Iwas trying to make some errors easily visible in wafermaps and started playing around with Fill Selection Modes. I managed to make my graphs visual enough (but there is no "perfect" option), but I could make it even more visual if I could combine multiple modes (at least two). Also changing and trying out different options requires me to go through multiple menus using mouse.
I have few suggestions regarding Fill Selection Mode in JMP graphs to make JMP visuals provide more information quicker. There are a lot of different situations where JMPs default option of Selected Patterned isn't really that helpful. I will use Wafer Stacked.jmp as an example dataset for most of these with this starting situation (stacked wafermaps and Defects mean used as color) and I have selected some random areas. There are a lot of other situations where diffee
Depending what you are trying to present, you might want to highlight your graphs in different ways. In this case I would like to quickly highlight the specific areas of wafermap. Few selection modes work quite well
But what I would like to do is to combine these (at minimum two) or at least have few new options. I would like to combine at least Selected Outlined+Unselected Faded or Selected Darkened + Unselected Faded.
Drop-down menu toolbar could be one idea, similar to data table list in Script Editor (of course dropdown wouldn't work unless they are checkboxes if we can make our own combinations). I will most likely write my own add-in which will let user to go to next selection by pressing a button (or shortcut key) for now.
Is it possible to play a quicker game of monopoly that lasts under one hour on average with only two players? If so, how? I am not looking for anything that specific, but I need house rules that will speed the game up. By the way, I lost my Speed Die.
First of all make sure you are following the base rules for Monopoly as there are a lot of different house rules that are used that make the game take much longer then it should. Judging on the accepted answer it seems that you are indeed using some house rules that make the game take longer.
Deal all the 28 properties to the two players (shuffle the deeds and then alternate properties) before the game begins. The trades occur at the beginning, and players can start building houses and hotels immediately once they have monopolies.
I would suggest the following:
0. Don't use common house rules that slow down the game.
1. Find/Buy/Make a Speed Die.
2a. Deal out all properties as suggested in the rules for a quicker game.
2b. For a more strategic starting variation, require players to purchase properties from those they are dealt OR return them to the bank.
3. Don't bail out opponent by accepting deals when they owe rent.
The biggest obstacle to a fast game, in my experience, is adoption of a House Rule for a Fee Parking Windfall - yet kids adore this. I addressed both this and the desire to handicap adults vis a vis younger children as follows:
3) The amounts in (1) above can be negotiated as other amounts - but only before the game starts. If the younger children are not winning often enough, double the amounts; it they are winning too often, halve them.
A similar but more extreme format is to multiply the initial capital by a larger number, and reduce the gain for passing Go to zero. Again, no extra equipment is needed but perhaps a note to remind you of the change to the Go space.
Finally, increase the rate at which capital is removed from the players. For example, instead of mortgages, property is pawned. The player receives the normal amount for mortgages, but to regain the property, they must repay the full value of the property.
You might also say that the property is lost for good after the next (or second, depending on balance) time the player passes Go. While a property is pawned, the bank receives any rent instead of the player.
The part of Monopoly that drags is the very long time between when it's obvious only one player can win until the point that they do win. (House rules often drag this out even more, but it happens in the original rules as well.)
However, if you set a specific stop time that people can see, people tend to play differently when that time approaches --- and in a way that is usually not fun -- for example people who see they cannot win will often try to stop one particular player from winning, acting as kingmaker.
Choose a particular card in the Chance or Community Chest deck (I suggest the "You have won second prize in a beauty contest" card) to be the "stop" card -- As soon as the stop card comes up, that card's own event applies - and any ensuing consequences - and then the game finishes immediately and you determine the winner at that instant.
I'd suggest dividing the relevant deck into three equal sized parts then shuffling the stop card in with two of those parts (shuffling carefully) and then putting the remaining third of the deck on top -- so that the game doesn't end too quickly either. You can instead split into say 4 parts (to make sure the game doesn't finish too late either).
An alternative method of stopping early would be to stop on the second instance of someone getting doubles three times in a row -- it's not hard to come up with others. With some tweaking you can find a way to make the game finish unexpectedly and still have it more or less a reasonable length.
When my daughter and I used to play (a few years ago, now), our rule was that the game ends when no further monopolies are possible. Our running assumption was that only a fool would help his/her opponent get a monopoly, so trades were not going to happen. (Yes, this makes the game an exercise in rolling dice, but for children that's not a show-stopper.)
Otherwise the property groups were ranked, with the owner of the highest-ranking group being the winner. This was mostly based on our experience of who would most likely win if the game were to continue according to the rules.
The shokupan post is without a doubt my most popular and I'm so grateful that people love it. I continue to make it on a weekly basis because our family loves toast for breakfast. Because I make it so often, I noticed that I don't always have the full 3 hours to devote to bread making. For the time constrained days, I simplify the ingredient list and use a food processor. It shaves off about 45 minutes from the original method. So I wanted to share with you the quicker version today. In fact, the food processor is a better tool for building up the gluten in shokupan. Since I don't have a dish washer and the food processor has so many parts to hand wash, I switch it up with the stand mixer when I have plenty of time to spare. If you are lucky enough to own a dishwasher, I highly recommend using the food processor.
Step 1 - Measure: Before I do anything, I measure out 20g butter and cut it into small pieces so that it comes up to room temperature by the time I need it. This is key. Don't forget. Then, I measure out all the dry ingredients in a separate container (because you can't attach the food processor bowl after measuring ingredients) and dump them in the food processor bowl with the bread blade (attached to the machine!). So that's 350g bread flour, 24g sugar, 14g dry milk, 7g salt, 4g instant dry yeast. Then, measure out 245g room temperature water.
Step 2 -Mix dough: Pulse a couple times to mix the dry ingredients. Set the timer for 1 minute 50 seconds and process while pouring the water in through the small feed tube. After the wet and dry ingredients are mixed, add the pats of room temperature butter. Set the timer for 1 minute and process. You'll probably need to hold down the food processor or it might fall off the counter as it'll move around a lot. If you see that the butter is getting stuck, stop and mix into the dough by hand and continue processing.
So instead of 15 minutes of kneading with the stand mixer, we've now cut down the time to under 3 minutes. Now the best part is that because the food processor warms up the dough, it will proof much faster and at room temperature!
Step 3 - First proofing: Either flour or grease up your hands (the dough will be extra tacky) and take the dough out and shape into a ball. Place the dough in a large greased bowl and cover with saran wrap. Leave at room temperature for 30-40 minutes until the dough doubles in size. After this step, it's exactly the same as the original shokupan (step by step instructions with pictures in the original).
Step 5 - Shaping: Roll out each ball of dough in an ellipse and fold into thirds vertically. Roll out the dough again into a long ellipse and roll up (perpendicular to the direction you folded the dough into thirds). Pinch the ends into the dough to secure tightly.
Step 6 - Second Proofing: Place both rolls of dough into a greased loaf pan with the stitched end side down and cover with plastic film for second proofing. It should take anywhere from 40 minutes to an hour for the rolls to expand to the height of the loaf pan and cover all gaps. If the loaf pan is less than 4 inches in height, I would proof it above the height of the pan. Sometime during the second proofing is a good time to preheat the oven.
Academics from the University of Leeds and specialists from Procter & Gamble, makers of Ariel, Daz, Bold, Fairy and Lenor, have wrung out new insight into how laundering clothing affects fading, colour runs and microfibre release.
Every load of washing releases hundreds of thousands of microfibres -- tiny strands that are flushed down the drain. Many reach beaches and oceans where they can remain for many years and be swallowed by sea creatures.
In what is the first research into wash cycle duration that used both laboratory and real consumer testing, they found that reducing both washing cycle length and water temperature can significantly extend the life of garments and reduce the quantity of dye and microfibres shed into the environment.
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