Binary subtraction using 2's complement calculator
Pokémon Showdown
2012.03.16 23:45 7thFullMoon Pokémon Showdown
Pokémon Showdown is a free, web-based battle simulator. It comes with many different servers and a plethora of features such as fan-made tiers and chatrooms to fit your style. Whether you use it to learn competitive battling, to practice, or just use it for recreation, you are welcome to this community.
2008.07.08 22:36 PlayStation Portable (PSP)
The gaming subreddit which fits in your pocket!
2008.08.26 02:03 Pizza
The home of pizza on reddit. An educational community devoted to the art of pizza making.
2023.06.05 23:41 BriggzieDGAF My 2K24 Wishlist... REC Edition
1.) Do SOMETHING about the A.I. difficulty.
- I'm CERTAIN the A.I.s are set to Pro...
- Tired of losing games because everyone just shoots over the A.I. Who will NEVER step up to defend, even if you try to switch you just create another open shot
2.) Better matchmaking.
- There's no reason to put bunch of casuals with low averages against 5 try-hard ass, sweat monsters.
- It's not fun on either side. I don't want to play against dudes who suck at my career, and I've been on the other side with 3 casuals with 94 overalls against a true TEAM of 5 goat level players who all had at least 1 legend star.
3.)
POSITION CONFIRMATION!!! - I am a 7' Center on ALL of my builds. Why am I being pushed to the 4 because a 7'3" center shows up??? Now I'm matched against a 6'9" SF who's also been pushed, but to the 4. So it's the same thing every possession, triple threat, u step up, they drive, you stay back, they shoot... your build structure doesn't allow for us to make 5 that can defend and still have enough traditional attributes a Center needs. How much fun is that Ronnie????????
- How about giving us a choice to move to another position or wait for the next game. I bet good money that will reduce the number of quits. I see 6'11" centers quit at tip off when they see I was placed in the 5 slot. Which then sucks for me because I'm doubled in the paint all game, can't board, can't dunk, can't defend them both, just wasting time to lose and have randoms yelling at me for not getting boards after their terrible shot selections. which brings me to my last item...
4.) REC XP Overhaul
- EVERYTHING about Rec incentives players to be SELFISH.
- How about using the same programing that calculates teammate grade to apply the XP at the recap screen, then SUBTRACT THE PENALTY XP RIGHT THERE??? Let Players SEE what they would've got in XP and the let the bar subtract from the new XP in accordance with the selfish play penalties. Now you can force more games to get to 40 and (what's most important to you) more spent VC to boost for those added games to that players season.
- I hate watching open shots get ignored for an attempt to Limitless Takeoff and Fearless Finish with a Giant Slayer while there FOUR DEFENDERS IN THE PAINT!!
That is all... Just a frustrating day in the rec for me today, but maybe you guys can put a little effort into making it better, probably won't but
don't act like you listen to the community when you clearly ignore us. submitted by
BriggzieDGAF to
NBA2k [link] [comments]
2023.06.05 21:43 shabelsky22 Easily add to or subtract from an existing value in a cell, without turning it in to a formula.
A cell contains an absolute value, e.g. 192.3
I want to update that value by subtracting 47.6 from it. But I don't want to create a formula on that cell, I want it to remain an absolute value.
The only way I can do this so far is a) to do the calculation in my head, b) use a separate calculator, or c) do the calculation in a separate cell. Or possibly d) make the cell =192.3-47.6, and convert that to an absolute value again.
All the above are time consuming, and it seems a bit ludicrous that I'm doing calculations in my head or on a separate calculator to update a spreadsheet.
So it's basically: "this cell contains the value X. I've just used Y amount and want to subtract it. So make that cell X-Y without having to make it a formula.
submitted by
shabelsky22 to
excel [link] [comments]
2023.06.05 19:11 monsieur_ohlala Dueling DQN with varying number of actions
I have an RL problem, where the number of actions depends on the state. Furthermore, each action-value computation requires action information in the form of a high-dimensional, continuous vector in addition to the state. It is not feasible to input all of these contextual vectors into the Q-network at once (i.e. embed them as part of the state), and emit q-values for the maximally possible number of actions, mainly due to the strongly fluctuating amounts of available actions per state and the dimensionality of the contextual vectors.
For regular DQN, I have solved this by inputing each contextual vector along with the state into the Q-network one-by-one. The Q-network emits just a single value, the q-value. This works fine and performs well. However, I am stuck on using the same approach for Dueling DQN. I have managed to implement a working solution, but it performs much worse than DQN.
My dueling architecture emits the state value $v$ and the advantage $a$, given the state and contextual vector as input. I then use the target network (without gradient calculation) to do the same for all other actions/contextual vectors. Using the obtained state values and advantage values, I compute the average of both, and subtract both from the sum v + a. The final q-value is thus q = v + a - a_mean - v_mean. Clearly, there is a difference to the vanilla dueling architecture, because I have no way of computing a pure state value, since I must input the contextual vector as well.
Does anyone have experience with such a scenario? I have yet to find any literature or information on this topic.
submitted by
monsieur_ohlala to
reinforcementlearning [link] [comments]
2023.06.05 19:01 Swoop_Spear Baby Coder Looking for a Jedi Master - Ghost in the Cell
Alright, so. I have just started studying programming (not going to school, just for fun) and I am having a lot off fun but I ran into some problems:
1) If I cant run print functions to test my code, how do I test it!?
2) I thought my code was a masterpiece, but sadly it doesn't work. I think one of my helper functions are calculated wrong or something. I put comments in (specifically I had ChatGPT put comments in
cause I'm lazy, and didn't want to go back through my code another time. So it would be more presentable.)
3) The forums on the codingame site seems to not work. Is that temporary or is this the best place to look for help?
import sys import math import heapq # Initialization input # This is the code the game supplied me with factory_count = int(input()) # the number of factories on the map link_count = int(input()) # the number of links between factories on the map # Dictionary to store distances between factories # Distance is expressed as the number of turns it takes to reach one factory starting from another distances = {} EnemyTroops = [] MyTroops = [] entities = {} MyFactories = [] EnemyFactories = [] NeutralFactories = [] actions = [] # This is the code the game supplied me with for i in range(link_count): factory_1, factory_2, distance = [int(j) for j in input().split()] # The distance between factory_1 and factory_2 is the same as the distance between factory_2 and factory_1 distances[(factory_1, factory_2)] = distance distances[(factory_2, factory_1)] = distance # Function to calculate turns between factories based on the distances dictionary def turns(factory_1_id, factory_2_id): return distances.get((factory_1_id, factory_2_id), None) # Function to calculate the opposition value for a move from one location to another def total_opposition(location, destination): positive = 0 negative = 0 if entities[destination["id"]]["arg1"] == 1: # If destination is owned by me positive += entities[destination["id"]]["arg2"] + entities[destination["id"]]["arg3"] else: # If destination is not owned by me negative += entities[destination["id"]]["arg2"] + entities[destination["id"]]["arg3"] # Add the number of my troops on the way to the destination for i in MyTroops: if i["arg3"] == destination["id"]: positive += i["arg4"] # Add the number of enemy troops on the way to the location if they will be there before or at the same time as my troops for i in EnemyTroops: if i["arg3"] == location["id"] and i["arg5"] <= turns(location["id"], destination["id"]): negative += i["arg4"] return positive - negative def total_needed(location, destination): positive = 0 negative = 0 if entities[destination["id"]]["arg1"] == 1: # If destination is owned by me positive += entities[destination["id"]]["arg2"] + entities[destination["id"]]["arg3"] else: # If destination is not owned by me negative += entities[destination["id"]]["arg2"] + entities[destination["id"]]["arg3"] # Add the number of my troops on the way to the destination for i in MyTroops: if i["arg3"] == destination["id"]: positive += i["arg4"] # Add the number of enemy troops on the way to the location if they will be there before or at the same time as my troops for i in EnemyTroops: if i["arg3"] == location["id"] and i["arg5"] <= turns(location["id"], destination["id"]): negative += i["arg4"] return negative # Function to calculate the threat level to a factory def threat_level(factory): positive = 0 negative = 0 # Add the number of enemy troops on the way to the location for i in EnemyTroops: if i["arg3"] == factory["id"]: negative += i["arg4"] if entities[factory["id"]]["arg1"] == 1: # If destination is owned by me positive += entities[factory["id"]]["arg2"] + entities[factory["id"]]["arg3"] else: # If destination is not owned by me negative += entities[factory["id"]]["arg2"] + entities[factory["id"]]["arg3"] # Add the number of my troops on the way to the destination for i in MyTroops: if i["arg3"] == factory["id"]: positive += i["arg4"] return negative - positive def select_source_factory(target_factory, my_factories): heap = [] for source_factory in my_factories: # calculate distance distance = turns(source_factory["id"], target_factory["id"]) # Push tuple into heap heapq.heappush(heap, (threat_level(source_factory), distance, source_factory)) # Return factories sorted by threat level and distance return [factory for _, _, factory in heapq.nsmallest(len(heap), heap)] # The main game loop while True: entities = {} MyFactories.clear() EnemyFactories.clear() NeutralFactories.clear() EnemyTroops.clear() MyTroops.clear() actions = [] entity_count = int(sys.stdin.readline().strip()) # entity_count = int(input()) # the number of entities (factories and troops) on the map # Input the data for each entity for i in range(entity_count): entity_data = input().split() entity_id = int(entity_data[0]) entity_type = entity_data[1] arg_1, arg_2, arg_3, arg_4, arg_5 = map(int, entity_data[2:]) entity = { "id": entity_id, "type": entity_type, "arg1": arg_1, "arg2": arg_2, "arg3": arg_3, "arg4": arg_4, "arg5": arg_5, } entities[entity_id] = entity # Populate lists for my factories, enemy factories, neutral factories, my troops and enemy troops if entity_type == "FACTORY": if arg_1 == 1: # Owned by me MyFactories.append(entity) elif arg_1 == -1: # Owned by the enemy EnemyFactories.append(entity) else: # Neutral NeutralFactories.append(entity) else: # Entity type is "TROOP" if arg_1 == 1: # Owned by me MyTroops.append(entity) else: # Owned by the enemy EnemyTroops.append(entity) all_factories = NeutralFactories + EnemyFactories + MyFactories # A list of all factories # Sort all factories by relative threat all_factories.sort(key=threat_level) for target_factory in all_factories: # Select a source factory based on distance and threat level, and rotate through all factories until I have sent enought o conquer source_factories = select_source_factory(target_factory, MyFactories) sent_cyborgs = False #sort through all of my factories in order of which ones are more oppertune to attack for source_factory in source_factories: # Calculate the number of cyborgs to send to the target factory based on its relative strength cyborgs_to_send = min(total_needed(source_factory, target_factory), total_opposition(source_factory, target_factory), source_factory["arg2"]) # if we are sending cyborgs if cyborgs_to_send > 0 and source_factory != target_factory: # and source_factory["arg2"] >= cyborgs_to_send: for factory in MyFactories: if factory['id'] == source_factory['id']: factory['arg2'] -= cyborgs_to_send break source_factory['arg2'] -= cyborgs_to_send # Subtract the cyborgs from source factory for future loops entity = { "id": len(entities) + 1, "type": 'TROOP', "arg1": 1, "arg2": source_factory['id'], # the source factory if it's a troop "arg3": target_factory['id'], # Production if it's a factory or ID of the target factory if it's a troop "arg4": cyborgs_to_send, # Number of cyborgs if it's a troop "arg5": turns(source_factory['id'], target_factory['id']), # Amount of turns until arrive at Factory if it's a Troop } # create a new unite to calculate in for future loops use of threat and opposition functions entities[entity['id']] = entity # Create an action to send cyborgs from my factory to the target factory # The action is in the format "MOVE source destination cyborgCount" actions.append(f"MOVE {source_factory['id']} {target_factory['id']} {cyborgs_to_send}") actions.append(f"MSG {source_factory['id']} {target_factory['id']} {cyborgs_to_send}") # Output the actions, separated by semicolons # If there are no actions, output "WAIT" print(';'.join(actions)) if actions else print("WAIT")
submitted by
Swoop_Spear to
codingame [link] [comments]
2023.06.05 17:06 1E-12 High Altitude Takeoff Example: Decreased Angle of Climb = Increased Angle of Attack?
Hello,
I'm reading this e-book "
See How it Flies" by John Denker and came across an example I'm trying to understand. The example is regarding a high-altitude takeoff and a mistake the author made of using a pitch attitude for a sea-level takeoff, resulting in a decrease in airspeed during the climb. Read the example
here.
I'm not sure I totally get it - so I'd like someone help me with my reasoning. Here's my breakdown:
- High altitude (and hot day) = less lift.
- Less lift results in a lower climb angle for a given airspeed. (Side question: is V-rotate constant for a particular plane or adjusted for conditions?)
- Due to the lower climb angle the author had to increase the angle of attack in order to achieve pitch attitude he calculated for sea-level takeoff (Pitch = Climb + AOA - Inclination ).
- Higher AOA resulted in a drop in airspeed.
- To correct: the author lowered his pitch angle in order to "match" the AOA of a sea-level takeoff (or as he says, to increase his airspeed).
Is this correct? If so, how does one calculate appropriate climb angle before takeoff? Is there a chart which gives proper climb angle as a function of altitude in every POH? I assume after you know the proper climb angle you just add your AOA, subtract inclination and you have your desired pitch attitude which you can read off of your instrument panel.
On the other hand, based on his correction, should one just trim for the best climb velocity instead of trying to achieve a particular pitch? The pitch calculation just gives you an estimate of how much to pull back the yoke, but should not be the end goal.
Thanks for any help with this questions!
submitted by
1E-12 to
FlightTraining [link] [comments]
2023.06.05 16:13 syjte Finishing some overdue math homework
I refer to this
post by
u/Commander_Skullblade a year or so ago. I don't think he ever finished the math, but I was curious because the same thing happened to me (with [[Preston]] instead of [[Miirym]]). So I'm here to finish what he started.
How many 3/3 Dragons do you get when Astral Dragon enters the battlefield with Parallel Lives and Miirym in play? We'll start by establishing a series. Let X(N) be the number of [[Parallel Lives]] after the Nth Dragon.
With 0 dragons, X(0) = 1, the original copy of Parallel Lives.
With 1 dragon, X(1) = 2*2^1 + 1
After the first few terms, we can start to find the pattern: X(N) = 2*(2^X(N-1)) + X(N-1)
Now we've established the rules for this series:
X(0) = 1
X(N+1) = 2*(2^X(N)) + X(N)
From here, ChatGPT can take over.
Input:
I have a series.
X(0) = 1 X(N) = 2^(X(N-1) + 1) + X(N-1)
Express X(N) in terms of N
Response:
To express X(N) in terms of N, we can derive a formula by analyzing the given recursive relationship:
X(0) = 1 X(N) = 2^(X(N-1) + 1) + X(N-1)
Let's examine the first few terms to observe any patterns:
X(0) = 1 X(1) = 2^(X(0) + 1) + X(0) = 2^2 + 1 = 5 X(2) = 2^(X(1) + 1) + X(1) = 2^(5 + 1) + 5 = 69 X(3) = 2^(X(2) + 1) + X(2) = 2^(69 + 1) + 69 = 2^70 + 69 X(4) = 2^(X(3) + 1) + X(3) = 2^(2^70 + 69 + 1) + (2^70 + 69)
Based on these observations, it seems that X(N) grows rapidly, with exponential terms involving powers of 2.
We can formulate the relationship as follows:
X(N) = 2^(X(N-1) + 1) + X(N-1)
Let's express X(N) in a simplified form:
X(N) = 2^(X(N-1) + 1) + X(N-1) = 2 * (2^(X(N-1))) + X(N-1)
We can rewrite X(N-1) as X(N-2):
X(N) = 2 * (2^(X(N-1))) + X(N-1) = 2 * (2^(2^(X(N-2))) + X(N-2)) + X(N-1)
Continuing this pattern, we can express X(N) in terms of N:
X(N) = 2 * (2^(2^(2^...(2^(2^1))...))) + X(0)
Here, the exponentiation tower has N terms with 2 as the base, starting from 2^1 at the top and continuing down to 2^0.
In other words, X(N) can be expressed as:
X(N) = 2 * (2^(2^(2^...(2^2)...))) + 1
where the exponentiation tower has N terms, all with 2 as the base.
Please note that this formula provides a way to express X(N) in terms of N, but it may not offer a simple closed form expression due to the recursive nature of the series.
We're almost at the final answer - since we created 32 copies of Astral Dragon in addition to the original copy of Astral Dragon, the answer to that question is basically the 33rd term of this series, or X(33). After subtracting the original, non-creature token version of Parallel Lives, that leaves us with:
2*(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^2)))))))))))))))))))))))))))))))) Dragons.
Or, as ChatGPT puts it:
The expression you provided is:
2 * (2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^2)))))))))))))))))))))))))))))))) + 1
Evaluating this expression will result in an extremely large number. To provide an exact value, we need to use a computer or calculator capable of handling such large calculations. Using Python, we can calculate the result:
python
result = 2 * (2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2**(2^(2)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))) + 1
print(result)
Running this code will give us the result:
Result = 2^("a very large number")
Yep.
"a very large number" To give some context to how big X(33) is, let's look at his smaller cousin, X(4), which is 2
1180591620717411303493 There are 52! possible permutations of a deck of poker cards. That's 8.07 × 10^63, or approximately 2
212.68909.
This can help you visualize the scale of this number. The 4th Astral Dragon creates approximately 2
1180591620717411303281 times more dragons than this.
There are approximately 10
78 to 10
82 atoms in the
universe. That's approximately 2
272.43286. If you used a single atom to represent the tokens created by the 4th Astral Dragon, you would still need 2
1180591620717411303220 universes to have enough atoms. In Infinity War, Dr Strange saw 14 million universes. If we assume he took about 30 seconds to see these many universes, he would still need 48,829,975,709,640 years to see enough universes to have enough atoms to represent your dragon tokens for the 4th dragon.
There are still 29 more Astral Dragon triggers after this.
"a very large number" sounds about right.
submitted by
syjte to
EDH [link] [comments]
2023.06.05 14:20 Theis159 Understanding how to convert binary to hexadecimal in python to control slave-chip
Hi,
I'm not entirely sure this is the correct place to ask. I've a chip I am trying to control using the
NI-8452. This is all based on an evaluation board and due to urgency I can't wait much for the supplier to respond. The evaluation board needs to receive a 48-bit message that can be then send in hexadecimal in python under the format 00NY::XX-XX-XX-XX-XX-XX where NY are the registers and XX would be hexadecimals. I only need to access the 23 last bits. I need to modify chunks of 6 bits and I calculate these 6 bits individually.
So from MSB:LSB I only need to access 23:0 in chunks of 5:0, those are power levels that I can calculate easily by doing round(ThereticalPoweMyDiscreteLevel). What I am struggling (and I'm pretty sure it is easy) is how to generate the hexadecimals for 48 bits (so the 12 hexa values) when changing this, so for instance I know if I have 11:6 == 63 and 5:0 == 63 I need to have 00-00-00-00-0f-ff. But I have no idea how to get there.
EDIT: I managed to do it by filling the binary
binary = bin(decimal)[2:] # Convert decimal to binary string binary = binary.zfill(num_bits)
Then I add the multiple 6-bit binaries and convert using the function described
here submitted by
Theis159 to
learnprogramming [link] [comments]
2023.06.05 12:25 knavechild New Zealand Government releases proposal to set up Ministry of Truth
"New Zealand Government releases proposal to set up Ministry of Truth"
https://expose-news.com/2023/06/04/new-zealand-government-set-up-ministry-of-truth/ The New Zealand Department of Internal Affairs has released a consultation document containing proposed changes to censorship procedures. Read a sobering commentary by the Free Speech Union HERE. The proposals include the appointment of a chief regulator who will be empowered to decide whether online content – including social media posts – is “harmful.” To do so, he will be empowered to make up his own “guidelines” without the input of parliament. The proposals will also allow fines exceeding NZ$200,000 to be levied on those who don’t comply with his ideas. What Exactly Will the Regulator’s Draconian Powers Replace?
- Well of course free speech – the right to speak your mind – will be off the table. In other words, the ordinary process of discourse will be muted by the fear of arbitrary punishment.
- This will supersede the NZ Bill of Rights, which was designed to guarantee our freedom of thought, conscience, expression, and religion.
- The proposals will compromise the right to remain innocent until proven guilty. In other words, a person we have never met in a remote bureaucratic office can pronounce us guilty and silence us, regardless of circumstances and truth. It will be the rule of little minds.
- It will replace the process of science and the gathering of evidence with the vagaries of uninformed opinion.
- It will remove our right to cross-examine any accusers.
- It will replace the rule of specific laws passed by an elected parliament after due discussion, which set out the limits to behaviour in writing, with the capricious decisions of an individual subject to all the usual individual failings including vulnerability to influence, money, power, and mistaken ideas.
These are all principles which have underpinned our way of life for centuries. The proposed censorship threatens to take us back to the Middle Ages when you could find out whether the wise woman village herbalist was a witch or not by asking your local misogynist wizard.
This proposed legislation has all the hallmarks of a parliament intent on extending its powers, preserving its majority, protecting itself from criticism, and isolating itself from ordinary people. A parliament that has miserably failed to keep up with covid science publishing, instead persisting with slogan politics, under a leader who struggles to define a biological woman.
So Where Did This Madness Originate?
For the last hundred years, it has not escaped insightful social commentators that at some point humankind would become subject to ruthless power and nameless technology. Visionaries include film director Fritz Lang, writers Franz Kafka, Aldous Huxley, George Orwell, and many others since. Frank Herbert writing in 1965 wrote in Dune:
“Men turned their thinking over to machines in the hope that this would set them free. But that only permitted the men with machines to enslave them”
In the prehistory of Dune’s fictional world, a war driven by technology led to a revolution and the creation of a new generation of schools which trained human minds to fully develop. This is not without very real lessons for us today. The widespread use of computers in schools and businesses has trained the whole population to accept the word of computers controlled by invisible hands with suspect motives.
Even the Most Sophisticated Computers Cannot Sort Right from Wrong
We all laughed readily at the TV parody in Little Britain “the computer says no”
, little realising how deep the authority of computers was establishing itself in our daily lives.
Education has historically been fundamentally a person-to-person process with opportunities to ask questions. We all remember that one teacher who resonated more than the others. The replacement of many functions of teachers with computers has impoverished education. It has trained us to accept and learn a rote answer. It has taught us that if we disagree with the official answer, we are always wrong.
Fundamentally, the educational process has diverged from the ordinary process of thinking. Computers have important limitations. They are based on binary architecture – Yes or No, Right or Wrong. Human thinking allows for a nuanced middle way, computers struggle to do so.
In fact, real physical processes evolve in a virtual abstract Hilbert space of all possible paths. Physical law is constantly calculating a path of least action and it is capable of entertaining multiple possibilities and postponing any decision affecting an impending event until the last possible moment. Nature thinks like we actually do – it explores before deciding, it remembers the past, it entertains immutable truths and it can create. No computer can think originally like that, it is controlled by inputs and limited by its binary construction.
In fact, computers can be trained to lie, and it is happening all around us today. A lawyer at a New York law firm has admitted using ChatGPT to source relevant prior court decisions which bolstered his case.
The court discovered they were bogus, just imaginative creations of a form of artificial intelligence programmed to try to please.
Regulation is Already in the Hands of Manipulated Computers
Any regulator, empowered to decide what is right or wrong in the modern era, will ultimately rely on the advice of computers programmed, as Frank Herbert suggested, by people who wish to enslave the world. Government offices are plumbed into international networks and databases providing ready-made content, opinions, and decisions. Networks funded by mega corporations or political power bases with suspect motivations guided by profit and foreign ideology.
The spectacle of Kiri Allan, Minister of Justice, reading the wrong speech to a nodding Parliament this week says it all. She was supposed to be speaking in support of the third reading of the Freedom Camping Bill, instead, she read from a speech in support of the second reading of the Self-Contained Motor Vehicles bill. Only two opposition MPs noticed the error. Minister Allan was oblivious. Her eventual excuse given to the NZ Herald: “I was handed the wrong speech.”
It is not too far a stretch to realise that the New Zealand Parliament has been handed covid policy to enact without question, sleepwalking the country to economic ruin, social polarisation, and record levels of
hospitalisation and
excess deaths.
Last week, the World Health Organisation (“WHO”) released a scientific paper warning that covid vaccines could play a role in the development of multiple sclerosis (watch a detailed report
HERE). So, this is from WHO, one of the world’s most pro-vaccine organisations, but still, the computerised fact checkers immediately screamed “false” – they had been pre-programmed to negate any doubts about covid vaccine safety.
This is the kind of programmable world in which politicians feel comfortable. A world in which opinion is regulated and inconvenient truth is cancelled at will. Timothy Snyder’s book ‘
On Tyranny’ expresses it very well:
To abandon facts is to abandon freedom. If nothing is true, then no one can criticise power, because there is no basis upon which to do so. If nothing is true, then all is spectacle. The biggest wallet pays for the most blinding lights.
The dangers are not minor, Heinrich Heine writing exactly 200 years ago in his book
‘In Der Fremde –
in a foreign land’, presciently wrote:
Where they have burned books, they will end up burning human beings.
Parliament now wishes to legislate for the control of New Zealand’s voice, our voice. They are pressing the mute button. Where that ultimately leads and where we are all eventually left will doubtless be an inhospitable landscape.
https://expose-news.com/2023/06/04/new-zealand-government-set-up-ministry-of-truth/ submitted by
knavechild to
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2023.06.05 06:59 mlmappfactory Multi Level Marketing Software – Fully Customizable MLM System in India
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| For More Details Please Contact Call / Whatsapp: +91 9884951549 Website: www.smartcontract-mlm-software.com #37, First Floor, Arcot Main Road, Valasaravakkam, Chennai – 600087 https://preview.redd.it/c3ih4ph9n44b1.jpg?width=1024&format=pjpg&auto=webp&s=4b8283d85efb372c82b95fe1ca3376e48c898857 Multi-Level Marketing Software – Fully Customizable MLM System in India #1 MLM Software for Your Business Utilize MLM Soft Solution MLM Software’s unmatched automation features to take your network marketing company to new heights. We have the greatest open source software for MLM businesses to keep track of all crucial company activities, regardless of your network marketing compensation structure. You have total control over your MLM business in a single dashboard thanks to our user-friendly design and limitless customization choices for our MLM software. 17+ Years of Experience with 5000+ Software installation across the globe. Over 2000 organizations are using our MLM Software for Multi-Level Marketing business to fuel their efficiency and accelerate business growth. Our Direct Selling Software helps you to resolve all your network marketing worries in no time. Flexible and Highly Efficient MLM software Are you looking for a high-end MLM software development company? MLM Soft Solution a leading and affordable MLM software that can help you in taking your MLM business to new heights. The software is essential for ensuring the success of any MLM organization and supports all MLM plans. Our powerful multi-level marketing software aids MLM business owners in extending their presence. Custom MLM Software Development Company At MLM Soft Solution, we work hard to create high-quality software solutions for various MLM plans in order to make MLM company operations precise, practical, efficient and safe. We create fully individualized solutions that enable businesses to maximize the potential of their employees. To prevent any problems, our solutions are quality-assured and evaluated by qualified experts. Additionally, our program has an intuitive user interface that makes it simple to use even if you lack technical knowledge. Simplified MLM Business Solutions are our true passion and focus. Best Price On Time Delivery 100% Customized Software Expert MLM Team MLM Business Plan Matrix Plan Generation Plan Binary Plan Board Plan Hybrid Plan Unilevel Plan Repurchase Plan Investment Plan Single leg plan - Crowdfunding
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Why choose MLM Soft Solution MLM Soft Solution is the world’s top MLM SOFTWARE DEVELOPMENT COMPANY. We are experts in creating intricate systems for calculating referral rewards so that network marketing is simple for you. Our primary offerings include customized sales management systems, multi-level marketing software, referral-based marketing software, sales commission software and direct sales solutions. How Our Network Marketing Software helps you to drive up your MLM Business Multi-Currency System Multi Language System Multi-Vendor System Replicated Website Ecommerce Installation Two factor authentication Impactable Design Quick Response Time Mobilized Back office Our MLM Software Features · Standard and attractive Dashboard Design · Modification and Updated Themes · Full responsive · E-Wallet and E-Wallet Transfer · Business wallet · Multiple wallet · Integrated Rest API · Manage Multiple Users · Unlimited Members · Network and Team Explorer · Payment Gateway Integration · Automatic Payout · Multiple Currency Support · Multiple Payment Gateway · Multiple Withdrawal Options · Support Ticketing · Custom Rules for Ranking · Downline Listing and Management · Sponsored Members Listing · SMS Integration · Configurable Enrolment Fees · Business Turnover and Expenses · Configurable Compensation · Customizable Business Plan · Lead Capturing Hire The Best MLM Software Development Company Now! +91 9884951549 submitted by smartcontractmlmsoft to u/smartcontractmlmsoft [link] [comments] |
2023.06.05 04:42 BlackTemplars Hawaii - two week honeymoon trip review Dec 2022
Have some time to finally write a trip review for
Maui and the
Big Island of Hawaii for my honeymoon in December 2022 for two weeks. Mid December and left for home on Christmas Day. This was our first time redeeming cc points for anything, so lots of trial and error and lessons learned.
My wife and I had gotten married in October and were actually not planning going on honeymoon until Spring 2023 until we researched further and managed to make December 2022 work in our favor. We started planning and booking reservations TWO months before our trip. We are very fortunate to have done it in that time span and managed to make almost everything work out.
IAD - DTW - SEA - OGG on
Delta, First Class One way.
- First time using a lounge ever was at DTW. We had access to the Sky Club there. Pretty good food here, very roomy. No time to lounge in Seattle
- only I used points for this one way flight. Transferred 95,000 Amex points to Delta. Wife paid $958 before tax for hers through the Amex travel portal. I think she got a steal as I had written on a note somewhere that the cash cost was $1533 through Delta directly but cannot remember if that was the increased price after purchasing the tickets or at time of purchase, otherwise it would have been 1.61 CPP.
- Very nice service in first class. Abundant alcohol and food was very nice as well.
Maui Day 1
Got to Maui late in the night and picked up our rental car, a Chevy Equinox, with Enterprise. Used my
Hilton Aspire to get 7x points.
One night at
Courtyard Marriott by the airport and paid $500.
It was the best we could do with our timing.
Day 2 - 6
Breakfast and lunch was by the food trucks near Costco. Shopping nearby for supplies for our vacation.
Meals (Costco food trucks):
- Mo 'Ono Hawaii acai bowls
- Da Nani Pirates fish tacos
- fresh coconut water
5 nights at the
Grand Wailea - 440,000 HH points
Left to check into our resort the
Grand Wailea in Wailea. Both the wife and I are
Hilton Diamond members. Mine through the Hilton Aspire and she has status through actual stays. We booked these nights through her account and using all Hilton points. Each reward night was 110,000 points and we got the 5th night free. So 440,000 points total.
This resort was huge and immaculate. Words can describe how nice this place is and the customer service is SUPERB. Literally, the best we have ever experienced. You only have to see and experience it for yourself. My wife and I still talk weekly about the Grand Wailea.
We booked the
Terrace View - 1 King Bed as the Standard Night Reward and upon arrival we were upgraded to the
Deluxe Ocean View - 1 King Bed in the Molokini wing. Breathtaking views! Avg cash price so this room type is around ~$988 before taxes, fees so it comes to 0.89 CPP (if not including taxes, fees in the total). All meals, incidentals, shopping, and experiences were put onto my Hilton Aspire. Daily food and beverage credit was $25 each for the two of us and used usually at their divine but pricey breakfast buffet. No resort fees charged for booking with points which saved us hundreds of dollars. We immensely enjoyed ourselves at this resort and the lush, manicured surrounding area.
Meals:
- Lineage Maui. A favorite in the Wailea area
- Morimoto - Maui. Getting the sticky ribs is a must. As well as the ishi yaki buri bop. The guy won Iron Chef because of that, apparently
- Wolfgang Puck's Spago at the Four Seasons. Got the best seat in the house here. Get the "Poke" cones and Hawaiian snapper
- Mama's Fish House. Literally the hardest restaurant to get on Maui. Must reserve 4-6 months in advance. I called two months before our trip and managed to get a table for the two of us for late lunch. We arrived and we got the best seat in the house overlooking the water! Shout out to Mike for his superb service.
- Lahaina Grill. Another favorite for tourists and locals
Experiences: renting a cabana at the Grand Wailea pool, spa day at the Four Seasons with outdoor hale beachside, Wailea Beach, hiking Twin Falls, Baby Beach, Haleakala National Park
Day 7 - 8
Two nights at the
Hotel Wailea, Relais & Chateaux using
Amex FHR.
Paid total ~$3400 for the
One bedroom, Luxury Suite, Ocean View. Unfortunately, no upgrade upon checking in. Hotel was sold out. Daily breakfast in the form of $30 credit per person and $100 food/bev credit given through the FHR. This stay triggered the $200 FHR credit for my wife's
Amex Plat Quiet, small resort, adults only. We enjoyed our stay here and loved our room. Bed was harder than what we were use to and it was far from the beach. Otherwise we loved the restaurant and the ability to "get away". One of the top hotels in Maui and all of Hawaii. Price tag to boot.
Meals:
- The Restaurant at Hotel Wailea. Another great dinner watching the sunset
- Leoda's Pie Shop. Any pie is great, get the banana cream though. Lines out the door
- Merriman's Maui. Another top-notch restaurant with hard to get reservations. One of my personal favorites the whole trip. Another sunset dinner favorite
Experiences: cabana and pool day at Hotel Wailea, spa day at Montage Kapalua Bay. Outdoor hale with hot tub.
Big Island of Hawaii Day 9 OGG - KOA (Big Island) round trip booked with
Hawaiian Airlines. $106 for each of us before baggage fees. Booked direct using wife's Amex Plat.
Arrived to the Big Island and rented a Toyota Prius though Budget. Paid using
Hilton Aspire.
Day 9 - 15
We booked the Hilton Waikoloa Village using all Hilton points, 6 nights in total with one night free. 350,000 pts in total used, 70,000 each night. Initially the standard room redemption was for the
Palace Tower Resort View - 1 King Bed and was going for ~$540 a night before taxes/fees so CPP was 0.77. We realized even before our trip that the Palace Tower and old, needed a refresh, and was terribly far from the beach and the parking lot. We asked for an upgrade when we checked in and was given the option to move to the
Makai Tower - Ocean View 1 King Bed for an additional $75 per night. We promptly took this offer. This room runs ~$694 per night before taxes/fees and if I subtract the $75 per night, I calculate this to be 0.88 CPP. The Makai tower was much better, our room overlooked the ocean and part of the resort. Frankly, Palace looked like dogshit. Daily F&B credit was $18 for each person. Incidentals again went onto my
Hilton Aspire.
Towards the end of our stay, we stayed at the
DoubleTree Hilo using 50,000 pts. Room rate was $308 before taxes/fess. CPP was 0.61. This was on the other side of the island and very far from Hilton Waikoloa so we decided to stay overnight there after hiking Volcanoes NP instead of driving to the west side in the middle of the night.
Meals:
- Brown's Beach House - at the Fairmont Orchid
- Kilauea Lodge
- Merriman's - Big Island
Experiences: Kauna'oa Beach, Mauna Kea sunset and stargazing (this is a must!!), Captain Cook monument snorkeling, Pu'uhonua o Honaunau National historical park, Punalu-u Black Sand Beach, Volcanoes National Park, Akaka Falls.
Trip home: OGG - LAX - IAD.
United, First Class One way.
- Used 220,000 Chase UR rewards to redeem this flight for the both of us. Cash price of each ticket was ~$1485 before taxes/fess. CPP was 1.35
- Service was fine, food in 1st class was not very memorable.
- Did not have time to get into the Centurion lounge at LAX
Overall, an EXCELLENT trip. We were amazed and thrilled to do so much in two weeks and in such short notice. Again, only two months to plan once our dates were finalized. Between my wife and I, we have the
Amex Plat and Gold, Hilton Honors and Aspire, and CFU, CSP. Each card strategically used during our trip. The FHR credit triggered for my wife, and my Aspire triggered the $250 resort credit. If I had to guess, we saved
~$15,000 or more by redeeming CC points. Hope this data point helps some of you trip planning, happy to answer any questions.
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2023.06.04 20:56 RedSkyInTheMornin ROTP v1.04 bugs/enhancements
| I've been playing ROTP v1.04 since last fall, and it's great. I have found a few bugs and thought of several enhancements. I've emailed this list to Ray Fowler just now (with a .zip of the save files which reddit won't let me post here, but I am attaching the screenshots mentioned below). Most of these things aren't very impactful, except for B9, IMO. Is there a mod that just fixes bugs ? Thanks ! Also, I'm not much of a reddit user; this is my first post, so sorry if I'm making any newbie mistakes. Remnants of the Precursors v1.04 Bugs: B0. In the ROTP_Manual_v1_04.pdf - Table 10.5: Heavy Fusion Beam says 4-16 damage, but game Tech tree says 4-30 damage. - Table 10.5: Heavy Phasor says 5-20 damage, but game Tech tree says 5-40 damage. - In-game "Graviton Beam" description says "beam capable of rendering ships to pieces". It should be "rending" instead of "rendering". B1. "Continue Game" doesn't load the most recent save, it loads the most recent auto-save file. Justification: I save my game several times in-between turns, especially from the middle-game onwards, so I must remember to do "Load Game" vs "Continue Game" to pick up where I left off. I think this is counter-intuitive. It may be mentioned in the documentation somewhere, but it should probably load the most recent saved game. Estimated difficulty to change (or fix): "Medium" B2A. Colonies screen Shipyard refresh bug. - Goto the Colonies view, select the Ecology View tab (or the Industry View tab). - Exit to the main map, select a system that's producing a ship (or make a system start producing a different ship). - Goto the Colonies view, select the Military View tab. The system you were just in is selected, but its Shipyard field is blank (or shows a partial ship name). When you select another system in the grid, the Shipyard field that was incorrect now refreshes with the correct data. Estimated difficulty to fix: "Medium" B2B. Technology Discovery % boxes along left/bottom corner refresh problem If you adjust systems' tech output so that it affects the arrival time of a technology, the 6 technology discovery boxes don't seem to update to the correct value until after you go to the Tech screen and come back to the main screen. B3. Colony has the same name as a system with no colonizable planets. - I've got a colony named "New Kekule" in the New Buffon Nebula, and there's a system with no planets of the same name to its SW about 29.4 ly. (Screenshot: "bug_2_kekule_systems.jpg", Save game file: "Mentaran4_679_two_NewKekule_systems.rotp".) B4A. Cryslonoid ships don't get slowed down by nebulas. If this is a feature, it should be documented, but it seems like a bug. Although they can colonize any type of planet because of their biology, they doesn't seem to explain how their space travel technology (which is the same as the other races) ignores nebulae slowness. [ see "Mentaran5_722_cryslonoid_ships_nebula.rotp" ] B4B. Cryslonoid ships immediately upgrade their engines to a new warp speed as soon as it is learned. B5A. The user choices for the range area display (on the left upper button menu, the concentric blue circles icon) are - background-stars-OFF/range-circles-OFF - background-stars-OFF/range-circles-ON - background-stars-ON/range-circles-ON - background-stars-ON/range-circles-OFF However, each time you restart the game, it defaults to background-stars-ON/range-circles-ON, instead of the option the user had selected during the last game session. This option should be saved as a game setting option somewhere, and not in a save game file. B5B. The user choices for the ship/transport course dashed-line display (on the left upper button menu, the concentric white circles icon) are - friendly-unit-course-lines-OFF/enemy-unit-course-lines-OFF - friendly-unit-course-lines-ON/enemy-unit-course-lines-ON - friendly-unit-course-lines-ON/enemy-unit-course-lines-OFF However, each time you restart the game, it defaults to friendly-unit-course-lines-ON/enemy-unit-course-lines-OFF, instead of the option you had selected during your last game session. This option should be saved as a game setting option somewhere, and not in a save game file. B6. I was designing a ship and picking an armor for it, and it gave me a weird crash (screenshot: "recent_rotp_2023_02_24.jpg", save file: "recent_2023_02_24.rotp") It's only had that crash that one time. B7. I when I discovered Advanced Space Scanner, it started showing me a list of many dozens of newly discovered planets. The "Close" button was covered up by the planet display screen (see the screenshot "AdvancedSpaceScanner_planet_list_dlg_bug_underlap_turn_705.jpg" and the saved game file "Mentaran8_704_AdvSpaceScanner_bug.rotp" for the end of the previous turn). As a workaround, I discovered that the "Esc" key dismisses this discovered planet dialog. B8/E8. When a system has a stargate, in the main map view, the system window shows the system name with a swirl icon to the upper left of the planet image, indicating it has the stargate. This swirl icon is missing in the same view in the Colonies screen when that system is selected. I would consider this a minor bug. Enhancement: Add a column for stargate in the Colonies screen, maybe under the Military View tab. B9/E9. Bug in invasion code about hand weapons I think there's a bug in the ground troop battle system. When being invaded by the Altairi (load the save file "Mentaran12_730_.rotp" from year 730 and poke "Next Year", then see the battle in year 731, with the battle screenshot "mentar12_731_altairi_invade_ion_rifle.jpg"), the screen shows that I have Fusion Rifle, and the Altairi have Ion Rifle, but when I invaded an Altairi world a few turns before (and also the turn after - load save game file "Mentaran12_731_.rotp" and advance to the next year to see the battle in year 732), it showed that both of us have Fusion Rifle and my men get slaughtered. In year 731, looking at the Races/Intelligency screen for the Altairi, it shows they have Fusion Rifle (see screenshot "mentar12_731_altairi_intelligence_shows_fusion_rifle.jpg"). In a previous game (which I stupidly didn't save the files for): I invaded a planet with troops, and the battle screen said I had hand phasors, but at the time I had superior plasma rifle technology that I had acquired at least a few turns before. See the screenshots "battle_shows_hand_phasors.jpg" and "tech_shows_plasma_rifle.jpg". Enhancement: I think an explicit list of the +NN modifiers for every ground battle enhancement would be nice on the Race/Military screen, perhaps displayed below where it currently shows the total +XX number. Enhancements: E1. On the Colonies screen, add a way to jump to the selected colony on the main star map. Justification: If you have a lot of star systems, it's really tedious to scroll around the map to find the system you're looking for. Suggested implementation: In the upper right corner area with the name of the system and the planet picture, add a "Jump to System" button that immediately exits the Colonies screen and takes you back to the main star map, with that selected system in the middle of the screen. Or, just make poking on the system's name text in that upper right area do the jump, instead of a button (but that's less obvious). Also, make this button still work when already on the main map screen, in case you've selected a system and scrolled around but don't know which direction to scroll the map back to that system. Estimated difficulty to implement: "Easy" E2. Star map incoming population overage color change For star systems' incoming population lines, change the color to something other than green if the incoming population is too large for that system, and population will be lost upon arrival. Justification: It's not good to lose population because you overlooked a link in a grand chain migration master plan. Suggested implementation: The current color is green, so keep that color if the population will fit in the system. Red color indicates inbound enemies, so keep that red. Yellow is also a movement line color already, so for friendly overpopulation moves, I suggest displaying them in the hot pink color, to draw attention to them. Ideally, this would take into account that system's growth/decline for the time it takes the population to arrive. For attacking invasions, it would probably not take into account battle casualty calculations, but just let you know that some of the population will be killed off unless they first die in battle. Also, if multiple populations are arriving at such an overfed system, each one would be displayed in that special color. Estimated difficulty to implement: "Medium" E3. When colonizing a star system where there is more than one type of colony ship that can build the colony, list each different usable ship design and ask the user which colony ship to expend. Estimated difficulty to implement: "Medium" E4. Main map, system name tag changes: Change it from the current Vesalius Pop 83 Fac 216 Base 2 to also show the max pop, max factories, and ship production (with ship production limit prefix, as in the Colonies' Shipyard column): Vesalius Pop 83/85 Fac 216/255 Base 2 3 Dreadnought Estimated difficulty to implement: "Medium" E5. Colonies screen, add "maximum population", "maximum production", and "incoming population" columns Justification: I'd like to sort on the maximum pop and maximum production columns, so I can find the systems I need to build mega-ships. There's a "Capacity" column that I don't know if it means population or production or what. I'd also like to see which systems have population that's scheduled to arrive. Suggested implementation: - Remove the "Capacity" column (or leave it, but maybe explain it) - Change "Population" to "Pop" to save room - Add a "Max Pop" column, to the right of "Pop" - Add a "Inc Pop" column, to the right of "Max Pop" (this value is displayed in the "too much incoming population" color if it's too much for the system to hold) - Add a "Max Prod" column, to the right of "Prod" Estimated difficulty to implement: "Medium" E6. Map screen, toggle display of enemy range/extended range borders and enemy colonizable systems, based on intelligence reports for that enemy Justification: It would be great to see which stars the computer opponents can get to, and which ones they can't, when planning which planets to colonize. Suggested implementation: - Add some sort of array of Enemy Overlay buttons on the main map screen. If you turned on Enemy 3's overlay, it would show Enemy 3's known border (based on their known systems) and extended border (as a non-filled in outline in the Enemy 3 color), and any uncolonized systems capable of settling by Enemy 3 would be circled in the Enemy 3 color. - The player could toggle each enemy's overlay button independently of the others, so that any/none could be on at the same time. Estimated difficulty to implement: "Medium" E7. Tech screen, add "Equalize Outcomes" button The existing "Equalize Allocations" button will equalize the funding to all of the non-locked categories by simplifying dividing the total research amount by the number of non-locked categories. It would be great if there were another button that would set the levels for the non-locked categories so that their research would be done at about the same time. Suggested implementation: For example, if I want the Computers/Battle Comp III, Force Fields/Class 3, and Weapons/NeutronPellotGun all to finish about the same time, I could lock down the other fields (Construction, Planetology, Propulsion) and poke the "Equalize Outcomes" button, and it would fund those 3 categories so that they would each have their bubbles filled on about the same turn. Yes, it couldn't be perfect, but something in the same plus/minus 1 turn ballpark arrival target would be great. Justification: I'm doing the same thing now manually with a calculator, so this would get rid of that drudgery. Estimated difficulty to implement: "Medium" E8. Main map, shrink "Next Year" button and/or add optional confirmation: Justification: Several times I have accidentally poked on the "Next Year" button when I was intending just to un-select the current system/fleet. Suggested implementations: - Shrink the "Next Year" button down to being just big enough to contain its text, and put a blank area (or mini-map, see below) next to it: Estimated difficulty to implement: "Medium" E9. "Current game settings" info screen: It would be great to be able to see the settings that were used to create the current game: size of galaxy, number of opponents, difficulty, and all the settings for the game options. Justification: When I'm close to finishing a game, I start thinking about what settings to use for the next game, but I can't remember what the settings were for the current game as a basis to go by for setting up the next one. Suggested implementation: Add another option to the "Game" screen, or to the Game / Settings screen with this info. Estimated difficulty to implement: "Medium" E10. "Hall of Fame / Hall of Shame" screen: Add a screen that records the end of games that are played to the actual end, either to victory or defeat, and indicate that, along with all the game settings that were used. Justification: It would be nice to see a log of my performances on various different game settings. Suggested implementation: Add a "Hall of Victory" (or other name) option to the "Game" screen, that is a new page with this info. Estimated difficulty to implement: "Medium" E11. Battle map turn counters On the space battle map, show the number of rounds of combat so far, and the number of rounds remaining in the battle. Justification: I like to batter the planet's population down with my warships. As long as you keep one stack of the enemy ships alive, you can batter the planet as long as you wish, until the maximum number of battle rounds is reached. Right now, you have no idea of knowing when that will occur, so if you ignore killing the last enemy spaceships, you will be repulsed from the system after the battle is over. An elapsed rounds/remaining rounds display would alleviate that. Suggested implementation: Shrink the size of the buttons along the bottom of the screen, and add an unclickable text display of "Battle rounds: XX/YY" that updates each round. Estimated difficulty to implement: "Medium" E12A. Galactic thumbnail view on the main star map Have a Civilization 4-like mini-map on the main star map, to show what portion of the galaxy is currently in view. Justification: For larger maps, it would be great to know what area of the galaxy is being viewed, at a glance. Suggested implementation: On the bottom right, make the "Next Year" button just big enough for its text (yes, it's more letters in other languages), move it to the far right, and put the galactic thumbnail next to it on the left, such as: ________________________ [*] Next thumbnail shows the selected star near Tech Year the top left of galaxy; a rectangle ____________________ shows the galaxy subset in the display now ________________________ [ ] Next thumbnail shows the selected star near Tech * Year the center left of galaxy; a rectangle ____________________ shows the galaxy subset in the display now; the selected planet is not in the current view, the user needs to scroll down to see it The entire galaxy would be shown (shrunk down as much as necessary); on large maps, the stars might be less than one pixel each, so maybe just show the globular colored areas for each race, and have one point (very bright white) that represents the location of the selected system within the galaxy. There's also a rectangle showing the currently displayed subset of the galaxy shown in the main window. This would work in the same fashion as the mini-map in Civilization 4. Estimated difficulty to implement: "Hard" E12B. Galactic thumbnail view in the Colonies screen Justification: I really need to know where in the galaxy each star is in order to know how to set the values for it. Implementation: This is the same as the thumbnail view on the main star map, minus the inner bounding rectangle. Also, note that here in the Colonies screen, the "Exit" button is on the left of the mini-map, not the right. This positioning is important, as it conditions the user to poke to the left of the star map to exit, and will make it more distinct from the "Next Year" button on the main map screen. ___________________ Treasury * thumbnail shows the selected star near xxx BC [Exit] the top left of galaxy ________________ Estimated difficulty to implement: "Hard" E13. On the "Races/Intelligence" tab, the technologies that the player and selected alien species both have are shown in black text, and the techs that only the selected alien has are shown in yellow text. Many of these are obsolete technologies for the player, so it would be great if these techs would be displayed in a non-yellow color, perhaps gray or white, signifying that the alien species does not hold that tech as an advantage over the player. E14. On the "Races/Status" tab, it shows the bar graphs for the percentages of the player's planets vs. the other known races' planets. It would good to also display the actual number of each of the other races planets (which the player can work out with simple algebra from that information, but that's not usually considered "fun", so let the computer do it). E15. It would be great if the Space Amoeba and Space Crystal would appear on the main map as moving entities (like an enemy ship) so you could track the progress of their arrival to their next target system. E16. On the Colonies screen, the Star Gate binary property should be a sortable column. E17. For the F2/F3, F5/F6, F7/F8, F9/F10, F11/F12 buttons, it would be great if instead of immediately jumping the map to the new location, it would scroll the map so the user would have some indication of where the new item is located relative to the previous one. The scroll speed would need to be not too fast, but not too slow either. Maybe there could also be a checkbox to toggle the new scrolling behavior vs. the existing jump behavior. bug_2_kekule_systems.jpg battle_shows_hand_phasors.jpg tech_shows_plasma_rifle.jpg recent_rotp_2023_02_24.jpg AdvancedSpaceScanner_planet_list_dlg_bug_underlap_turn_705.jpg mentar12_731_altairi_invade_ion_rifle.jpg mentar12_731_altairi_intelligence_shows_fusion_rifle.jpg mentar12_732_altairi_invaded_fusion_rifle.jpg submitted by RedSkyInTheMornin to rotp [link] [comments] |
2023.06.04 18:48 sandman730 CBA Basics
This is based on the
CBA,
MOU, and various
CapFriendly FAQs.
If you have any questions, feel free to comment, or message me.
Note: Various games played thresholds for may be pro-rated due to the shortened 2019-20 and 2020-21 seasons. Consult CapFriendly or message me if you have any questions. All dates below are tentative. Check the
schedule for more up-to-date information.
Salary Cap
The upper limit is
$83.5M (projected), and the lower limit is
$61.0M (projected). Though you are allowed to exceed the upper limit by 10% in the offseason, we will require you to have a plan for how to get back under the cap by the end of the sim.
Resources: Contracts
For the sake of simplifying contracts, all contract negotiations and signings will be done using average annual value (AAV). Salary structure and signing bonuses will not be considered, with the exceptions of complying with minimum salaries ($775k for the 2023-24 season and beyond) and maximum salaries (an AAV equal to 20% of the current salary cap upper limit).
Basic Definitions
- Standard player contract (SPC) - the sole form of employment contract used for all player signings
- Entry-level contract (ELC) - most players’ first contract, carries certain restrictions
- Unrestricted free agent (UFA) - can sign with any team
- Restricted free agent (RFA) - if they sign with another team, the original team has the right to match the contract or receive draft pick compensation
- Group 1 Player - players under an ELC
- Group 2 Player or RFA - most RFAs fit under this category
- Group 3 Player or UFA - players with 7 accrued seasons or 27 years old
- Group 4 RFA - defected players
- Group 5 UFA (currently irrelevant) - players with 10 accrued seasons who made less than the average league salary in the prior season
- Group 6 UFA - players 25 or older who played few enough NHL games to become a UFA
- 10.2(c) - players without the professional years required to become a Group 2 RFA and receive a qualifying offer. Can only negotiate with the team holding the player's rights.
Contract & Roster Limits
During the regular season (before the day of the Trade Deadline) each team may have a maximum of 23 players on their Active Roster, and a minimum of 18 skaters and 2 goalies.
Each club may have a maximum of 50 SPCs, and must have a minimum of 24 players and 3 goalkeepers. In this sim, we will also require each team to have at least 40 SPCs by the end. Players who meet the following conditions do not count towards this contract limit:
- Are 18 or 19 years old
- Are in a junior league
- Have not played 11 NHL games in one season
Note: the roster sheets currently assume every player eligible for this exemption is assigned to Juniors. If you wish to have that player(s) on your opening day roster, please ask me to correct this (as it will affect the number of contract slots you have available).
A club's reserve list (signed players, unsigned draft picks, and defected players) may not exceed 90 players.
Resources: Buried Contracts
For one-way NHL contracts of players reassigned to the AHL, the players' salary cap hit, minus the sum of the minimum NHL salary (for the respective season) and $375k, still counts towards the team’s salary cap total. This implies up to $1.15M can be buried this season per contract.
If a player signs a multi-year contract at 35 years or older (as of June 30 prior to the effective contract), the player's individual cap hit counts against the teams cap hit regardless of whether, or where, the player is active. However, a team will receive a $100k relief off of the team's salary cap hit, if a 35+ contract player is playing in the minor leagues after the first year of their contract.
Entry-Level Contracts
Players younger than 25 as of September 15 of the year of their first NHL contract must sign an ELC, all of which are two-way contracts with a maximum AAV of $950k (players drafted in 2022) or $925k (players drafted prior to 2022). The length of an ELC depends on the player's age:
- 18-21 years old: 3 years
- 22-23 years old: 2 years
- 24 years old: 1 year
European players (players drafted from a team outside North America or undrafted players) ages 25-27 must sign a one-year ELC.
If a player signed to an ELC is 18 or 19 years old, and does not play in a minimum of 10 NHL games (including both regular season and playoffs), their contract is considered to "slide", or extend, by one year. Signing bonuses do not slide, which can change the AAV of the player's contract.
Resources: Contract Length
Clubs may sign a player to an SPC with a term of up to 8 years only if that player was on such club's Reserve List as of and since the most recent Trade Deadline. For UFAs, this right expires when the player hits free agency (i.e., on
Sun. June 25th, 11:59pm ET). Otherwise, the term limit for SPCs is 7 years.
No-Trade Clauses
A No-Move Clause (NMC), No-Trade Clause (NTC), or Modified No-Trade Clause (M-NTC) can be added to a player's contract in the years after they are eligible as a Group 3 player (7 accrued seasons or 27 years old). These clauses restrict the player from being traded without his consent. An NMC also restricts a player from being placed on waivers and being assigned to minors without his consent. These clauses do not exempt a player from a buyout or contract termination.
Performance Bonuses
Clubs may pay players that meet one of the following criteria a performance bonus:
- The player is on an ELC.
- The player has signed a one-year contract and is over 35 years old.
- The player has signed a one-year contract after returning from a long-term injury (has played 400 or more games, and spent 100 or more days on the Injured Reserve in the last year of their most recent contract).
Performance bonuses count against the cap, however a team can only exceed the upper limit by a maximum of 7.5% (the overage of which counts towards the next season's cap hit).
Resources: Group 6 Unrestricted Free Agents
A player whose contract is expiring and meets all of the following conditions shall become a Group 6 UFA:
- The player is 25 years or older (as of June 30th).
- The player has completed 3 or more professional seasons - qualified by 11 or more professional games (for an 18/19 year old player), or 1 or more professional games (for a player 20 or older) while under an SPC.
- The player has played fewer than 80 NHL games for a skater, or 28 NHL games of 30 minutes or greater for a goaltender.
Restricted Free Agents
Qualifying Offers
A qualifying offer (QO) is an official one-year SPC offer. Clubs have until
Sun. June 25th, 5pm ET to submit their QOs. Submitting a QO gives the club the right of first refusal to match any offer sheet submitted, or receive draft pick compensation. If the player rejects the qualifying offer, they remain a RFA and their rights are retained by the club. If a player does not receive a qualifying offer, he becomes a UFA.
A minimum QO is calculated from the player's base salary (excluding all bonuses) as follows:
- 105% of the base salary if the base salary is less than $1,000,000. However, the minimum QO shall not exceed $1,000,000.
- 100% of the base salary if the base salary is equal to or greater than $1,000,000.
- For contracts signed after the 2020 Memorandum of Understanding, if the minimum qualifying offer would otherwise be greater than 120% of the AAV of the contract, the minimum qualifying offer will instead be 120% of the AAV.
The QO must be a one-way offer if the following three requirements are met (a goaltender is considered to have played a game if they are on the bench as a backup):
- The player played in 180 NHL games in the previous three seasons.
- The player played in 60 NHL games in the previous season.
- The player did not clear waivers in the previous season.
Qualifying offers expire on
Wed. July 12th, 5pm ET.
Note: If an RFA has signed a contract in another league, the NHL club may extend a QO to retain that player's rights. These players are marked on the roster sheets as signed in another league.
Resources: Offer Sheet Compensation
Only Group 2 and 4 RFAs may be signed to an offer sheet. However, clubs only receive draft pick compensation for Group 2 RFAs.
Compensation must be entirely in the next draft (for this sim: 2024), unless multiple of the same round of pick are required (e.g. two first rounders). In that case, you may skip one year (e.g. two 1sts could be 2023 and 2024 OR 2023 and 2025 OR 2024 and 2025).
Compensation is determined by the AAV outlined in the offer made by submitting club. The AAV for an offer sheet, which determines the compensation required, is derived by dividing the total contract value amount by the lesser of: number of years offered, or 5 years. The AAV thresholds are readjusted each season, and is based on the average league salary for that season.
Compensation for the
2022 offseason is as follows:
AAV (1-5 years) | AAV (6 years) | AAV (7 years) | Compensation |
$1,386,490 or less | $1,155,408 or less | $990,350 or less | No compensation |
$1,386,491 - $2,100,742 | $1,155,409 - $1,750,618 | $990,351 - $1,500,530 | One 3rd Round Pick |
$2,100,743 - $4,201,488 | $1,750,619 - $3,501,240 | $1,500,531 - $3,001,063 | One 2nd Round Pick |
$4,201,489 - $6,302,230 | $3,501,241 - $5,251,858 | $3,001,064 - $4,501,593 | One 1st Round Pick, One 3rd Round Pick |
$6,302,231 - $8,402,975 | $5,251,859 - $7,002,479 | $4,501,594 - $6,002,125 | One 1st Round Pick, One 2nd Round Pick, One 3rd Round Pick |
$8,402,976 - $10,503,720 | $7,002,480 - $8,753,100 | $6,002,126 - $7,502,657 | Two 1st Round Picks, One 2nd Round Pick, One 3rd Round Pick |
$10,503,721 or more | $8,753,101 or more | $7,502,658 or more | Four 1st Round Picks |
The club that receives an Offer Sheet has 7 days to match the offer or accept the draft pick compensation. If the receiving club matches the Offer Sheet, they are bound to the contract details outlined in the offer, must respect all aspects of the contract (such as any NTCs), and cannot trade that player for 1 year from the date of the contract signing.
Resources: Buyouts
Teams are permitted to buyout a player's contract to obtain a reduced salary cap hit over a period of twice the remaining length of the contract. The buyout amount is a function of the players age at the time of the buyout, and are as follows:
- 1/3 of the remaining contract value, if the player is younger than 26 at the time of the buyout
- 2/3 of the remaining contract value, if the player is 26 or older at the time of the buyout
The team still takes a cap hit, and the cap hit by year is calculated as follows:
- Multiply the remaining salary (excluding signing bonuses) by the buyout amount (as determined by age) to obtain the total buyout cost
- Spread the total buyout cost evenly over twice the remaining contract years
- Determine the savings by subtracting the annual buyout cost from Step 2. by the player's salary (excluding signing bonuses)
- Determine the remaining cap hit by subtracting the savings from Step 3. by the player's AAV (including signing bonuses)
A player can only be bought out after clearing unconditional waivers. A waiver-claim by another team pre-empts the buyout process. If a player has a no-movement clause, the player can reject the option of waivers and proceed directly to the buyout process.
A 35+ contract that is bought out receives no salary cap relief. An injured player (who was injured as a result of his job) is entitled his remaining salary, so long as such injury continues, and therefore cannot be bought out.
Resources: Waivers
When a player is reassigned from the NHL to another league, they must pass through waivers (unless they are exempt).
Waivers requests are processed each day at
2pm ET, and are subject to a 24 hour claim period, expiring at
2pm ET the following day.
The sim will have two waivers windows: unconditional waivers (for a buyouts) runs from
Mon. June 19th until
Sun. June 25th and the normal waiver window will run from
Thu. August 3rd until
Sat. August 12th.
Waivers priority is determined by the lowest percentage of possible standings points at the time of the waivers request (or when outside the regular season or through October 31st by the standings of the previous season). Tie breakers: lowest ROW percentage, fewest number of points in head-to-head games (excluding "odd games"), lowest goal differential per game. Therefore, waivers priority throughout the sim is as follows:
Resources: Waiver Exemptions
Age is defined as follows:
- If a player turns 18 between January 1 and September 15 in the entry-draft calendar year preceding the first season of the player's ELC, they are considered 18
- Otherwise, if a player turns 19 (or older) before December 31 in the entry-draft calendar year preceding the first season of the player's ELC, they are considered 19 (or older)
For players 20 years or older, the year in which they play their first professional game under NHL contract is their first year towards the waiver exemption.
Whichever comes first in this table indicates when a player is no longer exempt:
Age | Years from Signing (Skaters) | NHL Games Played (Skaters) | Years from Signing (Goalies) | NHL Games Played (Goalies) |
18 | 5 | 160 | 6 | 80 |
19 | 4 | 160 | 5 | 80 |
20 | 3 | 160 | 4 | 80 |
21 | 3 | 80 | 4 | 60 |
22 | 3 | 70 | 4 | 60 |
23 | 3 | 60 | 3 | 60 |
24 | 2 | 60 | 2 | 60 |
25+ | 1 | | 1 | |
There is an exception (to the above) for 18 and 19 year olds: if a skater plays 11 NHL games or more, the year exemption will reduce to 3, and the following two season will count against this regardless of games played. For goalies, the year exemption will reduce to 4, and the following three season will count against this regardless of games played.
Otherwise:
- A player does not need to pass through waivers if he has not been on the NHL active roster for a cumulative 30 days since last clearing waivers, and has not played in 10 or more NHL games.
- Any player who has consented to a Conditioning Loan can be loaned to a minor league club for a maximum of 14 days without passing through waivers.
- A player who was previously on long-term injured reserve (LTIR), may be loaned to a minor league club for a maximum of 6 days or 3 games for the purpose of determining if the player is fit to play. This player does not need to pass through waivers
Examples of players that do or do not require waivers. Resources: Long Term Injured Reserve
There are two approaches to use LTIR for cap relief:
- Put the player on LTIR before the season starts. You can be over at the start of the season, but only get relief for how much the contract is over at the time he is placed on LTIR. Note: offseason cap accounting applies.
- Put the player on LTIR after the start of the season. You need to be under the cap at the beginning of the season, but get full relief.
The LTIR salary relief cannot be used to pay bonuses. Any excess relief does not accumulate.
At this point, the following players are eligible for LTIR: Ryan Ellis (
PHI), Gabriel Landeskog (
COL), Bryan Little (
ARI), Carey Price (
MTL), Brent Seabrook (
TBL), and Shea Weber (
ARI). GMs can petition the commissioners to add players to this list, including relevant information such as the player, injury, and timeline for return.
Resources: Retained Salary Transactions
When a team trades a player, they have the option to retain a part of his salary (and cap hit). The team who retains the salary pays the retained percentage of the salary, and retains the percentage of the cap hit (until the contract expires). The following requirements must be met:
- The percentage retained cannot exceed 50% of the player’s salary (including all bonuses) and cap hit.
- The same percentage must be retained for both the player’s salary and cap hit, and cannot be modified year-to-year. As a result, the same amount must be retained through the remainder of the contract.
- All teams are limited to a maximum of 3 retained salary contracts per season.
- Teams cannot retain an aggregate amount of more than 15% of the Salary Cap Upper Limit.
- Players’ contracts are limited to 2 retained salary transactions per contract.
Once a retained salary transaction occurs, there are various limitations:
- A team cannot re-acquire a player whom they have retained salary from for a minimum of one year after the date of the transaction (unless the player's contract expires or is terminated prior to the one-year date).
- All teams involved in a retained salary transaction will have cap implications if the contract is bought out or terminated.
- Teams who retain salary on a players contract, will have the full value of the cap hit act against the teams salary cap total, regardless of whether the player is reassigned to the minors by their current team.
Such transactions will require a compelling explanation. Salary Arbitration
We are not doing salary arbitration as part of this sim. If you feel that a GM and/or agent is negotiating for an RFA in bad faith, contact a commissioner.
Miscellaneous
Performance bonuses count against the cap, however a team can only exceed the upper limit by a maximum of 7.5% (the overage of which counts towards the next season's cap hit).
Teams may not commit more salary to next season than 110% the current salary cap (i.e. exceed their tagging space).
Players claimed off waivers cannot be traded to another club (until the termination of Playoffs of the season in which he was acquired) unless he is first offered on the same terms to the club(s) that previously issued a claim (and the offer has been refused).
If you have any questions, feel free to comment below or DM sandman730. If we need to clarify some things, we will do so.
submitted by
sandman730 to
hockeyoffseason23 [link] [comments]
2023.06.04 13:02 Klutzy-Obligation735 Wrote a LETF calculator that includes borrowing costs and fees.
| Wrote a simple C++ program that computes the return for different leverages whilst taking borrowing costs and fees into account. The data is then plotted using Gnuplot. An example comparing 3X, 2X, 1X and 0.75X using fees of 1%, 0.6%, 0.2% and 0.1% respectively. Right now I only have data stretching back to 2005. That's why the backtest is cut short. From the data it looks like 3X leverage is not worth it, even though the data includes the last bull market. 2X or lower leverage seems to be the sweet-spot since we take on less risk but in this scenario gained a similar return. The program works by leveraging the return from the previous day: return = (unlevered closing price / previous unlevered closing price - 1.0) * leverage Then subtracting the borrowing costs: return -= (leverage - 1.0) * risk free rate (in %) / trading days in the year / 100 And then subtracting the fees: return -= fees (in %) / trading days in the year / 100 Finally we compute the new closing price: levered closing price = previous levered closing price * (return + 1.0) And that is done until the data runs out. Here's the link to the repo: Github. Edit: The example data is plotted using the S&P 500 TR index. submitted by Klutzy-Obligation735 to LETFs [link] [comments] |
2023.06.04 04:55 sharkwisperer The Proton, Phi, and Avogadro's Constant
| I have previously written here on Nassim's black hole equation https://www.reddit.com/holofractal/comments/69p15i/love_the_equation_but_not_the_story/, and separately on the importance of Avogadro's Constant https://www.reddit.com/holofractal/comments/iuvzqi/avogadros_numbe . Here I present an explanation of Nassim's proton equation. Nassim's proton equation is a heuristic based inverting a black hole model (see the 2012 paper): m = 2 * m_P * eta/R Side note: m_P here is a short cut for an entity having Planck mass (SI : 1kg * m_P), not the dimensionless constant m_P. We can easily guess that the equation might be correct. Because the proton is extremely stable (its lifetime is estimated at about the square of the age of the universe), the Second Law of Thermodynamics tells us this stability means it must have a low (minimal?) mass-energy density. The structure with minimal density is a spherical shell. The density of a spherical shell is surface mass divided by volume. Or in Planck Spherical Units (PSU) m_P * eta divided by R, the equation above.So the equation describes something that has a defining characteristic of the proton, so the guess might be correct. But we can do better than guess. First two physics definitions: - A Mole is a number particles equal to Avogadro's Constant.
- The Molar Mass Constant (M_u) defines the mass per mole (M) in terms of the mass in atomic mass units (A). So:
M = A * M_u Thus the mass (m) of an individual particle is given by Avogadro's Constant (N_A): m = A * M_u / N_A Nassim's proton equation is a special case of this equation. Where A = 1.007276466621, as this is the value for free proton at rest. To see this we equate this particle mass equation with Nassim's proton mass equation: m = 2 * m_P * eta/R and m = A * M_u / N_A We get the underlying nature of phi... Phi and Avogadro's Constant phi / M_u = A / (N_A * 2 * m_P) We see that the `phi` ratio is the particle atomic mass (A) scaled by 4 known constants, the significant one is Avogadro's Constant (N_A). The 2 occurs because unlike everything else in physics the PSU is defined in terms of diameter not radius (see below). Since phi is geometric; this gives us a geometric model, at the fine scale, of one of the constants of physics. Cool. Radius sanity check We re-calculate the proton radius based on these constants of physics rather than the eta/R geometry and inverted black hole of the 2012 paper. phi = eta/R = 2 l_P / r = A * M_u / (N_A * 2 * m_P) r = 4 * l_P * m_P * N_A / (A * M_u) Thus for the proton using this approach r_p = 8.41236 * 10^-16 For comparison the 2012 result was r_p = 8.41236 *10^-16 The sanity check passes. This validates the algebra, the two models are indeed equivalent. We note that this is a radius based on mass, the experimental results are for a charge radius. We don't know if mass-radius and charge-radius are the same thing, though we might expect them to be very similar or identical. Constants of Physics sanity check Using this diagram from Wikipedia "2019 redefinition of the SI base units", and since we now know that phi is basically the inverse of Avogadro's Constant. So we can add the blue line representing the physical model of the proton, and see that we can write some of the other constants in terms of phi. Of course this is what Nassim has been saying would be possible, Avogadro's Constant shows us why this is correct. https://preview.redd.it/0y6gi4y5sw3b1.png?width=300&format=png&auto=webp&s=dd267ff57cd9119834a305d9115ea75599b2ab69 I should note that this blue line adds the uncertainty in the Molar Mass Constant, about 3 * 10^-13 kg. Radius not Diameter This is some editorial comment on why the Planck Radius Spherical Unit (PRSU) with Planck length as the radius gives simpler equations than the PSU (having Planck length as the diameter). The issue arises because the 2012 paper derived a Schwarzschild black hole model, and the observation that a proton model was in some sense that model's complement. The Spherical Unit that gave the simplest Schwarzschild model (the PSU ) became the reference, but resulted in a '2' in the proton equation. However if we use a maximally rotating Kerr-Newman black hole as the reference and the PRSU then neither equation has the extra 2. A Kerr-Newman black hole is a much more natural complement to the proton, because they are both charged and rotating. This view was not possible in the 2012 paper as the reasoning was geometric, and not easily extensible to charge and rotation. Finally We can then understand the particle equation as defined by a Natural Mole (m_P * N_A) of PRSUs. submitted by sharkwisperer to holofractal [link] [comments] |
2023.06.04 04:33 arcadefire08 USD from option spreads in a CAD account = taxed twice?
Hi everyone, this topic is difficult enough to find resources on for just options tax treatment, but at least there is some information. However, nobody seems to be talking about what do I do with the USD I get from options and how do I treat it when I want to convert it to CAD (Canadian Dollars) so I can withdraw it.
As I understand, options buying and selling need to take the CRA exchange rate for that day. I need to convert the buy/sell price on that specific day, convert the USD gain/cost to CAD, and then similiarly convert the closing gain/cost to CAD, and subtract CAD with CAD to get each position's gain/loss. This is annoying but possible if I get paid in CAD, but not only do I get USD, the USD sticks around!
Secondly as I understand, I need to pay taxes on USD if I have it and try to convert it back to CAD. This totally makes perfect sense for USD that I have personally converted from CAD to. BUT what about the USD that I get from thin-air by option selling?
Normally, if I randomly get some USD, CRA would tell me it's income, but in this case, the USD as part of the options position would already be taxed in the initial paragraph. However, I most likely won't be converting the USD to CAD at exactly the rate that the CRA is telling me to use to calculate for the options gain for the day. Nor would I likely be converting it actually on the same day I exit each options position, and would just keep the USD for as long as I don't need CAD.
Here is what I'm guessing: when I trade a position, the USD that is related to that specific position immediately converts to an "USD investment" with a cost basis of the day's CRA daily exchange rate as the buy-in/exit cost. However, are we being serious right now? I would have to keep not only the CRA CAD gain/loss, but also maintain a continuous ledger of my USD position cost-basis as if I took CAD and entered into USD positions at the CRA daily rate every time I take an options trade.
Is there anyone with any experience dealing with this mumbo jumbo mess of rules that results from receiving USD with options? Is there an easier or more straightforward way? I get what I described may be the most straight-laced way, but is it arguably humanly acceptable to use an easier way?
submitted by
arcadefire08 to
options [link] [comments]
2023.06.04 01:33 AmirH717 NTSC-J Ceramic White PS3?
| Scored this pristine condition CIB Ceramic White PS3 Phat which seems to be a Japan version but I can’t confirm Any information on this model (CECHLO7 CW) would be greatly appreciated! submitted by AmirH717 to playstation [link] [comments] |
2023.06.03 23:54 Stop-Hanging-Djs I don't like how Bleach fights are structured and paced
So with shonen I'd say a majority of fights are decided by hax or bigger number. But even in those series that abuse those story beats, there are usually a decent number of moments in which power or hax aren't the deciding factors. To my memory, this isn't the case in Bleach. Most fights in Bleach are determined by bigger hax/number. Let me try to demonstrate other factors utilized well with other series, that Bleach lacks.
The momentum of the fight and how it shifts
So, in most interesting fights you want to shift whoever has the advantage around or at the very least shift how much of an advantage the overdog has around to keep it interesting. Bleach does do this but usually only in one flavor. It's “I'm winning because now my Hax is stronger or number is bigger due to this power up”. Here are some alternative examples for context
In Hunter X Hunter there were fights in which the winner or person who held the most advantage won not because one power was stronger or had overwhelming hax off the bat, but because the winning combatant was patient and slowly built their advantage. Morel vs Cheetu for example and Knuckle vs Youpi. The momentum of the fight slowly, strategically and meticulously shifted.
Or multiple characters working together in which one uses their power to make a sacrifice or open up an advantage for their teammate to exploit and win the day. Black Clover does this a ton and One Piece is pretty good about this too. How many fights in Black Clover in which the Bulls or other make a play to give Asta an advantage? Or side characters running interferance or supporting the Straw Hats? Doflamingo vs Luffy and Kaido vs Luffy for example.
In contrast Bleach is almost always “I'm overwhelmingly winning, no I am overwhelmingly winning” 1 v 1s. The push and pull in the pacing of the fights are usually too binary in that one combatant has a overwhelming advantage until the other does. Fights aren't usually too close, the momentum shifts are almost always dramatic and they're almost always in the configuration of 1v1s
And on that note
Applying powers creatively
Alright Imma use the easiest straightest example of Bleach not doing this you've all heard before. Ichigo Kurosaki. All he does is slash hard and shoot beam. That's how he fights, and he almost never really does anything different. I don't like it cause it got dull real quick in my opinion. And a lot of characters apply their power sets in straightforward limited ways
Jojo's in which a not outwardly fatal power applied creatively in the right environment can prove deadly. Survivor, Both shrinking stands and most of Jolyne and Josuke's fights etc. Hunter x Hunter with Knuckle, Morau, Kurapika and many others.
There are a lot of examples of novel and interesting applications of powers so I won't go too much farther
Environment
An environment in a battle can be written to be integral. And this usually adds a dynamic and unique element to fights as the environment shifting can change the parameters of the fight or the environment can add or subtract a huge advantage to the combatant. Jojo's for example has a ton of fights in which the setting defines the fights. The “cat and mouse” hunt with Josuke vs Kira and the rat fight. Bruno vs Pesci and his brother on the train. In these fights the environment can be a physical hazard that can kill a combatant or grant one combatant a huge fight defining advantage over another.
Even DBZ on occasion tries to have the location matter. Don't believe me? Remember the times the Z Fighters go “Oh shit we can't fight here! He'll destroy Earth!” or “Let me run and hide while we come up with something”. Vegeta was making false moons to power himself up, Picollo and Master Roshi have destroyed the fucking moon to prevent the enemy from gaining an advantage. Villains would blow up the planet because “I can breathe in space and you can't”. Hell even with Frieza, Goku was using the water and the fact Frieza didn't really have good sensing skills to get some good hits in.
In Bleach since they're all float ghosts with DBZ movements, as far as I can remember the environment don't really have any characteristics and as such the setting doesn't matter for the fights in Bleach. For the most part in Bleach if the fights were in a DBZ empty field, an arena with ring outs or a confined house and it wouldn't make a difference. Most we got of acknowledging location in Bleach is the DBZ trope of “we can't fight here because collateral”
Final thoughts/ TLDR;
Do fights always need these factors to be good? No not necessarily. Are these metrics objective criteria for good shonen fights? Of course not. But the frequent absence of all off these factors do make Bleach's fights dull in my opinion. Mostly because imo they're mechanically and environmentally simple and can get real predictable with the pacing and “flow” of the fights.
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2023.06.03 23:44 Personal_Bad1509 Best PVE Max Level Build (for NG+7)(Level around 450) Data/Sources/Videos
Forward: Because of the Lack of (useful) NG+7 Content (aka High Level Builds), Community Attitude ("There is no Best Build""At max Level") and the complex Synergy of the Build. I will give a short Description, Sources, Videos. I leave it up to the Community to analyze/use the Data Build. If there a specific Questions how the Build works, I will answer them . But I will NOT Discuss the Build (only if some makes some really valid Points and have try out the(or analyzed) Build and can explain to me why Build/Option x is better),
I develop that Build on my own, with a lot of Research, Playtesting and some rough Calculation.
Description: Risk/Reward is advanced enough where you can outtrade Bosses. Very few Tools (Spells, AoW and so on) Build is practically one Moveset aka ease-of-use. The "Moveset" is versaitile enough that it works in practically every Situation/Bossfight.
(basic) Build:
https://ibb.co/c1YMCgf Important Stats: 99 Endurence, 38+Mind, 60 Everything Else
Wonderous Flask: Cracked Thorny Tear+Opaline Hardtear
Equipmentswaps: - Cleanrot Knight Sword -> Daggers (Bloodhoundstep)/Assains Gambit (Exploring, safe/fast Level Exploration)
- Blood Talisman -> Alexandershard (Bloodresistent Opponents (only used on Elden Beast...I think)
- Black Flame Protection -> Flame Protect me or semilar Elemental Resi-Spells (for Bosses/Enemies with high elemental Damage (Loretta, Mohg, Fire Giant and so on)
Sources:
Armor Calc (easy to use):
https://jerp.tv/eldenring/armo Weapon AR Calc:
https://eldenring.tclark.io/ Motion Value:
https://docs.google.com/spreadsheets/d/1j4bpTbsnp5Xsgw9TP2xv6d8R4qk0ErpE9r_5LGIDraU/edit#gid=0 Bullet Art Calc:
https://docs.google.com/spreadsheets/d/1ViraObswh5l7Dl81FKtzxEW8XcHJgsawQA_pmOe9Fbg/edit#gid=1559586014 AoW Scaling Explaniation:
https://www.youtube.com/watch?v=5F9-TyuIICw&t=1051s
Videos: (Equipment/Spells are in some Videos slightly different, but Build is practically the same)
Bosses are on NG+7
Malenia:
https://www.youtube.com/watch?v=yi7OH1g56Wc Tree Sentinal Duo:
https://www.youtube.com/watch?v=M9NE0kEbLBA&t=12s Rykard:
https://www.youtube.com/watch?v=5oNauwtFceI&t=73s Random Mob:
https://www.youtube.com/watch?v=mHy8505eA1o Ancient Dragon:
https://www.youtube.com/watch?v=d9yohojf63w Fire Giant:
https://www.youtube.com/watch?v=WGc-FzAGv6s&t=71s Godskin Duo:
https://www.youtube.com/watch?v=vGFU7S1sg48&t=105s Maliketh:
https://www.youtube.com/watch?v=zwpoW0RJAUk&t=38s Hoarah Loux:
https://www.youtube.com/watch?v=ANwU6U8QJsA&t=2s Elden Beast:
https://www.youtube.com/watch?v=wKkbg03f5No&t=11s Dragonlord:
https://www.youtube.com/watch?v=S1n_re7agSU Radahn:
https://www.youtube.com/watch?v=F5HT075CqY8&t=23s Commander Nail:
https://www.youtube.com/watch?v=hFBfRsdZAn4 Mohg:
https://www.youtube.com/watch?v=UQn1VV65iS0&t=8s Black Gargoyle:
https://www.youtube.com/watch?v=qdKBjmgnjrA Gargoyle Duo:
https://www.youtube.com/watch?v=d82nQVAMWsU&t=4s Loretta:
https://www.youtube.com/watch?v=qJcHsern5xA&t=2s Astel (Snowfield):
https://www.youtube.com/watch?v=mdoUzmFW1dY&t=100s Deathrite Bird (Snowfiled):
https://www.youtube.com/watch?v=Hd9ebChs8GQ&t=1s Borelias:
https://www.youtube.com/watch?v=idNpWYVx7D8&t=3s submitted by
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2023.06.03 18:47 HardGhoulem Kora the Mountain Monk(Anti-Diver Artillery Mage/Tank)
Passive: Inbalance Highlight: Whenever you deal damage to an enemy through abillities or autos you apply a stack of Inbalance on them for 6s refreshing with each further stack applied and stacking up indefinitely.
Inbalance: After 6 stacks, your enemy's Magic Resist is reduced by 10-20(Based on level)% and their Attack Damage and Abillity Power are reduced by 5-10(Based on level)%. Stacks after the 6th further increase the Magic Resist reduction by 1% and the Attack Damage and Abillity Power reduction by 0.5%.
Q - Orbs of Balance:
Cost: 50/45/40/35/30 Mana + 1 Orb of Balance
Range: 1350
Cooldown: 3s
Passive***: Every 12/10/8/6/4s create an Orb of Balance up to 2/3/4/5/6 Orbs. These Orbs orbit around you and dealing 60/80/100/120/140(+50% AP) magic damage and marking enemies for 3s. Marked enemies only take 20% of the damage from the passive Orb orbit.
Active: Channel over this abillity's duration, immobilizing yourself, for every 0.45/0.4/0.35/0.3/0.25s channeled shoot one of your orbs dealing 30/40/50/60/70(+30% AP) Magic Damage per Orb to the first enemy hit.
W - Shining Light:
Cost: 60/70/80/90/100 Mana
Range: 3000/3500/4000/4500/5000
Cooldown:20/18/16/14/12s
Active: After 1.25s summon a shining light at the targeted location for 3s, granting vision and dealing 1/1.5/2/2.5/3(+0.5% AP)% of the targets Max Health as Magic Damage every 0.5s. Any of Kora's Orbs of Balance will instead be transfered to the light's location and orbit around it's edges. Kora regains 20/40/60/80/100(+9% bonus HP) Health while inside the light's area and is granted a 50/75/100/125/150(+35% AP, +9% bonus HP) shield. Orbs shot from within the Shining Light will always orbit to the front of the Shining Light to shoot from it and therefore will never touch the Shining Light's center.
E - Foo Wave:
Cost: 60/70/80/90/100 Mana
Range: 1100
Cooldown: 14/13/12/11/10s
Active: Kora claps his hands creating a massive soundwave that deals 100/120/140/160/180(+60% AP) magic damage and slows the enemy by 20/30/40/50/60% for 2s. If the enemy hit has 6 stacks of Inbalance, you regain 1/1/2/2/3 Orbs of Balance and this abillity stuns instead, after the 6th stack the stun duration increases by 0.1s.
R - Art of Balance:
Cost: 100 Mana + Atleast 1 Orb of Balance
Range: 0-4000 (150% of the Projectile Speed)
Cooldown: 120/100/80s
Width: 200(+20 per Orb of Balance consumed after the 1st)
Pull Strenght*: 200(+30 per Orb of Balance consumed after the 1st)
ProjectileSpeed: 0-2000(Based on cast distance**)
Projectile Duration: 2s
Passive: Gain 1/2/3% bonus Armor and Magic Resist per Orb Active. Increase Orb cap by +1/2/3 when this abillity is not on cooldown.
Active: Instant casting(Under 0.35s) will use this abillity consuming only 1 Orb of Balance, after 0.35s, every 0.2s consume another orb of Balance to empower this abillity. Launch Mega Orb that deals 80/120/160(+40% AP) Magic Damage + 40/50/60(+20% AP) magic Damage per orb consumed after the first one. The Mega Orb pulls enemies to it's center and applies a stack of inbalance every 0.75s to enemies it pulls.
*Pull Strenght: Basically pushes enemies towards it's center. An enemy with 200 speed moving away from the center with a Pull Force of 200 will be immobilized. An enemy with 100 speed moving away from the center with a Pull force of 200 will be pulled at a speed of 100. An enemy with 300 speed moving away from the center with a Pull Force of 200 will move away at a speed of 100. Basically it uses vectors to calculate the direction the pulled target will go.
**Ult's Projectile Speed:
CastRange: 0-250: 0 Projectile Speed
CastRange: 251-500: 250 Projectile Speed
CastRange: 501-750: 500 Projectile Speed
CastRange: 751-1000: 1000 Projectile Speed
CastRange: 1001 and above: 2000 Projectile Speed
***Orbs of Balance(Passive): Orbs of Balance orbit around Kora at around 1 loop/1.5s. This means with 6 orbs, each second 4 Orbs will deal damage to the enemy(With 9 orbs, 6 orbs will deal damage instead.)
Builds:
Full AP: Burst Mage
Tank: Top LaneSupport
Playstyle:
Mage: You want to poke with Q until the enemy reaches 6 stacks and then use E to stun them and Q them for a quick burst. You can use E to gain vision, help other lanes or even stack your passive in an enemy that's behind minions but you will lose your Orb's protection. You can cast it on yourself to heal yourself and even deal damage and stack passive on divers. Your Q's passive is a way to stack your passive very fast allowing you to use E to stun your enemies and get out. W + Q can also deal a fair amount of burst onto other lanes but you will become vulnerable for W's duration and you can't place W on top of the enemy otherwise the orbs won't hit, and unless the enemy is stunned it's unlikely you'll hit all of your orbs(Especially considering W's 1.25s of delay.)
Your Ult has 2 purposes, CC &Burst or Poke&Burst. Casting at max range will make it's pull almost innefective as the projectile will move much faster than it can pull and it won't apply many stacks, but it still deals a burst of damage at a high range. Casting it on top of yourself will pretty much pull sucessfully anything with less than 470 movement speed(If you consumed 9 orbs), deal high damage and apply a lot of your stacks. The main disvantage of this ult is the time it takes to channel and consume all orbs. It's usually better to use it after stunning with E or stealthily from some bushes.
Tank: Can use Mages combos, but due to lack of damage you will usually want to avoid using Q and will just try to be on top of the enemy using Q's passive to stack your passive and reduce their Magic Resist and Damage, use W almost exclusively on yourself to heal/shield yourself as it won't deal much damage without AP, E will be much easier to stun if you are able to get on top of the enemy. Your Ult will also deal much less damage so you will always want to use it on top of yourself after an E stun to extend your CC duration. After level 6 your R will give you bonus resists as long as you don't use Q.
Cons:
It's a very easy to exploit champ. Your burst comes from Q. Using a full Q makes you wait a long time to get a great burst gain. Using W at the wrong time far from you removes any damage from the Q's passive and active in your lane and pretty much garantees your E will be useless as well if the enemy didn't have the 6 Inbalance stacks already. E can AoE stun but if the enemies hide behind minions you will be forced to use W(Or autos) to stack your passive, during which they can exploit your lack of Orbs around you. Your Ult also requires a fairly long channel time to be effective. Missusing ult will diminish your Q's burst.
AP Kora: Struggles vs ranged enemies if they just stay behind minions because he can't stack it's passive and stun them without having to use W. Against Divers his already game is fairly simple while they don't have damage whenever they dive you use your Q's passive to stack your passive very fast and W if necessary to survive, and then just E them and use Q again for some burst or just run away, in the late game however strong assassins will just kill you before you can stack your passive on them with Q's passive Orbs(This doesn't apply to Tank Kora).
Tank Kora: Immobilize. Unlike AP Kora your ranged damage is very low, and your main source of damage comes from your Q's passive Orbs + Your Passive while your on top of the enemies, but Kora is immobile so enemies with dashes can just dash away from your orbs. Rylai's can still help but only vs enemies without dashes. Tank Kora's main purpose is to be on top of the enemy which thanks to it's passive means if he survives enough it garantees the win, in team fights however it's conditional CC means he has a much harder job getting on top of the enemies and reducing their Damage/MR.
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2023.06.03 18:09 Ok_Bluebird_1032 Al-Khwarizmi’s al-Jabr: Practical Solutions and Algebra’s Birth
Al-Khwarizmi’s al-Jabr, also known as Kitab al-mukhtasar fi hisab al-jabr wal-muqabala, is a groundbreaking book that gave birth to algebra. Written by the Persian mathematician Muhammad ibn Musa al-Khwarizmi in the 9th century, it offered practical solutions for land distribution, inheritance rules, and salary allocation using algebraic techniques. In this article, we will explore how al-Khwarizmi’s book revolutionized mathematics and influenced legal systems and societal practices.
Land Distribution: Algebraic Techniques for Equitable Division
One of the challenges that al-Khwarizmi faced was how to divide land fairly among different individuals and communities. He used algebra and equations to solve this problem, introducing logical calculations and algebraic principles. His methods enabled efficient and just land allocation, resolving land-related disputes and establishing enduring methods of land distribution.
Inheritance: Islamic Law and Equitable Asset Distribution
Another topic that al-Khwarizmi addressed was inheritance, which was governed by specific rules in Islamic law. He applied algebraic principles to ensure the equitable division of property among heirs, taking into account the relationships between inheritors and the specific shares allocated to each relative. His techniques provided a systematic approach that facilitated the implementation of just inheritance laws, shaping legal systems and societal practices related to inheritance in various cultures.
Salary Distribution: Proportional Remuneration Based on Al-Khwarizmi’s Calculations
Al-Khwarizmi also explored the equitable distribution of salaries, which was important for fostering fairness and motivation in the workplace. He used an example of allocating wages for different workers such as diggers and carriers to illustrate his calculations. He considered factors like the nature of work, skill level, and performance to determine proportional salaries for each worker. Through his algebraic techniques, he established a systematic approach that ensured fair compensation and fostered motivation in the workplace.
Legacy and Impact: The Spread of Al-Khwarizmi’s Work
Al-Khwarizmi’s al-Jabr left an indelible mark on the world. The book was translated into Latin by Robert of Chester in 1145, reaching European audiences and igniting a mathematical revolution. It became a textbook in European universities until the 16th century, introducing the concept of elementary algebra and algebra for its own sake. Al-Khwarizmi’s work also introduced the concept of reduction and balancing, which involved transposing subtracted terms to the other side of an equation.
Al-Khwarizmi’s al-Jabr not only provided practical solutions for real-world problems but also established algebra as a distinct mathematical discipline. Al-Khwarizmi’s use of algebraic principles shaped legal systems and societal practices in various cultures and civilizations. His legacy as a pioneer in mathematics and a champion of practical solutions continues to inspire generations of mathematicians and scholars.
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2023.06.03 17:35 downvote-me-to-heck POS Tips
During the pandemic I worked as a FoH supervisor for a successful local chain of counter service restaurants. FoH employees were paid $2.50+tips, supervisors were paid $5+tips and the tip pool was aggregated daily. Anytime I was the closing manager I studied the financials for the day.
There were two things that really bothered me. The first was the widespread adoption of Ubereats and Doordash. Every night I would calculate the percentage of revenue that went through delivery apps since they tipped exactly $0.0 to us even though these orders still needed a lot of our attention (making espresso drinks, packing up pastries, packaging orders from the kitchen). On average delivery apps averaged 20% of our revenue daily, which means on any given day 20% of the work we did paid at our base rate. I was always vocal with upper management about this problem, reminding them that for 2hr out of my 8hr shift I was making $5/hr and my people were making $2.50/hr. But as long as we were making above minimum wage when they write our weekly paycheck they couldn’t care less.
The second problem with the tips came from the POS itself. We used a POS system that one might spread butter on in the morning. We phased out cash payments at the beginning of the pandemic but still accepted cash tips. No one took the cash home at the end of the night. I had to log it and send it to the main office once a week. Why did this matter? Because this POS system has a %2 fee on all credit/debit card tips which your employer can legally pull from YOUR tips without telling you. So in 2021 the $24,000 I made in tips had $480 subtracted without my consent or knowledge. The company could do this legally because they weren’t profiting from the tips or the tip fee. But it’s shady AF to silently pass on costs of doing business to your lowest paid employees.
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