Custom tests

seawater by wishpath

Seawater drunk salt. Seawater live survive. Fresh water drunk polluted.

Test Week 5 by user109187

Mastering soft skills is crucial for successful careers.
In today's world, where many people work remotely or in hybrid settings, effective communication requires flexibility, self-awareness, and understanding the roles of the sender and receiver.
It is important to know how to convey the proper message.
Let's consider written communication.
Companies often use e-mails or apps like Teams or Slack.
Emails are suitable for longer updates and usually allow for more time before a response is expected, unless it is urgent.
On the other hand, Teams provides a more direct form of written communication, often resulting in faster responses.
The choice between the two platforms may depend on company policy, but a quick message on Teams can often solve company problems.
When communicating on either platform, it is important to be mindful of your content.

EE Olympics Event 1 by craigdmohan

Wi-Fi 7 is the latest in-home broadband technology and EE will be the first major Internet Service Provider to bring it to market. Enabling EE to bring our customers on our journey and allowing them to experience the best connectivity possible and allowing you to shout about EE being superior. As smart homes grow, intentionally or not, the Smart Hub Plus and Smart Wi-Fi Pro will help future-proof our customers as technology advances and more devices and services have Wi-Fi 7 technology. With Tri-Band allowing better speeds, the 6GHz band, is built for the newest devices that use Wi-Fi 6e/7 and applications. Our new Smart Wi-Fi Pro takes the power of Wi-Fi 7 and creates a seamless connection throughout the home. No more 'not spots' for the Wi-Fi. We’ll be offering the Smart Wi-Fi guarantee with this, which offers customers £100 refund if they cannot achieve 100Mbps on Wi-Fi 7 throughout the house.

EE Olympics Event 1 by craigdmohan

WiFi 7 is the latest in-home broadband technology and EE will be the first major Internet Service Provider to bring it to market. Enabling EE to bring our customers on our journey and allowing them to experience the best connectivity possible and allowing you to shout about EE being superior. As smart homes grow, intentionally or not, the Smart Hub Plus and Smart WiFi Pro will help future-proof our customers as technology advances and more devices and services have WiFI7 technology. With Tri-Band allowing better speeds, the 6GHz band, is built for the newest devices that use WiFi6e/7 and applications. Our new Smart WiFi Pro takes the power of WiFi 7 and creates a seamless connection throughout the home. No more 'not spots' for the WiFi. We’ll be offering the Smart WiFi guarantee with this, which offers customers £100 refund if they cannot achieve 100Mbps on WiFi 7 throughout the house.

EE Olympics Event 1 by craigdmohan

WiFi 7 is the latest in-home broadband technology and EE will be the first major Internet Service Provider to bring it to market. Enabling EE to bring our customers on our journey and allowing them to experience the best connectivity possible and allowing you to shout about EE being superior. As smart homes grow, intentionally or not, the Smart Hub Plus and Smart WiFi Pro will help future-proof our customers as technology advances and more devices and services have WiFI7 technology. With Tri-Band allowing better speeds, the 6GHz band, is built for the newest devices that use WiFi6e/7 and applications. Our new Smart WiFi Pro takes the power of WiFi 7 and creates a seamless connection throughout the home. No more 'not spots' for the WiFi. We’ll be offering the Smart WiFi guarantee with this, which offers customers £100 refund if they cannot achieve 100Mbps on WiFi 7 throughout the house. Customers taking a new package with WiFi 7, will help future-proof themselves. When customers upgrade to the latest mobile devices, these will more than likely have WiFi 7 compatibility. The next level of gaming consoles will also be using WiFi 7, you’ll be able to sell them on Tech from EE when they're released. Bring the customer on the journey, by being curious you can offer the relevant products and services to meet their needs. Unlocking WiFi 7 for everyone. Taking a package that’s WiFi 7 enabled now, will help customers when WiFi 7 becomes more mainstream, they’ll not have to worry about upgrading their broadband as well. This is just the start of what's coming with WiFi and the Smart Hub Pro, there's a host more features launching in the future so keep your eyes peeled for comms.

Post #16 PROSECUTION by plthroughlegal1

[SELECTIVE PROSECUTION - ADMINISTRATIVE DETENTION : GUILTY UNTIL PROVEN INNOCENT]

‘Innocent until proven guilty’

That is the universal presumption of innocence that is accepted globally as those who are suspected with an offence must be investigated, in which if found guilty may be imposed punishment as the court seems fit.

The situation is reversed to Palestinians where detainees through administrative detention are punished without even being found guilty.

We find this act similar to the Japanese military police, ‘Kempeitai’ who imposes the reversed doctrine, ‘guilty until proven innocent’ by capturing and torturing civilians without even being charged, tried or found guilty of an offence.

In sum, Palestinians

1) are not informed of the reason of detention - habeas corpus
2) are not even aware of the details of the alleged offence committed ie time, place, witness, etc
3) are not even allowed info on the alleged evidence or witness that leads to their detention
4) are held in detention centres/prison before trial or even sentenced to an offence

We find this law similar to other occupying powers that has exercised a degree of detention, cruelty and punishment to civilians that are yet to be found guilty such as the Rowlatt Act imposed by the British in India and the Kempeitai Japanese police imposed on occupied territories ie Singapore, Manchuria.

If Israel wishes to continue parading itself as a nation that is in compliance with laws and international humanitarian laws in general, it must rid itself of this horrendous legislation.

This practice is not only imposing injustice towards Palestinians, but it also deprives them the rights to be heard and defended at a competent court of law on strong evidence.

korean by wishpath

Korean by Sejong the Great Joseon 1443, and Korea and North Korea are 14 and 10 shapes.

art-of-impossible-2 by puzzlled

In the Learning section of "The Art of Impossible," Steven Kotler emphasizes that achieving peak performance and tackling impossible goals requires a commitment to continuous learning. Kotler explains how learning is a critical part of the process and outlines strategies for mastering new skills and knowledge that are essential for progress.

Summary of the Learning Section:
Learning is the engine of growth, allowing you to improve skills, gain knowledge, and innovate. Kotler stresses that learning is not just about absorbing information, but about actively engaging in deliberate practice—focused, goal-oriented practice that involves constant feedback and refinement. He also discusses how to accelerate learning through curiosity, the importance of focusing on incremental gains, and how to manage the inevitable mistakes and failures that come with trying new things.

Key Lessons from the Learning Section:
Embrace Deliberate Practice:

Lesson: Deliberate practice involves breaking down complex skills into smaller, manageable parts and focusing on those areas with precision. It’s not about mindlessly repeating tasks, but practicing with a clear purpose and immediate feedback.
Application: Break down your goals into specific skills or sub-tasks. Focus on mastering one small part at a time and seek feedback after each attempt to improve.
Leverage Curiosity:

Lesson: Curiosity is a key driver of learning. It leads you to explore new areas, push boundaries, and keep your mind open to new possibilities. Cultivating curiosity enhances your capacity to learn faster and deeper.
Application: Follow your natural interests. When learning becomes challenging, stay curious by asking questions and looking for connections between what you know and what you’re trying to learn.
Use the 4% Rule:

Lesson: Kotler advocates for the 4% rule in learning: push yourself just 4% beyond your current skill level. This incremental challenge ensures that the task is difficult enough to promote growth without being overwhelming.
Application: Set learning goals that are just slightly beyond your current ability. If you're learning to code, tackle projects that are a bit more challenging than your current skill set, but not so hard that they feel impossible.
Adopt a Growth Mindset:

Lesson: A growth mindset—the belief that skills and abilities can be developed through effort—is crucial for sustained learning. It allows you to view mistakes and failures as opportunities to learn and improve.
Application: When you encounter setbacks, remind yourself that this is part of the learning process. Instead of seeing failure as a personal flaw, view it as valuable feedback that will help you grow.
Commit to Lifelong Learning:

Lesson: Learning should not be a one-time effort; it’s a lifelong pursuit. Continual learning helps you adapt to changing circumstances and equips you to tackle new challenges as they arise.
Application: Make learning a regular part of your routine. Dedicate time each day to study new material, practice skills, or explore topics that interest you.
Seek Feedback and Apply It:

Lesson: Feedback is essential to learning. Without it, you can’t gauge your progress or identify areas that need improvement. Kotler stresses the importance of incorporating feedback loops into your practice to refine your skills.
Application: Regularly seek feedback from mentors, coaches, peers, or even self-assessment. Use this feedback to adjust your approach and make continual improvements.
Focus on Incremental Gains:

Lesson: Achieving mastery takes time, and the path to improvement often consists of small, incremental steps. Kotler emphasizes the importance of focusing on steady progress rather than instant results.
Application: Set small, achievable goals for your learning journey. Celebrate each small victory, as these incremental improvements compound over time and lead to significant growth.
Learn Through Failure:

Lesson: Failure is an inevitable part of learning, especially when you’re pushing boundaries. Kotler encourages embracing failure as a valuable teacher, rather than something to be feared or avoided.
Application: When you fail, reflect on what went wrong and what you can learn from the experience. Use failure as an opportunity to refine your approach and try again with a better strategy.
Maintain Focus and Minimize Distractions:

Lesson: Deep learning requires focus and attention. Kotler suggests minimizing distractions and creating environments conducive to learning to maximize efficiency and retention.
Application: Design your environment to support learning by removing distractions and allocating time for focused practice. Engage in deep work where you can immerse yourself fully in the learning process.
Read and Consume Information Actively:

Lesson: Kotler encourages active learning through reading, listening, and absorbing information from various sources. Reading broadly across disciplines can fuel creativity and enhance understanding.
Application: Read both deeply within your area of expertise and widely in unrelated fields to generate new insights. Take notes, ask questions, and engage actively with the material.
Conclusion:
The Learning section of "The Art of Impossible" emphasizes that continuous, focused learning is essential for achieving high performance and tackling big goals. Kotler introduces key strategies like deliberate practice, incremental progress, feedback loops, and the 4% rule to help accelerate the learning process. Through curiosity, persistence, and a growth mindset, you can develop the skills needed to achieve your seemingly impossible goals.

Untitled by miya423

In the early days of Ink, the most interesting thing Ink programs could do was take some textual input, and output some text back to the terminal. While that was useful for testing the language, it was far from interesting. So once the basics of the language were up and running, I wanted a way to render images from Ink programs. After some research, I settled on BMP as my file format of choice, and wrote bmp.ink, a tiny BMP image encoder in about ~100 lines of Ink code.
Armed with this new library, Ink could do so many more cool, creatively interesting things, like generate graphs, render charts, and compute a Mandelbrot set into a beautiful graphic (like the one above), all without depending on other external tools. This is the story of why I chose BMP as my file format, how bmp.ink came to be, and why this vintage file format is a diamond in the rough for small toy programming projects.
Like any topic in computing, designing an image file format is a game of tradeoffs. The most popular file formats, like JPG and PNG, optimize for image fidelity, speed, and file size. Other formats, like SVG, specialize for certain kinds of images like vector graphics. Formats for professional graphics workflows sometimes sacrifice everything else at the cost of image quality and cross-compatibility with other software.
When I set out to write an image encoder in Ink, I knew from the start that the most common formats like JPG and PNG wouldn’t be ideal. Both are excellent file formats with decades of research behind them, but encoding JPG and PNG images aren’t trivial – they depend on some clever math like discrete cosine transforms and Huffman coding to trade off file format complexity for file size. But for me, the #1 priority was implementation simplicity. I wanted to build an encoder quickly, so I could get on with building things that used the library to generate interesting images. This meant I needed a format that did as little as possible to compress or transform the original image data, given as a grid of RGB pixel values.
On the other end of the convenience-practicality spectrum are image formats based on text files, like the PPM image formats. PPM images were designed so they could be shared as plain text files – PPM images store color values in the file for each pixel as strings of numbers. This makes PPM files easy to work with in any language that supports robust string manipulation, but because PPM is a more obscure format that never saw widespread general use, not all operating systems and image viewer software supports it. For example, on the Macbook I was working with, the native Preview app couldn’t open PPM files. I could have used another library or piece of software to translate PPM files to a more popular format like PNG, but that felt unsatisfying, like I was only solving a part of the problem at hand.
Searching for a format that fit the balance I needed between simplicity and compatibility, I found the BMP file format. BMP is a raster image file format, which means it stores color data for individual pixels. What sets BMP apart from other more common formats is that BMP is not a compressed image format – each RGB pixel is stored exactly as a 3-byte chunk of data in the file, and all the pixels of an image are stored sequentially in the file, usually in rows starting from the bottom left of the image. An entire, real-world BMP file is just a big array of pixel data stored this way, prefixed with a small header with some metadata about the image like dimensions and file type.
This format is much simpler than JPG or PNG! It’s quite possible for any programmer to sit down and write an encoder that translates a list of RGB values into a BMP file format, because the format is such a straightforward transformation on the raw bitmap data of the image. As a bonus, because BMP images were quite common once, most operating systems and image viewers natively display BMP files (the last image on this post is a BMP file, displayed by your browser).

Untitled by miya423

In the early days of Ink, the most interesting thing Ink programs could do was take some textual input, and output some text back to the terminal. While that was useful for testing the language, it was far from interesting. So once the basics of the language were up and running, I wanted a way to render images from Ink programs. After some research, I settled on BMP as my file format of choice, and wrote bmp.ink, a tiny BMP image encoder in about ~100 lines of Ink code.
Armed with this new library, Ink could do so many more cool, creatively interesting things, like generate graphs, render charts, and compute a Mandelbrot set into a beautiful graphic (like the one above), all without depending on other external tools. This is the story of why I chose BMP as my file format, how bmp.ink came to be, and why this vintage file format is a diamond in the rough for small toy programming projects.
Like any topic in computing, designing an image file format is a game of tradeoffs. The most popular file formats, like JPG and PNG, optimize for image fidelity, speed, and file size. Other formats, like SVG, specialize for certain kinds of images like vector graphics. Formats for professional graphics workflows sometimes sacrifice everything else at the cost of image quality and cross-compatibility with other software.
When I set out to write an image encoder in Ink, I knew from the start that the most common formats like JPG and PNG wouldn’t be ideal. Both are excellent file formats with decades of research behind them, but encoding JPG and PNG images aren’t trivial – they depend on some clever math like discrete cosine transforms and Huffman coding to trade off file format complexity for file size. But for me, the #1 priority was implementation simplicity. I wanted to build an encoder quickly, so I could get on with building things that used the library to generate interesting images. This meant I needed a format that did as little as possible to compress or transform the original image data, given as a grid of RGB pixel values.
On the other end of the convenience-practicality spectrum are image formats based on text files, like the PPM image formats. PPM images were designed so they could be shared as plain text files – PPM images store color values in the file for each pixel as strings of numbers. This makes PPM files easy to work with in any language that supports robust string manipulation, but because PPM is a more obscure format that never saw widespread general use, not all operating systems and image viewer software supports it. For example, on the Macbook I was working with, the native Preview app couldn’t open PPM files. I could have used another library or piece of software to translate PPM files to a more popular format like PNG, but that felt unsatisfying, like I was only solving a part of the problem at hand.
Searching for a format that fit the balance I needed between simplicity and compatibility, I found the BMP file format. BMP is a raster image file format, which means it stores color data for individual pixels. What sets BMP apart from other more common formats is that BMP is not a compressed image format – each RGB pixel is stored exactly as a 3-byte chunk of data in the file, and all the pixels of an image are stored sequentially in the file, usually in rows starting from the bottom left of the image. An entire, real-world BMP file is just a big array of pixel data stored this way, prefixed with a small header with some metadata about the image like dimensions and file type.
This format is much simpler than JPG or PNG! It’s quite possible for any programmer to sit down and write an encoder that translates a list of RGB values into a BMP file format, because the format is such a straightforward transformation on the raw bitmap data of the image. As a bonus, because BMP images were quite common once, most operating systems and image viewers natively display BMP files (the last image on this post is a BMP file, displayed by your browser).

Untitled by miya423

In the early days of Ink, the most interesting thing Ink programs could do was take some textual input, and output some text back to the terminal. While that was useful for testing the language, it was far from interesting. So once the basics of the language were up and running, I wanted a way to render images from Ink programs. After some research, I settled on BMP as my file format of choice, and wrote bmp.ink, a tiny BMP image encoder in about ~100 lines of Ink code.
Armed with this new library, Ink could do so many more cool, creatively interesting things, like generate graphs, render charts, and compute a Mandelbrot set into a beautiful graphic (like the one above), all without depending on other external tools. This is the story of why I chose BMP as my file format, how bmp.ink came to be, and why this vintage file format is a diamond in the rough for small toy programming projects.
Like any topic in computing, designing an image file format is a game of tradeoffs. The most popular file formats, like JPG and PNG, optimize for image fidelity, speed, and file size. Other formats, like SVG, specialize for certain kinds of images like vector graphics. Formats for professional graphics workflows sometimes sacrifice everything else at the cost of image quality and cross-compatibility with other software.
When I set out to write an image encoder in Ink, I knew from the start that the most common formats like JPG and PNG wouldn’t be ideal. Both are excellent file formats with decades of research behind them, but encoding JPG and PNG images aren’t trivial – they depend on some clever math like discrete cosine transforms and Huffman coding to trade off file format complexity for file size. But for me, the #1 priority was implementation simplicity. I wanted to build an encoder quickly, so I could get on with building things that used the library to generate interesting images. This meant I needed a format that did as little as possible to compress or transform the original image data, given as a grid of RGB pixel values.
On the other end of the convenience-practicality spectrum are image formats based on text files, like the PPM image formats. PPM images were designed so they could be shared as plain text files – PPM images store color values in the file for each pixel as strings of numbers. This makes PPM files easy to work with in any language that supports robust string manipulation, but because PPM is a more obscure format that never saw widespread general use, not all operating systems and image viewer software supports it. For example, on the Macbook I was working with, the native Preview app couldn’t open PPM files. I could have used another library or piece of software to translate PPM files to a more popular format like PNG, but that felt unsatisfying, like I was only solving a part of the problem at hand.
Searching for a format that fit the balance I needed between simplicity and compatibility, I found the BMP file format. BMP is a raster image file format, which means it stores color data for individual pixels. What sets BMP apart from other more common formats is that BMP is not a compressed image format – each RGB pixel is stored exactly as a 3-byte chunk of data in the file, and all the pixels of an image are stored sequentially in the file, usually in rows starting from the bottom left of the image. An entire, real-world BMP file is just a big array of pixel data stored this way, prefixed with a small header with some metadata about the image like dimensions and file type.
This format is much simpler than JPG or PNG! It’s quite possible for any programmer to sit down and write an encoder that translates a list of RGB values into a BMP file format, because the format is such a straightforward transformation on the raw bitmap data of the image. As a bonus, because BMP images were quite common once, most operating systems and image viewers natively display BMP files (the last image on this post is a BMP file, displayed by your browser).

Untitled by miya423

In the early days of Ink, the most interesting thing Ink programs could do was take some textual input, and output some text back to the terminal. While that was useful for testing the language, it was far from interesting. So once the basics of the language were up and running, I wanted a way to render images from Ink programs. After some research, I settled on BMP as my file format of choice, and wrote bmp.ink, a tiny BMP image encoder in about ~100 lines of Ink code.
Armed with this new library, Ink could do so many more cool, creatively interesting things, like generate graphs, render charts, and compute a Mandelbrot set into a beautiful graphic (like the one above), all without depending on other external tools. This is the story of why I chose BMP as my file format, how bmp.ink came to be, and why this vintage file format is a diamond in the rough for small toy programming projects.
Like any topic in computing, designing an image file format is a game of tradeoffs. The most popular file formats, like JPG and PNG, optimize for image fidelity, speed, and file size. Other formats, like SVG, specialize for certain kinds of images like vector graphics. Formats for professional graphics workflows sometimes sacrifice everything else at the cost of image quality and cross-compatibility with other software.
When I set out to write an image encoder in Ink, I knew from the start that the most common formats like JPG and PNG wouldn’t be ideal. Both are excellent file formats with decades of research behind them, but encoding JPG and PNG images aren’t trivial – they depend on some clever math like discrete cosine transforms and Huffman coding to trade off file format complexity for file size. But for me, the #1 priority was implementation simplicity. I wanted to build an encoder quickly, so I could get on with building things that used the library to generate interesting images. This meant I needed a format that did as little as possible to compress or transform the original image data, given as a grid of RGB pixel values.
On the other end of the convenience-practicality spectrum are image formats based on text files, like the PPM image formats. PPM images were designed so they could be shared as plain text files – PPM images store color values in the file for each pixel as strings of numbers. This makes PPM files easy to work with in any language that supports robust string manipulation, but because PPM is a more obscure format that never saw widespread general use, not all operating systems and image viewer software supports it. For example, on the Macbook I was working with, the native Preview app couldn’t open PPM files. I could have used another library or piece of software to translate PPM files to a more popular format like PNG, but that felt unsatisfying, like I was only solving a part of the problem at hand.
Searching for a format that fit the balance I needed between simplicity and compatibility, I found the BMP file format. BMP is a raster image file format, which means it stores color data for individual pixels. What sets BMP apart from other more common formats is that BMP is not a compressed image format – each RGB pixel is stored exactly as a 3-byte chunk of data in the file, and all the pixels of an image are stored sequentially in the file, usually in rows starting from the bottom left of the image. An entire, real-world BMP file is just a big array of pixel data stored this way, prefixed with a small header with some metadata about the image like dimensions and file type.
This format is much simpler than JPG or PNG! It’s quite possible for any programmer to sit down and write an encoder that translates a list of RGB values into a BMP file format, because the format is such a straightforward transformation on the raw bitmap data of the image. As a bonus, because BMP images were quite common once, most operating systems and image viewers natively display BMP files (the last image on this post is a BMP file, displayed by your browser).

Práctica Excel by user103215

En Excel, usa =si(A2>1000, "Excedido", "Dentro del límite") para verificar umbrales. Calcula el promedio con =promedio(B2:B10), y suma con =suma(C2:C10). Aplica formato de moneda con Ctrl + Shift + $ y porcentaje con Ctrl + Shift + %. Utiliza =buscarv("Código", D2:D100, 2, FALSO) para buscar datos. Redondea con =redondear(E2, 2). Para formato condicional, usa =condicional(F2>1000, "Alto", "Bajo"), y para interés compuesto, =C2*(1+Tasa/100)^Años.

korean by wishpath

The Korean language. Sejong in 1443, Korea and North Korea. 14 and 10 shapes.

Test 5 by sanair1

Hard Plaster Ceiling/ 1st Floor Hard Plaster Wall/ 1st Floor Hard Plaster Ceiling/ 1st Floor Hard Plaster Wall/ 1st Floor Hard Plaster Wall/ 2nd Floor Hard Plaster Wall/ Main Stairwell 2-3 Hard Plaster Ceiling/ 2nd Floor Resilient Flooring With Canvas Backing/ 1st Floor Resilient Flooring With Canvas Backing/ 1st Floor Vinyl Stair Treads/ 1st Floor Back Stairwell 1-2 Vinyl Stair Treads/ 1st Floor Back Stairwell 1-2 Floor Leveler Compound With Carpet Glue/ 1st Floor Floor Leveler Compound With Carpet Glue/ 1st Floor Lay-In Ceiling Tile (Composite)/ 1st Floor Lay-In Ceiling Tile (Composite)/ 1st Floor Mastic Adhesive On Wall/ 1st Floor Mastic Adhesive On Wall/ 1st Floor Mastic Adhesive On Wall/ 1st Floor Carpet Mastic/ 1st Floor Carpet Mastic/ 1st Floor Drywall With Joint Compound/ 1st Floor Drywall With Joint Compound/ 1st Floor Glazing Compound/ Exterior Window 1st Floor Glazing Compound/ Exterior Window 1st Floor Glazing Compound/ Exterior Window 2nd Floor Caulking Compound Around Window/ 1st Floor Caulking Compound Around Window/ 1st Floor Caulking Compound Around Window/ 2nd Floor Lay-In Ceiling Tile (Composite)/ 2nd Floor Ceiling Tile (12x12)/ 2nd Floor Ceiling Tile (12x12)/ 2nd Floor Linoleum-Floor Tile-Mastics/ 2nd Floor, Linoleum Linoleum-Floor Tile-Mastics/2nd Floor, Linoleum 12" Floor Tile & Adhesive/ 2nd Floor Bath, Floor Tile 12" Floor Tile & Adhesive/ 2nd Floor Bath, Floor Tile 9" Floor Tile & Mastic/ 2nd Floor Stairwell, Floor Tile Paper Insulation/ 2nd Floor HVAC Wall Vent Hard Plaster Ceiling/ 3rd Floor Hard Plaster Wall/ 3rd Floor Gypsum Board (Paper)/ 3rd Floor Gypsum Board (Paper)/ 3rd Floor 12" Floor Tile With Adhesive/ 3rd Floor Bath 12" Floor Tile With Adhesive/ 3rd Floor Bath Blown-In Insulation/ Attic Blown-In Insulation/ Attic Blown-In Insulation/ Attic Hard Plaster Wall With Adhesive Hard Plaster Wall With Adhesive Plaster on Pyrobar/ Basement Boiler Room Plaster on Pyrobar/ Basement Boiler Room Hard Plaster Ceiling/ Basement Hard Plaster Ceiling/ Basement

Pontiac GTO: '64-'67 by matthewtorres15

The Pontiac GTO was introduced on September 3, 1963, for the 1964 model year as a trim level of the Pontiac Tempest LeMans. It came with a 389 cubic inch V8 engine, featuring a "Tri-Power" 3x2-barrel Rochester carburetor making 348 horsepower and 428 foot-pounds of torque, along with a singular Carter AFB 4-barrel carburetor making 325 horsepower and 420 foot-pounds of torque. However, it received criticism for its slow steering and inadequate drum brakes. In 1964, it sold a total of 32,450 units.

In 1965, the Pontiac underwent a facelift with stacked headlights, a split-signature Pontiac grille, and upgrades to its carburetors. The Tri-Power 3x2-Barrel Rochester Carburetor increased from 348 to 360 horsepower, while the Carter AFB 4-Barrel Carburetor went from 325 to 335 horsepower. The taillights received a minor facelift in shape and design, along with a new metal line cover.

1966 got another appearance with a much angrier grille, a three-by-three grid set of taillights, a newer "coke-body" style on the B and C Pillars, and a new "Ram-Air XS" option with a new 744 High Lift Camshaft.

In 1967, the car received a facelift, each featuring four sets of taillights, totaling eight. New engine options were introduced, including Economy (260 horsepower), Regular (335 horsepower), and Performance (360 horsepower). A new Hardtop variant was introduced, and the "GTO" design/badge was relocated to the side fenders.

Test 4 by sanair1

9x9 Floor Tile/Mastic Building 2 9x9 Floor Tile/Mastic Building 2 Ceramic Tile/Thinset/Mastic Building 2 Office + Hallway Ceramic Tile/Thinset/Mastic Building 2 Office + Hallway Susp Ceiling Tile Building 2 Throughout Office Area Susp Ceiling Tile Building 2 Throughout Office Area 4" Cove Base/Adhesive Building 2 Throughout Office Area 4" Cove Base/Adhesive Building 2 Throughout Office Area Interior Window Glaz. Building 2 Interior Window Glaz. Building 2 4" TSI Building 2 Above Ceiling Offices And Restroom 4" TSI Building 2 Above Ceiling Offices And Restroom 4" TSI Building 2 Above Ceiling Offices And Restroom TSI Building Garage Area TSI Building Garage Area TSI Building Garage Area Window Caulk Building 2 Exterior Window Caulk Building 2 Fire Ring Filing Cabinet Building 2 Exterior On Rear Dock Rolled Flooring + Adhesive Building 2 Basement Throughout Rolled Flooring + Adhesive Building 2 Basement Throughout Air Cell Pipe Insulation Building 2 Basement Torch Down/Insul Board Pitch/Ins Board Building 2 Small Roof Torch Down/Insul Board Pitch/Ins Board Building 2 Small Roof Torch Down/Insul Board Pitch/Ins Board Building 2 Small Roof

ACOK - Sansa 8 by poschti

Sansa watches the long procession of heroes and captives being presented before the King. Tywin Lannister is now Hand, and many are rewarded for their service to House Lannister during the Battle of the Blackwater, with over 600 new knights made.
Ser Loras Tyrell is named a member of Joffrey’s Kingsguard, and Margaery is betrothed to Joffrey. With this, Sansa's betrothal to Joffrey is ended, to her great relief. Mace Tyrell is named to the King’s small council.

Many of the great lords sworn to Casterly Rock and Highgarden receive honors, and many hedge knights and freeriders as well. Lothor Brune is knighted, and called Apple-Eater for defeating several Fossoways; Philip Foote is granted the lands of Lord Bryce Caron and elevated to lord. Hallyne the Pyromancer is named lord, but given no lands, and Lancel is named lord and given the land of the Darrys, except he may die or lose his arm from the wounds he suffered. Littlefinger is granted Harrenhal and named Lord Paramount of the Trident for negotiating the treaty which brought the Tyrells to the aid of King's Landing.

When the captives are brought in, many swear fealty to Joffrey, but several are killed for openly ridiculing the King and refusing to bend the knee. Later that night, Sansa goes to the godswood and meets Dontos Hollard, who is sad because the Queen still has plans for Sansa, and her escape will be impossible while the Queen is watching. However, Dontos does reveal that they will escape during Joffrey’s wedding in about a month. Dontos then gives her a hair net that resembles a silver spiderweb with amethysts in it. He tells her to wear it, for "It’s magic, you see. It’s justice you hold. It’s vengeance for your father. It’s home."

ACOK - Arya 10 by poschti

After aiding in the fall of Harrenhal, Arya is now serving Lord Roose Bolton as his cupbearer, "Nan". She is bothered by the killing and head-staking of many of the servants who worked for Lord Tywin, most of them inherited from Lady Shella Whent who held Harrenhal prior to Lord Tywin.[1] Arya does not wish to reveal herself to the Lord of the Dreadfort, even though she knows Roose to be one of King Robb Stark's bannermen.

Arya overhears a meeting between Bolton and his advisors, mainly Freys. The Freys believe that Robb will lose, and that they should sue for peace and leave Harrenhal. Roose states that he is not a man to be undone, like Stannis Baratheon was. Arya learns that Winterfell has fallen and is horrified when she finds out that her brothers are dead. Roose dismisses the Freys and has Arya remove the leeches.

Qyburn reads a letter from the Lady Walda, Roose's s new wife. Lord Bolton orders the letter burned, and a message sent to Helman Tallhart, who has recently taken Darry from the Lannisters. Roose orders Helman and Robett Glover to burn the castle and put the people within to the sword in the name of King Robb, and then to strike east for Duskendale. Roose says that both men will wish vengeance for what has transpired to their families and homes in the north.

Roose announces that he will hunt wolves that day, for he cannot sleep with all the howling at night. Meanwhile, Arya practices her water dance in the godswood of Harrenhal.


That evening, Lord Bolton returns with nine dead wolves, and he tells Arya that he means to give Harrenhal to Vargo Hoat when he returns to the north. Arya is to remain at Harrenhal to serve the goat. Outside the Wailing Tower, which is occupied by the Freys, she hears much shouting within and sees Elmar crying on the steps. The young son of Lord Walder Frey says, "We’ve been dishonored. There was a bird from the Twins. My lord father says I'll need to marry someone else." Elmar was promised a princess originally, but whether or not he knows it to be Arya[2] is unknown.

Arya decides to flee Harrenhal, and eventually convinces Gendry and Hot Pie to come with her that night. They meet at the Tower of Ghosts, Gendry says the postern gate is guarded, and Arya says she will get rid of the Bolton guard. She approaches him openly and tells him that Lord Roose has her giving a silver piece to all the guards for their service. She takes out the coin Jaqen gave her and drops it, when the guard reach for it, she slits his throat and the three ride out through a sally port and away from Harrenhal.

Korean by wishpath

The Korean known as Hangul, Sejong the Great Joseon Dynasty in 1443 Korea and North Korea. There 14 and 10 basic vowels. Letters have shapes.