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PDF Editor FAQ

What are some of your personal favorite things to look at when buying a stock?

Most people spend more time researching the purchase of a $30,000 car than the will when buying $30,000 in stock. They often glance at a few key ratios, breeze over the income statement looking for revenue growth, and increasing margins. Maybe a chart or two, and if they are really ambitious they will read the letter to shareholders and the summary of the business.That is a big mistake. All of those sections are carefully managed and crafted by executives at public firms to look as rosy as possible because most senior executives are measured on stock performance above almost all other metrics. As a CEO, you can double revenue and profit year over year, and still be fired if the stock doesn’t rise. As a result, it is always in the best interest of the executive team to present the most positive view of the company they can in the annual report, especially in the first few pages.However, the Security and Exchange Commission requires that public companies disclose all issues that are material to the business. Failure to disclose information that could negatively impact the stock price can result in heavy fines, shareholder lawsuits, and even jail time for executives. This “bad news” is never going to be highlighted, or in bold print, or anywhere near the front of the annual report - but it has to be disclosed.All those “bodies are buried” in the footnotes of the 10k: all the financial shenanigans, and other items that must be disclosed by law, but the CFO hopes no one will ever read. The more confusing it is, the more cautious you should be. Look for strings of acronyms that don’t make sense, made-up financial jargon, internal changes, etc. Did they fire their auditor or change accounting firms? Did they change how they count inventory, or re-classify assets?I also look for changes in the “risks to the business” section. Annual reports are often templates and I wouldn't really expects this section to change much, but when it does there is a reason and it often isn't good. If a new risk pops up that wasn’t there the year(s) before, there is a reason for it - I dig in to find out why.If you want to be a successful investor, spend a little time in the “basement” of your target firms annual and quarterly reports (10k and 10Q). If you would like more information on what to look for, I highly recommend Howard Schilit’s excellent book “Financial Shenanigans: How to Detect Accounting Gimmicks and Fraud in Financial Resorts”Hope this was helpful.

When an aircraft manufacturer no longer builds a certain type of aircraft, it seems that they destroy the tooling. First off, what is this tooling, and why do they destroy it instead of hanging onto it in case they want to build more in the future?

Tooling can mean the following, jigs, fixtures, templates, patterns, etc.Inventory, maintenance and storage of tooling for long term consumes human and material resources along with valuable storage space. They are also non performing assets on company books and a nightmare for anyone tasked with accounting for them during annual audits.Personally I have crawled over casting patterns and the lot in hot containers trucks matching part numbers against the tool numbers and nailing indentification tags on them. Not fun and sometimes there are snakes depending on the geographical location of the industry.In addition, especially with aircraft, these are often applied against military aircraft that are being phased out or post production when the government does not want spares to fall in the hands of speculators or worse spies or suppliers to sanctioned countries. Take the destruction of F-14s within US for example.While it may be nice to have as a what if scenario occurs but lot easier to get new tooling built , if tooling department and financiers ever work together.

What would I need to make an Animal Crossing type game?

Consider the following a series of educated guesses.Download Unreal Engine 4, start a project using the third-person template.The third-person template comes right out of the box with character movement already implemented. You can unhook jumping and do tweaks to the character blueprint’s movement settings to get it to move more similarly to how you want it.You’ll need to create a custom camera. It could be a component of the player character, or it could be independent. Either way, the player should initialize with that camera as its view target, and it should function like the camera in the top-down template.You’ll need it to grab objects. This will require a Grabbable Actor blueprint, and functionality added to the character that enables it to do a trace to see if it finds an object, then attach it to the character if it is a valid grabbable. Your character should have appropriate sockets for grabbables set up on the skeleton. You’ll also need a way to put it down.You’ll need it to interact with objects. This will require a blueprint interface for useable objects, which you will implement in any object that you want the player to either do a generic “interact” with or talk to. This could include villagers, shops, light switches, and even the grabbables.You’ll need a dialog box UI element that can output scrolling text from a Text source. Text is preferable to String due to the fact that it can connect with the Localization system. This will flow from a Blueprint Function Library function called ShowDialog -> PlayerController ShowDialog -> cached reference to the dialog box widget. Further controls should be added to enable player input to force the dialog to complete, advance to the next line, and dismiss the dialog if there are no further lines of text to stream in. You may decide to use custom markup of some kind in your text to control how the Dialog widget displays the text; IE if it comes in at a certain rate or not. Additional hooks may be necessary to set the “sound font” for the text, if it plays poppy little sounds when a letter is shown. This kind of asset should be initialized at the point where the conversation starts, so that you can keep it focused on just the sound fonts for the characters participating in the conversation.This may necessitate a more complex conversation system than just displaying a given block of text, but take it one thing at a time.You’ll need an inventory. This is basically a list of key-value pairs, or a Map in Blueprint. Item name, number carried. You may need to add functionality to put grabbed items away, thus adding them to your inventory.You’ll need a save screen. A save system is built-in to Unreal 4, and you can easily manually access slots. Your frontend scene should have a load menu that can grab save slots from disk and display them, and you should maintain a reference to your save in your Game Instance class so you can add data back to it. You can then tell it to write that information to disk at appropriate intervals, either at custom-made checkpoints, manual save points, or a menu. You’ll extend the SaveGame class to create a custom SaveGame type with data specific to your game. Yes, you have to do all the bookkeeping on the data that you need to save.You’ll need AI for villagers and other things. That’s the Behavior Tree system. It’s honestly a complex enough topic that it merits its own textbook. Alternatively, you could write AI into an AIController class the old-fashioned way, which may be preferable for your use-case. What you want is less like a deathmatch bot and more simple routines and an interface for receiving and responding to high-level commands. Behavior trees can still make a lot of that simpler to implement, but consider building in such a way that a few simple console commands can order villagers to go certain places and do certain things.You’ll need an item data table that can help you translate that inventory attached to the player (which is just names/numbers of items) into useable in-world objects. Create a structure for the item table row, create the data table using that structure as the row type. At minimum I’d guess that it requires an item UUID, a text displayname that you show to the player, a text description, an image asset path reference, a class type reference for what kind of blueprint it should instance, and a mesh reference, but this is all napkin tech design and I’m not completely sure that’s the best way to deal with this. One way or another, you take an item UUID, you find an entry in this table, and then you use it to reconstruct the item’s physical presence in the world at runtime as needed.You’ll need some kind of system for villager management. Ideally, all villagers should run off the same VillagerCharacter blueprint and just have different data supplied to them. A data table similar to the one for items can be used to provide easy lookups for this data. That villager is labeled Tom Nook? Look up Tom Nook, slot in his Anim Blueprint instead of the generic one.You’ll need a scheduling system with a day/night cycle. The exact details of that are for you to know/engineer.You’ll need a quest tracking system. A quest can be something as simple as a name and a number denoting which quest step the player is on or it can be a much more complicated collection of branching data.You’ll need tools, I presume. I don’t think Animal Crossing just has people walking around grabbing objects. I’m really more of a Harvest Moon guy. Anyway, these are implemented like weapons, it’s an Actor that you spawn and attach to the character. Make a base ToolActor and give it a BeginUse/EndUse function, then create derivatives of it for individual tools. Leverage that inheritance. The rest is details of execution for what happens when you BeginUse, TickUse, and EndUse.Right, so, you’ll need a lot. I am only scratching the surface here. Animal Crossing and games like it live on a really complex series of relationships between data elements, and I don’t have any idea what kind of data you think is important for your own hypothetical game design. Literally everything can change depending on how many things you can do with a held item and how many states the world can be in. However, this is roughly my best guess at how to start prototyping the interactions within the game world.If you are approaching this with no familiarity with game development or software engineering whatsoever, it could take you years to wrap your head around the concepts I’ve talked about here, let alone how to utilize them efficiently. I’m not actually that confident that the above approaches are all ideal, but you tend to only arrive at “ideal” execution through experimenting with and refining a working prototype.Good luck!

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