Getting Started
To get started with MusicBox, you can try out one of our example configurations, start a new mechanism from scratch, or load a configuration file you saved from a previous run.
Start from scratch Load configuration file
Flow-Tube Wall Loss
Full Gas-Phase Mechanism
Select configuration Zip file
How to use MusicBox
Step 1. To start using MusicBox, select one of the starting options above. Each of these starting options is described in more detail below.
Start from scratch
This option allows you to build a simulation from the ground up. There are no species, no reactions, and only minimal conditions. You will need to add at least one reaction before you run a simulation.
Select example
Examples are fully functional MusicBox configurations. You can select an example and immediately run the simulation. Examples are useful for learning how to set up a MusicBox simulation.
Load configuration
If you have previously saved a MusicBox configuration from the review section, you can reload it with this starting option. MusicBox configuration files have a .zip extension and contain the mechanism and conditions for a simulation. Once loaded, you can modify the configuration, re-save it, and/or run the simulation.
Step 2. Navigate to the Chemical species page in the Mechanism section to add or modify the set of chemical species in the system. At minimum, there will be a single species named 'M' that represents any chemical species, and can be used for third-body reactions. Any number of species can be added to the set by clicking the 'Add' button above the list of species. Clicking on a species in the list will allow you to edit its properties. Some reactions will require specific species properties to be specified, so be sure to set them here.
Step 3. Navigate to the Reactions page in the Mechanism section to add or modify the set of reactions in the system. Any chemical species set in Step 2 will be available to participate in a reaction. In addition to chemical reactions, emissions and loss of chemical species can be included in the set of reactions. Add a reaction by clicking the 'Add' button above the list of reactions, or modify an existing reaction by clicking on it in the list of reactions. At least one reaction must be present to run a simulation.
Several types of reactions include a MUSICA name
property. This is a unique name that you choose to identify this reaction in other parts of MusicBox. For example, setting the MUSICA name
property of a photolysis reaction, allows you to set the photolysis rate constant in the initial or evolving conditions pages.
Step 4. Navgiate to the Conditions section to set model options and physical/chemical conditions for the simulation, and download the MusicBox configuration for future use. Each page of the conditions section is described below.
General model options: total simulation time, time step, output options, etc.
Starting conditions for chemical species concentrations, environmental conditions, and reaction rates/rate constants for reactions with a MUSICA name
. These conditions will remain at the values you set here until they are modified by the chemical solver (species concentrations) or updated from the evolving conditions you specify. You can enter the conditions directly, or load them from a text file following the instructions on the initial conditions page.
This section allows you to specify species concentrations, environmental conditions, and reaction rates/rate constants for reactions with a MUSICA name
that vary during the simulation. For example, these could include diurnal profiles for photolysis rate constants, or emissions rates that vary during the course of the simulation. Evolving conditions can be set from text or NetCDF files following the instructions on the evolving conditions page.
The final step of the MusicBox configuration. This page allows you to review the raw MusicBox configuration data and download the configuration for future use.
Step 4. Click the green 'Run Model' button to run the model with the mechanism and conditions you set in the previous steps. Once the model run is finished, you will see options to plot the results and download the model output for off-line analysis. If you see an error message, you may have to modify your configuration and try again.


相关网站
建立本网站的大学
香港大学
暨南大学
广州话网站
Cantonese Language Association (粤语学会)
Ethnologue report on Cantonese
A Chinese Syllabary Pronounced According to the Dialect of Canton.
Cantonese Vernacular Characters and RichWin97 vs RichWin2000
A Hong Kong Cantonese Child Language Corpus (CANCORP)
红蜻蜓粤语拼音词语输入法
粤语协会
客家话网站
Hakka Chinese Homepage
The Hakka Dialect and The Hakka People
A Hakka Pronouncing Dictionary of Chinese Characters
Hakka Taiwanese References
Shataukok Hakka Web Page
闽南话网站
The Texts Database of Folk Songs in the Southern Min Dialect
Taiwanese Language Page.
有关其他中国方言的网站
Chinese dialects in SE Asia (Comments, trivia, history on Chinese dialects in SE Asia)
Nineteenth Century Books on Linguistics
Bibliography of Synchronic Phonology of Chinese Dialects
Samples of Chinese Dialects
藏语网站
Sino-Tibetan Etymological Dictionary and Thesaurus
Linguistics of the Tibeto-Burman Area: includes a cumulative index of articles
Himalayan Languages Project
South Asian Linguistics
Language Family Trees
有关外国方言的网站
Dialects of English IDEA-International Dialects of English Archive (A collection of freely downloadable recordings of real people speaking English)
Dialects of Japan (Many links about different Japanese dialects)
Dialects of German (Links to examples of Germanic dialects. Many of them are also with good quality realaudio recordings)
Dialects of French (Many links about different French dialects in different parts of the world)
Dialects of Italy (Many links about the history and other aspects of the different dialects of Italy)
搜寻器
Chinese Dialects
Linguistics Online
China Online (Online resources about Chinese dialects)
The UCLA Language Materials Project: Learning resources for less commonly taught languages of the world
其他
Linguistic Society of HK
The Linguist List
Linguist List Dissertations Abstract
木棉双鸟/陈树人


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{% extends 'wildlifecompliance/emails/base_email.html' %} {% block content %} Recall: an assessment to an application has been recalled. {% if application_id %}
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BAD COMPANY A film review by James Berardinelli Copyright 1995 James Berardinelli
RATING (0 TO 10): 6.8
Date Released: 1/20/95 Running Length: 1:48 Rated: R (Violence, sex, language)
Starring: Laurence Fishburne, Ellen Barkin, Frank Langella, Gia Carides, Michael Beach, David Ogden Stiers Director: Damian Harris Producers: Amedeo Ursini and Jeffrey Chernov Screenplay: Ross Thomas Cinematography: Jack N. Green Music: Carter Burwell Released by Touchstone Pictures
There's one fundamental question that has to be asked about films like BAD COMPANY: is the script one step ahead of the audience, or is it the other way around? In large part, the answer determines whether suspense mysteries are pulse-pounding or pedantic. In this case, it's something of a mixed bag. For, while director Damian Harris shows aptitude with a kind of picture that's oh-so-easy to mess up, his film occasionally moves too slowly to sustain tension. There are times when guessing what's around the corner becomes secondary to how long it actually takes to make the turn.
With one foot in the noir camp and the other in the modern-day world of covert operations, BAD COMPANY builds its cleverly-layered plot around two central characters.  The other, Margaret Wells (Ellen Barkin), aka the "Snow Queen", is Nelson's kind of woman--equally hard and soft, and a graduate from the same femme fatale class as last seductress Linda Fiorentino.
Invoking Fiorentino's name immediately calls to mind John Dahl, and BAD COMPANY is his sort of movie. Although lacking the full atmospheric richness of, say, a RED ROCK WEST, the film nevertheless possesses a stylish appeal. Nasty characters always make for delicious viewing, especially when they attempt to outplot each other. The main difference between Dahl and Harris, however, is that while the former has his actors approach their roles with tongues planted in cheek, Fishburne and Barkin play it straight--sometimes too straight.
As is explained in a terse introductory section, Nelson was riffed from the CIA after $50,000 in gold vanished while in his care. With his field of job options limited, Nelson applies to an outfit called the "Tool Shed", a group of skilled ex-agents who use bribery and blackmail to further the goals of their wealthy clients. The Shed is run by Vic Grimes (Frank Langella), a hard-nosed cynic with a passion for fishing, and Margaret Wells. Together, the two hire Nelson and, after a quick baptism involving a video camera and a revealing tape, he's given his first assignment: corrupt a superior court judge (David Ogden Stiers).
Despite its share of delectable moments, BAD COMPANY is far from the perfect double-cross thriller. Borrowing heavily from dozens of previous entries, this movie stirs the mix to arrive at something that alternates between playfully fresh and poorly-paced. BAD COMPANY frequently sacrifices character development for plot twists, but that's arguably the right choice--force of personality, as embodied by Fishburne and Barkin, is often sufficient. Certainly, film noir doesn't appeal to everyone, but for those that enjoy this sort of darkly convoluted plot, BAD COMPANY isn't as unpleasant as its title might suggest.
- James Berardinelli<EMAIL_ADDRESS>.
The review above was posted to the
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Related links: index of all rec.arts.movies.reviews reviews


Dear friends!
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Poster Models: Henning Lundkvist & Maria Nørholm.
Pakhuset from outside.
Pakhuset from indside (The Final Exhibition ).
Office view.
Poster on glass (Free as in...).
Original poster by the entrance to the building.
Ad-posters below.
University of Copenhagen, Amager.
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National Gallery of Denmark.
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Copenhagen Business School.
Kihoskh, Modern shop.
Heavy Paws appartment show. Installation view.


Chart showing a dependency wheel, where each point consists of multiple weighted links to other points. This chart type is often used to visualize data flow, and can be a striking way to illustrate relationships in data.


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Section V: Building and Developing Your Team
In general, there's a ton of flexibility in how you put together your team in
this game, as you can make just about any team work provided you use the
right strategic tactics with each. Typical teams include at least one
character who can serve as a tank, as you will likely have at least one or
two party mates who can't survive very well if they draw a lot of enemy
hostility and will need to be protected. A well-geared and well-built tank
can be a real lifesaver in many situations, particularly ambushes and other
scripted encounters where you start in a disadvantageous position. You
generally also want to bring at least one rogue character along, since
picking locks gets you extra exp and loot to sell as well as occasionally
valuable bits of gear and consumables, and being able to stealth ahead and
disarm a room full of traps before the rest of your party engages the enemy
can save you an absolute ton of grief (not to mention the exp you get from
trap disarmament). Most people bring along at least one mage, since magical
healing is a tremendous boon and no one can handle AoE havoc like a mage. The
final party slot is pretty much up to you, and even the three aforementioned
characters are quite negotiable if you come up with tactics that take their
absence into account - for instance, I play almost exclusively mageless these
days.
In this section, I'll go through all of the permanent NPC allies you can add
to your party in the game (in roughly the order that you're likely to
encounter them) and the builds I've found suit them best based on their
initial stat, talent, and specialization loadout. Several arcs at the
beginning of the game (origin stories, Ostagar) will give you temporary NPC
allies - in general, just look at the talents they have and pick the most
appropriate tactics. For instance, Ser Jory is a two-hander, so set him to
Scrapper. Daveth, on the other hand, is a rogue with archery talents, so
setting him to Archer with Ranged behaviour is a good option. Note that all
permanent allies except for Dog have a bonus stat that increases as their
approval for the Warden rises - you get bonuses at 25, 50, 75, and 90 approval.
5.1 - Alistair [DAOS5.1]
Race: Human
Base Class: Warrior
Specialization: Templar
Most Appropriate Build Archetype(s): Tank
Best Default Tactic Set(s): Defender
Romance?: Yes (Female Warden only)
Bonus Stat: Constitution
Where to get him: Automatically joins at Ostagar
Gift Hint: He might crack jokes all the time, but his taste in objects is
definitely stonier.
Unless you started as a Human Noble, Alistair will be the first permanent
ally you find. In general, Alistair is a 'good' character, in that he wants
you to act in a just and honourable fashion. His Templar background makes him
a bit mistrustful of mages, particularly Blood Mages and other maleficar; in
spite of that, though, he's not particularly religious despite the context of
his upbringing.
Alistair tends to work best being built as a tank, because he comes preloaded
with a bunch of Shield tree talents (though not the really critical ones,
unfortunately - you'll have to wait a few levels for that). However, because
you get him at a relatively early level, Alistair is a bit more malleable
than your other warrior allies and can be put satisfactorily into any warrior-
class role. Nonetheless, it's advisable that you follow the tank build for
him, as it tends to yield rather nice results. Good 2nd specialization
choices for Alistair are Champion (for group buffing and helping him dodge
even better) and Reaver (for increasing his ability to draw hostility and to
add a little self-healing capability).
Pros
+ Great tank in the mid to end game
+ Has some rather amusing dialogue throughout the game
+ Great control over his character development due to how early you get him
Cons
- Can be a little 'high maintenance' for some key plot choices, losing
approval if he's along for them
- Comes with a slightly silly initial talent setup for a tank (e.g. no Shield
Wall - what were they thinking?)
5.2 - Morrigan [DAOS5.2]
Race: Human
Base Class: Mage
Specialization: Shapeshifter
Most Appropriate Build Archetype(s): Nuker, Debilitator
Best Default Tactic Set(s): Damager, Debilitator, Controller
Romance?: Yes (Male Warden only)
Bonus Stat: Magic
Where to get her: She will automatically join after Ostagar
Gift Hint: She might be a no-nonsense Witch of the Wilds, but she's a
material girl at heart.
Morrigan has gained a lot of notoriety for being difficult to please, but
really, it just involves developing a true understanding of her character.
Morrigan, while definitely not a 'good' character, per se, is not evil
either. Instead, she just takes a hard-line view of things based on pure
logic and pragmatism, in which you should always be looking out for yourself
first and foremost and not doing things that don't result in some kind of
gain for your efforts. As both someone rooted in evidence-based logic and a
maleficar, she has a strong disdain for the Chantry and its religion, and
particularly the Templars. She has pity for those who have their freedom
taken against their will, but despises those whom she sees as being weak,
willing accomplices in their own imprisonment, hence her scorn for the Circle
of Magi. Favour cold practicality over sentiment, and you'll have Morrigan on
your side.
Morrigan comes pre-loaded in a way that suggests playing her as a blend of
damage and debilitating effects. Her initial specialization is unfortunately
not too helpful, but her cold-based and electrical-based spells are both
potent and predispose her to heading down the path to Storm of the Century
for enormous AoE chaos, and she has some solid debuffing abilities as well.
However, being a mage, she is quite flexible and can be adapted to serve a
support role or even to be an Arcane Warrior when she reaches level 14.
Morrigan is definitely one of the more versatile characters in the game, as
mages tend to be. Any of the three remaining mage specializations can be a
good choice for Morrigan depending on what role you would like her to play.
Pros:
+ Immensely powerful damage character
+ High versatility in build and spell choices
+ Scathing sarcasm makes for some great dialogue moments
Cons:
- Very high maintenance for retaining approval during a lot of plot choices
- Poor initial specialization choice
- Her unique robes are horribly skanky
5.3 - The Dog [DAOS5.3] (Actually, you get to pick his name)
Race: Mabari warhound
Base Class: Unique
Specialization: N/A
Most Appropriate Build Archetype(s): N/A (see below)
Best Default Tactic Set(s): War Dog
Romance?: No. Don't be sick.
Bonus Stat: None. Aw.
Where to get him: Automatically joins you during the Human Noble origin, or
can optionally join in a random encounter after Ostagar depending on your
previous choices.
Gift Hint: Dog already comes with 100 unwavering Approval, but you can give
him bones to make his chances of finding items in areas much higher.
The dog is an interesting character, acting as a sort of mishmosh of tank,
melee DPS, and crowd control. He can be a very potent ally in the early game,
but unfortunately rapidly loses relevance in the later game due to his
extremely limited gear selection. If you talk to him in the various areas you
visit, you can ask him to go search for items, which can include gear pieces,
codex entries, gift items, and money. He is the ultimate in unjudgemental
loyalty, standing by you no matter what choices you make in the game. The dog
can only wear two pieces of equipment that are unique to him: collars and
warpaints, covered below.
I feel that the dog can go two ways in terms of stat builds.
Build 1: Strength focus
This build tries to maximize the dog's damage output by putting the majority
of your stat points into Strength, with a few extras put into Constitution.
Because this loadout gives the dog almost no dodging ability and because he
will only be able to attain armour absorption roughly equivalent to leather,
you don't want the dog to be tanking in this build. Only use this if you are
confident of your ability to keep hostility off of him; the Constitution
won't help him much if he gets swarmed - it's mostly just there to help him
survive AoEs and to let him survive if one or two enemies break off from your
tank. For this, I'd usually go 2:1 STR:CON on level-ups or something similar.
Build 2: STR/DEX split
This build gives the dog a lot more survivability at the expense of raw
damage output. In this build, I usually go roughly equal between Strength and
Dexterity. This allows the dog to offtank a lot more effectively, though he
still won't be a great dodger the way rogues and shieldtanks are.
Pros
+ Has some great tricks up his sleeve in the early game, like Dread Howl
+ Overwhelm is awesome, especially for magekilling
+ Doesn't require any approval management
+ Cheap to gear and remove injuries from
+ Some of the stuff he finds is pretty useful
Cons
- Extremely limited gear selection greatly hinders his performance in the mid
to late game
- Limited talent selection relative to other characters
- Extremely poor armour penetration
- No runes due to not having a weapon
- The only melee character with no way to gain or lose hostility
- No bonus stat points
Noteworthy Gear
COLLARS
Mabari War Harness
+4 Armour penetration
+8 Armour
Where to get it: Circle Tower
This collar is the better choice for people wanting to build the dog as a
damager, as 8 armour is the most you can find on collars and the armour
penetration bonus helps compensate for an area in which the dog is painfully
lacking. You can also find it for free.
Pure Bitch Braid
+8 Attack
+8 Armour
Where to get it: an optional fight in the Urn of Sacred Ashes arc
An alternative to the War Harness, I feel it's a little less useful overall
but may be a good choice if you feel like the dog is missing his opponents
too often.
Warpaint
Kaddis of the Courser
+2 Dexterity
12 Strength required
Where to get it: bought from Barlin in Lothering
A good choice if you're going for the STR/DEX split build.
Kaddis of the Lady of the Skies
+30 Physical resistance
10 Strength required
Where to get it: from the Circle Tower
A good all-around choice, helping the dog to shrug off some obnoxious status
effects. As an additional perk, you can get it for free.
Kaddis of the Trickster
+3 Damage
12 Strength required
Where to get it: bought from Alimar in Dust Town
Probably the best choice if your aim is to maximize the dog's damage output.
Warpaint of the Vanguard
+1 Stamina regeneration in combat
12 Strength required
Where to get it: bought from Barlin in Lothering
A decent choice for allowing the dog to use his talents more rapidly, though
I found he usually had enough stamina to do his job in all but the longest
fights.
5.4 - Leliana [DAOS5.4]
Race: Human
Base Class: Rogue
Specialization: Bard
Most Appropriate Build Archetype(s): Rogue Archer
Best Default Tactic Set(s): Archer
Romance?: Yes (either gender)
Bonus Stat: Cunning
Where to get her: Can be recruited in Lothering
Gift Hint: She's very devout, but also a bit of a girly-girl. Talk to her to
find out more.
Leliana is a devout follower of Andraste and the Maker, even if it's not
quite in the way the Chantry would like.  In general, like Alistair, Leliana prefers for the Warden to be
'good', and particularly values mercy, redemption, and reverence for the
things she holds holy. She's definitely not above killing when the situation
calls for it, though, and she has a good eye for spies and traitors.
Leliana generally works best as a rogue archer, as she starts with a bunch of
archery talents and not much by way of dual wielding. She is a bard, so she
does a good job of buffing your group, and her Cunning shouldn't be
neglected - some blend of Dexterity and Cunning, probably a little heavier on
the Dexterity to give her better accuracy and survivability (she'll get a
fair bit of Cunning from her stat bonuses), is a good idea.  For a second specialization, the best choices
would be Duelist for more accuracy and dodging, or Ranger to have disposable
summons supplement your party in various ways.
Pros:
+ Starts as a pretty good utility rogue, as her mechanical talents and high
Cunning make her a great lockpicker and trap remover
+ Early access to the Bard specialization makes for a nice boost to your party
+ Combination of Bard skills and archery abilities make her a terrific
endgame support and damage character, particularly once you get Lethality
Cons:
- No Stealth skills, so using her as an advance scout requires some remedial
talent points
- A wee bit on the crazy side; party dialogue tends not to be terribly
interesting
- A little slow to get started because of how many talents she needs to truly
start shining
5.5 - Sten [DAOS5.5]
Sten
Race: Qunari
Base Class: Warrior
Specialization: None (boo!)
Most Appropriate Build Archetype(s): Two-Hander
Best Default Tactic Set(s): Scrapper
Romance?: No
Bonus Stat: Strength
Where to get him: Can be recruited in Lothering
Gift Hint: He might be a gruff military man, but Sten has an appreciation for
culture and the finer things in life.
Sten is a warrior of the Beresaad and a stalwart follower of the Qun, the non-
deist life philosophies of the Qunari religion. It's kind of cool to see a
religion in a fantasy setting that isn't deist for a change. Sten has a
pretty different character dynamic from your other characters in that he
doesn't want you to be nice to him and doesn't necessarily want you to agree
with him - what he wants is a strong leader whom he can trust with his life
and whom he can follow with confidence to victory. Sometimes, putting Sten in
his place when he questions you can actually make him respect you more, where
being placating only earns his scorn. Sten has an inherent dislike of mages
and magic in general, which colours his reaction to various plot choices, and
generally prefers fighting to talking.
Sten is mostly kitted out as a two-hander DPS warrior with some off-tanking
abilities. He generally won't be quite as sturdy as Alistair, though his bonus
stat in Strength can help him equip heavier armour sooner rather than later
and helps him with his damage-dealing abilities. Because you get him
relatively early, you can conceivably shift him into a different build
archetype, but it will probably weaken him in the long run. Give him the
biggest weapon you can find and some decent armour, boost his Strength with
some Constitution added into the mix, and watch him go.
Pros:
+ A solid set of starting feats for being a two-hander damager
+ Surprisingly funny dialogue
+ Very easy to gain influence with once you unlock his personal quest
Cons:
- Only gets one specialization rather than two
- Can be a bit high maintenance with some plot choices, particularly with
those having to do with magic
- From a stats perspective, Sten is outclassed by Oghren in just about every way
5.6 - Zevran [DAOS5.6]
Race: Elf
Base Class: Rogue
Specialization: Assassin
Most Appropriate Build Archetype(s): Rogue Dual Wielder
Best Default Tactic Set(s): Scrapper
Romance?: Yes (either gender)
Bonus Stat: Dexterity
Where to get him: Can be recruited after a random encounter upon completion
of your first major army recruitment quest
Gift Hint: Zevran would die of joy if he ever got the key to Fort Knox.
A former Antivan Crow, Zevran is a skilled assassin with a silver tongue and
an insatiable libido. While Zevran generally likes the idea of being good and
doing the right thing, he frequently finds that doing is not really the best
way to get the job done, and getting the job done is always paramount. His
morals are pretty flexible, and in general, he will be an uncritical and low-
maintenance character to have along with you. Even when he occasionally
voices an objection to your course of action, you can usually get out of it
with no actual loss of approval from him. Dangerous, flirty, and devil-may-
care, Zevran will cheerfully accompany you into the maw of hell, so long as
you don't get too pushy or nosy.
Zev is designed to make use of the dual wield talent tree, having gotten a
couple talents from it already and being an Assassin. The fact that he starts
with Momentum is terrific, though some of his other dual wield trees are a
bit sickly and will need to be bulked up sooner rather than later to have him
performing up to snuff. His stealth skills are very good, but unfortunately,
he comes with no mechanical talents whatsoever, so you have to wait several
levels after he joins you until he'll be a decent lockpicker and trap
disarmer. Generally, you're going to want to stack Zevran with a ton of
Dexterity, aided by his stat bonuses. Cunning is helpful too to give a bit of
a boost to some of his Assassin talents and to help with
lockpicking/disarmament. The Duelist specialization is generally the best fit
for Zev as a 2nd specialization to help his dodging and give him some
additional striking power, though Bard can work fine too, especially if
you've raised his Cunning a lot to get more damage output out of Assassin
talents.
Pros:
+ Starts with great damage output potential and strategic abilities
+ Low-maintenance in terms of approval of your actions; quite easy to gain
his approval
+ Can make a passable archer in a pinch due to very high Dexterity
+ Fun personality with great dialogue
+ Can have very high survivability in the endgame due to dodging, especially
with the right gear
Cons:
- Extremely fragile at first without some careful micromanagement
- Starts with no lockpick/trap disarming talents
- Takes time to really come into his own because of how many talents he needs
to hit his stride
5.7 - Wynne [DAOS5.7]
Race: Human
Base Class: Mage
Specialization: Spirit Healer
Most Appropriate Build Archetype(s): Support Healer
Best Default Tactic Set(s): Healer, Supporter
Romance?: No
Bonus Stat: Willpower
Where to get her: Can be recruited during the Broken Circle quest
Gift Hint: Wynne might be getting on in years, but she's a lifelong learner.
Wynne is a senior enchanter with the Circle of Magi, highly experienced in
both the scholarly and practical aspects of magic. Because of her long stints
as a mentor to young mages, she has the demeanour of a motherly advisor,
trying to guide those younger and less experienced than her onto what she
feels is the correct path and to keep them from danger and temptation. She
wishes for the Warden to be a 'good' person, acting in an honourable and
upstanding fashion, and despite being a mage, she does not harbour any ill
will toward the Templars or the Chantry.
Wynne starts out kitted in a way that makes the Support Healer build an
obvious choice. Her spell choices and her specialization, coupled with her
ample tactic slots, make her amazingly good in this role right from the
moment you recruit her, even if Broken Circle is your first major recruitment
quest. Being a mage, Wynne is quite versatile and can definitely pick up
damage or debilitation spells, but she truly shines as a healer and group
supporter. Her bonus stats will help give her an ample supply of mana, though
investment in Willpower as well as Magic when she levels up is still a good
idea, and a little Constitution to help her stay alive long enough to cast
her healing spells is never a bad idea either. Though it seems anti-thematic,
Blood Mage makes a decent second specialization for Wynne because of its
useful bonuses, and she can work decently as an Arcane Warrior too.
Pros:
+ An excellent support mage right off the bat
+ Relatively low maintenance for approval so long as you're not obviously
underhanded, though gaining approval will mostly rely on gifts
+ Flexible, though not quite as much as Morrigan
+ Starts with a huge number of tactic slots
Cons:
- Starts with no Combat Training skill ranks, meaning her spellcasts can be
interrupted quite easily early on
- Can be a little preachy and overbearing in her 'mentor' role
- Dialogue is pretty unremarkable
5.8 - Shale [DAOS5.8]
Race: Stone Golem
Base Class: Warrior
Specialization: N/A (see below)
Most Appropriate Build Archetype(s): Unique (see below)
Best Default Tactic Set(s): generally Defender or Scrapper depending on build
Romance?: No. Unsurprisingly.
Bonus Stat: Strength
Where to get her: can be recruited in Honnleath (requires The Stone Prisoner
DLC)
Gift Hint: Shale's appearance tells you most of what you need to know when it
comes to finding gifts for her.
Shale is, quite obviously, a big golem. She has a rather different
perspective from your other party members, as she has existed for a very long
period of time, well beyond the lifespan of any mortal race. In addition, up
until you recruit her, she had spent the entirety of her remembered existence
as a thrall to whoever possessed her control rod, with no true free will or
power over her life and actions. After a few decades of being stuck as a
decorative statue in Honnleath, she's ready for a change of scenery, with
some bird massacres along the way.
Shale is a highly unique character in terms of builds. Like the dog, she has
only two pieces of gear: small crystals for weapons, and large crystals for
armour, however these tend to give much more powerful bonuses than the dog's
collars and warpaints do. Shale is technically a warrior in that she gets the
basic warrior talent tree, but does not get any of the weapon-specific trees;
instead, she gets four unique talent paths, each of which begins with a
sustained ability. Further talents in each path enhance the bonuses granted
by that sustained ability as well as granting new abilities. Thus, Shale is
capable of serving as a main tank, a melee damage dealer, or a group
supporter depending on which of her modes is active. Her build will depend at
least in part on which role you foresee yourself using most often. Shale does
not gain access to the warrior class specializations.
 To utilize this mode to the
maximum, you'll want lots of Strength, with excess points put into either
Constitution (Shale already has boatloads of it, so this basically allows
Shale to offtank by outlasting enemies), Dexterity (to help dodging), and/or
Willpower (to help Shale keep up continuous active talent use)
Recommended crystal type: Fire (for raw damage), Lightning (for damage plus
dodging), Ice (vs heavily armoured targets)
Path 2: The Stoneheart Tree
This is Shale's tanking talent line, giving large bonuses to armour, health
and stamina regeneration, elemental resistances, and increased hostility
toward Shale from enemies. For this build, you really only need enough
Strength to equip Shale's top grade small crystals - everything else should
be going into Constitution (to make the most of Shale's innate regeneration
and high armour absorption) or Dexterity (to try and get a bit of dodging in,
though it's not really Shale's forté), with perhaps a sprinkling of Willpower
to help her keep up active talent use. Shale is excellent at holding
hostility in this mode, at least as good as a full shieldtank warrior, if not
better, particularly against single targets like bosses.
Recommended crystal type: Nature (for improved armour, hp, and regen),
Lightning (for better dodging), Spirit (for better all-around stats and magic
resistance)
Path 3: The Rock Mastery Tree
Shale's quirkiest and most situational talent set, it acts as a sort of
hybrid of damage dealing and group buffing. More specifically, while in this
mode, Shale grants buffs to ranged attack speed and critical chance to any
nearby party members, and gains a bonus to defense against missile attacks.
In addition, Shale is less likely to be attacked by enemies while in this
mode. However, it comes with fairly steep penalties - lowered defense,
armour, and melee critical chance. Shale gets a few ranged attack talents,
but her normal autoattacks in this mode are still melee. This is mostly
useful for when you have a party with a lot of archers, or just to flip on in
very specific instances (like the Arcane Horror sub-boss in the Brecilian
temple). Since Shale will largely be hanging back with your archers to make
the most of this build, you may want to focus less on Strength and more on
Dexterity and Constitution for greater survivability.
Recommended crystal type: Lightning (for better dodging and ranged defense),
Nature (to offset the tanking penalties), Spirit (for magic resistance)
Path 4: The Stone Aura Tree
Probably Shale's most unique talent set, Stone Aura basically turns Shale
into an AoE buff/debuff statue. When it is active, Shale becomes immobile and
suffers an enormous penalty to defense, but gains a number of survivability
bonuses, grants huge bonuses to allies within the radius of the buff effect,
and sizeable penalties to any enemies within its AoE. While her defense will
drop to 0 or close to it, Shale gets a sizeable armour bonus and a boost to
magic resistance, while allies get pretty much all of their combat statistics
boosted, along with rapid health regeneration, making Shale an alternative to
having a healing mage when in this mode. Though she is immobile, the buff
radius is quite large when the talent tree is maxed out, and if Stone Aura is
set to be used when enemies are at short range, Shale will usually activate
it in an advantageous position. Alternately, you can micromanage her to
choose where to set up the buff AoE. Since Shale cannot attack in this mode,
you want only enough Strength to equip her highest grade of weapon crystals
and then crank the rest of your points into Constitution (Dexterity will be
of little help because of the steep defense penalty in this mode, and
Willpower is of minimal use due to Shale's inability to use active talents in
Stone Aura). Your goal is to be a wall of well-armoured, rapidly regenerating
hit points, so that you can keep the buff up as long as possible even under
enemy attacks. Though her armour is very high in this mode, Shale will still
need protection because she is a sitting duck in this mode and, as you get
further in the game, enemies tend to have a lot of ways to get around armour
and still cause high damage.
Recommended crystal type: Nature (a must for the weapon crystal for the
health regen bonus; large crystal provides nice armour bonuses), Spirit (for
spell resistance)
Shale's Equipment
Shale's crystals have five grades rather than the typical seven which are,
from worst to best: chipped, flawed, clear, flawless, brilliant. Any crystals
of chipped or flawed grade only cause or protect from the corresponding
elemental damage and have no other characteristics. However, from clear grade
upward, each crystal type grants numerous bonuses to fit the roles they were
designed for. These are outlined below.
SMALL CRYSTALS
All small crystals convert Shale's damage to the corresponding elemental
type, and provide a % damage bonus to that elemental type.
Stat to equip: Strength (38 for brilliant grade)
Fire: bonuses to % melee critical chance and % weapon damage.
Ice: bonuses to armour penetration and % critical/backstab damage.
Lightning: bonuses to Dexterity and attack.
Nature: bonuses to Constitution and health regeneration in combat.
Spirit: bonuses to all stats and armour penetration.
LARGE CRYSTALS
All large crystals provide a bonus to resistance against the corresponding
element.
Stat to equip: Constitution (38 for brilliant grade)
Fire: bonuses to Strength, defense, and stamina regeneration in combat.
Ice: bonuses to health regeneration, defense, and % healing effects received.
Lightning: bonuses to Dexterity, % chance to dodge attacks, and chance to
avoid missile attacks.
Nature: bonuses to Constitution, armour, and physical resistance.

Pros:
+ Extremely versatile in what roles she can fill in your party
+ Very sturdy and tough to kill in the early to mid game (less so in the late
game when dodging starts to matter more than hit points and armour)
+ Ability to pick and choose elemental damage types and resistances to fit
the situation
+ Ability to easily customize stat bonuses by adaptively swapping gear
+ Can replace mage healers with the Stone Aura mode
+ Some of the best dialogue BioWare's ever written
+ Very low maintenance when it comes to approval
Cons:
- Lack of gear slots causes Shale to get a little bit overshadowed in the end
game
- Carrying around a good variety of crystals for Shale to use takes up a fair
bit of inventory space
- Many of Shale's modes come with significant drawbacks
- Small crystals do not have rune slots
5.9 - Oghren [DAOS5.9]
Race: Dwarf
Base Class: Warrior
Specialization: Berserker
Most Appropriate Build Archetype(s): Two-Hander
Best Default Tactic Set(s): Scrapper
Romance?: No
Bonus Stat: Constitution
Where to get him: Can be recruited during the A Paragon of Her Kind quest
Gift Hint: Oghren likes to hang out at Tapster's. You figure out the rest.
A disgraced member of the warrior caste, Oghren has turned increasingly to
alcohol-soaked brooding since his wife and his house abandoned him to venture
into the Deep Roads a few years beforehand. His main goal is to reunite with
his wife and try to convince her to return to Orzammar with him, though he
has never had the resources to carry out any such expedition. Oghren
generally doesn't concern himself overly with right or wrong choices, or good
and evil, preferring to solve most problems by drowning them in drink or
flying into a berserk rage and introducing them to the business end of his
weapon. Despite his downward spiral, he is still a formidable and talented
warrior with valuable knowledge and insights.
Oghren, to an even greater degree than Sten because you get him later in the
game, is kitted out to be a two-hander warrior. He starts with a solid
selection of talents, and his specialization is a great compliment to his
role. You'll mainly want to focus on Strength with Oghren, since he already
starts with fairly high Constitution and will gain more as his approval
rises. As a dwarf, he also comes with the ever-handy innate 10% chance to
resist any hostile magic. That combined with the ability to have two
specializations gives him an edge over Sten in this role. Champion is a great
choice for a second specialization for Oghren, to allow him a little group
buffing ability, and Reaver can work decently too for a little extra damage
and self-healing.
Pros:
+ Starts with a solid two-hand warrior talent set
+ Full of personality with great dialogue
+ Dwarf, so you get 10% free spell resistance
+ Very low maintenance when it comes to his approval of your actions
Cons:
- Very little flexibility - you're basically stuck with two-handers unless
you want to nerf yourself
- Overlaps in niche with Sten
*************** SPOILER ALERT !!! ***************
5.10 - Loghain [DAOS5.10]
Race: Human
Base Class: Warrior
Specialization: Champion
Most Appropriate Build Archetype(s): Tank
Best Default Tactic Set(s): Defender
Romance?: No
Bonus Stat: Constitution
Where to get him: allow him to go through a Joining after defeating him at
the Landsmeet
Gift Hint: Loghain is a consummate military general and strategist, and what
does every strategist need before the battle?
Loghain spends the vast majority of the game being your primary antagonist,
doing whatever he can to make the last remaining Grey Wardens quite
miserable. Though he is a military hero and a brilliant tactician, Loghain is
somewhat out of his element in political circles, and makes many poor
decisions, often at the urging of the corrupt Arl Howe. He is a warrior first
and foremost, and is at his best when he can focus on battle to the exclusion
of other more trifling matters. Loghain doesn't really approve of or object
to anything, since there's not much game left by the time he's joined you.
You'll have to gain approval primarily through gifts and a few limited
dialogue options. Fundamentally, what's most important to Loghain is
Ferelden's independence, especially from the Orlesians, which is no surprise
given his background.
Loghain is fundamentally a shield tank, though he needs a fair bit of work to
really get up to snuff in this role. Unfortunately, since you gain him so
late in the game, you don't have much time to pull this off. Loghain suffers
from a general under-abundance of Strength and, more importantly, Dexterity,
and a bit of an overabundance of Willpower. Granted, this lets him use
important talents such as Taunt more often, but it has unfortunately taken
away vital stat points from Dexterity. Oh well, gotta work with what you
have. Another major shortcoming to Loghain's talent set is that he may not
have Shield Wall yet. This should absolutely be the first talent you grab
whenever he levels up next if he does not have it. Do your best to mould him
into the tank build in the time you have left before the final confrontation,
and he'll serve decently enough. Good second specialization choices are
Reaver for holding hostility and self-healing, or possibly Templar for some
nice anti-mage abilities and gear options.
Pros:
+ Starts with a decent set of armour
+ Relatively simple approval-wise
+ Can use full-powered Champion buffs right off the bat
Cons:
- Extremely low flexibility
- Have to lose Alistair to get him
- Starts with a suboptimal stat spread for a tank
- Missing a few key talents despite his high level
- Can be tricky to get his approval up to a high level before the end of the
game


WITNESS LIST Civil Practices Committee April 3, 2002-10:00A Interim Charge #1 On: Christian, George Scott (Texas Civil Justice League) James, Reggie (Consumers Union SW Regional Office) Lambe, Dan (Texas Watch) Interim Charge #2 Against: Archer, Delynn (Home Owners for Better Builders) Corder, Judy (Texas Association of Mediators) Fagan, Wayne I. (Self) McCandless, Pati (Unicare Life, Health Insurance Co.) Richardson, Dawn (Self) Schless, Mike (Self) Weaver, Amy (Home Owners for Better Builders) Wright, Walter A. (Association of Attorney- Mediators) On: Ahmad, Janet (Home Owners for better Building) Bragg, David (AARP) Bush, Bob (Teaxs Association of Builders) Cobarruvias, John C. (Home Owners for Better Building) Cohn, Mary (Self) Duffner M.D., David W. (Texas Medical Association) Flemming, John (Self) James, Reggie (Consumers Union SW Regional Office) Lambe, Dan (Texas Watch) Paxson, Stephen (Self) Tonjes, Ray (Texas Association of Builders) Interim Charge #3 Registering, but not testifying: Against: Richardson, Dawn (PROVE, NVIC, AAPS, ALEC) On: Lieberman, Michael (ACLU, Ex-Director Will Harrell) Interim Charge #5 On: Griesel, Chris (Rules Attorney, Supreme Court of Texas)


- Resolving the "Unable to create/write on the File/folder"
error
you have to change the rights on the file/folder which is specified in the error
message.
Connect to your server with an SSH client or Filezilla and change rights on
the files/folders.
(You can change the rights on the wikiwig folder recursively for example :
in the ssh prompt type :
chmod -R 777 wikiwig
)
then resume the installation


ERROR
Sorry! An error occurred while processing your request.
You are either not authorized or this page doesn't exist.
Thank you!!!
Clinic Managment System
©2019 All Rights Reserved.


--- layout: post title: Whoopie Sling categories: - Hiking tags: [] comments: [] ---
I've become interested in hammock camping lately. I was inspired by Shug, a YouTuber who hikes and camps with a hammock and has mastered the art of enjoying himself in the woods.
There are a lot of ways to hang a hammock. The crazy array of options is pretty confusing at first, but I think that's actually part of the appeal. Picking your system and dialing it all in is exciting and makes the experience more personal.
One of the most baffling items, and one that comes up a lot, is something called a whoopie sling. In videos and diagrams it just looks like a funky rope. It's not clear what it even does. I eventually figued it out. It's really just an adjustable length rope with a loop on each end. You use it to connect some kind of tree strap to one end of your hammock. You can make one by tying a few knots in a hollow-cored rope. People generally use 7/64" Amsteel rope. The adjustable length is achieved by looping one end of the line and running it through itself, creating what's called a bury. When you pull on either end, the rope around the buried section contracts down and binds. It's the same mechanism by which a Chinese finger trap grabs a finger.
When I was making my own, I kept looking for a good diagram. The construction is really simple when it's in your hands but a bit confusing on screen. I couldn't find a good diagram, so I made one. I hope it's helpful!
I also made one for a continuous loop, which people use to bundle up the fabric of their hammock and create a loop to connect to.


Knitting
Dyeing
Dyeing Finishing
Laboratory
Cutting
Sewing
Quality
Finishing & Packing Area
Accessories
Factory Over View
Office Interior
ETP


http://www.susangranger.com/
Susan Granger's review of "SEE SPOT RUN" (Warner Bros.)
The comedic talent of David Arquette and the clever casting of expressive six year-old Angus T. Jones make the wacky slapstick antics of this canine comedy very, very funny. Arquette plays an intrepid U.S. Postal carrier coping with a delivery route that leads him straight through "dog alley," where one pugnacious pooch after another tries to sabotage him. "There's not a dog on this planet that can scare me," he boasts. But the pratfalls of his personal life are another matter.  "You're a life-saver," she says. "Yeah, all five flavors," he replies. Meanwhile, there's a canine crisis when a mob boss (Paul Sorvino) puts out a contract on an FBI superdog, a 100-pound Bull Mastiff, known as Agent Eleven: a.k.a. Spot, who seeks refuge in suburbia and winds up in the truck of this mutt-hating mailman, much to the dismay of his devoted FBI trainer (Michael Clarke Duncan). Reminiscent of Buster Keaton, David Arquette has the heart of a clown. He's a master of physical comedy. The five credited writers and director John Whitesell make the most of his gleeful exuberance, particularly as his relationship develops with the diminutive child. "You'd be fun for a dad," the kid concludes. Yeah, right. There's also some lame urologic and yucky dog-poop humor that makes it PG, rather than G-rated. On the Granger Movie Gauge of 1 to 10, "See Spot Run" is a fun-filled, silly 6. Sure, it's cops 'n' robbers and a doggone dog, but, for kids, this is a crowd-pleaser and a rollicking good time.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Trace information will be available in the global __tracer object. See the documentation if you need help using its API.
You can use jQuery. $('#output') (the green box below) may be handy for testing.
You may need to reload this page if things get crazy.


{% extends "layouts/base.html" %} {% block title %}Page Not Found{% endblock %} {% block body %}
What you were looking for is just not there. {% endblock %}


Puppet Class: r_profile::puppet::master::autosign
- Defined in:
- manifests/puppet/master/autosign.pp
Overview
R_profile::Puppet::Master::Autosign
Configure puppet for various autosigning techniques for client certificiates
16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 |
# File 'manifests/puppet/master/autosign.pp', line 16
class r_profile::puppet::master::autosign(
Enum['policy', 'absent', 'accept_all'] $ensure =
hiera('r_profile::puppet::master::autosign::ensure', 'absent'),
$template = hiera('r_profile::puppet::master::autosign::template', "${module_name}/autosign.sh.erb"),
$secret = hiera('r_profile::puppet::master::autosign::secret',undef),
) {
$autosign_script = "/usr/local/bin/puppet_enterprise_autosign.sh"
case $ensure {
"policy": {
$autosign_setting = $autosign_script
}
"accept_all": {
$autosign_setting = true
}
"absent": {
$autosign_setting = false
}
default: {
fail("Unsupported ensure autosign setting in ${name} (${ensure})")
}
}
if $ensure == 'policy' and ! $secret {
fail("Cannot enable policy based autosigning without a valid shared secret")
}
file { "autosign_conf":
ensure => absent,
path => "${::settings::confdir}/autosign.conf",
notify => Service["pe-puppetserver"]
}
# enable/disable autosign script in puppet.conf
ini_setting { "puppet_conf_autosign_script":
ensure => present,
path => "${::settings::confdir}/puppet.conf",
section => "master",
setting => "autosign",
value => $autosign_setting,
notify => Service["pe-puppetserver"],
}
# the autosigning script
file { $autosign_script:
ensure => present,
owner => "root",
group => "pe-puppet",
mode => "0770",
content => template($template),
}
}
|


[gecode-users] Generating constraints
Christian Schulte
cschulte at kth.se
Tue Oct 28 14:11:09 CET 2008
Yes, it is even worse: it sacrifices propagation!
If you need to get started look to the code that posts propagators based on
LinExpr and LinRel values. That is actually nothing but a tree analyzer
posting the minimal number of required propagators for linear relations.
Cheers
Christian
--
Christian Schulte, www.ict.kth.se/~cschulte/
-----Original Message-----
From: users-bounces at gecode.org [mailto:users-bounces at gecode.org] On Behalf
Of Max
Sent: Tuesday, October 28, 2008 1:56 PM
To: Mikael Zayenz Lagerkvist
Cc: users at gecode.org
Subject: Re: [gecode-users] Generating constraints
I have no problem in writing a tree analyzer but i looked for a uniform
representation of the variables, operators, relations and constants, so
i do not have to write an extra function for all of them.
I want to write
recursive_function_call rfc(X):
IntVar temp;
//switch for operator
add(rfc(x1), ADD, rfc(x2), temp);
return temp;
I don't want to distinguish the leafs of the node at this step. So i
need a uniform return value.
PS: Does it influence the performance if i use temporary variables for
my constants.
IntVar x(this, 5,5);
Mikael Zayenz Lagerkvist wrote:
> Hi,
>
> If you have a tree representing an expression, then you should write a
> tree-analyzer (a tree-walker for example) that posts constraints that
> correspond to the tree. This is how the linear expressions in Gecodes
> MiniModel works. For more information on writing tree analyzers, see a
> compiler text as it corresponds to instruction selection.
>
> There is no way to undo a tell - you have to copy the space.
>
> Cheers,
> Mikael
>
>
> On Tue, Oct 28, 2008 at 12:58 PM, Max <chaosangel at gmx.de> wrote:
>
>> Hello all,
>>
>> i currently try to post constraints and need your help.
>> I have my constraints not in a textual format, but in a self made tree
>> structure of the form
>>
>>
>> rel">="
>> / \
>> op+ const=5
>> / \
>> var=x const=7
>>
>>
>> (i hope this is readable)
>>
>> Now i want to generate and post a gecode constraint of it.
>> Is there an easy way to recursivly define a constraint, because it seems
>> to me that there is no baseclass or something that can be used.
>>
>> I wanted to to something of the form
>>
>> GeCodeConstraint recursive_converter(MyConstraint)
>> {
>> if "variable" return x;
>> if "constant" return 5;
>> if "op+" return recursive_converter(left_node) +
>> recursive_converter(right_node);
>> if "rel>=" return recursive_converter(left_node) >=
>> recursive_converter(right_node);
>> }
>>
>>
>> I i found for GeCodeConstraint was MiniModel::LinRel<>, is there
>> something more uniform, because i want to use boolean and integer
>> variables (reified constraints) and stuff.
>> (the arithmetic functions seem very generic returning a variable, but
>> then a lot of extra variables would have to be generated)
>>
>>
>> Any ideas ?
>>
>> 2nd question:
>>
>> Is there a way to post the value of a variable not in form of a
>> constraint, so "branch" on a boolean variable but being able to undo it
so
>>
>> so
>> b[0].set(0);
>> //after some time
>> b[0].set(1);
>>
>> without copying the whole space?
>>
>> Thank you a lot.
>>
>> Max
>>
>> _______________________________________________
>> Gecode users mailing list
>> users at gecode.org
>> https://www.gecode.org/mailman/listinfo/gecode-users
>>
>>
>
>
>
>
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