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Epidemiology and Psychiatric Sciences (8)
The condition of the families of patients with schizophrenia in Italy: burden, social network and professional support
Lorenza Magliano, Claudio Malangone, Manuela Guarneri, Cecilia Marasco, Andrea Fiorillo, Mario Maj, Gruppo Di Lavoro
Journal: Epidemiology and Psychiatric Sciences / Volume 10 / Issue 2 / June 2001
Published online by Cambridge University Press: 11 October 2011, pp. 96-106
Objective – This study aimed to describe: a) the interventions received by patients with schizophrenia attending Italian mental health services (MHS); b) the relatives' burden and social network and the professional support received by the families. Design – The study has been carried out in 30 MHS, randomly selected and stratified by geographic areas and population density. 25 patients with a DSM–IV diagnosis of schizophrenia and 25 relatives were recruited in each MHS. Family burden was evaluated in relation to: a) geographic area; b) interventions received by the patients; c) social and professional sup– port received by the families. Main outcome measures – a) patients: Brief Psychiatric Rating Scale (BPRS) and Disability Assessment Interview (AD); b) key-relatives: Family Problems Questionnaire (QPF) and Social Network Questionnaire (QRS); c) interventions received by the patients and their families: Scheda di Rilevazione degli Interventi – Pattern of Care Schedule (SRI). Results – Data on 709 patients and their key-relatives were collected. In the two months preceding the data collection, 35% of patients attended rehabilitative programmes; 80% of the families were in regular contact with the MHS and 8% received family psychoeducational interventions. Family burden was higher in Southern than in Central and Northern Italy. This difference disappeared when rehabilitative interventions and family support were provided. Conclusions – This study highlights that the situation of the families of patients with schizophrenia is more burdensome in Southern Italy and is greatly influenced by the type of interventions provided by the MHS.
Causes and psychosocial consequences of schizophrenia: the opinions of patients' relatives
Lorenza Magliano, Andrea Fiorillo, Claudio Malangone, Manuela Guarneri, Cecilia Marasco, Mario Maja, Gruppo Di Lavoro
Journal: Epidemiology and Psychiatric Sciences / Volume 9 / Issue 2 / June 2000
Published online by Cambridge University Press: 11 October 2011, pp. 113-125
Objective – Description of the opinions on schizophrenia and its psychosocial consequences in a sample of relatives of patients with schizophrenia, recruited in 30 Italian Mental Health Centres (MHC), stratified by geographic areas and population density. Design – Cross-sectional study on key-relatives of clinically stable patients with a DSM-FV diagnosis of schizophrenia. Evaluation of relatives' opinions on schizophrenia and its psychosocial consequences, in relation to: a) patient's clinical and family's socio-demographic variables; b) geographic areas and population density. Setting – 30 Italian MHC randomised and stratified by geographic areas (Northern, Central, Southern Italy) and population density (> 100000 inhabitants; between 100000 and 25000 inhabitants; < 25000 inhabitants). Main outcome measures – Patient's clinical status and social functioning: Brief Psychiatric Rating Scale (BPRS) and Disability Assessment interview (AD). Interventions provided to patient and his/her family: Scheda di Rilevazione degli Interventi – Pattern of Care Schedule (SRI). Relatives' opinions on schizophrenia and its psychosocial consequences: Questionnaire on the Opinions of the Family (QOF). Results – Data on 709 patients and their key-relatives were collected. Relatives' pessimistic opinions on social competence of patients with schizophrenia were found to be associated with: high levels of patient's disability, hostility and negative symptoms, relatives' knowledge of patient's diagnosis of schizophrenia, residence in a medium or low population density area, low levels of relative's education. Relatives' pessimistic opinions on social restrictions imposed by schizophrenia were found to be associated with high levels of disability and high number of hospital admissions in the patient and older age in the relative. Conclusions – The results of this study emphasise the need to: a) provide families with educational interventions covering not only clinical aspects of schizophrenia, but also those concerning disability and psychosocial consequences of the disorder; b) plan educational campaigns on mental illnesses which take into account the socio-cultural characteristics of the target populations.
Benefits and difficulties in implementing family psychoeducational interventions for schizophrenia in mental health services: results from a multicentre Italian study
Lorenza Magliano, Andrea Fiorillo, Claudio Malangone, Corrado De Rosa, Grazia Favata, Annarita Sasso, Monica Prezioso, Laura Pezzenati, Floralba Gentile, Lucetta Casale, Emi Bondi, Giuseppina Robustelli Test, Michele Di Lella, Elisabetta Biscussi, Francesco Degl'Innocenti, Rossella Bellini, Rita Di Nunzio, Lucia Matrella, Rosa Salmeri, Rosario Cantone, Luisa Gargiulo, Aniello Esposito, Vincenzo Delcuratolo, Maria Giannini, Luisa Maresca, Giovanna Cavaliere, Barbara Scandone, Matteo Folla, Mauro Raffaeli, Paola Innocente, Flavia Dagianti, Stefania Lucania, Angela Scorsino, Francesco Bardicchia, Gennaro Cerullo, Riccardo Curreli, Silvana Miscali, Mario Scordato, Graziella Campo, Cinzia Mameli, Carla Sodde, Luigi D'Ambra, Anna Malacarne, Mario Maj, Gruppo Di Lavoro
Journal: Epidemiology and Psychiatric Sciences / Volume 14 / Issue 4 / December 2005
Aims – This study aims to explore: a) the feasibility of psycho-educational interventions for families of users with schizophrenia in clinical practice by trained staff; b) the benefits and problems encountered by professionals in the use of these interventions. Methods – 46 professionals from 23 Italian Mental Health Sen'ices (MHS) attended at a three-module training course in psycho-educational interventions and four supervisions in the subsequent year. Following the course, participants provided the intervention to families of users with schizophrenia. The difficulties and benefits encountered by trainees to use the intervention were registered on the Family Intervention Schedule.Results – 83% of the participants completed the training course. Following the course, the intervention started in 71 families from 17 MHS. 76% of trainees provided the intervention to 2-5 families, while 13% of them only held informative sessions on schizophrenia. During the supervision period, the organisational difficulties experienced by the professionals were stable, while the benefits increased. Differences in benefits and difficulties were detected in relation to the trainees' experience and professional roles. Conclusions – It is possible to introduce psycho-educational interventions in MHS after a relatively brief period of training and supervision of the staff. Organisational difficulties need to be addressed to increase the dissemination of these interventions on a large scale.
Declaration of Interest: None of the authors has had any interest or he/she has received any form of support, including that from drug companies and honoraria for lectures and consultancies, potentially in conflict with this scientific work. None of the authors has received any form of fee for his/her participation in this study. This study was supported by grants received from the "M. Lugli" Foundation (grant n. 2/18/8) and from the National Institute of Health, Italy (grant no. 1AL/F3).
Health status in adolescents: which relation with family image?
Simona Villani, Mario Grassi, Alessandra Marinoni, Gruppo Di Lavoro Adolescenti
Journal: Epidemiology and Psychiatric Sciences / Volume 6 / Issue 1 / April 1997
Published online by Cambridge University Press: 11 October 2011, pp. 59-68
Introduction — Many studies have been carried out recently to investigate the relationship between health conditions and family and self characteristics. Objectives — To identify family characteristics (such as type of family, socio-economic status, parent immigration, affection for parents, parents' psychological and physical health) and self characteristics (age, drug use, satisfaction for several life circumstances, psychosomatic symptomatology) that are differently distributed by sex and levels of psychological and physical distress among teen-agers. Methods — We carried out a cross-sectional study on a sample of teen-agers attending high schools in Pavia (Italy), using a self-administered questionnaire. The students were divided in four groups having different levels of psychological and physical distress, based on GHQ-30 (psychological distress indicator), on the number of hospital admissions and consultations to a physician in the last year (the last two are physical distress indicator). Data were analysed applying the multivariate analisy of Canonical Variate. Results — 1346 students were sampled, but only 1189 questionnaire were analysed: 36.8% regarding males and 63.2% females. The Canonical Variate analysis indicated that psycosomatic symptomatology, satisfaction for several life circumstances and affection for parents are important for describing the four distress groups. Conclusions — Only affection for parents has an important role on psychological and physical distress of adolescents, while family characteristics traditionally considered associated with psychological and physical distress in teen-agers (such as living with one or without parents, low socio-economic status) are not associated.
Burden, attitudes and social support in the families of patients with long-term physical diseases
Lorenza Magliano, Andrea Fiorillo, Corrado De Rosa, Claudio Malangone, Mario Maj, Gruppo Di Lavoro
Aims – To describe in a sample of 646 relatives of patients with physical long-term illnesses: a) the relatives' burden of care; b) the relatives' attitudes towards the patients; c) the social and professional support received by the families. Methods – The study has been carried out in 30 Italian geographic areas randomly selected taking into account geographic location and population density. The sample has been consecutively recruited in 139 specialised units for the treatment of chronic heart, brain, diabetes, kidney, and lung diseases. Family burden was evaluated in relation to: a) family's socio-demographic variables and patients' clinical variables; b) relatives' attitudes toward the patient; c) social and professional support; d) geographic area and population density. Outcome measures – Family Problems Questionnaire, physical illness version (QPF-O) and Social Network Questionnaire (QRS). Results – The consequences of caregiving most frequently reported were constraints in social and recreational activities, and feelings of loss. Burden was more marked in relatives of patients with higher physical disabilities, with neurological illnesses, and in relatives with lower support by their social network. Conclusions – These data highlight the need to provide psychological and practical support to caregivers of patients with long-term physical diseases on the basis of the evaluation of their needs for care.
Declaration of Interest: none of the five authors has had any interest or received any form of support, including that from drug companies and honoraria for lectures and consultancies, potentially in conflict with this scientific work, in the last 2 years.
VADO approach efficacy in psychiatric rehabilitation: a controlled study
Michela Vittorielli, Rosaria Pioli, Luisa Brambilla, Luigina Archiati, Giuseppe Rossi, Charlotte Sleijpen, Lorenza Magliano, Franco Veltro, Pierluigi Morosini, Gruppo Di Lavoro
Journal: Epidemiology and Psychiatric Sciences / Volume 12 / Issue 1 / March 2003
Aims – Assessment of the efficacy of the rehabilitation approach that is recommended by the manual VADO (AAOS in English: Abilities Assessment and Objectives Setting) in schizophrenic syndromes. Methods – Controlled trial, partly with individual randomisation. Centres were invited to recruit 10 patients who in most centres were randomly allocated either to the VADO approach or to usual rehabilitation practice. At least two professionals for each centre attended a brief intensive training course. Patients were assessed at baseline and six months later with a) the FPS scale, which is an improvement on the DSMIV SOFAS; b) the BPRS 4.0; c) AR, a clinical tool that is contained in VADO. Results – 55 patients received the experimental interventions and 40 the control one. Six months later greater significant improvements were observed in the experimental group, both in social functioning and in psychopathology. Conclusions – The dissemination of structured rehabilitation approaches that are based on personalized definition of objective, intensive progress monitoring, patient's therapeutic education and validated strategies and do not imply additional costs, may be warranted. A longer follow–up is under way.
Declaration of Interest: this work was partly funded by the National Mental Health Project (PNSM) of the Istituto Superiore della Sanita.
Pattern of patients recovered in psychiatric rehabilitation services: defining homogeneous groups. Multivariate analysis of a sample
Alessandra Marinoni, Adriana Carolei, Marcello Paglione, Carlo Di Pietrantonj, Giovanni Foresti, Mario Cerri, Luigi Croce, Giorgio Marinato, Gruppo Di Lavoro
Journal: Epidemiology and Psychiatric Sciences / Volume 8 / Issue 1 / March 1999
Objective – To provide a multidimensional description about the pattern of patients recovered in some Psychiatric Rehabilitation Sevices, as emerging from identification of similar groups regarded the total severity. Design and Setting – A cross-sectional survey has been conducted on patients recovered in 4 Northern-Italy Psychiatric Rehabilitation Services. A statistical bottom-up analysis (Principal Components and Cluster Analysis) has been performed. Main outcome measures – Any patient has been evaluated using a questionnaire with well-known rating scales (BPRS-psychiatric rating, Katx index and IADL index, IDS index of comorbidity) together with informations on sex, age, social and economic state, psychiatic history, therapeutic devices and staff involvement. Results – We analyzed 455 patients. 267 (58.7%) male and the mean age is 58.517.9. After statistical analysis, 4 clusters of patients has been found: the first group (106 patients) is younger, descrided as not seriuosly compromised, mostly with psychotic problems; the second (96 patients, most of them woman with diagnosis of demetia) is much older, with serious problems of indipendency and comorbidity. The third (82 patients) and fourth (171 patients) group show intermediate patterns. The level of care requested by these groups has been provided. Conclusions – Our results show the usefulness of sophisticated statistical methods to describe patients recovered in psychiatric rehabilitation services. Moreover, our findings could be useful as good proposal to the people involved in this field, planning an active intervention in this area.
Causes and psychosocial consequences of schizophrenia: the opinions of Italian population
Lorenza Magliano, Corrado De Rosa, Andrea Fiorillo, Claudio Malangone, Manuela Guarneri, Cecilia Marasco, Mario Maj, Gruppo Di Lavoro
Journal: Epidemiology and Psychiatric Sciences / Volume 12 / Issue 3 / September 2003
Objective – Description of opinions on schizophrenia and its psychosocial consequences in a sample of general population. Methods – The study has been carried out in 29 GP units stratified by geographic area and population density of their catchment areas and randomly selected. Each respondent was asked to read a case-vignette describing a patient who met ICD-10 criteria for schizophrenia, and then to fill the Questionnaire on the Opinions about Mental Illness General Population's version (QO-GP). Results – Data on 714 respondents were collected. 21% of the sample identified a case of schizophrenia, 66% of depression/anxiety disorder, and 13% of "nervous breakdown". Factors most frequently mentioned as causes of detected disorder were stress (72%), heredity (62%), family difficulties and psychological traumas (45%). More pessimistic opinions about psychosocial consequences of schizophrenia were found among respondents with lower educational level and older age. Respondents who referred the case-vignette to schizophrenia reported more pessimistic opinions about psychosocial consequences of detected disorder. Conclusions – The results of this study outline the need to plan educational campaigns on mental illnesses, which take into account the socio-cultural characteristics of the target populations.
Declaration of interest: none of the seven authors has had any interest or received any form of support, including that from drug companies and honoraria for lectures and consultancies, potentially in conflict with this scientific work, in the last 2 years.


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U.S. – Gulf Policy
Rep. Theodore Deutch (D-FL22) Introduces H.Res 218
Congressman Theodore Deutch (D-FL22) introduced legislation calling on Iran to fulfill it's stated promise to provide assistance in determining the whereabouts of missing retired FBI Agent Robert Levinson. Mr. Levinson disappeared 12 years ago after checking into a hotel on Iran's Kish Island. Since then, video and images have surfaced indicating Mr. Levinson is alive and being held in captivity somewhere in Southwest Asia. The Government of Iran has repeatedly pledged to assist in locating Mr. Levinson, however according to the legislation, Iran has not fulfilled it's promises. In 2016 UNGWAD determined Iran was responsible for Mr. Levinson's arbitrary detention. In 2013, Mr. Levinson became the longest-held arbitrarily detained American citizen.
< 1 minute read
Congressman Theodore Deutch (D-FL22) introduced legislation calling on Iran to fulfill it's stated promise to provide assistance in determining the whereabouts of missing retired FBI Agent Robert Levinson.
Mr. Levinson disappeared 12 years ago after checking into a hotel on Iran's Kish Island. Since then, video and images have surfaced indicating Mr. Levinson is alive and being held in captivity somewhere in Southwest Asia. The Government of Iran has repeatedly pledged to assist in locating Mr. Levinson, however according to the legislation, Iran has not fulfilled it's promises. In 2016 UNGWAD determined Iran was responsible for Mr. Levinson's arbitrary detention. In 2013, Mr. Levinson became the longest-held arbitrarily detained American citizen.
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Story Wright, at her home in Dublin in 2011. (Photo by Cheryl Senter.)
Giving to meet needs as-yet-unforeseen
Story Wright served on the Charitable Foundation board of directors from 1995 to 2003. She understood how frequently needs arose that did not fit neatly into a certain geographic region or fall within the designated purpose of a particular charitable fund. So she set up a Flexible Fund for New Hampshire that could be used to meet community needs as they arose
By Lois R. Shea, Senior Writer and Communications Officer | November 5, 2019
Story Wright remembered it happening at almost every meeting: The board of the New Hampshire Charitable Foundation would find before it a pressing need — a need that didn't fit tidily into a particular niche or make sense to draw from a fund designated to a precise purpose or region.
Whether it was about child care or community-building or conservation, such needs seemed ever-present. Had it not been for a pool of flexible funds available at the Foundation, such needs would have been much harder to meet.
"Having been on the board gave me a real sense of [flexible] funds being able to fill so many of these little pieces that weren't able to be filled by restricted gifts," Wright said in an interview in 2011.
When Story Wright began thinking about making her own gift to the Foundation, it was immediately clear to her how she would do it. She would set up a Flexible Fund for New Hampshire, which the Foundation could put to use in years to come in ways that fit pressing and ever-changing needs.
"I want it to be able to fill needs that can't be met otherwise or are difficult to meet otherwise," Wright said in 2011. And, she said, since such needs are impossible to foresee, the Foundation — with its staff expertise, longevity and knowledge of the state — was the right place for her gift.
In 2010, Wright set up a charitable remainder trust with the Foundation. She continued to draw income as she needed to during her lifetime, and the remainder went into the E. Story Wright fund at the Foundation after she died in 2014.
"I don't know what's going to happen 50 or 100 years from now," she said in that 2011 interview. "I've worked on so many charities, and they're all worthwhile. The Charitable Foundation for me was the perfect place to leave it. The Foundation is involved in everything, and couldn't possibly outgrow the need for it."
Grants from her flexible fund have already supported the arts, environmental conservation, help build new playground equipment and increase opportunities for young people in New Hampshire.
Wright knew the Foundation from the inside-out: She served on the Board of Directors from 1995 to 2003 and was a member of the Education Committee; she was also on the planning committee that led to the formation of the Foundation's Monadnock Region, and served on the Monadnock Region advisory board. She trusted the Foundation's staff to know the state's needs and to handle her funds in the state's best interests.
Wright and her husband, Tom, settled in Dublin, New Hampshire in 1973. Tom Wright passed away in 2016.
Story Wright's community involvement in New Hampshire started — as is so often the case — with involvement in her children's school. Then she ran for school board. And pretty soon she was involved in a string of community and charitable organizations — from the Monadnock Conservancy to the Sharon Arts Center and the Peterborough Players.
"It sort of happened," she said in 2011. "Once you do one (board), someone says 'would you…would you…'" Then-Foundation President Lew Feldstein called with a similar request.
"I knew the reputation of the Charitable Foundation, which was incredible," Wright said. So, when Feldstein called to ask if she would serve on the Foundation's board, "I just said, 'Yes!'"
Wright was on the board during the time of the founding of both New Futures and the New Hampshire Center for Public Policy Studies — institutions that have had significant and lasting impacts on the state.
Wright was content to know that — whatever future needs arose — the Foundation would use her funds to meet needs that are critical to New Hampshire communities.
This article originally appeared in 2011. It has been updated.
Donor Stories, Monadnock Region
Supporting LGBTQ youth
Mentoring partnership between Big Brothers Big Sisters and Seacoast Outright gets help from the Respect for All Youth Fund.
Giving to meet the moment
The COVID-19 public-health crisis has re-shaped the way many people are approaching their giving. Sue and Brad Wyman figured "this is as rainy as the day gets," and have recommended generous grants from their donor-advised fund.
Foundation fund-holders responding with generosity, urgency
One couple started recommending grants from their donor-advised fund to dozens of nonprofits before the pandemic ever really took hold here; another was among the first to respond to the call to build the Community Crisis Action Fund to address urgent need across the state. Here are some stories of responsive and flexible generosity in an unprecedented time.
A legacy of helping people transition from homelessness to hope
Before he died, Barry Quimby set up a fund that would continue to support the nonprofit organization where he had worked for nearly 20 years.
Strengthening their community with philanthropy
Outdoor Pride Landscaping and Snow Management in Manchester, named one of Forbes' "Best Small Companies of 2019," gives to have an impact on the community where they live, work and play.
Bill and Esther Levy scholarship has helped scores of students afford college
The Bill and Esther Levy Scholarship Fund provides college money for students of Kennett High School in North Conway, which serves eight towns in the Mount Washington Valley. Bill's stepson, Ron Collins, remembered Bill Levy saying: "I want the kids in the Valley to have a chance. If they have the gumption to go to school, but not the money, I'm going to help them.'
'Claremonters Helping Claremonters'
A growing number of individuals and families are 'paying it forward' to Claremont and surrounding communities by becoming part of the Fund for Greater Claremont. Grants from the fund have helped connect kids with reading mentors at school; provide wraparound services for struggling families through the local family resource center; provide free dental care for kids; prevent domestic violence; support the local community center — and more
Joining forces for our kids
The People's United Community Foundation has aligned its New Hampshire grantmaking with the priorities of "New Hampshire Tomorrow," the Charitable Foundation's initiative to increase opportunity for young people — helping more kids go to summer camp, enabling more kids to get mentors, supporting wraparound services for struggling young families, and more
Remembering Sumner Winebaum
Sumner's philanthropic legacy includes helping to establish the Foundation's presence in the Piscataqua region
'To serve and give and make something better'
Tricia and Paul Casey have included the Foundation in their will and want their charitable dollars to be deployed where they are needed most — whatever the future may bring
Estate giving: a legacy for good, forever
One generous family kickstarted the greatest charitable legacy that New Hampshire has ever known. The Charitable Foundation's Spaulding-Potter Circle Legacy Society is named in their honor. When generous people include the Foundation in their estate plans, they join the Spauldings and Potters in that legacy for good.
Applying 'conscious capitalism' to your mission
Mainstay Technologies 'pays it forward' through its donor-advised fund at the New Hampshire Charitable Foundation. Foundation staff help identify giving opportunities, and the Mainstay "charity team" recommends grants — from helping refugee children be able to attend summer camp to contributing to a scholarship to help a student get his associate degree at NHTI


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//  Copyright © 2016年 shentian. All rights reserved.
//

#import "STPickerArea.h"
#import "STConfig.h"

static CGFloat const PickerViewHeight = 240;
static CGFloat const PickerViewLabelWeight = 32;

@interface STPickerArea()<UIPickerViewDataSource, UIPickerViewDelegate>

/** 1.数据源数组 */
@property (nonatomic, strong, nullable)NSArray *arrayRoot;
/** 2.当前省数组 */
@property (nonatomic, strong, nullable)NSMutableArray *arrayProvince;
/** 3.当前城市数组 */
@property (nonatomic, strong, nullable)NSMutableArray *arrayCity;
/** 4.当前地区数组 */
@property (nonatomic, strong, nullable)NSMutableArray *arrayArea;
/** 5.当前选中数组 */
@property (nonatomic, strong, nullable)NSMutableArray *arraySelected;

/** 6.选择器 */
@property (nonatomic, strong, nullable)UIPickerView *pickerView;
/** 7.工具器 */
@property (nonatomic, strong, nullable)STToolbar *toolbar;
/** 8.边线 */
@property (nonatomic, strong, nullable)UIView *lineView;

/** 9.省份 */
@property (nonatomic, strong, nullable)NSString *province;
/** 10.城市 */
@property (nonatomic, strong, nullable)NSString *city;
/** 11.地区 */
@property (nonatomic, strong, nullable)NSString *area;

@end

@implementation STPickerArea

#pragma mark - --- init 视图初始化 ---

- (instancetype)initWithDelegate:(nullable id /*<STPickerAreaDelegate>*/)delegate
{
    self = [self init];
    self.delegate = delegate;
    return self;
}

- (instancetype)init
{
    self = [super init];
    if (self) {
        [self setupUI];
        [self loadData];
    }
    return self;
}

- (void)setupUI
{
    self.bounds = [UIScreen mainScreen].bounds;
    self.backgroundColor = RGBA(0, 0, 0, 102.0/255);
    [self.layer setOpaque:0.0];
    [self addSubview:self.pickerView];
    [self.pickerView addSubview:self.lineView];
    [self addSubview:self.toolbar];
    [self addTarget:self action:@selector(remove) forControlEvents:UIControlEventTouchUpInside];
}

- (void)loadData
{
    [self.arrayRoot enumerateObjectsUsingBlock:^(NSDictionary *obj, NSUInteger idx, BOOL * _Nonnull stop) {
        [self.arrayProvince addObject:obj[@"state"]];
    }];

    NSMutableArray *citys = [NSMutableArray arrayWithArray:[self.arrayRoot firstObject][@"cities"]];
    [citys enumerateObjectsUsingBlock:^(NSDictionary *obj, NSUInteger idx, BOOL * _Nonnull stop) {
        [self.arrayCity addObject:obj[@"city"]];
    }];

    self.arrayArea = [citys firstObject][@"area"];

    self.province = self.arrayProvince[0];
    self.city = self.arrayCity[0];
    if (self.arrayArea.count != 0) {
        self.area = self.arrayArea[0];
    }else{
        self.area = @"";
    }

}
#pragma mark - --- delegate 视图委托 ---

- (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView
{
    return 3;
}

- (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component
{
    if (component == 0) {
        return self.arrayProvince.count;
    }else if (component == 1) {
        return self.arrayCity.count;
    }else{
        return self.arrayArea.count;
    }
}

- (CGFloat)pickerView:(UIPickerView *)pickerView rowHeightForComponent:(NSInteger)component
{
    return PickerViewLabelWeight;
}

- (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component
{
    if (component == 0) {
        self.arraySelected = self.arrayRoot[row][@"cities"];

        [self.arrayCity removeAllObjects];
        [self.arraySelected enumerateObjectsUsingBlock:^(NSDictionary *obj, NSUInteger idx, BOOL * _Nonnull stop) {
            [self.arrayCity addObject:obj[@"city"]];
        }];

        self.arrayArea = [NSMutableArray arrayWithArray:[self.arraySelected firstObject][@"areas"]];

        [pickerView reloadComponent:1];
        [pickerView reloadComponent:2];
        [pickerView selectRow:0 inComponent:1 animated:YES];
        [pickerView selectRow:0 inComponent:2 animated:YES];

    }else if (component == 1) {
        if (self.arraySelected.count == 0) {
            self.arraySelected = [self.arrayRoot firstObject][@"cities"];
        }

        self.arrayArea = [NSMutableArray arrayWithArray:[self.arraySelected objectAtIndex:row][@"areas"]];

        [pickerView reloadComponent:2];
        [pickerView selectRow:0 inComponent:2 animated:YES];

    }else{
    }

    [self reloadData];
}

- (UIView *)pickerView:(UIPickerView *)pickerView viewForRow:(NSInteger)row forComponent:(NSInteger)component reusingView:(nullable UIView *)view
{

    NSString *text;
    if (component == 0) {
        text =  self.arrayProvince[row];
    }else if (component == 1){
        text =  self.arrayCity[row];
    }else{
        if (self.arrayArea.count > 0) {
            text = self.arrayArea[row];
        }else{
            text =  @"";
        }
    }

    UILabel *label = [[UILabel alloc]init];
    [label setTextAlignment:NSTextAlignmentCenter];
    [label setFont:[UIFont systemFontOfSize:17]];
    [label setText:text];
    return label;

}
#pragma mark - --- event response 事件相应 ---

- (void)selectedOk
{
    [self.delegate pickerArea:self province:self.province city:self.city area:self.area];
    [self remove];
}

- (void)selectedCancel
{
    [self remove];
}

#pragma mark - --- private methods 私有方法 ---

- (void)reloadData
{
    NSInteger index0 = [self.pickerView selectedRowInComponent:0];
    NSInteger index1 = [self.pickerView selectedRowInComponent:1];
    NSInteger index2 = [self.pickerView selectedRowInComponent:2];
    self.province = self.arrayProvince[index0];
    self.city = self.arrayCity[index1];
    if (self.arrayArea.count != 0) {
        self.area = self.arrayArea[index2];
    }else{
        self.area = @"";
    }

    NSString *title = [NSString stringWithFormat:@"%@ %@ %@", self.province, self.city, self.area];
    [self.toolbar setTitle:title];

}

- (void)show
{
    [[UIApplication sharedApplication].keyWindow addSubview:self];
    [self setCenter:[UIApplication sharedApplication].keyWindow.center];
    [[UIApplication sharedApplication].keyWindow bringSubviewToFront:self];

    CGRect frameTool = self.toolbar.frame;
    frameTool.origin.y -= PickerViewHeight;

    CGRect framePicker =  self.pickerView.frame;
    framePicker.origin.y -= PickerViewHeight;
    [UIView animateWithDuration:0.33 animations:^{
        [self.layer setOpacity:1];
        self.toolbar.frame = frameTool;
        self.pickerView.frame = framePicker;
    } completion:^(BOOL finished) {
    }];
}

- (void)remove
{
    CGRect frameTool = self.toolbar.frame;
    frameTool.origin.y += PickerViewHeight;

    CGRect framePicker =  self.pickerView.frame;
    framePicker.origin.y += PickerViewHeight;
    [UIView animateWithDuration:0.33 animations:^{
        [self.layer setOpacity:0];
        self.toolbar.frame = frameTool;
        self.pickerView.frame = framePicker;
    } completion:^(BOOL finished) {
         [self removeFromSuperview];
    }];
}

#pragma mark - --- setters 属性 ---

#pragma mark - --- getters 属性 ---

- (NSArray *)arrayRoot
{
    if (!_arrayRoot) {
        NSString *path = [[NSBundle mainBundle]pathForResource:@"area" ofType:@"plist"];
        _arrayRoot = [[NSArray alloc]initWithContentsOfFile:path];
    }
    return _arrayRoot;
}

- (NSMutableArray *)arrayProvince
{
    if (!_arrayProvince) {
        _arrayProvince = [NSMutableArray array];
    }
    return _arrayProvince;
}

- (NSMutableArray *)arrayCity
{
    if (!_arrayCity) {
        _arrayCity = [NSMutableArray array];
    }
    return _arrayCity;
}

- (NSMutableArray *)arrayArea
{
    if (!_arrayArea) {
        _arrayArea = [NSMutableArray array];
    }
    return _arrayArea;
}

- (NSMutableArray *)arraySelected
{
    if (!_arraySelected) {
        _arraySelected = [NSMutableArray array];
    }
    return _arraySelected;
}

- (UIPickerView *)pickerView
{
    if (!_pickerView) {
        CGFloat pickerW = ScreenWidth;
        CGFloat pickerH = PickerViewHeight - STControlSystemHeight;
        CGFloat pickerX = 0;
        CGFloat pickerY = ScreenHeight+STControlSystemHeight;
        _pickerView = [[UIPickerView alloc]initWithFrame:CGRectMake(pickerX, pickerY, pickerW, pickerH)];
        [_pickerView setBackgroundColor:[UIColor whiteColor]];
        [_pickerView setDataSource:self];
        [_pickerView setDelegate:self];
    }
    return _pickerView;
}

- (STToolbar *)toolbar
{
    if (!_toolbar) {
        _toolbar = [[STToolbar alloc]initWithTitle:@"选择城市地区"
                                 cancelButtonTitle:@"取消"
                                     okButtonTitle:@"确定"
                                         addTarget:self
                                      cancelAction:@selector(selectedCancel)
                                          okAction:@selector(selectedOk)];
        _toolbar.x = 0;
        _toolbar.y = ScreenHeight;
    }
    return _toolbar;
}

- (UIView *)lineView
{
    if (!_lineView) {
        _lineView = [[UIView alloc]initWithFrame:CGRectMake(0, 0, ScreenWidth, 0.5)];
        [_lineView setBackgroundColor:RGB(205, 205, 205)];
    }
    return _lineView;
}

@end

redpajama_set_name: RedPajamaGithub


When Steph talks about how she would put down Animal Crossing for a time and forgot her short-term goals: to what extent do you think that's how life works? When you stop working towards your bigger goals by means of your short-term goals, you sort of forget where it is you are in life. You become disoriented. And so one of the reasons to, say, stay in school, or to keep working through difficulties in a marriage or even a workout session, is precisely that the alternative is not that your life gets easier, but that you become disoriented and no longer know where it is you are and why it is that you exist.
Steph mentions how she likes to go through the games but she doesn't like to have to keep track of the story, and I wondered if you thought that this could be a temperamental difference. A conscientious person, as defined by the big five factor analysis, they like to work but they don't necessarily care about what the overarching story is. Whereas somebody more in the creativity domain or characterized by openness to experience might really have an itch they can't scratch if they don't understand the reason for each specific thing they're doing.
As a young person I recall preferring to play rather than to think about games, as well. Jean Piaget suggests the better you get a game from the bottom up, the better at games you become; the more you develop from the bottom up, the more you are capable of playing games in different domains with different sort of tasks requiring different skills. You're capable of seeing a certain structure to games. Whatever the game, you're able to play it well, and whatever the dominance hierarchy happens to be, you're able to climb it. I wonder if the difference is that as one's understanding of games changes over time, one less and less wants or needs to play the game; rather the highest joy one gets is from either teaching the game, coaching the game, or coming up with new strategies that might be applied effectively to the game. So that the greater game is thinking about the game itself.
I take the Schrodinger's cat metaphor to mean that when you look at the box, you don't know whether he's alive or dead, and so both potential futures can exist. Both presents can exist and they depend for their existence upon your future action, as well as your present awareness of the choice. Which strikes me as what potential is. If you have to choose between two things to do, you don't know which one you're going to do at first. You don't truly know until you do one instead of the other, though potentially that decision is made before the action by conscious choice. It strikes me that, as applied to life, you have to convert your potential into actuality and thought. You have fewer choices then, but you're more real.
What you like about playing these games is to go into the shoes of the everyday life of other individuals nested within communities. Because of the game, you often are confronted with problems and conflicts, and that's precisely why you need to control your avatar. So what it is that we want to do most as humans is to be working on problems and conflicts, those around us or our own, and that's sort of what the purpose of a video game is: to teach us that life is as good and fun as it can be when you are working on your own problems.
As to your questions, which I thought were brilliant, about why you share video games and books–and I guess you could even add TV shows, sports and hobbies–it seems that you want to create a shared reality with a person by means of shared good things. You want to share the finest things with the people around you so that they become the finest people they can possibly be, and so they reflect and measure you in that way. So it makes sense that you would always want those around you to be edified by the same tools which you had. Ideally if they developed this, it would have been necessary to do the same for you. Which it sounds like you two are doing, which is a very beautiful thing to witness.
Thanks again for all of those comments. To the one about how conscientiousness and creativity connect, Stephanie wanted to add that she normally does need to know what all the parts of the problem are and why everything fits together the way it does for her to approach something that has more long-term importance, but that she really likes that in games she feels she has the freedom to go ahead and be distracted by lots of other things going on, and that the the long-term goal will still be there. Then she can come back to it without too much consequence. As far as character traits, playing in other people's shoes also lets you temporarily let go of some of the things that you normally in real life are, your personality, and see the world in a different way.
One more belated acknowledgment: I want to thank my parents for listening, too. My dad's always sending me articles that I'll find interesting, as we're trying to come to grips with what's behind the news of the day, and my mom always reads the books I never tire of getting her for all her birthdays and holidays, and talking to me about them. I owe them a lot.
The name in English sounds like a pun on 3-D; the original spelling, Threek, connotes the thrill of fear you feel on exploring EarthBound's third town. In some ways it is reminiscent of the very opening of the game, when you explored the hilltop in the middle of the night, but the darkness here somehow takes on a more sinister aspect. Perhaps the difference is due to the ominous music, conjuring up every ghost story and Halloween shudder that ever seemed to presage something really supernatural lurking in the dark beyond the campfire or the streetlights' glow. What you cannot see, but feel, with a chill, can see and get you. Or perhaps it's the fearsome foes infesting most of the town–trick-or-treat kids with pumpkins for heads, eerie marionettes, and dumpster goblins. Somewhat surprisingly, there are no actual zombies to be seen, except at the very edge of town, for all the rumors swirling around and the fear that leads people to lock their doors and not open when you knock. That pervasive fear compresses the town around its center, where of all things a circus tent is being commandeered as the headquarters of the survivors' resistance.
You'll even hear rumors of someone called Master Belch who seems to be behind the terror, the darkness hanging over the town, and leading the monsters roaming under its shade. Which always confused me as a kid. Wait, I thought, the being behind all this is known as Giygas, the universal cosmic destroyer; that doesn't sound anything like Master Belch. But in the same way that the cultists of Happy Happyism mistook Carpainter for a prophet, even kidnapping Paula on his orders, herself clearly good, so the denizens of Threed seem to suffer from a myopia about the identity of the evil assailing them, mistaking its proximal agent, this Belch, for its ultimate source, Giygas, and cowering against one local danger when the true story is so much bigger that the only effective response is wisdom, friendship, and courage.
Ness and Paula might well be justified in feeling optimistic. They've ridden the bus with the band and outrun the ghosts in the tunnel, they've overcome cultists and cave baddies, and somehow the dark corners of Threed hold less fear when you don't confront them quite alone. If worst comes to worst and one of our heroes falls in battle, their friendly ghost follows the other and still keeps them company, and all it takes is a trip to the hospital and a doctor's fee to revive them, re-coating the spirit with flesh and blood. It's worth visiting the hospital, anyhow, for the Insignificant Item which can be found in a drawer in one of the wards. Using the Insignificant Item (the game says) gives you a sensation which cannot be understood by someone who does not use something insignificant. Not only does it mock the item-finding mentality fed by so many similar games–think of Chrono Trigger with its little blue shinies indicating where items may be picked up–but that claim about the Insignificant Item could well be turned against the game itself. In a nutshell, it's what I've been investigating with respect to the reverse: using something significant, ie. the game, gives you a feeling which you sense must be possible to share even with others who have not experienced that something. My claim is that significance is not incommunicable, ultimately–and its communication may also inspire us to seek out such experiences, even if they are different ones. And so much the better! Of course as it turns out, even this solipsistic Insignificant Item left in the hospital ward drawer during the zombie pandemic does belong to someone in another town, who will reward you for returning it to them. So perhaps any supposedly insignificant item still has value after all.
Talking with the back-alley arms dealer, you may get the hint that another friend will soon be joining your party, since there ought to be someone who will be able to use the gun-type weapons he has for sale, which neither Ness nor Paula can equip. Like Chekhov's dictum about the rifle or pistol hanging on the wall for playwrights, video game designers and players know instinctively the principle of narrative economy that declares it's better not to include a gun, figurative or literal as the case may be, unless it's going to go off. As for who this this new character is and how he's introduced, we'll let that be a story for next week.
The only other new element about this third town, besides the dark and the monsters and the circus tent in the midst and wagons in the field and the arms dealer, is, of course, the cemetery. Fitting in with the scary-story ambiance and helping explain where all the zombies could have come from, the large cemetery takes up about the northern third of Threed's area. Its gravestones and paths and stern fences form a kind of maze, densely packed with enemies, so many that the game is even likely to lag at times rendering their movement. One grave site in particular is off by itself in the middle of the two halves of the graveyard separated by the long lane leading to it. This is another instance of the ways EarthBound plays with players' expectations, for instead of this solitary stone concealing the secret passageway you might be looking for, it serves only as the picturesque backdrop for yet another scrapbook photo. Fuzzy Pickles!
The discovery of the cause of the ill indicates the remedy. In everything habit kills imagination. Only new objects awaken it. In those one sees every day, it is no longer imagination which acts, but memory; and that is the reason for the axiom ab assuetis non fit passio [passion is not caused by habitual things], for only by the fire of the imagination are the passions kindled. Do not, then, reason with him whom you want to cure of his loathing of the dark. Take him out in it often, and rest assured that all the arguments of philosophy are not equal in value to this practice. Tilers on roofs do not get dizzy, and one never sees a man who is accustomed to being in the dark afraid of it.
Finally, after passing through the bigger cemetery half, you do encounter a pair of zombie guards, but they neither fight you nor will they let you pass. One stares into your soul, their text reads, the other looks you over. And that's it. With that ambiguous anticlimax, you're stuck. You can't leave Threed, and you've explored every part of it.
Before disclosing the solution to this riddle in the dark, let's pause a moment to gather together what this unfortunate place seems to be telling us. First, and most overt, there's the juxtaposition of the cemetery and the circus. Both account for large swathes of the town, and both are occupied by someone who shouldn't be there. The monsters in the one you can defeat all you want, and there will always appear more, but the aimless leaders in the other you can neither help nor persuade. In place of an entertaining show, death-defying acrobatics or clown-car antics, this sorry bunch huddles and bemoans their fate, incapable of coming up with any remedy. The parallel to the circus of real-life politicians here is bitter satire.
As for the cemetery, the need for that is plain; the flip-side of the circus of politics, death and dying is what we like best not to think about or speak about. It exists here without any organizing framework: none of the graves have names you can read or flowers placed around them; the story of that one stone off by itself is a mystery; all there is to be read upon the fence which keeps the dead and the undead from encroaching any farther is that familiar sign DON'T ENTER, which by now we know is an open invitation.
The healer at the hospital can perform an exorcism for you, but there is no church in EarthBound, no religion–which in its root meaning, re-ligio, signifies linking back, being bound to some tradition. You fight puppets around town–that is plain enough to interpret–and you fight ghosts in the cemetery, restless, intangible and lacking individuality, yet able to harm and to spook and even to possess you in a frightening manner. The no good flies and garbage-can-animating foes seem like distorted versions of Buzz Buzz and the magic butterflies and the wholesome trash of your hometown, which held hamburgers instead of aggressive corruption. Who you gonna call?
And what of the zombies themselves? Not the other British band, maker of lovely songs like "Rose for Emily," popularized by the recent podcast S-Town–I mean the ones who stand in your way so impassively. In place of the gift of more life, they embody a return from death as living death, enslaved to some witch-doctor or other, hordes of mindless ravenous walking dead making in their own image. The popularity of the zombie genre is surely one of the most striking in the modern litany of markers of cultural degeneration. And yet all hope's not lost, as the self-satire of it is alive and well: the satire of politics, as well as, say, Shaun of the Dead's opening sequence and whole concept, up until the lovely twist at the end, with a video game nod, or the satire in EarthBound here: the one zombie, he stares into your soul–the other, he looks you over.
In passing we must mention the successor to the Fresh Breeze Movement, the Parents Opposing Obsession Plan: check that acronym out. And in opposition to their opposition, a couple of bulletin boards in town have been scrawled with graffiti from the game developers, one celebrating their studio, HAL Labs, with its view of Mt Fuji, another bearing the cryptic yet self-explanatory motto …just play it.
This is one of those parts of the game you cannot return to, which only lends itself to exploring and belaboring the meanings of so much. You just play it. Like the opening night, Threed before the light returns cannot be returned to without starting a whole new game file. As far as how to escape from our cultural predicaments du jour, perhaps that's a good hint.
Another billboard gives the hint about what to do next: If you're tired, you should head west to Threed Sunset Hotel. And if you do, you'll run across what looks like the character sprite who calls himself a con man in one of the other houses, watching around the corner of the building. A strange woman stands in front of the hotel. And if you follow her inside, you'll hear the music that normally plays there strangely distorted. And if you follow through the empty rooms, you find that one of the rooms is not empty at all, and that she is not there alone. So much for my attempt at a little suspense.
We'll go on to Winters next week.
As I mentioned in my email, several subjects here really resonated with me. I'm again impressed at how fitly EarthBound subverts classic RPG expectations. I never pieced together the placement of the solitary gravestone with getting the player to the Fuzzle Pickles photograph!
Regarding the idea of there being no church in Threed, that was one observation that I did have when I first played EarthBound way back when. I suppose I was used to the churches in one of my go-to RPGs, Breath of Fire II, and suspected they Would be everywhere in games. Certainly, I wished there had been some kind of bastion for the citizens of Threed to fortify their minds with traditions and metaphysical considerations, to help them make more sense of their situation rather than be as lost as they are in a house dedicated to entertainment (social commentary?). On the other hand, it is interesting to see a supernatural horror event removed from religious over- or undertones, as typically religion pops up in horror with the presence of some really awful superstitious people (I'm thinking of The Mist right now).
The center of your essay was for me the claim is that significance is not incommunicable. I took it thusly: I've been trying to popularize the idea that likes and dislikes, and good and bad, or even best and worst, aren't so black and white in gaming. I've met more than a few good people who have completely aligned those concepts, so that the games they like are good and in fact the best in their chosen context, and on the reverse, every game they dislike is the worst. But can one dislike good games or like bad ones? It seems to me that's perfectly reasonable.
Significance is communicable and that means to me that a game I vehemently disliked can still be an achievement, indeed a masterpiece in gaming, and I'm thinking specifically of The Last of Us for myself. I don't know that that's exactly where your claim was headed, but maybe it's along a similar thread?
Hey, thanks again for reading and for your thoughtful comments!
The gravestones in Zelda always hide powerful treasures; in EarthBound, they're red herrings, fuzzy pickles-triggers, and basement prisons. Either way, I think these games have subtly influenced the way I look at graveyards.
My understanding, from what others have reported (particularly Tomato, aka Clyde Mandelin), is that at some point Nintendo decided that American audiences wouldn't respond well to overtly religious iconography being portrayed in their video games. In practice, this means the classic alignment of church-good/holy against undead-evil/unholy does not operate in EarthBound. The solution to the zombie infestation proves to be something quite different: infiltrating the base behind the waterfall, mopping up stinky little piles and their boss, Master Belch. It certainly looks like entertainment is unmoored from religion. But I'm sure you'll also recall the way the cult of Happy-happyists resembled a church, and how one of Paula's commands (essential before the end of the game) is to Pray, so maybe it's also the case that organized/overt religion is being uncoupled from the good/holy. At least, EarthBound gently questions that traditional coupling.
And I agree that significance should similarly be in theory distinguishable from quality or taste. Anyone should be able to acknowledge, say, the importance of religions in human society, whether they believe in one or not, or whether they see religion as on balance positive or negative. Or as we say, some things are 'boring [ie, as far as entertainment goes, bad] but important.' I'm not familiar with The Mist or The Last of Us, unfortunately. Games I find morally reprehensible and frankly boring, like Drug Wars on the old TI calculators or GTA in its various iterations across platforms, I can still see are significant: the former for personal reasons, because my friends liked them and learned to program by messing with them; the latter for their influence on developing open worlds and branching narratives, and for their role in the public discourse about immorality in video games.
I hope that makes sense! Thanks again!


"If you smooth the thing out, you lose a lot of the character that a track like Barcelona has".
More drivers emerged after the Sauber recovery break, including Valtteri Bottas in the Mercedes.
For the sake of Formula 1 fans everywhere let's hope the chasing pack are able to push Hamilton harder this season and make it a more competitive spectacle.
"The pace of the Mercedes came as no surprise, with the team having won the last four drivers' and constructors' titles, and they already look the team to beat even though testing times can be deceptive".
Hamilton said he would prefer it if venues just left their tracks to age gracefully. Not bad for a first try!
He acknowledges that it will involve going "wheel to wheel" with quadruple world champion Hamilton more often, just as Nico Rosberg had to do in 2016.
"He did great in the last couple of races which is awesome and I'€m expecting him to be in tip-top shape", Hamilton said. A former go kart prodigy, the racing supremo and budding musician broke down barriers as the first black driver to compete on the Formula One grid.
Vettel used the soft tyre to set his best time, and Haas driver Kevin Magnussen was fourth quickest, 0.076secs slower than the German, on the super-soft. Fresh from setting a lap time more than half a second quicker than the rest of the field on the final day in Barcelona, when asked if he wants to see close competition this season, Hamilton replied: "Definitely".
Two-time world champion Fernando Alonso, the only driver to post a time on Wednesday (NZT Thursday), was fifth-fastest after running 51 laps with McLaren.
AS for Wolff, he expects Bottas to challenge Hamilton in 2018. It's the same for a tennis player at their best.
There was another red flag when Max Verstappen spun into the gravel on the 12th turn. "It was still a good day and we got over 100 laps done and, I think, one run of 35 laps". He has a long time ahead of him even with a good few seasons under his belt.
Funding for the research came from grants to the Johns Hopkins Center for Gun Policy and Research from the Simmons Foundation. The moves have come as petitions circulated online targeting companies offering discounts to NRA members on its website.
We gave 120% in this game, so we must be disappointed with the result. "We are talking about 1-1 and maybe we deserved more". Messi's goal was his first ever goal against Chelsea in nine games, sending his fans into a wild frenzy on Twitter .
Jesse Lingard, Anthony Martial and Marcus Rashford's explosive pace and unpredictability means they rarely feature together. Now, he must go - as the reigning Europa League winner - to the home of the 2016 Europa League champions.
There is the sense of limitless potential, helped by financial power of course, and a club where things can only get better. City have one foot in the Champions League quarter-finals and are also 13 points clear at the top of the Premier League .
In ugly scenes at the DW Stadium, Wigan fans charged onto the pitch at full time with some taunting the Premier League leaders. In this game, it was . "They had one shot on target, I don't have regrets with the way we played, the performance, the heart".


Kevin Kline and director Lawrence Kasdan both hit their strides in the 80s, and often they did it together. Kline starred in several of Kasdan's best films, including Silverado and The Big Chill, and what does it tell you that Kasdan has directed a movie anyone liked since the Kline-starring French Kiss in 1993? Now the two are finally recognizing what's best for them and reuniting on the comedy Darling Companion, and they're bringing Diane Keaton and Richard Jenkins with them.
According to a tweet from Production Weekly, Keaton and Jenkins have signed on the project, which was just announced a few weeks back and is scheduled to start filming in Utah next week. The synopsis sounds a little Meet the Parents-ish, with a couple losing the family dog at their daughter's wedding, but Kline may very well still be one of the best physical comedians alive, so I'm willing to suspend disbelief for the time being. Keaton and Jenkins are both Kasdan veterans as well, so maybe the sense of bringing the band back together will help bring some good work out of these guys, all of whom except Jenkins are in need of a career change-up.
On a side note, I'm wondering what this project means for the HBO series Tilda, which was set to star Keaton as a Nikki Finke-esque blogger but fell apart when showrunner Cynthia Mort got fired in late August. The plan at the time had been to regroup and move forward, and it's not clear if they've just finished up filming for the pilot season and Keaton is now free to move on. I'm going to assume the latter, since I'm still holding out hope the show will work out, but I'm still a little worried until we start seeing HBO promos.


DOOMSDAY BELIEVERS NETMART PRIVATE LIMITED is a Private Company limited by Shares. It is registered with Registrar of Companies, Kanpur on Oct 8, 2018.
Current Status of Doomsday Believers Netmart Private Limited is Active.
There are 2 Directors associated with Doomsday Believers Netmart Private Limited. They are: Ashu Baliyan and Shubham.
Corporate Identification Number (CIN) of Doomsday Believers Netmart Private Limited is U74999UP2018PTC108990 and its Registration Number is 108990. Its Registered Address and Contact Email are 'PLOT NO.12, 13, GALI NO.6 NEW MINAKSHI PURAM, MAWANA ROAD MEERUT Meerut UP 250001 IN' and aryavartashu@gmail.com respectively.
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text:
Q: probability Y> max of independent random variables with same distribution, different means I am extremely enthused at finding this website. Thanks to Dilip Sarwate for some comments. I still don't have a final solution, however. Below is edited to better focus the problem.
Here is my problem. The situation is N random variables X(i), and one more, Y. The N+1 variables are independently distributed, with the same type of distribution, but they are not IID; each variable has a different mean. (For example, all N+1 variables might be exponentially distributed). These distribution means are drawn from a known distribution with a small standard deviation. Ultimately, I want to be able to take observed probabilities (e.g., I observe that Y exceeds the max of the X(i), for 1.1% of the 20,000 draws), and infer the mean of Y.
This is for an economics application, ultimately to infer "quality" from market share data. I am seeking functional forms such that these questions can be answered.
Since they are independent, then as Dilip pointed out, it is not difficult to figure out P(X(i)<x) or P(Y<x) but I am having difficulty figuring out P(Y>Max(X(i)). Apologies if this is basic. If substantive theory is involved, I am not averse to including someone as a coauthor.

redpajama_set_name: RedPajamaStackExchange


text:
ACCEPTED

#### According to
The Catalogue of Life, 3rd January 2011

#### Published in
Sydowia 9: 474 (1955)

#### Original name
Cumminsina clavispora Petr., 1955

### Remarks
null


haha anh thuong em lam :D.
yes i pay 1b for each succeed, btw you have to provide UTs and w/e to make it. I'll pay when its lv up(meanning you have to spend ur own money to make it succeed, then i pay u 1b).
BTW bonus, if you can make it to D12 2b and 2 free rudis (I'm serious :D) for you!
I only give my saber to high lv (supposed to be D2+) to do it!
Thank you for look at my post!


COMPLETELY BLOWN AWAY is an understatement as to how I felt after seeing what was coming through the LCD back at me. Grayson shot virtually perfect photographs of his me! Over the next week or so, he would ask me from time to time to shoot while I was busy documenting our life together and I quickly obliged. I'd slap the strap around his neck and let him point and shoot things with me only a foot or two away from me just in case he dropped the semi-heavy ( for a 4 year old) camera.
There were about a dozen photos of our family room downstairs that seemed to have been taken while I was cleaning the laundry room. Amazing photos of Grayson's Thomas The Train Rollercoaster, his musical instruments, monster trucks, the island of Sodor that he had just built, other larger steam trains, etc. I immediately thought, "How did my Aunt learn to use my camera and how did she learn to shoot this good?" I then saw about 5 or 6 photos of my Aunt Nancy that I did not take and they were taken from a few feet away. Her posing, laughing, and even one of her paying NO attention to the little man behind the lens – Gray-Casso!


Join us on our second annual "Famous Seaside Beaches Tour".
Enjoy fish and chips on the beach as well as rides on the pier. We will then take a walk along the seafront to the nearby town of Jaywick, stopping in the arcades for a flutter with those pennies.
Includes lunch and transport, but please bring some spending money - for the pier rides, amusement arcades and for ice cream, drinks, snacks etc.
by Monday 15 April 2019 to book your place.


text:
Q: NFS showmount error in CENTOS/REDHAT : Unable to share NFS to clients. Throwing error when i execute showmount -a on the NFS server.
/root # showmount -a
clnt_create: RPC: Port mapper failure - Unable to receive: errno 111 (Connection refused)

/root # rpcinfo -p
No remote programs registered.

/root # ps -ef | grep notify
rpcuser   4467     1  0 Aug29 ?        00:00:00 rpc.statd --no-notify
rpcuser   4477     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   4509     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   4516     1  0 03:14 ?        00:00:00 rpc.statd --no-notify
rpcuser   4650     1  0 Aug29 ?        00:00:00 rpc.statd --no-notify
rpcuser   4677     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   4689     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   4698     1  0 03:16 ?        00:00:00 rpc.statd --no-notify
rpcuser   4836     1  0 Aug29 ?        00:00:00 rpc.statd --no-notify
rpcuser   4859     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   4867     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   4878     1  0 03:18 ?        00:00:00 rpc.statd --no-notify
rpcuser   5023     1  0 Aug29 ?        00:00:00 rpc.statd --no-notify
rpcuser   5037     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   5060     1  0 03:20 ?        00:00:00 rpc.statd --no-notify
rpcuser   5092     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   5211     1  0 Aug29 ?        00:00:00 rpc.statd --no-notify
rpcuser   5216     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify
rpcuser   5227     1  0 Aug29 ?        00:00:00 rpc.statd --no-notify
rpcuser   5277     1  0 Aug30 ?        00:00:00 rpc.statd --no-notify

A: Most likely yourrpcbind service has not started :
sudo service rpcbind start

A: Got the fix and it worked for my issue. check firewall rules, selinux status, port.
Stop the NFS services as below sequence
# service nfslock stop
# service nfs stop
# service rpcbind stop

Firewall rules:
Add required NFS ports to IPtables or disable IPtables
Selinux:
Disable selinux or add selinux context to the NFS files .
Port:
Below ports should be opened and mapped in /etc/services.
/root # cat /etc/services | grep rpc
sunrpc          111/tcp         portmapper rpcbind      # RPC 4.0 portmapper TCP
sunrpc          111/udp         portmapper rpcbind      # RPC 4.0 portmapper UDP

finally, start the service in below sequence
# service rpcbind start
# service nfs start
# service nfslock start

A: 10/13/19
newly installed Kubuntu 18.04 exhibited this old flaw. no network problems with other distributions or the Kubuntu 14.04 I replaced.
gregsat:/mnt/_$showmount -e
clnt_create: RPC: Program not registered
"sudo service nfs-kernel-server restart" or "...rpcbind..." didn't help
edited /etc/exports: just cleaned up some old commented out exports and restarted nfs-kernel-server but fixed rpc flaw
gregsat:~/_$sudo service nfs-kernel-server restart
gregsat:~/_$showmount -e
Export list for gregsat:
/mnt/usb1 192.168.113.58
/home     192.168.113.78,192.168.113.58,192.168.113.38


text:
Molecular analysis for genetic structure of biotic and abiotic stress resistant genotypes in chickpea (Cicer arietinum L.)
Singh, Reema and Kumari, N and Upadhyaya, H D and Yadav, R and Vaishali, . and Choi, I and Kumar, R (2013) Molecular analysis for genetic structure of biotic and abiotic stress resistant genotypes in chickpea (Cicer arietinum L.). Indian Journal of Biotechnology, 12 (4). pp. 537-540. ISSN 0975-0967
Restricted to ICRISAT users only
Download (72kB) | Request a copy
Molecular characterization of biotic (Ascochyta blight, Fusarium wilt & dry root rot) and abiotic (drought & salinity) resistant genotypes of chickpea was carried out using a specific set of 20 polymorphic STMS (sequence tagged microsatellite site) markers. The number of alleles ranged from 1 to 3 alleles per locus. The PIC (polymorphism information content) value ranged from 0.0 to 0.656 with an average of 0.268, indicating the considerable efficiency of markers for studying the polymorphism level. The primer GA-33 showed maximum PIC value (0.656), while the ten primers had the 0.0 value. The dendogram derived from the analysis had six clusters. Many pairs showed the maximum similarity (0.983), whereas accessions ICC-1392 and ICC-2065 showed the minimum similarity (0.900). The conservation of genotypes ICC-2580, ICC-1392 and ICC-2065 was recommended for their utilization in Middle-east Asia region chickpea improvement programme.
CRP:
Chickpea, Microsatellite marker, Molecular diversity, PIC, STMS
Mandate crops > Chickpea
Others > Genetics and Genomics
Mr B K Murthy
http://oar.icrisat.org/id/eprint/7626
http://nopr.niscair.res.in/bitstream/123456789/262...
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