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Next In Reasons to Quit Iq option mode demploi Series. This article has been viewed 127,855 times. This article has been viewed 128,135 times. Bitcoin Appreciates 9 in One Week. Causes and Prospects. In Container Land, Declarative Configuration is King. Digital transformation on the inside is integral to enabling digital transformation on the outside.

One of the foundational components of internal digital transformation is automation, which relies heavily on the control plane. The control plane is where automation happens. In the olden days of computing we referred to it as the management network and used protocols like SNMP to provide monitoring, configuration, and control. Today, the management network still exists, theoretically at least, as the medium over which we perform the same tasks via the control plane.

The control plane is a messy land of APIs, master nodes, and even message queues that enable individual components in a complex distributed system to almost automatically manage themselves. It is increasingly event-driven, which requires a change in thinking from the centralized command and control models of the past that relied primarily on imperative models of management.

That is, a central system instructs components implicitly with specific API calls that cause changes to occur. Today s environments, on the other hand, rely on declarative models that distribute responsibility for changing themselves. In no system is this more evident than in containerized environments. From the outside, such systems appear to be nearly rogue in nature; messages and events are published and fired willy-nilly, with no overlord to direct who or what should react to them.

The control plane is no longer so much about control as it is distribution across a plane that is more a mesh than the hub and spoke architectures of archaic management systems. In the traditional world we used APIs and protocols to push changes to components. In the digital, containerized world we use APIs to pull the information necessary for a component to change itself. This new world is reactive and eschews the imperative API-driven model of traditional control plane, relying instead on a more open, declarative model to achieve the desired automated end-state.

This is unsurprising. As we ve increasingly adopted a software-driven approach to everything under the mantle of DevOps and Cloud and NFV we ve simultaneously had to deal with massive operational scale. A hub and spoke, imperative model of management does not efficiently scale as the burden for all changes lie on a central controller capable of communicating via a confusing array of APIs to a nearly limitless group of components.

This is a push model, in which the manager controller pushes changes to each affected component. It becomes the bottleneck that makes or breaks the entire system. An event-driven model that relies on pull by components is necessary to scale and relieve the burden on the controller which in turn requires components that desire to participate in this control plane be comfortable with a declarative configuration model. Because rather than push changes via an API imperativecontainers are pushing us to pull changes via declarative configurations instead.

The onus is on component providers whether open source or commercial to correctly subscribe to changes and then pull the appropriate information required to implement that change immediately. If that sounds like infrastructure as code, it should. Declarative configurations are basically code, or at least code artifacts. Automation increasingly depends on its premise that decouples configuration from its service. In an ideal utopian model, these declarative configurations are completely agnostic.

That is, they would be readable by any product from any vendor commercial or open source that supports that service. For example, a declarative configuration describing the appropriate service virtual server and the apps that compromise its pool of resources would be able to be ingested by service X or service Y and implemented. Kubernetes resource files are a good example of a declarative configuration model in which what is desired is described, but nowhere is how prescribed. This is markedly different from systems that rely on infrastructure APIs that require the implementation to be familiar sometimes intimately with how to achieve the desired results.

The declarative model enables, too, the ability to treat infrastructure like cattle. If one fails, it s a simple thing to kill it and launch a new instance. All the configuration it needs is in the resource file; there s no save your work or it will be lost button because there s no work to lose. This is almost immutable, and is definitely disposable infrastructure and it s a necessity in systems that are changing by the minute, if not by the second, to minimize the impact of failure.

As we increasingly move toward automated systems of scale and dare I posit. security, we will need to embrace declarative models for management of the myriad devices and services comprising the application data path or risk being buried under an avalanche of operational debt incurred from manual methods of integration and automation. The objective is to work your way down to the basement by falling through the floor several times.

First, look at the peculiar statue on the left of the screen note the trapdoor in the floor. Genre Adventure. Indiana Jones and the Fate of Atlantis. Next, try to pick up the rope hanging through the hole, followed by a book on statues, from the bookshelf against the left wall. Pick up the statue and watch the whole introductory sequence. Look at any two of the cats sitting on the table, and then open all three lockers in the basement.

You will now be in New York, with the intent of meeting up with Sophia Hapgood. Pick up the last newspaper and talk to the ticket seller - looks like you ll need to find your own way in. Go around to the side entrance. There are three possibilities do all three in turn if you want maximum IQ points. Open the door and fight your way in insult Biff. Open the door and talk your way in be kind.

Push the crates out of the way and go to the fire escape. Distract the stagehand by giving him the newspaper. After talking to Sophia, you ll be in Iceland. Push the left and right levers, then press the red button. Enter the cave and talk to the good doctor about things make sure you talk to Sophia whenever possible as well, just in case she has a good idea.

Go to Tikal, and chase the rodent around with your whip until it gets eaten by the snake on the right. Go through the same dark jungle path to get over to where the snake was, and walk up the tree to get across. Try to pick up the lantern and you iq option mode demploi meet Sternhart. He will eventually ask you the name of the book - say you don t know the title. Talk to the parrot and ask about the title to find out that it is The Hermocrates.

Talk to Sternhart again and he ll let you inside. Get Sophia to keep him busy, while you go and steal his lantern. Open it and use it on the spiral design in the pyramid. Pick up the spiral and put it in the animal head. Pull the nose and after Sternhart leaves, pick up the shiny bead. Let Sophia talk to Costa and then try it yourself. Costa seems to want a rare artifact in exchange for information, so head back to Iceland. Now travel to The Azores. Put the orichalcum bead in the eel s head to free it from the ice.

Go back and give the eel to Costa, for some info about the Lost Dialogue. Get the gum from under the desk upstairsand an arrowhead from further upstairs. You will now travel to the library. From downstairs, collect some coal and a dirty rag. Go across to your office and get the mayonaise out of the icebox. Wrap the rag around the arrowhead. Use the mayonaise with the totem pole upstairs in the library and pull it twice across the floor.

Climb up and open the urn to get a key. There are now three possibilities for finding the book - again perform all three sets of actions for maximum IQ points. Use the gum on the coal chute, and melt a wax cat in the furnace. Use the wrapped arrowhead on the screws in the fallen bookcase and open it. Separate Paths. When you go back to your office, you ll need to decide on your path. You should save your game at this point, so you can return and choose the other two paths.

They all meet up at the end anyway, but to get maximum points, you ll need to go all three ways. Travel first to Algiers. Talk to the beggar, and then the knife-thrower. Push the large crate totem pole room and open the chest with the key. Try to get Sophia to volunteer, and when she walks close to him, push her forward you ll get a souvenir knife.

Talk to the grocer, but you ll have to come back for that squab. Go down the alley and talk to Omar, but you ll have to come back here too. While you are here though, pick up the ugly mask don t worry, you don t have to pay for it. Head over to Monte Carlo and talk to people about Trottier until you meet him brown suit. Convince him to come upstairs to the s. Now you have two possible plans of action again, do both.

Open the fusebox and use the circuit breaker. During the seance, take the flashlight from the cabinet, and pick up the bedsheet. Transfer control to Sophia before the s. ance and answer his questions using information learned downstairs. Wear the bedsheet and the mask, and then use the flashlight to create a convincing ghost. Afterwards, make sure you pick up the sunstone, before travelling back to Algiers.

After your uneventful camel trip, you need to start trading with Omar and the grocer you ll eventually get the squab-on-a-stick. Talk to Omar again and show him the sunstone. Give the squab to the beggar in exchange for balloon tickets, and then make your way up onto the roof stairs on the right. Give the ticket to the balloon man and enter the balloon. Cut the rope with your knife. Make your way to a nearby settlement, land, and get directions.

Do this several times until the X appears on your map. Go there and get shot down, then make your way to the dig site. After you lose Sophia, climb down the ladder and stumble about in the dark. You ll need to pick up a hose, ship rib, clay jar and wooden peg. Go back to the truck and open the gas cap. Use the hose with the gas tank and the jar with the end of the hose.

Now go back down the ladder and open the cap of the generator. Pour the gas in and press the little metal thing start button. Now use the ship rib with the crumbling wall on the right, then put the peg in the hole in the mural and the sunstone on the peg, before looking at the stone. From the Lost Dialogue 3rd page align the correct symbol with the horns and click on the peg. Sophia will give you some things. Open the generator and switch it off, before stealing the spark plug.

Now head back to the truck, and insert the distributor cap and spark plug. Use the truck and head to Crete. Go to the left, over the bridge, and pick up the surveyor s instrument. Search the rooms until you find iq option mode demploi mural, and then look for two piles of stones that you can pick up to reveal statues. Use the surveyor s instrument as indicated on the mural on the head statue and look at the left horn, then on the tail statue and look at the right horn.

This will give you at site to dig at with the ship s rib, so you can get the moonstone. Go back and put both stones on the stone dial where you arrived at Crete, and follow the next set of directions in the Lost Dialogue. Pick up two of the stone heads and walk through the grate. Walk through the secret passage.

Use your whip to flick the last one through before the gate closes forever. Find your way to a large stone minotaur and use your whip on its head. Go down and try to pick it up, and you ll be taken down. Pick up the worldstone and Sternhart s staff, and then examine the waterfall. Climb up the chain and find a room with a shelf and a closed grate.

Put the three heads on the shelf and you ll eventually locate a room with a golden box on the right. Use the staff to push the chock free the counterweight, then go to the bottom of the shaft and use the staff in the statue s mouth. Finally, pick up the golden box, put the two orichalcum beads in the box and close the lid.

Go back down to Sophia and convince her to crawl through the hole in the next room. Use the fish and it will point at Sophia s necklace, so convince her to put it in the gold box. Keep using the fish in every room until it points at a wall. Use the ship rib to reveal a door, and continue to find the map room. Use all three disks with the spindle according to the Lost Dialogue, and Sophia will be kidnapped. Dig the rocks with the rib and return to the surface. Quickly board the sub and beat up the captain.

Use the intercom to order everyone to the bow, and then go downstairs. Fill the clay jar with battery acid from the lowest deck and talk to Sophia through the wall. Get her to distract the guard, and then walk around behind him. After she knocks him out, walk around to the other side of iq option mode demploi room on your right and burn through the strongbox using the acid. Unlock the emergency rudder control with the small key and pick up the plunger. Here is where the paths converge.

Walk around and pull each of the sub s controls and then guide the sub into the airlock. Get his business card and then travel to Algiers. Go into the alley on the left and give the guy the business card. Follow him, but you ll lose him in the crowd - follow the guy in the red fez into the market and talk to him - he will give you his fez.

Go to Monte Carlo and talk to Trottier brown suit. Go back to the alley and give it to Paul, who you should follow to Omar s house. Walk into the closet and then close the door, trapping Omar. Pick up the two statues and use the piece of bamboo to get the map from amongst the hanging laundry. Use the camel to enter the desert. Try to dodge trouble and get directions from the nomad camps, but get stopped at least once, so you can bribe the soldiers with the statues.

You will eventually locate the dig site. Climb down the ladder and pick up a hose, ship rib and clay jar. Now use the ship rib with the crumbling wall on the right, then put the peg in the hole in the mural. Push the painting of the round object on the left of the cave, and pick up the statue. Open the generator and take out the spark plug turn it off first though.

Go bar to the truck and open the hood. Put the spark plug in the engine, and the orichalcum bead in the statue. Now touch the statue to the spark plugs and you re away. In Monte Carlo, tell Trottier that the Nazi s are after him, and then deliberately crash into their red car. Find the street corner that Trottier writes down on the telegram and get the sunstone out of the drain. Go back to the hotel and take the taxi to the airport. Walk up to the mountains and explore until you find an entrance into the mountains.

Outside the entrance, close the crate and take the invoice. Inside, pick up the entrenching tool, and after the cave-in, close the door near the tool. Use the sunstone in the secret compartment, and turn it to the position indicated on the 3rd page of the Lost Dialogue. Close the door again and take your stone. Go back out to the blocked entrance and open the entrenching tool. After you read the note, dig your way out. Also trade the sign for the basket. Build a balloon using the basket, balloon bladder in the small cratefish net and hose.

Go back to the mountains and use the balloon on the vent. Walk back to the docks and give the invoice to the guy who runs the shop. You can then open the door to get a carved sign. Use the bread and cold cuts to make a sandwich to give to the guard. Open the locker to get the moonstone and torpedo instructions. The sub will now dock, and you need to somehow get off.

Pick up the rag and clothesline. Go to the torpedo room in the aft section and use the rag with the wires. Use the instructions with the control panel and push the lever to start a fire. Now go to the front torpedo room and use the instructions with the control panel. Use the clothesline with the lever, then enter the torpedo tube and pull the line. Use the sunstone and moonstone to open the secret door. Pick up the worldstone, Sternhart s staff and his scarf, and then examine the waterfall.

Fly to the sub and touch down. Finally, pick up the golden box and the two beadsbefore walking through the door. Place a bead inside your little statue, and put the statue in the open hatch of the microtaur. Go through the newly formed hole and use the three stones to open a door. You need to make an orichalcum detector by attaching the comb to the clothesline and then rubbing it on the scarf.

It will point at you unless you put your remaining bead inside the gold box and close the lid. Use it in the next two rooms to find two beads on the bones. Go back to the waterfall room and use it again, then use the ship rib on the crumbling wall to reveal a door. Go through and use the bead you find with the subway car. You should end up in Atlantis. Follow him to Omar s house, and use your whip on the flowerpot above the Nazi s head or beat him up.

After the conversation, pick up the two statues and use the piece of bamboo to get the map from amongst the hanging laundry. Try to dodge trouble and get directions from the nomad camps, but if you have to, kill the nazis. Turn on the generator by pushing the little metal thingand then pick up the ship s rib, clay jar and wooden peg.

Push the painting of the round object on the left of the cave, and pick up the sunstone. Use the ship rib with the crumbling wall on the right, then put the peg in the hole in the mural. Put it on the peg and align the correct symbol as described on page 3 of the Lost Dialogue. Pick iq option mode demploi the sunstone and then walk through the door. Use your whip on the nazi and then beat him up. Climb the rope ladder and fly the balloon off the top of the mainland north.

Pick up Sternhart s staff, and then examine the waterfall. Climb up the chain and find a room with a door blocked by a big slab. Push it several times and then find a room with a shelf and a closed grate. Head back to the doorway you pushed open and use your whip on the stone outcropping swing across the hole. To kill the first nazi, get his attention by walking past the doorway, then hide behind a stone slab and wait until he s in position before pushing it over.

Walk through and beat up a series of guys, until you find one with a stalactite located suspiciously directly above him. Find a way to the level above and knock it loose there s no way you d beat him in a fist fight and then pick it up off the dead guy s body. Keep going until you hear singing and walk past that doorway. Pry the boulder free with the ship s rib well that plan certainly backfired.

Fly to Thera. Go into the big guy s room and run away from the fight. Now pry the boulder free using the stalactite. Search his squashed body for another bead and the orichalcum detector amber fish. Walk back through the cave and use the detector in each room put the bead in the gold box and close it to stop the detector from pointing at you. You will eventually find it points to a pit.

Yell down the pit and find Sophia - get her out of the pit using your whip. Now go into the map room and use the three disks with the spindle as in the Lost Dialogue.

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