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Jimmy YoungFree Agent
Wide Receiver
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News | Stats | Stat vs. Team | Targets | Injury | Depth Chart | Roster
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|Steelers | Release 15 players
Mon, 27 Aug 2012 06:46:11 -0700
The Pittsburgh Steelers announced Monday, Aug. 27, they have released LB Ryan X. Baker, DT Mike Blanc, WR Paul Cox, CB Andre Freeman, PK Danny Hrapmann, LB Mortty Ivy, OL Kyle Jolly, LS Matt Katula, TE Jamie McCoy, CB Walter McFadden, TE Justin Peelle, FS Myron Rolle, WR Juamorris Stewart, DT Kade Weston and WR Jimmy Young.
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|| Source: KFFL.com
|Steelers | Five signed to future contracts
Fri, 20 Jan 2012 11:44:49 -0800
The Pittsburgh Steelers have signed WRs Tyler Beiler, Jimmy Young, David Gilreath and Derrick Williams and CB Walter McFadden to future contracts. Terms of the contracts were not disclosed.
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|| Source: Pittsburgh Tribune-Review - Scott Brown
|Bears | Waive 14 players
Fri, 02 Sep 2011 10:32:55 -0700
The Chicago Bears have waived FB Eddie Williams, WRs Andy Fantuz, Onrea Jones and Jimmy Young, OG Johan Asiata, OT Josh Davis, C Alex Linnenkohl, DE Jake Laptad, LBs Chris Z. Johnson, Tressor Baptiste and Deron Minor, CBs Antareis Bryan and Ryan Jones and P Spencer Lanning.
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|| Source: ChicagoBears.com - Larry Mayer
|Bears | Agree with 26 UDFAs
Tue, 26 Jul 2011 17:27:07 -0700
The Chicago Bears announced Tuesday, July 26, that they have come to terms with 26 undrafted rookie free agents. The list includes DTs Corbin Bryant (Northwestern), Jordan Miller (Southern) and Sean Murnane (Central Michigan), DE Mario Addison (Troy), LBs Tanner Antle (Tulsa), Tressor Baptiste (Texas A&M), Dom DeCicco (Pitt) and Deron Minor (McNeese State), CBs Antareis Bryan (Baylor), Mike Holmes (Syracuse) and Ryan Jones (Northwest Missouri State), Ss Winston Venable (Boise State) and Anthony Walters (Delaware), QB Trevor Vittatoe (UTEP), Cs J.C. Brignone (Miss. State) and Alex Linnenkohl (Oregon State), OG Ricky Henry (Nebraska), OT Josh Davis (Georgia), RB Robert Hughes (Notre Dame), WRs Travis Cobb (Arizona), Kris Adams (UTEP), Dane Sanzenbacker (Ohio State) and Jimmy Young (TCU), TEs Kyle Adams (Purdue) and Andre Smith (Virginia Tech) and P Spencer Lanning (South Carolina).
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|| Source: ChicagoBears.com - Larry Mayer
|NFL | Jimmy Young participates in Pro Day
Fri, 11 Mar 2011 15:44:06 -0800
Texas Christian WR Jimmy Young measured 6-foot 1/2, 205 pounds at his Pro Day Friday, March 11, reports Gil Brandt, of NFL.com. He ran the 40-yard dash in 4.58 seconds and measured a 39-inch vertical jump and 9-foot-7 broad jump.
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|| Source: NFL.com - Gil Brandt

subset: commoncrawl


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As a landscape professional, you may have had years of experience, and hours operating a mower to where you could practically mow a lawn in your sleep, but that might not be and usually isn't the case with the person you just hired. Since you don't have the ability to clone yourself, the next best thing is to make sure that each person on your crew is well trained to do the job—with the same precision and expertise as you would, if you were doing the job yourself.
Like a pyramid, a good training structure begins from the top and works its way down. The top tiers are the trainers: your foremen, field operation managers, or supervisors who have previously worked as crewmen and have risen to levels of leadership to where they are now responsible for training others.
"The best training happens when you can get your foreman to really understand his role as a leader," says John Mohns of Benchmark, Poway, California. "If you can get him to sit down and mentor his crewmembers, he'll learn pretty fast who can work well on his own and who needs to have a bit more training. In our business, time is money, so it's up to the trainer to communicate with the crew the importance of how training will enable them to use their time more efficiently on the job," Mohns says.
With a predominately Hispanic work force, trainers also need to have a solid understanding of the different work ethic. Many times, crewmen just want to get out on the jobsite and start working, not sit around in a conference room watching a DVD video or talking about how to do things. In these cases, it will be up to the foreman to communicate with the crew the importance of attending training meetings, not only to ensure that the work is done properly, but to ensure the safety of the individual operating the equipment. Having an untrained crewman working out in the field is probably just as dangerous as jumping into the deep end of a pool, not knowing how to swim.
"Proper training for a zero-turn mower starts even before the operator sets foot on the deck," says Tim Cromley, sales and marketing manager of Walker Manufacturing Company, Fort Collins, Colorado. "Training should actually begin from the moment you enter a dealership. It's there that you first become aware of how the mower operates and the safety features it has to offer, long before the seat is occupied."
Training methods vary from one landscape company to another. The size of your crew and the number of training personnel you have will determine what works best for your company. Some train their crews in groups, some train one-on-one, some train out in the field; others have their managers train people in their offices…and some do a combination of all of these.
In some cases, crewmen may feel uncomfortable communicating one-on-one. They may feel intimidated, and afraid to ask questions.
While in a group setting, once someone asks a question, others feel a bit more at ease to ask another question. Sometimes, equipment manufacturers will visit landscape businesses with a demo unit, and go through an entire mower endto-end with 15 or 20 people at a time. That way, they have the opportunity to become familiar with a new mower, especially if it's a new design. So once it's purchased, there's a lot less time needed to train the operator, leaving more time for him to work in the field.
Another time-saving training method is to have potential new employees watch a training video and take an exam before they're hired. In some cases, employees can even take the DVD home, complete the exam, return with the results and start to work immediately.
"It's much easier to test a potential new crew member for 15 or 20 minutes before hiring him than go through all the paperwork after you've hired him, only to find out within a few days that he really isn't qualified to do the job," says Jay Murray, president, LS Training Systems, San Diego, California. "After they view the DVD, the supervisor can go through the check list, and have that potential new employee demonstrate that he totally understands it. If he doesn't, you have a chance to either correct him, make him re-watch the training video, or send him out the door."
All mower manufacturers supply instruction manuals and materials for their machines. A number of them have online safety tips, which are easily read online or can be downloaded and printed in either English or Spanish. However, neither watching videos nor reading text can really take the place of actual hands-on experience—training and testing that many landscape companies are now insisting their employees go through even before they're allowed to operate any powered machine.
Howard Mees, vice president of ValleyCrest, Calabasas, California, says his company has its own certification training program in which trainees can't even touch a piece of equipment until they've taken and passed a series of operational courses and are certified to use them.
"You're basically doing two jobs at once: training your crew and working a landscape," Mees says. "We put a green safety vest on a new employee so that the experienced crew, who are wearing orange vests, can keep an eye on the new guys. If the new hires have a question, they can ask one of the crewmen wearing orange."
The first part of ValleyCrest's certification training program is a pre-start check, to make sure that the new hires have a basic understanding of where the controls are on the mowers, such as the throttle, choke, and the blade clutch, and all the intricate parts of mowers.After the trainee passes the prestart check, he's allowed to get into the seat, where he goes through the stages of actually turning on the mower. This check will include basic operations of the mower, such as making certain the handles are in the correct position for starting, that the hand brake is on and getting comfortable with the handling
of the machine.
The next section of the course is the fuel. This part covers not only knowing where the fuel tanks are, but understanding the type of fuel that's used—whether it's gasoline or diesel. If it's a propane-powered unit, there are special instructions on handling the tanks. Operators are also instructed on how to identify small problems before they become major ones, which is especially important once the crewman is out in the field alone.
"We had a crewman's mower burn up while he was working a job, because he didn't understand what was causing a certain noise coming from the engine," said Mohns. "It was low on oil, but because this particular operator wasn't familiar with the sound, he just ignored it. This doesn't happen with proper training prior to having him work a job."
After going through Valley-Crest's initial training, the crewman is sent through a 30 to 45 minute drivethrough with a safety officer, whose job is to check and score the new operator. Much like taking a driving test or passing a check-ride if you're a pilot, the crewman isn't allowed to "fly solo" until he successfully scores a passing grade.
Having passed the operational side of the mower, the next part is the actual mowing process.
Depending on the size of the business, the training of mowing a lawn can be performed in the yard on a practice field, but it's usually done right on the site of the first job, where the trainer goes through all of the steps with the crew member. Again, safety is the major issue, so even before the operator hops on the deck, a site inspection is performed to check for potential hazards. These include rocks or pebbles, and hidden obstacles like pipes that might be broken in the ground, which could cause problems with control.
Another safety issue when operating a riding mower is measuring the degree of a slope on a property before driving the mower over the grass. "Most of the equipment manufacturers talk about 15degree slopes, so we talk about how to measure slopes and make certain the crews understand the dangers of mowers overturning if they ride them on a slope that is 15 degrees or greater," Mees said.
When mowing a lawn, it's not enough to know the basic mechanics or safety issues in the operation of the mower, they must also understand the intricacies in the actual mowing itself. This makes certain that the lawns are healthy and beautifully manicured.
Operators also need to be instructed on mowing patterns, and even how to stay on a straight line. Mowing patterns have to be alternated to avoid rutting up the turf and to give the landscape that perfect plush carpet appearance. This is accomplished by changing the mowing patterns, cross-cutting in one direction one week, and in a different direction the next week. According to Mees, the hardest part of driving the mower is going in a straight line.
" When you see those perfect lines, like on a baseball field, they're that way because of training. There's no string line or laser beam to guide the operator, and some are better at it than others. We have to go through this in the training, because we want to emphasize that that finished look is what the client is also looking at and expects."
Your clients not only expect professionalism in the finished landscape, but also in the way your crew performs their work. They're not only working far away from your direct supervision, but they are also representing you and your company. They're driving your trucks and wearing uniforms with your company's logo prominently displayed. How well they do on their job reflects not only on their expertise and professionalism, but on yours as well.
While it may be a simple matter of training crews to perform a job, it is also necessary to train them to feel good about the job that they do.
"The other area of training is creating a sense of pride in your work," says Mohns. "Of course, our crews need to be productive and efficient, but they also need to have a passion for the work they do, which is to beautify the environment. I also think companies can provide more acknowledgements and recognition. Positive reinforcement is a much better training technique than yelling and criticizing everything they do."
"The time it takes to train an employee is a great deal less than the time it will take you to correct their mistakes," says Mohns. "Not to mention the money you'll lose by having to replace or repair plant material because the crewman didn't have the proper training to use the mower in the first place."
By properly training your crews, you might not have done the job yourself, but you can rest assured that it is done right every time.


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33" 7mm Global Beads Hot Pink
- Product Code: M1107HPK
- Availability: In Stock
Available Options
Product Code: M1107HPK
7mm Hot Pink Global Beads
Think pink with these beads! These 33" strands of 7mm hot pink global beads beads are bright, colorful, and can bring life and spirit to your festivities, whether it be a Mardi Gras party, birthday, company party, parade, holiday or other event. Ideal for baby showers, Easter gatherings, Valentine's Day, Breast Cancer Awareness events, or summertime events. They're also perfect for use in any type of craft. Available in bags of 12 dozen or cases of 60 dozen.
NOTE: We are UNABLE to ship bead products to California due to state restrictions.
|NOTE: We are UNABLE to ship bead products to California due to state restrictions.
Tags: m1107hpk, m1107, 1107hpk, 1107, bead, throw beads, disco, global, hot pink, toomey's, mardi gras, parade throw, masquerade, breast cancer, komen, party supplies, easter, luau, baby, girl, shower, valentine's


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How to Do Business with ORISE
Image courtesy of EPA
How to Start a Program
Establishing an Internship/Research Participation Program at EPA through ORISE.
How to Send Funds to ORISE
Step-by-step guide for setting up the funding for a new program.
Contact ORISE
Get in touch with ORISE staff who can help.
How to do Business With ORISE
Special Report on the Future of Research
Read a report prepared by the President's Council of Advisors on Science and Technology, Transformation and Opportunity: The Future of the U.S. Research Enterprise.


text:
Smartphone apps are inching onto the turf of doctors and medical-device makers, promising to measure heart rates, display X-ray images and detect skin cancer — and prompting concerns about how well they work and whether consumers may rely on their smartphones and skip seeing a doctor.
The accuracy of such apps can vary significantly, according to a new study published Wednesday. Researchers at the University of Pittsburgh Medical Center evaluated four smartphone apps meant to determine whether moles have morphed into cancerous melanomas. The best-performing app accurately identified cancerous moles 98.1 percent of the time, while the worst picked them up only 6.8 percent of the time, according to the study.


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Thirded. Though I would've liked if they had gone more survivalist with it. Healing with an ampoule would only give you temporary health ala L4D. To completely heal you'd have to perform first aid for each block lost. Which takes a lot longer, so you couldn't afford to do a full heal in a gunfight, unless the AI gets stuck or something. Exploitable.
i dont know, i play MW2 with my friends at home and i had to put "hardcore mode" on because they died a LOT when playing with health, they cant aim for S#!T, and i always was lucky enough to get the headshot they complained "man wtf, i had you, i shot you like 2 F$%(!ng times and you didnt died... yeah, they shot my foot...
that gave them a fighting chanse, but it was kind of dumb that the whole game became a "i see you first you die" and everyone started to camp...
i had to change strategies, grenades now were a sure kill, a shot in the foot killed them, damn, it became harder, because i was used to the health regenerating, but i learned to play this way
and then i tryed to play online... there is no "hardcore" in the first levels, immagine how that went?? i had learned to shoot and forget, and i had to unlearn that fast, go and shoot and make him stay on the floor.
i guess there is strategy for both kinds of games... but in the hardcore one, the "luck" is a more important factor.
Bullshit? Hardly.. I see regenerating health as boring as turning on God mode. Let's look at Call of Duty as an example. You can die very fast, but you heal very fast. It's very easy to become punished by the game, but also very easy to finish the game without any real challenge( when it comes to shooting at things atleast ). Basically, as long as you don't run out into the open like an idiot, you'll NEVER DIE. To make the game the slightest bit challenging... ENEMIES NEVER MISS. Pop your head out for a second? TATATTAT BAMBAMBAM you've been sighted with terminator like efficiency and shot at before a single second can tick by. BUT, all you need to do to survive is make pop-shots or throw grenades over cover and slowly, oh so very very slowly crawl from cover spot to cover spot to finish a mission..
Shooters have DIED. They've become military training simulators, and that's great if you're gung ho about the military, but what about those of us that want to play a good old fashioned shooter? At least in Halo 1 it was just a weak shield that regenerated, that was cool because you still had to manage your health blocks and it gave you a little freedom to make some mistakes. Now a days you can't make mistakes or you get the dreaded game over screen, you can't go in guns blazing and just enjoy blasting everyone around you away while managing your health, and you can't play a game in a different way. It's always the same game of ducking behind cover, making a popshot/burst fire then duck back and heal up , twiddle your thumbs, go bake a cake, etc come back and move to the next cover; oh look a quick time event killed you because you were so BORED you weren't expecting something crazy to happen.
Yeah, Bulletstorm sucked so much... Where was I? Health regen, right. It sucks too, muahaha.
But seriously, Bulletstorm is just broken easy. You could slide in any direction for like a mile at a time, and redo that at will, all whilst your hp was regenerating. Near the end of the game I mastered that "technique", so that nothing could do me any harm at all. I was playing at hard and I died about 8 times, and that was before I learned that ridiculous trick.
It's just a bad, bad? Bad! Bad... Game...
I don't know, personally I always liked the health system from the first Resistance game. Segmented regenerating health, if you lost a segment you had to get a health pack to store yourself. Of course with Resistance 2 they gave into the full regen, but then again I don't have the problem Yahtzee does with the whole thing.
The "luck" system is used pretty commonly in tabletop games to explain why a character can "survive" being hit with a bastard sword in the damned head. Your "hit points" actually represent your ability to avoid attacks, and successful attacks whittle away at that ability until you can be hit. Your "wound points" then take over to indicate how much physical damage you've received, and armor mitigates some of that.
On paper, it can be a mess... but in a game? So much easier to just keep that math behind the scenes. The problem? People like immediate feedback.
The animation shows a spurt of blood, and the sound effect says, "Oof!" You've been hit, and you know it. People like that little Pavlovian dinner bell that tells them it's time for their favorite endorphins.
I'm a fan of systems in which taking damage makes you less capable, so that you will have to devote your attention to either a) escape, or b) a race to finish off the opponent before he finishes you. You have to make in-the-moment tactical decisions, which only get more critical as you progress. But, as you've indicated, this can lead to the "downward spiral" in which the player is constantly asked to do more with less, and may end up frustrated... or just reloading every time they get scratched by the corner of a table or looked at funny.
Regardless, the key to any health management system is scarcity. Maybe it's time that's short... maybe it's inventory space... maybe it's the number of consumables. Either way, the player has to feel the pinch somewhere--the sense that the failure state is rapidly approaching, or is just around the corner.
Time-regenerative health works against that in multiple ways. For one, you never run out of anything. It'd be one thing if your suit needed fuel to keep supplying you with the nano-bots that heal you over time... but I haven't seen that. You have unlimited use of the Fountain of Youth. Two, the time it takes is nearly always too short, meaning it can be used mid-combat, or between short bursts of combat. Three, you don't have to find or carry anything. There are no supplies to manage in any way and no choices to make.
There are many, many different ways to handle it, some of them almost completely opposite. As long as the system turns health into an important strategic resources for which the player has to make tactical decisions, you've got a good system. But regenerating health isn't a solution at all.
Health regeneration is not the worst thing that has ever happened to games. Lets just be clear about that up front. Just because Yahtzee enjoys Doom and Painkiller style games doesn't mean they all have to follow that formular. That being said it is perfectly reasonable to say that health regeneration is missapplied in many cases. Case and point: Bulletstorm. In a game that encourages agressive play styles from every other part of the games reward system, the health system should also reward this behavior. Encouraging pasivity with a HR system goes contrary to the games idea. A health-by-murder style would be better. Perhaps skill shots could heal you BUT do so at the cost of skill-points.
Anyway the point it that different health systems are appropriate for different games. Games in a setting with force fields and powerarmors can use the HR system easily from a setting standpoint. Other titels usually need a little more thought.
A thing I would like to touch on here is what a HR system brings to the mix. One thing it brings is the easier balancing of encounter. if the developer knows you are going to be at full health before every fight the job of balancing the encounter gets a lot easier. This also allows him to make very dificult encounters without fearing that a person low on ressources will find it impossible. Extra credits explains this quite nicely. Another thing it brings to the table is controled boldness in the player. He knows he can get his health back quickly if he gets hit so he is willing to take risks BUT he also knows he needs to stay close to some cover or risk loosing his behind. This makes it ideal for games that encourages slow advance or cover to cover gameplay but with a dash of heroic bravado (say running up and chainsawing a man in half). A last thing (that I can readily think of) is the idea of pinning. I am sure we all know the phrase "they got us pinned down". HR gives this kind of feeling. You are ducking and hiding, unable to bring your own guns to bear and thus giving your enemies time to reposition and maybe flank you. This is a nice tense moment but it also has to end and that is when the regen comes in. When you are at full health and out of the pin at least for now. This also lends itself to cover based games and games using trenches.
The problem is not that there is anything wrong with HR. The problem is that it has been overused and that has been used in games where it really has no place.
Personally I think having regenerating health has led to the explosion of ass-hattery in online play. People don't think to use tactics or skill any more, its just a case of sprinting out, drawing fire, spinning to wherever the fire is coming from and hiding until your health comes back (Exception: hardcore mode in COD4, where if you were shot, you died.).
Recently however, I've been playing the World of Tanks beta, which nicely incorporates a damage model into the game. For example, if I'm driving a tank, and get hit in the tracks, they become damaged, and can even break. Engines and fuel tanks can catch fire, turrets and guns can become jammed, and crew members can be killed from spalling (little metal shards that break off from the inside of a tank during an explosion). Some of these issues can be repaired in time by the crew, but they won't be as effective as they were before. Example: if your turret gets hit and the ring is damaged, it can be repaired, but one of your crew will have to hand-crank it, resulting in a slower traverse speed and longer aiming/reload times. There is also an overall health bar for your tank that doesn't regenerate.
As a result of all of this, most people play smart, forming packs of tanks and most importantly, they work together! While there are other issues with the game, I personally think that shooters can take a page from this game's book when it comes to damage modelling.
Anyone play Desktop Dungeons? Health by exploration.
To reiterate on my original post, there are basically some serious drawbacks to regenerating health.
1) It sucks realism out of the game in more than one way; you can heal from anything from a tank shell, grenade, or just plain bullets and enemies don't really have AI. they don't act like human beings but super-computer androids that know exactly where you are and shoot at you with robotic precision and speed.
2) If you're patient enough you'll never die; if you get impatient and try to take risks you'll usually find yourself looking at a game over screen, you're basically all around punished. The gameplay is artificially slowed down.
3) You have much less leeway to make mistakes, because most games with regenerating health give you very little health in an attempt to make the game playable. You'll often find yourself saying to the screen: WHAT? HOW? WHY? THAT'S BS! etc.
I think systems like the one Dragon Age uses are really the best way to implement a regenerating health mechanic - have your health and stamina/mana quickly regenerate sure, but only once combat is over. During combat, no health regen for you - suck it up and use those potions/spells/whatnot. That way battles stay hectic, while still allowing you to take the sort of risks that you wouldn't if your health was persistent and never regenerated between fights, and you don't have to worry that you'll blow through all your supplies of healing juice just recovering from your last fight and won't have enough for the next big battle royale waiting around the corner.
It's a far better solution than only allowing one method to freely regain health (usually via sleeping in some safehouse somewhere or whatnot), especially when you factor in compulsive hoarders like myself who will never ever use any expendable item if they can possibly help it, as it saves us an awful lot of boredom and backtracking while not diminishing the "do well or take a dirt nap" aspect of gameplay.
Holy crap, that's what I was about to say. I loved it when you had to pull a bar from your gut or burn some gunpowder in your arm. It is definitively one of the best health systems in a game. EDIT: I also liked the health system from alone in the dark, I dunno why.
I've been railing against regenerating Wolverine health for years, but no one cares what I have to say. Then Yahtzee does a piece that took him 30 minutes to throw together in MS Word and he is lauded and showered with rose petals.
<--- Jelly
Homefront, is that you?
Yeah. I disagree with Yahtzee too. Health bars have certain advantages over regenerating health in how they reward skilled players by allowing them to enter each fight with more health than the game anticipated, but otherwise they're no longer relevant to action games.
Regenerating health allows developers to make far more intense combat situations, for one. You're always sure to have full health at the beginning of every gunfight, so the game can throw anything it wants at you. But a game with regenerating health will usually have the player character die very quickly if they are constantly taking damage (you die in 5 shots in CoD but 30 or so in Half Life 2). That makes a combat situation far more exciting.
It also allows players to try out different strategies for particularly hard bits of a game without constantly dying and reloading a checkpoint. If you're about to die, it's nice to run back to cover and get another chance to rethink your strategy instead of being forced to die over and over again for your mistakes. Nothing kills immersion for me like constant death and load screens.
No, regenerating health doesn't suck. Overused? Probably.
When you play Super Meat Boy, do you say "This game is too fucking easy. You have an infinite number of lives, so it's never game over!" and then go off to play something else? No. Of course not. The challenge presents itself on a level-by-level basis. Games like Call of Duty are no different. Challenges present themselves on a fight-by-fight basis, and the challenge is in not getting hit at all, or, if you're playing an easier mode, not getting hit too many times in succession.
Yes, it's definitely not for everything. It's probably not even for every first-person shooter. But it works, and best of all, it doesn't break flow.
Oddworld: Stranger's Wrath had that exact "walk it off" system: There was a health bar, and if enemies shot you with their guns that shoot knives it'd go down, and would stay down until you shook those knives off. Shaking the knives off would decrease your stamina bar, which would regenerate quickly if you stood still, hardly if you were moving and not at all if you were sprinting.
It made for a few hiding moments in intense gunfights but it also made you pick your battles since part of the fun in that game was to put a sneak attack on your enemies one by one instead of charging in guns blazing.
I like that game...
regenerating health gives designers an advantage because it ensures the player will always have full health going into each challenge. quite lazy really.
The reason for regenerating health is because if you've beaten one gunfight by the skin of your teeth, you shouldn't be forced to do it all over just because you stubbed your toe in the next one. There's a couple ways to fix this problem without using regenerating health.
One is just to place checkpoints in sensible locations, although that depends on the sensibility of your designer and the hardcore-ness of your game. Another is to provide health before or after each gunfight, although that telegraphs upcoming battles, particularly bosses.
Much like some of the ones already mentioned, Just Cause 2, your game of the year, used regenerating health that you could lose permanently, which meant that you occasionally had to flee through a tense gunfight with half your health gone. Unfortunately, it shot itself in the foot by making health stations really hard to find, unless you went into a military base, where you would be shot.
My personal favorite is Batman Arkham Asylum's system. You regenerated health after each battle, in proportion to the XP you earned. If you pummeled a bunch of thugs in a single flowing combo, you'd start the next brawl at full health, but if you got your ass kicked you'd have to be a little more cautious next time. It kept some of the benefits of both options, since your health always stayed reasonably high, but not so high that you could keep screwing things up. And instead of conspicuous, out-of-place medkits, they'd just give you a couple of easy henchmen to pound on. Plus the idea of Batman healing himself by punching people is absolute meme gold.
I don't much like regenerating health either. To me, it seems like a system that was instituted to accomodate casual gamers and lazy game design. It also breaks the flow. When I'm low on health in EXU2 (UT mod), tension rises/skill and anxiety go up. When I'm low on health in Halo, meh. Hide in a doorway and twiddle thumbs for a while. If we were still in the age of "You can only save at these points", maybe I would have some sympathy for not wanting to do the whole thing over again but Quicksave has eliminated that as well.
It isn't the worst Single-Player system available. That "honor" goes to Prey. For the last half of that game, I rolled a dice before each level (which included the Wrench) and that would be the weapon that I would use unless there was no possible way that I could run up to an enemy and smack him with the wrench. Why? Because death is toothless in that game and, when you accomodate casuals to the point that I have to run around the stage with a wrench in order to create some form of challenge for myself, there's a problem.
That being said, I don't have much problem with it's implementation in Multiplayer games. Using Gears or Halo as examples, where AI opponents are going to politely wait until you're ready to play again, people will seek you out and finish you. Also, people will just camp health pickups if you had them in multiplayer. For Multiplayer, regenerating health does keep the gameflow going.
Reading through what I just wrote, I suspect that this is where Yahtzee's problem lies. He hates multiplayer so he is just looking at this from a singleplayer perspective. From that perspective, I agree with him. However, from the side of me that plays the multiplayer and loves the frosted side on Kellogg's Mini-wheats, regenerating health is necessary to keep the gameplay flowing.
How about a combination between health regeneration and nanite levels. Your nanites help you regenerate health, but they use themselves up in the process. Thus if you keep getting hit a lot your health will start to regenerate slower and slower, until you find some way to replenish your nanites. That way you don't have to run around with 1% health and get owned, but you still have repercussions for getting shot up a lot. I'm sure some game has used this mechanic before.
Yer....I agree. I recently played Singularity, and its the first time in a good long while I've felt that buzz from a fps game...the surviving thrill. You got a health bar, and thats not all. If you want to heal, you have to bandage yourself. And since you really cant take a lot of punishment in that game that can get real exciting real fast :P
Of course, a while into the game you get the "time-warp-orb-thingy" and any challenge is vaporized. But it was good while it lasted! And at leas the orb was fun, if extremely overpowered.
Sometimes you *want* to reset a game at every encounter, to contr each encounter independent of previous elements. In that case, regenerating health is fine, provided it isn't a trivial matter to find the cover/defensive mechanism needed to let it work.
Health system needs to match game and level mechanics, whether that health regenerates (Halo), doesn't (DOOM), or even if there's no real health system at all (one of the many ways Kirby's Epic Yarn is brilliant).
The thing that regenerating health does, and the reason that it's here to stay, is that it means the developers always know how much health the player has as they enter an encounter.
Suddenly there are no encounters that are a breeze if you're at full health but a nightmare if you're banged up, the designer actually gets to design the challenge level of the encounters.
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I hate having to backtrack. It utterly breaks the gameflow.
I'm very surprised to hear Yahtzee endorse it, I thought flow was one of his prime metrics of a good game.
I just started Mass Effect 2, which unlike the first game uses the quick regen method, and it's one of my gripes about the sequel. The system is designed in such a way that you have to use the chest high walls corners, because enemy fire drops you too quickly to use other tactics. It feels like Sheopard is made of paper and the glass is made of armor, and medigel might as well be called pheonix down, because the healing it does on Sheopard restores one, maybe two shots worth of damage.
It's still a good game, but the combat system has plenty to complain about.
regenerating health makes no sense unless your character is some sort of super mutant and can absorb radiation to heal itself which is not the case in 98% of games. if they could give us some kind of story on how the healing works like microbs in the blood can fix any type of wound but they need electirisity for the nessesary power to fix wound. different wound different amount of power.
At the end of the day, there are two priorities in game design. One is keeping the player from ending up in a hopeless situation but not actually dead, where their only real choice is to commit suicide or restart from a save. (It's the same reason LucasArts adventure games never let you move on to the next chapter if it required some item from the current one you hadn't picked up yet.) If you do a poor job in one battle, you should be able to redeem yourself by doing well in the next one.
The other priority is ensuring this without making the game feel too easy. Regenerating health is an easy way to accomplish the first, and fail spectacularly at the second. Giving players full health restores at the end of every area isn't much better, but at least it doesn't also turn every battle into a game of reverse whack-a-mole. Half-Life 2 did an excellent job balancing both. It was unlikely that you would ever complete a difficult section without there being just enough health left over around the corner to keep it from being unreasonable, but not enough to feel like a reset button.
Ironically, I have to dock them points for missing a good opportunity to integrate the HEV suit better into the game world. As it stood, it was just an extension of your health bar that needed a different type of object to regen. Other than that trick it did with the poison headcrabs, which didn't even happen until the second game, it never did anything uniquely useful. The most realistic approach to powered armor in a game, to me, would be something like giving the armor a finite amount of power, having it drain some whenever it has to repair some damage either to itself or to you, and being able to regen using a charging station. None of this "your suit regenerates power out of thin air" nonsense like in Halo.
The "luck bar" thing reminds me of action movies, where the hero can get in multiple firefights yet never get hit once, because if he did he'd be screwed. It would be a little hard to convey to the player, though, unless the game is explained as actually being a movie, and some NPC brings up this trope (like some video game version of The Last Action Hero). And as someone else mentioned, having it tick down when the player isn't getting hit adds to the confusion; a properly-labeled health bar gets its point across immediately, and even an oddly-named one like Duke Nukem's ego bar makes it clear pretty early on what its function is because it's ticking down whenever you get hit.
There are situations that regenerating health has worked well: namely, when management of resources wouldn't otherwise be part of the game. Portal and Mirror's Edge do this perfectly. The former is a first-person puzzle game, and having health at all is just an excuse to keep turrets from being one-hit kills, so suddenly adding a health bar and health pickups would feel like a genre shift. The latter is a parkour platformer where stopping to hunt for pickups would break flow. Since there's so little damage you can take in either one before you die, you can write it off as your body shrugging off minor injuries like in real life (although it does seem a bit hard to swallow in Portal once several people worth of blood end up splattered on the walls).
Pity this is all speculation; that would be a very interesting use of the ego bar. Having it go up whenever he does something cool, like a health bar tied in to the achievement system.
I agree in respect to shooters.
I just recall playing Mirror's Edge for the first time and wondering how I recovered health. I was initially under the impression I did have to move, so I'd be doing little jigs behind cover expecting it to cause regen.
Non-regenerating health systems have their own problems, too. With regeneration, each battle can be planned with the assumption that the player is at full health, so its difficulty can be planned appropriately. A boss battle will be difficult, a mook battle will be easy, and so on. But with no regeneration, the difficulty will depend (largely at least) on the amount of health the player has. A regular battle can be absurdly easy if the player has full health, or frustratingly difficult if he has low health.
Let's say a player goes into a boss battle with 10% health, which is next to impossible to win with, and dieing just brings him back to just before the boss. That player will either have to play the battle dozens of times to get by with that little health, or get to that point by restarting the level or bringing up a previous save. Neither of these are good solutions.
Regeneration and non-regeneration systems both have their ups and downs, and its ridiculous to say one should never be used.
The only real problem with regenerating health is when developers use it as a lazy crutch because they're bad at designing encounters.
Bungie are good at encounters - they give you a frantic, thirty second encounter where you use your wits and the tools available to overcome a tough enemy or group of enemies. The encounters progress in difficulty and size as you progress through the game - you're always having to learn new tricks and use a range of weapons.
You can sit in a corner and wait for your shields to regnerate but I think an experienced player who is into the flow of Halo appreciates that the shields popping is time to take cover. You can't hide behind a rock every time an enemy looks at you. That's boring. So you exchange fire, take your lumps, then take cover - and hopefully you suppressed the enemiees well enough that they don't flank you while you're waiting for a shield recharge, because they'll try.
I know it's not very well explained, but I'm rushing to try to get to my point instead of verbally fellating Bungie.
The point is, when you compare this to an experience like Call of Duty, you're not getting quick encounters. You're getting a frenzy of really annoying shit. You can't control the battlefield. In most games enemies jsut infinitely respawn so all you're doing is clearing a path. Of course the enemies are raining grenades down on you, shooting you as soon as you become visible, and making what should be a thirty second encounter into a five minute endurance trial. Half the time you pop out of cover you take a hit and have to hide again. Youre out of grenades. You JUST fucking shot that guy and he's been replaced with a fucking clone who apparently spawned durectly out of the ground. All you're trying to do is clear a path to get to the next checkpoint.
So anyway. The point I was trying to make is that most complaints about regenerating health stem from the fact that it results in lazy design and lazy players. I put it to you that lazy design is lazy design regardless, and that the rise of regenerating health is a symptom, not the cause.
Side note: I have a friend who's been to Afghanistan and been hit a few times. His body armor took the hits for him. He got knocked down, but was able to continue fighting. Impaired, yes, but not incapacitated. When I'm playing a game like MW2 I tend to rationalise my ability to take damage and recover as the shots hitting my body armor. After a few seconds I'm ok to start fighting. It's still not a realistic representation and doesn't fully explain the strawberry jam in my eyes, but it makes slightly more sense than falling twenty feet in System Shock, being informed by my personal computer my my leg is broken, and then being able to walk comfortably after slapping a stim pack on it.
Side side note: I understand that Duke Nukem Forever will use an Ego Mater in place of a health bar - Duke Nukem isn't getting injured, the aliens are just wounding his pride. He can boost his ego by looking in mirrors, taking steroids and drinking beer. This is nothing short of FUCKING AWESOME.
I like regenerating health just fine, depending on the game.
This was why I thought Games designers used it so much. It makes designing the game so much easier for them. Hence why it is employed so much. I do think it is pretty boring though having to wait for those few seconds, though it can be used well ie I hope those guards only realise where I am in ten seconds rather then five.
I've thought about this intensely, too. Proximity should increase the drain exponentially-- so that, being shot at slowly drains its, whereas getting hit should take a chunk off. Once you're hit, it has a small time frame of when it'll go back to knocking chunks off your bar for getting hit, but will still treat getting hit as if the shots are landing near. This would, despite being incredibly unrealistic, make realistic strategies, such as cover and suppressing fire, useful. Blowing a magazine of heavy machine-gun fire towards an enemy isn't meant to kill them, but force them to stay put, and make it much easier for somebody else to take advantage of it, as well as making camping ineffective. The longer one stays in one spot, the slower ones luck will replenish, making sniping and proving cover fire and anything that involves sitting down much more risky, as well as, for targets that aren't moving around, applying a buff that gives a chance to entirely bypass luck in proportion to how aimed a direct-hit shot was, so a sniper can still be effective by watching his targets and taking careful aim as their critical hit chance climbs, much like the charge-bar in TF2 that fixed oh so many issues with snipers.
On the other end, this system would greatly benefit those whos strategies are inherently riskier (Ie, they aren't sitting around like a jackass), thus giving incentive to actually get out and fight. Depending on the game and the mechanics, this system could be adjusted to provide the right amount of reward for the play style it looks to promote.
Oh, and once you're hit, it could go full out realistic on your butt, injuring and wounding and leaving you dead, depending on how you were hit, so that if you were grazed by a lucky shot once your new-fangled health was depleted, it could just slowly kill you, or if you're gut shot, you could end up getting dropped and left there, concious for a while but able to do very little. This could be implemented with only booting you to respawn once your character is absolutely incapacitated, while giving you the option for your character to just give up on going on, letting you go on to respawn as soon as you're not-fatally shot, while leaving a dying corpse behind.
EDIT: And since this system is incredibly varying on how much your health is being drained, it could just be flat-out not visible, so as to get the player to just worry about not getting shot at instead of watching a bar drain at varying speeds and wondering why
Nope, its fine as it is. But maybe i think that because i play games in other genres too and not just FPS and TPS.
Just bring back the health bar for "oldschool" style games, and leave it in the ones trying to be realistic(you can argue all day if thats realistic or not, but its the closest we gonna get).
Or just do a 1 shot kill game where you actually have to be careful, and would be balanced with other things, like the enemy not being 90% accurate from the other side of a hangar, oh and no crosshair anywhere, specially not in multiplayer.
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The bearded dragon was hospitalized, an intraosseous catheter was placed in the left tibia, and fluid therapy was initiated. Reptile Ringer's solution (i.e. one part lactated Ringer's solution, two parts 2.5% dextrose/0.45% saline solution)1 was administered at a rate of 25 ml/kg/day. The lizard was placed in a heated, humidified cage with an ambient temperature of 85 F (29.5 C). The reptile became increasingly lethargic and weak over the next 12 hours. Because there was no improvement and the lizard's condition carried a poor prognosis, the owner elected euthanasia and a postmortem examination.


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|"Are you a wizard or not?"
The title of this article is conjectural. Although it is based on canonical information, the actual name is a conjecture and may be supplanted at any time by additional information released from canonical sources. If this occurs, please move this page to the appropriate title.
- "Neville seized the envelope, and holding it before him like a bomb, sprinted out of the hall, while the Slytherin table exploded with laughter at the sight of him. They heard the Howler go off in the entrance hall — Neville's grandmother's voice, magically magnified to a hundred times its usual volume, shrieking about how he had brought shame on the whole family."
- —Description[src]
This Howler was written by Augusta Longbottom to her grandson Neville in February, 1994, after Neville misplaced his password list, thus enabling Sirius Black to enter Gryffindor Tower. Following Ronald Weasley's advice (who had got a Howler from his mother the school year before), Neville grabbed the Howler and ran so that the students gathered for breakfast at the Great Hall would not hear it. The Howler went off moments later in the Entrance Hall, shrieking about how Neville "had brought shame" on the family.[1]
- Harry Potter and the Prisoner of Azkaban (Mentioned only)
Notes and references
- ↑ 1.0 1.1 Harry Potter and the Prisoner of Azkaban, Chapter 14 (Snape's Grudge)


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LEICESTER � Providing a group home for people with developmental disabilities is a lot different than housing juveniles and adults with criminal records trying to transition back into society. And the latter population raises security concerns, will drive down property values and strain the Police Department. That was the message voiced by approximately 75 residents who packed the selectmen's meeting Monday night to offer comments about property on 2 Brickyard Road slated to be operated by the nonprofit Community Resources for Justice, with programs including help for former criminal offenders.
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1. Re: How to find out JBoss VersionsPeter Johnson Jul 22, 2008 5:11 PM (in response to wakkadoo)
There are two ways I know of for determining the version of every library that comes with JBossAS:
1) Look at docs/licenses/thirdparty-licenses.xml
2) Look at the META-INF/manifest.mf file for the JAR files in the client, lib and server/xxx/lib directories (and there are a few hiding out elsewhere, such as the JSF JARs in server/xxx/deploy/jboss-web.deployer/jsf-libs directory).
I have found #2 to be the more reliable of the two (in older versions the license file use the JBossAS version for all JBoss-developed libraries, which was not correct)
Additionally, JBossEAP comes with Seam. The seam/changelog.txt file identifies the Seam version.
2. Re: How to find out JBoss Versionswakkadoo Jul 22, 2008 5:23 PM (in response to wakkadoo)
Thanks for the infrormation. I will check this out. I know SEAM comes with JBoss but it's 1.2 and we need to use seam 2.0.1 at least. The JEAP 4.3 includes 1.2. I want to install seam 2.0.1 and make sure that is the version jboss sees.
3. Re: How to find out JBoss Versionswakkadoo Jul 22, 2008 5:29 PM (in response to wakkadoo)
Interesting, I looked at both the items you mentioned and seam is not listed anywhere? I didn't see the 'as' listed either? any suggestions?
4. Re: How to find out JBoss VersionsPeter Johnson Jul 22, 2008 5:31 PM (in response to wakkadoo)
That should not be a problem. Within JBossEAP, all of the Seam stuff is in the seam directory, and all of the JBossAS stuff is in the jboss-as directory. You can delete (or ignore) the seam directory and use 2.0.1 instead.
Because you have EAP, you probably also have a support contract. You should talk to your support contact to verify that the contract will cover you if you use Seam 2.0.x. (The whole point with EAP was to provide a set of components that were tested and qualified together.)
5. Re: How to find out JBoss VersionsPeter Johnson Jul 22, 2008 5:33 PM (in response to wakkadoo)
As I mentioned in my post, Seam is not part of JBossAS, and the items I mentioned were for things include in JBossAS only. That is why I provided a third file that contains the Seam version.
JBossAS: JBoss Application Server
JBossEAP: JBossAS + Seam
6. Re: How to find out JBoss VersionsPeter Johnson Jul 22, 2008 5:36 PM (in response to wakkadoo)
Oh, I did not provide anything for application server version because you already pointed out that you found where it is mentioned (in the console log). That is where I would have told you to look anyway. Though some of the JBossAS-specific JAR file (meaning JAR files that come with AS only and are not part of some other component) have the version info. Check out the manifest file in client/jbossall-client.jar.
7. Re: How to find out JBoss Versionswakkadoo Jul 22, 2008 5:38 PM (in response to wakkadoo)
Thanks for your help. I am waiting on our Contract for Support to come through,then I will use them more often.
still I would think it would be easier to find out versions installed or in use with jboss-as +seam. Btw, Our company does have agreement w/jboss-redhat to support Seam 2.0.1 in Jeap with us.
I have removed seam dir under /opt/jboss-eap-4.3/ and put in seam 2.0.1. Is this all I need to do though? i also wish to be able to find out version of AS but don't seem to find any info on it. How are we supposed to know which version is installed?
8. Re: How to find out JBoss Versionswakkadoo Jul 22, 2008 5:40 PM (in response to wakkadoo)
PeterJ - yes the boot.log mentions that it's
Release ID: JBoss [EAP] 4.3.0.GA (build: SVNTag=JBPAPP_4_3_0_GA date=200801031548
but isn't that really 4.2.2 AS? and this above is just showing EAP version? How do I find the AS version?
9. Re: How to find out JBoss VersionsPeter Johnson Jul 22, 2008 5:44 PM (in response to wakkadoo)
OK, now I understand your confusion. Even though the console log identifies this as an EAP version, that is the same as the JBossAS version. In other words, EAP 4.3.0 contains JBossAS 4.3.0.
But do not go to the community download page looking for JBossAS 4.3.0 - there was never a community download for it.
Basically, JBossAS 4.3.0 is JBossAS 4.2.x (not sure of the exact version) with JBoss Messaging replacing JBossMQ, and probably a number of other minor fixes and changes. So AS 4.3.0 is a one-off done for paying customer only.
10. Re: How to find out JBoss Versionswakkadoo Jul 22, 2008 5:51 PM (in response to wakkadoo)
yes, I know that EAP 4.3.0 is paying version only and contains 4.2.1. The list is located here:
However, how do I find out that i'm using 4.2.1 and it doesn't show it in the boot.log. I should be able to get version info from the installed location? It can be confusing as I'm going to need to use different versions for different apps and while I can name the directory the version I need to use, i would like to be able to run simple command like java -version and know what version of jboss-as i'm using.
11. Re: How to find out JBoss VersionsPeter Johnson Jul 22, 2008 6:06 PM (in response to wakkadoo)
OK, so what you want to know is what command could you run or API could you call that will identify that EAP 4.3.0 was build from an AS 4.2.1 base? The answer is: none.
Why? Because even thought it started from 4.2.1, all of the changes made to it to make it part of EAP 4.3.0 make it no longer 4.2.1.
Every AS-specific manifest, and even the jboss.system:type=Server mbean report that the AS version is 4.3.0.
12. Re: How to find out JBoss Versionswakkadoo Jul 22, 2008 6:17 PM (in response to wakkadoo)
Okay, that's what I wanted to know. Plus, thanks for the Manifest.mf information. I was knew to this and went and read it and now understand better. I just use jar to see into the .jar files but still have problem find versions of some things. You would think it would be easy to see different versions or verify the versions installed in the EAP.
13. Re: How to find out JBoss VersionsWilliam Arens May 23, 2012 6:04 PM (in response to wakkadoo)
My group is working on a way to perform C&A on JBOSS. The method discussed here did not work as expected with JBOSS EAP 5.1 and JBOSS AS Community 6.0.1. After poking around a bit I found that the $JBOSS_HOME/bin/run.sh script will tell you the version. For C&A purposes it's nice to have a quick method to get answers so we have been using the following find statement:
find $JBOSS_HOME -name run.sh -exec {} -V \; | grep '^JBoss'
JBoss 5.1.1 (build: SVNTag=JBPAPP_5_1_1 date=201105171607)
Unfortunatily, if you are working with SCAP this method is useless since there is no definition that I am aware of that allows for the execution of a shell script. But you can use the Independent Definition 5.10.1 1/27/2012 ind:xmlfilecontent test to extract the JBoss version from the $JBOSS_HOME/jar-versions.xml:
name: applet.jar specVersion: 5.1.1 specVendor: JBoss (http://www.jboss.org/) specTitle: JBoss implVersion: 5.1.1 (build: SVNTag=JBPAPP_5_1_1 date=201105171607) implVendor: JBoss Inc. implTitle: JBoss [EAP] implVendorID: http://www.jboss.org/ implURL: http://www.jboss.org/ sealed: false md5Digest: fae8c900c0283406ecb991c67ddb01fb


text:
An outpatient clinic that meets three half-days per week at St. Louis Children's Hospital, and approximately four half-days per month at St. Louis Children's Hospital Pediatric Center at Missouri Baptist Medical Center.
These services account for approximately 3,700 patient visits per year. Approximately 40% of these represent patients with diabetes and approximately 600 of these represent new patient consultations with other endocrine-related disorders or growth problems.
The Outpatient Endocrinology Service evaluates and follows children with all types of endocrine disorders. These include children with disorders of growth, pubertal development (delayed or precocious), thyroid disorders, adrenal disorders (including adrenal insufficiency, Cushings syndrome, and congenital adrenal hyperplasia), hypopituitarism, and disorders of bone and mineral metabolism. In addition, children with metabolic diseases or hormonal abnormalities associated with hypoglycemia are also evaluated and followed.
The Diabetes Service acts as a referral service following a wide variety of diabetic children and teenagers. The Diabetes Service operates in close collaboration with the primary care physician in the community but offers a full range of services related to diabetes care. Currently, there are approximately 1000 patients with diabetes followed on this service and 700-800 of these are seen regularly 2-5 times per year.
The Division of Endocrinology and Diabetes provides 24-hour on-call coverage for all patients. Those who assist in the care of chronic diseases, particularly diabetes, include clinical nurse specialists, nutritionists, a social worker, and a psychologist.


text:
Diversified Information Technologies Inc. purchased 180 Moody Road, Enfield — a 166,000-square-foot industrial and warehouse building on nearly 16 acres — from MeadWestvaco for $2.2 million. The paper company closed an envelope plant and idled 134 workers there in 2009. Colliers International represented the seller and Cushman & Wakefield, the buyer.
Integrated Health Services leased 5,000 square feet of office space at 345 North Main St., West Hartford. from E & A Northeast Limited Partnership. RMLCO represented the landlord and Coldwell Banker Commercial, the tenant.
The American National Red Cross leased 2,055 square feet of office space at 111 Founders Plaza, East Hartford from Merchant 99-111 Founders LLC. Goman York represented the landlord and Coldwell Banker Commercial, the tenant.
ARAMARK Corp. leased 2,246 square feet of office space at Hartford Square North, 10 Columbus Blvd., Hartford, from Hartford Square North LLC. Sentry Commercial Real Estate represented the tenant.


text:
Audi R8 Driving Experiences
Exilharating, sleek, powerful! Just some of the words to describe our Audi R8 driving experience
Audi market the R8 as the "slowest car we've ever built." which at first glance is a strange claim to make. Just looking at the Audi R8 you can tell it's itching to get out onto the track and burn some serious rubber. So, slow? Surely some mistake?
It's only when you realise the labour of love that each Audi R8 is does the meaning become clear. Each car is hand assembled by a team of engineers to make sure that each of the 5000 components fits together properly. Only 25 Audi R8s roll off the production line each day.
Which is a shame as not only is the Audi R8 named after one of the most successful Le Mans winning race cars of all time but it also shares a heritage with the Lamborghini Gallardo. Oh, and most importantly the R8 is blisteringly fast and handles like a dream. The V8 engine will have you screaming around the track (literally and metaphorically) and the four wheel drive will have you staying firmly on the road rather than sliding into those bothersome sidings.
When you're driving an Audi R8 you'll appreciate that this is one of the 21st Century's first true supercars. Combining sheer, unadulterated power with high technology trimmings (even an optional Bang & Olufsen stereo!) you'll find that the Audi R8 is a driver's car that offers comfort while it thrills.
Slow, it most certainly is not.
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text: In An Emergency Emergency Care at Legacy Salmon Creek Main hospital entrance: 2211 N.E. 139th St. Vancouver, WA 98686 Phone: 360-487-1000 Map/Directions/Campus Map EMERGENCY Entrance: West end of main hospital Hours: 24 hours a day, 7 days a week You can count on warm, compassionate treatment in our emergency room. Our highly skilled staff treats both children and adults in a caring, family-friendly environment. Learn more about Legacy's system of emergency care Features Advanced imaging and lab technology for diagnosing health issues Expertise in stroke care and more Emergency care for children In an emergency when every moment counts, an experienced care team that specializes in treating children is important. Children have different needs, illnesses and injuries than adults. We understand the importance of providing child-specific emergency care and partnering with families. We offer: Physicians and nurses who specialize in pediatric emergency care A dedicated pediatric space within the Emergency Department Private rooms and a room fully equipped for critically ill children The "Image Gently" approach of lowering radiation dose in the imaging of children Access to pediatric inpatient care at Legacy Salmon Creek Medical Center Partnership with Randall Children's Hospital at Legacy Emanuel for coordination of sub-specialty care or critical care, including critical care transport Patient callback program, following up on pediatric patients 24-48 hours after the visit Be prepared When does a child need emergency care? The guidelines below can help. For extra peace of mind, wse suggest that you fill out a consent form and leave it with your babysitter or temporary guardian, in case you're not available when your child needs emergency care. Children's Emergency Consent Form When to take your child to the Emergency Room


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Enumitem 3.5.2 ~~~~~~~~~~~~~~ A package to customize the three basic lists (enumerate, itemize and description) by means of a set of parameters, and to clone them to define new "logical" lists. It provides most of the flexibility you may want to design your own lists: - fancy labels and fancy refs, - leftmargin, labelsep and labelwidth automatically set, - changes applied globally or only in one of the three types or even in a single list (including topsep) by means of a sort of "inheritance", - inline lists, - several description styles (which fix some bad spacing, too), - starting value and counter resuming, - trivlists properly formatted, - control on page breaking, - gathering of lists to be treated like a unit. Recent changes (3.0) ~~~~~~~~~~~~~~~~~~~~ 1) Inline lists, with keys to set how items are joined (ie, the punctuation between items). Two modes are provided: `boxed' an `unboxed' -- with the former (the default) a different punctuation before the last item is allowed. 2) \setlist is calc-savvy (eg, for use in loops), and you can set diferent lists and levels at once. 3) All lengths related to labels can take the value * (and not only labelsep and leftmargin). Its behaviour has been made consistent and there is new value ! which does not compute the widest label. 4) With \restartlist{list-name}, list counters can be restarted (in case you are using `resume'). 5) `resume*' can be combined with other keys. 6) Lists can be gathered globally using series, so that they are considered a single list. To start a series just use series=<series-name> and then resume it with resume=<series-name> or resume*=<series-name>. 7) The ``experimental'' fullwidth has been replaced by a new key `wide'. 8) \SetLabelAlign defines new align values. 9) You can define ``abstract'' values (eg, label=numeric) and new keys. Bug fixes (3.0) ~~~~~~~~~~~~~~~ - Star values (eg, leftmargin=*) could not be overriden and new values were ignored. - nolistsep as the first of several keys was not always recognized and therefore treated like a short label (ie, nol\roman*stsep). - labelwidth didn't always work (when there was a prior `widest' and *) - With align=right the label and the following text could overlap. - description didn't get the correct list level. - At some point (2.x?) \value* stopped working. 3.1 ~~~ - Fixed incompatibility with xkeyval 3.2 ~~~ - start and widest* are calc-savvy. - \value can be used with widest* - Some internal restrictions in \arabic and the like has been removed. It is more flexible at the cost of having a more ``relaxed'' error checking. 3.3 ~~~ - Using *-values with itemize and description didn't work. 3.4 ~~~ - New key nosep, replacing nolistsep, which didn't work as documented. - Fixed spacing in inline boxed lists. - Fixed (hopefully) the bug with noitemsep and shorlabels. 3.5.0 ~~~~~ - Fixed the fix related to inline lists (spacefactor). - Fixed some problems in nested boxed inline lists. (- And sub-sub-versions are introduced.) 3.5.1 ~~~~~ - resume* only worked once, and subsequent ones behaved like resume. 3.5.2 ~~~~~ - \setlist* didn't work. _________________________________________________________________ Javier Bezos | http://www.tex-tipografia.com ................................................................. 2011-09-28
|2011-09-28 17:26
|2011-09-28 17:22
|2011-09-28 17:26
|2011-09-28 17:26
Download the contents of this package in one zip archive (348.3k).
enumitem – Control layout of itemize, enumerate, description
This package provides user control over the layout of the three basic list environments: enumerate, itemize and description. It supersedes both enumerate and mdwlist (providing well-structured replacements for all their funtionality), and in addition provides functions to compute the layout of labels, and to 'clone' the standard environments, to create new environments with counters of their own.
|The LaTeX Project Public License
|2003–2009 Javier Bezos
|Javier Bezos López
|TDS archive
|Contained in
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MiKTeX as enumitem


text:
Posted 6 years ago
(236 items)
This is an Irish turnover bowl. Circa. 1810. It has a square press moulded pedestal foot. It has quite intense cutting on the bowl and turnover edge.
This is a classic signature piece of glass and shows Irish glass cutting getting into it's stride with such a technically difficult piece to do.
I bought this at Christie's in London over 15 years ago. This the kind of thing you come away with if you go to a posh auction and get carried away. Still not regretting though.


text:
HOUSTON (AP) Houston Texans running back Arian Foster says he's considering a heart procedure to address a condition that forced him out of a game.
Foster told the NFL Network's Alex Flanagan on Thursday that he will "likely undergo" a heart ablation in about a month. An ablation involves the use of a catheter to correct structural problems that can lead to an abnormal heartbeat, according to the Mayo Clinic's official Web site.
The 26-year-old Foster left in the third quarter of Houston's 23-6 loss to Minnesota on Dec. 23 with an irregular heartbeat. Coach Gary Kubiak said after the game that Foster had also experienced the problem in a practice.
Foster rushed for 1,424 yards and 15 touchdowns in 2012.


text:
A's get payback with road sweep of Rangers
ARLINGTON -- In seeking payback against the Rangers, the A's absolutely outdid themselves.
Just a week after being swept in their home park by Texas, the A's marched into Globe Life Park and manhandled the Rangers' rotation, completing their own three-game sweep with a 12-1 victory Wednesday evening.View Full Game Coverage
ARLINGTON -- In seeking payback against the Rangers, the A's absolutely outdid themselves.
Just a week after being swept in their home park by Texas, the A's marched into Globe Life Park and manhandled the Rangers' rotation, completing their own three-game sweep with a 12-1 victory Wednesday evening.View Full Game Coverage
"You never want to get swept at home," said Jesse Chavez, who did his part with seven scoreless innings. "It kind of leaves a bad taste in your mouth. We just came in here with a little added fire, that's all."
The 12 runs are a season high for the American League-best 18-10 A's, who posted seven in the third inning.
In all, Oakland outscored the Rangers, 25-4, in the three-game set, embarrassing a trio of starters who entered the week among the American League ERA leaders: Yu Darvish, Martin Perez and Robbie Ross.
Darvish was sent packing after a career-low 3 1/3 innings. Perez was tagged for a career-high eight runs. And yet it was Ross who endured the worst of it all Wednesday, with the A's knocking him around for 10 runs (six earned) on 11 hits and a walk over 3 1/3 innings.
Together, Rangers starters worked just 11 1/3 innings total and were responsible for 22 runs and 25 hits.
"Do you expect to put that many runs on the board? Probably not," said manager Bob Melvin. "When you're getting good at-bats across the board and making guys work, I've often used the analogy of a boxer getting body blow after body blow, to where you soften someone up, and that's what we do well. It doesn't always happen, but it did this time and against good pitching."
Said Rangers skipper Ron Washington: "They beat us. They beat us soundly."
Oakland's 17 hits in Wednesday's beating marked a season high. In contrast, the Rangers managed only four hits and committed four errors.
They were shut down by a dominant Chavez, who featured an improved cutter and allowed just one hit -- a first-inning single to Prince Fielder -- and struck out eight with one walk on 96 pitches, lowering his ERA to 1.89, which ranks second in the AL only to teammate Sonny Gray's 1.76. Scott Kazmir ranks sixth at 2.11.
"We've seen that game a few times already this year," said Melvin.
Of his tremendous first month in the A's rotation, after toiling in the bullpen in each of the past two years, Chavez said, "I don't know. It's kind of OK. There's still a lot of room for improvement."
His teammates aren't such tough critics.
"He's been unbelievable," said Eric Sogard.
Texas' lone run came in the eighth off righty Luke Gregerson, long after the A's had done their damage.
Their seven-run third inning featured consecutive hits from Coco Crisp, Craig Gentry, Josh Donaldson, Yoenis Cespedes and Derek Norris, with Cespedes collecting a two-run double. Eric Sogard also brought in two runs in the inning with a base hit.
Norris' second hit of the night in the fourth led to two more runs, and Sogard again contributed with another RBI hit.
Alberto Callaspo's run-scoring single in the fifth extended Oakland's lead to 11 runs, and Coco Crisp added on with a solo shot to right field off Shawn Tolleson in the sixth.
"It seems like there's carryover every game to the quality of our at-bats throughout the whole lineup," said Melvin. "Everyone contributed, and some of the guys who weren't getting the hits were walking and making their guys work. That's when we're at our best."
Jane Lee is a reporter for MLB.com. Read her blog, Major Lee-ague, and follow her on Twitter @JaneMLB.


text:
On July 20, 1999, Bill Dorrance, a Salinas-based rancher and rawhide braider, passed on. He was "crowding 99" and had lived a long and full life. Fortunately for all who aspire to excellence in horsemanship, his legacy, a book called True Horsemanship Through Feel by Bill Dorrance with Leslie Desmond, was completed and made available to the public shortly before he died.
The book is an sumptuously-sized coffee table book. On the cover, a penetrating portrait of Bill with his horse, Beauty, carries a haunting quality that bespeaks the wisdom of his years. Clearly Bill Dorrance poured his heart, mind, and soul into the effort of the book. This 90-year old man cared enough to take the time to describe in detail each particle of feel that goes into the making of good horsemanship. And Leslie Desmond made a point of printing the words exactly as Bill said them. Leslie, who refers to herself as the official scribe for the book project, is the founder of "Diamondlu Productions," and a video series called, American Horsemanship for Young and Old. She is a coach for horse owners who want to advance their skills using feel; she holds seminars and clinics nationally and internationally, and is a regular contributor to several horse magazines in the U.S. and Europe. Leslies literal documentation carefully preserves Bills vernacular, so that reading the book is like a face-to-face visit with him. Bill says, We all want our horses to be responsive to us. Its just a matter of how we go about getting it done, and I almost didnt live long enough to get this sorted out in a way that was really fitting to the horse.
The book begins more or less philosophically as Bill boldly attempts to define, and quantify, that elusive quality called feel. Bill explains that feel is the horses language, and the means through which the horse learns. Says Bill, Its only through feel that a rider can make use of the lightness in the horse without creating resistance....When you can direct a horses movements through feel, then theres understanding taking place between the person and the horse. That is the sign of true horsemanship.
In the first three chapters, Bill tells about how he came to understand more about working with feel. He talks about slowing down and taking the time to build in a feel on a small particle level. Chapter 3 ends with an inspiring story of a horse named Beauty and how Bill, at 88 years old, was able to turn the horse around using feel. Throughout the first three chapters, a promise is made which goes like this: When the horse understands what you want, he will do what that is, right up to the limit of his physical capacity and sometimes well beyond it. Then comes Chapter 4, How To Get Feel Working For You, a detailed nuts and bolts presentation of HOW to build feel into the horse from the ground up, with specific step by step exercises.
A myriad of photos are included, some of which are used to illustrate precisely what is meant by each step of each recommended exercise. Bills personal comments accompany the photos. Also as part of the photo collection throughout the book, are a number of photos of Bill himself, some taken recently, and some from earlier years. One photo of Bill that was taken shortly before he died shows Bill walking up the hill to his house. He is quite stooped over in the photo, as he was in his last few years. Bills comments under the photo clearly reflect the spirit through which he lived his life:
At my age, it takes a little longer than it used to for me to get back up the hill. But when you arent in a hurry about things, youre liable to notice more, so I dont mind. (Photography supplied courtesy of Leslie Desmond.)