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Sites that support automatic background updates will be updated to WordPress 4.0.1 within the next few hours. If you are still on WordPress 3.9.2, 3.8.4, or 3.7.4, you will be updated to 3.9.3, 3.8.5, or 3.7.5 to keep everything secure. (We don’t support older versions, so please update to 4.0.1 for the latest and greatest.)
WordPress versions 3.9.2 and earlier are affected by a critical cross-site scripting vulnerability, which could enable anonymous users to compromise a site. This was reported by Jouko Pynnonen.
G.O.P. Unveils Immigration Plan: ‘We Must Make America Somewhere No One Wants to Live’ - the New Yorker
Appearing with House Speaker John Boehner, McConnell said that, in contrast to President Obama’s “Band-Aid fixes,” the Republican plan would address “the root cause of immigration, which is that the United States is, for the most part, habitable.”
“For years, immigrants have looked to America as a place where their standard of living was bound to improve,” McConnell said. “We’re going to change that.”
Boehner said that the Republicans’ plan would reduce or eliminate “immigration magnets,” such as the social safety net, public education, clean air, and drinkable water.
The Speaker added that the plan would also include the repeal of Obamacare, calling healthcare “catnip for immigrants.”
Attempting, perhaps, to tamp down excitement about the plan, McConnell warned that turning America into a dystopian hellhole that repels immigrants “won’t happen overnight.”
“Our crumbling infrastructure and soaring gun violence are a good start, but much work still needs to be done,” he said. “When Americans start leaving the country, we’ll know that we’re on the right track.”
“In modern you will die like a dog for no good reason.”
This truncated quote from Ernest Hemingway starts every game session in This War of Mine by Polish Developer 11 Bit Studios. It’s a war game that depicts life from the civilian perspective. You start off controlling three survivors in a previously abandoned house. The backstory is always that knew each other before the war and one who joined up with them after.
Each beginning randomizes your specific survivors from a selection of about nine or so and they all have a specific trait and a habit, some smoke, some drink coffee, and one abstains. One might be a good cook who uses less water to make food or moonshine (good barter item.) Some traits are more useful than others, Roman’s combat training sounds like it might be great, except in most situations you really want to avoid combat. Because your survivors simulate real human beings. It’s easy to upset them, make them sad, depressed, or even traumatized. Roman’s combat training also means he may also attack the other house members if he gets psychologically broken. More on this later.
During the day your survivors are mostly stuck inside the house. You will need to, if possible, keep them fed, rested, and attend to their physical and mental well being. You will start off with a small workshop that allows you to build items from the supplies you find in the locked cabinets in the house. Pro-tip / glitch: It’s useful, especially in the early game to leave an item in at least one of these locations, because they disappear after they’re emptied. This will allow you to stash items as evening approaches, safeguarding them from raiders.
One of the first things you want to build is a metal workshop, place it next to the original. This will allow you to build a crowbar, which you will need to pry open locked / barricaded doors and cabinets. Also a shovel will help you clear debris piles much faster, allowing you to access the rest of your house. A bit later you’ll need to find or make saws and an axe. The axe is super useful, allowing you to break up the empty wardrobes for wood and component, which you will never have enough of. The saw is pretty much a one use item but necessary to access certain scavenging locations at night.
At night you can send one of your survivors out on a mission to a nearby location to scavenge or barter for supplies. You pick the location based on iffy information, and never have enough slots in your backpack to bring back everything you need, and anything you take with you to help access areas, like the crowbar, saw or lockpicks eats up one of those precious inventory slots. So it’s often best to scout first, grab everything you can and be prepared to run away fast. Also, remember that the person you send out scavenging and anybody you set to guard won’t get any sleep that night, and you’ll probably need to let them sleep during the next day. Make at least two beds, sleeping on the floor is bad for your peeps.
The crowbar and axe have alternate uses as weapons, but a knife is probably best if you get desperate and really feel you have to engage in violence. Later you’ll find guns or repair broken guns, but it’s usually best to leave them at home with the other survivors who are guarding the house. Guns and ammo eat up separate inventory slots, bother are very scarce, and guns make a lot of noise. At home their use only drives off invaders without psychologically damaging your survivors, whereas out on scavenges a gun is rarely a good idea.
As mentioned earlier, your survivors are human beings. They generally don’t like stealing from other survivors, and violence tends to traumatize them except in the very few situations where you’re allowed to kill in order to rescue another person. There’s one situation where criminal psychopaths have a a prisoner cornered, and another where a soldier attempts to rape a woman in an abandoned supermarket. Otherwise even successful violence fucks your peeps up, bad. They get sad and depressed, harming other people harms their souls. You generally don’t want to do it unless the situation for your survivors is looking grim, even stealing from innocents often makes them sad. Booze is an iffy treatment for depression at best, if you’re going to try it do it later in the day when the consequences are minimized. If their mood turns too dark your survivors will stop responding at all, stop eating, stop looking after themselves. If you don’t do something to reverse this, they’ll break, leaving, stealing supplies, attack the others or commit suicide.
You can mitigate the sadness somewhat by building comfortable chairs, keeping the books you find and not burning them for fuel, keeping coffee and cigarettes around for their individual habits. Survivors in a better mood can sometimes talk to a depressed on, helping them. You might be able to find and repair a broken guitar, that helps lighten the mood, especially when Zlata plays it. The radio reportedly lights the mood somewhat when tuned to classical music, and is also useful for getting news, finding out which barter items are in high demand, and figuring out in advance when the weather will turn cold and you’ll need to build a furnace to heat the house. The furnace upgrade makes the fuel last longer. Your survivors will get sick if the house is kept too cold for too long, and it doesn’t help your attempts to keep their spirits high.
Other things you’ll need to build very early on are a rainwater collector, cook stove (make sure Bruno cooks if you have him your party) and a still to make moonshine from water, filters and sugar. Build two rainwater collectors if you can, choosing whether to make moonshine or food sucks. Later an herbal workshop can be built and upgraded that allows you to make cigarettes and medicines. If you make it into the late game you might be able to build a garden, don’t count on it.
You’ll also need to save up supplies to upgrade your workshops, to make more advanced items and to board up your house. Boarding up the house is important, you want to get on it after week two begins or the nighttime raids on your house will devastate your group, you’ll lose items and your survivors will get wounded. Wounded is bad, it’s terrible if you don’t have bandages. Wounds can get infected and bandages and medicine are in very short supply. They’re also fantastic barter items so using them up because you didn’t set enough guards, leave enough weapons for them at home, or board up the house will destroy your group.
This game is about constantly compromising and making hard choices, few of them obviously good. During the day you may have a visitor, if you’re lucky it’ll be someone looking to barter, and if you’re really lucky you’ll have stuff they want. Other visitors might are different survivors looking to join your group, some have useful traits. You can usually use more guards at night but they’re also more mouths to feed. Sometimes neighbors come by looking for help, if you say yes you’ll lose a member of your group for the rest of the day and that night, and they might not come back at all because of the war. Days later the neighbor you helped might bring you something, or they might not. Helping your neighbors boosts morale, unless the helper died in the attempt, then morale plummets. There are very few obviously easy decisions.
Lastly I’ll mention the games visual style. In short, it’s gorgeous. Here’s a look at the official trailer:
The hand sketched look matches the stark reality and bleakness of the subject matter perfectly. The environment feels dilapidated, like a real semi abandoned city after suffering through years of a siege. The tension as your scavenger explores new environments is palpable, you fear for your survivors , you worry about their safety and most often you feel bad for the other characters they have to interact with.
Is this a game you want to play? No. Is it a game anyone with a beating heart should play? Yes. A million times yes. It’s a longform exercise in empathy, a sobering piece of work that fills in the blanks left when all we see of war are the headshots. It’s a much-needed course correct in the current shoot-first-ask-questions-never gaming landscape that supposes war is won because one supreme badguy caught a bullet through his brainstem. No: It’s won when the people who lived under his boot get to go home.
When Esta Soler lobbied for a bill outlawing domestic violence in 1984, one politician called it the “Take the Fun Out of Marriage Act.” “If only I had Twitter then,” she mused. This sweeping, optimistic talk charts 30 years of tactics and technologies — from the Polaroid camera to social media — that led to a 64% drop in domestic violence in the U.S.
Find closed captions and translated subtitles in many languages at ted.com
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Make some beauty out of dangerous weather. Nice. And to think people are so scared of drones like this one. LOL.
Jim Grimaldi lives in West Seneca, NY, a suburb of Buffalo that was hit hard by the massive snowstorm that has left many people trapped inside their homes surrounded by 5+ feet of snow. And while a blizzard might not seem like the ideal time to take your DJI Phantom drone out for a spin, that’s exactly what Grimaldi chose to do.
First came Hurricane Sandy, which left her homeless for a time.
Then came the live-in boyfriend, who battered her.
Now the 44-year-old mother of three young children is homeless again, forced into a shelter by the abuse and trapped there by poverty and the paucity of living options in a city woefully short on affordable housing.
She worked as a hairdresser and her clients were in her old neighborhood. But so was the ex-boyfriend, said the woman, who spoke on the condition of anonymity.
“My best bet,” she said, “is not to go back.”
Having walked away, victims of abuse are often left with no place to live and little means of support, and frequently end up homeless. In New York, this has helped drive the shelter population to a record high, with more than a quarter of all families in shelters citing abuse as the cause for their stay, city officials said. And, nationwide, many cities report a similar experience.
“Why doesn’t she leave?” Joyce A. Smith, the center’s executive director, asked rhetorically. “The right question is, ‘Why are we turning a blind eye when we hear screams and banging next door at 3 in the morning?’ ”
The percentage of women worldwide who are beaten during their pregnancy is between 25% and 45%. The harmful effects of domestic violence against women also extend to their children. Children who grow up in families where there is domestic violence are prone to a wide range of behavioural and emotional disturbances. One of three abused children becomes an adult abuser or victim. Domestic violence by a partner has also been associated with higher rates of infant and child mortality and morbidity.
Violence against women also has a high economic cost for society. The Centers for Disease Control and Prevention (CDC) estimates the cost of the consequences of violence against women at $37bn annually. This violence results in almost two million injuries and nearly 1,300 annual deaths.
In addition to the WHO, domestic violence as a public health issue has been recognised by organisations such as the Inter-American Commission of Women of the Organization of American States (OAS). “Health systems should be the main door for detection, treatment and support for victims of violence against women,” states Carmen Barroso, Director of the International Planned Parenthood Federation’s Western Hemisphere. However, the response continues to be inadequate. There are more animal shelters than shelters for battered women in the US.
It’s a well-known fact that a donkey sanctuary in Devon made more money in 2008 than the UK’s domestic violence charities combined, and that donkeys are always a much more popular choice of cause.
Victims of domestic violence need specialist support, and any funding at all helps - so it’s shocking that while the donkeys in Devon are going strong, every last women’s refuge in that county has had their funding cut. And sadly, things are only getting worse.
Since 2010, 17% of domestic violence services have been shut down thanks to government cuts, and that figure is set to increase thanks to a new wave of savings being made. But figures released by Women’s Aid today should act as a warning to politicians - closing refuges, they say, tells voters that you don’t care.
Jennifer Huculak and her husband Darren Kimmel of Saskatchewan, Canada went to Hawaii for a beach vacation in October 2013. At the time, Huculak was six months pregnant. Prior to the trip, the mom-to-be received permission from her doctor and purchased travel insurance from Blue Cross, CTV News reports.
But just two days into the vacation, Huculak’s water broke. She was airlifted from Maui to a hospital in Honolulu, where she had to remain on bed rest for six weeks, The Toronto Sun reports. Huculak delivered her daughter Reece nine weeks early via emergency C-section on December 10, and the baby girl spent her first two months in the NICU.
At the end of their medical ordeal, Huculak and Kimmel were finally able to return home to Canada with their healthy baby girl. But they were also left with an astounding $950,000 medical bill that Blue Cross is still refusing cover.
“We thought we had done everything right,” Huculak told CBC. “We thought we had covered all avenues and we thought we were covered. We thought we were safe to go.”
Qualcomm announced its fifth-generation LTE modem, a Category 10 chip with global carrier aggregation. The Gobi 9x45 modem and its second-generation RF360 envelope tracker are based on 20 nm technology.
“The main new features, as compared to 9x35, is downlink increased from 350 to 450 Mbit/s, and uplink is the first major upload increase to 100 Mbit/s,” Peter Carson, senior director of marketing for Gobi, told EE Times. “This is the first chip that can fully utilize all 60 MHz in aggregated bandwidth in downlink and 40 MHz in uplink.”
The 9x45 modem supports 3x carrier aggregation in downlink and 2x in uplink, as well as all major cellular standards. Qualcomm expects up to two times faster upload speeds and up to 1.5 times faster peak download speeds compared to Cat 6 devices, as well as improved application response times and connectivity.