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Thomas McElrath Debevoise (* 10. August  1929; † 1. Februar 1995 in Lebanon, New Hampshire) war ein US-amerikanischer Jurist und Politiker, der von 1960 bis 1962 Vermont Attorney General war.

Leben
Thomas M. Debevoise machte im Jahr 1954 seinen Abschluss an der Columbia Law School. Er arbeitete zwei Jahre als Stellvertretender Staatsanwalt in Manhattan. Später zog er nach Woodstock, Vermont. Im Jahr 1958 wurde er zum Stellvertretenden Vermont Attorney General ernannt und zwei Jahre später zum Vermont Attorney General gewählt. Er gehörte der Republikanischen Partei von Vermont an.

Zum Dekan der Vermont Law School in South Royalton wurde er im Jahr 1974 ernannt. Dieses Amt übte er acht Jahre aus. Danach kehrte er in seine private Anwaltskanzlei nach Woodstock zurück.

Thomas M. Debevoise war mit Ann Taylor Debevoise verheiratet, das Paar hatte drei Söhne und eine Tochter.

Einzelnachweise

Attorney General (Vermont)
Mitglied der Republikanischen Partei
Staatsanwalt (Vereinigte Staaten)
Rechtsanwalt (Vereinigte Staaten)
US-Amerikaner
Geboren 1929
Gestorben 1995
Mann


I slowly get used to the canadian style on the radio. The last days I became frustrated with my English. My accent got worse or maybe I didn't listen to myself in the past. I did many calls today and did not too bad. It was not easy though to remember all those weird names of the lakes. Shawnigan Lake, Quamichan Lake, Cowichan Lake, Sooke Lake – now close your eyes and tell me the first one! See? It's tough. With better flight planning I would do a better job on the radio. But normally I don't know where we're going until ten minutes prior to startup. Tom does that on purpose. It is about the first flying job: As a student you have hours to plan a flight but as a commercial pilot you have sometimes only a few minutes.


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Ryerson Acquires Specialty Metals Processing
(Chicago – September 7, 2021) – Ryerson Holding Corporation (NYSE: RYI), a leading value-added processor and distributor of industrial metals, announced today that it has acquired Specialty Metals Processing ("SMP"), a toll processor located in Stow, Ohio. SMP processes stainless steel, aluminum, titanium and nickel alloy products in a variety of industries including aerospace. SMP's expertise in buffing, grinding and polishing finishes adds to Ryerson's value-added processing capabilities to provide better customer experiences.
"We are pleased to welcome SMP to the Ryerson Family of Companies as a recognized leader in toll processing," said Eddie Lehner, Ryerson's President and Chief Executive Officer. "This strategic acquisition builds upon our value-added capabilities and further strengthens our excellent stainless products franchise while reinforcing our mission of providing great customer experiences across our network of intelligently connected industrial metals service centers."
Mike Burbach, Ryerson's Chief Operating Officer, added, "SMP is renowned for its expertise in flat roll polishing and will enhance Ryerson's stainless processing capabilities providing a more complete and integrated value-added experience for our stainless customers. We are delighted to have SMP join the Ryerson Family of Companies."
Bob Wilson, SMP President, stated, "SMP is happy to have joined the Ryerson Family of Companies and to bring our value-added services to customers across the network. We are excited to watch our brand and business grow."
About Ryerson
Ryerson is a leading value-added processor and distributor of industrial metals, with operations in the United States, Canada, Mexico, and China. Founded in 1842, Ryerson has around 3,900 employees in approximately 100 locations. Visit Ryerson at www.ryerson.com.
Safe Harbor Provision
Certain statements made in this presentation and other written or oral statements made by or on behalf of the Company constitute "forward-looking statements" within the meaning of the federal securities laws, including statements regarding our future performance, as well as management's expectations, beliefs, intentions, plans, estimates, objectives, or projections relating to the future. Such statements can be identified by the use of forward-looking terminology such as "objectives," "goals," "preliminary," "range," "believes," "expects," "may," "estimates," "will," "should," "plans," or "anticipates" or the negative thereof or other variations thereon or comparable terminology, or by discussions of strategy. The Company cautions that any such forward-looking statements are not guarantees of future performance and may involve significant risks and uncertainties, and that actual results may vary materially from those in the forward-looking statements as a result of various factors. Among the factors that significantly impact our business are: the cyclicality of our business; the highly competitive, volatile, and fragmented metals industry in which we operate; fluctuating metal prices; our substantial indebtedness and the covenants in instruments governing such indebtedness; the integration of acquired operations; regulatory and other operational risks associated with our operations located inside and outside of the United States; impacts and implications of adverse health events, including the COVID-19 pandemic; work stoppages; obligations under certain employee retirement benefit plans; the ownership of a majority of our equity securities by a single investor group; currency fluctuations; and consolidation in the metals industry. Forward-looking statements should, therefore, be considered in light of various factors, including those set forth above and those set forth under "Risk Factors" in our annual report on Form 10-K for the year ended December 31, 2020, and in our other filings with the Securities and Exchange Commission. Moreover, we caution against placing undue reliance on these statements, which speak only as of the date they were made. The Company does not undertake any obligation to publicly update or revise any forward-looking statements to reflect future events or circumstances, new information or otherwise.
Media and Investor Contact:
Justine Carlson
investorinfo@ryerson.com

redpajama_set_name: RedPajamaCommonCrawl


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Arcadia Abroad - St Mary's University (Outgoing Program)
Dormitory, Homestay
Communication Studies, Creative Writing, Digital Media, English, Geography, History, Journalism, Legal Studies, Management, Mass Communication, Multiculture Studies, Philosophy, Psychology, Religious Studies, Restaurant & Hospitality Management, Sociology, Telecommunication & Film, World Literature
St Mary's University, Twickenham, located in suburban London, was founded as a Catholic teacher training college by the Brothers of Christian Instruction, with only six students in 1850.
The original college was located in Hammersmith, but moved to its present site in Twickenham in the 1920s, with the purchase of Strawberry Hill House, a Neogothic structure built by politician and writer Horace Walpole in the mid-eighteenth century. St Mary's is the oldest Roman Catholic university in the UK.
The University remained mainly a teacher training institution until the 1970's, when degree offerings were expanded. Today's St. Mary's maintains a deep commitment to theology, religion, and education, as well as strengths in media and journalism, and management. The opening of a new Sports Centre in 2011 and the utilization of St Mary's as a training camp for Olympians in its Sports Village in 2012, and a team base for several Rugby World Cup teams in 2015 , underscored its robust offerings in athletic training and sports science.
Today's student body of 6,000 allows for a personalized academic setting in quiet environs, but the highly active Student Union imparts an energetic vibe, with clubs, societies, sports and entertainment for you to partake in and enjoy. And central London is only 30 minutes away.


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On the potential of progressive performativity: definitional purity, re-engagement and empirical points of departure
S.M. Schaefer, C.M.J. Wickert
Amsterdam Business Research Institute
In this article, we respond to Cabantous, Gond, Harding and Learmonth's (2016) critique of recent conceptual contributions that employ the concept of performativity for prompting progressive changes in organizations. All in all, we seem to share the general unease concerning the marginal impact of Critical Management Studies on re-defining organizational realities. At the same time, we largely disagree on how critical scholars could support effective, progressive changes. In this rejoinder, we respond to but also absorb Cabantous et al.'s critique of progressive performativity and sketch three ways of how to advance discussions of Critical Management Studies' role in organizational scholarship.
Schaefer & Wickert 2015 HR responseFinal published version, 105 KB
http://hum.sagepub.com/content/69/2/215.full.pdf+html
Dive into the research topics of 'On the potential of progressive performativity: definitional purity, re-engagement and empirical points of departure'. Together they form a unique fingerprint.
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Schaefer, S. M., & Wickert, C. M. J. (2016). On the potential of progressive performativity: definitional purity, re-engagement and empirical points of departure. Human Relations, 69(2), 215-224. https://doi.org/10.1177/0018726715608931
Schaefer, S.M. ; Wickert, C.M.J. / On the potential of progressive performativity: definitional purity, re-engagement and empirical points of departure. In: Human Relations. 2016 ; Vol. 69, No. 2. pp. 215-224.
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Just a Game
Exploring the games that are so much more than you think.
The Odyssey of Woman: Representation
Posted bySarah 16th Apr 2021 16th Apr 2021 Posted inAssassins Creed Odyssey, gaming, Playstation, representation, storyTags:Assassins Creed Odyssey, Control Game, female characters, female characters in video games, gamer girls, representation, representation matters, The Last of Us Part Two, Tomb Raider
I have always been a gamer who enjoys the role play aspect of gaming. Whether I'm playing an RPG or not, as much as possible I will step into the head of whichever character I'm playing as. In those big story games, I need to care about the things my character cares about and to do so, often I will be stepping into the skin of a man. What makes this guy tick? Who does he love? Why does he care? What are his flaws, his strengths, his weaknesses?
A little late to the party, I played Assassins Creed Odyssey for the first time recently and it started me thinking about a few things. I didn't love the first Assassins Creed back when I had it on the PS3 and hadn't played another one since then. However sorely I was tempted by the London-scape of AC Syndicate, they all kept passing me by. Until someone told me about the changes that had been made to the franchise with the release of AC Odyssey. For the first time, you could play the whole game (of this major AAA franchise) as a woman. What's crazy about writing that sentence is that, that small alteration really shouldn't be something that felt as mind-blowing as it did. But there you go. It blew my mind.
Kassandra and Alexios in Assassins Creed Odyssey
The most interesting thing to me with Odyssey is that the way the two potentially playable protagonists have been written means they are truly interchangeable. Whether you play as Kassandra or Alexios, the dialogue and cut scenes play out in the same way with the only difference being in the delivery of the actors bringing them to life. Neither character has been written as male or female in terms of any of the pigeonholes that often get associated with either gender; they have simply been written as a multi-faceted human with the same back story, abilities, and charm as each other. Male and female NPC's will flirt with you throughout and it's up to you whether you reciprocate or not.
The two are also outfitted in the same way with only small alterations to cover the modesty of their unique and strong physiques. One character is not sexualized over another and that is incredibly welcome. The objectification of women across all entertainment platforms has meant a long lasting, painful and often biologically ridiculous depiction of the female form, created and consumed by the kind of men who see women only as a means to fulfil their own sexual desires and not for what they have to offer as equal people in society. The equality that the developers have employed with outfits and outlook in AC Odyssey is commendable and a testament to their commitment to tell the story and to value their protagonists in the same way.
Despite this great dual set up however, I could be forgiven for having no clue that said protagonist was playable as either male or female. In 2018 when the game was first released, the marketing was still very much geared towards portraying Alexios as the lead character with posters and trailers all advertising him with the merest trace of Kassandra anywhere. For a game that excels at letting you be the person you want to be in creating your own Odyssey, its marketing displays a much narrower viewpoint. This choice for the marketing continues now and when you search for the title in retailers, the image accompaniment will be of Alexios.
It's part of a wider issue that has been fettering the games industry for years but which with each new game that breaks the trend, is starting to shift. It's a shift that's allowing companies to realise that not only are non-male protagonist led games financially viable, but that they also offer the option for nuanced and original narrative that is still yet to be explored.
And though I've been focusing on it here, it's not just with female leads that we need to see this shift happen. As the world becomes slowly more aware of the beautiful variety of humans in it, the more creative industries should feel empowered to lean into stories with protagonists and supporting characters that are a truer reflection of the colours of our society. This shift isn't about erasing the great characters we've already seen in previous years or diminishing their value as the fantastic protagonists we've all invested in. But it is an important step in acknowledging and esteeming the diverse consumers that support the video game industry.
After the unprecedented year we've just had over 2020/21, the audience for gaming has grown even wider with new players young and old flocking to the medium as a way of spending time with each other virtually and having fun with their loved ones from a distance. Video games consumers are not simply one type of human. We are an audience that is not one age, gender, sexuality, colour or creed. We are an audience that is vibrant and who have stories that deserve to be told across all levels of gaming.
As a female gamer you learn early on how to put yourself in to the skin of someone else. There was no one that looked like me in the games I was playing growing up but not having any other choice, I enthusiastically poured myself in to the skin of the protagonist and empathized and cared about his story. That has meant that empathizing with someone else's story has become second nature. It has also meant that for a long time, my viewpoint of women in games (and by extension myself) was as an object, baggage, an inconvenience to the wider world. I watched the men get things done and the women standby, scantily clad, waiting to be rescued and taken as a trophy.
Things are changing but the slowness of change in this area is indicative of an often vocal section of video gamers who are unable to appreciate the value in a character who doesn't look, sound and behave in the way that they have been used to seeing for so many years. They are a generation of gamers who have been defined by the characters they've played and who glean a strong sense of self from the actions and values they see displayed in game by those characters.
It is perhaps also indicative of the diversity, or lack thereof, that has been seen in industry professionals over the years. There appears to be a shift happening there now too which should further help to guide and create a more multifaceted cast of characters in upcoming games. Because when only one kind of character is readily available in the biggest games out there, it doesn't offer the opportunity for growth for those players who can easily disregard any game that doesn't offer exactly the same as what they've become accustomed to.
Because that option is still other, lesser, not first choice. Create your Odyssey, play as Alexios!
And Kassandra's an option too….
It's such a shame as like most of the female protagonists that are out there in games, Kassandra is absolutely brilliant to play. She is strong, funny, imperfect, and more than capable of bringing down the entirety of ancient Greece if that is the choice you wish to make whilst playing as her. Additionally the wider cast of male and female characters within the game are all highly entertaining whether they're making you laugh, cry or burn with a fiery resolve to put a stop to their heinous crimes (Cult of Kosmos, I'm looking at you…)
The option for a male or female protagonist has remained in Assassins Creed's newest addition Valhalla and this time it's totally interchangeable as you play. Depending on how you feel in the moment when you pick up the controller, you can switch between male or female. It's escapism at it's finest; choose who you want to be today. There is also an option that let's the game decide for you and as you progress through, at times you will be the male Eivor and at times the female Eivor. It's baby steps and a good new addition showing that the desire to be inclusive is there. The problem of marketing remains however and even with Valhalla, when you search for the game, the lead is the male avatar, including on the game's own website.
It shows that two years on despite well-intentioned efforts, things haven't changed all that much. It's left me wondering at what point will major game releases that offer choice when it comes to character be willing to choose the female avatar as the marketing lead? Statistically the ratio of male and female gamers is pushing close to 50/50 so the argument of catering to the masses is no longer relevant. For years women have been happy to buy a game that bears the labelling of the male protagonist knowing that in the small print an alternative choice is available should they want one. What would be incredible moving forward is to see those big franchises package upcoming games with the female avatar, in all her considerable glory.
It's an issue that goes back years.
When you look at Mass Effect, a franchise that allows you to create the character you play as from scratch, the first three games were all led in the marketing with the male avatar and then later for the fourth game, the image used was an androgynous figure in a space suit. Similarly Dragon Age, another huge franchise that offers choice of character when it comes to protagonist, shies away from placing a female avatar prominently in its marketing. Where all three of these great franchises are making such excellent strides when it comes to representing some of our most under-represented groups, they all still feel the need to package it in a way that doesn't show a woman as the playable character. That choice is becoming increasingly difficult to understand given the success of games that have been released that have been helmed by women.
Perhaps it's believed that there are a majority of men who would be unable to process buying a game that had the female avatar as the lead in the marketing. That those men would believe it to be emasculating and would be unable to drum up the empathy needed to potentially step into the shoes of someone else. That the idea of a game that supports and promotes a female protagonist in its marketing, but that also provides the option of a male avatar if you prefer, would not do well in sales. Or perhaps that a story of adventure, heroism and fighting to survive just isn't as believable for some when it's a woman walking that path… These potential reasons are problematic on many levels.
Obviously the latter is both offensive and inaccurate; you don't need to look far to see the incredible achievements both physical and otherwise that women make every single day on the world stage alongside their male counterparts. With the former, I would hope that, that assertion does a huge disservice to a larger proportion of men than perhaps some companies seem to give credit for. A disservice to the men that aren't threatened by seeing a woman on a front cover and that have the capacity to understand that playing a game as a female character in no way changes who they are themselves. It doesn't somehow turn them in to a woman or make them "less of a man"; that kind of toxic masculinity is just as damaging as a continuing lack of diversity and something that similarly belongs in the past.
Aloy in Horizon Zero Dawn
In terms of sales being affected by having the female avatar lead the marketing over the male, fundamentally until someone takes the plunge, we'll never know. But given the successes of the "risk taking" that's happened in this area in the past coupled with the call for change that's happening globally at the moment, now is very much the time. Back in 2017, with the release of Horizon Zero Dawn, the character of Aloy smashed on to consoles ready to discover her past and uncover the secrets of a post-apocalyptic world now overrun by deadly machines.
Horizon Zero Dawn was one of the first AAA games to be released with a female protagonist that had the full heft, and therefore budget, of Sony behind it and on the lead up to its release there were interviews talking about the risk they felt was being taken by having the playable character be female. It was a "risk" that paid off and the game was a blockbuster success; visually stunning to explore with incredible combat mechanics and fantastic role play elements brought to life by a strong lead who was skilled, smart and agile. And who also happened to be a woman.
Control was released in 2019; an action-adventure game set in the mysterious world of the federal bureau of control. You play as Jesse Faden who comes in to take over directorship and to discover more about her own past which is inexorably linked to the bureau's supernatural dealings. This game is combat heavy and once again features mechanics, gameplay and a story that celebrates her power, her intelligence and her absolute resolve to cut through the crap and just get on with it. Hidden amongst numerous and challenging combat sequences is an incredibly feminist game that showcases women in the roles that are responsible for fixing the mess that their male counterparts have created. They are then supported by men who give a good cross section of those who have rightfully earned their place and those who are in place due to the gender lottery of being in the "old boys club" (also very consciously the name of one of the missions in the game.)
Tomb Raider's Lara Croft has of course been a part of gaming history since the mid-nineties. What's been great to see with the newer releases of this franchise is that the developers have corrected what has long been the highly sexualized way Lara is portrayed in early games. A character seemingly only designed initially to be a disproportionate object of fantasy for gamers to be able to look at whilst playing the game (perhaps to make her more palatable) in later iterations she has become a heroine who is nuanced, resilient and crafty. With a body that is biologically realistic and not the focus of your enjoyment.
The debate over the physicality of women is one that came to the fore very recently with the release of The Last of Us Part Two in 2020. The game is led by two female protagonists neither of whom it would be advisable to mess with and who both have vastly different physicality's.
Ellie is lithe and small, using her agility, speed and cunning to navigate the dangerous post-apocalyptic world she lives in surrounded by deadly hordes of infected. Abby is broad, with a muscular, strong physique that allows her to take down enemies with her bare hands when required. She is someone who has made it her career to turn her body in to an absolute fighting machine in order to fulfill her mission of revenge for the wrongs she has suffered. Initially when the character of Abby was released, some people were so disconcerted by her appearance that they put it down to her being a transgender character. When it became apparent after the game's release that this was not the case, some people then couldn't fathom how a woman would ever be able to look like Abby does (as a side note, there are women in real life that do look like Abby does…. )
Abby in The Last of Us Part Two
For me, it's honestly not that hard to understand how a person with Abby's mindset and frame would have been able to get buff. It may be a post-apocalyptic world but Abby lives in a huge military run settlement with a fully equipped gym at her disposal as well as ample rations and frequent drill training and excursions, which would all help to hone her physique. Irrespective of your thoughts on that however, the fact is we constantly see male characters in similarly rationed fantasy worlds who have hugely muscular bodies and it isn't questioned.
What it highlights is that Abby represented a character inaccessible to those gamers unable to accept a woman as a threatening physical presence rather than an object. She undermines the male power fantasy that men are always faster, better, stronger. Abby could take all of us down and isn't interested in being coy or flirting with you, and that's something we're just not used to seeing regularly in games. It's a formula that clearly works though as The Last of Us Part Two is now the most awarded game ever; not bad for a story revolving around the lives of two women.
Moving forward it's not about having no male protagonists anymore – there are still many stories to be told with the historically dominant gendered lead in games. However, what's needed for growth and true representation is to be proportionate so that the stories of the genders, races and sexualities who have not been so much in the light, get the opportunity to tell their own great stories. In both leading and supporting roles. And for those stories to be told by people in the industry who are representative so that when those diverse characters are brought to life, they are imagined by people who understand their stories and who have lived through those experiences. I know what it's like to be me but I relish the opportunity for an insight in to what it's like to be you. Broaden my horizons and educate me, and do it in a game that has the heft behind it to be visually stunning and reach a wider audience. That will be plastered on every billboard and be in every ad break. That will be seen by the masses. In short, follow where Indie games have been leading successfully for years.
This slowly shifting introduction of a more diverse cast of characters in our AAA video games will likely see a growing feeling of exasperation from those gamers who will find themselves in a previously unusual situation. In order to play the big games that they know and love, they will need to step into the skin of someone who doesn't look or sound like them and find a way to relate. Perhaps someone of a different gender or cultural background, who has the option to flirt with whatever gender they want to flirt with. Characters without rigidity who are realistic, proportionate and representative but who don't fit the sense of self that some gamers have been leaning on over so many years. And there will certainly be feelings from them about it.
When you have been used to one way of gaming unchallenged for so many years, it may feel like something is being taken away from you. That feeling is both reactive and misguided however and all that the shift means is that where previously 95% of games have been centred around one kind of character, that percentage will go down to make room for everyone else. Those original characters will still be there doing what they do so well, and now they'll share the stage with everyone else and be better for it.
I would say it's a brave new world except that it isn't. It's just our world. The world as it actually is or at least what it's striving to be. Where everyone should know they can be a leader or a supporting act, where anyone can be heroic or devious, and where everyone could be thriving or struggling.
Change and growth go hand in hand and on the horizon there are some interesting female led games coming out in 2021 to help continue that positive movement; offering mainstream visibility for women and education for those that need it in the art of viewing women as human beings and not as object or device. Perhaps more valuably though, the potential for new strong female characters alongside their existing sisters excites me as an adult, but I also know how important this would have been for me growing up. To routinely see women sharing the spotlight and being treated appropriately and with respect in gaming narrative matters. The knock-on effect being that this exposure then helps shift ageing views and holds men more accountable for their actions (and the actions of their male friends) when dealing with women in the real world. To think about their own mothers, sisters, wives, friends, daughters and nieces and fully appreciate their strength, their voice and what they are capable of.
For the younger gamer girls out there who are figuring out their place in the world, it gives me such hope that they will be part of a generation that will see women recognized and celebrated. Who will see representation of women that showcases strength, resilience, emotional depth and a value that is not defined by appearance.
That's the odyssey for women that I want to see. And that adventure is just beginning.
Overcooked 2: Working Together
True Colours: Good Vibes
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Just a Game, Blog at WordPress.com.


Discovery Martial Arts (Hakken Budo Ninjitsu) is an international martial arts organization that aims to promote self improvement by training students in effective self defense methods rooted in the art of ninjitsu. We offer may different class types to work with people of all ages and backgrounds, including self defense, fitness and yoga, and martial arts workshops and seminars. We look to serve the Greater Portland community and beyond.
Our school boasts an impressive staff, and we pride ourselves in the personal approach our staff takes in helping students make martial arts work for them. At Discovery, students can expect effective, realistic self defense training, tailored coaching, and an enthusiastic and supportive community.
Whether your goal is to learn self defense strategies, get fit, or simply have fun with great people, our school is the place to be. To learn more about specific classes that we have to offer, check out our classes page, and learn how you can sign up for a free trial today!
If you are a parent interested in martial arts lessons for your young child, click below to find out about our free trial memberships!
We do provide martial arts and self defense workshops and seminars for groups and organizations. We will provide free consultation to help you build an engaging, informative, and effective martial arts workshop for your group! If you are interested in creating a special event for your youth group, click HERE. For an adult or corporate event, click HERE.
Senior Girl Scout Troop 106. Effective self defense for teens!
19 Oaks Marketing. An engaging corporate event!


For the past 2 days I have been trying to get a very simple Python app deployed and running on BlueMix. This proved to be a little challenging because there were no clear cut instructions or simple examples to go by (that I could find at first), and I had never written any Python before. After spending most of the day yesterday talking to some expert IBMers I eventually got a simple hello world Python app using Flask deployed to BlueMix. Later on, I came across this project on GitHub which covers everything I am about to tell you and would have saved me two days of aggravation, but that is software development for you. Here are the three "gotchas" that I ran into over the past few days, hope this saves others some time.
You need a requirements.txt file in the root of your project. The requirements.txt file should list all the dependencies that need to be installed in order to run your application. When your application is staged the platform will read this file and install all the dependencies before trying to run your application. The details around the requirements.txt file can be found in the pip user guide. It is useful to know that you can also use local dependencies as long as they are in the root of your application. When you have local dependencies in the root of your application they will be uploaded, along with your application code, to BlueMix. In your requirements.txt file you would reference them by path, for example, ./mylocaldep. This points the platform to the dependency code you uploaded as opposed to looking for it in a repository.
figuring it would be fairly stable.  DON’T DO IT!!!  Apparently this buildpack does not work on BlueMix or Cloud Foundry.  I eventually tried this one, and that worked.  I don’t know what the difference is between it and the Heroku one, it appears to be a fork.  (Later on I noticed the simple Python project I liked to on GitHub above also pointed out that the Heroku buildpack was not working.)   3. Make sure you get the port from the environment variable VCAP_APP_PORT and use it when starting your HTTP server.  If you don’t your app will fail to start.  This might be specific to the library I was using (Flask) although I imagine it would apply to any Python HTTP server.


The title of the first blog fits perfectly. The reason why I deleted the previous blogsite is because I wanted to start anew. For those of you who have been following and reading iamkaicee.wordpress.com, I thank you from the bottom of my heart.
Blogging for me has been very therapeutic ever since I started feeling depressed about heartaches and loss of loved ones. But I wanted those feelings to produce positive outcomes, not just for me but also for you, my loyal readers. So, I decided I shouldn't be focusing on the negative outpourings, instead focus my energy on being active, living a healthy lifestyle and doing the things I love. Which are the main focus of this new blogsite ; Bike, eat and travel.
I love traveling, experiencing different cultures, meeting strangers and soon turn them into friends. Traveling for me, simply heals my soul. My itchy feet already brought me to the cold summit of Mt. Pulag Kabayan Benguet, met the legendary mambabatok Apo Wang-Od and almost scared her to death when I was fan-girling in front of her (I seriously thought she's gonna have a heart attack), experienced the thrill of canyoneering in Alegria Oslob Cebu, swam in the depths of Enchanted River in Surigao, explored the beautiful and scary island of Lamitan Basilan, survived a month alone across Treviso to Bari Italy, and ran for my dear life as me and an old friend tried to rescue stray puppies from an abandoned house. The last memory never fail to bring me good laughs every time I remember it 😂 Too bad I don't have photos to share with you, and sadly the puppies didn't survived.
To be honest, I never imagined myself riding a bike on the streets, let alone on the mountains in an enduro/downhill discipline! But surprisingly, I fell in love with it and with the guy who introduced me to the sport. (I truly believe in the saying; love her but keep her wild ☺) I love hiking but riding bikes give me a different sense of freedom and adrenaline rush especially during downhill. I have been lucky enough to be surrounded by crazy bikers (which turned out to be awesome friends) simply by eating/hanging out at Edong's Tapsilogan just outside of Timberland.
Like any other sports, getting into MTB wasn't easy. I have suffered from multiple crashes (I've lost count actually), cuts and bruises, and bankruptcy due to constant upgrade of bike parts hahaha but even when it hurts, you learn to laugh about it with your friends! The MTB Enduro/Downhill has taught me a lot about perseverance and going beyond your limits. It showed me the real meaning of sportsmanship and that riders are all comrades whether they are in or outside of the trails. Back then, the idea of me getting into this sport is so scary and far fetched but now, I couldn't imagine myself not riding my bike with my friends, rain or shine.
I've always been a foodie. I guess living in a household wherein my family loves to cook and held gatherings, it's impossible not to grow fond of food. But one of the main reasons why I started this new blog is because I wanted to share my journey about changing my lifestyle and go Vegan. (Whhaaatttt) Yes, I have turned a new leaf and I have come to a decision that the lives of the animals, including fish, are much, much more important than my taste buds.
I have been eating plant-based for a month now, and to be honest, giving up meat wasn't that big a deal as much as I have expected. Mainly because I care about the animals more than I care about most people really, and I firmly believe that they have the right to live in this world among us humans, free from pain and fear of being bred and brought into slaughterhouses. And this reality made me realize that being a pet-lover is way different than being an animal-lover. Now that I have become more aware of the cruelty against these gorgeous animals, I can't just turn my back away from it. I'd like to think that I can look at animals in peace knowing I didn't pay people to hurt them, kill them and use them as experiments. I stopped being depressed about it, and I thought I had to do something and it has to start with ME.
So, now I am also ditching products which have been tested using animals, instead I am now supporting products which are cruelty-free, organic, and pro-poor. Do I miss eating meat? I'd be lying if I say I didn't, I've been eating meat for the first 30 years of my life but my only regret about being a Vegan is that I wish I started sooner. I'm still adjusting to this Vegan lifestyle, but I'm thankful for all the Vegan advocates all over the world that is making a huge difference and supporting newbies such as myself.
Don't worry. I'm not here to judge you of your lifestyle or your food choices. I'm just here to accompany you to an adventure! Together, let's live a healthy lifestyle, travel often and go out of our boxes, ride our bikes and explore new trail sites, and hopefully live a life wherein we are not contributing to the cruelties in the world.


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application of robotics in industries
Look up application of robotics in industries in Wiktionary, the free dictionary.
application of robotics in industries Friends and colleagues gathered to applaud worthy winners across seven categories – and recognise the creativity and dedication which underpin the whole sector's contribution to the economy, to society and to customers, staff and stakeholders. Replacing hardwood windows with aluminium took careful consideration, but the PURe® System looks fantastic and from a performance perspective, it has considerably surpassed my expectations. In fact we now intend to replace all of the windows in the house with PURe® windows!" Commenting on the recent renovations, Ms Stephens said: "I am absolutely delighted with the work that has been carried out and Dortech's customer service and professional installation has been second to none. When the UK government launched its Decarbonisation and energy efficiency roadmap 2050 project – working with the UK's eight most energy intensive manufacturing industries, including glass – British Glass saw an opportunity to develop a new type of relationship with policy makers. When the UK government launched its Decarbonisation and energy efficiency roadmap 2050 project – working with the UK's eight most energy intensive manufacturing industries, including glass – British Glass saw an opportunity to develop a new type of relationship with policy makers. Ideally suited for a wide range of applications, the PURe® aluminium windows are available as tilt and turn or casement windows. Senior's innovative door range also features a choice of the PURe® FOLD and PURe® SLIDE options.
1 agg industries
2 southern industrial supply
3 iss industrial services
4 who started the industrial revolution
This industrial hand soap page lists articles associated with the title Seo.
If an petrochemical industry led you here, you may wish to change the link to point directly to the intended article.
industrial fans direct
industrial brooms


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Chironemus è un genere di pesci ossei marini, unico appartenente alla famiglia Chironemidae, dell'ordine Perciformes.

Distribuzione e habitat
Le specie della famiglia si trovano nei mari temperati dell'Emisfero Australe lungo le coste dell'Australia meridionale, della Nuova Zelanda e del Cile. Sono pesci costieri che vivono prevalentemente in ambienti rocciosi con molta vegetazione algale e nelle foreste di kelp.

Descrizione
L'aspetto generale di questi pesci non è dissimile da quello dei labridi europei del genere Symphodus. La pinna dorsale è unica con un'incisura che separa la parte anteriore con da 14 a 16 raggi spinosi da quella posteriore a raggi molli. Pinna anale breve, con 3 spine. Pinne pettorali con raggi inferiori robusti e ispessiti. Denti piccoli, appuntiti o setoliformi.

Non superano i 40 cm di lunghezza.

Specie
 Chironemus bicornis
 Chironemus delfini
 Chironemus georgianus
 Chironemus maculosus
 Chironemus marmoratus
 Chironemus microlepis

Note

Altri progetti

Collegamenti esterni

Perciformes

redpajama_set_name: RedPajamaWikipedia