text:
package org.apache.hadoop.hbase.master.procedure;

import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;

import org.apache.commons.logging.Log;
import org.apache.commons.logging.LogFactory;
import org.apache.hadoop.hbase.MetaTableAccessor;
import org.apache.hadoop.hbase.TableName;
import org.apache.hadoop.hbase.TableNotEnabledException;
import org.apache.hadoop.hbase.TableNotFoundException;
import org.apache.hadoop.hbase.classification.InterfaceAudience;
import org.apache.hadoop.hbase.client.TableState;
import org.apache.hadoop.hbase.constraint.ConstraintException;
import org.apache.hadoop.hbase.master.MasterCoprocessorHost;
import org.apache.hadoop.hbase.master.TableStateManager;
import org.apache.hadoop.hbase.shaded.protobuf.ProtobufUtil;
import org.apache.hadoop.hbase.shaded.protobuf.generated.MasterProcedureProtos;
import org.apache.hadoop.hbase.shaded.protobuf.generated.MasterProcedureProtos.DisableTableState;

@InterfaceAudience.Private
public class DisableTableProcedure
    extends AbstractStateMachineTableProcedure<DisableTableState> {
  private static final Log LOG = LogFactory.getLog(DisableTableProcedure.class);

  private TableName tableName;
  private boolean skipTableStateCheck;

  private Boolean traceEnabled = null;

  enum MarkRegionOfflineOpResult {
    MARK_ALL_REGIONS_OFFLINE_SUCCESSFUL,
    BULK_ASSIGN_REGIONS_FAILED,
    MARK_ALL_REGIONS_OFFLINE_INTERRUPTED,
  }

  public DisableTableProcedure() {
    super();
  }

  /**
   * Constructor
   * @param env MasterProcedureEnv
   * @param tableName the table to operate on
   * @param skipTableStateCheck whether to check table state
   */
  public DisableTableProcedure(final MasterProcedureEnv env, final TableName tableName,
      final boolean skipTableStateCheck) {
    this(env, tableName, skipTableStateCheck, null);
  }

  /**
   * Constructor
   * @param env MasterProcedureEnv
   * @param tableName the table to operate on
   * @param skipTableStateCheck whether to check table state
   */
  public DisableTableProcedure(final MasterProcedureEnv env, final TableName tableName,
      final boolean skipTableStateCheck, final ProcedurePrepareLatch syncLatch) {
    super(env, syncLatch);
    this.tableName = tableName;
    this.skipTableStateCheck = skipTableStateCheck;
  }

  @Override
  protected Flow executeFromState(final MasterProcedureEnv env, final DisableTableState state)
      throws InterruptedException {
    if (isTraceEnabled()) {
      LOG.trace(this + " execute state=" + state);
    }

    try {
      switch (state) {
      case DISABLE_TABLE_PREPARE:
        if (prepareDisable(env)) {
          setNextState(DisableTableState.DISABLE_TABLE_PRE_OPERATION);
        } else {
          assert isFailed() : "disable should have an exception here";
          return Flow.NO_MORE_STATE;
        }
        break;
      case DISABLE_TABLE_PRE_OPERATION:
        preDisable(env, state);
        setNextState(DisableTableState.DISABLE_TABLE_SET_DISABLING_TABLE_STATE);
        break;
      case DISABLE_TABLE_SET_DISABLING_TABLE_STATE:
        setTableStateToDisabling(env, tableName);
        setNextState(DisableTableState.DISABLE_TABLE_MARK_REGIONS_OFFLINE);
        break;
      case DISABLE_TABLE_MARK_REGIONS_OFFLINE:
        addChildProcedure(env.getAssignmentManager().createUnassignProcedures(tableName));
        setNextState(DisableTableState.DISABLE_TABLE_SET_DISABLED_TABLE_STATE);
        break;
      case DISABLE_TABLE_SET_DISABLED_TABLE_STATE:
        setTableStateToDisabled(env, tableName);
        setNextState(DisableTableState.DISABLE_TABLE_POST_OPERATION);
        break;
      case DISABLE_TABLE_POST_OPERATION:
        postDisable(env, state);
        return Flow.NO_MORE_STATE;
      default:
        throw new UnsupportedOperationException("unhandled state=" + state);
      }
    } catch (IOException e) {
      if (isRollbackSupported(state)) {
        setFailure("master-disable-table", e);
      } else {
        LOG.warn("Retriable error trying to disable table=" + tableName +
          " (in state=" + state + ")", e);
      }
    }
    return Flow.HAS_MORE_STATE;
  }

  @Override
  protected void rollbackState(final MasterProcedureEnv env, final DisableTableState state)
      throws IOException {
    // nothing to rollback, prepare-disable is just table-state checks.
    // We can fail if the table does not exist or is not disabled.
    switch (state) {
      case DISABLE_TABLE_PRE_OPERATION:
        return;
      case DISABLE_TABLE_PREPARE:
        releaseSyncLatch();
        return;
      default:
        break;
    }

    // The delete doesn't have a rollback. The execution will succeed, at some point.
    throw new UnsupportedOperationException("unhandled state=" + state);
  }

  @Override
  protected boolean isRollbackSupported(final DisableTableState state) {
    switch (state) {
      case DISABLE_TABLE_PREPARE:
      case DISABLE_TABLE_PRE_OPERATION:
        return true;
      default:
        return false;
    }
  }

  @Override
  protected DisableTableState getState(final int stateId) {
    return DisableTableState.valueOf(stateId);
  }

  @Override
  protected int getStateId(final DisableTableState state) {
    return state.getNumber();
  }

  @Override
  protected DisableTableState getInitialState() {
    return DisableTableState.DISABLE_TABLE_PREPARE;
  }

  @Override
  public void serializeStateData(final OutputStream stream) throws IOException {
    super.serializeStateData(stream);

    MasterProcedureProtos.DisableTableStateData.Builder disableTableMsg =
        MasterProcedureProtos.DisableTableStateData.newBuilder()
            .setUserInfo(MasterProcedureUtil.toProtoUserInfo(getUser()))
            .setTableName(ProtobufUtil.toProtoTableName(tableName))
            .setSkipTableStateCheck(skipTableStateCheck);

    disableTableMsg.build().writeDelimitedTo(stream);
  }

  @Override
  public void deserializeStateData(final InputStream stream) throws IOException {
    super.deserializeStateData(stream);

    MasterProcedureProtos.DisableTableStateData disableTableMsg =
        MasterProcedureProtos.DisableTableStateData.parseDelimitedFrom(stream);
    setUser(MasterProcedureUtil.toUserInfo(disableTableMsg.getUserInfo()));
    tableName = ProtobufUtil.toTableName(disableTableMsg.getTableName());
    skipTableStateCheck = disableTableMsg.getSkipTableStateCheck();
  }

  @Override
  public TableName getTableName() {
    return tableName;
  }

  @Override
  public TableOperationType getTableOperationType() {
    return TableOperationType.DISABLE;
  }

  /**
   * Action before any real action of disabling table. Set the exception in the procedure instead
   * of throwing it.  This approach is to deal with backward compatible with 1.0.
   * @param env MasterProcedureEnv
   * @throws IOException
   */
  private boolean prepareDisable(final MasterProcedureEnv env) throws IOException {
    boolean canTableBeDisabled = true;
    if (tableName.equals(TableName.META_TABLE_NAME)) {
      setFailure("master-disable-table", new ConstraintException("Cannot disable catalog table"));
      canTableBeDisabled = false;
    } else if (!MetaTableAccessor.tableExists(env.getMasterServices().getConnection(), tableName)) {
      setFailure("master-disable-table", new TableNotFoundException(tableName));
      canTableBeDisabled = false;
    } else if (!skipTableStateCheck) {
      // There could be multiple client requests trying to disable or enable
      // the table at the same time. Ensure only the first request is honored
      // After that, no other requests can be accepted until the table reaches
      // DISABLED or ENABLED.
      //
      // Note: in 1.0 release, we called TableStateManager.setTableStateIfInStates() to set
      // the state to DISABLING from ENABLED. The implementation was done before table lock
      // was implemented. With table lock, there is no need to set the state here (it will
      // set the state later on). A quick state check should be enough for us to move forward.
      TableStateManager tsm = env.getMasterServices().getTableStateManager();
      TableState.State state = tsm.getTableState(tableName);
      if (!state.equals(TableState.State.ENABLED)){
        LOG.info("Table " + tableName + " isn't enabled;is "+state.name()+"; skipping disable");
        setFailure("master-disable-table", new TableNotEnabledException(
                tableName+" state is "+state.name()));
        canTableBeDisabled = false;
      }
    }

    // We are done the check. Future actions in this procedure could be done asynchronously.
    releaseSyncLatch();

    return canTableBeDisabled;
  }

  /**
   * Action before disabling table.
   * @param env MasterProcedureEnv
   * @param state the procedure state
   * @throws IOException
   * @throws InterruptedException
   */
  protected void preDisable(final MasterProcedureEnv env, final DisableTableState state)
      throws IOException, InterruptedException {
    runCoprocessorAction(env, state);
  }

  /**
   * Mark table state to Disabling
   * @param env MasterProcedureEnv
   * @throws IOException
   */
  protected static void setTableStateToDisabling(
      final MasterProcedureEnv env,
      final TableName tableName) throws IOException {
    // Set table disabling flag up in zk.
    env.getMasterServices().getTableStateManager().setTableState(
      tableName,
      TableState.State.DISABLING);
  }

  /**
   * Mark table state to Disabled
   * @param env MasterProcedureEnv
   * @throws IOException
   */
  protected static void setTableStateToDisabled(
      final MasterProcedureEnv env,
      final TableName tableName) throws IOException {
    // Flip the table to disabled
    env.getMasterServices().getTableStateManager().setTableState(
      tableName,
      TableState.State.DISABLED);
    LOG.info("Disabled table, " + tableName + ", is completed.");
  }

  /**
   * Action after disabling table.
   * @param env MasterProcedureEnv
   * @param state the procedure state
   * @throws IOException
   * @throws InterruptedException
   */
  protected void postDisable(final MasterProcedureEnv env, final DisableTableState state)
      throws IOException, InterruptedException {
    runCoprocessorAction(env, state);
  }

  /**
   * The procedure could be restarted from a different machine. If the variable is null, we need to
   * retrieve it.
   * @return traceEnabled
   */
  private Boolean isTraceEnabled() {
    if (traceEnabled == null) {
      traceEnabled = LOG.isTraceEnabled();
    }
    return traceEnabled;
  }

  /**
   * Coprocessor Action.
   * @param env MasterProcedureEnv
   * @param state the procedure state
   * @throws IOException
   * @throws InterruptedException
   */
  private void runCoprocessorAction(final MasterProcedureEnv env, final DisableTableState state)
      throws IOException, InterruptedException {
    final MasterCoprocessorHost cpHost = env.getMasterCoprocessorHost();
    if (cpHost != null) {
      switch (state) {
        case DISABLE_TABLE_PRE_OPERATION:
          cpHost.preDisableTableAction(tableName, getUser());
          break;
        case DISABLE_TABLE_POST_OPERATION:
          cpHost.postCompletedDisableTableAction(tableName, getUser());
          break;
        default:
          throw new UnsupportedOperationException(this + " unhandled state=" + state);
      }
    }
  }
}


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text:
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redpajama_set_name: RedPajamaCommonCrawl


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text:
/* jshint jasmine: true */
/* global Applait */
describe("Applait.Finder.prototype.splitname method", function () {

    var finder = new Applait.Finder();
    var splitname = finder.splitname("/sdcard/DCIM/100MZLLA/1.jpg");

    it("should have the basename of the file with extension ", function (){
        expect(splitname.name).toBe("1.jpg");
    });

    it("should have path to the file's directory", function (){
        expect(splitname.path).toBe("/sdcard/DCIM/100MZLLA");
    });
});

describe("Applait.Finder.prototype.checkhidden method", function() {

    describe("when this.hidden is true", function () {

        var finder = new Applait.Finder({ hidden: true });

        it("should return true when file path has hidden elements.", function (){
            expect(finder.checkhidden("/sdcard/DCIM/100MZLLA/.1.jpg")).toBe(true);
            expect(finder.checkhidden("/sdcard/DCIM/.100MZLLA/.1.jpg")).toBe(true);
            expect(finder.checkhidden("/sdcard/DCIM/.100MZLLA/1.jpg")).toBe(true);
        });

        it("should return true when file path does not have hidden elements.", function (){
            expect(finder.checkhidden("/sdcard/DCIM/100MZLLA/1.jpg")).toBe(true);
        });

    });

    describe("when this.hidden is false", function () {

        var finder = new Applait.Finder({ hidden: false });

        it("should return true when file path does not have hidden elements.", function (){
            expect(finder.checkhidden("/sdcard/DCIM/100MZLLA/1.jpg")).toBe(true);
        });

        it("should return false when file path has hidden elements.", function (){
            expect(finder.checkhidden("/sdcard/DCIM/100MZLLA/.1.jpg")).toBe(false);
            expect(finder.checkhidden("/sdcard/DCIM/.100MZLLA/.1.jpg")).toBe(false);
            expect(finder.checkhidden("/sdcard/DCIM/.100MZLLA/1.jpg")).toBe(false);
        });

    });

});

describe("Applait.Finder.prototype.log method", function () {

    var finder;

    beforeEach(function () {
        finder = new Applait.Finder();
    });

    it("should take 2 arguments", function (){
        expect(finder.log.length).toBe(2);
    });

    describe("when this.debugmode is true", function () {

        beforeEach(function () {
            finder.debugmode = true;
            spyOn(console, "log");
            finder.log("number", [1,2,3]);
        });

        it("should log to browser console using console.log", function (){
            expect(console.log).toHaveBeenCalled();
        });

        it("should print both arguments using console.log", function (){
            expect(console.log).toHaveBeenCalledWith("number", [1,2,3]);
        });

    });

    describe("when this.debugmode is false", function () {

        beforeEach(function () {
            finder.debugmode = false;
            spyOn(console, "log");
            finder.log("number", [3,4,5]);
        });

        it("should not log to browser console using console.log", function (){
            expect(console.log).not.toHaveBeenCalled();
        });

        it("should not print both arguments using console.log", function (){
            expect(console.log).not.toHaveBeenCalledWith("number", [3,4,5]);
        });

    });

});

describe("Applait.Finder.prototype.matchname method", function () {

    describe("when searchkey matches and this.checkhidden() is true/false", function () {

        var finder = new Applait.Finder();
        finder.searchkey = "Aa";
        finder.casesensitive = true;

        it("should return true if this.checkhidden() is true", function (){
            finder.checkhidden = function () {
                return true;
            };
            var matchname = finder.matchname("Aa.jpg", "/sdcard/DCIM/100MZLLA/Aa.jpg");

            expect(matchname).toBe(true);
        });

        it("should return false if this.checkhidden() is false", function (){
            finder.checkhidden = function () {
                return false;
            };
            var matchname = finder.matchname(".Aa.jpg", "/sdcard/DCIM/100MZLLA/.Aa.jpg");

            expect(matchname).toBe(false);
        });

    });

    describe("when this.casesensitive is true/false", function () {

        var finder = new Applait.Finder();
        finder.searchkey = "fb";
        finder.checkhidden = function () {
            return true;
        };

        it("should return false if this.casesensitive is true", function (){
            finder.casesensitive = true;
            var matchname = finder.matchname("FB.jpg", "/sdcard/DCIM/100MZLLA/FB.jpg");

            expect(matchname).toBe(false);
        });

        it("should return true if this.casesensitive is false", function (){
            finder.casesensitive = false;
            var matchname = finder.matchname("FB.jpg", "/sdcard/DCIM/100MZLLA/FB.jpg");

            expect(matchname).toBe(true);
        });

    });

});

describe("Applait.Finder.prototype.storagecount method", function () {

    var finder = new Applait.Finder();

    it("should return exact number of current device storages", function () {
        // Try with 2 dummy elements as storages
        finder.storages = ["sdcard", "sdcard1"];
        expect(finder.storagecount()).toBe(2);

        // If `this,storages` is empty, it should be 0
        finder.storages = [];
        expect(finder.storagecount()).toBe(0);

    });

    it("should return 0 if navigator.getDeviceStorages is not available", function () {
        finder.storages = undefined;
        expect(finder.storagecount()).toBe(0);
    });

});

describe("Applait.Finder.prototype.reset method", function () {

    var finder = new Applait.Finder();

    /* Assigning garbage values */
    finder.filematchcount = 25;
    finder.searchcompletecount = 10;
    finder.searchkey = "jpg";

    finder.reset();

    it("should clean up data properly", function() {
        expect(finder.filematchcount).toBe(0);
        expect(finder.searchcompletecount).toBe(0);
        expect(finder.searchkey).toBe("");
    });

});

redpajama_set_name: RedPajamaGithub


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Obituaries » Waylon Max Nimmo
Waylon Max Nimmo
March 27, 1940 - August 28, 2018
Burial Date August 31, 2018
Funeral service for Waylon Max Nimmo will be Friday, August 31, 2018 at 10 am at First United Methodist Church in Sallisaw, Oklahoma. Burial will follow at Sallisaw City Cemetery under the direction of Agent Mallory Martin Funeral Service, Inc,
Waylon Max Nimmo was born on March 27, 1940 in Sallisaw, Oklahoma the son of Ernest Nimmo, Sr. and Dora (Hood) Nimmo. He passed on August 28, 2018 in Sallisaw. He succumbed to complications after a lengthy battle with ALS.
Max graduated college with a Bachelors in Biology/Chemistry from Union College in Lincoln, Nebraska in 1964. He was an entrepreneur, an educator, janitorial worker, financial consultant, cattle broker, oil and gas operator, and construction bulk fuel retailer. Throughout his life, cattle and horses were his strongest interest. He was privileged to enjoy showing cutting horses for several years. He was married to Virginia "Bunny" Stites on June 27, 2002 in Las Vegas, Nevada. Max and Bunny enjoyed many years together operating Basin Oil and the Ranch. Max was a member of First United Methodist Church in Sallisaw.
Survivors are:
Wife: Virginia "Bunny" of the home
Son: Max Nolan Nimmo of Cleburne, TX
2 brothers: Joe Nimmo and wife, Phyllis of Ponca City, OK and Tom Nimmo and wife, Carol of Tulsa, OK
2 sisters: Sharon Kay McDonald of Sallisaw, OK and Ann Calhoun of California
3 stepsons: Mike Stites and Darren Stites of Sallisaw, OK and Craig Stites and wife, Stacy of Ft. Smith, AR
Daugther in law: Tonya Stites of Sallisaw
5 Grandsons: Ike Nimmo of Cleburne, TX, Seth Stites of Gravette, AR, Will Stites of Ft. Smith, AR, and Nick and Nate Stites both of Sallisaw, OK
2 granddaughters: Stella and Sophie Stites of Ft. Smith, AR
He was preceded in death by his parents, Ernest Nimmo, Sr. and Dora (Hood) Nimmo; 4 brothers, Jess, George, Ernest "Sonny", and Jack Nimmo; and sister, Virginia Rousey
Funeral service will be Friday, August 31, 2018 at 10 am at First United Methodist Church in Sallisaw, Oklahoma. Burial will follow at Sallisaw City Cemetery under the direction of Agent Mallory Martin Funeral Service, Inc.
Viewing will be Thursday 10 am – 8 pm at Agent Mallory Martin Funeral Home in Sallisaw. The family will greet Thursday from 6 – 8 pm at the funeral home.
Active Pallbearers are Roger Edgmon, Bryan Lindaman, Trad Lattimore, AO Campbell, Jason Scott, and Steve Reed.
Honorary Pallbearers will be Bufford Hope, Ernie Norris, Ken Edwards, Jim Trudeau, Tom Scott, Bob Carlile, Don Morton, and Kent Trotter.
Memorial contributions may be made to The ALS Association, Gift Processing Center, PO Box 37022,
Boone, IA 50037-0022 or First United Methodist Church Building Fund, 2100 McGee Drive, Sallisaw, OK 74955
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Kaiser Permanente to acquire Group Health Cooperative
by Jack Craver
December 07, 2015 at 01:05 PM Share & Print
Kaiser Permanente has announced plans to acquire Group Health Cooperative, a Seattle-based nonprofit insurer that has about 600,000 members.
Bernard Tyson, chairman of the Kaiser Foundation Health Plan and Hospitals, said the Group Health deal is a natural fit for his company.
Steve Tarnoff, president of Group Health Physicians, said Group Health's board fully supports the new direction the company is taking and believes joining with Kaiser will reinforce the company's focus on providing the best possible care.
The two carriers have had reciprocity agreements in place for years.
Both organizations were founded in the mid-1940s, and they have similar models for providing insurance and delivering care. The main difference is that Kaiser, with about 10 million members, is a much bigger company.
Kaiser is a major player in the Patient Protection and Affordable Care Act (PPACA) public exchange system. In California, it has about 260,000 exchange plan enrollees.
The deal is subject to approval by Group Health enrollees and by the Washington state insurance commissioner commissioner.
See also: Washington delays vote on exchange plans again
Group Health was one of the inspirations for the drafters of the PPACA nonprofit, member-owned PPACA Consumer Operated and Oriented Plan (CO-OP) program provisions, but it has no relationship with the PPACA CO-OP program.
See also: Health plan sick list: South Carolina, Wyoming, Kentucky, Illinois


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Coronavirus – Information
Model Project
Strategy Process
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Network Smart City Berlin
Map of Actors
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Credit: Markus Spiske on Unsplash
Open, accessible and transparent
berlinopensource.de is a new platform that has been launched by Technologiestiftung Berlin (Berlin Technology Foundation, TSB) with the support of the Senate of Berlin. The website presents IT projects run by the Berlin administration and TSB that use open source software – and makes the codes available under a free licence. berlinopensource.de aims to improve transparency within the public IT landscape while making the latter more participative.
Berlin's trees need water – especially in summertime when they suffer from the dry weather. "Gieß den Kiez", which translates to "Water the 'Hood", is here to help: initiated by Technologiestiftung Berlin (Berlin Technology Foundation, TSB), the website uses an interactive map to localise around 625,000 trees in Berlin. The application helps Berliners find out more about the age and types of the trees in their neighbourhood and displays the current "water level". People who adopt and water individual trees can highlight them on the map.
"Gieß den Kiez" is just one of currently eleven projects listed on the berlinopensource.de website, which was launched only a few weeks ago. Other projects include the "Shared Mobility Flows" website, which displays rental bike routes in Berlin, as well as the interactive "Kita-Suche" map, which lists every nursery school in Berlin (hence the name, which translates to 'Find a nursery school'). Another site worth mentioning – particularly in summer – is "Berliner Badestellen" , which provides an overview of Berlin's bathing spots (the name literally translates to "Berlin's bathing spots") – with information on the city's water quality updated daily. These applications all have one thing in common: they are all open source projects developed by the state of Berlin – or with its support.
Benefits for citizens, companies and public administration
Generally speaking, the use of open source software is of great benefit to public administration: making source codes available can greatly simplify the ongoing maintenance and development of the software, while simultaneously ensuring that the public sector is not dependent on individual manufacturers: any service provider can work on developing open source codes – including administrative staff themselves. At the same time, the transparency open source software provides increases security, as this makes it easier to identify errors and security gaps in the code, as Benjamin Seibel confirms. "It becomes much easier for administrations to cooperate with third parties as a whole if their own software infrastructure is open, interoperable and well-documented, which should simply be the standard in the public sector. As administrations have no interests of profit of their own, there is absolutely no reason why the software they commission or develop shouldn't be open source. Quite the contrary: the fact that open source software is so easy to re-use and develop means tremendous savings potential, as administrations can share the code and maintain it together."
In addition, technologically versed citizens can use open source to find out in more detail which processes the administration has digitalised and what happens to the processed data, for example. "That's one thing we were able to observe quite nicely in the discussion around the 'Corona Warn' app, which is also an open source project," says Seibel. "The code served as a basis for many people to join the discussion, provide notes on security and suggest improvements."
Companies also benefit from the use of open source software in public administration, as an increase in transparency significantly lowers barriers to entering the market – another argument in favour of berlinopensource.de. "To date, the market in the field of digitalising public administration is a bit obscure. Only a few providers really know which software is being used at all and how it works. Now companies can access berlinopensource.de for more details, which can help them tailor quotes to meet specific needs, for example. This is a huge opportunity, especially for smaller, local IT companies and GovTech start-ups."
Berlin's platform for open source projects could soon set a precedent in other cities and municipalities. "We would love to see other places follow our example, as open source has the potential to help cities share learnings and develop software projects together," says IT expert Seibel. However, to date there are no plans to launch a cross-city data base, "Although that would be a fascinating project." A short while ago, the new "Leipzig gießt" application was launched, which loosely translates to "Watering Leipzig" and is based on the Berlin source code used for "Gieß den Kiez" – something that is sure to please both the trees and citizens of the Saxon city now that summer has finally arrived. (vdo)


The Latest Victim of Global Warming: Beer!
Colleges have always been a primary point of rally for green initiatives. Now, a threat to malting barley has created a new call for support as the price and availability of beer is being threatened by climate change according to a study conducted and released in 2008.
The potential for the alcohol industry to be effected by climate change has been a concern for some time, but it is hitting a feverish pitch and garnering support and calls to action from campuses across the country. In Lawrence, Kansas, Greenpeace volunteers held a recruitment event called "Save the Ales" earlier this week to tackle how global warming effects college drinking.
The concepts of global warming and climate change have been well documented and embraced by politicians and mainstream media for quite some time now, save a few reluctant to see the truth. While the general public is aware that there is a problem, it is often difficult for many to grasp it on a personal level. We see how it is reported, but it sometimes takes a direct effect on the "simple things" in life to make it tangible.
In college, beer is real.
The study conducted in 2008 reveals a trend towards drastically increasing prices of the materials used to create beer that is a direct result of global warming. Jim Salinger, a climate scientist at New Zealand's National Institute of Water and Atmospheric Research, claims that if changes aren't made soon, beer could become scarce.
"It will mean either there will be pubs without beer or the cost of beer will go up," Salinger told the Institute of Brewing and Distilling convention.
For college students, even those who aren't activists, this could be the last straw that brings them to the fight.
JD is a green blogger and social media enthusiast from Orange County, California. While he contributes to many blogs on a wide range of topics, it is in the environment and humanity that he draws his strongest inspirations.


I know full well that when I put my mind to something, I usually manage to complete that something. But I really didn't realize how far I'd get with the craft room delcutter of secret stash so quickly after I decided to do it. I hadn't set out to do it quickly, but once I got started, it has been tough to slow down.
I am particularly happy I managed to decide to work on it right before TdF, as I had not been even a little inspired about TdF prior to that. It gave me a goal and some focus, and I managed to get so much done! Let's review that, shall we?
First of all, the new thing. I finished up all the Corriedale fleece from TdF. It may have been 4 days after TdF when I wrapped that project up, but no matter.
There you have it, that's 1,530 yards of 3 ply yarn which I took from washed fleece to handspun yarn in a very short amount of time. I mean, I did have a few vacation days thrown in there, which helped immensely. But, that was easily the fastest I've ever processed a fleece.
This ended up being a pretty good declutter too because once I was done with the flick carding, I realized the huge pink bag I'd been storing the fleece in had large holes in the bottom of it from being used so much before I stuck the fleece in there. It's probably why I stuck the fleece in there to store it in the first place. So, instead of finding a place for the bag, I got to toss the bag. One more item decluttered.
So, if you count the other two projects from TdF, the massive amount of red, and the cram pot dyed colorful locks I flick carded and spun then plied with silk, the grand total of yardage spun for TdF (and 4 days after) is 4,160.
That's….amazing. That's a TON of yarn. Really. And to think that amount of fiber was just sitting in my secret stash, while I pretended it didn't even exist.
What is left in my secret stash? A couple things. A bag full of fleece/locks I intend to destash at some point. Another bag of 8 ounces of CVM/Romeldale that needs to be flick carded and spun. 2 leftover fleeces. Meaning, I made full projects out of the yarn I spun with them, but there's still more left over sitting in my stash. A black wensleydale fleece. A box of wool samples of various breeds to work through someday. And, a container full of stuff for drum carding or making rolags. Though that is greatly reduced as well.
You may remember that I ripped out the collar and the ribbing to add length. I am now working the ribbing again, and it's close to being done.
This photo is from May, so it really does need to be back in my rotation, and it's a great work lunch project. It's moving along again. I would like to finish one of these before the end of August, and then cast on a Lintilla out of the colorful handspun above, as that would make for a perfect vacation knit. We'll see how it goes!
That's it from here, happy Friday!


We typically meet for Sew Days on the 4th Saturday of each month from 1 to 4 p.m. at the Boise Public Library: Main Library, 715 S Capitol Blvd, Boise ID 83702. We'd love to see you there! Here's a calendar of our upcoming events.


Human blood filters through pig lungs in the lab of Lars Burdorf at the University of Maryland School of Medicine. Thousands of people die every year for lack of transplantable human organs. Scientists are experimenting with a technique called CRISPR to rid pig organs of viruses that harm humans. Pig organs have already been successfully transplanted into primates. Published July 11, 2016.


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Improved descriptions for several stock parts
By ariscol,
July 24, 2018 in KSP Suggestions & Development Discussion
ariscol
I LOVE this game
I LOVE that there is a vibrant, active community that provides help, mods, ideas, etc.
Notwithstanding, I feel like the game could be more welcoming to new players, especially the sort of people that don't want to turn to google to figure out how to use that cool new part they just unlocked. I feel like there are some parts that could use a little retooling in their part description in order to give the player a better idea of what the part was intended for and how to use it. Also, I get that the funny flavor text in the descriptions is a fun quirk of the game that plays into the overall feel of the game (and I like it!), but it often gets in the way of communicating what the part does. Below are some specific examples of what I mean:
S1 SRB-KD25k "Kickback" Solid Fuel Booster - The description here talks about it being designed to be recovered. This is misleading. As a beginner, I was really confused about how that was supposed to work...
Kerbodyne KE-1 "Mastodon" Liquid Fuel Engine - The description touts this engine as a "behemoth", and the pinnacle of power...huh? it's neither the biggest, strongest, most efficient, heaviest....what? My guess is that this engine shines when clustered with the new "Engine Plates"? Dunno. The description leaves everything up to imagination, and trial and error. Without dV readouts, that is probably beyond the average player?
The Not-Rockomax Micronode - The description (and even the name itself) makes reference to the Rockomax Multi-Point Connector, and I get that it's (sorta?) funny, but I feel like there'd be value in clarifying that it is simply a smaller (and squarier) version of a structural piece with connection nodes on all 6 sides instead of 2. And while we're on this topic, I've built a lot of crap and never used one of these, because cubic octagonal struts work just as well (often better), for a small fraction of the mass. So, what's this part good for??
SP-R06 through SP-R25 - Given the way the thumbnail image looks, it'd be nice if the description clearly indicated that these are equilateral triangles of varying sizes.
SP-T06 through SP-T25 - Given the way the thumbnail image looks, it'd be nice if the description clearly indicated that these are right triangles of varying sizes.
Small Hardpoint & Structural Pylon - 1) Why are these parts not categorized under "Couplers"? 2) Why are these two parts named completely differently, despite being different only in size?
SPS-06 through SP-S25 vs. M-1x1 & M-2x2 - I guess it's cool that we got "better" parts in the expansion, but why are the new square plates half the weight of the old ones? Nothing in the description offers any guess as to why one might choose the M-1x1 or M-2x2
Inflatable Airlock - What is this for? My thought is that compared to structural tubes with regular docking ports, I guess they make light and aerodynamic connectors for surface bases or orbital stations? I don't get it. As far as I can tell, it only docks with other Inflatable Airlocks, and it doesn't do any sort of flexing to aid with surface docking...I feel like the description here should offer an idea for a use case...?
Aerodynamic Nose Cone vs. Advanced Nose Cone - Type A - Nothing in the description makes it clear if the Advanced Nose Cone - Type A is supposed to be a clear upgrade for the Aerodynamic Nose Cone, i.e. is the aerodynamic improvement worth more than twice the mass? Even figuring that out for Kerbin alone would be a painstaking chore.
Protective Rocket Nose Cone Mk7 - This thing is heavy, and it's unclear whether using it is advantageous or not. I honestly don't know the answer to that. I often use it for aesthetics, but I've never been sure if that resulted in a net loss of dV for a launch from Kerbin. Am I the only one that wonders these things?
Engine Nacelle vs. Engine Pre-cooler - Again, it's really unclear which of these is better, or if there are factors that make the answer "neither". Furthermore, and even more frustratingly, it's completely unclear whether these are supposed to be "better" than simply using the other air intakes. The description is silent on the details...
Air Intakes, in general - What the heck is effective base speed? Is higher better? Why? Intake Area? Amount? Mass? It's completely unclear how to appropriately design air intake based on the information provided in the SPH.
Rovemax Model S2 - The description on the S2 here seems off, considering that you unlock it way before the M1.
Wheels, in general - In the advanced tweakables, Friction Control and Traction Control...Can we get tooltips for tweakables, or something? It's not clear how these ones work unless you do a bunch of experimentation (or googling).
Radiator Panels vs. Thermal Control Systems - It's obvious that TCSs turn to keep the sun off of them, but what is less clear is whether being in direct sunlight makes a Radiator Panel less effective or completely ineffective. A little help with the virtues or drawbacks of these two types of parts would really help in deciding which one to use.
HG-5 High Gain Antenna - Based on the description, one gathers that this is a very special antenna because it is both direct AND relay. This is the only stock antenna that says anything along these lines. However, the "Antenna Type" is listed as simply "Relay". It would be nice to clear up that discrepancy.
Crew Cabins, in general - the Mk1 and MK2 (casing problem?) crew cabins are both .5t per kerbal. The Mk3 is better at .4t per kerbal. And then we have the PPD-10 Hitchhiker Storage Container (which is the most commonly desired shape, by far, for me) at a lousy .625t per kerbal. I can't fathom why this would be. There's no benefit that I'm aware of that would explain or offset the extra mass of the PPD-10...what gives?
There are probably several more opportunities for improvement. I gleaned this list during a single run through the parts list as I jotted down the ones that jumped out at me. I realize that these are really nitpicky things, but I imagine that they're also really simple to address...? Of course, if things are the way they are by design, fine, I could live with that, but it'd be easier with a little explanation
About me: E Pluribus Boojum
9 hours ago, ariscol said:
Yeah... I think this is symptomatic of a general issue with the parts descriptions. From a design perspective: if you've got a big free-form text box where you can say whatever you want about a part, you've got a couple of options. You can write "in character" (i.e. as if you're a kerbal writing about a "real" product on Kerbin)... or you can write from the player's perspective, i.e. a simple matter-of-fact description of how the part works, any gotchas, etc.
The former is "cuter" and adds more "color" to the game. The latter is of more practical use to the player. But really, they're apples and oranges-- they serve very different purposes.
I think where KSP kinda runs into awkwardness is that it sort of tries to have its cake and eat it, too: they've written everything in the role-playing "color" mode... but they also try to provide some sort of practical indication, and the player can't easily tell which is which, in a lot of cases. That's what bit you, here-- there was a bit of "fluff" writing that has no bearing whatsoever on the game or on how the part actually works, but you couldn't tell that from context and therefore it was really confusing.
Personally, I wish they'd made it clearer. Perhaps not ditch the fluff entirely (I think it's part of KSP's charm)... but at least design the "part panel" interface to clearly designate two panels. One would hold the "fluffy" writing; the other (which might be empty) would be the clear, practical, this-is-how-it-works info. This would make it obvious to the player "any info located in this panel is important to you, anything over there is just for funsies."
Kerbodyne KE-1 "Mastodon" Liquid Fuel Engine - The description touts this engine as a "behemoth", and the pinnacle of power...huh? it's neither the biggest, strongest, most efficient, heaviest....what?
Yeah, this one kinda gripes me, too. Other than being mesh-switchable so that it's possible to cluster them, it's basically just a Mainsail with stats scaled to about 80%, and a ludicrously jacked-up-price. Okay, and it looks cooler, no argument there.
Given that the Mainsail, 1. exists, and 2. has been a go-to staple of KSP players for half a decade or more... it's a fact of life. So adding a part that doesn't really give significantly different playability options, and (in gameplay terms) is arguably inferior to an existing part... the balance really feels out of whack on this one.
I suppose one could argue that the Mainsail is overpowered? I dunno, seems fine to me. But whether it is or it isn't "overpowered"... it's there, and so it largely renders the Mastodon moot. I think that either they need to adjust the Mastodon to make it more attractive (greatly boost the power, or else greatly reduce the price)... or, if they're trying to get at an overall parts rebalance, they'd need to nerf the Mainsail. (Not that I'm advocating for the latter. I like it how it is. I think they should raise the Mastodon's thrust by about 25%, and cut its price so it's only, say, 50% more expensive than a Mainsail.)
"Engine Plates"? Dunno. The description leaves everything up to imagination, and trial and error. Without dV readouts, that is probably beyond the average player?
Engine plates are great, and serve a valuable function in the game-- have wanted something like this since forever. Here's where the lack of practical nuts-and-bolts description can confuse a new player. They're super useful, but they're also rather specialized and there are some important things to understand about how they work. Can be hard to figure out from scratch.
I'm kinda confused by the "dV" reference, though. What does dV have anything to do with engine plates?
Yeah, this one's not only a victim of KSP's "heavy on color, light on explanation" chatty descriptions of parts, but also Making History's frankly somewhat conflicted design, IMO.
Is it there to give people historical replicas of IRL spacecraft?
Or is it there to provide new playability options for KSP players?
Those are divergent goals. I like Making History (bought it, enjoy it, have no regrets)... but I do think that it somewhat suffers by trying to do both of these things at once, which causes some ensuing awkwardness.
The inflatable airlock is a case in point. It's not useless... but its usefulness is small enough that I do kinda have to question whether the effort that went into it might have been better spent elsewhere.
But that's about practicality. From the standpoint of being a historical replica, there's a clear motivation there: they're trying to replicate the inflatable airlock from the Soviet Voskhod spacecraft. And I gotta say, looking at pictures, they got the look-and-feel pretty well. Unfortunately, here's where they kinda get bitten by the discrepancy between "try to be historical" versus "try to be useful in-game". There's no actual need for an "inflatable airlock" in the context of the IRL original, since every KSP pod has its own built-in airlock (and, indeed, putting this thing on top of a pod hatch will block the hatch and make it unusable). And their desire to describe it as an "airlock" (because that's what the IRL original was) can very easily confuse players.
I've seen a lot of players posting in confusion about this part.
To be clear: It does have its uses.
It's just a standard 0.625m docking port, when inflated: it can dock to other inflatables, and also to the stock Clamp-O-Tron Junior. This is one frequent source of player confusion: it's actually a 0.625m docking port, but it looks like a 1.25m part, so players try to dock a regular Clamp-O-Tron and don't realize why it's not working. If Squad had been designing the part purely from a standpoint of practicality, they could have made the appearance a lot less ambiguous... except that they were constrained by wanting to try to match the visual style of the Soviet contraption, which muddies the waters.
Aside from being a small docking port, when inflated it also is a pod, with a capacity of one kerbal, and a hatch. So it can provide the ability for a kerbal to get in and out at that location.
Protective Rocket Nose Cone Mk7 - This thing is heavy, and it's unclear whether using it is advantageous or not.
It helps. Nosecones matter, by reducing drag-- they're way better than having a flat surface facing the airflow. How much they help, though, depends on rocket design, notably the overall size, and launchpad TWR. Streamlining matters more for high-TWR ships.
They work pretty much like real-world radiators (with some simplifications for gameplay). They radiate. If they happen to be in sunlight, then they will absorb heat just like any other object would. So it's better for them to be edge-on to the sun if possible, since that reduces the area exposed to sun.
In other words: the amount of heat they dump is basically the same regardless of sunshine. They amount of heat they absorb is a function of, 1. are they in sun or shadow? 2. how bright is the sunshine? 3. how much surface area is exposed to the sun? If you're really close to the sun and don't have the auto-rotating panels, then radiators can actually hurt you by exposing more area to sunlight, unless you take the trouble to manually turn your craft to keep them edge-on.
There are two types of antennas in KSP: "direct" and "relay".
The so-called "direct" antennas can only transmit their own stuff. They can't relay a signal from other craft.
The "relay" antennas can do everything the "direct" antennas can... and they can also relay a signal from other craft.
Therefore, there's no such thing as an antenna having "both ways". Every relay antenna can also do direct transmission. There's no such thing in the game as a "relay-only" antenna that can't do direct.
Therefore, when the "Antenna Type" says "direct", it's absolutely correct.
This is another case of "fluffy descriptions" confusing the player. There's nothing at all even slightly special about the HG-5; it's just a tier-2 relay antenna, pure and simple.
I long ago developed the knee-jerk habit of completely ignoring the "description" field of all the parts, because most of them contain no practical information, and often they say things for "color" purposes that mislead the player by implying gameplay significance that doesn't exist.
However, dedicated UI fields like "Antenna Type" are absolutely trustworthy (and what I always focus on), since they're populated programmatically from the part's functionality, and therefore always say what the thing actually does.
Backwards compatibility, and balance issues over time as new parts are gradually added over the course of multiple KSP versions, are what gives.
The PPD-10 came first, early in the history of KSP, and became a mainstay of KSP players with its current stats.
Originally, KSP didn't exactly have a plethora of airplane parts. Certainly, they didn't have a lot as of KSP 0.23.5, which is when I started playing the game. Over the course of many KSP updates after that... KSP kept adding airplane parts and airplane parts and more airplane parts, with virtually nothing for us poor rocket folks. And to add insult to injury... the new airplane parts often had better stats than the corresponding rocket parts. Speaking as a formerly disgruntled rocket jockey (now a lot happier), "argh, they're coddling the spaceplane people!"
The Mk2 cabin is purely an airplane part. The Mk1 cabin is usable on a rocket... but the visual styling of the part and its IVA clearly is intended to be airplane-like. When they added these new parts, they made them lighter per-kerbal than the venerable Hitchhiker pod... but they didn't alter the Hitchhiker's stats to match.
I dunno whether that was an oversight, or whether it was deliberately done so as not to alter the behavior of players' existing spacecraft. In any case... I confess this has long bugged me, myself.
1 hour ago, Snark said:
You were kinda confused when I mentioned engine plates. I love engine plates, the idea is great, and their use is fairly intuitive. When I mentioned them, it was just in context of the mastodon engine, and I was just expressing that using the mastodon with engine plates is the only reason I could imagine why someone might ever use that engine at all. Basically the same thing you pointed out in your comments about that engine. The dV reference is just pointing out that it might be hard to know how whether it's actually better to cluster 5 Mastodons or just go with the mammoth, or 4 Mainsails or whatever. You have a description that says this engine is awesome, but it's not easy without dV readouts to tell whether that is the case. You can easily look the 1:1 and realize that it's not great, but what if I cluster 5 of them on an engine plate...is that useful? It'd be hard to say without knowing the dV. The description definitely doesn't guide you through any of this, and that's my real complaint.
I loved your comments, BTW, some of them were very instructive, and everything was very constructive. I really like the idea of having two spots for text (flavor text goes here, and player instructions go there). This is not a novel idea, in fact, I have played a few games that do this.
Edited July 24, 2018 by ariscol
I forgot to address the dV comment
The dV reference is just pointing out that it might be hard to know how whether it's actually better to cluster 5 Mastodons or just go with the mammoth, or 4 Mainsails or whatever. You have a description that says this engine is awesome, but it's not easy without dV readouts to tell whether that is the case. You can easily look the 1:1 and realize that it's not great, but what if I cluster 5 of them on an engine plate...is that useful? It'd be hard to say without knowing the dV.
...And sure, that's a great point (player wanting to know "how many of which things should I use")... except that that has nothing to do with dV, and a dV readout wouldn't help that problem.
[EDIT] Remainder of discussion moved to spoiler section, as it's somewhat tangential to the thread's topic at this point.
If you're considering engine alternative A versus engine alternative B, wondering "which will give more dV" basically just boils down to "which one has higher Isp". That's basically it. If engine A has better Isp than engine B, then engine A has more dV than engine B does.
(Yes, that's oversimplifying-- slightly. For example, engine mass matters, because engines are dead weight and being more massive will negatively impact dV. But engines are usually only a pretty small percentage of total ship mass, and the TWR of various engines doesn't vary that much for the most part, so Isp tends to dominate.)
And a dV tool would certainly not help you make the decision "do I need 4 Mastodons, or 5?" Because they all have the same Isp as each other. Any dV tool will always tell you that you get slightly more dV with 4 engines than 5, because they're lighter and less dead weight equals more dV.
And in any case, the crucial decision point there is TWR, at least when lifting off the launchpad. I've got a rocket of a certain mass, so I'll need a certain amount of oomph to hit the desired TWR. And that's simply a function of adding up the thrusts. Engine A is 3000 kN, engine B is 1000 kN, so having three of B is about equivalent to one of A. Yes, there's some math there, but, 1. it's much simpler than dV calculations, and 2. it has nothing to do with dV.
In short: I could have a dV readout, and it could tell me "put just one Mastodon on, instead of 5! moar dV!" ... even if that lone Mastodon wouldn't have enough oomph to even lift off the launchpad. In other words, the dV readout in that context would be, 1. useless, and 2. potentially very misleading and lead to wrong engineering decisions. Because dV is not what matters, there.
If you want to argue about "KSP should have a dV readout", that's certainly a valid concern. But it's also an entirely separate topic-- it's not a slam dunk, people have been arguing about that one for years and there are people on both sides of the issue. (I happen to be firmly on the "prefer not to have one" side, myself, but I realize other people have different preferences.) I don't see it as being germane to this topic here, as a dV readout wouldn't really help for this particular decision point.
And in any case... "how much of which kind of engine" is one of the eternal KSP questions and applies to basically every rocket ever launched regardless of which parts it's made out of, even if no engine plates are involved at all.
The_Rocketeer
About me: Rocketpack Superhero
@Snark I think you're both missing and making the point. Increasing TWR with 5 boosters instead of 4 is pointless if you no longer have enough dV to reach mission destination due to added dry mass, but if it doesn't it's clearly benefit. Designing peak performance depends on knowing how your TWR/dV balance looks, and the only most user-friendly way to know that from the editor is with a dV readout.
Edited July 24, 2018 by The_Rocketeer
3 hours ago, The_Rocketeer said:
Oh, I get the idea, I simply happen to disagree with it.
[EDIT] Remainder of discussion moved to spoiler, as this is only tangentially related to the topic of the thread. Perhaps a topic better suited elsewhere.
Mission success/failure is a complex beast in KSP. Things can go "wrong" (as in "mission does not accomplish objective") in a variety of ways.
"Do I put 4 Mastodons on it, or 5?" is a potential failure scenario. (Depending on mission design and how big the safety margin is, it may or may not "matter", i.e. the decision might not be the difference between success and failure.) Let's assume that it does matter, and your mission is toast if you choose wrong. The question is, how does it matter? Put another way... if you choose wrong and the mission fails thereby, what is likely to be the way that it fails?
Yes, "it fails because of insufficient dV because the one extra engine added just enough weight to reduce the dV a smidgeon below the minimum viability point" is certainly possible. However, my experience has been that it's more of an edge case, and that it's much more likely to be a failure scenario of TWR. It's a whole lot easier, in my experience, to flunk a mission because it doesn't have quite enough engine power at liftoff, than to flunk because it has a little too much dead weight on it. It's the later stages that make most of the difference to net dV, anyway.
In short: if a player is relying on a dV readout to answer this question, then they'll likely fail because they're not looking at the most important things for that particular decision. Knowing about dV is important, sure, but "how many engines do I put on my launchpad booster stage" is only loosely coupled to calculated dV. Other factors predominate.
If we were having this discussion about an upper stage (e.g. the one used to eject from LKO to Duna, or whatever), then yes, it's more about dV than TWR and I would agree with you. But that's not folks generally use Mastodons for. We're talking about launchpad liftoff, here.
Ya'll are hijacking the thread...The point of the thread, the real suggestion here is:
I really like the idea of having two spots for text (flavor text goes here, and player instructions go there). This is not a novel idea, in fact, I have played a few games that do this.
Some parts have flavor text that is highly misleading or just plain wrong because it's "in character", and some parts are sorely missing some good help text about how and when to use them. The idea above is one way to fix it. Simply tweaking the existing item description is another even simpler approach.
1 hour ago, ariscol said:
Ya'll are hijacking the thread...
Touché, sir. Quite right, thank you for the nudge. I've used spoilers to tidy up the last couple of my posts so they're not so cluttery. Thanks for being patient.
Yet another approach would be to allow a part definition to have an optional field which is a KSPedia link. I love that there's a KSPedia feature built into the game, but I think it's under-used and has the potential to be way cooler than it is.
Basically, by default, a part wouldn't have such a link. If it does have one, it would show up in compact form somewhere on the part panel, just a small visibly-clickable bit of text with a KSPedia icon next to it (e.g. rendered to look like a hyperlink). The text of the link would be whatever the title of the KSPedia page is.
That would make it super flexible. Some parts-- perhaps even most-- wouldn't use the feature at all. Some parts might have a specialized KSPedia page just for the one part (I could picture the big science lab having one, for example). Other parts could have multiple parts sharing the same KSPedia page, e.g. "Engine Plates".
Since the content would be outside of the part pane in the editor, it conserves screen real estate-- just a small spot to put the link with its title. And since it's in KSPedia, the content could be as simple or as rich as desired-- anything from a simple paragraph or two of explanation up to a full-page spread with illustrations, tables, diagrams, whatever.
If that were a standard feature applied in consistent fashion, it would make things easy for the user: treat all text in the description pane as fluff. If there's no KSPedia link displayed, it's useful negative information-- tells the user "this part is self-evidently obvious and works exactly like you'd expect, no special knowledge needed." If there is a link, then the user knows that any special knowledge will be found right there.
We've got this fantastic tool sitting right there-- why not use it?
HebaruSan
For what it's worth, mods have been created to improve the descriptions:
Their authors would probably welcome your suggestions.
6 hours ago, HebaruSan said:
For what it's worth, mods have been created to improve the descriptions
Oh, man this is just a perfect microcosm for this game.
So many people who love this game and have awesome ideas and put significant time and effort into fixing/adding/improving. I mean, the community should be proud, and it shows that the developers really struck gold with their game idea.
On the other hand, to the community, it feels like the devs are so hopelessly buried in bugs, new features, problems, and suggestions, that, if not for the community's help, nothing would ever get done...
Anyway, I appreciate the tip on the mods, and the plug to give them a hand. If nothing else, it's nice that we have the option of solving our own problems.
grammar pedant
Many of the part descriptions are misleading, and I don't see how the "in character" style of writing is any excuse for that. The flavor text is no less (and no more) amusing if it is based on the actual features of in-game parts.
I made a pass through the base game parts (no DLC) and replaced the text I found misleading or confusing (in 90 part-descriptions) in a config-file here, and also on the bug tracker at 20443.
Localization {
en-us {
//		#autoLOC_500124 = FAT-455 Aeroplane Tail Fin
//		#autoLOC_500125 = Large conventional wing with built-in control surface.
#autoLOC_500125 = Large fin with built-in control surface. Warranty void if used at near-orbital speed.
//		#autoLOC_500127 = Advanced Canard
//		#autoLOC_500128 = Our engineers thought this design looked "high tech" and therefore must be clear improvement on earlier models.
#autoLOC_500128 = Our engineers thought this design looked "high tech" and therefore must be clear improvement over the standard canard. When asked what exactly is improved, they looked at the ground and mumbled
//		#autoLOC_500133 = Swept Wings
//		#autoLOC_500134 = A prototype swept back wing, part of our "Let's Fly", line. Made of light weight composite materials. Guaranteed to generate lift, not guaranteed to ensure crew safety.
#autoLOC_500134 = White Owl's swept wings might provide only half the lift of the boring C7 wings of the same mass, but they look much cooler.
//		#autoLOC_500769 = Structural Pylon
//		#autoLOC_500770 = A structural Pylon for engine Support. Designed to fit against fuselages, and hull bodies. Comes Equipped with emergency bolts to separate jet engines in the event of fire or catastrophic failure. (Not covered by warranty)
#autoLOC_500770 = Attaches parts radially. Upon staging, separates from its parent with moderate force.  After serveral cease-and-desist letters from O.M.B. Demolition Enterprises, this is no longer marketed as a 'decoupler', but we don't mind how you use them.
Xurkitree
About me: Dabbing Kerbonaut - By GregroxMun
I totally agree on the Engine Nacelle, Precooler and Air Intake points. What are their uses? How does Air intake area or speed relate to the amount of mass of air pulled in by the intake? It would far more efficient to build aircraft or spaceplanes if I knew how all of this worked, but I don't, so I slap a shock cone intake on all spaceplanes, which works, but is serious overkill and rather heavy.
I would also like a better explanation of Intake Air mass and how does that factor into the flameout Situation.
Also personally, i don't find much use for TCS - I slap on radiators on the parts I need to cool and the tcs looks ugly and just out of the main body of the craft all the time. Also, they're generally overkill or too weak.
Gapone
About me: Z̶alg͡o,͜ ͡he͞ ̨c̢om̕eś.́
On 7/24/2018 at 6:53 PM, Snark said:
it's actually a 0.625m docking port, but it looks like a 1.25m part
name = InflatableAirlock
module = Part
author = RoverDude
model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/InflatableAirlock
rescaleFactor = 1
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1
node_attach = 0.0, 0.08, 0.0, 0.0, -1.0, 0.0, 1
TechRequired = advMetalworks
entryCost = 8400
cost = 400
category = Coupling
subcategory = 0
manufacturer = #autoLOC_501627 //#autoLOC_501627 = Jebediah Kerman's Junkyard and Spacecraft Parts Co
title = #autoLOC_8310003 //#autoLOC_8310003 = Inflatable Airlock
description = #autoLOC_8310004 //#autoLOC_8310004 = Description Creation Pending
attachRules = 1,1,0,0,0
mass = 0.1
dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5
crashTolerance = 10
maxTemp = 2600 // = 3400
thermalMassModifier = 6.0 // like a nose cone
emissiveConstant = 0.8
bulkheadProfiles = size0
CrewCapacity = 0
tags = #autoLOC_8310005 //#autoLOC_8310005 = berth capture connect couple dock fasten join moor shield socket
stagingIcon = DECOUPLER_VERT
name = ModuleDockingNode
deployAnimationController = 1
nodeType = size1
staged = False
stagingEnabled = False
name = Airlock_IVA
name = ModuleAnimateGeneric
animationName = AirlockDeploy
actionGUIName = #autoLOC_6005002 //#autoLOC_6005002 = Toggle Airlock
startEventGUIName = #autoLOC_6005003 //#autoLOC_6005003 = Open Airlock
endEventGUIName = #autoLOC_6005004 //#autoLOC_6005004 = Close Airlock
allowAnimationWhileShielded = False
name = ModuleScienceContainer
reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 1.5
Paste this into GameData/SquadExpansion/Parts/Coupling/InflatableAirlock.cfg ant it will dock with regular clampotrons
This thread is quite old. Please consider starting a new thread rather than reviving this one.


text:
In photos: Fermilab breaks ground on PIP-II accelerator project
March 18, 2019 | Reidar Hahn
On March 15, Fermilab broke ground on PIP-II, a major new particle accelerator project at Fermilab. Dignitaries from the United States and international partners celebrated the start of the project at the groundbreaking ceremony. The PIP-II accelerator will power the long-term future of the laboratory's research program, including the international Deep Underground Neutrino Experiment and a suite of on-site experiments.
Fermilab, international partners break ground on new state-of-the-art particle accelerator
The March 15 ceremony marks the start of work on PIP-II, a major new accelerator project at Fermilab. The PIP-II accelerator will power the long-term future of the laboratory's research program, including the international Deep Underground Neutrino Experiment.
The potential of plasma wakefield acceleration
March 14, 2019 | Daniel Garisto
What if you could accelerate particles to higher energies in only a few meters? This is the alluring potential of an up-and-coming technology called plasma wakefield acceleration. Scientists around the world are testing ways to further boost the power of particle accelerators while drastically shrinking their size.
How will PIP-II take Fermilab to the next level?
March 11, 2019 | Fermilab
In this 12-minute video, Fermilab scientist Don Lincoln discusses the PIP-II project, a significant upgrade to Fermilab's accelerator complex. With PIP-II, Fermilab enable the laboratory to continue to be a world leader in particle physics for decades to come.
Hackathon and Hack-n-Doodle – March 13-14
March 1, 2019 | Aaron Sauers
On Wednesday, March 13, members of the Accelerator Division will hold their annual Hackathon. The day-long event allows individuals and groups to pursue ideas that daily schedules do not typically allow time to address. The following day, Thursday, March 14, the entire laboratory is invited to the lab's first Hack-n-Doodle. OPTT will accept inventions drawn or written on napkins as official invention disclosures and potential technologies for patenting.
Large Hadron Collider upgrade project leaps forward
February 27, 2019 | Caitlyn Buongiorno
The U.S. Department of Energy has approved the scope, cost and schedule for the U.S. LHC Accelerator Upgrade Project and has given the first approval for the purchase of materials. This project brings together scientists, engineers and technicians from national laboratories — such as Fermilab, Brookhaven, Berkeley, SLAC and Jefferson labs — to develop two cutting-edge technologies to advance the future of both the Large Hadron Collider and broader collider research.
Designing magnets for the world's largest particle collider
From IEEE Spectrum, Jan. 30, 2019: If realized, the Future Circular Collider will produce magnetic fields nearly twice as strong as the LHC and accelerate particles to unprecedented energies of 100 teraelectron volts, compared to the Large Hadron Collider's energies of 13 TeV. Whereas the magnetic system at the LHC can achieve strengths of 8.3 teslas, the FCC system would be able to achieve 16 T.
From turkeys to turn-keys
November 27, 2018 | Charles Thangaraj
Researchers demonstrate the cryogen-free operation of a superconducting radio-frequency cavity that might ease barriers to its use in societal applications.
Modern modulators for Fermilab accelerators
October 1, 2018 | Leah Hesla
New, flexible power modulators give accelerator operators more precise control over particle beams.
Department of Energy awards Fermilab more than $10 million for quantum science
Through its Quantum Information Science-Enabled Discovery program, DOE is awarding Fermilab researchers funding for five quantum-science initiatives. It also funds Fermilab's participation in three further initiatives led by other institutions.


Teeth whitening are marvel when you smile and it looks prettier than before. Teeth whitening help to give coloring to your teeth and remove stains and discoloring. If you wish for for getting teeth whiter notts, then you keep away from beverages such as coffee, tea, grape drinks, tomato juice, carrot juice, Gatorade type drinks and colas. Teeth whitening are the repeated process to keep up the dazzling color of your teeth. With the help of scattering and reflection of the light of enamel, dentist increase your teeth color in naturally. You should concern about your teeth and you have to brush your teeth twice in a day will remove teeth stain. If you are not take care about your teeth or using tobacco, then you can get yellow teeth as well as teeth tarnish.
If you smoke or eat unwanted foods regularly, then whitening will not be the everlasting solution. Teeth staining will affect your teeth often. Whiter teeth are most popular dental treatment. Because teeth whitening can highly perk up your teeth and it show how your teeth appear. If you eat more dark liquids, junk foods, sauces and ice creams, then you can get teeth stain. You want to avoid introducing tarnish, so you can get the most out of your teeth white. You should avoid tomato sauce, chili, carrots, blueberries, strawberries, red meat, spinach, dark marinades, popsicles, bright colored chewing gum and nacho chips for getting teeth whiter.
You should aware about teeth staining causes foods like coffee, wine, tea, berries and sports drinks.
If you want to drink some beverages drink, then you can use straws. Straws will be very useful to stay away your teeth from dirty or blot.
You should quit your smoking and tobacco habits. Tobacco causes your teeth to befall yellow color and teeth sensitive.
Not all foods are turned your teeth stain as well as discolor your teeth, some foods are used to whitening your teeth naturally. Excluding they are not as effectual as dentist teeth whitening, but you can get your teeth brighter in not expensive and natural. Here, we are giving the simple and natural foods help your teeth whiter than before.
Strawberries are really works to white your teeth, because it contains enzyme which is called malic acid. You can mash some strawberries and rub it on your teeth and wait for 10 minutes. Then, you can wash your teeth with water or brush your teeth. You can feel brighter and beautiful teeth when you smile.
Apples can increase saliva production and it cleans your mouth naturally.
Oranges and pineapples create more saliva to keep hygienic your teeth obviously.
Tooth pastes contains baking soda to remove stains and increase brightness your teeth naturally.
Milky products contain latic acid and it help to save from harm your teeth against grow moldy.


AFLAS® based seals are widely used throughout many industries: oil and gas, food processing, nuclear power generation and other thermal power, ocean development, chemical processing, automotive, heavy-duty diesels, electronics, machinery, fluid controls, steam generation and control, in addition to other industries working with high temperatures and/or aggressive chemicals.
Aflas has excellent heat resistance and chemical resistance. Aflas is utilized in chemical plants, downhole applications, food processing, etc.
Aflas has excellent resistance against motor oils as well as coolants, including the organic acid technology (OAT) coolants.
Aflas dipolymer has excellent electrical properties suitable for insulation jacketing of cables.
Aflas has excellent chemical resistance against additives in motor oils, for example, dispersants, oxidation inhibitors, abrasion inhibitors, etc.
Aflas, when properly compounded, possesses excellent mechanical properties and chemical resistance for many different in hot and chemically aggressive environments.
Don't just ask for AFLAS® seals and packings! Ask for Seals Eastern's proprietary 7182TM brand of molded AFLAS® products. Seals Eastern's 7182TM brand of formulated AFLAS polymers have set industry standards.


Spruce/ Fir forest, Sprague Creek, Glacier National Park, Flathead Co., MT.
A. grandis occurs from sea level to 2500melevation in the Rocky Mountains; from southern B.C. to Sonoma Co., California, east to southeast B.C., north and western Idaho and western Montana, to extreme southeastern Washington and northeastern Oregon.
Height: 15 cm.
 Caliper: n/a.
 Root System: firm plug in conetainer.
Cones are collected in early September when cones turn dark brown but before they begin to dehisce. It is best to collect cones from the upper third of the tree crown because seed quality is usually higher. Abies seed fill rates are often low; less than 30%. Thus, it is necessary to collect as many good quality cones as possible to obtain an adequate amount of seeds. Mature seeds are firm and tan to brown in color. Fir seeds undergo 2 stages of ripening; the first involves movement of materials from the cone scale to the seed, the second involves metabolic changes in the seed. For this reason, seeds should not be extracted from the cones immediately. Cones are stored in burlap sacks for several weeks in well ventilated sheds.
Seeds are tumbled to extract seeds from cone scales. Abies seeds are fragile and can be easily damaged during processing. Hand cleaning of small lots is recommended.
Seed longevity is at least 5 years at 3 to 5C in sealed containers.
This species is reported to be light requiring for germination. A 30 to 40 day cold, moist naked stratification is recommended.
Seeds are soaked in running water for 48 hours. Imbibed seeds are placed into a bridal mesh bag suspended in a plastic bag that is suspended in the refrigerator for 40 days at 1 to 3 C.
Seed bags are checked weekly for moisture and rinsed thorughly if mold develops during stratification.
Sowing Method: Direct Seeding. Seeds are surface sown for the light requirement.
Greenhouse temperatures are set at 22C/15C day/night cycle for 12 hrs each during germination. Seeded containers are misted twice per day during germination to keep seeds evenly moist.
Germination is typically non uniform but usually complete in 4 weeks. Germinants shed the seed coats 15 days after emergence. Seedlings are thinned at this stage.
Seedlings should be protected from direct sun during cultivation. A. grandis develops at a moderate rate. Plants were fertilized with 20-10-20 liquid NPK at 100 ppm during the growing season and were fully root tight 30 weeks after germination and averaged 5 cm in height.
Tree seedlings are fertilized with 10-20-20 liquid NPK at 200 ppm starting in mid August. Irrigation is gradually reduced in September and October. Plants are leached with clear water once before winterization.
Luna, Tara; Evans, Jeff; Wick, Dale. 2008. Propagation protocol for production of Container (plug) Abies grandis (Dougl.) ex D. Don plants 172 ml conetainers; USDI NPS - Glacier National Park West Glacier, Montana. In: Native Plant Network. URL: http://NativePlantNetwork.org (accessed 2019/04/20). US Department of Agriculture, Forest Service, National Center for Reforestation, Nurseries, and Genetic Resources.


Arkansas Headwaters Recreation Area, Colorado.
Colorado seems to be on everyone's radar these days–and Colorado state parks are waiting for you to visit. If you are planning a Colorado trip that includes outdoor recreation, it may be a good time to review other camping options that are not the state's more well-known national parks. Colorado has myriad choices for outdoor recreation with the mountains, forests, and national parks–including some of the nicest state parks out there. With all the other choices for sightseeing, those parks sometimes get overlooked as a destination.
Eldorado Canyon State Park, Colorado.
To discover more about Colorado's state parks, visit the official website here.
Do you have a favorite state park in Colorado? An experience at one of the parks listed above? Let us know by leaving a comment.


text:
The Armoured Cavalry Arm () () is a component of the French Army. It was formed after World War II by merging the combat tank and cavalry branches. It operates the majority of France's armoured vehicles, though a small minority of France's armour is still operated by infantry regiments. It continues the traditions of the French cavalry and combat tank branches from which it is descended, as well as those of the defunct horse artillery, from which it is not actually descended.

Its training establishment is the Cavalry School in Saumur.

Military doctrine

The employment doctrine of the Arme blindée et cavalerie includes the traditional missions of the cavalry adapted to a modern context:
 Rupture of the front, using the charge (jointly with aviation);
 Exploitation of this rupture, thanks to the speed of movement given by motorized and all-terrain vehicles
 Cover of a retreat, a friendly body, a void between two friendly bodies by mask effect
 Reconnaissance (but in an increasingly limited way, aviation, radars and satellites having largely supplanted it in this mission)

Since the end of the USSR, the usefulness of the armoured troops has sometimes been questioned, however it has participated in all major external operations in Bosnia, Lebanon, Africa and Afghanistan. For the latter country, it is clear that the terrain lends itself poorly to the use of armored vehicles: a strong relief making maneuvers complicated, the French armored cavalry deployed has less than 120 men, or less than 3% of the workforce.

Finally, the regiments saw their number of squadrons reduced but 20% of them are also permanently projected.

List of regiments
In 2020, the Armoured Cavalry Branch of the French Army consisted of:

3 Tank regiments, which field 60x Leclerc main battle tanks each:
 1er Régiment de Chasseurs (1er RCh) in Verdun
 5e Régiment de Dragons (5e RD) in Mailly-le-Camp
 501e Régiment de Chars de Combat (501e RCC) in Mourmelon-le-Grand

5 Cavalry regiments, which field a mix of AMX 10 RC and ERC 90 wheeled tanks:

 1er Régiment Étranger de Cavalerie (1er REC) in Marseille
 1er Régiment de Spahis (1er RS) in Valence
 1er Régiment de Hussards Parachutistes (1er RHP) in Tarbes
 3e Régiment de Hussards (3e RH) in Metz
 4e Régiment de Chasseurs (4e RCh) in Gap

4 combat support regiments:
 1er Régiment de Chasseurs d'Afrique (1er RCA) training regiment in Canjuers
 2e Régiment de Dragons (2 RD) NBC-defense regiment in Fontevraud-l'Abbaye
 2e Régiment de Hussards (2e RH) reconnaissance regiment in Haguenau
 13e Régiment de Dragons Parachutistes (13e RDP) long range reconnaissance regiment in Martignas-sur-Jalle

2 Troops Initial Formation Centres:
 Centre de Formation Initiale des Militaires du rang 7e Brigade Blindée / 3e Régiment de Chasseurs d'Afrique (CFIM 7e BB - 3e RCA), in Valdahon
 Centre de Formation Initiale des Militaires du rang de la 2e Brigade Blindée / 12e Régiment de Chasseurs d'Afrique (CFIM 2e BB - 12e RCA), in Bitche

1 overseas regiment:
 5e Régiment de Cuirassiers (5e RC) in Abu Dhabi (United Arab Emirates)

Training

Cavalry School
At the end of the Second World War, the cavalry (mainly in charge of reconnaissance) and the battle tanks merged to give birth to the Armored Weapon and Cavalry (ABC). The Saumur Cavalry Application School then became the Armor and Cavalry Application School (EAABC). The Saumur Armored Museum, originally called the "Armored Equipment Documentation Center" (CEDB), was founded in 1965 to help train EAABC students.

CSEM
The Military Equestrian Sports Center (CSEM), located in Fontainebleau (Seine-et-Marne) trains soldiers and French army horses in equestrian sports with the aim of participating in national and international competitions. Since 1977, the CSEM has guarded the standard of the 8th Dragoon Regiment.

Notes and references

External links
  Official site of the Arme Blindée Cavalerie
  Site of the UNABCC
  Site on French tanks
  Forum on armoured engines
 http://cavaliers.blindes.free.fr/

Articles with empty sections from July 2010
All articles with empty sections
Nationstate armoured warfare branches
Arms of the French Army
Military articles needing translation from French Wikipedia

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