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myro replied to myro's topic in Music and Sound FXalright, thanks for all your suggestions. especially groovyone, those kind of sounds are pretty much what i am looking for. I'll start experimenting. offtopic: obviously, i don't have the luxury as a student to buy expensive soft/hardware.
myro posted a topic in Music and Sound FXHi, I am a computer science student and would like to create some simple sound effects (like a sound when the player picks up an item, etc) for a game I wrote. So the simple question is: Where do I start? Are there any tutorials for someone with 0 experience with audio content creation? Are there tools that get me decent results quickly? Is starting with standard tutorials for lmms a good idea? In total: I got no idea where to start. Thanks, myro
myro replied to myro's topic in General and Gameplay ProgrammingLet me clear things a bit up: The course should be more of a "Introduction to Game Development" course. But without asset creation as time restrictions won't allow it. Aka. game engine components will be explained, but source code is not required (as long as information about the engine is available). My university is a small university and they have no courses about game development whatsoever. My professor wants to change that and he has some experience with game development, but that was several years back. I should find a suitable engine for his course. The course setup itself is not completely planned yet. It contains game design and game programming (basically students should get a first impression on how to create games from a computer science perspective). With my thesis I should find a suitable engine for his course. And I have only 2 month time to complete it. Costs should be below $10,000 for 20 seats. (Yes and the cheaper, the better.....). The benchmark is somewhat up to my choosing. As for the initial requirements, i checked the mentioned engines from the Game Engine Survey 2011 (GDMag) to get a starting point (+ I added Panda 3D as full open source extension). The 2 second scoring above should not be renamed as a preferred feature list with weight and not as requirement: Prelimary findings about licensing: Unreal: possible (UDK) (unrealscript editor commercial/open source editors exist (quality?)) / waiting on e-mail about Unreal Engine 3 Trinigy Vision Engine: nondisclosure agreement (excluded) Unity: 75$ / seat and year (with android + ios 225$) CryEngine: possible (free for academic use) / nda for commercial use Gamebryo: unclear (waiting on e-mail) ShiVa: 670$/seat Torque: Open source (MIT License) / Script Editor (~40$/seat, open source editor (quality?)) C4: 2500$ / site (licenses for students in the course are included)/ check if demo version is enough to evaluate (otherwise $750 for a standard copy (probably too much)) Panda3D: Open Source (Modified BSD License)
myro replied to myro's topic in General and Gameplay Programmingthanks for the input, but the thesis topic cannot be changed. The professor wants to start a game programming class and wants to use an engine. Basically, he wants that I choose a suitable engine. The main point here is that other universities/schools would have had to choose an engine for their courses as well, aka. they had to make the decision as well. But every paper I read about creating a game programming class does not state on how the selected the engine. Only that they selected it (it sounds more like the instructor knew the engine and because of that they used it). My current requirements (not finished) lists as follows. KO-Criterias (Engines will be discarded immediately if they fit one of the following criterias to get down to a decent amount of engines): • No Windows 7 platform support • No free student license for homeworks • Project is not active • No recent AAA game title • Requires additional commercial software (except for 3D Studio Max/Visual Studio) • Non disclosure agreement • No assets • Has to support at least the following game engine features: – 3D graphics engine – Physics engine – Audio system – Content management/Pipeline – Scene Manager – Animation system – Networking – Collision Detection Then, the remaining engines would be scored according to a weighted scoring system (even less finished): General features low licensing costs 100% documentation/tutorials 100% accompanying art assets 100% high distribution among game studios 80% active/helping community 60% used in an existing game programming course 20% Technical Features reusable programming language & concepts 100% game type flexibility 100% usability (ie. editors/IDE/debugger) 80% supported platforms (source and target) 60% appearance (ie. graphics) 40% AI engine 20% Then prototype games with the best fitting 2 engines will created. And one engine shall remain for the course. My problem is that every requirement is very general, since the game types (even genres) are unknown. But still, other universities should have had the same problem.
myro posted a topic in General and Gameplay ProgrammingHi, I am currently doing my bachelor thesis which is a comparison of game engines and their applicability to a game programming course. My problem is that I have pretty much found 0 literature on the topic on how engines where selected for other courses. Thus my question is: Does anyone know of any papers covering the process of selecting an engine for a course? Or simply for selecting an engine at all? The requirements modelling for the engine seems to be pretty problematic, since I do not know what games will be programmed by students within the course projects.
myro replied to Alundra's topic in General and Gameplay Programming[quote name='PhillipHamlyn' timestamp='1353103516' post='5001649'] ... [/quote] You introduce an indirection which adds an extra method call in means of performance. Furthermore not using Polymorphism where it is appropriate will increase code size dramatically. For testing this should imo not be a runtime decision, but a decision at build time. In C++ you can easily swap in mockup classes in a type hierarchy with #ifdefs or by including different directories for unit/integration tests. Not sure about C# though.
myro replied to myro's topic in Networking and MultiplayerQuote:Original post by hplus0603 Why are you assuming that one match of (2100:2050) and one match of (2300:1900) is a worse choice than one match of (1900:2050) and one match of (2100:2300) ? In the first case, one of the matches is fair, and one is unfair. In the second case, both matches are unfair. Your model also assumes that, even though four players joined in 5 seconds, there will be no other players joining for the next 35 seconds. While that's possible, you can't predict the future when making the 2100:2050 match. If a player with a skill around 1900 or 2300 shows up between 0:05 and 0:40, then the respective player will get a better match. I think you need to first decide what your actual desired outcome is, and then implement it. If you want an outcome that depends on global state, then you need to take that global state into account. If that global state function you want says it's better to wait longer to get a smaller overall match difference, then you have to force players to wait. Because of that problem, I thought of suggestion 3, which somewhat predicts the queuing of players in the future, based on their previous queuing behaviour. That system is always assuming that a player does not play 1 game and then logs off, but does several games in a row. Thus, the system would know if there are currently matches in a rating range or if there are none.
myro replied to myro's topic in Networking and MultiplayerQuote:Original post by Kylotan ...but it's not actually an easy example. There is an unspoken assumption in it which we were not aware of before now. The assumption is that it's better to relax your rating difference limit by 100 points straight away than to wait 40 seconds to see if someone better comes along. This is not a flaw of the system, just a choice you've made. Imagine exactly the same system except where you have 10x as many players, all with similar ratings. After 5 seconds have elapsed you will have 40 people in the queue rather than 4, and in that case you can probably match almost all of them without expanding the difference limit since there will be about 10 teams with ratings of 1900-2000, 10 with 2000-2100, and so on. So you can see that the suggested system doesn't have an inherent flaw. It just comes down to how you're estimating the typical time that a player will have to wait, and how important it is to trade off that waiting time vs. getting a good match. In the queue are only the players who have not been matched up, because their RDL cannot find one + 1 player newly entering the queue. Since the match ups are done in 2 cases: 1. case: new players enters the queue -> Match ups will be calculated. 2. case: the "increase of RDL" timer -> Match ups will be calculated. Thus, the queue will never contain 10 players in a 2000-2100 interval (at a given starting RDL of 100). There will be a maximum of 2 players at any give time in 1 RDL.
myro replied to myro's topic in Networking and MultiplayerQuote:Original post by hplus0603 Quote:this idea would also require an arbitrary time frame, to create a list of players and then make a decision based on that list of players. Not necessarily. You only need to re-check the queue when the criteria for matching changes. There are two reasons for criteria for matching changing: 1) Someone joins or leaves the queue. 2) The match properties of someone in the queue change. The queue is re-checked every time one of these events happens. This means you may end up getting a match right away when you enter the queue, if there's a suitable match waiting. Now, it's common to balance waiting time versus quality of match. If there are few players available in the queue, it's likely that you'll have to wait longer for a match, and that that match will be worse. Thus, time is one factor in criteria 2: at certain times, their tolerance for a "bad match" changes. I would probably make the rules something like: - When you enter the queue, you will match someone who is within +/- 5% of your skill grade. - After waiting 10 seconds, you will match someone who is within +/- 10% of your skill grade. - After waiting 20 seconds ... 15% Note that you could keep incrementing above 100%, because someone with rating 800 needs a 150% boost to match someone with a rating of 2000. Also, you will need for both players to have waited long enough to include each other in their match range. Someone at rank 800 might have waited for 300 seconds, and someone at rank 2000 just joins. That 2000 player is a match for the 800 player at that point, but the 800 player is not yet a match for the 2000 player. Because time-waiting affects how matches are made, you need to re-check the queue at regular intervals. You *could* keep a separate timer for each and every person waiting in the queue, and re-check each person when their tolerance for matches changes, but that's a lot less efficient from an implementation point of view as the number of players grows higher. The reason I do not like the idea of incrementing by time is explained in the following example (let's assume we start a rating difference limit of 100 and increase it by 50 every 10 sec, I will call the rating difference limit RDL): 0:00 Player0 at 2300 rating with 100 RDL queues. 0:01 Player1 at 1900 rating with 100 RDL queues. 0:03 Player2 at 2100 rating with 100 RDL queues. 0:05 Player3 at 2050 rating with 100 RDL queues. =>Player2, Player3 match up. At 0:40 Player0 and Player3 match up. The best choice would have been to match Player0 with Player2 and Player1 with Player3 at 0:05. This is only an easy example, but it shows that the decision won't get better on the time that passes, aka the whole waiting time of Player0 is not used to find better opponents. In other words: You do not take the actual distribution of currently playing players/soon to enqueue into account. With an arbitrary time frame of 30sec, the decision would have been better in this case. With a "game history" adjusting overall match up ratings on the previous matches that took place, you would get better results in my opinion. But I think, I have to write some sort of "simulation" to know which matching strategy works better under certain conditions. [Edited by - myro on November 1, 2010 12:00:06 PM]
myro replied to myro's topic in Networking and MultiplayerQuote:Original post by Zimans These problems have been sort of solved in professional games, just no one seems to write about them. World of Warcraft has had it's arena match making system modified multiple times. It operates very similarly to what you are after ( matching teams based on ratings ). They may not publish is though because they don't want players to know the inner workings so they can't game the system. Another possibility to consider that hasn't been brought up is the idea of applying a handicap to the better player ( or a buff to the less skilled player ) in an attempt to even the match through altered game mechanics. This may not apply to your game mechanics, and you would want to be upfront about it in the match making. --Z Altering the game mechanics is an interesting idea, but this would make judging players really hard. The ranking systems I found on the net: Elo System (easy to understand, easy to implement. "Unfairer" than the 3 below. unfair matches are way more common, since the rating changes are very slow) Mark E. Glickman's Glicko v1 (easy to implement, easy to understand. "fairer" than elo, due to quicker judgement of a players skill. => better in achieving a 50% win/loss ratio) Mark E. Glickman's Glicko v2 (there are more variables here, which you would need to figure out, but it would be "fairer") Microsoft's TrueSkill (probably the "fairest" system atm, but rather complex. Understanding the mathematics of this system would take quite some time) Adding weights to those formulas to judge a player with a buff/handicap would need a serious amount of math knowledge and probably rather a math student or at least someone smarter than me. The first 3 systems calculate an estimate probability of a team winning against another team. Basically, I could somewhat start here and apply buffs/handicaps accordingly to get a 50% win probability and then judge them somewhat as even teams. But this would require a lot of formula altering. And balancing those buffs would be another very complex problem. I did some google research on the wow matchmaking system. Imo it's using either a glicko v1 or v2 due to the match making ratings range and then apply a custom "personal rating" gain/loss to it. Or they researched a complete custom system, but due to the grade of the problem complexity, I somehow doubt it. But I could not really find anything on what rating differences teams would match up, since only their custom "personal rating" is visible on the Internet.
myro replied to myro's topic in Networking and MultiplayerQuote:Original post by BTownTKD Why not come up with a "weight" system, instead of relying solely on "player rating." For any given player looking for a match, every other potential player would have a "weight," determining the likelyhood of the 2 players being paired up. "Player ratings" would effect the weight the most, so players with a large rating difference will have (virtually) no chance of playing each other, and the likelihood increasing as player skill-levels become closer. However, other things will effect the weight to a lesser degree; "wait time" - how long a player has been waiting for a match. "recent-ness" of a partner-pairing - How recently have these 2 players been paired together? This effect will slowly dissipate after a few matches with other players. This would ideally create kind of a bell curve, with players of identical skill levels being paired up most often, with the likelihood decreasing quickly as skill-levels differ. The thing is, that I don't have a list of players that I could base my decision on, without an arbitrary waiting time for the whole system. Let's assume I have a weight system: Player0 at 0 Rating Player1 at 1000 Rating => Match (only 2 teams in the list, which means their probability to match is 1) The same will happen for every match-up. There will be no decision made, but teams will always match immediately every opponent. The only way to make a decision here, is by making the whole system wait for an arbitrary time frame, to have a list of players queuing and then make a proper decision. This is somewhat my suggestion 2 since I will make there a probability distribution, which is in this case only weighted on rating difference. Quote:Original post by hplus0603 My observation: In general, the way you do these matches is very similar to a broad-phase collision test: You want to find overlaps among ranges of values. You could view the allowable match set as a volume in a multi-dimensional parameter space, and you want to find all intersections within that space. Thus, I would imagine that various broad-phase algorithms would work well, assuming you can adopt them to having different types among different axes. I would probably start with sweep-and-prune. Put all the teams on a single axis (the score). Sort the axis. Then walk along that axis, collecting teams into a "potential match pool" as you enter their "lower" range, and removing them from the pool as you leave their "upper" range. I would probably start by trying to find the best possible match for the team as it's being removed from the match pool, by examining each other team in the pool at the time. I would increase the "size" of the "match shape" by age in the queue. You could run the algorithm once a second, say, and remove any matches made during each run from the list of potential candidates. If I understood this idea correctly (sorry, I am not that familiar with collision detection.), this idea would also require an arbitrary time frame, to create a list of players and then make a decision based on that list of players. Thus, I would need to wait for several players joining (the time frame can be reduced, by calling the system after a certain amount of players are in the list as well.). The overall idea to use a "collision system" to find matches, if I have a player list is pretty nice though. If I look at this problem in a more abstract way: I can only make a proper decision, if I have a list of players I can choose from (aka arbitrary time frame) or if I have a "game history" I can base my decision on. (The case of simply increasing the rating difference with a timer is ignored here, since a decision based on that is simply not a good decision and leaves expert and "noob" players at very long waiting times.) The idea of an arbitrary time frame(i.e. 2 min) would increase the waiting times for several cases quite a lot, but somewhat average it over all ratings: Player0 at 1500 rating queues Player1 at 1500 rating queues They now have an average waiting of 1 min, which is really unnecessary. The "game history" idea (my suggestion 3), would base it's decision on games that previously took place and shape the rating differences accordingly. It's based on the idea that usually players will not only queue once, but several times in a row and thus they will be matching at a similar rating for quite a while. Quote:Original post by Hazerider Instead of looking at max rating differences, you should look at percentiles, and match players who are with X% of each other. In effect this is really your solution 3 where the rating difference is determined automatically, based on the distribution of ratings. In case what I am saying is unclear, for example, a player who is in the top 10% of ratings should only be matched with a player who is between top 5% and 15% of ratings. You could force a redraw (or a few) if you match up players who played against each other in the last X matches. Do you have other ideas on how to "transfer" the percentile idea into a "game history"? I tried looking at it from the percentile idea itself, but I ran into several dead ends like that. If I look at it from the "suggestion 3", I run into a very complex implementation. PS.: Thanks for all the ideas presented. I think it's somewhat strange that there are no articles about this topic, since this should be a very common problem, solved in several professional games. PPS.: The more I think about this problem, it seems to get more and more complex....
myro replied to myro's topic in Networking and Multiplayerwe were discussing the problem as well and yes, we realized that it's rather a complex problem... First we have to note that an increase of the Rating Difference above 500 wouldn't make sense, since the glicko v1 system will not reward "fair" then. For example the higher winning team would get 0 for a win and the chance of winning for the lower team would drop below 3% (This is the "QQ i am getting farmed by some super pro nolifers hardcore gamers" case.) We had 3 suggestions: 1. suggestion: Increasing the Rating Difference Limit according to the time queued. This is basically what you 2 suggested as well. Limiting it at 500, no further increase after. I, for myself, did not like the idea that much. Because during the increase time, there could have been closer match ups: For example: Team0 at 2300 queues Team1 at 2000 queues after 1min both teams rating difference limit will be increased by 100. Team2 at 2050 queues Team3 at 1900 queues => Team1 and Team2 get matched up. after several more increases Team0 and Team3 get matched up. Basically, the system does not prefer better matching teams. 2. suggestion: We do not start matching players immediately when they enqueue, but after an arbitrary discrete time frame. For example 2mins. Thus the matching system will only be called every 2mins. Then the search for an opponent would work like this: We select the first team. Then we make a sorted list with possible opponents according to their rating difference (from lowest to highest). We select one team from the opponents list randomly, but the team with lowest rating difference has a higher probability. The biggest rating difference team has the lowest probability. The teams in between are linear less probable. => This system would prefer closer match ups, if they are possible. But it would require an unnecessary waiting time to have a certain amount of opponent teams in the list, which we could base our decision on. The waiting time is required, because otherwise teams will always match up immediately and practically use always 500 limit. 3. suggestion: We implement a "controlling" system for the rating difference. The system would contain for each bracket the highest possible rating difference: 0-500 500-1000 .... This controlling system will be on a fixed timer, 1 min for example. It will count the matches taking place in each bracket. If for example 6 games happen in a bracket, it will divide this bracket into 2 brackets. Let's say 500-1000 had 6 games. The brackets would then look like this: 0-500 500-750 750-1000 1000-1500 That way we getter "fairer" match ups, if matches occur in a certain bracket. (The surrounding brackets can only choose teams from the nearest bracket as well. aka 499vs990 cannot happen.) After a certain amount of time frames passing (i.e. 2) with < 3 matches the bracket will be doubled again: Let's say in the 500-750 bracket is 1 match and 1 in the 750-1000 bracket. Thus, the rating range there will get doubled again. The brackets would again look like this: 0-500 500-1000 1000-1500 I would be interested in your opinions on these 3 suggestions. Atm the last suggestion is our latest idea, thus we haven't thought of trouble with it yet. PS.: Skill should matter, maybe not as much as in chess, but it should matter.
myro posted a topic in Networking and MultiplayerA couple of friends and me are working on a small online game, in which 1 player fights another player and a winner is decided. I have a queuing problem, but to understand it, I have to first explain what is happening: Now we wanted to make the players match equal opponents and create rankings. To create fair match ups and create rankings we use the glicko v1 system, which is described here: http://math.bu.edu/people/mg/glicko/glicko.doc/glicko.html (and yes we are aware of the limits of this system in means of judging skill correctly.) Here is a small summary of how it works: new players will have a rating of 1500 if the player wins a match the rating will rise. if the player looses a match the rating will drop. after several matches players have a normal distributed rating in a range from 0 to 3000. Match ups will happen dependent on each players rating. The first implementation looks like this in psuedo code (it's missing some special cases, but the overall logic should be clear): We have a list called QueuedTeams, in which every team that wants to join a fight is enlisted. The queuing system is called whenever a team is enlisted in QueuedTeams. ratingDifferenceLimit = 150; for(Team t1 in QueuedTeams) { for(Team t2 in QueuedTeams) { if(abs(t1->rating - t2->rating) <= ratingDifferenceLimit) { MatchUp(t1, t2); QueuedTeams->RemoveTeams(t1,t2); } } } We ran some tests and this works very well, as long as you have enough teams througout ratings. If you only have a small amount of teams, they won't get match ups at high ratings or have to wait really long. The simplest way to get match ups would be to increase the ratingDifferenceLimit. But this makes matches unfairer, even if there should be enough players for a close match-up. Basically, I rather want a dynamic system, which queues player rather according to their closest possible rating. In total it's a problem dependent on 3 variables: Minimizing rating difference. Minimizing queuing time. Maximizing the amounts of match-ups. Here comes the first question: Are there articles on this problem somewhere on the net? What do I have to look for? Are there books which describe these problems? (Since I did not find anything on the problem using google, I looked through different queuing problems, for example queuing processes, but all the systems i could find do not need a match up.) PS.: Please move this thread, if this should be the inappropriate forum. [Edited by - myro on October 27, 2010 2:42:12 PM]
myro posted a topic in Graphics and GPU ProgrammingHi, i want to start making some small 2d games with the use of XNA and depending on how it goes, start with some basic 3d concepts. Thus, I thought it would be best to buy a book, but there is a series amount of books out there and truthfully i have no idea which to choose. As for myself, I know C#, basic university math and I am a decent programmer. The only games i programmed so far were a pong clone in c++ with directx like 5 years ago, a snake with gdi and space invader clone with WPF. Thus, i am definitely lacking knowledge and experience with making games. Now the questions arises, which book should I buy? thx for any suggestions Myro PS.: If I should have missed an already existing topic about this, I am sorry, i couldn't find any via search.


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Diablo 3 Release Date, After news that Blizzard plans to layoff 600 employees was reported yesterday, the company explained that the World of Warcraft team would not be affected. Great news for the long standing MMO, but what about the eagerly awaited Diablo 3?
Blizzard President Mike Morhaime, quickly took to the forums following the announcement, clarifying what these job cuts entailed and hoping to alleviate fans' worries that Diablo 3 will see another release delay.
After explaining that some areas of the company had become overstaffed over the years, Morhaime reiterated that many of the development teams remain "largely unaffected" by the cuts.
Morhaime emphasized the company is "continuing to develop, iterate, and polish Blizzard DOTA, Diablo 3, StarCraft II: Heart of the Swarm, World of Warcraft: Mists of Pandaria, as well as other, unannounced projects."
"We'll have exciting news to share in the coming weeks regarding Diablo III's release date," Morhaime told fans.
Please feel free to send if you have any questions regarding this post , you can contact on
Disclaimer: The views expressed on this site are that of the authors and not necessarily that of U.S.S.POST.


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ICG (Booth No. N2329) is developing a new mobile application for Apple and Android smartphones, managed by its eRouter data management system, that will allow customers to use personal electronic devices to place calls and send text messages from an aircraft in flight.
ICG, based in Newport News, Va., unveiled the new eRouter in October 2012. It is developing three versions, based on customer requirements: the baseline ERT-100 and ERT-120 for data routing functions; and an ERT-140 with enhanced features such as VoIP calling, analog and digital telephony and data transfer enhancements such as acceleration and compression. The company said it is accepting orders and is on schedule to begin deliveries of the ERT-120 eRouter this year.
Managed by the eRouter, the mobile calling application will work over Inmarsat and Ku/Ka-band satcom systems to connect to an active voice account provided by either the Satcom Direct, Satcom1 or Arinc Direct communications services. When the application is turned on, it will register with the ground-based SIP (session initiation protocol) service provider. Once registered, a number will be provided that will enable the caller to use a mobile device with pre-stored contacts and pass codes to dial and receive calls from ground-based phones, ICG said.
The text-based instant messaging capability will also work with Facebook, Google and other instant messaging services that use XMPP (extensible messaging and presence protocol) to provide chat service while airborne.
The eRouter features multi-tiered PCB board technology that combines several competitors systems and applications into one box. It serves both as a solution for new installations and as a replacement for systems that are obsolete or reaching the end of production life. The data and telephony routing functions are independent of other systems and communication networks installed on the aircraft.
The flange-mount eRouter can be configured as a wireless access point for devices requiring dynamic host configuration protocol (DHCP) services. Alternatively, it can be configured as a Wi-Fi client to provide connectivity to ground-based wireless networks while on the tarmac.
In addition to Wi-Fi connectivity, the eRouter offers 4G GSM (global system for mobile) cellular service that can be used for data connectivity and file transfers when the aircraft is on the ground. The eRouter manages connectivity for all cabin crew, flight deck and aircraft system data communication requirements.
"The eRouter is also designed with a modular architecture to provide easy expandability and reduce product costs by offering an operator only those services they might currently require, yet providing a forward upgrade path for future and emerging requirements," said Brad Smith, ICG executive vice president. "It is the lightest, smallest and most flexible aeronautical routing solution on the market today."


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Instructional Strategies for Mental Math
These strategies support active student participation in math lessons and allow teachers to assess the developing proficiency levels of all students in the class by walking around to monitor student responses. These strategies are especially effective during the Mental Math part of an Everyday Mathematics lesson.
Gingerbread Man Math
Gingerbread men and gingerbread houses enjoy special popularity around the holidays, but many of these gingerbread activities are timeless and complement literature titles that teachers use at the beginning of school or after the holidays. It's very easy to incorporate mathematics into a study of gingerbread men, and students will enjoy the data collection activities and games while learning math skills and deepening their understanding of important mathematical concepts. Look through these math
Hermann Hesse's Siddhartha
Almost all major works in philosophy and literature are accessible via online sources on the Internet. Fortunately, much of the best work in philosophy and literature is available in the public domain. A translation of Herman Hesse's Siddhartha, in particular, became available through Project Gutenberg by Michael Pullen. This edited version of that text is subject to the legal notice following the title page referencing the GFDL License. By placing this edited reading selection under the GFDL, t
Health Issues for Aging Populations
Introduces the study of aging, its implications for individuals, families, and society, and the background for health policy related to older persons. Presents an overview on aging from different perspectives: demography, biology, epidemiology of diseases, physical and mental disorders, functional capacity and disability, health services, federal and state health policies, social aspects of aging, and ethical issues in the care of older individuals.
Beckett, Borges, & Nabokov, Spring 2009
There are a number of goals for this course. By the end of the semester, it is my hope that you will: * Gain comfort in reading difficult fictional narratives with a careful attention to detail, narrative technique, intertext, and context; * Reflect on how you read literature and share these reflections with the class; * Learn to engage in a critical dialogue with your peers and with the scholarship in the field; * Develop research skills applicable to the study of literature;
Teaching Copyright
As today's tech-savvy teens become increasingly involved with technology and the Internet for learning, work, civic engagement, and entertainment, it is vital to ensure that they understand their legal rights and responsibilities under copyright law and also how the law affects creativity and innovation. This curriculum is designed to give teachers a comprehensive set of tools to educate students about copyright while incorporating activities that exercise a variety of learning skills. Lesson t
American Egyptomania
This website is devoted to exploring American fascination with Egypt and its history. Primary Source documents can be found by browsing the Historical Sources page or by searching through the advanced search page. Secondary literature that addresses topics such as art & architecture, history, literature, religion, and science can be browsed through the scholarship page. The web resources page contains a list of helpful websites related to the topics of the site and the search page is an advanced
English Matters
Welcome to ://English Matters, a journal where language meets hypermedia. This site presents teaching modules designed by faculty in the English Department to help instructors integrate the materials presented in ://english matters--essays, poetry, annotations of websites--into their courses. These modules are designed for students in lower-division literature classes. We invite teachers and students of English who are questioning and creating new texts and pedagogies on the web to browse throu
Gender by Advice: Normative Behaviors for Men and Women in Russian Advice Literature
This unit introduces students to the expectations for the behavior of men and women through beliefs and practices present in the Russian culture. After being introduced to the basic idea of gender, students familiarize themselves with a number of gender stereotypes and learn that many people in the Russian culture believe in gender stereotypes staunchly. Nevertheless, a number of current practices for men and women in Russia diverge from these stereotypes, varying significantly by milieu. Studen
Le Moyen Âge en France
Students will explore the history of France during the Middle Ages (about 476 to 1453 A.D.). As they learn about major events during the Middle Ages, they will investigate the topics of governance and leadership, challenges (war, famine, disease) and cultural and artistic creations. They will learn about the impact of events, people and works of literature and art on medieval society, and they will address the question of why medieval heroes and artistic creations are still considered important
HIV Problem Space
In this problem space, you will have access to the following materials: background information on HIV/AIDS, the original Markham et al. reference and other primary literature, viral sequences from each visit of each patient, patients' CD4 counts at each visit, phylogenetic trees of the virus sequences from each patient, a phylogenetic tree of each patient's starting consensus viral sequence, a published activity using this data from the book Microbes Count!, and additional materials prepared by
"Analyzing and Accounting for Regional Economic Growth, Spring 2009"
" This course focuses on alternative ways in which the issues of growth, restructuring, innovation, knowledge, learning, and accounting and measurements can be examined, covering both industrialized and emerging countries. We give special emphasis to recent transformations in regional economies throughout the world and to the implications these changes have for the theories and research methods used in spatial economic analyses. Readings will relate mainly to the United States, but we cover pert
Topics on the engineering of computer software and hardware systems: techniques for controlling complexity, system infrastructure, networks and distributed systems, atomicity and coordination of parallel activities, recovery and reliability, privacy of information, impact of computer systems on society. Case studies of working systems and outside reading in the current literature provide comparisons and contrasts. The group project is to write an NSF systems proposal to fund a middle-ware produc
Worldwide Amphibian Declines
AmphibiaWeb is an online system enabling anyone with a Web browser to search and retrieve information relating to amphibian biology and conservation. This site was inspired by the global declines of amphibians, the study of which has been hindered by the lack of multidisplinary studies and a lack of coordination in monitoring, in field studies, and in lab studies. We hope AmphibiaWeb will encourage a shared vision for the study of global amphibian declines and the conservation of remaining amphi
Grammar and vocabulary: Ich suche which Telefonnummer von Frau Müller
At the end of this lesson you will be able to ask for and note down a telephone number. You learn how to write numbers out in full.
Radiology Lab 6: Extremities
Introduction to plain film and cross-sectional imaging of normal anatomy of the limbs.
The Taking of Knock Moss 1 to 8
Description not set
The Cotton South Before and After the Civil War 2 from the course American Environmental and Cultura
American Environmental and Cultural History - Fall 2006. This course presents a history of the American environment and the ways in which different cultural groups have perceived, used, managed, and conserved it from colonial times to the present. Cultures include American Indians and European and African Americans. Natural resources development includes gathering-hunting-fishing; farming, mining, ranching, forestry, and urbanization. ...
Six Years of Knowledge Networking in Learning Sciences and Technologies
This report presents a series of in-depth reflections about the work of the Center for Innovative Learning Technologies (CILT) from 1997 until 2004. Each member of the CILT team (Principal investigator, postdoctoral scholar, project coordinator and manager) provided their personal reflections on what they, and all of us as a group, have learned from the attempt to stimulate the development and implementation of important, technology-enabled solutions to critical problems in K-14 STEM learning in
Resource-adaptive Selection of Strategies in Learning from Worked-Out Examples
Most tasks can be pursued by using different strategies (Logan, 1985; Reder & Schunn, 1998). In this paper we focus on strategies of learning from worked-out examples. Within a resourceoriented framework these different strategies can be classified according to their costs and benefits. These features may determine which strategy will be selected for accomplishing a task in situations with certain resource limitations. We investigate specific hypotheses about strategic adaptations to resource li


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1968 Dodge Superbee Tribute, 440, auto, VERY clean! TRADES?
- Condition: Used
- Make: Dodge
- Model: Coronet
- SubModel: 2dr Hardtop Tribute
- Type: Coupe
- Doors: 2
- Year: 1968
- Mileage: 0
- Color: Yellow
- Engine size: 8
- Fuel: Gas
- Transmission: Automatic
- Drivetrain: Rear Wheel Drive
- Interior color: Black
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1968 Dodge Coronet 2dr Hardtop Tribute1968 Dodge Superbee 2dr Hardtop Tribute
Here is a 1968 Dodge Coronet Super Bee Tribute that we just got in. It's powered by a 440 .030 over with a bore of 4.350 and stroke 3.750. Engine sounds great and has had the following things done to it: Wisco Pistons, Flat top forged rings, Sealed power moly Mopar steel crank clevite bearings, Rods Mopar resized ARP bolts, 906 heads performance springs, Comp. Cams 509 lift292 Dyr. Carb 600 CFM dual line Melling h.v. 7 Quart pan and pickup. This engine is paired with a 727 Torque flight automatic transmission, the valve body has been reconditioned and pressure raised. Torque Converta 11" Mopar 18D/2000 stall. New 5/16 trans cooling lines. As you can see some dollars were spent building this engine and it shows! The paint on the car is quite nice and gets a lot of attention. The flat black fiberglass hood on thisvehicle really sets it off.It has a new interior and the original seats. Own this nice tribute at a fraction of the cost it would be to own a Super Bee! PLEASE CALL 507-386-1726 OR EMAIL TO LEARN MORE ABOUT THIS CLASSIC MOPAR. TRADES AND OFFERS WILL BE CONSIDERED!!


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Specific to:
Buick LeSabre 1986-1999
Buick Park Avenue 1996-1999
Oldsmobile 88 1992-1999
Oldsmobile Delta 88 1986-1988
Oldsmobile LSS 1996-1999
Pontiac Bonneville 1987-1999
Engine idle speeds are controlled by the PCM through the Idle Air Control (IAC) valve mounted on the throttle body. The PCM sends voltage pulses to the IAC motor windings causing the IAC motor shaft and pintle to move in or out a given distance (number of steps) for each pulse (called counts). The movement of the pintle controls the airflow around the throttle plate, which in turn, controls engine idle speed. IAC valve pintle position counts can be observed using a scan tool. Zero counts correspond to a fully closed passage, while 140 counts or more corresponds to full flow.
Idle speed can be categorized in 2 ways: actual (controlled) idle speed and minimum idle speed. Controlled idle speed is obtained by the PCM positioning the IAC valve pintle. Resulting idle speed is determined by total air flow (IAC/passage + PCV + throttle valve + calibrated vacuum leaks). Controlled idle speed is specified at normal operating conditions, which consists of engine coolant at normal operating temperature, air conditioning compressor OFF , manual transaxle in neutral or automatic transaxle in D .
Minimum idle air speed is set at the factory with a stop screw. This setting allows a certain amount of air to bypass the throttle valves regardless of IAC valve pintle positioning. A combination of this air flow and IAC pintle positioning allows the PCM to control engine idle speed. During normal engine idle operation, the IAC valve pintle is positioned a calibrated number of steps (counts) from the seat. No adjustment is required during routine maintenance. Tampering with the minimum idle speed adjustment may result in premature failure of the IAC valve or improperly controlled engine idle operation.
Removal & Installation
Specific to:
Buick LeSabre 1986-1999
Buick Park Avenue 1996-1999
Oldsmobile 88 1992-1999
Oldsmobile Delta 88 1986-1988
Oldsmobile LSS 1996-1999
Pontiac Bonneville 1987-1999
On some models, it may be necessary to remove the air inlet assembly.
- Disconnect the negative battery cable.
- Detach the IAC valve electrical connector.
Remove the IAC valve by performing the following:
- On thread-mounted units, use a 1 1 / 4 in. (32mm) wrench.
- On flange-mounted units, remove the mounting screw assemblies.
- Remove the IAC valve, then remove the and discard the IAC valve gasket or O-ring.
To install:
- Clean the mounting surfaces by performing the following:
- If servicing a thread-mounted valve, remove the old gasket material from the surface of the throttle body to ensure proper sealing of the new gasket.
- If servicing a flange-mounted valve, clean the IAC valve surfaces on the throttle body to assure proper seal of the new O-ring and contact of the IAC valve flange.
- If installing a new IAC valve, measure the distance between the tip of the IAC valve pintle and the mounting flange. If the distance is greater than 1.102 in. (28mm), use finger pressure to slowly retract the pintle. The force required to retract the pintle of a new valve will not cause damage to the valve. If reinstalling the original IAC valve, do not attempt to adjust the pintle in this manner.
Install the IAC valve into the throttle body by performing the following:
- With thread-mounted valves, install with a new gasket. Using a 1 1 / 4 in. (32mm) wrench, tighten to 13 ft. lbs. (18 Nm).
- With flange-mounted valves, lubricate a new O-ring with transmission fluid and install on the IAC valve. Install the IAC valve to the throttle body. Install the mounting screws using a suitable threadlocking compound. Tighten to 27 inch lbs. (3 Nm).
- Attach the IAC valve electrical connector.
- Connect the negative battery cable.
- The PCM will reset the IAC whenever the ignition switch is turned ON and then OFF . Start the engine and let it reach normal operating temperatures
Specific to:
Buick LeSabre 1986-1999
Buick Park Avenue 1996-1999
Oldsmobile 88 1992-1999
Oldsmobile Delta 88 1986-1988
Oldsmobile LSS 1996-1999
Pontiac Bonneville 1987-1999
- Visually check the connector, making sure it is connected properly and all of the terminals are straight, tight and free of corrosion.
- Unplug the IAC connector and check resistance between the IAC terminals. Resistance between terminals A to B and terminals C to D should be 40-80 ohms. If resistance is not within specification, the IAC valve must be replaced.
- Check resistance between the IAC terminals A to C, A to D, B to C and B to D. Resistance should be infinite. If not, the IAC valve is faulty.
- If the resistance is within specification, check the IAC circuits back to the PCM for continuity.
- If the valve and circuits are functional, the computer control module may be faulty.


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Imagination, Technology, Accuracy, Innovation, Creativity, Productivity, Efficiency
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- "Okay, this is good. Look at all those sluices in the caisson. Thats engineering."
- — Cpl. Damon Baird, admiring Dry Dock C
Dry Dock C was one of the many docks in the Merrenat Naval Base.
Ten days after the Sinking of Jacinto,[1] Delta-One went on a mission in the area around Dry Dock C to look for old tunnels running under the base that contained supplies. According to Baird, the dock was still in good condition.[2]
- ↑ Gears of War: Jacinto's Remnant pg 96
- ↑ Gears of War: Jacinto's Remnant pg 104-105


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Lehtonen, Thrashers end Sabres' record winning streakOct 29, 2006 - 1:13 AM BUFFALO, New York (Ticker) -- The Buffalo Sabres had a date with history. But Kari Lehtonen and the Atlanta Thrashers crashed the party.
Lehtonen made 32 saves and Vyacheslav Kozlov scored the game-winner in the shootout as the Thrashers posted a 5-4 triumph over the Sabres.
It was the first win in the last three games for Atlanta, which handed Buffalo its first loss of the season. The Sabres entered with a 10-0-0 record and needed only one more victory to set an NHL record for most consecutive triumphs to open a season.
"We didn't want to be a part of history," Thrashers coach Bob Hartley said. "We had talked about this, and it was a nice motivation factor. (The Sabres) had an unbelievable start, and we didn't want them to go 11-0. My hat goes off to them; they are a solid organization."
"We didn't necessarily lose but we just didn't win," Buffalo coach Lindy Ruff said. "But it was a heck of a game. That game had everything in it. ... When one team controlled the puck offensively, the other did a great job clogging it up. Their goaltender made some key saves for them at key times."
The Sabres appeared primed for the record-setting win after Jochen Hecht tallied late in regulation to forge a 4-4 tie and force overtime.
But Lehtonen made a terrific save late in the extra session, turning aside Derek Roy's shot from the slot with 1:10 remaining.
"We were lucky there in the last minute," Lehtonen said. "I was able to get a piece of it."
Lehtonen continued his solid play in the shootout, forcing the Sabres to miss the net on two of their three shots.
"I'm going to need to stop everything if we want to win because Miller doesn't give up too many goals there," Lehtonen said. "It was a different mindset than I've ever had before."
After Kozlov scored the lone goal of the shootout on a wrister, Lehtonen preserved the lead with another fantastic save, stuffing Maxim Afinogenov's backhander with his right pad.
"I just try to think, 'What's the goalie thinking about me,'" Kozlov said. "Basically it's 50-50. You have to do something different every time."
Miller turned aside Marian Hossa on the Thrashers' second shot, but Atlanta sealed the victory when Buffalo's Thomas Vanek snapped a shot over the crossbar.
"We're resilient," Hartley said. "We're focused, we stay on the job. Tonight when they scored late, it was like playoff atmosphere out there. The fans were unbelievable, the building was shaking. Suddenly they had the momentum on their side. But we managed to keep our composure."
Captain Scott Mellanby and Bobby Holik each had a goal and an assist for Atlanta, which improved to 8-1-3 this season.
"That's an excellent hockey team over there," Mellanby said. "We were excited to be a part of it. They were going for a record. Win or lose, it was something we were pretty excited about."
"We weren't here to make statements, we were here to win hockey games," Holik added. "We want to get to the playoffs. We're staying healthy, playing better as a team. Hopefully that's going to bring us better results than what we had in the past."
Miller stopped 32 shots while Jason Pominville had a goal and two assists for the Sabres, who had outscored their opponents, 49-23, during their phenomenal winning streak.
"It would have been fun to be on our own in the history (book)," Miller said. "We're mentioned with some good hockey teams. We're just happy it was a good start for us. Every point counts. We battled to get back and get a point. We should be proud of the way we handled ourselves."
"The guys in that room were having a lot of fun," Ruff added. "That fun and energy spilled into the community. It's great getting on a run. I said we're still on a run. We're 21 out of 22 (points) and we still don't have a number in the loss column. It's something for them to be proud of."
Atlanta superstar Ilya Kovalchuk snapped a 3-3 tie at 3:38 of the third period with his eighth goal, a snap shot from the slot which beat Miller's glove.
But Buffalo forced overtime with just 1:44 left in regulation thanks to Hecht, who banged home a backhander off a rebound from the slot.
- 5
rootsDJMJR7169 Added 5 roots
Thrashers vs. SabresOct 1 8:06 PM
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about malawi
Population: 16.4 Million
62% of the population lives below the poverty line
12% of the population is HIV+
74% of children do not complete primary school
State of emergency declared in april 2016 because of drought
government announced in may 2016 that over half its population will need food aid this year
our work
We work in 5 tribal chief districts in Malawi, serving a population of around 200,000 people. With the goal of helping the poorest Malawians gain the knowledge and skills that will enable them to rely on themselves, Face-to-Face facilitates community-focused trainings that address the most pressing needs of villagers in a long-term, sustainable way.
The biggest issue Malawi communities face is lack of food security. With an overdependence on maize — a non-native crop in Malawi — and with frequent floods and droughts, families often cannot grow enough food to feed themselves. Following leadership trainings, we hold organic, bio-intensive, and permaculture trainings in communities and teach heads of households how to diversify the types of crops they grow, create and utilize natural fertilizers that provide better nutrients to the soil and relocate gardens to be closer to their homes and water sources.
F2F Victory Garden's succeed because:
They are LOCAL - We work with local villagers and tribal chiefs teaching them how to create their own drought resistant home gardens!
They are LOW Cost - Expenses are minimal as families can use their own land around their home to create a garden!
They are LASTING – The gardens provide families with nutrition for the foreseeable future, as well as possible food surplus to sell!
Because of the worst food crisis situation in 3 decades, Face-to-Face has launched the Victory Garden Campaign, to enable 100,000 at-risk Malawians stave off hunger by cultivating high-yielding, low-cost home Victory Gardens.
Traditional chiefs play a crucial leadership role in all F2F programs, motivating and inspiring all villagers to work together and be willing to embrace new ideas. F2F's Model Victory Garden at the home of one of the top chiefs in Malawi will introduce new farming practices to hundreds of chiefs and leaders.
Addressing the need for HIV+ role models in the villages, Face-to-Face's Strong & Positive Mother's Club of Kang'oma trains 7 HIV+ mothers to disclose their status and teach and inspire hundreds of other villagers to overcome HIV discrimination and stigma.
very F2F community has several active youth groups. These groups elect officers, practice their leadership skills through community engagement and community service, participate in permaculture initiatives, and discuss real-life issues facing their community, such as HIV/AIDS, malaria and early marriage.
Youth groups participate in a yearly Tournament of Hope, a football and netball tournament in which youth groups play against each other. These games foster communication between communities and provide opportunities for community outreach and education on HIV testing and early marriage.
Our Ticket to Success teen youth group, made up of 30 HIV+ youth, meets every other week in the capital city, Lilongwe. These young people often face challenges in their daily lives, determining when and how to disclose their status, communicating with their family members about the disease, and continuing to pursue their education and lead healthy and productive lives. Meetings are led by local facilitators and Face-to-Face staff members — we support participants by connecting them to medical resources, serving as mediators when necessary with their family members and helping them identify ways in which they can continue their education.
Certain members of the Ticket to Success group also play on the Rising Stars team — the first HIV+ football team. The Rising Stars participate in the larger Tournament of Hope.
1 HIV+ and 17 rural youth groups learn valuable and practical life skills, including how to play an active role in improving the quality of life in their communities. F2F's annual Tournament of Hope attracts thousands of people and engages youth in sports and various outreach activities.


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Here's the thing: we humans, similar to small-brained chickens, have this need to know our place in the pecking order. Most want to peck our way to the top, uncaring of the damage we do to others in the process. Dear Thoughtful Pastor: Is White Nationalism in any way compatible with Jesus' Commandments? No. I [Read More…]
Help! White nationalism and the human pecking order
February 7, 2017 by 99 Comments


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- List your item for as low as $30 - Advertise your item in both print and online
Create your ad
Browse: See our comprehensive list of earthmoving equipment specifications.
Compare: Try the compare button to see multiple specs side-by-side
Enquire: Hit the enquire button to talk to a dealer about your selection
Ron Horner has found another old-school excavator classic, this time a 1968 Kato 750G.+MORE
HASTINGS DEERING USED EQUIPMENTArcherfield, QLD, 4108
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CAT 2007 D6R XL series 3, Only 5,100hrs, New U/C, SU Tilt blade, MS ripper. New sweeps and rear screen to be fitted. Very clean and original machine. $229,900 plus GST
The item you are attemping to add to compare is a different subtype to the items(s) in your list.
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JotForm is a free online form builder which helps you create online forms without writing a single line of code. No sign-up required.
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How can I reduce the width of a configurable list widget?Asked by email@example.com on April 13, 2015 at 03:18 PM
You must select "YES" to "Would You like to make Product Line Price Overrides?" to see the "LOOONNNGGGG" question that is poking out from our frame.
Please try to add the following CSS code to the configurable list widget:
th { max-width: 70px; }
input[type=text] { max-width: 80px !important; }
This should change the appearance of the list to make it look like this:


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One of the most versatile dishes in the modern kitchen, this 9" x 13" baking pan features a non stick cooking surface and a covered lid for storage and easy transport to a friend or event.
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Loews Corporation (NYSE: L), is firmly in the large market cap category with market cap of 13801.28. To be considered a large market cap stock companies have to be valued at more than $10 billion. The current price for Loews Corporation is 40.94 (with a change from open of 0.79%), this in conjunction with a target price of 42. Volume today has so far reached 1128400, with an average volume of about 814.25. The GAP for this stock, is 0.47%.
The P/E ratio is 1240.61, bringing the forward P/E to a value of 12.74. The current EPS for Loews Corporation, is 0.03, with a EPS growth for this year coming to a value of -71.50%. Performance has been interesting with performance year to date coming to 7.13%.
Looking further into the growth statistics for Loews Corporation, EPS is looking like it will grow 28.52% in the next year. Looking even further it is projected to be 5.61%. Quarter over quarter is -141.80% for EPS growth and for sales growth quarter over quarter it is -4.20%. Looking at past EPS growth statistics we see that for the past five years it has been -25.50%. Sales growth for the past five years has in fact been -1.80%.
Looking at the ownership, we see that the insider ownership is at 16.39% and institutional ownership is 61.60%. Shares outstanding is 337.11, while shares float is at a value of 277.14. Float short for Loews Corporation is 1.50% and the short ratio is 5.1.
In terms of debt, long term debt/equity is 0.6, while the total debt/equity comes to 0.62. The ability to meet these debts, means that the current ratio is *TBA, and the quick ratio is *TBA. The most recent gross margin is *TBA and their operating margin is 2.20%. The profit margin is 0.10%.
Loews Corporation has seen returns on assets of 0.00%, and on investment, 2.90%. Return on equity is 0.10%. Price/Earnings to growth ratio is 221.14. Price/Sales ratio is at a value of 1.05, with Price/book ratio coming to 0.77 and Price/cash is 39.66, and finally Price/Free cash Flow is 7.49.
The simple moving averages are -0.35% and 5.02% for 20 day and 200 day simple moving average respectively. For the 52 week high and low the 52 week high is -2.69% and the 52 week low is 21.56%.
Loews Corporation has a dividend yield of 0.61%, with a current price of 40.94. The ability to pay this means the payout ratio is 755.50%. This is in an industry, Property & Casualty Insurance, with equally high dividends from other companies in this sector, which it is Financial. Loews Corporation is based in USA.
Performance in the Property & Casualty Insurance industry means that Loews Corporation has seen performance for the past week of 0.17%, with performance for the month coming to -1.99%. Looking at the data for the quarter it is at a value of 2.71%, and for the half year the performance is 15.58%. Volatility for this week is 1.56% and for the month this is 1.39%.
Disclaimer: Remember there is a risk to your investment, this is not a recommendation, nor personal advice, never invest more than you are able too loose.


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Re: [midatlanticretro] Restoration news from InfoAge.
Expand Messages
- I did not know that you made some progress...great!
John touches on an issue we have in general - our lack of display terminals and monitors.
Another issue - labeling the Grabbe items clearly (tags/red dots) asap. We're kind of stuck until we know what's ours and can be sold/junked/traded vs. the Grabbe collection which we promised would be kept together forever.
From: "John Allain" <allain@...>
Sent: Wednesday, April 02, 2008 11:40 AM
To: email@example.com
Subject: Re: [midatlanticretro] Restoration news from InfoAge.
> 5) DEC - No work done other than take a peek at everything.I was in the other room, you guys were hogging the two tables.
To check in, I tried getting two systems up and running, a
VT100 (piece of cake, it even had the config label under the keyboard) and a
VaxStation 3100. The VS needs a display screen or at least custom cable to
VGA. It is possible that the motherboard could be jumpered to boot over
RS232 (via 'DECconnect') and I took some notes for that.
We have surprisingly few DEC terminals in the VT200+ class. Actually none I
think. There are 1 or two VR201 screens which should not be confused with a
VT220. Also just 1 or two LK201 keyboards, and one that was a custom (LK250
or somesuch) that would only work in one place. There are a number of
MicroVAX II's in the BA23 (deskside) cases that need a custom cable to
communicate over RS232, and I couldn't find one of those. Will have to
bring something next time. FYI, an "H8571-B" adaptor is the perfect one for
It has been suggested that Grabbe DEC systems not migrate out of a special
area reserved for them, or at least we would have to label them as being
from there before use.
The PDP-11's are getting a bit dirty so the next time somebody sees them,
bring Q-tips, paper towel and cleaner.
and No PDP-8 yet found .
Had lots of fun,
John A.
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> Googling around I cannot find the GiGi/VK100 output frequencies.Probably NTSC component.
> Is it switchable or only one fixed frequency?
Like {old} TV, but without the RF modulator stage.
> I have a lovely Sony NWP-516 monitor that's 3-BNC inputGetting the specs together is Very useful, thanks, but
> but the specs seem to be 1280 x 1024, 63.38 kHz/60Hz.
> It's free for MARCH purposes!
No space for it at the moment.
That'll work with later DECstations and Alphas, which
MARCH may not have, pending check of Grabbe
John A.
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Side effects of percocetI did see the information about percocet. Can it build up in the body after prolonged use? My dad takes 1 pill/day for last year after unsuccessful back surgery. He is experiencing pulmonary edema (lung drained once; still build-up) and loss of blood (from where they don't know after extensive testing). He's had two transfusions since Dec. 5, 2008 and his levels are dropping again. Both of these are listed side effects to percocet, but he takes so little--could the effect be cumulative? Thank you. READ MORE
Percocet is a combination of oxycodone and acetaminophen. Both should be completely out of his system within about 20 hours if his kidneys are functioning properly. Too much acetaminophen, however, can cause kidney and/or liver problems – particularly if he already had problems in those areas to begin with. Generally speaking, the amount of acetaminophen he is getting with only one Percocet a day shouldn't be too much unless he is taking other medications (either prescription or over-the-counter) that also contain acetaminophen.
I'm not a pharmacist – I'm just going by the information in my drug reference. You might want to call your dad's pharmacist and ask him/her that question to be sure. Most pharmacists are happy to answer any medication-related questions.
FROM OUR COMMUNITYYou should know Answers to your question are meant to provide general health information but should not replace medical advice you receive from a doctor. No answers should be viewed as a diagnosis or recommended treatment for a condition. Content posted by community members does not necessarily reflect the views of Remedy Health Media, which also reserves the right to remove material deemed inappropriate.DISPLAY TEXTLINK URL
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Providing friendly, efficient service and great facilities, this property is the perfect place for corporate stays, romantic interludes and family holidays.
The hotel is located on 3, 5 acres of tree-studded grounds in the desirable residential area of Parnell. The Parnell Tourist Village, Auckland Domain and Museum and Newmarket are reachable within a walking distance from the hotel. Several other Auckland tourist attractions and the Vector Arena are also nearby.
Several guest rooms have harbour views, kitchen facilities, wireless Internet access, flatscreen high definition TV and DVD player.
Providing friendly efficient service and great facilities this property is the perfect place for corporate stays romantic interludes and family holidays.


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From Louisville, KY.
Trombonist, member of the Whole Wheat Horns, older brother of Terry Adams, and originator of the name NRBQ.
Occasionally sang lead vocals for the band, for example on his own composition "Dry Up and Blow Away", and on covers like "North To Alaska" and "Wooly Bully". Donn also performed as fictional bandleader Don Early in a lounge-act parody offshoot from NRBQ, and as Dill Spears in the Dickens, another Q offshoot parodying heavy rock.
Donn is also an engineer; he left steady employment at Boeing to tour with the band.


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JGWPT Holdings (JGW) is a direct-to-consumer lender to sub-prime borrowers, but does not face material credit or regulatory risk. It has a strong moat and has attractive free cash flow. The reason this stock is cheaply priced is because it is focused on an esoteric segment (purchase of structured settlements), has a troubled history (filed for bankruptcy during the 2008-09 crisis) and is not yet well known (it has a short history as a public company as it only IPOed in November 2013; its market capitalization is $500 million). Approximately 78% of the company's revenue comes from the purchase of structured settlement payment streams, which are paid out as a result of a settlement of a tort claim involving physical injury or illness.
Lending to Sub-Prime Borrowers While Being Exposed to Negligible Credit Risk
JGW pays the consumer a lump sum and receives periodic settlement payments directly from the defendant's insurance company. As a result, unlike most consumer finance companies, JGW does not take consumer credit risk as it receives payments from primarily A3 or better rated insurance companies, resulting in <0.1% cumulative total credit losses since 2002.
Lending to Sub-Prime Borrowers While Being Exposed to Negligible Regulatory Risk
As required by the law relating to structured settlements, JGW obtains approval by a court prior to purchasing all or part of a structured settlement. Given its expertise in this field, JGW has over 95% approval rate for the cases it brings to court.
The company's strong moat is based on its dominant market share and its strong consumer brand awareness, both of which enable it to have a dominant share of structured settlements, which it can then securitize to lower its funding cost to levels competition cannot match. The company's securitizations have over $5.1 billion in total issuance volume, representing $8 billion in payment streams, which equate to over 90% of the total outstanding guaranteed structured settlement and annuity payment stream asset backed securities (ABS) market. The ABS market is very attracted to securitized structured settlements since 1) they have very low credit risk as they are higher in seniority to all debt on the >A3 rated insurance company balance sheet, 2) cash flows are uncorrelated to any other asset class since tort claims have to be paid irrespective of housing prices, equity markets, debt markets, etc., and 3) there is no pre-payment risk.
The company generates most of its leads via customers initiating communication with the company. JGW owns the two largest brands in the structured settlements business and has a 70% market share. Since 2008, JGW has spent approximately 5x the amount of the nearest industry competitor in marketing (including TV advertisements) in an industry where consumer awareness is critical. Consumer awareness is critical in this industry because there is no database of potential customers. Management stated that it receives 67,000 inbound inquiries per month. Over the years, the company has put together a proprietary database of customers who have sold part of their structured settlement to JGW. Repeat transactions account for 45%-51% of JGW's transactions.
Very Attractive Cash Flow and Tax Characteristics
The company purchases structured settlements at an approximately 11% per annum discount rate and securitizes the assets at an approximately 4% per annum discount rate. For tax purposes, JGW's business model generates losses as a result of the material upfront marketing expenses, compared to revenue that is recognized over the lifetime of the purchased cash flow streams. As a result, the company has virtually no cash outflows for federal taxes. Management estimates that this tax benefit will continue over the course of the next seven-plus years.
Growth Opportunity
Management estimates that there are roughly $130 billion of unpurchased structured settlement streams, (78% of revenue). Pre-settlements (6% of revenue) and medical liens are growing and remain largely untapped. Additionally, following the success of the merger between JG Wentworth and Peachtree, management believes that there are significant opportunities for growth through acquisitions.
DCF-based valuation = $26.70 (56% upside)
- DCF assumptions: 1) 2014 EPS estimate of $2.32, based on consensus analyst estimates; range: $2.20 to $2.43; seven estimates, 2) expected earnings growth: 10%-15% per annum based on the growth opportunity and moat detailed earlier, 3) 12% per annum discount rate, and 4) 4% terminal growth rate after 10 years.
P/E-based valuation = $26.68 (56% upside)
- A comparables-based valuation is difficult since other direct to consumer lenders underwrite credit risk and operate in a very competitive market place. These companies trade at a P/E between 10x and 14.5x. It is not unreasonable to say that JGW trades at 12x based on the valuation of these companies.
- If JGW traded in line with banks and other lenders, it would trade at a P/E of 11x.
You should note that GAAP numbers are not meaningful and the balance sheet appears more leveraged than it is in reality. Even though JGW securitizes all of the cash flow streams it purchases and only holds a residual interest in securitizations, the company is required to consolidate all the interests on to its balance sheet and recognize all earnings and expenses related to the securitized assets. In addition, the company is required to mark the value of its securitized receivables to market, reflecting interest rate moves, which are non-cash marks and results in changes in fair value flowing through the income statement, distorting true earnings. Adjusted net income is the measure provided by the company, which is economically relevant.
The rise of structured settlements came about with the passage of the Periodic Payments Settlement Act in 1982, which exempted structural settlements from federal taxation. JGW estimates that $140 billion of structured settlement payment streams are currently outstanding. JGW has a 70% market share, Stone Street Capital (private) is the second largest with a 7% market share and Seneca One (private) has an approximate 4.5% market share. Other players include Blackstone, Novation Capital, Woodbridge, Symetra Financial, and Client First Settlement Funding.
JGW started purchasing structured settlements in 1995. During the 2008-09 financial crisis, the securitization market shut down causing JGW to have liquidity issues and it filed for bankruptcy. The company received fresh capital during bankruptcy and emerged quickly. In 2011, JGW acquired Peachtree and it completed its IPO in November 2013. The J.G. Wentworth brand targets more price-sensitive and younger customers that are more Internet-oriented. Peachtree offers a high-touch customer service with higher pricing.
From the date of pricing the purchase to the securitization of the structured settlement, the company is exposed to fluctuations in interest rates. Should interest rates rise materially during this period, the company's cash flow and margins on these not-yet-securitized settlements will be negatively impacted. If the securitization market shuts down, like it did in 2008-09, the company will not be able to generate additional business unless it can access alternative funding at an attractive rate.
Learning from its experience in 2008-09 the company now has $600 million of financing capacity spread over four warehouse lenders. The advance rates are fixed and the lines are not subject to margin calls. Additionally, each facility has at least a two-year term and an amortization period of at least 12 months. Prior to 2009, the company had only $250 million available from only one lender, which had a 365-day term, a variable advance rate and a mark-to-market feature. Under the current financing structure, the company has adequate liquidity even if the securitization market shut down for 18-plus months, longer than it was shut during the 2008-09 crisis (10 months).
As stated its investor presentation, the company's business model is based on the simple premise that obligations, backed by strong investment-grade insurance companies, can be purchased at a discount to deliver strong economics while also providing compelling benefits to the consumer. As a shareholder, you are an owner of a company that lends to sub-prime borrowers, but does not fact any material credit or regulatory risk. You also own a company with a strong moat, attractive free cash flow, growth prospects and reasonable expectation of a 50%-plus upside in the stock price.
Disclosure: I am long JGW. I wrote this article myself, and it expresses my own opinions. I am not receiving compensation for it. I have no business relationship with any company whose stock is mentioned in this article.


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St. Francis High School
May 8, 2014
5-9 Outta Uniform Dress - Seniors are FREE
5-9 AP Statistics Exam - PM
5-9 Student Government Elections
5-9 Music Ensemble Concert 7:00pm (Kuhn Cultural Arts Center)
5-10 Prom (more info on the student landing page)
5-10 Senior Parent Social 5-7 pm at The Bank Restaurant
5-12 Senior Exams - Special Schedule - Periods 1, 2 & 3
5-13 Senior Exams - Special Schedule - Periods 4 & 5
5-14 Senior Exams - Special Schedule - Periods 6, 7 & 8 5/14/2014
Stressed about finals? Looking to regain peace and serenity before summer break? The Student Ministry Team invites you to walk the labyrinth, a traditional Christian meditation that invites one to discover God in a simple way. The labyrinth will be in the chapel, starting after school on Monday May 19, and it will be available all day during finals week. All are welcome!
Service Hours
All students should have their service hours logged in via Naviance. Students who have not completed this have been notified. To complete the process:
Go to the new school website:
Go to the 'Academics' tab and click 'Guidance and Counseling'
On the left, click 'College Counseling'
In the first paragraph, there is a link for 'Family Connection by Naviance' Click this link
Once you log on to Navaince, click the 'about me' tab
On the left hand side, there is a link for 'Service Hours'
See your religion teacher if you have any questions.
In order for teachers to finalize their final semester averages, the Parent-Student Portal will be deactivated on Tuesday, May 20 at 8:00 am. On Wednesday, May 28 at 8:00 am, the Parent-Student Portal will be reactivated. Students are encouraged to check the portal Wednesday, May 28 and contact their teachers immediately if there is a grade discrepancy. Once grades are verified, report cards will be printed and mailed. We estimate report cards will be mailed the week of June 2, 2014
From June 16th to June 24th of 2015, a group of St. Francis students and faculty will be taking the trip of a lifetime to Spain. This structured program includes sightseeing trips, excursions, walking tours and many exciting local activities. A full-time, specially selected tour manager for ACIS (www.acis.com) will accompany us on all of our educational excursions and assist us in making the most of our free time. Some of the trip highlights are hands on workshops involving the cultural aspects of food, art, dance, and pastimes in Spain as well as getting to know the cities of Granada, Córdoba, Barcelona, Montserrat, Madrid, Toledo, and Segovia. It is highly recommended that interested students have had at least two years of Spanish. If you were not able to attend the informational parent/student meeting on May 8th and are interested, please contact Elizabeth Brand firstname.lastname@example.com.
As the school year draws to a close, do you have St. Francis school uniforms that you've outgrown, never used, or just won't need in college? Please consider donating them to the UNIFORM RESALE. In addition to cleaning out your closets, you will be providing affordable uniforms to next year's SFHS students. As an added bonus, proceeds are used to provide financial assistance for a St. Francis student. It's a win-win-win all around! Starting Monday 5/12, look for collection bins around the school. We will accept clean, gently used uniforms until Thursday, 6/12. The UNIFORM RESALE will be held during the summer book test on June 17th.
For questions or to volunteer at the resale, please contact Tami Martin, 630-307-0722 or email@example.com
Note from the Principal
Congratulations to the May Student of the Month recipients! Elizabeth Malek, Business & Technology; Joe Ayres, English; Donna Riendeau, Mathematics; Mitch Strickland, Performing & Visual Arts; Frank Greco, Physical Education & Health; Margaret LaMantia, Religion; Timmy Pisarski, Science; Audry Pechan, Social Studies; Dana Hagglund, World Languages.
Blessings to you and yours,
St. Francis High School
The Spring broadcasting crew is hoping to stream the following upcoming sporting events. Please note that this schedule is subject to change based on weather and availability of our broadcast crew.
Reminder: all SFHS broadcasts - both Live and On Demand - can be accessed through the SFHS website under the Athletics - Watch Online navigation option (http://www.nfhsnetwork.com/channels/st-francis-wheaton-illinois)
ESCO Textbook Buy Back
Our on campus Book Buyback for seniors is Wednesday, May 14 in the Spyglass Gymnasium from 7am until 12noon. All other students can participate in the program on Friday May 23 from 7am until 12noon. Please click on the links below to review the ESCO flyer, Booklist for 2014-2015 and Buyback instructions. If you have any questions about the program, please contact Larry Baker at email@example.com or (630) 668-5800x1103
ESCO Book Buyback Flyer
2014-2015 Booklist
Book Buyback Instructions
Link to ESCO Website -->sfh.escobookstore.com
Notes from the Nurse
Incoming Freshman:
All Students:
Your tee time is at Noon...
The Spirit & Pride Golf Outing is fast approaching...
are you registered?
The 5th Annual Spirit & Pride Golf Outing to benefit SFHS Audio & Visual Technology Upgrades is coming up on Monday, May 19th. This is one golf outing you don't want to miss - be sure to register soon!
We're teeing off at noon at White Eagle Golf Club in Naperville, the premier full service private country club in the Chicagoland area. In addition to 18 outstanding holes of golf, we'll enjoy lunch and dinner, a cocktail hour, prizes, auctions and much more.
Schedule of Events 10:30-Noon - Registration, Lunch and practice time Noon - Shotgun start 5 p.m. - Cocktail hour and Silent Auction 6 p.m. - Dinner, Raffles and Prizes $200 per person/$800 foursome Registration is limited to 144 golfers - reserve a place LINK for yourself or your foursome today! Interested in sponsoring? This popular event is underwritten by local businesses and individuals. If you would like to join that list, view the sponsorship opportunities on the golf website.
Click here to view the golf website
or contact Dan Donati at
630-330-5142 or firstname.lastname@example.com


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End-of-waste Criteria for Aluminium and Aluminium Alloy Scrap: Technical Proposals
- Authors: Lenka Muchová and Peter Eder
- EUR Number: 24396 EN
- Publication date: 7/2010
This report is the JRC-IPTS contribution to the development of the end-of-waste criteria for aluminium scrap in accordance with Article 6 of Directive 2008/98/EC of the European Parliament and of the Council on waste (the Waste Framework Directive).
This report includes a possible set of end-of-waste criteria and shows how the proposals were developed based on a comprehensive techno-economic analysis of aluminium and aluminium alloy recycling and an analysis of the economic, environmental and legal impacts when aluminium scrap cease to be wastes. The purpose of end-of-waste criteria is to avoid confusion about the waste definition and to clarify when certain waste that has undergone recovery ceases to be waste. Recycling should be supported by creating legal certainty and an equal level playing field and by removing unnecessary administrative burdens. The end-of-waste criteria should provide a high level of environmental protection and an environmental and economic benefit.
Documents available
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You will need the Adobe Acrobat reader to view any reports you download. Click on the icon below to obtain the reader (free of charge) if it is not already installed on your computer.


text:
Duty to God Award
|Duty to God Award
|Presented by
|LDS Church
The Duty to God Award honor is presented to young men who participate and excel in their duties in the Aaronic Priesthood within The Church of Jesus Christ of Latter-day Saints (LDS Church). The Duty to God program for young men is roughly equivalent to the Personal Progress program for young women in the LDS Church.
Award history[edit]
Prior to 2002, the award was presented to young male LDS Church members in recognition of their fulfillment of religious duties. Although the award did not require participation in the Scouting program of the Boy Scouts of America (BSA), the BSA recognized it as evidence of a Scout's commitment to Scouting principles. The concept of the current award was first introduced by F. Melvin Hammond at the church's October 2001 general conference. "Young men who have achieved this new Duty to God Award will be better prepared than ever to go to the temple, serve missions, marry in the temple and become good husbands and fathers,' said Hammond in announcing the program. "They will be better prepared to serve their families, their Church and their community."[1]
Award requirements[edit]
The current award program officially began in January 2002 and was revised in 2010. Aaronic Priesthood candidates qualify for the Duty to God Award after completing specific requirements regarding priesthood duties. These were defined as involvement in family activities, participation in the church's quorum activities, the successful completion of a Duty to God service project, and reaching personal goals relating to education, spiritual and physical development, and social interactions.[1]
Award name and design[edit]
The award and its qualifying program is named from a passage in the Book of Mormon: "I have said these things unto you that I might awaken you to a sense of your duty to God, that ye may walk blameless before him, that ye may walk after the holy order of God" (Alma 7:22).[2] The award, a circular medallion, was designed by Douglas Coy Miles. Before 2002, the award was a buffalo skull-shaped medal designed by Avard Fairbanks.[3]
In the United States, some questions were raised as to whether or not the Duty to God program was created by the LDS Church to replace the focus on the Boy Scout program, especially if Scouting were ever to embrace the changes advocated by gay and atheist activist groups. The LDS Church leadership has stated that the church enjoys a good relationship with the Boy Scouts of America and has no plans to discontinue its use in the activities of the young men organization.[4][5]
See also[edit]
- Young Men (organization)
- Religious awards for scouting in The Church of Jesus Christ of Latter-day Saints
- ^ a b "Program 'will improve their lives,'" Deseret News, October 27, 2001 (fee-based article)
- ^ "Young Men Learn Their Duty," MormonTimes.com/Deseret News
- ^ "Obit: Douglas Coy Miles helped create CTR ring and other famous LDS artifacts," The Salt Lake Tribune, July 10, 2008
- ^ Lewis, Robert. "Couldn't Duty to God replace the older boy programs, Varsity and Venturing, as the activity arms of the Teachers and Priests quorums? Do the Church leaders approve of this?". LDSScouting.org. Retrieved 2008-08-08. External link in
- ^ "Church News: Interview of Elder F. Melvin Hammond". LDS Church. Retrieved 2008-08-08.


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Categories: Celebrity
Charlize Theron - Youthful Adult
Charlize Theron disrobing down to her undergarments, uncovering a rubber hooter-sling that clings to her hooters as she stands in front of a fellow. After a while the dude approaches her and puts his palms around her before she lays back in sofa with him and embarks to unclothe him. From Youthful Adult.421 Views
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Categories: Celebrity