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The Croatian island of Pag lies in a protected bay and offers thus a stable surface that is ideal for all water sports. The island is 890 km from Prague and belongs to the group of Kvarner islands. It is located in the northern part of Croatian Dalmatia.
We have chosen this location also because of the large number of bars on the Zrce beach, where it lives all day until the early morning hours! Besides that, there is a beautiful harbor town of Novalja, where you will also find a lot of renowned restaurants, bars and nightclubs.
The island has an area of 285 km ². It is 60 km long, its width varies from 2-10 km. It is separated from the mainland by the Velebit Channel (Velebitski kanal), from the island of Rab in the north by the Pag Channel, and on the southeastern end, it is connected with the mainland by a 340-meter-long bridge Pag (free of charge). The island can be also reached by ferry on routes Prizna-Žigljen and Karlobag-Pag. The ferries run every hour.
The coast is divided by several deep bays and its total length reaches 269 km, there are 84 km of gravel and sandy beaches. There are karst lakes Velo Blato and Malo Blato in the southeast of the island. The highest point of the island is Sveti Vid (348 m). There are large salt pans (area of 3 km²) near the town of Pag. Those have been used for getting salt by evaporating sea water. 33,000 tons collected each year represent two thirds of total salt production in Croatia.


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Panasonic CT-27HL14J Operating Instruction, PDF file in English, Length: 80 pages, Size: 3.5Mb. Instant download by payment and review.
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Games, books and everything interesting under the sun
Quick Impressions: Arkwright, Isle of Trains and Viticulture
Top 10: Games that should really hit the table
My (gaming) year in Review
Quick Impressions: Post GenCon part 4
Quick Impressions: Post-GenCon
Year in Review 2013 – Part 3
The "Play 10 games 10 times in a single year" Challenge
Sessions Reports
Blood Bowl Team Manager
Trains and Love Letter
Keyflower and Puzzle Strike
A Game of Thrones the Board Game
Leader 1 and Skyline
Yomi, Parade, Race for the Galaxy and Black Spy
Puzzle Strike, Combat Commander, Suspense and Cosmic Encounter
The catch-up edition
Tomorrow, Navajo Wars and Hillfolk + Blood on the Snow
Tenka, Infection, Mr Jack Pocket and The Duke
A Distant Plain and Cuba Libre
Math Trade special
Keyflower + small expansions and Dungeon Roll
Trains, Mascarade, Warmachine: High Command, Railways Express and Storm the Castle
Ribbon Drive and The Quiet Year
Skulduggery and The Esoterrorists
Stuff I've backed on KS
Fantasy Frontier, Shadows over the Empire and Burning Suns
Captains of Industry/City Hall and Golem Arcana
Red Aegis and Belle of the Ball
Review: Tiny Epic Galaxies
Review: Eminent Domain: Microcosm
Review: Sail to India
Review: Thunder Alley
Trains & Stations
Infection, Humanity's Last Gasp
Council of Verona and the Poison Expansion
Elder Sign and Elder Sign Unseen Forces
Mr. Jack Pocket
Puzzle Strike
The Mechanics
The Mechanics: Worker Placement
I Split, You Choose
Design Diary
Genesis of an idea
Review: Steam
In the late 1990s, when I started getting back into boardgames, the first few that I discovered were pretty much the standards of the time: Settlers of Catan, El Grande, with some Magic, Illuminati and the like thrown in. When the 2000s started, meatier, and yet still simple, games started to emerge, like Princes of Florence, Puerto Rico, Stephenson's Rocket and Liberte by a certain Martin Wallace. This last title fascinated me simply because of the multiple path to not only victory, but also to ending the game. I remember many an evening playing this, walking the knife's edge in trying to put myself in a position to win without pushing the game too far lest one of my opponents push it over the edge to score a win.
Naturally, when Wallace's next title came out I was intrigued. I had hoped that it would be as unforgiving as his last title and as deep without being overly complex. Boy did he ever deliver! Age of Steam was everything I had hoped for and more. Not only was it cutthroat but it was also unforgiving, with one minor misstep causing you to go bankrupt and be out of the game. It also had something else that fascinated me: different maps. Simply using a different map and using maybe some rules modification, you got a whole new experience, forcing the players to change their strategy. I fell in love but with a harsh mistress. The game was perceived by many in my different gaming groups as too difficult and unforgiving. While I managed to play it, it still sat almost forgotten, that is until it came back as Steam, published this time by Mayfair Games. Was this a good thing? Well, let's find out.
In Steam (Mayfair Games) by Martin Wallace, the 2-6 players are rail barons who are building their rail empires throughout different parts of the world, attempting to deliver goods in order to gain income, pay off their debts and ultimately gain victory points. They will do that by taking loans to finance their operations, build various tracks and move colored cubes to matching colored towns.
The base game comes with a double-sided maps, but many, many other maps have been made by Bezier Games, AoS Team, Mayfair Games and Winsome Games. These maps cover most of the globe and even places in outer space or simply fanciful. Heck, there's even a Montreal Metro map.
The Components
The components for the game aren't bad, but they're not the greatest either. The game comes in a deep box (which you will need if you collect maps like I do), a double-sided map with one side being a northeastern Canada/US map, and the other side a European map; a set of tokens in 5 colors for the goods that will be delivered to the various cities on the map; 6 sets of player tokens to mark the routes that they will build; a big stack of rail tiles to create the rail networks with; 8 new cities tiles; city growth markers; 7 action tiles; money tokens; a goods bag and a first player token.
The maps are nice enough and are functional, even if sometimes it is hard to tell the exact terrain that the hex represents. The player tokens are simple wooden discs, not the best but not the worse. All the components give the game a pleasant heft.
The rulebook is adequate, but is divided in two confusing sections, the Base game and the Standard game. I'm not sure why they are not simply called Basic/Advanced, as the Base/Standard leads to confusion over which version of the game is the intended one (hint: it's the Standard. The Base game is too… forgiving). The rulebook does a decent job of explaining the rules but can make it hard sometimes to find an exact rule during play.
Note: I will not cover the Base game in this review as it is a version that I've only played once and decided against playing again. I feel that it simplifies the game too much and takes out any kind of challenge.
Setting up is fairly straightforward: all the goods cubes are placed in the bag and mixed. Cubes are then pulled out and placed on the cities on the map, with the number on the city dictating how many cubes they will get. Then, 3 cubes are pulled and placed on each Good Supply Space track of the map. Each player then takes a set of player tokens, placing one of them on the zero space of the VP track, one on the 1 Locomotive Level track and one more on the zero space of the Income track. Next step is establishing the turn order for the first Capitalization phase: take one token from each player and drawn them out one by one, placing them on the turn order track. Finally, place the turn token on the 1 space of the Game Turn track. You're ready to go!
Steam – Getting ready to play the Atlantis Map from Bezier Games
The game is structured in a number of phase, each of which is done in player order. Once all the phases are done, the turn is over and a new one begins.
The very first phase is the Buy Capital phase in which each player, in turn order, will decide by how much they will reduce their Income track to gain some money. For each point of Income they give up, they will receive $5. Note that this, and the Collect Income phase at the end of the turn, is the only time they will get money during the turn and since players start with no capital whatsoever, they will need to gain some right away.
Next come the Turn Order Auction. This is a classic "bid to stay in" auction, with each player in turn bidding to be first player. The only difference here is that the first player to pass, who thus will become the last player for the turn, pays nothing, the second player to pass pays half their bid and all other players, regardless of whether or not they successfully became the first player, pays the full amount of their current bid when they finally pass.
The next phase is the Select Action Tile phase, in which players will select a special action which will modify their turn a little bit. There are 7 such tiles and each one can only be selected by a single player. They are:
Turn Order: the player will be allowed to pass during the next Turn Order Auction without dropping out of the Auction.
First build: by selecting this tile, the player will go first during the Building Track phase, ahead of the first player. The regular turn order will resume once the player has done their building action.
Engineer: allows the player to build an additional track tile during their Building Track phase.
First move: allows the player to be the first to move goods cubes during the Move Goods phase, ahead of the first player. The regular turn order will resume once the player has done their building action.
Locomotive: allows the player to increase their Locomotive Level by 1.
City growth: allows the player add some goods cubes from the Goods Supply Track to a city that hasn't gotten restocked yet. Once the new goods cubes have been placed, a token is placed on the city to indicate that it cannot receive more goods for the rest of the game.
Urbanization: allows the player to upgrade a town (a hex space with a circle) into a city. Any town can be thus upgraded. Once placed on the board, the player then adds goods cubes from the Goods Supply track to this new city. Note that this city acts exactly like any of the pre-printed cities on the map.
The next phase, Building Tracks is straightforward: player will be placing up to 3 tracks (4 if they selected the Engineer Action tile) onto the map, paying for each track and for the terrain they are placing the track onto. All new tiles must extend the player's already placed network. If the placed tracks connect a city to another city or to a town, it is considered to be a completed link and the player can place one of their token on the tracks (only one token, no matter how long the track is). If they are not completed (ie, do not connect a town/city to another town/city), the track is considered uncompleted and must be completed or at least extended next round else the track could be taken over by anyone else. Tracks can also be upgraded (ie, more tracks added to a tile) or be re-oriented if their are not connected to a city/town. If the player cannot pay for the track lay, they cannot lay that track.
Steam – Shooting a time-lapse replay of the Underground Railroad map from Bezier Games
During the Move Goods phase, players take cubes from cities and bring them to a city of a matching color. Each player, in turn order, will be able to move one cube or gain one Locomotive Level on their turn and this twice (they can only gain one Locomotive Level however). There are a few rules to follow:
A goods cube must stop in the first city of the matching color. You cannot skip a city of the same color.
A goods cube must finish it's move in a city of the matching color. You cannot move the cube part-way.
The maximum amount of links (rail connection between city/town and other city/town) is equal to the player's Locomotive Level.
For each of their own link a goods cube traveled to its destination, the player will earn a Track point, They can also use other player's links, as long as the majority of links used are their own but they will be giving the Track point to the other player. These Track points can either be used as Victory points or as Income points, but not both. Using them as Income point simply raises the player's income by that many points.
The last phase of the turn is the Collect Income and Pay Expenses phase, or as I like to call it the Accounting phase. The players must pay $1 for each level of their Locomotive. To this is added the Income level of the player, with the player having to pay if their Income level is negative, and receiving money if their Income level is positive. Should the players be unable to pay their expenses, they will lose 1 Income level for each $2 they are short, until they hit -10 income. If this should happen, the player could still save themselves by reducing their VP level by 1 for each $2 they are short. If they are still short, they go bankrupt and they are out of the game.
Once the Collect Income/Pay Expense phase is over, the game starts again with the Capitalization phase unless the game is over. The game ends after 7, 8 or 10 turns, depending on the amount of players in the game or the map being played. Once the game is over, each player increases their VP for each 2 positive Income they have, or lose 2 VP per negative Income they have. To this total is added 1 VP per completed link (player tokens) that they have on the map. The player with the highest VP total is the winner.
Why do I love Steam/Age of Steam so much? Let me count the ways:
1) Simple system: really, although the rulebook is quite long, it is a fairly simple game. You get money at the start of the turn, you bid for turn order, you take a special action, you build then you deliver. You either get cash at the end of the turn or you have to pay back some. Do this 6 to 10 turns, depending on the amount of players. Pretty straightforward, really.
Steam – the Japan map from the Mayfair map pack 3
2) Difficult decisions and cutthroat aspect: Well, yes, it's a simple system, but there's a lot of difficult decisions in there. Just how much money do you get at the start of the turn? How much do you want to spend on the bidding for turn order? Which cube will you move first? Within this set of difficult decision, you also have to make the life of the other players as difficult as possible, blocking them from doing the perfect play. Yes, it's a game about trains, but it's really a game about business and while you may want to be nice, you really need to be mean.
Even the simple decisions can carry a long term effect and eventually means the difference between winning and losing. Take building tracks for example: should be a no-brainer, no? Well, not really. Choosing where to start depends on a lot of small factors, such as the original seeding of the map, who else has placed before you and where and how much money you are willing to spend. Keep in mind that to spend money you need some money and for the most part, this will come from dropping on the Income track. Drop too low and you'll need to spend a good amount of cash at the end of every turn. Not enough and you might just go bankrupt (remember: taking money at the start is a 1 Income for $5 exchange, while at the end of the turn, it's now 1 Income for $2) or at least you'll be in a position where you won't be able to bid or to build tracks in the first place. And don't forget that at the end of the game, Links are worth points as well, but not as much as Income if you're in the negative (-2 per Income) or more if you're in the positive (1vp per 2 Income). There's really a nice little knife's edge to that as well.
There's another interesting key decision to this game and that is when to switch from spending your Track points on Income to spending it on VP. Remember, there's only a set amount of turn. So, if you're playing a 4 player game, there's only 16 deliveries in total (8 turns, with two Move actions each). So that's only 16 times that you can gain VPs, which are the way you'll win the game. On the other hand, you need to bump up that Income, else you won't be able to get some Capital to continue. You have to figure out the ideal time to switch from one to the other, not only to gain some money at the end of the turn, but to not have -2 vps for each negative Income, because that can easily mean the difference between winning and losing.
3) Oh yeah, the system too is a real pain: It's not only the other players that you have to fight against, it's also the system. Just how much money do you need at the start of the turn is such an important decision because later on, it will mean how much money you may owe to the bank and if you owe too much, you'll need to sink further. And if you sink too far, you'll go bankrupt. Don't think it won't happen. While it is more difficult than in Age of Steam, I've seen veteran players go bankrupt in Steam as well.
Remember the part above where I talk about interesting decisions regarding something as simple as building tracks? Well, that feeds directly into going bankrupt, doesn't it? Take too many loans and suddenly you have to pay back $10 + Locomotive Level at the end of the turn. Chances are, you won't have that and you'll need to figure out a way or you'll be out of the game.
4) Low luck factor: Apart from pulling the goods cubes out of the bag at the start of the game, there is no luck in this game. Luck, no, but plenty of chaos as you'll try to figure out what's the best thing to do at this precise moment and how the other players will mess with your plan. Thought you'd grab that nice green cube for a 5 Track point delivery? Wait? What do you mean the other player grabbed it first for a measly 2 Track Points, giving 1 to someone else? Yup, be prepared for the chaos of others.
5) The maps: There are currently on the 'geek some 90-odd map packs for Steam/Age of Steam, with most pack containing at least 2 maps, if not more. That means there's probably something more along the lines of over 150 maps for this game, coming from companies such as Mayfair Games, Bezier Games, AoS Team, and others. 150! Sure, not all map packs are great, but there's some really, really good maps in there that change the rules just a bit and make the experience almost a brand new game. I highly recommend checking out the map packs from Bezier Games and Mayfair Games, as they both have a habit of bringing some amazing maps to the table. The wide selection of maps also means that you can play Steam with anywhere from 2 to 6 players, depending on the map.
There is a little bit of a black sheep in the wonderful Steam family however, and that is Steam Baron. This was Wallace's attempt to bring a stock market into Steam, in a similar way as the 18XX family and, at least according to most Steam fans, was a giant failure. The two ideas didn't fully gel and the idea failed to grab peoples attention. I've only had the chance to play with the expansion once and, while I didn't want to flip the table or burn it, it didn't really catch my fancy. I'll have to try it again someday to see if it was just a case of bad first impression, but the odds of this happening are fairly low.
In my opinion, Steam (and Age of Steam, of course) belong in any gamer's top 10 list and it is perhaps one of the most important game of the last 15 years. Sure, it can be a beast to master and it can hurt your brain when you play, but there's nothing quite as satisfying as winning a game or at least coming close. You know you worked for it and didn't simply lucked into it. What are you waiting for? Get yourself a copy and let's play!
Happy gaming!
This entry was posted in Review and tagged steam on June 24, 2014 by TopDog.
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This week, the two of us riff on cans vs bottles, IP theft and cultural appropriation. Then we have a chat with Sam Martin about Stone & Wood's new Counter Culture project. It's good times, as always.
This episode, we are joined by Mitch from Range Brewing. The fairly new brewery in Brisbane is taking a modern approach to brewing: hazy, small batch, no core range. Find out why, and how they got it happening.
This week we have a double header with Three Greens Brewing out of Melbourne, and Ballistic Brewing from Brisbane. Two reasonably different breweries with different approaches and identities.
This week it's just the two of us, drinking pilsner and mead, and defending Millennials. Pretty much your line and length Ale of a Time, and that's why you keep coming back!
This month we look at the neighbourhood and two other breweries nearby, Stomping Ground and Fixation's Incubator, who both have quite different models to Molly Rose. We find out why each chose what they did and how they are making it work.
Heyyooo it's our end of your wrap up and we recorded it from the Espy in Melbourne, and dragged in some fancy guests - Will Ziebell (the Crafty Pint) and Ian McNally (Chosen Brew Podcast). Like last year, we all arrived with a list of names we wanted to discuss for our four categories: beer of the year, brewery of the year, most improved brewery, and one to watch for next year. Will your favourite get up? Tune in to find out!
This week's (slightly late) episode features Joe Tucker from Ratebeer. With a recent sale to ZX Ventures (ABInBev) there is a lot of curiosity about what Ratebeer is up to. We ask Joe the plans, but also dive back into the history of the site and how it has evolved.


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When we think about "BRANDS" we generally think of consumer products and the companies that design and make them. Consider, for example, such well-known companies as Domino's Pizza, Volvo, and Apple. With Domino's, we think "fast", because we know we can be eating pizza 30 minutes after ordering it. When we hear Volvo, we think "safety". Apple we associate with "innovation". These associations?the images that emerge when we think of each company are the brands.
Companies carefully cultivate their brands over years in an effort to ensure that the impression they make on you is the one they desire you to have. When they are successful in creating a strong, desirable brand, it has "pull"; in other words, it prompts action on the part of the consumer. Apple has been especially successful in this regard, with consumers routinely standing in line to be among the first to buy the company?s latest innovation.
People can have a brand, too. As an example, the late television news anchor Walter Cronkite's brand was "trustworthy and honest". If Walter Cronkite said it, you believed it. This doesn't apply only to celebrities. When you think about your co-workers, certain descriptors probably come to mind: the creative one; the analytical one; the organizer. These descriptors are shorthand for their professional brands.
Supply Chain Specialist or Generalist: Which is Right for You?
Supply chain management is a complex and challenging discipline. With so many functions involved (procurement, manufacturing, demand planning, inventory, and logistics, to name just a few) there are many potential areas of career specialization.
Specialization can be a good thing, and it plays an important role in supply chain management. By having specialists in key areas of the supply chain system, companies can make impressive gains in efficiency, effectiveness, customer satisfaction, and market expansion. If you are a specialist, it often implies that you are an expert in a certain area of the supply chain system. In effect, you become the "go to" person for critical issues and challenges related to this specific realm of knowledge. Your particular skills and expertise can make you a valuable contributor to the success of the enterprise. Moreover, your deep knowledge in a key supply chain dimension can position you as a "big fish in a small pond." There is absolutely nothing wrong with becoming a specialist, if you do so as a result of a conscious decision.
As a supply chain manager, your day starts early. Once in the office, the calls, e-mails, and meetings come fast and furious. By the time the day is over, it is late and you may be tired. But good work was accomplished. Progress was made. Tomorrow, you will do it again and do it just as well, if not better.
This is all great; we are paid to deliver results. But this kind of focus on the day-to-day can turn into something less desirable: keeping our heads down and not looking at the bigger picture. In other words, doing a good job of managing day-to-day operations should not be your sole focus. You also need to manage your career with an eye toward your future.
Published in CSCMP's Supply Chain Quarterly (Quarter 2/2012)Career Ladder column. Tim Stratman's article discussed why you need to rely on others for information the higher you go in your career. You need to Stop to assess what information you need. You need to ask the right people the right questions. And, most of all, you need to actively listen to the answers.
THERE'S A GOOD FEELING that hits you when you?re wrapping up a major negotiation, completing a big project, or even finishing a book. It is very satisfying to tick something off your "to do" list, to get something done. Most of us crave it. Some call it the "completion high," and that craving is one reason why supply chain management (SCM) professionals are considered to be superb at execution. SCM professionals know how to get things done.
When it comes to leading a business, most senior executives are masters at preparing for the unexpected. But what about their careers? Are executive leaders truly prepared for the unexpected? When change happens, is their a backup plan that's ready to go?
Skilled practitioners though they may be, most supply chain leaders have the potential to significantly expand their influence and achieve greater success. They can realize more of their potential by deliberately building and marketing their personal brands. The dividends from making this personal investment are both quick and career-spanning.
Accepting and learning from mistakes, while initially hard to do, yields lifelong rewards. The ability to accept that you have failed, learn from the experience, and ?bounce back? to a position of strength is a hallmark of great leaders.
Do you have a comfortable pair of old shoes in your closet? You know what I?m talking about: your favorite pair, the shoes that fit like no other. We all have a pair of those shoes, and some of us have more than one.
Are Supply Chain Leaders Ready for the Top?
Why don't chief executives come from the top supply chain ranks as readily as they do from finance, marketing and sales? Senior supply chain management roles constitute some of the best preparation possible for the CEO's position. But if they are to be seen as such by those who plan CEO successions, supply chain leaders themselves need new ways to think about the route to the top office. Here are some ideas.
If you want to significantly improve your chances of becoming a senior leader, getting to know the customer is essential.
When was the last time you sat down and talked with a customer? For many supply chain professionals, the answer is likely to be "not lately," or worse yet, "rarely, if ever."
That's not surprising, really; supply chain professionals are often considered specialists who aggressively pursue cost and efficiency primarily by working with suppliers and within their companies' four walls. Few companies, moreover, have truly embraced supply chain management's role in driving profitable growth and increasing sales.
But if you want to significantly improve your chances of becoming a senior leader-and perhaps lead an entire supply chain organization or even run a business-getting to know the customer is essential. After all, without customers, you don't have a business.


This is the 7th Annual running of the Acton Turkey Trot with proceeds from the race benefiting the new and improved Acton Food Pantry. The food pantry makes a huge difference in many peoples lives and they greatly appreciate your support. Please no pets!
Visit the race web site.


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text:
#include <linux/kernel.h>
#include <linux/init.h>
#include <linux/delay.h>
#include <linux/device.h>
#include <linux/parport.h>

#include <linux/sched.h>
#include <linux/spi/spi.h>
#include <linux/spi/spi_bitbang.h>
#include <linux/spi/flash.h>

#include <linux/mtd/partitions.h>

/*
 * This uses SPI to talk with an "AVR Butterfly", which is a $US20 card
 * with a battery powered AVR microcontroller and lots of goodies.  You
 * can use GCC to develop firmware for this.
 *
 * See Documentation/spi/butterfly for information about how to build
 * and use this custom parallel port cable.
 */

/* DATA output bits (pins 2..9 == D0..D7) */
#define	butterfly_nreset (1 << 1)		/* pin 3 */

#define	spi_sck_bit	(1 << 0)		/* pin 2 */
#define	spi_mosi_bit	(1 << 7)		/* pin 9 */

#define	vcc_bits	((1 << 6) | (1 << 5))	/* pins 7, 8 */

/* STATUS input bits */
#define	spi_miso_bit	PARPORT_STATUS_BUSY	/* pin 11 */

/* CONTROL output bits */
#define	spi_cs_bit	PARPORT_CONTROL_SELECT	/* pin 17 */

static inline struct butterfly *spidev_to_pp(struct spi_device *spi)
{
	return spi->controller_data;
}

struct butterfly {
	/* REVISIT ... for now, this must be first */
	struct spi_bitbang	bitbang;

	struct parport		*port;
	struct pardevice	*pd;

	u8			lastbyte;

	struct spi_device	*dataflash;
	struct spi_device	*butterfly;
	struct spi_board_info	info[2];

};

/*----------------------------------------------------------------------*/

static inline void
setsck(struct spi_device *spi, int is_on)
{
	struct butterfly	*pp = spidev_to_pp(spi);
	u8			bit, byte = pp->lastbyte;

	bit = spi_sck_bit;

	if (is_on)
		byte |= bit;
	else
		byte &= ~bit;
	parport_write_data(pp->port, byte);
	pp->lastbyte = byte;
}

static inline void
setmosi(struct spi_device *spi, int is_on)
{
	struct butterfly	*pp = spidev_to_pp(spi);
	u8			bit, byte = pp->lastbyte;

	bit = spi_mosi_bit;

	if (is_on)
		byte |= bit;
	else
		byte &= ~bit;
	parport_write_data(pp->port, byte);
	pp->lastbyte = byte;
}

static inline int getmiso(struct spi_device *spi)
{
	struct butterfly	*pp = spidev_to_pp(spi);
	int			value;
	u8			bit;

	bit = spi_miso_bit;

	/* only STATUS_BUSY is NOT negated */
	value = !(parport_read_status(pp->port) & bit);
	return (bit == PARPORT_STATUS_BUSY) ? value : !value;
}

static void butterfly_chipselect(struct spi_device *spi, int value)
{
	struct butterfly	*pp = spidev_to_pp(spi);

	/* set default clock polarity */
	if (value != BITBANG_CS_INACTIVE)
		setsck(spi, spi->mode & SPI_CPOL);

	/* here, value == "activate or not";
	 * most PARPORT_CONTROL_* bits are negated, so we must
	 * morph it to value == "bit value to write in control register"
	 */
	if (spi_cs_bit == PARPORT_CONTROL_INIT)
		value = !value;

	parport_frob_control(pp->port, spi_cs_bit, value ? spi_cs_bit : 0);
}

/* we only needed to implement one mode here, and choose SPI_MODE_0 */

#define	spidelay(X)	do{}while(0)
//#define	spidelay	ndelay

#define	EXPAND_BITBANG_TXRX
#include <linux/spi/spi_bitbang.h>

static u32
butterfly_txrx_word_mode0(struct spi_device *spi,
		unsigned nsecs,
		u32 word, u8 bits)
{
	return bitbang_txrx_be_cpha0(spi, nsecs, 0, word, bits);
}

/*----------------------------------------------------------------------*/

/* override default partitioning with cmdlinepart */
static struct mtd_partition partitions[] = { {
	/* JFFS2 wants partitions of 4*N blocks for this device,
	 * so sectors 0 and 1 can't be partitions by themselves.
	 */

	/* sector 0 = 8 pages * 264 bytes/page (1 block)
	 * sector 1 = 248 pages * 264 bytes/page
	 */
	.name		= "bookkeeping",	// 66 KB
	.offset		= 0,
	.size		= (8 + 248) * 264,
//	.mask_flags	= MTD_WRITEABLE,
}, {
	/* sector 2 = 256 pages * 264 bytes/page
	 * sectors 3-5 = 512 pages * 264 bytes/page
	 */
	.name		= "filesystem",		// 462 KB
	.offset		= MTDPART_OFS_APPEND,
	.size		= MTDPART_SIZ_FULL,
} };

static struct flash_platform_data flash = {
	.name		= "butterflash",
	.parts		= partitions,
	.nr_parts	= ARRAY_SIZE(partitions),
};

/* REVISIT remove this ugly global and its "only one" limitation */
static struct butterfly *butterfly;

static void butterfly_attach(struct parport *p)
{
	struct pardevice	*pd;
	int			status;
	struct butterfly	*pp;
	struct spi_master	*master;
	struct device		*dev = p->physport->dev;

	if (butterfly || !dev)
		return;

	/* REVISIT:  this just _assumes_ a butterfly is there ... no probe,
	 * and no way to be selective about what it binds to.
	 */

	master = spi_alloc_master(dev, sizeof *pp);
	if (!master) {
		status = -ENOMEM;
		goto done;
	}
	pp = spi_master_get_devdata(master);

	/*
	 * SPI and bitbang hookup
	 *
	 * use default setup(), cleanup(), and transfer() methods; and
	 * only bother implementing mode 0.  Start it later.
	 */
	master->bus_num = 42;
	master->num_chipselect = 2;

	pp->bitbang.master = spi_master_get(master);
	pp->bitbang.chipselect = butterfly_chipselect;
	pp->bitbang.txrx_word[SPI_MODE_0] = butterfly_txrx_word_mode0;

	/*
	 * parport hookup
	 */
	pp->port = p;
	pd = parport_register_device(p, "spi_butterfly",
			NULL, NULL, NULL,
			0 /* FLAGS */, pp);
	if (!pd) {
		status = -ENOMEM;
		goto clean0;
	}
	pp->pd = pd;

	status = parport_claim(pd);
	if (status < 0)
		goto clean1;

	/*
	 * Butterfly reset, powerup, run firmware
	 */
	pr_debug("%s: powerup/reset Butterfly\n", p->name);

	/* nCS for dataflash (this bit is inverted on output) */
	parport_frob_control(pp->port, spi_cs_bit, 0);

	/* stabilize power with chip in reset (nRESET), and
	 * spi_sck_bit clear (CPOL=0)
	 */
	pp->lastbyte |= vcc_bits;
	parport_write_data(pp->port, pp->lastbyte);
	msleep(5);

	/* take it out of reset; assume long reset delay */
	pp->lastbyte |= butterfly_nreset;
	parport_write_data(pp->port, pp->lastbyte);
	msleep(100);

	/*
	 * Start SPI ... for now, hide that we're two physical busses.
	 */
	status = spi_bitbang_start(&pp->bitbang);
	if (status < 0)
		goto clean2;

	/* Bus 1 lets us talk to at45db041b (firmware disables AVR SPI), AVR
	 * (firmware resets at45, acts as spi slave) or neither (we ignore
	 * both, AVR uses AT45).  Here we expect firmware for the first option.
	 */

	pp->info[0].max_speed_hz = 15 * 1000 * 1000;
	strcpy(pp->info[0].modalias, "mtd_dataflash");
	pp->info[0].platform_data = &flash;
	pp->info[0].chip_select = 1;
	pp->info[0].controller_data = pp;
	pp->dataflash = spi_new_device(pp->bitbang.master, &pp->info[0]);
	if (pp->dataflash)
		pr_debug("%s: dataflash at %s\n", p->name,
				dev_name(&pp->dataflash->dev));

	// dev_info(_what?_, ...)
	pr_info("%s: AVR Butterfly\n", p->name);
	butterfly = pp;
	return;

clean2:
	/* turn off VCC */
	parport_write_data(pp->port, 0);

	parport_release(pp->pd);
clean1:
	parport_unregister_device(pd);
clean0:
	(void) spi_master_put(pp->bitbang.master);
done:
	pr_debug("%s: butterfly probe, fail %d\n", p->name, status);
}

static void butterfly_detach(struct parport *p)
{
	struct butterfly	*pp;
	int			status;

	/* FIXME this global is ugly ... but, how to quickly get from
	 * the parport to the "struct butterfly" associated with it?
	 * "old school" driver-internal device lists?
	 */
	if (!butterfly || butterfly->port != p)
		return;
	pp = butterfly;
	butterfly = NULL;

	/* stop() unregisters child devices too */
	status = spi_bitbang_stop(&pp->bitbang);

	/* turn off VCC */
	parport_write_data(pp->port, 0);
	msleep(10);

	parport_release(pp->pd);
	parport_unregister_device(pp->pd);

	(void) spi_master_put(pp->bitbang.master);
}

static struct parport_driver butterfly_driver = {
	.name =		"spi_butterfly",
	.attach =	butterfly_attach,
	.detach =	butterfly_detach,
};

static int __init butterfly_init(void)
{
	return parport_register_driver(&butterfly_driver);
}
device_initcall(butterfly_init);

static void __exit butterfly_exit(void)
{
	parport_unregister_driver(&butterfly_driver);
}
module_exit(butterfly_exit);

MODULE_DESCRIPTION("Parport Adapter driver for AVR Butterfly");
MODULE_LICENSE("GPL");

redpajama_set_name: RedPajamaGithub


text:
Automotive helps NYK return to profit
By Automotive Logistics2012-08-01T00:00:00+01:00
Japan's NYK Group reported improved revenue and a return to profitability for the first quarter of the fiscal year, which it attributed largely to more sustainable container shipping rates between Asia and Europe, as well as recovery in automobile shipments in the car carrier division following last year's earthquake in Japan and flooding in Thailand. Logistics for automotive parts also appears to have performed reasonably well for the group, even in recession-hit Europe.
However, the financial crisis in Europe as well as slower growth in North America and Asia, along with a strong yen, have prompted the shipping giant to lower slightly its revenue and net profit outlooks for the fiscal year 2012-2013. It has also decreased its planned investment in its container and car carrier fleets under its medium-term management plan, "More Than Shipping 2013," which aims to diversify further into value-added services and higher margin activities relative to shipping, including logistics and freight forwarding.
Revenue across the group rose around 6.6% in the April-June period to ¥477.5 billion ($6.1 billion) compared with the same period last year, while recurring profit improved from a ¥10.1 billion loss to ¥4.8 billion gain. Because of a loss on valuation of investment securities, net income was ¥1.3 billion in the red, although this improved from a ¥7.1 billion loss last year.
The company saw a negative impact from a strong yen, which averaged ¥80.77 to the US dollar during the quarter, compared to ¥82.04 in the period last year. Bunker oil prices were also higher, averaging $716.78 per metric tonne compared to $625 last year.
"The main reason behind our return to profitability was the strong recovery in freight rates in the liner trade segment [container shipping] and the recovery in automobile shipments in the car carrier division compared to last year, when shipments were adversely impacted by the natural disasters in and outside Japan," said NYK's president Yasumi Kudo, in a statement.
NYK's container shipping segment saw revenue up 6.3% to ¥115 billion. It posted a ¥3.3 billion loss in recurring profit, although this was a ¥5.2 billion improvement from last year. Besides improving supply and demand on the European routes, NYK further credited the improvement in container shipping to robust cargo demand in Asia, slow steaming vessels and cost cutting.
NYK said that it was aiming to return the container division to profitability over the fiscal year, including making further cost reductions as well as applying a summer surcharge. However, recent drops in the freight rates between Europe and Asia could make it difficult to keep rates at profitable levels.
Recovering car exports drive profits
Bulk shipping, which includes car carriers, registered ¥5.6 billion in recurring profit following a ¥5.4 billion loss last year. Although NYK does not provide specific revenues for car carriers, it pointed to oversupply situations for the other two segments of bulk shipping, dry bulk and tanker, which suggests a large share of the profit has been driven by NYK's 121-vessel strong car carrier fleet. The company also pointed to slow steaming of car carrier vessels and "other measures to lower operating costs" with the improved results.
NYK suggested that the car carrier division would remain the strongest segment in bulk shipping for the rest of the year. "We forecast stable automobile shipments in the car carrier division, but on the dry bulk carrier and tanker divisions, weakened market[s will] still continue for a while due to the large supply-demand imbalance," said Kudo.
Logistics business misses targets, but automotive strong
Air cargo revenue dropped 10% in the quarter on slumping air freight rates to and from Japan, while recurring profit fell to ¥700m loss after a ¥1.9 billion gain last year. The logistics business, which includes contract logistics, warehousing, air and sea freight forwarding, saw revenue fall 6.9% to ¥87.8 billion, mainly because of lower demand for consumables in the US and Europe, although it maintained a recurring profit of ¥1.2 billion, compared to ¥900m in last year's first quarter.
NYK acknowledged that the logistics business, much of which has been restructured globally into Yusen Logistics, failed to meet its targets for the quarter, a result that could be considered disappointing given the ambitious objectives set out earlier this summer by Kudo, who told Bloomberg that NYK would more than double Yusen's annual revenue in the next seven years to ¥800 billion, as part of the "More than Shipping 2013" plan (read more here).
But the for the rest of this year, at least, the company expects weak air cargo to continue and it has dampened expectations for the logistics segment.
"We expect the severe environment to continue due to the slumping air forwarding handling volumes and declining seaborne forwarding profit margins," said Kudo.
But while the short-term results from logistics might be lacklustre, there are signs to suggest that automotive is outperforming other segments across NYK's global logistics business and at Yusen. Kudo's comments earlier this month pointed specifically to growth in freight forwarding and logistics for automotive parts, notably for sourcing in Asia in markets such as Thailand as Japanese OEMs reduce their exposure to a strong Japanese yen.
"Demand for cars in Asia is booming," Kudo told Bloomberg. "Intra- Asia trade is by far the biggest growth market now."
Even in markets considerably weaker than Asia, such as the struggling European region, automotive logistics has been strong for NYK and Yusen. Michael Storey, business development director for Yusen Logistics Europe, told Automotive Logistics during a recent interview that the company has enjoyed "good growth" in automotive in Europe over the past 18 months. As well as resilient production among key customers in the UK, notably Nissan, Toyota and Bentley, Storey pointed to growing business with Volkswagen Group companies, including Audi and Skoda, in central and east Europe.
That is part of the reason why Yusen Logistics Europe, despite the growing difficulties in the region, has targeted growth of around 25-30% in automotive over the next three years, revealed Storey.
A interview with Storey on Yusen Logistics Europe will appear in the October-December issue of Automotive Logistics magazine.
Lowered revenue and investment expected
While both inbound and outbound automotive segments are strong, NYK has lowered its overall revenue and income forecasts for the group. The revenue forecast for the fiscal year 2012 was reduced from ¥2,000 billion to ¥1,960 billion, while the forecast for recurring profit was kept stable at ¥40 billion. The forecast for net income was lowered ¥3 billion to ¥20 billion.
The NYK Group recorded a loss of ¥33.2 billion in recurring profit in the fiscal year 2011, and a net income loss of ¥78.5 billion.
Importantly, the group has also revised its investment and fleet portfolio intentions as part of the "More than Shipping 2013" plan from the initial targets set in March 2011. NYK now plans to reduce its container shipping fleet from 100 to 95 in the financial year 2013, compared to the original intention to have 110 vessels. The company will make no additional investments in its container fleet in the period to 2016 beyond its current investment plan of ¥30 billion, resulting in a fleet of 90 vessels by that year, compared to original plans for 110. The proportion of owned or long-chartered vessels will also decrease from 84 (out of 100) in 2011, to 63 (out of 90) by 2016.
In a sign of some expected stability in the car carrier market, NYK has left its fleet intentions in this segment unchanged: the fleet will grow from 121 vessels in 2011 to 130 in 2016. The group has significantly lowered its investment plan in the period for carriers, however, to ¥105 billion compared to original plans for ¥190 billion.
Planned investment in the logistics business until 2016 has decreased by ¥1 billion to ¥30 billion.
Shipping - vehicles


Fascinating, funny, and fabulous stories furnish an insight into raising and caring for boys. There photos, poems, Aesop's Fables, a bit of scripture and many tips from parents who have shared some of the best and worse times they have experienced while touching the lives of many young men. All twelve authors have brought a different perspective about their contact with boys, some as parents, some as aunts or uncles, some as teachers, some as sisters and brothers, some as nieces and nephews, and some as daughters and sons. This will be a book you will want to turn to over and over again for guidance, inspiration, and laughs.


text:
Command & Conquer 3: Kane's Wrath Multiplayer Q&A
Six new factions, 50 maps, and 100 tools of destruction. Feel the wrath.
By Gamespot Staff on June 20, 2008 at 5:12PM PDT
Like Tiberium Wars before it, Command & Conquer 3: Kane's Wrath is making its way from the PC to the Xbox 360--and thankfully with its classic full-motion video scenes intact. The fast-paced, fluid multiplayer modes of C&C are of course included, and we sat down with lead producer Jim Vessella to learn more about the transition from PC servers to Xbox Live. Although the match broadcast system didn't make the jump from PCs, Vessella did fill us in on new content exclusive to Kane's Wrath on the Xbox 360. Here's what he had to say.
GameSpot: Give us an overview of the multiplayer in Kane's Wrath for the 360. What was the goal in designing the multiplayer for consoles?
Jim Vessella: One of the development team's goals was to make multiplayer in Kane's Wrath the best multiplayer RTS experience on consoles. Kane's Wrath multiplayer features five game modes, including classics like versus and capture the flag, and more beginner-friendly modes like siege. The combination of these modes allows players of all skill levels to have an awesome online experience.
Now Xbox 360 owners can join the Brotherhood of Nod this summer. Do you believe?
Kane's Wrath really opens up the multiplayer landscape with the addition our six new factions, so players can now choose from nine armies in their multiplayer battles. Each of these armies is designed for a different play style, so gamers will be able to find the army that best suits them. In addition, because you can play with all the units, structures, and superweapons from C&C3: Tiberium Wars, players will have 100 tools of destruction at their command. We also have over 50 multiplayer maps, so the number of different game options has skyrocketed in Kane's Wrath. We can't wait for gamers to jump online and experiment with all the new content.
GS: We understand that the console version of the game features all-new content, such as new multiplayer maps that had previously been released for the PC version. Tell us about this content. How much are console players getting?
JV: We have over two dozen new maps in Kane's Wrath, along with additional maps that were released with PC patches. Combined with the content with Tiberium Wars, this gives us over 50 multiplayer maps and potentially more to come with downloadable map packs.
GS: Otherwise, single-player campaigns and missions often pave the way for multiplayer. How does the single-player game in Kane's Wrath prep beginners to compete online?
JV: The single-player campaign will introduce players to all the new units, powers, and abilities for our Nod factions, including the two new subfactions. You will also get an opportunity to analyze the weaknesses of the other six factions, as you lay waste to both GDI and the Scrin throughout the campaign. However, most importantly the campaign will give players an introduction to the new CommandStick radial interface, which really takes RTS controls on console to the next level in terms of speed, multitasking, and accessibility to gamers of all levels. Once learned, the new interface will really allow players to wreck havoc and wage war online.
GS: How does the game's new interface and radial menu play into competitive matches? How does it empower players to put up a better fight?
JV: With the addition of the CommandStick interface, players will finally get to focus more on the action and less on babysitting their base and scrolling around the map. Players can now manage unlimited build queues from anywhere on the map, so their focus is on the battles and making the best strategic and ruthless decisions. The increased speed from the interface is really a sight to behold, and we're excited to get it in the hands of eager online competitors.
We've also added some advanced unit commands into the game like Reverse Move and true Force Fire. By learning to utilize these abilities in the right situation, players will gain an edge over their opponent.
GS: Tell us about how the new subfactions play into multiplayer on console. How well do the new units lend themselves to console play?
JV: The new subfactions are going to be a big hit in multiplayer. The subfactions really add a new dimension to the game and there are now exponentially more strategies to unleash online. Team-based games are going to get a huge boost as players begin to mix and match the unique subfaction units and strengths and weaknesses. We have several Epic Units that are great for console play, like the Nod Redeemer or GDI MARV, and also some awesome new units for the more advanced players like the Cultists and Mechapede. We are looking forward to jumping online with our fans and trying out some new strategies with the new subfactions.
GS: We remember that the original Command & Conquer 3 for the PC had several multiplayer options that encouraged players to step up their competitive game within the community, such as match replays and commentary. How much of this sort of thing made the cut to the console version of the game?
JV: The match broadcast system unfortunately didn't make it onto the Xbox 360 version, but this is why we wanted to give console players some exclusives like the new game modes and Vision Cam and voice chat support. Command & Conquer 3 Tiberium Wars was a huge hit on Xbox Live, and we're expecting the same for Kane's Wrath.
GS: Does the console version of Kane's Wrath add any interesting new features that take advantage of Xbox Live? How does the game incorporate rankings and leaderboards, for instance?
JV: We have both leaderboards and stats in Kane's Wrath, which are great for tracking your progress online and comparing with your friends. We also have several achievements tied to online play, so be sure to play with the different subfactions and boost your gamerscore!
The CommandStick is the main interface mechanic on the console version of Kane's Wrath.
GS: Finally, is there anything else you'd like to add about the multiplayer in Kane's Wrath?
JV: With the addition of six subfactions and an arsenal of new content, Kane's Wrath is aiming to take the multiplayer experience to the next level. Combined with the new CommandStick radial interface and Xbox 360-exclusive Kane's Challenge, Kane's Wrath is going to become the definitive RTS on Xbox 360. You don't need C&C3: Tiberium Wars to play it, and we can't wait to see everyone online when it ships on June 23 for $39.99!
GS: Thank you.
$7.00 on Walmart
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MP James Duddridge has repeated a call for online gambling to be allowed inside casinos.
The Tory Rochford and Southend East MP wants a change to the Gambling (Licensing and Advertising) Bill to allow online gambling in casinos, claiming it would safer than letting gamblers do it at home.
Mr Duddridge wanted to update a 2005 law banning the practice and was backed by Labour and Lib Dem MPs.
He said: "I don't necessarily want there to be more gambling, but I would like more of the existing gambling to take place in licensed and heavilyregulated environments.
The MP later withdrew the ammendment after the Government failed to back it.
Mr Duddridge was criticised by political opponents and Echo readers earlier this month after he praised Southend's gambling centres.