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Jason Westland is a software entrepreneur from New Zealand.He is currently Chairman of a suite of online Project Management Companies including Method123 and ProjectManager.com
Professional history
Jason spear-headed the implementation of the British Rail IT Strategy from 1998 to 2000 The project was the largest in UK history, to the value of 1 billion pounds.
In the year 2000, he returned to New Zealand and became the General Manager for Designer Technology.
In 2001 he helped the Company gain Microsoft Gold status and then in 2002, the Company was awarded the prestigious “Microsoft Gold Status Award” in 5 specialist competencies, the highest ranking of any Microsoft Partner in the world.
In Westland's tenure, Designer Technology also founded “Marshal Software” which was acquired by NetIQ in Dec 2002 for $23 million USD.
He left Designer Technology in 2003 to create the Startup Method123® which initially offered free project management tools.
Using the growth of the Company, he reinvested profits to fund the separate Companies; MPMM®, Project Manager and Project Plan.
Westland also wrote the published best seller book “The Project Management Life Cycle”.
Jason Westland is a Computerworld Author on the specialist topic of Project Management and he is also the author of the Method123 Newsletter which is distributed to 550,000 Project Managers and teams around the world
Jason Westland is a software entrepreneur from New Zealand.He is currently Chairman of a suite of online Project Management Companies including Method123 and ProjectManager.com
Professional history
Jason spear-headed the implementation of the British Rail IT Strategy from 1998 to 2000 The project was the largest in UK history, to the value of 1 billion pounds.
In the year 2000, he returned to New Zealand and became the General Manager for Designer Technology.
In 2001 he helped the Company gain Microsoft Gold status and then in 2002, the Company was awarded the prestigious “Microsoft Gold Status Award” in 5 specialist competencies, the highest ranking of any Microsoft Partner in the world.
In Westland's tenure, Designer Technology also founded “Marshal Software” which was acquired by NetIQ in Dec 2002 for $23 million USD.
He left Designer Technology in 2003 to create the Startup Method123® which initially offered free project management tools.
Using the growth of the Company, he reinvested profits to fund the separate Companies; MPMM®, Project Manager and Project Plan.
Westland also wrote the published best seller book “The Project Management Life Cycle”.
Jason Westland is a Computerworld Author on the specialist topic of Project Management and he is also the author of the Method123 Newsletter which is distributed to 550,000 Project Managers and teams around the world
SlothMUD III is a Dikumud based multiplayer free online rpg game with heavy code modifications. It is listed as one of the oldest MUDs.
History
Slothmud was founded in January 1992 by a handful of college students, then renamed SlothMUD II when it changed hands from the original band of creators to the current owner, Jake. It then went through several changes throughout the world of the game and simultaneously adopted an informal set of quality standards for area creation.
From 1995 through 2007, as a group of newer administrators reinvigorated the development of the game, the playerbase expanded from its American origins to encompass players from Russia, Singapore, Australia, Canada, and points beyond. Several of the immortal and administrative staff have hailed from England and Spain.
SlothMUD III - text based rpg game celebrated its tenth anniversary in the first week of August 2007.
Akasha, once of the administrators of the game, created a new scoring system in mid-2008. This new system provides for promotions according to a military and feudal rank ladder. Promotions are gained by reaching measuring points in the currency of the system, known as Honor. Each rank comes with a different clasp item that can be attached to the player's equipment; each rank item can affect its owner in in different ways. Only one of these items can be worn at a time, though.
A few months after Akasha added the Honor system, the player base of Sloth III began to see a gradually declining player base. The Administrators debated the reasons behind this, and eventually agreed that while the problem was real, the incremental solutions that had been implemented weren't enough.
The coders and creators active in late 2008 and early 2009 made the decision to end Slothmud III and create Slothmud IV from its ashes. Several people in particular-- Splork, Kjartan, Juggleblood, Clink, Jake, and Krom-- put in a major effort from the time of the decision until Sloth IV was born, on 10 April 2009, in order to effect a series of code changes.
The changes introduced with the arrival of Slothmud IV are focused around the fact that the MUD has changed from a four-class system in which players must choose their class order at the time of character creation, to one in which the players are only required to select their prime class at the time of creation. Once the character is in the game, the player can choose his or her secondary through octonary class simply by gaining a level in the class in question. If the character doesn't already have any levels in the selected class, it automatically moves into the next available slot in the character's class order.
One side effect of this change is that the continent of Lyme, which was previously restricted to characters who had achieved three fortieth-level classes, is now open to all. It's not particularly advisable to go there at too small a level, though, as the inhabitants are still more dangerous than on other continents.
Skills and spells are added to the game on a regular but unscheduled basis, as ideas occur to the coders.
multiplayer free online rpg game
text based rpg game
Recent history
A few important changes in SlothMUD's recent history:
*In 2003 and 2004, Tower spent a long time converting the character selection from one in which the players simply selected the order in which four classes would be played, to one in which the player could select any four of a list of eight classes, and the order in which they are played. The original class list included mage, cleric, warrior, and thief (the original Dungeons & Dragons classes). The new list also includes druid, bard, necromancer and monk. Although the new classes share names with D&D classes, SlothMUD's interpretation is unique.
*In 2005 and 2006, with the advent of and MCCP, Splork decided to integrate their functionality into the MUD. This has led to decreased lagtime as bandwidth has been reduced, and to the ability to hyperlink directly from the MUD's internals. Isabo helped greatly with the implentation of this code.
*A forthcoming improvement, courtesy of Splork, is Mud Sound Protocol.
Game administrators
New immortals are brought into the ranks periodically, when newer players have the interest and the ability to write areas. Eventually some of these newer immortals work their way through the ranks to become administrators and, as in any society, sometimes people leave.
One of the creators, Frobisher, is also the writer of the MUD client Wintin 95, as well as its successor, Wintin.net.
The current website is maintained by Clink, one of the active administrators and coders. A section of the site known as the EqList was written over a period of months by Enea, another of the active administrators and part-time coder. The EqList is also integrally linked to the Maproom.
History
Slothmud was founded in January 1992 by a handful of college students, then renamed SlothMUD II when it changed hands from the original band of creators to the current owner, Jake. It then went through several changes throughout the world of the game and simultaneously adopted an informal set of quality standards for area creation.
From 1995 through 2007, as a group of newer administrators reinvigorated the development of the game, the playerbase expanded from its American origins to encompass players from Russia, Singapore, Australia, Canada, and points beyond. Several of the immortal and administrative staff have hailed from England and Spain.
SlothMUD III - text based rpg game celebrated its tenth anniversary in the first week of August 2007.
Akasha, once of the administrators of the game, created a new scoring system in mid-2008. This new system provides for promotions according to a military and feudal rank ladder. Promotions are gained by reaching measuring points in the currency of the system, known as Honor. Each rank comes with a different clasp item that can be attached to the player's equipment; each rank item can affect its owner in in different ways. Only one of these items can be worn at a time, though.
A few months after Akasha added the Honor system, the player base of Sloth III began to see a gradually declining player base. The Administrators debated the reasons behind this, and eventually agreed that while the problem was real, the incremental solutions that had been implemented weren't enough.
The coders and creators active in late 2008 and early 2009 made the decision to end Slothmud III and create Slothmud IV from its ashes. Several people in particular-- Splork, Kjartan, Juggleblood, Clink, Jake, and Krom-- put in a major effort from the time of the decision until Sloth IV was born, on 10 April 2009, in order to effect a series of code changes.
The changes introduced with the arrival of Slothmud IV are focused around the fact that the MUD has changed from a four-class system in which players must choose their class order at the time of character creation, to one in which the players are only required to select their prime class at the time of creation. Once the character is in the game, the player can choose his or her secondary through octonary class simply by gaining a level in the class in question. If the character doesn't already have any levels in the selected class, it automatically moves into the next available slot in the character's class order.
One side effect of this change is that the continent of Lyme, which was previously restricted to characters who had achieved three fortieth-level classes, is now open to all. It's not particularly advisable to go there at too small a level, though, as the inhabitants are still more dangerous than on other continents.
Skills and spells are added to the game on a regular but unscheduled basis, as ideas occur to the coders.
multiplayer free online rpg game
text based rpg game
Recent history
A few important changes in SlothMUD's recent history:
*In 2003 and 2004, Tower spent a long time converting the character selection from one in which the players simply selected the order in which four classes would be played, to one in which the player could select any four of a list of eight classes, and the order in which they are played. The original class list included mage, cleric, warrior, and thief (the original Dungeons & Dragons classes). The new list also includes druid, bard, necromancer and monk. Although the new classes share names with D&D classes, SlothMUD's interpretation is unique.
*In 2005 and 2006, with the advent of and MCCP, Splork decided to integrate their functionality into the MUD. This has led to decreased lagtime as bandwidth has been reduced, and to the ability to hyperlink directly from the MUD's internals. Isabo helped greatly with the implentation of this code.
*A forthcoming improvement, courtesy of Splork, is Mud Sound Protocol.
Game administrators
New immortals are brought into the ranks periodically, when newer players have the interest and the ability to write areas. Eventually some of these newer immortals work their way through the ranks to become administrators and, as in any society, sometimes people leave.
One of the creators, Frobisher, is also the writer of the MUD client Wintin 95, as well as its successor, Wintin.net.
The current website is maintained by Clink, one of the active administrators and coders. A section of the site known as the EqList was written over a period of months by Enea, another of the active administrators and part-time coder. The EqList is also integrally linked to the Maproom.
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Dr. Malik is a Solicitor of the Supreme Court of England and Wales. His areas of specialism include Human Rights, Immigration and Nationality Law. He has been practising in the legal profession since 1980. His integrity, professionalism and standing in the community is extremely high. He has helped thousands of ethnic minority and black people settle in the United Kingdom, in accordance with law. and Since 1995 he has handled over 15,000 cases. His expertise is highly valued.
Malik has extensive experience of handling Immigration, Nationality, Human Rights cases. His experience also covers appeals at all stages of the system including the Asylum and Immigration Tribunal (and the Immigration Appellate Authority, which predated it), Court of Appeal and the High Court. Appeals include refusal of entry clearance to the United Kingdom, in-country and out-country appeals, Reconsideration appeals to the High Court and Judicial Review.
Work on Immigration Law
There are many advisers offering immigration law expertise, but very few are able to communicate multi-linguistically. Dr Malik speaks several languages of the Indian sub-continent fluently. His command of these languages gives him an ‘edge’ when advising people who are unable to communicate with the Solicitors and lawyers in the English language.
He also lectures on the subject of immigration law and is a visiting lecturer of different universities. He recently lectured at the Middlesex University on Islamic law. Dr Malik has also contributed and featured in several high-profile magazines including YOGA Magazine, Mind Body Spirit Magazine, Todays Therapist, East End Gazette, Asian Woman Magazine, The Daily Jang, The London Post and other multimedia.
Awards and Achivements
He is the recipient of several awards including one from the London Borough of Waltham Forest, presented to him by the Mayor of Waltham Forest for his services to the community.
Dr Malik was also awarded a Super Music Masti Award by Cllr S. Siddiqui the Mayor of the London Borough of Hackney in recognition of his outstanding services to the community.
His name was nominated for an Order of the British Empire by a Member of Parliament and in 2007 he was nominated for the Service to the Community Award by The Redbridge Community Awards (RCA)
He name was also shortlisted as Professional of the Year Award in the 8th Asian Achievers Awards 2008.
Dr. Malik is a Solicitor of the Supreme Court of England and Wales. His areas of specialism include Human Rights, Immigration and Nationality Law. He has been practising in the legal profession since 1980. His integrity, professionalism and standing in the community is extremely high. He has helped thousands of ethnic minority and black people settle in the United Kingdom, in accordance with law. and Since 1995 he has handled over 15,000 cases. His expertise is highly valued.
Malik has extensive experience of handling Immigration, Nationality, Human Rights cases. His experience also covers appeals at all stages of the system including the Asylum and Immigration Tribunal (and the Immigration Appellate Authority, which predated it), Court of Appeal and the High Court. Appeals include refusal of entry clearance to the United Kingdom, in-country and out-country appeals, Reconsideration appeals to the High Court and Judicial Review.
Work on Immigration Law
There are many advisers offering immigration law expertise, but very few are able to communicate multi-linguistically. Dr Malik speaks several languages of the Indian sub-continent fluently. His command of these languages gives him an ‘edge’ when advising people who are unable to communicate with the Solicitors and lawyers in the English language.
He also lectures on the subject of immigration law and is a visiting lecturer of different universities. He recently lectured at the Middlesex University on Islamic law. Dr Malik has also contributed and featured in several high-profile magazines including YOGA Magazine, Mind Body Spirit Magazine, Todays Therapist, East End Gazette, Asian Woman Magazine, The Daily Jang, The London Post and other multimedia.
Awards and Achivements
He is the recipient of several awards including one from the London Borough of Waltham Forest, presented to him by the Mayor of Waltham Forest for his services to the community.
Dr Malik was also awarded a Super Music Masti Award by Cllr S. Siddiqui the Mayor of the London Borough of Hackney in recognition of his outstanding services to the community.
His name was nominated for an Order of the British Empire by a Member of Parliament and in 2007 he was nominated for the Service to the Community Award by The Redbridge Community Awards (RCA)
He name was also shortlisted as Professional of the Year Award in the 8th Asian Achievers Awards 2008.
In architectural and computer science, a green pattern is a programming best practice intended to reduce the environmental impact of IT. The intention behind green patterns is to make software more sustainable.
The expression refers to Design Patterns, which describe recurring solutions to common problems in Object-Oriented programming.
Overview
The reference to design pattern implies a scope focused on software and not on hardware infrastructure. We define the green patterns as programming actions. They are not related to CPU or memory optimization. A lot of other frameworks exist for hardware and datacenters optimization.
A green pattern does not intend to create performing or maintanable software : other patterns are dedicated to these problems. Green patterns are focused on reducing energy consumption of software. Performance and green patterns can sometime, but not always, be in opposition.
Green patterns might also be in opposition with ergonomics. They might make the application slower or diminish the “wahoo effect”. The challenge is to find a compromise between the best user experience and the lowest resources consumption, i.e. the lowest environment impact.
A metaphor for a green pattern could be a solar car: this kind of car compete at Salt Lake City running quite slowly, but they can be driven for hundred of miles without one single gallon of oil.
Comparison to consumer electronics
Consumers are more and more aware of electronics impact on environnement : everyone has heard about the problems for recycling these kind of products. Some organisation, like GreenPeace, publish regularely surveys on company trying hard to make cleaner products. These kind of survey help consumers to buy cleaner products, and more and more companies start to give information of themselves on their products impact on earth.
The idea behind green patterns is that software vendors could use them to improve their applications impact, and then eventually communicate on this impact reduction.
The expression refers to Design Patterns, which describe recurring solutions to common problems in Object-Oriented programming.
Overview
The reference to design pattern implies a scope focused on software and not on hardware infrastructure. We define the green patterns as programming actions. They are not related to CPU or memory optimization. A lot of other frameworks exist for hardware and datacenters optimization.
A green pattern does not intend to create performing or maintanable software : other patterns are dedicated to these problems. Green patterns are focused on reducing energy consumption of software. Performance and green patterns can sometime, but not always, be in opposition.
Green patterns might also be in opposition with ergonomics. They might make the application slower or diminish the “wahoo effect”. The challenge is to find a compromise between the best user experience and the lowest resources consumption, i.e. the lowest environment impact.
A metaphor for a green pattern could be a solar car: this kind of car compete at Salt Lake City running quite slowly, but they can be driven for hundred of miles without one single gallon of oil.
Comparison to consumer electronics
Consumers are more and more aware of electronics impact on environnement : everyone has heard about the problems for recycling these kind of products. Some organisation, like GreenPeace, publish regularely surveys on company trying hard to make cleaner products. These kind of survey help consumers to buy cleaner products, and more and more companies start to give information of themselves on their products impact on earth.
The idea behind green patterns is that software vendors could use them to improve their applications impact, and then eventually communicate on this impact reduction.