New Delhi: Jamia Millia Islamia's Department of Hindi organised Devdas Gandhi Memorial Lecture on 21 December. Speaking on this occasion, Rajendra Yadav, noted Hindi author and editor of Hans, said that normally Urdu is called the younger sister of Hindi but the fact is otherwise as Urdu is the mother of Hindi, or at least, elder sister of Hindi. He said that if we study the earliest literary works of "Hindi", these can be called neither Urdu nor Hindi. In support of this, he talked about the works of Insha Allah Khan 'Insha', Mulla Wajhi and Wali Dakkhini. He said that it would not be wrong to say that Urdu and Hindi are one and same language, with the difference that Hindi to a large extent has been influenced by local dialects whereas Urduwalas avoided this, adding that the history of Urdu literature is four or five centuries old.
Speaking about the talk of change of Hindi script, he said that because of SMS, Hindi and Urdu today are being written on a large scale in Roman script, instead of Devnagri and Persian scripts. He said that because of modern techniques there exists the possibility of a great change in matters of script. He said that cinema's role has been very powerful in the propagation and popularisation of Hindi.
He said one of the characteristics of West has been that there is no tradition of discouraging different ideologies and theories. Rather, effort is made to encourage them but this is not the case in India. Whether it is science, literature or any other field of knowledge, we are always indebted to West and that is why we have a very small number of original theorists, ideologues and thinkers and more of copycats because of which almost our entire Indian literature is a copy of the West. He said that Urdu and Hindi litterateurs should give up this habit of copying the West and only then the survival of any language can be guaranteed.
Prof. Asghar Wajahat said that though Rajender Yadav's views are important we cannot agree to all what he has said. For example, he mentioned the concept of zero and many other Indian theories, inventions, thoughts, ancient literature etc. which were adopted and valued by West also.
Dev Das Gandhi was the first Hindi teacher of Jamia Millia Islamia who was sent by Gandhiji to teach Hindi at the Jamia and hence the significance of this lecture in his memory.


text:
Artists & Art History
Art History & Criticism
To Describe A Life: Notes From The Intersection Of Art And Race Terror
byDarby English
March 26, 2019|
Out of stock online.
A passionate, rigorous, and persuasive look at the helpful complexity of art during a time of profound cultural turmoil
By turns historical, critical, and personal, this book examines the use of art—and love—as a resource amid the recent wave of shootings by American police of innocent black women and men. Darby English attends to a cluster of artworks created in or for our tumultuous present that address themes of racial violence and representation idiosyncratically, neither offering solutions nor accommodating shallow narratives about difference. In Zoe Leonard's Tipping Point, English sees an embodiment of love in the face of brutality; in Kerry James Marshall's untitled 2015 portrait of a black male police officer, a greatly fraught subject treated without apparent judgment; in Pope.L's Skin Set Drawings, a life project undertaken to challenge codified uses of difference, color, and language; and in a replica of the Lorraine Motel—the site of Martin Luther King, Jr.'s assassination in 1968—a monument to the unfinished business of the integrated nonviolent movement for civil rights. For English, the consideration of art is a paradigm of social life, because art is something we must share. Powerful, challenging, and timely, To Describe a Life is an invitation to rethink what life in ongoing crisis is and can be—and, indeed, to discover how art can help.
Darby English is the Carl Darling Buck Professor of Art History at the University of Chicago and author of 1971: A Year in the Life of Color and How to See a Work of Art in Total Darkness.
Title:To Describe A Life: Notes From The Intersection Of Art And Race Terror
Product dimensions:148 pages, 10 X 7 X 0.98 in
Shipping dimensions:148 pages, 10 X 7 X 0.98 in
Published:March 26, 2019
Publisher:Yale University Press

redpajama_set_name: RedPajamaCommonCrawl


Here is a couple of Peopoly posts regarding SD card usage issues.
It is best to save gcode to hard drive and copy directly to the sd card's directory. Don't delete or move any files. If you want to start a big print, reformat using SD formater and print.
We recommend use "print" as the directory name for keep your gcodes. Do not keep gcodes in root directory as Moai will not be able to find it.
Use a name other than "gcode" for your directory and do not nested subdirectories. We use "print" in our lab and has worked pretty well.


text:
Search Showtimes
Showtimes > MI > Traverse City > AMC CLASSIC Cherry Blossom 14
AMC CLASSIC Cherry Blossom 14
3525 Market Place Circle
Traverse City, MI, 49684
Aladdin (PG)
Wed: 12:30pm, 03:30pm, 06:30pm, 09:30pm
Thu: 01:30pm, 04:40pm
Fri: 12:05pm, 03:10pm, 06:10pm, 09:15pm
Sat: 12:05pm, 03:10pm, 06:10pm, 09:15pm
Sun: 12:05pm, 03:10pm, 06:10pm, 09:15pm
Mon: 12:05pm, 03:10pm, 06:10pm, 09:15pm
Tue: 12:05pm, 03:10pm, 06:10pm, 09:15pm
Annabelle Comes Home (R)
Fri: 06:40pm, 10:00pm
Sat: 06:40pm, 10:00pm
Sun: 06:40pm, 10:00pm
Tue: 06:40pm, 10:00pm
Avengers: Endgame (PG-13)
Wed: 12:45pm, 06:00pm, 09:00pm
Fri: 12:50pm, 04:50pm, 08:50pm
Sat: 12:50pm, 04:50pm, 08:50pm
Sun: 12:50pm, 04:50pm, 08:50pm
Mon: 12:50pm, 04:50pm, 08:50pm
Tue: 12:50pm, 04:50pm, 08:50pm
Crawl (R)
Wed: 12:10pm, 02:30pm, 04:50pm, 07:40pm, 10:00pm
Thu: 12:10pm, 02:30pm, 04:50pm, 07:40pm, 10:00pm
Fri: 12:20pm, 02:45pm, 05:05pm, 07:35pm, 09:55pm
Sat: 12:20pm, 02:45pm, 05:05pm, 07:35pm, 09:55pm
Sun: 12:20pm, 02:45pm, 05:05pm, 07:35pm, 09:55pm
Mon: 12:20pm, 02:45pm, 05:05pm, 07:35pm, 09:55pm
Tue: 12:20pm, 02:45pm, 05:05pm, 07:35pm, 09:55pm
John Wick: Chapter 3 - Parabellum (R)
Wed: 06:00pm, 09:55pm
Mon: 12:15pm, 06:00pm
Men In Black: International (PG-13)
Thu: 04:20pm
Midsommar (R)
Rocketman (R)
Spider-Man: Far from Home (PG-13)
Wed: 01:30pm, 02:50pm, 05:10pm, 06:05pm, 08:15pm, 09:15pm
Fri: 12:00pm, 01:10pm, 03:05pm, 04:15pm, 06:15pm, 07:30pm, 09:25pm
Sat: 12:00pm, 01:10pm, 03:05pm, 04:15pm, 06:15pm, 07:30pm, 09:25pm
Sun: 12:00pm, 01:10pm, 03:05pm, 04:15pm, 06:15pm, 07:30pm, 09:25pm
Mon: 12:00pm, 01:10pm, 03:05pm, 04:15pm, 06:15pm, 07:30pm, 09:25pm
Tue: 12:00pm, 01:10pm, 03:05pm, 04:15pm, 06:15pm, 07:30pm, 09:25pm
Wed: 12:00pm, 01:10pm, 03:05pm, 04:15pm, 06:15pm, 07:30pm, 09:25pm
Spider-Man: Far from Home 3D (PG-13)
Spider-Man: Far From Home: The IMAX 2D Experience (PG-13)
Thu: 11:50am, 02:55pm
Stuber (R)
Teen Titans GO! to the Movies (PG)
Wed: 11:00am
The House With A Clock In Its Walls (PG)
The Lion King (PG)
Thu: 06:15pm, 06:30pm, 07:00pm, 07:15pm, 07:30pm, 07:45pm, 08:00pm, 08:30pm, 09:15pm, 09:30pm, 10:00pm
Fri: 10:10am, 10:45am, 11:15am, 12:00pm, 01:00pm, 01:45pm, 02:15pm, 03:00pm, 04:00pm, 04:45pm, 05:15pm, 07:00pm, 07:45pm, 08:15pm, 09:00pm
Sat: 10:00am, 10:45am, 11:15am, 12:00pm, 01:00pm, 01:45pm, 02:15pm, 03:00pm, 04:00pm, 04:45pm, 05:15pm, 07:00pm, 07:45pm, 08:15pm, 09:00pm
Sun: 10:00am, 10:45am, 11:15am, 12:00pm, 01:00pm, 01:45pm, 02:15pm, 03:00pm, 04:00pm, 04:45pm, 05:15pm, 07:00pm, 07:45pm, 08:15pm, 09:00pm
Mon: 11:15am, 01:00pm, 01:45pm, 02:15pm, 04:00pm, 04:45pm, 05:15pm, 07:00pm, 07:45pm, 08:15pm, 09:00pm
Tue: 10:00am, 10:45am, 11:15am, 12:00pm, 01:00pm, 01:45pm, 02:15pm, 03:00pm, 04:00pm, 04:45pm, 05:15pm, 07:00pm, 07:45pm, 08:15pm, 09:00pm
Wed: 11:15am, 01:00pm, 01:45pm, 02:15pm, 04:00pm, 04:45pm, 05:15pm, 07:00pm, 07:45pm, 08:15pm, 09:00pm
The Lion King - An IMAX 3D Experience (PG)
Fri: 03:30pm
Sat: 03:30pm
Sun: 03:30pm
Mon: 03:30pm
Tue: 03:30pm
Wed: 03:30pm
The Lion King - The IMAX 2D Experience (PG)
Fri: 09:40am, 12:30pm, 06:30pm, 09:30pm
Sat: 09:30am, 12:30pm, 06:30pm, 09:30pm
Sun: 09:30am, 12:30pm, 06:30pm, 09:30pm
Tue: 09:30am, 12:30pm, 06:30pm, 09:30pm
The Secret Life of Pets 2 (PG)
Toy Story 4 (G)
Thu: 12:20pm, 01:35pm, 02:55pm, 04:10pm, 04:45pm, 06:50pm, 09:25pm
Fri: 11:20am, 01:55pm, 04:30pm, 07:10pm, 09:45pm
Sat: 11:20am, 01:55pm, 04:30pm, 07:10pm, 09:45pm
Sun: 11:20am, 01:55pm, 04:30pm, 07:10pm, 09:45pm
Mon: 11:20am, 01:55pm, 04:30pm, 07:10pm, 09:45pm
Tue: 11:20am, 01:55pm, 04:30pm, 07:10pm, 09:45pm
Wed: 11:20am, 01:55pm, 04:30pm, 07:10pm, 09:45pm
Yesterday (PG-13)
Thu: 12:35pm, 03:25pm, 05:25pm
Copyright ©2019 Tribute Entertainment Media Group, Version 2.0.5.15218
Canadian Showtimes | En française


Home » Your Questions: Women » Why don't I feel so good? He said he'd support me in whatever I decide.
Why don't I feel so good? He said he'd support me, whatever I decide.
Take you to your OB appointments?
Listen to his baby's beating heart?
Pick up the big vitamins you have to take from the drugstore?
Help you get up from the couch?
Go with you to birthing classes?
Drive you to the abortion clinic?
Pay for half or even the whole cost of an abortion?
Hold your shaking hand in the waiting room?
Watch you clench your teeth in pain during the procedure?
How can he support your decision to let his child live or die? If the life of his own child doesn't matter to him and he can "go either way," what do you think will ever be important enough to him to make him take a stand?
Your child is living right now as you're reading this.
You have to decide whether you want to be the parent of a live baby or a dead one.


The word sine comes from a mistranslation of the Sanscrit word for Half Chord.
In the circle above (which has radius 1), we see a half chord, drawn from point A to the x axis. As we change the value of the angle alpha, the length of this half chord changes. The study of the lengths of these half chords is the origin of the sine function.
Notice that in the first quadrant and second quadrants, the length of the half chord is equal to the y coordinate of the point A. We define the sine of angle alpha to be the y coordinate of the point A.
When , we see that the y coordinate of point A is . We say, .
The graph on the right has point C marked at .
Move the slider to see how the sine (the y coordinate of point A) changes as the angle changes.
You may use the applet above to help answer these questions.
What is the value of sin(122°)?
What is the value of sin(256°), correct to two decimal places?
Is the sine of 272° positive or negative?
In which quadrant is the angle 95°?
In which two quadrants is the value of sin(α°) negative?


Friday September 1st 1899 I took an early start to town to take the butter I brought Mother home with me before noon. I did a little sweeping in the afternoon and sewed some. John Stevens came down to stay all night Saturday September 2d 1899 Mother and I took a ride early this morning up to Charlie Hodges. After we came home did a lot of work before noon. I wrote to Will took the letter to Hill Siding stopped at Callies on the way back. Aunt Lib and [Ossie] were here later in the afternoon. Did evening work. It was a very hot day. Sunday September 3d 1899 Mother and I did up the work and went up home We helped with the dinner. The folks were up from the other house. Jim & Ella Rhodes called in the afternoon. George Bremner was here from Chicago I came home before it was late I stopped for John Stevens. Did evening work and read a little. Monday September 4th 1899 I did baking and dried more corn today Will surprised me by walking in at eleven oclock. He was not well and did not come by Burlington as he had thought he would. We talked most of the afternoon.


text:
Q: Limit number of threads in Groovy How can I limit number of threads that are being executed at the same time?
Here is sample of my algorithm:
for(i = 0; i < 100000; i++) {
    Thread.start {
        // Do some work
    }
}

I would like to make sure that once number of threads in my application hits 100, algorithm will pause/wait until number of threads in the app goes below 100.
Currently "some work" takes some time to do and I end up with few thousands of threads in my app. Eventually it runs out of threads and "some work" crashes. I would like to fix it by limiting number of pools that it can use at one time.
Please let me know how to solve my issue.

A: I believe you are looking for a ThreadPoolExecutor in the Java Concurrency API.  The idea here is that you can define a maximum number of threads in a pool and then instead of starting new Threads with a Runnable, just let the ThreadPoolExecutor take care of managing the upper limit for Threads.
Start here: http://docs.oracle.com/javase/1.5.0/docs/api/java/util/concurrent/ThreadPoolExecutor.html
import java.util.concurrent.*;
import java.util.*;

def queue = new ArrayBlockingQueue<Runnable>( 50000 )
def tPool = new ThreadPoolExecutor(5, 500, 20, TimeUnit.SECONDS, queue);

for(i = 0; i < 5000; i++) {
    tPool.execute {
      println "Blah"
    }
}

Parameters for the ThreadBlockingQueue constructor: corePoolSize (5), this is the # of threads to create and to maintain if the system is idle, maxPoolSize (500) max number of threads to create, 3rd and 4th argument states that the pool should keep idle threads around for at least 20 seconds, and the queue argument is a blocking queue that stores queued tasks.
What you'll want to play around with is the queue sizes and also how to handle rejected tasks.  If you need to execute 100k tasks, you'll either have to have a queue that can hold 100k tasks, or you'll have to have a strategy for handling a rejected tasks.

redpajama_set_name: RedPajamaStackExchange


text:
ActiveRecord::Schema.define do
  create_table :audits, force: true do |t|
    t.column :auditable_id, :integer
    t.column :auditable_type, :string
    t.column :user_id, :integer
    t.column :user_type, :string
    t.column :username, :string
    t.column :action, :string
    t.column :audited_changes, :text
    t.column :version, :integer, default: 0
    t.column :comment, :string
    t.column :created_at, :datetime
    t.column :remote_address, :string
  end

  add_index :audits, [:auditable_id, :auditable_type], name: "auditable_index"
  add_index :audits, [:user_id, :user_type], name: "user_index"
  add_index :audits, :created_at
end

redpajama_set_name: RedPajamaGithub


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


text:
Waiting on Wednesday: The Rose and the Dagger
(Taken from Goodreads)
The much anticipated sequel to the breathtaking The Wrath and the Dawn, lauded by Publishers Weekly as "a potent page-turner of intrigue and romance."
I am surrounded on all sides by a desert. A guest, in a prison of sand and sun. My family is here. And I do not know whom I can trust.
In a land on the brink of war, Shahrzad has been torn from the love of her husband Khalid, the Caliph of Khorasan. She once believed him a monster, but his secrets revealed a man tormented by guilt and a powerful curse—one that might keep them apart forever. Reunited with her family, who have taken refuge with enemies of Khalid, and Tariq, her childhood sweetheart, she should be happy. But Tariq now commands forces set on destroying Khalid's empire. Shahrzad is almost a prisoner caught between loyalties to people she loves. But she refuses to be a pawn and devises a plan.
While her father, Jahandar, continues to play with magical forces he doesn't yet understand, Shahrzad tries to uncover powers that may lie dormant within her. With the help of a tattered old carpet and a tempestuous but sage young man, Shahrzad will attempt to break the curse and reunite with her one true love.
Why I'm excited:
The Wrath and the Dawn was easily one of my favorite books from 2015. Honestly, there wasn't any question about it being a favorite!
However…this is how I felt at the end of Wrath:
WHAT. WAS. THAT.
It was an amazing book, but that ENDING. I've been dying for Rose ever since I finished the first book. It was a wild ride and then had an abrupt ending that left me chomping at the bits for more.
Let's be real though- that's exactly what a book SHOULD do!
I was lucky enough to receive an ARC of the first book at RT Convention last year and I've done nothing, but sing it's praises since then.
I'm excited that this is a duology because I don't think I could take another wait like the last cliffhanger! Plus, that just means we can see what else the author has up her sleeves with something entirely different!
Have you read Wrath and the Dawn and if so are you just as ready for this next installment as I am?
February 3, 2016 melaniehays	2015, 2016, book, books, cliffhanger, duo, duology, may 2016, melanie's musings, penguin random house, penguin teen, Reading, renee ahdieh, rt convention, teen lit, the rose and the dagger, the wrath and the dawn, waiting, waiting on wednesday, YA, YA lit	1 Comment


Replaces manufacturer part numbers: 2JX96,593-BBYS,CVTJ8. Fits models: S2830dn Premium quality replacement for S5830DN *High Yield Black with an estimated page yield of 25000. Using Premium Compatibles products does not void your product warranty.


text:
Rochester és una població dels Estats Units a l'estat de Minnesota. Segons el cens del 2009 tenia una població de 103.486 habitants.

Demografia
Segons el cens del 2000, Rochester tenia 85.806 habitants, 34.116 habitatges, i 21.493 famílies. La densitat de població era de 836,4 habitants per km².

Dels 34.116 habitatges en un 32,6% hi vivien nens de menys de 18 anys, en un 51,8% hi vivien parelles casades, en un 8,5% dones solteres, i en un 37% no eren unitats familiars. En el 29,7% dels habitatges hi vivien persones soles el 8,5% de les quals corresponia a persones de 65 anys o més que vivien soles. El nombre mitjà de persones vivint en cada habitatge era de 2,43 i el nombre mitjà de persones que vivien en cada família era de 3,06.

Per edats la població es repartia de la següent manera: un 25,8% tenia menys de 18 anys, un 9,1% entre 18 i 24, un 33,4% entre 25 i 44, un 20,3% de 45 a 60 i un 11,5% 65 anys o més.

L'edat mediana era de 34 anys. Per cada 100 dones de 18 o més anys hi havia 91 homes.

La renda mediana per habitatge era de 49.090$ i la renda mediana per família de 60.754$. Els homes tenien una renda mediana de 40.380$ mentre que les dones 30.136$. La renda per capita de la població era de 24.811$. Entorn del 4,7% de les famílies i el 7,8% de la població estaven per davall del llindar de pobresa.

Poblacions més properes
El següent diagrama mostra les poblacions més properes.

Referències

Entitats de població de Minnesota

redpajama_set_name: RedPajamaWikipedia


Facebook still has many questions to answer in the aftermath of the Cambridge Analytica scandal. Mark Zuckerberg's keynote is the perfect place to start.
Having gotten Teslas to a 300-mile range, Celina Mikolajczak now must push Uber's electric air taxis to 60 miles of flight and 15-minute recharges.


"The Jule Box Studios": Shabby Burlap, Doily and Lace Banner!!
Just sharing a banner I made for my studio:) Recently I made a "SALE" banner for my friend Paula's store at "Elm Street Antiques" to put in a corner with items that are 30% off!! (If you live near or are passing by Hermiston, Oregon sometime you are welcome to stop by and you'll find it a treat to walk into this place!).
It was very simple......I think the only complicated thing was cutting the letters out by hand:) After gluing them down, I had wished I would have stitched it, but I'm not that good at hand stitching so it's really ok! I used some fabric strips, my handmade tea-stained muslin and some of my laces from my shop!
Using left over burlap, fabric and laces I decided to create a banner for me....I've always wanted to make one for the studio, so I did!! Here's the video of my sharing it then pictures to follow!
I hope you enjoyed this project! I'm a crafty girl so I always have fun making things!
~Laces from "The Jule Box Shop"
~White Cheescloth, available from "TJBS"
~Ranger Distress Stickles-"White Picket Fence" and "Rock Candy"
Please let me know if you have any questions about this project:) Just leave a comment below! Thanks for stopping by and please visit my blog shop at "The Jule Box Shop"!
WAUW this is sooooo gorgeous Jules. I just LOVE, what you´ve done here, it looks amazing and so romantic. I just love all the lace and glitter on this and it´s sooo girly and gorgeous. Stunning project hun, as usual, I would day.
This is absolutely gorgeous banner Jules...your friends at the Antique Shop are BLESSED to have such a gifted person there to help!
You've done it again! I honestly don't know how you find the time for everything! You're such an inspiration and the Lord has abundantly bestowed you with many gifts! Glory to God! Blessings, Laura R.


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Her email address was singnsoar, echoing her two great passions, opera singing and flying. She was a woman who lived her life with great intensity. A world-class opera singer who opened in most of the world's major opera houses, her gorgeous and powerful voice poured forth from the depth of her, exquisitely modulated by her disciplined craft. An experienced, top-notch pilot, she took people on glider flights to see the glory of the Grand Tetons. A beloved teacher, she helped her students find their voice, believing in them when they didn't believe yet in themselves. There is no greater gift to give than helping someone find their voice—and thus themselves.
When I began more public speaking it was Kris I went to for help, which she gave freely and unstintingly—lessons of warmth and toughness. She didn't tolerate sloppiness. An animal lover, she was involved with Earthfire from the beginning. We wouldn't be where we are without her, or perhaps even in existence. In the early years we put on three galas featuring her star power. She arranged for a Steinway piano to be brought up five hours from Salt Lake City for the quality she demanded for a performance, and the company gladly donated it all. She recruited talented accompanists as she sang with photos of our animals on a screen behind her, choreographed to the music. She swept onto the floor in full opera regalia, commanding attention through her sheer presence even before the liquid notes filled the room. People were sobbing from the pure beauty of it all.
We received donations and long-term donors from those galas that have helped sustain us since then. As we grow and share the beauty of the animals with people around the world, her voice and spirit is behind it, singing and helping us soar.
She died in a plane crash a week ago, soaring above the Tetons. The entire valley is in shock—how can so vibrant a presence be gone, so suddenly? The entire valley is in mourning. Her warm, generous spirit touched people everywhere through the many organizations she helped. In meetings she was unfailingly positive, courteous, no nonsense and helpful. She hosted intimate, magical musical evenings in her home with her husband, famous baritone Norman Bailey, equally talented sister Katherine, and musical friends, creating lifelong memories.
Kris, you are missed so much by so many, your gorgeous voice and spirit no longer lighting up the world. But trite as it is, that phrase, "She died doing what she loved," is true. And until then she lived with enough passion for several lives, along the way inspiriting and inspiring others and bringing joy, beauty, kindness and clarity wherever she went. Safe travels, our friend. We will feel you soaring over this beloved valley of yours, and hear your song on the wind.
At one of the galas the performance ended with Kris singing Ave Maria, honoring each animal we had at the time.


text:
Q: Is it still possible to spawn "Uber Diablo"? Not to be confused with the Diablo that appears in Uber Tristram, Uber Diablo was created to soak up duped "Stone of Jordan" rings that were a large problem for a while across servers. The idea was to sell Stone of Jordans to vendors to spawn Uber Diablo on all "Hell" difficulty games for a specific server.
Since this event, plus the "Rust Storm" consumed most of the SoJs, is it still reliably possible to spawn Uber Diablo (and therefore get the coveted "Annihilus" charm).

A: Yes, though infrequently now. Spawning Uber Diablo is a world event not related to your specific game, but what happens in your realm. No one knows the Stones of Jordan threshold required to spawn him, but supposedly after selling enough SoJs on Hell difficulty, you'll see the message, "Diablo Walks the Earth." The screen will shake and he'll be nearby in the place of the next SuperUnique.1 You can't summon him in single-player without a mod (e.g., Plug Y).
The hardest part of this process is being on the right realm/server when the event is about to be triggered.2 The OP DClone chat channel3 tracks realms attempting the event, and you must hop between games, checking your IP until you're on that realm/server.4


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The winners for the 2015 Vimeo On Demand Audience Award were announced on Monday, May 4, 2015 after the final screening at this year's Hot Docs Canadian International Documentary Festival. The Vimeo On Demand Audience Award is given to the documentary that receives the most audience votes throughout the 11-day festival.
This year CFC is proud to congratulate alumnae Shelley Saywell and Su Rynard, whose films Lowdown Tracks and The Messenger came in second and third place, respectively. Both films made their world premieres at this year's festival.
In Lowdown Tracks, passion, talent and tragedy combine in the performances of five transient musicians who busk for change on Toronto's street. Their songs of survival and stories of life on the margins deeply resonate, with help from The Parachute Club's Lorraine Segato.
The Messenger explores human's deep-seated connection to birds and warns that the uncertain fate of songbirds might mirror our own.
To see the top 20 audience favourites at Hot Docs, click here.


Description	 I use pdf of POSIX 2016 edition. I tried to find all utilities which threat "--" specially. So, I tried to search over all the document the string "--". But this search skipped some relevant places, for example p. 2674, l. 87119, echo utility.
Reason: because in that line we have two symbols "−" (i. e. U+2212 [hexademical, of course]) separated by space instead of ordinary "-" (U+002D).
So, please, always use real ASCII when you mean ASCII. Don't insert unnecessary spaces, i. e. spaces, which doesn't really mean spaces.
P. S. I used KDE Okular 0.26.1 to view the standard (KDE Development Platform 4.14.26), Debian package 4:16.08.2-1+b1.
The Unicode character "minus sign" is used throughout the standard except when the font in use is a constant width one.
Use of two minus signs separated by a space is used to visually appear as "--"; use of two hyphens without a space would run together and appear as a single - in the printed pdf.
The generated HTML, on the other hand, does use a hyphen, and can be easily searched for "--", except that you will need to get the entire standard (or at least all of XCU) as a single HTML file.
I'm not sure whether Nick's "except when the font in use is a constant width one" was intended to imply that all dashes in constant width font are plain ASCII, but if so then it isn't true. It used to be true back when we used "real" troff, but with the switch to groff for the POSIX/SUS merge in 2001 some of them became Unicode minus sign. This was discussed on the mailing list last year (around the time we reissued C165 to fix the backquote problem) and is on my to-do list to sort out sometime.
Also, imo if they're running together visually this means the font used for the PDF is buggy (as in too tight a glyph bounding box), or the kerning tables groff uses with it; as hyphen is nominally an en-dash, not an em-dash or strikeout line that might be expected to run together in a fixed width font.
This has now been fixed in the troff source.


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text:
Outcome of emergency department patients with delayed admission to an intensive care unit
Meera Parkhe, Paul S Myles, Deborah S Leach, Andrew V Maclean
Emergency Medicine 2002, 14 (1): 50-7
OBJECTIVE: To compare 30 day mortality, length of stay and cost for adult emergency department patients with a delay in intensive care unit admission of up to 24 h with a group of patients admitted directly from the emergency department to the intensive care unit.
METHODS: Retrospective cohort study in a 300-bed university affiliated teaching hospital. One hundred and twenty-two adult emergency department patients admitted to the intensive care unit either directly from the emergency department (direct group) or within 24 h of ward admission (delayed group) were identified. The main outcome measures investigated were 30 day mortality, length of stay and cost.
RESULTS: Thirty day mortality in the delayed group was significantly higher, the risk ratio being 2.46 (95% confidence interval 1.2-5.2). The length of stay and cost were similar in the direct and delayed groups. Baseline estimate of risk of death derived from the mortality probability model calculated from the emergency department data was similar for the two groups (P =0.10). Emergency department triage categorization and emergency department staff seniority was significantly different (chi2 for trends, P = 0.002 and 0.023, respectively), with patients in the delayed group more likely to be triaged as less urgent and to be initially assessed by junior staff.
CONCLUSION: Our study shows that patients transferred to the intensive care unit within 24 h of ward admission from the emergency department had a significant increase in 30 day mortality compared with patients admitted to the intensive care unit directly from the emergency department, but no difference was found in terms of length of stay and cost.


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Home / Cato Liberty / Baldwin v. United States Reflects Worst Practices on Judicial Deference
William Yeatman October 29, 2019	Cato Liberty
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On Friday, the Cato Institute and NFIB filed an amicus brief on behalf of petitioners seeking Supreme Court review of the Ninth Circuit's April order in Baldwin v. United States. Of course, the odds of the Court exercising its appellate jurisdiction are low for any given controversy; nevertheless, Baldwin reflects a rare combination of worst-practices that might catch the eye of any Justice intent on revisiting "reflexive" Chevron deference and its corollary doctrines. The Baldwins are a married couple from California who believe they overpaid 7,000 in taxes and sought a refund from the IRS. They claim that they sent their amended return months in advance of the statutory deadline. To prove timely mailing, the Baldwins have offered circumstantial evidence—in the form of multiple
William Yeatman considers the following as important:
On Friday, the Cato Institute and NFIB filed an amicus brief on behalf of petitioners seeking Supreme Court review of the Ninth Circuit's April order in Baldwin v. United States. Of course, the odds of the Court exercising its appellate jurisdiction are low for any given controversy; nevertheless, Baldwin reflects a rare combination of worst-practices that might catch the eye of any Justice intent on revisiting "reflexive" Chevron deference and its corollary doctrines.
The Baldwins are a married couple from California who believe they overpaid $167,000 in taxes and sought a refund from the IRS. They claim that they sent their amended return months in advance of the statutory deadline. To prove timely mailing, the Baldwins have offered circumstantial evidence—in the form of multiple affidavits by corroborating witnesses—that they deposited their documents at a post office with months to spare. A federal district court has determined that the Baldwins' testimonial evidence is credible.
The IRS, however, claims never to have received the documents. The tax code doesn't directly speak to the possibility of lost mail, but the agency reads the statute's silence as leaving the Baldwins out of luck, no matter how many witnesses the couple calls forth to testify that the tax documents were timely sent. According to the IRS, the Baldwins not only are denied a refund, but the filing deadlines trigger the government's statutory waiver for sovereign immunity, so the couple also is denied access to the courts for redress.
Millions of taxpayers rely on the US Postal Service to mail tax documents every year, and these mountains of mail are carried and received by imperfect humans who misplace documents. Indeed, the Baldwins' plight is far from unique, and many such cases have come before the courts over the years.
Since 1954, circuit courts have split over how to deal with allegedly lost mail that denies taxpayers their "day in court." On the one hand, two circuits adopted the IRS's unforgiving interpretation. On the other hand, four circuits turned to an old common-law evidentiary principle, known as the mailbox rule, which allows taxpayers to present extrinsic evidence that their claims were timely mailed.
After decades of litigating the mailbox rule with mixed success, the IRS switched gears and tried an administrative shortcut. Specifically, the agency underwent a cursory five-page rulemaking to "clarify" that the statute meant what the IRS had argued all along in court.
On its own terms, the IRS's "clarifying" rule fails to implicate agency expertise; instead, it purports to deny courts access to a common-law principle developed by federal judges to police their own jurisdiction. Simply put, the agency's rule regulates the craft of judging, which is obviously outside of the IRS's bailiwick.
The IRS's lack of expertise explains why the agency's rulemaking said so little—because there was so little to say. Across the proposed and final rules, the entire rulemaking provided a paltry nine paragraphs of conclusory reasoning.
Having jumped through the bare-minimum procedural hoops, the agency then felt entitled to the Chevron framework. The Ninth Circuit, alas, agreed. In so doing, a three-judge panel applied the sort of cursory methodology that can give deference a bad name.
About William Yeatman
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Tag Archives: Traveller's Tales
The dark side of the Force is a pathway to LEGO Star Wars III: The Clone Wars
So far, my track record with the LEGO Star Wars games has been downhill ever since, well, the very first one, LEGO Star Wars: The Video Game, which came out in 2005. LEGO Star Wars: The Complete Saga has its share of issues, and LEGO Star Wars: The Force Awakens was fine if a bit forgettable…though controlling BB-8 was a pure blast of delight. In fact, I've been having more and more issues with the latest LEGO games, and I think I'm starting to become no longer a fan of their structure and demand of grinding out studs to purchase everything from here to the moon.
The nitty-gritty is upon us: LEGO Star Wars III: The Clone Wars is another action-adventure videogame based on The Clone Wars animated series, of which I've never seen a single episode though I know a lot people like it greatly, developed by Traveller's Tales and published by LucasArts. It was originally released in March 2011 for the PlayStation 3, PSP, Xbox 360, Wii, Nintendo DS, Microsoft Windows, and Nintendo 3DS consoles, and I ended up playing it via backwards-compatibility on my Xbox One. It features missions and characters from The Clone Wars television series, as well as everyone's favorite characters from the original Star Wars saga, and there are both single-player and multiplayer gameplay modes to engage in.
The game engine used by previous LEGO Star Wars games has been upgraded to now hold more than 200 moving units or objects on-screen. That's cool and all…and yet, I hated having swarms of constantly respawning enemies attack me as I tried to figure out what to do next. It didn't add anything but frustration, especially as you see your stud count dropping with each and every death. Another dent in the hood is the fact that a majority of missions feel aimless, and the game doesn't help you know where to go or what to do, especially the large levels where you need to take control of a number of enemy areas; for instance, some structures can only be destroyed by using a commander-like Stormtrooper to have a bunch of other Stormtroopers shoot at it in unison while other structures can simply be taken down by a lightsaber or tank. Getting around in these large areas is also a slog, and having vehicles that blow up after one or two hits doesn't help.
The more traditional levels in LEGO Star Wars III: The Clone Wars are fine, if the standard formula affair. It's when the developers try to do something outside of it that things become wearisome. Such as the spaceship flying levels that have you going to and fro, landing on various ships to pull a lever or hit a doo-hickie or something like that. Or the big battlefield levels where you have to destroy enemy strongholds and build your own on top of them, all while dealing with an unending wave of enemies out for blood. Using the Force to move objects around still requires a great deal of patience; don't expect perfection when trying to build a climbable tower. The hub zone is tiresome to navigate through and confusing, and many areas are blocked off until you have a specific amount of gold bricks; also, say you need R2-D2 to open a door, but you aren't currently running around as it…you need to travel back to a menu desk, select it from the character list, and then travel back to where the door was and pray, pray, you don't need another character to do something else, otherwise it is a lot of retreading.
Here's a first: I used cheat codes to unlock a bulk of the red bricks in LEGO Star Wars III: The Clone Wars. I've never done this before, but the idea of replaying all these levels again just seems so taxing on my mind, and the cheats don't seem to affect unlocking Achievements. This will also be the first LEGO game that I don't complete to 100%, and I'm actually okay with that. I'm going to finish the things I want to do, like getting True Jedi in every level and buying all the characters, but other than that…I'm ready to say goodbye to this brickish world. Also, I may very well do the same thing with LEGO City Undercover, another title that seems to require a ton of grinding and replaying to fully finish; at least that one had a fun story to follow.
Posted in entertainment, fail, impressions, musings, rant, videogames, xbox 360, xbox one
Tagged gold bricks, grinding, LEGO Star Wars, LEGO Star Wars III, LucasArts, minikits, red bricks, studs, The Clone Wars, Traveller's Tales, Yoda
GAMES I REGRET PARTING WITH: Haven: Call of the King
I don't believe I ever got past the first couple of levels in Haven: Call of the King, and that's part of why I regret trading it in. I never gave it a fair shake or saw much more of it past the opening area, where you mostly do a bunch of platforming while escaping a collapsing mine and explore Virescent Village in search of one of Haven's friends.
Haven: Call of the King is a single-player PlayStation 2 game developed by Traveller's Tales–yes, the LEGO people–and published by Midway. It came out way back in the day, specifically the year 2002. It's a combination of different gameplay types, namely action platforming, puzzle solving, and some shooting. The game was intended to be the first chapter in a trilogy of games, but was a commercial flop upon release; as a result, the story was never finished. I'm pretty sure I got my used copy from GameStop for a measly few bucks, and it didn't even come in a case if I recall correctly. At some point, I traded it in with a bunch of other games for something, which is why it is now starring in this beloved Grinding Down feature.
Here's all I know of Haven: Call of the King's plot, based on the very limited amount of time I spent in its world. Lord Vetch and the Overlord talk about The Voice and mention something about the slave named Haven–how there has been some trouble regarding him. See, he is one of several people who are infected with a virus that requires a constant supply of antidote, which the despot Vetch controls. The scene then cuts to Haven in his home as he is working on building a mechanical bird called Talon. Haven is late for work, so he heads off to the mines. There, he finds his friend Chess being hassled by some guard. The henchman notices Haven is watching, so he turns and fires his laser at Haven. He misses, instead taking out a chunk of the wall and causing the mine to begin to collapse. The true point of the game though is for Haven to find some mysterious bell Vetch has hidden away. Why? I know not.
One of the things I remember standing out in a big way in Haven: Call of the King is that there are no loading screens between environments, unlike Crash Bandicoot. It's done more like as in the first Jak and Daxter. The game does all its loading during very quick cutscene transitions between levels. I know that this is pretty commonplace nowadays, but back that it was a big deal. Evidently, there were numerous minigame types folded into the standard platformer gameplay that I never even got to touch. There's a variety of vehicles, including a jetpack, a boat, an airplane, a jetcar (that's better than a jetpack, yes?), a glider, and a spaceship, and each has various gameplay goals attached to it, such as dogfighting, racing, manning a gun turret, or completing simple mission objectives. It's a game that seems stuffed to the brim with things to do. The first area alone has a number of different things to collect–cog wheels, blue lights, pulsating egg-like things, heart refills, and so on. You'd almost think of this as more of a collect-a-thon if there wasn't also a huge focus on action sequences and nimble platforming.
One unique element to Haven: Call of the King's platforming gameplay revolves around Haven's main weapon, which is called the mag-ball. It's a yo-yo type of weapon, with a fairly short range and a very tiny business end; however, the problem was you simply didn't have fine enough control over which way Haven was facing to aim it properly. There also wasn't any kind of lock on or auto-aim to help take out enemies or burst acid/fire pots. The mag-ball can also be used on tracks in the air to get Haven from place to place, kind of like the grind boots from Ratchet & Clank.
While the game presented itself as cartoony and kid friendly, it definitely has some dark undertones to it, what with all the slavery business. Sounds like Haven: Call of the King ends on a dreary note, and that's all she wrote, as this trilogy is certainly never going to be finished. A strange game, for sure, one of its time and era–Haven's rather appropriate bit of facial hair really stamps this game into place–and I honestly do regret giving this one up. At least I can revisit it on YouTube whenever I'm in the mood to see how this all ultimately unfolded.
GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.
Posted in entertainment, games I regret, musings, playstation 2, randomness, videogames
Tagged action, Chess, collectibles, collecting, Haven, Haven: Call of the King, Midway Games, power-ups, racing, Traveller's Tales, Virescent Village
LEGO The Incredibles needs to be a bit more flexible
Posted on January 4, 2019 | Leave a comment
Hey, remember when I played The Incredibles on PlayStation 2 and mostly hated everything it had to offer? Well, the good news is that LEGO The Incredibles is forty-five times better than that hunk of junk…though it still has its own issues to deal with. That said, it is one of the better LEGO games of recent memory, and I'm looking to hit 100% completion on it real soon, which is a lot more than I can say about LEGO City Undercover.
LEGO The Incredibles is a fairly fun-filled adventure that puts you in control of your favorite characters from the franchise, along with a bunch of familiar faces from other Pixar films, such as Sulley from Monsters, Inc. or Merida from Brave. You'll have to team up as the superhero Parr family to conquer crime and relive in LEGO form the unforgettable scenes from The Incredibles and The Incredibles 2 movies. Strangely, the game starts with levels from the second movie first, but I guess that's because this game was tied with the theater release of The Incredibles 2. I greatly enjoyed the sequel, but my heart will always call home that first flick…so it was a bit of a bummer to have to go through the game backwards.
It follows the standard format of most modern LEGO games now, which means there are long-as-heck story-related levels to complete, each with their own collectibles to find, along with a large hub world to run around in and complete other smaller tasks, such as time trial races or defusing bombs. A part of me feels like the hub world is quite small when compared to things like Middle-earth from LEGO The Lord of the Rings or even the multiple islands in LEGO Jurassic World, but maybe that's because you can zip around it rather swiftly if you use any character that can fly. You can purchase a number of vehicles too, but again–why drive when you can zip through the skies, with or without a cape (no capes!)?
Something I did enjoy greatly in LEGO The Incredibles is getting to play as all the different superheroes, not just the Parr family, most of which are long dead by the time things get going in the first film. For instance, the game mixes things up so you can have a partner on Nomanisan Island, and your go-to-pal is none other than Gazerbeam. Sure, sure, he's definitely dead in the movie due to taking part in Syndrome's droid's battle education, but at least now you can put a voice to the character and see how his powers work. Others to definitely try out include Dynaguy, Apogee, and Firebreak, who I used the most to fly around New Urbem. There's a wealth of lore to dig through, and I got excited every single time I unlocked a superhero from the past; that said, Voyd is kinda cool too.
One of the elements of LEGO The Incredibles that gets truly repetitive is clearing out crime waves in each district. Basically, to rid the city of crime, you have to complete teeny side missions out in the hub world, such as "put out 10 fires" or "defeat three gangs of X's goons," and then beat up whatever iconic supervillain is behind it all. Once you do that, that district reveals all its collectibles on the map, gives you a Pixar Incredibuild to do, which just consists of a lot of button mashing, along with a red brick. The only beam of bright light among all this is that it is presented as a breaking news report, and the TV anchor uses every pun in the book to get the job done. I love puns.
LEGO The Incredibles is a good amount of fun, but some of that fun is watered down by really long loading screens, story levels that never seem to end, and repetitive elements, like crime waves, mindless combat, or doing Incredibuilds solo and having to mash the build button for four separate characters. Ugh. Still, I'm having fun with all the various superheroes (Old Lady is fantastic, too) and a few of the Pixar characters, though now I just want a LEGO Toy Story. That might actually be a thing that could happen with the forthcoming film on its way, and they already have a Woody model, along with three other films to build off of and–sorry, sorry, you caught me monologuing!
Posted in entertainment, impressions, links, musings, playstation 2, videogames, xbox one
Tagged collectibles, crime waves, Dash, Disney, Elastigirl, Frozone, gold bricks, LEGO, LEGO The Incredibles, Mr. Incredible, multipliers, Pixar, puns, red bricks, studs, The Incredibles, Traveller's Tales, TT Games, Violet, WB Games
2019 Game Review Haiku, #1 – LEGO Incredibles
Posted on January 1, 2019 | 1 comment
Mash all the buttons
Sit through longest loading screens
We're incredible
Posted in 2019 completed games, entertainment, haiku, haiku review, haikus, poetry, videogames
Tagged collectibles, Disney, gold bricks, haiku, haikus, LEGO Incredibles, loading, multipliers, Pixar, poetry, red bricks, studs, Traveller's Tales
There's beyond plenty to do in LEGO City Undercover
For Black Friday this year, I purchased three games digitally for my Xbox One–LEGO City Undercover, Batman: Arkham Asylum, and Batman: Arkham City. Go me. And yes, I've technically already played Batman: Arkham Asylum on my PlayStation 3, but this came as part of a two-game bundle, and the price was too good to ignore. I think it was about $5.00. But I'm not here to chat about the Batman…instead, let's get into Chase McCain and his big-city antics.
Naturally, LEGO City Undercover takes place in the vast LEGO City, with players controlling an undercover cop appropriately named Chase McCain. Chase goes on the hunt for criminals, with various moves at his disposal, such as swinging across poles and performing wall jumps. He can also gain disguises throughout his quest to take down Rex Fury that give him additional abilities, such as a robber disguise that lets him break locks, a miner that can use dynamite, or a firefighter to put out fires and chop down boards on doors. Chase can also pilot a number of different vehicles, such as cars and helicopters, and use loose bricks to build various special structures. It's basically a severely toned-down version of Grand Theft Auto, but with more building and people jumping out of the way of a car driving down the sidewalk.
This is a totally original LEGO story, for once not based on any sort of previously established universe and/or characters. Upon McCain's return to the titular LEGO City, the mayor reveals the city is in the grips of a crime wave, which she suspects to be the work of Rex Fury, a notorious criminal that Chase initially helped to arrest, but who has since escaped from prison. Chase is tasked with finding him. To assist him, Chase is joined by dim-witted rookie Frank Honey and police technician Ellie Phillips. However, McCain's grand return is not welcome news for Natalia Kowalski, Chase's ex-girlfriend, who was forced into the witness protection program after he inadvertently revealed her as the witness in Fury's trial. I mention all these characters by name because they truly make the story work, fun, and engaging, and Frank Honey is just so goofy and dumb as LEGO bricks that you have to love him.
LEGO City Undercover is packed with humor, references, and silly gags, as one might expect from the folks at Traveller's Tales. Some of these I think might go over many children's heads, but I spotted several and smiled constantly. There's an early level that is entirely a pastiche of The Shawshank Redemption, complete with a Morgan Freeman impersonator. Later, you have to follow the instructions of a construction worker who sounds exactly like one Arnold Schwarzenegger, with him even mentioning that we need to "get to the chopper." The game definitely has its own voice and sense of style, and the writing is engaging and goofy, even when attempting to hit some emotional beats. There's a redemption arc for McCain, but it falls a little flat with all the goofiness around his actions.
And now, the most daunting aspect of LEGO City Undercover is just how much stuff there is to discover. I'm talking collectibles here, and LEGO videogames have just continuously gotten bigger and bigger with each new entry. However, this feels like a bit too much, yet sadly I will have to collect every single one of them or forever not sleep soundly again:
39 Red Bricks
120 Vehicles
450 Gold Bricks
Now, those 450 gold bricks are tied to at least over a dozen different types of activities, such as punching ATMs, destroying boulders, doing time trials, chasing down aliens, watering flowerpots, and so on. Basically, if you do something special or attached to a specific character disguise for McCain, you get a gold brick. Hooray. Since beating the game the other day, I am just a smidge over 100 gold bricks and somewhere in the 35% completion total rate, which means I have a long road ahead of me.
Other than LEGO City Undercover glitching out on me a few times, I've generally had a good time with the game. I wasn't too keen on having to collect building bricks along with studs, but it hasn't been an issue, and once you beat the game you get an automatic x2 multiplier to the activity. Still, there's lot of things left to build, so maybe I'll end up hating the grinding for building bricks by the end. If you don't hear from me in a month's time, please send help.
Tagged Chase McCain, collectibles, Ellie Phillips, Frank Honey, gold bricks, LEGO, LEGO City Undercover, red bricks, Rex Fury, studs, Traveller's Tales
Life never really finds a way in LEGO Jurassic World
Posted on May 24, 2018 | 1 comment
It used to feel good to hit 100.0% completion in these sundry LEGO games. It was a victory well-earned, through being meticulous and dedicated and clever. You go back into levels you already played, now with a crew of varying abilities and skills, and you'd do things you were unable to prior, truly experiencing everything the level had to offer. Alas, the last few LEGO games I've played, specifically LEGO Star Wars: The Complete Saga, LEGO Star Wars: The Force Awakens, and LEGO Marvel Super Heroes, have turned it into a real chore. I'm saddened to say that LEGO Jurassic World is also now a part of this troublesome family, and methinks this just may be the way all future LEGO games go, so allow me to predict now that I will greatly enjoy my first few hours with LEGO The Incredibles, but will be busted by the end of it. Sigh.
You may recall that I actually already played through LEGO Jurassic World some years back. Well, that was the Nintendo 3DS version, and I found it…underwhelming. A part of me hoped that its bigger console version would remedy some of the issues I had with it on handheld, and it does, but that still doesn't mean it's the best of the bunch and not without its own set of problems. Mel and I played it together, and that's always fun, but the grind after completing all the levels to get every last red brick, gold brick, piece of amber, minikit, dinosaur, worker in peril, vehicle, character, and photograph is beginning to wear on my mind.
LEGO Jurassic World, despite its name, covers the first four films in the series, with each movie getting a handful of levels–roughly about 5 or 6–as well as its own minihub area to run around on and dig up collectibles. These levels are bigger and better than the 3DS version, but there's still too many sections involving running non-stop toward the screen as a dinosaur chases from behind, and these sections are even more frustrating if you miss a collectible. Other than those, the big moments in each movie are tackled and play out, more or less, as one might expect. Traveller's Tales still infects the narrative with its kooky humor–they love bananas and pigs–but a lot of the dialogue is taken from the movie and its quality is noticeably poor, to the point that I'd rather have this take go back to the silent pantomimed style of earlier LEGO games.
My biggest issue, early on, with LEGO Jurassic World revolved around its hub world maps and how the developers never tell you that you need to interact with a computer terminal to open up fast-traveling waypoints. For a while, I just couldn't travel to a map area quickly, and my only solution was to load up a level and then save and exit from it, which meant sitting through several loading screens just to pop up on my island of choice. You could say I goofed a bit on that, but the blame could also go on the developers as I don't recall other LEGO games requiring this. Also, there are multiple layers to each map that you constantly have to click through to exit back to the main game. Not really ideal, when all I wanted to do was drop on a pin on the nearest red brick.
Y'know, a lot of people like to muse about future or potential LEGO games–myself included–and I'm coming to realize that not everything can fit the mold. For instance, I've seen a lot of clamoring for things like LEGO Jaws and LEGO James Bond. The problem is that, often times, there's just not enough excitement there to warrant games in these franchises. For instance, say there was a LEGO Jaws, you would get a handful of named and well-liked characters to play as, but then you'd have to spend all your time unlocking upwards of 50 no-namers like Ben Gardner or Harry Meadows, and their abilities, unlike superheroes, would be beyond bland, like interviewing witnesses or using fishing rods. That happened here in LEGO Jurassic World, wherein I mostly played as only the main characters from the films via the top two rows of the character select screen and touched nobody else except for Mr. DNA and a dinosaur when a puzzle required it…because nobody else seemed all that exciting to control, and there's next to no experimenting.
If you are nostalgic for things adjacent to Jurassic Park, I wouldn't recommend this. If anything, watch the films again. I have recently and can continue to put them high up on a pedestal, beacons of fun storytelling and lovable characters. Sure, you don't get to bounce around as an ultra cute and tiny velociraptor, but that's probably the only noteworthy difference between the films and the games. Heck, go back and play Jurassic Park on the SNES if you want something super engaging and full of tension though, in my heart of hearts, I know that those first-person sections do not hold up.
Posted in entertainment, impressions, musings, nintendo 3DS, videogames, xbox one
Tagged Achievements, completionist, dinosaurs, gold bricks, grinding, Jurassic Park, LEGO Jurassic World, races, red bricks, Traveller's Tales, velociraptor
2018 Game Review Haiku, #36 – LEGO Jurassic World
Four dino movies
In usual LEGO form
Not a clever girl
For 2018, I'm mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it's crazy. Here's hoping you like at least one aspect or even both, and I'm curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.
Posted in 2018 completed games, artwork, entertainment, haiku review, videogames
Tagged dinosaurs, gold bricks, haiku, haikus, Jurassic Park, LEGO, LEGO Jurassic World, minikits, poetry, red bricks, Traveller's Tales, velociraptor
LEGO Star Wars is from a long time ago in a galaxy far, far away
I've not played every single LEGO video game out there, but I've gone through a good amount, most of which were in order of release. For me, it began with LEGO Star Wars: The Video Game back on the PlayStation 2, but it's probably more accurate to say that the starting point for the evolution of these LEGO video games from TT Games began with LEGO Indiana Jones 2: The Adventure Continues. That's where you began to see things like an enlarged hub world to explore and a split-screen camera option for when playing with a co-op partner, both of which have become mainstays for the series. Going back to play LEGO Star Wars: The Complete Saga recently has shown me just how far the series has come, for better or…no, just better. It's only gotten better.
That's not to say LEGO Star Wars: The Complete Saga is a bad game or un-fun. Mel and I have been having a good time completing levels, collecting studs, unlocking red bricks, buying multipliers, and revisiting areas for hidden collectibles. We chip away at the larger beast. The LEGO grind is here, but it's enjoyable because, compared to LEGO Star Wars: The Force Awakens, not every level takes upwards of an hour to complete. Not every door requires you to solve a minigame to open it. Not every puzzle is dastardly obtuse. I guess there's some worse in the newer entries after all.
LEGO Star Wars: The Complete Saga is basically a compilation of LEGO Star Wars: The Video Game and its sequel LEGO Star Wars II: The Original Trilogy, that way you can play through them all together using one single product. Which is good for us because I only ever played through the former of those two, and Mel played the latter with her brother many moons ago. So we both got to experience some new areas together. Also, the game incorporates two previously deleted levels–"Anakin's Flight" and "Bounty Hunter Pursuit"–though I'm only finding out about this now. Many other levels were redesigned and updated so that both games worked with each other and felt unified. Either way, the games follow the movies, which means you'll get to see the exciting Trade Federation negotiations go down, young Anakin grow up, watch Luke learn about his father and The Force, and see Ewoks take down the Empire with sticks and stones. Since this is an older entry in the series, the cutscenes are wordless reproductions, but still silly when they want to be.
Here's something I didn't expect to ever say: Jar Jar Binks is essential. Early on, his ability to both double jump and jump high is pivotal for getting some hidden minikits, red bricks, or blue studs, which are the ones worth the most money. We brought him into every level we could during Free Play. I do miss the camera that would split in half and allow both players to do their own desires; here, you are stuck to each other, and often it made things easier for one player to simply drop out then for both to jump across sinking platforms floating in red-hot lava. Also, the flying levels are a struggle, especially when you need to get from point A to point B with missiles or a bomb being dragged behind you, and the whole world is out to make you explode. Later, we managed to make a door glitch out and not open despite doing everything right because glitches need stitches. Or something like that. Sorry, I didn't know how to end that sentence.
We're currently around the 65% completion mark, with several more levels to fully finish. Then there are special levels to do after you complete everything else, as well as challenges, arcade mode, playing online, gold bricks to buy, characters and vehicles to unlock, special cross-over Achievements to pop, and so on. Only after all that, after we see that 100.0% high in the sky, can we happily put LEGO Star Wars: The Complete Saga to bed. Still, this has been good co-op fun, which is not bad in July 2017 for the 23rd greatest video game of all time, according to the Guinness World Records Gamer's Edition in 2009.
Posted in achievements, entertainment, musings, videogames, xbox 360, xbox one
Tagged backwards compatible, Darth Vader, Gaming with Gold, glitches, Jar Jar Binks, LEGO Star Wars, minigames, studs, The Complete Saga, Traveller's Tales, True Jedi, TT Games
2016 Game Review Haiku, #43 – LEGO Star Wars: The Force Awakens
BB-8, so cute
It is the best droid, true fact
Poor R2-D2
Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I'll never tire of it either. Perhaps this'll be the year I finally cross the one hundred mark. Buckle up–it's sure to be a bumpy ride. Yoi ryokō o.
Posted in 2016 completed games, entertainment, haiku review, videogames, xbox one
Tagged BB-8, collectibles, haiku, haikus, LEGO, LEGO Star Wars, poetry, Star Wars, The Force Awakens, Traveller's Tales
100%-ing LEGO Marvel Super Heroes nearly broke me
Naturally, I saved all the elements I hated the most for last when working towards hitting the 100% completion mark in LEGO Marvel Super Heroes. Like races, of all variety. Like replaying every story level a second time to find the last few collectibles. That's it, really. Those are the two mission types I disliked the most, as the fetch quests and bonus levels kept things lively, and so long as you have a character that can fly–my go-to was always Galactus or Ms. Marvel–then you can zip around the hub world and start checking off tasks…somewhat quickly. Getting there is no big problem, but one still has to factor in solving the puzzle to unlock the gold brick, vehicle, or character.
Races in the sense of a competition between runners, horses, vehicles, boats, etc. to see which is the fastest in covering a set course are just the worst when it comes to open-world videogames. I avoid them at all costs. I think I did the obligatory one in Grand Theft Auto V and never went back. There are a few types in LEGO Marvel Super Heroes: in air, in vehicles, or on foot. None of them are fun. One mistake generally costs you the entire race, forcing you to go back to the mission giver and try again, which is sometimes not an easy process. The flying ones are a real hassle as the controls for zipping through the sky like some cool person are clunky and, nine times out of ten, work against you. Here's a real kicker though: Maria Hill challenges the player to a go-kart race on the S.H.I.E.L.D. Helicarrier, but it's on a digitalized, floating track in the sky, and if she wins, the track disappears, and you fall all the way down to the city below. Want to try again? You have to either fly back to the Helicarrier or use a warp station.
Let's talk a bit about Stan Lee. You know, the iconic American comic book writer, editor, publisher, media producer, television host, and actor who loves making cameos whenever it comes to all things Marvel. He's a collectible in LEGO Marvel Super Heroes, and there's fifty in total to rescue. One Stan Lee in Peril is found in all the story levels and bonus levels, with the rest, a good twenty or twenty-five out in the hub world somewhere. Thankfully, an icon appears on the map to let you know where he is, but you can naturally only rescue one at a time. He's not Multiple Man, mind you.
Anyways, after rescuing a bunch of Stan Lees in the hub world, I noticed there was no new icon showing up, which lead me to both recheck the map several times, but also assume that any new Stan Lee rescue missions were locked until I did something else. Or hit a set percent completion. As it turns out, that was not true; instead, there was a Stan Lee icon on the map the whole time, just hidden underneath another icon, one for a story mission that I had already completed. I only saw it visible when glancing at the mini map; you can't see it through viewing the large map. In short, I could have been collecting Stan Lee the entire time, but didn't because the developers thought it was a good idea to hide the icon on a map they clearly knew gamers were going to use as a means to set waypoints and track down things. In shorter, screw Stan "The King of Cameos" Lee.
Lastly, even after hitting 100% completion and enjoying the warm fuzzies of seeing all those collectibles collected, I still wasn't done with LEGO Marvel Super Heroes. See, I began playing the game co-op with my girlfriend, and evidently the Falling…with Style Achievement for successfully sky-diving off the S.H.I.E.L.D. Helicarrier is glitched if you try to do it first in co-op. The only way for me to pop it was to start a new game and never bring in another player. More frustratingly, you don't get access to the S.H.I.E.L.D. Helicarrier until after the first story level is completed. Imagine me, drained from grinding my heart out on LEGO Marvel Super Heroes, having to play a story level for a third time simply to be fully done with this mutation. Also, you can't skip cutscenes the first go around. I grumbled through it, jumped off the Helicarrier, saw the Achievement pop, and felt an invisible weight lift off my shoulders.
At one point during my seemingly impossible climb to 100% completion, Deadpool mocked me for even trying. Made fun of me going after all these collectibles or doing another vehicle race simply to check it off an imaginary to-do list. I get that that's Deadpool's thing, breaking the fourth wall and whatnot…but when the videogame you are attempting to master is leaning back and laughing at you, one has to wonder. Super heroes are often defined by their sacrifices. I feel like LEGO Marvel Super Heroes is one of my greatest.
Posted in achievements, entertainment, fail, musings, randomness, rant, videogames, xbox 360
Tagged cameos, collectibles, Deadpool, Galactus, grinding, LEGO, LEGO Marvel Super Heroes, races, Stan Lee, Traveller's Tales


text:
4951 Preston Forest Dr. Blacksburg, VA 24060
Email: MeganMaxwell@petbehaviorchange.com
Educational History ---------------------------------------------------------------------------------------------
1994 – 1998. Temple University, Philadelphia, PA
Major: Psychology; Minor: Cognitive Neuroscience
Degree: B.A.
Honors Thesis: Effects of Dual-Task Presentation on Eyeblink Classical Conditioning Advisors: Diana S. Woodruff-Pak, Ph.D.
GPA: 3.98, Summa cum Laude
1999 – 2001. West Virginia University, Morgantown, WV Major: Psychology
Program: Behavior Analysis
Degree: M.A.
Thesis: Effects of Reinforcement Delay on Procrastination in Pigeons Advisor: Kennon A. Lattal, Ph.D.
GPA: 3.94
2004 – 2008. West Virginia University, Morgantown, WV
Degree: Ph.D. (dissertation defended March 05, 2008), Graduation: May, 2008
Dissertation Research: Relative Effectiveness of Three Response Elimination Procedures with Pet Dogs
Advisor: Kennon A. Lattal, Ph.D. GPA: 3.97
Professional Experience ----------------------------------------------------------------------------------------
2001 – 2003. Applied Behavior Analyst, Quinn Developmental Services, Ambler, PA
2002. Kennel Attendant, Montgomery County SPCA, Conshohocken, PA
2003. Adjunct Faculty Member, Temple University, Philadelphia, PA
2004 – 2008. Graduate Teaching Assistant/Instructor, West Virginia University, Psychology Department
2007 – 2010. Instructor. Puppy Preschool, Behavioral Foundations and Next Step Advanced Obedience,
2008 – 2010. Visiting Assistant Professor. West Virginia University, Morgantown, WV
2010 – 2012. Lecturer. Psychology Department, The Pennsylvania State University, State College, PA
2010 – 2012. Faculty Member. American College of Applied Science, www.amcollege.net.
2002 – Present. Consultant and Owner, Pet Behavior Change, LLC
Research Experience --------------------------------------------------------------------------------------------
1995-1996. Undergraduate Research Assistant, Temple University, Philadelphia, PA Supervisor: Robert W. Weisberg, Ph.D.
1996 – 1998. Undergraduate Research Assistant, Temple University, Philadelphia, PA Supervisor: Mark A. Wheeler, Ph.D. & Diana S. Woodruff-Pak, Ph.D.
1999 - 2001. Master's Thesis Research, West Virginia University, Morgantown, WV Supervisor: Kennon A. Lattal, Ph.D.
Title: Effects of Reinforcement Delay on Procrastination in Pigeons
2004 – 2008. Dissertation Research, West Virginia University, Morgantown, WV
Supervisor: Kennon A. Lattal, Ph.D.
Research topics: cross-species generalization of basic behavioral principles with canines in field settings, with emphasis on applications of research findings to canine behavior modification and training techniques.
2008 – 2010. Principal Investigator, West Virginia University, Morgantown, WV
Research topics: reinforcer preference assessments with dogs, response acquisition by dogs with delayed reinforcement.
Publications--------------------------------------------------------------------------------------------------------
Mostofsky, S. H., Green, J. T., Meginley, M. E., Christenson, J. R., & Woodruff-Pak, D. S. (1999). Conditioning in identical twins with ataxia-telangiectasia. Neurocase, 5, 425-433.
Lieving, G. A., Doughty, A. H., Meginley, M., Horne, S. P., & Lattal, K. A. (2000, July). Response recurrence and behavioural history. Proceedings of the Fourth European Meeting for the Experimental Analysis of Behaviour (p.44), Amiens, France.
Doughty, A. H., Meginley, M. E., Doughty, S. S., & Lattal, K. A. (2004). Psychological distance to reward: Equating the number of stimulus and response segments. Behavioural Processes, 66, 73- 82.
da Silva, S. P., Maxwell, M. E., & Lattal, K. A. (2008). Concurrent resurgence and behavioral history. Journal of the Experimental Analysis of Behavior, 90, 313-331.
Popular Literature/Media--------------------------------------------------------------------------------------
Author, Centre Daily Times' Pet Peeves pet behavior column, State College, PA, 2010-2012.
Author, PAWSitively Pets Magazine's Animal Behaviorist, pet behavior column, State College, PA, 2011-2012.
Presentations ------------------------------------------------------------------------------------------------------
Lieving, G.A., Doughty, A.H., Meginley, M.E., da Silva, S.P., & Lattal, K.A. (2000, July). Response recurrence and behavioral history. In K.A.Lattal & P.Reed (Co-Chairs), The experimental analysis of behavioral history.
Meginley, M.E., Lieving, G.A., & Lattal, K.A. (2000, October). Resurgence of responding: A response-rate effect. Poster presented at the meeting of the Southeastern Association for Behavior Analysis, Chattanooga, TN.
Meginley, M. E., & Lattal, K. A. (2006, October). Response acquisition by canines with delayed reinforcement. Poster presented at the meeting of the Southeastern Association for Behavior Analysis, Greenville, SC.
Meginley, M. E., & Lattal, K. A. (2007, May). Effects of briefly signaled and unsignaled reinforcement delays with pet dogs. Poster presented at the meeting of the Association for Behavior Analysis, San Diego, CA.
Meginley, M. E., & Lattal, K. A. (2007, May). An examination of differential-reinforcement-of- other-behavior (DRO) schedules with pet dogs. Paper presented at the meeting of the Association for Behavior Analysis, San Diego, CA.
Maxwell, M.E. (2011, May). A BCBA CAAB Perspective. Symposium, Professional Certification and Applied Animal Behavior Practice, presented at the meeting of the Association for Behavior Analysis International, Denver, CO.
Maxwell, M. E. (2011, May). Panelist, Certification Issues for Behavior Analysts Working in Applied Animal Behavior. Panel discussion presented at the meeting of the Association for Behavior Analysis International, Denver, CO.
Parenti, L. M., & Maxwell, M. E. (2012, May). Response acquisition by dogs using a 10-s signaled delay to reinforcement. Poster presented at the meeting of the Association for Behavior Analysis International, Seattle, WA.
Parenti, L. M., & Maxwell, M. E. (2012, May). Suckers for beef sticks: use of a paired stimulus preference assessment with dogs. Paper presented at the meeting of the Association for Behavior Analysis International, Seattle, WA.
Maxwell, M. E. (2013, May). Careers in applied animal behavior: companion animal private practice. Panel discussion presented at the meeting of the Association for Behavior Analysis International, Minneapolis, MN.
Weirtz, S., Morrison, D., Kapla, S. D., & Maxwell, M. E. (2013, May). Assessing the efficacy of the Anxiety Wrap in treating thunderstorm phobia and other anxious behaviors in dogs. Poster presented at the meeting of the Association for Behavior Analysis International, Minneapolis, MN.
Maxwell, M. E. & Kapla, S. D. (August, 2014). Assessing factors that impact pet owner adherence to implementation of behavior plans. Poster presented at the meeting of the Animal Behavior Society, Princeton, NJ.
Appointments and Awards ------------------------------------------------------------------------------------
(1997) Phi Beta Kappa, Temple University
(1997) President, Temple University Chapter of Psi Chi
(1998) Distinction in major, Psychology Department, Temple University
(1998) President's Scholar, Temple University
(1998) Psychology Department Service Recognition Award, Temple University
(1998) Renard E. Dawson Alumni Service Award, Temple University
(1998) Summa cum laude graduating status, Temple University
(1999) West Virginia University Department of Psychology Graduate Assistantship
(1999) Eberly College of Arts and Sciences Endowed Supplementary Fellowship
(2000) West Virginia University Department of Psychology research reimbursement award for timely completion of academic milestone.
(2004) Certification as Associate Applied Animal Behaviorist, Animal Behavior Society (2005) Alumni Fund Research Award
(2006) Doctoral Dissertation Research Award from Eberly College of Arts and Sciences (2006) Alumni Fund Research Award
(2007) Don Hake Research Award in Behavior Analysis
(2007) William E. Vehse Endowment for Graduate Student Travel
(2009 - 2013) Board Certification in Behavior Analysis
Membership in Professional Organizations ----------------------------------------------------------------
(1997 – Present) Phi Beta Kappa National Honor Society
(1997 – Present) Psi Chi National Honor Society
(1998 – Present) Association for Behavior Analysis International
(1998 – Present) Applied Animal Behavior Special Interest Group of the Association for Behavior Analysis
(1999 – 2001) Southeastern Association for Behavior Analysis
(2003 – 2004) Pennsylvania Association for Behavior Analysis
(2003 – Present) Animal Behavior Society
(2003 – 2013) Association of Pet Dog Trainers
(2003 – 2006) Delaware Valley Association for Behavior Analysis
(2007-2009) Core Certified Applied Animal Behaviorists group (2014 –Present) American Veterinary Society of Animal Behavior
Teaching/Supervisory Experience----------------------------------------------------------------------------
1999 – 2001. Lab Instructor, Department of Psychology, West Virginia University. Courses: Introduction to Behavior Principles
Experimental Analysis of Behavior (Graduate Course)
Research Methods in Psychology
2000 – 2001. Undergraduate Research Supervision, West Virginia University. 2003. Adjunct Faculty Member, Temple University, Philadelphia, PA.
Courses: Learning and Motivation
Direct Applications of Behavioral Principles
2004 – 2005. Instructor, Department of Psychology, West Virginia University.
Course: Social Psychology
2004 - 2010. Undergraduate and Graduate Research Supervision, West Virginia University. 2005 – 2007. Lab Instructor, Department of Psychology, West Virginia University.
Course: Behavior Principles
2007 – 2008. Graduate Teaching Assistant, Department of Psychology, West Virginia University.
Course: Field Experience in Psychology
2007 Graduate Practicum Supervision, West Virginia University. 2007 – 2008. Instructor (Volunteer), West Virginia University.
Course: Applied Animal Behavior
2008-2010. Visiting Assistant Professor, West Virginia University, Psychology Department.
Courses: Behavior Principles Contemporary Issues in Behavior Analysis Biological Foundations of Behavior
2010-2011. Lecturer, The Pennsylvania State University, Department of Psychology. Course: Social Psychology
(Full teaching dossier available upon request.)
Professional Activities-------------------------------------------------------------------------------------------
1997 – 1998. Undergraduate Student Advisor and Ombudsperson, Psychology Department, Temple University.
2000 – 2001. Full Faculty Committee Student Representative, Psychology Department, West Virginia University.
2005-2008. Newsletter Coordinator and Chairperson of Marion Breland-Bailey Award for Exemplary Research in the Area of Applied Animal Behavior. Applied Animal Behavior Special Interest Group, Association for Behavior Analysis.
2007-2008. Vice-President, Applied Animal Behavior Special Interest Group of the Association for
2009 – 2010. President, Morgantown Dog Owners Group
2011-2012. Vice-President, Applied Animal Behavior Special Interest Group, Association for Behavior Analysis International.
2011-2015. Applied Animal Behavior Program Area Co-Coordinator, Association for Behavior Analysis International.
2011-2015. Board Member, Board of Professional Certification, Animal Behavior Society. 2012. Guest Reviewer, Journal of Applied Behavior Analysis.
2012 – Present. Animal Behavior Consultant, National Institute of Occupational Safety and Healthy, Project ROVER: Returning Our Veterans to Employment and Reintegration.
Specialized Training and Continuing Education----------------------------------------------------------
2001. Shelter Dogs and Behavior: Seminar Presented by Sue Sternberg, Mebane, NC
2002. Certified Group Class Obedience Instructor, Animal Behavior and Training Associates, Inc. 2003. Certificate of Achievement: The Humane Care and Use of Laboratory Animals in Biomedical Research, presented by The Temple University Institutional Animal Care and Use Committee
2002 – Present. Certified Applied Animal Behaviorist, Animal Behavior Society.
2009 – 2013. Board Certified Behavior Analyst, Behavior Analysis Certification Board.
References----------------------------------------------------------------------------------------------------------
Philip N. Chase, Ph.D.
E. K. Shriver Center
University of Massachusetts Medical School 200 Trapelo Rd.
Email: philip.chase@umassmed.edu
Kennon A. Lattal, Ph.D., Centennial Professor of Psychology Department of Psychology
1124 Life Sciences Building
53 Campus Drive
Phone: (304) 293-2001 Ext. 31608 Email: Andy.Lattal@mail.wvu.edu
Michael Perone, Ph.D., Department Chair Department of Psychology
Phone: (304) 293-2001, Ext. 31604 Email: Michael.Perone@mail.wvu.edu
Steven Zucker, D.V.M. Animal Medical Center
460 Hartman Run Rd.
Email: stevezucker@morgantownamc.com


text:
International Centre for Black Sea Studies
The International Centre for Black Sea Studies is a uniquely positioned expert on the Black Sea area and its regional cooperation dynamics.
Acronym: ICBSS
It was founded in 1998 as a non-profit organisation located in Athens, Greece. The ICBSS is governed by an international Board of Directors, consisting of representatives (National Directors) of all the BSEC Member States appointed for a three-year term. The Secretary General of the BSEC Permanent International Secretariat (BSEC PERMIS) is also a member of the Board. In addition, three personalities of international renown are invited to participate. Through its mandate the ICBSS performs a dual function: - As an independent research and training centre it pursues applied, policy-oriented research, builds capacity and promotes knowledge on the Black Sea region both within and outside its boundaries. - As a related body of the Organisation of the Black Sea Economic Cooperation (BSEC) it strives to fulfil in the best possible way its institutional role and the assignments received by carrying out studies, offering policy advice and coordinating activities. The ICBSS' overarching aim is to foster multilateral cooperation among the BSEC member states as well as with their international partners. It does so by coordinating and carrying out policy-oriented research in fields such as BSEC-EU relations, Science and Technology, Economic Development, International Relations, Good Governance and Institutional Renewal, and Energy. In the field of S&T the ICBSS has been involved in a number of activities with the aim to foster and promote international cooperation.
Organisation type: Research Institute | Scientific field: Cross-thematic/Interdisciplinary | Geographical focus: Black Sea Region


text:
Diego Armando Calderón Espinoza (ur. 16 października 1986 w Quito) – ekwadorski piłkarz występujący najczęściej na pozycji lewego obrońcy, od 2016 zawodnik Zacatepec.

Kariera klubowa
Calderón pochodzi ze stołecznego miasta Quito i jest wychowankiem tamtejszego zespołu CD Espoli. W wieku 17 lat przeszedł jednak do lokalnego rywala zespołu – LDU Quito, w barwach którego zadebiutował w ekwadorskiej Serie A. W sezonie Apertura 2005 wywalczył z LDU tytuł mistrza kraju, lecz nie potrafił sobie wywalczyć miejsca w wyjściowym składzie i został wypożyczony na sezon 2006 do mniej utytułowanego Deportivo Azogues.

Po powrocie do LDU, w rozgrywkach 2007, Calderón osiągnął z nim mistrzostwo kraju, jednak największe osiągnięcie w piłkarskiej karierze odnotował rok później – wówczas sensacyjnie triumfował ze swoją ekipą w Copa Libertadores. W tym samym sezonie 2008 został także wicemistrzem Ekwadoru i zajął drugie miejsce w Klubowych Mistrzostwach Świata, ulegając w finale Manchesterowi United. Premierowego gola w najwyższej klasie rozgrywkowej strzelił 1 czerwca 2008 w wygranej 3:0 konfrontacji z Olmedo. W 2009 roku wygrał rozgrywki Copa Sudamericana, natomiast dwa razy z rzędu – w latach 2009 i 2010 – zdobywał z LDU kontynentalny superpuchar – Recopa Sudamericana. W 2010 roku po raz kolejny został mistrzem Ekwadoru, a w 2011 roku doszedł do dwumeczu finałowego Copa Sudamericana, przegrywając w nim z Universidadem de Chile.

W 2013 roku Calderón przeszedł do Colorado Rapids. W 2014 grał w LDU Quito, w 2015 w Barcelona SC, a w 2016 przeszedł do Zacatepec.

Kariera reprezentacyjna
W seniorskiej reprezentacji Ekwadoru Calderón zadebiutował 28 maja 2011 w zremisowanym 1:1 meczu towarzyskim z Meksykiem. W tym samym roku został powołany przez selekcjonera Reinaldo Ruedę na rozgrywany w Argentynie turniej Copa América, gdzie pozostawał rezerwowym swojej ekipy, nie występując w żadnym meczu, natomiast Ekwadorczycy nie zdołali wyjść z grupy.

Linki zewnętrzne

Reprezentanci Ekwadoru w piłce nożnej
Piłkarze LDU Quito
Piłkarze Colorado Rapids
Piłkarze Barcelona SC
Piłkarze CA Zacatepec
Uczestnicy Copa América 2011
Urodzeni w 1986
Ludzie urodzeni w Quito


Over at Time.com the above article chronicles the the demise of the Conservative American way of life, but is this some kind of surprise? Not to anyone who reads and understands the New Testament. Witnessing the failure of Christianity in America trying to infiltrate the infrastructure of Satan's kingdom without any spiritual backup was an impossible task from the get-go.
Christians have been living in disobedience for a very, very long time. The very founding of this Nation was the rejection of the commands of God. But, since there appeared to be success and blessing attached to their throwing off the yoke and injunction to "Be ye subject unto the higher powers," (that higher power being Britain) the rebellious affections of the Founding Fathers took precedence over obedience and faith in the un-seen God. With a little success under their belt the consensus was that they could accomplish anything so long as they prefixed their efforts with In God We Trust; although that trust was nowhere evident, only the collective power of positive thinking.
Are we now to believe that God has failed us? Isn't the profusion of Churches up and down Main Street proof of our adherence to God's ways? Could it be that God forgot to "count the cost" and that He is now made to look like a fool and mocked because He failed to complete what He started? There is no question that the United States of America is crumbling before our eyes and that there is no apparent way out of the mess and debauchery we now witness. Where might we look to identify the problem? The problem is obviously not with God; the problem is with the Church, if we dare call it that. The problem lays squarely at the feet of those who profess to follow Christ, who are Christian is words only, who are very punctual with days and times, who even pray with regularity "as in Heaven so on earth," who play the saint while every eye is watching, but whose life differs not a bit from any common heathen.
Is it reasonable to inquire why we see the failure of the Christian spirit in The United States? This too is obvious. It is because the avowed lives of Christians are thus strangely contrary to the principles of Christianity. It is because of a sincere lack of intention that we see men, who profess religion, living in foul language and sensuality, and that even the "clergy" are given to pride, worldly desires, profane enjoyment and entertainment. It is for this same lack of intention that we see women who profess devotion to Christ living in all the folly of vanity with the way they dress and the waste of their time in idleness and pleasures.
It was this intention to follow Christ that gained the primitive Church such praise as eminent examples of devotion, that established renowned fellowships, and created such stalwart confessions in the face of martyrdom. If we will stop here and take inventory of our own lives and ask why we are not so devoted, we will discover through our heart's witness, that it is neither through ignorance or inability, but rather through lack of intention.
The Church has involved itself in the world: all of its vanities of politics, power, and popularity and has now shut itself off from the Lord. The failure of our Nation is witness against us that we have fallen from grace.
Let the life of King Saul instruct us . . . .


text:
Xbox One Archives - Page 18 of 25 - Save Game
New Alien: Isolation trailer brings some lo fi to its sci fi
News, PC, PS3, PS4, Trailers, Xbox One, Xbox360
It's "a game set in the future but based in the past" as described by Al Hope, the Creative Lead of Alien: Isolation. As a result of this quirk, the creative team behind the new game based on the well-loved and well-known Alien franchise have had to lo fi their sci fi, as the latest trailer for Alien: Isolation showcases.
Longtime Bungie composer abruptly fired
News, PS3, PS4, Xbox One, Xbox360
Nothing lasts forever, or so the saying goes. But if there was ever a "forever" in the video game industry, it was Marty O'Donnell's time with Bungie. Brought on during the company's infancy, he was responsible for crafting some of the most renowned music in the history of video games. And now, he's been fired. Read on for the details.
Snoop Dogg voice pack coming to Call of Duty: Ghosts
News, Trailers, Xbox One, Xbox360
Because of course. Of course there's going to be a Snoop Dogg voice pack for Call of Duty: Ghosts. From Death Row Records, to Wrestlemanis, to Doggy Fizzle Televizzle, Snoop has pretty conquered every corner of the pop culture world, except for video games. Well, that's about to change. This is not a joke, Seriously, read on for the details.
Child of Light trailer illuminates the world of Lemuria
News, PC, PS3, PS4, Trailers, Wii U, Xbox One, Xbox360
The question of whether or not video games are art can be answered with a resounding "well, duh." That being said, some games are decidedly more art that others. If a new trailer is any indication, the upcoming platfomer RPG hybrid Child by Light looks like it will be falling into the more art category. Read on to judge for yourself.
Below, former Xbox One exclusive, heading to Steam
News, PC, Trailers, Xbox One
It's not often that a peviously exclusive game becomes available on a new platform before the game is even released. But that the situation we have with Below, the new title from CapyGames, best known for their brilliant Swords and Sworcery. You'll soon be able to play Below, even if you aren't lucky enough to own an Xbox One. Read on for the details.
There's nowhere to hide in this new Wolfenstein trailer
The release of Wolfenstein: The New Order is now less than two months away, so the times seems right for another trailer. Much like the last one, this newest video offers a mix of gameplay and cinematic footage, and it paints a pretty bleak picture for Blazkowicz and company. Until they get a hold on some Nazi superweapons, that is. Read on for the details.
New Watch Dogs trailer takes you inside Chicago
Ahhhh Chicago. The Windy City. The City of Broad Shoulders. Chicagoland. Chi-Town. Beefy McSlaughterville. One of those might be made up. America's second city will be the setting for Watch Dogs, the upcoming open world game from Ubisoft. A new trailer takes you inside Chicago, and shows off some of the fun you'll be having there. Read on for the details.
Bethesda announces Wolfenstein collectors edition… without the Wolfenstein
News, PC, PS3, PS4, Xbox One, Xbox360
Special limited edition versions of big game releases are nothing new. Packed with all kinds of cool collectibles, we pretty much expect them these days. But a collector's edition game without the game? That's a new one, and it's precisely what Bethesda announced earlier today for the upcoming Wolfenstein: The New Order. Read on for the details.
New details emerge on Dragon Age Inquisition followers
As any Bioware fan knows, learning as much as possible about the squadmates and followers of a forthcoming game has practically become a professional sport. The followers in Dragon Age Inquisition are no different, and we've recently been learning some very interesting details about the characters you'll have fighting at your side. Read on for the details.
Battlefield 4 Naval Strike gets a release date and trailer
It's been a long time coming, but it's (almost) here. Naval Strike, the much hyped expansion for Battlefield 4 will finally be released next week, and to get everyone excited for more near future military mayhem, DICE has released a new trailer which shows off the expansions new maps, as well as a new gameplay mode called Carrier Assault. Read on for the details.
Save Game's Celebration of the Saints: A series of Saints Row themed cocktails


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According to the arrest report, Nash — at 6 foot 1 and over 200 pounds — overpowered his victim, first grabbing the crying woman and body slamming her. He then wrapped his hands around her throat until she passed out and sexually assaulted her.
The victim awoke and police were called. Homestead officers found Nash five hours later in her car.
Florida Department of Law Enforcement records show Nash was arrested by Miami-Dade police in June 2013 for making written threats to kill or do bodily harm. In May, according to the FDLE archive, the court determined he was mentally unable to stand trial.
The school district sent counselors to South Dade on Monday. In a statement, school police called the attack an "isolated case."
Miami-Dade Public Schools Police reported seven cases of forcible rape in 2013, according to the Florida Department of Law Enforcement. Duval county schools reported 11 cases of rape, while Palm Beach reported one.
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Miami-Dade County Public Schools earns A-grade rating for second straight year
Lawsuit claims Florida teachers are owed millions for improperly paid bonuses
By Emily L. Mahoney Herald/Times Tallahassee Bureau
A former teacher is suing Florida, alleging that the state Department of Education allowed for the deduction of employer-side taxes from bonuses, shorting high-performing teachers out of hundreds of dollars each.
Former schools leader accused of shootout with cops not competent for trial, lawyer says
7 ways to build your child's vocabulary
Teen on autism spectrum discovers her artistic talents through music, art and teachers
These students are gaining valuable life lessons in financial literacy
School grades are out. It's another banner year for Miami-Dade County Public Schools
Principal who spoke about Holocaust shouldn't have contract renewed, superintendent says