Some of these are a little too advanced. I want to play vanilla PvP, but I don't want to have to learn a million tactics first. I'm fine with slight changes (like dual wielding a sword and bow), but I don't want anything too advanced. I understand where you'r coming from. At first I thought that these tactics should be unlock able after defeating the End Dragon, but I think they should be something the player should learn themselves as they play the game, much like they would with crafting recipes and unintended game tactics.
I'll address a few of your suggestions.
Quivers and armor weight - I classify these as unnecessary. I think this is not definitely understandable. Can you let me know your specific thoughts on the subject so I can understand more?
If someone has diamond armor, they earned it. I don't want to have to run around in the End with leather armor because if I used diamond armor I'd walk like a turtle and be unable to quickly recover from knockback. And it'll be hard to do basic parkour if you're being dragged along by your superior resistance. Do you think it would be better to have the default player movement speed changed to be a bit faster? Or maybe lower the speed hinderance a bit more? Or both?
Crouching/Crawling - I feel like these are taken from FPS games. These would change stuff like bow duels dramatically. Could I just spam crawling/standing/crouching over and over to change my hotbox? Thanks for bringing this up. You'd have to learn to move fast enough to switch between stances and still be able to do anything else. A common strike point will always be the block you stand on though.
Diving - I'm personally fine with this. Then again, I don't fight Guardians or really fight underwater at all, so I'm not the most experienced in this area. The idea is mostly for tactical retreating through water methods, but water fights would be another a good use fir the tactic.
Swinging - Not too sure what you're describing. Don't ladders already work like this? Although, unlike leaders, vines can be where their are no blocks, you can't climb on those vines that aren't on full blocks. the idea is to be able to interact with them to jump from one to the other despite none of them being placed on full blocks and also still being able to go through them at will.
Sliding - Hold on, Crawling hasn't gotten through yet. Sliding allows you to quickly slide a couple of blocks before getting into a temporary crawling stance.
Climbing - I think you meant to say "ladders" not "letters". Thanks for the heads up.
Golden Tools - "waste" not "waist". (0_0) I swear I'm getting my new glasses soon.
For quivers, I think arrows used like we do right now are simple and easy, and I like that. Craft an arrow, shoot it.Of course, just now I realized that I might be misunderstanding you, so if you're just adding an alternative way to store arrows... oops, sorry!
Changing default movement speed would also change up parkour. I'm not an avid traceur, but I think it would still be a little messy.I still don't think better armor should necessitate slower speed. If we're going to say that a diamond armored player has an unfair advantage over a leather armored player, why don't we also modify diamond swords to have more disadvantages?
Shouldn't be too difficult. Arrow firing speed is only so limited. Even just staying to crawling could make your hitbox so much harder to hit from far away. This would become the new meta for bridging.
It makes you either stay still or sink down, I don't see why this helps you retreat.
I actually still don't know most of my crafting recipes, apart from the basic ones. :/ I know how you feel. I still can't craft a shield without messing up every time. I thought I just forget everything.
It's nice to know I'm not the only one having trouble with remembering things though... Not that I want others to forget things as often as me or anything.
For quivers, I think arrows used like we do right now are simple and easy, and I like that. Craft an arrow, shoot it.Of course, just now I realized that I might be misunderstanding you, so if you're just adding an alternative way to store arrows... oops, sorry! Don't be. I think I just need to make it more clear for the thread. Every misunderstanding that's brought up is always something I'll be great-full for to improve the thread accordingly.
Changing default movement speed would also change up parkour. I'm not an avid traceur, but I think it would still be a little messy.I still don't think better armor should necessitate slower speed. If we're going to say that a diamond armored player has an unfair advantage over a leather armored player, why don't we also modify diamond swords to have more disadvantages? That's a good point. I want the best armors to still be rewarding but still make you think more about what you need and for leather armor to actually be of use for the purpose of the game. To make people think more tactical.
What about this: the better the armor, the more resistant it is to negative effects (Leather not included), and have the armor moment hinderance back down by 1-2%.
Shouldn't be too difficult. Arrow firing speed is only so limited. Even just staying to crawling could make your hitbox so much harder to hit from far away. This would become the new meta for bridging. ... Challenge for beginners? I'm not sure if I mentioned this in the thread, but , the hit-box would go along with the body's angle as appose to shrinking or being the same for every stance (one parented to the head, the other parented to the common placement of the legs). This is for more tactical proposes that people would have to learn the strengths and weaknesses of as they play the game. The main purpose is to help players take better cover from the opposition though; however, although they might have better cover, it would also be at the cost of their speed (Perfect way to either take cover or get surprise attacked from).
It makes you either stay still or sink down, I don't see why this helps you retreat. When you'r trying to get away from mobs, the faster you sink, the faster you can run away from the other mobs that'll swim instead of sink. It'd also make is easier to dodge projectiles and perform sneak attacks on the opposition.
Right, there are vines like that. Maybe just remove hanging vines altogether, because a hanging vine shouldn't support anyone's weight. In real life they usually can. I personally got to do so in Puerto Rico every time I went over their. Their's actually about a 20-15% chance a good looking vine would not hold on tight enough to hold at least 150 pounds from what I could tell. Also depending on the strength of the specific vine and the tree type (branch resistance). But normally you can (just not as far a Tarzan).
Like soccer? Yeah. Or like baseball, fencing (self liberties considered), tag, or paintball, but more like paintball.
Yeah, though my reason is that I don't play vanilla survival. Only servers.
Alrighty. So it is an alternative way to store arrows? If so, why is it needed?
Mostly I'm worried about diamond armor messing up basic parkour/jumping.However, 1-2% would seem otherwise reasonable enough, even without the extra resistance to negative effects (as better armor already has extra basic damage resistance).But one last question. 1.9 damage scaling was intended to solve the problem of spamming to deal the most damage, IIRC. What problem does armor speed penalty solve?
I think I know what you mean. A crawling player would have a crawling hitbox. Still, that would make them much harder to see and much harder to hit, especially from far away while they're facing you. Is it really necessary? It seems like an easy way to dodge arrows (go into crawl mode when an arrow comes, go back to normal once it passes), which takes out the skill of strafing and/or quickly dodging behind a two-block pillar.
You would be able to run away swimming skeletons easier, at the risk of drowning. Seems like a niche usage.The upcoming Update Aquatic apparently is adding swimming to MC, though, so I think that'll be good enough.
TIL I know nothing about vines.You're likely right. However, it would still look weird to those of us ignorant folk who don't know about vine strength, which unfortunately might be a majority of the Minecraft playerbase.
Wait... sliding feet-first or head-first?
Alrighty. So it is an alternative way to store arrows? If so, why is it needed? It's just a faster and cheeper way to hold several stacks of arrows and switch between them slightly faster without having to go through the trouble of looking for diamonds, lava, and lapis, and then waist time randomly using XP for enchantments to find the Infinity enchantment. But I guess it does seem a bit redundant. To answer you'r question, I wouldn't say it's needed, just that i'd be nice to have to get ready faster. I think I should make it be able to shoot arrows longer, faster, or give the player a line sight showing the trajectory of where the arrow would fall, but I'm not sure what i'd be like after being enchanted with infinity. What do you think?
Mostly I'm worried about diamond armor messing up basic parkour/jumping.However, 1-2% would seem otherwise reasonable enough, even without the extra resistance to negative effects (as better armor already has extra basic damage resistance).But one last question. 1.9 damage scaling was intended to solve the problem of spamming to deal the most damage, IIRC. What problem does armor speed penalty solve? I'd just drop the likeliness of players chasing to kill newer players and make players think more tactical about what they wear like they would've have to do in real life back then (sense armor would usually not be used due to it's weight and hindered movement) and would make it easier to runaway from other players and mobs with extra protection. I've made each armor type also having their own specified resistance perk. It's not actually to fix a specified problem though. It's just to make the game a little more interesting and tactical to make it more fun and the combat aspect more worth exploring.
I think I know what you mean. A crawling player would have a crawling hitbox. Still, that would make them much harder to see and much harder to hit, especially from far away while they're facing you. Is it really necessary? It seems like an easy way to dodge arrows (go into crawl mode when an arrow comes, go back to normal once it passes), which takes out the skill of strafing and/or quickly dodging behind a two-block pillar. Although getting through smaller spaces and taking cover is the intentional use, it still takes time for you to get into the crawl position, and longer to get up. New and less experienced players would also be capable of using it to give them a better chance of hiding and defending themselves.
You would be able to run away swimming skeletons easier, at the risk of drowning. Seems like a niche usage.The upcoming Update Aquatic apparently is adding swimming to MC, though, so I think that'll be good enough. I've made it so you'r armor type would also be a determining factor for how fast you sink or swim, up.
TIL I know nothing about vines.You're likely right. However, it would still look weird to those of us ignorant folk who don't know about vine strength, which unfortunately might be a majority of the Minecraft player base. Sounds like it would be a great way to learn more about vines. I'll see what I can do to make it better.
Not too sure what you mean. Isn't the cheapest and fastest way just to put arrows in your inventory, anywhere, and shoot it like that?
A slight buff to arrows shot from a quiver would be a better incentive, yes. However, I think a line of sight would be a little OP and decrease the skill needed to shoot arrows.
It would encourage the tactic of running the heck away, yeah. Running away from strong mobs is already pretty easy, but running away from strong players is hard if they decide to chase you. I feel like it'd be a little unnecessary, though, to make stronger players have to think harder about fighting after they've worked so hard to obtain strong armor.
You'd have a new tactic of hit-and-run where players wear a light armor (maybe enchanted) with a strong sword. Run in, deal a lot of damage, run away if you get bruised-up, recover, and repeat. It'd be pretty annoying, and less fun for the stronger players, especially if the stronger armored player is the one that's hurt badly and needs to run but can't.
Making PvP require more thought could possibly be a good idea, but I'm not sure that this is the right way to do it.
Oh, it's not instant? I thought crawling would work like sneaking - press a button and instantly change position, release it and instantly go back to normal.
There're already many ways to hide and defend anyway that are pretty effective. I don't think another strong way to hide is needed, and I think smaller spaces are purposefully made to be too small to go through.
Stronger armor = slower movement in water?
Could be, as long as they don't go "must be a bug".
A slight buff to arrows shot from a quiver would be a better incentive, yes. However, I think a line of sight would be a little OP and decrease the skill needed to shoot arrows. Good point. What if it would shoot just 15% faster, 20% straiter and would allow you to use the bow itself like a stick during close combat.
It would encourage the tactic of running the heck away, yeah. Running away from strong mobs is already pretty easy, but running away from strong players is hard if they decide to chase you. I feel like it'd be a little unnecessary, though, to make stronger players have to think harder about fighting after they've worked so hard to obtain strong armor. Personally, I do love a chance every once and a while when in close quarters, but I think it would be more fun to where what you need according to the situation like people do in real life. Each player would have their own tactics from speed, to strength, to resistance, and to stealth. When every player plays the same it tends to get old and pointless. Getting better stuff should still be rewarding, but also not take away from what would make the game more fun, specifically the tactical part of the game. I tread to make it so that players would still be willing to give up some speed for a batter boost that would fit their needs.
Leather is pretty pointless and almost useless. To make it not be a waist of other's materials I made it so that it would actually have it's own use. It would help you sink slower to get out of the water faster when you need to just enough so it's not pointless.
Iron and Chain are pretty much the same, so to make them differ, Chain would weigh less while both still change the way you swim according to how you'r prefer to balance them out.
Diamond wouldn't change anything too much so it wouldn't change people's preference for diamonds, but just enough so the weight aspect could be noticeable for more tactical reasons.
Gold would weigh the most like it would in real life, witch is actually why old divers would use it for their suits to help keep them grounded. To give Gold a little more of the love it deserves, although it would still not be the most protective, it would help players get through their underwater adventures better.
Thinking about how each armor type would react with water I had to take into account what they would be like in real life and keep them balanced from each other to help keep each one unique and well balanced according to the player's style preference. The different armors would always be able to be worn with other parts of different materials for batter preference customization according to the player's preference.
You'd have a new tactic of hit-and-run where players wear a light armor (maybe enchanted) with a strong sword. Run in, deal a lot of damage, run away if you get bruised-up, recover, and repeat. It'd be pretty annoying, and less fun for the stronger players, especially if the stronger armored player is the one that's hurt badly and needs to run but can't. I think if you start a fight, sense the seed hinderance isn't actually much, it would be more worth fighting then running away. I'd be more preferable to make a tactical retreat when you don't stand a chance against the opposition (like when all you have is leather armor and the opposition has a full suit of diamond armor, or you'r weapons just aren't a affective as you'd need them to be to survive). Players would still be able to change what they where (When their's no opposition suggested). That is where the tactical part comes into play. You'd have to make sure that you have what you need ready according to what you need to do. If you're too slow to chase, you'd need to switch from melees to ranged weapons. If you don't wan't to get hurt as much, Armor would still be better then no armor. If you need as much speed as possible and don't need protection, you can take off your armor or (most preferably) switch between armors to suit your need.
Making PvP require more thought could possibly be a good idea, but I'm not sure that this is the right way to do it. I don't think Minecraft combat will ever be perfect or better then other game's, however, as of now, this is the best I (in specific) can do to help combat be more fun and original, and without copying and pasting what other games do. (A combat that would be more self defined as Minecraft's combat system.
Oh, it's not instant? I thought crawling would work like sneaking - press a button and instantly change position, release it and instantly go back to normal. Sorry, I forgot to mentioned I edited the thread so I'd take time for you to get up like it would in real life. Sorry if you got the wrong idea. I'm still editing the thread according to the feedback I get. Right now it's 1 sec. If that's what you mean by instant, do you think it should take longer? Maybe 1&1/2 - 2 seconds?
There're already many ways to hide and defend anyway that are pretty effective. I don't think another strong way to hide is needed, and I think smaller spaces are purposefully made to be too small to go through. It was actually planed to be possible, but the according to Developers, the player's hit-box's size would have to be cut in half sense they can't make it rotate, so it ended up being a scrapped idea. I think I found a way around that in my thread though.
Stronger armor = slower movement in water? Each armor type would actually enhance you'r speed a certain direction according to the armor type. Gold in spastic would help you walk under water better.
I also forgot to mention that the main reason for armor weight is to compensate for being able to where full armor and the elytra at the same time so i'd still be balanced. I also keep forgetting that this was the main reason. Sorry. I know I probably should have led with that.
Good point. What if it would shoot just 15% faster, 20% straiter and would allow you to use the bow itself like a stick during close combat.
What would 20% straighter entail? And what do you mean by using it like a stick in melee (doesn't a stick do the same damage as fists)?
Personally, I do love a chance every once and a while when in close quarters, but I think it would be more fun to where what you need according to the situation like people do in real life. Each player would have their own tactics from speed, to strength, to resistance, and to stealth. When every player plays the same it tends to get old and pointless. Getting better stuff should still be rewarding, but also not take away from what would make the game more fun, specifically the tactical part of the game. I tread to make it so that players would still be willing to give up some speed for a batter boost that would fit their needs.
The problem is, everyone uses the same armors. It wouldn't seem right to force all leather armored players to have a niche effect, and for all iron armored players to have another effect, etc. In other words, making armor too unique won't work because players are also unique, so making it more general helps it be more useful for more players.
This would force many old tactics to be unusable, and instead of making it more tactical, everyone would think in the direction of the armor's specific effect.
I'd venture to say that some armor, like leather, is less useful for a good reason. It's a cheap form of basic protection that comes from an item dropped by a very common mob. It's not supposed to possibly be more useful than iron or diamond armors.
I don't think Minecraft combat will ever be perfect or better then other game's, however, as of now, this is the best I (in specific) can do to help combat be more fun and original, and without copying and pasting what other games do. (A combat that would be more self defined as Minecraft's combat system.
However, armor weight is already being used in other games different from Minecraft. MC already has unique combat styles (e.g. Ender Pearls), I don't think we necessarily need more unique ideas for the sake of originality.
Sorry, I forgot to mentioned I edited the thread so I'd take time for you to get up like it would in real life. Sorry if you got the wrong idea. I'm still editing the thread according to the feedback I get. Right now it's 1 sec. If that's what you mean by instant, do you think it should take longer? Maybe 1&1/2 - 2 seconds?
By instant, I meant the speed of sneaking, which is so fast I can't even detect how long it was.
1 second seems alright, but it doesn't seem, well, Minecraft-y enough. Crawling and getting up slowly seem more like features of other games (especially sniping/shooting games), but not Minecraft.
It was actually planed to be possible, but the according to Developers, the player's hit-box's size would have to be cut in half sense they can't make it rotate, so it ended up being a scrapped idea. I think I found a way around that in my thread though.
Each armor type would actually enhance you'r speed a certain direction according to the armor type. Gold in spastic would help you walk under water better.
Armor would be more suited for particular players rather than a general audience.
Wait, I thought all vines looked the same in thickness?
What would 20% straighter entail? And what do you mean by using it like a stick in melee (doesn't a stick do the same damage as fists)? Shooting arrows straiter would allow them to go farther and be more accurate. I meant sticks as stated by my thread. But still be able to do the same damage it already does.
The problem is, everyone uses the same armors. It wouldn't seem right to force all leather armored players to have a niche effect, and for all iron armored players to have another effect, etc. In other words, making armor too unique won't work because players are also unique, so making it more general helps it be more useful for more players. I'm confused. If each player is unique, why would it be better to make the armors so similar? The purpose for making them defer more is so they would all have their own uses that each player would choose from according to what they want insteajust having leather that barely does anything, chain that's basically ugly iron, gold that's just not worth crafting into armor, etc... and not making any of them too OP for the game. Players will still have what they love best about the armor they use and have more options to choose from to suit their needs that differ from player to player.
I actually don't know what tactics would be unusable. Can you let me know witch ones?
I'd venture to say that some armor, like leather, is less useful for a good reason. It's a cheap form of basic protection that comes from an item dropped by a very common mob. It's not supposed to possibly be more useful than iron or diamond armors. It still wouldn't be for what people would use it for. I'd make the best floats and poisons by 1-2 seconds and actually be worth being in the game, but as armor it would still be cheap and not worth using as such. Every other armor would still begetter and more rewarding choices choices like they still are. Leather Armor would still be technically just Leather Tunic/Robes and Gold would still be the second worst choice for armor.
However, armor weight is already being used in other games different from Minecraft. MC already has unique combat styles (e.g. Ender Pearls), I don't think we necessarily need more unique ideas for the sake of originality. MC combat is basically just punching and waiting to punch again. And the occasional blocking. It's unique because their is not much added to it. That's actually why Minecraft has one of the worst combat aspects. The developers wanted to make it better by making it slower to make it more tactical; however, the way they implemented their idea was done wrong. After a lot of hate from their fans they decided to add sweeping as a future. Sweeping was definitely a better idea, but it never solved the balancing issue the fans keeper complaining about. They ended unmaking it so players can still spam and with the same amount of damage while having the option to time your attacks, but it didn't do much to make their combat any better. (That's where my thread comes in) The only part of the thread that would add a hinderance would be armor weight by only -4.5% each. that would be 18-22.5% total out of the 100% and 300% maximum survival running speed.
1 second seems alright, but it doesn't seem, well, Minecraft-y enough. Crawling and getting up slowly seem more like features of other games (especially sniping/shooting games), but not Minecraft. I actually still don't understand what people mean by Minecraft-y. I know their where people who didn't like the Redstone Update saying that update wasn't Minecraft-y, some people didn't like shields replacing swords' blocking for better protection said shields weren't Minecraft-y, people who preferred the original horse models complained that the old horse models where already Minecraft-y enough, etc... But I still don't understand what it means. It would be nice to find a solid definition I can go off of though.
A way around? How? It's in the thread. Half would be parented to the head and the other half would just be the bottom part. That way the hit-box would't have to rotate.
Each armor type would actually enhance you'r speed a certain direction according to the armor type. Gold in spastic would help you walk under water better. Yes. It's actually the only real use for a gold suit and would actually do something for the game instead of just being their. I think as the best investment for currency, it should get the credit it deserves. Sense it's not as armor it would still be the second worst armor type.
Wait, I thought all vines looked the same in thickness? I they do. I meant that for the purpose of knowing witch vines not to use you'd have another text for them. It would technically be a new vine type.
Ok, sorry to get in the middle of your conversation, but nothing like a new type of vine. Just no. That is literally pointless.
Ok. I'll keep that in mind. What if it was just that biomes like Deserts and Red Sahara that vines would stay the same but break if you try to swing (jump) from them and would have a withered texture, hanging vines solely attached to Birch and Spruce Trees leave would do the same & whenever you wear full gold armor, and after eating you just can't use hanging vines?
Ugh. I'm sorry. I just typed out an entire reply, double-checked it, then accidentally deleted it. It was incredibly frustrating. I'm not even going to try and retype it.
I prefer simplicity. You prefer innovation and customization.
Can we agree on some points?
Gold and Chain armor currently are useless because they're both much rarer and weaker than Iron armor, so that by the time you find Gold or Chain armor, you'll already have better Iron armor available to wear instead.
Minecraft's PvP could and should be improved. You actually changed my mind on this one. I thought about it and you're right. Minecraft weaponry doesn't have enough customization, especially when compared to other games. There's also the problem of how it's so predictable: if someone's at far range, ender pearl; if someone's at mid range, bow spam; if someone's at close range, sword spam. 1.9 has helped to reduce these issues, but they're definitely still there.
Okay, now for the rest.
Hanging vines should not be a new block. At most, it could be a new mechanic added to old vines, specifically the ones that're already hanging by chance.
Sticks could use their own unique ability as they look like they should do damage, but I don't think a combo attack is the best idea. It should be weaker than a wooden sword because it's still very cheap, but still better than fists in some respect.
..Which brings me to my next point. I still maintain that diamond armor should be superior to other armor in all respects. It's simple, and diamond armor is indeed the rarest. An exception could be gold armor, just like how gold tools are better than diamond tools in certain areas (though still weaker overall durability-wise).
The main feature of gold tools is that they're fast but weak. Currently, they are slightly faster than diamond tools, but because they're so easily broken, the advantage is generally negligible. Your idea to change that sounds fair enough to me, though instead of making it swing faster, it could just simply mine faster.
I don't think stuff like leather armor should have unique abilities because it'd be too complicated. I'd rather not carry an entire set of leather armor everywhere with me just because I might encounter a lake to swim across. As we will be having swimming added to the game, I don't think the ability you mentioned is necessary for now.
We will still have to acknowledge game optimization. I'm not a professional game designer, but diving the player model into 2 parts may likely have some engine drawback that we're not aware of. I reserve my judgement for now, though I say you should still consider how the inability to crawl through a small gap may very well be intentional for good reasons, such as map design and game balance.
I may add another comment if I think of anything else (especially Chain/Gold armor and sticks), but that's all I have for now. Thanks for reading.
Ugh. I'm sorry. I just typed out an entire reply, double-checked it, then accidentally deleted it. It was incredibly frustrating. I'm not even going to try and retype it. I know exactly how you feel. But at least it's a fun subject to talk about.
I prefer simplicity. You prefer innovation and customization. Yeah, something like that.
Can we agree on some points? I'm sure we'll find something.
Gold and Chain armor currently are useless because they're both much rarer and weaker than Iron armor, so that by the time you find Gold or Chain armor, you'll already have better Iron armor available to wear instead. Yes. And especially Leather with no protection and less practical then Gold and Chain.
Minecraft's PvP could and should be improved. You actually changed my mind on this one. I thought about it and you're right. Minecraft weaponry doesn't have enough customization, especially when compared to other games. There's also the problem of how it's so predictable: if someone's at far range, ender pearl; if someone's at mid range, bow spam; if someone's at close range, sword spam. 1.9 has helped to reduce these issues, but they're definitely still there. To be honest, I'm actually scared to know I "changed" someones mind. (0_0) That actually doesn't happen very often. But I'm glad we do agree on this though.
Hanging vines should not be a new block. At most, it could be a new mechanic added to old vines, specifically the ones that're already hanging by chance. Agreed. What about if it was just that biomes like Deserts and Red Sahara that vines would stay the same but break if you try to swing (jump) from them and would have a withered texture, hanging vines solely attached to Birch and Spruce Trees leave would do the same & whenever you wear full gold armor, and after eating you just can't use hanging vines?
Sticks could use their own unique ability as they look like they should do damage, but I don't think a combo attack is the best idea. It should be weaker than a wooden sword because it's still very cheap, but still better than fists in some respect. Yes. I actually wanted to make sticks better then nothing due to it actually being better then nothing in real life. I decided to use the stick in spastic due to it actually being used as a defense weapon in real life as a Bow Staff. In reality it's not the best weapon and doesn't cause the most damage, but it's usually only used for emergencies when you have nothing else better. Most people seem to underestimate it though as a weapon at all though, which for the purpose of the game I think it'd actually be a good thing.
..Which brings me to my next point. I still maintain that diamond armor should be superior to other armor in all respects. It's simple, and diamond armor is indeed the rarest. An exception could be gold armor, just like how gold tools are better than diamond tools in certain areas (though still weaker overall durability-wise). We definitely agree that gold as it is bad armor that it should still have something better to offer then diamond in certain arias without being better armor and that Diamonds should be the best armor type in the game. So diamond armor should most definitely still be the best armor and most obviously even better then no armor. Now, do we also agree that Iron and Chain should still be better armor then Gold, worse then Diamond, and Chain better then Iron at least 50-50 in their own arias?
The main feature of gold tools is that they're fast but weak. Currently, they are slightly faster than diamond tools, but because they're so easily broken, the advantage is generally negligible. Your idea to change that sounds fair enough to me, though instead of making it swing faster, it could just simply mine faster. I was actually talking about the gold weapons (he axe and swords of the gold variants). Pickaxes and shovels are already faster tools. Those 2 are actually specifically for players who are in a hurry (Usually making several to make up for horrible density) to break blocks faster. Bur the weapons are still, for the most part, pointless in-game items.
I don't think stuff like leather armor should have unique abilities because it'd be too complicated. I'd rather not carry an entire set of leather armor everywhere with me just because I might encounter a lake to swim across. As we will be having swimming added to the game, I don't think the ability you mentioned is necessary for now. It's actually just to swim out faster (Mostly just for Divers). It's not something people would want to carry around unless they actually deed it. It would be more considerable instead of pointless though, despite it still not being better then gold.
We will still have to acknowledge game optimization. I'm not a professional game designer, but diving the player model into 2 parts may likely have some engine drawback that we're not aware of. I reserve my judgement for now, though I say you should still consider how the inability to crawl through a small gap may very well be intentional for good reasons, such as map design and game balance. I actually don't expect the devision to not cause problems throughout the snapshots, but it's the only other possible to implement crawling from what I could think off without having to rotate the hit-box. The developers actually already planed to have it implemented VMC. I don't think any one map would be made for every update, especially after 1.9. and the upcoming 1.13., but I think, due to how commands are being changed, that they could be used to disable these kind of stuff. servers shouldn't be affecter at all until they're rebooted, but it would still be more worth it just to use mods for the purpose of their servers' worlds.
I may add another comment if I think of anything else (especially Chain/Gold armor and sticks), but that's all I have for now. Thanks for reading. I actually love to read your replies. Please don't withhold any judgment that could help me improve on the thread. I need all the information I can get.
I know exactly how you feel. But at least it's a fun subject to talk about.
Yes. And especially Leather with no protection and less practical then Gold and Chain.
Leather armor is used as the most basic, cheapest kind. It is the first kind people wear. Even if all you have is fists, you can eventually punch enough cows to get yourself some armor. While it isn't the best, it's certainly better than nothing.
To be honest, I'm actually scared to know I "changed" someones mind. (0_0) That actually doesn't happen very often. But I'm glad we do agree on this though.
Yeah, I try my best to keep my mind open (sorry if these verbs/adjectives are giving you a headache ;]). Persuading someone without being open to persuasion yourself is a futile act (in my opinion, of course).
Agreed. What about if it was just that biomes like Deserts and Red Sahara that vines would stay the same but break if you try to swing (jump) from them and would have a withered texture, hanging vines solely attached to Birch and Spruce Trees leave would do the same & whenever you wear full gold armor, and after eating you just can't use hanging vines?
I agree with the biome-specific vine mechanics. Not sure why you chose Birch and Spruce trees specifically. Don't think that armor and food intake should affect this, even if it might be slightly more realistic, and especially not if armor weight isn't added.
Yes. I actually wanted to make sticks better then nothing due to it actually being better then nothing in real life. I decided to use the stick in spastic due to it actually being used as a defense weapon in real life as a Bow Staff. In reality it's not the best weapon and doesn't cause the most damage, but it's usually only used for emergencies when you have nothing else better. Most people seem to underestimate it though as a weapon at all though, which for the purpose of the game I think it'd actually be a good thing.
What do you mean by "use the stick in spastic"? I thought that bolded word was a typo the first time (any luck on those glasses?).
We definitely agree that gold as it is bad armor that it should still have something better to offer then diamond in certain arias without being better armor and that Diamonds should be the best armor type in the game. So diamond armor should most definitely still be the best armor and most obviously even better then no armor. Now, do we also agree that Iron and Chain should still be better armor then Gold, worse then Diamond, and Chain better then Iron at least 50-50 in their own arias?
Iron and Chain should be better than Gold and worse than Diamond, yes.
Do you mean that Chain and Iron would be somewhat equal overall but different in specifics? I'm thinking that Iron could still have more "defense points", but Chain could have some unique ability because of its rareness. What do you think?
I was actually talking about the gold weapons (he axe and swords of the gold variants). Pickaxes and shovels are already faster tools. Those 2 are actually specifically for players who are in a hurry (Usually making several to make up for horrible density) to break blocks faster. Bur the weapons are still, for the most part, pointless in-game items.
Ah. I still think that gold weapons are inferior overall, because it only has slightly faster mining speed for certain blocks, but much slower speed for other blocks, added onto, of course, the lack of durability.
It's actually just to swim out faster (Mostly just for Divers). It's not something people would want to carry around unless they actually deed it. It would be more considerable instead of pointless though, despite it still not being better then gold.
Upcoming swimming feature does this: "When sprinting while swimming, the player will now go much faster than normal swimming, and rapidly dive down to the lowest point in the body of water."
Don't really need the new leather armor anymore.
I actually don't expect the devision to not cause problems throughout the snapshots, but it's the only other possible to implement crawling from what I could think off without having to rotate the hit-box. The developers actually already planed to have it implemented VMC. I don't think any one map would be made for every update, especially after 1.9. and the upcoming 1.13., but I think, due to how commands are being changed, that they could be used to disable these kind of stuff. servers shouldn't be affecter at all until they're rebooted, but it would still be more worth it just to use mods for the purpose of their servers' worlds.
Well, to be honest, I actually only have problems with crawling in custom maps and servers. In vanilla MC, crawling seems like a fine addition. If crawling can be disabled with commands, I'd be fine with adding it in-game. By the way, I was meaning to ask you: do you have a link to the devs' comments on scrapped crawling? I tried looking but couldn't find it with what I searched.
I actually love to read your replies. Please don't withhold any judgment that could help me improve on the thread. I need all the information I can get.
I think the thread is fine, of course apart from the small typos here and there. I actually like that you take time to respond to what I say.
Although, can I ask you one question? What's that 45/55% controversy you brought up in the OP about?
We should add a riding damage buff. Sword fighting has always in history been enhanced by the power of horse-riding. I believe this would be a good addition to combat that we can use in Minecraft.
I actually really like the weight idea. It makes sense and if you think about it, 20% slower isn't that much.
I like the idea. I actually agree, it really does seem to be a waisted opportunity.


text:
Il Business Process Model and Notation (BPMN) è una rappresentazione grafica usata per specificare i processi aziendali in un business process modeling (BPM).

Originariamente sviluppato dalla Business Process Management Initiative (BPMI), BPMN è stato successivamente gestito dall'Object Management Group (OMG) dopo che le due organizzazioni si sono fuse nel giugno 2005. La versione attuale di BPMN è la 2.0.2, pubblicata nel gennaio 2014

Sebbene sia una specifica OMG, nel luglio 2013 BPMN è stato codificato come standard ISO disciplinato dalla norma tecnica ISO/IEC 19510.

Descrizione
BPMN è uno standard per il business process modeling che fornisce una notazione grafica per specificare i processi aziendali in un Business Process Diagram (BPD), basato su una tecnica di diagramma di flusso molto simile ai diagrammi di attività UML. BPMN e UML sono due specifiche di modellazione sviluppate dall'OMG che non sono in competizione ma complementari: UML enfatizza l'analisi e la progettazione di un sistema informativo, mentre BPMN si concentra sull'analisi e la progettazione dei processi aziendali che coinvolgono e interagiscono con i sistemi. Possiamo quindi passare da un diagramma di processo che definisce i requisiti di business in BPMN all'uso di diagrammi di casi in UML per documentare i requisiti per i sistemi coinvolti.

L'obiettivo di BPMN è quello di supportare il business process management sia per gli utenti tecnici che per gli utenti aziendali, fornendo una notazione intuitiva per gli utenti aziendali, ma in grado di rappresentare semantiche di processi complessi. La specifica BPMN fornisce anche una mappatura tra la grafica della notazione e i costrutti sottostanti dei linguaggi di esecuzione, in particolare il Business Process Execution Language (BPEL).

BPMN è stato progettato per fornire una notazione standard facilmente comprensibile da tutti gli stakeholder aziendali, in genere inclusi analisti aziendali, sviluppatori tecnici e manager aziendali. BPMN può quindi essere utilizzato per supportare l'obiettivo generalmente auspicabile da parte di tutti gli stakeholder di un progetto, adottando un linguaggio comune per descrivere i processi ed aiutando ad evitare lacune di comunicazione che possono sorgere tra la progettazione e l'implementazione dei processi aziendali.

BPMN è uno dei numerosi linguaggi standard per il business process modeling utilizzati dagli strumenti e dai processi di modellazione. Sebbene l'attuale varietà di linguaggi possa adattarsi a diversi ambienti di modellazione, c'è chi sostiene lo sviluppo o l'emergere di un unico standard completo che combini i punti di forza dei diversi linguaggi esistenti. Si suggerisce che, nel tempo, ciò potrebbe aiutare a unificare l'espressione dei concetti di base dei processi aziendali (ad esempio i processi pubblici e privati e le coreografie), nonché di concetti di processo avanzati (ad esempio la gestione delle eccezioni e la compensazione delle transazioni).

BPMN è vincolato a supportare solo i concetti di modellazione applicabili ai processi aziendali. Altri tipi di modellazione eseguiti dalle organizzazioni per scopi non di processo non rientrano nell'ambito di BPMN. Tra gli esempi di modelli esclusi da BPMN vi sono:

 le strutture organizzative;
 i guasti funzionali;
 i modelli di dati.

Inoltre, sebbene BPMN mostri il flusso di dati (messaggi) e l'associazione di artefatti di dati alle attività, esso non è un diagramma di flusso di dati.

Sono stati sviluppati due ulteriori standard che utilizzano un approccio simile al BPMN: il Case Management Model and Notation (CMMN), che affronta la modellazione del case management, e il Decision Model and Notation (DMN), che invece si occupa della modellazione decisionale.

Elementi
I modelli BPMN sono espressi da semplici diagrammi costruiti a partire da un insieme limitato di elementi grafici. Essi semplificano la comprensione del flusso e del processo delle attività aziendali sia per gli utenti aziendali che per gli sviluppatori. Le 4 categorie di elementi basilari previste in BPMN sono:

 gli oggetti di flusso (eventi, attività, gateway);
 gli oggetti di collegamento (flusso di sequenza, flusso di messaggi, associazione);
 le swim lane (pool, lane);
 gli artefatti (oggetto di dati, gruppo, annotazione).

Queste 4 categorie consentono la creazione di semplici diagrammi dei processi aziendali (business process diagram, BPD). Tali diagrammi consentono anche di creare nuovi tipi di oggetti o artefatti di flusso per rendere il diagramma più comprensibile.

Oggetti di flusso
Gli oggetti di flusso sono i principali elementi descrittivi all'interno di BPMN e sono costituiti da 3 elementi principali: eventi, attività e gateway.

Evento

Un evento è rappresentato da un cerchio e denota qualcosa che accade (rispetto ad un'attività, che è qualcosa che si fa). Le icone all'interno del cerchio indicano il tipo di evento (ad esempio, una busta che rappresenta un messaggio o un orologio che rappresenta il tempo). Gli eventi sono solitamente classificati su 3 livelli:

 Evento iniziale: è quello che attiva il processo ed è indicato da un cerchio con un singolo bordo sottile.
 Evento intermedio: rappresenta qualcosa che accade tra un evento iniziale ed uno finale ed è indicato da un cerchio con un doppio bordo.
 Evento finale: rappresenta il risultato di un processo ed è indicato da un cerchio con un singolo bordo spesso.

Attività

Un'attività è rappresentata da un rettangolo con gli angoli arrotondati e descrive il tipo di lavoro che deve essere svolto. Un'attività è un termine generico per il lavoro svolto da un'azienda e può essere atomica o composta. Le attività si distinguono in:

 Compito (o task): rappresenta una singola unità di lavoro che non è o non può essere suddivisa in un ulteriore livello di dettaglio del processo aziendale (in questo caso si parla di attività atomica). Il compito è l'attività di livello più basso illustrata su un diagramma di processo BPMN. Un insieme di attività può rappresentare una procedura di alto livello.
 Sottoprocesso: utilizzato per nascondere o rivelare ulteriori livelli di dettaglio dei processi aziendali. Quando è compresso, un sottoprocesso è contrassegnato con il simbolo "+" sulla linea inferiore del rettangolo; quando invece è espanso, il rettangolo arrotondato viene allargato per mostrare tutti gli oggetti di flusso, gli oggetti di collegamento e gli artefatti. Un sottoprocesso è indicato come attività composta ed ha i propri eventi di inizio e fine autonomi; i flussi di sequenza provenienti dal processo "padre" non devono attraversare il confine.
 Transazione: è una forma di sottoprocesso in cui tutte le attività contenute devono essere trattate nel loro insieme, ovvero devono essere completate tutte insieme per raggiungere un obiettivo; se una di esse fallisce, devono essere tutte compensate (cioè annullate). Le transazioni si differenziano dai sottoprocessi poiché vengono disegnate con il doppio bordo.
 Chiamata: è un punto del processo in cui viene riutilizzato un processo o un'attività globale. Un'attività di chiamata è differenziata da altri tipi di attività da un bordo in grassetto attorno all'area dell'attività.

Gateway

Un gateway è rappresentato con un rombo ed indica una biforcazione oppure una ricongiunzione di percorsi, a seconda delle condizioni espresse. Un gateway può essere:
 Esclusivo: viene utilizzato per creare flussi alternativi in un processo. È chiamato esclusivo poiché si può percorrere solo una delle scelte possibili.
 Basato su eventi: la condizione che determina il percorso di un processo si basa su un evento valutato.
 Parallelo: viene utilizzato per creare percorsi paralleli senza valutare alcuna condizione.
 Inclusivo: viene utilizzato per creare flussi alternativi in cui vengono valutati tutti i percorsi.
 Esclusivo basato su eventi: indica che è in corso la valutazione di un evento per determinare quale dei percorsi che si escludono a vicenda verrà intrapreso.
 Complesso: viene utilizzato per modellare comportamenti di sincronizzazione complessi.
 Parallelo basato su eventi: vengono avviati due processi paralleli sulla base di un evento, ma non vi è alcuna valutazione dell'evento.

Oggetti di collegamento

Gli oggetti di flusso sono collegati tra loro utilizzando oggetti di collegamento (detti anche connettori), che sono di 3 tipi:

 Flusso di sequenza: è rappresentato da una freccia con una linea continua e mostra l'ordine in cui vengono eseguite le attività. Il flusso di sequenza può anche avere un simbolo all'inizio. Un piccolo rombo indica uno dei numerosi flussi condizionali provenienti da un'attività, mentre una barra diagonale indica il flusso predefinito a partire da una decisione o un'attività con flussi condizionali.
 Flusso di messaggi: è rappresentato da una freccia con una linea tratteggiata con tratti lunghi, un cerchio all'inizio ed una punta alla fine. Il flusso di messaggi ci dice quali messaggi fluiscono attraverso i confini dell'organizzazione (ad esempio tra i pool). Un flusso di messaggi non può mai essere utilizzato per connettere attività o eventi all'interno dello stesso pool.
 Associazione: è rappresentata da una linea tratteggiata con tratti corti. Viene utilizzata per associare un artefatto o un testo a un oggetto di flusso e può indicare una certa direzionalità utilizzando una freccia con punta aperta (verso l'artefatto per rappresentare un output, dall'artefatto per rappresentare un input, oppure entrambi per indicare che è stato letto e aggiornato). Non viene utilizzata alcuna direzionalità quando l'artefatto o il testo è associato a una sequenza o a un flusso di messaggi, in quanto tale flusso mostra già la direzione.

Swim lane

Le swim lane sono un meccanismo visivo di organizzazione e categorizzazione delle attività, basato su diagrammi di flusso interfunzionali. In BPMN sono costituite da due tipi:

 Pool: rappresenta i principali partecipanti a un processo, in genere separando diverse organizzazioni. Un pool contiene una o più lane (così come una piscina contiene una o più corsie). Un pool può essere aperto (cioè, mostrando i dettagli interni) quando è raffigurato come un grande rettangolo che mostra una o più lane, oppure chiusa (cioè, nascondendo i dettagli interni) quando è raffigurata come un rettangolo vuoto che si estende per la larghezza o l'altezza del diagramma.
 Lane: viene utilizzata per organizzare e classificare le attività all'interno di un pool in base alla funzione o al ruolo ed è rappresentata come un rettangolo che si estende per la larghezza o l'altezza del pool. Una lane contiene gli oggetti del flusso, collegando oggetti e artefatti.

Artefatti

Gli artefatti consentono agli sviluppatori di portare ulteriori informazioni all'interno del modello o del diagramma, che in questo modo diventa più leggibile. In BPMN esistono 3 artefatti predefiniti:

 Oggetto dati: mostra al lettore quali dati sono richiesti o prodotti in un'attività.
 Gruppo: è rappresentato da un rettangolo con angoli arrotondati e linee tratteggiate. Il gruppo viene utilizzato per raggruppare diverse attività ma non influisce sul flusso nel diagramma.
 Annotazione: viene utilizzata per fornire al lettore del modello o del diagramma una descrizione aggiuntiva.

Esempi di diagrammi BPMN

Cronologia
 Maggio 2004: pubblicazione della prima versione di BPMN da parte di BPMI, inizialmente con la denominazione Business Process Modeling Notation.
 Febbraio 2006: adozione da parte di OMG della versione 1.0.
 Gennaio 2008: pubblicazione da parte di OMG della versione 1.1.
 Gennaio 2009: pubblicazione da parte di OMG della versione 1.2.
 Gennaio 2011: pubblicazione da parte di OMG della versione 2.0, che integrò grandi cambiamenti, in particolare con l'introduzione dei diagrammi di conversazione e dei diagrammi di coreografia, e una maggiore ricchezza nella specificazione degli eventi. Inoltre introdusse anche formati di scambio di modelli.
 Luglio 2013: l'ISO ha adottato la versione 2.02 come standard internazionale ISO/IEC 19510:2013 con il titolo Information technology - Object Management Group Business Process Model and Notation.
 Gennaio 2014: pubblicazione da parte di OMG della versione 2.0.2, che contiene solo modifiche minori riguardanti i file di scambio del modello XML.

Confronto con altri modelli di processi
EPC (Event-driven Process Chain) e BPMN sono due notazioni con espressività simile per quanto riguarda la modellazione dei processi. Un modello BPMN può essere trasformato in un modello EPC, mentre viceversa un modello EPC può essere trasformato in un modello BPMN con una leggera perdita di informazioni. Uno studio ha dimostrato che per lo stesso processo il modello BPMN potrebbe richiedere circa il 40% in meno di elementi rispetto al modello EPC corrispondente, ma con un set di simboli leggermente più grande, e quindi il modello BPMN sarebbe più facile da leggere. La conversione tra le due notazioni può essere automatizzata.

I diagrammi di attività UML e BPMN sono due notazioni che possono essere utilizzate per modellare gli stessi processi: un sottoinsieme degli elementi del diagramma di attività ha una semantica simile agli elementi BPMN, nonostante l'insieme di simboli sia più piccolo e meno espressivo. Uno studio ha mostrato che entrambi i tipi di modelli di processo sembrano avere lo stesso livello di leggibilità per utenti inesperti, nonostante i vincoli formali più elevati di un diagramma di attività.

Un sottoinsieme di BPMN può essere trasposto direttamente in WS-BPEL, che è espressione di un processo direttamente eseguibile da un motore di workflow.

Note

Bibliografia

Altri progetti

Collegamenti esterni

Diagrammi
Linguaggi di modellazione
Linguaggi di specifica
Standard ISO
Standard IEC

redpajama_set_name: RedPajamaWikipedia


text:
Q: How to add a header image to my Wordpress plugin using git-svn? I'm trying to use the header image customization trick that allows a wordpress plugin developer to display a customized header image on his Wordpress directory plugin page.
For that, I need to create a "assets" directory in my plugin root directory under svn (at the same level than trunk and branches), and put my image there. You can see the structure in place for SEO by Yoast plugin. The problem is that I want to achieve this using git-svn, not svn.
I have setup a git/svn repo and successfully pushed on svn trunk and even created a tag. I can see that the assets directory has been created for me on the svn repo, but I cannot figure out how to add a file on the directory.
The issue is that the "assets" directory is outside the svn standard layout and cannot be reached by branching. I think I will have to specify a non-standard layout somehow ?

A: Late to the party, but hope this helps someone.
You can do this, but you'll need to manage the assets folder on a separate branch.
This will allow you to push changes to http://plugins.svn.wordpress.org/{plugin}/assets  directly by setting up a seperate remote.
Assuming you already have your plugin setup locally under git svn create a new config for the assets url;
$ git config --add svn-remote.assets.url http://plugins.svn.wordpress.org/{plugin}/assets
$ git config --add svn-remote.assets.fetch :refs/remotes/assets
$ git svn fetch -r HEAD assets
$ git checkout remotes/assets
$ git checkout -b assets

You're now on a new branch called assets that contains only the assets folder contents. Make your edits, commit, then use git svn dcommit to push your assets folder up.
Then simply switch back to your master branch, you're all done.

redpajama_set_name: RedPajamaStackExchange


text:
Nepal, senior UN official voices optimism on political process
The United Nations Under-Secretary-General for Political Affairs in Kathmandu today voiced optimism about Nepal's upcoming elections and pledged the world body's full support for the process.
Speaking at a press conference, B. Lynn Pascoe, said that "we feel very strongly that the process in Nepal is a very positive one, very optimistic that the process will move forward, and in talking with various groups I am even more optimistic than I was when I came.�"
Mr. Pascoe, on a 24-hour visit to Nepal after meetings in Kyrgyzstan, underlined the importance of the election for a Constituent Assembly taking place on time, in November this year. "Every person that I talked to is insistent that that election will go forward, at the time agreed. And we're going to try to do, as the UN, everything that we can possibly do to help make it a huge success,�" he said.
"It is critically important to the people of Nepal that their vote be clearly counted, to be very effective, that the election be open and fair and totally transparent, and the United Nations wants to do everything we can to help that to be the case and make sure that is the case.�"
Mr. Pascoe met with Nepal's Prime Minister, G. P. Koirala, other major political party leaders, the Foreign Minister, and a number of senior government officials, including the Chief Election Commissioner. In addition, he held meetings with civil society leaders, as well staff of the UN Mission in Nepal (UNMIN) led by Ian Martin, the Secretary-General's Special Representative in the country.
UNMIN is a special political mission established in January this year to support Nepal's peace process by helping to create conditions for the election to take place in a free and fair atmosphere. Over 180 arms monitors are mandated to monitor the arms and armies of the former adversaries, the Maoist army and the Nepal Army, who are confined to cantonments and barracks in the lead-up to the election.
The mission also provides technical support to Nepal's independent Election Commission, and in recent weeks has deployed over 40 electoral advisers to districts across the country to help final preparations for the November election. More electoral staff will arrive in coming weeks.
Mr. Pascoe highlighted the importance of the political leaders of Nepal delivering on their promise to the country's people to hold the election on time. "The parties have promised to elect a Constituent Assembly. I would think that the people in this country are going to hold them to their promise,�" he said.
Asked about the security situation, he said that "it is critically important to the people of Nepal...that the election be open and fair and totally transparent...that they go through the process to elect the people in a very fair and open way. That's important - really we are talking about the power of the people.�"
The Under-Secretary-General departed Nepal for New York this afternoon.
Source:UN

redpajama_set_name: RedPajamaCommonCrawl


text:
Q: Mayavi and VTK on Apple M1? I'm trying to install Mayavi for visualizations on my M1 Air. Mayavi has a dependency on VTK - which does not have official binaries for Apple Silicon yet. I tried compiling it from source and updated the paths, but when I do pip install mayavi, I get ModuleNotFoundError: No module named 'vtk'.
Have you had any success?

A: Surfice can view many mesh-based formats (including VTK), while MRIcroGL can support many voxel-based formats (including VTK). They are open source and compiled natively for macOS, Linux and Windows. The macOS builds are universal (native x86-64 and Apple Silicon). The programs allow Python scripting (the Scripting menus provide a lot of sample scripts that demonstrate the capability). This may help fill the gap until VTK fully supports the M1.

A: There are some tricks that you can use vtk(pyvtk) pkg in m1 silicon, here are tutorials:
1.have a x86 macbook
2.build vtk environment using homebrew(you can add pyqt et.al)
3.using your new m1 to mirror copy x64 macbook
4.build an environment in your /usr/local/your_python_path
5.enjoy vtk for m1!


Here are some quick tips to keep your tack clean, especially when you are in a hurry.
Wipe down your tack after each use. A quick once-over with a slightly damp rag after each ride will go a long way to eliminating the caked-on grime that can be difficult to remove after it's dry.
Have the proper tools on hand. Multiple small sponges, a stiff toothbrush and several clean rags make tack cleaning more efficient.
Use warm water. Warm water cuts through crud quicker than cold. If you have only cold water at your stable, either take along a thermos of hot water to be used for a cleaning tack after your ride, or haul your tack to the house for a cleaning session.
Minimize suds. Foamy soapsuds don't make tack any cleaner and increase the time required for rinsing. Use a scant amount of soap to loosen grime, and aim for suds-free scrubbing.
Consider a one-step cleaner. Rather than clean first, then condition, try all-in-one leather-care products to see if they leave your tack acceptably clean and pliant.
Store tack properly. Throwing saddles and bridles into airless car trunks or leaving them out in dusty barns will make them get dirtier and moldier. Temperature extremes are also harmful to leather, accelerating its breakdown. Be careful of letting tack sit in hot, humid barns or tack rooms because of the growth of mold.
It's time for a spring cleaning in the tack room and here are some great ideas for getting rid of some of the old tack at your barn—that can help others and benefit your bottom line.
When it comes to buying clippers for your barn, manufacturers are offering up a host of choices for jobs both big and small.
Nylon, biothane and fleece horse tack all needs to be cleaned regularly, and here are tips to do it quickly and easily.


text:
Trump Lashes Out Over Former FBI Director Robert Mueller's Special Counsel Appointment
by: CNN Wire, Eric Spillman, Kareen Wynter
Posted: May 18, 2017 / 09:07 AM PDT / Updated: May 18, 2017 / 02:55 PM PDT
President Donald Trump bemoaned what he called the "single greatest witch hunt" in political history Thursday, after the appointment of a special counsel to investigate any links between his 2016 campaign and Russia.
US President Donald Trump looks on as he hands out diplomas to Coast Guard cadets at the commencement ceremony at the U.S. Coast Guard Academy, May 17, 2017 in New London, Connecticut. (Credit: Drew Angerer/Getty Images)
Hours after issuing a more muted official statement in coordination with aides, the President took to Twitter to portray himself as unfairly victimized by the probe.
His complaints contrasted sharply with the near universal welcome in Washington for Robert Mueller, the former FBI director picked for the special counsel post Wednesday by Deputy Attorney General Rod Rosenstein.
"With all of the illegal acts that took place in the Clinton campaign & Obama Administration, there was never a special (counsel) appointed," Trump tweeted. "This is the single greatest witch hunt of a politician in American history."
The President's tweets appear to signal a policy of resistance to Mueller's investigation, that will now likely cast a shadow over the beleaguered White House for months if not years to come. His attacks may also represent an attempt to rally his fiercely loyal political base which embraced him precisely because he was an outsider willing to challenged the established centers of power in Washington.
The naming of Mueller represents a threat to the White House because he will be armed with sweeping powers, including the right to subpoena documents or interview the President as he builds a case centered on the question of whether anyone in Trump's circle colluded with the Russians to influence the course of the election or committed any crimes.
The President's adoption of the role of a victim has been a potent political weapon before and he has frequently used it to position himself against the Washington establishment, including the media which he uses as a foil in the absence of an easily identifiable political enemy, like Hillary Clinton.
Departure from White House stance
Trump also has a habit of seeing political events through a prism of his own image and how they affect his reputation. In this case, painting himself as the unfair target of an investigation that was widely applauded across the political spectrum may instead serve to highlight his isolation. It may also be seen as an attempt to discredit the inquiry before it starts or to prejudge its results.
The President's comment may also conflict with a sound legal strategy, given that he could eventually be called upon to testify to Mueller's probe.
The tweets fly in the face of the statement issued on Wednesday night which had appeared as an attempt by Trump's staff to tamp down the raging political storm over Russia which has resulted in Trump's worst week in office so far.
Trump said in a restrained statement Wednesday that Mueller's "thorough investigation will confirm what we already know -- there was no collusion between my campaign and any foreign entity," adding that he looked forward to a speedy resolution to the probe.
Once again, Trump's tweets on Thursday saw him stake out a radical departure from the official White House line on an important issue, a habit that has repeatedly undermined his press operation in recent days, and made it even more difficult for his administration to move on from a string of self-imposed crises.
The same pattern was in evidence when he fired FBI Director James Comey last week then used a television interview to suggest he acted out of frustration with the FBI's Russia probe -- even though his team spent several days saying the ousting of the bureau's director had nothing to do with that issue.
Comey's dismissal and Trump's remarks appear to have helped sway Rosenstein's mind as he contemplated appointing a special counsel.
The announcement of a special counsel on Wednesday came with Trump already fuming about his treatment in Washington and about what he sees as the rank unfairness of claims that Russian hacking operations helped elect him last November.
"No politician in history, and I say this with great surety, has been treated worse or more unfairly," Trump said in a commencement address at the United States Coast Guard Academy on Wednesday.


text:
Ed Kitt
Visiting Research Fellow (on secondment) Centre for Financial Crime and Security Studies
Illicit Trade, Trafficking, and Illicit Financial Flows
Ed Kitt is a Visiting Research Fellow in the Centre for Financial Crime and Security Studies (CFCS) at RUSI, studying illicit financial flows in the Asia-Pacific region. Ed undertakes his Visiting Fellowship at RUSI in an independent capacity to that of his full-time role as a Civil Servant in UK Government.
Currently, Ed serves as the Illicit Finance Policy Lead to Australia, with responsibility for New Zealand and the Pacific Islands, having previously worked in the same capacity in the USA. His position forms part of the UK's Serious and Organised Crime Network (SOCnet). In his role, Ed leads efforts to more closely align the UK's approach to illicit finance with partners in the region.
Prior to taking up his role within SOCnet, Ed served for nearly four years in the National Crime Agency (NCA). This included working in the International Division of the UK Financial Intelligence Unit (UKFIU). Ed holds a Batchelor of Arts (BA) in Politics with Philosophy from the University of Exeter.
Load more publications


text:
Q: Running database tasks while server is running I am designing a Rails 4 application where there is a need of creation of tables (or even adding/removing columns on an existing table) on a MySQL database while the server is running. In the future I might even need relationships between a table created through rake to the one created while the server is running (therefore I will also need means to update the database schema and create/update models)
I am thinking that I can make my way around ActiveRecord::Base.connection.execute(sql) but to access the database created by raw SQL I would have to write another SQL to select the table.
Is there a way I can achieve this by convention?
The need for database tasks while server is running is no longer needed though I would like to know how to operate more conveniently just for the sake of future problems and research purposes
DATABASE STRUCTURE HAS BEEN CHANGED TO A MORE CONVENIENT ONE TO BE LESS COMPLICATED ON DB-END AND MORE DYNAMIC ON FRONT-END
The architecture I am planning will be:

*

*The user, through the application will create a new Assignment The
Assignment will have its own table created with the title and the id
of the Assignment, i.e: homework_assignment_id

*The Assignment table will have columns according to the dates of
users input i.e: Homework Assignment will take place between the
dates 15.08.2015, 16.08.2015, 17.08.2015 so the column names could
be 15082015 and so on

*The Homework Assignment will have sub-Projects i.e: Project One,
Project Two, Project Three Each Project will have different number
of contributors on different days i.e: Project One on 15.08.2015
will have 2 contributors, 16.08.2015 will 5 and 17.08.2015 1 and
Project Two with 2, 4, 6

*I will create the same table twice and populate it with the contributor IDs in dates
columns and will have the first table keep track of maximum number
of contributors a Project will have

Example tables:
Table plan_homework_assignment_31
+-------------+----------+----------+----------+
|    Title    | 15082015 | 16082015 | 17082015 |
+-------------+----------+----------+----------+
| Project One |        2 |       5  |       1  |
| Project Two |        2 |       4  |       6  |
+-------------+----------+----------+----------+

Table homework_assignment_31
+-------------+-----------------+-----------------+----------+
|    Title    |    15082015     |    16082015     | 17082015 |
+-------------+-----------------+-----------------+----------+
| Project One | [1, 15]         | [1, 2, 3, 4, 5] | [id]     |
| Project Two | [4, 22]         | [id*4]          | [id*6]   |
+-------------+-----------------+-----------------+----------+

OR Table homework_assignment_31
+-----------------+----------+----------+----------+
|      Title      | 15082015 | 16082015 | 17082015 |
+-----------------+----------+----------+----------+
| Project One(x4) | 1        | 1        | 1        |
| Project One     | 15       | 2        | null     |
| Project One     | null     | 3        | null     |
| Project One     | null     | 4        | null     |
| Project One     | null     | 15       | null     |
| Project Two(x6) | 4        | 4        | 4        |
| Project Two     | 8        | 16       | 16       |
| Project Two     | null     | 9        | 9        |
| Project Two     | null     | 21       | 21       |
| Project Two     | null     | null     | 1        |
| Project Two     | null     | null     | 51       |
+-----------------+----------+----------+----------+

Is there a better way of creating this kind of structure by the database itself, not through the application? If not how can I achieve this through the Rails application?
Note: Coding in Rails and SQL is not the topic, the means used are.
Note: Database will be normalized!
Thank you for your input.


when i try to install packages via opkg it says "Killed".
And it gives you no other output? Just the one word "Killed"?
What are you exactly trying to do?
You're running out of memory. There's nothing we can fix about it.
We also do not recommend trunk for legacy broadcom devices anymore, it consumes too much resources.


Downloaded all 57.5GB, it shows as installed under the add-ons at the main menu, but my only option under add-ons is to press enter to buy it which takes me to the store page in the steam browser.
Fallout 4 – HD Texture Pack Recommends GeForce GTX 1080 / Radeon RX 490 "There are so many fans who continue to actively play Fallout 4 on Steam that we are excited to announce the release of the high resolution texture pack, which will also be available next week.
Texture resolution has absolutely nothing to do with display resolution. They just chose a very poor name for their high res pack. You'll benefit from it regardless of the resolution you play at. They just chose a very poor name for their high res pack.


After some difficulties reaching Cusco, we managed to explore the magnificient Machu Picchu. The famous Inca site was really impressive despite rather foggy weather. Furthermore, we enjoyed a scenic train ride along the Rio Urubamba to Aguas Calientes. Definitely worth the effort of getting there!
As usual, stay tuned for an extensive special here on traveluxblog!
Fab picture. Love the low cloud.
The clouds definitely give this place a mystic touch!
One of my dreams is to go there!


text:
2B Rubén 'Lonesome' Medina #14
Philadelphia Liberty CBL
Age: 31 | Bats: R | Throws: R | Morale: Good
BNN Index | CBL | SCORES | STANDINGS | STATS | TEAMS | PLAYERS | TRANSACTIONS | HISTORY
2B RUBÉN 'LONESOME' MEDINA #14 - AGE: 31 - BATS: R - THROWS: R - MORALE: GOOD
3 10 1 0 0 0 0 2 3 .100 .308 .100 0 -0.1
Range: - 67 27
Errors: - 70 41
Arm: 1 47 12
Turn DP: - 79 -
Catcher: - Left Field: -
1st Base: - Center Field: -
2nd Base: 75 Right Field: -
Bunt for Hit: 2
04/10/2036 @ POR Loss, 2-4 4 0 0 0 0 0 1 0
04/08/2036 @ POR Win, 3-0 3 0 1 0 0 1 1 0
Medina isn't afraid to stir the pot.
Personality Class: Outspoken
Low: Loyalty, Adaptability, Intelligence
Born in: Salem, OR
Local Popularity: Extremely Popular
National Pop.: Extremely Popular
Contract: Major League Contract
Salary: $10,500,000
Signed Through: 2037 Season
Major Service: 9 Years, 3 Days
Service This Yr: 3 Days
40-Man Service: 9 Years, 3 Days
Pro Service: 10 Years
Arbitration Eligibility: Not eligible, free agent after contract expires!
Option Years: 3 option years left
Drafted: 2026, 1st Pick in Round 1
CONTINENTAL BASEBALL LEAGUE 2036 BATTING STATS
WOBA
Overall 3 10 1 0 0 0 0 0 2 3 .100 .308 .100 .408 .230 .000 38
EBH
RC/27
Overall 3 13 1 0 0 0 0 0 1 0 0 0 0.0 0.5 1.64 -0.1
Versus Left 1 0 0 0 0 0 0 1 1 0 0 0 .000 .500 .000 .500
Versus Right 9 1 0 0 0 0 0 1 2 0 0 1 .111 .273 .111 .384
This Week 10 1 0 0 0 0 0 2 3 0 0 1 .100 .308 .100 .408
April 10 1 0 0 0 0 0 2 3 0 0 1 .100 .308 .100 .408
Last Year 546 169 33 9 4 29 88 68 82 1 1 4 .310 .389 .425 .814
2 Years Ago 436 155 30 6 8 45 84 62 61 2 0 2 .356 .436 .507 .943
Career 4881 1412 248 71 97 476 785 574 798 22 9 45 .289 .368 .429 .797
Road 10 1 0 0 0 0 0 2 3 0 0 1 .100 .308 .100 .408
Grass 10 1 0 0 0 0 0 2 3 0 0 1 .100 .308 .100 .408
Day 3 1 0 0 0 0 0 1 1 0 0 1 .333 .600 .333 .933
Night 7 0 0 0 0 0 0 1 2 0 0 0 .000 .125 .000 .125
As Starter 10 1 0 0 0 0 0 2 3 0 0 1 .100 .308 .100 .408
Close/Late 1 0 0 0 0 0 0 1 1 0 0 1 .000 .667 .000 .667
Inning 1-3 6 0 0 0 0 0 0 0 1 0 0 0 .000 .000 .000 .000
0 Outs 6 1 0 0 0 0 0 0 1 0 0 0 .167 .167 .167 .333
Scoring Position 1 0 0 0 0 0 0 0 0 0 0 1 .000 .500 .000 .500
Bases Empty 9 1 0 0 0 0 0 2 3 0 0 0 .111 .273 .111 .384
Runner on 2nd 1 0 0 0 0 0 0 0 0 0 0 0 .000 .000 .000 .000
Runner on 1st & 2nd 0 0 0 0 0 0 0 0 0 0 0 1 .000 1.000 .000 1.000
Two Strikes 6 0 0 0 0 0 0 2 3 0 0 1 .000 .333 .000 .333
Count 0-1 2 0 0 0 0 0 0 0 0 0 0 0 .000 .000 .000 .000
Count 2-1 1 1 0 0 0 0 0 0 0 0 0 0 1.000 1.000 1.000 2.000
Full Count 1 0 0 0 0 0 0 2 0 0 0 0 .000 .667 .000 .667
Behind in Count 6 0 0 0 0 0 0 0 2 0 0 1 .000 .143 .000 .143
Ahead in Count 2 1 0 0 0 0 0 0 0 0 0 0 .500 .500 .500 1.000
Batting Leadoff 10 1 0 0 0 0 0 2 3 0 0 1 .100 .308 .100 .408
Low Leverage 2 0 0 0 0 0 0 2 2 0 0 0 .000 .500 .000 .500
Medium Leverage 8 1 0 0 0 0 0 0 1 0 0 1 .125 .222 .125 .347
2027 Calgary - CBL 22 142 575 148 28 11 14 57 75 55 7 4 127 30 13 .257 .328 .417 .745 105 108 3.8
2028 Calgary - CBL 23 150 612 178 30 5 14 63 107 65 4 3 97 29 7 .291 .361 .425 .786 112 116 4.3
2029 Calgary - CBL 24 161 661 185 29 9 13 63 102 66 6 2 114 48 3 .280 .350 .410 .760 107 110 5.0
2030 Calgary - CBL 25 137 548 142 22 10 13 44 81 71 4 1 86 33 8 .259 .348 .407 .755 102 105 3.0
2031 Calgary - CBL 26 130 542 150 32 4 9 57 67 43 2 4 100 20 6 .277 .330 .400 .730 96 98 2.2
2032 Las Vegas - CBL 27 142 551 158 29 10 11 68 97 80 10 4 74 27 11 .287 .384 .436 .820 119 123 4.5
2033 Las Vegas - CBL 28 100 400 126 15 7 11 50 84 62 5 1 54 26 6 .315 .412 .470 .882 135 142 5.0
2034 Las Vegas - CBL 29 105 436 155 30 6 8 45 84 62 2 2 61 26 2 .356 .436 .507 .943 148 155 6.4
2036 Philadelphia - CBL 31 3 10 1 0 0 0 0 0 2 1 0 3 0 0 .100 .308 .100 .408 18 38 -0.1
Total CBL
2024 Vanderbilt University - COL 19 49 204 73 14 13 1 37 47 30 0 0 22 28 14 .358 .440 .569 1.009 188 180 0.0
2025 Vanderbilt University - COL 20 50 206 71 11 4 2 20 30 18 1 2 21 25 8 .345 .396 .466 .862 134 148 0.0
2026 Medicine Hat - A+ 21 2 1 1 0 0 1 4 1 1 0 0 0 0 0 1.000 1.000 4.000 5.000 1341 660 0.0
2026 Kelowna - AA 21 4 15 5 2 0 0 3 0 1 0 1 2 2 0 .333 .353 .467 .820 143 112 0.0
Total SL
Total MID
Total NAIA
2027 Calgary - MLB 2B 141 141 244 484 108 739 11 .985 1238.2 5.29 +5.9 1.027
2027 Calgary - MLB 3B 1 1 0 1 1 1 0 1.000 8.0 1.13 +0.0 1.024
2028 Calgary - MLB 2B 149 148 247 475 91 732 10 .986 1311.0 4.96 +2.5 1.011
2028 Calgary - MLB 3B 1 0 1 0 0 1 0 1.000 2.0 4.50 -0.5 .508
2028 Calgary - MLB CF 1 1 0 0 0 1 1 .000 6.0 0.00 -0.7 .000
2030 Calgary - MLB 1B 1 0 6 2 0 8 0 1.000 8.0 9.00 -0.0 1.056
2030 Calgary - MLB 2B 132 130 249 385 96 645 11 .983 1157.1 4.93 -0.0 1.010
2030 Calgary - MLB CF 2 1 2 0 0 2 0 1.000 12.0 1.50 -0.3 .987
2031 Calgary - MLB 1B 1 0 9 1 1 10 0 1.000 6.0 15.00 +0.0 1.046
2031 Calgary - MLB 2B 122 122 224 406 110 636 6 .991 1090.1 5.20 +1.7 1.021
2031 Calgary - MLB SS 5 5 6 12 1 19 1 .947 45.0 3.60 -1.2 .866
2032 Las Vegas - MLB 2B 139 138 290 453 132 753 10 .987 1215.1 5.50 +4.5 1.024
2032 Las Vegas - MLB 3B 1 0 0 2 0 2 0 1.000 5.0 3.60 +0.0 1.027
2032 Las Vegas - MLB SS 0 0 0 0 0 0 0 .000 0.0 0.00 0.0 .000
2033 Las Vegas - MLB 2B 100 100 206 284 93 493 3 .994 893.0 4.94 +6.1 1.059
2035 Las Vegas - MLB 2B 141 138 216 396 86 622 10 .984 1214.1 4.54 +9.4 1.052
2036 Philadelphia - MLB 2B 3 3 2 5 2 8 1 .875 24.0 2.63 -0.2 .828
06/08/2023 Joined the Vanderbilt University Gauchos.
01/01/2024 OSA scouting updated ratings (potential): Contact: 26 (71); Power: 7 (54); Eye: 30 (63).
03/11/2024 Wins the NAIA CC Player of the Week Award.
03/24/2024 Was selected to the 2024 National Association of Intercollegiate Athletics All-Star Game.
04/01/2024 Wins the NAIA CC Batter of the Month Award.
05/25/2024 Wins the 2024 NAIA CC Golden Bat Award.
04/15/2025 Injured (Elbow strain), day-to-day for 6-7 weeks.
05/07/2025 Wins the 2025 NAIA CC UCAA Divisional Series MVP Award.
05/16/2025 Injured (Elbow strain), day-to-day for 2 weeks.
05/18/2025 Wins the 2025 National Association of Intercollegiate Athletics UCAA Championship Series with the Vanderbilt University Gauchos!
05/25/2025 Suffered setback in recovery from injury, will miss another one week.
03/19/2026 Goes 0-4 against the Texas Tech University Prowlers, ending his hitting streak at 26 games.
04/06/2026 Injured (Sore thumb), day-to-day for 1 day.
04/21/2026 Goes 5-6 against the Oregon State University Outriders, with 0 RBI and 3 R.
05/21/2026 Wins the 2026 NAIA CC Gold Glove Award at 2B.
06/08/2026 Released by the Vanderbilt University Gauchos.
06/08/2026 Drafted in the 2026 first-year player draft (Round 1, Pick 1, 1st overall pick) by the Calgary Sting.
06/29/2026 Signed a minor league contract with the Calgary Sting organization with a signing bonus of $3,600,000.
04/05/2027 Named the #11 prospect in the CBL
06/04/2027 Injured (Bruised knee), day-to-day for 5 days.
09/16/2027 Injured (Fractured finger), out for 3 months.
11/04/2027 Finished 2nd in 2027 CBL FL Rookie of the Year Award voting.
05/13/2028 Goes 0-3 against the California Dreamers, ending his hitting streak at 20 games.
06/10/2028 Injured (Shoulder tendinitis), day-to-day for one week.
07/17/2028 Goes 5-6 against the Austin Bats, with 1 HR, 2 RBI and 3 R.
07/24/2028 Wins the CBL FL Player of the Week Award.
09/22/2028 Injured (Hamstring strain), out for 6-7 weeks.
11/08/2028 Injured (Sprained ankle), day-to-day for 4 days.
05/16/2029 Injured (Wrist soreness), day-to-day for 1-2 weeks.
07/01/2029 Wins the CBL FL Batter of the Month Award.
08/19/2029 Injured (Sore elbow), day-to-day for 4 weeks.
09/25/2029 Goes 0-3 against the Indianapolis Arrows, ending his hitting streak at 23 games.
10/16/2029 Injured (Sore ankle), day-to-day for 2 days.
12/05/2029 Received a 1-year contract worth a total of $4,750,000 through arbitration.
03/22/2030 Injured (Sprained ankle), day-to-day for one week.
07/04/2030 Injured (Back spasms), day-to-day for one week.
07/17/2030 Injured (Back stiffness), day-to-day for 2 weeks.
08/25/2030 Injured (Back tightness), day-to-day for 3 days.
11/18/2030 Received a 1-year contract worth a total of $10,000,000 through arbitration.
05/07/2031 Injured (Hand contusion), out for 5 days.
06/04/2031 Injured (Strained anterior cruciate ligament), out for 5 weeks.
08/31/2031 Signed a 1-year contract extension worth a total of $14,170,000 with the Calgary Sting organization.
03/08/2032 Injured (Back spasms), day-to-day for 4 days.
05/05/2032 Signed a 4-year contract extension worth a total of $75,000,000 with the Las Vegas Aces organization.
03/18/2033 Injured (Rotator cuff inflammation), out for 2-3 months.
10/30/2033 Wins the 2033 CBL FL Rawlings Gold Glove Award at 2B.
06/23/2034 Was selected to the 2034 Continental Baseball League All-Star Game.
06/25/2034 Earned 2034 Continental Baseball League All-Star Game MVP honors.
06/27/2034 Injured (Strained hamstring), out for 6-7 weeks.
07/29/2034 Suffered setback in recovery from injury, will miss another 3-4 weeks.
09/15/2034 Injured (Sore elbow), day-to-day for 2-3 weeks.
07/28/2035 Injured (Intercostal strain), out for 2-3 weeks.
10/30/2035 Declined his contract option.
11/18/2035 Rejected the Las Vegas Aces qualifying offer.
11/20/2035 Became a free agent.
04/08/2036 Signed a 2-year contract worth a total of $21,000,000 with the Philadelphia Liberty organization.
04/08/2036 Injured (Elbow contusion), day-to-day for 5 days.
LEADERBOARD APPEARANCES
2028 .291 9
2034 9.99 1
Tuesday, January 14th, 2020 - OOTP Baseball 20.8 Build 73


text:
Publishing Books
TL Strategy
Articles & Eblasts
The Expert's Edge
Home/Business & Finance/Leading the High Energy Culture: What the Best CEOs Do to Create an Atmosphere Where Employees Flourish
David Casullo
Category: Business & Finance
Leading the High Energy Culture: What the Best CEOs Do to Create an Atmosphere Where Employees Flourish
by:	David Casullo
Praise for Leading the High-Energy Culture
"If you're looking for a step-by-step guide on how to become a high-energy leader, you've found it here!"
–Tom Croston, Vice President/General Manager of Corporate Shared Services, Gap, Inc.
"Whether its business, sports, or even parenting, successful leaders share one thing in common–high energy! David is right; it can be developed. I find it unique for someone to identify the truly key elements of leadership. David has done this in a way that fosters success in these endeavors as well as those of family, church, and community."
–Pat Williams, Senior Vice President, Orlando Magic, and author of Leadership Excellence
"Jack Welch identified 'energy' as one of the critical characteristics he looked for in effective leaders but never talked about how they develop it. David Casullo's book provides the road map for how to harness your own energy while energizing those around you. Every leader can increase their effectiveness by implementing the ideas he presents."
–Patrick M. Wright, William J. Conaty GE Professor of Strategic Human Resources in the ILR School (Industrial and Labor Relations), Cornell University
Leaders and managers today are experiencing an "energy crisis" resulting from the failure to engage and inspire their people. Yet, a handful of leaders have found an endless supply of energy to fuel their organizations. They're the ones who attract the top talent, the most loyal customers, and the public's imagination. They're leaders like Zappos's Tony Hsieh and the late Steve Jobs, who've built cultures energized at every level to innovate, grow, and succeed. Leading the High-Energy Culture: What the Best CEOs Do to Create an Atmosphere Where Employees Flourish is the handbook to powering this kind of workplace with the energy that your workforce already possesses.
A change this big starts at the top. David Casullo, a leadership authority and strategic consultant to businesses large and small, explains the steps for establishing an authentic leadership presence based on your powerful personal truths. Then he shares the secrets for how to communicate your vision in order to create a sense of purpose throughout your organization and beyond, thereby spreading excitement to consumers, investors, and the media. Using his own experience, research, and demonstrated results from the leadership development program that he developed while helping transform Raymour & Flanigan from a small regional company to a billion-dollar furniture retail giant, Casullo outlines the specific steps that let you discover and unlock the latent energy in your team.
Casullo organizes these practices into 10 simple principles, each illustrated and reinforced with firsthand client interviews; real-world examples from businesses such as Ford, FedEx, and GE; and thought-provoking interactive exercises. These principles illuminate the path to creating real employee engagement by giving you an actionable model to:
Learn what matters to your organization and its people, and align your leadership strategy with these truths
Communicate clearly, with purpose and passion, to create a resonant message
Find the leaders in your workforce who give your organization a competitive advantage
Leading the High-Energy Culture uses methods proven to generate results. Beyond the bottom line, however, it will reignite your own commitment and passion by giving you a fresh perspective on how to become an energized leader of a charged-up organization.
CLICK HERE TO BUY FROM AMAZON
David Casullo's experience as a successful business leader and entrepreneur has won him credibility with executive leaders both in C-suites as well as among emerging leaders in key roles inside numerous organizations. Currently President of Bates Communications, a strategic consulting firm specializing in leadership development and communication skills, he consults privately with C-Suite Clients at numerous companies.
Books of David Casullo
Leading the High Energy Culture: What the Best CEOs Do to Create an Atmosphere Where Employees Flourish 2012
Publisher: McGraw-Hill Education
"Leading the High Energy Culture: What the Best CEOs Do to Create an Atmosphere Where Employees Flourish" Cancel reply
Business Is a Large Target: The Business Owner/CEO's Complete Guide to Maximizing Results (and Profits) from HR and Employee Benefits by: Jim Edholm
Remember the Lone Ranger? The legendary Masked Man fought evil and stood up for the little guy. But he was generally hated by the authorities. He didn't fit their mold or play their games. He couldn't be turned, bribed or stopped … so they treated him as an outlaw. That's the position of small business owners and executives today. No longer seen as providers of opportunity, creators of jobs, makers of wealth; instead they are seen – at least by most in Washington and many in state capitals – as greedy oppressors of the "working class." Someone to be jealous of, untrusting of, careful about, watched with a wary eye. And as a business owner or executive, you can either pay attorneys to get you out of the trouble that bureaucrats are just waiting to spring on you – or you can empower your Human Resources person to be the defensive walls in your castle and avoid the trouble in the first place. That one person – generally underappreciated – is the first bulwark of defense against the hostile hoards of bureaucrats eager to plunder your wealth. Jim Edholm is President of BBI Benefits, and he's been working with entrepreneurial employers for over 30 years. For many of those years, as a group benefits (health, dental, disability, etc.) advisor he primarily focused on helping employers reduce the cost of their benefit programs. But over the last decade he's seen the ever-encroaching reach of government bureaucracies, and he's coupled his benefits work with services that empower the employer to help reduce turnover, enhance productivity, and allow the small HR department to have the depth of HR and compliance resources that their much larger competitors have. In this book, Jim reveals his secrets of how that smaller employer (10-150 employees) can fight back and gain the power necessary to prosper.
Free Agent: The Independent Professional's Roadmap to Self-Employment Success by: Katy Tynan
There is a seismic shift underway in the employer/employee relationship that is redefining the nature of jobs and careers. Sole proprietors and independent contractors now represent more than 20 percent of the workforce, and that number is expected to reach nearly 50 percent within the next 10 years.
Despite the proliferation of people engaging in freelance and contract work, however, the path to success is not always easy. Free Agent: The Independent Professional's Roadmap to Self-Employment Success details a pragmatic action plan to help you succeed in this new skills marketplace.
Supplying practical strategies to help you get ahead of the change and become an in-demand resource with a steady stream of income, the book describes how work is changing and what is driving the growth of freelancing. Next, it explains how to get your new independent venture off the ground, how to find your first client, and what you need to know to avoid common pitfalls.
To transition successfully from employee to free agent, you must have a plan to avoid the pitfalls and a support team to give you the expertise on complicated topics such as business structure, contracts, and accounting. This book is your guide to successfully navigating the transition.
Detailing the tools and practices that will enable you to succeed as a free agent, the book includes case studies and interviews with those who have already made the transition. The book concludes by describing how to optimize your new freelance work style to make the most of your time and energy, so you can focus on doing more of what you love.
Patients Teach a Doctor about Life and Death by: Bob Carey, MD
Several years ago, cardiologist Bob Carey, M.D., decided he wanted his grandchildren to understand how much he had learned over his 56-year career not from his colleagues or from medical school but from his patients and their caregivers. "I wanted to share their kindness and courage," he explains. "I wanted to write stories about my patients so my 12 grandchildren could learn from them as I had." His daughter shared what he had written to an author who encouraged Bob to realize a book. Now Dr. Carey's dream has finally come true! "Patients Teach a Doctor About Life and Death: Tales from Fifty-Six Years of Practicing" is a compendium of detailed and inspiring personal vignettes culled from Bob's experiences over half a century. Beginning with his early years at Boston University Medical School's main teaching hospital (now called Boston Medical Center) in the early 1950s, Bob's book recounts the story of his treating his very first patient, Gladys: "a tall lady with enlarged lymph nodes in her neck" originally diagnosed with Hodgkin's disease. Though ultimately dying from heart disease and kidney failure, Gladys remained Bob's patient for nearly two decades, teaching Bob that "one can never be absolutely certain of a person's ultimate prognosis." This lesson stayed with him throughout his many years of practice. After the initial introduction, "Patients Teach a Doctor About Life and Death" is divided into sections that describe his years in medical school, his military service in Okinawa, his years of medical residency as well as private practice, family experiences, time in China and extensive pro-bono work in South America. Each section conveys heartwarming stories from Dr. Carey's unique point of view. A fellow doctor and friend R.A. Macdonald testifies that Bob's book is the story of a doctor "who is a product of a largely bygone era… A time when doctors actually listened to their patients." An absorbing read, "Patients Teach a Doctor About Life and Death" has much to say about how relationships work between doctors and patients from a medical standpoint as well as teaching us how curiosity and compassion play into successful outcomes. Proceeds of the book are being donated to a foundation established by Bob to provide scholarships for medical students to work with doctors in poor countries. Born in Arlington, Massachusetts in 1929, Bob Carey is a graduate of Harvard College and Boston University School of Medicine. In 1954 he married his high school sweetheart, Mary O'Neill, and the two went on to raise five children. In 1960 he joined a practice in Arlington, and later helped found Internist Inc., a group practice, in 1970. This practice joined Lahey Clinic in 1993 until Bob officially retired from medical practice in 1998. Since then, he has been teaching at BU and Harvard Medical School, and volunteering annually for pro bono medical service in Bolivia and Ecuador.
Medical Device Software Verification, Validation and Compliance by: David A. Vogel
Here s the first book written specifically to help medical device and software engineers, QA and compliance professionals, and corporate business managers better understand and implement critical verification and validation processes for medical device software.
Offering you a much broader, higher-level picture than other books in this field, this book helps you think critically about software validation — to build confidence in your software s safety and effectiveness. The book presents validation activities for each phase of the development lifecycle and shows: why these activities are important and add value; how to undertake them; and what outputs need to be created to document the validation process.
From software embedded within medical devices, to software that performs as a medical device itself, this comprehensive book explains how properly handled validation throughout the development lifecycle can help bring medical devices to completion sooner, at higher quality, and in compliance with regulations. Additionally, an entire part of the book is devoted to the validation of software that automates any part of a manufacturer s quality system and is regulated by 21 CFR 820.70(i).
DVD Included! Contains a collection of FDA regulations and guidance documents related to software in the medical device industry, valuable sample forms and templates, and supplemental figures that support key topics covered in the book.
Speak Like a CEO: Secrets for Commanding Attention and Getting Results by: Suzanne Bates
An award-winning news anchor presents methods for better communication in any business environment
During her 20 years in broadcasting, award-winning news anchor Suzanne Bates conducted more than 10,000 interviews, during which she witnessed business leaders, politicians, and celebrities at their best and worst. Now a top CEO communication coach, Bates is renowned for her uncanny ability to transform even the shyest oratorical mouse into a public-speaking lion. In Speak Like a CEO, Bates:
Reveals the secrets for communicating in any situation
Describes simple techniques for acing speeches, presentations, media interviews, Q&A sessions, business meetings, and more
Outlines self-improvement plans that can easily be customized to your needs
Shares secrets from top leaders, including Mario Cuomo's technique for overcoming stage fright and Colin Powell's secret for projecting authenticity
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I'm always on the lookout for my next great adventure. There is nothing better than learning something new, something unlike anything I've done before. This week I decided to buy an Othermill. I've wanted one for a long time but I just kept making excuses. I finally pulled the trigger and I couldn't be more excited. Not sure what I'll be making but I can guarantee that I'm be machining wapuu into all sorts of different materials. My Othermill is currently in SLC and should be here by Tuesday. That will give me about a week of vacation left to really dig into it. If you have any ideas of things I should make let me know.


I would like to share with you the gramophone I bought here in São Paulo, Brazil, everything indicates being German or French but I have not found it yet.
What strikes the attention of the cabinet is all in oak and expressly decorated is the size, 50 cm 50 cm, with 14-inch plate and the double-rope motor with nickel-iron.
Has any friend ever seen anything like it?
congratulations! I have see the style of horn before. The cabinet is real neat!
Since many Germans fled to Brazil and South America both before and after WWII, it seems that German manufacture is most likely... By the way, what are the scenes on the sides of the case and are they embossed brass?
It's a good deduction, I also think it's German.
When the panels are made of brass bathed with something like nickel, the yellow coloration of the brass can be noticed in some wear and tear.