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Friday Facts #274 - New fluid system 2
Nightinggale
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Re: Friday Facts #274 - New fluid system 2
Post by Nightinggale » Sat Dec 22, 2018 8:12 pm
darkfrei wrote: ↑
Sander_Bouwhuis wrote: ↑
I presume this has been asked many times, but why do pipes auto-connect to each other? It's the nr 1 reason for me to hate Hate HATE pipes.
Why can't I just put 2 pipes next to each other? To connect them we could either have a popup menu to set it, or simply have T-junction pipes and cross-junction pipes (not sure about the correct names/terms for those forms/types).
But you have mod for it https://mods.factorio.com/mod/PickerPipeTools
What if you place empty pipes, must they connect together or not?
There is also Flow Control. Something like this should really make it into 0.17 as it is really useful. Arguably we can all load the mods for 0.17 (if updated), but it would be nice to have it in vanilla.
It would also be nice to have assemblers where we can set the location of the input pipe for each type of liquid. That way we can say set 3 pipes to one side, add a different liquid to each pipe and then the assembler will unlock the recipes use any of the 3 types of liquids and figure out which pipe to input from based on the selected recipe. It will make it nice if you want to be able to quickly change what is produced and would really help if you control production with Crafting Combinators.
Sander_Bouwhuis
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Post by Sander_Bouwhuis » Sat Dec 22, 2018 8:55 pm
Nightinggale wrote: ↑
Ooooooooooooh! Picker pipe clamp (https://mods.factorio.com/mod/PickerPipeTools) is EXACTLY what should be in vanilla Factorio!
Devs, please, please, pretty please with sugar on top: consider this in vanilla Factorio. It makes 100x more sense!
F wrote: What intrigued me was the large variety of backgrounds they came from - differents kinds of engineers (mechanical, CS, electrical, ...), mathematicians, physicists, and even people with real pipes hands on experience.
I'm not surprised, but this quote made me start to wonder how the background affects the factories. Will a mechanical engineer make a different base than a physicists? What about mathematicians?
Personally I have a background in electrical engineering and it shows in my factories. They tend to be controlled by combinator logic. With modded combinators I have managed to build factories, which highly adapts to the situation, like assemblers, which change production depending on what is needed. Scale up and make all combinators do this and they happily supplies lots of red science if researching something requiring a red science every 5th second while with normal red science usage, a lot of the assembers switch to something else. Likewise smelters are combinator controlled, or rather the belts to smelters. Belts can select which ore to input depending on storage of the output metal. This means a balanced output for normal operation, but it can go as extreme as switching everything to iron if it detects a severe shortage.
I once set up a controller for AAI vehicles. It read vehicle data, had combinators to decide what to do with the vehicle and then used a vehicle controller to do as planned. The thing is the calculations were done in different branches in parallel and being the hard realtime as combinators are in ticks, I made each branch take precisely the same number of ticks to calculate. This allows pipelining and while it had a full 7 ticks from reading vehicle to new orders being assigned, it could handle a new vehicle each tick. This provided enough throughput to allow just one vehicle controller to maintain a significant fleet of vehicles. I have also made a low latency version to make vehicles follow arrows (zones) instead of using biter navigation.
I also have fun with more advanced combinator layouts, like memory banks, calculating recipe requirements and requirements for the requirements and so on.
Now I start to wonder what other factories look like. Most likely they are fairly different from mine.
Post by Sander_Bouwhuis » Sat Dec 22, 2018 10:08 pm
Switching input on belts to smelters sounds incredibly interesting! I never thought about that. Can you share a map with us that has these things? I use combinators extremely sparingly (I'm a computer science engineer if that matters) to limit how much is made of certain items. For instance, only create silver ingots when there are less than 1000 in a chest.
Ekevoo
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Post by Ekevoo » Sat Dec 22, 2018 10:19 pm
Dominik wrote: ↑
Selvek wrote: ↑
Can you give us a bit more info on how placing pipes will work with the new anti-mixing logic? Can you confirm or deny that this will allow running parallel pipes without them accidentally intersecting? I could see this being a problem potentially (esp in blueprints) if pipe connection order is dependent on placement order though...
No, you can't put the pipes next to each other. It simply does not allow any action that would allow fluid mixing.
The question is whether it's possible to modify further the pipe placing mechanics.
If there are two different systems being toched by a pipe being placed, the player could select which one to connect to (by pressing the rotate key) and it would not connect to the other system. (Edit: another option would be remember the last touched fluid system and stick to it in times of ambiguity.)
That's a very powerful feature in Factory Town and I believe Factorio could benefit from it, too.
JCav
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Post by JCav » Sat Dec 22, 2018 10:33 pm
Sir3n wrote: ↑
This would lose the wave-like behaviour of fluids in pipe though. But I think it's worth it because the wave like behaviour doesn't really matter in a long pipe; what we (as players) really care about is how much throughput we get out of it at the exit for what we put into the pipe.
Sorry, but not all of us are included in the collective 'we.'
I am thrilled about the new system, and the inclusion of waves.
Post by Avezo » Sat Dec 22, 2018 10:35 pm
How will this work with non-pipe fluidboxes, i.e. turbines or steam engines? For example, how will low temperature steam mix with high temperature one? Or they just won't? It's technically the same fluid and there were nuclear builds with adding additional steam engines at the end to utilize leftover steam, soooo.
This remains unchanged, temperature is an independent variable. Fact is I wanted to remove temperature as it is a lot of data for little gain but apparently some mods make a good use of it so it stays.
Never used such mods, but maybe it would be worth removing it anyway while providing the same functionality in a different way (if possible), similar to what was done with mining hardness? I.e. there would be technically multiple fluids at multiple 'temperatures' (i.e. fluidium@100degree, fluidium@101degree, fluidium@102degree, etc.), temperature mixing would be done via changing one fluid into another, but on the user-side it would look the same. Unless those mods require really high precision of temperature, dunno.
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Post by Paul17041993 » Sat Dec 22, 2018 10:41 pm
I'm suddenly more inclined to get a macbook to use instead of linux, not entirely sure why, though really I should get one anyway as I don't currently have anything for compiling on OSX myself...
At any rate; nice work on the fluid system, this sounds much more logical for fluid mechanics and solves both issues where oil may be "too easy" to distribute, and steam too silly (as someone that made multi-gigawatt reactors, having to work out weird piping) to work with...
If steam can run 100% without pumps as well, it makes logical sense in how steam turbines work in both push and pull pressure, whereas in the current systems the turbines/engines only run on pull pressure via cooling the steam down. Which of course still works IRL, but the majority of steam systems made have been push pressure primarily, with pull pressure only coming in on more modern closed-loop systems (steam passes through a condensator pool, with the water forcefully sucked through back to the reactor core, maintaining a high negative pressure).
That does however bring up an idea for a new condensator machine, which could be attached to the end of a line of turbines to boost their power output as well as provide a water feedback. Doing this however would remove the visible steam cloud output, and I guess it wouldn't make much sense for it to be an open turbine either, so instead either a new turbine would be needed, or the turbines would have a cap put on top of them when the condensator is attached...
Please be sure you've googled your question before asking me about code... :T
featherwinglove
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Post by featherwinglove » Sun Dec 23, 2018 6:16 am
The FFF says "pipes to ground won't help you with throughput anymore"
Not pasting the whole thing. It will probably make a substantial difference to rendering performance with megabases built on productivity PCs with APUs, especially if they're laptops. These systems are seriously limited in graphics hardware to the point where Factorio is one of very few new games that will run on them with decent frame rates. Rendering is the reason: underground pipes don't have windows, while above ground pipes do, and that window does show the fluid level if it gets low enough, and it shows the flow rate and direction as an animation even in older versions. If that hasn't changed (and I see no reason why it would, wait, I can check in the post's animation - no it didn't), then the computer still needs to draw that. So, UGPs will still help with FPS, but not UPS. But I don't think they'll help with throughput 'cus I don't think they reduce the number of fluidboxes and total net size.
<NO_NAME> wrote: ↑
Loewchen wrote: ↑
5thHorseman wrote: ↑
I don't know what you guys screwed up, but I'm noticing a distinct lack of complaints in the replies so it must be something HUGE.
Just wait until the I-want-fluids-to-be-as-simple-as-electricity proponents get here...
I want electricity to be as complex as fluids.
Please meet me in FFF#270 to see if we convince them to help us out. (TBH, I don't want electricity to be as complex as fluids, but I do want it to have some gameplay elements that it doesn't currently feature.)
* The actual speed is the speed of light, which is 299.792.458 m/s. Depending on the metal, it can lose a little bit of speed, but it's still very close to that number. 300.000.000 is a common approximation as it's often close enough and it makes the calculations much easier, like allowing all calculations in this post to be done without a calculator. It doesn't really matter if the answer is 4k or 5k km/tick. Both are way too fast to justify Factorio not assuming the speed to be instant.
Actually, the travel speed depends on the dielectric constant of the volume around the wire and switching speeds depend on capacitance. This is why microchip manufacturers are trying to reduce the dielectric constant in the interconnect insulators, but increase it in MOSFET (generic gate-dielectric-channel type transistor however it's formed) gate insulator. It is usually a significant fraction of the speed of light, but is still significantly slower. Not so long ago, both insulators were made of simple SiO2, but now they are very different. The thing is, this matters far more when it comes to computing logic on tiny tiny scales (i.e. in a five-billionth of a second for a 5GHz processor, light can travel just 6cm, and electricity somewhere around half that ...not much compared to a PC motherboard), while on the scale of power grids, it doesn't really matter. 99% of the reason we have AC instead of DC on large scale power grids is because it allows us to use non-switching transformers to step the voltages up and down (and I can't remember what the other 1% of the reason was.) Wire resistance cares about current and not voltage, while the total power is the product of the two. This is why my local grid is going up from 4kV to 25kV. It's only down to household voltages from the pole transformer, and most houses can see three or four of those in good visibility ...and if the visibility isn't good enough to see the nearest one, go save all your files this instant!
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Post by Cadde » Sun Dec 23, 2018 7:28 am
Flow rate - the issue is a part of the game. If one pipe is not enough, well, figure it out
I already answered that. If one pipe isn't enough then one "could" add another. But the machine itself still needs more than what that one pipe can push through.
"So add another machine then?"
That defeats the whole purpose of upgrading. If i went by that logic, i would be using slow everything and build wide.
Upgrading means you consolidate your big stuff into as small packages as possible to save space and thus headaches both in UPS and in managing the whole base.
Add biters and you know why building wide is not as easy as just adding another pipe.
Fluid clearing is reasonably fast. Would be faster with higher threshold but I also don't want to make fluid disappear when it should not. Anyway, I can't imagine how you use one pipe for different fluids with the new system against mixing.
Exactly! I don't want fluids to disappear either. Hence the new system concerns me as i frequently empty whole sections of piping. If not because i want to use the same pipe for a different fluid in a different stage (may i remind you there's mods, mods add more fluids than vanilla) and even on the same machine. But then because i want to use the same train stop sometimes for different fluids as the need arises.
If Factorio was threedimensional (it's basically 2.1D with underground pipes and belts only) then these issues could be solved easier.
I've come up with ways to clear pipes automatically (essentially flushing them) by pushing one last batch through them before they change to a different recipe. This fixes any rounding errors that occurred during the last batch.
And even then, some batches frequently leaves pipes empty while running as the machines requesting fluids are faster than the ones providing them. Having fluids automagically disappear every cycle means there's going to be lost fluids.
100 pipes * 0.05 = 5 units of fluid magically gone every cycle. Cycles can be as slow as a couple of seconds or as fast as a few ticks. So there could theoretically be 150 units of fluid just magically *POOF* every second.
And finally, what happens with really really long pipes? The fluid level will equalize right? If you add 5 units of fluid to a 100 pipe long section that fluid will go POOF despite you expecting it to arrive at the other end.
Now imagine megabases (because you said it yourself, "figure it out") where you can have sections of pipe as long as 1000 tiles for the less hungry parts. You add 50 units on one end and that levels out over 1000 fluid boxes and it never ever arrives. You made yourself a VOID pipe by mistake now.
The other properties - unfortunately no. Any variable increases the memory footprint which is significant for performance. We eliminate all that does not make significant contribution to the game.
Which is exactly why, from a simulation standpoint, making every pipe entity simulate separately is a bad idea. For memory reasons.
Why do we have to "see" each pipe simulate flow when we can barely see what's happening anyways unless we use debug options?
I would very much prefer it if each connected section/lengths of pipes were a single fluid box and all the movement was done visually rather than simulated.
Consider the following image...
It doesn't show what's happening behind the scenes but it does show something is happening.
I suggest fluids would do the same. (And even belts to be honest)
Instead of simulating every single step along the way, say "this packet of fluid will move from A to B at speed X and thusly arrive at consumer B on tick Y" and visually represent this movement linearly through an animation. You save a WHOLE LOT of memory and CPU cycles this way. In fact, done right, animations live on the GPU. So the CPU basically goes on vacation compared to the old and now the new system.
EDIT: I am not proposing teleportation BTW. I am proposing you do the calculations ONCE per add/remove event and WAIT until the conditions are met for that packet (I.E, packet created at tick 123, has 50 units and will move from A to B through points C, D, E, ... (using path finding and visually following that path linearly on the GPU) at a speed of 0.2 tiles per tick and will arrive at B on tick 234 for the requester to process)
Graphics will deal with all the visual stuff.
Imagine if people thought that way back when... "Remove possibilities for innovation because we are fine with the way things are now"
We wouldn't have more than 640K RAM...
Point is, one needs to think ahead of the curve. "Is it needed now? No... Can it be used for interesting things later on? Yes!"
If Factorio was open source, it wouldn't be a problem. But Factorio isn't open source, hence modders are at the mercy of what you can provide.
Temperature exists currently and the game doesn't use it but interesting mods arose from the mere existence of it.
What other features could have been used by modders to make fluid aspects of the game more interesting? Actual pressure in kPa? Superheated flow? Vacuum? Water Hammer? Overheating? Flammables? Gas vs Liquid? Superfluids?
Without a backend to support future development, you are tied to your own imagination and time allowance.
Sure, they can make their own game when they want these cool things. But if we kept thinking like that, we would have 99.99999% unfinished games as everyone went and did their own things. Modding isn't about being able to change a few things. It's about being able to completely overhaul the game. The modding API should offer features to allow one to change everything at its core. IMHO.
I know LUA is bad for performance. Hence one needs to take that into account as well. Add core features that run really fast while still offering flexibility for when the need arises.
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Post by Drury » Sun Dec 23, 2018 8:03 am
Cadde wrote: ↑
This was cool logic to have a few years back, but the devs have swapped from that mindset to "we gotta get off this wild ride NOW" mindset, which frankly I can't blame them. There's no "interesting things later on" with this game anymore. It's a rush to the finish line, trim the loose ends, ship it. Sucks if you want to see those loose ends delivered further, but again this game needs to come out already.
Besides, dominik's logic for keeping it was exactly so that modders could make use of it.
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Post by nosports » Sun Dec 23, 2018 8:16 am
Hello my i step in ......
I would find it very nice if the temperature will drop over time when not inside a special container (pipe, storage-tank, chest?) a small amount, defined in the spec of the item or calculated from properties....
Reason for me is i made some recipes for energystorage which uses a temperature storage-methode (producing higher temperature items using electricty), but for now the fluid stay at the given temperature infinite. that would be only a small step toward 'reality' if in such storages (say 600°C) the temperature will drop a little over time when not in isolated containers....
Isolation-material is already in the game as plastic-bar
Drury wrote: ↑
Yes, temperature stays in but i was talking about things besides temperature. Right now (can't speak for the new system until i've tried it) fluids are just a different kind of transport belt. With its own limitations and advantages.
But that's it, beyond that, fluids are just a different means of transport and there's no progression on pipes. Once you have pipes, you have pipes. Once you've added pumps, you have pipes with as high flow as you can get.
Belts on the other hand have so many different factors to consider. Speed, at what point do you add or remove items from them? You can run them parallel (without them connecting) and even mix items on them. You have a few ways of loading and unloading them (with mods that is) and you can manage each item separately.
Belts (items) will feed into machines from any direction. With custom inserters you can even expand this further.
Belts doesn't need power to maintain their flow rate, unlike pipes.
But pipes? Well, here's your bog standard pipe... It carries one type of liquid at a fixed rate. Adding and removing is easy but you can't filter it, you can't run pipes tightly parallel to each other (without mods) and you have to use 2x1 tile pumps to keep their speed up. Those 2x1 pumps need power even between the producer and consumer.
Machines only have so many ports to input and output fluids. Some machines have 5 different fluids and unlike belts, pipes tend to become horrible spaghetti at that point. Once you've reached the limit of a single pipes unaided throughput, you are basically doomed if you had a line of machines. You would have to separate them so much that you may as well build separate outposts for them.
Pipes are the forgotten orphan of Factorio and i was hoping they wouldn't be in this update. This by adding more to them while fixing the splitting fluids equally issue. And any UPS improvements shouldn't come at the cost of features or usability. Which is why i am concerned with the next implementation.
In essence, the next implementation fixes the splitting issues. But i fear it's going to be at the cost of features and usability at which point 0.16 was the better version still. Splitting was fixable with modding.
And again, the more UPS friendly version is still to reduce the number of calculations being done. The blog clearly states the new system is SLOWER but can be multithreaded. It's not solving anything really, it's just using more cores to do the calculations alongside everything else that will be using all cores to great effect.
Optimizations shouldn't be about merely splitting logic to more cores. They should be about doing it in a way where no more work is being done AS IS and just splitting the workload.
The new pipe system is a step backwards for the mere sake of "no teleportation" and "multithreading".
As i've already pointed out, you don't have to teleport fluids. But you can reduce every pipe to pipe interaction to a single calculation done once and thus saving you from the need to do multithreading in the first place. And the visuals can then be multithreaded all day long on the GPU.
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Post by Dominik » Sun Dec 23, 2018 9:30 am
This got me thinking. If a pipe is really just a link between two entities, how about adding some code to detect the stable condition and if it's stable, just teleport fluid between the entities and leave the pipes with a constant level and flow. If the level at the entities goes out of the stable level (read not the same as at the start of last tick), start to calculate each pipe again. At some point it will hopefully go back to a stable condition in which case it can go back to teleport mode.
This has been discussed before. In short, such conditions occur very rarely and imo it is not worth the complexity. See some previous discussions for details and other ideas.
Yes, this is very nice and on the list. If it makes there in time I don't know.
brunzenstein
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Post by brunzenstein » Sun Dec 23, 2018 9:42 am
Actually the coming new pipe management in 0.17 should make this mod obsolet
That is not gonna happen in vanilla and if somebody mods such a machine, it is their problem. They can mod a bigger pipe size too.
The current limit is 0.05 fluid, not volume or %. So 100x less than what you write.
I have seen the packet proposal before. It 1) ignores throughput limits (you can limit one packet, but not the total) 2) i like realism and seeing the fluid really flowing.
Having lot of features is nice for one person and bad for another. Myself, I believe the philosophy that perfect is what you can't take anything out. Not when you can't add more. Adding new stuff and making the game more complicated is something long time players appreciate, but it hurts playability for new players who will just be confused and not like the game if it is too overwhelming. That is often forgotten - I think that the long time players should keep in mind that the game is not only for them.
Adding more moddable stuff is nice for modders and "mod" players, but makes the game slower for everybody. Which includes advanced "megabase" players. Some decisions are about what we can/want do, but some are simply about finding a balance for different players.
That being said, having more around pipes, both usability and features, would be nice. And who knows, perhaps in some later future. But right now we need to focus on finishing the game.
(edit) The optimisation is not just about multithreading, that is actually just an extra bonus. Most of the ~80+% speedup is not by multithreading.
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(b) While the definition of corruption must be subject to national law, it should be understood to encompass the commission or omission of an act in the performance of or in connection with one's duties, in response to gifts, promises or incentives demanded or accepted, or the wrongful receipt of these once the act has been committed or omitted.
(c) The expression "act of corruption" referred to above should be understood to encompass attempted corruption.
Law enforcement officials shall respect the law and the present Code. They shall also, to the best of their capability, prevent and rigorously oppose any violations of them.
Law enforcement officials who have reason to believe that a violation of the present Code has occurred or is about to occur shall report the matter to their superior authorities and, where necessary, to other appropriate authorities or organs vested with reviewing or remedial power.
(a) This Code shall be observed whenever it has been incorporated into national legislation or practice. If legislation or practice contains stricter provisions than those of the present Code, those stricter provisions shall be observed.
(b) The article seeks to preserve the balance between the need for internal discipline of the agency on which public safety is largely dependent, on the one hand, and the need for dealing with violations of basic human rights, on the other. Law enforcement officials shall report violations within the chain of command and take other lawful action outside the chain of command only when no other remedies are available or effective. It is understood that law enforcement officials shall not suffer administrative or other penalties because they have reported that a violation of this Code has occurred or is about to occur.
(c) The term "appropriate authorities or organs vested with reviewing or remedial power" refers to any authority or organ existing under national law, whether internal to the law enforcement agency or independent thereof, with statutory, customary or other power to review grievances and complaints arising out of violations within the purview of this Code.
(d) In some countries, the mass media may be regarded as performing complaint review functions similar to those described in subparagraph (c) above. Law enforcement officials may, therefore, be justified if, as a last resort and in accordance with the laws and customs of their own countries and with the provisions of article 4 of the present Code, they bring violations to the attention of public opinion through the mass media.
(e) Law enforcement officials who comply with the provisions of this Code deserve the respect, the full support and the co-operation of the community and of the law enforcement agency in which theyserve, as well as the law enforcement profession.


text:
Q: How to add UITabBarItem to UITabBar The following is part of my BaseViewController
class BaseViewController: UIViewController,MenuProtocol {

//DECLARE Control Objects
var MyTabBar:UITabBar = UITabBar()

In the viewDidLoad I add MyTabBar to the subview with it constraints
However I fail to add TabBarItems on it.
func MyCreateAndPlaceTabBarItems(){
    if MyTabBarStringArray.count == 0 {
        return
    }

    var count = 0

    for item in MyTabBarStringArray{

        let  tabItem = UITabBarItem(title: item, image: nil, tag: count)
        tabItem.badgeColor = .orange
        MyTabBar.items?.append(tabItem)

        count = count + 1
    }
}

The Navy Blue part is MyTabBar.
What am I missing here?

A: i just run your code and found that after adding the image i can see the UITabBarItem
class ViewController: UIViewController {

@IBOutlet var MyTabBar: UITabBar!
var MyTabBarStringArray = [String]()
override func viewDidLoad() {
    super.viewDidLoad()
    MyTabBarStringArray = ["a","d","e"]
    self.MyCreateAndPlaceTabBarItems()
    // Do any additional setup after loading the view, typically from a nib.
}

func MyCreateAndPlaceTabBarItems(){
    if MyTabBarStringArray.count == 0 {
        return
    }

    var count = 0

    for item in MyTabBarStringArray{

        let  tabItem = UITabBarItem(title: item, image: UIImage.init(named: "IconPinPoint"), tag: count)
        tabItem.badgeColor = .orange
        MyTabBar.items?.append(tabItem)
        count = count + 1
    }
}

override func didReceiveMemoryWarning() {
    super.didReceiveMemoryWarning()
    // Dispose of any resources that can be recreated.
}

}

redpajama_set_name: RedPajamaStackExchange


For as long as I can remember, we have never had canned cranberry sauce at our family's Thanksgiving. Never.
Since I do like to actually taste the cranberries in cranberry sauce, I decided to make a reduced sugar cranberry sauce with just as much flavor as the full-sugar kind. It only takes one extra ingredient that you probably already have lying around in your kitchen, and it takes no extra time. What could be easier?
If you haven't guessed already, that extra ingredient is orange juice. Groundbreaking, I know. Bottled or freshly squeezed orange juice, it doesn't matter in this cranberry sauce recipe. Orange juice enhances the flavor of fresh cranberries while naturally sweetening the sauce, so you get more flavor than just white sugar without an overbearing tartness you would get from cutting the sugar alone.
Seriously, this reduced sugar cranberry sauce is ridiculously easy, and it's the perfect complement to that turkey you've been slaving over for days. If you've never made homemade cranberry sauce before, give this recipe a try. You'll wonder why you didn't try it sooner, and I promise you'll never go back to the canned stuff again!
In a medium saucepan, bring water, orange juice, and sugar to a gentle boil.
Add cranberries and return to a boil. Gently boil for 10 minutes, stirring, until cranberries have burst.
Remove from heat and refrigerate, covered, until cooled.


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Selling a truck to wreckers can be time-consuming and confusing. You may not know what to expect in value for your truck, or you may not know how to negotiate for a price or the services that allow you convenience when selling the truck. With Car Wreckers Adelaide SA, we make the process of selling a truck to wreckers simple and quick. We are legitimate wreckers Adelaide that pay cash for wrecked cars and provide courtesy removals and wrecking. We are a legitimate buyer & wrecker of Trucks of every make and condition, offering our customers our knowledge and a fair price offer when we buy trucks. Car Wreckers Adelaide doesn't require that you spend hours trying to get a fair deal from us. We quickly take all factors of the truck into consideration and make our best offer with no pressure to accept our quote.
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text:
Flexible, biocompatible LEDs could light the way for next gen biomedicine
By Ben Coxworth
An LED array, transfer printed onto the fingertip of a vinyl glove
A twisted strand of the LED array
An LED array implanted under the skin of a test animal
The LED array used to create a light-emitting suture on test animal
An LED array, bending with a folded piece of paper
An LED array on a piece of foil
Researchers from the University of Illinois at Urbana-Champaign have created bio-compatible LED arrays that can bend, stretch, and even be implanted under the skin. While this might cause some people to immediately think "glowing tattoos!", the arrays are actually intended for activating drugs, monitoring medical conditions, or performing other biomedical tasks within the body. Down the road, however, they could also be incorporated into consumer goods, robotics, or military/industrial applications.
Many groups have been trying to produce flexible electronic circuits, most of those incorporating new materials such as carbon nanotubes combined with silicon. The U Illinois arrays, by contrast, use the traditional semiconductor gallium arsenide (GaAs) and conventional metals for diodes and detectors.
Last year, by stamping GaAs-based components onto a plastic film, Prof. John Rogers and his team were able to create the array's underlying circuit. Recently, they added coiled interconnecting metal wires and electronic components, to create a mesh-like grid of LEDs and photodetectors. That array was added to a pre-stretched sheet of rubber, which was then itself encapsulated inside another piece of rubber, this one being bio-compatible and transparent.
The resulting device can be twisted or stretched in any direction, with the electronics remaining unaffected after being repeatedly stretched by up to 75 percent. The coiled wires, which spring back and forth like a telephone cord, are the secret to its flexibility.
Rogers and his associates are now working on commercializing their biocompatible flexible LED array via their startup company, mc10.
The research was recently published in the journal Nature Materials.
Via NatureNews
MedicalLEDImplant
Ben Coxworth
Based out of Edmonton, Canada, Ben Coxworth has been writing for New Atlas since 2009 and is presently Managing Editor for North America. An experienced freelance writer, he previously obtained an English BA from the University of Saskatchewan, then spent over 20 years working in various markets as a television reporter, producer and news videographer. Ben is particularly interested in scientific innovation, human-powered transportation, and the marine environment.


Concerti Bizzarri – The Irish Baroque Orchestra in University Church, St. Stephen's Green, Monday 27th January.
For this, the first of a three-concert series, the Irish Baroque Orchestra have taken up temporary residence in St. Stephen's Green's Newman University Church. If there's a better venue in this city for this music, then we don't know it – the high-ceilinged, marble-walled space is a perfect fit. Rich and resonant, the ensembles' period instruments rarely sound better than this.
The first of the evening's three selection is Dittersdorf's Concerto for Oboe d'Amore in A Major. That instrument's warm and mellow sound is put to good use by soloist Andreas Helm – as the sound of the orchestra rises to fill the room, the sweet tone of the oboe is clear. Though the space is big, the reverb wide, the sound is never muddied. The church's natural reverb plays a particular part in the second movement Adagio – when Helm takes a solo, as the orchestra drop back, the sounds of the oboe seem to swell and fade to fill the room. The final Presto movement is quick and lively – there's a real sense of energy, of the musicians having a good time.
Another little heard instrument is featured in the second work of the night, the first of two from Georg Philipp Telemann. The Concerto for Flute, Viola d'Amore and Oboe d'Amore in E major features Huw Daniel on the viola d'amore. Its rich sound adds some depth to the piece, and the exchanges between the three soloists are a pleasure, even if the distinctive sound of the viola is occasionally overpowered. The fourth and final Vivace movement features some fine playing again from Helm, as lively as the name suggests.
The final selection of the evening is another from Telemann, the Overture Suite in A Minor. As it's done all night, the harpsichord of Malcolm Proud holds the whole thing together, its' stately sounds bringing an added richness to the already full sweep of the orchestra. Director and violinist Monica Huggett draws a balanced, dynamic sound from the ensemble, as they move through each movement – the final Minuet sees Helm attack one last solo, lively and quick, rounding out the night's music on a dramatic note.


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The Renter may reduce the above liability to a minimum charge of €100 for groups В and C by purchasing the additional daily coverage of €7 (SCDW).
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text:
The Burning Sky Sherry Thomas – Review & Giveaway!!
By: Sherry Thomas
Amazon, Barnes & Noble, Goodreads
It all began with a ruined elixir and an accidental bolt of lightning…
Iolanthe Seabourne is the greatest elemental mage of her generation—or so she's being told. The one prophesied for years to be the savior of The Realm. It is her duty and destiny to face and defeat the Bane, the greatest mage tyrant the world has ever known. A suicide task for anyone let alone a sixteen-year-old girl with no training, facing a prophecy that foretells a fiery clash to the death.
Prince Titus of Elberon has sworn to protect Iolanthe at all costs but he's also a powerful mage committed to obliterating the Bane to avenge the death of his family—even if he must sacrifice both Iolanthe and himself to achieve his goal.
But Titus makes the terrifying mistake of falling in love with the girl who should have been only a means to an end. Now, with the servants of the Bane closing in, he must choose between his mission and her life.
[youtube http://www.youtube.com/watch?v=t66JoF3foF8]
About Sherry:
Sherry Thomas is one of the most acclaimed romance authors working today. Her books regularly receive starred reviews from trade publications and are frequently found on best-of-the-year lists. She is also a two-time winner of Romance Writers of America's prestigious RITA® Award.
English is Sherry's second language—she has come a long way from the days when she made her laborious way through Rosemary Roger's Sweet Savage Love with an English-Chinese dictionary. She enjoys digging down to the emotional core of stories. And when she is not writing, she thinks about the zen and zaniness of her profession, plays computer games with her sons, and reads as many fabulous books as she can find.
Website /Blog/Twitter/Facebook/Goodreads
Jaime's Thoughts
The Burning Sky by Sherry Thomas
4.5 stars –
I've honestly opened up this review box about 3 times … ready to start typing up my review, only to close it because I wasn't quite ready to dive in. I truly feel like this series could be as epic as a few of my other favorite fantasy series books. I'm just saying.
First, I thought the story was incredible. Let me just get that out of the way.
It all began with a ruined elixir and an accidental bolt of lightening…
Iolanthe Seabourne is an elemental mage. She's been told that she's powerful and has been prophesied as a savior of The Realm. She must eventually face down the mage tyrant, the Bane, and defeat him.
At sixteen she isn't believing a word her guardian is telling her. Afterall, he's become kind of a deadbeat and seems not to really care about her at all. In her attempts to fix an elixir she calls down a bolt of lightening … something no one (save one person)has been able to do. When Prince Titus spies the bolt he immediately goes to her and swears to protect her. But there is a catch. One that Iolanthe might not be willing to sacrifice.
I'm not going to tell you anymore about the plot, (I think) and I'm going to try and keep this spoiler free.
When you have this book in your hands… go find a quiet corner. One you can't/won't be interrupted in… and READ.
I was expecting to enjoy this story… but I found myself even more than I could have predicted. I was completely ensconced in Iolanthe and Titus's story that I didn't want to put this down. Thomas pulls you into the world she's created and makes it hard to think about leaving.
Thomas does an incredible job of weaving the actual story and I'm struggling with how to explain without ruining anything, but I think I can tell you that there is a magical world and a normal world and the way the two are combined is so wonderfully done. The majority of this story actually takes place in a boys school in England.
This is the story of a girl who fooled a thousand boys, a boy who fooled an entire country, a partnership that would change the fate of the realms, and a power to challenge the greatest tyrant the world had ever known.
Expect magic.
As I've said before, the characters always do it for me, and Thomas does an incredible job with hers. We get this story from both Iolanthe and Prince Titus and for that I was thankful. Iolanthe is a sixteen year old girl who has minimal training and yet has great expectations put onto her shoulders and I think that Thomas did a great job of getting that across. She's put into this situation that Titus has been waiting many years for… expecting to happen, and she's supposed to just be okay with it all.
We learn that Titus's mom died years ago and she was a Seer who predicted Iolanthe and what she would do. So he prepared… But she also predicted something for Titus and he's come to accept what must be. I realize that there were times that Titus wasn't exactly honest with Iolanthe but seeing it from his point of view, you could understand why and what he was doing.
I absolutely loved the build of the relationship between Titus and Iolanthe. She basically has to put her trust in a complete stranger… one she's heard about of course, but she truly doesn't know him. But then I felt that there seemed to be very few people who truly seemed to know him for who he really was. Of course he is dedicated to his destiny and seeing through what he is meant to do, but underneath that you could see his fear… and even though he fought what was happening between them, it was wonderful to see him give in and to see them connect. Yes… there is a tiny bit of romance and some drama but nothing over the top.
I have to say that again, I'm always amazed with writers of fantasy because there are so many elements to it, and this story is no different. The world building was really well done, the pacing and plot were perfect… it may seem at times like a whole lot is going on, but it all works itself together nicely. I promise. This story has a bit of everything for everyone. There are moments of anger and sadness, love and adoration, funny and sweet, fear and desperation, and each and every one was wonderful.
Now that I've started, I kind of want to keep talking about this and I need some more people to read this so that I can flail about how swoony Prince Titus is with them. Make sure you pick this one up when it comes out later this year. I'm incredibly excited to see where book 2 takes us… now when the heck does that come out?
This is a trilogy, so keep that in mind when starting – but book 1 has no nasty cliffhanger.
Thank you to Harpercollins & Edelweiss for the advance copy for an honest review.
Erin's Thoughts
All 5 stars for this!
The Burning Sky is one of the reasons I love fantasy. This book brings together wonderful characters, an interesting story and a world that can only exist in a great book. If you enjoy any of those things, get this book as soon as you can as Thomas does a wonderful job of building this world with magic, dragons, and fairy tales. Also, that cover is PERFECT!
Iolanthe is an elemental mage and grew up believing she could control 3 of the 4 elements – Fire, earth, and water. An experiment (of sorts) to attempt to fix a batch of elixir reveals her ability to call forth lightning. It just happens that this is the sign that Prince Titus was waiting for as it proves the prophecy he has been waiting for has come true. The Bane is the greatest mage tyrant and the second Iolanthe released the lightning bolt, he and his Inquisitor were hunting her down for her power. According to the prophecy it is up to Iolanthe to face the Bane and defeat him. With the protection and assistance of Prince Titus, she just might have a chance.
I loved the characters in this book. Iolanthe is tough, loyal, determined and smart. She doesn't just sit back and hope someone will save her even though that is what she would like to do. She is only sixteen and has never been prepared for the situation she is suddenly thrown into but she adapts quickly. She plays her role well and even impresses Titus with what she can do – not just as a mage but with who she is as well as with how well she does. I'm hoping in the next book we get to learn more about her real background and family.
Prince Titus is the opposite – he has been preparing for this his whole life and when the time comes, he is going to be ready for whatever will happen. Titus is definitely one of those characters that has some layers. He knows he can never let people know him for who he really is and repeatedly tells Iolanthe that people like them can't have friends. He really believes this and does his best to keep Iolanthe at arm's length and when he has succeeded, he realizes just how much it hurts. Another thing about Titus – he may be a bit manipulative and condescending (depending on the crowd) but that boy can deliver some swoons. I'll just leave one of my favorite lines right here:
"I live for you and you alone."
The fact that he will deliver that line and then turn around and deliver a line like "I play Big Bad Wolf to Little Red Riding Hood. She likes it rough, did you know? I did not." only makes him that much better in my opinion.
I loved the build of the relationship between Titus and Iolanthe. Don't worry – the romance doesn't take over the story here but it is a critical piece to the story as it changes how things are supposed to happen. Also, the banter between Iolanthe and Titus was one of the best things. I found myself laughing at not only their conversations but also those that included some of the secondary characters like Kashkari.
Definitely check this one out when you can. I will be waiting (let's be honest…it will be impatiently) for the next book of the series as I am very curious to see where this goes.
CHECK OUT THE FULL TOUR HERE
Giveaway Details: (US ONLY)
For First Place:
1 Hardcover of THE BURNING SKY a tote bag, and handmade balm, scrub, and bath tea.
3 Hardcovers of THE BURNING SKY and a tote bag.
3 runners up will get swag packs (stickers, bookmarks, signed bookplates)
Review: Let Me In
Review: Taking on the Dead (The Famished Trilogy, #1)
Royally Screwed by Emma Chase
Review: Blaze of Winter
Rules for 50/50 Chances by Kate McGovern
Filed Under: Book Review, Giveaways Tagged With: Fantasy, GoodReads, Reviewed By Jaime


text:
Hike & Run
State Water Trails
Ski & Shoe
Skate Skiing in the Twin Cities
Where to Kayak, Canoe and Paddleboard in the Twin Cities
Since Minnesota is the Land of 10,000 Lakes, it should come as no surprise that there are tons of kayaking, canoeing and paddle boarding opportunities right in the Minneapolis/Saint Paul 7-county area.
FREE DOWNLOAD: Best kayak and canoe spots in the Twin Cities
Whether your preferred watercraft is a kayak, a canoe or a paddleboard—or you've yet to try one of these—there's a paddling opportunity close to you.
There are hundreds of lakes in the metro—yes, hundreds! In fact, according to LakePlace.com the county that has the fewest lakes (Ramsey) still has over 100 of them. And the county that has the most lakes (Hennepin) has over 300.
There are 1, 387 lakes in the Twin Cities 7-county metro area!
We also have three major rivers—the Mississippi, Minnesota and St. Croix—and many smaller ones, too.
Of course paddling is an option on any lake or river with a public access. On Twin Cities Outdoors we'll highlight the waterways that are part of the parks systems, as well as official water trails.
A note about paddling: PFDs—Personal Flotation Devices—(or life jackets) are the most essential safety item you have. Don't be a statistic! Be safe when you paddle. See Minnesota's PFD laws here.
Another note about paddling: Almost all these lakes are also open to motor boat traffic. Keep in mind that bigger boats have the right-of-way. Know boating rules and use common sense around other boat traffic.
Keep your eyes and ears open for them. And wear bright clothing (or paddle a bright boat) so you're easy to see. Drivers of bigger boats aren't always looking for paddlers.
Let's take a look at where to kayak, canoe and paddle board in the Twin Cities…
Anoka County (North)
Anoka County has 12 paddling destinations in its Regional and County Park system, plus all or part of three official water trails.
Click here for Paddling in Anoka County…
Carver County (Southwest)
Carver County has three paddling destinations that are part of Regional Parks or Reserves. A state water trail also flows through Carver.
Click here for Paddling in Carver County…
Dakota County (South-Southeast)
Dakota County's paddling options include a section of a state water trail and two regional parks.
Click here for Paddling in Dakota County…
Hennepin County (West-central, includes Minneapolis)
Hennepin County has 13 county and regional parks and reserves that offer paddling options. Most are on lakes, but there are a couple river trips, too, most notably the Mississippi.
Click here for Paddling in Hennepin County…
Ramsey County (East-Central, includes St. Paul)
Ramsey County has four parks—national, state and regional—that have paddling options on either the Mississippi or Minnesota Rivers, or on lakes.
Click here for Paddling in Ramsey County…
Scott County (South-Southwest)
Scott County paddling opportunities are mostly in regional parks on lakes, but also includes the Minnesota River.
Click here for Paddling in Scott County…
Washington County (East)
The best of Washington County paddling is on the St. Croix River—which is a National River Trail. There are some lakes to paddle in some of the parks, too.
Click here for Paddling in Washington County…
Discover Minnesota's state water trails that flow through the Twin Cities area
When you're ready to get outside the Twin Cities for your paddling adventures, head north. Minnesota has some of the best inland paddling on the planet!
Lake Superior, for sea kayaking, and the Boundary Waters Canoe Area Wilderness (BWCAW), for canoeing, are world-class paddling destinations.
People come from all over to paddle there. Be sure you do, too—at least once!
Don't worry if you don't have the right boat and gear—there are plenty of outfitters.
Twin Cities Paddling Guide
Published in 2020, our 52-page digital Paddling Guide is the easiest way to find local lakes and river trails in all seven counties of the Twin Cities metro area.
About | Start Here | Contact
Local Outdoor Small Businesses
Beyond the Twin Cities
All content and photos ©2023 Brodin Press LLC unless otherwise noted | website by Brodin Press


text:
layout: post
title: "OpenStack Ceilometer, cloud performance, and hardware requirements"
description: "Link to a mirantis blog about ceilometer benchmark."
tags: [openstack, ceilometer]
comments: true
link: https://www.mirantis.com/blog/openstack-ceilometer-cloud-performance-hardware-requirements
---

### Performance testing results summary

We performed Ceilometer benchmark tests and collected results primarily in the 20-node lab configuration. As expected, we found that the main load on the cloud (i.e., on the nodes running Ceilometer, MongoDB, and related controllers) resulted from **polling**. Our goal was to determine some guidelines for setting the polling interval to provide the greatest information granularity possible without imperiling overall system performance.

Polling load (and on average, all Ceilometer load on the cloud) actually depends on two factors:

    * Number of resources from which metrics are collected. In our benchmark testing, we used VMs as units of measurement, and we tried 360, 1000, and 2000 VMs.

    * Polling interval. Generally speaking, the smaller the polling interval is, the bigger the load.

Together, these imply that for the purposes of our benchmark tests, we could use minimally configured VMs, since in this case, any given VM served merely as a unit for information collection. The VMs we created and polled were set up as single CPU systems, each having 128MB of RAM.

### Results and recommendations

This section summarizes some significant results and recommendations. (See the section €œLab configurations, testing processes, and data collected for specifics of the data collected.)

Tests results showed that 2000 VMs with a 1-minute polling period load is permissible for Ceilometer configured with MongoDB.

It's important to note two key points. First, the IO load in this case was too heavy for running MongoDB instances on the cloud controllers (as we did). The MongoDB IOStat util indicated a peak load of close to 100%. The second point is that many data samples are written to the database and after only one day running, the MongoDB cluster held 170 GB per device.

To avoid this problem, we recommend that you if you use **2000 VMs with a 1-minute polling interval** (or a configuration with a similar or greater load), use separate nodes for instances of MongoDB processes running together as a replica set.

If you are using **1000 VMs, with 1-minute polling**, there is a lighter IO load. In this case, MongoDB isn'€™t blocking other IO operations and it works correctly with other services.

redpajama_set_name: RedPajamaGithub


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Home International Organisations Withdrawal from the United Nations: Would it have been Lawful for the Philippines?
Withdrawal from the United Nations: Would it have been Lawful for the Philippines?
Published on September 19, 2016 Author: Dapo Akande
50 years ago today (on 19 September 1966), the Ambassador of Indonesia to the United States sent a telegram to the UN Secretary-General stating that "my Government has decided to resume full co-operation with the United Nations and to resume participation in its activities . . ." That marked the beginning of the end of the only case where a UN member has purported to withdraw from the organization. Last month, Rodrigo Duterte, President of Indonesia's neighbour, the Philippines, threatened that the country would withdraw from the United Nations because of criticism by two UN Special Rapporteurs (see here). As has been widely reported, and as pointed out by Marko a couple of weeks ago, hundreds of (or on some accounts up to 3000) suspected drug dealers or users have been killed since the Duterte took over in Philippines. On 18 August, the UN Special Rapporteurs on Summary Executions and on the Right to Health issued a statement "urging the Government of the Philippines to put an end to the current wave of extrajudicial executions and killings in the context of an intensified anti-crime and anti-drug campaign targeting drug dealers and users." In response, Philippines President Duterte stated that "maybe we'll just have to decide to separate from the United Nations" (see here and here). The Philippines Foreign Minister later stated that the country had no plans to leave the UN, and Duterte himself subsequently stated that his threat was just a joke.
However, the threat to withdraw does raise the question of whether UN members may legally withdraw from the Organization. Although the circumstances are very different, and there are clear treaty provisions to provide guidance, British withdrawal from the European Union also provides cause to ponder more generally about how and when states may withdraw from international organizations. Would the Philippines have been entitled to withdraw from the UN? Unlike the position with the European Union, and it's now well-known Article 50 of the Treaty on European Union), the UN Charter does not make explicit provision for withdrawal. This post explores whether despite the absence of specific provision, a UN member is legally entitled to withdraw from the organization.
The Indonesian Precedent
Indonesia's purported withdrawal from the UN was made in protest at the election of Malaysia to the Security Council. It communicated its decision to withdraw from the UN to the Secretary-General in January 1965. Following changes in the government, Indonesia sought in September 1966 "to resume full co-operation with the United Nations and to resume participation in its activities" (see UN Doc S/7498). However, although Indonesia was not treated as a member during the period of its withdrawal (for example it was not included in the General Assembly resolution assessing members for contribution to the UN budget and ceased to be listed as a member of UN organs), it was not required to reapply for readmission when it returned in 1966. Instead, the President of General Assembly announced at a plenary session of the Assembly that "[I]t would . . . appear that the Government of Indonesia considers that its recent absence from the Organization was based not upon a withdrawal from the United Nations but upon a cessation of co-operation. The action so far taken by the United Naitons on this matter would not appear to preclude this view." He then stated that unless there were any objections he "would assume that it is the will of the membership that Indonesia should resume full participation in the activities of the United Nations." There being no objection, the delegation of Indonesia took its seat and thus returned the country to the UN.
This pragmatic way of dealing with Indonesia's return, which avoided that country having to reapply for membership (and avoided a potential veto), was devised by the UN Office of Legal Counsel (see UN Juridical Yearbook, 1966, 222 at 223, para. 8). It may well have been the handiwork of Oscar Schachter, the famous international lawyer who was then Director of the UN General Legal Division. While Indonesia was absent from the UN he had written a piece in the Annual Review of United Nations Affairs 1964-65 (Swift, ed.) 119) where he foresaw the possibility that if Indonesia were to return the view could be taken that "there had been no express acceptance of the legality of the withdrawal and, in consequence, Indonesia should not be treated like a new applicant."
Although Indonesia did purport to withdraw, the incident was not in the final analysis treated as a case of withdrawal and left uncertain the question whether and when a UN member may withdraw. Suffice it to note that at the time some doubt was expressed by states as to whether and when a member could legally withdraw and more specifically as to whether Indonesia was legally entitled to withdraw in the circumstances.
Is Withdrawal from the UN Possible?
In considering the legality of withdrawal from the UN, two questions will need to be addressed. First, is withdrawal possible at all? Second, and this question will only arise if one gives a positive answer to the first question: what are the circumstances under which, and by which procedure may a state withdraw? Thus, even if withdrawal were possible in the abstract, were the circumstances of the Philippines scenario such that it would have been permitted to withdraw.
Unlike BREXIT and withdrawal from the European Union, the absence of a withdrawal clause in the UN Charter means that the answer to the first question must be derived from the general law of treaties. Afterall, withdrawal from the UN is a case of withdrawal from a treaty, the UN Charter. Art. 56(1) of the Vienna Convention on the Law of Treaties provides that where a treaty does not explicitly provide for the possibility of withdrawal, withdrawal is not legally permissible unless it is established that the parties intended to admit of that possibility or a right of withdrawal may be implied by the nature of the treaty. In the case of the UN Charter, a proposal to include a withdrawal clause was rejected by a small margin (See UNCIO VII, 261-6). Nevertheless, the drafting history of the Charter indicates quite clearly that the parties intended to admit of the possibility of withdrawal and that despite the permanent nature of the Organization created by the Charter, the treaty was not regarded as one that would admit of no right of withdrawal. In the discussions around the drafting of what was to become Article 108 dealing with amendments to the Charter, the Committee and the Plenary of the Conference adopted a declaration that contemplated the possibility of withdrawal in a number of cases. According to this declaration, withdrawal might occur in exceptional circumstances. The declaration went on to state that where the organization was unable to fulfil its role of maintaining peace or where a member was unable to accept an amendment that had come into force, or in cases where an amendment was accepted by a majority of the Assembly but failed to secure sufficient ratifications to bring it into force, members could withdraw. (UNCIO VII 267; UNCIO I 616, 631)
When a May a State Withdraw from the UN?
However, establishing that withdrawal is possible under the law of treaties, only leads to the second question of when such withdrawal is possible. The fact that withdrawal was foreseen in certain circumstances does not lead to the conclusion that states are free to withdraw in any circumstance. So, the fact that withdrawal is possible in law does not mean that the Philippines would have been free to withdraw last month as a result of criticism by two UN Special Rapporteurs.
In the case of a treaty that explicitly provides for withdrawal or where withdrawal is foreseen as a possibility by the parties, it must be the case that withdrawal is only legally permissible in those circumstances with respect to which the parties intended to admit of that possibility. Where withdrawal is specifically contemplated in the drafting of the treaty, or in the treaty itself, it would be subversive of the intention of the parties to admit of a broader, open ended, right to withdraw. The drafting history of the Charter outlined above indicates some particular circumstances with regard to the coming into force of amendments, or the failure to bring amendments into force, when an aggrieved state may decide to withdraw from the organization. However, it was also envisaged, more generally, that withdrawal would be permissible in "exceptional circumstances." Although the meaning of this phrase is unclear, the expression must refer to circumstances which are unforeseen at the time the state became a member. It is possible that the expression can be regarded as referring simply to the rule by which a state may withdraw from a treaty on account of fundamental change of circumstances. In those circumstances a state may withdraw from a treaty where "the existence of those circumstances constituted an essential basis of the consent of the parties to be bound by the treaty; and (b) the effect of the change is radically to transform the extent of obligations still to be performed under the treaty" (Art. 62(1) VCLT). In this connection, it should be pointed out that even in the absence of provision in a treaty permitting withdrawal or where it cannot be shown that the parties intended to accept that possibility, withdrawal can take place in accordance with the rules of the law of treaties including the rules relating to fundamental changes of circumstances.
There is nothing in the circumstances surrounding the Philippines that would fall within the situations in which it was contemplated that members could withdraw. The situation was not exceptional, nor was it a case of the UN being unable to fulfill its functions with regard to the maintenance of peace. There was also no fundamental change of circumstances within the meaning of the VCLT. Thus withdrawal by the Philippines, had it occurred, should have been treated as legally ineffective.
Despite the law being restrictive with regards to the right to withdrawal, questions will nonetheless arise as to what is to be gained (both legally and politically) by continuing to treat as a member, a state that has sought to withdraw.
Filed under: International Organisations, United Nations
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Theodore CHRISTAKIS
Thanks for this interesting contribution Dapo.
Persons working on this topic might find some interest in reading my commentaries of article 56 VCLT where I deal extensively with these issues: 1)Corten (O.), Klein (P.), (dir.), A Commentary of the Vienna Conventions on the Law of Treaties, OUP, 2011, pp.1251-1278 and (more detailed version): 2) Corten (O.), Klein (P.), (dir.), Les Conventions de Vienne sur le droit des traités, Commentaire article par article, Bruxelles, Bruylant, 2007, pp. 1951-2014.
Sam Zarifi
Perhaps I'm not reading this correctly, but it seems that the arguments don't really support this concluding statement: "Thus withdrawal by the Philippines, had it occurred, should have been treated as legally effective." It could be that that sentence is missing a crucial negative ( "… should NOT have been treated as legally effective…"), or the previous two paragraphs need to be clarified to support the conclusion.
Dapo Akande
Dear Sam,
Many thanks for this VERY important correction. I intended to say withdrawal by the Philippines should have been treated as legally INEFFECTIVE. I have now corrected the text.
Dapo
This is a very interesting article. But what about the principle of sovereignty? The UN Charter does not grant a right of withdrawal but also does not preclude it. Moreover, in practical terms, if a States stops contributing with the UN budget, stops sending delegates to its different organs and stops complying with the legal obligations arising from the UN Charter, can something be done?
Moshe Hirsch
Dapo, very interesting post – many thanks.
Some scholars believe that the UN Charter isn't a regular treaty but rather constitutes a significant element of international constitutional law (universally applicable to all states); if that's the case, regular rules of treaty law (such as Art 56 VCLT) should not necessarily be applied to the UN Charter. No?
Larry Helfer
Dear Dapo,
Excellent and thoughtful post. Readers interested in a contemporaneous account of Indonesian situation may wish to consult Egon Schwelb, Withdrawal From the United Nations: The Indonesian Intermezzo, 61 AJIL 661–72 (1967).
Regarding your question in the final paragraph — "what is to be gained (both legally and politically) by continuing to treat as a member, a state that has sought to withdraw?" — the answer may be quite a bit. If the other member states accept or acquiesce to a withdrawal, then the exiting state's legal obligations under the UN Charter would cease as of the date the withdrawal was effective (although this would not affect its preexisting obligations, nor its obligations under customary international law). In terms of politics, my 2005 article on Exiting Treaties, http://ssrn.com/abstract=683481, describes how withdrawal often has distinctive consequences for a state's reputation for international cooperation than breaches of international commitments.
André de Hoogh
Dapo, you claim that "[a]lthough Indonesia did purport to withdraw, the incident was not in the final analysis treated as a case of withdrawal …" If I may say so, I read this episode entirely differently. The record shows that the UN not only accepted the decision of Indonesia to withdraw, but also that it did not challenge the circumstances under which this occurred notwithstanding that these transcended those contemplated during the drafting of the Charter. After all, the election of a UN member State as a non-permanent member of the Security Council could hardly be considered exceptional and would also be, in the ordinary course of events, entirely predictable. That the UN accepted the suggestion of Indonesia to resume full cooperation was clearly done for political reasons (or practical ones) and not based upon any legal rationale. Under no stretch of the imagination could Indonesia's declaration that it had "decided … to withdraw from the United Nations" (para. 4 of the memo that you refer to) and its consequent absence from the UN be interpreted as only a "cessation of co-operation" (ibid., para. 8).
Otherwise, your claim regarding the impossibility of a Philippines' withdrawal under the circumstances seems to be based upon the claim that declarations made during the drafting of a treaty are dispositive for what is or is not allowed in this respect. Indeed, you say that allowing withdrawal in broader circumstances would be "subversive of the intentions of the parties". Yet those intentions have not made it into the text of the treaty and have therefore not been clothed in legal form. To put it in other words, technically the intention of the parties does not exist during the drafting of the treaty and declarations made during conferences, while they may have a certain relevance to the interpretation of the text of the resulting treaty (art. 31(2) VCLT), cannot be considered law for the parties. All this is but to say that it is the (customary) law of treaties which is the applicable law, and that one cannot equate statements or even declarations made during conferences to a kind of lex specialis.
Dear Moshe,
Many thanks for your comment. You are of course right that Charter is often thought of as being other than a regular treaty. However, it is still a treaty and I believe that the rules of treaty law do apply to it. They may not apply in the same way (for example, we may be more willing to rely on the object and purpose of the Charter than on the text) but this will usually be because of flexibilities that exist within the law of treaties, rather than because the law of treaties does not apply. In this particular case, it is significant that the drafters of the Charter themselves seemed to be of the view that something like the customary law equivalent of Art. 56 would apply to the Charter.
Dear Andre,
Thank you for your comment. First of all, when I said that the Indonesia incident was not in the final analysis treated as a case of withdrawal, I did not mean to suggest that the UN did not in the first place treat Indonesia as having withdrawn. I think Indonesia was, during its absence, treated as having withdrawn. However, the procedure adopted for its readmission, could only have been taken on the view that Indonesia had not withdrawn. Indeed, this point was made explicitly and adopted by consensus at the time of Indonesia's readmission. Nevertheless, my own view is that Indonesia did indeed withdraw and should have been treated as such. Thus the procedure adopted for readmission, was, in my view, legally questionable.
Second, you question recourse to the drafting history in considering whether there is a right to withdraw. It is important to emphasise here that recourse to the drafting history is what is required by the relevant rule of the law of treaties (Art. 56). Moreover, the rule in Art. 56 – at least Art. 56(1)(a) is generally regarded as customary (the position with regard to Art. 56(1)(b) might be different – see Theodore Christakis' excellent commentary that he refers to above). And that rule only applies where the treaty contains no express provision on termination/withdrawal. In other words, the rule in Art. 56(1)(a) is specifically directed at permitting recourse to the drafting history for the purpose of establishing whether there is a right to terminate the treaty.
Peter Kyla
I believe that a special consideration, with regards to the interpretation of Art. 56(1) of the Vienna Convention on the Law of Treaties, should be made when dealing with foundational treaties of international organizations. That's because of the principle of sovereignty of states.
It seems difficult to accept that a state could be forever forbidden to withdraw its membership from an international organization and thus be irreversibly limited in its sovereignty. After all, to become a member of an international organization is a political decision and the political direction of a state can indeed change in time.
That said, and as was already mentioned, a strong argument can be made that the UN Charter is not a simple foundational treaty like others. It can be even argued that to withdraw from the United Nations means to withdraw from international community as a whole and even from contemporary international law (which is biult upon the UN Charter). Indeed, that would create a completely different discussion.
Dapo Akande is one of the editors of EJIL:Talk!. He is Professor of Public International Law at the University of Oxford and Fellow of Exeter College, Oxford. He is Co-Director of the Oxford Institute for Ethics, Law & Armed Conflict. Dapo is a member of the Editorial Board of the American Journal of International Law, an Emeritus Editor of the European Journal of International Law; and a member of the advisory board of several other journals. He is a Counsellor of the American Society of International Law, a Trustee of the British Institute of International and Comparative Law and a member of the Africa Group for Justice and Accountability. Read Full


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The Importance of Physical Activity in a Senior Care Facility
Published In Mental Health & Well-Being
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Physical Well-Being
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Research shows that incorporating therapeutic activity and physical exercise into senior care will contribute to a more independent life as well as a higher level of functioning. Physical activity increases self-esteem and good mental health. The more a senior is encouraged to engage in regular physical exercise, the more likely she will feel a sense of accomplishment, more hope, and have a positive attitude toward herself.
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Sometimes, in the secular world in which we live, it's easy to overlook the importance of developing and maintaining spiritual health. Certain physical activities like yoga, tai chi, and breathing exercises are designed to incorporate mind, body, and spirit. These types of exercises are best when utilized as preparation for, or in conjunction with, prayer or meditation. When seniors are in "fit" spiritual condition (grounded, centered, and in touch with their feelings), there is less depression, and more serenity, hope, and peace of mind. These feelings help when it comes to accepting one's mortality and preparing for the inevitable end of life.
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Hello all, and welcome to my shiny new blog where I shall be chronicling the ups, downs, and inbetweens of my three months in Salzburg, Austria. At the moment, thirteen days and the impossible task of packing stand between me and my transatlantic flight. As that does not make for very interesting reading, I'd like to use this time before departure to encourage you all to keep in touch and have a lovely fall!