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Revenge Gain
We're bringing a lot of updates to the Revenge mechanics in this update. Our main objective with these changes is to have more granular control over Revenge gain in multiple group fight situations. Before going into the details of our changes, here's an overview of how Revenge gain works.
We determine Revenge gain based on two core elements:
The type of attack contact determines how much raw Revenge score you earn for one incoming attack. The Base Revenge score is determined by using the raw damage of the attack* and applying a multiplier based on the contact result: if it's a block or a hit, you earn a given value, if it's a parry you earn another value.
Raw Attack damage x Contact multiplier = Base Revenge score
*Melee attacks that don't have any damage output have a set value.
The group fight status adds a multiplier to the Base Revenge score. If you're in a 1v1, 1v2, 1v3, or 1v4 situation, we multiply the Base Revenge score accordingly (the more outnumbered you are, the higher the multiplier).
Base Revenge score x Group fight multiplier = Final Revenge Score
Now that you're familiar with the basics, here are the changes we've made in this new update.
Most of them focus on improving how we compute group fight status:
- We now have 4 distinct values to multiply Revenge gain differently if you're in 1v1 (0.2), 1v2 (0.5), 1v3 (0.75) or 1v4 (0.85). Before today, we only had a 1v1 multiplier (0.2) and a 1vN multiplier (0.85) which prevented us from having the granularity we needed to tweak differently 1v2, 1v3, and 1v4.
- Until now, attacks targeting the player (incoming) and attacks performed by the player (outgoing) have been considered in order to increment or decrement the group fight multiplier. Using outgoing attacks resulted in exploit strategies, allowing outnumbered players to rapidly attack enemies surrounding them in order to reach 1v4 multiplier to max Revenge gain. We've removed outgoing attacks from the computation and we're now only using incoming attacks in order to stick to the defensive / catch up nature of Revenge.
- By default, Base Revenge score is multiplied by the 1v1 multiplier. To decide if we need to increment or decrement that multiplier, we run a set timer (let's call it Group Fight timer) for each attack that targets the player (whether it hits, gets blocked, dodged, parried…). If another attack from another enemy targets the Player while the Group Fight timer is still running, we increment the multiplier for that Player. If no other attack registers while that timer is active, we decrement the multiplier. We've reduced that timer by 50% to limit problematic situations in which a player could escape a group fight, and still benefit from a very high Group Fight multiplier in the next 1v1 fight if it happened within the duration allowed by the Group Fight timer.
- We fixed a bug in order to remove Dead entities from the group fight computation, so that if you're facing 4 opponents, and reach 1v4 multiplier, killing one enemy instantly decreases the multiplier to 1v3. Before, the dead entity would still be computed as long as the Group Fight timer was running.
We've also made some adjustments to raw Revenge gain based on attack contacts:
- Damage over Time no longer feeds Revenge meter. It used to be the case for Bleed and Fire damage but we're removing it in order to only compute the attacks that risk causing an interruption into the Revenge calculations.
- Melee attacks that don't deal damage now have a set Revenge score of 30. Melee attacks used to have a set value of 10 which was then multiplied by the hit multiplier. This resulted in very little Revenge gain when hit by melee attacks. We've changed this to a much higher value to be more consistent with the disruption level and stamina damage of melee attacks in group fight.
- Revenge score after a melee hit increased to 30 (from 10).
- Added a 1v2 group fight multiplier set to 0.5.
- Added a 1v3 group fight multiplier set to 0.75.
- Group Fight timer reduced by 50%.
- Damage over Time no longer feeds Revenge meter.
- Outgoing attacks are no longer used to determine Group Fight multiplier.
- [Bug Fix] Dead entities instantly lower the Group Fight multiplier.
- [Bug Fix] Berserker and Ninja Parry multipliers increased from 1 to 1.5 to be consistent with other Assassins.
Developer comments: TL;DR, the main take away is that we've reworked the Revenge gain mechanics in order to tune it with more granularity based on the different possible outnumbered combat configurations, reducing earn rate in 1v2, 1v3 situations, while maintaining current rates in 1v1 and 1v4. We'll monitor data after this update for further balancing, changes and improvements.
Time Snap
- Time Snap has been disabled
Developer comments: Time Snap is a legacy system we've had at the core of our fight system for a very long time. To be brief, it snaps actions at 100ms in order to guarantee synchronized contacts. The downside of this system has been input latency. During the course of production, we ran several investigations in order to estimate our input lag, and a few months before shipping we started to create exceptions within the time snap framework in order to improve input reactivity on guard switch for instance. After weeks of testing internally, we've decided to disable Time Snap entirely from the game in order to favor input reactivity as much as possible.
- On respawn, players are invulnerable to Guard Break and Melee Attacks.
Developer comments: To limit spawn camping exploits, we're making Players immune to Guard Break and Melee Attacks after respawn for 4 seconds.
- [Bug Fix] Shadow Strike can now hit external targets.
Developer comments: Shinobi used to perform Shadow Strike on locked target, even after parrying an external attack, resulting in some extreme teleport situations. Now, Shadow Strike will target the source of the external attack after an external Parry.
- [Bug Fix] Tackle can no longer knock down allies.
- [Bug Fix] Tackle hit detection fixed.
Developer comments: Tackle hit detection had problems that we've fixed to make it more accurate. We're also removing its ability to hit friendlies.
- [Bug Fix] Sickle Rain now maintains current guard position.
- [Bug Fix] Sickle Rain's last 3 light attacks no longer display the Unblockable icons.
Developer comments: Shinobi had no active guard post Sickle Rain which could lead to issues, so we've fixed it in order to maintain the latest active guard. If you start Sickle Rain from a left guard, you'll get back to left guard once the move sequence is over. We also removed the Unblockable icon on the last 3 lights. Since these attacks are not blockable and not parryable either, we've removed the icon to avoid confusion.
- [Bug Fix] Removed Unblockable icons from Moveset description of the following moves:
- Grab
- Grab Kick Mix Up
- Back Flip Grab
Developer comments: Shinobi's Grab doesn't actually have the Unblockable property. So we're removing the Unblockable icons from the Moveset descriptions in order to avoid any confusion.
- Stampede Charge startup duration reduced to 500ms (from 700ms).
- Stampede Charge tracking improved.
Developer comments: Stampede Charge was too difficult to land from Sprint. It was easily avoided even without dodging. We've made a handful of adjustments to the startup duration and tracking in order to increase its success rate.
- [Bug Fix] Orochi can no longer use Top Light Attack to snap to locked target after an external Wind Gust or Hurricane Blast.
- [Bug Fix] Conqueror will no longer be able to perform Minion-dedicated chained attacks on a Player.
- [Bug Fix] Heavy Charge animation cycle no longer stops playing after blocking an attack at full charge.
- [Bug Fix] Zone Attack will now display a Full Block Stance on PC when playing with the mouse and keyboard.
- [Bug Fix] Stamina cost reduction Gear Stat now works with Charge of the Oni.
- [Bug Fix] Shugoki will no longer be able to perform Minion-dedicated chained attacks on a Player.
- Added the Uninterruptible Stance Icons on Eagle's Fury and Eagle's Fury Alternate movesets.
- [Bug Fix] Centurion's Charged Heavy cannot pin an enemy already pinned by another Centurion.
Developer comments: The Charged Heavy hit reaction wasn't setup properly and as a result, it was too easy for multiple Centurions to stun lock the enemy.
Guard Mode Toggle Exit Options
- Added Menu options to set rules for exiting Guard Mode when it's set to Toggle.
Developer comments: Players will have the option to configure when to exit Guard Mode automatically (when lock toggle setting is enabled). The available options are:
- if no other target is in range
- if current target dies
- if current target is executed
- never
- Disabled Stamina Regen while using Ladder.
- Pressing B now forces the player into a Ladder Slide for 300ms.
- Stamina cost of 25 has been moved from the Ladder Slide Hit to the Ladder Slide attempt.
Developer comments: Players were able to exploit distance and prevent others from getting into ladders by spamming the slide button. We already made it impossible to perform a slide or an attack while out of stamina in a ladder but it was not useful since it was so easy to regenerate stamina out of harm's way.
In an attempt to fix that, we decided that we would disable stamina regeneration while in a ladder and we would be more punishing when using the slide by moving the stamina cost from the hit to the slide attempt itself.
Finally, as a means to prevent a bug and to further constrict the ladder slide spam behavior, we force players into a 300ms slide commit as soon as the input is detected. This also means that if a players press the slide button near the exit of a ladder, they will transition out of it making them vulnerable.
We hope, with all these changes, to bring an end to the ladders shenanigans while keeping ladders as active ingredients in our gameplay.
- [Bug Fix] Fixed an inconsistency causing players not to be able to reach their opponent while in fights on uneven ground.
- [Bug Fix] Fixed the aim assist on Ballista in Story mode.
Thick Skin
- Added a 3 second cooldown when hit.
NOTE: The feat's in game description was not updated
Flesh Wound
- Added a 3 second cooldown when hit
- NOTE: The feat's in game description was not updated
Developer comments: We are starting to look into how we can balance passive feats that offer core attribute buffs. The way this works is that the cooldown will be applied in full once the effect has been applied, meaning that if you have Thick Skin and you get hit, you will get back your damage reduction in 3 seconds regardless of getting hit while in cooldown.
- Added a 3 second cooldown when hitting an enemy
- NOTE: The feat's in game description was not updated
Developer comments: In the same vein as Thick Skin and Flesh Wound, we have added a 3 second cooldown when the effect of this feat is applied. This means that you get the damage buff on the first hit and every 3 seconds afterwards.
Visual/Grammatical Adjustments
Menu Interface
- The positioning of the information and options have been adjusted in the Multiplayer Menu
- Visual, wording and icon location adjustments made on the Scavenger Page
- The player expression tile for the Back of the Ninja said ''Chest and Back'', yet only modified his back. This has been edited to only indicate "Back"
- Improved legibility of the Orders Page
- On PC: Right-clicking on a binding in the Key Mapping page will unbind
Map Vote Menu
- Visual adjustments in the Map Vote tab were made to improve clarity. Now it's easier to understand when the Mode will also change (and not only the map).
Face-Off Screen
Player Skill displayed during Face Off:
- Before a match, during Face-Off, players will now be able to see their skill relative to their allies and the enemy team.
- The relation is calculated from the team and opponent Skill average against player's skill rating.
- NOTE: The skill rating itself is calculated based on each player individual average performance in matches (and to a lesser extent their team performance).
Reputation Score displayed during Face Off:
- Before a match, during Face-Off, the Reputation Score of each player (sum of all Reputations Levels reached on each Hero) is now displayed by default.
- All players' Hero Reputation Level and Gear Stat Level are still available on the page "Hero Overview" that can be triggered during the same Face-Off phase.
Dev comment: We want the Face-Off to display more of the results of our matchmaking process. The objective is to be more transparent and representative of the system we use in the background.
To do so, now you'll be able to see your relative skill rating that we use to matchmake you with other players.
We've also decided to show the Reputation Score of the players to help representing their time spent and experience in the gale, no matter if they play their main Heroes or new ones.
Colorblind Support
- The 3 different types of colorblindness are now supported by the game: Protanopia, Deuteranopia and Tritanopia.
- Colorblind support is now available on the Faction War Interface, all Multiplayer modes and the fight feedback.
- Colorblind is not supported in Story Mode.
Dev comment: Team colors and Fight Feedbacks, as well as the Menu Displays and information were updated to cater to 3 different types of color blindness. We are progressively working on adjusting our game to cater to our color blind players. You can select which colorblind mode you want in the Options of the game.
Story Mode
- The interaction feedback when climbing the wall using a grapple was improved to better reflect the required inputs.
- Battle Instance: When the Centurion's Kick and the opposing Raiders Stampede Charge collide, the Raider's attack would land, yet he would still receive the Guardbreak icon. This has been resolved, and the Raiders faster ability will land without him receiving Guardbreak.
- Berserker Moveset
- Super Armor icon is now properly on Head Slicer, and not on Spin Chop.
- Swapped the order of the two, so all the Super Armor moves are nicely in a row.
Developer Comments: Super Armor icon was on the wrong move. There is now the correct icon with its proper entry (on Head Slicer). Their order has been modified so that all the Super Armor moves are listed in a row for easy reading.
- Getting killed by the environment will no longer show the damage taken by the enemy prior.
- The visuals displayed when killed in Dual Mode by the sawblade in The Shipyard Map have been adjusted.
Hero Customization
- Added the option to use many neutral color swatches as Defenders or Attackers
Dev Comment: Many color palettes that were acquired by unlocking an outfit were only available in Neutral slot even if the colors would fit the theme of the Attacker or Defender teams. The colors swatches that fit the Defender and Attacker are now available to select for the relevant team in the Hero customization menu.
- Updated Ornaments to increase team identification and make sure the material type of the ornament adapts to the material type of the helmet.
Menus Alterations
- [Bugfix] When the timer runs out in the End of Match Lobby and a user is browsing the Heroes Menu, the match couldn't proceed. This issue has been solved.
- To avoid confusion, the title for the Multiplayer Activity Settings page has been replaced by "Parameters".
- For easier access, the Key Mapping Menu has been moved from the Controls Page to Options Page
- When flipping on an axis in the emblem editor, the rotation value will be refreshed
Emblem Customization
- Added the option to use any of the saved Emblems in the Hero Customization
Dev Comment: Thanks to community feedback, players will now have the option to select any of the 4 saved Emblems to be used in the Hero Customization options. This means you can select a different emblem for customization than the currently active emblem.
Orders & Contract Updates
We improved our orders and contracts system based on the community feedback to have:
- More balanced rewards based on Order completion difficulty and time
- A better distribution of objectives and difficulty
- More stackable orders
- The rewards to complete the orders was rebalanced to match the average time it takes for each objective to be completed:
- Daily Order 1: From 400 steel and 300 XP to 300 steel and 200 XP (less rewards, but easier goals)
- Daily Order 2: From 400 steel and 300 XP to 500 steel and 400 XP (more rewards, standard goals)
- Easy Order: From 150 steel and 500 XP to 100 steel and 750 XP
- Medium Order: From 150 steel and 1000 XP to 150 steel and 1250 XP
- Hard Order: From 150 steel and 1500 XP to 200 steel and 1500 XP
- The contract distribution system was improved, making it easier to combo different objectives and complete them faster, without a lot of constraints.
- Kill streak orders requires you to kill 5 enemies instead of 8 and can be completed in any game mode.
- Overall requirement to reach the goals was decreased.
Developer comments: While the overall rewards for Orders didn't change, we've updated the rewards for each order type based on their difficulty and time to be completed to have them more balanced.
These changes will also impact the orders distribution: there won't be days with only orders asking you to play the same mode anymore. It is also easier now to progress several orders at the same time.
Single Salvage Currency
- To make it simpler to upgrade secondary heroes, we are shifting from 3 Faction Salvage currency to a single Salvage currency.
- All the different Faction Salvage you currently have will be summed up and transformed to Salvage.
- This Salvage can be used in any hero from any faction.
Developer comments: We wanted it to be easier for players to use their extra salvage. So we've decided to merge all faction salvage currencies into only one. This will also bring more flexibility for the players to progress any character of the roaster.
- PS4 PRO Update: In order to maximize the power of the PS4 PRO console, we added specific graphic mode setting so the player can choose between higher resolution (4K) and higher graphic details.
- [Bug Fix] Enabled AFK Kick in private matches. Custom matches are unaffected.
- [Network] Added more detailed tracking for error 6000139
Developer comments: We added more granular tracking related to 6000139 error code to identify specific root cause leading to a user disconnecting
- [X1] Game Session state optimizations
Developer comments: This optimization is aimed to reduce the "session full" errors.
- [X1] Reduced the impact of the game interactions with Microsoft's achievements system during multiplayer matches.
Developer comments: This optimization is aimed toward improving the simulation performance during gameplay.
- Added the ability to "Double Tap to Dodge"
Dev Comment: Players playing with Keyboard are now able to activate the "Double Tap to dodge" in the controls options which would add the ability to double tap a direction key (default WASD) to dodge in the selected direction.
- Added a notification sound when matchmaking is successful and the game is minimized/not focused.
- Added the option to open the Text chat input with a specific scope (Group/Team/All) based on specific key bound to that chat scope. (Default T = All, Y = Team, U = Group).
- Text Chat History will no longer be cleared when transitioning between Menu to Game or Game to Menu.
- Added a secondary Mapping option in the Keyboard Mapping screen.
- Added the option to unbind a key in the Keyboard Mapping screen using Mouse Right Click.
- Added the Aspect Ratio for each resolution option in the Display menu.
- Added the "Native" description for the current monitor's native resolution.
- Improved the Screen Space Reflection for Water.
- Added support for Tobii Eye Tracking
- Players with a Tobii Eye Tracking device are now able to use the "Extended View" feature in For Honor to expand their view of the battlefield
- Eye Tracking enabled devices include Alienware 17, Acer Predator 21X, Acer Aspire V17 Nitro and MSI GT72; monitors: Acer Predator Z271T, XB251HQT and XB271HU; peripherals: the Tobii Eye Tracker 4C, Tobii EyeX, and SteelSeries Sentry.
- [Bug Fix] Fixed an issue where some meshes appeared broken when the geometry detail is set to low
- [Bug Fix] Fixed an issue where the Event log disappeared by unplugging an XINPUT controller
- [Bug Fix] Unsupported characters should no longer be present in the news tile
For additional patch notes, visit http://page:150-262823-64#patchnotes


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ZANESVILLE, Ohio- An anonymous donor will be helping save lives in our community.
A check for $2,500 in the hands of the Zanesville Fire Department for their ABC Wilson Fund which supplies free smoke detectors. That's in addition to another check from The American Stave Company for $2,000 last month.
"When they gave the $2,000 that put smoke detectors back in the fire department for all of Muskingum County residents. This add to it. And now we are going to start to build that fund to where we don't run out again. You know at one point. We did not have smoke detectors for 2 months. And that made it really tough for the residents," said Zanesville Fire Assistant Chief Doug Hobson.
Hobson said smoke detectors help decrease the number of fire deaths.
"We've got a good replenishment of smoke detectors. Anybody can stop by in any of the Muskingum County Fire Department and pick up a smoke detector for their resident. Everybody needs to test their smoke detectors. Everybody need to change their batteries in their smoke detectors. There's a phase out there where you sleep you should hear a bleep," said Hobson.
Hobson said he is grateful for the generosity of the donor. He looks forward to continuing the mission of the ABC Wilson Fund.An anonymous donor will be helping save lives in our community.

subset: commoncrawl


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You are here
2017 FALL KICK OFF September 9, 2017
Keynote Speaker: Joe Gallian
Celebrate the start of a new academic year at the University for Seniors fall kickoff luncheon with Joe Gallian, Professor of Mathematics at UMD since 1972. He has also taught an upper division cultural studies course called "The Music and Lives of the Beatles" at UMD for 33 years.
9:30 am: Reception in UMD Rafters - meet US members and study group leaders
10:30 am: Presentation in Rafters by UMD Professor Joe Gallian, "The Beatles Forever, Yeah, Yeah, Yeah."
11:45 am: Luncheon in the UMD Ballroom $12.50
- Free event parking in Maroon Lot B near College Street and University Drive.
- Reception and lecture are free & open to the public!
- Luncheon optional $12.50 and requires pre-payment by August 30, 2017.
Luncheon MenuTomato Bisque Chunky Chicken Salad Sandwich or Vegetarian Sandwich
Bulldog Chips
Apple Crisp
Beverage (coffee, tea, iced tea, water)
University for Seniors
1049 University Drive, DAdB 515
Duluth, MN 55812
Call the office and register over the phone with a credit card.
Questions & Registration Assistance: Please call the office at 218-726-7637


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Can the bonds of FRIENDSHIP overcome all odds?
The Code
The Code
A Never Ending Adventure
Dylan smiled. "I'm glad you asked." He pointed at the sketch on the sand. "See this here?"
Travis nodded. "This is the main gate. This how we're getting past the fence."
"But that gate is guarded by two men," Bethany added. "And I guess I'm supposed to distract them." She shot a look at Dylan.
"That's right!" Dylan grinned. "Travis. While Bethany distracts the men, you and I will sneak through the gate and go here." He pointed at a spot the paper. "Here is the fuse box. Once we get here, we can pull the fuse for the outdoor lights. That'll buy Bethany enough time to sneak through the gate before the guards catch on."
Travis nodded, slowly processing the plan. "And then, after that, we sneak in to the building, right?"
"Right," Bethany agreed. "This is where they keeping Sapphire."
"Well then, what are we waiting for?" Travis asked eagerly.
Dylan looked up at the sky. "Dark. We have to wait until night time."
"Oh, right." Travis glanced at his watch. 7:55. "It won't get dark for another half hour or so."
"How long will it take to get to the science building?" Dylan asked.
"Around a half hour." Bethany looked at Dylan, then at Travis. She smiled. "Are you guys ready to head over?"
Travis and Dylan exchanged glances. "Yes."
The trio arrived at the Payton City Department of Science and Development just as the sky went black. There was hardly enough light for them to see each others' faces. They stopped about fifty feet from the fence.
Dylan looked around. The sketch was actually pretty accurate. The main gate was exactly where the sketch had said. There were also two burly guards standing on either side of gate. There were several tall lights bordering the fence, giving enough light so the guards could notice any suspicious happenings. Dylan turned to face Travis and Bethany. "You guys know the plan, right?" he whispered, even though they were far out of earshot.
They both nodded.
The air was tense. They were all nervous. Though the plan was well thought out, it wasn't foolproof. There was the possibility that something could go wrong. Something could go very wrong.
Bethany took a deep breath, trying to shake her anxiety. "Well, what are we waiting for? Let's go get Sapphire back."
Then the plan was set into motion. Bethany licked her fingers and wiped them on her cheeks, trying to make it look like she had been crying for a while. She closed her eyes and focused on unhappiness, trying to make the tears come. What made her unhappy? She thought about her parents, and how she wasn't going to see them again for a really long time. She thought about Travis and what he had to go through with his family. She thought about Sapphire, all alone in a foreign place, probably being prodded with needles and prongs. And before she knew it, the tears were streaming down her cheeks.
She looked over at the boys. Dyan nodded at her. It was time.
She ran over to the main gate, sobbing as dramatically as she could. The guard on the right of the gate saw her coming and put up his hands to stop her. "Woah, woah. Are you alright little lady?"
Bethany gasped for breath. "I... There was... Where am I?"
The guard on the left took a step towards Bethany and kneeled down to her height. "This is the Payton City Department of Science and Development. What brings you here?"
Bethany took a few steps back. "I... I don't know... One moment I was playing in my front yard, and the next I was in a car with a bunch of strangers yelling nasty things at me, and..." Bethany paused to sniffle loudly and wipe the tears from her cheeks. "And then, suddenly, they slammed on the breaks, shoved me out of the car and drove off. I don't know where I am or how to get home or what time it is or-"
The guard on the left reached into his coat and pulled out a tissue. He handed it to Bethany. "Here, blow your nose and try to calm down, okay? We're going to try to help you."
Bethany sniffled some more and nodded slowly. "O-okay."
The guard on the right gently placed his hand on Bethany's back. "Why don't we go on over to the security room" -he gestured to a building around twenty feet to the right- "and we can get this figured out."
Bethany nodded again, swallowing loudly, and followed the guards away from the gate.
Dylan and Travis exchanged glances and subtly nodded. It was now or never. They quickly ran through the dark over to the gate, which was now abandoned. They took careful steps, as to not shuffle the gravel around. When they reached the gate, they paused only a moment as they heard Bethany let out a loud cry from the security room. Travis grinned. She was turning out to be pretty cool, after all.
Dylan looked at the tall, wire gate. "We're going to have to climb it and open it from the inside," he whispered.
Travis nodded. He grabbed on to the gate and began to climb. The wire screeched as he feet hit it, and Travis winced. He silently pleaded for the gate to make no other noises.
The guard that was on the right, who had introduced himself to Bethany as Nick, brought his head up. "Grayson," he said to the other guard, "Maybe one of us should go back to the gate."
Grayson stood from the stool in which he was perched and nodded. "Good point." He began on his way to the door, but Bethany's weeping stopped him.
"No, please! Don't go out there alone. They'll get you!"
Grayson smiled sympathetically. "I think I'll be alright."
Bethany shook her head and sobbed louder.
Grayson sighed. "But if it makes you feel better, I'll stay here."
Travis had reached the top of the gate and began climbing down the other side. Dylan had already begun climbing and was going at a much faster pace than Travis. They both reached the ground on the other side of the gate at the same time. "So far, so good," Dylan breathed.
They began to scan the area for the electrical box. Travis silently wished that they found it soon, because he didn't know how much longer Bethany could hold her act up.
"So, you say you live on the other side of town?" Nick questioned, trying to make sense of this all in his head.
Bethany wiped her eyes and nodded.
Grayson chimed in. "And this white car pulled up next to you and these men grabbed you and dragged you inside?"
Bethany closed her eyes and took a deep breath. "Y-yes."
"What did the men look like?"
Bethany furrowed her brow. "Well one of them had a goatee- a goatee, yes, a dark brown goatee. And I think he was wearing a black-no, green coat, with..." She shivered and swallowed loudly. "I think, I think I need to be alone for a while. To calm down." She looked at the door. "Could I go sit outside for a few minutes? I-I'm feeling lightheaded."
The two guards exchanged glances and sighed heavily. "Sure," Nick nodded. "Take all the time you need."
Bethany thanked them through her tears and quickly stepped outside. She shut the door behind her and leaned up against the wall. She hoped that Travis and Dylan had found the electrical box alright, because she couldn't hold up her act forever.
"Dylan," Travis hissed, motioning him over. "I've found it!"
Dylan rushed over and pulled open the electrical box. "Okay, okay, outdoor lighting," Dylan mumbled to himself. "Where is the fuse for outdoor lighting?" Dylan let his fingers hover over the many switches, his eyes scanning for the correct label.
Travis bit his lip and crossed his fingers. He silently prayed that nothing would go wrong.
Suddenly, Dylan giggled with glee. "Here it is!" he whispered triumphantly.
And then the lights went out.
Bethany leapt up from her position against the door and ran as hard as she could to the gate. She could hear the confusion ensuing in the security office. She almost felt bad for deceiving the security guards so. They had been so kind and patient with her. She promised herself that one day she would repay them. But not today.
She shoved her feet in between the wires of the gate and hoisted herself over the top. She jumped and landed on the other side of the gate with a thud. She hurried over to where Travis and Dylan were standing, doing her best to stay in the shadows. When she reached them, she smiled and gave them a thumbs up. "Now, onto phase two."
The three friends snuck their way up to the front doors, staying as low and inconspicuous as they could. They knew that the guards would soon reach the electric box and reset the fuse, so they moved as quickly as they could. When they finally reached the main entrance, Bethany stopped. She tried the door. Locked. She glanced to her right and noticed a scanner. "Um, you don't happen to have an I.D. on you, by any chance, do you?" she whispered.
Travis shrugged.
Bethany furrowed her eyebrows and looked down at the steps. "Dang it."
Suddenly, the door began to open. Terrified, the three friends leapt from the steps into the bushes next to them. Two woman in lab coats ran out, seeming in a hurry. "Those darn lights keep going out," one mumbled.
Once they had left the steps, Dylan quickly and carefully ran up the steps and slid his foot into the doorframe-just before the door latched shut.
Bethany took a deep breath and she and Travis joined Dylan by the door. Travis patted Dylan on the back and Bethany snuck a tiny peek inside. "Seems clear," she muttered, and the three friends slipped in, out of the dark night.
Once inside, the three friends were quickly overwhelmed by the amount of light in the building. It took a few moments for their eyes to adjust. They looked around. Travis noticed a small janitors' closet, and motioned Dylan and Bethany to it. Once the they were inside the closet and out of sight, Travis and Dylan turned to Bethany. "Well, now what?"
Bethany blinked. "What?"
Travis crossed his arms. "How are we supposed to find Saphira in-"
"Sapphire," Dylan corrected.
Travis rolled his eyes. "Whatever. How are we supposed to find Sapphire in here? There are thousands of rooms- how do we know where to look?"
Bethany took a deep breath. "Well, there has got to be a system to this place, an organized classification system. If we can find out what region she's in, than the rest shouldn't be too difficult."
"What do we do when we do find her?" Dylan asked. "Sneaking a dragon out of here will not be easy."
Bethany licked her lips. "Follow my lead."
Dylan frowned. "Well, that's really reassuring," he stated sarcastically.
Travis suddenly interrupted. "Hey guys?" He gestured to a row of lab coats hanging behind him. "I've got an idea."
"I probably look ridiculous." Bethany flapped the long sleeves of her too big lab jacket. "Do I look ridiculous?"
Dylan shrugged. "When don't you?"
Bethany scowled at Dylan while he high-fived Travis. "Aw, come on. You know I'm just kidding."
Bethany smirked. "Well, at least I don't look as bad as you!"
Dylan looked down at himself and managed a laugh. "I feel like a penguin. A tall, beached penguin."
Travis giggled as he slid into his own lab coat. "I've always wanted to be a penguin!"
Bethany shook her head and grinned. "You guys are weird."
Dylan smiled and took a bow. "Why, thank you, ma'am."
Travis buttoned up his lab coat and ran his fingers through his hair. "So, let's do this thing?"
Bethany's smile was replaced with a stern, dedicated look. "Yes. Let's."
The three friends stepped out from the janitor's closet, each going over the plan silently in their minds. They walked over the main desk, which was empty. Dylan slid into the chair and rolled over to the computer. On the screen was a map of the entire building, and in each room was a tiny little number. On the left side of the screen there was a list, and by each number it said what kind of room it was. By number 34, it said unidentified object research and discovery center. Dylan pointed at the screen. "Could this be it?"
Bethany exhaled loudly. "Could very well be. Let's check it out."
Dylan stood up and turned to the edge of the desk, just in time to meet a young lady with bright blonde hair. She seemed startled to see them and dropped her clipboard. "Oh!" she exclaimed, bending down to pick it back up. "You startled me!"
Dylan smiled awkwardly and tried to push past her, but the lady stopped him. "Hey, you three are awfully young to be scientists. What are you doing here?"
Dylan put on his best fake smile. "We're visiting my uncle today. He's giving us a tour of the building."
Bethany nodded.
The lady nodded. "Well, that seems fun! I'm fairly new here myself, so we're both learning."
Dylan laughed lightly.
"Where is your uncle now?"
Dylan bit his lip. "Oh, he just ran to the bathroom quick. He told us to wait here."
The lady smiled. "Well, that's good." She shifted on her feet. "Well, I gotta go. We get pretty busy here." She began down the hallway. "Stay out of trouble!" she hollered over her shoulder.
"Sure thing!" Dylan hollered back.
Once the lady disappeared around the corner, the three friends all breathed a sigh of relief.
"That was close," Travis said.
"Too close," Bethany agreed. "Let's get going."
According to the map that Dylan had studied on the computer screen, room 34 was on the second floor near the back of the building. The trio made their way to the back of the building unnoticed, and it was there that they found a tall and narrow staircase leading up to the second floor. They carefully scaled the stairs one by one, so as not to cause a disturbance to the rooms surrounding.
When they reached the second floor, Travis gestured to another janitors' closet, and the friend's slipped inside.
"Okay, so everyone knows what they're doing, right?" Travis asked.
Bethany nodded. "Yes, I believe so."
Dylan exhaled slowly. "Yeah, I got it."
"Alright, good." Travis turned to Dylan. "Come right back here when you're finished, okay? Then we'll wait it out."
"Roger, Captain." Dylan saluted. "Over and out." Then Dylan slipped out of the closet.
He looked down the hall, scanning the walls. "Come on, come on," he mumbled to himself. "You've gotta be around here somewhere." He took a few steps. Aha! There it was. He quickly rushed over to the wall and slipped his hand around the handle. The bright red words surrounding read "in case of fire, pull lever." Dylan shrugged. This was no fire, but it was kind of an emergency, so he figured it was justified. He took a deep breath and pulled.
The alarms rang out right away, shrieking and wailing as if they were prisoners in a torture chamber. Dylan flew down the hall, pounding his legs as hard as he could. He had to get out of sight as soon as possible. He just had to. If anyone saw him, it as all over. He slid to a stop in front of the janitors' closet, just as the doors to the rooms around him began to open. He could hear voices and confusion from within. He slipped into the closet and slammed the door shut, just in time.
His eyes met Travis' and Bethany's, and he grinned. "Piece of cake," he said, gasping.
The alarms kept going, screaming, as if intentionally adding to the chaos consuming the building. Many different voices could be heard erupting in the hall, confused, frustrated, and slightly panicked. Feet could be heard thundering for the staircase, and the alarms kept wailing, the only consistency amidst this monstrosity.
Eventually, the pounding of feet and the echoing voices began to fade as the second floor began to clear out. The alarms seemed to go out of tune, as if they were getting tired of screaming. Or maybe everyone just got tired of listening. Either way, when the alarms were the only things that could be heard, Dylan, Travis, and Bethany slowly inched their way out of the closet. The hall they soon found to be deserted, papers scattered everywhere. They began on their way down the corridor, scanning the rooms for 34.
There. There it was. Room 34. Like a glistening beacon of hope among the desolate and the forgotten. Bethany pulled open the door and glanced inside. Lining the walls were cages upon cages, some filled, some empty. And in a large cage in the back of the room sat a light blue dragon, looking sad as ever.
"Sapphire!" Bethany exclaimed, speeding over to where her dragon was perched. "Thank heavens!" She looked over Sapphire to access the damage. The dragon was missing several of her scales, and where her skin was exposed she had several thin needles poking out. Her wings had been clipped together, to prevent her from flapping them. Her tail had been covered with a thin plastic that smelled highly of chemicals. Bethany's eyes brimmed with tears. "Oh my baby, what did they do to you?" She bent down to the cage and held the padlock in her hand. "Dylan, Travis, help me get this off."
Dylan grabbed a saw off of one of the nearby lab tables and headed over to Bethany. Travis stayed put, staring in awe at Sapphire. This was real. She was real. Real and beautiful, beautiful and mysterious. Travis smiled and was suddenly glad he came along. He couldn't imagine missing this.
Dylan slid the saw one more time, and the padlock clanked to the ground. Dylan pulled open the cage, and Bethany reached out her arms. "Come here, Sapphire. You're safe now."
But Sapphire didn't move. She cowered at the back of the cage, trembling.
Bethany sighed heavily. "She doesn't even trust me anymore," she determined sadly.
Dylan furrowed his brow. "Hey, Bethany?"
She looked up and wiped her eyes. "Yeah?"
"Do you have the scale with you? The one you found in the hedge?"
Bethany nodded and slipped off her backpack. "It's in here."
Dylan glanced at Sapphire. "It's just a thought, but that might bring her back to you."
Bethany grew excited. "Good idea!" She fished the scale out of her backpack and held it at the opening of the cage. "It's okay, Sapphire. It's only me. Just me. Bethany. Remember?"
Sapphire hesitated a moment, then leaned forward and sniffed the scale. She took a long look at the scale, then shifted her gaze to Bethany. Her eyes seemed frantic and frightened.
"Come on, Sapphire," Bethany pleaded. "Please."
Sapphire looked at Bethany again, and, slowly, her feet began to move forward.
"That's my girl! Keep coming, come on!" Bethany outstretched her free hand and placed it on Sapphire's snout. "It's only me."
Sapphire inhaled deeply, processing Bethany's scent. She paused for a moment, then continued moving forward, a little faster now. Pretty soon, Sapphire had worked her way out for the cage, and Bethany engulfed her in a tight hug. Tears crawled out of Bethany's eyes as she felt Sapphire loosen up under her arms and give Bethany a slobbery kiss. Dylan laughed and kneeled down to join the hug. Travis hesitated. He wasn't sure if he was welcome. After all, he had only recently made up with Bethany and Dylan, and he didn't have a connection with Sapphire like they did. He wanted to be a part of things, he really did. He hated being left out. He suddenly related to the wailing fire alarms, and he desperately tried to fight back his tears. He should have known that he'd never fit in. He felt the strong urge to leave, before he was even more humiliated. He was beginning to head towards the door when he heard Bethany call his name. He turned to see her with an outstretched hand and a warm smile on her face. "Won't you join us?"
Travis smiled as his eyes brimmed with tears. He walked over to Sapphire and collapsed into the hug, squeezing tight. For once in his life, he felt as if he was finally part of something. He finally fit in, and simply by being himself.
The fire truck sirens from the street broke the moment, and suddenly everyone remembered that their mission wasn't compete yet. They had to get out, and fast.
Bethany quickly removed the needles protruding from Sapphire's skin, the clip from her wings, and the plastic around her tail.
"This way," Dylan motioned, and the rest followed without hesitation. They rushed out of the room and towards the staircase. "There's an emergency exit at the bottom of the stairs," Dylan called out. "I saw it earlier."
When they reached the first floor, they could hear a commotion from the front of the building. "Firefighters," Travis mumbled.
Dylan led the troop towards the emergency exit as carefully as he could. The firefighters were quickly working their way towards them. They reached the exit and they all piled through. Once outside, Bethany scooped up Sapphire in her arms and, after getting over the shock of how heavy she'd gotten, began on her way towards the back of the building. "This way," she called over her shoulder. "There are less people this way."
The friends ran towards the back fence, staying in the shadows. Once they reached the fence, they began to climb. Bethany went first, climbing swiftly and gracefully. Once she reached the top, Dylan handed Sapphire up to her. Bethany took Sapphire and carefully began to climb down the other side. Dylan and Travis followed, rattling the fence as the hoisted themselves over it. When all three of them had reached the ground, they bolted. The street wasn't too far from the building, and most of the scientists that had cleared out were near the front of the building. They ran as fast as they could down the street, never taking the time to look back.
"Where are we going?" Travis managed through shorts gasps of breath.
"To the train station," Bethany responded abruptly.
Travis frowned. "But..."
Bethany glanced at her side. "Just trust me, alright?"
And no more was said.
Bethany collapsed onto the bench with a large sigh.
Dylan took a seat next to her and took a deep breath. "We, we did it."
Bethany laughed. "Darn right we did!"
"And you thought you could do it by yourself," he smirked.
Bethany reached down to pat Sapphire, who was curled up by her feet. "We all need someone sometimes," she said, looking over at Travis. "That's what makes life better. You don't have to live it alone."
Travis smiled and leaned up against the train station. "Too true."
Dylan yawned and lifted his arms over his head in a much needed stretch. "What time is it?"
Travis glanced down at his watch. "It is... 11:37pm," he stated matter-o-factly. "Dang. It's late."
Bethany closed her eyes and nodded. "We can spend the night here," she said. "We'll be safe here."
Travis was a little worried, but he didn't say anything. He just hoped Bethany was right.
Bethany reached down and grabbed her backpack. "I didn't have room for too much, but I have a few light fleeces here and food for breakfast."
Dylan grabbed his backpack, as well. "Oh yeah! I also brought a blanket. Bethany pulled out two brightly colored fleeces and tossed one to Travis. "Here," she called. He caught the fleece and took a seat on the platform. "Thanks." He stretched out on the platform and leaned his head against his shoes. "You know, this is the first time I've ever spent the night outside of home."
Bethany looked over at Travis in disbelief. "Are you serious? My family used to go camping all the time, before we moved here to Payton City."
Dylan laid down on the platform next to Travis and stretched his blanket over himself. "My family never went camping, but one or two nights in the summer we'd set up our tents in the backyard and sleep outside."
"Man, you guys are lucky," Travis said. "I wish I could have gone camping."
Bethany thought for a moment. "Well, consider this your first camping trip, then."
Travis smiled. "There's no one else I'd rather go camping with."
The three friends smiled, happy to be together and to have successfully rescued Sapphire. They thought back on that day, and how so much had happened in only one day. So with satisfied hearts, the three friends drifted off into a well needed sleep.
"Rise and shine gentlemen!"
Travis rolled over and squinted his eyes shut even tighter. "Ugh," he groaned. "Five more minutes..."
Bethany bent down and ripped Travis' blanket off. "Nope."
Travis sat up quickly, shivering. "Hey!"
Bethany shrugged. "Sorry. It's time to get up. The train will be here soon."
Travis sighed. "Alright, alright. Gosh. I'm awake." He yawned and rubbed his eyes. "I guess."
"Good!" Bethany waked over to where Dylan was sleeping and poked his side with her foot. "Hey. You."
He growled and rolled out from under her foot. "Go away," he mumbled.
"Oh come on!" Bethany cried out in disbelief. "You guys are such pessimists." She gestured towards the sunrise. "It's such a beautiful day!"
Dylan pulled his blanket over his head. "Well, tell it to come back later. I'm not ready for morning yet."
Bethany rolled her eyes. "Well, I'm sorry, but you're going to have to get up anyways. The train will be here soon."
Dylan groaned loudly and forced his eyes open. "I'm dead, aren't I?"
Travis laughed. "Nah, not yet."
"I wouldn't let that happen," Bethany smirked.
Dylan sat up and stuffed his blanket back into his backpack. "So, what's the plan for today, oh fearless leader?"
Bethany bent down and patted Sapphire, who was scratching her side. "Well, we wait here for the train. It's a supply train, so I figure we can sneak onto one of the boxcars and hitch a ride out of here."
Travis frowned. "Where are we going?"
Bethany shrugged. "Beats me." She tossed a stick of beef jerky at Travis and Dylan. "Breakfast." She looked out at the sunrise. "I guess that all depends on where the train goes and when we decide to get off."
"So," Travis took a bite out of his jerky. "When do we come back?"
Bethany and Dylan exchanged glances. "Well, we don't."
Travis stopped chewing. "Wait, what?"
Bethany sighed and took a seat next to Travis. "Travis, we can't come back. What do you think will happen if we return? They'll take Sapphire away again. I can't stay here. I have to move on." She took a deep breath. "If you want to stay, then that's up to you. But Sapphire and I are going, and you're more than welcome to come with us."
Travis frowned and thought a moment. "Dylan, are you going, too?"
Dylan looked down at Sapphire, happily chasing a dragonfly around in circles, playfully shooting little spurts of fire at it. "Well, the only reason I was sticking around here was to fix things with you." Dylan glanced over at Travis. "But I've done that, and knowing Bethany, she'll be needing my help again soon."
Bethany smiled.
"So, to answer your question, yes. I'm going, too."
Travis looked at Dylan, then at Bethany, then at Sapphire. He thought about his dad back at home, so slobbering drunk most of the time that he couldn't even tell right from left. He thought about the boys back at school, and how they wouldn't have anything to do with him without Dylan. He thought about the words his mother said about him before she left, that he was a pathetic needy child that would never amount to anything. Then he thought about Dylan, the only true friend he's ever had. He thought about Bethany, the girl he treated so poorly, but still wanted to be his friend in the end. And he thought about Sapphire, so wonderfully innocent and pure. And suddenly, he didn't have to think anymore. "A permanent adventure?" He grinned, and his eyes glittered mischievously. "Count me in."
Bethany laughed and walked over to Travis. "Wonderful." She leaned over and pecked him on the cheek. "I'm glad you're on board."
Travis blushed ferociously and smiled. "Yeah, me too."
A train whistle poked through the silence, telling the friends that it was time to go. Bethany slid her backpack on her shoulders and scooped up Sapphire in her arms. She led the boys behind the train station, to wait until the train came to a stop, to avoid being seen. They heard the squealing of breaks, and people talking. Bethany silently motioned for Dylan and Travis to follow, and carefully crept toward the front of the station. The train engineer was writing on a clipboard, and two other men were moving bales of hay into the first boxcar. There were ten boxcars, and the trio crept towards the last one, making sure they stayed out of sight. Bethany hoisted Sapphire into the car, and then slid in herself. Travis was next to follow, and lastly Dylan. They scooted to the back of the car and out of sight, just in case the men came to look in the car. But they didn't.
Before long, the train began to move again. Sapphire excitedly leapt out of Bethany's arms and ran to the window. She stuck her head out and let her tongue hang loose in the wind. Bethany laughed and ran over. "What are you, a dog?"
Travis laughed with her, and soon, Dylan chimed in. The three stood by the window, looking out at the scenery rushing by, all lost in thought, wondering about what was coming next. But it didn't matter what it was, because they knew that this was a friendship that would outlast any trials that life could throw their way. They had overcome doubt and insecurity, and all become better people because of it.
Sure, life gets rough sometimes, but it's always easier with a friend.


text:
LONDON, April 29 (Reuters) - European shares rose on Monday, building on last week's steep advance after an Italian coalition government was named, halting two months of political uncertainty that has taken its toll on equities.
The FTSEurofirst 300 was up 0.4 percent at 1,201.62 by 0710 GMT, having jumped 3.7 percent last week fuelled by expectations for an interest rate cut by the European Central Bank after weak macro data including falling German business confidence.
Italy's FTSE MIB, meanwhile, added 1.3 percent after Italian centre-left politician Enrico Letta was sworn in as Italy's new prime minister over the weekend.
"It's a positive development.. (but) I'm not constructive on European equities," Michael Hewson, analyst at CMC Markets, said, citing a weak European economic outlook.
"They're still well below the highs... and to be quite honest, while you could argue that Italy's got some scope to go up, that's only because it's been sold off."
Italian shares have been underperforming this year, with the MIB up 1.8 percent year-to-date, while the FTSEurofirst300 is up 5.5 percent, as February's inconclusive election revived worries over the pace of economic reforms for the debt-stricken country.


text:
Telia Pay is the mobile application that supports the current Telia Credit Account offering in Finland and Sweden. Get a quick overview of your engagement with Telia Credit Account or drill down into details.
These are the first versions of Telia Pay. We will continue to develop the service further to make it easier for you as a customer.
The functionalities in Finland and Sweden differ a bit today. Please have a look at below overviews.
|The functionalities of Telia Pay in Finland:
1. Create and manage your account
If you do not have a Telia Rahoitus account- you can easily apply for one in Telia Pay! Once a customer you can edit your contact information such as address or e-mail as well as how you want your invoice to be delivered.
2. Overview & transaction history- self service
Get a quick overview of your engagement with Telia Rahoitus or drill down into details. Review your current and old invoices and all your historic transactions made with Telia Rahoitus.
3. Pay for purchase
Scan QR-codes & pay by Telia Rahoitus in Sonera shops! You can, in Helsinki area, scan a QR-code of a product and finalize the payment of the hardware in Telia Pay. Just scan the code, confirm the payment and show the receipt to the cashier staff and just like that - you have skipped the line!
4. Increase your limit
If you don't have enough credit limit in order to finalize your purchase, you can easily apply for a higher credit limit in Telia Pay.
|The functionalities of Telia Pay in Sweden:
1. Get a clear overview of your credit account
Get a quick overview of your credit account or drill down to details. Have a look at your new and old invoices or the entire transaction history if you would like.
2. Pay your invoice using quick pay- instant & easy
The easiest way to pay your Credit Account invoice is through Quick Pay! Apply for Quick Pay at your bank and then you will be able to pay your invoices or additional payments through Telia Pay, whenever it suits you.
3. Know exactly when an upgrade is possible
Do not sit around and wonder when you can upgrade to the latest mobile! With Telia Pay you know exactly when. You can also pay off quicker with additional payments and thereby swop earlier- of course without any additional fee.


text: Office productivity falling by at least 75% when the boss doesn't come in. PGP. whitecollarwarrior 1 109 « Older Wall PostNewer Wall Post » Nice Work109 Respond Email this to a friend Hey, I saw this on Post Grad Problems. Check it out. whitecollarwarrior Whitecollarwarrior traded in his polos and shorts for Oxfords and slacks when he graduated from the University of Oregon. Now he enjoys working long hours during the weeks and crippling hangovers on the weekends in sun soaked California. Some of his former works can be found on TFM under the pen name NWFrattin


text:
Where hope is restored and joy is renewed!
New Heights 4 Kids
is providing children with the opportunity and tools to achieve their God-given potential in a safe environment of loving acceptance.
Our Values
The value
of the
individual, the value of community,
and the
value of a Godly heart.
Our Vision
The vision of New Heights 4 Kids is to help students establish and develop an intimate relationship with God, restoring the joy in life that comes from the knowledge that they are valuable in His eyes. To this end, NH4K provides intensive discipleship training, Christian education, personal mentoring, and a variety of non-academic activities in a safe, God-centered environment for boys and girls whose spiritual, social and/or educational needs are not being met in the public school system. We believe that an atmosphere of loving acceptance and high expectations will help lead our students to a deeper understanding of God, and His will for their lives, and release them through their freedom in Christ to become the Godly men and women He created them to be.
Our Mission Statement
New Heights 4 Kids


text:
|Publication number
|Publication type
|Application number
|Publication date
|Nov 29, 2011
|Filing date
|May 26, 2010
|Priority date
|Feb 27, 2004
|Fee status
|Also published as
|Publication number
|Nigel Emlyn Williams
|Original Assignee
|Tonejet Limited
|Export Citation
|BiBTeX, EndNote, RefMan
|Patent Citations (4), Classifications (10), Legal Events (4)
|External Links: USPTO, USPTO Assignment, Espacenet
This is a continuation of application Ser. No. 10/590,669 filed Aug. 25, 2006, now U.S. Pat. No. 7,746,467, which is a section 371 of PCT/EP05/50726 filed Feb. 18, 2005.
This invention relates to devices containing frictional pivots in general, and more particularly but not necessarily to devices such as laser levels, which rely on frictional pivots for gravitational alignment of pendulous components about an axis.
The accuracy of such a device depends upon the accuracy with which the pendulous components align with gravity. Any misalignment leads to inaccuracy in the device. Friction in the point or points about which the pendulous components pivot is the chief cause of this misalignment. Conventionally, this problem is addressed by reducing friction in the pivot by employing such means as lubrication or precision roller bearings.
Unfortunately, this conventional solution generates further problems, one of which is that as friction is reduced in the pivot, so the pendulous components take longer to stop oscillating and come to rest. As accurate readings cannot be taken until the pendulous components come to rest, the lower the friction of the bearing, the longer the user must wait before taking a reading and therefore the more inconvenient it is to use the device. The conventional solution to this problem is to apply damping means to reduce the oscillations.
A further problem with very low-friction pivots is that the pendulous components are easily disturbed by stray environmental influences, setting up further oscillations of the pendulous components, incurring further delays in readings and inconvenience to the user.
Thus it can be seen that the conventional solution to the problem of inaccuracy caused by misalignment leads to expensive and complicated solutions which generate further problems necessitating more expense and complication in their solution.
The principal object of this invention is to address all of these problems simply and economically without generating further problems.
To see how this may be done, first consider the forces at work in a simple rigid pendulum, having a weight at one end and a pivot at the other. When released from a position in which the weight is not gravitationally aligned, the gravitational restoring force causes a downward swing of the pendulum. The pendulum passes through the point of gravitational alignment and continues on an upward swing, slowing down as friction in the pivot and gravity act upon the pendulum, reducing its velocity until the angular momentum is zero and the pendulum stops, very briefly, at the top of its swing. If the gravitational restoring force is greater than the static friction in the pivot, then the pendulum will repeat this cycle. If not, then the pendulum will remain motionless. The reason for this lies in the fact that, when the pendulum is moving, its movement is resisted by the dynamic or rolling friction in the pivot. At the end of the pendulum's swing, before it reverses direction, it comes to a halt, and, at that point the resistance to any further movement is due not to dynamic friction, but to static friction. Static friction is considerably higher than dynamic friction at this point. The pendulum will always stop at the end of a cycle and that point will always be beyond the point of gravitational alignment. The distance between these two points will be proportional to the friction in the pivot and will represent the ultimate accuracy of the device relying upon this alignment. With a high-friction pivot this accuracy will be poor. With a low-friction pivot, the accuracy of alignment will be better, but the lower friction in the bearing will mean an increased number of oscillations of the pendulum leading to a delay in the pendulum coming to rest.
The present invention addresses these problems simply and inexpensively by employing a pivot which is designed to be deliberately and controllably frictional.
According to the present invention, a frictional pivot comprises gravity-responsive directional means for indicating a datum direction of alignment with gravity, frictional pivoting means for allowing the gravity-responsive means coarsely to align with gravity, vibration means for vibrating one or more elements of the pivoting means, and portable power means for powering the vibrating means.
The length and frequency of occurrence of vibration produced by the vibrating means might be controlled by manual switches or electronic timing circuitry.
Pendulous movement is resisted by the frictional force in the pivot, thus preventing free oscillations of the pendulous components, but the pivot is not so frictional as to inhibit the pendulous components from coarsely aligning with gravity.
Vibration is applied to one or more members of the pivot. This vibration causes one element of the pivot to move fractionally relative to the other. This converts the static friction into dynamic friction. Thus, for the duration of the pulse of vibration, further movement is enabled and the pendulous components, under the influence of the gravitational restoring force, move closer to gravitational alignment. So that the momentum of the pendulous components does not cause them to move past the point of gravitational alignment, the pulses of vibration should be shorter than a quarter of the period of the pendulum. The vibration of the pendulum therefore ceases around the position of gravitational alignment and the comparatively high static friction in the un-vibrated pivot will reduce the extent of the motion beyond the position of gravitational alignment, thus ensuring that the pivot comes to rest close to a position of gravitational alignment. In addition, the comparatively high static friction of the pivot renders the pivot relatively immune from environmental disturbances which would adversely affect instruments employing a low-friction bearing.
Experiments have shown that a 10 gm mass at 40 mm radius from the axis of rotation may be displaced by plus or minus 1.623 degrees from gravitational alignment in an un-vibrated pivot. Using the same pivot, after three seconds of vibration this displacement is reduced to plus or minus 0.00955 degrees from gravitational alignment. With pulsed vibration as described above the settling time may be further reduced.
It will thus be appreciated that the present invention can enhance the accuracy and convenience of such instruments utilising gravitational alignment while at the same time reducing the expense of such instruments by allowing the replacement of expensive precision roller bearings by inexpensive pivots.
A first embodiment of the invention has a reference point at one end of a weighted pendulous arm orthogonally attached to a pivotable shaft. Conical shaft ends are located in conical depressions in two opposing plates of a flexible material which are held apart at a predetermined distance by being rigidly attached to a case. A region of the plates projects beyond the case and is unsupported. In this region is located the conical depression and the vibration means. A small, low-voltage electric motor provides an inexpensive vibration means with an axially attached eccentric weight. Motors of this type are used in mobile phones and pagers.
A second embodiment of the invention includes an eccentrically weighted cylindrical housing frictionally attached about a common axis to another cylindrical housing, the second housing containing a laser projecting means. In this embodiment, a reference point indicating gravitational alignment is a mark on the circumference of the weighted housing, with other marks spaced at regular angular intervals on the circumference of the second housing indicating the angular displacement of the laser projecting means away from the gravitational vertical.
Another embodiment of the invention might place the vibrating means within one or both of the cylindrical housings.
In a further embodiment one or both of the two opposing plates are replaced by slugs of material with conical depressions. These slugs are axially movable relative to the pivotable shaft and are held against the ends of the shaft by leaf or helical springs to provide the frictional pre-loading of the pivot.
Although the following description sets out a number of distinct examples of the present invention it will be evident to one skilled in the art that the various features could be combined to form further similar examples.
Frictional pivots, in accordance with the present invention, will now be described in more detail, by way of example only, with reference to the accompanying drawings, in which:
In all of the drawings, switching/timing means and portable power means have been omitted for clarity.
The pendulous assembly 200 includes a pendulum 201, weight 202 and reference point 203. Pivot half 300 is a plate 301 with a conical depression 302 and vibrating means 303. Plate 301 is rigidly attached to case 600 in such a way that an elongate portion comprising the conical depression 302 and the vibrating means 303 is able to move axially with reference to shaft 500. This movement is governed by the gauge and springiness of plate 301. Similarly pivot half 400 comprises plate 401 with a conical depression 402 and vibrating means 403. Axial shaft 500 has conical ends 501 and 502 which locate in conical depressions 302 and 402. The relative angles of shaft end and depression may be such that only the points of the shaft bear on the conical depressions. The force with which axial shaft 500 is held between conical depressions 302 and 402 may be varied according to the flexibility of plates 301 and 401. Plates 301 and 401 may be angled inwards to increase this force, thereby increasing the friction between plates 301 and 401 and shaft 500.
Vibrating means 303 and 403 may be of an electromechanical, magnetostrictive or piezoelectric nature. The switching/timing controls (not shown) are existing and well known and the common 555 timer type of integrated circuit such as NE555N manufactured by Fairchild Semiconductor Corporation, or the NE555P manufactured by Texas Instruments, or equivalent may provide pulses from seconds to milliseconds. Thus it will be seen that two such integrated circuits may be employed, one to control the duration and the other to control the frequency of occurrence of the vibration pulses.
The pendulous assembly 200, pivot halves 300 and 400 and case 600, together, form a tuned mechanical assembly, the design and selection of the components being inter-dependent. The mass of pendulous assembly 200 may be varied, depending on the application in which the present invention is employed. The rigidity of plates 301 and 401 and the strength of vibration applied by the vibration means 303 and 403 must be chosen to accommodate the mass of the pendulous assembly.
Pendulous assembly 200 a includes a first cylindrical housing 201 a which contains laser projecting means emitting a beam towards laser aperture 700 a. The first housing 201 a also has angular reference marks 203 a about its circumference. The first cylindrical housing 201 a is frictionally attached about a common axis by shafts 500 a and 500 b to a second cylindrical housing 201 b, which is eccentrically weighted and has a reference point 203 b to indicate gravitational alignment.
Pivot half 300 a is a thin strip of phosphor bronze with a conical depression 302 a, rigidly attached to the case by fasteners 601 b.
Pivot half 400 a is also a thin strip of phosphor bronze. It has a conical depression 402 a and is rigidly attached to the case by fasteners 601 a. At the free end of pivot half 400 a, a 1.5 volt motor 303 a with axially attached eccentric weight 303 b is secured. Electrical power is supplied to the laser light referencing tool and/or the vibration means 303, 403 through the pivot halves 300 a and 400 a.
The shafts 500 a and 500 b have conical ends 501 a and 501 b, respectively which locate in conical depressions 302 a and 402 a in pivot halves 301 a and 401 a.
Frictional pivots in accordance with the present invention are particularly suitable for use in laser light referencing tools of the kind disclosed in European patent publication EP-A-1012538 (WO 98/11407). When used in place of plain pivots, substantial gains in accuracy are achieved. When used in place of roller or ball bearings, great cost savings are realised without any sacrifice of accuracy and without the need for further damping means. The tool is also relatively immune to external environmental disturbances. Thus it will be seen that inexpensive, easy to use and accurate level, plumb and angular measurements are now possible.
|Cited Patent
|Filing date
|Publication date
|May 13, 1942
|Oct 1, 1946
|Jewel W Wells
|Apparatus for producing electrical oscillations
|Nov 5, 1998
|Jun 15, 1999
|Dunlop; Ronald
|Laser plumb line
|Aug 18, 2000
|Feb 17, 2004
|Immersion Corporation
|Vibrotactile haptic feedback devices
|Feb 18, 2005
|Jun 29, 2010
|Black & Decker Inc.
|Frictional pivots for gravitational alignment
|U.S. Classification
|356/256, 356/622
|International Classification
|Cooperative Classification
|European Classification
|May 15, 2012
|Certificate of correction
|Jul 3, 2012
|Certificate of correction
|Jun 20, 2015
|Fee payment
Year of fee payment: 4
|Jun 20, 2015
|Surcharge for late payment


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The authors have declared that no competing interests exist.
Andreas Prlić is a Software Editor for
Open-source software development has had significant impact, not only on society, but also on scientific research. Papers describing software published as open source are amongst the most widely cited publications (e.g., BLAST
Publication of the source code you write not only can increase your impact
Simply releasing the source under an open license, however, is not sufficient if you wish your code to remain useful beyond its publication
If you have the choice, embracing an open approach to development has tremendous benefits. It allows you to build on the work of other scientists, and enables others to build on your own efforts. To make the development of open scientific software more rewarding and the experience of using software more positive, the following ten rules are intended to serve as a guide for any computational scientist.
As in any other field, you should do some research before starting a new programming project to find out if aspects of your problem have already been solved. Many fundamental scientific algorithms and methods have already been implemented in open-source libraries, and having the source means you can easily evaluate if they will work in your situation. You can also contact online communities (see
If you don't know them already, learn the basics of software development
One of the more graphic mottos in the open-source community is "eat your own dog food". For a researcher this has two implications. If you are developing software of value to your field, it is important that you demonstrate that it can address important questions in a useful or novel way. The second implication is that your software should be useful to other developers, and is not simply a demonstration of the solution. Sadly, for some scientific software articles this is often not the case, and there are examples of software that—whilst novel—were not developed to solve a problem the scientists faced in a practical situation. Problems to do with how software is structured or functions in a variety of situations are difficult to detect during peer review. It is only later, when a researcher discovers and applies the software during their research, that these issues hinder or obstruct progress. Avoiding wasted effort of this kind is critical to researchers, who have limited time and require high levels of quality and reproducibility from scientific source code. By being "your own best user" many such problems will be detected before they become public.
Scientific software, like other competitive activities, is often at first developed behind closed doors instead of out in the open, and public release is then only considered around the time of publication. The first reason given for this (after any legal constraints), is the fear of getting scooped—that somebody else might use the ideas to produce competing software faster or tackle the same research problem first. In our experience, however, open development often results in just the opposite. Founding or contributing new code to open-source projects is one way for a researcher to stake a claim in a field
Science is hard enough already. If your software is too complex to obtain and operate or can only run on one platform, then few people will bother to try it out, and even fewer will use it successfully (particularly your reviewers!). This is doubly important for open projects, since difficult compilation or installation processes will raise a barrier against participation. Documentation helps a lot, in the form of build and installation instructions, user manuals, or even video demonstrations, but simplicity is key, since potential users will first evaluate how long it will take to install and get something out of your software against the time it will take them to find another way. Employ standard package or software installation models for as many platforms as possible. Practically all operating systems, and many languages (e.g.,
Don't wait too long with getting the first version of your source code out into the public and don't worry too much if your first prototypes still have critical features missing. If your idea is innovative, others will understand the concept. Moreover, as scientists, we are trained to constantly assess and revise our own and each others' hypotheses, and we should do the same for our software. "Release early, release often" is regarded as an open-source mantra, and attributed to Linus Torvalds by Eric Raymond
The biggest advantage of open development is that it allows users and developers to freely interact and form communities, and if your software is useful, your user base will grow. You can only do so much by yourself, but if you form a team (see
In order to attract more attention to your project, it is important to spend time promoting it. Appearance matters, and a clean, well-organized website that will help your cause is not hard to achieve. Hosting sites such as
No matter how large the community around your project and how efficiently it is developed and managed, some level of funding is essential. Scientific software can be successfully supported through grants, by writing applications to address new scientific problems through the development and use of software, or attaching development and upkeep of software as a deliverable on experimental grants. Grant writing
As scientists, the software we write is primarily a means to advance our research and, ultimately, achieve our scientific goals. Whilst the development of software for the consumption of others aligns well with other processes of scientific advancement, it is the science that ultimately counts. Scientific software development fulfils an immediate need, but maintenance of code that is no longer relevant to your own research is a serious time sink, and will rarely lead to your next paper, or secure your next grant or position. Open-source development and maintenance is an intensely social process, and perhaps particularly appealing to scientists since we tend to crave interaction with others as knowledgeable about our fields as ourselves. These aspects of open source make it even more important for us as scientists to keep an eye on the big picture, and stay true to our scientific goals. However, if done right, you can publish both the science and the software for the same project, giving credit to everyone involved. Open-source communities ensure persistence of projects by allowing project leadership to be shared and passed to other members. As a scientist, this offers you the opportunity to naturally progress to new challenges with the knowledge that the software you created will remain available and benefit others.
We want to thank Hilmar Lapp for his comments and contributions to parts of the text. Thanks to Scott Markel, Fran Lewitter, and Spencer Bliven for their comments and feedback.


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Low-budget horror comedy. Nick (Marcus Carroll) is shocked to awaken one morning and discover his beloved Nan (Abigail Hamilton) has turned into a frightful zombie. While barricading himself in his room, safely away from his Nan, Nick looks out of his window to discover most of the elderly population of his small Welsh town have been afflicted by the zombie outbreak. He quickly contacts his friends but finds they are all tied up in difficult situations of their own with the walking dead. However, Nick decides he must escape his room and put an end to the zombie madness.


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TECHFEST is one of the largest National annual events for the entire stakeholders in Vietnam ecosystem. The event is endorsed by the Ministry of Science and Technology co-organized together with many ministries, agencies and other startup ecosystem builders in Vietnam. With the presence of Deputy Prime Minister Vu Duc Dam, TECHFEST 2016 was the meeting place of 180 outstanding startups, 120 domestic and international investors, about 3,000 people turning up to the event. Within 2 days of the event, a series of activities including startup products and services exhibition, panel discussion and workshops, investment matching, startup discovery competition and honoring ceremony for "Vietnams innovative startups 2017".
TECHFEST 2017, with the theme "Ecosystem connect", will bring about the new spirit for the event in 2016. The partners at TECHFEST 2017 will be in charge of building up contents to attract targeted attendees in each village (based on famous tech area), namely: Community Village, Agritech Village, Edtech Village, Medtech Village, Tourism and F&B Village, Frontier and Fin tech Village and Emerging Tech Village. TECHFEST 2017 is expected to attract above 3000 visitors, more than 200 startups, about 170 local and international angel investors and venture capitals.
Proposal 844 Office
Address: Room No.402, Ministry of Science and Technology – 113 Tran Duy Hung Str., Cau Giay Dist., Hanoi
Email: firstname.lastname@example.com
Phone: +84 24 3556 0621