Backdraft Fire Sauce - The fireman's nightmare - Dedicated to all the brave firefighters around the world! Great grilling sauce. Baste meat or seafood while cooking. Wonderful baked or grilled. Serve with wings, chips, chicken fingers, shrimp, vegetables, tempura, Jalapeo poppers, and everything else.
Ingredients: Sugar, yellow mustard, light brown sugar, tomato paste, herbs and spices, salt, natural flavoring, pepper & Habaero peppers.


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Hong Kong democracy protesters are pulling back, not giving up
Reuters/Carlos Barria
A man in Mong Kok holds up a sign encouraging democracy protesters, "Don't be weak."
From our Obsession
The Future of Hong Kong
By Lily Kuo
Published October 5, 2014 This article is more than 2 years old.
HONG KONG—Pro-democracy protesters that have paralyzed Hong Kong's main commercial and financial districts for more than a week are now withdrawing from some protest sites and allowing access to government buildings, according to demonstrators. The move is aimed at lowering tensions with police, after an ultimatum from the government to clear out by Monday morning, but may also be a sign of the precariousness of the "umbrella revolution."
Concessions to the Hong Kong government and the retrenchment of the city-wide protests could end up becoming a setback for the demonstrators, who are already struggling with a fractured leadership, extreme fatigue, and violent attacks by reputed members of the local mafia. Police have arrested 19 men for allegedly attacking protesters, eight of whom were believed to have links to triad gangs, and 165 people have been sent to hospitals for injuries incurred at the protests.
The head of the city's top university, Hong Kong University and other public figures pleaded with students to leave protest sites today for their own safety.
"The effect will be fatal to the movement," Pui Hung Vale, a researcher at Hong Kong University who has been active in the protests, told Quartz.
Activists stationed outside of the office of Hong Kong's chief executive announced today that they had agreed to leave a road demonstrators had occupied near the chief executive's office, which serves as a major artery between Hong Kong and Kowloon island, the city's two main districts. The protesters are still maintaining a blockade around government headquarters but are planning to create a pathway for government workers to go to their offices on Monday.
That still may not be enough for the Hong Kong government, leaving open the possibility of more clashes between protesters and police tonight.
Protesters also announced over Twitter that those remaining in Mongkok—the site of some of the worst altercations between protesters and opponents since Friday—would decamp and move to the epicenter of the protest movement in Admiralty, near the government's offices.
On Friday, demonstrators sent a WhatsApp message to media accusing authorities of organizing attacks on protesters in order to coral them into Admiralty, making it easier for police to clear protesters out all at once.
With that in mind, a group of protesters remained today in Causeway Bay, a major shopping district east of Admiralty, and some demonstrators were unwilling to cede the protest site in Mongkok. "We'll stop occupying when there's real justice and democracy," one protester yelled over a megaphone after hearing the announcement.

redpajama_set_name: RedPajamaCommonCrawl


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Home 2014 December The Art and Architecture of Baroque Scandinavian Modernism: Interview with Gert Wingårdh, Part 2
The Art and Architecture of Baroque Scandinavian Modernism: Interview with Gert Wingårdh, Part 2
Posted on: 16 December, 2014 by Build LLC
[All photos provided by Gert Wingårdh]
This fall, BUILD met up with Gert Wingårdh at his Stockholm headquarters to discuss his impressive roster of forward-thinking public and commercial projects. With completed work in Scandinavia, Northern Europe and The United States, his project types range from embassies and university buildings to shopping malls and air traffic control towers. We discussed the design of golf clubhouses, how to keep your clients happy, and what it means to be a maximalist. For Part I of the interview, head over to ARCADE Magazine.
You've recently taken on several urban planning projects. How did you make the transition from public and commercial work to urban planning?
As an office, we shied away from doing urban planning for a long time, and instead focused on buildings, because I feel most comfortable doing buildings. But then you get opportunities, and you rise to the occasion. We got into urban planning more by being asked.
There is so much design talent in Sweden, why do Swedish design competitions typically invite international architects to the competitive pool?
Sweden is a culture which is quite open-minded and we want to bring in new people and fresh ideas.
With the scale and diversity of your projects, and an office of 175 individuals, how do you keep on top of the design process?
The organization has grown slowly and some of our staff has been with the firm since the late 1980's. It's like a marriage in a sense.
How do you describe your role in the firm?
I'm often asked by students if I design everything and in a sense I do, but if I did everything myself, I wouldn't have a staff of 175 people. The boat can't sail if you're alone on it, but you still need a captain. It's about starting a lot of projects and I enjoy being pulled in a lot of different directions. I'm very much a reactive person rather than an active person, so I like my staff to read a brief and do a design then present it to me and we can refine the solution from there.
You describe your work as having an ecological awareness but the relationships between your designs and nature are so much more poetic than that phrase suggests. Can you tell us a bit about how you design with the environment?
This term of ecological awareness comes from being educated in the 1970's. Dealing with the oil crisis of 1973 had a significant impact on being young at that time. It made us look to the U.S. because early ecological examples thrived in placed like California or in Arizona with Paolo Soleri's work. Moving into the 1980's you had architects like Emilio Ambasz building underground which has an ecological thinking to it. I think it's a very German-Scandinavian understanding that the architecture respects nature and the poetics come from doing so in an artistic way.
Scandinavians seem to be avid proponents of modernism in the public realm whereas the American public can be quite resistant to modernism. What do you think accounts for this difference?
I don't have a clue. The obvious thing to say is that you're a young nation and you're sensitive about your heritage. The people that seem to care the least for their monuments live in some of the oldest places, like Rome.
What have been the greatest challenges of your career?
My career has been very gradual and the greatest challenge was getting the first commission, which was the Öijared Golf Clubhouse. It's tough to get the ball rolling.
Is each project a reinvention or is there a kit-of-parts that you rely on in your project?
Each is a reinvention, but we typically start with a solution that we completed on a previous project. There are so many starting points now, that you can ask people to take off from material already established.
How have the locals responded to projects like the Gina Tricot building and the Victoria Tower, with their bold, modern forms?
I've heard nothing negative on either, in fact we've even received fan mail on the Victoria Tower. The tower stands away from any neighborhoods, and in a context of upstart firms and other companies that are not usually all that sensitive about the environment. I'm sure there's people who aren't fans of the building, but they haven't come forward.
Nearly every project on your website is shown in plan and section. What is the significance of these drawings within the presentation of completed projects?
If you're an architect, you're always reading sections together with plans. Our idea with the website lately is not to talk too much but to be kind of matter of fact. There should be a body of work on the website that shows what we've acheived. The news and more vibrant information resides on our Facebook page.
Do you build physical models in addition to the 3D rendering work?
Yes, the physical model is an important design tool for the clients as well as inside the studio. We also like to take them out to the jobsite to communicate with the trades. It's important that the people actually building the project develop a clear mental idea of what the project will be like.
In 2006, the Swedish Embassy in Washington D.C. that you designed was completed. What were some of the differences designing and building in the United States?
While the projects are more regulated in the U.S., the process was also more reassuring. Getting the project realized also felt more believable and doable.
How does the building design represent Sweden?
Historically Sweden was a poor country and it was common in architecture to paint birch, which is abundant, to look like stone. In the spirit of faking materials, the wood textures covering the 2nd level guest residences are computer generated. We also had a lot of white dots printed onto glass to give the impression of mist rising early in the morning.
What design work influenced you most as a young architect?
Carlo Scarpa was the greatest influence, and I still enjoy looking at his work. When I first saw Scarpa's work it seemed like the answer to everything because it was so elaborate. It was so far away from Rossi or Sterling who were trying to make buildings interesting, but Scarpa was the real stuff. We took the entire office down to Venice and Verona three or four years ago to tour his work.
How have you made it through economic downturns?
In the early '90s people made the transition from drawing by hand to drawing by computers. I could only employ a young staff, all of whom were computer literate. Shortly thereafter, Sweden experienced a big recession and all of the big firms had to lay off their young people because you have to let employees go in the order in which they were hired. These firms became computer illiterate because the young staff was gone, whereas we retained the youth and the digital skillset. In 1995 when things started picking up again, we were still a very strong office. We had a strong position by luck.
Gert Wingårdh studied economics, art history and architecture in the 1970s at Gothenburg University and Chalmers University of Technology in Sweeden. He founded his firm in 1977 and now employs a staff of 175 in Stockholm, Malmö and Göteborg, Sweden. The award winning practice specializes in architecture, urban planning, interior design and landscape planning. Wingårdhs has completed projects across Sweden as well as internationally with design competitions representing a large part of the office's business operations.
Posted in BUILD Out in the World, Interviews · Tagged: architects, Architecture, architecture process, BUILDblog, Buildings, design process, designers, designing, modern, modern architecture, modern design, scandinavia, Sweden


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Q: Not able to use for loop using bash in Jenkins pipeline Following is my code
      def jsonObj;
      jsonObj = readJSON file: 'vars.json'

                sh "gcloud container clusters get-credentials ${jsonObj.cluster_name} --zone ${jsonObj.zone} --project ${jsonObj.project}"
                sh "echo ${jsonObj.ns}"
                sh "kubectl get nodes"
                sh "for i in ${jsonObj.ns}; do kubectl create namespace \$i; done"

The variable file 'vars.json' is as shown below
        "ns": ["dev","qa","sbx"]

But when I execute my pipeline , the values from the variable are extracted with the other characters because of which the subsequent operation is failing
     + echo '[dev,' qa, 'sbx]'
     [dev, qa, sbx]
     + for i in '[dev,' qa, 'sbx]'
     + kubectl create namespace '[dev,'
     The Namespace "[dev," is invalid: .

Any suggestions to resolve this issue ?

A: The problem here is that jsonObj is a Map type in Groovy with a List type at the ns key, and your expectation is that when you implicitly cast this to a string during interpolation, then it will become iterable in the shell interpreter as well. Groovy types and shell interpreter type constructors are not syntactically isomorphic. You would want to use a Groovy iterator for the Groovy variable instead:
Map jsonObj = readJSON file: 'vars.json'
jsonObj.ns.each() { namespace ->
  sh(label: 'Create Kubernetes Namespace', script: "kubectl create namespace ${namespace}")
}

and then the shell interpreter command will receive the already resolved namespace variable from the pipeline correctly.

redpajama_set_name: RedPajamaStackExchange


Finally, after 2.5 years of making levels, editing them, finding music, testing, tweaking, and perfecting, SubLems is finally available for release!
SubLems is a large pack with 130 levels across 7 difficulties exclusive for SuperLemmini. The pack has a very gentle learning curve, so even beginners can play and have fun. But be warned, don't take the pack too lightly; the later difficulties have levels hard enough to stump even the most skilled Lemmings experts! Each level has its own unique music track that plays only on that level, so boredom will never be a problem! There are also BOSS FIGHTS! One per main difficulty.
I'm not sure if it will work for early versions of SuperLemmini, but I know for a fact it works on versions 0.102a and 0.102b.
Step 2: extract the folder titled "SubLems" (without the quotes) into the "levels" folder in SuperLemmini.
Step 4: extract the folder titled "all" (without the quotes) into the "styles" folder in SuperLemmini.
The folder titled "SubLems Replays" contains all of my replays for every level, which contain the official solutions to each level. It is not necessary to extract it to play SubLems, neither is the README file.
And that's it! Have fun playing!
I want feedback! I cannot tell you how much I want your feedback on this pack, both good and bad. Tell me what you liked, what you didn't, what I could do better, and why. I want to know your favorite and least favorite levels so I can learn to be a better designer. Also, if you solve a level and think you backrouted it; please send me a replay or a link to a video of said solution. I know there are a lot of backroutes in the game, and I intend on releasing updates to patch backroutes.
Are you new to Lemmings? Is this your first custom levelpack? Do you want a refresher on the basics of Lemmings? Do you want to get to know SuperLemmini? Do you want to appreciate architecture and/or great music? If you answered "yes" to any of these questions, you should play this difficulty. This has 10 tutorial levels that introduce you to the basic mechanics of Lemmings and SuperLemmini. Even if you are an expert, I still recommend you play this pack; it is really short, has great music, and at least one level returns in a later difficulty.
Re: SubLems 1.0 release for SuperLemmini!
I found only eight tracks in the SubLem music folder and SuperLemmini crashes on the second level of the first rank due to the missing music track.
Sorry about that Nepster. Not sure why that happened, but the download link is fixed.
(A walk in the park) That's a very interestring level . Ill try not to say too much early on but the levels seem quite well done. That's me onto the sweet difficulty. The first 10 levels are very good introductory levels where it gets you used to the skills on the super Lemmini program. I think (block o tron) is a good one for example as it teaches us something that frustrates many lemmings players.
Okay only four attachments at the moment. A lot of the levels were quite nice.
Oh I remember the Sandpolis act 1 a sonic level and that music, that level in sonic seemed not too hard for me but I remember having to help my brother at that sonic one a long time ago. There is some music that reminds me of a popular TV show in america which I like a lot well maybe in the past.
Here's another four more replays Colorful Arty, hoping they will work okay.
The lemming playhouse level I feel might of been backrouted not 100% in relation to the traps then again it may of been the intended one to trick us.
Sorry the replays are not in the right order, I think when I was saving them it went in a alphabetical list.
Nicely done grams! It's really interesting to see the way other people go about the early levels where there are multiple routes to take. I've noticed you use builders more than I do, but to each their own.
Also, nice job saving everyone on Bubblewonder; even I didn't do that!
The engine has it's limitations with precision and a lot of the stuff is A REALLY nice puzzle, but simply does not fit into the SuperLemmini engine.
I must say once more: There are very good levels here (and awesome music which partly would be troublesome on YT ), but the engine locks away it's true potential.
Level 1: This would be a very nice medium difficulty level, if it weren't for that flamethrower bug required in there and yes I call that 100% a bug as you should not be able to climb through a flamethrower! Even more if you die fallng back down (discovered this in level 20) ! It only came to my mind as I remembered you talking about it in of of your PimoLems videos and it saved me from trying a 1000 different things.
Level 2: I saw the trick here right from the start (digger + basher crossing), but ~ 20 tries later I said screw this and used your replay. Without any features this is just a pain to execute.
Level 5: This was very good! Not very difficult, but good level nevertheless. Even that one bomber was correct in the 3rd try.
As I saw I had to take the crowed with me and reached the botton I thought: Why do I have 30 builders for this Tried to bash.......and just thought WHY???
in the 3rd try though. If zthe area would have been smaller it would have been an alright level.
Level 9: I wasn't a big fan of that trick in Dodo's pack, as I find it unlogical. Also it is precise in the execution. Just 3 or so places where you have to do it would have done the trick.
replay for the 2nd time to get the initial setup right.
start that would be a very fun level actually , it has more to offer than that start!
a basher/minertunnel....turned RR to 68 and level done.
Level 16: This was a very nice level Not very difficult but very nice with not too much precision.
Level 18: I think I backrouted the crap out of this level 4 builders to spare...this can't be right.
Level 19: This one should be backrouted as well.
Again if the engine of your choice limits the speed and precision of excecution you should take this into account and design around that. That's one of the main reasons why I converted Reunion to NeoLemmix, as I thought after the creation that the engine was making it bad because of it's limits.
Level 20 deserves it's own post where I will tell you my story of pure anger playing through it and this comers from a LOVER of huge levels!
It is not easy to make me rage, as I sit through mostly everything, but at a certain point........Giga knows what I mean in ResidentGigaLems let's hide some mines, buttons, pick-up skills etc in the terrain!
First part wasn't bad, crowd was contained, sent a climber out and started building to the top. Then I saw the trap icecles in the next thingy and though let's stay at the top till the steel....figured out that I have to fall down...bashed through... started to build again.......and i saw red WHY WHY WHY WHY must there be a hiden trap/s and yes you can see tinnnny things at the edges, but I thought that they were just decoration!
Why are there hidden traps again !!!!!!!!!!!!!!!!!!!!!!!!
There is no reason to put them there other than to piss off the player, laugh at him and make him watch the replay allllllll over again!
Saw that I had to get another guy to go under and climb through the flamethrower again to seal this from both sides.
next try failed at the 3rd step as doing 2x extreme builder streching in SuperLemmini is stressful as hell I don't wanna stress, I want puzzles!!
and i think I even missed some replays here!
I owe you to be honest here!
Sry for the rant and the hard words but I had to get this out of me!
Thank you for your feedback Icho! I greatly appreciate getting both the good and the bad feedback.
1. There is frustration over the replay feature being the only way to reach a certain part again. I understand this is frustrating, especially on long levels like level 20, but I really don't mind it. I don't find it that much worse than constantly rewinding and restarting in NeoLemmix. There is really nothing I can do about this.
2. You say many of the levels use glitches. I disagree. I believe the only levels in Hellish that REQUIRE glitches are Hellish 1 and Hellish 14, and you backrouted the glitch on that level. The rest I call "quirky behavior", because it makes sense. It makes sense climbers can continue through a basher tunnel without turning around while it is being made. It makes sense miners can cross small pits because of the way they move. They warp a few pixels while diggers and bashers move smoothly. etc.
Hellish 1 you made WAY HARDER than it needed to be. Watch my replay, and you will see.
Hellish 2 I thought was arguably easier than its Insane counterpart due to there being 1 trick to execute as opposed to 2, and the terrain is marked where you should dig. After that, it is just timing the basher.
Hellish 3 and 4 you solved perfectly, and I think those are not that hard to execute. Hellish 3 will take a few replays, but it is not too bad.
Hellish 5 you backrouted slightly, but it is an easy fix.
Hellish 6 I agree with what you said; I will make the basher path shorter to reduce aggravation. That was a good idea!
Hellish 7 I didn't realize until well after I made it that people dislike that kind of level, but I felt I added a new twist to it and gave it awesome music, so I felt it wasn't too bad. I also can't tell if you made that level easier or harder than it should have been.
Hellish 8 you backrouted, and I'll have to think about how to patch it.
Hellish 9 I didn't think have to "jump" multiple times was a problem since it is the same exact timing every single time and I though it would be too easy if you only had to do it a few times. I will limit the amount of times you have to do it though.
Hellish 10 I ALMOST put in Insane, because I felt everyone knows that trick. However, I realized it would be really hard for someone who didn't know the trick, so I put it in Hellish. It is more tedious than anything.
Hellish 11 and 12 were solved perfectly! Well done! I will remove the diagonal thing at the beginning of Hellish 12; it used to be necessary, but not anymore! Good catch!
Hellish 13 was flawlessly solved! That took a LONG TIME to eliminate backroutes, and if the hardest part was timing a bomber at the very beginning, then that is not bad at all!
Hellish 14 was heavily backrouted, but easily patched. I'll just remove the blocker, which was a red-herring to begin with!
Hellish 15 is one of my favorite levels, and it is one of the main reasons I did not want to convert to NeoLemmix; there is no way to keeps this level, and that is NOT A GLITCH!
Hellish 16 was minorly backrouted, but not enough to break the solution.
Hellish 17 was flawlessly solved, and one of my favorite levels! It changed quite a few times over the course of development. You originally only had the right exit and 2 minutes to solve it.
Hellish 18 was backrouted something AWFUL! That will take some serious work.
Hellish 19 was also heavily backrouted. The original solution required a bit too much precision, even in my opinion, which is why it is the second-to-last level.
And finally, Hellish 20. I did NOT expect this level to make you rage at all. I thought it was extremely easy except for the bridge-digger trick at the end. I think I see a really simple solution to this problem though; I'll make it so you only have to save 50% as opposed to 100%. This way, if you screw up, you can just send in another lemming. The reason the traps are hidden was because they make the level look good and give the monsters more life. The original version had WAY MORE jerkish traps, that I removed.
That would make level 20 a lot better! Good call! Will continue with the pack rating by rating over the days.
Replays to all of Newbie, Sweet and Hellish (except level 20) attached. Especially in Sweet I did sometimes nonsense, which was caused by hitting the wrong hotkeys in SuperLemmini. So please ignore all stupid stuff I do .
1) I noticed that quite often exits, hatches and traps are not set to no-overwrite. The problem I have with this is, that this hides bridges constructed by builders and hides the terrain layout below the exit (which can sometimes be important for levels with bumpy terrain).
2) Hidden traps: Please, please, pretty please make all traps visible! Nothing is more frustrating for me than having to restart all of the level again, just because some lemming got killed due to an invisible trap. Especially because this takes 30sec-1min in SuperLemmini instead of one keypress "go 1sec back" that is available in NeoLemmix and Lix.
3) Time limits: SuperLemmini supports infinite time and you already have a few such levels. So why have time limits in levels, where one has more than enough time anyway? Once or twice I forgot to release the crowd in time and failed the level. I had to replay the second half again, release the crowd earlier and then finished with more than 1min left. This caused unnecessary frustration for me.
4) Long waiting periods: In several levels one just has to wait for quite some time for a lemming to walk to a specific place, a basher to finish his tunnel through some terrain, ... But as a player I want to click at lemmings! Perhaps sometimes the waiting period can be shortened, either by adding a few more obstacles or by by removing some terrain in the middle?
1) This should be Newbie 9, because changing the RR is something much more advanced than assigning skills and if a player doesn't know how to change the RR (which isn't as self-explanatory as the skills), they will be stumped already at the very first level. That would be bad.
And you might consider reducing the number of lemmings and making the level smaller, to make it more obvious that the RR has to be changed. I failed this level the first time I played it, because I didn't expect the RR-change. I am not sure, whether it is really that good when an already experienced players fails the very first intro level .
2), 3), 4) Very good levels to introduce the skills.
5) I would make the small gaps one pixel wider. This level took me longer than all other Newbie levels together, because I simply didn't see these gaps and thought them to be solid terrain. The first (of many) very good looking level!
6), 7), 8), 9) Another set of very good level to teach the various skills.
10) Not sure whether nuking needs really be taught, if you don't use this trick/glitch again later on. Explicitely teaching steel and one-way-arrows might be prepare new players better for the rest of the pack.
1) A good start into the first real rank with a very nice looking level.
2) Excellent level idea with very good visuals! The exit is missing its top though.
3) Another level great looking level. Especially the wheels were brilliantly done. Unfortunately one can just bash through almost all of the train, which is somewhat repetitive and has long waits where I didn't have anything to do. The level would be better in my opinion, if the player would be forced to go over the top of some of the wagons.
4) This is kind of the one-way-arrow intro level, I wanted in Newbie. But for players that have already played the original lemmings, this level is simply uninteresting, because they have already solved it (twice).
5) Good easy level to teach players the blocker-bomber combo.
6) Very nice level, though far harder than its position suggests.
7) This level was fun, though the long time of pure bashing was a bit boring. You might move this level to a leter position as well, due to the very restricted skill set and 100% save requirement.
8) Fun level, though slightly heavy on the builder side.
9) A very good level, though it really should be made shorter. Currently one spends way too much time just watching the lemming walking around. And given that I missed builder assignments quite a few times, I had to watch that walking around several times, which certainly doesn't make it any more interesting.
10) The hardest Sweet level, and very good.
11) An excellent level . But why on earth give 165min time limit?
12) This is another level that suffers from too much walking around without any obstacles in the path. What does the middle third do, except stretching the level?
13) This level has the potential to become a very good level. There is a very boring and backrouty way to solve the level though.
15) Another level with lots of walking around and not much to do. The hang-the-lem trap doesn't trigger when walking by, only when building up to it (which I stupidly did ). If you add some more obstacles this may become a good level.
16) I am really glad to have directional select. Another candidate to be moved to Newbie, because it does a good job in teaching directional select, which is already useful in some of the previous Sweet levels.
17) Some backrouty solution as in Sweet 13. This level again shows potential, but unfortunately is quite boring with the current backroute in place.
18) I don't understand how the title fits the level. But the level itself has lots of different obstacles and only a few waiting periods, making this level fun.
19) Building, building, building... Why not making the gap smaller and raise the left ledge?
20) Hidden traps are not fun!
1) Very good level idea! But climbing past the flame-thrower (which is NOT possible for some of the other flame-throwers) feels quite glitchy. Is there any reason to have such a strict time limit? I had to restart the level several times just time the third climber currectly, so that I stay within the time limit.
3) Excellent trick with many misleading "alternative" paths! But again the missing frame-stepping and the very precise positioning required for the basher, reduces the fun factor.
4) Easier than the original Ark, but still a very fun level!
6) I have mixed feelings about this level. On the one hand, there is the nice part getting through tha maze. But on the other hand, there is this annoying building an almost solid layer of bricks at the bottom, where it is very easy to leave big enough gaps to stop the basher (resulting again in watching fast-forward all of the level).
7) In principal a good level, but I have seen this idea already way too often by now. And compared with the other similar levels, it adds nothing new.
10) Very nice twist of this trick, having to build back to the other side at the end. But I would make the gap one bridge-length shorter to reduce the amount of building needed. I already knew this to be very fiddly to set up, so I build three bridge layers above, so the building time was considerable.
11) The best level in all of Hellish! Timing the floater/climber needed quite a few tries. Is having this timing really necessary? Why not making the ledge slightly longer, so that the floater can block there, turning around the climber, who can then build up to the bar?
12) This very much feels like a backroute.
13) This is likely a backroute as well. But even then, it has the feeling of an excellent and very interesting level.
14) Very good level. I would only make it a bit easier to build the bridge directly above the exit. Currently this needs quite a bit of precision.
15) Hidden trap!!! Otherwise nice trick, that abuses the game mechanics.
16) Principally another great level. However the long walking periods and the time limit which forces the player to release the lemming crowd quite early, reduce the fun quite a bit.
17) Not sure this is 100% intended. Nevertheless a very nice little level with many misleading paths.
19) Another very good level!
I hear that you tube is getting more strict with certain music, it seems to be catching everybody these days.
I've got two attachments where one of them only has four levels that I have done of scary, the other attachment with I think the remaining sweet difficulty levels I've completed.
Thanks for the replays everyone!
The exits set to no overwrite should be easy to fix, so never fear!
The reason I put in time limits for almost every level is because that IS the way Lemmings is meant to be played. If you look at the official lemmings games, they all have time limits. There are exactly 2 levels in SubLems that give unlimited time: Sweet 5 and Chaotic 15. The reason Sweet 5 has unlimited time is because, it was initially a mistake that I forgot to give a time limit. I then realized it fit the theme of the level "A lemming party NEVER STOPS!" Chaotic 15 has unlimited time because it is an EXTREMELY long level. I originally gave 10 minutes, and that was a time crunch. I changed it to avoid aggravating players. I personally like time limits. They force you to be quick as well as smart, which are two important skillsets to have in Lemmings, and time limits can help you determine how long a level will take.
I will make sure to make the traps more visible in the next update, with the exception of retractable boulders from the dirt tileset, since that is kind of their point, and I only use them secretly on one level, which is EXTREMELY short, so no harm done.
As far as long waiting periods go, I don't mind them at all. I find those help me make more detailed levels and let people appreciate the music. Also, most of the levels with long periods of just walking were some of my first levels; I tend to avoid those long spaces of nothing now.
Newbie 1: I thought that was the perfect way to start the game, but I understand that the release rate is not always intuitive. I'll try to find a way to fix that.
Newbie 5: One of my favorite level designs! I'll try to make the gaps more obvious without making Block-O-Tron look broken.
Newbie 10: the only level that requires the nuke. I thought that was just a fun way to end the difficulty. It also teaches people the importance of waiting in lemmings.
Sweet 3: I agree, that level is pretty long, but it really is as boring as you make it. You can alternate upper and lower routes if you like. This was also the first level I made for SubLems!
Sweet 4: It's a rip-off, yes! But I thought recreating one of my favorite levels from Fun in winter theme was cool (pun intended). This admittedly could be in Newbie.
Sweet 6 and 7: good to know these were a bit of a difficulty spike. I'll probably move these back.
Sweet 9: Agreed, this level is a bit too large, but part of that is 1: it is one of the first levels I made and 2: it gets repeated later, and more space is used.
Sweet 10: this was the hardest? Really? Interesting, I almost put this earlier.
Sweet 11: I gave 165 minutes because that is the length of the play Much Ado about Nothing.
Sweet 12: I originally made a harder version for Hellish that used more of the space, but that didn't work out, but I kept the Sweet version as it is.
Sweet 13 and 17: these levels are as fun as you make them, and smart players can solve them easily, so I'll leave the backroutes in. They're boring, but reward players for their intelligence.
Sweet 15: better fix the noose. This level ALMOST got the boot from the pack, but I kept it in for nostalgia. If I can come up with better level ideas, this one and its sequel may get the boot in an update.
Sweet 16: this would be the hardest level ever in DOS Lemmings, but I think it is a good intro to directional selection in SuperLemmini. This is not in Newbie because it is less intuitive than the release rate.
Sweet 18: I call it "masterpiece" because of the architecture. I think it may be the prettiest level in the pack, but that's just me.
Sweet 19: I made the gap so big because I wanted it to be a true "abyss". If this bothers people, I can make it smaller.
Sweet 20: the traps are invisible because I wanted you to have to "kill" the boss by bashing through him, but making the traps visible made the boss look stupid. It's a short level, so I think they're all right.
Hellish 1: like Icho, you made that level MUCH HARDER than you needed to.
Hellish 2: if you perform the trick from the opposite side, then the ground is marked where you should put the digger. I'll try to mark the other side as well.
Hellish 5: the only reason (and I do mean the ONLY reason) the level is so big is because it would look awful if only the crucial parts were in. Seriously, it looked TERRIBLE.
Hellish 6: never fear! I will reduce the amount of building necessary for this level.
Hellish 9: I will significantly reduce the number of "jumps" needed in the update.
Hellish 10: there's an idea. I think I will shorten the gap between the ice cream dishes. Thanks for the suggestion!
Hellish 13: I thought for sure I found all the backroutes to that level! Darn it!
Hellish 15: this is one of the main reasons I can't convert to NeoLemmix; it gets rid of awesome tricks like this!
Hellish 16: slightly different beginning than I planned, but same solution overall. The long walks actually WERE intended for this level, as the point is these Lemmings are marching for the galactic empire. Just imagine them marching to the Imperial March.
Hellish 17: backrouted slightly, but I may leave that in. It is still really hard to figure out and difficult to execute.
I didn't even check Hellish 18 because Icho discovered a GIGANTIC backroute. I too am really puzzled by the strange brick mechanics. There are no empty pixels; it is solid, but lemmings still treat it like empty space. I'll try to fix that as well.
Hellish 19: backrouted on one of the hardest levels in the game. Shouldn't be hard to fix. You were not supposed to build over the basher tunnel entrance.
Hellish 20: don't worry, I'm halving the amount of lemmings you need to solve and making traps more visible!
Very well done on beating the Hellish rating so quickly!
this is one of the main reasons I can't convert to NeoLemmix; it gets rid of awesome tricks like this!
Noone says that the NeoLemmix version needs to contain all levels! One of my current projects is to convert my NepsterLems from NeoLemmix to Lix: Of the 111 NeoLemmix levels, only about 80-90 will appear in the Lix version and about 5-10 new levels will be added. My goal is not to port all my levels precisely (not even the original Lemmings did that!), but to provide a version of my level pack for people who prefer Lix over NeoLemmix.
There are no empty pixels; it is solid, but lemmings still treat it like empty space. I'll try to fix that as well.
I am not completely familiar with the SuperLemmini code and how it recognizes air vs. solid terrain. If SuperLemmini automatically sets all pixels with the background color to air, then the problem might simply be that some pixels in the blue terrain pieces have precisely that color. So it might be worth a try to change the background color in this level slightly, which (if I remember correctly) can be done in SuperLemmini.
Having looked at your solution, I think yours might be a little bit easier to execute, but on the other hand is MUCH harder to come up with. I would go even so far and say, that blocking my backroute/alternative solution would make the level far harder!
2) see my comments in the contest thread.
3) Very good looking level. My solution was quite fiddly and hard to execute though.
5) You might not mind the waiting periods, but I really do! This was a horrible level in that aspect.
8) Another clever and fun level!
9) I would have preferred a slightly smaller version of this level.
10) Excellent looking level and fun to solve, except for that fake ice blower that was NOT fun at all!!! Perhaps put it either on the high tower or below the main steel platform, i.e. out of the way of the lemmings?
11) Very similar to one of the original lemmings levels.
12) A very intimidating level with an extremely fiddly solution!
13) Nice little level teaching basher mechanics.
15) A good level to teach the builder wall, which the title already hints at.
17) A certain little steel piece is too well hidden for my taste. Otherwise a good level.
18) At first I tried to dig between the water and the steel, which failed because the water reaches well into the terrain. Perhaps you could add a bit more steel here, to make it clear that this will not work? Apart from that a very good level that introduces this trick.
19) Very hard to execute with timed bombers, fairly precise builder assignments, ... In NeoLemmix of Lix this level would have been much more fun.
20) WARNING! Hidden trap!!! Without the trap, it would have been much more fun. And it would look even better in my opinion, if you set the water to no-overwrite.


Yall absolutely loved this outfit when I posted it a couple weeks ago, so I decided to put together a blog post! Chunky sweaters and midi skirts are super trendy right now - I loved this mustard velvet one + it's like $30!
Also, these boots are some of my favorites! Love the leopard print and they are actually pretty comfy!


text:
Lenovo Malaysia launches K4 Note, Vibe X3 and ANTVR
Lenovo Malaysia has unveiled two of their handsets, featuring TheaterMax which is powered by Lenovo's VR technology. Introducing the Lenovo K4 Note and Vibe X3, both of which have VR capabilities out of the box, and are the world's first with TheaterMax.
Starting off with the Lenovo K4 Note, which sports a 1080p Full HD IPS display at 5.5 inches. Lenovo claims this device to have good sound recording quality with their 3-microphone system with Wolfson audio codec that filters out ambient noise during sound recording. The K4 Note features twin front facing stereo speakers, powered by Dolby Atmos. It also has a 13MP/5MP rear camera and front facing camera pair, the usual standard for mid range smartphones today. The K4 Note is running a 64-bit octa-core MediaTek MT6753 SoC and a Mali-T720MP3 GPU, alongside 3GB of RAM and 16GB of internal storage which is expandable up to 128GB via micro SD. All of these, powered by an embedded 3,300mAh battery.
The Lenovo VIBE X3 also has a 5.5 inch 1080p Full HD IPS screen. While it also features the same 3-microphone system like on the K4 Note, the former's front facing speakers feature a 32-bit mobile audio DAC that ensures better audio clarity on top of Dolby Atmos technology. The VIBE X3 also sports a 21MP rear camera, capable of 4K Ultra HD video capabilities, coupled with an 8MP front facing shooter for selfie lovers. Under the hood lies a 64-bit hexa-core Snapdragon 808 processor, like on last year's LG G4. Coupled with 3GB of RAM, 32GB of internal storage, also expandable via micro SD. The VIBE X3 draws its power from a 3,500mAh battery.
Also launched is a VR headset by Lenovo, known as the ANTVR. The fairly light headset weighs at 160g and sports an aspherical lens with a 100-degree wide viewing angle. The ANTVR has a folding design, allowing you to slide in your smartphone with ease. The headset is also glasses friendly for the four-eyed folk. Launched alongside the K4 Note and the VIBE X3, the ANTVR will pair well with either device since they feature TheaterMax, which Lenovo promises an immersive and cinematic experience. According to the company, TheaterMax stands on three experimental pillars – Exploring, Watching and Interacting.
The Lenovo K4 Note and VIBE X3 are available for sale nationwide at retail outlets near you, priced at RM999 and RM1,899 respectively. The K4 Note comes in Matte White and Matte Black while the latter is available in Pearl White. Lenovo's ANTVR headset on the other hand, costs RM99 and will come in both black and white versions. (Update: Lenovo has also announced that the ANTVR headset will be bundled as a free add-on with the purchase of either the K4 Note or the Vibe X3, limited to stock availability.) For more info and updates by Lenovo, follow them on Twitter (@LenovoMY) and their Facebook page. What are your thoughts of Lenovo's step into the VR world? Let us know your thoughts!
theatermax
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Reuben hopes to experiment in human augmentation some day. Apart from his love for mobile technology, Reuben remains loyal to his passion for music as a musician, a proof that two-timing is always possible.


Tooth & Nail | News | Family Force 5's New Christmas Album and Tour!
Family Force 5's New Christmas Album and Tour!
Don't forget that "Family Force 5's Christmas Pageant" is available in stores and online now! If you haven't grabbed it yet, pick it up online at iTunes or wherever you buy music. FF5 is also heading out on The Christmas Pageant Tour at the end of this month with some friends. Check out all the info and dates here!


text:
Dates, Times Announced For Astros Vs. Phillies World Series
Major League Baseball is announcing the dates and times for the World Series games between the Astros and the Phillies. The Astros have earned home-field advantage, so Games 1 and 2 will be at Minute Maid Park this Friday and Saturday. Games 3 and 4 will be next Monday and Tuesday in Philadelphia. Game 5, if necessary, will also be in Philadelphia on Wednesday. If the Astros haven't put them away by then, the series returns to Houston for Games 6 and 7, a week from Friday and Saturday. First pitch in every game is at 7:03 p.m. Central.


text:
require 'bukovina/importers/common'

class Bukovina::Importers::Memory < Bukovina::Importers::Common
   def init_slug o
      o.slug = Slug.new(base: o.short_name) if o.slug.blank?
      base = o.slug.text.gsub(/[^0-9а-яё]/, 'а').unpack("U*")
      nums = base.dup

      if slug = Slug.where(text: nums.pack("U*"), sluggable: nil).first
         o.slug = slug
         Kernel.puts "old slug '#{o.slug.text}' approved"
      else
         while Slug.where(text: nums.pack("U*")).present?
            Kernel.puts "slug #{nums.pack("U*")} found"
            nums[-1] =
            case nums.last
            when base.last - 1 < 'а'.ord && 'я'.ord || base.last - 1
               nums[-2] =
               case nums[-2]
               when base[-2] - 1 < 'а'.ord && 'я'.ord || base[-2] - 1
                  raise
               when 'я'.ord
                  'ё'.ord
               when 'ё'.ord
                  'а'.ord
               else
                  nums[-2] + 1 ;end
               nums.last == 'я'.ord && 'а'.ord || nums.last + 1
            when 'я'.ord
               'ё'.ord
            when 'ё'.ord
               'а'.ord
            else
               nums.last + 1 ;end;end
         o.slug.text = nums.pack("U*")
         Kernel.puts "new slug '#{o.slug.text}'"
         o.slug.save! rescue binding.pry ;end;end

   def find_init search_attrs, new_attrs
      o = ::Memory.unscoped.where( short_name: search_attrs[:short_name] ).first_or_initialize( new_attrs )

      if not o.valid? and o.errors.details.keys.grep(/(icon_links|photo_links).url/).any?
         urls = ( o.errors["icon_links.url"] |
                  o.errors["events.icon_links.url"] |
                  o.errors["photo_links.url"] ).map do |x|
            x.values.first =~ /'([^']*)'/ && $1 ;end
         links = ( o.icon_links |
                   o.events.map { |e| e.icon_links }.flatten |
                   o.photo_links ).select { |l| urls.include?(l.url) }
         o.events.each { |e| e.icon_links.delete(links) }
         o.photo_links.delete(links)
         o.icon_links.delete(links) ;end

      init_slug(o) if ! o.slug || ! o.slug.persisted?

      # binding.pry if not o.valid? #or not o.persisted?
      o ;end

   def import short_name
      @short_name = short_name
      @attrs.each do |attrs|
         attrs = attrs.merge(short_name: short_name)

         memos_attrs = attrs.delete( :memos )
         names = attrs.delete( :names )
         names&.each { |x| Bukovina::Importers::Name.new(x).import }

         (search_attrs, new_attrs) = separate_hash( parse_hash( ::Memory, attrs ) )

         begin
            o = find_init(search_attrs, new_attrs)

            Kernel.puts "old slug '#{o.slug&.text}'"
            init_slug(o) if ! o.slug&.persisted?
            o.save!
            if memos_attrs
               memos_attrs.each do |memo_attrs|
                  Bukovina::Importers::Memo.new( memo_attrs ).import ;end;end

         rescue ActiveRecord::RecordInvalid
            case $!.message
            when /is inaccessible/
               retry
            else
               raise $! ;end
         rescue ActiveRecord::RecordNotUnique
            case $!.message
            when /: names\.|index_names_on_text_and_alphabeth_code/
               o.slug.destroy
               Kernel.puts "retry dup name"
               retry
            when /index_services_on_name_and_alphabeth_code/
               Kernel.puts "retry dup service #{$!}"
               retry
            else
               r = true
               binding.pry
               retry if r
               raise $! ;end;end

         errs = o.errors.map do |field, message|
            StandardError.new("#{field}: #{message}") ;end

         @errors.concat(errs) ;end;end;end

redpajama_set_name: RedPajamaGithub


Midfielder Deron Joe's beautiful first half strike was enough as the Stars took a step closer to qualifying for the NPSL Keystone Conference play offs after defeating fierce local rivals West Chester United 1-0.
Goals from Zoncher Dennis, Kouassi N'Guessan, and Amadou Sheriff were enough as the Stars came from behind to defeat FC Monmouth 3-1 on Match Day 6 of the 2018 National Premier Soccer League.
The Stars had a perfect weekend to cherish with a 3-1 away win at Electric City Shock in the NPSL on Saturday followed by a thrilling 3-2 home win over Christos FC in the NESL opener on Sunday.
The Stars continued their excellent start to the 2018 NPSL season with a 1-0 win away to Atlantic City FC this afternoon with Allison scoring the only goal of the game.


This is the most convenient way to refill your service. All you have to do is enroll by registering a debit/credit card, and your service will refill automatically on your Service End Date. No more worries or trips to the store. We'll do the work for you!


Following a medical evaluation today by the INDYCAR Medical team, Andretti Autosport driver James Hinchcliffe has been cleared to resume all driving duties, including practice for the 98th Indianapolis 500. Hinchcliffe, who suffered a concussion during the May 10 Grand Prix of Indianapolis, will take the wheel of the No. 27 United Fiber & Data Honda this afternoon in preparations for qualifying this weekend.


Since our last post about it in the January newsletter, the air traffic control tower and radar simulator ATC-pie has been enhanced with two major features. One was announced in May, and allows for student-teacher connections, i.e. tutorial sessions where the teacher can manipulate traffic, change the weather, recall situation snapshots, etc. for the student to be tested or trained on.
The second (newest) feature, added this month, is the implementation of ground control tools such as a click&drag taxi instruction generator, which should make controllers more comfortable when servicing GND at airports. The corresponding solo role was also added, playable alone or in conjunction with other roles at any airport where a decent ground network exists (or created, or downloaded from the X-plane gateway). Below is a still picture of the taxi instruction tool used on Dubai ground.
The ErAZ-762 has been released. It can be found in GitHub. See also the official website.
Rewloola is a futuristic aircraft first featured in the anime film Mobile Suit Gundam: Char's Counterattack and later in the Mobile Suit Gundam Unicorn OVA series. It can be found in GitHub. See also the official website.
FG's orbital rendering engine Earthview has received an update of night lights. Many may have seen the stunning photographs by ISS astronauts, showing the city lights at night. Earthview can do the same now.
Using the alpha-channel of earth's textures, the shader now shows the night lights of earth.
Currently, in FGData are textures of 2k resolution to reduce disk-space. However, 4k and 8k resolutions are also available!
Note Keep in mind, that too high a resolution might bring your graphics card to its knees. Also, loading such huge textures takes some time, so expect some stutter. If, after loading, the framerates are inacceptably low - or FlightGear even crashes, then you should use lower resolutions.
Earth from 6000km with night-side lit up by city lights.
If you want to participate in the screenshot contest of August 2016, you can submit your candidate to this forum topic. Be sure to see the first post for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter edition of August 2016.
This page was last modified on 5 August 2016, at 12:42.


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Outstanding post but I was wanting to know if you could write a litte more on this subject? I'd be very grateful if you could elaborate a little bit more. Cheers!
Crafting your arguments is another story which you will want to use the proper evidence to support it.
Considering the dirt conditions and terrain of many of the places in Costa Rica, it will always be better to work with a 4x4 Suv Renting an SUV coming from a credible rental service enables you travel deeper and farther into pleasant regions inside country. Are you able to inject your personal perspective from the desire or observation.
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text:
Q: 'bounds' doesn't work in scipy.stats.minimize function I had a very strange problem in the minimize function. I wrote following code and hoped to output result from (0,1).
cons = ({'type':'eq','fun':lambda x: 1-sum(x)})
bnds = [(0,1)]*len(w)
minS = minimize(min_S_function, w, method = 'SLSQP', bounds = bnds, constraints = cons)

However, the result output many extremely small numbers instead of zero even though I set bounds between 0 to 1. Why is that?
In [68]:minS.x
Out[68]:
array([  2.18674802e-14,  -2.31905438e-14,   4.05696128e-01,
     1.61295198e-14,   4.98954818e-02,  -2.75073615e-14,
     3.97195447e-01,   1.09796187e-14,  -4.33297358e-15,
     2.38805100e-14,   7.73037793e-15,   3.21824430e-14,
    -1.42202909e-14,  -1.08110329e-14,  -1.83513297e-14,
    -1.37745269e-14,   3.37854385e-14,   4.69473932e-14,
    -1.09088800e-15,  -1.57169147e-14,   7.47784562e-02,
     1.32782180e-02,   1.64441640e-14,   2.72140153e-15,
     5.23069695e-14,   5.91562687e-02,   2.16467506e-15,
    -6.50672519e-15,   2.53337977e-15,  -6.68019297e-14])

A: This is an acceptable solution!
Those iterative solvers only guarantee a local-optimum approximate-solution and that's what you got!
Check your numbers and you will see, that the distance to the lower-bound (of your negative out-of-bound values) is within 10^-14 = 0,00000000000001, an acceptable error (we use floating-point math after all).


From a talk given by director Betty Kaplan at NALIP 2010 conference Closing Plenary - "Inspirational Successes." Click on Talk Back to discuss this article with other NALIPsters!
So I opened that rabbit hole and jumped in, and ended up doing the most successful mini-series ever made on Venezuelan television. They still run it today, twenty years later! But I was banging my head on the wall, trying to get my movies made. I had written three or four... and finally I said, "basta"... time to look for another opening.
Doing your Doc is designed especially for media makers in the diverse communities of New Mexico, preparing you to receive production funding and apply to national professional programs while developing your unique stories and views.
Early Registration by May 21 - $100; Student w/ Valid ID - $50. Includes lunches, workshop materials, handouts & private project mentoring session.
Cinefiesta is the international short film festival held annually by The Film Foundation of Puerto Rico.
We are inviting you to enter and pass on this festival news to your friends and colleagues in creative industries who might be interested.
Click on this link to see the quick clip and go to the official website for information and submissions.
There is no registration fee to enter. Submission is ENTIRELY FREE.
The mission and prime directive of the Access Television and Video Festival is right in our title: Access. Imagine gaining access to pros working in the broadcast business today. Now imagine getting personalized help and constructive support in taking your premise or short reel to the next level. As a finalist, you would have total access to feedback, schedule meetings with producers and begin to convert what you've been dreaming about into a full blown series ready for distribution on a television or web outlet.
The Grand Prize is a one year development contract with DRL MEDIA to fully develop your concept and ultimately bring it to major network, cable and Internet distributors. We'll also screen the finalists online as well as hosting an intimate private screening at a premier venue in NYC for those who are awarded a development deal.
For details and submission information, please visit the ATVF website.
And even if you don't make it to the final development phase, for those who are in the ballpark, we'll give a meaningful and constructive critique of your video. Maybe it's just a little tightening of a couple of edits or the needed addition of a montage that is holding the piece back. Maybe the music is telegraphing the wrong message. Whatever the reason, your experience at ATVF will give you a clearer idea of where your work stands in relation to the marketplace.
We were proud to award four development deals in 2009 to some undiscovered talent, maybe this is your year to break away from the wannabe pack and get the access you need to get your project to the screen.
The only thing left for you to do, is let us see your work!
This week's Boston Latino TV features special coverage of the NALIP 2010 conference! Click here to watch the video with highlights from the conference and the gala dinner.
NALIP member Abby Ginzberg's film Cruz Reynoso: Sowing the Seeds of Justice will have its Southwest premiere at the Cine Las Americas International Film Festival on Sunday, April 25 at 3:00pm. This FREE screening, open to the public, will be at the Mexican American Cultural Center, 600 River Street, Austin.
NALIP mentor and award-winning author, screenwriter, and producer Josefina Lopez brings a new play to CASA 0101 written by NALIP member Jennifer Berry and directed by NALIP member Elizabeth Otero de Espinoza. Ojalá explores the cultural phenomenon of Mexican nanny-maids and the affluent white children they help raise.
Ojalá opens May 7th, 2010 and runs through June 6th, 2010. Friday and Saturday at 8pm, Sunday at 5pm. $15 General Admission, $12 Seniors / Students, $10 Boyle Heights Residents. Tickets are available at Casa0101.org or by phoning 323.263.7684.
The word "Ojalá" is a Spanish word that means, "I hope so," "let' s hope so" or "God willing." Ojalá, the play, is the tale of two desperate women: Manuela, a brilliant Mexican immigrant and Kathrine, an impulsive and misunderstood socialite. Both jilted by the men they love, their lives collide as they are forced to live together and confront betrayal, captivity and loss, all as they tend to Hope, the little girl who will determine their future.
This play reflects the politics and place of Los Angeles's Eastside in the mid-1960s, as well as the lives of these two women and their vying communities. Ojala translates the constant, often strained dialogue between those of Mexican heritage and Whites as they strive for meaning and justice. It also reveals a generation of Whites and Mexican heritage women who have been influenced by the collision of these two cultures. The relationship that this play is based on helped inspire an editorial by Gregory Rodriguez, "Tell Mama About It," in the Los Angeles Times.
Ojalá is directed by Elizabeth Otero de Espinoza. Elizabeth is an award-winning playwright and film director and a Theater Arts graduate of the University of New Mexico and a recipient of the Kennedy Center's Si TV playwriting award for her play, Gas. Elizabeth has directed other plays at Casa 0101 including Thy Kingdom Come and Gas.
Cast of players- Claudia Duran, Jillann Gabrielle, Julia Sanchez, Sheila Korsi, Lindsay Lane, Pedro Lopez, Victor Lopez, Carmelita Maldonado, Diana Mera, Julie Sanchez, Dave Trejo, and Joel Zaldivar.
I came of age in Los Angeles at the beginning of the women's movement. Like so many privileged white children, I lived in two cultures. Manuela, my beloved nanny, helped raise me. I spoke Spanish with "Mana," English with everyone else. Though my family ate Crockpot casseroles, my favorite food as a child was chicken mole, my favorite treat was bunuelos. To me, English was the harsher language: more rigid, less fluid. When I spoke with "Mana," we entered a world that was like a beautiful and gentle secret garden where white adults never entered.
I loved my nanny and continued to have a relationship with her until her death in 2004. There are many others like me, White children who spent the majority of their childhoods in homes with women from very different backgrounds where life-altering relationships formed. I wrote this play because I wanted to honor Manuela, my real life nanny, for all the wonderful nurturing she gave me. Her integrity still provides me with my moral compass.
As Josefina Lopez says of the challenges exploring the intimate relationship between Latinas and Whites in Los Angeles, "Most non-Latino writers tend to rob Latina maids and servants of their dignity by portraying them as victims even though they have good intentions, so it was refreshing and touching to read a story written by someone who was not Latino who captured the authenticity and dignity of a Latina nanny. Manuela, the protagonist in Ojalá, is an intelligent woman, fluent in two languages, brave and with the conviction to live her life in a way that is true to her personal morality. I also felt that it was important to show with this play that women are powerful, especially when they work together."
SETROC Entertainment has completed principal photography on Conscientious Objector, and has launched a new website for the project. The short film - which had many NALIPsters involved - is the directorial debut of the film's lead actor, screenwriter and executive producer J.W. Cortes and features the talent of production team members Martin Chavez, Michael Jasionowski, Edwin Pagan and Jamie Younghans.
Conscientious Objector tells the story of Jason Cruz, an Iraq war veteran arrested amidst allegations of murdering unarmed Iraqi children. The film was shot primarily in New York and features locations in the Bronx and Brooklyn which double for war torn Iraq.
Cortes, a former Marine and veteran of the Iraq war, states "I know we can't tell every story of every major war or dramatic event but I felt this was one that I could tell on the very simple premise that I lived through it." Co-producer and locations supervisor, Jaime Younghans, states that the film's visual authenticity makes it unique for a short film. "With a limited budget, we've created something that was initially innate and through a tremendous amount of perseverance and hard-work we relived Jason Cruz's story on-screen."


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Le parc de Forest (en ) est un parc bruxellois d'environ 13 hectares, situé dans la commune de Forest à la frontière de Saint-Gilles. Il est délimité par l'avenue des Villas, l'avenue du Mont Kemmel, l'avenue de la Reine Marie-Henriette et l'avenue Besme.

Ce parc, situé sur le flanc droit de la vallée de la Senne, est entièrement artificiel, contrairement au parc Duden proche.

Paysage actuel

Le parc couvre la forte dénivellation entre le haut et le bas de Forest. Il se compose principalement de grandes pelouses et d'une butte artificielle plantée de marronniers.

Le parc recèle de nombreuses espèces végétales de hêtres, de marronniers, de frênes, de ifs, de bouleaux, etc.

Le haut du parc, proche du point culminant de Bruxelles, offre un large panorama urbain sur la ville. Une dizaine de clochers sont visibles depuis la butte - qui servit de point d'observation durant la Première Guerre mondiale.

Au centre du parc se trouve une villa où se tiennent des activités sociales et culturelles. Çà et là, restent les vestiges d'aménagement et de mobilier urbains anciens qui témoignent de l'abandon où est laissé le parc depuis plusieurs années.

Histoire

La volonté de création du parc remonte à 1875 et entrait dans le cadre d'un projet urbanistique plus vaste qui couvrait le territoire entre le haut de Forest et de nouveaux quartiers proches de la gare de Bruxelles-Midi.

La réalisation des plans fut confiée à Victor Besme - dont l'avenue adjacente tient son nom. Le projet fut finalement financé personnellement par des «  dons anonymes » de  Léopold II et de figures comme Georges Montefiore-Levi, à défaut d'un accord entre les communes riveraines (Forest et Saint-Gilles).

Le parc est ouvert au public en 1882, sous le nom de parc du Midi.

En 1890, le roi demande à l'architecte français Élie Lainé (1829-1911) de modifier les plans du parc pour créer dans le parc un point de vue vers le tout nouveau palais de justice.

En 1913, le parc reçoit son nom actuel de Parc de Forest.

Le parc fut encore modernisé en 1922. Il est classé depuis 1973.

Un projet de réaménagement, cofinancé par Beliris est en cours. Les travaux prévus pour la période 2011-2013 ont déjà pris un certain retard.

Accessibilité
Ce site est desservi par la station de prémétro Albert.
 Ligne de tram 97, arrêt Rochefort.
 Ligne de bus 48, arrêts Rochefort, Lainé et Mont Kemmel. Cette ligne contourne une partie du parc.

Voir aussi

Articles connexes
 Liste des parcs et jardins de Bruxelles
 Liste des monuments classés de Forest

Liens externes
 Parc de Forest, Parc et jardin de la Région Bruxelles-Capitale
 Parc de Forest, Office de Promotion du Tourisme de Wallonie et de Bruxelles.
 Plan du parc en 1935.
 Quelques photos du parc.
 L'avenue des Villas et le parc de Forest (en ligne).

Notes

Parc ou jardin public à Bruxelles
Forest (Bruxelles)
Saint-Gilles (Bruxelles)

redpajama_set_name: RedPajamaWikipedia


Metal Mania, the new heavy metal property initiated by Hard Rock Cafe and powered by BAJAAO Entertainment (BAJAAO Entertainment is the events and services division of BAJAAO.com) is creating waves across the metal music scene. With the frequency of metal gigs in cities like Hyderabad going up, the monthly metal night is one of the most happening nights at Hard Rock Cafe Hyderabad. The metal night this month will take place on Thursday, 19th November with Bangalore tech metal band Escher's Knot and Hyderabad's very own death metal band Escharified.
The metal nights have been creating quite a buzz after bands like Eccentric Pendulum, the Down Troddence, Skrypt, Godless and Paradox Pulse have performed at Hard Rock Cafe in Hyderabad. "There are people in my events team who like metal music as well." added Rohan. All bands playing metal nights at Hard Rock Cafe Hyderabad are programmed by BAJAAO Entertainment.


As we all know that Germany is the one of the leading Country in technology worlds from all of the remaining one. Today I am here with the Germany 2019 Calendar. Here I have shared information regarding Public Holidays in Germany 2019, German Holidays 2019, German School Holiday 2019.


Sudan... the largest country in Africa remains veiled in mystery.
Few Westerners in our generation have visited this nation which for decades has been disrupted by strife between Islamic fundamentalists in the North and traditional animist and Christian revolutionaries in the South. Now the country seems on the verge of a new era of peace. Like Egypt, Sudan is bisected by the Nile and was center of a great ancient Nilotic kingdom called Kush, which became a periodic military and political rival of Egypt. There are more standing pyramids in Sudan, for example, than in Egypt (all tombs of the rulers of Kush between 700 BC to 350 AD).
Sudan was the place where the ancient Egyptian, Greek and African civilizations met and formed a unique syncretism, visible in the art of the walls of the spectacular temple ruins in the desert where few tourists tread. Kush was the last place on earth where the Egyptian gods were worshiped, and in the sixth century AD the Sudan ("Nubia") became so devoutly Christian that its rulers were able to resist Islam for 800 years. In 1821 the Sudan was conquered by the Egyptian Viceroy Mohammed Ali who made it his slaving colony and founded the city of Khartoum ("the elephant's trunk") at the confluence of the Blue and White Niles. This city became an outpost of civilization at the edge of central Africa, the goal of 19th century explorers. It was immortalized by the heroic nine month siege between British General Charles Gordon and his tiny garrison of loyal Egyptian troops and Mohammed Ahmed, the self-styled Mahdi or "Messiah" of Islam and his hundred thousand fanatical followers. The final fall of Khartoum to the Mahdi in January, 1885, and the death of Gordon ultimately invited an invasion of the Sudan by the British in 1898, resulting in 58 years of colonial rule. The Sudan achieved independence in 1956.
Despite terrible press in the US, Sudan nevertheless is home to some of the most hospitable people on earth, who embrace everyone who visits with a kindness and welcome never to be forgotten.


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Mortal Kombat: Kung Lao Actor Max Huang's Favorite Character Shouldn't Surprise You
By Rollin Bishop - March 31, 2021 02:46 pm EDT
The actors in the upcoming Mortal Kombat reboot movie, which is now set to release on April 23rd in theaters and on HBO Max, bring to the production various experiences with the franchise from the past and present. Kung Lao actor Max Huang, for example, said he was "a massive fan of the franchise" during a set visit attended by ComicBook.com while filming was taking place. And when he was asked about his favorite character, well, the answer likely will not surprise you.
"When I was young I watched the movie," Huang said. "I remember Robin Shou playing Liu Kang and it was just awesome to see that. And then later on I played the game and even now I brought my PlayStation with me, once in a while I get to explore that. And favorite character? Well, come on, Kung Lao."
So, there you have it: Max Huang's favorite character from the Mortal Kombat franchise is... Kung Lao. The real question is whether that changed after he was cast.
Here is the official synopsis for the upcoming Mortal Kombat movie, in case you missed it:
"MMA fighter Cole Young, accustomed to taking a beating for money, is unaware of his heritage—or why Outworld's Emperor Shang Tsung has sent his best warrior, Sub-Zero, an otherworldly Cryomancer, to hunt Cole down. Fearing for his family's safety, Cole goes in search of Sonya Blade at the direction of Jax, a Special Forces Major who bears the same strange dragon marking Cole was born with. Soon, he finds himself at the temple of Lord Raiden, an Elder God and the protector of Earthrealm, who grants sanctuary to those who bear the mark. Here, Cole trains with experienced warriors Liu Kang, Kung Lao and rogue mercenary Kano, as he prepares to stand with Earth's greatest champions against the enemies of Outworld in a high stakes battle for the universe. But will Cole be pushed hard enough to unlock his arcana—the immense power from within his soul—in time to save not only his family, but to stop Outworld once and for all?"
The Mortal Kombat reboot film is now scheduled to release on April 23rd on both HBO Max and in theaters. The cast includes Ludi Lin as Liu Kang, Mehcad Brooks as Jax, Jessica McNamee as Sonya Blade, Hiroyuki Sanada as Scorpion, Josh Lawson as Kano, Tadanobu Asano as Raiden, Joe Taslim as Sub-Zero, Chin Han as Shang Tsung, Sisi Stringer as Mileena, and Lewis Tan as new character Cole Young. It wrapped filming in late 2019. You can check out all of our previous coverage of the film right here.
What do you think about what we have seen of the upcoming Mortal Kombat movie so far? Do you have a favorite character that you are looking forward to seeing? Let us know in the comments, or feel free to reach out and hit me up directly over on Twitter at @rollinbishop to talk about all things gaming!


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Warren Buffett's 2-Step Plan for Surviving the New Bear Market
A new bear market officially arrived for U.S. stocks at the end of 2018. Fortunately, the Oracle of Omaha has just the advice to get you through this downturn.
Chris Kissell • December 30, 2018
Photo by Kent Sievers / Shutterstock.com
Warren Buffett is arguably the greatest investor in history. So, when the markets fall hard — as they have been recently — it's worth listening to what the CEO and chairman of the holding company Berkshire Hathaway has to say.
On the worst Christmas Eve in stock market history, the S&P 500 Index plunged Dec. 24 to a low 20 percent below the index's record high, established just a few months earlier.
That made it official: This is a bear market.
If that freaks you out, it shouldn't. Last year, Buffett — often referred to as the Oracle of Omaha — penned another in a long line of annual letters to shareholders of Berkshire Hathaway.
In that letter, Buffett reminded us that a major market decline would occur eventually. As he wrote:
The years ahead will occasionally deliver major market declines — even panics — that will affect virtually all stocks.
He went on to say that no one can predict when these downturns will occur. However, he reassured investors that they need not worry about bear markets — or even vicious stock market crashes — as long as they remember two things:
First, widespread fear is your friend as an investor, because it serves up bargain purchases. Second, personal fear is your enemy. It will also be unwarranted. Investors who avoid high and unnecessary costs and simply sit for an extended period with a collection of large, conservatively-financed American businesses will almost certainly do well.
Buffett's reflection amplified one of his most famous bits of investing advice: "Be fearful when others are greedy, and be greedy when others are fearful."
So, hold on through thick and thin — and possibly even buy more stock at times when things look especially thin — and you'll do just fine.
That's something to remember as markets tumble — a trend that very well might continue throughout 2019.
As Buffett wrote in 2017, it's always been a mistake to bet against America, and the future is likely to be brighter than the past:
You need not be an economist to understand how well our system has worked. Just look around you. See the 75 million owner-occupied homes, the bountiful farmland, the 260 million vehicles, the hyper-productive factories, the great medical centers, the talent-filled universities, you name it – they all represent a net gain for Americans from the barren lands, primitive structures and meager output of 1776.
What do you think about the new bear market? Sound off by commenting below or on our Facebook page.
Buy a reusable version of these household items and you won't have to spend another dime on them for years.
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If you're a homeowner, you may be able to get a competitive loan for as much as $150,000 in just days.
The Only Retirement Guide You'll Ever Need has everything to plan the rest of your life and know you'll have enough to live comfortably and enjoy retirement.
Chris Kissell
I am the founder of Words At Work, LLC, a writing, editing and consulting company based in Colorado. In the past, I worked as senior editor at Bankrate and senior managing editor ... More
I am the founder of Words At Work, LLC, a writing, editing and consulting company based in Colorado. In the past, I worked as senior editor at Bankrate and senior managing editor at Insurance.com. I've also written for and worked closely with U.S. News & World Report, GOBankingRates, CreditCards.com, QuinStreet and many other websites and publications.
I've lived in Minneapolis (too cold), South Florida (too hot) and Denver (just right).
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Home Why Recycle? Policy & Certifications News About Us Jobs Contact Us Download App
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Accurate IT Services at SWACO Ribbon Cutting Ceremony
Accurate IT was excited to be invited by SWACO to attend the ribbon cutting ceremony for their new Landfill Gas-to-Energy Facility. Jack Knapp, our Director of Client Relations was among the many guest who attended. There were also representatives from the EPA, US Senate, House of Representatives, and many local communities. The event included several speakers, a facility tour, a ribbon cutting ceremony, and cake. The event was a huge success and we are thankful for SWACO inviting us to be part of it.
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MIT/NCER release study on electronics recycling
Trade groups respond to the study, which says 90 percent of electronics collected in the U.S. are recycled domestically.
Recycling Today Staff
The Massachusetts Institute of Technology (MIT) Materials Systems Laboratory and the U.S. National Center for Electronics Recycling (NCER) have released Quantitative Characterization of Domestic and Transboundary Flows of Used Electronics, a study that analyses the generation, collection and export of obsolete electronics generated in the United States.
The study was completed under the umbrella of the StEP initiative—a partnership of several UN organizations, industry, government and international organizations, NGOs and the science sector—and funded by the U.S. Environmental Protection Agency in support of the U.S. government's National Strategy for Electronics Stewardship.
According to the report, it "presents the results of an effort to calculate quantities of used electronics (as whole units) generated and collected in the United States and exported from the United States." The authors calculated generation and collection quantities using "a sales obsolescence method that included uncertainty," while export quantities were calculated based on trade data. "The advantage of the trade data approach is that trade data for all types of electronic products is widely available (including extensive historical data), updated relatively frequently and provides insight into the destinations of products," the authors note.
Jane Nishida, acting assistant administrator of EPA's Office of International and Tribal Affairs, says, "We are pleased that StEP, working with the MIT and the NCER, was able to deliver a report that provides a scientific-based approach to generating information on U.S. exports of used electronics."
According to the study, about 258.2 million units of used electronic were generated in the United States in 2010, of which 171.4 million units were collected. Export flows were estimated at 14.4 million units, or 8.5 percent of the collected estimate on average, the study notes. By weight, 1.6 million tons of used electronics were generated domestically in 2010, with 0.9 million tons collected for recycling. Of the collected electronics, 26,500 tons were exported, which is 3.1 percent of the electronics collected by weight.
The study adds, "While the total quantity of used electronics exports reported here is most likely an underestimate due to the likelihood that some shipments of whole units are not reported using the proper trade codes, the proportions of exports to world regions is likely accurate."
According to the study, mobile phones dominate generation, collection and export on a unit basis, while television sets and monitors dominate on a weight basis.
The Institute of Scrap Recycling Industries (ISRI), Washington, D.C., says it has welcomed the new report. According to ISRI, "This study, along with similar reports by the U.S. International Trade Commission and the International Data Corp., provide irrefutable evidence that used electronics products are being reused and recycled in America, not 'dumped' into developing countries as proponents of export controls have argued for years."
Robin Wiener, president of ISRI, says, "This latest study adds to the growing body of evidence that the U.S. electronics recycling industry is flourishing, recycling used electronics right here in America. Over the past 10 years this market has shown tremendous growth, and, today, American recyclers have the know-how, the technology and the capacity to handle the growing stream of used electronics products collected domestically."
ISRI adds that the EPA estimates that only 25 percent of eligible used household electronics products are being collected for recycling. "Figuring out a way to pull that remaining 75 percent out of the basements and garages of homes throughout America, as well as preventing the material from being disposed of in landfills, provides the largest opportunity for increasing the recycling of used electronics in the U.S. and thus increasing jobs in the domestic electronics recycling industry," Wiener says.
To address the opportunities recycling holds, ISRI recently launched Project Reboot, an effort to educate consumers on the importance of responsibly recycling used electronics and make them aware of opportunities for recycling within their communities.
The steering committee for the Coalition for American Electronics Recycling (CAER), which says it represents "U.S. companies that believe electronics recycling should be performed securely and sustainably, for the benefit of the American economy," sent Recycling Today a statement in response to the release of MIT/NCER study and ISRI's comments that reads:
"The new MIT/NCER study provides valuable insights into the dramatic growth of electronic waste around the world. However on the issue of exports, the study does not provide a sound platform for policy makers. As the authors note: 'gaps in available data mean that the export quantities represent a lower bound. This is due to a lack of explicit data on used whole unit trade flows, which necessitates several key assumptions in the methodology. Therefore, it is important that other approaches be used to estimate export flows and compared with the quantities calculated in this report. This would provide insight into the magnitude of the error derived from the data gaps.
"As the largest representative body of electronics recyclers in the country, CAER members support the Responsible Electronics Recycling Act (HR 2791) based on our real world experience in the marketplace. As the researchers acknowledge, transboundary flows of e-waste are highly complex and we would welcome an opportunity to collaborate as this issue continues to evolve.
"While we disagree with ISRI on RERA, we support their efforts to increase consumer recycling here in the U.S. through Project Reboot. We strongly agree that increasing the current 25 percent recycling rate must be a top priority."
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© Recycling Today Staff
Contest winners propose nuclear applications for old CRTs
By. Dr. Thomas Engelhardt
Last month CEA and the Institute of Scrap Recycling Industries Inc. (ISRI) ® announced the winner of the "CRT Challenge." The goal was to identify financially viable, environmentally conscious proposals for using recycled CRT glass. This CRT challenge was a crowd-sourced technical competition to find new uses for old CRT glass, a powerful way to dispose of old TVs and monitors.
Dr. Thomas Engelhardt was the winner of the CRT Challenge. Here is an explanation of his winning proposal.
The disruptive impact of modern flat screen displays on the established recycling system of cathode ray tubes (CRTs) is an interesting example of how technology changes affect manufacturing and the environment.
Since making new CRTs is no longer an option, other uses for this material have to be found. CRT glass contains up to 30 percent lead and could be seen as very rich lead ore, which sounds good, but the glass portion gets in the way. A brilliant way of getting lead out of the CRT glass is being commercialized but requires investing in a dedicated plant. Without new uses, the outlets for recycled lead containing glass are limited and do not allow for processing all the CRT material.
The solution is simple—why not use lead-containing glass in the vitrification process? Vitrification of nuclear waste is a mature technology that has been used for more than 40 years in France, Germany, Belgium, Russia, Japan and the United States. It involves the melting of waste material with glass-forming additives so that the final glassy product immobilizes the waste material, trapping the lead and the other elements in the glass. The Environmental Protection Agency has declared vitrification to be the "best demonstrated available technology" for heavy metals and high-level radioactive waste.
The Hanford vitrification plant in Washington State is projected to produce approximately 160,000 cubic meters of glass material which, at five percent dosage of CRT glass, would consume around 24,000 tons of CRT material. The Hanford Waste Treatment Plant represents a long-term outlet for CRT glass, since operations are planned to run until 2028.
This potential outlet for the CRT waste stream uses established technology and covers the time span relevant for recycling CRT material. The main hurdle will be to qualify the CRT material as a new component in the vitrification process.
Final storage of the vitrified material is done under extremely controlled conditions, which reduces the risk of lead emissions. Safety and environmental aspects of nuclear waste processing and storage may trigger lengthy tests and prevent a fast implementation. Working with an organization such as the Savannah River National Laboratory (SRNL) is crucial to identifying the best solution and speeding up the development and testing phase for CRT glass containing vitrification material.
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Delaware Electronics Recycling Drive!
Come to the Delwaware County Fairgrounds this Saturday, October 14th, between 9am and 1pm to drop of...
New reports find the average lifespan of a flat panel TV to be 10 years
A U.K. based non-profit group called WRAP conducted a study on 400 flat panel TVs that measured thei...
For over ten years Accurate IT Services has been at the forefront of Internet retail with our value priced LCD monitors, laptops, computers, and professional grade CRT monitors.
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Accurate IT Services offers free drop off your old non mercury technology. Accurate IT pays you for most remarketable technology.
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