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The Works of Raplh Waldo Emerson in One Volume Including The Poems, Philosophic and Inspirational Essays, and Biographical Studies
By: Emerson, Ralph Waldo
Publisher: Black's Readers Service Company: 1933
Red cloth cover with gold and black printing. Ex-library. Cloth split at top of spine. Very slight shelf wear to other parts of cover. Split at title page, but binding otherwise tight. Pages clean. Very little fading of paper.
Marmaduke Multiplys Merry Method of Making Minor Mathematicians
By: Facsimile of the 1841 children's classic
Publisher: U.S.A.: Dover Pubns, 180 Varick Street, New York, NY 10014: 1971
ex-library. front cover taped together due to a tear. Book is clean and otherwise in good condition.
Fantasy and Science Fiction, June 1973
By: Ferman, Edward L., editor
Publisher: Mercury Press: 1973
The Magazine of Fantasy and Science Fiction, Volume 44, No. 6, Whole No. 265, June 1973. Library of Congress Catalog Card no. 51-25682. Paperback periodical, in excellent condition. paper aged, text clean, binding sound. Listed on the cover: Isaac Asimov:Triumph of the Moon, Robin Scott Wilson(Pax Romana), Ray Bradbury(Old Ahab's Friend), Ron Goulart(Varieties of Religious Experience), Jack Vance(part 2 of The Austra). Cover Ilustration is by Jack Gaughan for "The Austra."
Fantasy and Science Fiction, March 1974
The Magazine of Fantasy and Science Fiction, Volume 46, No. 3, Whole No. 274, March 1974. Library of Congress Catalog Card no. 51-25682. Paperback periodical, in excellent condition. paper aged, text clean, binding sound. Listed on the cover: Isaac Asimov: The Uneternal Atoms, 'The Star of Stars' by Robert F. Young; 'Beneath the Waves' by Gordon Eklund. Cover Ilustration is by Ron Walotsky for "The Star of Stars." Some nicks to the edges and corners, small hole in the front cover hinge near the top. Som stains and soil around the edges. Still a very nice copy.
Six Not-So-Easy Pieces: Einstein's Relativity, Symmetry, and Space-Time
By: Feynman, Richard P
Publisher: Reading, Massachusetts, U.S.A.: Perseus Books: 1997
Unused Science Book Club edition. First printing, March 1997. Dust jacket has faded along the spine.
Qed: The Strange Theory of Light and Matter
Publisher: Ewing, New Jersey, U.S.A.: Princeton Univ Pr: 1988
First Princeton Paperback Printing, 1988. Paperback has a general crumple as though someone had sat on it. A new book that has been bent in the middle. An explanation of the theory of LIGHT, by Richard Feynman, who is interesting, humorous, and easily understood. (And the recieient of the Nobel Prize for Physics)
Howard's End
By: Forster, E. M.
Publisher: New York, New York, U.S.A.: Bantam Classic Edition: 1985
Seller ID: 54
well read used paperback. covers slightly wrinkled, but clean. pages tight and clean. 271 pages. Bantam Classic Edition, November 1985. "OPM 15 14 13 12 11 10 9 8 7". Cover painting INTERIOR, ca. 1915 by Harold Gilman. Used with permission of Southby parke Bernet, Inc. London. Howards End was first published in 1910 by Edward Arnold in London, then by G.P. Putman's Sons, NY. "A Clear vibrant portrait of life in Edwardian England."
20 Ways You Lose Money on Your Way to the Stock Market
By: Fraser, Scott S.
Publisher: Chicago, Illinois, U.S.A.: Dearborn Trade Pub: 1996
New book, signed by the author. New dust jacket, Contrarian newsletters that were enclosed with new book included in the sale. Dearborn Financial Publishing, Inc., 1996, "97 98 10 9 8 7 6 5 4 3 2.".
The Psychopathology of Everyday Life: Standard
By: Freud, Sigmund
Publisher: The Norton Library, W . W . Norton & Company, Inc., New York.: 1965
1965 edition, withdrawn from library with library markings, pocket, etcetera. Very clean, tight spine, bright cover. the upper corners of the pages through pp. 155 have at some time been bent from being dropped. Translated by Alan Tyson, Edited and notated by James Strachey. 310 pages, five inches by seven and three-quarters inches. Printed in United States of America "6 7 8 9 0"
Educating Children With Learning Disabilities, Selected Readings
By: Frierson, Edward C., and Barbe, Walter B.
Publisher: Appleton-Century-Crofts, Educational Division, Meredith Corporation, New York: 1967
First Edition, No Dust Jacket, Some very light pencil underlining on pp 373-386 (Education of The Brain Injured Child), and pp 59-65 (perceptually handicapped), otherwise a new book. ex-library. pages clean and binding like new. Previous owner's name inside front cover, no library stamps, apparently withdrawn before shelving.
Maya, the Riddle and Rediscovery of a Lost Civilization
By: Gallenkamp, Charles
Publisher: David McKay Company, Inc., New York: 1976
Ex-library, and before that part of a private copllection, embossed stamp on title page. Revised and Expanded Edition, 1976. Book is in very good condition. Dust Jacket, attached with tape, is in good condition with shelf wear and small damages to the edges. Drawings by Dolona Roberts. 220 pages, illustrated with many black and white photographs. Binding tight, pages clean.
Reality Sandwiches: 1953-1960
By: Ginsberg, Allen
Publisher: City Lights Books, The Pocket Poets Series, 261 Columbus Avenue, San Francisco, Californis 94133, U.S.A.: 1974
Twelfth Printing, May, 1974. paperback ex-library, and previous to that, marked from a private collection in Tulsa Oklahoma, the Nelson Collection, embossed and signed by Mr. Nelson. Spine is tight, pages are clean and secure. Scratches and wear to the corners and edges of the cover. City Lights Books, The Pocket Poets Series, Number Eighteen.
By: Girvin, Harvey F.
Publisher: International Textbook Company, Scranton, Pennsylvania.: 1941
Leather-like cover, Green with gold letters. Has been through a flood, dried, some warping of papers, but none stuck or mildewed. 336 pages, cellophane tape repair to spine inside book at p. 233. Engineer who owned this book acted quickly to rescue the library, and dried each book carefully in the sun. First Edition, Third Impression, September 1941. International Textbook Company, Scranton, Pennsylvania. Sacrifice of family heirloom for the education of the next generation.
Chaos: Making a New Science
By: Gleick, James
Publisher: E Rutherford, New Jersey, U.S.A.: Penguin USA: 1988
Crease at hinges, some shelf wear to the edges and corners. Spine not creased. Pages secure and clean. A Penguin Science book.
English Country House Murders
By: Godfrey, Thomas, editor
Publisher: New York, New York, U.S.A.: Mysterious Pr: 1988
Book like new, very small tear to dust jacket at the top of the front cover. minor shelf wear. First Printing, December 1988.
Pocket Factfile of 20th Century Events
By: Gold, Fiona, project editor
Publisher: Troll Communications, LLC, by arrangement with Andromeda Oxford Ltd., 11015 The Vinyard, Abingdon, Oxfordshire OX14 3PX, Fngland: 1996
ISBN 0816749531. Pocket Factfile of 20th Century Events. Some shelf wear, clean inside, spine curved from use. World Events Year by Year. Origination by Perdana Grafik, Malaysia, Printed in Malta by Interprint Ltd. Our book number 29064.
Fiction of the Fifties
By: Gold, Herbert, Editor
Publisher: Dolphin: 1961
This Paperback has been re-bound for use in the library from which it was discarded. Beautiful shiny covers, tight binding, hardcover paperback. Dolphin Edition, 1961. Anthology Includes: James Baldwin, Saul Bellow, Anatole Broyard, R.V. Cassell, John Cheever, Evan S. Connell Jr., William Eastlake, George P. Elliott, Herbert Gold, Leo Litwak, Bernard Malmud, Flannery O'Conner, Frank Rooney, and Harvey Swados.
By: Goldberg, Charles H., Brainard, Walter S., and Gross, Jonathan L.
Publisher: Boyd & Fraser Publishing Company, 286 congress street, boston, ma 02210, printed by R.R. Donnelley & Sons: 1984
book is clean, no markings inside, 1894 first edition. 413 pages plus appendices. eight and one-half inches by eleven inches. three pounds. may require additional postage.
Training Llamas To Drive
By: Goldsmith, Bobra
Publisher: U.S.A., A Hartworks production, distributed by Juniper Ridge Press.: 1989
Binding: Clamshell Case with Original Art
2 Hours. Includes sections (delineated on the cover by increments of minutes and seconds from the beginning) teaching Preparing the Llama for Driving, Fitting the Harness, Choosing a route, First Lesson, Technique for teaching the touch of the reins, introducing the llama to the cart for the first time, riding in the cart for the first time, competition, interacting with horses....Everything one needs to know about Llama Cart driving. Distributed by Quality Llama Products. This copy purchased new in 2000. One owner. Never watched. (and we still had good success with driving the llama cart). I...
Feynman's Lost Lecture: The Motion of Planets Around the Sun
By: Goodstein, David; Feynman, Richard; Feynman, Richard P; Goodstein, Judith
Publisher: Scranton, Pennsylvania, U.S.A.: W W Norton & Co Inc: 1996
Unused. As new, heard one time. carefully stored in our private collection. One small nick on page 84 of the book. Includes Audio on Compact Disc. Both in Fine to New condition.


September 20th, 2018 – Colorado is the leanest state in America, according to a new State of Obesity 2018 Report, which is a joint collaboration by to non-profits, the Trust for America's Health and the Robert Wood Johnson Foundation.
Eagle, Colorado was singled out as the leanest area profiled in the report. Colorado is the leanest state with a 22.6% obesity rate. Hawaii and Washington DC were the only other areas with obesity rates below 25%.
While that's better than other states, the bad news is that in 2017 the obesity rate stayed level or increased in every state.
Iowa, Massachusetts, Ohio, Oklahoma,Rhode Island and South Carolina — had significant increases in their obesity rates from 2016 to 2017. Alabama, Arkansas, Louisiana,Mississippi, West Virginia, Iowa and Oklahoma were 7 states where obesity rates exceeded 35%.
Not a single state had statistically significant decreases in obesity rate over the last five years.
Shockingly, in 1985, not a single state in America had an adult obesity rate higher than 15 percent.
There are many health risks associated with obesity, including type 2 diabetes and certain cancers. The State of Obesity 2018 Report estimates that obesity costs an extra $149 billion annually in direct healthcare spending, and another $66 billion in lost productivity.


Bridging the gap between Hip Hop, Gospel and Poetry comes budding talent, 19 year old Franklyn Music. Born Franklyn Addo, the East London Ghanaian is beginning to establish himself as one of the most promising young rappers in the UK, thanks to the engaging content finely crafted with impressive vocabulary into every verse.
Emerging early in 2008 via the UK Gospel Rap scene, Franklyn's numerous guest verses and live performances would culminate in the impressive release of his debut mixtape Just Being Frank in December 2010. Aided by familiar names on the Gospel scene such as Guvna B, Victizzle and Brewer, Franklyn's diary-like entries and sombre productions resulted in a quietly heralded mixtape, both within the Gospel scene and beyond.
The ear-catching "Internal Bleeding," featuring singer Lola Godheld, trawls through the masked trials of a the young man, with respirator-like production courtesy of Alfa Mist creating a claustrophobic atmosphere for Franklyn's spiralled verses of spiritual restoration.
Another early highlight, "William Wordsworth" explores the magic of meaning behind words, stanzas and rhyme schemes, with an airy, piano led demonstration of Franklyn's unofficial homage to the 18th century poet.
The musical credentials of Just Being Frank should have been enough to catapult him into the spotlight of the mainstream. However, his first glimpse of media attention came after it was revealed the rapper had turned down a place at the highly esteemed institution Cambridge University for the London School of Economics. As expected, Franklyn took to the press and the recording booth to respond to any critics of his decision.
With a studious mind frame and a way with words, Franklyn Music is being tipped by by many to jump into the circle of valued and appreciated muses within Hip Hop, Gospel and more in the not too distant future. With his current CV of releases being scoured by bloggers, music journalists and new fans, Franklyn Music most certainly remains on the radar of those seeking the next musical talent.


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The book consolidates all the grammar pupils need to know for the exam into one book, making it an indispensable revision resource for any pupil. The revision guide contains clear explanations of all topics, including information on the non-linguistic exam, followed by 'Test Yourself' questions so that pupils can ensure they have understood what they have learnt. - Endorsed by ISEB - Information is presented clearly and methodically to ensure it is accessible and can be learnt easily - Includes information on the linguistic and non-linguistic sections so pupils are fully prepared for the exam - 'Test Yourself' exercises are included so pupils can check their progress Suitable for ISEB 13+ Latin exams. Also available from Galore Park: Latin Vocabulary for Key Stage 3 and Common Entrance, which includes a complete vocabulary list for examinations at 13+.


Most senior executives are not fully aware that the shape of their career depends on the type of leader they are. Some people are predisposed to being producers: They are skilled at conceiving new ideas and bringing them to market. Others are consummate performers: They know how to optimize the known systems and products of an organization, and how to make the most of existing practices.
You might have the urge to fill both roles at once. After all, anyone who can launch a new product must have some ability as a performer. Similarly, most skilled performers also have some producer talent.
But it's rare for one person to excel as both a producer and a perfomer. So if you're aware of what you do best, you can more easily establish yourself in the most suitable environment, with the right complementary people, and map out your ideal role. You'll also know when to ask for help.
Is it better to be a producer or a performer? Neither. These two types of high-potential talent are highly complementary. While researching their book, The Self-Made Billionaire Effect: How Extreme Producers Create Massive Value, John Sviokla and Mitch Cohen spoke to more than 100 self-made billionaires. They found that the majority of these talented entrepreneurs created value as half of a producer–performer pair. Examples include Apple's Steve Jobs (producer) and Tim Cook (performer); or John Paul Mitchell Systems' John Paul DeJoria (producer) and Paul Mitchell (performer).
A. Suggesting new opportunities based on current products and capabilities.
B. Analyzing how to narrow strategic options down to the top two or three projects.
C. Brainstorming how my company might go about pursuing opportunities.
D. Actually, my contribution happens before the meeting, when I look at major upcoming issues and make sure we are framing the strategy conversation around them.
A. Stick to content related to my industry/job — I need to be up on the latest trends.
B. Stray a bit — I need to know what is going on in my field, but I like to explore.
C. Wander widely — I know what I know. I need to know what I don't know.
D. I don't really read or consume professional content — I learn everything I need through the day-to-day at work.
A. I don't want to work on any new ideas before we complete our current initiatives.
B. I wouldn't know where to start — there are five or six areas I'd like to explore.
C. I would know exactly what to do — I have an idea that I think could create a lot of revenue.
D. I would know exactly what to do — there are some minor issues I think my company could handle better.
A. I like having lots to do — it's impossible to predict which tasks and projects will allow me to make the right connection.
B. I intentionally leave a buffer in my schedule — things always take longer than I think they will.
C. I have to be sure a meeting or trip will be valuable before I agree to make time for it.
D. I intentionally schedule time for thinking or mental rest — I find I have better ideas that way.
A. Propose an add-on product to sell to existing clients.
B. Redesign my firm's business model with new products for a new, larger audience.
C. Collaborate with a friend who has a ton of ideas.
D. Attend the event to learn what ideas are out there — next year I'll be ready with one of my own.
A. Turn down the job — I think our competitors will have a similar offering much sooner.
B. Turn down the job — five years is too long to work on one initiative.
C. Accept with conditions — you think you can create a product in two years, and want the authority to do it.
D. Accept with enthusiasm — creating something new requires a lot of work.
A. Go back to my former position or to a similar role.
B. Take a new job in which I can apply what I learned in a low-risk environment.
C. Take a new job in which I can apply what I learned in a moderate-risk area.
D. Ask to be assigned to the next big, uncertain initiative.
A. Recommend the company pass on the new venture — the risk is too high.
B. Recommend the company pass on the venture for now — it might be good to revisit the project in the future.
C. Recommend the company take on the new venture in-house — the opportunity makes it worth learning these skills.
D. Look for companies that have these capabilities that my company can acquire or it can create a joint venture with.
A. Very little contact — I like to work out ideas on my own.
B. Some contact — I like working with others, but want to have control over my time and ideas.
C. Close collaboration — I work best working with one or two others.
D. Revolving collaboration — I work best when I'm engaging with different people all the time.
Both producers and performers are interested in exploring the boundaries of what is possible. Producers do it by pursuing new, at times audacious, goals. Performers do it by trying to bring their companies or division to the top reaches of success. Both types of high-potential talent feel a sense of urgency to improve themselves, their companies, and the circumstances they are in.
Right now, you are not driven by a strong desire for change. This doesn't mean that you are lacking goals or ambition, but those goals are not focused on improving your company's growth potential.
Expansion, increased efficiency, and incremental improvement, are the domains of performers, and they excel at them. Producers stand out at creating a brand new business, or reinventing an established business in the throes of disruption. Every successful business needs both high-potential producers and high-potential performers. Which would be the best role for you? Once you decide, you will be ready to move forward with your career.
Performers are the top achievers within known, established systems. Performers usually got top marks in school, and get top reviews at work. In corporate environments, performers optimize the systems that a company has in place to ensure that a product, a service, a division runs at the top of its potential.
Performers work best when the parameters are clear. You struggle, however, when asked to come up with ways to operate in environments that are undefined or in the midst of disruption. You are the best choice for running a known business, and less at ease if asked to design a new business or invent something new.
Corporations favor your skills, so there will be no lack of opportunities for you to take a leadership role in existing businesses. If you have an entrepreneurial bent, pair up with a producer who has the ideas and the business model design skills that complement your operational excellence.
However, you are also comfortable in the role of a performer, working in an environment where the parameters and rules of engagement are established.
Corporate environments need both producers, who have the ability to imagine entirely new products and business models, and performers, who can navigate known systems to optimize opportunities. Performer opportunities abound in business (and greatly outnumber openings for producers), so many people with producer potential get drawn into a performer mind-set. It is distracting to try to fulfill both roles; it is better to pick one approach, and look for a partner who can complement you.
If you want to see how far you can go as an innovator, try to get involved with a new opportunity at your company and approach it as a producer would. Question standard approaches to a problem. Imagine what different designs to the pricing or business model of a product might yield. Look for a performer who can help it get the recognition and support it needs to come to life.
Producers are innately innovative people who can conceive of new business ideas and bring them to fruition. They know how to assemble the disparate and sometimes conflicting business designs, resources, and talent that make new ideas successful in the market.
These habits allow you to come up with ideas that are truly new. You may borrow elements from existing systems, but you are not constrained by "the way we've done things before." On the contrary, your curiosity and knowledge allow you to see change long before it occurs. You perceive opportunities that your peers cannot.
But beware — producers who try to go it alone can be vulnerable; they may not get the support they need. Those who work inside an established company can become frustrated if their organization operates with less urgency than they think is needed. Some organizations may downplay producers' talents or ideas, and favor instead safer endeavors that lead to slower growth.
If you are a producer, you will need to sell your ideas to the people with the authority to say yes. You will do more, faster, when partnering with people whose skills and knowledge complement yours.
The unusual perspective of high-performing entrepreneurs allows them to turn good ideas into great businesses.


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Q: Nginx cache file by mime type I use nginx as frontend, apache as backend. I need cache pictures, but by default nginx is caching file by extentions. Apache takes pictures from db and send it without extentions. Can nginx cache files by mime type and how?

A: You need something like this.
if ($upstream_http_content_type ~* "image/") {
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redpajama_set_name: RedPajamaStackExchange


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We're really banged up with four starters out, so we're trying to get them healed up. We'll be very inexperienced these next few games, but we'll try to work through it.
-Travis Jackson
This quote is just one of 7 total Travis Jackson quotes in our collection. Travis Jackson is known for saying 'We're really banged up with four starters out, so we're trying to get them healed up. We'll be very inexperienced these next few games, but we'll try to work through it.' as well as some of the following quotes.
I think the girls did well under the circumstances. The girls were glad to get out of school early, but they were real focused before the game, and they stepped it up.
Travis Jackson
We're just looking to get through this spell and continue to improve as we hit the end of the season.
We're trying to do our part to keep Steelers fans out.
It was a must-win game for our team. We wanted Booker and the other seniors to have one more home game. I had to step up.
We try not to discriminate here. But our boss did tell the sales people this morning that if they did not want to sell to the 412 area code they would be allowed to tell them that we were sold out.

redpajama_set_name: RedPajamaCommonCrawl


Since its inception in 2004, nearly 200 emerging leaders from 61 countries and 6 regions have participated in the Global Leaders training/mentoring program. Global Leaders are selected from a range of backgrounds, including early childhood associations, government, academia, and NGOs. Many graduates currently play major roles in shaping the early childhood policies and practices in their countries and regions. To read more about Global Leaders for Young Children 2019-20, click here.
Are you interested in becoming a Global Leader? Please download and email your application to Mark Elliott at [email protected] and Laurie Hand at [email protected] by January 15, 2019.


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A preliminary container list was created for this collection on or before November 19, 2015.
University Housing and Dining Services Records, 1900-2013
The records of University Housing and Dining Services document the administration of campus housing residence halls and dormitories. In addition to the management of housing, these records also depict student life and culture on campus.
Items from this collection have been digitized and are available in Oregon Digital.
Oregon State University. University Housing and Dining Services
Oregon State University. Department of Housing
Oregon State University. Residence Programs
ID: RG 145
Extent: 19.3 cubic feet
More Extent Information
36 boxes, including 16 oversize box and 1 map folder; 4 microfilm reels
Scope and Content Notes
The University Housing and Dining Services Records document the administration of campus housing at Oregon State University for 1930-2005, with the bulk of records representing the 1960s and 1970s. The records reflect major issues in housing policies including co-educational housing, campus security, alcohol use, and self-governance by residents.
Accession 2008:048 is made up of materials generated by University Housing and Dining Services that includes brochures, correspondence, handbooks, maps, meeting minutes, newsletters, newspaper clippings, notes, policy/procedure statements, and statistical data. Primarily relating to the management of student family housing, these materials document a number of topics concerning the Orchard Court Apartments such as the impact of OSU's domestic partner policy and the ratio of international to American students residing in the units. These records also pertain to the purchase and administration of "miscellaneous" properties that were managed mostly as rental housing and were often later removed for planned expansion of parking lots and building construction. A report on Weatherford Hall written in 1992 by the outgoing Residence Hall Director that colorfully illustrates student and dorm culture was also found in this transfer.
Accession 2008:056 consists of annual reports generated by University Housing and Dining Services. Covering fiscal year 1994 and academic years 2003/04 through 2006/07, the reports in this transfer also include one quarterly report for Fall term of 2007.
Accession 2009:066 consists of materials generated and collected by University Housing and Dining Services that is made up of annual/quarterly reports, a DVD, newsletters, newspaper clippings, press releases, residence hall handbooks, and a guestbook. Among the handbooks is a guide, "Housing Opportunities at OSU," showing room layout configurations in the various dorm and cooperative houses at OSU. The DVD features a 15-minute film based on the TV show "Trading Rooms" in which two OSU dorm rooms are re-decorated by other students. The guestbook documents visitors to McNary Hall for several events in 1964, 1965, and 1986.
Accession 2009:110 consists of materials documenting the process of researching and selecting a name for the campus dormitory built in 2002 known as Carrie Halsell Hall. Made up of correspondence, notes, newspaper clippings, and policy statements, these records also refer to other names considered for the new building, including: Alice Biddle, Abigail Duniway, Ava Pauling, Helen Gilkey, and Marian Anderson.
Accession 2010:044 consists of materials generated and collected by the Office of University Housing and Dining Services which includes an account ledger, annual reports, articles of incorporation, brochures, certificates, constitutions, correspondence, flyers, guestbooks, handbooks, housing contracts (blank), meeting minutes, newsletters, newspaper clippings, photograph albums, photographs, and scrapbooks. Documenting various aspects of the management of student housing and cooperative living groups, these materials pertain to residence hall advisor training, policy development, residence hall renovation projects, event planning, publicity, and student social life in campus housing. Making up the bulk of this transfer, the scrapbooks and photograph albums were primarily assembled by residents of the cooperative houses Azalea House, Heckart Lodge, Oxford House, and Reed Lodge. In addition to portrait and group shots of residents, the scrapbooks and albums contain documentation reflecting everyday life in the houses, special rituals such as "passing the candle," collaborative events with other co-ops, and news stories about residents. The photographs not found in albums or scrapbooks number about 650 images in total (500 prints and 150 negatives) and mostly depict resident social activities (both on and off-campus) and group shots.
Accession 2010:078 is made up of materials generated and collected by University Housing and Dining Services (UHDS) and includes certificates, constitutions, correspondence, flyers, handbooks, meeting minutes, photographs, posters, a quarterly report, and a scrapbook. The minutes in this transfer reflect meetings of the Residence Hall Association, the Intercooperative Council, and the Cooperative House Directors. The correspondence mostly pertains to event planning for an 80th birthday party celebration for former UHDS Director Edward Bryan. The certificates reflect honors and awards received by Callahan and Halsell Halls. Numbering 17 prints in all, the images consist of portrait shots of mostly unidentified students, group shots of Callahan Hall residents in "crazy pictures," and UHDS staff. Primarily made up of photographs, the undated scrapbook documents various events in residence halls such as "Planet Earth," the "Mistletoe Ball," and a fashion show.
Accession 2011:078 consists of materials generated by University Housing and Dining Services that include annual/quarterly reports, architectural drawings, certificates, correspondence, newspaper clippings, photographs, a policy notebook, reference materials, survey records, and VHS videotapes. Subjects covered in these records include the renovation of Hawley Hall and the nomination of Weatherford Hall to the National Trust as a historic structure. The reference materials reflect research from a study on differing perceptions of cultural cohesion within residence hall communities. Compiled as a reference handbook for presidents of Weatherford Hall, the notebook is made up of a constitution, correspondence, event program reports, flyers, and policy guidelines. The photographs are digital images on a cd depicting the Weatherford Hall renovation during the remodel work and after completion. Numbering 6 videotapes in all, the films relate to fraternity hazing and a history of Weatherford Hall "A Story of Seven Decades." In addition to a proclamation of the LEED green building status of the remodeled Weatherford Hall , the certificates primarily pertain to Weatherford Hall resident participation in Red Cross blood drives.
Accession 2013:072 contains brochures, budgetary documents, correspondence, drawings, meeting minutes, newspaper clippings, photographs, and reports. The bulk of these records relate to renovation and construction projects for three residence halls (Weatherford, Hawley, and Halsell) and include budgetary information, scripts of testimony given before the state Legislative Emergency Board, feasibility studies, quarterly progress reports, and architectural drawings. Other materials in this transfer pertain to a planned wall mural for the Kerr Administration building and the process of compliance with Fire Department regulations for that project. Numbering 35 photographs in total (8 prints and 27 slides), the images all depict art by Anthony Heinz May. The two UHDS reports consist of one annual (2011/12) and one quarterly (Fall 2012).
Accession 2014:014 consists of brochures, a cd, correspondence, a handbook/planner, newsletters, newspaper clippings, notes, photograph albums, photographs, a poster, reports, scrapbooks, and a sound recording. In addition to historical information about OSU housing compiled by UHDS for a guide, these materials pertain to the UHDS diversity action plan, the College Inn renovation, the dedication of Carrie Halsell Hall, an internal/external department review, and family housing on campus.The two photo albums document activities by the Family Housing Association and problems at the Orchard Court housing complex as presented by tenant manager Norman Howell. The scrapbooks contain information on single-family residential houses managed by UHDS and community activism among residents of the Orchard Court married student housing area. Numbering 280 photographs in total (107 prints and 173 negatives), the images document the removal of older private residences from campus property in 1999 and 2000. There are also shots of one of these older houses being burned for practice by the Fire Department. The cd contains digital images (184) depicting the 2005 NWACUHO (Northwest Association College and University Housing Officers) conference held at OSU. The poster is a composite of photos depicting the student decorated doors at Weatherford Hall. The vinyl disc sound recording documents the 1964 Interfraternity Sing performance.
Accession 2014:086 consists of materials generated and collected by University Housing and Dining Services that document the Residence Hall Association and the management of the cooperative houses. In addition to manuals for cooperative housing directors, this transfer includes articles of incorporation, budgetary records, cds, correspondence, forms, meeting minutes, notes, policy/procedure statements, and publications. The coops reflected in these records are Oxford House, Avery Lodge, Heckart Lodge, Azalea House, and Reed Lodge. There are also items relating to Campus Club, which later formed into Avery Lodge. The five cds contain a combination of image, audio, and text files documenting presentations made at the 2008 ASJA (Association for Student Judicial Affairs) meeting, shots of students in the co-ops, music for the Diane Awards, and a HIV/AIDS manual.
The publications include booklets produced for women living in Waldo Hall and other resident halls in 1946-1947 through 1955-1956 with the titles Smooth Sailing, Between Decks, and Coed Clues. An orientation booklet for Student Housing and Resident Programs staff in 1977-1978 is also included with the publications.
Biographical / Historical Notes
University Housing and Dining Services oversees the facilities, services, and programs to provide housing and dining services for residential students and other OSU community members. It was formed in 1973 by the merger of the Housing Department and the Residence Programs Office.
Student housing on campus first became available with the opening of Alpha Hall for women in 1889. Two years later, a second dormitory, Cauthorn Hall, was built to provide housing for both sexes. In total, the two dormitories accomodated 120 men and 50 women. Early administration of campus housing was managed by individual faculty members rather than a single centralized office. These faculty included John Horner, Margaret Snell, and Mark Dow McCallister. Admission into campus housing for men required membership in the dormitory's "club", which involved a separate fee as well as proof of the avoidance of tobacco and "profane language." For women, application for dormitory residence was coordinated through the Registrar's Office.
In 1922, in a move to centralize administration of the residence halls, the university created the Department of Dormitories. In addition to room reservation and the general management of student housing, the department was responsible for food service on campus both in the dorms and the Memorial Union. The new department worked closely with the Offices of the Dean of Women and Men in managing social activities and decorum in the dormitories. The role of the Deans in regulating student life in campus housing also extended to student governance through periodic and regular meetings with residence hall councils and presidents. Another new player in the housing mix to emerge in this period was the Student Housing Committee, which was entrusted with the task of reviewing, revising, and approving "suitable" housing for students outside the grounds of the university.
The onset of World War II posed serious challenges to the university with regard to an increased demand for housing. In accomodating an influx of students engaged in specialized military training on campus, the university moved female students from Waldo and Snell (now Ballard Extension) Halls off campus to fraternity houses closed during the war and temporary housing near downtown Corvallis. This transfer also spurred the development of several cooperative houses for women under the management of Co-Resident Women Inc. Record student enrollments after the war, owing largely to veterans returning to attend college on the GI bill, further exacerbated the effects of the housing shortage. OSU responded to this crisis by bringing to campus a number of pre-fabricated buildings erected at military bases and arranged for temporary student housing to be offered at Camp Adair, 10 miles north of Corvallis.
The steady growth in student enrollment after the war prompted the university to construct nine new residence halls during a two decade period (1947-1967). Changing cultural expectations of university life in this era also compelled the university to re-examine some of it's longstanding housing policies. This re-evaluation resulted in the introduction of coeducational housing in 1967 and the elimination three years later of rules requiring sophomores and juniors to reside in campus housing, cooperatives, or fraternities.
Administratively, the management of campus housing was re-organized by the university in 1963. Functions overseen by the Director of Dormitories were divided up among two new offices: the Department of Housing and the Residence Programs Office. In 1973, these two new departments were consolidated under the management of a single office, the Department of University Housing and Dining Services.
Statement on Access: Collection is open for research. Access to some materials in Series X prior to the year 2044 requires approval by the University Archivist.
Organized into ten series: I. Correspondence; II. Staff Meeting Minutes; III. University Housing Committee; IV. Reports and Studies; V. Residence Hall Files; VI. Policy and Procedure Statements; VII. Newspaper Clippings; VIII. Publications; IX. Hawthorne Manor; and X. General Subject Files.
Preferred Citation: University Housing and Dining Services Records (RG 145), Oregon State University Special Collections and Archives Research Center, Corvallis, Oregon.
Acquisition Note: Transferred from University Housing and Dining Services in several accessions from 1968 through 2005.
Acquired: Additions to the collection are expected.
Languages of Materials
Collection Material Type: PCLD List
Clubs--Oregon--Corvallis.
College environment--Oregon--Corvallis.
College students--Oregon--Corvallis.
Hawthorne Manor (Oregon State University)
Housing, Cooperative--Oregon--Corvallis.
Men--Oregon--Corvallis--Societies and clubs.
Oregon State College--Student housing.
Oregon State University--Student housing.
Oregon State University. Dean of Men
Oregon State University. Dean of Women
Oregon State University. University Housing Committee
Student activities--Oregon--Corvallis.
Student government--Oregon--Corvallis.
Student housing--Oregon--Corvallis.
Students--Crimes against--Oregon--Corvallis.
Students--Oregon--Corvallis--Social life and customs.
Women--Oregon--Corvallis--Societies and clubs.
Forms of Material
Born digital.
Documentation pertaining to campus housing is also represented elsewhere in the holdings of the Special Collections and Archives Research Center. Institutional records reflecting policy development, financing, and administration of residence halls can be found in the following collections: the President's Office Records (RG 013), Finance and Administration Records (RG 131), Business Affairs Records (RG 017), Dean of Men Records (RG 134), Dean of Women's Office Records (RG 057), Student Affairs Records (RG 102), and the Associated Students of Oregon State University (ASOSU) Records (RG 011). Student life in residence halls is documented in the Poling Hall Club Records (RG 036) and the Cauthorn Club Records (RG 101). Architectural drawings and other materials relating to the construction and renovation of residence halls and dormitories can be found in the Facilities Services Records (RG 193). The Center's also include materials from housing cooperatives in the Azalea House Records (MSS Azalea), Coed Cottage Records (MSS Coed), and the Co-Resident Women Inc., Records (RG 077).
Images of residence halls, cooperatives, and other types of student housing can be found in several photographic collections, including: Harriet's Photograph Collection (P HC), Buildings Photograph Collection (P 016), Beaver Yearbook Photographs (P 003), University Publications Photographs (P 094), Alumni Relations Photographs (P 017), and the Gwil Evans Photographic Collection (P 082).
Information and Credits
Special Collections and Archives Research Center
Oregon State University Libraries
scarc@oregonstate.edu
Normal Operating Hours: 10:00 am-4:00 pm, Mon-Fri
Anti-Racist Actions
Pauling Legacy Award
Resident Scholar Program
Student Internship Program
Visiting Guide
Flickr Commons (About)


text:
2015-16 ALL-USA Illinois Baseball Team
USA TODAY High School Sports is proud to announce the American Family Insurance ALL-USA Illinois Baseball Team. Players were selected based on their athletic achievements from the 2015-16 season.
Mark Smith, Providence Catholic (New Lenox)
Smith didn't have a star-studded lineup full of MLB draft prospects, but he still guided the Celtics to their third straight Class 4A state championship, the first team to accomplish that feat. Providence Catholic finished 33-9 and blasted Mundelein to clinch the title, 10-3.
Tyler Fitzgerald, INF, Rochester, 6-3/190, Sr.
Fitzgerald batted an even .500 with nine home runs, 31 RBI, 54 runs scored and 37 stolen bases. The state's Gatorade Player of the Year was drafted in the 30th round by the Red Sox, but will likely honor his commitment to play shortstop at Louisville.
Drake Fellows, P, Joliet Catholic, 6-5/210, Sr.
Brenden Heiss, P, Jacobs (Algonquin), 6-1/200, Sr.
Ben Brecht, P, New Trier (Winnetka), 6-7/205, Sr.
Cooper Johnson, C, Carmel Catholic (Mundelein), 6-0/200, Sr.
Joey Polak, INF, Notre Dame (Quincy), 6-5/225, Sr.
Erik Kaiser, INF, Waterloo, 6-5/205, Jr.
Cal Coughlin, INF, Lake Forest, 6-1/205, Sr.
Jordan McFarland, OF, Waterloo, 6-4/225, Sr.
Alek Thomas, OF, Mount Carmel (Chicago), 5-10/165, So.
Bradley Harrison, OF, O'Fallon, 6-3/220, Sr.
Brent Headrick, P, Reed-Custer (Braidwood), 6-6/185, Sr.
Brendan Murphy, P, Mundelein, 6-4/200, Jr.
Dalton Parker, P, St. Joseph-Ogden (St. Joseph), 6-4/205, Sr.
Cal Greenfield, C, St. Rita (Chicago), 6-1/195, Jr.
Mike Madej, INF, Providence Catholic (New Lenox), 5-11/185, Sr.
Ryan Kutt, INF, Brother Rice (Chicago), 6-1/175, Jr.
Christian Bullock, INF, Morgan Park (Chicago), 6-0/170, Sr.
Jake Garella, INF, Edwardsville, 6-1/185, Sr.
Jack Suwinski, OF, Taft (Chicago), 6-2/200, Sr.
Brad Czerniejewski, OF, Lake Forest, 6-2/190, Jr.
Andrew Dyke, OF, Brother Rice (Chicago), 6-0/190, Sr.
AFI, ALL-USA Baseball, American Family Insurance, baseball, Illinois, INF (Rochester), Mark Smith, Providence Catholic (New Lenox), Tyler Fitzgerald, News
https://usatodayhss.com/2016/2015-16-all-usa-illinois-baseball-team


text:
Q: how to generate pdb files for Release build with cmake flags? I am generating a visual studio solution using cmake. And now I want to generate pdb files for a Release build. (Why? because I want to have the symbols in case that the user found some bug)
I tried by setting the following flags without succeed:
set(CMAKE_CONFIGURATION_TYPES ${CMAKE_BUILD_TYPE} CACHE STRING "Build Types" FORCE)

IF(WIN32)

set( CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/Release")
set( CMAKE_EXE_LINKER_FLAGS_RELEASE "/debug /INCREMENTAL")
set( CMAKE_SHARED_LINKER_FLAGS_RELEASE "/debug /INCREMENTAL")
set( CMAKE_MODULE_LINKER_FLAGS_RELEASE "/debug /INCREMENTAL")
set( CMAKE_CXX_FLAGS_RELEASE "/MD /Zi /O2 /Ob1 /D NDEBUG")
set( CMAKE_C_FLAGS_RELEASE "/MD /Zi /O2 /Ob1 /D NDEBUG")
ENDIF(WIN32)

It looks like Cmake is ignoring these sets:
thanks in advance for the help!

A: Another way to do it is to use cmake generator expressions (https://cmake.org/cmake/help/latest/manual/cmake-generator-expressions.7.html), e.g.:
for all targets and all configurations:
add_compile_options("$<$<NOT:$<CONFIG:Debug>>:/Zi>")
add_link_options("$<$<NOT:$<CONFIG:Debug>>:/DEBUG>")
add_link_options("$<$<NOT:$<CONFIG:Debug>>:/OPT:REF>")
add_link_options("$<$<NOT:$<CONFIG:Debug>>:/OPT:ICF>")

for particular target and Release configuration only:
target_compile_options(my_exe PRIVATE "$<$<CONFIG:Release>:/Zi>")
target_link_options(my_exe PRIVATE "$<$<CONFIG:Release>:/DEBUG>")
target_link_options(my_exe PRIVATE "$<$<CONFIG:Release>:/OPT:REF>")
target_link_options(my_exe PRIVATE "$<$<CONFIG:Release>:/OPT:ICF>")

A: I used the flags
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /Zi")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} /DEBUG /OPT:REF /OPT:ICF")

This site explains the details

A: In 'Modern Cmake' you can set this per target, this is the way to go:
if(CMAKE_CXX_COMPILER_ID MATCHES "MSVC" AND CMAKE_BUILD_TYPE MATCHES "Release")
   target_compile_options(${TARGET_NAME} PRIVATE /Zi)

   # Tell linker to include symbol data
    set_target_properties(${TARGET_NAME} PROPERTIES
        LINK_FLAGS "/INCREMENTAL:NO /DEBUG /OPT:REF /OPT:ICF"
    )

    # Set file name & location
    set_target_properties(${TARGET_NAME} PROPERTIES
        COMPILE_PDB_NAME ${TARGET_NAME}
        COMPILE_PDB_OUTPUT_DIR ${CMAKE_BINARY_DIR}
    )
endif()

These flags are MSVC specific not WIN32.


text:
Andy Akers, Jr.
Bristol, Tenn.
Andy Akers, Jr., age 93, passed away on Tuesday, June 25, 2019, at Christian Care Center of Bristol, Tenn.
He was born on June 1, 1926, to the late Andy Akers, Sr. and Willie Mae Akers. In addition to his parents he was preceded in death by four sisters, Effie Swett, Charlotte Gaskill, Evelyn Kathryn Stanley, Cora Jean Akers and two brothers, Crippe Akers and Eddie "Stubb" Akers. Andy had lived in the Abingdon area since moving from Buchanan County 30 years ago. He was a retired coal miner and was of the Church of Christ faith. Andy loved spending time fishing, farming and will be remember as a hard working husband and father.
Survivors include his wife, Willie Mae Akers; five children, Lisa Street (Keith) of Bristol, Tenn., David Akers (Peggy) of Abingdon, Timothy Akers (Lisa) of North Carolina, Andy Darren Akers (Missy) of Bristol, Tenn., and Lee Lane (Angie) of Abingdon; two brothers, Roy Akers (Ann) of Florida and Sammy Akers (Shirley) of Abingdon; one sister, Hazel Casey of Norfolk, Va.; several grandchildren, great grandchildren and numerous nieces and nephews.
The family wishes to express their sincere thanks to the staff of the Christian Care Center of Bristol, Tenn. and to a special nurse at Johnson City Medical Center, Jacqlyne Bowman for the care given to Andy during his illness.
Visitation will be held from 6 to 8 p.m., Thursday, June 27, 2019, at Frost Funeral Home. A funeral service will be held at 1 p.m., Friday in the chapel with Pastor Gordon Smith officiating. Interment will follow at Mountain View United Methodist Church Cemetery.
Family and friends will serve as pallbearers.
Frost Funeral Home & Cremation Services, 250 East Main Street, Abingdon, Va., is honored to serve the family of Mr. Akers.


text:
Q: Symfony2: How to build multiple registration forms with FOSUserBundle I'm absolutely new to Symfony2 but already in love with this framework.
I'm having a project that requires to have 3 different user types.
One will be super admin, other two will be a regular users but with different profile layouts. Different layouts for profile means registration form for those two user types must have different form fields and different layouts in the application after registration.
I think I've got the idea (don't know if that will be OK later) how to manage users after registration. But for now I don't understand how to build two different registration forms that will be extended from FOSUserBundle.
As far as I understand FOSUB have only one point in the configuration where registration is set up and cannot have multiple "registration:"
In the config.yml I have:
fos_user:
    db_driver: orm
    firewall_name: main
    user_class: Company\UserBundle\Entity\User
    registration:
        confirmation: { enabled: true }

security.yml:
security:
    encoders:
        FOS\UserBundle\Model\UserInterface: sha512

    main:
        pattern:  ^/
        form_login:
            provider: fos_userbundle
            csrf_provider:  form.csrf_provider
        logout:       true
        anonymous:    true

My idea is to create three different bundles that extends FOSUB, but documentation says that only one bundle can declare FOSUB as parent.
Another option (from documentation) is to extend ContainerAware implementing all original methods. But even in this case, I don't get it how I have to configure app/config/{config|security|routing}.yml to have for instance /register_employee, /register_manager links that will use FOSUB and my custom forms?
Please point me to right direction.
Thanks.

A: Yes it can be doable. But it will be a complex procedure. You can do following (I havn't tried myself though :) )

*

*Create a route pattern like /register/{type} and modify registerAction accordingly. Take a look at this doc for overriding controllers.

*In registerAction method create a blank User entity and set the type from the route argument. Then call $form->setData(), e.g [1]

*Override the  RegistrationFormType to add an event listener that will listen on FormEvents::PRE_SET_DATA data event. Here you will add form fields dynamically based on type. Check this cookbook entry.

*Now comes the validation part. Create two types of validation groups for each user type. You can dynamically set validation group based on submitted data. Check here.

*If you want to do extra operation during form save you can override onSuccess method of RegistrationFormHandler. Check at bottom of this doc to do that.
[1] like this,
public function registerAction()
{
    $form = $this->container->get('fos_user.registration.form');
    $user = new User();
    $form->setData($user);
    //.....
}

Edit:
Third step will not work. You have to override process method of RegistrationFormHandler to pass the type argument from the controller action.

A: FOSUserBundle is not to provide authentication of users but to manage users. The bundle provides you a better structure to manage users for your application. If you take a look at the code you will find controllers that are used for the default registration and other user activities.
Ideally you would want to write your own controller and make use of the bundle to only store and retrieve users. This is especially required when you want to manage multiple registration/login forms.
Things would seem clearer once you start to consider FOSUserBundle only to manage users and not to authenticate/register them.
You might also want to look at https://github.com/sonata-project/SonataUserBundle, which provides integration between SonataAdminBundle and FOSUserBundle.

A: check this bundle https://github.com/PUGX/PUGXMultiUserBundle. It offers all staff to work with multiple types of users, including registration


Program Description: The 3Com Focus Partners Program is a four-tier (Registered, Bronze, Silver, Gold) program that offers marketing development funds, discounts and rebates. To participate in the program, partners must submit business plans and complete semi-annual partner profiles. By fulfilling training and certification requirements, partners can also add Technology Specializations including 3Com Enterprise LAN Specialization, IP Telephony Specialization, Security Specialization, Enterprise Wireless Specialization and 3Com Service Competence.


I would like to recommend you a very successful 9-year –old service of Quadkirály: the snowmobile tours.
We renew our snowmobile fleet every year so our guests can enjoy carefree the wonderful scene and and the adrenalin provided by the power of the snowmobiles. The wide range of selection of snowmobiles provide that even beginners or professionals can try this incredible sport and be able to spin along with the speed of 200 km/hour on the snow for two days.
You can find here huge mountains with wonderful view and great trip tracks. Winter here is like in our dreams. The snow is white and sparkling, the air is fresh, the sky is blue and there are huge snowy mountains everywhere. You can try snowmobiling in this landscape which provides you the feeling of freedom.


I am just curious about something - I know that you guys have been developing your own in house engine for about 13+ years now. I am just curious if you guys thought of porting WWII online to Unreal Engine 4? You know let some one else do the heavy lifting.
I know that this sounds kinda absurd but here is why I say it.
1. Engine development can take allot of time and money. You guys have been doing this for 13+ years. According to Wikipedia the average game engine programmer salary is 95,300 USD annually as of 2010. It can be higher or it can be lower.
3. The game looks dated - I will admit the game no matter how old it is awesome and will hold a place in my heart. But Graphics do play a major role in attracting new customers.
4. Multi-Platform - The Unreal Engine 4 can be run on allot of different platforms ranging from Android and iOS Devices to Windows, MacOSX, Linux, SteamOS and HTML5 Enabled Browsers .
5. The Future - According the Steam hardware survey most people are running at least a dual core system with 8 GB of system ram. Why not take advantage of that?
What ever you decision may be I will support it. Keep in mind that this was just a suggestion NOT me being a rude arrogant prick. I want CRS to succeed like many other developers out there that I actively support.
I think CRS have already checked on most of the engines, and usally the engines seem to fall short on supporting 128 visible players within your "rendering bubble" as the current engine can handle. Combine that with all of the calculating of projectiles flying all over the place in a busy AO, and a prio system that is constantly calculating what it should render for your computer, based on what kind of unit you are currently playing, for example a AA Gun will have a prio on rendering EA.
The above is a guesstimate from my part, im not 100% sure of the above but it's the little pieces i've gathered from here and there of DOC and rest of CRS guys replying to questions in the forums .
P.S. Ofc it would be awsome to get a new graphics engine for the game, i would love it if they could make it work with WW2OL!
Won't work because of about 17 different things. Even without discussing damage modelling and large map support, CRS would need 5 good and motivated programmers for a year to do the switch.
I belive CRS have already checked on most of the engines, and usally the engines seem to fall short on supporting 128 visible players within your "rendering bubble" as the current engine can handle. Combine that with all of the calculating of projectiles flying all over the place in a busy AO, and a prio system that is constantly calculating what it should render for your computer, based on what kind of unit you are currently playing.
Honestly they (Epic Games) provide full source code for 20.00 USD (as stated above) so you could change out the rendering engine and network stack to what ever you wanted to if it does fall short.
My main concern in a game like WWII Online would not be the rendering but physics. Which they could do just port over the current physics implementation (assuming it would work.) or use one of the many open source ones or Licensed out (see Bullet or PhysX) not to mention allot of performance improvements come with the engine such as multi-threading and the like.
What are these 17 different things you are talking about? Just curious.
Also sorry for the bump.
OK. I suppose that you have a clue about programming.
Wwiionline, unlike majority of multiplayer games, has many (more than 128) players and very large terrain. In principle, you might need to track a 1000 objects on the battlefield- players, bombs, mortar rounds, tank shells, hulks, dead bodies, etc. In addition, there are large network latencies. If you are playing a shoebox shooter, it's common for the latency of all players to be <150ms, wwiiol has a single server that people connect to, so 500ms latency is not that rare. That means that you need a completely different network stack and back-end, as you need to prioritize different information on the fly. You are fine with receiving updates about airplanes 100 miles away once every 10 seconds, but the infantry that is running towards your bunker should be updated way more often. Now, you will say that that is no problem, since it's the front-end that you want to switch. But it seems likely (I haven't seen the code but I have observed the symptoms for a long time), that the code that does this is a huge ball of 12 year old hacks and spaghetti code that spreads between the server and the client. So by changing a large part of the front-end, you need to rebuild the backend as well. Note that doing this properly is actually a difficult problem. You need someone that can design efficient algorithms and understands nearest neighbor lookups.
Now, front-end wise. I expect (although I don't know for sure), that unreal engine won't be happy if you load quarter a million square kilometers of terrain into it. You need a way to prioritize loading so that a infantry player doesn't need to load a cell 10km away, but a fighter pilot does, but doesn't load every trench until he is reasonably close. A diving airplane travels at 500mph, possibly skimming over ground. The last thing you want is loading stutters while you do that.
And here comes the actual problem of converting the whole world into data that unreal engine can understand. Clasically, models have independent model (various LODs) and collision model and often a very simple damage model. WWIIOnline models use some different strange format that binds everything together. There are presumably no tools that facilitate easy generation of models and easy conversion to usual 3d data.
That brings us to a damage model, that is built-in and needs some extractor, but mostly, it is completely different to anything that any other engine supports! You don't deal damage to components, you calculate actual penetration probability if you have armoured plate in the way. This is something that you do on the front-end, and this would thus need completely new code. Worst of all, there is nobody that understands how the old code works, so good luck writing the new one.
And that is just something that I, who has never seen the code, can come up with in 5 minutes. Reality is, as usual, more complex than that.
WOW what an answer Tigger .
Alright so - I am going to try and make sense of this as much as possible using links to explain things primarily for my own sake.
Lets start with the continent as that is what the players will be fighting over.
So the unreal engine 4 uses a thing called Floating Origin which was first used in the game dungeon siege by gas powered games. You can find the details there but what it is basically - the world has no absolute center of origin at-least for its landscape system. The unreal engine render can render up to 500k this is both in the X,Y, and Z directions (possibly more?) without it getting choppy, glitchy or things breaking apart. This is not a hard limit though if you want to go past the 500k (or whatever) mark you can just tick a box in-editor and you can go on wards.
As for the tracking objects on the battlefield - Render the "Visual Stuff" on the client side and do the actual calculations on the server side. (I will talk more about this at the end.) To prevent Cheating make the server authoritative. Meaning the client connects to the server and the server makes the "decisions" so to speak. This will cut down on cheating and crap like that.
Now network stack - I am not 100% positive but Raknet provides a pretty solid network framework / stack for online games MMOs ( Planetside 2 and Everquest Next) and the like. Planetside 2 is having at-least 1000+ (Give or take) Players a server. They Modified it quite heavily I assume but Raknet can handle it.
Skipping on the Vehicle component damage - Some sacrifices may need to be made in this area workflow wise. You will see what I mean in a moment.
So there will be a giant database of vehicles - each vehicle entry will have a series of penetration values, Gun Velocities, etc. under each database entry. Each of these data base entries will refer to a mesh component inside or on the vehicle. This could in theory act as both the collision mesh for a object and the damage component mesh for the object with a bit of tweaking to the engine.
As for getting that working on the network with an authoritative model here is some (very bad) pseudo code.
If turret hit -> Send to Server -> Retrieve turret damage table -> Send to Client -> Penetrate? -> If Yes send to Client -> Get angle, Velocity, slope -> Send to server -> Bounce? -> No - Send to client -> Bounce Shell? No -> Spall? - Send to server -> Yes -> send to client -> Decapitate driver -> Send to server - Dead? -> Yes? - Send to Client -> You are immobilized.
If turret hit -> Send to Server -> Retrieve turret damage table -> Send to Client -> Penetrate? -> If No send to Client -> Get angle, Velocity, slope -> Send to server -> Bounce? -> Yes - Send to client -> Bounce Shell? No -> Spall? - Send to server -> Yes -> send to client -> Kill Commander, Driver and Ingnite ammo rack -> Send to server - Dead? -> Yes? - Send to Client -> You are dead.
It may not be the most efficient way but it is a way. Obviously you would not want me doing the server code and there might be a better way of doing this.
You do not need to render a spitfire that is 5 miles up in the air if you want to use a "render bubble" like maxios said and make it rather large and ignore things such as Occlusion culling volumes and objects within them to optimize your scene.
As for mortars, bombs, and other explosive projectiles. You could just cull them out as needed. For example Someone fires a rocket from a spitfire or hurricane and banks to the left. You could in use "vision arcs" to determine the field of view as well as determine what is being culled for the players camera. Unless the player is looking at that rocket 100% of the time then you will see the rocket and its final explosion.
You could just use raycasts for bullets and stuff.
But yeah... If I missed something let me know.
Your concerns are very valid and I can see why.
The main point is that someone has to do it, and there is no someone. Ask someone that has a game-related management position to do some napkin calculations on how much it would cost..
Bingo! If there were developer resources and the money to pay them, anything could be done with this game. There aren't, so there won't be.
I would love for some big company to see this game, and hand the Rats a few million dollars to modernize the game in exchange for an ownership stake, but that's not likely in the near future.
That said, I think the game still has a bright future. I see a lot more people in game than I used too... and even if many of them are free-to-play, these players make for a lot more content / engaging gameplay for the premium users.
So - I am looking for more experience to get into game development as a full time job. I have done some freelance work but mostly Pro Bono for friends.
I know people in the same position who want to do this full time.
CRS has Rapid assault - Why not use that as a test case to see if the full World War II online game could at least run on Unreal 4? I am NOT saying turn WWII online into Rapid Assault but turn Rapid Assault into World War II Online. Start out basic and then get more and more advanced.
Start off with some smaller (Omaha Beach for Example) environments with larger player counts then slowly integrate the more advanced stuff that I listed before?
Now here comes the interesting bits - I know allot of people from over the years who are experienced with Unreal and other engines. With Unreal 4 Coming out they want to get on a project - Now keep in mind that these are experienced individuals. Tools programmers, Network Programmers, Graphics Artists, Sound Engineers, etc. But not experienced enough to be hired by an AAA Studio like Valve or Bethesda Softworks.
Basically they need more experience to be hired by the companies they want to work for.
With that said - We make money off the launch of the game (Which will be negotiated with CRS). So basically royalty.
If needs be we could go to kickstarter and raise funds for this undertaking for hardware costs and software licenses.
But if there is a will there is a way.
Sounds like a start of something good imo , we'll see what CRS says.
Thanks for the reply Maxios - It really means allot.
If you put a very concrete proposal in to CRS, it could be feasible that they would be willing to cooperate. I have no idea if they will or not, but it could be that they don't have a lot to lose with RA. But you'd need to have a super-convincing and very concrete plan with very concrete people and reasonable time plan. And one of the first things you need to really figure out is what would prevent you from taking their code and running away with it. Figure out what everything CRS could lose by cooperating first and make sure any negatives are mitigated.
Quite frankly, I don't see it as realistic, but I don't want to discourage you too much.
I guess I should have been more specific with the Rapid Assault to WWII online bit. I am thinking about making the game in modules. The game would start off as small scale infantry combat. With each module (major iteration) the game world would get bigger in terms of playable area and would get allot more features.
Infantry Module - Focuses on the initial net code, FOB's, and Infantry combat.
Tank Module - Focuses on Tank Combat, Initial Armor damage model, rendering larger environments, and Improving the net code.
Air Module - Focuses on Air Combat, Performance Improvements client side, adding more vehicles to the database, and a bigger environment.
Have you put your thoughts in a email to Jim Mesteller doctorclot and if so did you get a reply ?
What do you have in mind? I am thinking of Using FMOD as a plugin to aid in your quest to make the game stand out audio wise.
At this moment in time no I have not. I would rather have something to show than nothing at all. That and I want to be sure that Unreal 4 can pull this off 100% before going to him. I have PMed XOOM but no reply yet.
My only concern at this point is map of Europe and the shear amount of objects that are placed around the maps (Trees, Buildings, etc.) not to mention player spawned objects (Aircraft, Tanks, Infantry, etc.) would overwhelm the render but as stated prior there are ways around this.
EDIT: On a note about the actual in-game map I have managed to finally finish downloading the necessary DEM data to start work. My Dev Computer is out for repairs and I should be getting back by next week. I should however be able to convert the DEM data to a necessary height map format stitch them together and see how performance is and go from there optimizing it.
I am really interested to see if this pans out.
My guess is that this all could be done in a modern engine, whether UE4 or another. However, given that the Rats don't have the resources or funds to put towards a full-scale re-development, someone would have to come in the door with a very good business proposal to make something like this happen.
FWIW, I would really push to include a Linux release as part of any port to UE4. Especially since the engine supports it out of the box. For me, Linux support (even via WINE) is the difference between me paying to sub, and wishing I was able to.
What distro of linux do you run?
I can get an environment port of the game and send it to you when ready for testing of course.
To make sure that it runs. I will agree that supporting Linux is a big one at-least for me. It is a market that is literally untapped.
I run Linux Mint 14. I've been running WWIIOL off and on via WINE since early 2008. Over time, the support has been better, then worse again, back and forth. I even wrote a few patches in WINE to fix support over time, and documented process for getting WWIIOL working in the forums here. I once even rolled a .deb that contained a self-contained WINE install, WWIIOL, and a script to make them run well together on Linux.
So yeah, you could say it's important to me.
I am not sure if Linux Mint will be supported by Unreal 4. The Only version of Linux that is really talked about is SteamOS - a modified version of Debian (Wheezy).
I will ask on the unreal forums what other versions of Linux are going to be supported if any and report back here.
Oh, I'm sure it will be made to work on Ubuntu, which Mint is only slightly modified from.