text:
Q: Updating / inserting a nested object React / Redux I have a JSON object in an array in my Redux store
editor: [] 1 item
    0: {} 1 key
      flow {}  3 keys
         id: "1234"
         name: "qaz"
         tasks: [] 5 items

What is the best way to update or insert a new tasks array
My actions is
export function insertTasks(tasks) {
  return {
    type: 'INSERT_TASKS',
    tasks
  };
}

And the Reducer is
   case 'INSERT_TASKS':
       state[0].flow.tasks = [];
       state[0].flow.tasks = action.tasks;
       return state;

I'm passing it the action.type and action tasks correctly and I appear to be updating the tasks array inside my object. But this reducer code just doesn't  feel correct.
When I add a completely new flow my reducer is
case 'ADD_FLOW':
            state = [];
            return [
              ...state, {
               // index: 1,
                flow : action.flow
              }
          ]

which feels much better.
So I suppose I looking for the best way to access deep arrays in Redux .

A: You can continue using the spread syntax as deep as you want. For example given this:
var o = {
  foo: bar,
  baz: {
    id: 1,
    title: 'title',
    description: 'description'
  },
  bang: [1, 2, 3]
};

then returning this:
return {
  ...o,
  baz: {
    ...o.baz,
    description: 'new description'
  },
  bang: [...o.bang, 4, 5]
};

will result in this:
{
  foo: bar,
  baz: {
    id: 1,
    title: 'title',
    description: 'new description'
  },
  bang: [1, 2, 3, 4, 5]
}

A: You want to avoid reassigning or mutating anything in your reducers. To achieve this, assuming you only ever have a single item in your state array, you could do something like:
case 'INSERT_TASKS':
  return [{
    ...state[0],
    tasks: actions.tasks,
  }];

What the spread (...) operator is doing here is taking all of the keys from state[0] and creating a NEW object with all the same keys currently in state[0] after which we are replacing the tasks key with the new tasks array.

redpajama_set_name: RedPajamaStackExchange


text:
Lebed XI was the designation applied to a number of reconnaissance aircraft supplied to the Imperial Russian Air Force by the Lebed factory of St Petersburg during World War I. Rather than representing any one particular type of aircraft, or even aircraft of Lebed's own design, the designation covered a variety of different German Albatros aircraft that had been brought down behind Russian lines and captured.

History
The St Petersburg Aviation Company began manufacturing Lebed XI based on aircraft captured by the Imperial Russian Air Service in 1915.  Lebed repaired or rebuilt these machines and returned them to service on the Russian side. A prototype was successfully air tested on December 28, 1915. While 225 aircraft were ordered, only ten Lebed XI aircraft were built and entered service for the Imperial Russian army air service. These were designed as reconnaissance and artillery airplanes and resembled the Albatros B-category biplane.

Several Russian aircraft were built based on the Lebed XI. These include the Lebed-LM1, Lebed XII, and Lebed XIII.

Subtypes from A1 through A8 were assigned to identify different Albatros designs supplied. As replacements for the damaged water-cooled engines used on the German aircraft were hard to come by, Lebed eventually fitted Salmson radial engines to some airframes.

Operators

Imperial Russian Air Force

References

 Russian Aviation Museum
 Уголок неба

1910s Russian military reconnaissance aircraft
Lebed aircraft

redpajama_set_name: RedPajamaWikipedia


Our single best-selling Scottish Silver gift item. Timeless, beautifully hand-finished Celtic Spiral jewellery.
Stunning hand crafted sterling silver collaret with flying swallows detail. An exquisite piece of jewellery.
Beautiful sterling silver pendant mounted with Smoky Amethyst.
Beautiful sterling silver pendant mounted with Smoky Quartz gemstone.


text:
MarkdownParser
==============

An incomplete Markdown parser for Flash+Haxe. It can be used with OpenFL as well, but as of this writing, OpenFL has weak support for text formatting.

Sample usage:

    var textField:TextField = new TextField();
    textField.width = 1000;
    addChild(textField);

    var sourceText:String =
		"**_Lorem ipsum_ dolor sit amet**, consectetur adipiscing [elit](http://www.lipsum.com/).";

    var parser:MarkdownParser = new MarkdownParser();
    parser.parse(sourceText).apply(textField);

Results in: **_Lorem ipsum_ dolor sit amet**, consectetur adipiscing [elit](http://www.lipsum.com/).

redpajama_set_name: RedPajamaGithub


text:
Das Bootstrap Protocol (englisch; kurz BOOTP oder auch Bootstrap-Protokoll genannt) dient dazu, einem Computer in einem TCP/IP-Netzwerk eine IP-Adresse und eine Reihe von weiteren Parametern zuzuweisen.

Verwendet wird BOOTP zum Beispiel zur Einstellung der Netzwerkadresse von Terminals und festplattenlosen Workstations, die ihr Betriebssystem von einem Bootserver beziehen. Die Übertragung des Betriebsprogramms geschieht dann üblicherweise über TFTP. Daneben können einige Peripheriegeräte wie beispielsweise Netzwerkdrucker BOOTP zur Ermittlung ihrer IP-Adresse und Netzwerkkonfiguration (Subnetz/Gateway) verwenden.

Früher wurde RARP zur Ermittlung der IP-Adresse bei festplattenlosen Geräten verwendet. Im Gegensatz zu RARP, das ausschließlich die IP-Adresse liefert, besitzt BOOTP eine Vielzahl von weiteren Parametern, insbesondere können Subnetzmaske, Gateway sowie Bootserver übermittelt werden. Zur Konfiguration von Workstations und PCs reichen diese jedoch nicht aus, da hier zusätzliche Einstellungen wie Drucker, Zeitserver und andere nötig sind. Das Dynamic Host Configuration Protocol (DHCP) stellt eine Erweiterung von BOOTP dar.

Während einige Funktionen des BOOTP-Protokolls im Dynamic Host Configuration-Protokoll (DHCP) aufgingen, welches z. B. die Möglichkeit der zeitlichen Limitierung der IP-Adress-Zuweisung ("Lease") ermöglicht, stellen Teile des BOOTP-Protokolls die DHCP-Basisfunktionalität.

Ablauf einer BOOTP-Anfrage
Eine BOOTP-Anfrage besteht aus einer Client-Anforderung und einer Server-Antwort.

Die BOOTP-Anforderung
Beim Einschalten des Gerätes kennt dieses weder seine eigene IP-Adresse noch die des BOOTP-Servers. Es wird ein boot request gesendet. Dies ist ein normales UDP-Paket. Als Absender wird, da bisher nichts anderes bekannt ist, die Adresse 0.0.0.0 eingesetzt. Die Empfängeradresse ist die 255.255.255.255, was als Broadcast im eigenen Netz interpretiert wird, da der BOOTP-Client auch nicht die lokale Adresse des Netzwerkstrangs kennt.

Ein boot request von einem Client wird immer auf den Zielport 67 (BOOTP Server) gesendet. Anschließend lauscht der Client auf dem Port 68 (BOOTP Client), auf den die Antwort (boot reply) gesendet wird.

Dass zwei reservierte Ports verwendet werden, ist nicht bei jeder IP-Verbindung so. Die meisten Protokolle verwenden als abgehenden Port (der Port des Clients) eine zufällige Portnummer. Auf diesem Port wird dann auch die Antwort des Servers erwartet. Bei BOOTP würde dies jedoch nicht funktionieren, da die Antwort des BOOTP-Servers (Bootreply) nicht unbedingt auf eine bestimmte Zieladresse gesendet wird, sondern auch als Broadcast an alle Stationen im eigenen Subnetz gehen kann. Würden keine festen Portnummern verwendet, könnte es vorkommen, dass ein anderer Host gerade auf dem gleichen Port lauscht, jedoch etwas ganz anderes erwartet.

Mit dem boot request sendet der Client einige Informationen über sich: Das wichtigste ist die eigene Hardware-Adresse der Netzwerkkarte (MAC-Adresse). Dies ist das einzige Erkennungsmerkmal der Station. Der Client generiert außerdem eine 4 Byte lange Zufallszahl, die im boot reply wieder auftauchen muss. Weiterhin ist ein Timer vorgesehen, der zählt, wie lange der Client schon auf sein boot reply wartet.

Die BOOTP-Antwort
Bekommt der BOOTP-Server eine gültige Anfrage auf dem entsprechenden Port, so betrachtet dieser zunächst die MAC-Adresse. Die MAC-Adresse aus der Anfrage wird mit einer Datenbank verglichen, in der den MAC-Adressen IP-Adressen zugeordnet sind. Wird für die Anfrage ein Eintrag gefunden, sendet der Server eine Antwort (boot reply). Meist wird die Antwort auch einfach als Broadcast gesendet, es ist jedoch auch möglich, die ARP-Tabelle des Servers manuell zu bearbeiten. Die Möglichkeit hierfür muss jedoch der Kernel bieten.

Wird die Antwort als Broadcast gesendet, enthält diese folgende Informationen:
 Die Hardware-Adresse des Clients. Der Client erwartet eine Antwort mit seiner Hardware-Adresse, um zu erkennen, dass das Paket für ihn ist.
 Die Zufallszahl, die in der Anfrage vom Client erzeugt wurde.
 Die IP-Adresse der Client-Maschine.

Die folgenden Parameter sind optional und werden nur übermittelt, wenn der BOOTP-Server entsprechend konfiguriert ist:
 Die IP-Adresse und der Hostname des Boot-Servers. Von dort kann im nächsten Schritt über TFTP ein Betriebssystem geladen werden.
 Der Name und die Pfadangabe der Bootdatei. Die Bootdatei enthält den Kernel, der anschließend mit TFTP übertragen wird.
 Name des Verzeichnisses, das vom Kernel über NFS als root (/) Partition eingebunden werden soll.

Der BOOTP-Client lauscht also auf dem vorgegebenen Port und wartet auf eine Antwort vom Server. Empfängt er ein Paket, wird die MAC-Adresse mit der eigenen, sowie die Zufallszahl mit der gesendeten verglichen. Erkennt der Client, dass die Antwort für ihn gedacht ist, wird die IP-Adresse der Netzwerkschnittstelle zugewiesen.

Siehe auch
 DHCP (Dynamic Host Configuration Protocol), die Erweiterung des Bootstrap Protocol
 Preboot Execution Environment

Normen und Standards
Das Bootstrap-Protokoll wird fortwährend weiterentwickelt. Aufgrund der vielfältigen Update- und Ergänzungs-RFC's wird hier nur der initiale RFC genannt:
 RFC 951 – BOOTSTRAP PROTOCOL (BOOTP), September 1985.

Internet-Anwendungsprotokoll


The Hungarian president, Pal Schmitt, has announced he will resign after losing his doctorate in a plagiarism scandal.
His 1992 doctorate was revoked last week after an investigation at Budapest's Semmelweis University found that most of his thesis about the modern Olympic Games had been copied from the work of two other authors.
Soon after Schmitt spoke, Hungary's governing Fidesz party said it planned to have parliament vote later on Monday to accept the resignation and to have the legislators choose his successor as soon as possible.


Don't wait until the night bids close to learn this app.
The idea is to find lines (desirable or undesirable) and lock them into groups.
Lower numbered groups go ahead of higher number groups. You first choices go into group #1. You last choices go into group #99 or stay in the '?' group.
The Search Tool is the way to find desirable or undesirable lines. Use Drag and drop to fine tune the results after you group a line.
All pairings in the line are in the popup window. Scroll down to view them all.
Touch various options in the Search Tool to find lines you want to bid OR exclude. The number of matching lines is shown at the at the top of the tool.
Once you have found lines, lock lines one at a time into a group or use the Grouping option on the Search Tool to lock the Available Lines into a group.
Choosing "Do not add to previous grouping" will keep previously locked lines in their group.
Choosing "Add to previous grouping" will add Available lines to the selected group EVEN IF they were already in a group.
Lines can be only be locked into a single group.
You can set the default Position from the top of the screen.
You can modify each lines specific position bid.
Arrange position bids by pressing an holding the position then drag to the desired order. Any position after STOP will not be sent. Any position after Any(*) will not be sent.
When you press Send at the top of the screen, you must log in to CCS. You MUST enter the bids manually .


For almost 14 years, our family lived in Bible Belt USA, slowly fixing up a 1920's ranch home on 30 acres.
 We LOVED it there! That was going to be our forever home.
Funny how things work out in the end, right?
After only a few months of cooking in the coveted new kitchen, it was time to walk away from a home we planned to live in forever. Wait, WHHHHAAAAAT?!
 We have 6 people in the Ferguson household: a daddy, a mommy and 4 Fergusons. We are naturally minded folks, that used to be REALLY good at sharing with each other! I mean really good!
When big sister brought a bug home from school, she would share with little sister, who would share with little brother, who shared with big brother, who shared with daddy, who eventually, shared with one exhausted mommy. We played this sharing game OFTEN.
There are just some things we would rather our kids NOT bring home from school ......YUCK!
So we limited sugar, washed hands, took vitamins, went to bed early, all of it! I'd like to tell you it was the perfect plan, but we had a big family, with a bunch of little people in a row, and that was not the case.
Instead, let's do a little math, shall we?
So, let's say we have average 3 days of feeling lousy, times 6 Fergusons, that means EIGHTEEN DAYS LATER, we may rejoin the world, only to do it all over again next bug.
It's hard to maintain health, while waiting your turn in a sick filled room!
Have you ever got a 5 year old to swallow/eat an herbal supplement?! It's UUUGGGLY!
We also tried homeopathics, several other brands of oils, even great grandma's home remedies.........you know, baked onions on chests, garlic on feet, we tried it all.
 Smelled like pizza night!
HOW COULD I SUPPORT A HEALTHY HAPPY HOME, NATURALLY!?
We had MORE results with doTERRA essential oils the first FOUR days they were in our home, than we had in the previous four YEARS, of trying other essential oil companies and other remedies.
Like jaw dropping, holy cow, that worked fast, tangible results.
WOW. Was this too good to be true? Could it be? Could I have found it?
The THING that all mom's seek, the one that fits all the requirements and actually WORKS? YES!
*The one that empowers her to CHOOSE BETTER, to FIGHT AND WIN against sickness from the comfort of home.
*The thing I could access ANY HOUR of the day!
I could've cried tears of JOY! I had to tell everyone! I began to SHOUT IT from the rooftops to all my friends. DoTERRA was a huge answer to prayer and blessing to my family.
I began thinking of all the hurting family and friends in my life, so I contacted them too, so they could come try the oils.
 As I did, doTERRA sent me a paycheck.
In November of 2014, doTERRA paid me $500.
Dale asked why? I shrugged, "I don't know, cause they are nice?
He tells me no one is that nice. (he knows now that they are indeed, that nice. Haha!) And that we need to look at doTERRA's comp plan.
No way, bud! I am a blogger, stay at home mom, photographer, homeschooling mom of 4, I write for the newspaper, I don't have time to add one more thing!
Not long after, doTERRA went from paying us $500 a month for sharing oils, to $2500. What?!
We are a commission only insurance family, we were used to feast or famine. We have never had a consistent once a month check, and this was nice! And all we were doing was sharing something we loved, simple as that.
Soon after that, we doubled our income again and decided to answer the nudge of change from the Lord. We were having requests from our friends in other states, wanting us to come teach classes and help them share oils too. So we began to pray and ask the Lord to show us clearly, in a way we could understand, what we were supposed to do with this doTERRA thing.
Wait, what is happening here?
*The third day we prayed, our home with the brand new kitchen, which was not at all on the market, SOLD to a family that came to an oil class in my living room, and fall photos in the field a month earlier, and fell in love. We had a contract on the table by Friday!
The Lord works in amazing ways, and in a month, we had sold, packed , or given away our worldly goods, as we moved our family of 6, into a very small diesel RV we paid cash for. We planned to travel the rest of the year, about 6 months or so, grow our business a bit and then buy or build a place back home.
Not 2 weeks into our road life, we decided we weren't going back to a home without wheels. We were in love and we were so excited for the adventures to come!
 Dale, at age 34, RETIRED from insurance and joined our family at home. I work a business, side by side, with my best friend and get to do life with him. Every single part of it!
We now" road school" our 4 kids, live life to the fullest, enjoy the gift of TIME with them, teaching them to live intentionally and collect adventures NOT STUFF!
I love that we don't answer to the clock anymore. That we aren't slave to work or school schedules. I have been allowed a beautiful gift, and not a day goes by that I don't breathe a prayer of thanksgiving, still in disbelief that this is our LIFE!
We now get to make a great 6 figure income working from the comforts of our home sweet rolling home!
If you are interested in helping others and creating an awesome income for yourself, let's chat. We are excited and passionate about what we do, and how good it feels to take your life back. It IS possible!
As you know, we have to be willing to stretch to grow. If you have a heart for others and are willing to commit 5 to 15 hours a week to growing a business, you WILL be successful.
Ready for the business plan?
Love oils, love people, be generous.
This is NOT your neighbors home based business.
*There is no product to stock, no monthly quota to reach, no room of your house to turn into a "product room".
 *You just need a box of oils to use on your own family, so you can experience them for yourself, and share them with others.
*You need to be passionate about helping people!
If you are here, there is a reason, a grand design at work to bring you hope and a future. And if that future is with doTERRA, Dale & I would be honored to work with you.
 Do you need to improve your family's health?
Do you want to live the life you always wanted?
doTERRA WILL be known as the company that gets the most families out of debt!


Ric is a psychology major at a major university.
I knew Harvey would like Jianyun.
Brad is selfish and greedy.
Judy is indisposed at the moment.
Kit ran for the door.
Darryl always thought he'd like to become a forest ranger.
Jeremy said that he needed more money.
Carsten knows what this means.
Where did Clark get all this stuff?
I don't care about Gerald anymore.
Ravi told me he wants to go to Boston.
Anton doesn't know where to look for Woody.
Mechael has been really unlucky, hasn't he?
Vernon is better at French than I am.
Suzanne was excited to go to the concert.
Eric was probably the shortest person in the room.
Craig is the one who convinced Giles to help.
Vilhelm isn't wearing a belt today.
Cynthia is the only one who doesn't really want to be here.
That was a stupid thing for Everett to do.
Ted didn't have any brothers or sisters.
Why didn't you listen to Sumitro?
These are the ones Spencer told me about.
I had an interesting conversation with Pilar.
Let me talk to Gretchen.
Kirsten is the one you should be talking to.
Old is going to be very upset.
If I were you, I'd listen to Lisa's advice.
Jock loosened his tie and poured himself a drink.


This is the place where you can create a customized gift basket, monogram a baby gift, create a personalized stool, or custom embroider a personalized blanket.
These adorable miniature pails are perfect for a garden or beach wedding. Brilliant beach basic provides hours of fun as a sand transporter, water carrier, and sand mold.
Get kids building sandcastles in an instant or have them on each place setting filled with gifts and treats during a beach.Product - Brushed Stainless Steel Double-Walled Ice Bucket with Lid, Compact Heavy-Duty Metal Ice Bucket with Handle and Wide Tapered Scoop for Half Gallon of Ice and Chilling Wine and Liquor Bottles.Buy personalized beach pail and shovel for kids with adorable sea creatures.
This is what I used: Plaid Chalkboard paint, masking tape and some DecoColor Pens.
Responding to specific client needs, we offer plastic pails in round, square and rectangular shaped plastics and in sizes from one quart to 13 gallons.
A beach pail and shovel kit is a fun gift for kids, and also makes a wonderful prop while playing baby shower games.
The Cary Company is your expert in plastic pails and buckets. Buckets, pails and tubs are popular items for shower celebrations, graduations, sporting events, weddings, engagements, dinner parties, holidays and house warmings.
Etsy is the home to thousands of handmade, vintage, and one-of-a-kind products and gifts related to your search. Fill them with traditional candy like or snacks like nuts, pretzels or small fruit such as cherries.Large selection of metal buckets and pails for everyday use around the home and farm.Awhile back, I saw this shell collecting bag in a catalog and thought it was a really clever idea.
Browse ePromos today for custom beach pails to hand out at any kids event.Popular plastic pails are the white plastic pail and black bucket, but we do stock many other colors, which are available with low minimums (depending on size of pails).
Personalized colorful backpacks, monogram duffel bags, and embroidered tote bags for children of any age.
Find beach guest books, ring pillows, toasting glasses and more to help you create a unique beach wedding.In full disclosure, DJC Creations provided us with 2 custom beach pails in exchange for our honest review.
Beach Towels - economy beach towels or Egyptian cotton luxury beach towels with a luxurious, rich texture, we have exactly what you need.
Shop FindGift for a wide selection of unique summertime gift ideas that will be perfect, whether they are headed on vacation or down to the local lake.What if they are way too advanced for said toy (despite the recommended age range).
The colors of the design might vary because of the color of towel or if it a boy or girl towel. On.Plastic beach buckets are perfect for hauling sand toys to the beach, bringing towels to the pool, or for playing in the sand box. Great Western Containers supplies our customers with the best plastic pails packaging options available.


ROCKWORTH S.88 is Designed to offer an endless ergonomically correct solutions to the many and varied computer based job functions in today's office environment.
S.88 offers conceptual design and flexibility of a true furniture system at a competitive price. Customers can enjoy a true functional system without committing a unreasonable amount of company budget to the purchase of systems furniture.
S.88 offers an exceptionally broad ranges of panels, worksurfaces and storage cabinets. Customers can develop endless configuration of workstations based on functional requirement.
Lay-in top and base pathways are standard in every panel with vertical wire way is coming as an option for wire management capability. Sufficient power and data capacity for the vast majority of applications. Lay-in capability makes installation easier and faster. Cabling can be routed on the base pathways continuously throughout the facility.
Extensive panel offering: Fabric Panels, Curved Fabric Panels and Glazed Panels, Glazed Panels, and Panel Door. Many options available for your personal requirement, affordable and efficient office environment.
Panels are 50 mm. Thick. No unanticipated dimensional growth in the plan. Floor space is optimized. Ease of planning.
Panel-mounted worksurface can be mounted to panels at any height on 25 mm. (1 inch) increments. Position can be customized to meet the basic needs of the seated worker.
10 standard laminates in Melamine, Veneer and High-pressure laminates are available with PVC edge trim. PVC edge provides smooth transitions between all desks, regardless of shape or application.
Worksurfaces can be supported by cantilevers, panel-supported brackets, side support, and freestanding pedestals. Worksurface support options provide tremendous flexibility in design and reconfiguration. Individual worksurfaces can be connected to the panel on one end and treated as freestanding desks on the other.
Overhead cabinets are available with painted, wood, or fabric-covered finishes. Greater options accommodate a variety of designs.


It may be one of the most common photographic clichés, but who doesn't like a good picture of the American flag in a strong breeze?
The picture was shot in RAW at ISO 80, using shutter-priority (1/800th) and about a stop of under-exposure; producing a file size of 10 MB. As you know from previous posts, I'm a big fan of the Canon G-series cameras, and while I'm always looking carefully at 'what's next,' I think the image is exactly what I was going for.


Type of cookies: Social Sharing – Facebook store cookies which allow the Facebook "Like" social sharing functionality but only if you click on the Facebook "Like" button on our website or log in using your Facebook account. Facebook Pixel allows us to target website visitors through Facebook adverts.
We may update this policy from time to time so you may want to check it each time you visit our website. We last changed this policy on 17 May 2017.


MacB to Showcase Wireless Threat Characterization and Data Analytics Capabilities at TechNet Augusta | MacB / MacAulay-Brown, Inc.
DAYTON, Ohio, August 16, 2018 – MacAulay-Brown, Inc. (MacB), a leading National Security company delivering advanced engineering services, cybersecurity and product solutions, announced today that the company will demonstrate a new wireless threat characterization capability at TechNet Augusta 2018. The enhanced capability combines multiple Erebus tactical integrated wireless network nodes with the Big Data Platform (BDP) and Analytics suite, creating an integrated system that identifies wireless networks and characterizes the threat environment in forward-deployed locations. Sponsored by AFCEA International, the three-day conference will begin on Tuesday, August 21 at the Augusta Convention Center.
Technical teams from three MacB organizations, Enlighten IT Consulting (EITC), Commonwealth Technology Division (known as CTI), and the National Security Group (NSG), leveraged big data analysis and cybersecurity expertise to rapidly prototype the new Erebus II networking tool as a test bed for further enhancement. Working in tandem with embedded software and hardware engineering specialists, the teams were able to improve next generation capabilities for the military.
The modular-developed Erebus node is a tactical Commercial-off-the-Shelf (COTS) integrated wireless networking tool that runs a highly-modified version of the Open Source Kali Linux NetHunter project via Offensive Security. This version demonstrates capabilities to identify, characterize, and monitor wireless WiFi networks. Real-time networking data is correlated with geolocation and high-gain directional antenna azimuth data. Multiple Erebus nodes arranged in an array provide low-profile, multi-dimensional awareness, and target locating information for use in the data analysis engine.
The BDP and Analytics suite provides experts the ability to query, evaluate, visualize, and monitor petabytes of data across the network. EITC's cloud-based solution is currently used by mission partners across the U.S. Department of Defense. The company's proprietary Rapid Deployment and Management Framework (RADMF) enables fast deployment of BDP on hardware, commercial cloud, virtual ecosystem software like OpenStack, and recent configuration onto a laptop.
Since 2007, Enlighten IT Consulting (EITC) has been an innovative provider of advanced and mission-critical big data infrastructure, secure cloud engineering, and analytic solutions for federal, state, and local clients with specific emphasis on the warfighter and decision makers responsible for national defense and security. A premier partner of Amazon Web Services (AWS), EITC has collaborated with AWS to provide innovative solutions to meet many of the challenges facing the U.S Department of Defense and the Intelligence Community related to big data, cyber analytics, data fusion and IT transformation. The company was named one of Baltimore's Top Workplaces in 2017 by the Baltimore Sun Media Group. EITC was acquired by MacB in December 2016, and is headquartered in Linthicum Heights, Maryland.


Re: Which jars to store to HCatalog in Pig?
Subject Re: Which jars to store to HCatalog in Pig?
I am writing to hdfs and hcatalog.  probably that is why.
> Are you writing to S3?
>> Does it take a long time to build a hive table?  The job is kinda slow.
>>> Huzzah! Nice find Daniel.
>>> > It seems we still need PIG_CLASSPATH if we use HCat on store side.
>>> >> environment is setup.
>>> >>> If you can share your session, I'd happy to take a look.
>>> >>>> 'ls' result too.
>>> >>>>> I just hopped in #hcat on freenode too.
>>> >>>>> > fixed this in PIG-2532.
>>> >>>>> >> I'm pretty sure 'register'ing isn't what you want.
>>> >>>>> >>>> Much thanks!
>>> >>>>> >>>>>> Hope this helps.
store to HCatalog from Pig?
>>> >>>>> >>>>> "...:::Aniket:::... Quetzalco@tl"
>> Russell Jurney twitter.com/rjurney russell.jurney@gmail.com datasyndrome.


Are you consuming any collagen at the moment? If yes, do you know or check what type of collagen that you are consuming? I know there are many types of collagen in the market and they come in different forms; it could be in powder, drink, tablet, capsule or jelly. Today we are going to share about Joymix Collagen Tripeptide vs Normal Collagen. Collagen Tripeptide (CTP) is a unit of a three amino acids, namely glycine, proline and hydroxyproline, which are found naturally in food.
Why do we need to consume collagen? Well collagen is the most abundant protein in our bodies, found in bones, muscles and tendons as well as skin, hair and nails. It is part of the connective tissue in the skin that creates firmness and suppleness and is vital for skin elasticity, as well as driving skin cell renewal. As we age our collagen production slows down that is the reason we need consume collagen to replace it.
So what makes Joymix Collagen Tripeptide unique as compared to conventional collagen? As you can see there are differences of Collagen Tripeptide verses Normal Collagen (Collagen Peptide) and Collagen from natural food. Joymix Collagen Tripeptide is already breakdown into 3 minimum unit of collagen that can directly and quickly absorb by our intestinal tract and deposited in our skin, bones, cartilages and tendons. However the absorption rate of Normal Collagen or Conventional Collage is lower and slower because it has a bigger molecule and need to go through the breakdown process again.
Joymix Collagen Tripeptide is enhanced with Methylsulfonylmethane (MSM), Olive Extract and Vitamin E. When MSM is combines with Collagen Tripeptide it helps to bind the collagen units together to improve the skin's firmness and reduce joint inflammation. Don't worry, MSM is not an artificial ingredient, it occurs naturally in fruits, vegetables and animal products.
For the past few weeks I have been consuming 1 scoop of Joymix Collagen Tripeptide with 150ml water daily in the morning before my breakfast. It taste like passion fruit drink and only has a very mild sweetness. There is no fishy smell or odor, it is pleasant to drink. For my Muslim friends and readers, Joymix Collagen Tripeptide is Halal certified.
There are many benefits of consuming Collagen Tripeptide for our beauty and overall well-being such as hydrates and brighten the skin; gives the radiance to the skin; reduce fine lines and wrinkles; strengthen hair and nails; and strengthen the bones and joint health. Plus it is also a remedy for cracked heels.
I know that as we aged the collagen in our bones and cartilages are deteriorating therefore I need to exercise more often and consistent to strengthen my bones.
Collagen makes up about 90% of our bone mass. Besides exercising consuming Collagen Tripeptide can also help to further enhanced our bones metabolism and helps reduce joint pain (if any) as the digested collagen is directly deposited on collagen containing organs stimulating growth of new collagen fibres. MSM also help to build back worn joint cartilage.
After I consumed Joymix Collagen Tripeptide I find that I am becoming more flexible and able to do squad without feeling the tightness around the knee areas. The fastest results are shown in the skin, where I can feel that my skin is more hydrated and glowing. There uneven and yellowish skin tone is reduced and dry lines became less visible.
Overall I find that Joymix Collagen Tripeptide is easy to consume and it has higher efficacy compared to Normal Collagen or collagen from natural food. I can also see the improvements on my skin, its more moist, radiant and firm. My hair and nails also becoming stronger and not so easy to break. In long term collagen tripeptide helps to strengthen our bones and also cartilages. If you want to look good and be strong you got to invest in the product that works.


Well folks, it's New Year's Eve, and that means time to say good-bye to 2017. As we take a few moments today to reflect on this past year, first we need to think about where we started. Last year I indicated my wish for 2017 would focus more on love. I have to say that my wish has come true. This year I have definitely seen a movement among my dietitian colleagues to put more focus on mindfulness, intuitive eating, and finally say good-bye to our old diet culture. I look forward to continuing this movement away from traditional diet culture and negative mindset in the 2018. But first, let's take a moment to chat about what's been happening on my little corner of the internet here on Nutrition Nuptials. AND what I have up my sleeve to come in 2018.
For my blog's 2 year anniversary, I gave it a makeover. But the site itself isn't the only thing that got a new look. Food photography has become a major focus of mine over the past few months. Several of my recipes have gotten new looks as the photos have been updated. In fact, that may be one of the reasons many of those recipes were some of your favorites.
This sweet and spicy combo is a triple threat as a marinade, sauce, or dip. It was also featured on Prevention (sadly the old photography still remains on that site). Check it out!
One of my favorite snacks to whip up. These little guys are the perfect mid-day fuel. A batch of these will last you a good week, so these are perfect to prep in advance. Features on Shape and Men's Fitness also helped boost the popularity of these little guys. Make a batch!
Who doesn't love a quick and easy breakfast in the morning? This creation was a post-yoga class brainchild one morning, and has become one of my go-to breakfasts. If you're in a morning rush, make this in a to-go cup and have a hot breakfast to enjoy on the way to to work. Try for yourself!
The cutest little dessert! Perfect when you want a little something sweet but don't need to make a massive bowl. After a large holiday meal, your guests will be thrilled to enjoy this tiny treat! Enjoy for yourself!
Not just fun to say, but also super tasty to eat. If you have a party coming up, from NYE to Super Bowl to Engagement Parties, these little guys are quick to put out and look super impressive. Serve these up!
One of my favorite recreations from our local vegan restaurant! A great way to enjoy Taco Tuesday on a Meatless Monday (or any day of the week!). Quick to make and great way to get a ton a fiber and protein in one meal. You can also use the sunflower "meat" as a salad topping or on nachos. Make these today!
As I said in an earlier post this year, I'm all about bringing Nutrition Nuptials back to the basics discussing couples-related matters. I love my recipes (and so do you!), but those are supposed to be an added feature, not the star content of the site. So 2018 will continue putting more focus on giving couples advice when it comes to getting their nutrition, fitness, and wellness acts together. Here's what you can look forward to in 2018!
I can't wait to see where this year grows as I continue to CULTIVATE what was started this year!
HOW IS YOUR 2017 FINISHING OUT?
WHAT MAJOR GOALS DO YOU HAVE SET FOR 2018?
LET'S HEAR ALL ABOUT IT IN THE COMMENTS!


text:
Antoine Malus de Montarcy (né le  à Paris et mort le  à Lille) est un homme politique  français.

Biographie

Receveur des tailles dans l'Yonne quand la Révolution française débute, Antoine Malus de Montarcy est élu le  député de ce département à l'Assemblée législative. Il y siège jusqu'au  dans la majorité réformatrice. Il y travaille essentiellement sur les questions agricoles.

Sources

Liens externes

 fiche dédiée sur la base de données des parlementaires français, site de l'Assemblée nationale

Naissance à Paris
Député de l'Yonne
Membre de l'Assemblée législative de 1791-1792
Naissance en juillet 1736
Décès en juillet 1820
Décès à Lille


text:
Researchers Develop New, Warm Fuel Cell
By Kristin Leutwyler on April 19, 2001
In the furious race to perfect fuel cells for use in electric cars and other commercial products, researchers from the California Institute of Technology may have now taken the lead, describing in today's issue of Nature an intriguing new design. Sossina Haile and colleagues created the novel fuel cell by combining features from existing "hot" and "cold" cells. As their names imply, these devices operate only at temperatures above 600 degrees Celsius or below 100 degrees Celsius, respectively. The new hybrid, though, runs at temperatures right in between, potentially making it more suitable for a range of applications.
All fuel cells follow the same general plan: two electrodes (an anode and a cathode) sandwich an electrolyte, made from a polymer or some other material that allows ions, but not electrons, to pass through it. A hydrogen-containing fuel flows to the anode and loses its electrons. These electrons travel through an external circuit while the resulting positive ions pass through the electrolyte. At the cathode, the electrons then combine with the hydrogen ions and oxygen, generating electricity and water as a by-product. The new, warm fuel cell marries a solid electrolyte, such as those found in solid-oxide cells, with the hydrogen-ion conduction used in polymer-electrolyte membrane (PEM) fuel cells. Its developers hope that with some further optimization, the warm fuel cell will create higher voltages at greater efficiencies than its predecessors

redpajama_set_name: RedPajamaCommonCrawl


text:
Ruth Mitchell Theatre Maker
About/Actor
Expanded Narratives
I went along to the Expanded Narrative symposium at the weekend; with papers placed into four different titles, Story, Performance, Games and Sound it highlighted a common theme throughout, we just want to tell stories; we are all trying to create 'narratives' through different forms that 'expand' the storytelling experience. Poetry, for instance, is 'ideally suited to harnessing new technologies' (Dr Lytton Smith, University of Hertfordshire). The form, having line breaks lends itself to being broken up and re-arranged and works perfectly on Twitter. Sited work can use audiences to interact with rather than just receive and Misha Myers (Falmouth University) uses real and imaginary worlds and stories in her work. She engages with many diverse groups who co-author the work and is currently working alongside farmers in India to help promote the farming industry through computer gaming.
Mobile phones have sensors built into them making them perfect receptors for sound walks or locative narratives (both needing to be experienced within a specified site). This is a technological form that both games makers and performance makers have jumped onto as the technology has become more refined. Here James Brocklehurst, lecturer in Communication Arts at Plymouth University talked us through the design process and visual media involved in creating a locative narrative app.
From Jane Grants's 'Soft Moon' where ancient records of astrophysics create other worlds in the universe and give us insights into our own world at the same time, to Dr Chris Speed's idea of the future where objects will interact with us, illustrate the age old desire to create stories. We looked at performances without actors, where the audience create the story (Small Town by Coney), and mobile phone games developed by Michael Straeubig because, he believes, we've forgotten what it means to play. Finally I participated in the performance of The Unbuilt Room by Seth Kriebel, where a group of six people explore a place through memory and imagination. The audience are given certain rules, we are told where we are, and we decide whether we want to go North, South, East or West (sometimes we don't have all those choices), we then have to keep a memory of our route working as a group together. We do not know what our story is when we start but narratives emerge as we play. Billed as a performance it was also very much a game the audience played, my only criticism being that at twenty minutes it was too short.
These scenarios certainly illustrated the aim of the symposium reflecting the interdisciplinary nature of Expanded Narrative, as they say…
'The reader, relocated, becomes a player, co-author or participant. How can we design, develop and experience locative sound, participatory theatre, pervasive and mobile games, flash fiction and works yet to be defined? Through the consideration of these questions, the symposium aims to promote knowledge exchange and collaboration between practitioners from the arts, academia and the creative industries'.
http://www.expandednarrative.org/symposium/
This entry was posted in Performances, Research and tagged Dr Chris Speed, Dr Lytton Smith, Dr Misha Myers, Expanded Narratives, James Brocklehurst, Jane Grant, Michael Straeubig, Small Town by Coney, Soft Moon, The Unbuilt Room by Seth Kriebel on November 4, 2013 by Ruth.
← Site generic ? Solid Air →


The challenge for the modern contact centre is integrating a diverse channel of communication into a coherent, measurable whole. This is why G2Connect use Cisco at the core of our call centre offering. Using Cisco and G2Connect's development experience, we can integrate the call centre with other applications in your environment, such as CRM or ticketing systems.
Cisco provides a reliable, scalable call centre solution at a completely different price point to proprietary platforms. G2Connect's Cisco based call centre solution offers everything expected of a leading edge platform including; Interactive Voice Response (IVR), Inbound Automated Call Distribution (ACD), Predictive Dialling, Payment Gateways, PCI Compliant Call Recording and comprehensive Call Centre reporting.


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GM workers worry about paying bills as strike continues
by: JOHN SEEWER and TOM KRISHER, Associated Press
Posted: Oct 9, 2019 / 11:20 PM CDT / Updated: Oct 10, 2019 / 09:30 AM CDT
In this Tuesday, Oct. 8, 2019, photo, striking General Motors worker Mike Armentrout stands on the picket line outside a transmission plant in Toledo, Ohio. Workers say they are starting to feel the pinch of going without their regular paychecks. (AP Photo/John Seewer)
TOLEDO, Ohio (AP) — Nearly four weeks into the United Auto Workers' strike against General Motors, employees are starting to feel the pinch of going without their regular paychecks.
They're scaling back at the grocery, giving up on eating at restaurants and some are taking on part-time jobs while trying to get by on weekly strike pay of $250.
"In a couple of more weeks, I think everybody's going to be calling the bank or their creditors, going, 'Hey, probably going to be late or delinquent,'" said Mike Armentrout, who works at GM's transmission plant in Toledo.
While pressure is intensifying to reach a deal, the losses for both sides are mounting and spilling over into the auto supply chain.
Striking full-time workers are losing roughly $1,000 each week, and that's not counting the overtime many of them make.
Dolphin Green, a temporary worker at an engine and transmission plant in the Detroit suburb of Romulus, Michigan, took a job washing dishes at a restaurant to help make ends meet.
"I'm willing to sacrifice as long as possible," he said.
He's only been with GM for four months, making just under $16 per hour, but has hopes of going full-time so he can support a family.
Use of temporary workers has been a major issue in the contract negotiations, along with building vehicles in other countries, a point that surfaced on Tuesday.
Green has cut spending and has a girlfriend with a good job. But he's worried about a child support payment coming up at the end of the month and has talked to his case worker about temporarily reducing the payments.
Dennis Earl, president of UAW Local 14 in Toledo, said the union is doing what it can to help workers by advising them how to deal with bills that are piling up.
The union hall's kitchen is serving meals around the clock and donations of food and household items are pouring in from other labor groups in the area. "Nobody's going to go hungry," he said.
"As this goes on and becomes more difficult, there's going to be some agitation, but for the most part these people are in it for the long haul," he said.
A Wall Street analyst estimates that GM has lost over $1.6 billion since the work stoppage began, and is now losing about $82 million per day.
GM dealers across the country report still-healthy inventory on their lots, but they're running short of parts to fix their customers' vehicles.
The strike immediately shut down about 30 GM factories across the U.S., essentially ending the company's production. Factories in Canada and Mexico remained open for a while, but one assembly plant in Canada and another in Mexico have been forced to shut down due to parts shortages. Analysts expect the closures to spread to the six plants that remain open.
Bargaining went into the night Wednesday and resumed Thursday morning as the strike entered its 25th day.
A person briefed on the talks said the union hasn't responded to an improved offer the company made on Monday. The person didn't want to be identified because the talks are confidential. The union pointed to a letter from its top bargainer to members saying that GM isn't committed to bringing production to the U.S. from other countries.
Many workers stocked away emergency cash after being warned for months by union leaders about the possibility of a strike, but they said GM's temporary workers who make much less couldn't do that.
"We all knew this was coming for a long time, I'm set up. A lot of guys aren't in that same spot," said Tim Leiby, an eight-year employee in Toledo. "I've got all my bills paid, but I know some people who don't."
Still, he's cutting back on eating out, going to the movies and spending money on hobbies because "we don't know how long this will last."
He also said he has a cousin who won't talk to him now because the strike has shut down the welding shop where she works.
"It's affecting everybody, it's affecting families. Even families that don't work here," he said.
The Anderson Economic Group, a consulting firm in East Lansing, Michigan, estimates that 75,000 workers at auto parts supply companies have been laid off or had their wages reduced because of the strike.
That doesn't include waitresses, convenience store clerks and others who are seeing their hours cut because striking workers aren't out spending money.
Truck driver Glen Hodge, who hauls scrap metal from a stamping plant in Spring Hill, Tennessee, has been off the job the past three weeks.
Since then, he's filed for unemployment, dropped his cable TV package, stopped going out to eat with his wife and even cut back on dog treats. It upsets him a bit when he sees gift cards and donations pouring in for the striking workers.
"What about the rest of us?" he said on Wednesday. "There's a bunch of us sitting around getting nothing."
Krisher reported from Romulus, Michigan. Associated Press video journalist Mike Householder contributed to this report.
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Volume 11 Number 12
Online Games and Digital Information Services
John Kirriemuir
Silversprite
<john at silversprite dot com>
Online games possess a number of characteristics similar to those in digital library and other online services. Awareness of these characteristics can provide:
clues as to how people can and do use online systems.
inspiration for new or improved methods of providing access to digital information holdings.
examples of what is technically possible for complex online services with many simultaneous users.
Online games represent the leading technological edge of the entertainment sector. Such games now attract many thousands of players, often collaborating or competing in a lag-free and visually rich environment while simultaneously using an array of data manipulation and online communication tools.
The past five years have seen a rapid growth in academic interest in computer and video games, especially online games. Conferences, peer-reviewed journals, bodies and academic organisations such as DiGRA [1] have sprung up and matured. This interest crosses many academic fields, including psychology, economics, sociology, computer science, geography, history, media and cultural studies, and education.1 For example:
A quick perusal of the proceedings of the International Conference of the Learning Sciences ... and the Computer Supported Collaborative Learning organisation indicates the widespread interest in online communities and virtual worlds within the field of educational research [2].
There are many factors behind this increase in academic attention, including:
A large number of people (measurable in millions) are playing computer games, especially online games. Some of these games operate – without noticeable delay – with many thousands of simultaneous online players.
Players voluntarily spend a substantial amount of time playing, especially online games. Within MMOGs (Massive Multiplayer Online Games), the average amount of weekly gameplay ranges from 12 to 21 hours. Much of this time is spent communicating – nearly 30 percent of MMOG players spend their in-game time with "beyond-game" friends [3].
Despite the significant time commitment, most players receive no material reward for their effort; in fact, games usually cost the player money in terms of software costs and online subscriptions.
Players are often multi-tasking, processing large amounts of different online information (communications, locations, inventories, gaming status) simultaneously.
Computer games, and online games in particular, are complex systems where players can "meet", communicate, interact, and "create" and manipulate virtual content.
The computer game industry forms a significant part of the entertainment sector, with an annual turnover of approximately $25 billion.
These, and other factors, correlate to aspects of digital information service development and use. Like online games, digital information services are also online "always on" services which are simultaneously accessed by many people. The current interest in Web 2.0 also highlights parallels between online games and the emerging generation of more open and user-manipulated online services.
With the arrival of the next generation of video consoles – which will increase the number of people playing online games – this article provides a brief overview of contemporary aspects of online games, and the people who play them. Also examined are those aspects of online games and gaming that have direct parallels with digital library and other information services, and how some of the principles of Web 2.0 map onto current online gaming practice.
2. The games
Online games are ubiquitous. Most PCs and other ICT devices, such as mobile phones and digital personal organisers, ship with pre-installed client software for online games. Windows XP, for example, comes with a range of online board and card games such as Backgammon, Checkers and Hearts. Selecting one of these games connects you to a server where players of similar strengths are automatically selected and matched against you. A pull-down menu of 20 to 30 phrases such as "hello" allows for rudimentary communication with opposing players. Though these types of games are visually and technically simplistic in comparison with some of the online games we will discuss later, the facts that they come "as standard" and are free to use mean they are likely to be some of the most widely played online games.
Computer and video games are not a new phenomenon: the first such digital games were created on university mainframe computers around 50 years ago, with games available for use in the home by the masses since the mid 1970s.
Arguably, since the early 1980s and the first "crash" of the video game market, the PC has been the predominant platform for digital game play. As the hardware technology has advanced, so developers have been quick to exploit new functionality and processing power in order to create games. Inevitably, the ability of PCs – and other devices – to access the Internet has led to the development of Internet-based "online" games.2
Earlier games, restricted (by today's standards) by the low processing power and graphical abilities of PCs, tended to be text-based in both input and output. MUD (Multi-User Dungeon) games were a particularly high profile type of online game, where the player navigated around a set of locations, solving problems, accumulating items and encountering other (real) players and computer-generated characters.
Figure 1. Age of Empires. Controlling a particular tribe in a colonial skirmish.
(To see a larger version of this image, click here.)
2.2 MMOGs and MMORPGs
As technology has advanced, online games have evolved into a number of genre, the most well-known being the MMOG (Massive Multiplayer Online Game). This is a computer game that enables hundreds or thousands of players to simultaneously interact in a game world. Typically this kind of game is played in an online, multiplayer-only persistent world. Some MMOGs are played on a mobile device, typically a phone, and are thus called Mobile MMOG or MMMOG or 3MOG.
The highest profile form of MMOG is the MMORPG (Massive Multiplayer Online Role-Playing Game). In a MMORPG, the player is represented by a pre-configured avatar, controlled by the player. Typical activities involve exploration of a three-dimensional landscape, encountering other characters, communicating, trading and fighting.
There is a growing body of research into these games (and the people who play them). For example, several researchers are examining their application to education; Steinkuehler [4] discusses several factors of MMOGs that can potentially be harnessed for learning:
Persistent virtual worlds
Online social interaction
Real-time perpetual accessibility
Differentiated community roles
Social knowledge construction/collective intelligence
MMOGs and MMORPGs are played by large numbers of people and represent the most technically advanced form of contemporary online gaming. Consequently, the rest of this article focuses on this type of game.
2.3 Characteristics of contemporary MMORPGs
Many contemporary MMORPGs are set in a pseudo-medieval world based loosely on fantasy literature.3 [5] notes that:
They are notorious for their peculiar combination of designed "escapist fantasy" yet emergent "social realism" [6]: in a setting of wizards and elves, dwarfs and knights, people save for homes, create basket indices of the trading market, build relationships of status and solidarity, and worry about crime.
The world typically consists of free-roaming open areas, as well as smaller locations such as caves, dwellings, shops and temples. Many of these smaller locations are associated with a specific function, e.g., you would enter a bakery in order to purchase some bread.
Players are categorised either by the type of creature they are (e.g., person, elf, dwarf), and/or by their role or trade (hunter, trader, wizard). The player sees him or herself in the landscape represented by an appropriate avatar. The avatar can carry a number of items (usually weapons, money and food), and has a set of status levels, e.g., a current health percentage level, physical (combat) strength, spell power.
Players can spend their time exploring the environment. However, most MMORPGs feature a number of quests or challenges, which are based around a loose storyline (to increase authenticity). Typical quests involve finding an item or killing a particular creature. Easier quests can be undertaken by individual players; rewards for successful completion are typically monetary, or an increase in overall player status to a higher level.
More difficult quests often require several players to form a team (or "clan"). The group of players meet through using the in-game communication systems, and devise a strategy for how they will complete the challenge. Difficult challenges can lead to players being killed off e.g., by a much stronger opponent; when this happens, the avatar is regenerated, though the player has usually lost some items e.g., all of their in-game money.
In order to maintain player interest in the game (and thereby preserve revenue streams), MMORGP maintainers regularly introduce new features, such as special challenges or quests, or new areas of the environment to explore. Most new features merely provide an additional – optional – diversionary task for players. Others can cause significant changes to the game. For example, the maintainers of World of Warcraft introduced an "illness", obtained by being splattered with infected blood when killing a particular creature. However, the illness (unintentionally) developed into a plague that crossed species barriers and struck down the avatars of many players.4 The BBC reported [7]:
Many online discussion sites were buzzing with reports from the disaster zones with some describing seeing "hundreds" of bodies lying in the virtual streets of the online towns and cities.
2.4 Spontaneous economies
One of the more reported attributes of MMOGs is the accumulated wealth that the more popular games can generate. Edward Castronova, the pre-eminent economic analyst of online games, estimated in 2004 [8] that the economic activity within and around EverQuest made the game comparable to a country such as Namibia in terms of average GDP per player/resident. He notes that:
We are learning that people get deep enjoyment from building up a stock of goods out of nothing ... Players like going out and finding iron ore, smelting it into iron, hammering it into a sword, selling it for some gold pieces, so they can buy new clothes. Each of those steps is emotionally satisfying. Economics is fun. And everything that is fun will stay in games, without question.
Some players sell such items on Ebay and other auction sites. The information arising from such sales helps in calculating game currency to real world exchange rates,5 and other economic behaviour such as market stability and inflation. Estimates as to the amount of (actual) wealth generated vary wildly (the figure of $800 million annually is quoted by several sources, e.g., [9]); fraudulent activity has led to MMOG maintainers such as Sony moving to set up online item trading services within their games.
In addition to this wealth generation are the various forms of market-based enterprise that spring up around games. One notorious example is that of so-called "Chinese Farmers" [10], who accumulate money and items in a game either on behalf of another player, or to sell on to (real world) companies for a profit. Similarly, some players employ people to work their characters through the more mundane and lower parts of an online game [11], progressing through levels ("levelling up").
3. The players
The enduring stereotype of a game player (especially of online games) is that of a teenage US boy involved in solitary gameplay within his room. Recent surveys indicate a very different model of player, with no singular demographic or age-point being predominant.
3.1 Numbers
Bruce Woodcock's independent analysis website [12] gives subscriber figures (people who pay to play a particular online game) and estimates for some of the more popular MMOGs:
Everquest. June 2005: 454,000
Lineage. March 2005: 2,000,000
Lineage 2. March 2005: 2,100,000
RuneScape. June 2005: 380,000
Star Wars Galaxies. June 2005: 255,000
Ultima Online. March 2005: 160,000
World of Warcraft. June 2005: 2,000,000
As of November 2005, the developers of World of Warcraft (see screenshot 1) claimed it was the most subscribed single MMORPG in the world, with more than 4.5 million active subscriptions [13].
Figure 2. World of Warcraft. A group of players discuss a monster.
3.2 Age
The average age of game players has slowly increased over the past decade. Various surveys and anecdotal evidence put this age at somewhere between late 20s and mid 30s. The ESA puts the average age at 30 [14].
However, of more interest is the range of ages of players, especially players of online games. While online game maintainers are often coy about releasing specific demographic data, surveys indicate a wide spread of ages, often associated with particular genre of games. For example, the International Game Developers Association [15] stated in 2005:
Who is the casual online games player?6 The answer is everyone. Even though market research shows the majority of the audience today is women 30-45 years old, one can see all ages and gender playing online games and buying downloadable games; from young males playing casual sports and arcade games to seniors playing online bridge. Casual game players play these types of games as they seek diversion, socialization and competition.
The most recent Project Massive [16] survey of game players also indicates a broad spread of age ranges, tapering gradually to senior players.
3.3 Gender
While males make up the majority of players of certain genres, e.g., sports titles, other genre and modes of gameplay have attracted larger shares of female players. The ESA [14] state that 56% of online game players are male (with, of course, 44% being female). A US survey of 3,600 people [17] who had played online games within a 3 month period found that women over 40 occupied a significant proportion of the sample. In addition, this particular demographic:
...spend the most hours per week playing online games (9.1 hours or 41 percent of their online time vs. 6.1 hours – 26 percent of their online time – for men). These women were also more likely to play online games every day than men or teens of either gender.
MMOGs tend to attract significant percentages of female players (20-30%+); the research conducted by Taylor [18] suggests that the social spheres provided by games such as EverQuest can be more inviting and pleasurable for female players than those provided by offline games.
Figure 3. EverQuest. Note the other characters and enemies in the distance.
Other research and surveys indicate that females are forming significant proportions of the player spectrum of some games. For example:
Services like Yahoo Games, MSN Zone and Pogo attract tens of millions of users and at any given time will have 150,000 to 200,000 simultaneous players each. On top of that, for many services over 50% of their users are adult females, a demographic that has historically shunned video games [19].
Most online game players are based, not surprisingly, in North America and Europe. However, several online games have proved particularly popular in other individual countries. For example, the large majority of the players of Lineage and Lineage 2 are based in South Korea and surrounding countries. The maintainers of Ragnarok Online claimed in earlier 2005 to have over 17,000,000 paid subscribers in mainly South Korea, Japan and Thailand. Though the figure is certainly in the millions, the company-quoted figure is disputed.
4. Characteristics of online games
4.1 Technical robustness
Online games that allow many thousands of people to simultaneously play and interact obviously require a significant infrastructure. At the turn of the decade, Ultima Online was played for more than 160,000,000 man-hours – in one year [6]. A slow service can prove frustrating over a period of time, and discourage players from continuing, as can an unreliable service.
A typical MMOG needs to be hosted across several, sometimes many, servers. As a player moves around the game environment, so they move from one "zone" to another, and thus their system presence is transferred to the server appropriate to their new zone. One frequently occurring problem is that of overloading, where a particular zone is very popular and becomes the "home" of many players. Maintainers solve this problem by either redistributing the zones around the servers, opening new zones, or creating appealing quests or challenges in different zones to tempt players away from the overpopulated area.
Security is a major issue with MMORPGs, and takes many forms. More malicious practices involve trying to crash the game, or cause large-scale chaos or disruption. More benign practice involves finding short-cuts or quicker methods of increasing the status of your player than those allowed through the game structure. Online game maintainers allocate significant effort to various security and fairness issues, to avoid disenchanted or disrupted game players leaving en-masse to other games and to avoid the associated revenue implications that accompanies loss of players.
4.2 Data
An interesting parallel between a digital library and an online game concerns the data they hold. The primary data object in a digital library may be a book, journal or article, the instances of which number many thousands or millions. Associated with each instance is a set of data (e.g., title, ISBN, authors, location, price, the actual content)
The primary data object within an online game is the player. Each instance of a player is associated with a set of data (e.g., name, password, character type, current location, level status, health status, amount of in-game money current held).
The key difference between digital library data and gaming data lies in how transitory the data is. Most of the data concerning an article held by a digital library will not change (though some, such as price and location, will). Within the online game, various forces act on a player resulting in significant changes to the associated data. The very act of moving changes a player's location, while engaging in battle will change various health, weapon and strength attributes. Even if the avatar is doing nothing, other forces, e.g., an attack by an enemy, will affect the attribute values associated with that player.
From a technical perspective, at any one time a large quantity of data is changing. A major event in a game (for example, the aforementioned "plague" in World of Warcraft) results in large quantities of data held by the game changing rapidly.
4.3 Interface
The interface for a digital library service is typically based around making it easy for information to be located and presented in a clear and unambiguous format to the user/reader. An online game fulfils a different kind of remit, providing a "real world" representation to the user/player, in addition to various data to enable him/her to survive and prosper in this world.
Comparison of the four full-size MMORPG screenshots in this article reveals a number of features common to many such games:
The main portion of the screen contains a 2D or 3D visual representation of the game environment, buildings, your avatar, the other players' avatars, items such as weapons and computer-controlled characters.
A text-based or other chat system through which you can communicate with players whose avatars are near yours.
An inventory of items you are carrying.
A map showing key geographic features, other avatars and other characters near your own.
Avatar/character status information, such as strengths, injuries, spells and weapons.
As can be seen, this is a considerable amount of related, though varied, information. As well as being graphical and textual, information can be audible.
Much of the displayed data is also associative, or based around proximity criteria. Avatars are displayed that are close to yours, as are structures in the game such as buildings. This is comparable to online bookstores providing details of books bought by people who have made similar purchases to the ones you have made, or digital libraries displaying search results and books by the same author.
4.4 Subscription models
The classic model for subscribing to an online game is to purchase the initial client software, and then to pay a monthly subscription. However, while this is typical for most of the main MMORPGs, other payment models exist, such as either paying only for the initial client software, or receiving it free and paying a monthly or usage time-based subscription.
Free online games, even MMOGs, exist. These tend to be developed by amateur teams of people. Because of the considerable costs involved in maintaining the technical infrastructure and software of a MMOG, free versions of such games tend to be of a lower quality.
The key difference between payment models for online games and digital library services is that, in the former, the user pays for the pleasure or experience of using the system. In the latter, typically the user pays not for using the system, but for quantifiable items (articles, papers) selected by the user.
4.5 Exploration and location activities
Both digital library and online gaming services offer users the ability to explore (or see what is in there), and to locate things. With online gaming, exploration tends to be a more passive, indulgent experience, where location of something specific (person, item) is usually tied in with a quest or mission with a tangible reward.
The key difference between "location activities" in digital library and online gaming systems is that, in the former, the user has no time or event constraint. However, in games, the player is existing and reacting in "real time". Activities such as exploring a hostile terrain to locate a particular item are fraught with danger. This minimises the opportunity for reflection that users of digital library services have during location activities.
Passive exploration activities undertaken by game players and digital library and information service users share a much greater similarity. At an emotional level, these activities elicit curiosity and discovery; for example:
Game player: "I wonder what's over that horizon / in that building over there?"
WorldCat user: "I wonder in which other libraries this particular book is held?"
Amazon customer: "I wonder what other books are read by people who own my favourite book?"
The ability of a game or service to facilitate such exploration depends on factors such as the openness of the data within the system, and the tools and interfaces available to the user. These factors are increasingly discussed within the context of Web 2.0.
5. Web 2.0
Web 2.0 is a concept based around online services being more openly exploitable (in benign ways) by users, customers and online explorers. For example, while early websites were little more than a set of static pages, Web 2.0 online services allow users to add or enhance content (e.g., to add reviews to a book in an online bookstore), create communities of conversing users, and access and repackage data using a number of methods and applications. While Web 2.0 is often debated in relation to online commercial services, the concept is also applicable to online digital library services.7
Paul Miller describes Web 2.0 as a set of principles [20]. Some of these principles can be mapped onto online gaming functionality.
5.1 Participative
Web 2.0 is participative ... Web 2.0 applications have been quick to spot the value of user-generated content.
Massive Multiplayer Online Games increasingly allow players to develop user-generated content which becomes part of the game. For example, within the game Project Entropia, a player purchased an island for £13,700 (around $20,000) of real money [21]. He recouped his money by selling land to build virtual homes as well as taxing other gamers to hunt or mine on the island.
Outside the game itself, many players generate game-related content. Internet-accessible content takes many forms, including:
blogs8
clan and personal game player websites
FAQs (factual details and minutiae)
gameplay video footage9
player mailing lists, forums and newsgroups
walkthroughs (step-by-step game solutions)
The amount of game-related content can be considerable. A November 2005 Google search on "World of Warcraft" returns 11.5 million hits, while a newsgroup search found 31,000+ postings and a Technorati search found 60,526 blog postings.
5.2 Modular
Web 2.0 applications are modular, with developers and users able to pick and choose from a set of interoperating components in order to build something that meets their needs.
Some computer games offer toolkits so players and other developers can create new levels, content or formats. For example, the toolsets available with NeverWinter Nights have allowed a college in the UK to create an award-winning curriculum-based educational environment [22] which is being used by several other educational establishments.
In addition, there are instances of technology moving between the online information service and online gaming sectors. For example, Ludicorp developed a community-oriented, browser-based massive multiplayer online game called Game Neverending [23]. Some of the tools within this game were redeveloped to form a multiuser chatroom with file-sharing capabilities. This evolved into Flickr [24], the digital photo sharing service. Eventually, Ludicorp closed down Game Neverending to concentrate on the rapidly increasing demands of Flickr.
5.3 Sharing
Web 2.0 is about sharing ... content and ideas.
Collaborative play within online games is often essential to player progression. For example, a player may need a particular weapon or piece of information (e.g., location of another character); this information can be given by another player, or traded for other information or items. On more difficult quests, team play and collaboration are often vital; for example, it may require several players working together in a coordinated manner to slay a particularly strong monster.
Web 2.0 is about communication and facilitating community.
Systems where players can communicate are commonplace in online games. Examine the screenshots from World of Warcraft, EverQuest and Star Wars Galaxies. At the bottom of each is a dialogue area, where typed comments from players in near proximity appear.
Typed dialogue can also appear elsewhere on the screen; the Star Wars Galaxies screenshot shows a "speech bubble".
Figure 4. Star War Galaxies. A number of avatars dance ("grind") away to maximise a particular status level.
Online video console-based games in particular place a heavier dependency on sound-based communication. As consoles do not normally use keyboards, systems such as the Xbox live online gaming service use headphone and microphone systems, allowing players to verbally converse (and insult) other players and opponents.
5.5 Smart
Web 2.0 is smart; applications will use knowledge of us ... to deliver services that meet our needs.
While playing an online game, a large amount of information can be accumulated by the game provider about each player, such as their actions, reactions, items they possess, what they have achieved, places they have visited. How games use this data differs widely; for example, some games allow you to access specific areas of terrain only when several personal criteria have been met.
Digital Library services often store basic data e.g., username, password, to enable readers to maintain an account or profile. Some offer further data capture and usage functionality. For example, the New York Public Library Digital Gallery [25] provides an ongoing "Search History"10 listing, as well as a listing of images selected in the current session.
Retailers have collected and exploited personal profiles and shopping information for a number of years, through mechanisms such as supermarket loyalty cards. Retailers trading through online shopping services have also developed methods of alerting customers to particular products that they have calculated – through accumulated data – to have an increased probability of purchase. For example, Amazon [26] highlights personal recommendations, as well as "Customers who bought this item also bought" associations based on other people's shopping behaviour.
5.6 Trust
Web 2.0 is built upon trust ... placed in individuals ... or in the uses and reuses of data.
Online games typically provide a "sandbox" environment where players can explore and interact as they see fit. Onerous restrictions on the ability to experiment reduce the game enjoyment, and ultimately the number of players. Therefore, game maintainers strive to achieve a balance between trusting the players with this freedom, and putting in safeguards and restrictions to prevent abuse of the game environment or other players.
Most Digital Library systems do not allow readers to change primary data e.g., the location of a book. However, an increasing number entrust users to add information to a particular object. For example, the Find in a Library WorldCat service allows readers to submit reviews of books [27], and give a rating out of five; the Amazon online bookstore [28] offer a similar function. While (unlike in online games) people using Amazon or Find in a Library cannot interfere with other people's data/submissions, there is an element of trust in that the service provider relies on readers providing fair reviews without ulterior motive e.g., a publisher submitting a number of glowing reviews.
Wikipedia [29] offers a higher degree of trust, in that readers *can* interfere and change information provided by other readers. Alternately, they can provide false information themselves. As with online games, a system of checks and balances and a team of (human) monitors are required to reverse malicious actions, settle disputes and deal with users who persistently abuse the service.
The computer game sector is, and always has been, one of rapid development and enhancement. This presents the dual problems of being time-consuming in order to keep up with developments, and being difficult to predict future gaming environments or products. One particular area where online games may develop and flourish is that of "Thin Games" [30]. These are entirely web-based games which (at least in theory) apply Web 2.0 concepts to game development.
Though digital library systems and online games provide extremely different services, there is much that the development community of each could learn from the other. Both types of "always on" service, used by millions of people, involve simultaneous participation by many distributed online people, accessing and affecting large quantities of data. Technical, interface, and communication attributes from online games are of relevance to the developers of online information and commercial services. Some tools, developed for games, are being used by such services. It will be interesting to see whether there will be a further take-up, or cross-pollination, of concepts, technologies and ideas between these sectors.
Thanks to Jonas Heide Smith at the Centre for Computer Games Research [31], IT University of Copenhagen, for the high quality screenshots.
1. Until the last few years, the study of digital games in education was confined mainly to small-scale psychology and sociology academic research projects. However, funding bodies and national education policy makers in several countries are now investigating the use of such games in curriculum-based learning, with a particular focus on the quality of content, delivery and models of learning. For example, in China the Shanghai Science and Technology Education Commission recently announced [32] that it would allocate 1 million yuan for educational computer games (online and offline) and cartoons, which would be used in 1,500 local elementary schools. In the US, several recent initiatives have injected significant funding into this area. For example, Maryland Public Television has recently [33] been awarded a $15 million grant from the U.S. Department of Education to create a series of digital learning games and simulations and other online tools to boost math instruction, reading comprehension and vocabulary skills.
2. Wikipedia [29] contains substantive and detailed descriptions of online game types such as MMOGs and MMORPGs, as well as the more popular individual online games.
3. One notable exception to this is the Star Wars Galaxies online game, the environment of which is based on the locations in the film series.
4. There are a number of interesting parallels between how this particular effect spread through the in-game population, and current theory as to the likely spread of avian flu and other pandemics.
5. In 2001, one platinum piece, the unit of currency in the EverQuest world of Norrath, traded on real world exchange markets higher than both the Yen and the Lira [34].
6. A casual game player is (hazily) defined as one who plays occasionally or regularly, but not frequently. People who play games frequently, e.g., several times a week or daily, are often labelled "core" or "hardcore" players.
7. A popular source of information and reflection on the area where digital libraries, online services and Web 2.0 overlap is Lorcan Dempsey's blog [35].
8. A favourite form of online communication for gamers. A Technorati [36] search on 20th November 2005 revealed 2,561 blog postings in the last 13 days carried the "World of Warcraft" tag alone.
9. An interesting and well-known example is "Red vs Blue" [37], a weekly downloadable film. The writers of the script "act" out each scene using characters within, and footage from playing, the Xbox game Halo.
10. The explanation on the Search History function reads: "Your most recent 50 searches can be reviewed and accessed from this page. Saved searches also include previously visited "linked queries" (for example, the Subject or Name links on Image Detail pages). Searches are stored only during your current search session."
[1] DiGRA: Digital Games Research Association. <http://www.digra.org/>.
[2] Steinkhuehler, C. A. Learning in massively multiplayer online games. Paper presented at the International Conference of the Learning Sciences (ICLS), Los Angeles CA. 2004. <http://website.education.wisc.edu/steinkuehler/papers/SteinkuehlerICLS2004.pdf>.
[3] Seay, A.F., Jerome, W. J., Lee, K. S., & Kraut, R. E. (2004). Project Massive: A Study of Online Gaming Communities. In Proceedings of ACM CHI 2004. New York: ACM Press, pp. 1421–1424.
[4] Steinkuehler C. A. Cognition & learning in massively multiplayer online games: A critical approach. Presented at the Learning Sciences Colloquium, University of Wisconsin, Madison, January 21 2005.
[5] Steinkuehler, C. A. (in press). Cognition and literacy in massively multiplayer online games. In D. Leu, J. Coiro, C. Lankshear, & K. Knobel (Eds.), Handbook of Research on New Literacies. Mahwah NJ: Erlbaum.
[6] Kolbert, E. Pimps and Dragons: How an online world survived a social breakdown. The New Yorker, May 28, 2001. <http://www.newyorker.com/fact/content/?010528fa_FACT>.
[7] Deadly plague hits Warcraft world. BBC News website, 22nd September 2005. <http://news.bbc.co.uk/1/hi/technology/4272418.stm>.
[8] Virtual gaming worlds overtake Namibia. BBC News website, 19th August 2004. <http://news.bbc.co.uk/1/hi/technology/3570224.stm>.
[9] Sony opens game goods marketplace. BBC News website, 22nd April 2005. <http://news.bbc.co.uk/1/hi/technology/4469807.stm>.
[10] Wikipedia description of "Chinese Farmers". <http://en.wikipedia.org/wiki/Chinese_farmer>.
[11] Picturing online gaming's value. BBC News website, 27th October 2005. <http://news.bbc.co.uk/1/hi/technology/4360654.stm>.
[12] Statistics and analysis of the subscriber bases of Massive Multiplayer Online games. <http://www.mmogchart.com/>.
[13] World of Warcraft press release. Blizzard website. <http://www.blizzard.com/press/051028-burningcrusade.shtml>.
[14] Essential facts about the computer and video game industry. Entertainment Software Association, 2005. <http://www.theesa.com/files/2005EssentialFacts.pdf>.
[15] 2005 Casual Games White Paper. International Game Developers Association, 2005. <http://www.igda.org/casual/IGDA_CasualGames_Whitepaper_2005.pdf>.
[16] Project Massive online survey of game players. Results of the 3rd survey, game player section: <http://www.projectmassive.com/player_results3.html>.
[17] New study reveals that women over 40 who play online games spend far more time playing than male or teenage gamers. AOL press release, February 11th, 2004. <http://media.aoltimewarner.com/media/cb_press_view.cfm?release_num=55253774>.
[18] Taylor, T.L. Multiple pleasures: Women and Online Gaming. Convergence: The Journal of Research into New Media Technologies, 9(1), 21-46, 2003
[19] The Online Game Market Heats Up. Summary of DFC Intelligence report, 2004 <http://www.dfcint.com/game_article/june04article.html>.
[20] Miller, P. Web 2.0: Building the New Library. Ariadne, Issue 45. <http://www.ariadne.ac.uk/issue45/miller/>.
[21] Virtual Property market booming. BBC News website, 9th November 2005. <http://news.bbc.co.uk/1/hi/technology/4421496.stm>.
[22] Watamaniuk, J. Back to School for NWN. BioWare website. <http://nwn.bioware.com/players/profile_mit.html>.
[23] Game Neverending. Support website for this cancelled massive multiplayer online game. <http://www.gne.net/>.
[24] Flickr: Digital photo sharing website. <http://www.flickr.com/>.
[25] New York Public Library Digital Gallery. <http://digitalgallery.nypl.org/nypldigital/index.cfm>.
[26] Amazon online shop. <http://www.amazon.co.uk/>.
[27] Review of Love and Zen in the Outer Hebrides, submitted by John Kirriemuir, to the WorldCat Find in a Library service, December 1st 2005. <http://www.worldcatlibraries.org/wcpa/oclc/39551790&tab=reviews>.
[28] Reviews of The Stornoway Way, submitted by readers to the Amazon online bookstore. <http://www.amazon.co.uk/exec/obidos/tg/stores/detail/-/books/0241143209/
customer-reviews/ref%3Dpd%5Fbxgy%5Ftext%5F2%5Fcp/026-8605237-4145216>.
[29] Wikipedia. <http://en.wikipedia.org/>.
[30] Wikipedia definition and explanation of "Thin Games". <http://en.wikipedia.org/wiki/Thin_games>.
[31] Centre for Computer Games Research, IT University of Copenhagen, Denmark. <http://game.itu.dk/>.
[32] PC games, cartoons to enter classroom. ChinaDaily news, 13th November 2005. <http://www.chinadaily.com.cn/english/doc/2004-11/13/content_391237.htm>.
[33] Maryland Public Television to Create Digital Learning Games. Association of Public Television Stations, 24th October 2005. <http://www.apts.org/stories/mpt_digital_learning.cfm>.
[34] Castronova, E. Virtual worlds: A first-hand account of market and society on the cyberian frontier. CESifo Working Paper Series No. 618. Center for Economic Studies and Ifo Institute for Economic Research, California State University, Fullerton, December 2001.
[35] Lorcan Dempsey's blog. <http://orweblog.oclc.org>.
[36] Technorati (blog search engine). <http://www.technorati.com/>.
[37] Red vs Blue. Archive of downloadable videos, where characters in a computer game (Halo) enact a script. <http://rvb.roosterteeth.com/archive/>.
Copyright © 2005 John Kirriemuir
doi:10.1045/december2005-kirriemuir


text:
Q: Linux subnets isolation I have following configuration on my system
                   | br0 (lan0 to lanX + WiFi Home SSID)
ethX(internet) -
                   | br1 (WiFi Guest SSID).

I need to have both bridges access the internet (nat'ed via ethX) but isolated one each other.
I would expect that by default routing between bridge interfaces will not be enabled, but it doesn't seem to be a case and I can ping from my guest network to home network.
I think I can use iptable to block traffic from br0 to br1, but I hope to find a more elegant solution that will allow routing only to an upstream interface without the need to configure special rules for each subnet I add to the system.
Is any available? I will be ok using iptables as well but hope that I can setup a positive rule i.e., routing toward ethX allowed rest is blocked.
Thanks,
Ilya.

A: The best way is to drop everything first, then allow forwarding on the interface combination(s) you want, eg:
iptables -F FORWARD
iptables -P FORWARD DROP
iptables -A FORWARD -i br0 -o br1 -s 192.168.1.0/24 -j ACCEPT

.. and so on.  The setup above allows your trusted network br0 to reach the untrusted br1, but not the other way around.  Any more interfaces you add to the system won't be able to forward unless you specifically add them to the list above.  If you want br0 to be able to forward everywhere, do it like this:
iptables -A FORWARD -i br0 -j ACCEPT

All networks should still be able to go out your NAT interface ethX.


The Department of Trade and Industry was a UK government agency which was disbanded with the announcement of the creation of the Department for Business, Enterprise and Regulatory Reform and the Department for Innovation, Universities and Skills on 28 June 2007.
Wikipedia also has an article on Department of Trade and Industry (UK). This article may use content from the Wikipedia article under the terms of the GFDL.
↑ "Department for business, enterprise and regulatory reform established", Media Release, June 28, 2007.
This page was last edited on 27 June 2008, at 02:56.


text:
Apple Pay usage continues to lag in the United States, new data suggests
Chance Miller | Aug 29 2019 - 5:05 pm PT
A new report from CNBC today dives into the differing usage of mobile payment platforms such as Apple Pay around the world. The report explains that while mobile payment usage is growing in many countries, adoption in the United States continues to lag.
One of the drivers of mobile payment adoption by consumers in other countries is the fact the main alternative is cash. Gerard du Toit, partner and head of Bain's banking and payments financial services practice in North America, explained that economies in countries such as China and India have long been heavily reliant on cash.
Therefore, the idea of using a mobile payment platform such as Apple Pay is more appealing to consumers than carrying around cash. The United States, however, has a far more developed credit and debit card system:
"China and India have been very cash-based economies — that has a pretty high hassle and friction factor," du Toit said. "Mobile payment is a dramatic improvement versus having to manage a whole bunch of cash. A big driver of mobile adoption is just how big an improvement is it. When it comes to the U.S., there is a good enough solution there already."
In China, data from Bain shows that in terms of "percentage adoption" among consumers in China, WeChat Pay is the largest payment method at 84 percent, followed by AliPay at 81 percent. From there, cash ranks at 64 percent, followed by debit and credit cards at 54 and 52 percent, respectively. Apple Pay ranks at 17 percent.
In the United States, however, credit cards are the most common payment method at 80 percent, followed by cash at 79 percent, and debit cards at 59 percent. Physical checks rank at 53 percent, followed by PayPal at 44 percent. Apple Pay ranks next at just 9 percent, followed by Venmo, Zelle, Square, Google Pay, Facebook Messenger, and Snapcash.
One former Samsung Pay executive attributed this to the lack of acceptance in the United States:
Will Graylin, founder of LoopPay, which was sold to Samsung, said merchants need to hit a certain threshold before even early adopters will consider switching entirely to mobile. He said there needs to be at least 90% of acceptance to get even 1% of consumers to change a habit.
"The reality is we're not there yet," said Graylin, who was also global co-GM of Samsung Pay. "There is simply not enough ubiquitous acceptance."
On the other hand, during Apple's earnings call last quarter, Tim Cook touted the growth of Apple Pay. Cook said that Apple Pay transaction volume and new user growth is outpacing PayPal, though he didn't specific United States growth details.
What do you think about this data? How often do you use Apple Pay in the United States and other countries? Let us know down in the comments.
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Come join us for the 3rd annual Cinco de Gato! This year's event will be held at Urban Artifact. Our very own Eddie Annal band will be playing as well! 15% of the bar revenue will be donated for ocelot conservation. All profits will be donated to Friends of Laguna Atascosa. So bring your friends for a fun night of music and games!
The Jazz Coasters – Sunday Swing Dance!
A 13-piece eclectic musical project since 1992 featuring many of the area's most creative musical magicians performing musical visions and compositions by Patrick Kelly. The PAO has 3 CDs, its most recent "Fun With Notes" released late last year. The range of the repertoire encompasses jazz, fusion, funk, world music, avant garde and Latin. It is a feast for the ears. "Whoever has ears to hear, let them hear." $10 suggested donation.
/// Comprador /// a person within a country who acts as an agent for foreign organizations engaged in investment, trade, or economic or political exploitation. /// The Bascinets /// Columbus /// https://thebascinets.bandcamp.com/ /// Disaster Class /// /// Visuals by Elyse Johnson /// elysejohnsonartist.com Finally a reason to build a gate triggered hand clap for an acoustic drum kit.
Fire Iron is our next release in our Midwest Fruit Tart series brewed with 400 pounds of Passion Fruit, 1,500 pounds of Pink Guava and 500 pounds of Banana. It will be available in 6-pack cans and on draft as well as 4 variant bottles we will be announcing in the event page leading up to the release.
Join us for Sunday Night Trivia as we welcome in Trivia With a Twist into UA for general knowledge trivia and great craft beer Prizes include 1st Place: $25 UA gift card 2nd Place: $15 UA gift card 3rd Place $10 UA gift card Free Admission All Ages!
/// Vox Vocis /// Prog but everytime you go into a weird time signature you become a murderous virus. http://voxvocis.bandcamp.com/ /// Expeditions /// a three piece experimental band from Amelia, Ohio, consisting of Zac Gaskins, Alec Mayhugh, and Jakob Fox. /// Analog Bandits /// Hailing from Cincinnati, this progressive power-trio brings searingly-clean vocals, funky-fat bass, R&B-inspired rhythms, and a blend of rock and jazz guitar to create a full soundscape sure to delight any listener with a discerning ear.
Old Time Mondays gives artists an opportunity to bring in their instruments for an opportunity to sit in on a session with seasoned old time musicians and learn traditional Appalachian music handed down from generation to generation in an open mic setting.
Come join us on Tuesday, July 18th at Urban Artifact to meet new people and see what we can all do to make a change in the Cincy area! All people & ideas welcome.
Wild Mountain Berries 9pm Red Idle Rejects 10:15pm The Vims 11:45pm /// Red Idle Rejects /// Red Idle Rejects is an Alt-Country/Americana band from Cincinnati. /// Wild Mountain Berries /// Sonic blend of Americana, Blues, Jazz, Country, and a touch of Gypsy. Passionate, original, and soulful. /// The Vims /// The Vims are a five-piece Alternative-Rock band based in Cincinnati, OH.
Join us as we welcome in the jazz rock / afrobeat styilings of the Dave McDonnell group (Two 45 minute sets!) and singer songwriter Kyla Mainous Dave McDonnell Group 8-8:45 Kyla Mainous 9-9:30 DMG set number two 9:45-10:30 Free Show All Ages!
In questions are the answers.
To inquire about getting your event listed, send a message to content@welcometonorthside.com.


What CBD Oil can treat?
Norway – soft rules for electronic cigarettes?
Italy: Suspended the tax for liquids without nicotine!
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