I was horrified to read this in today's Daily Mail, by all means people who are suffering from mental illness should receive care. However young people are very vulnerable and the last thing that should be done to them is being labelled. As labels, especially given at school can stick with the child although their education years. If there wasn't a stigma attached to mental illness, I could perhaps understand but there are far too many ignorant people in the world who do not understand mental illness and see it as something trivial, that sufferer can snap out of it or that they are labelled as crazy and should be put into an institution. The correct person to diagnose a child or anyone for that matter should be their medical practitioner and not some computer test, especially if conducted by a teacher etc. Yes I agree its important help should be given early and I'm all for a teacher say suggesting to the child's parents that it might be an idea for the child to see their doctor. Adolescence is fraught enough for children and many go though a very self conscious process through puberty but then to be labelled as being mentally ill is just not on. For the record depression is caused by an imbalance of neurotransmitters (chemicals in the brain) and simply not all in the mind and mental illness can affect anyone of us at anytime and sufferers should be treated with compassion, empathy and respect and not vilified and labelled.
All school children should be screened for risk of mental illnesses such as depression, say leading mental health experts.
Scientists at Cambridge University said they had devised a computer test that could reliably identify those at high risk as early as 11-years-old.
A study led by Professor Barbara Sahakian suggested the test could be used to alert doctors and psychologists to intervene early.
Ian Goodyer, a child and adolescent psychiatrist who worked with Prof Sahakian on the study, said screening 11 to 12-year-old children could reveal those who have 'low resilience' - putting them at higher risk of developing mental illnesses such as depression.
However, other experts have warned that labeling someone as 'high risk' at such a young age could itself have negative consequences.
Mental health problems are common in young people. Some 10 per cent of children aged between five and 16 in Britain are assessed as having a mental disorder of some kind.
Adolescence is also a critical period for the development of major depression - an illness that exacts a heavy toll on people and economies worldwide with patients unable to hold down jobs or needing repeated long stretches of time off work.
The World Health Organization says more than 350 million people worldwide have depression and predicts that by 2020, the disorder will rival heart disease as the illness with the highest global disease burden.
Prof Sahakian said testing children at school age could help health authorities get in early and offer therapy to prevent people descending into more serious, hard to treat conditions.
'When you think that the burden of mental illness is more than cancer, more than heart disease - so why on earth don't we try to do something more proactive,' she said, after presenting her results at a briefing in London.
Goodyer's and Sahakian's test involves a computer assessment designed to gauge how teenagers process emotional information. It includes asking whether certain words, such as 'joyful', 'failure' or "range", are positive, negative or neutral.
For their initial study, 15- to 18-year-olds also underwent genetic testing - an exercise that would be too expensive for routine use but which validated a connection between genes and upbringing in determining mental health risks.
The researchers found that adolescents who had a variation of a certain gene linked to the brain chemical serotonin and who had also experienced regular family arguments and parental rows for longer than six months before the age of six, had significant difficulty evaluating the emotion in the words.
This, said Goodyer, suggested those children suffered from an inability to process emotional information - a factor which previous studies have established is linked to a significantly increased risk of depression and anxiety.
'The evidence is that both our genes and our early childhood experiences contribute,' said Goodyer.
Experts are concerned about the early onset of mental disorders - a factor they say many policy makers and members of the public have not yet grasped.
Hans Ulrich Wittchen, a psychologist at Germany's University of Dresden, said in a major European study of mental illness last year that he too thought governments should consider screening adolescents to try to reduce the number who go on to suffer major and recurring bouts of depression.
But other mental health experts advised caution.
'Early screening in the service of early intervention to try to prevent later mental health problems undoubtedly has allure,' said Felicity Callard of London's Institute of Psychiatry.
In case you didn't know I adore chocolate so I will look for any excuse to eat more of it. I found this interesting article in the Daily Mail. Although it's stated, this article is a bit tongue in cheek, there are good reasons to eat chocolate, dark chocolate is especially high in iron and it's rich in flavonoids, which we know are antioxidants and fight free radicals and we all know how chocolate makes us feel good.
Does eating chocolate make you clever?
It seems that might well be the case after scientists in New York found the higher a country's chocolate consumption, the more Nobel laureates it spawns.
The new research, published in the New England Journal of Medicine, is tongue-in-cheek, admits the lead author Dr. Franz Messerli.
But nonetheless, the results did show a surprisingly powerful scientific correlation between the amount of chocolate consumed in each country and the number of Nobel laureates it produced, he wrote in the journal.
The Swiss, naturally, take the lead, with the Swedes and Danes following closely behind. The UK was above average in the table (see below).
Dr Messerli, a Swiss doctor now working at Columbia University in New York, told Reuters Health: 'I started plotting this in a hotel room, because I had nothing else to do, and I could not believe my eyes.
It's thought that eating chocolate might improve our ability to think as it is high in antioxidants known as flavonoids, which are also found in cocoa, green tea, red wine and some fruits.
Studies have suggested that flavonoids may improve thinking and reduce the risk of dementia by increasing the blood flow to the brain.
When it comes to chocolate, several other researchers have suggested dark varieties might benefit the brain, the heart and even help cut excess pounds.
But to produce just one more laureate, the nation would have to up its cocoa intake by a whopping 275 million pounds a year, Dr Messerli added.
He estimates that every citizen would have to eat 400 grams of chocolate a year to increase the number of Nobel laureates in a given country by one per million inhabitants, if the correlation holds true.
And in the 'conflict of interest section' of his article, Dr Messerli does admit to daily chocolate consumption. Despite the tongue-in-cheek tone of the research, he added that he does believe chocolate has real health effects, although he warns people to stay away from the sweeter varieties and opt for dark.
An interesting little article I came across on the Daily Mail and anything is worth a try if it helps. Seriously though you need to think back and why you are addicted, people tended to become addicted because it's filling a void in their lives and generally something triggers this off. I often hear smokers say it makes them feel relaxed, technically smoking doesn't relax you, if anything it's a stimulant, what it does do is satisfy a craving and that you are craving something because initially it filled a void where something was lacking, perhaps it was because you felt you would belong better in your peer group when young and that it would give you more confidence and a sense of belonging. If you can analyse and find out why smoking or any addiction is your crutch in life, that's half the battle to kicking the habit for good.
For those smokers desperate to give up the habit, scientists have an unusual solution - gargling with a glass of lemonade.
They found that the interaction of sugar (known as glucose) on the tongue boosts attention as well as energy and can improve self control.
This could help keep smokers away from the cigarettes at least in the short-term.
A team from the University of Georgia conducted self-control tasks on 51 students to see if a mouth rinse with glucose boosts attention as well as energy.
The first task, which depletes self-control, was to meticulously cross out Es on a page from a statistics book.
The second was the Stroop task, where participants were asked to identify the colour of various words flashed on a screen, which spell out the names of other colours.
The Stroop task's goal is to turn off the student's tendency to read the words and instead see the colours.
Half the students rinsed their mouths with lemonade sweetened with sugar while performing the Stroop test, and the other half with Splenda-sweetened lemonade.
Results showed students who rinsed with sugar, rather than artificial sweetener, were significantly faster at responding to the colour rather than the word.
Professor Leonard Martin, of the University of Georgia, said: 'Researchers used to think you had to drink the glucose and get it into your body to give you the energy to (have) self control.
'After this trial, it seems that glucose stimulates the simple carbohydrate sensors on the tongue.
It took participants about three to five minutes to perform the Stroop test, which shows a measure of self-control, but glucose mouthwash might not be enough to solve some of the biggest self-control obstacles like losing weight or smoking.
Professor Martin said: 'The research is not clear yet on the effects of swishing with glucose on long-term self-control.
Professor Martin, along with co-author Matthew Sanders, a doctoral candidate, believes the motivation comes in the form of self-values, or emotive investment.
He said: 'It is the self-investment. It doesn't just crank up your energy, but it cranks up your personal investment in what you are doing.
'Clicking into the things that are important to you makes those self-related goals salient.
'The glucose seems to be good at getting you to stop an automatic response such as reading the words in the Stroop task and to substitute the second harder one in its place such as saying the colour the word is printed in.
The study, published in journal Psychological Science, says previous research into self-control has shown a decline in performance for the second task as energy levels plummet.
'Previous studies suggest the first task requires so much energy, you just don't have the energy left for the second task that you need,' Martin said.
'We are saying when people engage in self-control, they ignore important aspects of their goals and feelings.
'If you have to stay late at work, for example, but you really want to be going home, you have to ignore your desire to go home. Doing so will help you stay late at work, but it may also put you out of touch with what you personally want and feel on later tasks.
'Swishing glucose can focus you back on those goals and feelings and this, in turn, can help you perform better on the second task.
ASTRIDESTELLA.ORG: COMING SOON "PUT SIMPLY JUST LOVE"


text:
const express = require('express');
const serveStatic = require('serve-static');
const bodyParser = require('body-parser');
const path = require('path');
const fs = require('fs');
const logger = require('morgan');

/**
 * 实例化
 */
const app = express();
const accessLogFile = fs.createWriteStream(`${__dirname}/access.log`);
const errorLogFile = fs.createWriteStream(`${__dirname}/error.log`);

/**
 * log
 */
app.use(logger('combined', {
  stream: accessLogFile,
}));

/**
 * 加载静态资源
 */
app.use(serveStatic(path.join(__dirname, 'public')));
app.use(bodyParser.json());

app.get('/log', (req, res, next) => {
  if (1) {
    const error = new Error('参数不对');
    console.log(error);
    error.status = '801';
    error.message = 'loglog'
    next(error);
  }
  res.send('ok');
  next();
});

app.get('/test', (req, res, next) => {
  // console.log(req);
  // console.log(req.headers);
  res.send({
    state: 'test',
  });
  // next();
});

app.get('/jsonp', (req, res, next) => {
  // console.log(req);
  // console.log(req.headers);
  res.jsonp({
    state: 'test',
  });
  // next();
});

app.post('/post', (req, res, next) => {
  // console.log(req);
  // console.log(req.headers);
  res.send({
    state: 'test',
  });
  next();
});

// catch 404 and forward to error handler
app.use((req, res, next) => {
  const err = new Error('Not Found');
  err.status = 404;
  next(err);
});

app.use((err, req, res, next) => {
  // console.log(err);
  errorLogFile.write(err.stack)
  // render the error page
  res.status(err.status || 500);
  res.send('维护中......');
});

app.listen(3000);

redpajama_set_name: RedPajamaGithub


Throwing a Halloween party for your kid can be a lot of hard work, but it's definitely worth it to see their beautiful smiles and crazy costumes! Not only does your child get to spend time with their closest friends and family, they get to express themselves and get a lot of treats too!
It's a special, once-a-year event, so of course, you want to make it fun and memorable for both your kid and their guests. This is your guide to planning the ultimate children's Halloween party.
As much as you want to give your little one a Halloween party of a lifetime, you need to be realistic about how much you can spend. You can still throw them the party of their dreams within a reasonable budget.
Your budget allocation will depend on a variety of factors, like how many guests you invite, if you're cooking or paying for catering, where you decide to hold the party, and what kind of entertainment and activities you have planned for the kids.
You can either set an overall spending limit or compute the costs per head. Either way, make sure to stick to your budget! Just remember that you don't want to penny pinch too much. A good trick is to pick just one thing to splurge on (like the decorations or the Halloween themed food) and make that the focus of the party.
Get your kid to chip in on the planning and you'll be sure to throw them a party they'll never forget! Ask your little one what kind of Halloween celebration they'd like to have. Whether it's a pirate-themed bash or a spooky haunted house party, choose something you know they'll love.
A theme isn't absolutely essential, but it does help make the party much more unique and fun (not to mention easier to plan). You can tailor fit the decorations, giveaways, activities, and even food to match the theme.
For younger children, it's generally best to hold the party at home where you can keep a watchful eye on all the kids. Plus, you'll save a lot more if you don't have to rent a venue! However, this might not be the best option for every kind of Halloween party, especially if you have more guests.
The pool or park are great venues for daytime parties, and kids absolutely love playing outdoors. For parties at night or with older children, you can book a simple party venue or activity center.
The food is the star of any Halloween party! Stick to simple yet delicious finger foods that work for every age. Make sure you have enough to cover not just your child and their friends, but also any adult helpers who are coming along to the party. You can even decorate the food with a spooky edge, like mummy hot dogs, ghost cookies, and carved "pumpkin" stuffed bell peppers.
Low on budget? No problem. You don't have to spend big bucks on a professional caterer. If you have enough spare time, you can make the food yourself! Alternatively, make it a potluck party that the other parents can contribute to.
The ideal party runs around 2-3 hours, which doesn't sound like a lot to you, but can feel like forever for a child! You need something to keep the kids entertained throughout the whole party, whether it's a couple organized activities or a hired entertainer.
If you're hiring someone – a clown, magician, musician, face painter, etc. – make sure to book at least one month in advance to secure your favorite performer. You should also plan a few Halloween games and activities that the children can participate in, but also allow them to have some free fun time on their own.
You can plan the most perfect party in the world, but if your child's friends aren't there to celebrate with them, it won't be any fun! Choose a date that you know works for the most important people; best friends and family are top priority.
Keep the guest list short but meaningful, and take into account any parents or guardians that need to accompany their small children. The general rule of thumb is to have one party guest per year of the child's age plus a 2 more. So if the child is 8—10 friends are ideal. If the child is 11—13 guests are enough.
Send out invitations at least 3-4 weeks before the party to avoid any flaky guests. Include an RSVP date and your contact details, then follow up the week of the celebration.
Preserve the memories of your child's awesome Halloween! Photobooths are a great way to provide entertainment to the young and old alike—not to mention you get to go home with a cool and unique souvenir. Choose the best photo booth hire, and your guests will be talking about your child's Halloween party for years to come.
But most importantly, have fun. It can be stressful to make sure the kids are both safe AND having a good time. But no one feels relaxed when the party host is uptight, so remember to cut loose a bit, enjoy the party.


A maritime expert, Demola Akinkunmi, says shippers are now being charged $20,000 per day for delay of ships in Nigeria.
The National Industrial Court, Abuja, on Tuesday ordered First Bank of Nigeria Plc to pay its 2015 retirees their entitlements.
MTN Nigeria recorded N453.1 billion Earnings Before Interest, Taxes, Depreciation and Amortization, EBITDA, in 2018.
The Federal Inland Revenue Service, FIRS, said it generated N12.62 trillion revenue from tax in the last three years.


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text:
Bielenberg, Andy
Ernie O'Malley was a medical student in Dublin when the 1916 Rising broke out. Although initially indifferent, he soon came to sympathise with the Republican viewpoint and joined the Irish Volunteers, later to become the IRA. He quickly rose through the ranks and was soon organising the IRA around the country, reporting directly to Michael Collins and Richard Mulcahy. Andy Bielenberg, who works in UCC, has a special interest in the revolution in Co. Cork 1914–23; John Borgonovo is a history lecturer in UCC, and has written many books on the revolution in Cork; Pádraig Óg Ó Ruairc, originally from Co. Clare, lives in Co. Cork and works for the OPW. He has published extensively on the revolution in Ireland.
The Men Will Talk to Me (Ernie O'Malley series, West Cork Brigade) In the 1940s and 1950s Ernie O'Malley interviewed survivors of Ireland's struggle for independence. These interviews, now being made available to the public for the first time, give a fascinating insight into the times and the people who fought. The West Cork interviews detail IRA intervention in Ulster, as well as giving prominence to the Cork No. 5 Brigade. Of eight interview subjects, five participated in the IRA's invasion of Northern Ireland. The interviewees talk about the Republican rifle exchange with the National Army which occurred secretly in May 1922, as Free State rifles supplied by Britain were swapped with IRA rifles, which were then sent to arm the IRA in Ulster. They also document the gruesome torture of Brigade Commander Ted O'Sullivan. ISBN: 9781781172469 €16.99

redpajama_set_name: RedPajamaCommonCrawl


One evening on a vacation, I paced around, the only one awake, thinking about what the future could possibly hold for Dominion. Was there anything great left to do? I jotted down some notes, then typed it all up when I got home.
Of the stuff I came up with, a few things went together, to make a kind of Prosperity sequel. It would have more VP tokens, those seemed like they had a lot more life in them than just those 3 Prosperity cards. Some "bonus" cards of some sort would award VP at the end of the game, like Kingdom Builder scoring methods. There would be giant expensive cards that you could pay for later. There would be cards that effectively didn't cost a Buy to buy. Special treasures could be a focus again. And there were three or so other ideas that did not actually make it. I like to tell the whole story, but who knows, I might need that stuff someday. Anyway you can only fit so much stuff in an expansion.
Initially the big thing I wanted out of VP tokens was, cards you trash for VP based on the game state. So, they would count things that conventional Victory cards can't, like how many Actions you managed to get into play at once. So I tried several of those and well in the end there's Emporium (which just checks a threshold) and Triumph (an Event). The original concepts didn't work out, but there are a zillion ways to make VP in this set so it was not much of a loss. A key thing was to try to avoid "golden decks" - where you just make points every turn without pushing the game towards ending. So most of the VP token stuff is tied to gaining cards, or trashing cards, or will run out some other way.
I didn't try the "bonus" cards for a while. When I finally got to them, they initially didn't matter enough, but it was easy to make them matter more and that all worked out. I made more and more of them and in the end there are 21. It could have been 20 Landmarks, 12 Events, 2 blanks, but I had the extra cards so in they went.
I had Debt from the start (and it had been in the ideas file for years). The first version though was a word on cards, "Debt," that meant you didn't need the $ to buy the card, but went into Debt. The Debt tokens worked the same way as they do now. One day I thought of using a symbol, and the cards changed to things like "When you gain this during your turn, take [red coin with a 10 on it]." They were like that for a while, before finally I put the symbol into the cost. With Debt a significant concern was that you could just buy the card turn one, and if that was good it seemed like the game could be too scripted. So the big Debt cards always tried to not be good turn one, although it took a while to really get there. Originally the cards could all be bought with $0, and in the end some have $ costs too.
And cards that gave you +1 Buy when bought, I made a couple and then it seemed like, that was plenty.
One day Jeff Boschen complained that one of the Debt cards (an earlier version of City Quarter) was dominating games, that in particular you could always get all the copies you needed, even in a 2-player game. And I thought, hmmm, I could have piles that were only 5 cards. And then from there went immediately to, wait, 5 cards, then 5 of another card. And I tried some cards like that and it seemed pretty cool. You get to tie together the cards somehow. A big issue was making sure you would get through the top 5 often enough; not necessarily every game, but you know, not as some rare thing. So three are cheap cantrips, and Gladiator eats its own pile for you.
I had no plans to have any Duration cards in this set, then somehow tried one, and then a couple more. The original one didn't make it but there are two Duration cards. The objection all these years was the amount of rulebook space Duration cards took in Seaside, but in Adventures that rulebook space was small enough to not seem so bad to repeat.
Dominion is a medieval game; ancient Rome is not medieval. I remained wishy-washy on that issue, not quite wanting to go full-on ancient Rome. In the end the set is called Empires and has a bunch of Roman things. Roman empires were around for a while in various forms, extending into medieval times, so there.
Late in the going, Scott Colcord took it upon himself to get all of the recommended sets played. The recommended sets don't always get much attention and well these ones did make it to a table or two.
Empires started out as a kind of Prosperity sequel. And ended up as one; it has super-spendy cards (though you can pay for them later), more Treasures than other non-Prosperity sets, VP tokens, even a Treasure that makes $6 and an Event that gets you 15 VP. One of Prosperity's less-obvious themes is player interaction; it ups the non-attack interaction to cope with having fewer attacks (which in turn was to make sure Colony was reachable in enough games). Empires has that too. There are again only three attacks, but the 3 Gathering cards are all interactive, plus Chariot Race and Gladiator, plus Castles in that way VP piles can be; the split piles cause more competition for cards; and then some of the Events are interactive and many Landmarks are, and those don't even take up space in the usual 10 Kingdom cards.
Archive: When I thought of it, I had to try it, and it worked, so there it is. A Duration card!
Capital: This started as an action that gave +$2 and gave all cards "debt" for the turn, for $3. It was neat but scary. The final version costs more, doesn't use an action, and doesn't give any net $ - you are just borrowing.
Castles: There was an old idea in the file, a pile of Victory cards with different sizes. One day we needed a promo (which became Summon) and Matt Engel decided to try this out. He made 8 cards for it, including Small Castle and King's Castle, and converting Opulent Castle from an old outtake from Hinterlands (there a straight action). He also had a vanilla treasure-victory card ($2 and 1 VP). I thought it was important to have a cheap one that rewarded you for loading up on them, and made Humble Castle for the first one. Small Castle trashes itself or another Castle, so Crumbling Castle is something nice to trash, and Haunted Castle isn't so bad there either. Sprawling Castle and Grand Castle interact with some of the other cards and are also nice for people not going for Castles.
Mostly the cards didn't change after the second version; they just worked out. There were a couple cards in the Haunted Castle slot. I tried a Castle that shuffled cards from discard into deck, after an old outtake; I tried a one-time Cursing one (like Ill-Gotten Gains). Haunted Castle couldn't work at weird times (such as when gaining it with Saboteur) and so ended up saying "on your turn," to be as friendly as possible (still works with Small Castle) while shutting out weirdness.
Catapult / Rocks: I tried to come up with flavor that would be good for split piles. The main thing to do was one thing that leads to another thing somehow (rather than one card changing into another, like some cards in the past). But one idea on the list was a Catapult and Rocks and well, who can resist naming a card Rocks. Catapult initially gave the Cursing bonus on cards costing $4 or more, but at one point I lowered the cards to costing $2 and $3, and then kept Catapult working on $3's when I switched it back to costing $3 itself.
Rocks started out with "when gain/trash, +2 Cards, may trash 2 cards from hand." It wasn't everything I wanted and I replaced that with gaining Silver to your hand, then your choice of hand or deck top. Then to avoid confusion it took the destination choice away and based it on the phase, so you weren't all, wait if I put Silver in my hand after buying Rocks, can I play the Silver?
Chariot Race: The question here was what to do with the other player's card. If you leave it on top, Chariot Race has the same competition all turn, although your own card varies. If you discard it or put it on the bottom, it feels too much like an attack. It went back and forth but ended up leaving the card on top.
Charm: This started out as a Treasure worth $2 that made cards you buy come with different cards at the same cost. We did crazy things with that for a while, then finally I looked at ways to weaken it. I tried several variations in rapid succession, that limited you to one gain per turn. There was one that gave you a $5 if you had at least $5 when you played it. The best was a Reaction version - a Treasure worth $2 and a Buy, can discard when gaining a card to gain a different card with the same cost. Discarding it gives you the potential to get loops, where you redraw it repeatedly; Dave Goldthorpe found some of these. So now it's a choose-one. It doesn't get to be a pretty yellow/blue card, but is pretty similar.
City Quarter: One of the first Debt cards was +3 Cards +1 Action, for some large amount of Debt that I tweaked some. It was an interesting card to consider. It's two Laboratories in one card; that's different in various small ways from actually having two Labs. In the end it seemed too strong too early. I tried a version that either drew 3 cards or got two Treasures from your discard pile, that cost more up front. I tried a giant Pawn briefly. Then, a Village that had you draw a card the next 2 times you played an Action; it addressed early power level some but had tracking issues, especially in multiples. Finally it turned into the published card. It can go nuts, but you have to set it up; you do not want it turn one.
Crown: The first version was an Action that played an Action or Treasure twice. You really want it to be a Treasure too, so you don't draw it dead off of card-drawing. So, an Action - Treasure card! It always seemed like that would be too confusing, but here was one that was no trouble. It's something how popular it is even in games where you are almost always using it as Throne Room.
Encampment / Plunder: The idea to Encampment was to go back to the pile, that was the neat part; Plunder can get uncovered but then re-covered. Encampment is a card that's not shabby to play as a one-shot you only paid $2 for. At first you had to have Plunder to keep it; that sometimes worked well, sometimes not so well. To improve the card it changed to also letting you reveal Gold; it flirted with just referring to Treasures costing $6 or more (with a $6 Plunder), but naming the cards is simpler. Later on Encampment changed to being set aside, only going to the pile at the end of the turn, which sometimes stops you from buying it back (but lets you buy the Plunder), but was done as a precaution against recursion that helps you remember you got those extra Actions this turn. Plus it neatly solved the issue of clearly having it be that Overlord as Encampment goes to the Overlord pile, not the Encampment pile.
Plunder meanwhile started out as a treasure giving +1 Buy, and +$1 per Buy you have. It had been its own pile and had seemed cool for a while, but it dominated games, you buy them up as a combo with each other. It's like Bridge but different in lots of ways and in the end stronger. Even the half-pile version bugged me, and finally I replaced it with a straight treasure version of Monument. It cost $6 first but then seemed like it could be $5. I had already tried a similar card in the set that could sometimes go on your deck when discarded from play, but left that part out for this version.
Enchantress: A late card, replacing another attack. I quickly tweaked the resources and the wording, but the premise worked immediately.
Engineer: For a while there was a different Workshop: Gain a card costing up to $4, get +1 VP per empty pile. It seemed reasonable and then I had one too many games that were dominated by it. I tried a lot of replacements, man, like ten other cards, mostly very briefly. Engineer stood out. However it had the issue of being able to trash it to gain something plus another Engineer, to run out the pile. Dame Josephine suggested having it cost Debt, which fixed that problem while taking no space on the card.
Farmers' Market: At first you got the VP and trashed it at the same time you got the +$4. That was too big of a pay-off, so I separated out the VP. Before Farmers' Market I briefly tried an Explorer variant that increased in $ ala Farmers' Market.
Forum: This started at $2 with +2 Cards instead of +3. There were several possible ways to do "when buy +buy" to try to not empty piles too quickly; the solution here was, a more powerful card costing $5.
Gladiator / Fortune: Some split piles were having trouble getting to the 2nd card often enough. For Fortune I made a card that specifically eats its half-pile. A single Gladiator purchase can do the trick. The card was inspired by Chariot Race, trying to be another way to do that kind of thing, since we liked Chariot Race.
Fortune started as its own pile. It was a Debt card back when they could all be bought with no $. The first version was $10; in the end it's $16, with $8 up front please. That's how good double your $ is, taking into account that sometimes it helps pay for itself. And originally you could use multiple Fortunes in a turn and well doubling doublers is always trouble (Throning a Throne isn't actually doubling a doubler, person who thinks of that; however King's Court on King's Court is). There were "discard your hand" versions, but in the end it got a harsh clause to limit you to one doubling per turn. When Fortune became a split pile card, it got the when-gain ability to tie in to Gladiator.
Groundskeeper: First this cost $2 and let you pay $1 extra when buying a card to get +1 VP. It was nuts. It shifted to only working on Victory cards and then to costing $5 up front and none later.
Legionary: The first version had the other players "discard a card then draw up to 3" each time you played a Silver. So you got the full effect only if you played three Silvers. I quickly ran through a few variants before settling on, reveal a Gold to have them discard down to 2 then draw (an attack from Dark Ages that had been too annoying, but that one was cheaper and didn't require revealing a Gold). But then for a while it instead triggered on playing a Gold; for some reason I thought that might be better. It wasn't and it's back to revealing a Gold.
Overlord: Around when I found the good forms of Royal Blacksmith and City Quarter, I thought of trying a bigger Band of Misfits with Debt. It was preceded by related cards - Trash a non-Treasure, gain an Action for up to $7 and play it; then +1 Action, gain an Action for up to $6/$5 and play it. Gaining the card is so much simpler but just madly rushes the game end. Overlord costs 8 Debt but doesn't obviously lock itself out from being worthwhile turn one; somehow it all works out here.
Patrician / Emporium: Patrician started as its own pile. It never changed except to become half of a pile. I liked it as a full pile but it was a good fit for half of a pile. Originally it got to interact with Debt cards, since they had high $ costs, but I still liked the card when it stopped doing that.
Emporium started out as a village you could trash for +VP based on how many Action cards you had in play. I tried a few sizes. I liked that whole idea of cashing in cards for VP, but you don't so much want to do it until your last turn of the game, which is not great, and making it fair when it's good can mean making it weak most of the time. I fixed up the concept by making it a threshold; you either get VP or don't, and can't get more with more Actions. Patrician is a combo with it both ways (finds it, helps reach the threshold), which is cute. The threshold was 6 Actions for a while; one day Matt said, why not 5.
Royal Blacksmith: One of the first Debt cards was +5 Cards, you may put your deck into your discard pile. It cost $10 at first, but varied. For a while it seemed like one of the more reasonable Debt cards. It wasn't good immediately, when your deck had mostly Coppers. Or was it? Gradually I got disenchanted with the deck-flipping; it was there to make you less sad to draw at the bottom of your deck, but sometimes meant you got it in every hand when you weren't actually drawing your whole deck. You zoomed to victory or didn't, depending on where it was in your deck. Then I got focused on wanting the big Debt cards to really not be good right away. I replaced the flipping with "discard the Coppers" and well there it is.
Sacrifice: The first version was identical except you only got +2 Actions when trashing an Action, and it cost $3. For a while it seemed good but you sure weren't too interested in trashing Actions to it. It's nice to have that option sometimes be meaningful.
Settlers / Bustling Village: This pile started with the flavor of the card names; nice names for a split pile, with the additional nice idea of having a village that wasn't available right away. It was trouble finding a good card to go in the top slot here; some cards left us just never getting to the village. In the end I used a card Matt made for a homemade set. It was perfect.
I tried a few different bonuses on Bustling Village. There was +$1 per Settlers in play; get your top card if it's an Action per Settlers; there was +VP based on the cards in your hand. Then I tried getting a Settlers from your discard pile and I liked that one. Then Settlers became Matt's card and I like how that ends up, where you play Bustling Village to get Settlers and then Settlers to get Copper.
Temple: At first it didn't have the when-gain ability (or put VP on the pile, don't be silly). When I thought of having VP tokens on piles, I added that part, and it all worked out.
Villa: Originally this just gave +1 Buy when you bought it. One day I thought of having a card that let you play an Action when you bought it, and after a few quick iterations it landed here, as the Village you buy to help out that same turn. For a while it was played when you bought it, but that has some tricky interactions, which were resolved by putting it into your hand instead, and giving you +1 Action to play it with.
Wild Hunt: This started out being trashed to get the VP. You don't want to trash your Smithy. I changed it to gaining an Estate (trying to make sure you couldn't make VP forever this way) and it was much better.
I used every good Event idea that I had in Adventures. Still, why not try to make more? VP tokens helped a lot, and I ended up with 13 new Events.
Annex: Late in the going, I had Events that handed out Estate, Province, Curse, Copper, Silver, and Gold (*checks other Events*... huh he's right); where was Duchy? This finally makes good use of an ability I'd tried in a few forms in previous sets, especially Hinterlands.
Banquet: This started as a Treasure for $3 that was worth $1 and came with a Copper and a $5 (then, a Copper and a non-VP $5). I liked it like that, but changing it to an Event saved a slot and made it less fast at running out piles.
Delve: This was an idea from Adventures that I never got around to trying there. It's the only one of those I tried, and it worked great.
Dominate: This never changed. Which is funny for an Event costing $14. The idea was to have a next step after Colony, and I could simulate it with an Event rather than spend 12 cards on it.
Donate: This started out costing $8. It was too swingy, and I fixed it by making it 8 debt. Now we can all figure out a plan for when to get it and it doesn't come down to draws, you can just always get it. At first it happened in Clean-up, but I had to move it to between turns due to Possession.
Ritual: I tried an Event that gave you a Curse in exchange for +1 VP per 2 Actions in play. It was a dud, then I tried trashing a card for VP, and there it is.
Salt the Earth: Trashing directly from the Supply tried out for Dark Ages - and cards were phrased to account for the possibility of it - but didn't pass the audition. This approach worked immediately though.
Tax: This started as an Action that gave +$2 and put two Debt tokens on a pile. Then it got a Setup rule that made piles start with Debt. It was hard squeezing everything into the set, and one trick was to turn this into an Event.
Triumph: This started out as an Action for $5 that gave +1 Card +1 Action +$1, and came with +1 VP per card you'd gained that turn (yes, looking a bit like Emporium). It was fun going nuts with it and so I tried variations - a Woodcutter version; one that gave +1 VP per 2 cards gained. Then I made it a Victory card worth 1 VP, that gave +1 VP per card gained that turn. That version was nice. But some games it's just sitting out, you don't have the combos. Space was limited and it could just be an Event. So there it is.
Wedding: This had a bonus I decided would have to wait for some future expansion I hope to put off making for a while. I replaced that part with +1 VP.
Windfall: This started out costing $6. It's a hard condition to meet so I felt like I could be just a little more generous.
Originally the Landmarks were all "when scoring" except it took a while for me to add the actual words "when scoring" to them. The first "6 VP per player" cards started with 12 VP, and I tried a few at "4 VP per player."
Aqueduct: This started out putting 5 VP on each Treasure pile. I liked that but you only have so many VP tokens. I played around with how to cut down on tokens and ended up with 8 each on Silver and Gold.
Bandit Fort: First it gave 8 VP if you had no Silver and no Gold. It's more fun to punish each one, so you can get a few Silvers and Golds and then see if you can get rid of them later.
Basilica: An earlier version was, when you buy a card, you may pay $3 to take 2 VP.
Baths: No changes except that business about 12 VP turning into 6 VP per player.
Battlefield: No changes except. This was the first one of these 6 VP per player cards, paving the way for more of them, plus other Landmarks that weren't "when scoring." It was controversial, shouldn't they all be "when scoring," but well they worked great.
Colonnade: It was 1 VP when buying an Action you had in play, then 2 VP, then 2 VP with a limited supply of VP.
Defiled Shrine: It triggered on gaining a Curse, but it was not entertaining in games with Witches, so now you have to buy the Curse. The "non-Gathering" thing was a late change to deal with poor interactions between this and the cards that put VP on their own piles. It's kind of weird to have that type there just for this one thing, but it also ties the cards together. That's what I said when insisting on that change, and people's reactions to the Gathering cards has borne that out; they really are tied together.
Fountain: Stef Meijer suggested this one. It was one of the first Landmarks and so started out weaker, at 8 VP for 10 Coppers.
Keep: Some versions gave you the points if you didn't have the fewest copies of a Treasure. It's the same in 2-player but was more political in multiplayer. I went back and forth on whether tying got you the VP, again with an eye towards reducing politics.
Labyrinth: No changes. Well in the initial version of the art, you couldn't do the maze; I got the artist to erase a bit of wall so you could do it.
Mountain Pass: At first it was when the first Province was bought, the buyer bid first, no limit, and the prize was 10 VP. Since the correct bid might be infinity, there's a limit, and hey why not the total number of Debt tokens included. Gain felt better than buy; between turns dealt with Possession, man, that card. And eventually I lowered it to 8 VP to reduce the chance that you run out of Debt tokens.
Museum: The initial idea was to reward you for having cards other players didn't. It was too political, and ended up as a straight Fairgrounds variant.
Obelisk: Originally it could be any Kingdom card. I already knew from some Adventures playtesting that many people don't know that term. I used it anyway, then replaced it with Action.
Orchard: This started out giving a flat bonus of 5 VP if you had at least 3 copies of each card you had any copies of; then it was 10 VP if you had at least 2 of everything you had any of. It was too hard to go for, so it switched to giving VP per card you had 3 copies of, first 5 VP then a more reasonable 4 VP.
Palace: Originally it was 2 VP per set.
Tomb: This one just worked.
Tower: Originally any pile counted; it was slightly more interesting to not reward Victory cards, a thing Matt pushed for.
Triumphal Arch: It started at 2 VP per copy of your 2nd-most copious Action; Matt argued for bumping it up.
Wall: First it was 8 VP if you had no more than 15 cards; then -1 VP per 2 cards in your deck; then the version you know and love. Inspired by that Adventures Victory card outtake that rewarded you for having a small deck (itself inspired by a conversation on BGG, where I talked about possible future Victory cards, and decided inverse-Gardens wouldn't be fresh enough, and David argued otherwise).
Wolf Den: Never changed, though there were related cards that didn't work out.
This time around I'm putting the outtakes in list form instead of paragraph form. I'm skipping some stuff mentioned above, and a few things that seem like I could maybe fix them up if I have to make more cards someday.
- The first card in the file is a Witch variant that gives you +1 VP if the Curses have run out. That sounded nifty enough that it hung around for most of testing, though later versions triggered on buying a card. If you somehow got +1 Buy and then played it and bought two things, yeeha. Eventually the trigger started to seem bad, and then the whole card fell apart. And I replaced it with Enchantress, hooray, a happy ending.
- and +2 Cards, you may trash this for +1 VP per 2 cards in your hand. I liked the idea of cards you cashed in for VP, but well, you would generally like to hold onto the card until the last minute, and we've already had that experience with Mining Village. They seemed like a good direction and then I fiddled with them and then they died.
- Right and a third one, a treasure worth $1, may trash it to pay any amount of $ for +VP. That one you cashed in of course, since you didn't want the big Copper. There were a couple versions; they were dominating and didn't seem worth pursuing.
- I tried several cards that cost a lot but let you go into Debt, that tried to look impressive and in the end were too impressive. First up, a new extra-turn card. I also had double your $ in Fortune, and I felt like, double your $, with +1 Buy, was like an extra turn but way way faster to resolve.
- One of the most significant outtakes was a treasure that gave +1 Buy and produced $1 per Buy you had. So by default it made $2 and a Buy. But with other sources of +Buys it made more $. You could just play multiple copies of it and build up. If you think about it, it's like Bridge, but gives you the $ up front to divide how you want, instead of assigning $1 per purchase. It turns out that's strong. For a long time the card seemed on the edge of acceptable; gradually I got sick of it. I put it in the Plunder slot and then killed it.
- There was a Witch that gave everyone else a Curse and +1 VP. It seemed cute; it's like giving them a Ruined Village, but they end up ahead a VP if they trash the Curse. So do you still even want to give them these Curses? Yes, you still do, but not as much as usual. I still like the idea but well it wasn't popular. Tower can give you that "Curses are just blank" feeling.
- A Knight-like attack trashed from the Supply if it missed. I decided Salt the Earth was enough of that. Yes and Gladiator.
- A couple attacks played around with playing cards you bought that turn; then I had a village that let you play a card from your hand when you gained it, and then I figured out how to do Villa.
- I tried a Reaction that gave you +VP when attacked. Man. You load up on them and then hope they attack you. Even at once per round I wasn't happy with it.
- I tried giving other players VP as a penalty. It's not pretty-looking but was around for a while.
- +1 Action, get the Silvers and another card from the top 4. Also you got +1 VP per Silver in play when you gained it (then, +1 VP per 2 Silvers, then no VP). The top was crazy. I thought the bottom would survive somewhere in some form but it did not.
- Here's a Venture variant, discard N cards to play the treasures from your top N cards. I have a very vague memory of trying this.
- There was a card that made each card you bought come with a Silver. For a while I thought there would be a sub-theme of cards doing things when you bought other cards. Also I thought there would be a sub-theme of making Silver more exciting.
- Treasure, name a card, worth $1 per copy of it you have in play (cost $5). A super-Coppersmith; if you name Copper it's a Coppersmith treasure, but you can name something else instead. It looked classic and got a lot of chances.
- Treasure version of King's Court, with debt. A dud.
- A cantrip super-Remodel (up to +$4) that had you take debt equal to the amount you Remodel'd up. Debt and Remodels are a poor combination, but I tried it multiple times anyway.
- Mine 3 times, with a Debt cost. Then, trash a treasure to gain a treasure to hand - the same if you went Copper to Platinum, but usually weaker. It thought it had a shot, and spent some time in split piles.
- Remodel 3 times, with a Debt cost. Debt? That's okay, I'm not going to be buying any more cards.
- In the same vein as Farmers' Market, I tried a Warehouse. You draw N cards then discard N, N being the number of tokens on the pile. And could optionally trash it to take the VP. Farmers' Market made the concept work.
- There were a bunch of treasures I tried briefly for split pile slots. A treasure version of Vault. A treasure that gained you a copy of a treasure in play. A treasure that played the Coppers from your 3 top cards. A treasure that made cards the previous player had gained cheaper. A treasure (worth $2) you could put on your deck ala Treasury. A treasure worth $1 per other differently named treasure you had in play. A treasure that let you trash a card when gaining or trashing it. A treasure you cashed in for two $3's when you played it (that one goes back to Prosperity). A double Harem - $4 and 4 VP for $10. You know it wouldn't have been embarassing, but when its pile died I didn't miss it.
- There was a bigger Wharf with Debt cost - +3 Cards this turn and next.
- Here's a Wishing Well where you just need to get the type right, not the card name. Man I don't remember trying this. And next to it a version that could get 2 cards if they both matched.
- There were cards called Barbarian, don't think there weren't. Here's one where they name a card, then trash their top card if it costs $3+ and isn't what they named. Then immediately a version where they revealed two cards; revealing one has worked on a few attacks but tends to be too random. My memory is this attack just never hits.
- I tried another permanent duration; +$2 each turn with the first Action card you play, with a Debt cost. It was in the running for a big debt slot, it seemed potentially balanceable but was not as fun as the competition.
- I tried a few things in the Settlers slot, maybe not all in the file, but here's a 2-card Cartographer.
- Each other player reveals 2 cards from their hand, trashes one you choose, gains a replacement to their hand with the same cost, also your choice. Attacks are hard.
- Ah yes, so many cards tried out for Engineer's slot. Here's an Expand with on-use Debt that tried to dodge Remodel/Debt issues by doing something different if you had any Debt. A +$1 Remodel that had you draw 2 cards when you gained or trashed it; I still like the idea of a Remodel that does something when gained/trashed. A +$1 Remodel that, when trashed, gave you a $5. Yowza. Another one of these, gaining you a copy of a card in play with some limits to try not to go nuts. Another one with different limits, man. Okay here are 3 that involve putting VP on the pile. One is just a Workshop that accumulates VP you can trash it to get; one counts down, it's reset to 5 VP when a copy is gained, and when played gains a card for the number of VP on the pile and then gives you a VP from the pile, that was fun to try; and a Workshop that adds or takes VP based on how much the card you gained cost. Finally, the one that held the slot for the longest out of these, a Workshop that turns into Remodel if a pile is empty. That seemed okay and like I could live with it if I couldn't do better, but I like Engineer better.
- ditto 1 VP per card costing $6+.
- 2 VP per Attack seemed okay for a while but didn't survive. I then tried 2 VP per card with 2+ types. It feels like Obelisk covers "this random pile is worth points."
- 10 VP if you have at least 3 Curses; not the best way to use Curses.
- 5 VP if the game ended on your turn; that looks interesting but isn't really and could cause a stalemate.
- -1 VP per Duchy -2 VP per Province; what is there to say.
- If the Provinces are empty, 2 VP per Estate; that's a classic thing that didn't work out in Victory card form or here either.
- In a similar vein, 1 VP per empty Supply pile per Province you have.
- When "1 VP per $6" didn't work out I tried "take 2 VP from here when you gain Gold."
- There's one that gave you 2 VP for shuffling; it just doesn't make a difference.
- One gave +1 VP for starting your Buy phase with 6+ cards in hand.
- I tried a few versions of "At the start of your turn, you may gain a Copper, to take 2 VP from here." It's kind of interesting, but some players just always take the Copper, and sometimes you forget to take the Copper and are unhappy. I tried it with Curse; I tried it triggering on buying Treasures.
- When any player buys a Victory card, each player may discard a Victory card for +1 VP. Random and not so meaningful.
- When you buy a Victory card, reveal hand for +1 VP per Victory card. Grand Castles everywhere.
- -1 VP per copy you have after the first of each card. Then, -1 VP per copy after the 2nd. Then non-Victory cards only. The card to do was Wolf Den but I wasn't there yet.
- Reveal a hand of no duplicates at turn start to take 2 VP. Very easy to forget.
- At start of buy phase, if more Actions in play than VP tokens, +2 VP. You want more and more Actions. Not bad, except wait, it's no good in a game with any other way to make VP tokens, and I was making a whole expansion of those.
- Pick your next hand. It turns out that's pretty good and also repetitive.
- A couple versions of, Expand your top card.
- Summon! It always was hoping to be a promo but was in the set for a bit.
- A Scheme variant. It's tricky to make it useful and not automatic.
- A Moat-in-advance. It's tricky to make it useful and not stop people from buying attacks.
- Various versions of, the player to your left gains an Estate and you get +3 VP. I couldn't give everyone an Estate and didn't want anything political.
- A few versions of a hot potato - you pay to give it to the player to your left, and it punishes whoever has it (the Event, sitting in front of them). Again politics was an issue, but also it just wasn't creating good times.
- A few Haggler variants that were too hard to get value out of.
- A few versions of, trash a card, get VP if the trash didn't have it yet (phrased to not be Fortress tricks).
- It seemed like I could do "make anything a Nobles/Harem" and it would be reasonable. Pay $6, gain a card costing up to $4, get +2 VP. I could make it be worth doing, but entertainment-wise it was a dud.
- I tried giving Duchy an ability. It had to be a buy phase ability but that was fine; I tried +1 Buy +$1 (but +2 Buys because you bought the Event). Discard a Duchy, get that stuff, cost $0. It sounded interesting and was supposed to make me consider getting a Duchy for the +Buy. It did sometimes, but didn't add enough to make the grade.
- Trying to make other giant Events like Donate and Dominate, I briefly tried "gain all Actions from a pile" and "gain the trash."


text:
Mount Olive Cathedral is a Christian Methodist Episcopal cathedral in Memphis, Tennessee, United States of America.  It is located on the corners of Linden Avenue and Lauderdale Street. The Reverend Dr. Stevey M. Wilburn is the current minister of the cathedral.

History
Mt. Olive Cathedral originally started as a church in the Jug Factory on the corner of South Orleans and Georgia Avenue in Memphis, Tennessee.  As the congregation grew, the church moved into a building they had rented, and from there a brick church was built on Georgia Avenue.  In 1952, the church moved to its current place, and became a cathedral.  This building was designed by R. H. Hunt for First Baptist Church in 1907. When the white Baptist congregation sold the building to the African American CME one, the cooperation of the segregated churches was reported in an article in the New York Times.

References

Methodist cathedrals in the United States
20th-century Methodist church buildings
Churches in Memphis, Tennessee
Christian Methodist Episcopal churches in Tennessee

redpajama_set_name: RedPajamaWikipedia


text:
The Incendiaries: A Novel
By R. O. Kwon
Read by Keong Sim
R. O. Kwon Penguin Audio
Now a National Bestseller "Religion, politics, and love collide in this slim but powerful novel reminiscent of Donna Tartt's The Secret History, with menace and mystery lurking in every corner." --People Magazine "The most buzzed-about debut of the summer, as it should be...unusual and enticing ... The Incendiaries arrives at precisely the right moment." --The Washington Post "Radiant...A dark, absorbing story of how first love can be as intoxicating and dangerous as religious fundamentalism." --New York Times Book Review A powerful, darkly glittering novel of violence, love, faith, and loss, as a young woman at an elite American university is drawn into a cult's acts of terrorism. Phoebe Lin and Will Kendall meet in their first month at prestigious Edwards University. Phoebe is a glamorous girl who doesn't tell anyone she blames herself for her mother's recent death. Will is a misfit scholarship boy who transfers to Edwards from Bible college, waiting tables to get by. What he knows for sure is that he loves Phoebe. Grieving and guilt-ridden, Phoebe is drawn into a secretive cult founded by a charismatic former student with an enigmatic past. When the group commits a violent act in the name of faith, Will finds himself struggling to confront a new version of the fanaticism he's worked so hard to escape. Haunting and intense, The Incendiaries is a fractured love story that explores what can befall those who lose what they love most.
Author Bio: R. O. Kwon
R. O. Kwon is an author whose nationally bestselling first novel, The Incendiaries, was named a best book of the year by over forty publications and was a finalist for the National Book Critics Circle John Leonard Award for Best First Book and a finalist for the Los Angeles Times First Book Prize. Her writing has appeared in the New York Times, the London Guardian, Paris Review, NPR, and elsewhere. She is a National Endowment for the Arts fellow.
Category: Fiction/Literary
Publisher: Penguin Audio


To be more precise I think its really someone who lives in a low elevation city or area based on life circumstances like work or family. But is completely obsessed with adventuring in the mountains. This could be running, climbing, hiking………really whatever mountain sport or activity that makes you happy. The goal of this blog is to share the stories of Mountain Flatlanders as we try to keep up with our geographically privileged North Country friends. I hope to cover a range of topics such as trip reports, gear, training, key learnings, and most importantly the stories of other mountain flatlanders.


When we organize with one another, when we get involved, when we stand up and speak out together, we can create a power no government can suppress.
Post inauguration, when visions of justice and peace seem most dim, it is encouraging to turn to the writings of Howard Zinn. But it is also bracing, like an in-your-face bucket of ice.
These words of a decade ago seem striking today as a one-percent billionaire class ascends to the presidency and cabinet, while Republicans hold a majority in both houses.
When the profit motive is the primary driver of our economics, and satisfying stockholders its objective, does anyone honestly believe that it operates for the benefit of the common person? If indeed the yachts of unfettered capitalism throttle up to full speed in the days ahead, powered by the engine of profitability, woe be to the lowly rowboats caught in their wake!
Yet somehow a near-majority of the US population came to believe that "Make America Great Again" was a slogan meant for them. Truth be told, the Constitution so revered by "strict Constitutionalists" was actually written for the benefit, not of the masses, but of white property owners who feared the masses. Nor did Thomas Jefferson's noble Declaration of Independence apply to the slaves who serviced his Monticello estate. Where would we be without the Bill of Rights?
In the months ahead, let us not be rendered "helpless before determined liars." A wise maxim of recent years suggests, "Follow the money." Who will benefit most from legislation passed by the new administration? Thus far it appears that proposed tax reform, deregulation, and other measures will disproportionately advantage the super-rich, as the "less fortunate" face diminished services, resistance to a living wage, and health care uncertainties.
We need another Great Awakening! Only a revitalized and engaged civil society can stand against this growing trend toward plutocracy, which in coming days may be heightened by attempts to further restrict civil liberties as a self-proclaimed "law and order" president assumes power.


If you have heard this song belted by a princess in your house, you probably a proud parent of a daughter under 10 years old. Frozen is THE kids movie of decade. It was only a matter of time before an airline capitalized on the success of the movie. Enter WestJet Airlines. They are the official Canadian airline of Walt Disney World in Florida. WestJet recently unveiled a new Frozen themed aircraft to celebrate the partnership.
The Frozen jet was originally a stock WestJet 737-800 that was repainted into the Disney motif. It took over 170 gallons of paint and 21 days working non-stop to turn their ho-hum aircraft into a fantasy bird. The paint scheme features 23 colors and even has a sparkling overcoat so that the jet uniquely shines in the sunlight. The paint scheme is designed to tell a story. According to WestJet, "on the tail of our aircraft, sisters Anna and Elsa celebrate sisterhood and the magic of snow. From the aircraft tail along the fuselage, the magic travels to warm the front of the aircraft where Olaf can be found enjoying a summer day on the beach." WestJet put together a time lapse showing how the Frozen 737 aircraft was painstakingly painted.
On October 18, 2015, WestJet unveiled the aircraft in a spectacular fashion. The airline invited hundreds of children to the unveiling celebration held at a hangar in Toronto, Ontario. The ceremony featured none other than Elsa, Olaf, and Anna characters in full costume. To the amazement of the assembled crowd, Anna danced as the curtain fell to unveil a magical paint scheme. Inside the 737-800, the cabin was fitted with a special Frozen themed leather seating that featured darker winter-like colors in the back (very Canadian) transitioning to brighter summer themed seats and overhead bins in the front.
As an added bonus for avgeeks, we stumbled upon footage on YouTube (beautifully shot by dude8472productions) that captures the WolfAir Learjet 25 conducting a flyby of the Frozen WestJet 737-800 departs on runway 17L at Calgary. The video later shows the 737 executing a touch and go on the same runway as the Lear 25 flies by at a higher speed "well to the left of 17L".
WestJet's Frozen-Themed Jet Almost Ended Up In The Drink–What Could Have Happened?


1. The MS Office 365 evaluation group will present any new information gathered since our last meeting and in response to the additional issues or questions raised.
2. The Locally Hosted Exchange evaluation group will start their presentation.


The best way to get around Split is by car since it gives you the most flexibility to travel on your own timetable, but renting a car isn't the most economical way to get around. Relying on the city's buses (and ferries for island hopping) will save you the most kuna. But if you plan on sticking close to Old Town, you can easily get around on foot.
To reach the city, many travelers fly into Split Airport (SPU), located about 15 miles west of Old Town. To get to Split from the airport, travelers can rent a car, jump in a taxi or Uber, or for 30 kuna (about $5), take an airport shuttle, which drops off travelers at the city's main bus terminal. The ferry terminal – Trajektna luka Split – which is about a 10-minute walk from Old Town, is the place to catch a boat to nearby Croatian islands.
If you plan on exploring more of the Dalmatian Coast than just Split, or if you want to visit some of the beaches and wineries, you might want your own wheels. You can rent them at the Split Airport, as well as at several locations in the city. Keep in mind that on the main highways, which connect Dubrovnik and Split, for instance, you'll encounter tolls. Also, speed limits are posted in kilometers rather than miles per hour. You won't need an international driver's permit unless you plan to stay longer than three months.
The local bus system is called Promet Split, and because there's no English version of the website, it can be pretty daunting for English-speaking travelers. Still, it's an inexpensive means of getting around. For instance, a one-way ticket to locations within Split costs just 11 kuna (less than $2), and you can reach the medieval town of Trogir for 21 kuna (less than $3.50). Fare prices are determined by the number of zones you travel. You can buy tickets directly on the bus, or for a slight discount, you can purchase tickets at a newsstand or Promet kiosk. Check with your hotel concierge for more information on route times and stops.
Much of Old Town is pedestrian-friendly, and it can be the most efficient way to traverse the tourist-heavy areas. Diocletian's Palace, along with the car-free Marmontova Street and Riva, are particularly nice places to stroll.
To reach nearby islands like Hvar, Brac and Vis, travelers can take a ferry from the terminal located within walking distance of Old Town. Ferry tickets, which you can purchase at the terminal, range in price, depending on the distance. For instance, a trip from Split to Stari Grad, Hvar, will cost 47 kuna (about $7.50) and take roughly two hours. Keep in mind that the ferries will run more routes during high season.
Taxis are another option, and for most rides in town, they shouldn't cost more than 60 kuna (about $10). Still, if you're wanting to travel from one end of Old Town to the other, you might just want to walk: It will likely be quicker. The ride-sharing service Uber also operates in Split.


Beautiful second floor, fully-furnished rental with private balcony and distant water views. The two bedrooms (one king-sized/one queen-sized) each have their own private bathroom with bath and bed linens included. The one bedroom has one king bed and a private bathroom. They both offer a fully equipped kitchen and a large, private living room with one queen-size sofa bed. These private rentals are not part of Haven By The Sea's bed and breakfast, therefore breakfast and housekeeping, including trash removal, are not included. These are only a weekly rental available in the months of July and August. Maximum occupancy is 4 people, however, it can accommodate 6 people for a nominal fee. Completely non-smoking. Central air-conditioning and free, wireless internet are included.


We personally and on behalf of our church just dropped of walmart gift cards at our local YMCA to help victims of the hurricane.
Click the "Hurricane Relief" link to see why we chose this avenue.
You can also choose to do it differently by going to the links on the right side of the above "KSBJ" link.
God will take care of them. We are His hands and feet.


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Q: mdadm raid1, drive failure lost 14days worth of data? I am rather confused. One evening I had a server which had died. I went to reboot it and noticed it was stuck on the "GRUB" boot screen. I then noticed a hard drive had failed. I put a new hard drive in, booted into rescue mode and reinstalled grub.
The server booted, I then told mdadm to resync the new drive, and everything was good again.
Until, I noticed that the drive for some reason, had data which was 14days old, 26th Apr. So I had to restore a more recent backup to get the server up to date. However, this worries me is there, why did this happen?
Thanks

A: My guess, it could happen if: you have 2 disks - /dev/sda and /dev/sdb in the raid1. For example mbr record was on /dev/sda. On 26th Apr system considered that /dev/sdb is faulty (by mistake or due to some program failure) and has been removed from raid. In two weeks /dev/sda is fail and you got not synced raid. As you said above you need to setup mdadm and I will suggest to setup smartd (from smartmontools package). Smartd "rescued my life" a couple of times :)
P.S.
raid1 is not backup, I had a few incidents when 2 drives has been failed at the same time without any chance to recover any data from them.

A: Perhaps your /boot is not on raid1? only / (Or your other partitions).
Some older versions of grub (0.9X I guess) could not boot from a mdadm device.
If you can boot a liveCD or similar perhaps you will be able to mount your raid and save the data.

A: You had RAID1 mirroring in place, one of the drives failed 14 days ago. Failed hard enough for the card to stop writing to it, but no so hard that it wouldn't actually work when you tried to read/write. But since it was marked as failed, your RAID card would no longer touch it. Then, 14 days later, perhaps in response to another issue, you took out the other (more current) drive and replaced it with a blank one.
Since your failed drive hadn't been written to in two weeks, the data was two weeks old. That's what you synced over to the fresh drive, which is why it looks like your server hasn't been used in two weeks.
Presumably your OTHER drive (the one which didn't fail two weeks ago) either
A: is still good and can be used to recover your recent data, or
B: also failed, albeit more recently and perhaps with more severity
A single disk failure in RAID-1 is not catastrophic, and therefore caries no inherent signs of distress. Your computer just keep chugging along on the remaining good drive. Unless you're actively monitoring your RAID array, you won't know about the failure until the other drive fails as well, which will cause the server to crash (no working drives left).
Some RAID cards will reset the fail/good flag on a drive after a reboot under certain conditions. It's stupid, it happens.
This sounds a lot like what happened to you.

redpajama_set_name: RedPajamaStackExchange


We have opted to go down the fixed cab route again due to the unnecessary downtime relating to rotating and levelling cab systems.
We have freshened our forwarder fleet by adding a brand new Ponsse Buffalo. We have traded in our 16000 hour buffalo in against this machine.


ONCE MORE WITH FEELING: a little status goes a long way!
a little status goes a long way!
A little status can go a long way!
I often "live post" during award shows on FB/Twitter.
This Tony season was no different. I am always thrilled when something I say resonates with a follower/reader but I wasn't ready for response from a status that night. Not only was it "liked" over 3K, it was shared and shared and shared.
To you, Singers/Actors coming to NYC to pursue theatre who have been told by your schools that if you don't "make it" before you're 25, you are done: do you SEE these Tonys? Do you SEE how the craft takes time? Do you see the actors OVER 50 winning & being nominated that have spent a lifetime pursuing craft, not fame? This is theatre. Relax. Enjoy the journey.
You see, this year's Tonys really showed diversity, not just in ethnicity, but in AGE. All the leading & supporting acting categories were won by actors OVER 60!!!!
And, with the exception of Cynthia Erivo, all the musical winners were not just actor/singers of color, they are all mid30s-mid40s!
So, what was it about THIS status that resonated?
Was it the fear of not doing enough?
Was it the realization that what may have been told to you, directly or indirectly, from an institution you have attended, or a teacher or a coach, was wrong or at the least, was misleading?
Or was it the permission to just enjoy the journey of your craft instead of pushing, fighting, and losing the joy?
Honestly, I have no idea. I just speak the truth as I see it, as I feel it, and as I have experienced it.
That status was, and is the truth.
Perhaps it was simply because it was TRUTH that it resonated.
I believe that all of us just simply need PERMISSION. We just need simple permission to BE. When that permission is reinforced by an outside source, it allows us to breathe, to smile, to take a step back and observe.
As a teacher, I meet many young performers in NYC and elsewhere, with stars in their eyes and dreams in their minds, hoping for a chance to be on stage. I love that optimism and that youth-inspired energy!
However, as a performer most of my life and as a teacher for about 30 years, I know that lack of experience needs to be focused and not trampled. I know how hard the business is. I see the hardship, the expectations, the fatigue, the unawareness, the push, the try, the frustration. I see the glitter rubbed off, and the stars get rubbed away.
However, I also see those who then decide they will LEARN what it means to be an actor. They will LEARN what it means to be a singer. I see who commits to the process and who does not.
Committing to the dream is only the first step; committing to the work to inhabit the dream is quite another and it's not for everybody.
Committing to craft to "become" takes time, takes patience, takes stubbornness, takes awareness, takes absolute, unrelenting guts and focus.
The journey is a lifetime. It's not a race to see who gets there first. It's not an expiration date.
Recognition of your presence as an artist in the business, takes time. You build that recognition with your work, with your consistency, with your growth.
The journey often reveals the time to "recover" and take unplugged time and space for yourself. "Go go go" does not necessarily make a well developed artist nor a strong craft.
The journey has different speeds and many directions. It demands you to stay present to allow the speed and direction to reveal itself fully to you. By staying present, if that speed and/or direction changes, you won't miss it!
When you buckle up for a flight, the pilot will come on over the intercom and give you a sense of length and altitude and approximate flight plan; then he/she says "so sit back, relax & enjoy your flight."
So, before panic completely freezes you, before "I must" takes over your brain and spirit on a loop that is insanity, why not take a breath, and release it? Why not sit back and observe? Why not relax into this journey called craft and see where it wants to lead?
We can choose to feel this choice a burden, or we can choose to explore the possibilities and enjoy it!
The script is being written as you move into these possibilities; YOUR possibilities.
Don't write the script before you have fully committed to NOW. The script is simply a first draft - just commit to re-writes as needed and demanded!
Theatre isn't going anywhere. It will be there when your journey leads you to it.
Theatre is about living, breathing, morphing, evolving craft.
Theatre is about timelessness and mindfulness.
Theatre has no expiry date.
The craft of theatre is not fame - it is a sense of inhabiting one's work.
And on Father's Day, I leave you with my Dad's words: "We are never finished. There is always more we can do. But to be content in our lives & in our work, THAT is the key."


text:
Rose in another language
Posted on Jan 3rd, 2011 in Bits About Bytes
People are going to access the Internet in their mother tongue in greater numbers as it becomes more and more pervasive. In India, we have many languages that are mother tongues of our people, and in the recent centuries, English has emerged as the lingua franca, which means a language used to communicate between persons who "do not share a mother tongue, in particular when it is a third language, distinct from both persons' mother tongues".
Since English is also the lingua franca of the Internet, we have an advantage of a significant base of English-speaking individuals and thus we have been able to make major inroads in the world of information technology, where English rules. Here we have a distinct advantage over China, something that is now being steadily eroded because of the emphasis that China is placing on teaching the English language to its students.
In Shakespeare's Romeo and Juliet, Juliet says: "What's in a name? That which we call a rose by any other name would smell as sweet."
What about rose in any other language, it not only smells the same, it is also a major literary device used by poets in other languages with as much élan.
What would Urdu poetry be without references to gulab? But how would we read Urdu poetry if we don't know the language? In English translation? Much would be lost. What if we could read Urdu script in Hindi language? We would be nearer the original in culture and context. Gulab would still be gulab, but it would be written in a script that many would not be able to read.
Now, some computer scientists have been working on making people understand and read information that has been originally given in a language that is neither their mother tongue, nor English.
The Advanced Centre for Technical Development of Punjabi, Punjabi University Patiala, has recently released an Urdu to Devnagari script conversion software. It also does the reverse, i.e. from Devnagri to Urdu…and it works on websites.
Dr Gurpreet Singh Lehal, director and chief coordinator of the project, demonstrated the software here in my office and indeed, the results were impressive. We saw how the Urdu newspaper from Pakistan like the Daily Jung, Nawai Waqt and Afsana were rendered in Hindi. He also converted the Dainik Tribune website into Urdu.
One can also write an email in Urdu and it will be delivered in Hindi at other end and similarly email sent in Hindi can be read in Urdu.
Dr Lehal said that his programme had been funded by The Information Society Innovation Fund (ISIF), which emphasises on applying Internet technology for the benefit of Asia-Pacific users and communities. The project was awarded to Punjabi University in 2009 after a competition in which 148 competitors from 22 countries participated.
In a credible 18 month the team comprising Dr Lehal, Dr Virinder Singh Kalra from Manchester University UK and Tejinder Singh Saini from Punjabi University, completed the project, which is now freely available on the Centre's website (http://uh.learnpunjabi.org). We must remember that there are differences in the way Devnagri and Arabic scripts render sounds, and thus this is not a simple case of transliterating which can introduce various howlers. Dr Lehal pointed out that the main challenges had been restoring the missing diacritical marks in Urdu text, resolving the lexical ambiguities in these languages, both at the level of characters and words. Dealing with split/merged words in Urdu script and the issue of multiple/zero equivalence of characters in the two scripts also proved challenging.
Dr Lehal claims that the current system has been tested on more than 200 documents and the word level transliteration accuracy has been found to be 98.03 per cent and 99.15 per cent for Urdu-Hindi and Hindi-Urdu transliteration systems, respectively. That would make it a hot contender for the best system in terms of transliteration accuracy.
It is interesting that a university dedicated to Punjabi has become a bridge between two other languages-Urdu and Hindi. I am sure that this software developed by the university will provide a bridge between people who have a natural cultural affinity, but are divided by the ignorance of each other's script.
The article is the latest in the column Bits about Bytes, published in the Lifestyle section of The Tribune on January 4, 2020.


well yea it went down at 1am pst but my friend told me it was still up i quickly hopped on and was able to get all online trophies done today thank gods!
are you level 20 and are all unique peaks at tier 3?
strange... i beat all VS masters and all Revenge VS Masters and its not unlocking....does it mean i have to beat secert VS masters as well?


text:
SOFIA DEVELOPMENT ASSOCIATION was founded as non-profit organization with the decision 348
of the Sofia Municipal Council to work for the sustainable development of the capital.
Category: Shortcuts
Responsible Employers of Refugees and Migrants Awards 2021
Created on Friday, 17 December 2021 12:25
Sofia Development Association (SDA), Sofia Municipality (SM), Caritas Sofia and the UNHCR Representation in Bulgaria presented the first awards for responsible employers of refugees and migrants today, 17 December, at SofiaLab. 18 December, is the International Migrants' Day - on this date in 1990 the UN adopted the International Convention on the Protection of the Rights of All Migrant Workers and Members of Their Families. On this occasion, the awards aim to recognize companies that recruit and retain migrants in their teams, give them public recognition for fostering diversity and inclusion in the workplace, and promote best practices for everyone's professional development.
"Sofia has always aspired to be a city that is open to cultural diversity, the skills to live together, and to lead our city to prosperity. You are the people who, with your professional skills and your hearts, give opportunities to migrants who are forced to look for a home elsewhere. In life it is very important to live with dignity, and work and employment are dignity," said Malina Edreva from the Sofia City Council.
"Employing people in a vulnerable situation is the highest form of responsibility - on the one hand to themselves and on the other to the local community. Admiration to all employers who conscientiously assume this responsibility!" added Tsvetomir Dumanov from Caritas Sofia.
The awards are also part of the activities of the new Bureau for Information and Services for third country nationals, which has been up and running since October this year through the joint efforts of SM, SDA, BRC, with the support of "Vazrazhdane" Markets and UNHCR, co-financed by the EU through the Asylum, Migration and Integration Fund under the CONNECTION project.
"Thank you to Sofia Municipality, Sofia Development Association and Caritas for the cooperation and partnership because the developments we have seen in Sofia in recent years are possible thanks to working together," said Petya Kovacheva from UNHCR.
CITUB, BCCI, members of the Integration Working Group collected nominations and the initiating organizations selected the winners in 5 categories - areas particularly relevant for the successful integration of foreign citizens. The 2021 winners have made a significant contribution to reducing barriers to migrants in the labour market and to fostering integration and understanding in the community of Sofia and its surroundings.
In the category for sustainable commitment to migrant employees the company "Convoy-World" AD was awarded, a leading manufacturer and distributor of household goods with a production base in the area of Novi Iskar. The company has been employing asylum seekers and third country nationals for more than 5 years. In addition to the much-needed work, as a socially responsible employer Convoy provides an address, housing and comprehensive support with other necessary services such as kindergarten enrolment, personal doctor, etc. Convoy currently employs 4 people from Syria and Pakistan.
In the category of green jobs for third-country nationals, the prize went to "Franciskup", a company that recycles starters and alternators and sells them at home and abroad. Currently, 3 boys from Afghanistan are working at Francizkup and they had the chance to get their first job in this company. The company also offers them housing.
In the category "Employer with respect for mothers and women" the award went to "Angel Baby" Ltd, a company for clothing for children from 0-4 years and textiles for the nursery. This year "Angel Baby" Ltd has hired 3 women from Afghanistan and Yemen and is in the process of opening 2 more positions for vulnerable women, and they have expressed a desire to hire qualified men as well.
In the category "Combining work and learning" "Ortotech: Ltd, the largest Bulgarian manufacturer of orthopaedic medical devices, won. "Ortotech" currently employs 2 boys from Afghanistan, who are not only provided with on-the-job training, but also the opportunity to combine the work process with Bulgarian language courses.
In the "teamwork" category the award went to "TerraStone", a Bulgarian company with import, distribution and direct sale of porcelain tiles, floor ceramics, sanitary ware, technical marble and granite. "TerraStone" employs 3 people from Syria who received full support and acceptance from the team, and realized their successful inclusion as equal colleagues in a better working team.
"Thank you for this award. I have shared this news with my colleagues, and they are very happy that positive feedback is coming back to us in this way," said Georgi Gyurov from "Ortotech".
"Bulgaria needs replenishments in the cadres - young people who can be integrated and socialised. In this way we develop the Bulgarian economy, and the country prospers." Kiril Angelov, Frantsizkup Ltd.
CONNECTION project: CONNEcting Cities Towards Integration action, is co-funded by the European Union's Asylum, Migration and Integration Fund.
Address: 92, Patriarh Evtimii Blvd., Sofia 1463, Bulgaria
Tel: + 359 890 511 657
E-mail: office@sofia-da.eu
SofiaLab
Address: 1, Serdika Str., 3rd fl., Sofia 1000, Bulgaria
E-mail: s.raeva@sofia-da.eu


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