Gateway
BOT
16-Nov-19 06:45 PM
[dscrd-prt] <Cryptofist> Wolf is joining pirate, wolf has created turtle network and will be now combining the two, Turtle Network(TN) will become Tortuga Network(Still TN!) filling the gap that we had there.
Turtle network is a dex that's part of a larger group of companies. One of those companies is an on-ramp/gateway that will be connected to TN.
TN will then be adding ARRR and stablecoins , this will then be a way of having a crypto black box .... the most anonymous coin mixing ever will then be available.
[dscrd-prt] <Cryptofist> @Jimm B.
[dscrd-prt] <Cryptofist> I think that this is all correct.
(edited)
[dscrd-prt] <Jimm B.> Is this going to shut down the work with Komodo in any way?
[dscrd-prt] <Draeth> not at all
[dscrd-prt] <Draeth> this will build upon it
[dscrd-prt] <Jimm B.> @Draeth in which way?
[dscrd-prt] <ComputerGenie > Is this going to shut down the work with Komodo in any way?
Alternative options are always a good thing
[dscrd-prt] <Draeth> @Jimm B. it'll be 2 different methods of accomplishing the same thing (or very similar thing). @ComputerGenie 👴👴👴 is spot on
[dscrd-prt] <ComputerGenie > *as always :troll:
[dscrd-prt] <Jimm B.> So it does not build on kmd. It just wanted to understand.
[dscrd-prt] <Draeth> completely separate
[dscrd-prt] <ComputerGenie > anyone know when Grandpa plans for next update?
[dscrd-prt] <Cryptofist> Komodo is mom
Turtle Network is martial arts class?
[dscrd-prt] <Draeth> we collab with both komodo and turtle for various things
[dscrd-prt] <Cryptofist>
[dscrd-prt] <ComputerGenie > think of it like barterly collaboration (before the owner went off the deep end)
(edited)
[dscrd-prt] <Draeth> i think deep end is an understatement lol
[dscrd-prt] <ComputerGenie > well, I try to be nicer in certain channels
[dscrd-prt] <Jimm B.> is a PirateOS channel planned here in Discord? where can i find out more?
are the sticks offered for sale when the time comes?
[dscrd-prt] <Draeth> PirateOS has a channel in captains quarters for development. once it's finally released, it will get it's own public channel
[dscrd-prt] <Draeth> GhostShipOS will be free afaik and you can put it on your own stick drive
[dscrd-prt] <Jimm B.> So it's called GhostShipOS and not PirateOS?
[dscrd-prt] <Draeth> PirateOS will have 2 versions
[dscrd-prt] <Draeth> GhostShipOS and GalleonOS
[dscrd-prt] <Jimm B.> what is the difference?
[dscrd-prt] <Draeth> GhostShip is a bare bones OS that provides security features and otehr basic things
[dscrd-prt] <Draeth> Galleon is the high end version with tons of various tools and features
[dscrd-prt] <Jimm B.> will it be simple, so that not so technical users can use it?
[dscrd-prt] <Draeth> that's the goal, yep
[dscrd-prt] <Draeth> we learned a LOT from the cayman trip, one of the biggest things is making sure non-technical users are able to use anything we build
[dscrd-prt] <ComputerGenie > making sure non-technical users are able to use anything we build
that's a lofty goal for the world/space we live in
[dscrd-prt] <Draeth> @ComputerGenie 👴👴👴 i completely agree, but it's a goal we should be heading towards
[dscrd-prt] <LoPhatMelk> All I heard CG say was challenge accepted
[dscrd-prt] <Draeth> haha
[dscrd-prt] <Jimm B.> That sounds great and I am pleased to see that Pirate Chain does not exclusively care about the financial privacy of their community.
[dscrd-prt] <ComputerGenie > but it's a goal we should be heading towards
or should our goal be to get them to meet in the middle?
[dscrd-prt] <Draeth> that would be an ideal situation
[dscrd-prt] <Draeth> but we should push further to make sure we capture as many people as possible
[dscrd-prt] <ComputerGenie > I don't disagree with that, but imo there needs to be a realization that people need to come to the future
I hate my feken "phone" because the phone bits are pretty much an after thought and I had to learn how to operate the silly OS just to make a dam'd call
and crypto isn't much different
[dscrd-prt] <LoPhatMelk> the learning curve of crypto is much much greater though, imo.
[dscrd-prt] <Draeth> i can see your point
[dscrd-prt] <Jimm B.> what are the chances for a mobile os?
[dscrd-prt] <ComputerGenie > the learning curve of crypto is much much greater though, imo.
maybe because you didn't only have 3 phones in the last 18 years?
[dscrd-prt] <ComputerGenie > make my Nokia work again and I'll be a happy fek
[dscrd-prt] <Draeth> @Jimm B. not for quite a while
[dscrd-prt] <LoPhatMelk> Damn, you must be old...
[dscrd-prt] <LoPhatMelk> gets CG a jitterbug phone
[dscrd-prt] <Draeth> @LoPhatMelk he's a genie, hes 728 years old if i remember correctly
[dscrd-prt] <LoPhatMelk> lol
[dscrd-prt] <ComputerGenie > I'm old enough to remember years of using a "bag phone"


WITNESS LIST Law Enforcement Committee February 7, 2005-1:30P Governor's Office On: Nicolas, Ken (Governor's Office) Organization Hearing On: DiTucci, Frank (Texas Polygraph Examiners Board) Organization Meeting On: Dozier, Jim (Texas Commission on Law Enforcement Officer Standards and Education) Organizational Meeting On: Mallett, Paul (Commission on State Emergency Communications) Texas Department of Public Safety On: Davis, Colonel Tommy (Texas Department of Public Safety)


Research Track - Call for Papers
Important Dates
**All submission dates are at 23:59 AoE (Anywhere on Earth, UTC-12)**
Abstract Submission
Friday, March 29, 2019
Paper Submission
Friday, April 5, 2019
Author Notification
Monday, June 10, 2019
Camera Ready Submission
Wednesday, July 31, 2019
Goal and Scope
IEEE International Conference on Software Maintenance and Evolution (ICSME) is the premier forum for researchers and practitioners to present and discuss the most recent innovations, trends, experiences, and challenges in software maintenance and evolution. We invite high quality submissions describing significant, original, and unpublished results related to but not limited to any of the following software maintenance and evolution topics (in alphabetical order):
| Change and defect management | Productivity of software engineers |
| Code cloning and provenance | Release engineering |
| Concept and feature location | Reverse engineering and re-engineering |
| Continuous integration/deployment | Run-time evolution and dynamic configuration |
| Empirical studies of software maintenance and evolution | Service oriented and cloud computing |
| Evolution of non-code artefacts | Software and system comprehension |
| Human aspects of software maintenance and evolution | Software migration and renovation |
| Maintenance and evolution of model-based methods | Software quality assurance |
| Maintenance and evolution processes | Software refactoring and restructuring |
| Maintenance and evolution of mobile apps | Software testing theory and practice |
| Mining software repositories | Source code analysis and manipulation |
ICSME welcomes innovative ideas that are timely, well presented and evaluated. All submissions must position themselves within the existing literature, describe the relevance of the results to specific software engineering goals, and include a clear motivation and presentation of the work.
To establish a consistent set of expectations in the review process, the authors are asked, as part of the online submission process, to identify their papers with one or more of the following categories:
Technological
A paper in which the main contribution is of a technical nature. This includes novel tools, new algorithms, new theories, modeling languages, infrastructures, processes, methods and other technologies. Such a contribution does not necessarily need to be evaluated with humans. However, clear arguments, backed up by evidence as appropriate (whether through a proof, complexity analysis, or run-time analysis, among others), must show how and why the technology is beneficial, why a new method is needed, whether it is in automating or supporting some user task, refining our modeling capabilities, improving some key system property, etc.
Empirical
A paper in which the main contribution is the empirical study of a software evolution technology or phenomenon. This includes controlled experiments, case studies, and surveys of professionals reporting qualitative or quantitative data and analysis results. The authors should provide convincing arguments, with commensurate experiences, why certain methods or models are needed. Such a contribution will be judged on its study design, appropriateness and correctness of its analysis, and threats to validity. Replications are welcome.
Perspectives
A paper in which the main contribution is a novel perspective on the field as a whole, or part thereof. This includes assessments of the current state of the art and achievements, systematic literature reviews, framing of an important problem, forward-looking thought pieces, connections to other disciplines, and historical perspectives. Such a contribution must, in a highly convincing manner, clearly articulate the vision, novelty, and potential impact.
All papers should be full papers, and papers may belong to more than one category.
Evaluation
All submissions that meet the submission criteria (see below) and fit the scope of the conference will be reviewed by three members of the program committee. Submissions will be evaluated on the basis of soundness, importance of contribution, originality, quality of presentation, appropriate comparison to related work, and convincing evaluation of the proposed approach. Submissions that are not in compliance with the required submission format or that are out of the scope of the conference will be rejected without being reviewed. Submitted papers must comply with IEEE plagiarism policy and procedures. Papers submitted to ICSME 2019 must not have been published elsewhere and must not be under review or submitted for review elsewhere while under consideration for ICSME 2019. Submitting the same paper to different tracks of ICSME 2019 are also not allowed.
Publication and Presentation
Accepted papers will be published in the IEEE Xplore Digital Library. Please review the ICSME 2019 Publication Requirements for more details. Presentation details will follow notifications of acceptance.
How to Submit
Similar to ICSME 2018, we are following a double-blind reviewing process. Submitted papers must adhere to the following rules:
- Author names and affiliations must be omitted. (The track co-chairs will check compliance before reviewing begins.)
- References to authors' own related work must be in the third person. (For example, not "We build on our previous work..." but rather "We build on the work of...")
Submissions must be formatted according to the ICSME 2019 Formatting Instructions. Papers must not exceed 10 pages (including figures and appendices) plus up to 2 pages that contain ONLY references. All submissions must be in PDF and must be submitted online by the deadline via the ICSME 2019 EasyChair conference management system. Any relevant supplemental material should also be anonymized and submitted by the same deadline through EasyChair. All authors, reviewers, and organizers are expected to uphold the IEEE Code of Conduct.
Authors of selected papers from the research track will be invited to submit extended versions of their work to a special issue of the Springer international journal of Empirical Software Engineering (EMSE). Authors of selected papers will be expected to comply with the standard guidelines when publishing an extended version of a paper, including the addition of about 30% new material.
Track Chairs
- Árpád Beszédes, University of Szeged, Hungary
- Miryung Kim, University of California, Los Angeles, United States


# File lib/omniauth.rb, line 26 def self.default_logger logger = Logger.new(STDOUT) logger.progname = "omniauth" logger end
# File lib/omniauth.rb, line 51 def self.defaults @@defaults end
# File lib/omniauth.rb, line 55 def initialize @@defaults.each_pair{|k,v| self.send("#{k}=",v)} end
This is a convenience method to be used by strategy authors so that they can add special cases to the camelization utility method that allows OmniAuth::Builder to work.
@param name [String] The underscored name, e.g. `oauth` @param camelized [String] The properly camelized name, e.g. ‘OAuth’
# File lib/omniauth.rb, line 94 def add_camelization(name, camelized) self.camelizations[name.to_s] = camelized.to_s end
# File lib/omniauth.rb, line 67 def add_mock(provider, mock={}) # Stringify keys recursively one level. mock.keys.each do |key| mock[key.to_s] = mock.delete(key) end mock.each_pair do |key, val| if val.is_a? Hash val.keys.each do |subkey| val[subkey.to_s] = val.delete(subkey) end end end # Merge with the default mock and ensure provider is correct. mock = self.mock_auth[:default].dup.merge(mock) mock["provider"] = provider.to_s # Add it to the mocks. self.mock_auth[provider.to_sym] = mock end
# File lib/omniauth.rb, line 59 def on_failure(&block) if block_given? @on_failure = block else @on_failure end end


Today we'll be exploring some layout concepts. For this blog post, I'm going to assume that you have some working knowledge of HTML and CSS. If you don't, don't fear! There are plenty of resources out there to help you start from the ground up. Some of my favorites include Skillcrush's guide to HTML and CSS, Codeacdemy's free HTML and CSS course, and this PDF download of John Duckett's HTML & CSS: Design and Build Websites. If you're a total newb and you can't function when you hear fancy words like, "element" and "code," you might want to take a look at my totally non-threatening and almost technology free post, Gits Using Git.
For this post, I'll be taking some screenshots so you can see exactly what happens to our elements as we change some of their layout properties with CSS. I'll provide both the HTML and CSS code, so feel free to follow along on your own computer. Be sure to set up your HTML file, and link it with your CSS file! Let's get started.
I wrote some simple code so we have the basics of a webpage.
The code:
When we're done with it, Element 1 and Element 2 should be sitting right next to each other, chatting it up at the bar for a late night out. But right now, our elements don't even know each other. Element 2 is at a whole different table. Let's help them out.
First we have to start by understanding why the elements lined up the way they did. If you check out the source code, you can see that we didn't exactly specify where the elements should be. All we have are size specifications (and some color, to make it pretty).
Currently, the elements are block style in normal flow.

elements are, by HTML5 standards, block elements. Other elements, like

and

elements, are also block elements by default. Some elements, like
and
elements are inline elements. These will behave differently, in that they will only take up as much space to the side as they have to. Let's see how things change if we make Element 1 a
element.
You can see that our elements now sit right next to each other! That's great, except we can't specify a height and width property. Our elements are only as big as they need to be. Since we're not trying to put our elements on a diet, maybe
isn't the best option for us. Our next question is, how do we keep the size of the elements that we want, and still have them hang out with each other?
Block elements in normal flow have a default:
position: static;
We can actually change this default value to something that's a little more useful to us. There are a few different positioning schemes that we can take advantage of:
- Relative
- Absolute
- Fixed
- Floating
I changed my elements back to

in the HTML, and put a <float>
property into the CSS. Float positioning allows us to move an element as far in it's container element as we can. So when the code looks like this:
Our elements will look like this:
So what happened here? According to our code, all of our elements (including the navigation bar and the footer) sit inside our main body container. Since we didn't change either of their positioning properties, they're still sitting in normal flow. Element 1 and 2, however, are now sitting at opposite corners of the bar. That's because the floated all the way to the left, and all the way to the right. That's not quite what we wanted.
So what if we floated Element 1 and 2 to the left? Theoretically, Element 1 will stay where it is, but Element 2 will float as far to the left as possible, in relation to the other elements. Let's give it a shot:
This looks great! Elements 1 and 2 are finally next to each other. That pesky footer, though, is now the awkward third wheel. Let's get him outta there.
For that, we'll explore a concept called clear. Clear allows us to give an element some space from everybody else. If we clear an object's left side, no objects will sit on its left. If we clear an object's right side, no objects will sit on the right. We can even clear both sides. Let's try that on the footer.
Wow! This is exactly what we wanted! We should be so proud. Except, it took so many commands and so many elements had to move around, that now it's 2 AM and the bar is closing and our elements didn't even have a chance to chat. Was there a way to do this quicker?
Of course! Now we can talk about the power of the inline block. Our elements are block elements, yes. But if we make them inline block elements, they'll sit horizontally next to each other instead of vertically! Let's give this a try. Make sure to delete all your float properties so you know it worked.
You can see that all we had to do was change one property for all our divs. Now our elements can hang together all night without the pesky disturbances of footer, and all we had to do was change how they displayed themselves. This is useful when you want to create anything from a multi-column article to a horizontal navigational menu. Inline blocks are powerful tools that aren't used nearly enough because float can get us the same results. However, I did promise you that'd we'd get our elements to lay next to each other nicely. One little property change is the nicest introduction any element can have.


Kundun Directed by Martin Scorsese
With its unlimited budgets and nearly perfect technological mastery, the real surprise of Hollywood might be why more films like Kundun don't get made? (If you had the God-like power to create absolutely anything, presumably you wouldn't confine yourself to bringing comic books to life.)
Kundun is the view from a time machine. If we'd had contemporary technology faithfully recording the sights and sounds of the young Dalai Lama's life in remote Tibet 50 years ago, we probably couldn't have preserved a better record than what Martin Scorsese has created after-the-fact. Kundun has that feel.
Scorsese has performed a Hollywood trick, of course. He didn't actually have a time machine. But, given that, and given that the acting is done by non-actor Tibetans, and that the story (unlike Amistad, or The Titanic, or Seven Years in Tibet) is painstakingly (NOT painfully, but PAINSTAKINGLY) faithful to the historical record, Scorsese's is a much trickier trick than animating Flubber or keeping Double-Oh-Seven unscarred. Scorsese has informed this trick with a talent rare enough to be genius.
Kundun is not, by any means, a flawless movie, but it makes you realize what there is to be grateful for when commerce can bring us these splendid tricks of light. Wealth and technology are not enough: we have to be grateful to Hollywood for allowing Scorsese to surface and succeed; we have to be grateful to Disney for having the corporate courage to ignore the Chinese government's strong opposition to this film; and we have to be grateful to Scorsese for his talent. (And, perhaps, too, we have to be grateful to the Dalai Lama. This visual poetry is his life, after all. Or, at least, one of his lives.)
Too many pieces have fallen into place with this film for you to miss it if you care about what movies can be.
--
<EMAIL_ADDRESS>Frans Gustafson
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rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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To listen is far harder than to speak. This section overlaps with Chapter IV, the chapter on parsing text, and the later exercises are among the hardest in the book. As the following summary table shows, the simpler ways for the player to speak to people were covered in the previous section: this section is about “orders”.
| Example command | Rule | action |
noun |
second |
consult | |
| “say troll to orc” | life |
Answer |
'troll' |
orc |
2 | 1 |
| “answer troll to orc” | life |
Answer |
'troll' |
orc |
2 | 1 |
| “orc, tell me about coins” | life |
Ask |
orc |
'coins' |
6 | 1 |
| “ask orc about the big troll” | life |
Ask |
orc |
'big' |
4 | 3 |
| “ask orc about wyvern” | life |
Ask |
orc |
0 | 4 | 1 |
| “tell orc about lost troll” | life |
Tell |
orc |
'lost' |
4 | 2 |
| “orc, take axe” | order |
Take |
axe |
0 | ||
| “orc, yes” | order |
Yes |
0 | 0 | ||
| “ask orc for the shield” | order |
Give |
shield |
player |
||
| “orc, troll” | order |
NotU... |
'troll' |
orc |
3 | 1 |
Here we're supposing that the game's dictionary
includes “troll”, “orc” and so forth, but
not “wyvern”, which is why “ask orc about wyvern”
results in the action Ask orc 0
. The notation NotU...
is an abbreviation for NotUnderstood
, of which more later.
The two numbers in the “consult” column are the values
of consult_from
and consult_words
, in
cases where they are set.
· · · · ·
When the player types in something like “pilot,
fly south”, addressing an object which has animate
or
at least talkable
, the result is called an ‘order’.
The order is sent to the pilot's orders
property,
which may if it wishes comply or react in some other way. Otherwise,
the standard game rules will simply print something like “The
pilot has better things to do.” The ‘Ruins’ priest
is especially unhelpful:
orders [; Go: "~I must not leave the Shrine.~"; NotUnderstood: "~You speak in riddles.~"; default: "~It is not your orders I serve.~"; ],
The NotUnderstood
clause of an orders
rule is run when the parser couldn't understand what the player typed:
e.g., “pilot, fly somersaults”.
▲
The Inform library regards
the words “yes” and “no” as being verbs,
so it parses “delores, yes” into a Yes
order. This can be a slight nuisance, as “say yes to delores”
is treated differently: it gets routed through the life
routine as an Answer
.
▲
When a NotUnderstood
order is being passed to orders
,
the library sets up some variables to help you parse by hand if you
need to. The actual order, say “fly somersaults”, becomes
a sort of consultation topic, with consult_from
and
consult_words
set to the first word number and the number
of words. The variable etype
holds the parser error that
would have been printed out, had it been a command by the player himself.
See §33: for instance, the value
CANTSEE_PE
would mean “the pilot can't see any
such object”.
▲
If the orders
property returns false
or
if there wasn't an orders
property in the first place,
the order is sent on either to the Order:
part of the
life
property, if it was understood, or to the
Answer:
part, if it wasn't. (This is how all orders
used to be processed, and it's retained to avoid making old Inform
code go wrong.) If these also return false
, a message
like “X has better things to do” (if understood)
or “There is no reply” (if not) is finally printed.
•
EXERCISE 27
(Cf. ‘Starcross’.) Construct a computer responding to
“computer, theta is 180”.
•
EXERCISE 28
For many designers, Answer
and Tell
are
just too much trouble. How can you make attempts to use these
produce a message saying “To talk to someone, try ‘someone,
something’.”?
· · · · ·
When the player issues a request to an animate
or
talkable
object, they're normally parsed in the standard
way. “avon, take the bracelet” results in the order
Take bracelet
being sent to Kerr Avon, just as typing
“take the bracelet” results in the action Take
bracelet
passing to the player. The range of text understood
is the same, whether or not the person addressed is Avon. Sometimes,
though, one would rather that different people understood entirely
different grammars.
For instance, consider Zen, the flight computer of an alien spacecraft. It's inappropriate to tell Zen to pick up a teleport bracelet and the crew tend to give commands more like:
“Zen, set course for Centauro”
“Zen, speed standard by six”
“Zen, scan 360 orbital”
“Zen, raise the force wall”
“Zen, clear the neutron blasters for firing”
For such commands, an animate
or
talkable
object can if it likes provide a grammar
property. This is called at a time when the parser has worked out
the object being addressed and has set the variables verb_wordnum
and verb_word
to the word number of the ‘verb’
and its dictionary entry, respectively. For example, in “orac,
operate the teleport” verb_wordnum
would be 3,
because the comma counts as a word on its own, and verb_word
would be 'operate'
.
Once called, the grammar
routine can
reply to the parser by returning:
false
true
action
,
noun
and second
”.'verb'
-'verb'
In addition, the grammar
routine is
free to do some partial parsing of the early words provided it moves
on verb_wordnum
accordingly to show how much it's got
through.
•▲
EXERCISE 29
Implement Charlotte, a little girl who's playing Simon Says (a game
in which she only follows your instructions if you remember to
say “Simon says” in front of them: so she'll disobey
“charlotte, wave” but obey “charlotte, simon
says wave”).
•▲
EXERCISE 30
Another of Charlotte's rules is that if you say a number, she has to
clap that many times. Can you play?
•▲
EXERCISE 31
Regrettably, Dyslexic Dan has always mixed up the words “take”
and “drop”. Implement him anyway.
· · · · ·
▲
When devising unusual grammars, you sometimes want to define grammar
lines that the player can only use when talking to other people. The
vile trick to achieve this is to attach these grammar lines to an
“untypeable verb”, such as 'comp,'
. This
can never match what the player typed because the parser automatically
separates the text “comp,” into two words, “comp”
and “,”, with a space between them. The same will happen
with any word of up to 7 letters followed by a comma or full stop.
For instance, here's one way to solve the ‘Starcross’
computer exercise, using an untypeable verb:
[ Control; switch (NextWord()) { 'theta': parsed_number = 1; return GPR_NUMBER; 'phi': parsed_number = 2; return GPR_NUMBER; 'range': parsed_number = 3; return GPR_NUMBER; default: return GPR_FAIL; } ]; Verb 'comp,' * Control 'is' number -> SetTo;
(Here, Control
is a “general
parsing routine”: see §31.)
The computer itself then needs these properties:
grammar [; return 'comp,'; ], orders [; SetTo: switch (noun) { 1: print "~Theta"; 2: print "~Phi"; 3: print "~Range"; } " set to ", second, ".~"; default: "~Does not compute!~"; ];
This may not look easier, but it's much more flexible, as the exercises below may demonstrate.
•▲▲
EXERCISE 32
How can you make a grammar extension to an ordinary verb that will
apply only to Dan?
•▲
EXERCISE 33
Make an alarm clock responding to “alarm, off”, “alarm,
on” and “alarm, half past seven” (the latter to
set its alarm time).
•▲
EXERCISE 34
Implement a tricorder (from Star Trek) which analyses nearby objects
on a request like “tricorder, the quartz stratum”.
•▲
EXERCISE 35
And, for good measure, a replicator responding to commands like
“replicator, tea earl grey” and “replicator,
aldebaran brandy”.
•▲▲
EXERCISE 36
And a communications badge in contact with the ship's computer,
which answers questions like “computer, where is Admiral Blank”.
(This is best done with “scope hacking”, for which see
§32.)
•▲▲
EXERCISE 37
Finally, construct the formidable flight computer Zen. (Likewise.)
▲▲
To trump one vile trick with another, untypeable verbs are also
sometimes used to create what might be called ‘fake fake
actions’. Recall that a fake action is one which is never
generated by the parser, and has no action routine. For instance,
there's no ThrownAtSub
, because ThrownAt
is a fake. A fake fake action is a half-measure: it's a full action
in every respect, including having an action routine, except that
it can never be generated by the parser. The following grammar line
creates three of them, called Prepare
, Simmer
and Cook
:
Verb 'fakes.' * -> Prepare * -> Simmer * -> Cook;
The author is indebted for this terminology to an algebraic geometry seminar by Peter Kronheimer on fake and fake fake K3 surfaces.
· · · · ·
▲
Difficult “someone on the other end of a phone” situations
turn up quite often in one form or another (see, for instance, the
opening scene of ‘Seastalker’) and often a quite simple
solution is fine. If you just want to make something like
“michael, tell me about the crystals” work, when Michael
is at the other end of the line, give the phone the talkable attribute
and make the word 'michael' one of its names. If several people
are on the phone at different times, you can always give the phone
a parse_name
property (see §28)
to respond to different names at different times.
•▲
EXERCISE 38
Via the main screen of the Starship Enterprise, Captain Jean-Luc
Picard wants to see and talk to Noslen Maharg, the notorious tyrant,
who is down on the planet Mrofni. Make it so.
•▲▲
EXERCISE 39
Put the player in telepathic contact with Martha, who is in a sealed
room some distance away, but who has a talent for telekinesis.
Martha should respond to “martha, look”, “ask
martha about…”, “say yes to martha”,
“martha, give me the red ball” and the like.
•
REFERENCES
A much fuller example of a ‘non-player character’ is
given in the example game ‘The Thief’, by Gareth Rees
(though it's really an implementation of the gentleman in
‘Zork I’, himself an imitation of the pirate in
‘Advent’). The thief is capable of walking around, being
followed, stealing things, picking locks, opening doors and so on.
•Other good definitions of
animate
objects to look at are Christopher in
‘Toyshop’, who will stack up building blocks on request;
the kittens in ‘Alice Through the Looking-Glass’; the
barker in ‘Balances’, and the animals and dwarves of
‘Advent’.
•Following
people means being
able to refer to them after they've left the room: see the library
extension "follower.h" by Gareth Rees, Andrew
Clover and Neil James Brown.
•A wandering character with
a destination to aim for needs to be able to navigate from room to
room, and possibly through doors. Ideally, a designer should be
able to make a simple instruction like “head for the West
Ballroom” without specifying any route. Two independent library
extensions allow this: "MoveClass.h", by Neil James
Brown and Alan Trewartha, is compatible with "follower.h"
and is especially strong on handling doors. Volker Lanz's "NPCEngine"
is designed for what might be called detective-mystery situations,
in which the people inside a country house are behaving independently
in ways which must frequently be described to the player.
•Irene Callaci's "AskTellOrder.h"
library extension file automatically handles commands in the form
“ask/tell someone to do something”.


Jose Mourinho: Tottenham boss glad to be back and 'very happy' with display in Premier League win over West Ham
by Press AssociationJose Mourinho was delighted to have the music ringing in his ears after his first game back in his "natural habitat" ended in a 3-2 win for Tottenham at West Ham.
The Portuguese's 11-month absence from the game ended this week when he replaced Mauricio Pochettino in north London and he needed only three days to lift Spurs' misfiring stars.
Goals from Son Heung-min, Lucas Moura and Harry Kane put Tottenham in total command at the London Stadium, before late replies from Michail Antonio and Angelo Ogbonna skewed the scoreline and masked what was a terrible performance from the Hammers.
It saw Spurs win their first away game in the Premier League in 308 days, going back to January, and extended Mourinho's incredible record of remaining unbeaten in first games in charge going back to his first job at Benfica in 2000.
As a result, the music was pumping in the Spurs' dressing room after some initial caution from the players about their new manager's tastes.
"Yesterday in the dressing room I felt they were a bit (concerned) that they didn't know if I liked the music," Mourinho revealed.
"The music in the dressing room at the training ground was low so maybe they wondered if this guy likes or doesn't like, allows or doesn't allow.
"But the dressing room during the week is their home, they can do what they want.
"When you go away, the music after the game I like because a victory is something that you have to value. It's hard to win matches.
"So I was happy. The music was loud. I don't care what music it is. I just like the feeling that the boys are happy - and the boys are happy."
It was a good end to a hectic and emotional week for Spurs as the players came back from international duty to find Pochettino had been sacked.
Mourinho believes that played a part in their drop in the final 20 minutes.
"If somebody didn't watch the game and just knows the result, they will think it is very, very difficult for us to win," he said.
"My players also paid the price for a very, very difficult week.
"A week where they arrived from national teams, some arrived from difficult matches, some of them travelling, changed the manager, a new guy arrived, new training sessions, new ideas, the emotional thing that surrounds that.
"I don't think that it is ever easy for a footballer to work with the coaching staff and then the next day other people are there.
"(They are) difficult things to process, so I think physically the team had a break and probably were also a little bit scared of that mental barrier of the bad results away.
"So the last 25 minutes were not easy but I think we played very well for an hour, really, really well and I am very happy."


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I tried a couple of “herbal smokes” that were allegedly laced with JWH-018. I liked them a lot, and I figured I could save money by buying the chemical itself. I ordered 2g from an online U.S. vendor, and the package came within a week. I’d heard varying reports on what JWH should look like; some say brown, some say white. Mine was a quite brilliant white.
I bought a Chinese milligram scale on ebay and measured out 2mg of JWH on it. It was a very small crystalline piece, slightly smaller than the head of a pin. The scale was cheap, so it’s hard to say if it was exactly 2mg or not, but hey, it was probably close. I stuck it in a $20 vaporizer (also from ebay) and fired it up. Nada. The vaporizer was obviously designed for plant material, and was such that I couldn’t get the JWH close enough to the heating element for vaporization.
At first I was ticked off, thinking I got some bogus JWH. Then, I decided to try something else. I stuck some blue lotus (which is, as far as I’m concerned, an inert material) into a small wooden pipe along with 2mg of the JWH. I took four hits, and got quite stoned. Very much like MJ, but somewhat shorter acting – I was back to baseline in about an hour and a half. Definite body stone; it was difficult to do anything other than sit on the couch.
Buying the JWH itself is much cheaper than going with the “herbal smoke blends.” But, from what I hear using too much can lead to a very bad experience. So, invest in a mg scale as well and you’ll still come out ahead.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Duration of fast prior to injection:
Blood glucose prior to injection: mg/dl
Scan region:
Radiopharmaceutical: F-18 FDG mCi IV
Calibration time:
Administration time:
Injection site:
Post-injection imaging delay: minutes
Attenuation correction: Diagnostic CT. Low-dose CT merely for attenuation correction and anatomic correlation.
IV contrast:
Documented cognitive decline of at least six (6) months as assessed by a specialist in the diagnosis and management of dementia. Despite cognitive scales, cross-sectional anatomical images and neuropsychological testing, inconclusive differentiation between frontotemporal (FTD) and Alzheimer dementia (AD).
None.
CSF space:
Atrophy:
Parenchyma:
Calvarium:
Ventricles:
Brain metabolism: No foci of significantly abnormal metabolism. Abnormally decreased metabolism in the posterior parietotemporal lobes in a pattern characteristic of Alzheimer dementia. Abnormally decreased metabolism in the frontal lobes in a pattern characteristic of frontotemporal dementia.
Occipital lobe metabolism: Normal. Decreased.
Other findings:
No abnormal focal hypometabolism to suggest dementia. Findings most consistent with Alzheimer dementia. Findings most consistent with frontotemporal dementia.
No significant intracranial abnormality.


Unity 5 came out around the time I was finishing up two of my classes. I really wanted to play around with Unity so I decided on cloning Breakout. I watched some tutorials to understand the layout and the API documention was fantastic for writing out the scripts. This small project introduced me to several elements of Unity: scene changes, player control, physics, audio, and colliders. It probably took around a couple of hours to put together. I'd love to work with Unity again to make something different.
The space image was courtesy of NASA. The rest of the art is from Open Game Art user Buch. Lastly, the music was by DJ BBä