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Latest Contracts
No: 795-07
June 26, 2007
Harris Corp., RF Communications Division, Rochester, N.Y., is being awarded a $211,724,850 firm-fixed-priced, General Services Administration (GSA) Blanket Purchase Agreement (BPA) contract for the Tactical Hand-Held Radio (THHR), Dual Vehicle Adapter (DVA), and antennas. The BPA will have a 3-year ordering period with a contract maximum of 14,141 DVAs equipped with two THHRs, and 28,282 antennas. Work will be performed in Rochester, N.Y., and work is expected to be complete June 2010. Contract funds will not expire at the end of the current fiscal year.
This contract was competitively procured utilizing the GSA Ebuy website, with 17 proposals solicited and two offers received. The Marine Corps Systems Command, Quantico, Va., is the contracting activity (M67854-07-A-7063).
Global PCCI (GPC), Irvine, Calif., is being awarded an estimated $130,000,000 indefinite-delivery/indefinite-quantity, cost-plus-award fee contract for services to manage, maintain and operate the U.S. Navy's Emergency Ship Salvage Material (ESSM) system bases. The primary purpose of this contract is to provide for management, maintenance and operation of the U.S. Navy's ESSM bases in support of the Director of Ocean Engineering, Supervisor of Salvage and Diving, in the conduct of salvage, diving, pollution response and underwater ship husbandry. Work will be performed in Williamsburg, Va. (80 percent); Port Hueneme, Calif. (10 percent); Pearl Harbor, Hawaii (5 percent); Irvine, Calif. (3 percent) and Fort Richardson, Alaska (2 percent), and is expected to be completed by June 2012. Contract funds in the amount of $50,000, will expire at the end of the current fiscal year. This contract was competitively procured and was advertised via the Internet, with two proposals received. The Naval Sea Systems Command, Washington, D.C., is the contracting activity (N00024-07-D-4130).
Northrop Grumman Newport News, Newport News, Va., was awarded a $20,669,181 cost-plus-fixed-fee contract on June 25, 2007, for core team and continuous maintenance planning, Extended Dry-docking Selected Restricted Availability planning, hull planning yard services, execution of continuous maintenance, and inactivation planning for USS Enterprise (CVN 65). This contract allows for the necessary planning, alterations, maintenance, repairs and routine work to enable USS Enterprise to continue mission capability until the end of the ship's service life. Work will be performed in Newport News, Va. (66.6 percent) and Norfolk, Va. (33.4 percent), and is expected to be completed by September 2011. Contract funds in the amount of $20,669,181 will expire at the end of the current fiscal year. The contract was not competitively procured. The Supervisor of Shipbuilding, Conversion and Repair, USN, Newport News, Va., is the contracting activity (N62793-07-C-0001).
Simmonds Precision Products Inc., DBA Goodrich Fuel and Utility Systems, Vergennes, Vt., is being awarded a $17,076,696 modification to a previously awarded firm-fixed-price contract (N00019-06-C-0298) for 56 CH-53 Integrated Mechanical Diagnostics and Health Usage Monitoring System (IMD-HUMS) units. Work will be performed in Vergennes, Vt., and is expected to be completed in September 2008. Contract funds in the amount of $304,941 will expire at the end of the current fiscal year. The Naval Air Systems Command, Patuxent River, Md. is the contracting activity.
Hawaiian Dredging Construction Company, Inc., Honolulu, Hawaii, is being awarded $11,598,000 for firm-fixed-price Task Order #0007 under a previously awarded indefinite-delivery/ indefinite-quantity multiple award construction contract (N62742-04-D-1302) for repair and improvements of Bravo Docks 12, 13, and 14 at Naval Station, Pearl Harbor. Work will be performed in Pearl Harbor, Hawaii, and is expected to be completed by April 2009. Contract funds will expire at the end of the current fiscal year. The Naval Facilities Engineering Command, Hawaii, Pearl Harbor, Hawaii, is the contracting activity.
Electric Boat Corp., Groton, Conn., is being awarded a $10,743,734 cost plus fixed fee modification to definitize previously awarded contract N00024-96-C-2100, for tasking associated with the execution of the USS Virginia (SSN 774) Post Shakedown Availability (PSA). Work was performed in Groton, Conn. (99 percent) and Quonset Point, R.I. (1 percent), and was completed in March 2007. Contract funds will not expire at the end of the current fiscal year. The Supervisor of Shipbuilding Conversion and Repair, USN, Groton Conn., is the contracting activity.
BAE Systems Australia Limited, Abbotsford, Vic, Australia, was awarded a $6,723,377 firm-fixed-price job order to previously awarded Basic Ordering Agreement (N00164-05-G-8728) on June 25, 2007, for electromagnetic compatibility upgrades to the U.S. Navy Nulka MK234 Electronic Decoy Cartridge Payloads. Nulka is a decoy launching system aboard ships, intended to counter a wide spectrum of radar guided anti-ship missiles. Work will be performed in Marion, Mass. (95 percent) and Abbotsford, Australia (5 percent), and is expected to be completed by December 2009. Contract funds will not expire at the end of the current fiscal year. The Naval Surface Warfare Center, Crane Division, Crane, Ind., is the contracting activity.
Teledyne Scientific and Imaging, Thousand Oaks, Calif., is being awarded a $15,527,890 cost-plus-fixed-fee contract. This action provides for High Stare technology development program designed to advance infrared sensor state-of-the-art for future missile warning and/or missile defense space system deployment. At this time, $850,000 has been obligated. This work will be complete January 2012. Air Force Research Laboratory, Wright-Patterson Air Force Base, Ohio, is the contracting activity (FA8650-07-C-5414).
Integral Systems, Inc., Lanham, Md., is being awarded a $5,823,969 cost-plus-award-fee contract modification. This contract change modifies the Command and Control System-Consolidated (CCS-C) effort to support the Wideband Gapfiller Satellite (WGS) Program Operations Readiness, add training, and incorporate changes to the system/Subsystem Specification (SSS) to clarify development requirements for the Advanced Extremely High Frequency (AEHF) satellite program. The CCS-C program provides an upgraded capability to command and control the Air Force's communication satellites, including the Defense Satellite Communication System, Milstar, Advanced Extremely High Frequency, and Wideband Gapfiller Satellites. At this time, $2,000,000 has been obligated. This work will be complete June 2010. Headquarters Military Satellite Communications Systems Wing, Los Angeles Air Force Base, Calif., is the contracting activity (F04701-01-C-0012/P00118).
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text: Turn off the wii. Take a wiimote that is synced to the wii and press the power button on the wiimote. The wii should turn on when doing this on a synced wiimote. If the wii does not turn on and the wiimote was synced to the wii, you bluetooth module is probably dead and need to be replaced. If you don't have a wiimote that is synced to the wii the only way to test the bt module is replacing it with a known working bt module.

subset: commoncrawl


text:
First Look Launch of Mausam
Added on 7/12/2011
By : bollycurry
Overall Rating :
Rate Me... Rating Saved!
View : 42190 Comments : 4 Video Courtesy : www.india-forums.com
|Total Votes : 2
|arhanahmed, .Senorita.
i really really hope this movie works out for u shahid.. want this movie to be a super-duper hit
mausam looks great!! LOVE SONAM!!
@Rooait... I hate love stories was a HIT, get your facts right!!
i really really hope this movie works out for u shahid.. want this movie to be a super-duper hit
Shahid is film ka first look dekh kar lag raha hai, ki isme aapki acting tu bahut acchi hi hogi. Lekin is film mein Sonam Kapoor ke rehte shayad hi ye film hit jaaye. Kyunki Sonam Kapoor ka itna strong bad luck hai, ki unki abhi tak ki sabhi films lagbhag Flopp hi gayi hain. Isliye, Pray to God. Warna, kahin Sonam ka bad luck aapki is film ko Flopp na kara de.
Edited on:12 July 2011 at 1:36pm
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text:
Hard drive replacement advice
Which of these options would be the best way to upgrade the hard drive in my Macbook?
1. Put the new drive in an external enclosure, clone my original drive with SuperDuper!, install the new drive.
2. Install the new drive, install OS X, use migration assistant to transfer programs/files.
3. Put the new drive in an enclosure, boot to that drive, install OS X, use migration assistant, then swap the drives.
Option 1 seems the easiest, but is there an advantage to doing a clean install of OS X?
If you are happy with your present set-up 1 is the quickest way
If you feel you need a fresh install of the OS then 2 would be a good choice
I just used an external dock to install the OS on before dropping it in the system, and it worked out great. The best advice I can give is to make sure you have a T6 Torx on hand... I got all the way to the drive, and didn't have a T6 on me :( They can be pretty hard to find, but your local computer shop or Sears should have one.
I did option 1 on mine 2 months ago, Worked very well.
I was wondering what software would you use to clone your drive in option #1?
...wait my bad, I guess I wasn't paying attention
i just used time machine, i have an external too.
install the new drive, boot up with os x disc in the drive, then load your machine from a backup using time machine.
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This delightful Cotswold country house has been appointed to provide the highest levels of quality, comfort and relaxation. Individually styled bedrooms come in a range of shapes and sizes, from the l...More about Barnsley House
Enjoying a peaceful location beside the River Thames, this large modern hotel, with its excellent range of facilities, balances both leisure and corporate business. The extensive function suites, toge...More about the runnymede-on-thames
High quality, budget accommodation ideal for both families and business travellers. Spacious, en suite bedrooms feature tea and coffee making facilities, and Freeview TV in most hotels. Internet acces...More about Premier Inn High Wycombe Central
This delightful hotel where a warm welcome is guaranteed is ideally located for transport networks. It boasts rooms with quality and comfort, and the Marco Pierre White, Wheeler's of St James's Restau...More about Casa Hotel & Marco Pierre White Restaurant
Set in 12 acres of delightful grounds, this attractive Edwardian manor house is conveniently located for Southampton and also the New Forest National Park. Bedrooms are located in both the main house ...More about BEST WESTERN Chilworth Manor
The imposing exterior of this hotel belies the caring approach of the staff who provide helpful service with a smile. The up-to-the-minute bedrooms have very appealing designs and sensory appeal. For ...More about The Forbury
This inn, located between Petworth and Midhurst, has attractively styled rooms in a converted barn setting; the spacious rooms, each with their own contemporary country-style decor, have many thoughtf...More about The Halfway Bridge Inn
The Woodfalls Inn has been offering rest and relaxation to travellers for many a decade, a tradition that is just as strong today. Situated close to the New Forest, it is an ideal base from which to e...More about The Woodfalls Inn
High quality, budget accommodation ideal for both families and business travellers. Spacious, en suite bedrooms feature tea and coffee making facilities, and Freeview TV in most hotels. Internet acces...More about Premier Inn Farnborough
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Hotels in 23018 - Bena VA
Only hotels in 23018 zip code are listed below. Search for cheap and discount hotel rates in Bena, VA for your upcoming leisure or conference / group travel. We list the best 23018 hotels and motels so you can review the Bena hotel list below to find the perfect lodging. Hotels in Gloucester county and area code 804 are also listed.
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The Samsung Galaxy S4 launches on Thursday and the mobile world is currently making its wish list. One expert wants a smartphone Tony Stark would be proud of
"It's time for smartphones to get smarter." That's the message from the mobile community as Samsung prepares to unleash its latest game-changing smartphone, the Galaxy S4 on Thursday night.
In the final part of our interview with research firm IDC's mobile guru Ramon Llamas, he tells us that Samsung has an opportunity to enter uncharted territory by revamping features like voice control to help the device to become a true personal assistant, rather than something we can bark orders at.
Whether it arrives with the Galaxy S4 tomorrow night or not, Llamas envisions a handset which users can have an actual conversation with in the not-too-distant future.
He told T3: "Your devices are already smart and needs to become smarter and more aware of what's going on. All of the information coming through cellular or Wi-Fi needs to be rationalised with the data you already have on your phone to act like a true personal assistant.
"Samsung S-Voice came out last year. I thought it was OK, but let's take it to the next level and improve the feedback mechanism. How about if the Galaxy S4 was able to tell you, without pushing a button, 'You have an appointment at 2pm with Ramon Llamos. You just received an email to say he's running late. Can you do it at 2:30 instead?'.
"In the movie Iron Man, Tony Stark is able to have a full conversation with his armour. We need the same thing with smartphones. It'll need to be able to know what's going on around you, know what you and your other friends are up to, know what you have planned ahead and it'll tell you how to optimise your trip, your route, etc. Let's optimise all of the events going on so you can be on your merry way faster and easier."
Llamas wasn't brave enough to predict that the S4 will realise the era of the mobile personal assistant though, adding: "We might not see this with the S4, but it has to be at least in the planning stages. If you take a look at all of the things they made the S3 do, what seems to be a reasonable target to accomplish, I don't think we're that far off from having something that much smarter on your person."
Is dramatically improved voice control something we'll see on the Samsung Galaxy S4 when it is unleashed at a glitzy event in New York on Thursday night? Not long to find out. We'll be live-blogging the event from 11pm UK time and will be there to get hands-on with the device with a quickness.


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Just in time for Thief (2014), it's Thief (1998)!
It's February, and that means two things. Thing one, we're in the post-Christmas slump where major games aren't really released all that often. Oh, there's been tons of amazing indie stuff released since the start of the new year and I heartily recommend you pick some of those titles, but in terms of a big meaty major studio release there isn't much doin'. Thing two, Thief comes out at the end of the month! Well, Thi4f. Thief 4. Or just… Thief… again. Whatever, the new Thief comes out. And with those two things in mind I thought now would be a good time to take a look at original Thief, one of the first stealth games and the progenitor of an entire genre!
Except that's… not really true at all. The stealth concept had been percolating for years with titles like the original Castle Wolfenstein and the original Metal Gear, so it's not like stealth originated with Thief. And Thief actually arrived last in the same year as Metal Gear Solid and Tenchu, and all three sort of jump started the stealth genre in tandem in 1998. So while I'm comfortable saying that without Thief we probably wouldn't have, say, Dishonored, giving it credit for the creation of the whole genre is probably overreaching. Really the majority of western stealth games can probably trace their lineage most directly back to Splinter Cell, which sort cherry picked favorite concepts from all three 1998 games – the mobility from Tenchu, the light and noise systems from Thief, and the gadgetry of MGS. Actually, sixteen years on what's really what's notable about Thief isn't how it laid the groundwork for modern stealth games, but how it differs from them.
For example, movement is handled in a fundamentally different way in Thief. In Mark of the Ninja or Dishonored, movement is a sort of freedom that the guards don't have; it's what allows the player their stealthy abilities. Blinking out of a guard's line of sight just in time or hiding on ceilings and in vents is what it means to be stealthy in those games; it's the nimble and quick that are invisible. But in Thief movement is a loud, reckless, clumsy thing. Some of that is because of the way the game handles player movement physics – the player character, Garrett, has a heft and momentum about him; he slides and pushes and bumps into things in ways you might not expect, and awkward control schemes exacerbate that sense of bumbling around the dark. But a lot of it also has to do with how movement raises visibility in Thief where it doesn't quite so much in modern stealth games. Movement over a certain speed meant raised visibility to guards even in the dark, climbing on ledges and rocks means exposure and vulnerability;; jumping around means landing with an alarming thud. In Thief speed and movement aren't a sign of power but of impatience. There's a constant tradeoff between mobility and visibility, and the art of stealth was knowing when to run and when to double down in the shadows. In Thief it isn't the nimble that are invisible, but those who know when not to move at all.
Speaking of shadows: Thief's stealth systems remain somewhat unique, even today. Looking Glass tried to simulate detectability more than other forms of subterfuge. Metal Gear Solid usually toyed with line of sight and guard view fields, and in recent iterations toyed with camouflage as its stealth tool, Hitman has always focused on disguises, and Batman just needs to go into the rafters and hop around to become invisible. Even Dishonored, perhaps Thief's most direct descendant, focuses on line of sight more than actual visibility metrics. But Thief tried hard to systemize what it meant to be invisible and unheard. Movement speed, holding giant clunky weapons, the type of surface you were walking on, standing in degrees of light – all of these things made you easier to detect, and you had to be cognizant of all of those variables at all times as you moved through the game's levels. Its only real rivals in terms of simulating that sort of stealth are really just Mark of the NInja (which was notable for taking Thief's light and sound model and making it work in two dimensions) and early Splinter Cell games (which have since jettisoned that system… and most pretense of stealth… and consequently largely any relevance…). And because so few games have adopted this particular mechanic set (at least at this level), there's something still fresh and vital about Thief's approach to stealth; there's still a magic about cowering in a dark corner afraid to move but also terrified of staying put.
Thief also differs from modern stealth games due to its level design. Modern stealth levels are, for the most part, intensely designed affairs. I mean, level design is important in combat focused games, sure, but it's even more so for stealth games where guard paths, player visibility, item placement, resource scarcity, and places to run and hide all have to be balanced while still communicating to players where they need to go and what they need to do.
Thief… predates that sort of design-oriented approach to levels. Thief's levels are obscenely large and complex – labyrinthian even – with nonsensical architecture and oddly intersecting hallways that seem designed specifically to confuse players. Sparsely decorated rooms with the same base texture sets all begin to blur together, and the player is often given only a compass and a *very* rough sketch of the level to guide them. This does have some benefits: it ensures that there are multiple entrances and exits to just about any area which provides players plenty of places to hide or to run. It also rewards exploration, as curious thieves can find extra loot or items. And it allows for various approaches to most levels, giving each player a preferred path through.
But even with those advantages, the levels on display here simply feel too large. It's almost the opposite problem of Invisible War, really – the levels are so huge it's easy to forget what the point of them even is; there's no greater tension than the guard around the next corner. There's not a strong sense of keeping your eyes on the prize or remembering your exact objective – only the minute-to-minute sense of finding loot and knocking out or avoiding guards.
I'll give you an example – there's a level that has you break into a restaurant. And that restaurant is a front for a secret casino underground. And under the casino is a maze of sewer tunnels that holds a thieves den. And there are two separate houses connected to opposite ends of the den. As Garrett, you have to break into the restaurant, sneak through the casino, find your way through the thieves den to the house that has the key to a safe, then sneak back through the thieves den and break into the house with the safe itself, then find your back way to the streets. And the kicker? This is complete filler. The level before has you stealing from Ramirez as revenge for trying to assassinate you, and the level after has Victoria contact you because of your success with the Ramirez job. The thieves den quest has nothing to do with the narrative, doesn't add anything to the experience, and was just an hour and a half of "Game needed to be longer." It's a decent level and it does help establish that there are other active thieves than Garratt in the world who pay off the City Watch and we see why Garrett rejects that lifestyle, and I guess it works as a character building level in that sense… but c'mon. Surely there was an easier way to make that small world-building point than this sprawling level.
And I'm focusing so much on the levels because that's really what drives the most and least enjoyable parts of the game. Thief is at its best when the level design works in favor of the core mechanics, with levels that have a tight focus on stealth and infiltration with maybe slight, minor diversions into exploration or puzzle solving for flavor. But too often levels become find-the-hidden-object games when you've completed story objectives but haven't found the arbitrary amount of loot required to pass or vice versa, or when they become slogs through haunted graveyards that mix awkward combat with a downplayed emphasis on stealth. It's as though the game wasn't sure whether the stealth mechanics could stand on their own for a whole game, and so you seesaw between levels that still feel fresh and interesting and tightly designed even 15 years later, and levels that feel like the worst kind of confusing, objectiveless retro game levels. There's a reason that people look back more fondly on the first set of Steampunk-heavy day-in-a-life-of-Garrett levels more than magical mage towers and dimensions of Pagan elder gods, and it has as much to do with the level design as the awkward theming.
Thief also stands apart from modern stealth games in its position on violent conflict. Your Human Revolutions and Arkham Asylums and modern Hitman and Splinter Cell games are all about sneaking around for the most advantageous angle to kill rather than ghosting a level. Even if these games offer non-violent options – and not all of them do – they're framed as empowered player choice. You can go in guns-a-blazing or quietly, and both are valid! Yay player choice! In contrast, Thief never really wanted you to kill people, though it certainly gave you the tools to. Non-violence wasn't the point of the game so much as a sign of highly skilled play and cleanliness on the part of the player. Combat, much like movement, was intentionally clunky and difficult. Killing all NPCs was never meant to be a viable way to play and higher difficulty levels outright forbid it. Thief was a game that allowed for physical combat but wanted both Garrett and the player to be better than that. It wasn't an antiviolent game but rather a game that found nonviolence more difficult and therefore a mark of more highly skilled play. Stealth in modern games is an extension of the power fantasy, another tool you have to wield over your enemies. In Thief stealth was wasn't a tool of aggression but a blanket, a shield, a defense you put up to avoid conflict all together.
But I think we often confuse the game's values with those of its protagonist, and I sort of want to make sure we separate them. Garrett has, over time, been retconned as the perfect thief who blends into the shadows at all times, takes what he wants, and disappears without killing anyone or leaving a scrap of evidence… but that's not how most players experienced the character, and not even the character the game itself shows us. Garrett kills a man in the opening of Thief 1 and Thief 2 – it isn't until Thief 3 that they show a nonlethal job to open the game. Garrett is not a "good guy" or a noble thief, he's a cipher for the player that runs the gamut from murderous home invader to invisible robber. We shouldn't confuse the playstyle the game finds most interesting and challenging with the values of the character himself, lest we champion the values of a guy who clubs people in the back of the head for a living.
And while we're on the subject of Garrett, let's talk about the world he inhabits, as Garrett is more defined by what he's not than what he is. So Thief takes place in The City, a steampunk citystate that so dominates the whole of Thief's world that it doesn't even get a name.
Inside The City there are three groups. There are the Hammerites, who stand for order, rule of law, and technology. They prize the machined and the intentionally designed over nature's rough hewn fractals; they relish taking formless iron ore and blessing that ore with purpose in the forging of tools. Then there are the Pagans, or Folks of the Woodies, or Followers of the Trickster. This group is aligned with forces outside of The City, and while their human faction don't factor heavily into the first Thief it's clear they represent chaos, nature, and the forces of elder gods – basically anything outside of the world of humans. Also they talk kinda like Gollum. Finally there are the Keepers, whose job it is to maintain balance between the two other factions, between the structured and orderly world built by humans and the destructive chaos of nature and the elder gods.
And to that city of conflicting factions enters Garrett. Superficially, he's a money-grubbing mercenary crossed with a stoic antihero. He's Han Solo or Malcolm Reynolds meets Batman or The Crow; the puckish rogue who doesn't want to get involved meets the brooding rooftop savior. The key overlap between those two archetypes is self reliance and independence from anyone and anything. He's not aligned with the Hammerites ("fanatics make unreliable friends"), dismisses the words of the Pagans, turned his back on the Keepers years ago, and even finds himself avoiding allegiance to any city watchman. It is, in a way, his lack of commitment to others that defines him.
But perhaps what makes him thematically interesting is his role as a thief. To the world of the Hammerites and the city watch, to the world of man, a thief is a source of chaos. He operates outside of their rules and laws, and causes havoc and trouble by upsetting the system. But even though he operates outside of that system, the fact that he steals valuables and recognizes their worth means he still respects that system in a way that, say, The Trickster God does not. He operates outside of yet is still dependent upon the systems built by men. So the Keepers use Garrett as someone who is a natural bringer of balance between Hammers and Pagans; as someone who simultaneously subverts the same system he's advocating. This bringing of balance becomes even more apparent when you view Thief and Thief 2 together – the first showing Garrett besting the chaotic Pagan god intent on destroying the world of man, and the second showing Garrett defeating an extremist hammerite sect intent on destroying the world of nature.
And this is a bit of a tangent, but this science versus nature, individual versus society, order versus chaos thing has always reinforced this game as a sister project to more Irrational-y games in my mind. 0451 games, for lack of a better geneology. System Shock 2, which shared an engine and a few developer credits with Thief, had Shodan (who was purely technological and represented the tyranny of selfish individualism) face off against The Many (a purely biological antagonist that represented an extreme sort of socialist anarchy). The player, with their cybernetic implants, was a middle ground between the two – both biological and cybernetic, both an individual and member of society. And Bioshock had the failed libertarian empire that prized the individual, while Bioshock 2 was about the tyranny of a socialist matriarch who prized the collective. And, yes, you could carry this theme of middle-ground-i-ness forward into Bioshock Infinite, but at that point it becomes sort of insulting. I know I'm sort of reaching to connect these games, but I always thought it was sort of cool that they all were thematically related in addition to tracing close developer ties. If nothing else it highlights a trend of games arguing for centrism, which makes for an interesting contrast to games with moral choices trying to push players to extremes. Anyways.
Thief is a weird game. It's full of beautiful little touches: I love how when walking your view bobs with the clatter of each footstep; it keeps your movement and your noisiness at the center of your attention to add to the tension of sneaking. Or how Garrett can only hold an arrow fully drawn for so long before his arms get tired. Fumbling in your pockets for the right key to open a door provides a simple but lovely source of panic that would be automated in most modern games. It's the sort of thing that seems trite until you've snuck your way across a large room to a door only to realize you're now standing in bright light with no idea what key if any will open it. And it's a subtle touch, but I love how you can't really save money between missions; it gives a sense that despite collecting all of this fancy loot Garrett is still struggling to get by (especially as operating expenses from his next job eat most of his profits from his last job). The game also employs a sublime emphasis sound, which is the only way to detect guards not in your line of sight. In an age of Splinter Cell optical cameras that let you look under doors and Dishonored or Batman style night vision modes that let you see through walls there's something that feels more… I don't want to say more real, but more relatable, more human about a having to stop moving and just listen for footsteps or the chatter of guards to determine if you're in danger.
At the end of the day there really aren't many stealth games like this built today, and that gives Thief a place and a relevance even after all of this time. Thief 2 and Deadly Shadows helped refine the game's mechanics, but what's there to love about Thief has been there since the beginning. So how will the new Thief reinterpret the old Thief and modernize its mechanics while still keeping the soul of the original? We'll find out soon!
I will admit that I have never played the original Thief game(s). I always leaned more towards the Splinter Cell and MGS back in the 90's and early part of 2000. I am mainly looking forward to Thi4f … Thief IV … Thief Again … Live Free and Thief because of my need for another game to play on my PS4.
Your videos are always unique compared to most video reviews. You offer an artistic look at games and provide a perspective that seems to be mostly missing from the game world today. I do not always agree with what you have to say (The Last of Us which I heart with more heart than I probably should) but always look forward to your opinion and your view on games.
From one gamer to another – thank you for Errant Signal. A breath of … A new look at … Boldly Going Where … You get the idea.
Do games have to justify themselves outside of their mechanics? Based on your Quake and Thief videos, I'm beginning to feel you think they do.
Why can't Quake stand on its gameplay alone? Why does it need to justify itself as a mood piece or a representation of teenage angst? More related to this video, why does the Thieves' Guild mission need to justify itself with a narrative or world building relevance? The game overall, doesn't possess a strong sense of character progression or narrative.
I have no problem with games possessing aspirations outside of their game mechanics – games can be by anyone, for anyone, to say anything – but for people interested in games, as systems, a game is a game.
The Thieves' Guild mission stands on its own in its sprawling splendor because it makes for an interesting session of play. Quake's gameplay stands on its own because its level design, weapon balance, and enemy variety makes for an interesting game.
I bring this up because I feel it has been increasingly eating into your analysis that you don't consider this aspect of games – that they can be good solely because they are good games.
Games don't *have* to do anything. No, they don't even have to be "fun."
However, if a game is trying to tell a good story, run in-depth mechanics, create an immersive world, etc., it is acceptable (expected, even) to judge the game by how well it accomplishes its goals.
Mechanics are certainly important, and they are a common thread that all games share, but that doesn't mean that every other aspect of a game can only be considered subservient to the gameplay. The Guild mission might very well make for an interesting session to play, but if it kills pacing, tension, and player motivation to do so it deserves to be called out for it. One on the implicit goals of the game's designers is to make the player empathize with Garret, and the Guild mission hurts them in this area. If you are the kind of person who gets bored if they don't feel gravitas behind their actions, that hurts the overall experience.


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Parrott Scores Season High
Hawks fall to Lions 72-84
- Release Date:
- January 30, 2010
- Contact:
- The Office of Sports Information
- (716) 649-7900 ext. 333
Hamburg, NY: Freshman guard Chris Parrott (Warsaw, NY/ Warsaw){pictured to right} scored a career high 23 points on Saturday afternoon. Despite the career high effort, the Penn State Altoona Lions would go on to defeat Hilbert 84-72. Parrott's 23 point performance was the fourth time this season he scored 20 or more points in a game. Freshman guard Dan McFarland (Lancaster, NY/St. Mary's) was the only other Hawk to score in double figures adding 16 points. Hilbert falls to 1-13 in the AMCC and 2-17 overall.
After a back and forth first half with the score tied twice and two lead changes taking place, the Hawks trailed by 10 at halftime 32-42. McFarland and Parrott were almost neck and neck in scoring points (12), (13) recording a combined 25 of the team's 32 points for the half. McFarland was a perfect 2-2 from behind the 3 point arc.
Altoona would push their lead to 15 with 16:26 left on the clock after a three pointer by Zach Spitz. The lead would last for only four minutes as the Hawks chipped away at the deficit making the score 51-56 with 12:26 left to play. The fast paced tempo established by the Lions throughout the game would continue to generate points, once again extending their lead to 15, with just 2 minutes remaining.
The double figure lead late in the game would remain too much for the Hawks as the outcome was in favor of Altoona, 84-72.
The Hawks will play their second game in two days as they face another AMCC opponent, Franciscan University on Sunday, January 31. Franciscan enters the game with a 3-11 conference record after losing to Medaille College 72-96. Tip off is set for 4 p.m.
Hilbert College, located in suburban Hamburg, N.Y., south of Buffalo, is a private four-year college founded in 1957 in the Catholic Franciscan tradition. With nearly 1,100 students, Hilbert is a dynamic Western New York college that offers career-focused majors, including one of the top criminal justice programs in the region, and more than 50 minors and concentrations. The college's engaging, student-centered campus community offers numerous leadership, internship, and service learning opportunities from which students launch successful careers while making positive changes in their communities. The Hilbert Blueprint promotes a well-rounded student experience over four years – starting with the Foundations Seminar in the freshman year, followed by Sophomore Service, Junior Symposium, and culminating with the Senior Capstone. Hilbert has expanded its academic offerings with the college's first graduate programs and new Accelerated Degree Programs geared to adult learners.
Upcoming Events
- First Year Student Orientation
- Aug 14, 2015
- Summer Session A2 Ends
- Aug 21, 2015
- First Year Student Orientation
- Aug 28, 2015


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CSWE Department receives software donation
Dr. Jeff Chastine, associate professor in the Computer Science and Software Engineering Department recently secured a donation of the software Perforce for the department. Perforce is a software configuration management system that is used in many industries, including the gaming industry, and by companies such as Electronic Arts, Sony Online Entertainment, Nintendo, Valve, CCP Games, Sega and Ubisoft.
"Perforce will enable students to collaboratively develop software using centralized repositories for their code, art, sound and other assets," Dr. Chastine said. "It also gives them experience using a professional software configuration management system."The software will most directly benefit computer game design and development majors. SPSU received 400 licenses for the program, valued at $360 each for a total value of $144,000.


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ya, man these are essential information.. the last posts wouldn't be nessecary if you would have included that in your first post.
i know still no solution to your problem.
as you decided to run a softmod guide from another site it is really hard to troubleshoot. i suggest to run through the softmod any wii guide. and re-install all cIOS/IOS on top of what you got.
Wii Softmodding - Basics and Beyond
Feel free to join the Site Chat via IRC for discussion.
[Guide] Softmod ANY Wii | Hermes and Waninkoko cIOS as WADs | Usb loading - FAT32
<--suggestions helped? press Thanks


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Edgeware, Skytide ally on CDN monitoring
Edgeware has partnered with Skytide on a product that provides real time analytics for multiscreen services. The system is aimed at CDN operators looking to measure quality of experience (QoE), especially wholesale CDN services where the operator needs to report specific metrics to the wholesale customer.
The two said their system, which combines Edgeware servers with Skytide's analysis, is currently in use by a number of large CDN customers.
Adaptive bit rate (ABR) streaming detects a user's available bandwidth in real time and calibrates the video stream accordingly. For ABR to work, a video file is encoded at different bitrates and then divided into fragments. This enables an uninterrupted video experience over unmanaged networks, but it also results in a major measurement challenge. In aggregate over a large viewing audience, one single movie can require analyzing tens of thousands of separate files, the companies explained.
Edgeware said its video servers create a virtual "session" that enables the operator to report usage data tied to sessions and content, not fragments. This reduces the complexity, cost and processing needed to provide accurate, real time QoE reporting to the integration layer, Edgeware said.
Skytide Insight for CDNs can handle the volume and complexity that ABR streaming demands and transform it into reports in real time. This combined solution reduces the traffic and processing overhead from potentially thousands of log entries to one per session resulting in much faster turnaround time in alarms and analytics around QoE.
Skytide is venture-backed and works with leading digital media and technology companies including, British Telecom, Broadpeak, Cisco, Edgeware, Ericsson, Juniper Networks, Tata Sky, Telecom Argentina, Telecom Italia and Telstra.


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Learn how to use media queries and the new Fluid Grid Layout feature in Dreamweaver to create a single web site that delivers different layouts to desktops, tablets, and other mobile devices.
"I have yet to find a course that I didn't find useful, well organized, and informative. And it's always at my fingertips." —Leslie M.
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Originally published in Interiors & Sources
Law Offices of Finnegan Henderson Farabow Garrett & Dunner
By Janet Wiens • Photography by Jim Tetro
Who knew a grand staircase could facilitate communication and wayfinding and look good doing it?
Most of us give little thought to the staircase in a facility. We know it's important, but it doesn't receive many second thoughts. For individuals working in and visiting the Washington D.C. law offices of Finnegan Henderson Farabow Garrett & Dunner (Finnegan Henderson), the staircase most certainly creates an immediate and lasting impression. It is only one of the many memorable design features in this striking and elegant office.
"Everyone who visits our office is in awe of the staircase," says Christopher Foley, Finnegan Henderson's managing partner. "They probably don't realize that the stair is really a symbol of our firm's culture and our business philosophy. Our firm is about connecting people, information sharing and access to resources." Foley says that the staircase is a means for people to see one another and for them to make personal connections. He adds, "It's the origin from which our functional infrastructure is built."
The seven-story, spiral metal-pan stair in brushed stainless steel is encased by a 9-foot glass wall with low-voltage cable lighting underneath. Virginia-based Davis Carter Scott (DCS), the project's architect and interior designer, designed the staircase to serve many functional and aesthetic purposes. "The staircase is a critical design element used to fulfill communication and wayfinding goals," says Lena Scott, principal of DCS.
Finnegan Henderson occupies 250,000 sq. ft. on seven floors in a new downtown office building. The triangular-shaped structure has 50,000-sq. ft. floor plates, which required DCS staff to develop numerous approaches to wayfinding and to create intimacy.
The firm's offices include a state-of-the-art conference center, a multi-purpose room, visiting attorney offices, a café-style dining room, staff offices, administrative areas and support spaces. The firm occupies all or part of the seven floors, which provides ample room for its 700 employees.
"Wayfinding begins at the interconnecting stair," says Scott. "We used subtle color changes directly off the stair on each floor to indicate to staff where they are in the space. This approach is first incorporated in a small seating area that is part of an overflow library space directly off the stair on each floor. Uniform furniture in each seating area reflects the unique color of that floor, and wall and accent colors mirror colors in the seating areas."
The main reception area is on the 11th floor and features warm, richly-figured anigre wood that complements the natural stone floor. The custom wood, glass and stone reception desk visually anchors the space. Veneers in the reception area and elevator lobbies were hand selected.
The conference center is located off the reception area and includes large and small conference rooms, break-out areas and caucus rooms. The DCS design team used glass as a key detail throughout the area, including glass walls, partitions and a sliding panel system. Each glass wall and door is double insulated for sound proofing. The extensive use of glass allows natural light to permeate the spacean important design goal.
The multi-purpose room has state-of-the-art video and teleconferencing capabilities, and can be divided into three rooms via moveable wall partitions. The room can seat up to 165 people and is used for training, trial preparation, large group meetings and entertaining.
The café-style dining area would make anyone want to dine in. The space features a commercial kitchen, servery area, and various seating options including cafeteria-style tables, banquettes, a small seating area with plush, oversized chairs and coffee-bar-style pedestal tables. The brightly colored walls, including a red, curved wall with green niches to hold artwork, colorful and whimsically patterned carpet tiles, and organically patterned, terrazzo floor in the servery, create a lively environment. The space is also used for large personnel gatherings, meetings and entertaining.
Through efficient planning, partner offices were reduced in size from 275 to 225 sq. ft. This enabled Finnegan Henderson to accommodate up to 131 more employees in an additional 10,000 sq. ft. that the firm previously occupied, while also achieving a 37 percent reduction in rentable sq. ft. per attorney. Attorney offices are located along the building's perimeter. The side lights and clerestory glass used in all perimeter offices and meeting rooms allows natural light to penetrate into the interior.
Built-in secretarial workstations are constructed of custom-figured anigre wood with glass and natural stone. Workstations feature a "floating glass" transaction ledge achieved through the use of secured metal pins and a special adhesive, which gives the illusion that the glass ledge is suspended in mid-air. A vertical filing system, record storage at each station, built-in "in-out" document systems, and a concealed closet provide a work area that is very functional. Recessed lighting, supplemented by task lighting, is mounted on the underside of cabinets and in filing areas.
Davis Carter Scott's design meets the client's short and long- term requirements, and with its elegant and highly-functional appeal, this office space will serve Finnegan Henderson for many years to come.
Visit our website today to learn about the design flexibility of a Morton building and the endless possibilities of partnering with our designBUILD team.
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What the Boss Makes: Silicon Valley Companies Relying Less On Stock Options
Professor Joseph A. Grundfest, co-director of the Rock Center for Corporate Governance, is quoted in the San Jose Mercury News in an article about how companies in the Silicon Valley are adjusting how they compensate chief executives:
Silicon Valley companies are relying less on stock options — the rocket fuel that propelled them in the past few decades — and more on performance-based stock awards to compensate their chief executives, a trend that makes valley companies more like the rest of corporate America.
Hewlett-Packard bestowed nearly $34 million on CEO Mark Hurd last year. Oracle's Larry Ellison got $84 million — much of that in stock that will take time to mature — while cashing out $543.7 million in options awarded in previous years. And Cisco Systems' John Chambers was rewarded with $18.7 million in various forms of compensation, to take three examples among many.
Hurd's salary was cut by 20 percent, but his overall compensation rose by 30 percent as a result of options, stock awards and bonuses showered on him by a board apparently grateful for his leadership. But much of the money was for producing results — $23.9 million in bonuses for hitting one-year and multiyear performance targets.
"If Mark has a whole raft of stuff, my view is he's worth two rafts, given the job that he's done at Hewlett-Packard," said Joseph Grundfest, Stanford University law professor and co-director of the Rock Center for Corporate Governance.


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Changes related to "Hieroglyphics"
From Conservapedia
This is a list of changes made recently to pages linked from a specified page (or to members of a specified category).Pages on your watchlist are bold.
Legend: New! - new page, m - minor edit, b - bot edit.
No changes on linked pages during the given period.


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iPhone attack reveals passwords in six minutes
Researchers in Germany say they've been able to reveal passwords stored in a locked iPhone in just six minutes and they did it without cracking the phone's passcode.
Japan's JVC shrinks super high-def projector
The road to higher-than-high-def television has taken another step forward with the development of a projector by JVC that is less than half the size and a quarter the weight of previous devices.
CEA: CES in 2011 was likely biggest in three years
This year's Consumer Electronics Show attracted some 140,000 people, easily surpassing pre-show estimates and beating the two prior events.
Lady Gaga unveils Polaroid sunglasses camera, printer
Almost a year to the day since Polaroid said it was signing on Lady Gaga as its creative director, the popular singer unveiled on Thursday the fruits of her labor at the imaging company.
Sony shows futuristic 3D head-mounted display
Sony is working on a futuristic head-mounted display that immerses the viewer in 3D video.
Toshiba's Android tablet unveiled, due in coming months
Toshiba will join the tablet race later this year with an Android-powered computer based on an Nvidia Tegra processor.
Tablets, 4G and auto-tech to lead next week's CES
You don't need superhuman precognition to know what will be big at next week's International Consumer Electronics Show: tablet computers. Companies have been...
Video: Gadgets 2010 year in review
Smartphones and tablets stole the gadget headlines in 2010 as the innovation spotlight turned away from consumer electronics and back to computing. Here's a look at the top gadgets of 2010.
LG to show monster, mobile 3D TVs at CES
LG Electronics plans to unveil 3D televisions at both ends of the size spectrum at next week's International Consumer Electronics Show in Las Vegas.
Sony, Nikon, SanDisk plan faster Compact Flash cards
Sony, Nikon and SanDisk have developed a new specification for CompactFlash memory cards.
Samsung develops see-through screens to replace windows
Samsung Electronics has developed see-through flat-panel screens intended to be used as high-tech windows and showed them in Japan.
Color comes to E Ink, LG electronic-paper displays
The first electronic paper displays that can show color were unveiled by E Ink and LG on Wednesday at the Flat Panel Display International show in Japan.
4G coming to New York, LA, San Francisco this year
Clearwire is launching its 4G WiMax network in New York, San Francisco and Los Angeles before the end of the year, it said Monday.
Toshiba's no-glasses 3D TV: How it looks
Toshiba became the first major television maker last week to announce TVs that produce pictures with the illusion of depth but don't require glasses. Martyn Williams gets some hands-on time and compares the new TVs to 3D models that require you to wear glasses.
Hitachi-LG prototypes 1TB Blu-ray cartridge storage for network backups
Hitachi-LG Data Storage has developed a prototype data storage device that uses Blu-ray Disc cartridges, each capable of holding a terabyte of data.
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While I've participated in two of the beta weekend events and have been following Neverwinter for a few months now as part of my column coverage, much of the game is virgin territory to me. I like going into a launch relatively unspoiled (or as unspoiled as a writer who covers MMOs can be), so this launch diary isn't going to be the voice of great experience. It's going to be the voice of experiences. See what I did there?
Noon on April 25th finally arrived... and we were off to the D&D races!
After reserving a few of my favorite choice names, I got down to building my first character. I had already decided that I would be a Halfling Devoted Cleric, having become partial to the combination in beta. It wasn't a tough choice; melee fighters aren't as interesting to me, and the Control Wizard isn't as durable.
The appeal of the Devoted Cleric to me is its hybrid nature. She's a spellcaster that can pump out decent DPS from afar, but she's also a healer. Considering how it's the only healing class in the game right now, I predict that DCs will be in high demand for dungeon runs. I won't lie about being nervous when it comes to figuring out how to heal with Cryptic's mouselook system, though; it was messy in beta and will probably be messy live.
Unlike some players that you see on launch day, I'm not out to get a huge head start or race toward a major goal. I just want to take my time, figure out the game as a whole, and enjoy the journey. For me, that usually starts with a 15-minute session of standing stock-still and exploring all of the UI elements and settings until everything is just so.
Once you get used to the mouselook controls, the change-up from normal MMO control schemes isn't that noticeable. Hitting alt to regain control of my cursor becomes second nature.
Neverwinter's tutorial went through a final pass during the last couple of beta weekends, and it's definitely much improved over its earlier incarnations. In my opinion, it's perfect: It allows me to fiddle with controls without pressuring me to do things, it explains the basics quickly and succinctly, the enemies aren't that aggressive, and it isn't agonizingly long.
The tutorial features the aftermath of the awesome CGI opening video (seriously, it's one of the better MMO movies I've seen -- don't skip it!) as your character helps to mop up the undead attack on Neverwinter.
Another thing to get used to in Neverwinter vs. other MMOs is a much more mobile combat system. Learning how to dodge, sidestep, and use terrain to your advantage is absolutely crucial here unless you like being a punching bag. The dodge animations are particularly neat; my Cleric does a sort of power-slide to quickly get away. I like to imagine that "Old Time Rock 'n' Roll" is playing when I do that.
The tutorial is XP-fixed, so you and everyone else will be level 4 when you finish. It dumped me out near the marketplace and encouraged me to explore for a little bit. This square has a lot of useful features, including specific vendors, the task board, and the town crier. I ran past it all to turn in the quest to Sgt. Knox, who then set me up with my first cosmetic outfit set: grubby peasant garb. Awesome. Thanks, Knox.
Because everyone who logged in on the 25th is a Heroes of the North purchaser, the sheer amount of Drows and panthers roaming the city was just absurd. Those who know me well know that I cannot stand uppity Elves and cats, so I think Cryptic is out to get me.
It's possible that I could have gotten "off the rails" at this point and tried my hand at a few different activities, but I had a hunch that I probably needed a few more levels before I'd be effective on my own. Therefore, the baby dungeoneer stays safe within the protective arms of the starting quest line, dutifully following the sparkly path and performing exciting activities such as pick up object A and deliver it to place B.
OK, so questing isn't the most thrilling activity at first. However, there are a few positive mentions to make in this regard. The first is that many of the quests feature voice-overs that continue even if you tab out of the text box (you have the option to turn the voice off). I actually like that because I can listen to the quest flavor as I'm running to the location instead of just standing still.
I also appreciated the little mini-instances that seemlessly integrate into the game world. You'll see these when you pass through a sparkly cone. What's outside is for everyone, but what's inside is just for you.
Finally, I like that Neverwinter gets you into little dungeons within a few minutes of leaving the tutorial. The city is all well and good, but this game is about its dungeons, and I don't want to have to be an errand boy for a week before getting to the good stuff.
Even when I'm playing on rails, there's a satisfying element to playing Neverwinter for me. It's kind of like driving with a GPS on; the game tells you where to go, and you can just enjoy the ride, admire the scenery, and concentrate on the controls. The little (optional) sparkly trail that leads you through quests and dungeons is welcome, although I can see why it will most certainly be used as Exhibit A for the "MMOs are being dumbed down" crowd.
Besides, the sparkly trail is deceptive. It often leads you right through traps and away from treasure, so there's a lot to be said for downgrading it to a general suggestion. I love searching the nooks and crannies of these dungeons, loading up my bags with all of the good loot I find.
A busy night indeed
By the time I wrapped up my first night in Neverwinter, I'd reached level 10, engaged in a group skirmish (definitely recommended!), fought my way through a burning building, and spent a lot of time just boggling at the scenery. It may not be the deepest MMO I've ever played, but so far it ranks high on visceral entertainment!
Massively's not big on scored reviews -- what use are those to ever-changing MMOs? That's why we bring you first impressions, previews, hands-on experiences, and even follow-up impressions for nearly every game we stumble across. First impressions count for a lot, but games evolve, so why shouldn't our opinions?


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Stop Aquatic Hitchhikers!: Protect New York's lakes by arriving with your boat cleaned, drained, and dry. Please take action before you leave home to reduce the transport of aquatic invasives. Visit the NYSDEC website for more information on inspecting and cleaning your boat and gear.
Status: Open through Sun Oct 11 2015 Season Dates
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DescriptionTake the Virtual Tour! - MOFFITT BEACH CAMPGROUND
Moffitt Beach Campground sits next to picturesque Sacandage Lake. At an elevation of 1,730 feet above sea level, the area is generally flat and well-wooded, with large white pines and hardwoods.
Moffitt Beach Campground is located in the central portion of the Adirondack Park.
Children may participate in the Junior Naturalist Program. Boating, fishing, hiking, swimming, and picnicking are other favorite activities here.
The park offers campsites, restrooms, showers, and a picnic area with tables and fireplaces, some of which are accessible for those with mobility impairments. Other amenities include a trailer dump station, a recycling center, a boat launch, and a sand beach with a guarded swimming area (open in the summer).
Nearby Attractions:
Shopping, restaurants, movie theaters, boat rentals, and golf courses are nearby.
Services & Amenities:
Alerts and Important Information
WHEN YOU ARRIVE-You must sign for your own site. Have your equipment with you and be ready to camp when you register. Names of all campers on a site must be listed on the permit at time of registration
CHECK-IN TIME-From 12:00 noon until 9:00 p.m. Campers must register for their campsite by 9:00 p.m. on the first night of their reservation or the campsite will be subject to re-rental and all fees will be forfeited
CHECK-OUT TIME-11:00 a.m. on your departure date
OCCUPANCY-Limited to 6 individuals per campsite and 2 tents or 1 unit of hard wheeled camping equipment and 1 tent. Only 2 vehicles permitted on any campsite. Extra vehicles will be required to park in a designated area (additional fees will apply)
AGE REGULATIONS-Campsites must be registered and occupied by a responsible person 18 years of age or older
LENGTH OF STAY-Your camping permit can be issued for a maximum of 14 nights. From July 1 through Labor Day only 14 cumulative nights will be permitted at any campground.
QUIET HOURS-From 10 p.m. until 7 a.m., and are strictly enforced. Violators of this policy may be evicted
GENERATORS-The use of generators may be limited to no more than 5 hours per day and fall between the hours of 9 a.m. to 11 a.m. and 4 p.m. to 7 p.m. daily. If the use of a generator is deemed unreasonably loud by the facility staff then individual use of a generator may be prohibited/limited
FIRES-Must be built in fireplaces provided. Only dead and down wood may be used for fuel. No chainsaws are allowed in campgrounds, and cutting down trees, alive or dead is prohibited.
FIREARMS-Are not allowed in campgrounds except during the Fall and Spring hunting seasons. Firearms must not be discharged within campground boundaries at any time
ACCESSIBLE SITES-At least one member of the camping party staying on the site must be mobility impaired (i.e. in a wheelchair or uses a walker) or the camping party may be turned away at the campground
SWIMMING-Is allowed at campgrounds with supervised bathing areas during designated hours when a lifeguard is on duty. Please note that there may be times when lifeguards are unavailable, and for the safety of our customers these beaches will not be open and swimming will be prohibited. Not all campground locations offer swimming, to inquire please contact the campground directly
PETS-Are allowed with proof of a currently valid rabies vaccination in the form of a current year's tag or a certificate issued by the veterinarian. Campers can walk dogs on a leash no longer than six feet as long as the animal is under control. Dogs cannot be left unattended and are not allowed in facility structures, on the beach or in day use areas
Getting There:GPS Info. (Latitude, Longitude):
43.49012, -74.4104
From NYS Thruway (I-90): Take Exit 27 at Amsterdam and follow Route 30 north approximately 50 miles, to the Village of Speculator. Turn left on Route 8, travel west 2 miles, and turn right onto Page St., after the sign. The campground is one mile down, on the left. From NYS Thruway (I-90): Take Exit 31 at Utica, and proceed north on Route 8 approximately 65 miles. The campground is on the left.
Contact Information:
Mailing Address:MOFFITT BEACH CAMPGROUND
Phone Number:Project Office: (518)548-7102
|©2002-2015 ReserveAmerica Holdings Inc. All rights reserved.


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Blue-Zone has assembled a team of seasoned executives and world-renowned scientists to sit on its Board of Directors.
Dr. Martin Barkin M.D., BSc (MED), MA, FRCSC.Dr. Martin Barkin M.D., BSc (MED), MA, FRCSC. is the Chairman of the Board. He is the former Chief Urologist of Sunnybrook Health Sciences Centre. He served as the Chief Executive Officer and President of Draxis Health Inc from 1992 to 2008; Partner and National Practice Leader for HealthCare of KPMG Canada from 1991 to 1992; Deputy Minister of Health for the Province of Ontario from 1987 to 1991; and Head of Health Care Consulting for KPMG Canada. In addition, Dr Barkin served as President and Chief Executive Officer as well as Chairman of the Board at Sunnybrook Health Sciences Centre. He currently serves as a director of Northwest Healthcare Properties REIT (TSX:NWH.UN) and is a director of Allon Therapeutics Inc (TSC:NPC).He also sits on the Advisory Board for Vivientia Biotech Inc.
Ms. Dusanka Filipovic, P. Eng.Ms. Dusanka Filipovic, P. Eng., is the co-inventor of the Deltasorb® Technology and Vice Chair and President of the company. She subsequently acquired global commercialization rights for the Deltasorb® Technology from Praxair and launched Blue-Zone Technologies Ltd. Prior to that, while at Union Carbide Canada, she directed the overall development of the Delta™ Project. Ms. Filipovic has experience in the start-up and commercialization of technology-based companies, having served as co-founder & Deputy Chair Halozone Technologies Ltd., a publicly traded company, and E.E.R. Canada, an environmental engineering firm which was acquired by General Electric.
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Mr. Hank KlakurkaMr. Hank Klakurka is the former CEO of Merck Generics Group. He draws from 33 years experience in both branded & generic Pharma as CEO for Merck Generics Group in Germany; Regional Director Americas for Merck Generics Group; President of Novex Pharma (division of Apotex Inc.); VP Operations for Astra Pharma Inc. and VP Manufacturing for Schering-Plough among others. Mr. Klakurka is currently advising Private Equity firms on Pharma Sector acquisitions as well as advising several Pharma companies on matters of strategy, business development and patents.
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Army School, Tibri was established in July 1991 with classes upto V standard at NCO s institute and was upgraded to Class X in April, 1998. The school was shifted to re-appropriated MES building in July, 1998. Class XII was added to it from 1st July, 2003.+Read More
Attitudes are self created. You are free to choose to be victimized by circumstances or you can choose to look at life with an open mind and victorious.
"Always face towards the sun and the shadow will fall behind you."
Concentration and hard work is the 'Mantra' of success. All of you have certain innate talent and you are equipped with zeal and enthusiasm to achieve your cherished goal.
"Success is not measured by what a person accomplishes, but by the opposition he has encountered."
So shed off all the distractions, that wavers you, tarnish your life. Try for what you want and never settle for less.
Education today has acquired a new shape i.e Instilling good values.I extend my felicitations with great pleasure and delight to the Principal , Staff and School Management, Army Public School Tibri for keeping the prime objective in mind i.e not to forget the importance of instilling good values in our students.
As Ralph Waldo Emerson so aptly said ____"What is Behind us and what lies before us are small compared to what lies within us" I appreciate the efforts put in by the Principal, students & staff in achieving high standard in all fields and am sanguine that they will continue to put in their best to further improve in all spheres and wish them to be steadfast and excel to ensure best achievement in all fields.
Suggestion for the further improvement from stake holders, parents, students and alumni faculty will be greatly acknowledged. "Most look up and admire the stars. A champion climbs a mountain and grabs one"
The website for the Army Public School, Tibri is online.


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Tommy was hiking one day and all of a sudden, a bear appeared just up the pathway. Please describe the likely physiological responses that his body undergoes in response to the bear's sudden appearance.
1 Answer | Add Yours
The first thing that would happen is the famous adrenaline rush. It is also known as "fight or flight." When faced with dangers you frequently have only 2 options: stand your ground and fight, or take flight and run away. Either choice you will need a large amount of Energy in a short time, and Adrenaline triggers these changes:
Increased heart rate
Increased respiration
Dilated pupils
Heightened hearing acuity
Decreased pain sensitivity
In addition to the adrenaline induced changes, he might also experience a dry mouth, increased perspiration, and goose bumps.
There might be further physiological changes, but those depend on the actions of the bear.
Join to answer this question
Join a community of thousands of dedicated teachers and students.Join eNotes


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Geek Speak
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Latest good stuff by John Picacio & Sanford Allen
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David Liss signing at Atomic Comics this Wednesday, Sept. 2
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Posted at: 02/25/2013 12:15 PM
A 47-year-old Hilton man has been indicted on manslaughter charges in a crash that killed a BOCES employee.
It happened in East Rochester on December 14, 2012 during the morning commute. Police say a wrong-way driver slammed into two cars at the intersection of North Washington Street and Linden Avenue.
A Monroe County grand jury has indicted the truck driver, Donald Love, for manslaughter, reckless driving and several other traffic violations.
The victim, 53-year-old John Marcaitis of Fairport, was on his way to work at the BOCES facility on Linden Avenue.


text: 000 FGUS83 KGRR 120155 RVSGRR MIC107-130355- HYDROLOGIC STATEMENT NATIONAL WEATHER SERVICE GRAND RAPIDS MI 955 PM EDT SAT APR 11 2015 The following forecasts are for rivers in southwest lower michigan... For the Little Muskegon River Above Morley... no observed stage was available. No flooding is forecast. The maximum stage forecasted is 3.7 feet after midnight tonight. Flood stage is 6.0 feet. Safety message...Caution is urged when walking near riverbanks. Stay tuned to further developments by listening to your local radio... television... or NOAA Weather Radio for further information. && Flood Observed Forecast 7pm Location Stage Stage Day Time Sun Mon Tue Little Muskegon Morley 6.0 M M 3.2 2.9 2.8 $$


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SlashGear Morning Wrap-Up: June 19, 2012
This morning we're still riding the wave out after the impact of last night's Microsoft event. That event brought on not one, but two new tablets manufactured and set to be distributed by Microsoft, with the big news being that no 3rd party manufacturer would be handling the business. It's become apparent rather quickly that this is Microsoft's great iPad attack and that the kraken has been released, so to speak. Dive right in to our Microsoft Surface Tablet event wrap-up or head down the rabbit hole through our Microsoft Surface portal.


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"What makes the rose so precious is the time you have spent on it..."
- Le Petit Prince
2015 Early Spring Harvest
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How would the same tea tastes like after going through different styles of storage...?
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Search the collections
Lantern Slide - Female Portrait, circa 1940s Reg. No: MM 69472
- Summary:
- Lantern slide of photograph of two women. Made by Alex. Gunn & Son, Melbourne, Victoria, circa 1940s.
One of a set of over 420 lantern slides, used by lecturer Walter S. Binks, a popular psychology and vocational guidance lecturer based in Melbourne, Victoria. Binks gave lectures throughout Australia in the 1930s and 1940s. Binks advertised his lectures as associated with the Australasian Opportunity League or Universal Opportunity League.
Purchased by the donor at an opportunity shop. The collection was stored in three wooden trays (two compartments in each tray), and 95 slides stored separately. Many of the slides were produced in Melbourne from images and cuttings presumably supplied by Binks.
- Description:
- Standard format (3 1/4 x 3 1/4 inch square) colour lantern slide.
- Description Of Content:
- Sketch of two women's faces. One has blonde hair, large blue eyes and a large smiling mouth. The other has dark brown hair, small brown eyes and a small mouth.
- Acquisition Information:
- Donation from Mrs Orsini, 1990
|82 mm (Height), 82 mm (Width)
More information
|Tagged with:
|psychology, lantern slides
|Themes this item is part of:
|Universal Opportunity League Collection, Walter Samuel Binks, Vocational Consultant and Self-Help Lecturer (1892-1983), Medicine in Society Collection, Public Life & Institutions Collection
|Primary Classification:
|Secondary Classification:
|Female - Groups
|Tertiary Classification:
|Text, edge of slide: GUNN'S SLIDE, 210 Flinders Lane, Melb., Cent. 2736.
|Lantern Slide: Colour; Standard (3¼ in. x 3¼ in.)
|Gunn's Slides, Melbourne, Victoria, Australia, circa 1940s
Gunn's at 210 Flinders Lane, Melbourne from 1939.
|Walter Binks, Melbourne, Victoria, Australia, circa 1940s-1950s
This item is part of the following themes:
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Without giving too much away, this was a clever reinvention of Star Trek that looked good and worked well. I even got over knowing Zachary Quinto as a homicidal psycopath from Heroes and let him be Spock. It was a good flick, and pretty clever in a meta sort of way.
For Mother's Day, Jen, her parents, and I gathered down at my parents' place where they are campground hosts. The weather was a bit too chilly for eating outdoors, but we enjoyed a good meal, some pear ginger pie from yours truly, and watching model planes flown at the 'airfield.' The guy we watched had a model Messerschmitt and a big bomber. It was a good weekend, and Happy Mother's Day!


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Nice Bulbs
Reviewed By Chrois Z (Plano, TX) Reviewed for a 2011 Ford Escape —8/27/2013 4:19 AM
I did expect them to be more blue.
Reviewed By Kourtney B (New Orleans, LA) Reviewed for a 2013 Chevy Silverado —7/20/2015 9:01 PM
LED's are great. The order got here right when the rep said. When I held the conversion kit in my hand I could tell that it was solidly made. They shine bright like day at night and makes the Chevy stand out amongst others when I come.


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It was with a feeling little short of positive annoyance that I heard the door-bell ring. Indeed, I confess, I was tempted to ignore it altogether at first. But as it rang again, and was followed by a rapid tattoo of rapping, as of fists pounded against the door itself, I rose, laid aside my book, and stepped into the hall.
First switching on a porch-light, I opened the outer door, to reveal the figure of an old woman, somewhat stooping, her head covered by a shawl, which sloped wetly from her head to either shoulder, and was caught and held beneath her chin by one bony hand.
"Doctor," she began in a tone of almost frantic excitement. "Dr. Murray--come quick!"
Perhaps I may as well introduce myself here as anywhere else. I am Dr. George Murray, still, as at the time of which I write, in charge of the State Mental Hospital in a Western State. The institution was not then very large, and since taking my position at the head of its staff I had found myself with considerable time for my study along the lines of human psychology and the various powers and aberrations of the mind.
Also, I may as well confess, as a first step toward a better understanding of my part in what followed, that for years before coming to the asylum I had delved more or less deeply into such studies, seeking to learn what I might concerning both the normal and the abnormal manifestations of mental force.
(1918) Sci-fi (Astro Mind Projection/Travel)
Plot bullets<
This book should be labeled science fiction . . . and it seems to be incomplete.