Tokyo was quick to condemn the hermit kingdom's missile launch, calling it a grave and serious
threat.
Together with Seoul and Washington Japan called for an emergency UNSC meeting to try and pile
more pressure on the regime.
Kwon Jang-ho give us the updates.
Residents of Hokkaido woke up to the sounds of emergency sirens on Tuesday morning, warning
that a missile had been fired from North Korea and could hit areas nearby.
Luckily the missile was never a threat, heading way out into the Pacific Ocean.
However, it was still the first time a North Korean rocket had flown over Japanese territory
since 2012, and Tokyo was quick to condemn it, calling it an egregious threat to the
peace and stability of the Asia Pacific region.
(Japanese) Reuters 2100 "We have lodged a strong protest with North
Korea to that effect.
I call for an emergency meeting of the United Nations Security Council... and we will demand
even stronger measures against North Korea."
Abe later held a 40-minute phone call with President Trump, who assured the Japanese
Prime Minister that the U.S. was 100-percent with Japan.
A senior Tokyo official also told Kyodo News that the two leaders agreed that the time
is not right for dialogue with Pyongyang and that increased pressure is needed.
South Korean foreign minister Kang Kyung-hwa also made a call to Washington and spoke with
her U.S. counter-part Rex Tillerson.
The two sides are said to have expressed their disappointment toward the regime's actions,
and pledged to continue working closely together to tackle the North Korea threat, including
at the U.N.
South Korea, the U.S. and Japan have jointly requested an emergency meeting of the U.N.
Security Council.
It's set to convene later on Tuesday, and three allies are likely to call for further
pressure on the rogue state.
However, China and Russia, North Korea's closest allies, are likely to push for dialogue.
Sergei Ryabkov, Moscow's deputy foreign minister, said on Tuesday that sanctions had reached
their limits, and that only a diplomatic solution was the answer.
Kwon Jang-ho, Arirang News.
For more infomation >> S. Korea, U.S. and Japan join in condemnation of N. Korea and calls for emergency UNSC meeting - Duration: 2:10.-------------------------------------------
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Thanos The Mad Titan is Coming 'End Credits Theme' | The Avengers (2012) Movie Clip 4K - Duration: 4:05.
They've gone their separate ways.
Some, pretty extremely far.
If we get into a situation like this again,
what happens then?
They'll come back.
Are you really sure about that?
I am.
Why?
Because we'll need them to.
Humans.
They are not the cowering wretches we were promised.
They stand.
They are unruly, and therefore cannot be ruled.
To challenge them
is to court death...
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Welcome to channel Arabalarla Oynuyoruz
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The Rock accepts Kevin Hart's $25,000 hurricane relief challenge while Chris Brown ups... - Duration: 4:29.
The Rock accepts Kevin Hart's $25,000 hurricane relief challenge while Chris Brown ups his donation to $100,000
The Rock and Chris Brown have responded to Kevin Harts challenge to donate $25,000 to the Hurricane Harvey relief fund.
In fact, Brown quadrupled his donation, volunteering $100,000 (£77. 1k) to the relief efforts after Hart called him out in a second fundraising video.
Hart challenged the likes of Beyonce, Jay Z and Justin Timberlake to donate $25,000 each to help those affected by the devastating damage caused by the hurricane in Texas in an Instagram video over the weekend.
Responding to Harts charitable efforts in his own Instagram post, Dwayne The Rock Johnson said: Kevin Hart, you issued the Hurricane Harvey challenge, I appreciate you brother, I just donated my $25,000 to the Red Cross.
Adding how he and his family survived category five Hurricane Andrew in 1992, he said: Im not going to call out my celebirty friends, you guys already know what to do in donating money, before issuing a plea for fans to give what they can to the cause.
Brown posted a similar video to his Instagram page, saying in it: Whats up big bro, Kevin Hart. I accept your challenge. We need to come together.
So man, this is for everybody out there in Texas, the relief and everything. I accept the challenge and I implore and encourage everybody else, who can change and make a change for this, to please donate and help out.
He has chosen not to donate his money to The American Red Cross, however, writing in the caption of his video that he is skeptical about red cross so my donation will go to the people!.
Following his first Instagram video on Monday, Hart posted a second message revealing he has upped his donation to $50,000 (£38.
The actor, who has set up a fundraising page which currently stands at $193,170 (£148,970), also called out more celebs to help him, including Brown, Usher, Ludacris, Nelly and Drake. The Rock and Chris Brown accept Kevin Harts hurricane relief challenge.
Kevins original video began: Serious moment right now. Ive just been caught up to speed with everything thats going on in Houston with Hurricane Harvey and this shit is unbelievable.
I think we participate in a lot of challenges on the internet, some meaningful, some meaningless, but weve all done it. Ive been a person whos partaken in every one of them..
Kevin then revealed his plan to set a challenge for his celebrity friends, adding: At this point Im gong to start a real challenge.
I am challenging a lot of my celebrity friends to follow my lead and donate $25,000 to Hurricane Harvey, to The Red Cross, okay.
At this point, its a serious matter. I think people are in bad shape and they need help. Im going to lead the charge by stepping up in this way..
And then he listed some names who he is hoping will join him in the relief effort, adding: I challenge The Rock, Steve Harvey, Chris Rock, Dave Chapelle, Jay-Z, Beyonce, Justin Timberlake, Jerry Seinfeld, and I think when you all do it, you should tag someone else.
$25,000 is coming from me. Prayers go out to Houston, he signed off. At least nine people are believed to have been killed by Hurricane Harvey. It hammered the coastal area with winds of up to 130mph and extreme flooding on Friday.
People in several large cities have been affected, including Houston, Austin and San Antonio.
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The Game Genie Explained - Duration: 8:46.
The Game Genie was branded as a 'game enhancer' to skirt around copyright laws.
It was seated between the console and the cartridge to intercept signals to read from
the game's ROM.
This lets the player essentially rewrite a handful of bytes in the game's code, allowing
for simple cheats and modifications.
The Game Genie line of products did not produce derivative works from the game being played--it
only acted as a middle man between the processor and the ROM data.
When the processor needs to read or execute from ROM, the value stored on the game's cartridge
at the specified location is copied to an internal register.
The Game Genie monitors every read from ROM, and hijacks the signal if any of the applied
Game Genie codes correspond to that memory location.
Each code can monitor a single location and substitute in a single value in place of the
intended value from ROM.
This technique was very limited however, since only 3-5 codes could be inputed at once, so
only a handful of bytes could be changed at a time.
A problem with this method arises when dealing with systems that use ROM bank switching.
In order to have more ROM than allocated by the system, smaller banks of ROM can be swapped
in and out of the memory map.
This means that some memory address might not always correspond to the same ROM value,
since the bank currently occupying that space in memory could be different.
In the Game Genie's case, this would result in any value that happens to sit in that memory
location to be replaced, instead of just the one intended ROM value.
To try to mitigate this problem, a comparison value could also be packed into the code.
This would be compared to the game's ROM value--if they matched, the Game Genie would hijack
the value.
If not, the original ROM value was allowed through.
Again, this didn't solve the issue entirely, but it helped cut down on unintended replacement.
There is no way that the Game Genie could tell exactly which ROM banks are currently
mapped to memory, so this was the best it could do.
In general, a Game Genie code is made up of letters and numbers, and encodes a ROM memory
address, a value to substitute in, and an optional conditional operand.
It is questionable as to why this information was encoded into a different string of characters
instead of just keeping them in a raw format.
In some cases, the encoding made the code shorter, easier to remember, or provided a
simple integrity check.
It is also possible they were encoded to seem more 'magical;' that is, changing a single
character by one could result in a completely different code.
Game Genies were released for the Nintendo Entertainment System in 1990, and then for
the Nintendo Game Boy, Sega Game Gear, Super Nintendo, and the Sega Genesis/Mega Drive
in 1992.
They all work very similarly, but each has their own quirks due to the differences in
the consoles they were made for.
Let's start with the NES version.
Codes can be six or eight characters long.
Eight-letter long codes have a conditional check while the six-letter variant do not.
The first step to decoding the string is to substitute each letter for the 4 bits that
it stands for.
For example, T stands for 0110, O stands for 1001 and so on.
This transforms the codes into strings of 24 or 32 bits, which is 3 or 4 bytes.
You'll notice this happens to be the exact amount of information we need to fill in the
address, value, and condition.
However, it would be too easy to read off the bits one-by-one in order; the bits need
to be shuffled around to decode the information correctly.
In the NES's case, the bits are grouped in sets of one and three like so, and the raw
code can be identified.
An interesting fact about the NES Game Genie is that the codes actually come in pairs.
The NES's cartridge ROM is mapped to only the upper 32kB of memory space, so the first
bit of the address is always guarenteed to be 1.
For this reason, the third character in the code actually has two options: one where the
first bit is 0 and one where it is one.
Here you can see that the code TOPLINES will produce the same effect as the code TOOLINES.
This whole process can also be done in reverse when you want to create a Game Genie code
from a known ROM patch.
For example, in Super Mario Bros., the number of lives the player starts with is located
at ROM address $906A. Let's set this value to $08 so we start with
9 lives instead of 3.
Super Mario Bros. doesn't use any bank switching so a conditional check is unecessary, but
we could set it to $02 and would work just fine.
Re-encoding the string gives us AATOZE.
Maybe to make the code easier to pronounce and remember, it could be changed to PATOZE,
which would change the number of lives to 10.
The Nintendo Game Boy and Sega Game Gear Game Genies work almost identically since the ROM
mapping is almost the same for the two consoles.
In this case, the characters to choose from are 0-9 and A-F.
They don't need to be remapped like the NES.
Both systems use bank switching, so a conditional check can be added by appending 3 characters
to the end of a 6-letter code.
Here is the how the address, value, and conditional information is decoded from the string of
bits.
As you can see, it's a little more complicated.
The address and value parts are pretty straightforward.
The only quirk is that the highest 4 bits of the address are flipped.
However, when a conditional check is added, things get pretty interesting.
The eighth character in the code is determined directly by the seventh character--the first
bit must be flipped and the other three must match, or the code is determined to be invalid.
This sort of acts like an itegrity check to make sure you typed the code in correctly,
but it really only checks the seventh character for whatever reason.
Then the conditional is determined by shuffling and flipping various bits from the seventh
and ninth characters.
There is a something else to keep in mind with these codes, and that is the consoles'
ROM memory mapping.
The Game Boy maps ROM from $0000 to $7FFF, so the sixth character is limited to the characters
8, 9, and A-F.
Similarly, the Game Gear maps ROM from $0000 to $BFFF, so the sixth character cannot be
a 0, 1, 2, or 3.
Otherwise the code will be determined to be invalid.
The SNES Game Genie has the simplest conversion out of all of them.
The code characters range from 0-9 and A-F, but don't be fooled.
There is a different mapping from these characters to binary that isn't just a base conversion.
Since most games didn't have a ROM bank switching feature, the conditional check was not even
implemented on this system.
Here is how the bits are encoded to form the Game Genie code; some of them are split into
pairs.
The address covers an entire 24-bit range, but the codes must refer to ROM locations,
which are different depending on which memory mapping the game uses.
And finally is the Genesis/Mega Drive Game Genie.
It is very similar to the Super Ninendo Game Genie, with eight-character codes and no necessary
conditional check.
The one major difference is that there are twice as many characters to choose from: almost
the entire alphabet is available.
Each character now represents five bits instead of four.
This allows for the substituted value to be 16 bits instead of only eight.
The reason for this change is that the Genesis's processor, the Motorola 68000, uses a 'reduced
instruction set computing' archetecture.
All the instructions are at least 16 bits in size, so in general the smallest meaningful
unit to modify is 16 bits wide.
In contrast, all the other consoles mentioned in this video use a 'complex instruction set
computing' archetecture.
That is, the instruction and its operands occupy separate bytes, so you can get away
with only modifying one 8-bit byte at a time, like in the Mario example.
The last thing to mention is that the Genesis's ROM is mapped from $000000 to $3FFFFF.
This limits the fourth character to be A, B, C, D, T, V, W, and X; otherwise, the code
would not point to ROM and would be considered invalid.
The Game Genie could only substitute bytes from ROM with custom values.
Other 'game enhancers' such as the Game Shark and Action Replay could constantly write values
to RAM, or even only apply a code when a certain event is triggered.
But those devices will have to be discussed in another video.
Thank you for watching.
-------------------------------------------
Q&A - How's Saorsa Coming Along? - Duration: 15:26.
Hey again! I've had a number of people ask me recently, including donors, how Saorsa's coming along,
so let's cover that this week for the Q&A!
First off, very well! There's been some big leaps and bounds recently, especially in the
background lore and appearance of the various species. In particular, I've been studying
a lot of stuff about psychology, and mythology in particular.
Soooo... wait, what does that have to do with Saorsa?
Well, here's the thing - Saorsa is a tale of the individual's rise to greatness,
as well as their rise within the group. Even though you will be playing the individual,
there's a lot of tropes and archtypical concepts which are part of forming this path to be walked.
The idea of how a character goes from being like your stereotypical farmkid to taking
on literal gods is something that has been explored for thousands of years. From the
earliest of religions to mythological tales of fantasy, we see these things playing out
repeatedly over and over. Now, due to the fact that Saorsa is a role playing game,
and a fairly open one at that, with a world specifically designed to only
provide a framework so that the GM can do with it as they please, working concepts such
as the hero's journey into the underlying base game, both in the fluff such as the lore,
and the mechanics so that the players are directly rewarded for their accomplishments
towards these goals, is a pretty tricky thing to do.
To accomplish this, I've been listening through dozens of hours of university lectures upon
these concepts, and reading up on the classic epics and so on, because these were pretty
heavily distilled versions of the overarching concepts. What I've been doing is breaking
them down even further, parsing this vast amount of information and building it into
the very core of the game for... well, a few weeks straight now.
I was going to just finish writing up the v0.2 first alpha version of the game but...
well, I realized that if I did that, I might be stuck with some parts that I can't really
get rid of easily which may fundamentally break the game later on.
So I've had to go back to the theoretical modeling to prepare for the larger changes
which are going to occur. It's a bit more effort now, but it'll save headaches in the long run.
Now, you've seen the tip of this iceberg already
- the history of Saorsa series began a few months ago, yet it underwent some dramatic
changes through the course of such. You wouldn't have seen these changes if I hadn't spoken
with you specifically about where it had started from, nor seen my notes, but there's been
some really big shifts in how things have worked over the past two months or so.
One of these, for example, is the concept of the Omni War in the heavens amongst all
the different deities. The basic concept had always been present from pretty close to the
start of Saorsa's construction, though recently I've been reading up upon how religions absorb
one another historically. In particular, how a deity from one religion will end up taking
on the aspects of other deities from previous religions which have had their populations conquered.
Mesopotamia in particular, has been a very interesting example of this to
look into, where you can clearly see a snowballing effect of gods going to war with previous
gods and gaining their domains and traits over hundreds of years, eventually coming
to form the god Marduk as a particular example of this. The previous gods sometimes are killed
outright and removed as part of the story, others became part of a pantheon with a diverse
array of deities from all over the region eventually coming to rest under a single religion.
You can see this happen with early Jeudaism as well, how several deities got clumped together
or removed, merged and so on. The early assimilation of El and Ashera, for example, giving rise
to Jehovah (YVYH) as their child, and then the subsequent diminishment and removal of
the parents entirely to replace such with an always-present infinite version of the
god which had no origin but always was. So what does this have to do with the Omni War within Saorsa then?
Well... one of the key things that Saorsa's about is that of
personal choice, that there is no "true" morality that universally applies, and in particular,
that the individual's values are important to the individual - the very framework and
foundation of character design within Saorsa revolves around this as a concept. The concept
of a war amongst the heavens is one wherein each deity possesses various traits or properties
and acts as a representation of values. When these deities go to war, what is essentially
happening, is those values and morals come into conflict, and the "winner" of such is
the one which is held in highest regard by the people as a whole who worship them.
It's not the gods themselves that are dying, well, sort of, but rather what the gods represent,
their values, their morality and their culture, which are being assimilated and reformed hierarchally
into new pantheons to represent the new order of values, morality and culture.
You may recall if you listened to the video on the Omni War previously, that there was
no winner in the war, as such. There were a lot of losers, and some few who barely escaped
with their lives, but no clear "winner" as such. In fact, after the conclusion of the war,
what arose was a highly neutral form of values set in place, or more specifically,
it wasn't really values as such, but rather a set of logically derived ethics enforced
by the neutral Æserians. Which leads us into another part of the changes
which have been undertaken with the lore of Saorsa - the Æserians have always had an
angellic visual representation thing going on. Now though, there have been some minor,
but important changes to such - in particular is the removal of the face entirely.
This has been done for a few different reasons, which would take quite awhile to go into,
but some of the key ones are to remove their ability to be easily identified with, and
to make them seem far more neutral and alien. They don't overtly show emotion, and in particular,
it gives them both a feeling of being very homogenized and lacking of individuality,
despite preaching specifically about individuality. There's some other stuff which gets pretty
deep into psychological stuff about averaged facial features, how people react to certain
stimuli, and works into some of the specific characters within the game's setting and how
they react to them. Ah, that's another thing as well - I believe
I've mentioned this before, but I'm not sure if I ever really made a video about it,
and I'm not gonna go back and check because it'd take forever. =P
Basically, there will be a character which embodies each of the different playable species
worked into the game's manual. These characters will be able to provide a rough sense of what
a semi-typical individual of those species is like, their opinions on various concepts
and so on. These will show up as little aside comments with the character's facial expression,
maybe their upper body and such, where they can express thoughts and describe the concepts
on the page, such as game mechanics being explained in the character's own words as
an example showcase, or just what they think about the setting.
Now part of this, is that each of these characters will also embody different archtypes within
the game's definition thereof, namely individuals who value different concepts predominately
over others, but they'll also each provide different archetypes in the sense of their
role within classical literature and epic tales, standing out for what they do within
the context of a story. I've been working through making sure I build these characters
as good examples of all of these things so that they'll be able to help walk the players
through the game's manual, as well as the setting itself.
I need to make sure that these characters are very well-defined before I do the next
stage of writing up the book (again), since they'll be integral to how it's presented,
sooo that's taking a fair bit of time to get each of them fleshed out fully as well, so that
they feel different from one another. Different speech patterns take awhile to get done properly
so that you can tell exactly which character said something without even so much as seeing
a name or other indication beyond what is said. You need to be able to just look at
the text and go "Oh, yeah, I know who said that."
Anyway, uhm... another thing is the artwork, agaaaain. I've almost got it ready to ship
off to the artist. I know, I've been procrastinating badly on it. I wind up working intensely on
other stuff I need to do instead of that when I get the chance to work on the artwork... sooo yeah.
I mean, it's still productive and all, but I reaaaally need to get this last little
bit done because it's nearly ready. But anyway, uhm... there have been some changes
to how some mechanics work, such as illusionary magic, specifically fleshing out exactly how
the Nogitsune's illusions work, more tweaks to experience, the lifepath system and a minor
tweak to combo abilities where they gain a stacking bonus to hit which... I'm not sure
if I really want to keep as-is. I'm thinking about adjusting it to a skill rank bonus but
I don't want to minimize the effectiveness of counter-attacks and such. It's a neat idea
but how it's implemented will drastically alter gameplay so I want to be careful with
the change even though it's a fairly tiny tweak on paper and won't make up more than
a paragraph or two of the written book. It's amazing how such a small change can undo the
balance of a whole game, but that's what happens when you mess with core rules.
Even my not-really-directly-work stuff... erm, well my time off, I mean, I do rest occasionally,
if not very often, but yeah, that stuff is also being utilized towards working on Saorsa
in a way as well. In particular, I started pulling apart the guts of Diablo 2 as a modding
experiment to see how it works internally, the structure and organization of the rules,
and various aspects of mechanical effects. It's given me a lot of time to consider how
certain economies work in the process of fixing the problem of gold being worthless in the
default game, and I've been testing some of the specific concepts I have in mind for Saorsa
through such. I've also been doing some early experimentation between growth curves, linear
increases and diminishing returns utilizing simplified formulas which can be implemented
with text alone, as Saorsa won't have the ability to make use of the computational prowess
of a computer sadly. Basically, even in my spare time I'm still
thinking about ways to better improve Saorsa along the way.
But yeah, lots of good stuff still being done, the game's still coming along fine!
I've got a few more skills worked out and such, different concepts are now far closer to a finalized
state and so on! So anyway, with that, I think I'm out for now
sooooo I'll see you next time!
Procrastination is an amazing tool.
I realize that sounds weird, but it's true. =P
You'll do almost anything to avoid doing the thing you're supposed to be doing!
And that means you can cram A LOT of work into a short timespan just because you were avoiding that one thing.
Seriously, procrastinators are some of the hardest workers there are... as long as you're not picky about WHAT they're working on...
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Lene Hansen: Billeder er med til at sætte den sikkerhedspolitiske dagsorden - Duration: 1:42.
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La favola di Andersen: «Samp, un'occasione per crescere» - Duration: 3:00.
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Honey Réng Houscht ugewandt an reduzéieren Mucus vum Longen # 4Health tips& Recipe Luxembourgish Sub - Duration: 3:14.
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recommandéiert vun Dokteren Houscht an Halswéi throats unzegesin. Der Hunneg geschenkt axéiert
op Är Longen, déi wahrscheinlech d'Quell vun Ärer mol simpel ass. Der Hunneg ass absorbéiert an
de Kierper direkt virun de Longen. Dëst erlaabt Äre Kierper et ze absorbéieren an Är
séier System. Aner hëllefräich Zutate datt wahrscheinlech ass schonn an
Äert Doheem gëtt Palmen Ueleg. Palmen Ueleg ass an lauric sauerem héich, déi zu Stand hëlleft
verwandelt wou ass verstoppt datt Virus an Ärem Kierper. Palmen Ueleg ass och all-natierlech, sou
et gi keng verbonne Säit-Effekter. Weg verstoen dass et vun super ass
wichteg fir all Empfindlechkeet op all vun den Ingredienten an dësem Rezept ze kontrolléieren
virun Kandidatur. Dëst ass vun der déiwste Bedeitung fir Kanner. eng allergescher
Reaktioun vun engem Kand kann schwéieren, Retouchen direkter medezinesch séier ginn
Opmierksamkeet. Fir eng Reaktioun Test, gëlle e ganz klenge Betrag vun der Paste op Är
Patient d'Aarm. Gutt oppasst fir all Reservéiert Iech oder redness. Wann all redness oder
Reservéiert Iech existeiert, do dëser Behandlung net fir déi Persoun an all Muecht benotzen.
Wann Dir de Video gefall, ginn et Matfuergeleenheet an deelen se mat Äre Frënn
wann Dir méi Rezepter an Tipps wëllen, fir de Kanal abonnéieren!
Dir
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Le secret des Japonaises pour rester jeune après 50 ans - Duration: 2:45.
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Evacuations FINALLY Ordered After Dem Mayor REFUSED to for DAYS! - Duration: 1:57.
Evacuations FINALLY Ordered After Dem Mayor REFUSED to for DAYS!
Why on earth didn't Sylvester Turner, the mayor of Houston order evacuations of his city which has been devastated by Hurricane Harvey?
Many are whispering that he refused to evacuate to spite President Trump.
As crazy as liberals are now, would that really surprise you?
Governor Abbott has stepped in and ordered evacuations.
New evacuations were ordered Monday in the nation's fourth-largest city, as rising floodwaters that turned Houston streets into rivers navigable only by boat now threaten dams across the region — while rescuers pleaded for more boats to reach residents trapped in their homes.
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『ようこそ実力至上主義の教室へ』第8話の先行場面カット到着! バカンスに気を緩めるDクラスだが、Cクラスでは喧嘩騒動が起こるなど、何やら一波乱ありそうで……? | アニメ - Duration: 2:22.
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The Attributes of Jehovah
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Detetives do Prédio Azul | A Boneca | Episodio Completo na Descrição - Duration: 15:56.
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President Moon orders show of force against latest North Korean provocation - Duration: 2:19.
North Korea carried out another missile launch. Likely a continued display of frustration
over Seoul-Washington joint drills, possibly designed to threaten not just the allies but
Japan as well. Seoul quickly responded to the provocation
with President Moon Jae-in ordering a show of force to deter further threats.
Hwang Hojun has our top story. Just about an hour after North Korea launched
a ballistic missile over Japan, the Presidential Office of Cheong Wa Dae convened an emergency
meeting of the National Security Council standing committee.
Chung Eui-yong, the head of the National Security Office and top security adviser to President
Moon, chaired the emergency meeting, which lasted for about 40 minutes.
According to the Blue House, President Moon was briefed on the situation in real-time.
He convened a separate meeting Tuesday morning with his top aides along with the national
security chief... to discuss how to respond.
(KOREAN) "After being briefed by National Security
Office Chief Chung Eui-yong, President Moon ordered the military to demonstrate its ability
to retaliate against North Korea."
On the President's order, four F-15K fighter jets executed a drill, dropping eight bombs
on a shooting range near the inter-Korean border.
In line with the show of force, a Blue House official said the government decided to realease
a video of the successful test-firing of the Hyunmoo 2, domestically made South Korean
ballistic missile. The launch took place last Thursday, and had
not been made public. The Blue House also confirmed that Seoul and
Washington are communicating closely about the situation,... noting the phone conversations
between the top security advisers Chung Eui-yong and H. R. McMaster,... as well as Foreign
Minister Kang Kyung-wha and her U.S. counterpart Rex Tillerson.
The Korean government has released a written statement condemning Pyongyang for the latest
launch,... and warning that, together with its ally the United States, it will confront
North Korea if it continues its nuclear and missile threats.
(STAND UP) North Korea's latest provocation, follows
the three short-range ballistic missiles launch last Saturday,... another slap in the face
to the South Korean government that has sought to resume dialogue with Pyongyang.
The show of force against the regime is the Presidential Office's answer and warning,
should North Korea's choose to attack. Hwang Hojun, Arirang News.
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Hormone Replacement Therapy and Sexual Function After Menopause - Duration: 2:40.
Hormone replacement therapy after menopause is the poster child for irrational exuberance
in the medical profession.
Rarely has a therapy that made so much sense from a physiologic point of view led to so
many conflicting conclusions when rigorously tested.
This week, another notch in the "pro" column for post-menopausal hormone replacement
therapy with results from the KEEPS study, which evaluated the effect of HRT on sexual
function after menopause.
Broadly speaking, this was a positive, study.
Of the 670 women who were randomized, either to oral estrogen, transdermal estrogen, or
placebo, those who got the estrogen tended to have better scores on the Female Sexual
Function Inventory – a validated survey which looks at sexual domains including desire,
arousal, lubrication, orgasm, satisfaction and pain.
You can see here the scores over time.
I'm highlighting the transdermal estrogen group here because overall the effects were
larger than in the oral formulation.
That's actually a pretty interesting finding.
Oral estrogen undergoes first-pass metabolism in the liver, which increases the synthesis
of sex hormone binding globulin in response.
Transdermal estrogen doesn't do this.
You can see the profound difference in SHBG levels in this figure.
SHBG binds testosterone, which you definitely don't want to do if you are worried about
improving sexual function, so this study provides good evidence that the transdermal approach
for treatment makes sense.
But let's not get too excited.
There are some big caveats here.
First off, it's clear these researchers had taken to heart the potential risks of
HRT.
You couldn't get into this trial unless you were, first, within 3 years of your last
menstrual period, and second, free from even the vaguest cardiovascular risk.
Women with higher coronary artery calcium, smoking, obesity, elevated lipids, hypertension,
or diabetes were all excluded.
In fact, around 60% of women screened for this study were excluded.
And overall, the effect was pretty small, 2.6 points on the female sexual function inventory.
75% of women had low sexual function at baseline, this number decreased to 67% with transdermal
estrogen treatment, that's a significant improvement but it also means that you would
need to treat about 15 women with transdermal estrogen to get one person to respond.
In fact, subgroup analysis showed that the only women who saw benefit were the group
that had low sexual function at baseline.
That said, they were in the majority.
So we have clear, if modest, results from this trial.
What is unclear is whether patients start to see estrogen as a legitimate treatment
for low sexual function, or the sexual benefits of estrogen as simply a pleasant side-effect.
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