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Chennai : Prorganiq, a leading provider of natural and organic supplements, has announced the launch of their new, innovative health product '24-in-1 Mega Superfoods'. The new product packs a powerful formula of 24 different essential greens, veggies, fruits, and herbs into a single capsule and delivers an improvement in its user's general health and well-being. Filled with amino acids, vitamins, and minerals, 24-in-1 Mega Superfoods is 100% plant-based and offers a gluten-free, GMO-free dietary supplement that is aimed at helping people live a healthier lifestyle.
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24-in-1 Mega Superfoods is comprised of a rich palette of powerful superfoods including greens, veggies, fruits, and herbs. The antioxidant properties of wheatgrass rejuvenate the body while ginger improves digestion. Turmeric offers a natural blood purification and fights inflammation while acai berry improves brain function and eliminates toxins. These are just a few of the vital superfoods that are in 24-in-1 Mega Superfoods which contribute to its user's daily dose of energy and good health.
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Prorganiq's Director Surya Kumar had this to say about the product launch: "We take pride in being able to bring an innovative product to the natural foods market that helps our customers live healthier lifestyles. Our focus has always been to help provide our customers with a safe, reliable, and powerful product line that enhances their health, and 24-in-1 Mega Superfoods is the perfect addition to that product line. Our customers consider us to be the gold standard of nutrition supplements and we're happy to maintain and even exceed that standard."
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subset: commoncrawl


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In the aftermath of the killing of 19 children and two adults in an elementary school in Uvalde, Texas, there is a lot of discussion — and argument — about what we should do to prevent shootings like this from happening.
In the midst of all the back and forth between banning guns and arming teachers, there is an important question that cannot be lost: what does it do to a generation of children to grow up knowing that there is nowhere they are safe?
There is increasing research that growing up amidst violence, poverty, abuse, chronic stress, or even chronic unpredictability affects the brains and bodies of children in ways that can be permanent. These adverse childhood experiences put the body on high alert, engaging the flight-or-fight responses of the body in an ongoing way. This increases the risk of depression, anxiety, and substance abuse, but it does so much more: the stress on the body increases the risk of cancer, heart disease, chronic disease, chronic pain, and even shortens the lifespan. The stress on the brain can literally change how it is formed and wired.
Long-term effects on a generation
Think for a moment about what this could mean: an entire generation could be forever damaged in ways we cannot change. The ramifications, not just for their well-being but for future generations and our work force and health care system, are staggering: stress like this can be passed on, and affects parenting.
As we talk about arming teachers and increasing armed police at schools, it is important to remember that research shows that the more guns, the higher the risk of homicide. It's also important to remember that many children die every year from unintentional shootings in the home. In fact, guns have overtaken motor vehicle accidents as the leading cause of death in children. The idea of "arming the good guys" is an understandable response to horrible events like Uvalde, Parkland, and Sandy Hook, but the data would suggest that it may not be the most successful one. Violence begets violence, and guns aren't reliably used the way we want them to be.
It's not just guns, of course. There are other stressors, like poverty, community violence, child abuse, racism and all the other forms of intolerance, and lack of access to health care and mental health care. The pandemic has likely forever altered this generation in ways we cannot change, too.
The communities our children are growing up in and the world they are growing up in are increasingly becoming scary places. If we care about our children, if we care about our future, we need to stop fighting among ourselves and come together to create solutions that support the health and well-being of children, families, and communities. We need to nurture our children, not terrify them.
About the Author
Claire McCarthy, MD, Senior Faculty Editor, Harvard Health Publishing
Claire McCarthy, MD, is a primary care pediatrician at Boston Children's Hospital, and an assistant professor of pediatrics at Harvard Medical School. In addition to being a senior faculty editor for Harvard Health Publishing, Dr. McCarthy … See Full Bio View all posts by Claire McCarthy, MD


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The Widow
Based on real events. In a densely forested area north of St. Petersburg people have been going missing for three decades. The few corpses ever found were naked. On October 14, 2017 a team of volunteers went out into the woods in search of a missing teenager. Soon, all communication with them was lost. Locals believe they were taken by the same dark spirit that took the others. They call it the Limping Widow.


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Oct 29, 2006
AW Pricing
This post appears (or may no longer appear depending on when you read this) in a thread concerning statistical graphs charting the massive losses in user base since 2001. For those who do not know, the main address for the active worlds forums is simply: forums.activeworlds.com and for as long as the thread exists, you may click on this link here to follow it's recent progress in the community. I thank you for your time in advance.
If the people in here are willing to keep it civil - meaning no total rampages or loss of tempers, then I'm more than willing to discuss this like a rational human being, this also applies to AWI (stonewalling, aggrevation, closing this thread, deleting this thread)This is an issue, and just because it's been ignored for nearly six years now doesn't mean it went away, it simply means it was ignored for six years while somebody hoped it would go away.
Whenever the topic is raised over the past years, it always leads to the same results. I have yet to see an overwhelming response saying that they thought the prices were fine.I also wanted to clear this up ahead of time - the people in the forums constitute the active and diehard users of this software. The opinions in this thread (at least by myself) do not mean I hate AWI or are trying to spread negativity. I am voicing my concerns, discussing rationally and bringing hard data to the discussion of why the prices are too high. This is a seperate concept than "I Hate AWI" or "We're trying to destroy the community".
We are clearly not doing either if we are backing with numbers, offering reasons for change, and doing so showing that these methods can actually be beneficial for both the community as well as the company. I fail to see how this is detrimental in any fashion - so I beg all involved (including AWI) to leave that baggage claim at the door.
There is a definite correllation between the numbers on those graphs and the price hike. The other thing I was thinking of while looking at those graphs was that they represent around 250 - 300 citizenships a month at $70 a year for nearly six years.
One observation from that is at their peaks they were charging $20 a year but had citizenships nearly at 3,500. We currently see an average of 150 - 400 users in here at any given time. So this indicates that the turnover for citizenships is also much higher since the price increase (whereas 300 new citizens a month for six years didn't seem to add to the overall user base).
What this leads me to is that when they are seeing 1/10th the userbase and subscriptions at quadruple the original price, while at their best before they raised the pricing they were seeing ten times the subscriptions at 1/4 the price. Some basic math with these figures shows they are making much less revenue from the higher citizenship prices than when they were lower.
One possible reason, and I can understand this to a degree, was that during that time there was indeed an open letter to the community about how they would not be able to create a version of the browser past 3.3 (indicating they were possibly about broke at the time). So for a short term gain, and to return to fiscally responsible numbers, they opted to raise prices and cut back on some of the features (like tourist access). For a short term gain, this was just fine, but they should not have decided to keep this as a long term strategy because it would have (and has proven to) do more damage than help in the long term scenario.
One of the other concerns I have are with AWI's assertion that:
1. They have no competition
2. They are not Second Life, nor are they trying to be.
3. AWI is successful.
4. The pricing is comparable to other MMORPGs
Without going on a rampage or screaming obscenities in this thread, I would like to address these point for point. These are not taken out of context, but simply in some visible order so we may discuss these things and maybe see their line of logic (at best).In a manner of speaking, all four of those points are directly interconnected and rely on each other in some fashion. If you were to call AWI today and ask them personally, I am sure they would agree to those points and that they believe in them.
Here is why they concern me; This topic came up again after the original thread was deleted in an area of outside discussion. During this discussion the following graph was also presented. Presented by MMOGChart.com, this is a statistics site that deals with Massive Multiuser Online Game statistics comparing all of the major MMOG game based on Users participating.
The thing here is that, in one breath AWI claims to be comparable to other MMORPGs (at least in price and if you ask them they feel also in quality and experience). This is a fine stance for a company, but there comes with it a major problem to their line of logic.
On a statistics site which tracks the major MMOGs, there is clearly representation for Second Life (with around 70,000 users as of that update) and also There (for which the graph abruptly stops possibly due to lack of activity). So, we now have a problem with the line of logic, being that AWI says they are not Second Life and they are not trying to be Second Life - which is fine. But they are also saying they "have no competition" and that they are comparable to MMORPGs (again, at least in pricing though they feel this experience is also worth it which leads to a direct comparison with other MMOG)
The problem is, on this graph, Active Worlds, in any form, is not listed. Even if it were to be listed (simply do a side by side comparison of this graph with the other AW specific graph in this thread) you would realize that as an MMOG they are dead last in most respects.
Again, I reiterate that I have no desire to ridicule AWI about this, or as I have been accused before, to "tear apart the community or hold this browser hostage". To say I am gravely concerned with these numbers, and be willing to voice these concerns in public means I do not fear the problem, nor will i deny there is a problem.
As a citizen of this system, I am willing to discuss it with others in a calm and rational way - while possibly finding solutions. I want only to see that the company involved is also willing to do this, and I may add that stone walling the issue or marginalizing it as a non-issue does nothing for finding reasons or solutions - those are merely tactics of an entity that have no useful arguments for their point.
Secondly, this is far more than a simple "temper tantrum". I would like to get that out of the way early in this thread as well. Tantrums have no reason and no proof to explain why things should change. Discussion and rationalization requires a little research and proof, of which we have, and I am sure we can easily find more if the need arises.
To summarize my points:
1. AW is not the current leader in the market.
2. They have competition
3. The current pricing has been shown to be excessively high
4. Current pricing has shown to be actually creating a long term loss
5. The original $20 per year was shown to have brought in more money than current $70 per year.
6. If AW wishes to compare to MMOGs, that is fine though they should face the reality that they are absolutely last in the active market.
7. AW can learn alot from it's competition.
8. AW is successful, but only through the sales of servers which is now it's real revenue source.
They may not be Second Life nor do they want to be, but if they are implementing the same types of features as Second Life, Saying they are comparable to MMOGs, and pricing in that realm - they might as well take a good look at how Second Life and other MMOGs are implementing these type of features too. (Walks like a duck, talks like a duck, and looks like a duck then it's a moose?)
Just because you stopped charging tourists automatically didn't make it free if you started charging world owners to allow them in the worlds. Changing my shirt more than 3 times a year doesn't cost me $30 for a review process. I can buy virtual clothing in other programs for about a dollar and change up as much as I want after the initial price of the item for no additional cost.
Please face the facts, AW is in competition with the likes of Second Life. It's nothing to be ashamed of. Just learn from your competition and prior mistakes in order to move on and be better, that's all.
AW Universe is also a flagship product. When people search for Active Worlds, this is what they normally get in the results. If you are trying to sell this product, it's a good idea to make your floor model the best it can be. When potential server clients see a bustling, happy and large user base with the floor model - it's easier for them to visualize what it can do for them.
I feel that if I were actually willing to walk away and leave this topic alone, then that would contribute to tearing apart what community there is left and abandoning the environment that I have been a citizen of since 1998. Many good years. I cannot ignore it for that sake alone.
Oct 28, 2006
Interview with Inactive Worlds
As we walked up to the offices that cold October day, I couldn't help but remember the situation we were in the last time we had been invited to do an interview with Bob Stoll, CEO of Inactive Worlds. While the issues we brought up were incredibly valid, and in most cases has proof to back them, the interview itself seemed pointless. That and we were kindly escorted off the property by the very real security at the time.
I could only wonder what this trip would be like, and if we would finally get some straight answers. This is 5 years later, and Inactive Worlds still has the same issues it did the first time. The general consensus seems to be among most of the active and oldest users of this software that the pricing is still out of control. I knew this was going to be a touchy subject, so I simply prepared myself to be escorted again off the property...
Darian Knight: So, Bob... long time no see :)
Bob Stoll: Who let you in here!?
Darian Knight: You invited us for the interview... remember?
Bob Stoll: Oh, that's right. You actually got past the security guards? [mumbles under his breath]
Darian Knight: Umm yeah. So shall we get on with this interview?
Bob Stoll: Of course! Inactive Worlds is always glad to be of service to the community! [smiles]
Darian: Ok then. I guess the thing that is burning in people's minds is "Why are the prices for Inactive Worlds so high, and why are features that are a given elsewhere being considered "an additional option" for a price in here?
Bob: First, I would like to state that we do not charge for extras. There is a simple flat price of $6.95 a month or $69.95 a year for citizenship. I am not sure where you are getting your information from, but it is wrong. Our pricing is comparable to other MMORPGs today.
Darian: Actually... I was referring to things such as Voice Chat in worlds, Customized Avatars, Personal Avatars, and Tourist Access. These are all "optional" add ons for a world or user correct?
Bob: Mostly for world owners, yes. Voice Chat is not vital to the user in operating the software, nor is a personalized avatar. Therefore they are deemed optional and thus will have an additional charge involved.
Darian: But in places such as Second Life, Voice Chat is not additional, it is a part of the entire system as a given. As well as being able to personalize your avatar - for instance in SL it may cost me a couple of dollars to change my shirt whereas by this browser it may cost me $30. The difference being that in Second Life I keep my other clothes that I have bought and can change into them whenever I want for free. In Inactive Worlds, I would be charged $30 for the review process for each change, even if it was a shirt.
Bob: While that is an amusing comparison, Inactive Worlds is not trying to be Second Life. In fact, Inactive Worlds has no competition at all.
Darian: Didn't you just say that Inactive Worlds is comparable to other MMORPGs today?
Bob: Yes, that is correct.
Darian: And wouldn't that put you in the same market as them?
Bob: Sure, but Inactive Worlds has no competition, so it's not our concern.
Darian: Well, judging from the numbers, Second Life is considered an MMORPG. Which in turn puts you in the same market as Second Life. Though saying Inactive Worlds has no competition seems slightly skewed. In this market, it seems the competition doesn't view Inactive Worlds as competition in the least.
Bob: How do you figure?
Darian: We are referring to the updated graph and tracking of MMORPGs found here. [hands him the graph]
Bob: So what is this supposed to prove? Inactive Worlds isn't even listed on this graph.
Darian: Well that's mostly the point I am making. If you are comparing your services to MMORPGs and saying the pricing is on par, don't you think the browser itself should be on par with your competition? At least have comparable numbers for users? Your user base is so low it would barely register on that graph compared to any other system listed.
Bob: I already told you, Inactive Worlds doesn't have any competition. And besides, we are working on rebuilding our user base, you know that right?
Darian: It's very possible that the pricing will play a large part to hinder your attempts in that direction.
Bob: I disagree.
Darian: Alright. So how do you justify the inflated pricing that is still in place, six years after the price hike devastated your user base numbers? According to the numbers, Inactive Worlds has yet to recover from that day, where you used to have nearly 3,500 new users a month, since that time (six years now) the company is lucky to break 300 new users a month. You are operating at 1/10th the user base for four times the citizen price. According to the numbers, you are taking a huge loss every month for the past six years in the revenue from citizens versus what you were making with the pricing set to $20 a year.
Bob: Amusing. And what do you have to back that claim?
Darian: This graph here
Bob: We will not change our prices. They are comparable to other types of MMORPGs out there. Are you saying this isn't worth $6.95 a month?
Darian: Yes.
Bob: Why do you insist on dredging up a six year old grudge against Inactive Worlds? Do you not like the community so much that you would try and tear it apart, and hold the company and it's software hostage? This is just yellow journalism, that's what this is.
Darian: Well, first off, I'm not simply dredging it up. It has been an issue since day one and has not been sufficiently addressed for nearly six years now. It is painfully obvious simply from the numbers alone that after six years, the 90% of your user base did not return and you are at the same levels as when you increased prices. Secondly, I love this community or I would not be here - that I have the tenacity to call you out on obvious delusions does not make me a yellow journalist, nor a hater of Inactive Worlds or the community (whatever is left of it), it simply makes me a very concerned customer. As for trying to hold the software and company hostage, the only time in history when this has been actually done was during the price hike itself by Inactive Worlds. [at which point I hand him this set of letters].
Bob: We didn't have a choice back then. We had to increase the prices because we were on the verge of closing down operations.
Darian: I understand that fully, Bob. And Inactive Worlds as a company were right in asking for the support of it's community during it's darkest hour. Everyone in the company were once citizens just like us, and part of the community. Back then, when there was an issue in the community we had a voice and Inactive Worlds listened. Back then you remembered your roots. But after that increase in pricing, many of the community voiced that they could not afford such payments and over 90% of your user base left. Now those of us who stuck it out are being ignored with the now (still) important issue you never addressed to begin with. You are a stable company now and in the black, and suddenly we no longer have a say. Or we have a say if it agrees with your company and only then. We feel hurt and betrayed after 6 years.
Bob: You're lucky we even listen! How many companies actually listen to their customers? We don't need to listen to any of you! It's a privilege just to get a response from us.
Darian: I am sorry you feel that way. I feel Inactive Worlds is lucky that only 90% of the community walked out on them and not 100%. They are lucky they didn't get swallowed by an investor when their stock nosedived and they were delisted. You are lucky that you have a community that is so devoted to your company that they are willing to pay you quadruple the price for a product that doesn't even come close to it's competition. You are lucky we stuck around for another six years, patiently waiting for a product that was comparable to other MMORPGs of the day. You are lucky we try to tell you what is bothering us instead of doing what most customers would do and just walk away and leave you to go out of business. You have no idea how lucky Inactive Worlds is for having us as a community. We are not just a couple of people throwing a temper tantrum - we are the ones who kept your company alive when it was ready to cease operations.
Bob: So what are you trying to say? You act like we owe the community something.
Darian: At this point, you owe them your job and company. But all they actually want is fair pricing. If they do not get it, you will lose your company. You lost 90% of your user base on your flagship universe, you are slowly losing the other 10%. If you cannot compete, your company will fold - and this time your community will not be there to save you. There was a time when you actually listened and this was driven by the community because you were an active member of the community yourself. Why not try going into the community and asking them , one on one, if they believe the pricing is too much.
Bob: We don't need to. The pricing is completely fair and will not change.
Darian: Even if you are taking a massive loss comparatively from $20 a year? Why would you advocate financial loss and a 90% loss of user base for a short term gain? The gains you must have seen back then to enable you to reach fiscal responsibility surely have worn off maybe a year after the fact, thus creating a long term loss. It doesn't make sense.
Bob: We don't make our money from the citizenships in Inactive Worlds, we make the bulk of our revenue from the sales of servers to corporate clients and businesses. So whatever loss you are talking about due to pricing is inconsequential.
Darian: Wait... your main source of revenue is from the sales of servers, which justify taking a consistant and massive loss of user base and citizenship revenue for nearly six years and running? Why take losses when you clearly do not have to? Especially if returning the fee to it's original level would dramatically help to increase the user base to the levels they were at before the price increase?
Bob: We cannot afford to lower the prices of Inactive Worlds citizenships. And besides, $6.95 a month is comparable to any other MMORPG on the market today. This is a free market, if you don't like the prices why don't you go where you think your dollar will be better spent? You don't have to be here, you know.
Darian: Inactive Worlds has got to be the only company in history that is dumb enough to tell their customers to leave if they are not happy with their product. Did you learn nothing the first time around? You lost 90% of your original customers.
Bob: This isn't the only server, you know. We have hundreds of galaxies and universes around the world for many clients. So it's not like this community really matters. We could shut it down today and continue on with our clients.
Darian: What makes you think other clients would trust in your company's ability to effectively run a successful 3D environment system for them if you can't do it yourself? You have already lost most of your credibility as a company, you have lost 90% of your base citizens and not gained them back and if you treat the people who stuck by your side in your darkest times like this, how are you treating just mere clients?
Bob: This means nothing to us. Inactive Worlds is the leader in 3D Internet Environments and has no competition. Our pricing is more than fair and will not be lowered, and that is that.
Darian: Ok fine. Can you explain then how since 3.2 of the software (possibly earlier) it has been possible to create photo realistic models and avatars, yet the closest thing anyone has seen to this is in a world called VR5? They are not associated with Inactive Worlds are they?
Bob: No they are not. They are a third party company and have no association with Inactive Worlds officially, I would like to make this perfectly clear.
Darian: That is fine. So how is it possible that a third party company with no association with yours and a dedicated three person staff for that world manage to vastly increase the quality of the system in ways that your own company have not in over six years with budgets of a quarter of a million dollars, but in a matter of 12 months with orders of magnitude lower funding? I mean, we're talking quality levels that are beyond your best competition - photo realistic. This is ten times better quality than even Second Life using a browser that was thought to not be capable of such detail.
Bob: I will not comment on that other than to say that we are looking into these methods.
Darian: You mean copying them, right?
Bob: No, I mean we are looking into making this software better and more comparable to other MMORPGs today. We are currently working with another company to create a MMORPG named Piko Island, which will have many advancements over our current 4.1 release of the software.
Darian: Yes, I read some of their forums prior to this interview. One of the testers had mentioned that the graphics look blocky and that they hoped the new version would look better. So tell me, are the new avatars for Piko Island going to rival the quality of the Adam Experiment in the world VR5?
Bob: I am not at liberty to say. Piko Island is a closed project.
Darian: Well, with the amount of money involved with a server like Stagecoach Island, I would have imagined that the environment would have looked a little better - or at least the avatars. Tell me, how is Stagecoach Island doing these days, surely they must be filled to the hilt with users like I saw around when they first opened up.
Bob: Well it is mostly empty now with a handful of users trickling in now and then.
Darian: So who were all those people I saw in there around when they first opened?
Bob: Those were mostly the original Inactive Worlds community checking out the new features of 4.1 before we released it for our main universe.
Darian: Wow, must have made your client think that the advertising capacity and claims you made were true. They must have been completely amazed at the traffic they were seeing. I wonder how they feel now that they have a nearly empty system after the majority of the Inactive Worlds community came back here... I wonder if they think the money was well spent...
Bob: I refuse to comment on that, and it is none of your business.
Darian: Ok, Bob. All I'm trying to say is that even after six years, the prices are still considered too high. It was painfully obvious in the thread for Inactive Worlds forums that the majority felt this way.
Bob: What thread? I don't see any thread about pricing.
Darian: That is because it was deleted by Inactive Worlds staff.
Bob: Besides, that wasn't the majority. We received hundreds of emails and messages from the community saying how much they were enjoying the environment and that they love our software.
Darian: More than likely because they were expressing that the prices are too high, but this doesn't mean they hate the company of the software. They want to make sure you know that these are two separate issues and should not be intertwined for the sake of making people look like they hate the company or it's product. You would never try to create a correlation between dislike of the prices and hating the company and community, would you?
Bob: [...]
Darian: Or attempt to pin the actions of the entire thread on a single person in order to marginalize it's importance as just somebody trying to tear apart the community, would you? It's not like you accused somebody of being a ringleader... did you?
Bob: [...]
Darian: I see. So an honest question was asked, and a large number of people showed up to answer both honestly and constructively. Offering both their voice that they felt the pricing was too high, but also many ideas (many backed with solid proof) on how to correct the situation. Some were very angry (which is expected) and others just trying to be useful by doing what the community did best - coming together to try and solve a problem put in front of them. Many solutions were offered with what seemed to be very good research behind it. Some of the ideas were trivial at best, while others could have been considered just plain logical and sound business. The majority of that thread agreed with each other on the one point that the prices were too high and -
Bob: It wasn't the majority! We have plenty of users who go about their daily use of this software completely oblivious to your little war in the forums. They are very happy, and don't need to hear about the negative attitudes you portrayed against the community and the company in that forum. You did a larger disservice to everyone by even saying you were unhappy with the pricing and the current state of the company. You should be ashamed of yourself!
Darian: Would you care to wager that?
Bob: What are you talking about?
Darian: Open a thread called Inactive Worlds Pricing. Place a link to it from IWGate so a larger amount of people even know they can say something. And If I and even StrikeMan agree to say only one post, do you believe people will agree the pricing is fair?
Bob: Of course.
Darian: Then open the thread :)
Bob: We don't have to. We already know the pricing is fair and comparable to MMORPGs which is why we will not be lowering it. We are a successful company and we do not have any competition. This subject is done and I refuse to talk any longer about it.
Darian: Ok...
Bob: If you have any other suggestions besides those concerned with pricing, we will be glad to listen. Thank you.
Darian: [...]
Bob: Ok then. I think I have proved our point very clearly now. I'll have securi-
Darian: That won't be needed. We'll show ourselves out. Thank you for your time.
So six years later, and still no concrete answers. At least not from the company themselves. For the rest of us, we have the real figures and numbers involved and are not afraid to address them. I left that day in total amazement that after even this many years of not recuperating from that initial loss, that they would still outright deny anything was wrong.
I sat back in the van as we pulled out of their parking lot, the snow flurries beginning to fall. "Ya know, CP." I said to my colleague, "I can't hold it against them any longer". CP turned to me as we drove, "How could you not?".
I finally had found the answer I was looking for after all these years. I took a sip of my coffee and replied "I simply think they have never recovered from their delusions of grandeur from when they were the only company doing this. They simply do not see the real world like the rest of us anymore, that there is competition and they are being beaten. They simply refuse to see it".
CP kept driving, apparently in thought. "Ya know... that makes sense." he said, "I guess after all of those years on top, none of them could stand to accept that they are now dead last, a kinda shell shock so to speak...". I took another sip and gazed at the gently falling snow... "Too bad this will probably be the last time we do an interview with them..." I replied.
Without breaking his gaze on the road, came the reply I was waiting for: "But you have to admit. We had a hell of a time."
A smirk appeared at the corner of my mouth... yeah, we had one hell of a time. And the memories are more than worth it.
Oct 16, 2006
Virtual NES
- Super Mario Brothers
- Metroid
- Marble Madness
- Kung Fu
- Pacman
- Rad Racer
- Legend of Zelda
- Castlevania I
These games require the latest version of Java which can be downloaded here in order to play.
Again, these games are extremely experimental in nature, as a Nintendo Emulator has really never been run within the AW environment. So far, it is not entirely likely that you will crash when using these games, though because AW itself is 4.1 and still buggy, the two running together could cause a problem.
If you are experiencing problems running any of those listed games in our arcade (BSOD or whatever) please send a telegram to Darian Knight (me) and let me know what was going on when it happened so I can relay this to Jamie Sanders (the programmer). Some older video cards may experience problems while running both AW and this emulator, so please make sure all of your drivers are updated before giving this a try.
Over the next week or so, it is anticipated that some new features will be worked into the Java Emulator specifically with Active Worlds use in mind (sound toggle, etc).
The most answered questions so far:
Q. How to I quit a game?
A. Just like any other game from our arcade - click the X button in the top LEFT of the browser itself. Not the X to close the browser, there is another X button that will exit the HTML from the 3D view. I may ask Jamie to implement the close button on the pages themselves. For those who have lost their X button on the top left, simply teleport someplace to get out of the screen.
Q. Help! My computer just randomly had a Blue Screen of Death!
A. Depending on the age of your video card, this could happen. Nothing serious, we assure you. Running two applications that are vying for graphics capabilities (or sound) can be demanding on a system of lower specifications. I have had this happen randomly on my 6 year old laptop because of the Nvidia GForce2Go card installed. There may be an update for your card availible to correct this (in my case there isn't an update for this card).
Q. Are these games legal?
A. The only definitive answer we have found is Yes. No ROMs are being copied to your local hard drive, so no copyrights are being broken. There is another Java Emulator that uses this technique for profit called NESCafe (they have advertising built into the emulator), and Nintendo of America has yet to give them a cease and desist order (after years of business). Virtual NES uses the same technique to load the games dynamically, so we are within the legal clear.
Q. What is so special about this version of Virtual NES? I mean, why couldn't we just link to games from his page and just bypass you?
A. Jamie has the main individual pages locked out for direct linking. He is slowly creating pages formatted for use in AW_3D target (meaning 1x size, lower sound requirements, etc). As well as retooling the actual emulator itself to be optimized for use in an AW environment (as opposed to the original which is optimized for a web page and has higher requirements).
Q. Big deal. So you are adding games to a virtual arcade in AW, it's been done before.
A. Sure. When was the last time you played the entire Nintendo library from within AW? The answer is never. This is a first in AW history, not just single flash games or a singe java game on a machine, but a single emulator Java code that can play the entire Nintendo library from a single site. That is the revolutionary part.
Q. What keys do I use to play these games?
A. The A and B buttons are the letters A and Z on the keyboard. The Start button is ENTER and the SELECT button is the Right Shift key (under the ENTER key). You also need to click on the game once to activate control of it.
Q. Original NES games? That is so old...
A. I don't see you making anything better...
As testing continues, I will add more games to the arcade. There are currently 350+ titles availible to play, so I am sure this wll keep you incredibly busy for many hours :) Enjoy! And when we are finished implementing and testing, we will make all of the links availible for all builders to use across Active Worlds.
Looking to the Future (With my Game Genie close by) - Darian Knight
Oct 6, 2006
And Now For Something Completely Different...
Testing our recent idea of anchoring an entire building to a small mover placed underground in order to make the building visibility independant.
Of the buildings so far using this in our world: Ground Zero and Starbucks. Works nicely even when you drop visibility to 30, they remain visible well past 30 meters of your visibility. Also using this idea - the rain particle effect around GZ. Extending the visibility of the rain farther than normally posible with a Particle Effect on it's own.
This proof of concept was put together to show the use of an Anchor ability for objects and particle effects - while the anchor option for Particle Effects should also allow the creator to arbitrarily set its visibility manaually (for effects like weather).
The Anchor checkbox would obviously only be availible for CT and as an option in World Properties (Enable Anchors).
Change of Lighting
Have been tweaking the lighting in our world so it's a bit more realistic for night time (or twilight). You will now notice a Moon in the sky as well as things looking a bit different in our world (we have been working on making the lighting properly reflect night time and moonlight)
Fixed the Arcade
The arcade was mostly not working as of recent, due to the secondary domain address being down. I quickly corrected this and switched the games over to the first domain prefix.
New arcade building sits behind the current one, and is being worked on by Wes to take the place of the one we have now. Hopefully we get a photorealistic arcade machine to go with it :) We'll see.
Oct 5, 2006
Bad Mojo Be Damned!
The solution for this is to simply allow it to expire lock, stock and barrel and renew from scratch. In the meantime, the main domain http://www.vr5-online.com is very much operational, and there should be no real drawbacks to the temporary loss of our secondary domain.
In Other News
Autolook is now enabled on the majority of our avatar selection. I know it took us long enough... but finally it's enabled, so your avatar should now move a little more realistically. It definitely made a difference versus the older, stiffer movement.
As a side note, I noticed that the Formal Butch avatar we "borrowed" from COFMeta as well as the Becca avatar look so much better with Autolook enabled on them! Btw- when I say we "borrowed" those COFMeta avs, I mean that they are not resident on our servers, but instead being called directly in the avatar.dat file from the COFMeta OP.
This was done not for the purpose of stealing content from AW, but to demonstrate the ability of reversing the avatar replacement that the SWCity patches do for ActiveWorlds where they add avatars with extra animations for use in Alphaworld, but only people with that patch will see it.
The COFMeta folder in our Avatars list is a working proof of being able to add animations to avatars from other servers and make them also universally seen in a world (as opposed to needing a specific patch).
Just one of the many successful experiments from the City of Nidus ;)
Galaxy Update
It'll take us longer than expected to move over to a galaxy - but we are trying to do this before our world expires in 2007 June. Alot of things going on in VR5 leading up to this, so please be patient. I'll try to keep everyone up to date as I get the information...
Emulation Nation!
Jamie Sanders of vNES fame is currently working with us closly to implement his now popular Java NES Emulator within our world as his own arcade! What does this mean for you? Literally *hundreds* of classic NES titles at your disposal to play in Active Worlds, making the Nidus arcade *the* most comprehensive arcade in any virtual universe!
What about the legality? Well from what we understand, it is illegal to offer ROMS to *download* from a website, thus proliferating piracy. The Java vNES loads the rom files dynamically and allows the user to play the library of games without requireing them to download the files locally, thus remaining legal to implement.
One popular incarnation of this concept is NESCafe, another Java NES Emulator that does essentially the same thing, but with advertising built into the app (which sucks when playing Super Mario 3).
Jamie has expressed interest in building a custom arcade in our world using his vNES, so as time goes on we'll be putting together the pages and files to begin implementing all of the titles :)
Look for it coming soon!


text:
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text: Matlock is an American television legal drama, starring Andy Griffith in the title role of criminal defense attorney Ben Matlock. The show, produced by The Fred Silverman Company, Dean Hargrove Productions, Viacom Productions and Paramount Television originally aired from September 23, 1986 to May 8, 1992 on NBC; and from November 5, 1992 until May 7, 1995 on ABC. The show's format is similar to that of CBS's Perry Mason, with Matlock identifying the perpetrators and then confronting them in dramatic courtroom scenes. One difference, however, was that whereas Mason usually exculpated his clients at a pretrial hearing, Matlock usually secured an acquittal at trial, from the jury.


text:
Novaclear Skin Whitening Night Cream, 50ml
- Very intense skin whitening action
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This is a skin whitening night cream that clears the skin texture as it moisturizes and calms down fatigued and dry skin by strengthening moisturizers. It progressively and continuously attenuates and prevents pigmentation spots, smoothes and fights any signs of aging. This is a skin whitening/skin care product with 100% natural active ingredients. The genuine concentration of natural anti-melanin ingredients also prevents skin aging, pigment spots, and acne break-out for a silky, smooth finish! Evenly whitens skin tone while blocking the epidermic biosynthesis of pigmentation. Stimulates cell regeneration and delays the skin aging process. Intensively moisturizes the skin. Effectively lightens dark spots, acne spots, freckles, age spots, dark areas, blemishes and other discolorations. Dermatologist tested.
Content: 50ml
Aqua, Isopropyl Palmitate, Glycerin, Cetearyl Alcohol, Glyceryl Stearate Citrate, Propylene Glycol, Sodium Ascorbyl Phosphate, Butyrospermum Parkii Butter, Caprylic/Capric Triglyceride, Cyclomethicone, Alpha-Arbutin, Potassium Azeloyl Diglycinate, Cannabis Sativa Seed Oil, Sodium Hyaluronate, Sodium Acrylate/Sodium Acryloyldimethyl Taurate Copolymer, Aloe Barbadensis Extract, Boerhavia Diffusa Root Extract, Glycyrrhiza Glabra Root Extract, Retinol, Tetrapeptide-30, Lactic Acid, Tricaprylin, Isohexadecane, Polysorbate-80, Sorbitan Oleate, Polymethyl Methacrylate, Tocopheryl Acetate, Propanediol, Disodium EDTA, Butylated Hydroxytoluene, Benzyl Alcohol, Ethylhexylglycerin, Phenoxyethanol
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- Anti-aging efficiency - Lifts sagging skin
- Erases fine lines and wrinkles
Apply daily onto face, neck and décolletage or as directed by your dermatologist or healthcare professional. Keep out of eyes. Fragrance free. Dermatologically tested. Keep out of reach of children.


text:
But even if it fails to make me a household name, it was such a fun opportunity and I think Molly has a great segment on nutrition and making over traditionally bad-for-you fare. She and the Swerve crew contacted me recently about a few recipes they wanted to overhaul and wondered if I would be up for the challenge. One was creme brulee, and she wanted it to be made with Greek yogurt. Now, you know I don't shy away from heavy cream and other full-fat delights, but I do realize that much of the population is still on the low-fat craze. So I could appreciate her idea of making a rich, creamy dessert like creme brulee, with a protein-rich replacement like low fat Greek yogurt. As long as it doesn't contain sugar, I think it's definitely a step in the right direction!
I was a little stumped on how to swap in the yogurt for the cream. I've made my fair share of brulee before, with cream and milk, and it's a rather arduous process, slowly bringing the cream up to temperature and whisking in the egg yolks without cooking them. And then finally putting the custards in a hot water bath in a low temp oven. My biggest worry was that heating the yogurt would make it separate out and curdle…not exactly the texture brulee should have. So I decided to do a little Google research, and lo and behold, there was a great recipe for Greek Yogurt Creme Brulee from a dear blogger friend, Brian of A Thought For Food.
He really did the heavy lifting for me here, I have to confess. Turns out that since Greek yogurt is already quite thick, it doesn't need to be cooked into a custard first, so that saved a huge amount of time. I had to make sure that the whole recipe would work with Swerve, but I was pretty certain it would (and it did). I lightened up a bit on the vanilla, because I like the tanginess of yogurt and I wanted that to come through. And brulee-ing the Swerve on top does take a little more time and a little higher heat intensity. It doesn't caramlize quite as quickly as sugar, so if you want that brown, crispy top, you need to get in there with that kitchen torch and let her rip!
For your enjoyment, here is a clip of Molly's segment that includes the Creme Brulee, as well as a healthified sugar-free apple crisp (not low carb, but it can be made gluten-free). I am not physically in this one, but you do hear them talk about me and All Day I Dream About Food. Does that make me famous?
Get The Skinny on Swerve Sweetened Desserts
- 2 cups plain 2% Greek yogurt
- ⅓ cup Swerve Sweetener
- 3 large egg yolks
- 1 teaspoon vanilla extract
- ½ teaspoon cinnamon
- 4 tablespoon Swerve Sweetener
- Preheat oven to 325F and place 4 ramekins in a large baking dish.
- For the custard, place yogurt, Swerve, egg yolks, vanilla and cinnamon in a blender or food processor. Process until smooth.
- Divide mixture evenly among ramekins in baking dish. Fill baking dish with hot water to within 1-inch of top of ramekins.
- Bake 25 minutes. Custards should still be quite jiggly, and not at all puffed up. Remove and let cool in pan, then refrigerate for at least 1 hour.
- Just prior to serving, sprinkle 1 tablespoon Swerve over each custard. Use a kitchen torch to melt and caramelize Swerve.
- Serve immediately.


text:
Romany Youell
I am a fully qualified mortgage broker with the CEMAP qualification and I am also a fully qualified financial adviser with the DipFA qualification. I offer an up-to-date approach when advising on pensions, savings and investments and also tax planning.
We offer advice on pensions, savings and investments and tax planning in Rotherham and all surrounding areas.
All areas are covered but can include: Whinston, Brinsworth, Parkgate, Dalton, Morthen, Rawmarsh etc.
We offer advice on the following:
Pension and Retirement advice including
- Starting a new pension
- Taking your pension fund at retirement (flexible drawdown, capped drawdown, annuity, pension commencement lump sums and uncrystallised pension commencement lump sums)
Savings and investments advice including:
- Lump sum investments
- Regular saving investments
- Setting up an ISA or Junior ISA
- Advice on investment strategies
Tax planning including:
- Tax efficiency for savings and investments
- Making use of tax allowances and relief
- Saving tax when it comes to retirement
- Sophisticated high risk, tax-free investments
The Advice Process
Initial Contact
The first step in the financial advice process is for us to have a brief initial chat over the phone. This is just a discussion to see who you are, what you are aiming to do and to get a general idea of where you are currently in achieving those aims. We discuss how the process works, what we will be doing and our charges.
I will then ask you to prepare for our first meeting in which I will conduct a fact find. For example, I may ask you to have your income and outgoings and details of existing plans prepared. The benefit of doing this is that it will save time and this will enable us to focus on what you're looking to achieve
First Meeting
I will then conduct a fact find which will allow me to gather information about your current circumstances and your future plans to ensure that the advice is suitable and tailored to your current financial situation. We can then establish your financial objectives and needs.
I will then go off and research the market to find suitable recommendations for you based on the information I have gathered.
Second Meeting
I will then present the recommendations that I have formulated based on your current financial situation, affordability, your risk profile and your financial objectives/needs that I have identified. This is where fees are confirmed and I can talk you through the illustrations and answer any questions you may have.
Once all paperwork has been completed, we can then implement the recommendations for you. We will submit the relevant applications and be in control of the whole process on your behalf. We will keep you apprised of any progress and any issues that may arise.
Ongoing service
It is important that we have regular reviews (annually ideally) to ensure that recommendations still remain suitable for you, react to any changes in your circumstances and to check that you are still on track to achieving your long term objectives.
Financial advice reviews below for existing clients


text:
cap_get_proc (3) - Linux Manuals
cap_get_proc, cap_set_proc, capgetp, cap_get_bound, cap_drop_bound - capability manipulation on processesSYNOPSIS
#include <sys/capability.h>cap_t cap_get_proc(void);
int cap_set_proc(cap_t cap_p);
int cap_get_bound(cap_value_t cap);
CAP_IS_SUPPORTED(cap_value_t cap);
int cap_drop_bound(cap_value_t cap);
#include <sys/types.h>
cap_t cap_get_pid(pid_t pid);
cap_get_proc() allocates a capability state in working storage, sets its state to that of the calling process, and returns a pointer to this newly created capability state. The caller should free any releasable memory, when the capability state in working storage is no longer required, by calling cap_free() with the cap_t as an argument.cap_set_proc() sets the values for all capability flags for all capabilities to the capability state identified by cap_p. The new capability state of the process will be completely determined by the contents of cap_p upon successful return from this function. If any flag in cap_p is set for any capability not currently permitted for the calling process, the function will fail, and the capability state of the process will remain unchanged.
cap_get_pid() returns cap_d, see cap_init(3), with the process capabilities of the process indicated by pid. This information can also be obtained from the /proc/<pid>/status file.
cap_get_bound() with a cap as an argument returns the current value of this bounding set capability flag in effect for the current process. This operation is unpriveged. Note, a macro function CAP_IS_SUPPORTED(cap_value_t cap) is provided that evaluates to true (1) if the system supports the specified capability, cap. If the system does not support the capability, this function returns 0. This macro works by testing for an error condition with cap_get_bound().
cap_drop_bound() can be used to lower the specified bounding set capability, cap, To complete successfully, the prevailing effective capability set must have a raised CAP_SETPCAP.
The functions cap_get_proc() and cap_get_pid() return a non-NULL value on success, and NULL on failure.The function cap_get_bound() returns -1 if the requested capability is unknown, otherwise the return value reflects the current state of that capability in the prevailing bounding set. Note, a macro function,
The functions cap_set_proc() and cap_drop_bound() return zero for success, and -1 on failure.
On failure, errno is set to EINVAL, EPERM, or ENOMEM.
cap_set_proc() and cap_get_proc() are specified in the withdrawn POSIX.1e draft specification. cap_get_pid() is a Linux extension.NOTES
The library also supports the deprecated functions:int capgetp(pid_t pid, cap_t cap_d);
int capsetp(pid_t pid, cap_t cap_d);
capgetp() attempts to obtain the capabilities of some other process; storing the capabilities in a pre-allocated cap_d.See cap_init() for information on allocating an empty capability set. This function, capgetp(), is deprecated, you should use cap_get_pid().
capsetp() attempts to set the capabilities of some other process(es), pid. If pid is positive it refers to a specific process; if it is zero, it refers to the current process; -1 refers to all processes other than the current process and process '1' (typically init(8)); other negative values refer to the -pid process group. In order to use this function, the kernel must support it and the current process must have CAP_SETPCAP raised in its Effective capability set. The capabilities set in the target process(es) are those contained in cap_d. Kernels that support filesystem capabilities redefine the semantics of CAP_SETPCAP and on such systems this function will always fail for any target not equal to the current process. capsetp() returns zero for success, and -1 on failure.
Where supported by the kernel, the function capsetp() should be used with care. It existed, primarily, to overcome an early lack of support for capabilities in the filesystems supported by Linux. Note that, by default, the only processes that have CAP_SETPCAP available to them are processes started as a kernel thread. (Typically this includes init(8), kflushd and kswapd). You will need to recompile the kernel to modify this default.
The code segment below raises the CAP_FOWNER and CAP_SETFCAP effective capabilities for the caller:cap_t caps; cap_value_t cap_list[2]; if (!CAP_IS_SUPPORTED(CAP_SETFCAP)) /* handle error */ caps = cap_get_proc(); if (caps == NULL) /* handle error */; cap_list[0] = CAP_FOWNER; cap_list[1] = CAP_SETFCAP; if (cap_set_flag(caps, CAP_EFFECTIVE, 2, cap_list, CAP_SET) == -1) /* handle error */; if (cap_set_proc(caps) == -1) /* handle error */; if (cap_free(caps) == -1) /* handle error */;
libcap(3), cap_clear(3), cap_copy_ext(3), cap_from_text(3), cap_get_file(3), cap_init(3), capabilities(7)


text:
Ninja is a small build system with a focus on speed. It differs from other build systems in two major respects: it is designed to have its input files generated by a higher-level build system, and it is designed to run builds as fast as possible.
Why yet another build system?
Where other build systems are high-level languages Ninja aims to be an assembler.
Ninja build files are human-readable but not especially convenient to write by hand. (See the generated build file used to build Ninja itself.) These constrained build files allow Ninja to evaluate incremental builds quickly.
Should you use Ninja?
Ninja's low-level approach makes it perfect for embedding into more featureful build systems; see a list of existing tools. Ninja is used to build Google Chrome, parts of Android, LLVM, and can be used in many other projects due to CMake's Ninja backend.
See the manual for more: philosophical background, whether and how you can use Ninja for your project, platform support, and details about the language semantics.
What's new
The last Ninja release is v1.12.1, released 11 May 2024. Read the release notes.
Getting Ninja
You can download the Ninja binary or find it in your system's package manager.
Or, build from source:
$ git clone git://github.com/ninja-build/ninja.git && cd ninja $ git checkout release $ cat README.md


text:
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Our Project - Excell Building
You Are Here: Home / Projects / Doneraile St, Fulham, SW6February, 2019
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My great great grandmother Margaret Brosnahan (1844 – 1927) arrived in New Zealand at Timaru on December 16, 1862 aboard the Echunga, which had left London on September 10. Travelling with her was her brother, John.1
There are a heap of Brosnahans in early South Canterbury, many (most?) descending from a Hugh Brosnahan and Deborah Butler, from County Kerry, Ireland. Their family settled in the area known as Kerrytown.2 (A descendent, Seán Brosnahan, has published a history of the family, The Kerrytown Brosnahans, which I'd love to find a copy of.) As far as I know, we're not related to that lot, but it's a bit hard to sort the wheat from the chaff with so many Brosnahans knocking around the area. (Er, no offence intended to you other Brosnahans!)
Anyway, I wanted to know what happened to my great great great uncle John. Part of my reason for following up John's family was that my grandfather had a cousin, Jim Brosnahan, who was at high school at the same time. Later, as Fr Jim S.M., he married my grandfather and grandmother – it was the first wedding ceremony he conducted. But, I couldn't figure out how he fitted into the family – was he related by blood or marriage?
From information my father had, it appeared John had married a Hanorah O'Driscoll. I found a likely entry in the online NZ Births, Deaths & Marriages and so ordered a printout of the marriage registration.
John Brosnahan, 23, Labourer, and Hannah Driscole [sic], 21, Servant, were married in the Catholic church in Christchurch on March 31st, 1865.3 No parents' information was given – customary for marriages registered in New Zealand before 1880 (very frustrating!). The witnesses were Matthew Driscole, Labourer, Christchurch, and Mary Brosnahan, Servant, Christchurch.
Searching the BDM indexes for possible children of John and Hanorah proved fruitless – none seem to be listed, even after checking variant spellings. How could I find them?
- South Canterbury GenWeb, "The Echunga Arrives", transcription (http://www.rootsweb.ancestry.com/~nzlscant/echunga.htm), from Lyttelton Times, December 24, 1862.
- Michael Brosnahan,"Family Tree", (http://www.thebrosies.org/our-family-tree.php : accessed 2011).
- New Zealand, marriage certificate for John Brosnahan and Hannah Driscole [O'Driscoll],31 Mar 1865, Catholic Church, Christchurch, 1865/7579, NZ Births, Deaths & Marriages.


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- Shop Products
- >
- Power Amps/ Pre- Amps
- >
- Bryston BP-26
Bryston BP-26
**In Store Sales Only**
BP26 Preamplifier
Requires PS3 Power Supply ( adds $1315.00 )
The Bryston BP26 preamplifier offers a significant step forward in capturing the subtleties, nuances, and emotions of recorded music. All aspects of the signal flow are enhanced with lower noise and distortion figures, and higher load levels, offering a rich and vibrant audio experience.
Input: 2x XLR balanced pairs, 5x RCA single ended pairs (4x with DAC, MM or MC phono), 2x SPDIF**, RCA single ended phono***, RCA single ended (tape loop)
Output: XLR Balanced, 2x RCA single ended pairs
- Low noise floor
- Steel cabinet shielding to reduce EMI
- Gold plated switch, contacts, and connectors
- Outboard MPS-2 power supply required (see Power Supply in Other Products)*
- Available with silver or black faceplate
- 17" or 19" faceplate available (non-rack mountable)
- Optional BR2 remote control (see Accessories in Other Products)
- Optional internal DAC, MM phono, or MC phono (see Accessories in Other Products)
* The BP26 can be used without an additional power supply (if you currently own a MPS-2 power supply with one of our other products) by daisy chaining the existing product with the BP26.


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PostgreSQL 8.1.4 Documentation | ||||
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Backend Interface (BKI) files are scripts in a special language that is understood by the PostgreSQL backend when running in the "bootstrap" mode. The bootstrap mode allows system catalogs to be created and filled from scratch, whereas ordinary SQL commands require the catalogs to exist already. BKI files can therefore be used to create the database system in the first place. (And they are probably not useful for anything else.)
initdb uses a BKI file to do part of its job when creating a new database cluster. The input file used by initdb is created as part of building and installing PostgreSQL by a program named genbki.sh, which reads some specially formatted C header files in the src/include/catalog/ directory of the source tree. The created BKI file is called postgres.bki and is normally installed in the share subdirectory of the installation tree.
Related information may be found in the documentation for initdb.
This section describes how the PostgreSQL backend interprets BKI files. This description will be easier to understand if the postgres.bki file is at hand as an example.
BKI input consists of a sequence of commands. Commands are made up of a number of tokens, depending on the syntax of the command. Tokens are usually separated by whitespace, but need not be if there is no ambiguity. There is no special command separator; the next token that syntactically cannot belong to the preceding command starts a new one. (Usually you would put a new command on a new line, for clarity.) Tokens can be certain key words, special characters (parentheses, commas, etc.), numbers, or double-quoted strings. Everything is case sensitive.
Lines starting with # are ignored.


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The water quality makes the difference
All over the world more and more fish and crustaceans are being bred on commercial fishfarms in so called aquacultures: in ponds, breeding tanks, net enclosures, and net cages. Among the different species of fish, freshwater fish such as carp or tilapia as well as sea fish such as salmon, bream, halibut, or tuna are particularly well suited for breeding of this kind. Aquaculture is currently the fastest growing sector in food production. System manufacturers or operators know how complicated and challenging fish breeding in aquacultures is. The water quality is the decisive factor which depends on reliable processes and accurate measurement technology. Here, JUMO is at your side as a reliable partner.
Breeding tank


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Firstly i'd like to say thank you to all those who took part in last week's challenge! , the winners of which have been announced on our top bar!. There were some truly beautiful creations from our great challenge!!
This week it's Team Gem's challenge!!
(must have both on creations)
♥ Deanne ♥
You have until Wednesday 7:30pm UK time to add your creation to our linky system!
*Please NOTE Our RULES*
*No more than 10 challenges linked Inc ours
*No more than 3 entries per person per week
*Must be linked back to the challenge blog
*Must follow this weeks theme/recipe
*Must be linked to your blog post not just your blog pleasey :-)
*New work only: anything blogged before the challenge goes live will not count!
*Sorry but any entry not following rules will be deleted and not eligible for the prizes*


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Playing online slots is one incredibly fun things acquireable on the internet. In fact, for some players internet means only 'Online Slot Machines'. The reason is simple the fast and furious flash software that enables the online casino wars to give signs and symptoms excitement like globe land based casino houses. The online slot game machines are an identical crazy and unpredictable as the most Las Vegas casino wars are.
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Before playing, the best and on the earth ! paying machine should be identified. Particularly when you are playing in casinos, you can beat a Slot machine by locating that the best paying slot machine is installed. Naturally, the machine that shows the worst payout should be prevented. It is known each good Slot gamblers or players how the best to be able to maximize bankrolls and winnings is to choose a "hot slot" quite possibly machine which is good to play. Casinos or game halls often times assign which machines pay for the best prizes.
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Slot car racing is not a particularly expensive hobby in which to indulge. A Carrera set can be obtained as little as $79.00. This set belly equipped with two detailed 1:43 Formula 1 cars, three loops, a high-banked curve, a flyover and a lane narrowing chicane. Essential length in the track may an incredible 35′. This set would be likely to be enough to provide anyone with hours of slot car racing entertaining.
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So there anyone could have it, an breakdown of 10 of typically the most popular online slot poppers. Whether you play slot machines online maybe in Vegas, remember to only gamble with your money that you are to lose. Don't exceed your spending limit should you lose, and never gamble when you might be tired or fractious. By following these simple rules of gambling, your casino experience – online or at a land-based casino – are usually more enjoyable.


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Team Awesome wins the Junior Rec Championship
Congratulations to Team Awesome for winning the Junior Rec League championship. In a very close and exciting championship game, Sam Player headed in the go ahead goal for a 3-2 win in the 102nd minute. Congratulations to Team Dragon for making the finals and forcing a draw in regulation.