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 20 Best Binary Options Brokers (April 2020)

20 Best Binary Options Brokers (April 2020)

Got myself a deal with a couple of cheap binary options domain, but I don’t know how to start. Anyone who can give me a heads up here?

Hi guys! You can consider me as an experienced web marketer with a little bit experience in SEO. I’ve been handling websites targeting cryptocurrencies such as Doge coins and bitcoins, and I decided to widen my market by including binary options. I bought some cheap domains about binary options and I’m planning to monetize it. So how will I start developing these sites? Is there any “path” that I should follow when it comes to binary options? Badly need some help so I can start doing this immediately. Thanks in advance!
submitted by awesomeaaron77 to binaryoption [link] [comments]

Cheap binary sensor options

Hi all. I'm just getting started with Home Assistant. It's installed on my Ubuntu server on an Intel NUC.
I've bought some fibaro z-wave modules for lights, but I need a sensor for my 12v door bell. The fibaro binary module seems expensive for what it is.
There seem to be so many options to get a binary sensor signal to Home Assistant. What would people recommend? Not too costly or complicated.
Thanks!
submitted by feedibox to homeassistant [link] [comments]

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submitted by hazeldrew87 to goldtrade [link] [comments]

Are there any fun and legal mods to make to a Ruger 10/22 ?

Everyone on /guns and /firearms seems to own a Ruger 10/22. In fact, next month we'll all probably be flooded with pictures on 10/22 day, which seems like a bigger deal than Christmas.
I keep reading articles about how much fun it is to have a semi-auto rifle and just fire hundreds of rounds of cheap and soft-recoiling rimfire ammo
And now I'm seeing some great deals on Ruger 10/22 with the carbine-length barrel (16"). Well, I'm seeing these carbines for only $220 new, which seems like a good deal.
But every time I read about all the fun modifications you can make, it seems like they're illegal here in NJ. First I read about how some people get 30-round magazines or even the huge 100-round drum-magazines, but those are definitely illegal in NJ.
And then a local shop in Pennsylvania said that they're selling binary triggers for the 10/22 so you have the option of shooting in normal semi-auto or in binary semi-auto for twice the firing speed . . . but I think those are also illegal in NJ because the warning said that they aren't selling those to NJ residents.
And then I read about how people love to shoot suppressed with their 10/22 and how cheap the silencers are for rimfire rifles. But I'm guessing those are illegal in NJ, too. My understanding is that threaded barrels on a rifle are illegal, but you can get a gunsmith to attach a permanent muzzle break of some kind. I guess a muzzle break could be kind-of fun . . . but I can't imagine it's worth the cost of the gun-smithing.
Any Ruger 10/22 owners here in NJ?
submitted by Wolfir to NJGuns [link] [comments]

🐻💩 - Bear shit on CRO

Grab your nuggets, I'm about to drop some bear shit on your CRO holdings.
TL;DR - It don't add up, I smell bear shit
I'm a gambler, some bio-tech firm in phase 3 trials for a Swiss Army dick transplant, sure, those blokes waiting for core samples on a big copper deposit, ok. These are bets, the payoff is known and binary, win/lose. But this isn't that.
CRO at .041
x Revenue of just $462k, yep thousands and trending down from $670k previous x No profit, again x Market cap at $63Million o.O WTF x Current liabilities are four times current assets x Nine staff and a 404 on their Team page x Been around in some form or another since 2001 and still hasn't rocketed x Twitter account is all about shareholders, not customers x Pivoted from Pool Management software with failed implementation at Clark Rubber into whatever they do now
It just doesn't smell right.
Now you're about talk to me about free money with their cheap Options offer, announced in a timely way, get in quick (Wednesday) or you'll miss out. FOMO!!! Ain't no such thing as free money with no downside, don't be retarded.
I don't hold CRO. I do have bets on Z1P TNT OSL RKT:NYSE
Flame suit on, burn away spastic believers and tell me about your true religion.
submitted by tao_of_bacon to ASX_Bets [link] [comments]

FOLO Trading

FOLO Trading
TLDR: FOLO out of $100,500 in potential profit. Learned to let my winners run and BUD trade as example!
Hey all. First of all, I just want to throw out a disclaimer that I am by no mean an experienced, professional trader. In fact, I made my first option trade a little over a year ago and only started to take this seriously about 6 months ago. I recently hit a milestone in my pursuit of trading as a career so I decided that I would share some of the experiences I’ve gained in hope that maybe someone that’s looking to pursue this seriously can take from my limited experience to not make the same mistakes I made. It’s been a rough 2020 and hopefully by helping each other we’ll pull through this horrible year together.
I don’t know how some of you guys are but to me the fear of losing out (FOLO) on a trade that you’re in is actually worse than the fear of missing out (FOMO) on a trade that you’ve missed due to a ridiculous run. The single most haunting FOLO trade I was involved in was during the week that TSLA had its crazy melt up in February 2020.
The TSLA trade:

Robinhood Trading History

Trading Journal TSLA200207C900 Trade Flow

TSLA200207C900 Chart

I woke up to a notification from Robinhood that TSLA made a 10% pre-market run the morning of Monday, February 3, 2020. So the FOMO in me scrambled to login to Robinhood and scrolled through the option chain for a cheap weekly option. Decided on the $900 strike expiring that Friday and bought 10 option contracts at .11 per contract with a net debit of $110. The rest is pretty murky from memory but I remember within a matter of minutes, the option value went up to .29, then .35 then it quickly pulled back to .28 back to .25 and I frantically sold my option contracts for .23 which netted me a $230 credit. I made $120 in a matter of minutes and I was damn proud of myself. I spent the next few hours watching the stock run up and up and up by then I didn’t want to get back in because I needed to get ready for work and wouldn’t be able to monitor the action to sell it at the “right price”. I didn’t want to spend more money on another FOLO trade and risk it running back down and losing all the money that I had just made. So I begrudgingly got ready for work that evening. The next day, TSLA ran all the way past $900 to make all time high and I was stuck at work feeling like a dumbass. That option contract in particular ended that Tuesday trading day at 100.5 per contract or in theory I would have made $100,500. In theory and hindsight is always 20/20**.**
What I learned from this trade was that FOLO is real and you’ll never be able to sell at the top. In hindsight, I could have just set a GTC sell price and be content with the profit I made or not.
Months later, once I started to take trading more seriously: I listened to podcasts, read all the market wizards books, read the story of Jesse Livermore, watched various trading YouTube channels and compiled all of that experience together to apply them to my trades. The single most pivotal idea that I gathered from all of these experiences was that trading decisions should not be based on a single binary decision to buy or sell but rather it should be framed around the idea of “how do I extract the most value from this particular trade” (Let your winners run). I use this idea every day to help me structure most of my trades that I also track obsessively to help me make decisions that would optimize profit potential while limiting the risk of FOLO. This leads me to the BUD trade
The BUD trade:

TOS BUD Trade History

Trading Journal BUD200918C55 Trade Flow

This is the trade where I applied what I learned to manage the trade from beginning to end. However, at the very end I still managed a fumble and lost out on a potential gain of approximately $3300 had I followed my trading plan.
  1. The opening trade was simple, I was looking for any companies that would benefit most from COVID yet still hadn’t recovered like most of the other companies at the time. I chose BUD because of these criterias and the strike price was about what it was trading at prior to COVID. Note: I was still learning and had not really learned to make trading decisions based on the Greeks. The trade was purely speculative along with the strike. However, I did start to track certain data for every at the point the trade is made for future analysis.
  2. Early June most companies had major run ups and BUD was also one of the companies that benefited. Price improvement was up about 14% which consequently led the option prices to rise to about 2.5 - 3. However, I did not want to close out the trade and miss out on subsequent run-ups. I didn’t want to just sell half. I wanted to be in the entire trade the entire time without sacrificing too much profit gained. So, I sold the 60 strike to essentially convert my original call to a debit spread while at the same time I was able to collect $2180 which was approximately $630 in profit. This allowed me to stay in the trade and should BUD continue its run I would still have a maximum profit potential of 5000 remaining to collect.
  3. By July BUD was ranging around $53 and so I decided to buy back the September 60 strike and sell the August 55 strike which converted my original trade to a Calendar spread. This allowed me to net an additional $700 in profit.
  4. Mid July, I saw that BUD was still trading under $55 so I decided to sell 5 contracts of Credit Spread to capitalize on the lack of movement. The worst thing that could have happened was that it would skyrocket and I would have lost $600 from the original trade overall. Thankfully, it didn’t and I was able to buy the credit spread back for $10. Which yielded an additional $150 in profit.
  5. Finally by the expiration date BUD was trading around $55 and I had to close out the trade or risk assignment on my short strike in August. I waited the entire day and frantically sold the calendar spread to essentially close out the entire trade which yielded an additional $1700.
    1. Where I messed up was that I should have bought back the August 55 short strike and sold the September 60 strike for a small $150 additional profit. This would have converted the trade back to a 55/60 debit spread. In addition, this would have allowed me to remain in the trade for at least a couple of more weeks in case of a run up and I would still be able to collect the full remaining $5000. Last I checked, the debit spread would have sold for $3.75 which would have yielded $3750 instead of the $1700 from closing the trade as a calendar spread.
    2. Another step for those that really want to stay til the end is to convert the debit spread into a credit spread to gain a larger profit if you believe that BUD will pull back under $60.
So, hopefully my experience helps those that are still learning to trade like I am. I know trading isn’t easy and it's all fun and game when we see people post massive gains on their YOLO trades. Just remember, for every trade with massive gains, there’s someone on the other side experiencing the same frustration for his/her massive losses. Good luck, everyone.
submitted by I_Chart_For_Fun to wallstreetbets [link] [comments]

Fixing Zane's skill trees

So there's been a bit of renewed attention around "fixing" Zane and the ways to go about that, and for the last while I've been thinking of the various fixes and the different routes Gearbox could go down, so I decided to put them all in one post.
The biggest issue I see right now is that Zane is far too dependent on kill skills. It's basically his only source of damage, and the narrowness of his skill trees and the damage they offer means that no matter how good his other class mods may be, it's basically impossible to beat Seein' Dead, since it puts every single damage skill he has in his trees on steroids. You can't replicate the strength of his entire skill tree build on just a class mod without turning it into another - even more broken - band aid.
The simplest route (although far from the most thorough) is only swapping Seein' Dead and Seein' Red with no other changes. This doesn't totally fix Zane and it still leaves him dependent on a form of band aid, however I think that the band aid being in his trees is significantly better than it being on a class mod, since at least then can be used with other class mods. It wouldn't fix the kill skill dependence, but it would mean that the kill skill dependence won't limit your gear choice as much. This is far from the ideal solution, however I can understand if Gearbox is unwilling to do huge skill tree overhauls and this being the only change made. It's far from perfect but it's the least intrusive fix.
The most thorough and best option is a major overhaul of his skill trees. Diversify his damage by giving him different damage types spread throughout the trees. Splash in orange. Crit and elemental in green. Make the latter half of the orange tree have a purpose beyond just buffing the clone and make the latter half of green tree worth putting points in. These are pretty major changes but would be very effective, and would be a true fix rather than a cheap band aid.
My main aim with these is to fix the buggy skills, buff the weaker skills and make Zane a bit of a better jack-of-all-trades character, which is why there's some skills reminiscent of the other characters'.
I really don't know what to do with Distributed Denial, it's such a strange and glitchy skill.
A less important fix with tree overhauls, but something I think would still be a nice QoL change: swap the kill skill proccing of Seein' Dead and Seein' Red. This one may be controversial, but even with big skill tree changes I think that SD fits better as the conclusion and capstone of the blue tree than Seein' Red. Seein' Dead feels more like an extension of the blue tree than it does a class mod, and given how it is much more versatile than Seein' Red (which is only really good for moving around the map or one shot boss kills), it makes sense for the more specific feature to be locked to a class mod and the more general-use feature being included in a skill tree, as this better enables gear diversity.
Infiltrator and Executor don't need much of a fix, the only real issue with them is that the current kill skill dependence funnels us away from them. I won't get into fixing the rest of his class mods in crazy depth (ThiccFila has a really good video that goes into a lot of depth on class mods), but these are some of my not entirely novel suggestions:
Feedback is welcome, especially with regards to any exact numbers that you may think be excessive/too little, it's possible I went a little overboard throwing extra damage types everywhere and it's quite late here for me - I don't want Zane to become an overpowered mess.
A little confused on the downvotes but fair enough haha
submitted by whitebaer to borderlands3 [link] [comments]

Hey motherfuckers, what's up ?

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submitted by sitbomm to wallstreetbets [link] [comments]

THE SEARCH FOR THE GREATEST SWITCH SHMUP: EPISODE 28 – Raiden V: Director’s Cut

Before I begin, I just want to remind everyone that all of my reviews can be found at my site: www.azormx.com. I tried to keep it as minimalist as possible, and it doesn't have any add or any other intrusive elements, so the content is king. Do check it out, as reviews are usually live there before I publish them elsewhere. Any way, on to the review!

The shmup genre hasn’t been a mainstream genre in a long time. To be honest, I don’t think it ever was, even during the arcade days. While we certainly don’t have a shortage of shmups, let alone new release, they usually come from smaller teams. Indies have taken it upon themselves to become a guiding light for all of us. Their creations have been nothing short of amazing! However, we don’t really have anything we could call a “AAA” shmup. We do seem to have the next closest thing: Raiden.
Developer: Moss Co.
Platform: Nintendo Switch
Release date: Jul 25, 2019
Price: $29.99
Tate: Unfortunately… no. This really needed to have TATE
Raiden V: Director’s Cut is a vertical shmup set in a fictional but real world. It claims to be the original bullet-hell, and after playing it extensively I gotta say that I agree. Raiden V features some intense air combat, coupled with giant bosses and some jaw-dropping transitions between areas.

THE GREAT INTRO CHECKLIST

Right out of the gate, what caught my attention was the intro. The best way I can put this is that it has everything great about shmups in a short video. It has a great track, it has giant enemies, it has ships and it even has pieces of lore I do not understand! Simply amazing!
Most importantly, it is a very accurate portrayal as to what you should expect from the game. Unlike other shmups, Raiden goes all out in the presentation department, with the story taking a mayor role. Another way I can put this, is that it certainly feels like a considerable effort was placed in every element of the game. Raiden V features a level of polish that very few shmups can claim to have.

WELCOME TO THE CUSTOMIZATION STATION

One of Raiden’s strength is the amount of customization you have available for your ship. At the beginning of the game, you can choose between one of 3 different ships: Azuma, Spirit of Dragon and Moulin Rouge. Each of these ships has different stats in terms of attack, defense and speed. They also have their own sub-shot which is always firing along with your main cannon.
On top of selecting a ship, you can arm yourself with 3 out of 9 different weapons. Those 9 weapons are grouped into 3 categories: Vulcan, Laser and Plasma. You can pick, or rather you must pick 1 for each category. The result is a combat style that is unique to you.
During your play throughs, you will encounter several power-up orbs. These orbs will power up each of your weapons up to 10 times! Each of these orbs can be either red, blue or purple depending on the weapon it powers up. The orbs cycle the colors, with an outer dot indicating a timer until it changes colors. This allows you to control which weapon you want to power up, giving you the flexibility to pick your own style or choose a weapon for the occasion.
The best part is that absolutely no power-ups are lost upon death! This means that you are free to retry to your heart's content and play at your own pace. Raiden won't punish you or set you up for failure with an unrecoverable situation.
I didn’t put too much attention into weapon selection at first. I figured it wouldn’t be too relevant, as I would probably just play the entire game with a single weapon, but the advanced scoring mechanics and the rank system were quick to make me second guess my decision.

ACE PILOT

At the core of Raiden V, there are 2 main systems to be aware of: your rank and your flash level. Both of them measure your combat capabilities, although in different ways. Your flash point gauge is a score multiplier that tracks how fast you defeat your enemies. By defeating enemies as soon as possible after spawning, you can earn higher multipliers to increase your flash gauge. By having quick kills, you can raise it to higher levels to increase your score. Your rank, on the other hand, only concerns itself with how many enemies you’ve defeated.
Your rank doubles as the deciding factor of which path you will be taking. Raiden features branching paths with an A, B, C or S version of each stage. Depending on your total destruction rate, you will either move up or down in rank after a stage. While I do not know the exact numbers, I believe having more than 98% destruction rate will increase your rank, 90 – 98% will keep it as is and <90% should decrease your rank. S rank stages are presumably harder than A/B/C stages, with C being the lowest.
Apart from having a higher score and challenging yourself with the difficulty, the importance of S rank is getting the true ending. In order to truly watch the ending of the game, you need to reach the final stage on S rank using a single credit. You also need to power up your 3 weapons to level 10. Once you meet those conditions, you will be able to challenge the final boss. Alternatively, you could just fulfill the level 10 weapons condition to fight the true final boss.

THE BEST CHEERLEADER

A new addition to Raiden V is the cheer system. By accomplishing certain in-game milestones like a certain number of enemies destroyed, you will get an achievement. These achievements are broadcasted to any players connected to the leaderboards. They can then “cheer” on your achievement to increase your cheer gauge. This goes both ways, as you can also cheer the achievements of your fellow Raiden players.
Once the cheer gauge is full, you can unleash it to clear the screen and gain a drastically stronger sub-shot. Think of it as a devastating bomb, only more devastating and easier to fill. It clears screens and decimates even the bosses.
Perhaps many people won’t think too much of it, but I found it really interesting to know that there’s someone on the other side celebrating my achievements. Likewise, there were times where I left my game on pause to do other stuff, but held on to my controller to provide support for my comrades.

SWIFT DESTRUCTION

Everything I’ve mentioned before plays out in the general strategy of the game. Assuming you want to get the best results, you need to know where to hit and how to hit hard. For the untrained eye, most shmups just look like games where you fire away with complete disregard and hope the enemy dies. This is definitely not the case in Raiden.
In order to succeed, you must be able to find your rhythm and read the stage. Learn the enemy formations and strategize the quickest kills. Be there before the enemy arrives and take them down before they realize what hit them. If you want to face the true final boss, then you must also learn to juggle your weapons and find the moments to upgrade them. Maxing a weapon and then switching is a recipe for disaster, as you don’t want to be on the later stages with a level one weapon and risk your flash level or destruction rate. With so many weapons and ship types, your strategy to succeed will be unique to you!

LORE GALORE

One of the main selling points, at least per the game itself, is the story. Raiden V features an extensive story that is fully voiced and occurs as you play the game. This story elements come as the prologue and epilogue scenes, as well as all the events happening mid stage.
As you fly your way to the levels, characters will be advancing the story by having conversations and narrating the current events. The dialogue is available on one of the gadgets located on the right side of the screen. You can read anything you might have missed and even pause to read the on-screen log of events (up to a certain number of events, as the log scrolls to open way for new text).
As for my opinion of the story, I have absolutely no idea of what happened during the game. I played my fair share of runs, but I found it next to impossible to focus on the dialogue while trying my hardest to survive. The voice acting would have been my saving grace, but I found the sound mixing to be the opposite of ideal for listening to dialogue. I even tried lowering the sound effects and BGM to see if I could focus on dialogue to no avail.
The text is also incredibly small when playing on docked mode. It gets even worse when playing handheld.

THE WORST CHEERLEADER

Out of all the voices, Eshiria’s was the one who got on my nerves the most at the beginning. Other than having her role as navigator on the plot, she also critiques your gameplay. In-between stage scenes, she will provide commentary describing your gameplay. She will be quick to point out if you did well, but also if you did poorly. On my early runs, when I was still learning, it would tilt me to listen to her complaining to me about stats I did not understand.
And perhaps, a huge part of my problems was a lack of understanding of the game mechanics. I listened to her complain about my destruction rate without knowing it was about my rank. She also complained about destruction speed without me knowing it was about the flash point.
The problem is that the game never bothered explaining any of its mechanics to me. I really looked around for some sort of tutorial to no avail. I had to resort to 3rd party resources. While that isn’t uncommon, I really don’t like games with obscure mechanics that can’t be discerned in-game.
Once I got better and consistently reach the S levels, I finally started to value her advice. Of course, I wouldn’t count on everyone reaching the same enlightenment as I did. In my opinion, her comments would more often than not add insult to injury. Once again, it’s not really the commentary, it’s the fact that none of what she said made practical sense until I started digging on the wiki.

GADGETS AND THE SCREEN REAL ESTATE

Perhaps the worst omission from Raiden V is the lack of a TATE mode. Vertical shooters don’t really have an excuse to do this, with the existence of add-ons like the flip grip or rotating monitors. Instead, Raiden decided to make the most out of the free space and add several gadgets.
In standard fashion, these gadgets will keep your stats like score, flash level, the dialogue and even hi-score statistics. Your left gadget can even be cycled between the score chart and cheer notification, in-game tips and global statistics. Out of those, the tips are definitely the winners. They do give some important advice, such as staying on top of the guns of the first boss to avoid damage.

NOT A FRIENDLY NEIGHBORHOOD

Every stage is divided into smaller scenes. These scenes serve as a way to catch your breath and tally your score. There’s even a nifty “restart scene” option that allows you to replay a scene. Choosing to restart will deny you the option to upload your score to the leaderboard, but serves as a great way to practice or even “fix” a run to so can get to the true ending.
Every once in a while, the action will pan out and open the way to a bigger stage, with you looking smaller in comparison. I admire the grandioseness of the resulting scenes, but they were also quite impractical. Think about your weapons, the destruction rate and the flash gauge. An extended stage means longer travel distances from side to side. Having a bigger stage means you move slower, which reduces the pacing of the game to a crawl. Reaching enemies quickly becomes a struggle. Worst yet, I’ve counted times where it took me whopping 5 seconds to go from side to side of the stage.

THE OG BULLET HELL

Despite all the fun of blasting enemies quickly to gain flash levels, I gotta say that I found the combat, specifically the bullets, to be lacking in grace. For a game that’s the original bullet hell, most enemy volleys feel like bullet showers. There’s no finesse in them, just a bunch of bullets moving towards you. Dodging them isn’t fun, it’s survival. The problem only gets worse in higher difficulties where the bullets just go faster.
Not all patterns are as bad though. While the vast majority will be just a bunch on increasingly faster bullets thrown at you, some exceptional patterns will show from time to time. As a result, fights tend to be very hit or miss, with both hits and misses being on their respective extremes.
What certainly doesn’t help is that the bullets are very hard to see. As pretty as the backgrounds might be, they are very busy and the quick motion makes them into a blur. Bullets don’t have their characteristic outlines or color palettes to become distinguishable. Some even blend with your own vulcan. The result is a lot of cheap kills caused by intentional obfuscation. It this was their intention, then perhaps I’m being too harsh, but you know visibility is usually one of my pet peeves in shmups.

REPLAYABILITY AND LONGEVITY

As far as game length goes, I consider Raiden V to be one of the longer ones. I was surprised after my first run of the game, as it took me 50+ minutes to complete the campaign. Usually, my baseline for shmups is around half an hour, which made this one almost twice as long. While I’m not fond of longer campaigns, I know a lot of people would certainly be glad to know there is plenty of content.
Of course, playing through the campaign isn’t enough to view the entire game. If you recall, most stages have 4 versions of themselves. Those versions are separated by the ranks: S/A/B/C. This means you would need at least 4 runs to see everything the game has to offer. There’s also 6 different endings to uncover.
Also new to the Director’s Cut edition are 2 bonus levels. These level are slightly different from your typical levels. The bonus missions will challenge you to fight a new boss ir oder to obtain medals. Dealing damage will detach the medals from the boss, allowing you to catch them. Gather enough medals and you will advance to the next phase. Higher medals mean higher ranking. Taking damage will take medals away from you, so surviving continues to be a priority.
Lastly, there is a new boss mission mode that allow you to play “boss rush” missions. These missions have certain conditions, like using a specific weapon or fighting at a specific HP level. The targets are usually 1-3 bosses. Boss mission is a very fun arcadey mode for those who enjoyed the boss fights and want more of them.

SOUND EXCELLENCE

If there’s a factor that merits my highest praise is the sound department. Simply put, the OST is fantastic. The track length syncs perfectly with the stages, and it always fits the mood. I just couldn’t get enough of the OST, and listening to it while writing this review was the recipe for a perfect Sunday! I also got some good coffee that would make the captain proud.
For all the praise the music gets from me, it still is dragged down by the terrible sound mixing. Similarly to the voice acting, I tried to mess with the sound settings to increase the volume and reduce the sound effects, but it still wasn’t enough. The tracks were great but I struggled to listen to them amidst all the explosions. The calm moments were great, as they let me listen to the songs in peace.

LAST WORDS

Raiden is a master class in shmup design for the wrong reasons. Its high points perfectly illustrate how shmups should look and feel. The low points also show what you should NOT do when creating a shmup game. Despite all of this, it all comes down to how fun a game is.
Raiden V is a very fun game. It isn’t different, but it’s certainly very polished. I delivers some levels of quality that are notably absent in the majority of the games. As a concept, I feel like it serves as an example of how current gen shmups should be. The execution fell flat in some regards, but as a whole I was satisfied with the time I spent with the game. It does come with a hefty price tag, so my advice is to check this game out when you find a decent sale. I got mine at -70%.

THE RANKING SO FAR:

  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Raiden V: Director’s Cut
  9. Darius Cozmic Collection Console
  10. Tengai
  11. Steredenn: Binary Stars
  12. Stardust Galaxy Warriors: Stellar Climax
  13. Sky Force: Reloaded
  14. Strikers 1945
  15. Black Paradox
  16. R-Type Dimensions EX
  17. Sine Mora EX
  18. Shikhondo – Soul Eater
  19. Ghost Blade HD
  20. AngerForce: Reloaded
  21. Aero Fighters 2 (ACA Neogeo)
  22. Q-YO Blaster
  23. Lightening Force: Quest for the darkstar (Sega Ages)
  24. Pawarumi
  25. Red Death
  26. Task Force Kampas
  27. Switch ‘N’ Shoot
  28. Last Resort (ACA Neogeo)
submitted by AzorMX to u/AzorMX [link] [comments]

FOLO Trading Experience

FOLO Trading Experience
TLDR: Made $120 on 10 TSLA200207C900 Contracts and missed out on a potential $100,500 profit. Learning to shake off that habit by making trades with the purpose of maximizing profit while at the same time avoiding FOLO. BUD200918C55 as an example.
Hey all. First of all, I just want to throw out a disclaimer that I am by no mean an experienced, professional trader. In fact, I made my first option trade a little over a year ago and only started to take this seriously about 6 months ago. I recently hit a milestone in my pursuit of trading as a career so I decided that I would share some of the experiences I’ve gained in hope that maybe someone that’s looking to pursue this seriously can take from my limited experience to not make the same mistakes I made. It’s been a rough 2020 and hopefully by helping each other we’ll pull through this horrible year together.
I don’t know how some of you guys are but to me the fear of losing out (FOLO) on a trade that you’re in is actually worse than the fear of missing out (FOMO) on a trade that you’ve missed due to a ridiculous run. The single most haunting FOLO trade I was involved in was during the week that TSLA had its crazy melt up in February 2020.
The TSLA trade:

Robinhood Trade History

Personal Trade History

TSLA200207C900 Chart
I woke up to a notification from Robinhood that TSLA made a 10% pre-market run the morning of Monday, February 3, 2020. So the FOMO in me scrambled to login to Robinhood and scrolled through the option chain for a cheap weekly option. Decided on the $900 strike expiring that Friday and bought 10 option contracts at .11 per contract with a net debit of $110. The rest is pretty murky from memory but I remember within a matter of minutes, the option value went up to .29, then .35 then it quickly pulled back to .28 back to .25 and I frantically sold my option contracts for .23 which netted me a $230 credit. I made $120 in a matter of minutes and I was damn proud of myself. I spent the next few hours watching the stock run up and up and up by then I didn’t want to get back in because I needed to get ready for work and wouldn’t be able to monitor the action to sell it at the “right price”. I didn’t want to spend more money on another FOLO trade and risk it running back down and losing all the money that I had just made. So I begrudgingly got ready for work that evening. The next day, TSLA ran all the way past $900 to make all time high and I was stuck at work feeling like a dumbass. That option contract in particular ended that Tuesday trading day at 100.5 per contract or in theory I would have made $100,500. In theory and hindsight is always 20/20**.**
What I learned from this trade was that FOLO is real and you’ll never be able to sell at the top. In hindsight, I could have just set a GTC sell price and be content with the profit I made or not.
Months later, once I started to take trading more seriously: I listened to podcasts, read all the market wizards books, read the story of Jesse Livermore, watched various trading YouTube channels and compiled all of that experience together to apply them to my trades. The single most pivotal idea that I gathered from all of these experiences was that trading decisions should not be based on a single binary decision to buy or sell but rather it should be framed around the idea of “how do I extract the most value from this particular trade” (Let your winners run). I use this idea every day to help me structure most of my trades that I also track obsessively to help me make decisions that would optimize profit potential while limiting the risk of FOLO. This leads me to the BUD trade
The BUD trade:

TOS BUD Trade History

Trading Journal BUD200918C55 Trade Flow
This is the trade where I applied what I learned to manage the trade from beginning to end. However, at the very end I still managed a fumble and lost out on a potential gain of approximately $3300 had I followed my trading plan.
  1. The opening trade was simple, I was looking for any companies that would benefit most from COVID yet still hadn’t recovered like most of the other companies at the time. I chose BUD because of these criterias and the strike price was about what it was trading at prior to COVID. Note: I was still learning and had not really learned to make trading decisions based on the Greeks. The trade was purely speculative along with the strike. However, I did start to track certain data for every at the point the trade is made for future analysis.
  2. Early June most companies had major run ups and BUD was also one of the companies that benefited. Price improvement was up about 14% which consequently led the option prices to rise to about 2.5 - 3. However, I did not want to close out the trade and miss out on subsequent run-ups. I didn’t want to just sell half. I wanted to be in the entire trade the entire time without sacrificing too much profit gained. So, I sold the 60 strike to essentially convert my original call to a debit spread while at the same time I was able to collect $2180 which was approximately $630 in profit. This allowed me to stay in the trade and should BUD continue its run I would still have a maximum profit potential of 5000 remaining to collect.
  3. By July BUD was ranging around $53 and so I decided to buy back the September 60 strike and sell the August 55 strike which converted my original trade to a Calendar spread. This allowed me to net an additional $700 in profit.
  4. Mid July, I saw that BUD was still trading under $55 so I decided to sell 5 contracts of Credit Spread to capitalize on the lack of movement. The worst thing that could have happened was that it would skyrocket and I would have lost $600 from the original trade overall. Thankfully, it didn’t and I was able to buy the credit spread back for $10. Which yielded an additional $150 in profit.
  5. Finally by the expiration date BUD was trading around $55 and I had to close out the trade or risk assignment on my short strike in August. I waited the entire day and frantically sold the calendar spread to essentially close out the entire trade which yielded an additional $1700.
    1. Where I messed up was that I should have bought back the August 55 short strike and sold the September 60 strike for a small $150 additional profit. This would have converted the trade back to a 55/60 debit spread. In addition, this would have allowed me to remain in the trade for at least a couple of more weeks in case of a run up and I would still be able to collect the full remaining $5000. Last I checked, the debit spread would have sold for $3.75 which would have yielded $3750 instead of the $1700 from closing the trade as a calendar spread.
    2. Another step for those that really want to stay til the end is to convert the debit spread into a credit spread to gain a larger profit if you believe that BUD will pull back under $60.
So, hopefully my experience helps those that are still learning to trade like I am. I know trading isn’t easy and it's all fun and game when we see people post massive gains on their YOLO trades. Just remember, for every trade with massive gains, there’s someone on the other side experiencing the same frustration for his/her massive losses. Good luck, everyone.
submitted by I_Chart_For_Fun to thetagang [link] [comments]

Let's talk about Vincent van Moorlehem and Thirsty Dames.

Just to make it perfectly clear, I'm not trying to bash NG as a whole here. I just take issue with these two cards in particular and I'll explain why below. I know everyone's mind is on Greatswords which are objectively too strong right now, but I still find Vincent and Dames worrisome.
Let's start with Vincent. I strongly believe he's somewhat problematic now and will only become more of an issue with every new expansion. Why? Because he can destroy a unit with any status. In a faction that has a lot of other control tools, too.
In particular, I'm not a fan of his interaction with Defender. NG already has all the other options to deal with Defender except for movement (sure, False Ciri is there but nobody uses her). Purify cards that double as an engine in assimilate decks, poison, cheap locks, Yennvo. All of these cards give up a small (or large in the case of Yen) amount of tempo for their effect, Vincent does not. On most defenders, he's a 12 point swing. That's not exactly insignificant. There's absolutely no way to counter him save for just...not playing Defender. This seems like one of those binary interactions the devs are trying to phase out of the game. He's also an aristocrat and synergizes with Masquerade Ball, which makes him even stronger.
I also believe every expansion will indirectly buff him, as more statuses means more valuable targets. It's very counterintuitive that we can use things like shield or veil to protect our important units but that doing so also paints a huge target for Vincent on them. There are are also all the new cards that give a unit spying, which, in addition to benefiting multiple engines like Enforcers and Aristocrats, once again double as an enabler for Vincent sniping an important enemy unit but at least that can be countered with purify.
I think Dames are in the same boat as Vincent in that they will benefit from every coming expansion. Even if no future expansion adds a new status (which I doubt), its extremely unlikely it won't bring more cards that apply a status, which means there will be more ways to proc Dames. This seems like playing something like a vitality based deck is just shooting yourself in the foot because you end up largely benefiting your opponent. And sure, it's "just" NG, but it's the most popular faction and everyone is bound to be running into it quite a lot. At lest often enough to consider the possibility while deckbuilding.
For Dames, I think an easy fix would be to only make them go off if, either: their owner applies the status, or only if the status is applied during their owner's turn. I lean towards the first option, so that they can keep their synergy with Rot Tosser. With Vincent it's tougher. I don't know how to change his effect in a way that also doesn't make him completely useless or turning him into a second Vanhemar. I do think things may get to a point where he severely limits design space, however, and believe he'll end up needing to be changed in order not to be absolutely ridiculous.
Anyway, that's just my take and I might be horribly wrong. In which case please feel free to tell me where and why, so that I can gain a better understanding of the game.
submitted by Viomicesca to gwent [link] [comments]

[ANN][ANDROID MINING][AIRDROP] NewEnglandcoin: Scrypt RandomSpike

New England
New England 6 States Songs: https://www.reddit.com/newengland/comments/er8wxd/new_england_6_states_songs/
NewEnglandcoin
Symbol: NENG
NewEnglandcoin is a clone of Bitcoin using scrypt as a proof-of-work algorithm with enhanced features to protect against 51% attack and decentralize on mining to allow diversified mining rigs across CPUs, GPUs, ASICs and Android phones.
Mining Algorithm: Scrypt with RandomSpike. RandomSpike is 3rd generation of Dynamic Difficulty (DynDiff) algorithm on top of scrypt.
1 minute block targets base difficulty reset: every 1440 blocks subsidy halves in 2.1m blocks (~ 2 to 4 years) 84,000,000,000 total maximum NENG 20000 NENG per block Pre-mine: 1% - reserved for dev fund ICO: None RPCPort: 6376 Port: 6377
NewEnglandcoin has dogecoin like supply at 84 billion maximum NENG. This huge supply insures that NENG is suitable for retail transactions and daily use. The inflation schedule of NengEnglandcoin is actually identical to that of Litecoin. Bitcoin and Litecoin are already proven to be great long term store of value. The Litecoin-like NENG inflation schedule will make NewEnglandcoin ideal for long term investment appreciation as the supply is limited and capped at a fixed number
Bitcoin Fork - Suitable for Home Hobbyists
NewEnglandcoin core wallet continues to maintain version tag of "Satoshi v0.8.7.5" because NewEnglandcoin is very much an exact clone of bitcoin plus some mining feature changes with DynDiff algorithm. NewEnglandcoin is very suitable as lite version of bitcoin for educational purpose on desktop mining, full node running and bitcoin programming using bitcoin-json APIs.
The NewEnglandcoin (NENG) mining algorithm original upgrade ideas were mainly designed for decentralization of mining rigs on scrypt, which is same algo as litecoin/dogecoin. The way it is going now is that NENG is very suitable for bitcoin/litecoin/dogecoin hobbyists who can not , will not spend huge money to run noisy ASIC/GPU mining equipments, but still want to mine NENG at home with quiet simple CPU/GPU or with a cheap ASIC like FutureBit Moonlander 2 USB or Apollo pod on solo mining setup to obtain very decent profitable results. NENG allows bitcoin litecoin hobbyists to experience full node running, solo mining, CPU/GPU/ASIC for a fun experience at home at cheap cost without breaking bank on equipment or electricity.
MIT Free Course - 23 lectures about Bitcoin, Blockchain and Finance (Fall,2018)
https://www.youtube.com/playlist?list=PLUl4u3cNGP63UUkfL0onkxF6MYgVa04Fn
CPU Minable Coin Because of dynamic difficulty algorithm on top of scrypt, NewEnglandcoin is CPU Minable. Users can easily set up full node for mining at Home PC or Mac using our dedicated cheetah software.
Research on the first forked 50 blocks on v1.2.0 core confirmed that ASIC/GPU miners mined 66% of 50 blocks, CPU miners mined the remaining 34%.
NENG v1.4.0 release enabled CPU mining inside android phones.
Youtube Video Tutorial
How to CPU Mine NewEnglandcoin (NENG) in Windows 10 Part 1 https://www.youtube.com/watch?v=sdOoPvAjzlE How to CPU Mine NewEnglandcoin (NENG) in Windows 10 Part 2 https://www.youtube.com/watch?v=nHnRJvJRzZg
How to CPU Mine NewEnglandcoin (NENG) in macOS https://www.youtube.com/watch?v=Zj7NLMeNSOQ
Decentralization and Community Driven NewEnglandcoin is a decentralized coin just like bitcoin. There is no boss on NewEnglandcoin. Nobody nor the dev owns NENG.
We know a coin is worth nothing if there is no backing from community. Therefore, we as dev do not intend to make decision on this coin solely by ourselves. It is our expectation that NewEnglandcoin community will make majority of decisions on direction of this coin from now on. We as dev merely view our-self as coin creater and technical support of this coin while providing NENG a permanent home at ShorelineCrypto Exchange.
Twitter Airdrop
Follow NENG twitter and receive 100,000 NENG on Twitter Airdrop to up to 1000 winners
Graphic Redesign Bounty
Top one award: 90.9 million NENG Top 10 Winners: 500,000 NENG / person Event Timing: March 25, 2019 - Present Event Address: NewEnglandcoin DISCORD at: https://discord.gg/UPeBwgs
Please complete above Twitter Bounty requirement first. Then follow Below Steps to qualify for the Bounty: (1) Required: submit your own designed NENG logo picture in gif, png jpg or any other common graphic file format into DISCORD "bounty-submission" board (2) Optional: submit a second graphic for logo or any other marketing purposes into "bounty-submission" board. (3) Complete below form.
Please limit your submission to no more than two total. Delete any wrongly submitted or undesired graphics in the board. Contact DISCORD u/honglu69#5911 or u/krypton#6139 if you have any issues.
Twitter Airdrop/Graphic Redesign bounty sign up: https://goo.gl/forms/L0vcwmVi8c76cR7m1
Milestones
Roadmap
NENG v1.4.0 Android Mining, randomSpike Evaluation https://github.com/ShorelineCrypto/NewEnglandCoin/releases/download/NENG_2020_Q3_report/NENG_2020_Q3_report.pdf
RandomSpike - NENG core v1.3.0 Hardfork Upgrade Proposal https://github.com/ShorelineCrypto/NewEnglandCoin/releases/download/2020Q1_Report/Scrypt_RandomSpike_NENGv1.3.0_Hardfork_Proposal.pdf
NENG Security, Decentralization & Valuation
https://github.com/ShorelineCrypto/NewEnglandCoin/releases/download/2019Q2_report/NENG_Security_Decentralization_Value.pdf
Whitepaper v1.0 https://github.com/ShorelineCrypto/NewEnglandCoin/releases/download/whitepaper_v1.0/NENG_WhitePaper.pdf
DISCORD https://discord.gg/UPeBwgs
Explorer
http://www.findblocks.com/exploreNENG http://86.100.49.209/exploreNENG http://nengexplorer.mooo.com:3001/
Step by step guide on how to setup an explorer: https://github.com/ShorelineCrypto/nengexplorer
Github https://github.com/ShorelineCrypto/NewEnglandCoin
Wallet
Android with UserLand App (arm64/armhf), Chromebook (x64/arm64/armhf): https://github.com/ShorelineCrypto/NewEnglandCoin/releases/tag/v1.4.0.5
Linux Wallet (Ubuntu/Linux Mint, Debian/MX Linux, Arch/Manjaro, Fedora, openSUSE): https://github.com/ShorelineCrypto/NewEnglandCoin/releases/tag/v1.4.0.3
MacOS Wallet (10.11 El Capitan or higher): https://github.com/ShorelineCrypto/NewEnglandCoin/releases/tag/v1.4.0.2
Android with GNUroot on 32 bits old Phones (alpha release) wallet: https://github.com/ShorelineCrypto/NewEnglandCoin/releases/tag/v1.4.0
Windows wallet: https://github.com/ShorelineCrypto/NewEnglandCoin/releases/tag/v1.3.0.1
addnode ip address for the wallet to sync faster, frequently updated conf file: https://github.com/ShorelineCrypto/cheetah_cpumineblob/mastenewenglandcoin.conf-example
How to Sync Full Node Desktop Wallet https://www.reddit.com/NewEnglandCoin/comments/er6f0q/how_to_sync_full_node_desktop_wallet/
TWITTER https://twitter.com/newenglandcoin
REDDIT https://www.reddit.com/NewEnglandCoin/
Cheetah CPU Miner Software https://github.com/ShorelineCrypto/cheetah_cpuminer
Solo Mining with GPU or ASIC https://bitcointalk.org/index.php?topic=5027091.msg52187727#msg52187727
How to Run Two Full Node in Same Desktop PC https://bitcointalk.org/index.php?topic=5027091.msg53581449#msg53581449
ASIC/GPU Mining Pools Warning to Big ASIC Miners Due to DynDiff Algo on top of Scrypt, solo mining is recommended for ASIC/GPU miners. Further more, even for mining pools, small mining pool will generate better performance than big NENG mining pool because of new algo v1.2.x post hard fork.
The set up configuration of NENG for scrypt pool mining is same as a typical normal scrypt coin. In other word, DynDiff on Scrypt algo is backward compatible with Scrypt algo. Because ASIC/GPU miners rely on CPU miners for smooth blockchain movement, checkout bottom of "Latest News" section for A WARNING to All ASIC miners before you decide to dump big ASIC hash rate into NENG mining.
(1) Original DynDiff Warning: https://bitcointalk.org/index.php?topic=5027091.msg48324708#msg48324708 (2) New Warning on RandomSpike Spike difficulty (244k) introduced in RandomSpike served as roadblocks to instant mining and provide security against 51% attack risk. However, this spike difficulty like a roadblock that makes big ASIC mining less profitable. In case of spike block to be mined, the spike difficulty immediately serve as base difficulty, which will block GPU/ASIC miners effectively and leave CPU cheetah solo miners dominating mining almost 100% until next base difficulty reset.
FindBlocks http://findblocks.com/
CRpool http://crpool.xyz/
Cminors' Pool http://newenglandcoin.cminors-pool.com/
SPOOL https://spools.online/
Exchange
📷
https://shorelinecrypto.com/
Features: anonymous sign up and trading. No restriction or limit on deposit or withdraw.
The trading pairs available: NewEnglandcoin (NENG) / Dogecoin (DOGE)
Trading commission: A round trip trading will incur 0.10% trading fees in average. Fees are paid only on buyer side. buy fee: 0.2% / sell fee: 0% Deposit fees: free for all coins Withdraw fees: ZERO per withdraw. Mining fees are appointed by each coin blockchain. To cover the blockchain mining fees, there is minimum balance per coin per account: * Dogecoin 2 DOGE * NewEnglandcoin 1 NENG
Latest News Aug 30, 2020 - NENG v1.4.0.5 Released for Android/Chromebook Upgrade with armhf, better hardware support https://bitcointalk.org/index.php?topic=5027091.msg55098029#msg55098029
Aug 11, 2020 - NENG v1.4.0.4 Released for Android arm64 Upgrade / Chromebook Support https://bitcointalk.org/index.php?topic=5027091.msg54977437#msg54977437
Jul 30, 2020 - NENG v1.4.0.3 Released for Linux Wallet Upgrade with 8 Distros https://bitcointalk.org/index.php?topic=5027091.msg54898540#msg54898540
Jul 21, 2020 - NENG v1.4.0.2 Released for MacOS Upgrade with Catalina https://bitcointalk.org/index.php?topic=5027091.msg54839522#msg54839522
Jul 19, 2020 - NENG v1.4.0.1 Released for MacOS Wallet Upgrade https://bitcointalk.org/index.php?topic=5027091.msg54830333#msg54830333
Jul 15, 2020 - NENG v1.4.0 Released for Android Mining, Ubuntu 20.04 support https://bitcointalk.org/index.php?topic=5027091.msg54803639#msg54803639
Jul 11, 2020 - NENG v1.4.0 Android Mining, randomSpike Evaluation https://bitcointalk.org/index.php?topic=5027091.msg54777222#msg54777222
Jun 27, 2020 - Pre-Announce: NENG v1.4.0 Proposal for Mobile Miner Upgrade, Android Mining Start in July 2020 https://bitcointalk.org/index.php?topic=5027091.msg54694233#msg54694233
Jun 19, 2020 - Best Practice for Futurebit Moonlander2 USB ASIC on solo mining mode https://bitcointalk.org/index.php?topic=5027091.msg54645726#msg54645726
Mar 15, 2020 - Scrypt RandomSpike - NENG v1.3.0.1 Released for better wallet syncing https://bitcointalk.org/index.php?topic=5027091.msg54030923#msg54030923
Feb 23, 2020 - Scrypt RandomSpike - NENG Core v1.3.0 Relased, Hardfork on Mar 1 https://bitcointalk.org/index.php?topic=5027091.msg53900926#msg53900926
Feb 1, 2020 - Scrypt RandomSpike Proposal Published- NENG 1.3.0 Hardfork https://bitcointalk.org/index.php?topic=5027091.msg53735458#msg53735458
Jan 15, 2020 - NewEnglandcoin Dev Team Expanded with New Kickoff https://bitcointalk.org/index.php?topic=5027091.msg53617358#msg53617358
Jan 12, 2020 - Explanation of Base Diff Reset and Effect of Supply https://www.reddit.com/NewEnglandCoin/comments/envmo1/explanation_of_base_diff_reset_and_effect_of/
Dec 19, 2019 - Shoreline_tradingbot version 1.0 is released https://bitcointalk.org/index.php?topic=5121953.msg53391184#msg53391184
Sept 1, 2019 - NewEnglandcoin (NENG) is Selected as Shoreline Tradingbot First Supported Coin https://bitcointalk.org/index.php?topic=5027091.msg52331201#msg52331201
Aug 15, 2019 - Mining Update on Effect of Base Difficulty Reset, GPU vs ASIC https://bitcointalk.org/index.php?topic=5027091.msg52169572#msg52169572
Jul 7, 2019 - CPU Mining on macOS Mojave is supported under latest Cheetah_Cpuminer Release https://bitcointalk.org/index.php?topic=5027091.msg51745839#msg51745839
Jun 1, 2019 - NENG Fiat project is stopped by Square, Inc https://bitcointalk.org/index.php?topic=5027091.msg51312291#msg51312291
Apr 21, 2019 - NENG Fiat Project is Launched by ShorelineCrypto https://bitcointalk.org/index.php?topic=5027091.msg50714764#msg50714764
Apr 7, 2019 - Announcement of Fiat Project for all U.S. Residents & Mobile Miner Project Initiation https://bitcointalk.org/index.php?topic=5027091.msg50506585#msg50506585
Apr 1, 2019 - Disclosure on Large Buying on NENG at ShorelineCrypto Exchange https://bitcointalk.org/index.php?topic=5027091.msg50417196#msg50417196
Mar 27, 2019 - Disclosure on Large Buying on NENG at ShorelineCrypto Exchange https://bitcointalk.org/index.php?topic=5027091.msg50332097#msg50332097
Mar 17, 2019 - Disclosure on Large Buying on NENG at ShorelineCrypto Exchange https://bitcointalk.org/index.php?topic=5027091.msg50208194#msg50208194
Feb 26, 2019 - Community Project - NewEnglandcoin Graphic Redesign Bounty Initiated https://bitcointalk.org/index.php?topic=5027091.msg49931305#msg49931305
Feb 22, 2019 - Dev Policy on Checkpoints on NewEnglandcoin https://bitcointalk.org/index.php?topic=5027091.msg49875242#msg49875242
Feb 20, 2019 - NewEnglandCoin v1.2.1 Released to Secure the Hard Kork https://bitcointalk.org/index.php?topic=5027091.msg49831059#msg49831059
Feb 11, 2019 - NewEnglandCoin v1.2.0 Released, Anti-51% Attack, Anti-instant Mining after Hard Fork https://bitcointalk.org/index.php?topic=5027091.msg49685389#msg49685389
Jan 13, 2019 - Cheetah_CpuMiner added support for CPU Mining on Mac https://bitcointalk.org/index.php?topic=5027091.msg49218760#msg49218760
Jan 12, 2019 - NENG Core v1.1.2 Released to support MacOS OSX Wallet https://bitcointalk.org/index.php?topic=5027091.msg49202088#msg49202088
Jan 2, 2019 - Cheetah_Cpuminer v1.1.0 is released for both Linux and Windows https://bitcointalk.org/index.php?topic=5027091.msg49004345#msg49004345
Dec 31, 2018 - Technical Whitepaper is Released https://bitcointalk.org/index.php?topic=5027091.msg48990334#msg48990334
Dec 28, 2018 - Cheetah_Cpuminer v1.0.0 is released for Linux https://bitcointalk.org/index.php?topic=5027091.msg48935135#msg48935135
Update on Dec 14, 2018 - NENG Blockchain Stuck Issue https://bitcointalk.org/index.php?topic=5027091.msg48668375#msg48668375
Nov 27, 2018 - Exclusive for PC CPU Miners - How to Steal a Block from ASIC Miners https://bitcointalk.org/index.php?topic=5027091.msg48258465#msg48258465
Nov 28, 2018 - How to CPU Mine a NENG block with window/linux PC https://bitcointalk.org/index.php?topic=5027091.msg48298311#msg48298311
Nov 29, 2018 - A Warning to ASIC Miners https://bitcointalk.org/index.php?topic=5027091.msg48324708#msg48324708
Disclosure: Dev Team Came from ShorelineCrypto, a US based Informatics Service Business offering Fee for service for Coin Creation, Coin Exchange Listing, Blockchain Consulting, etc.
submitted by honglu69 to NewEnglandCoin [link] [comments]

An interesting essay

Nail disorders are beyond cosmetic concern; besides discomfort in performance of daily chores, they disturb patients psychologically and affect their quality of life. Fungal nail infection (onychomycosis) is most prevalent nail related disorder affecting major population worldwide. Overcoming the impenetrable nail barrier is the toughest challenge for development of efficacious topical ungual formulation. Sophisticated techniques such as Iontophoresis, Photodynamic therapy have been proved to improve transungual permeation. This article provides updated and concise discussion regarding conventional approach and upcoming novel enhancers/research approaches focused to alter nail barrier. A comprehensive description regarding pre-formulation screening techniques for identification of potential ungual enhancers is described in this review. An attempt has been made to elaborately describe the characterization techniques for pre-screening of ungual enhancers and to highlight the current pitfalls for development of ungual delivery. 1. INTRODUCTION Skin and its auxiliary appendages such as hair and nails represent an area of great importance in dermatology or any cosmetic field because disorder in any of these parts have a direct impact on external appearance, psychological and normal daily routine. Nails disorders are not life threating but if untreated can transform from a non-specific to an exasperating problem, which consumes lot of time to restore into its normal condition. A synergistic combination of systemic with topical delivery is preferred approach for efficient treatment of onychomycosis. In spite of availability of several treatment options for ungual infection, none of the remedies give absolute fungal eradication. Psoriatic nail dystrophy is another common nail disorder, compared to skin psoriasis; treatment options for nail psoriasis are limited and often give disappointing result. Numerous strategies have been employed and succeeded to improve drug diffusion through the dense ungual keratin layers. A brief research based on novel approaches to treat ungual disorders has been described in this review. These agents have shown marked improved transungual diffusion of drug into the nail and compared to conventional ungual enhancers cause minimal damage to nail keratin. Major emphasis is given to biophysical and bioengineering techniques to utilize their potential to understand and characterize nail barrier for screening ungual enhancers. 1.1. The human nail and its anatomy A nail is a horn-like envelope covering the dorsal portion of the terminal phalanges of fingers and toes in humans, primates, and a few other mammals. Figure 1a. External nail antaomy Figure 1b. Layers of Nail plate The human nail apparatus comprises of nail plate, nail bed, nail folds, and the nail matrix. As shown in figure 1-the nail plate is the actual fingernail, consisting of translucent keratin covering the entire nail bed. The nail plate is a thick, elastic, convex structure composed of approximately 25 layers of tightly bound dead keratinised cells. The nail plate is divided into three layers, upper dorsal layer, intermediate layer followed by the inner ventral layer (figure 1b). The thickness of each layer is in the ratio 3:5:2 respectively [1].The dorsal layer is most resistant barrier for penetration of molecules.The cutaneous wedge shaped skin folds overlapping the sides and proximal end of the nail are the nail folds. The visible part of the nail matrix or the edge of the germinal matrix is called as lunula. It is white cresent moon shaped and is located at the base of nail (prominently visible on thumb nail) .The junction between the free edge and the skin of the fingertip is known as the hyponchium. It is an epithelium tissue and its function is to protect the nail bed. The seal between the nail plate and the hyponchium is known as the onchodermal band. A small band of epithelium extending between the posterior nail wall onto the base of the nail is known as the eponychium. The paronychium is the border tissue around the nail. It is also known as the paronychial edge and is the site of the infection of the nail disorder known as paronychia. [2] Figure 2. Internal nail anatomy Figure 2. Diagrammatically represents the interior structure of fingernail -The nail bed is the immediate living tissue present beneath the nail plate. The nail matrix (keratogenous membrane or onychostroma) is a living tissue located exactly below the lunula which protects the nail extending several millimetres into the finger. according to its Based on their function nail matrix is classified into subtypes namely sterile matrix and germinal matrix. The sterile matrix is responsible for the production of the nail bed. The germinal matrix produces the cells which subsequently become the nail plate. The edge of germinal matrix is visible, called as lunula of nail plate. The nail root (radix unguis) is the base of nail formed from the tissue growing below the matrix. The nail sinus (sinus unguis) is a deep furrow into which the nail root is inserted. [3] 1.2. Nail Disorders The two most frequent ungual disorders are onychomycosis and nail psoriasis. Onychomycosis is responsible for 50% of the nail disorders. It affects approximately 10% of the general population [4].It is more prevalent in diabetic and elderly population. Use of excessive immunosuppressant’s can also lead to onchomycosis. Nail psoriasis is reported in 80-90% of the patients suffering from skin psoriasis. It affects 1-3% of the total population [5]. A comprehensive description of nail disorders and their characteristics symptoms observed are listed briefly in table 1 Table 1. Nail disorders and their characteristics symptoms Disorder Characteristics observed Onychomycosis ‘ Fungal infection of nail plate caused by dermatophytes such as Trichophyton, epidermophyton and microsporum species(responsible for 80-90% of the cases), and seldom by non dermatophyte fungi such as Aspergillus, Fusarium spp, and yeasts such as Candida spp.[4] ‘ Fungii digests the nail keratin causing discolouration, thickening and splitting of nails. ‘ Irritation of the nails and pain is observed Nail Psoriasis ‘ Presence of scales pits on the nails, red and yellow discolouration of the nails. The skin under the nail gets thickened. ‘ Crumbling of nail is also observed. ‘ The nail plate gets separated from the nail bed.[6] Paronychia: ‘ Pain, redness and swelling of the nail fold and formation of pus filled blisters. ‘ The nail plate becomes thickened with prominent transverse ridges. Tinea unguis ‘ Thickening of the nails due to presence of ringworm infection. If left untreated can lead to complete loss of nail plate. Onychogryposis: ‘ Thickening of the nail plate and the nail plate is observed to curve inwards the nails, with a characteristics claw-type appearance [7]. Onychatrophia: ‘ Nail plate gets atrophised, loses its lustre, reduces in size and sometimes sheds entirely [7]. Koilonychia ‘ The nails become thin and concave in shape like a spoon and show raised ridges [7]. Melanonychia ‘ Black or brown pigmentation of the nail plate [8]. 1.3. Nail growth and regeneration The growth rate of normal fingernails varies from <1.8mm to '4.5mm per month [9]. The average growth of nail per day is 0.1mm. Toenails grow at a rate one-half to one-third of the growth of the fingernails. A normal fingernail generally grows fully in about 6 months whereas a toenail takes about 12 to 18 months for complete growth [10].In a dominant hand the nail growth is faster. The rate of nail growth is higher in males than females. Age and environment also play a major role for growth of nails. The rate of growth in nails is slow in the old age and high in cold climate. Environmental factors such as exposure to chemicals, strong detergents, reaction to adhesives used in artificial nails can lead to nail abnormalities. It is observed that after nail avulsion nails grow at faster rate [11]. Treatment with drugs such as benoxaprofen, biotin, cysteine, methionine, levodopa, itraconazole accelerates the nail growth. The nail growth is retarded in presence of infections and in conditions like fever, malnutrition, decreased circulation and lactation. Administration of antimycotic drugs also decreases the rate of nail growth [11]. 2. STRATEGIES TO ENHANCE TRANSUNGUAL PERMEATION OF DRUGS The nail keratin cells are tightly bound, arranged in form of compact blocks with no interstitial space in between. The thickness of the nail plate, its high sulphur content and the marked differences between the nail plate and the stratum corneum (Table 2) makes the nail plate an impenetrable barrier for transport of the drug across the nail plate. To overcome the tough nail barrier and enhance transungual drug delivery, several methods and techniques have been adapted by researchers, which are briefly described in this review. Table 2: Comparison between the nail plate and the stratum corneum [11]. Composition Nail Stratum corneum Thickness 500-1000??m 10-40??m Disulphide linkage 10.6% 1.2% % swelling in water 25% 200-300% Lipid content 0.1-1% 10-20% Table 3: Amino acid composition of the human nail plate and the stratum corneum [11]. Amino acid Stratum corneum Nail Lys 4.2% 3.1% S 1.4% 3.2% Glu 12.6% 13.6% Gly 24.5% 7.9% ?? Cys 1.2% 10.6% 2.1. Conventional approach Due to lack of basic understanding of nail anatomy and its permeability, initially mechanical methods such as partial removal of nail plate/complete nail avulsion followed by subsequent application of drug were used for treatment of onychomycosis [12, 13].These methods are non-patient compliant and are practically infeasible solution as a complete cure for onychomycosis. Disrupting basic nail keratin backbone, using disulphide reducing agents (sodium sulphite, dithioreitol) and keratolytic agents (urea, lactic acid, salicylic acid) are one of the common approaches for enhancing permeation of antifungals into the nails. Chemical agents such as urea, thioglycollic acid, and enzyme like papain interact with the disulphide bond of the nail keratin and facilitate their breakage, aiding improved transport of drug across the nail plate. [14] Recently sequential application of oxidising and reducing agents for improved transungual delivery was reported by M.D. brown et al. Two penetration enhancers (PEs), thioglycolic acid (TA) and urea hydrogen peroxide (urea H2O2) and their sequential pre-treatment onpermeation of three model permeants (caffeine, terbinafine and methyl paraben) were studied. The diffusion flux of all permeates were significantlyincreased in presence of the penetration enhancers. The sequential application of TA followed by urea H2O2 increased flux of terbinafine and caffeine but reversing their application order mild increase in flux of methyl paraben was observed [15]. 2.2. Sophisticated technologies Sophisticated technologies employing iontophoresis, ultrasound, and ultraviolet energy could alter nail keratin physically, with minimum damage, enhancing penetration of drug into the nail. a) Iontophoresis Iontophoresis is most effective technique for driving higher amount drug into the nail through the dense keratin layer [16, 17, 18, 19, 20]. With aid of iontophoresis drug depot can be formed into layers of nail keratin which gradually releases drug with time[21]. Hao and li examined the effect of iontophoresis on permeation of antifungal drug ciclopirox [21]. A small portable, disposable, user friendly device was developed which significantly delivered high amount of ciclopirox iontophoretically from its lacquer formulation compared to its passive delivery from same formulation and marketed lacquer penlac. Similar study was performed by Nair et al on human nail for enhancing delivery of terbinafinehcl [22]. Ionotophoresis could successfully drive ionic terbinafine molecules into the nail. Light microscopy study using methylene blue was performed and uptake of methylene blue was found to be highest using iontophoresis into the three layers of nail when compared with control. Manda et al studied iontophoretic delivery of terbinafine through proximal nail fold using cadaver toe nail model [23]. A custom designed polyurethane foam pad was employed as iontophoreic device which significantly delivered high amount of terbinafine into the nail matrix and deeper ungual layers compared to its passive delivery. b) Co2 lasers Lim et al used combination of fractional Co2 laser therapy with topical antifungal treatment for treating 24 patients suffering from onychomycosis [24]. Nail plate were punctured using ablative co2 laser followed by topical application of amolorofine cream. At the end of study, it was observed that the fungi resided area of the infected toenail of patients wassignificantly decreased with improved visual appearance. Out of 24, total of 22 patients (92%) showed a clinical response, and 12 patients (50%) showed a complete cure with a negative microscopic result and no adverse effect. The authors postulated that ablative fractional Co2 laser exerted direct fungicidal effect and created multiple porosities into nail plate enhancing the penetration of antifungal agent into the nail bed or matrix [24]. c) Etching/mesoscissing Etching involves production of minuscule micropores on surface of nail plate. Certain surface modifying agents such as phosphoric acid, tartaric acid, or devices such as (Path Former) creates microporosites on the nail surfaces, decreasing the contact angle providing a better surface for the drug to bind [25]. Path Former(Path Scientific, Carlisle, USA) is an FDA approved etching device, which creates miniature pin holes into the nails without affecting the nail bed and helps in draining the subungual hematomas [26]. The device uses electrical resistance of the nail as the feedback and eliminates the need for anaesthesia. The drilling of the nail plate is done by using a 400 micrometer tissue cutter and is retracted when it has penetrated into the nail plate. After the nail is etched a nail lacquer can be applied on the nails promoting sustained release of the drug. d) Ultrasound An ultrasound-mediated drug delivery system was developed by Abadi and Zderic, 2011 for treating onychomycosis. The slip-in device consists two compartments namely ultrasound transducers and drug delivery compartments above each toenail. The device is connected to a computer, where a software interface allows users to select their preferred course of treatment. Using an ultrasound-mediated drug delivery system, thrice amount of drug was delivered into the nail [27]. e) LaseUV Photodynamic therapy Laser wavelength in near infra- red region (780 nm -3000 nm) has capacity to directly heat the target tissues. Laser therapy has been reported in articles for curing onychomycosis [28, 29, 30, 31]. A pulsed laser technology has been employed for eradication of Trichophyton rubrum[30]. Direct thermal killing of fungal mycelia on nail clippings was observed when the temperature exceeded 50 degrees centigrade. Photodynamic therapies have shown remarkable results in treatment of skin related disorders [30, 31, 32]. Same technology was utilized Ryan et al, the authors treated infected fungal nail using a combination of a light sensitive drug (5-Aminolevulinic acid- ALA) and visible light which causes destruction of selected cells[33]. Incubation of dermatophytes such as Candida albicans and Trichophyton interdigitale in presence of ALA (10 mM), followed by irradiation with light caused reductions in viability of organisms by 87% and 42%, respectively. ALA was applied in form of bioadhesive patch on the human nails, ALA induced accumulation of photosensitizer called protoporphyrin IX which subsequently lead to photodynamic destruction of fungi. [33] 2.3. NOVEL UNGUAL PERMEATION ENHANCERS a. Water- Primary ungual permeation enhancer Water diffuses into the nail more rapidly compared to stratum corneum, also the rate of transonchial water loss from nail keratin is higher than tewl of stratum corneum [34, 35, 36]. Kelly et al compared the effect of plain organic and binary mixture of aqueous organic solvents systems on nail hydration and permeability [37].Ungual uptake and transport was correlated to concentration of organic solvent employed in study. It was observed that substituting water with a non-polar solvent decreases drug penetration across the nail plate. Higher the concentration of organic solvent, slower was ungual uptake and transport of radioactive probes across the nail. Water miscible solvents such as polyethylene/polypropylene glycol could hydrate the nail to higher extent compared to plain organic solvents. Nail keratin swells in presence of water and becomes more flexible. The hydrated keratin cells moves apart and the dense keratinized nail behaves like a hydrophilic gel matrix. Drug moieties can therefore diffuse through the hydrated keratin network with less resistance [38]. This principle was utilized by gunt et al to increase the permeation of ketoconazole through human nail. The permeability of antifungal ketoconazole was tested at different relative humidity (RH) to study effect of hydration on permeation of ketoconazole. Radiolabelled [3H] ketoconazole was employed to study the permeability of ketoconazole solution through human cadaver nails over a period of 40 days. The permeability of ketoconazole increased in order of three fold as the ambient RH was increased from 15 to 100%. [38]. Hui et al compared the penetration profile of ciclopirox between marketed organic solvent based lacquer (penlac), aqueous marketed gel and experimental gel [39]. The rate of permeation of ciclopirox in aqueous gel formulations were higher compared to penlac. Water itself acted as permeation enhancer which hydrated the nail and ultimately lead to an increased permeation of drug into nail. Similar results were obtained by D. Monti et al, permeation of two antifungal drugs ciclopirox and amolorfine in novel chitosan based water soluble nail lacquer were studied and compared with marketed amolorolfine lacquer (Loceryl) using bovine hoof slices [40]. The hydro soluble lacquers showed enhanced permeation and invitro antifungal activity into hoof keratin compared Loceryl. It was found that application of chitosan based ciclopirox nail lacquer on hoof keratin, resulted in rapid penetration of ciclopirox compared to marketed non aqueous lacquer. The growth of the fungus Candida parapsilosis was inhibited up to 30 hours after the application of hydrosoluble nail lacquer. The reason postulated by authors was presence of aqueous vehicle along with adhesion promoters like chitosan could lead effective transport of active across the nail keratin. [40] General conventional nail lacquers are based on water-insoluble resins and have limited potential to enhance the transungual drug delivery. On the contrary, aqueous-based lacquers can promote the nail hydration and drug diffusion across the nail plate, but suffer limitation of being easily wiped off or washed off the nail surface. Hence, to incorporate the properties of both water soluble and water insoluble nail lacquer Shivakumar et al. proposed a bilayered nail lacquer for onchomycosis treatment [41]. The lacquer consisted of two layers, underlying hydrophilic layer containing the drug terbinafine hydrochloride and an upper hydrophobic vinyl layer. The hydrophilic layer was based on HPMC and adhered well to the surface of the nails. The vinyl layer was applied to protect the underlying drug containing layer getting washed off during daily chores. It was found that the bilayered lacquer was resistant to drug loss on multiple washings and a significant high amount of terbinafinehcl was retain into nail layers compared to hydrophilic monolayer lacquer and control. In-vitro efficacy demonstrated an enhanced activity with bilayered lacquer. [41] b. SEPA: Hui et al used SEPA (2-n-Nonyl-1,3-dioxolane) for improving penetration of econazole from a nail lacquer formulation (Econail) [42]. It was found that addition of SEPA could increase permeation of econozole 6 times higher than control. Econail could deliver significantly higher amount of econozole in all three layers of nail and nail bed as compared to control. Dioxalones are generally skin permeation enhancers acting by altering lipid diffusion pathway of skin. The exact mechanism of dioxalone promoting econozole influx into the nail was not clearly understood but it was reported by author that SEPA acted as adhesion promoter and plasticizer for nail which facilitated increased diffusion of econozole into the nail. c. Hydrophobins: Hydrophobins are amphiphilic fungal proteins, which were recently proved by Vejnovic et al., 2010 as prospective transungual permeation enhancers [43].Vejnovic et al, investigated permeation enhancement potential of hydrophobins A-C for transport of terbinafinehcl across the nail. All the hydrophobins successfully increased permeability of terbinafine across the nail, hydrophobin B was superior among all of them showing highest permeability coefficient and 13 fold enhanced permeation of terbinafine. The mechanism of action by which hydrophobins act as permeation enhancers is still under research, some of their modes of action were reported by authors as follows. Structurally hydrophobins are stable having eight cysteine residues and four disulphide linkages, which lead to better protein interactions with keratin fibres and also with fungi proteins. Further, hydrophobins had amphipihilc structure with unique self- assembling and adherent properties and were able to coat terbinafine improving its solubility and physical stability. The coated terbinafine was found to have greater affinity for the hydrophilic gel membrane of the human nail thus increasing its permeation. Results suggested that the addition of hydrophobins improved permeability in the range of 3E'10 to 2E'9 cm/s. As of interest hydrophobins are new emerging ungual enhancers with unique features, more research is still required for investigating their complete potential as ungual enhancer and probably will be found. d. Keratolytic enzymes M. Mohorcic et al studied the effect of fungal keratinase produced by P. marquandiion on permeation characteristics of nail plate and bovine hoof [44]. It was found that the enzyme acted on the intercellular matrix which holds nail cells together, which resulted corneocytes separation from one another. SEM images showed that the corneocytes were 'lifted off' the plate and their surface was corroded. Pre-treatment of hoof with keratinase resulted in enhanced transungual permeation of model drug metformin. The permeability co-efficient and drug flux were found to be significantly increased in the presence of the enzyme. It was concluded that the enzyme, via its hydrolytic action on nail plate proteins can improve permeation and ungual uptake of drug. Similar Tiwary and Gupta isolated a combination of novel enzymes termed as Ker N which is chemically subtilisin-??-Glutamyl Transpeptidase from a feather degrading strain of Bacillus licheniformis [45]. The KerN enzyme increased the permeability of nail by loosening nail matrix and corroding the dorsal surface, which was confirmed by SEM images of nail plate treated with KerN. Drug permeation studies revealed that 58% clotrimazole was retained into the nail plates after 24 h exposure with 300 ??g/mL of kern in presence of drug. The enzyme had high potency and was found to be stable in presence of drug even after 72 h. The authors therefore proposed, KerN as a novel ungual enhancer to increase the permeability of drug during topical application on nail plates. e. Inorganic salts Inorganic salts such as sodium phosphate can serve as excellent, non-toxic, cheap ungual permeation enhancers [46]. Optimum concentrations of these salts have ability to increase the nail hydration with increased thermodynamic activity of drug. Nair et al studied effect of different inorganic salts (ammonium carbonate, sodium phosphate, calcium phosphate, potassium phosphate , sodium sulphite) on transungual permeation of terbinafineHCl. All the above salts enhanced transungual permeation of terbinafine in nail plate by 3 ' 5 folds. Among this, sodium phosphate showed highest, 5 fold enhancement of terbinafine permeation as compared to control. A 0.5 M sodium phosphate was employed as permeation enhancer in polaxamer based terbinafine gel and transungual in-vitro diffusion studies was carried using Franz diffusion cell. The cumulative amount of terbinafine permeated after 24 h from the formulated gel was higher than control. Hence, inorganic salts such as sodium phosphate can serve as promising novel ungual penetration enhancers f. Lipid diffusion enhancers Maibach et al incorporated ciclopirox in an oily vehicle consisting of benzyl alcohol, peppermint oil, turpentine and mineral oil, for enhanced transungual permeation. In contrast to hydrogel nature of nail, this lipophilic formulation showed significant rate of penetration of ciclopirox compared to its commercial lacquer penlac after 11 days in vitro diffusion study on human nail plate[47]. Ciclopirox content into all three layers of nail plate and nail bed from the novel lipidic formulation was found to be significantly higher than penlac. The authors hypothesized that though hydrophilic pathway is predominant pathway for molecules to diffuse into the nail, there exist miniature lipidic pathway into the nail through which lipophilic moieties traverses and by passes the impenetrable keratin corneocytes. This new pathway can be studied and further explored to develop more efficacious ungual formulations. Thus an appropriate combination of hydrophilic and lipophilic enhancers is suspected to give optimum and efficacious drug delivery into ungual layers.
submitted by Dudesly-Games to copypasta [link] [comments]

Bitcoin Broker Understand the Benefits of CryptoCurrency Trading

Bitcoin is a cryptocurrency, which can be spent, saved, or invested, and it can be stolen too. Trading with Bitcoins was considered to be risky, but the current trends show that it has become a big hit the binary options sector. This decentralized currency is not regulated by any Government, or by any central authority.
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submitted by amirkhoso to u/amirkhoso [link] [comments]

Making a super low cost trainer/dev kit. What do you wish you had in the kits/trainers you used to learn electronics?

Useless Backstory:
My original plan was to design a digital logic trainer for my students that could be submerged in alcohol without damage, to sanitize between classes. I did that and the prototypes work great (Other components for scale)
It's fair to assume the campus will close pretty quickly after the first spikes in covid cases. This means the original design won't be useful, students won't be in to share the equipment. Many departments plan to just gut their lab courses while some plan to throw huge tool/equipment costs at their students for at-home labs. I don't consider removing hands-on work a viable option, and equipment would cost a ton because the school store is terrible as far as where they can get products from, plus it takes its own cut of ~20%. The school store is the only way to pay for things with financial aid, so I have to go through them.
I priced everything out for my original design and discovered the board is so unbelievably cheap ($22 vs the $350 we pay for just ONE of the trainers the students use) that I plan to just make a new version that also includes all the features from the analog, processor, and plc trainers. Should cover everything from learning ohm's law to designing and testing amplifiers, from digital logic through assembly language up to C++/Python, from relay/ladder logic to PLC programming.
To the point:
For reference, here's a google image search of what I am designing a replacement for. Click on some at random and check the prices and specs. There's no reason they should cost hundreds. The ones that don't cost a ton are just switches and buttons and leds wired to headers - something anyone here can do for $10.
My goal is to add all the features from every single trainer I've seen/used but keep below 10% of the price of what is currently available. Each unit of equipment my students use (scopes, generators, supplies, digital/analog trainers, processor boards, plcs, etc) cost the department $5k+, and that's even after I got them to approve sparkfun as a vendor to save money. Assuming the students pick up shitty, low spec versions of everything for doing their labs at home, we're still looking at $1k. I like <$100 better, and would like the students to have something they can continue using to learn/develop electronics even after graduation.
So far I'm at $48 per trainer, completely assembled and in a case and I'm just about ready to make the next batch of prototypes but want to know what additional features I should cram into it.
What should I add that isn't listed below?
Supplies:
(1)+/- 19V 3A isolated supply
(2)+/- 5V 1.5A supplies
(1) 19V variable supply
(1) Constant-current linear regulated supply
(2) CV/CC switchmode supplies (fairly well filtered)
Power input is by default USB-C 20V/100W but I got impatient waiting on the USB-C sockets to come in the mail and rigged one up with a laptop DC jack (19.5V) for testing. I liked it. Most people have a box of old adapters in their house so I might just throw empty spots all around the back edge with the traces and pads for 10 different types of sockets so that anyone can use any supply they have lying around within the 18-34v 3A+ range. It already has overvoltage/undervoltage/overcurrent protection, adding a receiver for laptop signal pins that tell the system what the power brick is rated for would be easy.
There's also a USB micro-b port that can power everything but the analog supplies. It is also used for reprogramming firmware in the event of serious corruption, but updates and changes by default occur over wifi.
Outputs:
(1) 500mA Isolated Function Generator (12.5Mhz)
(1) function generator that acts as a 16.5V 1A CT transformer output (max 1mhz)
(2) digital clocks (1hz - 40khz)
(1) digital clock (1khz to 200mhz)
(24) 50mA 3-state digital outputs, protected from short circuits to any other line on the board, including the analog voltages. Each is configurable to a switch, button, low frequency clock, or tied to the PLC emulator or processor used for teaching programming.
Communication:
Wifi/Bluetooth, USB client and host, Modbus TCP/IP, Modbus RTU, CAN bus, i2c, i2s, spi, plus anything slow enough to be bitbanged will also be available as a feature through the UI, but not have a dedicated port. For example, you can load a 1-24 bit binary string in through the switches and shift it into 74000 series shift registers.
Inputs:
(4) Multimeters with 10mV precision, two of which are differential and isolated.
(24) 3-state digital inputs (+/- 20V capable, configurable logic levels)
(2) analog inputs (1Msps) - I hesitate to call it an oscilloscope because the next revision will include an FPGA that can actually handle huge amounts of data at high frequency. For now it dumps the data to a RAM IC and the main processor grabs a selection of addresses and renders a graph on the screen. There's no interrupts or anything that could get sub-clockcycle measurements on transitions directly from that data.
(2) 100mhz counters with automatic or adjustable trigger.
User Interface:
3.5" color touch screen - while every feature can be accessed from the touch screen, it's mostly for configuring things. I've made sure to put all features as physical buttons, switches, and knobs.
Wifi AP with captive portal - same access as the touch screen, but also used for uploading code to the processors (ASM ide and arduino ide) or PLC emulator (openplc). Working with a friend to help ensure mobile/tablet compatibility.
Bluetooth - available but not currently used.
Features:
IC testing with learning function - throw any common DIP chip into a socket and it will test whether it's fried. The UI also allows you to add in new chips, where you define which pins are inputs, outputs, power, ground, oscillator, analog, etc and whether you want it to automatically learn from every possible input configuration or a set sequence of commands. This includes i2c/spi chips.
Programming microcontrollers - throw a dip uC into the same socket as the ic tester and it'll configure itself to whatever pinout you define or select from a list. Already have a USB ISP for AVR but will add loads of ports matching the most popular in-system-programmers.
Matrix I/O sniffing - plug any matrix keypad or matrix led display into the I/O lines and it will automatically map them for you.
Communications sniffing - find IR remote codes, i2c addresses, RF codes, etc without external circuitry.
Compatibility with the Analog Discovery 2, Atmel ICE, LabView/Multisim, and I'm tinkering with SCPI to connect to bench equipment.
PLC Programming through OpenPLC.
Full diagnostic utility with schematic and fault indication through the UI. It will literally tell you what is wrong within a 1 centimetre radius on the board, show you the PCB/silkscreen of the area and optionally the schematic, and tell you what to replace to fix it. I added fault detection with port expanders, analog multiplexers, and dummy loads to help me test my original prototypes. It was supposed to be temporary but the work is already done and only added $5 to the total cost so now it's going to be in every future revision. Not a big jump to add pictures of every subcircuit PCB traces/silkscreen.
As an added note, when I'm done with each set of prototypes I plan to give them away on this subreddit for free, but I want to be sure there's no liability on my part. I'm concerned because all but the last version won't have UL/FCC/CE compliance. If anyone could direct me to information on this sort of thing, I'd really appreciate it. I'm thinking maybe I just directly call them "as-is" or defective or scrap?
submitted by -Mikee to arduino [link] [comments]

[Review] Ranking all the Switch shmups Ep25 - Q-YO Blaster

There was a time when I believed that shmups could only feature ships. Then games like Parodius came to challenge that belief. If an Octopus can be the player, then anything is possible. And don’t get me started on Cho Aniki…
When it comes to unusual characters for a shmup, it’s always a coin toss. They could either be the most fun you’ve had in a while or end up being a disappointment. Time for me to toss this coin!
Publisher: Forever entertainment
Platform: Nintendo Switch
Release date: Jun 27, 2019
Price: $9.99
Tate: You can, but you might need to tilt your head
Q-YO Blaster is by far the strangest 2D horizontal shmup I’ve reviewed for this ranking list. The gameplay and mechanics aren’t anything particularly odd, but there’s something about the presentation and the lore which is legitimately fascinating. For some reason it feels like a game developed by someone out of this world who learned about our culture through animated movies.

SATURDAY MORNING SHMUP

One of the aspects that tipped me over the edge when deciding what to review was the art style. Keeping up with the animation vibe, Q-YO Blaster sports an old school cartoon art style. Enemies will be colorful creatures with quirky details such as baseball caps, big eyes or even Mickey Mouse styled gloves. Their animations are equally as comical whether it is their attack animation of their death animation.
Of course, cartoony can be used to describe maybe half of the style. The other half is probably more akin to a sci-fi coat of paint. Along the many bugs and animals, there’s also a great deal of robots, monsters, heavy weaponry and even blood running rampant (or maybe it’s oil?). It does makes sense considering the bugs came from space, and it definitely adds a touch of mystery when navigating through the stages of Q-YO Blaster.

EVERYONE IS HERE!

My original expectation of the game was to have a few pilots including the Q-YO, floating dog head from the screenshots and doggy airplane. Little did I know that Q-YO Blaster has more pilots than I have fingers in both of my hands.
Pilots are arranged into 3 different teams. Each pilot has different stats which include damage, speed and fire. The teams can have +damage, +endurance or a mixture of both. Fortunately, despite the outrageous pilot designs and sprites, their hitboxes are all the same. After picking your pilot, you can pick one of 7 different special weapons to round out your style. From whichever angle you want to watch it, Q-YO Blaster offers a crazy amount of customization options.
The defining feature of each team is their assistant. Assistant are powerful screen-wide effects that trigger once you fill the assistant gauge. The gauge can be filled by continuously shooting and defeating enemies. Once filled, you can hold the fire button to unleash its effect. The effects are a screen explosion that clears bullets, a temporary shield or a 360 barrage of missiles.

BUILDING YOUR OFFENSE

With all of the previous elements combined, you can play as one of 112 possible combinations of team, pilot and special weapons.
In terms of weapons at your disposal, you have 3: your basic shot, your special weapon and your assistant. Your basic shot is an infinite gun that shoots bullets straight ahead with some degree of spread. The first shot is always straight, so you can opt for manual rapid fire to keep a straight line of fire. Alternatively, you can hold the button and just auto-fire.
Occasionally, you’ll find power-up weapons flying around the stage. This power-ups will grant you a limited weapon when collected. These extra weapons are considerably faster than your basic shot at the cost of having limited ammo. They also have a unique effect on their very first shot, once more giving you a choice between manually shooting or going with the auto-fire.

ALSO BUILD YOUR DEFENSE

One defensive tool you have at your disposal is the pulse. Pulse clears every bullet on screen and turns them into gems. When collected, this gems will increase the level of your special weapon gauge. This special weapon will be whatever you picked on the character select, and has 3 different levels of strength depending on how many gems you have collected. It also comes with some slight invulnerability so you can use it to get out of sticky situations.
The caveat of pulse is that you can only carry 3 stocks, and it is only refilled by collecting extra pulse power-ups. I have mixed feelings about this limitation, as I feel it plays an integral part of your offensive game plan. Its hard limit prevents any smart usage other than just a get-out-of-jail card. I would have loved if it had a gauge like the assistant, as that would have created a balance between building pulse and shooting your special.

LITTLE ADVENTURES

Every stage carries a sort of familiar scenery. I like to think of it as Toy Story levels. Considering the characters are Q-YOs and bugs, it makes sense for the scenery to be a relatively small scale such as houses or gardens. I find them to be very charming, or it might be just my nostalgia kicking in because I grew up with Toy Story. Nonetheless, I really dig the stages.
At the end of each stage, there’s a very comical boss waiting for you. These bosses represent whichever vibe you got from the level. For example, the boss of the garden level is none other than Queen Bee herself. Bosses turn the action up to 11 featuring huge bullet patterns and significantly more aggressive tactics. My one complaint about the bosses is that they feel a lot like a flow chart. They have a couple of attacks and will cycle through them in the same order all the time. Assuming you can dodge them, it’s only a matter of repeating the same moves over and over until the boss goes down. This is even worse on the harder difficulties when the bosses have much more HP.
The most interesting aspects of the stages are the end rewards. Similar to many rogue-lite games, clearing a stage will let you choose a perk for the rest of your adventure. The perks are always the same, but include upgrades such as increased speed, faster shots or even 1ups.

STORY TIME!

Despite being a shmup, I really recommend paying attention to the story! It really is something else! I don’t think it actually makes much sense, but there’s something about the way it’s told that crashes my brain. It does have some powerful moments as well! Including that one stage with the sad music and the rain. I don’t want to spoil it, but it really hit me hard.
I didn’t delve too much into game modes, but there’s basically classic and arcade. Classic is your base mode with the entire story and 3 selectable difficulties. If you don’t want to go through the story every time (even though it is skippable), then arcade mode is for you. Arcade mode features 0 cutscenes, so it’s all fun and games. Arcade mode is also much harder, but has 99 continues.

HARDER ISN’T ALWAYS BETTER

I have to make one of my classic parenthesis to talk about difficulty. Being honest, I think the expert difficulty and to some extent arcade are pretty terrible. The reason is because of the way the game is balanced as a result of them. Harder difficulties feature faster bullets and more complex patterns, but also feature increased vitality for the enemies. The increased lethality of the enemies makes for a hearty challenge, but all good is wiped out by the tedium of enemy endurance.
What I found out was that enemies are very durable in the harder difficulties. Rather than creating a fun challenge, it makes it incredibly hard to destroy enemies. Most enemies feel like sponges that just refuse to die unless you have a special weapon. Some enemies feel outright impossible to kill before they leave the screen, an issue which hurts a lot when it comes to homing projectiles that need to be destroyed. Fun and dynamic dog fights become grindy situations where you focus on a single ship and fail to destroy it while having others flood the screen. I really think harder difficulties would have been better without the added HP on enemies but retaining the faster bullets and harder patterns.

SLOW AND STEADY DOESN’T WIN THE RACE

While on the topic of hard difficulties, the homing bullets are another culprit behind the reason the difficulty isn’t fun. I’ve never been a fan of homing attacks as they feel cheap, but it feels like it wasn’t play tested because some slower ships can’t actually avoid a homing shot without the speed upgrade. To be fair, no one shoots homing bullets on stage 1, so taking speed is utmost priority.
One thing I do like about speed is that most boss patterns allow you to dodge at high speed. You can’t slow your speed, so it’s nice that there isn’t finesse required to survive some waves.

A LITTLE BIT MORE TIME IN THE OVEN

If I was on a game show about quick words and someone mentioned “Q-YO Blaster”, my response would be “rough”. While some aspects of the game are really cool, there are other where it feels a little bit incomplete. Some enemies don’t match the visual quality of others such as Major Tomm. The UI and menus also seem to come from a prototype version.
There’s also a sort of bug where if you die and use a credit, the game immediately pauses. Not a big deal, but it feels out of place. The customization screen is also all sorts of blurry. You can’t remap controls either, which is a shame considering the shoulder buttons would really come in handy.
Most of these issues aren’t a big deal by themselves, but they taint the final product by making it feel a little like shovelware. The game is really fun though, so it is sad to think about having it fall under that umbrella.

FINAL WORDS

So the mandatory question is, is it fun? It definitely is! With its bizarre and unsettling vibe, Q-YO Blaster is still tons of fun to play. While there is certainly a lot of room for improvement, Q-YO Blaster is still a solid choice for a shmup if you are fan of the cartoon style, of the horizontal shmup format or just a fan of little critters in general.
THE RANKING SO FAR:
  1. Ikaruga
  2. Psyvariar Delta
  3. Devil Engine
  4. Rolling Gunner
  5. Blazing Star
  6. Jamestown+
  7. Tengai
  8. Steredenn: Binary Stars
  9. Stardust Galaxy Warriors: Stellar Climax
  10. Sky Force: Reloaded
  11. Strikers 1945
  12. Black Paradox
  13. R-Type Dimensions EX
  14. Sine Mora EX
  15. Shikhondo – Soul Eater
  16. Ghost Blade HD
  17. AngerForce: Reloaded
  18. Aero Fighters 2 (ACA Neogeo)
  19. Q-YO Blaster
  20. Lightening Force: Quest for the darkstar (Sega Ages)
  21. Pawarumi
  22. Red Death
  23. Task Force Kampas
  24. Switch ‘N’ Shoot
  25. Last Resort (ACA Neogeo)
submitted by AzorMX to NintendoSwitch [link] [comments]

My (23F) ex (30 non-binary) are quarantining in a 1bd apartment, I can't take much more of it

Alt account because my ex knows my main.
My (23F) ex (30 non-binary) and I were together for 2 1/2 years. It was my first relationship and we moved rather quickly from long distance to living together. Over the last 6 months, I had slowly brought up going our separate ways, and finally cut it off this past June. We're on good terms--even though I don't want to be romantically involved anymore, I still consider them family.
The problem is, we're financially dependent on one another and sharing a 1bd place (and a bed). I want to be more independent, have my own personal space, and be able to have alone time. Eventually we hope to find a 2bd together and continue living as roommates, but my financial situation combined with my ex's anxiety about moving is preventing that from happening anytime soon. My share of rent for a cheap 2bd would end up being about half or more of my current salary. I've floated the idea of finding separate rooms for rent in larger apartments, which is a cheaper option, but my ex got upset and was very anxious about living with strangers.
I've expressed my need for space, independence, and alone time to them, but because they work from home, don't drive, and are in a high-risk group regarding the virus, they don't really leave our apartment. I've suggested that they could visit friends who are also taking the virus seriously (which they are planning to do eventually) or going for regular walks so that I can have some time to myself in our space (which hasn't happened). I've told them that while things are okay between us now, the longer we have to share this space together, the more uncomfortable and resentful I'm afraid I'll become.
Lately I have become pretty resentful, but I know it's not their fault that they're stuck in the apartment, so I'm afraid I'm not being fair. I find myself annoyed when they try to talk to me sometimes, because I just want quiet alone time after work/on my days off (I try to politely listen and then go back to what I was doing, but the irritation is getting to me). I'm getting frustrated with the fact that every time I bring up moving, they become overwhelmed and unable to cope with the fact that it's going to happen, and that I'd like it to happen sooner rather than later.
I don't know how to continue living this way without fostering resentment for someone I love and care about, but also, it feels as though my desire and plans to move only upset my ex more. I just want my own space and to get out of this frustrating situation, but I don't want to abandon my ex and leave them to find a place on their own. What can I do?
submitted by morning-personn to relationship_advice [link] [comments]

CRTPi-VGA v3.0V - Find that VGA Monitor Yet?!

CRTPi Project Presents:

CRTPi-VGA v3.0V

A CRTPi image for running 240p on VGA CRT monitors
Other Releases:
Changelog: v3.0V for VGA-666 05/12/2020
Changelog: v2.5V for VGA-666 05/05/2020
Changelog: v2.0VX for VGA-666 03/21/2020
Required Hardware:
What is this?
Since I've been relegated to working from home for the next forever, I needed something to pass the time. Lots of users have asked for, and worked with me to create a solution for what we'll call the "Poor Man's BVM." A $5 Gert VGA666 adapter, cheap/free 31khz VGA Monitor, and a Pi packed with roms. What could be a better way to pass the quarantine?
For a long time, there were several stumbling blocks:
I finally stumbled upon some old threads with people listing out some 640x480 hdmi_timings, and that cracked the whole case wide open. I finally had the missing piece that could be slotted into my existing images. The end result is Emulationstation and other non-libretro emulators launching in 640x480p @ 65hz (great for PSP, DOSbox, ScummVM, and Kodi!) and all Retroarch emulators launching in 2048x240p or 1920x240p @ 120hz.
I opted to steer away from Black Frame Insertion and instead change the VSync Swap interval to 2 (running the framerate at half of 120hz). This solves the intermittent flicker and also the reduced gamma from BFI. Overall, it's a much more pleasing experience IMO. You can always change VSync Interval back to 1, and enable BFI in Retroarch if you the other way is better.
What Does That Look Like?
Here's a bunch of pics I took, some better than others!
What is Different?
See the current changelog and the v3.0 thread for a complete list.
What is Run-Ahead?
The Run Ahead feature calculates the frames as fast as possible in the background to "rollback" the action as close as possible to the input command requested.
I've enabled run-ahead on most of the 8 & 16-bit consoles and handhelds. A single frame (and using the second instance) is saved here, which dramatically improves input lag without affecting performance on a Pi3B+. More frames would require more hardware power, and may be achievable via overclocking.
lr-snes9x2010 consistent 60.0-60.2 FPS @ 60.098801hz lr-fceumm consistent 60.0-60.2 FPS @ 60.098801hz lr-beetle-pce-fast consistent 60.1-60.2 @ 60.000000hz lr-genesis-gx-plus consistent 59.9-60.2 FPS @ 59.922741hz (both genesis and sega cd) lr-picodrive consistent 59.9-60.2 FPS @ 59.922741hz (master system, game gear, and 32X) lr-gambatte consistent 60.0-60.2 FPS @ 60.098801hz (SGB2 framerate) lr-mgba consistent 59.8-60.4 FPS @ 60.002220hz (Gamecube framerate) 
To disable runahead for a game (or emulator):
Quick Menu > Latency > Run-Ahead to Reduce Latency > OFF 
What is Snap-Shader?
It's a Retroarch GSL shader that ensures games on CRT will look as good as on original hardware. It Makes games crisp vertically, and not shimmer horizontally. It correctly aligns the games for you regardless of console. Virtually eliminates the need for separate configurations per core (console).
https://github.com/ektgit/snap-shader-240p
Snap Shader (especially the snap-basic) is super useful on consoles where you may have a mix of horizontal resolutions within the core that you don't necessarily want to set individual game configs for. This is especially useful in PSX, FDS, PCE/PCE-CD, 32X, and MAME.
So far, the image is only set up for Snap-Basic (Pass: 1, Filter: Nearest, Scale: Don't Care) on lr-PCSX-ReARMed. If you care to, I would definitely try it out on other emulators. Here's the enable process:
  • Quick Menu > Shaders
  • Video Shaders > On
  • Shader Passes > 1
  • Shader #0 > snap-basic.glsl
  • Shader #0 Filter > Nearest
  • Shader #0 Scale > Don't Care
  • Save > Save Core Preset
What Does This NOT Have?
This doesn't have any ROMs (other than freeware test suites), BIOS files, music, screenshots, metadata, or videos concerning copy-written games. Other than the configurations and overlays, it has nothing that can't be downloaded through the repository or freeware.
Where Can I Get It?
You can download a premade image from Google Drive:
NOTE: Please expand your file system via Raspi-Config after your first boot, and reboot!
CRTPi-VGA v3.0V: For Pi3B/B+ with VGA666
MD5: 828cf4e5b67f67e8b5bd1e4fb8477332 
Default Retroarch Keyboard Hotkeys
*SPACE: Enable Hotkey* F1 Menu F2 FF Toggle F3 Reset F4 Cheat Toggle F5 Save State F6 Load State F7 Change State - F8 Change State + F9 Screenshot F10 Mute ENTER: Exit 
I have X Issue! Help?
I only have like 500mb of free space on my XXgb SD card!
You need to expand your file system via Raspi-Config. Follow these steps.
GBA, PSX, Neo-Geo, Sega-CD, PCE-CD, etc. games don't work!
I haven't included any bios's that didn't come with the retropie stock image, so you'll need to install the appropriate files in the BIOS folder. For Neo-Geo, I highly recommend the UniBios (renamed to neogeo.zip).
Samba Share won't work after I set up Wi-Fi!
Samba share service starts on boot, pending that a network is available. Configure your Wi-Fi then reboot first, and if that doesn't fix it then go into Retropie Setup > Configuration/Tools > Samba > Install Samba. Once it's complete, reboot and it should be golden.
USB-Romservice and/or Retropie-Mount don't work!
Follow this guide, but follow these steps before plugging in your thumb drive:
  • Go to Retropie-Setup
  • Update retropie install script
  • Go to Manage Packages -> Optional Packages
  • Scroll all the way down to usbromservice
  • Uninstall usbromservice
  • Install it again from Binary
  • Once finished, choose Configuration, then Enable USB Romservice
  • Reboot, and wait for it to fully boot in to ES
  • Plug in USB stick (has to be FAT32) and WAIT A LONG TIME (if your stick has a light, wait for it to stop flashing)
Timings for Boot and Runcommand
640 x 480p @ 65hz Timings: Emulationstation, DOSBox, ScummVM, etc.
640 1 56 56 80 480 0 1 3 25 0 0 0 65 0 36000000 1 #640x480 VGA666 
1280 x 720p @ 60hz Timings: Kodi
1280 1 80 72 216 720 1 5 3 22 0 0 0 60 0 74239049 1 #1280x720p 
Integer Scale Super-Resolution 240p @ 120hz Timings: All Retroarch Emulators
2048 1 180 202 300 240 1 3 5 14 0 0 0 120 0 85909090 1 #256x240/224p 1920 1 167 247 265 240 1 3 7 12 0 0 0 120 0 81720000‬ 1 #320x240/224p 1600 1 95 157 182 240 1 4 3 15 0 0 0 120 0 64000000‬ 1 #320x240/224p Alternate 
Integer Scale Super-Resolution 480p @ 60hz Timings: Dreamcast and PSP Retroarch Emulators
2048 1 180 202 300 480 1 6 10 28 0 0 0 60 0 85909090 1 #320/256x480/448p 
submitted by ErantyInt to u/ErantyInt [link] [comments]

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