text:
Die Stabbrandbombe, auch Brandstab oder Elektron-Thermitstab, ist eine auf der Magnesium-Aluminium-Legierung Elektron basierende Brandbombe, die mit Thermit als Anzündladung entzündet wurde. Sie wurde im Zweiten Weltkrieg im Rahmen der Luftkriegsführung von der britischen Royal Air Force und von der deutschen Luftwaffe eingesetzt. Die britische Variante wurde in den Jahren 1935/1936 im Auftrag des britischen Ministry of Defence durch Imperial Chemical Industries (ICI) entwickelt.

Technische Beschreibung

Als Beispiel für die vielen verschiedenen Typen und Baumuster soll hier die über Deutschland in großen Mengen abgeworfene englische 1,7 kg schwere Stabbrandbombe vom Typ INC 4 LB (incendiary, vier Pfund) beschrieben werden. Diese Stabbrandbombe besaß einen sechseckigen Körper mit 41,3 mm (1 5/8") Schlüsselweite und 545mm (21 1/2") Länge. Davon entfielen ca. 200 mm auf das sechseckige, aus dünnem Blech bestehende Leitwerk und 47 mm (1 7/8") auf den etwa 0,6 kg schweren Stahlkopf. Der eigentliche Brandsatz war die Bombenhülle aus Elektron. Sie war auf ihrer ganzen Länge von einer 25 mm messenden Bohrung durchzogen, welche mit eingepresstem Thermit gefüllt war. An ihrem oberen Ende, verdeckt durch das Leitwerk, befand sich der Aufschlagzünder, der über einen Anfeuerungssatz die Thermitfüllung in Brand setzte. Die Verzögerung betrug 25 Sekunden.

Gegen unbeabsichtigtes Auslösen sicherten sich die Stabbrandbomben gegenseitig: Ein federbelasteter Sicherungsstift, der durch die Nachbarbombe eingedrückt wurde, blockierte die Zündnadel des Aufschlagzünders. Erst beim Abwurf über dem Zielgebiet trennten sich die Bomben aus dem Bündel und wurden dadurch scharf. Teilweise wurden mehr als 100 Stück gemeinsam transportiert.

Die Brenndauer betrug ungefähr acht Minuten; während dieser Phase trat eine starke Stichflamme aus der Stabbrandbombe hervor und zerschmolz diese zu einer weißglühenden brennenden Metallschmelze. Ein direktes Löschen der Stabbrandbombe mit Wasser war nicht möglich, es ließ sich jedoch die unmittelbare Umgebung der Bombe mit Wasser abkühlen bzw. mit Sand abdecken und so der Brandschaden in Grenzen halten. Eine Entschärfung war durch den unempfindlichen Zünder unproblematisch – Handhabung und Transport ebenfalls.  Man schlug sie auf den Boden und warf sie weg. Sie brannte dann einfach aus. Durch starke Qualitätsschwankungen gab es bis zu 40 % Blindgänger und Selbstverlöscher.

Ab 1942 gab es eine Modifikation dieser Brandwaffe, die zusammen mit den normalen Stabbrandbomben abgeworfen wurde: Diese modifizierten Brandstäbe enthielten zusätzlich eine kleine Sprengladung mit starker Splitterwirkung, welche zeitversetzt nach Auslösung der Brandbombe explodierte (in der Regel einige Minuten). Dadurch sollten die Lösch- und Rettungskräfte auf Distanz zur abgeworfenen Brandwaffe gehalten und somit ein frühzeitiges Löschen verhindert werden.

Produktion
Die Produktion der ersten Elektron-Thermitstäbe begann im Oktober des Jahres 1936 bei ICI. Dieses erste Produktionslos, vergeben vom britischen Verteidigungsministerium, umfasste 4,5 Millionen Stück. Zu Beginn des Zweiten Weltkrieges standen in Großbritannien mehr als fünf Millionen Elektron-Thermitstäbe zur Verfügung. Im Verlaufe des Krieges wurden mehr als 100 Millionen Stück produziert, mehr als 80 Millionen davon wurden über deutschen Städten abgeworfen.

Einsatzgebiet
Einsatzgebiet des Elektron-Thermitstabes waren dichtbebaute Stadtgebiete mit möglichst hohem Anteil an Holzbauten.
Nur im Zusammenwirken mit brennbaren Stoffen, insbesondere Holz, entfaltete diese Brandbombe ihre Wirkung. Der Elektron-Thermitstab war somit als eine Entzündungswaffe zu verstehen. Stärkste Wirkung entfaltete er im Masseneinsatz gegen dicht bebaute mittelalterliche Altstädte.

Im Kombinationseinsatz mit einer geringen Anzahl kurz vorher abgeworfener Sprengbomben und Luftminen konnte ein Massenabwurf von Elektron-Thermitstäben großflächige Feuersbrünste hervorrufen. Die Luftminen deckten Dächer ab und zertrümmerten Fensterscheiben. Dadurch ermöglichten sie den Zutritt von Luftsauerstoff an die Brandherde und verhinderten, dass die Stabbrandbomben von den schrägen Dächern auf die Straße fielen. Außerdem behinderten speziell Sprengbomben mit Zeitzündern die Lösch- und Bergungsarbeiten.

Unter entsprechenden Einsatzbedingungen, insbesondere gegen Siedlungen in Talkessellage und bei Erzeugen eines in Windrichtung offenen Trichters, erfolgte der Masseneinsatz von Elektron-Thermitstäben zum Hervorrufen sogenannter Feuerstürme.

Ein militärischer Einsatz war nur in wenigen, sehr begrenzten Ausnahmefällen sinnvoll, da sich diese Waffe nicht zur Bekämpfung von Punktzielen eignete. Sie boten nur bei Flächenbombardements, also einem Einsatz gegen sehr große bebaute Flächenziele, eine für den Angreifer günstige Kosten-Nutzen-Relation.

Bekannte Einsätze der Elektron-Thermitstäbe während des Zweiten Weltkrieges waren die Bombardierung von Coventry durch die deutsche Luftwaffe sowie die Luftangriffe auf Dresden, Chemnitz, Lübeck, Darmstadt, Kassel, Koblenz, Braunschweig, Dortmund, Wuppertal, Hildesheim, Pforzheim, Zweibrücken, Würzburg, Osnabrück, Hamburg und weitere deutsche Städte durch die britische Luftwaffe. So wurden zum Beispiel über Dresden während eines einzigen Angriffs mehr als 650.000 Elektron-Thermitstäbe abgeworfen.

Die US-amerikanischen Stabbrandbomben
In den USA entstand als erstes die AN-M50-Stabbrandbombe. Diese war eine Weiterentwicklung der britischen Stabbrandbombe INC 4 LB MK II und war 1941 einsatzbereit. Danach folgten die Ausführungen AN-M52, AN-M54 und AN-M126. Letztere blieb bis Ende der 1960er-Jahre im Bestand der US-Streitkräfte. Für die Angriffe auf die japanischen Städte wurden die mit Napalm gefüllten Stabbrandbomben AN-M69 und AN-M74 entwickelt. Alle amerikanischen Stabbrandbomben wurden durch den Chemical Warfare Service (CWS) entwickelt und produziert.

Die deutschen Stabbrandbomben

Auf deutscher Seite war die erste Elektron-Brandbombe bereits im Juli 1918 fertig entwickelt und einsatzbereit, ein erster Einsatz im August 1918 soll jedoch auf direkten Befehl des deutschen Kaisers nicht erfolgt sein.
Die deutsche Luftwaffe setzte 1937 erstmals (durch die Legion Condor) die Elektron-Thermit-Stabbrandbombe B 1 E der I.G. Farben in Spanien ein. Im weiteren Verlauf des Zweiten Weltkriegs wurde nur noch die ebenfalls 35 cm lange und 1,3 kg schwere Type B 1,3 E mit stählernem Kopfstück verwendet.

Von beiden Varianten wurden ebenfalls Modifikationen mit einer "Zerleger"-Sprengladung von 8 bis 15 Gramm PETN eingesetzt, die zwischen 30 Sekunden und fünf Minuten nach der Auslösung der Brandbombe detonierte. Eine Weiterentwicklung war die B 2 EZ: Sie bestand aus einer B 1,3 E, die am Kopf eine zusätzliche Sprengladung von 60 Gramm PETN besaß. Beim Aufschlag der Bombe wurde die eigentliche Brandbombe wie üblich gezündet und gleichzeitig der Zusatzsprengkopf abgestoßen, der nach zwei, vier oder sechs Minuten detonierte.

Siehe auch
 Deutsche Abwurfmunition des Zweiten Weltkrieges
 Butt Report
 Dehousing Paper

Literatur
 Wolfgang Thamm: Fliegerbomben. Die Spreng- und Brandbombenentwicklung in der Luftwaffe. Von der einfachen Fliegerbombe zur modernen Abwurfmunition und ihre Einsätze – mit Gegenüberstellung der Entwicklungen in England, USA und Russland sowie anderer Staaten. Bernard & Graefe Verlag, Bonn 2003, ISBN 3-7637-6228-0.
 Wolfgang Fleischer: Deutsche Abwurfmunition bis 1945. Sprengbomben, Brandbomben, Sonderabwurfmunition, Abwurfbehälter, Zünder. Motorbuchverlag, Stuttgart 2003, ISBN 3-613-02286-9.

Weblinks
 Stabbrandbomben – Abwurfmunition des Zweiten Weltkrieges

Einzelnachweise

!Stabbrand
Brandwaffe


The idea behind the strategy on the dozens or columns is the SSB principle.
I bet two dozens with the betting schedule 1-3-10-30.The strategy is that the chance of 8 repeating dozens is 1/6561.
The reverse labby is in my opinion one of the more exciting systems.
All too often systems focus on trying to win small puny amounts of money, rather than a big win. The reverse labby is more fun because it goes for the chandeliers if you're aggressive.
On occasions when out for fun I'll use it at bac.
Wife, friends, wine and reverse labby at bac or craps can be entertaining.
Have friends join in and the excitement grows.
This book will be published on paper facsimile in Sweden later this year. It is free available on the net, but I think a papercopy should be good to own.


The Lucinda Dress is cut from a delicately embroidered floral mesh. This fit and flare dress with A-line skirt has a round neck and long sleeves. This will be your next function piece. Perfect to wear through the seasons this dress is sold with a dye to match jersey slip. pair with point pumps and delicate Jewelry.


Q: Our neighbor across the street is complaining about the loud humming sound coming from our water heater exhaust vent and is threatening to report us to the authorities.
We installed a through-the-wall gas water heater about seven years ago (not sure why the sound is bothering the neighbor now). Because of space limitations, we had to vent the exhaust horizontally out to the front of the house using 2-inch PVC ducting.
We have been unplugging the water heater every night because the neighbor said the sound was keeping him awake. Now he says the noise is also bothering him during the day.
Would extending the vent around the front of the house and up to the roof lessen the sound? The only other solution we can think of is trying to build a sound barrier around the vent. Do you think this would be feasible, and should we let a professional handle this or can this be a do-it-yourself project?
A: It's difficult for us to believe that the noise from the blower on top of the water heater is producing enough sound to irritate, much less keep someone awake — especially if that someone lives across the street.
The water heater you describe exhausts flue gases using a blower assembly that pumps gases directly out of the building. This eliminates the need for conventional chimneys or expensive flue systems.
Your heater is different from conventional gas water heaters that discharge combustion gas by convection. The blower/motor assembly can discharge gas vertically or the unit can be rotated to allow for direct horizontal discharge of exhaust gases.
Don't try to build a sound barrier around the vent. Obstructing the vent could result in damage to the blower or worse — the backing up of carbon monoxide into the house. We think extending the vent is feasible. And yes, gluing PVC pipe together is a DIY project — just make sure it's done according to the manufacturer's specifications.
But you may not have to do anything at all.
First, determine just how noisy the blower is. Most cities have noise ordinances that establish the number of decibels that constitute a nuisance. A decibel is a unit of sound and can be measured by a special meter. We'd be shocked if the noise from your water heater rises to the nuisance level.
Give the city building department a call, explain your problem, and ask the city to send a worker to come out and take a noise measurement. If you're within the city noise guidelines you can tell the neighbor to get lost. If not, or if peace in the neighborhood is a goal, go to Plan B.
Plan B: Directing the vent pipe around the front of the building to the side, then up, will work. The 2-inch PVC pipe limits you a bit, but our guess is that it's doable.
Check the spec sheet for your model — for one model we checked a 2-inch PVC vent pipe is limited to a total length of up to 30 feet with three 90-degree elbows.
One elbow will direct the pipe to the side of the building, the second will get the pipe around the corner, and the final elbow will direct the pipe skyward. If you go this route, give a call to the manufacturer or distributor and get the OK for the installation. Finally, get a permit and have the job inspected.


text:
Amid Rising Inflation Forecasts, Fed Turns Hawkish
Category Tag:Income | Category Tag:Markets and Economy
Article publishedBy: Eric Stein, CFA	| Article published on:January 7, 2022
Boston - Only a few trading days into 2022 and we have seen a rapid increase in interest rates for two distinct reasons: Omicron and inflation.
"The Fed's primary goal is to moderate inflation without pushing back too hard against the recovery. I expect a tightening bias for the balance of 2022."
Read Full Paper about Amid Rising Inflation Forecasts, Fed Turns Hawkish
By Eric Stein, CFAChief Investment Officer, Fixed Income, Eaton Vance Management
Prior to the most recent Federal Open Market Committee (FOMC) meeting, the markets were broadly pricing in the effects of the Omicron variant that, while highly contagious, has proved to be much less lethal than previous variants. The situation we observed in South Africa — with cases spiking rapidly and then declining just as quickly — seems to be playing out in other parts of the world, although the U.S. has yet to hit its peak. Following a bump up in rates initially, there now appears to be less anxiety about Omicron from a longer-term perspective.
However, the hawkish December FOMC minutes released this week, which suggested rate hikes "sooner or at a faster pace" than previously expected, led to rate increases across the yield curve, along with a little more flattening as the Fed's concern about inflation heightened.
The Fed is telegraphing the end of quantitative easing (QE), which now seems to be targeted for mid-March 2022, according to the FOMC minutes, likely followed by a series of interest rate hikes in 2022.
Watching the Fed's balance sheet
The end of QE will shrink the Fed's balance sheet by slowing the pace of its expansion. In other words, the balance sheet will still increase but at a smaller rate than it was before. For some period, the balance sheet should remain steady, then it should start to contract at some point.
Based on the Fed minutes released this week, the market's expectations for the timing of that balance sheet contraction got pulled forward. That led to the sell-off we have witnessed across the bond market as investors reacted to the Fed's focus on tightening financial conditions.
Raising forecasts of inflation and expectations of rate hikes
Additionally, the Fed raised its current forecast of inflation to run at 2.6% next year, an increase over the 2.2% it projected last September. There is little doubt the central bank is a bit more concerned about inflation measures broadly, which has also contributed to some of the bond market sell-off. As a result, the market has increased its expectations of Fed rate hikes.
Now in 2022, markets are certainly not pricing in that high of a terminal federal funds rate — that is, the rate consistent with full employment and capacity utilization — but they are pricing in a little quicker pace of getting to higher rates than previously. I believe that was another driver of the bond market sell-off.
That said, from a market perspective, expectations of how high the fed funds rate could go remain low. We are experiencing a unique period in time when the market expectation is below the Fed's dot plot — that well-known visual representation of policymakers' expectations for future interest rate changes.
Going forward, both Omicron and inflation are likely to drive the markets to varying extents. The market's concern about the impact of the latest COVID variant may be waning, but if the situation were to change, I expect markets would move.
As for inflation, the markets are pricing in a more hawkish stance from the Fed, along with other central banks in developed markets. While I expect this to be a theme across global markets, I do not anticipate that it will follow a straight path.
Bottom line: I believe the Fed intends to slowly but surely tighten financial conditions, not moving too quickly. The Fed's primary goal is to moderate inflation without pushing back too hard against the recovery. I expect a tightening bias for the balance of 2022.
Publication details: Friday, January 7, 2022 12:00 PM

redpajama_set_name: RedPajamaCommonCrawl


The Corona del Mar High girls' lacrosse team finished in the middle of the pack in the Sunset League, with a 2-2 record.
The Sea Kings' biggest win of the season actually came Friday night, against a former league rival.
They won 11-9 at former Pacific Coast League rival Beckman, but the win was important for more than just rivalry reasons. It could help CdM's chances of making the U.S. Lacrosse Southern Section South Division playoffs.
CdM is ranked No. 18 in the most recent Orange County coaches' poll by maxlaxoc.com, and Beckman is No. 9. Only the top 16 teams make the postseason.
Caroline Brewster had five goals and seven draw controls for CdM (5-8). Paige Wood added four goals, while Joslyn Simaan had a goal and three assists.
Newport Harbor girls' lacrosse, ranked No. 8 in Orange County, clinched the outright Sunset League title with Thursday's 16-2 win over Laguna Beach in the league finale. Freshman Olivia Gritzmacher scored five goals, and sophomore Mary Jones scored three goals.
Coach Brooke Martini said the Sailors (6-6, 4-0 in league) are hoping to get senior captain Delaney Knipp back after spring break next week. Knipp has missed Newport Harbor's last three games with a lateral collateral ligament sprain.
Newport Harbor returns to action April 18 with a home game against San Clemente.
The Edison girls' lacrosse team lost 10-9 in overtime to Los Alamitos on Thursday, and the Chargers finished fourth in the five-team Sunset League.
Edison is still in contention to make the playoffs, with a No. 19 ranking in the most recent Orange County poll. A win over No. 17 Yorba Linda on Thursday at home would help matters.
Senior midfielder Annie Cavener and sophomore midfielder Ali Bryant have been leaders all season long, Hendrix said. Cavener scored three goals against Los Alamitos, and Bryant, Lauryn Atencio and Blakely Malpass all scored two goals each.
Newport Harbor wins Sunset League: In the April 6 Sports section, the story incorrectly stated that the Newport Harbor girls' lacrosse team beat Los Alamitos in its Sunset League finale. Newport Harbor beat Laguna Beach, not Los Alamitos.


text:
Q: Python problems with FancyURLopener, 401, and "Connection: close" I'm new to Python, so forgive me if I am missing something obvious.
I am using urllib.FancyURLopener to retrieve a web document.  It works fine when authentication is disabled on the web server, but fails when authentication is enabled.
My guess is that I need to subclass urllib.FancyURLopener to override the get_user_passwd() and/or prompt_user_passwd() methods.  So I did:
class my_opener (urllib.FancyURLopener):

    # Redefine
    def get_user_passwd(self, host, realm, clear_cache=0):
        print "get_user_passwd() called; host %s, realm %s" % (host, realm)
        return ('name', 'password')

Then I attempt to open the page:
try:
    opener = my_opener()
    f = opener.open ('http://1.2.3.4/whatever.html')
    content = f.read()
    print "Got it:  ", content

except IOError:
    print "Failed!"

I expect FancyURLopener to handle the 401, call my get_user_passwd(), and retry the request.
It does not; I get the IOError exception when I call "f = opener.open()".
Wireshark tells me that the request is sent, and that the server is sending a "401 Unauthorized" response with two headers of interest:
WWW-Authenticate: BASIC
Connection: close

The connection is then closed, I catch my exception, and it's all over.
It fails the same way even if I retry the "f = opener.open()" after IOError.
I have verified that my my_opener() class is working by overriding the http_error_401() method with a simple "print 'Got 401 error'".  I have also tried to override the prompt_user_passwd() method, but that doesn't happen either.
I see no way to proactively specify the user name and password.
So how do I get urllib to retry the request?
Thanks.

A: I just tried your code on my webserver (nginx) and it works as expected:

*

*Get from urllib client

*HTTP/1.1 401 Unauthorized from server with Headers
Connection: close
WWW-Authenticate: Basic realm="Restricted"

*client tries again with Authorization header
Authorization: Basic <Base64encoded credentials>

*Server responds with 200 OK + Content
So I guess your code is right (I tried it with python 2.7.1) and maybe the webserver you are trying to access is not working as expected. Here is the code tested using the free http basic auth testsite browserspy.dk (seems they are using apache - the code works as expected):
import urllib

class my_opener (urllib.FancyURLopener):

    # Redefine
    def get_user_passwd(self, host, realm, clear_cache=0):
        print "get_user_passwd() called; host %s, realm %s" % (host, realm)
        return ('test', 'test')

try:
    opener = my_opener()
    f = opener.open ('http://browserspy.dk/password-ok.php')
    content = f.read()
    print "Got it:  ", content

except IOError:
    print "Failed!"

redpajama_set_name: RedPajamaStackExchange


"I can smell the McDonalds on you," my aunt joked when we picked her up from Los Angeles International Airport. I am the Southern Californian stereotype — obscure slang, In-n-Out junkie, and snow jackets once the weather hits below 80 degrees. But beyond my supposed surfing persona, I am also a first-generation Vietnamese American that's been in a constant tug-of-war between being American and being Vietnamese.
There was a point when I tried not to bring lunch as much to school out of embarrassment when other students made comments about the smell or how the noodles looked like worms. I tried not to have friends over at my house to avoid explaining why we took our shoes off in the house or why we had a mini shrine or why my house smelled like incense. When I tried to explain the "American" way of doing things to my parents, they didn't understand. When I tried to explain the "Vietnamese" way of doing things to my teachers and classmates, they didn't understand either. I was struggling to bridge the gap between home and everywhere else, and more importantly, struggling to hold on to my culture. At first, I was almost ashamed of my culture, and then, I was ashamed that I was ashamed.
I want to visit my parent's home, Ho Chi Minh City, Vietnam, to bridge this cultural gap. I want to experience the warm rain and blushing skies that my grandmother has told me about in her stories. I want to take trips to the Ben Thanh Market where my grandmother sold fish (she was one of the intense fishmarket ladies with the butcher knives!), talk to the neighborhood ladies that sell durian on the side of the street that my father used to talk with, and join the midnight gatherings for karaoke and coffee that my mother always talk fondly about. I want to live in the stories I grew up hearing, the stories that I had been embarrassed of for so long, and create my own stories in the same landscape.
But beyond connecting with my cultural history, I would also like to explore the present Vietnam. I would like to visit the different temples in the city, especially the Vĩnh Nghiêm Pagoda, the Thien Hau Temple, and Jade Emperor Pagoda. As the only Buddhist in my school with the closest temple an hour drive away, my exploration of my religion has been limited. I've heard about these temples from the monks here in California and to be able to see firsthand the architecture and history would be a unfathomably humbling experience. If I had time during my trip, I would also like to visit Đảo Khỉ (Monkey Island) — because when else would I be able to see so many monkeys! If I had the opportunity to travel to Ho Chi Minh City, I would also take my mother to share the experience since she's always tried to immerse me in my culture by telling me countless stories about her childhood in Vietnam. I can only imagine how amazed and nostalgic she would be as she was forced to flee the country during the war.
It was hard for me to come to terms with my cultural mix, but I'm grateful that I have. I understand that I am a mix of the sunny skies of Southern California and the humid monsoons of Southern Vietnam, that my English might sound like Vietnamese at times and my Vietnamese might sound like English, that I can love cà phê đá or an iced coffee. I understand now that there is beauty in both cultures and that I am truly lucky to be a part of both. As an aspiring author, I would like to document my travels in a collection of short stories that both retell my family's stories and the stories that I pick up on my trip from talking with locals. I would like to be able to compare my experience in the country with the stories that I have heard and more than anything, I would like to share the stories of my culture with other Asian American youths that are struggling with their own cultural standings. I would like to share my experience and help the struggling Asian American youth to draw not only acceptance, but confidence in their culture and background.


text:
Q: Dockerhub fails to build my Dockerfile I made a Dockerfile that works great on my machine, but the build is failing on dockerhub.
The dockerhub error is:
Build failed: The command '/bin/sh -c apt-get update && DEBIAN_FRONTEND=noninteractive apt-get install -y curl gcc libc6-dev libc6 --no-install-recommends && exit 0' returned a non-zero code: 1

That step builds fine on my (ARM) machine, however it does produce a warning:
debconf: delaying package configuration, since apt-utils is not installed

(I'm unable to silence that, tried fixes that worked for other people).
Here is the dockerhub build (includes Dockerfile and error): https://hub.docker.com/r/askmike/golang-arm/builds/bnc9b3xqgedfbeboix2ezv4/

*

*Question 1: If there is warning from apt-get, will that consider the build failed? (I can't find what the return code would be).

*Question 2: Is there maybe another error in the dockerhub build that does not happen on my machine? If so, how can I ever troubleshoot this?

A: It looks like the cause of the build failure is:
standard_init_linux.go:178: exec user process caused "exec format error"

Your base image is resin/rpi-raspbian:jessie which is an ARM image.  Docker Hub is an x86_64 build platform.  So you will not be able to use Docker Hub to build your images.


Well that both the BMW Z4 and the Toyota Supra Some people are still complaining about certain aspects of the two, seemingly unaware that the only way they could become reality in the current climate implied extensive collaboration between the two automakers. This is something the engineers can easily admit, especially in the Toyota camp, according to a recent interview.
Speak with auto consultingDeputy chief engineer behind the Supra, Masayuki Kai, said that the current trends in the industry and the headwind that automakers face in different markets, finding money to invest in such a niche, is not an easy thing. The only way to move forward was through a common platform where each company came with its own specialists and support to help the other company.
"It's so hard to create a viable business case. We were lucky that we found a good partner like BMW, and without BMW we would not revive the Supra. Conversely, for BMW, because sports cars need a lot of specific cars that you can not use for other family cars. We're pretty limited [in terms of developing a new car]"Said Kai. "So if you want to make a sports car, this is very expensive. Therefore, you need to find a partner with whom you can share the costs. If you do not have a long and long history like Mazda and have never evolved the MX-5, you can not develop a low-volume sports car cheaply. "
Considering the appetite that people nowadays have on SUVs and crossovers, cars like the Z4 and the Supra are really niche models that are sold in a few thousand units a year. If this is the case, it is most likely impossible to approve or even terminate the funding for such a project. Nevertheless, BMW and Toyota have done it, and we can not wait to drive both cars in a row as soon as summer passes.


text:
NBC Puts Undiscovered Songwriters Center Stage to Find the Next Hit Song with Groundbreaking New Competition Series 'Songland'
Press release from NBC, Oct. 9, 2018:
Long before a rock star can bring a crowd to its feet or have an album go platinum, a songwriter infuses their melody and lyrics with emotion, passion and heart.
Aiming to find the next generation of hit songwriters, NBC and Universal Television Alternative Studio are bringing powerhouse producer Audrey Morrissey of "The Voice," Eurythmics co-founder and producer Dave Stewart, Maroon 5's Adam Levine and OneRepublic's Ryan Tedder together to produce "Songland." The series will provide a one-of-a-kind opportunity for talented up-and-coming songwriters to be exposed to and mentored by three music producers per episode who are responsible for today's biggest hits.
The 11-episode original competition series creates a unique platform for new voices to be heard.
The first edge-of-your-seat episode features three-time Grammy nominee, Billboard chart topper and songwriter Charlie Puth as the mega-recording artist along with a panel of producer-songwriters that includes Grammy winner Tedder, singer and Grammy-nominated songwriter Ester Dean and Grammy-winning country singer-songwriter Shane McAnally.
"Songwriters shape the anthems and tell the stories of each generation, and now we're pulling back the curtain on the collaborative process and opening the door for new talent to emerge," said Meredith Ahr, President, Universal Television Alternative Studio. "While filming our first episode, the excitement was palpable as we witnessed the creative direction of our panelists transform and elevate the music right before our eyes. Without a doubt, 'Songland' will inspire music lovers and give us all a greater appreciation for the songs we love."
"Music touches people's lives daily, but few understand how the songs they love are made," said Morrissey. "Songwriters are the unseen creative force of the music industry. Their lyrics and melodies affect us in deep and meaningful ways, and I'm excited to be part of a show that puts a spotlight on the creators of songs."
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"'Songland' has been an ongoing passion project for both myself as well as my team at 222," said Levine. "As a songwriter, I am all too familiar with the challenges that face the music community today. With this new series, we are excited to provide opportunities that will not only impact these songwriters' careers but also give them a platform to truly showcase their talent to a global audience."
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"Songland" is a show that gives songwriters the opportunity to showcase their talents regardless of where they come from or what their day job might be. The series is looking for submissions from people of all walks of life from up-and-coming songwriters and music students, to stay at home moms, bartenders and school teachers. For those interested in appearing on "Songland," please go to https://www.songlandcasting.com/coming-soon.php.
"Songland" will be executive produced by Stewart, Morrissey, Levine and director Ivan Dudynsky. Josh Gummersall will serve as producer along with Ryan Tedder who is represented by Ron Laffitte, Dana Salant for Patriot Management. The concept was devised by Stewart, Morrissey and Dudynsky.
"Songland" will be produced by Live Animals in association with Universal Television Alternative Studio, Dave Stewart Entertainment and 222 Productions. Levine and 222 Productions are represented by Irving Azoff, Adam Harrison for management and WME for film and television.
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Amitabh Bachchan sent a letter to Alia Bhatt and she is 'grateful'.
Alia Bhatt as the pretty, outright straightforward and the very possessive yet very lovable Safeena in Gully Boy, earned all our love. Her and Ranveer's chemistry was a first-timer (they did a TV ad together which we are not taking into consideration here) and came out super effective. To top it, they were supported by great performances from Siddhant Chaturvedi, Vijay Raaz, and Vijay Varma among others. And the hard work bears fruit in many ways!
Alia has now received that honour all the youngsters wait for. It might not be an award but not less than any award, if you look at it. Amitabh Bachchan, who makes it a point to be updated with new films releasing, sends out a hand-written letter to actors who he think did a great job. It must have been such a special feeling for Alia to have received that letter along with a bouquet of pretty, pink flowers!
MC Sher aka Siddhant who made his Bollywood debut with the film also received a letter from Big B. Overwhelmed, he took to Instagram to write a note of thanks to the megastar.
Another one might be on its way to Ranveer Singh. What do you say?
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As soon as the exit polls were released on Tuesday night, Benjamin Netanyahu was quick to announce a Likud victory. A win it may have been, a victory it is not. Certainly it was no victory for the person who bragged about winning a number of seats significantly greater than that of his rival. His second objective – his pick of coalition partners – did not materialize either.
As it appears at the time of writing, Netanyahu does not have an indictment-proof coalition. Even when he does form the next government, he will not receive the greatest prize – coalition partners who will help him enact legislation to shield him from the long arm of the law.


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Pour the compost, clay and seeds into a large container.
Mix it all together with your hands – warning - hands will get messy!
Continue mixing the soil until all the parts are combined.
It will start to get quite thick but keep mixing with your hands until it starts to feel like bread dough.
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What on Earth is a Himmeli? And how do you make it?


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Forums / Games / Halo Infinite
Vehicles need to be properly BALANCED!
OP Sir Boobington
OP 8/1/2018
Sir Boobington
ODST - Bronze
Vehicles have been the fundamental part of Halo since it's inception and they play a pivotal role in how maps and game modes are played, but since 343i took the reins of Halo they have become more and more useless (specifically the Warthog!).
In Halo 1-3 vehicles health and armour were tied to the players shields, and specifically for the Warthog the vehicle's armour would only go down to a certain point, making the vehicle harder to destroy with small arms fire. But with Reach-Halo 5, the Health & armour mechanics changed to a % base, meaning every bit of damage sustained stayed on the vehicle until it exploded.
The old style meant the armour only dropped to a certain point, then it started damaging the occupants, meaning once shields and health recuperated, so did the warthog to an extent. This all meant the best way to kill a vehicle was to use weapons designed for that as opposed to shooting small arms until the vehicles health dropped to 0.
Here is a link how the old system functioned. Be warned there is music and can be slightly loud. Don't have max volume unless you like rocking to Halo metal.
Some might say that is OP(this is gameplay of myself and a friend), but honestly the enemy made a fatal error, they were stomping us big time and our team got frustrated and kept getting killed; once we had our 'Hog going, we told EVERYONE to stay on our side of the map, shoot with a BR and try and keep us alive while killing the red bars. The enemy saw victory within their grasp, all they had to do is kill a couple more and they didn't focus on the Warthog soon enough and that's when they failed. It's not that hard to kill a Warthog, and they were Rambo'ing it, no coordination at all. This is without a doubt my most fondest memory of Halo ever in multiplayer.
But since 343i took over they continued Bungies Reach design, and even made the vehicles worse by far. You could still use a warthog in Reach, but once 343i took over they made the Warthog's armour even worse and continued the trend.
With 343i embracing the older aesthetics of Halo with Halo Infinity I implore 343i to take a hard look at the vehicle state in the meta of multiplayer and if nothing else, make a Legacy Warthog with the old health system for BTB/non-Warzone playlists. Because it honestly sucks driving a Warthog that'll blow up in 60 seconds from DMR fire.
I have made posts regarding this for Halo 4 and 5 and I'm hoping 343i can objectively look at vehicles and come up with a goldilocks zone where everything can fit nicely in with each other.
Below are some key points that I think need to be focused on:
Remove the current Health/Armour system and reintroduce the old style.
Fortify Warthog turret, Halo 1-Reach, weapons were far less accurate, meaning it actually took skill to BR or DMR someone off the gunner seat of a 'Hog, now though small arms weapons have never been more accurate, I'm not the best shot and I can often shoot someone out of a gunner turret at a good range, so if weapons are going to continue being laser accurate then the Warthog turret needs to be more protective, but exposed enough to allow a small zone for a sniper to get a head shot. *******This is by far the most important point*******
Tone down the sniper damage vs Vehicles, once again historically the sniper did not do much damage to vehicles, if you wanted to kill a vehicle you needed weapons with explosive damage or a laser, but now all it takes is a few shots from a sniper to put any vehicle down, so unless it's a super special anti vehicle sniper, tone down their damage.
Basically vehicles need to be actual threats again to players, bring back the old health system or at the very least make some legacy vehicles with the old health system and place them on normal maps that don't have the REQ system if that's still a thing, make the gunner more protected so that they don't die 10 seconds into the engagement, and make it so you need to coordinate to kill a vehicle instead of one or two people shooting a BR/DMR into the thing, unless you have weapons designed to take them out, small arms and to an extent the sniper should do negligible amount of damage. If you agree or feel strongly about these topics please respond with your ideas and suggestions and stay active here, I plan to maintain this thread for a long time and keep updating so feel free to do the same.
xAXIOS
Marine - Onyx
Agreed. I was playing Halo reach two days ago and even Reach had a MUCH better vehicle health system than Halo 4-5. Would be best if it returned to Halo 3 style, and yes tone down bullet magnesium.
WerepyreND
ODST - Silver
Not that it matters, but Reach definitely started the chip damage system that has been plaguing vehicles this whole time, 343 could have dropped it at any time, but for some reason its the one of the holdouts from Reach that I can't understand why it still exists, no-bleedthrough on certain weapons is another but I digress.
Otherwise I agree wholeheartedly. Precision weapons are just absurdly powerful when used against vehicles it takes all the fun out of using them. When humble BRs/DMRs/Carbines/LRs etc can ruin a vehicle with permanent damage using basic focus fire you take driver skill out of the equation. You can dodge rockets, stickies, and other assorted heavy weapons fire all day, but you can't dodge hitscan bullets or most human projectiles. Your long term success as a pilot is determined by the number of enemies that bother to shoot at you when you expose yourself. Against a brainless team its hard to tell the difference between CE-3 and Reach-H5, but against a team with a modicum of common sense they are going to ruin you day the moment expose your vehicle. The system engenders passivity, especially with tanks and other heavy vehicles.
People wonder why Reach and Halo 4 often devolved into stagnant, long range shooting matches. When your even your vehicles can't push forward they end up cowering around spawn which makes it often suicidal for infantry to push into enemy held territories.
The sniper in particular is just broken when it comes to vehicles. The premier anti-infantry weapon does not need to be able destroy vehicles outright. It should shoot through glass and cockpits, but not heavily damage the vehicle itself. And no Anti-Material =/= Anti-tank or Anti-Air.
knight129830
Marine - Bronze
Thank you im not the only one that noticed this it always feels awkward getting murdered in the seat of the warthog especially and if im driving its particular difficult to keep my gunner alive.
SBTTLS
Back in my day... (nb4 get off my lawn)
We had hatches that you would shoot off of the tank with a sniper, exposing the creamy goodness that was the drivers head. We had exhaust ports on Wraiths and fuel cells on the sides of Ghosts, both adding massive damage boosts with any type of attack to the the vehicle. Hell, we could shoot the the Warthog any where we wanted, as long as it wasn't the front.
All I'm saying is that if we keep these highly accurate weapons we should have strategic spots to aim for on these vehicles.
Edit: Forgot to make my point.
I feel that we should get back to our roots in regards to vehicles. Make them strong, and even give them a chance to heal up a bit.
For instance; in H3 you could have your vehicle smoking and on fire, but still make a run across the map. It was weaker than a new one and would explode when you got out, but it was based on your shields.
SBTTLS wrote:
I really miss those good old days. Now weapons are so accurate and have like 3x the effective range than they used to so even a BR can start hitting the gunner well before the warthog gunner can even accurately shoot at them.
Sir Boobington wrote:
Possibly a non obvious shared sheild system would help with that?
I mean, we have so many weapons in the sandbox that are designed to combat vehicles. Why not have a system in place where you disable the vehicle with an EMP, or just beat it up enough where then you can more easily take out the gunner?
I feel that this keeps the balance where a lone player can take out a Warthog if they are equipped to do so, but also keep the Hog as lethal and as useful as it was in past entries to the franchise.
A tank beats everything except a fully manned Hog.
That might work in some cases but the problem in my opinion is the difference between slayer, btb and Warzone. In WZ a person can REQ a PP or something early on but in BTB it's a little different in some respect. It's still a very good possible fix though. As long as a sniper can still kill you out of the vehicle is all.
I think that's why I may have initially suggested more armour around the player in the front and back, or at the very least the front. The gunner needs more survivability because honestly I never got in the gunner seat unless I had an overshield. and even that was a stretch because it would only last like 10 seconds at best.
InhabitedWaif06
Recruit - Gold
I 100% agree on what you said, I believe they should go even further and fix the the physics of vehicles too (especially the Warthog). They should try to emulate the physics of halo 3. In halo 4 and 5 vehicles when shot by any weapon the vehicle spirals out of control when shot mid air which is really annoying and when a perfectly placed gernade hits the vehicle it just slides over like it's nothing. This method means there is no skill in taking down a vehicle and doesn't reward good driving. In halo 3 if you placed a gernade with good timing you would filp the Warthog over and it was satisfying and funny to see them be thrown across the map instead of just sliding over
MinusSquire2145
The two largest problems with Halo 4 and 5's vehicles (especially Halo 5) were the play-spaces and lack of variation in enemy vehicles when driving around. Halos 2, 3, ODST and Reach all have terrific vehicle combat because the areas around them are well designed. The encounters with enemies (infantry, vehicles, aircraft and turrets) within the different environments had loads of variety and opportunity to approach situations differently. Halo 1 had less variation in enemies during vehicle gameplay. However, the open level design of Halo 1's vehicle areas was tremendous, providing a sense of freedom we have still not seen again in seventeen years. Regarding the Halo 5 campaign, the vehicle areas were extremely linear and closed-in with very few chances to play the game in more ways than one. Halo: Infinite needs more diversity in its level design for vehicles as well as more types of enemy vehicles, turrets and other large enemies that the player will encounter while operating vehicles.
Arc Trooper 48
Spartan - Iron
I definitely don't want the CE/Reach system. Why should my Spartan be taking damage when inside the vehicle and ultimately killed with the vehicle in good condition? A few people can't successfully destroy and active vehicle. Most of the team needs to focus fire on it to destroy it, and that's honestly the way it should be.
Wake me when Infinite is out
MinusSquire2145 wrote:
The two largest problems with Halo 4 and 5's vehicles (especially Halo 5) were the play-spaces and lack of variation in enemy vehicles when driving around. Halos 2, 3, ODST and Reach all have terrific vehicle action because the areas around them are well designed. The encounters with enemies (infantry, vehicles, aircraft and turrets) within the different environments had loads of variety and opportunity to approach situations differently. Halo 1 had less variation in enemies during vehicle gameplay. However, the open level design of Halo 1's vehicle areas was tremendous, providing a sense of freedom we have still not seen again in seventeen years. Regarding the Halo 5 campaign, the vehicle areas were extremely linear and closed-in with very few chances to play the game in more ways than one. Halo: Infinite needs more diversity in its level design for vehicles as well as more types of enemy vehicles, turrets and other large enemies that the player will encounter while operating vehicles.
You are right on that! A lot of the maps recently kinda felt like they were on rails, the vehicle tracks on the map were pretty much the ones used because everything else was too bumpy or had trees and obstacles. At least mostly in Warzone.
NoJumningYo
Marine - Silver
I really feel like 343i should take some inspiration from the map design in Star Wars Battlefront II.
Each map (I know these are all scaled to the speed and what-not of the ingame characters) has sections of the map all the way through where it's perfect for vehicular play, and can give the vehicle user opportunity to rain down on infantry. But there are enough undulating areas with cover for infantry to totally avoid vehicles if they so wish.
But totally agree OP.
tsassi
I agree with the general idea, but like WerepyreND already said, Reach began this trend of weak vehicles. The Reach system is closer to the Halo 4 and 5 system than it is to anything in the original trilogy, and it was an equally bad system. Also, the system in CE functions like nothing else, with only Covenant vehicles being destructible (and funnily enough, having health that is independent of driver health).
Really, small arms should only be able to marginally weaken the vehicle, but in order to destroy it, you would either have to use some explosive damage, or another vehicle. In addition, a single grenade not stuck to a vehicle should never completely destroy the vehicle since grenades are so common. In any case, small arms should never be enough to make a vehicle blow up.
However, while vehicles should be more difficult to destroy, and the Spartan Laser should essentially be the only weapon that can destroy vehicles at range, it also means that players on foot must be given more chances to destroy the vehicle. Because while destroying a vehicle should be a challenge and not just a matter of spamming at it whenever you see it, using a vehicle should also be a challenge. And there's nothing as easy as sitting back with a Ghost out of the reach of players, or bombing them from the sky with a Banshee. Any small armed vehicle that can be operated by a single player (Ghost, Banshee, Revenant) should have its weapons fairly ineffective at distance, so that the driver would be forced closer to their targets. For these Convenant vehicles that use projectiles, it means that those projectiles should be fairly slow so that they are easy for a player to dodge at a distance. Vehicles that require a driver and a gunner are less of an issue, because they take up two players from a team, but they too benefit from needing to get a bit closer. Like, for example, the Gauss Warthog was always far too easy to dominate with as long as there was enough space for it. The regular Warthog is much more interesting for both parties involved because it can't snipe players.
Finally, maps should of course be designed to balance vehicles against infantry. This in particular means that locations which are good for vehicles to get to, like near bases, should also contain fairly thight spaces, or should have plenty of places for players to hide behind and ambush the vehicle. I think the high line on Standoff that goes over the bases is a good example of a reasonably well balanced area that doesn't make the vehicle a sitting duck, but still leaves room for ambushes. When it comes to maps with tanks, the main spawn areas should always be protected from them such that in order to shoot at them, the tank would have to go into a space where players can safely jump onto it from all sides. Most maps that have had a tank have been pretty terrible about just letting the tank into an easy camping position.
As much as I think we need vehicles that a skilled player should in principle be able to survive in for an indefinite amount of time, I've also had far too easy time with vehicles, especially with tanks and Banshees. I don't care what vehicle it is, a Running Riot shouldn't be the norm. That's why with increased durability we need to consider ways to get vehicle users to expose themselves more.
The Halo Population Database
DEM0N LLAMA
I don't have much to add currently but yea the vehicle gameplay has gone downhill. I though Halo 3 the best, had the nice balance of vehicle can die if you played smart but at the same time if you had great driver and gunner for a warthog.......deadly combo.
tsassi wrote:
Hey tsassi! I remember you from a long time ago... I think you actually posted on my old thread regarding bringing the warthog back from uselessness for H4/5 lol, glad to see you still around.
Your post is spot on! A good chunk of the problem regarding excellent players in single occupancy vehicles getting perfections and riots in a ghost or banshee lies in players lack of information IMO, some people probably rage and throw themselves against a wall but there should be some sort of system in place that drops helpful tips like, "Having difficulties with an annoying banshee? Try using a Plasma Pistol/rockets/laser/whatever" and maybe even give a little waypoint to the nearest weapon that can help them.
The above point isn't the most well thought out idea but it could help the newer players a bit, coming from a jerk that was brutal on Sandtrap with a Banshee... It could help a bunch. That map is littered with weapons and vehicles that can destroy a Banshee and I could manage to survive quite a bit under heavy pressure. I'm sure it's hard to balance all these scenarios but I truly hope they can manage because out of all the games with vehicles, Halo did it the best I think until Reach and forward.
Do not post spam.
If anyone can think of some ideas I will compile a list on the main thread and credit you. I'm hoping 343i will see this eventually and it might help them in some way.
MIKA95VARTSU
The vehicles definitely should be useful in many of the mentioned ways. they should be reinforced to resist small arms fire requiring multiple shooters to take it out.
The turret plating could be higher or the gunners head lower, also the auto aim properties for all weapons should be reduced if not removed. The bullet magnetism definitely needs to go for the exception of such as needler which has had it as a point with its slow projectiles.
The core player mechanics also have a problem to them when considering vehicles. Armor abilities and sprint basically effect the map design and reduce the traveling speed difference between vehicles and players on foot.
To get vehicles back to being more useful Halo should just take a step back and utilize the regular core player mechanics and mix that with objects found around the map like it used to.
extra player abilities and good usage of vehicles really dont go well together.
InhabitedWaif06 wrote:
After thinking about your comment for a while I have to agree with you on this, before the warthog still got pushed around quite a bit and frag grenades would flip the 'Hog quite easily, but back then the Warthog wasn't as bouncy, the newer iterations felt like they filled the vehicle with helium. I seem to recall it was really bad in H4 and still bad in H5 but there were so many different types of Warthogs it's hard for me to remember if all of them had this issue or not.
DoubleSama
ODST - Iron
This may be an unpopular opinion, but I think the increased mobility in the newer games is in part the reason why vehicles such as the Warthog feel underpowered. In Halo 3 for example, using a Warthog gave a player a significant advantage over the slower moving, less mobile infantry it was against. However, in a game like Halo 5, infantry players can sprint, slide, thrust, hover, and clamber, making them much more mobile. This means that although a vehicle may have infinite ammo and more health, a skilled infantry player with a decent power weapon can actually do a significant amount of damage on their own compared to previous games.
While I mentioned all of the newer spartan abilities, this is by no means a critique of them, but rather an example of how they have the potential to make vehicles less viable. I think that something more needs to be added to some of the ground vehicles in particular in Halo Infinite if they're to remain relevant, but I'm not entirely sure what.


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Suicide and Bullying: Words Do Hurt Me
by Letise Dennis Oct 28, 2016 Family Living, Health and Wellness
There's the old saying, "Sticks and stones may break my bones, but words will never hurt me." Unfortunately, this is not always the case.
According to Save.org (Suicide Awareness Voices of Education), suicide is the third leading cause of death for 15–24 year olds in America. NoBullying.com states that one in four children has been the victim of bullying. With these staggering statistics, a careful eye must be turned to focus on the epidemic of bullying and its relation to adolescent suicide.
Cyberbullying is especially pervasive in today's world of social media and photo apps, and the ramifications are particularly hurtful due to the grand scale of visibility. One tweet or one photo can easily be spread to a victim's entire school in one afternoon.
One doesn't have to look very far to discover the tragic stories of lives taken far too soon as a result of bullying. One of the more publicized stories was that of Tyler Clementi, a student at Rutgers University, who took his own life after experiencing cyberbullying in an intimate way. His roommate, the aggressor, was convicted of invasion of privacy, bias intimidation, witness tampering, and hindering arrest—but it was too late. Tyler had already made the permanent decision to end his pain.
Inspired by Tyler's story, Julie Kreiman, a teacher at K12 International Academy, took it upon herself to begin a club committed to supporting and educating iCademy students on bullying. Topics at these monthly meetings range from cyberbullying to role-playing scenarios to listening and supporting one another. Julie states that the students who decide to join this club are committed to not simply being bystanders when it comes to bullying—they will all do their part to promote zero tolerance when it comes to bullying behavior and victimization.
"Wanting to do my part to prevent cyberbullying and offer support for students who have been victims of bullying, I launched an Anti-Bullying Club at K12's International Academy in the fall of 2015." –Julie Kreiman
This club serves as an excellent example of how students can make a big difference in the lives of others. It takes more than just talk to help victims of bullying. It takes students genuinely caring about the well-being of others, understanding the significance of kindness and compassion, and not being afraid to stand up in the face of a bully—standing for others when they cannot stand for themselves.
In any bullying situation, students and adults should learn about the symptoms of depression and the warning signs for thoughts of suicide. Casual (or serious) mentions of suicide, of being missed, or of death should not be taken lightly. Changes in appetite, in moods and behaviors, in sleep patterns, or in friendships are all indicators that there may be deep, underlying concerns.
If your student is exhibiting any of these signs or if you have an instinct that something is wrong, you should talk with your student about them and any thoughts of suicide they may be having. Sometimes, though, students try to cover up this pain. They may feel embarrassed or weak or may simply not have the strength or will to seek help. These students have already given up, and it is in those times that we must carry them through. Professional help is often needed in order to break through the barriers and get the help they desperately need. That said, a crying shoulder, a hero to come to their defense, or simply a listening ear may be the best first step to beginning the process of healing.
The month of October is National Bullying Prevention Month, but let us not forget that bullying happens year-round. It is a serious and complex threat to our children and occurs at all ages and to all types of people. People are bullied for being considered too fat, too skinny, too smart, too dumb, too rich, too poor—as long as bullying exists, no group of people is safe from the pain and devastation felt in its wake.
Because of that, suicide as a result of bullying is a subject that affects us all and must be addressed by us all. What we must focus on is that good still does exist in the world, that people do care, and that there is always hope. Whether or not you're a fan of the new Cinderella movie, her mantra of "Have courage and be kind" is exactly the approach necessary in order to overcome bullying. We must be brave, while responding with boldness and kindness.
| bullying, cyberbullying
Rosalind Wiseman Gives Parents Advice on Bullying
Letise Dennis
Letise Dennis is a writer for Learning Liftoff. She has enjoyed writing since childhood, but has spent her most recent professional years writing website content and articles relating to her passion of fitness and nutrition. Having grown up in the south, she attended George Mason University and earned a degree in Communication, with a focus on interpersonal and business communication. After graduation, she began her career at a national nonprofit organization and has been living in Northern Virginia since. When not writing for Learning Liftoff, she spends her time with her husband and three kids enjoying sports and the outdoors.
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