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'Scream' Tops 'Spider-Man' at MLK Box Office With $35 Million Opening
Trevor Phillips flooded with support after sharing story about daughter's death in lockdown
Will Smith Reveals The One Career Doubt He Had Ahead Of King Richard's Release
Kid Rock really dated this Real Housewives of Orange County Star?
Diane Kruger's complex relationship with Quentin Tarantino: Explained
Quentin Tarantino utilized every means possible to prevent Diane Kruger's portrayal of Bridget von Hammersmark from his 2009 Nazi war film. "Inglourious Basterds,"On a January 11th episode, she spoke on the "Reign with Josh Smith"Podcast (via The Daily Mail). "He didn't want to audition me because he saw a movie that I was in that he didn't like … And literally the only reason he auditioned me is because there was no one left to audition," Kruger said.
Kruger flew out of her own pocket from New York to Germany to grab the chance because Tarantino refused to meet him. Kruger described Tarantino's prejudices against her as "unfair,"But she also noted that the experience taught her how to persevere despite all obstacles. "I had to jump through all these hoops that definitely put my nose out of joint, but I was like, 'You know what, f**k him,'"She said.
Kruger's remarks might seem odd considering that she defended Tarantino in the wake of the Uma Thurman accusations. Kruger wrote this in a February 2018 article InstagramAfter that, it was a pleasure to work with the director. "pure joy." "He treated me with utter respect,"Kruger also noted. Kruger said that she understood why Smith was so harsh before meeting her and suggested that she does not harbor any grudges. "I think that for him that must have been a lesson, sometimes I'm sure I'm guilty of that too, you put people in boxes,"She said.
Labour's viral advert brilliantly savages the Tories over Downing St parties
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Q: Reload the content of Swift Array without reassigning it? Is there is away to reload the content of Array without reassigning it's values back to it?
Example:
var myArray = ["X","Y", isTrue() == true ? "Z" : "N"]

I want to change the Third Item in the Array based on a condition but I do not want to reassign the values back to var myArray.
myArray is the dataSource for a tableView, in start the isTrue() method evaluates to true, The tableView displays three row x, y & z. When the user make some change the isTrue() will return false. So I reload the table view but nothing changes it still displays x, y &z I have to reassign
myArray = ["X","Y", isTrue() == true ? "Z" : "N"]
tableView.reloadData()

In order for changes to take place. I'am asking for more clean solution.

A: myArray[2] = false

Best to check the array first:
if myArray.count > 2 {
    myArray[2] = false
}

redpajama_set_name: RedPajamaStackExchange


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Warriors return home to face UC Irvine on Wednesday
Posted on January 22, 2019 • Filed under Game Previews • 2 Comments
Tweet Written by Warrior Insider
It's probably a bit too early in the regular season to create separation in the Big West Conference basketball standings. Still, Wednesday's conference game between the University of Hawai'i and UC Irvine is a big one, with both teams looking to keep pace near the top.
The Rainbow Warriors are 11-6 overall and 2-1 in the Big West. The Anteaters are 15-5 and 3-1, and ranked No. 10 in a mid-major Top 25 poll by www.collegeinsider.com. The game is scheduled to start at 7:00 p.m. at the Stan Sheriff Center.
UC Santa Barbara, which plays at Cal State Fullerton on Thursday, is the only unbeaten team in the Big West at 3-0.
The Warriors are coming off a road trip split (win at CSUN, loss at UC Riverside), and will play their next four games at home. Hawai'i head coach Eran Ganot emphasized the need for defensive improvement after both of the road games last week.
In particular, the Warriors allowed CSUN and UC Riverside to shoot a combined 24 for 50 (48 percent) from 3-point range last week.
On the other hand, Hawai'i has been proficient on offense in recent weeks. The Warriors are averaging 78.0 points per game and shooting an impressive 50.3 percent from the field in their three Big West games so far.
Junior guard Eddie Stansberry scored a season-low two points in the loss at UC Riverside, but continues to lead the Warriors in overall scoring at 13.4 points per game. He also ranks second in the Big West with 51 3-pointers.
Senior forward Jack Purchase is averaging 11.9 points and 6.2 rebounds per game, and ranks seventh in the Big West with 41 3-pointers. Junior forward Zigmars Raimo is averaging 11.2 points and 6.8 rebounds per game, and leads the Big West in field goal percentage at .572.
The guard rotation of Brocke Stepteau (9.5 points, 2.9 assists), Drew Buggs (8.8 points, conference-leading 5.5 assists, 4.6 rebounds) and Sheriff Drammeh (8.0 points, 3.2 rebounds) will need to be consistent against a UC Irvine team that has set the standard for consistency in the conference.
The Anteaters have finished either first or second in the Big West in each of the previous five seasons. All five starters are back from last season's team that finished 18-17 overall and tied for second in the Big West at 11-5. They are following the same formula this season – balanced scoring, defense and rebounding.
UCI normally rotates nine players, and the minutes and production are spread almost equally. Max Hazzard, a 6-foot junior guard, leads the scoring with 11.8 points per game. He also leads the team with 49 3-pointers.
The other guards in the rotation are: 6-1 junior Evan Leonard (10.7 points), 6-2 junior Eyassu Worku (7.3 points, 2.7 assists), and 6-2 senior Robert Cartwright (6.7 points, 2.5 assists).
Tommy Rutherford, a 6-8 junior forward, was a first-team All-Big West Conference selection last season. So far this season, he is averaging 6.3 points and 4.3 rebounds per game in just 16.3 minutes per game. The other forwards in the rotation are 6-9 freshman Collin Welp (8.3 points, 4.3 rebounds) and 6-5 junior John Edgar Jr. (7.5 points, 3.2 rebounds).
Jonathan Galloway, a 6-10 senior forward/center, is a difference-maker in the post, even without significant statistics. He was voted the Big West Defensive Player of the Year in each of the previous two seasons. This season, he is averaging 5.2 points and 8.0 rebounds per game, and has 23 blocked shots.
Galloway has some significant help in the post this season in form of 6-9, 260-pound senior Elston Jones, who is averaging 5.8 points and 7.0 rebounds per game, and leads the team with 32 blocked shots.
The Anteaters are allowing just 64.7 points per game, and lead the Big West in opponent field goal percentage (.389) and rebounding (40.4).
Since joining the Big West in the 2012-13 season, Hawai'i has a record of 5-10 against UCI, including just 2-4 in games played in the Sheriff Center.
HAWAI'I (11-6, 2-1 Big West) vs. UC IRVINE (15-5, 3-1 Big West)
When: Wednesday, Jan. 23, 7:00 p.m. HT
Where: Stan Sheriff Center (10,300) – Honolulu, HI
Television: Live on Spectrum Sports – Channels 12 (SD) and 1012(HD).
Streaming Video: BigWest.TV (Must be a Spectrum cable subscriber to stream in Hawai'i).
Radio: Live on ESPN 1420 AM. Neighbor islands can listen live on KNUI on Maui, KPUA on the Big Island, KTOH on Kaua'i, and KNWJ in Pago Pago, American Samoa.
Audio Webcast: ESPN1420am.com/Sideline Hawai'i App.
Live Stats: HawaiiAthletics.com
Ticket Information: Lower Level – $30 for all seats. Upper Level – $18 or $20 for adults, $16 or $18 for senior citizens (ages 65 and older), $5 or $7 for students (ages 4 through high school). Upper level prices vary by section. UH Manoa students free with validated ID. Parking is $6.
Promotions: Bank of Hawaii is the sponsor of Wednesday's "Superhero Night" game and fans are encouraged to wear their favorite super hero costume (first 100 fans dressed up will receive a $5 sodexo food/drink voucher.) Bank of Hawaii will distribute 100 thermo snack bags at Gate A and visit the Bank of Hawaii table to play the "Plinko Game" to win FREE prizes. Fans can register to participate in the Bank of Hawaii halftime contest at Gate A for the chance to win $150 in gift cards.
Wednesday's Games
Long Beach State at CSUN
UC Riverside at Cal Poly
UC Irvine at Hawai'i
Thursday's Games
UC Santa Barbara at Cal State Fullerton
Saturday's Games
Cal State Fullerton at Cal Poly
UC Santa Barbara at Long Beach State
UC Riverside at UC Irvine
UC Davis at Hawai'i
Warriors return home to host HPU
Warriors host Cal State Fullerton in Big West opener on Wednesday
Warriors need a win against UC Riverside on Wednesday
Warriors host high-scoring CSUN on Wednesday
Warriors looking for a win at UC Irvine
ChuckCheese
Lets Go Bows!!!
Big Drink
Hope hope they worked on executing there offense against zone defense.
That really throws them off of their rhythm. UCR caused problems with that.
Let's go Bows!!

redpajama_set_name: RedPajamaCommonCrawl


Is an option of accommodation in Havana, providing an excellent comfort, including many extra services. Although Hostal Peregrino has no the luxury of big hotels, our kindness, homey comfort and wishes of customers' satisfaction, based on a large experience give a very special atmosphere.
We have four well located hostals in the centre of Havana (one in Havana Vieja, two in Havana Center and one in Vedado), very close to the most important touristic places. All rooms are clean, safe, quiet and with a nice ambience.
Car and driver: round trips, intercity or a car + driver hiring for a period of time.
Information/advice about place to visit in Havana.
Information/ advice about trip planning in Cuba.
Information about the best shopping in Havana (handicraft markets, rum, cigars and coffee, antiques, etc) in official places.
Help for accommodation bookings in other cities/villages and for bus ticket booking.
Information about other important services: salsa lesson, language lessons, city tours, beauty service.
Help in case of emergencies that the customer might have: lost luggage, credit card troubles, medical assistance, flight confirmation, etc.


Whether you are on lunch break from your job or visiting from Austrailia, stop by to get some of this great tasting Memphis barbecue experience!
Temoporarily closed from July 4 to July 16, 2018. Open on the 17th.


Deep garnet in color, this wine bursts with aromas of sweetened cranberry, cassis, toasted marshmallow, charred dill and roasted red pepper. The aroma is smoky, complex and inviting. On the palate are notes of tart raspberry, spring cherry, and crunchy plum, leading to toffee and fresh roasted Arabica coffee beans, followed by dill, sage and lime zest. The nish is smooth with hints of smoke, cocoa and unsweetened dried coconut.


Fraunhofer Singapore (www.fraunhofer.sg) is a leading international research centre for applied Visual Computing at Nanyang Technological University in Singapore.
Fraunhofer Singapore is part of Fraunhofer-Gesellschaft - Europe's largest application-oriented research organization and works together with one of the world's best universities. Young and research-intensive, Nanyang Technological University (NTU Singapore) is ranked 13th globally. NTU is also placed 1st amongst the world's best young universities and ranked 6th globally for Engineering and Technology.
We provide access to world–class facilities and a vibrant and solution driven research environment.
We invite applications for Post-Doc / Research Fellow positions for immediate intake to work in the area of 3D city modelling. In particular, successful candidates will conduct research and development about 3D shape and geometry processing in order to optimize large and highly detailed 3D city models. Fraunhofer Singapore offers state of the art research facilities and access to top equipment and provides a vibrant and solution driven research environment.
Candidates should hold a PhD degree in Computer Science or similar with research experience in 3D shape geometry processing.
Applicants should attest their experience in these areas by publications in top level journals and conferences, project and development experience, patents, internships, or similar.
Presentation of results at conferences, in-house events, workshops etc.


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The Truth about Bilingual Interpretation: Guest Post by Steve Yalowitz
You know those research studies that make you want to immediately change your practice in some way? I recently read The BERI report on bilingual labels in museums and was blown away by its findings. BERI was an NSF-funded three-year collaborative project co-led by Cecilia Garibay (Garibay Group), Steve Yalowitz (Audience Viewpoints Consulting), Nan Renner (Balboa Park Cultural Partnership, Art of Science Learning) and Carlos Plaza (Babel No More). This guest post was written by Steve Yalowitz, a Principal at Audience Viewpoints Consulting, who has a Ph.D. in Applied Social Psychology and has evaluated and researched informal learning experiences in museums and other visitor institutions for over 20 years.
Bilingualism in the U.S. is a controversial topic, and the same is true in museums. If someone asked you whether museums should or need to have text in more than one language, what would you say? You probably have an opinion, or you could probably come up with an opinion without too much effort. Maybe you are in a country that mandates multiple languages, or at an institution already committed to bi- or multi-lingual interpretation. However, based on my conversations and experiences with many museum professionals, my guess is that many of you are aware of the issue, may think it's worth discussing, but have limited knowledge about the core issues surrounding bilingual interpretation.
I was co-author of a recently completed research study [PDF] funded by the National Science Foundation, the Bilingual Exhibit Research Initiative (BERI), which strove to better understand bilingual labels from the visitor perspective. This qualitative, exploratory study involved tracking and interviewing 32 Spanish-speaking intergenerational groups in fully bilingual exhibits at four different science centers/museums. We observed and audio recorded the groups, and conducted in-depth interviews in Spanish after they went through the exhibit, with a focus on what the bilingual experience was like for the group.
The BERI study really expanded our thinking about bilingual interpretation, even though we'd been studying the topic for years. One of the main affordances of bilingual interpretation, of course, is that it provides access to content. The BERI study shows that access to content—the most obvious benefit of bilingual labels—is just the tip of the iceberg. Bilingual interpretation expands the way visitors experience and perceive museums, shifting their emotional connection to the institutions.
Here are three affordances that may not be as top-of-mind when we think about bilingual interpretation:
Code-switching – We found lots of evidence of effortless switching back-and-forth between English and Spanish. We saw kids and adults switch from English to Spanish not only mid-conversation but mid-sentence, both in the exhibition and in the interviews afterwards. Museum professionals often incorrectly assume that if we provide Spanish text for Spanish speakers, they stay in "Spanish mode." The power of bilingual text is that it's bilingual – it provides access in two languages, and code switching lets you understand and express yourself from two different perspectives, with two sets of vocabulary. It was a huge affordance for bilingual groups, especially when some members were not able to understand English, or even if they were Spanish dominant or fully bilingual.
Facilitation – We researched intergenerational groups, so it's not surprising that many of the adults saw their role as facilitator as essential to their own and the group's success in the exhibition. We confirmed what other label studies have previously found: that adults were more likely to read labels than kids. However, this study found that in bilingual groups adults were more likely to read in Spanish, while the kids were more likely to read in English. With Spanish labels available, adults were able to facilitate, guiding the conversations and interactions, showing their children, grandchildren, nieces and nephews where to focus and how to interact. Adults who were previously dependent on their children could now take the lead as confident facilitators. An added benefit of bilingual labels, even for those who could read in English, was that they didn't feel slower or that they were holding up the group.
Emotional reaction – This study found that the presence of bilingual interpretation had a profound emotional effect on the groups. Groups said they enjoyed the visit more, felt more valued by the institution, and many said having bilingual interpretation changed how they felt about the institution. In our field, if we focus on the emotional aspect of the experience, it's typically around the content and what we're hoping people feel when engaging with our exhibits. While some of the reactions were around engagement with content (as would be expected), many of them were really about feeling confident and comfortable–key factors for a satisfying and worthwhile visit.
When asking whether bilingual interpretation is worth it, we're often looking at it through the wrong lens. It shouldn't be about whether it's worth it for us as an institutional investment, but whether it's worth it from the visitor perspective. Does it improve the visitor experience in a way that adds value to the visit, providing affordances that don't exist in monolingual experiences? The answer, from the BERI study findings, is a resounding yes.
BERI was a three-year collaborative effort I worked on with Cecilia Garibay, Nan Renner and Carlos Plaza. When we received the award, we felt a great sense of opportunity and responsibility, since this was the first NSF-funded research study about bilingual families and their experiences in fully bilingual exhibitions. You can download the research report and find out about the research model, methods, analysis and implications for the field.
We saw this study not as the answer to the field's questions about bilingual interpretation, but as the start of a conversation around better understanding how it works. In doing so, we found out that it is a much more complicated and rich experience than even we thought. After a recent presentation about the findings, a museum professional told us that the study's findings helped change how they think about bilingual interpretation. My hope is that some of you out there will continue this important work, and help change how I think about bilingual interpretation.
Labels: comfort, design, exhibition, guestpost, research
The Next Generation of Major Donors to Museums: In...
Tagging in Museums #blowinguppersonal #notwhatwepl...
The Truth about Bilingual Interpretation: Guest Po...
A Simple A/B Test for Visitor Talkback Stations


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Old Blind Dogs Event Time & Tickets
Old Blind Dogs in Winters
The Palm's Playhouse
Winters, California 95694
Old Blind Dogs
"Old Blind Dogs bring freshness and colour to acoustic music steeped in centuries of Scottish folklore and history." –The Los Angeles Times Since forming in Scotland in 1992, Old Blind Dogs have stood on the cutting edge of the Scots roots revival. The band has developed its own trademark style with an energetic mix of songs and tunes. Dynamic percussion, polished vocals, soaring fiddle and stirring pipes fuel the delicately-phrased melodies and traditional songs. Old Blind Dogs has released thirteen studio albums and have won numerous awards including the prestigious title of Folk Band of the Year at the 2004 and 2007 MG ALBA Scots Trad Music Awards. Their 2007 release 'Four On The Floor' picked up the IAP 'Best Celtic CD' Award and 'Wherever Yet May Be', released in 2010 was nominated for the same award. Their latest CD, 'Room With A View' was shortlisted for Album of the Year at the MG ALBA Scots Trad Music Awards in 2017. Doors open at 7:30 PM. Music begins at 8:00 PM. There will be two 45-60 minute sets with a short intermission. FAQs: -Can I reserve a seat? Seating is on a first-come, first-served basis; we do not generally reserve seats unless special accommodations are required. Please contact us at palms@palmsplayhouse.com if you need assistance with seating. -Are children allowed? Yes, we are an all-ages venue. It's up to the parents to decide if the content is appropriate for their children. -Are you ADA accessible? Yes, there is an elevator to the second floor, and the bathrooms are accessible. Please contact us ahead of time if you need seating accommodations. -What's your refund policy? Please contact us before the day of the show; in most cases, we will be able to provide a refund of the ticket price (fees are non-refundable). -Where can I park? Plan to arrive early to find the best parking; you should be able to find a space within four blocks of The Palms. You can either park on the street or in a nearby lot; all public parking in Winters is free. Photo/Video/Recording Policy Our policy is no photos or unauthorized video or audio recording during performances. Please put away your devices and enjoy the performance in real time. Additional information available on our website.
at The Palm's Playhouse
Barrio Manouche
Peter Case
Jason Eady
Chris Smither
Jenny Scheinman & Allison M...
Peppino D'Agostino and Adam...
Niki J. Crawford
Kathy Kallick Band
The Brother Brothers
Tim Bluhm Band
Jolie Holland (Tracy Manuel...
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Represents the sound of creation; uniting spirit with matter. Om represents the journey of the soul from the heart center.
Om heals and empowers through compassion and forgiveness; balances and increases the life force.


It's been a while since I reviewed a game, but I've been playing Contradiction recently and finally finished it. It probably took me longer than it should have, there was plenty of wandering around and forgetting to ask the right person about a new clue but after 5 hours (according to Steam) I finished it. It's not the longest game to play and I was pretty sure it was longer than that but I'll trust Steam with this. It can be found on Steam for £6.99 which isn't the cheapest mystery game out there but I think it's a good price for what you get and it might end up in sales at some point. It is available on PC and Mac and also available as a mobile game on iOS and I can see it working pretty well as a mobile game though I played the PC version. As far as I'm aware there are no differences at all between the different platforms.
Contradiction, or to give it its full title 'Contradiction – The All Video Murder Mystery' or 'Contradiction – Spot the Liar' I'm not sure which as both are used, is pretty much a case of it does exactly what it says on the tin. It's a mystery game where everything is done with live videos and photographs in a stereotypical small English village. There is the addition of a large house that homes a possibly cultish group that helps with business strategies that you may not find in most villages but anyone who lives, or has been to, a small English village will probably recognise the pub and village hall.
This game does seem to have an age restriction on it, you have to enter your date of birth on Steam before it lets you see the page and video previews of it, but I'm not sure what it is. There is mention of drugs and, fairly obviously, murder, in the game but I can't think of anything else that would age restrict it.
The main draw for me with this game was the whole point and click murder mystery aspect, I do love those games even if they are often terrible, with the addition of the videos of actors as I haven't played a game like that before. The basis of the storyline is that there was a suspicious death and the main character, Jenks, who you play as, is a detective who has one night to solve it.
You have a map that shows the village and you can travel around it either by clicking on the location you want to go to on this or by using the arrows on the screen. The arrows do get a bit confusing at times, especially in the woods at the end of the village where I often found myself accidentally heading in the wrong direction after heading off one of the junctions. This did get a bit frustrating to start with but got less so over time as I got more used to the fact that if you turned off to a certain place you'd have to click to the right rather than left to get back on track or if you were going past this building which arrow you had to click depending on which direction you had come from. I can see this being something they could have improved but it didn't bother me too much. Other than that this method of moving around is really easy to pick up and pretty self explanatory, though you do get a mini tutorial or tips at the beginning. Most of these locations in the village are used as setting for cut scenes that move the story on or you can sometimes search for clues, you get a helpful magnifying glass in the corner that tells you when you do this.
The main detective part of this game is the questioning. Every character has specific locations you go to question them and a couple are only available later in the game. When talking to people you get a screen that has a list of topics or clues on the top left which you click on to ask the person about. Underneath you get bullet points from the answers you get in the cut scenes. This is where the game's name comes in and if you think that something in the recent answer has contradicted a previous answer then you click on the two facts and, if you're correct, this leads to a cut scene with more information and possibly another clue. This part of the game is equally parts fun and frustrating, to me anyway. I found that a lot of the time was spent going round and asking everyone about everything you find and the only way to continue is to make sure that everyone has answered about everything. This does mean that sometimes you'll ask someone something, go to the next person and they give you a new clue so the next time you return to the first person you only have one thing to ask about. I just prefer it when there's a few things to ask at once, it keeps the game flowing quicker than having to keep going back and forth between the same people as travel time breaks it up.
One thing I will say is that I found quite often it wouldn't let me exit from the screen where I was asking questions. I don't know if this was a Windows 10 thing or because I have a touch screen as it sometimes seemed to be after I accidentally used the touch screen (I sometimes wipe the screen and forget it's touch screen, does anyone else do that or is it just me?). It just wouldn't click on the exit and it took a few times of this happening before I realised that if you replay an answer from the person it lets you get out of it no problem. That saved a lot of frustration as I'd either have to save before starting a conversation or risk it and end up losing ten or fifteen minutes of gameplay and going back through the exact conversations I'd just had after restarting the game.
There isn't much more to explain about the gameplay, it's easy to understand the mechanics and easy to follow. Down the right side of the screen you have an overlay with buttons for evidence (the notebook), the map (the compass), tips (the lightbulb) and the exit/home button. When you click on the notebook you get a menu that shows all of the items and clues you have and you can show all of the answers to everyone's questions. It's rare but there are a few times when you can use previously found items to move the story on. Most of the time these are fairly obvious where you need to use them as they are found fairly nearby or you've found a dark space not that long ago and then pick up a torch. The exit/home button screen has the normal saves and options but also lets you replay any of the people's answers if you want.
The storyline for this game is pretty good. There's plenty of background outside of the crime you're investigating that adds depth to the world but unfortunately the game devs did run out of money and the ending was apparently altered because of this. I think it could definitely work for a sequel and things like the supernatural hints in parts of the game would be fun to explore more and a bit more into the Atlas company would be interesting to look into. I'm not sure how it would work as a crime thing then as there's only so many crimes that can happen in such a small village (even Midsomer Murders might have difficulty there) but with a new character or Jenks just being curious I could see it working.
It's definitely a very linear game and you can't miss a clue as it won't let you progress beyond a point until you have it. You do have the option of calling up the station for a hint but I found that as long as you go through the village and ask everyone about everything and go for the physically travelling through using the links on each page rather than the map then you'll finally find a new clue. I did get a bit stuck on some of the contradictions and will admit to looking up online for two of them as I was not getting it because I was choosing the wrong option in the right answer group.
As far as whether I'd recommend this game I think I probably would if you're a fan of point and click detective stories. The acting is a bit over the top quite a lot of the time, I lost count of how many times Jenks said haves you seen THIS, or variations of it, not long into the game, but I really liked that for some reason as it just seems to work. If you don't like overly dramatic acting though then this would be a game to miss.
I did play this game along but I can see it being a lot of fun as a party game with a group of friends working together to solve it. I know I saw the beginning of a livestream that seemed like fun, I'm going to back and watch the rest of it now I've finished the game as I wanted to avoid spoilers, but a bit part of that is the joking around about the storyline or answers the characters give as well as the gameplay itself as there isn't all that much to it.
My only real criticism of this game is the way the crime was solved. The clue that solved it all was found pretty early on within the storyline so when it turned out that was the key to everything it was a bit disappointing. Maybe I watch too many detective TV shows but it seemed like it maybe could have done with something a bit different that wasn't such an early clue. Though I guess this may have been part of the rushed ending and I can forgive it as the game itself was fun to play and I did enjoy it.
It was developed by and published by Baggy Cat Ltd. though it was funded with a Kickstarter campaign and the budget they aimed for was £3,000 so don't expect a big budget game at the end of it, though it is a lot of fun to play and I can see myself coming back to it when it's been long enough for me to forget the outcome, or I just have a craving for some cheesy over the top acting and 'have you seen… THIS before,' because that was entertaining all by itself. Though I don't recommend any kind of drinking game based around that phrase, you'd end up with alcohol poisoning.


Hotel Diana Palace welcomes you to experience a comfortable stay in the majestic city of Jaipur. Located in the heart of the city, the hotel is right next to the Jaipur Railway Station and its major bus stand. Famous excursions that guests can visit while staying at the property are Hawa Mahal, Amer Fort, Jantar Mantar, Jal Mahal, Jaipur City Palace and Rambagh Palace.
Modern interiors and a friendly staff greet you as soon as you enter the premises. The elegant hotel offers two types of spacious and well-furnished rooms at a great price! Pick from the Deluxe Room or the Executive Room. Both rooms are as comfortable as the next and decked out with modern amenities.
Your stay at Hotel Diana Palace, Jaipur, is not complete until you visit our fine dining restaurant called Jharokha. Chow down on authentic North Indian, Continental and Chinese dishes if you are looking for a place to dine with your friends and family.
Hotel Diana Palace, Jaipur, also offers a fully air conditioned banquet hall which is equipped with the latest technology. Go ahead and host a multitude of events such as wedding receptions or other social gathering while our staff ensures that your day turns out to be a great memory for you for the days to come.
Book a room through our official website and avail the best price guarantee at Hotel Diana Palace, Jaipur. We look forward to having an opportunity to make you stay in Jaipur a memorable one.


Page 156 - Gallery Design of Coloring Design | Coralidea Coloring Pages For Christmas. Dolphin Coloring Pages. Music Notes Coloring Pages.
collection of galleries from Coloring Design like Coloring Pages For Christmas. Dolphin Coloring Pages. Music Notes Coloring Pages. and other designs you might like Coloring Pages Nature. Fathers Day Coloring Page. Free Printable Quotes And Sayings. Puppy Coloring Page. Fruit Coloring Page. Baseball Coloring Page. Coloring Pages Dinosaur.


ALLERGEN AND DIETARY INFORMATION: Suitable for coeliacs. Suitable for vegetarians. Allergens: Egg, Mustard.
Rapeseed Oil, Water, Tomato Puree, Spirit Vinegar, Sugar, Egg Yolk (Egg), Bourbon (2%), Dijon Mustard (Water, Mustard Seed, Salt, Spirit vinegar), Salt, Cajun Spice Mix (0.5%)(Salt, Paprika, Fennel, Basil, Black Pepper, Garlic, Onion, Chilli, Cumin, Mustard Seed), Xanthan Gum.


In food and foul language, a little self-discipline works wonders.
WHEN it comes to new year resolution, I can't help new year irresolution.
Take weight, for instance. And you can take some of mine at the moment - I've grown into Mrs Big Top, as I seem to each Christmas.
It's always the same for me, one step forward, two steps back.
Just when I think I'm on my way to my fighting weight - bang! In goes a pork pie, Cornish pasty, custard tart and a packet of crisps, and it's still only lunch time!
I'm one of those people who eat when I get stressed, so, there's something else to blame on the team!
But this year (like every year) I'm really going to try to get fit.
Not the marathon running kind of fit, but the 'walk up the stairs without an oxygen tank' type of fit.
I noticed this morning 12 different celebrity videos being advertised on TV.
None really appealed, except maybe one with the Chippendales!
So there it is, you see, my resolution for 2006, hardly varying from 2000 to 2005.
It didn't take me too long to break this resolution in 2005.
Good intentions last about as long as I found I could fit into my favourite clothes again (inevitably slimline, naturally) at which point I had nothing to worry about. Okay, so you know the consequences of that.
The other thing about resolutions is that they can be so enjoyable to break: take a common one, to stop swearing.
Anyone who lets off steam with a stream of fruity language knows that it won't last long - the trick is to wait until the occasion truly demands it, like a car turning into the road straight in front of you.
Trust me, you'll have the greatest satisfaction at letting out a volley of undeleted expletives.
******* idiot - a pretty regular occurrence in football - you'll feel free to reply in kind.
If you resist, just think how righteous you'll feel.
My New Year's wish? Easy, that Blues stay up and, of course, that 2006 brings you all love and contentment.
FOOD FOR THOUGHT... TV chef Delia Smith, who famously ticked off fans of her beloved Norwich City.
Dad's potty over paradise islands! ROADS: Roundabouts are magic for Kevin - and car parks turn his head too.
Fighting crime on four legs; WEST MERCIA: Police are on the lookout for dogs to help 'sniff out' villains.


text:
El Shine Championship (Campeonato de Shine, en español) es el campeonato femenino principal de Shine Wrestling. La campeona actual es Ivelisse, quien se encuentra en su cuarto reinado.

Historia
El torneo se llevó a cabo durante dos meses, del 19 de abril al 12 de julio de 2013, en Shine 9 y Shine 10, en The Orpheum en Ybor City, Florida. Las primeras dos rondas, semis y final se llevaron a cabo en el evento del 12 de julio llamado Shine 11.

 Saraya Knight derrotó a Su Yung.
 Jessicka Havok derrotó a Madison Eagles.
 Rain derrotó a Angelina Love.
 Santana Garrett derrotó a Kimberly.
 Leva Bates derrotó a Taylor Made.
 Mia Yim derrotó a Mercedes Martinez.
 LuFisto derrotó a Mercedes Martinez, Nikki Roxx y Su Yung en donde la ganadora se enfrentaba a Rain en la primera ronda.
 Ivelisse derrotó a Awesome Kong, Angelina Love y Kimberly en donde la ganadora se enfrentaba a Santana en la primera ronda.

Notas:

 Jessicka Havok derrotó a Portia Pérez para mantener su lugar en el torneo en Shine 9.
 Allysin Kay derrotó a Nikki Roxx, pero luego fue suspendida por 90 días por Lexie Fyfe y eliminada automáticamente en Shine 9.
 Jazz derrotó a Ivelisse pero nunca entró al torneo por razones no reveladas

Torneo por el título

Campeonas

Campeona actual
La actual campeona es Ivelisse, quien se encuentra en su tercer reinado como campeona. Ivelisse ganó el campeonato tras derrotar a la excampeona Mercedes Martinez el 14 de diciembre de 2019 en Shine 64.

Ivelisse todavía no registra hasta el  de  de  las defensas televisadas:

Lista de campeonas

Total de días con el título
La siguiente lista muestra el total de días que una luchadora ha poseído el campeonato si se suman todos los reinados que posee. Actualizado a la fecha del  de  de .

Mayor cantidad de reinados

Véase también

Referencias

Campeonatos Femeninos de lucha libre

redpajama_set_name: RedPajamaWikipedia


Product information "New World ES50SWH Cooker Single Cavity Solid 50cm"
A conventional oven works on the principle that heat rises. It is hotter at the top than at the bottom - ideal for cooking different dishes simultaneously.
The conventional grill cooks by using heat from above the food and is ideal for a range of dishes from toast to steak.
Related links to "New World ES50SWH Cooker Single Cavity Solid 50cm"
Customer review for "New World ES50SWH Cooker Single Cavity Solid 50cm"


26378 MR. McCALLUM: Thank you.
5369LE PRÉSIDENT : Merci beaucoup.
6373 Thank you, Mr. Chairman.
Less than 5 floaters in the entire order! Thank you.
Thank you very much everyone for that tremendous Nova Scotia welcome.


I love the gorgeous design papers and the fabulous image on this beautiful card. Brilliant.
Hi Sylvie... what a lovely card just love your pretty colours. What is it about these little stamps that we love so much????
Gorgeous card Sylvie, love the fab image and beautiful flower.
Oh what an adorable card Sylvie.
what fab cards love them all.
How cute is this?! I particularly like the little doily flower and the matching border.
Gorgeous card for this weeks challenge at penny Black, thanks for joining in.
but that sea in the background looks a bit rough.


When enjoying Lake Oroville or a day in the mountains, you shouldn't have to be thinking about your insurance coverage. Make sure you have recreational insurance coverage so that you can keep doing the things you love, even if an accident happens. We can cover your boat, travel trailer, ATV or motor home with a flexible policy.


text:
This guy had a degree in creative writing and was a neet until his early 30s,...
This guy had a degree in creative writing and was a neet until his early 30s, now he's a game director for the biggest game company in the world.
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pcgamer.com/interview-valve-want-to-see-you-sweat-and-make-a-game-of-it/
gamasutra.com/view/news/29983/GDC_Europe_To_Succeed_In_FreeToPlay_Exploit_Human_Weaknesses.php
archive.is/1MhWq
Kaplan likes a man who can give a good reach around
/vg/
Jus be urself m8
This is more of a business and finance thread than 95% of current threads. Relevant to my interests.
What are your theories OP, carry on
Luck, back in the day Blizzard just hired a bunch of people who played video games all day or some shit including this guy. Back in the games, video game industry wasn't too professionalized yet either.
by having talent and drive in an industry that requires no formal education. Are you fucking retarded why does this need to be explained?
hard work mostly
that's literally ALWAYS the answer unless you're talking about a kid with rich/connected parents, then it's only the answer a little over half the time
Hard work & luck
back in the games
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I'd say hard work was not too much a factor in his case lol. Unless you count running a guild in Everquest and then shitposting on their forums "hard work."
Blizzard just managed to somehow capture the extreme mega autists that stay loyal like the animals you keep in you're homes.
these guys work all day and sleep in their offices.
has a degree
Pick one.
he has a pretty face for cock sucking
all of the games developed today are designed for the exact same goal, there are almost no video games designed to tell you a real story or pass a message, it's an entirely consumerist media whose only ambition is to smash your dopamine button to milk you out of your attention and money.
Here is the redpill for you: all of the big companies that you worship so much like Blizzard, Valve, DICE, Rockstar, etc... are testing and calibrating extensively their games with biometrics tools and behavioral experiments so they can distill the exact amount of frustration and pleasure to make you crave for the feelings again and again and again so you will spend money on their product (being by microtransactions or buying their next game) or talk about it and attract others in your degeneracy like blackholes are swallowing light.
There has been some articles talking about it but most of the industry avoid the subject because it would force them to reveal how their so called "QA department" work (pro-tip: it's not ethical) and how their testers are basically chimps for experiments.
Of course they prefer to show you how "creative" and "passionate" their game designers are and how they want to provide you an "experience" in some bullshit "behind the scene video" when in the back they have mechanized game design to level you wouldn't believe.
Recently these companies understood they could capitalize on legions of young recluse white men with no real channels to express their competitive instincts (ironically BECAUSE they spent their childhood inside playing the vidyajew) and manufactured virtual hierarchies around their games with """e-sport""", matchmaking/ranking systems and streaming.
They want their audience to believe that you can become rich and famous if you waste your youth smashing buttons on their dopamine mouse trap, that's why Valve or Riots or EA are spending hundreds of millions in events to glorify some skinny or fat retards who decided that spending all day training to be good at the last FPS (which will be forgotten in 5 years) was a valid lifestyle.
I saw dozens of faggots during the last 5 years who had the potential to become high value individuals in society, people that could have been engineers, teachers, doctors, entrepreneurs, etc... and who fell into the trap of dedicating everything for a "rank" on some MOBA, FPS or MMO, spending an astronomical amount of hours learning everything about something ABSOLUTELY USELESS in every other aspect of life because the game mechanics where designed to make them feel very good 10 minutes a day.
The funniest and tragic part was that they blame their failure on ADD or depression or anxiety or whatever bullshit they read online, not realizing their "passion" is what that completely fried their reward system.
Don't fall for the vidyajew Veeky Forums, if you are bored at home read a book, stare at charts, exercise, learn to program, learn an instrument or read about networking.
Reminder that Kaplan is the one responsible for the green hills of stranglethorn quest in wow.
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wrestle with jeff prepare for death
He got in the door before Blizzard went corporate, and there were no rules and requirements for hiring, Blizzard was still relatively small. Most of the top devs at Blizz came from other fields, like Ion was a lawyer in DC, and Ghostcrawler has a degree in oceanography but was a map maker for Age Of Empires. Degrees in game dev didn't exist back then, anyway. Kaplan got hired because he was a vocal min/maxer in Everquest, and got noticed by Pardo, who ran the guild Kaplan was in. He got hired as a quest designer, because of his writing background. Blizzard was a small company then, not a huge studio.
He's a game director now, because he was trained as a designer and manager by working on games all these years. He just got lucky. He's going to be one of the last generations of game devs who got to do that, from now on every hire has to go through HR and have degrees in game design, which is why American game studios are getting the snot kicked out of them by Eastern European studios that aren't corporate and aren't infested with SWJ supporting HR departments.
My opinion of him was that he's a mouthy prick, based on his behavior when he was in Everquest, but he seems to have mellowed and learned some social skills - and whatever his personality is, he hit a homerun with Overwatch.
tldr; he got in the door early and grew into his position.
Unless you count running a guild in Everquest and then shitposting on their forums "hard work."
I unironically do. Running one of only three fucking guilds in Everquest that was up to date with current content took huge leadership skills and an unmitigated long term focus on achieving his goals.
Keep in mind that vanilla WoW was extremely casualized compared to Everquest. And that's despite South Park's stunningly accurate parody of the intense schedules WoW raiders were expected put themselves through if they didn't want to get fired from their guild. Meanwhile, raids were up to 72 fucking people in Everquest, nearly twice as much as the largest WoW raids. Just herding that many people to stay in the same spot for 5 minutes is difficult enough, imagine trying to get them to take down a boss by fighting it and not fucking up for hours.
Nevermind the fact that all it did was land him a job designing quests and dungeons in WoW. It was only after the game's massive success thanks in part to his work that he became a game director, and not long after that he worked non stop on a new MMO project for over 5 years that never saw the light of day, an all too common story in the gaming industry which is already notorious for its borderline illegal hours and low pay compared to literally anywhere else you could work with those skills. The the scraps of that failed still became one of the most successful recent shooters.
There's no incentive to be a doctor, engineer, teacher etc. It has nothing to do with vidya. My dad is a doctor and he fucking hates his job. The stress they put you through to obtain any of these titles is monumental. But for what? Some money? I don't need to bring home $100,000 a year to be happy. It's not called the rat race for nothing
Men were originally incentivized to pursue careers because of families. With the average female being closer to a sperm bank than a life partner, you're seeing men regress to the level of life which they find least stressful and most rewarding
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Hard work? I don't know.
The idea behind overwatch is cool and all but not mindblowing, it's a mix of two popular genres. What is indeed mindblowing is how they fleshed it out. The gameplay is alright, but what truly shines is the character design. I can imagine 80% of the roster as protagonists in their own games, and the games that I imagine them starring in are nothing alike.
soul-searching cyborg ninja and his overly proud bushido archer brother
death-defying german gentle giant in a huge-ass suit with an equally huge hammer and a futuristic shield
time-skipping british girl and her pet dr. planet of the apes
robot gandhi
brazilian dj on rollerblades
it's literally insane how unique and well executed they are. inspiration alone does not do this, it's a matter of brainstorming a couple of concepts and then working on one of them for days on end
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Eastern European studios are a beacon of light
Eastern European studios get away with paying shit salaries when their releases do well
Lemme guess, you loved Witcher 3 so CD Projekt is a great place to work
Holy shit, games are designed to be fun and replayable? They can't keep getting away with this!
Ironically the real problem is that there's too fucking many games recently that are designed to "tell stories" and "pass messages" because all the writers who aren't skilled enough to make it as novelists or screenwriters realized they can survive in the low standard dregs of the gaming industry. If more modern games were actually as you describe I wouldn't be playing decade old shit on emulators most of the time.
The idea behind overwatch is cool
The idea being "what if TF2, but with money?"
trash game that everybody forgot about in half a year
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100 truth sadly. RIP real gaming, I miss you.
from now on every hire has to go through HR and have degrees in game design
Maybe in a select few companies, but the vast majority of the gaming industry hires based on your portfolio and will completely ignore your education. Video game companies are one of the few left in the modern world that are easier to get into by showing you're actuslly good at it rather than showing a degree saying you're good at it. Seriously, if you want to get a job at Bethesda, for example, you would be wise to start by making some successful Skyrim and Fallout 4 mods (and I mean actual mods with quests and/or dungeons, not model swaps or putting your waifu in the game) because that will place you much higher on the list than some idiot with a game design degree.
The nose knows.
Truth here. The psychology behind that type of game is very similar to the techniques casinos use to draw you in, and keep you at the table. Free drinks, they suspend the passage of time with no windows or clocks, hide the entrance, distract you and keep you disoriented with flashing lights and noise, and gear the games to pay out just enough to make you sit there all night feeding the games your cash.
I'd bet you cannot get a Blizzard employee who works at a high level to admit they're very aware of the triggers they employ to keep people playing, and what techniques they use to keep people playing. They stopped trying to hide it with the garrisons and command tables in the last couple of expansions, they're slot machines. They lure you in to pull that handle every day, to get a reward, and it's not cooincidence that most rewards take more than a month to complete, because that guarantees more than one month of game time fees. I would bet big money they have calculations and equations to determine the perfect amount of time to lead players around by the nose for every reward in the game. And, if they don't, they're working towards it. Listening to Ion Hazzawhatever speak, he's so enmeshed in the absolute control of every interaction in the game the player has, there's no way they're not controlling players like rats in a lab.
there are almost no video games designed to tell you a real story or pass a message
what the fuck are you smoking.
Someday, we'll get the full story on Titan, and the shitshow around it. Considering it's failure drove Metzen to a nervous breakdown, it's gotta be a good story.
he sucked dick good i can attest to this fact
Oh, look, a neckbeard is putting words into my mouth, and inventing things about me, to win an argument only he thinks is worth having.
Fuck off, neckbeard.
Other folks described it pretty well in this thread. Kaplan was a pretty vocal and hardcore EQ player and he connected with members of Blizzard through playing EQ and they brought him on board. If you raid with someone in an MMORPG over the course of a few years (I'm guessing) you get to know them pretty well. You get to see how people are on a team, how they deal with stressful task/problem solving, and even outside of raids, you can see how they play and interact with others in the guild. It was in part his skill set, but he was also able to connect well with the right players (people that worked on Blizz) that were working on WoW.
tl;dr Gotta know the right people and not be a complete moron when presenting yourself to them
Portfolio? Oh, you're talking about game artists.
No, stupid. You don't get hired to be a game director with a fan art portfolio. You need industry experience and a degree. Just shut the fuck up, you don't know what the fuck you're talking about. You're probably one of those "muh conceptual art" faggots who thinks putting poorly drawn boobs on mythical creatures means you're talented.
Probably spent a lot of his free NEET time developing a skill (writing) and marketing his skills. Something that most people on this board will never have the willpower to do.
Wow, this is a pretty good way to describe it. Its a perfected virtual skinner box. I even myself am guilty of farming waaaay to much for rare mount drops
Yep. This is the ultimate videogame redpillme yet so many people ignore it.
isn't it what videogames are meant to do? I don't really see the issue.
He looks a lucky smug son of a bitch for sure. Suck the chrome of a harley tailpipe i bet
the fact that nobody replied to this means nobody knows jack shit about Jeff in here
control + f "whoever came up"
"Whoever came up with this sheer fisting of an encounter can go fuck themselves. Do me a favor so I don't waste my guild's time on this kind of jackass shit-fest again, send me an email at [email protected] when you decide to A) Implement an encounter that wasn't designed by a retarded chimp chained to a cubicle A.)Get a Quality Assuarance Department C) Actually beta test the fucking thing and D) Patch it live. And please for god's sake -- do it in the order I laid out for you. Don't worry, I won't charge you a consulting fee on that one. And for good luck you might as well E) Pull your heads out of your asses. While you're at it rename the game to BetaQuest since you've used up you're alotted false advertising karma on the Bazaar and user interface scam of '01.Fix the Emperor encounter. Fix Seru. Rethink your time-sink bullshit. Fix all the buggy motherfucking ring encounters (I suggest you let whoever made the Burrower one do this since that dude apparently laid off the crack the rest of you were smoking). Fix the VT key quest. Fix VT (just guessing it's fucked up considering your track record). Don't have the resources to fix this stuff? Move the ENTIRE Planes of Power team over to fixing Shadows of Luclin AND DO IT NOW. If you don't fix Luclin, you jackassess will be the only ones playing the Planes of Power."
why would anyone care he made a shitty quest
also chcecked
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it's mostly a meme. I like Jeff, especially this everquest forum post he made.
shitposter from the deadest general
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Some of what you said is actually very true user, however it sounds to me like you should lay off the Alex Jones podcasts a little bit too.
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how do you enjoy it knowing that these gaming companies employ a full line of board certified psychologists and neuroscientists whose sole purpose is to steal as much time from you as possible in this attention economy? Bury your head in the sand? Every "hidden gem" in your favorite game was designed to push a button in your head.
Knowing valve brought in a big name economist for their TF2 hat economy, I wouldn't expect anything less.
hello my fellow faggot, havent visited it in over a year 2bh
banning gambling actually killed it
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I have worked on a few games where the devs didnt want to admit that it was a skinner box. I personally see no issue with it at all and I am working on a game now where I openly talk about the techniques I am employing. Although instead of "skinner box" I refer to it as strengthening the compulsion loop.
I just recently decided to strengthen the compulsion loop on an indie game I am working on now. And I have dev blogs where I actually talk about what techniques I am employing. I personally think that the reason most devs wont admit that they are making skinner boxes is that they simply don't realize it yet. Skinner box design is a natural result of building games in a competitive market. I don't personally see it as a bad thing as its kind of what people are paying for, they want that high so I will work hard to provide it.
This guy is a massive SJW. He now has his employees banning people before they're reported in-game based on youtube comments they don't like. They have a team of people trying to investigate links between what they deem as "toxic" comments on social media to Overwatch usernames so they can preemptively "take action".
So to answer your question OP; seeing how XLM, Cardano, Google, YouTube, etc. have all made it this far while being completely overrun by authoritarian ideologies, the only logical explanation is that you must adopt SJW ideals to be successful.
he was in a top hardcore raiding guild in everquest for many years before joining the dev team in WoW to help develops and balance bossfight mechanics.
Diablo 2 when
sucking dicks
Videogames are for manchildren
all of the games developed today are designed for the exact same goal, there are almost no video games designed to tell you a real story or pass a message
I take it you probably havent played a lot of games. Storytelling IS possible in games. The Witcher series has a solid story behind it. Horizon Lost Dawn has an excellent story, because the guy who wrote most of Fallout New Vegas writes for it. Wolfenstein II has a great story. Bioshock Infinite has a fucking awesome story.
I don't doubt at all that the big studios are doing what you claim, but there is storytelling happening. The games we're talking about are MMOs, shooter, and MOBAs, where story is secondary or tertiary to gameplay. There's more than those genres in the gaming market, and in some of them, storytelling is doing just fine. WoW used to have semi-decent writing, now, not so much. Lore was a big part of the game in the early expansions, now it just exists as set decoration, it's one of my biggest complaints about the game, after the hamster wheel.
He made friends with a guy who ran a huge guild in EverQuest who got him a foot in the door job at Blizzard.
Thanks, we already established that. But hey, you tried.
Is this the jackdurden.com guy?
He was a real faggot in Everquest. Funny to hear him talk about TOKTHICK players when he was TOKTHICK as fuck as a player. He "won't tolerate" people talking bad about the devs but that was all he did in EQ. Predictably, he's found religion now that he's in the hot seat.
He has no clue how to balance an FPS, his "skill" is in tab-target MMO's. "We reduced the damage but increased the speed, so the overall DPS is the same, not sure why the hero's winrate dropped 20%" betraying a complete lack of understanding of how an FPS is played.
He likes "feels": this FEELS bad, this FEELS unfair, hey we made some changes guys they'll FEEL really good. Basically Overwatch an FPS made of pure soy.
you know the soy meme is dying because the people who use it are progressively more out of touch and unfunny
unfunny
I wasn't joking, Overwatch is overly influenced by SJW's and identity politics
out of touch
I'm out of touch with what, exactly?
OW is nothing special.
The loot boxes are what makes it successful. Putting literal gambling into games and expecting them not to be successful monetarily is stupid.
These fuckers need to be put behind bars.
I'll just leave this pose here
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Do more people play fortnite or OW? I'd assume fortnite rn. How long until blizzard makes a Battle Royale? What was titan
why assume something easily looked up i hate biztards man
it's ok OP. I'm banned from /v/ anyway so we can discuss this here.
A lot of people get very lucky and choose successful companies to work for. If your vision for the company matches theirs and you can perform properly (I.E. make THEM money) then you can move up the ranks quite well like Kaplan.
Somebody gave him drugs
Can you hook me up with some skinner box design guidelines?
production values is one thing, but overwatch designs are meta-generic
take a slot machine
put it in a video game
be good at things
you're a brain dead fucking neck beard if you unironically think stories in games aren't dogshit awful. Read a fucking book
Feels pretty good, I guess? The button they're pushing in my head is the dopamine release I get when I feel accomplished, and the games are designed to challenge me and reward me in just the right amounts at just the right pacing to generate that feeling. This loop is commonly known as "having fun" or and a game that fails to push this button is also known as a "bad game."
I don't know why you're talking about simple game design concepts as if it's a conspiracy that only you've figured out. This is literally the service that I'm paying for in the first place when i buy a game.
Nobody's talking about artists, retard. The topic here is game designers, and portfolio refers to the projects they've worked on. It's as easy as it's ever been to start modding levels into existing games or even building your own games from scratch with cheaply licensed or even free modern engines.
You need industry experience and a degree.
No, not really. Go look up the game directors of your favorite video games and count how many of them have a "degree" in any way related to game design. It's a sham and the whole fucking industry knows it's a sham. They get there by designing games and being good at it. That's really it. The gaming industry really doesn't give much weight to your education unless you're doing something highly technical like building the engine and development tools or something totally unrelated to design and development, such as marketing or business.
now I see why overwatch is on its downfall
i wish this was true for overwatch
that shit is mega frustrating
the matchmaking system is completely broken
Look at Warframe. Also play an MMORPG for a couple years.
No, stupid. You don't get hired to be a game director with a fan art portfolio. You need industry experience and a degree.
A degree? I have worked on games for more than 20 years. Nobody worth a shit bothered to get a game design degree. In fact, most devs will look down on people who go to school for game dev because its a pretty good indication of how stupid you are for thinking it would matter.
The gaming industry really doesn't give much weight to your education unless you're doing something highly technical like building the engine and development tools or something totally unrelated to design and development, such as marketing or business.
This is an understatement. Playing an MMO hardcore for a few years while building levels for CS:GO and posting pictures on Mapcore is far more productive than going into debt to learn how to be a brush monkey. In fact its fucking hilarious!
requires no formal education
Ok buddy
How are the tendies today?
google "saturn return"
going through it myself right now... awesome stuff, if you lean into it
t./x/phile
Maybe that explains why overwatch is such a terrible fucking game
I ate ten tendies today because 6 seems like too little, 7 would be perfect.
fuck you mcdonalds
The Witcher series has a solid story behind it. Horizon Lost Dawn has an excellent story, because the guy who wrote most of Fallout New Vegas writes for it. Wolfenstein II has a great story. Bioshock Infinite has a fucking awesome story.
Read a fucking book then because your standards are so low that it would need an entire book itself to demonstrate it.
The witcher sucked ass. You couldnt create your own character. Instead you had to play with that faggot. It just gets lame eventually when you realise that even if you slay monsters and gain good stats you will always remain a faggot
Literally everything in life that causes pleasure has some downside to it. Video games are fun, relaxing, exciting, challenging, engaging, intense, etc. It is solely up to the person playing to limit the amount of time playing them, just as someone should limit the amount of cigarettes, porn, fast food, alcohol and other drugs, TV, gambling, reading and other sources of entertainment and pleasure. It's self control. Some people simply are better at it than others.
The issue is that many of these games are engineered toward building addiction, if you don't see the ethical issue in that then I guess you just don't have the mental capacities to understand the discussion.
I don't know why you're talking about simple game design concepts as if it's a conspiracy that only you've figured out.
Maybe because millenials see video games as a completely harmless hobby (probably a knee jerk reaction to their boomer parents criticizing it while being clueless about it) while it's less and less the case and there are very real bad social consequences for lots people.
This is literally the service that I'm paying for in the first place when i buy a game.
Good for you if you are conscious about it then but pretty sure most gamers have close to no awareness about how it works.
I alway get a laugh when I read under 25's on Veeky Forums thinking their life is over because they didnt graduate college at 21. Funfact for all my friends on Veeky Forums, you can turn your life around at any age if you put your effort into it.
And for all you hyper-neets look up learned helplessness.
if you don't see the ethical issue in that then I guess you just don't have the mental capacities to understand the discussion.
Its not an ethical debate at all. The games are engineered this way but its on the individuals to make proper life choices. You cant blame the devs for the existence of people who become addicted to their games anymore than you can blame alcohol vendors for alcoholism.
Normally I'd agree about RPGs where you can't customize yourself, but the Witcher series are fucking great. Read the books.


"When we allow ourselves to experience pain, hope begins to enter. It reminds us of the loss, which always hurts. But the reminder of loss helps us clear a path through the pain to a new shore. When we get there, we will be different - so will our world. Hope helps brings us to acceptance. Never ignoring or erasing loss or pain, hope teaches us to respect and honor loss. It brings dignity to pain. It makes us strong, more authentic and more understanding of others whose losses mirror our own."


Kidney disease is a silent killer. There is no cure. There are three million people in the UK with it right now and the number of people with kidney failure continues to rise.
We are the UK's leading kidney research charity and we believe that everybody has a right to a life free of kidney disease. We are pioneers in our field. For decades our developments in treatments, better information for our patients and raising vital public awareness have been saving lives. Today, our work is more essential than ever. And that's why we need you.
A post-event party minutes away from the finish line with hot food and a free massage.
If you run one marathon in your lifetime, make it London. And do it for Kidney Research UK.


text:
Q: Is there a good solution for using AWS ALB to connect a k8s cluster which installed by kops? For special reazon, our project should use AWS ALB(not ELB) or NLB to catch an application in k8s cluster.
We are using kops to manage the k8s cluster. It seems its load balancer stategy is using ELB for AWS cloud.
I have researched some approach to realize it:

*

*ELB
https://github.com/kubernetes/kops/tree/master/addons/ingress-nginx

*ALB
https://github.com/coreos/alb-ingress-controller

*External-DNS
https://github.com/kubernetes-incubator/external-dns
About the second ALB, it shows:

NOTE: This controller is in alpha state as we attempt to move to our first 1.0 release. The current image version is 1.0-alpha.3. Please file any issues you find and note the version used.

So it seems that it isn't a good choice for production environment.
Then, what's the good way?


The total number of units that can be transferred from the sending site is computed by applying the density allowed on the receiving site to the land area of the sending site. When the receiving land lies in more than one zoning district, the factor is determined by averaging the densities of the districts involved on the basis of their proportionate ratio to the total area of the receiving site, subject to the 20-percent limit on land zoned Wetland-Floodplain.
In 2005, Town Planner Henry Elling reported that the ordinance had not changed and that no applicants had used the TDR provisions as of that date.


Many have observed that we live our lives in stories or narratives, scripts that persist over time. Often we can't see the story we're in until we step back and take a look at it from the outside. The more different sides we look at it from, the more value we can get. All stories are rich and textured; they are more than facts out there. They involve the very stuff that makes us human.
My submission looks at the nuclear future as a story. We'll step back and look at it from the outside. I'd also take a look at "resistance to the nuclear option" as a story and see what that looks like from the outside.
So how does the nuclear future read as a story?
I'll be relentlessly personal here. I find it bleak and depressing, a technological nightmare with people in space suits, arcane machinery amid incredible heats, flashing danger signs and mounds of toxic waste.
Nuclear future is not for me, a beautiful story. I don't want to read or watch, and I'm not inspired to live it.
I don't know if any of you have seen the movie that won the Oscar for best foreign film in 2006, The Lives of Others. In it an East German secret police agent has the job of listening in on the bugged apartment of a playwright and his wife. His job is to get something on them. Ever so slowly this rigid and righteous man comes to feel for the couple he is spying on and comes to cover for and protect them. He is opened up to a richer humanity and this leads him to do something for them they don't know about but that ends effectively ends his career. But later on, after much suffering, the playwright discovers the sacrifice and finds a unique and unexpected way to pay him back. There is a multi-leveled satisfaction here as the pieces fall into place, a sense of rightness as a greater whole is seen. At the end he man who's sacrifice has been recognized allows himself one brief but very real smile. Someone has seen him.
The Lives of Others is hardly a happy story. Only one small smile escapes the lips of the main character. Yet one leaves the theatre with the sense of having been touched by something human and true, reaffirmed in the things that we love. There's beauty in it.
A good story has a beautiful solution to a problem, one that is satisfying to all concerned. It isn't that some win at the expense of others; everybody wins. Or at least the more stakeholders that are satisfied, the more beautiful it is. A beautiful solution really does resolve the conflict that the story presents. There's a sense that you got to the bottom of it, that the problem is not just covered over. A beautiful solution has a fresh unexpected quality that seems to come out of nowhere; you don't know where it's going before it gets there. It tends to come all at once; the whole of it is greater than the sum of its parts. The beautiful solution to a story never fails to inspire us; we remember it, maybe long enough to tell our grandchildren. All who witness the beautiful story recognize its human power and are moved by it.
A chief characteristic of a beautiful solution to a human technical problem is that it creates win / wins on many levels. In the objective measurable world it really works. But also in the individual world of value and motivation (I can buy into that) and in the cultural realm where "we the people" are motivated as a group, it works. We can buy into that. Wherever it doesn't work in one of these realms, and to the extent it doesn't, then by definition it starts to fail. This inquiry is an expression of the fact that uranium and nuclear energy have failed to satisfy on the individual and social levels as large numbers of people step outside the established mechanisms for expression to make new points.
My reading is that the nuclear power option, and the uranium mining that supports it, fails to inspire, satisfy and deliver as a human story. It primarily seems to create a win for those with direct financial interests in it and those who curry favor with those people. I also think it fails as a technical solution too, but others have addressed this inquiry and looked deeply into that. In short I see nuclear as too expensive, difficult to disengage from the nuclear war machine, prone to sabotage. It also leaves short and long-lasting toxicity problems. For these reasons and others it fails to create a solution in the objective world out there.
Being invested in the nuclear story leaves us blind to a better solution that may be waiting in the wings, that may require our "not knowing" and openness to the new to come into being. This is why stepping out of the story can be useful.
There is also a danger in being emotionally invested in resisting the nuclear story. In being emotionally caught in resisting anything, we tend to perpetuate it. When we're busy hating the old and being wrapped up in it we may miss the new knocking at our door.
What we resist, persists, the saying goes. I'm using resistance here in the sense of "demonize," put into shadow. "You're bad and I'm good." I'm not speaking about standing up and saying no, which is a good thing; I'm talking about the emotional investment in no stops everything I'm speaking of the emotional repulsion, the sense of superiority that puts us above another. "I'm not like that, but you are." Preachers who resist evil and are secretly drawn to indulge it are practicing this kind of resistance. The Bush administration's demonizing of Iraq and now Iran has elements of it, and are good examples of the slippery slope that can result from stories of that kind.
Emotional investment in resistance in its pure and simple form is not creative. It says "I'm right and you're wrong. Don't you understand." It can't see what value there may be in the others position, though it suspects that none is there. It leads to a rigidification of views on both sides. When we hold to this position we make the other less human than ourselves and so unworthy of respect. We create the conditions out of which no real solution can come.
I do think there are better and more beautiful stories, perspectives that are more comprehensive than others. My point is that we can look at what is much more clearly, communicate more effectively if we aren't frightened of, and reacting to those who hold the other view. Those who we want to influence won't change by being hated and denounced.
The trick is to create the new without being driven by the past. One future story I like a lot, one that doesn't seem driven by a blame mentality is that of George Monbiot in "Heat: How to Stop the Planet from Burning." Monbiot shows in technical detail how a society like our own could live sustainably on the earth, and create value for everyone. Each of us here is dreaming up a future story our own way. So this is the challenge before us, to create a big tent story about energy that creates a win / win at the level of the "I" (I can invest in this), the culture (we can invest in this together), and it has to meet the objective world's criteria too – it does the job.
It's a story that we're a part of writing today.


text:
Ана́ньївська Дру́га сільська́ ра́да — колишня адміністративно-територіальна одиниця та орган місцевого самоврядування в Ананьївському районі Одеської області. Адміністративний центр — село Ананьїв.

Загальні відомості
 Територія ради: 65,47 км²
 Населення ради: 2 344 особи (станом на 2001 рік)
 Територією ради протікає річка Тилігул

Населені пункти
Сільській раді були підпорядковані населені пункти:
 с. Ананьїв

Населення
Згідно з переписом 1989 року населення сільської ради становило  , з яких   та  .

За переписом населення 2001 року в сільській раді   .

Мова
Розподіл населення за рідною мовою за даними перепису 2001 року:

Склад ради
Рада складалася з 16 депутатів та голови.
 Голова ради: Переман Андрій Григорович
 Секретар ради: Лашкова Тетяна Андріївна

Керівний склад попередніх скликань

Примітка: таблиця складена за даними сайту Верховної Ради України

Депутати
За результатами місцевих виборів 2010 року депутатами ради стали:

За суб'єктами висування

За округами

Примітки та джерела

 геопортал «Адміністративно-територіальний устрій України»  — Ананьївська Друга сільська рада

Сільські ради Ананьївського району


UGM | Maribor Art Gallery is one of ten project partners of Wom@rts: Women's Equal Share of Presence in the Arts and Creative Industries, co-funded by the EU Creative Europe Programme. The project will be active between 2017 and 2021 with the objective of establishing equal share presence of women in the arts, in terms of recognition, promotion and access to the market.
Artistic residencies took place in September and October as part of the Wom@rts project, in the fields of printmaking, comics & illustrations and lens-based media. Collectively, the partners have selected more than 30 women artists whose works, created in the residencies, will be shown in a roaming exhibition this year, curated by Breda Kolar Sluga, UGM Director. During the next two years, the exhibition will roam the partner cities: Limerick, Ireland; Vilnius, Lithuania; Avilés and Santiago de Compostela, Spain; Angoulême, France; Rijeka, Croatia, with premiere opening in Maribor in the springtime.
In the spirit of celebrating the International Women's Day, the accompanying programme of the first exhibition will include talks with the artists and a presentation of the residencies.
Raquel Lagartos (Spain), Xulia Vicente (Spain), Maura McHugh (Ireland), Akvilė Magicdust (Lithuania), Scotty Hervouet (France).
The accompanying programme of the second exhibition will also feature the artists, while a symposium with the philosopher and Wom@rts project Ambassador Eva D. Bahovec is also being planed.


text:
Rem Zamora
Look who've banded together to form a new theater company
Defiance is at the core of the birth of new theater group Red Turnip. Theater artists (in alphabetical order) Ana Abad Santos, Topper Fabregas, Jenny Jamora, Cris Villonco and Rem Zamora had been meaning to set up the group for a few years now, partly to break away from the current popular choices of the Manila theater industry.
Featured GalleryHeadlinesPhotos & Videos
Heartbreak is the theme of the stage play "Closer," written by English playwright Patrick Marber. Some aspects of it seem close to home to actor-director Ana Abad Santos.
Featured GalleryHeadlinesPhotos & VideosSunday Lifestyle
Baby Barredo on Bibot Amador: 'It was a platonic relationship'
The raves are still pouring in, even as Repertory Philippines' "August: Osage County" is on its last weekend. The lion's share of the praise goes to Baby Barredo, the company's cofounder, artistic director and now the play's main performer after an absence of more than a decade. Barredo remains at the top of her game at 72—an age she is not ashamed to admit.
After his 'Cock' comeback, Niccolo Manahan is revved up for more
Niccolo Manahan can be self-deprecating to a fault. "I hate the sound of my voice, and I hate looking at myself," says the 35-year-old actor who recently played M in Red Turnip Theater's "Cock."
Featured GalleryHeadlinesPhotos & VideosTheater
Initial preparations for Red Cross Gala eased by generous sponsors
After almost a month of family bonding in Europe, it's great to be back home and sleeping in the same bed for a change. Worrying about catching flights or overweight charges could be taxing on any vacation.
ColumnsFeatured ColumnsFeatured GalleryHeadlinesPhotos & Videos
Theater group marks first anniversary with prize-winning play
The Philippine theater scene has been refreshed with the Red Turnip Theater company that is celebrating its first anniversary.
ColumnsEditors' PicksFeatured ColumnsFeatured GalleryHeadlinesPhotos & VideosSunday Lifestyle
Red Turnip Theater brings back its fantastic 'Cock' from Oct. 3 to 5
After making a splash during its Manila premiere last February, Red Turnip Theater is bringing back the Olivier Award-winning play "Cock" for a limited one weekend re-run this October.
'Cock' is back–for one weekend only
"Cock," Red Turnip Theater's production of the Olivier Award-winning play by Mike Bartlett, is back on stage on Oct. 3-5, six months after its successful first run. And director Rem Zamora couldn't be happier that his first "baby" is making a reappearance.
The year of the youngbloods
Something is happening in local theater. No, we don't mean that all the previous years had been a long period of ennui and inactivity. Far from it.
HeadlinesPhotos & VideosTheater
Powerhouse actors Nonie Buencamino and Ana Abad Santos find time for 'Time Stands Still'
"We're the ultimate leading man and woman for this play—we have steamy scenes and you'll sweat when you see them," declared Nonie Buencamino, referring to his partnership with fellow multiplatform actor Ana Abad Santos in Red Turnip Theater's season-opener, "Time Stands Still."


text:
La batalla de Uadi Haramia fue la primera batalla librada entre los Macabeos y el imperio seléucida en 167 a. C.. Las fuerzas judías fueron liderados por Judas Macabeo y la fuerza del ejército seléucida estaba bajo el mando de Apolonio.

Después de que la revuelta de los Macabeos comenzó, Judas macabeo traslado a sus fuerzas a la parte norte de Shomron. Apolonio, gobernador de Samaria, fue enviado con los ejércitos locales de Samaria junto con las fuerzas seléucidas de Jerusalén. Macabeo ganó el elemento de sorpresa por una emboscada del ejército enemigo en Uadi Haram y destruidos con éxito mucho mayor del ejército griego de Siria y el asesinato de su comandante
. Otra fuerza fue enviado contra el Macabeo, que condujo a la Batalla de Bet Horon.

Referencias

Uadi Haramia


Keep soaking. Your writing is fantastic and so much appreciated, but it can wait. Keep soaking and healing. Much love to you and your family. Have Merry Christmas and a New Year filled with love and peace.
Happy first Christmas Baby Sister!


New music on last week's SNSS episode from artists like The Game, Charles Hamilton, Meek Mill, Tink, Raz Simone, George Maple, Grande Marshall, Laura Welsh, Kelela, SPZRKT, Sango, Slum Village, Brent Faiyaz, eMC, and the man of the moment, Kendrick Lamar. Great stuff, enjoy!
If you think Ghost is hilarious in his songs and on TV, just multiply that by about 25x for the "in person" effect. Definition of a legend.
Just like C-Sick last year, the winner of the last Red Bull Big Tune beat battle got to choose a legendary MC to get in the studio with and Frank Dukes chose Ghostface. I heard some hilarious stories about this trip to L.A. from behind the scenes, but peep the beginning of part 2 for a brief example. Ghost is crazy.
If you listen to Sound Session at all, you know that we give out tickets all the time on the air. Well today we've got a little present for our loyal TAOD readers as well, courtesy of the homies at Obese Productions.
If you want to go check out the Ghostface Killah show this Saturday night at the Showbox Market, I've got one pair for the reader that can email me at DJHyphen@gmail.com with the best reason why you should get to go see Ghost.
Contest ends at 5pm (PST) Friday the 23rd. Let's go!
Back again with another edition of SNSS, highlighting the latest and greatest music out there each week. This time around, we ran new cuts from folks like J. Cole, Lupe Fiasco, Keelay & Zaire, BK-One, Shad, Janelle Monae, J*Davey, Yoshi, and many more. We also gave out some tickets for an upcoming Ghostface Killah show here in Seattle, but if you missed it, don't fret: we'll have more tix in the coming weeks.
Yep. Pretty much what we do.
Hmm…I was hoping for a live action clip more reminiscent of the Ghost/Rae ending scenes in the "Triumph" video, but since the track is so hard, this will still do. There's just so many ill possibilities for the visuals with a title like "House of Flying Daggers" that I can't help but be a little disappointed. Dilla on production in case you're sleeping too.
As I alluded to here, The Kid Daytona is one of the nicest MC's doing it right now and I'm anxiously awaiting his debut album, Come Fly With Me. To help set up the project and make sure that people are aware of the talent, he's teamed up with Mick Boogie to drop The Daytona 500. Each track flips the same legendary sample that Ghostface used (Bob James' "Nautilus"), but Daytona and his stable of producers make each joint different and their own. You need to download this immediately.
Also, be on the lookout for another Daytona/Jet Audio collaboration on our upcoming Cornerstone Mixtape. #115 drops any day now…peep the tracklisting here.
By the way, Cornerstone Mixtape #115 drops any day now! You ready?


text:
<?php declare(strict_types = 1);
namespace Templado\Engine;

use PHPUnit\Framework\TestCase;

require __DIR__ . '/viewmodel.php';

/**
 * @coversNothing
 */
class NegativeIndexTest extends TestCase {
    public function testIssueIsNoLongerReproduceable(): void {
        $templadoFile = new FileName(__DIR__ . '/input.xhtml');
        $html         = Templado::loadHtmlFile($templadoFile);
        $html->applyViewModel(new NegativeIndexVM());

        $this->assertXmlStringEqualsXmlString(
            \file_get_contents(__DIR__ . '/expected.html'),
            $html->asString()
        );
    }
}

redpajama_set_name: RedPajamaGithub


"We are very lucky that no injuries have occurred but that can all change in a split second."
This is what's at stake when a serial arsonist is on the loose. Starting intentional brush fires is a serious crime and can affect the lives and safety of many individuals, let alone impact our precious resources.
"When calling CrimeStoppers, tipsters are required to remain anonymous and phone numbers are untraceable. Callers are given a tracking tip number, to help identify them and the related incident. They are then advised to call back to check the status of the tip that was given. If the information received from the caller was valid and an arrest was made, the caller may then be eligible to receive a reward."


text:
Global Overview for this book
What I Loved: A Novel
by Siri Hustvedt | category Literature & Fiction | This book has not been rated.
Books Registered: 20 | Books in the Wild: 7
Wishes for this book: click here
Google Overview
FictionHe buys the work; tracks down the artist, Bill Wechsler; and the two men embark on a lifelong friendship. Leo's story, which spans twenty-five years, follows the evolution of the growing involvement between his family and Bill's.more
20 Copies Registered
Registered by debnance of Alvin, Texas USA on 12/31/2007
Current status: to be read | 6 journalers for this copy...
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Current status: permanent collection | 2 journalers for this copy...
Registered by msjoanna of Columbia, Missouri USA on 10/27/2009
"I like a thin book because it will steady a table, a leather volume because it will strop a razor, and a heavy book because it can be thrown at a cat."


text:
Q: cor.test into data.frame in R consider the following example:
require(MuMIn)
data(Cement)
d <- data.frame(Cement)

idx <- seq(11,13)
cor1 <- list()
for (i in 1:length(idx)){
  d2 <- d[1:idx[i],]
  cor1[[i]] <- cor.test(d2$X1,d2$X2, method = "pearson")
}
out <- lapply(cor1, function(x) c(x$estimate, x$conf.int, x$p.value))

Here I calculate the correlation for a dataset within an iteration loop.
I know want to generate one data.frame made up of the values in the list 'out'. I try using
df <- do.call(rbind.data.frame, out)

but the result does not seem right:
> df
  c.0.129614123011664..0.195326511912326..0.228579470307565.
1                                                  0.1296141
2                                                  0.1953265
3                                                  0.2285795
  c..0.509907346173941...0.426370467476045...0.368861726657293.
1                                                    -0.5099073
2                                                    -0.4263705
3                                                    -0.3688617
  c.0.676861607564929..0.691690831088494..0.692365536706126.
1                                                  0.6768616
2                                                  0.6916908
3                                                  0.6923655
  c.0.704071702633775..0.542941653020805..0.452566184329491.
1                                                  0.7040717
2                                                  0.5429417
3                                                  0.4525662

This is not what I am after.
How can I generate a data.frame that has the first column expressing which list the cor.test was calcuated i.e. 1 to 3 in this case, the second column referring to the $estimate and then $conf.int and %p.value resulting in a five column data.frame.

A: Is this what you're trying to do?  Your question is a bit hard to understand.  Is a column of indices from the list really necessary?  The whole first column will be exactly the same as the row names (which appear on the left-hand side).
> D <- data.frame(cbind(index = seq(length(out)), do.call(rbind, out)))
> names(D)[2:ncol(D)] <- c('estimate', paste0('conf.int', 1:2), 'p.value')
> D
  index  estimate  conf.int1 conf.int2   p.value
1     1 0.1296141 -0.5099073 0.6768616 0.7040717
2     2 0.1953265 -0.4263705 0.6916908 0.5429417
3     3 0.2285795 -0.3688617 0.6923655 0.4525662

A: It's not entirely clear what you're asking ... you have there such a data frame, just without reasonable column names. You can simplify your code to ..
ctests <- lapply(idx, function(x) cor.test(d[1:x,"X1"], d[1:x, "X2"]))
ctests <- lapply(ctests, "[", c("estimate", "conf.int", "p.value"))
as.data.frame(do.call(rbind, lapply(ctests, unlist)))
#   estimate.cor  conf.int1 conf.int2   p.value
# 1    0.1296141 -0.5099073 0.6768616 0.7040717
# 2    0.1953265 -0.4263705 0.6916908 0.5429417
# 3    0.2285795 -0.3688617 0.6923655 0.4525662

Is this what  you need?


text:
Syncing the Body's Clock
Published4 Jun 2019
Author Charlie Wood
Source BrainFacts/SfN
Amanda Carr
Spend a month underground, and you'll still sleep and rise with the unseen sun, as researchers in Kentucky's Mammoth Cave found out in 1938. Just about every cell in your body marks the passage of time with its own clock, but with a ticking based on genes rather than cogs. The image above shows one such type of clock, Period1, switching on in a single zebrafish cell. Hot colors — red, yellow, and green patches — show higher Period1 expression in the cell at this moment.
The cave-dwelling researchers also found that our clocks tend to lag behind the solar day. To stay synced, we need sunlight. Zebrafish's transparent bodies give their cells easy access to the sun, but opaque humans rely on cells in our eye to send information about light and dark to a part of the brain called the suprachiasmatic nucleus (SCN). The SCN, sitting just above where the eye's nerves cross, serves as a sort of atomic clock, adjusting to the local light cycle and then synchronizing daily rhythms in the brain and body. These pacemaker neurons recognize when sunbeams have slipped between your bedroom's blinds, and they tell the clock genes, and you, that it's time to rise.
Charlie Wood
Charlie Wood is a science writer with a bachelor's degree in physics from Brown University and a master's degree is science journalism from New York University. In previous lives he taught physics in Mozambique and English in Japan, but these days he freelances from his home in New York.
Content Provided By
BrainFacts/SfN
Azvolinsky, A. (2016, March 1). Cave Dwellers, 1938. The Scientist. Retrieved from https://www.the-scientist.com/foundations/cave-dwellers-1938-33966
Colwell, C. S. (2011). Linking neural activity and molecular oscillations in the SCN. Nature Reviews. Neuroscience, 12(10), 553–569. doi: 10.1038/nrn3086
Walker, M. P. (2017). Why We Sleep: Unlocking the Power of Sleep and Dreams. New York: Scribner, an imprint of Simon & Schuster, Inc.
Related Topics Circadian Rhythms Sleep Genes & Molecules Body Systems Cells & Circuits Brain Anatomy & Function Thinking, Sensing & Behaving
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zoom The ports of Los Angeles and Long Beach have set out aggressive near-term and long-term strategies to cut harmful air pollution from all port-related sources to ultimately achieve zero emissions for trucks and terminal equipment.In a draft document titled 2017 Clean Air Action Plan (CAAP) Update the ports revealed detailed steps to be undertaken."These ports are going where no port has gone before," said Port of Los Angeles Executive Director Gene Seroka."Based on what we've already accomplished to promote healthy, robust trade through our gateway, we're ready to make history again, looking at a new array of technologies and strategies to further lower port-related emissions in the decades ahead."According to a preliminary analysis the cost of implementing the 2017 CAAP rages between USD 7 billion and USD 14 billion. Given the magnitude of the investment, the draft plan calls for the ports to intensify their funding advocacy and increase collaboration with their partners to finance the new strategies.The ports claim that the draft 2017 CAAP ushers in a new era of clean air strategies that seek to reduce harmful emissions from port-related sources: ships, trucks, cargo handling equipment, locomotives and harbor craft.Furthermore, the document is said to be in line with local, regional, state and federal standards and regulations, and anticipates clean air regulations under development by the California Air Resources Board.The 2017 CAAP sets new clean air goals focused on reducing greenhouse gas emissions 40 percent below 1990 levels by 2030 and 80 percent below 1990 levels by 2050. The plan carries over previous 2023 targets for cutting other primary pollutants aimed at reducing diesel particulate matter (DPM) 77 percent, sulfur oxides (SOx) 93 percent, and nitrogen oxides (NOx) 59 percent below 2005 levels.The most recent emissions inventories show the ports have surpassed the 2023 DPM and SOx reduction targets and are within striking range of the NOx target. The 2017 CAAP identifies the tougher measures needed to ratchet down harmful emissions to zero or near-zero levels, the statement further adds.The document's release kicks off a public review and comment period that extends through Sept. 18.The Port of Los Angeles and Port of Long Beach handle approximately 40 percent of the nation's total containerized import traffic and 25 percent of its total exports.
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