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CNN Moderator John King: What else, Governor Romney? You've been a chief executive of a state. I was just in Joplin, Missouri. I've been in Mississippi and Louisiana and Tennessee and other communities dealing with whether it's the tornadoes, the flooding, and worse. FEMA is about to run out of money, and there are some people who say do it on a case-by-case basis and some people who say, you know, maybe we're learning a lesson here that the states should take on more of this role. How do you deal with something like that?
Governor Mitt Romney: Absolutely. Every time you have an occasion to take something from the federal government and send it back to the states, that's the right direction. And if you can go even further and send it back to the private sector, that's even better.
TV pool asked Romney at least five times whether he would eliminate FEMA as president/what he would do with FEMA. He ignored the q[uestions]s but they are audible on cam[era]. The music stopped at points and the q[uestions]s would have been audible to him.
Last night, CNN's John King moderated a Presidential Debate at Saint Anselm College in Manchester, New Hampshire between seven Republican hopefuls. All of the candidates argued to reduce the role of the Federal Government, and John King tried to determine how far the candidates were willing to go in that regard.
In the case of Governor Mitt Romney (R-MA), the answer is quite far: He wants to privatize the Federal Emergency Management Agency or at least remove it from the Federal Department of Homeland Security and leave each state on its own to fend for itself in the case of a natural or man-made disaster.
KING: What else [is the Federal Government too involved in], Governor Romney? You've been a chief executive of a state. I was just in Joplin, Missouri. I've been in Mississippi and Louisiana and Tennessee and other communities dealing with whether it's the tornadoes, the flooding, and worse. FEMA is about to run out of money, and there are some people who say do it on a case-by-case basis and some people who say, you know, maybe we're learning a lesson here that the states should take on more of this role. How do you deal with something like that?


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Home » Health News » How is the European Union dealing with the COVID-19 pandemic and financial meltdown?
As cases of COVID-19 multiply across the European continent, European Union officials have taken drastic steps to slow the spread of the disease and stem the financial havoc it will wreak. Still, leaders in Brussels have a few more mechanisms at their disposal that could serve to unify EU member states and ease the flow of goods and services, says political science professor Mai'a Cross.
This week, the EU closed its borders to non-residents for at least 30 days, and on Thursday, the European Central Bank took a major step that included a €750 billion asset-purchase program to stem an economic meltdown caused by the pandemic. Leaders in Brussels will also begin collecting medical supplies for a common reserve (which they are calling the "rescEU stockpile") to be redistributed to the member states that need it most.
"The EU so far has been doing a lot to coordinate the member states in this unprecedented crisis," says Cross, who is Edward W. Brooke Professor of Political Science and associate professor of political science and international affairs at Northeastern.
It still has a few big measures at its disposal, though, she says.
The financial measures already taken by the EU are similar to those enacted during the Eurozone crisis a decade ago, Cross says.
Though two economic crises have vastly different origins, Cross says, "a lot of what's happening in terms of the economy echoes early stages of the Eurozone crisis."
That decade-long crisis began in 2009, when several EU member states—including Greece, Portugal, Ireland, Spain, and Cyprus—were unable to repay or refinance their government debt without help from the European Central Bank or the International Monetary Fund.
In the wake of the crisis, the EU created the European Financial Stabilization mechanism, a system with a capacity to provide up to €5 billion to member states in economic need, Cross says. At time of publication, EU officials have yet to activate this system.
There's another, perhaps less obvious lever EU officials could pull as well, Cross says: They could enact the solidarity clause of the 2009 Lisbon Treaty, the international agreement that forms the constitutional basis of the EU.
The solidarity clause, Article 222 of the treaty, is designed to allow joint EU and member state response in the event of a terrorist attack, natural disaster, or man-made disaster. It's evolved to include epidemics and pandemics, as well, Cross says, and it's never been used.
"Now is the time for the member states to invoke this clause—it's not just one country that's been affected by this disease; it's many," she says.
Because the clause has never been invoked, it's not entirely clear what it might entail—the member states and the EU would have to "infuse it with meaning," Cross says.
"In some ways, its biggest effect is a symbolic reminder of the fact that the member states are in this together," Cross says. "They're stronger when they act together and speak with one voice."
Cross suspects too, that the COVID-19 crisis will ultimately serve to reinforce the unity of the EU, as past crises have.
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The OP of the post wondered why anyone would make candles that smell like fat. I told them that fat used to be a material to make candles from in days of yore and that fat and not bee wax meant something about the person who decorated the room. I said some fats gave off a bad smell when burning so the fact that these candles were scented said another thing about the person decorating the room.
Also, that if these were thick (fat) candles, the candles would have been "fat, scented candles". If they were, indeed, smelling of fat they would be "fat-scented candles".
If these were thick (fat) candles, the candles would have been "fat, scented candles".
If they were, indeed, smelling of fat they would be "fat-scented candles".


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What Is eSports? (The Answer May Surprise You)
July 15, 2018 November 19, 2022 Yellow Zebra
Competitive video gaming has only just begun to take off around the world. Millions of spectators tune in via online streaming to watch their favorite elite professional gamers compete against each other to win various championship titles and huge prize earnings. So what is eSports exactly? eSports is the global gaming phenomenon that organizes the competitive play of video games. In this article, we'll explain how eSports began, how they are played and much more.
The explosive growth of eSports
Decades before YouTube and the internet, and years before Playstation, Xbox, and even Nintendo, competitive digital gaming has always been around, but due to the stereotypes of amateur and professional gamers, the popularity of these events was often hidden in plain sight. Largely pushed to the fringes of society, gaming tournaments that were once relegated to mother's basements, college dorms, and small arcades are now being held in mega sports arenas around the world that hold 30,000+ seats and state of the art Megatron screens.
The eSports industry is undergoing a renaissance in terms of how the world is now is coming to view digital gaming communities, their popularity, and the mass financial impact they can have in the real world. According to Newzoo, by 2020 eSports is expected to generate over $1.5 billion (with a B) annually. To understand why eSports has blown up into the huge phenomenon it is, you first must understand the history of how it developed.
The history of eSports and competitive gaming
The history of competitive gaming, which would come to be known today as eSports, first surfaced on a large scale in the 1980's when then gaming giant Atari hosted the Space Invaders World Championship in 1980. The event was one of the first of it's kind to draw massive participation from approximately 10,000 attendees, and many gaming evangelists believe this was the inception of modern high profile gaming tournaments. Atari, while already a hugely popular in Japan and many other Asian countries, found massive success in the United States with the Atari 2600 model console after the launch of its critically acclaimed flagship title video game called Space Invaders.
From that point on, the competitive gaming industry experienced rapid growth and an explosion in popularity. More game titles began to be released on various platforms, and also some of the industry's young gaming superstars, such as legendary competitive game player Billy Mitchell, who set multiple game-high score world records, began to receive notoriety in hugely popular magazines such as Life and Time.
Throughout the 1980 and 1990s, eSports competitive gaming grew from just a niche following of young enthusiast to reaching mainstream television shows such as Starcade, which ran from 1982 to 1983, and was a show entirely focused on contestants competing against each other in arcade-style games. Also, the prospect of setting new high scores in gaming was heightened as the Guinness Book of World Records began to keep track of official record-setting scores amassed by gamers and fueled new interest from gamers of all ages.
However, with all of the success and notoriety eSports competitive gaming began to gather during the 1980s and 1990s, there were also negative societal stereotypes that started to be associated with the eSports generation of gamers and unfortunately helped keep a lid on an explosive cultural revolution from genuinely hitting mainstream popular culture until decades later. It wasn't until the internet reached technical maturity that eSports were finally provided a way to go viral and attract the attention young gamer's around the world, allowing them to form strong communities and continue to grow the phenomena that began decades earlier.
So now that you know the history of eSports and how it developed over time, it's important to understand how its played.
How is eSports played?
eSports is not just made up of one video game. And that's precisely why it attracts so many people from around the world. Almost any video game can be turned into an eSports match or league. So whether you are into multiplayer online battle arena games like League of Legends or Dota 2 or like first-person shooter style games like Call of Duty or Counter-Stike, or if you prefer games that model traditional sports like FIFA or NBA 2k, you are highly likely to find an eSports league to play in or watch. If you're interested in learning what the top eSports games are right now, check out our post on the 10 best eSports games you should play right now.
Each game is different and unique and has a different way to play. A lot of popular games these days are team-based and require multiple players to join in a match. And some video games are played individually without a team. The good news is that eSports feature both types of games: individual and multi-player. So whether you prefer to play or watch one or the other, you're in luck because you can find both in eSports!
So what's next after you know whether a game is a team-based or individual based game? From there you need a way to compete against others in matches. So it's important to know that the structure of eSports is broken down into two main aspects. The first is a team or individual. These are the players who either play with each other on the same side or individually. If a video game is individually based, like FIFA, you only need one player to enter a match. If it's team-based, you'll need multiple players to enter into a match.
The second aspect of eSports is a competitive organization. This organization takes shape in the form of leagues, tournaments, and ladders. These three things are all competitively organized ways for eSports gamers to compete against each other.
What is eSports league play?
Leagues are made up of individuals or teams on opposing sides who compete against each other in matches. You can't have a league without multiple players or teams to play against each other. It's exactly like other traditional sports leagues like the NFL or the NBA. Players join teams, and the teams are in the league and compete against each other. Each league usually has a season, which lasts several weeks or months. Members of the league compete over that period, usually playing each team in the league in matches. At the end of the season, the player or team with the best record will win, or the league will have a playoff, where the top teams at the end of the season compete in a single-elimination style tournament to decide the league champion.
What is eSports tournament play?
Tournaments are short competitive series of matches between a number of competitors, who compete for an overall prize. They are similar to a league, except they go on for a much shorter time frame, usually one or two days. Tournaments have brackets or pools in which teams or players are seeded to play against each other. Usually, tournaments are single elimination, so competitors play until they lose. An example of a major eSports tournament is the Call of Duty World League Championship, in which 32 of the top Call of Duty teams globally compete each year to crown a winner. Tournaments always have an ending with a champion or winner.
What is eSports ladder play?
A ladder is similar to a tournament, but it goes on forever, without an end. If you lose in a ladder, you will be placed on a lower 'rung' until you win more games. Ladders can go on indefinitely as the person or team sitting on top of the ladder can continuously be swapped out depending on who is the latest victor. So each time you win, you climb 'up' the ladder. When you lose you go down the ladder. The objective of ladders is to keep winning to earn the top spot on the leaderboard.
Let's look at an example to put this into practice. Say you want to play League of Legends competitively. This is a multiplayer, team-based game, so you first know that you'll need to find other gamers to play with on your team. Once you secure your team and have enough players, you must start looking for a competitive organization to play in. You can find an eSports league for your team to join, where you can compete against other League of Legends teams. Or you can look for a tournament to get your team into, where you'll compete for a grand prize being offered. If you're not ready to fully commit to a league or tournament, it's best to start off competing in a ladder, where you can play against other League of Legends teams to earn the top spot on the leaderboard.
The pro players and teams of eSports
Over the past several years, eSports players have become overnight celebrities. They've made their way into household names and are blowing up on social media. And chances are you've probably heard of some of them. Here are some of the top eSports players from across the globe that you should know!
Tyler Blevins, commonly referred to as Ninja, is one of the most popular pro gamers on the eSports scene right now. As of August 2018, he is the most-watched streamer on Twitch with over ten million followers and an average of over 50,000 viewers per stream. He even hangs out with the likes of Drake, Travis Scott, Odell Beckham Jr., Juju Smith-Schuster, Logic, The Weeknd, and more. He initially earned his way to gaming stardom by becoming one of the best Halo 3 players, but after a few years decided to try his hand at other games. in 2017, he absolutely blew up the eSports gaming world by taking on Fortnite. His popularity really shot up with the growth of Fortnite. And his success can mainly be attributed to streaming his gameplay on Twitch and YouTube. Whether it's for entertainment purposes or because they want to learn from the best, millions of people tune in to watch him play. He has brought more attention to the world of eSports as his celebrity status has grown and has been extremely active on social media.
Lee Sang-hyeok, or Faker, is a South Korean superstar gamer. He exclusively plays League of Legends and is a three-time League of Legends World Championship winner as a member of the incredibly talented SKT T1 K esports team. He started playing League of Legends in 2011 after he discovered it while browsing the internet. He quickly gained notoriety by reaching #1 on the ranked ladder and eventually was recruited by the Korean eSports organization, SK Telecom T1. He is known for his high mechanical skill while playing League of Legends and his ability to play any champion at the top professional level. In 2017 he even won the title of Best eSports Player at the 2017 The Game Awards. Faker is an absolute eSports legend and is considered by many as the best League of Legends player of all-time.
KuroKy
Kuro Salehi Takhasomi, also known as KuroKy, is a German professional gamer. He has taken the world by storm by making a name for himself with his Dota 2 gameplay. According to www.esportsearnings.com, KuroKy is the highest paid eSports gamer of all time, earning over $3.7 million in prize money to date. He started playing video games at the age of 10 and quickly found his calling when playing the original Defense of the Ancients (Dota). KuroKy quickly earned his way onto German pro-gaming teams, including World Eaters. After a long span of playing with different teams, he finally joined Team Liquid in 2015. He's experienced a ton of success on this team and has helped lead them to win the annual Dota 2 championship tournament called The International. He has played in The International every year since 2011 and finally found major success by winning the whole thing in 2017.
Top eSports teams
Individual players aren't the only ones who've made a name for themselves in eSports. There are thousands of eSports teams out there, but only a small fraction of those can call themselves a professional team. Over the past few years, a few, in particular, have earned their way into fame. Some of those teams are highlighted below, although there are many more that exists.
Team Liquid was formed in 2000 as a clan on Battle.net. They have since turned into one of the most popular and influential sports in all of eSports. At this point, Team Liquid has grown so much that they function as a club, with a collection of pro teams and players across 14 video games. Some of their current top players include KuroKy, MinD_ContRoL, Impact, and Ken (also known as the King of Smash). In 2016, Team Liquid sold its controlling interest to aXiomatic Gaming, an investment group made up of several powerful investors including NBA Hall of Famer Magic Johnson. Team Liquid has won over $21.4 million collectively in prize earnings since its creation, placing them on top of the list for overall team earnings.
Evil Geniuses is another major professional eSports team franchise based in San Francisco, CA. The team was originally founded in 1999 and has blossomed into one of gaming's most well-known teams. They also operate as a club, having a professional team across seven different video games, including Dota 2, Call of Duty, Rocket League, and more. They've enjoyed winning several major championships with their teams, such as The International 2015 (Dota 2) and more recently the 2018 Call of Duty World League Championship. They're also currently ranked #2 on the list for overall team earnings, raking in over $17.4 million.
Newbee
Newbee is a Chinese eSports organization that was founded in 2014. They have professional teams for Dota 2, Hearthstone, and League of Legends. They are third on the list for top eSports team earnings, bringing in over $12.6 million in just over four years. The most popular Newbee team is their squad for Dota 2, who won The International 2014, which earned them $5 million in prize money (the highest ever at the time).
What are some of the top eSports leagues and tournaments?
It is first important to note, that the term eSports is just a classifier for a collection of individual gaming leagues and tournaments. There is not one single official governing body over all of the different leagues (at least not yet), such as with NFL, NBA, MLB, or NCAA. Instead, each league is typically defined by a single or multiple video game titles, and every team or independent athletes within those leagues compete by playing against other teams or independent athletes within the same league. This may sound a little confusing, but this will begin to make more sense as we go through the article.
Similar to international club soccer, eSports leagues can have varying degrees of talent, popularity, revenue generation, sponsorships, notoriety, athlete compensation, and fan following. eSports leagues have been traditionally comprised of two separate types of organizers which are: third party organizers (TPO's) and game manufacturers. Historically, the vast majority eSports leagues and tournaments were organized by small independent TPO's (colleges, local gaming clubs, etc.) and some of the most significant national eSports events were held annually and sponsored by the game manufacturers themselves. However, in recent years we have seen that the game manufacturers are getting directly involved in forming their own branded eSports leagues and tournaments.
For example, some of the biggest names in eSports leagues and tournaments were started by the game manufactures that actually created the video game in which the league competes. For example, Blizzard Entertainment, creator of mega-successful video game titles such as Overwatch, World of Warcraft, Hearthstone, Diablo III: Reaper of Souls, and StarCraft, also started the Overwatch eSports league. The Overwatch eSports league focuses exclusively on the Overwatch video game and currently has 12 teams, two divisions, and teams based everywhere from San Fransisco to Shanghai.
In addition, there are TPO's such as the Electronic Sports League (ESL) which brand themselves as the largest eSports company in the world and produces a large amount of eSports leagues and tournaments all across the globe. It is an important distinction to recognize that one of the biggest differences between TPO's and game manufacturer eSports events is that typically TPO's will produce eSports leagues and tournaments that can span various video games titles, video game manufacturers, hardware platforms, and technologies. Game manufacturers will typically align their leagues and tournaments on their in-house produced video games. As eSports continues it's massive expansion each year, the competition between TPO's and game manufactures for eSports supremacy has yet to be determined.
Third-Party Organizer (TPO) eSports leagues and tournaments
We've put together a list of a few third parties organized eSports leagues and tournaments below for you to check out and learn more about. Please note this is not a comprehensive list but gives you an idea of the various eSports leagues and tournaments that currently exist.
Electronic Sports League (ESL)
Electronic Sports League, also known as ESL, would be classified as a third party organizer and is a branch of the international digital entertainment group MTG and brands itself as the world's largest eSports company. The company maintains a global footprint with offices in China, Germany, France, North America, Russia, Spain, and Poland and also partners with other countries around the globe to produce some of the largest and well-known eSports leagues and tournaments. Founded in the year 2000 and based out of Cologne, Germany, ESL is recognized as being the oldest eSports company still in business today. Back in 2015, it was reported that Swedish media company Modern Times Group (MTG) made an $87 million acquisition of the parent company of Electronic Sports League, making it one of the largest eSports acquisitions in history. ESL partners with game manufacturers such as Blizzard Entertainment, Riot Games, Valve, Corporation, and Microsoft Studios among others.
Here are some examples of the leagues and tournaments that ESL sponsors and runs:
Branded as the longest running pro gaming tour in the world
Started in 2006 by ESL
Features competition in the following video games:
A global eSports event series
Rainbow Six: Siege
ESL Play
Feature competition across many video game titles and skill levels
Major League Gaming (MLG)
Major League Gaming, or MLG, is another third party organizer of eSports. It was founded in 2002 and is headquartered in New York City. It's famous for being the first televised eSports league in the United States back in 2006. On its website, MLG states that its mission is to promote eSports globally through premier competition and to deliver premium gaming content to viewers anytime, anywhere through their global streaming platform. Interestingly enough, MLG was acquired by Blizzard Gaming in 2016, but the company is still operated separately and is still considered the third party. MLG continues to partner with other major game manufacturers including Microsoft Studios, Riot Games, EA Sports, and more.
MLG has split their offerings into two areas. The first is called the Pro Circuit, which is made up of several leagues and tournaments for professional gamers and teams. There are currently only eight video games featured in the Pro Circuit, including Overwatch, Call of Duty, Gears of War, and five others. Only professional teams and players can enter in the Pro Circuit, by invite only. However, anyone can support by watching online on MLG's website, which is also called MGL.TV. MLG also hosts and sponsors live tournaments like the Call of Duty World Championship and the Gears of War Pro Circuit.
The second area is called GameBattles, which is an eSports competition platform that is open for anyone to join and instantly compete in ladders and tournaments. MLG claims this is the largest cross platform online gaming tournament system in the world with 10 million+ registered users. GameBattles features 30+ game options for members to compete in across six different platforms (Xbox One, PS4, Nintendo Switch, Nintendo Wii U, PC, and mobile). This is an excellent way for aspiring eSports pro gamers to gain experience and compete with high-level competition. If you're interested in learning more about what it takes to become a professional gamer, check out our article on how to become a pro eSports gamer in 8 steps.
Here are some examples of MLG competitions:
Call of Duty World Championships
Gears of War Pro Circuit
ELEAGUE
ELEAGUE, commonly referred to as EL, is another example of a professional eSports league that was created in 2016 by Turner Broadcasting. Turner is an American media conglomerate that owns and operates several cable television channels including TNT and TBS. As a result, ELEAGUE is regularly broadcasted on cable via TBS. The league also has partnerships with Twitch and YouTube to bring content to online streaming platforms as well. ELEAGUE currently has pro leagues and tournaments for five games: CS:GO, Street Fighter V, Tekken, Injustice 2, and Rocket League. You can check out some of the leagues and tournaments currently hosted by ELEAGUE here:
CS:GO Premier
Street Fighter V Invitational
Tekken Team Takedown
Major: Boston (CS:GO)
ELEAGUE Cup: Rocket League
Injustice 2 World Championship
Though this pro league has only been around since 2016, it's gaining momentum quickly. With the popularity of eSports spreading like wildfire, we expect ELEAGUE to get even bigger and begin hosting even more leagues for a wider variety of games.
Game manufacturer eSports leagues and tournaments
We've also created a list of game manufacturer eSports leagues and tournaments below for you to learn more about. Again, this is not a comprehensive list but will give you a better picture of the various competitions currently offered by game manufacturers.
The Overwatch League
The Overwatch League brands itself as the first major global eSports league with city-based teams. Overwatch, is the hit video game title from Blizzard Entertainment, and the focus of the league involves competition playing Overwatch. Blizzard Entertainment not only is the game manufacturer of the Overwatch video game but also is the sponsor of the league itself. Currently hosting 12 city-based teams, the inaugural Overwatch League season kicked off in December 2017 and concluded in August 2018 with an All-Star weekend. Overwatch postseason winners can expect to see prize bonuses up to $1 million in cash. Overwatch league teams are permanent franchises, and teams are represented by either being part of the Atlantic or Pacific divisions. Here's how the league and teams are currently broken up:
Boston Uprising: Boston, MA
Florida Mayhem: Flordia
Houston Outlaws: Houston, TX
London Spitfire: London
New York Excelsior: New York City, NY
Philadelphia Fusion: Philadelphia, PA
Dallas Fuel: Dallas, TX
Los Angeles Gladiators: Los Angeles, CA
Los Angeles Valiant: Los Angeles, CA
San Fransisco Shock: San Fransisco, CA
Seoul Dynasty: Seoul
Shanghai Dragons: Shanghai
The International
The International is the annual championship tournament for Dota 2 that is put on by Valve Corporation, the game publisher for Dota 2. The first tournament took place in Cologne, Germany in 2011 and since then, has been held every year. In this tournament, 18 teams start out battling against each other, all vying to earn the top spot as the Dota 2 champion. It's turned into one of the biggest, if not THE biggest eSports pro tournament in the world, with the highest prize winnings given to finalists. In 2017, the first-place team, Team Liquid, singlehandedly earned over $10 million in prize money.
The FIFA eWorld Cup (FeWC) is the official tournament for professional gamers who play EA Sports FIFA. It's been hosted annually by FIFA and EA Sports (the game manufacturer) since 2004. It was formerly called the FIFA Interactive World Cup (FIWC) but had a name change starting in 2018. In this tournament, the top FIFA players from all over the globe compete to earn the final championship title. It starts off in qualification mode, in which anyone with a PlayStation4 or Xbox One and the latest copy of FIFA can enter to qualify. It's an extremely tough qualification as only 16 players make it through to the FIFA eWorld Cup finals. Another 16 players qualify for the finals by competing in one of the FIFA Global Series tournaments throughout the season. So 32 teams in total make it to the finals to compete against each other to earn the FIFA eWorld Cup crown. The 2018 winner was Mosaad "Msdossary" Aldossary of Saudi Arabia, who took home $250,000 in prize money and a trip to the Best FIFA Football Awards!
Heroes of the Dorm
Another game manufacturer league is called Heroes of the Dorm and is also brought to you by Blizzard Entertainment. This league is marketed for college students who play Heroes of the Storm. To participate, students must create their own teams of five with other students from their university. Once teams are formed, they compete against other universities in both a season and playoff in the Heroes of the Dorm league. Almost 200 teams participated in the 2018 Heroes of the Dorm league at the start. After an intense round of regional play, 64 top teams get chosen to compete in bracket play, and at the end, only one champion remains, earning a gaming computer system, plus up to $25,000 in tuition money for up to three years of college. That's a pretty sweet prize for college kids!
So are eSports athletes actually athletes?
When we think of an elite professional athlete we think of the likes of Michael Jordan, Lebron James, Aaron Rodgers, Missy Franklin, Bryce Harper, and the list continues, however one trait that remains constant amongst the most elite in traditional sports is that these athletes can impose their will on opponents not just physically, but also mentally. The term elite professional athlete has always been attributed to a person of exceptional physical ability and one possessing a set of talents that allow them to continually outperform the competition.
With the explosive growth of eSports year after year, many are starting to challenge the notion of the components that make up of an elite professional athlete, and also challenging what exactly classifies organized competition as an actual sport. The eSports rage sweeping the world is ready and bringing with it the heavily debated discussion on popular cable media outlets and online forums about whether eSports is actually a real sport, and can it ever reach mainstream popularity, in the United States, in particular, to compete with the big three sports leagues (NFL, NBA, and MLB).
Although you will find many media outlets and casual observers arguing on both sides of whether or not eSports participants classify as athletes, you will struggle to find an aspiring professional eSports gamer who doesn't put in an absolutely incredible amount of hours into refining their skills. In fact, we have seen an average training regimen for amateur and professional anywhere from a minimum of 50-80 hours per week, and even these numbers can be seen as conservative for those who are immersed in the eSports lifestyle. In our opinion, eSports professional gamers are 100% professional athletes.
In the world of traditional sports and athletics, we have all heard stories of athletes who have an insane amount of work ethic and dedication to excel at a single sport. However, top eSports athletes and teams live in an online world where literally the competition never sleeps, and every hour you are away from the computer or tv monitor, there is an aspiring young gamer looking to dethrone the champ. There are many stories of top eSports athletes only getting on average 3-4 hours of sleep a night, and spending nearly every waking minute in front of a computer screen, including meals. Many of the elite eSports teams train all day at a dedicated training facility. Usually, these are a corporate-sponsored office space that allows them to compete against each other and also watch the film of previous matches while discussing game strategy. The training regimen for eSports athletes, both amateur and professional is intense, and in many cases enough to surpass even the most dedicated traditional sports athletes.
eSports in the Olympics
If we haven't convinced you by now the eSports is actually a sport, maybe this will help. The Paris 2024 Olympics Committee is seriously considering adding eSports to the lineup of sports in the Summer Olympic Games. Yes, you heard that right. eSports may be on its way into the Olympics! In Paris, it's unlikely that eSports will be an actual competitive sanctioned event in the Olympics. We're still a ways away from that, mostly due to the fact that there is no international governing board for eSports. For example, soccer has FIFA and gymnastics has the International Gymnastics Federation. eSports doesn't have anything even close to this yet, but don't expect that to last too much longer. As eSports gains more and more popularity, a governing body is bound to be formed.
eSports is a business
So the final thing you should know about eSports is that it is a business. And it's just beginning to take-off. In 2017, eSports total revenue grew to a whopping $655 million. And as we've stated before, that number is only expected to grow. By 2020, total revenue for eSports is expected to hit $1.5 billion! This growth is mainly being driven by the insane numbers of new eSports enthusiasts, which peaked at 143 million in 2017. And this number is also growing rapidly as more and more spectators become absorbed with eSports.
But you're probably wondering how does eSports make money?
How does eSports make money?
Similar to teams in traditional sports leagues like the NFL, NBA, and MLB, eSports teams are able to make money from activities including:
Live event ticket sales
Team branded merchandise and team website monetization
Selling media rights to broadcast live esports events
Currently, it is believed that most eSports league revenues are generated from directly from sponsorships, which can ultimately cause eSports leagues to have a significant dependence on corporate sponsors to continue to operate. Unlike traditional major sports leagues, most eSports teams do not own their own stadiums or event venues, so they aren't able to capture a significant portion of ticket sales revenues or receiving stadium naming rights sponsorships. Also, since many of the most popular leagues are owned and operated by the game manufacturers themselves, independent eSports teams traditionally have limited negotiating influence on revenue and profit sharing.
Careers in eSports
Another facet of eSports turning into a booming business is the creation of jobs and new careers. Becoming a professional video gamer is now an actual career. Pro gamers are professional athletes and are not only earning the big bucks in terms of salaries and prize earnings, but they are also benefitting from their newfound stardom. Pro gamers now are able to earn major sponsorship and advertising deals because of all the supporters they have amassed. Children and young adults all over the world are aspiring to turn their hobby of playing video games into a legitimate, well-paying career. But getting to the elite ranks of eSports is not a simple task. In fact, very few gamers actually have what it takes to become professional. So if you or someone you know is considering a career as a pro gamer, make sure to check out our post on how to become a pro eSports gamer in 8 steps.
In addition, there are also a ton of other career paths and jobs that eSports has created outside of being a gamer. There are plenty of options for you to find a job within eSports even if you don't play video games. These jobs include AV technicians, event planners, marketing managers, networking engineers, announcers, and much more. If you want to learn more about how to find other career opportunities in eSports, check out our article on the 10 best tips to get a job in eSports.
eSports gambling
Another rising facet of the eSports business is gambling. As eSports has continued to grow over the past few years, the gambling industry has kept a close eye. Betting on eSports has been quite popular in Europe for some time now, with major gambling websites allowing various types of eSports gambling from match betting to casino-style games. And most recently in the United States, the US Supreme Court struck down a 26-year-old law, known as PAPSA, that prohibited several significant forms of sports gambling in all but four states. This major Supreme Court decision was a big win for sports gambling as it unlocked states' rights in establishing their sports-betting laws. Some states have already quickly legalized it, and many more states will follow suit shortly, thus opening up the doors for eSports gambling to take off in the United States like wildfire. We fully expect eSports gambling to become a full-fledged phenomenon as the industry continues to grow over the next few years. If you're interested in trying your hand, make sure to read our 8 tips before making an eSports bet.
With booming business comes more regulation
It's probably not a surprise that with an exponential increase in business and revenue, comes increased regulation. And that's precisely what is happening in some countries in regards to eSports. Some governments and governing bodies are beginning to crack down on competitive gaming, which could be a major blow to the industry. The World Health Organization (WHO) announced in early 2018 that they were officially classifying gaming addiction as an official mental health disorder. And some countries have followed suit. For example, in South Korea, gaming competition is so intense, that the government is actively trying to classify gaming as a public health risk. They've already placed a law that bans children under 16 from accessing online games between midnight at 6 am! And unfortunately for the eSports industry, this law has caused the Korean gaming market to shrink by roughly $1.09 billion (according to the Korea Economic Research Institute). That's a crazy amount of money!
While we don't know exactly what further types of regulation and the effects it will have on eSports, we do expect more to come as the industry continues to proliferate. However, while regulation might be able to slow down the growth ever so slightly, it's highly unlikely that it will be able to take down the roaring beast that is eSports.
Now you know the answer to the question of what is eSports!
By now, you should hopefully be much more educated and versed in the world of eSports then you were before reading this article. We've covered quite a bit, but if there's one thing to take away, it's that eSports is the organized, competitive play of video games for spectators. Okay, and one other thing: the eSports industry is just on the beginning fringes of what it will become in the very near future. Within the next ten years, more and more eSports pro gamers will be household names, and gaming championships will be just as popular as the Super Bowl or the World Cup. Plus, by 2020, eSports will be one of the biggest economic industries with over 1.5 billion in total revenue. Get your popcorn ready folks, because it's going to be a wild ride!
Next: How To Become A Pro Gamer In 8 Steps


This picture was taken at the South African Pole Championships by The Big Baboon (Monique Pestana). The performer is Linda Kumm who now has her own pole school The Art of Pole & Sensual Fitness, Roodepoort.
The performer in this picture is Linda Kumm who is the owner of The Art of Pole & Sensual Fitness in Roodepoort.


Most trauma injuries and deaths are preventable. The trauma professionals at North Kansas City Hospital want to help you avoid becoming a trauma statistic.
Use the advice provided here, from our trauma staff, the U.S. Department of Health and Human Services (HHS) and the Centers for Disease Control and Prevention (CDC), to avoid unsafe behaviors and environments and keep yourself and your family safe.
Distracted drivers are responsible for 15 percent of fatal crashes and 20 percent of crash-related injuries, and the numbers continue to climb. Studies and accident data continue to prove that drivers using electronic devices are much more likely to be involved in a car accident than drivers who aren't. Texting takes your eyes off the road an average of 4.6 seconds. At 55 miles per hour, that's the equivalent of driving the length of a football field blindfolded.
Distractions also come from eating, drinking, reading, applying makeup, conversing with passengers, pets, children and the driver's own state of mind.
Drive with your headlights on in bad weather. If you have to turn on your windshield wipers, turn on your lights.
Four-wheel drive won't help you stop any faster.
Trucks take longer to stop. Don't cut in front of them.
If pavement is wet, don't use cruise control.
If you have antilock brakes, press down hard. If you don't have antilock brakes, gently pump your brakes.
Don't forget to stay safe while staying warm. Follow these tips for safe fireplace and wood stove use.
Burn only seasoned hardwood—oak, ash or maples are best.
Don't burn trash. It can contain poisons or burn erratically.
Have a professional inspect your chimney every year.
Use a creosote log to reduce buildup of creosote. Purchase one approved by UL.
Use glass doors or screens to prevent sparks from escaping.
Install a smoke detector and a battery-operated carbon monoxide detector and test the batteries monthly.
Use fireplace, wood stoves or other combustion heaters only if they are properly vented to the outside and won't leak flue gas into the indoor air space.
The most important thing a cyclist can do to prevent a head injury is to wear an approved helmet. It's estimated that as many as 88 percent of bicycle-related head injuries could be avoided if people wore helmets.
If you've been in an accident with any impact to your helmet, even if it looks OK, REPLACE IT. Fine cracks in its structure could make it unsafe in a future tumble.
Don't ride bicycles at dusk or in the dark. Regardless of the time of day, make sure your bicycle and your clothes have reflectors.
Because bicyclists are difficult to spot, drivers should always look for them at intersections and make eye contact.
Bicycles often look like they're traveling faster than they are. Share the road and allow for a space cushion.
Don't honk at cyclists when coming up behind them. You may startle them and cause them to lose control.
When driving children to school, deliver and pick them up as close to the school as possible.
Reduce any distractions inside the car so you can concentrate on the road. Put your cell phone away and don't talk or text while driving.
Don't drive away after dropping them off until they are inside or with school staff.
Remind children to use traffic signals when walking and to avoid using headphones or other devices that would distract them from their surroundings.
Make sure your child walks to school with a sibling or friends. Never allow him or her to walk alone; there's safety in numbers.
Research your child's route to school. Sexual offenders must be registered with the state and your local law enforcement agencies can tell you where they live.
Make sure your child's backpack has two padded straps and does not weigh more than 10 to 20 percent of his or her body weight.
If your child stays home alone, tell him or her to keep the doors locked and not to let anyone in. Post a list of emergency phone numbers near the phone.
During a heat wave, it's important to be able to keep cool. The best defense against a heat-related illness is prevention. Here are some cool tips on a hot topic.
Stay hydrated. Don't wait until you're thirsty to drink.
Avoid alcohol and drinks containing lots of sugar. They can make you lose more body fluid.
Avoid very cold drinks. They can cause stomach cramps.
If you're perspiring, try to drink one quart of liquid per hour. Sports drinks are fine.
Keep a spray bottle of water in the fridge and give yourself a spritz when you're hot, starting on the wrists.
In temperatures above 90 degrees, fans won't cool you. Go to a mall for a few hours or take a cool shower.
Wear loose fitting, light colored clothes and cover your head and shoulders.
During the heat of the day, eat light meals. Remember fruits and vegetables contain water.
NEVER leave children (or pets) unattended in the car. Place your purse, briefcase, lunch, etc. in the back seat of your vehicle to remind you children are there.
Sparklers burn at 2,000 degrees F or hotter. That's as hot as a blow torch or a charcoal fire in a grill—a temperature that can melt copper. Fireworks, such as bottle rockets and small firecrackers, may appear harmless because of their small size, but they send thousands of people to emergency rooms each year, particularly around the Fourth of July.
Avoid buying fireworks that come in brown paper packaging. This can often be a sign that the fireworks were made for professional displays and could pose a danger to consumers.
Always have an adult supervise fireworks activities. Parents often don't realize that there are many injuries from sparklers to children under five.
Never have any portion of your body directly over a fireworks device when lighting the fuse. Light one item at a time then move to a safe distance immediately after lighting.
Never try to re-light or pick up fireworks that have not gone off or functioned fully. Douse them with water.
After fireworks have gone off, douse the spent device with plenty of water from a bucket or hose before discarding to prevent a trash fire.
Know the risks. Prevent the tragedies and have an injury-free Fourth of July!
CPSC strongly recommends that all residential pools have a 4-foot barrier, such as a fence with self-closing and self-latching gates. If the house is the fourth side of a barrier, secure doors with alarms that prevent children from wandering into the pool area.
Suction from a pool or spa's drain can be so powerful it can trap an adult underwater. Do not use a pool or spa if there are broken or missing drain covers. Ask your pool operator if your pool or spa's drains are compliant with the Pool and Spa Safety Act.
Learn how to swim and teach your children how to swim.
Learn to perform CPR so you can help save a life if a water emergency happens.
Understand the basics of lifesaving so you can assist in an emergency.
Each year hundreds of children under age 15 drown in swimming pools and spas.
Thousands go to hospital emergency rooms due to submersion injuries in pools and spas.
Use pool alarms, covers and compliant drain covers and maintain them to protect those who use your pool.
Keep lifesaving equipment, such as life rings and reaching poles, close at hand.
Know your limits. Even an experienced swimmer can feel cramps and fatigue.
Use of personal watercraft has become the most dangerous part of boating. Don't allow children under the age of 15 to drive them and always wear a Coast Guard-approved life jacket.
Alcohol and water sports don't mix. The CDC states that alcohol is a major factor in 50 percent of all teen and adult drowning.
Know the depth of the water before diving. If it's unfamiliar water or not clear, consider it shallow.
According to the CDC, pedestrians age 65 and older have the highest pedestrian death rate. Be aware that older adults may have slower reflexes and vision problems as a function of age.
When using the lawn mower, make sure the area you're mowing is free of debris. Rocks and toys can become flying missiles and cause serious injuries.
Hundreds of people are killed or injured by lightning each year. When thunder roars, go indoors!
Many falls from ladders occur during the summer months. Make sure you place ladders on level surfaces, away from doorways and electrical wires.
Be safe. Does someone know where you'll be running? Try to stay off of the street or at least run against traffic so you can see cars coming at you.
Be visible. Wear bright or white clothing and make sure you have reflective gear on. Don't run alone at night no matter how comfortable you feel. There's safety in numbers.
Carry ID in your pocket, wear an ID tag on your shoe or carry a cell phone with your ICE (In Case of Emergency) numbers saved. Carry some cash or an ATM card in case you need a ride home.
Don't make assumptions about drivers—many aren't paying attention. Make eye contact with drivers before crossing the street.
Watch out for other runners and call out which side you'll be passing on.
Trust your instincts. If you feel uncomfortable with someone, run the other direction.
Remove hood and neck drawstrings from children's clothing and outerwear. Don't let kids wear necklaces or scarves on the playground. These things can get caught and cause strangulation.
Wear sunscreen and remember—the sun makes metal hot and a hot slide can burn skin!
Kids should slide feet first, sitting up—never head first.
Avoid playgrounds with asphalt, concrete, grass and dirt surfaces under playground equipment. Surfacing material such as shredded rubber, mulch, wood chips or sand are less likely to cause serious injury from a fall. The surfacing material should be 12 inches deep and extend 6 feet around all equipment.
Make sure play areas allow you to see clearly where your children are playing at all times.
Have a home safety plan in place in case tornado strikes. One of the most important things you can do during tornado season is to be alert. Stay alert and you'll stay alive.
Know the difference between a tornado watch and a tornado warning and how your community alerts you to each. Sign up for weather alerts on your computer, phone and mobile devices.
Have a predetermined place or "safe room" to go to during warnings. Cover your head with your arms and hands and your body with blankets or a coat.
Have sturdy shoes, a flashlight and a radio with extra batteries ready to grab and go.
Know how to turn off utilities—gas, electricity and water.
Never strike a match until you're sure there isn't a gas leak.
Beware of broken glass and live power lines lying on the ground.
Your car is the most dangerous place to be in a tornado. Leave it and go to lower ground or a ditch. Lie down and cover your head. Hiding below an underpass isn't any safer. You are still exposed to flying debris.
Have a designated person in another town or city to be the "contact person" should you become separated from your family.
Let's face it—emergencies can happen any day, any time. Use these tips to make sure healthcare providers can reach your designated contacts in case of emergency.
Enter "In Case of Emergency" (ICE) numbers in your mobile phone under the name ICE. For multiple numbers, list them as ICE 1, ICE 2 etc.
Make sure your contacts have agreed to be your ICE partners.
List all numbers available to reach your ICE partner (home, mobile and work numbers).
If you're under 18, make sure your ICE partner is a parent or guardian authorized to make decisions for you.
Attach ICE cards to children's car seats. Children are most often removed from a damaged vehicle in their car seats. If you were in a crash and unconscious, emergency personnel would have numbers to reach a responsible party for your child.


text:
https://www.lmtonline.com/news/education/article/Governor-Abbott-suspends-all-schools-for-the-15208533.php
Gov. Abbott suspends schools for remainder of 2019-20 school year
By Christian Alejandro Ocampo, LMTonline.com / Laredo Morning Times
Updated 5:58 pm CDT, Friday, April 17, 2020
Texas Gov. Greg Abbott expressed optimism during a coronavirus news conference, Friday, April 10, 2020, in Austin, Texas. Abbott also said the state's death toll was lower than many other states. (Ricardo B. Brazziell/Austin American-Statesman via AP) less
Texas Gov. Greg Abbott expressed optimism during a coronavirus news conference, Friday, April 10, 2020, in Austin, Texas. Abbott also said the state's death toll was lower than many other states. (Ricardo B. ... more
Photo: Ricardo B. Brazziell, Associated Press
Gov. Abbott announced Friday that schools will remain temporarily closed for the rest of the 2019-20 school year as a result of the ongoing threat of the COVID-19 virus.
Public, private and higher education institutions across the city have transitioned to an online-only system, with some including physical instructional packet delivery at their meal pick-up sites.
Both LISD and UISD will continue to have their buildings closed but will have their learning hub websites for more information and links to multiple resources that parents can visit. Students are expected to attend online conferences and finish their assignments for the remainder of the school year.
Institutions will have graduation ceremonies suspended, but registrations will still be available as schools prepare for summer classes and the next school year.
Christian Ocampo may be reached at cocampo@lmtonline.com


Our products have an intrinsic social purpose by enabling consumers and their families to lead healthier and happier lives. Through this RB is ideally situated to drive positive impact at scale and tackle many of the social and human rights issues within our value chain. This can be challenging given the breadth and complexity of these issues; however, everyone has the right to live a healthy life with dignity, freedom, equality, justice and peace so they can reach their full potential.
We believe that human rights are an absolute and universal requirement and are committed to upholding those rights, with our commitment clearly stated through our Code of Conduct and Policy on Human Rights and Responsible Business. These policies apply to all employees, contractors and suppliers of goods and services to RB. We also encourage our suppliers to communicate our requirements within their supply chain.
However, policies alone are not sufficient, so we have a proactive monitoring programme focused on continuous improvement, to enable us to identify and address any deviations from our policy within our business and supply chain.
You can read more about our commitment to human rights, our identification of risks and compliance monitoring, and partnerships and collaboration in our 'Human rights' Insight.
It is our responsibility to ensure that the human rights of all our internal and external partners are protected and respected. We have a clear policy and commitment to respect human rights that all associated with RB must follow.
In 2018, we started engaging with the Danish Institute for Human Rights to explore a global partnership for them to support us with the evolution of our human rights programme in 2019 and further integrate the United Nations Guiding Principles on Business and Human Rights (UNGPs) into our organisation.
In partnership with peers, RB co-sponsored an AIM-Progress supplier capability workshop on responsible sourcing in Shanghai, China, in September 2018.
These collaborative events provide an invaluable platform enabling us to reach and share best practice with our collective suppliers to jointly deliver improvements in supply chain practices.
We have a truly global and diverse supply chain to support our business. Having visibility of our supply chain is fundamental to effectively managing risks and identifying opportunities.
Our public policies concerning human rights clearly articulate the high standards we hold ourselves to and the expectations we have of our suppliers and partners that include freedom from slavery and human trafficking. We do not tolerate slave or trafficked labour and will remediate any violations promptly by collaborating transparently with all appropriate stakeholders.
We work with Sedex to deliver improvements in responsible and ethical business practices in our supply chain.
AIM-Progress is a forum of FMCG companies that enables and promotes responsible sourcing practices and sustainable supply chains.


The hugely impressive music in this latest entry takes us from Broxburn, Scotland to Austin, Texas, and covers all sorts, from brash indie to tender folk. I love 'em all, but which are your favourites?
Teenage indie/punk quartet Indigo Sixteen come from Broxburn in Scotland, and if Decide is anything to go by then we'll surely be hearing more about them in 2015 (listen to the equally excellent And What for further evidence). It's both ferocious and catchy, which works for me!
This trio from Austin, Texas, have an average age of just 15! Given how good this "90's English alternapop" track is, you just have to doff your hat to them. It's quite a brilliant piece of indie pop, which comes from their debut EP Get To Know.
Pronounced Lou Bay, this London 5-piece band have created a wonderfully anthemic, cinematic, and slow building but addictive tune. They call it "swimming pool echoes", but I just call it an excellent and harmonious indie pop track, and alongside its polished production it will surely appeal to many music lovers.
If you love a bit of lively indie rock then you should love this debut single from Sheffield band The Sherlocks. The follow up, Escapade, is out this month, so keep 'em peeled.
This is wonderfully laid back song from Lancashire singer-songwriter Jamie Hamilton, full of intricate guitar work and tender vocals. The melody will surely grab you after few listens too. An understated gem.


text:
.class public Lcom/android/systemui/statusbar/policy/DeadZone;
.super Landroid/view/View;
.source "DeadZone.java"

# annotations
.annotation system Ldalvik/annotation/MemberClasses;
    value = {
        Lcom/android/systemui/statusbar/policy/DeadZone$1;
    }
.end annotation

# instance fields
.field private final mDebugFlash:Ljava/lang/Runnable;

.field private mDecay:I

.field private mDisplayRotation:I

.field private mFlashFrac:F

.field private mHold:I

.field private mLastPokeTime:J

.field private mShouldFlash:Z

.field private mSizeMax:I

.field private mSizeMin:I

.field private mVertical:Z

# direct methods
.method public constructor <init>(Landroid/content/Context;Landroid/util/AttributeSet;)V
    .locals 1

    const/4 v0, 0x0

    invoke-direct {p0, p1, p2, v0}, Lcom/android/systemui/statusbar/policy/DeadZone;-><init>(Landroid/content/Context;Landroid/util/AttributeSet;I)V

    return-void
.end method

.method public constructor <init>(Landroid/content/Context;Landroid/util/AttributeSet;I)V
    .locals 6

    const/4 v2, 0x1

    const/4 v3, 0x0

    invoke-direct {p0, p1, p2}, Landroid/view/View;-><init>(Landroid/content/Context;Landroid/util/AttributeSet;)V

    const/4 v4, 0x0

    iput v4, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mFlashFrac:F

    new-instance v4, Lcom/android/systemui/statusbar/policy/DeadZone$1;

    invoke-direct {v4, p0}, Lcom/android/systemui/statusbar/policy/DeadZone$1;-><init>(Lcom/android/systemui/statusbar/policy/DeadZone;)V

    iput-object v4, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mDebugFlash:Ljava/lang/Runnable;

    sget-object v4, Lcom/android/systemui/R$styleable;->DeadZone:[I

    invoke-virtual {p1, p2, v4, p3, v3}, Landroid/content/Context;->obtainStyledAttributes(Landroid/util/AttributeSet;[III)Landroid/content/res/TypedArray;

    move-result-object v0

    invoke-virtual {v0, v2, v3}, Landroid/content/res/TypedArray;->getInteger(II)I

    move-result v4

    iput v4, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mHold:I

    invoke-virtual {v0, v3, v3}, Landroid/content/res/TypedArray;->getInteger(II)I

    move-result v4

    iput v4, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mDecay:I

    const/4 v4, 0x3

    invoke-virtual {v0, v4, v3}, Landroid/content/res/TypedArray;->getDimensionPixelSize(II)I

    move-result v4

    iput v4, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mSizeMin:I

    const/4 v4, 0x2

    invoke-virtual {v0, v4, v3}, Landroid/content/res/TypedArray;->getDimensionPixelSize(II)I

    move-result v4

    iput v4, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mSizeMax:I

    const/4 v4, 0x4

    const/4 v5, -0x1

    invoke-virtual {v0, v4, v5}, Landroid/content/res/TypedArray;->getInt(II)I

    move-result v1

    if-ne v1, v2, :cond_0

    :goto_0
    iput-boolean v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mVertical:Z

    invoke-virtual {p1}, Landroid/content/Context;->getResources()Landroid/content/res/Resources;

    move-result-object v2

    const v3, 0x7f050006

    invoke-virtual {v2, v3}, Landroid/content/res/Resources;->getBoolean(I)Z

    move-result v2

    invoke-virtual {p0, v2}, Lcom/android/systemui/statusbar/policy/DeadZone;->setFlashOnTouchCapture(Z)V

    return-void

    :cond_0
    move v2, v3

    goto :goto_0
.end method

.method private getSize(J)F
    .locals 7

    iget v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mSizeMax:I

    if-nez v2, :cond_0

    const/4 v2, 0x0

    return v2

    :cond_0
    iget-wide v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mLastPokeTime:J

    sub-long v0, p1, v2

    iget v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mHold:I

    iget v3, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mDecay:I

    add-int/2addr v2, v3

    int-to-long v2, v2

    cmp-long v2, v0, v2

    if-lez v2, :cond_1

    iget v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mSizeMin:I

    int-to-float v2, v2

    return v2

    :cond_1
    iget v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mHold:I

    int-to-long v2, v2

    cmp-long v2, v0, v2

    if-gez v2, :cond_2

    iget v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mSizeMax:I

    int-to-float v2, v2

    return v2

    :cond_2
    iget v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mSizeMax:I

    int-to-float v2, v2

    iget v3, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mSizeMin:I

    int-to-float v3, v3

    iget v4, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mHold:I

    int-to-long v4, v4

    sub-long v4, v0, v4

    long-to-float v4, v4

    iget v5, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mDecay:I

    int-to-float v5, v5

    div-float/2addr v4, v5

    invoke-static {v2, v3, v4}, Lcom/android/systemui/statusbar/policy/DeadZone;->lerp(FFF)F

    move-result v2

    float-to-int v2, v2

    int-to-float v2, v2

    return v2
.end method

.method static lerp(FFF)F
    .locals 1

    sub-float v0, p1, p0

    mul-float/2addr v0, p2

    add-float/2addr v0, p0

    return v0
.end method

.method private poke(Landroid/view/MotionEvent;)V
    .locals 2

    invoke-virtual {p1}, Landroid/view/MotionEvent;->getEventTime()J

    move-result-wide v0

    iput-wide v0, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mLastPokeTime:J

    iget-boolean v0, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mShouldFlash:Z

    if-eqz v0, :cond_0

    invoke-virtual {p0}, Lcom/android/systemui/statusbar/policy/DeadZone;->postInvalidate()V

    :cond_0
    return-void
.end method

# virtual methods
.method public onDraw(Landroid/graphics/Canvas;)V
    .locals 6

    const/4 v5, 0x0

    iget-boolean v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mShouldFlash:Z

    if-eqz v2, :cond_0

    iget v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mFlashFrac:F

    const/4 v3, 0x0

    cmpg-float v2, v2, v3

    if-gtz v2, :cond_1

    :cond_0
    return-void

    :cond_1
    invoke-static {}, Landroid/os/SystemClock;->uptimeMillis()J

    move-result-wide v2

    invoke-direct {p0, v2, v3}, Lcom/android/systemui/statusbar/policy/DeadZone;->getSize(J)F

    move-result v2

    float-to-int v1, v2

    iget-boolean v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mVertical:Z

    if-eqz v2, :cond_3

    iget v2, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mDisplayRotation:I

    const/4 v3, 0x3

    if-ne v2, v3, :cond_2

    invoke-virtual {p1}, Landroid/graphics/Canvas;->getWidth()I

    move-result v2

    sub-int/2addr v2, v1

    invoke-virtual {p1}, Landroid/graphics/Canvas;->getWidth()I

    move-result v3

    invoke-virtual {p1}, Landroid/graphics/Canvas;->getHeight()I

    move-result v4

    invoke-virtual {p1, v2, v5, v3, v4}, Landroid/graphics/Canvas;->clipRect(IIII)Z

    :goto_0
    iget v0, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mFlashFrac:F

    const/high16 v2, 0x437f0000    # 255.0f

    mul-float/2addr v2, v0

    float-to-int v2, v2

    const/16 v3, 0xdd

    const/16 v4, 0xee

    const/16 v5, 0xaa

    invoke-virtual {p1, v2, v3, v4, v5}, Landroid/graphics/Canvas;->drawARGB(IIII)V

    return-void

    :cond_2
    invoke-virtual {p1}, Landroid/graphics/Canvas;->getHeight()I

    move-result v2

    invoke-virtual {p1, v5, v5, v1, v2}, Landroid/graphics/Canvas;->clipRect(IIII)Z

    goto :goto_0

    :cond_3
    invoke-virtual {p1}, Landroid/graphics/Canvas;->getWidth()I

    move-result v2

    invoke-virtual {p1, v5, v5, v2, v1}, Landroid/graphics/Canvas;->clipRect(IIII)Z

    goto :goto_0
.end method

.method public onTouchEvent(Landroid/view/MotionEvent;)Z
    .locals 9

    const/4 v8, 0x3

    const/4 v7, 0x1

    const/4 v6, 0x0

    invoke-virtual {p1, v6}, Landroid/view/MotionEvent;->getToolType(I)I

    move-result v3

    if-ne v3, v8, :cond_0

    return v6

    :cond_0
    invoke-virtual {p1}, Landroid/view/MotionEvent;->getAction()I

    move-result v0

    const/4 v3, 0x4

    if-ne v0, v3, :cond_1

    invoke-direct {p0, p1}, Lcom/android/systemui/statusbar/policy/DeadZone;->poke(Landroid/view/MotionEvent;)V

    return v7

    :cond_1
    if-nez v0, :cond_9

    invoke-virtual {p1}, Landroid/view/MotionEvent;->getEventTime()J

    move-result-wide v4

    invoke-direct {p0, v4, v5}, Lcom/android/systemui/statusbar/policy/DeadZone;->getSize(J)F

    move-result v3

    float-to-int v2, v3

    iget-boolean v3, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mVertical:Z

    if-eqz v3, :cond_5

    iget v3, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mDisplayRotation:I

    if-ne v3, v8, :cond_3

    invoke-virtual {p1}, Landroid/view/MotionEvent;->getX()F

    move-result v3

    invoke-virtual {p0}, Lcom/android/systemui/statusbar/policy/DeadZone;->getWidth()I

    move-result v4

    sub-int/2addr v4, v2

    int-to-float v4, v4

    cmpl-float v3, v3, v4

    if-lez v3, :cond_2

    const/4 v1, 0x1

    :goto_0
    if-eqz v1, :cond_9

    iget-object v3, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mContext:Landroid/content/Context;

    invoke-static {v3}, Lcom/android/systemui/statusbar/DeviceState;->isMobileKeyboardConnected(Landroid/content/Context;)Z

    move-result v3

    if-eqz v3, :cond_7

    return v6

    :cond_2
    const/4 v1, 0x0

    goto :goto_0

    :cond_3
    invoke-virtual {p1}, Landroid/view/MotionEvent;->getX()F

    move-result v3

    int-to-float v4, v2

    cmpg-float v3, v3, v4

    if-gez v3, :cond_4

    const/4 v1, 0x1

    goto :goto_0

    :cond_4
    const/4 v1, 0x0

    goto :goto_0

    :cond_5
    invoke-virtual {p1}, Landroid/view/MotionEvent;->getY()F

    move-result v3

    int-to-float v4, v2

    cmpg-float v3, v3, v4

    if-gez v3, :cond_6

    const/4 v1, 0x1

    goto :goto_0

    :cond_6
    const/4 v1, 0x0

    goto :goto_0

    :cond_7
    const-string/jumbo v3, "DeadZone"

    new-instance v4, Ljava/lang/StringBuilder;

    invoke-direct {v4}, Ljava/lang/StringBuilder;-><init>()V

    const-string/jumbo v5, "consuming errant click: ("

    invoke-virtual {v4, v5}, Ljava/lang/StringBuilder;->append(Ljava/lang/String;)Ljava/lang/StringBuilder;

    move-result-object v4

    invoke-virtual {p1}, Landroid/view/MotionEvent;->getX()F

    move-result v5

    invoke-virtual {v4, v5}, Ljava/lang/StringBuilder;->append(F)Ljava/lang/StringBuilder;

    move-result-object v4

    const-string/jumbo v5, ","

    invoke-virtual {v4, v5}, Ljava/lang/StringBuilder;->append(Ljava/lang/String;)Ljava/lang/StringBuilder;

    move-result-object v4

    invoke-virtual {p1}, Landroid/view/MotionEvent;->getY()F

    move-result v5

    invoke-virtual {v4, v5}, Ljava/lang/StringBuilder;->append(F)Ljava/lang/StringBuilder;

    move-result-object v4

    const-string/jumbo v5, ")"

    invoke-virtual {v4, v5}, Ljava/lang/StringBuilder;->append(Ljava/lang/String;)Ljava/lang/StringBuilder;

    move-result-object v4

    invoke-virtual {v4}, Ljava/lang/StringBuilder;->toString()Ljava/lang/String;

    move-result-object v4

    invoke-static {v3, v4}, Landroid/util/Slog;->v(Ljava/lang/String;Ljava/lang/String;)I

    iget-boolean v3, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mShouldFlash:Z

    if-eqz v3, :cond_8

    iget-object v3, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mDebugFlash:Ljava/lang/Runnable;

    invoke-virtual {p0, v3}, Lcom/android/systemui/statusbar/policy/DeadZone;->post(Ljava/lang/Runnable;)Z

    invoke-virtual {p0}, Lcom/android/systemui/statusbar/policy/DeadZone;->postInvalidate()V

    :cond_8
    return v7

    :cond_9
    return v6
.end method

.method public setDisplayRotation(I)V
    .locals 0

    iput p1, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mDisplayRotation:I

    return-void
.end method

.method public setFlashOnTouchCapture(Z)V
    .locals 1

    iput-boolean p1, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mShouldFlash:Z

    const/4 v0, 0x0

    iput v0, p0, Lcom/android/systemui/statusbar/policy/DeadZone;->mFlashFrac:F

    invoke-virtual {p0}, Lcom/android/systemui/statusbar/policy/DeadZone;->postInvalidate()V

    return-void
.end method

redpajama_set_name: RedPajamaGithub


The amendment requires UDC to repay secured investments if a sale to HNA is successful.
It allows UDC to repay the secured investments at any time.
"Amending the trust deed is a significant step in preparing UDC for the sale to HNA Group," said chief executive Wayne Percival.
"Historically our trust deed has not allowed UDC to secure other sources of funding, or to initiate early repayment of secured investments.
The amendment allows UDC to wind up the existing debenture programme, which is expected to occur later this year.
When this happens investors will be able to choose whether their secured investments are converted into an equivalent product issued by ANZ Bank New Zealand Limited, repaid directly, or reinvested into a new UDC debenture programme, if available.
Investors had been offered a "success-based participation fee" if they voted.
The fee was to be paid to those who voted at the meeting, whether they voted in favour of the special resolution or not, but only if the voted passed. It will be equal to 0.1% of the nominal amount of an investor's secured investments.


Official speeches and statements - March 23, 2017 - France in the United States / Embassy of France in Washington, D.C.
The French President has just spoken to British Prime Minister Theresa May. He extended his condolences following the attack which today plunged the UK into mourning, and expressed to her France's solidarity in this tragic ordeal.
Mrs May gave an update on the situation and confirmed the heavy toll: three people were killed by the attacker and some 20 others injured, including three French lycée pupils from Concarneau.
The President expressed his shock and said a plane from the government fleet would leave for London this evening with the families of the three injured students.
The British and French services are also in close contact when it comes to conducting the investigation.
London was struck at its heart yesterday, in the vicinity of Parliament in Westminster, by a terrorist attack, one year to the day after the attacks that hit Brussels. Sadly, the toll today stands at three dead and 40 injured.
Today I want to send Britain's leaders and people—who are facing up to this ordeal with the courage and dignity that have always characterized them—a message of sympathy, friendship and unfailing solidarity on behalf of France. The French people haven't forgotten the expressions of warmth they received from their British friends following the attacks in Paris, Saint-Denis and Nice. For my part, I'll always be grateful for the words and gestures made by my colleague and friend Theresa May when we were both responsible for home affairs and my country was in mourning. As the French President had the opportunity to say yesterday, France today stands by the UK's side, and our two countries have always stood side by side for more than a century, to ensure that their shared commitment to democracy, freedom and tolerance prevails. Together, as they always have done, they will defeat barbarism and their enemies.
This morning I convened a meeting of the justice and interior ministers and Jean-Marc Todeschini, Minister of State for Veterans and Remembrance, for a precise update on the situation. I remind you that the threat level on French territory remains extremely high and that it's this threat which justifies maintaining the state of emergency until 15 July.
Indeed, we must be vigilant at all times during the presidential election campaign, to protect our fellow citizens' security and tranquillity in this crucial period for the nation's democratic life. The attack that struck London yesterday, like the one prevented thanks to the bravery of our soldiers at Orly airport on Saturday, showed once again, sadly, how necessary this effort is.
I want to pay the tribute they deserve to the domestic security forces, the intelligence services, the soldiers in Operation Sentinelle, and the anti-terrorist judges for the effectiveness of their actions and investigations.
In the face of an unprecedented threat, I remind you that France has created powerful instruments over the past three years. The government has presented to Parliament three bills to strengthen the powers of the courts and investigators working under its authority. It has given the intelligence services legal tools adapted to the digital society. It has considerably increased human and material resources for the security forces and intelligence services.
Our armed forces are deployed on our soil, as they are in foreign theaters of operation—Mali, Chad, Syria etc.—to combat jihadist terrorism, and they're making a major contribution to French people's security with the Sentinelle force. Our European partners, too, have been mobilized to improve cooperation between their security services and give themselves the appropriate means to combat terrorism across the continent.
In this context of very high-level threats, the government is playing a fully active role. Ministers Jean-Marc Ayrault, Jean-Yves Le Drian, Jean-Jacques Urvoas and Matthias Fekl—each within their responsibilities and in coordinated fashion—are working tirelessly to protect French people. The level of the Vigipirate plan has been adapted to the electoral situation. Day in, day out, our services are fighting terrorism, arresting suspect individuals and thwarting attack plots. Thanks to their resolute action, 17 attacks were prevented in 2016 and five have been since the beginning of this year.
France today stands alongside the United Kingdom, just as it stood alongside Germany in December and Belgium a year ago, and just as it has shown its solidarity with all the victims of the barbarity of Daesh [so-called ISIL] in Syria, Iraq, Tunisia, Turkey, Egypt, Mali and elsewhere, because we're more determined than ever to resist and defeat this adversary, which has no conscience, no mercy, and which attacked once again, in the heart of Westminster, the most innocent victims and the symbol of democracy.
M. Jean-Marc Ayrault, Minister of Foreign Affairs and International Development, is in London this morning.
Following the dreadful terrorist attack the city suffered, M. Ayrault will meet the British authorities and visit the families of the French victims of the attack.
He will express France's solidarity with the UK authorities and people. M. Ayrault will reaffirm France's unflinching commitment to the fight against terrorism.


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Of Great Historical, Artistic and Religious Importance – a Unique Byzantine Gold Medallion to be Auctioned by Roma Numismatics Ltd of Mayfair, London
August 29, 2014	Entertainment & Media 211
LONDON, Aug. 29, 2014 /PRNewswire/ --
Ancient artefact expected to bring GBP800,000+ in Roma Numismatics' Sept. 28 auction; on display at 20 Hanover Square, Sept. 1-27.
A unique and highly important Byzantine gold medallion is expected to fetch GBP800,000+ when it is offered at auction in September by London-based auctioneer Roma Numismatics Ltd. It is among 1,200 superb ancient Greek, Roman and Byzantine coins that are being sold in the firm's autumn auction. The medallion was struck as part of the grand imperial wedding celebrations for the princess Charito, daughter of the emperor Tiberius II Constantine, to Germanus, the supreme commander of the Byzantine armies, on or around Christmas Day in 583 AD. It weighs over 100 grams, and is one of the very largest gold medallions known to have survived antiquity.
(Photo: http://photos.prnewswire.com/prnh/20140828/703399)
This grand imperial medallion depicts a remarkable series of illustrations from the story of the life of Christ as related by early Christian texts, of which some have no peer or parallel in surviving Byzantine precious metal art. The front features a highly detailed portrayal of the Annunciation, in which the Angel Gabriel delivers his message to Mary that she shall conceive the son of God. It also shows two smaller scenes of the Visitation and the Nativity. The whole of the reverse is dedicated to an image of Christ's Ascension to Heaven as his disciples look on. It is believed that this medallion preserves the earliest surviving images of the Annunciation and Ascension in gold.
The medallion is comparable only to the famous specimen in the Dumbarton Oaks Museum (Washington D.C., USA) with which it shares a great many similarities, and a lesser example currently residing in the Christian Schmidt Collection (Munich, Germany). All three appear to have been the work of the same imperial artisan and were produced within a very short time-span.
Richard Beale, director of auctioneer Roma Numismatics, said: "This incredible piece is tremendously significant, not only from a historical perspective, but also because of the rich religious symbolism woven into its design. The scenes as portrayed here became the standard model for all subsequent Byzantine and Orthodox depictions of these key moments from the life of Christ. It is thus of immense importance within the fields of both Byzantine and early Christian art."
Richard Beale, info@romanumismatics.com, +44-(0)20-3178-2874
Japan Jewellery Fair 2014 Continues to Grow
TOKYO, July 18, 2014 /PRNewswire/ -- Japan is one of the largest, most affluent and -- importantly -- consistently strong jewelery markets in the world. To put it in perspective, Japanese consumers have accumulated savings of a staggering USD 14 trillion, and Tokyo has the largest GDP of any city in the world, exceeding even that of New York.
Ms Moeka Numata, the 2014 winner of the Miss Nippon Grand Prize beauty contest, will make an appearance on stage as the special guest of the event.
Ms. Moeka Numata, the 2014 winner of the Miss Nippon Grand Prize beauty contest, will make an appearance on stage as the special guest of the event.
Ms. Hiromi Nagasaku, a famous Japanese actress, has been chosen as the "Woman of the Year 2014".
The Japan Jewelery Fair (JJF), co-organised by UBM and the Japan Jewelery Association, has played a prominent role for over 20 years for both local and international jewelery buyers as a place for stock purchasing ahead of the autumn, Christmas and New Year retail seasons. Even though the fair experienced a negative impact from the economic downturn precipitated by the Lehman Brothers bankruptcy in terms of the number of exhibitors in 2008, since then the number of exhibitors has been on an upward trend. JJF 2014 will comprise of over 420 exhibitors from 18 countries and regions and is expected to attract more than 15,000 Jewelery professionals.
Japan Jewelery Designers Association celebrates 50-year anniversary
The Japan Jewelery Designers Association (JJDA) will celebrate its 50th anniversary with a members' pavilion in JJF 2014 for the first time. Leading members of the association, including Mr. Tomoyuki Suganuma, the Chairman of JJDA, will be exhibiting at the fair for the first time and showcase their originally-designed jewelery, rich with uniqueness and ingenuity. In addition to the JJDA pavilion there will be four other designer pavilions at JJF 2014.
Competitive Prices, Top Quality and High Level of Trust: Japan is a great place to buy jewelery!
It is a well-known fact that the Japan pavilion is the most crowded pavilion at the Hong Kong jewelery fairs. Japanese pearls are always one of the leading attractions that capture international buyers' attention. Recently, Japanese jewelery exhibitors have also been very popular at overseas exhibitions because of their competitive prices and superior product quality. The weakening of the Yen has improved profit margins on Jewelery by 25% compared with just three years ago. So it is time to throw away the stereotype idea that everything in Japan is expensive. Actually, Japan is a great place to buy jewelery.
New Pavilion: Re-Styled Jewelery Pavilion -- The splendor of fine jewelery lasts forever!
Re-styled Jewelery, a thriving business trend in Japan, has become a significant market segment. Jewelery companies are purchasing back jewelery items from consumers and remodelling or remaking them for resale. This year for the first time there will be a Re-Styled Jewelery Pavilion at JJF where buyers can meet many of the leading companies in this field and source high quality products at extremely competitive prices.
Bridal Jewelery Zone
Because of their strong tradition of working with platinum jewelery, Japanese jewelery manufacturers have played a leading role in processing techniques for platinum and have been at the forefront of producing high-quality bridal jewelery. The Bridal Jewelery Zone is a showcase of exclusive collections of advanced designs which reflect the latest market trends not only in Japan but also in other Asian countries.
JJA Jewelery Design Award 2014 -- Miss Nippon Grand Prize winner to present the award
The JJA Jewelery Design Award, which is hosted annually by the Japan Jewelery Association, is the most prestigious jewelery design contest in Japan. The award is aimed at recognising and celebrating the very best in jewelery designs and designers, and encouraging excellence in creativity, technique and skills.
The winners of this year's JJA Jewelery Design Awards will be announced and presented with prizes at the fair ground on the first day of the fair. The presentation ceremony on stage will introduce the top eight award winning jewelery items through a fashion show that will bring alive the full creative spirit of the winning designs. Ms Moeka Numata, the 2014 winner of the Miss Nippon Grand Prize beauty contest, will make an appearance on stage as the special guest of the event.
Inaugural Jeweler's Choice "Woman of the Year" Award
The presentation of the "Jeweller's Choice: Woman of the Year" award will be held on the stage in the morning of the second day. The values that define women's lives today are becoming more and more diversified. Enigmatic women enjoy life in multifaceted ways with a variety of senses of worth. To receive the award, the organisers of JJF selected a woman from the worlds of show business, sports and society who are representative of fully enjoying and challenging life in a beautiful manner. This year, Ms. Hiromi Nagasaku, a famous Japanese actress, has been chosen as the "Woman of the Year 2014". The award presentation ceremony will be held on stage on the second day of the show.
Hiromi Nagasaku is a highly popular and successfully actress in both big-screen films and in television dramas. She is one of the most famous actresses in Japan and is in high demand for film and TV appearances. She is a role model for contemporary Japanese women as someone who is able to effortlessly balance her life as a celebrity, a wife and a mother.
Japan Jewelery Fair 2014
Tokyo Big Sight Exhibition Center, East Halls 2 & 3
Organisers:
UBM Japan Co Ltd
Japan Jewelery Association
Ministry of Economy, Trade and Industry
Japan External Trade Organization (JETRO)
Chamber of Commerce of Japan
Japan Pearl Promotion Society
Japan Gold Metal Association
Japan Watch Importers Association
All Japan Watch Retailers Association
Japan Jewelery Designers Association
The Japan Direct Marketing Association
Platinum Guild International K.K.
UBM Japan Co Ltd, JJF Secretariat
Kanda 91 Bldg. 1-8-3 Kajicho, Chiyoda-ku, Tokyo 101-0044
Email: info@japanJeweleryfair.com
Website: http://www.japanJeweleryfair.com
Photo - http://photos.prnasia.com/prnh/20140718/8521404090-a
Photo - http://photos.prnasia.com/prnh/20140718/8521404090-b
Photo - http://photos.prnasia.com/prnh/20140718/8521404090-c