^Prinsip Idop Saya^
"Barang siapa yang membuat amal kebaikan walau sebesar zarah, tetap akan di hitung. barang siapa yang membuat amal kejahatan, tetap di hitung"

RULES IN ULTIMATE FRISBEE

BACKHAND
  • To throw the disc from the left side of the body for right handed players (or from the right for left handed players). The motion is similar in some respects to the backhand in tennis. (Like the 'standard' throw that non-Ultimate players may be used to).
BREAK (side, pass or cut)
  • The side to which the marker is trying to prevent the throw (or a pass/cut to this side).
CLEARING
  • To get out of the area where the thrower wants to pass the disc. Absolutely necessary after making an unsuccessful cut or after throwing the pass. The importance of this is often underplayed to beginners.
CUT
  • An attempt to get free to receive the pass. Usually starting with a body fake and/or a sudden change in direction or speed.
DEFENCE
  • The team attempting to prevent a score.
DUMP
  • Player who stands behind the thrower in order to help out (must get free for an easy pass) when the offence gets in trouble.
FLOW
  • A series of quick passes to well-timed cuts - should result in an easy score.
FORCE (or mark)
  • To make it as difficult as possible for the thrower to throw the disc in one direction (usually one side of the field) in an attempt to make (force) him/her to make a pass to the other side. See the relevant section for how and why this is done.
FOREHAND (or FLICK)
  • To throw the disc from the right side of the body for right handed players (or from the left for left handed players). The motion is similar in some respects to the forehand in tennis.
FREE (or OPEN)
  • To be available to receive the pass. The "free player" may be unmarked or have managed to get away from his/her defender.
HAMMER
  • High overhead throw; the disc flies upside down in a parabolic type path. The grip, release etc. is similar to the forehand.
HAND BLOCK
  • This is when the defender stops the disc directly after it is released by the thrower.
HUCK
  • A long pass; often nearly the full length of the pitch and high to a tall player in the endzone.
LAYOUT
  • When the player dives the catch or intercept the disc. Also referred to as "going ho" (from going horizontal).
MAN-ON-MAN
  • The most common type of defence. Each person on defense marks an offence player and attempts to stay as close as possible with the intention of getting an interception or forcing a mistake.
OPEN (side, pass or cut)
    (i) The side to which the thrower is being forced (or a pass/cut to this side).
    (ii) Sometimes used to describe being free to receive a pass.
PIVOT
  • When you plant your foot (left for right handers and right for left handers) and step to the side (allowing you the throw around the marker).
POACH
  • When a defender moves away from their marker to try and make an interception on a pass to another player.
PULL
  • The throw at the start of each point that initiates play.
SWING
  • A lateral pass across the pitch - usually does not result in any upfield movement. This is useful to gain a better position or to reset the stall count.
SWITCH
    This is when two defenders exchange the offensive players that they are marking.
TURNOVER or change of possession
    When the disc has been dropped or intercepted and the offense becomes the defense.
ENDZONE
    Area at the either end of the pitch within which a point is scored.
FLYING DISC
  • Many people call it a "Frisbee." Ultimate players call it a disc. ("Frisbee" is the trademarked name for one particular brand of flying disc.) The disc is part of what makes Ultimate so unique - depending on the skill of the thrower, it can be made to fly straight or in a curve, hover in mid-air or drop like a stone.
OFFENCE
  • The team with possession of the disc.
POINT (or score)
  • When the disc is caught in the endzone by a player on the offence.
STALLING (or Stall Count)
  • The player holding the disc has just ten seconds to pass it to a team-mate - the defender marking the player with the disc counts to ten out loud, and if the disc has not been released on "ten" the defender takes possession. Forcing the thrower to make a less-than-ideal pass as the "stall count" nears ten is the idea behind most defensive strategies.
Start of a point
  • Each point begins with the two teams standing on opposite endzone lines. The team with the disc throws it as far down the pitch as they can, and the other team then takes possession where it lands.
After a point
  • After a team has scored a point, they keep hold of the disc and wait while the opposition walks back to the other end of the pitch. The team that scored then throws off to start the next point. This way, the teams change ends after every point.

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ULTIMATE IN 10 SIMPLE RULES







1. The Field -- A rectangular shape with endzones at each end. A regulation field is 64m by 37m, with endzones 18m deep.
2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
 3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
8. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

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ULTIMATE FRISBEE


Ultimate is an exciting, non-contact team sport, played by thousands the world over. It mixes the best features of sports such as Soccer, Basketball, American Football and Netball into an elegantly simple yet fascinating and demanding game. To compete at the top level, Ultimate players require an unmatched degree of speed, stamina and agility.
Yet the simplicity of the rules means it's easy and fun for newcomers to pick up.

 Oh, and by the way, it's played with a flying disc (a "Frisbee" to the man in the street).






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A FAIRY SONG


Over hill, over dale,
Thorough bush, thorough brier,
Over park, over pale,
Thorough flood, thorough fire!
I do wander everywhere,
Swifter than the moon's sphere;
And I serve the Fairy Queen,
To dew her orbs upon the green;
The cowslips tall her pensioners be;
In their gold coats spots you see;
Those be rubies, fairy favours;
In those freckles live their savours;
I must go seek some dewdrops here,
And hang a pearl in every cowslip's ear.

by William Shakespeare

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How to become a successful businessman


v  Believe in yourself
Being an entrepreneur is a lot more risky than the conventional job routine. There is no regular salary; you have to find customers on your own. Marketing your product/service and financing the project are also of concern. I noticed that most entrepreneurs use a combination of due diligence and gut instincts while evaluating their product/service. They are good at spotting a need in the market and then backing themselves up to believe that their idea can fill that void.
Lesson one -- Believe in your idea. Never underestimate what you can do. You may surprise yourself.

v  Hire the right people
Most entrepreneurs highlighted this as the toughest aspect of building a business. Sanjay Bhargava, who co-founded Paypal, recommended entrepreneurs to bring in people who are really good at what they do and also to focus on ensuring the team members get along with each other.
Some entrepreneurs confessed they made the initial mistake of hiring friends and people they liked, but soon realised that friends were not always the best employees.
Lesson two -- Build your team with people possessing complementary skills, not 'yes men' who are always showering praise. You need employees, partners and mentors you trust, who will give you honest feedback and take your company to the next level.

v  Be money wise
While some entrepreneurs went in for conventional sources of funding from a venture capitalist or banks, etc., quite a few started out with their savings or by borrowing money from friends and family. Most entrepreneurs said they focused on increasing efficiency and optimising costs and overheads. One entrepreneur shared that he consciously stayed away from non-essentials like an extravagant office, equipment, etc. The focus was on superior execution and high quality service.
Lesson three -- It's tempting to dream of a corner office, a pool table and expensive chairs, but give it some time. Start small and start efficient. Being better is more important than being bigger.

v  Concentrate on the message
"As a small business, most of our marketing is word-of-mouth. Our clients appreciate the kind of work we do and our reputation for delivering results," said Vidhanshu Bansal, founder of an information-technology company called Pixel Webtech.
Most entrepreneurs said that in the early days, their tendency was to focus on sales activities and as they grew, they started looking at various marketing initiatives, as that is the cement that gels customers, vendors and employees together. Their strategy kept changing, depending on what worked -- direct mailers, e-mail marketing, presentations at seminars, etc.
Lesson four -- Marketing a start-up business is a 24/7 activity and you need to pay attention to the message you're sending out to existing and prospective clients. Your message has to be tailored to meet the customer's expectations.

v  Keep the team motivated
Do not indulge in fault-finding or blame games. That was a clear message from most entrepreneurs. Pigeonholing a particular member of the team may spread negative vibes within the team and cost you time and quality. Celebrating every small success and appreciating team members will build a sense of camaraderie.
Lesson five -- Be a coach, rather than the star player. Appreciate and acknowledge the positive behaviours of team members so that the behaviours turn into consistent practices.

v  Make mistakes
"If you ain't a little bit scared, you ain't driving fast enough," said Deepak Wadhwa, another entrepreneur. Most entrepreneurs agreed. Give your people the license to fail. It's ok to make a mistake as long as they are succeeding 9 out of 10 times, and making sure that they don't repeat those mistakes in the future.
Lesson six -- The worst mistake is the one that gets repeated. Create a culture of learning and experimentation right at the start of the business. This will become a powerful value with the growth of the business.
v  Be passionate
Most entrepreneurs accepted that the rewards of being an entrepreneur can be terrific but they were also of the opinion that there is no 'secret sauce.' There are a lot of magazines, self-help books and biographies of successful entrepreneurs that one can read, but at the end of the day, it's about execution. What you really need is to be passionate about your work.
Lesson seven -- If you are doing something and the day flies by, if you are surrounded with people you like to work with, then you have most of the ingredients for entrepreneurial success.

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NIKON D3000

  • The Nikon D3000 is a 10.2 megapixel DX format DSLR Nikon F-mount camera announced by Nikon on 30 July 2009.
  • It replaces the D40 as Nikon's entry level DSLR. It features a 3.0-inch 230,000-dot resolution LCD monitor, CCD sensor with ISO 100–1600 (3200 with Boost) and 3D tracking Multi-CAM1000 11-point AF system which makes it quite similar to the Nikon D200 in these main parts.
  • Initially priced with $599 MSRP, actual prices are much lower.
  • The D3000 was superseded by the D3100 on August 19, 2010.
  • Like the Nikon D40, D40x, D60 and D5000, the D3000 has no in-body autofocus motor, and fully automatic autofocus requires a lens with an integrated autofocus-motor.
  • With any other lenses the camera's electronic rangefinder can be used to manually adjust focus

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~*~Feel It~*~

02 - West Life - Season In The Sun