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sexta-feira, 29 de março de 2019

The Ultimate List of The 10 Best URL Shortener Services

  1. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  2. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  3. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  4. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  5. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  6. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  7. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  8. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  9. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  10. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

Grow Your App Business Internationally Through Localization On Google Play

Posted by Chris Yang, Program Manager, Translation Service

It is not uncommon for developers to have the following concerns and thoughts when considering whether to localize their apps: "I just don't have the time!" "Translation is too expensive." "High-quality translation is just hard to find.'' Does this sound familiar?

At Google, we consider translation a key component of making the world's information universally accessible and useful. This commitment extends not only to localizing our own products, but also to providing tools to help developers and translators more easily localize their apps.

Introducing the Google Play App Translation Service

Available in the Google Play Console, the Google Play App Translation Service simplifies localization of your app user interface strings, store listing, in-app product names, and universal apps campaign ads. Thousands of developers have already used this service to reach hundreds of millions of users worldwide.

Here is an overview of some of the ways it can help:

1. Quick and easy - Order in minutes and receive your translation in as little as two days.

  • Small translation orders can be completed in only two days. All orders are completed in eight days or less.
  • Apply translations directly in the Play Console or download to build with your app.

2. Professional and human - Get high-quality translations by real human translators.

  • All translations are carefully crafted by professional translators just for you.
  • Translation providers are selected by Google based on quality and speed.

3. Value for money - Translate your app for as little as $0.07 per word.

  • Pricing is upfront and simple. You only pay per word for each language you translate.
  • For example, translating 200 words into one language at $0.07 per word would cost only $14.

Ordering a Translation

Find the Translation Service in the Google Play Console:

When you're ready to translate, just select the languages to use for translation, choose a vendor, and place your order.

Select languages to translate into.

Choose what type of content you want to translate.

Easily complete purchase of the service.

Language recommendations

You can also expand your global footprint with translation recommendations that can help increase installs. The recommendations can be found in the Google Play Console.

The language recommendation feature is developed using machine learning and is based on your app's install history and market data.

Did you know that you can reach almost 80% of internet users worldwide with only 10 languages. In particular, the Google Play opportunity in Russia and the Middle East continues to grow. Let us know once you have localized for these markets so we can consider featuring your app or game in the Now in Russian and Now in Arabic collections on the Play Store.

Launching the translation

Once you download the translation, you'll be ready to publish your newly translated app update on Google Play.

Get started with the App Translation Service today and let us know what you think!

How useful did you find this blog post?

In-depth List Of All Driver Settings.

So, you've got the driver installed, and you want to know how to make the most of it.  Let's go through the options one by one.



First up is the "sensitivity" variable.  In povohat's readme for the driver, he writes, "if your intention is to replicate your existing QL mouse settings, set this value to your in-game sensitivity and continue to use this sensitivity value in-game."  It technically multiplies the sensitivity into the driver before acceleration calculations happen, and then divides it out after the calculations are done.  Simply put, keep sensitivity at 1 unless you are coming from Quake Live.

The "Acceleration" variable controls how quickly the mouse sensitivity will go up.  Pretty straightforward - the closer to 0, the closer to "no accel/flat sensitivity."  It's dependent on your mouse DPI and USB refresh rate, so keep that in mind when changing your hardware/mouse software around.  Also note that the Pre-Scales and Post-Scales will change this too!  There is an option in the GUI dropdown "Settings" menu that allows you to scale acceleration to maintain the same slope when changing post-scales and pre-scales.  I highly recommend checking those options once you have an accel curve that you like.

"Sensitivity Cap" is the glorious variable that determines where acceleration stops kicking in.  It's a multiplier of your base sensitivity (post-scale and pre-scale variables), so a cap of "2" means that accel will only double your sens from its slowest.  If you want to maintain muscle memory for flicks, you'll want to scale the sensitivity cap with post-scales and pre-scales too (Settings dropdown in the GUI).

"Speed Cap" is a gimmick.  I say this because I specifically asked povohat to add it :).  If you've ever been in a game with a vehicle that limits you from turning too quickly, that's what the speed cap feels like.  I asked for it to see if you could use it to get perfect turning rate circle jumps in Quake.  It's really not that useful though.

"Offset" determines how long it will be until mouse acceleration starts to kicks in.  You can effectively make the sensitivity flat (no accel) for a short period of time, then let the accel raise it up after that threshold is met.  This is nice in theory, but I found that having an offset made it difficult to get used to small changes in the curve.  I keep mine at 0, but if you have a curve with a non 0 value that you are happy with, that's quite fine.

"Power" determines the exponent of the curve.  If you set it to 2 (the default), acceleration is linear.  If you set it to 3, you have a parabola.  Personally, I like linear accel, but I did try stuff like 2.5 for a while and enjoyed it.  Similar to the offset, I found straying from the default made it harder to adjust to small changes to your accel curve, but there's nothing fundamentally wrong with using non standard values.

"Pre-Scale X"/"Pre-Scale Y" is a flat multiplier on top of everything (separated into horizontal and vertical mouse movements), but it occurs before the acceleration and offset calculations.  Changing this has a tendency to change a few other things inconveniently... I recommend using the next values:

"Post-Scale X"/"Post-Scale Y" is what you will change to affect your starting sensitivity before the acceleration kicks in.  It also impacts the other variables you will be changing, but not as dramatically as the Pre-Scales, and as seen above there are options to make the important variables scale with changes to your Post-Scale X value.  The X value is for left/right, Y is for up/down.  If you want to have your horizontal sensitivity the same as your vertical sensitivity, there is a check box under settings to lock Y to X.

"AngleSnapping" allows you to make mouse movements that are close to a right angle be snapped to a right angle - basically it lets you draw horizontal and vertical lines with your mouse easier.  I haven't found much use of it in FPS games, so I keep mine at 0.

"Angle" is a rotation of the initial mouse movement before any other calculations are performed.  It is there to correct for any oddly placed mouse sensors.  If you move your mouse perfectly left/right on your mousepad and see that it isn't moving perfectly left/right on screen, you might want to tweak this value.

The Crew For PC IN 2GB Highly Compressed


 The Crew System Requirements (Minimum)

  • CPU: Intel Core 2 Quad Q9300 @ 2.5 GHz / AMD Athlon II X4 620 @ 2.6 GHz or better
  • CPU SPEED: Info
  • RAM: 4 GB
  • OS: Windows 7 SP1, Windows 8, Windows 8.1 (64bit)
  • VIDEO CARD: NVIDIA GeForce GTX 260 or AMD Radeon HD 4870 (512MB VRAM with Shader Model 4.0 or higher)
  • PIXEL SHADER: 4.0
  • VERTEX SHADER: 4.0
  • DEDICATED VIDEO RAM: 512 MB

The Crew Recommended Requirements

  • CPU: Intel Core i5 750 @ 2.66 GHz / AMD Phenom II X4 940 @ 3.0 GHz or better
  • CPU SPEED: Info
  • RAM: 8 GB
  • OS: Windows 7 SP1, Windows 8, Windows 8.1 (64bit)
  • VIDEO CARD: NVIDIA GeForce GTX 580 or AMD Radeon HD 6870 (1024MB VRAM with Shader Model 5.0 or higher)
  • PIXEL SHADER: 5.0
  • VERTEX SHADER: 5.0
  • DEDICATED VIDEO RAM: 1 GB

DOWNLOAD GAMESIZE: 21GB 2GB PARTS

PART 1

PART 2

PART 3

PART 4

PART 5

PART 6

PART 7

PART 8

PART 9

PART 10 

PART 11

PASSWORD

------------------------------------


WARNING:


• WE DO NOT ENCOURAGE PIRACY. THESE LINKS ARE INTENDED FOR BACKUP PURPOSES ONLY. DO NOT DOWNLOAD THE FILES IF YOU DO NOT OWN THE ORIGINAL MEDIA.
• FOR VISITORS OF THIS WEBSITE, PLEASE DONT FORGET TO SUPPORT THE SOFTWARE DEVELOPERS, IF YOU LIKE ANY GAME, BUY IT!


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BYE.

28Mm Dog Tag Miniatures Italian WW2 Motorcycle Review


Sometimes it's worth waiting for a miniature to come along and anyone with a 28mm Italian WW2 Desert Force will have been waiting for some motorcycle borne troops to come along, we can thank Dog Tag Miniatures for answering our prayers.

A new company these were initially avaliable on Kickstarter but are now on general release, I ordered some before Xmas and thought it would be a good idea to put a review out there, having first built and painted one of the models. Link to their website below,

https://www.dogtagminiatures.co.uk/shop/italians/


Above is a short video, looking at the content of one of the packs of models, whilst below is a discussion and still photos of the same topic.

Contents of the 5 man squad code.
Above is a photo of the 5 man squad which includes, 1 Moto Guzzi Motorcycle and 1 Sidecar Combo and 5 figures (both bikes two up and 1 in the sidecar).

The models are resin cast with very good detail, the figures come with a selection of seperate heads, some of the other packs have excess heads and there seems to be plenty of variation in the ones I recieved.

Detail on the models is excellent and they are well proportioned, they do however contain quite a bit of flash (as you can see from the photo), they are easy to clean up but I advise taking great care as the resin is quite soft and I can see it would be easy to accidentally chop off the wrong bit if you got a bit excited with the craft knife.

Contents of a Despatch Rider Code showing spare head
I have made up a couple and had no major problems other than the clean up, the handlebars are cast in metal and I recall reading somewhere that the part was too difficult to cast in resin so they went for a metal option.

Trike model, built awaiting paint
Above is an example of a complete model from the range. I wanted a 10 man squad so I bought, the 5 man unit and the Trike along with an additional Sidecar Combo and 2 Despatch Riders for just short of 60 pounds, there is a 10 man unit for £35 (10 men on 5 bikes all two up) but I wanted the different models even though they were more expensive.


Above is a short video of a completed model, I did one of the Sidecar Combos as an example, I will do a full post when the unit is complete however I have to say they painted up great. The faces are particularly nice and really suit my style of painting. There is a bit of a flash mark on the front of the Sidecar which I missed on my initial clean up but otherwise I am very happy with the result.




Above are some stills of the finished model to look at. All in all a great addition to any Italian Army of the period, just be careful when you clean the casts up. Recommended 👍

quinta-feira, 28 de março de 2019

Out In The Shadows: Dark Mod 2.07 Released

The hide-and-seek simulator The Dark Mod (TDM) has had a new release as of last week. For those who don't remember, TDM is a Doom 3 mod-gone-standalone that aims to recreate a similar game experience to that of Looking Glass Studio's Thief series. It is known amongst both stealth game aficionados and free software enthusiasts as a project of exceptional quality, with a dedicated community of content creators. The latest release 2.07 focuses on stability and performance.

Since we last reported on this amazing project, the game has progressed leaps and bounds both in content and quality. The extensive loading times and performance irks that plagued the initial standalone releases, from the project's early emancipation from Doom 3 game asset and codebase requirements, are now mostly a thing of the past, and are set to be improved even further, as multi-core support has finally been added to the engine (albeit as an experimental feature). Future updates will bring the game to OpenGL 3.3, transferring processing power from the CPU to the GPU.

On the graphics department, the implementation of advanced shadow maps promise near real-life shadow behavior. Improved antialiasing will generally upgrade looks for those with more powerful machines.

The release has also seen the addition of more Creative Commons licensed assets (under CC BY-NC-SA 3.0) and map modules, which are free to use in either TDM fan missions or in any other mod or game project. Many fan missions are available under the same license, with incoming releases almost every month. They can be downloaded through the in-game GUI or by accessing the mission portal.

For further information you can access the full changelog here.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0

Depression Part Two

I remember being endlessly entertained by the adventures of my toys. Some days they died repeated, violent deaths, other days they traveled to space or discussed my swim lessons and how I absolutely should be allowed in the deep end of the pool, especially since I was such a talented doggy-paddler.


I didn't understand why it was fun for me, it just was.


But as I grew older, it became harder and harder to access that expansive imaginary space that made my toys fun. I remember looking at them and feeling sort of frustrated and confused that things weren't the same.


I played out all the same story lines that had been fun before, but the meaning had disappeared. Horse's Big Space Adventure transformed into holding a plastic horse in the air, hoping it would somehow be enjoyable for me. Prehistoric Crazy-Bus Death Ride was just smashing a toy bus full of dinosaurs into the wall while feeling sort of bored and unfulfilled.  I could no longer connect to my toys in a way that allowed me to participate in the experience.


Depression feels almost exactly like that, except about everything.

At first, though, the invulnerability that accompanied the detachment was exhilarating. At least as exhilarating as something can be without involving real emotions.


The beginning of my depression had been nothing but feelings, so the emotional deadening that followed was a welcome relief.  I had always wanted to not give a fuck about anything. I viewed feelings as a weakness — annoying obstacles on my quest for total power over myself. And I finally didn't have to feel them anymore.

But my experiences slowly flattened and blended together until it became obvious that there's a huge difference between not giving a fuck and not being able to give a fuck. Cognitively, you might know that different things are happening to you, but they don't feel very different.


Which leads to horrible, soul-decaying boredom.



I tried to get out more, but most fun activities just left me existentially confused or frustrated with my inability to enjoy them.


Months oozed by, and I gradually came to accept that maybe enjoyment was not a thing I got to feel anymore. I didn't want anyone to know, though. I was still sort of uncomfortable about how bored and detached I felt around other people, and I was still holding out hope that the whole thing would spontaneously work itself out. As long as I could manage to not alienate anyone, everything might be okay!

However, I could no longer rely on genuine emotion to generate facial expressions, and when you have to spend every social interaction consciously manipulating your face into shapes that are only approximately the right ones, alienating people is inevitable.


Everyone noticed.


It's weird for people who still have feelings to be around depressed people. They try to help you have feelings again so things can go back to normal, and it's frustrating for them when that doesn't happen. From their perspective, it seems like there has got to be some untapped source of happiness within you that you've simply lost track of, and if you could just see how beautiful things are...


At first, I'd try to explain that it's not really negativity or sadness anymore, it's more just this detached, meaningless fog where you can't feel anything about anything — even the things you love, even fun things — and you're horribly bored and lonely, but since you've lost your ability to connect with any of the things that would normally make you feel less bored and lonely, you're stuck in the boring, lonely, meaningless void without anything to distract you from how boring, lonely, and meaningless it is.


But people want to help. So they try harder to make you feel hopeful and positive about the situation. You explain it again, hoping they'll try a less hope-centric approach, but re-explaining your total inability to experience joy inevitably sounds kind of negative; like maybe you WANT to be depressed. The positivity starts coming out in a spray — a giant, desperate happiness sprinkler pointed directly at your face. And it keeps going like that until you're having this weird argument where you're trying to convince the person that you are far too hopeless for hope just so they'll give up on their optimism crusade and let you go back to feeling bored and lonely by yourself.


And that's the most frustrating thing about depression. It isn't always something you can fight back against with hope. It isn't even something — it's nothing. And you can't combat nothing. You can't fill it up. You can't cover it. It's just there, pulling the meaning out of everything. That being the case, all the hopeful, proactive solutions start to sound completely insane in contrast to the scope of the problem.

It would be like having a bunch of dead fish, but no one around you will acknowledge that the fish are dead. Instead, they offer to help you look for the fish or try to help you figure out why they disappeared.


The problem might not even have a solution. But you aren't necessarily looking for solutions. You're maybe just looking for someone to say "sorry about how dead your fish are" or "wow, those are super dead. I still like you, though."


I started spending more time alone.


Perhaps it was because I lacked the emotional depth necessary to panic, or maybe my predicament didn't feel dramatic enough to make me suspicious, but I somehow managed to convince myself that everything was still under my control right up until I noticed myself wishing that nothing loved me so I wouldn't feel obligated to keep existing.


It's a strange moment when you realize that you don't want to be alive anymore. If I had feelings, I'm sure I would have felt surprised. I have spent the vast majority of my life actively attempting to survive. Ever since my most distant single-celled ancestor squiggled into existence, there has been an unbroken chain of things that wanted to stick around.


Yet there I was, casually wishing that I could stop existing in the same way you'd want to leave an empty room or mute an unbearably repetitive noise.


That wasn't the worst part, though. The worst part was deciding to keep going.


When I say that deciding to not kill myself was the worst part, I should clarify that I don't mean it in a retrospective sense. From where I am now, it seems like a solid enough decision. But at the time, it felt like I had been dragging myself through the most miserable, endless wasteland, and — far in the distance — I had seen the promising glimmer of a slightly less miserable wasteland. And for just a moment, I thought maybe I'd be able to stop and rest. But as soon as I arrived at the border of the less miserable wasteland, I found out that I'd have to turn around and walk back the other way.


Soon afterward, I discovered that there's no tactful or comfortable way to inform other people that you might be suicidal. And there's definitely no way to ask for help casually.


I didn't want it to be a big deal. However, it's an alarming subject. Trying to be nonchalant about it just makes it weird for everyone.


I was also extremely ill-prepared for the position of comforting people. The things that seemed reassuring at the time weren't necessarily comforting for others.


I had so very few feelings, and everyone else had so many, and it felt like they were having all of them in front of me at once. I didn't really know what to do, so I agreed to see a doctor so that everyone would stop having all of their feelings at me.


The next few weeks were a haze of talking to relentlessly hopeful people about my feelings that didn't exist so I could be prescribed medication that might help me have them again.


And every direction was bullshit for a really long time, especially up. The absurdity of working so hard to continue doing something you don't like can be overwhelming. And the longer it takes to feel different, the more it starts to seem like everything might actually be hopeless bullshit.


My feelings did start to return eventually. But not all of them came back, and they didn't arrive symmetrically.

I had not been able to care for a very long time, and when I finally started being able to care about things again, I HATED them. But hatred is technically a feeling, and my brain latched onto it like a child learning a new word.


Hating everything made all the positivity and hope feel even more unpalatable. The syrupy, over-simplified optimism started to feel almost offensive.


Thankfully, I rediscovered crying just before I got sick of hating things.  I call this emotion "crying" and not "sadness" because that's all it really was. Just crying for the sake of crying. My brain had partially learned how to be sad again, but it took the feeling out for a joy ride before it had learned how to use the brakes or steer.


At some point during this phase, I was crying on the kitchen floor for no reason. As was common practice during bouts of floor-crying, I was staring straight ahead at nothing in particular and feeling sort of weird about myself. Then, through the film of tears and nothingness, I spotted a tiny, shriveled piece of corn under the refrigerator.


I don't claim to know why this happened, but when I saw the piece of corn, something snapped. And then that thing twisted through a few permutations of logic that I don't understand, and produced the most confusing bout of uncontrollable, debilitating laughter that I have ever experienced.


I had absolutely no idea what was going on.


My brain had apparently been storing every unfelt scrap of happiness from the last nineteen months, and it had impulsively decided to unleash all of it at once in what would appear to be an act of vengeance.


That piece of corn is the funniest thing I have ever seen, and I cannot explain to anyone why it's funny. I don't even know why. If someone ever asks me "what was the exact moment where things started to feel slightly less shitty?" instead of telling a nice, heartwarming story about the support of the people who loved and believed in me, I'm going to have to tell them about the piece of corn. And then I'm going to have to try to explain that no, really, it was funny. Because, see, the way the corn was sitting on the floor... it was so alone... and it was just sitting there! And no matter how I explain it, I'll get the same, confused look. So maybe I'll try to show them the piece of corn - to see if they get it. They won't. Things will get even weirder.


Anyway, I wanted to end this on a hopeful, positive note, but, seeing as how my sense of hope and positivity is still shrouded in a thick layer of feeling like hope and positivity are bullshit, I'll just say this: Nobody can guarantee that it's going to be okay, but — and I don't know if this will be comforting to anyone else — the possibility exists that there's a piece of corn on a floor somewhere that will make you just as confused about why you are laughing as you have ever been about why you are depressed. And even if everything still seems like hopeless bullshit, maybe it's just pointless bullshit or weird bullshit or possibly not even bullshit.


I don't know. 

But when you're concerned that the miserable, boring wasteland in front of you might stretch all the way into forever, not knowing feels strangely hope-like.