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text:
Don�t expect a repeat of last weekend.
Don�t expect a repeat of last weekend.
While rain mixed with freezing temperatures last weekend to drop snow over the Onslow County area last weekend, this weekend will just be a soggy one along the coast, said meteorologist Chris Collins of the National Weather Service forecast office in Newport.
The hazardous weather outlook issued Thursday by the National Weather Service for parts of Eastern North Carolina indicated that patchy light freezing rain was possible overnight and into the early hours Friday morning, potentially causing slick spots on roads, mainly on overpasses and bridges.
But the coast may not see that early band of precipitation and any wintry mix of sleet or snow will stay well west of the area.
A winter weather advisory is in effect from 4 a.m. to 9 a.m. for Duplin, Lenoir and counties west and north of Greenville.
�We may get a drizzle in the morning but the heavy rain won�t get here until (Friday) afternoon or night,� Collins said.
Once the rain moves into the area Friday it will stick around into Saturday.
�We may see some heavy rain (Friday) night and Saturday is looking really wet,� Collins said.
While the rain will be here, Collins said the forecast calls for much warmer temperatures this weekend.
The forecast calls for temperatures Friday close to 50 degrees in the Jacksonville area and lows tonight staying in the mid to high 40s. The daytime temperature is expected to reach the mid-60s Saturday.
Sunday will be dry with the temperature around 60.
The forecast for early next week shows mild temperatures but the rain will return.
Contact Daily News reporter Jannette Pippin at 910-382-2557 or email@example.com.

subset: commoncrawl


text:
« In Which I Was So Much Older Then I'm Younger Than That Now »
The Typing Cure (Or: Heaven Is A Place Where Nothing Ever Happens)
by MOLLY LAMBERT
The internet is a glory hole for feelings. It is fundamentally changing the way human beings express themselves to each other. Email has made letter writing more commonplace than ever, but there is also instant messaging, facebook, twitter, tumblr. The deep human need to talk about what is going on inside you has endless outlets, and every boring day at the office is also a potential virtual Cassavetes film.
People create a divide between their real selves and their internet selves. Everyone is always surprised to be treated in real life the way they present themselves on the internet. My favorite English teacher from junior high, the one who told me I should be/am a writer, would always say "we become what we think other people think we are," and then Tess and I would argue about whether we believed that or not (She did, I didn't. I might now!) and then we'd talk about if the teacher was hot or not (She did. I didn't. I still don't. He was ginger!), and whether a person could become attractive through sheer force of their personality. He was a really great English teacher and he let me play a Steely Dan song in class once because it had an allusion to The Odyssey.
I passed notes to Tess during passing periods because text messaging didn't exist. Some people had pagers, but I'm fairly sure you could only send numerical pages. We pretended that other people could tell we felt like Robert Plant and Jimmy Page when we were hanging out together and that anyone who couldn't best to RAMBLE ON.
We drew lots of little cartoons and wrote lists of things we liked, what songs we were listening to a lot and what boys we had crushes on, how much we hated school and what we should try to do that weekend. Tess once described our first meeting as being like a spotlight coming on, and that is how I think of all important first meetings and memorable events and other moments in Na'vi. The goal of life is to find all the people in the world where you can really understand each other when you express yourself.
The internet makes people act drunk. Because the internet doesn't feel real, people disregard almost everything they do there. Because of this, they let their guard down a lot in a way that rarely happens in real life, except with a lot of alcohol. Nobody talks about it in real life, because the internet fourth wall largely stands, but people are getting weirder and looser about it. If it was the fifties when we started IMing, it is definitely now the sixties. We are firmly on the road towards nineteen seventies key parties (truth or dare videochat orgies? Paging Rachael Bedard for dungeonmaster.)
The most intimate thing you can do in an email is not sign it.
Sometimes not signing an email is actually the least intimate thing you can do. As with anything else, it is entirely based on the individual circumstances.
Gchat is checkers. Texting is chess. Twitter is Scrabble. Email is Monopoly.
People say things online they should tell a licensed therapist. Usually something deeply fascinating that reminds you that you are not a licensed therapist and shouldn't just dole out advice like you have any fucking idea what you are talking about. Not like I even think licensed therapists have any idea what they are talking about either, and really they just listen, and the internet always listens. Mostly it feels good to tell.
I have gone through long spells where I didn't feel like writing anything, and I usually get out of them by writing something on the internet. Because of this "not real" feeling, it is much easier to write something and post it and not feel like it now lives in a library where you can be permanently judged by it. Because yes, you could still go back in and move some words around, or even delete it if you felt like it. But it's an illusion, because the internet is every bit as much of a library as a real library.
Being freed from the tyranny of the physical sheet of blank paper allows you to take useful risks you might not take in ink or a Microsoft Word document, the same way people will try new things on vacation. You are freed from the tyranny of the idea that what you are doing is ever permanent, freed from context and the idea of yourself in the context of a continuing permanent self, from the illusion of any permanent self.
It is why we're so obsessed with journals and letters at This Recording. People write differently for a theoretical audience of everyone than they write for specific people and themselves, but the internet splits the difference. It is the most intimate least intimate thing. Sometimes (much of the time) people overshare, it's par for the course.
Autobiographies are often not that interesting because they tell you how a person wants people to see them, like a facebook page; the illusion of no insecurities or certain insecurities emphasized to disguise the lack of discussion of embarrassing actual insecurities. Journals tell you how that person really sees themselves.
Online presence isn't correlated with real life presence. Some people make great albums but have no live show. Some of the best live performers can't figure out how to translate that energy back into great albums. The record of a thing is never going to replicate the thing itself, it can only reflect it back and remind you of the experience.
In real life we are always surprised when we say something that is different than the way we actually feel and people believe us, because being looked at makes you feel emotionally transparent. On the internet there is the ability to go into sudden death, to switch topics abruptly in a way that is not socially acceptable in real life, and then discuss it in a way that would never be sanctioned in a face to face conversation.
For whatever thought experiment reason people are tremendously likely to tell you the actual truth online if you ask them something flat out. This is also known as real talk. I try to avoid doing this too much because sometimes you go over the line and wish you hadn't or if it's an actually important thing you feel like it deserves better than virtual resolution. Real talk is much more intense in real life because being looked at during anything heightens the experience in a way the virtual can never approach.
You learn a lot about people from their internet presences, but very little about their actual selves. Mostly you learn about how people present themselves and how they desire to be perceived. Internet personas usually go too far towards self-aggrandizement or self-deprecation. As with everything else on the internet and in real life, it is based around exaggerating certain truths and totally omitting others. Citizen Zuckerberg is a genius for allowing you to untag yourself from unflattering photos.
Smileys do soften me. I also always go "really?" that a person my age is using one, and then I do smile because they're so funny. So they kind of do work exactly the way they are supposed to. I use them to soften really ridiculous statements, especially when I am asking for something I am not sure I can get. The closest thing we have to tonal indicators in straight text are : D and sarcasm italics. There is no shame in using them. Maybe slight shame. But it's a funny kind of shame and will you loan me ten bucks : D
I stopped enjoying talking on the phone when I started to really enjoy IM. I probably enjoy instant messaging because I am a primarily word based person and I like being able to self-edit, but probably also because I am ADD and get distracted by everything when I'm on the phone. Alex says he now has to turn all the lights off to talk on the phone. He is The Night Caller. Facebook chat is the lowest form of communication.
In high school Tess and I chilled on the phone for hours after-school playing songs that we synced up together and reading the sex scenes aloud from books like Forever and The Godfather. It was like being in a car on a roadtrip together. When I talk about sismance I am often thinking of Tess. I have never once tried to make out with her, although we've spent a lot of time in beds together over the years and I get a really strong urge to scream that James Blunt song "You're Beautiful" at her sometimes.
I will never forget the time in ninth grade that we played truth or dare in Tess's bed while our friend was fingering our other friend under the blanket and we both had no clue except that our friend started talking kind of weirdly while she told a story.
When people bring up something I wrote on the internet in real life positively, sometimes I get Taylor Swift surprise face and then I worry like it might seem dishonest, but I'm really just as excited every single time. When people bring up something I wrote in real life or online and are negative, a little dark gray lightning cloud suddenly appears over my head to electrocute you like in Mario Kart.
Texting is the weirdest thing ever invented. If the new Scream movie doesn't open with a text message that says "Hello Sidney" it is advance dead to me.
I usually stop thinking about a thing the second I click post. I put all this energy into it, obsessing over it and changing sentences and rearranging words until the last possible second, and then I click post, and it is like letting go of a balloon. Sometimes I write a thing and click post and still can't stop thinking about it afterwards, and I just get deeper into obsessing and thinking and end up writing about it even more.
You genuinely forget that anyone can read the internet. You forget that when you write something somebody can read it, and that if they can read it they might possibly remember it ever. It is a perfect demonstration of mind-body splitting.
I recently reread all my old Mad Men reviews going back to the pilot and it was like hearing my past self give my present self advice. My present self does not understand how my past self obtained these insights into my present self and it felt like a science fiction short story to think about. It felt as close to reading my writing from the perspective of somebody who is not me as I have ever come. Super fucking weird.
Rereading This Recording on wordpress I barely remembered anything I wrote. It made me feel insanely nostalgic to realize I have a permanent record of a time period I never had any interest in commemorating while it was happening, because I was pretty certain that it sucked more than anything since junior high. And now when I read the record of it knowing full well that it sucked and was often painful, it all just seems too wonderful. We danced like nobody was watching and loved like we'd never been hurt.
Tess and I still talk every single day. We were discussing Blue Valentine, and why it is that people always seem so excited for movies that are about relationships falling apart, which is a thing you would think nobody would want to relive. She said people like to realize that the experiences during which they have the most intensely isolating feelings possible are all universal experiences, laughably adherent to key clichés.
There is a kind of distanced admiration of your terrible feelings, where you end up romanticizing the worst feelings you ever had from your current more neutral point of view. It is comforting to realize that you got over it, that you don't feel that exact way anymore, that even though it felt like you might die a bunch of times you never did.
There is also a distanced admiration for your best feelings, for personal triumphs and ecstatic experiences, times you really felt understood, so that they can remain the benchmarks for the highest and lowest points of your feelings. If we are interested in pushing the highs higher, naturally we might also sometimes want to push the lows as low as possible, even though it is perverse to want to feel bad. Maybe it is because it seems like there is a point at which one naturally and inevitably becomes the other.
Molly Lambert is the managing editor of This Recording. She's on twitter and runs GIF PARTY, JPG CLUB, and Google Image Search.
"Waterloo Sunset" - The Kinks (mp3)
"Lola" - The Kinks (mp3)
"All Day and All of the Night" - The Kinks (mp3)


text:
If by some chance you like to have your wine and eat some cookies too, this is a recipe for the file. And if by another chance you could care less about wine but require a sweet treat no matter what, I'm confident you'll be equally pleased to indulge in one of these.
The savory elements of black pepper and Parmesan are at play here, which makes them a great partner for wine or other adult concoctions. But at the same time these crumbly, buttery cookies are subtly sweet, with a balance of crunch from cornmeal and some sea salt – just as delicious with tea or espresso.
To me that equates to a perfect ratio. I love shortbread cookies for the very reason they're not overly sugary, yet deliver a richness of flavor I find irresistible.
There's just enough cornmeal for sandy texture, and Parmesan cheese fills the kitchen with a tempting aroma as they bake. The last touch is some lemon-infused sugar sprinkled over the top of the warm shortbread.
parmesan, black pepper and cornmeal shortbread
Yield 12 - 16 cookies
- 1 cup all-purpose flour
- ½ cup brown rice flour
- ¾ teaspoon fine sea salt
- ½ cup stoneground cornmeal
- 1/3 cup finely grated Parmesan cheese
- 1 teaspoon freshly ground black pepper
- 1 cup (2 sticks) butter, room temperature
- 2/3 cup confectioners' sugar
- 2 tablespoons granulated sugar
- 1 teaspoon fresh lemon zest
- Preheat oven to 325 degrees.
- Sift both flours and the salt over a medium bowl; use a whisk to stir in the cornmeal, cheese and pepper.
- Pulse the butter and confectioners' sugar in a food processor until creamy; add the flour mixture and pulse just until a soft dough forms (about 30 seconds).
- Pat the dough in an even layer into a 9-inch square or round tart pan with a removable bottom.
- Bake 35 – 40 minutes, or until the top is very lightly golden and the dough feels set when pressed gently. Stir together the granulated sugar and lemon zest and sprinkle over the top of the shortbread as soon as it comes out of the oven.
- Cool the pan on a rack 10 minutes, then unmold the shortbread and cool 10 more minutes. While it's still warm, cut the shortbread with a large, sharp knife into 16 squares or 12 wedges.
Hi there! I'm Karen, a mother of two and a professionally trained cook certified in holistic nutrition.
As the recipe developer, photographer and publisher of Familystyle Food, I share recipes and tips for making easy seasonal meals that are healthy and flavorful. Learn more about me here.
Check out the full recipe index.
Have a question or feedback on a recipe?
Join the conversation and leave a comment below, or send me an email — I love hearing from you!


text: Often you see where some pitcher is getting LIT UP, but the bull pen guys isn't ready yet, so the pitcher is allowed to stay in to continue pouring gas on the fire....is there a rule that would prevent the pitcher from just continuously stepping off the mound (maybe even throwing to first or wherever a runner is) to just buy time till the reliever is ready??? I mean, you see the pitching coach often come out to buy time, but hte ump comes and breaks it up...how do you prevent my suggestion???


text:
The suicide last month of coder and internet activist Aaron Swartz prompted an outcry about the manner in which a U.S. attorney used anti-hacking legislation to launch a heavy-handed prosecution for what many considered a minor infraction.
Federal prosecutors in Boston defended their actions, saying they were only upholding the Computer Fraud and Abuse Act, under which Swartz was charged.
But two lawmakers are proposing long-overdue changes to the law that would help prevent prosecutors from overreaching in their use of the law, as has occurred in a number of cases in recent years.
The amendments, referred to as Aaron's Law (.pdf) by Rep. Zoe Lofgren (D-Calif.) and Sen. Ron Wyden (D-Oregon), exclude breaches of terms of service and user agreements from the law and also limits the scope of the definition of unauthorized access to make a clear distinction between criminal hacking activity and simply acts that exceed authorized access on a minor level.
Under the amendments, which the two lawmakers refined after seeking input from members of the Reddit community and others, defines unauthorized access as "circumventing one or more technological measures that exclude or prevent unauthorized individuals from obtaining or altering" information on a protected computer.
The amendment makes it clear that the act of circumventing would not include a user simply changing his MAC or IP address to gain access.
"Taken together, the changes in this draft should prevent the kind of abusive prosecution directed at Aaron Swartz and would help protect other Internet users from outsized liability for everyday activity," Lofgren, or someone in her office, wrote on Reddit announcing the changes.
Wyden spokesman Tom Caiazza characterized the proposed bill as the "first steps toward pulling back the law from the abusive place it is now."
The 26-year-old Swartz was found dead on Jan. 11 this year of an apparent suicide. Swartz suffered from depression, but his death has been attributed in part to the increasing money pressures he faced over his upcoming trial, which was scheduled for April, and his fear of spending time in prison.
Swartz, who helped develop the RSS standard and was a cofounder of the advocacy group Demand Progress, was indicted after he allegedly gained entry to a closet at MIT and connected a laptop to the university's network in order to download millions of academic papers that were distributed by the JSTOR subscription service. Swartz was accused of repeatedly spoofing the MAC address of his computer after MIT blocked his MAC address.
Although Swartz later handed over a hard drive that contained the documents, and JSTOR did not pursue a complaint, the Justice Department pushed forward with prosecuting Swartz, with U.S. Attorney Carmen Ortiz insisting that "stealing is stealing."
Rep. Darrell Issa (R-Calif.), chairman of the House Oversight and Government Reform committee, and ranking minority leader Elijah Cummings (D-Maryland) recently sent the Justice Department a letter asking what motivated the prosecution in light of JSTOR's decision not to pursue a complaint and also asked why prosecutors felt the need to pile on more charges against Swartz after he was initially charged. They wrote in their letter that it appeared that prosecutors intentionally bulked up the felony counts against Swartz in order to increase the amount of time in prison he would face.
On July 14, 2011, federal prosecutors charged Swartz with four felony counts, including wire fraud, computer fraud, theft of information from a computer and recklessly damaging a computer. Then on Sept. 12, 2012, prosecutors filed a superseding indictment with thirteen felony counts.
"It appears that prosecutors increased the felony counts by providing specific dates for each action, turning each marked date into its own felony charge, and significantly increasing Mr. Swartz's maximum criminal exposure to up to 50 years imprisonment and $1 million in fines," the lawmakers wrote in their letter (.pdf).
Swartz, who did some coding for Wired and was at one time employed by Wired's parent company, was reportedly offered a plea agreement that would have had him serving 7-8 months in prison if he pleaded guilty to 13 felony counts. Prosecutors threatened that if the case went to trial they would seek a prison sentence of 7-8 years. Swartz reportedly turned down the plea because he did not want to spend any time in prison or carry the burden of a felony conviction, which would have restricted his choices in life.
His family has blamed his suicide in part on the overzealous prosecution by the Justice Department.
Swartz is not the only person who got caught up in a zealous prosecution under the CFAA
Missouri mother Lori Drew was indicted in 2008 under the law for violating MySpace's terms of service when she and others created a fake account that was used to harass and bully a teenage girl who subsequently killed herself. Drew was convicted of lesser misdemeanor charges by a jury who didn't think prosecutors had proved the felony charges, but even that conviction didn't stand up. A judge later vacated the judgment on grounds that the CFAA was "constitutionally vague" for the purpose that prosecutors were trying to use it and noted that if Drew's conviction stood, it would set a dangerous precedent to charge anyone who violated a terms of service agreement online.
And last year Andrew Auernheimer, aka weev, was found guilty of one count of identity fraud and one count of conspiracy to access a computer without authorization after he and a friend discovered a hole in AT&T's website that allowed anyone to obtain the e-mail address and ICC-ID of iPad users. They discovered that the site would leak e-mail addresses to anyone who provided it with a ICC-ID. So the two wrote a script – which they dubbed the "iPad 3G Account Slurper" – to mimic the behavior of numerous iPads contacting the web site in order to harvest the e-mail addresses of iPad users to prove that the vulnerability placed the privacy of users at risk.
Lofgren, in her post to Reddit, indicated that she thinks more changes need to be made to the law than what she and Wyden are proposing.
"As our discussions have continued, it is clear that many believe a thorough revision of the CFAA and substantial reform of copyright laws are necessary. I agree," the post reads. "'Aaron's Law' is not this complete overhaul, but is a first step down the road to comprehensive reform. If we succeed in getting this draft bill enacted into law, it will be in honor of Aaron Swartz, and should be seen as a beginning of a concerted effort to bring reform to these broader issues."
"The chances of success – whether for "Aaron's Law" or other proposals – will depend greatly on the degree of positive public engagement and support to change the law," the post reads. "As SOPA showed, when the Internet speaks, lawmakers listen. I think with enough constructive support we can have an opportunity to pass 'Aaron's Law.'"
Demand Progress, the group that Swartz cofounded, has set up a page online to make it easy for constituents to contact their lawmakers urging support of the amendments.


text:
Aquatics Annual Pass holders for
the Takoma Park/Silver Spring campus pool may request a partial refund for the
weeks between the pool's final date of operation (5/24/19) and their pool pass'
expiration date.
Please contact the Facilities
Help Desk at (240) 567-1564 or email email@example.com to request a refund. Please include or have available
your name, card number, telephone number, and street address.
Science Center at the Rockville Campus
The Office of Facilities & Public Safety is committed to advancing and promoting student success at Montgomery College by providing the highest quality physical environment for the entire College community. Specifically, the Office of Facilities & Public Safety will continue to focus on maintaining and improving the physical environment in terms of a safe, comfortable, and clean working and learning environment that will maximize student success. Given projected enrollment growth in afternoon, evening, and Saturday programs, the Office of Facilities & Public Safety will continue to focus on: achieving staffing levels to meet the cleaning, maintenance, and health/security/safety demands of a "24 hour college" required by the enrollment growth emphasis; planning, designing, renovating, and constructing new facilities; and securing staffing, contractual services, supplies, utilities, and furniture/equipment resources to meet the physical plant demands/operating budget cost impacts associated with the construction of future new buildings.
(Picture by Patrick Ross Photography)
© 2019 Montgomery College. All Rights Reserved.
©2019, Montgomery College


text:
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text:
© 2013 - Warner Bros. Pictures
Running Time: 90 min.
Release Date: October 4, 2013
DVD: February 25, 2014
Current rating:
based on 5342 votes and 2340 reviews
Rate Movie | Read all user reviews
Cast: Sandra Bullock, George Clooney
Debuting at the top of the box office this weekend was the long-awaited space movie...
Working in Hollywood sounds glamorous, but how much do the people who work there,...
Bestselling author Tess Gerritsen claims Alfonso Cuar³n's film Gravity is partially...
Who said it's the end of award season? Just as the buzz from the Academy Awards...


text:
- Bussiness News
- Trading And Investing
- sectors
- special features
- MV Education center
- Video
- t3 live subscriptions
The ECB is NOT the Fed
Let's make the assumption that the current Great Disconnect between Main Street and Wall Street doesn't exist.
This is not a game of perfect, but it is a game where the better prepared & informed generally crush those who are reacting late
The Dow Jones Industrial Average's 9-day winning streak is the longest since November 1996.
We see the trading of this past week as an opportunity to add significant risk across the board.
Stocks drifted most of the day until what looks like a "Market On Close" buy program goosed the market.
Last week, we offered that an hourly S&P for February 2013 looked like a fractal of the dailies from July through October 2007.


text:
Mrs. Down: "Hi, are you covering for Dr. Nerve?"
Dr. Grumpy: "Yes, what can I do for you?"
Mrs. Down: "I'm emotionally uncomfortable."
Dr. Grumpy: "About what?"
Mrs. Down: "I'm worried I may run out of gas on the way to the drugstore."
A Blog detailing the insanity of my medical practice and the stupidity of everyday life.
whaaaat? geez.
That's a bad call but I had one that's worse. "My son had a rash 2 days ago, and now it's gone, what do you think it was?" (At 2 am!)
It's what you get when inviting people to call, who lack ANY good sense.
Sounds like Dr. Nerve has been doing some serious hand holding.
I think you want Dr. AAA.
Emotionally Uncomfortable is a euphemism for BONKERS or Dr. Nerve has a special code for Booty Call.
"...or Dr. Nerve has a special code for Booty Call."
Okay....absolutely rediculous call and I hope you told this person that. Criminey!
I want to thank you for taking calls like this. I was a psychotherapist for almost 20 years and I didn't get crazy-ass calls like this. Apparently they were going to you.
Dr. Nerve gave this one patient your number and told her that the next time she felt "emotionally uncomfortable," she should call Dr. Grumpy because he is a specialist. When you see Dr. Nerve, just tell him that turnabout is fair play ... you are just waiting for the perfect turf - er - referral. Tricia
Yeah, my initial thought was "wow, what did you do to piss of Dr. Nerve?"
Did you suggest the name of a drugstore that delivers? Or that she call AAA and sign up for their plan which would deliver gas to her if she ran out?
So the Yak Herder sent his flock through Dr. Nerve's office, and this is payback for the present one of the yaks left on the desk.
Or ... Dr. Nerve has been moonlighting as a psychotherapist.
Seriously, Mrs. Down might have "issues," as my kids wouold say, but anxiety and fears are very real to the pt. Yes, she should have called AAA, but she did call somebody instead of letting fear trap her in the house.
I think you may have misunderstood. According to DSM VI symptoms of "an irrational fear of running out of gas on the way to the drugstore" is classified as an acute case of being "motionally uncomfortable"
Did you suggest she stop at a gas station before she continues to the pharmacy?
What do expect when people demand professional advice for free, 24/7?
at least she was calling before 10PM.....
At least she was planning ahead... :-)
Ms. Donna, are you honestly saying that you approve of this dim-wit calling Dr. Grumpy?
I'm sorry ma'am, there's nothing I can prescribe that will cure stupidity.
So what did you say?
"My advice, based on years of medical training and data from clinical trials, is that you go to a gas station on the way to the drug store?"
Dr G., look at the bright side, she is not your patient.
"But I'm really worried I may run out of drugs on the way to the gas station."
Wait, what? Patients can call their NEUROLOGISTS if they are 'emotionally uncomfortable'?? That's it - I am loving privatised health care! :P
Little Calf Creamery. Delicious homemade ice cream and food in Thousand Oaks!


text:
[Verse 1]
It's my time like it or not gotta ride can't fight
This thing'll take you with it like a landslide
My mind spitting rhymes refined as old wines
No games since age 5 I hold mine
Never fell for the spells they tell in this world
I read Malcolm, you was learning to spell
I took exams early with the geeks in the school
Opened a business you were still chasing your balls
I spent my teens sticking but I'm one of Britain's best mathematicians
Official, I got the certificate
So however you want it kid we could do scholarship politics
Or the opposite
War with hollow tips No supathug, just I don't fear, why would I?
You bleed like me and breathe the same air
I got a purpose on this earth
And I ain't ready to go
So if I gotta send you first then let it be so
Roll wid us or get rolled over [x3]
It's time now the wait is over
Roll wid us or get rolled over [x3]
It's time now the wait is over
[Verse 2]
It's bigger than the music
It's more like a movement
A unit of trueness spreading like rumors
They foolish, say I can't do it they doubt
Cause we acorns now just watch out for the tree that sprouts
When it does, remember I told you
I'm going from local to global
Poor and hopeful
From glueing back shoes
Cause they showing my toes through
To owning shoe companies and yards on the coastal
If you real grab on, I'm taking the fam with me
But hold on tight cause we movin real swiftly
Fakes can't stop my flight
Not your life that's like
Trying to fight atomic war with a knife
(can't do that)
Fight like mike with control not physically
If ignorance is bliss that explain my misery
I'm clear in my vision b, solve your mystery
Compete with me you get whitewashed like black history
[Verse 3]
It's not all gravy, man dem is shady
Tings is crazy but that don't phase me
It's not all gravy, man dem is shady
Tings is crazy but that don't phase me
Get yours, there's only one life to live
You gotta feed your kids, you gotta eat real big
Young soldier you can do whatever you want to
And no one out there can stop you
Not sure just watch me for practice
In these board meetings
Taking cheese off crackers
You actors are not factors
I see the bluff cause you sell crack
It does not mean that you're tough
It's the matrix and it's blatant you
Paper thugs are not ready yet
For getting unplugged
Grown man still talking like
You know who I am, where I'm from'
Bredren what the fuck are you on?
Telling the world who you shot
And what are you earning
When you get popped that will not stop it from burning
So it's worthless, you gots to be a soldier
Watch me grind you'll understand it as you get older
Nothing pretty but when I do things the job's over
Never stick at that critical moment, I'm potent
I'm focused, you jokers can't see me
I feel like a marksman at point blank it is too easy
These verses are a part of the song Roll Wid Us. The full version of which has verses from Quest, E & Nikolow. It was released as part of the The War Mixtape, Vol.1 which was released August 2004.
The beat sampled is "Johnny Guitar" by the late African-American Jazz saxophonist Sil Austin. Akala went on to reuse the instrumental in 2008, when he released The War Mixtape, Vol. 2.
The song was used in British 2006 film, KiDULTHOOD.


text:
A Texas natural-gas and oil company that wants to drill in Western Colorado has formed a super PAC to support the re-election of Rep. Scott Tipton, R-Cortez.
SG Interests of Houston is the sole donor to the Colorado Future Fund, a super PAC that formed in August. The PAC recently spent $10,000 each on mailers against President Barack Obama and Tiptons Democratic opponent, Sal Pace.
The Colorado Future Fund lists its address at Zakhem Law in Denver. The firms president, John Zakhem, is also the lawyer for Tiptons re-election campaign.
Super PACs are allowed to raise and spend unlimited money as long as they do not coordinate with a candidate.
The Sunlight Foundation reported on the developments last week. The foundation analyzes campaign-finance data and advocates for better disclosure of money in politics.
Zakhem said the Colorado Future Fund is run by a worker at his firm, Charlie Smith.
I have specifically put up Chinese walls to make sure Charlie is in no way involved with the Tipton campaign, and Im in no way involved with the Colorado Future Fund, Zakhem said.
SG Interests owns drilling leases in the Thompson Divide, a roadless area near Carbondale. It got the leases during the George W. Bush administration, when the national roadless rule was in a state of confusion over conflicting court rulings and Bushs repeal of former President Bill Clintons roadless rule.
The new Colorado Roadless Rule adds protections for the Thompson Divide, but it does not completely put the area off-limits to drilling.
Conservationists and ranchers are pressing Tipton to introduce a bill to protect the area from future drilling. So far, he has not committed to backing a bill. Instead, he has said he wants to find a compromise solution.
Pace has said he wants to buy back leases from SG and other gas companies so that drilling will not occur in the Thompson Divide.
Zane Kessler, executive director of Thompson Divide Coalition, said his group will not take sides in the election, and it will work with whomever is elected next month. But he doesnt like SGs new super PAC.
It is disappointing to find out that out-of-state interests are trumping the interests of our ranchers and our sportsmen, Kessler said.
In addition to the super PAC, SG executives have given $8,100 directly to Tiptons re-election effort, although Tiptons office has noted that he also has received donations from opponents of drilling in the Thompson Divide.
Tiptons campaign manager, Michael Fortney, said Zakhems ties to a super PAC funded by SG Interests does not raise questions of conflicts.
Congressman Tipton will continue to work with stakeholders on both sides and to come up with a solution that makes sense for everyone, Fortney said.
In February, SG and Gunnison Energy agreed to pay a $550,000 fine to settle an antitrust lawsuit by the Justice Department for agreeing not to compete in a 2005 auction of drilling rights in Western Colorado.


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Follow RFF News on your cell phone. Text follow rff to 40404 you will receive txt messages with RFF News
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Once again, thanks to all the folks on the episode thread! Boingo, Peach, Dutch Samedhi... You're making my life real easy here!
Would it have been a good idea for Herb and Nate to cross the river to the Nadrazi Holesovice Metro Station directly instead of waiting for the tram? It's about one mile by road...
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text:
Sale of Manhattan Co-op Sets Record
By Lauren Schuker Blum
Media mogul David Geffen has paid $54 million for a penthouse duplex owned by socialite Denise Rich on Manhattan's Upper East Side, according to people familiar with the situation. The deal closed last week, they added.
The 12,000-square-foot duplex at 785 Fifth Avenue has an additional 5,000 square feet of exterior space with wrap-around terraces, making it one of the largest apartments in Manhattan. With seven bedrooms, eleven bathrooms, it overlooks Central Park.
The upper level features a grand salon with marble floors, 11-foot ceilings, and custom mahogany doors. The lower level has a media room, billiard room, a gym and a professional recording studio.


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text:
Joran van der Sloot ties the knot in Peru prison
Dutch national Joran van der Sloot, in prison for killing a Peruvian woman and the prime suspect in the disappearance of U.S. teen Natalie Holloway, marries his pregnant girlfriend. Deborah Lutterbeck reports. Video provided by Reuters Newslook
LIMA, Peru (AP) — Joran van der Sloot, the prime suspect in the 2005 disappearance of U.S. teen Natalee Holloway, married his pregnant Peruvian girlfriend Friday in a ceremony at the maximum-security prison where he is serving 28 years for murdering a woman he met in a Lima casino.
Van der Sloot, 26, wed Leidy Figueroa, 24, in a private ceremony. Prison officials prohibited video and photos during the midday nuptials and none of the groom's relatives attended, said his attorney, Maximo Altez.
Wearing a tailored suit and dress shoes sent by his mother, Van der Sloot told his bride, who is seven months pregnant, that after he is released from prison, "'I want to marry you again,' and she told him the same," said John Barrera, who officiated the wedding as mayor of the city of Ancon, where the prison is located.
Van der Sloot was the last person seen with Holloway, who vanished while on a high school graduation trip to Aruba. The Alabama teen's body was never found and no charges were filed against Van der Sloot.
RELATED: Judge declares missing Ala. teen Natalee Holloway dead
In 2011, he confessed to killing Stephany Flores, a 21-year-old business student, five years to the day after Holloway's disappearance.
Van der Sloot is expected to remain in prison until 2038 and then be extradited to the United States to face charges of extortion and fraud for allegedly promising to lead Holloway's mother to the girl's body in exchange for payment.
Van der Sloot met Figueroa while she was selling goods inside the prison, according to the attorney.
Speaking to reporters outside the prison, Altez showed an oil painting done by Van der Sloot depicting a tall, solitary woman in a red dress on a palm-studded beach under a radiant sun.
Copyright 2014 The Associated Press. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.


text:
Photo Challenge: Ceiling
While we all appreciate a roof over our heads, it can be easy to forget our ceiling! For this photo challenge, we want a neck-crick-inducing view of the ceiling, just aim your camera up to gain a new perspective of your domicile.
This photo challenge will be open for one week and will close December 17.
RSS for photos in Photo Challenge: Ceiling


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Referral to this site or to any specific commercial product, process, or service, or the use of any trade, firm or corporation name is for the information and convenience of site visitors and does not constitute endorsement, recommendation, or favoring.


text:
|Bugsy: Easy Demo Pic; Take 1
Good Morning.... here's Bugsy. He's not really snoozing. He's posing for his Easy Like Sunday class picture. This is how it's done, pals.
First, your pick a piece of furniture that matches your furs....
Second, you seal yourself to the arm of that chair or couch, so you look like just another pillow and nobody will bother you.
Third, you start purring gently until you fall asleep...
And fourth, you let the Zzzzz's rip and enjoy an Easy Like Sunday!
Any questions? Good. Then, have at it.
Have a great day, everybuddy!


text:
3-year-old burned boy released from NH hospital
Plaistow couple facing charges in case
Police say the 3-year-old boy at the center of a New Hampshire child endangerment case has been released from the hospital.
James Linscott, of Plaistow, has been released from Children's Hospital at Dartmouth in Lebanon, where he had been hospitalized for several weeks for brain injuries, bruises and burns to his wrist and fingers.
His mother, Jessica Linscott, and her boyfriend, Roland Dow, were arrested last week at a Florida theme park and arraigned in New Hampshire on Monday.
Dow is charged with first- and second-degree assault. He and Linscott face multiple charges of child endangerment. The boy is in state custody.
Both have been ordered not to have contact with each other or with James. The couple had said his injuries were self-inflicted; doctors disagreed.


text:
SUSSEX, England, Aug. 5 (UPI) -- Some humans can wiggle their ears, but it's little more than a party trick. Like many mammals, horses can swivel their ears, and new research suggests its not just for honing in on a odd rustle in the brush, but to communicate bits of information to their other horse friends.
A new study by researchers at the University of Sussex tested the extent to which horses rely on information relayed by the eyes and ears of their fellow horses. In the experiment, horses were led to a choice of feed buckets. Each bucket sat in front of life-size photos of horses. When the horse picture had their eyes and ear covered, the real horses chose the feed buckets at random. But when the eyes and ears in the photos were visible, it was clear the horses chose to feed at a certain bucked based on information communicated by these moveable facial cues.
When the researchers set up the experiment using photographs showing ears and not eyes (and vice versa), the results suggested the direction of the ears convey a bit more than eyes do.
"Previous work investigating communication of attention has focused on cues that humans use -- body orientation, head orientation and eye gaze," said mammal communication expert Jennifer Wathan. "But no one had gone beyond that."
"We found that in horses, their ear position was also a crucial visual signal," Wathan added. "In fact, horses needed to see the detailed facial features of both eyes and ears before they would use another horse's head direction to guide their choice."
Of course, riders and caretakers have long known to look to a horse's ears to try to make sense of what the animal is thinking. And now science suggests they're looking in the right place.
The new study was published in the latest edition of the journal Current Biology.


text:
I would like to characterize the smooth maps $\varphi: \mathbb{R}^n \rightarrow \mathbb{R}^k$, $n\geq k$, with the following property:
For every $x\in \mathbb{R}^n$ there exists a positive number $r_0=r_0(x)$ such that for every positive number $r\leq r_0$ there holds $$ \mathrm{vol}_k \bigl( \varphi(B_r(x)) \bigr) \geq \omega_k r^k. $$
Here $B_r(x)\subset \mathbb{R}^n$ is the ball of radius $r$ around $x$ and $\omega_k$ denotes the $k$-volume of the unit ball in $\mathbb{R}^k$. These maps are in a certain sense ``submersions which locally expand volume''.
Some comments. An obvious necessary condition is that the $k$-Jacobian of $\varphi$ at every point is at least one: $$ J_k \varphi (x) := \max_{V\in \mathrm{Gr}_k(\mathbb{R}^n)} |\det D\varphi(x)|_V | = \sqrt{ \det \bigl( D\varphi(x) D\varphi(x)^* \bigr)} \geq 1, \quad \forall x\in \mathbb{R}^n. $$ Here $\mathrm{Gr}_k(\mathbb{R}^n)$ is the Grassmannian of $k$-planes in $\mathbb{R}^n$ and $A^*$ denotes the adjoint of the linear map $A:\mathbb{R}^n \rightarrow \mathbb{R}^k$ with respect to the Euclidean inner product.
This condition is clearly sufficient when $k=n$ (by the inverse mapping theorem and the area formula).It is also sufficient when $k=1$ (in which case $J_1 \varphi$ is just the norm of the gradient of the scalar function $\varphi:\mathbb{R}^n \rightarrow \mathbb{R}$): this is a nice exercise for students (hint: use the gradient flow of $\varphi$).
However, simple examples show that this condition is not sufficient when $n>k>1$.
The above condition becomes sufficient when we add the following requirement: let $\mathcal{V}(x)$ be the set of all $k$-planes $V\subset \mathbb{R}^n$ such that $|\det D\varphi(x)|_V |\geq 1$ (by the above condition the above set is not empty). Then we require the "multi-valued distribution" $\mathcal{V}$ to be ``integrable'', in the sense that $\mathbb{R}^n$ has a smooth $k$-dimensional foliation such that at every $x\in \mathbb{R}^n$ the leaf through $x$ is tangent to some $k$-plane in $\mathcal{V}(x)$.
The proof that this condition is sufficient uses the following fact, of which I do not know an elementary proof (see my MO question Existence of a large leaf in a foliation of the ball and its answers): a smooth $k$-foliation of the unit ball in $\mathbb{R}^n$ which is close enough to the affine foliation has a leaf whose $k$-volume is at least $\omega_k$. Then the claim follows from the area formula.
However, this sufficient condition seems to be far from necessary.
Does anybody have an idea on how to narrow the gap between necessary and sufficient? Or some bibliographical suggestions?


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The purpose of this article is to describe a way to simulate game physics in two dimensions. We will use an approach known as Verlet integration, go over the basics of moving points and building shapes to topics like collision detection and response. The reader should know the basics of vector maths, meaning addition, subtraction, multiplication with a scalar and the dot product. More than that is not required, however, for deeper understanding more knowledge of Euclidean geometry in two dimensions wouldn't hurt.
[size="5"]Verlet integration
First of all, what is Verlet integration? The Verlet integration is a way of numerically integrating the equations of motion. For this article, you really don't have to know what numerical integration means; basically, the Verlet integration describes the movement of a point trough time. There are different methods to do that - I guess, most of you know the Euler method:
If we merge these two equations into one, meaning we substitute the Velocity[sub]New[/sub] in the second equation by the right hand side of the first equation, we get:
There are different types of Verlet integration methods - Position Verlet, Velocity Verlet and Leapfrog. For this article, we will choose the position version, because it has some nice features that we're going to take advantage of.
The corresponding equation for position Verlet is actually not much different from the one shown above:
As we can see now, the term (Position[sub]Current[/sub] - Position[sub]Old[/sub]) in the Verlet equation replaces the velocity if we compare it with the Euler approach. Consequently, this means that this approach doesn't deal with velocities at all - one thing less to worry about. This integration method is not always quite accurate, since (Position[sub]Current[/sub] - Position[sub]Old[/sub]) is only an approximation of the actual velocity. However, it's fast and stable, which is why it is well suited for games. Also, using this approach the collision response gets really simple. Let us consider a point as shown in figure 1.
The starting conditions for Position[sub]Old[/sub] and Position[sub]Current[/sub] are chosen such that the point moves slowly to the right. After a certain amount of time steps, the point will intersect with the square on the right. Once the collision is detected, we only have to move the point out of the square and we are done with the collision response. Since the integration uses (Position[sub]Current[/sub] - Position[sub]Old[/sub]) as its velocity, the speed of the point will subsequently change if we change either CurrentPosition or OldPosition - which is what we did in the collision response (we moved the point out of the square). As we can see in figure 2, the point will automatically decelerate and eventually stop.
If we put the formula above in code, we get something like this (assuming you have a working vector-class, that is):
struct Point {Now we have a working physics code that will calculate the trajectories of arbitrary points just fine. But points alone are not very useful, except when you're programming a particle simulation. Since that's normally not the case if you're into game programming, we have to extend the points in some way so we can simulate rigid body behaviour as well. If we look at rigid bodies in nature, we see that they are actually a huge amount of points (=atoms) held together by various forces.
Vec2 Position;
Vec2 OldPosition;
Vec2 Acceleration;
class Physics {
int PointCount;
Point* Points[ MAX_VERTICES ];
float Timestep;
void UpdateVerlet();
//Constructors, getters/setters etc. omitted
void Physics::UpdateVerlet() {
for( int I = 0; I < PointCount; I++ ) {
Point& P = *Points[ I ];
Vec2 Temp = P.Position;
P.Position += P.Position - P.OldPosition + P.Acceleration*Timestep*Timestep;
P.OldPosition = Temp;
We could of course try and create thousands of particles and connect them in some way to approximate the behaviour of rigid bodies, which would work indeed. However, that would cause a huge amount of calculations to be done for e.g. a single cube, let alone a whole game filled with physics bodies, so this isn't really an optimal solution. Luckily, it shows to be sufficient only to model the vertices of a body. If we were to simulate a box, we would simply create the four vertices that make up the shape of a box, connect them somehow and we're done.
The problem left to compute is now only that of the connections. If we again imagine a box and the four vertices, it should become clear that the distance of a vertex to another should always remain constant. If the distance between two vertices changes, this always means that the shape of the body gets deformed, and we don't want that - who would like to have a crate in his game that collapses once you stand on it? Therefore, we have to find a way to keep the distance between two vertices at a constant value.
If we had the same problem in reality, the solution would be simple - just insert some kind of pole in-between and the vertices won't approach each other anymore. We will do the exact same thing in our program; create a new class that represents an 'imaginary pole'. It connects two vertices and keeps those vertices at a constant distance. The algorithm to update these 'poles' is called once the Verlet is calculated. The algorithm itself is actually quite simple. First of all, we have to calculate the vector between the two vertices that are connected by the pole. The current distance between the two vertices is simply the length of that vector. Once we have the current length, the difference of the original length of the pole should be calculated. We can now use the difference to push the vertices to a position where the distance constraint is satisfied.
struct Edge {That's it - if we created a few points and connected them with our newly created edge struct, the resulting body would show very nice rigid body-behaviour, including rotational effects when it hits the floor. But why does that work? The code isn't much different from before, we only added a few lines to satisfy the distance constraint and suddenly we have rigid bodies. The reason behind this lies within our integration method. If we recall that the Verlet integration doesn't work with velocity but rather with the difference between the current position and the position before the last integration step, it should become clear that the speed of the point will change if we change its position. Therefore, since we change its position in the UpdateEdges method, its velocity will also change. The overall change in velocity looks exactly like we would expect it from a vertex of a rigid body; it is not totally correct, but good enough for games.
Vertex* V1;
Vertex* V2;
float OriginalLength; //The length of the edge when it was created
//Constructors etc. omitted
void Physics::UpdateEdges() {
for( int I = 0; I < EdgeCount; I++ ) {
Edge& E = *Edges[ I ];
//Calculate the vector mentioned above
Vec2 V1V2 = E.V2->Position - E.V1->Position;
//Calculate the current distance
float V1V2Length = V1V2.Length();
//Calculate the difference from the original length
float Diff = V1V2Length - E.OriginalLength;
//Push both vertices apart by half of the difference respectively
//so the distance between them equals the original length
E.V1->Position += V1V2*Diff*0.5f;
E.V2->Position -= V1V2*Diff*0.5f;
To be honest, I lied when I said before that the code would work just fine if we executed it like that. As the code is now, bodies would not be totally rigid. If a body collides with the floor, the distance between it's vertices is not totally constant, which means that the body is more or less deformed, depending on the it's speed before the collision. Why does that happen? The UpdateEdges method is totally correct, but still the distance between two vertices may vary. If we look at figure 3, this should become clear: If a vertex is connected to more than just one edge (which is normally the case), the length correction of one edge may disturb the length of another edge, which is why the bodies get deformed.
The only way to get rid of this problem is to execute the edge correction method more than just once per frame. The more this method is called, the more perfect the situation gets approximated, where all vertices have the right distance to each other. This gives game programmers a scalable physics algorithm - the more time is left at the end of the main loop, the more iterations can be used for the distance correction (and the collision response that will be introduced later). Vice-versa, if the main loop takes more time to execute, the iterations used for physics can be reduced so the game runs at a more or less constant frame rate.
[size="5"]Collision Detection
Now that our algorithm supports the simulation of (almost) rigid bodies, let's proceed to the next problem - collision detection! In this article, we will use an algorithm known as the 'Separating Axis Theorem'. If you already now how it works, you might as well just skip this part and go straight to the collision response. So, how does the Separating Axis Theorem work? As the title suggests, it states that two bodies don't collide, as long we are able to put a straight line between the two, that doesn't intersect either body. Figure 4 demonstrates this.
The only limitation of this algorithm is that it only works correctly with convex shapes. If we tested two concave shapes, the algorithm will fail, meaning that it would detect a collision when there is none. The reason should become evident if you take a look at figure 5.
We could deal with that by breaking up each concave polygon into convex subshapes and then test each subshape separately, but for simplicity reasons, we will just stick to convex polygons in this article - feel free to add concave support later.
So, how do we find out whether we could put a line in-between? We could of course just test every possible line for intersection, but it is evident that this is completely inefficient. To do this, we will take advantage of projection. If we put a new line in figure 4 that is perpendicular to the separating line, we can see that the projections of the two bodies on this line do not overlap (as shown in figure 6). However, if we chose a line that does intersect, the projections of the two bodies do also overlap.
It is irrelevant where we place the line that we project to, since the resulting projection is one-dimensional anyway - only its direction is important. This means that we don't have to look for a line that fits perfectly in-between the two bodies anymore, but for a direction where the projections don't overlap. Finding this direction shows to be quite easy. Let's consider the case where there is only one possible line that separates the two bodies (see figure 7).
It is evident that this line is parallel to the left edge of the right body. Therefore, to find the direction of a separating line, we simply have to iterate over all edges of both bodies and check, if the projection of the bodies onto the perpendicular of the edge overlap. If they don't, the bodies don't collide and we can end the search. If they do, we go on to the next edge. If there is no such edge, the entities are colliding and we have to proceed with the collision response.
Let's put this into code! But before we can implement the collision detection, we first have to write a body class that contains its respective vertices and edges:
struct PhysicsBody {The ProjectToAxis method will project the body onto the passed axis and change the Min and Max variables to the result of the projection. Since a projection of a 2D-shape onto 1D results in a mere interval of a line, the result of the projection can be stored in two floats that denote the beginning and the end of the interval. The projection method is quite simple:
int VertexCount;
int EdgeCount;
Vertex* Vertices[ MAX_BODY_VERTICES ];
Edge* Edges [ MAX_BODY_EDGES ];
void ProjectToAxis( Vec2& Axis, float& Min, float& Max );
//Again, constructors etc. omitted
void PhysicsBody::ProjectToAxis( Vec2& Axis, float& Min, float& Max ) { As you can see, projection in 2D is simply a dot product of the projection axis and the point we want to project. The collision detection may look like this:
float DotP = Axis*Vertices[ 0 ]->Position;
//Set the minimum and maximum values to the projection of the first vertex
Min = Max = DotP;
for( int I = 1; I < VertexCount; I++ ) {
//Project the rest of the vertices onto the axis and extend
//the interval to the left/right if necessary
DotP = Axis*Vertices[ I ]->Position;
Min = MIN( DotP, Min );
Max = MAX( DotP, Max );
bool Physics::DetectCollision( PhysicsBody* B1, PhysicsBody* B2 ) {The algorithm works just like described above; if something isn't clear, I would suggest rereading the explanations step by step. The IntervalDistance method that is mentioned in the code is actually quite simple:
//Just a fancy way of iterating through all of the edges of both bodies at once
for( int I = 0; I < B1->EdgeCount + B2->EdgeCount; I++ ) {
Edge* E;
if( I < B1->EdgeCount )
E = B1->Edges[ I ];
E = B2->Edges[ I - B1->EdgeCount ];
//Calculate the axis perpendicular to this edge and normalize it
Vec2 Axis( E->V1->Position.Y - E->V2->Position.Y, E->V2->Position.X - E->V1->Position.X );
float MinA, MinB, MaxA, MaxB; //Project both bodies onto the perpendicular axis
B1->ProjectToAxis( Axis, MinA, MaxA );
B2->ProjectToAxis( Axis, MinB, MaxB );
//Calculate the distance between the two intervals - see below
float Distance = IntervalDistance( MinA, MaxA, MinB, MaxB );
if( Distance > 0.0f ) //If the intervals don't overlap, return, since there is no collision
return false;
return true; //There is no separating axis. Report a collision!
float Physics::IntervalDistance( float MinA, float MaxA, float MinB, float MaxB ) {Since we don't know if body A will lie on the left and body B on the right or vice-versa, we have to check which interval begins sooner. We then subtract the end of the left interval from the beginning of the right interval to get the distance between the two - if this value is smaller than zero, they overlap.
if( MinA < MinB )
return MinB - MaxA;
return MinA - MaxB;
That's it for collision detection! ...well, not yet. Apart from detecting whether or not the two bodies collide, the collision detection should also provide certain information about the collision. We also have to calculate a so-called collision vector that is big enough to push the two bodies apart so they don't collide anymore, but touch each other. There are of course arbitrarily much vectors that could accomplish this, but for our physics to look right we have to find the smallest of those vectors. The vector we're looking for has the pleasant property that it's always parallel to one of the lines we projected to, which means that we only have to check each edge and calculate the length of the vector needed to push the two bodies apart. Figuring out the length isn't really a hard thing to do, if we take a look at figure 8.
In the code above we projected both bodies onto the axis given by the (normalized!) vector 'Axis'. We then called the method IntervalDistance to check whether or not the intervals are overlapping. The length of the vector (which is parallel to the axis we projected to) needed to push the two bodies apart is simply the amount of overlapping. To allow the information calculated in the DetectCollision method to pass smoothly to the collision response, we add a new struct to our Physics class:
class Physics {The 'Depth' is the length of the vector, the 'Normal' is the direction of the vector discussed above.
struct {
float Depth;
Vec2 Normal;
} CollisionInfo;
//Everything else omitted
Our new DetectCollision method would now look like this:
bool Physics::DetectCollision( PhysicsBody* B1, PhysicsBody* B2 ) {Once we have this, we'd be already able to write a very simple collision response. Since the collision vector we calculated pushes the two bodies apart so they don't collide anymore, we could just move all vertices of both bodies back by half the vector and we'd be done. This would work, since interpenetrations are resolved, but it wouldn't look right. The bodies would simply glide off each other, meaning they don't start to spin like a real object when hit.
float MinLength = 10000.0f; //Initialize the length of the collision vector to a relatively large value
for( int I = 0; I < B1->EdgeCount + B2->EdgeCount; I++ ) {
Edge* E;
if( I < B1->EdgeCount )
E = B1->Edges[ I ];
E = B2->Edges[ I - B1->EdgeCount ];
Vec2 Axis( E->V1->Position.Y - E->V2->Position.Y, E->V2->Position.X - E->V1->Position.X );
float MinA, MinB, MaxA, MaxB;
B1->ProjectToAxis( Axis, MinA, MaxA );
B2->ProjectToAxis( Axis, MinB, MaxB );
float Distance = IntervalDistance( MinA, MaxA, MinB, MaxB );
if( Distance > 0.0f )
return false;
//If the intervals overlap, check, whether the vector length on this
//edge is smaller than the smallest length that has been reported so far
else if( abs( Distance ) < MinDistance ) {
MinDistance = abs( Distance );
CollisionInfo.Normal = Axis; //Save collision information for later
CollisionInfo.Depth = MinDistance;
return true; //There is no separating axis. Report a collision!
The problem is that a body in our approach only spins if the velocities of its vertices differ. In the same manner, a body only changes its rotational velocity if its vertices experience different acceleration. Acceleration is change in velocity, and in Verlet integration change in velocity is equal to change in position. Therefore, if we move the two bodies back by the collision vector, we change the velocity of all vertices of both bodies by the same amount, which means that there is no change in the rotational velocity. For this reason, we need to write a better collision response.
This is where the advantage of our approach kicks in! In a rigid body system, we would have to use complicated formulas to calculate the momentum and then treat the linear and angular case separately. In our system, the whole thing is much easier - we just have to move the edge and the vertex participating in the collision backwards so they don't intersect, but touch each other. Since both the edge and the vertex are connected to the rest of their respective body, the position (and therefore the velocity) of the other vertices will change immediately to fulfil the length constraint. Both bodies will start spinning self-actingly. The whole collision response reduces to identifying the edge and the vertex that participate in the collision and separating them from each other; everything else will be done automatically by the edge correction step.
Identifying the collision edge and vertex is not that hard. The collision vertex is the vertex that lies closest to the other body. Therefore, we simply have to create a line whose normal vector is the collision normal (its starting point doesn't really matter). We then measure the distance of each vertex of the first body from the line using the line equation in vector geometry, which is
where N is the normal vector, R[sub]0[/sub] the origin of the line, R the point to be tested and d the distance of the point from the line. The set of all points that form a line are given by d = 0 (all points that have zero distance from the line), just as a side note. Once we have the distance of each vertex from the line, we choose the one with the lowest distance - that's the collision vertex we were looking for. Please note that d can also be negative. A line separates a two dimensional space in two halves; if the point R lies in the half the line normal points into, the distance will be positive, but if it lies on the other side, the distance will be negative. Therefore, it is important in which direction the collision normal points (in the implementation presented below, it's always made sure that the collision normal points at the body containing the collision vertex).
The collision edge is even easier to find. Remember when we projected the bodies on the perpendicular of an edge to find the smallest collision vector? The collision edge is simply the edge that resulted in the smallest vector.
Time to put this in code! First of all, we have to extend the collision info struct in the physics class to contain the collision edge and vertex:
struct {Now we can rewrite our DetectCollision method to detect the additional information:
float Depth;
Vec2 Normal;
Edge* E;
Vertex* V;
} CollisionInfo;
bool Physics::DetectCollision( PhysicsBody* B1, PhysicsBody* B2 ) {In the above code, we introduced a new variable in the PhysicsBody struct, the center. It will be recalculated before the collision step and is simply the average of all vertices of the body.
float MinDistance = 10000.0f;
for( int I = 0; I < B1->EdgeCount + B2->EdgeCount; I++ ) { //Same old
Edge* E;
if( I < B1->EdgeCount )
E = B1->Edges[ I ];
E = B2->Edges[ I - B1->EdgeCount ];
Vec2 Axis( E->V1->Position.Y - E->V2->Position.Y, E->V2->Position.X - E->V1->Position.X );
float MinA, MinB, MaxA, MaxB;
B1->ProjectToAxis( Axis, MinA, MaxA );
B2->ProjectToAxis( Axis, MinB, MaxB );
float Distance = IntervalDistance( MinA, MaxA, MinB, MaxB );
if( Distance > 0.0f )
return false;
else if( abs( Distance ) < MinDistance ) {
MinDistance = abs( Distance );
CollisionInfo.Normal = Axis;
CollisionInfo.E = E; //Store the edge, as it is the collision edge
CollisionInfo.Depth = MinDistance;
//Ensure that the body containing the collision edge lies in
//B2 and the one containing the collision vertex in B1
if( CollisionInfo.E->Parent != B2 ) {
PhysicsBody* Temp = B2;
B1 = Temp;
//This is needed to make sure that the collision normal is pointing at B1
int Sign = SGN( CollisionInfo.Normal*( B1->Center - B2->Center ) );
//Remember that the line equation is N*( R - R0 ). We choose B2->Center
//as R0; the normal N is given by the collision normal
if( Sign != 1 )
CollisionInfo.Normal = -CollisionInfo.Normal; //Revert the collision normal if it points away from B1
float SmallestD = 10000.0f; //Initialize the smallest distance to a high value
for( int I = 0; I < B1->VertexCount; I++ ) {
//Measure the distance of the vertex from the line using the line equation
float Distance = CollisionInfo.Normal*( B1->Vertices[ I ]->Position - B2->Center );
//If the measured distance is smaller than the smallest distance reported
//so far, set the smallest distance and the collision vertex
if( Distance < SmallestD ) {
SmallestD = Distance;
CollisionInfo.V = B1->Vertices[ I ];
return true;
[size="5"]Collision Response
Finally, we're done with collision detection. The only thing left to do is the collision response, which is luckily not that hard. As explained above, we just have to push the collision vertex and the collision edge apart by the collision vector and we're done. This is trivial for the collision vertex. Since we already ensured that the collision normal points at the first body which contains the collision vertex, we just have to add half of the collision vector to the position of the vertex:
void Physics::ProcessCollision() {For the edge case, this will become a bit more complicated. The edge consists of two vertices that will move differently, depending on where the collision vertex lies. The closer it lies to the one end of the edge, the more this end will move and vice-versa. This means that we first have to calculate where on the edge the collision vertex lies. This is done using the following equation:
Vec2 CollisionVector = CollisionInfo.Normal*CollisionInfo.Depth;
CollisionInfo.V->Position += CollisionVector*0.5f;
Where V is the position of the collision vertex and E[sub]1[/sub] and E[sub]2[/sub] are the two vertices connected by the edge. t is the factor that determines where on the edge the vertex lies, reaching from 0 to 1. It doesn't matter whether we choose the X or the Y coordinate to calculate t, since both would result in the same value. The X case would look like this:
Vertex* E1 = CollisionInfo.E->V1;But be careful! If E2 lies directly above E1, the program would divide by zero. Therefore, we should build in a small check to avoid this:
Vertex* E2 = CollisionInfo.E->V2;
float T = ( CollisionInfo.V->Position.X - CollisionVector.X - E1->Position.X )/( E2->Position.X - E1->Position.X );
float T;This basically divides by the X denominator if it is bigger than the Y denominator and vice-versa.
if( abs( E1->Position.X - E2->Position.X ) > abs( E1->Position.Y - E2->Position.Y ) )
T = ( CollisionInfo.V->Position.X - CollisionVector.X - E1->Position.X )/( E2->Position.X - E1->Position.X );
T = ( CollisionInfo.V->Position.Y - CollisionVector.Y - E1->Position.Y )/( E2->Position.Y - E1->Position.Y );
We then use the following neat formula to calculate a scaling factor that ensures that the collision vertex lies on the collision edge after the collision response. We could derive it by solving a few equations, but I don't think the derivation is really important, so I'll just leave this here:
Once we put all of this in code, we get:
void Physics::ProcessCollision() {That's it. We're done with collision response - easy, wasn't it?
Vec2 CollisionVector = CollisionInfo.Normal*CollisionInfo.Depth;
Vertex* E1 = CollisionInfo.E->V1;
Vertex* E2 = CollisionInfo.E->V2;
float T;
if( abs( E1->Position.X - E2->Position.X ) > abs( E1->Position.Y - E2->Position.Y ) )
T = ( CollisionInfo.V->Position.X - CollisionVector.X - E1->Position.X )/( E2->Position.X - E1->Position.X);
T = ( CollisionInfo.V->Position.Y - CollisionVector.Y - E1->Position.Y )/( E2->Position.Y - E1->Position.Y);
float Lambda = 1.0f/( T*T + ( 1 - T )*( 1 - T ) );
E1->Position -= CollisionVector*( 1 - T )*0.5f*Lambda;
E2->Position -= CollisionVector* T *0.5f*Lambda;
CollisionInfo.V->Position += CollisionVector*0.5f;
All that's left to do is to put all of the methods we wrote into a single update method:
void Physics::Update() {IterateCollisions is a method that does multiple things. It iterates over all bodies, calls the respective UpdateEdges method, recalculates the body center and then does the collision detection (and the collision response, if necessary). Of course, it doesn't just do this once, but repeats those steps a few times. The more repetitions are made, the more realistic the physics will look. The reason was explained above (if you've forgotten, better read it again ;) ).
[size="5"]Final Words
You can download a working implementation using GLUT and OGL as a Visual C++ 2008 project via the attached resource file. It is basically the same code as discussed in this article with a few optimizations and a very simple rendering and input function. I hope you enjoyed this article and found it useful. If you have any questions or suggestions, please let me know. Since I'm not a native English speaker, there might be a few mistakes here and there; please bear with it.


text:
This adorable red snowflake mug was an early Christmas gift from my sweet mom – it's my new favorite! :)
I am so looking forward to the next three days.
We're a little early this year, but today Mike and I are doing our annual Christmas Godfather tradition. (And yes, I know that's weird and that The Godfather has nothing to do with Christmas. Try telling that to Mike, lol.)
We'll be roasting chestnuts, and spaghetti marinara is on the menu.…


text:
On the face of it, Silivri is just another seaside town. Shuttered and sleepy in the winter, it throngs with ice cream stands and holiday-home owners from nearby Istanbul in the summer. Then there's the prison. A few miles out of town, the massive new complex — so big that signposts call it "Campus" — is home to a landmark court case that has made Silivri one of the most politically charged words in Turkey.
Hundreds of high-ranking Turkish military officers, including former Chief of Staff Ilker Basbug, are behind bars there — along with journalists, lawyers and several members of parliament. They are accused of plotting to overthrow Prime Minister Recep Tayyip Erdogan's government because of their opposition to its Islamist leanings.
(MORE: The U.S. Embassy Bombing in Turkey — the Unusual Suspects)
Across from its steel gates, a ragtag group of secularist protesters have set up camp in a field strung with fluttering red-and-white Turkish flags. They began arriving more than a year ago to attend the court hearings. Eventually they rented a field from a local farmer, installed prefabricated huts, dormitory-style beds and a wood stove and bunkered down.
"This place is like Turkey's conscience," says Bugra Demiroren, 18, an economics major from Ankara, in Silivri on semester break. "There is so much accumulated anger and sorrow. What's happening here isn't normal." Demiroren belongs to the Turkish Youth Union, a militantly secularist group that was formed in 2006 to protest Erdogan's government and now has some 40,000 members. "2012 was a record year of growth for us," he says. To Demiroren and people like him, Silivri is synonymous with the malaise of Turkish democracy under Erdogan.
Silivri's cells hold the captives of a government crackdown on a group called Ergenekon — named after a mythic valley to which Turks trace their origins. The Ergenekon purge began in 2007 as a police investigation into a shady network of military men, lawyers, journalists and intelligence agents who saw themselves beyond the reach of law. Many Turks initially supported it as a turning point for democracy and an end to decades of military domination.
But wave after wave of arrests and offshoot trials followed — there were so many detainees that the prison sports hall had to be converted into a courtroom with a defendants' box that could hold up to 180 people at a time. The process became bogged down by allegations of doctored documents, dates that did not add up and people proved to be nowhere near the alleged crime scenes. According to defense lawyers, the case file runs to some 120 million pages. Some defendants, like Mustafa Balbay, a well-known columnist for the secularist daily Cumhuriyet, have been in jail for three years pending proceedings.
(MORE: Patriot Missiles Arrive in Turkey: How They Affect the Syria Equation)
To its critics, Ergenekon became a pretext for the government to round up its opponents and a symbol of its authoritarian bent. "On the surface, Ergenekon would appear to have a democratizing effect," says Yaprak Gursoy, a political scientist at Istanbul's Bilgi University who recently led a Turkey-wide survey on the subject. "It strengthened the hand of civilian authorities, allowed them to press on with political reforms and significantly reduced the odds that Turkey will see another coup."
"But on a deeper level," Gursoy says, "I don't think it's been positive at all. It has deepened an already existing cleavage line between Islamists and secularists. Secularists don't believe Ergenekon exists." This is not good news, Gursoy says, because a democracy can only mature when everyone agrees on the rules of the game. This is called consolidation.
A polarized society means extremes. Unsurprisingly, Ergenekon has spawned its own resistance: a fringe brand of right-wing neo-nationalism that is becoming mainstream. Tell-all books written by jailed trial defendants are best sellers. Neo-nationalist newspapers have emerged. The lurid antigovernment Sozcu (which means Spokesman) is now the country's fourth top-selling newspaper. In the staunchly secularist neighborhoods of big cities like Istanbul and Ankara, people make a point of carrying a copy.
The rise of newspapers like Sozcu is largely a result of Erdogan's crackdown on mainstream media, which faces subtle and not-so-subtle government pressure to toe the line. (Turkey now has more journalists in jail than China.) That has left the field open to the militant neo-nationalism of the kind espoused by residents at the Silivri camp. Their benchmark is Ataturk, and not Turkey today. Women shouldn't wear a headscarf. Kurds don't need greater political rights. The CIA is to blame for pretty much everything.
(MORE: Why Turkey Is Talking to Its PKK Nemesis)
Bugra Kerevizoglu, 18, is cheery, relaxed and sports a hoop in one ear, but when he talks he sounds like a time traveler from an authoritarian past. "Turkey is surrounded by enemies on the inside and the outside who want to see it carved up, " he says. His speech is peppered with military terms like attack, resistance and war. "Their goal is to disband the republic."
For Erdogan, Silivri is becoming a headache. In practical terms, the military is suffering an absence of qualified leaders at a volatile time as war destabilizes neighboring Syria and Iran grows increasingly hostile. Almost all of Turkey's admirals, for instance, are in jail. There is no immediate successor to the head of the navy after the last serving admiral resigned last week to protest his colleagues' arrests.
Though he once backed the Ergenekon investigation, Erdogan last week began to criticize the trial. "There are now close to 400 retired and serving officers [in jail]. The most serious are accused of forming terror organizations or belonging to one. If the charges for these are certain, then finish the job," Erdogan said. "This affects the entire morale of the Turkish armed forces. How can these people then fight terror?"
"Erdogan has turned 180 degrees," says Gursoy. Partly this is also due to his own political ambitions — Erdogan wants to change the constitution to create a more empowered presidency and then run for it in 2014. To do that, he will likely need to win a public referendum and what has happened at Silivri could be decisive.
The protesters outside Silivri are confident history is on their side. "This place will become a museum some day," says Seref Tuncay, a retired engineer from Izmir. He points to a row of spindly baby firs, each marked with the name of a detainee. "That's why we planted those. They will grow."
The politically suppressed do have a way of making a comeback. If anyone, Erdogan, a survivor of three bans on earlier Islamist parties and a term in prison, should know that.
MORE: Erdogan's Moment


text:
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text:
A passing comment from R. Belmont of MAMEdev team:
"also, (at least) one of the dosbox fork(s) apparently has FM that blows MAME's away ... but I forget where I saw it"
leileilol wrote:The only recent more accurate FM emulator i know of is khokh2001's nuked opl3 fm and that hasn't been backported to dosbox AFAIK.
Stretch wrote:Must be this one
James-F wrote:A horrible recording
James-F wrote:Any examples where dosbox-Fast is less accurate than Compat?
nukeykt wrote:Ok. I've recorded. YMF718 applies "3D" effect to sound. But i don't know how to disable it.
This song is from Disney's Aladdin port to Windows.
James-F wrote:I can't find a time where they sound different.
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