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The letter cites two Montana libel cases to support its claims — although the newspaper reported that each of those plaintiffs ended up losing.
Karjala, who admits she is “stressed out” over the lawsuit threat, said she has consulted an attorney but did not intend to respond.
She also pointed out to the newspaper that another Republican candidate, Greg Gianforte, had threatened to sue his opponent, Gov. Steve Bullock, for reminding voters of the GOP challenger’s 2009 lawsuit to deny public stream access.
State Rep. Art Wittich (R-Bozeman) sued a Montana man who wrote a letter to the editor pointing out that a jury had convicted the lawmaker in April of violating campaign finance laws for accepting and failing to report contributions from the anti-union National Right to Work Committee.
“Now we have Saunders taking a page out of their play book,” Karjala said.<|endoftext|>Leicester scrum-half Ben Youngs insists the class of 2016 are desperate to create some history.
The Tigers host Stade Francais in the quarter-finals of the European Cup on Sunday, the first time Welford Road has seen a European last-eight tie since 2007.
Leicester last won the competition in 2002, with a team captained by Martin Johnson and including Neil Back, Ben Kay and Lewis Moody.
There are constant reminders of their past European successes with pictures dotted about Welford Road and Youngs wants his team-mates to make their own memories that rival the previous Tigers achievements.
He said: "Leicester has this reputation of being a huge European club and I think it is and it was in terms of back then when they won back-to-back titles. But this group from the last five to six years hasn't created any history in Europe really.
"We haven't got to the final, so want to create our own history or hold that flag up to be a big European club. To do that you need to reach finals, and ultimately win it.
"I think we are building a squad that will hopefully achieve that. If we don't do it this year I think we still have time the way we are going.
"If I had the choice I would take Europe because it is the hardest one to win. I have seen it first hand - the amount of times we haven't got out of our pool or we have come up short in the quarter-final, how hard it is even to get a home quarter-final.
"I am sure everyone would be the same - that is the one cup that everyone treasures and I am sure everyone wants to win."
The Tigers are fourth in the Aviva Premiership and face fifth-placed Northampton next week as they enter a defining period of their season.
Youngs has already won silverware this season after clinching the RBS 6 Nations Grand Slam with England last month and he is looking to add to it with the Tigers.
He said: "You could go through your whole club career and not win anything.
"I have been fortunate enough with this club to have had the opportunity and we have won some bits. Definitely in an England shirt you want to win something.
"In 2011 when we won the Six Nations title it was a very strange feeling so to do it this time was great. To have finally won something and do a Grand Slam - which has not been done very often - was a great feeling and something I am very proud of."<|endoftext|>For millennia, humans and viruses have been locked in an evolutionary back-and-forth -- one changes to outsmart the other, prompting the second to change and outsmart the first. With retroviruses, which work by inserting themselves into their host's DNA, the evidence remains in our genes.
Last year, researchers at Rockefeller University and the Aaron Diamond AIDS Research Center brought an ancient retrovirus back to life and showed it could reproduce and infect human cells. Now, the same scientists have looked at the human side of the story and found evidence that our ancestors fought back against that virus with a defense mechanism our bodies still use today.
"This is the first time that we've been able to take an ancient retrovirus and analyze how it interacts with host defense mechanisms in the laboratory in the present day," says Paul Bieniasz, who is an associate professor and head of the Laboratory of Retrovirology at Rockefeller and a scientist at the Aaron Diamond AIDS Research Center. Bieniasz and graduate student Youngnam Lee took their resurrected virus, called HERV-K, tested its strength against molecules involved in human antiviral defense.
Bieniasz, who also is an investigator at the Howard Hughes Medical Institute, and Lee found that, at least in the laboratory, human cells infected with HERV-K fought back with several antiviral proteins. One of those proteins, called APOBEC3G, leaves a tell-tale signature behind: It mutates virus DNA in a recognizable pattern and is one our cells use to attack modern retroviruses. "But this is the first time it's been shown for this ancient retrovirus," Bieniasz says.
Once the scientists found that modern human cells attacked HERV-K with this molecule, they went back to look at the "fossil evidence," remnants of the virus that still remain in our genes and that the researchers had previously used to reconstruct it. What emerged were two copies of HERV-K that had clearly been mutated, and thus inactivated, by the APOBEC3G protein. "We're looking at things that happened millions and millions of years ago," says Lee. "But these sorts of ancient interactions may have influenced how humans are able to combat these retroviruses today. These proteins help protect us against current retroviruses." Indeed, HERV-K may well have helped to shape the modern APOBEC3G defense.
The earlier study and this one provide two sides of the evolutionary coin: the infectious agent, and the host defense. "Retroviruses are able to infect us and leave remnants in our DNA, and our DNA also holds evidence of what we've done to them in return," Lee says. "It's an illustration of the fight between host and virus."<|endoftext|>Physical pain, psychological distress and the deleterious effects of medical procedures all cause the chronically ill to suffer as they experience their illnesses. However, a narrow medicalized view of suffering, solely defined as physical discomfort, ignores or minimizes the broader significance of the suffering experienced by debilitated chronically ill adults. A fundamental form of that suffering is the loss of self in chronically ill persons who observe their former self-images crumbling away without the simultaneous development of equally valued new ones. As a result of their illnesses, these individuals suffer from (1) leading restricted lives, (2) experiencing social isolation, (3) being discredited and (4) burdening others. Each of these four scores of suffering is analysed in relation to its effects on the consciousness of the ill person. The data are drawn from a qualitative study of 57 chronically ill persons with varied diagnoses.<|endoftext|>Want to try this now? Download this three.js Rollercoaster Demo (Android APK )!
We are happy to announce that Google Daydream VR headset and Gamepad support are landing in Servo. The current implementation is WebVR 1.1 spec-compliant and supports asynchronous reprojection to achieve low-latency rendering.
If you are eager to explore, you can download an experimental three.js Rollercoaster Demo (Android APK ) compatible with Daydream-ready Android phones. Put on the headset, switch on your controller, and run the app from Daydream Home or from a direct launch.
We have contributed to many parts in the Servo browser codebase in order to allow polished WebVR experiences on Android. It’s nice that our WebVR support goals has allowed to push forward some improvements that are also useful for other areas of the Android version of Servo.
VR Application life cycle
Daydream VR applications have to gracefully handle several VR Entry flows such as transitions between the foreground and background, showing and hiding the Daydream pairing screen, and adding the GvrLayout Android View on top of the view hierarchy. To manage the different scenarios we worked on proper implementations of native EGL context lost and restore, animation loop pause/resume, immersive full-screen mode, and support for surface-size and orientation changes.
Servo uses a NativeActivity, in combination with android-rs-glue and glutin, as an entry point for the application. We realized that NativeActivity ignores the Android view hierarchy because it’s designed to take over the surface from the window to directly draw to it. The Daydream SDK requires a GvrLayout view in the Activity’s view hierarchy in order to show the VR Scene, so things didn’t work out.
A research about this issue shows that most people decide to get rid of NativeActivity or bypass this limitation using hacky PopupWindow modal views. The PopupWindow hack may work for simple views like an Google AdMob banner but causes complications with a complex VR view. We found a more elegant solution by releasing the seized window and injecting a custom SurfaceView with its render callbacks redirected to the abstract implementation in NativeActivity :
This approach works great, and we can reuse the existing code for native rendering. We do, however, intend to remove NativeActivity in the future. We’d like to create a WebView API-based Servo component that will allow developers to embed their content from Android standalone apps or using WebView-based engine ecosystems such as Cordova. This will involve modifications to various Servo layers coupled with NativeActivity callbacks.
Build System
Thanks to the amazing job of both the Rustlang and Servo teams, the browser can be compiled with very few steps, even on Windows now. This is true for Android too, but the packaging step was still using ant combined with Python scripts. We replaced it with a new Gradle build system for the packaging step, which offers some nice benefits:
A scalable dependency system that allows to include Gradle/aar-based dependencies such as the GoogleVR SDK.
that allows to include Gradle/aar-based dependencies such as the GoogleVR SDK. Relative paths for all project libraries and assets instead of multiple copies of the same files.
for all project libraries and assets instead of multiple copies of the same files. Product flavors for different versions of Servo (e.g. Default, VR Browser, WebView)
for different versions of Servo (e.g. Default, VR Browser, WebView) Android Studio and GPU debugger support.
The new Gradle integration paves the way for packaging Servo APKs with the Android AArch64 architecture. This is important to get optimal performance on VR-ready phone CPUs. Most of the Rust package crates that Servo uses can be compiled for AArch64 using the aarch64-linux-android Rust compilation target. We still, however, need to fix some compilation issues with some C/C++ dependencies that use cmake, autotools or pure Makefiles.
Other necessary improvements to support WebVR
There’s a plethora of rough edges we have to polish as we make progress with the WebVR implementation. This is a very useful exercise that improves Servo Android support as a compelling platform for delivering not only WebVR content, but graphics-intensive experiences. To reach this milestone, these are some of the areas we had to improve:
Daydream support on Rust WebVR
These notable Android improvements, combined with the existing cross-platform WebVR architecture, provide a solid base for Daydream integration into Servo. We started by integrating Daydream support in the browser dependency-free rust-webvr library.
The Google VR NDK for Android provides a C/C++ API for both Daydream and Cardboard headsets. As our codebase is written in Rust, we used rust-bindgen to generate the required bindings. We also published the gvr-sys crate, so from now on anyone can easily use the GVR SDK in Rust for other use cases.
The GoogleVRService class offers the entry point to access GVR SDK and handles life-cycle operations such as initialization, shutdown, and VR Device discovery. The integration with the headset is implemented in GoogleVRDisplay. Daydream lacks positional tracking, but by using the neck model provided in the SDK, we expose a basic position vector simulating how the human head naturally rotates relative to the base of the neck.
A Java GvrLayout view is required in order get a handle to the gvr_context, apply lens distortion, and enable asynchronous-reprojection-based rendering. This adds some complexity to the implementation because it involves adding both the Java Native Interface (JNI) and Java code to the modular rust-webvr library. We created a Gradle module to handle the GvrLayout -related tasks and a helper JNIUtils class to communicate between Rust and Java.
One of the complexities about this interoperation is that JNI FindClass function fails to find our custom Java classes. This happens because when attaching native Rust threads to a JavaVM, the JNI AttachCurrentThread call is unaware of the current Java application context and it uses the system Classloader instead of the one associated with the application. We fixed the issue by retrieving the Classloader from the NativeActivity’s jobject instance and performing loadClass calls directly to it. I’m waiting for variadic templates to land in Rustlang to extend and move these JNI Utils into it’s own crate providing a similar API like the one I implemented for the C++11 SafeJNI library.
In order to present the WebGL canvas into the headset we tried to use a shared texture_id as we did in the OpenVR implementation. Unfortunately, the GVR SDK allows attaching only external textures that originate from the Android MediaCodec or Camera streams. We opted for a BlitFramebuffer-based solution, instead of rendering a quad, to avoid implementing the required OpenGL state-change safeguards or context switching:
Once the Daydream integration was tested using the pure Rust room-scale demo, we integrated it pretty quickly into Servo. It fit perfectly into the existing WebVR architecture. WebVR tests ran well except that VRDisplay.requestPresent() failed in some random launches. This was caused because of a deadlock possibility during the very specific frame when the requestAnimationFrame is moved from window to VRDisplay . Fortunately, this was fixed with this PR.
In order to reduce battery usage, when a JavaScript thread starts presenting to the Daydream headset, the swap_buffers call of the NativeActivity’s EGLContext is avoided. The optimized VR render path draws into only the texture framebuffer attached to the WebGL Canvas. This texture is sent to the GVRLayout presentation view when VRDisplay.submitFrame() is called and lens distortion is then applied.
Gamepad Integration