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|As glove specialist with a 70 year lasting corporate history that is driven by traditional craftsmanship and state-of-the-art innovation we regard it as our premier goal to always create the appropriate glove for any purpose, any challenge, any situation and each type of sportsmen and women.
Reusch began operations in 1934
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|The Solaris Glove and Mitten: Thanks to extremely small and light-weight technology components one can enjoy perfect thermal comfort without sacrificing wearing comfort. The little added weight of about 70 grams per glove is barely noticeable! Heat is spread evenly across the glove. This ensures that you don't have just a point source of heat, but the entire hand will be warmed. An integrated heat sensor permanently monitors the temperature inside the glove. It's the intelligent heart of the system, since the sensor knows when it's time to heat. With this design, we achieve a longer battery life - compared to conventional heated gloves - though the batteries are much smaller. An optical control (LED) shows which mode is currently active. Using the supplied battery charger the system can be recharged quickly. COLD HANDS? NEVER AGAIN! Just press the button and your hands will be comfortably warm.
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Short Jet Tube Necklace
Style: 570065503
Out of Stock
Work days are a little more glamorous when this necklace quietly sparkles at the neckline. A monochromatic mix of black tube beads, chunky metallic grey faceted beads sparked with pavé crystal rondelles on a modern hematite chain. Glass/acrylic beads; nickel-free hematite-finish metal. Lobster claw clasp. Adjustable length: 18"-20".
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Evan Wells is co-president of Naughty Dog, and right now he's got to be feeling pretty good about life. His studio has been racking up awards for their stellar Uncharted 2: Among Thieves, the follow-up to their PlayStation 3 debut Uncharted: Drake's Fortune. On the day that they received X-Play's award for 2009 Game of the Year, he made some extra time to talk with us about Uncharted 2's development cycle, including what they were (and weren't) happy with, how difficult it is to design a game's ending, the decision to include multiplayer, and the inherent coolness of trains.
G4: In the first official meeting to discuss the sequel to Uncharted, what did you guys sit down and talk about? What decisions were made?
Evan Wells: One of the first things we did was we generated a list of the touchstones of what we thought the Uncharted franchise was, and the things that we wanted to make sure to honor while we were trying to expand and grow and bring a new experience to the players. So we hit on the fact that we were an action/adventure game that was inspired by the pulp novels and TV shows and movies of the 20th century. That we wanted to maintain a sense of humor -- we didn't want it to get too dark. And that Drake was fallible and relatable, and because of the humanness to his character. So we made a big, long list of maybe 8 or 10 things that we wanted to make sure we didn't deviate from as we were trying to expand the game.
And then we started talking about exactly how we wanted to expand it. We wanted to deliver on a lot of things that we were hoping to be able to include in the first game, which was to create that feeling of playing a summer blockbuster movie by delivering those really over-the-top cinematic set pieces. We knew it was going to take a lot of technology to support that stuff that we weren't able to get developed for the first game. We quickly wanted to get to the point where we knew at least the part of the world we were in, and the explorer...I guess that was another one of the touchstones, is that we were always going to be following an explorer, and it was going to be some sort of historical mystery that was going to be unraveled. So we settled on Marco Polo and Asia because we didn't want to be pigeon-holed as "the jungle game," so we wanted to do something that was very different than the environments in the first game. And to do something different, just to change up the experience, we wanted to do a little bit of globe-trotting -- we didn't want to have the entire game play out in just the one environment, which most of the first game played out. Again, to create that contrast.
G4: Is that how you picked Shambhala and the Cintimani Stone?
EW: Yeah, we knew that we wanted to do snow and mountains and caves and places that were very different from the first game, and we wanted to attach ourselves to a historical figure that people would know from fourth-grade social studies, so Marco Polo was a quick answer, and so then we knew that we could go into Asia and the Himalayas. The mystery tied into Shambhala pretty quickly.
G4: Was there anything else that you strongly considered, or was that it?
EW: No, we kind of went right there. We didn't explore too much...there were some other ideas, but just fleeting in a brief brainstorm.
G4: Does a good adventure need to be rooted in actual history? What does that lend to it?
EW: I don't think so, I mean it's important for us...and I'm glad you brought that up because it's another one of our touchstones that we were telling a modern story, and that we wanted it to be different than more of what people traditionally associate with these pulp action-adventures with mummies and the Indiana Jones movies, which are more period pieces. We wanted to be able to tell that story in modern times, and continue to be pushing that level of realism and authenticity.
G4: How do you think the game was received? Obviously you're getting a lot of critical acclaim, but were there any reviews or particular criticisms that struck a chord with you guys?
EW: Well this might sound like we're blowing smoke up G4 and Adam's ass, but Adam's review was really meaningful to us, because it did tap into what we were trying to accomplish, really. You know, tap into that inner child that we all have of wanting to go on these adventures and sort of bring back those moments of when you first saw something like that on the movie screen, and that feeling of excitement and adventure that it pulled out of you. We wanted to create that in interactive form, and I think Adam's review mentioned that he had that same experience, and that was really flattering.
G4: Oftentimes with a game like Uncharted, people say "It's too linear." Do you think that's a valid complaint when you're intentionally setting out to make an adventure that's usually linear by nature?
EW: I don't think it's a valid complaint at all. It's like saying it's a negative that we're a 3rd-person game. I think 3rd-person/1st-person is as much of a choice as doing a linear vs. a sandbox game...it's another choice to be made, and I don't think any one game style is going to replace the other. That's the kind of game we wanted to make, and there are lots of other great examples of games that do exactly that. You got God of War, Modern Warfare...these are all linear experiences, and fantastic ones.
G4: Not everything needs exploration...
EW: No, to tell the narrative that we wanted to tell and to really script that sequence, you couldn't do it in a sandbox game. You'd have too much ability to slow the pace of the game down, and we really want to drag you through the experience. And if there's ever a time where Drake could say "Oh, I want to go to the pond and go fishing to earn some money to upgrade my armor," it would slow the pacing of the game down and really ruin the narrative.
G4: I felt like that while searching for treasure. There's that compulsion there to search for it, but I'm going so quickly in the story and I don't want to change that pace...
EW: That's interesting you bring that up. That's one of the things we've talked about, it's something that we could improve if we were to do another Uncharted. How hidden those treasures are could potentially slow the player down, and we wanted to maybe think of an idea maybe where you had some that were on the main path, and on the second playthrough we'd open up more hidden ones...things like that, so yeah that's absolutely a concern that we could address in the future.
G4: Is the pacing of a game something that you can design on paper, or do you need functioning code and playtesting and iterations to figure out?
EW: One of our philosophies at Naughty Dog is not to do too much planning on paper, because it quickly gets out of date, and you do learn so much more by actually building it and experiencing it than you can by hypothesis or speculation. But we still did plan out the narrative and made sure that the gameplay was well-integrated, and the pacing was definitely part of that. We wanted to make sure that when you were in combat that it reflected the point of the story that you were in, whether you were sneaking into something or you were running away from someone...all of that was thought out and planned in advance of actually implementing it.
G4: Were there any reservations in the beginning about including stealth?
EW: Yeah, that was a concern. We were concerned that it might ruin not only the pacing of the game, but potentially the style of character that we had created for this genre. But you know, we were confident enough to give it a try, and we wanted to make sure that we didn't slip into Splinter Cell or Metal Gear Solid style stealth, and we kept it very active and action-oriented, and always a choice. So that if you didn't care for it, you could go in guns blazing and not be penalized for it. However, through all of our playtesting, we found that everybody really, really liked it and utilized it effectively. We got over that initial concern as soon as we started to implement it and saw it in playtesting.
G4: Is it possible to make an adventure game without guns? If you think about Indiana Jones, very rarely would he use a gun, except in that famous scene...do you think that works in games?
EW: Yeah, you could. We happen to make an adventure game that's also a shooter, but I fully believe you could make an adventure game without guns. You see the Prince of Persia game, The Sands of Time. I think that we wanted to tap into a more modern day version of an adventure, and I think that not only is it a modern day story, but trying to tap into modern day gamers, and we felt that shooting was something that we could really focus on and add to something to the adventure genre which maybe didn't have quite as much focus on it -- they might have had guns, but wasn't a full-fledged shooter.
G4: One of the most important aspects in an adventure story is having that ability to suspend disbelief. Whether it's movies or games, and especially when supernatural and paranormal elements are introduced. What's the line between believable and unbelievable, and how does that illusion shatter?
EW: Yeah, it's a tough question, and it's something we definitely struggled with over both of our games. We wanted to make sure that we delivered on that believability the best we could. I think it has a lot to do with the story you're setting up, it has a lot to do with the universe you're creating, and a lot to do with foreshadowing and preparing the player for those curve balls you're going to throw at them. So you really need to lay the groundwork early, and I think we did a better job of it in the second game than the first game. I think for a lot of players in the first Uncharted, when they got to that Nazi facility, they didn't see it coming. And it was because we didn't do enough of playing up the cursed nature of the treasure that he was going after. Had we planted those seeds earlier in the storyline, it wouldn't have felt so sudden.
G4: Can an environmental puzzle be too "gamey?" The ice caves, for example...those people really wouldn't have designed it to be so difficult to navigate, so it really sticks out that you're playing a game. Is there a disconnect there you have to be aware of?
EW: Sure, we've talked about this before...there's the concept of the "uncanny valley" in animation and modeling for human characters. And we focused a lot on avoiding that, but I think there's a new "uncanny valley" in gameplay, even, as we're making our stories and our characters, narrative and environments so believable and authentic. So when you do all of the sudden have these video game notions thrown in there, it can stand out more than it would in a game that wasn't delivering so high on the believability scale in the other areas. And yeah, we definitely...certainly the ice cave can fall into that category, and even just the body count that Drake goes through.
G4: How hard is it to design an ending for a game?
EW: Extremely hard, and something that we game after game strive to do better. Particularly the boss fights. In our game, actually, we're trying to move out of the concept of the traditional video game boss fight. Again, we try not to follow all the conventions and all the things we were just talking about with the "uncanny valley" nature of that, so we have these heightened experiences, these peak excitement moments where you fight a tank or a helicopter -- you can consider those the boss fights of Uncharted. But in the end, you really want to pay off with a face-to-face shootout with your antagonist, and those are the hardest encounters for us to design, because it's hard not to fall into the trap of just creating a bullet sponge and again breaking that sense of believability. So that is tricky, and we use the supernatural element of the storyline to explain why Lazarevic was taking so many bullets, but it's definitely something we have to be careful of. And the other side, not only trying to conquer the believability aspect of it, the other side of it we struggle with, it's something we design late in the game. It's one of the last things we put into the game and we're usually really crunched for time. Certainly I think it was noticeable in the first Uncharted that the final boss was a little bit lackluster, and I think we did a lot better with the sequel, and we'll definitely try to raise the bar for ourselves.
G4: Do you think it hurts it that it's designed so late in the process?
EW: Yes, it does, and that's one of the things that in whatever game we do next, we want to try to figure out a way where we can do it earlier and work on it maybe not as one of the last things we do, maybe in the middle of the game or something. The way we make games at Naughty Dog, we don't have the entire script written as we're starting production. We're figuring out the story as we go -- we have a rough idea of all the environments we want to visit, but we don't know necessarily all the beats of the story, so we'll have to do better about that and get that done earlier, so that we can design the boss fight and still have it flow correctly into the story.
G4: So during the process, even if it's a small change to the story, can that throw off the whole plan?
EW: That's kind of why we don't write it ahead of time, because we don't want to fall into that trap. If we have the entire script written and as we're making the game we realize "Oh wow, this level's not fun," or "This level's too long, we have to shorten it." But now there are all these plot points that are in there, and we can't remove them without completely having ripple effects all the way down the line. So that's why we only are writing the scenes as far in advance as we need to.
G4: So it's easier and less messy to add something later...
EW: Or make a change, yeah.
G4: What's one thing that made it into the final game that you or the team weren't completely satisfied with?
EW: That's a pretty easy one, because we got called out for it in some of our reviews...it was the museum. Not the whole museum, but people kind of lumped it all into the museum. I think it was primarily it was that second courtyard. When you got in there and there were all the guards around, and you had to follow Flynn through that area. We knew it wasn't 100% polished but we had to get it out there. We playtested it and knew there was going to be some hang-ups there, but we just didn't have the time to address it.
G4: What did you get called out for? I remember getting through that without any major issues...
EW: And that's the thing. If you listened to Flynn and saw which way he went, and you went to the right and went to the fountain...smooth sailing. But if for whatever reason you got distracted and you thought "Okay, I have to take all these guards out," or something, you could get really in a loop there where you're getting caught over and over again. And yeah, we apologize for that. [laughs]
G4: What's the one thing about the game you're the most proud of?
EW: I'm most proud, personally, of the accomplishment of the team, that they pulled it all together. It was the culmination of all of these really talented individuals' work that really became a perfect example of something that's greater than the sum of its parts. It was really a leap of faith for a lot of people, because you're making this game and everyone's kind of doing their own thing, and it's kind of coming together, but you really don't know what you've got until you're close to the end. So just from a production stand point, I'm really proud of what everyone pulled off together.
From a gameplay-specific point of view, I think it'd have to be the train, because that was something that when we started we said we wanted to create these set piece moments, and a train was sort of a classic experience in these stories. But we wanted to do it differently than most people had done trains before where the train is actually static, so all of your movesets and enemies and AI and everything works because you're traditionally are not playing on moving geometry -- you'll just move the background and that creates the feeling that you're on a train. But you can only go on a straight line. You can't go around turns and bends and up hills, and we wanted to really capture that feeling that you're on the roof of the train and you see it curling around the mountainside up ahead, or you're in one car and the car in front of you is oscillating back and forth, making you adjust your aim. We knew that it was going to be a huge technology effort, and we're going to have to rewrite all of our systems for the AI, for the hero, for the physics...everything was going to have to be revamped. It took a long time to get all of that working, and it was basically the very last level in the game we finished.
G4: Are you satisfied with your decision to include multiplayer?
EW: Extremely. It was met with a little bit of trepidation by our fans when we first announced it, because they were afraid it was going to take away from the single-player experience, but we stayed the course and we thought we had something pretty unique. Of course, there are a lot of online shooters out there, but not a lot of online shooters that have the extensive traversal moveset that Drake has, and to allow all the players to be able to climb and maneuver around the environment like Drake, I think, gives Uncharted a pretty unique flavor in the online multiplayer venue. Once people got over that initial concern and that they saw that we wre not compromising the quality of our single-player game, and they actually got to play the game in the beta and though "Wow, this really isn't an afterthought, they really thought this through and created a fully-fledged experience," they jumped on board. Now we've got hundreds of thousands of people playing every week, and it's just a really strong and supportive community.
G4: What kind of feedback have you gotten so far, as far as maybe making changes to how it plays?
EW: We just tried an experimental weekend recently where we made some adjustments to some of the damage and health and stuff like that, and we've polled on NaughtyDog.com and they liked the changes. The majority of the people...there are some people, of course, where every change is bad, and they may be some of the loudest voices on your forums and message boards, but the vast majority of the people really supported the changes. We added a brand new multiplayer map for free as DLC and we've got a bunch more maps in the works right now. They're at the office now, slaving away and getting those ready. We also added leaderboards and we're adding clan tags, and we've improved the load times from something like 50 seconds to something like 15...so we're constantly trying to add improvements and we're not just sort of "fire and forget." We're really trying to support the community, because anything that we keep developing for this is just technology we're going to have under our belts that we can use in the future.
G4: Do you feel like you're creating expectations for all future Naughty Dog games to have multiplayer?
EW: Yeah, I don't see that as a bad thing. I actually don't want to make a game that doesn't have some sort of online component, whether it's competitive multiplayer, Deathmatch-style. But I think that online is the very best way to create a community, beacuse now these people have an ongoing relationship. They are part of that relationship because they provide the feedback, and you can provide updates and you can keep working with them. Even if it's just through leaderboards or something like that...it's just great for people to be able to share that experience with other players and to have that direct line of communication to the developer. I think it's really important, so I think absolutely all of Naughty Dog's games going forward will have some sort of online component.
G4: The online co-op was very well received, are you guys thinking about doing more of that? Gears of War 2 this past summer had a very short co-op addition that tied into the game's story, and then on the other end of the spectrum, Halo 3: ODST was a standalone thing, but it was also supplemental to the universe...are you looking at that as examples of future plans?
EW: Yeah, I'm really happy that the co-op was a big of a success as it has been, it was something that for the first month or two when we started the project, we weren't sure that we were going to be able to do co-op because of the massive amounts of animation that our characters had, and we weren't sure that there was going to be a way to get it to work with the bandwidth limitations that you have to deal with when you're doing something online. The programmers came up with some clever ways of getting around that issue, and it became something that is almost as popular as our competitive side of things. When we look at the statistics and number of games being played, it's right up there. It's almost the same number of co-op games as competitive games. Now, it's a little misleading because there are ten players in a competitive game and only three players in a co-op game, so the number of players in each type of game is different, but the actual number of games is pretty close.
So for future DLC, could we add more co-op? Probably more in the arena-style type of gameplay, like our Survival and our Gold Rush modes. The objective-style co-op that we have where we have those little narrative moments...it's something that we are considering and we'd really like to do, but it's a much, much bigger investment of time because we have to do a lot of motion capture with the actors and record a lot of voices. So we would absolutely want make sure that we talk to our community and make sure there was the proper demand for it.
G4: How comfortable are you now developing on the PS3? Are you starting to get an itch for new hardware?
EW: Absolutely the opposite. We're pretty comfortable with the PS3, and we made a very big advancement between the first game and the second game, we're really tapping into the Cell processor, but there's more there. The first game, it was idle about 70% of the time, which we rectified for the sequel, and now it's at least busy 100% of the time, but it's still not fully-optimized code. I mean, in order to get to that 100%, it was more about making sure the pipeline was filled, and we weren't running into one of the processors becoming idle because there wasn't a job ready for it. But now we have to go into all of those routines and optimize them so we that can get even more done using that Cell processor. It really feels that sometimes it's this bottomless pit of processing power, you find the right kind of job for it and it can just churn through those things so fast, which really helps with a lot of our rendering and post-processing effects.
So yes, we're getting comfortable. No, we're not itching for new hardware. I would love to keep working on the PlayStation [3] for 5 or 6 more years...I think there's still a lot to get out of it. We're not really feeling limited by the hardware, it's more about the hours of the day and how quickly we want to get the next game out.
G4: Looking at Uncharted 2, it's hard to imagine what more you guys could do with that...the cycle is getting longer and longer, and we don't really need something new...
EW: Yeah, the consumers definitely are winners if the cycle is longer because they don't have to shell out $300 to...well, PS3...$600 for a new piece of hardware. But the developers win, because they get to continue to leverage all of their investment with that current generation. They don't have to go in there and start learning the new hardware and rebuilding all of their tools and rendering pipleines to support it. I only see software sales getting stronger over the next couple of years, so I hope the hardware manufacturers don't feel the pressure to put out some new systems any time soon.
G4: Are you guys paying attention to sales numbers?
EW: Yeah, absolutely. Obviously we're creators and artists, but it's also a business and Sony puts a lot of support behind us and gives us generous budgets to make the kind of game that we want to make. They definitely want to see that we're holding up our end and delivering on a game that's profitable and actually helping them move the hardware.
G4: Was there pressure to be, once again, a "system seller" for PS3?
EW: Well, we felt the pressure to make a game that was a game that every PlayStation owner wants to own. We weren't necessarily getting the mandate from anybody at Sony that "Yeah, we need a system seller." In fact, we were probably going to them and saying "No, we're going to do it. We're going to make the game that sells your system." So if there was pressure, it was internal.
It was more to just to try to push the industry forward, really, more than trying to sell hardware. We wanted to raise the bar for storytelling, and we feel that video games have kind of gotten slapped with the notion that movies are much better form for telling stories, and video games should do what they do best and be interactive, but I really feel that we can do both, and we just wanted to push that state of the art forward.
G4: How has the studio changed or evolved during the process, as far as structure and workflow goes? What's the most important thing you learned about yourselves as a company?
EW: That we're all a bunch of workaholic perfectionists. [laughs] We really busted our asses on this one, and everybody at Naughty Dog poured their heart and soul into the game. It was a pretty hard crunch, we bit off a lot more than we could chew with adding the multiplayer, with expanding the single-player the way we did, co-op, an hour and a half of cinematics...I can't even count how many animations if you count the in-game cinematics. It was a huge, huge game, but the team rose to the challenge. It was never a company mandate, neither [co-president] Christophe [Balestra] nor myself never said "You must come in on the weekends, you must work overtime..." Everyone just did it on their own because they believed in the game. They were enthusiastic about making sure that it was the best game that Naughty Dog ever made, and the best game that they ever worked on, so everyone just buckled down and did it.
Actually now, looking back, I think Christophe and myself are going to have to do a better job of restricting that workaholic and perfectionist nature to make sure that people don't burn themselves out. Because the last thing we want to do is lose our talented employees. Fortunately, I don't think this one game was enough to burn them out, and the reception has sort of healed the wounds. But it's something that we're going to have to be careful of. Yes, we want to make great games...yes, we want to leave our mark on the industry, but we should do it within the parameters that would still allow us to keep our wives.
G4: You're still human beings...
EW: Yeah, marriages need to stay intact.
G4: Does that translate into intentionally longer development time?
EW: That is one of the things that we are considering. But we do feel like we're int his two year rhythm. We could maybe stretch that to three, I don't know...that's still up in the air right now. One of the things Naughty Dog is, we're very fluid with our development. We don't do a lot of planning, we don't have producers who are tracking people's schedules. The leads and the designers, and Christophe and myself, kind of keep an eye on the overview and we've got a good idea, we've been doing it long enough that we can guesstimate how long something's giong to take, and scale back where we think we need to. We don't want to change that fluidity, we don't want to become more structured or rigid, or have somebody with a clipboard saying "this is going to be done in two days." So what we want to try to do is adjust the parameters about the number of days in a row you can work without taking a break...before we had a minimum number of hours, so now we might need a maximum. [laughs]
G4: Any plans or thoughts of expansion, making a bigger Naughty Dog?
EW: We have been growing steadily over the course of Uncharted 2, and we're always looking for new talent. We never stop recruiting, we're over 100 people now, and I think once you get to that level, you do need to keep your feelers out there for new talent. Simply because at that level, you're going to have people who have family issues that might cause them to move, so yeah we're definitely still expanding and looking for new people.
G4: Have you been thinking about motion control? Do you think it's going to resonate with the PlayStation audience? Is it right for the genre that you're interested in?
EW: I think right for the genre that we're in? We really don't have any interest in using the motion control to do a third-person action game. If we were going to make a motion controller game, I think we'd want to tackle it from the bottom up and make sure that we were designing the game around the motion control, the way the best Wii games are designed. I'm not a Wii hater at all, in fact, it's probably one of my most played consoles in the house. I have a 3-year old son which might account for some of that [laughs], but I think Wii Sports and Wii Sports Resort are some of the best experiences of this generation, honestly. They're immensely playable and competitive, and just great fun with a group of people in the same room. Yeah, I think the PlayStation audience is totally for it, in fact, I bet you there are lot of closet Wii owners in the PlayStation community. If there is some really good software for that motion controller, I think it can be a big, big success.


text: Hi, my baby is now 3 weeks old and has been breastfeeding exclusively from day one. I think her latch is shallow as I always feel pain when she latches on and for a minute or so and then when she's finished my nipple comes out in a funny shape, like a new lipstick. My nipples feel sore after she's finished feeding. Both my nipples cracked and were bleeding for the first 2 weeks since her birth. Now they've healed but I don't think I'm supposed to feel pain still? what can I do to improve the latch and lessen the pain? Her weight gain is fine and she's a very healthy baby. Also she feeds for a very long time, 45 minutes sometimes. After how long does the breast become empty? Sometimes my breasts feel empty and sh's still suckling, but if I make her come off the breast she cries and does not fall asleep. Is she using the breast as a dummy?she only falls asleep at the breast


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Pauline A. OrvisNovember 24,2012
Pauline A. OrvisPauline A. Orvis
MIDDLEBURY Pauline A. (Jewett) Orvis, 68, died Wednesday, Nov. 21, 2012, at Porter Medical Center in Middlebury.
She was born May 28, 1944, in Montpelier, the daughter of Carlisle and Edythe Alexander Jewett.
She graduated from Montpelier High School and Champlain College.
She was a resident of Starksboro for many years, where she was a 4H leader, a health officer and belonged to the Starksboro Womens Circle.
She also owned the Squirrel Nest Restaurant in Bristol for many years.
She recently lived in Middlebury.
Survivors include two sons, Randall Orvis of Bridport, and William Orvis of Middlebury; two grandchildren; a brother, Raymond, of South Burlington; two nieces and a nephew; and two close cousins. She was predeceased by a daughter, Jeanette, and a sister, Nedra Orvis.
A memorial service will be held at 10 a.m. Wednesday, Nov. 28, at Brown-McClay Funeral Home in Bristol. Interment will be at a later date.
In lieu of flowers, memorial contributions may be made to Jerusalem School House, Attn. Nancy Orvis, Jim Dwire Road, Starksboro, VT 05443.MORE IN ObituariesCharles T. Baker
Charles T. Full StoryMarguerite Hoose
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The Howard Hughes Corporation envisions a 38-story tower at the old Dixie Grill location on the corner of Ward and Halekauwila streets.
It will dovetail into the city's plans for rail with a station right across the street.
The Hawaii Community Development Authority has given the green light to a reserve housing tower's 424 units.
The project fulfills a requirement that allows Howard Hughes to build two other high rises elsewhere.
"There has been a significant lack of housing delivered in the last five years. Actually, the lowest levels since World War II. There is a shortage of housing on Oahu . We feel there is significant demand and we can meet the demand with three different price points and three different projects," said Nick Vanderboom, vice-president of development for the Howard Hughes Corporation.
One project is temporarily dubbed the "fishnet tower," and another the "wave tower" in a nod to the area's history.
The first is on Ala Moana Boulevard and will be set back 50 feet-- even though the minimum requirement is 15 feet.
It takes the space of what's now a parking lot across from Ward Theaters, the first of some four high-rises possible for the entire lot.
The "fishnet tower" calls for 177 luxury units-- which will include a high-rise, townhouses and retail space.
The "wave tower" will be constructed on Auahi and Kamakee streets --home of the current Pier One store.
That project will provide 318 units also a mix of high-rise apartments, townhomes and commercial space.
"We want to create a greenbelt lined with residential townhomes and create a diversity of housing types, not all towers, but townhomes and flats as well, to create a diversity of housing product," said Vanderboom.
Both towers will be about 38 stories high.
These projects represent the first residential towers for Howard Hughes in an area projected to grow by 30,000 people by the year 2030.
The growth is a concern to recreational users.
Friends of Kewalo considers the traffic to be our No. 1 concern because it impacts access to the ocean," said Ron Iwami.
But to others involved with the area's long-range plans, it is the fine tuning of decades of work.
"I think it's just great that it has gone forward with the quality I see," said Richard Lowe, an architect who worked with the Victoria Ward Estate which had a vision for the land now controlled by the Howard Hughes Corporation.
Construction on the projects is expected to begin next year.


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He was born in Kenedy to William Cornelius and Alice Harper Ryan.
Morris served his country during the Korean War as a member of the United States Army. He was a mechanic for Union Carbide for 39 years.
Morris is survived by his wife, Anna Knight Ryan of Victoria; daughters, Susanne Carroll and husband Randy, and Denise Sparks and husband Stephen, all of Victoria; son, Bruce Ryan and wife Susan of Victoria; brother, John Ryan of San Antonio; seven grandchildren and three great-grandchildren. In addition to his parents, he is preceded in death by three sisters and four brothers.
The family will receive friends at Grace Funeral Home from 6 to 8 p.m Thursday, June 26. Funeral services will be at 10 a.m. Friday, June 27 at Grace Funeral Home with Rev. Paul Whitele officiating. Burial with full military honors under the auspices of the Victoria County Veterans Council, AL, CWV, VFW, DAV, MCL, MOWW, EX-POW, MOPH, VVA and KWV will be at Memory Gardens Cemetery.
Pallbearers will be Scott Sparks, Clint Sparks, John Carroll, Scott Christensen, Luke Ryan and Mark Ryan. Honorary pallbearers will be Christy Christensen, Philip Sparks, Gail Carroll and Wendy Sparks.
Memorials in Morris' name may be directed to Hospice of South Texas, The American Cancer Society or the National Multiple Sclerosis Society.


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DNR creates Indian tribal liaison position
Madison - The state Department of Natural Resources has created a new American Indian tribal liaison position.
Michele Allness will be responsible for coordinating tribal contacts and building relationships with Wisconsin's tribes. Allness has worked for the state Department of Tourism since 2008, most recently as that agency's tribal liaison. »Read Full Article(6)
AT&T testing wireless technology in Waukesha
The number of dropped cellphone calls and wireless dead zones could decline under technology that AT&T Corp. is testing in Waukesha and plans to ramp up in the next couple of years.
The technology uses small antennas that can be mounted on lampposts, utility poles and buildings, to provide wireless coverage in places where large cell towers aren't practical or don't offer good coverage. »Read Full Article(12)
Some websites, including JSOnline, blocked after Google labels ad provider as malware
San Jose, Calif. - Malware warnings halted Internet users from visiting popular sites across the Internet on Monday after the website of an Internet advertising company was hacked. The company said Monday that its ads were not infected with any virus, so other sites were safe.
According to Twitter users, sites such as The New York Times, The Huffington Post, Los Angeles Times, Washington Post and many others were being blocked by Google's Chrome browser with warnings about possible malware - malicious software that could infect a user's computer - emanating from ad company Netseer. »Read Full Article(11)
Wisconsin Hospital Association endorses Medicaid expansion
The Wisconsin Hospital Association has come out in favor of expanding the state's Medicaid program under the Affordable Care Act to include adults now not eligible for coverage.
The hospital association said its board of directors last week unanimously supported expanding the program. »Read Full Article(39)
Commercial bakery proposed for Menomonee Falls
A commercial bakery would be part of a new building proposed for Westbrook Business Park in Menomonee Falls.
The 22,047-square-foot building would serve as headquarters and house all the administrative, baking, warehousing and distribution functions of the company, which wasn't named in the plans disclosed by the village. »Read Full Blog Post(3)
Milwaukee delivers ninth-highest overnight rating for Super Bowl among metered markets
The Milwaukee market delivered the ninth-highest overnight rating for the Ravens-49ers Super Bowl telecast among the 56 metered markets in the U.S.
The game had a 53.4 on WDJT-TV (Channel 58), which means about 482,000 households in the Milwaukee market watched some portion of the game. The game had a 73 share here, meaning 73% of the sets on at the time in the Milwaukee market were tuned to the game. »Read Full Blog Post(1)
County considers lawsuit to spur lakefront development
Milwaukee County may be going to court to help spur the redevelopment of the Downtown Transit Center site, where developer Rick Barrett hopes to build apartments and a hotel overlooking Lake Michigan.
County Executive Chris Abele's administration is asking the County Board to authorize hiring the Reinhart Boerner Van Deuren law firm "to obtain legal certainty as it pertains to Milwaukee County's legal right to develop" the site. »Read Full Blog Post(35)


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Appliances, surfaces, fixtures and more of the latest high-end design for the home. Read more
The architect died March 12 at the age of 80. We remember his influential product-design work, particularly in the field of healthcare, by offering a look at some of his most celebrated pieces. Read more
New materials and novel connections enhance the performance of conventional... Read more
Smart lights, adjustable-height desks, and idea-sharing apps promote occupant... Read more
Detailed, spherical diffusers lend a celebratory air to these decorative fixtures. Read more
From bad weather to big holidays, prepare to spend ample time indoors with... Read more
Show your project team gratitude for their work with these creative gadgets and... Read more
Designed for the luxe hotel off the coast of the island of Newfoundland in Canada,... Read more
Fixtures from lighting manufacturers Artemide, Luceplan, Marset, and others use... Read more
Michael Dedeo, who holds a PhD in chemistry from the University of California,... Read more


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On DVD
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Movie Review
Stardust is your typical love story. Boy meets girl. Boy kidnaps fallen star, who also happens to be a girl, to impress the first girl. Star falls in love with boy. Boy must protect star from evil witch who would like to eat the star's heart, and from princes who want her jewelry.
So perhaps it's not the sort of plot one sees on The Gilmore Girls. After all, Stardust mostly takes place in Stormhold, a magical and surprisingly sunny world populated by witches, lightning smugglers and bloodthirsty nobles who literally bleed blue.
The picturesque-yet-dowdy English backwater of Wall is separated from Stormhold by, well, a wall, guarded by an elderly and fantastically mustachioed man in a top hat. The guard is there to protect the British citizens of Wall from the havoc beyond, and it's rarely been breached: Perhaps only once—by an adventurer who promptly had a one-night tryst with a captive princess.
Nine months later, the man receives a gift from the "other side." It's a baby boy.
Fast-forward 18 years and the boy, Tristan, finds himself smitten with a girl named Victoria, who would clearly be Wall High School's cheerleading captain if Wall had a cheerleading squad. Or a high school. Alas, Victoria has eyes for Humphrey, who has gone all the way to Ipswich to buy her an engagement ring. Tristan, in an effort to one-up Humphrey, promises to bring her back a fallen star. But he'll have to go over Wall's wall to do it.
What Tristan doesn't know is that stars are in great demand in Stormhold. Not only are they Clair Danes-cute and glow like divine night-lights when they're happy, but eating the heart of one, Hannibal Lecter-style, will make the diner immortal.
Tristan finds the star Yvaine first, and once she gets over the whole I'm-kidnapping-you-to-show-you-to-my-one-true-love thing, they hit it off. But peril surrounds them. Yvaine wears a necklace that Stormhold's crown princes are killing each other to obtain: The one who gets it becomes king. They, and a ghastly peanut gallery of their murdered brothers, are hot on her barely cooling heels. To make matters worse, Lamia, a highly nasty witch, has developed a hankerin' for star heart.
Positive Elements
This Princess Bride wannabe holds high a traditional fairy-tale theme: twue, er, true love conquers all. The star says the only thing that broke up the tedium of watching Earth for so many eons was "to see the way mankind loves." And then she suddenly finds that kind of love herself with Tristan.
The film is full of deep-sigh moments like that—moments that might make the more cynical among us roll their eyes. Still, that central unconditional love theme is so sweet you can't chuck it entirely.
Stardust also features moments of swashbuckling heroism from Tristan, who puts himself in harm's way plenty to save his darling star. And, when they run into a supposedly hardhearted "lightning pirate" (his floating ship collects electricity from the air for resale), the sailor keeps Yvaine's true identity a secret—even though selling her out could mean a life of luxury for him and his crew.
Elsewhere, there are glimpses of a warm father-son relationship. Dad shares history with his son and equips him for his journey.
Spiritual Content
Stormhold is a mixed-up world of wonder and wizarding and voyeuristic ghosts. Witches in Stormhold are uniformly bad: Lamia and her two cronish sisters divine the future by slaughtering animals and studying their entrails in a most goopy manner. (Bones are also thrown to make predictions.) Ditchwater Sal, a more blue-collar witch, turns people into squirrels and birds at the drop of a hat, and she keeps Tristan's mother magically tethered to her gypsy cart as a slave. All the witches cast magic spells with Shakespearian glee—their magic often accompanied by green fire. Lamia uses a voodoo doll to first kill and then reanimate a hapless prince.
The good guys, meanwhile, are uniformly ... good. But they use bits of magic, too. Tristan carries with him a magic traveling "Babylon Candle" and a mysterious glass flower that acts like a buffed-up good-luck charm. When he asks Ditchwater Sal if she has such a candle for sale, she claims not to. "I don't deal with black magic," she lies. The flower is able to ward off attacks from Lamia, Sal and any other witch who tries to harm him.
Stormhold's claimants to the throne are dispatched one by one and, rather than being sent to heaven or hell, must loiter about and watch the action in the living world around them. All carry with them the injuries that killed them (à la Harry Potter's Nearly Headless Nick). They're surprisingly tolerant of one another, considering they all spent their lives trying (and succeeding) to off one another. But they cannot be "released" from this state until the next king takes the throne. Once the king is found, the ghosts vanish into little points of light. Perhaps they eventually become future stars and end up looking like ... Claire Danes.
Sexual Content
This fantasy essentially begins with a one-night stand between Tristan's father and a total stranger on the other side of the wall. The soon-to-be father "buys" the glass flower from the woman with a passionate kiss, after which they sneak away to a gypsy cart and close the doors behind them.
Tristan waits a little longer before he dares to dally with his captive star—but not much longer. The two kiss when Yvaine is wrapped only in a towel, and the next thing we know, we see them in bed together the next morning, she sleeping soundly and contentedly "glowing," apparently from happiness and love.
There is no explicit nudity, but Yvaine is shown twice, from the shoulders up, taking a bath. (Tristan sneaks a peek.) A prince also splashes around in a bathtub just before his untimely death.
Lamia transforms herself into a young, beautiful woman who takes measure of herself in a mirror. (Bare shoulders prompt viewers to think she's naked.) She enjoys wearing cleavage-revealing dresses, too. As magic gradually eats away at her youthful appearance, wrinkles and age spots appears—and her breasts suddenly fall. Conversely, when a boy is turned into a young woman, breasts pop out as if inflated under his/her tunic.
Captain Shakespeare portrays himself as a manly-man's pirate. But in his private moments he enjoys dressing in women's girdles, wrapping feather boas around his neck and dancing the can-can. He speaks with an effeminate lilt and gets a kick out of working on Tristan's hair. At one point, Shakespeare winks at another man, and there's the slightest of suggestions he may have had a homosexual encounter with his first mate.
Shakespeare's secret gets out when his ship is attacked while he's in drag. His shipmates' reaction? "We always knew you were whoopsy."
Violent Content
Characters fall like trees in the Amazon. Some are stabbed or impaled. One is magically decapitated. Another is, most disturbingly, torn apart by revenge-minded ferrets and wolves.
Only one of the deaths is particularly bloody, and many are played for their comedic affect. (Hardly an endorsement.) Prince A pushes Prince B out a window. Prince C poisons Prince A and, accidentally, the realm's bishop. Prince C has his throat slit in the bathtub, blue blood spilling over his naked torso. Prince D drowns, magically, in midair, and his animated corpse starts fencing with Tristan.
Crude or Profane Language
Profanity is relatively sparse for a PG-13 movie, but "d--n" and "bloody" do pop up now and then, along with a half-dozen misuses of God's name.
Drug and Alcohol Content
Tristan, who is 18, splurges to buy a bottle of champagne to impress Victoria, and the two share the bubbly during a candlelit picnic. Three princes and Stormhold's bishop toast, presumably with wine.
Other Negative Elements
Based on a comic book series by acclaimed graphic novelist Neil Gaiman, Stardust is a mash-up of The Princess Bride, The NeverEnding Story and Pretty in Pink—with nods to C.S. Lewis, J.R.R. Tolkien and J.K. Rowling thrown in for good measure. It boasts a plotline tailored to teens and tweens, and a star-filled cast (Michelle Pfeiffer, Robert De Niro, Peter O'Toole, Ian McKellen) designed to pull in their parents.
Once in theaters, though, neither demographic will be able to overlook the film's predictable plot and timeworn contrivances. This stuff is about as nourishing as cotton candy.
It winks at casual sex. It smiles compassionately at homosexual behavior (even as it stereotypes it). It deems death funny. And the afterlife funnier. Here, true love is the product of a weeklong adventure, not the process of a lifelong journey. Stardust is a movie all about heart. But it has very little of its own ... and even less morality.
Pro-social Content
Objectionable Content
Summary Advisory
Plot Summary
Christian Beliefs
Other Belief Systems
Discussion Topics
Additional Comments/Notes
Episode Reviews
Readability Age Range
Charlie Cox as Tristan, Claire Danes as Yvaine, Michelle Pfeiffer as Lamia, Mark Strong as Septimus, Robert De Niro as Captain Shakespeare, Sienna Miller as Victoria; Rupert Everett as Secundus; Ricky Gervais as Ferdy the Fence; Peter O'Toole as King; Ian McKellen as Narrator
Matthew Vaughn ( Kingsman: The Secret Service, X-Men: First Class, Kick-A--)
Paramount Pictures


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Room Reservations
All events, activities, and meetings (excluding academic classes) are to be scheduled with the Assistant Director of the Kellogg Center. This includes campus spaces and facilities such as the Kellogg Center, Goodrich Chapel, Campus Quadrangle, and the Dow Center to name a few. In some cases, checks will need to occur with various representatives who oversee certain facilities.
The Assistant Director will facilitate that process and will be back in communication with the person trying to make the reservations to let that individual know if the space is avaialbe. There are a few exceptions where you will have to contact other people directly, but the Assistant Director will be happy to refer you in those circumstances.
Make a Reservation


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By Gabriel Monte: CNJ staff writer
The city will give 20 acres of county land it plans to purchase to a New Jersey energy company for its biogas facility under a plan proposed to the City Commission.
During a special meeting Tuesday, the Commission approved the introduction of an ordinance to purchase the land for $70,000.
The city's economic development arm announced Monday that White Hat Energy will construct a $36 million facility that will extract methane gas from cow manure on a site adjacent to the city's wastewater treatment plant south of Clovis.
The project will create 90 full-time jobs during the first phase of the project and almost 250 over five years, according to Clovis Industrial Development Corp. officials.
Four anaerobic digesters capable of handling 200,000 tons of manure a year will be located at the facility, according to Gene Carey, president of Mills and Elevator Supply Co., which is contracted to build the Clovis plant and a similar one in Roosevelt County.
He told the commissioners the plant will use wastewater from Southwest Cheese to make the gas.
According to CIDC Executive Director Chase Gentry, the plant will use about 600,000 gallons of water a day.
Carey said wastewater that comes out of the plant will be cleaner.
"The dirtier the water, the better for the digester," he said. "When we're going through the process in the digester, we pull out all the ammonia, we pull the sulfur, and we pull out the nitrogen."
But Commissioner Randy Crowder expressed concerns over giving the facility wastewater, which is already reserved for a future effluent reuse pipeline project.
"If we start giving away our water, we lose the effluent reuse project," he said.
The city plans to develop a system to treat and reuse wastewater effluent for irrigating city-owned land.
Crowder suggested selling the wastewater to White Hat and buying back the leftover water at a higher rate.
Carey said the company would have no problems with the deal.
White Hat representatives for the company were not present.
Gentry said construction is expected to start six to eight weeks after the city adopts the ordinance introduced Tuesday.
Carey said the facility will take nine months to construct.


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|NOTE: This product is no longer being sold and might not be supported. View the End-of-Life Notice to learn:
Business-to-Business Unified Communications
The Cisco Intercompany Media Engine (IME) gives organizations a revolutionary way to extend their Cisco Unified Communications experience to their business partners or customers delivering feature rich interoperability via boundary-less collaboration as well as cost savings.
This worldwide, peer-to-peer network offers these features:
- Lets partners use calling features that are available between clusters (except extension mobility)
- Learns new routes, through calls to any business partner who participates in the Cisco Intercompany Media Network
- Offers encrypted signaling and media for all Intercompany Media Engine calls between partners
- Provides a high level of security, plus spam blocking, to help prevent mining for callable numbers belonging to your enterprise
- Reduces gateways and overhead, by moving calls from PSTN to direct SIP trunks over the Internet or an extranet
Featured Content
Gartner Positions Cisco as a Leader
Cisco is positioned in the Leader's Quadrant of Gartner's 2011 Magic Quadrant for Unified Communications.
Voicecon 2010 Best in Show Finalist
Cisco Intercompany Media Engine was recognized as having significant technical impact in enterprise communications.
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Did you know the amount of people to shop at Wal-Mart each day is equal to the population of Canada? Learn other shocking facts about the mega retailer.
14 Surprising facts about Wal-Mart
Published On: Dec 24 2013 07:24:26 AM HST Updated On: Oct 22 2013 03:29:44 AM HST
The views expressed are not those of this site, this station or its affiliated companies. By posting your comments you agree to accept our terms of use.blog comments powered by Disqus


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Style: 570064308
Out of Stock
Ribbons of Deco-inspired embroidery complement the shapeliness of this contoured bustier. In back, black ponte knit adds stretch. Removable, adjustable straps. Shell: 98% Cotton, 2% Spandex. Knit back: 69% Rayon, 27% Nylon, 4% Spandex. Lining: 97% Polyester, 3% Spandex. Hand wash, cold; line dry. Do not dry clean. Imported.
- Hourglass fit.
- Removable, adjustable straps.
- Black satin charmeuse piping. Bustier construction, with boning and inner silicone/elastic band to prevent shifting. Hidden back zip with hook-and-eye closures.
- Fully lined in reverse charmeuse (silky side to skin).
- Sits at the upper hip (22" from top edge to hem).
Read more… Read less…


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In the next two articles, I'd like to take a look at processes. This week, we'll see what a process is and how to view information regarding your processes. Next week, we'll look at doing useful things with this process information.
Like any other Unix system, FreeBSD is a multitasking, multiuser operating system. This means that a number of users can each be running a number of programs at the same time. It is the kernel's responsibility to ensure that each of these programs gets a fair turn at your computer's CPU and that each user receives the correct results from their program's execution.
When you start a program, it is loaded into RAM and is called a process, as its instructions need to be processed by the CPU. In order for the kernel to keep track of which programs are running and which user started which program, each process is assigned a process ID, or PID. Usually, the PID will be associated with, and have the same permissions as, the user who started the program and that user's primary group.
Not all programs are started by users; some are started by your FreeBSD system at boot time and are called daemons. Also, some programs will either start other programs or other instances of themselves. The original program is called the parent process, and the other processes are called its child processes.
When you installed FreeBSD, the process filesystem, or procfs, was created for you. If you type:
more /etc/fstab
you should see the following lines:
# Device Mountpoint FStype Options Dump Pass# proc /proc procfs rw 0 0
Also, you may have noticed that this filesystem is always 100% full when you display your free disk space like so:
Filesystem Size Used Avail Capacity Mounted on
procfs 4.0K 4.0K 0B 100% /proc
This is normal, as the process filesystem is not supposed to contain files created by users; instead, it is read by the
ps and
w commands so they can display which processes are currently running. Notice that the proc filesystem is mounted on
/proc. Let's take a look at the contents of
/proc using
ls with the
C switch to sort the display into columns and the
F switch to mark directories with a trailing slash:
cd /proc
ls -CF
./ 175/ 2072/ 301/ 315/ ../ 176/ 227/ 307/ 316/ 0/ 177/ 261/ 308/ 317/ 1/ 178/ 27/ 309/ 318/ 110/ 181/ 273/ 310/ 319/ 163/ 197/ 290/ 311/ 320/ 166/ 199/ 292/ 312/ 4/ 171/ 2/ 3/ 313/ 5/ 173/ 202/ 30/ 314/ curproc@
Note that every entry except one is a directory whose name is a number; that number refers to the PID of a running process. The last entry,
curproc, is a symbolic link since it ends with the
@ symbol. To find out what it is linked to, type:
file curproc
curproc: symbolic link to 2072
It would appear that
curproc is a symbolic link to another process. If you do a:
man 5 procfs
you'll read that
curproc actually refers to the current process making the
lookup request; that is, my original
ls command had a PID of 2072.
Now, let's see what type of information is recorded for each of the running processes by viewing the contents of one of these directories:
ls -CF 197
./ ctl file@ mem regs ../ dbregs fpregs note rlimit cmdline etype map notepg status
These all seem to be regular files except for the symbolic link named
file; however, we have no idea what type of data they contain. Let's find out:
file *
cmdline: empty ctl: empty dbregs: MS Windows COFF Unknown CPU etype: empty file: symbolic link to /usr/sbin/inetd fpregs: data map: empty mem: empty note: empty notepg: empty regs: data rlimit: empty status: empty
It doesn't look like we'll be able to open up any of these files ourselves as they don't contain readable text. This makes sense for a filesystem that keeps track of data useful to the kernel. Even though you can't view the data directly, you can use the
w and
ps commands, which do know how to interpret and display the data contained within these files.
Let's start with the
w command:
whatis w
w(1) - display who is logged in and what they are doing
10:43AM up 17:50, 4 users, load averages: 0.00, 0.00, 0.00 USER TTY FROM LOGIN@ IDLE WHAT genisis v0 - 9:46AM - w genisis v1 - Sat04PM 2:02 -csh (csh) genisis v2 - Sat08PM - -csh (csh) genisis v3 - Sat05PM 2:02 -csh (csh)
The first line displays the current time of day, how long your FreeBSD system has been up, the number of users currently logged in, and the number of jobs in the run queue averaged over 1, 5, and 15 minutes.
The remaining lines show the user's login name, the name of the terminal that user is logged in to, the host from which the user logged in, the time the user logged on, the time since the user last typed anything, and the name and arguments of the current process.
If we use the
d switch with the
w command, we'll receive a slightly different output, as
w will display all the processes that user has running on their terminal, like so:
w -d
10:55AM up 18:02, 4 users, load averages: 0.00, 0.00, 0.00 USER TTY FROM LOGIN@ IDLE WHAT 2100 -csh (csh) 2104 _su (csh) 2235 w -d genisis v0 - 9:46AM - w -d 313 -csh (csh) genisis v1 - Sat04PM 2:14 -csh (csh) 314 -csh (csh) genisis v2 - Sat08PM - -csh (csh) 315 -csh (csh) genisis v3 - Sat05PM 2:14 -csh (csh)
The numbers under the TTY column are the PIDs of the processes. If you read the manpage for
w, you'll find that it is a good utility to get a quick overview of who is currently logged in to which terminals and what they might be doing; however, it was not intended to provide detailed process usage information, as that is the job of the
ps utility. If you simply type:
you'll receive basic information on the processes you have started, like so:
PID TT STAT TIME COMMAND 2100 v0 Ss 0:00.13 -csh (csh) 2286 v0 R+ 0:00.00 ps 313 v1 Is+ 0:00.13 -csh (csh) 314 v2 Is+ 0:00.21 -csh (csh) 315 v3 Is 0:00.12 -csh (csh)
Reading the output from left to right, the default
ps displays the PID, the name and type of the terminal, state, cpu time (including both user and system time), and the associated command for processes started by the user who ran the
ps command.
State is a new term which can provide valuable information about your running processes. When reading the state (STAT) column, the first letter indicates the run state of the process. The valid values are:
In my output, I have one running process (the
ps command), one c shell that hasn't done anything within the last 20 seconds, and three c shells that haven't done anything in more than 20 seconds. The "+" symbol indicates that three of my processes are foreground processes, and the "s" indicates that four of my processes are session leaders. Don't worry if some of the state information doesn't hold profound meaning for you; some of it won't unless you are a programmer.
Note that the default
ps will only show your processes; to view all the user processes running on your computer, use the
a switch:
ps -a
PID TT STAT TIME COMMAND 2100 v0 Ss 0:00.18 -csh (csh) 2403 v0 R+ 0:00.00 ps -a 313 v1 Is+ 0:00.13 -csh (csh) 314 v2 Is+ 0:00.25 -csh (csh) 315 v3 Is+ 0:00.12 -csh (csh) 316 v4 Is+ 0:00.01 /usr/libexec/getty Pc ttyv4 317 v5 Is+ 0:00.01 /usr/libexec/getty Pc ttyv5 318 v6 Is+ 0:00.01 /usr/libexec/getty Pc ttyv6 319 v7 Is+ 0:00.01 /usr/libexec/getty Pc ttyv7
You may find it more useful to see which users started which commands; to
do this, include the
u switch:
ps -au
USER PID %CPU %MEM VSZ RSS TT STAT STARTED TIME COMMAND genisis 2404 0.0 0.2 428 244 v0 R+ 12:26PM 0:00.00 ps -au root 273 0.0 0.4 620 448 con- I+ 4:53PM 0:00.02 /bin/sh /usr/loc root 292 0.0 0.4 624 452 con- I+ 4:53PM 0:00.01 /bin/sh /usr/loc genisis 313 0.0 0.8 1328 944 v1 Is+ 4:53PM 0:00.13 -csh (csh) genisis 314 0.0 0.8 1336 960 v2 Is+ 4:53PM 0:00.25 -csh (csh) genisis 315 0.0 0.8 1328 944 v3 Is+ 4:53PM 0:00.12 -csh (csh) root 316 0.0 0.5 920 628 v4 Is+ 4:53PM 0:00.01 /usr/libexec/get root 317 0.0 0.5 920 628 v5 Is+ 4:53PM 0:00.01 /usr/libexec/get root 318 0.0 0.5 920 628 v6 Is+ 4:53PM 0:00.01 /usr/libexec/get root 319 0.0 0.5 920 628 v7 Is+ 4:53PM 0:00.01 /usr/libexec/get genisis 2100 0.0 0.8 1336 960 v0 Ss 9:46AM 0:00.19 -csh (csh)
I find the output easier to read if I include the
c switch as it will only show the name of the command, instead of the path:
ps -auc
USER PID %CPU %MEM VSZ RSS TT STAT STARTED TIME COMMAND genisis 2414 0.0 0.2 428 244 v0 R+ 12:31PM 0:00.00 ps root 273 0.0 0.4 620 448 con- I+ 4:53PM 0:00.02 sh root 292 0.0 0.4 624 452 con- I+ 4:53PM 0:00.01 sh genisis 313 0.0 0.8 1328 944 v1 Is+ 4:53PM 0:00.13 csh genisis 314 0.0 0.8 1336 960 v2 Ss+ 4:53PM 0:00.26 csh genisis 315 0.0 0.8 1328 944 v3 Is+ 4:53PM 0:00.12 csh root 316 0.0 0.5 920 628 v4 Is+ 4:53PM 0:00.01 getty root 317 0.0 0.5 920 628 v5 Is+ 4:53PM 0:00.01 getty root 318 0.0 0.5 920 628 v6 Is+ 4:53PM 0:00.01 getty root 319 0.0 0.5 920 628 v7 Is+ 4:53PM 0:00.01 getty genisis 2100 0.0 0.8 1336 960 v0 Ss 9:46AM 0:00.21 csh
We're still not seeing all of the processes on this system, though. To do this, include the
x switch to display the running daemons; this will be a longer output, so we'll pipe it to the
more utility:
ps -aucx |more
USER PID %CPU %MEM VSZ RSS TT STAT STARTED TIME COMMAND genisis 2417 0.0 0.2 428 244 v0 R+ 12:32PM 0:00.00 ps root 1 0.0 0.2 532 304 ?? ILs Sat11AM 0:00.06 init root 2 0.0 0.0 0 0 ?? DL Sat11AM 0:00.11 pagedaemon root 3 0.0 0.0 0 0 ?? DL Sat11AM 0:00.00 vmdaemon root 4 0.0 0.0 0 0 ?? DL Sat11AM 0:00.20 bufdaemon root 5 0.0 0.0 0 0 ?? DL Sat11AM 0:09.53 syncer root 27 0.0 2.0 70780 2540 ?? ILs Sat11AM 0:00.08 mount_mfs root 30 0.0 0.1 208 92 ?? Is Sat11AM 0:00.00 adjkerntz root 110 0.0 0.3 536 368 ?? Is 4:53PM 0:00.03 dhclient root 163 0.0 0.5 904 608 ?? Ss 4:53PM 0:00.53 syslogd daemon 166 0.0 0.4 916 556 ?? Is 4:53PM 0:00.01 portmap root 181 0.0 0.5 263052 576 ?? Is 4:53PM 0:00.00 rpc.statd root 197 0.0 0.6 1028 764 ?? Is 4:53PM 0:00.02 inetd root 199 0.0 0.6 956 700 ?? Is 4:53PM 0:00.64 cron root 202 0.0 1.0 1424 1216 ?? Is 4:53PM 0:00.66 sendmail root 227 0.0 0.4 876 488 ?? Is 4:53PM 0:00.34 moused root 273 0.0 0.4 620 448 con- I+ 4:53PM 0:00.02 sh root 292 0.0 0.4 624 452 con- I+ 4:53PM 0:00.01 sh genisis 313 0.0 0.8 1328 944 v1 Is+ 4:53PM 0:00.13 csh genisis 314 0.0 0.8 1336 960 v2 Ss+ 4:53PM 0:00.26 csh genisis 315 0.0 0.8 1328 944 v3 Is+ 4:53PM 0:00.12 csh root 316 0.0 0.5 920 628 v4 Is+ 4:53PM 0:00.01 getty root 317 0.0 0.5 920 628 v5 Is+ 4:53PM 0:00.01 getty root 318 0.0 0.5 920 628 v6 Is+ 4:53PM 0:00.01 getty root 319 0.0 0.5 920 628 v7 Is+ 4:53PM 0:00.01 getty genisis 2100 0.0 0.8 1336 960 v0 Ss 9:46AM 0:00.21 csh root 2239 0.0 3.6 5012 4512 ?? Ss 10:57AM 0:00.40 perl root 2240 0.0 3.6 5012 4512 ?? I 10:57AM 0:00.02 perl root 0 0.0 0.0 0 0 ?? DLs Sat11AM 0:00.06 swapper
Wow, no wonder the kernel needs to assign PIDs to keep track of what is happening on your FreeBSD system. If you find it hard to remember which column is which, add an
h to your switches to force
ps to rewrite the column headings on every screen.
You may have noticed that our columns changed when we introduced the
u switch; the most notable new columns are %CPU and %MEM. Sometimes you may find it more useful for
ps to display the processes by CPU or memory usage, rather than in numerical order. To sort by memory usage, use the
m switch; to sort by CPU usage, use the
r switch.
ps -m
PID TT STAT TIME COMMAND 314 v2 Ss+ 0:00.28 -csh (csh) 2100 v0 Ss 0:00.27 -csh (csh) 313 v1 Is+ 0:00.14 -csh (csh) 315 v3 Is+ 0:00.12 -csh (csh) 2570 v0 R+ 0:00.00 ps -m
ps -r
PID TT STAT TIME COMMAND 313 v1 Is+ 0:00.14 -csh (csh) 314 v2 Ss+ 0:00.28 -csh (csh) 315 v3 Is+ 0:00.12 -csh (csh) 2100 v0 Ss 0:00.27 -csh (csh) 2571 v0 R+ 0:00.00 ps -r
The switches I've mentioned are the most commonly used switches for the
ps utility; you can read the manpage for
ps to see what other switches are available so you can find out which combo of switches tweaks the output to your liking.
When using
ps, you will most likely come across processes that you've never heard of before; use the
whatis command to see which manpages will shed light on the mystery. For example, being the very curious type, I tried the following:
whatis init syncer adjkerntz inetd portmap rpc.statd
init(8) - process control initialization
syncer(4) - filesystem synchronizer kernel process
adjkerntz(8) - adjust local time CMOS clock to reflect time zone changes and keep current timezone offset for the kernel
inetd.conf(5), inetd(5) - internet super-server
portmap(8) - RPC program,version to DARPA port mapper
rpc.statd(8) - host status monitoring daemon
which kept me busy reading for a while. It should also give you lots to do til next week, when we'll look at what we can do with all of this newfound knowledge.
Dru Lavigne is a network and systems administrator, IT instructor, author and international speaker. She has over a decade of experience administering and teaching Netware, Microsoft, Cisco, Checkpoint, SCO, Solaris, Linux, and BSD systems. A prolific author, she pens the popular FreeBSD Basics column for O'Reilly and is author of BSD Hacks and The Best of FreeBSD Basics.
Read more FreeBSD Basics columns.
Discuss this article in the Operating Systems Forum.
Return to the BSD DevCenter.
Copyright © 2009 O'Reilly Media, Inc.


text:
Marquez wins easy again like in his last fight he got robbed of.
Who do u got winning this?
I dont know what to say at this point, all 3 fights were very close. Juan Marquez is one of my favorite boxers, I wish i could say i think he'll win but i think Manny will win another very close fight. The only way Marquez can win is if he doesnt rest at all, hes gotta constantly apply pressure and look to counter less. He'll take more punches but i think he could win that way. Manny has slowed down, he lost to bradley because he kept only fighting the last minute of most the rounds. And Marquez cant give away the last round this time either, he has to leave no doubt. Pacman can say what he wants but i expect him to fight the same way he did in his last few fights. I cant remember the last fight where he didnt complain about leg cramps, I dont see him fighting constantly through every round.
Marquez wins easy again like in his last fight he got robbed of.
marquez is a toe stepper. dont really care for this fight.
this the real deal fight right here:
Cotto has a fight coming up. I think hes improved over the past few years, i wanna see a pacquiao cotto rematch. I honestly think Cotto would win this time. Im fiending for a Floyd Mayweather fight, I dont care who he fights. I love just watching him fight anybody. Im working my way through his fightography right now. Im on the Diego Corrales fight (RIP). This will be my 3rd time watching all his fights but ive seen a few of his fights several times
end up watching because of gamboa. im thinking donaire will destroy him.
manny walked up to that one. sloppy in and guard. great counter by marquez.
No veía un puño así desde que Sexy Sergio mato a Paul Williams.
Justice for Juan Manuel Marquez. Dude was robbed TWICE.
He's the better fighter, head to head, and he's been proving it, and he JUST proved it.
He's older, has been through more wear, harder fights, and just got that **** done. The last time that Manny Pacquiao was knocked out in a fight, he was a flyweight fighting in his 28th pro fight (1999)
This makes Floyd look pretty good, he outclassed JMM. Floyd wishes he fought Pacquiao now & probably will want to fight him after this. Never doubted he did, Pacquaio's camp always asked for too much, and Floyd never wanted a 50/50 split with an inferior fighter. People who box know guys like Marquez and Mayweather will always beat a guy like Pacquiao. When you have sloppy footwork and bounce all over the place, you'll waiting to get rocked with a giant shot. That's boxing, and right now Mayweather and Marquez are the two best boxers along with Martinez.
Also, I'm pretty sure somewhere Mayweather is like...
Amateur and casual boxing fans who don't really care about the sport only about the famous fighters just assume Pacquaio was this Jordan figure which is not true at all.
It's the death of Pacmania and I'm glad. I've been a boxing fan since 96 and Pactards have been the worst of the worst.
Skills pay the bills.
4-0 baby.
Pacquaio got Hattoned and I love it.
Pac is a G tho. Get's brutally KTFO and then gets up much later and he's smiling and congratulating Marquez
No crying from Pac, he's a G
Respect to Marquez. He deserves this!
Goodnight Sweet Prince...
so called better fighter didnt prove much since he was being schooled.
the difference was that new ripped-ness marquez was wearing. what was he on?
martinez aint that great,imo.
really enjoyed the fight, was hoping Manny would win but he got hit sweet. Manny would have been ahead on points before that hit but you have to give Marquez his props.
Would actually like to see these guys go 1 more time to be honest. Manny isnt the same fighter though since he cleaned up his life. Just doesnt look like he wants it as bad.
Unfortunately it means Mayweather no longer needs to duck and will prob open his mouth again. We wont ever get that fight now.
If a counter-puncher like Marquez did that to Manny. Can you imagine what Mayweather would do? I thought the fight was close to over. I never expected Marquez to survive the 7th round and then ...BAAAAM.. beautyful shot and the noble art of self defense at is best.
Jim Lampley called it the most dramatic knockout since Sergio Martinez knocked out Paul Williams. This is a better knock out. It was more well executed. And above all, this was two of the best boxers in the world. A lot of good knockouts are against someone whos completely outmatched or it isnt a significant fight between two champions. This is the greatest knockout Ive seen.
Lanceroy, you mad bro?


text:
General Motors issued a new recall Monday affecting 1.3 million vehicles in the U.S. for a sudden loss of power steering.
The recall comes one day before CEO Mary Barra will testify before Congress about how the company handled a different recall of 2.2 million vehicles in the U.S. for an ignition switch problem which has been tied to 13 deaths.
About 6.1 million vehicles have now been recalled by GM since February, WDIV-TV reported.
Although Monday's recall is the result of a separate issue, some of the affected cars overlap, including the Saturn Ion, Chevrolet HHR, and the Cobalt.
The loss of power steering issue affects some 2004-2010 Chevrolet Malibu, Malibu Maxx, Saturn Aura, and Pontiac G6 models.
Models included in the recall announced on Monday:
-- Chevrolet Malibu: All model year 2004 and 2005 vehicles, and some model year 2006 and model year 2008 and 2009 vehicles.
-- Chevrolet Malibu Maxx: All model year 2004 and 2005 vehicles, and some 2006 model year vehicles.
-- Chevrolet HHR (Non-Turbo): Some model year 2009 and 2010 vehicles.
-- Chevrolet Cobalt: Some model year 2010 vehicles.
-- Saturn Aura: Some model year 2008 and 2009 vehicles.
-- Saturn ION: All model year 2004 to 2007 vehicles.
-- Pontiac G6: All model year 2005, and some model year 2006 and model year 2008 and 2009 vehicles.
-- Service parts installed into certain vehicles before May 31, 2010, under a previous safety recall.
GM said that some of these cars had been recalled before for the same issue. But Jeff Boyer, GM's newly appointed vice president of global vehicle safety, said they were asking drivers to bring them in again because, "we did not do enough."
GM could not be immediately reached for further comment.
In the case of the power steering loss, the car will revert to manual steering. Although steering can be maintained, it requires greater driver effort a low speeds and could increase the risk of a crash, the company said.
Repairs for vehicles included in both the power steering and ignition switch recalls may require separate dealership visits, depending on parts availability.
GM now expects to take a charge of about $750 million this quarter, primarily due to recall-related costs.
General Motors will recall more than 1.3 million vehicles that may experience a sudden loss of electric power steering assist, the company said in a statement.
If the assist is lost, a message displays on the car's display with an audible chime. The company said steering control can be maintained because the vehicle will revert to manual steering.
However, there could be greater risk of a crash because the driver would need to use more effort to steer at low speeds, GM aid.
A congressional investigation into the General Motors recalls has found that both GM and federal safety regulators missed chances to fix the problem ahead of a series of fatal crashes.
The findings are detailed in a report from the House Energy & Commerce Committee, which on Tuesday will hold hearings into the delayed recall of faulty ignition switches now linked to 13 deaths.
Models included in the recall announced on Monday:
-- Chevrolet Malibu: All model year 2004 and 2005 vehicles, and some model year 2006 and model year 2008 and 2009 vehicles.


text:
Sleepyti.me is hands-down the most useful site I've discovered on the web this week.
Hope comes in the form of building new livers from scratch.
A true blue moon in November even though there was only one full moon in November.
This is an awesome alien abduction lamp.
The top 10 daily consequences of having evolved include hiccups, wisdom teeth, and mitochondria.
the 17 best invisible-item cat pictures
Gamification and its discontents is a look at how this idea of making everything into a game is off-kilter. (It's got a lot in common with Can't play, won't play, an article I linked to previously.)
The 30 freakiest ads of 2010 has some funny, some NSFW, and some very thought-provoking advertisements. Nighthawk and I think #21 should be somewhere in the top 5, but all will definitely catch your eye.
Help, My Half-Elf Is Pregnant! The 11 Strangest Questions From The D&D 'Sage Advice' Column
My two favorite Hyperbole and a half columns: Dogs don't understand basic concepts like moving and This is why I'll never be an adult have lots and lots and lots in common with me.


text:
Dear members,
Thank you, NarutoBase Staff
What is your favorite character on Bleach anime ?
MY FAVORITE CHARACTER IS " Hitsugaya Toshiro " . ☆*:.。. o(≧▽≦)o .。.:*☆
Jin ichimaru :d :d :d
Byakuya Kuchiki. His Bankai is badass! Oh, and I also like Ulquiorra.
kurosaki ichigo / old man tensa zangetsu ;D
kuchiki byakuya
Toshiro-kun is the BEST (⌒▽⌒)
byakuya kuchiki thats my guy right there
havent watched bleach in like a year, back when ichigo was running out of huco mundo to fight aizen. so back then it was kenpachi or toshiro
Yoruichi, Byakua, Ichigo, Ulquiorra, and Inoue... Yup Inoue, she's just too cute to be hated >.> , but Mostly Byakuya! ( Boss )
i love shunsui kyoraku, then ichimaru gin also ulquirror is my best espada of all time and uhruhara also got a spot i love most of them also
ichigo's hollow that guy is crazy
Gin Ichimaru!
and Rangiku and Yoruichi for obvious reasons :D
Originally Posted by MasterofSenjutsu
Byakuya Kuchiki. His Bankai is badass! Oh, and I also like Ulquiorra.
agreed and also kenpachi i think is it's name
Last edited by kmrasengan; 03-02-2012 at 05:02 PM.
Kenpachi by a country mile
Kisuke Urahara, Shunsui and Zangetsu.
Last edited by itachi49; 03-02-2012 at 05:08 PM.
Kurosaki Ichigo (Like A Boss)
in order
urahara kisuke,
Ulquiorra, ichimaru gin, grimjow and hirako shinji
-Byakuya: love his quiet and arrogant demeanor
-Kenpachi: he's the only good guy that's crazy strong
-Rukia: she's a tough girl but with an inner dork which makes her cute :p
Forum Rules


text:
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text:
Community Standards and Student Conduct
Conduct Services
Aims Community College employs a three-prong, team approach to campus safety which includes the Student Code of Conduct, Behavioral Interventions, and Law Enforcement.
Student Code of Conduct
The philosophy and approach of student conduct and discipline at Aims is one of education, focusing on student learning through individual growth and accountability of behavior. Our goal is to educate the whole person by recognizing the physical, social, intellectual, emotional and ethical dimensions of personal development. Consistent with this philosophy is an expectation that students will govern themselves in terms of appropriate behavior that emphasizes self-respect and respect for others. The college recognizes a student's rights within the institution to freedom of speech, inquiry and assembly; to the peaceful pursuit of an education; and to the reasonable use of services and facilities of the college.
The Student Code of Conduct has been established to control action going beyond the exercise of such rights, to maintain order on campus, and to guarantee the broadest range of freedom for all who come to learn at Aims. The code reasonably limits some activities and prohibits certain behavior which could interfere with the orderly operation of the college and the pursuit of its goals. Each student is responsible for knowledge of and compliance with the Student Code of Conduct which is published in the college catalog and student handbook, and is available through the Student Life Office, Student Behavioral Office, and Dean for Student Services Office. Questions about policy violations or the conduct process should be directed to the Dean for Student Services.
Behavioral Interventions
In an ideal world, we would not experience behavior that undermines instruction and thereby negatively impacts student learning. However, the unfortunate reality is that a small number of students will exhibit disruptive behavior in classrooms, lab areas, offices, field sites and other educational settings, or via electronic means such as email, discussion boards, online meeting spaces, and audio video and conferencing. At Aims, we employ an initial point of contact through the Student Behavioral Officer (SBO). for members of the college community who have encountered student behavior which is causing concern. The SBO will act promptly to follow-up with the individual initiating the report; determine if there have been any additional warning signs or reasons for concern; and meet with the student to develop a plan. Our intent is to be caring and if possible to prevent the behavior from escalating into a formal conduct violation. Actions taken by the SBO could include the following:
- Meeting with student to discuss behavior of concern and advising the student of possible consequences if behavior is not corrected to comply with college rules and classroom expectations.
- Talking with the faculty or staff member who reported the conduct to discuss how to respond and to share information, resources, and tools that may help in the situation.
- Sharing information with the college safety team or Threat and Violence Assessment Team to determine whether there have been any previous contacts or concerns and to assess further action.
We encourage you to contact the Student Behavioral Officer if you have any concerns about student behavior which you have observed in your classroom or other locations on campus.
Public Safety
The Aims Public Safety and Security Office supports the educational mission of the college by providing professional services that enhance the health and safety of all community members. The campus security office operates 24/7 by personnel trained to understand the higher education campus environment under the direction of the Director of Campus Safety, Behavior and Title IX Compliance. Staff include Weld County Sherriff's Officers and contracted security experts. All staff members are experienced in law enforcement practices and emergency procedures, and demonstrate proactive prevention and speed of response while adhering to college values.
Campus safety is the primary goal of the Public Safety and Security Office and is achieved by campus patrols, a close circuit TV monitoring system, and safety and training programs designed to help the campus community respond quickly and effectively in case of an emergency. Preparedness training programs are conducted in collaboration with campus building coordinators on a variety of topics including hazardous materials, drills for evacuation in the event of fire, and procedures for lockdown, shelter in place, and weather emergencies. A comprehensive campus alert system by text message and phone (RAVE) is in operation to notify and direct students and staff when an emergency occurs.
The Public Safety and Security office also helps to maintain standards and collect data required for compliance for the Clery Act, FERPA, Title IX, and state and local regulations. Additional services such as a parking lot escort service, risk assessment, crime prevention awareness, and personal safety tip training are also available.
Contact the Public Safety and Security Office for any campus health or safety concerns.


text:
Dr. Sudhakar Jamkhandi Selected as Panelist in NAFSA Association of International Educators Conference
CreatedTuesday, November 01 2011
Created byJim Nelson/Media Relations - (304) 327-4103 email@example.com
(Bluefield)—Dr. Sudhakar Jamkhandi, Director of the Office of International Initiatives & Professor of English at Bluefield State College, has agreed to serve as a panelist during the NAFSA Association of International Educators' regional conference in Philadelphia, November 4.
He will participate in the NAFSA session on "Internationalizing Your Campus Through the Fulbright Scholars-In-Residence and Occasional Lecture Programs." Dr. Jamkhandi's emphasis will be on the impact of the programs at BSC.
"Since 2009, 22 Fulbright Scholars from approximately 20 nations have lectured at Bluefield State College through the Fulbright Scholars-In-Residence and Occasional Lecture Programs," Jamkhandi noted. "These programs enable our students to learn from individuals who bring to the classroom and campus a wonderful breadth of experiences and provide a perspective that might otherwise be unavailable for our students."


text:
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text:
If you would like to move your design skills into the stratosphere, then consider taking DAA 106: Digital Imaging Concepts. In this class faculty member, Jared Gross who works at Juice Box Games in San Francisco, shows students how to go from loose, freehand sketches to final presentation quickly. The course focuses on rapid sketching techniques using tablets and Photoshop, material and rendering methods, rapid visualization of forms in perspective and portfolio presentation and development ideas.
Students will also gain valuable experience using conceptual tools for creating unique and visually interesting forms for hard-surface models, vehicle designs, environments and characters. The goal is to learn to use digital and traditional media to quickly describe elemental and complex forms and then use these forms in the creation of assets for game and film.
Jared has a degree in transportation design and began his career as a vehicle designer in the automotive industry. He is now following his passion for character design by moving his focus to the game industry.
Visit Cogswell's website to register.


text:
Kathleen Bacon's belief in team-building pays dividends for HarbourVest
When she was a teenager, Kathleen Bacon used to argue with her father, a venture capitalist with seven children, over whether women could have a career and a family and do both things well. "My father was adamant that you couldn't," she recalls. "You can be a mum and be a very good mum, or you can have a job and be very good at your job. But if you do both, you're probably not going to be really good at one or the other."
Bacon has spent her life trying to prove her father wrong, and successfully. Now a mother of three teenagers, she is also a London-based managing director of HarbourVest Partners, one of the world's most influential private equity fund of fund managers, where she manages investments in European and emerging markets funds. In February she celebrated her 20th year at the Boston-based firm, where she has carved out a niche for herself as one of Europe's most respected investors.
During that time she has helped build HarbourVest's London office from a team of two to 25 investment professionals, with relationships ranging from buyout powerhouses such as CVC Capital Partners and Cinven to reputable mid-market players such as Waterland and Inflexion.
"I am a great fan of Kathleen," said one fund manager that counts HarbourVest as an investor. "She is smart, incisive and perceptive. Most importantly, she has substance, and is not carried away by short-term fads, which is not a widespread quality in the investor community."
Technology lure
Bacon's career nearly went in a different direction. After graduating with a degree in Russian in 1986, the Boston native worked in banking for five years, followed by two years of business school, where she decided she wanted to get out of finance and into a technology-based job. She was offered a position at Hewlett-Packard and was set to take on the new role at the end of the summer following her graduation, but her engagement to a British national and a desire to work abroad led her to apply for an internship with Hancock Venture Partners, a division of the John Hancock Mutual Life Insurance Company, in Boston.
The firm – which spun out in 1997 to form HarbourVest – had set up a small London operation in 1990 and launched its first international fund of funds the same year. The $200 million vehicle was coming to the end of its investment period, meaning that more resources would be needed in London for the next fundraise.
Bacon was appointed to the London office as an analyst in February 1994, joining George Anson, who had led the operation in Dover Street by himself since it was established. "I don't know if the footprint of the office is as big as the room we're in now," Bacon said from a meeting room in HarbourVest's current offices in Berkeley Square, a prime location in Mayfair that the firm shares with other financial heavyweights, including the Blackstone Group and BTG Pactual.
"At the time, HarbourVest and Pantheon were the only two funds of funds in the market, and George and I were doing everything from primary investments and secondary investments to co-investments." Bacon's career at HarbourVest got off to a good start. During her internship, in the days when the firm was making early and late-stage venture capital investments, she was tasked with sifting through the annual reports of venture firms to identify companies that Hancock should invest in when the next round of financing happened.
A business school project on the internet led her to identify UUNet Technologies, an internet service provider backed by New Enterprise Associates. HarbourVest invested $2 million in the next round of financing, which ended up making the firm 22 times its money. The first transaction she worked on in the London office was an investment in BC Partners V, a €450 million pool of capital raised in 1994 that made its investors five times their money.
Bacon has since built a reputation as a savvy manager. A second fund manager that counts HarbourVest as an investor said: "Kathleen is direct, punchy, but she gets to the nub of it pretty quickly. She's a good investor and she's not shy in holding back on her views. It won't be everyone's cup of tea in terms of an approach, it's verging on the aggressive, but you know where you stand." Bacon's team is equally well regarded, the fund manager added.
"When you look across some investors, the managing directors are smart and capable, and then you look at tier two and three, and they don't have the strength in depth. When you look at HarbourVest they've got quality people," he said.
Outside work, Bacon is a huge sports fan – not just playing and watching sports, but analysing how teams work together. "I like reading books about managers and how they motivate," she said.
Sporting lessons
"I coach a field hockey team, and I love figuring out how to make the team do better. My biggest joy is watching the weakest players on the team stick it out, do better and be part of the team and make a difference."
This attention to team dynamics is evident at HarbourVest. Bacon manages a team of five people, the shortest-serving member of which has been with the firm for six years.
"People stay at firms because they believe in the strategy, the leadership and the management, and they see growth in some way, shape or form," she said.
"HarbourVest is one of the leaders in the business. It is going to be the consolidator and the firm that gains as opposed to loses market share, and there are more areas of the world and more parts of our business that we can expand into." HarbourVest's ambitious plans are reflective of that, said Bacon.
"So far we've been pure play private markets as far as credit and private equity. Infrastructure [funds of funds and secondaries] is an area where we have plans to do something. In terms of regions, places like Africa and the Middle East are virgin markets that we could expand into."
Bacon is also involved in Women in Private Equity, or Wipes, a 300-strong collective of women in the European private equity industry that gathers for charitable causes. "Wipes is in its walking phase, but it is slowly getting into the jogging. Two years ago, a bunch of us got together and said 'we know a lot of people in this industry, we should be giving something back'."
Last week the group hosted a dinner for 80 women and 20 men at the Watts Gallery, in Surrey, with sponsorship from private equity firms HarbourVest, BC, 3i Group, Advent International, Charterhouse Capital Partners, Graphite Capital, IK Investment Partners, Nordic Capital and Permira.
"It's all about giving back to the arts," said Bacon. "But also there's a women's philanthropic side to it that the gallery supports through allowing local women prisoners or underprivileged women in that area to learn arts and crafts at the gallery. It sounds pretty simple, but it gives them a whole new lease on life and a whole new way of thinking about themselves and what their own self-worth is about."
Bacon is also a big advocate of the need for more women in senior positions in private equity. She is one of 28 managing directors at HarbourVest – seven of whom are women, a rarity in an industry where the proportion of women in top roles hovers around 10%. Bacon says she is lucky to have a supportive husband who is a stay-at-home father, a luxury that many women in the industry do not have.
"On the [private equity firm] side, when you get to the mid-level stage, it is so unbelievably intensive and your life is not your own at all. It's physically very difficult to be up late at night working on a deal, and you get home and your child is sick. [Firms] need to recognise that women can't sustain the same amount of output. They need to be co-leads on deals during that time period.
"When you come out of that, I have seen a number of women doing fantastic deals, and they're now more efficient than their male counterparts because they've had to juggle so many things. It's that middle time period where [firms] have to cut some slack."
This article was first published in the print edition of Financial News dated May 12, 2014