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Experience with Simulation/Gaming: 1960-2010
Allan G. Feldt, 2014
Summary: A review of the simulation/games I have helped design, others that I have played or worked on, and some of the simulation/gamers I have known and worked with over the past 50 years.
Key Words: simulation/gaming, ISAGA, NASAGA, National Gaming Conference, City Planning, Urban Planning , Cornell, Michigan, CLUG, WALRUS
Origin of CLUG
In 1960, a fellow graduate student needed people to play-test WILDLIFE (Meier, 1960) , a game on animal ecology being developed by his boss, Professor Richard Meier. Meier offered free beer for players so several of us volunteered. After four hours with the game and an hour drinking beer with Meier, I understood the game quite well and was impressed by its teaching power. I was especially taken by its demonstration of dynamic equilibrium, a concept I often used trying to rebut my Marxist friends who insisted that all history was explained through the forces of dialectic materialism currently exemplified by class struggle. In contrast, WILDLIFE demonstrated stability and survival as a series of continuing adjustments to a constantly changing socio-economic and physical environment.
WILDLIFE was played on a simple checker board with checkers labelled to represent various species of animals whose movements and reproductive behavior were controlled by players' decisions. Each animal used up one unit of food and one of water every round. Landing on a black square earned 2 units of food while water came from landing on red squares but the amount of water received varied from one to six units over both space and time. So each animal had to move every round to stay alive and had to build up extra water to cover passing through dry spells and dry areas. Animals building up a surplus of water could produce babies of the same species. After a few rounds each player had a small tribe of animals to keep track of and to keep moving around to gain enough food and water to survive. When animals of different species tried to occupy the same square they had to fight or flee. Alternate die throws removed food or water from each combatant until one or the other died from the lack of a key nutrient. The victor occupied the space and won any food or water the defeated opponent had left. Data about the species were kept both by players and by an accountant on a score-sheet. Finding a wet area, defending it against invaders, and moving your own animals around the territory became the key to survival as population pressures increased.
A few years later during my first semester teaching at Cornell University, I wrote a memo to the City Planning faculty about possible uses of games in teaching and research (Feldt, 1962). I then invited them to hold their next monthly meeting at my home to play a commercial board game on urban development called SQUARE MILE by the Milton Bradley Corporation . While running a graduate seminar on land use planning the following semester we found the varying levels of abstraction used by different researchers to describe and explain urban land use changes confusing. In an attempt to transform all explanations into one common level of abstraction we decided to try building a game about how land uses "behave." I had the students play SQUARE MILE and a crude version of WILDLIFE that I put together.
The following week I brought in a chess board and checkers labelled as different kinds of land uses and tried to determine how and why they might be placed in various locations on the board according to various theories we had been reading. Among the many background sources we had covered was the TOMM computer model being developed by Pittsburgh's City Planning Department trying to predict future land uses. (Crecine, 1962) Their model was in turn based on a model created by Ira Lowry, an urban geographer. (Lowry 1964 ) The essence of these models was that large employers first located at sites best suited to their economic needs for transportation, utilities, and space. Their employees then sought housing in nearby residential areas. Finally, various commercial and municipal services serving residences located near their potential customers.
Following this logical sequence, we assigned capital and operating costs for each kind of land use and established costs for transportation between them. Three teams of one to three players using a limited amount of money then sought to buy land in appropriate locations and construct and operate land uses appropriate to that site. To do so they had to secure municipal services and economic relationships with other teams' land uses. The result was called the Cornell Land Use Game or CLUG.
As record keeping became more routine we were able to expand to five teams with up to five players on each team. Later, as desk top computers and the internet became available, adding even more teams and players became possible. We discovered, however, that the learning power of the game declined since players then spent less time discussing how to best make good land use decisions and more on making private decisions without needing to justify them to others on the team.
Over the years we published a few articles describing what we were doing and plays of the game were described in many local newspapers and several magazines. CLUG was used in many university planning programs as well as in several law, business, and seminary schools. It was also used in a few Economics, Sociology, and Geography Departments. Rural extension programs in New York, Pennsylvania, Iowa, and Maine used CLUG to help explain the need for zoning in rural areas. I was surprised to learn that several universities in Europe had also heard about it, possibly through a few articles appearing in Newsweek, Playboy, and Northwest Airlines inflight magazine. When I offered the royalties and patent rights to Cornell, their only response was to ask me to drop Cornell from its name. So it became the Community Land Use Game in 1969.
Richard Duke and METROPOLIS
In 1964 I told Richard Meier what we were trying to do and he invited me to Ann Arbor to watch play of Harold Guetzkow's INTERNATION GAME (1962) being run in the Department of Political Science and a game called METROPOLIS by one of his PhD students, Richard Duke. Duke was then on the Michigan State planning faculty and had developed an exercise to help the Lansing City Council get a better grasp of their own budgeting process. He was now refining the model as his doctoral dissertation under Meier's direction. Next year Cornell's Dean of Architecture, Burnham Kelly, organized a small conference on operational gaming to which he invited about twenty people concerned with land use law or gaming. At my urging he invited Duke who ran an early version of Metropolis for the group with considerable success. Kelly had also wanted me to run CLUG for this group but I declined, feeling it wasn't yet ready for prime time exposure. Over the next few years Duke and I supported each other by citing each other's work and collaborating on getting a few grants from the Ford Foundation. In 1967 my graduate assistant, David Povey, and I spent several weeks in East Lansing working with Duke and a dozen of his collaborators on an advanced version of Metropolis which was by then partially funded by the EPA to include air pollution issues and rechristened METRO-APEX. That was the first time Duke and his friends had seen CLUG played. They seemed reasonably impressed and when Duke later began teaching at Michigan, he used it frequently in his courses. Meanwhile, an Assistant Professor the Government at Cornell, Douglas Van Houweling, began running Metrropolis in one of his courses.
Peter House and the City Games
I had served on the dissertation committee of a Cornell student in Agricultural Economics named Peter House. House had played CLUG while taking one of my courses and was intrigued with its possibilities. In 1967 he had me invited to speak at the 6th annual meeting of the National Gaming Conference in Ansilomar, CA. The NGC was mostly made up of business and military people. My discussion of CLUG talked about population growth, city planning and land uses while all the other discussions were about kill ratios, troop movements, or profits from sales, research and advertising. I had been released from active duty as an enlisted man in the Army only ten years earlier and was over awed to be in the company of so many high ranking officers. Several years later the NGC held its 9th annual meeting in Washington, DC organized by House. This time most of those attending were school teachers or social scientists. House had somehow managed to shift NGC's focus from military and business gaming to academic and research applications. Four years later at the twelfth NGC meeting om Rockland, MD, those attending voted to change its name to NASAGA. I argued against creating a complex organization just to run an annual meeting and repeated my objection every year for the next several years. My arguments were always safely ignored, however. House became deeply involved in his own simulation/gaming efforts after 1973 and dropped out of NASAGA activities, but he should be credited with helping to form the nucleus that became NASAGA.
With financial backing from the Washington Development Center, House began building his own more advanced versions of CLUG called City I and later City II. I served as a minor consultant on City I but things moved too fast and were too far away for me to keep track. Both these models were attractively packaged and were demonstrated to a broad range of funding agencies both in and outside the federal government as well as to a handful of senators, representatives, and governors. On various occasions I was introduced to various luminaries in government and public affairs including television reporters John Chancellor and David Brinkley who broadcast a 15 minute report of House's work around 1971. House's newly formed company also published a state of the art report summarizing these efforts. (Environmetrics 1971).
Following the two City models, in 1972 House received additional funding and computer support through The Environmental Protection Agency, the Department of Education, and a few other agencies and created an even more elaborate model titled RIVER BASIN which was run with dedicated time on a Univac computer in Washington. By this time I had moved to the University of Michigan. Although we tried to participate in these developments by running the game at Michigan there was no administrative support for this effort and I was swamped with my new teaching and research obligations. We slowly dropped out of the race to keep up with House and his developments but RIVER BASIN was run several times in Washington and at several Universities. The EPA published an undated document (n.d. circa 1973) describing some of the results.
Some years later the entire project was shut down and House published an article criticizing simulation/gaming as a waste of time and money. I never understood exactly what happened to that effort but I guess it was finally deemed a failure. I suspect that House and his compatriots just tried to do too much, too quickly, while spending far too much money and promising too much with the results.
Publishing and Marketing Early Games
Producing multiple copies of rules and playing pieces was a major deterrent to the wide spread dissemination of games during the 1960s and 70s. Before Xerox-type reproduction became common late in the 1960s mimeograph and ditto machines were the only practical way to produce more than a handful of onion skin copies for local distribution. Boards and playing pieces were even a bigger problem and had to be hand made from available materials, one at a time. The introduction of LEGO blocks around 1970 offered the first major breakthrough in producing cheaper game kits. I recall trying to convince a University accountant that a thousand dollar purchase of Lego blocks was a legitimate research expense.
The first two CLUG kits beyond chess boards were hand made from painted fibre board with playing pieces made from various hand painted cuts of lumber. Later we learned to dye wooden blocks with vegetable dyes in home laundry tubs and dry them in the kitchen oven. We managed to produce six bulky, heavy, and costly boxes of wooden blocks, play money, sets of rules, and playing boards which sold for about $150 to a few enthusiastic departments around the country. Apparently at least one of these kits made it to England. Most runs of the game were demonstration runs operated by me or one of my student assistants.
Around 1968, two later graduate assistants, Bruce Dotson and David Sawicki, formed a small company to make and sell about a hundred less cumbersome kits that sold for about $80. Finally the use of the game was able to spread more widely although it usually still required either Dotson, Sawicki, or me to travel to the purchaser with the game kit to demonstrate the game and teach someone there how to run it. Someone at Washington University in St. Louis, possibly Larry McClellan or Loel Callahan, produced and sold a number of CLUG kits in the late 1960s which were a more elegant version of the first half dozen kits we had made earlier. In the 1970s Larry Coppard produced and sold a number of copies of both CLUG and WALRUS game kits using LEGO blocks. During the 1980s a Michigan PhD student, James Segedy, produced and sold about 50 copies of a much more compact and efficient version of CLUG for about $40. The increasing popularity of CLUG was surprising but it was one of a very small number of such academic devices at that time.
At about this same time Margaret Monroe (nee Warne) attempted to evaluate the effectiveness of CLUG as a teaching tool for her Master's thesis in Rural Sociology. As I recall, her findings were not conclusive but they lent significant support to the idea that gaming was a new and potentially strong addition to other class room methods. Especially important to me were findings that strongly suggested that students retained what they learned in CLUG far better than they retained similar material covered in conventional classrooms and readings. Runs with some junior high school students also suggested that students who did not do well in normal classrooms settings often performed much better in the games where their "street smarts" seemed to help them grasp the game faster and to make decisions and develop successful strategies more quickly than conventional "bright" students.
Publication through a conventional publishing house became a little easier after MacMillan's Free Press company published Bill Gamson's SIMSOC around 1970. SIMSOC's success induced them to risk publishing CLUG in 1972. Dotson, Sawicki, and Monroe joined me in creating that 4th edition of CLUG. I was told the print run was for 50,000 copies but it must have been much less than that since it was reported to be out of print by 1976. Aside from computer printed copies of later editions it was never replaced in print until 2013 when I self-published a revised and updated 8th edition. This edition is now sold through amazon.com and is also viewable on line at www.clug.co.
Work in Germany and the first ISAGA meeting.
The West German Housing Authority asked Duke to form a team to design a simulation-game for development planning of a German city. As a result, Duke and I spent a couple of months during the summers of 1970 and 1971 at Datum in Bad Godesberg with Roy Miller and Hans Hansen creating the initial structure of this system. (Duke, et al 1970) We felt this would become the first major use of gaming/simulation in actual urban policy-making, the goal we had all been working towards since about 1965. Unfortunately, the German economy declined sharply during 1971 and funding for the project was withdrawn. The project was scrapped after only five months of preliminary planning over the two-year period. (Hansen, 1977)
The most significant by-product of this effort was the first international meeting of simulation-gamers. Duke and I had each invited a group of European gamers we had been corresponding with to meet with us for a few days in July 1970 to discuss the nature of simulation-gaming and to attend a small party to meet each other socially. Details of this meeting and the subsequent creation of ISAGA are covered in other documents and require no elaboration here. A\\ minor byproduct was a highly abstract game on development planning, GEPS, which was played a few times in Germany and at Michigan. (Feldt/et al, 1972)
Other non CLUG games
Late in 1970 while still at Cornell I received a small grant from the Population Council to develop a game on Population Policy which resulted in PPOM, Population Policy Orientation Model. PPOM simulated a small developing country with four provinces in different stages of development. The game sought to show how various economic and population policies would affect population change and economic development. It used an elaborate accounting system to show how various system properties responded and interacted with each other, sometimes in unexpected ways. The game ran quite well manually but required at least three well-trained operators to handle all the accounting and change mechanisms. We demonstrated it to the Population Council and they seemed dazzled but couldn't see how it would ever be useful. A few years later we ran a simplified version for the Population Studies Center at the University of Michigan and they were amused but unimpressed. PPOM really needed a set of computer spread sheets to be used effectively in the class room but no such thing existed at that time.
Computer spread sheets did not become widely used until the mid 1980s, long after I had designed two other games that also had considerable potential but with accounting systems which were too complex for many people to handle manually. These two games were named PAGAN (Planning for Acts of God and Nature) and GORP (Game on Resource Planning). The first was intended to suggest ways to anticipate and plan for natural disasters such as hurricanes and floods. It was largely CLUG based and dealt with hurricane planning for a coastal town like Wilmington, NC or flooding of an inland city like Plano, TX. GORP dealt with forestry management issues as they might occur to a western federal forest manger.
The foundation that contracted for the development of PAGAN ignored my advice to test play the game several times before using it in public. It was run for the first and only time without my presence at a national conference. I never heard from them again and I assume it was a disaster. GORP was play tested several times at the Michigan School of Natural Resources and then was introduced at a national forestry meeting in Wisconsin. My son, David, and I had four hours to train six other assistants to run three separate versions of GORP for about 80 people at the same time. All three games were completed successfully but the experience was exhausting for both players and operators and it was hardly the high point of the conference. I am unaware of it ever being used again. With ready availability of computerized spread sheets both games still have considerable potential. If I can find their documentation in my dusty files, I intend to post them on my website www.clug.co so others may be able to adapt them for current use.
Late in the 1990s I consulted with Richard Smith and Robert Doyle at Florida State University's Sea Grant Program in developing a game for FEMA on Planning for Hurricanes. (Smith & Doyle 2000) This game, STORM (Simulation Training on Recovery & Mitigation), borrowed a few ideas from PAGAN but was much more fully developed around the political and administrative steps necessary for a speedy recovery after a hurricane had hit. It was successfully run a number of times by FEMA for officials from several Florida cities, a few of which were later struck by hurricanes. Unfortunately, no attempt has been made so far to determine if cities that had played the game performed better during hurricane recovery.
WALRUS at University of Michigan
In 1971, I accepted an offer to teach in the relatively new interdisciplinary Ph.D. program in Urban and Regional Planning at the University of Michigan. This included a half time research appointment in the Environmental Simulation Laboratory run by Richard Duke, now a Professor in Michigan's School of Natural Resources. One of the attractions that lured me away from Cornell was the IBM 1130 computer Duke bought with a grant from the Ford Foundation. We had run CLUG several times in Ithaca using the same type of computer borrowed from a local consulting firm. Access to that machine was quite limited, however, and the result was not a significant improvement over manual play of the game.
At the Environmental Simulation Lab I was asked to take over a project initiated by Tom Borton and Kate Warner to develop a simulation/game of Traverse City, MI where the Michigan Sea Grant Program had focussed its research on Grand Traverse Bay. We began with an elaboration of CLUG approximating the major land use characteristics of the urban and rural areas around Traverse City and western arm of Grand Traverse Bay. The proposed game had named the game WALRUS :Water and Land Resource Utilization Simulation. Fred Goodman, one of my new gaming colleagues at Michigan, sometimes said that it was the only game he knew that had been named for the way its developer looked. We called the first model WALRUS I, to be followed by increasingly complex models seeking to fulfill the goal we had sought to accomplish in Germany and the Pittsburgh planners had tried to accomplish in the 1960s with their Lowry based model.
I later learned that creating a succession of increasingly large and complex models was a traditional process followed by many early designers of both buildings and ships. A small model was used to test their ideas and gain a better understanding of what was needed and followed with successively larger models incorporating and testing increasingly difficult and complex issues until at last they had enough knowledge and experience to create the final working product. Examples of this process can be found at the Taj Mahal in Agra, India and the Mystic Seaport Museum in Mystic, Connecticut. USA.
Principal developers and operators of WALRUS I were myself and two graduate research assistants, David Moses and James Eckrode. This first level model demonstrated the interrelations of local population and land use changes and the demand for water and sewage treatment as it affected pollution and tourism in the Bay and local rivers. Over the next few years we ran this game frequently for students r the next two years, in university classes, for other researchers in the Sea Grant program, for students at several universities and high schools, for various Sea Grant personal locally and nationally, for civic and public groups in Michigan and most importantly for the Grant Traverse Regional Planning Commission. Each time we described our long term goal of using simulation/games as a tool for local planners and policy makers. The Manual for WALRUS I was published by the Sea Grant Program in 1973 but the supply was exhausted by 1978. A copy of that manual is currently posted at www.clug.co.
While demonstrating WALRUS I to various audiences our main effort was to develop the next stage of a Grand Traverse Simulation Model. A WALRUS II model was attempted using the IBM 1130 computer to handle most of the computation and decision routines. A few trials of this model, however, made it clear that it was actually more difficult to operate and produced less useful information and ideas than WALRUS I. By the end of our second year we moved to developing a third stage model using the University's' main-frame computer. WALRUS II was viewed as a false start and we never bothered to publish information on it.
By 1975 we had completed a third stage of the model labelled WALRUS III. This was not really a game but was a full blown computer simulation of land use changes in Traverse City over several decades. It was to be the first component of a large scale simulation model of the Traverse City Region that we hoped to develop and operate over the next decade or so. Fifty-five types of land were represented in WALRUS III covering 84 square miles including Traverse City, parts of four townships in Grand Traverse County, part of one township in Leelanau County, and about 20 square miles of both lower arms of Grand Traverse Bay. Preliminary tests of the model indicated that it was performing satisfactorily in making short-term projections and was already usable as a data storage and retrieval system for current data. Most importantly, many local officials and members of the general population understood what we had accomplished and were eager to begin using this and later more advanced versions as part of their planning process.
The regional planning commission was prepared to allocate some of its staff and commission members' time plus $25,000 a year towards the project. The Sea Grant program had been spending $50,000 per year over the previous four years in support of our effort and that amount added to the Regional Planning commissions support was enough to keep the project alive and growing until it began to pay for itself. This seemed to offer a major advance in regional planning practices and realization of the goals we and others had sought for over two decades. Unfortunately, the Sea Grant program had been under some pressure to expand its coverage to other parts of Michigan; that pressure plus a change in its administration led to the decision to shift its focus to Saginaw Bay. Existing projects dealing with Grand Traverse Bay would no longer be funded.
Everyone involved was deeply disappointed by this decision. Even if we obtained funding to shift our effort to Saginaw Bay we would have to start all over building a relationship with local residents and public officials plus re-doing all the data collection and modifying models already built to match local conditions. It would take us at least three years just to get back to the point we had finally reached in Travese City. Instead we began looking for alternative sources of funding. Among the many sources of funding sought, the most disheartening was an NSF representative who told us that they only supported basic research. If the model worked as we claimed, it was now applied applied research. NSF was only authorized to support basic research, not applied.
This was like the collapse of our effort in Germany except that this time we were stopped after investing five years instead of the five months invested in the Dortmund plan. Most of my research efforts for over a decade had been devoted to developing a new approach to urban and regional planning that clearly was needed. At last we now had attained some practical demonstration of how it would work and how useful it could be. I was deeply discouraged and considered leaving academics to return to my earlier work role as a demographer. At about this same time Duke developed some severe health problems and a new Dean of the School of Natural Resources withdrew support from the Environmental Simulation Lab. We picked up the pieces and went our separate ways, I returned to full-time teaching, using CLUG and a few other games now and then as academic schedules permitted. Local politics and my wife's failing health also consumed much of my time over the next decade.
We hurriedly wrapped up the WALRUS project with a series of seven internal reports on WALRUS III amounting to 1120 pages entered in the Michigan File System on magnetic computer tape by the Michigan Sea Grant Program. They may still be retrievable although major changes in data storage make retrieval of such archival materials difficult. David Moses put together a Sea Grant Technical Report No. 50 summarizing most of the models and data entries. (Moses 1976) A copy of the first 20 pages of this 134 page document is available at www.clug.co.
Other Michigan Game activities
During the 1970s and 80s at least a half dozen Michigan faculty members were involved in gaming in addition to many students. Many of us met monthly at the Tuesday Night Games Club organized by Fred Goodman and Layman Allen. There we played and critiqued many other games and exchanged ideas for their design. Among those I recall playing are: END OF THE LINE and THEY SHOOT MARBLES DON'T THEY by Goodman, WIFF N PROOF and EQUATIONS by Allen, SITTE and BAFA BAFA by Gary Shirts, SIMSOC by Bill Gamson, and a few social work games by Armand Lauffer. Several games developed by visitors and grad students from various academic programs at Michigan were also presented and play tested at Games Club meetings.
Throughout these two decades, Goodman had been running an exercise aimed primarily at high school students over the old ARPA network which included computers at various US Army bases throughout the world. His game reflected the structure of Guetzkowss INTERNATION GAME with individual players representing specific political personalities in various countries where serious problems currently existed both internally and internationally. Goodman used Robert Barnes' CONFER program that in some ways resembles today's Facebook. Players could read and comment on discussions with other participants while trying to act in the role of a real world personality from the country being represented. Knowledgeable referees observed and edited comments submitted and periodically advanced the game's development based on what had happened historically as modified by actions taken by persons playing the game. I recall one version based on Middle East issues and another reflecting tensions and issues among sub-Saharan countries. A few of us participated in some of these exercises as time allowed.
After witnessing the abortion of the Dortmund and Traverse City projects as well as the earlier Pittsburgh models it seemed clear that long-term financial and political support was essential for any further effort of this kind. I turned most of my attention to teaching and advising duties during the late 70s and early 80s but Goodman's work with internet-based games involving high school students all over the world lured me back into some further attempts during the mid 1980s. My first venture with Goodman was to run a version of CLUG resembling Detroit for a group of Detroit high school students. They came to Ann Arbor several times during the summer and my assistant, Ron Donohue, and I went to their Detroit classroom for our final run and debriefing. The results were gratifying and suggested considerable potential for getting high school students involved in local political and economic issues as well as the excitement of international politics.
Donohue and I followed up the Detroit trial with a much more elaborate version based on Flint, MI as part of an environmental education project at the University of Michigan–Flint. Some of this caught the attention of Maury Seldin from American University whom I had met in the early 1970s while playing House's City I and II. Seldin was now head of the Homer Hoyt Real Estate Institute and offered a small contract to support shifting the focus of this game to the Washington DC area.
Before beginning work on Seldin's project I received a small contract from the City of Los Angeles in August 1989 to design a census awareness game. The idea was to run the game for school children to make them and their parents aware of the importance and meaning of the up-coming U.S. Census in April 1990. There were obvious political and financial advantages to be attained by obtaining as full and complete a census count as possible for all cities and schools. It was to be completed in Spanish and English and ready for use by January 1990. We designed and play tested two games and delivered both to Los Angeles in December, 1989. One game was called COUNT, based on BINGO. Students placed counters on a COUNT card as teachers called out randomly selected rows and numbers. When someone called COUNT to claim five counters in a row, they had to correctly answer the five questions about the census asked on each of the five squares being claimed. A similar game using the same questions was called CENSUS and based on the card game RUMMY. Students scored by playing triples, runs, etc., but had to answer the questions about the census given on the cards they were scoring with. Both games ran well in play tests and were then run successfully in two Los Angeles schools. Unfortunately, Los Angeles had not made provision for large scale duplication or distribution of the games so it was not used any further before April. I doubt it had any impact on local census results. Note, however, that COUNT is not a simulation/game since it does not simulate any real world process except another game.
NOVADS: North Virginia Decision Simulation
After some preliminary studies of the Washington area, Donohue and I began creating a more elaborate version of the Flint game based on Fairfax County, VA. We still based it on the CONFER model with individual players representing local citizens The game was constructed to run for eight weeks with each weekday representing one year resulting in a four decade span of development of the community. All players were to have access to the CONFER program where most of the action would take place. A newspaper describing current local issues and events over one year was to be posted each weekday morning and players were invited to comment and respond in whatever capacity their assigned roles might allow. Spread sheets reporting new figures for various aspects of the community would be posted every second week at the end of the decade. Newspapers for the first week or so were to be based on actual news events from the early 1970s. If during those weeks any players made decisions or took actions that might reasonably have changed what happened historically, subsequent issues of the paper were to be modified to reflect such changes in the simulated reality of the game.
Usually, players are completely occupied for the first two weeks in learning what their roles are, something about the other players in the game, and the kinds of decisions they can make in the game. At the end of two weeks play, the game opens with a new set of spread sheets reporting the area's 1980 status which is substantially the same as the real worlds 1980 status for Fairfax county. During the second decade, however, players begin to manipulate their roles and other players and some things begin to shift away from what really happened in Fairfax during the 1980s so that by the end of the fourth week they begin playing in a 1990 which may be somewhat different from the 1990 that they actually existed then. Newspapers provided during the next two weeks now are based on the possible outcomes of past historic events as well as from game decisions plus a few new possibilities that may have been introduced by the game operators or others who are using the game to explore some future possibilities.
Running the game gets increasingly difficult for the operators as the decades advance, small changes begin to add up and players become more adept at introducing new events and making demands on the simulation. Two play-tests of the game were completed during 1990 and 1991. The first was stopped midway through the third decade of play and the second was stopped at the end of the third decade. In both cases the mechanics of the game worked fairly well and most players opinions ranged from satisfied to strongly enthusiastic. About a fifth of the players seemed to be totally confused by what was happening and offered few coherent comments or evaluations. The first test run involved 38 people, most of whom had some prior experience with simulation/games. These were all individuals, no groups or classes were involved. The second run included two real estate classes, one at Ohio State and one at the University of Illinois plus about twenty other individuals. We are uncertain as to the total number of individuals involved since the real estate classes were organized into several teams of two to four playing one role in the game. We think this run may have included about 70 people but it could have been as few as 40. Opinions of the game were mixed with the Illinois participants appearing to be more confused and less enthusiastic.
After the first two trials it was agreed that the next test-run of the game should be under the control of people more knowledgeable about past and current events and issues in Fairfax County. Seldin arranged for some of his former colleagues at American University to run the game in 1992-93. Computer personnel at American University said they could provide an on-line program similar to CONFER that people from outside the university could use to participate along with one or two classes within the university. Play was to start in October of 1992 and possibly run into January 1993 for its last two weeks. We delivered copies of all of our materials to the instructor involved and planned on joining the game as players rather than as operators. My numerous attempts to sign in as a player between October 1992 and February 1993 were unsuccessful. Donohue completed his dissertation and graduated in 1993. My wife died in April and I retired the following year. I never learned how that run went but the lack of information from the director or any participants suggests it was not a success. (In 2014, Donohue added this comment on the American University attempt: "The fellow who ran things at American University was Allen Marks. In the midst of running the game, the Real Estate Center at American University experienced some financial difficulties, and running the game on an ongoing basis was no longer a top priority. Marks finished out that run of the game, but determined that the amount of effort required to run it on an ongoing basis was not sustainable, given the financial situation at his center."
I have spent most of my time since 1994 as a volunteer working with elderly patients in need of transportation or advice on hearing loss. When I recently discovered the relative simplicity of self-publishing I revised and published the 8th edition of CLUG. It can be purchased at amazon.com and it can be viewed on line at www.clug.co together with several other papers on gaming.
Every so often I hear about yet another use of CLUG. A few years ago I read about a run around the end of the century i to teach Russian civil servants the rudiments of land use economics. (Anderson & Shove 2001) Just last week an elderly gentleman from Windsor, Ont. told me about an 18 hour marathon run in Montreal while he was an undergraduate in Montreal. Fifty years after its creation CLUG still has some utility.
Anderson, Richard & Shove, Christopher (2001) "Land Privatization and Operational Gaming,". INTERNATIONAL PLANNING STUDIES, Vol. 6, No. 1, 55–67 2001.
Crecine, Pat (1964) TOMM: TIME ORIENTED METROPOLITAN MODEL (Tech Bulletin #6: Pittsburgh, PA, Community Renewal Program)
Duke, RD, Feldt, A., Hansen, H., & Miller, R. (1970) DORTMUND-THE LABORATORY COMMUNITY (Ann Arbor, MI, Environmental Simulation Laboratory)
Environmetrics, Inc (1971) THE STATE OF THE ART IN URBAN GAMING MODELS, (US Department of Transportation)
Feldt, Allan G. (1962) SOME THOUGHTS AND SPECULATIONS ON THE DEVELOPMENT AND USE OF GAMES IN TEACHING AND RESEARCH, (mimeo, Cornell Dep't of City & Regional Planning) Now at (www.clug.co)
Feldt, Allan G with Dotson, Monroe, & Sawicki (1972) CLUG: COMMUNITY LAND USE GAME (The Free Press)
Feldt, Allan G. (2013) CLUG: COMMUNITY LAND USE GAME (8th edition) (amazon.com) Now at (www.clug.co)
Feldt, Allan. with Moses & Eckroad. (1972) WALRUS, I: WATER AND LAND RESOURCE UTILIZATION SIMULATION. (Tech Report #28, Univ. of Michigan Sea Grant Program) Now available on-line at (www.clug.co)
Feldt/Duke/Hansen/Miller (1972) GEPS, Gemeine-Entwicklungs-PlanSpiel. (DATUM-Document 3002/171. Bonn-BadGodesberg)
Gamson, William (1970) SIMSOC: SIMULATED SOCIETY (The Free Press)
Guetzkow, H., and Alger, Brody, Noel, & Snyder (1963) SIMULATION OF INTERNATIONAL RELATIONS: DEVELOPMENTS FOR RESEARCH AND TEACHING. (Prentice-Hall)
Hansen, Hans. (1977) PLANSPIEL-SIMULATION ALS HILFSMITTEL FUR DIE STADTKEBAULICHE PLANUNG (Bundesministers für Ramumordnung und Staädtebau 02.008)
House, Peter W. & Patterson, Philip D. (n.d., circa 1973), AN ENVIRONMENTAL LABORATORY
FOR THE SOCIAL SCIENCES (US Environmental Protection Agency)
Lowry, Ira (1964) A MODEL OF METROPOLIS (Rand Corporation, Santa Monica, CA)
Meier, Richard (1960), WILDLIFE. THE SIMULATION OF ECOLOGICAL RELATIONSHIPS (Behavioral Science, 9, 67-84),
Milton Bradley (1962) SQUARE MILE, a land development game.
Moses, David (1976), A SUMMARY OF A COMPUTER SIMULATION MODEL OF THE TRAVERSE CITY AREA (WALRUS III) (Univ. of Michigan Sea Grant Program, Tech Report # 50)
Smith, Richard A. and Doyle, Robert E. (2000), STORM (Simulation Training On Recovery & Mitigation) (Florida State Univ, Sea Grant Program, Tech Paper #96)
1965 Feldt operating an early CLUG game
1965 an earlyi version of CLUG board


The EUTF for Africa was created as an emergency trust fund in 2015 to foster long-term stability and address the root causes of irregular migration and displaced persons in Africa.
The EU Emergency.Trust.Fund (EUTF) for Africa is a flexible tool for providing assistance in areas such as food, education, health, security and sustainable development, according to a new report by the European Court of Auditors. However, its objectives are too broad to efficiently steer action across the African regions, and the European Commission has encountered difficulties in measuring the extent to which the fund has achieved its objectives. The auditors also found weaknesses in its implementation and note that projects face similar delays to traditional development.aid.
The EUTF for Africa was created as an emergency trust fund in 2015 to foster long-term stability and address the root causes of irregular migration and displaced persons in Africa. The fund currently pools €4.1 billion and supports activities in 26 countries across three regions of Africa – the Sahel and Lake Chad, the Horn of Africa and North of Africa. The auditors assessed whether the fund is well designed and implemented. They examined projects in Niger and Libya – the countries with the largest fund allocations in their respective regions.
"The EUTF for Africa is a special emergency tool to deal with migration," said Bettina Jakobsen, the Member of the European Court of Auditors responsible for the report. "Considering the unprecedented challenges and the budget at stake, the fund should be more focused and steer the support towards specific actions likely to produce a measurable impact."
The fund's objectives were kept as broad as possible so that most actions would be eligible for funding. While this meant that the fund could adapt its support to suit different and changing situations, it was less useful in steering action across the regions and for measuring impact. The Commission did not comprehensively analyse and quantify needs, specify which crises the fund was meant to address, or define the means at its disposal, which limits its ability to demonstrate that the right priorities have been identified and that actions approved are the most relevant to address them. In addition, the pooling of donor resources and capacities is not yet sufficiently effective.
The fund launched projects more quickly than traditional development.aid and, overall, managed to accelerate contract signatures and advance payments, although greater speed could have been expected of an emergency tool. In fact, it faced similar challenges delaying the implementation of projects as those faced by traditional instruments. The auditors noted a pattern of delays in projects related to areas such as security and border management.


Flooding and downed trees shut down roads and portions of Greenville County's busiest highway interchange during the morning commute.
Greenville County was under a tropical storm warning for the first time in history Thursday as Tropical Storm Michael plowed through the Carolinas.
The powerful storm made landfall in Florida as a Category 4 hurricane, killing at least seven people, before moving northeast through Georgia and South Carolina.
Forecasters with the National Weather Service at Greenville-Spartanburg International Airport measured 4.27 inches of rain at the airport between midnight and 11:30 a.m. Southeast Mauldin saw 5.15 inches of rainfall between midnight and 8:30 a.m., according to the Weather Service.
The tropical storm warning was a first for Greenville County, though Steve Wilkinson, Weather Service meteorologist said that was due, in part, to a change in policy for how they issue warnings.
"In the past, we might've called this a high-wind warning," Wilkinson said.
The maximum wind gust measured at GSP was 36 mph, according to Wilkinson.
More than 11,000 Duke Energy customers were without power in Greenville County at one time.
State Highway Patrol troopers responded to about 35 accidents by 7:30 a.m. in Anderson, Greenville, Oconee, Pickens and Spartanburg counties.
A Greenville County deputy was involved in a vehicle collision with injuries at Feaster Road and Woodruff Road just after 7 a.m. Thursday, according to authorities. The deputy was hospitalized but in stable condition, said Lt. Ryan Flood, a spokesman for the Sheriff's Office. A cause for the wreck was not immediately known.
"The deputy was transported to a hospital with at least one injury but he appears to be OK," Flood said.
Flooding shut down several roads in the area including East Park Avenue near downtown Greenville and three ramps at the Interstate 85 and Interstate 385 interchange.
Flooding was also reported at the McDaniel Avenue and River Street underpass of the Swamp Rabbit Trail, said Leslie Fletcher, a spokeswoman for the city of Greenville. Cleveland Park closed due to flooding but reopened soon after midday.
The public had been urged to stay off the trail early Thursday morning due to high water levels along the Reedy River. The Weather Service extended a flood warning for parts of Greenville and Spartanburg counties into Thursday evening as water levels crested to flood stage.
The Middle Tyger River near Gramling had reached 11 feet, flooding Mt. Lebanon Church Road by 1:30 p.m. Thursday. The flood stage is 10.5 feet, according to the Weather Service.
"Current inundation over 12-18 inches will gradually recede to a few inches by tomorrow afternoon," a report said.
Several crashes and blocked roadways were reported on Greenville County roads, including a tree in the roadway on Fork Shoals Road at Log Shoals Road.
Larry Durham stood with a camera on the front porch of his North Main home to assess the tree that had come down across the road and onto his yard.
The Greenville County school district closed schools, offices and activities Thursday after the National Weather Service issued the local tropical storm warning.
"While we prefer to make decisions about cancellations the evening prior to school, we delayed until this morning because we were not under a Tropical Storm Alert last night," a statement from the district said. "We did not want to put students and staff at risk but wanted to make the best possible decision with the most accurate and up to date information realizing the hardship to families when schools close."
The day will be made up on April 22, according to that statement.
In the Midlands, the damage was more serious. Thousands were without power as trees blocked roads, including the westbound side of Interstate 26 in Lexington County. Troopers urged drivers to stay off the roads.


text:
Kauniainen é uma pequena cidade da Finlândia.

Municípios de Uusimaa
Cidades da Finlândia

redpajama_set_name: RedPajamaWikipedia


text:
Q: Nuget installs wrong package version SignalR version 1.0.0 is out, but I want to install the old version 1.0.0-rc1.
I used this command but NuGet seems to ignore the version flag and install 1.0.0 anyway.
PM> Install-Package Microsoft.AspNet.SignalR -Version 1.0.0-rc1 -Pre
Attempting to resolve dependency 'Microsoft.AspNet.SignalR.JS (≥ 1.0.0-rc1)'.
Attempting to resolve dependency 'jQuery (≥ 1.6.4)'.
Attempting to resolve dependency 'Microsoft.AspNet.SignalR.SystemWeb (≥ 1.0.0-rc1)'.
Attempting to resolve dependency 'Microsoft.AspNet.SignalR.Owin (≥ 1.0.0)'.
Attempting to resolve dependency 'Microsoft.AspNet.SignalR.Core (≥ 1.0.0)'.
Attempting to resolve dependency 'Newtonsoft.Json (≥ 4.5.11)'.
Attempting to resolve dependency 'Owin (≥ 1.0)'.
Attempting to resolve dependency 'Microsoft.Owin.Host.SystemWeb (≥ 1.0.0)'.
Attempting to resolve dependency 'Microsoft.Web.Infrastructure (≥ 1.0.0.0)'.
'Microsoft.AspNet.SignalR 1.0.0-rc1' already installed.
Successfully added 'Microsoft.AspNet.SignalR 1.0.0-rc1' to GeoMVC.

The last line claims that 1.0.0-rc1 was successfully installed, but clearly NuGet is resolving dependencies for 1.0.0 rather than 1.0.0-rc1.  When I look at the references in my project, they are version 1.0.0.
I've tried uninstalling the package using uninstall-package Microsoft.AspNet.SignalR -force and then reinstalling it.  Same as above.
What am I doing wrong?

A: The reason why this is happening is because the Dependencies on the SignalR 1.0.0-rc2 all are >= 1.0.0-rc2 so when it auto resolves the packages it resolves them to be the rtw version.
There's no magic or easy way to fix this but a work around is to install the packages from the base up.  For example install the Core components first and then work your way up the chain.
Install-Package Microsoft.AspNet.SignalR.JS -Version 1.0.0-rc2 -Pre
Install-Package Microsoft.Owin.Host.SystemWeb -Version 1.0.0-rc2 -Pre
Install-Package Microsoft.AspNet.SignalR.Core -Version 1.0.0-rc2 -Pre
Install-Package Microsoft.AspNet.SignalR.Owin -Version 1.0.0-rc2 -Pre
Install-Package Microsoft.AspNet.SignalR.SystemWeb -Version 1.0.0-rc2 -Pre
Install-Package Microsoft.AspNet.SignalR-Version 1.0.0-rc2 -Pre

I believe this is all correct.  Let me know if I forgot something.
Hope this helps!

redpajama_set_name: RedPajamaStackExchange


Holiday Home Sweden, Västergötland, Ulricehamn: "SommarVinterparadis"
A view of the lake and a lovingly renovated farmhouse, that´s ment, if you mention the holiday home "SommarVinterparadis", 20 km east of the town Ulricehamn. You will live there in the middle of the beautiful nature of Västergötland (middle Sweden) and you have access to a large nice garden with view of the lake, where you also have a rowing boat available. The possibilities for fishing, swimming or even skiing in winter (Mullsjö Alpin( appr. 8 kms )., make this holiday cottage an interesting all-season address for people in need of rest and recreation.
A view of the lake and a lovingly renovated farmhouse, that´s ment, if you mention the holiday home "SommarVinterparadis", 20 km east of the town Ulricehamn. You will live there in a very quiet location in the middle of the beautiful nature of Västergötland (middle Sweden) and you have access to a large nice garden with view of the lake, where you also have a rowing boat available. The possibilities for fishing, swimming or riding, or even skiing in winter, make this summer house an interesting all-season address for people in need of rest and recreation.
Final cleanupThe final cleaning can be ordered extra for 800 SEK, Bed linen/towelBedclothes and towels can be ordered for100 SEK/person.


text:
2018 NCAA DIVISION III NATIONAL CHAMPIONS; 21 SCIAC Championships
Support Tennis
Biszantz Center
NCAA DIII Tennis
CMS Women's Tennis Drops ITA Indoor Championship to No. 2 Emory 5-3
Caroline Cox won in both singles and doubles, but it wasn't enough as CMS fell to Emory 5-3 (photo by Stormy Nesbit, ITA)
NASHVILLE, TN - The No. 1 ranked CMS women's tennis team fell behind 2-1 after doubles and couldn't quite fight its way back as it dropped a 5-3 decision to No. 2 Emory in the title match of the ITA Indoor Championships on Sunday.
The loss was the first of the year for CMS, which falls to 7-1 on the season. Emory improves to 6-0 on the year after winning four of its first five matches 9-0 (and the other 8-1).
Sophomore Caroline Cox accounted for two of the three CMS points, teaming with Catherine Allen for an 8-3 win at No. 1 doubles and then winning 6-3, 6-1 at No. 5 singles to tie the score 2-2. Sophomore Rebecca Berger earned the other one by sweeping a third-set tiebreaker 7-0 to take a 6-1, 1-6, 7-6 win in a match that featured wild momentum swings both ways.
CMS looked to be in strong shape in singles after falling in the 2-1 hole, leading on most of the courts in the first set. Berger and Cox quickly took their first sets, and Allen added a 6-3 win at No. 1. Cox finished off her quick win to tie the score before three of the singles courts had even finished the first set, but Emory was able to take back some of the momentum by winning the first sets at No. 2, No. 4, and No. 6, with 4 and 6 both decided in tiebreakers.
Defne Olcay defeated Nicole Tan 6-4, 6-4 at No. 2 to give Emory back the lead, and Allen went to a second-set tiebreaker at No. 1 with a chance to pull CMS back even in her match against Ysabel Gonzalez-Rico, the No. 1 rated singles player in Division III. Gonzalez-Rico, though, was able to prevail in the tiebreaker to earn the split and force it to a third set.
Jessica Fatemi followed with a 7-6, 6-3 win for Emory at No. 6 over CMS freshman Sarah Bahsoun to give the Eagles a 4-2 lead and put them within one point of winning. Berger came through to keep the Athenas alive by rolling to a 7-0 tiebreaker win in the third set at No. 3, but Emma Cartledge hit a winner on Court 4 to edge freshman Sydney Lee 7-6, 6-4 and finish off the win. The match between Gonzalez-Rico and Allen was left unfinished with Gonzalez-Rico ahead 3-1 in the third set.
CMS will be back in action next Sunday for a home tripleheader, taking on Hardin-Simmons at 9 a.m., Haverford at 12 noon and Division I Quinnipiac at 3 p.m.

redpajama_set_name: RedPajamaCommonCrawl


Three years after the events of the first film, when Sophie (Amanda Seyfried) discovers that she is pregnant, she feels terrified at the thought of having to raise a child. She reveals the news to her mother's friends Rosie (Julie Walters) and Tanya (Christine Baranski), and to her three fathers, Bill (Stellan Skarsgård), Sam (Pierce Brosnan) and Harry (Colin Firth).
The group reminds her that her own mother, Donna (Meryl Streep) was faced with the same daunting situation thirty years before when she became pregnant with Sophie. They then reveal the story of when a young Donna (Lily James) came to meet and fall in love with three suitors during one fateful summer in Greece, filled with love, heartbreak, and lots of music.


text:
export LD_LIBRARY_PATH="$PWD/lib"
./MyApp

redpajama_set_name: RedPajamaGithub


text:
<!DOCTYPE html>

	<meta charset="utf-8">
	<meta name="viewport" content="width=device-width, initial-scale=1">
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柚子胖鸡_

JavaScript 高级程序设计 V4

          <svg width="80" height="80">
            <circle class="circle-progress" r="36" cy="40" cx="40"  stroke-linejoin="round" stroke-linecap="round" />
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  © 2020柚子胖鸡_. ThemePersephone


text:
Thomas Starr King (December 17, 1824 – March 4, 1864), often known as Starr King,  was an American Universalist and Unitarian minister, influential in California politics during the American Civil War, and Freemason. Starr King spoke zealously in favor of the Union and was credited by Abraham Lincoln with preventing California from becoming a separate republic.  He is sometimes referred to as "the orator who saved the nation".

Early life
He was born on December 17, 1824, in New York City to Rev. Thomas Farrington King, a Universalist minister, and Susan Starr King. The sole support of his family at 15, he was forced to leave school. Inspired by men like Ralph Waldo Emerson and Henry Ward Beecher, King embarked on a program of self-study for the ministry. At the age of 20 he took over his father's former pulpit at the Charlestown Universalist Church in Charlestown, Massachusetts.

Career
In 1849, he was appointed pastor of the Hollis Street Church in Boston, where he became one of the most famous preachers in New England and a noted speaker on the lyceum circuit through New England and as far as Chicago. He was ranked as one of the four greatest lyceum speakers, along with Wendell Phillips, Edwin Hubbell Chapin, and Henry Ward Beecher; for some reason, a celebrated fifth speaker, Ralph Waldo Emerson, was not included in this tally. His lyceum lectures for general audiences included "Substance and Show", "Sights and Insights", "The Ideal and the Real", "Existence and Life", and a number of talks on Plato and Johann Wolfgang von Goethe. As Edward Everett Hale recounts:

King said that a popular lyceum lecture was made of five parts of sense and five of nonsense. "There are only five men in America," said he, "who know how to mix them—and I think I am one of the five." Other people thought so too, and did not detect the nonsense. His carefully wrought lectures are worth anybody's study today. He is the author of another lyceum chestnut. Some one asked him what his honorarium was for each lecture. "F.A.M.E.," said he—"Fifty And My Expenses."

During those years, Starr King vacationed in the White Mountains of New Hampshire and in 1859 published a book about the area entitled The White Hills; their Legends, Landscapes, & Poetry. In 1860 he accepted a call from the First Unitarian Church of San Francisco, California. In July of that year, he visited Yosemite and was moved spiritually by its splendor. Upon returning to San Francisco,  he began preaching a series of sermons on Yosemite, published letters about it in the Boston Evening Transcript, and aligned himself with fellow abolitionist and landscape architect, Frederick Law Olmsted,  to have Yosemite set aside as a reserve. Yosemite would become a California State Park and eventually a national park. Starr King joined the Freemasons and was raised to the sublime degree of Master Mason in Oriental Lodge No. 144 in San Francisco, now Phoenix Lodge No. 144, and served as grand orator of the Grand Lodge of California in 1863.

During the Civil War, Starr King spoke zealously in favor of the Union and was credited by Abraham Lincoln with preventing California from becoming a separate republic. At the urging of Jessie Benton Frémont, Starr King teamed up with writer Bret Harte, and Starr King read Harte's patriotic poems at pro-Union speeches. Starr King also read original verses by Henry Wadsworth Longfellow and James Russell Lowell which captured the imagination of the Californians. In a letter by Starr King wrote to James T. Fields, the editor of the Atlantic Monthly, "The state must be Northernized thoroughly, by schools, Atlantic Monthlies, lectures, N.E. preachers." On George Washington's birthday in 1861, King spoke for two hours to over a thousand people about how they should remember Washington by preserving the Union:

"I pitched into Secession, Concession and (John C.) Calhoun (former U.S. vice president), right and left, and made the Southerners applaud. I pledged California to a Northern Republic and to a flag that should have no treacherous threads of cotton in its warp, and the audience came down in thunder. At the close it was announced that I would repeat it the next night, and they gave me three rounds of cheers." ... King covered his pulpit with an American flag and ended all his sermons with "God bless the president of the United States and all who serve with him the cause of a common country."

Starr King's younger brother, Edward Starr King, served as captain of the clipper ship Syren. Capt. Starr King arrived in San Francisco aboard Syren just two days after his elder brother's stirring 1861 speech about Washington and the Union, remarking, "Starr has the brains of the family, and I the brawn."

In addition, Starr King organized the Pacific Branch of the United States Sanitary Commission, which raised money and medical materials for wounded soldiers and was the predecessor to the American Red Cross.  A fiery orator, he raised more than $1.5 million for the Sanitary Commission headquarters in New York City, one-fifth of the total contributions from all the states in the Union.

Death

The relentless lecture circuit exhausted him, and he died in San Francisco on March 4, 1864, of diphtheria and pneumonia. His dying words were said to be "Beautiful boy", referring to his young son. Over twenty thousand people attended his funeral and several of his friends including Charles Stoddard, Bret Harte and Ina Coolbrith published tributes. King was first interred on the 100 block of Geary Street and is now interred at First Unitarian Church of San Francisco at Starr King Way and Franklin Street between O'Farrell Street and Geary Street in San Francisco. In the 1940s, most of San Francisco's dead were disinterred and moved to new resting places outside city limits; the grave of Starr King was one of the very few allowed to remain undisturbed.

Honors

Landmarks

 Mountain peaks in the White Mountains (Mount Starr King, elevation 1,191 m (3,907 ft)) and in Yosemite National Park (Mount Starr King) are named in his honor.
 A giant sequoia in the Calaveras Grove.

Schools
 In 1941, the Pacific Unitarian School for the Ministry (Unitarian Universalist), in Berkeley, California, was renamed the Starr King School for the Ministry in his honor
 Starr King K–8 School in Carmichael, California
 Starr King Elementary School in Long Beach, California
 Thomas Starr King Middle School in the Silver Lake neighborhood of Los Angeles
 Starr King Elementary School in San Francisco
 The Starr King Parent-Child Workshop, founded in 1949 in Santa Barbara, California, is an active cooperative nursery school and parent-education resource

Churches
 Starr King Unitarian Universalist Church in Hayward, California
 Starr King Unitarian Universalist Fellowship (SKUUF) in New Hampshire

Streets
 Starr King Way in San Francisco
 Starr King Circle in Palo Alto, California
 Starr King Court Charlestown Massachusetts

Parks
 Starr King Openspace, a park in Potrero Hill, San Francisco

Buildings
 Starr King Lodge A.F. & A.M., a Masonic lodge founded in 1864 in Salem, Massachusetts

Statuary and monuments
 Thomas Starr King Statue in Golden Gate Park, facing JFK Drive, close to the De Young Museum.
 King's church, the First Unitarian Church and his sarcophagus in San Francisco are designated historical monuments.

Statue in California State Capitol

As part of honors originally paid to Rev. King, he was judged worthy of representing California in the National Statuary Hall Collection displayed in the United States Capitol. In 1913, King was voted one of California's two greatest heroes and funds were appropriated for a statue. In 1931, California officially donated a bronze statue of King to be mounted in Statuary Hall.

On August 31, 2006, however, the California Legislature approved a joint resolution to replace Thomas Starr King's statue in Statuary Hall with a statue of Ronald Reagan. The resolution was authored by Republican State Senator Dennis Hollingsworth, who stated the reason for the resolution as, "To be honest with you, I wasn't sure who Thomas Starr King was, and I think there's probably a lot of Californians like me." He also went on to observe that King was not a native of the state though, of course, neither was Reagan (nor was Junípero Serra, the other statue representing California in Statuary Hall).

As a result of this resolution, King's statue was removed from Statuary Hall, and the statue of Ronald Reagan was placed in Statuary Hall on June 10, 2009. In November 2009, Starr King's statue was reinstalled within the Civil War Memorial Grove in Capitol Park, which surrounds the California State Capitol in Sacramento. It was formally dedicated in a ceremony held on December 8, 2009.

Works
 A Vacation Among the Sierras: Yosemite in 1860.
 The White Hills; their Legends, Landscapes, & Poetry. Boston: Crosby, Nichols & Co., 1860.
 Patriotism and Other Papers. Boston: Tompkins, 1864.
 Christianity and Humanity. Boston: Osgood, 1877.
 Substance and Show, and Other Lectures. Boston: Houghton & Osgood, 1877.

Footnotes

Further reading
 C. D. Bradlee, The Life, Writings, and Character of Rev. Thomas Starr King: A Lecture. Boston: Press of John Wilson and Son, 1870.
 Richard Frothingham, A Tribute to Thomas Starr King. Boston: Ticknor and Fields, 1865.
 Tyler Green, "Carleton Watkins: Making the West American". Oakland: University of California Press, 2018.
 Glenna Matthews, The Golden State in the Civil War: Thomas Starr King, the Republican Party, and the Birth of Modern California. New York: Cambridge University Press, 2012.
 William Day Simonds, Starr King in California. San Francisco: Paul Elder and Co., 1917.
 Arliss Ungar, "Nature Writings: Words of the Rev. Thomas Starr King". Paper presented at the UUA 2004 General Assembly, Long Beach, CA.
 Charles William Wendte, Thomas Starr King, Patriot and Preacher. Boston: Beacon Press, 1921.

External links
 Thomas Starr King, article from the Dictionary of Unitarian and Universalist Biography
 Thomas Starr King statue in the National Statuary Hall, U.S. Capitol, Washington, D.C.
 United States Sanitary Commission (historical website)
 "First Unitarian Universalist Society of San Francisco: Our History"
 SF Landmark: Sarcophagus of Thomas Starr King at Franklin Street and Starr King Way

1824 births
1864 deaths
19th-century Unitarian clergy
American abolitionists
American Unitarian clergy
California Republicans
United States Sanitary Commission people
19th-century American clergy
Deaths from diphtheria
Deaths from pneumonia in California


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This is the time to start the search and understand what the industry has to offer to the winter fashion.
As we know, the trends appear internationally first, depending on the difference in seasons between the northern and southern hemispheres.
Our designers and brands generally do their research on top of what was presented in the international catwalks, assessing what all it will work in winter and, more importantly, what the Brazilian consumers will absorb in its style.
We know that our winter is far less rigorous than the European winter , for example, and it sometimes becomes a huge challenge-how to translate colors, fabrics, textures and shapes seen on catwalks where it's very cold, the streets and Shop Windows , keeping the idea of winter?
For the winter fashion, many Brazilian designers bet on a mix of contemporary styles and some classic items, like the trapeze dresses -the famous look twiggy, in honor of the icon of the model years 1960, for example, seen on the catwalks of the São Paulo Fashion Week and also in some parades.
Necklines, prints, fluid fabrics and geometric cuts also made the head of designers and stylists, suggesting that the winter fashion Brazilian, will be much more eclectic.
Why this is interesting, as well as functional? Because nowadays you don't think more on fashion as a passing thing.
Sustainability is attitude, and it's always smarter to compose a wardrobe in the long run than pile up fragile and short-lived styles.
No one wants to get rid of their clothes every change of season, right? In addition to waste, it is certainly not "tacky".
Let's start with the main definition of fashion: colors. The Pantone color development company, who normally defines what will be the color-trend of the season, followed byfashion designers and brands to develop their collections.
This is not to say that other colors are prohibited; It just means that these 10 colors will be more seen in the shop windows.
Add color to winter fashion is interesting and practical, why does it sometimes just black and gray is boring too, right?
Do you feel insecure to use bold colors? Choose accessories, such as scarves, scarves, gloves, hosiery and bags.
Something that is never ignored the winter fashion and that could not be otherwise in the winter are the coats. A good coat, as the trench coats, is enough to give other look, which can range from jeans and a t-shirt to dresses. He's a great complement for both rigorous winters as cooler days and rainy days.
Some of the trends presented in national and international parades for the winter fashion is the military look. This can be a particularly difficult look to be incorporated into the wardrobe if we're not careful.
By using green tones more closed, who have questions about color but want to give it a chance, you can choose less compromising parts, like coats, socks, bags and hats.
Prints, as I mentioned earlier, were also part of many fashion shows in Paris and Sao Paulo, reinforcing the idea that mixing colors to black classics-brown-gray is the best way to maintain your style and your wardrobe updated without loss and not waste.
Another strong presence in both the Brazilian and international parades and that should be in winter fashion trend is a marked waist.
Again a movement that returned to a few seasons ago, a rescue of the female figure, and tracking firm and strong.
The interesting thing to keep belts and moorings in waist is that, as in winter we useclothes looser (coats, trenchs, dashiki), the silhouette will not form – and nothing to think this suggestion is only for "the super thin runway models.
A silhouette set in the right places is flattering to any body type.
The everything indicates, the winter fashion will be much more light and contemporary than we imagined.


text:
from godot import exposed, rpcsync
from godot.bindings import Area2D, Vector2

DEFAULT_SPEED = 80

@exposed
class Ball(Area2D):

    @rpcsync
    def _reset_ball(self, for_left):
        print('RESET BALL', for_left)
        self.position = self.screen_size / 2
        if for_left:
            self.direction = Vector2(-1, 0)
        else:
            self.direction = Vector2(1, 0)
        self.ball_speed = DEFAULT_SPEED

    @rpcsync
    def stop(self):
        self.stopped = True

    def _process(self, delta):
        # ball will move normally for both players
        # even if it's sightly out of sync between them
        # so each player sees the motion as smooth and not jerky
        if not self.stopped:
            self.translate(self.direction * self.ball_speed * delta)
        # check screen bounds to make ball bounce
        if ((self.position.y < 0 and self.direction.y < 0) or
                (self.position.y > self.screen_size.y and self.direction.y > 0)):
            self.direction.y = -self.direction.y
        if (self.is_network_master()):
            # only master will decide when the ball is out in the left side (it's own side)
            # this makes the game playable even if latency is high and ball is going fast
            # otherwise ball might be out in the other player's screen but not this one
            if self.position.x < 0:
                self.get_parent().rpc("update_score", False)
                self.rpc("_reset_ball", False)
        else:
            # only the slave will decide when the ball is out in the right side (it's own side)
            # this makes the game playable even if latency is high and ball is going fast
            # otherwise ball might be out in the other player's screen but not this one
            if (self.position.x > self.screen_size.x):
                self.get_parent().rpc("update_score", True)
                self.rpc("_reset_ball", True)

    @rpcsync
    def bounce(self, left, random):
        import pdb; pdb.set_trace()
        print('===================================>BOUNCE', left, random)
        # using sync because both players can make it bounce
        if (self.left):
            self.direction.x = abs(self.direction.x)
        else:
            self.direction.x = -abs(self.direction.x)
        self.ball_speed *= 1.1
        self.direction.y = random * 2.0 - 1
        self.direction = self.direction.normalized()

    def _ready(self):
        self.direction = Vector2(1, 0)
        self.ball_speed = DEFAULT_SPEED
        self.stopped = False
        self.screen_size = self.get_viewport_rect().size
        self.set_process(True)  # REMOVE ME


Born in Orange, Virginia in 1883 to John and Jennie Burroughs, she was of an atypical family. She was the granddaughter of slaves, but her father attended college and was a preacher, and after John Burroughs' premature death, her mother, a cook, moved to Washington, D.C. with Nannie and her sister (who died in childhood), in search of work for herself and better schools for her daughters. Nannie attended the Colored High School on M Street, a school notable for its now legendary alumni, where she graduated in 1896, with honors in business and domestic science. She then moved to Louisville, Kentucky, where she attended Eckstein-Norton University and laid the foundation for her future when she organized a women's industrial club that offered evening classes in bookkeeping, sewing, cooking, and typing. She graduated in 1904 and became a member at the Theological Faculty at Louisville's State University, but returned to Washington, D.C. the following year.
When Nannie returned to the city, despite earning high marks in a civil service exam, she was denied a position in the public school system. She was very disappointed by this setback, but it only strengthened her burgeoning commitment to the plight of poor and working-class black women, advocating the unionization of domestic workers because "the women voters will be keen to see that laws are passed that will give eight hours a day…to women in other industries, but they will oppose any movement that will, in the end, prevent them from keeping their cooks and house servants in the kitchen twelve or fifteen hours a day." She became one of the most outspoken–and to many, radical–members of the Women's Convention of the National Baptist Convention and the National Association of Colored Women, the former organization the largest body of African American women in the nation. Burroughs received an honorary M.A. degree from Eckstein-Norton University in 1907, and her pivotal role in the aforementioned organizations allowed her to mobilize both to support her greatest achievement, the National Training School for Women and Girls.
Burroughs opened her school in 1909 with thirty-one students in a "dilapidated, eight-room farmhouse" purchased for $6,500 just outside D.C., in a community called Lincolnville, which had fewer than a dozen houses and no paved streets, water, or electricity. The money was donated almost entirely by blacks, and though white philanthropists were solicited for donations, at no point did the school's existence depend upon white funding, which was quite rare for the period. The school was indelibly stamped with her aims for black women, and there she created a "creed of racial self-help through her program of the three Bs-the Bible, the bath, and the broom. The Bible, the bath, and the broom stood for a clean life, a clean body, and a clean house." The school prepared its students for employment, with courses in domestic science and secretarial skills, but also in unconventional occupations such as shoe repair, barbering, and gardening. Burroughs also distilled a sense of pride for their heritage in her students, requiring each to pass a course in African-American history and culture to fulfill graduation requirements. By the time of Burroughs' death in 1961, the National Training School had granted the equivalent of high school and community college degrees to over 2,000 black women from the United States, Africa, and the Caribbean, but her life and activism touched and inspired ten times the number of graduates throughout her lifespan.
I've heard of Burroughs, though for the life of me I can't remember where. Was there a movie about her?
I looked, but didn't find anything. Maybe it was a documentary?