The greatest asset of individuals, of teams, of organizations is their mindset. Not the corporate strategy. Not the product. Not even the market.
That's what Hugh Blane teaches in his new book, 7 Principles of Transformational Leadership: Create a Mindset of Passion, Innovation, and Growth. Hugh is an expert at converting human potential into business results. His consulting firm, Claris Consulting, works with clients ranging from Starbucks to Nordstrom.
I recently spoke with Hugh about his leadership work.
In the introduction, you share a powerful story from your childhood and your conclusion that 80% of a leader's success is mental. You've seen "mindset" make or break careers and businesses. How much is hardwired and how much is learned?
Mindset is almost all learned. I learned from my parents that money and financial security are fleeting; I learned from my high school track coach that I was a fast runner, and I learned from a mentor that I was capable of living a flourishing life rather than a floundering life. What's interesting about the question of whether mindset is hardwired or learned is that all of our experiences hardwire our beliefs, we just don't know it.
The good news is that when leaders understand that their words, actions and values are creating a mindset with employees and customers, they can hardwire the mindset of their choosing. By doing so, they harness the power of mindset not solely for themselves but also for their customers as well as their bottom line.
Just do the minimum "JDTM". Why is it so prevalent?
The number one reason is a lack of purpose. In The Purpose Principle, I say purpose is a hope, dream or aspiration that has grabbed hold of you and won't let go. When employees and leaders have a purpose for their professional lives, they are more enthused, exert more energy, and are vastly more persistent. These are the employees that are running to work in the morning because of the contribution they want to make.
There are also employees that are running from work at the end of the day. These employees don't have a purpose that is compelling, and they do enough work to keep their jobs and not get fired. But there is no fire in the belly, and they are simply going through the motions of work.
There are many misunderstandings when we talk about men and women in leadership.
Only 8% of executive positions are held by women.
Daina Middleton takes on the topic in her new book, Grace Meets Grit: How to Bring Out the Remarkable, Courageous Leader Within. In her book, she demonstrates the inherent value of both feminine and masculine leadership styles and how all of us can benefit from an understanding of the value of the different strengths of the sexes. Daina's experience includes over three decades of business leadership experience in a male-dominated industry. She shares her firsthand observations and stories to help everyone become more effective at leading others. Daina is also an advocate for a more inclusive and practical approach to working together.
I had the opportunity to ask her more about her work.
Women CEOs lag men CEOs in terms of tenure by 2 years.
What's wrong or missing from the ongoing discussion of gender in the workplace? Why is current gender bias training falling short?
The good news is the gender equality conversation is actually happening. In fact, Google Trends indicates gender equality has actually increased over the past decade. And the equality discussion certainly must continue because the pay parity gap remains large despite the focus on equality. However, a focus on equality is insufficient because equal literally means the same. While their contributions are equally valuable, men and women bring different behaviors to leadership and this is a very good thing. Women are often measured against male leadership behaviors – mostly because men are still largely in charge. The result is unfortunate because there are many benefits to both the male "Grit" style of leadership as well as the more relationship "Grace" approach. Obviously, I am over generalizing to make a point. Most of us have both male and female qualities, and the best leaders strive to cultivate both within themselves as well as within their organizations.
Grace and grit. Would you give us a little background on each and how they fit into your model? Do you find that naming grace and grit causes a backlash at all in terms of stereotyping?
A person's leadership style is based on his or her communications style. Women tend to use communications to establish intimacy and build and maintain relationships. This is what I refer to as the Grace style of leadership. Men (the Grit style), on the other hand, tend to use communications to drive immediate, tangible outcomes, preserve status, and avoid failure.
The male leadership style is an exclusive club, even though it's often not intentionally exclusive. And, while both women and men bring equal value to the workplace, equal does not mean they are the same. Many times, these differences cause misunderstandings in the workplace at best. At worst, I have actually seen a great leader lose her job because her boss, who was a man, thought she didn't know how to make decisions because the way she approached decision-making was different from his own. This is what first sent me down the path to beginning a new gender dialogue that allows us to have meaningful conversations about how women lead differently than men. Only then will we understand the value both bring to the workplace.
As I mentioned above, calling Grace the more relationship-focused female style and Grit the status-conscious, immediate action male style of leadership provides us with a non-confrontational approach to talk about our differences. Bias training is largely focused on helping men understand what it's like to be a woman. Do you think men will remember this in the heat of a challenging business situation? Probably not. And in fact, all the research shows bias training has largely been ineffective in changing behaviors in the workplace for exactly this reason. We all have both Grace and Grit within us. I, for instance, have a more Grit style approach, which at times can be abrasive. My team recently reminded me of this by asking if I had left Grace at home that day. Their question prompted me to think about my behaviors and adapt them for the situation. All great leaders have good awareness of their own style and the needs of others and have the ability to have productive dialogue around them.
ILM Survey: 1/2 of women doubted their job performance compared to less than 1/3 of men.
What's the traditional leadership style in the workplace? How is this changing?
Do you want to increase your influence?
Do you want to find your voice?
Do you want to be a more powerful leader?
Learning to be an effective, influential leader is a lifelong goal for most of us. That's why I read all I can from as many different sources as possible.
Coach, consultant, and speaker Paul Larsen believes that anyone can become a more powerful leader. His new book, Find Your Voice as a Leader, offers a model to help everyone become a better leader. Paul's many corporate roles, including Chief Human Resources Officer for a $3 billion organization, makes him an ideal teacher. I recently asked him to share his experience and the research in his new book.
What does it mean to "find your voice"?
As an executive coach, I partner with leaders across all industries and within all types of organizations. I have found that a resulting impact of the politics and the normative structures of organizations is that the creative talents, or voices, of leaders are stifled into an expected pattern of behavior. Leaders learn quickly that to succeed is to "go with the flow" and not make waves. Their unique voice can be easily silenced.
Thus, many leaders get lost in the noise of today's chaotic business environment. They remain quiet instead of speaking up, even when they have an opinion. They follow someone else's decision instead of doing what they really want to do. They let the chatter in their head get the best of them, and they end up second guessing every action or step they take. Or they remain with the status quo instead of taking any action at all. They hide behind others instead of making their own decisions.
– Communicating your overall EXPRESSION to create a lasting legacy.
Study: 70 to 80% of people can be trained to be effective leaders.
How do you define leadership values?
Your values are your core beliefs and ideals that guide your decisions, your worldview, your insights, your actions, and your communications. Your values are the principles you believe are important in the way you live and work. They determine your priorities, and, deep down, they are the measures you use to tell if your life is turning out the way you want it to. When your actions and beliefs match your values, life is usually good— you're satisfied and content. This is the primary reason identifying your values is so important. Values exist, whether you recognize them or not. Yet, your leadership impact will be much more confident and stronger when you know and acknowledge your values and when you make plans and decisions that honor them.
What happens when our values are in conflict?
How does identifying your values set you apart from other leaders?
We are all governed by a set of values that act as our "inner GPS." Our values govern our decisions, our judgments, our communication and our overall worldview. They shape who we are. Leaders who identify their core set of values and lead out front with their values are more confident, more courageous and more influential versus leaders who do not. Values are more than just a "set of words on a laminated card," they are the core DNA of every leader and are the ingredients of the legacy each leader leaves behind.


text:
More info on Door
Lostpedia
Yu-Gi-Oh Card Maker
Door: Misc
Access badge
Identity document
Bank vault
Martin Luther posted his 95 Theses on the doors of All Saints' Church, Wittenberg, Germany (pictured), in which he is also buried?
More interesting facts on Door
Categories: Types of gates > Doors
Top rankings for Door
30th Top Chinese inventions
From Halopedia, the Halo Wiki
There is more information available on this subject at Door on the English-language Wikipedia.
The most common type of door seen in the Halo games.
Doors are movable barriers used to cover up openings; typically, such barriers are attached to the very openings they block. They are used by virtually all factions in the Halo universe.
1.1 Covenant
1.2 Humanity
1.3 Forerunner
1.4 Flood
Like all technology created by the various factions of the Halo Universe, the doors they create for various purposes represent their general design styles in many ways.
The Covenant frequently use curves as well as bright purples, blues, and grays in the design of their technology; everything from weapons to cities. The doors incorporate the curves and colors standard to Covenant design, most notably in High Charity. While many doors throughout the halo universe have indicator lights and work by sliding in and out of the walls, only the doors in High Charity that flash when the player gets close and emit a tone.
Human technology for doors has progressed since the modern era. While most doors today are based on a hinge system, the doors seen on Earth are exclusively sliding, either opened by proximity or a switch located on the door itself. Like most human technology applied to everything from roads to space faring military vessels, the design is simple and geometric (with some discrepancies) with straight lines and angles, and involves blacks, grays, and browns. Most doors have a light on them that is either green to indicate that it is open or can be opened, or red to indicate that it is locked.
Doors built by the Forerunners are completely geometric and incorporate the similar light grays, browns, and blues of the rest of their technology. The doors themselves are geometric and often slide in multiple parts. They also have complex and geometric designs on them, it is often patterned. This same trend can be seen on floors of Forerunner structures.
Doors built by the Flood have only been observed in the levels Cortana and Isolation. While the Flood do not have what we consider conventional architecture, they build their structures out of biomass they have consumed. Their doors, called Portas, are built from biomass of infected hosts, and resemble valves like those in the heart. They open based on proximity. While the sections of the door itself retract, the circular frame of the door contracts at the same time, this effect was most likely added by Bungie to make the player feel as if they were playing inside a living thing during the level, and add effect to the level.
The object John-117 rode to Earth in the beginning of Halo 3, is apparently some sort of Forerunner door, part of the Forerunner Dreadnought.
A door in Crow's Nest.
A gate leading out of Crow's Nest.
A door in Traxus Factory Complex 09.
A Covenant door in High Charity.
Shield Door
Blast Door
Shuttle bay door
Categories: The Real World | Lists
This article uses material from the "Door" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.
(Redirected to The Door article)
From Lostpedia
[[{{{Video}}}|Orientation Video]]
"Three Minutes" (flashback)
"Live Together, Die Alone"
Constructed by
{{{Constructed}}}
Controlled by
{{{Controlled}}}
{{{Connection}}}
Michael, then Sayid
DHARMA Initiative Stations
The Hydra • The Arrow • The Swan
The Flame • The Pearl • The Orchid
The Staff • The Tempest
The Looking Glass • The Lamp Post
[[:Category:{{{Images}}}|Images]]
Door redirects here. For the hidden door in Ben's house see Ben's secret door..
The Door is the fan name given to a set of two metal doors, with a DHARMA Initiative logo on them, seen in the episodes "Three Minutes" and "Live Together, Die Alone". The Door is located below a remarkable rock formation next to the coast and was thought to be the entrance to another DHARMA Initiative station. Yet, when the Door was later opened by Sayid (see list of station explorers), he discovered that there was only solid rock wall behind it. While the Door was used as part of a deception by the Others against Michael, its original purpose, if it even had one, is unknown. The Door was first seen by Michael when he was kidnapped by the Others and brought to the decoy village. At that time it was guarded by two armed Others.
1 Decoy village
4 Unanswered questions
Decoy village
Main article: Decoy village
The Door is located within the Others' decoy village. Michael was held here for several days after being kidnapped by the Others. When Sayid entered the village however, he discovered it was abandoned. It was believed that the door was an abandoned DHARMA Initiative station that construction began on, but was not completed because of flooding. This is based off the blast door map.
Picture Name First visit Last visit Reason for Visit
Sayid "Live Together, Die Alone" "Live Together, Die Alone" Visited the station, and was the only person shown to open the doors, only to find a rock wall behind them.
The Door was found and photographed by local residents of Hawaii, including Lost podcaster Ryan Ozawa, before the episode "Three Minutes" aired.
The rectangle appears to be a golden rectangle, a mathematical ratio which is common in art, architecture, and nature.
The logo hasn't been seen anywhere else on the show.
One of the Others guarding the Door in "Three Minutes" is portrayed by Bob G., a background cast member who also played a background tail section survivor in "The Other 48 Days".
Do not answer the questions here.
Keep the questions open-ended and neutral: do not suggest an answer.
For fan theories about these unanswered questions, see: The Door/Theories
Who constructed The Door and what is its purpose?
Additional photos at thetailsection.com
Additional photos by The Transmission
http://www.flickr.com/photos/hawaii/sets/72057594127552866/
Additional photos by haynbuckeye
http://www.4815162342.com/forum/viewtopic2.php?t=16700
World Locations by City
Australia • Egypt • France • Germany • Indonesia • Iraq • Nigeria • South Korea • Tunisia • United Kingdom • United States
Flight 815 survivors
and Flight 316 survivors
Beach camp • Caves • Eko's church • Eko's grave • Garden • Golf course • Graves • Hydra Island camp • Rose and Bernard's cabin • Sweat lodge • Tiger pit
DHARMA,
and U.S. Army
The Hatch • The Staff • The Arrow • The Swan • The Flame • The Pearl • The Orchid • The Hydra • The Looking Glass • The Tempest • The Temple • The Lamp Post • The Door • The ? • The Barracks • Cages • Capsule dump • Decoy village • Hydra Island • Jacob's cabin • Mass grave • Pala Ferry • Processing Center • Runway • Radio tower • The Others' camp • The Incident Room • Tree mark • Army camp • Sonar fence • The Tunnels • Jughead
The Island's locations
Alex's hideout • Balloon • Black Rock • Cliff • Cove • Dark Territory • Drug smugglers' plane • Statue of Taweret • Frozen wheel • Jungle • Lagoon • Lake • The Line • The Mesa • North Valley • Ocean • Pascal Flats • Polar bear cave • Rivers • Rope bridge • Rousseau's camp • Ruins • Waterfall
Off-Island locations
Bars • Eloise's church • The Lamp Post • Choogdong Hospital • Commune • Cowin Heights High School • Delerue Center for Rehabilitation • Fieldcroft School • Gus' Pawn Shop • Heathrow Airport • Hotels and motels • Kashmir Curry • LAX • Tracking station • Marina Medical Center Long Beach • Melbourne Walkabout Tours • Membata • Moriah Vineyards • Mr. Cluck's Chicken Shack • La Vida Tacos • Le Portail d'Arabie • Long Beach Marina • Rainbow Drive-In • Safe house • Santa Rosa Mental Health Institute • Smith Stop & Run • Southway Garrison • Simon's Butcher Shop • Sri Lanka • St. Francis Hospital • St. Sebastian Hospital • Stadium • Sydney Airport • University of Michigan
Categories: Stations | DHARMA Initiative
This article uses material from the "The Door" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.
From the RuneScape Wiki, the wiki for all things RuneScape
"Gate" redirects here. For the gateway through which many universes could commune, see World Gate.
"Trapdoor" redirects here. For the feature that players can construct in the throne room of their houses, see Trapdoor (POH).
The entrance to the Tree Gnome Stronghold is a large gate, which behaves like an unlocked door.
The minimap (and world map) shows doors as red marks in the white lines that represent walls.
A Door or a Gate is an entrance (or exit) in a wall or fence, which sometimes acts as a passage through a physical boundary. It could be an entrance into a city, into a building, into a room, or into a field (especially when outdoors). The names of particular doors or gates may include an adjective or other qualifier. For example, the guards' entrance to the Black Knights' Fortress is marked by a sturdy door.
The buildings in Al Kharid and the Kharidian Desert have a curtain that serves in place of a door. A Trapdoor is a similar concept, except that it allows passage vertically downwards from one story to another. It always has a ladder, a staircase, steps or a rope below to allow passage back up again.
Walls appear as white lines on the minimap and the world map, with doors represented by red markers. Players can pass through an open door simply by left-clicking on a location or object on the other side of it, either in the main playing area or on the minimap. See Game controls for more information on moving around and on using less-common pointing devices. The character will walk through the doorway as it is no obstacle at all.
A closed door acts as a physical boundary. If it is unlocked, players can open it simply by left-clicking on it. Characters will not open a door automatically, and open doors may close after 300 seconds. This behaviour may be found annoying by players wishing to traverse areas with doors, but it is presumably to discourage macros that move the character around automatically.
Some doors are locked, but players can often unlock them via the Thieving skill. For example, the entrance to the H.A.M. Dungeon is marked by a locked trapdoor. Players must pick the lock in order to gain access. A lockpick may be useful or even necessary to unlock some doors in this way. Some locked doors can only be unlocked with a key, usually as part of a quest.
Players can close an open door by left-clicking on it (notice that the door itself must be clicked on, not the doorway). This can be used to prevent other players or monsters from getting out of a room, effectively trapping them inside. In the past, this could be done maliciously, for example to trap a player in a room with dangerous random events like the evil chicken or a shade, although the discontinuation of those dangerous events makes that no longer a problem.
After many complaints from players, any given player can only close a door up to five times in quick succession. After this, they will be greeted with the message: "The door seems to be stuck." There is an exception to every rule, and the same goes in RuneScape; the door to the spinning wheel in Lumbridge castle can be closed a numerous amount of times with no yield; beware of going AFK while at the Lumbridge castle spinning wheel, you might just come back to find yourself dead. However, some doors, such as the doors in the Piscatoris Fishing Colony and in all banks, cannot be closed by players to avoid locking players out.
If a player tries to light a fire in front of a closed door, a message "You can't light a fire here." will appear. However, if the door is open, the player is not restricted from lighting a fire in front of it.
A door appearing both open and closed.
There is a glitch in which certain doors will sometimes appear both open and closed at the same time. If the door is supposed to be open, it may appear as though players are walking through a closed door. This appears most often at the Catherby range or other places where a high number of players are entering a room.
There is a glitch with the eastern door at the Lumbridge general store. Although players may enter through it, it is impossible to walk out the door; players must use Run in order to get through (It has now been fixed).
Some doors in the ground floor of the Wizards' Tower are at an angle which crosses over a square. If a player stands in the doorway and another player closes it, the player in the doorway has the door passing through them. They can then walk out of either side of the door.
On White Wolf Mountain, there is a trapdoor on the northern-most side that when you examine it, it says "Don't you open that trapdoor!" This is a line of a song taken from The Trap Door, a kids' cartoon.
There seems to be a glitch when the Lumbridge Home Teleport spell is cast. When the character is drawing the circle, then quickly opens a closed door in direct vicinity, the character will freeze for a moment, and the door will be open, even though the character has not yet turned to open it.
A closed door.
An opened door.
The supposed Teleporting while opening a door glitch.
Categories: Interactive scenery | Mechanics
This article uses material from the "Door" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.
A door is a way to go through a wall. Only players can open and close doors. But some of them are locked, and maybe a key will open them.
Some doors are actually Gates of Expertise, and have certain requirements to be opened.
Other mysterious doors are ones that say "The door seems to be sealed against unwanted intruders." These doors are involved in various quests, and cannot be opened until you have either started or completed the quest for that particular door.
Many doors have mailboxes behind them, and can only be opened once you have completed the Postman Quest.
This article uses material from the "Door" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.
YCM
From Yu-Gi-Oh Card Maker Wiki
English: Door
Attribute: Spell Cards
Card Lore: At your opponent's draw phase you can activate this card, take the card he draws and do not look at it just place it out of play for 5 turns then look at it show it to the owner if it is a monster card return it to the owner's deck then shuffle the deck if not place it in the owner's hand, this card cannot be played with for 10 more turns.
Card Limit: Limited
Other Card Information: Gallery - Rulings
Tips - Errata - Trivia
Categories: Normal Spell Cards | Cards without images
This article uses material from the "Door" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

redpajama_set_name: RedPajamaCommonCrawl


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Minoan Lines gained four notable and very significant distinctions at this year's TOURISM AWARDS 2017, which were held at the ATHENAEUM INTERCONTINENTAL hotel on March 21 2017.
Minoan Lines, despite the high competition from other companies and services of international scale and scope of our country's tourist industry, managed to gain Gold and Silver awards in the most important categories of the competition, in an impeccably organized event attended by tourist representatives and operators.
1. GOLD AWARD in the category "Supporting local communities / Actions of Corporate Social Responsibility"
This award is mainly attributed to our company for its sponsorship of the humanitarian missions of the "Doctors of the Aegean" (PAGNH hospital) Group to remote Aegean islands and isolated parts of Greece. Their primary objective is the voluntary provision of health care services to the population of the said places.
The award was received by Mr. Antonis Maniadakis, Managing Director of Minoan Lines.
2. GOLD AWARD in the category "Online presence and communication" for the NEW Minoan Lines' Online Booking System, the best one in the Greek Coastal Shipping sector for its functionality.
An innovative, flexible and modern Online Booking system that fully meets the requirements of the modern traveler.
Furthermore, it is unique and practical in its use which allows the customer to book tickets for the destination of his choice easily and quickly, following the logic of both an e-commerce site (selection of filters, basket etc.) and the Online reservation systems of top airlines.
The award was received by Mrs Katerina Apostolidi, Communication Manager and Mr Giannis Androulakis, Head of Passengers Web Sales of Minoan Lines.
3. SILVER AWARD in the category "Greek cuisine / Promotion of the local cuisine" for the Enhancement of Cretan Traditional Organic Products and Greek tastes on board Minoan Lines' cruise ferries.
The main concern of Minoan Lines' administration and its services is the promotion of locally produced quality products of Crete and the exploitation of its rich wine tradition that the island has had since ancient times.
At the same time, its goal is also the strengthening of the island's producers within the primary sector.
With these elements as its main objective, the company through the renewal of its fleet, has created the right conditions and proper facilities on board its vessels' dining areas (restaurants) so that the Greek cuisine can be promoted and the local Cretan cuisine be further developed.
The highlight of this effort is the use of local extra virgin olive oil in the preparation of all dishes and the enhancement of old Cretan cooking recipes.
At the same time, many Greek producers are being promoted for free through the disposal/distribution of their products (bottles, packaging, etc.) in the restaurants, bars and coffee points of our company's cruise ferries.
Finally, it is worth noting that on board the restaurants and bars of Minoan Lines' cruise ferries, the Cretan wine is promoted, offering many different options and choices from local producers and their varieties to lovers of the good local Cretan wine.
The award was received by Mrs Fotini Michailidi, Hotel Department Responsible of Minoan Lines.
MINOAN LINES BONUS CLUB is a CUSTOMER LOYALTY PROGRAM enjoyed on a daily basis by all those traveling with Minoan Lines' cruise ferries and provides unique benefits to its members, rewarding essentially the travelling public for its trust and preference in the company.
This pioneering program of Minoan Lines is in its 12th year of operation – it started on 1/4/2005 - numbering 275,000 registered members from around the world, thus, proving in practice its huge appeal and benefit for the traveling public, both within Greece and abroad.
The program is based on new technologies; it is one of the most functional and flexible programs in the field of transportation, with its main advantage being its simple - easily understood by the passenger operating philosophy.
Its members are rewarded and take advantage of discounts and benefits, both on the company's services (tickets, transactions on board the vessels) and products and services of other providers and companies in the context of their cooperation with Minoan Lines.
CUSTOMER SERVICE ... priority to the passenger!
Minoan Lines has adopted since its first day of operation a strong customer focused and service oriented philosophy.
communication network by using effectively the recommendations and observations/remarks of its customers setting as its first priority the management and solution of their requests, queries and complaints.
Minoan Lines' Customer Service Department is manned with skilled personnel within an excellent infrastructure, which has the ability to serve the needs and demands of the traveling public throughout Europe.
The department operates on a daily basis and it is constantly developing based on the new technological international standards in this field, but also on the continuous training and education of its efficient and under strict specifications selected staff.
The award was received by Mrs Lisa Mastoraki, executive in Minoan Lines Bonus Club & Customer Service Department.


text:
Q: Hibernate criterial selection returns null Trying to make a criterial searching in a dabase using hibernate which returns null, here's the code
public interface DatabaseHandler<T> {
    public static SessionFactory DATABASE_SESSION = new MetadataSources(
        new StandardServiceRegistryBuilder().configure().build())
        .buildMetadata().buildSessionFactory();;
    public abstract T handle() throws NullPointerException;
    public abstract T whatToDo(Session session) throws NullPointerException;
}

public abstract class DatabaseOutput<T> implements DatabaseHandler<T>{
    @Override
    public T handle() throws NullPointerException{
        Session session = DatabaseHandler.DATABASE_SESSION.openSession();
            session.beginTransaction();
        T result = this.whatToDo(session);
        session.getTransaction().commit();
        session.close();
        return (result != null ? result : (T)(new Object()));
    }
}

//----------------------------------------------------------------------------------------------------------------------------------
public class ListCellCategorie extends ListCell<Categorie>{
    // this next inside the constructor
this.setOnMouseClicked(event -> {
        DatabaseOutput<List<Produit>> giveMeInformations = new DatabaseOutput<List<Produit>>() {
            @Override
            public List<Produit> whatToDo(Session session) {
                System.out.println(Title.getText());
                List<Produit> maListe = session.createQuery("from InternalPackage.POO.Classes.Produit where Produit.categorieProduit = 'Chapeau'").list();
                System.out.println(maListe);
                return maListe;
            }
        };
        ControllersSupervisor.PRODUCTS_LIST.clear();
        ControllersSupervisor.PRODUCTS_LIST.addAll(giveMeInformations.handle());
    });
}

Result:
Chapeau // from the System.out.println(Title.getText());
Error:
Chapeau
Exception in thread "JavaFX Application Thread" java.lang.NullPointerException
at java.lang.String$CaseInsensitiveComparator.compare(String.java:1192)
at java.lang.String$CaseInsensitiveComparator.compare(String.java:1186)
at java.util.TreeMap.getEntryUsingComparator(TreeMap.java:376)
at java.util.TreeMap.getEntry(TreeMap.java:345)
at java.util.TreeMap.get(TreeMap.java:278)
at org.hibernate.dialect.function.SQLFunctionRegistry.findSQLFunction(SQLFunctionRegistry.java:45)
at org.hibernate.hql.internal.ast.util.SessionFactoryHelper.findSQLFunction(SessionFactoryHelper.java:369)
at org.hibernate.hql.internal.ast.tree.IdentNode.getDataType(IdentNode.java:374)
at org.hibernate.hql.internal.ast.HqlSqlWalker.lookupProperty(HqlSqlWalker.java:652)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.addrExpr(HqlSqlBaseWalker.java:5003)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.expr(HqlSqlBaseWalker.java:1286)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.exprOrSubquery(HqlSqlBaseWalker.java:4707)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.comparisonExpr(HqlSqlBaseWalker.java:4319)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.logicalExpr(HqlSqlBaseWalker.java:2138)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.whereClause(HqlSqlBaseWalker.java:815)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.query(HqlSqlBaseWalker.java:609)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.selectStatement(HqlSqlBaseWalker.java:313)
at org.hibernate.hql.internal.antlr.HqlSqlBaseWalker.statement(HqlSqlBaseWalker.java:261)
at org.hibernate.hql.internal.ast.QueryTranslatorImpl.analyze(QueryTranslatorImpl.java:266)
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at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
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at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
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at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74)
at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:49)
at javafx.event.Event.fireEvent(Event.java:198)
at javafx.scene.Node.fireEvent(Node.java:8413)
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at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)
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at java.security.AccessController.doPrivileged(Native Method)
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at com.sun.glass.ui.View.handleMouseEvent(View.java:555)
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at com.sun.glass.ui.win.WinApplication.lambda$null$148(WinApplication.java:191)
at java.lang.Thread.run(Thread.java:748)

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George & Park 2013 surveyed cancer patients (twice, one year apart) with questions about meaning and purpose, and tried to tease out any potential differences. Meaning seems to be related to making sense of the why's and what-for's of life (e.g. religion/spirituality, etc.), whereas purpose seems to be related to accomplishing goals (e.g. direction in life, optimism, social support, etc.).
In the past few decades, the constructs of meaning and purpose have received increased scholarly attention and have come to be viewed as fundamental to wellness and fulfillment […] Empirical research has substantiated theoretical claims that a sense of meaning and purpose in life are important to well-being.
[P]artial correlations showed that Time 2 meaning was positively related to Time 1 religiousness and spirituality (whereas Time 2 purpose was not). Religion and spirituality offer comprehensive frameworks to understand and comprehend one's existence and thus provide meaning (Park, 2005; Silberman, 2005). As this is a more salient function of religiousness and spirituality than the provision of a sense of goals and enthusiasm and excitement regarding the future, it is to be expected that religion and spirituality would be more closely associated with meaning than with purpose (Park, 2013; Park et al., 2013). Also consistent with the idea that comprehension and significance are more defining of meaning than purpose were the partial correlations that showed a positive relationship between Time 2 posttraumatic growth and Time 2 meaning and a negative relationship between Time 2 posttraumatic depreciation and Time 2 meaning. […] After an experience of crisis, individuals struggle to make sense of their experience, and to incorporate their experience into their worldview (Janoff-Bulman, 1992; Park, 2010). This process may be accompanied by growth in various aspects of their lives (Tedeschi & Calhoun, 1996) as it allows individuals to make sense of their experience and gain a sense of significance regarding the event and their lives (Janoff-Bulman & Yopyk, 2004). Posttraumatic growth helps individuals answer fundamental questions regarding the experience such as 'why did it happen?' and 'what for?' (Davis et al., 1998). Similarly, posttraumatic depreciation may hinder participants' ability to make sense of their experience and thus lower meaning. In our sample, individuals who perceived more growth following their cancer diagnosis had a greater sense of meaning and those who perceived more depreciation had a lower sense of meaning, supporting the idea that part of meaning is the ability to make sense of one's life and life events.
For Time 2 meaning, Time 1 spirituality emerged as a unique predictor. The spirituality measure that we used captured subjects' perception of the transcendent (God, the divine) in daily life and the degree to which s/he feels involved with the transcendent (Underwood & Teresi, 2002). The fact that experiencing the transcendent uniquely predicts meaning is consistent with the idea that meaning refers to a sense of understanding and significance regarding life. In contrast to meaning, regression results showed that Time 2 purpose was uniquely predicted by Time 1 interpersonal support and marginally (inversely) predicted by pessimism. The marginally significant inverse prediction of purpose by pessimism is consistent with the definition of purpose as a sense of goals, direction in life, and enthusiasm regarding the future. Pessimists have generalized expectations regarding outcomes that are negative (Scheier & Carver, 1985). Individuals with such negative expectations perceive more difficulties regarding their goals and more readily disengage from them (Carver & Scheier, 2002). Such a scenario is likely to result in a lower sense of purpose.
Our analyses also showed that meaning and purpose were not related to demographic variables such as socioeconomic status and level of education. Socioeconomic status and level of education have been associated with purpose in the past (Ryff & Singer, 2008). Higher economic opportunities and educational standing may allow individuals to pursue personally valued goals and paths and thus confer an increased sense of purpose (Ryff & Singer, 2008). One possibility as to why we did not find a similar relationship is that the diagnosis of cancer may have affected this relationship. Crises and other difficult experiences could cause changes in sources of meaning and purpose (Tedeschi & Calhoun, 1996). They could result in the discovery and commitment to meaningful and purposive aspects of one's life regardless of one's life circumstances (Frankl, 1963) – aspects which transcend the material realm and that are less dictated by socioeconomic and educational standing (e.g. spiritual beliefs and social connections). From an existential standpoint, the experience of cancer may put individuals on an 'equal playing field,' and this may explain why we did not find a relationship between meaning and purpose and socioeconomic status.


text:
d00lite / Feature / News & Reviews / Other Systems / Reviews & First Looks / RPG
Review: FrontierSpace Player's Handbook
It's a great time for fans of science-fiction roleplaying games. Kevin Crawford has just successfully kickstarted a revised edition of Stars Without Number, Green Ronin recently accounced a roleplaying game based on the "The Expanse" franchise, and DwD Studios finally released the long-awaited Player's Handbook to FrontierSpace .
Before I start my review I have to make a confession. I know that the people behind FrontierSpace are huge fans of TSR's Star Frontiers, and I was told that some of the mechanics are at least inspired by this classic RPG, but I can neither deny nor confirm this. I have actually never played Star Frontiers. Having said that, let's get this review started…
This review is based on the digitally version of the FrontierSpace PHB which has graciously been provided by DwD Studios' Bill Logan. The 248-paged PDF is currently available on RPGNow/DriveThruRPG and a POD version should be available soon as well. DwD Studios will also release a Referee's Handbook in the next couple of weeks. While FrontierSpace is fully playable with just the PHB, the RHB will contain a lot of material to make the GM's life easier and which also expands the game. There will be rules for Psionic abilities, Referee advice, Alien creatures and species generation, star system generation and more.
FrontierSpace is powered by DwD Studios' d00-Lite System which they already used in both Barebones Fantasy and Covert Ops. It's at its core a d%-roll-under system. But instead of most games where a result of 00 means 100, it's zero in d00-Lite. Something I especially like about the d00-Lite System is that the Skills are basically archetypal roles like Academic, Commander, Medic, and the like. So if you are trying to perform an action a marksman might be good at, you use the Marksman skill, while everything medicine-related is covered by the Medic skill. Sounds easy, right? This also solves a common problem with SF roleplaying games: skill creep.
Action checks are always handled with ability check. The GM decides which of the six abilities (Strength, Agility, Coordination, Perception, Intelligence, Willpower) fits the situation best. The relevant skill then provides an additional modifier depending on the skill's rank. One quirk of the system is that some of your skills start with a negative modifier. Ability scores for characters are between 35 and 75, so even the worst modifier on –20 for untrained skill use shouldn't be too bad. I've played characters in games like Call of Cthulhu or Warhammer Fantasy Roleplay with worse odds…
Character creation in FrontierSpace is quick and easy. You determine your ability scores by either rolling the dice or using the following scores: 65, 60, 55, 50, 45. You then pick one skill which gets a score of +0 and two skills with scores of –10. The remaining skills are untrained. With some skills like Academic or Technician you have tp pick a Specialization, with other skills this is optional. A specialization grants a +10 when the check involves the particular field you're specialized in, but there's a –10 penalty in all other cases. The next step is choosing a species for your character. Each species usually provides special abilities and modifiers to the abilities. After picking a species each player has decide on their character's personality. A character's moral code is measured in several axis (Kind or Cruel, Brave and Cowardly, etc.) and should help the player to roleplay the character. You also have to specify two descriptors which are freeform traits much like FATE's aspects. Last but not least you pick your starting equipment from a handy list and calculate Body Points, Movement, etc. If you already know what kind of character you want to play, character creation should be done in a couple of minutes at most. This is pretty uncommon especially for science fiction games, but something which I definitely applaud.
Overall the d00-Lite rules are easy to learn, the game plays almost intuitively, and it has a certain depth without being too detailed. A lot of science fiction games for example have dozens of skills and often its unclear where one skill ends and the other begins. FrontierSpace solves this issue by having broad skills which are basically self-explanatory. The game also has a pretty clever action economy in combat. Each player can basically do as many actions as they like, BUT each additional action has a –10 penalty. The game also uses an advantage/disadvantage feature reminiscent of D&D 5th Edition. When rolling d00 you normally interpret the dice in a way that – let's say – the darker die is always the tens digit, while the lighter die is always the ones digit. When having advantage you may read the dice in a way favorable to you, while when having disadvantage, you read the dice in an unfavorable way. In my opinion it's a clever mechanic which removes the need to apply too many modifiers on each roll. Especially d%-based systems can usually get a bit fiddly when it comes to that.
Another feature I like a lot are Skill Benefits. When a skill score becomes positive and is divisible by 10, you can pick from a list of benefits which grant a character special … eh … benefits. The Commander Skill Benefit of "Interstellar Base Registration" for example allows the character to legally own and operate a base of their own, while the Lie Detector Benefit of the Diplomat skill allows the character to be at an advantage when trying to discern if someone is lying to them. This allows to add more depth and more options to characters without making things too complicated, which is always great in my book. But enough about the rules, let's have a look at other aspects of FrontierSpace.
FrontierSpace comes with its own setting, but can also be used to run games in other settings as well. But if you're planning to do the latter, I recommend you wait for the release of the Referee's Handbook which will provide you with the tools needed to create new species, or design your own star systems.
FrontierSpace's setting is a nice addition to an already great product, but in my humble opinion not its main selling point. The so-called "FrontierSpace" is a region of space at the frontier of the Galactic Federation and home to millions of people of the various species. Among those species are the insectoid Erakai, plain old humans, or the genetically-engineered Novim. The book contains a couple pages on the description and history of each species. Even though the species are all original (aside from humans of course) they still feel somewhat familiar. There are six major nations in the FrontierSpace region like the religious Asimaar Prelacy (I guess you see what they did here), or the democratic republic of Reginaggar's Hold which was initially founded by pirates who broke away from the Galactic Federation. Personally I will probably use the FrontierSpace rules more often than the FrontierSpace setting, but your mileage may vary.
One of the strongest points of the book are the equipment sections. FrontierSpace contains a lot of weapons, armor, vehicles, space ships and other useful gadgets your character may want to buy, steal, or otherwise acquire. I especially enjoyed the artwork accompanying each vehicle and starship listing. Great stuff! I included examples above and below this paragraph.
The game makes – especially because it's tied to a setting and not first and foremost a generic SF RPG – a couple of assumptions regaring the technologies available, but you can easily find equipment fitting for most settings. Because the rules are not that complex coming up with statistics for more or less advanced technology might be a pretty simple affair. There are definitely enough examples on which you can base your ideas on. There's even a whole chapter dedicated to robots, which are one of the playable species after all.
Did I mention that FrontierSpace has also been released under the Creative Commons Attribution – Non-Commercial – Share-Alike license? That means you can not only share the rules with your players, but also create derivative materials like adventures, house rules, etc. under this license. This is always a nice touch and makes it easier for fans to create stuff for the system and share it, without fearing to be in violation of copyright law. One thing I also need to mention is that Bill Logan of DwD Studios opted not to use Kickstarter to fund the production of the book, but instead sold off parts of his RPG collection to make this book possible. If that's not dedication, I don't know what is!
FrontierSpace is definitely one of the most exciting releases in 2017 so far. It's a rules-light science fiction RPG which is extremely easy to learn and to run, and also with enough depth to keep even mechanically-minded players interested. It also comes with a setting which you can use out-of-the-box, or you can use it as a basis to create your own worlds – whichever you prefer. Even though it's not designed as a generic SF RPG, it should be highly adaptable, like DwD Studios' other titles. One thing I forgot to mention is the price. You can get the FrontierSpace PHB for mere $9.99, which is a steal for a solid 248-paged PDF. If you are a fan of science fiction roleplaying games, you should add FrontierSpace to your collection – you will not be disappointed!
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Slowing things down…
Sunglar says:
Let me add my voice to rhe praise Micahel gave this game! Not only are the creators great guys, the game is fun and easy to play. We had two sessions of if at Desde la Fosa with the playtest rules, and I got rhe book in PDF as soon as it came out. I will definitely get the POD.
As a long time Star Frontiers fan, thia ia a spiritial succesor and a love letter, but it is its own game, a muat have!
Helge Hudel says:
I totally agree – I ran one session with the playtest rules with a setting I made up just for it and had the opportunity to play in a session in an alternative Traveller setting which both were really big fun. Especially neither the players nor the Traveller Referee had seen the rules for more then 15 – 30 minutes.
As Michael states the top selling point for FrontierSpace is not its setting but – at least for me – it's is accessability, ease of use and versatility.
In a time when I don't have the luxury of log RPG weekends FS provides me with the level of convenience and completeness I want and need for regular after-work game sessions (Heck, the Referee'S Handbook even features a comprehensive adventure generator).
So far my top game for this year.
Pierre Savoie says:
FrontierSpace has _some_ inspiration from Star Frontiers (1982), a game which I particularly love because I got my real start in GMing with it. They gave a fast rules-system, a SF setting geared to exploring new planets, and gave away the secrets to designing and running adventures. The original game box had only 13 Skills which were more like areas of expertise, that were broken down into many Subskills (always with a base % chance often tied to your Characteristic value, plus 10% per added level of Skill). You chose your Primary Skill Area, which did not necessarily lock you into a single character archetype as you could get other Skills as well. In a percentile-based system, you had a clear sense of your odds unlike some games with odd dice-rolling mechanics today. The combat was geared to be fast whether it was personal, on vehicles or aerial, all at once in six-second turns.
FrontierSpace likewise is fast, and with little practice you can take the right Characteristic/Skill pair and assemble modifiers like Lego to fit any situation, and roll fast. Five species are described each with certain special abilities and quirks, but nothing too strange or departing from the bipedal. There is an enormous listing of SF gear featuring both protective suits which last until their points are flayed away, and protective screens which last for as long as you've got power. It is the usual solution to defending against high-powered SF weaponry with high-resistance armour. The Referee's Handbook will offer adventure-generation tables similar to past DWD products; this is a feature not to be missed!
Mike C. says:
This is the review I've been looking for! I wanted a little detail on how the system worked, and this is great. Thank you!
Jonathan Baldridge says:
Do you prefer Frontierspace to Starfinder?
Yes. Definitely. Starfinder is definitely a good-looking game but from a mechanics standpoint, I find Starfinder way too complex. I prefer games with lighter rulesets.
From a production values perspective, Starfinder is the better-looking game, but it's no surprise with a major RPG publisher like Paizo behind it. But that doesn't mean that FrontierSpace is a bad-looking game.
FrontierSpace is also a real science-fiction game that can be easily made to work with most settings. A friend of mine used it for his homebrew setting and also for Traveller. It worked great every time. Starfinder, on the other hand, has an original space fantasy setting with fantasy-like monsters and magic, and it's not as easy to use Starfinder with regular SF settings.
Your mileage may vary of course.
Duder NME says:
What about starship combat?
Current Page Parent Reviews & First Looks


Nevada County Reads & Writes has selected Andy Mulligan's novel Trash as the annual community reading book. The young adult fiction explores issues of corruption, poverty, waste, excess, and social justice by following three young boys who discover a bag in a dumpster. You can check out a copy of the book at one of the local libraries or purchase it at The Book Seller or Harmony Books, both shops are offering a special 10% off discount if you pick up a copy this month. Local author Kim Culbertson helped explain why a young adult book is a good choice for this event, "A YA novel broadens the potential to have multiple generations share in the experience, to have more of the county represented in the process." February 26th the winners of the writing contest will be announced at Off Center Stage in Grass Valley. But mark your calendars for Wednesday, March 11th for the Trash Community Event will be held at the Foothills Events Center from 5:30-7:00 PM. Haute Trash, a troupe of artists who create haute couture out of society's trash, will present a fashion show designed from all recycled materials as well as local non profits who want to chat about local volunteering opportunities. Thank you Nevada County Libraries and the Nevada County Superintendent of Schools for organizing this great event, time to get reading. And the winner of the Valentine's Day giveaway is Meshawn.
The annual Nevada County reads program is always an interesting series of events. The books are always thought provoking and the committee usually puts together fabulous events that either are directly related to the book or are associated with the topic. A great chance for everyone to read and talk about the same book.
I like the new Outside Inn logo.


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}

nav a {text-decoration: none;
margin: 0;
}

/*General Styling*/
h1{
font-size: 30px;
}

h1,h2,h3,p{
padding-bottom: 20px;
}
ul{
margin:0px 20px;
}
a:link {color:#999999;}      /* unvisited link */
a:visited {color: #999999;}
a:hover {color:#FFFFFF;}  /* mouse over link */
a:active {color:#FFFFFF;}  /* selected link */

/*--index.html--*/
.grid{
display:block;
margin: 0px 20px 20px 0;
padding: 20px;
float: left;
}
#home{
width: 580px;
background-color: #c0c0c0;
}
#home-services{
width: 260px;
background-color: #c0c0c0;
margin: 0;
}
.headshot{
float: left;
margin-right: 20px;
margin-bottom: 20px;
}
/*--grid--*/
.gridSystem{
margin-right:  -20px;

}
/* -- footer --*/
footer p {font-size: 10px;
color:#f0f0f0;
text-align: center;
line-height: 30px;
}
footer {border-top: 5px solid #f0f0f0;
height: 30px;
width: 100%;
background-color: #000000;
color: #ffffff;
position: fixed;
bottom: 0;
}

/*--ClearFix--*/
.clearFix:after {
clear: both;
display: table;
content: "";
overflow: hidden;
}

Can anyone possibly lend me a hand here? It would be greatly appreciated.

A: I am not 100% sure that i understand what you are looking for here but i have created a fiddle with what i assume you want
http://jsfiddle.net/wvZqr/
I have added a min-height to your .grid class to make both columns equal in height
.grid {
display: block;
margin: 0px 20px 20px 0;
padding: 20px;
float: left;
min-height: 620px;
}

Here is the JS method to accomplish this
You will need to include jQuery any version should do, and then the script tag below

For the 85 i am calculating this based on your header being 50px height and your footer of 35 giving the total of 85 is that changes just change the 85 to whatever the new combined height is between header and footer


Jen Bright is confined to a wheelchair and only has use of two fingers on her left hand. She has cerebral palsy.
But Bright, 37, doesn't see herself as being handicapped and wishes nobody else would either.
With a master's degree in marriage and family therapy and a bachelor's in human services on her resume, Bright was looking for an internship and was confident she would get one.
Over an 18-month period, Bright went on 78 job interviews and was rejected 78 times.
While she was reluctant to ask for help, Bright reached out to Goodwill of Orange County's Supported Employment Services program, which helps job seekers with special needs find employment.
Bisaillon and Bright went on one job interview together, but the outcome was the same as the previous 78.
Then in August 2017, Bisaillon and Bright met with Will Crist, owner of GlobalMarc, a Santa Ana company that helps entrepreneurs make their businesses more successful through a specialized program.
Crist, who needed an administrative assistant, acknowledges initially being skeptical of Bright but was impressed by her determination.
"Seventy-eight job interviews … that tells me she is a persistent person," Crist said.
Crist started by giving Bright small tasks, such as organizing his calendar, scheduling and confirming appointments.
Bright blew Crist away with her computer skills.
And with assistance from a nurse who is with her at all times, Bright organized files, constructed a book shelf, streamlined Crist's e-mails and arranged her own office.
As the internship winded down, Crist wanted to hire Bright full time.
On a Friday afternoon, Crist asked Bright to go home, take a couple of days and list tasks she couldn't perform. He said he would give her a job suited to her abilities.
Two days later, Bright came back and handed Crist a blank piece of paper.
"She said she has no limitations," Crist said.
Now Bright is a full-time administrative assistant who continues to take on more roles.
After 18 months of rejection, Bright said she had lost confidence.
But since working at GlobalMarc, her self-assurance has skyrocketed.
Bright's high level of productively has had a ripple effect.
Business owners who work with Crist have gone to Goodwill, hoping they could get an employee as efficient as Bright.
Bright is also thankful for the help she received from Goodwill and wrote a letter to Bisaillon expressing her gratitude.


When you join the Rowan County Chamber of Commerce, we help acclimate you from the start! As part of our on-boarding process, new members are invited to join us for a New Member Reception, held quarterly, at the Gateway Building.
Walk away with new contacts!
New Member Receptions are sponsored by Novant Health Rowan Medical Center and Atrium Health.
For more information please contact email info@rowanchamber.com or call 704-633-4221.
If you would like your business to join the largest business advocacy organization in Rowan County by becoming a Chamber member click here.


text:
Ginobili named as No. 3 on NBA's toughman list
To anybody who was watching the Spurs' playoff series with Memphis, it really doesn't come as much of a shock.
Manu Ginobili, simply stated, is a tough physical player.
Ginobili played the final five games of the Memphis series with what amounted to a broken arm. Because his team needed him, Ginobili wrapped his injured limb in a brace that appeared to be borrowed from the movie "Rollerball" and played his games.
No complaints, no fanfare.
Vintage Manu.
Sean Sweeney of Dime Magazine.com must have been watching, after voting Ginobili to No. 3 on his list of the. His award is named in honor of the former Utah forward Matt Harpring, who played through his share of physical ailments during his 11-season career.
Here's what Sweeney had to say about Ginobili's performance in that series and his ability to persevere through pain throughout his career.
"3. Manu Ginobili – Flopping aside, I've learned to respect Ginobili over the years. He went from annoying to awesome. I could watch him play all day now. Remember during this postseason when Rajon Rondo was being celebrated as the next Willis Reed? "I can't believe this! What heart! He's playing with one arm!"
"Well Ginobili ACTUALLY WAS playing with one arm. And he still gave Memphis 20 a night. Ginobili doesn't care about the critics or the love. He's just a nasty competitor (and rarely says a word about it all).
"In my opinion, he's easily one of the toughest players who's ever played this game."
Truer words have never been written about "El Contusion," who certainly qualifies as one of the toughest players in NBA history, much less among those in this generation.
Here is Sweeney's list of the NBA's fiercest 10 players.
1. Kobe Bryant
2. Steve Nash
3. Manu Ginobili
4. Dirk Nowitzki
5. Paul Pierce
6. Wesley Matthews
7. Carl Landry
8. Grant Hill
9. Anthony Carter
10. Udonis Haslem
Sweeney also mentions that he could have included DeJuan Blair on his list somewhere.
But interestingly enough, despite all the publicity during the playoffs Rondo is nowhere on his list.
Author katadminPosted on July 12, 2011 Categories In the NewsTags DeJuan Blair, Grant Hill, In the News, Kobe Bryant, Paul Pierce, Rajon Rondo, San Antonio Spurs
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Low FODMAP Irish Lamb Stew – With Barley!
I cannot tell you how excited I am about this Low FODMAP Irish Lamb Stew! It all came about when I wanted to make another main dish for you all for St. Patrick's Day in addition to the awesome Low FODMAP Corned Beef and Cabbage.
During my research I kept coming up with recipes for a warming, comfort-food stew featuring lamb and barley.
Turns out that 1/8 cup (28 g) of cooked pearl barley is Green Light and Low FODMAP.
Pearl barley more than triples in size when cooked. 1 cup of pearl barley will yield 3 to 3 ½ cups of cooked barley. This means that approximately 2 teaspoons of raw barley will be your raw low FODMAP amount.
We have used 1/3 cup (66 g) raw pearl barley (just shy of 16 teaspoons) in our entire recipe here, which serves 9, so this serving size will yield a low FODMAP serving.
Barley, by the way, contains fructans and GOS, so if you have passed your Challenges, feel free to have a larger serving.
You will notice that I call for a russet potato as well as Yukon Gold style potatoes. The floury, starchy russet is chopped and added early and will break down and help create a rich base. The waxier Yukon Gold potatoes will be added later and retain their shape.
This is a one pot meal that takes about 2 hours to cook, but that time is unattended while it is in the oven, where the low heat and a heavy Dutch-oven can work their magic. Once it is finished, dinner is ready!
And it even tastes better on Day 2 and Day 3!
And if you are in an Irish mood, check out our Irish Soda Bread (2 versions), Irish Whiskey Chocolate Mousse, Black Velvet Chocolate Guinness Cake and Irish Coffee.
Also, read our article about the St. Patrick's Day holiday in relation to the low FODMAP diet. We know you want to know about the green beer!
Our Low FODMAP Irish Lamb Stew features low FODMAP amounts of barley!
Position rack in lower third of oven. Preheat oven to 325°F/165°C.
Heat the butter and oil in a large Dutch oven over low-medium heat until the butter melts; add the leeks and scallions and sauté until softened but not browned. Add the lamb, thyme and Worcestershire sauce and stir well to combine with the leeks and scallions.
Add the stock and the chopped russet potato, stirring everything together. Cover, bring to a boil, then place in oven. Cook for 1 hour.
Season with some salt and pepper and stir in carrots, Yukon Gold potatoes and barley. Cover and cook for another 1 hour in oven.
Taste and adjust seasoning with salt and pepper. Stew is ready to serve, or you may refrigerate it for up to 3 days in an airtight container. Reheat on stovetop.