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I have been researching a fair but simple rating system for the upcoming Competitor program, and here it is. It is based heavily on the Glicko system, created by Professor Mark E. Glickman. However, I added a little detail: time, so I'll unashamedly call this rating system the Timed Glicko Rating system, or TGR for short. Notice that the ShoddyBattle rating system is not Glicko, but Glicko-2. Glicko-2 is an improvement on Glicko since it also implements volatility, while Glicko doesn't. The volatility measures the degree of consistency of the player — the more consistent, the lower it is. However, since Pokemon is a game in which it is practically impossible to be consistent (because it is easy to win or lose unexpectedly due to luck), I deemed that volatility is basically superfluous, and stuck to the simpler Glicko rating. I think a short explanation of how the Glicko system works would be welcome by lots of people, and hence here it is. The Glicko system assumes that a player has a rating R and a rating deviation RD. The player would normally perform roughly as expected by his rating R, but sometimes, he has a good day, performing better than his rating would suggest, and sometimes he has a bad day, performing worse than his rating. Glickman assumed that these 'performance fluctuations' are logistically distributed as per the rating deviation RD. The logistic distribution is very similar to the normal distribution but is preferred because, from observation of chess games, the logistic distribution follows the probability of a player beating another one better than the normal distribution. As a consequence of the logistic distribution, a player has about a 72% chance of playing at a level within one rating deviation from the rating (i.e. at a rating between R – RD and R + RD), a 14% chance of playing better than that level (i.e. at a rating better than R + RD) and a 14% chance of playing worse than that level (i.e. at a rating worse than R – RD). It can be seen from the above that if the player's RD is large, then his performance is more uncertain than if his RD is small. For example, suppose there are two players, Albert and Ben, both having a rating of 1500, but, whereas Albert has a RD of 200, Ben has a RD of 50. This would mean that Albert is expected to play at a level of rating between 1500 – 200 and 1500 + 200, or between 1300 and 1700, whereas Bob would be expected to play at a level between 1500 – 50 and 1500 + 50, or between 1450 and 1550. It can be clearly seen here that Bob's playing performance is much more certain than that of Albert, even though they have the same rating. In the Glicko system, the RD becomes smaller the more games that player plays. By playing games, the rating can consequently become more certain, thus lowering the RD. However, if the player stops playing for a long time, then his performance when he returns playing will be more uncertain. Thus, the Glicko system increases the RD of players that are inactive for long periods of time. Having a low RD also results in a player's rating changing more slowly, especially if he plays against a player with a high RD. Conversely, having a high RD results in that player's rating changing more quickly, especially if he plays against a player with a low RD. Consider, for example, that Albert plays against Ben and wins. Albert's rating would increase by a whopping 86, becoming 1586, while Ben's rating would decrease only by 6, becoming 1494. If Albert loses, his rating would decrease by 86, becoming 1414, while Ben's rating would increase by 6, becoming 1506. The reason for why this happens is the following. Since Albert's rating is much more uncertain than Ben's, beating Ben would mean that Albert's rating is supposed to be much more than 1500. On the other hand, Ben's rating wouldn't lower by much after Albert beats him because Albert's performance is very uncertain, and hence little information can be gained from such a loss. The reverse argument would follow if Albert loses to Ben. The rating system that I am proposing basically follows the same line of thought as what's been said above. The main differences are in the way the RD changes. The normal Glicko system always increases the RD slightly by the same amount, governed by a constant c, after every match, and subsequently lowers it according to both the player and the opponent's ratings and RDs. The Timed Glicko Rating system does not increase the RD by the same amount, but by an amount proportional to the time passed between a battle and the one before it. If a player plays frequently, his RD would thus be lowered by more than for a player that plays rarely, because his RD would first only be increased by a relatively small amount and then lowered accordingly. Another difference is that players whose RD is at least 100 have their rating listed as provisional. Ratings cannot feature in the ladder leaderboard until they are not provisional (or, alternatively, are placed at the very bottom of the leaderboard). Furthermore, every player's RD is updated once per day depending on how long it took them to play their last battle, so that players that are not playing would see their rating turn provisional. As was said before, having a low RD makes a player's rating change slowly. Sometimes, it is so low that the rating does not change appreciably even if that player starts to win or lose a lot of games. However, with SC = 20, the RD won't lower a lot anyway. The final difference is not exactly related to the Glicko system per se, but to the way in which players play against each other. As in ShoddyBattle, players who wish to play on the ladder wait in a queue and get assigned a player to play against. In the new system, however, the opponent that will be assigned to a player will have between 15% and 85% chance of beating him, governed by an exact formula. This roughly translates to the opponent having a difference in rating of 300 or less, and prevents huge mismatches from occurring. Here is the TGR algorithm in pseudocode. I have made an implementation of it on Excel, and I know it works well: The following are the constants used for TGR. SC is the factor by which your deviation increases over time. With this number, the rating of the most ardent of players would still take at most 20 days of inactivity to become provisional. Q is a number that is multiplied by the ratings deviation to convert it to the real standard deviation used in the logistic distribution. PI is also involved in the logistic distribution, since the standard deviation of a logistic distribution is equal to s * sqrt(3) / pi, where s is the parameter of the distribution. P is a constant equal to the expected probability that two equally skilled players' battle result has a deserved outcome. Code: SC = 20; Q = ln(10) / 400; PI = 3.14159265359; P = ... The following is executed whenever the current time as a fraction of the whole day needs to be found. Code: Subroutine DayFrac(): Get current Hours, Minutes, Seconds; return (Hours * 3600 + Minutes * 60 + Seconds) / 86400; The following is called whenever the expected probability that Player1 wins against Player2 needs to be known, given their ratings and deviations. Code: Subroutine WinProb(Player1, Player2): G = 1 / sqrt(1 + 3 * Q^2 * (Player1.RD^2 + Player2.RD^2) / PI^2); return (1 / (1 + 10^(-G * (Player1.Rating - Player2.Rating) / 400))); The following is executed whenever a new player enters the ladder. A new player entering the ladder has rating R=1500 and rating deviation RD=350. The time he joined the ladder is also noted. Code: Create NewPlayer; NewPlayer.Rating = 1500; NewPlayer.RD = 350; NewPlayer.Time = DayFrac(); The following is the queue system. A player that wishes to play on the ladder is put in a queue, and only plays if there's another player waiting on the ladder whose probability of winning against him is between 15% and 85%. If there's no such player after waiting for 5 minutes in the queue, the player wishing to play will still have his time updated, otherwise his deviation would unfairly increase by the same amount as for the other players who didn't attempt to play. Code: Time = DayFrac(); P = 0.35; While P = 0.35 and DayFrac() < Time + 300/86400 do { [I][300 refers to 300 seconds = 5 mins. This can be changed.][/I] For every Opponent waiting for a ladder match do { ProbWin = WinProb(Player, Opponent); If abs(ProbWin - 0.5) < P then { Opp = Opponent; P = abs(ProbWin - 0.5); } } } If P = 0.35 then { Player.Time = DayFrac(); display("Sorry, no player is available to battle"); } else Play Match versus Opp; The following is executed when a battle ends. When a battle ends, both players' ratings are updated. Code: If Player1 won the battle against Player2 then Win = 1 else Win = 0; Time = DayFrac(); UpdatePlayer(Player1,Player2,Time,Win); UpdatePlayer(Player2,Player1,Time,1-Win); This is called to update a player's rating and rating deviation. It is based heavily on Glicko, but takes also into account the time passed from the previous game to the one just played and the luck influence that the battle could have had. Code: Subroutine UpdatePlayer(Player1,Player2,Time,Win): PTime = Time - Player1.Time; PRD = min(sqrt(Player1.RD^2 + PTime * SC^2), 350); PG = 1 / sqrt(1 + 3 * Q^2 * Player2.RD^2 / PI^2); PE = (1 / (1 + 10^(-PG * (Player1.Rating - Player2.Rating) / 400))); XD = abs(Win - WinProb(Player1, Player2)); [I][Deviation from the apriori expected probability of winning and the real outcome after the battle.][/I] PMERIT = 1 - (1 - P) * XD * (1 + 2 * XD); [I][Quadratic Weighting's assumed probability that the result was on merit.][/I] V = 1 / (PG^2 * PE * (1 - PE) * Q^2); Player1.Rating = Player1.Rating + Q * PG * (Win - PE) * (2 * PMERIT - 1) / (1 / PRD^2 + 1 / V); Player1.RD = 1 / sqrt(1 / PRD^2 + 1 / V); Player1.Time = Time; The following is executed every midnight. Every midnight, all the players' rating deviation is increased depending on how long it has been since they last played a game during the last day. It will increase the most if no game was played during the last day. Code: For every Player on the ladder do { PTime = 1 - Player.Time; Player.RD = min(sqrt(Player.RD^2 + PTime * SC^2), 350); Player.Time = 0; } UpdateLeaderboard; The following is executed when a player's rating needs to be displayed. This uses the GLIXARE system, unless the deviation is greater than 100, in which case the rating is displayed as 'provisional'. Code: If Player.RD > 100 then display "Rating is Provisional" else display "Rating is " + round(10000 / (1 + 10^(((1500 - Player.Rating) * PI / sqrt(3 * ln(10)^2 * Player.RD^2 + 2500 * (64 * PI^2 + 147 * ln(10)^2)))))) / 100 + "%"
When you say time, is that measured in days, or are you gonna get up in the morning and find your rating is less accurate? Have a nice day.
When I say time, I mean, for example 13:44:35 or 19:04:36 or 05:13:49 etc, and then, from that time, the number of seconds between midnight and that time is found (basically Hours x 3600 + Minutes x 60 + Seconds). This cannot be greater than 86400, the number of seconds in a day. So if, for example, your last match ended at 19:46:37, say, your time would be 19 x 3600 + 46 x 60 + 37 = 71197, and your RD was 60. At midnight, your RD would become sqrt(RD^2 + (86400-71197) * SC^2 / 86400). Since SC=20, we get sqrt(60^2 + (86400-71197) * 20^2 / 86400) = sqrt(3600 + 15203 * 400 / 86400) = sqrt(3600 + 70.384) = sqrt(3670.384) = 60.58. If you didn't play at all during that day, your time would be 0. Suppose your RD is 60. At midnight, your RD would become sqrt(60^2 + (86400-0) * 20^2 / 86400) = sqrt(3600 + 86400 * 400 / 86400) = sqrt(3600 + 400) = sqrt(4000) = 63.25. Notice how RD increased much more for the person who didn't play at all during the day than for the person who played at least one game. Also, remember that you will not know your RD in this rating system. You will only know whether your RD is below 100 or not; if it is below 100, your rating is visible, and if not, your rating is provisional and invisible.
This really gets to the heart of what we are looking for in a ladder. If the goal is to try and make it as 'competitive' as possible, in the sense that we want the good people to have a good shot at being at the top, and the best people need to keep playing to defend their title, then this makes sense. If the goal is to make the ratings as accurate a measurement of the player's skill as possible, then this makes no sense. The reason RD increases over time is because your rating becomes more uncertain if you go for a while without playing (although on this system, your rating doesn't decrease over time). If we want an accurate ladder, as opposed to a competitive one, then we would want the rating to decrease over time (under the assumption that people who are out of it for a while would play slightly worse when they come back), not just the rating deviation. I suspect this decrease in rating would follow something like a sigmoid ("S") curve, in that people who haven't played for a few hours will experience little-to-no change, but after a few days it's slightly noticeable. People who are out for several weeks, however, will find that the game has changed a bit, and all of those changes added up mean they will almost certainly perform worse for the first few battles when they come back. Being gone for 9 months, the player would be worse than if they were gone for only 8, but the difference between the two wouldn't be that big. Another issue is that an experienced player will regain their skills a lot faster than a newer player would get up to the experienced player's peak level. I'm also not too sure about just measuring the time since the last battle. Imagine a player that was gone for four months. They play one game during the day at 23:00. Another player of identical stats to the first also comes back after four months. This player plays games at 2:00, 3:00, 4:00, 5:00..., and 22:00. The rating deviation of the second player should drop more, but unless I'm mistaken, it will be the first player whose deviation drops more (only slightly more). So as I said, we have to decide just what we want out of the ladder. I prefer a slightly less competitive, but more accurate ladder. The main drawback of this to me is that it is far more complicated. The ratings of players as it stands will overestimate the chance of the better player to win. As my example for this, consider the top player playing an average player. As far as ratings differences go, the top player may have an apparent 95% chance to win, but because Pokemon is not a game of pure skill (in that it contains elements of luck), the actual chance for that player to win is much higher, as long as they have some critical amount of skill to be using stuff other than Tackle Swampert and Mud Slap Pidgey.
First, I'll start from the things I understood more. I think I can safely claim that you haven't read the part where I said that a player with an RD of 100 or more would have a provisional rating, which means essentially that he wouldn't have a rating at all. Even a player who used to play 100 battles per day would take him just 17 days for his rating to become provisional if he stops playing completely. So why would we need to decrease the rating? To be honest, I didn't understand this. Your quibble seems to be that players who have less than 15% chance of winning against a player cannot play against him. If that's the case, I haven't understood the reason why you don't agree with this. The reason I did that is for players on the ladder to play against people that are not too far from their playing potential. Actually ShoddyBattle tries to pair players having similar rating as well.
OK, I was reading it as just updating at midnight. I wasn't talking about the rating we assign the player, but their 'actual' skill level there. We try and get as close as possible to this player's actual ability, but we will likely never actually find out what their real rating is. I was talking about what their rating would be if we knew exactly how well they would play. Oh no, I read it. My point was that removing a player's rating completely after some number of days is like saying you have no idea what their rating is, if the purpose of the ladder is to measure people's skill as accurately as possible. If the purpose is primarily to provide a competitive means of play, with people constantly vying for the top, then the Provisional system makes perfect sense. If the goal is to measure their actual ability as accurately as possible, then we would want to reduce the rating over time as players "get rusty" and as the metagame changes beyond what they remember. What I meant to say is that your rating gives your chance to beat another player, given their rating. If a player is ranked highly enough, it would give them some high probability of victory (possibly over 90%). Their actual probability is going to be lower than that because Pokemon contains an element of luck. This wasn't meant as a criticism of anything you proposed, just a thought in hopes that someone might have an idea for how to adjust the ratings a bit to account for that. Hope I did a better job explaining this time.
The actual skill level of a player is never known no matter what you do. That's the whole point of the Glicko system! As I said in the post, a player always has roughly a 28% chance of playing better or worse than his rating. I don't like the rating becoming lower with inactivity. What should become lower is the certainty of his rating. If the top player is rated 2000, then, after a month of inactivity, that rating should become so uncertain that it's not even visible anymore. However, when he returns, he starts again at 2000, not 1500, and, given his performance during the period he plays while his rating is provisional, a new rating is assigned to him. That's another reason why a person with a very high RD has his rating changing very quickly: the system is trying to assign him a reliable rating that's near his playing capabilities. For example, if the player with 2000 rating and 130 RD (quite uncertain) comes back after a month of inactivity and loses the first game against a player with 1700 rating and 60 RD (maybe due to being rusty or due to changes in the metagame as you say), his rating drops immediately to 1925 and his RD becomes around 125 (so his rating is still provisional). After playing a few more games, his RD becomes less than 100 and the system can then assign him a new reliable rating. I know that the actual probability of winning in Pokemon depends also on luck, but how can you quantify luck? It would depend partly on the teams the players are using. The reason I put 15% to 85% is only to ensure that the players playing each other are not of totally dissimilar playing ability, not to calculate their exact probability of winning or losing. Anyway, I have to go now. See you next Tuesday!
I'm updating this system slightly. Basically, I'm giving more freedom to the rating deviation - I'm allowing it to become as low as it wants instead of having 60 to be its minimum.
I'd like see if we could implement this on the current Smogon University ladders. I think this rating system would solve the problem of people racing up the ladder on new accounts (I know we can somewhat solve that on the current ladder by ignoring players with an RD greater than 100). And it could curb the incentive for players to constantly create new accounts. It also seems to be a system much more suited to Pokemon, which has so much luck involved in battle outcomes. I know we created a lot of confusion when we implemented a different rating system back when we first brought SU online. But, with a little planning, I think we could successfully transition to a new system. The big problem last time, was that the new system did not uniformly "convert" all player ratings at the time of implementation. We used a "lazy conversion" -- meaning that players' ratings were converted when they fought their first battle after the new system was put in place. This caused many players to freak out, because they noticed that ratings were jumping around wildly, as "new rating system players" were ranked alongside "old rating system players". There was also the problem of players' lack of familiarity with the dynamics of the new system. So when their rating changed in an unexpected way, it caused confusion. I can think of several ways to mitigate these problems: 1) Run some form of "conversion process" that updates all player ratings to the new system at one time. 2) Give the community a lot of advance warning of when and how the ratings system will change. 3) Possibly implement the new rating system in parallel with the old system, for a short period of time. This would be ideal -- but parallel implementations are a pain in the ass from a coding standpoint, so I'm not sure I really want to do it. But, it would make the transition easier. I'm not saying we should implement this immediately, on a whim. But, I'd like to open a dialog and explore the pros and cons of implementing a new rating system on our current battle server.
I'll be glad to have this system used for our ladder. As you say, however, the players need to be 'educated' beforehand so that the transition is as smooth as possible.
Glad I wasn't the only one. I was quite confused when I saw the icon indicating I had already posted in this thread.
I decided to refine the rating system a bit. To do so, however, I need a bit of help, specifically from the hardcore players. :) Glicko is a great rating system, but it is not completely relevant to Pokemon because it assumes that if you lose or win, you did that on merit. That is not always the case for Pokemon. This is not a criticism to the Glicko system - it is just designed for a different purpose. Hence, I would like to know what do you think is the percentage number of games that you shouldn't have lost but you lost. (This would be equal to the percentage number of games that you shouldn't have won but you won.) This would contribute to an even fairer rating system.
When you say "shouldn't have lost" should that include bad team matchups in addition to luck? I know it seems silly, but iirc Glicko was designed for chess, which obviously does not have that concept, so if you are trying to account for the differences then perhaps that should be taken into account? Anyway, I would say that I win / lose maybe 5% of the time when I shouldn't have. If team matchups (and random specialized threats) are involved then that number is probably 10%.
I agree with TAY, but I think I win / lose around 10% of the games when I shouldn't have. I don't play all the time, so it seems like most of my matches have a good amount of luck in them.
TAY, I mean in whatever circumstance where you feel you should have won but you lost. Of course, without being silly - for example "damn it I've just replaced HP Ice with HP Fire... if I hadn't done that I would have won" is NOT what I mean by "you should have won but you lost". Any other input?
Also, when you say 10%, do you mean: 1) 10% where you lose undeservedly, 10% where you win undeservedly and 80% where you win/lose on merit or 2) 5% where you lose undeservedly, 5% where you win undeservedly and 90% where you win/lose on merit ?
If I lose because my opponent used a Psychic / Grass Knot / Rapid Spin Starmie, then I would consider that "shouldn't have lost" for the purposes of the rating system. Which means that I think 90% of matches are "fair", or have the "correct" outcome; which means that 10% of the time the "wrong" outcome occurs.
Hmm - could such a system be based on the likelihood of "luck"? - for example, the 6.25 CH rate as a baseline, and then calculating the likelihood that a certain move, such as Fire Blast, misses? Or could it record "important" misses, such as a Hydro Pump missing Heatran on the switch, and that same Heatran netting two KOs? Probably too much calculation though.
I don't see why the rating system should calculate for something the user himself should have calculated for. If you lose because your opponent used a Psychic/Grass Knot/Rapid Spin Starmie, but what if in another game your opponent lost because you used a Will O Wisp + Protect Rotom A? It evens out in the long run. Especially with Critical Hits - why should it put a weight on it when you should have been managing those risks yourself? Why should "luck" matter, when likely it is going to even out in the long run anyway? Of course, it is true - "better players are more prone to luck" - since most of the time they don't need luck to win. But usually such happenstance is so few that it doesn't matter anyway.
Here's a situation where I feel I should have lost but I won: My last Pokemon is Scarf Gengar at 45% health. The opponent's last Pokemon is Celebi at 100% health. The best move I have to hit Celebi, a STAB Super Effective Shadow Ball, doesn't OHKO Celebi. However, I actually do OHKO Celebi, since I get a Critical Hit, thus winning the battle. This is what I mean by a battle where the outcome to the players wasn't fair. And the above scenario DID happen to me - I'm not inventing this. I'm sure everyone agrees that the above is not a fair outcome. Things like this do happen in Pokemon. And that is why I want to modify the rating system slightly to allow for this... .. and I have already come up with the way of fixing the rating system to take this into account. I'll introduce a parameter p which is the probability that a battle's result (win or loss) is fair. Then the only thing I need to fix in the rating system is the following line, taken from as soon as the battle ends: The line Code: If Player1 won the battle against Player2 then Win = 1 else Win = 0; is replaced with Code: If Player1 won the battle against Player2 then Win = p else Win = 1-p; Currently, the system assumes that p=1, i.e. that all battle results are fair. Hence, if we somehow decide that this is useless and revert to the old system, we just set p=1. Here's a comparison with how the new system compares with the old one. I considered a 1400/60 player beating a 1500/80 player, and tried p=0.9 for the new system (this number is too low in my opinion). With the old system, the 1500/80 player's new rating became 1477 (a drop of 23), while the 1400/60 player's new rating became 1413 (a gain of 13). With the new system, the 1500/80 player's new rating became 1481 (a drop of 19), while that of the 1400/60 player became 1411 (a gain of 11). This makes sense. The new system is assuming that the battle's result might not have been fair, and hence the rating for both players changed less drastically than for the case where the battle's result is considered as being sure to be fair. I'm sure that p is less than 1 even for competitive Pokemon, but I'm also sure that it is near 1.
Will the value of P change depending on the ratings of the players involved (e.g. someone with 1400 rating beating someone with 1750 rating)? Or is it going to just be set at a value less than one for all battles?
That is an interesting consideration, TAY. Well, you tell me, really. If a lower rated player wins against a higher rated player, is it more probable that it is due to luck than when a player wins against another equally rated player? To clarify, if 1150/60 beats 1950/60 is it more probable that it is due to luck than if 1490/60 beats 1510/60 ? If you deem that it is, then I'll make P change depending on the difference in rating. Right now, it is assumed to be a constant for every battle. Also, I've been thinking about this when I was sleeping (really) and I got that I fixed the code incorrectly. What I should have done is: Code: If Player1 won the battle against Player2 then Win = 1 else Win = 0; stays as it is, and Code: Player1.Rating = Player1.Rating + Q * PG * (Win - PE) / (1 / PRD^2 + 1 / V); changes to Code: Player1.Rating = Player1.Rating + Q * PG * (Win - PE) [U]* (2 * P - 1)[/U] / (1 / PRD^2 + 1 / V); (I also changed p to P.) This way, the 1400/60 beating a 1500/80 player example becomes (with P = 0.9): 1400/60's rating becomes 1410 (instead of 1411) 1500/80's rating becomes 1482 (instead of 1481). Minor difference, really, but this reflects better that the player's probability of having a fair result is P and that of having an unfair result is (1-P). Interestingly, if P = 0.5, then the rating stays unchanged no matter who you play and whether you win or lose. This makes a lot of sense; if the probability of the game's result being fair is equal to that of being unfair, then you cannot rate any player at all. Hopefully competitive Pokemon isn't like that!


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« Album Preview: Erykah Badu – 'New Amerykah Part II: Return of the Ankh'Sneak Peek: Rihanna f/ Young Jeezy – 'Hard' »Rap-Up TV: Game Talks Justin Timberlake CollaborationMoments after getting the Star Trak logo tatted on his arm, Game spoke to Rap-Up TV about collaborating with Justin Timberlake on a Pharrell-produced "classic" from his fourth LP The R.E.D. Album, due in February. The rapper, born Jayceon Taylor, described working with the other JT. "The vibe changed and it went to where I could see Grammy Awards," he said. "I never thought in my life that I would ever work with Justin, and then for it to turn out and be as catastrophic as it was was amazing." TweetYou can leave a response, or trackback from your own site. 16 Comments
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This is a classic example of liberals thinking they're being so clever; gee, why doesn't my genitalia have the same protection as a gun. Well, if it were live babies that get fired out of guns, perhaps the restrictions would be similar. As this piece points out, it's the pro-abortion camp that are obsessed with "vagina." Takes the focus of what abortion is really about. And it's been successful for them, so why not wax poetic about it?
Mark Levin Show 5:00 PM - 8:00 PM
On Air Now.


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Dec 14, 2010 | 12:46 PM |
West Coast flat-rolled steel producers are looking to implement further price hikes as they open their books for product to be delivered in February.
Both California Steel Industries Inc. (CSI), Fontana, Calif., and USS-Posco Industries, Pittsburg, Calif., have closed out January order books and opened up those for February at prices representing an increase of about $40 per ton ($2 per hundredweight), market sources said.
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Will more metals companies discontinue health care coverage for their employees in light of the Affordable Care Act?
June 20-21, 2013 New York
I don't think physical users of metal are driving this drop. It's more coming from the investment side.
--Mark Weintraub, Premier Metal Services


text: RUGBYMag.com has launched today another regular column for Premier Members. This column is a regular look behind the scenes of the USA Men's 7s team, and is penned by team captain Shalom Suniula.We are delighted to have Shalom on board to write for us, and look forward to his insights into the game and the team. His first column was published today.Shalom joins Waisele Serevi, Gavin Hickie, Aaron Manheimer, Karen Fong, RUGBY Coaching Weekly, and Alex Goff as regular columnists for RUGBYMag.com.This column will be previewed exclusively by Premier Members, and then a few days later will be released for viewing to all readers.We hope you enjoy it as much as we did. - AG


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Families / Ł3 children, Ł2 adults / Pre-booking essential: (029) 2057 3550
This event has finished. 31 October 2012,
6 - 8pm
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Games, stories and a prize fancy dress competition on the spookiest night of the year! Dare you face the Soothsayer in our scary room?
Challenge your nose in the horrid hag's game and watch out for the dead Roman soldier haunting the garden!


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Photo: Peter Davies
To view an extended version of this interview with Simon - please
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Simon writes about
Orders From Berlin - The Historical Dimension
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"Orders From Berlin" - September 1940.
London is under attack and a mole burrowed deep inside MI6 has orders from Berlin to assassinate Winston Churchill. Hitler believes that with Churchill out of the way England will make peace. Only Detective Trave and the daughter of a man murdered by the mole are in a position to foil the plot, but time is running out and the odds are stacked against them
Available in the UK - November 22nd, USA - December 10th and France - February 2013
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This November Simon visits the UK for a series of media appointments...
Sunday 18th - Sunday Times Magazine article.
Monday 19th @ 1.15pm BBC Radio Scotland "
The Book Cafe
Monday 19th @ 6pm BBC Radio 2 "
Simon Mayo Book Club
" show
Tuesday 20th @ 3pm - Magic FM "
Book Club
" show
Thursday 22nd @ 9am - BBC 1 "Breakfast Show" (TV)
Saturday 24th - Guardian newspaper profile
Saturday 24th @ tbc BBC Radio 4 "Saturday Live".
Listen to Simon's interview with
Joe Donahue on WAMC's "The Roundtable"
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Book this hotel and collect nights after your stay
Situated in Brownsville, Residence Inn By Marriott Brownsville is in the business district and area attractions include Valley Baptist Medical Center, Gladys Porter Zoo, and Historic Brownsville Museum. Additional area attractions include Palo Alto Battlefield National Historic Site and Stillman House Museum.
Hotel Features.
Residence Inn By Marriott Brownsville has an outdoor pool, a spa tub, and a 24-hour fitness center. Complimentary wireless Internet access is available in public areas. Business amenities at this 3-star property include a meeting/conference room and audiovisual equipment. Guests are served a complimentary breakfast each morning. Additional amenities include barbecue grills, laundry facilities, and a picnic area. Guests receive complimentary transportation including a roundtrip airport shuttle during limited hours and an area shuttle. Onsite parking is complimentary. This is a smoke-free property.
The 102 air-conditioned guestrooms at Residence Inn By Marriott Brownsville include safes and complimentary newspapers. Guests can use the in-room complimentary wireless and wired high-speed Internet access. Rooms are equipped with flat-screen TVs with premium cable channels. All accommodations provide multi-line phones with voice mail. Bathrooms offer shower/tub combinations, hair dryers, and complimentary toiletries. All units have kitchens with stovetops, microwaves, refrigerators, and dishwashers. Additional amenities include coffee/tea makers and irons/ironing boards. In addition, housekeeping is offered daily and amenities available on request include wake-up calls.
For transfers, guests must contact the property before arrival at the number on the booking confirmation.
Pets are allowed for an extra charge of USD 100 per pet, per stay, plus a one-time cleaning fee of USD 100
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For transfers, guests must contact the property before arrival at the number on the booking confirmation.
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Gary A. Warwick
A former coach in the Region has been taken into custody accused of murder in the death of a one-year-old boy in southern Illinois more than forty-years ago. 62-year-old Gary A. Warwick of Portage was arrested at a Texas Roadhouse restaurant in Portage Thursday by members of the U.S. Marshals Great Lakes Fugitive Task Force and Portage Police. Warwick is a former assistant coach for the softball team at Purdue University North Central in Westville. School officials say he resigned that post last spring. St. Clair County, Illinois, State's Attorney Brendan Kelly says Warwick went to court on murder charges in 1973 in the 1972 homicide of Joseph Henry Abernathy the third, but the charges were dismissed later without explanation. Warwick was being held in the Porter County Jail on a five-million dollar bond. The cold-case investigation began after St. Clair County Sheriff Rick Watson received an email with a link to a YouTube video called "Justice for Joey" created by the child's family.
[Photo/Porter County Sheriffs Deot]
LAURA WALUSZKO Region News Team |
SCOTT ROSENBERG Region News Team |
BRENT BROWN Region News Team |
JAY STEVENS Region News Team |
KARL BERNER Region News Team |
ANNIE FOX Region News Team |
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Not many people would draw a comparison between making movies and defusing bombs, but The Hurt Locker screenwriter Mark Boal can think of at least one: risk. "This movie was like going to Vegas and putting all your money on black 42. Being a bomb tech's a little like that."
If that's so, then Kathryn Bigelow is the one with nerves of steel. Long famous as the only female action director in Hollywood (although Karyn Kusama and a few others have worked their way in since), Bigelow has perfected the art of playing both ends against the middle, subverting the genre's conventions while still providing plenty of thrills. In her previous full-length feature, K-19: The Widowmaker, she told the story of a Russian submarine crew struggling to keep its nuclear-powered vessel from melting down and starting World War III, a post-Soviet allegory of sacrifice that fizzled at the box office despite the presence of Harrison Ford and Liam Neeson in the lead roles.
The Hurt Locker is something different: a relatively low-budget procedural set on the front lines in Baghdad, following a soldier (Jeremy Renner) whose unseen enemies are trip wires and trigger mechanisms. Iraq movies, so the conventional wisdom goes, are box-office poison, but Bigelow and Boal, a journalist who based his script on extensive reporting, focus on the imminent tension of life in a perpetual war zone, essentially glossing the conflict as one big action movie.
Bigelow opens the movie with the quote, "War is a drug," suggesting that the bomb technicians are in some sense addicted to the constant life-or-death pressure of their jobs — not an uncommon situation in Bigelow's movies, from the virtual reality vendor hawking sex and violence in Strange Days to the vampires of Near Dark.
Bigelow prefers not to examine the common threads among her films. "I see them all as character studies, and I see them incredibly distinct from one another," she says. But she does allow that she is "drawn to experiential filmmaking," the kind that immerses you in the immediate sensations of a character's world.
At the same time, Bigelow holds fast to the basics of storytelling and character development. "Sensation comes from emotional investment," she says — not a sentiment you're likely to hear Michael Bay second any time soon (nor, for that matter, is he likely to casually use the phrase "the soldier in situ"). "If you're not emotionally invested in the character, it doesn't matter how quick your cuts are or how much the camera moves or how kinetic the surfaces. It all comes from character."
What fascinated Bigelow about the characters Boal developed from his time embedded with a real-life bomb squad was, she says, "the incredible paradox of a sort of reckless bravado combined with a profound skill set, and that it's actually somewhere in that intersection that keeps you alive." By staying at grunt's-eye level, the movie avoids getting mired in the politics of the conflict. "I wanted to put the audience in the soldier's shoes, to look at this particular situation from the soldier's point of view and put a human face on it," she says.
The Hurt Locker's niftiest twist on action-movie cliché is the way Bigelow fills the main parts with relatively fresh faces, including Anthony Mackie as Renner's disapproving but grudgingly respectful superior, and places Guy Pearce and Ralph Fiennes in pungent but short-lived roles. The move has its practical benefits — big names for financing and overseas sales without the expense of keeping a star on retainer for several weeks — but Bigelow says the main idea was to simulate the "surprise and chaos and randomness" of combat. "I've never been in combat," she says. "I've never been in a war. But I think that chaos is probably pretty much unimaginable unless you've been there. Just the day-to-day suspense of what will happen next. So if you can puncture that ... [Renner and Mackie] are actors that don't come with a lot of cinematic baggage, therefore they're not going to have a heroic death in the third act. You want to create an opportunity to destabilize those expectations. Any time it starts to conform to those expectations, it's like, 'OK, I'm watching a movie.'"


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03/11/14 | |
Hastings College Music to host Jill Anderson's Celtic Cabaret Start celebrating St. Patrick's Day early with Celtic music! The Hastings College Department of Music will host Jill Anderson,as she performs her Celtic Cabaret, a sampling of Irish music, history, poetry, storytelling and humor. The concert is scheduled for Tuesday, March 11 at 7:30 p.m. in Perkins Auditorium in Fuhr Hall (723 E. 9th St.). The performance is free and open to the public. |
03/14/14 | |
Hastings School Bond Informational Program Mr. Craig Kautz, Superintendent of Hastings Public Schools will present an informational program on the bond issue to remodel and update 5 elementary schools in the district.
03/16/14 | |
"Evening of the Arts" fund raiser Campus Lutheran in Kearney will be hosting an "Evening of the Arts" fund raiser at the World Theater, downtown Kearney, March 16. The proceeds go to support programing and services provided by Campus Lutheran to the students at UNK. As a campus ministry we provide peace, rest and guidance to all we serve, a sanctuary for life, creating and nurturing Christians of tomorrow, today.
| |
Saddle Up With Sophie Saddle up to help a little girl! Come join us at the Lazy K Arena in Grand Island March 16th 10 a.m. – 3 p.m. for some fun for everyone! The Lazy K Arena is hosting a benefit for Sophie Weakly. Sophie was diagnosed with type one diabetes in 2013 and was hospitalized for 3 days. She currently receives insulin injections 4 to 5 times a day and gets a finger poke to check her blood sugar between 6-10 times per day. Insulin is not a "fix all" it is only treatment and diabetes still takes a toll on her physically and emotionally. On January 2, 2014 she lost her daddy and her mommy lost her husband very unexpectedly.
03/20/14 | |
Hastings Kiwanis Pancake Day Kiwanis Pancake Day is Thursday, March 20th 7:00 A.M. to 7:00 P.M. at the Hastings City Auditorium.
| |
CALIFORNIA DREAMING COMING TO THE RED CLOUD OPERA HOUSE Take a musical journey through the time when folk music met rock music and gave birth to an explosion of music that was danceable, singable and oh so romantic when the Red Cloud Opera House presents the national tour of California Dreaming.
05/01/14 | |
Hastings to Host First Ever Local Day of Giving The Hastings Community Foundation will host the first-ever "Give Hastings Day" on May 1st. This 24-hour online giving event will raise funds for non-profits in the Hastings area. Donors will connect to charitable causes that they care about through a single online donation platform. The campaign will encourage people to learn more about giving opportunities in the area and take action. Physical locations will also be advertised as collection sites for donations. An online tally will encourage friendly competition between the non- profit organizations and individual donors. Prizes and bonus money will incentivize donors to visit the site throughout the day and give multiple times to a variety of causes. The mission of the Hastings Community Foundation is to support community needs through the promotion and management of charitable giving. This event will celebrate contributions of all levels. The Foundation has received matching dollars for the event from local sources and sources outside of the community. If your non-profit organization is interested in participating in this online fundraising event email email@example.com. For event updates follow the event on Facebook at "Give Hastings Day" or at hastingscommunityfoundation.org. |


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Works as it shouldPros: No problems, works as intended Cons: None Did you find this review helpful? |
CrossfirePros: Crossfire. It works. What else is there to say? Cons: Doesn't come with motherboards or graphics cards very often. Other Thoughts: It's one of those things where either it works, or it doesn't. And this one works. Did you find this review helpful? |
bendyPros: Bendy. Cons: 13 bucks. It is really supposed to be this expensive? Other Thoughts: Used it on two 3870 X2 for quad SLI. 1 out of 1 people found this review helpful. Did you? |
crossfire bridgePros: works for my powercolor 7850s Cons: 12 dollars is a little expensive but i had to have it Did you find this review helpful? |
This Cable is 70mmPros: This cable is 70mm long. Cons: I bought it expecting a longer one. Other Thoughts: The MSI A75A boards require a longer cable. 2 out of 2 people found this review helpful. Did you? |
it works!Pros: It works the way it supose to. it also covers 3 slots so its big enough. Cons: none. Other Thoughts: Wish it was like 2 dollars not 10. 1 out of 1 people found this review helpful. Did you? |
It works real well!Pros: IT WORKS GREAT, AS SOON AS I PLUGGED BOTH MY 6770'S IT WORKED LIKE A CHARM. Cons: NOTHING. Other Thoughts: NOTHING. Did you find this review helpful? |
CrossFire Works FlawlesslyPros: I was afraid it would be too short but it is designed to fit across 3 slots so will fit on most motherboard setups. Works on ATI HD 6xxx cards without any problems. Cons: If your motherboards or card doesn't come with a crossfire cable, expect to PAY. That's about the only negative thing about this. Other Thoughts: I have a new Gigabyte GA-P67X-UD3-B3 and was looking for a Crossfire cable to connect a couple of ATI cards. Unfortunately, the motherboard only came with an SLI bridge, not a crossfire. Before ordering from Newegg, I search everywhere locally and no stores carried this item. I had wanted to get the XFX brand to match my cards but the only difference is the label printed on top.... 1 out of 1 people found this review helpful. Did you? |
worksPros: Works, and looks good. Cons: Seriously feels a little pricy for a little ribbon cable. Also I don't understand why this cable isn't included with a crossfire capable video card. Other Thoughts: Works good for what its for. Doesn't look ugly I suppose. Did you find this review helpful? |
PerfectPros: Small and simple. It is simply a plug and play connector. I used this to successfully bridge 2 ATI Radeon HD 5750s. Cons: $15 for a tiny little connector is a bit high but it does the job so 5 eggs Did you find this review helpful? |


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I see your point overedge about being prepared if this gets bigger or comes up again - however, if Bailey is spending work time on FSU and other personal sites or sending personal emails etc, this is not a can of worms you want to open.
The fact that she's always had access to her boss's email makes me wonder what the fuss is about - did he not know you had access? You might have an opportunity to show that you are proactive and responsible by suggesting to him that you contact IT yourself to remove those folders from your Outlook set up. If he needs you to action something in future, he can send it to you.
Also, just a word of caution - if you have access to his emails, maybe he also has access to yours, or other people do (other than IT of course). Best to keep your nose clean at work and not use it for anything personal (including online shopping etc).


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By CaptainPJ on Friday, November 30, 2012
I own this car - My approximate mileage is 52,000
Pros: "great looks, towing, comfort and milage"
Cons: "price is a bit steep"
Likely to recommend this car? (1-10): 10
One Great Truck
"I use this truck. I put a 4000 pound camper in the bed and tow a 7000 pound boat behind it. I go up the steepest mountains at full speed 65MPH no problem and with avg towing with camper of 12.9 miles per gallon. When I'm using just the truck avg 15.7 miles per gallon. When I reprogram the truck with my own settings I get 18.4 miles per gallon highway and 16 mpg city. The only thing I think could be improved is cab noise could be better however the automatic sound increase in radio set at 7 the noise becomes less a problem. The step tailgate that I thought I wouldn't use much is so convienient that I use it often. I guess the only thing I would change about it is the handle should be changable to right side. The absolute best truck I have ever had. Puts my 1991 F-350 to shame in every area from towing to comfort and milage. If you need a reliable truck that hauls and tows great as well as looks great this is the truck fo you."
19 people out of 19 found this review helpful
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By dogh on Monday, August 01, 2011
I own this car - My approximate mileage is 12,000
"Tows the 9200 boat very well. 18 MPG on a 1300 mile interstate hwy road trip, 10-12 towing 9200lbs, 13-14 around town(not city stop and go). Solid ride, no rattles or squeeks, great fit and finish. Pricey, but worth it if you need to tow and haul and want to do it in style. The only negative I can think of is turning radius and that is made up for in stability towing. Overall a great truck."
8 people out of 8 found this review helpful
By jman on Saturday, March 30, 2013
I own this car - My approximate mileage is 181,000
Pros: "good value, very reliable ,haul anything"
Cons: "fuel mileage"
"I have owned several trucks but i love this truck for its simplicity no frills truck crank windows lock out hubs all what a truck should be."
5 people out of 5 found this review helpful
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Westmann, O R Residence adv. for sale, deed of trust, Denver. R. M. News. July-,- 18, 1868 p.4c.3 On coroner's jury, Denver, R. M. News. Fed-. 4, 1867 pAc.2 Pledges support, CITIZENS IND. NOM. Denver. R. M. N etiv s. Mgr. 26, 1868 p.lc. 4. Candidate, clerk and recorder, ARAPAHOE COUNTY R.M News.July 25,1867 p.4 c.3 Of Denver, guest Pacific house. R.M News.July 26,1867 p.3 c.2
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Our Price: $19.99
Our Price: $44.99
The Statue of Liberty DVD
Reviewed by 6 customers
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Comments about PBS The Statue of Liberty DVD:
This is a wonderful biography that is perfect for all ages to learn the historyof the Statue Of Liberty. Where it came from, what it stands for,and why it is a symbol of freedom for all who see it.
Comments about PBS The Statue of Liberty DVD:
I saw Ken Burn's Video the "Statue of Liberty" by accident (just checking if my TV worked). The story of the design & construction were fascinating: that immense statue didn't just happen, it took the genius of many individuals. The last part of the video, seeing immigrants arriving just as my own grandparents arrived, & then hearing contemporary figures of note express their feelings about the statue as symbol of the U.S. had a different effect:I've been crying like a baby, knowing my blessings & remembering a visit to Auschwitz where I saw, with my own eyes, where I would have been burned to ash had my grandparents not been able to come to the land of the Statue of Liberty. THANKS FOR REMINDING ME OF THE ENORMITY OF MY BLESSINGS.
Comments about PBS The Statue of Liberty DVD:
I was disappointed in the show. It was okay, but nothing more. The part of the show talking about the building of the statue in Paris, and the final trip to New York was well done, but after that it fell apart. A number of talking heads, some good and others a waste of time. No followup on the history of the statue after it arrived in New York. Not impressed with most of the talking heads Burns used.
Comments about PBS The Statue of Liberty DVD:
Once again, PBS showed us the real story with comments from a slice of Americans to whom the Statue of Liberty has different meaning. Even though this was produced some years ago, it is relevant even now.
Comments about PBS The Statue of Liberty DVD:
A great way to learn how the Statue of Liberty
came to be. Fantastic!
Displaying reviews 1-5
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Milwaukee's new M12 Cable Cutters are a nice alternative to manual cutters, which require a lot of muscle power and can be difficult to use within the confines of an electrical panel. The 12-volt tool cuts with 500 pounds of pressure and can handle up to 600-MCM copper, 750-MCM aluminum, and 1 3/16-inch communication cable, according to the manufacturer. It has two speed settings and a jaw width of 1 7/16 inches. Replacement blades are available. The kit includes one battery, a charger, and a case.
Price: $430 (bare tool is also available for $330). 800-729-3878. milwaukeetool.com.
Cordless Tools
This unusual tool takes a 7 1/4-inch blade and is powered by two 18-volt batteries.
Coring and Cutting
This brushless saw is said to cut faster and offer more runtime than conventional...
Irwin Tools
Doug Mahoney
Product Watch
New more energy dense cells make this the highest capacity 18-volt pack on the market.
Festool's Schwertsägen allows carpenters to make precision cuts with a chain.
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Entries tagged with: Emmys
3 result(s) displayed (1 - 3 of 1):
Handicapping the Races for Best Actor and Actress in a Comedy
New blood is always a good thing, and the marquee Emmy category for best actor in a comedy series is comprised of 33% of it.But those fresh faces are up against four major comedy heavyweights, including last year's winner, Alec...
Posted on September 17, 2009 8:15 AM
Now That I'm on a Roll, Here's What The Primetime Emmys Need to Do to Survive
Yesterday I wrote about what Fox should do about replacing Paula Abdul on "American Idol."Having solved that crisis, I now feel it's my duty to suggest to the Academy of Television Arts & Sciences (ATAS) what it needs to do...
Posted on August 13, 2009 6:30 AM
Emmy Nominations: I'm Pleased. I'm Pissed. How Do YOU Feel?
The most outstanding nomination of the day: "The Family Guy" as most Outstanding Comedy Series.I also liked the nomination of "How I Met Your Mother" in that category. Well-deserved.I'm pissed about the overlooking of "The Shield" and "Battlestar Galactica," two...
Posted on July 16, 2009 9:30 AM


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Travel Links
Paris, Continued
Paris Shuttle Service - Airport transfers to and from Paris airports
Paris Hotels - Resource for Paris hotels
Paris Apartments - Paristay.com is a real estate company that helps English speaking people to select the finest apartments in Paris: Louvre, Saint Germain, Quartier Latin, Le Marais, Les Tuileries, Eiffel Tower, Ile Saint Louis... From studio, one or two bedrooms, to family apartments for vacation, short term rentals or long stays. Business, corporate, luxury or family apartments. Welcome to Paris with Paristay.
Paris Orly Airport Hotels - Find hotels near the Paris Orly International Airport
Artventures - Custom private tours of France
Paris Flat Rent - Short term apartment rentals in Paris
Daniele Louveau-Jouan - Guide in Paris France offering walking tours, museums, castles, cathedrals and more. Tours in French, English or German for groups and individuals.
Understand France - A comprehensive Franco-American site to help understand intercultural differences in everyday life, education, business, history, etc. Useful tips on France and the French and on life in Paris.
Paris Roissy Airport Hotels - Find hotels near Paris Roissy International Airport, France
Paris Downtown Hotels - Finding hotels in downtown Paris has never been easier. Use our map of downtown Paris hotels to pick the one right where you want to stay.
Expat Paris - InterNations is the biggest global networking site for expats of various nationalities and their family members. At the moment, InterNations unites more than 200,000 members in 235 cities worldwide.
Paris Luxury Hotels - Book classy design hotels in Paris with 4 star or 5 star comfort and beautiful interiors and gardens. Boutique and design hotels in Paris are good for all budgets. As an alternative, also get an exclusive range of luxury boutique design hotels.
The FrogS House - Your authentic homestay!


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BeerAdvocate on your phone?! True story. Try the beta now.
Tickets for American Craft Beer Fest are on sale now! (May 30 & 31 in Boston, MA)
Wookey Jack - Firestone Walker Brewing Co.
Displayed for educational use only; do not reuse. |
Ratings: 2,775 | Reviews: 480 | Show All Ratings:
Reviews by Pjev11:
More User Reviews:
3.89/5 rDev -8.5%
look: 4 | smell: 4 | taste: 3.75 | feel: 4 | overall: 4
Poured dark brown-copper-black with thick tan head that retains. and leaves nice lacing.
Nice citrus hops with pine. Rye malt, roast.
Taste: Nice rye crispness with a roasty back bone. Lots of bitter, resiny hops that stay in throat.
Mouth: Dry and astringent. A stout-like slickness.
Overall: Nice beer with good balance and complexity. Its a bit astringent and has more roast than I like for style.
Serving type: bottle
03-16-2014 01:10:56 | More by MrBoz21
Wookey Jack from Firestone Walker Brewing Co.
out of 100
based on 2,775 ratings.


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TO TRAILHEAD: I-10 E to I-12 W to LA 434 S to LA 190 W in Lacombe. Drive 2.2 miles; R onto Transmitter Rd. R onto Bayou Paquet Rd. for 1.2 miles; parking area on L.
Walk 6.8 miles out and back on a rocky singletrack path into an intimate ravine streaming with cold, blue mountain waters. The hike ends at a quiet Appalachian high point.
Hike, bike, or snowshoe this 3.1-mile loop to pioneer ruins and a relaxing waterfall in Patapsco State Park, a short drive from downtown.
This easy 3.4-mile dayhike skirts the swift waters of the Little River, then gently climbs to clifftop views of a deep river canyon in DeSoto State Park.
This beautiful 4.3-mile loop adjacent to the Illinois River adds welcome relief--waterfalls, sculpted sandstone canyons, and impressive overlooks--to the usually pancake-flat landscape.
Hear the deep calls of trumpeter swans on this 7.8-mile hike along a wild river corridor to limestone cliffs, prairies, and wooded hills where coyotes, deer, and turkey roam.
Paddle the Buffalo National River into a narrow valley pinched by steep rock walls, then hike up to the largest waterfall in the Midwest on this 9.9-mile trip.
This short hike threads through a hoodoo-filled climbing mecca with outrageous scenery and countless sidetrip options.
Only 8 miles from downtown, this diverse 3.4-mile loop curves gently around a pair of crystal-clear lakes (bring binocs to watch waterfowl) to an old trading post.
Solitude rules on this 9.4-mile out-and-back hike along Little Kachess Lake to rock gardens ablaze with wildflowers,giant green forests, and a quiet lakeside hideout.
This 9.6-mile hike into a narrow wooded valley passes through old settler farmlands, impressive waterfalls, and mountain overlooks to a quiet creekside lunch spot.
New Orleans: Boy Scout Road


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Mark 2011-03-11, 04:17
Re: Pig output to CassandraAshutosh Chauhan 2011-03-11, 04:27
Yes. https://issues.apache.org/jira/browse/CASSANDRA-910 It seems it
was released in Cassandra 0.6 Ashutosh On Thu, Mar 10, 2011 at 20:17, Mark <[EMAIL PROTECTED]> wrote: > I thought I read somewhere that Pig has an output format that can write to > Cassandra but I am unable to find any documentation on this. Is this > possible and if so can someone please point me in the right direction. > Thanks > +
Jeremy Hanna 2011-03-11, 20:05


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Joey's Pizzeria
700 W. Sheridan
Oklahoma City, OK, 73102
525-8503 |
Joey's, formerly at 1897 N. Classen, has moved, but the phone number is the same. Now the restaurant has a full bar in a bigger and better location. As of April 1st, 2011, it is the first restaurant in the Historic Film Row. The Bianca Neve pizza, the hot seller, is there, along with a pasta and a sub special each day. There is free delivery, dine-in, carry out and catering.
Restaurant Info


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Call us: 516 305-5023
E-mail us: email@example.com
Bras > Sports Bras >
NEW! Pure Lime High Impact Sports Bra
Style # 0092
Pure Lime High Impact Sports Bra is a racer back sports bra that's created for support and comfort. This bra features front-closure, 3 adjustable strap styles, mesh panel in the front (to keep your body cool), and is made of tactel aquator fabric.


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The adaptation of Markus Zusak's bestseller "The Book Thief" takes a fascinating subject — life among Germans during WWII — and mostly gives us Oscar bait.
Take in music, nature and youth at Tanglewood
Find out why the Boston Symphony Orchestra makes this haven its temporary summer residence.
Dinner Honoring John Williams
Dinner Honoring John Williams Award-winning film and concert composer John Williams will receive the annual "Ken Burns Lifetime Achievement Award" [...]