![]() ![]() Pathological Altruism is a groundbreaking new book - the first to explore the negative aspects of altruism and empathy, seemingly uniformly positive traits. Pathologies of altruism and empathy not only underlie health issues, but also a disparate slew of humankind's most troubled features, including genocide, suicide bombing, self-righteous political partisanship, and ineffective philanthropic and social programs that ultimately worsen the situations they are meant to aid. In fact, pathological altruism, in the form of an unhealthy focus on others to the detriment of one's own needs, may underpin some personality disorders. Hyperempathy - an excess of concern for what others think and how they feel - helps explain popular but poorly defined concepts such as codependency. The selflessness of patients with eating abnormalities forms an important aspect of those disorders. Pathologies of empathy, for example, may trigger depression as well as the burnout seen in healthcare professionals. Pathological Altruism presents a number of new, thought-provoking theses that explore a range of hurtful effects of altruism and empathy. Like most good things, however, altruism can be distorted or taken to an unhealthy extreme. These qualities are so highly regarded and embedded in both secular and religious societies that it seems almost heretical to suggest they can cause harm. ![]() The benefits of altruism and empathy are obvious. Our findings have important implications to the design of experiments, as the balanced design is proved to be optimal or close to optimal and the need for the complications involved in following an adaptive design for the purpose of increasing the power of tests is therefore questionable. We prove that the optimal allocation according to the Pitman criterion is the balanced allocation and that the optimal allocation according to the Bahadur approach depends on the unknown parameters. Exact calculations reveal that the optimal allocation according to Bahadur is often close to the balanced design, and the powers of both are comparable to the Neyman allocation for small sample sizes and are generally better for large experiments. We consider two different approaches for optimality of designs that are related to Pitman and Bahadur definitions of relative efficiency of tests. The asymptotic justification of this approach is arguable, since it uses the normal approximation in tails where the error in the approximation is larger than the estimated quantity. As the standard deviations are unknown, an adaptive design is often recommended. Many papers use a normal approximation to the power function and claim that Neyman allocation that assigns subjects to treatment groups according to the ratio of the responses' standard deviations, should be used. The target is to find the design that maximizes the power of the relevant test. We consider the classical problem of selecting the best of two treatments in clinical trials with binary response. ![]()
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![]() To turn this behavior off, run with -no-reformat-tags. In addition to shortening long lines, the tool also aligns struct tag keys see theĮxamples in the _fixtures directory. The original behavior can be used by running the tool with the -no-chain-split-dots Starting in version 0.3.0, the tool now splits on the dots by default, e.g.: myObj.Method(arg1, arg2, arg3). There are several possible ways to split lines that are part ofĪpproach taken by golines was to split on the args, e.g.: myObj.Method( Want to reformat these too, run with the -no-ignore-generated flag. Generated filesīy default, the tool will not format any files that look like they're generated. Set via the -base-formatter flag the command provided here should accept its input via The base formatter (if found), otherwise it will revert to gofmt. Custom formattersīy default, the tool will use goimports as Off by default since the quality isn't great. Logic for shortening single-line (i.e., //-prefixed) comments, but this is turned Shortening long comment lines is harder than shortening code because comments can Running the tool with the -dry-run flag will show pretty, git-style diffs. Line length settingsīy default, the tool tries to shorten lines that are longer than 100 columnsĪnd assumes that 1 tab = 4 columns. Run golines -help to seeĪll available flags and settings. Some other options are described in the sections below. Provided, then input is taken from stdin (as with gofmt).īy default, the results are printed to stdout. The paths can be either directories or individual files. If you're using golang 1.18, run: go install for older golang versions, run: go install run: golines ![]() If you need to use golines with an older version of go, install the tool from the v0.9.0įirst, install the tool. The latest version of golines requires golang 1.18 due to generics-related dependencies. More background and technical details are available in The one above, according to their preferences. We built golines to give go developers the option to automatically shorten long lines, like That very long lines are more difficult to read than their shortened alternatives. While there are different tastes when it comes to line lengths in go, we've generally found The standard golang formatting tools ( gofmt, goimports, etc.) are great, butĭeliberately don't shorten long lines instead, this Golines is a golang formatter that shortens long lines, in addition to all ![]() ![]() ![]() That was one thing that the Chinese did different from my training. My training had a very Chinese weightlifting influence so i did not change too much about my training, The week structure was very similar but i did add a lot of accessory and bodybuilding work to my training. Were there any different methods you picked up from the way the chinese programme their training compared to the way you programme your training? As far as how they are able to achieve 3x bdwt squats? Years and Years of practice, Most of the athletes i met were 18-25 years of age and almost all of them had started weightlifting when they were 8-10 years old. Chinese aren’t overly concerned with weight transfer or knees caving in as long as the torso didn’t break position. The technique was every simple, keep the torso as upright as possible. Chinese weren’t opposed to high squats and sometimes even did 8-10 rep ranges if that is what the athlete needed at the time. Back and front squat was alternated between days. ![]() Most common rep scheme was x3, they did 3 rep up until they couldn’t then a few extra 2 rep squats. The intermediate athlete squatted 3-4 sessions/week and the advanced would squat more if needed. Squatting varied depending on athlete weakness. To lift big you have to be strong and the chinese have strong legs, could you give an example of a typical squat session or leg strength session and was there any thing you picked up on technique (also you thoughts on how they have got to the point they are so strong that they can squat like 3x there BW)? A lot of western science says 3-5 min between heavy sets but that was unheard of in China even with heavy squats or pulls. Personally, my training has improved vastly with shorter rest periods. In general though rest was short around 60-90 secs, this was much different than what you might read in western strength books. Once again it was all dependant on the athlete. Up to 2 mins rest was mostly at 85-90%+ plus. ![]() ![]() The girls tend to rest a bit less 1-2 mins and even less on the warmup sets. A lot of it is done by athletes feel so there is no set amount of rest. Rest periods are surprisingly short between sets and reps. We know the Chinese weightlifters train at high intensity, how long usually are there rest periods between each lift or pull etc? I believe with proper recruitment, training and a lot of competition they are able to achieve the results. Winning Chinese nationals is seen as great prestige because the athletes know if they win Nationally, they can easily win at an international venue because Chinese nationals are very competitive. Lastly, the weak is weeded out by putting athletes through years of rigorous and HARD training. They are successful for many reasons, they recruit early, provide support and proper development to the athlete. I believe the Chinese dominance is multi-faceted. Yatin expresses, “I wanted to learn their ways and why the Chinese are so dominant.”įrom looking back at your experience in China, what do you think the main reasons why they are so successful at weightlifting in relevance to their training? He says “I think i got lucky with the timing and i am very thankful to him for letting me have the opportunity.” Since he started weightlifting 3 years ago he’d always watched the Chinese weightlifters and wondered about their training so when the opportunity came, he was more than happy to take it. Coach Jianping Ma was leading a delegation of athletes to China and he happened to get a spot. He got the opportunity to go to China through his coach. We spoke to Yatin Parasher, a 25 year old Canadian Weightlifter, who competes provincially and nationally. Find out secrets about Chinese weightlifting methods, training, program, diet, bodybuilding, recovery and much more. ![]() ![]() ![]() One huge city almost entirely in the wasteland, plus a few others. Special Feature: One huge and one big city in the desert. Too much urban area in the wasteland, too little in the forest. Dishong and Crack a Book skyscrapers.Ĭon: No red mesa, no high school, missing one of the gun stores. Only one prefab less than the highest seeds in tiers 4&5. Pro: Tied second in top 7, third in top 15 and stores. Special Feature: One big city in the wasteland, one big city half wasteland/half snow. Crack a Book skyscraper.Ĭon: Missing hospital, missing red mesa. Pro: First in stores, tied first in top 15, second in top 7, high in variety. Special Feature: Two big cities on the desert plus another, one big city on burnt forest, three cities on wasteland, two on snow. Two Crack a Book skyscrapers.Ĭon: One disconnected city. Pro: All top 7 prefabs, tied first on top 15 and tiers 4&5 prefabs, second on stores, tied second on variety. Thumbnail for size 8192 seeds (100 per image): Special Feature: Huge city in the wasteland. Pro: Dishong and Crack a Book skyscrapers. Special Feature: Huge city mostly in the snow. Dishong skyscraper.Ĭon: Middling (though not bottom) in other criteria. Special Feature: One big city mostly in the wasteland, one city entirely in the wasteland, and one city two thirds in the wasteland. Crack a Book skyscraper.Ĭon: Low variety. Special Feature: Huge city mostly in the desert with two traders. Two cities disconnected from the others (but very close). Pro: Highest in prefab variety, top 15 and stores.Ĭon: No skyscraper. Thumbnails for all size 4096 seeds (100 per image): I also have a thumbnail preview of all seeds, with color coded buildings. Traders are marked in the map previews with pinkish outlines, though you might have to zoom in to spot it. Once you find a seed you like, go to the drop link above, download the zip file, and you'll find a map preview there. You can see the number of prefabs in the map, the number of unique prefabs, and the number of unique prefabs that are tier 4, tier 5, stores, skyscrapers or in my top 7 and top 15 lists. To make it easy to figure out what seed you find interesting, I've added some of my analysis to a Google Spreadsheet anyone can look at. To generate and analyse these seeds I use scripts that are freely available here: Īll my 8k seeds have 10 traders, all my 4k seeds have 5 traders. I have previews from all of them publicly available here: ![]() I have about 200 different seeds for alpha 19 experimental, half 4k and half 8k. I'd have to spend a lot of time here to do this. ![]() ![]() ![]() ifconfig on Linux, if you have 4 NICs on your virtual machine, then set it to 4 in GNS3, and if you have 1 NIC, then set it to 1 in GNS3).
![]() ![]() Gingko alarm clocks are activated by snapping your fingers. They also have a wide range of functions: The Lexon's flip alarm clock switches off when you turn it upside down. Classic alarm clocks with twist: If you like to be woken up with a signal tone or a radio channel, classic alarm clocks are the right choice. What's handy is that there's no need to change from summer time to winter time. Radio-controlled alarm clocks: They adjust the time via radio signal. The axBo model for two people, for example, allows you to set different alarm tones for each bracelet. A further advantage is that partners with different sleep patterns can both be woken at the time that's ideal for them. For this purpose, the last 30 minutes before you wake up are analysed. Sleep cycle alarm clocks: A sleep phase alarm clock detects your sleep phases via your body movements and determines which phase is the best to wake you up in. You’ll find various wake up lights by Philips, Beurer, Medisana and Sleepace in our range. ![]() If you’re afraid the simulated sunrise won’t manage to wake you up, you can additionally set an alarm tone: some models even offer soothing sounds such as the sound of the sea or birdsong. Wake-up lights are alarm clocks that gradually become brighter, starting about 30 minutes before the actual wake-up time. In winter, however, many of us have great difficulty getting out of bed because of the lack of light. These hormones help you get up and get you through the day. Let’s take a look at the different types of alarm clocks: Wake-up lights: With daylight, our body automatically begins to produce hormones (serotonin). Like to sleep in or get up early? Our range includes a large selection of devices to help you wake up, from sleep phase alarm clocks and wake-up lights to radio-controlled alarm clocks. ![]() ![]() ![]() In 2012, Wizards of the Coast released a new printing of the original book, billed as the "1st Edition Premium Player's Handbook", as part of a set of limited-edition reprints of the original 1st Edition core rulebooks: the Monster Manual, Player's Handbook, and Dungeon Master's Guide. In 1999, a paperback reprint of the first edition was released. ĭealers continued to place orders for the 1st edition Players Handbook even after 2nd edition was released, causing the final printing to be in July 1990, a year after the release of 2nd edition. Games Workshop (U.K.) published a softcover version also in 1978. Numerous foreign editions of the Players Handbook were published, including versions for the United Kingdom, Australia, France, and Germany. Printings with this cover also bear an orange spine that fits in with other Advanced Dungeons & Dragons books. This printing featured cover art by Jeff Easley. In 1983, TSR changed the cover art of the Players Handbook, although the interior contents remained the same. Turnbull noted, "I don't think I have ever seen a product sell so quickly as did the Handbook when it first appeared on the Games Workshop stand at Dragonmeet", a British role-playing game convention after the convention, he studied the book and concluded that "whereas the original rules are ambiguous and muddled, the Handbook is a detailed and coherent game-system, and very sophisticated." Turnbull felt a bit of apprehension at the amount of time it would require to digest all the new material, but concluded by saying "I said of the Monster Manual that it was TSR's most impressive publication to date that is no longer true-this accolade must belong to the Handbook which is nothing short of a triumph." 10 of White Dwarf, who gave the book a rating of 10 out of 10. The original Players Handbook was reviewed by Don Turnbull in issue No. The book also included information on non-human races, such as dwarves, elves, and halflings, as well as character abilities, equipment such as armor and weapons, descriptions of spells, and optional rules to add psionics to the game. The Players Handbook contained the information that players needed for playing the standard character classes: cleric, druid, fighter, ranger, paladin, magic-user, illusionist, thief, assassin, and monk. The open-ended nature of the new rules mandated that for game campaigns to be run successfully they would now need a referee or Dungeon Master. Later editions of the game moved the bulk of the game rules to the Player's Handbook, leaving information needed chiefly by the DM in the Dungeon Master's Guide. In this edition, the game rules were divided between the Players Handbook and the Dungeon Masters Guide, which was printed later. Trampier, who also provided interior illustrations along with David C. It was written by Gary Gygax and edited by Mike Carr, who also wrote the foreword. The first Players Handbook was released in June 1978 as a 128-page hardcover. ![]() For most editions of D&D, The Player's Handbook, Dungeon Master's Guide, and Monster Manual make up the core rulebooks. Both the Dungeon Master's Guide and the Player's Handbook give advice, tips, and suggestions for various styles of play. Since the first edition, the Player's Handbook has contained tables and rules for creating characters, lists of the abilities of the different character classes, the properties and costs of equipment, descriptions of spells that magic-using character classes (such as wizards or clerics) can cast, and numerous other rules governing gameplay. ![]() Many optional rules, such as those governing extremely high-level players, and some of the more obscure spells, are found in other sources. Additional rules, for use by Dungeon Masters (DMs), who referee the game, can be found in the Dungeon Master's Guide. It does not contain the complete set of rules for the game, and only includes rules for use by players of the game. The Player's Handbook (spelled Players Handbook in first edition Advanced Dungeons & Dragons ( AD&D)) is the name given to one of the core rulebooks in every edition of the fantasy role-playing game Dungeons & Dragons ( D&D). ![]() ![]() ![]() This page will serve as the starting point for our form validation project in React. This will allow you to focus on learning and implementing the concepts of form validation in React without getting bogged down by setup details.Īfter setting up the starter boilerplate and running it on your local machine, you should be able to see the following page. You can simply clone the starter boilerplate from the provided GitHub repository and follow along with the tutorial without any delays. It comes with all the necessary dependencies and folder structure, so you won't need to spend time setting up your project from scratch. To get started with this tutorial, I highly recommend using the starter boilerplate that I've prepared for you. So let's get started and create a sleek and functional form in React! Getting Started But having a basic understanding of React fundamentals will help you get the most out of this tutorial. We will be using Tailwind CSS for styling.ĭon't worry if you're not familiar with Tailwind CSS or react-hook-form, as this tutorial is designed to be beginner-friendly. We will leverage the power of react-hook-form, a popular form validation library in the React ecosystem, to handle form validation efficiently. Here is a quick demo ( live demo): Preview of the final project In this tutorial, we will be building a minimalistic form that will allow users to input data. How to Handle Successful Form SubmissionĪlright, let's dive in! What Are We Going To Build?.How to Implement a Multiline Input Feature in the Input Component.How to Display Appropriate Error Messages.How to Implement Input Validation in React.How to Build a Reusable Input Component.Let's dive in and master form validation in React. Get ready to level up your form handling skills in React with this ultimate guide. And you'll learn how to implement reusable input validations across your entire React application, eliminating the need for repetitive code. You will also learn how to implement the popular react-hook-form library in your React application, which will simplify the process of adding form validations. They'll easily be able to scale as your application grows. In this tutorial, I will show you how to create reusable React components that allow you to build maintainable and clean forms. This is especially the case if you're just starting out with React. If you've ever worked with form validation in React, you know that it can quickly become messy and overwhelming. ![]() ![]() ![]() Let’s look at a few of my favorite new features. Since our last review of Affinity Designer (Version 1.10.1), Serif has packed in plenty of updates and improvements. You can learned a lot from dissecting the work of others. Upon opening either the iPad or desktop version of the app, you have the option to download and explore sample artworks from talented professional users. The Affinity Designer community is active and engaged, which provides another level of insight and support. In the app itself, you also get contextual hints and built-in help that makes it a lot easier for new users to get going quickly. Learning, Help, and CommunityĪffinity Designer offers substantial support for its users, including a YouTube channel full of inspirational tutorials created by product experts and pro users. On desktop versions, you can create your own toolbars and toolbar layouts, reorganize your floating or docked panels, and save custom workspaces (as you can in Adobe Illustrator). You can rearrange tools and panels, create your own key-command shortcuts, hide your palettes if you tend to get messy, and even adjust the colors and sizes of the interface-buttons too. One of the stand-out interface features is the ability to customize to your heart’s delight. The iPad version of the app is developed thoughtfully to maximize the benefits of touch, gestures, and Apple Pencil input. Layouts and illustration work can live on multiple (and unlimited) artboards, any of which can be saved as a template for easy access from within the home screen. If you're familiar with Adobe Illustrator or other vector graphics editors, you'll feel close to home with Affinity Designer. The UI is well-organized, and the tools are easy to locate. ![]() The first thing you notice when you launch Affinity Designer is its modern-looking, intuitive interface. You’ll also find in the Affinity Store free and purchasable content like cool brushes, assets, and more. You can create your Affinity ID and register the software from within the app (with an internet connection). You can buy the single app (or the three-app, cross-platform Universal License) through the Affinity.store website, Mac App Store, or Windows Store. iPad Pro and models 2017 onward, running iPadOS 15 or later, are supported. PCs must be running Windows 10 or later, with a 64-bit processor, hardware GPU acceleration, graphics card, 8GB RAM, and 1GB drive space. Macs need to be running Catalina or later, with an Intel processor or Apple’s M1/M2 chip, 8GB RAM, and 2.8GB drive space. Nothing unusual is required to install and use Affinity Designer on multiple platforms. Affinity Designer 2 System Requirements and Setup The lowest price version of CorelDraw is Essentials ($155), though it's from 2021. Packed with tons of new features and hundreds of enhancements to optimize your workflow, you can now create high-quality concept art, illustrations, logos, icons, UI designs, mock-ups, and other projects more seamlessly than ever before.How do these prices compare with other graphics software? They're certainly more attractive than Adobe Illustrator's subscription model ($20.99 per month) or CorelDraw's higher upfront cost. The next generation of the award-winning vector graphics software, Affinity Designer 2 is setting the new industry standard in the world of design. **Try for free for 30 days, no sign-up required**Īvailable to purchase in-app for a one-off cost – no subscription. ![]() ![]() ![]() The area is made additionally convenient by giving you access to various settings to change the Training Options, such as the Item Box to change loadouts, the ability to change your Buddy’s skills, and even your equipment on the fly. It makes for an optimal enemy to learn the game’s basics and even to master new weapons and abilities. ![]() You will find a giant dummy Monster known as the Toadversary in the middle of the area whose actions and power you can tune. The training area is the perfect space for newer hunters to practice their skills. NOW READ: How to Unlock Switch Skills in Monster Hunter Rise What is the Training Area in Monster Hunter Rise? The Training Area is an area that youll want to revisit solo or with friends regularly throughout the game, as itll allow you to test out how each weapon. Find a small boat and interact with it to access the Training Area.įortunately for players, once they’ve accessed the Training Area for the first time, they’ll be able to travel to it much quicker using the ‘Move Around Village’ option in the settings. Once the cutscene is over, turn around and head towards the river.A cutscene will play, introducing you to the Buddy Plaza. Approach the bridge and enter the next area.Next, from the Item Box, turn left and head towards the cave across the suspension bridge. ![]() If you're not sure what that is, one useful Monster Hunter Rise tip is that you can fast travel at any time while at headquarters. You must visit each location first before you can fast travel to them. You can access the Training Room via the Buddy Plaza in Kamura Village. And in the buddy area you have to take a small boat to get to the training area. You have to cross the bridge to get to the buddy area. Take the path to the right, which leads towards a wooded area Cant get to the training area 4 comments. ![]()
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