From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4810 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 Wednesday, August 19 2020 Volume 14 : Number 4810 Today's Subjects: ----------------- When Doctors Donāt Have A Clue ["Protect Your Health" Subject: When Doctors Donāt Have A Clue When Doctors Donbt Have A Clue http://jeebone.buzz/C-zAyuZfGgnS7AFwEdOd6avCJLvnQ1HSpBMEuf8yG4Rs9B8 http://jeebone.buzz/aJNy2ROQbA9x_m8M8_as-PbMgUTB4TQEKHhu6sN6HXGRqghI Common dice are small cubes, most often 1.6 cm (0.63 in) across, whose faces are numbered from one to six, usually by patterns of round dots called pips. (While the use of Arabic numerals is occasionally seen, such dice are less common.) Opposite sides of a modern die traditionally add up to seven, requiring the 1, 2, and 3 faces to share a vertex. The faces of a die may be placed clockwise or counterclockwise about this vertex. If the 1, 2, and 3 faces run counterclockwise, the die is called "right-handed". If those faces run clockwise, the die is called "left-handed". Western dice are normally right-handed, and Chinese dice are normally left-handed. Typical facets showing the more compact pip arrangement of an Asian-style die (top) vs. a Western-style die (bottom) The pips on standard six-sided dice are arranged in specific patterns as shown. Asian style dice bear similar patterns to Western ones, but the pips are closer to the center of the face; in addition, the pips are differently sized on Asian style dice, and the pips are colored red on the 1 and 4 sides. Red fours may be of Indian origin. Manufacturing Western, Asian and casino dice Non-precision dice are manufactured via the plastic injection molding process. The pips or numbers on the die are a part of the mold. Different pigments can be added to the dice to make them opaque or transparent, or multiple pigments may be added to make the dice speckled or marbled. The coloring for numbering is achieved by submerging the die entirely in paint, which is allowed to dry. The die is then polished via a tumble finishing process similar to rock polishing. The abrasive agent scrapes off all of the paint except for the indents of the numbering. A finer abrasive is then used to polish the die. This process also creates the smoother, rounded edges on the dice. Precision casino dice may have a polished or sand finish, making them transparent or translucent respectively. Casino dice have their pips drilled, then filled flush with a paint of the same density as the material used for the dice, such that the center of gravity of the dice is as close to the geometric center as possible. This mitigates concerns that the pips will cause a small bias. All such dice are stamped with a serial number to prevent potential cheaters from substituting a die. Precision backgammon dice are made the same way; they tend to be slightly smaller and have rounded corners and edges, to allow better movement inside the dice cup and stop forceful rolls from damaging the playing surface. ------------------------------ Date: Wed, 19 Aug 2020 07:10:48 -0400 From: "Fidelity Life Ins" Subject: Find affordable life insurance coverage thatās right for you Find affordable life insurance coverage thatbs right for you http://acceptual.cyou/vDTJPxif1pOvqs1smV-xk9lc9c_TFbKdXfPOPcVCXpZ_xe8J http://acceptual.cyou/vHyCd9MO65FZFQCbFtw91_vH3OaFrbfO1MQTC4uzR-Qmp3M A game turn is an important fundamental concept to almost all non-computer games, and many video games as well (although in video games, various real-time genres have become much more popular). In general, a turn is a segment of the game set aside for certain actions to happen before moving on to the next turn, where the sequence of events can largely repeat. In a truly abstract game (backgammon) turns are nothing more than a means to regulate play. In less abstract games (Risk), turns obviously denote the passage of time, but the amount of time is not clear, nor important. In simulation games, time is generally more concrete. Wargames usually specify the amount of time each turn represents, and in sports games a turn is usually distinctly one 'play', although the amount of time a play or turn takes can vary. Some games use player turns where one player gets to perform his actions before another player can perform any on his turn (Monopoly and chess would be classic examples). Some use game turns, where all players contribute to the actions of a single turn (board-game simulations of American football tend to have both players pick plays and then determine the outcome; each 'play' or 'down' can be considered a turn). Some games have 'game turns' that consist of a round of player turns, possibly with other actions added in (Civilization plays with a series of player turns followed by a trading round in which all players participate). In games that are meant to be some sort of simulation, the on/off nature of player turns can cause problems and has led to a few extra variations on the theme. The semi-simultaneous turn allows for some reactions to be done during the other player's turn. The impulse-based turn divides the turn into smaller segments or impulses where everyone does some of their actions at one time, and then reacts to the current situation before moving on to the next impulse (as seen in Star Fleet Battles or Car Wars). In some games, not all turns are alike. Usually, this is a difference in what phases (or different portions of the turn) happen. Imperium Romanum II for instance, features a "Taxation and Mobilization Phase" in every third turn (month), which does not occur in the other turns. Napoleon has an unusual variation on the idea, where every third player turn is 'night turn' where combat is not allowed. Even in real-time computer games, there are often certain periodic effects. For instance, a wounded character in World of Warcraft will gradually recover health while out of combat. The rate of recovery is calculated from the character's statistics and applied per "tick" as a lump sum, so a character would gain ten health per tick, instead of one every tenth of a tick. These periodic effects can be considered the vestigial remnants of the concept of turns. ------------------------------ Date: Wed, 19 Aug 2020 08:04:37 -0400 From: "Food Forest" Subject: How to Turn Your Apartment into a Micro-Farm How to Turn Your Apartment into a Micro-Farm http://acceptual.cyou/2Yzcv9GjP-3ra8CFhzd_m1iOPciYurahdHsnJt8tLiHptZs http://acceptual.cyou/0l3Ib5rrVP0JDSjqVWYTNkiDV0pEcaEvdzYALKjfNQ_X06A Various shapes like two-sided or four-sided dice are documented in archaeological findings e.g. from Ancient Egypt or the Middle East. While the cubical six-sided die became the most common type in many parts of the world, other shapes were always known, like 20-sided dice in Ptolemaic and Roman times. The modern tradition of using sets of polyhedral dice started around the end of the 1960s when non-cubical dice became popular among players of wargames, and since have been employed extensively in role-playing games and trading card games. Dice using both the numerals 6 and 9, which are reciprocally symmetric through rotation, typically distinguish them with a dot or underline. Standard variations Further information: isohedron Dice are often sold in sets, matching in color, of six different shapes. Five of the dice are shaped like the Platonic solids, whose faces are regular polygons. Aside from the cube, the other four Platonic solids have 4, 8, 12, and 20 faces, allowing for those number ranges to be generated. The only other common non-cubical die is the 10-sided die, a pentagonal trapezohedron die, whose faces are ten kites, each with two different edge lengths, three different angles, and two different kinds of vertices. Such sets frequently include a second 10-sided die either of contrasting color or numbered by tens, allowing the pair of 10-sided dice to be combined to generate numbers between 1 and 100. Using these dice in various ways, games can closely approximate a variety of probability distributions. For instance, 10-sided dice can be rolled in pairs to produce a uniform distribution of random percentages, and summing the values of multiple dice will produce approximations to normal distributions. Unlike other common dice, a four-sided (tetrahedral) die does not have a side that faces upward when it is at rest on a surface, so it must be read in a different way. On some four-sided dice, each face features multiple numbers, with same number printed near each vertex on all sides. In this case, the number around the vertex pointing up is used. Alternatively, the numbers on a tetrahedral die can be placed at the middles of the edges, in which case the numbers around the base are used. Normally, the faces on a die will be placed so opposite faces will add up to one more than the number of faces. (This is not possible with 4-sided dice and dice with an odd-number of faces.) Some dice, such as those with 10 sides, are usually numbered sequentially beginning with 0, in which case the opposite faces will add to one less than the number of faces. Some twenty-sided dice sport a different arrangement used for the purpose of keeping track of a numerical value that counts down, such as health points. These spindown dice are arranged so the faces are consecutively numbered, allowing the user to simply turn to the next lower number to keep track of a declining value. They are commonly used with collectible card game ------------------------------ Date: Wed, 19 Aug 2020 06:42:36 -0400 From: "Text To Speech?" Subject: At Last! Human Sounding Text To Speech 2020 (NEW) At Last! Human Sounding Text To Speech 2020 (NEW) http://plansduct.buzz/F_Bs3LVJMo4y-AbNEhz5YH6oOGMqP_Qxa06l64Id4iMc8cpH http://plansduct.buzz/IGilaUzyBjCBYcSGfJgnxSBP5vWBxirzrNgIU-QV_6uIrWnb Online casinos are broadly divided into two categories based on the software they use: web-based and download-only casinos. Traditionally, online casinos would include only one of the two platforms. However, with advanced technological changes, an online casino can now accommodate both. Web-based Web-based online casinos (also known as flash or no-download casinos) are websites where users may play casino games without downloading software to their local computer. Games are mainly represented in the browser plugins Macromedia Flash, Macromedia Shockwave, or Java and require browser support for these plugins. Besides the plugins and browser, a stable internet connection is required to have a seamless gaming experience as all graphics, sounds and animations are loaded through the web via the plugin. Some online casinos also allow gameplay through a HTML interface. Apple devices such as iPod, iPad and iPhone cannot play Flash games as the technology is not supported. To access the no download casinos using the iOS platform, you'll have to download browsers such as Google Chrome, Firefox or Opera Mini. Download-based Download-based online casinos require the download of the software client in order to play and wager on the casino games offered. The online casino software connects to the casino service provider and handles contact without browser support. Download-based online casinos generally run faster than web-based online casinos since the graphics and sound programs are cached by the software client, rather than having to be loaded from the Internet. On the other hand, the initial download and installation of the casino's software takes time. As with any download from the Internet, the risk of the program containing malware exists, which makes it less popular among sceptical casino players. ------------------------------ Date: Wed, 19 Aug 2020 08:48:50 -0400 From: "High-speed wifi" Subject: Connect to public WiFi networks when you travel? Connect to public WiFi networks when you travel? http://jeebone.buzz/mwxJzEM4BwP2g489OFRey7K5BWx5nVZP21f_bAqK4nqm6TC_ http://jeebone.buzz/Uen57jOD8pPduwIzfO_ogQLVlFBeCmSBSHrh4TDHlVj3Um5Q Many risk-return choices are sometimes referred to colloquially as "gambling." Whether this terminology is acceptable is a matter of debate: Emotional or physical risk-taking, where the risk-return ratio is not quantifiable (e.g., skydiving, campaigning for political office, asking someone for a date, etc.) Insurance is a method of shifting risk from one party to another. Insurers use actuarial methods to calculate appropriate premiums, which is similar to calculating gambling odds. Insurers set their premiums to obtain a long term positive expected return in the same manner that professional gamblers select which bets to make. While insurance is sometimes distinguished from gambling by the requirement of an insurable interest, the equivalent in gambling is simply betting against one's own best interests (e.g., a sports coach betting against his own team to mitigate the financial repercussions of a losing season). Situations where the possible return is of secondary importance to the wager/purchase (e.g. entering a raffle in support of a charitable cause) Investments are also usually not considered gambling, although some investments can involve significant risk. Examples of investments include stocks, bonds and real estate. Starting a business can also be considered a form of investment. Investments are generally not considered gambling when they meet the following criteria: Economic utility Positive expected returns (at least in the long term) Underlying value independent of the risk being undertaken Some speculative investment activities are particularly risky, but are sometimes perceived to be different from gambling: Foreign currency exchange (forex) transactions Prediction markets Securities derivatives, such as options or futures, where the value of the derivative is dependent on the value of the underlying asset at a specific point in time ------------------------------ End of alt.music.moxy-fruvous digest V14 #4810 **********************************************