This is part 8 of Categories for Programmers. Previously: Functors. See the Table of Contents.
Now that you know what a functor is, and have seen a few examples, let's see how we can build larger functors from smaller ones. In particular it's interesting to see which type constructors (which correspond to mappings between objects in a category) can be extended to functors (which include mappings between morphisms).
Since functors are morphisms in Cat (the category of categories), a lot of intuitions about morphisms — and functions in particular — apply to functors as well. For instance, just like you can have a function of two arguments, you can have a functor of two arguments, or a bifunctor. On objects, a bifunctor maps every pair of objects, one from category C, and one from category D, to an object in category E. Notice that this is just saying that it's a mapping from a cartesian product of categories C×D to E.
That's pretty straightforward. But functoriality means that a bifunctor has to map morphisms as well. This time, though, it must map a pair of morphisms, one from C and one from D, to a morphism in E.
The composition is associative and it has an identity — a pair of identity morphisms (id, id). So a cartesian product of categories is indeed a category.
But an easier way to think about bifunctors is that they are functors in both arguments. So instead of translating functorial laws — associativity and identity preservation — from functors to bifunctors, it's enough to check them separately for each argument. If you have a mapping from a pair of categories to a third category, and you prove that it is functorial in each argument separately (i.e., keeping the other argument constant), then the mapping is automatically a bifunctor. By functorial I mean that it acts on morphisms like an honest functor.
The two other type signatures, first and second, are the two fmaps witnessing the functoriality of f in the first and the second argument, respectively.
The typeclass definition provides default implementations for both of them in terms of bimap.
When declaring an instance of Bifunctor, you have a choice of either implementing bimap and accepting the defaults for first and second, or implementing both first and second and accepting the default for bimap (of course, you may implement all three of them, but then it's up to you to make sure they are related to each other in this manner).
This code also writes itself.
Now, remember when we talked about monoidal categories? A monoidal category defines a binary operator acting on objects, together with a unit object. I mentioned that Set is a monoidal category with respect to cartesian product, with the singleton set as a unit. And it's also a monoidal category with respect to disjoint union, with the empty set as a unit. What I haven't mentioned is that one of the requirements for a monoidal category is that the binary operator be a bifunctor. This is a very important requirement — we want the monoidal product to be compatible with the structure of the category, which is defined by morphisms. We are now one step closer to the full definition of a monoidal category (we still need to learn about naturality, before we can get there).
We've seen several examples of parameterized data types that turned out to be functors — we were able to define fmap for them. Complex data types are constructed from simpler data types. In particular, algebraic data types (ADTs) are created using sums and products. We have just seen that sums and products are functorial. We also know that functors compose. So if we can show that the basic building blocks of ADTs are functorial, we'll know that parameterized ADTs are functorial too.
So what are the building blocks of parameterized algebraic data types? First, there are the items that have no dependency on the type parameter of the functor, like Nothing in Maybe, or Nil in List. They are equivalent to the Const functor. Remember, the Const functor ignores its type parameter (really, the second type parameter, which is the one of interest to us, the first one being kept constant).
You can think of Identity as the simplest possible container that always stores just one (immutable) value of type a.
Everything else in algebraic data structures is constructed from these two primitives using products and sums.
We've already seen that a composition of functors is a functor — we can easily convince ourselves that the same is true of bifunctors. All we need is to figure out how a composition of a bifunctor with two functors works on morphisms. Given two morphisms, we simply lift one with one functor and the other with the other functor. We then lift the resulting pair of lifted morphisms with the bifunctor.
That's the composition on objects, or types. Notice how in Haskell we apply type constructors to types, just like we apply functions to arguments. The syntax is the same.
If you're getting a little lost, try applying BiComp to Either, Const (), Identity, a, and b, in this order. You will recover our bare-bone version of Maybe b (a is ignored).
The implementation of bimap for BiComp is given in terms of bimap for bf and the two fmaps for fu and gu. The compiler automatically infers all the types and picks the correct overloaded functions whenever BiComp is used.
If you like jigsaw puzzles, these kinds of type manipulations can provide hours of entertainment.
So it turns out that we didn't have to prove that Maybe was a functor — this fact followed from the way it was constructed as a sum of two functorial primitives.
and the corresponding fmap will be implemented for you.
The regularity of algebraic data structures makes it possible to derive instances not only of Functor but of several other type classes, including the Eq type class I mentioned before. There is also the option of teaching the compiler to derive instances of your own typeclasses, but that's a bit more advanced. The idea though is the same: You provide the behavior for the basic building blocks and sums and products, and let the compiler figure out the rest.
If you are a C++ programmer, you obviously are on your own as far as implementing functors goes. However, you should be able to recognize some types of algebraic data structures in C++. If such a data structure is made into a generic template, you should be able to quickly implement fmap for it.
As I mentioned before, one way of implementing sum types in C++ is through class hierarchies. It would be natural, in an object-oriented language, to implement fmap as a virtual function of the base class Functor and then override it in all subclasses. Unfortunately this is impossible because fmap is a template, parameterized not only by the type of the object it's acting upon (the this pointer) but also by the return type of the function that's been applied to it. Virtual functions cannot be templatized in C++. We'll implement fmap as a generic free function, and we'll replace pattern matching with dynamic_cast.
When implementing fmap we take advantage of dynamic dispatching on the type of the Tree. The Leaf case applies the Identity version of fmap, and the Node case is treated like a bifunctor composed with two copies of the Tree functor. As a C++ programmer, you're probably not used to analyzing code in these terms, but it's a good exercise in categorical thinking.
For simplicity, I decided to ignore memory and resource management issues, but in production code you would probably use smart pointers (unique or shared, depending on your policy).
This implementation can also be automatically derived by the compiler.
I promised that I would come back to the Kleisli category I described earlier. Morphisms in that category were represented as "embellished" functions returning the Writer data structure.
I said that the embellishment was somehow related to endofunctors. And, indeed, the Writer type constructor is functorial in a. We don't even have to implement fmap for it, because it's just a simple product type.
Here, the fish operator combines two functions: one of them is the familiar id, and the other is a lambda that applies return to the result of acting with f on the lambda's argument. The hardest part to wrap your brain around is probably the use of id. Isn't the argument to the fish operator supposed to be a function that takes a "normal" type and returns an embellished type? Well, not really. Nobody says that a in a -> Writer b must be a "normal" type. It's a type variable, so it can be anything, in particular it can be an embellished type, like Writer b.
So id will take Writer a and turn it into Writer a. The fish operator will fish out the value of a and pass it as x to the lambda. There, f will turn it into a b and return will embellish it, making it Writer b. Putting it all together, we end up with a function that takes Writer a and returns Writer b, exactly what fmap is supposed to produce.
You might wonder if the fmap we have just defined is the same fmap the compiler would have derived for us with deriving Functor. Interestingly enough, it is. This is due to the way Haskell implements polymorphic functions. It's called parametric polymorphism, and it's a source of so called theorems for free. One of those theorems says that, if there is an implementation of fmap for a given type constructor, one that preserves identity, then it must be unique.
But just like the pair type constructor, or the Either type constructor, the function type constructor takes two type arguments. The pair and Either were functorial in both arguments — they were bifunctors. Is the function constructor a bifunctor too?
With just two functions taking a and returning, respectively, b and r, there is simply no way to build a function taking b and returning r! It would be different if we could somehow invert the first function, so that it took b and returned a instead. We can't invert an arbitrary function, but we can go to the opposite category.
A short recap: For every category C there is a dual category Cop. It's a category with the same objects as C, but with all the arrows reversed.
Such a functor maps a morphism fop :: a → b in Cop to the morphism F fop :: F a → F b in D. But the morphism fop secretly corresponds to some morphism f :: b → a in the original category C. Notice the inversion.
Now, F is a regular functor, but there is another mapping we can define based on F, which is not a functor — let's call it G. It's a mapping from C to D. It maps objects the same way F does, but when it comes to mapping morphisms, it reverses them. It takes a morphism f :: b → a in C, maps it first to the opposite morphism fop :: a → b and then uses the functor F on it, to get F fop :: F a → F b.
It's a "functor with a twist." A mapping of categories that inverts the direction of morphisms in this manner is called a contravariant functor. Notice that a contravariant functor is just a regular functor from the opposite category. The regular functors, by the way — the kind we've been studying thus far — are called covariant functors.
Notice that the function f inserts itself before (that is, to the right of) the contents of Op — the function g.
All three functions come with default implementations. Just like with Bifunctor, when declaring an instance of Profunctor, you have a choice of either implementing dimap and accepting the defaults for lmap and rmap, or implementing both lmap and rmap and accepting the default for dimap.
Profunctors have their application in the Haskell lens library. We'll see them again when we talk about ends and coends.
The above examples are the reflection of a more general statement that the mapping that takes a pair of objects a and b and assigns to it the set of morphisms between them, the hom-set C(a, b), is a functor. It is a functor from the product category Cop×C to the category of sets, Set.
which is an element of C(a', b').
As you can see, the hom-functor is a special case of a profunctor.
is a bifunctor. For additional credit implement all three methods of Bifunctor and use equational reasoning to show that these definitions are compatible with the default implementations whenever they can be applied.
Hint: Define two mappings between the two implementations. For additional credit, show that they are the inverse of each other using equational reasoning.
Let's try another data structure. I call it a PreList because it's a precursor to a List. It replaces recursion with a type parameter b.
You could recover our earlier definition of a List by recursively applying PreList to itself (we'll see how it's done when we talk about fixed points).
Show that PreList is an instance of Bifunctor.
For additional credit, check your solutions agains Conor McBride's paper Clowns to the Left of me, Jokers to the Right.
Define a bifunctor in a language other than Haskell. Implement bimap for a generic pair in that language.
Should std::map be considered a bifunctor or a profunctor in the two template arguments Key and T? How would you redesign this data type to make it so?
As usual, big thanks go to Gershom Bazerman for reviewing this article.
Reblogged this on Jarek Przygódzki. Blog programisty.
We are patiently waiting for next chunk of wisdom. I think it will be natural transformations and monads from CT point of view.
Can be List rewritten in terms of Either like Maybe?
which is not recursive but it has a free type parameter a inserted in place of recursion (here, in place of the tail). This part can be rewritten in terms of Either, etc. A recursive list is then defined as a fixed point of this functor. See my posts about algebras.
Can I say that a TriFunctor where (a -> x) -> (b -> y) -> (c -> z) -> f a b c -> f x y z , is isomorphic to combination of Bifunctor with Functor ?
What do you mean by "combination"?
Is it correct to say that such TriFunctor is isomorphic to Functor which receives a tuple of 3 values or a Bifunctor which receives a tuple with 2 values as first argument and a single value as a second argument ?
I don't have a formal proof but the intuition is that functors are morphisms in the category of (small) categories Cat (see my blog post on natural transformation for more details), which is cartesian closed. It means that it supports products and currying. So a trifunctor is just a functor that returns a bifunctor.
This is definitely true in Haskell, where type constructors are curried, and trimap may be implemented in terms of map and bimap.
1). Rename Op b to Op r in the first line.
2). Set correct concrete types in the comment.
3). (optional) Add one more comment with type, where Ops are replaced with the 'real' function types (Op r a = a -> r).
Now it looks more clearly to me, don't it?
@karkunov: Good catch! Fixed it!
The full Haskell example would use newtype and pattern matching, but I didn't want to obscure the simple point.
thank you, Bartosz, for this masterpiece of clarity.
It looks like that there's a slight mistake in the definition of Bifunctor. The definition of the second function seems to be a typo. If I understand well, then: instead of second = bimap id it should be second = bimap id h.
The problem seems to appear in the original Haskell source as well (ie. Control.Bifunctor v.0.44.4).
It's the latter interpretation that makes this code work. It's just currying.
I've got it:-) Also I've caught my mistake. There's no argument in the declaration of second. That is: this would be mistaken: second h = bimap id. But the declaration is different: second = bimap id and this works through currying as you pointed.
Taking this two into account, shouldn't the type signature of bimap be?
I see how it could be confusing: there are two different bimaps, one for bf and one for BiComp. I'll add a subscript to it to clarify this point.
Hi Bartosz, the comment about separate functoriality being equivalent to bifunctoriality is (perhaps surprisingly) incorrect without an extra condition on the two actions. This is sometimes used to model evaluation order (see work on "Premonoidal Categories" and "Freyd Categories").
It is indeed surprising, but it makes sense. In principle the two maps don't have to commute. I'll have to fix it. Thanks for catching this!
when discussing the contravariant functor but wouldn't picking a morphism from C^op be an inverted function in the category Hask?
I've learned so much from you, thanks!
As of ghc 8.0.2 I found Bifunctor defined in Data.Bifunctor and not Control.Bifunctor.
I am trying to wrap my head around the idea of Profunctors, but it is hard for me. It appears to me that the idea of Profunctors is some sort of a generalization of plain old functions, like you can compose functions placing them before or after other functions, Profunctors allow do similar things, like if a Profunctor needs to be prepended with something then its contravariant part (lmap) is used, if it needs to prepend something else then its covariant part (rmap) is used. Correct me if I am wrong, please.
Also I can't understand how the definition of Profunctor maps to it's typeclass definition in Haskell, could you please elaborate on it?
There is a way of looking at profunctors as generalized hom-sets. You put the two categories C and D side by side. You have morphisms in C and morphisms in D. A profunctor p provides morphisms from C to D. For every pair of objects c and d, it produces a set, which acts like a hom-set between c and d. The elements of this set are called heteromorphisms. You can compose morphisms with heteromorphisms using lmap and rmap to get other heteromorphisms.
If you understand Haskell definition of a functor as lifting a morphism, a profunctor lifts a pair of morphisms.
Thank you, that is a great explanation. Not everything is clear for me now, but you gave me a new perspective.
BTW, my understanding of the Functor typeclass in Haskell is that Functor preserves a structure: if there is a morphism in the source category there has to be a corresponding morphism in the target category. Is there a better way to look at it in order to understand Profunctors?
Indeed, you can think of a product category C^op x D and having pairs of objects as objects and pairs of morphisms (the first going backwards) as morphisms. Then a profunctor preserves the structure given by those pairs of morphisms.


SKI the Last Degree of Latitude and arrive by ski at the North Pole.
It's the ultimate Trans Arctic Trip.
There's nothing else like this adventure !!
SKYDIVE at the North Pole !!
HIGHLIGHTS Jump over the "Top of the World"
DURATION 3 Days to fly over the "Top of the World"
HIGHLIGHTS There's no greater piloting feat for a hot air balloonist. We also offer flights to other participants.
The Expedition begins in Longyearbyen, Svalbard, (The Arctic Islands North of the Norwegian mainland).
Participants will arrive in Longyearbyen, Svalbard via Oslo, Norway. There are flights arriving daily from Oslo.
Expeditions from Longyearbyen, Svalbard are scheduled to depart on April 14, 2006.
February to April, 2006- Preparations for the expedition.
April 2006 - Day One - All expedition members are encouraged to arrive in Longyearbyen, Svalbard about 2 days before we shove off to the Drifting Ice Base.You will be shuttled from the airport to the hotel of your reservations.
April 2006 - Day Two - The group in Svalbard may take tours to see the polar bear and national wildlife park. A festive celebration evening dinner to unite the expedition and announce guidelines for the expedition logistics.
April 2006 - Day Three - Expedition members embark from hotel to airport for Antonov-74 for jet aircraft flight to the North Pole drifting ice base called Borneo. Approximately 3 hours flight time. We will land on the "Blue Ice Runway" a short distance from the Geographic North Pole. Arrival at Borneo and acclimatization at the base camp. Two MI-8 helicopters will be poised to fly us to the pole. We will be supplied tents, food, heaters, radio communication, a "blue ice runway" for landing of supplies and equipment and our jet planes fly away. A tractor will maintain the "blue ice runway" for landing capability, barring weather elements that may require any alterations to ensure accessibility.
April 2006 Depending on your particular program,(General Tourist, SKI Expedition, skydiving, Scuba Diving, etc.), you will be able to tour outside the North Pole Base Camp to view pressure ridges and leads (water/cracks in the ice), as well as adventure and exploration of the Arctic Ice Floes. This base camp will be located on the largest, safest, most solid pack ice nearest to the Pole. Since we are on the Polar Ice Flow, the base camp may be within 20 miles of the North Pole, and moves on average of 5 to 16 kilometers per day .
Then we will fly to the exact North Pole by MI-8 helicopters and truly celebrate this occasion with champagne and several traditional Russian traditions, including good Russian Vodka ! The parachute group will jump. Anyone that wishes to parachute over the North Pole may arrange this with me in advance. Celebration and Russian Traditional "Meridian Dance Around the World"......Champagne toasts at the "Top of the World"...Return flight by helicopter back to Borneo Base Camp.
Keep in mind that the polar ice cap is roughly two meters thick and the Arctic Ocean underneath is 4,200 meters deep! The ice cap is constantly moving due to the wind and ocean current, so bring your GPS and watch the base camp migrate up to one or two kilometers per hour, on the 1,600 kilometer polar ice cap. The North Pole is more of a GPS location when you are on the ice cap because it is not constant, as on the South pole (a continent, which doesn't move).
April 2006 Expedition group may stay on for a few more days or may catch the flight back to Longyearbyen, Svalbard. A possible option. Most of the group will return to Svalbard. Those few adventurers, may stay on for 1-2 more days weather permitting and flights of arrival planned. Most of the group will arrive back at Svalbard, and shuttles to the hotel.
April 2006 Group in Svalbard may take group tours to see the polar bear and national wildlife park. Most adventurers take their return flights back to Oslo, Norway or other commercial flight cities of destinations.
April 2006 Group arrives home, or may take optional add on tours.
Get Prices for the North Pole Expedition via Svalbard, Norway (Longyearbyen).
click here>" North Pole Gear List"


text:
package de.tum.in.www1.exerciseapp.service;

import org.junit.Test;

import java.net.MalformedURLException;
import java.net.URL;

import static org.assertj.core.api.Assertions.assertThat;

/**
 * Created by Josias Montag on 11.10.16.
 */
public class GitServiceUnitTest {

    @Test
    public void testFolderNameForRepositoryUrl() throws MalformedURLException {

        GitService gitService = new GitService();

        URL repoUrl = new URL("https://ga68dic@repobruegge.in.tum.de/scm/EIST2016RME/RMEXERCISE-ga68dic.git");

        String folderName = gitService.folderNameForRepositoryUrl(repoUrl);
        assertThat(folderName).isEqualTo("EIST2016RME/RMEXERCISE-ga68dic");

    }
}

redpajama_set_name: RedPajamaGithub


This book is in both Tris and Four's points of view. Tris and a couple others escape to outside the wall. What they find is amazing. Her city is an experiment made by the government because of genetic experiments. They would take out the gene that makes people lie but it makes them ruthlessly truthful. Things like that, hence the faction system. Four joins in a rebellion that wants to overthrow the experiments. He doesn't get all the information though and lots of people are killed and hurt. Tris and Four's relationship is still very rocky.
Bottom line: This book is a lot better than the last. It does end the series. The ending is very controversial. I think it needed to happen.


text:
ExtraVertik – piąty solowy album polskiego rapera Abradaba. Został wydany 21 kwietnia 2012 roku nakładem własnej wytwórni Inna-My-Twórnia. Na albumie gościnnie wystąpił starszy brat Abradaba – Joka.

Lista utworów
Źródło.
 "IntroVertik"
 "Pół na pół"
 "Kiedywejde"
 "Dzikołaj"
 "O mamo!"
 "Więcej słów"
 "Bul bul bul"
 "ExtraVertik"
 "Ostrzegawczy strzał"
 "Moje demony" (gościnnie: Joka)
 "Na wszystko przyjdzie czas"
 "Sprawiedliwość"
 "OutroVertik"

Przypisy

Linki zewnętrzne

Albumy Abradaba
Albumy muzyczne wydane w roku 2012

redpajama_set_name: RedPajamaWikipedia


text:
GalacticFederation-NaplesFL
Galactic Messages 8/21/18 to 5/10/19
Ashtar
Ashtar's Ship
Ashtar 1952 - First Message
Ashtar 1957 - In Days to Come
Ashtar 1958 - Ashtar A Tribute
Ashtar 1977 broadcast BBC
Ashtar - An Interview
Athena, Ashtar's twin flame
Girk-Fit-Niir
Contactees
George Adamski
Georgio Dibitonto
Dorothy Wilkinson-Izatt
The Mitchell Sisters
Dr. Frank Stranges
The Galactic Federation of Light - Naples, Florida USA
Continue page 32 from "Inside the Space Ships" (excerpts)
A pillar about two feet thick extended downward from the very top of the dome to the center of the floor. Later I was told that this was the magnetic pole of the ship, by means of which they drew on Nature's forces for propulsion purposes, but they did not explain how this was done.
"The top of the pole," Firkon pointed out, "is normally positive, while the bottom, which you will notice goes down through the floor, is negative. But, when necessary, these poles can be reversed merely by pushing a button."
I noticed that a good six feet of the central floor was occupied by a clear, round lens through which the magnetic pole was centered. On opposite sides of this huge lens, close to the edge, were two small but comfortable benches curved to follow the circumference. I was invited to sit on one of these and Firkon sat beside me to explain what was going on. Ramu took a place on the opposite bench, while Orthon went to the control panels. These were located against the outer wall between the two benches, directly opposite the now invisible door through which we had entered the Scout.
When we were seated, a small flexible bar fell into place across our middles. This bar was either composed of, or merely covered with, a kind of soft rubberized material. Its purpose was obvious - a simple safety device to prevent falling forward or losing balance.
Firkon explained, "Sometimes, when a ship is thoroughly grounded, a sharp jerk is experienced when breaking contact with Earth. Although this does not very often happen, we are always prepared." He smiled and added, "The same principle exactly as the safety belts in your own planes." ..... "This ship," Firkon continued, "was built for a two-man crew, or three at the most. But in an emergency a great many more can be safely crowded into it. However, this is not often necessary."
.....My attention was now called to the big lens at my feet. An amazing sight met my eyes! We appeared to be skimming the rooftops of a small town; I could identify objects as though we were no more than a hundred feet above the ground. It was explained to me that actually we were a good two miles up and still rising, but this optical device had such magnifying power that single persons could be picked out and studied, if so desired, even when the craft was many miles high and out of sight.
"The central pillar or magnetic pole serves a double purpose," explained my bench companion. "Besides providing most of the power for flight, it also serves as a powerful telescope with one end pointing up through the dome to view the sky, and the other pointing down through the floor to inspect the land below. Images are projected through it into the two big lenses in the floor and ceiling, as you can see."
He did not explain whether this was done electronically or by some other means. Its magnifications could be varied at will, and I suspect that there was more to it than a simple optical system such as we know on Earth.
I looked up into the translucent dome. The stars had always looked near enough to touch in the clear air of my mountain home, but viewed through this ceiling lens they seemed to be actually on top of us. As I alternated between watching the wonders of the sky and the swift Earth flashing beneath us, I noticed four cables which appeared to run through the floor lens (or immediately below it), joining the central pole in the form of a cross.
"The Martian, noting my change of interest, explained, "Three of those cables carry power from the magnetic pole to the three balls under the ship which, as you have seen, are sometimes used as landing-gear. These balls are hollow and, although they can be lowered for emergency landing and retracted when in flight, their most important purpose is as condensers for the static electricity sent to them from the magnetic pole. This power is present everywhere in the Universe. One of its natural but concentrated manifestations is seen displayed as lightening.
"The fourth cable," he continued, "extends from the pole to the two periscope-like instruments, the one beside the pilot's seat and the other directly behind his seat but close to the edge of the center lens, as you can see. These instruments are really extensions of the main optical system and enable the pilot to see everything that is going on without leaving his seat. They can be switched on and off, or adjusted at will, so that both members of the usual crew can have full use of the telescope without interfering with each other."
All the machinery was beneath the floor of this compartment and under the outer flange, as clearly shown in the photograph of this Scout. I did not actually see any of it, but I was shown into a very small room which served both as an entrance to the compartment which contained the machinery and as a workshop for emergency repairs. Here there was a tiny forge and a few storage cupboards in which, I surmised, necessary tools and materials would be kept. It was while I was looking through the door into this room that our pilot said, "Be prepared for landing. We are near our mother ship."
I could not believe it. It seemed that only a few minutes had sped by since we had entered the Scout. Just a moment earlier the wall behind the bench on which we had been sitting had appeared solid. Now a round hole began to appear! I watched in astonishment while it continued to open, rather like the iris of a camera. Shortly a porthole about eighteen inches wide appeared. This, then, explained the portholes in my Saucer photographs, of which till now I had seen no sign. Like the door by which we had entered, their coverings fitted so closely as to be undetectable when closed. Recalling what my photos had shown, I reasoned that there must be four portholes on each side, making a total of eight.
"That is correct," Orthon nodded in corroboration, "and the touch of a button can open them all or singly - and of course they are closed inthe same manner."
As the pilot alerted us to our impending landing, the Martian said, "You will be interested to watch this!"
At the prospect of actually landing on a mother ship, my emotion rose to a point impossible to describe. Fighting for composure, my mind framed the question as to where the mother ship was waiting, and in what manner we would make the landing.
Instantly Orthon answered both unspoken questions. "This is the same large mother ship that alerted you and your party on the desert last year at our first meeting. She has been waiting for us up here and is at the moment about forty thousand feet above your Earth. Watch and you will see how these small ships land and enter into their carriers."
Fascinated, I peered out through the portholes. There, below, I was able to make out a gigantic black shadow motionless beneath us. As we came nearer, its huge bulk seemed to stretch away almost out of sight, and I could see its vast sides curving outward and downward. Slowly, very slowly, we drew nearer until we were almost on top of the great carrier. I was not astonished when my companion told me that she was about one hundred and fifty feet in diameter and close to two thousand feet in length.
The spectacle of that gigantic cigar-shaped carrier ship hanging there motionless in the stratosphere will never dim in my memory.
Return to George Adamski page
The famous photo of a scout craft from Venus, taken by George Adamski on December 13, 1952, at Palomar Gardens, CA where he lived on the slopes of Mt. Palomar..
A mother ship from Venus with scout craft, taken by Adamski early 1950's.
George Adamski in his Vista, CA home standing beside the painting of Orthon, painted by his secretary who was present at Adamski's first contact on the desert on November 2, 1952, albeit at a distance.
Venusian scout, taken on the same day as the top photo, December 13, 1952.
NASA Apollo 14 mission, photo 1971, showing UFO.
NASA Apollo 15 mission, showing UFO behind the sand dune on the right with astronaut in foreground.
NASA Apollo 16 mission showing UFO behind astronaut.

redpajama_set_name: RedPajamaCommonCrawl


text:
Q: jQuery should i group selectors with similar events as 1 selector.  I always find myself having multpile selectors with click events in many areas of the code. Is there any downside to having it done this way.
ex:
$('#id').live('click'....)
$('div').live('click'....)
$('.class p').live('click'..)

or is it better to have all combined in one selector such as
$('#id, div, .class p')..

Sometimes i find it difficult combining all on one selector as i have to know which item was clicked. Not all items have id's. some have id's some classes and some are just plain html tags. If combining all in one selector is better, how can i tell which of the item where clicked.

A: If you need to differentiate between items during the click event - thus, the behaviour for every clicked element should differ, you should bind an event for every element.
If the elements can be grouped together because they share the same behaviour, there really is no reason not to group the selectors.
When binding a click event to multiple elements, $(this) always refers to the clicked element, which allows you to do some element-specific routines if you'd like. For example:
HTML:

Some item

Another one

And another one

Wee

JavaScript:
$(function() {
    $('span, li').click(function() {
        $(this).append($('
Child div added to clicked element
'));
    });
});

Example:
http://jsfiddle.net/ArondeParon/db8K3/

A: If they all have the same click logic, I'd combine their selectors to keep the code verbosity down. If you'd like to tell which item was clicked, you can do so by accessing the event's target property. The target property has greater granularity than the this reference.

A: You can use
$(this).attr('id')

to find the id of the clicked element. Fine to use one selector if you are doing generally the same thing, otherwise probably cleaner to separate it out.

redpajama_set_name: RedPajamaStackExchange


Here's a link to the first builds of GRBL 1.1 and CM4. It's not what we'd call "done" but it works well and we want to get it in the hands of some of our more brave users.
This update is good for all Carbide 3D machines. Shapeokos must have homing switches though.
If you have any problems, please send them to beta@carbide3d.com so we can open a ticket and get them taken care of.
PS- The links above will be updated as we release new builds. In an effort to keep this thread clean and helpful, posts might be deleted as problems are fixed. Please don't be offended- we're just trying to use this thread as a todo list for current problems.
Did you change your GRBL settings manually to enable soft limits? Don't do that. Reload the default settings in Carbide Motion.
Will custom settings be saved?
No. All settings are deleted when the machine is upgraded so if you've modified anything, like the steps per mm on a Shapeoko, be sure to record those values before reflashing the unit.
Is an Internet connection required for the new CM4?
No. The docs do mention a browser window but the browser is only communicating with a server embedded in Carbide Motion itself. Carbide Motion runs totally locally on your PC or Mac.
Are there going to be more firmware updates for GRBL?
We sure hope not. We've held off on releasing this until we could be sure that there would not be a need to reflash the unit again. There will be more CM releases, but these will not require reflashing GRBL.
Should I open a new thread for my bug report?
Nope, email us at beta@carbide3d.com so we can open a ticket.
When I try to run the updater I get: "The program can't start because MSVCP120.dll is missing from your computer. Try reinstalling the program to fix this problem."
Go to https://www.microsoft.com/en-us/download/details.aspx?id=40784 and install the Microsoft Windows Redistributable package. We didn't want to create an installer for a one-time program like the updater so we didn't include this. In most cases, it'll already be installed on your machine.
2/16 - Build 402. Rapid Positioning mas rapido. Think we fixed the jogging problems.
2/16 - Build 403. Rapid position to program X0Y0 and Z+6 fixed.
2/21 - Build 404. Reworked jogging to make it less dependent on system settings/behavior. Changed pause/stop button behavior to try an fix cases where they were disabled.
2/27 - Build 406. Fixed bug is the same filename is loaded twice.
GRBL 1.1 update for SO3 Sparkfun Edition?
Any SO3 users running Estlcam?
New Guy - 3/15/18. Should I start with Carbide Motion V4?
Please release probe for sale!
Touch probe no longer going to be offered?
The COM port should auto populate but it's a good idea to check in device manager.
Sparkfun SO3: Firmware backup before GRBL1.1 upgrade?
Can't go back to same zero on jig after upgrade from CM3 to CM4?
I think we've found that a forum thread is the wrong way to discover bugs and work through them for a beta release. We're going to clear this thread out and use it only as a way to notify everyone of new releases and updates.
If you have any problems with Carbide Motion 4, please send bug reports to beta@carbide3d.com so we can open a ticket, work to duplicate the problem, and get it fixed.
We've got a bunch of new software coming out in the next few months so, in addition to Carbide Motion 4, this beta release process itself is something we'd like to get worked out.
I'm having a problem updating my Nomad. I have an original 883 from the Kickstarter.
I ran the GRBL updater and bricked my nomad.
Then used Xloader to put the old GRBL into a fresh UNO and install it in my nomad.
I then ran the carbide updater and tried connecting with the current build of CM.
It gave me a GBRL error(1): cutter not found.
I have no door switch.
The error in not consistent with what others have seen with a door open problem so no help there.
Jorge and Will are helping me resolve the issue but if you have any insight, i would love to hear it.
Send that to beta@carbide3d.com and we'll get a ticket open.
Done, Thank you for the quick response!!
I don't think so. I followed the original thread when v4 was made available as a beta a acouple of days ago, and I found it very useful to read about the issues other people had. I think that shutting the thread down and providing an alternative e-mail address for bug reports is awkward. Don't do that!
Edit: Please delete this post, it does not make sense anymore. I am very happy with how v4 has developed and the feedback you give here.
Perhaps there is a meeting of the minds, where someone from Carbide3D can list known problems, and or work arounds with the latest released version. Clearing out older non-applicable versions/threads.
CM403: I think it's about 95% ready, and can be used by many of the experienced users, having to reboot CM only occasionally; so if you are ready, jump into the pool, and help me to get this t0 100% ASAP (Meaning I'd like to see a few more people testing it) (if the below list is something you can handle.
Everything else is great, and works awesome. I am not keen about the menu choices and somethings will take getting used to; like after I set my part zero, and quit the jog screen (twice?), the Load file menu appears rather than the Run menu (I already loaded the file, before I set my 0/0, etc.
Edit 2: Rob, you have my permission to delete this message if you do not approve.
I installed both upgrades today on my Shapeoko XL and the install was very smooth and error free. I notice the pesky stutter when jogging at fast speed seems to be gone. Good on you, mate!!
Edward managed to duplicate the jogging bug you listed one time but he hasn't been able to duplicate it after that.
We have some ideas about what the causes are but they're just educated guesses at this point. We've decided to move ahead on a big change to the jogging system that, if we're right, will fix your problem. Even if it doesn't fix it, the change is something that should make the whole jogging system better.
ETA is a day or two.
Anyone report issues with pausing or stopping a run?
Yep, I did this afternoon.
@Wannabe_Maker and @sagertat - I noticed this once also.
Just uploaded build 404 (links above).
Changed logic for Pause/Stop buttons to try and fix cases where they were disabled incorrectly.
Just uploaded build 405 to file the "Copy GCode" button.
Based on the feedback we're seeing, I think we feel comfortable with more people trying this out. We'll put it on the blog later today.
I tell you what 1mm increments is heaven! Jogging has never been so good!
Just uploaded build 406 to fix the problem where a file would not be updated if the gcode changed but the filename didn't.
Where is your fork of grbl that you're using to build these firmware updates from?
answered here: GRBL 1.1 changes from stock?
Has anyone here solved an issue with carbide motion 406 silently failing to launch under windows? Does the software generate a log file anywhere when it's launched?


text:
Denver Murphy
Jun 18, 2018 Jun 23, 2018 Denver Murphy
A couple of short passages to tempt those of you who have yet to read Gamekeeper Turned poacher:
As she walked into town she could feel her resolve gradually crumbling. Defiant, she convinced herself that it was her strength that was preventing her wanting to be driven out of her favourite café. When she passed the station car park and turned from Queen's Street into Carrington Road, the Broadmarsh Shopping Centre was firmly in view. She knew then that she would go and listen to what Josh had to say. However, in order to keep the last of her dignity she would pick up a couple of items on the way so it wouldn't seem that she had gone into town specifically to meet him.
From the main entrance of the station a large group of people suddenly appeared. Sarah professed to know little about football and didn't recognise which team the blue shirts belonged to. However, the sheer number of them suggested they were probably here to play Nottingham Forest rather than their lower league local rivals, Notts County. Clearly this was a team who had played here regularly because few stopped to get their bearings and most were heading in the same direction as her towards Castle Wharf's waterfront bars.
Sarah was swallowed up by the crowd, only to feel herself being nudged by someone overtaking on her left, swiftly followed by contact with the lower right of her abdomen. Concerned that was where her handbag hung, she instinctively moved her hand to the area to check it had not been snatched. As she padded the region she could feel moisture. Holding up her hand to the sunlight revealed blood. Almost simultaneously she felt an excruciating pain rise from her side, and her legs crumbled. As Sarah sunk to the floor she was accidentally kicked from the person directly behind as he attempted not to trip over. Looking up at the blue sky from the cold concrete, the edges of her vision began to narrow. Concerned shouting could be heard accompanied by a woman screaming, but the noise seemed distant and muffled to Sarah. Darkness gradually crept in and it was with gratitude she observed that the pain was now fading.
'Can you confirm your whereabouts at approximately 11.45am yesterday?'
'I was most likely on Market Street on the way to the coffee shop.'
'So nowhere near the station then?'
'No, it's the other side of town. I guess there must be CCTV there which can confirm it?'
'We'll see,' said Johnson standing up, again impressed that McNeil understood that he should too. 'Thank you for your time Mr Ramage,' she smiled warmly.
'Am I free to go?' Josh asked, unable to hide his delight.
'As you always have been,' Johnson replied in a friendly manner, moving in the direction of the door. She stopped and turned. Josh shuddered as he witnessed her face become stony once more. 'Just one last thing.' In the silence that followed Josh could hear his pulse throbbing in his head. 'When we told you what had happened to Miss Donovan…' Johnson's voice was barely above a whisper. '…why did you pretend that you didn't know?'
His mouth flapped open and closed. He was almost relieved to see her index finger rise once more to indicate he wasn't to speak. 'Tell you what, don't answer that now. I'm sure we'll be talking again soon.' She turned and opened the door. As she strode through she called over her shoulder: 'PC McNeil, would you be so kind as to show Mr Ramage out.'
When McNeil returned to the duty area, he couldn't hide his surprise when Johnson offered him cup of coffee. She was pouring herself one from the percolator in the corner. He chose to decline, believing that he would be dismissed long before it would cool sufficiently to him to drink it comfortably. He would rather risk offence turning down the offer than to demonstrate ingratitude by leaving the mug untouched.
'So Ma'am, do you fancy him for it then?'
'How about you?'
The ambiguity of her response didn't come as a surprise. 'Nah. He's too much of a pussy.' McNeil immediately regretted using a word most women, in his experience, took offence to.
'I entirely agree,' she replied with a smile.
'So why did you sweat him so hard Ma'am?'
'His type make me sick. What I suspected of him, having read his misogynistic and narcissistic messages to Sarah, were confirmed the moment he opened the door. He couldn't give a shit about what happened to her, only how it might inconvenience him. I bet he's never seen the inside of a police station and yet he walked in here thinking he could dick us around. That's why I gave him that little parting gift. I want him to think it's us back to arrest him every time he hears the doorbell.' Johnson gently shook her head: 'No. I want him to think it's us every time a car pulls up in the street.'
'Remind me not to get on the wrong side of you Ma'am,' McNeil said with smile. When it was reciprocated he noticed for the first time that, despite being fifteen years his senior, there was something quite attractive about DCI Stella Johnson.
Tagged Book teaser, buy my book, discounted books, finding an agent, Indie authors, Indie publishing, self promotion, self publishing, sell more books, sneak preview
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Tickets will be on sale from Thursday, April 11th to Monday, April 22nd.
Tickets will go on sale during lunches or via Revtrak beginning Thursday, April 11th-April 22nd. The last day you can purchase tickets on RevTrak will be Sunday, April 21st at 8:00pm. When purchasing on RevTrak, you must bring in the PRINTED receipt from RevTrak. A picture on your phone will not be accepted. Tickets sold on Monday, April 22nd till 1:00pm will be cash or check only. The last day to PICK UP your purchased tickets from RevTrak will also be at 1:00pm on Monday, April 22. We will no longer have any tickets on site after that time.
Tickets are $30 per person. There will be a ticket table set up in the hallway outside of the front office. Before tickets can be purchased, all students must have a new Dance Behavior Form signed and turned in when purchasing tickets. All students and guests will need to turn in a Dance Behavior Form to attend Prom. Student who do not purchase before the deadline can purchase tickets at Prom, but be aware that the price doubles to $60 per ticket and a Dance Behavior Form must be filled out and signed.
Students bringing a guest will need to make sure the FHS Activity Guest Form is turned in before purchasing tickets as well.
caricatures, photo booth, and more!
The Frederick High School Booster Club would like to invite the Junior and Senior Class to the 2019 After-Prom which will be held at Frederick High School. The After-Prom will run from 11:00 p.m. to 3:00 a.m. Any Junior or Senior from Frederick High School and their date are welcome to come to the event even if they do not attend the prom. All participants must have an After Prom Permission form submitted by Thursday, April 25th at 3:00 pm to Katie in the front office. Any guest date that is not an FHS student must have the Guest Activity form filled out and turned into the office as well.
Doors will be open from 11:00 p.m. to 12:00 a.m. and all students must be signed in.
* You must have a permission form on file.
$5000 in game and prizes to be given away!


IBM Scientists have got success in creating world's smallest 3D map in nanoscale. The 3D map is so small that 1000 maps can fit on a grain of salt! A team of scientists at IBM Zurich achieved this through new technique by use of silicon tip with a sharp apex ( about 100,000 times smaller than a tip of a pencil) to create patterns and structures in nanoscale. This nanopatterning technique in future will be used for creating a nanosized object for chips, electronics, optoelectronics, medical etc reducing cost.
A 25-nanometer-high 3D replica of the Matterhorn, a famous Alpine mountain that soars 4,478 m (14,692 ft) high, was created in molecular glass, representing a scale of 1:5 billion.
Complete 3D map of the world measuring only 22 by 11 micrometers was written on a polymer. At this size, 1,000 world maps could fit on a grain of salt. In general, one thousand meters of altitude correspond to roughly eight nanometers (nm). It is composed of 500,000 pixels, each measuring 20 nm2, and was created in only 2 minutes and 23 seconds.
2D nano-sized IBM logo was etched 400-nm-deep into silicon, demonstrating the viability of the technique for typical nanofabrication applications.
2D high-resolution 15-nm dense line patterning.
The new IBM technique achieves resolutions as high as 15 nanometers with a potential of going even smaller. Using existing e-beam lithography, it is hard to fabricate patterns at resolutions below 30 nanometers, where the technical limitations of that method are reached. The expensive e-beam-lithography tools require a big laboratory, whereas tool created by IBM scientists can sit on a tabletop (see image).
"Advances in nanotechnology are intimately linked to the existence of high-quality methods and tools for producing nanoscale patterns and objects on surfaces," says physicist Dr. Armin Knoll of IBM Research – Zurich. "With its broad functionality and unique 3D patterning capability, this nanotip-based patterning methodology is a powerful tool for generating very small structures."
This Nanopatterning will bring advancements in computer and electronics reducing cost and increasing capabilities. What do you say?
IBM really making our daily life easy. They are innovative and every now and then they provide something new.
A great success for IBM scientists for creating world's smallest 3D map . Thanks , for sharing.
Thanks for your comment friends. This makes the computer Giant IBM one of my dream company.
Such a small map on a salt. Well truly amazing. Great work.
Of course, I am actually exited about nanocomputing.


Chris was born and raised in Newmarket. He has successfully sold real estate in York Region since 1991, becoming one of the region's top producers. All of these factors make Chris an excellent choice to represent both Newmarket buyers' and Newmarket sellers' needs when purchasing or selling in our wonderful York Region communities.
Chris Seney's negotiating skills are well known, a talent reflected in his many satisfied clients and long list of successfully completed Newmarket real estate transactions.


text:
Federation of North-American Explorers
North Star FNE Group – Freedom ~ Dedication ~ Purity
A [Explorer] official's line is rather that of an elder brother or a father to his boys than of an officer or a schoolmaster. And the more he assimilates his inward ideas and his outward dress with theirs, the more he is likely to be in sympathy with them and they with him. — Lord Baden-Powell
Saint of the Month, Bl. Kateri Tekakwitha
Posted by Bagheera in Saint of the Month on July 20, 2012 Updated: July 20th, 2012
Catherine Tekakwitha, Virgin (1690)
Kateri, or Catherine, Tekakwitha, known as "the Lily of the Mohawks," was born in 1656 at Ossernenon (modern-day Auriesville), New York (or, according to some authorities, the village of Gandaouge which lay on the south bank of the Mohawk River) and died on April 17, 1680 at Caughnawaga (Kanahwake or Sault St. Louis), an Indian reservation in what is now Quebec, Canada. Her mother was a Christian Algonquin; her father a Mohawk. When she was only four years old, her family fell victim to an outbreak of smallpox; her father, mother, and brother died of the disease and she was left scarred and partially blinded. Tekakwitha was adopted by her uncle, a chief of the Turtle Clan.
Tekakwitha had her first contact with Jesuit missionaries in 1667. Her uncle was opposed to religious conversion, however, and she was not baptized until 1676, a year after she met Fr. Jacques de Lamberville. She was baptized on Easter Sunday, April 18, and took the name "Catherine." She must have been very devout, as Jesuit policy at the time was not to baptize natives unless there was no danger of back-sliding. After her baptism, Catherine did not remain in her village long, as she was accused of sorcery and sins of impurity. At Fr. de Lamberville's suggestion, she left for the Christian village of Kanahwake (Sault St. Louis), where she spent the remainder of her short life.
At Kanahwake, Catherine and other native converts practiced corporal mortification to repent for their sins and those of their nation. The Jesuit missionaries had difficulty in regulating the pious women's mortifications! And even here, there was pressure for Catherine to be married. Fr. Pierre Cholenec, whose advice she sought on the matter, records her as stating: "I have deliberated enough. For a long time my decision on what I will do has been made. I have consecrated myself entirely to Jesus, son of Mary, I have chosen Him for husband and He alone will take me for wife." Catherine made a vow of perpetual virginity on the Feast of the Annunciation (March 25), 1679. Her health, always poor, was made worse by the mortifications she practiced (but which she refused to give up), and she died in 1680. After her death, the scars which had so disfigured her face miraculously disappeared.
Kateri Tekakwitha was beatified on June 22, 1980 by Pope John Paul II. She is scheduled to be canonized on October 21, 2012. Her feast day is celebrated on July 14 (United States) or April 17, the date of her death (Canada).
Letters from Hoquessing
FNE Explorers – Group Directory
The Timber Wolf Prayer, the Promise, and the Law
The Explorer Promise and the Law
The Explorer Law: A program of a righteous and attractive life
The Wayfarer Prayer
Fr. Jacques Sevin
FNE Explorers – 1st North Star Group
Why We in FNE Choose to Receive Communion on the Tongue
Scouting at 100 Years: A Modern Alternative
1st North Star FNE St. John Neumann Timber Wolf Den
2nd North Star FNE St. Katharine Drexel Timber Wolf Den
1st North Star FNE St. John Neumann Explorer Troop
2nd North Star FNE St. Katharine Drexel Explorer Company
Kochab Wayfarer Explorer Clan
St. Kateri Tekakwitha Otter Lodge
Timber Wolf Knots
Leader Information
The Leaders' Prayer
Why Be a Volunteer?
Group Profiles (10)
Meeting Summaries (5)
The Federation of North-American Explorers (FNE) is proud to be a member association of the
Union Internationale des Guides et Scouts d'Europe - Fédération du Scoutisme Européen
(UIGSE-FSE), an international scouting association approved by the Holy See.
We are not affiliated with the Boy Scouts of America, the Girl Scouts of the USA,
Scouts Canada, Girl Guides of Canada, WOSM, WAGGGS, the American Heritage Girls,
Trail Life USA, the Troops of St. George, or any other similar youth organization.
Please visit www.FNEexplorers.com for more information on our movement.
Original content © 2011-2020 1st North Star FNE Group. All Rights Reserved.


text:
Arrow Exterminators Acquires Apex Pest Control with Offices From Coast to Coast in Florida
Apex Pest ranked #76 on 2021 Top 100 list
Atlanta, GA, August 16, 2022 - Atlanta-based Arrow Exterminators has acquired Apex Pest Control, Inc. marking its sixth straight acquisition in the State of Florida.
Headquartered in Rockledge, FL, Apex Pest Control provides pest and termite control and lawn services to approximately 25,000 residential and commercial customers in 30 counties from its offices in Orlando, Tampa, Brevard County, Jacksonville, and Miami-Dade/Broward County. The company has strong relationships with premier home builders and provides pre-treatment services to the construction industry which is booming in the state of Florida. The family-owned and operated organization was established in 1985 by Peter (Pete) Eldridge. The company has grown to a family of 78 team members and reported 2021 revenues of just under $10 million, placing Apex as #76 on the most recent Top 100 list. All Apex team members will remain with the company, along with the entire Apex Pest Control management team.
"We are very pleased to have merged with the Apex organization which has a great reputation for service in the state of Florida," said Emily Thomas Kendrick, Chief Executive Officer of Arrow. "These new offices give us 45 service centers throughout the great state of Florida and a total of 165 offices in the country.
"Most of our loyal team has been with Apex for 10-20 years. It was important for me to leave them in the hands of a company where they would be even better off than they were with me. I truly feel that every Apex employee is better off today than they were before the merger, and that's what I wanted to be sure of," said Pete Eldridge, Owner of Apex Pest Control. "After just a couple meetings with Kevin Burns, I was convinced that Arrow was different from the other suitors that pursued us. We always tried to run Apex as a caring family unit, and I quickly became convinced that Arrow lived and breathed the same family qualities that Apex embraced."
"We see many benefits from this merger as Apex has significant insight into the building industry in Florida which will play a large role in our continued growth" added Tim Pollard, Arrow's President and Chief Operating Officer. "Apex has built a valuable business and a loyal team, as well as a reputation for serving both customers and builders and we look forward to working with this great group of professionals."
The Law Offices of Mark Ruff and Kemp Anderson Consulting represented Apex Pest Control, Inc. for this transaction.


text:
Productivity Solutions
Van & Vehicle Wraps
Taking Escape Experiences Online: A Pivot Due to COVID-19
Written by: Declan Dinnadge
NOTE: Specific details have been omitted to protect the confidentiality of the gameplay
During the preparation for the Abduction! escape room experience, the world got hit with the COVID-19 pandemic. As the world scrambled to deal with the spread of the virus, the outbreak sent a shockwave through the business community as companies were forced to reduce operations or shut down completely. Here in Victoria, BC, the effect was no different as businesses were required to adapt as quickly as they could to minimize the loss of revenue caused by ceasing operations.
This obviously created a problem for our (Encompass) biggest project at the time, the Abduction! escape room experience. The game was a few weeks away from being complete but the regulations for how location-based entertainment businesses were supposed to operate were still vague. Being a brand new experience, and the first of its kind, this created uncertainty around the grand opening and reception of the new game. Our team had put in months of hard work and creativity to bring this project to life, and unprecedented circumstances put the whole project at risk.
Our client, Quest Reality Games, was searching for solutions to provide online experiences for customers during the height of the pandemic. Although several escape room operators around the world had begun to launch online experiences, the quality just wasn't there.
As an avid gamer growing up, I was used to playing triple-A titles on PlayStation and therefore had developed an internal standard of what makes a compelling experience. Granted, those titles often involve huge investments, which our client did not have the capacity for. As we had developed our relationship and demonstrated our capacity for software development and storytelling, we began the discussion of converting one of their existing physical rooms into an online experience that was accurately represented and also engaging for the player - all on a proverbial "shoestring".
Creating the online experience posed three main challenges:
Challenge #1: Convert an in-room puzzle experience into a fully-fledged multiplayer online game for both PC and Mac, in a matter of months
Challenge #2: Ensure the game was accessible to the "casual gamer" while maintaining a high standard of gameplay
Challenge #3: Integrate the purchasing of game "sessions" into the existing booking system used to play the physical games to keep the process consistent
The one upside was the game content was already there. Since it was a flushed out game experience, we had an existing foundation to work with. It was a matter of making a physical game into a virtual one. We had some video content to work with, a storyline, and a physical room with real props we could use for reference. The game wasn't an escape game, but a "who-done-it" crime scene investigation style game where the players are presented with a crime scene and have to figure out who the culprit is.
Challenge #1: Convert an in-room puzzle experience into an online game
We decided to keep it a "first person experience", similar to the real game. Players would walk around the room, investigating objects and finding evidence to analyze later at the lab. The game was to be played on a mid-range (or better) desktop/laptop and had to be compatible with PC or Mac to maximize accessibility.
Our first course of action was to figure out how we were going to do it. I have extensive experience with game development tools like Unity, and the Abduction! experience was coincidentally built using these tools. Therefore we were essentially creating another game, but instead of it being an escape room that runs on a PC game in a physical space, we were creating a more conventional "video game".
We took pictures of the room and measured the space to create a space-accurate 3D model that could be used in game. After designing and modelling the layout of the room, we added props and assets to start filling out the room and making it look the way it did in real-life.
This part was relatively quick as we had a reference to go from and tried to match it as closely as possible. Although, as it was a video game, we didn't have the physical constraints of a real building so we could take some liberties with areas that did not actually exist in real life - including sound effects and other rooms/doors. This included adapting the "crime lab" to a first person experience instead of an actual room.
Gameplay Challenges
Arguably biggest non-technical challenge we had was adapting the gameplay style to an automated, online experience.
In the physical game, players have to fill out a report to illustrate their understanding of the events that transpired based on the evidence they found. A real person (game master) has to manually review the report to confirm whether or not the players were correct in their analysis.
Automating this process created a variety of obstacles as we had to make sure players input the correct information so they didn't get penalized for using a different word even though the answer was correct, while also ensuring that we didn't inadvertently give the answer away based on the question. The answers then had to be analyzed with no human interaction and the players would be scored based on their analysis.
Example of the Analysis Component of the Game
After deliberating back and forth on how to solve this problem, we decided a series of multiple choice, dropdown, and manual entry answers that automatically capitalized the user entries to ensure consistency, while penalizing them for misspelt words or incorrect answers. The process worked and created a cohesive gameplay experience that both challenged the players and adequately analyzed their answers to the puzzles correctly.
Another challenge to the gameplay experience was allowing for multiplayer gameplay for up to 10 players. As Quest's physical rooms were designed for collaborative experiences, creating a game designed to be single player wouldn't accurately represent that game we were aiming to replicate.
Our solution to this, based on the timeframe and budget we had, was to create a cooperatively competitive gameplay experience. Players were scored individually based on their analysis of the evidence, but their scores were combined to contribute to the overall "team" score. Players could assist each other in figuring out what happened and as long as one person correctly influenced the others, the team would do well. If not, individuals may do well but unless the team performed as a whole, the team would not score well on the analysis.
Challenge #2: Making the Game Accessible to the "Casual Gamer"
As a gamer myself, picking up any video game title and playing it requires a relatively small learning curve. I understand button layouts, general game mechanics, and can figure out the basics of any game relatively quickly. However, not everyone is a gamer and we didn't want to limit the scope of the game to people who were already comfortable playing video games. We also didn't want to alienate actual gamers by introducing strange game mechanics or an unfamiliar concept.
We accomplished this in a few ways:
W-A-S-D Keys to Move
One of the most common ways to move a player in a computer game is by using the W-A-S-D keys on the keyboard. Although the arrow keys make sense conceptually, using the letter keys keeps your left hand on one side of the keyboard and frees your right hand to push other buttons and use the mouse. Therefore, we allowed the user to move by using both the arrow keys AND the W-A-S-D keys on the keyboard. That way, gamers and non-gamers alike could understand how to move the player.
Orange Markers on the Floor
You know the virtual tours that real estate websites use to show a house from a 360 perspective? The concept is very simple - click on a button at a spot on the floor and the camera will move to that location. It's simple to understand and removes the need to use the keyboard to "walk" to a location. We implemented this feature as well so players could essentially move around the room by clicking on the floor and using the mouse to look around. We made sure to keep the markers random enough so it didn't look like that was where you were supposed to go to find evidence.
Example on How to Navigate the Crime Scene
Click, Click, Click
The goal of the game is straightforward - explore, find, analyze. When exploring the crime scene, we wanted to keep it simple and ensure that the average player would be performing actions that they were already familiar with when using a computer. Therefore, aside from moving the play with the keys or markers, locating reading evidence involved clicking on items in the room to determine if they were evidence or not. Some evidence was marked, other items were not. This kept it somewhat ambiguous as to what was evidence and what wasn't.
While exploring the scene, players don't have to think of anything else except moving and clicking. No complicated key combinations, no hotkeys - just move and click.
One Game Fits All
Although we built the game for PC and Mac users, we kept the game simple and chose not to include adjustable settings or parameters. The experience you get is the experience we designed for you and therefore, the issue of accidentally changing settings doesn't exist with the game.
The game is also light, meaning that it doesn't require heavy graphics processing to run. There is lighting and shaders throughout the game to add some sense of realism, but keeping it simple meant that the average user could play it and still have an enjoyable experience.
Challenge #3: Purchasing Game Sessions
Quest Reality Games currently uses Bookeo to manage the bookings for their experiences. It's a simple tool that allows customers to purchase time slots for specific games, and the whole process is managed automatically through their service. They show up at their purchased time slot and away they go.
An online game, however, doesn't need to be purchased for a specific time slot. It be played at any time throughout a 24-hour time period. This opens up several possibilities as there are no staffing, logistics, or operational concerns to worry about (minus server capacity). So how would be make the Bookeo system work for an online game?
We took the concept of "rooms" quite literally. In a physical escape game, players purchase a time slot for a specific room and they have effectively booked the room for a certain number of people. We used this same concept for the online CSI game, while removing the constraint for time.
To purchase a game, players have to:
- Select a "time slot" from the website. The time is irrelevant, it's just how Bookeo works
- Choose the number of players and enter in the information
- Confirm their purchase using a credit card and the order is placed
- They receive a booking number via email that can be used to grant one person access to the game
To play a game:
- One member of the group (the purchaser) opens the game and starts a game session by entering in the booking number they received
- The game references the Bookeo database for Quest and searches for the booking number, which also contains information such as which experience they purchased, and for how many players the game was purchased
- If the booking number exists and the criteria matches, the host is allowed to create a session (room) for the allotted number of players
How to Start a Session
- The room name is then shared with the other players and they can join the newly created session
How to Join a Session
- The host starts the game, and everyone has up to 90 minutes to complete the session
This process integrated nicely with Quest's existing system and allowed customers to find the online version the same way they would a physical game. No separate processes, no human intervention having to manually issue access codes, and a simple, consistent experience.
The game integrated with the Bookeo API so they could talk back and forth and automate the game verification process. It also helps eliminate piracy or unauthorized playthroughs, while disincentivizing "cheating" as there's not much point in purchasing the game just to know all the answers.
Building the CSI online experience was a challenging and rewarding project. It involved thinking a little differently about how video games are conventionally developed and sold, and allowed us to create a timed, collaborative experience that represents the core elements of a physical escape game.
Our goal, moving forward, is to continue to improve and expand on this type of experience by improving gameplay and offering other unique titles that are recreations of existing rooms or completely original ideas.
To play CSI Online:
- Visit Quest Reality Games
- Download and install the CSI experience for your operating system
- Purchase a booking code
- Open the game, create a session
- Solve the Case of Melanie Burton!
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Have you ever said the phrase: "There's just not enough time in the day,"? Emails, Slack messages, coworkers striking up a conversation about their weekend getaway - there are dozens of distractions that take us out of our zone during the work day and really hurt our productivity. This stops us from finishing the tasks […]
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text:
Can Ryuk be killed with the Death Note?
After watching the Netflix Death Note movie I was left with a interesting question.
During the movie (from memory)
Light; What if I write your name into the death note?
Ryuk; Ha! I would like to see you try. Furthest someone got was two letters.
Was this also a possibility in the original manga/anime series? Or this something totally original to the movie?
There already seems to be a similar question Is there a way to kill Shinigamis with a death note? . This however only covers indirect usage of the Death Note and not directly writing it down (which the op of that question seems to debunk without a source)
death-note
Dimitri mx
Dimitri mx♦Dimitri mx
Related – Ikaros Sep 1 '17 at 8:38
One thing I noticed (I haven't watch the netflix movie yet) by what you said: in the anime ryuk mentions that there were shinigamies that dropped their notes in the human world before but he never said he was the shinigami that did it, based on the dialog you provided, the movie indicates that ryuk was the one that done it before. so I think the movies shinigami concept is different from the original masterpiece ;) – Henjin Sep 5 '17 at 4:57
Japanese Wikipedia stated: デスノートに死神の名前を書いても死神は死なない。(Shinigami can't be killed even if their name is written on the Death Note). It's stated that it's from the official guide book Death Note 13: How to Read, but I'm still reluctant to post it as an answer since I can't prove the source. – Aki Tanaka Jan 25 '18 at 3:48
There is no definitive information in the anime or manga on this particular question. So it MAY be possible, theoretically, to kill a Shinigami with a Death Note. However, regardless of that, in practice, it is impossible for a human to do it, for the following reasons:
You don't have their name. Humans have no way of verifying a Shinigami's true name, much less its spelling. Correct spelling using the script in which the name is "officially" written does seem to be required. Shinigami vision, which always shows the name needed to kill, always shows the "official" spelling. For example, when Misa views Light's name, it shows up not as the English word it comes from, and not as the kana approximation, but as the official kanji character, presumably because that's the way it is on his documents/how he likes to spell it, etc. Even though this spelling makes her confused as to how to pronounce it (she initially reads it as "Tsuki" in the anime). On the other hand, the names of Western characters always show up in Western script, not in Japanese approximation. The Shinigami would have their own way of spelling their names as well. According to the manga creators, each Shinigami has their "own written language", and some even use pictures (says the wiki here: deathnote.wikia.com/wiki/Shinigami). And misspellings are not allowed: after 4 misspellings the target becomes immune from that Death Note, and misspelling it knowingly more than 4 times (such as deliberate trial and error) kills the Note's owner (Rule XXXV.1). Even with the Shinigami eye deal, Shinigami names don't seem to show up, from what I've seen in the anime. So even assuming the Shinigami is stupid enough to tell you their real, full name, good luck explaining to them why you need it spelled, in their native language.
You don't have their face. You need to visualize a face to kill. Many Shinigami seem to wear masks/makeup that cover most of their faces. Who knows if that's their actual true face or just a costume? Again, good luck asking them and getting an honest answer.
No cause of death. Ok, this one is a little complicated, but here goes... The conditions of death must be "physically possible" (Rule VI.1). If an impossible cause of death is listed, or if none is specified, the cause reverts to the default: a deadly heart attack (Rule I.4). In other words, the person's blood is no longer being pumped and they quickly suffer brain death, organ failure, etc., from lack of oxygen/nutrients. But we know for a fact that it is physically impossible to kill a Shinigami this way. They are spiritual beings that are able to phase in and out of the material world and don't need to eat, so assuming they even have such an organ as a heart, lack of physical pumping from it would not kill them. Thus it is physically impossible to kill a Shinigami with the known DEFAULT cause.
So you have to SPECIFY some other cause that is actually known to kill Shinigami. The only way we know is to make them kill someone with their Note to extend another human's life (Rule XVII.1). But that won't work either. Here's why:
A. Bystander deaths are not allowed. If you make the Shinigami write down a random human's name, you run into Rule X.2, which prevents your Death Note entry from being the direct cause of death of anyone other than the people you specifically listed by name.
B. Double entries are not allowed. If you try to work around that by specifying the name of the human the Shinigami is to kill, you run into Rule XV.1, which states that if a name is written in 2 Death Notes, only the first entry written takes effect. So the Shinigami's attempt to re-enter the person's name will be void, no harm no foul, the Shinigami lives. Even if you try to force them to do a split entry with you (allowed in Rule XXXII.1), YOU initiate the split entry, the human becomes YOUR victim, the Shinigami's Note is NOT the cause of death (yours is), so the Shinigami is still not responsible.
TL;DR Only someone who knows the Shinigami's true face, true name, and how their body works, can possibly kill them with a death note (or maybe even without it). That would most likely be the Shinigami king, possibly some of the higher ranking Shinigami. Your only real option is tricking the Shinigami into doing something stupid like giving up their life voluntarily or getting into big trouble with their higher-ups (they do have a death penalty, per Rule XLVI.1).
(All Rules are here: http://deathnote.wikia.com/wiki/Rules_of_the_Death_Note)
Incidentally, the same basic idea applies to the Netflix movie version of Ryuk. We don't know anything pertinent about him either. He may threaten to kill anyone who writes his name, just because he's miffed, but that doesn't mean they have the ability to actually do it. In fact, someone did write "don't trust Ryuk" on the actual parchment pages of the Death Note, so technically he should be dead, because his name was put down in the Note. So apparently it doesn't work on him.
filistinistfilistinist
You can't kill a Shinigami by putting down his/her name on a Death Note
As stated on the anime/manga, the only known way to kill a Shinigami/Death god is for him/her to kill an human with a Death Note in order to expand another human's life span. That's why Gelus died by expanding Misa's life span :
Rem recalls Gelus watching over a younger Misa Amane in the human world. Knowing that it was Misa's final day, she watches with him. Having fallen in love with Misa, Gelus uses his Death Note to kill Misa's destined murderer, against Rem's protests. Gelus is reduced to a pile of dust as punishment for extending a human life, leaving behind only his Death Note.
Here's the clip of the episode where Rem explains to Misa how a Shinigami dies :
https://www.youtube.com/watch?v=Xzt4IL6AjXA
IkarosIkaros
But what about page V rule IV of the deathnote:` A god of death cannot be killed even if stabbed in his heart with a knife or shot in the head with a gun. However, there are ways to kill a god of death, which are not generally known to the god of death. ` Which contradicts your statement. – Dimitri mx♦ Sep 1 '17 at 8:54
my bad, it's the only known way to kill a Shinigami, updated my answer and looking for sources stating explicitely that you can't kill a Shinigami by writing its name – Ikaros Sep 1 '17 at 9:17
I did upvote you but your first line is not justified by the remaining ones. It seems "We don't know" is more appropriate. – kaine Sep 1 '17 at 18:44
@kaine we do know, it was stated many time in manga and anime. when ryuk was describing the shinigami world he was complaining that it was too boring and even if you put a shinigamis name down on a death note nothing happens. there for shinigamis cannot be killed by death note and their death is only a punishment. – Henjin Sep 3 '17 at 7:01
@Henjin that isn't in this answer but a (almost) perfect answer itself. – kaine Sep 3 '17 at 20:55
Rules in both manga and anime mustn't even be put into consideration for this.
Ryuk tells Light both in chapter 1:
"I'm in the Shinigami realm, so killing people in the Human world isn't any fun" "...but if I write the names of the Shinigami into the book they don't die."
Interesting change in current translation of chapter 1:
"killing guys in the human world from the Shinigami world isn't fun at all" "...and writing a Shinigami's name in the notebook won't kill them."
in episode 1 (sub):
"...writing names of other Shinigami doesn't work"
in episode 1 (dub):
"even if you wrote the name of another Shinigami it would be pointless, because they wouldn't die."
This is of course a translation, someone should confirm the exact Japanese text, but if it follows the original kanji closely that would mean a Shinigami can't be killed by the Death Note as far as Ryuk knows (probably they tried it out of boredom?). We aren't talking Shinigami king. He remains shrouded in mystery, so that being might.
Also following the first line in new English translation a Shinigami can be killed in the Human world, it's just no fun according to Ryuk. That can imply the method of Rem, though that one is so unusual. It took Ryuk a bit by surprise. I take from that there might be another way that Ryuk knows about and it must be done in the human world.
Again, what are those two lines in original Japanese text? Anyone?
MartyaxvarMartyaxvar
No it shouldn't be possible to kill a Death God with a Note, since the very first rule states that the human whose name is written in this note shall die, and Death Gods aren't human.
PassingthruPassingthru
Some of the information contained in this post requires additional references. Please edit to add citations to reliable sources that support the assertions made here. Unsourced material may be disputed or deleted.
This doesn't exclude Shinigamis. I mean, the first rule does not state "The person whose name is written in this note shall die, but only if he is a human" – Ikaros Jan 25 '18 at 9:02
What's more, consider expanding your thoughts. On this Stack Exchange, we value expansive answers :) – Ikaros Jan 25 '18 at 9:03
Because shinigami will kill the owner before the owner will write shinigami name. Ryuk said furthermost anyone written is two word which means he killed the person before he/she finished writing the whole name of Ryuk.
Could you provide any sourcing or additional information? It seems as though you're mostly just repeating information provided in the question as your answer. – kuwaly Nov 25 '18 at 5:51
Not the answer you're looking for? Browse other questions tagged death-note or ask your own question.
Is there a way to kill Shinigamis with a death note?
When did L switch the 2nd Death Note in "The Last Name"?
Why was Ryuk tied to Light's Death Note?
Can a death note have multiple owners?
Is Ryuk the only one who can kill Light?
How can a death note shorten the lifespan of others?
How far can you manipulate someone with a Death Note?
Are there any new/conflicting rules in the Death Note Movies?
What happened to Ray Penber when he died since he has used Death Note?
Is Ryuk required to write Misa's name in his Death Note at the end of her life?


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