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IT SHOULD be the simplest story in the world. A powerful man in a sensitive job is forced to resign over an illicit affair.
But the Petraeus scandal has turned into a sprawling political, military, diplomatic and intelligence mess, ending one stellar career, casting a pall over another, causing a distraction to the White House as it begins negotiations over a fiscal crisis, prompting questions over the FBI and its relationship with the CIA, and even complicating the President's cabinet appointments.
To begin to understand it all you have to turn back to Tampa, Florida, in 2008, when then General David Petraeus - one of the US's most highly regarded military leaders - was appointed head of Central Command at MacDill Air Force Base.
His deputy was a marine, General John Allen, a man known as ''the warrior monk''.
The relationship between the local community and any major military base is important, and local socialites help to that end. One of them, Jill Kelley, and her husband hosted a welcome dinner for Petraeus and his wife, Holly.
Kelley was known to foster relationships with many senior officers, and the couple are said to have become friends with the Petraeuses.
By 2010, Petraeus had been appointed commander of the international forces in Afghanistan. Paula Broadwell, his future lover, whom he had met when she was a Harvard postgraduate, made several trips to Afghanistan to research her biography of him.
The year after, Petraeus was appointed CIA director and at some point in 2011 he and Broadwell began an affair, which ended some time around the middle of this year. This is where Jill Kelley pops up again.
In May, Kelley contacted a Tampa FBI agent she knew personally and reported she had received threatening emails. According to one report, one of the emails accused Kelley of touching Petraeus under a dinner table. An investigation began and it was soon revealed they had been sent by Broadwell, who is married and has two young sons.
FBI investigators also discovered that she had been secretly corresponding with Petraeus. At some point, it has been reported, the unnamed FBI agent who Kelley first contacted became obsessed with the investigation.
He was ordered off the job and then came to believe that a cover-up to protect President Barack Obama was under way. In late October he contacted the Republican congressional leader Eric Cantor.
It has since been reported that the FBI agent had once sent a picture of himself topless to Kelley. He now faces an internal investigation. The FBI investigation into Petraeus was aimed not at the affair, but at whether it had led to a crime or a breach of national security. Some time last month, the FBI interviewed Petraeus and investigators appeared to be satisfied there had been no breach.
By now, though, the CIA's director had been under investigation for months without the White House's knowledge. Although the Attorney-General, Eric Holder, had been informed, Petraeus' superior, the Director of National Intelligence, James Clapper, was not notified until the day of the presidential election, and Mr Obama not until the day after it.
Clapper had recommended to Petraeus that he offer his resignation, which was accepted on November 9. By then, though, the scandal had engulfed Petraeus' former deputy, Allen. Investigators had discovered thousands of ''potentially inappropriate'' emails between Allen, by now the commander of international forces in Afghanistan, and Kelley.
Defence Secretary Leon Panetta, not a man known to make snap judgments, has ordered an internal investigation into Allen.
It is not clear if the focus is on a possible security breach, but Allen is subject to military law, which prohibits extramarital affairs.
Allen has denied any affair with Kelley, but this week Fox News was reporting that sources had likened their exchanges to phone sex.
Either way, the CIA has lost a highly regarded leader, and soldiers in Afghanistan are left wondering about the future of their commander.
Further, Petraeus had been leading the investigation into the killing of four Americans in Benghazi. The investigation is crucial, not only because of the deaths, but because the White House is fighting off allegations of a cover-up over the incident. The head of the Senate intelligence committee, Dianne Feinstein, said she was stunned the FBI could have been investigating the CIA chief for so long without telling the committee.
There are also concerns about the impact on the historically fraught relationship between the CIA and the FBI.
The scandal will also complicate the President's cabinet appointments.
Secretary of State Hillary Clinton and Leon Panetta are both expected to resign when replacements can be found - now a new CIA chief is also on the shopping list.
This could increase the chances of Senator John Kerry being drafted to fill one of the posts, in turn leaving Democrats vulnerable to a Republican contender for his seat.
For all this grief, it appears that once the various investigations are finished, it could be found that no one is guilty of anything more than a personal failing - or as the former congresswoman and security expert Jane Harman told CNN this week, the Petraeus affair could turn out to be less than the sum of its parts.


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Win streak stops at six as Indians drop series finale
Streaking offense finally slows against Pelfrey, division-rival Twins
CLEVELAND -- Baseball players are often a superstitious breed. Whether it is maintaining the same pregame ritual, jumping over the chalk lines or wearing the same clothes day-in and day-out, they will do whatever deemed necessary to keep a good thing going.
The Indians' six-game blue streak has come to an end.
Cleveland's recently high-powered offense cooled off considerably in a 4-2 loss to Mike Pelfrey and the Twins on Sunday in the finale of a three-game set at Progressive Field. The Tribe wore their dark blue jerseys throughout a six-game winning streak -- one that included a historic offensive stretch -- but luck has a tendency to eventually run dry.
"We had a good run in these blue jerseys," Indians first baseman Mark Reynolds said.
The six-game winning streak for the Indians was the club's longest string of victories since it reeled off seven in a row early in the 2011 season. Cleveland scored at least six runs and had at least 12 hits in each of the six wins, representing the longest run of its kind for the franchise since June 1935.
The Cleveland Lumber Company was closed on Sunday.
Starter Corey Kluber turned in a decent outing for the Tribe (three runs allowed in 5 2/3 innings), but the recent surplus of run support simply was not present. That was thanks to Pelfrey, who featured a fastball that hit 96 mph and expanded the strike zone by taking control of the inside part of the plate.
"Sometimes it's just not your day," Indians designated hitter Nick Swisher said. "We really just couldn't get anything going. Then again, hats off to Pelfrey. I think that's the best game he's pitched this year. He was reaching 95-96 mph. I haven't seen that all year. Good job for him. For us, we've got to forget about today and get ready for tomorrow."
The Twins broke through in the second inning, when Trevor Plouffe lifted a 2-2 curveball from Kluber deep to left field for a two-run home run to put the Tribe behind, 2-0. From there, Kluber settled in, allowing just one hit to the next 12 batters he faced.
The Twins pieced together their second rally against the Cleveland right-hander in the sixth. Jamey Carroll led off with a single to right field, and Kluber followed with consecutive walks to Joe Mauer and Josh Willingham to load the bases with no outs.
Justin Morneau then pulled a pitch through the hole between first and second base and into right field for a run-scoring single, giving the Twins a 3-1 advantage. Willingham ran too far past second on the play, though, and got caught in no-man's land. That initiated a run-down, which ended with Willingham being easily tagged out at third base.
Kluber struck out Chris Parmelee for the inning's second out, and Indians reliever Cody Allen -- after walking Plouffe to again load the bases -- ended the sixth with a strikeout of Oswaldo Arcia.
"I just missed with a lot of pitches," Kluber said. "The result was four walks and three runs. It could've been a lot worse with four walks."
It was a solid effort from Kluber (2-1), who limited the damage of the walks he issued and the five hits he allowed. Over the past seven games, Cleveland's starting rotation has more than done its part, going 5-1 with a 2.48 ERA. That, combined with the wealth of scoring of late, has been a good sign for a ballclub that lost 13 of 19 games prior to the six-game winning streak.
"It's [been] something different every night," Indians manager Terry Francona said. "I think when you're going through good periods, if your starting pitching gives you a chance every night, you don't necessarily have to reel off a bunch of wins to feel good about your team. But I think we've done a lot of things. We've picked each other up.
"There's been times when maybe we haven't got a runner over, but then the next hitter gets a base hit. We've extended innings, for the most part, and we've taken advantage of that. You put yourself in a position to win. That's the best thing you can do. You're not always going to win, but if you give yourself a chance, more often than not, you'll be OK."
The Indians were in a good position to swing the game's momentum late.
Cleveland's lone run against Pelfrey (six innings with seven strikeouts and one walk) came in the fourth inning, when Asdrubal Cabrera got things started with a leadoff double. Later in the frame, Cabrera stole third base with Reynolds at the plate. Reynolds then drilled a pitch to center field, deep enough to score Cabrera with a sacrifice fly.
With two out in the ninth inning, Indians catcher Carlos Santana tried to ignite a late push by sending a 1-0 pitch from Twins closer Glen Perkins into the left-field seats for a solo home run. Ryan Raburn followed with a single to right field, but Perkins recovered, striking out pinch-hitter Mike Aviles to end the game.
"We had a chance in the ninth," Reynolds said. "It's tough, Aviles coming off the bench like that cold and trying to get a hit against the closer. That's a tough spot. He battled and put a good at-bat together. That's the way it goes. We're not going to win them all."
The Indians won't always don the blue jerseys, either.
"I'm sure the clubbies are sick of washing them every night," Reynolds said.
Jordan Bastian is a reporter for MLB.com. Read his blog, Major League Bastian, and follow him on Twitter @MLBastian. This story was not subject to the approval of Major League Baseball or its clubs.

subset: commoncrawl


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CLEVELAND (AP) -- A meteorologist says a spring storm could drop up to eight inches of snow on a narrow swath of northeast Ohio while producing high winds across most of the northern half of the state.
Cleveland-based National Weather Service meteorologist Will Kubina says the storm could cause significant power outages as snow weighs down tree branches that already have most of their leaves.
Kubina says the winter storm warning is in effect beginning Sunday night with most snow expected Monday and Monday night.
Ashtabula, Mahoning and Trumbull counties are among those expected to see up to eight inches of snow, while cities farther west such as Cleveland could get no more than an inch.
Kubina says winds could gust up to 45 mph across the top half of the state.


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Follow us on Twitter: @Dave_McGinn, @liamlacey, @Jglobeadams, @BWheelerglobe, @simonhoupt
Read 'em, rate 'em, sort 'em: The Globe guide to 100-plus TIFF 2013 movies Add to ...
Liam Lacey, James Adams, Simon Houpt, Amy Verner, Brad Wheeler, Geoff Pevere, Dave McGinn and Adam Nayman
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We watched them and rated them, now you can read about them (and don't forget to watch some of the trailers, too!). Then tell us how excited you are for each movie by rating them out of 5; you'll also help calculate our reader average to see which films TIFF watchers are truly buzzing about. Look out for more reviews to be added throughout the festival.
Click here for complete coverage of the Toronto International Film Festival.
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:: Music as Therapy
Spring 2013
@Kapiolani CC
|33516, 33517
|Credit Hours:
Arthur Harvey
|Instructional Mode:
|01/07/2013 - 05/10/2013
|Course Description:
|MUS 170 is an introductory class in understanding music as a therapeutic tool, both as an arts therapy profession, and as a process integrated into other health care fields. Students will explore the diverse applications and approaches to the therapeutic power of music, personally, professionally, clinically, scientifically, experientially and educationally. The course will include active music making, musical skill development, extensive media, and weekly readings.
|Books may be purchased at the Kapiolani CC bookstore or ordered online at http://www.bookstore.hawaii.edu/uhkcc/home.aspx. If you do not have access to the Internet or unable to travel to the bookstore, you may also order by phone at 1-800-UHBOOKS
|Technical Requirements:
|The Internet allows students to take a course at home using a personal computer. Familiarity with using a computer and basic Internet skills (browsing, sending e-mail, saving/sending files) is required. Students must have a computer with Internet access. Depending on the online course, students may be required to log in at a specific day and time or at anytime. Students taking an online course should always contact their instructor after registration or prior to the first day of class to get detailed information regarding the course.
Minimum Computer Hardware/Software Requirements:
Laulima Help
|Additional Notes:
|These MUS 170 class sections (CRNs 33516, 33517) are conducted on the Internet. For additional information please contact the instructor via email (firstname.lastname@example.com).
Please check your MyUH portal account regularly for announcements about class cancellations, UH system announcements, and/or email.
For additional information please contact the instructor via email (email@example.com).
|Monday, December 31, 2012 14:03:30


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Not everyone is a Vincent Valentine fan. A character study in one act.
Category: Final Fantasy 7 - Rating: R - Genres: Drama - Characters: Vincent Valentine - Published: 2007-05-13 - Updated: 2007-05-13 - 827 words
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Search through millions of records to find out more.
1920-1985 Was in the Army Air Corps WWII. Fought in the South Pacific. Radio man and Right Waist Gunner. Flew in the 5th Air Force, 13th , 394th Bomb Squadron. Received the Purple Heart,Air Medal 4 clusters and 6 Battle Stars, Asia Pacific Ribbon,American Defence Ribbon, Good Conduct Ribbon. Shot down over Rabaul, rescued.
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I found my thoughts provoked before I sat down to write this post, because I just read this terrific essay by Emma Marris, which lays out how the "gospel" of Alice Waters and her restaurant Chez Panisse has become a cultural force in dining, especially high-end dining, while reminding us more than once that Alice Waters cooks peasant food "but only rich people can afford it."
I parsed the reality that the kind of cooking that captivates my heart and senses, and moves me toward what I do (and share with you here) is exactly that kind. Call it "cucina povera" – Food of the Poor Peasant – or any one these favored words; "rustic" "simple" "seasonal" and let's not forget "artisanal."
I feel the irony of the situation. [Read more…]


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BFenix wrote:I see lots of people here have pen tablets, the funny thing is, most of them wont show what they do with it.
Yore wright.
Here you go:
Move back from your monitor 10 feet and look at the watch picture.
The damn word filter is effecting my Hilter link.


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Many years ago - almost 29, to be exact - I was swilling beer and munching chiles and was told that the next morning I might be looking for a block of ice on which to sit. A remarkably spot-on prediction if there ever was one.
Old Smoker wrote:
I understand that they suggest you put a pack of wet wipes in the freezer though before you need to use the can the next day..J/K


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Lloyd Alexander
About the Author
"Whether writing realism or fantasy, my concern is the same: how we learn to be genuine human beings."—Lloyd Alexander
Lloyd Alexander has received a Newbery Medal, a Newbery Honor Award, a National Book Award, and several IRA-CBC Children's Choice Awards. He is also the author of many ALA Notable Children's Books and School Library Journal Best Books of the Year.
Born on January 30, 1924, in Philadelphia, Pennsylvania, storyteller Lloyd Alexander spent his childhood filling his imagination with fantasies about other lands and eras. Ever since young Alexander first discovered a copy of the King Arthur legends in the back of a stationery store, he diligently searched out every hero tale and legend he could get his hands on. He says, "I read as long as I could remember. Shakespeare, Dickens, Mark Twain, and so many others were my dearest friends and greatest teachers. I loved all the world's mythologies; King Arthur was one of my heroes; I played with a trash can lid for a knightly shield, and my uncle's cane for the sword Excalibur."
At fifteen, in his last year of high school, Alexander announced to his parents that he intended to become a poet. They agreed he could pursue this career on the condition that he also find some type of practical work. So, upon graduation, Alexander grudgingly accepted a job as a messenger in a bank. He says, "I felt like Robin Hood chained in the Sheriff of Nottingham's dungeon. As a would-be writer, I thought it was a catastrophe. As a bank employee, I could barely add or subtract, and had to count on my fingers."
Realizing there was still a lot to learn before he could consider himself a writer, Lloyd Alexander enrolled at a local college. However, he soon decided that adventure and experience were what he really needed, and quit school to join the army. In the midst of World War II, Alexander was stationed in Texas, and became an artilleryman, a cymbal player in the band, an organist in the post chapel, and finally, a first-aid man. Later, he was assigned to a military intelligence training center in Maryland. Eventually, he and his group sailed to England and were sent to Wales to finish their training.
When the war ended, Alexander was assigned to a counterintelligence unit in Paris. Later, he was discharged to attend the University of Paris, and met Janine, the woman who became his wife. The young couple returned to the United States, where Alexander struggled to get his novels published. To earn a living, he worked as a cartoonist, advertising writer, layout artist, and associate editor for a small magazine. After seven years of rejections, his first novel was published.
For ten years, Alexander wrote for adults, then changed gears and wrote fiction for young people. This, Alexander says, was "the most creative and liberating experience of my life. In books for young people, I was able to express my own deepest feelings far more than I could ever do in writing for adults." Most of Alexander's books have been of the fantasy genre. But fantasy, Alexander believes, is merely one of many ways to express attitudes and feelings about real people, real human relationships and problems. That is why his books evoke such deep responses from young and old readers alike.
In addition to writing, Lloyd Alexander enjoys music, especially Mozart. He also likes to create drawings, cartoons, and etchings. He lives with his wife and their cats in Drexel Hill, Pennsylvania, and is currently author-in-residence at Temple University in Philadelphia. "I never did find out all I wanted to know about writing," Lloyd Alexander says, "and I realize I never will. All that writers can do is to keep trying to say what is deepest in their hearts. If writers learn more from their books than do readers, perhaps I may have begun to learn."
—A Newbery Honor Book
—An ALA Notable Children's Book
"The reader's involvement is intense as the excitement leads up to the climactic meeting of tragedy and triumph."—The Horn Book Magazine
—A Newbery Medal Winner
—A Child Study Children's Book Committee Children's Book of the Year
"Has the philosophical depth and overtones of great fantasy. "—The Horn Book Magazine
"Infused with humor, high spirits and compassion, Lionel's story is a parable of the human condition that recognizes mankind's many frailties without despairing and offers hope that love and justice may sometimes prevail."—Starred, School Library Journal
—A New York Public Library Book for the Teen Age
"Alexander is to be commended for his elegant writing, astute characterizations, and his presentation of an intelligent heroine."—Starred, Booklist
"Plenty of action and a number of cliffhangers that create an episodic quality reminiscent of old Saturday matinee serials."—Starred, School Library Journal
"Enthralling . . . it is not often that a book can tell a breathtaking story, offer useful lessons on life, and paint a lively cultural backdrop. Alexander has done all that and more."—Starred, Booklist


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• piecemeal •
Pronunciation: pees-meel • Hear it!
Part of Speech: Adverb, Adjective
Meaning: Slowly and piece by piece, bit by bit, one piece at a time; inchmeal.
Notes: Given the fact that fishmeal and bonemeal are nouns, it is odd, to say the least, that today's Good Word is an adverb. The reason is related to the fact that English has two words, meal, spelled and pronounced identically. Piecemeal is related to the word meaning "time of eating or what is eaten during that time". As the Word History will show, it originally meant "a measure".
In Play: Things may grow piecemeal: "The Roman Empire grew piecemeal, country by country, over the course of several hundred years." Things may also be reduced piecemeal: "Gloria noticed that someone with very small fingers was removing the cake from the counter piecemeal."
Word History: English piece was borrowed from French, which inherited it from Late Latin petia "piece of land". We don't know how Latin happened upon this word, for it doesn't occur in other Indo-European languages. Latin may have borrowed it from a Celtic language, perhaps from an ancestor of Breton pezh "piece, share" or Welsh peth "thing, affair". Meal, on the other hand, descended from Old English mael "measure, time of day". The latter sense narrowed to refer to the times of day for eating and thence to that which is eaten. But the meaning of "measure" remained in compound words like piecemeal and inchmeal. This meal, not the one referring to ground grain, is related to many words referring to measure, including measure, meter, and immense, to mention but a few.
Use this forum to discuss past Good Words.
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• The Good Dr. Goodword
Well, inchmeal is a new one to me, though I can already see how to use it in today's world.
Inchmeal is how people's waistlines tend to grow and shrink.
Due to an accident on 690W, traffic was moving along inchmeal this morning.
Inchmeal is how people's waistlines tend to grow and shrink.
Due to an accident on 690W, traffic was moving along inchmeal this morning.
Life is like playing chess with chessmen who each have thoughts and feelings and motives of their own.
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Lauren Merkin Lilac Kidskin Mirror
i'm always looking for a mirror and end up using the back of my ipod instead. in the back of my mind i know i need to just buy one but i always forget. whenever i remember to make that purchase, this one by lauren merkin will be it


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Iraqi President says execution of Saddam aides should be delayed
Iraqi President Jalal Talabani said Wednesday the government should delay the execution of two of Saddam Hussein's aides. Saddam's half brother and former intelligence head, Barzan Ibrahim, and Awad Hamed al-Bandar, former chief of Iraq's Revolutionary Court, were sentenced to death with Saddam.
"In my opinion we should wait on the executions," Talabani said Wednesday at a news conference with U.S. Ambassador to Iraq Zalmay Khalilzad. "We should examine the situation," he said, according to the AP.
Ibrahim and al-Bandar were originally scheduled to be executed with Saddam on Dec. 30. Their executions were postponed, however, until after the Islamic holiday of Eid al-Adha, which ended a week ago.
Iraqi officials have said the two men were expected to be hanged in the coming days, but no date has been set. Talabani said he did not know when Ibrahim and al-Bandar would be hanged.


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Check out reviews left by other students or leave your own review. You could win a free scholarship.Add your Review
Mackenzie from Mc Kinney, TX05/26/2017
Reviewer is A current student here.
1 out of 1 people found this review useful. 1 of 5
Categories Comments Campus Safety
The campus is pretty safe, and the campus safety vehicle frequently makes rounds in order to keep the school protected. Any guest speakers are well taken care of, and there have been no notable security breaches at all.
Clubs and Activities
LCAD tends to not have any real clubs, but there are several events that take place at Main Campus, including an animal drawing day, holiday parties, snack days, and the occasional guest speaker.
Great for these types of students
Good for hardworking, ambitious students, who want a lot of one on one time with teachers and are able to juggle several projects at once.
Bang for the buck
LCAD is relatively inexpensive compared to other art colleges, so I would say for the location and amount of instruction, you are getting quite a lot for your dollar.
What to do for fun
LCAD is right on the way to the beach, which can be a great way to spend a weekend. There are several places in town to get a bite, and lots of kayaking or hiking options if you want to get physical.
Food and Dining
There is no cafeteria at LCAD, and no local restaurants save for one expensive cafe. You'll have to learn to live off of vending machines or bring your own lunch.
Dorm Life
Dorms are sort of a mixed bag, and it really comes down to how lucky you are. There are small, one story, 6 person dorms, with 1 shower and 2 sinks, as well as larger, 2 story 4 person dorms, with 2 showers and 4 sinks. However, I would still say it's better than most standard college dorms.
Academic Rigor
The workload is brutal, but you improve ridiculously fast and are able to gain vital time management skills that can be put to work in the industry right away.
Tips for prospective students
LCAD animation focuses specifically on traditional animation, so students learn the basics from professionals, which is great. However, there isn't much of an emphasis on visual development, so that is best pursued outside of class.Overall, its a great school with a close knit peer/peer and student/teacher relationship.
In three sentences
The classes at LCAD are pretty excellent, with few exceptions to the rule. All the teachers are respectful of their students and the community is close-knit. However, the physical campus is small and definitely desperately needs the renovation its getting.
Reviewer is A current student here.
6 out of 6 people found this review useful. 2 of 5
Categories Comments Campus Safety
The campus is very safe and somewhat secluded in a little canyon. They just installed security cameras overseeing all the parking lots and common areas and I haven't heard of any issues. We get out of class around 10 most nights and stay even later working during finals and when we get out I never feel unsafe.
Greek Life
None whatsoever.
Clubs and Activities
Not really any clubs but we do tend to group together by major since we spend so much time together in class.
Great for these types of students
Students who are driven and self motivated to work hard and want to work in commercial arts will thrive here. This is not a fuddy-duddy, just-express-yourself, whatever-makes-you-feel-good, art school.
Share any unusual traditions or locations on campus
Every year they bring live wild animals to the campus and draw them. We had a leopard one year and a zebra and a red fox another year. They bring food trucks in a couple times a semester for special events. There is a grassy field area on main campus that has an awesome huge tree that sprawls and tangles across the lawn. We have all our big meetings there and it is a great place to hang out and relax.
Bang for the buck
The school has great teachers and the location has some major perks but that can also be a disadvantage. It is definitely one of the cheaper private art schools in the area. It has good proximity to LA which is a major center for the animation industry. All the teachers have great connections to all the major animation studios. We get tours of the studios and advance screenings of movies along with guest speakers of some of the biggest names in the industry. The class sizes are fairly small but increasing. I think it is awesome and am satisfied with my decision to attend LCAD.
What to do for fun
The school is about 10-15 minutes from the beach and Laguna is full of art galleries and museums. There is also a lot of really good restaurants if you can afford them. There are lots of good hiking trails in the area and the wildlife reserve in the area is famous all around for its mountain biking trails. It is about 45 minutes away from Disneyland and an hour away from the LA area. Not sure how much of this you will be able to actually do during the school year though. The workload is pretty intense.
Food and Dining
The only food available on campus is a weird little food truck that shows up once a day with over priced mediocre food. You will have to drive 15 to 30 minutes to find a restaurant. You can go down into Laguna Beach but they pride themselves in not allowing chain restaurants in the city and so everything is super expensive or you can drive farther north into Aliso Viejo to find actual shopping centers and fast food type stuff. They are building a cafe at the south campus by the dorms but it is not owned by the school and there has been no word about whether we will get a discount or anything like that. I have no idea what the food will be like or anything but that will be at least one semi-convenient option.
Dorm Life
The school is located in a canyon near the beach and there is only one way in or out so traffic gets pretty bad at certain times of the year. Dorms are limited and only for Freshmen so you will need to find an apartment after your first year. The cost of living in the area is very high (1800 + per month for a 1 bed apartment) and there are no apartments within 15+ minutes of the school. The unofficial dorms are the Club Laguna Apartments up the road from the school. Most of the students live there but I haven't had much experience with them.
Academic Rigor
The workload at least for the animation program is very heavy. Expect to have at least 2 hours of homework for every hour of class work. It would be nearly impossible to hold a job and go to school full time and expect to make good grades or produce good work. The teachers will push you very hard but it is all to prepare you for working in the industry. make sure you are willing to work hard and are passionate about this before you spend a lot of money to go to this school.
Tips for prospective students
LCAD has a great animation program with multiple Disney veterans heading the department who are not only experienced and talented but also genuinely passionate about preparing their students to become leaders in the industry. The teachers are all either working in the industry or have many years of experience working for the top names in the business. The school is based in a very traditional representational art and fundamental drawing skills so gear your portfolio to that. The administration doesn't seem to be on the same page as the teachers. The big things this school has going for it are the teachers, small class sizes , and the location. The admin seems to like to accept almost anyone into the school as long as they will pay tuition. This increases class size and gets people in who might not even care or have the passion that it takes to make it and that takes up teacher attention and resources. These people usually drop out in the first 2 years and accumulate tons of student debt and waste a lot of money (or their parents money). I have seen it happen to probably 30- 45% of the people I started with. So the administration is increasing the amount of students and workload on the teachers but not hiring any more teachers or increasing facilities and resources to accommodate them. This tends to make them clash with the teachers who look out for the best interests of the students and has caused all kinds of problems and drama. If they could get their act together or let the teachers participate in the admissions process the school would be much better.
In three sentences
Great location. Awesome teachers. Sub-par administration.
katie from El Cajon, CA01/10/2013
Reviewer is Accepted here and planning to attend soon. Reviewer has been to campus.
7 out of 7 people found this review useful. 3 of 5
Categories Comments Bang for the buck
Expensive, but worth every dollar! If you believe your future is worth $25,000 a year then invest..I believe my future is worth all the student debt I can occur and cutting economic corners is for the lesser.
Food and Dining
Vending machines on campus, food truck visit, but its a short 10 min to get quick food around the area.
Dorm Life
Off campus living is always better!
Academic Rigor
Small classes 15 or less, professor and classmates are like a boss & workers in the real world. Meaning there is equal respect for all level of talents and skills. Professors know you by name & one on one help is always encouraged.
Tips for prospective students
I am one! put serious and professional effort into your application portfolio, as if you are giving it to Donald Trump! It will pay off because they award merit-scholarships to the best portfolios. I got one for $5,000 with my letter of acceptance!
In three sentences
Can't wait to start here!! if art is your life and your life is art, then you have arrived!!
Danielle from Carson City, NV06/10/2012
Reviewer is Researching this school. Reviewer has been to campus.
1 out of 2 people found this review useful. 4 of 5
Categories Comments What to do for fun
BEACH n SURF!! X)
Food and Dining
The school itself doesn't have this, but it is close to town to grab a bite.
Dorm Life
Dorms were few, but very nice. Other housing would be apartments.
Academic Rigor
The classes that I sat in on were very informative and interesting.
In three sentences
The school had a small student body, so it seemed like you were able to talk to the teachers more. It was in a great location, just up the road from town. It was a small campus so no stress on rushing to classes.
Reviewer is A current student here.
2 out of 2 people found this review useful. 5 of 5
Categories Comments What to do for fun
The school offers numerous scholarship opportunites from large companies. The school has events posted and emailed to students through the website. You can always go to the beach if you'd like, eat out and walk around.
Food and Dining
The school only offers a truck that comes by to the three campuses. The truck serves a variety of food but specializes in hispanic. The school is close to the beach so you can always go eat there.
Dorm Life
The dorm life is only meant for incoming freshmen. Campus owned dorms are not open to higher grades. Apartments must be rented and do not belong to the school.
Academic Rigor
The school offers a wide variety of majors. The school allows students to pursue their art-style of choice. The school has a fairly strong work load that will keep you busy.
Tips for prospective students
Its not the school, but what you do with the education. Ultimately you decide your own success. The students are friendly and the staff is quite helpful and small, so be nice. Always network when you have the opportunity to.
In three sentences
It's a great school for people who are interested in small classes with the focus on the students. The classes work you as hard as any other school and fun to take. The school is located near the beach, also allowing you to walk around the surrounding paths.


text:
January 17, 2013
On Tuesday, January 22, 2013, from 2:00 - 3:00PM (ET), FDA will present a webinar to discuss the recently published draft guidance for industry entitled, "FDA Guidance for Industry Webinar on Draft Guidance Vaginal Microbicides: Development for the Prevention of HIV Infection"
This webinar will focus on select sections of the guidance including:
Other topics that will be covered in brief include non-clinical development considerations and approaches to combination product development. The webinar is intended to provide developers, industry, and academia an overview of key issues discussed in this draft FDA guidance.
Instructions for online access to the webinar :
To access this webinar, follow the link provided below. Audio will broadcast from your computer speakers. After following the link, enter as a guest and provide your FULL NAME and organization (i.e. "John Smith - FDA/CBER"). The host will then allow you to enter. If you experience technical difficulties email firstname.lastname@example.com for assistance.
Closed captioning will be provided.
Questions/Comments can be submitted live via a Q/A chat window during the webinar.
Webinar Access link: https://collaboration.fda.gov/guidancewebinars/
Draft Guidance For Industry on Vaginal Microbicides: Development for the Prevention of HIV Infection
If you have never attended a Connect Pro meeting before, please test your connection before the lecture by following this link: https://collaboration.fda.gov/common/help/en/support/meeting_test.htm
No comments have been made.
The content on this page is free of advertiser influence and was produced by our editorial team. See our content and advertising policies.
|CDC Corrects Misleading HIV Conception Guidance, Responding to Community Pressure
|This Week in HIV Research: Injectable PrEP Shows Promise in New Study
|New York Study Finds Almost Half of HIV-Positive Gay Men Co-Infected With Hepatitis C Have Detectable Levels of Hepatitis C Virus in Their Rectal Fluid
|This Week in HIV Research: A New Glimpse Into HAND
|This Week in HIV Research: New Discovery in How HIV Hijacks a Cell
|Research in New York Confirms That MSM Will Likely Follow Up After a Positive at-Home HIV Test


text:
An attorney says 2 more lawsuits have been filed in connection with a Franciscan brother who killed himself in January amid allegations of sexual abuse.
The lawsuits were filed under pseudonyms John Doe.
Authorities say 62-year-old Brother Stephen Baker stabbed himself at a western Pennsylvania monastery on Feb. 24 after the disclosure of financial settlements in 11 alleged abuse cases in Warren, Ohio.
Baker taught and coached at schools in Ohio, Pennsylvania and at a school in Orchard Lake, Michigan.
The defendants in this case include:
- Franciscan Friars of the Third Order Regular Province of the Immaculate Conception
- The Very Reverend Father Robert D'aversa Diocese of Altoona-Johnstown
- Bishop Joseph V. Adamec
Bishop McCort Catholic High School.
Dozens more claim abuse by friar with ties to Orchard Lake, Michigan
Copyright 2013 by ClickOnDetroit.com. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.


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Lithander's "How Today's Videogames Miss Their Potential"
In interviews on RPS Bethesda's Todd Howard says: "I think people discount graphics. [...] I do feel that graphics and your ability to present something that feels new, real, and believable puts people in that environment where they can really enjoy what they're playing."
Obsidian's CEO Feargus Urquhart says: "A lot of the other systems in role-playing games, they all work awesome and people love them. They still need to evolve and move forward a little bit, but what should combat be in that next big role-playing game? That's one of the things we're trying to zero in on."
We just need better graphics and a little work on some of a genre's sub-systems, and, voila, here's the pinnacle of what video games can aspire too? Really?
In my eyes their stance lacks all ambition! I can only hope that what the game's industry is "zeroing in" on is at best a local maxima.
I'm not a CEO of anything but here's what I have to say regarding the current state and future of video games.
I wanted to create games for the better part of my life. I enjoyed playing video games but what fascinated me was their yet unfulfilled potential. Hardware was growing more powerful at a staggering pace and games where the only kind of consumer oriented software that would motivate people to upgrade their systems every two years. It was this synergy between hardware and video games that allowed both industries to prosper. We were witnessing the birth of a new medium and I wanted to have a part in shaping it.
Moore's law, the prediction made in 1965 that the complexity of integrated circuits would double every two years, remained surprisingly accurate for over half a century. The improved capabilities of electronic devices changed our lives profoundly. When surfing the net with my smartphone, reading a book on my kindle, depending on amazon, google, wikipedia or the navigation assistant to solve most of my day-to-day problems I realize how technology has advanced way beyond what I could have imagined 15 years ago.
Video Games on the other hand turned into a disappointment. Not because my career plans failed - I have studied multimedia engineering and make my living in the games industry. But the product is not what 15-year-old me would have expected videogames to be like in 2013. Not remotely close. That's a thought provoking revelation for someone that devotes most part of his waking hours to games.
I'm not denying that video games have come a long way. But what improved the most are surface values. And along with the audio-visual quality our expectations rose, too. Just try to play a "timeless" classic again and you'll have a hard time to immerse like you used to. We got addicted to a fidelity level that comes with a high price tag attached. Losing the ability to enjoy our favorite games like we used to is the least of it.
Early video games were defined by their hardware platform. By lack of better options the state-of-the-art is always good enough. But it's easy to imagine how a game would be like with more colors, higher resolution, better sound samples, smaller polygons and better textures! Improvements like that are easy to imagine and easy to sell. And last but not least they are optional, too. Only a few developers dare to alienate the majority of potential buyers by requiring the top-end rig to play their game. The sensible approach is to target some baseline spec and add optional eye-candy to keep the system busy. Hardware vendors adapt, designing gaming oriented hardware aimed to maximize audio-visual payoff. Rendering capabilities become the benchmark for gaming hardware and consequently their owners prefer to buy the games that make best use of it; both games and hardware evolve with a strong development and marketing focus on visual quality.
Iterative improvement of what's come before is the modus operandi of any industry. Hit close enough to what player's know and like, just make yours a little better. Iterating on gameplay mechanics is risky but who'd argue with higher fidelity? Unique selling points beyond presentation are entirely optional.
It's a perfectly reasonable approach for the developer to take. For the industry as a whole it leads into a dead end.
The addiction to high fidelity becomes a limiting factor of it's own. All that high quality content is very expensive to make. Development of a AAA title keeps large teams of specialists busy for years. Millions of investments are at stake in a hit-driven business. Smart money looks for franchise potential. An environment like that doesn't promote taking chances.
Worse, for the sake of quality you rely on content that is very inflexible. Static level geometry, baked lighting, hours of canned animations, hand-animated or performed by human actors, thousands of lines of text has to be voice-acted, too. Don't forget the lip syncing! In a fierce competition you can't afford the player to miss out on millions worth of content just 'cause you want to provide some room for meaningful decisions. So the real challenge is to fake the player into believing he's in control, when in truth every turn of events has been carefully planned and scripted to maximise asset-use. Interaction is predetermined or insignificant.
Of course, there's always a balance to maintain between player and authorial control. If movie-like aesthetics is your goal the current approach makes sense but let's not forget that photo realism isn't required to create immersion. Our mind is capable of forming a mental concept of things not actually present. Media is engaging the recipient on a creative and emotional level by guiding his imagination. On the surface books offer only language encoded in little symbols but the story that unfolds is not constrained by that. In comic books the action takes place between the frames. Our mind provides closure to missing elements. We build an internal model of the fictional world based on the input we receive regardless of how abstract it is as long as we can interpret and integrate it effortlessly. We make predictions and the quality of our experience depends on the accuracy of these predictions as the story unfolds. All parts of a piece of fiction have to fall into place or immersion is broken. Of course there's room for surprises but they have to make sense in hindsight. What happens has to accord to the laws of the imaginary, second world. The moment disbelief arises, the spell is broken, and you're back in the primary world.
In modern video games, the contrast of pseudo-realism and the emptyness behind it's surface makes suspension of disbelief hard to maintain. Welcome to Uncanny Valley!
At the time I made my career choice I expected games to a evolve towards emergent gameplay. To allow that games need to provide systems for players to engage with that are inherently interesting to interact with. They shouldn't have to rely on extrinsic reward mechanisms (like achievements or, yes, the storyline) to hook the player.
Given that games are unique in how they allow us to interact with them instead of presenting their content in a fixed sequence we can only witness unfolding, the potential of video games still seems amazing. But what matters beyond surface values is that the World we're visiting is forming a coherent, predictable system that always plays by the rules. Tetris meats those requirements but humans like to relate to and interact with equals. I hoped that we would find a way for autonomous agents to be more then shooting targets. Given a simulation that can integrate our actions accordingly there would be nothing to stop us from employing our own creativity to solve challenges or develop real feelings towards virtual characters. This is the key to genuine player agency - everything we deal with today is fake and make-believe, a waste of resources on facades.
Video games were already pretty fascinating and immersive in 1990. I just assumed that they would become increasingly more fascinating and immersive at the same rate as hardware grew more powerful. This is where I erred. It's the same fallacy the led AI researchers in the 60s to boldly claim that AI would surpass human intelligence within a generation: The thought that all the constraints are technology-based.
We still have no good understanding of what intelligence and consciousness are let alone how to simulate it. But in 1997 the chess computer Deep Blue won a match against the world champion Garry Kasparov. Deep Blue wasn't intelligent. He won thanks to sheer number crunching power, a huge databases of opening moves, static analysis of thousands of recorded games and a lot of fine tuning. Eventually the hardware power at their disposal sufficed to compensate for the lack of an truly intelligent approach.
Parallels with the game industry are glaringly obvious: There's "Game Theory" but it doesn't help us to understand the human heart and mind. It does explains a lot about rational decision making so it has it's merritt if you want to understand the current state of global economics which is in large part driven by algorithms and financial models. But humans - they are a lot less rational than economics used to believe. So, as far as video games are concerned we rely on limitted interactivity, canned content, storytelling tricks borrowed from other media, of-the-shelf engines and established gameplay-mechanics to produce endless variations of the same proven themes and genres.
The big players in the industry leave it to the Indies to think out of the box. They've mostly given up on finding new solutions to unsolved challenges. But when the big budgets are spent on producing generic clones, can you expect the Indies with their limited resources to compensate for that? They prosper in niches but pushing the limits on topics like AI is well beyond their scope.
It seems like the game industry has lost it's ambition and ability to evolve the medium.
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I agree, I want games like sentient.
It was totally flawed but it attempted something unique, an emergent world you had to discover and solve things yourself. It was made years ago. It is weird no one attempts even close to that sort of thing anymore. Maybe the players dont want it nor can the developers deliver it?
We still have huge flaws in AI and physics, worlds that have no solidity to them. And its not through lack of processing power or programming ability. You could easily do these things, just the focus is on tesselation and pixelshaders(we still havent got decent dynamic shadows). As if they are just the things that make the world real. AI still doesnt interact with the world and is unable to navigate even at the toddler level.
Okay, so to distill all of that down to a few salient points, I presume that this is what you were getting at:
Originally Posted by Lithander
I'd argue against the 90s really being the "golden age" that so many people like to make it out to be. Were there more "innovative" games back then? Yes, but gaming was new. Even then some of the industry heavyweights were Doom, Wolfenstein 3D, Quake, and Duke Nukem 3D, all of which are FPS games. Half Life is a tightly scripted FPS and is considered one of the greatest of the 90s. A lot of the other "classics" didn't sell very well or were largely under-appreciated at the time. People are still making excellent games today that aren't manshoots but they're overshadowed by manshoots because manshoots sell well, and always have. Yes, technical improvements have made old games hard to play in some cases, but that's not just because the graphics were primitive in terms of aesthetics, but in terms of gameplay too. XCOM's interface for example is a mess because it has such a low resolution. Real-time rendering is hard, and compromises were made that directly impacts on gameplay, like draw distance. That's different to something like an old movie where you can accept it as part of a limitation of the time and it can be effectively managed. But in games it's frustrating.
I don't agree on the fidelity arguments leading to linearity... or I've missed the point. Yes, there's an expectation of voice acting etc which can lead to obscene amounts of content encouraging devs to cut corners and reduce the scope of the project. But there's nothing wrong with linearity if the game is good. HL2 is entirely linear, it's one of the most scripted games around, but nobody seems to care. With procedural generation the burden might be taken off artists to keep churning out high quality models for all characters but we're still a way off that yet. Voice acting? There's no substitute for a good, human voice actor, and probably won't be for a very long time. Same with AI - it's hard to make something human-like as I'm sure you're aware, the lack of AI development has nothing to do with a push for graphics over everything else.
Emergent gameplay seems to be a catch-cry around here but the problem is that it's hard to actually design for it. Some might argue that if it's really emergent you can't actually design for it. Games like that can come off as unfocused or directionless, and risk doing nothing well at all. We need sandbox games or games that allow freedom, but you seem to imply that they're inherently superior to linear games and we should drop the linear game designs to focus on "emergent" designs. I disagree, there's a place for both of them.
As for "indies will save us"... they won't, because apparently they like to copy each other, target the casual market, or just keep rehashing the 90s and usually in largely ineffectual ways. Remaking the 90s is not innovative and in some cases it's not even iterative. The number of indies actually breaking new ground isn't particularly significant. Not that there's anything wrong with these approaches (most of the AAA devs don't innovate either, Valve's last innovation was the Portal gun after all, everything else is iterative or nothing new) but the indie utopia of originality extends pretty much only to art. The gameplay? We've seen it all before. Taking a look at Kickstarter even with access to crowdfunding indies still want to stick to safe mechanics and gameplay (because it works, it'll probably sell).
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There are emergent games available, and good ones. They are all rather limited in one sense or another. This is because emergent games are really flipping hard to make. New tech doesn't help as much as all that. Designers and programmers need bigger brains.
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Money mostly only buys people. I don't think you can solve complexity issues by throwing more people at them. More people just gets you more assets, but your design team needs to be small enough to maintain a coherent vision and to keep all the systems and mechanics straight. Too big a design team and you'll have a diluted mess.
I think a lot of the reason DF works is because there is that one chap with a very strong vision, and those 10 years to iterate endlessly. Do you think it would be a better game with 5 people implementing things and trying to get them to behave together? 10 people? 20?
I agree with Todd Howard. A couple of days ago I spent a couple of minutes throwing various objects in Skyrim's water.
I get the impression that when a developer says "graphics" people only think about the look of a game, not the interactivity better graphics can lead to. Visual fidelity is not all graphics are about. I like games where the environment reacts realistically to my input. There are a million abstract games out there. I'm getting tired of these empty shells, and I'm also getting tired of the "imagination is enough" rhetoric.
Would you rather imagine a tank shell destroying a wall in Battlefield? Would you imagine water ripples and caustic lighting in Crysis 3, or would you rather take advantage of them to track cloaked enemies? You think FEAR would be so highly regarded if it had Quake 2 graphics instead of the utter chaos in each battle? Physics don't matter in Company of Heroes? Would Prototype be the same without its on-the-fly transformation, hundreds of NPCs and destructible objects and free-flow parkour? You can turn the new XCOM into a boardgame if you have enough time to waste, but you can't recreate Silent Storm's physics based combat. Look at the progress from Total Annihilation, a great concept limited by the technology of its time, and Supreme Commander. Hell, I think TA actually had a couple of scale upgrades over the years as PCs improved. Minecraft looks shitty but its success is a direct consequence of what its graphics engine allows players to do.
By the way, mentioning the uncanny valley instantly destroys any argument.
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Going off on a slight tangent when you compare videogames to other mediums, video games don't come off that bad at first: the biggest seller of books in recent years is a bondage fan fiction, most major movies are possibly even more stupid explosion fests and outside HBO searching for good tv is a ballache. And just like videogaming other mediums have out of the box ideas outside of the mainstream.
On the otherhand, is there a videogaming equivalent of "1984"? I don't just mean copying the themes of it, but a videogame making an impact that 1984 has on society. Or even just having a videogame with half decent social commentary.
I think sandboxes are the future in a sense, as no other medium other than videogames can do what sandbox games do. But we also need writing in games that bring new ideas to the table, not just ideas borrowed from other mediums.
The reason that development studios don't make deep games is because the return on investment is fantastically low for them. If 80% of players only see 20% of your content, then all the time and money you spent making the remaining 80% of that content was wasted.
Truth is, the kinds of projects being talked about have always been once in a blue moon things. That's partly because people like to stay with the safe, popular alternatives (with manshoots being the current flavour of the century), and also because quite a few of them failed miserably for a multitude of reasons. Money isn't the issue in the age of Kickstarters and where we've become accustomed to lo-fi indie games (which use it as a stylistic choice these days).
Dwarf Fortress is a terrible example, because the issues with DF is a complete lack of useful documentation and in-game help combined with a complete unwillingness to make the interface better to implement proper tileset support. The community picked up the slack. DF's problems could be easily solved with more community involvement, and it'd be free.
The same thing applies here as you sort of point out - you can throw money at a problem as much as you like but all it does is offer the potential to do something. Unless you can actually make use of that money to achieve your goals, it's being pissed into the wind. Things like AI or emergent gameplay aren't held by in actuality by lack of money, because there's more of it around than there has been in the past. It's that they're hard to make or to get right. Case in point: Trespasser. Cost a fortune, had a lot of technical innovations (few of which ever actually worked right), ended up being a shit game. If they'd had more time and perhaps more money would some of those issues been ironed out? Maybe, but probably not - it was too far ahead of its time and the capacity to do what they wanted just didn't exist. Some issues in gaming can't be solved with a big wad of cash.
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Urquhart quote made me think about the fact that compared to table-top RPGs cRPGs are stuck in 90s. In 00s there were a big push towards narrative and theme-based systems, but cRPGs are mostly about simulating all aspects of a game world with a big set of stats. Which is fine for more open world games, but theme-focused games can benefit form more specialized stats. Actually, we do have such stats, but they are mostly limited to morality and relationship (and survival) meters with a few exceptions like Mask of the Betrayer's hunger mechanic and ME3's Total Military Strength (which doesn't work so well).
But what if, for example, Mass Effect had a meters showing Shepard's stance on non-human races or Council loyalty? It would add more weight to the game's thematic conflict while avoiding "I want everybody to love me" pitfall of relationship mechanics. Or a stat for Normandy's crew resolve in the face of Reapers's invasion or human crew members' xenophobia.
Or it may be a system based on character's psychological state or beliefs and so on. A lot of possibilities to explore.
Another TT RPGs' trend is giving players some narrative control beyond their characters, but at the first glance I don't think that it would work for cRPGs.
Although I am a huge proponent of the emergent gameplay and player agency ideal I find it very hard to agree with the summation that games (or the industry) are missing their potential. I'd actually argue that it's right where it needs to be - it all makes sense. This is an industry after all and people make what people buy.
As for the "missing the potential" bit I don't really see where this is coming from. Apart from comfort food games like Call of Duty the biggest game in recent years has been Minecraft - emergent gameplay at it's purest. Skyrim as well. And big publishers are pushing with more games of this kind, with Deus Ex HR, Dishonored, and Far Cry 3 most recently. In my mind these are only the 1st baby steps in to a world of game design that has not been explored as much as linear games (which is a game design philosophy that has IMHO peaked with Portal in 2007).steam
http://dailycelluloid.blogspot.com/- where I write about movies.
I don't want to single out a decade and call it the golde ange. But Half Life brought something new to FPS: Tight scripting and focus on narration. That didn't exist before. It also came with a flexible (moddable) engine and groundbreaking Squad AI.
A lot of games we remember from the 90 are unmatched in their ambition.
The thing with fidelity is that it narrows down designers choice. When every conversation in your game is expected to voice acting this goads you towards linearity. Mass Effect tried to offer choices but they had to make sure that the branching would be as cheap as possible despite maintaining AAA quality. It was better then no branching but it showed. Multiple dialog options playing out exactly the same. Stuff like that.
I don't think that designer and programmers vision is necessariyl limitted but that they can't really put all that ideas into a game that has to look&play like people have come to expect.
Games that use only text (Fallout for example) can add a lot more variations and branches because it's much cheaper to add. But you can't sell those anymore.
This is why I mentioned books and comics. They convey the experience requiring a lot less resources. I argue that the quality of a game is in the player experience and that cheaper means don't necessarily diminish that. This is what some Indie games prove nicely.
But to make real progress you need money. Pay a team of specialists to engage in R&D ans see what they can come up with. Only the big publishers could afford to find it. This isn't happening, though. They rather spend the bunk of the workforce on producing assets because they know that's enough to sell their games.
I'd very much like to defend my position but it seems like the forum system really hates me. Or my TLDR posts.
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Narrative and theme based systems have been around since the seventies, they've hit the mainstream several times (Pendragon, Amber, White Wolf et al).
This is kinda the problem when talking about games fulfilling their potential. Like any medium, games are subject to fashion trends, and those trends tend to move in cycles. The FPS is popular now, as it was in 1995 before being overtaken by the RTS. Focusing on hardware is easy, because this is predictable - it's only going to get better. However when it comes to implementing that improved hardware, we're at the mercy of the market. You can advance AI in leaps and bounds, but if multiplayer is what's in at the moment few developers are ever going to use it, nor is anyone likely to pay attention to it if you did.
You also have to be careful regarding innovation or lack thereof. Like the seven basic plot theory of literature, if we leave the scope broad enough we will never see any innovation, because our definition of what a game is encompasses all games which exist or could ever exist. If we were to look for a better chess playing AI it's highly likely we can find one, if on the other hand we're looking for something other than a game where you play with or against another player then good luck with that ;)
It was this synergy between hardware and video games that allowed both industries to prosper.
In the sense that you can grossly mismanage a lot of money down the drain, they're absolutely correct. But that assumes that the money will always be mismanaged. The irony of this is, thanks to their insistence on pinching pennies everywhere, they get exactly the management they pay for, and as such the whole practice is a lesson in self-fulfilling prophecies.
The school system in specific and the public sector in general has been hamstrung by a brain drain ever since the Reagan administration started defunding public agencies. We got unfunded mandates, so agencies which were supposed to keep infrastructure maintained or to oversee a sector of the economy gradually became incompetent - primarily because they couldn't afford to keep educated, trained staff at market-rate wages, effectively turning a public-sector job into a monkish vow of poverty - and this in turn fed into the Republican narrative that these agencies can't do anything right and we'd best not throw good money after bad.
Teaching has become by far the lowest monetary return for a Master's degree one could get - to the point where getting a Master's in education has to be heavily subsidized else the prospective teacher will be awash in debt for much of their professional lives - leading any self-respecting post-graduate student to abhor teaching, and lo and behold educational standards have been slipping since the 1980s.
So yeah, you can throw money at the problem. Money is, indeed, the defining issue of the problem. If you want the best and the brightest to come and solve these "intractable" problems, you pay them as if they were the best and the brightest, not the bottom of the bargain bin.
That said, both your national health service and my public school system are public services. Gaming is a private enterprise, and as such I believe the solutions are somewhat different: Specifically, I believe the problem is profit motive. Sure, you get eccentrics who live in exile in Montana for a decade and come up with a complex system after ten years, but they're clearly not doing it for money. Most everybody else doesn't put in effort because the motive is pre-ordained: Make a profit first, and make a good game second.
As I said earlier, making content for a game that most people will not ever even see is wasted time and money and a cut in profits. Further, I'd say, the extra three to five years or so that you'd have to tack on to development for your magnum opus RPG so as to present meaningful choices for all types of characters in a world where you have relatively free agency (ie: a sandbox with the depth of a narrative RPG) would, even if you could afford it, eventually just hurt you anyway as you lose the initiative to any company that's doing anything remotely similar and has a shorter development schedule. Their game may not be as deep, but your game will be seen as old hat by the time it does come out, effectively punishing you for your efforts. It's economic suicide.
What does this mean for gaming? To me, if you really want to see games with the depth suggested, you petition the National Endowment for the Arts to do with game designers as they do with prospective writers and painters: Give 'em a grant to hole up in some liberal arts commune somewhere for five years and make something worthy of their talents. But to even suggest such is to argue that gaming is a national treasure and should be fostered. Do you think yourself capable of making that argument forcefully?
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I agree with the op. I did have a larger post but these forums dont seem to work or a mod didnt like my original post.
I want games like sentient on the playstation 1. Emergent worlds where you can explore and discover things.
Last edited by calabi; 17-02-2013 at 01:28 PM.
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text:
What is GET and POST method in HTTP and HTTPS Protocol
7 comments :
- Anonymous said...
very informative post.. to learn other languages the tutorials available at http://goforexam.blogspot.com
- March 12, 2012 at 10:38 AM
- Cheng Yim said...
I think one difference between GET and POST in html is enough to describe there basic purpose. GET request is used to retrieve data from Server without changing state of Server while POST request in html is used to send data to server which cause change in Server's state like storing data into Database, Storing XML files etc. Though you have outlined number of differences between GET and POST, which is OK but I think this difference is what differentiate GET with the POST.
- April 9, 2012 at 8:00 PM
- Anonymous said...
Cheng, I could not understand one thing in your point. Even in case of GET, data is being transferred to server though in the form of querystring, so data can still change the state of server (like DB storage). Which is applicable in case of POST as well. So tell me where is the diffenence in terms of point you mentioned??
- April 17, 2012 at 12:45 PM
- JackTheR said...
Surprised to see, no one has mentioned most obvious difference between GET and POST methods, In my opinion GET is to get data from the Server and POST to post (read send) data to the Server. If you don't agree, let me know WHY?
- March 21, 2013 at 11:15 PM
- Frank Daniel said...
JackTheR i see your point........but i would agree with the author though in security issues and when to use between those to....only thing i disagree is sounds that the author pointed that they are all the same except only when it comes to security and other issues mentioned...he never mentioned about POST which is to read data from server to the client?while GET is to write to the server?
- July 20, 2013 at 7:20 PM
- Admin said...
Nice tutorial
POST method is more secure than GET
Data can be seen in URL when you use GET method
Here is an article about Difference between HTTP and HTTPs
- September 3, 2013 at 6:01 AM
- Anonymous said...
I have strong objections to anything in a simple HTTP request ever being called "secure."
The only difference between the visibility of GET and POST data is that it doesn't appear in the URL. It's still completely visible to absolutely everybody who sees the request, including the user (especially with modern browsers like Chrome that have header inspection tools built in), including any malware installed on the user's machine, including anyone on their hub or on an ARP cache poisoned switch, including any points along the route, etc., etc.
Security through obscurity is the exact opposite of security. It creates a false sense of security, leading to complacency, making it even easier for malicious or curious agents to compromise your security.
If you're thinking about security on the web, your very first thought should be TLS (SSL), not GET v. POST.
- September 21, 2014 at 10:50 PM


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EDIT: Alright I got it fully working. Managed to install BT4 on a 4GB USB stick. It's the minimum it needs.
Hi guys,
I've been trying to install BT4 on a 4GB USB stick and I haven't really been succesful.
I did all the above steps while changing the /dev/sda to /dev/sdb (cause sdb is my USB stick) but it's still not working. When I put the USB in it says ... well, it just doesn't recognize it as bootable.
Also, it looks like to /root partion needs at least 3.5 GB otherwise it can not copy all the contect there.
I've set the boot parition to 100MB and the Swap to 250MB.
Edit: Never mind, I got it working, but now after it passes the boot menu it gives the fallowing:
Kernel panic VFS:unable to mount root fs on unknown-block (8,11)
I will probably figure it out in the end. Thanx anyway.


text:
- Curriculum Vitae (PDF)
- Biography (PDF)
- Print Profile
Jamin Raskin
Professor of Law
Director of the Law and Government Program
Office: Room Y346E
Phone: 202-274-4011
Email: email@example.com
Jamie Raskin is a professor of Constitutional Law, the First Amendment, and Legislative Process and founding Director of the Program on Law and Government (with the late Tom Sargentich). Professor Raskin also worked with Professor Steve Wermiel to found the acclaimed Marshall-Brennan Constitutional Literacy Project, which began at WCL but has spread across the country to more than 20 different law schools; the Project has sent many thousands of law students nationwide into public high schools to teach high school students a semester-long course about the Constitution and Bill of Rights. The bestselling author of Overruling Democracy: the Supreme Court versus the American People and We the Students: Supreme Court Cases for and About Students, Raskin is also a State Senator in Maryland, where he represents Silver Spring and Takoma Park and serves on the Senate Judicial Proceedings Committee and chairs the Special Committee on Ethics Reform. He has been described as the Senate's "constitutional authority" (Washington Post), the "whiz kid of the General Assembly" (Silver Spring Voice) and "one of Maryland's Top Ten Most Effective Senators" (Maryland Gazette of Politics and Business). He has successfully introduced and championed numerous nationally significant and landmark pieces of legislation, including the first National Popular Vote law in America, the first Benefit Corporation Law in America, marriage equality, the Maryland Farm-to-Schools Act, felon reenfranchisement, the lowering of the state voter registration age to 16, and giving 17-year olds the right to vote in primary elections. Working with WCL externs who join him for Maryland's 90 –day legislative session, Raskin has seen more than 50 of his bills pass into law. Professor Raskin and his wife Sarah, a Governor of the Federal Reserve Board, have three teenage children.
Currently Teaching
There are no classes currently associated with this professor.
Areas of Specialization
- Constitutional Law
- Election Law
- First Amendment
Degrees & Universities
- J.D., Harvard Law School 1987
- B.A., Harvard College 1983
Selected Publications
- Jamin Raskin, Maryam Ahranjani, & Anderw Ferguson, Youth Justice in America (CQ Press May 2005).
- Jamin Raskin, Overruling Democracy: The Supreme Court v. The American People (Routledge Mar. 2003).
- Jamin Raskin, What's Wrong With Bush v. Gore and Why We Need to Amend the Constitution to Ensure It Never Happens Again, 61 Md. L. Rev. 652 (2002).
More Publications...
- Jamin Raskin, We the Students: A Constitutional Casebook For and About America's Students (2d ed., CQ Press 2003).
- Jamin Raskin & John Bonifaz, The Wealth Primary: Campaign Fundrasing and the Constitution (Center for Responsive Politics 1994).
Other Publications
- Jamin Raskin, No Enclaves of Totalitarianism: The Triumph and Unrealized Promise of the Tinker Decision, 58 Am. U. L. Rev. __ (forthcoming 2009). SSRN Link
- Jamin Raskin, AU Beyond Ladner: The Golden Parachute's Silver Lining, Wash. Post (Nov. 6, 2005).
- Jamin Raskin & Mary Beth Tinker, Black Armbands for Constitution Day, Education Week (Sept. 7, 2005).
- Jamin Raskin The Original Flag Desecration: By Playing with Fire, Tom Delay Might End Up Whistling Dixie, http://www.tompaine.com (July 4, 2005).
- Jamin Raskin, Professor Richard Pierce's Reign of Error in the Adminsitrative Law Review: Bureaucratic Extremism and the Rights of American Indians, 57 Admin L. Rev. (Spring 2005).
- Jamin Raskin, The Return of Vote-Pairing, Slate Mag. (Oct. 25, 2004).
- Jamin Raskin, Du droit de vote en Amerique, En Temps Reel et Liberation (Oct. 25, 2004).
- Jamin Raskin, A Dream Deferred, Wash. Post (July 4, 2004).
- Jamin Raskin, A Right-to-Vote Amendment for the U.S. Constitution: Confronting America's Structutal Democracy, 3 Election L.J. 556 (2004).
- Jamin Raskin, Courts v. Citizens, Am. Prospect (Mar. 2003).
- Jamin Raskin, The Rehnquist Court and the First Amendment, in The Rehnquist Court (Farrar Fall 2002).
- Jamin Raskin, I'll Tell You What's Really Wrong With the Petitions (No Signature Required), Wash. Post (Aug. 11, 2002).
- Jamin Raskin, The Debate Gerrymander and the Two-Party Arrangement, in Democracy's Moment (Ron Hayduk, ed., Rowman & Littlefield Apr. 2002).
- Jamin Raskin, The Paradox of Judicial Bypass Proceedings, 10 Am. U. J. Gender Soc. Policy & L. 2 (Spring 2002).
- Jamin Raskin, Bringing the High Court to the High School, Educational Leadership (Dec. 2001/Jan. 2002).
- Jamin Raskin, A Right to Vote, Am. Prospect (Aug. 27, 2001).
- Jamin Raskin, 1 Person, 1 Vote--Not in America, Wash. Post (Aug. 26, 2001).
- Jamin Raskin, A Tale of Two Voting Rights Lawsuits, TomPaine.com (Apr. 10, 2001).
- Jamin Raskin, Bush v. Gore Revisited, Cardozo Stud. L. & Literature (Spring 2001).
- Jamin Raskin, Reason, Justice and Love: The Constitutional Humanism of Peter Cicchino, 9 Am. U. J. Gender Soc. Policy & L. 1 (Spring 2001).
- Jamin Raskin, Polling Establishment: Democratic Theory and the Establishment Clause Endorsement Test, 60 Md. L. Rev. 761 (2001).
- Jamin Raskin, Race, Poverty, and the Wealth Primary, in Challenges to Equality, Chester Hartman (M.E. Sharpe 2001).
- Jamin Raskin & Clark LeBlanc, Disfavored Speech About Favored Rights: Hill v. Colorado, The Vanishing Public Forum and the Need for an Objective Speech Discrimination Test, 51 Am. U. L. Rev. 179 (2001).
- Jamin Raskin, Nader's Traders: How to Save Al Gore's Bacon By Pairing Votes in a Progressive Internet Political Coalition, Slate Mag. (Oct. 24, 2000).
- Jamin Raskin, Jonathan Soros, The Great Debate: Closed By Big-Party Politics, N.Y. Post (Oct. 3, 2000).
- Jamin Raskin, Let's Take Back the Debates, The Nation (Feb. 7, 2000).
- Jamin Raskin, A Complicated and Indirect Encroachment: Is the Federal Election Commission Unconstitutionally Composed?, 52 Admin. L. Rev. 609 (2000).
- Jamin Raskin, Is This America? The District of Columbia and the Right to Vote, Har. Civ. Rights-Civ. Libs. L. Rev. (Winter 1999).
- Jamin Raskin, Flag Fetish: Amendment Would Establish Old Glory As a State Religion, Leg. Times (May 17, 1999).
- Jamin Raskin, District Deserves Full Rights, Leg. Times (Apr. 19, 1999).
- Jamin Raskin, Democracy and Disenfranchisement in Washington, D.C., 6 Issue 2 Hum. Rights Br. (Spring 1999).
- Jamin Raskin, The Debate Gerrymander, 77 Tex. L. Rev. 1943 (1999).
- Jamin Raskin, Jon Desenberg, A Basic Disrespect for Democracy, Wash. Post (Dec, 6, 1998).
- Jamin Raskin, Rob Richie, These Reforms Will Get Voters to the Polls, Wash. Post (Sept. 13, 1998).
- Jamin Raskin, The Supreme Court's Racial Double Standard in Redistricting: Unequal Protection in Politics and the Scholarship That Defends It, U. Va. J.L. & Pol. (Fall 1998).
- Jamin Raskin, Designed to Dance to the Two Parties' Tune, Leg. Times (Mar. 16, 1998).
- Jamin Raskin, Let Third Parties Have Their Day on TV, Wash. Times (Oct. 8, 1997).
- Jamin Raskin, Reform Without Representation: Congress' D.C. Takeover Won't Work Without Real Voting Rights, Wash. Post (Aug. 3, 1997).
- Jamin Raskin, Dollar Democracy, The Nation (May 5, 1997).
- Jamin Raskin, House of the Lord, The Nation (Apr. 14, 1997).
- Jamin Raskin, Race, Poverty and The Weatlh Primary, 6 No. 2 Poverty & Race (Mar./Apr. 1997).
- Jamin Raskin, Content, Character, and Class, Am. Law. (Dec. 1996).
- Jamin Raskin, Courtwatch, George Mag. (Nov. 1996).
- Jamin Raskin, Silencing the Other Political Parties, Wash. Post (Oct. 30, 1996).
- Jamin Raskin, Hear Ye, Hear Ye, The Legal Precedents for Enforcing Constitutional Rights in the District, Wash. Post (Sept. 22, 1996).
- Jamin Raskin, Supreme Court Veers Right On Race, Newsday (July 11, 1996).
- Jamin Raskin, Separate But Color-Blind, In These Times (June 24, 1996).
- Jamin Raskin, A Change of Venue for Voters, Wash. Post (Apr. 14, 1996).
- Jamin Raskin, Breaking Buckley?, 3, No. 2 Capital Eye (Mar. 1, 1996).
- Jamin Raskin, From "Colorblind" White Supremacy to American Multiculturalism, 19 Harv. J.L. & Pub. Policy 743 (Spring 1996).
- Jamin Raskin, Race, Law, and Justice: The Rehnquist Court and the American Dilemma, 45 Am. U. L. Rev. 567 (Feb. 1996).
- Jamin Raskin, The Death Penalty in the Twenty-First Century, Colloquium, 45 Am. U. L. Rev. 239 (Dec. 1995).
- Jamin Raskin, Trademarking Old Glory, The Nation (Sept. 18, 1995).
- Jamin Raskin, Politics: No Savign Grace, Tikkun (Sept./Oct. 1995).
- Jamin Raskin, Getting Tough on Flag Treason: If You Think Flag-Burning is the Only Descration, You're Just Whistling Dixie, Leg. Times (July 24, 1995).
- Jamin Raskin, Affirmative Action and Racial Reaction, 38 How. L.J. 521 (Summer 1995).
- Jamin Raskin, Gerrymander Hypocrisy: Supreme Court's Double Standard, The Nation (Feb. 6, 1995).
- Jamin Raskin, Imprisoning 'the Last, the Least and the Lost', Leg. Times (Nov. 28, 1994).
- Jamin Raskin, The Wealth Primary, The Nation (Nov. 21, 1994).
- Jamin Raskin, The Supreme Court, Racial Politics, and the Right to Vote: Shaw v. Reno and the Future of the Voting Rights Act, 44 Am. U. L. Rev. 1 (Oct. 1994).
- Jamin Raskin, Turning Voting Rights Act on Its Head, L.A. Times (Sept. 6, 1994).
- Jamin Raskin, Wealth Robs the Unwealth of Voting Clout, L.A. Times (July 26, 1994).
- Jamin Raskin, The Constitutional Imperative and Practical Superiority of Democratically-Financed Elections, Colum. L. Rev. (June 1994).
- Jamin Raskin, Colloquium, Campaign Finance Reform: Law and Politics, 8 Am. U. Admin. L. J. 2 (Summer 1994).
- Jamin Raskin, Colloquium, the Fifth Annual Robert C. Byrd Conference on the Administrative Process: The First Year of Clinton-Gore: Reinventing Government or Refining Reagan/Bush Initiatives?, Am. U. Admin. L. J. (Spring 1994).
- Jamin Raskin, The Great PC Cover-Up, Cal. Law. (Feb. 1994).
- Jamin Raskin & John Bonifaz, Equal Protection and the Wealth Primary, Yale L. & Policy Rev. (Dec. 1993).
- Jamin Raskin, Time To Give Aliens the Vote (Again), The Nation (Apr. 5, 1993).
- Jamin Raskin, Legal Aliens, Local Citizens: The Historical, Constitutional and Theoretical Meanings of Alien Suffrage, U. Pa. L. Rev. (Apr. 1993).
- Jamin Raskin, Roe v. Wade and Dred Scott: Justice Scalia's Peculiar Analogy in Planned Parenthood v. Casey, Am. U. J. Gender & L. (1993).
- Jamin Raskin, A Constitutional Path to a New Columbia, Wash. Post (Dec. 16, 1992).
- Jamin Raskin, The Next Best Thing to Statehood, Wash. Post (Oct. 18, 1992).
- Jamin Raskin, A Murder, A Mockery and A Political-Correctness Cover-Up, In These Times (July 7, 1992).
- Jamin Raskin, House Call?, The Nation (June 1, 1992).
- Jamin Raskin, Votes for All, Citizens or Not, L.A. Times (Nov. 13, 1991).
- Jamin Raskin, Their Chance To Vote, Wash. Post (Oct. 13, 1991).
- Jamin Raskin, Rainbow Signs, The Nation (July 1, 1991).
- Jamin Raskin, Now That We've Freed Kuwait, Liberate the District, The Nation (Mar. 25, 1991).
- Jamin Raskin, A Precedent for Arab-Americans? Remember Korematsu, The Nation (Feb. 4, 1991).
- Jamin Raskin, Reviving the Democratic Vision of Labor Law, 42 Hastings L.J. 1067 (1991).
- Jamin Raskin, Fear of Falling, Z Mag. (Jan. 1990).
- Jamin Raskin, Domination, Democracy and the District, 39 Cath. U. L. Rev. 417 (1990).
- Jamin Raskin, Reverend Jesse Jackson, Statehood of New Columbia, Z Mag. (Sept. 1989).
- Jamin Raskin, Johnny Reb Waves a Tale of Slavery: If Flags Mean So Much, Stifle Displays of Confederate Banners, L.A. Times (July 12, 1989).
- Jamin Raskin, The Hazards of David Duke: The Mighty Right in the New New South, Z Mag. (Apr. 1989).
- Jamin Raskin, Laws of the Jungle, L.A. Wkly. (Feb. 3, 1989).
- Jamin Raskin, Archie Bunker Fights Back: Morton Downey and Mean TV, Z Mag. (Feb. 1989).
- Jamin Raskin, Laying Down The Law, in How Harvard Rules (South End Press 1989).
- Jamin Raskin, Are You Free Tonight? American Freedom Mid-Decade, L.A. Wkly. (Dec. 20, 1985).
- Jamin Raskin, The Law Wars, L.A. Wkly. (Dec. 13, 1985).
Selected Presentations
- Jamin Raskin, Moderator, Ideas for Reform – Innovative Prosecutorial Programs and Remedies for Abuse (American Prosecutor: Power Discretion and Accountability, American Constitution Society, Wash., D.C., Oct. 26, 2007).
- Jamin Raskin, Speech, Opening and Closing Remarks (American Prosecutor: Power Discretion and Accountability, American Constitution Society, Wash., D.C., Oct. 26, 2007).
- Jamin Raskin, Testimony, Proposed Gay Rights Ban (Maryland House Judiciary Committee, Jan. 31, 2006).
Selected Media Appearances
- Corporations Aren't People (NPR Sept. 10, 2009) (Op-Ed Article).
- Then Denver Post, "Jail Time Rare for Colorado Officers" (The Denver Post Sept. 6, 2009) (Interview).
- USA Today, "D.C. Exhibit Gathers Avedon's Political Portraits for the First Time" (Gannett Co., Inc. Sept. 15, 2008) (Newspaper Interview).
- Washington Journal, "National Popular Vote & Other Topics" (C-SPAN Jan. 15, 2008) (Television Interview).
- Spotsylvania County Prostitution Bust (WTTG-FOX 5 Feb. 14, 2006).
- Samuel Alito Nomination (WRC-NBC 4 Oct. 31, 2005).
- Debate on Democracy as a Constitutional Value, Part 1 (C-SPAN 2 Apr. 21, 2003) (Television Interview).
- Debate on Democracy as a Constitutional Value, Part 2 (C-SPAN 2 Apr. 21, 2003) (Television Interview).
- Debate on Democracy as a Constitutional Value, Part 3 (C-SPAN 2 Apr. 21, 2003) (Television Interview).
- Debate on Democracy as a Constitutional Value, Part 4 (C-SPAN 2 Apr. 21, 2003) (Television Interview).


text:
National Small Business Week is being celebrated to recognize the critical contributions of America's entrepreneurs and small business owners. Small businesses in several cities are joining NFTE to invest in the dreams of local young entrepreneurs through the Big Dreams Start Small Campaign (#BDSS).
Visit a participating local small business (click on the logos below to visit their websites), and a portion of your purchase will be donated to support NFTE in your area!
Los Angeles
San Francisco Bay Area
Washington DC Region


text:
Court Briefs
Saturday, Apr 19, 2014 06:00 am
Charge dropped
An Edmonton man involved in a car crash that killed a St. Albertan last year was handed a fine on Monday.
Salman Akram faced charges of operating a vehicle at an unreasonable rate of speed and possession of marijuana under 30 grams.
He was one of the drivers involved in a two-car collision at St. Albert Trail and Hebert Road on Feb. 23, 2013.
St. Albert resident Michael Loft-McLean, 20, was sitting in the front passenger seat of one of the vehicles and was killed on impact.
At trial, Akram pleaded guilty to possession and received a $230 fine. The speeding charge was withdrawn.
The other driver, Jacques Raymond Hachey of St. Albert, will be back in court May 5.
He has been charged with impaired operation by drug of a motor vehicle causing death, impaired operation by drug of a motor vehicle causing bodily harm, possession of marijuana under 30 grams and making an unsafe left turn.
Jail time for spitting on officer
A man who spit in the face of a police officer will be spending his weekends in jail for the next two months.
Court heard that on March 10, 2013, RCMP received a complaint from a Co-op taxi driver that a passenger was drunk and belligerent. When an officer tried to arrest the man � later identified as Jessi-Le Ward � the accused spit in the officer�s face.
Ward pleaded guilty to assault in court Monday.
�Spitting on a police officer is very dangerous, there is undue risk of infectious diseases,� said Crown prosecutor Patricia Hankinson.
Assault of a peace officer typically attracts a 60 to 90-day jail sentence, noted defence lawyer Sam Jomha.
Jomha said Ward�s problem with alcohol has landed him before the courts in the past � a criminal conviction of theft under $5,000 in 2011.
Ward said he has stopped drinking since the incident and will book himself into residential treatment.
Judge Bruce Garriock handed Ward a 15-day jail sentence, which he will serve on the weekends at Fort Saskatchewan so he can finish up schooling. He will also be on probation for one year.
Drugs are bad
A man who pilfered goods from London Drugs has now been released after 10 days in jail.
Brock James Bourrie pleaded guilty to theft under $5,000 and resisting arrest in court Monday.
In the afternoon of April 12, 2013, a loss prevention officer at London Drugs in St. Albert stopped Bourrie outside the store after he left with $500 worth of unpaid merchandise in a duffel bag.
Police notes indicate Bourrie pulled away from the officer and struck him in the chin with his elbow. Via CCTV from the Edmonton Remand Centre, Bourrie agreed to the facts but said the officer slammed him to the ground.
Bourrie has no prior criminal record.
�I just want to get better and get off drugs,� he said to the court. �Drugs have ruined my life.�
Bourrie was given credit for 10 days time served as well as an 18-month suspended sentence, under which he will have to abstain from drugs and other intoxicating substances.


text:
• baleful •
Pronunciation: bayl-fêl • Hear it!
Part of Speech: Adjective
Meaning: 1. Miserable, wretched, distressed, suffering. 2. Malicious, injurious, noxious.
Notes: No, today's Good Word has nothing to do with picking or packing cotton; it is derived from a noun that is no longer in use: bale "evil, harm, woe". Bale is the cause of injury and suffering, senses which turn up in baleful. Since bale in this sense is no longer in use, balefulness has replaced it. Balefully works fine as the adverb.
In Play: The second sense of today's word is slipping from our collective grip, so here is a sentence that compares it with the more common meaning: "Rodney came to work a bit baleful (sense 1) this morning after receiving a baleful (sense 2) decision from the IRS last week." Of course, bale is always best detected in the eyes: "Don't look at me with those baleful eyes; you still will not get any ice cream until you clean your room."
Word History: Bale comes from Old English bealu, which seems to have been an offspring of the Proto-Indo-European root bheleu "weak, sick". This root is also responsible for Russian bol' "pain" and bolet' "to be sick, hurt". Some have speculated that the original meaning of this root was "to hit", which would explain the ostensible relationship to blow in the sense of hitting or striking. This is something of a stretch, however, beyond our speculative capacities. (We would be a bit baleful in the second sense above were we not to thank Chris Berry for suggesting today's Good Word. It would probably make him a bit baleful, too—in the first sense.)


text:
If I were Charlotte Hogg, newly appointed as the Bank of England's first chief operating officer, I would be a little worried.
It's not that the UK's central bank doesn't need an extra pair of operational hands at the top. The possibility that future governors would be overloaded was one of my principal concerns about the BoE takeover of a large chunk of the now-defunct Financial Services Authority, so Mark Carney, governor-designate, has made the right move.
But chief operating officers are, as I've written before, eminently dispensable and their roles are usually difficult to define. Read more


text:
Finally. The Macromedia Developer Relations podcast is now available in iTunes. Go to Podcasts > Technology > Developers. To learn more about iTunes support for podcasts, see Apple's podcast homepage.
How many people out there listen to podcasts? Do you iTunes, or something else? (I'm wavering back and forth between iTunes and Shrook right now.) And what podcasts do you listen to regularly? I'm flying to New York tomorrow for Flashforward, so I'd like to stock up on some podcasts for the flight.


text:
de China Vannest
Acerca del libro
Namibia, located in southern-west Africa, is one of the least densely populated countries in the world and is consumed by sand and desert. Although people are scarce, this sub
Saharan region is rich with wildlife, vast planes, mountains, diamond rich coasts and home to the world's largest sand dunes.
Through my experience in this unique environment, I've learned to call a peculiar and challenging place home and form a bond with the strangers I gathered with in this place for a common cause and passion, to help preserve one of the world's only population of desert adapted elephants.
With the desire for personal experience, connection and adventure, each individual in my closely bonded group who has traveled from different areas of the world is changed by the untamed region of Namibia called Damaraland.
Características y detalles
- Categoría Viajes
Apaisado grande, 33×28 cm
68 Páginas
- Fecha de publicación nov. 27, 2012
- Etiquetas , Africa Namibia Damaraland elephants desert travel environmental environment
Inicia sesión o crea una cuenta para publicar un comentario.


text:
Topic: First time here, mother passed at age 54 in 2006
Hi all,
Just sitting at my desk and thinking of my mother and the terrible time we went through in 2006. I am now 23 and my sister is 27. My parents were married for 35 years.
She was diagnosed with CC in August 2005 and the doctors gave her 9-11 months to live (she was in stage 4 already). She died exactly 10 months later in June of 06'.
As I have read a few blogs, I feel a sense of comfort as I think of her every day. Constant hospital visits, every possible side effect, pain.. you name it.
I think the clinical trial the doctors put her on was way too aggressive and it just made her go down hill extremely fast. I watched her body deteriorate and that is what kills me to think about it. The flashbacks of the hospital, the beeps, I will never forget them. It brings tears to my eyes to think of what she went through.
She was never afraid to die. She was more worried about us after she passed because she was the leader of our family. Now my father struggles to pay his bills and I feel as though it is my responsibility to look out for him and I feel badly that he lives in our home by himself now. I now live with my boyfriend (who also lost his mother at a young age, which helps).
I think I wanted to come on this site just to offer my advice or just to vent to people that go through this rare, evil cancer. It is so aggressive, so hard to treat, and the chemotherapy side effects were so brutal for my mother.
Sometimes I feel like I could have done more for her, as she lay in bed for over 8 months, delirious and eyes barely open. I sat with her and read her stories, watched The food network, and just enjoyed the last months with her.
You can't look back and wish there was more that you could do. I know this. I did the best that I could under the circumstances. She was an amazing mother, and she taught me so much that I will take with me for the rest of my life. I am scared and sad that she will not see me get married or have children. I know that will be the hardest.
I get SO angry when I hear my friends talk about their mothers...."my mom is such a bitch.... i hate my mom... my mom won't give me any more money...."
It makes me want to isolate myself from them because I feel like they will never get it. And I know it is not their fault. Its not anyones fault, it is just the deck of cards I have been dealt.
I am graduating college, have a great internship, and a great apartment and I just wish she could see how well I am doing.
I started a "mommy journal" with a picture of us when we went to Italy together , which was the best time of our lives. I write to the journal as if the pages are my words to her. I feel like she reads them and I can imagine what her responses would be. I think this is a great idea for anyone that lost a parent at a young age like I did.
It is never easy. But my mother always said while she was sick... "Life goes on" I don't want you to stop living your life" Keep going to College" And I did.
I don't really know what to say. I decided to write in the grieving section because I don't want to give negative hope towards people who are still fighting the battle. I think my dad and my sister kept an overly positive attitude and were in denial of how serious this cancer was. My mom and I were more alike in our realistic approach of hope for the best prepare for the worst.
When my wise mother was first diagnosed, she wrote a family letter to everyone and felt that this best decribed her mind frame: