text:
#pragma once
#include <aws/frauddetector/FraudDetector_EXPORTS.h>
#include <aws/frauddetector/FraudDetectorRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/frauddetector/model/ModelTypeEnum.h>
#include <aws/frauddetector/model/ModelVersionStatus.h>
#include <utility>

namespace Aws
{
namespace FraudDetector
{
namespace Model
{

  /**
   */
  class AWS_FRAUDDETECTOR_API UpdateModelVersionStatusRequest : public FraudDetectorRequest
  {
  public:
    UpdateModelVersionStatusRequest();

    // Service request name is the Operation name which will send this request out,
    // each operation should has unique request name, so that we can get operation's name from this request.
    // Note: this is not true for response, multiple operations may have the same response name,
    // so we can not get operation's name from response.
    inline virtual const char* GetServiceRequestName() const override { return "UpdateModelVersionStatus"; }

    Aws::String SerializePayload() const override;

    Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;

    /**
     *
The model ID of the model version to update.

     */
    inline const Aws::String& GetModelId() const{ return m_modelId; }

    /**
     *
The model ID of the model version to update.

     */
    inline bool ModelIdHasBeenSet() const { return m_modelIdHasBeenSet; }

    /**
     *
The model ID of the model version to update.

     */
    inline void SetModelId(const Aws::String& value) { m_modelIdHasBeenSet = true; m_modelId = value; }

    /**
     *
The model ID of the model version to update.

     */
    inline void SetModelId(Aws::String&& value) { m_modelIdHasBeenSet = true; m_modelId = std::move(value); }

    /**
     *
The model ID of the model version to update.

     */
    inline void SetModelId(const char* value) { m_modelIdHasBeenSet = true; m_modelId.assign(value); }

    /**
     *
The model ID of the model version to update.

     */
    inline UpdateModelVersionStatusRequest& WithModelId(const Aws::String& value) { SetModelId(value); return *this;}

    /**
     *
The model ID of the model version to update.

     */
    inline UpdateModelVersionStatusRequest& WithModelId(Aws::String&& value) { SetModelId(std::move(value)); return *this;}

    /**
     *
The model ID of the model version to update.

     */
    inline UpdateModelVersionStatusRequest& WithModelId(const char* value) { SetModelId(value); return *this;}

    /**
     *
The model type.

     */
    inline const ModelTypeEnum& GetModelType() const{ return m_modelType; }

    /**
     *
The model type.

     */
    inline bool ModelTypeHasBeenSet() const { return m_modelTypeHasBeenSet; }

    /**
     *
The model type.

     */
    inline void SetModelType(const ModelTypeEnum& value) { m_modelTypeHasBeenSet = true; m_modelType = value; }

    /**
     *
The model type.

     */
    inline void SetModelType(ModelTypeEnum&& value) { m_modelTypeHasBeenSet = true; m_modelType = std::move(value); }

    /**
     *
The model type.

     */
    inline UpdateModelVersionStatusRequest& WithModelType(const ModelTypeEnum& value) { SetModelType(value); return *this;}

    /**
     *
The model type.

     */
    inline UpdateModelVersionStatusRequest& WithModelType(ModelTypeEnum&& value) { SetModelType(std::move(value)); return *this;}

    /**
     *
The model version number.

     */
    inline const Aws::String& GetModelVersionNumber() const{ return m_modelVersionNumber; }

    /**
     *
The model version number.

     */
    inline bool ModelVersionNumberHasBeenSet() const { return m_modelVersionNumberHasBeenSet; }

    /**
     *
The model version number.

     */
    inline void SetModelVersionNumber(const Aws::String& value) { m_modelVersionNumberHasBeenSet = true; m_modelVersionNumber = value; }

    /**
     *
The model version number.

     */
    inline void SetModelVersionNumber(Aws::String&& value) { m_modelVersionNumberHasBeenSet = true; m_modelVersionNumber = std::move(value); }

    /**
     *
The model version number.

     */
    inline void SetModelVersionNumber(const char* value) { m_modelVersionNumberHasBeenSet = true; m_modelVersionNumber.assign(value); }

    /**
     *
The model version number.

     */
    inline UpdateModelVersionStatusRequest& WithModelVersionNumber(const Aws::String& value) { SetModelVersionNumber(value); return *this;}

    /**
     *
The model version number.

     */
    inline UpdateModelVersionStatusRequest& WithModelVersionNumber(Aws::String&& value) { SetModelVersionNumber(std::move(value)); return *this;}

    /**
     *
The model version number.

     */
    inline UpdateModelVersionStatusRequest& WithModelVersionNumber(const char* value) { SetModelVersionNumber(value); return *this;}

    /**
     *
The model version status.

     */
    inline const ModelVersionStatus& GetStatus() const{ return m_status; }

    /**
     *
The model version status.

     */
    inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }

    /**
     *
The model version status.

     */
    inline void SetStatus(const ModelVersionStatus& value) { m_statusHasBeenSet = true; m_status = value; }

    /**
     *
The model version status.

     */
    inline void SetStatus(ModelVersionStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }

    /**
     *
The model version status.

     */
    inline UpdateModelVersionStatusRequest& WithStatus(const ModelVersionStatus& value) { SetStatus(value); return *this;}

    /**
     *
The model version status.

     */
    inline UpdateModelVersionStatusRequest& WithStatus(ModelVersionStatus&& value) { SetStatus(std::move(value)); return *this;}

  private:

    Aws::String m_modelId;
    bool m_modelIdHasBeenSet = false;

    ModelTypeEnum m_modelType;
    bool m_modelTypeHasBeenSet = false;

    Aws::String m_modelVersionNumber;
    bool m_modelVersionNumberHasBeenSet = false;

    ModelVersionStatus m_status;
    bool m_statusHasBeenSet = false;
  };

} // namespace Model
} // namespace FraudDetector
} // namespace Aws


The apartment has been decorated with a subdued colour scheme composed of cream white and blue grey tones. These give the home a classic elegance. But it also has a huge variety of eclectic furnishings, sculptures and unexpected decorations as seen in this hallway or corridor. This classic base is key to the success of combining unexpected elements. It's certainly a brave design though, note the tortoise shell on the wall!
The living room has a combination of furnishings with both fine and chunky lines. Check out the rough-hewn coffee tables made from tree trunks. They certainly add a fine contrast when paired with the fine lines of the antique Scandinavian style furniture. Also, note the green Persian style rug. It covers a large proportion of the living room floor, the rich colour dominates and serves to unify the varying elements at work here.
As in many small homes, the living room needed to be separated from the rest of the home with a flexible solution. The designers have used a plush white curtain that really lifts this standard solution to a stylish level. The secret is in the weight of the fabric. We love how it reaches all the way to the ceiling to blend into the white ceiling and falls in elegant folds all the way to the ground.
The living room has a combination of modern and antique elements. Although they may seem disparate, they do work together because they are created with a common material—wood. See how the abstract artwork in the background seems to work with the antique wooden chairs here. It also has a sense of belonging in the design because it has been dressed up with some dedicated downlights.
One of the most common mistakes many people make in their interior design is neglecting to use scale. Although the wooden furniture here is small, it has been carefully balanced with larger items such as the white pendant lamps. These give scale and a sense of proportion to the room. They also serve to create interest at varying heights within the design. When paired with the elegant folds of the white drapes in the background, the white pendant lights also give the small home a sense of luxury and refinement.
The little living room or media room here has a very simple design. There is a beautiful symmetry in the layout and an effective use of space. Note the wall-mounted lights and lamps on either side of the television. They would really work to avoid glare against the screen. Finally, note the large white armchairs. If they were any other colour they would definitely be too much for such a small space. But in this almost all-white room—they definitely work!
If this design has you thinking of a remodel, you'll need to check out 9 low-cost ways to transform your home with paint.
Have any of these decor ideas inspired you to get creative?


This page outlines the prizes and awards that were issued at the 2015 EUSPR conference in Ljubljana, Slovenia, 22 – 24 October.
The Science for Prevention Academic Network (SPAN) issued prizes at the conference for the best posters by early career delegates. The 1st prize was not awarded, second and third prize winners received € 80 and € 50 respectively, plus 1 year's free EUSPR membership. The winning posters were announced at the conference closing ceremony on 24th October 2015, the prize winners were selected via a SPAN selection panel.
For an outstanding Prevention Science Research Paper in the past year.
For sustained contribution to the development of Prevention Science in Europe and internationally.
Nominations were received from the EUSPR membership with the final decison made by the EUSPR Awards Committee.
For outstanding leadership of the adoption and implementation of evidence based prevention strategies, including support for further high quality research evaluation.
For outstanding promise based on a paper or poster presentation at the Society annual meeting.
Selection via a SPAN selection panel.


text:
Once-deemed 'Tesla killer' Mercedes EQC flops with 55 units sold in Germany to date
The new Mercedes-Benz EQC. (Credit: Mercedes-Benz)
By Randell Suba
Tesla appears poised to extend its reach into the heart of Das Auto, but it seems like Mercedes-Benz, a member of the old guard, may not be up to the task of meeting the young electric car maker's challenge head-on. Daimler, for one, seems to be struggling in its home court, selling only 55 units of the its first all-electric SUV, the once-deemed "Tesla Killer" Mercedes-Benz EQC, since it was released in Germany.
German publication Welt noted that the veteran car manufacturer is hesitant to reveal information about the EQC's sales, but data from the Federal Motor Transport Authority (KBA) revealed that there were only 19 units of the SUV that were sold in November 2019. Since the vehicle was released in the country, registrations for the vehicle have only numbered 55. It's a painful pill to swallow, but it seems that Mercedes-Benz's tagline for the EQC campaign, "Enjoy Electric," is far from convincing local consumers.
Welt aptly puts it: "The car is not only widely advertised, but has also been delivered for a few months. And at the last major e-car premiere that Germany experienced this year, numerous Tesla Model 3s drove through the area after just a few weeks. So where are the electric models from Stuttgart?"
According to the same report, there are clear indications that Daimler spent a lot to ensure its market feels the presence of the Mercedes EQC. The electric SUV appears on TV spots, movie screens, and billboards. It seems like the only place where the electric Mercedes-Benz is nowhere to be found is on the country's roads, or people's garages.
What's happening to Daimler is only part of the bigger picture of what's happening in the German automotive industry. As Tesla makes the most out of its momentum hoping to hurdle the last steps to finally begin construction of the Gigafactory 4 in Germany, local manufacturers seem to slide and struggle.
Gigafactory 4 will open opportunities for Tesla in Germany by first producing the Model Y crossover, which happens to be a cheaper alternative to the Mercedes-Benz EQC. Meanwhile, Daimler announced back in November that it will reduce its workforce and cut around 9,500 jobs across the globe as it switches its focus on electric cars.
The low sales number of the EQC might only be the tip of the iceberg. While Tesla has been setting trends and transforming the auto industry, Germany's giants might have been caught resting on their laurels and were caught by surprise how a young company from California can slay them in the electric vehicle race.
Cars and Germany cannot be separated as more than 800,000 people depend on the industry to put food on their tables. It's a complicated story why automotive giants such as Daimler cannot keep up with the future and just see Tesla cruise pass them.
One might just wonder if Mercedes cannot sell its electric SUV in its own backyard, how will its electric vehicles do in other markets that it depends on for revenue, such as China and the United States? The company has announced that it is delaying the release of the EQC in the US for another year, which does not bode well for the vehicle. As for Tesla, the game to conquer Europe begins soon with Tesla Gigafactory 4, and it has already opened the floodgates in China with the first deliveries of its mass-produced Model 3 electric sedans.
H/T to @Alex_avoigt
The Age of Coal is over: It's time to deal with it
Tesla's Europe Gigafactory to begin production of Model Y and Model 3 in 2021

redpajama_set_name: RedPajamaCommonCrawl


text:
Q: Having an issue with my deconstructor All of the code is working at this point minus my destructor. When I call it I get a "Debug Assertion Failed!"
Line 52
Expression: _BLOCK_TYPE_IS_VALID(p_Head->nBlockUse)
This is for an assignment that is due in an hour. I am trying to figure it out on my own without any luck. It happens during runtime, and after my process has run to completion and is waiting on a system("PAUSE");
#pragma once
#include "stdafx.h"
#include <array>
#include <stdexcept>
#include <iostream>
#include <string>
// class OutOfBoundsException
// Thrown when an input is outside the availabe range of an array.
// Tells the user what the error was, and the offending parameter
class OutOfBoundsException
{
private:
    int m_input;
    std::string m_error;
public:
    OutOfBoundsException(int input)
    {
        m_input = input;
        m_error = "Out of bounds: ";
    }
    int getInput() const
    {
        return m_input;
    }
    std::string getError() const
    {
        return m_error;
    }
};
class MyVector
{
private:
    // create constant of default capacity set to two and a const BLANK for a blank     array
    const int DEFAULT_CAPACITY = 2;
    const int BLANK = 0;
    // create variables to store the current capacity and the current size
    int currentCapacity;
    int currentSize;
    // create a global pointer for the array
    int* myArrayPtr;
public:
    // MyVector()
    // Default Constructor
    // Sets values per default
    MyVector()
    {
        // sets currentCapacity to default capacity
        currentCapacity = DEFAULT_CAPACITY;
        // sets currentSize to blank
        currentSize = BLANK;
        // creates a dynamic array using default parameters above
        myArrayPtr = new int[currentCapacity];
    }

    // MyVector(int n)
    // Constructor that takes an input for the capacity of the array
    MyVector(int n)
    {
        // sets currentCapacity to n
        currentCapacity = n;
        // sets currentSize to blank
        currentSize = BLANK;
        // creates a dynamic array using parameters above
        myArrayPtr = new int[currentCapacity];

    }
    // ~MyVector()
    // Destructor that cleans up memory allocations within class
    ~MyVector()
    {
        // deletes dynamic array
        delete[] myArrayPtr; // the heap is happy
    }
    // size function
    // Purpose: returns the current size of the array
    // Parameters: N/A
    // Returns: currentSize
    int size() const
    {
        // returns the size of the array << currentSize
        return currentSize;
    }
    // capacity function
    // Purpose: returns the current capacity of the array
    // Parameters: N/A
    // Returns: currentCapacity
    int capacity() const
    {
        // returns the current capacity of the array << currentCapacity
        return currentCapacity;
    }
    // clear function
    // Purpose: deconstructs the array, then reconstructs a default array
    // Parameters: N/A
    // Returns: N/A
    void clear()
    {
        // sets all elements back to defaults
        delete[] myArrayPtr;
        currentCapacity = DEFAULT_CAPACITY;
        currentSize = BLANK;
        myArrayPtr = new int[currentCapacity];
    }
    // push_back function
    // Purpose: pushes n into the back of the array, if the array is too small to hold another value, it doubles the size of the array.
    // Parameters: int n
    // Returns: N/A
    void push_back(int n)
    {
        if (currentSize == currentCapacity)
        {
            if (currentCapacity == BLANK)
            {
                clear();
            }
            else
            {
                // create a local array that will be destroyed as soon as
                int* temp = new int[currentCapacity * DEFAULT_CAPACITY];
                for (int i = 0; i < currentCapacity; i++)
                {
                    temp[i] = myArrayPtr[i];
                }
                delete[] myArrayPtr;
                currentCapacity *= DEFAULT_CAPACITY;
                myArrayPtr = temp;
            }
        }
        if (currentSize != BLANK)
        {
            myArrayPtr[currentSize] = n;

        }
        else
        {
            myArrayPtr[currentSize] = n;
        }
        currentSize++;

    }
    // at function
    // Purpose: returns value at n
    // Parameters: int n
    // Returns: myArrayPtr[n]
    // Throws OutOfBoundsException if n is greater than the index of the last item in the array
    int at(int n) const
    {
        try
        {
            // returns the value at n
            if (n > currentSize - 1)
                throw OutOfBoundsException(n);
            else
                return myArrayPtr[n];
        }
        catch (OutOfBoundsException e)
        {
            std::cout << std::endl << e.getError() << e.getInput() << std::endl;
        }
        return myArrayPtr[n];
    }
};

The code causing this error is a simple runner class just created for the sole purpose of testing it.
#pragma once
#include "stdafx.h"
#include "MyVector.h"
#include <iostream>
using namespace std;
int main()
{
MyVector hello(10);
// hello.~MyVector();

hello.push_back(-1);
hello.push_back(-1);
hello.push_back(-1);
hello.push_back(-1);
hello.push_back(0);

hello.~MyVector();
system("PAUSE");
return 0;
}

A: The destructor is called twice. hello.~MyVector() is the first. :-)

A: Your MyVector object is not allocated by yourself, so the program will take care of deleting it automatically. If you want to delete it, simply allocate it yourself this way:
MyVector    *mv = new Myvector(...);

[...]
delete mv;
return ;

delete will automatically call the object destructor.
By the way, http://www.cplusplus.com/articles/y8hv0pDG/
Coplien is the way, even when you don't need them, take the habitude to always define them.

redpajama_set_name: RedPajamaStackExchange


My oldest got off the bus the other day and immediately asked for a fidget spinner. Like, can we go to the store right now no right right now and get one please.
A huh? A what? A who?
"A fidget spinner, mom," he said. "All the kids have one."
I knew it. I knew there was a reason I didn't let him ride the bus. Along with coming home and demanding a thingermajiggy, he had also learned what holding up his middle finger means and that although seemingly impossible, worms can actually make babies.
Filthy animals. The after school bus is just chalk full of filthy animals.
One thing is for sure: I will not be buying my kids a damn fidget spinner.
Part of it is my rebellious nature to not jump on every bandwagon out the gate (in my defense, I was given the uber trendy Starbucks Unicorn Frapp from a friend when she came to visit, otherwise I would never have taken part in such a vile act) and the other part is my deep-seated belief that I must instill in my kids the notion that they do not get everything they want in life, just because "everyone else has one."
Especially because "everyone else has one."
I don't have anything particular against these fidget spinners. They look cool enough, I'm sure they do help some kids concentrate (do they?) and it's just another trendy toy at the moment. "Trendy," "toy," and "at the moment" being the operative words.
And I understand that it's hard to say no to the latest greatest thing our child wants. Actually, that's a lie. It sounded good and that's why I said it but I can't just flat-out lie for the camaraderie. Because the truth is, I don't think it's hard to tell them no. I don't think it's mean to not give them what they want and I am almost certain that I don't even have to capacity to feel guilty for not giving in and buying my kids the most current crap product out there.
I know I go on and on about my kids not having iPhones, about them not having an Xbox or Playstation or fidget spinners, but it's only because it is something I am so compassionate about. I am teaching them how to one day live in the world, and I want them to do just that — actually live in the world, not let the world live in them.
Because just as everyone knows, "things" don't make us happy. Instagram, Facebook and Twitter might beg to differ, but darling, Instagram, Facebook and Twitter are all fake.
It is harder and it does take more energy to get your kids outside expending energy than letting them plop in front of the TV to watch hours of mind-numbing brainless junk so I get it, I get it...why things like spinners are so popular and why millions of parents are buying them. It's the world we live in, but I refuse to let it be the world my kids live in.
And just fyi...it starts getting a lot less hard if you stick with it. My oldest did get right off the sin-mobile and immediately ask me for the fidget spinner, but I said no and he asked one more time and I said no again (this time with more oomph, let's say) and he hasn't asked me again since. He knows I meant it, and besides, he came home and started playing with the new tree swing that his dad had hung up while he was at school, and the fidget spinner was a thing of the past.
Bare bones parenting. Is it a thing? If so, I want to join. I think it would be made up of rubber tire swings, grass stains, melting popsicles, bike tires, skinned knees, barefoot feet, happiness, dirty hands, dirty toes, full bellies and pure hearts.
I love all your parenting posts because I 100% agree! I'm not a parent but if I was, this is definitely how it would be at my house, and it was how i was raised.


text:
Tropical Cyclone Activity Report – Atlantic Ocean / Caribbean Sea / Gulf of Mexico
HomeWeather WallTropical Cyclone Activity Report – Atlantic Ocean / Caribbean Sea / Gulf of Mexico
By: chnadmin
Tropical Cyclone 09L (Harvey) is located about 535 miles south-southeast of Port Connor, Texas
PDC Disaster Alert, displaying PDC Active Hazards, Tropical Cyclone segments, positions and wind radii, for Tropical Cyclone Harvey…and a tropical disturbance with a low chance of developing
Tropical Depression Harvey has regenerated in the southern Gulf of Mexico…and will head towards the Texas coast as a Tropical Storm or even a Hurricane
The moisture from Harvey is expected to bring widespread heavy rain and flooding to southeast Texas starting Friday…continuing through the weekend. Major flooding is possible.
Forecasters suggest that Harvey could produce total rain accumulations of 10-15 inches, with isolated maximum amounts of 20 inches over the middle and upper Texas coast and southwest Louisiana through next Tuesday.
Harvey also is expected to produce total rain accumulations of 3-9 inches in portions of south, central and northeast Texas and the lower Mississippi Valley.
Here's a current satellite image…and what the computer models are showing
Here's a looping satellite image of this system
The NHC advisory #1, shows sustained winds are 30 knots…with gusts to near 40 knots.
According to the National Hurricane Center (NHC), Air Force Reserve Hurricane Hunter data indicate that Harvey has regenerated in the Bay of Campeche, with a closed circulation. Harvey is not well organized at the moment, with an asymmetric cloud pattern and a large radius of maximum wind. The environment, however, is conducive for intensification while Harvey moves over the very warm Gulf of Mexico waters in light-to-moderate wind shear.
The biggest hindrance to intensification in the short term is the poor structure. Thus the NHC forecast will only show a gradual increase in wind speed during the first day, with a more significant intensification after that time. Although not explicitly forecast, we are anticipating Harvey being a hurricane at landfall after the 48 hour forecast point. This forecast agrees well with the guidance, almost all of which shows a quickly intensifying cyclone approaching the Texas coast.
Harvey is expected to move more slowly toward the northwest or north-northwest as it enters a weakness in the Atlantic subtropical ridge during the next day or so. The ridge slightly strengthens by late Thursday, which should cause a faster northwestward motion by then. Around the time of landfall, however, Harvey should enter an area of weaker steering currents near the upper Texas coast, as high pressure rebuilds over the southwestern United States.
The storm should slow down markedly over southeast Texas, and there is considerable uncertainty on exactly how fast Harvey moves out of that state ahead of the next mid-latitude trough. For now the NHC forecast will just drift Harvey generally toward the east at days 4 and 5, on the slow side of the model consensus. Hopefully later G-IV flights and special soundings over the southern United States will help clarify the long range forecast.
WATCHES AND WARNINGS:
A Storm Surge Watch has been issued for the coast of Texas from Port Mansfield to High Island.
A Hurricane Watch has been issued for the coast of Texas from north of Port Mansfield to San Luis Pass.
A Tropical Storm Watch has been issued for the coast of Texas from the Mouth of the Rio Grande to Port Mansfield and from north of San Luis Pass to High Island.
The government of Mexico has issued a Tropical Storm Watch for the coast of Mexico from Boca De Catan to the Mouth of the Rio Grande.
SUMMARY OF WATCHES AND WARNINGS IN EFFECT:
A Storm Surge Watch is in effect for…
* Port Mansfield to High Island
A Hurricane Watch is in effect for…
* North of Port Mansfield to San Luis Pass
A Tropical Storm Watch is in effect for…
* Boca De Catan Mexico to Port Mansfield Texas
* North of San Luis Pass to High Island
A Storm Surge Watch means there is a possibility of life- threatening inundation, from rising water moving inland from the coastline, in the indicated locations during the next 48 hours.
A Hurricane Watch means that hurricane conditions are possible within the watch area. A watch is typically issued 48 hours before the anticipated first occurrence of tropical-storm-force winds, conditions that make outside preparations difficult or dangerous.
A Tropical Storm Watch means that tropical storm conditions are possible within the watch area, generally within 48 hours.
Interests in southwestern Louisiana should monitor the progress of this system for possible watches this afternoon.
HAZARDS AFFECTING LAND
RAINFALL: Harvey is expected to produce total rain accumulations of 10 to 15 inches with isolated maximum amounts of 20 inches over the middle and upper Texas coast and southwest Louisiana through next Tuesday, with heavy rainfall beginning as early as Friday morning. Harvey is also expected to produce total rain accumulations of 3 to 9 inches in portions of south, central, and northeast Texas and the rest of the lower Mississippi Valley. Rainfall from Harvey could cause life-threatening flooding.
STORM SURGE: The combination of a dangerous storm surge and the tide will cause normally dry areas near the coast to be flooded by rising waters moving inland from the shoreline. The water is expected to reach the following heights above ground if the peak surge occurs at the time of high tide…
Port Mansfield to High Island…4 to 6 ft
The deepest water will occur along the immediate coast near and to the northeast of the landfall location, where the surge will be accompanied by large and destructive waves. Surge-related flooding depends on the relative timing of the surge and the tidal cycle, and can vary greatly over short distances. For information specific to your area, please see products issued by your local National Weather Service forecast office.
WIND: Hurricane conditions are possible within the hurricane watch area by late Friday, with tropical storm conditions possible by early Friday.
SURF: Swells generated by Harvey are likely to affect the Texas, Louisiana, and northeast Mexico coasts by Friday. These swells are likely to cause life-threatening surf and rip current conditions.
>>> Meanwhile, an area of disorganized showers and thunderstorms extending across the Bahamas, southern Florida, and the adjacent waters is associated with a trough of low pressure.
Any development of this system during the next few days should be slow to occur while it drifts northward over Florida and the adjacent waters.
Thereafter, some tropical or subtropical development is possible over the weekend when the system begins to move northeastward over the western Atlantic before it merges with a front.
Regardless of development, very heavy rain and flooding is possible over portions of the Florida peninsula during the next few days.
This disturbance is being referred to as Invest 92L, here's a satellite image…along with what the computer models are showing.
* Formation chance through 48 hours…low…10 percent
* Formation chance through 5 days…low…20 percent
There are no current tropical cyclones
NOAA satellite image of the Atlantic
NOAA satellite image of the Caribbean Sea
Tropical cyclone 09L (Harvey)
NHC textual forecast advisory
NHC graphical track map
NOAA satellite image
Latest satellite image of the Gulf of Mexico
For real-time information on current disasters download PDC's free Disaster Alert mobile app available for your iOS or Android devices today! Also be sure to monitor PDC on Twitter, Facebook, and by accessing the web-accessible Disaster Alert from your computer, phone, or tablet.


Garden Golf of Gadancourt is a 18 golf holes of the UGOLF chain installed within the natural park regional of the french Vexin, country of the Impressionists. His career, "Gadancourt" is a par 72 of 6266 meters opened since 1991 in the commune Gadancourt, 95 - Val - d'Oise 15 minutes from Cergy-Pontoise and 30 minutes from Paris. Area of about 60 hectares, friendly and relaxed atmosphere at the club.


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text:
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CONVERSATION ON CULTURE
SIRI HUSTVEDT AND JEAN FRÉMON
Home > Agenda > CONVERSATION ON CULTURE
| 24 sept
On the occasion of the publication of her new novel by Actes Sud, the Center is pleased to welcome American novelist and essayist Siri Hustvedt.
Siri Hustvedt is an internationally acclaimed author of a book of poems, six novels, four collections of essays, and a work of nonfiction. In 2012, she was awarded the International Gabarron Award for Thought and Humanities. Her novel The Blazing World (2014) was longlisted for the Man Booker Prize and won the Los Angeles Book Prize for Fiction. She has also published numerous papers in scholarly and scientific journals. She holds a PhD in English literature from Columbia University and is a lecturer in psychiatry at Weill Cornell Medical College. Her work has been translated into more than thirty languages.
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text:
Q: Docker Swarm - Map ports and Scaling I am currently using Docker Engine 1.11, and I am investigating if its possible for me to move to Docker 1.12 and use Swarm. I am currently using Docker to run 50+ Bamboo agents, all of which need to have a port mapped to a port on the server. For instance, each docker container needs to have port 4000 available, so when I do Docker run, I do-
Docker run -p 10000:4000 myimg
Docker run -p 10001:4000 myimg
Docker run -p 10002:4000 myimg
Docker run -p 10003:4000 myimg

In Docker Swarm, from what I understand, I would run the following command to scale my service to 50 containers
docker service scale helloworld=5

But, if I did this, then they would all be trying to map to the same port. How can I accomplish this? Is it possible?

A: No, you can't.
It's just one key function that docker service provides that a single port can map to multi containers(service discovery)
And another one is when container fails, swarm will start a new one.(self healing)
I know nothing about Bamboo, so I can't tell you if there's a way to run bamboo service with the swarm mode.


text:
He received a quick briefing from Emergency Situations Ministry aviation chief Rafail Zakirov.
It took the Be-200 a mere 11 seconds to fill up its water tanks.
During the flight, Putin observed the operation of another Be-200 that was also dousing fires from a minimum height.
He also spotted a fresh steppe fire in dangerous proximity to two villages.
Governor Kovalev, still airborne, immediately issued instructions to the local authorities to take measures to extinguish it.
Putin's stunt comes as polls show waning public support for Russia's president and prime minister.
Respected Russian sociologist Leonty Byzov told Vedomosti business daily Putin and Medvedev's ratings could drop to 40% in the next six months. He said there was a growing fatigue surrounding Putin's popularity and that if the government's poor response to the wildfire crisis is taken into account, the two leaders' ratings would decrease dramatically.
Wildfires, sparked by weeks of abnormally high temperatures in central Russia, have severely damaged the Russian economy, with the estimated short-term loss of $15 billion.
RYAZAN, August 10 (RIA Novosti)


text:
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Media Advisory : 30 March 2016 | English, Français
Ruto and Sang case: ICC Trial Chamber V(A) to file its decision on the acquittal/no case to answer requests on 5 April 2016
ICC-CPI-20160330-MA199
Situation: Republic of Kenya
Case: The Prosecutor v. William Samoei Ruto and Joshua Arap Sang
Trial Chamber V(A) of the International Criminal Court ("ICC" or "Court") will file its decision on the requests for a "Judgment of acquittal" and "no case to answer motion", submitted respectively by the Defence of William Samoei Ruto and Joshua Arap Sang, on Tuesday 5 April 2016.
This decision will be notified only in writing; no hearing will be held. The decision will be filed by Tuesday 17:00 (The Hague local time) at the latest, and will be made public on the ICC website and through an ICC press release that will be communicated to the media through the usual ICC communication channels.
The trial of William Samoei Ruto and Joshua Arap Sang opened on 10 September 2013. Mr Ruto and Mr Sang are accused of crimes against humanity (murder, deportation or forcible transfer of population and persecution) allegedly committed in the context of the 2007-2008 post-election violence in Kenya.
Mr Sang submitted request that there is "no case to answer" on 23 October 2015 and Mr Ruto submitted a request to dismiss the charges and enter a judgment of acquittal on 26 October 2015. The Judges received as well the observations of the Prosecutor, on 20 November 2015, and the response of the Legal Representatives of the victims. The Chamber held hearings from 12 to 15 January 2016 on these motions.
Trial Chamber V(A) is composed of Judge Chile Eboe-Osuji (Presiding), Judge Robert Fremr and Judge Olga Herrera-Carbuccia.
For more information on this case, click here
For further information, please contact Fadi El Abdallah, Spokesperson and Head of Public Affairs Unit, International Criminal Court, by telephone at: +31 (0)70 515-9152 or +31 (0)6 46448938 or by e-mail at: [email protected]
You can also follow the Court's activities on YouTube and Twitter.


It doesn't matter if you're at the mall in Springfield, Virginia or at a movie theater in Burke, Virginia. When you're away from your car the only thing that comes between an opportunistic thief and the valuables in your car is a sheet of safety glass.
Smash-and-grab car burglars don't want the complexity of a caper movie when stealing your iPod or cash. Every hurdle you can provide makes it more likely they'll move on. Following this simple advice will give you an added layer of protection against car burglaries.
Leaving your key on the dash or in the ignition is an invitation to a car burglar. And keep in mind that if you have a great hiding place for a spare key (in your wheel well or above your sun visor), a thief has thought of it, too.
Experienced thieves often stake out parking lots. Move valuable items, like shopping bags and laptops, to your trunk before you get to the parking lot.
If you see suspicious activity, find somewhere else to park. Don't confront anyone: If you're concerned, report your suspicions to an attendant or the police. By reporting suspicious activity to the proper authorities, you can help prevent others from becoming a victim of a car burglary or another crime.


Shigandang Temple was originally a stone tablet . It was built in 1894. With an area of more that six hundred square feet and a height of six metres, the Shigagang Temple in Macao is one of the two Shigagang temples in the World. Most monuments dedicating to Shigandang are simply stone tablets. Another Shigandang Temple was built in Jinan, but the one in Macao is said to be the better one.
There is a small stone carved with the name "Shigandang" in the Temple. The small stone has a longer history than the Temple. At first, the stone was placed together with the Earth God at the front gate, but later people built the Shigandang Tample for it.
Situated at Bairro de San Kio, the Chapel of Shi Gandang was constructed in the 20th year of Guangxu Reign (1894), There are couplets inscribed on the stone gate: "It is the judge of right and wrong that establishes the eternal standard; Judging not only the others but also himself, the judge engages in maintaining felicity and prosperity,"
The temple is dedicated to Grandpa Shi Gandang, Golden King of Xishan, God of Ziwei, Marshal Zhao (Celestial tamer of tiger), God of Wealth and Kwan Tai.


text:
Johanna Matintalo (* 11. Dezember 1996 in Pöytyä) ist eine finnische Skilangläuferin.

Werdegang
Matintalo, die für den Pöytyän Urheilijat startet, trat international erstmals beim Europäischen Olympischen Winter-Jugendfestival 2013 in Predeal in Erscheinung. Dort wurde sie Achte über 5 km klassisch und Vierte mit der Mixed-Staffel. Im Skilanglauf-Weltcup debütierte sie im November 2014 in Ruka und errang dabei den 70. Platz über 10 km klassisch. Bei den Nordischen Junioren-Skiweltmeisterschaften 2015 in Almaty kam sie auf den 29. Platz über 5 km Freistil, auf den 16. Rang im Skiathlon und auf den neunten Platz mit der Staffel. Im Februar 2015 wurde sie finnische Juniorenmeisterin im Sprint. Zu Beginn der Saison 2015/16 startete sie in Vuokatti erstmals im Scandinavian-Cup. Dort belegte sie den 62. Platz über 10 km Freistil und den 39. Rang über 10 km klassisch. Ihre besten Resultate bei den Nordischen Junioren-Skiweltmeisterschaften 2016 in Râșnov waren der neunte Platz mit der Staffel und der vierte Platz über 5 km klassisch. Bei den U23-Weltmeisterschaften 2017 in Soldier Hollow gewann sie die Silbermedaille im Skiathlon. Zudem errang sie den 22. Platz über 10 km Freistil und den 11. Platz im Sprint. Im Februar 2017 holte sie in Otepää mit dem 12. Platz über 10 km klassisch ihre ersten Weltcuppunkte. Bei den nordischen Skiweltmeisterschaften 2017 in Lahti kam sie auf den 29. Platz im Skiathlon. Im März 2017 wurde sie finnische Juniorenmeisterin über 5 km klassisch. In der Saison 2017/18 errang sie den 50. Platz beim Ruka Triple und den 30. Platz beim Weltcupfinale in Falun. Zudem holte sie im Scandinavian-Cup zwei Siege und erreichte damit den neunten Platz in der Gesamtwertung. Bei den Olympischen Winterspielen 2018 in Pyeongchang lief sie auf den 24. Platz im Skiathlon, auf den 19. Rang im Sprint und auf den 18. Platz im 30-km-Massenstartrennen.

In der Saison 2018/19 belegte Matintalo den 43. Platz beim Lillehammer Triple und erreichte in Beitostølen mit dem dritten Platz mit der Staffel ihre erste Podestplatzierung im Weltcup. Beim Saisonhöhepunkt, den Weltmeisterschaften 2019 in Seefeld in Tirol, lief sie auf den 32. Platz im Skiathlon und auf den 17. Rang über 10 km klassisch. In der folgenden Saison errang sie den 35. Platz beim Ruka Triple und den zweiten Platz mit der Staffel in Lahti. Nach Platz 35 beim Ruka Triple zu Beginn der Saison 2020/21, belegte sie den 17. Platz bei der Tour de Ski 2021 und in Lahti den dritten Rang mit der Staffel. Zudem wurde sie finnische Meisterin im Sprint. Beim Saisonhöhepunkt, den Nordischen Skiweltmeisterschaften 2021 in Oberstdorf, gewann sie die Bronzemedaille mit der Staffel. Zum Saisonende errang sie im Engadin den 28. Platz im 10-km-Massenstartrennen und den 51. Platz in der Verfolgung und erreichte abschließend den 25. Platz im Gesamtweltcup. In der Saison 2021/22 errang sie mit fünf Top-Zehn-Platzierungen und den 14. Platz bei der Tour de Ski 2021/22 den 18. Platz im Gesamtweltcup sowie den 14. Platz im Sprintweltcup. Dabei erreichte sie im Sprint in Oberstdorf mit dem dritten Platz ihre erste Podestplatzierung im Weltcupeinzel. Ihre besten Platzierungen bei den Olympischen Winterspielen 2022 in Peking waren der 12. Platz im Skiathlon und der vierte Rang mit der Staffel.

Siege bei Continental-Cup-Rennen

Teilnahmen an Weltmeisterschaften und Olympischen Winterspielen

Olympische Spiele
 2018 Pyeongchang: 18. Platz 30 km klassisch Massenstart, 19. Platz Sprint klassisch, 24. Platz 15 km Skiathlon
 2022 Peking: 4. Platz Staffel, 12. Platz 15 km Skiathlon, 14. Platz 10 km klassisch, 23. Platz 30 km Freistil Massenstart

Nordische Skiweltmeisterschaften
 2017 Lahti: 28. Platz 15 km Skiathlon
 2019 Seefeld in Tirol: 17. Platz 10 km klassisch, 32. Platz 15 km Skiathlon
 2021 Oberstdorf: 3. Platz Staffel, 13. Platz 30 km klassisch Massenstart, 26. Platz Sprint klassisch, 30. Platz 15 km Skiathlon

Platzierungen im Weltcup

Weltcup-Statistik

Weltcup-Gesamtplatzierungen

Weblinks

Einzelnachweise

Skilangläufer (Finnland)
Olympiateilnehmer (Finnland)
Teilnehmer der Olympischen Winterspiele 2018
Teilnehmer der Olympischen Winterspiele 2022
Finnischer Meister (Skilanglauf)
Finne
Geboren 1996
Frau

redpajama_set_name: RedPajamaWikipedia


text:
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 *             <enumeration value="UA"/>
 *             <enumeration value="UG"/>
 *             <enumeration value="UY"/>
 *             <enumeration value="UZ"/>
 *             <enumeration value="VA"/>
 *             <enumeration value="VC"/>
 *             <enumeration value="VE"/>
 *             <enumeration value="VG"/>
 *             <enumeration value="VN"/>
 *             <enumeration value="VU"/>
 *             <enumeration value="WF"/>
 *             <enumeration value="WS"/>
 *             <enumeration value="YE"/>
 *             <enumeration value="YT"/>
 *             <enumeration value="ZA"/>
 *             <enumeration value="ZM"/>
 *             <enumeration value="ZW"/>
 *           </restriction>
 *         </simpleType>
 *       </attribute>
 *     </restriction>
 *   </complexContent>
 * </complexType>
 *

 *
 *
 */
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "addressType")
public class AddressType {

    @XmlAttribute(name = "address1", required = true)
    protected String address1;
    @XmlAttribute(name = "address2")
    protected String address2;
    @XmlAttribute(name = "city", required = true)
    protected String city;
    @XmlAttribute(name = "county")
    protected String county;
    @XmlAttribute(name = "postalCode", required = true)
    protected String postalCode;
    @XmlAttribute(name = "state")
    protected String state;
    @XmlAttribute(name = "otherState")
    protected String otherState;
    @XmlAttribute(name = "country", required = true)
    protected String country;

    /**
     * Gets the value of the address1 property.
     *
     * @return
     *     possible object is
     *     {@link String }
     *
     */
    public String getAddress1() {
        return address1;
    }

    /**
     * Sets the value of the address1 property.
     *
     * @param value
     *     allowed object is
     *     {@link String }
     *
     */
    public void setAddress1(String value) {
        this.address1 = value;
    }

    /**
     * Gets the value of the address2 property.
     *
     * @return
     *     possible object is
     *     {@link String }
     *
     */
    public String getAddress2() {
        return address2;
    }

    /**
     * Sets the value of the address2 property.
     *
     * @param value
     *     allowed object is
     *     {@link String }
     *
     */
    public void setAddress2(String value) {
        this.address2 = value;
    }

    /**
     * Gets the value of the city property.
     *
     * @return
     *     possible object is
     *     {@link String }
     *
     */
    public String getCity() {
        return city;
    }

    /**
     * Sets the value of the city property.
     *
     * @param value
     *     allowed object is
     *     {@link String }
     *
     */
    public void setCity(String value) {
        this.city = value;
    }

    /**
     * Gets the value of the county property.
     *
     * @return
     *     possible object is
     *     {@link String }
     *
     */
    public String getCounty() {
        return county;
    }

    /**
     * Sets the value of the county property.
     *
     * @param value
     *     allowed object is
     *     {@link String }
     *
     */
    public void setCounty(String value) {
        this.county = value;
    }

    /**
     * Gets the value of the postalCode property.
     *
     * @return
     *     possible object is
     *     {@link String }
     *
     */
    public String getPostalCode() {
        return postalCode;
    }

    /**
     * Sets the value of the postalCode property.
     *
     * @param value
     *     allowed object is
     *     {@link String }
     *
     */
    public void setPostalCode(String value) {
        this.postalCode = value;
    }

    /**
     * Gets the value of the state property.
     *
     * @return
     *     possible object is
     *     {@link String }
     *
     */
    public String getState() {
        return state;
    }

    /**
     * Sets the value of the state property.
     *
     * @param value
     *     allowed object is
     *     {@link String }
     *
     */
    public void setState(String value) {
        this.state = value;
    }

    /**
     * Gets the value of the otherState property.
     *
     * @return
     *     possible object is
     *     {@link String }
     *
     */
    public String getOtherState() {
        return otherState;
    }

    /**
     * Sets the value of the otherState property.
     *
     * @param value
     *     allowed object is
     *     {@link String }
     *
     */
    public void setOtherState(String value) {
        this.otherState = value;
    }

    /**
     * Gets the value of the country property.
     *
     * @return
     *     possible object is
     *     {@link String }
     *
     */
    public String getCountry() {
        return country;
    }

    /**
     * Sets the value of the country property.
     *
     * @param value
     *     allowed object is
     *     {@link String }
     *
     */
    public void setCountry(String value) {
        this.country = value;
    }

	@Override
	public String toString() {
		return "AddressType [address1=" + address1 + ", address2=" + address2 + ", city=" + city + ", county=" + county
				+ ", postalCode=" + postalCode + ", state=" + state + ", otherState=" + otherState + ", country="
				+ country + "]";
	}

}

redpajama_set_name: RedPajamaGithub


Manual sealing pincers for consecutive sealing of unlimited bag widths.
The basic tabletop sealer, with timer.
The basic tabletop sealer, with timer and knife.
Hand impulse heat sealers, equipped with an electronic timer that controls the sealing time needed for different material thickness.


text:
namespace tdb
{

// ptree is a super tiny key value database. ptree is very much a work in progress at the moment and should not be
// used for any mission critical task. I do my best to keep it defect free, but I make no guarantees.
//
// The main purpose of ptree is to illustrate some of the concepts required to implement a real database. I consider
// it largely educational.
//
// Features:
//     - Short (ptree.cpp is 490 lines long at this moment).
//     - Atomic (journal based).
//     - Supports transactions (implicit or explicit).
//     - Simplicity (ptree is based on AVL trees, which IMHO are the simplest form of balanced tree... so it should
//       be pretty easy to work on).
//     - Not Thread Safe, so no speed penalty or complexity from locking.
//
// Negatives:
//     - AVL trees will always lose to B+Trees for jobs like this, so if you need the utmost performance consider
//       BerkelyDB or Tokyo Cabinet. I chose AVL trees because they were a good comprimise between ease of
//       implementation and performance.
//     - Not Thread Safe, so you'll have to do your own locking.
//     - No server... but if you need a server, this is not the DB for you... :)
//
// Future Goals:
//     - b+tree
//     - > 4gb databases
//     - more intelligent memory mapping.
//

class ptree
{
public:
    class iterator
    {
        friend class ptree;
        enum iterator_enum { END };

    public:
        iterator();
        iterator( uint32_t node, ptree* tree );
        iterator( const iterator& obj );
        virtual ~iterator() throw();

        iterator& operator = ( const iterator& rhs );

        bool operator == ( const iterator& rhs );
        bool operator != ( const iterator& rhs );

        iterator& operator++();
        iterator operator++(int);

        iterator& operator--();
        iterator operator--(int);

        int64_t key();
        uint32_t data_size();
        uint8_t* data_ptr();

    private:
        bool _prev();
        bool _next();

        uint32_t _current;
        ptree* _tree;
    };

    friend class iterator;

    ptree( const std::string& path, size_t indexAllocSize );

    virtual ~ptree() throw();

    // insertion and removal...
    void insert( int64_t key, uint8_t* src, uint32_t size );
    void remove( int64_t key );

    // transactions...
    void begin_transaction();
    void commit_transaction();
    void roll_back_transaction();

    // iterators...
    iterator begin();
    iterator end();
    iterator find( int64_t key );

    void draw_tree(std::shared_ptr<std::vector<uint8_t>> pixels,
                   uint32_t w,
                   uint32_t h);

private:
    void _initialize_new_file();

    void _write_word( uint32_t ofs, uint32_t val );
    void _write_dword( uint32_t ofs, int64_t val );
    void _write_byte( uint32_t ofs, uint8_t val );
    void _write_bytes( uint32_t ofs, uint8_t* src, uint32_t size );

    uint32_t _read_word( uint32_t ofs );
    int64_t _read_dword( uint32_t ofs );
    uint8_t _read_byte( uint32_t ofs );

    uint8_t _height( uint32_t ofs );
    int _balance_factor( uint32_t ofs );
    void _fix_height( uint32_t ofs );
    uint32_t _rotate_right( uint32_t p );
    uint32_t _rotate_left( uint32_t q );
    uint32_t _balance( uint32_t p );

    uint32_t _create_node( int64_t key, uint32_t parent, uint8_t* src, uint32_t size );

    uint32_t _write_data_record( uint8_t* src, uint32_t size );

    uint32_t _insert( uint32_t p, uint32_t parent, int64_t key, uint8_t* src, uint32_t size  );

    template<typename F>
    void _inorder(uint32_t p, F f, int32_t pos, uint32_t levels)
    {
//const uint32_t NODE_KEY_OFS = 0;         // int64_t
//const uint32_t NODE_LEFT_OFS = 12;       // uint32_t
//const uint32_t NODE_RIGHT_OFS = 16;      // uint32_t

        auto key = _read_dword(p + 0);
        auto left = _read_word(p + 12);
        auto right = _read_word(p + 16);

        if(left != 0)
            _inorder(left, f, pos-1, levels+1);

        f(key, pos, levels);

        if(right != 0)
            _inorder(right, f, pos+1, levels+1);
    }

    uint32_t _find_min( uint32_t p );
    uint32_t _remove_min( uint32_t p );

    uint32_t _remove( uint32_t p, int64_t k );

    void _write_journal( uint32_t ofs, uint32_t size );

    iterator _begin( uint32_t ofs );

    iterator _find( uint32_t ofs, int64_t key );

    std::string _path;
    FILE* _file;
    size_t _fileSize;
    std::shared_ptr<cppkit::ck_memory_map> _memoryMap;
    FILE* _journalFile;
    bool _completeJournalRecovery;
    std::map<uint32_t,bool> _dirtyPages;
};

};

#endif


text:
Vague Patch Notes: How do you play MMOs when you know humans suffered to make them?
The original Star Wars film was a passion project for a then-young George Lucas, and it was a project that nearly killed Lucas from stress. When filming started in the Tunisian desert, by complete coincidence it started raining, delaying the filming for an extended period of time due to its sheer rarity. The first cut of the film by editor John Jympson was described as a "complete disaster," and the special effects team at Industrial Light & Magic was horribly behind schedule due to being asked to make effects that had never before been attempted. According to Steven Spielberg, during the early cut screening for executives, he was the only one who actually enjoyed the film; some accounts actually have Lucas breaking down in tears as the executives savaged it.
Now, go watch that movie again. Go ahead and watch the film knowing that Anthony Daniels was stabbed in the foot by his C-3PO costume while he sweltered in the Tunisian desert and couldn't see due to the paint job on the helmet. Listen to Alec Guinness deliver his lines and remind yourself that he asked for Obi-Wan Kenobi to die just so he wouldn't be asked back for other films.
Does it change your enjoyment of the movie? Does it make the film worse? Is it harder to enjoy the action on screen when you know that everyone involved was miserable and stressed? Because after Rockstar bragged about 100-hour work weeks earlier this week – and then tried to take it back, only to be rebuffed by employees with depressing accounts of crunch – it feels like the right time to talk about the conditions under which games are made and the human cost of these things.
The point here isn't to slam Rockstar specifically for what's going on with Red Dead Redemption 2. It's sadly nothing new for the company, but it's also hardly something new for the industry as a whole. Pretty much every single game studio has stories like that, often for games that have been both critical and commercial successes. Naoki Yoshida talked about basically running on Red Bull and cigarettes leading up to the release of Final Fantasy XIV's reboot. Star Trek Online was assembled on a timeline so accelerated that it's a minor miracle the dang thing ever worked at launch. Multiple MMO devs at Netmarble have literally keeled over dead thanks to crunch. Releasing Shroud of the Avatar even drained the blood of the developers.
Wait, they did that to resell it as a marketing stunt. Forget that last one.
No, what makes Rockstar's bit earlier this week particularly egregious is that it's discussing a highly anticipated game before launch in which this effort is being put forth as not just a normal part of development but as somehow heroic, as if it shows that the team loves games so much that it's willing to sacrifice health and free time to make these games happen. And it's one thing to celebrate that as an individual, but quite another to do so when serving as the face of a company while overtly or covertly pressuring employees to also put in the same amount of time.
But more than that is the fact that this issue is, in fact, complicated. A lot of you reading this right now are probably super excited to play Red Dead Redemption 2. This game has gotten plenty of previews and certainly looks good from the outside looking in; by all rights, the expectation is that it'll be amazing. It just gets more complicated if you're playing the game and thinking "this basically killed the people working on it."
Even if you're not looking forward to RDR2, you're probably a fan of at least one game you know had a production schedule full of crunch and misery. And that's just the stories we know about; a lot of these stories just don't get shared, partly because crunch is seen as something "normal" in game development and partly because there's a certain sense of just knuckling down and fixing what needs fixing.
The fact is that we don't want to hear about the stories about how some of the things we enjoy get made because we fundamentally want to think that these things were a product of fun and joy and good times. Nobody really wants to hear about my sitting in a house with no running water for a week after a tropical storm knocked out my power, emailing typed versions of my columns to Bree so they would still go up on time before my phone battery died. (She told me not to worry about it, but I didn't want to miss my columns.)
We don't want to think about an actor hiding in back rooms and crying between takes because the production environment was violently homophobic, to the point of quitting the job and putting himself into conversion therapy for two years after suicidal thoughts. You know, like what happened to David Yost.
We don't want to think about George Lucas, current bearded flannel punchline, getting diagnosed with hypertension and nearly having a heart attack as he desperately cuts together footage so that his baby, this huge beautiful mess he calls Star Wars, won't get completely murdered by executives. Or watching him sign over rights and concessions just so that film actually gets released.
And when we hear about these things for games, we… well, we try to shove them off. We tell ourselves that things can't actually have been that bad, that maybe it just happened to a few isolated people (as if that makes it better). Or that things weren't as bad as they sounded, or maybe it wasn't the parade of misery we think it is, or someone's still going to swoop in and finish the last cliffhanger Telltale Games left and that's what we should worry about instead of the people stuck without severance or compensation.
You might think that I'm about to tell you that no, these things are evil and bad and you shouldn't support anything which has these awful periods of crunch or production errors or whatever. That'd be nice to say, but it also would be, at the very least, massively hypocritical. Lots and lots of my favorite stuff had incredibly troubled productions that I know about; I'm sure there are ones I don't know about, too.
I love Power Rangers' early seasons. I enjoy A New Hope. No one reading this site isn't well aware of my love for Final Fantasy XIV, I really liked Mass Effect: Andromeda, and I've still got lots of nice things to say about Kingdoms of Amalur: Reckoning. And again, these are just the things I know about. There are things I love that were nightmares to work on, some of them so bad that they drove creative people from their fields.
No, I don't think it's necessary to boycott something with a draining, troubled, or nightmarish production. I don't even think it's particularly productive, because you're not protesting something it represents but something that happened. But I think you do owe it to yourself to be aware of these things and factor them into your enjoyment and what you support, even while acknowledging that the obvious way to deny support with your wallet is not particularly viable.
And I think it is something you need to think about when it comes to what you enjoy in your free time. Not the only factor, maybe not even the most important factor, but something important to be aware of. Playing League of Legends means supporting a development team with a sexist culture that actively forces out people who try to change it. Playing Pantheon will mean, yes, playing a game by the same guy responsible in part for the parking lot firing. And playing RDR2 does mean offering some endorsement of its 100-hour work week.
I wish I could point to a clear dividing line, a place where it's easy to say "this is exactly how bad something has to be before you should not let yourself enjoy something." But that's the whole point. It's complicated, it's not cut-and-dried, and it's a case of lots of things you may enjoy that were, in fact, produced under terrible conditions. You have to recontextualize some of what you enjoy based on new information.
But the one thing you can't do is avoid responsibility altogether by sticking your head in the sand and pretending nothing is wrong. Complicated problems don't have simple solutions, and ignoring the problems isn't solving them; it's forcing people to do extra work in order to make you aware the problems exist.
Sometimes you know exactly what's going on with the MMO genre, and sometimes all you have are Vague Patch Notes informing you that something, somewhere, has probably been changed. Senior Reporter Eliot Lefebvre enjoys analyzing these sorts of notes and also vague elements of the genre as a whole. The potency of this analysis may be adjusted under certain circumstances.
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draugris
If you really start to think that way.
Do you wear clothes made in India, Bangladesh or China ? Do you use phones from companies who produce in china ? Do you buy fruits or vegetables or other things like chocolate and questioning where it comes from and how it was produced ?
We live in a globalized world with often very shady and difficult to understand trade relationships and work conditions.
I find it very tough and sometimes impossible to make such decisions from a moral point of view.
It would drive me mad if I started to emotionally value all the things in my life that were produced in countries with third world conditions for workers. Yes it is awful, but it is so common that I couldn't operate properly in the world if I let it affect my choices.
I appreciate that games can be considerably more complex than your average mobile app or microservice, but is there really anything more to this than a simple inability on the part of development teams to accurately plan, point and predict velocity?
It's easy to point the finger at 'management', but I've worked in teams dominated by 'hero developers' who would regularly commit to delivering more than their team could realistically achieve. That's not really the sort of problem that can be resolved by unionizing.
Ket Viliano
The same way I eat hamburgers, ordered from a guy who asks me if I want fries with that.
Lots of people have jobs they do not like. I used to reload ammo in the backroom of a gun shop, a room called "The Dungeon". You can just imagine how much 'fun' I had. Let's just say it was like working for a guy named "The Butcher", keeping him supplied with 'fresh meat'.
By the same token, lots of people love their jobs, and enjoy what they do.
It really is not my place to judge if someone else is enjoying their life or job, that is for them to decide.
My place as a customer is to decide if I like the result.
My supposition is that happy workers make a better product and provide better service, but I can only speak with authority on my own experience.
Nicholas Hunt
If they don't like it. They don't have to work there. It's not like it's all the time. I do t see anyone freaking out how much Er doctors and nurses work.
agemyth 😩
I am actually stunned by how many people here approve of treating employees like dirt. This is a good demonstration for why workers have to unionize, I guess.
Melissa McDonald
Honestly the only thing I'm uncomfortable about is the hand-wringing and frequent use of words that end in "ism" or "ist". Now we need to feel guilty about the games we play? Sigh.
jamie torch
Things is we only know about what is happening with Red Dead Redemption 2 because we take an interest in development of future projects the average person doesn't .
It is the same with fashion , most of us probably don't give a second thought into how it is produced , I only recently found out myself that the fashion industry related pollution is second only to fossil fuel energy production.
The way I see it is that it is individual countries need to take responsibility of what happens in their own societies . I really don't approve of what is going on at Rockstar but I never play there games anyway so there really isn't anything I can do about given I am British and compared to some of the other injustices in the world it really is small fry .
If you worried about where everything you consumed came from chances are you would go buck naked, live in the woods and starve to death .
Yeah, and I'll also be a "bad guy" here and point out that there's only so much the average person can really care about and allow themselves to get upset about. Most of us these days are deluged with emails and internet calls to action for this or that cause and, speaking for myself, I'm burnt out. Worn out on being outraged and arguing for this or that cause, getting attacked, trying to get my bearings in a world where a sizeable portion of the population now seems to think that no one is ever supposed to feel anything bad…. Anyway, yeah, it sucks that people are overworked. What can I say. Get out there and vote and try to make sure the right people are elected to enact laws that will put limits on how much employers can work employees, and force them to pay some kind of overtime after so many hours, regardless of whether employees are salaried or not. Or….I guess you can start another angry social media campaign. The choice is yours. /Signed, Exhausted
Tbh, I feel like admitting there's a problem but also knowing you're too tapped out to fight another war doesn't make you the bad guy at all. We can ridicule a "social media campaign" but sometimes that's exactly what some people need to see and hear to know they aren't all alone. This was really what Eliot was getting at – that media issues like this are complicated, and while we don't need to boycott everything and go naked and hungry (the strawman being kicked around throughout the comments below), we can still be mindful of the choices we're making and try to make up for it in other ways.
I agree, Bree, and I should have added that: if it bothers you that much, don't buy it. Same with loot boxes and whatever else you might not like in a game. Just don't keep buying their games AND crying about the developers' or publishers' bad behavior. You can't do both without being a hypocrite. ;)
The lesson I learned long ago is called "picking your spots". Very simply stated, you have to decide what is worth fighting over, and for. Along the way, you also have to ask "Is the prize worth the fight?". Sometimes the prize loses value as the fight progresses.
Having said that as individuals we can change things if enough of us take action but it is down for each individual to work out their own red lines . Personally I didn't like how the bosses of this company were bragging about 100 hour weeks which could affect someone's physical and mental health , it would have crossed one of my red lines and I would not have brought the game even if I did own a console .
Andy McAdams
I feel like 90% of this comment section could have been written by pre-death Eleanor Shellstrop.
Goettel
People are responsible for their own choices, including the jobs they accept and the way the perform them. And crunch is hardly limited to the entertainment industry. I'm not bothered by this voluntary "suffering".
It is hardly as simple as that , some of these people probably unlike you might have responsibilities and dependants and feel they can't lose their jobs so they accept any sort of working conditions to keep feeding providing a roof over the head for their families . They may be older people who if they left a job would find it hard to find new employment .
You obviously don't have much experience of life , I imagine you are either quite young , lack social skills so you probably don't have anyone to worry about but yourself or you are living in a sheltered environment like a parents basement .
One of these days you learn things are far more complex in life that you think they are now , maybe then you will realise how ignorant and lacking in understanding the comment you have made was . That is assuming you are not a sociopath in which case you probably won't ever have the capacity to understand .
Wrong on all counts.
condescend much?
Load All Comments
Perfect Ten: MMOs to watch in 2019
Vague Patch Notes: 'Gamer' is not an identity
The Soapbox: There is no MMO that can fix a broken MMO community
Perfect Ten: What your MMO racial pick says about you
Vague Patch Notes: No, MMO lore does not excuse design decisions


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 Entertainment Law Summary: Overview and Variety of Legal Fields, Click Here to Learn More!
Since we live in a rapidly developing world of media, the legislative base of media law in this industry is becoming progressively compulsory. With the continuous growth of technology, show business, more and more lawsuits will swirl, which prompted the need for a law on amusements and lawyers in this field.
Today, more and more students want to study this profession, as it promises an interesting career, star acquaintances and plunges into the world of show business.
The Entertainment law is such a field of legal practice that includes understanding of many disciplines of law at the same time. Some lawyers can deal with legal proceedings, others with transactional work or negotiate various transactions.
The Entertainment Law applies in such areas as theaters, publishers, music, television, and cinema. However, due to the fact that these spheres of activity have special economic judgments, despite this, almost all types of law are involved in them.
This category of law is not one-sided since almost all areas of law are applied here. For example, this type of law needs a clear insight of how to enter into contracts (which is a contract law), agreements, copyright issues and the like. With the same questions, attorneys from different corporations are faced. This shows that in such a rapidly developing world of entertainment, an entertainment lawyer should be an expert in every branch of law.
This legal field is quite complex, as it is not known to the majority and therefore erroneous opinions and inexpensive opinions often arise. Many believe that this branch of law is full of celebrities and glamor. Unluckily, the reality of this law is far from bright and glamorous. In this industry of business transactions are carried out on large amounts of money, so also with very difficult people.
The media law regulates the censorship, the Internet and online services, advertising, information technology, this entire telecommunications industry.
For today, this area of law is gaining its importance, as the media does not stand still and develop with every minute. Even video games and stars are controlled by this right, while a century ago there were only live or printed performances.
The most common legal services in this industry are transactions and litigation.
In each of these issues, there are usually quite complicated negotiations and deals. Therefore, in this area of law, it is necessary to have a highly qualified lawyer.
Why Do You Need Entertainment Lawyers and What Do They Do?
The most common mistake is that most people think that they will not need a lawyer.
On the reverse side of the medal, the entertainment world includes many complexities that can be handled by a good lawyer.
If the sphere of your activity is in any way connected with this specific industry, then most likely sooner or later you will need the consultation of a lawyer. In what cases can professional legal assistance be required?
Every time you have any doubts about this industry, you have to ask the experts for help in order to avoid various difficulties.
Do you want to be an Entertainment lawyer? As mentioned earlier, this area of law is quite complex, which means that in order to be a really successful lawyer you will have to work hard. You do not confine yourself to knowing only popular legal theory or types or royalties.
Since a lawyer should be prepared to provide the best results for his customers from this unusual area. Attorneys will have to face negotiations, contracting, litigation and permanent copyright protection. However, despite all the difficulties, this work is very exciting and will not let you just sit on the spot.


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