text:
The Creative Mind: Q&A with Artist and Architect Maya Lin
The Vietnam Veterans Memorial designer and environmental artist talks to TIME about her latest exhibition and how she's evolved throughout her career
By Allison Berry @allisonrberryMay 02, 2013
Maya Lin Studio / Courtesy Pace Gallery
Maya Lin, Silver Niagara, 2013.
Maya Lin vaulted to fame when she was just 21 as the winner of the competition to design the Vietnam Veterans Memorial. Her powerful monument led the architecture student to a robust career creating artworks, buildings, sculptures and memorials, with a growing focus on environmental issues. Lin's latest show consists of two complementary exhibitions, in New York and London, that explore natural forms and topography. She spoke to TIME about maps, memorials and her evolution as an artist.
How do both parts of your current exhibition Here and There relate to each other?
They're both connected to looking at our world with more of an environmental concern. The There isn't just about London. It's about more of a global outlook; a lot of the subjects are from all over the world. Whereas the Here show focuses solely on New York: the city, the Hudson River system, and New York State. So they balance each other—one is more local, and one is more global in outlook.
Have you always been interested in maps?
I have been interested in maps for a couple decades now. It started with explorations I would make in used atlases. I would buy them and start cutting into them, making almost sculptural drawings out of them. I work in such a large scale out of doors that the maps to me become a link, to be able to have a discourse at a smaller human scale inside. But the inside works almost always relate to a larger exterior worldview.
(MORE: 5 Questions with Art Collector and Interior Designer Maria Brito)
How has your perspective on environmental issues evolved throughout your career?
Walter Smith / Courtesy of Pace Gallery
As a child I was extremely concerned with environmental issues. I actually thought I was going to become a field zoologist. It's always come out—whether I was volunteering to be on the board of the Energy Foundation or the NRDC's board—and I think it's always been there in the art. From the very first, the Vietnam Memorial, it was about being extremely site-specific and site-sensitive, creating something that merged with the land around it. But much more so in the last decade or two decades, my artwork has focused on making you aware of things in the natural world that we might not be aware of. What's invisible we tend not to think about, so I've made sculptures that reveal the terrain below sea level. And then What Is Missing, which I call my fifth and last memorial, really tries to make you aware of what we're losing in terms of habitat and species loss, but also focuses on what we can do in our everyday lives, as well as let's reimagine what the future will be. It's a very long, ongoing project for me. I don't think I've ever not cared about the environment.
How do you balance the dichotomy of being both an artist and an architect?
Carefully. I think they're very different disciplines. For me personally, the way I make a work of art is very intuitive. I'm not going to say spontaneous because the amount of science and research that goes into some of my artworks is fairly in-depth, but in the end, the form I make is—like I wake up and I start drawing or making. There's something very pure about it. It's like a poem for me; it's almost a full-blown thought. Whereas architecture is a little like writing a novel. You have to make sure your sentences work together, the paragraphs all work together, there's an underlying theme. Both are creative, but to me they're tapping very different sides of my brain.
You were quite young—still a college student—when you won the competition to design the Vietnam Veterans Memorial. Are there things you know now about being an architect that you wish you had known back then?
No, I think it's the exact opposite. I think when you're really young, you're fearless, and when you get older, we have doubts. I think the hardest thing about being an artist is that you can do whatever you want, at which point, it is the hardest thing of all. For me, the last couple decades, it's really about my voice beginning to be so focused at looking at the natural world and revealing aspects of the natural world that you might not be thinking of.
Do you value a sense of permanence in your works?
There is permanence, but many of the outdoor works are living earthworks, so it's not that they stay the way I put them in. I have to let them grow into themselves. They're permanent, but they do have a real sense of being alive and having to transform and transition through time. Maybe it's because I grew up in southeastern Ohio, and there are these ancient earth mounds there from the Hopewell and Adena tribe. We're looking at them 1500 years later, and they're still evocative, though I'm sure in a very different way than when they were first put in.
On an airplane, I do so much of my sketching just looking down at landscapes, both manmade—like looking down at the crop circles—as well as when you're going over the West, the Rocky Mountains. At the same time, just taking a walk along any waterway completely inspires me. Water is something that I can just take a look at and it's really like infinity to me, as far as where it will take my mind.
Maya Lin's Here and There will be on view at Pace Gallery New York through June 22, and at Pace Gallery London through May 11.
MORE: The Creative Mind: Q&A with Pop Surrealist Gary Baseman
Allison Berry @allisonrberry
Allison Berry reports on fashion, design, art and cocktail culture for TIME Style.


text:
ProtectNFM
Optimising natural flood management in headwater catchments to protect downstream communities
What is NFM?
Why focus on headwaters?
Martin Evans
Tim Allott
Emma Shuttleworth
Martin Kay
Joe Holden
David Milledge
Protect-NFM is an innovative £1.2 million NERC funded project which aims to demonstrate that upland restoration offers a low-cost way to reduce the risk of flooding in vulnerable rural communities, and to optimise multi-benefit restoration work for natural flood management. It is one of three to be granted funding through the Natural Environment Research Council's Understanding the Effectiveness of Natural Flood Management programme.
The project team is made up of researchers from the University of Manchester, University of Leeds and Durham University, working in close collaboration with a range of partners. Our key project partners are Greater Manchester, Merseyside and Cheshire Environment Agency who have identified 22 communities at risk of flooding along the western fringe of the Pennines, and Moors for the Future Partnership who are actively carrying out £22 million of restoration work in the Peak District National Park.
Tweeting from @NERC_NFM #ProtectNFM
Funding info
Protect-NFM is one of three projects funded by the Natural Environment Research Council (NERC) Evaluating the Effectiveness of Natural Flood Management research programme (grant ref: NE/R004560/1).
Check out the other NERC-NFM projects:
LANDWISE
Q-NFM
Sign up to our newsletter to receive regular project updates.
Just email protectNFM@manchester.ac.uk to be added to our mailing list.

redpajama_set_name: RedPajamaCommonCrawl


text:
package multiverse.mars.core;

import multiverse.server.engine.*;
import multiverse.server.util.*;
import multiverse.server.math.*;
import multiverse.server.plugins.*;
import multiverse.mars.objects.*;
import multiverse.mars.plugins.*;
import java.util.*;
import java.util.concurrent.locks.*;
import java.util.concurrent.*;

/**
 * The MarsAbility object describes an action that a mob can perform.
 *

 * When an ability is triggered, a MarsAbility.State object is
 * generated that represents the current state of that instance of the
 * ability. It progresses through a sequence of states, dependent on
 * the configuration of the MarsAbility object.
 *

 * As each state is entered or exitted, a method is called that can be
 * overriden to create different types of abilities.
 */
public class MarsAbility {
    public MarsAbility(String name) {
        setName(name);
    }

    /**
     * Returns the string describing this ability, useful for logging.
     *
     * @return string describing ability
     */
    public String toString() {
        return "[MarsAbility: " + getName() + "]";
    }

    /**
     * Returns if two objects are the same - tested by comparing the ability name.
     * null objects are never equal to any other object including other null objects.
     *
     * @return true if abilities match
     */
    public boolean equals(Object other) {
        MarsAbility otherAbility = (MarsAbility) other;
        boolean val = getName().equals(otherAbility.getName());
        return val;
    }

    /**
     * Returns a hash of the ability name
     *
     * @return hash value of the object's ability name
     */
    public int hashCode() {
        int hash = getName().hashCode();
        return hash;
    }

    /**
     * MarsAbility lock
     */
    transient protected Lock lock = LockFactory.makeLock("MarsAbilityLock");

    /**
     * Sets the name of the ability. This is used to identify the
     * ability, so it should be unique.
     *
     * @param name name for this ability.
     */
    public void setName(String name) {
        this.name = name;
    }

    /**
     * Returns the name of the ability.
     *
     * @return name for this ability.
     */
    public String getName() {
        return name;
    }
    String name = null;

    public enum TargetType {
	UNINIT,
	NONE,
	ENEMY,
	FRIEND,
        GROUP,
	SELF,
	AREA
    }

    /**
     * Returns the time the ability takes to activate.
     *
     * @return time in ms to activate the ability.
     */
    public long getActivationTime() { return activationTime; }

    /**
     * Sets the time the ability takes to activate.
     *
     * @param time time in ms that the ability takes to activate.
     */
    public void setActivationTime(long time) { activationTime = time; }

    /**
     * Returns if the ability has 0 activation time.
     *
     * @return true if activate time is 0.
     */
    public boolean isInstant() { return activationTime == 0; }
    protected long activationTime = 0;

    /**
     * Returns the stat cost for successfully activating the ability.
     *
     * @return stat cost for activating the ability.
     */
    public int getActivationCost() { return activationCost; }

    /**
     * Sets the stat cost for successfully activating the ability.
     *
     * @param cost stat cost for activating the ability.
     */
    public void setActivationCost(int cost) { activationCost = cost; }
    protected int activationCost = 0;

    /**
     * Returns the name of the property that stat costs are deducted from.
     *
     * @return name of the property that stat costs are deducted from.
     */
    public String getCostProperty() { return costProp; }

    /**
     * Sets the name of the property that stat costs are deducted from.
     *
     * @param name name of the property that stat costs are deducted from.
     */
    public void setCostProperty(String name) { costProp = name; }
    protected String costProp = null;

    /**
     * Returns the time in ms for each pulse of a channelled ability.
     *
     * @return time in ms for each pulse of a channelled ability.
     */
    public long getChannelPulseTime() { return channelPulseTime; }

    /**
     * Sets the time in ms for each pulse of a channelled ability.
     *
     * @param time time in ms for each pulse of a channelled ability.
     */
    public void setChannelPulseTime(long time) { channelPulseTime = time; }
    protected long channelPulseTime = 0;

    /**
     * Returns the number of pulses during the channelled phase.
     *
     * @return number of pulses during the channelled phase for the ability.
     */
    public int getChannelPulses() { return channelPulses; }

    /**
     * Sets the number of pulses during the channelled phase.
     *
     * @param pulses number of pulses during the channelled phase for the ability.
     */
    public void setChannelPulses(int pulses) { channelPulses = pulses; }
    protected int channelPulses = 0;

    /**
     * Returns the stat cost charged for each channelling pulse.
     *
     * @return stat cost charged for each channelling pulse.
     */
    public int getChannelCost() { return channelCost; }

    /**
     * Sets the stat cost charged for each channelling pulse.
     *
     * @param cost stat cost charged for each channelling pulse.
     */
    public void setChannelCost(int cost) { channelCost = cost; }
    protected int channelCost = 0;

    /**
     * Returns the time in ms for each pulse of the active phase.
     *
     * @return time in ms for each pulse of the active phase.
     */
    public long getActivePulseTime() { return activePulseTime; }

    /**
     * Set the time in ms for each pulse of the active phase.
     *
     * @param time time in ms for each pulse of the active phase.
     */
    public void setActivePulseTime(long time) { activePulseTime = time; }
    protected long activePulseTime = 0;

    /**
     * Returns the stat cost charged for each pulse of the active phase.
     *
     * @return stat cost charged for each pulse of the active phase.
     */
    public int getActiveCost() { return activeCost; }

    /**
     * Sets the stat cost charged for each pulse of the active phase.
     *
     * @param cost stat cost charged for each pulse of hte active phase.
     */
    public void setActiveCost(int cost) { activeCost = cost; }
    protected int activeCost = 0;

    /**
     * Returns the icon name for this ability.
     *
     * @return icon name for this ability.
     */
    public String getIcon() { return icon; }

    /**
     * Sets the icon name for this ability.
     *
     * @param icon icon name for this ability.
     */
    public void setIcon(String icon) { this.icon = icon; }
    protected String icon = null;

    /**
     * Returns the minimum range in mm for this ability.
     *
     * @return minimum range in mm for this ability.
     */
    public int getMinRange() { return minRange; }

    /**
     * Sets the minimum range in mm for this ability.
     *
     * @param range minimum range in mm for this ability.
     */
    public void setMinRange(int range) { minRange = range; }
    protected int minRange = 0;

    /**
     * Returns the maximum range in mm for this ability.
     *
     * @return maximum range in mm for this ability.
     */
    public int getMaxRange() { return maxRange; }

    /**
     * Sets the maximum range in mm for this ability.
     *
     * @param range Maximum range in mm for this ability.
     */
    public void setMaxRange(int range) { maxRange = range; }
    protected int maxRange = 0;

    /**
     * Adds a cooldown to this ability. If any of the ability's cooldowns are activate on
     * the mob attempting to activate the ability, it will not be able to activate.
     *
     * @param cd Cooldown to add to this ability.
     */
    public void addCooldown(Cooldown cd) {
	try {
	    lock.lock();
	    cooldownMap.put(cd.getID(), cd);
	}
	finally {
	    lock.unlock();
	}
    }

    /**
     * Removes a cooldown from this ability.
     *
     * @param id id of the cooldown to remove.
     */
    public void removeCooldown(String id) {
	try {
	    lock.lock();
	    cooldownMap.remove(id);
	}
	finally {
	    lock.unlock();
	}
    }

    public Map<String, Cooldown> getCooldownMap() {
	try {
	    lock.lock();
	    return new HashMap<String, Cooldown>(cooldownMap);
	}
	finally {
	    lock.unlock();
	}
    }
    public void setCooldownMap(Map<String, Cooldown> cooldownMap) {
	try {
	    lock.lock();
	    this.cooldownMap = new HashMap<String, Cooldown>(cooldownMap);
	}
	finally {
	    lock.unlock();
	}
    }
    protected Map<String, Cooldown> cooldownMap = new HashMap<String, Cooldown>();

    /**
     * Adds a reagent requirement to this ability. Reagents are items that are required
     * to be present in inventory, and are consumed when the ability completes the
     * ACTIVATING phase.
     *
     * @param reagent name of the template the reagent was created from.
     */
    public void addReagent(String reagent) {
	try {
	    lock.lock();
	    reagentList.add(reagent);
	}
	finally {
	    lock.unlock();
	}
    }
    public ArrayList<String> getReagentList() {
	try {
	    lock.lock();
	    return new ArrayList<String>(reagentList);
	}
	finally {
	    lock.unlock();
	}
    }
    public void setReagentList(ArrayList<String> reagentList) {
	try {
	    lock.lock();
	    this.reagentList = new ArrayList<String>(reagentList);
	}
	finally {
	    lock.unlock();
	}
    }
    protected ArrayList<String> reagentList = new ArrayList<String>();

    /**
     * Adds a tool requirement to this ability. Tools are items that are required
     * to be present in inventory. They are not consumed.
     *
     * @param tool name of the template the tool was created from.
     */
    public void addTool(String tool) {
	try {
	    lock.lock();
	    toolList.add(tool);
	}
	finally {
	    lock.unlock();
	}
    }
    public ArrayList<String> getToolList() {
	try {
	    lock.lock();
	    return new ArrayList<String>(toolList);
	}
	finally {
	    lock.unlock();
	}
    }
    public void setToolList(ArrayList<String> toolList) {
	try {
	    lock.lock();
	    this.toolList = new ArrayList<String>(toolList);
	}
	finally {
	    lock.unlock();
	}
    }
    protected ArrayList<String> toolList = new ArrayList<String>();

    /**
     * Returns the target type for this ability.
     *
     * @return target type for this ability.
     */
    public TargetType getTargetType() { return targetType; }

    /**
     * Sets the target type for this ability.
     *
     * @param type target type for this ability.
     */
    public void setTargetType(TargetType type) { targetType = type; }
    protected TargetType targetType = TargetType.UNINIT;

    public boolean getUseGlobalCooldown() { return useGlobalCooldown; }
    public void setUseGlobalCooldown(boolean val) { useGlobalCooldown = val; }
    protected boolean useGlobalCooldown = true;

    public boolean getStationary() { return stationary; }
    public void setStationary(boolean val) { stationary = val; }
    protected boolean stationary = false;

    public boolean getChannelled() { return channelled; }
    public void setChannelled(boolean val) { channelled = val; }
    protected boolean channelled = false;

    public boolean getPersistent() { return persistent; }
    public void setPersistent(boolean val) { persistent = val; }
    protected boolean persistent = false;

    public boolean addCoordEffect(ActivationState state, CoordinatedEffect effect) {
	Set<CoordinatedEffect> effectSet = coordEffectMap.get(state);
	if (effectSet == null) {
	    effectSet = new HashSet<CoordinatedEffect>();
	    coordEffectMap.put(state, effectSet);
	}
	return effectSet.add(effect);
    }
    public boolean removeCoordEffect(ActivationState state, CoordinatedEffect effect) {
	Set<CoordinatedEffect> effectSet = coordEffectMap.get(state);
	if (effectSet == null) {
	    return false;
	}
	return effectSet.remove(effect);
    }
    public Collection<CoordinatedEffect> getCoordEffects(ActivationState state) {
	Set<CoordinatedEffect> effectSet = coordEffectMap.get(state);
	if (effectSet == null) {
	    effectSet = new HashSet<CoordinatedEffect>();
	    coordEffectMap.put(state, effectSet);
	}
	return effectSet;
    }
    protected Map<ActivationState, Set<CoordinatedEffect>> coordEffectMap =
	new HashMap<ActivationState, Set<CoordinatedEffect>>();

    public String getCompleteAnimation() { return completeAnimation; }
    public void setCompleteAnimation(String anim) { completeAnimation = anim; }
    protected String completeAnimation;

    public String getCompleteSound() { return completeSound; }
    public void setCompleteSound(String sound) { completeSound = sound; }
    protected String completeSound;

    // begin activating the ability
    public void beginActivation(State state) {
        Log.debug("MarsAbility.beginActivation:");
    }

    public void completeActivation(State state) {
        Log.debug("MarsAbility.completeActivation:");
        CombatInfo combatInfo = state.getObject();

        if (!reagentList.isEmpty()) {
            List<Long> items =
                InventoryClient.removeItems(combatInfo.getOwnerOid(),
                    reagentList);
            if (items != null) {
                for (Long itemOid : items) {
                    ObjectManagerClient.deleteObject(itemOid);
                }
            }
        }

        if (costProp != null) {
            combatInfo.statModifyBaseValue(costProp, -activationCost);
            combatInfo.sendStatusUpdate();
        }

//      WorldManagerClient.sendObjChatMsg(Engine.msgSession, combatInfo.getOwnerOid(),
//      ComEvent.COMBAT_INFO,
//      "Ability " + state.getAbility() + " complete");
        if (completeAnimation != null) {
            AnimationClient.playSingleAnimation(combatInfo.getOwnerOid(), completeAnimation);
        }
        if (completeSound != null) {
            WorldManagerClient.SoundMessage soundMsg =
                new WorldManagerClient.SoundMessage(combatInfo.getOwnerOid());
            soundMsg.addSound(completeSound, false);
            Engine.getAgent().sendBroadcast(soundMsg);
        }

        /* MarsItem item = */ state.getItem();

        Collection<Cooldown>cooldowns = state.getAbility().getCooldownMap().values();
        Cooldown.activateCooldowns(cooldowns, combatInfo);
        Log.debug("MarsAbility.completeActivation: finished");
    }

    public void beginChannelling(State state) {
        Log.debug("MarsAbility.beginChannelling:");
    }

    public void pulseChannelling(State state) {
	CombatInfo obj = state.getObject();
        if (Log.loggingDebug)
            Log.debug("MarsAbility.pulseChannelling: cost=" + channelCost);
	if (costProp != null) {
	    obj.statModifyBaseValue(costProp, -channelCost);
	    obj.sendStatusUpdate();
	}
    }

    public void completeChannelling(State state) {
	Log.debug("MarsAbility.completeChannelling:");
    }

    public void beginActivated(State state) {
	Log.debug("MarsAbility.beginActivated:");
    }

    public void pulseActivated(State state) {
	Log.debug("MarsAbility.pulseActivated:");
	CombatInfo obj = state.getObject();
	if (costProp != null) {
	    obj.statModifyBaseValue(costProp, -activeCost);
	    obj.sendStatusUpdate();
	}
    }

    public void endActivated(State state) {
	Log.debug("MarsAbility.endActivated:");
    }

    public void interrupt(State state) {
	Log.debug("MarsAbility.interrupt:");
    }

    /**
     * exposes a way for the client to execute ability with a slash command
     */
    public void setSlashCommand(String slashCommand) {
        this.slashCommand = slashCommand;
    }
    public String getSlashCommand() {
        return slashCommand;
    }
    String slashCommand = null;

    public void setRequiredSkill(MarsSkill skill, int level) {
        requiredSkill = skill;
        requiredSkillLevel = level;
    }
    public MarsSkill getRequiredSkill() {
        return requiredSkill;
    }
    public int getRequiredSkillLevel() {
        return requiredSkillLevel;
    }
    MarsSkill requiredSkill = null;
    int requiredSkillLevel = -1;

    public enum AbilityResult {
	SUCCESS,
	OUT_OF_RANGE,
	INVALID_TARGET,
	NOT_READY,
	TOO_CLOSE,
	OUT_OF_LOS,
	INSUFFICIENT_ENERGY,
	BAD_ASPECT,
	MISSING_REAGENT,
	MISSING_TOOL,
	BUSY
    }

    protected AbilityResult checkTarget(CombatInfo obj, CombatInfo target) {
        if (Log.loggingDebug)
            Log.debug( "MarsAbility.checkTarget: obj=" + obj + " isUser=" + obj.isUser() + "target="
		       + target + " attackable=" + ((target==null)?"N/A":target.attackable()) );
	switch (targetType) {
	case NONE:
	case SELF:
	    return AbilityResult.SUCCESS;
	case FRIEND:
	case GROUP:
	    if (obj.isUser() && target.attackable())
		return AbilityResult.INVALID_TARGET;
	    else
		return AbilityResult.SUCCESS;
	case ENEMY:
	    if (obj.isUser() && !target.attackable())
		return AbilityResult.INVALID_TARGET;
	    else
		return AbilityResult.SUCCESS;
	default:
	    return AbilityResult.INVALID_TARGET;
	}
    }

    protected AbilityResult checkRange(CombatInfo obj, CombatInfo target, float rangeTollerance) {
        switch (targetType) {
        case ENEMY:
        case FRIEND:
        case GROUP:
            BasicWorldNode casterWNode = WorldManagerClient.getWorldNode(obj.getOwnerOid());
            BasicWorldNode targetWNode = WorldManagerClient.getWorldNode(target.getOwnerOid());
            Point casterLoc = casterWNode.getLoc();
            Point targetLoc = targetWNode.getLoc();
            int range = (int)Point.distanceTo(casterLoc, targetLoc);
            Log.debug("MarsAbility.checkRange: range=" + range + " casterLoc=" + casterLoc + " targetLoc=" + targetLoc);
            if (range > (getMaxRange() * rangeTollerance)) {
                return AbilityResult.OUT_OF_RANGE;
            }
            if (range < (getMinRange() / rangeTollerance)) {
                return AbilityResult.TOO_CLOSE;
            }
            return AbilityResult.SUCCESS;
        default:
            return AbilityResult.SUCCESS;
        }
    }

    protected AbilityResult checkReady(CombatInfo obj, CombatInfo target) {
 	if (obj.getCurrentAction() != null) {
 	    return AbilityResult.BUSY;
 	}
	if (!Cooldown.checkReady(cooldownMap.values(), obj)) {
	    return AbilityResult.NOT_READY;
	}
	return AbilityResult.SUCCESS;
    }

    protected AbilityResult checkCost(CombatInfo obj, CombatInfo target, ActivationState state) {
	if (costProp == null) {
            if (Log.loggingDebug)
                Log.debug("MarsAbility.checkCost: costProp=" + costProp);
	    return AbilityResult.SUCCESS;
	}
	Integer costValue = obj.statGetCurrentValue(costProp);
        if (Log.loggingDebug)
            Log.debug("MarsAbility.checkCost: costProp=" + costProp + " value=" + costValue);
	switch (state) {
	case INIT:
	case ACTIVATING:
	    if (getActivationCost() > obj.statGetCurrentValue(costProp)) {
		return AbilityResult.INSUFFICIENT_ENERGY;
	    }
	    break;
	case CHANNELLING:
	    if (getChannelCost() > obj.statGetCurrentValue(costProp)) {
		return AbilityResult.INSUFFICIENT_ENERGY;
	    }
	    break;
	case ACTIVATED:
	    if (getActiveCost() > obj.statGetCurrentValue(costProp)) {
		return AbilityResult.INSUFFICIENT_ENERGY;
	    }
	    break;
	}
	return AbilityResult.SUCCESS;
    }

    protected AbilityResult checkReagent(CombatInfo obj, CombatInfo target, ActivationState state) {
        if (state == ActivationState.INIT || state == ActivationState.ACTIVATING) {
            if (!reagentList.isEmpty()) {
                List<Long> itemList = InventoryClient.findItems(obj.getOwnerOid(), reagentList);
                if ((itemList == null) || itemList.contains(null)) {
                    return AbilityResult.MISSING_REAGENT;
                }
            }
        }
        return AbilityResult.SUCCESS;
    }

    protected AbilityResult checkTool(CombatInfo obj, CombatInfo target, ActivationState state) {
        if (state == ActivationState.INIT || state == ActivationState.ACTIVATING) {
            if (!toolList.isEmpty()) {
                List<Long> itemList = InventoryClient.findItems(obj.getOwnerOid(), toolList);
                if ((itemList == null) || itemList.contains(null)) {
                    return AbilityResult.MISSING_TOOL;
                }
            }
        }
        return AbilityResult.SUCCESS;
    }

    public AbilityResult checkAbility(CombatInfo obj, CombatInfo target) {
	return checkAbility(obj, target, ActivationState.INIT);
    }

    protected AbilityResult checkAbility(CombatInfo obj, CombatInfo target, ActivationState state) {
	AbilityResult result = AbilityResult.SUCCESS;

	if (state == ActivationState.INIT) {
	    result = checkReady(obj, target);
	    if (result != AbilityResult.SUCCESS)
		return result;
	    result = checkTarget(obj, target);
	    if (result != AbilityResult.SUCCESS)
		return result;
	}

	result = checkTool(obj, target, state);
	if (result != AbilityResult.SUCCESS)
	    return result;

	result = checkReagent(obj, target, state);
	if (result != AbilityResult.SUCCESS)
	    return result;

	result = checkCost(obj, target, state);
	if (result != AbilityResult.SUCCESS)
	    return result;

 	if (state == ActivationState.INIT) {
 	    result = checkRange(obj, target, 1.0f);
 	}
 	else {
 	    result = checkRange(obj, target, 1.2f);
 	}
        if (Log.loggingDebug)
            Log.debug("MarsAbility.checkAbility result=" + result);
	return result;
    }

    protected State generateState(CombatInfo obj, CombatInfo target, MarsItem item) {
	return new State(this, obj, target, item);
    }

    public static void startAbility(MarsAbility ability, CombatInfo obj, CombatInfo target,
				       MarsItem item) {
        if (Log.loggingDebug)
            Log.debug("MarsAbility.startAbility ability=" + ability.getName() + " obj=" + obj + " target=" +
                      target + " item=" + item);
	State state = ability.generateState(obj, target, item);
	state.updateState();
    }

    public static void interruptAbility(State state, AbilityResult reason) {
        if (Log.loggingDebug)
            Log.debug("MarsAbility.interruptAbility: reason=" + reason + " state=" + state.getState());

	if (state.getState() != ActivationState.INIT) {
	    Engine.getExecutor().remove(state);
	    if (state.getObject().getCurrentAction() == state) {
		state.getObject().setCurrentAction(null);
	    }
	    if (state.getState() == ActivationState.COMPLETED)
		return;
	}

 	state.getAbility().interrupt(state);

	// XXX do something here about adjusting the time remaining
	// XXX up or down for cast or channelled abilities
	return;
    }

    public enum ActivationState {
	INIT,
	ACTIVATING,
	CHANNELLING,
	ACTIVATED,
	COMPLETED,
	CANCELLED,
	INTERRUPTED,
	FAILED
    }

    public class State implements Runnable {

	public State(MarsAbility ability, CombatInfo obj, CombatInfo target, MarsItem item) {
	    if (ability.targetType == TargetType.SELF) {
		target = obj;
	    }
	    this.ability = ability;
	    this.obj = obj;
	    this.target = target;
	    this.item = item;
	}

	public ActivationState nextState() {
	    ActivationState newState;

	    switch (state) {
	    case INIT:
		newState = ActivationState.ACTIVATING;
		break;
	    case ACTIVATING:
		if (ability.getChannelled()) {
		    newState = ActivationState.CHANNELLING;
		    break;
		}
		if (ability.getPersistent()) {
		    newState =  ActivationState.ACTIVATED;
		    break;
		}
		newState =  ActivationState.COMPLETED;
		break;
	    case CHANNELLING:
		if (ability.getPersistent()) {
		    newState = ActivationState.ACTIVATED;
		    break;
		}
		newState = ActivationState.COMPLETED;
		break;
	    default:
		Log.error("MarsAbility.nextState: invalid state=" + state);
		newState = ActivationState.COMPLETED;
		break;
	    }
            if (Log.loggingDebug)
                Log.debug("MarsAbility.nextState: switching from " + state + " to " + newState);
	    return newState;
	}

	public void run() {
	    try {
		updateState();
	    }
	    catch (Exception e) {
		Log.exception("MarsAbility.State.run: got exception", e);
	    }
	}

	// this is executed when the ability needs to update
	public void updateState() {
            Lock objLock = obj.getLock();
            Lock targetLock = (target == null) ? null : target.getLock();

            try {
                objLock.lock();
                if (targetLock != null) {
                    while (!targetLock.tryLock()) {
                        objLock.unlock();
                        Thread.yield();
                        objLock.lock();
                    }
                }

                AbilityResult result;

                switch (state) {
                case INIT:
                    result = ability.checkAbility(obj, target, state);
                    if (result != AbilityResult.SUCCESS) {
                        MarsAbility.interruptAbility(this, result);
                        return;
                    }
                    obj.setCurrentAction(this);
                    break;
                case ACTIVATING:
                    result = ability.checkAbility(obj, target, state);
                    if (result != AbilityResult.SUCCESS) {
                        MarsAbility.interruptAbility(this, result);
                        return;
                    }
                    ability.completeActivation(this);
                    break;
                case CHANNELLING:
                    result = ability.checkAbility(obj, target, state);
                    if (result != AbilityResult.SUCCESS) {
                        MarsAbility.interruptAbility(this, result);
                        return;
                    }
                    ability.pulseChannelling(this);
                    nextPulse++;
                    if (nextPulse < ability.getChannelPulses()) {
                        schedule(ability.getChannelPulseTime());
                        return;
                    }
                    ability.completeChannelling(this);
                    break;
                case ACTIVATED:
                    result = ability.checkAbility(obj, target, state);
                    if (result != AbilityResult.SUCCESS) {
                        MarsAbility.interruptAbility(this, result);
                        return;
                    }
                    ability.pulseActivated(this);
                    nextPulse++;
                    schedule(ability.getActivePulseTime());
                    return;
                }

                state = nextState();
                nextPulse = 0;

                for(CoordinatedEffect effect : getCoordEffects(state)) {
                    effect.invoke(getObject().getOwnerOid(), getTarget().getOwnerOid());
                }

                switch (state) {
                case ACTIVATING:
                    ability.beginActivation(this);
                    setDuration(ability.getActivationTime());
                    schedule(ability.getActivationTime());
                    break;
                case CHANNELLING:
                    ability.beginChannelling(this);
                    setDuration(ability.getChannelPulses() * ability.getChannelPulseTime());
                    schedule(ability.getChannelPulseTime());
                    break;
                case ACTIVATED:
                    ability.beginActivated(this);
                    obj.setCurrentAction(null);
                    obj.addActiveAbility(this);
                    schedule(ability.getActivePulseTime());
                    break;
                case COMPLETED:
                    if (obj.getCurrentAction() == this) {
                        obj.setCurrentAction(null);
                    }
                    break;
                default:
                    Log.error("MarsAbility.State.run: new state invalid=" + state);
                    break;
                }
                Engine.getAgent().sendBroadcast(new CombatClient.AbilityProgressMessage(this));
                return;
            }
            finally {
                if (targetLock != null) {
                    targetLock.unlock();
                }
                objLock.unlock();
            }
	}

	protected void schedule(long delay) {
	    setTimeRemaining(delay);
	    Engine.getExecutor().schedule(this, delay, TimeUnit.MILLISECONDS);
	}

	public MarsAbility getAbility() { return ability; }
	public void setAbility(MarsAbility ability) { this.ability = ability; }
	protected MarsAbility ability;

	public CombatInfo getObject() { return obj; }
	public void setObject(CombatInfo obj) { this.obj = obj; }
	protected CombatInfo obj;

	public CombatInfo getTarget() { return target; }
	public void setTarget(CombatInfo target) { this.target = target; }
	protected CombatInfo target;

	public MarsItem getItem() { return item; }
	public void setItem(MarsItem item) { this.item = item; }
	protected MarsItem item;

	public long getNextWakeupTime() { return nextWakeupTime; }
	public long getTimeRemaining() { return nextWakeupTime - System.currentTimeMillis(); }
	public void setTimeRemaining(long time) { nextWakeupTime = System.currentTimeMillis() + time; }
	protected long nextWakeupTime;

	public long getDuration() { return duration; }
	public void setDuration(long duration) { this.duration = duration; }
	protected long duration;

	public ActivationState getState() { return state; }
	public void setState(ActivationState state) { this.state = state; }
	protected ActivationState state = ActivationState.INIT;

	public int getNextPulse() { return nextPulse; }
	public void setNextPulse(int num) { nextPulse = num; }
	protected int nextPulse = 0;
    }

    public static class Entry {
	public Entry() {
	}

	public Entry(String abilityName, String icon, String category) {
	    setAbilityName(abilityName);
	    setIcon(icon);
	    setCategory(category);
	}

	public Entry(MarsAbility ability, String category) {
	    setAbilityName(ability.getName());
	    setIcon(ability.getIcon());
	    setCategory(category);
	}

	public String getAbilityName() { return abilityName; }
	public void setAbilityName(String abilityName) {
	    this.abilityName = abilityName;
	}
	protected String abilityName;

	public String getIcon() { return icon; }
	public void setIcon(String icon) { this.icon = icon; }
	protected String icon;

	public String getCategory() { return category; }
	public void setCategory(String category) { this.category = category; }
	protected String category;

	public MarsAbility getAbility() {
	    return Mars.AbilityManager.get(abilityName);
	}
    }

    /**
     * -Experience system component-
     *
     * This variable is used for setting up how much experience each successful
     * use of an ability is.
     */
    int exp_per_use = 0;

    /**
     * -Experience system component-
     *
     * Returns the amount of experience should be gained by successful use of
     * this ability.
     */
    public int getExperiencePerUse() {
        return exp_per_use;
    }

    /**
     * -Experience system component-
     *
     * Sets the amount of experience should be gained by successsful use of this
     * ability.
     */
    public void setExperiencePerUse(int xp) {
        exp_per_use = xp;
    }

    LevelingMap lm = new LevelingMap();

    public void setLevelingMap(LevelingMap lm) {
        this.lm = lm;
    }

    public LevelingMap getLevelingMap() {
        return this.lm;
    }

    int exp_max = 100;

    /**
     * -Experience system component-
     *
     * Returns the default max experience that will be needed before the ability
     * gains a level.
     */
    public int getBaseExpThreshold() {
        return exp_max;
    }

    /**
     * -Experience system component-
     *
     * Sets the default max experience that will be needed before the ability
     * gains a level.
     */
    public void setBaseExpThreshold(int max) {
        exp_max = max;
    }

    int rank_max = 3;

    /**
     * -Experience system component-
     *
     * Returns the max rank that an ability may achieve.
     */
    public int getMaxRank() {
        return rank_max;
    }

    /**
     * -Experience system component-
     *
     * Sets the max rank that an ability may achieve.
     */
    public void setMaxRank(int rank) {
        rank_max = rank;
    }

}

redpajama_set_name: RedPajamaGithub


I teach classical technique, focusing on breathing & singing tone. I also teach jazz method. I teach alto, tenor & bass trombone, euphonium, trumpet, and tuba. I coached students to audition and AMEB, Trinity, and AGMS success.
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text:
Do you have a young football player in your family? Looking for ways on and off the field to help him or her to improve their game? Many players are turning to martial arts to enhance their football game, of all the best martial arts out there, Judo reigns supreme for it. Here we will take a look at 10 reasons how Judo can help improve your football performance.
1. Conditioning
Judo is a well rounded martial art that is highly aggressive and requires non-stop activity. On the field, conditioning is important so you don't run out of energy and gas in the middle of a game. Judo constantly pushes its athletes to increase their cardiovascular endurance as part of routine training.
Firstly, in competition, most Judo matches are scheduled for a three-minute timeframe. However, during that three-minute period, if neither player (known as a Judoka) scores, the match goes into a "Golden Score" match that has no time limits and no breaks. During Golden Score, the first person to score a point wins, and it's not uncommon for golden score matches to go upwards of ten or fifteen minutes. There are plenty of accounts of golden score matches going over 30 minutes. During a Judo match, there are no breaks, no time-outs, no breathers, and no bench time. Constant pressure on the opponent is required. Offense, not defense, wins a Judo match. For a judoka athlete to compete and win, particularly in a golden score situation, having the cardiovascular endurance and conditioning to keep fighting can easily make the difference between a win and a loss.
Secondly, Judo athletes rarely compete in only one match in competition. In fact, there are many instances where a Judoka will fight 8-10 matches or more. Competition is highly athletically demanding, and winning a match as quickly as possible helps to reserve energy for the next match. If a Judoka has 10 matches in a tournament, that is a minimum of 30 minutes of fighting time. Fighting against another Judoka is hardly comparable to running back and forth up and down a field. Judoka are constantly physically engaged with one another, which can strengthen the athlete's cardiovascular system. For this reason, Judo fighters often have endurance and cardiovascular strength far superior to many other athletes.
2. Strength
Judo not only requires a strong physical presence, it nearly demands it. While by definition, the word Judo means "The Gentle Way", it's far from gentle. Likewise, one of the core tenets of Judo is "maximum efficiency with minimal effort", which is also infrequently a reality. While, yes, the ideal goal of Judo is to apply maximum efficiency against an opponent with minimal effort, it's no stretch to recognize that having good strength is at least helpful in this full-contact combat sport. Judo fighters regularly work on strength training, and having a strong body with superior endurance is often a key element in winning versus losing a match. And, yes, while it is possible to step onto the mat and win a match with a fast and efficient sweep or throw in just a few seconds, you can't go into a match expecting that. There are few things that strengthen a person more than wrestling against another human being, and at its essence, that is what Judo is. Judo fighters are often extremely strong with tremendous core strength, powerful arms and hands, and powerfully muscular legs and feet. Few sports engage the entire body (many times, all at once) as Judo does.
3. Agility
Agility is another key fundamental in Judo. A Judo match is fast and furious, and the first person to get thrown or taken down loses. Extreme agility is an absolute necessity. Movement, footwork, grip-fighting, avoiding sweeps and throws are all necessary for success in Judo, so much so that it's an acceptable thought to think the more agile competitor in a tournament will win. Competitive Judo teaches a person how to move properly, how to stay on balance, how to avoid the takedown or the throw, and most importantly, how to rapidly back get into position to attack, sweep, or throw the other person. In football, agility is important to avoid being tackled, to dodge other players as you're running down the field for a touchdown, and having the proper footwork to move your body in the right direction without injuring an ankle or breaking a leg. Judo teaches this from the safety of a padded mat, versus the hard surface of the ground or turf playing field.
This goes without saying, Judo fighters are masters of balance. Not proficient, or even experts, but absolute masters. The whole premise of Judo fighting is to get your opponent off balance and either take them down for a pin, or sweep or throw them to the ground. Judoka practice balancing themselves for getting into position for throws using bodywork techniques called Ukemi. In Ukemi, a Judoka's balance is enhanced through repeated practice getting into position – called "fitting in" – for throws, lifting, and pulling their opponent off balance. The technique of breaking the opponent's balance is known as Kizushi. Kizushi involves grabbing the opponent in various ways and pulling, lifting, or turning in such a manner that the opponent loses his or her balance and becomes susceptible to a throw or takedown. In some cases, high level throws involve lifting the opponent on your back and standing on one leg while executing the throw. Rarely, if ever, does a football player pick up another player, much less on one leg. By mastering balance, it becomes harder to throw the Judoka off-balance. And likewise, by having such superior balance can make it very hard to tackle a football player.
5. Falling
Learning to fall is one of the first and most important parts of Judo. Being picked up and thrown six feet through the air requires the person being thrown knowing how to fall without getting hurt. Falling techniques are practiced on the safety of padded mats, they are routinely practiced in Judo training. In real life, a proper fall technique can make the difference between getting right back up onto your feet versus being hauled away on a stretcher to the hospital. I met an old Judo blackbelt once who told me he never used Judo in his real life ever, except for one time when he got hit by a car and had to roll out of the fall! He was sore, but he got up and walked away!
While injuries do happen on occasion in Judo just like any other sport, learning proper falling techniques are supremely important. Translating this to a football game, being tackled by someone barreling down on you full speed can be hard enough, but hitting the ground incorrectly can amplify any injury caused by a hard tackle. Football players who practice Judo get hurt less frequently than average players because they know how to fall.
6. Tackling
A primary method of winning a Judo match is to take the opponent to the ground. This can be done with a foot sweep technique, equivalent to a hard trip, or to bring the opponent off-balance and literally throw them to the ground. Being thrown and taken down as frequently as it happens in Judo trains the football player to (a) know how to fall, and very importantly (b) not fear the tackle. I remember from my own football days that I was sometimes of players known to be a hard tackler, and, unless I was blindsided, many times even saw it coming. Judo fighters are well trained in the art of being taken down or tackled and learn not to be afraid of it, and perhaps more importantly, how to receive a tackle in such a way to minimize their own risk of harm and injury.
Secondly, Judo fighters are required to strongly grab the uniform of their opponent as part of the takedown or throwing technique. You have to be holding onto someone in order to throw them. Grip strength is paramount to throwing in Judo, and grip-fighting is a dominant aspect of this martial art. In a Judo match, getting a strong grip on your opponent quickly is important to a quick win, and this fast hand-eye coordination, coupled with the strength of the grip-fighter, increases a football players ability to tackle or take down an opponent just by grabbing their jersey or uniform and literally dragging them to the ground. Sometimes when you go in for a tackle, you may only be able to get one hand, or even worse, just a few fingers on an opponent's jersey. If your grip strength is superior, then taking that opponent down with one hand becomes a stronger probability.
Unlike most other martial arts, Judo engages the entire body – often in a simultaneous fashion. To properly execute a throw or takedown, your body has to work as a seamless unit from your head to your feet. Fighters must use their arms and legs simultaneously most of the time. Being able to engage all four extremities to perform different complex actions requires an advanced degree of coordination. This is important on the field as well, because football is a full-body sport too. Running, jumping, turning, catching, dodging, faking… all of these actions require coordination. The more coordinated a player is, the better their performance will be. This is equally true for Judo and for football.
8. Confidence
Self confidence plays a key role in Judo matches. In Judo, like football, there are all sizes – big, tall, wide, narrow, light, and heavy. Being able to go up against a larger, heavier, and stronger opponent is an everyday thing in Judo. Our dojo teaches, from the self-defense aspect, that you don't get to pick your bully or attacker. And it's almost always likely your bully or attacker will be larger and more intimidating than you appreciate. Judo fighters train against all sizes, big and small, weak and strong. And while training against someone smaller and weaker doesn't necessarily make them an easy target, as smaller Judoka are frequently faster. Going up against a smaller and faster or larger and stronger opponent, and having the confidence that you can successfully defend yourself in the moment is hugely important, both on and off the mat and/or field. Not being afraid of that big muscular running back can make the difference between getting a tackle and not losing that touchdown.
9. Measurable Personal Achievement
It's common that not every football player plays in a game. Benchwarming is part of the sport. And even for the players who do get lots of field time, there is an offense and a defense, and plays can drag out for quite some time before the next team goes on the field. For those who are lucky and talented enough to get lots of play time, their personal achievement may be more measurable. But for the guys who spend the majority (or all) of the time on the bench or only go in for a few downs a game, it's can be difficult to assess a player's abilities during an average football game. Football is a team sport, which requires each player to work together for the betterment of the whole team, but individual accomplishments may go unnoticed. Some players outshine others – and some excellent players may go years without recognition for their talents. Judo is different because matches are one on one. It's not hard to assess the strengths and weaknesses in an individual when there are only two players. Someone is going to win and someone is going to lose, it's pretty simple. In Judo, losses are chalked up to "learning". To know how to not to get thrown, you have to know what it feels like to get thrown. In order not to be pinned, you have to know what it feels like to be pinned. Win or lose, a Judoka's strengths and weaknesses are right in front on full display. There is no distraction by the runningback heading down the field towards the goal line. There is no confusion as to who on the field did what in the play. There is no standing around on the far end of the field watching your opponent score in the opposite corner from you. Judo is front and center, and every mistake is visible. In fact, it's frequently said it's not the best person who wins, but the first person who makes a mistake who loses. In a Judo match, when weaknesses are noticed, a good Sensei will help that kid improve. A good Sensei can see where strengths and weaknesses lay and will work with the Judoka to become more successful in their game. This gets a lot harder to spot when you've got 21 other players in the way. In Judo, there is no room to hide, no other players to get in the way. Training and improving a Judoka's skills is ongoing and, really, never stops.
10. Controlling Fear and Anxiety
We all know stepping out in front of a big audience can be daunting for some kids – not all, but certainly some. Football is a sport where players get tacked and hurt on occasion, sometimes by much larger and stronger players. I remember days of getting laid out flat by a big running back who barrelled right through me as I attempted a tackle. Football does have some scary aspects to it, regardless of the confidence of the player. Missing a pass, not breaking through for the first down, hoping to not miss the game winning touchdown, or just getting nailed from behind are all reasons football can be scary and give some kids at least minimal anxiety. Judo is much the same, except the majority of training is done in a controlled environment following a step-by-step process. Training is done on padded mats and there aren't hard hits or tackles – although there is an occasional hard throw. But the degree of impact is nowhere near the same as in football. Now I won't say that Judo has a special ability to help control fear and anxiety any more than football itself can, but what makes the difference is all of the points listed above. As a Judoka gains strength, agility, speed, confidence, and all those other desirable qualities, fear and anxiety become easier to handle. Also, a competitive Judoka (one who actually engages in competition) will learn to confidently step out onto the mat from an early age. They also train in "mock" competitions, or "matches" in the dojo, usually in front of the whole group. If a Judoka steps up looking afraid, a good Sensei will recognize it immediately and work with the student on whatever it takes to deal with that fear or anxiety. When sparring or competing in Judo, it's one-on-one, and if one person looks afraid, the other person usually sees it – and can often capitalize on it during the match. So a lot of training goes into not "looking" afraid, even if you are. As the Judoka gains skill and confidence in their abilities, he or she learns to reduce their own fears – or at least to the point that it's not outwardly noticeable. This can be particularly helpful in a football game, because if players on an opposing team sense fear in someone, they can capitalize on it brutally to their advantage. A scared player is a target, and by controlling fears and anxiety, one only gets better.
So if your kid loves football and you want to augment his or her skills, Judo is not just a good idea, it's a great one. It builds and refines many of the same physical and mental qualities demanded in football. For these reasons, and more, Judo is a great base sport to enhance your football game. But in closing, I think it should be said that Judo not only makes you a better player, it makes you a better person. The disciplines a Judoka learns in their career often stick with them their whole life. For more information, contact a Judo Dojo near you today.
By Tri-CityJudo|2021-08-05T16:08:16-07:00August 5th, 2021|Cardio, Fitness, football, Judo, kids exercise|0 Comments
July 15th, 2021 | 1 Comment
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14 a ,.. -;; j. , ..c GOINGS ON ABOUT TOWN a ' -( . ;- .) THE SIG CLocK-The Il1urder of a publisher's Inistress provides SOlne diverting running about in this adaptation of the Kenneth Fear- ing novel. Ray Milland and Charles Laughton. (Art, 36 EA 8th, GR 3-70 1 4; Oct. 1-4.) DAY OF WRATH-Carl Dreyer's reinarkable Dan- ish fihn dealing with witchcraft in the seven- teenth century. Beautifully photographed and superbly enacted. (5th A veA Playhouse, 5th Ave. at 12th, GR 5-9738.) FOUR FACES WEST-JOel McCrea as a virtuous bank robber, in a pleasant, if sOlnewhat anti- septic, Western. On hand also are Frances Dee, Joseph Calleia, and Charles Bickford, all pure in heart. (Orpheunl, 3rd Ave. at 86th, AT 9-4607; through Oct. 3. . A . fl! Sheri- dan, 7th Ave. at 12th, WA 9-2166; through Oct. 4.) HAMLET-Sir Laurence Olivier's adaptation of the Shakespearean tragedy, which has suffi- cient virtue to overCOlne the inevitable handi- cap of static situations. Alnong those present besides Sir Laurence, who heads the cast, are Basil Sydney, Felix Ayhner, Nonnan vVoo- land, Terence : ,forgan, and Jean Simnlons. An English fihn. ( Park Avenue, Park at 59 th , PL 9-7242. Showings are afternoons at 2:30 and evenings at 8:30; extra perfonnances Saturday and Sunday afternoons at 5:30 and Saturday evenings at 1 1:30.) KEY LARGo-Ed\yard G. Robinson, HUl1lphrey Bogart, and a bunch of other tough custOlners whooping it up in energetic style sonle\vhere off the Florida coast. Lauren Bacall, Claire Trevor, and Lionel BarrYlnore back up the principals. (Greenwich, Greenwich Ave. at 12th, W A 9-3350; through Oct. 3. . . . fl! Carl- ton, B'way at i ooth, AC 2-3862; Oct. 1-4. . . . fl! Colony, 2nd Ave. at 79th, BU 8-9468; start- ing Oct. 5. . . . fl! N onnandie, Park at 53rd, PL 8-0040; starting Oct. 6.) LOUISIANA STORy-A fine fihn about oil drilling in the South. created by Robert Flaherty, who could not Inake a bad filnl if he tried. The score for the picture, written by Virgil Thomson, is absolutely first-rate, as are the principals, all of whoin \\Tere cast on the spot by Mr. Flaherty. (Sutton, 3rd Ave. at 57th, PL 3-5520.) MARRIAGE IN THE SHADOws-A German cast in a Gennan fihn about SOlne of the difficulties of 1narriage between Jew and Gentile in the Third Reich. A lot lnore ilnpressive than a good 1nany filIns that have striven harder to capture the basic sadisln of Hitler's regi1ne. \iVith Ilse Steppat and a talented cast. (Little Met, 6th Ave. at 39th, LO 4-1141.) MelODY TIME-A Disney fihn that, although not top-drawer, has its lively 1nOlnents. (Colony, 2nd Ave. at 79th, BU 8-9468; Sept. 30.... fl! Trans-Lux 52nd St., Lexington at 52nd PL 3-2434; starting Oct. 6.) , MR. SLANDINGS BUILDS HIS DREAM HOUSE-Mildly diverting fun involving architectural troubles THE BIG HOUSES ASTOR. B 'way at 45th. (CI 6-4642) "The Babe Ruth Story." Willialn Bendix, Claire Trevor. CAPITOL, B'way at 5 1St. (CO 5-! 25 0 ) "Red River," MontgOlnery Clift, John \i\T ayne. CRI,TERION. B'way at 44th. (BR 9-3839) "The Saxon Chann," Robert Montgolnery, Susan HaY\\Tard. GLOBE. B 'way at 46th. (CI 6-0800) "Rope," J anles Stewart. Go.THAM. B'way at 47th. (Cl 5-9516) "The OIYlnpic GaInes of 1948," doculnentary fihn. MAYFAIR. 7th Ave. at 47th. (CI 5-9800) RACHEL AND THE STRANGERA MusIC HALL. 6th Ave. at 50th. (CI 6-4600) "Good Smn," Ann Sheridan, Gary Cooper. PALACE. B'way at 47th. (PL 7-2626) Through Oct. 3: "That Lady in Ennine," etty Grable, Douglas Fairbanks, J r.; and Fury at Furnace Creek," Victor Mature Coleen Gray. ' Oct. 4-5: "The Purple Heart," revival, Dana Andrews, Saln Levene; and "Guadalcanal MOTION PICTUR.E5 FILMS OF MORE THAN ROUTINE INTEREST ARE DESCRIBED IN THIS SECTION AND APPEAR IN HEAVY TYPE IN THE PROGRAM SCHEDULES THAT FOLLOW. in town and country. Myrna Loy, Cary Grant, and Melvyn Douglas figure in it agreeably. (Plaza, 42 E. 58th, VO 5-3320; Oct. 4-5.) PAISAN-A top-flight Italian picture, directed by Roberto Rossellini, who lnade "Open City." It strings together six episodes sho\ying how the I talian people reacted to the Gennans, Eng- lish, and Alnericans during the \var. (VV orld, 153 W. 49 th , CI 7-5747.) RACHel AND THE STRANGER-A fihn about pioneers that relies on apt characterization rather than endless bloodletting, and becOlne , therefore, qu t an interesting ite1n. Loretta Young, W tlhanl Holden, and Robert Mitchuln partici- pate. (Mayfair, 7th Ave. at 47th, CI 5-9800.) THE SEARCH-An exa1nination of smne of the 1110re horrifying effects of war upon the lives of children in Europe. The cast is led bv a nine-year-old boy nmned I van J andl. (Lex- ington, Lexington at 51st, PL 3-0336; Loew's 72nd, St., Jrd Ave. at 72nd, Bl. T 8-7222; Loew s. 83rd St., B'way at 83rd, TR 7-3190; OIYlnpIa, B'way at 107th AC 2-101 9 ' and L ' " oew s 17 5th St., B'way at 17 5th, VV A 7- 5200;, through Oct. 5.... fl! Orpheu1n, 3 r d Ave. at 86th, l\. T 9-4607; and Sheridan, 7th Ave. at 12th, '\;VA 9-2166; starting Oct. 6.) SITTI NG PRETTy-SOlne of the nlore peculiar as- pects of baby-sitting, with Clifton Webb as a gelid but cOlnic guardian of a brood of rowdy little ones, and Richard Haydn as a neighborhood nuisdnce. (X onnandie, Park at 53rd, PL 8-0040; Sept. 30.) SYMPHONIE PASTORALE-A fine adaptation of the A.ndré Gide story about a pastor whose charity for a blind girl WhOlll he has be- friended is suddenly transfonned into love. Michèle Morgan and Pierre Blanchar are ex- cellent in the lllain roles. A French picture. (Paris, 4 \iV. 58th, MU 8-0134.) THE TIME OF YOUR LIFE-Jalnes and Jeanne Cag- ney, together with Jmnes Barton Willialn Bendix, and Paul Draper, lnake' a pretty effectiv film out of vVillialn SaroyanJs play concernIng a group of drealny characters hanging around a bar in San Francisco. (Or- pheu11l, 3rd Ave. c;t 86th, AT 9-4607; through Oct. 3. . . . <<]I Shendan, 7th Ave. at 12th, \i\T A 9-2 I 66; through Oct. 4.... fl! Plaza, 42 E. 58th, VO 5-3320; starting Oct. 6.) R.EVIV ALS THE ADVENTURESS (1947 )-An English cOlnedy about the anti-British activities of an exces- . . . Diary," revival. Preston Foster, \i\Tillia111 BendixA From Oct. 6: "The Walls of Jericho," Linda Darnell, Cornel \\Tilde; and "'Deep \i\T a- ters," Jean Peters, Dana Andrews. PARAMOUNT. B\\ay at 43rd. (BR 9-8738) Through Oct. 5: "Sorry, Wrong NUlnber," Barbara Stanwyck, Burt Lancaster. Fronl Oct. 6: "Isn't [t Romantic " Veronica Lake, Billy De VV olfe. ' RIVOLl , B'way at 49th. (CI 7-1633) "An Innocent Affair," 11adeleine Carroll, Fred MacMurray. Roxy. 7th Ave. at 50th. (CI 7-6000) "Cry of the City," Richard Conte, Victor Mature. STATE. B'way at 45th. (BR 9-1957) "The Loves of Carmen," Rita Hayworth, Glenn Ford. STRAND. B'way at 47th. (CI 7-5900) Sept. 30: LIFE WITH FATHER. revival. From Oct. I: "J óhnny Belinda," Jane WYlnan, Lew ...J\yres. FOR.EIGN, SPECIAL, ETC. AVENUE PLAYHOUSE. 6th ...J\ve. at 47th. (PL 7-4295) sively patriotic Irish girl during the war. With Deborah Kerr. (77th Street, B'way at 77th, TR 4-9382; Oct. 1-2.) BRINGING UP BABY (1938)-Katharine Hepburn (a rich girl), Cary Grant (a scientist), and two leopards. (Greenwich, Greenwich Ave. at 12th, W A 9-3350; Oct. 4-6.) CAESAR AND CLEOPATRA (I 946)-G. B. Shaw's conception of the conqueror. With Claude Rains and Vivien Leigh. (77th Street, B'way at ï7th, TR 4-9382; Oct. 1-2.) DEAR RUTH (1947 )-A c011ledy involving ro- mantic wartÏ1ne n1Ìxups on the h01ne front. With Billy De VV olfe and Joan Caulfield. (77th Street, B'way at 77th, TR 4-9382; Oct. 3-5.) FARREBIQUE (1948 )-A study of French farnl life, with a cast nlade up of French peasants. (Plaza, 42 E. 58th, VO 5-3320; through Oct 3.) HENRY V (1946)-Laurence Olivier's version of Shakespeare's historical drmna. An English picture. (Little Carnegie, 146 VV. 57th, C1 6- I 365.) THE INVADERS (1942)-The trouble'"> of a 1'\ azi subnlarine cre\\T in Canada. Laurence Olivier (it seenlS to be his big week), Leslie Huwanl. and RaYlnond Ivlassey. (Orpheu11l, 3rd Ave. :t 86th, A. T 9-4607; Oct. 4- 5. . . . fl! Sheridan, 7th Ave. at 12th, W A 9-2166; Oct. 5.) IT HAPPENED ONE NIGHT (I 934)-Love on a buy. Claudette Colbert and Clark Gable. (Beverly, 3rd Ave. at 50th, EL 5-8790; Sept. 30.... fl!Waverly, 6th Ave. at 3rd, vVA 9-8038; Oct. 2-3. . . . f1I Colony, 2nd Ave. at 79th, BD 8-9468; Oct. 3-4. . . . ç Beacon. B'way at 74th, TR 4-9132; Oct. 2-5.) . LIFE WITH FATHER (1947)-Willia1n Powell, Irene Dunne, and Zasu Pitts in a Technicolor adap- tation of the play. (Strand, B\vay at 47th, CI 7- 5900; Sept. 30.) THE LOST WEEKEND (1945)-The priLe-winning telnperance lecture. Ray. Milland. Jane W y- 111 an , and Howard da SIlva. (VV averly, 6th A.ve. at 3rd, W A. 9-8038; through Oct. 1.) MAR OF SCOTL ND (1936)-The Anderson play. ,vtth Kathanne Hepburn, Fredric March, and Florence Eldridge. (Y orktov.rn, B'wav at 89th, SC .4-4700; Oct. 1-5.... fl! Gral ercv Park, LexIngton at 23rd, GR 5-1660; Oct. 3-6.) MUSEUM OF MODERN ART FILM LIBRARy-The Mu- eu1n (I I V. 53rc1) is presenting 1novies frOl11 Its collectton on the following schedule- Through Oct. 3: "The Mark of Zorro" (1920), \vith Douglas Fairbanks, Sr.... .f:Ji Starting O t. 4: "Pépé Ie Moko" (1938), In . French, wIth Jean Gabin. (Showings are datIy at 3 and 5:30 P.M. A litnited nUlnber of rese vations are available, but only if applied for In person at the Muselun after noon on the day of the showing.) "The R00111 Upstairs" (in French) Marlene Dietrich, Jean Gabin. ' ELYSÉE. 202 W. 58th. (PL 7-4294) Through Oct. I: "Private Life of an Actor" (in French). Sacha Guitry. Fro!n OCtA 2:. "Ruy BIas" (in French), Da- nlelle Darneux, Jean Marais. 5TH AVE. PLAYHOUSE. 5th Ave. at 12th. (GR 5-9738) DAY OF WRATH. 55: ST. PLAYHOUSE. 154 W. 55th. (CO 5-9438) Dreanls That Money Can Buy," Hans Rich- ter Surrealist fil11l. LITTLE, CARNEGI , 146 WA 57th. (CI 6-1365) HENRY V. revIvaL LITTLE MET. 6th Ave. at 39th. (LO 4- 1141) MARRIAGE IN THE SHADOWS. PARIS. 4 W. 58th. (MU 8-0 I 34) SYMPHONIE PASTORALE; and "A Visit with Henri Matisse," docu1nentary fihn. PARK AVENUE. Park at 59th. (PL 9-7242) HAMLET . SUTTON. 3rd Ave. at 57th. (PL 3-5520) LOUISIANA STORY. WORLD. [53 W. 49 th . (Cl 7-5747) PAISAN.


Haller's definition of irritability as a property of muscular tissue, and its distinction from sensibility as a property of nerves, struck at the root of the prevailing hypothesis respecting animal activity.
Near the termination of a fatal case there is a paralysis of the sensory columns of the cord, so that general sensibility is lowered.
But, as he wrote to Young in 1824, in him "that sensibility, or that vanity, which people call love of glory" had been blunted.
It is not wonderful, therefore, that a lad to whom nature had given a powerful imagination and sensibility which amounted to a disease, should have been early haunted by religious terrors.
Psychology is with Cabanis directly linked on to biology, for sensibility, the fundamental fact, is the highest grade of life and the lowest of intelligence.
All light comes from the reason, and it is the reason which apprehends both itself and the sensibility which envelops it, and the will which it obliges but does not constrain.
For, who with all his faults was never wanting in a fine and generous sensibility, proposed that there should be a public funeral, and that the body should lie among the illustrious dead in Westminster Abbey.
Although this high degree of sensibility, and even a sensibility still higher, may be required in connexion with investigations respecting changes in the vertical, it is not necessary in ordinary seismometry.
In a similar manner, for systems used in photography, the vertex of the colour curve must be placed in the position of the maximum sensibility of the plates; G'; and to accomplish this the F and violet mercury lines are united.
The three great results of psychological observation are Sensibility, Activity or Liberty, and Reason.
His sensibility, social charm, liberal ideas (he was one of the earliest of the Magyar freemasons) and personal beauty, opened the doors of the best houses to him.
Shown that contrivances of this order are wanting in sensibility, and often remain standing during movements that are distinctly perceptible.
Nothing can be more delightful than the reports I receive of the sensibility manifested by the inhabitants to this change in their circumstances.
The formula indicates that the sensibility of the instrument should increase with the charge of the Leyden jar or needle, whereas Hopkinson found that as the potential of the needle was increased by working the replenisher of the jar, the deflection due to three volts difference between the quadrants first increased and then diminished.
Or more apart, the deflection increased much more rapidly than the potential, so that a maximum sensibility bordering on instability was obtained.
All the intellectual processes are evolved from sensibility, and sensibility itself is a property of the nervous system.
Accord ing to Caird, Kant " reduces the inaccessible thing in itself (which he at first speaks of as affecting our sensibility) to a noumenon which is projected by reason itself " (Essays, ii.
Life is something added to the organism; over and above the universally diffused sensibility there is some living and productive power to which we give the name of Nature.
TiXynvcs, sense of pain), sensibility is unaltered.
Debussy has this in common with Strauss, that he too regards harmonies as pure physical sensations; but he differs from Strauss firstly in systematically refusing to regard them as anything else, and secondly in his extreme sensibility to harshness.
It also tends to lessen the sensibility of the stomach and so may relieve gastric pain.
Hence, to obtain great sensibility along with a considerable range, we require very long slender stems, and to these two objections apply in addition to the question of portability; for, in the first place, an instrument with a very long stem requires a very deep vessel of liquid for its complete immersion, and, in the second place, when most of the stem is above xIv.
A type of instrument which has sufficient sensibility to record the various phases of unfelt earthquake motion, and which, at the suggestion of a committee of the British Association, has been adopted at many observatories throughout the world, is shown in fig.
Provost Robertson belonged to the Clan Donachie, and by this marriage the robust and business-like qualities of the Lowlander were blended with the poetic imagination, the sensibility and fire of the Gael.
In order to give great sensibility to the instrument, the large glass ball was made nearly 3 in.
Both principles have sensibility, and thus all products of their collision are sentient, that is, feel pleasure and pain.
It is probable that they acquire special sensibility at the breeding season and serve as " guides " in copulation.
But it is clear that if we increase A, the sectional area of the stem, we shall diminish 1, the length of a scale-division corresponding to a given variation of density, and thereby proportionately diminish the sensibility of the instrument, while diminishing the section A will increase land proportionately increase the sensibility, but will diminish the range over which the instrument can be employed.
While more richly endowed with sensibility to all native influences, he was more deeply imbued than any of his contemporaries with the poetry, the thought and the learning of Greece.


Held at Freemasons' Hall, Leicester, on the first Monday from October to April and the first Tuesday in May, at such hour as the W.M. may appoint.
80 London Road, Leicester, only a short walk from the train station.


After Trump asks if "we even have" 17 intelligence agencies, MSNBC's Ali Velshi gives Trump a "quick tutorial"
Ali Velshi: "The lesson about the fact that there are in fact 17, only 4 of them ended up doing the studying on Russia"
DONALD TRUMP: I heard it was 17 intelligence agencies. I said, "boy that's a lot. Do we even have that many intelligence agencies?" It turned out to be 3 or 4, it wasn't 17.
ALI VELSHI (HOST): Well, he was referencing how the media had reported that all 17 agencies agreed in a January report that Russia interfered but recently corrected that number to only 4. Now he's only technically right. Since only 4 agencies were directly involved in the Russia report. The CIA, the Department of Justice, Federal Bureau of Investigation, National Security Agency and this one, the Office of the Director of National Intelligence. This one complicates things because It's an umbrella group. So, Mr. President, here is a quick tutorial on how your intelligence community works. Here's the big 3. Plus the DNI. Then you add others into it. You've got the Department of State. This is where a lot of the work gets done in investigative work. You add the Department of Energy to that.
Let's keep on moving. You've got the Department of Homeland Security which is also an intelligence agency. The DEA, the Drug Enforcement Agency does investigations, the Department of the Treasury does a lot of the stuff having to do with terrorism. The Defense Intelligence Agency does a lot of cyber work. That's what they do. And then you've got these. These are the armed forces intelligence units. Army, Navy, Air Force, Marines and the U.S. Coast Guard. You add that, you add all of these together and you end with the National Geospatial Intelligence Agency. They deal with other sorts of intelligence so that's how you end up with 17 of these things. By the way this one is another one. The National Reconnaissance Office. So that's why the U.S. ends up with 17 different agencies. And that is the lesson about the fact that there are in fact 17, only 4 of them ended up doing the studying on Russia. They put out a report. The DNI, which is the umbrella to all of them signed off on that report and those are the components that make up the intelligence community.


text:
Town of Waterford
Sanitary District No. 1
Fees & Permits
Municipal Owned Grinder Pumps
Sign up for ACH Auto Pay
A written request was received and granted for a meeting to be held before the additional rate for Class C users went in to effect. On March 28, 2012 a Special Meeting was held at which time two former commissioners stated although there is not any written documentation or written agreement, they had made verbal promises to residents of District Owned Grinder Pumps in an effort to "sell" the grinder pump plan and gain support for a collection system utilizing grinder pumps. Based on the promises made to the resident's the Commission voted unanimously to eliminate the Class C category.
The following Resolutions & Ordinance were then adopted:
RESOLUTION NUMBER 1204
RESOLUTION AS TO SEWER SERVICE CHARGES
FOR CATEGORY A USERS
BE IT RESOLVED BY THE BOARD OF COMMISSIONERS of the Town of Waterford Sanitary District No. 1, as follows:
Resolution 1201 is hereby repealed and the sewer service charges for 2012 for each Category A user are established as follows:
Each Category A user as defined in the Town of Waterford Sanitary District No. 1 Sewer Service Charge Ordinance is hereby assessed a sewer service charge as follows:
All non-residential Category A users who satisfy the requirements of Title 4, Article III, Section 305 (b) or (c), of the Town of Waterford Sanitary District No. 1 Code of Ordinances and who have installed approved metering devices: $6.18 per 1,000 gallons
All other non-residential Category A users and all residential Category A users per calendar month: $118.50 per month per UCE
PASSED AND ADOPTED April 11, 2012 to be effective January 01, 2012, upon posting and/or publication as provided by law.
Bill Gerard, Commissioner
Jeffrey A. Santaga, Commissioner
Donna J. Block, Commissioner
ATTEST :
Debbie Nelson, Administrator
FOR CATEGORY B USERS
Resolution 1202 is hereby repealed and the sewer service charges for 2012 for each Category B user are established as follows:
Each Category B user as defined in the Town of Waterford Sanitary District No. 1 Sewer Service Charge Ordinance is hereby assessed a sewer service charge for each calendar quarter as follows:
Base charge: Operations & Maintenance $6.18 per 1,000 gallons
Surcharge for the following pollutants: Included in base charge:
BOD $0.21 per pound
Suspended Solids $0.16 per pound
Phosphorus $1.94 per pound
The Category B monthly sewer service charges are computed in accordance with the following formula:
TC = (V x BC)+.00834 V ((B x CB)+(S x CS)+(P x CP)), where:
TC = Total Charge for sewer service for billing period
BC = Base Charge per 1,000 gallons
V = Wastewater volume or volume of water consumption in 1,000 gallons for billing period
B = Concentration of BOD in mg/l in the wastewater minus 220 mg/l
CB = Surcharge per point of BOD
S = Concentration of suspended solids in mg/l in the wastewater minus 200 mg/l
CS = Surcharge per pound of suspended solids
P = Concentration of phosphorus in mg/l in the wastewater minus 7 mg/l
CP = Surcharge per point of phosphorus
.00834 = Conversion Factor (mg/l to pounds)
PASSED AND ADOPTED April 11, 2012, to be effective January 01, 2012, upon posting and/or publication as provided by law.
A T T E S T :
TOWN OF WATERFORD SANITARY DISTRICT NO. 1
RACINE COUNTY
ORDINANCE NO. 12-01
AN ORDINANCE TO AMEND THE CODE OF ORDINANCES FOR
THE TOWN OF WATERFORD SANITARY DISTRICT NO. 1 TO RESCIND
ORDINANCE 11-01 WHICH RECLASSIFIED USERS SERVED BY MUNICIPAL-OWNED GRINDER PUMPS
WHEREAS, the District Commission for the Waterford Sanitary District No. 1 at a special meeting held on March 28, 2012 by motion made, seconded, and adopted unanimously decided not to charge a separate grinder pump fee to those users served by municipal-owned grinder pumps; and
WHEREAS, the District Commissioners directed the District Administrator to prepare the necessary ordinance, resolution and notices to eliminate the previously created Class C user category for those users served by municipal-owned pumps; and
WHEREAS, the District Commissioners further directed the District Accountant to recalculate the future user fees based on the adopted budget using the previously established method by March 31st; and
WHEREAS, the District Commissioners decided it would not be fair to establish a separate grinder pump fee at this time; and
WHEREAS, the District Commissioners made this determination based on the information presented to the District Commission that although legal for the District Commission to impose a separate grinder pump fee to those users served by a municipal-owned grinder pump, a commitment was previously made by prior District Commissioners that no such charge would be imposed; and
WHEREAS, the District Commission has now determined the increase, will be determined in the same manner that fees have been established in prior years.
NOW THEREFORE, the District Commission of the Town of Waterford Sanitary District No. 1, Racine County, Wisconsin, DOES HEREBY ORDAIN as follows:
SECTION 1: Title 3 of the Town of Waterford Sanitary District No. 1 Code of Ordinances entitled "Sewer Use," Section 8.01.1 entitled "Grinder Pumps," is hereby repealed and recreated as follows:
Section 801.1 GRINDER PUMPS. Grinder pumps are required where only pressure sewer service is available or where lands are too low to be served by an existing gravity sewer. Grinder pumps which are intended to provide service to any new buildings started after July 1, 1987 shall be purchased, installed, owned and maintained privately by the property owner. If a building that is connected to Municipally owned grinder pump is altered or used in such a manner so as to increase the Residential Equivalent Connection (REC) for the property, a separate grinder pump shall be purchased, installed, owned and maintained by the property owner for any REC's in excess of the REC's used to determine the original assessment levied on August 11, 1987. In general one pump shall be required for each newly connected service or increase in REC's. Privately owned grinder pumps may be installed in basements or in other locations at the owners' discretion. Operating costs will be paid by the Municipality for only those Municipally owned pumps installed with the initial system. Access to Municipally owned pumps and controls shall be by easement. It is recommended that the property owner having the lowest fixture outlets on shared Municipally owned installations install a backflow prevention device.
SECTION 2: Title 4 of the Town of Waterford Sanitary District No. 1 Code of Ordinances entitled "Sewer Charges," Section 103 entitled "Category A," is hereby repealed and recreated as follows:
Section 103. CATEGORY A shall be those sanitary sewer users who discharge normal domestic strength wastewater with concentrations of BOD no greater than 270mg/1, suspended solids no greater than 300 mg/1, and phosphorus no greater than 10 mg/1.
SECTION 3: Title 4 of the Town of Waterford Sanitary District No. 1 Code of Ordinances entitled "Sewer Charges," Section 104.5 entitled "Category C," is hereby repealed.
SECTION 4: Title 4 of the Town of Waterford Sanitary District No. 1 Code of Ordinances entitled "Sewer Charges," Article I entitled "Definitions," Section 125 entitled "User Classifications," subsection (d) entitled "Residential User," is hereby repealed and recreated as follows:
(d) RESIDENTIAL USER shall mean each single family unit in a building or structure containing no more than two such living units, or each single family unit in a residential condominium.
SECTION 5: Title 4 of the Town of Waterford Sanitary District No. 1 Code of Ordinances entitled "Sewer Charges," Article III entitled "Basis for Sewer Service Charge," Section 302.5 entitled "Category C Users," is hereby repealed.
SECTION 6: Title 4 of the Town of Waterford Sanitary District No. 1 Code of Ordinances entitled "Sewer Charges," Article IV entitled "Amount of Sewer Service Charges," Section 402.5 entitled "Category C Sewer Service Charge," is hereby repealed.
SECTION 7: SEVERABILITY.
The several sections of this ordinance are declared to be severable. If any section or portion thereof shall be declared by a court of competent jurisdiction to be invalid, unlawful or unenforceable, such decision shall apply only to the specific section or portion thereof directly specified in the decision, and shall not affect the validity of any other provisions, sections or portions thereof of the ordinance. The remainder of the ordinance shall remain in full force and effect. Any other ordinance whose terms are in conflict with the provisions of this ordinance are hereby repealed as to those terms that conflict.
SECTION 8: EFFECTIVE DATE.
This ordinance shall be effective on January 1, 2012 upon publication or posting as provided by law.
Dated this 11th day April of 2012.
Debbie Nelson, District Administrator
© Copyright All rights reserved.
Town of Waterford, Sanitary District #1
415 N Milwaukee St, Waterford, WI 53185
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The typical car ignition switch is a complex rotary device with many brass terminals on the back. There are four main key positions and most switches also have an optional lock position. The majority of cars, trucks, boats, and small aircraft use this type of switch to start their engine and control the power to their electrical accessories. It is also called the universal ignition switch but not all cars use it. It has been replaced in some cars by a simple push button, along with a wireless fob that secures the ignition system as well as the doors and alarm.
The four main key positions on the car ignition switch are start, on, accessories, and off. The start position provides power to the starter motor solenoid, ignition coil, and accessories. It is spring-loaded so that the key returns to the on position when released. The on position provides power to the ignition coil and the accessories, and of course, the accessories position only provides power to the accessories. The off position disconnects power from all systems, but the clock and radio usually have direct connections to the battery to preserve their settings. Most switches also have a lock position, which is just another off position. The key can only be removed when it's in the lock position, but some switches don't have one so their keys are removed when they are in the off position.
The car ignition switch is usually secured to the plastic body of the steering wheel column by a nut and washer just behind the front face. To remove the switch, the column body usually has to be removed along with the steering wheel. The switch is comprised of a case, terminals, rotary contacts, and a key lock barrel. The barrel sits in front of the contacts and can be removed to gain access to them. This is the main problem with the universal ignition switch because it's fairly easy to start the car without the key. It's also one of the main reasons behind the push to replace them with push buttons and wireless fobs.
On the back of the car ignition switch are several terminals, each connected to a different color wire. There will be a terminal for the positive power wire, accessories wire, starter solenoid wire, and ignition coil wire. Each terminal usually has an abbreviation next to it showing which wire it should be connected to. Wire colors vary between different car manufacturers, so it is essential to refer to the service manual. If no manual is available, write down the color and the terminal connections before removing the wires.
The description of a car ignition switch often has lists the number of terminals and poles it has. This can be confusing since terminals and poles are not exactly the same thing. Terminals are the contacts on the back of the switch, while poles are the internal contact points. For example, the basic push button is single pole switch with two terminals, while the universal ignition switch can have many poles and terminals.
The common car ignition switch is fast disappearing from the motoring world, replaced by push buttons and wireless fobs. What was once an optional extra for luxury cars is now a standard feature in many new cars, as car buyers and insurance companies demand more protection from car theft. While a button may not seem like a more secure option than a key lock, it should be remembered that the wireless fob and immobilizer provide the security, and the ignition system will not work unless it detects the fob.
There used to be five positions on an ignition switch: start, on, off,accessories and lock. The last one I had was on a 1964 Buick Skylark convertible. I was raised in rural America where no one used keys. I want to find out when the last of these ignition switches was sold in the US. I believe it officially marks the end of an era of innocence. I don't even know how to begin, so I thought I would reach out to you.


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Amid shortage of defense lawyers, state court changes provide 'temporary relief'
NH Judicial Council sees 'critical need for defense attorneys'
Ryan Spencer -The Keene Sentinel,
Attorneys of the NH Public Defender's Keene office include, from left, Alexander Weinstein, Sarah Carter, Joseph Frankel and Alex Parsons outside the Cheshire County Courthouse in downtown Keene on Wednesday. Seven attorneys work out of the office.
Amid a statewide shortage of criminal defense lawyers to represent those who can't afford an attorney, changes to the New Hampshire court system could provide some short-term relief.
Among those changes, a recent order by the NH Supreme Court opens a new avenue for private attorneys to take on these cases, lessening the caseload falling to already-strained public defenders.
Richard Guerriero, a Keene-based defense attorney who is the president of the NH Bar Association and worked as a public defender for 20 years, described the shortage as a long-term problem exacerbated by the pandemic.
Over the past decade or so, fewer people have been attending law school, tightening the market of lawyers available, said Guerriero, who now works in private practice. The demand for lawyers pulls those who might otherwise take jobs as public defenders toward positions that pay significantly better, he said.
"The average public defender trial lawyer could go interview today and raise their salary," Guerriero said. "It's very easy for them to do that, and it's very tempting."
With the field of candidates already narrow, Covid-19 created delays and backlogs in the court system. That increased the demands on public defenders and other lawyers who provide those accused of crimes with their constitutionally-guaranteed access to legal representation.
Randy Hawkes, the executive director of the NH Public Defender's Office, said in a statement that the workloads of public defenders, prosecutors and judges reached historic highs during the pandemic. The subsequent "great resignation" across sectors led to a loss of experience throughout the criminal justice system. The public defender's office was hit particularly hard, losing more than 600 years of experience in just a few years, Hawkes said.
In addition to the pandemic, the number of defendants with substance use disorders has also slowed the rate at which cases are closed. And changing technology has resulted in more discovery and more complex litigation that takes longer to resolve, he said.
For years, public defenders' caseloads remained under 70 cases per attorney, the maximum a public defender should carry under the program's contract with the state, according to Hawkes. But during the pandemic, caseloads increased significantly to the point where one year ago, 30 public defenders each had more than 100 open cases, 50 had caseloads in the 80s, and 25 had caseloads in the 90s, he said.
"Many of our lawyers would prefer to exceed the caseload cap of 70, rather than allow a defendant to go without counsel," Hawkes said. "And when I say many, I mean most. But persistently excessive caseloads not only threaten our lawyers' ability to provide competent and diligent representation, but the workload and associated stress can also negatively impact their well-being."
Supreme Court order
At the state level, the public defender's office has worked with the indigent-defense subcommittee of the Judicial Council to come up with a caseload-reduction plan that to date has helped reduce the burden on public defenders, Hawkes said.
Over the past several months, the governor's office has approved funds to increase public defender salaries to a more competitive level and has put in place a system that allows priority cases to move forward while others are put on hold until an attorney is available, he said.
Today, only a handful of public defenders have 100 open cases, while about 15 have 90 open cases, 31 have about 80 open cases and 32 have around 70 open cases, according to Hawkes.
Among the most recent changes aiming to help address the shortage was an order the NH Supreme Court issued earlier this month. That order follows the Bar Association's creation of a limited active-status classification for attorneys, according to a news release from the NH Judicial Branch.
Under the order, attorneys with that classification can now be appointed as counsel for defendants who cannot afford an attorney, the release states. Those lawyers who take on three such cases in a year will have their continuing legal education requirements for that year waived, according to the order.
"There is a critical need for defense attorneys," Sarah Blodgett, the executive director of the NH Judicial Council, said in the news release announcing the Supreme Court order. "We have hundreds of people who are entitled to court-appointed counsel but are waiting for an attorney to take their case. Both the Judicial Branch and the State have taken several steps to address this issue, and this order will make a real difference to many New Hampshire residents."
Hawkes described steps — such as the Supreme Court order — to increase the amount of the indigent-defense workload taken on by alternative counsel as helpful and appreciated, but not enough to solve the crisis facing public defenders.
He noted that contract attorneys who take these cases "are paid at a rate that barely keeps the lights on." That low rate of compensation has resulted in fewer private bar attorneys taking on cases for clients who can't afford an attorney, he said.
"We greatly appreciate the willingness of members of the private bar to step up and take cases, but, frankly, the solution to the crisis requires far more than that," he said. "The indigent defense system must be funded in a manner commensurate with the need."
Guerriero agreed that the Supreme Court's order will help ease the strain on public defenders, but said better funding and more substantial changes to the criminal justice system are required to solve the high caseloads.
"What they have done is appreciated. That said, it's not a solution; it will provide some temporary relief," Guerriero said. "The solution is a properly funded indigent-defense system."
The state Legislature has been working on the issue from many different angles, he said, noting that he believes progress has been made.
Hawkes added, "Given the kind of cooperation we've seen from the courts, the judicial council, the Attorney General, the Governor's office and members of the legislature, I'm confident that New Hampshire can and will ameliorate the current crisis in the indigent defense system relatively soon."
This article is being shared by partners in the Granite State News Collaborative. For more information visit collaborativenh.org.


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