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Raph Koster's personal website: MMOs, gaming, writing, art, music, books
Recommended posts 1998-2012
A Theory of Fun
Interviews and panels
Laws of Online World Design
The Online World Timeline
Theory of Fun
Sunday Poems
After the Flood
Instruments and tunings
Contact Raph
Game Design » Interviews and panels » VaultNetwork Designer Dragon Interview
VaultNetwork Designer Dragon Interview
The following interview was done by Jonric of the VaultNetwork as part of a series of general interviews with various designers of online worlds. You can find the original of the interview here.
Raph Koster Interview
In mid-March of this year, LucasArts, Verant Interactive and Sony Online Entertainment excited gaming fans everywhere with the announcement that they were collaborating on a massively multiplayer online world based on and set in the incredibly popular Star Wars universe. Very little information has been revealed yet. A few months ago, we learned that Verant was opening a development studio in Austin, Texas. The initial staff were a small group of experienced online developers who had previously worked on one or both of Ultima Online and Privateer Online, a project that was cancelled this year without ever being officially announced. While there had been some rumors, nothing had been revealed about the studio's project. Somewhat earlier today, this changed when we learned that the two aforementioned events are now related; it was confirmed for the first time that Verant Austin is developing a Star Wars online world. Aside from this revelation, there's still no further information to be had about the project. However, we did have an opportunity to talk with Raph Koster, the Creative Director of Verant Austin, about online gaming in general. Raph is very well known in the development community as a leading authority on and spokesperson for online worlds. Accordingly, it is no surprise that there is a lot of extremely interesting information and opinions to be found in this lengthy and thought-provoking interview.
Jonric: In case anyone reading this doesn't already know who you are, please introduce yourself. And can you tell us what you're up to at the moment?
Raph Koster: Well, my name is Raph Koster, and I am Creative Director at the Verant Austin office. Basically, like a lead designer. My current project is a massively multiplayer game set in the Star Wars universe.
Jonric: Without going into too much detail, how would you describe your background as a gamer?
Raph Koster: Yeesh. Not sure I can remember it all. I remember playing ASCII games on CP/M machines like the Osborne I way back when a suitcase-sized computer with a 3-inch black & white screen was considered "portable." That's the machine I hacked ADVENT (aka Colossal Cave) on so I could see the last room… I had a Sears Pong console and then an Atari 2600. Eventually I went on to Atari 8-bit computers, where I taught myself to program. Some friends and I sold really crappy games in Ziploc baggies to school friends… the same friends we played D&D, AD&D, and Star Frontiers with, in fact. I also did a lot of board game design back then -we used to make board game versions of video games to play – they mostly turned into strategy games. In college, I briefly ran a roleplaying campaign as a play-by-email game. During graduate school, I got into MUDs, and from MUDs I got into the industry as a designer for Ultima Online and eventually Lead Designer. And now here I am!
Jonric: Do you play many games these days, and if so, what kinds do you prefer?
Raph Koster: I have to admit that I don't play nearly as many as I used to. Having two toddlers sort of changes your lifestyle. Right now, the game I am most familiar with is probably Winnie the Pooh's Ready To Read!
Normally, I like all sorts of games; not too much into the hardcore sims or wargames, but I like racing games, RPGs, shooters, Sim & Civ style games, RTS, platform games, etc., etc. But with the lack of time that results from my job and from the kids at home, I mostly play games that do well with short game sessions – which ironically leaves out most online RPGs! Lately, games that I've been checking out or enjoying include Unreal Tournament, Deus Ex, and I just got Icewind Dale but haven't installed it yet. I liked Majesty a lot.
Jonric: After having played a wide range of games over quite a few years, do you have any all-time favorites?
Raph Koster: Sure – but you're going to hear me name a ton of oldies! 🙂 I am a huge fan of Dani Berry's work. M.U.L.E. is probably my favorite game, but I also love Seven Cities of Gold. Ultima III was the game that first got me into CRPGs. I also immediately buy any game that Paul Reiche III is associated with-Star Control 1 & 2, Pandemonium, and a bunch of older stuff with FreeFall Associates, like Archon and even older stuff with Epyx. Among more contemporary games, I think Half-Life was fantastic, and Thief was really cool. UT has probably given me more enjoyment than anything else recently, though, just because I can drop in and play a match or two and get back out. I like console fighting games too, but I don't have a console right now so I'm not playing any.
Jonric: What games would you rate as particularly notable in terms of having influenced you as a game designer, and in what ways did they influence you?
Raph Koster: A lot of the same titles, really, plus a bunch of online games. I often come back to particular designers, much as I hate to promote any sort of "auteur" theory in game development. It's hard to find a better balance of cooperative and competitive multiplayer play than Dani Berry's games. Anything Shigeru Miyamoto does makes me think "craft, craft, craft." He has such high standards, and he has a knack for reinventing a genre and making you look at it with fresh eyes. Sid Meier always has stunning depth of gameplay, and I pay attention to how he does that even if I don't like the game much – I loved Civ, but wasn't a huge fan of Alpha Centauri and still haven't figured out why; probably the reduced attention span from the kids!
The Infocom text adventure games are always a model for me in terms of intelligence; they refused to talk down to the player. Richard Garriott's work is so important for bringing a thematic dimension into games. The guys who were at Looking Glass and Warren, Harvey, Bob, and others at Ion Storm South, always set new bars in terms of interactivity in the world, and sometimes when I've compared notes with some of them, I've found we tend to approach some things the same way. Anything Will Wright does, I look at.
In online games, a lot of the influences on me come from MUDs, rather than from commercial online games. So a bunch of titles you've never heard of like Mortal Conquest and MUME for doing such interesting things with player conflict, Worlds of Carnage, which was my first real mudding experience, and LambdaMOO, which ventured deep into all sorts of sociological waters for online, and gave us so much knowledge. There's a lot to learn from Habitat as well. I've been paying attention to how Achaea does things lately, and Asheron's Call has some very interesting social mechanics to it. Of course, I've been trying to pin down the magic in EverQuest to see if it can be bottled.
Jonric: You've said before that games aren't the only things that have influenced you? What are some of the others?
Raph Koster: I do a lot of reading on things that I think can help me in game design. Some of the books I've been reading over the last year or so that I find have been great for that are:
Understanding Comics and Reinventing Comics by Scott McCloud. Games are currently very much cartoons in many ways, and these books really help explain how players relate to the environment, and in the case of online, to other players.
Anything by Edward Tufte-Visual Explanations, for example. His books on how to present information (particularly mathematical information) to a viewer are just fantastic for anyone interested in interfaces.
Also on the math front, I loved Godel, Escher, Bach when I read it years back and it gave me many design ideas. I still want to do a spell system someday based on DNA and codons.
I have to plug Amy Jo Kim's Community Building on the Web 'cause she's a friend of mine. Lots of stuff applicable to online game design in there.
Lately, anthropology and sociology stuff, like Guns, Germs, and Steel> by Jared Diamond. This helps a lot for understanding the social dynamics in an online setting.
Classic books on online communities and virtual environments, like Julian Dibbell's My Tiny Life and Janet Murray's Hamlet on the Holodeck, and most anything by Howard Rheingold.
I spend a lot of time on the MUD-Dev mailing list which is a mailing list about developing and administrating online worlds of all sizes and shapes. That's where a lot of my writings on my website come from, and where the Laws of Online World Design first came from. It's a very fruitful source of ideas, and I try to contribute back as much as I can, to keep the field advancing.
I also recently re-read Chris Crawford's Art of Computer Game Design. Chris is always good for thought-provoking material.
And lastly – a lot of reading science fiction and fantasy. I've got several thousand volumes, from Golden Age stuff on forward. One of the coolest perks of working in the game industry is getting to know some of these writers personally. I read a lot of critical material on the field too, like histories and biographies of science fiction writers. I basically work IN science fiction – hey ma, I make virtual realities! – so I often run into real things that have happened to me predicted in stories from decades ago.
Jonric: What changes and advances do you see happening within the persistent online world category over the next year or two?
Raph Koster: Well, development is slow, so in the next year or two, I don't know that we're actually going to see that much change. I think the REAL changes will be in the games that are over a year away from release. Right now, most everyone is still working with tried and true design patterns. Even the stuff that most people think of as innovative isn't all that new if you know the history of online gaming well – it's just new to an audience this size. And there will be a rush to try current popular genres as online games. We'll see RTS online, and space trading online, and wargame online, and racing game online, and Civ-style online, and god game online, etc., etc. We've already seen the announcements for lots of these. There are definitely too many games in development, and too many which are fantasy. In that market, we're bound to see niches form, and a lot of games will just plain never come out – we've already seen that happen to a couple of intriguing designs, like Dark Zion. And I'm seeing a lot of people going, "thank goodness for the arrival of science fiction MMORPGs!" but I don't think that's going to make that big a difference either.
Jonric: How about if we look forward more, say over the next five years or so?
Raph Koster: There will probably be some highly public failures. And there will also, I suspect, be a couple of market-expanding monster hits. Stuff that carries major media licenses has the chance to really break open the market again. When Ultima Online came out, the level of market awareness of online worlds jumped by several multiples, and I think the same will happen again with the Middle-earths, Star Treks, Star Warses and Harry Potters. These are things that have appeal well outside the games market. The trick is going to be making the environment have the broad appeal that the license does. And that's going to be very hard for all the game designers out there, because it's an alien mode of thinking.
One thing that I don't think the audience is prepared for is the visuals. I am just totally floored by how good upcoming games look, and I think it's going to improve by another order of magnitude in short order. That scares me as a developer, because the level of detail that the public will demand is going to be very hard to generate, but I can't wait to see the worlds that the industry makes.
Jonric: Do you think the market for online worlds will expand quickly enough to support all the games that are currently being developed? What are the main factors that will drive market expansion?
Raph Koster: More genres of game will help, but not that much. At most, you're looking at capturing the gamer market there. The audience definitely isn't going to expand fast enough for all the games that are started right now.
Personally, I think that the market for massively multiplayer environments – note that I don't say "games" – is larger than that for regular games, by a long shot. But it's going to take breaking out of the mold of "games" for that to happen. I expect to see more genre-bending stuff like what Will's talked about for doing some sort of Sims Online thing (in that interview on FEED), what Richard wanted to do with X, and what Project Entropia is going to try to do with real currency, and so on. Now, I don't know exactly which experiments will pan out and which won't, but for me, the great thing about online is that it has potential appeal to a MUCH bigger audience than just games because frankly, it subsumes games entirely. You could conceivably have a single persistent state world that embedded ALL the games on the market today, and nobody would even think it all that odd. These sorts of worlds have the potential to appeal to a much broader audience that isn't gamers at all – without giving up gamers in the mix. Massively multiplayer has more in common with the telephone than with RPGs.
Jonric: What do you see as the biggest obstacles that might slow growth? What needs to happen for online worlds to become attractive to more players, and especially to a more mainstream market?
Raph Koster: Well, the biggest obstacles are the time investment it takes to play, the fact that the games are largely about killing, and the fact that they appear far too complicated to the user. When the breakthrough online world comes, this site may well not cover it, because it may have evolved beyond being what we like to call a computer game.
Getting into the console market may help expand the market. But I am skeptical on that front. Who wants a keyboard attached to their TV? Not me. And without a keyboard or real-time voice, forget it, you won't see subscription-based online worlds succeed. But the console developers understand those three things a lot better than the PC developers do.
Right now, it takes like two hours to get into a session of an MMORPG, and it's unpredictable enough in gameplay that is can easily balloon if you have to do something like corpse recovery. A more casual gamer needs bite-sized sessions. The average player plays some crazy amount of hours per week. The more casual gamer doesn't have gaming time available every night. And right now, all the designs are centered around adventuring. I personally think there's a lot of potential audience out there that doesn't necessarily want to be the hero. There's all those people who like to build things, for example. We don't give those people enough scope. There's the folks who want to visit a wondrous land or have experiences they couldn't have had otherwise – and those experiences might just be as simple as discovering a new continent or running a farm or learning to hang-glide or what have you. And it has to be easy to do. That means, no slash or text commands unless you are a power user, no obscure keywords, no interfaces six pages deep.
Jonric: Community is a word that we hear and use daily in relation to online worlds. How do you define the term?
Raph Koster: A community is a group of people with shared interests, who actually communicate and work together in some way. Note that I don't think they have to like each other, or be friends. There are a lot of communities with internal dissension, even though we'd always like it to be different. I do think that communities refine and define themselves through conflict, in that they have to know what they are and what they are not, and react against the latter to define themselves.
It's interesting to see how the communities pan out online. I was flipping through Hamlet on the Holodeck the other day – I like to re-read books, too, because I always rediscover things I had forgotten – and I came across this great quote:
…the collective virtuosity of the role-playing worlds may provide a tradition of stories around the themes of violence and community. The violent gaming culture that now characterizes much of cyberspace is likely to spread as the Internet gains speed and bandwidth. Teams of combatants from every corner of the globe will blast each other's avatars with ever more macho digital weapons; the narrative formulas of combat tied to disturbingly lurid images will continue to proliferate. At the same time, the communal aspects of cyberspace are also growing rapidly, with people eager to construct utopian fantasy worlds that they can share with one another. The Internet is therefore likely to serve as global stage for conflicts between these two groups, turning the struggle between the blasters and the builders into a kind of worldwide morality play.
Kinda scary, how well she nailed how we'd have this conflict between the PvPers and the roleplayers. The book came out in '97 I think.
Jonric: How important are community and community building for an online world?
Raph Koster: They are critical to online worlds. You had better build your community up before the game launches, in fact, or else it will suffer when it comes out. You need that critical mass to get your game going. One of the Laws says that the first people in will set the community's tone, and that after that, you'll just get more of the same sorts of people because they will self-select. So it's critical to manage it as much as possible. It's very important to be honest with players, to grant them respect, and to listen to what they have to say. They won't always be right – but neither will you. It's so easy to lose touch with that truth when you're riding the wild roller coaster that is a live online game.
Jonric: What do you consider the keys to successful community building?
Raph Koster: A community, to my mind, needs the following: some shared goals, some background to define themselves against, facilities for self-identification, and facilities for communication. For example, the role-players in online games share the goal of some sort of immersive environment where they can roleplay, they define themselves in opposition to PvPers and kewld00ds, they tend to talk in a certain way and dress in a certain way, often to the detriment of their characters in the game mechanics, and they tend to have e-mail groups or chat channels or websites or player towns for easy communication. The same sorts of things are true of a PvP guild, or of any other sort of community.
Jonric: And the natural follow-up question – what are the main barriers to community building?
Raph Koster: One of the biggest hurdles is size. Communities tend to fragment when they get too big because it's hard to have interests shared that precisely, and hard to communicate well with a large group of people. Reading sociology and anthropology stuff is really useful here. You learn that there are really specific reasons why people work together for goals, and really specific group sizes at which communications tend to break down and people need more hierarchy. There are also some nasty typical stages in evolution that communities go through that aren't that appealing. For example, cultures of certain sizes tend to naturally fall into groups with a hereditary or strongman leader with a bunch of cronies at the top, who exact tribute from the lower down people, and who don't rule by law but by force – often threat of death or exile. And in these cultures, slavery is really common. When I read that description, it reminds me of some of the really large guilds – not slavery per se, but certainly the way in which newbies to the guild often have to farm items for higher ups, or turn over all their gold, or whatever. That's not really what one thinks about trying to set up in an online world, right? We all want to do something that is so much more civilized…
One of the most depressing realizations I ever came to was seeing that a lot of our loftiest goals for online communities need around 50,000 people to come to fruition in the real world. And in the real world, it happens because they need to work together to extract food from the soil, usually. The only analogue to that in online games is getting at the spawn! That's going to be a hard hurdle to solve, if we want to have nice, enlightened societies online that are larger than around 200 people. It does suggest a lot of radically different game mechanics than what are getting used today, by and large.
I think that this is part of why Neverwinter Nights is so anticipated… it's so much easier to make a friendly community when it's small.
Jonric: What's a typical work day like for you, and how does this change during the course of a project?
Raph Koster: Well, I like to keep my hands in on as many aspects of the project as possible. So I attend design meetings and work with the designers on the game design, but I also try to make it to programming meetings and art meetings, and give input there. At the start of a project, everyone should work closely; as implementation proceeds, there's less chance for radical confusion about what the game is, but it can still happen. There's a ton of documenting that goes along with that too, of course. Later in the project, I work on implementation, and not just design. On UO, that meant scripting and some small amount of artwork. I also do PR stuff and talk to marketing, and so on. A lot is going to depend on the project, of course.
I see the role of a designer as being a bridge between all the parts of the project. I think it's important to be able to understand the implications of choices in programming and in art, to be able to communicate with all the disciplines in each language. It's important to understand marketing – no, I'm not one of the developers who calls them marketing weasels! 🙂 – because you have to understand who you are making the game for and what happens after the game ships, and marketing's job is to know that. I've been learning a lot about production over the last few years. This job is always about learning.
Jonric: What do you enjoy most about your job? What are your least favorite parts, and the biggest challenges?
Raph Koster: The most fun is problem solving, seeing disparate elements come together. I love it when we finish designing a system, and can say, "wow, that's elegant." Instead of messy, or lots of special-casing. I mean, sometimes you have to have special cases, but it's nice when all the pieces fit. I really enjoy being able to interact with a lot of different disciplines, all working towards a common goal. And seeing your game on the shelf – or hearing stories from players about how it changed their lives – that's just an incredible thing.
The worst parts – oh, knowing you disappointed players has to be right up at the top. Having to cut a beloved feature because of development realities. Those things are always painful, because you'd like to have every great idea pan out, and they often don't.
Jonric: Do you have any suggestions for readers who are interested in getting into game development, particularly online worlds?
Raph Koster: Go download a text MUD codebase and run a MUD for a year or so. There's no other aspect of game development where you can so quickly and easily get to see what works and what doesn't, and get real hands-on experience.
Jonric: Cool. Is there anything else that you'd like to say to or ask our readers?
Raph Koster: Well, I enjoyed the interview. 🙂 Uh… go read PvP and tell Scott that Raph sent ya. Buy my CD on mp3.com before lawsuits make it go away or something! And just, keep enjoying the games. There's better yet to come, I think.
Jonric: Gamers around the world are certainly anticipating much better from the upcoming Star Wars online world and from other projects in development. We look forward to seeing what will happen over the next few years, and in the interim, we thank Raph Koster for this very interesting and thought-provoking interview. And for anyone who'd like to join the Star Wars online world community early, be sure to swing by our Star Wars Vault.
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Postmortems on Amazon
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© 1998 - 2021 Raph Koster. All rights reserved. The views expressed here are my own, and not necessarily endorsed by any former or current employer. Suffusion theme by Sayontan Sinha


text:
Q: Where should I add style in jQuery plugin elements? Is it considered good practice to add style to the elements generated by a jQuery plugin in the script itself, or an external stylesheet?
(function($) {
    $.myplugin= function(options) {
        var options = jQuery.extend({
            backgroundColor: '#0066cc',
            borderColor: '#003366',
            borderWidth: '1px',
            fontColor: '#66ccff'
            // etc...
        }, options);
        var html = '
...
';
        var $plugin= $(html).css({
                            'color': options.fontColor,
                            'background-color': options.backgroundColor
                            'border-color': options.borderColor,
                            'border-width': options.borderWidth,
                            'display': 'none'
                            // etc...
                        });
        return $plugin.appendTo(document.body);
    };
})(jQuery);

Should I take the approach above and let users of the plugin pass in parameters to customize the style, or should I eliminate the style elements and use an external stylesheet?
My gut reaction tells me I should use the latter, but I'm curious what the standard practice is, or if there even is one?

A: You shouldn't really include styles in your pluggins if you can help it. Best thing to do is to expose your html as parameters for your plugin. See this article on the matter:
http://www.learningjquery.com/2009/03/making-a-jquery-plugin-truly-customizable
James Padolsey is spot on!

redpajama_set_name: RedPajamaStackExchange


Hi everyone! Our next Meet Up Day is on June 10th in the Carmelite Centre on Aungier St., in Dublin. We will be talking about relationships and friendships, and this time we're going to be doing this through art and drama, so it should be good fun. Here are the details: The event takes place from 10.30am until 2.30pm, and we will have a break for lunch. But you should bring your own lunch because we won't be providing any food. If you are a member of the CPN the day will cost €5, but if you are not a member it's €10. You can become a member on the day, for €20! And then that gets you the reduced rate at ALL our events all year! A bargain! You can download a flyer to print out for your service or just to look at by clicking this link. We hope to see you guys there on Tuesday, 10th June!


text:
'''
Test_clockTools.py
  Defines unit tests for clockTools.py from utils/.
'''

#############
#  IMPORTS  #
#############
# standard python packages
import os, sys, unittest

# ------------------------------------------------------ #
# import sibling packages HERE!!!
sys.path.append( os.path.abspath( __file__ + "/../../../../src" ) )

from utils import tools, extractors, parseCommandLineInput

# ------------------------------------------------------ #

testPath = os.path.abspath(__file__+"/../../../../qa")

######################
#  TEST CLOCK TOOLS  #
######################
class Test_clockTools( unittest.TestCase ) :

  #################################
  #  ADD CLOCK SUBGOAL DEDUCTIVE  #
  #################################
  def test_addClockSubgoal_deductive_clockTools( self ) :
    return None

  #################################
  #  ADD CLOCK SUBGOAL INDUCTIVE  #
  #################################
  def test_addClockSubgoal_inductive_clockTools( self ) :
    return None

  #############################
  #  ADD CLOCK SUBGOAL ASYNC  #
  #############################
  def test_addClockSubgoal_async_clockTools( sefl) :
    return None

#########
#  EOF  #
#########

redpajama_set_name: RedPajamaGithub


Now we see but a poor reflection as in a mirror; then we shall see face to face. Now I know in part; then I shall know fully, even as I am fully known. And now these three remain: faith, hope and love. But the greatest of these is love.
Ideal Form, the universal mould.
His heart to aught which doth on time depend.
Even here below, but more in heaven above.
The most perfect way of seeking God, and the most suitable order, is not for us to attempt with bold curiosity to penetrate to the investigation of His essence, which we ought more to adore than meticulously to search out, but for us to contemplate Him in His works, whereby He renders Himself near and familiar to us, and in some manner communicates Himself.
I would like to learn just one thing from you: Did you receive the Spirit by observing the law, or by believing what you heard? Are you so foolish? After beginning with the Spirit, are you now trying to attain your goal by human effort?
I fear that if you take the preaching throughout the Church of Christ and ask why there is, alas! so little converting power in the preaching of the Word, why there is so much work and often so little result for eternity, why the Word has so little power to build up believers in holiness and in consecration,—the answer will come: It is the absence of the power of the Holy Ghost. And why is this? There can be no other reason but that the flesh and human energy have taken the place that the Holy Ghost ought to have.
Is not this at length too much to expect? Will a man ever love his enemies? He may come to do good to them that hate him; but when will he pray for them that despitefully use him and persecute him? When? When he is the child of his Father in heaven. Then shall he love his neighbour as himself, even if that neighbour be his enemy. In the passage in Leviticus (19:18) already referred to as quoted by our Lord and his apostles, we find the neighbour and the enemy are one.
Nothing is too great and nothing is too small to commit into the hands of the Lord.
It is far better, safer, truer language to speak of individual depravity than of universal depravity. By individual depravity I mean my own. I find it out in myself; or rather, He who searcheth me and trieth my ways, finds it out in me. That sense of depravity implies the recognition of a law which I have violated, of an order from which I have broken loose, of a Divine image which my character has not resembled. It is the law and the order which are universal. It is this character of Christ which is the true human character. It is easy enough to own [to] a general depravity; under cover of it you and I escape.


Miner Wars by Keen Software House is a six degrees of freedom (6DOF) asteroid mining and space shooter played in a fully destructible environment and is a combination of single player story game and MMO. As a player, you operate an advanced mining ship in an open world asteroid belt area. You dig kilometers of tunnels, harvest the ore, travel the solar system, fight your enemies and discover deep secrets.
Game play is led by an epic story and is a combination of a single/multi-player game, cooperative, or you against everyone. The story introduces you to many types of missions: rescue, exploration, revenge, base defense, theft, transportation, stealth, search and destroy, pure harvesting, racing or just flying around and destroying everything you see.
Register and purchase your copy directly from the Keen Software House website.


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> you're trying to replace.
most likely is quite a bit more reliable than the one being replaced. Why?
can make a very significant difference in the reliability of the result.
can't be more reliable than its weakest link.


Segovia operations. Photo by Gran Colombia Gold.
Colombia-focused Gran Colombia Gold (TSX:GCM) announced today that gold production for the first quarter of 2018 reached 52,672 ounces, a growth of 35 per cent when compared to the same quarter of 2017.
"This brings the Company's trailing 12-months' total gold production to 187,485 ounces, up 8% from 2017's annual production of 173,821 ounces and within the Company's production guidance for 2018 of between 182,000 and 193,000 ounces," the miner said in a press release.
The firm's Segovia operation, located in the Segovia-Remedios mining district of Antioquia, was responsible for the positive performance. Only in March, gold production from the high-grade mine reached 16,611 ounces, bringing the total for the first quarter of 2018 to 46,472 ounces. According to Gran Colombia, this represents a growth of 42 per cent when compared to the first quarter of 2017.
The mine, which was hit last year by a 42-day strike, is expected to produce between 158,000 and 167,000 ounces of gold by the end of 2018.
The Marmato operation, which is located in the heart of the Middle Cauca gold district, did not perform as well as Segovia, Gran Colombia revealed. Total production for the first quarter of 2018 was of 6,200 ounces compared with 6,240 ounces in the first quarter of 2017.
By December, Marmato is expected to have produced between 24,000 and 26,000 ounces of the yellow metal. The deposit contains total estimated resources of approximately 8 million ounces of gold and almost 38 million ounces of silver.


Only 4h 12m 29s left!
Gordana aka Anagord 3D Texture & Character Artist at self. I'm also currently teaching myself 3d modeling.I'm hoping to set proficient with these as well thanks to the tutorials on Renderosity. Tools of the trade;DAZStudio,ZBrush,Poser,Hexagon,Photoshop,CorelDraw,etc... Thank you for your interest in my work.
Only 4d 18h 12m left!


text:
The Memory Collectors by Kim Neville ~ a Review
by MK French
Ev can feel the emotions left behind on belongings and thinks most of them should be destroyed. She'll sell harmless ones at Vancouver's Chinatown Night Market. Harriet hoards thousands of these objects, making her neighbors feel sick. She needs Ev's help to make a museum out of her collection, especially when the last person they know who had Ev's gift had spiraled out of control in response to objects. While they want to make sure that never happens again, the darkness is reaching out once more.
Amazon affiliate links are used on this site. A free book was provided for an honest review.
March 2021; Atria Books; 978-1982157586
audio, ebook, print (400 pages); women's fiction
Ev and Harriet have different outlooks on these emotion-laden objects. Ev calls them stained, and Harriet calls them bright objects. The two connect by accident, and it's a fortuitous meeting; Harriet is hoarding the objects she finds and is about to be evicted. Creating the museum out of positive energy helps Ev learn how to deal with her gift, but Harriet feels like she's losing the connections she had with the emotions and memories. On top of that, Ev's younger sister is back and tends to push Ev out of her comfort zone too far too fast.
There's a heartbreaking reason why Ev was so scared of her gift, but she's got a very strong talent with it once she allows herself to use it. She can be personable with others more than she thinks, even if her sister is the social one. Their relationship zigs and zags, and I have a hard time getting a feel for Noemi or her motivation. I feel sorry for Harriet, weighed down by her own memories and the memories of others, and Ev is constrained by her fears of becoming like her father.
This all comes to a head in the final quarter of the book, which has a claustrophobic feel to it. Mountains of memory-laden objects are piled, they're all trapped, and secrets are laid bare. It's a physical and emotional maze to wade through, and the reader is along for the ride. It ends with a bittersweet sense of closure, where the characters are all free of the past at last. I loved the quiet rhythm of the ending, especially after the emotional climax of the story. It's a fascinating concept and a great story to read about.
Buy The Memory Collectors at Amazon
Born and raised in New York City, M.K. French started writing stories when very young, dreaming of different worlds and places to visit. She always had an interest in folklore, fairy tales, and the macabre, which has definitely influenced her work. She currently lives in the Midwest with her husband, three young children, and a golden retriever.
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Labels: fantasy, Kim Neville, MK French, Reviews, women's fiction
Shannon @ It Starts at Midnight March 24, 2021 at 10:23 PM
This sounds quite interesting! I won a copy, and honestly wasn't sure if it was a "me" book, but now I am thinking it just might be! Thanks for the great review!
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redpajama_set_name: RedPajamaCommonCrawl


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Teacher Spotlight: Mr Anderson
Sam Anderson joined ELSS as Head of Classics in 2017 and in that time he has overseen the expansion the department. Here, he explains a little about himself and the role of Classics at ELSS.
"We now have both 6th form Latin and GCSE Ancient Greek, which is very rare in East London and a great testament to the high academic standards and vision of the school. The Classics curriculum is also incredibly broad and allows the pupils to read a huge variety of Classical literature, including but not limited to the great works of Homer, Virgil and Ovid.
I studied both Latin and Ancient Greek at school before doing a Classics degree at Durham University. My interest in Classics has always been in literature and I love both Greek and Latin epic poetry. The highlight of this year so far was the public reading of Iliad Book 24 in over 15 different languages. It was amazing to see a 3000 year old poem being translated and read aloud by our pupils.
Outside of school my main passion is running and I recently completed my third London marathon in a PB time of two hours 48 minutes. I like to run all distances but the longer the better. In the past five years I've been competing in ultramarathons, with the furthest to date being 75 miles and 21 hours of running. Back in March I ran a 80 mile loop of London in a day, following a path called the Capital Ring.
I would love to take pupils on a trip to Greece to visit ancient sites and to do some running as well. A plan to do this is in the pipeline."
Mr Anderson with Classics pupils (above and below) who participated in the European Festival of Latin and Greek this year. Pupils read extracts from Homer's Ilyad in 12 different languages.


FOG is very concerned about this development and the proposed carpark itself due to the presence of the endangered Golden Sun Moth (GSM) (Synemon Plana) in York Park. The GSM is listed as critically endangered both nationally and in New South Wales, Victoria and the ACT. WWF has nominated the GSM as one of the ten Aussie battlers, species that are at great risk of extinction and require urgent help to survive. Because the GSM is a critically endangered species, any site at which it is present should not be developed or impacted upon until the species has recovered.
To preserve endangered species and ecosystems for future generations, there must be some areas that are "no go". If, in such an area, a development is deemed to be absolutely essential, losses should be minimized. It is hard to see how a multi-storey carpark and its access road could be considered absolutely essential, particularly in the light of climate change and the need to reduce our dependence on cars and make better use of alternatives such as public transport. With regard to York Park, FOG regards this site as iconic, and it is one of the sites identified in Action Plan 28 as being of high value. The site, despite being small, has remained viable and continues to support a GSM population. On a recent site visit, FOG noted that there is an issue with weeds on the site, but that the site is in better condition than it has been in the past. With improved management and no impacts from development activities, FOG believes that the site could be restored to a very good condition, with the consequence of maintaining and perhaps increasing the GSM population.
FOG notes that the current proposal has been designed to minimise the impact on the site and the GSM, but considers that a loss of 6.5% on a small but important site like this still to be significant. Similarly, the unknown but likely impact of the carpark might be able to be reduced, but will still have an effect. The proposal suggests that the site could be shaded by as much as 42% during the winter, which is likely to have considerable effect on the microclimate of the site and could lead to a significant increase in weed recruitment to the detriment of the native species and ultimately to the GSM (e.g. by delaying emergence and mating of the moths until later in the season when conditions are unsuitable for mating and egg-laying).
FOG notes that three alternative locations for the additional connection from the carpark development to the external road network were considered but that two were "considered unacceptable by the NCA because of existing or future development constraints". Without information about these, it is difficult to comment on alternatives to the current proposal. However, FOG finds it unacceptable that an area of endangered ecosystem be given lower priority than nebulous "future development constraints". Even if an alternative access were possible, the likely impact of shading from the carpark is still a serious issue and should, in FOG's view, preclude this development.
This is a site on which there has been ongoing scientific monitoring of the GSM over a long period. FOG is appalled at the use of science to help justify the proposed carpark, as suggested by "…offer the opportunity for assessing whether microclimatic changes associated with limited building shading have a significant adverse impact on the golden sun moth". Surely it is more important, when dealing with a critically endangered species, to ensure that such long term monitoring not be compromised? The issue of shading of the site has come up some years ago, and FOG's view now is the same as in the past: any development that shades the site in any way should not be allowed to proceed.
In the last few weeks FOG has seen and commented on five development proposals impacting on the GSM, of which this is the latest. All of them use the argument that the moth is in low numbers on the site or that the area being affected is small. The observation that the GSM is present (albeit in low numbers) at more sites than previously thought should be providing an opportunity to take stock of how we can increase the numbers of this critically endangered species, not being used as an argument to proceed with a number of non-essential urban developments because there are more moths somewhere else. It is this sort of attitude that has led to this (and many other) species becoming vulnerable or endangered in the first place.
Once again, FOG asks that a more strategic approach to the conservation of this species is considered and discussed with the community before any development of any of these sites (including York Park) occurs. While attachment G contains the document "A Strategic Approach to the Conservation and Environmental Assessment of Golden Sun Moth Sites in the Canberra Area", as far as FOG is aware, there has been no strategic approach presented to the community for comment or adopted by any level of government. Given the number of development proposals impacting on the GSM that are being referred to the Commonwealth for consideration under the EPBC act, surely it is time to stop and consider a more strategic approach before proceeding with so many developments.
In conclusion, FOG is totally opposed to this development or the multi-storey carpark for which this development proposal is the forerunner. York Park is an icon site with scientific values as well as conservation values, and any development affecting it should not go ahead. As well, FOG would like to see better management of the site and is willing to work with the National Capital Authority to improve the conservation values of the site.


When you think of entertainment moguls, names like Tyler Perry, Steven Spielberg and Oprah Winfrey are probably top of mind. Most people do not think of the name "Byron Allen". But they should! Byron may not have the name recognition that some of his peers enjoy, but his level of success certainly puts him in a hyper-elite club. With no exaggeration at all, Byron Allen is one of the most successful and powerful producers in Hollywood. He has more than 30 shows currently running or in production. His company produces films that crush the box office, inclduing last year's "47 Meters Down" which earned $61 million off a budget of $5 million. So what's up next for Byron? Well, he just bought The Weather Channel for $300 million. NBD.
Byron Allen didn't set out to be an entertainment mogul. His original dream was to be a comedian. At 18, he became the youngest comedian to perform on Johnny Carson's Tonight Show. His set was so successful that he was quickly offered a job co-hosting an NBC reality news show called "Real People". Real People turned out to be a smash hit and ran 5 seasons between 1979 and 1984.
When he wasn't on camera, Allen was behind the scenes learning every aspect of what it took to producing, directing and (most importantly) advertising a television show. That last part is crucial. Real People was syndicated, so the producers needed to have direct personal relationships with the advertisers and TV stations around the country that supported the program. Allen spent his spare time building his own relationships with these same advertisers and TV stations. These relationships would prove to be extremely valuable down the road.
Allen struggled somewhat when Real People ended. He went back to comedy but ultimately did not have the kind of break through he really wanted. In 1992 he decided to take matters into his own hands by producing his own show from scratch. To manage his creations, Byron co-founded Entertainment Studios Inc. with his mother. She still works at the company today.
Their first show, which he initially called "Jammin", was eventually re-titled "Kickin' It With Byron Allen". He produced, directed, wrote and syndicated the show himself. Though you may have never heard of Kickin' It, the show ended up being one of the longest-running syndicated programs of all time, airing 22 seasons over 21 years. FYI, that's longer than Law & Order. Next, they produced, "Entertainers with Byron Allen". The one-hour, syndicated show features him interviewing current television and film stars. It has aired 22 seasons over 21 years as well. All of his shows are 100% family friendly and produced on a very slim budget.
Instead of charging the networks huge upfront-fees for the rights to his shows, he gives away his shows for free. Yes, you read that correctly – for free. In exchange for giving the content away for free, Byron is given the right to sell 50% of the show's available advertising time, which he then sells directly to brands like Proctor & Gamble, McDonalds, PepsiCo and many more. Whatever he can get for those ads, he keeps. And these dollars are frequently much higher than what he would receive under a traditional production deal.
Over the decades, Entertainment Studios has evolved into a powerhouse. The company produces 32 different television series, including "Cars.TV", "America's Court with Judge Ross", "Comics Unleashed", "Beautiful Homes & Great Estates", and "The Young Icons". Entertainment Studios is the largest independent producer and distributor of first-run syndicated programming in the world, and it also produces programming for six different 24-hour HD networks, including MyDestination.TV and Recipe.TV.
The company now employs over 200 people, has its own studio space and offices is LA, New York, Chicago, Atlanta, Denver and Raleigh.
Annual revenues exceeed $100 million with extremely high profit margins.
Byron Allen's personal net worth is $400 million.
"Snowstorms, rain, mudslides, our lives and our families' safety depend on this info. When a big storm happens, it's the Super Bowl of weather. As many as 30 million people watch".
And pretty soon, those 30 million people will see ads that were sold by Byron Allen directly.
Allen believes that with his mind for content and ad sales, he can turn The Weather Channel into a billion-dollar media business. And if anyone can pull it off, it's Byron Allen.
Byron Allen produces 32 television shows, runs a massively successful studio, and is worth $400 million. So why haven't you heard of him?


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Q: Arch Linux cannot boot I have a WD My Passport USB 3.0 500 GB hard disk
I have successfully installed various OSes like Ubuntu, Pinguy, Mint etc. but so far I'm unsuccessful in installing Arch Linux.
I used the net install CD and the installation is smooth, only when I reboot and boot off my hard disk I get an error saying "cannot find filep" (something along similar lines) and when I try booting again (without a reboot), I get:
error 18 and and boot cylindar size exceeds maximum value type error.
I tried rootdelay=8 from the Beginners' Guide on the Arch Wiki and after scavenging through forums even enabled usb in the hook file while installing.
I still can't boot.
If it's of any further help I have dual boot Windows 7 and Ubuntu on my laptop. My usb is partitioned as following:

here is my menu.lst http://pastebin.com/FdAiHnXZ
and the errors

A: Grub can't read past a certain point, it looks like 8 gigs on most machines.  You'll have to move the partition with your /boot to the front of the drive.  I've heard (and followed) suggestions to make it a separate partition for this reason.

As for the error 15, the kernel name might be wrong, go into a recovery shell or rescue disc and check the name (usually just vmlinuz), then edit the menu.lst to match.  I seem to recall an ill-advised update doing this to my arch machine once, maybe you got a similarly broken snapshot.

A: Please read about the updates to the kernel package and filenames. You need to edit your menu.lst accordingly - you can do that on the fly while booting with grubs edit function).


In this Module, you will be learning about XtraNormal and how you can use it in your classroom. You can find a copy of the lesson plans attached at the bottom of this page. While they were originally intended for my course work, please feel free to adapt them for your needs.
XtraNormal is an on-line program that "brings movie-making to the people." This program gives anyone the ability to create a movie while only using text. Characters and settings are provided in a variety of collections and once you have made the determination on the collection you want to utilize, all you need to do is type what you want your characters to say! It is that easy! When you are done, you can publish your movie and add it to a web page or e-mail a link to share with your colleagues or students!
In the video below, you will see how easy it is to set up an account. When you are ready, head on over to the site to get started!
Now it is time to create your first movie! Check out this video below to help you get started!
And here is what the final product looks like! Now wasn't that easy?!
Congratulations on completing this Module! Now you can add simple videos to accentuate your lessons or have your students create better projects!
Please fill in the PD Evaluation form below to give me some insight on this Module.


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Żywiec (Duits: Saybusch) is een stad in het Poolse woiwodschap Silezië, gelegen in de powiat Żywiecki. De oppervlakte bedraagt 50,57 km², het inwonertal 32.083 (2013).

Sinds 1856 wordt in deze stad het bekendste bier van Polen, Żywiec, gebrouwen.

Verkeer en vervoer
 Station Żywiec

Geboren

 Tomasz Adamek (1976), bokser
 Piotr Haczek (1977), sprinter
 Tomasz Jodłowiec (1985), voetballer
 Monika Brodka (1987), zangeres

Plaats in Silezië
Stad in Polen

redpajama_set_name: RedPajamaWikipedia


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Basic Space
All 2299 Kepler exoplanet candidates orbiting one star
By Kelly Oakes on August 13, 2012
If you think this star system looks a little crowded, that's because it contains all of the possible alien worlds found by the Kepler planet-hunting mission so far.
This animation made by Alex Parker, a postdoctoral researcher in planetary science at the Harvard-Smithsonian Centre for Astrophysics, shows all 2299 of the most likely planetary candidates found by Kepler up until 27th February 2012 as if they orbited just one star. Each planet is drawn to scale with the host star, and its colour represents an estimate of the planet's temperature.
Astronomers detect exoplanets by watching as they pass in front of the star they orbit. From the dip in light as the planet obscures the star during this transit, they can work out a planet's distance from its star and its size.
Parker explains how he made the animation:
I have illustrated the planet candidates as if they orbit a single star. Using a transit lightcurve, a planet's distance from a star and its radius are both measured in terms of the host stars' radius, and those relationships are preserved here. This means that for two planets of equal size, if one orbits a larger star it will be drawn smaller here. Similarly, because the orbital distances scale with the host stars' sizes, some planets orbit faster than others at a given distance from the star in the animation (when in reality, planets on circular orbits around a given star always orbit at the same speed at a given distance). These faster-moving planets are orbiting denser stars.
If you prefer your candidate exoplanets in a list, you can also take a look at the full database - complete with details for each one. The full list actually includes several planets not in the animation above, because Parker didn't include some of the candiate planets that have already been flagged as likely false-positives. (NASA's Kepler mission site has a list of confirmed planet discoveries if you'd like something a little more certain.)
Some of the planet candidates in this animation will probably be ruled out as false positives in time, but the sheer number of them shows just how succesful Kepler has been since it started its search for alien worlds.
Kelly Oakes
Kelly Oakes has a master's degree in science communication and a degree in physics, both from Imperial College London. She started this blog so she could share some amazing stories about space, astrophysics, particle physics and more with other people, and partly so she could explore those stories herself.
How to spot a shooting star this weekend
Art and science collide in a tale of two cultures
A little perspective on our place in the universe
0 minute ago — Haitao Guo, Guangxiang "George" Luo, Shou-Jiang Gao and The Conversation US
How most of the universe was lost
By Kelly Oakes on July 30, 2012
Could life arise around a dying star?
Go from Quantum to Cosmic
Scientific American Space & Physics is a roundup of the most important stories about the universe and beyond


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← Men's Rights Redditors discover a new woman to hate (and it's one of the ones I wrote about in my last post)
Science proves the Men's Rights subreddit to be totally not (completely) misogynistic →
Here's the video of the Al Jazeera English show featuring Helen Lewis and Rebecca Watson, among others, and me.
It's pretty good show. Most of the discussion involves social media researcher and Fordham professor Alice Marwick and Helen Lewis of the New Statesman. Those of us in the Google+ Hangout pop in briefly with comments and questions.
FWIW, I appear only briefly in the show proper, but I have a somewhat longer (and a bit more coherent) comment in the ten minute "online only" portion that immediately follows the show (and which is also on this video).
It was a somewhat strange, if educational, experience, my first appearance on TV. (The next time I get webcammed into a show, I won't reflexively look down at the laptop while talking.) It all went by really, really quickly. Weirdly frantic behind the scenes as the producer tried to slot us all in.
The comments on the video on YouTube nicely illustrate the problem we were discussing; that is, they are a rancid pile of misogynistic shitlordery.
My favorite comment is this one from Urhoboman5 about Rebecca Watson:
At 5;30 that chick has a youtube channel. Just type in rebecca feminist and you'll find it. Interesting how most of her videos are voted down. Sometimes as much as 80% negative because the stuff she says is pure nonsense.
That's right. He actually thinks that the fact that her videos are targeted by downvote squads proves that she's wrong to talk about harassment. She's harassed by dudes who don't like her talking about harassment so therefore it's "nonsense" for her to talk about harassment. Brilliant.
Posted in: bullying, harassment, misogyny, on the tv, rape jokes, reddit, sexual harassment, YouTube
AbsintheDexterous says:
And he seems to seriously think that the world will be a utopia if only religion didn't exist, as if it's religion specifically that causes tribalism and team mentality instead of just being used as a tool to maintain tribalism and team mentality.
I've run into a few people who seem to think this. I can't understand why, though – there are plenty of people who do not believe in a deity/deities who are racist, homo/transphobic, and misogynistic as well as many religious people who aren't any of those things, and I would think that the existence of said people would be enough to counteract that thinking. Religion is just the window dressing; evo psych believers are a prime example of non-religious based beliefs that are used as a tool for tribalism. (Phrenology, anyone?)
This thinking was annoying when I was more active in my religion and it still annoys me to this day. "BUT YOU BELIEVE IN THE SKY FAIRY" didn't negate the perfectly valid points I made nor the evidence that people will still believe shitty things in the absence of a deity/deities.
As for "Western civilization", isn't a lot of the US Constitution derived from ideas from Native American societies? There were people living on this continent long before the Europeans arrived, with their own systems of government, even.
hellkell says:
Cassandra, I have a co-worker to whom I cannot mention Coldplay, or it will set off an epic rant about their lack of talent and how they should send a thank-you letter to Thom Yorke every fucking day.
ShadetheDruid says:
AbsintheDexterous: The big difference is religion has power and privilege behind it.
pecunium says:
Shade: Depends on the religion. I know a lot of Wiccans, and a few Sikhs, and a lot of Quakers. There are religions which have that sort of privilege, but Absinthe is talking about the idea that religion, in any form, = root cause of evil. The advantages religions may have aren't so much becuase, "religion" but because tribalism. Look at First Joe and his use of, "Muslims". He didn't mean actual muslims. He was very careful to explain it was just the "Bad Ones" who come from the Middle East/have dark skin.
Even if "religion" went away the David Dukes, the Geert Wilders, the BNP would have that on their side.
The cinematic art has also gone downhill since the golden age of the 1970s because of CGI stunts replacing stunts done in camera, CGI gore replacing practical make-up effects, and the creation of the PG-13 rating and subsequent attempts to neuter action movies into fitting that rating.
And those damn kids who won't get off your lawn!
Pecunium: That's true. I was mostly focusing on the concept of other things that are used as tools for that sort of thinking, because people using evo psych to justify these things isn't really on the same scale as people using (some) religion to justify it.
I should've probably quoted something to clarify that.
I'm also wary of people using the "other people are bad too" argument because while it's a good way to counter "religion (or whatever other thing) is the only source of bad things", that's about the extent of its ability. Maybe i've been spoiled by anti-secularists and others using that argument way too much.
RubyHypatia says:
Blue jeans and rock music originated in America.
Other great things in Western culture: theme parks, pizza, Halloween, basketball, and teddy bears.
Shadow says:
CassandraSays
What's next – pizza?
Other great things in Western culture: pizza
My laughter is most definitely of the "out loud" variety
@CassandraSays
I wouldn't mind taking Coldplay off your hands. What say we do a straight swap for the Biebs?
Ithiliana says:
The use of, and belief in "Western Civilization" as an actual *thing* instead of an historically colonialist and oppressive fiction, is a warning signal.
The "Western Civ" requirement in universities has been increasingly replaced by "World History" during the second half of the 20th century.
That change reflects the challenges to the fiction of the inherent superiority of Western Civilization, especially the idea that "we" superior european/aryan/white types "invented" everything.
Not surprising Ruby is trollishly pimping the outdated colonialist and racist concept.
Polliwog says:
rock music originated in America.
Yes. Because white Westerners dragged the ancestors of the people who created it over here in chains. YAY FOR US.
Rock music isn't "Western." It is, in fact, from a musicological perspective, a fantastic example of where humanity actually excels – a product of multiple cultures intermixing. Rock music borrows from an assortment of African musical traditions, adds in a sprinkle of European musical traditions, and comes up with something entirely new. That's awesome. It's not, however, something "the West" can reasonably take credit for, and definitely not something white Westerners can take credit for*, because it was pretty unambiguously African-Americans who created rock and roll.
*Well, okay, they can insofar as they quite definitely did, because the 40s and 50s were a great time for white people who wanted to go, "Oh hey, that black guy just did something brilliant. I think I'll copy him exactly and get credit for inventing something brilliant!" Reasonable adults in 2012, however, ought to be capable of figuring out that that is racist as fuck. Sadly, I am talking to Ruby, so, you know, "reasonable adult" may be a bit of a stretch.
Oh, and I also love how Western culture adopts aspects of other cultures, which makes for great diversity. It has given us a varied diet. My daughter is crazy about anime. My aunt used to belly dance.
No, Western culture is not perfect. It has and probably always will be a work in progress. I look forward to having a one world culture that doesn't include things like war, racism, misogyny, and homophobia.
Viscaria says:
Of course you fucking do.
Sharculese says:
ruby are you just trying to look like a moron at this point
I look forward to having a one world culture that doesn't include things like war, racism, misogyny, and homophobia.
You do realize that someone as dumb and racist as you won't be a part of this, right?
Anathema says:
And non-Western cultures don't adopt aspects of other cultures? If anything, I'd think that non-Western cultures would have adopted more aspects of Western culture than the other way around, given the dominance of the West on the world stage.
Really, I just love this line of argument. "Western culture is superior. Sure, some of the best aspects of Western culture were stolen from non-Western cultures. But that only goes to show just how superior Western culture is."
If Western culture comes up with great ideas on it's own, then that only goes to show that Western culture is superior. If a lot of the great aspects of Western culture were actually taken from other cultures, that still only goes to show how superior the West is.
Geez, Ruby, why not just outright say "Heads I win, tails you lose" and be done with it?
Why? I look forward to a just world myself, we don't need a one world culture for that. There's nothing wrong with diversity, and I'm always pretty suspicious of people who think the world would be a better place without it. I doubt I'm far off base when I say that your perfect one world culture involves "Western Culture" with just a little more appropriation.
Also, apropos to the rock convo:
Rutee Katreya says:
If I'm guessing right
Don't get ahead of yourself, skippy.
Rutee, are you saying that The Magnificent Seven is shit?
It's The Seven Samurai with cowboys. They explicitly say this. You can't use it as proof of the superiority of western civilization. I didn't say it was a bad movie, but that's one of the few non-drek action movies I can think of, and it's a remake of a non-Western movie.
I can imagine two objections that your sort might have:
Each with as much validity as the rest of your fevered imaginings.
1) Racism, in that white Americans c. 1960 are depicting Mexicans.
Yeah, that is a ding on the movie, but seeing as I don't think it's shit…
2) Cultural appropriation, in that it's a remake of a Japanese movie
Seeing as they're up front about it, not really an issue.
then I'd hate to see what movies you consider good, since you apparently judge them on their ideological correctness not their artistic merits
'ideological correctness', as you define it, is an artistic merit. If the art is horrifically racist, or horrifically sexist, that's kind of a black mark on the art.
You could speed it along a little bit by not pretending western civilization is superior.
Who gives a fuck? They're just tough work clothes.
and rock music originated in America.
Rock music is honkies stealing the music of black people after treating them like shit… If you want to really center your claim on "Western Civilization is superior" on it oppressing non-white people, well, that's just fine with me I guess.
Monsieur sans Nom says:
Yes, Western culture is superior. Why? Because of our freedoms.
Actually, "our" freedumbs are the major problem with western culture. What I hate the most about western culture is its pervasive anthropomorphism and the belief that human desires and affairs have cosmic significance(not to mention the foolish belief that people are basically good).
The cosmic irrelevance of humanity that is prominent in Lovecraft stories and other writings is the result of him being influenced by Native American beliefs.
valerienorth says:
Hi David- Just wanted to say that I thought that the discussion was good and I thought your comments were spot on. Great job.
Yes, I would love to see the world rid of hate and bigatry, religion and superstition. I know it's a pollyanna vision, but I can dream. It's one of the reasons I'm a Star Trek fan.
But anyway, good job David. I hope other news outlets start discussing this issue.
jumbofisch says:
Ruby you are one hateful prick. Take that head out of your ass for one damn second and think instead of screaming about how right you are constantly.
Why do random stuff america stole from other countries make their country "the best"? Do you even realize how much of an imperialist asshole you sound like?
AMERICA IS THE BEST AND ALMOST PERFECT WORLD BECAUSE WE ONLY HAD TO STEAL THINGS FROM OTHER CULTURES AND MOST OF THE STUFF IN AMERICA IS MADE OFF EXPLOITING OTHER COUNTRIES. AMERICA IS STILL AWESOME THOUGH CAUSE BLUE JEANS ANS ROCK MUSIC. WHATS THAT???? OTHER COUNTRIES HAVE AWESOME STUFF TOO??? FUCK THAT! MERIKA IS THE ONLY COUNTRY THAT COUNTS!!
Rabukurafuto says:
After furiously reading Man Boobz for a few months, I decided to post for the first time after seeing the Al Jazeera video. It was a pleasure to finally see and hear David Futrelle after so many hours of reading, and I very much appreciated everyone else that appeared. Thank you for making me aware of the men's right activists (or rather putting a name to them—I had heard of the misogyny on Reddit before I came to Man Boobz and had heard something about "fathers' rights" years before that).
Falconer says:
I know it's a pollyanna vision, but I can dream. It's one of the reasons I'm a Star Trek fan.
Nice try, but I'm never getting out of the fandom, no matter how hateful you get.
I just can't abandon George Takei like that.
Or perhaps a better way to put that is: You're not worth giving up Trek over, Ruby, no matter how far I want to distance myself from you.
Well you don't even have to agree with Ruby about the awesomeness of it. You just need to ask her who is better, Kirk or Picard, then hopefully you'll say the opposite and there we go.
CassandraSays says:
@Shadow
I'm afraid the UK is going to have to decline your offer. As much as I don't like Coldplay, I'd still take them over Bieber (as long as Chris Martin isn't allowed to talk, anyway).
Also, Ruby, as people keep pointing out, you keep forgetting how the (ancestors of the) people who invented rock and roll ended up in the US in the first place. As I said earlier, follow the thread back far enough and it points to Africa.
Guys, you are all missing the point here:
RUBY HAS A DAUGHTER OH GOD SHE REPRODUCED THERE WILL BE MORE OF HER
Actually, if Ruby has a daughter who loves anime, maybe that's the first step in rebelling against mom's rather narrow viewpoint.
Not that there aren't plenty of virulently racist anime fans, but hey, I live in hope (and I really don't want to imagine Ruby Part 2).
Regarding those three lasses with the "SLUT" paper discs covering their faces….The one the left is a hawt piece of ass! 😛
Dracula says:
Noms, we already know you're a douche, you don't need to keep trying to prove it.
We interrupt this Parade of Arseholes to bring you Random Shit I Found on the Internet ™ – taadaa.
Thanks WordPress, how nice of you to ruin my linking.. let's try that again.
I wonder if she's wearing buttfloss under that skirt. *smirks*
Myoo says:
Oh no, MSN, you're so awful and infuriating, and totally not a boring sub-par troll at all.
Pecunium has it right, for the point that I was making. Sorry about the confusion, Shade.
I'm also wary of people using the "other people are bad too" argument because while it's a good way to counter "religion (or whatever other thing) is the only source of bad things", that's about the extent of its ability.
My way of thinking about it isn't so much "other people are bad too" but more of what it takes to dig deep for the motivations behind why some people go the "X is evil" route. With many things – small and big – it always seems like that there are some people who really, really need to establish themselves as higher up in a hierarchy, however small that hierarchy is, sometimes to ridiculous lengths. And while I think that attitudes of tribalism will always be with us, sometimes it's useful to figure out the motivations behind it because we might be able to make an effort to combat it.
(Apologies if I'm not making sense, I'm a bit tired. Off to bed!)
jumbofish says:
Stop talking to yourself nomless.
Steele says:
I certainly agree that, while the West has some less than "stellar" marks on its cosmic report card, there is much that the rest of the world should – and indeed, does – aspire to. The West, and more specifically Europe, are and pretty much have always been the technological innovators. Democracy sprang primarily out of the West. The West has the highest quality of life by a wide margin – again, collectively.
So never mind all that oppression and junk we did. And are still doing.
Excuse me? Stop putting words in my mouth; you only make yourself the jester's fool.
I've never seen someone use "excuse me" so much except when they have gas.
You wound me, sirrah.
I wasn't putting words in your mouth, dumbass. I was mocking your willful ignorance.
Oh, and marry, nuncle.
Someone should put words in Steele's mouth, it would certainly up the quality of what's exiting his cakehole now.
One of the things I was thinking about the other day, as I was listening to some really good pibroch, was the ways in which the repetitions of the chanter, and the subtle plays in minor changes to the theme works.
There is, of course, a lot of that in Irish instrumental music too, and then I was thinking about jazz, and how it does the same, and wondering if it was cross cultural fertilisation.
But what I didn't do was think it made white folks superior to anyone.
At least Steelpole has learned the use of qualifiers to artfully dodge anyone pointing out counterexamples. Doesn't help him dodge people calling him a racist fuckhead, though, as I will happily do right now.
I find it hilarious how enamored Steele gets with words or phrases that he thinks are clever. U'd think a writer, even of the M-feminist dream denied variety, would know better. But, you know, vile, disgusting, vile bigotry!!
Viscaria January 18, 2020 at 8:28 am on Roosh V, now an Orthodox Christian, stops selling his pickup guides because they promote "bodily pleasure through casual sex"
Naglfar January 18, 2020 at 8:21 am on Roosh V, now an Orthodox Christian, stops selling his pickup guides because they promote "bodily pleasure through casual sex"
Lukas Xavier January 18, 2020 at 8:08 am on Jordan Peterson fans explain catcalling to you
Andrea "JudgyBitch" Hardie dons Nazi t-shirt in an attempt to prove who the hell knows what May 9, 2017
Return of Kings writer yearns for an apocalypse that will put ladies in their place June 21, 2016
A Voice for Men's Paul Elam duped by obviously fake article on satirical website November 6, 2013
Dorothy Parker Reviews Dogs October 25, 2016
We've Reached a New Low in Misogynistic Self-Righteousness December 7, 2012


At least 26 people have been killed and 18 more injured after an explosion rocked Afghan capital.
Afghan Interior Ministry's spokesman Nusrat Rahimi disclosed this to Sputnik.
"Twenty-six people were killed, 18 more were injured as a result of a terrorist attack on those celebrating Nowruz in Kabul," Rahimi said.
The blast occurred not far from the Ali Abad hospital and the area is currently cordoned off by the police, according to other local news outlets.


This comprehensive all-in-one solution saves you up 2 hours per day by automating and simplyfying your daily operation. Experience the benefits of additional addons for Store Manager with Zen Cart Shipping Integration, Zen Cart eBay Export, Zen Cart QuickBooks, Zen Cart Mass Product Changer.
If you run e-commerce business, in order to be successful and in demand among your customers, you have to update your site regularly by keeping an eye on the availability of your existing products, updating your product information with descriptions and other information as well as bringing something new. It is the basis of efficient product management.
Store Manager for ZenCart makes Zen Cart product management very simple. You have all necessary tools for adding products and you have no limits of their number, number of their categories and subcategories.
Store Manager for Zen Cart allows you to specify products names, add new products, add new product images, remove unwanted ones and adjust the products Attributes. You can preview and manage your all products' information at the Products section, change images at Product images section and cope with selected product attributes at the Product attributes section.
Comfortable for your customers and visitors category tree makes your Store user-friendly and tilts the balance to the advantage of your products.
Store Manager for Zen Cart allows you to specify, modify or remove categories and adjust all structure to meet your needs in convenient Zen Cart category management. You can browse your category tree as easy as you browse your folders. You can manage your category tree using simple drag-and-drop technology. It requires few clicks only to make changes and will simplify this time-consuming but so important operation.
Store Manager for Zen Cart provides the total Zen Cart order management, order export, order import, and order solution for your business. You get - detailed Zen Cart orders managing, orders' sorting using various filters, Order status types managing, importing and exporting orders, maintaining order products, calculating discounts, shipping and payment methods. It goes without saying that you can print order details, invoices, packing slip - and everything in high gear.
Zen Cart Orders management with Store Manager for Zen Cart is very simple.
Orders Section displays all necessary information in general view. You can set filters and preview particular orders with the help of the filter by "Period" or filter by "Products" Sections, but don't forget to Apply filters to see the result. Also you have "Manage orders Products" and "Order statuses" sections that give you all necessary order calculations and status comments.
This section of Store Manager allows you to manage Zen Cart customers: view customer information, add new customers or remove unwanted ones.
Customers Management with Store Manager for Zen Cart is very simple.
Zen Cart Customers Section displays all your customers information. You can set filters and preview particular customers with the help of the filter by "Period" or filter by "Products" Sections, but don't forget to Apply filters to see the result.
Also you have "Customer info" and "Customer's orders" sections that gives you all necessary information about your customers and their purchases.
It's important to stay up to date with the overall performance of the business. In Zen Cart reports section allows a store owner to view information about customers' behavior on the website.
All reports in Store Manager for Zen Cart can be customized, you can change report layout, insert pictures (logos), add and remove fields etc.
Start -> All Programs -> MagneticOne -> Store Manager for ... -> Application Data.
Report section helps by automatically calculating hourly, daily, weekly, monthly and yearly data for your store.
To edit one of report templates run Report Tool and open appropriate file.
Default report templates are stored in Start -> All Programs -> MagneticOne -> Store Manager for ... -> Application Data -> Reports, English sub-directory in .fr3 files.
Remember that every report besides of its template needs some data to be displayed. To customize data for a report you have to modify its .sql files. SQL files are stored in Reports\SQL sub-folder.
By each report name you can identify its purpose and information it contains. Comparing reports' data allows you to see if you need to make any changes in pricing or description. For some reports you need to specify the report dates before the report is generated.
Once you open the report, the following options are available: print, save, see the report outline, thumbnails, choose page settings and edit page (report). There are also numerous export options available. You can save current report as an image file, PDF file or a table and open it later using some application. This can be a big help when it comes time to fill out your tax report, since you can import it directly into an Excel spreadsheet.
Store manager allows you to update the rates automatically, using European Central Bank data. Its reference rates are based on the regular daily concertation procedure between central banks within and outside the European System of Central Banks. These rates are available through Exchange Reference Rates tab of the Currencies section.


Buses must use the Sports Centre car park, which is clearly signposted.
As penalties will be applied for crews late to the start, please have respect for your fellow competitors and arrive at the start in time. It can take up to 45 minutes to row to the start.
Crews must ARRIVE upstream of the start 10 minutes PRIOR to division start time: 11:50 for division 1 start at 12:00 noon, 13:50 for division 2 start at 14:00.
Crews must be on their marshalling station or above the start 5 minutes before race start time. A 5 second penalty will be added for any minute thereafter.
First Division - Novice Crews must begin boating at 10:30am, Junior Crews at 10:50am, and Senior Crews at 11:00am. Remember to take sufficient warm and weatherproof clothing with you.
Second Division - Novice Crews must begin boating at 1:00pm, Junior Crews at 1:10pm, and Senior Crews at 1:15pm. Remember to take sufficient warm and weatherproof clothing with you.


I use biblatex with style=authoryear-icomp, maxbibnames=50 and maxcitenames=2. Therefore, usually, two authors are named for each reference via \cite. For most cases this is a perfect setting. However, for some calls of \cite I'd like to explicitly increase the number of displayed authors. And I'd like to let bibtex compact (group) the authors.
"Author1, Author2, et. al 2001; Author5, Author6, et. al 2002, 2003"
"Author1, Author2, Author3, and Author4 2001; Author5, Author6, Author7, and Author8 2002, 2003"
For single citations (just one paper), \AtNextCite can be used to modify the behaviour (see https://tex.stackexchange.com/a/142202).
Using the same trick with \AtNextMultiCite does not compress the output. Therefore, in the previous example, I would get two times the list of Authors 5-8 for the two referenced papers.
to make sure that all citations in the next \cite use the full name lists.
Not the answer you're looking for? Browse other questions tagged biblatex cross-referencing citing or ask your own question.
biblatex: How to omit "p." at \cite?


Celtra Interscroller provides a natural introduction and dismissal of an ad through a simple swipe gesture. This ad unit offers plenty of room for creative storytelling and brings your creative in the center of attention without being intrusive.
Celtra Interscroller is capped to load 3 times for 1 unique user per day, for the duration of the campaign when booked on CPM basis.


text:
Outeniqua Hippocampus capensis, Knysna estuary, Marina, population density, population structure, Syngnathidae Knysna Estuary, Fauna, Flora
Conservation value of Codium tenue habitat for the endangered Knysna seahorse Hippocampus capensis
de Villiers N. M., Barker C., Claassens L. & Hodgson A. N. (2019) Conservation value of Codium tenue habitat for the endangered Knysna seahorse Hippocampus capensis Journal of Fish Biology 95: 1457–1464
Keywords: Hippocampus capensis, Knysna estuary, marina, population density, population structure, Syngnathidae
https://gardenroutebiosphere.org.za/wp-content/uploads/2018/07/Garden-Route-Biosphere-Logo-Web-3.jpg 0 0 Garden Route Biosphere Reserve https://gardenroutebiosphere.org.za/wp-content/uploads/2018/07/Garden-Route-Biosphere-Logo-Web-3.jpg Garden Route Biosphere Reserve2022-12-12 15:27:252022-12-12 15:27:27Conservation value of Codium tenue habitat for the endangered Knysna seahorse Hippocampus capensis
Outeniqua Artificial structures, Gabion, Habitat association, Marina, Reno mattress, Syngnathidae Knysna Estuary, Restoration
An artificial water body provides habitat for an endangered estuarine seahorse species
Claassens L. (2016) An artificial water body provides habitat for an endangered estuarine seahorse species Estuarine, Coastal and Shelf science 180: 1–10
Keywords: Artificial structures, Gabion, Habitat association, Marina, Reno mattress, Syngnathidae
https://gardenroutebiosphere.org.za/wp-content/uploads/2018/07/Garden-Route-Biosphere-Logo-Web-3.jpg 0 0 Garden Route Biosphere Reserve https://gardenroutebiosphere.org.za/wp-content/uploads/2018/07/Garden-Route-Biosphere-Logo-Web-3.jpg Garden Route Biosphere Reserve2022-12-12 15:27:202022-12-12 15:27:22An artificial water body provides habitat for an endangered estuarine seahorse species
Outeniqua action cameras, Hippocampus capensis, in situ, observation bias, seahorse ethology, Syngnathidae, underwater noise Knysna Estuary, Fauna
Gaining insights into in situ behaviour of an endangered seahorse using action cameras
Claassens L. & Hodgson A. N. (2017) Gaining insights into in situ behaviour of an endangered seahorse using action cameras Journal of Zoology 304: 98–108
Keywords: Syngnathidae, seahorse ethology, action cameras, underwater noise, in situ, Hippocampus capensis, observation bias
https://gardenroutebiosphere.org.za/wp-content/uploads/2018/07/Garden-Route-Biosphere-Logo-Web-3.jpg 0 0 Garden Route Biosphere Reserve https://gardenroutebiosphere.org.za/wp-content/uploads/2018/07/Garden-Route-Biosphere-Logo-Web-3.jpg Garden Route Biosphere Reserve2022-12-12 15:27:202022-12-12 15:27:22Gaining insights into in situ behaviour of an endangered seahorse using action cameras


text:
require 'puppet/application/indirection_base'

class Puppet::Application::Status < Puppet::Application::IndirectionBase
end


text:
Kim Ho (; born 24 November 1944) is a South Korean former football player and manager.

Early life
Kim was born in Tongyeong, a coastal city of South Korea, and started football in his hometown. He originally joined Tongyeong High School when he became old enough to join a high school, but there was no football club. He transferred to Jinju High School the next year to learn football professionally. However, he experienced a slump in Jinju, and once again moved to another school, Dongnae High School in Busan. Kim respected the Dongnae's manager An Jong-soo, and followed him into a semi-professional club Cheil Industries instead of university.

International career
Kim was on the South Korea national team from 1966 to 1972, and won the 1970 Asian Games. He originally played as a right back, but he showed his best performance as a centre-back. He was noted for his rapid pace and wild defense, and showed a great harmony with Kim Jung-nam, his partner centre-back.

Managerial career

Early career
Kim took his first steps into coaching with his team Commercial Bank. He started to perform the managerial role in his alma mater Dongnae High School before taking over as coach of a semi-professional club Hanil Bank in 1983. Under Kim, Hanil Bank won the Korean Semi-professional League straight away, qualifying for the professional league, K League.

However, Hanil Bank turned its status into a semipro club again in 1987, and Kim left for a K League club Hyundai Horang-i the next year. He rejuvenated Hyundai in his first season by leading them to a second place finish, but couldn't sustain the result after that. Hyundai slipped down to the bottom in 1989, and remained second from bottom in 1990. He finally left Hyundai prior to the 1991 season.

South Korea
Kim was back in management when he took over the rein of the South Korean national team in July 1992, and led it to the 1994 FIFA World Cup in the United States. His team put up some credible performances, drawing its opener 2–2 with Spain. However, South Korea drew its second game without a goal against Bolivia, facing the danger of being eliminated in the group stage. In the last group game against Germany, South Korea closed the gap to 3–2 after being 3–0 down at half-time. Kim and Koreans showed their effort against the World Cup holders, but it was inadequate to advance to the next round.

Suwon Samsung Bluewings
After stepping down as national manager, Kim was contacted by a new K League club Suwon Samsung Bluewings to become the first-ever manager of the club. He lifted 13 trophies including two K Leagues and two Asian Club Championships for eight years with Suwon. He also nurtured and discovered young talents called the "Kim Ho's Children". Many of them had successful careers in the K League even after his resignation. Ko Jong-soo and Kim Do-heon played for the national team among his pupils. He announced his retirement at the end of 2003.

Daejeon Citizen
Kim joined Daejeon Citizen in 2007, canceling his retirement. He had been regarded as one of the greatest South Korean managers before his return, but lost his honor by courting controversies in Daejeon. Kim was in conflict with the president and the board of directors due to team's financial problem as well as his poor results. Furthermore, the club's agent who was having a close relationship with Kim suffered discredit for embezzlement. Kim was finally removed from the team with the president in 2009.

Kim had finished his managerial career, but caused controversies again in Daejeon after 10 years. He was appointed the president of Daejeon Citizen in 2017 despite previous conflict, and engaged a significant number of his acquaintances as manager, agent, and players without principle. Daejeon Citizen was owned by the Daejeon Government at the time, and its finance was relying on the citizens' precious tax money. Kim received many criticisms, leaving Daejeon in 2019. Ko Jong-soo, the club's manager of the time and Kim's disciple, faced a court the next year.

Career statistics

International

Honours

Player
Cheil Industries
Korean Semi-professional League (Spring): 1964
Korean Semi-professional League (Autumn): 1968
Korean President's Cup runner-up: 1968

Commercial Bank of Korea
Korean President's Cup: 1970

South Korea
Asian Games: 1970
AFC Asian Cup runner-up: 1972

Individual
Korean FA Player of the Year: 1969
Korean FA Best XI: 1969, 1970, 1971, 1972
KASA Best Korean Footballer: 1971

Manager
Hanil Bank
Korean Semi-professional League: 1983
Korean Semi-professional League (Spring): 1987

Suwon Samsung Bluewings
 K League 1: 1998, 1999
 Korean FA Cup: 2002
 Korean League Cup: 1999, 1999+, 2000, 2001
 Korean Super Cup: 1999, 2000
 Asian Club Championship: 2000–01, 2001–02
 Asian Super Cup: 2001, 2002

Individual
Korean Semi-professional League (Spring) Best Manager: 1987
AFC Coach of the Month: August 1997
K League 1 Manager of the Year: 1998, 1999

References

External links

1944 births
Living people
South Korean footballers
South Korea international footballers
1972 AFC Asian Cup players
South Korean football managers
Sportspeople from South Gyeongsang Province
1994 FIFA World Cup managers
South Korea national football team managers
South Korea national football B team managers
Ulsan Hyundai FC managers
Suwon Samsung Bluewings managers
Daejeon Hana Citizen FC managers
Asian Games medalists in football
Footballers at the 1970 Asian Games
Asian Games gold medalists for South Korea
Association football defenders
Medalists at the 1970 Asian Games
Republic of Korea Marine Corps personnel


text:
module Handler.EdxCourse
    ( getRenameCourseR
    , getRenameResourceR
    ) where

import Import

getRenameCourseR :: EdxCourseId -> Handler ()
getRenameCourseR cId = do
  mname <- lookupGetParam "newname" :: Handler (Maybe Text)
  case mname of
    Nothing -> setMessage "Cannot set empty name for a course"
    Just "" -> setMessage "Cannot set empty name for a course"
    Just name -> do
      setMessage "Successfully renamed a course."
      runDB $ update cId [EdxCourseFriendlyName =. Just name]
  _ <- redirectUltDest HomeR
  return ()

getRenameResourceR :: EdxResourceId -> Handler ()
getRenameResourceR cId = do
  mname <- lookupGetParam "newname" :: Handler (Maybe Text)
  case mname of
    Nothing -> setMessage "Cannot set empty name for a resource"
    Just "" -> setMessage "Cannot set empty name for a resource"
    Just name -> do
      setMessage "Successfully renamed a resource."
      runDB $ update cId [EdxResourceFriendlyName =. Just name]
  _ <- redirectUltDest HomeR
  return ()


An opportunity for a MultiValue (UniVerse) Developer to join this well-established (30 years) end user who exist in an exciting marketplace. The Head Office in Milton Keynes has 250 people with a 20+ IT strong department which is expanding. This client uses technology to drive their customer deliverables and so the focus on IT is key to their business.
They work using Agile and have multiple technologies used in-house including: MultiValue databases (UniVerse), C#, .Net, OutSystems, iOS, Android.
They are looking for a key 3rd person to join their MultiValue team to develop high quality business applications. You will work with a high degree of autonomy and also as part of a team. You should be pro-active and deadline driven.
Excellent development technical skills in: MultiValue databases (pref UniVerse **) with some .Net preferably or C#. Any experience of SQL, MVC, XML, HTML, Json, CSS useful but not essential.
Good liaison skills as there will be significant user and inter-department liaison along with some training and support.
You should also be enthusiastic about technology in general, outgoing and confident and a great team player as well as able to work solo. You should remain calm under pressure and above all, really enjoy a happy and lively environment.
If the right candidate comes with innovative development ideas too this would be welcomed !
Universe ** = will also consider other MultiValue database experience eg UniData, jBase, D3, ARev, OpenInsight, mvBase, OpenQM etc.


Agrifac Pro is a general purpose non-ionic surfactant of the Alklpolyethoxyethanol type surface active agents. This cost efficient wetting agent works in a variety of market segments, such as agriculture, landscape and turf and ornamental. It can be used with fertilizers and herbicides with glyphosate formulations. Agrifac Pro may be combined with most herbicides, insecticides, fungicides, defoliants, miticides, desiccants and wettable powders. It enhances the productivity of the active spray ingredient by providing an even distribution and better wetting on the surface of the plants.


Every year during the summer, all eyes on the WorldSBK circuit turn to Laguna Seca Raceway where the best young riders from around the world take to the asphalt surface race track through the rolling hills of Monterey, California, as they compete for glory on the international motorcycle circuit.
For one week, the track is transformed into the sage for heart-stopping racing, agility and excitement at speeds in excess of 150 miles per hour through a series of turns and straightaways that have made this track famous to sports enthusiasts worldwide.
Supplying this event with riders' equipment from around the globe and assuring that their gear is in good shape up on arrival is what Coppersmith has done for the past decade. Assuring that the appropriate Customs paperwork is filed on time and correctly is just a part of our service to the race. We manage air and ocean shipments that make for more than two dozen truckloads of motorcycles, tires, fuel, banners, safety and other equipment into and out of the race facility and on to their next international destination.
This level of service for such a high-profile event required outstanding communication, a commitment to compliance and a dedication to coordination and follow-through. For years, Coppersmith has demonstrated our commitment to quality customer service and ensure that year-in and year-out, the event at Laguna Seca is a success.


This is a placeholder page for Andria Lane, which means this person is not currently on this site. We do suggest using the tools below to find Andria Lane.
You are visiting the placeholder page for Andria Lane. This page is here because someone used our placeholder utility to look for Andria Lane. We created this page automatically in hopes Andria Lane would find it. If you are not Andria Lane, but are an alumni of Kearsley High School, register on this site for free now.


text:
Twin Cities Daily Planet (https://www.tcdailyplanet.net/video-i-never-had-opportunity-vote-back-home/)
VIDEO: "I never had the opportunity to vote back home"
By Adja Gildersleve (TC Daily Planet) | October 27, 2014
(Still from video by Adja Gildersleve) Video below
This election year, seven individuals are learning more about what it means to do their civic duty, and they're sharing their stories on video.
The Center for Asian and Pacific Islanders (CAPI) started a pilot program to provide training and education for individuals who are either new to the voting process or simply wish to become involved in their communities through civic engagement.
The program, which began back in September, is part of CAPI's larger Voter Education Campaign, which provides resources like free translation and rides to polling places to increase voting participation in communities with typically low turnout.
"We need to have less about quantity, but more about quality," said Sandy Ci Moua, who runs the program. "Because a lot of people that get to the polls … they don't necessarily feel confident. They get there and they're like, 'Even if I do have a sample ballot, I don't know who these candidates are.'"
The new program started off with seven members, who are provided with education in the voting process, as well as introduced to candidates and their platforms, Ci Moua said. But more importantly, the program members are taught to see themselves as potential community leaders and realize through civic engagement, they can make differences in their own neighborhoods.
Many of the program members have never voted before in their lives, she said, so getting them to think about what voting means to them is more important than just getting them out to vote.
We'll be showing their stories every day until Nov. 4. See what voting means to Iqra Abdullahi, who couldn't vote back home in Somalia. Her video is below.
Coverage of the 2014 elections is funded in part by a grant from The Minneapolis Foundation.
Adja Gildersleve