Traveling to Denmark for business or pleasure, be sure to have a Cello Mobile Denmark cell phone with you so you can stay connected. Cello Mobile provides excellent service and coverage in cities like Copenhagen, Aarhus, Odense, Frederiksberg, Gentofte and many more cities and towns in Denmark. Because our service works on all major networks like Telenor, Hi3G, Telia, Orange, Sunrise and TDC, you will have excellent coverage all over Denmark. Please select the plan that best fits your needs.
This plan may only work in Denmark. If you travel to other countries, select it from the drop down menu above. Using it in a country where this plan is not made for, may cost much more or not work at all. Using it on a cruise ship is never included, and it will cost $2.99/min. or $0.99/SMS message.
denmark cell phone works very well all over the country wherever we went.
Excellent product! Superb company and service! This is great!
Very impressed by this service. Rates were great and service was excellent.


text:
Neithercut Says Equity Residential Cutting Back on Transactions
6/10/2014 | By Allen Kenney
David Neithercut, president and CEO of Equity Residential (NYSE: EQR), joined REIT.com for a CEO Spotlight video interview during REITWeek 2014: NAREIT's Investor Forum, held in New York.
Neithercut was asked about the traits shared by the top-performing markets for his company: Denver, San Francisco and Seattle. He cited job growth as a key factor.
"Our business is all about supply and demand," he said. "These are three markets that have produced some very strong job growth over the past three or four years."
Neithercut also discussed the geographic markets that show the best potential for growth in the near future. He noted that Orange County in California is performing well.
The Washington, D.C. market, which Neithercut said has typically been "fantastic," continues to straggle behind other markets in Equity Residential's portfolio. Neithercut said new supply in the region is taking away landlords' market power. More than 30,000 apartment units are expected to come online in the area in the next two years.
"There's just a lot of uncertainty going on right now in that city about job growth and what's happening in the government. It has been impacted a little bit on the demand side at a time in which we're getting a great deal of new supply," he said. "That being said, our occupancies there remain very strong. We're getting positive renewal rents with our residents there."
In the long term, Equity Residential is anticipating that Washington will return to form, according to Neithercut.
Neithercut offered some insight into the company's acquisitions and dispositions in 2014.
"After many years of elevated activity as we went about transforming our portfolio… that number will be significantly less," he said. "In the past, that has really created a lot of earnings dilution for us. We're pleased to say that going forward now, that amount of dilution is behind us.
Neithercut projected that Equity Residential's normalized funds from operations will be "a couple points above" its net operating income.
"We're very excited about where our trajectory is going forward," he said.
Read More News About:
Market Analysis & Research
2019 Total Return Index Performance
U.S. REIT Mergers & Acquisitions

redpajama_set_name: RedPajamaCommonCrawl


text:
Two people hurt after New Jersey truck accident involving a train
by Goldstein & Goldstein, LLP | Jul 5, 2013 | Truck Accidents
A collision between a New Jersey Transit train and a truck that occurred minutes away from Newark sent two people to a hospital and caused delays for commuters during Friday rush hour. The accident happened in Garfield, New Jersey, when a truck that was carrying plastic pellets got stuck on the railway at Hobart Place around noon. Apparently, a part of the truck that acts as a pylon when a trailer is not connected got attached to the track and prevented it from moving away from the railroad. The 51-year-old truck driver was able to escape his cab prior to the collision and did not suffer any injuries.
Meanwhile, two people sustained injuries in the accident. The train's engineer, who endured shoulder injuries, and a passenger were taken to Hackensack University Medical Center. Another passenger who complained of injuries refused medical care.
A NJ Transit spokesperson stated that it was not known how long the truck has been on the track. No one called 911, which may have helped avoid the crash. Signs on the track also state that it has low vertical clearance and prohibits low-boy trailers. Investigators were looking into whether this particular truck should have been passing through the crossing or should have taken a different route.
While Vehicular accidents involving trains and trucks do not frequently happen in Newark, New Jersey, commercial vehicles can often be involved in accidents with other vehicles, including cars. Nonetheless, there can be severe consequences if a truck accident does occur. The size and weight of trucks can cause significant damage and physical injuries, whether the collision involves a train or sedan. Because of the risks, truckers and truck fleet owners need to ensure that defective auto parts will not contribute to a potential accident.
Of course, in such cases an investigation like the one above may play an important role in developing evidence to support a claim. If defective parts or improper maintenance can be linked to an accident, those injured might be able to obtain compensation to help cover medical expenses, lost wages and more.
Source: The Record, "Service restored after NJ Transit train and truck crash in Garfield suspending Bergen Line," Abbott Koloff, Matt McGrath & Kim Lueddeke, June 21, 2013
slip and fall accidents (2)
3 common injuries from slipping on ice and snow
Is my landlord breaking the law?
Are cat bites a health risk?
Jury awards $1 million in New Jersey slip-and-fall case
Recognizing symptoms of tetanus


text:
Q: Conky variable concatenation My problems is to merge these two functions into one:

*

*${fs_bar 6 dev/sr0} or ${fs_bar 6 /run/media/'home folder name'/'dvd label'}

*blkid -s LABEL -o value /dev/sr0
I want to obtain a sort of this:
${fs_bar 6 blkid -s LABEL -o value /dev/sr0}

sr0 is the DVD device.
Basically I want to get the DVD label automatically and pass it to the fs_bar variable. I don't want to type the mount point in the ${fs_bar...} cause it changes based on the DVD.

A: You can do this using ${eval} to reparse the output of the command ${execi}:
${eval $${fs_bar 6 /run/media/${execi 9999 id -nu}/${execi 5 blkid -s LABEL -o value /dev/sr0}}

Note the double $$ to stop fs_bar from being parsed. The first execi runs only once every 9999 seconds. It gets your user name from the usual id command.
The second execi runs (for example) every 5 seconds to find the label of the dvd. Choose an appropriate polling interval.
The resulting final string is then given to fs_bar by eval.

redpajama_set_name: RedPajamaStackExchange


text:
import os
basedir = os.path.abspath(os.path.dirname(__file__))

# Set environmental settings
environment = 'development'

# Environmental settings
class Config(object):
    """ Default Configuration """

    DEBUG = False
    TESTING = False
    SQLALCHEMY_TRACK_MODIFICATIONS = False
    SQLALCHEMY_DATABASE_URI = 'sqlite:///' + \
        os.path.join(basedir, '/databases/app.db')
    SQLALCHEMY_MIGRATE_REPO = os.path.join(basedir, 'db_repo')
    SECRET_KEY = "WK,gf#8V:y]ZzROB*mKjtOtu!PU:Fi"

class Development(Config):
    """ Development Configuration """

    DEBUG = True
    TESTING = True
    SQLALCHEMY_TRACK_MODIFICATIONS = 'False'
    SQLALCHEMY_DATABASE_URI = 'sqlite:///' + \
        os.path.join(basedir, 'databases/development.db')
    SQLALCHEMY_MIGRATE_REPO = os.path.join(basedir, 'db_repo/development')

class Testing(Config):
    """ Testing Configuration """

    DEBUG = True
    TESTING = True
    SQLALCHEMY_TRACK_MODIFICATIONS = 'False'
    SQLALCHEMY_DATABASE_URI = 'sqlite:///' + \
        os.path.join(basedir, 'databases/testing.db')
    SQLALCHEMY_MIGRATE_REPO = os.path.join(basedir, 'db_repo/testing')

class Production(Config):
    """ Production Configuration """

    SQLALCHEMY_DATABASE_URI = 'sqlite:///' + \
        os.path.join(basedir, 'databases/app.db')
    SQLALCHEMY_MIGRATE_REPO = os.path.join(basedir, 'db_repo/production')

environment_configuration = {
    'development': Development,
    'testing': Testing,
    'Production': Production
}

redpajama_set_name: RedPajamaGithub


text:
Complementary clinical benefits of coronary-artery stenting and blockade of platelet glycoprotein IIb/IIIa receptors. Evaluation of Platelet IIb/IIIa Inhibition in Stenting Investigators
N Engl J Med. 1999 Jul 29;341(5):319-27. doi: 10.1056/NEJM199907293410503.
A M Lincoff 1 , R M Califf, D J Moliterno, S G Ellis, J Ducas, J H Kramer, N S Kleiman, E A Cohen, J E Booth, S K Sapp, C F Cabot, E J Topol
1 Department of Cardiology, Cleveland Clinic Foundation, OH 44195, USA.
DOI: 10.1056/NEJM199907293410503
Background: Inhibition of the platelet glycoprotein IIb/IIIa receptor with the monoclonal-antibody fragment abciximab reduces the acute ischemic complications associated with percutaneous coronary revascularization, whereas coronary-stent implantation reduces restenosis. We conducted a trial to determine the efficacy of abciximab and stent implantation in improving long-term outcome.
Methods: A total of 2399 patients were randomly assigned to stent implantation and placebo, stent implantation and abciximab, or balloon angioplasty and abciximab. The patients were followed for six months.
Results: At six months, the incidence of the composite end point of death or myocardial infarction was 11.4 percent in the group that received a stent and placebo, as compared with 5.6 percent in the group that received a stent and abciximab (hazard ratio, 0.47; 95 percent confidence interval, 0.33 to 0.68; P<0.001) and 7.8 percent in the group assigned to balloon angioplasty and abciximab (hazard ratio, 0.67; 95 percent confidence interval, 0.49 to 0.92; P=0.01). The hazard ratio for stenting plus abciximab as compared with angioplasty plus abciximab was 0.70 (95 percent confidence interval, 0.48 to 1.04; P=0.07). The rate of repeated revascularization of the target vessel was 10.6 percent in the stent-plus-placebo group, as compared with 8.7 percent in the stent-plus-abciximab group (hazard ratio, 0.82; 95 percent confidence interval, 0.59 to 1.13; P=0.22) and 15.4 percent in the angioplasty-plus-abciximab group (hazard ratio, 1.49; 95 percent confidence interval, 1.13 to 1.97; P=0.005). The hazard ratio for stenting plus abciximab as compared with angioplasty plus abciximab was 0.55 (95 percent confidence interval, 0.41 to 0.74; P<0.001). Among patients with diabetes, the combination of abciximab and stenting was associated with a lower rate of repeated target-vessel revascularization (8.1 percent) than was stenting and placebo (16.6 percent, P=0.02) or angioplasty and abciximab (18.4 percent, P=0.008).
Conclusions: For coronary revascularization, abciximab and stent implantation confer complementary long-term clinical benefits.
Angioplasty, Balloon, Coronary*
Combined Modality Therapy
Coronary Disease / complications
Coronary Disease / drug therapy
Coronary Disease / mortality
Coronary Disease / therapy*
Myocardial Infarction / epidemiology
Ticlopidine / therapeutic use


text:
Arcadian Programs: A - H
These archived Bally Arcade/Astrocade programs are for use with Bally BASIC (the BASIC that requires an external tape-interface to load and save programs).
3D Corners.
By Dieter Heinerman.
ARCADIAN 3, no. 4 (Feb. 07, 1981): 49.
3D Corners is a video art program.
3-Tone Music Input Program "3-Tone Music Input Program"
By Brett Bilbrey, George Moses, and Bob Weber.
ARCADIAN 2, no. 7 (May 19, 1980): 62-63.
This program is a milestone for creating music with true, more accurate expression on the Bally Arcade console using Bally BASIC then was ever possible before this program was printed.
The BASIC program is accompanied by an in-depth tutorial by George Moses called "Music Input Program Plays 3-Tone Music in Basic." This utility program, "3-Tone Music Input Program," is only the first of several such programs that allowed BASIC users to input 3-voice music on their Bally Arcade consoles. Later, modified and upgraded versions of this program were written for use with AstroBASIC, but this program will only run in Bally BASIC.
George Moses' tutorial, "Music Input Program Plays 3-Tone Music in Basic" is an important piece of Bally history. It has been re-scanned in grayscale and is available in a high-quality two-page format that is separate from the newsletter, here:
"Music Input Program Plays 3-Tone Music in Basic" - George Moses (pdf)
The following is the text from the tutorial of how the "3-Tone Music Input Program" is used. Read the actual tutorial (above) for all the important visual information of the tutorial that is missing here. This text version is meant to give readers an idea of how the program works, but isn't completely usable without the additional information provided in the illustrations from the tutorial as printed in the "Arcadian" newsletter.
"Music Input Program Plays 3-Tone Music in Basic" - George Moses (Text-Only)
2000 AD "2000 AD"
By Ed Larkin.
ARCADIAN 2, no. 5 (Mar. 24, 1980): 38,42-43.
"2000 AD" by Ed Larkin is a shoot-em-up between an alien invader ship on a group station. Use the knob to aim, the trigger to fire, and the joystick to move about. After five points use TR(1) to restart.
The 3D background screen graphics used in the game are from a demonstration program by Timothy Hays included in Sebree's Computing's ""XY Tutorial" by Timothy Hays. It's subtitled, "A Tutorial on the Bally BASIC XY Command for exceptionally well controlled graphics." There is an ad (with screenshot of background of "2000 AD") for the "XY Tutorial" in ARCADIAN 2, no. 3 (Jan. 15, 1980): 26. The tutorial can be downloaded here:
"XY Tutorial"
4D2 "4D2"
By Rusty Blommaert and Dale Smith.
Arcadian 4 no. 1 (November 10, 1981): Pages 4,8.
(Non-digitally Archived Version)
Graphic art with machine language for 4 color panels. This program uses "CALL 1532" in lines 130 and 2480 which won't work in all machines.
Airbrush and Sandblast "Airbrush and Sandblast"
By Curtis Schreier
ARCADIAN 2 no. 10 (September 17, 1980): 95.
This short program was printed in the "Arcadian" newsletter without any details.
Airbrush and Sandblast - Title and Comments
aMAZEd in SPACE "aMAZEd in SPACE"
By Aquila and Richard Houser.
ARCADIAN 1, no. 8 (Jul. 20, 1979): 58,60-61.
Amazed in Space is a rocketship-thru-the-maze challenge with a number of levels of difficulty.
Another Division Routine (4 Decimal Places) "Another Division Routine (4 Decimal Places)"
By Pete Bowman.
ARCADIAN 1, no. 5 (Mar. 23, 1979): 34.
Summary from Arcadian: "Another Division Routine that prints a decimal answer has been developed by Pete Bowman, This one is a bit laborious as you have to enter a @( ) for each decimal wanted."
Arcade Dice "Arcade Dice"
By Klaus F. Grismayer.
ARCADIAN 2, no. 1 (Nov. 29, 1979): 6-7.
Comments and Instructions from the Arcadian:
Arcade Dice is played with the hand controls. First menu selection allows up to four players to play in rotation, just enter the number of players, then press GO. Number of rolls is selected by knob on hand control, pulling the trigger will begin the rolling. After the combination is displayed, control shifts to the next hand control. After everyone has their turn, the winner is immediately selected.
The second menu selection allows player to place bet with knob and trigger, then number of rolls is selected as above. Score is automatically indicated.
To return to menu, press Zero (0) on keypad. This can only be done during selection stages of rolls or bet, which reset automatically.
Arcadian At 2x Size "Arcadian At 2x Size"
By Glenn Pogue.
ARCADIAN 1, no. 6 (May. 4, 1979): 45.
Summary from Arcadian: "A further step along the way was taken by Glenn Pogue, who modified the "Game Over" routine of [ARCADIAN 1, no. 4 (Feb. 19, 1979): 25], making it print the word ARCADIAN in 2x normal letter size. I have not been able to totally duplicate this feat, I think it lies in the small differences in ROM locations that have previously been noted."
Arcadian Shorty "Arcadian Shorty"
By Tom Johnson.
ARCADIAN 2, no. 8 (Jun. 23, 1980): 73.
The Arcadian has no comments about this program other than saying. "A Shorty by Tom Johnson."
Examination of the program shows that this "shorty" PRINTs "ARCADIAN" on the screen multiple times in slightly different locations. It changes the placement of "ARCADIAN" using IF, GOTO and STOP statements to change CX and CY. This program probably looks pretty neat-- as the location of the new placement is just barely different than the last one. On other computers this simple, five-line program may have changed the color of "ARCADIAN" with each successive PRINT, but on the normally B&W BASIC screen this would have been a tad more difficult (but certainly not impossible).
Artillery Duel "Artillery Duel"
By John Perkins.
"Best of Arcadian - 1980" [Tape]
Bally BASIC, 300-Baud.
The machine sets up a random ground and adds two gun emplacements. As each player's turn is taken, he adjusts the knob for barrel elevation, moves the joystick to add or reduce the number of powder bags (by whole bags, sideways; by tenths, back and forth). Then when ready, pull the trigger. There is gravity and a random wind. Anyway, the gun recoils and there goes the shell. There is an explosion when it lands. A gun is destroyed when less than half a gun remains (the repair crew can replace a gun barrel).
"Artillery Duel" is such an outstanding game that Astrocade, Inc. reprinted it in the "AstroBASIC" manual (this is the manual that comes with the BASIC cartridge that includes the build-in interface). Both editions of the AstroBASIC manual's re-printing had errors which were corrected in the "Arcadian newsletter."
Attack "Attack"
By Carl Morimoto.
ARCADIAN 2, no. 2 (Dec. 22, 1979): 10,13,16. (Original Program Listing) ARCADIAN 2, no. 8 (Jun. 23, 1980): 67. (Mod) ARCADIAN 2, no. 10 (Sep. 17, 1980): 88. (Mod Rebuttal)
Comments and Directions from Arcadian:
Attack is a game of chase. The object is to maneuver yourself into a position where all five attackers destroy themselves by smashing into walls in the process of chasing you.
Number of walls must be entered at the start of the game.
Joystick #1 and trigger #1 are the only controls used. The joystick changes your position to the corresponding direction. The trigger is used to start the game and also to hold your current position.
Comments from "Mod Rebuttal:"
"Carl Morimoto, author of ATTACK, indicates that the modification I presented on p. 67 will cause the piece to move in two-square increments, which is not the intent. Pieces must stay within the wall constraints."
Bally 500.
By Bob Hensel.
Arcadian 3, no. 5 (March 7, 1981): 56-57.
From the Arcadian:
"Bally 500 is a game of driving skill for 2 or 3 players. One player controls the turns in the road with KN(4). The other players control the cars with KN(1) and KN(2). Road blocks, accidents, and other cars are randomly placed in your path. If you hit one, then your car is destroyed. The object is to see how long you can stay on the road, and beat your opponent. An elapsed time is indicated at the top-left of the screen. Skill Level: 3 (hard) - 10(easy)"
Note: The instructions say that the game can be played with 2 or 3 players, but for practical reasons three players are required. This is because there are always two cars racing, even if one isn't controlled by a player. When a car crashes by driving off the road, then the game ends for everyone. So, while technically the game can be played with as little as two people-- the game will last for only a few seconds before the other car crashes.
Bangman "Bangman"
By Ernie Sams.
Source: Ken Lill Tape Collection.
ARCADIAN 1, no. 7 (Jun 15, 1979): 47-49.
"Bangman" is a take-off on the classic Hangman word spelling game. It has two novel features - letters being entered are hidden from view of the opposing player - and the penalty for losing is not a hanging...
One person keys in a word to ten letters; another tries to guess it with no more than nine wrong guesses using the knob and trigger.
Base Conversion "Base Conversion"
By Ron McCoy.
ARCADIAN 2 no. 10 (September 17, 1980): 88-89.
May 30, 1979 (Stated in the BASIC listing)
From the "Arcadian:
Description from the "Arcadian:"
"Base Conversion" by Ron McCoy puts it all together. Now you can have one program that will convert from any of the numerical systems into the other four, rather than have to use individual programs. If you start with decimal, the program takes the whole number in one piece and converts it. If you start with any of the other four, you have to enter each digit; as with Hex- to enter 23AC, enter 2 GO 3 GO A GO C GO and that's it.
Battleship "Battleship"
By Bill Mead
ARCADIAN 4, no. 9 (Jul. 06, 1982): 92-93.
ARCADIAN 6, no. 11 (Oct. 31, 1984): 127. [Reprint]
Archived from tape in Bob Fabris collection.
Two-Player BASIC version of the classic board game. Instructions for play are located in the ARCADIAN newsletter.
Bible Quiz "Bible Quiz"
ARCADIAN 2, no. 6 (Apr. 25, 1980): 47-49.
From the "Arcadian:"
"Bible Quiz" is a two player game.
A question about the Bible is printed on the screen with four multiple choice answers. If a player knows the answer he pulls his trigger. An arrow moves alongside the answers. When the arrow points to the proper answer the player again pulls his trigger. If he is correct a portion of a man will appear in his score box, else a portion will be taken away and the correct answer indicated. The screen then goes blank. The tape recorder should then be turned on to read the next question into the computer. Then the images again appear on the screen, turn off the recorder.
"Bible Quiz" is a teaching device that requires some pre-activity in loading question/answer segments. First punch in the program to line 5020, and store it on tape. Do not rewind, but let about 10 seconds of blank space be recorded. Then follow the instructions on page 49 and load a question/answer segment into the Bally. Lead that onto tape, and again leave about 10 seconds of space. Continue with segments as desired. When finished, the tape can be rewound and loaded into the Bally. When the game starts, shut off the recorder and answer the question. Once that is done, start the recorder again and it will automatically replace the question/answer with a new one. If you seem to get illogical questions/answers, it means that the separation between them on the tape is not great enough, or you are moving too slowly.
The program can be easily changed to be used for any educational type testing game by changing the title and making appropriate questions.
Big Letters "Big Letters"
By Glenn Pogue and Dennis Sprague.
ARCADIAN 1, no. 9 (Aug. 18, 1979): 69.
Summary from Arcadian: "Big letters continue to interest subscribers. Dennis Sprague modified the pg. 45 program [ARCADIAN 1, no. 6 (May. 4, 1979): 45.] to write double size letters on command - the poke-ing is done automatically. [...] RUN the program. Then just key in whatever letter, number, character that you wish to see, punch GO, and there it is, twice as big as life."
Bingo "Bingo"
ARCADIAN 2, no. 4 (Feb. 25, 1980): 33-34.
From the "Arcadian: "Player card (Human) is green. Drawn numbers appear on the screen, use KNob(1) to indicate Yes or No, full TRigger to register. Computer also checks its card."
Biorhythms "Biorhythms"
By MR Angliss.
ARCADIAN 2, no. 2 (Dec. 22, 1979): 10, 15-16. (original printing)
ARCADIAN 2, no. 3 (Jan. 15, 1980): 26. (program correction)
ARCADIAN 2, no. 4 (Feb. 25, 1980): 27. (program correction; explanation)
Source: Ken Lill Collection.
AstroBASIC, 300-Baud.
"Biorhythm" has the following preface: After inputting the requested dates, the machine will do a few internal operations and finally three numbers will appear on the screen. The older you are, the longer it takes. These numbers are factors for the desired year. You will be asked for a specific month and day - input as before. After a brief time, a graph will be displayed. The vertical line corresponds to the day requested, to index the three cycles. After a long count, the computer will tell you how many days you have lived.
Biorythms Correction - This is a suggested correction by Richard Grimmer for "Biorhythms" by MR Angliss. One correction of "Biorhythms" was published in February of 1980, but this correction (dated April 14, 1980) was never published in the "Arcadian."
Bio-rhythms "Bio-rhythms"
By Dave Walter and Rich Tietjens.
ARCADIAN 2 no. 5 (March 24, 1980): 38,44-45.
From the "Arcadian, "'Bio-rhythms' by Dave Walter is a version that stores the data for the three graphs outside the program in string locations, and then directs their printing in the proper place on the screen. The sine wave is therefore quite accurately portrayed.
On January 30, 2013, Paul Thacker posted a message to the Bally Alley discussion group noting that the program printed in The Arcadian is slightly different from the one on tape in the Bob Fabris collection. Mostly it's from the instructions included in the tape version. That version version should be considered a prototype.
Bio-rhythms - Instructions and Comments
This archive contains several different variations of "Bio-rhythms," including the original "String Loader" that was required to type-in the program the first time (but isn't actually required to use the program).
Black Box "Black Box"
By B. Reany.
Summary from Arcadian: "'Black Box' is a sort of Battleship game where the computer hides some "atoms" in a grid and you have to locate them. Use the diagram for clues."
Bots "Bots"
By Ron McCoy
ARCADIAN 2 no. 10 (September 18, 1980): 90,91.
Instructions from the "Arcadian" newsletter:
"Bots" program by Ron McCoy is a challenge. Modified from a program in the June 1979 Personal Computing, it sets up a 9x19 grid on the screen. Fifteen "walls" are randomly placed in the squares, and the 15 "bots"(*) are also randomly placed. Then your position is similarly located.
Hand controller 1 is used to move the target (you) in any of the eight available directions, or stand still, and the trigger makes it happen. (The knob is used to turn a little indicator to the desired direction.) After you make your move, all the bots start to advance upon you, one square at a time, each. If they hit a wall, they disappear. The object is to wipe them out, but it is a difficult job. You have to maneuver yourself so that the bots keep hitting walls. I kept saying, "next time I'll get them," to no avail.
Four years after "Bots" was first published, there was an updated version of "Bots" published in ARCADIAN 6, no. 7 (May 25, 1984): 61,62. Written by Steve Walters, it was simply called "Bots II." The update gave the player the ability to shoot the robots if they were close enough.
Bots - Instructions
Bowl-A-Rama "Bowl-A-Rama"
ARCADIAN, 2, no. 6 (April 25, 1980): 51-52.
ARCADIAN, 2, no. 7 (May 19, 1980): 65. (Program Fix)
From the "Arcadian" newsletter:
"Bowl-A-Rama is a two-player game. The computer displays the pins and keeps score. The ball is invisible at the bottom of the screen moving between the gutters. When the player UP pulls his trigger the ball appears and starts rolling down the alley. The player controls the curve on the ball by moving his joystick left or right. The frame number is shown in the center box at the bottom of the screen."
Boxes is a video art program. On the program submission tape, this program was called RND Boxes.
Catchem "Catchem"
By Scott Taylor
ARCADIAN 4, no. 9 (Jul. 06, 1982): 87,89.
Instructions from the Arcadian: Player (1) uses his joystick to maneuver his blip through the pattern, avoiding Player (2)'s blip. If Player (2) is successful in overlaying his blip on the other one, he gets a point. Three points win. Patterns are drawn randomly.
Circle "Circle"
By Dave Clark.
From the Arcadian: "Dave sent a program to draw a circle. Change the divisors in line 40 to get oval-shaped figures."
Clock "Clock"
By J. Cousins.
The Arcadian has no comments on this program. "Clock" is a 31-line Bally BASIC digital clock program that accepts hours, minutes and seconds. There is some error checking to make sure that the input data is accurate. It seems that FOR loops are used for the timing of the clock, so this program may not be that accurate.
Color Chart "Color Chart"
By Jim Winn.
ARCADIAN 3, no. 3 (Jan. 09, 1981): 35. (Original BASIC Listing)
ARCADIAN 6, no. 6 (Apr. 20, 1984): 59. (Reprint)
Instructions from the "Arcadian" newsletter (Original Printing):
Once you have this utility program on your tapes, you will be able to make a good assessment as to the colors to be used in a particular program you are developing. It starts out by asking for a general color area, and then it will step through the hues (using the Joystick). When you find one you like, moving the joystick to the left will cause the screen to split, and you can make your second choice on the left side. In this way you can easily see how the colors will look. And as you do this, the color numbers appear to identify them.
Instructions from the "Arcadian" newsletter (Reprint):
This program is a utility to help you select colors for a program. A menu first appears asking for a choice of 7 major colors. Once this has been picked, you can make a fine adjustment by the joystick, forward or back. Once you see one you like, move the joystick to the left, and you can make a selection for the second color. Pull the trigger to see how the colors interact, Start again by pushing the joystick right. Code numbers for each color also appear for future use.
Compound Interest "Compound Interest"
By Jess Shadle.
ARCADIAN 3 no. 3 (July 9, 1981): 98-99.
From the "Arcadian" newsletter, "Onboard Calculator, ($), has not been utilized fully. The ARCADIAN tutorial on its basic operation was published in Vol. 1, p.32. At that time, each digit of each number had to be individually entered, an arduous task. Then, in Vol. 2, p.2, Gerry Halquist presented a loan payment program with greatly simplified input, but still having restrictions (such as interest had to be entered in 5 digit format). Now Jess Shadle has made up a number of programs where the input format can be almost anything and the program will accept and utilize it. One program is included this issue, "Compound Interest."
Compound Interest - Instructions and Comments
Computer Twixt (Mod) "Computer Twixt" (Mod)
By Joe Pipek, modified by Klaus Doerge.
This is a modified version of Joe Pipek's original program. This modification was NOT published in the Arcadian.
"Computer Twixt is based on the 3M game. The player with the square has to generate a line from one side of the playing square to the other, while the player with the cross has to work vertically. The computer will draw a line for you if your new piece is at a certain location from an existing piece. The two-over-and-one-across requirement is illustrated (the 2:1 can be in any direction, or 1:2). [See illustration in Arcadian newsletter.]"
"The computer will tell you if your wall extends across the playing square. Use TR(1) to start a new game." - Arcadian
Connect Four "Connect Four"
By L.L. Camnitz.
The "Arcadian" has no comments or instructions for this version of "Connect Four." Perhaps they presumed that most people understood how to play this popular game. This is just one of a number of "Connect Four" games by various programmers.
By Bob Wiseman.
ARCADIAN 2, no. 10 (Sep. 17, 1980): 94-95.
"Best of Arcadian - 1980" (Tape)
This program is also included on the tape "The Best of 1980." The instructions for that tape call the game "Connect Four II," but give the same author and source in the Arcadian. I'm not sure what differences may exist between these two versions of the game (if any). Here are the instructions for "Connect Four II:"
1 or 2 Players. A grid is placed on the screen. Use your joystick to move the marker over the column that you wish to enter. Press the Trigger and the piece will go down the column as far as it can. Getting four of your pieces in a row before the computer does so will win the game. Move the joystick back and forth to register the Win.
Convert Hex To Decimal "Convert Hex To Decimal"
The Arcadian has no comments on this program, but the title is self-explanatory: this program concerts a hex number to decimal using Bally BASIC.
Count The Dots "Count The Dots"
By Les and M. Porter.
COUNT THE DOTS program puts up a random number of dots on the screen (max 17) for a short period of time, and as soon as you've counted them, you pull the trigger to stop the clock, and enter the amount in the keypad. The computer will keep track of the score. "DIFFICULTY" sets the timing. Changing the X and Y value, you change the size of the playing field. On the surface, this seems to be just a simple game, but if we look a little deeper, we can see an application in the field of ophthalmology - checking field of view of one's eye, blind spot size, etc., and other ideas having to do with perception can be developed.
Critter "Critter"
By Brett Bilbrey.
ARCADIAN 3 no. 2 (December 5, 1980): 13. (No explanation)
CURSOR 2 no. 3 (October 1980): 66-67. (With explanation)
Included are the complete "Critter" instructions from "Cursor" newsletter. These are followed by additional information.
Instructions from "Cursor:"
This program will place a space invader type "CRITTER" on the screen that will bounce from top to bottom and side to side without disturbing anything that is already on-screen. This "CRITTER" will run independent of anything else you wish to do. If you press "HALT", he won't! His speed is controlled by Hand Control Knob #1.
After you have "RUN" this program, do not scroll to bottom line! Use "CY=40" to keep any text away from the area in the bottom of the screen that is "twinkling" (also, do not use "CLEAR").
Once the Basic program has been "RUN", it can be erased and replaced with whatever you want. Use ":RETURN" to stop the routine, and "CALL 19584" to start it up again. One problem is when BASIC tries to print on top of the "Critter", small screen glitches appear. You can create an invisible screen by altering the value of Port 15(&(15) Interrupt Line Port), it is set to 99 which is minimum size of invisible screen. The Interrupt Line Port determines the number of lines scanned before the next interrupt (for a complete explanation of all the interrupt ports etc., refer to CURSOR "PEEK n' POKE" manual).
To give you an example of a use for this type of routine, input the following line after you have "RUN" the program: key-in ":RETURN" and hit "GO" before you key in the line:
1 CALL 19584;&(15)=99;INPUT A;:RETURN ; STOP
As you know, when the computer hits an "INPUT" command, it will just sit there, waiting for you to give it a value, it will not allow anything else to happen until you key in a value. With this one line program, it will start the "Critter" bouncing around the screen as soon as it hits the input line and will stop the "Critter" as soon as you input a value.
So what you ask? Well, instead of having a "Critter", we could have a clock decrementing from one minute. If you don't get your answer into the computer before the clock hits zero, you lose your turn and control switches to the next player. This would provide for truly sophisticated software. So, don't lose heart, we are on the opening stages of an exciting software era.
Brett notes that he received a great deal of help from Tom Wood, Dave Ibach, and John Perkins, without whose help he doubts he could have written this program.
"Critter" is based upon a machine language program for the Blue Ram that required extra RAM installed at $6000. That unnamed machine language program is part of a tutorial that is by John Perkins called "Fast Action Graphics." It appeared in ARCADIAN 2, no. 10 (Sep. 17, 1980): 101-102. The assembly source code for that program was derived from the hexadecimal listing and explanation of the program. It is available here:
"Fast Action Graphics" (Disassembly)
The 300-Baud Blue Ram program, called "Fast Action Graphics (Vector Animator)," can be downloaded here:
"Fast Action Graphics" (300-Baud Program)
"Critter" is a machine language program that uses the Bally's Vector motion routines. This version of the program is for use with Bally BASIC only; it is not compatible with AstroBASIC.
An article was written by Adam Trionfo on how this machine language program was converted from Bally BASIC to AstroBASIC. The article is called "Critter 2000! How 'Critter' by Brett Bilbrey was modified to run in AstroBASIC." It is available here:
Critter 2000!
Crypt-o-Grams "Crypt-o-Grams"
By Ken Springsteen.
ARCADIAN 4 no. 4 (January 22, 1982): 36,42.
The instructions in the "Arcadian" refer to "<Crypt-o-Grams>" as "Cryptologic."
This is a two-player game that can also be played by teams, rotating turns at guessing. The entry will be erased, and then scrambled, using a random scrambling technique. The "other side" must rearrange the letters/spaces into the proper relationship using a minimum number of moves.
Crypt-o-Grams - Instructions
D&D Speedway "D&D Speedway"
By Mario DeLaura.
ARCADIAN 4, no. 3 (December 24, 1981): 30-31.
The instructions for "D&D Speedway" were not included in the "Arcadian."
Comments by Adam Trionfo, "Since there is no description of the game, I can only piece together what the player is doing. Here's what I've come up with without even having seen the game played."
"You're on a perilous mission to save the land from darkness. Using your four-wheeled Super Wagon powered by your wizard's magic, you travel along the Path of Light to make your party's way to the Castle of Oblivion. At every curve in the road there are trolls and orcs blocking your passage. Archers take shots at you from behind trees in the gloomy forest on either side. Pick up friendly elves for bonus points and energy. Once you reach your goal can YOU stop the evil set to descend upon your land?"
D&D Speedway - Instructions and Comments
Daredevil "Daredevil"
By Dave Martin
ARCADIAN 3 no. 10 (August 12, 1981): 106,107.
Here are the VERY brief instructions from the "Arcadian" newsletter: "You see a windshield and instruments. The car on the screen is located laterally according to your instructions. The available instructions will appear at the bottom in order, use TR(1) to choose."
Daredevil - Instructions and Comments
Data Storage Subroutine "Data Storage Subroutine"
By Bob Weber.
Summary from Arcadian: "This subroutine would be called up in order to save the program, the registers, and the strings by using a GOTO 9000."
Day-Of-The-Week And Calendar Program "Day-Of-The-Week And Calendar Program"
By Kirk Gregg.
ARCADIAN 3 no. 2 (December 5, 1980): 22-23.
The "Arcadian" included no instructions for this program at all.
Decimal Division "Decimal Division"
By Laurence Gallant.
ARCADIAN 2, no. 1 (Nov. 29, 1979): 3.
From the Arcadian: "This is a BASIC version that will give you up to 32,676 decimal places (the variable Z)."
Defuse.
ARCADIAN 3, no. 5 (March 7, 1981): 58.
ARCADIAN 3, no. 8 (June 8, 1981): 88. (Bug Fixes)
"DEFUSE is a three-dimensional guessing game where you have to locate a point in the center using "hot-cold" type clues."
This game was originally published in More BASIC Computer Games, by Creative Computing, Edited by David H. Ahl. 1979: 48.
The instructions from More BASIC Computer Games are:
"In this game, you are in an experimental building with one million rooms in it. The building is one hundred rooms long, one hundred rooms wide, and one hundred rooms high.
"You have just received a telephone call from a mad bomber who tells you he has planted a bomb someplace in the building. Fortunately you are armed with a bomb detector that registers a stronger and stronger signal as you get closer to the bomb. You start at the bottom right-hand door of the building, at the room 0,0,0. In response to the signals from your detector, every ten seconds you may try a new room to search for the bomb. You have two hundred seconds or twenty trials to find it.
"It's fairly easy to find the bomb once you get the knack of how your detector works. However, we're not going to spoil it for you and tell the secret."
Defuse - pdf of Defuse from More BASIC Computer Games
Denominator.
Denominator is based on an article called Extended Precision Computation by Stephen Rogowski that explains "how to compute to a practically unlimited number of places with just the memory your micro has on board." The original article appeared in Creative Computing 6, no. 3 (March 1980): 94-95.
Extended Precision Computation by Stephen Rogowski - pdf of original article
Diminishing Boxes "Diminishing Boxes"
By Matt Giwer.
The Arcadian has no comments or instruction for this program.
On June 26, 2013, Paul Thacker writes: "This is a typical art program for the Bally Arcade. It draws closely spaced boxes that are pretty large at first, then move in to a small box at the center of the screen. Then it starts again drawing slightly displaced boxes over top of the old ones. If a pixel is drawn over, it gets erased, so you end up with a lot of different patterns. While I'm sure you get the BASIC idea, with programs like this, a video would definitely be worth a thousand words."
Distance Between Two Points "Distance Between Two Points"
By David Stocker.
ARCADIAN 1, no. 8 (Jul. 20, 1979): 67.
The Arcadian has no comments about this program, though from the title it can be surmised that this is an eighteen-line Bally BASIC program that calculates the distance between two points.
Division "Division"
By Marc Gladstein.
ARCADIAN 1, no. 10 (Sep. 31, 1979): 80.
Summary from Arcadian: "Division with results in non-decimal format was run by Marc Gladstein for those who would like to see the quotient printed with the remainder continued as a fraction."
Division With Decimals "Division With Decimals"
By Paul Law.
Summary from Arcadian: "Division With Decimals is just in from Paul Law who says he modified a BYTE 2/79 program. N indicates the length of the decimal portion."
Dot Generator "Dot Generator"
By Jay Fowler.
ARCADIAN 2, no. 7 (May 19, 1980): 65.
The "Arcadian" doesn't have any comments or directions for this program. The program has a comment that says, "FOR TV CONVERGENCE."
I found this information on eHow (http://www.ehow.com/how_5008624_fix-tv-convergence-toshiba.html) about TV convergence:
"'Convergence' in terms of television describes when the three projectors in a TV that produce color fall out of sync with each other. You'll know a TV with bad convergence when you see it--colors aren't meshing and are represented as thick lines, and everything seems blurry."
I presume that this Bally BASIC program is meant to be run while a TV is open and a tech is fixing the set.
Electronic Blanked.
Electronic Blanked is a video art program.
Electronic Visualization Center "Electronic Visualization Center"
By Dan Sanden and Phil Morton.
ARCADIAN 2, no. 3 (Jan. 15, 1980): 20.
Enlarged letters have cropped up again. This time they are done graphically, as opposed to previous POKE'd versions. In the program, I used BIG LETTERS for the items to be printed where Phil used ARCADIAN HOT SHOT. Lines 129-240 clean up the screen and add the buckshot. Phil has an AXIOM EX-850 video printer which can 'photograph' the screen and provide a reproducible image.
Examples From Arcadian, Volume I "Examples From Arcadian, Volume I"
By Various Authors.
Various Issues of Arcadian, Volume I.
These are short example programs printed in The Arcadian as part of various tutorial articles covering the use of Bally BASIC. Refer back to The Arcadian for the full context of these programs.
Frequencies "Frequencies"
By Robert Hood.
Summary from Arcadian:: "Converts frequencies to register values and vice versa."
Frog "Frog"
ARCADIAN 4 no. 7 (May 7, 1982): 68.
Simple game using machine language to scroll flies above the Frog. The Frog sits in the lower left corner, waiting for flies to come by. Use the Knob to control the length of the tongue, and the TRigger to zap the fly. Watch out, misses count against you.
This program is for use with Bally BASIC only; it is not compatible with AstroBASIC.
Fudd "Fudd"
By Bob Wiseman
ARCADIAN 4 no. 5 (March 5, 1982.): 47,51.
ARCADIAN 4 no. 6 (April, 9 1982.): 55.
One player uses the hand controller to manipulate cross-hairs over the moving target, a batch of bunnies. The Knob controls speed and trigger does the deed. But rabbits multiply... This game uses machine language to scroll the rabbits.
Game Over (31xx Version) "Game Over (31xx Version)"
By Tom Wood.
Summary from Arcadian:"This routine will print "GAME OVER" depending on which version of the Bally Arcade that the user has."
"The program executes a special routine to pull out the "pre-printed" [GAME OVER] statement. If your machine does not print the whole phrase, substitute 3159 in line 50. [Both versions of the program are included in the digital archive.] This is indicative of at least two variations in Bally software in the field. That is, the location of certain object codes in the 8K ROM of the Video Console are not identical in all machines."
It is because of the locations of the "GAME OVER" in the On-Board ROM which later made people dub the systems either the "3159 ROM" or the "3164 ROM."
Giant Letters "Giant Letters"
By Glenn Pogue and Bob Fabris.
ARCADIAN 1, no. 7 (Jun 15, 1979): 47.
Summary from Arcadian: "Giant program on pg. 45 [ARCADIAN 1, no. 6 (May. 4, 1979): 45.] can be 'clarified' by replacing line 105 with the statement X=0; GOSUB C . The zero will stop the machine's printing after it finishes the AN of ARCADIAN. What is happening is - the machine has been set into a printing mode and it keeps on going until it hits an internal halt. The X=0 sets such a halt thru the POKE function, where you want it."
Gobblers (Mod) "Gobblers" (Mod)
By Bob Wiseman, modified by Klaus Doerge
ARCADIAN, 3, no. 12 (Oct. 5, 1981): 125. (Original Version)
ARCADIAN, 5, no. 4 (Feb. 18, 1983): 56,70. (Klaus Doerge revision)
This is a modified version of Bob Wiseman's original program. This modification WAS published in the Arcadian.
"This 2-player game requires you to eat a bunch of squares, where each square has one to four points in it, resulting in a score of 1 to 4 for each one eaten. They are positioned in a 5 x 10 grid, and you utilize the JX and JY directions of your controller to move your man. Of course, your opponent is doing the same. The computer is keeping score. It is listed in Bally BASIC, but plays in AstroBASIC as well, just a bit faster." - Arcadian
Arcadian 3, no. 4 (Feb. 07, 1981): 46-47. (Original Listing)
Arcadian 3, no. 5 (Mar. 07, 1981): 51. (Correction)
Golf is a game of skill for 1 to 4 players. The computer generates 9 different holes each game, randomly placing each green and hazards such as tress, water, or sand traps. Each player selects the direction the ball will travel by moving JX(1) until the rotating line points in the proper direction. The distance is dependent on the club selected using JY(1). Remember the flight of the ball is affected by the direction and velocity of the wind.
From Bob Hensel's Golf program submission letter:
If you land on a hazard or go out of bounds, the ball will stop and you will be penalized 1 stroke. When the ball lands on or near the green, an enlarged picture of the green will be shown for putting. When all players have finished a hole, all scores will be printed as well as par for the course. The object of the game is to beat your opponent or shoot under par.
When prompted for N, enter Number of Players (1-4)
Graphics Assembler "Graphics Assembler"
By Hugh Fitler.
Graphics Assembler is a programming aid for those of you who want to construct shapes using the box command. Instead of using paper and pencil to figure out where you want the various boxes, this program allows you to set up a box size, move it around the screen to where you want it, and freeze it there. The coordinates of the location are now in memory, using the following instructions:
Use trigger to start system after pressing RUN/GO
Enter X and Y coordinates of box size
Enter type of box (1-4 per BOX command)
Move joystick to desired location
Press trigger to freeze box location.
It will list the command to tape at any line number you select. It will also save a number of these commands and place them all on tape with a uniform line spacing. This will take place if you command "RECORD PROGRAM". This program was developed by Hugh Fitler.
Guessing Game "Guessing Game"
By Bret Babel and Vince Garzoli.
Summary from Arcadian: "Tutorial-Subroutines: If you have a process that you want to have repeated a number of times, it is convenient and memory-saving to use the technique called SUBROUTINE, which requires the commands GOSUB and RETURN. I recently received a short program from Bret Dabel and Vince Garzoli that has this situation, and I thought that it might be of interest to all to show how a program can be modified this way. The program as it arrived is [...]"
Hamurabi "Hamurabi"
By Richard Houser.
Best of Arcadian - 1980 (Tape)
Game Instructions: 1 Player.
Push any key after the castle appears. You are the King, and you must make decisions on running the kingdom economically. You start with 100 people, 1000 acres of land, and 3000 bushels of food. Buy and sell land, using food as barter material, saving some food to feed the populace. Gain performance points based on how well you govern. If you last ten years, you have done well. Of course, we have thrown in a few random disasters to keep it from being too easy...
Archiving Notes:
Hamurabi (as printed) (1980)(Richard Houser)(300 baud)(PD).zip - As it was printed in The Arcadian, the program runs out of memory.
Hamurabi (smaller size) (1980)(Richard Houser)(300 baud)(PD).zip - Arcadian program found in Ken Lill's tape collection. Includes space-saving modifications needed to free up memory.
Halloween Ghost
By James Wilkinson.
Arcadian 2, no. 10 (Sep. 17, 1980): 103-104.
Halloween Ghost is a self-running program that is topical. The author sets up a TV at a window near his front door, and the program, a "talking" skull, makes snide remarks about the people going by. It re-cycles, and uses random statements on the screen, shifting colors as well.
When the program is run it says: "HORRIBLE HARRY THE INSULTING TV GHOST MYSTERIOUSLY APPEARS HERE EVERY HALLOWEEN" The nine insults that "Harry" will throw at those passing by are:
YOU LOOK TERRIBLE!!!
THAT CAN'T BE -YOUR FACE
YIPES!!-YOU SURE ARE UGLY
YOUR WORMS ARE SHOWING
WHO DUG YOU UP?
HOW COME YOU HAVE 3 EYES?
YOU LOOK LIKE THE -DEVIL-
I'D HATE TO BE YOUR MUMMY
Archive Notes: This program is also known as 'Horrible Harry.' Alternate version 2 has sound that works correctly with AstroBASIC. I'm not sure if there is any difference between the versions.
A modified version of this program, called "New Ghost," by Ron Picardi is also included with the archive. Ron's mod is an unpublished submission to the ARCADIAN newsletter. Ron comments on his modified version of HALLOWEEN GHOST: "Here is a revision to Horrible Harry. He pops in and out of the TV. Then he insults you with his ghostly laughter." This versions BASIC listing is VERY different from the original version of the program.
Hangman "Hangman"
ARCADIAN 2, no. 2 (Dec. 22, 1979): 14.
The "Arcadian" has no comments or instructions for this program.
Hangman was a popular title for the Bally/Astrocade. This is one of seven hangman games created by seven different programmers. Some versions of the game came with a short list of built-in words, but this program doesn't have any built-in words any at all. The program asks for a word at the beginning of the game, which makes it a two-player game only. Or, if you wanted, you could play a very lonely game all by yourself.
Hello, Dolly! "Hello, Dolly!"
By Scott Walpole.
"Hello, Dolly!" is the title track from the "Hello, Dolly!" musical which came out in 1964.
Lyrics with Bally Music:
3  50003  1  3    5  60003  1  3    5  7
Hello  Dolly well Hello  Dolly It's so nice
x1 7    x1  7    x1    x2  x150000-4     5
to have you back where you belong You're look-
-5  6000  4  2  4  6   -70004  2  4      6
inq swell Dolly we can tell Dolly You're still
x3  x2  x3     x2    x3  x2  7      5     60
glowin' you're still crowin' you're still go-
7   5      3  4    -4  5000 3   1   3   5
in' strong We feel the room swayin' for the
6000   3   1   3   5  x2   xl  x2  xl   x2
band's playin' one of your old fav'rite songs
x1   x2  x1   6000 70 x10  6   50   3  5
from way back when so take her wrap fellas
xl   xl  xl   6  50  3  5   x3    x3   x3x3
Find her an emty lap fellas Dolly I'll never
x3 x2x4x3x100
go away again!
Horse Race "Horse Race"
By Howard Brecheisen.
ARCADIAN 3, no. 1 (November 6, 1980): 6,7.
Each player uses his hand controller to choose one of four horses he wants to bet upon and the size of his bet.
Horse Race - Instructions
Horserace.
By Paul Slezak.
Arcadian 3, no. 2 (Dec. 05, 1980): 26-27. (Original Listing)
Arcadian Sampler Programs (1980): 6. (Reprint)
No instructions or comments were included in the original printing of Horserace, but when the program was reprinted in Arcadian Sampler Programs in 1980, very brief instructions were added:
"Eight horses are available to bet upon, using the keypad to enter your horse (B) and the value you bet (C). The computer then randomly moves the horses across the screen and calculates the winnings."
Paul Slezak gives a few details on his game in his original program submission letter, "It took me about 50 hours to create. I was debating on whether to have it published or put up for sale, but since it is my first attempt (not at programming- I'm a programmer/analyst) and the Arcadian has given me so much, I thought I owe it at least one program."


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It's been an incredible few years for Lauren Lane, who was inspired to start her musical career whilst sneaking into her hometown clubs underage. She moved to New York as soon as she could and threw herself into the local music scene, citing Danny Tenaglia as an important inspiration. Having cut her teeth in the famous New York house circuit, Lauren quickly gained US-wide recognition and landed a residency at LA's Sound Nightclub. It wasn't long before Lauren found herself becoming a regular on the festival circuit, playing at the likes of Coachella, The BPM Festival, TommorrowWorld and more.
With her DJing prowess having now earned the recognition it deserves, Lauren now also has regular club gigs across the globe – notably in Ibiza and Europe, as well as across North and South America. This hardworking approach to her tour schedule has rapidly landed her widespread accolades and attention from all the right people.
Lauren got 2016 off to a strong start with well-received performances at nightlife institution Pacha NYC's official closing party, as well The BPM Festival's celebrated Ya'ah Muul event and daytime closing party. She will be playing in Ibiza this summer at some of the most prestigious parties & clubs including Rumors, Elrow, Paradise and Ants.
Following these successful appearances, she released her hotly anticipated Diary Of A Madwoman on Eats Everything and Nick Harris' new Edible label to critical acclaim. With the title track getting spins from Jamie Jones, Marco Carola and The Martinez Brothers the release has established Lauren amongst the major players in the music scene. It's a strong addition to a discography that includes releases on the likes of Saved and Visionquest.


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Connie Shelton, Author Bibliography: Mysteries, Suspense Novels, Thrillers, Crime Fiction.
(1) Charlie Parker is a private investigator in Albuquerque (New Mexico).
(2) Samantha Sweet breaks into houses for a living — all perfectly legal as a caretaker for the USDA. But she is also the owner of her own pastry shop, Sweet's Sweets.


Theresa is a dancer, instructor and choreographer that began her dance journey 17 years ago. She started dancing from the first time her mother put her on a pair of roller skates when she was two. She has many a memory of spending countless hours in her room creating dance routines inspired by Solid Gold Dancers, MuchMusic and In Living Color; and learning moves at the Friday night community hall teen dances back in the day. The funk, groove and need to move have long been a family tradition as she comes from a bunch of crazy-musical-fun-loving East Coasters. Theresa took her first actual dance class in her early 20's and she has never looked back.
Theresa's long-time love and dance focus has been salsa. She has also trained in other Latin styles such as Cha Cha Cha and Afro-Cuban, West African, ballroom, jazz, contemporary, hip hop, funk styles and house. She has traveled to Cuba, Costa Rica, Croatia, Los Angeles, Mexico, Miami, New York, Boston and across Canada to pursue her love of dance. She has performed with Latin artists such as Puerto Rican Power, Oscar de Leon, Mendez and Eddy K. Theresa has presented her own choreographic work for Mpact: Invisible, The Cypher and Motion.
Theresa's three loves are: dance/fitness, the arts, and empowering others to love the skin they are in. As the owner and creative director of Free Spirit Dance, she is excited to share her love of dance and the arts.
Theresa is known for her high energy classes for both children and adults, creating a safe environment where students are not restricted by the opinions of others or weighed down by the troubles of everyday life. She continues to inspire others to push past personal fears and venture into the unknown in order find out new and exciting things about ourselves. She can also still rock it out like nobody's business on a pair of roller skates.


text:
Neuropsych — November 19, 2021
Gossip is a social skill – not a character flaw
Like it or not, we are the descendants of busybodies.
Nguyễn Phúc / Unsplash
Frank T. McAndrew
Copy a link to the article entitled http://Gossip%20is%20a%20social%20skill%20–%20not%20a%20character%20flaw
Share Gossip is a social skill – not a character flaw on Facebook
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Share Gossip is a social skill – not a character flaw on LinkedIn
According to a recent Wall Street Journal article, some communities in the Philippines consider gossiping so odious that they've outright banned it.
But aside from the difficulty of enforcing this sort of ordinance, should gossip really get such a bad rap?
Yes, in its rawest form, gossip is a strategy used by individuals to further their own reputations and interests at the expense of others. Studies that I have conducted confirm that gossip can be used in cruel ways for selfish purposes.
At the same time, how many can walk away from a juicy story about one of their acquaintances and keep it to themselves? Surely, each of us has had firsthand experience with the difficulty of keeping spectacular news about someone else a secret.
When disparaging gossip, we overlook the fact that it's an essential part of what makes the social world tick; the nasty side of gossip overshadows the more benign ways in which it functions.
In fact, gossip can actually be thought of not as a character flaw, but as a highly evolved social skill. Those who can't do it well often have difficulty maintaining relationships, and can find themselves on the outside looking in.
As social creatures, we're hardwired to gossip
Like it or not, we are the descendants of busybodies. Evolutionary psychologists believe that our preoccupation with the lives of others is a byproduct of a prehistoric brain.
According to scientists, because our prehistoric ancestors lived in relatively small groups, they knew one another intimately. In order to ward off enemies and survive in their harsh natural environment, our ancestors needed to cooperate with in-group members. But they also recognized that these same in-group members were their main competitors for mates and limited resources.
Living under such conditions, our ancestors faced a number of adaptive social problems: who's reliable and trustworthy? Who's a cheater? Who would make the best mate? How can friendships, alliances and family obligations be balanced?
In this sort of environment, an intense interest in the private dealings of other people would have certainly been handy – and strongly favored by natural selection. People who were the best at harnessing their social intelligence to interpret, predict – and influence – the behavior of others became more successful than those who were not.
The genes of those individuals were passed along from one generation to the next.
Avoiding gossip: a one-way ticket to social isolation
Today, good gossipers are influential and popular members of their social groups.
Sharing secrets is one way people bond, and sharing gossip with another person is a sign of deep trust: you're signaling that you believe that the person will not use this sensitive information against you.
Therefore, someone skillful at gossip will have a good rapport with a large network of people. At the same time, they'll be discreetly knowledgeable about what's going on throughout the group.
On the other hand, someone who is not part of, say, the office gossip network is an outsider – someone neither trusted nor accepted by the group. Presenting yourself as a self-righteous soul who refuses to participate in gossip will ultimately end up being nothing more than a ticket to social isolation.
In the workplace, studies have shown that harmless gossiping with one's colleagues can build group cohesiveness and boost morale.
Gossip also helps to socialize newcomers into groups by resolving ambiguity about group norms and values. In other words, listening to the judgments that people make about the behavior of others helps the newbie figure out what's acceptable and what isn't.
Fear of whispers keeps us in check
On the flip side, the awareness that others are likely talking about us can keep us in line.
Among a group of friends or coworkers, the threat of becoming the target of gossip can actually be a positive force: it can deter "free-riders" and cheaters who might be tempted slack off or take advantage of others.
Biologist Robert Trivers has discussed the evolutionary importance of detecting gross cheaters (those who fail to reciprocate altruistic acts) and subtle cheaters (those who reciprocate but give much less than they get). Gossip can actually shame these free riders, reining them in.
Studies of California cattle ranchers, Maine lobster fishers and college rowing teams confirm that gossip is used in a variety of settings to hold individuals accountable. In each of these groups, individuals who violated expectations about sharing resources or meeting responsibilities became targets of gossip and ostracism. This, in turn, pressured them to become better members of the group.
For example, lobstermen who didn't respect well-established group norms about when and how lobsters could be harvested were quickly exposed by their colleagues. Their fellow lobstermen temporarily shunned them and, for a while, refused to work with them.
Celebrity gossip actually helps us in myriad ways
Belgian psychologist Charlotte de Backer makes a distinction between strategy learning gossip and reputation gossip.
When gossip is about a particular individual, we're usually interested in it only if we know that person. However, some gossip is interesting no matter whom it's about. This sort of gossip can involve stories about life-or-death situations or remarkable feats. We pay attention to them because we may be able to learn strategies that we can apply to our own lives.
Indeed, de Backer discovered that our interest in celebrities may feed off of this thirst for learning life strategies. For better or for worse, we look to celebrities in the same way that our ancestors looked to role models within their tribes for guidance.
At its core, our fixation on celebrities is reflective of an innate interest in the lives of other people.
From an evolutionary standpoint, "celebrity" is a recent phenomenon, due primarily to the explosion of mass media in the 20th century. Our ancestors, on the other hand, found social importance in the intimate details of everyone's private life, since everyone in their small social world mattered.
Mark de Jong / Unsplash
But anthropologist Jerome Barkow has pointed out that evolution did not prepare us to distinguish among those members of our community who have a genuine effect on us, and those who exist in the images, movies and songs that suffuse our daily lives.
From TMZ to US Weekly, the media fuels gossip mills that mimic those of our workplaces and friend groups. In a way, our brains are tricked into feeling an intense familiarity with these famous people – which hoodwinks us into wanting to know even more about them. After all, anyone whom we see that often and know that much about must be socially important to us.
Because of the familiarity we feel with celebrities, they can serve an important social function: they may be the only "friends" we have in common with new neighbors and coworkers. They're shared cultural touchstones that facilitate the types of informal interactions that help people become comfortable in new surroundings. Keeping up with the lives of actors, politicians and athletes can make a person more socially adept during interactions with strangers and even offer inroads into new relationships.
The bottom line is that we need to rethink the role of gossip in everyday life; there's no need to shy away from it or to be ashamed of it.
Successful gossiping entails being a good team player and sharing key information with others in ways that won't be perceived as self-serving. It's about knowing when it's appropriate to talk, and when it's probably best to keep your mouth shut.
communicationemotional intelligenceEthicspsychologysociology
The Matrix is already here: Social media promised to connect us, but left us isolated, scared and tribal
The more you like, follow and share, the faster you find yourself moving in that political direction.
Why do women gossip? Study reveals dark, strategic reasons.
A new paper explores why women gossip about each other, and identifies some key factors that influence how women choose gossiping targets.
Gossip was a powerful tool for the powerless in Ancient Greece
Through calculated use of gossip, women, non-citizens, or slaves wielded a potent weapon against those who wronged them.
How to survive your terrible coworkers
We've all had days where the drive home has us fuming over some belittling comment a coworker made, gossip they've spread about you, or a meeting where they've taken credit […]
Research finds narcissists are not just self-absorbed, they're also more likely to be aggressive
Participants with high levels of narcissism showed high levels of aggression, spreading gossip, bullying others, and more.
Ask Ethan: Could axions be the solution to the dark matter puzzle?
The majority of the matter in our Universe isn't made of any of the particles in the Standard Model. Could the axion save the day?


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text:
In three dimensional geometry, there are four infinite series of point groups in three dimensions (n≥1) with n-fold rotational or reflectional symmetry about one axis (by an angle of 360°/n) that does not change the object.

They are the finite symmetry groups on a cone. For n = ∞ they correspond to four frieze groups. Schönflies notation is used. The terms horizontal (h) and vertical (v) imply the existence and direction of reflections with respect to a vertical axis of symmetry. Also shown are Coxeter notation in brackets, and, in parentheses, orbifold notation.

Types

Chiral
Cn, [n]+, (nn) of order n - n-fold rotational symmetry - acro-n-gonal group (abstract group Zn); for n=1: no symmetry (trivial group)
AchiralCnh, [n+,2], (n*) of order 2n - prismatic symmetry or ortho-n-gonal group (abstract group Zn × Dih1); for n=1 this is denoted by Cs (1*) and called reflection symmetry, also bilateral symmetry. It has reflection symmetry with respect to a plane perpendicular to the n-fold rotation axis.Cnv, [n], (*nn) of order 2n - pyramidal symmetry or full acro-n-gonal group (abstract group Dihn); in biology  C2v is called biradial symmetry. For n=1 we have again Cs (1*). It has vertical mirror planes. This is the symmetry group for a regular n-sided pyramid.S2n, [2+,2n+], (n×) of order 2n - gyro-n-gonal group (not to be confused with symmetric groups, for which the same notation is used; abstract group Z2n); It has a 2n-fold rotoreflection axis, also called 2n-fold improper rotation axis, i.e., the symmetry group contains a combination of a reflection in the horizontal plane and a rotation by an angle 180°/n. Thus, like Dnd, it contains a number of improper rotations without containing the corresponding rotations.
 for n=1 we have S2 (1×), also denoted by Ci; this is inversion symmetry.

C2h, [2,2+] (2*) and C2v, [2], (*22) of order 4 are two of the three 3D symmetry group types with the Klein four-group as abstract group. C2v applies e.g. for a rectangular tile with its top side different from its bottom side.

Frieze groups
In the limit these four groups represent Euclidean plane frieze groups as C∞, C∞h, C∞v, and S∞. Rotations become translations in the limit. Portions of the infinite plane can also be cut and connected into an infinite cylinder.

Examples

See also
 Dihedral symmetry in three dimensions

References

 On Quaternions and Octonions, 2003, John Horton Conway and Derek A. Smith
 The Symmetries of Things 2008, John H. Conway, Heidi Burgiel, Chaim Goodman-Strass,
 Kaleidoscopes: Selected Writings of H.S.M. Coxeter, edited by F. Arthur Sherk, Peter McMullen, Anthony C. Thompson, Asia Ivic Weiss, Wiley-Interscience Publication, 1995,
 N.W. Johnson: Geometries and Transformations, (2018)  Chapter 11: Finite symmetry groups, 11.5 Spherical Coxeter groups

Symmetry

redpajama_set_name: RedPajamaWikipedia


The team is in Arkansas, where a group has put up a bounty in exchange for proof of bigfoots' existence. To sway these skeptics, the team invites them along on their expedition, but will they be able to surface the proof needed to cash in on the reward?
This entry was posted on Sunday, January 29th, 2017 at 1:41 pm and is filed under Bigfoot, Bigfoot Report, Cryptozoologists, Cryptozoology, Evidence, Expedition Reports, Eyewitness Accounts, Finding Bigfoot, Pop Culture, Sasquatch, Television. You can follow responses via our RSS 2.0 feed. You can skip to the end and leave a response. Pinging is not allowed.
Two New Episodes of Finding Bigfoot Sunday!
A New Season of Finding Bigfoot Premieres Tomorrow Night!


While some find doing laundry to be relaxing, others find it mundane and time consuming. Regardless of how you see it, doing laundry is a necessary job. And, to help make it more enjoyable for everyone, we've come up with 7 ideas that will help you organize and arrange your laundry room situation so that you can cut down on the amount of time you spend washing, drying, and hanging.
This shelving unit is customizable with racks and shelves that can be placed at multiple levels depending on what you need to have easily accessible. It's also a great option in smaller spaces where you'll really benefit from being able to use the space above the washer and dryer.
If you lack the space to be able to dedicate an entire room to your laundry, consider putting it in a closet. It makes it easier to conceal, takes up much less space, and lets you keep all your cleaning supplies in the same convenient spot.
Designed by NORTHBOURNE Architecture + Design. Photography by Eve Wilson.
There's no easier way to stay organized than with everything labelled and in its place. With containers clearly labelled, you'll always know where everything is and when it's time to stock up.
If you have tall ceilings, make use of that space with hanging racks. It'll allow your laundry to air dry faster and keeps your clean things off the floor.
It seems that nearly every time a load of laundry goes through the cycle, there's one sock that gets eaten during the process. It usually turns up later, but until it does, keep the other sock in a place where you'll be sure to find it.
If a permanent hanging rack isn't possible in your space, a foldable one may be a better solution. When they aren't in use they hardly take up any space, they're a great way to save on energy bills and they let you air dry your clothes even on rainy cold days.
Minimize the amount of time you have to spend in the laundry room by pre-sorting your laundry. A three-in-one hamper easily lets you toss colors in one bin, darks in another, and whites in the last, making it easy to dump in a load and get on to the next thing.


text:
Q: Storing an array in C Context: I need to write a program that will accept inputs which will be stored into the array. Before storing in to the array, the inputted number must be checked if it already exists in the array or not. If it does not exist, it is stored into the array. If it exists, another input will be asked.
Now, my code will get inputs from the user, but the code will only work for the first input. It won't work for the second until the last input. Any pointers?
This is my code:
#include<stdio.h>
#define size 5

main()
{
int i;
arr[size];
input;

printf("This program will accept ");
printf("unique inputted numbers that will be stored");
printf(" in an array\n");
for(i = 0;i < size;i++)
{
    printf("Enter input: ");
        scanf("%d",&input);

    if (unique(arr,input,i))
        arr[i] = input;
    else
        i--;
   //decrement i because ask for input again
}
for(i = 0;i < size;i++)
    printf("%d ",arr[i]);

}

int unique(int arr[],int input,int i)
{
int n, z;
n = 0;
z = 1;

while(i > n)
{
    if(arr[n] == input)
    {
        scanf("%d",&n);
        z = 0;
        break;
    }
    else
        n=1;
        break;
}

return z;
}

A: Your code is wrong at multiple levels:

*

*The logic in the unique function is wrong.

*Doing the scanf in the unique function is extremely bad design. The only thing unique should do is return 0 if input is already in the array.

*You have used implicit variable declarations here: arr[size]; input;, it should be int arr[size]; int input;.

*You should use descriptive variable names which makes your code easier to understand.

This is a working example (explanations in comments).
#include <stdio.h>

#define SIZE 5   // use capitals for macros (this is a convention)

int unique(int arr[], int value, int arrsize)
{
  for (int i = 0; i < arrsize; i++)
  {
    if (arr[i] == value)
    {
      return 0;   // value found in array
    }
  }

  return 1;       // value not found in array
}

void Test(int arr[], int arrsize, int value, int expected)
{
  if (unique(arr, arrsize, value) != expected)
    printf("Test failed for value %d\n", value);
}

void runtests()
{
  int arr[] = { 1,2,3 };
  Test(arr, 4, sizeof(arr) / sizeof(*arr), 1);
  Test(arr, 1, sizeof(arr) / sizeof(*arr), 0);
  Test(arr, 3, sizeof(arr) / sizeof(*arr), 0);
}

#define size 5

int main()
{
  int i;
  int arr[size];   // declare int variable
  int input;       // declare int variable

  printf("This program will accept unique inputted numbers that will be stored in an array\n");

  for (i = 0; i < size; i++)
  {
    printf("Enter input %d: ", i + 1);
    scanf("%d", &input);

    if (unique(arr, input, i))  // value already in the array?
      arr[i] = input;           //  no => put it there
    else
    {                           // yes => ask again
      printf("  >> %d is already in the array\n");
      i--;
    }
  }

  for (i = 0; i < size; i++)
    printf("%d ", arr[i]);
}

There are two more functions Test and runtests in this code. They are not called by this code, but they can be very useful for debugging. As an exercise try to understand why they can be useful during the debug phase of your code.

A: You're close, but overcomplicating it slightly.
Let's take a step back and think about this at a high level.  You want to store unique inputs in the array, up to the size of the array.  In pseudocode:
while array not full
  prompt for and read next input
  if input not already in array
    store input
  else
    write a message
  end if
end while

What's really key is that you only need one input statement - your unique function should only check for the presence of the input value in the array and return true or false.  It shouldn't do any input of its own.
So your main loop is more like
while ( i < size )
{
  fputs( "Gimme a number: ", stdout );
  /**
   * Break out of the loop if there's an error
   * on input.
   */
  if ( scanf( "%d", &input ) != 1 )
    break;

  if ( unique( arr, i, input ) )
    arr[i++] = input;
  else
    printf( "%d already exists in the array, try again.\n", input );
}

All your unique function needs to do is cycle through the elements of the array.  By calling unique with i instead of size it will only check array elements that have been written to so far and not bother with unassigned elements.  This way you don't have to make sure that all of the array elements have been initialized to some known, out-of-band value that's guaranteed to compare unequal to any valid input.
You'll need to compile against C99 or later and include stdbool.h to use the bool type and the true and false constants.
#include <stdbool.h>
...
bool unique( int *arr, size_t size, int input )
{
  bool result = true;

  for( size_t i = 0; i < size && result; i++ )
    if ( arr[i] == input )
      result = false;

  return result;
}

If you want to get really terse, you could directly assign the result of the Boolean expression to result:
   for ( size_t i = 0; i < size && result; i++ )
     result = (arr[i] == input);

but people will hit you.  It's perfectly valid code, but a little eye-stabby, and most programmers aren't used to seeing Boolean expressions outside of an if, for, while, or switch statement control expression.
Finally, some suggestions:

*

*Fix your formatting.  The compiler doesn't care, but it makes it easier for other people to understand what you're trying to do and to spot mistakes.

*The presence of main() in your code suggests you're using C89 or K&R C.  C99 did away with implicit int declarations.  You really should define main as either int main( void ) or int main( int argc, char **argv ).  Furthermore, you should move to a compiler that supports later versions of C (C11 or C18).


text:
Q: .before() and .after() I have been trying to write a program which has to look whether a certain time from a csv file is after or before some values.
However, I get the following error:
javaFiles\testing.java:116: error: cannot find symbol
                                        boolean before = result.format(formatter).before(calc);
                                                                                ^
  symbol:   method before(LocalTime)
  location: class String
javaFiles\testing.java:117: error: cannot find symbol
                                        boolean after = result.format(formatter).after(calc2);
                                                                                ^
  symbol:   method after(LocalTime)
  location: class String

This is the code that gives the problem:
LocalTime calc = LocalTime.parse("06:00", formatter);
LocalTime calc2 = LocalTime.parse("17:30", formatter);

//before and after , if true its night
boolean before = result.format(formatter).before(calc);
boolean after = result.format(formatter).after(calc2);

For the full code please see https://pastebin.com/5EGurJig so I dont have to spam it here

A: I don't know which class the variable result has but you are calling before and after on String, since the result of the format call is a string. So if result is a LocalDate as well, you can just use:
boolean before = result.isBefore(calc);
boolean after = result.isAfter(calc2);