Thứ Hai, 23 tháng 10, 2017

Waching daily Oct 23 2017

Thanks to them !

Hello and welcome to this new video !

Today, exceptionally, I'm going to make a shooting test on a bit longer distances than usual with the M4A1 DAS from GBLS

I'm going to use 0.25 gr ATM bbs

Those are bio bbs for the record, some people have said that's it's not recommended for this gun but I didn't had any trouble with them so far

I'm not going to shoot my usual police target but a mannequin

It's a full size mannequin, a bit bigger than me actually, a bit easier to hit than my usual targets

I'm 30 meters away from the target ; for the record I use a laser rangefinder, I'm not guessing the distance, I'm really at 30 meters

I can already tell you that it's going to be very easy to hit the target at this distance, but let's say it's just a warm up

At this distance, no problem, it's very easy to hit the target

Let's go a bit further away, I'm taking you with me ; I'll try to get at 40 meters from the target

Let's see where I am...

39 meters... One more meter

40 meters !

Let's go !

Huh, the bbs went weird on this shot

... But it's still easy enough to hit the target

Let's get a bit further away

For the record, my model clocks at 335 FPS with 0.20 gr bbs

It seems already far away here, let's check the distance

We are at...

... 50 meters !

Let's see if I can hit from this distance

I think it's going to be more difficult

It feels like I'm at the maximum range of the gun ; my bbs goes up a bit and then falls down

... But it's still possible to hit the target

For an out of the box gun it doesn't seem ridiculous to me

50 meters seems to be more or less the maximum range of the gun

... I have just hit it

I'm going to try just a bit further away to see how it looks like... Like 55 meters

But I think it's really going to start to be out of range now

55 meters exactly...

Let's go

If I shoot straight at the torso, it doesn't work really, I'm going to aim just a bit over the head

I think I hit but I'm not certain

I think I've just hit

... Another time

I have just hit again I think

Another hit ; I'm not sure really, I don't know if I hear the bbs on the target or just hitting the ground

But in the end, with the out of the box 335 FPS M4A1 DAS from GBLS, I can hit easily enough a human sized target at 50-55 meters

I didn't talk about it in the other videos but several bolts should be available if you want to easily change the power of your gun

For now it's not available, but it should be in the future

Then again, when I received the gun in the begining of the year, the performances were really not good

Now, I think the performances are really decent, 50 meters for an out of the box 335 FPS gun is not bad

Voila ! Thanks for watching and see you next time for a new video

For more infomation >> (Airsoft) M4A1 DAS GBLS maximum range test - Duration: 6:57.

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Stupid, Crazy & Angry People Vs Bikers 2017 - Duration: 10:13.

Tell your friends there people who live just the behind

yesterday afternoon you drove there and today and it starts to do wheelie

I'll let you know once!

The second, I take out the baseball bat and I'll blow you hungover at all!

it's clear?!

yes

And I warn you I'm not kidding band of PD!

It's good!

One more word & I blow right away!

For more infomation >> Stupid, Crazy & Angry People Vs Bikers 2017 - Duration: 10:13.

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10 South Indian Actresses And Their Beautiful Mother ! You Don't Know - Duration: 4:08.

10 South Indian Actresses And Their Beautiful Mother ! You Don't Know

For more infomation >> 10 South Indian Actresses And Their Beautiful Mother ! You Don't Know - Duration: 4:08.

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Horror Games Will Never Be Scary | TALKS - Duration: 18:47.

People really love horror games.

They gobble them up, playing them for hours and hours.

They live vicariously through Streamers, launching such household names as Pewdiepie to fame

simply through his reactions to horror games.

Browse Twitch or YouTube Gaming right now and you're bound to find thousands of people

enjoying a horror game, either by playing it themselves or watching others play them.

Horror is a genre of gaming that's been popular since the beginning of gaming, whether

it be Nostromo, Alone in the Dark, Resident Evil, or titles like Outlast and FNAF.

People want to be scared, they want horror.

Unfortunately, Horror Games have a problem.

They're not actually horror.

What Is "Horror?"

Now, you know what horror means.

You've seen horror movies, you've played these games, you've been scared.

It's likely that if you're a horror fan, you've played these games, and you would

classify them as horror.

But, what is horror.

What does it actually mean?

Is horror being startled?

Is horror being grossed out, or seeing gore?

Is it the feeling of adrenaline when being chased by a boss monster?

Horror at it's core is something that shocks, frightens, and induces loathing.

And it's not new.

Horror has been a staple of writers since Ancient Greece--with werewolves, and vampires.

Ghosts.

We all know horror when we FEEL it.

When we are so frightened, and shocked that we think our heart is going to stop.

We feel horror when we suddenly jump, lash out, or want to run away as fast as we can.

Horror is something we know.

It's embedded in us by evolution and history.

The feeling when you step outside and hear a noise in the darkness, close enough to reach

you, but outside the spill of the light.

That moment when something clearly alive, moving, touches your leg in the water while

swimming in the ocean.

Horror gives you that feeling, that rush of excitement and adrenaline, the emotional release

of danger without the risk.

You're safe, you're at home, there is no real danger.

This is something Hollywood has spent a lot of time researching.

They've figured out the three things you need for horror:

Tension.

The mystery of what and to whom.

Why is this happening?

What's going to happen in the story?

Relevance.

Something we can identify with.

Fear of death.

Identification with the hero, or personal condemnation of the antagonist.

And UNrealism.

The fact that this is fake.

This is entertainment.

A smart combination of these three things and suddenly you're inducing the fight-or-flight

part of your brain, rushing dopamine and endorphins through your body, all while in a safe place.

Followed by the sense of relief at the resolution of threat.

It's probably not surprising that as soon as we invented video games, we created horror

games.

And continue to create them.

It's one of the best selling and most consistent genres of games.

We have horror shooters, horror survival, horror adventure.

Third person, first person, visual novels, open world, stealth--for every type of game,

there's a horror game as well.

Many horror titles are in fact modified versions of traditional games.

They take away ammo, or give you less health, using scarcity of utility to force the player

into caution.

They make the enemies invincible walking golems of death, where fighting isn't an option

and you're required to run.

Some games take away your ability to fight at all, forcing you into exclusively hiding

and running.

Ducking into small closets and watching the enemy immediately outside your character's

hiding spot as it searches.

They load up the game with obscene amounts of gore and viscera, throwing blood at the

player at every opportunity.

Modern games have the benefits of incredible technology, massive budgets, huge amounts

of previous work to build off of.

They come out throughout the year, not just bunched into Halloween season, but constantly

feeding the hunger of the millions of players who want to experience that horror.

To help fill this supply, modern games primarily look to the past, to traditional horror.

Whether movies or stories, it's rare that a game will not draw most if not all of it's

inspiration from proven horror genius.

The most common inspirations are the biggest names in the field: Edgar Allan Poe, H.P.

Lovecraft, masters of their art.

It is no surprise that Lovecraftian is a key phrase in many horror games' marketing and

descriptions.

Lovecraft wrote stories about fear.

The unknown unimaginable horrors of the deep and dark, monsters whose very existence drove

men to insanity.

This sense of scale and power is what led game designers to create the 'boss monster.'

The huge, nearly insurmountable beast enemy at the end of the game.

This is not the only way that video games have misunderstood horror.

Not for a lack of trying, this is often only scary for a short period of time.

Or, worse still, it's not scary or shocking at all, failing to repulse the player.

Jump Scares are one of the most popular options for scares, especially in the Streamer Era

we are currently living in.

There's lots of entertainment to be found in watching your favorite personality jump

on screen when a scary thing pops out, or a loud noise goes off.

Jumps provide the 'scares,' but they remove replayability and eventually you become immune

to them.

Too many cheap scares take away from the overall "fear factor."

The player builds up a resistance to them, and then that's it.

There's no point in it anymore.

Five Nights at Freddy's continued past the first game because of a hidden lore, rewarding

the most dedicated players, not simply because it caused the player to jump.

By the third or fourth game, the playerbase was hunting for clues on the story, the past

of the characters, and the cheap--and expected--jumpscares had to become more intense, more invasive,

in order to actually achieve the scare they were designed for.

Many FNAF players will happily admit that after playing the game more than once, you

won't be scared anymore.

The tension is destroyed because you know what to expect.

Players can often identify exactly how to trigger these jump scares, leaving the only

avenue of entertainment to be scaring others by leading them down the path those scares

lay upon.

The horror of titles like this is exclusively in surprise, and that surprise is destroyed

by expectation.

The Tension of horror is often what people most closely identify with a scary game, and

therefore it's the part that tends to get the most attention.

When a player talks about their favorite horror game, you start hearing words like 'Atmosphere,'

'Environment,' the 'feeling' of the game.

Even more often, the discussion of the horror is based around the beginning few levels of

the game.

Rarely do they talk about the ending of the game, or even the middle.

Instead, it's "the first time you see what's hunting you."

'The first time' you fight the monster.

The first jumpscare.

The first boss, or first big chase.

This is because the tension, while easy to build, is easier to break.

Dying at the hands of your enemy is a greater motivator when you haven't experienced it

yet.

The player has instead only their own imagination of how "very very bad" it would be to

be caught.

This imagined pain is far sweeter, leading to a greater sense of horror, than the actual

death itself.

Actually being caught by the Alien in Isolation only removes the sense of horror at the possibility

of being caught.

It's no longer something that cannot be handled, but instead is yet another game mechanic.

It becomes nothing more than another artificial time sink, resetting you a few steps back

and forcing you to find another solution to success.

Eventually, most titles will give you a way to fight back, further removing any sense

of weakness you might have previously felt as they fall into the need to wrap up the

story.

The easiest way to finish the arc seems to be to turn the victim into a hero, to give

you a 'good' ending, and satisfy the power fantasy.

Handing over weapons to the protagonist allows the game to magically wipe away the past several

hours of gameplay where the invincible monster was unbeatable, and allow for a victorious

ending.

All answered by handing over a gun.

However, promoting this combat simply removes the survival aspect.

This is why the original Resident Evil and Silent Hill games were so successful at horror.

Overpowering the character removes from the atmosphere, and keeping your character weak

forces you to avoid fights--adding to the tension.

In order to help further facilitate this weakness, games like this add in scarcity in ammunition,

health, power-ups overall in order to further convince you to avoid firefights to save your

dwindling resources.

Tension is created by the unease inherent in your own weakness.

Weakness is helplessness, and helplessness is fear.

But is scarcity actually scary?

Does it actually induce fear to base your gaming session around the balancing act of

scarce resources versus need to advance in the story?

Or, does it instead lead to hoarding, planning, and--eventually--the same overpowered character

from before as you dump all your expensive and well-saved resources into the final boss

without regard?

While the early game's tension is served well by this artificial scarcity of resources,

especially in the survival horror genre, it is plagued by the need to allow player characters

to improve, get stronger, see growth, and hoard materials.

That scarcity is gone later in the game, as resources become more plentiful to allow for

'better blueprints,' or to increase damage given by enemies (and therefore necessitate

better healing to counter act it).

Prey, a game I personally enjoyed immensely, lost much of its horror in the late game due

to a combination of both of these problems.

The player could craft literally anything they needed, including character upgrades,

simply by having enough raw resources from the endless hoarding encouraged in the early

parts of the game.

That player who was sneaking around is now able to dominate the previous terrors, and

the fear is gone.

Is it possible, then, for a game to achieve true horror?

If it is, could they maintain that horror throughout?

Shorter games certainly have the benefit here, It's unquestionably easier to build and

keep tension, create a general sense of identity, and maintain unreality for 30 minutes than

it is for 40 hours.

The player will, inevitably, get used to any horror a game can generate if you just expose

them to it.

And games do try to mix things up and encourage a sense of fear.

I just don't think they do it very well.

Permadeath is certainly a way to encourage a certain type of fear, but it's not outright

scary.

If anything, the loss of a character is more of an annoyance than any true repulsion or

fear.

The threat of permadeath without action is certainly more interesting, and some recent

titles have used that empty threat to some great effect--keeping you feeling that you're

close to losing your character without ever actually achieving it, is letting the Alien

hunt you without ever actually dying.

Unfortunately, as more players know of tricks like this they become less effective.

You could always just not kill the protagonist at all, but the incredible danger of fighting

a Big Daddy the first time you play Bioshock, knowing this is your first really dangerous

enemy, and then experiencing your first real death only to find yourself revived without

loss a few feet away from the still damaged enemy, being able to chip away at their life

through multiple lives yourself--well, that's just not scary at all.

Some developers have toned down their enemy AI so that as you get closer to death, or

as the enemy gets closer to you, it cheats you into a more likely win.

That's certainly viable, but eventually you have to draw the line and decide whether

you want to create an atmospheric but boring gameplay experience.

This is certainly the thinking behind titles like INSIDE, or even Out Of This World, where

the player gets to experience true moments of 'it almost got me' by leaping away

from the grasp of their enemy at the last second.

Timing gameplay so that a perfect run ends with the player truly feeling like they barely

escaped death is an incredible horror tool for those players who manage it perfectly

the first time.

It starts to fall a bit transparent to those players who have to die repeatedly to figure

out the solution to the puzzle, however, and this means for the average player you've

just created a gory but ultimately unscary rhythm game as they try to figure out the

exact steps to get a Perfect on the stage.

Perhaps the most effective, if commercially terrifying, solution is to stop trying to

create happy endings.

Instead of tying everything up in a bow and ruining their own atmosphere, titles might

be a bit more willing to have no 'good' endings.

Questions can be left unanswered, the courageous can fail, or perhaps the solution to the puzzle

is the players own death.

These are at least interesting, but would certainly be punished in Steam comments and

articles from psuedo-intellectual games journalists who couldn't find a cheat code to win.

Horror is an interesting genre because it's about the feeling of horror, instead of the

mechanics of 'Shooter' or 'Platformer.'

It's about the sensation and emotion felt subjectively by a player, and that player

is by necessity a generic cardboard cut-out when these titles are being developed.

In order to be successful as a horror title, you need to scare as many people as much as

possible, and that means you can't really focus in on being truly terrifying, truly

horrific, truly mind-bending or you're leaving behind the largest slice of the pie.

Additionally, it's hard to make a game that is able to adapt to the incredibly large amount

of hours a person is willing to invest in a game.

A movie is scripted and short.

You can develop a story that builds tension, introduces characters and builds identification,

and then reveal the horror and scares at a pace that is unchanging and satisfying.

The story arc is designed for these 90 minute experiences.

Building a game that can take you through the same peaks and troughs of horror and terror

every 90 minutes, changing up gameplay, introducing new twists and changes, new game mechanics

and surprises, and do so with a level of polish required to be commercially successful is

damned near impossible.

While we have good approximations of horror in gaming, we'll never really have true

horror games.

We have games that have moments of scariness.

Sequences of terror that are notable for their infrequency.

An entire ecosystem of moments, that we as gamers have taken to showing to other people,

leading streamers to experience them so we can remember that moment of revulsion and

fear we ourselves experienced so fleetingly and can never reclaim.

Perhaps, one day, we can achieve Lovecraftian terror in games.

A new mechanic, or series of old in new ways, will teach us how to achieve a sense of terror

at the unseen, insanity at the sheer knowledge of such great cosmic horrors.

It's possible, certainly, though I don't know how it'll be done.

One day a developer will figure it out, and we'll all marvel at their ingenuity.

Because the greatest horror game of all will be the one that never shows you the monster

at all.

Thanks to Austin from VNecks & VCards for helping to flesh out this idea, and get it

into a script.

And to Eren Black Edits who helped me to get through some of the tougher parts of this

video, as well.

I also want to thank every Patron from our Patreon, both past and present, who help make

this whole making content thing a little less painful.

I especially want to thank you, for watching this video to its entirety.

This is our 450th video, and knowing that you have decided to spend this time with me,

hearing my thoughts and listening to my opinions is literally the reason why I continue to

make these TALKS videos.

They tend to be some of the least popular videos on CryMor, but your interactions with

me are what makes it all worthwhile.

With that in mind, I'd really like to know what you think.

Is it possible for a game to achieve true horror?

Or, are we doomed to always seeing a weaker version than Hollywood is able to produce?

I encourage you to leave a comment, start a conversation, and join in with others down

below in the comment section.

I'll be down there, too, hopefully learning some things from you.

You can also send me all your hate on Twitter @CryMorGaming if you really want to try to

convince me that FNAF was totally the best horror game of all time.

The next TALKS video is going to be about your favorite game.

It's your favorite game, you love this game, and it sucks.

I'll tell you why.

Trust me, I'm right.

If you like it, like it, if you didn't like, don't like it.

If you did like this however, try watching another one on the screen now.

My name is Moriarty, and we'll see you on the next one.

For more infomation >> Horror Games Will Never Be Scary | TALKS - Duration: 18:47.

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UFO in Russia Siberia - Duration: 1:08.

UFO

For more infomation >> UFO in Russia Siberia - Duration: 1:08.

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WCB: Jacobs vs. Arias (HBO Boxing) - Duration: 0:31.

My goal is to simply be that superstar inside the ring.

And that means

the undisputed middleweight championship of the world.

♪ I gotta make my dreams come ♪

LUIS ARIAS: I'm a very tough fight

for Daniel Jacobs.

I'm young, I'm undefeated, I'm hungry and I'm ready.

♪ Here we go Hey ♪

Either he's gonna get knocked out, or I get knocked out.

It's gonna be a great fight.

♪ Show 'em who I am ♪

♪ (MUSIC CONTINUES) ♪

For more infomation >> WCB: Jacobs vs. Arias (HBO Boxing) - Duration: 0:31.

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Naświetlanie perspektyw Xbox One X - Duration: 14:26.

For more infomation >> Naświetlanie perspektyw Xbox One X - Duration: 14:26.

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AUMENTAR BUMBUM E PERDER BARRIGA EM CASA👉4 Min de Exercícios Para Perder Barriga e Aumentar Gluteos - Duration: 8:04.

For more infomation >> AUMENTAR BUMBUM E PERDER BARRIGA EM CASA👉4 Min de Exercícios Para Perder Barriga e Aumentar Gluteos - Duration: 8:04.

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Top 10 Similarities Between Deadpool & Spider-Man - Duration: 6:02.

Top 10 Similarities Between Deadpool & Spider-Man Hey guys!

Welcome back to Top 10 Nerd, I'm Ron McKenzie-Lefurgey.

Deadpool and Spider-Man are two of Marvel's most popular characters right now, helped

along by the huge amount of hype surrounding their respective movies (and the awesomeness

of said movies).

And as many have noticed, they're quite similar in a number of ways.

So let's talk about what it is that makes these guys such a great pair!

Get ready, it's time for the Top 10 Similarities Between Deadpool and Spider-Man!

Number 10: Similar costumes.

I mean, this one's pretty obvious, even to people who don't know them.

They both have tight costumes, both are mostly red, both have big spots on their eyes...

True, one is being used to hide Peter's identity and one is being used to hide the fact that

Wade looks like a gross, bumpy, veiny, cock-y individual.

But the costumes themselves look extremely similar.

To the point where they had to put a bunch of disclaimers out about the R-rated film

for fear that parents would take their kids to Deadpool thinking it'd be like Spider-Man.

And my goodness was that film ever NOT like Spider-Man.

Number 9: They love to annoy Wolverine.

Both Deadpool and Spider-Man have pretty well-developed relationships with Logan, and neither of them

are exactly in his good books.

While he definitely dislikes Deadpool more, partly due to their rivalry as healing factor

heroes, and partly because Deadpool is just way more of a jerk, he definitely isn't a

fan of Spidey's antics either.

He definitely looks out for Peter and wants him to do well, but he spends most of his

time being annoyed by the kid.

It's not particularly surprising, given Wolverine's grumpiness and the distinct lack of grump

found in Deadpool and Spidey, but it's always fun when they team up.

Number 8: Acrobatics.

While Spider-Man definitely wins the acrobatics award on this one, both characters have shown

some pretty impressive flexibility and acrobatic ability.

Jeez, I've never said the word acrobatic so much in my life.

Anyway, Wade and Peter are both extremely agile, with Wade's intense training and increased

reflexes, and Peter's spider abilities.

These two show so much acrobatic ability in their comics that in Deadpool #11 when Deadpool

was sent back to Amazing Spider-Man #47, he was superimposed in Spidey's place in a battle

with Kraven the Hunter.

Any time you can fill the shoes of Spider-Man in battle, you know you're pretty darn agile.

Number 7: Mid-fight banter.

This is probably one of the most striking similarities between the two when reading

their comics; both love to trash talk their enemies while fighting.

Deadpool is certainly more... explicit in his chirps, but Spider-Man has been known

to drop a zinger or two in his time.

This is something that really makes people love them so much, and it's a huge part of

the reason that they work together so well.

And also a huge reason that Deadpool wants to get into Spider-Man's pants like nothing

else.

I'm a big fan of this banter, and it's a huge part of my enjoyment of both Spider-Man and

Deadpool.

Number 6: They've both been divorced.

If you've been keeping up on your Spider-Man, you'll know that Peter and Mary Jane were

married for a time, but ended up getting divorced.

It was sad, but it kinda had to happen, Peter was getting lame.

But what's more surprising (and a way more interesting story) is that Deadpool was married

for a time to Shiklah, Queen of the Underworld.

Yep, what else would you expect from the guy who charmed the pants off Death herself?

Shiklah eventually left him to get back with her ex (who happened to be Dracula) but it

was a pretty weird story arc.

Man, if Scott Pilgrim wanted to date Deadpool, he'd have his work cut out for him dealing

with all those exes.

Number 5: They both lost loved ones.

This one's fairly sad and also kinda spoilery because they may come about in future movies,

so if you're afraid of having things spoiled, feel free to skip this point.

Spider-Man, as most people know by now, lost his girlfriend Gwen Stacy to the Green Goblin.

Deadpool, on the other hand, lost his on again off again girlfriend Vanessa, otherwise known

as the mutant shapeshifter Copycat, at the hands of Sabertooth.

Now granted, Vanessa ended up coming back, but frickin everyone comes back so it still

counts.

Number 4: They both had clones.

Surprisingly, clones aren't exactly common in the world of superheroes.

Alternate versions?

Yes.

Shapeshifters?

Sure.

But cloning isn't actually THAT common.

But that didn't stop these two guys from finding yet another similarity between them; they

both had a clone.

Spidey's is more of a standard clone, Ben Reilly, created scientifically by The Jackal,

but Deadpool's is a little stranger (and a little more Deadpooley).

In his case, his clone was created when he found a bunch of his own body parts in his

stalker's fridge and threw them in a dumpster, where they combined to create an evil Deadpool

clone.

I think I'd take Ben Reilly based on smell alone.

Number 3: They're both funny!

This might be stepping on the toes of the "mid-fight banter" point but I think it stands

alone.

Not only do these guys like to chirp their enemies while they fight, but they're straight

up funny in their everyday lives!

Whether they're teasing their teammates, using their boyish charm to woo the ladies, or just

making funny comments to themselves, it's undeniable that these are two of the most

comedy-focused heroes out there, at least as far as mainstream heroes go.

As I've previously said, Deadpool's humour is a bit more out there and a whole lot less

safe for work, but both comics leave me chuckling from time to time.

Number 2: They both lived with old ladies.

This is a bit of a strange one, because it's kind of weird how similar these guys are,

the more I think of it.

We all know that Spider-Man lived with his absolutely adorable Aunt May.

But Deadpool also lived with an old lady whom he loved: Blind Al!

We saw her in the movie in all her glory, and she's been around in the comics since

Deadpool #1.

Since her introduction, we've had the pleasure of seeing her relationship with Wade become

stranger and stranger, and I love it.

It's great that Wade and Peter goof around a lot in heroics, but at the end of the day

they'll still look out for their elderly roommates.

Number 1: Both made allies out of enemies.

Here's another one that shows the strange similarities between these two.

Both Spider-Man and Deadpool have set aside their differences and worked with an enemy

to achieve a common goal.

When Carnage was introduced, Spidey had to work with his nemesis Venom to take the new

symbiote down.

At the same time, while Cable was first introduced as a foil to Deadpool, the two slowly built

a friendship throughout their adventures, eventually becoming a buddy cop movie.

And nowadays, both Peter and Wade get along with their old enemies pretty well; to the

point where Deadpool and Cable's bromance is starting to make Spidey jealous.

That's it for today!

Hope you guys enjoyed, if you did please smack that thumbs up button and subscribe to Top

10 Nerd for more videos!

Who do you like better, Deadpool or Spider-Man?

Let me know in the comment section down below!

Until next time, I'm Ron McKenzie-Lefurgey with Top 10 nerd.

Later nerds!

For more infomation >> Top 10 Similarities Between Deadpool & Spider-Man - Duration: 6:02.

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Overwatch Moments #95 - Duration: 10:15.

For more infomation >> Overwatch Moments #95 - Duration: 10:15.

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Hidden Agenda - Gameplay-Walkthrough [Playlink für PS4, deutsche Untertitel] - Duration: 8:52.

For more infomation >> Hidden Agenda - Gameplay-Walkthrough [Playlink für PS4, deutsche Untertitel] - Duration: 8:52.

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KIFO CHA KANUMBA: Ubongo Wake Ulikutwa Umevimba!!! - Duration: 4:14.

For more infomation >> KIFO CHA KANUMBA: Ubongo Wake Ulikutwa Umevimba!!! - Duration: 4:14.

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A Continuous Delivery Destination - Ep. 17 - Duration: 5:25.

In today's episode, we apply to software engineering the third concept of directing the rider from

the book Switch.

We point to the destination.

Continuous delivery is a popular software development practice on agile teams.

It is about taking a task that was traditionally done both infrequently and in a highly time

and effort consuming manner and making that task happen all the time.

By setting a goal to deliver frequently, we incentivize the team to speed up and automate

away all the little manual steps that most teams tolerate when delivery is a once-a-year

or once-a-month activity.

Making continuous delivery a priority for your team is a great example of pointing to

a destination, because you can paint a rich, detailed picture of what the right destination

looks like.

For continuous delivery, or CD as it is often called, this rich picture is the definition

of CD itself, as explained by Jez Humble:

I'm going to give you my definition of Continuous Delivery.

It is the ability to get changes - whether that's features or experiments or bug fixes, configuration changes

any kind of change - into production (or, if you're not building web software, into the hands of users)

safely and quickly in a sustainable way.

So, one of the things that drove continuous delivery was

not wanting to be in data centers on the weekend.

And one of the reasons we invented techniques like

blue green deployments was so that we could push out changes during normal business hours

in a fully-automated, push-button way whenever we wanted.

A software engineer can picture how CD will help them get changes out to production safely

and quickly because they've seen how long it takes to get through all the manual, repetitive

steps today and they've seen how many times bugs have slipped through.

They can also picture how CD makes this sustainable - how it eliminates the need for weekend and

evening heroics in order to get a release out.

A call to action to deliver continuously also avoids using metrics as destinations.

Think of which is more compelling to a software engineering team: a call to improve product

build times by 50% or a call to eliminate working evenings due to long code compilation

times.

The Heath's recommend that your destination passes the Champagne test.

In other words, it should be obvious when it is time to celebrate.

For continuous delivery, that day is the day that you can finally turn off the manual approval

step because your confidence in your Continuous Delivery system has reached a point where

you trust it to not allow bugs to reach production.

The Heaths also believe that goals should be expressed in terms of outcomes, not in

terms of process.

A process goal might be something like a goal to achieve 90% code coverage.

This doesn't motivate as well as an outcome-based goal like "No bugs released to production".

We also learned about the dangers of wishy-washy goals in the previous episodes and how making

goals black and white avoids this problem.

Here's Jez again on the two golden rules of Continuous Delivery.

There's two golden rules that you have to follow.

Number 1: We want trunk (mainline) to always be deployable.

So your software should always be in a deployable state.

And then the second golden rule, which is still the most controversial thing I say today,

is that everyone should be checking into trunk on at least a daily basis

if you're doing full-time software development. It's a bit different if you're building open source software,

but if you're on a full-time development team, everyone should be checking into trunk on at least a daily basis.

And these two things may appear to conflict.

You'll be like, "Oh. But I can't do both of these things."

You can. You just have to get developers to break down problems into small, incremental steps

they can check in on trunk and keep the software releasable.

These rules are black and white, all or nothing.

Builds that fail mean trunk is not deployable so it is very easy to see when rule 1 is broken.

The existence of developer branches means rule 2 is being broken.

Setting a goal to get to continuous delivery can point your team to an inspiring destination

and can inspire your team's riders to start trying to figure out how to get there.

For some teams, this may be difficult.

If you aren't currently practicing unit testing, integration testing, and code review, you

will have a long way to go to reach continuous delivery.

But these are all good habits to develop anyway and the inspiring image of continuous delivery

in your team's future can serve as the destination postcard that motivates the adoption of these

habits, which will both get you to the destination and improve your team's efficiency and effectiveness

along the way.

For more infomation >> A Continuous Delivery Destination - Ep. 17 - Duration: 5:25.

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Best Program To Burn Fat Fast - Marie Osmond Lost 50 lbs With Nutrisystem Program! - Duration: 1:15.

I'll never forget that moment the moment I realized I was overweight and I needed

help I remember thinking I don't want to be this anymore I was fifty pounds

overweight fifty I needed to do something about it but what I called

Nutrisystem the best option for me and now with Fast Five from Nutrisystem you

can lose weight fast lose five pounds in your first week or your money back

guarantee I lost 50 pounds on Nutrisystem and it's completely changed

my life for the better order your 28-day MyWay plan right now

including fast five get one week of specially designed meals plus one week

of energizing shakes free and one week of craving crusher shakes free

Nutrisystem help me get my life back in seven years later I'm still a believer

don't wait now and make today the moment when you start looking and feeling great

you

For more infomation >> Best Program To Burn Fat Fast - Marie Osmond Lost 50 lbs With Nutrisystem Program! - Duration: 1:15.

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Kosenamen: Süß oder Peinlich? [subtitled] | Knallerfrauen mit Martina Hill - Duration: 0:58.

I take the leaf dough

And what do you want, my little snail?

salad

I take the rice

And what do you want bear?

I take the whole salmon

I take the creme brulee and what do you want mouse?

I take the cheese plate

For more infomation >> Kosenamen: Süß oder Peinlich? [subtitled] | Knallerfrauen mit Martina Hill - Duration: 0:58.

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Seoul's defense chief arrives in Philippines for regional security forum... with North Korea ... - Duration: 1:39.

The nation's defense chief is in Clark, Philippines for an ASEAN forum.

Anticipation builds as Song Young-moo.... is set to discuss North Korea issues with

his American and Japanese counterparts on the sidelines of the event.

Kwon Jang-ho outlines to expect from the meetings.

Monday marks the start of a two-day regional security forum in the Philippines.

The ASEAN Defense Ministers' Meeting-Plus, or ADMM-plus, brings together the top defense

chiefs from the South East Asia region, and eight other nations, including South Korea,

the U.S., China, Russia and Japan.

The North Korea nuclear issue will be high on the agenda, and the countries will be looking

to reaffirm their cooperation in tackling it.

The participants are expected to make a joint declaration denouncing Pyongyang's nuclear

and missile tests.

Seoul's defense minister, Song Young-moo, will also be busy holding meetings on the

sidelines of the event.

Bilateral meetings have been scheduled with his U.S. and Japanese counterparts, James

Mattis and Itsunori Onodera on Monday.

Then a trilateral meeting between the three defense heads will be held, where they are

expected to make their own joint statement on North Korea.

Seoul has been trying to arrange a meeting with China's Chang Wanquan as well, but it

is still being confirmed.

The South Korea-China relationship has been strained since last year, after Seoul greenlit

the decision to deploy the U.S. missile defense system THAAD on Korean soil.

Song will be looking to mend ties with Chang on this matter, while pushing for Beijing's

cooperation in further pressuring North Korea.

Kwon Jang-ho, Arirang News.

For more infomation >> Seoul's defense chief arrives in Philippines for regional security forum... with North Korea ... - Duration: 1:39.

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Chamado de pedófilo, Caetano Veloso vai processar MBL e Alexandre Frota - Duration: 5:28.

For more infomation >> Chamado de pedófilo, Caetano Veloso vai processar MBL e Alexandre Frota - Duration: 5:28.

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BigShaq - the ting go Mask Off ׂ(Remix) - Duration: 2:26.

Ahh Boom, BigShaq Hold tight, Asnee

Skoopno, Ratno

OSNA

Hold Tight Degele as well

Two plus two is four, minus one that's three, quick maths

Everyday man's on the block, smoke trees

See your girl in the park, that girl is a uckers

When the ting went quack-quack-quack, you man were ducking

Hold tight, Asnee, he's got the pumpy

Hold tight, my man, he's got the frisbee

I trap, trap, trap on the road, movin' that cornflakes

Rice Krispie, hold tight, my girl Whitney (perfect)

On the road doin' ten toes, lamma toes

You man thought I froze, I see a peng girl, then I pose

If she's not on it, I ghost, hah, look at your nose

What? You dickhead! Look at your nose

Nose long like garden hose, shhh, you get me?

Boom, man's gonna come back in (yeah, yeah)

You know like that? (yeah, yeah, yeah)

You're feelin' that? (yeah, yeah, bad, bad)

You dun know, I see you shiverin' and that Don't get shook man's here (aight)

You protected-ed, yeah? (aight, let's do it) Aight, boom, let's go, boom

Hop out the four-door with the .44, it was one, two, three and four

Chillin' in the corridor, your dad is forty-four

And he's still callin' man for a draw, let him know

When I see him, I'm gonna spin his jaw

Take man's Twix by force, send man shop by force

Your girl knows I've got the sauce, no ketchup

Just sauce,

raw sauce

The ting goes skrrrahh

pap, pap, ka-ka-ka

Skibiki-pap-pap, and a pu-pu-pudrrrr-boom

Skya,

du-du-ku-ku-dun-dun

Poom, poom

You dun know, Big Shaq, ha, yo, yeah-yeah

Alright, fire-fire-fire in the booth

You get me, man's not hot

I tell her man's not hot, hah, cot

I tell her man's not hot

The girl told me, "Take off your jacket"

I said, "Babes, man's not hot"

Perspiration ting, Lynx effect

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