Sometimes when placing tethers, they will give off light. And sometimes not. This isn't that important above ground, but underground, where you depend a lot on tethers to show you where you've been and what's around them, this can be a disaster. I do not know what is causing this, or why the game still doesn't allow adjustment of advanced graphical settings, which would allow a player to perhaps fix these problems themselves, but there it is. The other thing I noticed was the Spotlight. 'Great!', I thought. 'An extra powerful version of the worklight or headlamp! Now I'll either be able to see much further ahead, or in a much wider radius!' ....right? No. The spotlight for me, other than having that blazing, vision impairing diamond shape around it, sheds *NO* light. Not even as much as the worklight. It doesn't make the headlamps brighter;. It doesn't have it's own light cone. It just occupies a slot and drains energy. 'So', I thought, 'this must not be for the player to carry around. Maybe since you can set it on the ground, it's meant to be a kind of spotlight in the sky so you can see your base from a distance easier, or an area of effect to light your entire base. That'd be kinda cool...' ....No. It does nothing. It sits there, drains energy and makes no light. ...What is the reason for this device? I feel like this issue might be related to the tethers only sometimes making light... but i have no ability to adjust my graphic settings, so I have no way to test this theory. As it stands, the Spotlight is just a flashy way to waste energy and take up space. I'm sure that's not how it was meant to work. SUMMARY The tethers are only sometimes giving off light, making it hard to navigate. The lines still glow, but the ability to use that light to see the surroundings is important, if not crucial to their function. The Spotlight does nothing (this might just by my system, but I don't think so). It creates no light cone like the headlamps, no area of light like the worklamp, no nothing other than that bright diamond shaped effect around the lamp itself, which illuminates nothing. There is STILL no interface to control graphical settings in this game. Why this is is a mystery to me, as a lot of the issues people might be having could be fixed if the player were able to adjust some of the settings themselves. I hope this gets seen and possibly addressed soon. Thanks for your time and effort.
The Road Layer Attachment: More Details on How it would work
After seeing the jetpack had been made, I thought I would again suggest a road making attachment for the rovers; something that would both dig through terrain and leave a flat path behind, but fill in the inevitable dips and gaps in the ground you would encounter while trying to do this. I just feel that such an attachment would make sense considering the amount of time you have to spend traveling from place to place, and the number of deathtrap-like pitfalls you come across when trying to drive your rover with any amount of speed. This would allow you to basically pave your way as you went places, as well as speed your trip back once you reached your destination. The attachment itself would looks something like a cross between a set of spiky steamroller wheels or the grinding gears like you would see in a paper shredder attached horizontally to the front of the rover. They would be wider and higher than the rover by some amount as well, so as to both make a road people could pass you on, and to make tunnels you could drive through without too much clipping. There would also be a section on it for attaching capsules for storing soil, as this would be how it did it's work when it needed to fill in holes, as well as a part that was a smaller, smooth roller for laying the path as you moved. As it sounds, it would be pretty large, and so wouldn't move super fast, but would go comparably slowly to give you as much control as possible in your pathmaking. This device would have a setting as well for players to make use of which would set the 'gradient' for the roads. This means for example, you start from the edge of your nice, flat home base location. The player would have to lock in that height, and the road layer would then not go above that height in relation to the core of the planet. If the ground varied in any amount from that height, the device would either create ground at that height, or shave off soil and store it in the capsule for later use, as needed. This would keep the ground level, but also allow the machine to feed itself if it ran into a hill, and would keep the path being made smooth and even while taking into account the curvature of the planet's surface. When driving this, the players view would shift slightly to be above the rover the road layer was attached to, looking down. This would allow the player to see exactly where they were going. When they entered a tunnel, or were underground, the view ahead would be the normal driver's view. Speaking on this, the road layer could be taken underground. It can be deactivated so as to not create a road and driven anyplace it can fit into. But when in use, it will normally only create smooth, level roads. It's not designed to create slopes or angled paths. I feel it's weight would limit it from doing this easily; maybe a smaller version could be made for the trailer for this purpose? Because of the size and complexity of this device, it would have a fairly high cost in resources, but not necessarily rarity. I imagine it needing some rare elements to make the digging parts, but it should come into play around the mid-part of the game, when the player has a well established home base and has unlocked a fair amount of technology. Resources that are not soil that the road layer digs up would simply be dropped on the path it made behind itself for the player to collect. I do NOT consider this to be a caravan type vehicle; it's an extremely heavy device by itself, and so would need to be used as such. At best, one medium rover with storage could be brought along to pick up some of the dropped non-soil resources. This is, of course, just my ideas on the thing. I think it would be very helpful if players were to encounter those random rifts that often appear on the map and could just build a bridge across, could smooth out a path to one of the alien teleporter points for easy traversal, or could simply set out to make roads that circle the planet. I could even see the road layer being able to be augmented with an auto tether device to make the roads safe to lay for long distances without having to stop and run back frequently. (I imagine this as being a part on one side that looks like the players backpack. You fill this with tethers, and as you drive and reach the furthest point for a tether to link up, it auto-deploys on to the side of the rover as it moves along, until you run out of tethers.)

redpajama_set_name: RedPajamaCommonCrawl


text: Q: Elasticsearch Cluster sync with kafka I have a cluster of Elasticsearch 5.6 and I want to get backup data from my cluster. can I use Kafka-connector and join two Elasticsearch cluster together? which mean that sync all data of main cluster to backup cluster!

redpajama_set_name: RedPajamaStackExchange


Double room has: private bathroom with hot water, large windows with views of the ocean, one double bed with linens, TV, a small table with two chairs, shelves for clothes, fan, two towels, soap and shampoo for two people.
The room has: private bathroom with hot water, large window with views of the ocean,one double bed and one bunk bed with linens, TV, a small table with two chairs, shelves for clothes, fan, four towels, soap and shampoo for four people.
The room has: private bathroom with hot water, large window with views of the ocean, air conditioning, one double bed and one bunk bed with linens, TV, a small table with two chairs, shelves for clothes, fan, four towels, soap and shampoo for four people.
The room for three persons has: private bathroom with hot water, a normal window, one double bed and one bunk bed with linens, a small table with two chairs, shelves for clothes, fan, three towels, soap and shampoo for three people.
The room for four persons has: private bathroom with hot water, a normal window, one double bed and one bunk bed with linens, a small table with two chairs, shelves for clothes, fan, four towels, soap and shampoo for four people.
Cost of rooms in a month from: 300 $. For monthly rent, the service is limited.
The room has: private bathroom with hot water, a normal window, one double bed and one bunk bed and one extra bed with linens, a small table with two chairs, shelves for clothes, fan, five towels, soap and shampoo for five people.
In high season prices are higher than in low season. Please in high season ask the price of room from our operator.
All of our regular customers in low season have a 10% discount of the total cost.
In high season discount is valid only if the client has booked a room for 30 days prior to arrival.


Adding a wall clock to any home or office not only makes it easy to check the time at a glance, but also adds a touch of style to a room. There's a wall clock for every décor style from basic options to distinctive styles in fashionable finishes. From the kitchen to the living room and the reception area to the breakroom, there's a wall clock for every need.
Wall clocks can blend easily with the décor in your home or office or provide a stylish accent that is not only useful, but attention grabbing. Simple, clean designs complement almost any space, while more distinctive design features look at home in a stylish kitchen or living room. Choose a modern wall clock with sleek metal construction for a unique appearance or a traditional wood finish for a classic look. With a variety of vibrant hues and interesting shapes, there are clocks for every setting.
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A variety of face and display types offer versatile choices to suit your preferences. Classic analog faces with easy-to-read numbers and hands are appropriate for almost any use at home or work, while digital displays offer clear viewing in bright or low lighting. Those who prefer a digital readout may also be interested in desk clocks. When a wall clock is desired for decorative purposes, choose a face with an abstract design or nonconventional numbering for a fun, creative appearance.


text:
Q: 'php is not recognized as an internal or external command' even though path is set Guys I have set path of php.exe in environment variables. But still it's the same problem in command prompt :

I have even tried with Gitbash or powershell. I genuinely think I have set path correctly and I even tried adding 'php.exe' at last.

I can't get any solutions. Please HELP.

A: Try the following :

*

*Before setting the path in your environment variables, test the command directly by navigating to the folder from your command prompt then execute the command .

*If the command is working, add the path to your environment variables and restart your computer. Open the command prompt as an administrator by right clicking  the command prompt.

*Ensure you open the command prompt as an administrator.
Hope this help


text:
Splinter Cell remake retells story for modern-day audience
A job listing found on the Ubisoft website is seeking a scriptwriter for the Splinter Cell remake.
by Darryl Lara published September 23, 2022 September 23, 2022
Fans have been asking for a continuation, or at least remasters, of Tom Clancy's Splinter Cell franchise for some time now, and they're in luck - we have known for quite some time that the original game is being remade. The series was once considered one of the flagship franchises for Ubisoft and was well-loved by fans. Ubisoft Toronto is the studio tasked with the (re)development of Splinter Cell.
Splinter Cell remake will have its story rewritten according to a job posting.
A new job posting found on the Ubisoft website states that the company is on the lookout for a scriptwriter who will rewrite the story of Splinter Cell for "modern-day audiences." The job posting suggests that the game may have several changes to the story to make it fit the current times.
Watch this story and subscribe to Xfire on YouTube.
The same listing indicates that the upcoming game will keep "the spirit and themes of the original game while exploring our characters and the world to make them more authentic and believable." The scriptwriter will join "the Narrative team and help create a cohesive and compelling narrative experience for a new audience of Splinter Cell fans."
It will be interesting to see how the hired individual will adapt the 20-year-old franchise to modern times.
Mixed reactions to "modern" Splinter Cell
Fans have mixed reactions to the story being rewritten for the remake.
Fans of the franchise have mixed reactions to the news that Ubisoft is updating the story. Some have pointed out that the developers are mixing up the terms "remake" and "reboot". A remake would be a faithful recreation of the original, while a reboot can take creative liberties to add to the story.
Some fans are worried that the game, which has heavy on the political narrative, will be watered down to be acceptable to new players. There are theories that the game is being rewritten for gamers who have not played the original series or were not even born at the time the first game came out.
No matter how Ubisoft intends to execute the additions to the story, there will be some part of the audience that will be dissatisfied with the end product. What matters is whether the game will be a fitting title to add to the Splinter Cell franchise.
How to update Splinter Cell for modern audiences
Splinter Cell will not be an open-world game according to producer Matt West.
Plenty has changed since the original Tom Clancy's Splinter Cell came out in 2002. Splinter Cell's producer Matt West stated that while the spirit of the early game remains intact, the game will be updated visually and add some elements to match the "comfort and expectations" of current players. West has indicated that the plan is for the remake to be linear like the original and not delve into the open-world genre like newer games often do.
West remarks that "every square inch is part of a choice, or directly offers a choice, or has a direct ramification. That density of gameplay is at the forefront in Splinter Cell, and that's going to be really, really important for us."
Even though the new Splinter Cell will keep the core gameplay intact, it will benefit from the new Snowdrop engine. This new in-game engine currently powers Avatar: Frontiers of Pandora, The Division, as well as an upcoming Star Wars title. If nothing else, we can expect the Splinter Cell reboot to look pretty awesome.
Tom Clancy's Splinter Cell, Ubisoft
Posted by Darryl Lara
Darryl has been gaming since the early 90s, loves to read books and watch TV. He spends his free time outside of gaming and books by riding his motorcycle and taking photographs. You can find Darryl on Instagram. Check him out on Steam and Xbox too.


Battle of Bataan Re-enactment 2010!
The Defense of the Abucay-Mauban line.
The US 31st Infantry and the 57th Infantry Philippine Scouts will once again defend the line.
I was told that there will be about 20 to 25 Japanese re-enactors coming to this event.
Those who can, pls come and help us defend "Bataan".
What happened to the 2011 event? I heard it was cancelled? Was it and do they plan to hold the event again?
I may be able to get a few more 31st Inf. and possibly a couple of MTBS 3 boys together for a naval detachment.
I don't think the 2011 was cancelled per se. I think they didn't plan one at all since one of the main organizers had to go to Afghanistan. Haven't heard of any planned for this year though.
Word should eventually get around if another tactical is planned in the future. Someone will post any info.


text:
Australian Airport Security Boosted After Terror Plot
by Gordon Lane
Tuesday August 1 2017
Screening at Australian airports has intensified and travellers should expect delays after authorities foiled a terrorist plot to bring down an aircraft using an improvised device.
Blast "Proof" or Blast "Resistant" Engineering
by Stephen Smith LL.B., B.Ec.
Tuesday March 7 2017
Recently, the Victorian Police Minister announced the development of a new "blast-proof" and "ram raid-proof" tower in Melbourne CBD which will house 2,500 police over 39...
Major Gap in Canadian Property Insurance Coverage
Sunday February 12 2017
Terrorism insurance programs need a reset to ensure clients are appropriately covered in light of the continuing shift from attacks on property to attacks on people...
New Safety Design Requirements for Public Spaces
by Angus Bruce
Tuesday January 31 2017
Designers involved in the creation of significant new public buildings and public spaces have new design obligations to consider and integrate into designs.
Anger Grows over Fence Plans on Parliament House
by Ahn Jae Wook
Thursday December 8 2016
Anger is growing over the government's plans to erect a 2.6 meter high fence on around the permitter of Parliament House which will limit public access...
What Commercial Property Owners Need to Know About Terrorism
Monday October 10 2016
For many Australians, the reality that terrorism is having a real impact on our home soil hit home in 2014 when Tori Johnson and Katrina Dawson...
Working Together to Build more Resilient Cities
by Suzanne Toumbourou
Friday October 7 2016
From Accra to Yiwu, 100 cities around the world have taken the challenge of becoming more resilient to the physical, social and economic challenges of the...
Can Urban Design Help to Combat Terrorism?
Wednesday March 23 2016
Whilst Australians have been aware of the possibility of a terrorism incident occurring on local soil since attacks in places such as New York, Bali, Madrid...
Paris and CPTED – Is it Time for a Rethink?
by Brett Skyring
Wednesday December 16 2015
The terrorist attacks in Paris, Lebanon, Kenya, Nigeria and Tunisia, and the frequency of mass shootings across the United States (including the San Bernardino event) are...
Melbourne's Bourke St gets more Bollards
Additional bollards will be installed in Melbourne's Bourke Street mall to create pedestrian refuges beside tram tracks in case of another vehicle attack.


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it was a nice stay, though we did not meet the owner. he put sent us an email the day when we arrive and gave us the password to get the key. nice location, we arrived at Venice airport and take ferry bus arrived a stop which is close to the apartment. and the most attraction venue is within walking distance. very safe and quite area.
Very close to the center, spacious and comfortable bed. Pretty neighborhood, near a canal, little restaurants around. It was a nice staying although, me and my friends enjoyed it.
The interior is awesome - a lot of vintage furniture, tiny details, pictures. A huge comfortable bed in the master bedroom, sitting room with a fireplace, ancient сrockery... Totally loved it! Once you return from the promenade the flat completes the Venice fairy tale impression :) The late check in was OK since the key was in the key locker. The house has its own entrance and the folding chairs allow you to sit outside in the evening. The location is also great - 15 minutes by walk to San Marco, 5 minutes to the boat station for the Murano/Burano routes.
Bedrooms were comfortable and roomy. House mostly decorated with quaint furniture and even some beautiful objects in locked cabinets. Things you don't normally see in a holiday rent. This is a great location for exploring Venice, with most place only 10 to 15 min walk. Also close to water bus for going to station or visiting the other islands. The property is in the more residential area of Venice, which adds to the experience. Also good value compared to hotels in the area.
Lovely traditional Italian flat in a great location. We loved the vintage feel of the place, in a quieter neighbourhood but still very close to Central Venice. Good communication with host and smooth process overall.
The location is excellent, most places including the main square are all within 10 mins walk. The central heating works well and the house was cozy, which was important. The kitchen was well equipped with oven and hob, washer/dryer, utensils, and lovely tea cups- however no microwave or electric kettle (there's a kettle provided though to heat on the stove). Wifi worked well.
Easy access - gorgeous space that reflected their artistic taste and not a cookie-cutter IKEA decorated space. Away from tourist traps & they provided much info for places to eat/see, which was helpful. We didn't meet them, but they were responsive and helpful.
Lock in a great price for Venice Cae dea Testa – rated 8.6 by recent guests!
One of our best sellers in Venice! Venice Cae dea Testa in Venice has accommodations with free WiFi, a few steps from Ca' d'Oro and a 5-minute walk from St. Mark's Basilica. The The Ducal Palace is within 1,500 feet of the vacation home.
The vacation home features 3 bedrooms and a fully equipped kitchen with a dishwasher. A flat-screen TV is featured.
Piazza San Marco is a 5-minute walk from the vacation home, while Basilica dei Frari is 1,500 feet away. The nearest airport is Marco Polo Airport, 13 miles from Venice Cae dea Testa.
뀐 Located in the top-rated area in Venice, this property has an excellent location score of 9.4!
When would you like to stay at Venice Cae dea Testa?
This holiday home has a tumble dryer, kitchenware and fireplace.
The house is located in a quiet area in the district of Cannaregio. It's just 7 minutes from Rialto Bridge and a 15 minutes boat ride from Santa Lucia Train Station. The house has a separate entrance, at the ground floor and spread on two floors. Downstairs you'll find a fully equipped kitchen, the living room with a beautiful fireplace, 2 sofas and a dining table. While upstairs there are the master bedroom and two additional single bed rooms and the bathroom with a bathtub.
The house is within walking distance from waterbus stop "Fondamente Nove" (230 mt.=2 mins), and it's only 650 mt. far from "Coop" Supermarket. Rialto Bridge is 7 minutes walking, while St. Mark's Square is only 12. The house is perfectly linked to Santa Lucia train station thanks to ACTV Waterbus 5.2 (Santa Lucia ---> house) and ACTV Waterbus 5.1 (house ---> Santa Lucia) and to Marco Polo airport thanks to the Orange and Blue lines of Alilaguna. Transfers from Marco Polo Airport to our place are also available in the evening until 11 pm!
House Rules Venice Cae dea Testa takes special requests – add in the next step!
Venice Cae dea Testa accepts these cards and reserves the right to temporarily hold an amount prior to arrival.
Please inform Venice Cae dea Testa of your expected arrival time in advance. You can use the Special Requests box when booking, or contact the property directly using the contact details in your confirmation.
No personnel here, but you can get your code of key box by WhatsApp like we did. For us it's not a minus.
No air conditioning (we went in July and it was a bit too hot). The kitchen is in need of refurbishment, but has most things you need.
The upstairs floors were not very clean and minimal dishcloths in the kitchen. We were also unsure about rubbish/recycling and the cleaner turned up early on our last day to change sheets etc. It would also have been useful to know about key lock earlier as we were on a late flight and wasn't sure if a late night check in would work - but it did in the end.
The check out time of 10am we found was a little early for us. The TV had a lot of channels but unfortunately none were in English, but good wifi made up for this. It'd have been nice to find tea/coffee/sugar in the house when we arrived. Overall we had a great stay.
The lighting in the bathroom was bad - two lights didn't have lightbulbs. We only had one roll of toilet paper supplied. Other than that, it was great!
The ancient atmosfere of the apartment was great!There were all the conveniencies. We've got a great pleasure staying there!
Tiny details. Like, weirdly enough, there was no trash can (nor trash bags) to be found. And a kettle could be a nice addition for all tea drinkers out there :).
Great location in a calm area. Welcoming and responsive host. Very nice house that was relatively cool, even in the insane heat/humidity of July. And each bedroom has a fan! Very happy about staying there.
One of the single bedrooms is off the master bedroom which was fine for us, as one of our children slept in it, might not suit others.
Loved this Venetian apartment. Suited our family of 4 brilliantly. Could walk to St Marks square in less than 15minutes. Water bus 5 minute walk away. Local supermarkets close too. Loved our family holiday.


The exercise is designed to establish a learning environment for public safety officials to exercise emergency response plans, policies, and procedures as they pertain to a mass casualty event on a Green Line subway train in a tunnel area. To ensure an effective exercise, subject matter experts and representatives from numerous agencies took part in the planning process and will take part in the exercise conduct and evaluation.
As part of the exercise scenario, a train is traveling westbound between Kenmore Station and Fenway Station; suddenly, for unknown reasons, the train derails and makes contact with the tunnel wall. Several passengers are "injured" and others must evacuate the train.
The Green Line out to Riverside was already scheduled to be shut this weekend for repairs.
...while they're at it, for Baker and other elected officials to practice looking shocked and horrified as they learn what a decrepit and dangerous system the MBTA has become, suddenly and without any warning.
Why don't they check other random locations while they're at it, since it's bound to happen any day soon in reality on the Red and Orange Lines especially.
Why cant they do this between 1 AM and 5 AM? Will they be bussing? There are no service alerts currently posted.
D Line will be shut down for work on Sunday morning - with appropriate bustitution - anyway.
If its like previous green line shuttle bus service recently, it wil be coach buses like is used for NYC-Boston and other longer route. So there is one entrance/exit, a narrow path between the seats and not ADA compliant since you have to take several steep steps up. The Baker administration is so out of touch with public transportation to think these kinds of buses are adequate. It makes on and off boarding SO slow.
I don't spend much time on the D line but the buses they've been running to replace Wollaston have an elevator system to allow people to get onto the bus. You have to ask the bus driver to operate it for you so it's not ideal, (although using wheelchairs on regular busses has its own complications) but when you need short-term busses there's only so many options available since they're pretty specialized vehicles.
Probably because they need volunteers.
to get rid of those obsolete trains.
That seems to happen a lot in real life.
How are they going to evacuate people in wheelchairs, seniors, those with hearing or visual disabilities, mothers with babies, those with mental disabilities, passengers who are under the influence of drugs and alcohol and those who can't speak or understand the language.
I know in past drills they have practiced the evacuation of wheelchair bound and others. They can practice that stuff anytime in that training center at Broadway station. I believe the goal is more about getting different agencies to function together.
Why are they doing this there and not in the Broadway tunnel they restored for just such a purpose?
If the Fenway tunnel is already being shut down for repairs, then it's the least disruptive time for them to run a drill there. Might as well.


Fort Lauderdale Christmas Pageant Highlights from the Fort Lauderdale Christmas Pageant 2017 Act 1 First Baptist Church Fort Lauderdale, FL 12/2/2017 These are not professional performers, they are all members of the church.
12 Days Of Christmas Christian Version Merry Christmas !!!


text:
Mount Simmonds ist ein  hoher Berg an der Oates-Küste im ostantarktischen Viktorialand. Er ragt nahe dem Mount Theaker an der Nordflanke des Robilliard-Gletschers in den Usarp Mountains auf.

Geodätisch vermessen wurde das Gebiet vom United States Geological Survey von 1962 bis 1963 sowie von Teilnehmern einer von 1963 bis 1964 durchgeführten Kampagne im Rahmen der New Zealand Geological Survey Antarctic Expedition. Das New Zealand Antarctic Place-Names Committee benannte den Berg nach der neuseeländischen Kartografin G. A. E. Simmonds, die zwischen 1961 und 1967 an der Erstellung des Kartenmaterials aus den Vermessungsarbeiten beteiligt war.

Weblinks
  (englisch)
 Mount Simmonds auf geographic.org (englisch)

Einzelnachweise

Berg im Transantarktischen Gebirge
Usarp Mountains
Oatesland

redpajama_set_name: RedPajamaWikipedia


text:
Avi Nimmi (26 de abril de 1972) es un ex-futbolista israelí, que desarrolló su vida deportiva en varios equipos de la liga hebrea.

Inició su carrera en las filas del Maccabi Tel Aviv FC. En 1997 tuvo un fugaz paso por el Atlético de Madrid donde no pudo demostrar la fama de mediocampista profundo. Apenas jugó 7 partidos, y regresó a su país. Otra breve aventura en la Premier en el Derby County confirmó lo poco exportable de su juego. Desde entonces ha repartido su trayectoria entre el Beitar Jerusalem y el mismo Maccabi a donde regresó en el 2005.

Trayectoria
 Maccabi Tel-Aviv FC (1990 - 1997)
 Atlético de Madrid (1998)
 Maccabi Tel Aviv (1998 - 1999)
 Derby County (1999)
 Maccabi Tel Aviv (2000 - 2003)
 Beitar Jerusalem (2003 - 2005)
 Maccabi Tel Aviv (2005 - 2008)

Enlaces externos
 Ficha del jugador

Futbolistas del Maccabi Tel Aviv Football Club
Futbolistas del Club Atlético de Madrid en los años 1990
Futbolistas del Derby County Football Club
Futbolistas del Beitar Jerusalén
Futbolistas de la selección de fútbol de Israel
Judíos de Israel


In this indepth review of the Nikon AFP NIKKOR mm f E ED VR lens, we will take a close look at what this fullframe lens has to offer when The AFP NIKKOR mm f E ED VR is an advanced lens that draws peak performance from Nikon's latest generation of FX and DX cameras.
Its versatile mm focal length range ( mm on DX cameras) is great for everything from portraits to closeups of nature and wildlife. View and Download Nikon AFS VR ZoomNikkor mm f IFED instruction manual online.
AFS VR ZoomNikkor mm f IFED Camera Lens pdf manual download. Simple yet versatile, the AF ZoomNIKKOR mm f45. 6G from Nikon is a widereaching telephoto zoom wellsuited for a variety of subjects ranging from portraits to wildlife.
The 13 elements, 9 groups optical design features a Super Integrated Coating to suppress flare and ghosting in order to generate greater contrast and color accuracy Amazon. com: mm nikon lens. From The Community. Amazon Try Prime All Manual. Camera Filter Size. No Filter Size selected Go; Camera Lens Type.
Macro. Telephoto. Wideangle. Maximum Aperture Range The mm range is a popular one for telephoto zoom lenses, and often represents one of the first lenses new SLR owners will purchase after the" kit" lens This is an indepth review of the Nikon AFS mm f G VR lens that was released back in August 2006 together with the Nikon D80. The Nikon mm VR lens is targeted towards sports, nature and wildlife photographers that need a lightweight, versatile telephoto lens with great optics and View and Download Nikon 1 NIKKOR VR mm f user manual online.
1 NIKKOR VR mm f Camera Accessories pdf manual download. Lens hoods protect the lens and block stray light that would otherwise cause fl Dont let its price tag fool youthis easytohandle telephoto zoom lens delivers excellent images, especially when used with a tripod.
Covering a versatile mm focal length range ( mm equivalent on DXformat cameras), its an excellent choice for most daylight telephoto subjects, from portraiture to wildlife, on Nikon Shop eBay for great deals on Nikon mm Camera Lenses. You'll find new or used products in Nikon mm Camera Lenses on eBay. Free shipping on selected items.


AGGROBATICS is a video and live-score collaboration between Nick Lesley and Jon Dieringer, programmer for Spectacle Theater and founder of Screen Slate. Developing upon Nick's proposal, Jon edited footage from the movies Thrashin' and North Shore to create a flicker extravaganza of suspended plot points and maneuvers. Nick performs the sound track live, using percussion and electronic effects to elicit sounds loosely connected to the images of surfing, skating, teen rivalry and romance.
WARNING: This work contains throbbing light and should not be viewed by individuals with epilepsy or seizure disorders.


People have different preferences when it comes to wedding venues. People need to be cautious when searching for the wedding venue as it will determine the success of the event. Some people might like to hold their wedding events in a natural environment while others might prefer venues situated within towns. People can always find a beautiful place to hold their wedding event regardless of their preferences in terms of the surrounding. Online resources can provide a variety of choices for people in choosing a wedding place.
The concerned parties need to set a specific budget for the needed quality of wedding venue. The costs of hiring the wedding venue vary depending on the place. People given the responsibility of acquiring the wedding venue should stick to the set budget. People should identify different wedding venues with the required features to determine their prices. The availability of price information will enable the concerned individuals to select the venue with affordable charges.
People give the responsibility of looking for a wedding venue should inquire about the number of people expected in the wedding so as to determine the right amount of the wedding space. People need to consider issues such as sitting places within the wedding venue for the comfort of the population attending the wedding. Its important to inquire about the quality of food that the wedding venue has been offering to other events which have been held in the venue. People in need of a wedding venue can determine the quality of services they expect by looking at the comments of previous customers within the website to see their opinion on the services.
The beauty of a wedding event can be influenced by the appearance of the venue thus the need to acquire an attractive place. People renting a wedding venue need to inquire whether they are allowed to put their decorations. Individuals given the responsibility of searching for the wedding event should look for venues with the best floor in the case where the event will be held indoors. Reputable wedding events should be the priority for people seeking for a wedding venue thus the need to research for recognized wedding venues within the required area.
Individuals searching for a wedding venue need to inquire about the security of the area surrounding the wedding venue before paying for it. The fact that wedding venues within secure environment enables people to be relaxed gives them an opportunity to enjoy to their maximum within the event. People need to go through the terms and conditions of hiring a wedding venue from different places so as to choose the one with suitable terms. People given the responsibility of acquiring the wedding venue be informed about the best features of a wedding venue.


A new Football Scoreboard has recently been installed on the Bremond Tiger Field. One of the participating sponsors is the Bremond High School Class of 1965. Other sponsors are Coburn Pharmacy, First Star Bank and Walnut Creek Mining Company.
Standing next to the new Tiger Scoreboard representing the BHS Class of 1965 are: (L-R 1st row) Bernadine Hopcus (Wachel), Virginia Bane (Berger), (2nd row) Dr Fred Kuzniarek, Gene Okonski, Tony Bielamowicz, Antone Wiezbicki Jr., James Hailey, and Chuck Caskey.
Forty five years ago, in 1964, several of the guys played football for the Bremond Tigers. In 1964, Bremond beat Groesbeck 11 to 8 with 1 minute and 37 seconds left on the clock (notice the score and time on the new Tiger Scoreboard) resulting in 8 wins and 0 losses. They won their Homecoming defeating Calvert 49 - 0, Franklin 12 - 6, Fairfield 6 - 0 , Crawford 36 -0. However, Rosebud, another 8 - 0 team, defeated Bremond the following week and went to Semi-Finals. In 1964, Bremond moved to Class A from Class B which would have been equivalent to current Class 2 A. Only one team per district was allowed to advance to playoffs. They also won District in 1962 and 1963 which resulted in 24 wins and 8 losses for 1962 -1964 seasons with many as shutouts or losses of 6 points or less making Bremond a well known football town in Central Texas. The first year for the Tiger colors of Red and White was 1963. Several also played football on the 1958 St Mary's Kittens team coached by Monsignor Louis Wozniak.
Several of the BHS Class of 1965 Graduates live, own a business, or have Farms/Ranches in the Bremond area. Others located throughout Texas and several other states visit Bremond on a frequent basis and contribute to the various major events/activities in Bremond each year. The BHS Class of 1965 was one of the largest graduating classes of BHS. Many have received various level degrees or specialized technical training, resulting in many very successful careers. Some have retired from one career, started their second career, and are just enjoying life and spending quality time with their parents, children, and grand children. The BHS 1965 Class is thankful for the level of quality education it received from St Mary's School, the Bremond Elementary and Bremond High School during the "Good Ole Days". They remember the days of being raised on the farms with many chores before and after school classes. Going to town on a Saturday for the Big Prize Drawings, getting a coke float at the Fountain Drug Store or going to the Picture Show to include movie, popcorn and a soda for 25 cents were some of the favorite memories. Many were from very large families whose Grandparents and Great Grandparents were some of the early settlers in Bremond during the 1860's to 1880's.
BHS Class of 1965 will be celebrating their 45th Class Reunion in 2010. The BHS 1965 graduates were: Gene Okonski, Tony Bielamowicz, James Hailey, Chuck Caskey, Dr Fred Kuzniarek, Antone Wierzbicki Jr., Virginia Bane (Berger), Bernadine Hopcus(Wachel), Patsy Kasprowicz (Nesbit), Stella Pruitt (Bench), John Black, Howard Biel, John Turlak, Theresa McGilvray (Mikolajewski), Clara Keel (Swick), Agustine Bielamowicz (Chmiel), Bernadine Zan (Yezak), DaNette Andreski (Harris), Herman Duhr Jr., Evelyn Rosas (Slafka), Mary Ann Champion (Rozycki), Leona Lozano (O'lexy), Joan Okonski, Edmund Syzdek, Julian Jadlowski, Dorothy Lindberk (Kozak), Barbara Jean Luna (McMahon), Floyd Lott, Johnnie Gouge (Slafka), Carol Kasowski (Scott), Bernadine Kitchen (Wilganowski), Janice Dailey (Melcer), Mike Swick-deceased, Frank Muzyka- deceased, Ronnie Wynn - deceased.


Scheduled at 9:15am in Meadowbrook II on Friday, November 17 (2017).
Digital accessibility must be addressed by any organization. But who leads this charge? Who does the work? This session will focus on how one organization is addressing accessibility in a time of industry change.
Everyone can agree that technology needs to be accessible and usable for all students; but where to start? McGraw-Hill Education shares their story on the road to accessibility. From UX to project managers, marketing and sales, McGraw-Hill shares how they have been able to partner across different areas of the organization with one goal in mind; digital accessibility. This session will focus on accessibility roles and responsibilities across the organization. We will look at a case study of how one team is challenging themselves to not just deliver compliant software, but truly a best in class experience. We will take a look at challenges, wins, and lessons learned.
Scott Virkler is Chief Product Officer for McGraw-Hill Education's higher education division. He has over 25 years of experience working with education, information & online media companies and leading their efforts to leverage software and the internet to better serve their customers. He joined McGraw-Hill Education in July 2013 to lead the creation of the centralized Digital Portfolio, Program and Product Management team, and became Chief Product Officer in 2016.
In his current role Scott leads McGraw-Hill Education's learning science efforts for the higher education market. This includes the creation, management and delivery of all products, both print and digital in this market.
His previous experience includes leading digital product management for Elsevier, servicing the higher education and medical education markets. While there he oversaw the creation of new innovative product solutions for educators, students and professionals. He also built a digital training and education business in the oil and gas industry for Petroskills. Prior to these Mr. Virkler was a key executive at the successful engineering information start-up GlobalSpec, leading new product development there.
In addition, he held a variety of management positions with General Electric and the U.S. Air Force. While at, GE, Scott led Corporate Six Sigma Quality and operational & product teams, as well as developed some of the earliest online business application tools and products in the early 1990s. In parallel, Scott had a 22- year career as a Logistics Officer in the Air National Guard, retiring as a Commander overseeing flight operations in Antarctica. He is also a decorated veteran of Operation Desert Storm.
Mr. Virkler received his B.S. in MIS from RPI, and his MBA from Gannon University. He lives in Clifton Park, NY with his wife, Denise, and two children, Claire and Mitchell.


pack contains my loops, beats, and remixes of other peoples loops and beats. lots of demos/betas in here too,but go to my playlist "WIP song files" for more general demos. let me know what you think!
Pack created on: Aug. 16, 2013, 4:52 p.m.
Loop made in Orion (64 Bit). First time seriously using the daw. Good stuff!


text:
Das Fischereikennzeichen ist ein vorgeschriebenes Kennzeichen am Bug von Seefischerschiffen. Das Kennzeichen besteht aus einer Buchstabenfolge, die den Heimathafen bezeichnet, gefolgt von einer Registriernummer.

Weblinks
 Schiffskennzeichnungen (niederländisch)
 Hafenverzeichnis  (isländisch)

Liste (Abkürzungen)
!
Island
!
!Fischereikennzeichen


text:
// Windows/FileDir.h

#ifndef __WINDOWS_FILE_DIR_H
#define __WINDOWS_FILE_DIR_H

#include "../Common/MyString.h"

#include "FileIO.h"

namespace NWindows {
namespace NFile {
namespace NDir {

bool GetWindowsDir(FString &path);
bool GetSystemDir(FString &path);

bool SetDirTime(CFSTR path, const FILETIME *cTime, const FILETIME *aTime, const FILETIME *mTime);
bool SetFileAttrib(CFSTR path, DWORD attrib);
bool MyMoveFile(CFSTR existFileName, CFSTR newFileName);

#ifndef UNDER_CE
bool MyCreateHardLink(CFSTR newFileName, CFSTR existFileName);
#endif

bool RemoveDir(CFSTR path);
bool CreateDir(CFSTR path);

/* CreateComplexDir returns true, if directory can contain files after the call (two cases):
    1) the directory already exists (network shares and drive paths are supported)
    2) the directory was created
  path can be WITH or WITHOUT trailing path separator. */

bool CreateComplexDir(CFSTR path);

bool DeleteFileAlways(CFSTR name);
bool RemoveDirWithSubItems(const FString &path);

bool MyGetFullPathName(CFSTR path, FString &resFullPath);
bool GetFullPathAndSplit(CFSTR path, FString &resDirPrefix, FString &resFileName);
bool GetOnlyDirPrefix(CFSTR path, FString &resDirPrefix);

#ifndef UNDER_CE

bool SetCurrentDir(CFSTR path);
bool GetCurrentDir(FString &resultPath);

#endif

bool MyGetTempPath(FString &resultPath);

class CTempFile
{
  bool _mustBeDeleted;
  FString _path;
  void DisableDeleting() { _mustBeDeleted = false; }
public:
  CTempFile(): _mustBeDeleted(false) {}
  ~CTempFile() { Remove(); }
  const FString &GetPath() const { return _path; }
  bool Create(CFSTR pathPrefix, NIO::COutFile *outFile); // pathPrefix is not folder prefix
  bool CreateRandomInTempFolder(CFSTR namePrefix, NIO::COutFile *outFile);
  bool Remove();
  bool MoveTo(CFSTR name, bool deleteDestBefore);
};

class CTempDir
{
  bool _mustBeDeleted;
  FString _path;
public:
  CTempDir(): _mustBeDeleted(false) {}
  ~CTempDir() { Remove();  }
  const FString &GetPath() const { return _path; }
  void DisableDeleting() { _mustBeDeleted = false; }
  bool Create(CFSTR namePrefix) ;
  bool Remove();
};

#if !defined(UNDER_CE)
class CCurrentDirRestorer
{
  FString _path;
public:
  bool NeedRestore;

  CCurrentDirRestorer(): NeedRestore(true)
  {
    GetCurrentDir(_path);
  }
  ~CCurrentDirRestorer()
  {
    if (!NeedRestore)
      return;
    FString s;
    if (GetCurrentDir(s))
      if (s != _path)
        SetCurrentDir(_path);
  }
};
#endif

}}}

#endif

redpajama_set_name: RedPajamaGithub


text:
Ladies & Gentlemen: The Best of George Michael
Ladies & Gentlemen (2001 film)
Lima (disambiguation)
"Ladies and gentlemen" is a common salutation used in formal speeches and other public addresses. Ladies and Gentlemen may also refer to:
Ladies & Gentlemen: The Best of George Michael, a compilation album released in 1998
Ladies & Gentlemen: The Songs of George Michael, a live album by Anthony Callea released in 2014
Ladies and Gentlemen... the Grateful Dead, a live album by the Grateful Dead recorded in 1971
Ladies and Gentlemen (Marcia Hines album), released in 1977.
Ladies and Gentlemen We Are Floating in Space, an album by Spiritualized released in 1997
Ladies and Gentlemen (Lou Bega album), an album released in 2001
Lady & Gentlemen, 2011 LeAnn Rimes album
"Ladies & Gentlemen" (Short Stack song), a digital single released in 2009
"Ladies and Gentlemen" (Saliva song), a single released in 2006
Ladies & Gentlemen: The Best of George Michael (DVD), a music video compilation released in 1999
Ladies and Gentlemen: The Rolling Stones, a concert movie by The Rolling Stones filmed in 1972
This page contains text from Wikipedia, the Free Encyclopedia - https://wn.com/Ladies_and_Gentlemen
Ladies & Gentlemen: The Best of George Michael is a greatest hits collection released by George Michael in 1998.
The collection of 28 songs (29 songs are included on the European and Australian release) are separated into two halves, with each CD of the double set containing music of a particular theme and mood. The first CD, titled "For the Heart", predominantly contains Michael's hit ballads, while the second CD, "For the Feet", comprises mostly his popular dance tunes.
Ladies & Gentlemen is notable for containing a large number of compilation tracks and duets that have not previously appeared on a George Michael album, including his US number-one duet with Aretha Franklin, "I Knew You Were Waiting (For Me)", previously available on Aretha Franklin's 1986 album Aretha; "Desafinado", the duet in Portuguese with Brazilian singer Astrud Gilberto; and the Elton John duet "Don't Let the Sun Go Down on Me", from John's 1993 album Duets.
Ladies & Gentlemen was released by Michael through Sony Music Entertainment as a condition of severing contractual ties with the label (Michael departed Sony with a great deal of acrimony and publicity prior to the release of Older in 1996). He would later return to Sony to release his 2004 album Patience, however singles from Older do appear on the album as well.
This page contains text from Wikipedia, the Free Encyclopedia - https://wn.com/Ladies_&_Gentlemen:_The_Best_of_George_Michael
Ladies & Gentlemen is a 2001 Indian Malayalam film directed by Gopan.
Nedumudi Venu as Fernandez
Jagathy Sreekumar as Antony
Kottayam Santha as Mrs Perara
Suraj Venjaramoodu
Bobby Kottarakkara as Justin Perera
Jyothi Meena as Herself
Kanya as Annie
Mamukkoya as Koya
Pradeep Sakthi as Robin
Joby as Rajeshman
Sooraj as Usthad Jaffer Khan
Ajayan as Douglas Dsoussa
NL Balakrishnan as Lorence
Philomina
Kothuku Nanappan
Dhanam Kannan as Felix
Ladies & Gentlemen at the Internet Movie Database
This page contains text from Wikipedia, the Free Encyclopedia - https://wn.com/Ladies_&_Gentlemen_(2001_film)
Lima is the capital of Peru. It may also refer to:
Lima (surname)
Lima, Buenos Aires, in Zárate Partido
Lima (neighborhood), in Milano
Lima River, a tributary of the Serchio in Tuscany
Lima, Iran, in Gilan Province
Lima Chal, in Gilan Province
Lima Gavabar, in Gilan Province
Lima District, Paraguay
Lima Region, a political region of Peru
Lima Province, a province of Peru
Lima District, the downtown district of Lima, Peru
Lima, the Portuguese name of the Limia River
Lima, a designated wine region in the Vinho Verde region, including the towns of Arcos-de-Valdevez, Ponte de Barca, Viana do Castelo and Ponte de Lima
Lima, Sweden
Lima, Illinois
Lima, Indiana, the original name of Howe, Indiana
Lima Township, Michigan
Lima, Montana
Lima (town), New York
Lima (village), New York
Lima, Ohio, the largest US city named Lima
North Lima, Ohio
Lima, Pennsylvania
Lima, Wisconsin (disambiguation), multiple places
West Lima, Wisconsin
Lima, Oklahoma
This page contains text from Wikipedia, the Free Encyclopedia - https://wn.com/Lima_(disambiguation)


There is a vast amount of silk bed linen on the market today ranging hugely in both quality and price. Knowing what to look for can be a daunting task. Here are a few of our FAQs that if followed will ensure you buy a quality silk bedding product that will last.
What type of silk do I need?
100% mulberry silk.There are many varieties of silk on the market. When purchasing silk bed linen insist on 100% mulberry silk. Only 100% mulberry silk consists of a continuous strand of silk. Wild silk, commonly known as Habotai silk is often passed off as mulberry silk but is never of the same quality as mulberry silk.
Habotai or China Silk as it is sometimes called is often made up of broken strands of silk and non-silk fibres and is more suited for silk scarves and items requiring shorter fibres. Habotai silk does not have the same durability as 100% mulberry silk.
Only 100% mulberry silk can offer the consistency & durability required in quality silk bed linen. All our products are 100% mulberry silk, including mulberry silk pillowcases, silk duvet covers and silk bed sheets.
A thread count of 400 or more. When considering making a purchase of silk linen, always check the thread count. The higher the thread count, the tighter the silk is woven. An ideal thread count for silk linen is above 400. Anything lover than 400 will not be as durable and not last as fine silk linen should.
You may have heard of momme when purchasing silk items. Momme is the gauge used to determine the physical weight of silk. The basic measurement for momme is weighing a piece of silk that is 100 yards long and 45 inches wide. If the total weight comes to sixteen pounds then the silk will be graded as 16 momme. If the silk is heavier then a higher momme grade will be given and vice versa. To find out more about thread count, momme and GSM, follow to the Silksleep blog.
What momme weight do I need?
We recommend and only sell silk bed linen with a momme weight of 19. Silk with a lower momme number will have physically less silk in the item than one with a higher number. Your silk bedding should have a high momme number, at the very least above 12.
12-19 Momme: Is used for silk bedding but silk bedding with a momme of 19 will be more durable and easier to care for than say a momme of 14.
22 Momme & above: Durable enough for a tailored suit.
Are Silksleep products listed in any directories?
Yes, we are proud to be featured in the Builders Directory, Beauty Blog Directory and Directory World amongst others.


WMC qualifiers WMC finals	Sign Me Up!
The World Mathematics Championships® are collaborative assessment-as-learning experiences for all youths.
Senior level is aimed for those towards the end of High School (in Grade 12 and below).
Junior level is aimed for those in Middle School/lower High School (in Grade 9 and below).
Prime Plus level is aimed for those towards the end of Primary Schooling/early Middle School (in Grade 7 and below).
Knowledge - because we need secure foundations to communicate, collaborate, challenge, strategise and create better!
Individuals focus on the Challenge rounds alone.
We choose Collaboration teams to be 'new friends' comprise of different residence and passport of each member.
Communication teams are comprised of 'existing friends' with the same residence and/or passport.
Some rounds are subject specific skills and procedures - knowledge intensive.
Other rounds are focused towards planing and executing a strategy.
There are rounds that depend upon creativity - developing new and imaginative ideas.
Each strategy, creative and knowledge skill category has at least one round that is engaged in alone, within new friend teams and through existing friends teams.
join our illustrious question writing team, please get in touch to discuss specifics!
We are a small team of experienced, passionate and dedicated teachers who believe learning should be fun, relevant and challenging.


Today we are dependenton our gadgets more than ever in history. Also, we have lost our basic survival instinct that our ancestors had mastered over the years. What will happen if you get stranded in a jungle? What if there are no sources of fresh water and shelter?
Here are the top 5 jungle survival tips that you should absolutely master to survive in a situation like that.
It's one of the most important steps that you should know about. Your primary target would be to find a place that is high enough so that sudden floods cannot reach you. Make sure there is no insect's nest around that place. It's better if you find a place where rocks will provide you a natural shelter against rain and storm. Also, the place should provide fresh water for drinking and dry woods for fire.
When you have booked a comfortable Tadoba accommodation, you have nothing to worry, but in case you are lost in the jungle, shelter is a major concern. After finding a proper camping site, you should make a shelter with what you have or what is available around you. You could easily find a tree with angled branches.
Pick one of those branches where you could lay closely stacked woods on both sides and spread fallen leaves all over them. By this way, you could easily build a small triangle tent where you could stay.
Hypothermia is very well known for killing people in cold weather. That's why you must scatter collected leaves and other kind of debris all over the floor. Make sure the layer is thick enough so that the cold ground could not absorb heat from you.
After securing your shelter, the next thing you will need is fire. Fire can provide heat in a cold environment, can be used to cook, drive away wild animals, and could be used as a signal. Therefore, having a fire is absolutely vital. If you already have matches or cigarette lighter with you then you could light a fire within seconds.
For that, you will need to collect dry timbers and leaves. But if you don't have matches or lighter with you, then you could also create fire with your battery.
You have to connect the positive and negative terminals with a wire and create a spark to torch the dry woods. You could use books, papers, napkins, pencils, and cotton as burning materials to build your fire.
After securing your shelter and fire, the next step would be to find as many sources of clean water as possible. It is better to boil the water if you collect it from a stagnant place.
That way there will be no pathogens in it. But there are also other ways to collect water. Trees sweat like human beings. It's called transpiration. You could place a plastic bag over a branch with lots of leaves. Make sure to tie a knot around the opening.
After some time, you will have fresh water collected in the plastic bag that you could easily drink.
If you already have GPS watch or smartphones then finding direction would not be any problem for you. But in case you don't have one of those, you could easily navigate by using the position of the sun. The sun rises in the east and sets in the west all over the world. So, finding north and south would be no problem for you.
If you closely follow the aforementioned tips in a jungle then surviving would not be a difficult task for you. Research about your destination beforehand and always carry a small backpack containing emergency tools when you go outside for a long vacation.
Daniel Mattei is a Professional writer. He has written many articles on Travel. In this article he has mentioned about Tadoba accommodation .
← Sony Xperia Z1 Review: The best phone Under Rs.25000?


Born and bred in Texas USA, Julia cooks up proper Texas and Tex-Mex style smoked BBQ meats & veg, featuring home-made rubs, sauces and condiments.
Now based in Sydney Australia you can find Jackalope Food Co. travelling to a variety of venues around Sydney and beyond!
NEW Men's & Women's apparel in multiple colours & styles!


text:
Renowned Lung Cancer Expert to Join NYU Langone as Chief of Hematology & Medical Oncology
October 7, 2016 (3:45PM)
The Perlmutter Cancer Center at NYU Langone Medical Center has named noted clinician-scientist Kwok-Kin Wong, MD, PhD, as its new chief of hematology and medical oncology. His recruitment promises to transform the medical center's research and clinical programs in lung cancer and to promote innovative collaborations with the pharmaceutical industry on promising scientific discoveries.
Wong joins the Perlmutter faculty in January 2017 following a distinguished, decades-long career at Harvard Medical School and the Dana-Farber Cancer Institute. A professor of medicine and a practicing clinical oncologist, Wong's world renowned research has provided new insight into the genetic and environmental causes of lung cancer, enabling testing of novel lung cancer therapies. He has received acclaim for clarifying the role of genes such as EGFR, ALK, and PI3 kinases, which control normal cell growth and survival, but when altered (mutated), become major drivers of abnormal, cancerous growth. By creating genetically engineered mice harboring these mutations, his lab has revealed their contribution to lung cancer development.
"We are tremendously excited to welcome Dr. Wong to NYU Langone," says Benjamin G. Neel, MD, PhD, director of the Perlmutter Cancer Center. "His seminal discoveries have identified genes that play important roles in human lung cancer and have shown us how specific cancers will respond to targeted therapies. He will bring a new vision to our hematology-oncology division, bolster our already outstanding lung cancer research program, and help us to recruit more leaders in the field."
As Wong explains, "This is an exciting time in cancer research and treatment. Advances in genomic technology, targeted therapy and immunotherapy have now directly improved cancer patient survival. It is imperative that we continue to work together to find new combination treatments for each genetically stratified cancer that work even better."
While at Dana-Farber, Wong fostered partnerships with the pharmaceutical industry that accelerated cancer drug discovery. He helped direct the pioneering Belfer Center for Applied Cancer Science, a research center dedicated to translating current oncology research into tomorrow's treatments. By generating more realistic mouse models that are informed by genomic studies of human lung cancer, he has created new platforms for testing new anticancer drugs. His most recent investigations have focused on understanding sensitivity and resistance to targeted therapies and immunotherapy, with the goal of developing curative combination regimens for lung cancer patients.
About Dr. Wong
Wong is the latest internationally renowned researcher to join the faculty of NYU Langone and its Perlmutter Cancer Center over the past two years, enhancing its ability to make breakthrough discoveries in the battle against cancer.
A native of New York City and an undergraduate alumnus of Brown University, Wong earned both his medical degree and his PhD in the Integrated Program in Cellular, Molecular, and Biophysical Studies at Columbia University College of Physicians and Surgeons. He was trained in internal medicine at Massachusetts General Hospital and in hematology-oncology at Dana-Farber.
A prolific writer and publisher of more than 200 research studies, Wong's work has been reported in the top peer-reviewed medical and cancer journals including Nature Medicine, Nature, Cell, Cancer Discovery, Cancer Cell, Proceedings of the National Academy of Sciences (PNAS), Journal of the National Cancer Institute (JNCI), and Molecular Cell. His laboratory has been consistently funded by the National Institutes of Health (NIH) and National Cancer Institute, as well as by the National Institute on Aging.
"It is, indeed, a privilege to join Dr. Neel and other distinguished members of the faculty at NYU Langone, and to be part of an expanding effort in research at the Perlmutter Cancer Center," says Dr. Wong. "I remain fervently committed to advancing cancer research and clinical care while, at the same time, developing partnerships between researchers and industry that are so critical to advancing our understanding and treatment of cancer, and eliminating it in our lifetime."
Jim Mandler
jim.mandler@nyumc.org
How the Brain Interprets Sounds Depends on Context
Possible New Treatment Approach Identified for Gaucher's Disease
2016 Perlmutter Cancer Center Gala Raises $1.5 Million
More Men with Low-Risk Prostate Cancer Could Opt Out of Urgent Therapy
National Cancer Institute Honors NYU Langone's Research Leader
Chemical Exposure in U.S. Leads to Hundreds of Billions in Disease Costs
Treating Endometrial Cancer at NYU Lutheran
Study: New Treatment Shrinks Bladder Cancer Tumors
Renowned Colorectal Surgeon Named Director of Inflammatory Bowel Disease Center
Study Finds Sugary Drink Consumption Tied to Combo Meal Deals
New Chief of Hematology & Medical Oncology Named
15th Annual Dean's Honors Day Celebrated
New Breast Health Program Launched
NYU Langone Named Official Hospital of the National Women's Hockey League
NYU Lutheran Breast Program Brings Top Care to Brooklyn
Pre-K Intervention Supports Children's Mental Health & School Performance


text:
Q: Segmentation Fault in C when writing to a file void frameInfoData(int i,int j,int k)
{
    FILE *frameData;
    frameData=fopen("frame_Data.txt","a");
    fprintf(frameData,"Packet number is %d      Packet L %d         Packet Header L %d      ",i,j,k);
    fprintf(frameData,"\n");

}

Above is my code to write a file. My data is about 3170 lines long. When I run this program it gives me a segmentation fault and dumps core. But when I controlled the writing and write even 3169 lines it will write very easily and correctly.
I am new to C programming - please help me in this context.
Thanks in advance

A: add:
#include <errno.h>
#include <stdio.h>

//other code here

if (frameData == NULL) {
  perror("fopen()");
  return;
}

This should get your debugging started...
Don't forget to fclose(frameData) before returning, that may also be causing an error (file already opened) in the second time the function is called.

A: Most likely NOT a failure of fopen() but you should check it and exit the program if it's not working as following (it returns a NULL pointer when not working):
FILE* fp = fopen("SOMEFILE.txt", "a");
if(!fp) //in other words - NOT fp - means FP == NULL
{
  printf("Error: Could not open the file specified.\n");
  exit(1);
}

The logical reason would be you not using fclose(). fopen() always changes (I mean it returns a different pointer for different paths) and so it uses dynamic memory such as malloc() if you learned it which is a lot slower than static memory. The dynamic memory will
still be 'used' in the program (no matter if it's in a function or anywhere) until you supposedly 'free' it - when using malloc() you'd free the memory simply by using the function free().
When using fopen() - the way to 'free' that dynamic memory is using fclose() on that pointer - this way:
fclose(FILE_POINTER_NAME);

when FILE_POINTER_NAME is the... hmm... well, the file pointer name.
Hope I helped.


text:
Q: Properties of a subspace of sequence Let $p\in\left[  1,\infty\right)  $ and $\left(
X_{0},\left\Vert \cdot\right\Vert _{p}\right)  $ a normed linear space, where
$$
X_{0}=\left\{  \left(  x_{n}\right)  \in
\mathbb{R}
^{
\mathbb{N}
}\mid\exists n_{0}\in%
\mathbb{N}
,\forall n\in
\mathbb{N}
:n_{0}\geq n\Rightarrow x_{n}=0\right\}  .
$$
Let the subspace
$$
A=\left\{  \left(  x_{n}\right)  \in X_{0}\mid\forall n\in%
\mathbb{N}
:\left\vert x_{n}\right\vert \leq\frac{1}{n}\right\}  .
$$
Show that $A$ is closed, absorbing and find the set $\operatorname{int}A$.