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Park Street, Thame, Oxford OX9 3HU
JOHN HAMPDEN PRIMARY SCHOOL
St Mary's Church Service
21/12/2018 by Justin Eyre
Filed Under: Key Stage 1, Key Stage 2, Reception, Year 1, Year 2, Year 3, Year 4, Year 5, Year 6
Guess The Stars Competition
Mr Eyre has been busy painting the backdrop for the KS1 Nativity and decided to make a competition for the whole school to take part in. Everyone had to take a guess at how many tiny stars were in the night sky. The guesses ranged from 8 to infinity, with two children coming very close
Filed Under: Key Stage 1, Key Stage 2, Nursery, Reception, Year 1, Year 2, Year 3, Year 4, Year 5, Year 6
Christmas dinner is in full swing. Look how beautiful the lunch hall is, thanks to the kitchen team. The children have enjoyed turkey with all the trimmings and shared crackers and jokes with one another. Merry Christmas one and all.
Cadbury's World
The Year 4 had a delicious trip to Cadbury's World as part of their topic on Chocolate (Changing Materials). After a small delay we were on our way and made good time, arriving for a factory tour and tasting session. We went on the Cadabra ride around a chocolate bean world, concocted our own chocolate
Filed Under: Key Stage 2, School Trips, Year 4
Lantern Parade
On Friday 30th November, children, parents and carers from our school took part in a Lantern Parade through the centre of Thame. It was a milder night than previous years and John Hampdeners were out in force! It was a special scene and always marks the start of the Christmas season for Thame. The families
Filed Under: Children's Work, Key Stage 1, Key Stage 2, Reception, Year 1, Year 2, Year 3, Year 4, Year 5, Year 6
Oxford City Cross Country
On 13th November, children from across Key Stage Two competed in the Oxford City Cross Country event at Oxford Spires Academy. The squad raced against teams from ten other schools and were a real credit to JHS throughout the day: they put huge amounts of effort into their own races and really supported each other. Our
Filed Under: Key Stage 2, PE & Sports, Year 3, Year 4, Year 5, Year 6
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John Hampden Primary School Park Street, Thame, Oxfordshire OX9 3HU Telephone: 01844 212291
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England cricket team's manager Ashley Giles BACKS Michael Vaughan in racism storm as he urges 'tolerance and rehabilitation' because 'we all make mistakes' - after BBC dropped former Ashes winner over alleged comments made to Azeem Rafiq
England's Ashes squad in Australia have kept up with Azeem Rafiq's allegations of racism and discrimination against Yorkshire
Managing director Ashley Giles has reiterated there should be a 'zero tolerance' approach to the issue within cricket
But Giles also believes people deserve 'second chances' and the opportunity to 'rehabilitate' instead of 'cutting them off'
By Paul Newman for the Daily Mail
Ashley Giles broke England's silence on the racism crisis rocking cricket and immediately offered support to his beleaguered old Ashes-winning captain.
England's managing director chose his words carefully as he offered his side's perspective on the fallout from Azeem Rafiq's allegations of institutionalised racism. But when it came to Michael Vaughan, there was no question where Giles stood.
Vaughan, who led an England team including left-arm spinner Giles to their iconic 2005 Ashes victory, is fighting for his broadcasting future after being dropped by both BBC and BT Sport from coverage of the series in Australia that begins next week.
England's managing director Ashley Giles says the Ashes squad has followed the story of Azeem Rafiq's racism allegations against Yorkshire and reflected on his testimony
Rafiq gave powerful testimony to MPs on the Digital, Culture, Media and Sport committee
Michael Vaughan breaks his silence: Ashes winning England... ECB chief executive Tom Harrison vows to fight racism... BT Sport's Ashes coverage in turmoil just 12 days before... Editor-at-Large Simon Hughes is axed by The Cricketer...
But after Vaughan apologised to his old Yorkshire team-mate Rafiq in a BBC interview for the pain he suffered at Headingley — while again categorically denying he made the comment, 'Too many of you lot, we need to do something about it', to a group of Yorkshire's Asian players — Giles spoke of the need to offer second chances.
'I can't comment on what the BBC should do with one of their employees,' said Giles when asked about Vaughan.
'But tolerance is really important. We all make mistakes and we all will again. But we have to be able to tolerate, educate and rehabilitate, otherwise people aren't going to open up, share their experiences and learn.'
Vaughan and Yorkshire have been at the centre of the race storm since Rafiq told MPs at a Digital, Culture Media and Sport select committee hearing that he received 'inhuman' treatment during his time at the club.
And the man who had become one of the main voices of BBC's cricket coverage before he was dropped from his radio show with Phil Tufnell, then omitted from their Ashes commentary team, displayed contrition for the first time in an interview on Saturday with the BBC's Dan Walker.
'It hurts deeply, hurts me that a player has gone through so much and been treated so badly at the club I love,' said Vaughan of Rafiq.
'I have to take some responsibility for that and if, in any shape or form, I'm responsible for any of his hurt, I apologise for that.'
But Vaughan insisted he had never made any racist remarks, even though Rafiq's allegation from a Yorkshire Twenty20 Cup match against Notts at Trent Bridge in 2009 was backed up by team-mates Adil Rashid and Rana Naved-ul-Hasan. A fourth Asian player, Ajmal Shahzad, says he did not hear the comment.
England captain Joe Root takes a breather during a net session at The Gabba on Sunday
'I just remember clearly I was proud as punch that we had four Asian players representing Yorkshire,' said Vaughan. 'Nothing but a proud senior old pro, just about to retire and absolutely delighted Yorkshire had come so far in my time at the club.'
Vaughan, who is still due to travel to Australia this week to feature on Fox Sport's Ashes coverage, clearly hopes he can be reinstated by Test Match Special before the first Test in Brisbane on December 8. Giles, and by extension the England team, would have no issues.
'Does zero tolerance mean we shouldn't accept discrimination and racism?' said Giles. 'Absolutely. But not giving second chances? I'm not sure that's a healthy way forward. We all know this can be a bit of a minefield.
'Even the language we use around this area changes almost by the month. So for me, we've got to not only educate more, but we have to call out issues much more effectively if we see them happening in the dressing room, because perhaps all of us in the past — and not just in cricket — have let things go.'
Giles said he could not recall any instances of racist language being used during his own playing days but stopped short of insisting nothing offensive was ever said.
'In my experience, in all the environments I played in, I cannot recall any discrimination with an intent to harm by word or action,' he said.
'But have things been said that in a different time and in a different context could have hurt? Yes, quite possibly. In 30 years it would be difficult to say not, to be honest. And if in any of the dressing rooms I've been in or been involved in things have happened, then we can only apologise.
'But I have played in diverse teams and I hope the experiences in those groups have been positive.'
Giles (second left) and Michael Vaughan (second right) celebrate Ashes victory in 2005
England have made no public comments up to now on the race scandal, even though Rafiq said he was disappointed when captain Joe Root insisted he had not heard comments made by his then flat-mate and Yorkshire team-mate Gary Ballance.
But Giles said the players had been talking privately at their Brisbane base while preparing for the Ashes. 'Many of us sat up and watched the select committee hearing and listened to Azeem's testimony,' he added.
'I found both his personal story of the tragedy that he and his wife suffered (their son was still-born) and of course the experience of discrimination pretty hard to listen to, as I'm sure we all did.
'My wife and I suffered a very similar personal tragedy and to go through that is hard enough, but to go through those other things at the same time and see your professional career and life fall apart must have been pretty terrible.
'I'll let the players speak for themselves in time, but listening to them it's interesting that in this area, they've almost learned most from speaking to each other in the dressing room.
'I'm very proud of the diversity we have in our team. These guys have a huge amount of respect for each other.'
Ashes: England chief Ashley Giles says squad reflected on Azeem Rafiq racism testimony

redpajama_set_name: RedPajamaCommonCrawl


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DRIVERS' EDUCATION
Drivers on Lagos roads urged to adopt defensive driving- LASDRI GM
2 years ago Managing Editor: Akin Kola-Akinlade
Mrs Afusat Tiamiyu, General Manager, Lagos State Drivers Institute
Drivers of all types of vehicles in Lagos State, especially those that have passed through mandatory annual refresher course at the Lagos State Drivers Institute, LASDRI, have been reminded to strictly adhere to the principles of defensive driving throughout the new year and beyond.
The General Manager/Chief Executive Officer, GM/CEO, LASDRI, Mrs Afusat Tiamiyu, gave the charge in her new year message to drivers in Lagos State while fielding questions on the current affairs talk show at Lagos Traffic Radio, LTR, titled "Bo Se Nlo".
She advised drivers to endeavour to apply all they learnt at the institute such as strictly practising a healthy lifestyle, by repudiating all forms of substance abuse before, during and even after driving. She urged the drivers to, as a matter of compulsion, apply the laid down precautionary measures even before getting behind the wheels and while commuting in all the nooks and crannies of Lagos state.
Mrs Afusat Tiamiyu said the capacity of the institute had been greatly enhanced by the unparalleled support from the present administration lead by Governor Babajide Olusola Sanwo-olu.
She said most of the institute's training equipment's hard-wares that were hitherto unserviceable had been replaced and now functioning. She noted the maintenance issue that earlier stalled the use of the simulator had been resolved and the simulator is now in optimum condition for the students' use.
LASDRI helmswoman said there had been great awareness about the mandatory annual training which presently stretched faculty members to the hilt hence, an online schedule, the drivers' service-platform was created and made accessible to reduce any form of unanticipated surge for training at the Institute's training centres across the State.
Tiamiyu said that the Agency also often undertook on-site training with the view to reducing the influx of students in all its facilities statewide.
Simulator now in optimum performance
She said the support from Governor Sanwo-olu had helped the institute cope with the surge of qualified candidates deserving of the training.
She added that the recognition accorded the institute by the Governor was a reflection of the relevance of efficient and effective road transport in boosting the economy of the state of aquatic splendour.
LASDRI GM further stated, "Before now, the Institute had a series of challenges that were hindering us from operating effectively. Our simulators were not in good condition, and printing of the LASDRI plastic recertification cards was being hindered due to lack of equipment and paucity of funds. We presented all these challenges to Mr Governor and they were resolved", she said
Tiamiyu added that due to the unwavering support from the Governor, the Institute had been able to conveniently trained 81,821 professional drivers since the inception of Governor Babajide Sanwo-Olu led administration to date.
On-site training for one hundred drivers of Lagos State Public Works Corporation, LSPWC.
She explained that the feat was attained because "many moribund and obsolete equipment of the Institute were replaced and reactivated to meet the modern-day challenges".
Afusat Tiamiyu, LASDRI head of academics and administration, further paid glowing tribute to what the present administration had done for the institute.
She said "the Lagos State Government has also made funds available for the Institute to produce training manuals for all professional drivers that present themselves at the Institute for training, and this has really improved the driving skills and knowledge of professional drivers across the State", she added.
However, it is hoped that the impact of LASDRI will soon be measured by the behavioural pattern of drivers on Lagos roads and the depth of regard for road signs and comportment before traffic signal lights especially when traffic law enforcement officers are not in sight.
Previous Highway Safety
Next LASDRI offers specialized training to LASAMBUS drivers
LASDRI Recertifies Sixty-Five Drivers from Lagos State Public Service
LASDRI offers specialized training to LASAMBUS drivers
Highway Safety
2 years ago NTH News Crew


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ESPN.com ranks ACC offensive units
By CardiacHill@AnsonWhaley May 5, 2016, 8:00am EDT
Share All sharing options for: ESPN.com ranks ACC offensive units
Brett Davis-USA TODAY Sports
It's the college football offseason and with spring practices over, get ready for all sorts of preseason rankings stuff. ESPN.com, a prime site (or, if you're not into these sorts of things, offender) in this area has some rankings of running backs, receivers, and quarterbacks.
Pitt finished about where I'd expect.
The Panthers' running backs were rated as the second best stable in the ACC, finishing behind only Florida State and Dalvin Cook. If Pitt gets a healthy James Conner back relatively early and he has a big season, the Panthers could lay claim to the top group by the end of the year. But those are a couple of big 'ifs' and Pitt's No. 2 ranking is justified at this point.
As expected, Pitt didn't fare nearly as well when it came to ranking the receivers and tight ends. The Panthers were 10th in that group and without Tyler Boyd and, to a far lesser degree, J.P. Holtz, seeing the team that far down the list wasn't a surprise.
Finally, at quarterback, the Panthers ranked seventh with Nathan Peterman at the helm and it's hard to make a case for the team to be listed any higher. While Peterman was serviceable, don't forget that this ranking includes all of a team's quarterbacks. With Chad Voytik gone, Peterman is really it. Frankly, I could have seen Pitt drop even further down the list because of that. Not to mention that Peterman's effectiveness next season could be up in the air, anyway, with a new offensive coordinator and no Tyler Boyd.
Be sure to join Cardiac Hill's Facebook page and follow us on Twitter@PittPantherBlog for our regular updates on Pitt athletics. Follow the author and founder/editor @AnsonWhaley.


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My friends and family have asked me what it is that I actually do here, or to describe a typical "day-in-the-life". In some ways my role here is very different to what I did back home, even though I have had a very varied and broad career thus far, and have worked in various areas of medicine.
In a single day I can go from helping to resuscitate a patient in the emergency department, to putting a child under sedation for a painful procedure. Then I could be liaising with the tuberculosis team to help manage a case of drug resistant TB, brainstorming ways to help our outpatient clinics function more smoothly, or helping the pharmacy plan for the supply needs of the wards for the year to come.
Later I might do a training for our medical interpreters and clinical officers, or even walk around the hospital site with the logistics team to complete our emergency preparedness plan, deciding where to set up decontamination areas for people affected by tear gas.
In other words, there is never a dull moment in the day here for sure.
Team photo after completing our paediatric training. Photo: MSF.
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August 25, 2022 September 12, 2022 paxchristiusa 50th Anniversary, Take Action
Weaving Threads of Peace Art Project
In every age, peace is both a gift from on high and the fruit of a shared commitment. Indeed, we can speak of an "architecture" of peace, to which different institutions of society contribute, and an "art" of peace that directly involves each one of us. All can work together to build a more peaceful world, starting from the hearts of individuals and relationships in the family, then within society and with the environment, and all the way up to relationships between peoples and nations. ~ Pope Francis's World Day of Peace Message, 2022
In honor of the 50th anniversary of the founding of Pax Christi USA, members and friends from across the country were invited to take part in a communal art project. The project had two main components: 1) the physical weaving and 2) the prayer intentions for a re-imagined world. Both components asked for participation from individual Pax Christi members.
The physical weaving was created using scraps of salvaged/donated fabric that will be sewn or tied together to create the weft of the tapestry. It was designed in such a way as to allow for attendees at the conference to add pieces of fabric to the tapestry as well. This finished tapestry created a physical representation of the diversity of the work of individual Pax Christi members, the interconnectedness of that work, and the collective result of small but deliberate actions for peace, and peacemaking as both a physical creation and a constant practice. From January-July, we invited members to send in pieces of fabric, prayer intentions, and hopes for Pax Christi USA to Kathy O'Leary, Pax Christi New Jersey coordinator and 2022 Ambassador of Peace, who wove the fabric into a tapestry to display at the national conference in August.
In summary, this project hoped to :
Create a physical representation of the diversity of the work of individual Pax Christi members, the interconnectedness of that work and the collective result of small but deliberate actions for peace.
Represent peacemaking as both a physical creation and a constant practice
Provide an opportunity/invitation for all Pax Christi members to contribute to the project over the course of the year.
Collect individual intentions for a re-imagined world based on love and compassion.
Kathy's artist statement: "Weaving threads of peace and the Magnificat"
In the 50th anniversary year of Pax Christi USA's founding, we have chosen the metaphor of
"weaving threads of peace." The weaving [that was] on display in the prayer room at the national conference is woven from remnants of fabric and leftover yarn sent in by Pax Christi USA members from across the country along with their prayers for a re-imagined world. This abstract image of a pregnant Mary is the result.
According to the gospel of Luke, on the occasion of the Visitation, Mary recited what we know as the Magnificat. It helps paint a portrait of a powerful and prophetic Mary who reimagines a world order based on the justice of the scriptures. Anyone who has been pregnant can relate to the process of imagining the future of the new life that they are carrying. It begins with what they will look like, but expands into things like what passions they will pursue and what their life's work will be.
While Mary speaks about her legacy as "blessed," she also alludes to the hopes and dreams that she has for the child that she carries. What is remarkable about her imagining is how far
reaching and utterly transforming her vision is. Her love for the child that she carries is shared with her love for the whole world.
As peacemakers we are invited to join Mary's vision and to engage in radically reimagining the world in which we live. It is a vision of justice rooted in love. [Conference participants were invited to add their prayers for a re-imagined world based on gospel justice and rooted in love to the strings of yarn that were left unwoven at the front of the weaving. Prayer intentions sent in by other members were also available on the table. Participants were invited to take one of the intentions and write some part of it on a scrap of fabric and attach it to the strings on the weaving, and to take some time with the weaving and to meditate on the Magnificat and our collective work at creating a new more compassionate and loving world.]
The Magnificat
My soul proclaims the greatness of the Lord, my spirit rejoices in God my Savior,
for he has looked with favor on his lowly servant. From this day all generations will call me
blessed: the Almighty has done great things for me, and holy is his Name.
He has mercy on those who fear him in every generation. He has shown the strength of his arm, he has scattered the proud in their conceit. He has cast down the mighty from their thrones, and has lifted up the lowly.
He has filled the hungry with good things, and the rich he has sent away empty.
He has come to the help of his servant Israel for he has remembered his promise of mercy, the promise he made to our fathers, to Abraham and his children forever.
Glory to the Father and to the Son and to the Holy Spirit, as it was in the beginning, is now, and will be forever. Amen.
Thank you, Kathy! You are an artisan of peace!
For more information on our 50th year celebrations and upcoming events, see the #Pax50 webpage.
Tagged 50th Anniversary, art project, Kathy O'Leary
2 thoughts on "Weaving Threads of Peace Art Project"
Anne Russell says:
Is it too late to submit a piece of fabric
paxchristiusa says:
Not at all! Thanks Anne!
October 1: Nonviolence Training – Bystander Intervention Skills
A season of prayer for our common home, Mother Earth


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Yesterday, Michael King and I went back to Langley to paint a spot that was outside the boundaries of the Opus challenge we were both on the weekend before. I had found this very cool spot and wanted to go back. The buildings looked to me from another time. Historical corners like this are getting harder to find. I'm not used to painting buildings and the straight lines and perspective kept challenging me. I may have also lost my focus on what I most liked about this spot as I struggled to capture everything as it appeared instead of the shapes, I was painting buildings.
I did think though that my drawing skills are getting a little better after working daily on portraits.
Thank you Michael for taking me back there.


text:
Video Games and Children: Playing with Violence
No. 91; June 2015
Playing video games has become a popular activity for people of all ages. Video gaming is a multibillion-dollar industry bringing in more money than movies and DVDs. On average, girls spend more than an hour per day playing video games and boys spend more than two hours. Teens often spend even more time than younger children. Video games have become very sophisticated and realistic. Some games connect to the internet, which can allow children and adolescents to play games and have discussions with unknown adults and peers.
While some games have educational content, many of the most popular games emphasize negative themes and promote:
The killing of people or animals
The use and abuse of drugs and alcohol
Criminal behavior, disrespect for authority and the law
Sexual exploitation and violence toward women
Racial, sexual, and gender stereotypes
Foul language and obscene gestures
Store-bought video games are evaluated by the Electronic Software Ratings Board (ESRB) and rated for their appropriateness for children and teens. The ratings are featured prominently on the game packaging.
Studies of children exposed to violent media have shown that they may become numb to violence, imitate the violence, and show more aggressive behavior. Younger children and those with emotional, behavioral or learning problems may be more influenced by violent images.
In moderation, playing age-appropriate games can be enjoyable and healthy. Some video games may promote learning, problem solving and help with the development of fine motor skills and coordination. However, there are concerns about the effect of video games on young people who play videogames excessively.
Children and adolescents can become overly involved with videogames. They may have difficulty controlling the amount of time they play. They may resist their parents' attempts to limit their time playing video games. Spending excessive time playing these games can lead to:
Less time socializing with friends and family
Poor social skills
Time away from family time, school work, and other hobbies
Lower grades
Less reading
Less exercise and becoming overweight
Decreased sleep and poor quality sleep
Aggressive thoughts and behaviors
Parents can help their children enjoy these video games appropriately and avoid problems by:
Avoiding video games in preschool-aged children
Checking the ESRB ratings to select appropriate games—both in content and level of development
Playing videogames with their children to share the experience and discuss the game's content
Setting clear rules about game content and playing time, both in and outside the home
Monitoring online interactions and warning children about potential dangers of Internet contacts while playing games online
Allowing video game playing only in public areas of the home, not in the child's bedroom
Remembering that you are a role model for your children including which video games you play and how long you play them
Enforcing total screen time limits
Ensuring video games are only played after homework and chores are done
Encouraging participation in other activities, particularly physical activities
If you continue to have concerns about your child's gaming habits or if your child is having difficulty with mood or behavior, ask your child's pediatrician, family physician or school counselor to help arrange a referral to a trained and qualified mental health professional.
If you find Facts for Families© helpful and would like to make good mental health a reality, consider donating to the Campaign for America's Kids. Your support will help us continue to produce and distribute Facts for Families, as well as other vital mental health information, free of charge.
You may also mail in your contribution. Please make checks payable to the AACAP and send to Campaign for America's Kids, P.O. Box 96106, Washington, DC 20090.
The American Academy of Child and Adolescent Psychiatry (AACAP) represents over 10,000 child and adolescent psychiatrists who are physicians with at least five years of additional training beyond medical school in general (adult) and child and adolescent psychiatry.
Facts for Families© information sheets are developed, owned and distributed by AACAP. Hard copies of Facts sheets may be reproduced for personal or educational use without written permission, but cannot be included in material presented for sale or profit. All Facts can be viewed and printed from the AACAP website (www.aacap.org). Facts sheets may not be reproduced, duplicated or posted on any other website without written consent from AACAP. Organizations are permitted to create links to AACAP's website and specific Facts sheets. For all questions please contact the AACAP Communications Manager, ext. 154.
If you need immediate assistance, please dial 911.
Copyright © 2022 by the American Academy of Child and Adolescent Psychiatry.


The Amfar 3 features a monogram canvas body, adjustable flat vachetta strap, a top zip closure, and three interior pockets.
Item carries a smell and is slightly out of shape. Material is moderately worn and moderately cracked and moderately stained and slightly scratched and slightly discolored. Hardware is slightly rusty and slightly scratched.


text:
#ifndef VCFW_VCLIB_H
#define VCFW_VCLIB_H

 #ifdef __VIDEOCORE__

#include "vcfw/rtos/rtos.h"
#include "vcfw/logging/logging.h"

int32_t vclib_vcfw_init( void );
int32_t vclib_vcfw_driver_init( void );

typedef enum {
   FATAL_RED = 1,
   FATAL_GREEN,
   FATAL_BLUE,
   FATAL_CYAN,
   FATAL_MAGENTA,
   FATAL_YELLOW,
   FATAL_WHITE,
   FATAL_BLACK,

   FATAL_SUB_RED     = FATAL_RED     << 4,
   FATAL_SUB_GREEN   = FATAL_GREEN   << 4,
   FATAL_SUB_BLUE    = FATAL_BLUE    << 4,
   FATAL_SUB_CYAN    = FATAL_CYAN    << 4,
   FATAL_SUB_MAGENTA = FATAL_MAGENTA << 4,
   FATAL_SUB_YELLOW  = FATAL_YELLOW  << 4,
   FATAL_SUB_WHITE   = FATAL_WHITE   << 4,
   FATAL_SUB_BLACK   = FATAL_BLACK   << 4,
} FATAL_COLOUR;

void vclib_fatal_fn(FATAL_COLOUR colour);
  #ifdef FATAL_ASSERTS
#define vclib_fatal_assert(x, c) if (x) {} else vclib_fatal_fn(c)
  #else
#define vclib_fatal_assert(x, c) assert(x)
  #endif

extern void vclib_init();
extern int  vclib_obtain_VRF(int block);
extern void vclib_release_VRF(void);
extern int  vclib_check_VRF(void);

#define get_free_mem(pool) (rtos_get_free_mem(pool))

#define malloc_setpool( external)         rtos_malloc_setpool( external)
#define malloc_256bit( size)              rtos_malloc_256bit( size)
#define free_256bit(ret)                  rtos_free_256bit(ret)
#define realloc_256bit(ret,  size)        rtos_realloc_256bit(ret,  size)
#define malloc_external( size)            rtos_malloc_external( size)
#define malloc_external_256bit( size)     rtos_malloc_external_256bit( size )

#define malloc_priority( size,  align,  priority,  description) rtos_prioritymalloc( size,  align,  priority,  description)
#define calloc_priority( size,  align,  priority,  description) rtos_prioritycalloc( size,  align,  priority,  description)

#define vclib_setpriority rtos_setpriority
#define vclib_getpriority rtos_getpriority

#define vclib_prioritymalloc(size, align, priority, description) rtos_prioritymalloc(size, align, priority, description)
#define vclib_prioritycalloc(size, align, priority, description) rtos_prioritycalloc(size, align, priority, description)

#define vclib_priorityfree(buffer) rtos_priorityfree(buffer)
#define VCLIB_ALIGN_DEFAULT                  RTOS_ALIGN_DEFAULT
#define VCLIB_ALIGN_128BIT                   RTOS_ALIGN_128BIT
#define VCLIB_ALIGN_256BIT                   RTOS_ALIGN_256BIT
#define VCLIB_ALIGN_AXI                      RTOS_ALIGN_AXI
#define VCLIB_ALIGN_512BIT                   RTOS_ALIGN_512BIT
#define VCLIB_ALIGN_4KBYTE                   RTOS_ALIGN_4KBYTE
#define VCLIB_PRIORITY_INTERNAL              RTOS_PRIORITY_INTERNAL
#define VCLIB_PRIORITY_EXTERNAL              RTOS_PRIORITY_EXTERNAL
#define VCLIB_PRIORITY_UNIMPORTANT           RTOS_PRIORITY_UNIMPORTANT
#define VCLIB_PRIORITY_COHERENT              RTOS_PRIORITY_COHERENT
#define VCLIB_PRIORITY_DIRECT                RTOS_PRIORITY_DIRECT

extern void vclib_save_vrf( unsigned char *vrf_strorage );
extern void vclib_restore_vrf( unsigned char *vrf_strorage );
extern void vclib_save_quarter_vrf( unsigned char *vrf_strorage );
extern void vclib_restore_quarter_vrf( unsigned char *vrf_strorage );

extern void vclib_cache_flush(void);
extern void vclib_dcache_flush(void);
extern void vclib_icache_flush(void);
extern void vclib_dcache_flush_range(void *start_addr, int length);
extern void vclib_l1cache_flush_range(void *start_addr, int length);

/* Use these function to identify the condition where you don't care if the data is
 * written back -- if it becomes possible then we save ourselves the bother of
 * hunting for places where it should be done that way.
 */
extern void vclib_dcache_invalidate_range(void *start_addr, int length);
extern void vclib_l1cache_invalidate_range(void *start_addr, int length);

#define vclib_timer_t RTOS_TIMER_T
#define vclib_timer_done_op RTOS_TIMER_DONE_OPERATION_T
#define vclib_timer_time_t RTOS_TIMER_TIME_T
#define vclib_timer_ticks_t RTOS_TIMER_TICKS_T

#define vclib_timer_init rtos_timer_init
#define vclib_timer_is_running rtos_timer_is_running
#define vclib_timer_set rtos_timer_set
#define vclib_timer_reset rtos_timer_reset
#define vclib_timer_cancel rtos_timer_cancel

extern int vclib_disableint(void);
extern void vclib_restoreint(int sr);

/* Some support for automatic logging. */

/* Have a macro that is guaranteed to be a simple "assert" even when logging is on. */
  #ifdef NDEBUG
#define simple_assert(cond)
  #else
#define simple_assert(cond) if (cond) {} else _bkpt()
  #endif

/*********
** HACK!!!!!! Temp function definition (code in cache_flush.s) used to enable the run domain in VCIII
**********/
extern void vc_enable_run_domain( void );

#define vclib_memory_is_valid rtos_memory_is_valid

/* Latch events are fast and small event notifications */
typedef RTOS_LATCH_T latch_event_t;

#define latch_event_present() ((latch_event_t)rtos_latch_unlocked())

#define latch_event_absent() ((latch_event_t)rtos_latch_locked())

#define latch_event_is_present( latch ) (latch_event_present() == *(latch))

  #if defined(__HIGHC__) /* MetaWare tools */

   static inline unsigned vclib_status_register(void)
   {
      /* Would have liked use == syntax for assigning a variable to be a register
      but the compiler issues a warning about that */
      return _vasm("mov %D,%sr");
   }
   static inline int vclib_interrupts_enabled(void)
   {
      unsigned sr = vclib_status_register();
      return !!(sr&(1<<30));
   }

  #else

   static inline unsigned vclib_status_register(void)
   {
      unsigned i;
      asm("mov %0, sr" : "=r"(i));
      return i;
   }
   static inline int vclib_interrupts_enabled(void)
   {
      unsigned sr = vclib_status_register();
      return !!(sr&(1<<30));
   }

  #endif

 #endif // defined __VIDEOCORE__

// A few helpful things for windows / standalone Linux
# ifndef __VIDEOCORE__

#  ifdef __GNUC__
    static inline int vclib_obtain_VRF(int block) { return 1; }
    static inline void vclib_release_VRF(void) {}
    static inline int vclib_check_VRF(void) { return 1; }
#  else
#   define vclib_obtain_VRF(b) (1)
#   define vclib_release_VRF()
#   define vclib_check_VRF() (1)
#  endif

#  ifdef VIDEOCORE_CODE_IN_SIMULATION

#   undef abs // prior to including stdlib.h
#   include <stdlib.h> // For malloc() et al.

#   define vclib_dcache_flush_range(start_addr, length)

#   define VCLIB_ALIGN_DEFAULT   4
#   define VCLIB_ALIGN_256BIT    32
#   define VCLIB_ALIGN_4KBYTE    4096

#   define VCLIB_PRIORITY_COHERENT      0
#   define VCLIB_PRIORITY_DIRECT        0
#   define VCLIB_PRIORITY_UNIMPORTANT   0

#   define vclib_fatal_assert(x, c) assert(x)

#   define vclib_prioritymalloc(size, align, priority, description) \
           rtos_prioritymalloc((size), (align), (priority), (description))
#   define vclib_prioritycalloc(size, align, priority, description) \
           rtos_prioritycalloc((size), (align), (priority), (description))

#   define vclib_priorityfree(buffer) rtos_priorityfree((buffer))
#   define malloc_256bit(size) rtos_malloc_256bit((size))
#   define free_256bit(ret) rtos_free_256bit((ret))

#  endif

# endif // !defined(__VIDEOCORE__)

#endif // defined VCFW_VCLIB_H

redpajama_set_name: RedPajamaGithub


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text:
'The Callisto Protocol' Is Not the Second Coming of 'Dead Space'
December 2, 2022 zain
Nothing gets the Waypoint staff hooting and hollering faster than the announcement of a new space horror game. What, you didn't ask for the video game industry to make a dozen of these games? Sorry, but we did, and we're going to play every last one of them, thank you.
And though setting your game in space and dropping in gross mutations of humanity go a long way towards laying the groundwork for something that'll get us playing, that's not enough on its own. We're not in the 90s anymore, where the setting is wholly novel for a video game. Dead Space, a game itself receiving a proper remake early next year, set a new standard for the subgenre. The Callisto Protocol, in part made of ex-Dead Space developers, attempts to revisit the success of that game with some extremely mixed results.
Both Rob and myself couldn't have been more excited to spend parts of our Thanksgiving holiday sneaking away from family and food to shoot up some gross little dudes, but to our surprise, The Callisto Protocol left us wanting more. A few hours into the game, I find myself a little more taken by the combat and what it's doing than Rob, but we both agree this is a game making up for a lack of a unique identity with an endless parade of unearned jump scares.
Anyway, we recently went back and forth about our thoughts on the game after playing through a decent chunk. We're maybe a third through the game? Neither of us have finished it, so keep that in mind as you read on.
Rob: Sci-fi space horror is a can't miss genre for me. Ever since System Shock 2, I have gone out of my way to try and get hold of every single variation on the basic theme of, "Humanity, in its hubris, has taken to the stars. Its sins have followed it there, and now a mighty space installation and its brave and ambitious crew have either been slain or reduced to monstrous parodies of themselves." So imagine my dismay when I realized, about an hour into Callisto Protocol, that I was not having an ounce of fun.
For one thing, it's often the opening stages of games like this that showcase them at their best. The setting is new and novel, so the early action is filled with tiny revelations about what is really going and what type of sci-fi universe forms the backdrop of the game's action. Think about Prey's incredible set of feints and reveals before you're really turned loose aboard Talos I, or the history of Sevastopol that is sketched out in the earliest sequences of Alien: Isolation. It struck me as a very bad sign that, after more than an hour with Callisto Protocol, I really couldn't latch onto anything exciting or mysterious. I was in a space prison that didn't even feel much like a prison, just a lot of hallways LEGO'd together into a series of meandering loops, fighting creatures that were certainly ugly but not really scary. Occasionally the warden would get on the PA system to basically say, "Sorry about all this, I just think monsters are cool."
Now admittedly I am comparing Callisto Protocol with some great games here and it is a challenge for anyone working in an established genre to come do something new with it, but them's the breaks. Compared with the broader horror space or its own subgenre, Callisto Protocol feels like it is struggling to set itself apart or even be a memorable exercise in genre design. While it's gotten more fun to play as I've gone deeper and unlocked more weapons and mechanics, I have yet to see anything that stands out from either the setting or the characters. I'm kind of playing the hopes that I'm about to hit the "real game" where there are characters with motivations and encounters that take place somewhere besides a wide hallway or a narrow utility closet. Honestly, it just hit me what the real comparison is: The Callisto Protocol feels a lot like the middle sections of The Thing game. Just a whole lot of posting up and taking on hordes of monsters while trying to get to the next cutscene.
Patrick, you love horror even more than I do and I think you have a lot of patience for the kind of wet and meaty grindhouse flicks that Callisto Protocol could be evoking, so I'm curious if you're proving to be a more sympathetic and favorable audience for it.
Patrick: "Callisto Protocol" already sounds like a VHS you'd find at the back of the video store in the 80s, and while frequently that's frankly an n appealing pitch, it can feel a bit more that Asylum company, the one who puts out movies like Transmorphers and Top Gunner, where you're reminded of the other games in this specific sub-genre that you liked more.
That sounds meaner than I intended it to sound, btw.
But I am, in fact, the target audience for a game more interested in grossing you out and screaming "BOO!" than telling a worthwhile story. There are plenty of horror movies that I appreciate more for the craftsmen who built the sets, models, and animatronics than anything else. What other reason is there to watch endless Puppet Master movies, then? There are different reasons to enjoy a piece of media that appears "shallow" on the surface.
"I really couldn't latch onto anything exciting or mysterious. I was in a space prison that didn't even feel much like a prison, just a lot of hallways LEGO'd together into a series of meandering loops, fighting creatures that were certainly ugly but not really scary. Occasionally the warden would get on the PA system to basically say, 'Sorry about all this, I just think monsters are cool.'"
But there's something about Callisto Protocol that rarely clicks on that level. I do think a huge part of it is owed to the game's (so far) bland and repetitive setting, as there's nothing to convince me we're on some super cool futuristic space prison beyond knowing that's a fact, and the monsters, maybe because they're forced to be built around the game's dodge-focused melee combat, come across as little more than zombies with pus bubbles.
And woof, I have a confession to make, though you already know this Rob, per our podcast discussion from earlier this week: I've been playing this video game wrong for something like four or five hours now! Callisto Protocol has guns, but it's a melee-centric game. You are going to spend a lot of time causing enormous trauma by smashing screaming creatures in the face with blunt objects. The rhythm of combat works like this: enemies approach you, prompting the game to switch into a combat mode, where the left analog stick no longer moves the caracter around, but instead lets you dodge attacks to the left and right or block.
There is a slug of tutorial text explaining how the combat works when the game opens, but I must have skipped past the finer details, because my assumption was this: you should dodge away from attacks. This makes sense, right? You don't want to get hit. Dodge away from an attack, then land a hit in return. The problem was that Callisto Protocol is largely set in the dark, and it made it exceptionally hard for me to read the attack animations with any real consistency. Over and over, I'd dodge in the wrong direction, take the precious few hits the game allows, and die. I was tearing my hair out. I've played and finished everything FromSoftware has released. (Except the final boss in Sekiro.) I'm okay with difficult games!
As it turns out, and as you pointed out to my great surprise, the game doesn't care which direction you dodge in, you simply have to dodge in a direction and then weave to the other.
Mother of God.
And yet, while this reveal makes me feel better about my own inadequacies and struggles in the game's opening hour, it simultaneously revealed a shallower form of combat, too? The enemies are clearly designed to swing in specific directions, which is why I absolutely assumed it had something to do with how I should dodge, and instead it's a rhythm game.
I will say, a few hours in the game drops some new tools and abilities in the player's hands—several guns, a gravity weapon that lets you whip around objects and enemies—and more complex combos. You can even mix-and-match melee and gunplay in some really satisfying ways. Even though I was playing Callisto Protocol wrong for an embarrassing length of time (I was actually forced to drop the difficulty down to easy to compensate, yeesh!), eventually it gave me enough options that while melee remained the "focus," I had enough other options on the table at any given moment that I could go in another direction.
The melee stuff is a cool idea, I get why they did it. I'm just not convinced it all works.
Rob: I am pretty convinced it doesn't. I understood the melee system just fine in theory but it took a long time for my brain to stop trying to respond to enemy attack patterns rather than just toggling my dodges between left and right. QTE systems aren't as rote as this. It really takes away from a lot of the suspense of being swarmed by monsters when you know that ultimately you can just keep doing "dodge, dodge, strike, strike, dodge" and it will be irrelevant how you position yourself or how many enemies there are. The Dead Space comparison is relevant here: that basic laser cutter never stops being relevant to most enemies and it's kind of neat how you just need to apply it differently as the game goes on, shifting your aim points and learning how different enemies will approach you or launch counter attacks. It's simple up front but it's mostly engaging to apply for the duration of the game. Callisto Protocol doesn't seem to have that fun "core loop" that you hear a lot of developers talk about when it comes to action games.
Maybe the force glove that you get, "the grip", is supposed to be the star of the show here. It certainly was the star of a lot of trailers, a kind of gravity gun for launching enemies into spinning fan blades and turning them into monster slurry. I don't know that I'm feeling it though. For one thing, the environmental hazards you're meant to use are so obvious that there's none of that feeling of creativity that you associate with stuff like Half-Life's gravity gun, nor is the grip useful in unexpected ways like the glue gun of Prey. Instead you'll enter a room with a giant spinning blade or an enormous wood chipper and you're just kind of meant to feed enemies into those things. Since that is so easy, however, the grip glove starts out with a really short battery life so I ended up being really choosy about when I used it.
Even when the game is encouraging you to let loose with everything you have, there isn't a ton of awesome ways to play Callisto Protocol. There is a small set-piece battle where you have to hold out while a power generator comes back on and enemies come at you in waves, and plentiful ammo and batteries are scattered around the area so that you can just go wild. It should be a showcase of what's cool and special in Callisto Protocol, but instead it ended up feeling kind of inert and boring. Your character is too slow and clumsy to maneuver well, and the game mechanics explicitly discourage that, so instead the big battle sequence highlighted how much of this game is just standing in place alternating dodge moves and then occasionally launching someone into a garbage disposal.
I don't think this would bother me much if there were a story or a setting here that could fire that imagination. You know, it was early this year I was replaying Alan Wake, and combat in that game is rarely more than a one-trick pony. But the trick feels better even as you see it repeated a million times and, more importantly, there is such a distinctive sense of Bright Falls being an interesting place full of compellingly weird characters that you come away with a lot of strong impressions that eclipse the serviceable combat. Callisto Protocol doesn't have that.
'"'Callisto Protocol' already sounds like a VHS you'd find at the back of the video store in the 80s, and while frequently that's frankly an n appealing pitch, it can feel a bit more that Asylum company, the one who puts out movies like Transmorphers and Top Gunner, where you're reminded of the other games in this specific sub-genre that you liked more. That sounds meaner than I intended it to sound, btw."
It kinda starts with your character. Of the two space freight pilots you meet at the start, it's the guy with a family and distinctive motivations and doubts who gets killed in the opening. Jake, your character, is just a guy chasing a paycheck with really no apparent relationships or context to speak of. You're immediately tossed into a prison that you never see operate as a prison, but it doesn't have the identity of an Arkham that makes the Arkham Aslylum work. Who are the prisoners here? What's life like here? No idea, doesn't matter, everything is broken and everyone is dead inside of five minutes. There's a woman you were imprisoned with, a resistant leader of some sort that we meet in the intro cinematic for the game. Who is she? What is her organization fighting against? No idea, and I don't mean that the game has dropped hints and implications that we're meant to weave into some kind of backstory. I mean that we know nothing about the conflict she is a part of, or how it relates to the people who run this prison. She is a stock character alongside "prison guard" "warden" and "space trucker."
That's workable if the combat feels incredible and the world is fun to explore, and vice versa if the characters and setting are fascinating then you can forgive bad mechanics and level design. But Callisto Protocol's doesn't really offer much in any category, and there are a lot of places where I can say that what it offers is actively off-putting. To be honest, if this were not a current-gen game with a Dead Space lineage, I don't think I'd still be here giving it chances.
Patrick: Isaac Clarke didn't say jack in Dead Space except grunt, and that's already more specific characterization than you get from the protagonist in this one, and this is a game that spent a lot of time paying and motion capturing Hollywood actors for the story. (Without knowing how this ends, I think they chose the wrong character to play? It'd be way more interesting if you were playing as the terrorist/rebel who's investigating what's going on!)
But ultimately, I think you're right, and might go a long way towards explaining why I stick with the game, while you wait for the Dead Space remake that's literally around the corner early next year. I can easily see myself picking Callisto Protocol up again when the holiday break kicks in, keeping the game on its easiest difficulty, and making my way through this generically yuck landscape while sipping on some beers over a few nights. There's nothing fundamentally transformative going on here, and I might not remember the name of the main character by the end, but we've all got our aesthetic kinks, and hey, mine is horror games.
I mean this sincerely. Despite horror movies being one of the most reliable ways of making money, horror is routinely ignored by games. (It's probably cheaper to make movies, granted.) There are plenty of indie horror, but I'm sorry, sometimes I want the big boy graphics!!! When you want to see the grossest shit imaginable at the highest possible fidelity, I'm left wanting! I've been playing through God of War Ragnarok the past few weeks, and while it looks stunning, it's largely due to tremendous art direction. Callisto Protocol might be stuck rendering vents with blood stains, but goddamnit, they're the best vents with blood stains I've seen in a game, and I intend to see all of them before the credits start rolling.
That's not an especially persuasive reason to play a video game, but it's the one I've got.
El bolívar cierre el mes de enero con una devaluación del 24.54%
Blue Dogs say they're ready to help on eve of McCarthy-Biden debt talks
How Memphis's Policing Strategy Went So Wrong
Nearly 2,000 flights canceled as a deadly ice storm sweeps the South


text:
Foreigner dies of Mers in Saudi, 8 infected: Ministry
A view of the King Fahd hospital which has closed its emergency department banning the exit and entry of people and patients, on April 9, 2014, in Jeddah. A foreigner has died from Mers while eight people including five health workers have been infected in the Saudi city of Jeddah, where the spread of the coronavirus among medics has sparked panic. -- FILE PHOTO: AFP
Apr 13, 2014, 3:52 pm SGT
http://str.sg/Zw5Q
JEDDAH, Saudi Arabia (AFP) - A foreigner has died from Mers while eight people including five health workers have been infected in the Saudi city of Jeddah, where the spread of the coronavirus among medics has sparked panic.
The death of the 45-year-old man, whose nationality has not been disclosed, brings the nationwide toll in the world's most-affected country to 68.
The health ministry late Saturday announced the death of the man and said five health workers - two women and three men - and three other people had been infected by the virus in Jeddah.
The announcement came days after panic over the spread of the virus among medical staff led to the closure of the emergency room at the city's main public hospital.
Health minister Abdullah al-Rabiah visited hospitals in Jeddah on Saturday in a bid to calm residents.
The total cases of infection by the Middle East Respiratory Syndrome, which first appeared in the kingdom in September 2012, has hit 189, the ministry said.
The virus was initially concentrated in the eastern region but has now spread across more areas.
The World Health Organisation (WHO) said on Friday that it had been told of 212 laboratory-confirmed cases of Mers infection worldwide, of which 88 have proved fatal.
The Mers virus is considered a deadlier but less-transmissible cousin of the Sars virus that erupted in Asia in 2003 and infected 8,273 people, nine percent of whom died.
Experts are still struggling to understand Mers, for which there is no known vaccine.
A study has said the virus has been "extraordinarily common" in camels for at least 20 years, and may have been passed directly from the animals to humans.


Home » Big Shot Ideas » Can You Spot the 2 Free Things?
Can You Spot the 2 Free Things?
There are just a couple more days left where Stampin' Up! is giving away free stamps, washi tape and Designer Series Paper.
You know, when human ladies get together, it seems as if their clothes are even prettier if they got a bargain on them when they bought them.
The comment "I got this on sale" just makes your clothes look even prettier!
I guess it's a human thing. Do you think your friends will think this card is even prettier if you tell them that you made it with TWO things that you got free from us?
You can get any of these items free for every $50 of your purchase. AND when you order over $150, you'll get your choice of 10% of your purchase.
But the extra free items are only available until Friday! And the closer it gets to Friday, the crazier it will be!
We've already run out of 4 things! But they added more!
But this Carried Away Designer Series Paper is still available – for now.
And if you use today's Host Code, NB6RFWX6, we'll send you a nice small stamping gift along with the reusable handmade card that we send all our online shoppers.
But don't use the code if your order is over $150! We'd like you to have all the free goodies we have to offer. Because that's just how we roll around here.
If you'd like to pick up any of these supplies to make your own whimsical birthday card, here's what we used. If you're reading this in your email, you can see the pictures here.
Darling balloon die and card. Thanks for joining us at Mojo Monday!
I love this card! So fun and cheery!!
I love the design and colors. I don[t have the balloon dies yet but this is a card I intend to make when I get them.


The knee is a complex joint that has many parts. The lower end of the thighbone (femur) rotates on the upper end of the shinbone (tibia). There are several small bursae around the knee joint. These are small sacs filled with a special fluid (synovial fluid) that cushions the rest of the joint. Between the bones is a space that also contains this fluid.
It is caused when extra fluid from the knee joint flows into the small bursa that sits behind the knee. When this sac fills with too much fluid, it's called a Baker's cyst. This might happen when an injury or disease irritates the knee joint.
In adults, other problems with the knee joint often cause the Baker's cyst. Injury or a knee disorder can change the normal structure of the knee joint. This can cause a cyst to form.
The synovial fluid inside the joint space may build up as a result of injury or disease. As the pressure builds up, the fluid may bulge into the back of the knee. This can cause the cyst.
These symptoms tend to get worse when standing for a long time, or being active.
Your healthcare provider will ask you about your medical history and your symptoms. He or she will give you a physical exam, which will include a careful exam of your knee. It's important to make sure your symptoms are caused by a Baker's cyst and not a tumor or a blood clot.


text:
Graham Expresses Concerns About Obama's Executive Actions on Gun Control
Contact: Kevin Bishop (864) 250-1417 or Clint Riddle (202) 224-5972
WASHINGTON – U.S. Senator Lindsey Graham (R-South Carolina) today expressed concerns about President Obama's executive actions on gun control.
"Every American should be concerned about the executive actions announced by President Obama," said Graham, a member of the Senate Judiciary Committee. "I fear it may prove to be yet another executive overreach and affront to our constitutional system of checks and balances."
Graham again called on President Obama and Democrats in Congress to support bipartisan legislation he has introduced which would deny guns to individuals who have a history of severe mental illness.
Graham noted the case of South Carolina resident Alice Boland, a mentally disturbed individual who once pled 'not guilty by reason of insanity' in federal court for threatening to kill the President of the United States.
In 2013, Boland passed a background check and was able to legally purchase a firearm. She then went to Ashley Hall, a school in Charleston, where she tried to shoot several school officials.
"An individual who pleads 'not guilty by reason of insanity' should not be able to pass a federal background check and legally purchase a gun," said Graham. "If President Obama wants to sign bipartisan legislation to expand background checks and keep guns out of the hands of people who should not have them, he should support my legislation. With President Obama's backing, we could pass it in no time."
Share This: https://www.lgraham.senate.gov/public/index.cfm/2016/1/graham
Senate Committee on the Judiciary, Subcommittee on Crime and Terrorism


A great dinner was given to Sir James Brooke at the London Tavern, on the 30th April , attended by over two hundred men of distinction, and among the many speeches that were made, one by Baron Alderson was especially remarkable. He observed, that the greatest benefactors of the human race have been most abused in their own lifetime, but notwithstanding this, he promised him the approbation of his own conscience, the approbation of all good and reasonable men, and of Almighty God, who does justice and who will reward.
The speech of the evening, however, was that of the guest. Those who had never heard him before were surprised and delighted. His noble presence, his refined manner, the charm of his voice, quite captivated them, whilst his words carried conviction. He wound up by saying, 'Do not disgrace your public servants by inquiries generated in the fogs of base suspicions; for, remember, a wrong done is like a wound received the scar is ineffaceable. It may be covered by glittering decorations, but there it remains to the end.' Prophetic words!
Lord Derby's Government was now in office, and Lord Malmesbury settled with Sir James Brooke that he should be appointed Her Majesty's representative in the Further East, to enable him to negotiate treaties with foreign powers. He was to begin with Siam and Cochin China. A General Election, however, took place in the autumn of , which sealed the fete of the Conservative Ministry. Sir James had already been named Envoy to Siam, and would have proceeded at once to that country by the special wish of Chaufe Mungkut, the new king, when the Mission was suddenly and unexpectedly put off, owing to His Majesty's desire to have further time to complete the elaborate funeral ceremonies required by custom for his brother, the late king. Ever since our mission to Siam in , Chaufe Mungkut had kept up a private correspondence with the Rajah of Sarawak, in whose doings he showed great interest.


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Most Webdev projects are hosted on GitHub. GitHub provides hosting for our source code, as well as tools we use for collaboration and code review. GitHub is based on git, a distributed version control system that lets us track the changes we make to our code.
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Bugzilla is the issue-tracking system that the entire Mozilla Project uses. The vast majority of Webdev projects use Bugzilla to keep track of any planned changes or bugs with our websites.
As a new contributor, Bugzilla is a useful tool for finding known issues that you can help fix or finding planned work you want to take on. In order to assign a bug to yourself or to post a comment on a bug, you'll need to create a Bugzilla account. An account also allows you to "CC" yourself on bugs that you are interested in, so that you receive emails when those bugs are changed.
After you've been using Bugzilla for a while as a community member, it's worthwhile applying for expanded permissions. The editbugs permission allows you to assign bugs to yourself and resolve them, for example. See the Bugzilla Permissions Page for details. Note that new employees get this permission automatically, no need to ask for it.
It's highly recommended to add your IRC nickname to your real name within Bugzilla to make it easy for others to auto-complete your name.
The standard format is to follow your real name with your IRC name, preceeded by a colon, surrounded by square brackets. For example: Cave Johnson [:withthelemons].