A topic very true and tested by the man most rich of all the Earth, Mr Bill Gates. You asked… you have to see Bill with REALTORS Because let me tell you that this secret is one of the most important for a Realtor that you want to be a winner. Bill Gate said: I prefer earn me 1% of the effort of others that 100% of my own efforts the strategic alliances and develop relations of Covenant. No millionaire could be a millionaire without others, no millionaire could be a millionaire with only their 24 hours a day, no millionaire could become a millionaire without making strategic alliances… why mention to Mr Bill Gate, because this man did not end his college career found the formula that you are reading at this moment right before your eyes. THE said; I can not do it all myself, I only have 24 hours, I'll invite other people to this vision and let them earn very well and only I'll stay me with 1% of the effort of others. Mr Gate today has more than 47,000 members and employees because all the employees of Microsoft has actions and they are part of this great vision.


text:
package com.exxeta.iss.sonar.esql.check;

import static org.hamcrest.Matchers.containsString;

import java.io.File;

import org.junit.Test;
import org.sonar.squidbridge.api.SourceFile;
import org.sonar.squidbridge.checks.CheckMessagesVerifier;

import com.exxeta.iss.sonar.esql.EsqlAstScanner;
import com.exxeta.iss.sonar.esql.check.ParsingErrorCheck;

public class ParsingErrorCheckTest {

  @Test
  public void test() {
    SourceFile file = EsqlAstScanner.scanSingleFile(new File("src/test/resources/parsingError.esql"), new ParsingErrorCheck());
    CheckMessagesVerifier.verify(file.getCheckMessages())
        .next().atLine(6).withMessageThat(containsString("Parse error"))
        .noMore();
  }

}

redpajama_set_name: RedPajamaGithub


text:
import React, { Component, PropTypes } from 'react';
import { Text, View, Modal, ScrollView, TouchableHighlight, Animated } from 'react-native';

import styles, { btnStyle, sheetStyle, hairlineWidth } from './styles';
import { Metrics, Images, Colors, Styles } from '@theme/';

const TITLE_H = 40;
const CANCEL_MARGIN = 6;
const BUTTON_H = 50 + hairlineWidth;
const WARN_COLOR = '#ff3b30';
const MAX_HEIGHT = Metrics.screenHeight * 0.7;

let _this;
class ActionSheet extends Component {
  constructor(props) {
    super(props);
    this.scrollEnabled = false;
    this.translateY = this._calculateHeight();
    this.state = {
      visible: false,
      sheetAnim: new Animated.Value(this.translateY),
    };
    this._cancel = this._cancel.bind(this);
    _this = this;
  }

  show() {
    this.setState({ visible: true });
    this._showSheet();
  }

  hide(index) {
    this._hideSheet(() => {
      this.setState({ visible: false });
    });
    setTimeout(() => {
      _this.props.onPress(index);
    }, 300);
  }

  _cancel() {
    const { cancelButtonIndex } = this.props;
    if (cancelButtonIndex > -1) {
      // this.hide(cancelButtonIndex);
      this._hideSheet(() => {
        this.setState({ visible: false });
      });
    }
  }

  _showSheet() {
    Animated.timing(this.state.sheetAnim, {
      toValue: 0,
      duration: 250,
    }).start();
  }

  _hideSheet(callback) {
    Animated.timing(this.state.sheetAnim, {
      toValue: this.translateY,
      duration: 150,
    }).start(callback || function() {});
  }

  _calculateHeight() {
    let count = this.props.options.length;
    let height = BUTTON_H * count + CANCEL_MARGIN;
    if (this.props.title) height += TITLE_H;
    if (height > MAX_HEIGHT) {
      this.scrollEnabled = true;
      return MAX_HEIGHT;
    } else {
      this.scrollEnabled = false;
      return height;
    }
  }

  _renderTitle() {
    if (this.props.title) {
      return (
        <View style={sheetStyle.title}>
          <Text style={sheetStyle.titleText}>{this.props.title}</Text>
        </View>
      );
    } else {
      return null;
    }
  }

  _renderCancelButton() {
    const { options, cancelButtonIndex, tintColor } = this.props;
    if (cancelButtonIndex > -1 && options[cancelButtonIndex]) {
      return (
        <TouchableHighlight
          activeOpacity={1}
          underlayColor="#f4f4f4"
          style={[btnStyle.wrapper, { marginTop: 6, backgroundColor: Colors.brandPrimary }]}
          onPress={this._cancel}
        >
          <Text style={[btnStyle.title, { fontWeight: '700', color: 'white' }]}>
            {options[cancelButtonIndex].label}
          </Text>
        </TouchableHighlight>
      );
    } else {
      return null;
    }
  }

  _createButton(title, fontColor, index, style) {
    return (
      <TouchableHighlight
        key={index}
        activeOpacity={1}
        underlayColor="#f4f4f4"
        style={[btnStyle.wrapper, style || {}]}
        onPress={this.hide.bind(this, index)}
      >
        <Text style={[btnStyle.title, { color: fontColor }]}>
          {title}
        </Text>
      </TouchableHighlight>
    );
  }

  _renderOptions() {
    const { options, tintColor, cancelButtonIndex, destructiveButtonIndex } = this.props;
    return options.map((title, index) => {
      const fontColor = destructiveButtonIndex === index ? WARN_COLOR : tintColor;
      return index === cancelButtonIndex ? null : this._createButton(title.label, fontColor, index);
    });
  }

  render() {
    const { cancelButtonIndex } = this.props;
    const { visible, sheetAnim } = this.state;
    return (
      <Modal
        visible={visible}
        transparent
        animationType="none"
        onRequestClose={() => {}}
      >
        <View style={sheetStyle.wrapper}>
          <Text style={styles.overlay} onPress={this._cancel} />
          <Animated.View
            style={[sheetStyle.bd, { height: this.translateY, transform: [{ translateY: sheetAnim }] }]}
          >
            {this._renderTitle()}
            <ScrollView
              scrollEnabled={this.scrollEnabled}
              contentContainerStyle={sheetStyle.options}>
              {this._renderOptions()}
            </ScrollView>
            {this._renderCancelButton()}
          </Animated.View>
        </View>
      </Modal>
    );
  }
}

ActionSheet.propTypes = {
  title: PropTypes.string,
  options: PropTypes.array.isRequired,
  tintColor: PropTypes.string,
  cancelButtonIndex: PropTypes.number,
  destructiveButtonIndex: PropTypes.number,
  onPress: PropTypes.func,
};

ActionSheet.defaultProps = {
  tintColor: '#007aff',
  onPress: () => {},
};

export default ActionSheet;


Two scalloped frame templates tonight - something simple and classic =) Click on the image to download... and if you must use 4shared - click here.
Thanks so much! That was a fast and easy download!
Why don't you try Mediafire? I am rather happy with it. You have the free version and a payed one, with, of course more possibilities. It's easy to handle and I haven't had much trouble with it. It's just a suggeston, of course.
Thanks for all the work, once in a month or may be two, I just run through your blog, just to download some stuff and I love to use them. And in between I follow you on my dashboard, yeah! Have a great day!
Hi hun! How do I officially get on your creative team?
just wanted to say that the download was fast and easy. thanks for sharing the frames with us.
DL went smooth and tyvm for the frames!
Thanks so much for the frames! They will certainly be useful!!
These frames are just perfect. I tried to create my own and came up with a mess! Thanks for sharing yours with me!
I love those frames, thanks.
je télécharge beaucoup de tes cu mais j'ai decidé de ne plus te laisser de message à chacun car je ne veux pas t'envahir mais sache que j'aime et j'apprecie toute tes créations, merci!!!!!


In Catalyst Wedding Co. editor Liz Susong's weekly column devoted to the feminist bride, she dives headfirst into the crazy history behind common wedding traditions we may take for granted. Liz investigates here.
"Scattering rose petals down the aisle and looking angelic in a long white satin dress," my aunt fondly reminisces about my very first wedding experience as her three year old flower girl. Now, I know that aunts are prone to saying nice, half true things to their nieces, so I ran this account by my mom. "How did I perform?" I inquire about an event my brain was too mushy to develop a memory of. "Perfectly, of course! You were nervous, but you took your job seriously and carefully put petals on the ground as you walked. I don't remember you smiling; you just kept your focus and did your job." Wow, that explains a lot actually. Please hold while I dial up my therapist.
But seriously, being a flower girl is stressful for a little tot who can't even put on their own socks yet. Anesha of Florida recalls her own tête-à-tête with that flower girl life, saying, "My family reminds me often how evil I was because I was a tomboy and was mad about my hair being straightened, so I walked down the aisle slamming the petals down." I mean who is all this flower wafting (slamming) for, really? Isn't it an orchestrated bonding moment for the guests to collectively laugh and coo over how adorable or sullen or confused this dumb kid is? Meanwhile, the kid's mom stands anxiously by, white knuckling whatever toy the kid has been bribed with and praying the brat doesn't make a scene.
Why did this tradition even come about? (If you've read any of my other articles, you may wish to skip ahead because I'm about to say the F word yet again.) FERTILITY. If I ever see a fertile woman again in my life, it will be too soon. Upper class Greeks and Romans often included little girls in the wedding procession who walked ahead of the bride, "showering her path with grains and herbs," which of course represented the collective hope that this woman could also make little humans just like the ones tossing oatmeal, lest she be doomed to a life of barren dread. And this my friends, is the definition of patriarchy.
The interpretation of this tradition got a little looser and a little weirder around the Elizabethan era, when the inclusion of children in the wedding party itself was more a reflection of how the culture idealized childhood, seeing kids as "symbols of hope and innocence." But the Elizabethans never tried to straighten Anesha's hair.
I got married in Ohio, so let me translate for you folks in the states with names foreigners recognize: I was young. So I only had one friend with a kiddo, who was too little to walk. Hippie-hearted as I am, I referred to this baby as my "flower child" in the program, but her only role at the wedding was to instantaneously burst into tears when my husband tried to tell her how cute she looked. Other feminist friends of mine are flirting with fire by simultaneously trying to elevate the babies in their lives while, like, totally respecting their agency. Ashley says, "I'm having my best friend's daughter and my youngest cousin be 'greeters,' the first people to walk down the aisle and just wave at all the guests to set a fun, cute mood. They are both so spunky, they will totally love it." Then she quickly amends, "Unless they're having a bad day, and in that case, we'll totally skip it if they don't want to!" And don't forget—your kids don't need to hug anybody.


Mr. Kazuo Takamoto, President of Hakuhodo Co.,Ltd. won the Primer Minister's prixe of the first Monozukuri Nippon Grand Award!
Mr.Kazuo Takamoto, President of Hakuhodo Co.,Ltd. won the Prime Minister's Prize of the first Monodzukuri Nippon Grand Award in the field of the Application of Traditional Technology, for producing the new products" makeup brushes" by applying the traditional brush manufacturing technology and developing new markets at home and abroad.
Mr.Kazuo Takamoto, our company's President, was introduced on the Kid's Room Corner of the web site of the Prime Minister of Japan and his Cabinet.
*Monodzukuri Nippon Grand Award Monodzukuri Nippon Grand Award has been established to commend outstanding human resources and groups in diverse fields ranging from state-of-the-art technologies to traditional & cultural skills, thereby encouraging them to succeed and develop "Monodzukuri - the art of making goods" which has contributed much to the development of the Japanese industry & culture, providing the Japanese citizens with affluent lives. The Award is presented every two years by Japan's Prime Minister.


text:
Ráhói Jánoky Károly (Egeri puszta (Nyitra megye), 1791. szeptember 7. – Izsa, 1849. április 25.) római katolikus plébános.

Élete

A nyitrai egyházmegyéből 1813-ban lépett át az esztergomiba és 1815-től Balassagyarmaton volt segédlelkész, 1816-tól Komáromban, 1819-től várkáplán volt a Ferdinánd Főherceg lovasezredben. 1825. április 8-án lett izsai (Komárom megye) plébános és hivatalát május 2-án foglalta el, s haláláig szolgált itt.

Munkája

 Halotti beszéd, melyet Tajnay János úr ... temetésén 1833. szept. 5. elmondott. Komárom, (1833)

Források

További információk
 ponori Thewrewk József: Magyarok születésnapjai. Pozsony, Schmidt Antal, 1846.

Izsaiak
Pogrányiak
Magyar katolikus papok
1791-ben született személyek
1849-ben elhunyt személyek

redpajama_set_name: RedPajamaWikipedia


We look at the data, 4story.fr has 5079019 rank in the world wide web. The website server is using IP address 79.110.88.15 and is hosted in Germany. The Google page rank of this website is 4/10. Website ping to the server is timed at 0 ms. . This domain creation date on 2008-01-16. By the 4story.fr domain, you can see that different countries, middleware, and subdomains have the wrong software listed below. You can review more detailed statistical information of this domain name below and express your thoughts.


Ever look at a live concert and wish you were there?! Well now you can be, tickets are NOW available for the unmissable Anastasia as it takes place at Broadhurst Theatre on Thursday 17th January 2019! Here's your chance to be in the crowd!


Epic Team Roping DVD featuring Patrick Smith, Kaleb Driggers, Clay Tryan, & Jade Corkill.
Epic is a DVD packed full of team roping runs. It features the newest in camera technology including a flying drone, new steady head cam, and super slow motion video. With these new angles you literally see what these guys see. Step into the minds of some of the best ropers in the world as they answer some of the most frequently asked questions about how they prepare to win. We truly believe this DVD is entertaining and something you can watch over and over again.


2008-05-21 Assigned to DUGAC REMOTE SYSTEMS, LLC reassignment DUGAC REMOTE SYSTEMS, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: 4FUN4ALL ACQUISITION CO., INC.
Methods and systems for automatically determining game content based upon dynamically adjusted individual skill levels are provided. Example embodiments provide an Electronic Gaming Engine ("EGE"), which includes a Dynamic Challenge Level Adjuster for supporting multi-player, individualized skill-based games. In one embodiment, the EGE comprises game flow logic; game content models, for example, question and answer ("Q&A") challenge models; a Dynamic Challenge Level Adjuster; one or more scoring modules; challenge data; participant data; and an input/output interface. These components cooperate to determine and assign skill level indexes on an individual basis and to automatically present game content appropriate to each individual player's skill level.
The present invention relates to methods and systems for providing for competitive game play between players having different skill characteristics and, in particular, to methods and systems for dynamically adjusting game aspects to account for varied skill levels of multiple players while playing electronic based games.
To date, the ability for players of different skills or age levels to simultaneously and competitively play a single game that is perceived as fair to all players is limited. This is especially true of question and answer based games, trivia games, or other games that typically require knowledge that is often related to factors such as age and experience. Often, if a game is played at the child's level, the adult gets bored. Similarly, if the game is played at the adult's level, the child gets frustrated.
Some attempts have been made to solve these problems in board game environments. For example, some games have sought to provide age or skill appropriate questions on cards (multiple questions per card) and each player is responsible for choosing the level at which the player wishes to answer the question.
In some electronic game environments that involve competition between multiple players (typically games requiring motor skill and dexterity), skill level is typically determined at the outset of the game and effects all players of the game. Thus, for example, one of the players can choose to play an "easy" version of a car racing game or more difficult version, etc. To change the skill-based level of play, the game typically requires restarting at a new skill level.
Embodiments of the present invention provide enhanced computer- and network-based methods and systems for automatically and dynamically providing skill-based game content on an individualized basis yet preserving competition between game participants, all within the confines of a single game. Different participants can simultaneously and competitively play the same game at each participant's individual skill level in a manner that is most comfortable to the participant. Example embodiments provide a Dynamic Challenge Level Adjuster ("DCLA" or "Level Adjuster") for carrying out the techniques for automatically determining game content based upon dynamically adjusted individual skill levels. In one embodiment, the Level Adjuster is included as part of an Electronic Gaming Engine ("EGE"), which provides a runtime environment for electronic games. The DCLA determines an initial skill level index for each participant, either receiving an indication of a skill level from the participant or determining one automatically, for example based upon queries or sample challenges. When automatic adjustment of skill levels is enabled, the DCLA adjusts a skill level index of a participant as the game progresses, for example, based upon the correctness of a response to a prior challenge. When appropriate, the DCLA determines a corresponding challenge level based upon the current skill level index of a participant, and uses the determined challenge level (or the skill level index) to automatically select a next challenge to be presented to the participant.
In one example embodiment, the Electronic Gaming Engine comprises one or more functional components/modules that work together to provide game flow, game content, dynamic adjustment of skill and/or challenge level, scoring, and other capabilities. One skilled in the art will recognize that these components may be implemented in software or hardware or a combination of both. The example EGE illustrates how a level adjuster may be integrated into an electronic game environment or engine. For example, an Electronic Gaming Engine may comprise game flow logic; game content models, for example, challenge models; a dynamic challenge level adjuster; one or more scoring modules; challenge data; participant data; and an input/output interface.
According to one approach, a method is provided to, for each turn of each participant, automatically select a next challenge based upon the current skill level index of a current participant; present the selected challenge and receive a response; and dynamically adjust the current skill level index of the current participant based upon the received response, so that the adjusted skill level index will be used the next time that participant's turn arises. The adjustment of skill level may take place at other times, such as periodically, before challenges are presented, or at other times. The adjustment may take the form of an increase or a decrease, and may be associated with the correctness of a response to the presented challenge.
An initial value for the skill level index may be indicated by a selection of skill level by a participant or automatically by a game. According to one approach, the game presents queries to the participant related to age, knowledge, or experience. According to another approach, the game presents sample challenges that are indicative of particular skill levels and then chooses a level based upon the participant's responses.
FIG. 1 is a block diagram of components an example Electronic Gaming Engine including a Dynamic Challenge Level Adjuster.
FIG. 2 is an example flow diagram of an overview of example game flow provided by an Electronic Gaming Engine.
FIG. 3 is an example flow diagram of a routine for determining an initial skill level indexes for game participants.
FIG. 4 is an example flow diagram of a routine for automatically determining an initial skill level index for a game participant.
FIG. 5 is an example flow diagram for dynamically adjusting the skill level index of a game participant.
FIG. 6 is an example block diagram of a general purpose computer system for practicing embodiments of an Electronic Gaming Engine including a Dynamic Challenge Level Adjuster.
FIG. 7 is an example block diagram of a DVD system for practicing embodiments of an Electronic Game environment including a Dynamic Challenge Level Adjuster.
FIG. 8 is an example block diagram of the dynamic adjustment of a skill level index for a participant based upon the participant's responses to game challenges over time in an example DVD-based game.
Embodiments of the present invention provide enhanced computer- and network-based methods and systems for automatically and dynamically providing skill-based game content on an individualized basis yet preserving competition between game participants within the confines of a single game. The encompassed techniques "level the playing field" between the participants, thus enhancing the overall competitive environment provided by the game. In this way, different participants can simultaneously and competitively play the same game at each participant's individual skill level in a manner that is most comfortable to the participant. For example, an adult can compete with a young child in a trivia-based contest and both experience a constructive level of challenge while playing each other.
Example embodiments provide a Dynamic Challenge Level Adjuster ("DCLA" or "Level Adjuster") for carrying out the techniques for adjusting game play content. In one embodiment, the DCLA is included as part of an Electronic Gaming Engine ("EGE"), which provides a runtime environment for electronic games. The EGE provides the basic components needed to integrate different types of challenges, for example, multiple-choice question and answer challenges, into an electronic game. Games that are created using the EGE therefore automatically provide multi-player skills-based game play based upon an individual's skill level. One skilled in the art will recognize, however, that a DCLA can be integrated into games other than those created using an EGE and into other game environments and gaming engines.
The term "skill level" refers to some measure of skill of a participant. It may be a measure of various age criteria, experience criteria, or knowledge criteria, etc. A "skill level index" or "handicap index" is some indication of a participant's skill level. In some embodiments, it may be treated as disadvantaging the more skilled players; in other embodiments, it may be treated as advantaging the less skilled players.
The term "challenge level" refers to the level of the challenges (game content) presented by the game, and, depending upon the particular implementation, may or may not map directly to participants' skill levels. For example, challenges may be grouped into different levels, yet each challenge level may map to a range of skill levels. Each game provides logic regarding how a participant is moved between skill levels and, potentially, between challenge levels. In one embodiment of a DVD-based game called TimeTroopers™, three challenge levels, "cadet," "captain," and "commander," are mapped to ranges of skill levels (from 0-14). In that game, as each challenge is answered, the participant's skill level increases for correct answers and decreases for incorrect answers. When the participant's skill level crosses a challenge level "boundary" (for example moves from skill level 4 to skill level 5), challenges from the group of challenges associated with the next harder challenge level are presented by the game. One skilled in the art will recognize that many different variations of mapping skill levels to challenge levels can be created and many different logic paths for how movement between skill levels and between challenge levels is accomplished. It is contemplated that the techniques of the present invention can be incorporated into any such scheme.
A participant's initial skill level (hence a skill level index) can either be manually chosen by the participant or automatically determined at the game outset by the game logic. To automatically determine an initial skill level for a participant, the game may query the participant for specific information, such as age, year in school or grade level, travel history, etc., or may present sample challenges to the participant that are indicative of various skill levels. Once set, a participant's skill level index either remains constant (static) for the remainder of the game, or is dynamically modified while the game is progressing based upon the participant's responses to game challenges (or some other metric). In either case, the skill level index is used to automatically determine the next game challenge for that participant. For example, in a question and answer trivia-based game, a participant's skill level index is used by the game to select a next question for that participant.
FIG. 1 is a block diagram of components an example Electronic Gaming Engine including a Dynamic Challenge Level Adjuster. In one example embodiment, the Electronic Gaming Engine comprises one or more functional components/modules that work together to provide game flow, game content, dynamic adjustment of skill and/or challenge level, scoring, and other capabilities. One skilled in the art will recognize that these components may be implemented in software or hardware or a combination of both. The example EGE illustrates how a DCLA may be integrated into an electronic game environment or game engine. In FIG. 1, an Electronic Gaming Engine comprises game flow logic 101; game content models, for example, question and answer ("Q&A") challenge models 102; a dynamic challenge level adjuster ("DCLA") 103; one or more scoring modules 104; challenge data 105; participant (player) data 106; and an input/output interface 107. The game flow logic 101 provides the flow of the game, from participant to participant, from round to round. It selects appropriate game content using the challenge models 102, the challenge data 105, and the participant data 106; presents the selected content via interface 107; invokes the DCLA to adjust the skill level for a current participant; and scores the participant's responses using scoring module(s) 104, storing the new scores in participant data 106 and advancing or retreating the participant as indicated on a scoreboard.
In one embodiment of the EGE, the scoreboard is an electronic scoreboard, such as that described in U.S. Provisional Application No. 60/577,446, entitled "DVD Game Architecture." One skilled in the art will recognize, however, that the EGE can also be used in conjunction with an external scoreboard, such as a separate game board or other physical object. In that case, the "pieces" representing the participants are not moved automatically by the game, but the remaining functions are performed electronically by the game. Other variations and combinations are also possible.
The game content models 102 provide the logic, if any, for the various content provided by the game. In the case of a game that presents challenges, the challenge models 102 provide specific logic for each type of challenge. For example, a true/false challenge may require different logic than a timed-response multiple-choice challenge that has moving answers and detects when a participant selects the correct answer in a different manner than for true/false challenges. The challenge models 102 retrieve data for challenge presentation from the challenge data 105. The challenge data 105 may be stored in a data repository, such as a database, a file, or other equivalent means for storing data. The challenge data 105 may include any type of visual, audio, or tactile content, such as video clips, audio clips, animation, still images, graphics, text, etc.
When the game participants have specified that dynamic adjustment of skill levels is desirable, the dynamic challenge level adjuster 103 receives the result of a challenge and determines an adjustment for the participant whose "turn" it is. This adjustment is then typically stored in the participant data 106. The participant data 106 may be stored in a data repository that is the same or separate from the challenge data data repository 105.
The scoring module 104 also receives the result of the challenge and determines a score based upon the result. (More than one scoring module may be provided for different types of games.) The new score is then stored with the participant's data 106. In some embodiments, the DCLA and scoring is combined, although other arrangements are operable.
FIG. 2 is an example flow diagram of an overview of example game flow provided by an Electronic Gaming Engine. This overview demonstrates how an example DCLA can be integrated into game flow (whether or not generated using an EGE). One skilled in the art will recognize that one or more of the steps shown in FIG. 2 and the techniques described in the remaining figures can be integrated into a variety of games including question and answer games, for example trivia-based games, puzzles, interactive narratives, etc., and that any example games discussed are just that, examples. In addition, although discussed primarily in terms of games, the techniques discussed herein can be applied to other types of environments such as testing, training, and for certification purposes, educational purposes, or purposes other than entertainment. In the following description, numerous specific details are set forth, such as data formats and code sequences, etc., in order to provide a thorough understanding of the techniques of the methods and systems of the present invention. One skilled in the art will recognize, however, that the present invention also can be practiced without some of the specific details described herein, or with other specific details, such as changes with respect to the ordering of the code flow. Also, other steps could be implemented for each routine, and in different orders, and in different routines, yet still achieve the functions of the EGE and of the DCLA.
In step 201, the game determines the number of participants (game players) and other game parameters, such as whether dynamic skill level adjustment is to be utilized and whether initial skill levels are to be determined automatically. In some scenarios, the participants are not given a choice, but instead the game determines the DCLA functionality provided. In step 202, the game determines an initial skill level index for each participant. Again, this can be performed manually or automatically by the DCLA. A routine for determining initial skill level indexes is described with reference to FIG. 3. Eventually, in step 203 (other activity may occur in the interim), when game play is initiated, the game continues in step 204, otherwise returns to one or more of the setup steps, for example, steps 201-202. In step 204, the game determines which participant's turn is next, designates the determined participant as the current participant, and retrieves a corresponding skill level index and score for the current participant. In step 205, the game determines a next challenge for the current participant based upon the retrieved skill level index. Note that, upon subsequent turns for this participant, this index may have been dynamically adjusted by the DCLA to indicate that challenge content should be selected from a different challenge level. In step 206, the game presents the determined challenge to the current participant and obtains a response. In step 207, (assuming that dynamic skill level adjustment has been enabled), the game invokes the DCLA to adjust the skill level index of the current participant and/or a challenge level associated with that participant. A routine for performing these adjustments is described with reference to FIG. 5. In step 208, the game records the score for the current participant and advances the participant on the scoreboard as appropriate. In some embodiments, scoring may be integrated in with the DCLA, such as in games where the DCLA is always operative and automatic skill level adjustment enabled. In step 209, the game determines whether the current participant has won the game (dependent on the game logic, for example, because there may be more than one winner or no winner if the round is incomplete), and, if so, continues in step 210, otherwise continues in step 204 to select start a next participant's turn. In step 210, the game handles any "tie" situations if applicable. In step 211, the game presents winner information, and then ends. In some scenarios, the game may return to step 203 to allow the participants to begin a new game. Also, one skilled in the art will recognize that other and different steps may be provided.
FIG. 3 is an example flow diagram of a routine for determining an initial skill level indexes for game participants. A designated auto-selection flag (or other stored parameter value) indicates whether the initial determination is to be performed manually or automatically. Steps 301-307 are performed for each participant. Specifically, In step 301, the routine determines whether there are any more participants to process, and, if so, continues in step 302, else returns. In step 302, the routine sets the current participant to the next participant in the list starting with the first. In step 303, the routine determines whether auto-selection has been designated, and, if so, continues in step 305, otherwise continues in step 304. In step 304, the routine presents an appropriate dialog to the current participant, allowing the participant to select a skill/challenge level, and obtains the participant's selection. The routine then continues in step 306 if the participant is permitted to select a skill level rather than a challenge level (the game choosing the corresponding challenge level) or in step 307 if the participant is permitted to select a challenge level. Note again that there may be no distinction in a particular game. In step 305, the routine automatically determines the current participant's initial skill level index. A routine for performing this automatic determination of skill level index is described with reference to FIG. 4. In (optional) step 306, the routine maps the returned initial skill level index to a challenge level if appropriate to the implementation. In step 307, the routine records the current participant's skill level index and/or challenge level, and then returns to step 301 to process the next participant.
FIG. 4 is an example flow diagram of a routine for automatically determining an initial skill level index for a game participant. An indication of the current participant is designated as an input parameter. The resultant skill level index is returned. The steps illustrated in FIG. 4 are merely exemplary of any number of and type of queries that can be asked of a participant to assist in determining an appropriate initial skill level. It is contemplated that questions even perhaps tailored to the game being played may be presented to gain from the designated participant information that would assist the game in determining an appropriate skill level. One or more of steps 401-404 may be performed as appropriate to the game. For example, in step 401, the routine requests and determines the designated participant's age or other experience determining criteria. Specific inquiries involving year in school (e.g., grade level), countries visited, books read, other games played, are some of the many examples that could be used by the game to automatically determine an initial skill level. In step 402, included in some embodiments, the routine selects a set of sample game content (e.g., challenges), potentially even based upon the answers provided to the questions presented in step 401. In step 403, the routine presents the selected sample challenges and determines the correctness or incorrectness of any responses. In step 404, the routine "rates" the participant according to the answers and responses provided to the previous steps, and assigns a corresponding initial skill level index to the participant (stored, for example, in the participant information data repository 106 of FIG. 1). The routine then returns.
FIG. 5 is an example flow diagram for dynamically adjusting the skill level index of a game participant. This routine is implemented by a DCLA and invoked, for example, in step 207 of FIG. 2. In other embodiments, the skill level index may be adjusted during time periods other than after each challenge is responded to. For example, adjustments may be made on a periodic basis, such as before each challenge, some number of challenges, some timed interval, when a participants requests such a determination etc. The basic steps shown are implemented by a typical DCLA. The particular adjustments made are dependent upon the actual implementation in a particular game. In some embodiments, the game will not allow a participant's skill level index to be lower than the initially chosen skill level. An example implementation in a DVD-based game with dynamic skill level adjustment is described with reference to FIG. 8.
Although the techniques of automatically determining game content based upon dynamically adjusted individual skill levels and the DCLA are generally applicable to any type of electronic game, the phrases "game," "game content," "challenge," "puzzle," "question," etc. are used generally to imply any type of scenario that can be presented to participants to elicit responses that can be scored or represented by a change on a game board. In addition, one skilled in the art Will recognize that although the examples described herein often refer to an educational game, the techniques of the present invention can also be used in other environments that would benefit from dynamic content adjustment based upon individual skill levels, such as presenting challenges for certification purposes, testing, etc. In addition, the concepts and techniques described are applicable to all types of platforms that can host or perform such content, including but not limited to personal computers, networked computer systems, computer systems, DVD or DVD-like platforms, handheld gaming consoles, personal digital assistants, etc. Essentially, the concepts and techniques described are applicable to any platform capable of executing the scenarios described herein.
Also, although certain terms are used primarily herein, one skilled in the art will recognize that other terms could be used interchangeably to yield equivalent embodiments and examples. For example, it is well-known that equivalent terms in the multimedia and gaming fields and in other similar fields could be substituted for such terms as "player," "participant," "scoreboard," "audio," "video," etc. Also, the phrase "to present" (and its variations) are used to convey an operation appropriate to the content being presented. For example, when audio is presented it is generally played (to be heard), although accessibility-friendly systems may provide other means for presenting audio. Similarly, when video is presented it is generally displayed, although in some system Braille may be used, or an audio interface used to describe the video. In addition, terms may have alternate spellings which may or may not be explicitly mentioned, and one skilled in the art will recognize that all such variations of terms are intended to be included.
Example embodiments described herein provide applications, tools, data structures and other support to implement a DCLA to be used for dynamically adjusting game content based upon individual skill levels. FIG. 6 is an example block diagram of a general purpose computer system for practicing embodiments of an Electronic Gaming Engine including a Dynamic Challenge Level Adjuster. One skilled in the art will understand how to apply the embodiment described herein to other electronic platforms. Typically, such platforms incorporate a memory medium of some nature that is used to hold instructions to cause the game or game engine to be performed. Each portion that comprises the Electronic Gaming Engine ("EGE") executes on one or more of such computer systems. Moreover, the general purpose computer system 600 may comprise one or more server and/or client and/or peer computing systems and may span distributed locations. In addition, each block shown may represent one or more such blocks as appropriate to a specific embodiment or may be combined with other blocks. Also, the various blocks of the EGE 610 may physically reside on one or more machines, which use standard interprocess communication mechanisms to communicate with each other.
In the embodiment shown, computer system 600 comprises a computer memory ("memory") 601, a display 602, a Central Processing Unit ("CPU") 603, Input/Output devices 604, and network devices 605. The components of the Electronic Gaming Engine 610 are shown residing in memory 601. (The memory 601 includes any type of computer memory including RAM, ROM, DVDs, CDs, and persistent storage such as disk drives.) The components of the EGE 610 preferably execute on CPU 603 and perform electronic game processing, as described in previous figures. Other downloaded code 630 and potentially other data repositories, such as repository 620, also reside in the memory 601, and preferably execute on one or more CPU's 603. In a typical embodiment, the EGE 610 includes game flow logic 611, game content (challenge) models 612, Dynamic Challenge Level Adjuster ("DCLA") 613, scoring module(s) 614, challenge data 615, participant data 616, and a game input/output interface 617. One skilled in the art will recognize that many different arrangements of the components of the EGE 610 are possible.
One skilled in the art will recognize that the EGE including the EGE 610 may be implemented in a distributed environment that is comprised of multiple, even heterogeneous, computer systems and networks. For example, in one embodiment, the game flow logic 611, the challenge models 612, the DCLA 613, the scoring module(s) 614, and the data repositories 615 and 616 are all located in physically different computer systems. In another embodiment, various components of the EGE 610 are hosted each on a separate server machine and may be remotely located from the challenge data 615 and participant data 616. Different configurations and locations of programs and data are contemplated for use with techniques of the present invention. In example embodiments, these components may execute concurrently and asynchronously; thus the components may communicate using well-known message passing techniques. One skilled in the art will recognize that equivalent synchronous embodiments are also supported by an EGE implementation. Also, other steps could be implemented for each routine, and in different orders, and in different routines, yet still achieve the functions of a EGE and of a DCLA.
One particular embodiment of the DCLA has been implemented in a DVD platform and is described in detail in U.S. Provisional Application No. 60/577,446, entitled "DVD Game Architecture." FIG. 7 is an example block diagram of a DVD system for practicing embodiments of an Electronic Game environment including a Dynamic Challenge Level Adjuster. The DVD system 700 comprises a DVD player 701 connected directly or indirectly to a display device 702. In some embodiments, the DVD player 701 may be optionally controlled by a remote control device 704 or by controls resident or otherwise associated with the DVD player 701. A DVD game, which implements the EGE abstractions, along with instructions for controlling the DVD player to present content and to navigate to other content, are stored on a DVD 703 and played on DVD player 701.
As described in FIG. 5, the precise logic of any embodiment of a Dynamic Challenge Level Adjuster is dependent upon the game flow logic within which it is executed. FIG. 8 is an example block diagram of the dynamic adjustment of a skill level index for a participant based upon the participant's responses to game challenges over time in an example DVD-based game. This adjustment is available when the dynamic skill level adjustment has been enabled. Note that in the DVD platform, participant (and other information) is stored in general registers; there is very limited memory capacity.
FIG. 8 shows an abstraction of the skill levels available along a continuum 801-803. As implemented in one embodiment, the skill levels range from 0-14, which correspond to three possible groupings of challenge levels: easy, medium, and hard. As shown, skill levels 0-4 are mapped to easy challenges; skill levels 5-9 are mapped to medium challenges; and skill levels 10-14 are mapped to hard challenges. This continuum can be represented in 4 bits of memory and thus a 4-bit value is stored in the general registers for each participant to indicate the participant's current skill level. Note that these mappings and the number of skill levels are modifiable, and that more skill levels are possible based upon what memory tradeoffs are desired. For example, to implement a "hidden" super-easy challenge level, less than 5 skill levels need to be mapped to the other three challenge levels if it is desired to still represent the entire skill level continuum in 4 bits. Alternatively, more bits can be used to represent the continuum thus enabling the same or more skill levels to be mapped to these challenge levels.
When dynamic skill level adjustment has been enabled, a participant's skill level increases for each detected correct answer and decreases for each detected incorrect answer. That way, when the detected correct answers exceed the detected incorrect answers by more than the number of skill levels per challenge level (here, 5 levels), the challenges become more difficult. This adjustment intends to even out the level of play between participants as the game progresses. Skill continuum 801 shows an initial skill level for a game participant. By convention, this initial level is set to a middle value within the challenge level that was initially indicated by the participant or selected automatically by the game. In this example, the easy challenge level corresponds to "cadet;" the medium challenge level to "captain," and the hard challenge level to "commander." Skill continuum 802 shows an automatic adjustment of the participant's skill level increased by 3 levels from the initial skill level shown in skill continuum 801. Similarly, skill continuum 803 shows an automatic adjustment of the participant's skill level decreased by 2 levels from the prior adjustment in continuum 802.
One skilled in the art will recognize that there exist other techniques for implementing automatic adjustment of the skill levels, such as varying the number of skill levels jumped for each challenge, making non-linear adjustments for time-in-the game, etc., and such variances are contemplated for use with the DCLA. For example, the game may implement a scheme that automatically increases a participant's challenge level when 3 challenges have been answered correctly and automatically decreases the participant's challenge level when 2 challenges have been answered incorrectly. To implement this tactic, the game sets the skill level index (0-14) at an appropriate position accordingly and/or changes the number of bits per challenge level accordingly. For some schemes, the game may cause the index to jump non-linearly when a new challenge level is set.
All of the above U.S. patents, U.S. patent application publications, U.S. patent applications, foreign patents, foreign patent applications and non-patent publications referred to in this specification and/or listed in the Application Data Sheet, including but not limited to U.S. Provisional Patent Application No. 60/486,672, entitled "METHOD AND SYSTEM FOR AUTOMATIC HANDICAPPING IN ELECTRONIC GAMING ENVIRONMENTS," filed Jul. 11, 2003, U.S. Provisional Application No. 60/577,446, entitled "DVD GAME ARCHITECTURE, filed Jun. 4, 2004, are incorporated herein by reference, in their entirety.
From the foregoing it will be appreciated that, although specific embodiments of the invention have been described herein for purposes of illustration, various modifications may be made without deviating from the spirit and scope of the invention. For example, one skilled in the art will recognize that the methods and systems for performing automatic presentation of game content based upon dynamically adjusted individual skill levels discussed herein are applicable to other architectures other than a other than a game console based or PC workstation based architecture or a DVD platform. For example, any environment in which the game can be downloaded to memory and game flow influenced by skill-level adjustments can be used. One skilled in the art will also recognize that the methods and systems discussed herein are applicable to differing protocols, communication media (optical, wireless, cable, etc.) and devices, such as wireless handsets, electronic organizers, personal digital assistants, portable email machines, game machines, pagers, navigation devices such as GPS receivers, etc.
dynamically adjusting the skill level index associated with the participant based upon a result of the determined response, the adjusted skill level index used for a next turn of the participant, thereby automatically managing competitive play between the participants.
determining an initial value for the skill level index associated with each participant.
3. The method of claim 2 wherein the initial value is at least one of age-based, knowledge-based, or skill-based.
automatically determining an initial skill level index associated with each participant based upon at least one of (a) querying each participant for age-related, skill-related or knowledge-related criteria; or (b) presenting at least one sample challenge indicative of skill level.
5. The method of claim 4 wherein the age-related, skill-related or knowledge-related criteria comprises at least one of age, age group, or grade level.
determining an initial skill level index associated with each participant by retrieving a manually entered indication of skill level from each participant.
dynamically adjusting the skill level index associated with the participant based upon correctness of the determined response.
8. The method of claim 7 wherein the skill level index is increased for a correct response and decreased for an incorrect response.
dynamically adjusting the skill level index associated with the participant by different amounts based upon a current value of the skill level index.
dynamically adjusting the skill level index associated with the participant a first amount when the determined response is correct and a second amount when the determined response is incorrect, the first amount not equal to the second amount.
selecting a next challenge from a challenge level group that corresponds to the determined challenge level.
12. The method of claim 11 wherein the determined challenge level is one of three challenge levels and challenges are grouped by difficulty into each challenge level.
13. The method of claim 11 wherein the challenge level groups are based upon age, knowledge, or skill.
14. The method of claim 1 wherein the electronic game is a question and answer based game.
15. The method of claim 1 wherein the electronic game is at least one of a trivia-based game, a word game, a puzzle, a time-based question and answer game, or a multiple-choice question and answer game.
16. The method of claim 1 performed by a DVD player, a personal computer, a networked computer system, or a game console.
17. The method of claim 1 wherein presenting the selected next challenge presents the next challenge using at least one of text, video clips, audio clips, still images, graphics, or animations.
20. The memory medium of claim 19 wherein the initial value is at least one of age-based, knowledge-based, or skill-based.
21. The memory medium of claim 19 wherein the determining the initial skill level index determines an initial skill level index associated with each participant based upon at least one of (a) querying each participant for age-related, skill-related or knowledge-related criteria; or (b) presenting at least one sample challenge indicative of skill level.
22. The memory medium of claim 19 wherein the determining the initial skill level index determines an initial skill level index associated with each participant by retrieving a manually entered indication of skill level from each participant.
23. The memory medium of claim 18 wherein dynamically adjusting the skill level index associated with the participant modifies the skill level index based upon correctness of the determined response.
24. The memory medium of claim 23 wherein the skill level index is increased for a correct response and decreased for an incorrect response.
25. The memory medium of claim 18 wherein the skill level index associated with the participant is modified in non-linear increments.
26. The memory medium of claim 18 wherein dynamically adjusting the skill level index associated with the participant modifies the skill level index by a first amount when the determined response is correct and by a second amount when the determined response is incorrect, the first amount having a different value than the second amount.
28. The memory medium of claim 27 wherein the challenge level groups are based upon age, knowledge, or skill.
29. The memory medium of claim 18 wherein the electronic game is at least one of a question and answer based game, a trivia-based game, a word game, a puzzle, a time-based question and answer game, or a multiple-choice question and answer game.
30. The memory medium of claim 18 used for controlling a computer processor in a DVD player, a personal computer, a networked computer system, or a game console.
31. The memory medium of claim 18 wherein the next challenge is presented using at least one of text, video clips, audio clips, still images, graphics, or animations.
invoking the dynamic level adjuster with the determined response to adjust the skill level index associated with the participant for a next turn of the participant.
skill level assessment module that is structured to determine an initial value for the skill level index associated with each participant.
34. The engine of claim 33 wherein the initial value is at least one of age-based, knowledge-based, or skill-based.
35. The engine of claim 33 wherein the assessment module automatically determines the initial skill level index associated with each participant based upon at least one of (a) querying each participant for age-related, skill-related or knowledge-related criteria; or (b) presenting at least one sample challenge indicative of skill level.
36. The engine of claim 33 wherein the assessment module determines the initial skill level index by retrieving a manually entered indication of skill level from each participant.
37. The engine of claim 32 wherein the dynamic level adjuster modifies the skill level index associated with the designated participant based upon correctness of the determined response.
38. The engine of claim 37 wherein the skill level index is increased for a correct response and decreased for an incorrect response.
39. The engine of claim 32 wherein the skill level index is modified by different amounts based upon a current value of the skill level index.
40. The engine of claim 32 wherein the skill level index is modified by different amounts depending upon whether the determined response is correct or incorrect.
41. The engine of claim 32 wherein the challenges are grouped into challenge level groups and the game flow logic module selects the next challenge from one of the challenge level groups based upon the retrieved skill level index.
42. The engine of claim 41 wherein the challenge level groups are based upon age, knowledge, or skill.
43. The engine of claim 32 wherein the electronic game is at least one of a question and answer based game a trivia-based game, a word game, a puzzle, a time-based question and answer game, or a multiple-choice question and answer game.
44. The engine of claim 32 executed by a DVD player, a personal computer, a networked computer system, or a game console.
45. The engine of claim 32 wherein challenges are presented using at least one of text, video clips, audio clips, still images, graphics, or animations.
(f) repeating instructions (a)-(e) until the game is determined to be completed.
47. The memory medium of claim 46, further containing instructions that control a computer processor by determining and storing an initial skill value for each participant.
48. The memory medium of claim 46 wherein the determining the initial skill value for each participant is performed automatically by querying the user for age-related, knowledge-related, or experience-related criteria, or by presenting at least one sample challenge indicative of skill level and determining a response thereto.
49. The memory medium of claim 46 wherein the determining the initial skill value for each participant is determined by receiving an initial skill value entered by each participant.
51. The memory medium of claim 50 wherein the skill level index is increased for a correct response and decreased for an incorrect response.
dynamically adjusting the skill level index associated with the participant by a non-linear amount.
54. The memory medium of claim 46 wherein the electronic game is at least one of a trivia-based game, a word game, a puzzle, a question and answer game, a time-based question and answer game, or a multiple-choice question and answer game.
55. The memory medium of claim 46 wherein the presented challenge is at least one of a multiple-choice question, a time limited challenge, or a true/false challenge.
Jackson et al. 2013 Motivation and performance in a game-based intelligent tutoring system.


NEW PROJECT: Eye Hospital for Gwainghat Thana.
The project - to build a 3 storey eye-hospital at Gwainghat Thana, close to Adventure-land and Sylhet Airport - begins on Weds the 25th July with a fundraising event on Bangla TV (Sky786) from 5pm - Fajr Salah.
...Read More about this project.


text:
Matt Cornish joins London Irish
London Irish can today confirm the signing of former Ealing Trailfinders hooker Matt Cornish.
At just 23 years of age, Cornish has experienced plenty of time on the rugby field, mustering up over 90 appearances for Ealing.
Amongst his career development pathway, the hooker notably spent a season with London Irish Wild Geese, the top ranked men's team of London Irish Amateurs, and his performances for the Wild Geese saw him rewarded with an England Counties tour to Canada.
The season with the Wild Geese proved to be a crucial one for Cornish, earning himself a contract in the Championship with Ealing. Now, after a stint with the Trailfinders, Cornish returns to Hazelwood to continue his journey under the London Irish name.
"Matt has built up a good amount of experience in his short career and we are looking forward to seeing his development continue with us here at Hazelwood" said Declan Kidney, Director of Rugby.
"It is a brilliant story that Matt has come through a journey that includes the London Irish Wild Geese and now has returned to Hazelwood with the professional team. It shows the close link between the two clubs and hopefully this can continue in the future."
When commenting on joining London Irish, Matt said: "London Irish is a great club steeped in history and I am very excited to be here.
"I thoroughly enjoyed my time with the London Irish Wild Geese, and it is nice to now be back at Hazelwood with the professional team. The club has an impressive squad and I can't wait to take to the field with them."
For Season Tickets at the new Brentford Community Stadium for 2020/21, please click here!

redpajama_set_name: RedPajamaCommonCrawl


The Bread and Peace model is perhaps the most successful long term presidential model in United States electoral history. It was developed by Dr. Douglas Hibbs at the University of Gothenburg in Sweden.
The model is derived explicitly from fundamentals only. It doesn't bother with the polling, and it doesn't focus on anything besides Real Personal Income Growth, an economic metric, and the number of American casualties in foreign wars.
We ran it with the latest data, and it says that Obama is set to get only 47.2 percent of the popular vote in November.
That's it. Derived from the presidential elections of the latter half of the 20th Century, the model explains why some presidents lose and why other presidents win. It's been eerily successful at predicting elections.
If it's right this round, President Obama is pretty much toast.
The model says that for each percentage point growth in Real Personal Income per capita - weighted so that recent changes have a stronger impact that earlier events - the popular vote percentage garnered by an incumbent increases 3.6 percent.
If Real Personal Income per capita grows 2 percent over a term, the president's popular vote percent goes up 7.2 percent. If weighted RPI per capita goes down 2 percent, the incumbent president's share of the popular vote decreases by 7.2 percent.
The second variable — American casualties in wars started by the U.S. — quantifies the impact of wars like Vietnam and Korea have on the electorate. With the latest information on U.S. troops killed in Afghanistan, the model isn't significantly impacted.
Over Obama's term, 1,439 servicemembers were killed in Afghanistan. By our calculation there were only 4.6 Americans killed for every million Americans. In the model, that means Obama lost 0.2 points on the popular vote, altogether negligible. That variable was most significant during the Truman and Johnson elections, due to the high death tolls of the Korean and Vietnam Wars.
So, as expected, this election is all about the economy.
In the past, the model predicted the re-election losses of Carter and George H.W. Bush, each devastated by the faltering economy. In those elections, the weighted Real Personal Income per Capita was either negative or nearly zero.
It also cemented the re-election victories of Reagan, Nixon, and first term LBJ. Each of those men were buoyed by an exceptional growth of weighted Real Personal Income — each more than 3.5 percent!. Inherited wars are not included in re-election campaigns in the model.
Also interesting is the observation of party turnover after 1952 and 2008. The open race had the incumbent party losing because of either Korea in '52 or the economy in '08.
You'll see that it's relatively consistent on the rise, with an average growth rate of 1.8 percent. During recessions, that growth rate slows and the Bread & Peace model responds accordingly, costing the President his job.
That right there is killing President Obama in the Bread and Peace model.
But here's what should really terrify Democrats. Right now, if the economy is stagnant in this quarter, the President's popular vote share will be 47.2 percent. That's an electoral loss.
If the economy continues on pace this quarter and Real Personal Income per capita grows as it did in the last quarter, Obama's popular vote will be 47.9 percent, likewise losing him the election.
Here are the numbers: The first is a potential third quarter 2012 Real Personal Income per capita. The Second column is the percent change from Q2. The third is the weighted, cumulative Obama number. The last row is the presidential popular vote.
The President needs Real Personal Income Growth to hit 33,350 this quarter —which it almost certainly won't — in order to break 50 percent.
What does this all mean? Well, the Bread and Peace model wasn't intended to be a long-term predictive model, but rather to explain why an election went the way it did. We can view hypothetical situations, but only in the very short term.
If the President outperforms the model it won't be because of the strength of the economy. Were people to vote with their wallets this round, the president would lose by a hair.
But still, short of an economic miracle or massive revisions upward, Obama is toast.


President Nana Addo Dankwa Akufo-Addo was bound by recommendations by the five member committee set up by the Chief Justice, Justice Sophia Akuffo to remove Mrs Charlotte Osei from office as Chair of the Electoral Commission (EC) private legal practitioner Samson Lardy Anyenini has said.
Her two deputies: Georgina Opoku Amankwah and Amadu Sulley, were also removed from office by the president with immediate effect on Thursday, 28 June 2018.
A committee set up to investigate separate complaints brought against the three persons by Ghanaian citizens, recommended their removal.
Reacting to this development, Mr Anyenini in a Facebook post explained that Nana Akufo-Addo is bound by the recommendations of the committee.
The post read: "PRESIDENT IS BOUND BY RECOMMENDATIONS - In the Ms. Lamptey case, lawyers for Petitioner and Respondent were directed by the panel to submit written addresses after the hearing which travelled seven months despite the fact that at least two days were dedicated to ensure speedy conclusion, and the chairman insisted on fidelity to those days. We were supplied with certified copies of the record of proceedings for the purposes of the addresses. We each analyzed the evidence and made references to the relevant laws and authorities to make a case for our clients.
The committee was set up in 2017 after some staff of the EC petitioned Nana Akufo-Addo to remove Mrs Osei from office over allegations of fraud and financial malfeasance as well as abuse of office.


Map of Badajoz Hostels, Spain. Badajoz Hostel Street Map.
Use our interactive map to locate Badajoz hostels by area. You can view this either as a Badajoz map or as a satellite image. You can also search for available hostels in Badajoz, check prices, view pictures and book online with no booking fee. Some Badajoz hostels may not appear on the map in their exact physical location. If you know of any hostels in the wrong place, or that don't appear correctly on the map, please contact us.
Group of 15 or more traveling to Badajoz?
Use the interactive map of hostels in Badajoz above to locate Badajoz accommodation by area. You can zoom or decrease the map size (or click on the map pins) to see more information about each hostel.


text:
static BOOL LaunchNSTaskCatchingExceptions(NSTask *task);

@interface GTMScriptRunner (PrivateMethods)
- (NSTask *)interpreterTaskWithAdditionalArgs:(NSArray *)args;
@end

@implementation GTMScriptRunner

+ (GTMScriptRunner *)runner {
  return [[[self alloc] init] autorelease];
}

+ (GTMScriptRunner *)runnerWithInterpreter:(NSString *)interp {
  return [self runnerWithInterpreter:interp withArgs:nil];
}

+ (GTMScriptRunner *)runnerWithInterpreter:(NSString *)interp withArgs:(NSArray *)args {
  return [[[self alloc] initWithInterpreter:interp withArgs:args] autorelease];
}

- (id)init {
  return [self initWithInterpreter:nil];
}

- (id)initWithInterpreter:(NSString *)interp {
  return [self initWithInterpreter:interp withArgs:nil];
}

- (id)initWithInterpreter:(NSString *)interp withArgs:(NSArray *)args {
  if ((self = [super init])) {
    trimsWhitespace_ = YES;
    interpreter_ = [interp copy];
    interpreterArgs_ = [args retain];
    if (!interpreter_) {
      interpreter_ = @"/bin/sh";
    }
  }
  return self;
}

- (void)dealloc {
  [environment_ release];
  [interpreter_ release];
  [interpreterArgs_ release];
  [super dealloc];
}

- (NSString *)description {
  return [NSString stringWithFormat:@"%@<%p>{ interpreter = '%@', args = %@, environment = %@ }",
          [self class], self, interpreter_, interpreterArgs_, environment_];
}

- (NSString *)run:(NSString *)cmds {
  return [self run:cmds standardError:nil];
}

- (NSString *)run:(NSString *)cmds standardError:(NSString **)err {
  if (!cmds) return nil;

  // Convert input to data
  NSData *inputData = nil;
  if ([cmds length]) {
    inputData = [cmds dataUsingEncoding:NSUTF8StringEncoding];
    if (![inputData length]) {
      return nil;
    }
  }

  NSTask *task = [self interpreterTaskWithAdditionalArgs:nil];
  NSFileHandle *toTask = [[task standardInput] fileHandleForWriting];
  NSFileHandle *fromTask = [[task standardOutput] fileHandleForReading];
  NSFileHandle *errTask = [[task standardError] fileHandleForReading];

  if (!LaunchNSTaskCatchingExceptions(task)) {
    return nil;
  }

  // We're reading an writing to child task via pipes, which is full of
  // deadlock dangers. We use non-blocking IO and select() to handle.
  // Note that error handling below isn't quite right since
  // [task terminate] may not always kill the child. But we want to keep
  // this simple.

  // Setup for select()
  size_t inputOffset = 0;
  int toFD = -1;
  int fromFD = -1;
  int errFD = -1;
  int selectMaxFD = -1;
  fd_set fdToReadSet, fdToWriteSet;
  FD_ZERO(&fdToReadSet);
  FD_ZERO(&fdToWriteSet);
  if ([inputData length]) {
    toFD = [toTask fileDescriptor];
    FD_SET(toFD, &fdToWriteSet);
    selectMaxFD = MAX(toFD, selectMaxFD);
    int flags = fcntl(toFD, F_GETFL);
    if ((flags == -1) ||
        (fcntl(toFD, F_SETFL, flags | O_NONBLOCK) == -1)) {
      [task terminate];
      return nil;
    }
  } else {
    [toTask closeFile];
  }
  fromFD = [fromTask fileDescriptor];
  FD_SET(fromFD, &fdToReadSet);
  selectMaxFD = MAX(fromFD, selectMaxFD);
  errFD = [errTask fileDescriptor];
  FD_SET(errFD, &fdToReadSet);
  selectMaxFD = MAX(errFD, selectMaxFD);

  // Convert to string only at the end, so we don't get partial UTF8 sequences.
  NSMutableData *mutableOut = [NSMutableData data];
  NSMutableData *mutableErr = [NSMutableData data];

  // Communicate till we've removed everything from the select() or timeout
  while (([inputData length] && FD_ISSET(toFD, &fdToWriteSet)) ||
         ((fromFD != -1) && FD_ISSET(fromFD, &fdToReadSet)) ||
         ((errFD != -1) && FD_ISSET(errFD, &fdToReadSet))) {
    // select() on a modifiable copy, we use originals to track state
    fd_set selectReadSet;
    FD_COPY(&fdToReadSet, &selectReadSet);
    fd_set selectWriteSet;
    FD_COPY(&fdToWriteSet, &selectWriteSet);
    int selectResult = select(selectMaxFD + 1, &selectReadSet, &selectWriteSet,
                              NULL, NULL);
    if (selectResult < 0) {
      if ((errno == EAGAIN) || (errno == EINTR)) {
        continue;  // No change to |fdToReadSet| or |fdToWriteSet|
      } else {
        [task terminate];
        return nil;
      }
    }
    // STDIN
    if ([inputData length] && FD_ISSET(toFD, &selectWriteSet)) {
      // Use a multiple of PIPE_BUF so that we exercise the non-blocking
      // aspect of this IO.
      size_t writeSize = PIPE_BUF * 4;
      if (([inputData length] - inputOffset) < writeSize) {
        writeSize = [inputData length] - inputOffset;
      }
      if (writeSize > 0) {
        // We are non-blocking, so as much as the pipe will take will be
        // written.
        ssize_t writtenSize = 0;
        do {
          writtenSize = write(toFD, (char *)[inputData bytes] + inputOffset,
                              writeSize);
        } while ((writtenSize) < 0 && (errno == EINTR));
        if ((writtenSize < 0) && (errno != EAGAIN)) {
          [task terminate];
          return nil;
        }
        inputOffset += writeSize;
      }
      if (inputOffset >= [inputData length]) {
        FD_CLR(toFD, &fdToWriteSet);
        [toTask closeFile];
      }
    }
    // STDOUT
    if ((fromFD != -1) && FD_ISSET(fromFD, &selectReadSet)) {
      char readBuf[1024];
      ssize_t readSize = 0;
      do {
        readSize = read(fromFD, readBuf, 1024);
      } while (readSize < 0 && ((errno == EAGAIN) || (errno == EINTR)));
      if (readSize < 0) {
          [task terminate];
          return nil;
      } else if (readSize == 0) {
        FD_CLR(fromFD, &fdToReadSet);  // Hit EOF
      } else {
        [mutableOut appendBytes:readBuf length:readSize];
      }
    }
    // STDERR
    if ((errFD != -1) && FD_ISSET(errFD, &selectReadSet)) {
      char readBuf[1024];
      ssize_t readSize = 0;
      do {
        readSize = read(errFD, readBuf, 1024);
      } while (readSize < 0 && ((errno == EAGAIN) || (errno == EINTR)));
      if (readSize < 0) {
          [task terminate];
          return nil;
      } else if (readSize == 0) {
        FD_CLR(errFD, &fdToReadSet);  // Hit EOF
      } else {
        [mutableErr appendBytes:readBuf length:readSize];
      }
    }
  }
  // All filehandles closed, wait.
  [task waitUntilExit];

  NSString *outString = [[[NSString alloc] initWithData:mutableOut
                                               encoding:NSUTF8StringEncoding]
                            autorelease];
  NSString *errString = [[[NSString alloc] initWithData:mutableErr
                                               encoding:NSUTF8StringEncoding]
                            autorelease];;
  if (trimsWhitespace_) {
    NSCharacterSet *set = [NSCharacterSet whitespaceAndNewlineCharacterSet];
    outString = [outString stringByTrimmingCharactersInSet:set];
    if (err) {
      errString = [errString stringByTrimmingCharactersInSet:set];
    }
  }

  // let folks test for nil instead of @""
  if ([outString length] < 1) {
    outString = nil;
  }

  // Handle returning standard error if |err| is not nil
  if (err) {
    // let folks test for nil instead of @""
    if ([errString length] < 1) {
      *err = nil;
    } else {
      *err = errString;
    }
  }

  return outString;
}

- (NSString *)runScript:(NSString *)path {
  return [self runScript:path withArgs:nil];
}

- (NSString *)runScript:(NSString *)path withArgs:(NSArray *)args {
  return [self runScript:path withArgs:args standardError:nil];
}

- (NSString *)runScript:(NSString *)path withArgs:(NSArray *)args standardError:(NSString **)err {
  if (!path) return nil;

  NSArray *scriptPlusArgs = [[NSArray arrayWithObject:path] arrayByAddingObjectsFromArray:args];
  NSTask *task = [self interpreterTaskWithAdditionalArgs:scriptPlusArgs];
  NSFileHandle *fromTask = [[task standardOutput] fileHandleForReading];

  if (!LaunchNSTaskCatchingExceptions(task)) {
    return nil;
  }

  NSData *outData = [fromTask readDataToEndOfFile];
  NSString *output = [[[NSString alloc] initWithData:outData
                                            encoding:NSUTF8StringEncoding] autorelease];

  // Handle returning standard error if |err| is not nil
  if (err) {
    NSFileHandle *stderror = [[task standardError] fileHandleForReading];
    NSData *errData = [stderror readDataToEndOfFile];
    *err = [[[NSString alloc] initWithData:errData
                                  encoding:NSUTF8StringEncoding] autorelease];
    if (trimsWhitespace_) {
      *err = [*err stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]];
    }

    // let folks test for nil instead of @""
    if ([*err length] < 1) {
      *err = nil;
    }
  }

  [task terminate];

  if (trimsWhitespace_) {
    output = [output stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]];
  }

  // let folks test for nil instead of @""
  if ([output length] < 1) {
    output = nil;
  }

  return output;
}

- (NSDictionary *)environment {
  return environment_;
}

- (void)setEnvironment:(NSDictionary *)newEnv {
  [environment_ autorelease];
  environment_ = [newEnv retain];
}

- (BOOL)trimsWhitespace {
  return trimsWhitespace_;
}

- (void)setTrimsWhitespace:(BOOL)trim {
  trimsWhitespace_ = trim;
}

@end

@implementation GTMScriptRunner (PrivateMethods)

- (NSTask *)interpreterTaskWithAdditionalArgs:(NSArray *)args {
  NSTask *task = [[[NSTask alloc] init] autorelease];
  [task setLaunchPath:interpreter_];
  [task setStandardInput:[NSPipe pipe]];
  [task setStandardOutput:[NSPipe pipe]];
  [task setStandardError:[NSPipe pipe]];

  // If |environment_| is nil, then use an empty dictionary, otherwise use
  // environment_ exactly.
  [task setEnvironment:(environment_
                        ? environment_
                        : [NSDictionary dictionary])];

  // Build args to interpreter.  The format is:
  //   interp [args-to-interp] [script-name [args-to-script]]
  NSArray *allArgs = nil;
  if (interpreterArgs_) {
    allArgs = interpreterArgs_;
  }
  if (args) {
    allArgs = allArgs ? [allArgs arrayByAddingObjectsFromArray:args] : args;
  }
  if (allArgs){
    [task setArguments:allArgs];
  }

  return task;
}

@end

static BOOL LaunchNSTaskCatchingExceptions(NSTask *task) {
  BOOL isOK = YES;
  @try {
    [task launch];
  } @catch (id ex) {
    isOK = NO;
    _GTMDevLog(@"Failed to launch interpreter '%@' due to: %@",
               [task launchPath], ex);
  }
  return isOK;
}


I totally forgot about Jason Richards and David Padgett. We signed them in July 2. ESPN.com has them in Heat roster. Are their contracts guaranteed?
Right now we have 20 players. There are 19 if excluding Blake Ahearn he won't be signed. Who do you think will get cut?
I'm so excited. Thanks for the updates I can't wait to see how we can improve alot from last year.
Lasme's senior year at UMass was filled with personal accomplishments, records, and team success. Lasme was named a 2006/2007 AP Honorable Mention All American, 2006/2007 Atlantic 10 Player of the Year, and 2006/2007 Atlantic 10 Defensive Player of the Year. Lasme holds the UMass record for career blocked shots and single season blocked shots, setting both his senior season passing Marcus Camby on both lists. Lasme averaged 13.5 points per game, 9.5 rebounds per game, and 5.1 blocks per game his senior year while leading UMass into the NIT.
this roster is not looking to good. But I think the success of this team lies in the hands of Marion.
thats what i said. if you dont know where to find a schedule than you should be in a mental institution. it wasnt even a heat member who made it.
honestly never even noticed this was here, shows how much i care about it. If i did know, completely forgot. How is a draft prospect thread not on sticky yet the roster and schedule is? seriously.
Because our schedule in the Heat forum is more important then Cane Basketball and the draft is 7 months away.


FILE: French President Emmanuel Macron. Picture: @EmmanuelMacron/Twitter.
PARIS - France's prime minister on Tuesday suspended planned increases to fuel taxes for at least six months in response to weeks of sometimes violent protests, the first major U-turn by President Emmanuel Macron's administration after 18 months in office.
"If the events of recent days have shown us one thing, it's that the French want neither an increase in taxes or new taxes. If the tax-take falls then spending must fall because we don't want to pass our debts on to our children. And those debts are already sizeable," he said.
However, over the past three weeks, the movement has evolved into a wider, broadbrush anti-Macron uprising, with many criticising the president for pursuing policies they say favour the rich and do nothing to help the poor.
Another one, Christophe Chalencon, was blunter: "We're being taken for idiots," he told Reuters, using a stronger expletive.
The timing of the tax U-turn is uncomfortable for Macron. It comes as governments meet in Poland to try to agree on measures to avert the most damaging consequences of global warming, an issue Macron has made a central part of his agenda. His carbon taxes were designed to address the issue.
The unrest is estimated to have cost the economy millions, with large-scale disruption to retailers, wholesalers, the restaurant and hotel trades. In some areas, manufacturing has been hit in the run-up to Christmas.
In the process, he earned the tag "president of the rich" for seeming to do more to court big business and ease the tax burden on the wealthy. Discontent has steadily risen among blue-collar workers and others who feel he represents an urban "elite".


Beautiful work from shiri, as always. This is my fourth piece and love them all. Great communication and fast shipping time.
Beautiful work from shiri, as always. This is my third piece and love them all. Great communication and fast shipping time.
Absolutely stunning piece. Great communication and really unique, high quality jewelry. I couldn't be more thrilled!
Shiri's work is even more stunning in person. I got the silver with aquamarine and it's even more beautiful and intricate in person. Shiri is very communicative and friendly and shipped the items quickly. Took about 3 weeks or so to get to the US, but was worth every second of the wait. I plan to order alot more from this shop because she does beautiful work and they're really unique pieces.
Congratulation Galit & David !!!
Hi :) my name is Shiri Avda, I am a jewelry designer and an artist, love my work !!! But it wasn't always like this.
It all began with me sitting at my desk as a junior lawyer at a big law firm. It was my first job after graduating from law school and it felt like I shouldn't be there. Something was missing. The only thing I could think of was that I want to do something with my hands.
I decided to take some painting classes on a gallery and it changed the course of my life.
I felt free, got wild with my imagination and created something from within. It reminded me that I have always been like that. As a child I love anything that involve arts and crafts, from painting to embroidering to making sand castles on the beach.
I wanted to be that person again.
So I did the only reasonable thing I could think of, quit my job and went traveling as backpacker for six month at the Far East. I needed to clear my mind and get some inspiration.
From there it all went fast, I got back home, studied jewelry design for 4 amazing years at Shenkar College of engineering & design, got my B.A. Design (jewelry) with honor and right after opened my studio from where I hand made all of my creation.
The love for beauty took me so far and now I get to share it, which is the best part for me.
I still travel a lot, get inspired from people and places, making art works for museums and galleries and also creating handmade jewelry collections that you can see here on Etsy.
Welcome to ShA, designed and created by Shiri Avda.
All the jewels are unique handmade pieces created with great care and characterized by high professional emphasis of the finished piece.
Wishing you joyful visit in my shop, happy to assist you in any way needed.
If for any reason you are not satisfied with the product, you may return it within 14 business days and get a full refund, not including shipping costs.
Unclaimed returned packages that will be shipped again upon request will be charged for additional shipping cost.
If you don't have Paypal account you can pay with your credit card through Paypal secure website by choosing the option of paying with credit or bank card.
All payments are due within 3 - 5 days of the initial date ordered. If the payment is not made within this time frame your order will be automatically canceled and sent into Etsy for review.
Please contact me if having any difficulty paying with Paypal or Etsy and I will do my best to assist.
Israeli customers will be charged additional 17% value added tax (VAT).
Silver and gold plated items will be shipped within 3 business days of Paypal payment. Shipment takes up to 14 days within Europe and 21 days elsewhere.
Gold items will be shipped within 2 weeks of Paypal payment. The express shipment for gold items takes 3-4 business days.
The items are shipped to your Etsy address, if you want shipment to a different address, please contact me.
If you must have your item within a certain date contact me and we can discuss express shipping options. Express shipping is between 17$-35$ depending on the weight of the package and the country of residence.
All items are nicely packed and ready to be given as a gift for special someone or to yourself.


At Woody Folsom CDJR of Vidalia we have a lifetime limited powertrain warranty that actually lasts for as long as you own the vehicle! No deductions, piece of mind and rigorous inspections.
Buying your next vehicle from Woody Folsom Chrysler Dodge Jeep RAM of Vidalia, is already a great idea; with our impressive selection of new and used cars, trucks and SUVs it's hard not to find what you're looking for. What makes us an even better choice is our Powertrain Warranty Program that keeps your vehicle covered. For as long as you own your car, SUV, or pickup truck that you purchase at our Vidalia, Georgia dealership, your vehicle will receive a lifetime limited powertrain warranty.
It sounds too good to be true, right? Our Powertrain Warranty Program will cover your Chrysler, Dodge, Jeep, RAM, or other make for an unlimited number of miles and months and even years. As long as you keep up with all the recommended maintenance that is outlined by the manufacturer, your vehicle will be covered from unexpected costs due to any necessary powertrain repairs or service. What happens if you move or it's not convenient for you to visit our Service Department for regular maintenance? No problem. Even if you decide to visit another service department, your vehicle is still covered. Powertrain Warranty pays 100% parts and labor costs anywhere in the USA.
Most warranty programs only cover problems that arise with cars engines and transmissions. However, our Powertrain Limited Warranty Program, covers so much more! We not only cover your vehicle's engine and transmission but your transaxle, fuel delivery system, gaskets and seals, wheel bearings and more! You really can't afford not to enroll in our program, covering more than most dealerships, the Powertrain Warranty Program from Woody Folsom CDJR of Vidalia is unbeatable.
Engine - Everything from the engine block and all internally lubricated parts to select turbocharged, supercharged, and enhanced engine parts are covered. This includes expansion plugs, connecting rods, compressors, lines and nozzles and more.
Transmission - Our program covers automatic, standard, and transfer case (4x4 vehicles) transmission parts, including the case and all internally lubricated parts, oil pump, fasteners and more.
Front Wheel Drive - Final drive housing, and all internally lubricated parts, carrier case, gear sets, chain and sprockets, bearings, bushings, axle shafts, and more plus the seals and gaskets for all the parts.
Rear Wheel Drive - Drive axle housing, and all internal parts, carrier case, gear sets, bearings, bushings, fasteners, and more and seals and gaskets for the components listed.
If you are experiencing a powertrain issue with your vehicle, you are covered nationwide. The Service Center at Woody Folsom CDJR of Vidalia, is dedicated to keeping you and your car on the road. We are the smart choice for all your powertrain maintenance and repairs, as our technicians are Chrysler and ASE-Certified experts. However, if you can't make it our Service Center, your powertrain maintenance and repairs are still covered by our Powertrain Warranty Program.
Never worry about inadvertently voiding your warranty.
Woody Folsom CDJR will keep your maintenance records for you, making it convenient at the time of a claim.
Ensures you always follow the program guidelines and maintenance requirements specific to your vehicle.
No pre-authorization requirements prior to having work performed.
Woody Folsom CDJR is always available to take your calls and answer any questions you have about the program.
If you are near Statesboro, Hazlehurst, Swainsboro and Dublin, GA, then shop our new vehicle inventory or used car selection now to take advantage of our Powertrain Warranty program with your next vehicle purchase. Once you find a car, truck, or SUV that you're interested in, give us a call at (855) 254-1851 or fill out our online contact form and schedule a test drive.