Chris Carney is a giver. Not only has our stout multiplayer stalwart created some of the most iconic spaces found inside our stable of Halo titles, he's also more than happy to share some of his secret madness with aspiring designers, Forge aficionados, and game enthusiasts alike. Pull up a chair, put on your thinking caps, and get ready for Chris Carney's crash course in multiplayer map design.
In honor of the ongoing Forgetacular contest, and primarily in response to Eric and Dave Gasca's near constant "insistence," I thought that I would describe how I design a multiplayer map. I have been fortunate enough to design multiplayer maps for all of our Halo games and have been involved in the development of a wide range of environments from the narrow confines of Prisoner to the massive wasteland of Boneyard. My goal here is to explain how I create and develop these types of spaces using a well-worn and well-tested methodology.
Since Forge is a vastly improved experience in Reach and while floating and phasing together pieces is a blast, creating a fun map can be intimidating. When any of us decides to embark on creating an environment, we become a designer – bringing our own intuition, education, experience, biases and even unique genetic makeup to the challenge. This variety produces a wide range of results which is one of the things I love about architecture. No two buildings are ever the same. Everyone has a preferred method for design and these processes can differ substantially.
When we consider the early design process, this variety is especially evident. For example, in order to generate ideas all-star architect Frank Gehry begins by scribbling small sketches or using crumpled bits of paper to produce buildings that are highly innovative and extremely popular. Santiago Calatrava, on the other hand, uses the bones of animals and the nature of the skeleton as inspiration to create structures that are visually stunning. Ultimately, no one approach is perfect and experience is the critical guide. So let us begin.
Number of players. Is the map going to be focused on 4 – 8, 8 – 12 or 12 – 16 players? I recommend that while you can shoot for other player counts, such as an amazing 1 v 1 map, these buckets tend to be the most flexible.
Primary and secondary gametypes. A single flag CTF map is not always going to also host an amazing game of Team Slayer. Choose one or two gametypes and focus on making them rock solid. Usually, if your space is well thought out, other gametypes will be easy to add further down the road.
Vehicles. Nothing changes scale on a multiplayer map as much as the inclusion of vehicles. They are fast and need plenty of room to be fun. Make a call on whether you want to support vehicles early on in the process. Also realize that designing maps that work well for infantry and vehicles is a tough challenge and usually is the most time intensive of all map designs.
Once these decisions have been made, then it is time to move into the process we call "paper design." This does not mean that you must use paper to work out your ideas. Since my background is in architecture, I prefer paper at this point. I can crank out ideas quickly, while working out elements in my head. Here again, process can vary wildly. For instance while Gehry may insist on building cardboard models early in his process, Calatrava uses watercolors. You just want to start by using a method in which you can comfortably work out your ideas.
Some designers prefer to dive directly into 3D using Forge or modeling software such as Studio Max or even Google's SketchUp (which is free and relatively easy to use). The legendary Steve Cotton, for example, is extremely proficient at iterating on early ideas in 3D, as he is skilled at not attaching himself too much to geometry. He will completely turn a space upside down or swiftly rotate a mountain range 90 degrees in order to better understand his ideas. I, however, often become too attached to models that I build on the computer – I don't want to remove something since it looks cool or took a long time to construct – so I iterate on paper as long as I can until an idea starts rolling. For most maps I will go through at least 5 to 10 ideas on paper before I start building in 3D. In my experience, this allows for me to be more focused and confident in my design once I start construction.
Below is the first paper drawing that I produced for Halo 2's Lockout.
Initially I was trying to accomplish several things. First, I wanted to build a small 4 – 8 player space that had isolated combat spaces (rooms) that were connected by bridges. This way the player could see where the opposition was moving, but not know exactly where they ended up. Second, I liked the idea of a map hanging exposed over an abyss, so that players who moved well through the space would be rewarded. Specifically, the space needed to be easy to run through, but also contain "bonus" exposed ledges and jumps that would provide shortcuts for the more adventurous. Finally, I wanted the map to have different combat experiences on each floor. The lowest floor would emphasize close range combat, the middle level room to room clearing utilizing the bridges, and the top level would feature tower to tower mid-range donging. While Lockout was successful, for The Cage I decided to return to this original paper design to see if there was a different direction I could take. One of the elements I really enjoyed about Halo 2's Ascension and Halo 3's The Pit was that players could move around the entire circumference of the level while experiencing different sight lines in towards the center of the map and then could choose when to strike or when to keep moving. I wanted to see if I could incorporate a similar feature. In addition, both Lockout and Guardian were designed around a central hub that organized the environment and provided one large dominant combat space. Was there a way that we could break this up by stretching the map into multiple large combat spaces where one was not more dominant than the other?
So to use The Cage as our example, it started off as a small to mid-sized, 4 – 8 player map, intended for Team Slayer and map possession gametypes such as Stockpile that was going to use some ideas from Lockout and feature outer circulation similar to Ascension and the Pit.
Once this initial direction was set, I then began to work through the seven multiplayer design elements that are essential. The first is of these is Simplicity. The player needs to understand the map quickly, since their minds are going to be filled with other critical thoughts such as "I need to shoot that fool in the head." Therefore, it is always good to distill the map down to core, simple elements. Lockout, for all of its complexity, is a center square surrounded by four structures. Countdown is a central launch bay surrounded by rings of hallways. Boardwalk is a long, man made park that is also a bridge. Spire is a hill with a tower. Hemorrhage is a wide box canyon, etc. I certainly don't claim that this is always successful, but the simpler the map, the easier it is for the player to comprehend. Less is more.
The second element is Orientation. This is a fundamental design decision that will impact many aspects of the environment. In Halo, the act of spawning in multiplayer is a confusing experience. We place you, the player, somewhere randomly on the map and in milliseconds you need to understand where you are and decide where you want to go, all while avoiding incoming gunfire. Since the nature of an assembled collection of Forerunner pieces was potentially already a confusing experience, I wanted to be very heavy handed about orienting the player. Thus I decided to hang The Cage off of a wide, high cliff that could be easily seen from any point in the environment.
Navigation is the third element. The player needs to easily understand how to get from point A to point B. Long, structural walkways, well lit doors and rooms, and clear paths of suggested movement need to be a core part of the design. Whether it is too much contrast in the lighting, an excess of visual detail, or just a jumbled layout, if a player is confused as to how to move around the space, the level is going to struggle.
One thing to point out is that as a player runs through your level they will be building and updating their own mental map of the environment. Your job, as a map designer is to make this experience as enjoyable as possible. If you screw up any of these first three elements, you will be compensating for this during the rest of the entire design process. For example, Halo 2's Waterworks was a large map that we spent several man years finishing. We reacted to early feedback from the Alpha about the map being confusing by spending a good deal of time with different lighting schemes and visual solutions to differentiate the sides (the green side with the light shaft versus the icy side with the fog). Yet, after we shipped, many of us still became completely turned around in the space. The design was just too confusing.
Flow, or circulation, is the fourth element to consider. Your map should be fun to run around on even without combat. More specifically, you should feel like a ninja running across easy-to-see ledges, jumping on well-placed rocks, and swiftly leaping to perfect bits of cover. It is here that playtesting early versions of your map will help define what feels good. I hate using the term "feel" since it is inherently nebulous, but flow is definitely the hardest characteristic to define. This is also where you starting considering good spots to draw the player for weapon placement and areas to better define as hard points. I have also found that we are more successful at creating good flow in a map when we can play and iterate on these environments for a significant period of time.
Since The Cage was going to use a pattern of isolated combat spaces, similar to Lockout, I began laying out the level in plan (i.e. top down). Instead of using delicate paper models or elegant water colors, I instead chose a preschool accessible collection of colored cardboard cutouts to start composing ideas (note: we actually experimented with Legos a bit when designing Halo 3 multiplayer maps. Blocks are fun). The green boxes represented rooms, the blue rectangles were bridges or walkways, the yellow circle was a central platform, and the red circles were areas that needed to be traveled to directly using teleporters, man cannons or jumping. While not appropriate for every map, this method was great for my cliff hanging aspirations and again, allowed for me to quickly iterate through ideas.
In the first drawing below, I started with a line of rooms that was at the center of the level with an open space to the left and a series of platforms to the right. These three areas would be good pockets for combat and I did not want much overlap. Lockout and Guardian style maps are great, but I wanted The Cage to be a bit larger and not rely on one singular area to control. I still wanted good views across the map so that a player could understand the environment quickly (and their orientation), but these views needed to be discrete so there were not positions that could easily dominate. I also envisioned some of the rooms (the green boxes) being more open than others, similar to the sword platform in Lockout, to assist with establishing these views. Yet, after some consideration, the three areas in this layout felt too separated from one another and also did not suggest a flow that allowed the player to easily move around the exterior of the map, so I moved on.
In this second iteration, I removed the central platform (the yellow circle) and started using the hanging platform (red circle) to help define a path around the level. In these smaller environments, one-way paths are excellent ways to force a specific direction of circulation. This creates movement that is predictable – you know when someone drops down for the Shotgun on Lockout that they will eventually end up by the man cannon – but also allows for players to build map strategies. For example, a player may jump down for the Shotgun knowing that his teammates already have the base of the man cannon locked down. So I wanted to incorporate this idea of one-way travel by using man cannons to the platform and back. At this point, the collection of green blocks was suggesting more of a large structure, which was another way to isolate pockets for combat. Yet again, the outer circulation was not working and the overall collection of rooms was confusing.
The fifth element on the list are spaces that I call hard points. These are areas that you want to feel memorable on a map, which are also great spots for concentrated combat. This can be a small structure, cave, intersection of two paths or any other moment in the environment that you want to feel significant. From a game play perspective, these are also great spots for a hill, territory, stockpile, or team spawn. When selecting these areas, the goal is to think about cover patterns that allow players to approach or defend the area. In addition, what are the sight lines between hard points on the map? These views and the spatial relationship between these areas are also critical ingredients in establishing flow and easy navigation. The flashing red light tower on the Cage and the Visitor Center on Boardwalk are both good examples. Finally, these areas often contain the infamous "three or more ways to access" and enough room to stage a layered defense, while also feeling like an integral part of the environment.
During the next iteration of The Cage, I brought back the central platform, since it was a unique space that aided in orientation and navigation which might help clean up my jumble of rooms. I also kept thinking of that outer path of circulation and the one-way movement to the platform. Now the idea was beginning to come together. I started considering the lower corners of the environment as great spots for a hard point or at least areas for good weapons. The long walkways also reminded me of the long bridge on Ascension and again provided good navigation clues.
The next iteration included extending an arm to the man cannon platform and the addition of the cliff wall, which in the back of my mind I think I always considered lying on the bottom.
This brings us to the sixth element, which is the layout of Game Objects. Prepare to iterate on this a bunch. Start with power weapons. As you design the map there are certain spots in the environment to which you will want to draw the player to in order to better define flow. Power weapons are a great way to fit the bill. When selecting the appropriate location for a power weapon, one strategy is to avoid placing a weapon in an area that is ideal for its use, such as spawning a Sniper Rifle on a "hard to access ledge with a great view of the map." Make the player earn it. Other weapon layout strategies include emphasizing risk versus reward, such as running across the bottom of the launch bay for the Shotgun on Countdown or grabbing the Rocket Launcher on Reflection. In addition, for team games, setting up power weapons that are at the 50 yard line, like the Concussion Rifle on Zealot or Spartan Laser on Valhalla, is also a great technique. Setting up game objects also involves developing strategies for team spawns. Where should teams spawn in a symmetrical gametype or in a multi-team game? Hard points are usually ideal spots for this, but again, consider the sight lines and proximity of these areas to one another.
The final element is actually an activity – iteration. Playtest. Playtest. Playtest. Challenge your original assumptions and see if players use the map as it was designed. Also, look for other opportunities that you might not have considered. Keep evaluating the respawn timers on your power weapons and the proximity of something such as a Rocket Launcher to a team spawn. Is any part of the map too easy to control? Do people get confused? Does the flow feel logical? Can you easily orient yourself when respawning or quickly navigate a flag return route across the map? Here is where playing the map with friends will really pay huge dividends.
At this point with The Cage it was time to move away from the crayons and colored cardboard into the world of sketching. The layout below is similar to the previous one, but I started to better define the shapes of each space. I sheared off a corner of the central platform to make it asymmetrical and easier for overall orientation and also aligned a structure to follow that new diagonal edge. In addition, the dark walls that bisect the central collection of rooms into three spaces (triangle, rectangle and half circle), were intended to be large, tall walls that divided the map into, again, our three combat pockets. It was fine if they overlapped a bit, but I did not want one space to be able to control all three. The outer circulation here is working well and I knew that I wanted to have a man cannon on the right edge, though had not finalized where. I also was starting to design the map in three dimensions, as this entire experience was not all going to exist on one flat plane. One side of the map, maybe cliff side, was going to be higher than the rest and the other sections were to cascade away from that in elevation.
Then it was time to go into Forge. Since I already felt confident about the layout, I was actually able to assemble the map over the course of a few days. Below is the final version of The Cage from above (in perspective). You can see the path of circulation around the map and also that the man cannon landing became attached to the level (that idea actually came from that second drawing). Once working in Forge, I was able to construct some more one-way paths, such as the drop off in the middle towards the cliff and the hole that drops down to the plasma launcher, in addition to establishing hard points. I have also highlighted in red the two wall sections, which still divide the map into three areas, although the lower section later became a room. However, this was the fun stuff where evaluating different pieces and adjusting locations made the level come alive.
While working in Forge I also decided that instead of making the level cascade away from the cliff in elevation, I was instead going to start it high on the outside (near the grenade launcher) and descend the paths towards the cliff. This would help to reveal the cliff and help the player orient themselves quickly. In the final layout, the environment actually drops rotationally, similar to a cork screw, towards the bottom platform with the Plasma Launcher, which works well with the overall flow. I also added a Forerunner mast to the rock wall to assist with orientation, as well as a blinking red antenna on the tower. Those lower corners became the location for the Sniper Rifle in addition to the man cannon launch. The Shotgun, Plasma Launcher, and Grenade Launcher also found logical homes in the geometry.
Hopefully this gives a good, albeit brief, overview of a design process and will help to guide your future Forge creations. I have definitely breezed over large parts of this process, such as getting specific about good theory behind laying out game objects and understanding overall scale, but that is for later discussions. A couple of final things to consider when using Forge. The best map designs in Forge often use fewer pieces. Let the terrain and safe zones do the heavy lifting on Forge World and then use small pieces to define hard points and augment your design (the "column," for instance, is great for man-sized cover). Also, using too many pieces can easily get in the way of awesome Halo gameplay. Just create logical moments in the environment for the game to shine and the engine will take care of the rest. Finally, don't be afraid to try crazy ideas, as some of those may end up being unique and lead to something completely awesome. In the end, building in Forge should just be fun.


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Thus spake the Sarsanghchalak
October 9, 2019 admin Uncategorized 0
It is natural for the traditional Vijayadashami speech of the RSS Sarsanghchalak to get public prominence, especially when the BJP is in power at the Centre and in a majority of the States. The top slot that Mohan Bhagwat received in the media for his address to the gathering of the faithful at Nagpur on Tuesday did not come as a surprise. Besides, he did make some pronouncements which ought to have attracted notice even in the normal course. For instance, Bhagwat's assertion that 'lynchings' is an alien concept, and in no way can it be associated with the Hindu society, ought to spur a debate. Given that stray cases of lynchings over suspected cow killings have allowed critics of the Sangh parivar to lynch it in the media and in the political space, Bhagwat's disapproval of the horrendous crime is welcome. Lynchings of slaves in an earlier era in the West find copious mention in the literature of the time. There have been such incidents in India as well in recent decades but since the dominance of the BJP in the political sphere these have increased, though, to be fair, publicity such gruesome acts receive now is inordinately high than when these had occurred in the Congress regimes. In this context, Bhagwat's counsel to always remain within the four walls of the Constitution sends out a message to cow vigilantes to not take the law into their own hands. He maintained that the Sangh had never supported such elements; in fact, perpetrators of such incidents must be dealt with sternly under the law. He added that the Sangh volunteers were expected to warn the ordinary people against lynchings. In this context, he also referred to the exaggeration of some such incidents while downplaying others, though provocateurs belonged to both communities. Bhagwat addressed the oft-heard charge that the RSS was a racist organization, Pakistan Prime Minister Imran Khan said that in his address to the UN General Assembly last month. Most unambiguously rebutting it, he reiterated the controversial concept of Bharat or Hindustan, asserting that regardless of his or her religion all citizens were Hindus in their social identity, cultural affinity, etc., and enjoyed equal citizenship rights and duties, etc. On the recent abrogation of Article 370, the RSS chief while commending the government stressed that conditions be created for the return of Kashmiri Pandits and the restoration of their homes and lands. Removal of fear in the Valley was the first step for the Pandits to go back to their homes…there were still 'internal enemies' scurrying around but restoration of normalcy ought to be a priority for Kashmir to join the rest of the country in development.
Touching upon the economy, the RSS chief welcomed foreign direct investment and disinvestment of loss-making PSUs but in the same breath swore by self-reliance (swadeshi) in a globalised economic order. China did not become the second largest economy in the world with a powerful military by obsessing much over Swadeshi. No, it opened up its economy to foreign technology, foreign investment, pursued rapid education of its poor masses, enforced orderliness in public sphere. India lost the initial five decades to a closed socialist economic system of artificial controls on production and markets. Now the confused voodoo economics of the ruling parivaar, which remains suspicious of free markets, contributes to the economic slowdown. Undertaking a slew of top-to-bottom entitlement programmes, which heavily burden the public exchequer, the government has only increased the habit of dependency among the people. It was akin to giving the people fish for food, whereas the right way would be to help them to catch their own fish. Not all blame for the current slowdown can be left at the door of global problems, the US-China trade war, the Brexit etc. A skewed policy approach too is a major contributory factor. Without further unfettering the economy, without selling off loss-making public undertakings, without increasing the inflow of foreign direct investment, harping on swadeshi would make little sense in the highly connected national economy. We have to shed old home-grown shibboleths. China was no less nationalistic in deed and spirit but it adopted and adapted for fast-paced economic growth. The current Indian leadership is fiercely nationalistic, no doubt, but it lacks similar clarity in the economic sphere. And needs to heed expert advice instead of relying on empty shibboleths such as swadeshi.
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redpajama_set_name: RedPajamaCommonCrawl


Posted on February 8, 2019	by Land & Livestock Interntional, Inc.
The Betrayed: On Warriors, Cowboys and Other Misfits. Although woven around the experiences and adventures of one man, this is also the story of the people who lived during the period of time in American history that an entire generation was betrayed It is the story of the dramatically changing times in which this personal odyssey took place. It is the story of the betrayal of an entire generation of Americans and particularly the 40% (of the military aged males) of that generation that fought the Vietnam war.


What a beautiful day for the World Championship of Air Races. But, alas! Your mortal enemy, dastardly Dumont Doolittle, has cunningly arranged for a hot air balloon rally to float directly across your flight path. Don't let Dumont's high jinks keep you grounded! Gun your P41 to full throttle. Zoom across the lush, green fields. Careen precariously around pylons. Shave the very tips of trees, and snicker in delight as you dodge those bothersome balloonists. Eat your heart out Doolittle! The Thompson Trophy is within reach - as you soar under the clouds, and up, up into the record books with - Sky Jinks by Activision!


REVIEW: "The Good Place" Season 3 Premiere – Everything is Bonzer!
After a lengthy hiatus, my favorite comedy on TV is finally back! After a pretty stunning season 2 finale that featured our four humans being given a second shot at living a decent life, aided by their guardian demon, Michael (Ted Danson), The Good Place has returned even better than before! With lots of new jokes, lots of emotional scenes, and lots of really fun surprises, this premiere episode of the show is as good as you could hope for!
After the surprising events of the season 2 finale, Eleanor Shellstrop (Kristen Bell) finds herself returned to Earth, no memories of her time in the Bad Place, given a new chance to live a good life. Realizing she's gonna need some help in order to be a good person, Eleanor travels to Australia in order to meet Chidi Anagonye (William Jackson Harper), a professor of ethics at a local university, in order to convince him to teach her how to be a good person. Nudged along by Michael and Janet (D'Arcy Carden), elegant Pakistani-British socialite Tahani Al-Jamil (Jameela Jamil) and dance-obsessed Floridian Jason Mendoza (Manny Jacinto) also make their way to Australia in order to join a new study, headed by Chidi, in which he studies the brains of people who have survived near-death experiences.
Unbenknowst to them, Shawn (Marc Evan Jackson), a demon from the Bad Place, is hellbent on hacking into the Judge's (Maya Rudolph) computer in order to find out where Eleanor, Chidi, Tahani, and Jason are so that he can get them back to the Bad Place.
Can Michael and Janet help the humans lead better lives and get into the Good Place, or will all of them fail?


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La clàmide (χλαμΰς en grec) era una peça de vestir lleugera, feta de llana, que es vestia com a capa entre els soldats de la cavalleria i els efebs grecs entre els segles  i  aC. Era en essència un rectangle de proporcions 2 x 1 aproximadament, amb una llargada aproximada de l'altura del seu portador. Estava feta de llana fina i solia portar una franja de color adornant els costats menors. Era usada a l'estació càlida pels soldats joves com a peça de vestir única, a excepció de les sandàlies, i cenyida amb una fíbula generalment sobre l'espatlla dreta, encara que hi ha documentació que situa la fíbula a l'espatlla esquerra, a la base del coll i fins i tot sobre l'esquena. El fet de ser una peça de roba tan lleugera sobre el cos nu fa que alguns historiadors la creguin més convenient únicament per a l'estadi, teoritzant que en situacions de campanya es podria haver portat amb una túnica sota.

Posteriorment, la clàmide va ser adoptada pels romans i va acabar derivant en el paludamentum, que es vestia sobre la cuirassa utilitzada pels comandaments militars.

La clàmide es va estendre a Roma en l'època imperial. Era més petita que lamictus usat pels homes romans, més fina, estreta i més variada de color i susceptible de ser adornada. Era oblonga en lloc de quadrada.

Recrear una clàmide és relativament senzill usant un llençol de llit individual o tros de tela de dimensions similars o una mica més petit. Per a això, n'hi ha prou amb doblegar l'ample de la tela, i en el costat dret fixar els dos extrems a un terç des del doblec mitjançant una agulla imperdible o fermall. La forma de col·locar-se la clàmide era introduint el cap per l'obertura, fent així que el fermall quedés situat sobre l'espatlla dreta.

La clàmide va tenir continuïtat en el període romà d'Orient, i sovint era de mida molt més gran, portada de costat amb una tanca a l'espatlla, i gairebé arribava a terra per davant i per darrere.

Referències

Roba romana
Mantells
Indumentària de l'antiga Grècia

redpajama_set_name: RedPajamaWikipedia


In the Delta Science Reader Properties, students are introduced to the concept of matter and some of the properties that distinguish one object from another. Students read about the properties of solids, liquids, and gases. They observe that some objects sink while others float and that some objects are magnetic while others are not magnetic. The book describes how a geologist uses properties in her work. Students also read about how water can change.
Delta Science Readers are 16-page nonfiction books for students with informative, engaging full-color photos and graphics that present key science concepts and vocabulary.


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Coppergate's colourful umbrella display returns to brighten the city centre
todayMay 16, 2020
A bright and colourful display has returned to Coppergate Walk this weekend (16 May 2020), with the installation of the first Brollywalk of the year. 36 rainbow umbrellas now dance in the breeze above the city street.
Although the shops within the centre remain closed, the street is still well-used by key workers parking in the neighbouring Castle Car Park, families enjoying their daily walks and cycle rides through the city
centre, and take-away customers for the two street-food operators within St Mary's Square, YO31 Wood Fired Pizza Co. and The Cattle Shed.
"We had planned for Brollywalk to return this summer, but rather than postponing until the shops re-open, we decided to bring forward our Rainbow Brollywalk, which we introduced last year to celebrate York Pride," comments centre manager, Pippa Unwin. "Rainbows have been adopted as a symbol of hope and celebration during this peculiar time, so we are hoping that this will help lift the spirits of those who see it in person, and that they will in turn share photos and videos of our rainbows with the world via social media with the #Brollywalk tag so we can see how far our message spreads. We could all do with something cheery and uplifting at the moment."
Retailers around the city are waiting for confirmation from the government that it is safe to re-open, and the Coppergate team is working with stores and authorities to ensure that shoppers can have a safe, enjoyable experience when they return.
Brollywalk Coppergate Centre Rainbow Brollywalk Umbrella display York City Centre
Listen to Barbara Wetherill's memories of WWII
Listen to Barbara Wetherill's memories of WWII
todayMay 14, 2020	3
Out of School learning – Laptops Appeal for Haxby & Wigginton
Technology needed for local school children, currently unable to attend their school, to continue to receive the level of education they are entitled to. There are, unfortunately, a number of youngsters who are having difficulty in this regard due entirely to their lack of access to suitable laptops or similar […]
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Milly's Marathon SASH Cycle
todayJanuary 14, 2021	5 1


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11 times Trump complained about leaking classified information
ByA.P. Joyce
On Monday, the Washington Post released a damning new report alleging that President Donald Trump released highly classified information in his meeting with Russian Foreign Minister Sergey Lavrov and Russian Ambassador Sergey Kislyak.
According to the Post, the information Trump gave to the Russian officials jeopardizes a crucial source in the fight against ISIS that the U.S. obtained from a key intelligence ally. "If that partner learned we'd given this to Russia without their knowledge or asking first that is a blow to that relationship," a U.S. official reportedly told the Post.
The release of classified information to the Russians comes at an awkward time for Trump as his administration continues to face backlash over his decision to fire FBI Director James Comey amid the Bureau's investigation into ties between Russia and Trump's 2016 campaign.
But it's also awkward for another reason. Trump has made his opinions on leaking classified information very clear over the past year.
For instance, during the Hillary Clinton email scandal, when the former secretary of state received emails about classified information on her private email server he deemed her "not fit" for the presidency and called for charges.
Or when reporters started getting leaks about the Trump administration's contacts with Russia, Trump tried to change the narrative by claiming that the "real scandal" was the release of classified information to the New York Times and other outlets.
So how should America respond to a president that claims to care deeply about the unauthorized release of classified information, who may himself be releasing classified information to a foreign country accused of meddling in our election? For that answer we'll have to turn to the man in charge of the only branch of government capable of sanctioning Trump.


text:
Актобенска област (; ) е една от 14-те области на Казахстан. Площ 300 629 km² (2-ро място по големина в Казахстан, 11,03% от нейната площ). Население на 1 януари 2019 г. 869 637 души (6-о място по население в Казахстан, 4,72% от нейното население). Административен център град Актобе. Разстояние от Астана до Актобе 962 km.

Историческа справка
През 1869 е основано укреплението Ак-Тюбе, което през 1880-те години е преобразувано в град Актюбинск (след признаване суверенитета на Казахстан – Актобе). През 1900 г. селището Темир е утвърдено за град и вторично през 1928 г. Същата година за град е признато и селището Челкар (Шалкар). Останалите 5 града в областта са признати за такива в периода от 1961 до 1967 г. Актобенска област е образувана на 10 март 1932 г. под името Актюбинска област, а на 29 юли 1936 г. от 11 нейни източни райони е образувана Кустанайска област.

Географска характеристика
Актобенска област се намира в западната част на Казахстан. На север граничи с Оренбургска област на Русия, на юг – с Република Каракалпакстан на Узбекистан, на изток – с Костанайска и Карагандинска област, на югоизток – с Къзълординска област, на югозапад – с Мангистауска област и на запад – с Атърауска и Западноказахстанска област. На юг има малък излаз на пресъхващото Аралско море. В тези си граници заема площ от 300 629 km² (2-ро място по големина в Казахстан, 11,03% от нейната площ). Дължина от запад на изток 800 km, ширина от север на юг 650 km.

Актобенска област е разположена между Прикаспийската низина на запад, платото Устюрт на юг, Туранската низина на югоизток и южните разклонения на Урал на север. Преобладаващата част от територията на областта е равнинна (височина 100 – 200 m), силно разчленена от долините на реките. В средната част се простира ниската планина Мугоджари с връх Болшой Боктъбай 657 m (), най-високата точка на областта. Западната част на областта е заета от Подуралското плато, преминаващо на югозапад в Прикаспийската низина. Югоизточната част е заета от големи пясъчни масиви – Приаралски Каракум, Големи и Малки Барсуки, а на североизток навлизат западните части на Тургайското плато, силно набраздено от дълбоки оврази и суходолия.

Климатът е рязко континентален, засушлив, с горещо и сухо лято и студена зима. През лятото често явление са суховеите и праховите бури, а през зимата – виелиците. Средна юлска температура от 22,5 °C на северозапад до 25 °C на югоизток, средна януарска температура съответно -16 °C и -15,5 °C. Годишната сума на валежите варира от около 300 mm на северозапад до 125 – 200 mm на юг. Продължителността на вегетационния период (минимална денонощна температура 5 °C) е от 175 денонощия на северозапад до 190 денонощия на югоизток.

Цялата територия на Актобенска област принадлежи към вътрешни безотточни басейни: Каспийско море, Аралско море и по-малки безотточни езера. Най-големите реки в областта са: Емба, левите притоци на Урал – Ор, Илек и др. и реки, завършващи във временни или постоянни безотточни езера, или губещи се пустинните пясъци – Иргиз, Уил, Тургай, Сагъз и др. Повечето от реките са маловодни, през лятото напълно пресъхват или остават отделни изолирани участъци с вода. Има над 150 предимно малки солени езера, като много от тях през лятото пресъхват и се превръщат в солончаци (Шалкартениз и др.) Маловодните реки и солените езера не са пригодни за стопански цели и във връзка с това широко се използват пресните подземни води.

Северозападната част на областта е заета от коилови и пелиново-тревисти степи, развити върху черноземни и тъмнокестеняви почви с петна от солонци. По долините на реките расте ливадна растителност и малки горички от топола, осика, бреза и други храсти. Средната и североизточна част са заети от тревисто-пелинови сухи степи, развити върху светлокестеняви и сиви слабосолонцови почви. На юг са разположени пелиново-солянкови полупустини и пустини върху кафяви солонцови почви и големи пясъчни масиви и солончаци. Има множество гризачи (степна пъструшка, лалугер, пустинна мишка и др.), хищници (вълк, корсак и др.) и са се съхранили антилопи сайга и джейран.

Население
На 1 януари 2019 г. населението на Актобенска област област е наброявало 869 637 души (4,72% от населението на Казахстан). Гъстота 2,89 души/km². Етнически състав: казахи 82,84%, руснаци 11,34%, украинци 2,40%, татари 1,06% и др.

Административно-териториално деление
В административно-териториално отношение Актобенска област се дели на 12 административни района, 8 града, в т.ч. 1 град с областно подчинение и 7 града с районно подчинение, 3 селища от градски тип и 2 градски района в град Актобе.

Външни препратки
 Официален сайт

Източници


text:
Bruna Caram (born July 26, 1987) is a multi-instrumental Brazilian artist. She has been a singer for more than 20 years and is also a songwriter, composer, dancer and actress.

Early life and education
Caram was born on July 26, 1987 in Avaré, a city in the southern State of São Paulo, Brazil. She grew up in a musical family and was surrounded by singers, composers and instrumentalists of different kinds: Her maternal grandmother, Maria Piedade was a radio singer in the '50s. Her paternal grandfather, Jamil Caram was a guitarist and she is the niece of Juca Novaes, a Brazilian singer and composer and the singers Ana Caram and Lucila Novaes.

She began studying piano at the age of seven. In 1996, when she was nine years old, Caram became part of the musical groups Trovadores Mirins and Trovadores Urbanos, subsequently. She stayed with the group, travelling and performing throughout Brazil, until she was 18 years old. At 14 years she started receiving formal vocal lessons and has been continuing them ever since.

In 2010, Caram received a degree in music from São Paulo State University (UNESP). In 2012 she began studying theatre and acting and has also been studying ballet for several years.

Career

Music

Caram started her solo-career as a singer with the release of her first album in December 2006. Essa Menina (This Girl) is a mixture of ballads, blues, pop and bossa nova. The songs were composed by Otávio Toledo and his musical partners, José Carlos Costa Netto and Juca Novaes. In Japan, the title track reached high on major radio playlists: among the 50 most played songs on radio J-Wave. The song Palavras do Coração (Words of the Heart) reached heavy rotation on Brazilian radio.

Her second album, Feriado Pessoa (Personal Holiday) was released in 2009. The title track was written by Caram. Other songs are written by Lô Borges (Quem Sabe Isso Quer Dizer Amor), Guilherme Arantes (Cuide-se Bem) and Caetano Veloso (Gatas Extraordinárias). The album features Samba music fused with melancholy lyrics: "I love sounds to cry, but I think the public is missing songs to feel good, to forget that grey and chaotic environment in which we live . It's music for a sunny day on vacation."

Caram's third album, Será Bem-Vindo Qualquer Sorriso (Will Welcome Any Smile) was released on November 16, 2012.

In early 2017 she released her fourth album Multialma, with all tracks written by Caram herself, and subsequently toured Brazil, the US, Portugal and Spain.

In 2018 Brazilian singer Anna Ratto released her fifth album, called Tantas, featuring musical compositions by Caram.

In the past Caram has categorized her music in the MPB Pop genre, but in an interview in 2015 shared that she tries do not fit into a fixed musical genre too narrowly: "I want to be free to go through different influences without having to justify myself", she stated.

Live shows
"Esquenta 90" is a live performance show that Caram launched in 2018. In it she presents a mix, combining her own songs and tracks that shaped her generation and her own musical development.

In the same year she also launched a musical project, called  Projeto PRIMO, together with Lucas Caram and Paulo Novaes. All three are grandchildren of Maria Piedade, a Brazilian singer, who inspired their musical development. The show has been dubbed "an unprecedented family gathering on stage".

Acting
Caram made her debut as an actress in 2017, starring on Rede Globo in the miniseries Dois Irmãos. Throughout the series she played the character Rania, appearing in five out of a total of 10 episodes. The show was nominated for awards in four different categories and won three of the four.

For the show Caram was initially approached via Facebook by director Luiz Fernando Carvalho.

Writing
In 2015 Caram released her first book with poems, titled "Little Passion Poetry". The release of the book was followed by a tour, in which she combined music and poetry.

Works

Albums

Singles

Awards
In 2005 Caram won the award 'Festival Interunesp 2005 de Ilha Solteira'.

Personal life
Caram lives in São Paulo. She has a Lebanese background.

Besides vocals Caram also plays accordion, piano, guitar and cavaquinho and usually carries a notebook with her to write down lyrical inspirations.

Asked about important influences and examples, Caram mentions Maria Bethânia, Elis Regina, Ney Matogrosso, Elba Ramaloh, Liza Minnelli and Édith Piaf.

References

External links

1987 births
Living people
Brazilian women singer-songwriters
Brazilian singer-songwriters
São Paulo State University alumni
21st-century Brazilian singers
21st-century Brazilian women singers
People from Avaré


text:
Best album no one's ever heard of? | Fab Forum
HomeFab ForumAll together nowBest album no one's ever heard of?
Best album no one's ever heard of?
I nominate (Turn On) The Music Machine by The Music Machine
https://www.youtube.com/watch?.....JR_KGZO4U0
Video can't be loaded because JavaScript is disabled: The Music Machine - Talk Talk (https://www.youtube.com/watch?.....JR_KGZO4U0)
https://www.youtube.com/watch?.....X7qtnhlYeU
Video can't be loaded because JavaScript is disabled: The Music Machine-People in me (https://www.youtube.com/watch?.....X7qtnhlYeU)
Philosophy of the World, by the Shaggs. --- Yeah, that's a lie. I actually had a headache after that mess.
My favorite unpopular albums are still fairly well-known. I'd nominate Wish You Were Here by Badfinger, who coined the name before Pink Floyd's album of the same name came out the year after. Not many people know about it because it got shelved pretty soon after release. Dennis is probably my favorite. Chris Thomas produced it, actually.
http://www.youtube.com/watch?v.....s_LVe75SHY
Video can't be loaded because JavaScript is disabled: Badfinger - Dennis (http://www.youtube.com/watch?v.....s_LVe75SHY)
Von Bontee
A Hole In The Road
Hahaha, The Shaggs! That album's, uh, unique.
I knew "Talk Talk" but that other Music Machine track's pretty great too.
My alltime favourite album is 1977's "Hard Attack", by the totally obscure art-rock/jazz/metal band MX-80 Sound. (Their debut EP from 1976 featured the track "Myonga Von Bontee", for which I obviously have a lot of affection.)
http://www.youtube.com/watch?v.....qYOK9cKE7U
Video can't be loaded because JavaScript is disabled: MX-80 Sound - Tidal Wave (http://www.youtube.com/watch?v.....qYOK9cKE7U)
One day, a tape-op got a tape on backwards, he went to play it, and it was all "Neeeradno-undowarrroom" and it was "Wow! Sounds Indian!"
-- Paul McCartney
Egroeg Evoli
Ah, so that's where "Von Bontee" comes from!
Also known as Egg-Rock, Egg-Roll, E-George, Eggy, Ravioli, Eggroll Eggrolli...
~witty quote~
Von Bontee, my what Big Hits they have.
This is wild and crazy rock. A variation on the B-52s?
Now we all know how to pronounce Von Bontee.
http://www.youtube.com/watch?v.....06UBxYJUGo
Video can't be loaded because JavaScript is disabled: MX-80 Sound - Myonga Von Bontee (http://www.youtube.com/watch?v.....06UBxYJUGo)


text:
Inspector General Confirms DHS Lied About Family Separations
Open The Government recently obtained internal documents from the Department of Homeland Security (DHS) that showed Secretary Kirstjen Nielsen personally signed off on the family separation policy while she publicly denied that any such policy existed.
A new report from the department's inspector general makes it clear that the department made a conscious decision to implement a zero tolerance policy that would lead to automatic separations, but the report tells us much more than that.
The memos obtained by Open The Government showed that Nielsen signed off on the policy because she believed it would deter other immigrants from crossing the border, but the inspector general's report shows that the policy actually led to an increase in illegal border crossings.
The inspector general's report, which you can read right here, says DHS was unprepared to implement the new policies on such short notice and while the department was urging asylum seekers to make claims at designated ports of entry, they imposed strict limits at the ports; limits known as "metering."
Moreover, the limits they set appear to have been illegitimate.
Under the Zero Tolerance Policy, the Government encouraged asylum-seekers to come to U.S. ports of entry. At the same time, CBP reported that overcrowding at the ports of entry caused them to limit the flow of people that could enter. This may have led asylum-seekers at ports of entry to attempt illegal border crossings instead. [...]
When metering, CBP officers stand at the international line out in the middle of the footbridges. Before an alien without proper travel documents (most of whom are asylum-seekers) can cross the international line onto U.S. soil, those CBP officers radio the ports of entry to check for available space to hold the individual while being processed. According to CBP, the officers only allow the asylum-seeker to cross the line if space is available.13 When the ports of entry are full, CBP guidance states that officers should inform individuals that the port is currently at capacity and that they will be permitted to enter once there is sufficient space and resources to process them. The guidance further states officers may not discourage individuals from waiting to be processed. [...]
Although the OIG team did not observe severe overcrowding at the ports of entry it visited, the team did observe that the space designated for holding asylum-seekers during processing is limited.
While the stated intentions behind metering may be reasonable, the practice may have unintended consequences. For instance, OIG saw evidence that limiting the volume of asylum-seekers entering at ports of entry leads some aliens who would otherwise seek legal entry into the United States to cross the border illegally. According to one Border Patrol supervisor, the Border Patrol sees an increase in illegal entries when aliens are metered at ports of entry. Two aliens recently apprehended by the Border Patrol corroborated this observation, reporting to the OIG team that they crossed the border illegally after initially being turned away at ports of entry. One woman said she had been turned away three times by an officer on the bridge before deciding to take her chances on illegal entry
I believe there's a very simple explanation for all of this.
The explanation is this: this is a racist policy drafted by racist people and implemented by racist people.
The decision to traumatize children to deter other families from seeking asylum here. The decision to impose unnecessary limits at ports of entry. The decision to rejected most reasons why someone would ask for asylum to begin with. All of this began with the idea that there's simply too many brown people in America and the ends have justified the means.
The idea that all of this is merely a result of the Trump regime's incompetence is not adequate or believable. These aren't coincidences.
This is what systemic racism looks like. This is Jim Crow for the border.
Report: The NRA's Murder Insurance Program is a Financial Disaster
"We are respected again"


I know this article is a bit late given that I am going to comment on a newspaper article in the $traits Time$ dated 27 Jun 2006 (Click picture to enlarge).
But the truth of the matter is that I spent quite a number of days mulling over whether I should write this coz I really scared kena invite to go drink tea followed by a backside buah goo yew session in Changi.
So before I write anything hor, I just need to say that a lot of the stuff up front here. Everything I hear are from other people one lah. It is all one piece here, one piece there, collected over several years in kopitiams, void decks and sarabat stalls.
So if you ask me to identify my sources hor, I can only say, I really don't know. So many of them over so many years, where got remember all these things one? Some more some of these same rumours told by many people at the same time, so how I know who started what?
Anyway, coming back to this article about having this GRC system in order to ensure a "bao jiak" during elections, so that newly recruited PAP candidates would be willing to step into the political scene. I am thinking where got such thing one?
You mean to tell me that our PAP recruits all substandard and that when go up for election, all will kena shoot down? Looks to me that all these PAP recruits all bor chee. This is where I must give the opposition credit. Don't scared win or lose. Just go up and fight first. This are the type of garang people we need. Not the guniang ai mai ai mai type. But that is not to say that we welcome reckless characters. Garang Leader and Stoopid Rambo hor, are 2 different types. Surely a party as astute as PAP would be able to spot this during their screening tea session.
On the inside, I think PAP got problem liao. This "GRC Pao Jiak scheme" type of thing hor, you know, I know, then keep quiet mah. Wah raoz.... go and say it on newspaper for f*ck!!?? People already damn du lan you over this GRC thing liao. Now you blatantly go and tell the whole world that you not only shift goal post but also shift until sibeh song?? Wah lan eh.....今天是不是又忘记吃药? Really damn kam gong. We know PAP nowsaday si beh YaYa PAPaya lah but this time is really overboard liao. 没有理由苯到这样离谱 leh!
Then hor, if this one come from the mouth of one of the new bird MP hor, it's because 家里小孩没有教好. But then this one is Lao Goh ownself say one. Wah piangz... simi dai chee? Arh juar ar nee kuan? 打自己嘴巴也就算了, 做么拿槌子出来?
* This one is fictitious lah. If suay suay same as the truth hor, coincidence lah. Really! Swear!
This one reminded me of a story that many many people tell me last time when Lao Goh was still PM. They say PAP inside already split into 2 factions. One for the 太子, the other is against. However, the side against 太子 don't dare to do anything coz Lao Peh still around and despite retiring from the front, still wield a lot of power at the back. So everybody on the surface still support support a bit.
Perhaps due to modern advances in medicinal science, Lao Peh still strong and healthy till this very day. As a result, many decided to just retire as a less pek chek option.
Word has it last time that President Ah Ong was one of those in the opposing faction which as a result of repercussion, die already also no Gahmen Dong Dong Chiang. His Ah Nair predecessor, despite being an alcoholic-nurse-groping-chee-ko-pek, still got something when he died. Ah Ong leh? Nothing. Zilch. Nada.
But hor, I say again, all these I hear people say one. Not I say one hor. Also I believe, I am not the only one to hear these "urban legends" before.
Well, coming back to Lao Goh, this article really came to me as a surprise. All along I thought Lao Goh is on the side of the Peh-Kia team which is why they let him be PM in the interim but now, Lao Goh come out 乱乱讲话 , machiam like he going a bit out of control. Singapore version of Anwar?
Don't know lah. This type of politics all too cheem for me. I just average joe on the street. What do I know about Gahmen anyway?
Disclaimer: Yah lah. Lim peh is kiasi, can? Everything above all hear people say one. The rest also I gasak gasak out loud one. Don't come my house to butter my backside hor. Behind still virgin. Thank you.
ai si lor, you better clean backside and wait ok.
Haha despite the uScared hor, I think every time you guys (bloggers) talk politics hor, it gives me a lot of new insights I never would have thought so myself. So many fresh ideas. Maybe most of us youngsters really kena brainwashed too much liao.
Zhebin: All these so-called conspiracy theories hor, I also hear people say one. Interesting right?


text:
using Moq;

namespace Restler.Specifications.Helpers
{
    public static class CommandLineOptionsGenerator
    {
        public static Options Default()
        {
            return new Options(new Mock<IAdditionalHelpTextBuilder>().Object);
        }

        public static Options WithCollectionFilePath(this Options commandLineOptions, string collectionFilePath)
        {
            commandLineOptions.CollectionFilePath = collectionFilePath;
            return commandLineOptions;
        }

        public static Options WithParserName(this Options commandLineOptions, string parserName)
        {
            commandLineOptions.ParserName = parserName;
            return commandLineOptions;
        }

        public static Options WithEnvironmentName(this Options commandLineOptions, string environmentName)
        {
            commandLineOptions.EnvironmentName = environmentName;
            return commandLineOptions;
        }

        public static Options WithAValidConfigurationFile(this Options commandLineOptions)
        {
            commandLineOptions.ConfigurationFilePath = @"C:\configuration.json";
            return commandLineOptions;
        }
    }
}

redpajama_set_name: RedPajamaGithub


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Research Associate Post Doc salaries at North Carolina A&T State University can range from $52,986-$63,187. This estimate is based upon 2 North Carolina A&T State University Research Associate Post Doc salary report(s) provided by employees or estimated based upon statistical methods. See all Research Associate Post Doc salaries to learn how this stacks up in the market.
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(PRESS RELEASE) -- Bodog.co.uk is planning to target what Managing Director Robert Gustafsson refers to as the "missing millions" in the U.K.'s ultracompetitive online gaming business.
Bodog.co.uk Casino will offer its own unique live dealer Baccarat, which dwarfs Blackjack and Roulette combined in Asian casinos, as well as more traditional casino games and sports betting. Poker will not be included in the initial launch of the new U.K.-facing website.
Gustafsson continues: "The U.K. has a rich and historic culture of diversity and yet all online betting firms compete for the same consumer, driven by sports wagers. The listed U.K. companies regularly cite 'more winning favorites than usual' or a 'bad Royal Ascot' as a performance indictor because of the huge dependency on sports betting whereas in Asia, online gaming, while offering sports betting, is still 80% casino.


War of the Rebellion: Serial 033 Page 0485 Chapter XXXIV. CORRESPONDENCE, ETC. - UNION.
believing that they would be less liable to danger there than at their homes. These are generally men of little intelligence, who do not take consequences into consideration, and are not prompted by a very high order of patriotism; they act from motives of present interest, and for the temporary safety of their persons have been induced to commit a great crime against their country. Others, I regret to say, who in the beginning were disloyal, have, under the various proclamations of the President and the Governor, returned to their homes, and, after doing so, have been ruthlessly shot and hung by the soldierly. The good faith of the Government has been broken in so many cases that the people have become reluctant to return, believing that it would be violated toward them. The Government is not to blame for this, but the officers in command are, for failing to punish their soldiers for such acts of faithlessness and brutality. Our population, loyal as well as disloyal, are unarmed, by order of the military authorities of the State, and in that helpless condition, I understand General Schofield to say, that it will meet his approbation for them to be invaded by the people of Kansas-not by an organized force but an irresponsible mob, already excited and enraged, and who, even before the commission of these outrages by Quantrill, were ready at all times to seize on any pretext which would justify the pillage of our State and the indiscriminate murder of our citizens. The absence of the Governor and Lieutenant-Governor is at this time a misfortune; they might successfully and with property appeal to General Schofield to act differently from what he proposes to do. Mr. Glover, in whose assistance and advice I have at all times relied with confidence, is also absent and sick in the northern part of the State. I have conversed with Colonel Broadhead, and find him fully coinciding with me in the policy which, in my opinion, should be adopted, and which I humbly beg to suggest. The great mistake was annexing a part of our State to the Military District of Kansas, and the next great error was in placing a Kansas politician in command of it. We want there not a politician, but a soldier, a man who has no purpose to subserve and no popularity to gain, by permitting one State to be robbed to enrich the people of another, and who would rigidly and fearlessly discharge his duties. A firm, just policy is what will give peace to the country, and nothing else will.
I have no motive other than the good of our State and people. I desire to see the country at peace once more, and peace can and will follow a judicious administration upon the border. Inclosed is a memorial addressed to the President, which I have been requested to forward to you, begging that you will present it. Mr. Henderson is in Washington, and would, I have no doubt, co-operate with you in any way you might wish.
SAINT LOUIS, MO., August 27, 1863.


text:
Finding the true holy grail in immuno-oncology
Article by George Tetley, Founding Analyst in Oncology at DSV
Just over 30 years since the initial experiments, Immuno-oncology has reached the clinic and demonstrated remarkable results and the recognition of a Nobel Prize. The feeling is that this can't come soon enough given that current mainstay therapies of chemotherapy, radiation and surgery have a high therapeutic burden and often only work in the short term with estimates of over 2/3rds of spending providing zero patient benefit.
Vast amounts of investment have been poured into immuno-oncology ventures, over $9.3bn last year, and even biotech press is almost lavish in its praise. All this gives the impression that we have reached the holy-grail.
Unfortunately, this is far from the case. Immuno-oncology is still largely only suitable for a minority of patients, only available for 1/3rd of cancers and only effective in around 20% of cases. Moreover autologous treatments, where a patient's own immune cells are used is incredibly difficult to fit into current healthcare regimes, and even allogeneic treatments which use 'off the shelf' cells are logistically troublesome.
In our opinion the most impactful approaches are less likely to be found in the proliferation of tweaks to make chimeric antigen receptor (CAR) approaches work, and more likely to involve smarter ways of fully taking into account the integrated complexity of the cancer and immune system. Here we take a brief look at areas where new ventures could create significant impact over the next few years.
Immune mediated clearance
Adoptive cell transfer involves the growth of immune cells outside the patient's body, their activation against cancers and dosing of the patient. Currently two therapies are approved, Yescarta and Kymriah, which both take cytotoxic T-cells, derived from the patient. These are genetically modified to express a CAR which enables them to 'specifically' target cancerous blood cells. In practice this is labour intensive, the cells are difficult to grow and there have been some severe reactions against the therapies which cost up to $475,000.
As with many early breakthroughs, CAR-Ts are a blunt instrument. CAR-Ts are matured against an antigen presented on the surface of cancer cells, antigens which are highly heterogeneous within and between cancers and remodel in the face of resistance to treatment. Given that most cancer mutations involve non-surface proteins, it's clear that any holy-grail will need to target intracellular proteins. There are early players in this field such as Immunocore which uses a T-cell receptor mimic (ImmTAC) to bind intracellular antigens presented on the surface of cells by the HLA complex and recruit T-cell effectors. Whilst this has impressed investors, this strategy is unlikely to represent a broadly applicable solution due to the fact that up to 90% of cancers demonstrate HLA downregulation, leaving ImmTACs little or nothing to bind.
Our immune system is an incredibly complex system consisting of multiple cell types and a huge range of dynamics across receptors and signaling molecules. We are right at the start of understanding how to work with these systems but early work suggests that approaches such as using other cell types such as natural killer (co.) and mesenchymal stromal cells may overcome many of the challenges of sourcing, scaling and patient specificity. Ultimately we're likely to see a shift deploying multiple cell types in combinations alongside multiple immunomodulatory compounds (see below), to stimulate a more balanced and durable response.
Disrupting the defensive tumour microenvironment
One area of huge progress over the last couple of years has been checkpoint inhibitors. This approach increases the efficacy of immuno-oncology therapies by reducing the immunosuppressant properties of solid-tumor cancers. Tumors mediate this immunosuppressant environment by adapting to highly express PD-1, a receptor that shuts down the cytotoxic T-cell response, and inhibition of this 'checkpoint' using a PD-1 binding antibody reverses this effect. The leader in this field is Keytruda, Merck's latest blockbuster.
Sometimes this works really well, but sadly often not: This is because there are a multitude of other checkpoints and different strategies that tumours use to evade immune activity: Checkpoint inhibition only takes the cancer one step back along a long road to immune evasion. Targeting two checkpoints simultaneously can be beneficial as emerging combination strategies will be, but other factors such as regulatory T cells and macrophages, downregulation of MHC (again) and production of immunosuppressive cytokines all contribute to the resistance of cancers to checkpoint inhibition. What's needed is approaches that fully consider this as an adaptive system as opposed to point solutions.
Beyond approaches that more fully consider the adaptive complexity of the system, the physical structure around a solid tumour (which are notably difficult to treat) is the key element that maintains this hostile environment. Whilst it sounds like a step back from the elegance of cell based approaches, it might be essential to combine immuno-oncology based approaches with more physical disruption that is capable of temporarily breaking down the extracellular matrix. Either through digestion, chemical modulation or even physical disruption.
Maybe cell based therapies aren't that great after all?
As solid tumours are naturally resistant to immune cell attack, therapies employing cells might in and of themselves be fighting an unnecessary uphill battle. Antibody drug conjugates (ADC), whilst slightly out of favour, could provide similar specificity without the biological unpredictability. The reason for their falling out of favour is due to specificity challenges.
If the very toxic payload is even slightly misdirected to other tissues consequences are serious (e.g. the fatal exfoliation events caused by bivatuzumab mertansine). There is clearly potential for a strategy which employs a triple safety lock, where ADCs are locally delivered, specifically cleaved and specifically active would limit off-targeting and dose limiting toxicities without impinging on efficacy.
Unfortunately, again, most emerging companies are concentrating on one aspect. For instance, ADC therapeutics and ImmunoGen are exploring new payloads, while CytomX looks at 'probodies' that only bind to antigens in tumour environments (interestingly Pfizer have recently dumped their collaboration). Whilst this might provide an improvement it is frustrating that there isn't a more joined up approach to addressing this complexity.
The stratification and targeting dichotomy
The major problem with targeting cancers is that they're heterogeneous both within the cancer and across patients. In an ideal world it would be possible to very specifically target each cancer cell, in practice this is challenging as it requires developing therapeutics (and all the costs associated with that) for smaller and smaller patient groups. Fairly quickly the economics don't work.
For instance the use bispecific targeting, where two antigens are required for therapeutic activity can decrease off-targeting. However this presents challenges as only a sub-population of the cancer cells will have both these markers and if clearance isn't swift and complete it is inviting the emergence of resistance.
We expect to see a divergence of strategies in stratification, firstly further work on identifying unified targets and better clinical support tools to quantify the effectiveness of combinations.
In terms of unified targeting we think it's fair to say that we don't yet fully understand the generalised characteristics of cancer across all levels from genotype to phenotype expression and there may well be very conserved features that can act as a ubiquitous target. It's unlikely that there is one magic bullet given the level of heterogeneity but there's certainly room for better targets beyond the small sample of surface antigens currently in play.
Finally, as the landscape of therapeutics and patient stratification becomes increasingly complex we expect to see some of the biggest impact coming not from biotech but software that helps clinicians and patients make sense of the options available. Something that we're looking to solve with ConcR (stealth).
We're just at the beginning of this paradigm shift, but concentrating on building more general therapies and using them in tailor-made combinations for individuals (as opposed to highly targeted monotherapy) may be the most effective path towards cost-effective and fully efficacious treatment – a true holy grail.
George Tetley is looking at the immuno-oncology field for opportunities to start-up companies that will improve outcomes for cancer patients. After really enjoying his research project in immune cell metabolic activation at Trinity College, Dublin he went on to study for a PhD at Cambridge. Over the next four years he discovered and brought forward a peptide active against a commonly dysregulated cancer pathway, which has now progressed into an Astrazeneca collaboration. George is passionate about the translation of scientific research into practice and as such joined DSV, which aims to accelerate this process. Immuno-oncology is booming and is promising revolutions in cancer care, which is something that should get us all excited. Get in touch to learn more via george@dsv.io


Atlanta Postal Credit Union was chartered on 11/03/1925. Headquartered in Atlanta, GA, it has assets in the amount of $2,038,646,395. Its 111,217 members are served from 12 branch locations. Deposits in Atlanta Postal Credit Union are insured by the NCUA.


Memorial service will be 2 p.m. Monday, June 11, 2018 at Richard M. Roach Funeral Home, Gassaway with Rev. Johnny Conrad officiating.
A gathering of family and friends will be one hour prior to the memorial service.
Private inurnment will be at a later date.
Arrangements by Richard M. Roach Funeral Home, Gassaway which is honored to serve the Rollyson Family.
Francis Edward "Jack" Rollyson, 66, of Frametown, passed away June 4, 2018 at Braxton County Memorial Hospital, Gassaway.
He was born March 5, 1952 in Gassaway.
He was owner of Jack's Muffler. He lived life to the fullest and loved travelling, camping, boating and deep sea fishing. He was good to everyone.
Jack is survived by wife, Susie Rollyson; son, Jamie Rollyson of Savannah, GA, mother, Viola Pearl Fox Rollyson of Frametown; grandchildren, Michael and Jordan Coen; two great grandchildren; brother, Kenny Ray Rollyson of Frametown; sister, Melissa Renee Deuly of Frametown; several nieces and nephews.
He was preceded in death by his father, Edgar Francis Rollyson.
In Keeping with Jack's wishes he was cremated.


I prefer type of work - Part-Time, Full-Time, Contract Basis. Expecting remuneration in terms of Project Cost of appx. Rs.5000 Per Assignment.
My Skill - Chasing your passion is not very easy but if you do what you like eventually you will get to heights, just one of this kind person chasing photography doing jobs with the skills learned..
I as a company deals in - HP photography .
Made Pre weddings and Pre anniversaries.


text:
	// FileName: DynamicThumbstick
	// Version 0.9
	// Written by: jhelms
	// Description: Implements dynamic thumbstick controls for touch devices
--]]
local Players = game:GetService('Players')
local UserInputService = game:GetService('UserInputService')
local GuiService = game:GetService('GuiService')
local RunService = game:GetService('RunService')

local MasterControl = require(script.Parent)

local Thumbstick = {}
local Enabled = false

--[[ Script Variables ]]--
while not Players.LocalPlayer do
	Players.PlayerAdded:wait()
end
local LocalPlayer = Players.LocalPlayer

local Tools = {}
local IsAToolEquipped = false

local RevertAutoJumpEnabledToFalse = false

local ThumbstickFrame = nil
local StartImage = nil
local EndImage = nil
local MiddleImages = {}

local IsFollowStick = false
local ThumbstickFrame = nil
local OnMoveTouchEnded = nil		-- defined in Create()
local OnTouchMovedCn = nil
local OnTouchEndedCn = nil
local TouchActivateCn = nil
local OnRenderSteppedCn = nil
local currentMoveVector = Vector3.new(0,0,0)

--[[ Constants ]]--

local IMAGE_DISK = "rbxasset://textures/ui/Input/Disk_padded.png"
local IMAGE_RING = "rbxasset://textures/ui/Input/Ring_padded.png"

local MIDDLE_TRANSPARENCIES = {
	1 - 0.69,
	1 - 0.50,
	1 - 0.40,
	1 - 0.30,
	1 - 0.20,
	1 - 0.10,
	1 - 0.05
}
local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES

local TOUCH_IS_TAP_TIME_THRESHOLD = 0.5
local TOUCH_IS_TAP_DISTANCE_THRESHOLD = 25

local HasFadedBackgroundInPortrait = false
local HasFadedBackgroundInLandscape = false
local FadeInAndOutBackground = true
local FadeInAndOutMaxAlpha = 0.35

local FADE_IN_OUT_HALF_DURATION_DEFAULT = 0.3
local FADE_IN_OUT_HALF_DURATION_ORIENTATION_CHANGE = 2
local FADE_IN_OUT_BALANCE_DEFAULT = 0.5
local FadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
local FadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT

--[[ Local functionality ]]--

local function isDynamicThumbstickEnabled()
	return ThumbstickFrame and ThumbstickFrame.Visible
end

local function enableAutoJump(humanoid)
	if humanoid and isDynamicThumbstickEnabled() then
		local shouldRevert = humanoid.AutoJumpEnabled == false
		shouldRevert = shouldRevert and LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice
		RevertAutoJumpEnabledToFalse = shouldRevert
		humanoid.AutoJumpEnabled = true
	end
end

do
	local function onCharacterAdded(character)

		for _, child in ipairs(LocalPlayer.Character:GetChildren()) do
			if child:IsA("Tool") then
				IsAToolEquipped = true
			end
		end
		character.ChildAdded:Connect(function(child)
			if child:IsA("Tool") then
				IsAToolEquipped = true
			elseif child:IsA("Humanoid") then
				enableAutoJump(child)
			end
		end)
		character.ChildRemoved:Connect(function(child)
			if child:IsA("Tool") then
				IsAToolEquipped = false
			end
		end)

		local humanoid = character:FindFirstChildOfClass("Humanoid")
		if humanoid then
			enableAutoJump(humanoid)
		end
	end
	LocalPlayer.CharacterAdded:Connect(onCharacterAdded)
	if LocalPlayer.Character then
		onCharacterAdded(LocalPlayer.Character)
	end
end

--[[ Public API ]]--
function Thumbstick:Enable()
	Enabled = true
	ThumbstickFrame.Visible = true
	local humanoid = MasterControl:GetHumanoid()
	enableAutoJump(humanoid)
end

function Thumbstick:Disable()
	Enabled = false
	if RevertAutoJumpEnabledToFalse then
		local humanoid = MasterControl:GetHumanoid()
		if humanoid then
			humanoid.AutoJumpEnabled = false
		end
	end
	ThumbstickFrame.Visible = false
	OnMoveTouchEnded()
end

function Thumbstick:Create(parentFrame)
	if ThumbstickFrame then
		ThumbstickFrame:Destroy()
		ThumbstickFrame = nil
		if OnTouchMovedCn then
			OnTouchMovedCn:disconnect()
			OnTouchMovedCn = nil
		end
		if OnTouchEndedCn then
			OnTouchEndedCn:disconnect()
			OnTouchEndedCn = nil
		end
		if OnRenderSteppedCn then
			OnRenderSteppedCn:disconnect()
			OnRenderSteppedCn = nil
		end
		if TouchActivateCn then
			TouchActivateCn:disconnect()
			TouchActivateCn = nil
		end
	end

	local ThumbstickSize = 40
	local ThumbstickRingSize = 58
	local MiddleSize = 13
	local MiddleSpacing = MiddleSize + 5
	local RadiusOfDeadZone = 2
	local RadiusOfMaxSpeed = 50

	local screenSize = parentFrame.AbsoluteSize
	local isBigScreen = math.min(screenSize.x, screenSize.y) > 500
	if isBigScreen then
		ThumbstickSize = ThumbstickSize * 2
		ThumbstickRingSize = ThumbstickRingSize * 2
		MiddleSize = MiddleSize * 2
		MiddleSpacing = MiddleSpacing * 2
		RadiusOfDeadZone = RadiusOfDeadZone * 2
		RadiusOfMaxSpeed = RadiusOfMaxSpeed * 2
	end

	local color = Color3.fromRGB(255, 255, 255)

	local function layoutThumbstickFrame(portraitMode)
		if portraitMode then
			ThumbstickFrame.Size = UDim2.new(1, 0, .4, 0)
			ThumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0)
		else
			ThumbstickFrame.Size = UDim2.new(1, 0, .5, 18)
			ThumbstickFrame.Position = UDim2.new(0, 0, 0.5, -18)
		end
	end

	ThumbstickFrame = Instance.new('Frame')
	ThumbstickFrame.Name = "DynamicThumbstickFrame"
	ThumbstickFrame.Active = false
	ThumbstickFrame.Visible = false
	ThumbstickFrame.BackgroundTransparency = 1.0
	ThumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
	layoutThumbstickFrame()

	StartImage = Instance.new("ImageLabel")
	StartImage.Name = "ThumbstickStart"
	StartImage.Visible = false
	StartImage.BackgroundTransparency = 1
	StartImage.Image = IMAGE_RING
	StartImage.AnchorPoint = Vector2.new(0.5, 0.5)
	StartImage.Parent = ThumbstickFrame

	EndImage = Instance.new("ImageLabel")
	EndImage.Name = "ThumbstickEnd"
	EndImage.Visible = false
	EndImage.BackgroundTransparency = 1
	EndImage.Image = IMAGE_DISK
	EndImage.ImageTransparency = 0.20
	EndImage.AnchorPoint = Vector2.new(0.5, 0.5)
	EndImage.Parent = ThumbstickFrame

	for i = 1, NUM_MIDDLE_IMAGES do
		MiddleImages[i] = Instance.new("ImageLabel")
		MiddleImages[i].Name = "ThumbstickMiddle"
		MiddleImages[i].Visible = false
		MiddleImages[i].BackgroundTransparency = 1
		MiddleImages[i].Image = IMAGE_DISK
		MiddleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i]
		MiddleImages[i].AnchorPoint = Vector2.new(0.5, 0.5)
		MiddleImages[i].Parent = ThumbstickFrame
	end

	local CameraChangedConn = nil
	local function onWorkspaceChanged(property)
		if property == 'CurrentCamera' then
			if CameraChangedConn then
				CameraChangedConn:Disconnect()
				CameraChangedConn = nil
			end
			local newCamera = workspace.CurrentCamera
			if newCamera then
				local size = newCamera.ViewportSize
				local portraitMode = size.X < size.Y
				layoutThumbstickFrame(portraitMode)
				CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
					size = newCamera.ViewportSize
					portraitMode = size.X < size.Y
					layoutThumbstickFrame(portraitMode)
				end)
			end
		end
	end
	workspace.Changed:Connect(onWorkspaceChanged)
	if workspace.CurrentCamera then
		onWorkspaceChanged('CurrentCamera')
	end

	local JumpTouchObject = nil
	local JumpTouchStartTime = nil
	local JumpTouchStartPosition = nil

	local MoveTouchObject = nil
	local MoveTouchStartTime = nil
	local MoveTouchStartPosition = nil

	local function doMove(direction)
		MasterControl:AddToPlayerMovement(-currentMoveVector)

		currentMoveVector = direction

		-- Scaled Radial Dead Zone
		local inputAxisMagnitude = currentMoveVector.magnitude
		if inputAxisMagnitude < RadiusOfDeadZone then
			currentMoveVector = Vector3.new()
		else
			currentMoveVector = currentMoveVector.unit*(1 - math.max(0, (RadiusOfMaxSpeed - currentMoveVector.magnitude)/RadiusOfMaxSpeed))
			currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
		end

		MasterControl:AddToPlayerMovement(currentMoveVector)
	end

	local TweenInAlphaStart = nil
	local TweenOutAlphaStart = nil
	OnRenderSteppedCn = RunService.RenderStepped:Connect(function(step)
		if TweenInAlphaStart ~= nil then
			local delta = tick() - TweenInAlphaStart
			local fadeInTime = (FadeInAndOutHalfDuration * 2 * FadeInAndOutBalance)
			ThumbstickFrame.BackgroundTransparency = 1 - FadeInAndOutMaxAlpha*math.min(delta/fadeInTime, 1)
			if delta > fadeInTime then
				TweenOutAlphaStart = tick()
				TweenInAlphaStart = nil
			end
		elseif TweenOutAlphaStart ~= nil then
			local delta = tick() - TweenOutAlphaStart
			local fadeOutTime = (FadeInAndOutHalfDuration * 2) - (FadeInAndOutHalfDuration * 2 * FadeInAndOutBalance)
			ThumbstickFrame.BackgroundTransparency = 1 - FadeInAndOutMaxAlpha + FadeInAndOutMaxAlpha*math.min(delta/fadeOutTime, 1)
			if delta > fadeOutTime  then
				TweenOutAlphaStart = nil
			end
		end
	end)

	local function layoutMiddleImages(startPos, endPos)
		local startDist = (ThumbstickSize / 2) + MiddleSize
		local dist = startDist
		local vector = endPos - startPos
		local totalDist = vector.magnitude - (ThumbstickSize / 2) - (ThumbstickRingSize / 2) - (MiddleSize / 2)
		local direction = vector.unit

		local distNeeded = dist + (MiddleSpacing * NUM_MIDDLE_IMAGES)
		local spacing = 0

		if distNeeded > totalDist then
			spacing = MiddleSpacing
		else
			spacing = totalDist / NUM_MIDDLE_IMAGES
		end

		for i = 1, NUM_MIDDLE_IMAGES do
			local image = MiddleImages[i]
			local currentDist = startDist + (spacing * (i - 1))

			if currentDist < totalDist then
				local pos = endPos - direction * currentDist

				image.Visible = true
				image.Position = UDim2.new(0, pos.X, 0, pos.Y)
				image.Size = UDim2.new(0, MiddleSize, 0, MiddleSize)
			else
				image.Visible = false
			end
		end
	end

	local function moveStick(pos)
		local startPos = Vector2.new(MoveTouchStartPosition.X, MoveTouchStartPosition.Y) - ThumbstickFrame.AbsolutePosition
		local endPos = Vector2.new(pos.X, pos.Y) - ThumbstickFrame.AbsolutePosition
		local relativePosition = endPos - startPos
		local length = relativePosition.magnitude
		local maxLength = ThumbstickFrame.AbsoluteSize.X

		length = math.min(length, maxLength)
		relativePosition = relativePosition*length

		EndImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y)
		EndImage.Size = UDim2.new(0, ThumbstickSize, 0, ThumbstickSize)

		layoutMiddleImages(startPos, endPos)
	end

	-- input connections
	ThumbstickFrame.InputBegan:connect(function(inputObject)
		if inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then
			return
		end
		if MoveTouchObject then
			if not JumpTouchObject then
				JumpTouchObject = inputObject
				JumpTouchStartTime = tick()
				JumpTouchStartPosition = inputObject.Position
			end
			return
		end

		MoveTouchObject = inputObject
		MoveTouchStartTime = tick()
		MoveTouchStartPosition = inputObject.Position
		local startPosVec2 = Vector2.new(inputObject.Position.X - ThumbstickFrame.AbsolutePosition.X, inputObject.Position.Y - ThumbstickFrame.AbsolutePosition.Y)

		StartImage.Visible = true
		StartImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y)
		StartImage.Size = UDim2.new(0, ThumbstickRingSize, 0, ThumbstickRingSize)
		EndImage.Visible = true
		EndImage.Position = StartImage.Position
		EndImage.Size = UDim2.new(0, ThumbstickSize, 0, ThumbstickSize)

		if FadeInAndOutBackground then
			local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
			local hasFadedBackgroundInOrientation = false

			-- only fade in/out the background once per orientation
			if playerGui then
				if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
					playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then
						hasFadedBackgroundInOrientation = HasFadedBackgroundInLandscape
						HasFadedBackgroundInLandscape = true
				elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then
						hasFadedBackgroundInOrientation = HasFadedBackgroundInPortrait
						HasFadedBackgroundInPortrait = true
				end
			end

			if not hasFadedBackgroundInOrientation then
				FadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
				FadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
				TweenInAlphaStart = tick()
			end
		end
	end)

	OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed)
		if inputObject == MoveTouchObject then

			local direction = Vector2.new(inputObject.Position.x - MoveTouchStartPosition.x, inputObject.Position.y - MoveTouchStartPosition.y)
			if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then
				doMove(direction)
				moveStick(inputObject.Position)
			end
		end
	end)

	OnMoveTouchEnded = function()
		StartImage.Visible = false
		EndImage.Visible = false

		for i = 1, NUM_MIDDLE_IMAGES do
			MiddleImages[i].Visible = false
		end

		MoveTouchObject = nil

		MasterControl:AddToPlayerMovement(-currentMoveVector)
		currentMoveVector = Vector3.new(0,0,0)
	end

	--todo: remove this pcall when TouchTapInWorld is on for all platforms
	local success = pcall(function()
		local function positionIntersectsGuiObject(position, guiObject)
			if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X
				and position.X > guiObject.AbsolutePosition.X
				and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y
				and position.Y > guiObject.AbsolutePosition.Y then
				return true
			end
			return false
		end

		TouchActivateCn = UserInputService.TouchTapInWorld:connect(function(touchPos, processed)
			if not processed and Enabled and not IsAToolEquipped and positionIntersectsGuiObject(touchPos, ThumbstickFrame) then
				MasterControl:DoJump()
			end
		end)
	end)

	if not success then
		local function JumpIfTouchIsTap(startTime, startPosition, position)
			if (not IsAToolEquipped) and tick() - startTime < TOUCH_IS_TAP_TIME_THRESHOLD then
				if (position - startPosition).magnitude < TOUCH_IS_TAP_DISTANCE_THRESHOLD then
					MasterControl:DoJump()
				end
			end
		end

		OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
			if inputObject == MoveTouchObject then
				JumpIfTouchIsTap(MoveTouchStartTime, MoveTouchStartPosition, inputObject.Position)
				OnMoveTouchEnded()
			elseif inputObject == JumpTouchObject then
				JumpIfTouchIsTap(JumpTouchStartTime, JumpTouchStartPosition, inputObject.Position)
				JumpTouchObject = nil
			end
		end)
	else
		OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
			if inputObject == MoveTouchObject then
				OnMoveTouchEnded()
			elseif inputObject == JumpTouchObject then
				JumpTouchObject = nil
			end
		end)
	end

	GuiService.MenuOpened:connect(function()
		if MoveTouchObject then
			OnMoveTouchEnded()
		end
		if JumpTouchObject then
			JumpTouchObject = nil
		end
	end)

	local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
	while not playerGui do
		LocalPlayer.ChildAdded:wait()
		playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
	end

	local playerGuiChangedConn = nil
	local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
													playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight

	local function longShowBackground()
		FadeInAndOutHalfDuration = 2.5
		FadeInAndOutBalance = 0.05
		TweenInAlphaStart = tick()
	end

	playerGuiChangedConn = playerGui.Changed:connect(function(prop)
		if prop == "CurrentScreenOrientation" then
			if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or
				(not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then
					playerGuiChangedConn:disconnect()
					longShowBackground()

					if originalScreenOrientationWasLandscape then
						HasFadedBackgroundInPortrait = true
					else
						HasFadedBackgroundInLandscape = true
					end
			end
		end
	end)

	ThumbstickFrame.Parent = parentFrame

	spawn(function()
		if game:IsLoaded() then
			longShowBackground()
		else
			game.Loaded:wait()
			longShowBackground()
		end
	end)
end

return Thumbstick


text:
Banned movie on the Quran: Fitna
Dutch parliament member Geert Wilders has caused a huge controversy with his film Fitna on the Quran. The video was banned by it's American web host Network Solutions and cannot be shown on TV in the Netherlands. Watch it and see what all the fun is about. Warning: some graphic images.
In recent days, the Dutch prime minister has reiterated warnings that his country's citizens and businesses could be attacked because of the film; the European Union's executive commission has confirmed it sent talking points on the film to E.U. missions abroad; and NATO's secretary general has voiced concern that the film could increase the risk to Dutch troops serving in Afghanistan.
Outspoken right-wing Dutch lawmaker Geert Wilders said he made the movie to support his contention that the Koran — which Muslims revere as the revealed word of Allah to the prophet Mohammed — inspires "intolerance, murder and terror."
A Dutch court has agreed to examine a lawsuit filed by a Muslim group to ban an anti-Qur'an film by a hot-headed far-right lawmaker as the government launched a diplomatic offensive to limit the expected fallout.
"It's a request for summary judgment," Hague District Court spokeswoman Paula Koning was quoted as saying by Agence France-Presse (AFP).
The Islamic Federation has asked the court to appoint a panel of experts to review the documentary prepared by MP Geert Wilder and see if it should be banned.
The court will rule on the Muslim lawsuit by March 28.
A majority of Dutch people want an anti-Koran film made by a politician to be broadcast even though they fear it will stoke tension with Muslims and harm relations with Arab countries, a poll showed on Wednesday.
The poll by TNS NIPO for RTL television showed that 54 percent thought the film should be broadcast although 76 percent expected it to increase tensions between Muslims and non-Muslims and 74 percent saw worsening relations with Arab nations.
The video is controversial and Wilders comments "The Koran is a facist book which incites violence,writes Geert Wilders. That is why this book, just like Mein Kampf, must be banned."
A moderate Islam does not exist. It does not exist because there is no difference between Good Islam and Bad Islam. There is Islam and that it the end of it. Islam is the Koran, and nothing other than the Koran. And the Koran is the Mein Kampf of a religion that desires to eliminate others- non –Muslims-who are called infidel dogs, and inferior creatures. Read the Koran, that Mein Kampf, yet again. In whatever version and you will see that the evil which the sons of Allah against us and themselves has perpetrated comes from that book".(Oriana Fallaci"The Force of Reason" post-script page 305 February 2006)
Ehsan Jami is one such infidel dog who had the courage to call the Prophet Mohammed a criminal and for referring to some of the strictures of the Koran as backwards and who got it into his head to stand up for other apostate dogs and even organized a committee for them. Allah finds that the death penalty is warranted for apostasy. Last Saturday that was almost a reality: the infidel Jami was beaten bloody by two Morrocans and one Somalian.
In various Sura's Muslims are called upon to oppress, persecute, or kill Jews, Christians and others, believers and non –believers and to beat women and to rape and to use violence to implement a worldwide Islamist state. Numerous other Sura's are used by Muslims to incite to death and destruction.
Rioting will begin in 3, 2, 1…
Geert Wilders website
Wiki on Geert Wilders
News Category: Political, Rants
One Response to "Banned movie on the Quran: Fitna"
What are the frases in quran the allow muslims to kill others? as far as i know its in war times or when muslim is bing attacked only.
As for the movie ,i think , it would 've been more logic to disscuss it with muslims and to see whats their points of view of cricisim points aginst Islam.
johnny on 08 May 2008 at 1:48 pm


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