The typical J. Walter Thompson Worldwide Creative Director salary is $195,771. Creative Director salaries at J. Walter Thompson Worldwide can range from $116,601 - $353,561. This estimate is based upon 26 J. Walter Thompson Worldwide Creative Director salary report(s) provided by employees or estimated based upon statistical methods. When factoring in bonuses and additional compensation, a Creative Director at J. Walter Thompson Worldwide can expect to make an average total pay of $196,988 . See all Creative Director salaries to learn how this stacks up in the market.


text:
if(Strongly regular graph) » Refine Search
Spanning trees, toughness, and eigenvalues of regular graphs
by Wong, Wiseley, Ph.D. University of Delaware. 2013: 109 pages; 3595000.
Some Results on Partial Difference Sets and Partial Geometries
by Neubert, Eric, Jr., M.S. Michigan Technological University. 2019: 64 pages; 13863113.
Gunrock: A Programming Model and Implementation for Graph Analytics on Graphics Processing Units
by Wang, Yangzihao, Ph.D. University of California, Davis. 2017: 134 pages; 10251096.
Beyond regular: Pattern matching with extended regular expressions
by Carle, Benjamin, Ph.D. State University of New York at Albany. 2010: 60 pages; 3402517.
Multi-GPU Graph Processing
by Pan, Yuechao, Ph.D. University of California, Davis. 2019: 136 pages; 13809782.
A Heuristic for the Constrained One-Sided Two-Layered Crossing Reduction Problem for Dynamic Graph Layout
by Mai, Dung, Ph.D. Nova Southeastern University. 2011: 264 pages; 3474089.
A Study of the Regular Educators' Preparedness to Educate Students with Autism Spectrum Disorder
by Rhodes, Tammy, Ed.D. Lindenwood University. 2015: 151 pages; 10031819.
Theory of Graph Traversal Edit Distance, Extensions, and Applications
by Ebrahimpour Boroojeny, Ali, M.S. Colorado State University. 2019: 67 pages; 13812734.
War and voluntary military service: Exploring the relationship between opinion regarding war and Regular Army enlistment and retention, 2000-2007
by Schnack, Troy A., Ph.D. Fletcher School of Law and Diplomacy (Tufts University). 2012: 239 pages; 3539938.
Prediction of Ecological Function in the Microbiome Using Machine Learning on the Graph Spectra of Coevolving Subnetworks
by Neches, Russell Y., Ph.D. University of California, Davis. 2017: 317 pages; 10686826.
Algorithms for Graph Drawing Problems
by He, Dayu, Ph.D. State University of New York at Buffalo. 2017: 107 pages; 10284151.
Spectral Analysis of Directed Graphs using Matrix Perturbation Theory
by Li, Yuemeng, Ph.D. The University of North Carolina at Charlotte. 2017: 143 pages; 10618933.
Pennsylvania Middle School Principals' Attitudes toward the Inclusion of Students with Disabilities in the Regular Education Classroom
by Hack, Alan Jay, Ed.D. Wilkes University. 2014: 139 pages; 3670314.
Graph-theoretic methods for the analysis and synthesis of networked dynamic systems
by Zelazo, Daniel, Ph.D. University of Washington. 2009: 121 pages; 3393985.
Witness proximity graphs and other geometric problems
by Dulieu, Muriel, Ph.D. Polytechnic Institute of New York University. 2012: 115 pages; 3518747.
Graph-based learning for information systems
by Li, Xin, Ph.D. The University of Arizona. 2009: 197 pages; 3352368.
The relationship between perceived organizational support and teachers' sense of efficacy in regular and alternative schools
by Knight, Jonathan K., Ed.D. University of Arkansas at Little Rock. 2013: 119 pages; 3587620.
Attacks on difficult instances of graph isomorphism: Sequential and parallel algorithms
by Tener, Greg Daniel, Ph.D. University of Central Florida. 2009: 153 pages; 3401107.
General and special educators' attitudes toward students with severe disabilities included in the regular education classroom
by Davis, Tracie, Ed.D. Walden University. 2009: 117 pages; 3355078.
Random Graphs with Attribute Affinity
by Radcliffe, Mary L., Ph.D. University of California, San Diego. 2012: 91 pages; 3511135.
Efficient and Flexible Solution Strategies for Large-Scale, Strongly Coupled Multi-Physics Analysis and Optimization Problems
by Westfall, James, Ph.D. University of Colorado at Boulder. 2016: 151 pages; 10108692.
Developing a Method Using Graph Theory to Quantify Student Conversations in Groups
by Chai, Albert, M.S. University of California, San Diego. 2019: 117 pages; 13882064.
Ordinary Voltage Graphs In Pseudosurfaces And Derived Cellular Homology With Applications To Graph Embeddability
by Schluchter, Steven, Ph.D. The George Washington University. 2014: 130 pages; 3623355.
Computation of evolutionary change
by Stanek, Edward Jason, Ph.D. Iowa State University. 2009: 95 pages; 3352259.
Singularities of configuration and graph hypersurfaces
by Patterson, Eric, Ph.D. The University of Chicago. 2009: 764 pages; 3362457.
Multilevel Solution of the Discrete Screened Poisson Equation for Graph Partitioning
by Labra Bahena, Luis R., M.S. California State University, Long Beach. 2017: 104 pages; 10638940.
The strong chromatic index of Halin graphs
by Hu, Ziyu, M.S. California State University, Los Angeles. 2014: 60 pages; 1583070.
Graph-Based Rhythm Interpretation in Optical Music Recognition
by Jin, Rong, Ph.D. Indiana University. 2017: 135 pages; 10642136.
Graph diffusions and matrix functions: Fast algorithms and localization results
by Kloster, Kyle, Ph.D. Purdue University. 2016: 114 pages; 10149739.
Generalized factorization in commutative rings with zero-divisors
by Mooney, Christopher Park, Ph.D. The University of Iowa. 2013: 125 pages; 3595128.

redpajama_set_name: RedPajamaCommonCrawl


text:
Q: How to clear js/css files from chrome? I have checked the disable cache in chrome console, yet js and css files are not refreshed, I have tried clearing cache and history manually but still nothing, it is not server-side either because from another browser the files are the latest...

A: You can do it in two ways:

*

*Hard Refresh
Press Ctrl + F5.

*Incognito Mode
Press Ctrl + Shift + N to start a Private Browsing Session.

*Clear History
Press Ctrl + Shift + Del to clear your history.

A: Press Ctrl+F5 or use this plugin: https://chrome.google.com/webstore/detail/clear-cache-shortcut/jnajhcakejgchhbjlchkfmdidgjefleg

A: Hit Cntrl+F5 and hit Return...

A: Well, I know you said it isn't server side, but it really can be.
Try to put version on your script/style as my example:
<link href="../Styles/style1.css?v=1.2.0" rel="stylesheet" type="text/css" />
<script src="../Scripts/jquery.min.js?v=1.2.0" type="text/javascript"></script>

redpajama_set_name: RedPajamaStackExchange


In an effort to find new and aspiring comic book talent, DC Entertainment has launched Talent Development Workshops for both writers and artists, led by bestselling and acclaimed comic talent including Jim Lee, Geoff Johns, Scott Snyder, Klaus Janson and Andy Kubert. The series of workshops are designed to give access and a voice to new and prospective talent, providing an opportunity to showcase their work following intensive DC workshop sessions.
Online applications for DC's Artists Workshop will be accepted April 1-30, 2016 while applications for the Writers Workshop will be accepted May 1-31, 2016. DC's new Talent Development website offers extensive tips, advice and recommended reading to help potential applicants navigate the submission process. Both workshops will take place in fall 2016.
"I've brought in a lot of new writers to DC, both from within and outside of comics, for Rebirth, working with them closely as we rebuild our universe," stated DC Entertainment Chief Creative Officer, Geoff Johns. "The creative growth of DC comes from new voices joining the mix, both writers and artists, and it's been an absolute highlight to work with them."
The 2016 Artists Workshop was developed by DC with world-renowned artists Jim Lee, Klaus Janson and Andy Kubert and follows a successful pilot program that took place in fall 2015. Visit DCComicsTalentWorkshop.com to view artwork completed by pilot program students.


Mis-labeled Tree - What Should They Have Done?
One of the first trees I purchased for my new yard ten years ago was a fruitless Sweet Gum (Liquidambar styraciflua). I wasn't actually planning to buy this variety of tree but decided when I saw it at a garden center that a Sweet Gum tree that had all the good attributes of a Sweet Gum, but no fruiting, would be a good tree.
Without going into all the details, it turned out that this sweet gum was far from fruitless and in fact is very heavily fruiting most years.
I still have the receipt and the tag, both of which say "fruitless".
About six years ago, I decided to go back to this garden center with pictures of all the sweet gum balls hanging on the tree and copies of the receipt and tag. I wanted them to know the tree was mis-labeled and I was disappointed. I wasn't going to ask them to remove the tree so I could plant a tree that I really wanted or anything like that. I just wanted them to do something to show they cared and were sorry about it.
Oh those lucky garden center employees! I made their day. I don't think anyone had every come back with proof that a tree they sold was mis-labeled. And by the way, it seems to have been mis-labeled by the wholesale nursery first.
They looked at my picture, copies of the tag and receipt, and me and deferred the whole problem to "the manager" who was conveniently not in. But they assured me, promised me, that he would call me!
Six years later, I'm still waiting for that call and I've only gone to that garden center once or twice since then. That hasn't been as hard to do as it sounds because this garden center is not on my side of town.
But when people ask me where to go to buy trees, I tell them about the mis-labeled tree that I got at this garden center, because they should be aware that such a thing can happen to anyone.
What would you have done? What should the garden center manager have done?
I hate it for you Carol that your tree was mislabeled. I probably would have done the same thing you did.
I can't imagine that the manager didn't call you. I might have called him/her directly to make sure the message was relayed.
I certainly have an opinion on that, Carol. They should have offered you a refund or store credit for the amount you paid for the tree.
Not long ago I had this problem on a smaller scale: http://www.penick.net/digging/?p=315. At my favorite nursery I bought an ornamental grass labeled as a 'Yaku Jima' miscanthus, which I specifically wanted. The grasses weren't in bloom, but the pot was clearly labeled. After a few weeks, it bloomed the bottlebrush inflorescence of a pennisetum.
I went back to the nursery to discuss it with the manager. Their now-blooming pennisetums were still mislabeled, by the grower, as in your case. The manager apologized and gave me a store credit. Problem solved and customer satisfied.
Doing the right thing creates loyal customers.
Knowing which nursery you are referring to and knowing that is a well known, non-big box establishment, I think I would still try to let the manager know how dissatified you are and show him the same proof that you had last time. Maybe they have a new manager. And I think I would ask for the manager first, before explaining the situation in any detail. If they ask why you waited so long, tell them you have tried in the past to talk to them about it. A store's reputation is very important to them and most wish to preserve it.
My neighbors in Alabama had a huge Sweet Gum tree that dropped most of it's fruit in my yard. It is the only tree I've ever hated. I'm not sure what I would have done in your situation, probably return and at least get my money back. After ten years though, I'm not sure there is any recourse.
Sorry to hear about your disappointment, Carol--how frustrating! Really, they should have known that it was mislabeled before they even set it out for sale. To my knowledge, the only fruitless sweet gum cultivar is 'Rotundiloba', with distinctly rounded, rather than pointed, lobes on the leaves. I planted one of those over 15 years ago, and it has never fruited. Maybe they've introduced other fruitless cultivars with pointed leaf lobes since then, but I haven't heard of any.
Carol: The tree was probably mislabeled by the wholesale grower as you mentioned. The store manager should have called you back. Very poor customer service! He/She could have easily given you a store credit and gotten one in turn from the wholesale grower who should have been notified. Customer service makes the difference as Pam's comments have shown! The garden centers are suffering and they cannot afford to lose any customers! That being said, one of the garden centers I deal with had a customer return a dead shrub for credit with the receipt. The receipt was from Home Depot! I kid you not! No excuse for that poor service you received though! I wouldn't go back either!
I know what the manager of our Tree and Shrub department would have done -given you a full credit for the mislabeled tree and then inform the grower of their error and have it adjusted on their account. To mislabel a tree is inexcusable in the nursery business.
Our garden center would rather have a happy customer that will do repeat business and does everything in its power to rectify any mistakes. And that is why we are one of the most successful garden centers in the city.
I would have definitely informed them of the error. And I would expect a call back from the manager. While a full refund might not be honored, I would expect some sort of compensation in the way of a gift card, at least. Customers are #1. Happy ones.
Personally, it's sad to admit, I'd probably grin and bear it. But I know that's the wrong thing to do!! REALLY I do. So I'm glad you tried to get them to get them to make it right.
Since after all this time it still bothers you so much that you're telling other potential customers about this mistake, talk to the manager and tell him/her that given the chance you're not recommending their nursery. Likely, they'll be smart enough to see that replacing your tree will be much cheaper in the long run.
I'm impressed that you kept the label and the reciept for so long! Perhaps if you wrote a letter (snail mail not email) to the nursery and explained what happened and what didn't happen and what you would like to have happen, they would reply. Companies hate paper trails! Verbal complaints can be ignored. Written ones can't.
Don't you just hate that when it happens? All your careful thinking and planning goes down the drain when you get a mis-labeled plant or, even worse, tree. I'm with Pam on this. In my country when something like this happens the law requires the seller to either give you a refund or the right plant/tree.
Carol, I would have done the same thing you did. I had a similar experience with Menard's, and I now will only do business with them when it's absolutely the only other choice.
That being said, mistakes are made because we're all human, but when this happens, someone should do something to compensate for it. It's a way of showing you really care and that the mistake wasn't intentional.
I think they should give you store credit for the amount you paid, then they should notify their supplier of the error.
When someone comes in upset about something we ask the customer what it is that they would like us to do? Yep, you got the power! Want a new tree to plant? Want credit on the tree you bought? Want me to do a little dance while signing the praises of May Dreams Gardens? I'll do it. In addition we would also contact the grower and let you know what they say.
This is all so preventable. While the original mistake, the now planted fruiting Liquidambar has already happened, they are just compounding the hurt by never having contacted you.
Companies are supposed to be in the business of satisfying their customers--or so I always thought. Now, being the sort of person I am, (mild mannered until riled), I would have called and visitd the nursery numerous times until I did get to speak to the manager and some sort of solution was offered. Granted, it was probably the wholesaler at fault. I do know that in nurseries things get mislabeled not only by staff, but by customers picking up tags to look at them and replacing them in the wrong container. But I would still have made a fuss in this case. This isn't a five dollar perennial, after all. It's a tree, a large, slowgrowing and generally expensive item.
Anyone knowing about good customer service would have 1. called you back 2. apologized 3. offered a replacement tree or credit.
These stores with their :customers last" attitude reap what they sow in the future.
Wow, thanks for the support, you all would do great at customer service. It's been ten years, so I think I'm ready to let it go at this point, especially knowing that a refund would not have been an unreasonable request.
The tree was $35 by the way. I did figure out, Nan Ondra, when I did more research when the tree first started to fruit, that it was 'Rotundiloba' with rounded leaves that didn't fruit. I know now that if I ever see a sweet gum with 'regular leaves' tagged as fruitless, that it isn't. But you all know how it is when you get to the nursery. No reference books on hand, so you have to trust the tags!
This is one of those errors that make me crazy, and I've written about before on my blog.
Across the nation we have small businesses wringing their hands and complaining that the big box stores are driving them out of business because the small businesses cannot match the big box prices.
Yet here we have an example of an opportunity to provide good customer service, one of the most important differentiators between big box and small business, and it is wasted.
It doesn't matter where the error originated, the more important error was in not addressing the mix-up when given the opportunity.
I would continue to share your dissatisfaction with others, and if you are feeling charitable, attempt one more time to provide some education to the manager about an issue that can certainly be make-or-break for the business.
This is a great lesson from a nursery persepective.
What we do at our nursery is 3 months after the sale we send our customers an email and ask them to rate us on our Staff, Quality expectation and leave a comment if they wish. We then print this out and put it on the notice board for all the staff to read from the staff who graft and propogate to the customer service staff.
Most of the time it is a big moral boost for Staff and gives us work satisfaction but the customers who we haven't met all their expectations often give us the wake up call to get our act together in whichever area they have complained about.


We have double door ice boxes that can be delivered to your location that will hold up to 1400lb of ice. The double door box is approximately 78″ wide, 34″ deep, 75″ tall and requires a standard 110V plug.
Our 5×9 Refrigerated Trailers can hold up to 6,000lbs of ice with double swinging doors in the rear which makes for easy access to remove your product. This requires a standard 115V plug.
Our 53ft refrigerated Trailer is self sufficient without the need of electricity. It will hold up to 40,000lbs of ice and does have the need to be refueled during long events.


since the pine 64 uses the pi2 pinout, would this work with my pine64 2gb?
Im looking to make a cheap but reliable NTP server to provide accurate ime to other ntp servers on my network.
The UART should be no problem, but PPS support you have to do some work, check which pin is used here first. I think someone added PPS support to a Pine a while ago (use search). Basically you have to add the devicetree entry defining the PPS pin and add the PPS driver to your linux kernel.
(02-16-2017, 06:27 PM)xalius Wrote: [ -> ] The UART should be no problem, but PPS support you have to do some work, check which pin is used here first. I think someone added PPS support to a Pine a while ago (use search). Basically you have to add the devicetree entry defining the PPS pin and add the PPS driver to your linux kernel.
... check !! in addition you may have to add a pull-up or pull-down resistor to the hat. be careful.


text:
The Republic of China (ROC; commonly called "Taiwan") competed at the 1960 Summer Olympics in Rome, Italy. 27 competitors, 24 men and 3 women, took part in 18 events in 6 sports. The nation won its first ever Olympic medal.  The ROC was forced to use the name "Formosa" (formerly the common Western name for the island). In the opening ceremony the athletes marched behind a sign reading "UNDER PROTEST".

Medalists

Silver
Yang Chuan-kwang — athletics, men's decathlon

Athletics

Boxing

Football

Shooting

Three shooters represented the Republic of China in 1960.

25 m pistol
 Chen An-hu

300 m rifle, three positions
 Wu Tao-yan

50 m rifle, three positions
 Wu Tao-yan

Trap
 Wang Ching-rui

Swimming

Weightlifting

Notes

References

Citations

Sources

Official Olympic Reports
International Olympic Committee results database

Nations at the 1960 Summer Olympics
1960
1960 in Taiwanese sport

redpajama_set_name: RedPajamaWikipedia


text:
Q: fork() and free all allocated memory I'm writing a service (i.e. background process) and want to offer starting it via a shared library. That is, someone wanting to use the service would link to the shared library, call it's start() method, which would fork and return. The fork would then run the service.
The problem with this approach is that the service process now might have a lot of legacy allocated memory it actually doesn't need. Is there a way to get rid of that and have the forked process allocate its own stuff? I know about exec() of course, but the problem with that is

*

*that I need an executable which might not be in the location I expect it to be due to different operating system folder layouts

*that I'd have to cast all potential parameters to string to pass it as program arguments to exec().

So basically, I'm looking for a way to call an arbitrary function func()  with some parameters that should run in a new process, and everything not passed into that function shouldn't be in the new process. Is there a way to achieve this or something similar?

A: This is an interesting question that I sadly don't have a good answer for. I doubt any cleanup strategies like sbrk+close+munmap will reliably allow any libc based code to continue to function, so I'd try to make exec'ing better:
For any kind of exec based solution, you should be able to deep-copy data into shm to pass non-strings. This should take care of your second problem.
Here are some wild suggestions for your first issue:

*

*Don't: just require that an executable is in PATH or a compile-time directory.
This is transparent and follows the UNIX philosophy. An error message Can't find myhelper in PATH will not slow anyone down. Most tools depending on helper executables do this, and it's fine.

*Make your library executable, and use that as your exec target. You can try finding its name with some kind of introspection, perhaps /proc/self/maps or whatever glibc offers.

*Like above, but exec python or something you can be reasonably sure exists, and use a foreign pointer interface to run a function on your library.

*As part of your build process, compile a tiny executable and include it as binary data in your library. Write it to /tmp and execute.
Out of these, I prefer the simplicity and transparency of #1, even if that's the most boring solution.


Music, Performance, Passion. Words that define Lazer Mike. Duo formed by Miguel Oliveira and Carlos Lázaro, both from Aveiro, Portugal, their sound is based in the various forms of House Music, associated with the creativity, spontaneity and improvisation of the live act itself. Each set is filled with uniqueness, passing the raw essence of dance music from the booth to the dancefloor. With the finest musical selection, from deep basslines to classic 90s organ riffs, the old school meets the new school, bringing together the best of both worlds.


Sometimes it's the smallest moments that provide the greatest insights into the tremendous progress that Bud is making.
I've written a lot about Bud's language development - his earliest language, the flashes of development, my hopes for him to develop a flexibility and ease in dynamic situations. But sometimes it's difficult to recognize Bud's development as it happens. To be sure, our conversations have gotten lengthier and more complicated, his language more spontaneous and free - but as it happens day-to-day, it is sometimes only in retrospect that I can see how far he's come.
The other day, though, I recognized his progress in the moment. We were in the middle of the bedtime routine when I discovered that his toothbrush was missing. (Bud is a big fan of toothbrushes, and much to my chagrin he frequently carts them around the house to use as playthings and character stand-ins.) With a sigh, I instructed him to go downstairs to the other bathroom and retrieve his spare toothbrush.
I waited upstairs while I heard him pad down the stairs. Seconds ticked by, then minutes, and I heard him rattling around in the kitchen.
In an exasperated tone I shouted from upstairs, "Bud, did you find your toothbrush?"
His reply came instantly, also with a hint of exasperation: "Papa's in the bathroom!"
The conversation stopped me short.
In Bud's earlier logical, linear, concrete communication style, the question "Did you find your toothbrush?" would have had two possible responses: "Yes, I did" or "No, I didn't."
But Bud wasn't thinking in a logical, linear, concrete way. He was thinking in a flexible, dynamic, abstract way. He listened to my words, he listened to my tone, he considered the context, and he knew instantly that I was not actually asking him if he'd found his toothbrush. He listened to "Did you find your toothbrush?" but he heard (accurately) "I am getting frustrated because I told you to get your toothbrush and bring it here and you haven't done it yet."
Then, in a fraction of an instant, having considered my question, he responded. He said "Papa's in the bathroom," but he meant "Please get off my back - I am trying to follow instructions but I can't get into the bathroom right now and am just biding my time until I can."
Bud spoke only four words. But what he didn't say spoke volumes.
What an insight! I worry a lot about the mechanical responses, the observations that aren't spontaneous, but learned and memorized. I notice it more when my son is interacting with his peers or even other adults—that's when it sounds the most foreign to me.
Hooray for Bud and his emerging powers of observation and communication!
YaY! Those are the moments we're working for.
YAY. I can't wait until he rolls his eyes at you and clucks his tongue.
Wow! Those moments are thrilling. Go Bud!
Who says our kids don't have TOM-----Charlie has been asking for "tickle" which is a way to get me to follow him to do something he wants!
Jumps are beautiful. Let's hear it for subtext!!
So much communication that others take for granted is really a cause for celebration!
I would have NEVER dreamed when Ben was younger he and I could talk like we do now...he's 13.
Yay! So glad to hear about Bud's progress. And the missing toothbrush...?
It is amazing how one simple moment like that can take our breath away!
That's beautiful. I love moments like that--with all my children, delayed or not.
so exciting! so much complexity beneath the words! yippee for bud!
Wow, how wonderful! That is truly awesome.
just found your blog through the 'kind blogs' list. what a beautiful post. and what a special, dedicated mom you are!


text:
Facebook wants you to comment on its Trump ban. Here's how.
By Julia Musto
In this photo illustration a Facebook logo seen displayed on a smartphone. (Photo Illustration by Mateusz Slodkowski/SOPA Images/LightRocket via Getty Images)
Facebook's Oversight Board is calling for public input regarding the indefinite suspension of former President Donald Trump's Facebook and Instagram accounts.
Facebook elected to refer the case to the board on Jan. 21, and the board announced the decision to take up the mantle a week later.
A description of the case provided on the board's website details the removal of two posts during the deadly Jan. 6 siege of the U.S. Capitol.
The first post was a video Trump posted as members of both parties called for him to speak out against the riot and urge the mob to stop. Trump, repeating unfounded claims, said in the video that while he knew the "election was stolen," there had to be peace.
Facebook, Instagram indefinitely blocking President Trump, Zuckerberg says
"This was a fraudulent election, but we can't play into the hands of these people. We have to have peace. So go home," he urged. "We love you. You're very special. You've seen what happens. You see the way others are treated that are so bad and so evil. I know how you feel. But go home and go home in peace."
Facebook removed the post for violating its community standard on "Dangerous Individuals and Organizations."
In a statement the same day, Trump wrote in a second post: "These are the things and events that happen when a sacred landslide election victory is so unceremoniously viciously stripped away from great patriots who have been badly unfairly treated for so long. Go home with love in peace."
Facebook removed that post under the same standard but has not clarified specifically what aspect of the policy it violated.
The social media giant then put a temporary 24-hour ban on the president's accounts, before indefinitely suspending his access on Jan. 7.
Facebook has yet to clarify the nature of the restrictions against Trump, but cited the use of their platform "incite violent insurrection against a democratically elected government."
Facebook introduces new fact-check tool to combat Holocaust denial
The board noted under the post descriptions that Facebook had said the decision to suspend Trump was "take in extraordinary circumstances" but that they believe it was "necessary and right" when weighted against their Community Standards.
What's left for the board -- and the public -- to determine is if the tech company was, indeed, correct to take action.
Furthermore, Facebook is requesting "observations or recommendations on suspensions when the user is a political leader."
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"We believe our decision was necessary and right," Facebook Vice President of Global Affairs and Communications Nick Clegg said in a statement. "Given its significance, we think it is important for the board to review it and reach an independent judgment on whether it should be upheld."
Developed to be Facebook's "Supreme Court," the Oversight Board -- which was formed just last year -- announced its first decisions on five cases Thursday.
In four of the five cases they reviewed, they overturned Facebook's decisions to remove content related to multiple issues.
In order to reach fair conclusions, the 20-person group has placed value on comments from the general public.
"The Board is committed to bringing diverse perspectives from third parties into the case review process," they explain on their website. "Through our public comment process, we invite subject matter experts and other interested groups to share relevant information that may help the Oversight Board deliberate specific cases."
"We recognise the level of interest in our case regarding former US President Trump," they wrote in a series of tweets on Friday. "We encourage people and organizations to share their insights through our public comments process..."
In order to submit a comment, interested parties must meet several requirements including being written in English, no more than 2 pages in Times New Roman 12pt font, address the issues at hand, include a full name and/or organization, and meet a set deadline.
The Oversight Board's deadline to submit for this case is 10 a.m. EST on Monday, Feb. 8, 2021.
READ MORE AT FOXBUSINESS.COM
Family of 4 freezes to death north of Minnesota border, man charged with smuggling


text:
HomeSuicide Prevention Awareness Month: Help is out there
Suicide Prevention Awareness Month: Help is out there
| By Teresa Verity
Categories: Blog, Home, Veteran topic
| Tags: PTSD support, suicide prevention awareness month, support, Veteran topics
With September being Suicide Prevention Awareness Month, we at Homes For Our Troops want all Veterans to know help is available. The topic resonates with all of us, and many of our Veterans are actively working to prevent more Veteran suicides. The Homes For Our Troops staff and our Veteran Action and Advisory Team (VAAT) are always available to Veterans if they need assistance, information on other organizations, or even just to talk.
There are many organizations offering Veterans support for PTSD and other hidden injuries of war. Here are a few.
As of July 16, 2022, dialing 9-8-8 connects to the National Suicide Prevention Lifeline for immediate assistance from trained professionals.
VA Veterans Crisis Line 1-800-273-8255 Press 1 Find more ways to contact the VA Veterans Crisis Line at: https://www.veteranscrisisline.net/. For more information from the VA suicide prevention services visit: https://www.mentalhealth.va.gov/suicide_prevention/index.asp.
National Center for Post-Traumatic Stress Disorder(800)273-8255 Combat Call Center (877)WAR-VETS The National Center for PTSD (NCPTSD) aims to advance the clinical care and social welfare of U.S. Veterans through research, education and training on PTSD and stress-related disorders. The PTSD Information Center has Fact Sheets and Videos to answer your questions on trauma, PTSD and related issues.
VA Vet Center Program Vet Centers offer a wide range of services to Veterans and their families at 300 community-based Vet Center locations.
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Lone Survivor Foundation: (832)581-3592
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Operation Mend-Intensive Treatment Program:
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Operation First Response: The Last Mission Project 888-289-0280 Provides financial support for Veterans undergoing extended treatment for PTSD.
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text:
Homo Machina
This also makes an effective diagram on the best places to shoot someone.
Big time educational video games are a thing of the past. But, their fade into oblivion wasn't exactly based on lack of sales. In a nutshell, by 1999 a publishing company called Softkey had most of the more well-known educational games like Reader Rabbit or Carmen Sandiego or Oregon Trail. Softkey was led by my dear friend Kevin O'Leary. Yes, THAT Kevin O'Leary. Mr. Wonderful on Shark Tank. But what happened was, Kevin and the Softkey guys were bought by Mattel for 4.2 *billion* dollars, even though they really weren't worth that much and Mattel could never in a million years hoped to recoup on the deal. At least in a time frame most people would consider reasonable. This was around the time of the Dot Com gold rush, and Mattel probably had big plans for these properties related to that. But $4,200,000,000? Yikes!
It startled people at the time and later went down as one of the worst deals ever. But, people didn't really stop buying educational software. What happened is, Mattel had to try to get back what they paid for it, so they overspent on the production of the games, then over-manufactured them. The inventory outweighed the demand and what had been relatively low-cost to produce products suddenly had too much money being spent to create them. This led to Mattel posting losses on the Learning Company.. you know, the thing they massively overpaid for.. and it was thought "well shit, if Mattel can't make money on these types of games, who can?" Absurd, but that's how it works when short-sighted, overly-reactionary people are in charge. The industry decided that the bottom had fallen out on educational software, even though there was no other evidence of that besides Mattel's losses. Bye-bye educational software. Oh, and Mattel fired Kevin. Kevin was so crushed he could barely muster up the enthusiasm to sit and count his millions by the fireplace, with a glass of fine wine, probably cackling. I picture cackling. And he's naked when I picture it. I need help.
It's a little more complex than that and more than a few heads at Mattel rolled over it, but that was the downfall of educational-entertainment in the game industry. Based on nothing but an obviously bad, reactionary, short-sighted deal going about as well as expected. When business gets dumb, it gets real dumb.
One of the minigames is really just a stripped down, no-fail version of Hang-Man. The answers were a garbled word-salad. Maybe the human's date involved showing her the Oh…Sir games.
Those IPs are rotting on vine, and honestly the new Carmen Sandiego on Netflix wasn't for me, but that there's no reason for edutainment to be dead. Hell, if a group of plucky modders can save Sonic The Hedgehog (at least before Hollywood and Jim Carrey drive the final stake through his heart), why can't indies do the same for educational games? Take this idea: Homo Machina. Which is Latin for "Man Machine." But I'm sure some particularly dense and hateful parents won't know that and forbid their kids from playing the game they think is about gay robots. Homo Machina is a game that aspires to educate children on the human body. This way they'll understand the mechanics of all the things people on Xbox Live are saying they're doing with their mothers.
The real kicker is they based the game around the art of Fritz Kahn. You might not know the name, but you for sure know his work. He's the one who drew the human body like a giant factory or machine populated by human workers. He's considered the Godfather of Infographics. And, if you want to talk about someone who lived a fascinating life, look no further than Kahn. Homo Machina uses the basis of his work to teach children and adolescents about bodily functions. Frankly, it's not the worst starting point for an edutainment game I've ever heard. But what do I know? I'm inching towards the big 3-0 in two months. And, despite the Power Rangers / Super Sentai fandom, I'm fairly sure I know how the human body works. In the immortal words of Jaime Lannister: "the first time you cut a man. Realize we are nothing but sacks of meat, blood and some bone to keep it all standing." Not that I've ever cut a man. Flame throwers don't cut.
So, I recruited my nephew (age 13) and niece (age 7) to give the game a try. Homo Machina is broken up into a series of short vignettes. Holding the Switch vertically, like a tablet, you're presented with puzzles based around getting the human machine to work properly. Stuff like focusing an eye to see, an immune response to a cut, tuning into a song, etc. Each of us made one complete play-through, which takes under an hour or so. The "puzzles" are rudimentary touch-screen stuff with no fail conditions. They're all short and simply, with the only one giving me issues being the two hearing mini-games. One requires you to pluck cords in your eardrum in sync with a noise coming through, while the other asks you to tune into the frequency of the music. The final tuning bit took me forever to get everything to line up and was insanely frustrating since the touch controls throughout the game can be imprecise and fickle. The little people inside me were activating my cussing mechanism. The struggle with this game was the only of the minigames that all three of us couldn't quite get right, and in fact I had to solve it for the 7-year-old. Hah, showed her. Psssh, newb.
They could have included extra modes and challenges after the game. Like with the heart one, you just took a speed ball. Keep your heart from exploding and live long enough to say "I'M NEVER DOING THAT AGAIN!"
The short run-time (though at a low price) of Homo Machina didn't really take the edge off for me. I have to confess: I got really bored quickly with it, and never really stopped being bored. The minigames are too simple and the art style and presentation did nothing for me. It's not actively bad, but the inspired setting didn't really lead to inspired gameplay. But, Homo Machina wasn't really made for 30-year-olds. So the question is, what did the kids think of it?
The answer: they liked it. Mostly. The base problem is the framing of a human body as a factory with business people and a board of directors running the show didn't really connect with them. Both are fans of Pixar's Inside Out and that made more sense to them, at their ages, than a boardroom did. But, they loved the actual gameplay mechanics. Through those, without the story or dialog, both got immersed enough that they felt they were contributing to the life of a real person. That's important. It's the edutainment secret-sauce that the top games like Carmen Sandiego had going for them. The sense that the tasks are important and are building to something bigger. Both were disappointed that the game ended when it did. Hell, the ending took me by surprise too. The last mini-game is about lining fingers up with a possible love-interest and doesn't feel climatic at all. It ends with the people inside the human machine celebrating and dancing. It felt like we were just starting and the first chapter was over. But nope, credits. I think it says a lot about Homo Machina's potential for young people that they were both crushed that the game was over. Meanwhile, I silently did a fist-pump.
One universal complaint, besides the bleh touch input, was that the games come with almost no instructions and it's not always clear what touch motions you're supposed to be using to achieve what effect. In a game that requires you to mix chemicals to activate your adrenal glands, there's no instruction that you need to shake-up the beaker. I spent a few minutes poking at the screen trying to figure out what the next step was, including botching the puzzle by turning the heat on before the mixture was ready. None of this stuff is a deal breaker, nor particularly challenging, but what you're supposed to be interacting with and how you're supposed to are common questions during Homo Machina that you get no answers to.
This is the music game I was talking about. See the graph on top? Well, the game is quite anal about getting it just right, since I spent almost as much time trying to get that right as I would listening to an actual song. I pictured Homer Simpson stun-locked after Carl told him he was slow.
The real real question is: does Homo Machina have educational value? For thirteen-year-olds, probably not. My nephew already understood things like respiration and nerve signals. At least he still had fun playing the game. But, my niece now knows that her body makes chemicals that help her run and knows the basics of how nerves work (she got very wide-eyed when she found out her body used electricity and asked if she would ever become a super hero). So yeah, there's something here, but no means to quantify it. Then again, did kids really learn all that much about the Manifest Destiny from Oregon Trail? Over thirty-years after it came out and really, what people older than me learned from it is that dying of projectile diarrhea is fucking hilarious.
Still, I like what Homo Machina represents. I was literally just talking to developer Red Vonix (who was such a good sport with my Santa's Special Delivery review) about the gaping hole left by the lack of educational games. Think about it: the generations that came before me still talk warmly about Oregon Trail and it's hilarious death-by-dysentery lessons, while even the most cynical of millennials develop a subtle phosphorescence when talking about Reader Rabbit. That's something current generations don't have. Indie developers should take note, because it could be your work that gets the fondly-remembered meme treatment 30 years from now. Homo Machina might end up being that game for my niece and nephew. Sadly, I found it too boring to award my seal of approval to. I spent a solid week going back and forth on whether or not I should, but ultimately I can only speak for myself. If the kids don't like it, they can start their own blog. But seriously parents, you could do worse than spending $3 on Homo Machina. For example, you can force your kids to play your generation's educational games. Just remember, if you do so your kids will wonder what they did to piss you off.
Homo Machina was developed by Seaven Studio
Point of Sale: Nintendo Switch, iOS, Android
$2.99's niece thinks static electricity makes her Raiden in the making of this review.
IF I could award my seal of approval based on how RJ's kids liked Homo Machina, I would have done it. So parents, take note.
Filed under Android Reviews, iPhone and iPad Reviews, Nintendo Switch Tagged with Homo Machina, Homo Machina Mobile, Homo Machina review, Homo Machina Switch, I look forward to Homer Machina the Simpsons based spinoff
SpellKeeper
April 2, 2019 by Indie Gamer Chick 1 Comment
There's plenty of "place tiles on grid" games out there. SpellKeeper is just the latest one, and to be frank, it's not particularly special. Which is not to say it sucks or anything. If you're into puzzlers, it's perfectly fine. Then again, with puzzle games nothing I say besides whether it works or not matters. If I say it works, puzzle fans buy it. If I say it's broken, they don't. Non-puzzle fans will never be swayed to give the genre a try. That's just how it is. Yet, I keep reviewing them, because I love this genre. But it's hard to go into full Indie Gamer Chick mode and really pick apart games like this. There's not really all that much to pick apart. I feel like a food critic who has to do an entire review of an Olive Garden based on the bread sticks.
Credit where it's due to SpellKeeper: the graphics are clean and beautiful. For some reason I couldn't get the board game Pretty Pretty Princess that I forced my parents to play a LOT of in my youth out of my head while playing this. And by "youth" I mean we stopped playing around the time I was 28. Hey, that's younger than I am now. It still counts!
For SpellKeeper the concept is to place tiles called "spells" on a grid that guide a source light to crystal cocoons that open up into butterflies. The old "reflect the light" mechanic has been done a zillion times before, most memorably in Zelda: Wind Waker. Hey, the classics are classics for a reason: they work. And SpellKeeper works and is pretty fun. But having played tons grid puzzlers, I've come to the conclusion that they're the simplest of all logic-based brain-benders. Once you get a feel for reverse-engineering the levels, you should be able to breeze through most stages with minimum resistance. Often you can do this just by even the simplest of monkeying-around with the various tiles you have until the final move becomes self-evident. From there, you just sort of work backwards. I used this to solve 80% of the puzzles I finished in SpellKeeper in under a minute. Your mileage may vary, but as far as puzzle games go, this one was one of the easier ones I've dealt with. But hey, it is genuinely well done, fun, and who doesn't like butterflies? I mean, I don't. They're glorified moths we've decided are less gross or annoying because their wings are pretty. Ladybugs get away with this too. Spiders could really learn a lesson from them. If they'd just put on a little makeup they'd be on the receiving end of significantly less rolled-up newspapers. Something nice looking, you know? A red splotch shaped like an hourglass isn't enough. In fact, that just sort of makes you look like a serial killer.
Where was I?
It's worth noting that I play a *lot* of puzzle games and so you might actually find SpellKeeper harder than I did. My fans on Twitter who got copies via #IndieSelect seemed to find it challenging.
I actually do have a few things to moan about, and not that fun bedroom type of moan. The interface is moderately clunky. You use the control stick to move the cursor, but you have to use the D-pad to point some of the tiles in the direction you want to use them. The left trigger cycles through the tiles you can use. For whatever reason, it never felt natural to me and I was constantly fumbling with it. And there's a few stages with multiple-outs, which is a personal puzzle pet peeve developers productively pass-over perpetually. Hell, at least twice I finished stages without using all the tiles in my inventory. I like my logic puzzlers tightly designed and having several solutions is the complete opposite of tight (unless the game is based around that, which SpellKeeper isn't). It led to situations where know I was beating levels in ways the developer never envisioned. And for some reason, when that happens I always picture developers screaming at me in Boss Hogg's voice like he's threatening to get the Dukes. No joke. And now you will too. You're welcome.
Later in the game, SpellKeeper adds "moths" that are already hatched but turn back into cocoons if the light touches them. God, I wish that's how it worked in real life. I'd make them so much easier to hit with a shoe.
But, by far the worst part of SpellKeeper is how many tutorial-feeling levels there are. When new mechanics are introduced, which happens in all four "worlds" of the game, you can count on the first few rooms using new titles being completely toothless. It seems like these are here to help players get the hang of new tile-types. That would be a fine, perfectly logical design choice. Except for the fact that there are tutorials besides the stages I'm talking about! When you start a new world, it opens with a few tutorial rooms. And then those finish and the next few rooms are like the world's most embarrassing preschool. It's a common mistake puzzle makers do. Have a little faith in your audience, puzzle developers! This isn't a super-intense platformer or a white-knuckle rescue mission in a shooter. It's a fucking puzzler. We buy them with expectations of having our grey matter put through the wringer. You don't have to build-in rest periods for us. It's not like baseball where there's so much non-stop action that they had to create the seventh inning stretch just to assure players don't die from exhaustion after strenuously standing around doing nothing but grabbing their crotches and spitting for the last two hours.
This was satisfying in a domino rally type of way.
SpellKeeper releases tomorrow. pic.twitter.com/3qJBdMXlEZ
— Indie Gamer Chick (@IndieGamerChick) April 2, 2019
And that's especially true of puzzle games, which are at their very best when you only play one or two levels per a session. Games like SpellKeeper have their place, but I've never felt comfortable with the idea of marathoning through them. I like a puzzler I can open up when I know I don't have enough time to invest in a game that requires a lot of attention. Where I can put ten minutes into it, knock out a few stages, and then turn off my device feeling perfectly content and satisfied. If I've got a short time frame to work with, maybe I can open up Mario Odyssey and have enough time to grab a new moon. But I don't know it. But with a game like SpellKeeper, I know my session will end with progress being made. That is a puzzler at its most idealized. SpellKeeper good for that. But it should be great for that, and it's not. There's just too much downtime with relatively weak stages. To be fair, if you enjoy the genre you'll never be bored playing SpellKeeper and a lot of its puzzles offer real challenges. That's why SpellKeeper has won my seal of approval. But far too many of the levels outside the tutorials would embarrass my niece, who just turned six and will appreciate the shout-out here. Happy Birthday, Angela. Yes, you're right, that game with the butterflies was fucking easy.
SpellKeeper was developed by Silesia Games
Point of Sale: Nintendo Switch, Steam, App Store, Google Play
$5.99 put snuck away innocently while their niece got her mouth washed out with soap in the making of this review.
SpellKeeper is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard
A review copy of SpellKeeper was provided to Indie Gamer Chick. On April 2, a copy of SpellKeeper was purchased by Cathy. All games reviewed at Indie Gamer Chick are paid for out-of-pocket by Indie Gamer Chick. For more on this policy, read the FAQ.
Filed under Android Reviews, iPhone and iPad Reviews, Nintendo Switch, PC Reviews Tagged with I wonder if the name SpellKeeper was too generic for this, SpellKeeper, SpellKeeper Android, SpellKeeper app, SpellKeeper App Store, SpellKeeper iPhone, SpellKeeper review, SpellKeeper Steam, SpellKeeper Switch
Doodle God: 8-bit Mania
January 13, 2017 by Indie Gamer Chick 2 Comments
There are some things I will simply never understand the appeal in. Cricket? Baffling to me. Woody Allen films? I mean, maybe if you need a nap and have no Benadryl handy. But, despite what my retro-loving readers believe, old-timey point-and-clickers aren't among the things I don't understand. I do get those. I think they suck. I think they have no relevance today. I think I would rather be boiled in horse bile than play most of them. But I get how they could become popular when they did. The technology of the time didn't allow for full 3D environments or complex adventure storytelling. The point and click genre allowed for something sort of like that, using descriptive writing to smooth-out rough edges. My biggest problem with them is that the item puzzles involved utterly batshit insane logic that I'm sure made sense to the writer, at least until his medication kicked in. This turned the games into a tedious slog where players were forced to rub one item against another, or against the backdrop, until the right combination was found, thus unlocking the rest of the story. Again, I think they suck, but at least I understand the appeal they once had. Besides blind nostalgia, I can't imagine why anyone would want to play them now. Gaming has come so very far in the decades since. Yes, I'm aware my two favorite indies are nostalgia-bait. Hey, I never said I'm not a hypocrite.
Alcohol is made by combining Fire and Water. I'm about as far removed from being politically correct as a person can be and even I cringed in shame at that.
And then you have Doodle God, an inexplicably popular franchise that removes the story progression and is just the batshit item puzzles of days gone by, over two-hundred times. This is actually a global mega-hit. I shit you not. Millions of people, myself included, have paid real money to select two random items from a list and hope that it opens a third item that goes onto a list. That.. that.. is one of the most popular games in mobile history.
That was one of the toughest sentences I ever typed out. My hands kept trying to amputate themselves. Joke's on them because I would just replace them with a hook.
And saying the logic is batshit is putting it lightly. Some of the combinations defy the type of logic someone suffering plastic-fume-induced brain damage would find absurd. Life + Ash = Ghost. Holiest of all fucks, that is pure, unbridled lunacy. Or there's the ones that could be logically but they fucked them up. Human + Money = Work. Um, wouldn't it be Human + Work = Money? I mean, you would think, right? But then again, Logic + Lobotomy = Doodle God.
When you go to a restaurant and order more than one item from a menu, you are essentially playing Doodle God.
As for the whole 8-Bit-Mania stuff, it's just Doodle God with pixel art. Same combos. It's such a cynical cash-grab, you can practically hear the developers saying "hey, why aren't we appealing to older gamers? Maybe it's the graphics. Someone get on that." It's also $4 cheaper on Steam than the normal Doodle God is. Bizarre, but whatever. I just don't get the appeal in this at all. In fact, the worst thing I can say about Doodle God in general is that it makes me long for being stuck with one of the 80s point and click games that I absolutely detest. At least those attempt to tell a story that you feel like you're a participant in. Why is this even called "Doodle God" to begin with? If you were drawing the shapes, maybe. But you just select items from lists. It's as if someone set out to make a really ambitious game, then said "Okay, select file.. you know what, fuck it, this is too hard. Select File: The Game will do."
Doodle God: 8-Bit Mania was developed by JoyBits LTD
Point of Sale: Steam, Google Play, iOS App Store
$1.39 (Normally $1.99) said Money + Fire = Doodle God in the making of this review.
This review covered only the Steam version.
Filed under Android Reviews, iPhone and iPad Reviews, PC Reviews Tagged with Doodle God, Doodle God 8-bit mania, Doodle God PC, Doodle God Steam, Game Review, Gaming, Indie Games, Indie Gaming, iOS, iPhone, Noodle God the Ramen Simulator would be better, PC Games, PC Indie, PC Indie Games, PC Review
Luminux
June 12, 2014 by Indie Gamer Chick Leave a comment
Do you know what I hate? That we call games like Tetris "puzzle games." It seems somehow wrong, since we also apply that term to stuff like Lolo, Spyleaks, Gateways, and Portal, even though they couldn't be more different. Readers of mine suggested "Puzzle-Like." But that's just asking for a marketing disaster, like if a restaurant served you a "meat-like protein substitute." The best I could come up with is "Cognitive Dexterity Tester" or CDT for short, though that's a terrible name. Not to mention it would confuse the dentists that read me.
Yes, I'm stalling. Why? Because I really don't have a ton to say about Luminux, a game by my good buddy Eric Hornby. The idea is, you have a 5 x 4 play field on which different colored blocks spawn on. Pushing together a straight line of three or more of the same color block clears them. And uh…….. well, that's it really. The setup doesn't sound hugely complex, but it lends itself to combo-heavy gameplay, which is one of my favorite aspects of any action-puzzler (I guess that's the universally accepted term for the genre, though that still sounds wrong to me). So obviously I liked Luminux, right? Actually, no I didn't. Because it just ramps up in speed and difficulty too damn quickly. Only three levels in, blocks spawn at such an insanely fast rate that you barely have time to think. And because stuff spawns randomly, you're partially left at the mercy of the luck of the draw. After a certain point of speed, it would probably make more sense to only have one block spawn at a time. It doesn't work that way. Any spawning block you slide an existing block over is destroyed, which buys you a little time, but not enough. Once you get to level four, forget about it. I usually consider myself pretty good at games like this, but the absurd speeds combined with the luck factor are just too much to overcome.
At first, I thought this was an example of a developer trying to challenge themselves instead of challenging their consumers, but as it turns out, that was wrong. Instead, the team at Pelagic Games was trying to create an experience that could be over and done with in three minutes or less. Now, I more than anyone else has said one of the reasons I like certain handheld games (especially stuff on phones) is that you can pick them up and put them down with little consequence. But action-puzzlers don't lend themselves to that. If you have to drop your game, you have to drop your game. You can't tell someone "give me a second, I'm about to hit level four and then I'm pretty much screwed" if you're waiting in line at Starbucks. If a developer wants to limit a play session for a game like this, it really needs to be done via an actual timer. By having the game accelerate the way it does, it becomes more frustrating than challenging, and consequently turns people off. There is a slower-paced mode where the blocks only spawn in when you move blocks. I'm happy it's there, and it's certainly where Luminux is at its strongest, but having to unlock it is fucking annoying.
By total coincident, "Cosmic Meltdown" is the term Brian used to describe what was happening to me while I was playing 1001 Spikes.
That mode alone doesn't save Luminux. I feel the play field is also too small. As I mentioned earlier, the system they've created lends itself well to setting up combos. Unfortunately, there's simply not enough room to do this well. Having the field be taller than it is wide makes Luminux feel more awkward than it needs to be. If this had been made specifically for iPad, the field could have been bigger and the game would have been better. Luminux isn't without good ideas. But the package never comes together. Thankfully, when I broke the news to Eric, he took it well. In fact, he had a moment of revelation.
"So I think I see what you mean. Luminux would do better with a slower difficulty pacing because it would allow people to get into (it) easier. It certainly takes a little while to get adept enough to be comfortable with its pace and your criticism is probably the most heard one I've gotten after the release. By aiming to keep the game completed in under 3 minutes by even skilled players we instead made a game that new players have a hard time getting into. Instead, we shouldn't have worried too much about "limiting" the time frame of play and instead just focused on a pacing that would have felt better, even if it meant that skilled players might find the game taking "too long." (especially considering that skilled players already like the game.) Does this seem to be about the right lesson I should be taking from your commentary?"
Yes, yes it is. Sigh. I hate it when developers figure it out before the review is up. It makes me feel guilty when I want to use lines like "Luminux Lumi-Sux."
Luminux was developed by Pelagic Games
$1.99 in all seriousness wants to thank Pelagic games for its consideration in including "the switch" which lessened my personal epilepsy risk in the making of this review. Much love to you guys. Issue a second chance against me sometime in the future.
Filed under Android Reviews, iPhone and iPad Reviews Tagged with Android, Android Games, Apple Games, iOS, iOS games, ipad games, iphone games, ipod games, Luminux, Luminux iPhone
May 11, 2014 by Indie Gamer Chick Leave a comment
There are a lot of Angry Bird clones in indie land. With the market so crowded, it's tough to stand out. King Oddball tries to be different enough that people watching it will say "it's like Angry Birds, but.." Laugh if you will, but that "but.." is pretty valuable to have in a crowded market. If you get saddled with just "like Angry Birds" and let it linger there like that, you get dismissed instantly. In the case of King Oddball, it's "like Angry Birds, but.. you're blowing up military vehicles with a giant stone pitching smaller stones at the vehicles using your swinging tongue." You know, just like the Ottomans did.
I appreciate the utter insanity of King Oddball. It harkens back to the days when video games didn't need to make a lick of sense. I also appreciate the value it offers. $7 nets you a pretty decent amount of levels plus a ton of specialized extra challenges. And calling this an Angry Birds clone is a tiny bit lazy on my part. The mechanics are totally different, with a bigger emphasis on timing and combos. You get three shots in each stage, and can earn extra ones if you kill three or more baddies, or if the rocks bounce back to the king. Well, except when they bounce back and randomly kill the king, in an apparent attempt at a quirky Easter Egg.
While we're on that subject, another "Easter Egg" is sometimes the tongue will just randomly be smaller. It's a rarity. It only happened to me once the entire time I was playing the PS4 version, but it was hugely infuriating when it happened. I actively wondered if I had the ability to adjust the tongue-size the entire time, and spent the next five minutes pressing every combination of buttons on the PS4 pad trying to recreate it, cussing a blue-streak the whole time. As it turns out, this is just a random occurrence, sort of the developers trolling the players. On one hand, I'm guessing my reaction is exactly what they were aiming for, and that's admirable in an Andy Kaufman sort of way. On the other hand, it's just plain fucking annoying. You can't call something like that an Easter Egg. That would be like designing a car and saying one of the features is the airbag will randomly go off whenever you're driving above 60MPH.
I genuinely had fun on with King Oddball, especially when I was carting it around on my PlayStation Vita. Games like this belong on portable platforms, where you're free to kill anywhere between one minute to one hour or longer, quit at any time, and lose nothing. And, despite all the problems I'm about to bring up, I wanted to see King Oddball through to the end. Plus I fully intend to knock out some of the bonus challenges (stuff like clearing levels in a single shot, or using grenades instead of rocks) whenever I have time in need of murdering.
King Oddball has a lot of problems. It's not a particularly difficult title. Most of the later stages I cleared out in under a minute or two. Maybe I had just gotten good at it, but the game fails to scale up enough. With the exception of when I was playing on Indie Gamer Chick TV (my suckiness on there I chalk up to performance anxiety), the longest it took me to finish any stage was about five minutes, for this one. It wasn't unusual for me to string together ten or more stages that I cleared out on my first attempt, even late in the game. And then you get to the finale. It took me about a minute to finish the final stage, at which point a boss battle opens featuring a giant tank. I was actually amped up for this climatic moment. Fourteen seconds later, on my very first attempt, it was over and the credits were rolling. This is the equivalent of one of those finale fireworks on the Fourth of July being a dud. The look of disappointment on my face was later described as "heartbreaking, as if you had just learned of the existence of puppy cancer."
This shows me playing the final stage I hadn't cleared (under a minute to finish) and the boss fight (14 lousy seconds).
Maybe I just got lucky. There's no real way of knowing. There's no scoring system for the stages, like most games in this genre have. No three star ratings, or gold trinkets, no anything. They're over and you move on. This of course means no online leaderboards, and thus no way of telling if I'm just fucking insanely awesome from all this indie gaming or if King Oddball really is too damn easy. Oh sure, you do quickly unlock a "diamond mine" that allows you to replay all the stages you've cleared, and where the special object is to beat the stages again without using your final rock. But this actually kind of ticked me off. I had already beaten many of the stages with two or fewer rocks remaining, and now you mean to tell me that didn't count? Fuck that. Some of those incredible shots I made were so lucky that I could never hope to recreate them. Not even on accident. It seems like this diamond stuff should have been part of the main game itself.
The physics of the rocks, which are not uniformly round, often left me screaming in emotional agony.
So clearly King Oddball has a lot to dislike about it. But, and I can't stress this enough, it's also one of the most addictive experiences I've had at Indie Gamer Chick. That might just be on me, but sometimes I finish a game and then have to go back to do all the extracurricular stuff in it just to "get it out of my system." King Oddball is the king of that in 2014 so far. Over the course of writing this review, I had to go back to, ahem, "check it against my notes" about five to six times. All the silly extra challenges are worth a look (except the Diamond crap). Hell, there's even an entire second world. The way you unlock it is silly and a waste of time (why not just have it unlock when you beat the game?) but at least real effort was put into it, instead of it just being mirrored versions of the original stages. It's an anomaly for sure: both ambitious and unambitious, King Oddball packs a ton of content, but it could have used more reasons to keep you interested. I can easily recommend it, but I can also see why it leaves many players feeling blue-balled.
King Oddball was developed by 10tons Ltd.
$6.99 (Cross-Buy PS4 & Vita) noted that I could have saved $4 and picked this up on iPad instead in the making of this review.
King Oddball is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.
Filed under Android Reviews, iPhone and iPad Reviews, PC Reviews, PlayStation Network and Vita Reviews Tagged with Android, Gaming, Indie Game Review, Indie Gaming, indies, iOS, iPad, iPhone, iPod, King Oddball, King Oddball iOS, King Oddball PS4, King Oddball PSN, King Oddball Vita, mac, PlayStation 4, PlayStation Vita


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Himachal issues notice to Oberoi's Wildflower Hall
Shimla, May 23 (IANS) The Himachal Pradesh government has issued a notice to Oberoi Group's Wildflower Hall hotel on the outskirts of this capital town for violating environment norms, an official said here Sunday.
'A notice has been issued to Wildflower Hall hotel for discharging sewage into a natural drain in forests adjoining the hotel,' state pollution control board member-secretary Nagin Nanda told IANS.
He said the discharge from the hotel is contaminating drinking water sources of more than 12 villages located in the hotel vicinity.
Wildflower Hall, at Charabra at a height of 8,300 feet amid thick verdant forests of pine and cedar, is sought after by high-end tourists, celebrities and politicians. Congress president Sonia Gandhi and her daughter Priyanka, who is constructing her cottage near the hotel, are among the frequent visitors there.
Nanda said the pollution control board officials, acting on the complaint of the villagers, found that the hotel was discharging the treated sewage water, meant for irrigating hotel gardens, into the drain.
'We have collected water and soil samples from the nearby villages and found that these are getting contaminated due to discharge of effluents,' the official said.
Wildflower Hall general manager Robert Mason, however, said: 'We have not received any notice from the government.'
Wildflower Hall was once the residence of the commander-in-chief of the British Army.
After India's independence, the building was handed over to the Himachal Pradesh Tourism Development Corporation for running a hotel. It was gutted in a fire in 1992. The government in 1995 handed over the property to the Oberois to re-construct it into a luxury spa.
At that time, the cost of constructing the 85-room hotel was pegged at Rs.400 million.
Besides Wildflower Hall, the Oberoi Group has two other hotels in Shimla – Clarke's and Cecil.
Sify Technologies to provide submarine cable landing station
Ambani brothers pledge 'environment of harmony' with new pact


This statistic shows the number of hotel overnights by tourists visiting the city of Barcelona from 1990 to 2017. Following an increasing trend, the number of overnight stays spent by tourists in the city decreased to 18.8 million, after a peak of 19.2 million in 2016. Tourist numbers staying in hotels in the city also slipped in 2017, contributing to the decline in overnight stays. Over the period of consideration, between the years 1990 and 2017, overnight stays in Barcelona have increased by a net of around 15 million.
Data was processed by Cegos from 2010 and 2014.


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The Maserati GranTurismo MC Stradales refined design is the ideal synthesis of aerodynamics and style: the marques distinctive radiator grille, between the two front light units, is topped by the long carbon fibre engine hood with its aggressive central air intake and two side air vents, derived from those used on the race-track GranTurismo MC Trofeo.
Hi, I would like more information about: GranTurismo MC
Maximum Power 460 hp
Maximum Speed 187mph301 km/h
0-60 mph 4.7 sec0-100km/h
Displacement 4691 cc
FEISTY DESIGN, NO FRILLS
The large opening in the engine hood is another functional feature that enhances the cars aerodynamics, adding character to the front of the car without detracting from the elegance of the bodywork, with its sinuous lines that dialogue with the air through the front spoiler, the side miniskirts and the slots in the front fenders, and guide its flows all the way to the extractor, also creating downforce.
AGGRESSIVE LOOKING DETAILS
The rear of the GranTurismo MC Stradale is immediately recognisable, with centrally located exhausts framed by the massive extractor designed to ensure efficient outflow from under the body. With the addition of DRL (Daytime Running Lights) LED technology, the front lights come in a feisty matt black finish, while the tail lights, also featuring led lamps, sport an exclusive burnished finish.
THE GLEAM OF A SPORTING PEDIGREE
The extremely dynamic look of the exteriors is underlined by the new 20 Trofeo Design wheels: as well as being lighter in weight, they incorporate design details typical of the Maserati tradition. A stylish finishing-touch is provided by the new triple-layer Grigio Lava (Pearl Grey) paintwork: this iridescent shade connects the curves of the bodywork to the aerodynamic openings with a beauty that changes with the light.
Thrilling power underfoot
The unmistakable roar that emerges from the exhaust tailpipes is generated by the famed 4.7 litre Maserati V8 engine, here in its top-range version, with a maximum power of 460 HP (338 kW) at 7,000 rpm. The torque, increased to 520 Nm at 4,750 rpm, makes this engines thrust and elasticity felt at once, while its throaty baritone is underlined by the permanent opening of the by-pass valves in Race mode.
60 millisecond gear shifts
While the GranTurismo offers five electronic handling modes, the MC Stradale has three: Auto, Sport and the exclusive MC Race. This setup is unique to this model, and is activated by pressing the Race button on the dashboard. This is all it takes to make the car even more aggressive and sporty, and the six-speed gearbox allows lightning-fast gear shifts in just 60 milliseconds.
TAILORING THE MC STRADALE TO YOUR TASTE IS JUST AS THRILLING AS DRIVING IT
Nothing can be compared to the symbiosis created between a driver and his racing car: the GranTurismo MC Stradale, with its strong links to the world competition, embraces this philosophy by enabling every area of the car to be customised to individual tastes and requirements. The wide selection of details, colours and materials make every car truly unique, the genuine expression of its drivers personality.


text:
Райнхольд Мак (), также известный как просто Мак — немецкий музыкальный продюсер и звукоинженер, наиболее известный многолетним сотрудничеством с группами Electric Light Orchestra и Queen, с которыми он работал, в основном, в популярной студии Джорджио Мородера Musicland Studios в Мюнхене. В 1981 году вместе с музыкантами Queen номинировался на Грэмми в номинации «» за альбом The Game.

Третий сын Мака Джон Фредерик назван в честь Фредди Меркьюри и является крестником Меркьюри и басиста Queen Джона Дикона.

Мак упоминается в тексте песни Queen «Dragon Attack» с альбома The Game, который он продюсировал вместе с членами группы, в строчках: «Gonna use my stack/It's gotta be Mack».

Избранная дискография

В качестве звукоинженера:

 Чеслав Немен (SBB): Strange Is This World (1972)
 Чеслав Немен (SBB): Ode to Venus (1973)
 Amos Key: First Key (1973)
 T.Rex: Zinc Alloy and the Hidden Riders of Tomorrow (1974)
 Deep Purple: Stormbringer (1974)
 Deep Purple: Come Taste the Band (1975)
 Electric Light Orchestra: Face the Music (1975)
 Electric Light Orchestra: A New World Record (1976)
 Sweet: Give Us a Wink! (1976)
 Electric Light Orchestra: Out of the Blue (1977)
 Electric Light Orchestra: Discovery (1979)
 Electric Light Orchestra: Xanadu (1980)
 Electric Light Orchestra: Time (1981)
 Brian May & Friends: Star Fleet Project (1983, Mini Album; mixed by Mack)
 Electric Light Orchestra: Balance of Power (1986)
 Queen: Live Magic (1986; recorded by Mack and David Richards)
 Queen: Live at Wembley '86 (1992; recorded by Mack)
 Queen: Queen on Fire - Live at the Bowl (2004; recorded by Mack)
 Queen: Queen Rock Montreal (2007; recorded by Mack)
 Rainbow: Rising (1976)
 Gordian: Madeka (2016)

В качестве продюсера или сопродюсера:

 Scorpions: Fly to the Rainbow (1974)
 The Rolling Stones: It's Only Rock 'n Roll (1974)
 Deep Purple: Come Taste the Band (1975)
 Рори Галлахер: Calling Card (1975)
 The Rolling Stones: Black and Blue (1976)
 Дэвид Ковердейл: White Snake (1977)
 Питер Стрейкер: Real Natural Man (1980)
 Queen: The Game (1980)
 Queen: Flash Gordon (1980)
 After the Fire: 80-f (1980)
 Sparks: Whomp That Sucker (1981)
 Билли Сквайер: Don't Say No (1981)
 After the Fire: Batteries Not Included (1982)
 Sparks: Angst in My Pants (1982)
 Queen: Hot Space (1982)
 Билли Сквайер: Emotions in Motion (1982)
 Queen: The Works (1984)
 Роджер Тейлор: Strange Frontier (1984)
 Meat Loaf: Bad Attitude (1984; produced by Meat Loaf, Paul Jacobs and Mack)
 Фредди Меркьюри: Mr. Bad Guy (1985)
 BAP: Ahl Männer, aalglatt (1986)
 Queen: A Kind of Magic (1986)
 Extrabreit: Sex after three years in a submarine (1987)
 Heavy Pettin: Lettin Loose (1987; produced by Brian May and Mack)
 Michael White: Michael White (1987)
 Extreme: Extreme (1989)
 Bonfire: Knock Out (1991)
 Law and Order: Rites of Passage (1991)
 Black Sabbath: Dehumanizer (1992)
 Loud: Psyche 21 (1992)
 SBB: New Century (2005)
 Julian Mack: Have you no decency (2005)
 Liquid Meat: Beat the Meatles (2006)
 The Shazam: M3TEOR (2009)
 Liquid Meat: Maximum Carnage (2009)
 Big Wood: Big Wood (2012)
 Custard: Infested by Anger (2012)
 Symphonika: In Dreams (2013)
 SBB: Za linią horyzontu (Behind the Line of Horizon) (2016)

Примечания

Ссылки


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Early adopter Salix Homes signs up to new building safety charter
Home BUSINESS Early adopter Salix Homes signs up to new building safety charter
By Chris Ogden BUSINESS NEWS SOCIETY June 7, 2019
A Salford housing association has signed up to a new charter pledging to put the safety of residents at the heart of buildings, from design to construction and beyond.
Salix Homes is one of a group of developers, contractors and housing associations that formed the Early Adopters Group in the wake of Dame Judith Hackitt's Independent Review of Building Regulations & Fire Safety in the summer of 2018.
Representatives of the group's members signed up to the new Building Safety Charter launched yesterday in London at an event attended by housing minister Kit Malthouse MP.
"We established the Early Adopters Group last year as part of sweeping reforms to make sure the building industry prioritises residents' safety and creates a real culture change as we look to rebuild this sector," he said.
"This group has become integral in helping prepare the industry for our future reforms and this new charter is an important step in making sure that the safety of residents is considered the highest priority at all stages of the building process.
"I encourage everyone involved in the industry to sign up and back this important pledge."
The charter represents a commitment to put people's safety first during the design, construction, refurbishment and occupation of residential buildings.
A spokesman for the Early Adopters Group said: "For the past year, the Early Adopters Group has been working closely with the Government to identify and test new ways of working, which will spearhead a culture change in the building industry and wider sector to put the safety of residents first.
"The crucial lesson for our industry is that we have a collective responsibility to safeguard the people living in our buildings and ensure they are safe places to live, both now and in the future.
"The new Building Safety Charter will help pave the way for real change within our sector, and the Early Adopters Group is very pleased to be the first to sign it, demonstrating our continued commitment to putting safety first."
In her review, Dame Judith called for a "culture change" within the industry. The charter is intended to spearhead this shift by motivating the sector to prioritise residents' safety at every stage of a building's lifespan.
Barratt Developments, Kier, United Living, Wates and Willmott Dixon, along with housing associations L&Q, Peabody and Salix Homes, who make up the Early Adopters Group, have been trialling new systems and ways of working in advance of any proposed changes to legislation.
The launch of the charter yesterday took place as the Government announced a new consultation on its proposed new building safety regime – Building a Safer Future.
building safetyfire safetyHackitt ReviewhousingKit MalthousenationalNorth WestSalfordSalix Homes
Chris Ogden / About Author
Chris Ogden is the editor of Housing Executive.
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A property investment company has bought a site in Doncaster, Yorkshire, where it plans to develop 60 build-to-rent homes. Godwin…
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