![]() API reports: We can use reports to see statistics, including the improvement, development, and usage done by our team on APIs.Mocking API: We can configure a mock server to reproduce the endpoints of our API to test and development purposes.Handling and sharing APIs: We can share our APIs with several team members, see changes, view changelog, and add comments.Monitoring API: We can add monitors to inspect our API.Deploying API: We can connect our API deployment service to include greater visibility in Postman.Testing API: We can add tests to our API and apply CI integration to create and automate the testing process.Also, we can produce server-side code from our OpenAPI 3 specification and validate our API definition and attached elements. Developing API: We can build our API by adding collections and editing our API definition.We can also release a version when we are ready to distribute our modifications to customers. With API version control: We can sync our modifications between the remote Git repository and Postman.Creating API: We can begin a new API in the first step in Postman.High-level stepsīelow are some high-level steps required when designing and integrating APIs: Also, we can sync our API with the Git repository in Postman. We can connect many elements of our API development and inspection process to our API definition, including monitors, tests, documentation, and collections. Then, our API definition can act as one truth source for our API project. In Postman, we can apply the API Builder to develop our API. Postman Provides its support for API- initial development with API Builder. Workspaces: Public, partner, team, and personal workspaces permit developers to cooperate externally and internally.Intelligence: API governance, reporting, workspaces, API repository search, security warnings, etc.It develops varied APM solutions, gateways, CI/CD, and source controls. API builder: It helps in implementing the workflow of an API design with specifications, including RAML, GraphQL, and OpenAPI.Tools: API detection, mock servers, API testing, API documentation, API design, and API client.We can better scale, organize, and simplify our whole API lifecycle with the API repository of Postman, whether it is for one API or for our whole API landscape. Also, we can connect our API repository to other tools and products we use by the pre-built integrations of Postman. The web and desktop applications of Postman link to the API repository by workspaces for public, partner, team, and personal use. This API repository allows organizations and teams to assemble metrics and detect insights from the built-in governance facilities in the platform. Every tool of the Postman platform uses the repository, which guarantees one truth source for our APIs. One truth source for APIs: Postman offers a centralized, version-controlled, and cloud-based repository for every API artifact from the whole API lifecycle.API repository: It permits the user to save, catalog, and cooperate across API artifacts within a central platform in partner, private, or public networks. ![]() Today, these three co-founders run the company, where Sobti serves as CTO and Abhinav as CEO. Ye recruited old colleagues Abhijit Kane and Ankit Sobti to help in creating Postman Inc. As a free app, Abhinav Asthana launched Postman in Chrome Web Store. In 2012, Postman started as Abhinav Asthana's side project, who wanted to clarify API testing, during work at Yahoo Bangalore. ![]() The organization is in San Francisco and has an office in Bangalore, in which it was discovered. ![]() Postman reports that it has 25+ million registered users and 75k open APIs as of February 2023, which it tells constitutes the largest public API hub in the world. Introduction to Postmanįor developers, Postman is the API Platform to build, test, iterate, and design their APIs. Postman is also available as a chrome extension application, but it is better to install and use the native app because Postman chrome extension does not support all the features that the native app has. Postman can be downloaded for all major operating systems, including Mac, Linux, and Windows, as a native app (standalone application). Next → ← prev Postman Installation and Updates
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5/1/2024 0 Comments Shadow work journal pdf![]() 28 Exercise 15 - Egocentricity.29 Exercise 16 - Sexuality.31 Exercise 17 - Shadow Letter. 17 Exercise 8 - Tolerance of Beliefs.19 Exercise 9 - Self-Criticism.21 Exercise 10 - Self-Love and Gratitude. ![]() 10 Exercise 4 - Emotional Suppression.12 Exercise 5 - Self-Love Letter.13 Exercise 6 - Hot Buttons.15 Exercise 7 - Family Members. Shadow Work Journal Table of Contents Exercise 1 - Playing Small.7 Exercise 2 - The Saboteur. The authors are in no way liable for any misuse of the material. This information should not replace consultation with a competent healthcare professional. The information contained in this journal is intended to be educational and not for diagnosis, prescription, or treatment of any health disorder whatsoever. You are permitted to print this document for personal use only. ![]() No part of this journal may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing by the authors. Table of contents : Exercise 1 - Playing Small Exercise 2 - The Saboteur Exercise 3 - Negatives and Positives Exercise 4 - Emotional Suppression Exercise 5 - Self-Love Letter Exercise 6 - Hot Buttons Exercise 7 - Family Members Exercise 8 - Tolerance of Beliefs Exercise 9 - Self-Criticism Exercise 10 - Self-Love and Gratitude Exercise 11 - Secrecy Exercise 12 - The Victim Exercise 13 - Biggest Fear Exercise 14 - Shadow Desires Exercise 15 - Egocentricity Exercise 16 - Sexuality Exercise 17 - Shadow Letter Exercise 18 - Self-Confidence Exercise 19 - Self-Beliefs Exercise 20 - Flaws Exercise 21 - Lying Exercise 22 - Punishment Exercise 23 - Immaturity Exercise 24 - Triggers Exercise 25 - The Addict Exercise 26 - Expressing Anger Exercise 27 - Nasty Intentions Exercise 28 - Body Pain Exercise 29 - Intolerance Exercise 30 - Approval Exercise 31 - Mirror Work Exercise 32 - Self-Care Exercise 33 - Envy Exercise 34 - The Fanatic Exercise 35 - Golden Projections Exercise 36 - Sexual Needs Exercise 37 - Door of Light Visualization Exercise 38 - Criticism Exercise 39 - Siblings Exercise 40 - Inner-Child Letter Exercise 41 - Culture Exercise 42 - Attraction Exercise 43 - The Beggar Exercise 44 - Emotions Exercise 45 - Humor Exercise 46 - Pathworking Exercise 47 - Impulsivity Exercise 48 - Loving Reflection Exercise 49 - Parents Exercise 50 - The Judge Exercise 51 - Arguments Exercise 52 - Values Exercise 53 - Judgments Exercise 54 - Self-Judgment Exercise 55 - Ego Exercise 56 - Blind Spots Exercise 57 - Headlines Exercise 58 - Dreams Exercise 59 - Affirmations Exercise 60 - Shadow Image Exercise 61 - Ancestral Trauma Exercise 62 - Money Exercise 63 - Spirituality Notes Recommend PapersĬopyright Copyright © Aletheia Luna and Mateo Sol, 2018 Shadow Work Journal: Illuminating the Dark Side of Your Psyche All rights reserved. ![]() Too many wrong answers gets you a Game Over, not a slap on the wrist and a let's-move-on. I find that these games do very little hand-holding, and absolutely require the sort of rigourous, logical thinking I'm talking about in order to win. The game just keeps right on going.Ĭontrast this with what I think is the best example that I've ever played: the Phoenix Wright series. It boils down to trial-and-error, and the worst offense is that you can't even go back and try again immediately if you're dissatisfied with the result. It boils down to a 3D pixel-hunt (since some visually-interesting things turn out to be relevant, while others are just part of the scenery), followed by a really simple-minded 'Lie to Me' simulator that actually penalizes you for detecting a lie but failing to realize right away that you have evidence to prove it. Noire, which came so close to being a game about logic and deduction, but really does far too much hand-holding when it comes to investigating the crime scenes and piecing together the evidence. I want to know if there are games that actually do require solid logical reasoning. The unintuitive solutions are often quite humourous and do a lot to define the character of a game, but playing through them can quickly devolve into a rather boring session of trial-and-error or, worst of all, pixel-hunting. These are games where you build up a huge inventory of unrelated objects, and each of these comes into use at some point in the story, either in a fairly logical way (such as using a key to unlock a door), or a very unintuitive way (such as building a mannequin out of food so that the guards won't know you've escaped the prison - Space Quest 6). The final puzzle type is the pseudo-logical situational puzzle, as seen in Sierra adventure games like King's Quest and Space Quest, as well as other titles like The Longest Journey. Why tic-tac-toe? No discernible game-world reason. ![]() A crude example would be forcing the player to win a game of tic-tac-toe before being allowed to proceed. There are many different puzzle archetypes that fall into this category, the point being that the puzzle is not built into the game, but rather inserted on top of the game. It's a one-shot brainteaser with very little contextual connection to the game around it (though this disconnect was narratively circumvented in Professor Layton and the Curious Village). The next type of puzzle is found in wonderful games like Machinarium and the Professor Layton series. If I had to boil down the Myst series, I would say that it presents the player with a string of amazing machines, and the player has to find the instructions and then successfully activate the machine in order to proceed. So you'll come up against some obstacle which is blocking your progress, and almost inevitably there will be some book or scrap of paper found in another location that explains exactly how to go about bypassing that obstacle. The predominant puzzle style in Myst games is to put the puzzle in one location and the solution in another. I'll use specific examples to explain.įirst, the Myst series, one of my all-time favourites. I've played many, many point-and-click adventure games, and the puzzles presented therein all seem to fall into one of three categories. r/CoOpGaming - A community for co-op gaming r/xboxone - Xbox-specific subreddit for general Xbox news and discussion r/playstation, /r/PS4 & /r/PS5 - PlayStation-specific subreddits for general PlayStation news and discussion r/pcgaming - PC gaming-specific subreddit for general PC gaming news, discussion and gaming tech support r/nintendo - Nintendo-specific subreddit for general Nintendo news and discussion r/shouldibuythisgame - Find out what's worth getting. r/gamingsuggestions - Go here to help you find your next game to play r/gaming4gamers - Discussion, bar the Hivemind
5/1/2024 0 Comments Made up sonic charactersHe posts about Sonic constantly on his personal Twitter account and appears on numerous Sega and Sonic-centric podcasts. Nilsen speaks of the character with fanaticism. And what’s interesting is I think that legacy still exists to this day.” It’s a legacy Nilsen calls “classic Sonic,” and it’s a legacy he believes has been tarnished. ![]() “I think legacy of great gameplay and great graphics and a very cool character,” says Nilsen, who then repeats himself with more inflection, “a very cool character, was the legacy that had been established by myself and the rest of the Sega team. He also helped plan the world’s first global game launch for Sonic the Hedgehog 2 with the “Sonic 2sday” campaign. He sold the first Sonic the Hedgehog to players by coordinating mall tours and press events that allowed attendees to play the game alongside a new Mario title, then vote on which they thought was the superior platformer. While Sega of Japan worked to develop what would become the first Sonic the Hedgehog, Sega of America set to figure out how to market the title to North American players.Īl Nilsen worked at Sega of America from 1989 to 1993. He lost the girlfriend and left the band, as well. So Sonic’s fangs came out and he got a cleaner, more inviting look. They weren’t sure he had that universal appeal. Some at Sega of America felt that Ohshima’s hedgehog was too aggressive, too mean. Many at Sega wanted a mascot with worldwide appeal, accessible to any gender at any age. But some at the branch weren’t sure that Sonic was the right fit as the company’s mascot in his current state. When employees at Sega of America, such as CEO Tom Kalinske, Marketing Director Al Nilsen and Product Manager Madeline Schroeder, saw this prototype, they felt it had the potential to be a revolutionary game. ![]() Paired with a new gameplay prototype created by programmer Yuji Naka, the game put an emphasis on speed, something largely unseen at the time. Designer and artist Naoto Ohshima came up with an idea of a blue hedgehog named “Sonic” that had fangs and a human girlfriend named Madonna and that fronted a rock band with a monkey on bass and an alligator on keyboard. So, looking for a new mascot, Sega of Japan held an internal competition, allowing its employees to submit ideas for character designs. Sega’s first mascot, Alex Kidd, first featured in the 1987 platformer Alex Kidd in Miracle World on the Sega Master System, did not become the cultural mainstay it needed to combat the juggernaut plumber at Nintendo. Much like Sega’s balloons, it seems to be hard to keep Sonic up or down for too long.Īpproaching the 1988 release of the Sega Genesis, many people at Sega felt it was time to start over. We spoke to a number of people who have had their hands on the series in an effort to pinpoint its largest evolutions, where it may have lost its footing, how Sega hopes to bring its flagship character back to the critical spotlight and the steps it’s taking to do so. So Polygon set out to look at why and what the character’s future may hold. He’s also gained a lot of friends, who many argue don’t always seem to fit comfortably in his games, as depicted in the header image at the top of this story.Īfter a tumultuous 20 years, Sonic isn’t the critical darling he once was. From his first introduction to the Sega Genesis, to his leap to the third dimension in Sonic Adventure, to a shift toward character-driven, team-based action, and his recent evolution for the Sonic Boom series, Sonic has changed constantly over the past two decades. ![]() To date, the Sonic the Hedgehog franchise has collectively sold over 140 million copies, with some games regarded as some of the best of all time and others some of the worst.Īnd he has changed - a lot. He’s had five television series and even his own tubes of toothpaste and cans of spaghetti. He has appeared in dozens of games, numerous action figures and hundreds of comics. Sonic the Hedgehog has stood as an institution for Sega for more than two decades, a cultural icon with mass marketing abilities. The balloon flew for two years, before getting caught in the branches of a tree in 2013, needing to be cut free. Then in 2011, a new Sonic balloon lofted above New York’s streets in celebration of the character’s 20th anniversary. The parade retired the balloon, keeping it out of the event in 1998, the year Sega discontinued the Saturn. Then in 1997, the balloon hit a third light pole and deflated once again. ![]() In 1995, the year Sega released its Sega Saturn console in North America, the balloon struck another light pole. |
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