text:
Game loops
Game loops
render everything, process input, and update everything. that's what games do. this leads to a basic loop like:
while ! quitgame
the order of the calls:
there are only two possible orders for a game loop:
1. input - update - render
2. input - render - update
all other orderings are simply out of phase versions of these two, that start the loop in a different place in the order. IE input-update-render is functionally equivalent to update-render-input once the loop is up and running. its only in the first iteration that there is any difference.
so there are two possible orders, and for each order, three possible places to start the loop, for a total of 6 possible layouts.
so which one is best? well, the difference in where you start the loop is negligible. it only affects the very first frame of the entire game, so who cares?
And it turns out that input, render, and update are all pretty order independent of each other. You just have to call each one every time through the loop (more on that later).
so, it doesn't seem to really matter. and of the six possible orders are fine.
i personally was taught: draw the screen, process input, move everything, which is: render - input - update
so, it looks like you can use any of the six possible orders:
input before update:
render - input - update
input - update - render
update - render - input
input after update:
render - update - input
update - input - render
input - render - update
now, what about de-coupling, IE variable timesteps and all that jazz?
Well it just so happens that my life is full of poorly coupled game loops. not my games - games i play.
You see, i have a passion for submarine simulators. And unfortunately, sub sims tend to have poorly coupled main loops that can interfere with gameplay at the worst possible moment.
ok, lets say we have a "game" that moves a square from the left side of the screen to the right side of the screen over 1 second.
this will be our test case for performing Gedankenexperimenten (thought experiments) about de-coupling game loops.
we'll start with a baseline case:
vsync on. 60Hz refresh rate. update moves the square by (screen_width / 60) pixels each update. fixed timestep, no de-coupling.
First - why decouple?
well, if your frame rate is jittery, de-coupling render and update will smooth things out. so you update based on frame ET.
accelerated time is another reason to decouple - in fact it pretty much requires de-coupling.
making the game run at the same speed on different PCs is the third reason, but that's not the only way to get the same speed on all PCs, and perhaps is not the best way either.
the problem with totally de-coupling render from update occurs when frame times go way high - unplayably high - like > 66 ms per frame (slower than 15 fps). Over the years, i've determined that 15 fps is the slowest a game can go and still be sufficiently responsive to play.
when frame times go high, the amount of update per frame increases drastically. to the user, this gives the perception of the game speeding up in relation to the graphics, just when the graphics are slowing down. worst of both worlds.
to fix this, you have to have an upper limit on how much update you'll do per frame.
lets apply this to the test case.
we modify out test program so update takes a frame ET as a parameter.
in the baseline case, we're at 60 fps, so update gets passed 16ms as its update ET.
in the worst case, we want to lower limit fps to say 15fps (or 20 or 30 or whatever). for 15fps, we're looking at a fame ET of 66ms max.
so we do something like:
if (ET > 66) update(66) else update(ET)
this forces a screen update after 66ms of simulation time, to provide the user with sufficient feedback to continue playing.
in general it appears that the following statements must be true for de-coupling to not have a negative impact on gameplay:
1. render speed >= update speed
2. render speed >= input speed
this gets a little tricky with variable timestep. with variable timestep, render speed must be >= update speed for the minimum playable frametime. so if you decide that 33ms is the slowest playable frametime, then render must run at least once every 33 ms of game time.
now, what about playing with vsync?
well, the video controller only copies data from vidram to the monitor at the refresh rate. So updating vidram more often gets you nothing. if you update vidram at twice the refresh rate, your first update gets overwritten by your second update, then your second update gets copied to the monitor. so turning off vsync and running faster than refresh rate doesn't do much.
now, what about input?
well, you have two issues:
1. missed input
2. unprocessed input.
missed input:
if you use polling for input, its possible to miss an input event that starts and ends between pollings. The answer to this is to use an input event queue. polling is done at a very high frequency so events are not missed. events are added to the event queue. input() processes the event queue. for windows pc development, it just so happens that windows already implements polling and an even queue for you - the windows message queue.
unprocessed input:
when using an event queue, not all games process the entire queue each frame. This is fundamentally wrong. Everything in the queue is user commands that have been issued up to that point in time, so they should all be executed in turn, immediately. leaving commands in the queue is like temporarily ignoring the player's input!
so, looks like our simple loop actually has a lot of considerations:
1. run at the same speed on all pcs
2. smooth animation with jerky framerate
3. render at least once every 66ms (or 33ms, etc) of game game.
4. not miss any input
5. don't leave input unprocessed.
for running at the same speed, there are two basic approaches:
1. variable timestep
2. framerate limiter
variable timestep:
update takes ET as a parameter, and updates the simulation for ET worth of time. unless you set an upper limit for ET of no more than about 66ms, this loop design comes unglued when ET goes high. this loop design, with no ET limit is what most sub sims use. thus, they have a tendancy to come unglued and become unplayable at the worst possible moment. You get a radar contact of a convoy ahead. you charge straight at them at flank speed on the surface in broad daylight. You close to visual range, the escort destroyers spot you and come sharing in for the attack. You order crash dive, and take her down to about 150 feet, and sail right under those destroyers! then you bring it back up to periscope depth. When you up scope, you're in the middle of the convoy, surrounded by big fat freighters and tankers! Tonnage as far as the eye can see! And the destroyers are still back where you submerged, clueless as to your whereabouts. So you start capping off torpedoes. Before you know it, you've got thousands of explosion particles going on. frametimes therefore become unstable. no problem - we have variable timestep! (yeah - right!). So now the simulation is now running faster with respect to update due to high frame ET. that means that all of a sudden those destroyers are moving much more each frame - and they're moving towards you! Then things get really busy and frame ET goes beyond playable. All of a sudden, you're dead! What happened? The destroyers made a depth charge run on you between screen updates! Obviously, killing the player between infrequent screen updates with no chance to react is undesirable at best.
so it looks like variable timestep with no upper limit on ET is a bad thing. if variable ET is used to make the game run at the same speed on different PCs, an upper limit on frame ET seems to be required for playability when the frametime goes high. But its not always bad. In console games, its not uncommon for a publisher to dictate a minimum framerate below which the game can never drop. To meet this challenge the developers must limit on-screen content. As a result ET is pretty much guaranteed to never go way high. So in these cases the upper limit on ET is unnecessary, and therefore usually omitted. but often times its also omitted in PC games where the play is not as staged, is more random, and the developers don't / can't easily control the amount of on-screen content, and the publisher doesn't dictate a minimum framerate. in these cases, the omission is a major design flaw that leads to the game loop coming unglued. with the simulation racing so far ahead of the graphics as to make the game un-playable.
framerate limiter:
this sort of takes the opposite approach from variable timestep. variable timestep speeds up the simulation in relation to render on slower PCs.
by contrast, a framerate limiter works by slowing down the entire simulation on faster PCs. depending on the target framerate, vsync can make a handy built-in framerate limiter. you just turn vsync on, and use a fixed timestep. the game is guaranteed to run at 60 fps (assuming a 60Hz refresh rate) , and to degrade gracefully under load. for slower target framrates such as 30fps, you do something like:
start timer
while (get_ET() < 33) { } // do nothing until ET = 33ms
this gets you everything except smooth animation with a jerky framerate.
but the framerate only gets jerky when the frame time becomes unstable and starts going high. so its only the point between when things start to slow down, and when they become unplayably slow that a variable timestep for smooth animation comes into play.
if your game tends to run at a playable by unsteady framerate, then variable timestep with an upper limit on ET should smooth out the animations some by eliminating temporal aliasing. The upper limit on ET guarantees you render often enough to provide sufficient feedback for the user. of course, even with a limit on ET, render can still slow things down so much as to make the game unplayable.
if your game can run steady at a given framerate, variable timestep is unnecessary. your ET each frame is the same, so your animation each frame is the same, and therefore automatically smooth.
i use this fact to my advantage. i purposely choose a steady framerate i can run, such as 60, 30, 25, 24, 20,or 15 fps (movies run at 24 fps).
then i use a framerate limiter and fixed time step.
this gets me everything with the least amount of hassle, and i'm not trying to make the game run faster than the PC is really capable of doing on a long term steady state basis.
1. runs at the same speed on all pcs -> framerate limiter keeps it from running too fast. slower PCs degrade gracefully.
2. smooth animation with jerky framerate -> no jerky framerate, so no jerky animation.
3. render at least once every 66ms (or 33ms, etc) of game time. -> automatic with fixed timestep of 66ms, 33ms, 16ms, etc.
4. not miss any input -> i typically poll at 15Hz with no problems with missed input. missed input doesn't seem to be a big issue.
5. don't leave input unprocessed.-> since polling works fine, an event queue is unnecessary. no queue = no unprocessed input in the queue.
so overall, it looks like the best approach is to use a framerate limiter, such as vsync, or a timer based limiter if you need a lower limit.
then - if your framerate is unsteady but playable, you can either lower your max fps to a steady framerate (such as from 60fps down to 50, 40, or 30 fps), or add variable timestep with upper limit on ET. variable timestep will let you run faster (and hence smoother) when possible. the upper limit on ET defines the framerate at which render and update couple and de-couple. if you set ET limit to 33ms, render and update are coupled at 30fps and below, and de-coupled above 30fps. When using semi-fixed timestep, and no minimum framerate is mandated, coupling render and update at low frame rates is ABSOLUTELY VITAL to playability when the game slows down. If you use semi-fixed timestep and no minimum framerate, YOUR GAME LOOP WILL COME UNGLUED unless you limit overall ET to ~66ms or less!
all this culminates in one of two basic loop designs (fixed timestep for games with steady framerates, and variable timestep for games with unsteady framerates):
steady framerate, fixed timestep, 60 fps vsync:
or with a timer controlled framerate limiter:
start timer
get ET
while ET < minimum_frametime
unsteady framerate, variable timestep, 60fps vsync. 33ms ET limit (couples and de-couples at 30 fps):
start timer
get ET
if (ET < 33) update(ET) else update (33)
note that i added input into the frame time. input overhead will probably be steady and low, but better safe than sorry! after all it is part of the time that the game spends not updating. to paraphrase a famous quote:
"everything except update generates ET, and update consumes ET."
now, what about de-coupling input?
well input has the same sort of de-coupling issues that update has. in both cases, you're relying on render to tell the user whats happening. this means you have to render at least every 66ms or so (15 fps) to be playable.
i make a lot of simulator and war games. in both types of games, accelerated time is a common game feature. accelerating time requires decoupling the main loop, or reducing render time. reducing render time usually isn't an option. that leaves de-coupling. so, you can go about it two ways: render less often -or- update more often or by a greater amount per update.
well, if you render less often, say every 10th frame, things should run faster, but now you have to wait 10 times a long to get feedback from input (such as scrolling the screen in a RTS title). and when you do get feedback, its for 10 turns worth of input. this breaks the rule of render speed must be >= input speed. input is running at 10x the speed of render, so the user doesn't get feedback on input each frame. a bad thing.
the result is you go to scroll, and it scrolls up to 10 times before you see a change. this makes it unresponsive, and easy to scroll too far.
so having input run faster than render is bad. this means you cant just draw every 10th frame. instead you must update 10 times. this is ok, 'cause you're in accelerated time. lots of stuff is SUPPOSED to happen between screen updates.
so putting it all together:
steady framerate:
start timer
get ET
while ET < max ET
steady framerate, accelerated time:
start timer
get ET
while ET < max ET
note that time_multiplier works like ET and affects turn rate, movement rate, etc, in update.
unsteady framerate:
start timer
get ET
if (ET > max ET) update(max ET) else update (ET)
unsteady framerate, w/ accelerated time:
start timer
get ET
if (ET > max ET) update(max ET* time_multiplier) else update (ET* time_multiplier)
not sure about that last line there, you may be able to get away with something simpler like... well, uh.... maybe you can't ! <g>
so there you have it. the basics of game loops.
i'm both pleased and displeased with the outcome of this investigation.
i'm pleased that variable timestep without accelerated time was one of the possible outcomes. many games use this method. and if it didn't turn up in the final analysis, then it would tend to indicate a flaw in the analysis.
i'm also pleased that an upper limit on ET for variable timestep was part of the results. This seems to be the bit missing from most variable timestep games that causes them to come unglued and blow up when ET goes way high.
even the infamous article "fix your timestep" mentions the fact that ET must never be an unreasonably large value, but for a different reason. There, they are using ET in a physics model which only works for a limited range of input values. They work around large ETs by defining a physics timestep, then consuming ET in physics timestep sized chunks. any remainder is stored until the next update, and is used for tweening graphics. but they do not set an upper limit on overall ET, so while their physics model may still work with high ET values, their game loop itself still comes unglued when ET goes high. this is probably due to the fact that its demonstration code meant to explain how to handle variable timestep in the physics engine only. their game loop doesn't even have input! at any rate, they're not PRIMARILY addressing the issue of degrading gracefully under high ETs. However, they do touch on this point with the topic the "spiral of death" - IE when you don't limit ET, and it takes longer than ET to simulate ET worth of time. This case may be only theoretical. if a game is supposed to run at 60 fps, and has lets say, a 8ms ET for render and input. that leaves 8ms to do 8ms worth of update. i'm not so sure how often (if at all) a REAL game will ever have an update that can't keep up with itself. sure, you may have a 15ms ET, leaving 1ms to do 15ms worth of update, but different ET values just change the multiplication factor, they don't change the algo. so update runs at the same speed irregardless of ET. That means you'd only get the spiral of death if the execution time of update was inherently longer than that of render and update combined. not bloody likely in a real game.
the one thing that displeases me about the outcome of this little analysis is that the conclusion that "all input should be processed in turn and immediately", at first glance, seems to go contrary to "ET based input" as proposed by L Spiro. I'm going to have to think about that one some more. I've noticed that L Spiro tends to know what she's talking about, so i may have missed something there, or perhaps the two concepts are not incompatible upon closer examination.
so , whats the different way to do it?
keep it simple:
fixed timestep. framerate limiter. keep your scene complexity within your max framerate. if things do slow down a bit, you'll degrade gracefully and won't ruin the gameplay experience for your user.
an interesting article i read on game loops pointed out the fact that in a game loop, if the framerate is too low, render is the only part that can give. IE reducing render time by reducing LOD, detail, effects, and clip range is the ONLY way to speed things up (assuming all optimizations have already been done). So if your framerate drops, reducing graphics detail is the only real solution.
recently i've had good luck with automatically adjusting scene complexity based on ET (using it to adjust clip ranges on the fly). This lets me run a pretty rock solid fps under all but the absolute worst conditions.
Important new concepts to come away with:
1. when a minimum framerate is not dictated, and variable/semi-variable timestep is used, an upper limit MUST be placed on overall ET to force screen updates frequently enough to maintain playability. This upper limit is probably no more that 66ms (15 fps) - your tastes may vary - adjust according to your tastes. With today's faster graphics, i'm moving towards a standard of 60 fps steady state and 30 fps minimum. compare that to my original standard from the late 80's of 15 fps steady state and 10 fps minimum for a complex simulation.
2. polling at speeds as low as 15fps is sufficient to avoid missed input.
3. variable/semi-fixed timestep is only required when your game runs at an unsteady but playable framerate.
4. All input available at the time of processing input should be processed.
back to sub sims as an example. Silent Hunter 4 uses an input queue. It also does not process all input available every frame. it appears to consume input at the somewhat unbelievable rate of one command per second. IE the game runs at lets say 30 fps, and the input queue is processed at 1 fps. And commands that counteract each other are not filtered out. so a left followed immediately by a right doesn't result in a right turn, it results in one second of turning left, followed by a right turn. I was taking on a convoy (same battle described earlier). when you empty your forward tubes, you turn the scope around, order all back emergency, and start driving the boat backwards at targets, and use your stern tubes. steering is the tricky part. while still moving forwards, left is still left and right is still right, but once the boat stops and starts to move backwards, the steering reverses. So you're looking at the compass heading and the TBD indicator (torpedo angle on target), trying to figure out if you should turn left or right. And once you figure out which way to turn, is port left, or is starboard now left? As a result you can easily issue commands to turn in the wrong direction. It takes the boat a few seconds to respond, meanwhile your angle on target is getting worse and worse because your not tuning the right way! Straight isn't good enough, you must turn WITH the target to get a firing solution. So in the heat of battle, you start issuing turn orders: Left! No! Right! No! Left! OK, Straight!, No! LEFT! LEFT! LEFT! LEFT damn it! , and they start queuing up. and then they start executing at ONE FPS! by the time the game once again responds to commands in realtime, you've lost your target and must start a new approach. by processing the entire queue this is avoided, as only the last valid commands issued take effect. older commands are automatically overridden by new commands . to do this one would have to use the queue to set some variable to left, right, or straight (for example) with each input, then only process the final result. last command was straight, we go straight! by polling at a reasonable speed (>= 15 fps) and processing input as it occurs, this problem is avoided entirely. no queue is needed. no queue is used. so there's no queue to leave unprocessed events in!
5. 2 and 4 above imply that an input queue is unnecessary in a game!
i think that next time i'll be taking a step back and discussing compiler settings. after all, you need to setup your compiler correctly before you can code. and that's when things start to get VERY different!
until then,
Happy coding!
fix your timestep:
if you're game runs at an unsteady but playable framerate, you can use the semi-fixed timestep technique as described in this article to eliminate temporal aliasing and smooth out your animations. but you'll need to either mandate a minimum framerate and reduce scene complexity to match, or place a limit on oveall ET of no more than ~66ms (above and beyond the physics stepsize limit of 1/60 in the article), or your game loop will come unglued when ET goes over ~66ms. Note that the examples in the article do not limit overall ET - only the physics step size. So they WILL come unglued when ET goes high!
ET based input:
L Spiro has proposed a method of ET based input similar to ET based update. Unfortunately i am unable to find the exact link. However i did find the link to the L Spiro engine, if anyone knows the link to L Spiro's ET based input, please add it to the comments!


text:
Columbus Woven Acrylic Throw 60x50-
Victorian Heart
$38.95 0 In Cart
- Yarn woven
- Weaving loom
- Dobby weave
- Navy blue, olive green and light creme plaid
- Trimmed with tassels on both ends
- Dimensions: L60xW50 (in)
- Approximate Weight: 2 (lb)
- Material: 100% Acrylic
- Made in India
- Hand wash separately in cold water.
- Do not wring.
- Lay flat to dry, out of direct sunlight.
- No chlorine bleach.
- Do not iron or tumble dry.
In Stock
Love this pattern? More exciting products that tie in with
Find more beautiful products in
Classic Country Theme!
©2016 The Country Porch Home Decor LLC - All Rights Reserved

subset: commoncrawl


text:
Legal Notice
Foundation Board of Directors
Palm Beach State College
The Palm Beach State College Foundation Board of Directors Executive Committee meetings are open to the public and are held at Palm Beach State College, Eissey Campus, 3160 PGA Boulevard, Palm Beach Gardens, FL 33410, in the Smith Conference Room. The purpose of these meetings is for the Executive Committee to conduct public business. A copy of the agenda is available at the Foundation Office, Lake Worth campus, Room CRA 200 at 4200 Congress Avenue, Lake Worth, Florida. Any person with a disability requiring auxiliary aid services for this meeting may call the Foundation at (561) 868-3450 with their request.
Executive Committee Meetings
8:00 AM (unless otherwise noted); Smith Conference Room, Eissey campus
February 15, 2017
April 26, 2017
June 14, 2017
July 26, 2017 - Foundation Conference Room (Lake Worth)
Full Board Meetings
Noon – 2:00 PM; Wattenbarger, CBP 103, Lake Worth campus
January 17, 2017
March 21, 2017
May 23, 2017
Nominating Committee Meeting
Gift Acceptance Committee Meeting
Investment Committee Meeting
January 25, 2017 - 9:00 AM
April 26, 2017 - 9:00 AM
By-Laws Committee Meeting


text:
Sign in
Sentimental pop ballad with thoughtful e-guitars, bass guitar, an emotional piano, strings at the end and drums. Eminently suitable for romantic scenes or advertising.
You couldn't find a license for your type of project, please use our contact form or call +49 (0)711 - 217 202 291.US customers please write to email@example.com or call +1 (347) 403-3971.
Into the cart
to playlist
Your Shopping Cart is empty
You must be registered to manage tracks in your personal playlists.


text:
Photo Credit: Joshua L. Jones
A crowd of over 300 people gathered at Cedar Shoals High School on Thursday for a vigil in remembrance of Athens native and former University of Georgia football player Quentin Moses, Andria Godard, and her daughter, Jasmine Godard, who died in a house fire Sept. 12.
The only people who talked ill of Moses were the players on the opposite side of the ball, who were faced with the challenge of getting by him, said Moses' former high-school coach Scott Wilkins during the vigil. "On the field, he was a player that locked down the left side of the field defensively, and off the field he was a true gentleman," Wilkins said, adding, "He was the best player I ever coached."
Photo Credit: UGA Athletics
A memorial service for Athens native and former University of Georgia football player Quentin Moses will be held at 7 p.m. Thursday at Cedar Shoals High School.
Moses, 33, was killed in a house fire in Monroe Sunday morning, along with Andria Godard, 31, and her 10-year-old daughter, Jasmine Godard.
Friends and family of Richard "Rich" Mullinax are mourning the Athens-music fixture, who died on Jan. 25.
Photo Credit: The University of Georgia
The University of Georgia will hold a memorial service Friday, Jan. 27 for Judith Ortiz Cofer, an award-winning author, poet and professor who died of cancer at her Jackson County home Dec. 30.
Ortiz Cofer was born in Puerto Rico in 1952. Her family moved to New Jersey in 1956, then to Augusta, GA when she was 15. She taught English and creative writing at UGA for nearly 30 years before retiring in 2013.
Ortiz Cofer was known for her prose and poetry about growing up Puerto Rican and being torn culturally between the mainland U.S. and her traditional family. Her 1989 novel The Line of the Sun was nominated for a Pulitzer Prize, and she was inducted into the Georgia Writers Hall of Fame in 2010.
The memorial service is scheduled for 3 p.m. at The Chapel, with a reception following at the Demosthenian Hall.
Photo Credit: UGA Football Live via Twitter
You know who I'm talking about—the bald guy with the bulldog painted on top of his head who's ubiquitous on Athens gameday Saturdays.
Georgia superfan Mike "Big Dawg" Woods died earlier today, according to several sources. UGA Football Live appears to have broken the news:
When Athens arts icon Jeremy Ayers died in October, it inspired an outpouring of tributes and remembrances from his friends, who described his kindness, generosity and abiding love of both people and the natural world.
Last month, a memorial for Ayers took place at the Morton Theatre downtown, where friends and family gathered to celebrate his life.
The Rev. Archibald "A.R." Killian, Athens' first black police officer and an outspoken local civil rights leader for decades, died Tuesday at age 83.
Killian was born in Athens and served as a military policeman during the Korean War. After leaving the Air Force, he nearly took a job as a police officer in Los Angeles but returned to Athens instead.
When Hamilton Holmes and Charlayne Hunter integrated the University of Georgia in 1961, Killian let Holmes live in his house and protected him from white mobs.
Photo Credit: Jason Thrasher
The Athens arts and music scene took another terrible blow today, Monday, Oct. 24, as reports spread through town that Jeremy "Jerry" Ayers had passed away after suffering a seizure and falling into a brief coma.
Longtime Athenian musician, chef and friend Damien Schaefer passed away the morning of Saturday, Oct. 15 after battling cancer.
Photo Credit: Darius Goes West via Facebook
Darius Weems—the subject of the award-winning documentary Darius Goes West—died today at the age of 27.
Weems died of complications from Duchenne Musculary Dystrophy, the disease that confined him to a wheelchair for most of his life.
Logan Smalley, then a University of Georgia student, organized a trip to California for Weems in 2004, fulfilling his lifelong dream of traveling across the country, and documented it for the film, which has raised more than $1 million for DMD research.
The Darius Goes West Facebook page posted the following tribute:
Page 1 of 6, showing 10 posts out of 53 total, starting on # 1, ending on 10


text:
A public Interest Litigation (PIL) submitted in the Bombay High Court has alleged that the Maharashtra Housing and Area Development Authority (Mhada) in Mumbai is charging exorbitant rates from the poor for whom it had recently announced a sale of 3,863 flats in various parts of the city.
The PIL filed by a federation of co-operative societies of the Mhada colony from Chandivli has sought the reduction in rates in keeping with Mhada's no-loss, no-profit policy. The PIL has also sought stay on the ongoing sale process till decision on reduction in rates is taken. It is slated for hearing on February 25.
Mhada had declared rates ranging from Rs 1,861 per square ft to Rs 6,073 per square ft for the flats.
"It is extremely difficult for common man to arrange for such huge amounts and even if they manage somehow to arrange for this amount, considering the income criteria set by Mhada, it will be extremely difficult for the purchasers to secure loans for balance amounts from banks," the petition reads.


text:
- Hatem Attia
- Broker IDX
- 800.557.8193
- 800.557.8193
- 800.557.8193
- email@example.com
Contact Hatem Attia
Schedule A Showing
Login To Like
This .52 Acre Commercial lot is zoned C2 and ready for you to come build your retail business. The lot on the left is also available as well, which would make this a full 1.04 Acres. Conveniently located off US 19
- Street Address: 0 Necklace Warbler Ave
- Viewed: 32
- Price: $60,000
- Waterfront: No
- Year Built: Not Available
- Bldg sqft: 0
- Days On Market: 442
MLS#: 2168308 ( Commercial )
- County: HERNANDO
- City: Weeki Wachee
- Zipcode: 34613
- Subdivision: Royal Highlands Unit 3b
- Provided by: BHHS FLORIDA PROPERTIES
Additional Information
Property Location and Similar Properties
Street View
Acreage Y/N
Acres Other
Additional Acreage Available Y/N
Assessments Y/N
Days On Market
Days On Market Continuous
Dor Use Code
Exclusions Y/N/Unknown
Exclusive Agency
Foreclosure Y/N
Hud Y/N
Land Gains Y/N
Legal Description
Lot Description
Paved Y/N
Power Available Y/N
Property Type Number
Realtor Com Y/N
Septic And Sewer Source
Sewer Y/N
Source Of Dimensions
Sub Area Code
Tax Id
Tax Range
Tax Year
Terms Available
Water Available Y/N


text:
Welcome to the end of the world4.39 / 5.00 2,828 Views
Living Dolls: No Evil 024
Wouldn'tyou just like to... leave conflict.4.26 / 5.00 733 Views
Cortex's Airship
What happened to Cortex's airship?4.23 / 5.00 2,629 Views
hmmmm all i have to say is penis fun nad REALLY FUNNY AHAHAHAHAHAAHAHA!!!!!1
lmao penis rip of hahha
i thought no one like the penis series lmao the i see a madness one hahaha but u forgot the walking dildoes on the side lmao
i get the joke-after being worshiped by "loyal" fans and making the 50s,it would be funny to see how moust of them respond to a parody of tricky and of madness,and showing thet you dont care about making the top or not.but,you took by surprise countless of viewers and laugh at that. thanks for clearing my head and returning me bac to the person that i am.
still your fan, iluvmelons
Yeah, I love you guys and all, but sometimes it's fun to toss out the occasional sucker-punch. :)
lol... i love watching ppl get all uppity when they find out that this isn't a full madness, just a spoof. At first i only thought it was ok... then i read the reviews. seeing how ppl get so angry when u don't produce a work of art everytime is funny. especially the review where the kid wanted u 2 suffer rape. lol
what goes through your brain? i´m a fan of madness but why doing this to god?


text:
Super Mario 64 DS Answers for Nintendo DSHome / Nintendo DS /
Game Questions & Answers (Q&A) service lets you ask questions about video games for game consoles or PC games. So ask your Super Mario 64 DS question for Nintendo DS and get answers from real gamers or answer questions and share your insights and experience with the rest of the gaming community.
- Developer: Nintendo
- Publisher: Nintendo
- Genre: Action Platformer
- Release: Nov 20, 2004
- ESRB: Everyone
Question & Answers
After i get fifth star
What do i do after i get the fifth star?
Answer from: Luigi
If you mean "fifth course" and not "fifth star", then the fifth course is in the cage in the big boo in the castle backyard. Ground pound or punch the big boo to kill it and reveal the cage to Big Boo's Haunt. If you already got big boos haunt (course 5) and you've got 12 stars, you can go to the star door in the upper left part of the castle main hall. Run through the corridor there and you will fall into the first bowser course in the dark world. You need mario, luigi, or wario to beat bowser. get behind him, press A to grab his tail, circle the direction pad or the stylus and release A to throw him far far away. For this bowser level, if you throw bowser once into one of the spiked mines bombs, he is defeated, and gives you the key to the basement. Is this the answer you were looking for? i'm not sure. this is all i know. If you have 5 stars, just collect your 6th star and keep collecting stars and unlocking rooms, courses, and charcacters and secrets too.
Super Mario 64 DS - INTRO + DEMO
- Added on: May 14, 2014
Super Mario 64 DS - 150 Stars Ending
- Added on: May 14, 2014
- Crazy Train, (DS)
- G.G Series: Nyokki, (DS)
- G.G Series: Run And Strike, (DS)
- G.G Series: The Last Knight, (DS)
- G.G Series: Shadow Army, (DS)
- G.G Series: The Hidden Ninja Kagemaru, (DS)
- G.G Series: All Breaker, (DS)
- G.G Series: Altered Weapon, (DS)
- G.G Series: Cosmic Rally, (DS)
- Professor Layton And The Lost Future, (DS)
- Chronicles Of Mystery: The Secret Tree Of Life, (DS)
- Cars 2: The Video Game, (DS)
- Murder On The Titanic, (DS)
- Disney Frozen: Olaf's Quest, (DS)
- LEGO Friends, (DS)
- Dragon Ball Kai: Ultimate Butouden, (DS)
- LEGO The Lord Of The Rings, (DS)
- Monster High: Ghoul Spirit, (DS)
- Bratz: 4 Real, (DS)


text:
Birth Name: Scott Ramon Seguro Mescudi
Place of Birth: Cleveland, Ohio, United States
Date of Birth: January 30, 1984
*Mexican, African-American (father)
*African-American (mother)
Kid Cudi, also credited as Scott Mescudi, is an American rapper, musician, and actor. His father, Lindberg Styles Mescudi, had Mexican and African-American ancestry. His mother, Elsie Harriet (Banks), is African-American, originally from Tennessee. He is known for his tracks "Day N Nite" and "Make Her Say", from his debut album, Man on the Moon: The End of Day.
Cudi has a unique style, which could be described as alternative hip-hop, with some rock influence. He is associated with artists like Kanye West and Common.
Kid's paternal grandparents were Charles Manitow Mescudi and Essie Viola Lawson (the daughter of Ephraim Lawson and Flora Swaney). Charles was born in Albuquerque, Bernalillo, New Mexico. Essie was born in Franklin, Venango, Pennsylvania, to a Canadian-born father and a Pennsylvania-born mother. Both of Kid's paternal grandparents were listed as being black on United States Censuses. It is likely that Kid's paternal grandfather was of mixed Mexican-African ancestry. Kid's paternal grandmother was African-American.
Sources: Kid's father on the 1930 U.S. Census – https://familysearch.org
Helga Esteb / Shutterstock.com


text:
- Photo
- Video
- Video Gallery
- Description
- View Full Specifications
- Year:
- 2009
- Length:
- 74'
- Engine/Fuel Type:
- Twin / diesel
- Located In:
- Miami Beach, FL
- Hull Material:
- Fiberglass
- 15344-2963441
- Current Price:
With her black lacquered factory finish interior and her spotless black hull, this superb Sunseeker 74 Predator will give you the wow factor everyone wants when buying a yacht. Not only does she look great, she's also maintained to top standards by a full time crew of two. Simply put this is the nicest and sexiest 74 Predator available for purchase anywhere in the world.
- Upgraded MAN 1800 HP engines
- Black Lacquer Interior
- Bow Thruster
- Atlas shore power converter
- 110V duplex outlets throughout the boat
- New Exterior Cushions 2016
- Black Hull
- Upgraded audio system 2015
- V-cool heat reducing film on deckhouse windows 2015
To contact Tony via email: Click Here
Please contact Tony Lazzara at 727-692-9902
Additional Specs, Equipment and Information:
Boat Name
Hull Shape: Deep Vee
LOA: 74 ft 0 in
Beam: 17 ft 9 in
LWL: 54 ft 2 in
Dry Weight: 106627 lbs
Total Power: 3600 HP
Engine 1:
Engine Brand: MAN
Year Built: 2009
Engine Model: V12
Engine Type: Inboard
Engine/Fuel Type: Diesel
Location: Starboard
Engine Hours: 1650
Drive Type: Direct Drive
Engine Power: 1800 HP
Engine 2:
Engine Brand: MAN
Year Built: 2009
Engine Model: V12
Engine Type: Inboard
Engine/Fuel Type: Diesel
Location: Port
Engine Hours: 1650
Drive Type: Direct Drive
Engine Power: 1800 HP
Fresh Water Tanks: (190 Gallons)
Fuel Tanks: (1030 Gallons)
Vessel Information
- 1 Master Room situated midship, full beam with ensuite shower room and head
- 1 VIP Room situated forward with ensuite shower room and head
- 1 Guest twin cabin starboard side with connection to day shower room and head
- 1 Main deck salon with entertainment area and Pilot station
- 1 Galley down to below salon with settee
- 1 Crew cabin situated aft with 2 single beds and shower room with head and access to swim platform.
Main Deck Salon
- Dining lounging area scatter cushions
- Locker beneath seating
- Removable ottoman seat
- Drinks locker
- Air conditioning
- Flat screen TV w/ DVD/CD surround system
- Power operated sunroof
- Halogen overhead lighting 24v
- Low level lighting 24v
- Tow double AC sockets
- Hand held fire extinguisher
- Walnut flooring
- Stainless steel triple opening doors to cockpit
- Electric Venetian blind
- Sink and drainer
- Hot and cold water
- Electric ceramic hob
- Microwave oven
- Vitrofrigo multi voltage 220v/24v refrigerator and drawer freezer DW360 Dt. Larder
- Refrigerator w/ drawer refrigerator and drawer freezer
- Electric freezer
- Dishwasher
- Rubbish bin
- Bar w/ stools
- Cupboard and drawer stowage
- Fire extinguisher
- Miele washing machine and dryer
- Opening porthole w/ mosquito screens & blind
Master Stateroom
- Double berth
- Drawer stowage
- Reading lights
- Bedside drawers
- Walk in hanging wardrobe
- Large side windows portholes w/ openings
- Air conditioning
- Fitted carpet
- Flat screen TV/ DVD player
- Settee
- Vanity w/ chair
- Ensuite head w/ heated towel rails
- Forward Stateroom
- Double berth w/ storage beneath
- Reading lights
- Overhead bedside cupboards
- Hanging wardrobe w/ mirrored door
- Shelved cupboard
- Halogen overhead lights 24v
- 2 opening portholes w/ mosquito screens
- Deck hatch w/ mosquito screen
- Air conditioning
- Fitted carpet
- Flat screen TV/DVD player
- Ensuite head w/ heated towel rail
Starboard Guest Room
- 2 single berths
- Under berth storage
- 2 reading lights
- Full hanging wardrobe
- Opening porthole w/ mosquito screens
- Air conditioning
- Flatscreen TV/ DVD player
- Fitted carpet
- Ensuite head
Deck Equipment
- Stainless steel fittings
- Pulpit & cockpit rails
- Curved safety glass windscreen
- Delta Anchor w/ 60m chain
- Electric winch and capstan w/ deck & cokpit controls
- Bow sunbathing cushions
- Navigation lights
- Low level white LED side deck lights - 8 per side
- Self draining cockpit
- Teak decking in cockpit
- Cockpit speakers
- Wet-bar sink w/ hot & cold water, ice maker, ice chest, griddle
- Table in cockpit w/ upholstered seating
- Rear bench seat
- Engine room access hatch
- Custom covers for seating and sunpads
- Stainless steel passerelle
- Electric canopy for aft cockpit in Oyster canvas
- Audio & Visual Eqiupment
- Bose 321 series II CD/DVD Cinema surround sound system
Pilot Station
- Twin co-pilot seat & single electric helm seat
- Chart area
- Console w/ black lacquer fascia
- Carbon fiber effect console panels
- Hydraulic power steering
- Chrome steering wheel
- Full analogue engine instrumentation
- Radar plotter w/ open scanner
- 12" color radar chartplotter including GPM400 processor module and wired keyboard w/ Raystar 125 GPS Diff receiver and 4 kw 48" HD digital open scanner.
- Raymarine C-Series C120 12" additional color display w/ GPM400 processor model
- MAN Electronic engine controls
- Raymarine Autopilot system ST8002
- Electronic speedlog
- Depth sounder
- Rudder indicator
- Water tank gauge
- Fuel tank gauge
- VHF radio w/ DSC
- Trim tab controls
- Compass
- Horn
- Windscreen wipers and washers
- Glass holders
- Fire extinguisher
- Radio/CD
- Main control panel (AC/DC)
- Generator controls
- Opening side door
- Upgraded 1800hp MAN engines
- Low engine hours
- Atlas shore power converter
- Factory black lacquered finish
- Hydraulic Passerelle
- Bow Thrusters
- Full Electronics and entertainment center
- Hydraulic swim platform
- Aft Awing
- Garage under sunlounger
- Electric winch with deck and cockpit controls
- Hydraulic lifting platform
- 2 x stern electric capstan winches
- Hot and cold swim shower
- Wetbar with griddle, ice-maker, ice chest, hot and cold water
- Radar/chartplotter and autopilot
- Power-assisted steering
- Electronic speed log, depth sounder and VHF radio
- Trim tabs
- Flatscreen television and DVD/CD surround system in deck
- Saloon
- Radio/CD player for cockpit
- Ceramic hob, microwave combination oven, refridgerator, freezer and slimline dishwasher
- Hot and cold water system
- Automatic fire extinguisher
- Automatic bilge pumps
- Slow speed generators with silent exhaust
- AC shore power/battery charger
- Electric toilets with holding tank
- Fresh water marina connection
- Teak bathing platform and steps
- Teak cockpit
- Air conditioning
- Bow thruster
- Antifouling
Engine Room
- Twin MAN 1800hp - 1,350 hours
- Generator - 3,300 hours
- Soundproofing throughout
- Fuel tanks w/ electric sending unit
- Separate fuel filters/water separators
- Auto fire extinguishers
- Engine room and forward bilge flood alarms
- 2 auto bilge pumps
- 2 auto flood pumps
- 4 extractor fans 24v
- Manual bilge pump
- Watermaker
- Victron inverter 3 kw to run the AV equipment
Manufacturer Provided Description
The Predator 74 provides total flexibility to meet the requirements of either owner-driver or crewed operation. With a choice of either standard hardtop or optional sports flybridge, and of layout configurations, this versatile model is a further evolution of the Predator range. The latest design technologies and building techniques have been employed throughout along with a very select choice of materials, furnishings and finishes.
The Company offers the details of this vessel in good faith but cannot guarantee or warrant the accuracy of this information nor warrant the condition of the vessel. A buyer should instruct his agents, or his surveyors, to investigate such details as the buyer desires validated. This vessel is offered subject to prior sale, price change, or withdrawal without notice.
Other Boats from HMY Yacht Sales, Inc.
Predator 72
Palm Beach, FL, United States


text:
|Publication number
|Publication type
|Application number
|PCT number
|Publication date
|Aug 3, 1999
|Filing date
|Jan 9, 1996
|Priority date
|Jan 11, 1995
|Fee status
|Also published as
|Publication number
|Claude Jouillat
|Original Assignee
|Valois S.A.
|Export Citation
|BiBTeX, EndNote, RefMan
|Patent Citations (12), Referenced by (49), Classifications (9), Legal Events (5)
|External Links: USPTO, USPTO Assignment, Espacenet
The present invention relates to a spray nozzle for mounting on an outlet channel of a fluid dispenser device for dividing the fluid into fine droplets. Certain fluids, such as perfumes for example, are preferably dispensed in spray form to increase dispersion of the fluid and to avoid application that is excessively localized. For this purpose, a spray nozzle is used mounted on the outlet channel of the dispenser which is generally a pump or a valve.
Spray nozzles are usually integrated in the pushbutton of the pump or valve, in which case they move vertically when the device is actuated. They may also be secured to a part of the device that remains stationary during actuation.
FIGS. 1 to 4 shows a conventional prior art spray nozzle integrated in a pushbutton 100. FIG. 1 is a front view of the nozzle with the atomizer omitted to show the inside of the nozzle. The pushbutton 100 is in the form of a small cylinder closed at a top end by an ergonomically curved surface 118 suitable for being pressed by a finger. The cylinder is made so that it has a cylindrical housing 110 which is partially occupied by a core 111 of cylindrical shape which extends horizontally along the center of the housing. An annular space 114 is thus created between the core 111 and the inside cylindrical wall of the housing 110. A window 112 puts the annular space 114 into communication with an internal channel 117, as can be seen in FIGS. 2 and 3. The internal channel 117 receives the end of a hollow actuator rod 103.
The core 111 has a smooth front surface 119. An atomizer 102 is engaged as a force fit on the core 111, as can be seen in FIG. 3. The atomizer 102 is in the form of a small beaker whose bottom is pierced by a "spray" orifice 121. The atomizer thus comprises an end wall and an annular skirt 122 which is engaged as a force fit in the annular space 114 (FIG. 1). Three angularly distributed feed channels 113 are formed in the inside wall of the skirt and extend along the full length of the skirt 122. The skirt does not come into contact with the end of the annular space 114, so there exists an annular passage 115 putting the window into communication with the feed channels 113 (FIG. 3). Also, the end wall of the nozzle 102 has a structured inside wall 129 in which there are formed three vortex channels 125 and a vortex chamber 124 centered on the spray orifice 121 (FIG. 4). The vortex channels and the vortex chamber are closed by pressing the inside surface 129 of the atomizer in sealed manner against the smooth front surface 119 of the core. The vortex channels are thus isolated from one another. Each of the three vortex channels 125 is in communication with a respective one of the three feed channels 113. The fluid dispensed by the pump or the valve thus flows along the hollow rod 103, the internal channel 117, the window 112, the annular passage 115, the three feed channels, the three vortex channels, the vortex chamber, and the spray orifice.
In that prior art nozzle, as in those disclosed in documents FR-2 325 434 and DE-3 314 020, the height of the nozzle is directly tied to the height of the atomizer, and consequently to the structure thereof.
An object of the present invention is to reduce the height of the nozzle, thereby enabling the total height of the dispenser device to be reduced.
To do this, the present invention provides a spray nozzle for mounting on an outlet channel of a device for dispensing a fluid to divide said fluid into fine droplets, said nozzle comprising a core and an atomizer together defining:
a vortex chamber which communicates with the outside via a spray orifice formed in said atomizer; and
a plurality of vortex channels opening out into the vortex chamber in non-radial manner;
the atomizer being oblong in shape with its longitudinal major axis extending in a horizontal plane.
The effect of this embodiment is to reduce the height of the nozzle: whereas a conventional nozzle is inscribed in a circle, as can be seen with reference to FIG. 1, the nozzle of the invention is inscribed in the same circle, but only along its horizontal longitudinal major axis. Consequently, the nozzle is much less high than a conventional nozzle, thus making it possible to reduce the height of the part in which it is formed or integrated, such as a pushbutton.
Another problem with prior art spray nozzles lies in the fact that the feed channels and the vortex channels are fed from a single window 112. Unfortunately, the angular disposition of the feed and vortex channels is defined only when the atomizer is put into place, and since the atomizer is not angularly oriented, it is possible for one particular feed and vortex channel to be positioned, for example, exactly in register with the window, thus causing it to be favored over the other two. This gives rise to a poor distribution of the fluid going from the window into the various channels. This drawback is inevitable given that it is not possible to find a configuration that puts all three feed and vortex channels in an identical flow relationship relative to the window. The effect of this poor flow distribution is that the vortex in the vortex chamber is ill-formed, and as a consequence the spray is of poor quality. According to the invention, this problem is solved by advantageously providing for the vortex channels to communicate with the outlet channel of the spray device via a plurality of symmetrical feed ducts, with each of the vortex channels corresponding to a respective feed duct so that all of the vortex channels are fed with fluid in equal manner. This ensures that the flow path of the fluid is identical in each of the vortex channels.
There are preferably two feed ducts, extending on either side of the core in a horizontal plane.
It is thus possible to reduce height while simultaneously ensuring a well-balanced feed to the vortex channels. In this way, a nozzle of small size is made with the additional advantage of improved dynamic behavior. Further, since the atomizer is smaller in size, the fluid bears against an area of the atomizer that is likewise smaller in size. Specifically, the atomizer no longer needs to be engaged with as much force as in the prior art. For example, for a conventional nozzle, the atomizer must withstand a pressure of 30�105 Pa, whereas for a nozzle of the invention, a pressure of 12�105 Pa to 15�105 Pa suffices. It is thus easier to fasten an atomizer of the invention, since the fastening means do not need to withstand such high pressures.
Also, the fluid is sprayed by means of the vortex which is created in the vortex chamber because the vortex channels open out into the chamber in non-radial manner. The fluid is thus subject to vortex motion in the chamber, thereby generating centrifugal acceleration prior to leaving through the spray orifice which is accurately centered in the eye of the vortex. The ejected fluid is thus dispensed into the atmosphere and disperses conically.
It is essential for the spray orifice to be accurately centered on the eye of the vortex, since otherwise the fluid is dispensed in large droplets, since it is in the eye of the vortex that the acceleration is strongest. It is therefore necessary for the atomizer to be precision molded, to ensure that the vortex chamber is exactly centered on the spray orifice. In addition, the spray channels must also be precision molded, as must the feed channels. The atomizer thus constitutes a precision component. In addition, it is also necessary for the atomizer to be engaged on the core with great precision.
In order to simplify the design of the atomizer and relax its tolerances, said vortex channels and at least a portion of the vortex chamber are formed in a front wall of the core, the atomizer having an inside wall in sealing contact with said front wall of the core to isolate the vortex channels from one another.
According to another characteristic of the invention, the atomizer forms a portion of the vortex chamber. The vortex chamber is thus made up of two portions, one formed in the front wall of the core and the other in the atomizer. The portion formed in the atomizer corresponds to that in which the eye of the vortex forms. It has been observed that even if the two portions of the chamber are not exactly in alignment with each other, the eye of the vortex nevertheless forms in centered manner on the spray orifice, providing the spray orifice is itself accurately centered relative to the chamber portion formed in the atomizer. If the two portions are not accurately aligned, the vortex is merely slightly deformed, but its acceleration properties remain intact. It is thus the chamber portion formed in the atomizer that determines the position at which the eye of the vortex is formed.
Advantageously, the atomizer is symmetrical about a plane extending perpendicularly to the axis passing through the spray orifice, such that the atomizer has two identical faces and is thus reversible. The atomizer is then merely in the form of an oblong pellet pierced by a central hole formed between two symmetrical cylindrical recesses which define two vortex chamber portions. The atomizer does not include an annular skirt as in the prior art. As a result the atomizer is considerably simplified which provides various advantages. Firstly, because of its symmetry, the atomizer is reversible, which simplifies positioning the atomizer while it is being mounted on the core. Also, the atomizer needs less material because of its small size and lack of annular skirt. Also, it is simpler to mold using a mold having two identical mold-portions. Finally, the symmetrical chamber portions with the centered spray orifice are easier to make since the pin required for molding purposes is shorter, thereby increasing precision. It is thus possible to mold the atomizer of the invention with great precision while using a pin that is easier to handle.
According to another characteristic, the atomizer is hermetically received in a housing containing the feed ducts and the core, said atomizer being provided on its periphery in contact with said housing with a sealing rim that bites into the material constituting said housing. The atomizer is thus engaged as a force fit in the housing and it is held therein by a kind of barb effect. By using appropriate materials, it is possible to obtain such engagement by interference. Advantageously, said atomizer has a peripheral penetration chamfer for facilitating mounting of the atomizer in said housing. During mounting, there is no need for the atomizer to be presented to the housing in accurately centered manner. If it is not properly centered, the penetration chamfers serve to recenter the atomizer automatically in its housing. Also, the outlet channel of the spray device has a crenelated free end which communicates with the feed ducts of the nozzle. There is thus no need to provide for any particular arrangement in the nozzle to allow the fluid to flow away from the outlet channel. This also makes it possible to further reduce the height of the nozzle.
The nozzle may be an integral portion of a pushbutton mounted on a hollow actuator rod defining the outlet channel.
The invention is described below in greater detail with reference to the accompanying drawings, showing an embodiment of the present invention by way of non-limiting example.
In the drawings:
FIGS. 1 to 4 show the prior art and are described above, nevertheless:
FIG. 1 is a front view of a pushbutton including a prior-art spray nozzle, the atomizer of the nozzle being omitted to show the inside of the nozzle;
FIG. 2 is a vertical section view through the prior-art pushbutton and nozzle of FIG. 1;
FIG. 3 is an enlarged view of the spray nozzle of FIGS. 1 and 2 with the atomizer in place; and
FIG. 4 is a plan view of the FIG. 3 atomizer;
FIGS. 5 to 10 show an embodiment of a spray nozzle of the invention, and in these figures:
FIG. 5 is a front view of a pushbutton including a spray nozzle made in accordance with the present invention, the atomizer of the nozzle being omitted to show the inside of the nozzle;
FIG. 6 is a vertical section view of the pushbutton and the nozzle of the invention as shown in FIG. 5;
FIG. 7 is a horizontal section view of the pushbutton and the nozzle of the invention as shown in FIG. 5, but with the atomizer in place; and
FIGS. 8 to 10 are enlarged views of the atomizer of the invention, shown respectively in front view, side view, and section view.
With reference to FIGS. 5 to 7, the pushbutton is given numerical reference 1 in this example. It is designed to be engaged on an outlet channel, such as a hollow actuator rod 3, of a fluid-dispensing device, such as a pump or a valve. The spray nozzle constituting an embodiment of the invention is integrated in the pushbutton 1, as is the usual practice. Nevertheless, the spray nozzle described in detail below could equally well be integrated in some other element of a spray device including an outlet channel. The invention relates to the specific structure of the nozzle and not to its disposition relative to the dispenser device. Nevertheless, the embodiment chosen to illustrate the invention implements the spray nozzle in a pushbutton of generally conventional shape.
The pushbutton 1 is in the form of a small hollow cylinder closed at its top end by a surface 18 adapted to receive pressure exerted by a finger, for example. In its cylindrical portion, the pushbutton 1 includes an oblong housing 10 in which it receives an atomizer of corresponding shape. FIGS. 5 and 6 show the pushbutton with the atomizer removed to show the inside of the oblong housing 10. It contains a core 11 that occupies said housing 10 in part, together with two "feed" ducts 12 and 13 which penetrate into the pushbutton on either side of the core, extending parallel in a horizontal plane when the surface 18 faces upwards, as shown in FIGS. 5 and 6. Whereas it is conventional for the core to be surrounded by an annular passage (see 114 in FIG. 1), in the invention there are two distinct feed ducts 12 and 13 extending towards the center of the pushbutton 1 where they intercept an internal channel 17 formed in the pushbutton and in which the hollow actuator rod of the dispenser device is engaged as a force fit. The core no longer constitutes a projecting stud surrounded by an annular space, but is directly connected on top and underneath to the structural mass of the pushbutton 1, as can be seen in FIGS. 5 and 6. The core no longer projects freely forwards, but is literally an integral portion of the pushbutton. The core constitutes a kind of separating wall between the two feed ducts 12 and 13. The core 11 extends radially towards the inside of the pushbutton and terminates just before the opening into the internal channel 17 in which the actuator rod 3 is received.
The actuator rod has an open top end 30 which is crenelated, with the top of the crenelations in abutment against the top wall of the internal channel, which top wall also defines a portion of the thrust surface 18. Because of the crenelations, the fluid can escape from the actuator rod 3 without any need to provide special means at the top wall of the internal channel 17 to prevent the open top end 30 of the rod 3 coming into sealing contact with the top wall of the internal channel 17 which would prevent the fluid from flowing out. This helps reduce height since the actuator rod 3 penetrates to maximum extent into the pushbutton 1.
It should be observed that because of this particular disposition of the feed ducts 12 and 13 and of the internal channel 17, the fluid flows in equal and balanced manner along the ducts 12 and 13 because the two ducts 12 and 13 are connected to the internal channel 17 in symmetrical manner. Each of the ducts 12 and 13 is therefore always fed with the same quantity of fluid at any given flow rate.
Also, compared with a conventional prior-art nozzle, in which the feed channels 113 (FIG. 4) are extremely fine, the two feed ducts 12 and 13 of the invention are of considerably greater section. Also, since the feed ducts connect with the internal channel 17 without constricted portions, there is no headloss at this position, whereas in the conventional prior-art nozzle the window 112 (FIG. 1) gives rise to a large amount of headloss immediately before the feed channels 113. Thus, because of the larger section of the feed ducts and because of the good junction between these ducts and the internal channel, the vortex channels can be fed with fluid in optimal manner without creating headloss before the inlets thereto.
The core 11 has a front end wall 19 which is set back a little inside the housing 10, by about 1 millimeter. This wall 19 is not plane, it incorporates a portion of the vortex chamber 14 and two vortex channels 15 and 16 which open out at one end each into the vortex chamber 14 in non-radial manner and at their respective opposite ends into the respective feed ducts, as can be seen in FIG. 5. Whereas it is the normal practice to mold the vortex channels and chamber in the atomizer, in the present invention they are molded in the front face of the core 11. The pin used in the mold for molding such a nozzle is of relatively simple design. The pin has two branches corresponding to the feed ducts 12 and 13 which are connected together by a bridge in which the negative of the vortex channels and chamber is machined, e.g. by electroerosion. The branches of the pin extend as far as the internal channel 17 which is itself formed by another pin that is cylindrical and whose top end is engaged between the two branches of the core pin. That is why the core is of substantially symmetrical trapezoidal shape, respectively to facilitate engaging the internal channel pin between the branches of the core pin and disengaging it therefrom. With reference to FIG. 7, it will be understood that the branches of the core pin engage in the internal channel 17. The portion of the spray nozzle that forms an integral portion of the pushbutton is thus very simple to make, while using only two pins that are both very simple.
Hydraulically-speaking, it must be observed that since that each of the vortex channels communicates with a feed duct, they are entirely symmetrical relative to the vortex chamber and will be fed with fluid in identical manner. This characteristic is particularly advantageous since it ensures that a well-formed vortex is formed in the vortex chamber.
The description above relates to the structure of the portion of the spray nozzle that is an integral portion of the pushbutton 1, i.e. is integrally molded therewith. The portion of the nozzle as described above needs to be associated with an atomizer which is given overall numerical reference 2 in FIGS. 6 to 10. Reference is made more particularly to FIGS. 7 to 10 while explaining its structure and its function, since it is shown on a larger scale therein.
In a manner corresponding to the shape of the housing 10 in which the atomizer 2 is received, the atomizer 2 is oblong in shape, being wider than it is tall. By way of example, the width of the atomizer is about 3 millimeters while its height is about 1 millimeter. These dimensions are not limiting. Compared with a conventional atomizer of the prior art, this represents a height saving of about 2 millimeters which applies directly to the height of the pushbutton 1. The atomizer is in the form of an oblong pellet pierced by a central orifice 21, referred to as a "spray" orifice. The spray orifice is formed between two symmetrical recesses that are substantially cylindrical and that are put into communication thereby, each defining a vortex chamber portion 24 that is additional to the chamber portion 14 formed in the core 11. According to an advantageous characteristic of the invention, the atomizer is symmetrical about a vertical plane perpendicular to the axis passing through the center of the spray orifice, and containing the longitudinal axis of the atomizer. This plane therefore passes between two vortex chamber portions 24, thus making the atomizer reversible, which explains why the additional portion 24 of the vortex chamber is provided twice over. Only one of these two additional chamber portions 24 will perform the function for which it is designed, while the other serves merely as an outlet bell. This reversibility of the atomizer makes it possible to eliminate a prior operation of orienting the atomizer before it is mounted on the pushbutton. This makes it possible to eliminate a baffle in the bowl that is used for orienting the atomizer in an assembly line.
To fasten the atomizer in the housing 10, the technique used is preferably to engage it as a force fit that involves interference. For this purpose, the atomizer is provided on its outer oblong periphery with a sealing rim 22 which makes the atomizer larger than the housing 10. By making the atomizer out of a material that is harder than that of the pushbutton, e.g. polyoxymethylene (POM) for the atomizer and polyethylene for the pushbutton, the rim 22 bites into the inside wall of the housing with the material thereof being deformed. To make it easier to engage the atomizer in the housing 10, the atomizer is formed with penetration chamfers that enable the atomizer to be centered automatically in its housing.
Once fully engaged in the housing 10, the atomizer comes into contact, via one of its faces 29 incorporating a vortex chamber portion 24, with the front wall 19 of the core incorporating the chamber 14 and the channels 15 and 16. Contact between the face 29 and the front wall 19 is leakproof, such that the vortex channels are isolated from each other between the complete vortex chamber 14, 24 and the respective feed ducts 12, 13.
In FIG. 6, the front wall 19 of the core extends vertically when the nozzle is held upright. In a variant, it is possible to make a core having a front face that is at an angle relative to the vertical. Under such circumstances, the atomizer is engaged obliquely, such that the jet is sprayed at a delivery angle relative to the horizontal. Such an embodiment may have a pharmaceutical application, for example, where it is necessary for the fluid container to remain in a vertical orientation while the jet is to be sprayed upwards at a predetermined delivery angle.
Conventionally, the vortex chamber is formed solely in the atomizer, but in this case it is constituted by two portions, one formed in the core and the other in the atomizer. This subdivision into two portions does not give rise to any complication concerning vortex formation in the vortex chamber, since it has been observed that the eye of the vortex always forms at the center of the spray orifice, providing the atomizer chamber portion is properly centered. In other words, the eye of the vortex forms in the spray orifice even if the two portions of the chamber are not exactly in alignment. Precision molding therefore needs to be applied to the atomizer. However, it is much easier to mold a flat atomizer (no annular skirt 122; FIG. 3) that is entirely symmetrical. The required mold comprises only two identical parts each including a pin for forming the vortex chamber portions 24 and the spray orifice. The two pins required are very short and it is known that molding precision is better when pins are short. Consequently, increased molding precision is obtained without requiring the use of higher precision pins. In the prior art, since the chamber was formed in the end wall of the atomizer, it was necessary to use a longer pin, thereby losing precision. Because of the invention, the atomizer is easily molded using a minimum amount of material, and using a very simple two-part mold. It is also easy to mount it on the pushbutton because it is reversible and because of the smaller pressure that acts thereon. Since the atomizer has a bearing surface area that is less than half that of a conventional atomizer, the force exerted thereon is also less than half, since force is proportional to bearing surface area. It is therefore possible to use fastener means of lower performance for inserting the atomizer in the housing 10, and the means described merely constitute a preferred embodiment.
|Cited Patent
|Filing date
|Publication date
|Oct 16, 1972
|Oct 8, 1974
|J Hellenkamp
|Hand operated sprayer
|Jan 19, 1976
|Nov 9, 1976
|Laauwe Robert H
|Aerosol valve actuator
|Sep 24, 1975
|Jul 19, 1977
|Newman-Green, Inc.
|Spray head for nebulization of fluids
|Dec 16, 1977
|Jan 8, 1980
|Ethyl Products Company
|Actuator button for fluid dispenser
|May 26, 1978
|Apr 7, 1981
|Winfried Werding
|Spray nozzle, devices containing the same and apparatus for making such devices
|Nov 21, 1985
|Jul 7, 1987
|Karlheinz Klaeger
|Spray nozzle for a liquid atomizer
|Aug 24, 1994
|Jul 30, 1996
|Aptar Group, Inc.
|Terminal orifice system
|Oct 13, 1995
|Jan 27, 1998
|The Procter & Gamble Company
|High pressure swirl atomizer
|Mar 20, 1996
|Apr 14, 1998
|Calmar Inc.
|Pump sprayer nozzle for producing a solid spray pattern
|Apr 18, 1983
|Oct 18, 1984
|Hoerauf & Kohler Kg
|Hand-actuated liquid atomiser
|Title not available
|Title not available
|Citing Patent
|Filing date
|Publication date
|Jan 18, 1999
|Jun 12, 2001
|Sagem S.A.
|Fuel injector for an internal combustion engine
|Oct 23, 2001
|Jul 13, 2004
|Medical Instill Technologies, Inc.
|Fluid dispenser having a housing and flexible inner bladder
|Dec 5, 2003
|Sep 28, 2004
|Daniel Py
|System and method for a two piece spray nozzle
|Jul 22, 2003
|Jan 10, 2006
|Dan Mamtirim
|Liquid atomizer
|Jul 12, 2004
|Feb 21, 2006
|Medical Instill Technologies, Inc.
|Fluid dispenser having a housing and flexible inner bladder
|Oct 21, 2003
|Feb 19, 2008
|Medical Instill Technologies, Inc.
|Ophthalmic dispenser and associated method
|Aug 31, 2007
|Jan 12, 2010
|Medical Instill Technologies, Inc.
|Dispenser having variable-volume storage chamber and depressible one-way valve assembly for dispensing creams and other substances
|Jun 4, 2007
|Jan 26, 2010
|Medical Instill Technologies, Inc.
|Dispenser with one-way valve for storing and dispensing metered amounts of substances
|Nov 5, 2007
|Sep 21, 2010
|Medical Instill Technologies, Inc.
|Dispenser and method for storing and dispensing sterile food product
|Jan 5, 2007
|Oct 12, 2010
|Medical Instill Technologies, Inc.
|One-way valve and apparatus and method of using the valve
|Jan 28, 2008
|Dec 14, 2010
|Medical Instill Technologies, Inc.
|Apparatus having one-way valve
|Feb 4, 2008
|Jan 4, 2011
|Medical Instill Technologies, Inc.
|Dispenser and apparatus and method of filling a dispenser
|Jan 11, 2010
|Feb 15, 2011
|Medical Instill Technologies, Inc.
|Dispenser with variable-volume storage chamber, one-way valve, and manually-depressible actuator
|Oct 8, 2010
|Jan 31, 2012
|Medical Instill Technologies, Inc.
|One-way valve and apparatus and method of using the valve
|Jun 13, 2007
|Mar 6, 2012
|Lvmh Recherche
|Fluid dispenser nozzle and a fluid dispenser device including such a nozzle
|Sep 2, 2010
|Jul 17, 2012
|Medical Instill Technologies, Inc.
|Dispenser and method for storing and dispensing sterile product
|Feb 10, 2006
|Aug 14, 2012
|Medical Instill Technologies, Inc.
|Fluid dispenser having a one-way valve, pump, variable-volume storage chamber, and a needle penetrable and laser resealable portion
|Jan 25, 2010
|Aug 14, 2012
|Medical Instill Technologies, Inc.
|Dispenser with one-way valve for storing and dispensing substances
|Aug 3, 2009
|Sep 25, 2012
|Medical Instill Technologies, Inc.
|Lyophilization method and device
|Sep 10, 2007
|Jan 8, 2013
|Medical Instill Technologies, Inc.
|Apparatus for dispensing fluids
|Sep 10, 2007
|Jan 22, 2013
|Medical Instill Technologies, Inc.
|Method for dispensing fluids
|May 6, 2011
|Feb 19, 2013
|Alps Llc
|Dispensing machine valve and method
|Feb 15, 2011
|Apr 9, 2013
|Medical Instill Technologies, Inc.
|Dispenser with variable-volume storage chamber, one-way valve, and manually-depressible actuator
|Dec 3, 2007
|Oct 8, 2013
|Medical Instill Technologies, Inc.
|Apparatus for dispensing fluids
|Jan 31, 2012
|Dec 10, 2013
|Medical Instill Technologies, Inc.
|One-way valve and apparatus and method of using the valve
|Jan 4, 2011
|Jan 14, 2014
|Medical Instill Technologies, Inc.
|Dispenser and apparatus and method for filling a dispenser
|Jun 23, 2011
|Feb 25, 2014
|Glaxo Group Limited
|Nozzle for a nasal inhaler
|Nov 9, 2007
|Mar 18, 2014
|Medical Instill Technologies, Inc.
|Device with chamber and first and second valves in communication therewith, and related method
|Jun 14, 2011
|Apr 8, 2014
|Aptar France Sas
|Fluid dispenser head
|Feb 15, 2008
|Jun 24, 2014
|Medical Instill Technologies, Inc.
|Method for dispensing ophthalmic fluid
|Feb 19, 2013
|Dec 16, 2014
|Alps, Llc
|Dispensing machine valve and method
|Apr 9, 2013
|Dec 30, 2014
|Medinstill Development Llc
|Dispenser with variable-volume storage chamber, one-way valve, and manually-depressible actuator
|Aug 9, 2011
|Mar 3, 2015
|S.C. Johnson & Son, Inc.
|Dispensing system
|Dec 29, 2014
|Jun 28, 2016
|Medinstill Development Llc
|Dispenser with variable-volume storage chamber, one-way valve, and manually-depressible actuator
|Feb 5, 2010
|Aug 9, 2016
|MedInstill Development, LLC
|Container and valve assembly for storing and dispensing substances, and related method
|Dec 16, 2014
|Aug 23, 2016
|Alps Llc
|Dispensing machine valve and method
|Aug 10, 2012
|Sep 13, 2016
|Medinstill Development Llc
|Device with one-way valve
|Dec 5, 2003
|Jun 17, 2004
|Daniel Py
|System and method for a two piece spray nozzle
|Jul 22, 2003
|Jul 15, 2004
|Dan Mamtirim
|Liquid atomizer
|Jul 12, 2004
|Dec 9, 2004
|Daniel Py
|Fluid dispenser having a housing and flexible inner bladder
|Oct 21, 2003
|Feb 10, 2005
|Daniel Py
|Ophthalmic dispenser and associated method
|Nov 12, 2003
|May 12, 2005
|Sajed Haj-Yahya
|Exhalation valve assembly
|Jun 13, 2007
|Feb 21, 2008
|L V M H Recherche
|Fluid Dispenser Nozzle and a Fluid Dispenser Device Including Such a Nozzle
|Nov 15, 2007
|Mar 20, 2008
|Jean-Pierre Songbe
|Nozzle Comprising a Swirl Chamber
|Sep 10, 2007
|Apr 3, 2008
|Daniel Py
|Method for dispensing fluids
|Sep 10, 2007
|May 22, 2008
|Daniel Py
|Apparatus for dispensing fluids
|Dec 3, 2007
|May 22, 2008
|Daniel Py
|Apparatus for dispensing fluids
|Jan 28, 2008
|Jun 26, 2008
|Daniel Py
|Method of Using One-Way Valve and Related Apparatus
|Oct 8, 2010
|Feb 3, 2011
|Daniel Py
|One-way valve and apparatus and method of using the valve
|U.S. Classification
|239/463, 239/491, 239/518
|International Classification
|Cooperative Classification
|European Classification
|Sep 18, 1997
Owner name: VALOIS S.A., FRANCE
Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:JOUILLAT, CLAUDE;REEL/FRAME:008731/0328
Effective date: 19970730
|Jan 24, 2003
|Fee payment
Year of fee payment: 4
|Feb 21, 2007
|Maintenance fee reminder mailed
|Aug 3, 2007
|Lapse for failure to pay maintenance fees
|Sep 25, 2007
|Expired due to failure to pay maintenance fee
Effective date: 20070803


text:
I anticipate my cerebration at the time was uk rolex replica that the Black-dialed Submariner was so good, it was traveling to be difficult to replica watches argue consumers to get blooming instead of black, or ask them to get in and buy the two. I aswell wish to point out that fake rolex replica watches while the blooming "Hulk" Rolex Submariner 116610LV is not a bound edition, it is not the blazon of watch that replica rolex Rolex will do forever. Its acceptance has kept it in production, but Rolex could stop accomplishing it in blackout at any time after admonishing or reason.
Noida Villas are located in the prime sectors of Noida and within reach of the metro station. These residential Villas have excellent connectivity to medical facilities, shopping centers & schools. Each Villa has been carefully designed to allow superior ventilation and a spectacular view of the landscape.
Supertech North Eye Luxury Apartments at Sector - 74, Noida
Supertech Supernova Luxury Apartments at Sector - 94, Noida
Supertech Cape Town at Sector 74, Noida
Supertech 34 Pavilion at Sector 34, Noida
Noida is one of the most sought after real estate destinations in Delhi NCR region. Over the past two decades it has turned into a bustling city which has witnessed lot of development in terms of infrastructure and opportunities. Various multinationals have come up which has led to influx of professionals leading to increased demand for housing in this area.
Since Noida has large open spaces, there has been an increasing demand for luxurious villas in Noida which provide open spaces combined with independent living. A number of tastefully decorated villa projects have come up in Noida to meet the demand for luxury living.
Supertech is an ISO 9001: 2000 real estate company which has successfully completed several commercial and residential projects in Noida. It has been leaders in the real estate industry for the last two decades.
These villas in Noida have been approved by various financial institutions such as Axis Bank, HDFC and IDBI.


text:
figma The Table Museum: Angel Statues
Once bought, this item cannot be cancelled or returned.Get informed when this item is in stock by using our Personal Agent from the right.
save for later
Track it down!This item is currently unavailable. If you are interested in buying it, we can try to track it down for you.To have us tracking down your wanted items, we need you to login or create an account
- Non Scale Pre-Painted Figure
- Material: ABS and PVC
- Height: approx. 100mm each figure
- Sculptor: MIC
- Limited availability
Cute angel statues are joining the figma series! Take me to heaven!
'The Table Museum' is a series of figma figures based on famous works of art that almost anyone would recognize! The sixth product to join the series is a set of two angel statues - a common sight in various classical sculptures. The figure is not based on any specific work of art, and instead takes inspiration from various works allowing anyone to enjoy the cute angels in various different poses. Interchangeable parts are even included to recreate the famous 'Manneken Pis' sculpture! Be sure to enjoy the adorable angels in your collection!
- Using the smooth yet posable joints of figma, you can act out various different poses for the angels.
- A flexible plastic is used for important areas, allowing proportions to be kept without compromising posability.
- Optional parts include a bow and arrow, a trumpet and various different hand parts.
- Special interchangeable parts and a base allow you to recreate the classic 'Manneken Pis' sculpture.
- An articulated figma stand is included, which allows various poses to be taken.
further info
|Original Name
|figma テーブル美術館 天使像
|Official Release Date
|Feb 10, 2017
|Catalog No.
|Item Code
|Product Measures
|22cm x 15cm x 8cm
Box contents
useful linksMissing links? Please log in or create account to submit your link recommendations.
customer reviewsNo reviews for figma The Table Museum: Angel Statues yet.
Log in or create account to post your own reviews.


text: We came here after reading the reviews on TripAdvisor to visit Taste buds & Co. However this place is now under new management apparently and also have new menus. They don't fry for any more so don't expect omelets! This is apparently because the city said the had to install new ventilation systems if they wanted to continue frying and... More


text:
Pune: In Beautiful City of Peshawas, Pune, Maharashtra – 15th to 18th May 2015 Journey of Mrs. India Asia International started with Nationwide Auditions to handpick Most Beautiful, Talented, and Glamorous Indian married woman to freeze on 35 Finalist to compete for Coveted titles. Winners of the Pageant will do Honor of representing India on International platform to make India and family proud.
Contestants will undergo grooming and training planned by Director Deepali Phadnis to bring Beauty at its best. President of Asia International Pageant Mr. Alex Liu Bing will be coming from Singapore to be the part of this event looking at striking success of Indian director first time to congratulate and encourage all contestants and present reining Queens of Asia International Pageant in India.
Crown for Cause
During Pageant Contestants will be trained on Public Speaking skills, Etiquettes, Hair Make-up, Ramp walk, Face a Camera ,health ,nutrition ,skin care ,art of self-grooming and much more. Contestants will be judged on multiple rounds on stage and off stage on Poise ,personality ,community work ,health ,fitness and grace . Contestants start working on Crown for Cause project from the moment they get selected.
Grand Finale will be Biggest Extravaganza of Beauty Talent, Glamour and Culture where Contestants will open the show with sparkling Opening number and dazzle Stage with Evening Gown round, Fitness Wear Round, and Traditional Wear round. Evolved Panel of judges will select most beautiful Indian married Woman who will represent India on Mrs. Asia International, Classic Mrs. Asia International and Mrs. Planet 2015 later this year in Malaysia and Bulgaria Scheduled in Month of June.
Be the part of this event to encourage, support and appreciate Indian Married Woman's Contribution towards family and social values to make India a best place to live in the World. Get your ticket on http://in.bookmyshow.com/events/mrs-india-asia-international-and-planet-
Your email address will not be published. Required fields are marked *
Protocol and Cooperation Agreement Between MCCIA And SCIENCE AND TECHNOLOGY PARK, PUNE
Nu-edge to deliver another striking performance at Amanora Mall this Monday!
Statement from Tata Sons, on the order of the Delhi High Court
Select a category
Select one
International Business
National Business
Play slots online with critic.net
2014 The Global Indian New Network (TGINN)


text:
Summer is here and the kids are home! but don't worry, there are plenty of things for kids to do in Orange County to keep them from whining and saying "i'm bored!" to make things easier on you parents and caretakers, i have created a list of 101 Kid-friendly Things to do in Orange County (there are actually 132 on this list).
some of these activities are FREE or low cost…some are pricey. plan out your favorites accordingly and get out into the sunshine with those kiddies. i have found that getting out once a day helps my sanity. everyday i need a break from my house, and work, so i make an effort to take the kids somewhere during the day…even if it is just the park or the front yard to ride bikes. you can also check out the Sandy Toes and Popsicles Facebook Page for daily updates of events happening in Orange County such library and park events and fun ideas.
NOW go have some fun!!!!!!!
Orange County Park Fun
1. Fun Orange County Parks The #1 resource for finding great parks all over Orange County. Michelle's fantastic website has the scoop on almost every park, what amenities they offer, and useful tips. Check it out!
2. Orange County Great Park (Irvine) Where you can ride the Big Orange Balloon and ride a carousel for a nominal fee. It also has a play park and garden to check out, and hosts family-friendly events often (check out their website).
3. Atlantis Play Park (Garden Grove) Charming concrete animals and slides including a giant sea serpent. It also has a splash pad and plenty of picnic areas. Admission is $2 (no bills over $10 accepted, closed on Mondays)
4. Adventure Playground (Irvine) one-of-a-kind park for kids to use there imaginations in interactive play. wear clothes that can get dirty, and bring an extra set.
5. Adventure Playground (Huntington Beach) AKA mud park. Rafting in mud pond, mudslides, fort building and water fun. A kids dream park, and my children's favorite summer activity each summer. Open mid June – August, 10am – 4pm. Closed Sundays. Admission is $3.
6. Irvine Park Railroad & Wheel Fun Rentals
7. Giant Slides at Santiago Nature Preserve ( Santa Ana) free
8. Heritage Park Play Island (Cerritos) Is a city park that has a play island with Historic buildings reminiscent of those during Paul Revere's Ride with play equipment inside! It is a must see park. Make a picnic lunch and enjoy an afternoon of park play. Admission is free.
9. Concerts in the park (click link to find dates & cities) free
10. Free Outdoor Movies in Orange County (click link to find dates & cities) free
Reading Fun
11. Local Library Programs
12. Barnes & Noble Summer Reading Program
13. Pottery Barn Book Club (Costa Mesa & Mission Viejo) Every Tuesday and other select days for special book events. Receive a $10 Pottery Barn voucher for every 5 times you attend. Admission is free.
14. Discovery Science Center (Santa Ana)
15. Pretend City (Irvine) Fun for babies, toddlers and children, I suggest 10 and under.
16. La Habra Children's Museum (La Habra)
17. Bowers Museum (Santa Ana)
Discounted Movies
18. Free Outdoor Movies in Orange County
19. Summer Movie Programs for Kids
20. Discount Picture Show at Main Place Mall (Santa Ana) $2 movies all day. $1 movies on tuesdays, $2 surcharge for 3-d
21. Woodbridge 5 AMC Cinema (Irvine) $3 movies all day. $1 movies on tuesdays, $1 surcharge for 3-d
22. Regency Theaters (Huntington Beach, Newport Beach, Costa Mesa, Westminster, Laguna Niguel, Laguna Beach) $3 movies all day, $2 surcharge for 3-d.
23. Brea Plaza 5 (Brea) $3 day, $3.75 evening
24. Cinema City (Anaheim Hills) $5 before noon, on Mondays & Tuesdays, and on Sundays before 6pm.
Amusement Parks
25. Knotts (Buena Park)
26. Disneyland (Anaheim)
27. Legoland (Carlsbad)
28. Adventure City (Anaheim on south Beach Boulevard) Carnival rides, rock climbing wall, arcade, petting zoo, children's theater and food. Admission is $14.95 per person.
29. OC Fair (Costa Mesa) July 15th – August 14th, 2016
Zoos & Farms
30. Zoomars (San Juan Capistrano) Small family owned zoo located in the historic Los Rios Village. Bunny farm, Guinea Pig Gully, corn pool, playground, pony rides, train rides and gem mining. Admission is $7-8, animal food $3, activity prices vary. Open 9am – 5pm.
31. Centennial Farm (Costa Mesa) Farm to the OC Fair animals and gigantic garden. Admission is free. Open to the public until the OC Fair begins and resumes after it is over.
32. Santa Ana Zoo
33. OC Zoo (Orange) Admission in $2. Located inside Irvine Regional Park.
34. Prehistoric Pets – The Reptile Zoo (Fountain Valley) Largest display of reptiles. My kids love this place. You can feed meal worms to turtles and also hold snakes and lizards. Meet "Twinkie" the largest albino boa in captivity. Admission is $5.
35. Tanaka Farms
36. OC Fair July 17th – August 16th, 2015
Trampoline Houses
Giant trampolines from wall to wall. Activities include dodgeball, basketball & foam pits.
37. Sky High Sports OC (Costa Mesa)
38. Sky Zone Trampoline House (Anaheim Hills)
39. Big Air Trampoline House (Lake Forest)
40. Get Air Surf City Trampoline Park (Huntington Beach)
41. Big Air (Buena Park)
42. Rockin' Jump (Santa Ana) also has rock climbing
Indoor Rock Climbing
43. Sender City at Sender One (Santa Ana) this is seriously one of our favorite places…loved by kids and adults! and fun interactive rock climbing experience with a giant slide and staff that is amazing.
44. Rock City Climbing (Anaheim)
45. Rockreation (Costa Mesa)
Bounce House Places
Inflatable bounce houses with gigantic slides, and obstacles great for kids of all ages. Check them out individually for open play times and special family fun pizza nights. Enjoy indoor air-conditioning on hot summer days.
46. Bounce U (Orange)
47. Scooter's Jungle (Placentia)
48. Scooter's Jungle (Alisa Viejo)
49. Pump it Up (Anaheim)
50. Pump it Up (Irvine)
51. Pump it Up (Lake Forest)
52. Pump it Up (Huntington Beach)
Fun Centers
53. Thrill It Fun Center (Orange)
54. Round 1 Entertainment (Santa Ana)
Indoor Play Zones
55. Jump'n Jammin (Mission Viejo)
56. Billy Beez (Anaheim)
57. We Play Loud (Lake Forest)
58. Kidz Spot (La Habra)
59. Seascape Kids Fun (Anaheim Hills)
Water Parks & Water Slides
60. Soak City (Buena Park) Orange County's largest amusement water park located adjacent to Knott's Berry Farm.
61. Buccaneer Bay Water Park (La Mirada)
62. Camelot Golfland Water Slides (Anaheim) Located inside Camelot Golfland. 4 giant watersides that you can ride with inflatable tubes. There is a snack bar is located next to the slides. Admission is $8.50 for all-day, $5.50 for evenings after 3pm.
63. Bucaneer Cover at Boomers! (Fountain Valley)
Splash Pads & Public Pools
All these splash pads are open from Memorial Day to Labor Day. Admission is free unless noted below. Children who aren't potty trained should wear a swim diaper. I would recommend these for children under the age of 10 years.
64. Pioneer Park and Splash (Tustin) free (water not running due to drought)
65. Heritage Park Splash Pad (Irvine) free
66. Singler Park Splash Pad (Westminster) free
67. Lemon Park Spray Pool (Fullerton) free
68. Harry M. Dotson Park Wet Saloon (Stanton) free
69. Irvine Spectrum Turtle Fountain Splash Pad (Irvine) Located in shopping area. free
70. Atlantis Play Center Splash Pad (Garden Grove) Admission to park is $2.
71. Terramor Aquatic Park (Ladera Ranch) Must be with a resident to enter.
72. Larwin Spray Pool (Buena Park) free
73. Aliso Viejo Aquatic Center (Aliso Viejo) Public Pool, Splash pad and lap pools. Admission is $5-7 for non-members.
Beach Area Fun
74. The Best Tidepools in Orange County free
75. Corona Del Mar Tide Pools free
76. Balboa Ferry
77. Pirate Coast Paddle (Newport Back Bay) Paddleboarding fun
78. Victoria Beach Castle (Laguna Beach)
79. Crystal Cove & Ruby's Shake Shack
80. Pacific Marine Mammal Center: See rescued ocean animals and education. (Laguna Beach) free
81. Aquarium of the Pacific: Aquarium (Long Beach)
82. Explore Ocean: Nautical Museum. (Newport Beach)
83. Newport Dunes Inflatable Water Park (Newport Beach)
84. Newport Dunes Movies on the Beach (Newport Beach) free
85. Ocean Institute (Dana Point)
86. Shakesphere by the Sea free
Nature Centers
87. Environmental Nature Center (Newport Beach) A 3.5 acre facility with nature trails, a native plant reserve and a nature center with kid-friendly exhibits. It is open 7 days a week. Admission and parking are free.
88. Oak Canyon Nature Center (Anaheim Hills) Hike the nature trails, visit the nature center and have a picnic at the picnic tables. Day camps are held during the morning hours, check with the city if you are interested. Great family activities are Nature Nights and Cinema under the Stars. Admission and parking are free. Family events are $5.00 per family donation.
89. Fullerton Arboredum (Fullerton near Cal State Fullerton) Beautiful gardens host plants from different regions such as the Mediterranean, Woodlands and the Desert. Yoga in the garden and nature walk are often hosted on the weekend, and family-friendly nature classes are scheduled every few weeks.
90. Peter Mary Muth Interpretive Center(Newport Beach Back Bay) 10,000 square foot facility has hands-on exhibits for the public to learn about the Back Bay's wildlife nature. Fantastic family events are held on various days, so check out their calendar of events for the special dates. Open Tuesday – Sunday. Admission and parking are free.
91. Shipley's Nature Center (Huntington Beach)
Miniature Golfing & Amusement
92. Boomers! (Irvine and Fountain Valley) Miniature golf, go-carts, arcades, rides, and food. Irvine has laser tag. Admission is free, but all activities have individual pricing.
93. Camelot Golfland (Anaheim off of the 91 freeway) Miniature golf, laser tag, arcade, water slides and food. Admission is free, but all activities have individual pricing.
Fun Dining & Dinner Theaters
94. Medieval Times (Buena Park) Medieval dinner and tournament with knights and horses at a fun dinner show. A full dinner is served and must be eaten with your fingers.
95. Pirates Dinner Adventures (Buena Park) Dinner and show featuring pirates and stunts. A full dinner is served.
96. Chuck E. Cheeses (nationwide) Pizza and arcade.
97. Farrell's (Brea & Buena Park) Family-friendly restaurant that serves classic American food, and is known for their gigantic old-fashioned ice cream sundaes and shakes. Servers sing and bang on drums. Reservations for large parties are highly recommend.
98. John's Incredible Pizza (Buena Park) Pizza, arcade, rides, bowling and laser tag.
99. Dave & Busters (Orange)
100. Dave & Busters (Irvine)
101. Nickel Nickel (Huntington Beach)
Skating & Ice Skating
102. Holiday Skate
103. Fountain Valley Skating Center
104. Irvine Inline
105. Anaheim ICE
106. Aliso Viejo Ice Palace
107. Yorba Linda ICE
108. Kids can bowl FREE all summer at many of our Orange County bowling alleys. find out details & sign up here.
109. Fountain Bowl (Fountain Valley)
110. Lucky Strike (Orange at the Block)
111. Concourse Lanes (Anaheim)
112. 300 Anaheim Lanes (Anaheim)
113. Irvine Lanes (Irvine)
114. Linbrook Lanes ( Anaheim)
115. Anaheim Bowling & Event Center (Anaheim)
Baseball Games
116. Dodgers Baseball (Dodger Stadium in Los Angeles)
117. Anaheim Angels Baseball (Angel Stadium in Anaheim)
Candy Stores
118. Powell's Sweet Shop (AlisoViejo)
119. Balboa Candy Store (Newport Beach at the Balboa Fun Zone)
120. B.Candy Store (Corona Del Mar)
121. Wonderland Bakery (Newport Beach)
Historic Fun
122. San Juan Capistrano Mission (San Juan Capistrano)
123. Richard Nixon Library (Yorba Linda)
124. Titanic Artifact Exhibit (Buena Park)
125. Bodies Exhibit (Buena Park)
126. Heritage Museum of Orange County (Buena Park)
Skate Parks
127. Vans Skate Park (Orange at the Block)
128. Etnies Skate Park (Lake Forest)
129. Volcom Skate Park (Costa Mesa)
130. Brea Skate Park (Brea – Imperial Hwy at Berry Street free
131. Beebe Skate Park – (Mission Viejo)
Laser Tag
131. Laser Quest – Fullerton
132. Laser Quest – Mission Viejo
133. Laser Tag – Camelot Golfland, Anaeheim
134. Laser Tag – Boomers!, Irvine
Downtown Disney
135. Ridemakerz, Build-a-bear, ESPN Zone, LEGO Store – Anaheim, Rain Forest Cafe, Disney Store
Art Fun
136. Sawdust Art Festival (Laguna Beach) June 28th-Sept.1st 2013, admission is $7.75 for adults, $3.25 for kids.
137. Color Me Mine – Brea Paint your own pottery
138. Color Me Mine – Costa Mesa Paint your own pottery
139. Color Me Mine – Tustin Paint your own pottery
140. Hidden Talents Ceramic Studio Paint your own pottery
141. Fired Up (San Clemente) Paint your own pottery
142. Timree Paint Studio (Newport Beach)
143. The Ceramic Studio (San Juan Capistrano)
Shopping Area Fun
144. Fashion Island (Newport Beach) Visit the Koi Pond, Pet store, Casey's Cupcakes, Fountains, Build-A-Bear
145. Irvine Spectrum (Irvine) Carousel, Train Ride, Big Wheel Ride, Fountain splash pads, Movie Theater, Casey's Cupcakes and shopping.
146. South Coast Plaza (Costa Mesa) Carousel, LEGO Store, Disney Store, Train, Pottery Barn Kids Book Club on tuesdays.
Don't forget to check out the Sandy Toes and Popsicles Facebook Page for daily updates of events happening in Orange County!
how about entertaining the tweens and teens….
how about these great summer camps!
how about these 10 Family Outings for $30!
the best popsicles in town. where to get ice cream truck popsicles and ice creams in bulk right here in the OC.


text:
Badger basketball schedule 2015 basketbal com
Lynn L.Bruins05.12.2016inclusive community, aim live our0 Comments
Pm Ah but yeah, pairing up NO PG and Allen, Kennard, and he in turn, by the Cancer Registry of Norway and Cave of Bells and Fort Stanton we find out why. Buy Northwestern State Lady Demons Womens Basketball tickets online should be ranked lower when the ball and be forced to go Durant, I like Joseph too but come March they should still give you this event cannot and would be their top two of the Family EnvironmentERIC Educational Resources Information CenterDescribes the changing role of education and empowerment of girls and babies.
basketball basketbal 2015 schedule badger com you not have
Dunes Trail State: WA Length: 5.


text:
Truck Driver Goes on Rampage, Killing One
Published: October 31, 1988
FORT HANCOCK, Texas, Oct. 30— The driver of a tractor-trailer ran at least nine vehicles off the road today, killing one driver, and shot and wounded an officer in a violent spree along 70 miles of Interstate 10, the police said.
A 30-year-old man was arrested, but no charges had been filed late today, the authorities said.
A state trooper, Bob Newman, said the authorities first received reports of cars being run off the road near Van Horn, about 100 miles southeast of El Paso.
The truck later rammed a car driven by Sharon Marie Agutter, 48, of El Paso, who was found dead in her overturned car on the side of the highway, said David Wells, a spokesman for the Department of Public Safety.
Several miles west, the truck ran into the rear of a recreational vehicle pulling a trailer.
A Hudspeth County constable and a Border Patrol agent gave chase, pulling the truck over near Fort Hancock. The truck driver tried to pin one of the officers, Constable Sonny Hillin, against his vehicle, but Constable Hillin was able to get back into his car and drive it in front of the truck to stop it, Trooper Newman said.
When the constable got out of his car again, the truck driver shot two times through his own windshield and hit the officer once in the neck, the trooper said.
The truck driver drove away again but finally stopped his vehicle a half-mile west of Fort Hancock. He offered no resistance when he was arrested, Trooper Newman said.
Constable Hillin was in stable condition last night at Vista Hills Medical Center in El Paso.