Biga (bread baking) starter and

Posted on September 30th, 2007 in Uncategorized by admin

Biga is a type of pre-fermentation used in Italian baking. Many popular Italian breads, including ciabatta, are made using a biga. Using a biga adds complexity to the bread’s flavor and is often used in breads that need a light, open texture with holes. Apart from adding to flavour and texture, a biga also helps to preserve bread by making it less perishable.

Biga preparations differ from, for example, San Francisco sourdough starters in that they can be dry, with the consistency of soft dough, rather than liquid. Another difference is that a biga is usually made fresh every day, sometimes by saving part of the dough and setting it aside for the next day’s baking. A sourdough starter is usually kept alive, sometimes for years, in a separate container, giving it regular feedings of flour and water.


External links

  • The Artisan on indirect baking
  • Photos of making a biga
  • Discussion of preferments in general

Richard Sainct motorcycle

Posted on September 29th, 2007 in Uncategorized by admin

Richard Sainct (14 April, 1970-29 September, 2004) was a French Rally Raid Motorcycle Rider, best known for his three victories on the Paris-Dakar rally in 1999, 2000 and 2003.

His other notable achievements include winning the Tunisia Rally twice in 1998 and 1999; the Moroccan Rally in 1997, 1998, 2001 and 2002; and the Rally of Egypt in 2002. He also won the FIA Rally Raid World Cup in 2002.

He was killed on 29 September 2004 on the fourth stage of the Pharaohs Rally in Egypt.

360 Crescent kick Kick start

Posted on September 29th, 2007 in Uncategorized by admin

The 360 Crescent is a martial arts kick that received its name from the motion of the kick itself. It is also sometimes called, 360 kick, or Jump spin kick. The practitioner jumps into the air and executes a 360 degree turn while keeping his or her body perpendicular to the ground. As soon as the kicker leaves the ground the kicking leg should be extended as straight and high as possible. The kicking leg is normally the same side as the direction that the practitioner is spinning. For example, it will be the right leg if the practitioner is spinning to the right or the left leg if the practitioner is spinning to the left.

Due to the acrobatic nature of this kick, it is considered more of a “flashy maneuver” than a practical combat move, and for this reason is often used in movies or in martial arts demonstrations.

Contents


Variations

The different variations depend solely on the position of the hips and the direction the toes of the kicking foot are pointing. The mechanics to all the variations are basically unchanged from what is described above.

  • 360 Crescent
Here the toes are pointing either directly up or straight forward. If aiming for a target, the target is hit with either the blade of foot (outer edge from heel to pinky toe) or with the side of the heel. The hips rotate completely around, generating a good amount of power and speed, however the reach is somewhat shortened by the position of the body.
  • 360 Hook
Here the toes are pointing in the direction opposite of the direction the heel of the foot is moving. If aiming for a target, the target would be hit with the heel of the foot, maybe the flat of the foot depending on the material of the target. The hips do not rotate as much a crescent, but it is easier to obtain farther reach this way. Because of the way the hips rotate, the body bends towards the direction opposite of the kick, sometimes making it difficult for beginners to maintain balance on the landing. This kick is sometimes called a Jumping reverse roundhouse kick
  • 360 Split Kick
The distinguishing feature to this kick is that the practitioner does the splits in midair. After completing approximately 180 degrees of the rotation, both legs are kicked outward in opposite directions. Because the legs are thrown in opposite directions, a stall in the rotation is created which can give the appearance of floating. Once the legs are brought back in the rotation can be partially recovered to finish the landing. Some practitioners do not recover the rotation for stylistic purposes. Jean-Claude Van Damme was well known for executing this kick in many of his movies.
  • Split Kick to Hook
Though not widely practiced or even officially named, the Split kick to Hook kick still shares some similarities to a traditional 360 kick. First the practitioner will jump and execute a basic split kick where both legs are kick out like snap kicks in opposite directions. Immediately afterwards, the practitioner will then begin to rotate their body in order to swing one of their legs around into a hook kick. Though the body does not rotate a full 360 degrees, it has to rotate much more than 180 degrees to be properly executed. This move was developed by Anthony Atkins.
  • 360 to the Splits
All variations of the 360 can be landed in the splits, however the more the hips rotate, the easier it is to set it up. Once the kicking leg has executed the kick, it is swung back while the other leg is maneuvered forward.
  • 360 Gyro
This is simply a normal 360 kick where an additional 360 degrees of spinning is executed after the kick, effectively spinning 720 degrees. A 360 Gyro is normally executed as a crescent, mainly because of the easier rotation of the hips after the kick. This is comparable to a 720 kick.


720 kicks

A derivative of the 360 kick is the 720 kick. The mechanics to 720s are all but identical to 360s. The only real difference is that the amount of torque and height needed to execute a 720 is greater than that necessary for a 360. Although the name implies 720 degrees of rotation, the move is usually done with approximately 540 degrees of rotation. This happens cause the tricking terms often count the step in part of the move as actual rotation. The 720 also has some variants.

  • 720 Crescent
Also known as simply a 720, this is very similar to a 360 gyro in that the degree of rotation is the same. The main difference is that the spinning is executed first, then kick is thrown out (which is normally a hook kick due the smaller amount of rotation needed). Many tricksters execute a Cheat 720 or a 540 wheel in place of this move due to the extra amount of rotation needed.
  • 720 Double
The distinguishing feature to this move is that the crescent and/or hook kick is thrown twice, once after the during the first rotation of 360 degrees and another during the last rotation. Because the kick is thrown with the same leg, the difficulty of this move comes from retracting the leg towards the body just enough to throw the second kick.
  • 720 Triple
Three kicks are executed much like a 720 double. The third kick is actually added in between the two from the 720 double. After the first kick is thrown, the opposite leg will throw either a crescent or roundhouse kick. This is then followed by the second hook kick. The order and appearance of the kicks is very comparable to those of a 540 triple. The main and definitively distinguishing feature is that a 720 triple’s take off is done by jumping off of both legs.


1080 kicks

Yet another derivative of the 360 kick is the 1080 kick. It is the same principle as a 720 except that there are two and a half spins plus the step in, instead of one and a half, hence the name “1080″. While theoretically all the variations of the original 360 kick are applicable to a 1080 kick, there are actually few variations of a 1080 that have actually be successfully executed. Some of them include the 1080 Double and the Cheat 1080. Some tricking practitioners as Gary Ip already broke the mark of the 1260 kick, which involves approximately three spins in the air executing a round/crescent kick before the non-kicking feet hits the ground. Because of the difficulty of this move, it is often performed only by those who already have years of Tricking/Martial Arts training.


See also

  • Feilong
  • List of tricking moves

Animal Kwackers boots

Posted on September 28th, 2007 in Uncategorized by admin

Animal Kwackers was a children’s television series produced by Yorkshire Television and broadcast on ITV. The Animal Kwackers were a four piece pop band consisting of Rory, a lion; Twang, a monkey; Bongo, a dog; and Boots, a tiger. The characters were played by actors in costumes. The show was similar in many ways to the successful US series, Banana Splits. The music was a mixture of well-known pop songs and original songs - most of which (including the theme song) were written by Roy Apps and the producer Peter Eden.


Cast For Original first two series

  • Rory, on guitar - Roy Apps
  • Twang, on Bass - Nick Pallett
  • Bongo, on drums - Geoff Nicholls and (2nd series) Peter Eden
  • Boots, on guitar - Tony Hannaford


Cast for third series onwards

  • Rory, on guitar - Bev Doyle
  • Twang, on bass - Step Morley
  • Bongo, on drums - Atalanta Harmsworth
  • Boots, on guitar - John Basset


External links

  • Nostalgia Central: Animal Kwackers

John Deacon (motorcyclist) motorcycle

Posted on September 27th, 2007 in Uncategorized by admin

John Deacon (1962 – August 9 2001) was a Motorcycle enduro racer. He had won several Paris Dakar Rally stages. He died as a result of head injuries sustained when his BMW bike flipped, 77 miles from the town of Palmyra during the seventh stage of the Masters Rally between France and Jordan. He was lying third in the event at the time.

He won the British Enduro four-stroke championship on ten occasions and
won nine gold medals at the ISDE event. He first
contested the Paris-Dakar in 1997, becoming only the second British rider to
finish the three-week, 7,000-mile event across Africa on a motorcycle. Within
two years, and still funding his own participation, he claimed his country’s
best finish of sixth, beaten by five riders who enjoyed substantial financial
backing.

The dangers of the sport were highlighted in the 2000 event, run in reverse
from Senegal to Egypt, when he was offered a ride for the BMW Gauloises
team but crashed on the fifth day, fracturing his pelvis and wrist, as well
as dislocating his shoulder.

Matt McCoy (American football) a kick starter

Posted on September 26th, 2007 in Uncategorized by admin

Matt McCoy (born October 14, 1982) is an American football linebacker in the NFL for the Philadelphia Eagles.

Contents


High school career

Matt McCoy attended Tustin High School in Tustin, California. He set the school record for sacks with 18.5 as a junior, and as a senior broke it with 23.


College career

Matt McCoy played college football at San Diego State University where he won All-Mountain West Conference honors. He finished his career with eight sacks, 270 tackles (26.5 for losses), four forced fumbles, three fumble recoveries, four pass deflections, and a blocked kick.


NFL career

McCoy was drafted by the Philadelphia Eagles in the 2005 NFL Draft as a project Linebacker whom Eagles personnel felt they could develop. McCoy was expected to contribute to special teams, but never really contributed his rookie season. Going into 2006, he was named the Weakside Linebacker starter by Defensive Coordinator Jim Johnson. Initially he had been praised as having great speed, sideline to sideline pursuit abilities and a high motor, as well as described as a “ball hawk”. He had an injured shoulder later in the year that prevented him from playing as well as he had during the first 6 weeks of the season, and ultimately led to his benching in favor of rookie Omar Gaither. McCoy finished the season with 66 tackles, 2 sacks, 3 forces fumbles, and 5 tackles for loss. Going into the 2007 season, McCoy is listed as a back-up linebacker and a starter on special team kick offs.

Matt McCoy’s statistics


External link

NFL.com: Matt McCoy Prospect Profile

Top-down parsing language fails

Posted on September 25th, 2007 in Uncategorized by admin

Top-Down Parsing Language (TDPL) is a type of analytic formal grammar developed by Alexander Birman in the early 1970s in order to study formally the behavior of a common class of practical top-down parsers that support a limited form of backtracking. Birman originally named his formalism the TMG Schema (TS), after TMG, an early parser generator, but the formalism was later given the name TDPL by Aho and Ullman in their classic anthology The Theory of Parsing, Translation and Compiling.

Contents


Definition of a TDPL grammar

Formally, a TDPL grammar G is a tuple consisting of the following components:

  • A finite set N of nonterminal symbols.
  • A finite set Σ of terminal symbols that is disjoint from N.
  • A finite set P of production rules, where a rule has one of the following forms:
    • A ← ε, where A is a nonterminal and ε is the empty string.
    • Af, where f is a distinguished symbol representing unconditional failure.
    • Aa, where a is any terminal symbol.
    • ABC/D, where B, C, and D are nonterminals.


Interpretation of a grammar

A TDPL grammar can be viewed as an extremely minimalistic formal representation of a recursive descent parser, in which each of the nonterminals schematically represents a parsing function. Each of these nonterminal-functions takes as its input argument a string to be recognized, and yields one of two possible outcomes:

  • success, in which case the function may optionally move forward or consume one or more characters of the input string supplied to it, or
  • failure, in which case no input is consumed.

Note that a nonterminal-function may succeed without actually consuming any input, and this is considered an outcome distinct from failure.

A nonterminal A defined by a rule of the form A ← ε always succeeds without consuming any input, regardless of the input string proved. Conversely, a rule of the form Af always fails regardless of input. A rule of the form Aa succeeds if the next character in the input string is the terminal a, in which case the nonterminal succeeds and consumes that one terminal; if the next input character does not match (or there is no next character), then the nonterminal fails.

A nonterminal A defined by a rule of the form ABC/D first recursively invokes nonterminal B, and if B succeeds, invokes C on the remainder of the input string left unconsumed by B. If both B and C succeed, then A in turn succeeds and consumes the same total number of input characters that B and C together did. If either B or C fails, however, then A backtracks to the original point in the input string where it was first invoked, and then invokes D on that original input string, returning whatever result D produces.


Examples

The following TDPL grammar describes the regular language consisting of an arbitrary-length sequence of a’s and b’s:

SAS/T
TBS/E
A ← a
B ← b
E ← ε

The following grammar describes the context-free language parentheses language consisting of arbitrary-length strings of matched braces, such as ‘{}’, ‘{{}{{}}}’, etc.:

SOT/E
TSU/F
UCS/F
O ← {
C ← }
E ← ε
Ff

The above examples can be represented equivalently but much more succinctly in parsing expression grammar notation as S ← (a/b)* and S ← ({S})*, respectively.


Generalized TDPL

A slight variation of TDPL, known as Generalized TDPL or GTDPL, greatly increases the apparent expressiveness of TDPL while retaining the same minimalist approach. In GTDPL, in place of TDPL’s recursive rule form ABC/D, we instead use the alternate rule form AB[C,D], which is interpreted as follows. When nonterminal A is invoked on some input string, it first recursively invokes B. If B succeeds, then A subsequently invokes C on the remainder of the input left unconsumed by B, and returns the result of C to the original caller. If B fails, on the other hand, then A invokes D on the original input string, and passes the result back to the caller.

The important difference between this rule form and the ABC/D rule form used in TDPL is that C and D are never both invoked in the same call to A: that is, the GTDPL rule acts more like a “pure” if/then/else construct using B as the condition.

In GTDPL it is straightforward to express interesting non-context-free languages such as the classic example {anbncn}.

A GTDPL grammar can be reduced to an equivalent TDPL grammar that recognizes the same language, although the process is not straightforward and may greatly increase the number of rules required.
Also, both TDPL and GTDPL can be viewed as very restricted forms of parsing expression grammars.


See also

  • Formal grammar
  • Recursive descent parser


External links

  • The Packrat Parsing and Parsing Expression Grammars Page

Masterblaster much faster than other

Posted on September 23rd, 2007 in Uncategorized by admin

Masterblaster is a series of freeware multiplayer action games based on the original Dynablaster and Bomberman. Created by Alexander Ivanof, the series started in 1994 and is still under development.

Contents


Gameplay

The main goal of MasterBlaster is to be the last survivor (or your team) in a maze.
To get rid of your opponents you can try to blast them by placing bombs or crush them by pushing walls. These walls can also be destroyed and do sometimes reveal powerups or coins so you can equip yourself in a shop.


Different versions


MasterBlaster for Amiga in 1994


Modes

The game supports up to five players (using the keyboard and four joysticks). There are several options. In one the players gets money for surviving the longest time. With the money they can buy extras in a shop after each round. There is also a mode without the shop after each round.

During the game a loop is played repeatedly, faster and faster (therefore with a higher pitch each time) and the players know when the round is going to end. At the end of each round the map closes with “hard blocks” in a spiral style animation eventually killing players standing under them.


Extras / Powerups

  • speed up - (Symbolized by a rollerblades icon) Makes the player faster. If a player collects too many of these his character becomes too fast, therefore uncontrollable.
  • remote controlled bomb - The player can control a bomb and detonate it remotely. The disadvantage: the player can’t move while using the remote controlled bomb.
  • additional bomb - The player gets another bomb in arsenal.
  • higher range - The bombs have a higher range when they are exploding.
  • ghost-mode - The player is invisible (only some small “shadow” is visible) and can walk through destructible blocs
  • death - (Symbolized by a skull icon) If the player walks on this extra he dies.


MasterBlaster II for IBM-PC in 1996


MasterBlaster 2001 for Microsoft Windows and DirectX in 2001


MasterBlaster 2006 for Microsoft Windows and DirectX in 2006


External links

  • Diamond-Pro (original publisher)
  • MB2006 Download

Electric Boogie and an electric start

Posted on September 22nd, 2007 in Uncategorized by admin

Electric Boogie can refer to:

  • The song by Marcia Griffiths which accompanies the Electric Slide
  • The Electric boogaloo style of dance

Lollies (dance) Kick start

Posted on September 21st, 2007 in Uncategorized by admin

Lollies coined by Peter Loggins and Lisa Ferguson are Balboa after Lawrence “Lolly” wise for whom they got it from. Lolly simply called them traveling kicks , asked where it was from he said “the charleston” The basic pattern charleston kicks styled slightly different with then outside leg touching or tapping the ground.

Lollies can be done with both partners staying in one place,traveling straight ahead or the lead walking slowly around the follow, or the follow moving slowly around the lead.


Variations

There are many variations. The only requirement is that they keep the standard 4 count timing.

  • Footwork

    • kick tap
    • Flamingo: The follow puts her left foot behind her right knee, and continues twisting in the same pattern.
    • Kick-Kick: The either partner may kick in front, hold, kick behind, hold, kick hold, kick in front, …. This varies the footwork, but the body swivels in the same way as the basic.
    • Kick-step-step-step-step: This variation replaces the left fook kick step with a triple step.
  • Follow Spins

    • Forward Spin: The follow may spin forward in 4 counts. They both usually do a (triple step and hold) or a (step step tap step), to reverse the footwork.
    • Reverse Spin:
  • Cross Arms
    • The lead may lead a spin, but keep his right hand on the follow’s right hip. The spin will typically take 4 counts, and there will be a triple step and a hold.
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