Q:

How to specify which version of perl to use on CentOS

I am running CentOS 5.4 which only has version 5.8 of perl available by default, and I have a program which requires perl 5.10, so I compiled perl 5.10 on CentOS.  How do I specify which perl I want to run the program with because the perl command uses 5.8 by default.

A:

I add my voice to recommending against messing with the system perl at all.
No one mentioned App::perlbrew yet. It allows you to have several versions of Perl and switch between them easily. This can be done manually of course but it's much easier to have this tool to do it for you; from the Pod–
# Install some Perls
perlbrew install perl-5.12.2
perlbrew install perl-5.8.1
perlbrew install perl-5.13.6

# See what were installed
perlbrew list

# Switch perl in the $PATH
perlbrew switch perl-5.12.2
perl -v

# Switch to another version
perlbrew switch perl-5.8.1
perl -v

# Switch to a certain perl executable not managed by perlbrew.
perlbrew switch /usr/bin/perl

# Or turn it off completely. Useful when you messed up too deep.
perlbrew off

# Use 'switch' command to turn it back on.
perlbrew switch perl-5.12.2

A:

The first line of the program file should reference the perl binary you wish to use:
e.g.
#!/usr/bin/perl

You may also want to change your PATH variable so that the directory your perl 5.10 binary is in is listed prior to the 5.8 binary directory.
e.g.
export PATH=/path/to/perl/5.10:$PATH

A:

I like to make symbolic links to my different perl executables in /usr/local/bin:
$ [sudo] ln -s /path/to/perl5.10.1.exe /usr/local/bin/perl510
$ [sudo] ln -s /path/to/perl5.13.8.exe /usr/local/bin/perl513
$ ... etc. ...
$ # and just for completeness
$ ln -s /usr/bin/perl /usr/local/bin/perl58

and then just invoke:
$ perl510 script_to_use_with_v5.10.pl


Thursday, March 17, 2011

Explanation: This chart plots the monthly MLS® average home price for the current year and the previous three years. The recurring seasonal trend can be examined along with comparisons to previous years for each month.


Super Mario 3D Land is a single-player game in the Super Mario franchise for the Nintendo 3DS released in 2011, and the first Mario game overall for the console. This is the second 3D Super Mario platformer for a handheld device (with Super Mario 64 DS being the first and an enhanced remake of the first 3D platformer adventure) and, as noted by Reggie Fils-Aime at E3 2011, the first 3D Mario platformer to be built from the ground up for a handheld system. It is also the successor to Super Mario Galaxy 2. It is closely based on side-scrolling Mario games, but it is a 3D platformer in the vein of games like Super Mario 64 and Super Mario Galaxy. The game was created by the same development team that worked on the Super Mario Galaxy games and Donkey Kong Jungle Beat, currently part of Nintendo EAD Tokyo. It received a sequel entitled Super Mario 3D World, which was released for the Wii U in November 2013. The game requires 2315 blocks if it is bought off the Nintendo eShop.[5]

Story [ edit ]

Bowser capturing Peach.

Outside Peach's Castle stands the Tail Tree, a stripe-tailed tree with Super Leaves on its branches. All of the Mushroom Kingdom is familiar with the tree. One night, a huge storm blows all of the leaves off, as Bowser laughs in the background.

Later on, when Mario and three Toads (Red, Yellow, and Blue) check the Tail Tree, they discover that the Super Leaves are gone. However, the yellow Toad notices a hovering letter near the tree, and the group of four goes to investigate. Mario grabs and opens the letter, and a picture of Bowser holding Princess Peach captive with Super Leaves flying in the background pops out. The message shocks the three Toads and Mario, and immediately, Mario and the three Toads run to save the Princess. Throughout his adventure, Mario receives more letters about Peach's predicament and about various stages of Bowser's Super Leaf-related plan.

Inspired by Mario's courage, Peach ultimately attempts to escape from Bowser and his army, but she is soon recaptured. Mario travels through World 8 and defeats Bowser, only to be tricked by a fake Peach sign, as Bowser escapes with the real Peach. Mario eventually finds Bowser's lair, but before they can battle, the floor beneath them breaks and they fall. After being chased through various obstacles, Mario manages to press a switch making the bridge under Bowser collapse, sending Bowser into a pool of lava. At last, Mario and the three Toads find Princess Peach and, using their Tanooki powers, bring Peach back to her castle.

Peach attempting an escape from Bowser and the Koopa Troop.

After that, a short cutscene appears with a letter floating down in World 1-1. It shows that Luigi was kidnapped by Dry Bowser. Mario then sets off to save Luigi. After rescuing him in Special 1- Castle, he becomes a playable character.

After Mario beats Special 8-Castle, another cut-scene appears. Another letter has floated down on World 1-1, and the three Toads who accompanied Mario in his adventure investigate while in their Tanooki forms. To their surprise, Bowser has kidnapped Princess Peach once more. Then, Mario or Luigi must defeat Bowser in World 8- Bowser's Castle2 again. After that, a picture of Tanooki Peach is unlocked. Once five stars are present on the profile, Special 8- Crown, the very last level, is unlocked.

Gameplay [ edit ]

Mario in World 1-1.

The levels of Super Mario 3D Land are much more linear and compact than the other 3D titles, more along the lines of the side-scrolling games. All levels have a time limit and even feature Goal Poles, a staple of the original Super Mario Bros. and the New Super Mario Bros. games, as opposed to Power Stars or Shine Sprites, as the level goals. To enter vertical pipes, the player must press or ; for the first time in the series, the player can re-enter areas through pipes at will (for example, after being transported to the above-ground Goal Pole in World 2-2, the player can go back down the pipe to go underground). The graphics of the game greatly resemble those of the Super Mario Galaxy games, while the levels show visual similarities to the New Super Mario Bros. titles. Game-play also takes cues from Super Mario Sunshine, notably tight-rope walking. Unlike the 2D Mario games, the level themes in a world tend to be more random, like the galaxies of the Super Mario Galaxy games, instead of focusing on a particular setting per world.

Due to the merging of the 2D and 3D play styles, Mario's moveset is more limited than in previous Super Mario games; he cannot jump as high or as far as in past games, nor can he Double Jump or Triple Jump for the first time in a platforming game since Super Mario Land 2: 6 Golden Coins. Mario can also no longer Spin Jump, fly (in Tanooki form, unlike in Super Mario Bros. 3), grab and/or throw objects (such as Green Shells), hold onto ledges, or attack without power ups. However, he can still Wall Jump, Long Jump, Ground Pound, Sideways Somersault, and Backwards Somersault. Other controls take cues from the 2D titles; Mario can crouch and slide while running, which now requires the use of a run/attack button, like in the 2D games. In addition, the Backwards Somersault works like the Power Squat Jump does in Super Mario Bros. 2. Finally, Mario has a new roll move that can be used to hit blocks from the side and fit through small gaps.

Airship . Tanooki Mario in World 2-

While giving examples of how the Nintendo 3DS enhances game-play, Shigeru Miyamoto has stated that hitting blocks from underneath in 3D Mario games would be easier with stereoscopic 3D.[6] Thus, blocks are more prevalent in this game, unlike past 3D games, where blocks were few and far between. Three Star Medals (which have a similar design to the Comet Medals from Super Mario Galaxy 2) are found in each level, and collecting all three is part of the level's challenge, like the Star Coins in the New Super Mario Bros. games. + Clocks can be picked up to give the player additional time to complete the level, a mechanic only seen previously in Super Mario Galaxy 2's Speedy Comet missions.

Mario's health system is now based on the side-scrolling titles rather than being a numbered health meter: Mario becomes a cap-less Small Mario when damaged, while power-ups give him an extra hit point and new abilities. These power-ups include the Super Mushroom, the Fire Flower, the new Boomerang Flower, the Statue Leaf (replacing the Tanooki Suit), and the Super Leaf, the last of which had not been seen since Super Mario Bros. 3. Notably, the Fire form, unlike its previous 3D appearances in Super Mario Galaxy and its sequel, no longer has a time limit imposed on it and is retained until Mario is hit, as in the side-scrolling games. The Item Storage from New Super Mario Bros. also appears in this game.

As in Super Mario Bros. 2, when Mario loses a life, he respawns in his Super form instead of his Small form. Similar to New Super Mario Bros. Wii, the game has features to help the player if they lose too many lives in a stage. When the player loses two lives in one level, a flying Roulette Block appears. When five lives are lost, an Assist Block containing an Invincibility Leaf appears, which makes the player invincible for the duration of the level. Finally, when ten lives are lost, an Assist Block with a P-Wing appears, which warps the player directly to the Goal Pole. Unlike previous Mario games, the lives counter in Super Mario 3D Land extends beyond 100 and goes up to 1,110 lives (after reaching 1,000, 1,100 and 1,110 lives, the hundreds, tens, and units digits respectively are displayed as a crown). This life counter is also included in New Super Mario Bros. 2 and Super Mario 3D World.

The game also makes extended use of the Nintendo 3DS hardware. When the player uses a cannon or the binoculars, the Nintendo 3DS gyro controls can be used to aim by moving the 3DS. The game also includes a StreetPass option, whereupon encounters, Mystery Boxes and Toad House items are exchanged between players. Items in Toad Houses sent by another player are recorded, including the amount of items sent by the user.

By clearing Special 1-Castle, Luigi is unlocked as a playable character, and can be swapped in or out by pressing the "M"/"L" button in the bottom corner of the touch screen on the world map. As in Super Mario Bros.: The Lost Levels, Luigi jumps higher than Mario, but has lower traction.

Controls [ edit ]

Characters [ edit ]

Mario featuring the characters and enemies in the game.

Playable [ edit ]

Mario

Luigi (unlocked after saving him in Special 1- Castle )

Supporting [ edit ]

Enemies and obstacles [ edit ]

New [ edit ]

Returning [ edit ]

Bosses [ edit ]

Image Name Description Bowser He fights like his copies, but is fought twice in World 8. Tail Bowser Disguised minions of Bowser who breathe fire and jump around on collapsible bridges in Worlds 1 and 5. Boom Boom A big brutish Koopa that spins around his arenas in Worlds 2, 3, and 7. Pom Pom A female Boom Boom that throws boomerangs in Worlds 4, 6, and 7. Dry Bowser Bowser's skeletal counterpart, who fights like the Tail Bowsers, but only appears in the Special Worlds.

New items and objects [ edit ]

Power-ups and forms [ edit ]

A power-up chart.

New [ edit ]

Returning [ edit ]

Worlds [ edit ]

Other locations [ edit ]

Toad Houses - They work like they do in Super Mario Bros. 3 , but StreetPass friends can send gifts to the Toad House that contain items.

, but StreetPass friends can send gifts to the Toad House that contain items. Mystery Boxes - Mario can go inside them, and they contain various different tasks, such as defeating all the enemies in the box. After completing the tasks, Mario will receive Coins, 1-Up Mushrooms, and/or a Star Medal. Friends via StreetPass can also send the player Mystery Boxes, which always contain at least one Star Medal.

A room with colored blocks that cause an optical illusion, where Mario can train and learn movements. It is accessed by remaining idle at the end of the title cutscene. The room strongly resembles Peach's Castle.

Development [ edit ]

[7] Game screenshots as seen at Game Developers Conference in 2011.

Super Mario 3D Land was first mentioned in an "Iwata Asks" interview with Shigeru Miyamoto in October 2010, where he confirmed that a brand-new Mario game for the Nintendo 3DS was already in development, but had not yet been given a proper title.[8] It was known by its tentative title, Super Mario at the time. In November 2010, Shigeru Miyamoto announced that both 2D world and 3D world Mario games were in the works for the 3DS.[9] Four screenshots were available on March 2, 2011, and the game was officially announced during the Game Developers Conference, under the name Super Mario. The logo had a Raccoon Tail on the "O" letter, similar to that of Super Mario Bros. 3's logo, which had Raccoon Mario's tail shadow behind the "3". Available screenshots of Super Mario revealed that the game is a 3D platformer and the game was stated to be developed by Nintendo EAD Tokyo's same team which had previously developed Super Mario Galaxy and its sequel, as shown how a Goomba runs after Small Mario. It even contained features from the 2D Mario side-scrolling games. Satoru Iwata stated that a more official announcement would be shown at E3 2011 on June 7. According to Iwata, "it will be a game that will come with the kind of surprises and fun that only the 3DS can offer."[10] Shigeru Miyamoto has stated that the development took over two years and started with 2 to 30 staff members working on the game.[11]

In a later interview, Shigeru Miyamoto described the title as being a combination of Super Mario Galaxy and Super Mario 64, with a little bit of New Super Mario Bros. and New Super Mario Bros. Wii. He mentioned there would be an option for a fixed camera system, very similar to the one in Super Mario 64, to demonstrate depth and the 3DS's 3D. He added, however, that it was tough to describe it, before mentioning that not only would the title be shown, but that it would also be playable at E3 2011. Shigeru Miyamoto explained that playing it will give fans a better idea of what it's like. He also commented on the speculation regarding the temporary logo, already confirming that the tail on the end of the logo's "O" was a hint at the return of Super Mario Bros. 3's Tanooki Mario.[12]

The four-level demo.

The game was given a full reveal with a trailer at E3 2011 and was playable on the show floor, as previously stated. It was announced that the game was targeted for a release by the end of the year. Attendees were allowed to try the game for themselves in four different levels - a standard plain area, an underground area, a level of switch-activated platforms, reminiscent of a few galaxies from the Super Mario Galaxy titles, and an airship level ending in a fight with Bowser's henchman, Boom Boom. In addition, the E3 2011 trailer and the conference trailer were put up for download on the 3DS eShop for a limited time. By playing the trailer on their 3DS, viewers could then see the game in stereoscopic 3D for themselves.

The main ambition of the design team was to "reset" the conventions of 3D Mario games, which were mostly designed for home consoles.[13] One of the ways of doing that was to create short, pick-up and play levels more suitable to a handheld, as opposed to the Super Mario Galaxy series, and more specifically Super Mario Galaxy 2, which director Koichi Hayashida described as a "Manchu Han Imperial Feast."[13] Additionally, according to Mario creator Shigeru Miyamoto, the term Land was used in the title to pay homage to past Mario titles, like Super Mario Land and its 2D art style.[14]

The developers also wanted the game to serve as a jumping point for players that liked 2D Mario but did not want to play the 3D installments.[13] One of the solutions was to eschew the exploration-based level design of the traditional 3D Marios so that the players would not get "lost", and return the focus on reaching the end of linear levels. The levels were carefully designed to lead the player toward the end goal.[13] However, the developers included Star Medals hidden throughout the levels to cater to the 3D Mario players and thus bridge the two game design sensibilities.[13]

The development was heavily affected by the 2011 Tōhoku earthquake and tsunami.[1] Damage to the train network led to developers visiting the Kyoto office to be stuck there, and fear of aftershocks and radiation emanating from the damaged Fukushima nuclear plant caused several developers to lock themselves in their homes. These events made Nintendo unsure of whether the development could continue in Tokyo.[1] Tired of not doing anything, Hayashida risked sharing his personal contact information with other members. This led to a web forum being set up so that work could be continued while the Tokyo office was closed.[1]

The developers were pressured to finish the game in time for the 2011 holiday season, which led to parts of Super Mario 3D Land being outsourced to other Nintendo-affiliated developers such as Brownie Brown,[1] something that did not typically happen with Mario games at the time.

Shigehisa Nakaue designed the 2D art seen in Peach's letters in the game, making it the first Mario game to use this art style in-game.

American English version

Platforming with serious depth! With the 3D visuals of Super Mario 3D Land, players can see exactly where floating blocks and flying Paragoombas are, so that they can jump and stomp with the precision of the pros. Expert gamers will appreciate the way 3D graphics reveal the true challenge of the levels, so that they can focus on nailing the perfect jump or shaving precious seconds off their speed runs, while new players will find that 3D makes platforming simple to grasp and satisfying to master. Try on Mario's Tanooki Suit, and put some spring in your step! While longtime gamers will delight in using Tanooki Mario's tail-spin attack to sweep enemies off their feet and fluttering through the air to land super-long jumps, a new generation will learn what makes this classic suit a fan favorite. But even seasoned players will be in for a surprise—Mario's enemies may be sporting the familiar Tanooki tail too! Mario at his very best! Mario™ returns to his roots in his first 3D platforming adventure designed exclusively for a handheld system. From the frantic race-against-the-clock dash through the Mushroom Kingdom to that final leap to grab the top of the flagpole, this eye-popping addition to the Super Mario™ series combines everything that makes Mario great from one generation to the next.

British and Australian English version

SUPER MARIO 3D LAND reinvents everything fans love about Mario gaming with the first platforming environment in true 3D, presenting a 3D Mario game that plays like a 2D Mario game! Players will experience an exhilarating new sense of depth, distance and speed while running, jumping and stomping on enemies throughout the levels. Among other outfits for Mario, the fan-favourite Tanooki Suit makes a comeback. Use the Tanooki Suit’s tail to attack enemies or float gently down from great heights. Accessible and challenging in equal measure, SUPER MARIO 3D LAND offers new and familiar abilities that add unique gameplay strategies to the adventure! Make your way to the end-of-level flagpole using Mario's signature moves- or try to apply his new skills in challenging ways if you dare to discover every hidden shortcut and secret!

Promotion [ edit ]

On November 12, 2011, to celebrate the launch of Super Mario 3D Land in North America, Nintendo set up an event in Times Square's Military Island in which attendees would be able to play in a real life mock-up of the game environment, as well as a chance to play the game a day before the official release. In addition, many attendees were also given free Tanooki ears and tails, as well as free slices of mushroom pizza from a "Mushroom Kingdom" pizza truck to the first 1,000 attendees who tweeted the "#SuperMario3D" hashtag and an exclusive early sale of the game at the Times Square Toys "R" Us.[15]

Reception [ edit ]

Super Mario 3D Land received critical acclaim. IGN rated this game a 9.5/10[16], GameXplain reviewed the game a 4/5 stars. Euro Gamer 9/10[17], Joystiq 4.5/5[18], GamePro 5/5[19], GameInformer 9.5/10[20], N-Zone 90/100, Famitsu 38/40[21], and Edge with 8/10[22]. As of December 10, 2011, gamerankings has an average score of 90.02% out of 46 scores[23] and metacritic with an average score of 90% out of 71 reviews, 70 were positive, 1 was mixed[24].

Reviews Release Reviewer, Publication Score Comment Nintendo 3DS Audrey Drake, IGN 9.5/10 "Super Mario 3D Land represents the first 3DS title to fully make use of the system's capabilities. With an expertly balanced difficulty progression, dazzling level design and masterful Power-Ups, this is the ideal 3DS experience. Most of the first eight worlds fly by a bit too quickly, but with extra content you unlock afterward, medal challenges in each level and StreetPass allowing you to best your friend's times, you'll still find plenty of replay value here. As an experience, Super Mario 3D Land gets deeper the longer you play, as you sink into its particular groove and learn to appreciate it as a unique title - one that is separate from yet beautifully derivative of the entire Mario franchise. As a whole, 3D Land is brilliant and addictive, and should do for 3D-enhanced platforming what the original Super Mario Bros. did for 2D platforming. If you own a 3DS system, you have no choice - you simply must own this game." Nintendo 3DS Christian Donlan, Eurogamer 9/10 "3D Land is great, but it isn't perfect. Compared to the fluffy, nostalgic warmth of the Tanooki suit and its twin, the Statue Leaf, both the Boomerang Flower and the Propeller Box feel like missed opportunities, the former making for a slightly fussier take on the Fire Flower, even if it is good for capturing distant trinkets, just as the latter remains firmly under the shadow of New Super Mario's various whirligigs. Seasoned players, meanwhile, will get through the first half of the game a touch too quickly, finding much to enjoy but little to truly challenge them. It can feel, for a few hours at least, like a very slight disappointment." Nintendo 3DS Maxwell McGee, GameSpot 8/10 "Some of the other features also lack creativity. With StreetPass, you can restock your exhausted mushroom houses and challenge cubes simply by passing other 3DS users, even if they don't have the game. This makes it especially easy to rack up star coins, since the challenge cubes are generally a breeze to complete. The gyrometer is used at binocular stations in certain stages. These stations let you search out hidden toads that shriek with delight and throw star coins or other power-ups at you. Despite the fact these features lack the imagination seen in the game’s level design, Super Mario 3D Land is still a delight. With well-realized stages and responsive controls, it's an easy recommendation for all action-loving 3DS owners." Aggregators Compiler Platform / Score Metacritic 90 GameRankings 90.09%

Sales [ edit ]

As of September 30, 2019, Super Mario 3D Land is the 6th best selling game for the Nintendo 3DS, having sold 12.60 million units so far and caused a great boost in 3DS sales.[25][26] It is also the fastest-selling portable Mario game ever.[citation needed]

Gallery [ edit ]

For this subject's image gallery, see Gallery:Super Mario 3D Land.

Pre-release and unused content [ edit ]

While the Super Leaf and P-Wing returned, and Hammer Mario was succeeded by Boomerang Mario, director Yoshiaki Koizumi stated that more classical suits and powers were to return, but none appear in the final product. The Goomba's Shoe was once confirmed but was later rejected.

A grassy spacious area and a level with many Donut Lifts, platforms and arrow blocks were shown, along with an array of rotating platforms which would go on to be World 4-3. Though while said to be cut from the final product, these areas might have evolved into World 2-1 and World 8-1 in the final product. The screenshots of these areas show that they use a camera angle not used in the final game, implying that the game would have had more dynamic camera angles.

Glitches [ edit ]

Main article: List of Super Mario 3D Land glitches

Baddie Box lag [ edit ]

Baddie Box Explosion being executed.

If Invincible Mario or White Tanooki Mario ground pounds onto a Baddie Box, the game will start to lag as the box explodes. The "explosion" will continue and the game lags until the player jumps off of the exploding box. A harsh grinding sound is heard during the explosion, and a sound resembling that of a beanstalk coming out of an item box (in Super Mario Bros.) can be heard as Mario crouches when the player holds or (beanstalks like this do not appear in the game). It is possible this sound is simply the sound Mario makes when he crouches, but distorted so much by the explosion it sounds like a beanstalk. The glitch can only be done on levels where Baddie Boxes appear, such as World 2-4, 5-Castle, and Special 1-3. Both Worlds 2-4 and 5-Castle require White Tanooki Mario, making Special 1-3 the only stage where the glitch can be executed after the level has been beaten once and the only stage where it can be executed by Luigi.

Die in a Warp Box [ edit ]

To perform this glitch, Mario needs to go to the airship of World 2. Then, he should enter the first Warp Box. The player should reach the end of the bonus airship, but Mario should not enter the Warp Box at the end. Instead, the player should press the left camera control button so that the camera turns to the left. Wait until the Warp Box is offscreen then immediately go inside the box before Mario loses a life. If performed correctly, Mario should lose a life while the camera pans back to the main airship.

World 1 Bowser Softlock [ edit ]

During the boss fight with the Tail Bowser on the castle in World 1, the player must use Tanooki Mario to glide across the gap between the bridge and the platforms at the start of the fight then press the switch when the Tail Bowser jumps to the left. If done correctly, the bridge will collapse with the Tail Bowser off-screen, and the game will never end the cutscene. The player, however, can still exit the level.[27]

Camera Clip [ edit ]

In Special 1-3, if the player aims just above the blocks on the edge of the platform in a cannon, the camera will clip in for a short period of time.

Staff [ edit ]

Main article: List of Super Mario 3D Land staff

References to other games [ edit ]

References in later games [ edit ]

Media [ edit ]

For a complete list of media for this subject, see List of Super Mario 3D Land media.

Trailer 2 - The game's second trailer as seen at Nintendo 3DS Conference 2011. Play file 1:06

File info Media:SM3DL Trailer2.ogv

Names in other languages [ edit ]

Language Name Meaning Japanese スーパーマリオ ３Ｄランド

Sūpā Mario 3D Rando Super Mario 3D Land Korean 슈퍼 마리오 3D랜드

Syupeo Mario 3D Raendeu Super Mario 3D Land Chinese (Simplified) 超级马力欧 3D乐园

Chāojí Mǎlìōu 3D Lèyuán Super Mario 3D Wonderland Chinese (Traditional) 超級瑪利歐 3D樂園

Chāojí Mǎlìōu 3D Lèyuán Super Mario 3D Wonderland

Trivia [ edit ]

Outside of Exclusive Mystery Box.

Inside of Exclusive Mystery Box.

Super Mario 3D Land is the first installment in the Mario series overall (excluding crossover installments) to be officially localized to Dutch, Portuguese, and Russian. [29] [30] [31] Mario & Sonic at the Olympic Winter Games is actually the first game with Mario officially localized to Dutch. However, it is a crossover game and it is localized and published by Sega. Nintendo also stated on its official news update: " SUPER MARIO 3D LAND™ and Mario Kart 7 include for the first time (in the Mario series) fully Dutch screen texts." [29]

is the first installment in the series overall (excluding crossover installments) to be officially localized to Dutch, Portuguese, and Russian. From 22 November to 24 December 2013, North American 3DS users that went to a Nintendo Zone could receive an Exclusive Mystery Box from Mr. Hayashida, the producer of Super Mario 3D Land .

. Because Super Mario 3D Land was developed and released before the Nintendo 2DS was produced, the game does not recognize when it is running on a 2DS system and still displays the 3D icons that indicate the available 3D viewing modes at the beginning of every level. This does not affect the actual gameplay; attempting to switch the 3D viewing mode has no effect and the game is still fully playable on the 2DS.

was developed and released before the Nintendo 2DS was produced, the game does not recognize when it is running on a 2DS system and still displays the 3D icons that indicate the available 3D viewing modes at the beginning of every level. This does not affect the actual gameplay; attempting to switch the 3D viewing mode has no effect and the game is still fully playable on the 2DS. This is the last 3D Super Mario game where the " Super " in the title is colored, rather than solid white. Additionally, this is the first Mario game to use the current font for some in-game text and logos.

game where the " " in the title is colored, rather than solid white. Super Mario 3D Land has a reversible cover, with the inside depicting red-outlined characters, enemies, and items over a white background. Although the outside cover may change based on the region, the inside cover always looks the same. This reversible cover was not used in the Nintendo Selects version of the game.

has a reversible cover, with the inside depicting red-outlined characters, enemies, and items over a white background.

Super Mario 3D Land coverage on other coverage on other NIWA wikis: SmashWiki StrategyWiki


Saccular Thoracoabdominal Aneurysms in Systemic Lupus Erythematosus.
Aortic aneurysm is a rare but a serious complication of systemic lupus erythematosus. We report the case of a 59-year-old man with systemic lupus erythematosus disease who presented with symptomatic saccular thoracoabdominal aneurysms. The 2 aneurysms were resected and 2 silver-coated tube grafts were interposed. Surgical pathology revealed lymphoplasmacytic aortitis, without pathogenic agents. This is the first case of a double localization of saccular thoracoabdominal aneurysms with inflammatory aortitis caused by lupus. In patients with a history of systemic lupus erythematosus, with or without active inflammation, screening for aortic disease should be selectively performed if other risk factors for aortic aneurysm are present.


GABRIEL ZUCMAN is a 27-year-old French economist who decided to solve a puzzle: Why do international balance sheets each year show more liabilities than assets, as if the world is in debt to itself?

Over the last couple of decades, the few international economists who have addressed this question have offered a simple explanation: tax evasion. Money that, say, leaves the United States for an offshore tax shelter is recorded as a liability here, but it is listed nowhere as an asset — its mission, after all, is disappearance. But until now the economists lacked hard numbers to confirm their suspicions. By analyzing data released in recent years by central banks in Switzerland and Luxembourg on foreigners’ bank holdings, then extrapolating to other tax havens, Mr. Zucman has put creditable numbers on tax evasion, showing that it’s rampant — and a major driver of wealth inequality.

Mr. Zucman estimates — conservatively, in his view — that $7.6 trillion — 8 percent of the world’s personal financial wealth — is stashed in tax havens. If all of this illegally hidden money were properly recorded and taxed, global tax revenues would grow by more than $200 billion a year, he believes. And these numbers do not include much larger corporate tax avoidance, which usually follows the letter but hardly the spirit of the law. According to Mr. Zucman’s calculations, 20 percent of all corporate profits in the United States are shifted offshore, and tax avoidance deprives the government of a third of corporate tax revenues. Corporate tax avoidance has become so widespread that from the late 1980s until now, the effective corporate tax rate in the United States has dropped from 30 percent to 15 percent, Mr. Zucman found, even though the tax rate hasn’t changed.

Mr. Zucman, an assistant economics professor at the London School of Economics, is part of a wave of data-focused economists led by his mentor, Thomas Piketty, of the Paris School of Economics. Mr. Zucman’s short book on tax evasion, “The Missing Wealth of Nations,” was a best seller in France last year.


The invention relates to a measuring device of the type named in the preamble of claim 1.
Such measuring devices are advantageously used in heating, ventilating and air conditioning (HVAC) technology for buildings in order to sense a process variable. For example, a measuring device of this type is a device for sensing the air humidity in a room or in a device for supplying or removing air.
Measuring devices of this type can also be used for sensing the illumination level or for gas detection.
The present invention can be used in principle when process variables are sensed with the aid of sensor elements which have electrical connecting wires. A measuring device of this type can therefore also be used in a vehicle.
A known measuring device for sensing air humidity has a capacitive humidity sensor and a temperature sensor.
Connecting wires of the two sensors are connected to an electronic circuit via plug-in or soldered connections or to a connecting cable in order to sense electric measuring signals.


Blockade of neuronal facilitatory nicotinic receptors containing alpha 3 beta 2 subunits contribute to tetanic fade in the rat isolated diaphragm.
Nicotinic receptor (nAChR) subtypes involved in pre- and postjunctional actions underlying tetanic fade were studied in rat phrenic-nerve hemidiaphragms. We investigated the ability of subtype-specific nAChR antagonists to depress nerve-evoked contractions and [(3)H]-acetylcholine ([(3)H]-ACh) release. Muscle tension was transiently increased during brief high frequency trains (50 Hz for 5 sec). The rank potency order of nAChR antagonists to reduce tetanic peak tension was alpha-bungarotoxin > d-tubocurarine >> mecamylamine > hexamethonium. Reduction of maximal tetanic tension produced by dihydro-beta-erythroidine (0.03-10 microM), methyllycaconitine (0.003-3 microM), and alpha-conotoxin MII (0.001-0.3 microM) did not exceed 30%. Besides reduction of peak tension d-tubocurarine (0.1-0.7 microM), mecamylamine (0.1-300 microM), and hexamethonium (30-3,000 microM) also caused tetanic fading. With alpha-conotoxin MII (0.001-0.3 microM) and dihydro-beta-erythroidine (0.03-10 microM), tetanic fade was evident only after decreasing the safety factor of neuromuscular transmission (with high magnesium ions, 6-7 mM). The antagonist rank potency order to reduce evoked (50 Hz for 5 sec) [(3)H]-ACh release from motor nerve terminals was alpha-conotoxin MII (0.1 microM) > dihydro-beta-erythroidine (1 microM) approximately d-tubocurarine (1 microM) > mecamylamine (100 microM) > hexamethonium (1,000 microM). When applied in a concentration (0.3 microM) above that producing tetanic paralysis, alpha-bungarotoxin failed to affect [(3)H]-ACh release. Data obtained suggest that postjunctional neuromuscular relaxants interact with alpha-bungarotoxin-sensitive nicotinic receptors containing alpha1-subunits, whereas blockade of neuronal alpha3beta2-containing receptors produce tetanic fade by breaking nicotinic autofacilitation of acetylcholine release.


Hamas Heats Up Oslo War

Doctors Save Wounded Soldier's Life

Doctors have saved the life of an Israel soldier who remains unconscious. One other soldier also is in serious condition.<br/>

Contact Editor

Tzvi Ben Gedalyahu, 11/11/12 08:08

Wounded Israeli soldiers are wheeled into So

Israel news photo: Flash 90

Doctors have saved the life of an Israeli soldier who remains unconscious and are preparing for more surgery after the first operation succeeded. The soldier, not yet named, suffered serious wounds to his head and eyes.

One other soldier also is in serious but not life-threatening condition in Soroka Medical Center in Be’er Sheva.

Two additional Givati troops wounded when an anti-tank missile hit their jeep along the Gaza security fence are recovering in BarzilaiHospital in Ashkelon from moderate to serious wounds. They were on a patrol in their jeep approximately 600 feet from the fence when the advanced missile hit their vehicle.

Israel holds Hamas responsible for all terrorist activity in Gaza, but the terrorist organization frequently has tried to deny responsibility while other terror groups claim they are behind attacks, which sometimes are carried out independently of Hamas and other times are coordinated with it. The latest attacks are a new round of escalation in the 12-year-old Oslo War, otherwise known as the Second Intifada.

The Popular Front for the Liberation of Palestine (PFLP) announced it fired two Kornet missiles, one of which hit the jeep on patrol. However, Arabic language news sources reported that Hamas said it fired the advanced missiles, which it introduced into the ongoing war two years ago when a Kornet missile killed a teenager on a school bus near Kibbutz Sa'ad in the Western Negev.

Retaliatory fire from the IDF killed at least four terrorists, whom Hamas described as civilian youth.

Hamas attacked southern Israel Saturday night and Sunday morning with more than 30 rockets, setting off siren warnings as far north as Kiryat Malachi, halfway between Be’er Sheva and Tel Aviv.

In response, the IDF has attacked a weapons factory, two storage depots and two launching sites.

Hamas and other terror groups threatened Israel with more attacks followed Israel’s retaliation, AFP reported.

"The occupation attacked Palestinian civilians east of Gaza City and Khan Yunis. We consider this escalation as very dangerous. It must stop immediately," said Hamas spokesman Fawzi Barhum.

The armed wing of the radical Popular Resistance Committees also released a statement vowing that "the Zionist enemy will pay a high price for this crime against Gaza". Islamic Jihad also issued a warning, saying: "Every aggression against the Palestinian people will be followed by a response from the resistance."


Laser desorption ionization-time-of-flight mass analysis of perfluoropolyether monolayer directly from hard disk medium surface.
Modern life is dependent on computer technology, and because the volume of digital data in the world is increasing rapidly, the importance of data storage devices is also increasing rapidly. Among them, demands for magnetic disk drive well-known as hard disk drives is quite huge and information recording density on the disk media is continuing to grow dramatically. For the research and development of the magnetic disk media, it is critical to investigate and characterize the lubricant layer formed on the disk media surface. However, it is difficult because the layer is only a monolayer which has only approximately 1 nm thickness in many cases. Although matrix-assisted laser desorption ionization-time-of-flight-mass spectrometry (MALDI-TOF-MS) measurements of monolayers have already been reported (Su, J.; Mrksich, M. Langmuir, 2003, 19, 4867-4870), lubricants used here are (co)polymers which have molecular weight distributions and are mixtures of various degrees of polymerization. This can reduce the sensitivity of MS measurement because the number (or density) of distinct single molecular species is lower than for homogeneous samples. In this report, direct measurement and characterization of lubricant monolayers using the LDI-TOF-MS instrument is performed to gain insight into detailed information like average molecular weight, polymer distribution, and two-dimensional mapping directly from magnetic disk monolayers. To our knowledge, this is the first time such information was acquired directly from hard disk media. The technique reported here might open up new possibilities also for investigations of various electronic devices other than magnetic hard disks.


b) 4  (c) -0.2  (d) -0.5  (e) -2/19
d
What is the closest to -0.02544 in 5, 0.3, -6, -1/4?
-1/4
Which is the nearest to -3?  (a) -0.4  (b) -3.4  (c) 0.033
b
Which is the nearest to -124/189?  (a) -0.1  (b) 0.5  (c) 3/4  (d) -0.2  (e) -6
d
Which is the closest to -2?  (a) -2.03  (b) 1/2  (c) 4
a
What is the closest to -1 in -0.1, -0.3, 2/147, 1840, -4?
-0.3
Which is the closest to -39/10?  (a) -0.3  (b) -0.2  (c) -14
a
Which is the closest to -2?  (a) 0.7  (b) 0  (c) -5  (d) 3/5  (e) -13.8
b
Which is the closest to -2/13?  (a) -3  (b) 0.5  (c) 0.4  (d) -2.17
c
What is the nearest to -47/3 in -0.4, 3/5, 12, 2/11?
-0.4
Which is the closest to 0.088?  (a) 0.5  (b) 0.09  (c) 4  (d) 2/3  (e) 112
b
Which is the nearest to 19/11?  (a) -3  (b) -4  (c) 2  (d) 9  (e) -0.02
c
What is the nearest to 2/5 in 80, -2, 1?
1
Which is the nearest to 0.2?  (a) -0.0138  (b) 0  (c) 0.022  (d) -4
c
What is the closest to 28 in 1/11, 0.4, -4, 10?
10
What is the closest to -0.1 in -5, 2/15, 17.48, -2/3, 1/2?
2/15
What is the closest to 2 in 0.2, -4, -0.9, -2/3?
0.2
What is the closest to -3 in 3, 0.1, -4.3, 2, 0.2?
-4.3
Which is the closest to -1.1?  (a) -12  (b) 3/47  (c) 2/3  (d) -6/5
d
Which is the nearest to 12?  (a) 0.4  (b) -1/4  (c) -4  (d) -7909  (e) 3/5
e
What is the nearest to 1/3 in 40, -1/8, 3/5, -3/13, -0.4?
3/5
What is the closest to -114 in 0.05, 1, 0.3, -4/7, 120?
-4/7
Which is the closest to -0.3?  (a) 0.3  (b) -18  (c) -23  (d) -1/3  (e) 1/3
d
Which is the closest to 1208?  (a) 5  (b) 8/15  (c) 0  (d) 0.5
a
Which is the closest to -0.4?  (a) -0.3  (b) 46377  (c) 0.5  (d) 0.2
a
Which is the closest to 0.05?  (a) 0.2  (b) 14/3  (c) -0.01  (d) 4  (e) 0.3
c
What is the nearest to 1645.1 in 1/4, 0, 0.2, 4?
4
What is the nearest to 1/4 in -1, -2166, -2/3?
-2/3
Which is the nearest to 1?  (a) -1/8  (b) -2  (c) -161  (d) -0.14
a
Which is the nearest to 1?  (a) 2  (b) 24  (c) -1  (d) 12
a
Which is the nearest to 94?  (a) -0.2  (b) 0  (c) 26  (d) -0.01
c
What is the closest to 2 in 193/4, 25, -1.2, 2, 0.2?
2
Which is the closest to -0.1?  (a) -88  (b) -0.4  (c) 4  (d) 0
d
Which is the nearest to 2?  (a) 92  (b) 0.05  (c) 1/5
c
Which is the nearest to 1?  (a) 3  (b) 1  (c) -3.56  (d) -1/4  (e) -3/4
b
What is the nearest to -38 in -2/3, 0, 3/5?
-2/3
What is the nearest to 1 in 209, -4/7, 3, 0.8?
0.8
What is the closest to 25 in -1/2, 1/3, 0.07, -5, 5/4?
5/4
Which is the nearest to 0.1?  (a) 1  (b) 2/9  (c) 1553  (d) -3  (e) 0.5
b
What is the nearest to 1 in 0.5, -43, -299, -1?
0.5
Which is the closest to -0.2?  (a) -1  (b) 4/3  (c) -3  (d) -0.9
d
Which is the nearest to -1?  (a) -2  (b) 4  (c) 5821  (d) -1
d
What is the closest to 1 in -2/15, 2890, 0.4, 1/6?
0.4
Which is the nearest to 30.4?  (a) -2  (b) -1/4  (c) 0.5  (d) 0
c
Which is the closest to 1?  (a) -21/38  (b) -0.4  (c) 5  (d) -4
b
Which is the closest to 2/5?  (a) 1  (b) 1/5  (c) -2/3  (d) 0.27
d
Which is the closest to -0.1?  (a) 14  (b) -7  (c) 31  (d) -2/5
d
Which is the closest to 13?  (a) 4/15  (b) 8  (c) 10  (d) 2/3
c
Which is the closest to -23?  (a) -0.5  (b) -33.6  (c) 2/9
b
What is the closest to -3/472 in 5, -0.56, 0.4, 0?
0
Which is the closest to 0.2?  (a) -9/8  (b) 470  (c) 1/6
c
Which is the closest to -0.5?  (a) -5  (b) 7.9  (c) 20
a
What is the closest to 1 in -2, 3, 5, 36/55?
36/55
What is the nearest to 10/7 in 506, 1, 0.5, 2/11?
1
What is the closest to 0 in 2/5, 13/54, -2/3?
13/54
Which is the closest to -0.2?  (a) -5.082  (b) 4  (c) 0
c
Which is the nearest to 4.6?  (a) 1/5  (b) 0.05  (c) -0.53
a
Which is the nearest to 1/3?  (a) -6  (b) 209  (c) 4
c
Which is the closest to -41?  (a) -1  (b) 0.3  (c) -3  (d) -0.25  (e) 5
c
What is the nearest to 4.6248 in 0, -1, 4?
4
Which is the closest to 0.2?  (a) -2/3  (b) -0.156  (c) -3/4  (d) 5
b
Which is the nearest to 0.1?  (a) -0.1  (b) -20458  (c) 2/9
c
Which is the nearest to -1/25?  (a) 3/7  (b) 0  (c) -2  (d) 11/10
b
Which is the closest to -2/5?  (a) 3  (b) 0.4  (c) -5/18  (d) 1/18  (e) -0.08
c
Which is the nearest to -1/2?  (a) 46/17  (b) 2/9  (c) -0.2  (d) 12
c
Which is the nearest to -1?  (a) -175  (b) -6  (c) 3  (d) -0.4
d
What is the closest to 0.02 in -15, -0.1742, -3/8?
-0.1742
Which is the closest to 3?  (a) -592  (b) -5  (c) -1  (d) -0.5  (e) 1
e
What is the nearest to 0 in -1.2, 3/7, -758, -2?
3/7
What is the closest to 0.015 in 5, -0.1, 2, -1?
-0.1
Which is the nearest to 467?  (a) -1  (b) 0.3  (c) 4
c
Which is the closest to 0.05?  (a) -5  (b) -6  (c) -12  (d) 2
d
What is the closest to -1/3 in 222, 0.3, -21, 1?
0.3
What is the closest to -15713 in -5, -1/4, -1?
-5
Which is the closest to -0.31?  (a) -559  (b) 5  (c) -2/9
c
What is the nearest to -1 in -0.9, -0.3, -1, 27?
-1
What is the closest to 0.03 in 0, -54, -1, 4?
0
What is the closest to 8 in 1/6, 3/13, 5/2?
5/2
Which is the nearest to -1?  (a) -2201  (b) -3  (c) -7
b
Which is the closest to 1?  (a) 1.7  (b) 5  (c) -9  (d) -6/7
a
Which is the closest to 0?  (a) 135  (b) -0.1  (c) 1.9
b
Which is the nearest to -0.2?  (a) -1342  (b) 19  (c) 4
c
Which is the nearest to 0.1?  (a) 0.32  (b) -1  (c) -961
a
Which is the nearest to -867?  (a) -2  (b) 6  (c) -5
c
Which is the nearest to 10/3?  (a) 1  (b) 0.01  (c) -0.03
a
What is the nearest to -19 in 1/4, -0.2, -15.5?
-15.5
What is the closest to 8 in 6, -5, -3/2, 0.2, 5.45?
6
Which is the closest to -23?  (a) -2/7  (b) 0  (c) 6/29
a
What is the closest to 74636 in -4/3, -0.5, -1/3?
-1/3
Which is the nearest to 25?  (a) 4  (b) 5/2  (c) 2/21  (d) 1
a
What is the closest to -5/28 in -3/5, 2, -3.66?
-3/5
What is the closest to 0 in -9417, 0.4, 3, -5?
0.4
What is the closest to 1.1 in 0, 2, -2/3, -7, -17?
2
What is the closest to -0.1 in -0.05, 2904, -4, 4?
-0.05
What is the nearest to 0.1 in 146, -9/7, 3/2?
-9/7
Which is the nearest to 0.143?  (a) 0  (b) -2  (c) 0.5
a
What is the nearest to 1/8 in 2/3, -1/11, -8?
-1/11
Which is the nearest to 3?  (a) -0.4  (b) 3  (c) -7/2  (d) -35
b
Which is the closest to -668?  (a) 18  (b) -3  (c) -1  (d) 3
b
Which is the closest to -12?  (a) -0.5  (b) -35  (c) -3  (d) -4/7
c
What is the closest to -1 in -1, 1, 4, -5, -6648?
-1
Which is the nearest to 2/17367?  (a) -2/7  (b) -3/10  (c) 2/7
c
What is the closest to -2 in 3, 472, 0.37?
0.37
What is the closest to -2/5 in -5, -1/68, -4, 1, 14/13?
-1/68
What is the nearest to 3 in -9/8, 0.1, 58?
0.1
What is the nearest to 1.1 in -5678, 4, -0.5?
-0.5
What is the nearest to 0 in 0, 3, 6/5, 39, -1/2?
0
What is the closest to 1/5 in 188, -1/4, -0.1, -1, 8?
-0.1
What is the nearest to -2/5 in 0.21, -40, 1/4, -7/5?
0.21
What is the closest to 69 in 3.4, 3, -1/6?
3.4
What is the nearest to 35/8 in -12, 4/29, 4?
4
Which is the nearest to 1?  (a) 2/17  (b) -0.3  (c) -60
a
What is the closest to 0.1 in 2, 96/37, 6/7, 3/7?
3/7
Which is the closest to 2/51?  (a) -3/91  (b) -0.1  (c) 2/7  (d) 4/7
a
What is the closest to -3 in 4, 0.0355, -3/2?
-3/2
What is the nearest to -10 in 0.2, 1/11, 462, -0.2?
-0.2
What is the nearest to -0.06 in 2/3, -3, -11?
2/3
Which is the nearest to -0.1?  (a) -1  (b) -0.11  (c) -24  (d) -4  (e) 29/3
b
What is the nearest to 1 in 2/7, 4, -3/4, 9/10, -58?
9/10
Which is the nearest to -2/7?  (a) -14/5  (b) 12  (c) 3  (d) 1.4
d
What is the nearest to -2 in 5, 0.1, 108, -1/2, -0.3?
-1/2
Which is the nearest to 0.11?  (a) -6  (b) -0.1  (c) 1  (d) 0  (e) -5
d
What is the closest to 0.1 in -0.3, 1/9, -489/8?
1/9
What is the closest to 350 in -142, 0, 3/4?
3/4
What is the nearest to -2 in 3, 28/41, -6?
28/41
What is the nearest to 4.38 in -3, 2, 2/7?
2
What is the nearest to -18 in -1/4, 5/2, -0.4, -0.51?
-0.51
Which is the nearest to 1?  (a) -1  (b) -3  (c) 1/5  (d) 4  (e) -3/7
c
Which is the nearest to -1.1?  (a) -3  (b) 0  (c) 101
b
What is the nearest to 0.0781 in 2/11, 0.1, -3, -1/4, -1/2?
0.1
Which is the closest to 2?  (a) 25  (b) -0.1  (c) -0.4  (d) -4
b
Which is the nearest to -0.0402?  (a) 5  (b) 2  (c) -64
b
Which is the closest to -1?  (a) -0.31  (b) -37  (c) -3
a
Which is the nearest to 0.154?  (a) -0.1  (b) 4  (c) -3  (d) 3
a
Which is the closest to -0.2?  (a) -7  (b) -0.325  (c) 0.98  (d) 0.1
b
Which is the closest to -8?  (a) 217  (b) -0.3  (c) -3
c
Which is the closest to -2/9?  (a) -1/2  (b) -0.352  (c) -701
b
What


1. Field of the Invention
The present invention relates to an apparatus for processing an audio signal and method thereof. Although the present invention is suitable for a wide scope of applications, it is particularly suitable for encoding or decoding an audio signal.
2. Discussion of the Related Art
Generally, in the process for downmixing a plurality of objects into a mono or stereo signal, parameters are extracted from the object signals, respectively. These parameters are usable for a decoder. And, panning and gain of each of the objects is controllable by a selection made by a user.
However, in order to control each object signal, each source contained in a downmix should be appropriately positioned or panned.
Moreover, in order to provide downlink compatibility according to a channel-oriented decoding scheme, an object parameter should be converted to a multi-channel parameter for upmixing.


Photochemically induced thrombosis of the precentral cortex impairs operant variable-interval spatial delayed alternation performance by rats.
A variable-interval spatial delayed alternation memory task was used to quantify the behavioral effects of photochemically induced thrombic infarction of the precentral (frontal) cortex. Upon achieving criterion on the behavioral task, rats received thrombicischemic lesions, predominantly limited to the medial precentral cortex, induced by injection of the fluorescein dye Rose Bengal and illumination of the skull above the target area. Beginning six days after surgery, rats were retested on the memory task. Compared to Sham-operated controls (n = 5), rats with precentral cortex lesions (n = 5) demonstrated a retention interval-dependent accuracy deficit (impaired at the longest retention interval only) and slower reaction time (increased response latency). These effects were significant only during the first week of postoperative testing. Rats with lesions also demonstrated a greater probability of a choice response throughout the three postoperative test weeks. The results suggest that photochemical thrombosis in the precentral cortex produces functional, behavioral consequences in rats which can be reliably and objectively measured.


import * as ActionTypes from '../../../constants';

const initialState = {
  collectionSearchTerm: '',
  sketchSearchTerm: ''
};

export default (state = initialState, action) => {
  switch (action.type) {
    case ActionTypes.SET_SEARCH_TERM:
      return { ...state, [`${action.scope}SearchTerm`]: action.query };
    default:
      return state;
  }
};


Syrian rebels intensify attacks

Published March 5th, 2012 - 09:31 GMT

Intense fighting between government forces and insurgents erupted in last night in the southern town of Deraa.

Intense fighting between government forces and insurgents erupted in last night in the southern town of Deraa. This came after coordinated rebel attacks on roadblocks manned by the army. "The Free Syrian Army has simultaneously attacked several checkpoints and fortified positions," said a dissident named Maher Abdelhaq.

The opposition says the deserters have intensified their raids in recent days in a bid to alleviate the suffering of the inhabitants of Homs, the symbol of protest.

According to the free Syrian army its operatives launched an attack last night on the branch of Air Intelligence in the town of Harsta in Damascus countryside.

On his part, the commander of the free army Riad Al-Assaad told Al Arabia: "The regime did not control any area of Homs and the free army is present in all areas," stressing that the withdrawal of the free army from nearby Rastan town was "tactic" in order to protect civilians and not to give a pretext for the regime for further massacres. .

Meanwhile, the Syrian army, according to the "Free Syrian army", on Sunday issued an ultimatum to withdraw within one day from the town of Idlib. Otherwise, the regime forces threaten to storm the city with armored units and heavy artillery. The government army had four battalions deployed at the entrances of the city.

Activist reported Monday morning on heavy shelling by government troops at areas close to Idlib coupled with clashes near Khan Sheikhoun.


using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using DNS.Protocol;
using DNS.Protocol.ResourceRecords;
using Microsoft.Extensions.Logging;
using Stratis.Bitcoin.Configuration.Settings;
using Stratis.Bitcoin.Connection;
using Stratis.Bitcoin.P2P;
using Stratis.Bitcoin.Utilities;
using Stratis.Bitcoin.Utilities.Extensions;

namespace Stratis.Bitcoin.Features.Dns
{
    /// <summary>
    /// Responsible for managing the whitelist used by the DNS server as a master file.
    /// </summary>
    public class WhitelistManager : IWhitelistManager
    {
        /// <summary>
        /// Defines the provider for the datetime.
        /// </summary>
        private readonly IDateTimeProvider dateTimeProvider;

        /// <summary>
        /// Defines the logger.
        /// </summary>
        private readonly ILogger logger;

        /// <summary>
        /// Defines the manager implementation for peer addresses used to populate the whitelist.
        /// </summary>
        private readonly IPeerAddressManager peerAddressManager;

        /// <summary>
        /// Defines the DNS server.
        /// </summary>
        private readonly IDnsServer dnsServer;

        /// <summary>
        /// Defines the peroid in seconds that the peer should last have been seen to be included in the whitelist.
        /// </summary>
        private int dnsPeerBlacklistThresholdInSeconds;

        /// <summary>
        /// Defines the DNS host name of the DNS Server.
        /// </summary>
        private string dnsHostName;

        /// <summary>
        /// Defines the DNS Settings.
        /// </summary>
        private readonly DnsSettings dnsSettings;

        private readonly IPeerBanning peerBanning;

        /// <summary>
        /// Defines the external endpoint for the dns node.
        /// </summary>
        private readonly IPEndPoint externalEndpoint;

        /// <summary>
        /// Defines if DNS server daemon is running as full node <c>true</c> or not <c>false</c>.
        /// </summary>
        private bool fullNodeMode;

        /// <summary>
        /// Initializes a new instance of the <see cref="WhitelistManager"/> class.
        /// </summary>
        /// <param name="dateTimeProvider">The provider for datetime.</param>
        /// <param name="loggerFactory">The factory to create the logger.</param>
        /// <param name="peerAddressManager">The manager implementation for peer addresses.</param>
        /// <param name="dnsServer">The DNS server.</param>
        /// <param name="connectionSettings">The connection settings.</param>
        /// <param name="dnsSettings">The DNS settings.</param>
        /// <param name="peerBanning">Peer banning component.</param>
        public WhitelistManager(IDateTimeProvider dateTimeProvider, ILoggerFactory loggerFactory, IPeerAddressManager peerAddressManager, IDnsServer dnsServer, ConnectionManagerSettings connectionSettings, DnsSettings dnsSettings, IPeerBanning peerBanning)
        {
            Guard.NotNull(dateTimeProvider, nameof(dateTimeProvider));
            Guard.NotNull(loggerFactory, nameof(loggerFactory));
            Guard.NotNull(peerAddressManager, nameof(peerAddressManager));
            Guard.NotNull(dnsServer, nameof(dnsServer));
            Guard.NotNull(dnsSettings, nameof(dnsSettings));
            Guard.NotNull(connectionSettings, nameof(connectionSettings));
            Guard.NotNull(peerBanning, nameof(peerBanning));

            this.dateTimeProvider = dateTimeProvider;
            this.logger = loggerFactory.CreateLogger(this.GetType().FullName);
            this.peerAddressManager = peerAddressManager;
            this.dnsServer = dnsServer;
            this.dnsSettings = dnsSettings;
            this.externalEndpoint = connectionSettings.ExternalEndpoint;
            this.peerBanning = peerBanning;
        }

        /// <summary>
        /// Refreshes the managed whitelist.
        /// </summary>
        public void RefreshWhitelist()
        {
            this.dnsPeerBlacklistThresholdInSeconds = this.dnsSettings.DnsPeerBlacklistThresholdInSeconds;
            this.dnsHostName = this.dnsSettings.DnsHostName;
            this.fullNodeMode = this.dnsSettings.DnsFullNode;

            DateTimeOffset activePeerLimit = this.dateTimeProvider.GetTimeOffset().AddSeconds(-this.dnsPeerBlacklistThresholdInSeconds);

            IEnumerable<PeerAddress> whitelist = this.peerAddressManager.Peers.Where(p => p.LastSeen > activePeerLimit);

            if (!this.fullNodeMode)
            {
                // Exclude the current external ip address from DNS as its not a full node.
                whitelist = whitelist.Where(p => !p.Endpoint.Match(this.externalEndpoint));
            }

            var resourceRecords = new List<IResourceRecord>();

            foreach (PeerAddress whitelistEntry in whitelist)
            {
                if (this.peerBanning.IsBanned(whitelistEntry.Endpoint))
                {
                    this.logger.LogDebug("{0}:{1} is banned, therefore removing from masterfile.", whitelistEntry.Endpoint.Address, whitelistEntry.Endpoint.Port);
                    continue;
                }

                var domain = new Domain(this.dnsHostName);

                // Is this an IPv4 embedded address? If it is, make sure an 'A' record is added to the DNS master file, rather than an 'AAAA' record.
                if (whitelistEntry.Endpoint.Address.IsIPv4MappedToIPv6)
                {
                    IPAddress ipv4Address = whitelistEntry.Endpoint.Address.MapToIPv4();
                    var resourceRecord = new IPAddressResourceRecord(domain, ipv4Address);
                    resourceRecords.Add(resourceRecord);
                }
                else
                {
                    var resourceRecord = new IPAddressResourceRecord(domain, whitelistEntry.Endpoint.Address);
                    resourceRecords.Add(resourceRecord);
                }
            }

            IMasterFile masterFile = new DnsSeedMasterFile(resourceRecords);

            this.dnsServer.SwapMasterfile(masterFile);
        }
    }
}


Humans who are born and raised at high altitude possess a blunted breathing response to hypoxia. The guinea-pig also has a blunted breathing response to hypoxia \[[@B1]\], which may be linked to its high altitude origin in South America. Our laboratory has shown that the carotid bodies of the guinea-pig are not required for the breathing response to hypoxia \[[@B1]\]. Whether the carotid bodies can actually detect hypoxia is uncertain because the central depressive effects associated with hypoxia may attenuate the breathing response to an otherwise potent carotid body stimulant. In a recent study, we looked for evidence of chemoreceptor activity in the whole carotid sinus nerve (CSN), but found that the whole CSN activity was dominated by baroreceptor afferent activity \[[@B2]\].

In this study activity was recorded from single or few-fibre CSN filaments during application of the chemoreceptor stimulants NaCN (200 μgkg^-1^ i.v.), 8% CO~2~ (60 s) and 8% O~2~ (60 s), from guinea-pigs (*n* = 10; \~420 g; \~50 days old) that were anaesthetised with ketamine/xylazine (20/1 mgkg^-1^).

Of the 10 guinea-pigs, only 8 fibre preparations containing chemoreceptor activity were successfully obtained from 4 guinea-pigs. In general, most of the isolated nerve filaments were multi-fibre preparations. Basal chemoreceptor activity could not be detected. However, NaCN and hypercapnia increased activity in 5 of the fibre preparations that were otherwise silent, or that contained 1 or 2 baroreceptor fibres. The magnitude of response varied considerably between filaments because of the different number of individual fibres in each preparation and, thus, the difference in the actual count of action potentials. Only one of the fibre preparations responded to hypoxia with an increase in activity; no fibres responded with a decrease in activity.

The physiological relevance of the latter results could be similar to that of the aortic depressor nerve (ADN) in the rat. Brophy *et al.* revealed that, in contrast to the general consensus, the rat ADN does contain chemoreceptor afferent fibres, and that such fibres are stimulated by chemoreceptor stimulants \[[@B3]\]. Kobayashi *et al.* agreed that chemoreceptor fibres were present, but concluded that the rat ADN does not contain a functionally significant number of chemoreceptor afferent fibres that could appreciably contribute to the generation of chemoreflexes \[[@B4]\].

The present study has shown that the carotid bodies of the guinea-pig can detect NaCN and hypercapnia, as expected, and also hypoxia, although the latter was a comparatively weak stimulant. In conclusion, the physiological relevance of the carotid body of the guinea-pig for the ventilatory responses to hypoxia remains uncertain.

Acknowledgement
===============

This work was approved by the University of Otago Animal Ethics Committee.


Q:

Removing specific elements from lists in Haskell

I'm having a hard time getting Haskell and functional programming together in my head. What I am trying to do is manipulate a string so that I am printing/returning specific characters each time based on a number given. For example:
printing "testing" 2 = "etn"

printing "testing" 3 = "sn"

I've read a lot online, and from what I understand I can achieve this with filtering and cycling, but I cannot get/understand the syntax of this language to get a working program.

A:

I'll try to describe my thought process so you can follow. This function fits the pattern of creating an output list (here a string) from an input seed (here a string) by repeated function application (here dropping some elements). Thus I choose an implementation with Data.List.unfoldr.
unfoldr :: (b -> Maybe (a, b)) -> b -> [a]

Okay so, I need to turn the seed b into (Maybe) an output a and the rest of the string. I'll call this subfunction f and pass it into unfoldr.
printing s n = unfoldr f s
  where f b = case drop n b of
                [] -> Nothing
                (x:xs) -> Just (x,xs)

It turns out that attempting to take the head off the front of the list and returning a Maybe is also a common pattern. It's Data.List.uncons, so
printing s n = unfoldr (uncons . drop n) s

Very smooth! So I test it out, and the output is wrong! Your specified output actually eg. for n=2 selects every 2nd character, ie. drops (n-1) characters.
printing s n = unfoldr (uncons . drop (n-1)) s

I test it again and it matches the desired output. Phew!


My initial intuition is that I could serialize RDF data into Clojure code where the OWL semantic of the RDF data is embedded, in some ways, into that code. I want to test how the general saying of homoiconic languages: Data as Code. Code as Data, fits with RDF & OWL.

Another intuition I have is the concept of Portable Data: stateful RDF data which embed its own semantic and which doesn’t rely on external (mostly stateless since we can rarely rely on their stated versions) ontologies. My intuition is that it would be possible to serialize RDF data in such a way that it would be self-aware of its own semantic which means that it would know how it can be interpreted, how it can be used, and how it should be validated. The idea is to end-up with Portable Data snippets that could be exchanged between systems without requiring prior, or post, schemas (ontologies) to interpret that information. Then web service endpoints such as OSF, or any other kind of applications, could emit such Portable Data structures without requiring any subsequent ontologies analysis from their part.

However, before being able to implement and demonstrate these intuitions, the first step is to check what such a RDF serialization may looks like. This is the goal of this blog post.

Serializing RDF Data as Clojure Code

Where to start? There are probably multiple ways to do that. Do we want to do that using a map , a structmap , a records , or…? What I wanted to use (at least initially) is a basic data structure that would give me the flexibility I need to serialize RDF data. I wanted a core structure such that existing Clojure developers could easily manipulate it using the existing Clojure functions and techniques that they are used to use.

The collection I choose to start with is the map . This key/value pair structure is ideal for serializing RDF data. It looks like JSON code, but is even simpler since it doesn’t require commas nor colons in its syntax.

The crux of the map structure is that in a map, the keys can be: keywords , symbols , strings , characters , booleans and numbers . The only things it cannot be are regular expressions and the nil value. What should be stated here is that symbols can be a lot of different things. They are names for vars , functions , etc.

This opens a World of possibilities to serialize RDF data as Clojure code. In fact, the keys of the map can virtually be anything: and this is just too nice to be true!

What we will investigate in the remaining of this blog posts are different ways to serialize RDF data as Clojure code. These are the initial tests I did to test my intuitions. All of them works, but only the last one really opens-up a World of possibilities and that enables me to implement my early intuitions.

Quick Introduction to RDF Data

RDF is nothing else than a bunch of triples of the form:

<subject> <predicate> <object>

Where the < subject> is the thing (resource, record, entity, etc.) being described, where the < predicate> is the property (attribute, etc.) that describes the subject and where the < object> is the value of the predicate which can be a reference to another subject, a literal value, etc.

Each <subject> do have at least a type . A type is nothing else than a class of things which is defined in a RDFS schema or a OWL ontology.

Then if you wire these triples together, you get a directed graph which we often refer to as a datataset . It is as simple as that. However, I won’t state that RDF is necessarily simple, since its expressivity (a double-edged sword) can make things much more complex.

The semantic of the data lies into the <predicate> and the type . It is the predicate and the type that tell us how to interpret, and use, the data. It is what is used to validate the data for example. That is exactly where Clojure, and its map structure, can help us to create this kind of portable data.

As you will see below, the serialization of RDF data as Clojure code looks like the structJSON RDF serialization format developed by Structured Dynamics and used at the core of the Open Semantic Framework. It is not a coincidence since that simple structure has been highly effective to serialize and transmit RDF information between OSF web services and other applications such as OSF for Drupal and other JavaScript applications.

Leveraging Serialization’s Hierarchy to Create Triples

Before jumping into Clojure, let’s take a quick look at a really simple structJSON record. What I want to show you is how triples can be extracted from such a data structure. It is the same principle that will be used to extract triples from the Clojure serialization:

[cc lang=’javascript’ line_numbers=’false’]

"subject": [ { "uri": "http://dataset1.com/record-a/", "predicate": [ { "rdfs:type": "http://umbel.org/umbel/rc/Person" }, { "iron:prefLabel": "Bob" }, { "foaf:knows": { "uri": "http://dataset2.com/record-b/" } } } ]

[/cc]

What we leverage here to extract triples is the hierarchy nature of the serialization. Here the "subject" key introduce an array of objects. Each object has a "uri" key which is the identifier ( <subject> of a triple). Then the "predicate" key introduces a series of attributes for that record. Each element of the array is a predicate with the key is the prefixed version of the RDF <predicate> . Then you have a value for each of these predicate keys. If you read the documentation, you will see that you can get to another level called the reification of that triple (don’t confuse with Clojure’s reification mechanism) that is used to define extra information related to a triple statement. That structJSON code would produce the following ntriples:

[cc lang=’text’ line_numbers=’false’]

http://dataset1.com/record-a/ rdfs:type http://umbel.org/umbel/rc/Person . http://dataset1.com/record-a/ iron:prefLabel "Bob" . http://dataset1.com/record-a/ foaf:knows http://dataset2.com/record-b/ .

[/cc]

Serializing RDF using Maps and Keywords Keys

The most intuitive way to serialize RDF data as Clojure maps would be to create a map where all the keys are keywords . An initial test would be:

[cc lang=’lisp’ line_numbers=’false’]

(def resource {:uri "http://foo.com/1" :rdf/type [foaf/Person owl/Thing] :iron/prefLabel {:value "Fred" :lang nil :datatype xsd/string} :foaf/knows [{:uri "http://foo.com/2" :rei [{:iron/prefLabel [{:value "Bob" :lang "en"} {:value "Robert" :lang "fr"}]}]} {:uri "http://foo.com/3" :rei [:iron/prefLabel "Mike"]}]})

[/cc]

What we did here is to define a map with the symbol resource . This map is composed of a series of keys and values where the keys are keywords , and were the values can be strings , vectors or maps. The basic serialization rules are:

Each map has a :uri key that define the URI of the resource being described

key that define the URI of the resource being described Each key is a namespaced key where the root of the namespace is the prefix of the ontology where the <predicate> or type is defined

or is defined If the predicate is a owl:DatatypeProperty , then its value can be: A vector with one or multiple map and/or string A map which can have four keys: :value which specify the actual string value :lang which specify the language of that string :datatype which specify the datatype of the string :rei which specify reification statements for the triple A string which is the actual value without any additional information about that Literal

, then its value can be: If the predicate is a owl:ObjectProperty , then its value can be: A vector with one or multiple map, string and/or symbol A map which can have two keys: :uri which specify the actual URI of the referenced resource :rei which specify reification statements for the triple A string which represent the URI of the resource to be referenced A symbol which represents the URI string of the resource to be referenced

, then its value can be:

Namespacing Keywords

One of the important notion is that the keywords used as map keys are namespaced. This means that they are defined, and live, in their own namespace. This is an essential requirement for a RDF serialization since we re-use multiple ontologies that may share the same name for some of the predicates and that we don’t want these keywords to clash. That is why that by convention we do create each of these keywords in their respective ontology’s namespace. An ontology namespace is defined as the prefix used to refer to the ontology (for example, the Bibliographic Ontology‘s prefix is bibo , so :bibo/shortTitle would be the key referring to the property http://purl.org/ontology/bibo/shortTitle ).

Usage

Now let see how we can work with such a structure in Clojure:

[cc lang=’lisp’ line_numbers=’false’]

;; Return the values of the rdf/type property (:rdf/type resource) (resource :rdf/type) (get resource :rdf/type) ;; Return all the properties that describes the resource (keys resource) ;; Get the URI of the first person known by Fred (:uri (first (:foaf/knows resource))) ;; Get the French name of the first person known by Fred (:value (second (:iron/prefLabel (first (:rei (first (:foaf/knows resource))))))) ;; Update the name of Fred to Frederick (update-in resource [:iron/prefLabel :value] str "erick") ;; Output the difference betweeen the original resource and the updated one (diff resource (update-in resource [iron/prefLabel value] str "erick")) ;; Find the value of a key (find resource iron/prefLabel) ;; Select values of multiple keys (select-keys resource [iron/prefLabel foaf/knows]) ;; Merge a resource into another resource. The URI and properties of the later resource are kept into the merged resource (def res-1 {uri "http://foo.com/datasets/test/1" rdf/type owl/Thing iron/prefLabel "Preferred Label"}) (def res-2 {uri "http://foo.com/datasets/test/2" rdf/type owl/Thing iron/altLabel "Alternative Label"}) (merge res-1 res-2)

[/cc]

That is all good and easy. We use Clojure’s core functions and mechanism to easily manipulate RDF data into our application.

However, is this implementing the intuitions I started with? Definitely not. This is more like a conventional serialization format for RDF just like structJSON. The thing here is that if we want to do any kind of validation on this data, if we want the data to be self-aware of its own semantic, then it is not possible when keys are keywords. We would need external mechanisms to create that map structure, then to check what it refers to (the properties, the types, etc.). And then we would have to look them up into their respective ontologies and finally we would have to validate the data structure according to what these ontologies are saying by re-processing that map structure.

This is not quite what I had in mind and what my intuition was telling me.

Serializing RDF using Maps and Symbol Keys

Let push this idea further. What if the keys of the map that represent our RDF data are not keywords , but symbols ? Symbols in Clojure name things like vars , functions , etc. Initially, let’s use symbols that refers to the URI ( string ) of the <predicate> and the types .

The serialization would look like:

[cc lang=’lisp’ line_numbers=’false’]

(def resource {uri "http://foo.com/1" rdf/type [foaf/Person owl/Thing] iron/prefLabel {value "Fred" datatype xsd/string} foaf/knows [{uri "http://foo.com/2" rei [{iron/prefLabel [{value "Bob" lang "en"} {value "Robert" lang "fr"}]}]} {uri "http://foo.com/3" rei [iron/prefLabel "Mike"]}]})

[/cc]

Now our resource is defined with the same structure, except that the keys are actual symbols. In this second iteration, we will consider that the symbols we defined here are representing a string which is the URI of the predicates or the types.

The real advantage of using symbol over keywords for what we are doing with these RDF serialization is that a symbol can:

Have a docstring

Have meta-data

The evaluation of the symbol will results into getting the actual full URI of the predicates/types

These are obvious enhancements over using keywords. First, by being able to define docstrings , which means that we will be able to document these properties and types such that Clojure IDEs can display the documentation of these symbols while you are writing/editing RDF data in Clojure.

Clojure’s meta-data system will be highly leveraged in the final candidate serialization format that I will cover in another blog post, so I won’t discuss it further for the moment.

Finally, once we evaluate such a map, we get the map along with all the evaluated properties/types which refers to their full URI. The evaluation of such as structure [ (eval resource) ] looks like:

[cc lang=’lisp’ line_numbers=’false’]

{uri "http://foo.com/1", "http://www.w3.org/1999/02/22-rdf-syntax-ns#type" ["http://xmlns.com/foaf/0.1/Person" "http://www.w3.org/2002/07/owl#Thing"], "http://purl.org/ontology/iron#prefLabel" {value "Fred", datatype "http://www.w3.org/2001/XMLSchema#string"}, "http://xmlns.com/foaf/0.1/knows" [{uri "http://foo.com/2", rei [{"http://purl.org/ontology/iron#prefLabel" [{value "Bob", lang "en"} {value "Robert", lang "fr"}]}]} {uri "http://foo.com/3", rei ["http://purl.org/ontology/iron#prefLabel" "Mike"]}]}

[/cc]

As you can see, we can get the full description of this resource with the full expansion of the URIs referenced by the symbols.

The same parsing rules defined in the previous section applies for this new format that uses symbols instead of keys . The same comments regarding namespaces applies here too.

The usage is nearly identical except that a symbol is not a function like the keys which means that you cannot get the value of a key like this when the key is a symbol:

[cc lang=’lisp’ line_numbers=’false’]

(rdf/type resource)

[/cc]

What you have to do is to access that using one of the following two methods:

[cc lang=’lisp’ line_numbers=’false’]

(resource rdf/type) (get resource rdf/type)

[/cc]

Even if we improved upon using keywords as keys for the map, we still don’t have any kind of embedded semantic or auto-validation capabilities as my intuition was telling me. It remains the same kind of structure without much significant improvements.

Serializing RDF using Maps and Symbol Keys Referring to Functions

Let’s change our mind, and let evolve this idea of symbols: what if the symbols we define in the map are actually functions instead of strings ?

What!?!?

A function could be the key of a map in Clojure?

Well not directly, but yes. In Clojure symbols are naming different things such as functions . This is quite an important feature of Clojure: it makes the distinction between how things are named, and these actual things.

This means that what is really used as keys in our map structure is a symbol. However, that symbol happen to refer to a function. So it is not the function itself that is used as a key, but the actual thing that refers to it which is the symbol .

However, the result is the same: if we evaluate the map, we will get a series of symbols that evaluates to functions. That is exactly what we were looking for: that little gem, hanging around, just waiting to be picked-up.

This opens an overwhelming number of possibilities. This means that we have a data structure that can be evaluated to a series of functions and that can be executed. That is exactly what should enable us to define that Portable [RDF] Data serialization format.

That means that we won’t only be able to define RDF triples as Clojure code, but that we could even execute that Clojure code to do different things with the data, such as auto-validating itself, etc.

Finally, what if we consider RDF predicates as Clojure functions? Predicates have all kind of properties and semantics. They can be specified to be used to describe only certain kind of resources, or to refer to specific type of values. Predicates can be symmetric, functional, transitive, etc. What if we simply implement these characterics as Clojure functions? This is what this whole thing is mean to be. When evaluating and “running” that RDF map structure, we would simply execute these functions that define the semantic and characteristics of these predicates. That is exactly where lies my intuitions: we would end-up with a RDF serialization format that “embed” it own semantic and that can be used to self-validate itself by executing the structure. That is what I would refer to as Portable Data: stateful data with embedded stateful semantic.

The initial version of this other revision of the RDF serialization as Clojure code will be outlined in the next blog post since its discussion warrant a full blog post in itself. However I think that you can start understanding where I am heading with these intuitions and why I am using Clojure to test them.

Once an initial version of this serialization will be outlined, we will see how it can be used, what are the benefits, how the idea of Portable Data could be leveraged, how it can help creating and managing data using traditional IDEs such as Emacs. Once the basis will be outlined, we will have all the leisure to explore the benefits of this concept.