From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4030 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Tuesday, April 21 2020 Volume 14 : Number 4030 Today's Subjects: ----------------- Go-To-Great-Angle Lens for Enthusiastic Mobile Photo Enthusiasts ["True L] Hallux valgus, crooked toes, and other foot problems..? ["Orthopedic Buni] Archangel Michael Will Fight for You ["Blessings on Demand" Subject: Go-To-Great-Angle Lens for Enthusiastic Mobile Photo Enthusiasts This email must be viewed in HTML mode. ------------------------------ Date: Tue, 21 Apr 2020 08:33:37 -0400 From: "Orthopedic Bunion" Subject: Hallux valgus, crooked toes, and other foot problems..? Hallux valgus, crooked toes, and other foot problems..? http://favoritee.uno/2e30TcgCGrc5bAvhCE1Je7exzhKwx-FBiYFSvJ54YYGweoLx http://favoritee.uno/Wze9waB901Gp1ZDx_Cq6w3ZwzdhGYZRId-PLzKiEeB0UqNnP Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Many also involve dice or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat), and the board may be a map on which the players' tokens move. Virtually all board games involve "turn-based" play; one player contemplates and then makes a move, then the next player does the same, and a player can only act on their turn. This is opposed to "real-time" play as is found in some card games, most sports and most video games. Some games, such as chess and Go, are entirely deterministic, relying only on the strategy element for their interest. Such games are usually described as having "perfect information"; the only unknown is the exact thought processes of one's opponent, not the outcome of any unknown event inherent in the game (such as a card draw or die roll). Children's games, on the other hand, tend to be very luck-based, with games such as Candy Land and Chutes and Ladders having virtually no decisions to be made. By some definitions, such as that by Greg Costikyan, they are not games since there are no decisions to make which affect the outcome. Many other games involving a high degree of luck do not allow direct attacks between opponents; the random event simply determines a gain or loss in the standing of the current player within the game, which is independent of any other player; the "game" then is actually a "race" by definitions such as Crawford's. Most other board games combine strategy and luck factors; the game of backgammon requires players to decide the best strategic move based on the roll of two dice. Trivia games have a great deal of randomness based on the questions a person gets. German-style board games are notable for often having rather less of a luck factor than many board games ------------------------------ Date: Tue, 21 Apr 2020 08:26:32 -0400 From: "Blessings on Demand" Subject: Archangel Michael Will Fight for You Archangel Michael Will Fight for You http://visiday.live/4S3dF3Z5nXF-U7YVYsvF9_3dYEzIwkEFY_NOsVDSUUw10ruf http://visiday.live/FeXExrn_m8MXQYTMdjJ8CH4kal2P8eAHC-aPLJzpNXrxCbcd The general problem of solving Sudoku puzzles on n2Cn2 grids of nCn blocks is known to be NP-complete. Many computer algorithms, such as backtracking and dancing links can solve most 9C9 puzzles efficiently, but combinatorial explosion occurs as n increases, creating limits to the properties of Sudokus that can be constructed, analyzed, and solved as n increases. A Sudoku puzzle can be expressed as a graph coloring problem. The aim is to construct a 9-coloring of a particular graph, given a partial 9-coloring. The fewest clues possible for a proper Sudoku is 17 (proven January 2012, and confirmed September 2013). Over 49,000 Sudokus with 17 clues have been found, many by Japanese enthusiasts. Sudokus with 18 clues and rotational symmetry have been found, and there is at least one Sudoku that has 18 clues, exhibits two-way diagonal symmetry and is automorphic. The maximum number of clues that can be provided while still not rendering a unique solution is four short of a full grid (77); if two instances of two numbers each are missing from cells that occupy the corners of an orthogonal rectangle, and exactly two of these cells are within one region, the numbers can be assigned two ways. Since this applies to Latin squares in general, most variants of Sudoku have the same maximum. The number of classic 9C9 Sudoku solution grids is 6,670,903,752,021,072,936,960 (sequence A107739 in the OEIS), or around 6.67C1021. This is roughly 1.2C10?6 times the number of 9C9 Latin squares. Various other grid sizes have also been enumeratedbsee the main article for details. The number of essentially different solutions, when symmetries such as rotation, reflection, permutation, and relabelling are taken into account, was shown to be just 5,472,730,538 (sequence A109741 in the OEIS). Unlike the number of complete Sudoku grids, the number of minimal 9C9 Sudoku puzzles is not precisely known. (A minimal puzzle is one in which no clue can be deleted without losing uniqueness of the solution.) However, statistical techniques combined with a puzzle generator show that about ------------------------------ Date: Tue, 21 Apr 2020 06:03:09 -0400 From: "**Bye Bye Bark" <**ByeByeBark@theremed.guru> Subject: Pestbye Advanced Dog Bark Stopper Pestbye Advanced Dog Bark Stopper http://theremed.guru/inxlzdtr4GGNB6gP3YL-_pkSCB7wiZjhSZDZ711KmkVuRRbu http://theremed.guru/umkCne3zmSZkq87C6RcenfWKUZPaxyqN8y0N3MzJJoF73tZg The rules of a game are to be distinguished from its aims. For most competitive games, the ultimate baimb is winning: in this sense, checkmate is the aim of chess. Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one's game tokens to those of one's opponent (as in chess's checkmate). However, when we talk about the aims of a game, we also refer to intermediate aims: the things that you have to do in order to win the game. For instance, an intermediate aim in football is to score goals, because scoring goals will increase your likelihood to win the game (but isn't alone sufficient to win the game). Aims are not just a 'special' kind of rules: the difference between the rules of a game and the aims of a game is a fundamental one. This can be seen by considering some examples. The aim of chess is to checkmate, but although it is expected that players will try to checkmate each other, it is not a rule of chess that a player must checkmate the other player whenever he can (as a matter of fact, unskilled players often fail to take the opportunity to do so). Similarly, it is not a rule of football that a player must score a goal if he shoots a penalty (it is only expected, and not required, that he will try). On a general level, the distinction between the rules and the aims of a game can be characterised as follows: an aim identifies a sufficient condition for successful action, whereas the rule identifies a necessary condition for permissible action. While meeting the aims often requires a certain degree of skill and (in some cases) luck, following the rules of a game merely requires knowledge of the rules and some careful attempt to follow them ------------------------------ Date: Tue, 21 Apr 2020 04:10:35 -0400 From: "Joan Riley" <*JoanRiley*@ligefreedom.guru> Subject: Congratulations, Youâve been nominated for inclusion Congratulations, Youbve been nominated for inclusion http://ligefreedom.guru/10xYgFlmydX6pME9hseHiye7A0uHUSn22Tc-OQa4AlHqLHYS http://ligefreedom.guru/jtaV0ohzUdlQAZ6Y2uf_0nMYPi_gTziPz2pIjf5lFJQvwdH5 on his return to the Indies, Andjar formed another theatrical troupe, Bolero, with Effendi, but left the troupe around 1940 to work at Kolf Publishers in Surabaya. Effendi was left as the head of Bolero, which then became more politicised. At Kolf Andjar edited the publisher's magazine Poestaka Timoer. As his work entailed writing synopses and serials based on popular films for Kolf's magazine, he became increasingly involved in the film industry. He was soon asked by The Teng Chun, with whom he had maintained a business relationship, to direct a film for his company Java Industrial Film (JIF); with this Andjar became one of several noted theatrical personnel who migrated to film following Albert Balink's 1937 hit Terang Boelan (Full Moon). After handling the marketing for Rentjong Atjeh (Rencong of Aceh, 1940), Andjar made his directorial debut in 1940 with Kartinah, a war-time romance starring Ratna Asmara. Academia was critical of the film, believing it to lack educational value. In 1941 he directed Noesa Penida, a tragedy based in Bali, for JIF; the film was remade in 1988. In these films, he had little creative control, and performed as what the Indonesian entertainment journalist Eddie Karsito describes as a dialogue coach. Camera angles and locations were chosen by the cinematographer, who was generally also the producer. During the Japanese occupation from 1942 to 1945, the nation's film industry nearly ceased to exist: all but one studio were closed, and all films released were propaganda pieces to assist the Japanese war effort and promote the Greater East Asia Co-Prosperity Sphere. Andjar was not involved in these but was excited by the artistic merits of Japanese films. Although he wrote several short stories during this time, three of which were published in the pro-Japanese newspaper Asia Raja in 1942, Andjar focused on theatre, forming the troupe Tjahaya Timoer. He often visited the Cultural Centre (Keimin Bunka Sidosho) in Jakarta, where two employees, D. Djajakusuma and Usmar Ismail, discussed filmmaking with him. Both became influential film directors during the 1950s. After Indonesia's independence, Andjar moved to Purwokerto to lead the daily Perdjoeangan Rakjat. After the paper collapsed, he returned to film, film a piece entitled Djaoeh Dimata for the Netherlands Indies Civil Administration in 1948. This was followed by two additional films, Anggrek Bulan (Moon Orchid; 1948) and Gadis Desa (Maiden from the Village; 1949), both based on plays he wrote several years earlier. In 1950, Andjar published his only novel, Noesa Penida, a critique of the Balinese caste system, which followed lovers from different levels of the social hierarchy. Meanwhile, he continued to write and publish paperback serials adapted from local films. Andjar's screenplay Dr Samsi was finally adapted as a film in 1952 by Ratna Asmara, who had beco ------------------------------ Date: Mon, 20 Apr 2020 11:37:58 -0400 From: "PhysioTru" Subject: Is This The WORST Food You Can Possibly Eat? Is This The WORST Food You Can Possibly Eat? http://nervefood.icu/UEHLlddmH3n31lm4G3k5my_okwJDR05Q5f4k6MD8-Wkmx_p2 http://nervefood.icu/3VEycRtPm3YaV5GmyzoVKRmUZCIFwE1EK1GR09QI27zeT8CG ng to Coppens, JanC!k, Lehner, Verner, VymazalovC!, Wilkinson and Zemina, N?n here might actually refer instead to the town of Nekhen, also known as Hierakonpolis. Hierakonpolis was a stronghold and seat of power for the late predynastic kings who unified Egypt. They propose that Userkaf may have chosen this name to emphasise the victorious and unifying nature of the cult of Ra or, at least, to represent some symbolic meaning in relation to kingship. Nekhen was also the name of an institution responsible for providing resources to the living king as well as to his funerary cult after his death. In consequence, the true meaning of Nekhenre might be closer to "Ra's Nekhen" or "The Hierakonpolis of Ra". Function Photograph of papyrus fragments inscribed with ink The Abusir Papyri indicate that the cults taking place at the sun temple and mortuary complex of the king were closely related. The sun temple of Userkaf first appears as pyramid XVII in Karl Richard Lepsius' pioneering list of pyramids in the mid-19th century. Its true nature was recognised by Ludwig Borchardt in the early 20th century but it was only thoroughly excavated from 1954 until 1957 by a team including Hanns Stock, Werner Kaiser, Peter Kaplony, Wolfgang Helck, and Herbert Ricke. According to the royal annals, the construction of the temple started in Userkaf's fifth year on the throne and, on that occasion, he donated 24 royal domains for the maintenance of the temple. Userkaf's sun temple covered an area of 44 m C 83 m (144 ft C 272 ft) and was oriented to the west. It served primarily as a place of worship for the mortuary cult of Ra and was supposed to relate it to the royal funerary cult. Structurally, the sun temple and the royal mortuary complex were very similar, as they included a valley temple close to the Nile and a causeway leading up to the high temple on the desert plateau. In other ways their architectures differed. For example, the valley temple of the sun temple complex is not oriented to any cardinal point, rather pointing vaguely to Heliopolis, and the causeway is not aligned with the axis of the high temple. The Abusir Papyri, a collection of administrative documents from later in the Fifth Dynasty, indicates that the cultic activities taking place in the sun and mortuary temples were related; for instance, offerings for both cults were dispatched from the sun temple. In fact, sun temples built during this period were meant to play for Ra the same role that the pyramid played for the king. They were funerary temples for the sun god, where his renewal and rejuvenation, necessary to maintain the order of the world, could take place. Rites performed in the temple were thus primarily concerned with Ra's crea ------------------------------ Date: Mon, 20 Apr 2020 19:23:37 +0200 From: " Anti-snoring septum" Subject: A new anti-snoring discovery by Dr. Jeferson Mandela This email must be viewed in HTML mode. ------------------------------ Date: Mon, 20 Apr 2020 07:06:09 -0400 From: "Nerve Renew" Subject: Why Your Vitamin B12 Supplement Won't Help Your Nerve Pain Why Your Vitamin B12 Supplement Won't Help Your Nerve Pain http://nervefood.icu/MZ_zgG-jZG5WzA6sDOLD9gpuTascZtt43iBxwO0JnrxA6I11 http://nervefood.icu/uzEnMXfwwbCYYv3sT-fc_zAaEb-8lx8s-5LtuaJZiOKT93ak eached the pinnacle of its power in the New Kingdom, ruling much of Nubia and a sizable portion of the Near East, after which it entered a period of slow decline. During the course of its history Egypt was invaded or conquered by a number of foreign powers, including the Hyksos, the Libyans, the Nubians, the Assyrians, the Achaemenid Persians, and the Macedonians under the command of Alexander the Great. The Greek Ptolemaic Kingdom, formed in the aftermath of Alexander's death, ruled Egypt until 30 BC, when, under Cleopatra, it fell to the Roman Empire and became a Roman province. The success of ancient Egyptian civilization came partly from its ability to adapt to the conditions of the Nile River valley for agriculture. The predictable flooding and controlled irrigation of the fertile valley produced surplus crops, which supported a more dense population, and social development and culture. With resources to spare, the administration sponsored mineral exploitation of the valley and surrounding desert regions, the early development of an independent writing system, the organization of collective construction and agricultural projects, trade with surrounding regions, and a military intended to assert Egyptian dominance. Motivating and organizing these activities was a bureaucracy of elite scribes, religious leaders, and administrators under the control of a pharaoh, who ensured the cooperation and unity of the Egyptian people in the context of an elaborate system of religious beliefs. The many achievements of the ancient Egyptians include the quarrying, surveying and construction techniques that supported the building of monumental pyramids, temples, and obelisks; a system of mathematics, a practical and effective system of medicine, irrigation systems and agricultural production techniques, the first known planked boats, Egyptian faience and glass technology, new forms of literature, and the earliest known peace treaty, made with the Hittites. Ancient Egypt has left a lasting legacy. Its art and architecture were widely copied, and its antiquities carried off to far corners of the world. Its monumental ruins have inspired the imaginations of travelers and writers for centuries. A new-found respect for antiquities and excavations in the early modern period by Europeans and Egyptians led to the scientific investigation of Egypti ------------------------------ End of alt.music.moxy-fruvous digest V14 #4030 **********************************************