text:
Avon 42nd Street Theatre
133 W. 42nd Street,
222 seats
Love Theater
Pix Theatre
New Cinema Playhouse
Hippodrome Theatre
Bryant Theatre
Another of the single screen XXX theatres that were once the mainstay of Times Square. After closing in 1975 it went over to being one of the numerous electrical goods stores in the area. It was demolished around 2006, together with the rest of the block to build the new Bank of America tower.
Contributed by RobertR
Recent comments (view all 8 comments)
scottfavareille on June 13, 2005 at 4:34 pm
Operated by the Avon chain, who ran numerous (mostly storefront) theaters in and around Times Square.
RobertR on October 4, 2006 at 3:26 pm
"Behind the Green Door" made Marilyn Chambers a star. Here is that film paired with "The Resurrection of Eve" on a showcase run.
Ed Solero on November 17, 2006 at 4:41 pm
There was also a nearby Avon on Love Theater (which I've seen alternately advertised simply as the Love Theater) just a few doors to the east from the Avon 42. Avon also ran porn at the formerly legit Hudson Theater on 44th Street as well as the Henry Miller Theater on 43rd. They also had an outlet on Seventh Avenue called the Avon 7.
A C/O for the Avon 42 seems to have been issued in mid-1971 with a maximum capacity of 222 persons all on the ground floor with projection booth at mezzanine level and toilets and lounge in the basement. A previous C/O indicates the theater was carved from the offices of a "loan brokers establishment" that had occupied from at least 1940. By 1981, a new C/O shows the place converted to a restaurant with offices above.
While the C/O capacity of 222 does not necessarily refer to number of seats, I think that's a pretty fair estimate to enter at the top of this page.
Yes… I meant to come back here and post that. This building and all the adjacent parcels along 42nd Street and 43rd Street east to Sixth Avenue have been gobbled up for the enormous Bank of America tower that is now being constructed. These lots included the Henry Miller around the corner on 43rd, of which only the facade remains – heavily shored and awaiting re-use as the facade to a NEW theater to be included as part of the B of A project.
So, status should be changed to "closed/demolished" and seats can be entered as "222".
kencmcintyre on February 27, 2007 at 9:37 pm
Bess Myerson was once Miss America:
http://tinyurl.com/2p5lpq
Al Alvarez on February 16, 2010 at 3:33 am
City pressure on landlords to double the rent forced the closing of the Avon 42 (live sex shows) and the Avon-At-The-Hudson (X films at the Hudson)to close down in 1975.
The Hudson X movies just moved over to the Henry Miller for several more years.
Ed Solero on April 20, 2011 at 4:26 am
Found this image of the Avon 42 at grindhousedatabase.com. Looks like it was stage shows only at this point. This is an image of the block from bridgeandtunnelclub.com that was taken in 2004 just before all these shops closed for demolition to begin. The Avon 42 was located in the building behind the sign that has the 133 W. 42nd address on it, it has a very shallow yellow awning at the roof line.
Also found this small photo on the grindhouse database site that seems to show the Avon 42 setting up shop at a different location – and showing films again. Marquee looks the same, but the building looks to be entirely different.
Al Alvarez on October 7, 2020 at 1:25 am
rivest266, that ad is for the Avon on Love which I believe was the New Cinema Playhouse with a different entrance, and not this theatre.
http://cinematreasures.org/theaters/12992


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This mod fixes various mouse and keyboard related input issues in NieR: Automata. Its features include raw mouse input for camera and aim movement, an entirely new crosshair aiming mode, non-standard bindings for dash/evade, pod auto-fire and more.
Features The NieR: Automata Input Overhaul Mod (NAIOM) aims to solve all keyboard and mouse related issues in the game. As many other rough PC ports, NieR was primarily designed with a controller in mind and internally maps keyboard and mouse input to gamepad controls. This leads to various issue, including negative and positive mouse acceleration, as well as weird controls in certain perspectives, e.g. when aiming in side-scrolling mode.
This mod is designed for the official version of NieR: Automata on Steam and might not work when used with otherwise modified executables.
The mod does not make any permanent changes to the game or to Windows and can easily be removed.
Rename or remove the xinput1_3.dll from the folder of the game.
Since this mod consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner.
If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file.
The GUI requires the Microsoft .NET Framework 4.7.1 to work; which should already be installed on most systems. If you are having problems starting the program, you can download the required version either through a recommended Windows update (Windows 7 and later) or at Microsoft here.
To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process.
The mod will load another xinput1_3.dll automatically if it has the name xinput1_3_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a xinput1_3.dll.
The mod will also automatically load all DLLs regardless of their names in a xinput1_3_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.
The GUI allows the binding of an action to an arbitrary combination of keys and buttons on the keyboard, the mouse or an XInput compatible controller. The system purposefully does not restrict conflicts, so multiple actions can be bound to the same key.
In case of the keyboard there might be a discrepancy between the key that was pressed and the one that is displayed. This is because the names are automatically translated based on the keyboard layout by using a Windows function. However, the mod always uses the physical keys as they were used during the creation of the binding, independent of the name that is displayed.
Modifier bindings can be created by just using the corresponding key combinations. If you bind one action to Space and another another to LCTRL + Space and a third one to LALT + LCTRL + Space, only one of them will be triggered when Space is down, depending on the state of LCTRL and LALT. The system is not restricted to the usual modifier keys ALT, CTRL or SHIFT. Any key or button pressed before another acts as a modifier for the next one. Note that the order of the keys or buttons is only relevant during the binding process to distinguish bindings with the same modifiers. In the above example, Space could be held down and the other actions triggered by pressing LCTRL or LALT afterwards.
I would like to thank Kaibz for his continuous testing during the pre-release development of the mod. Without his detailed feedback and suggestions, creating the mod would have taken even longer than it already did.
I also would like to thank DevianArt user JulioDRai for creating the awesome custom cursor package that is used by this mod.
If you like this mod and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions.
This fix makes Dead Space 2 use raw mouse input without any additional smoothing or acceleration. It works with VSync and high frame rates and is easy to install without having to fiddle around with FPS limiters or config files.
Extract the file dinput8.dll to your main game folder. For example: "C:\Program Files (x86)\Origin\games\Dead Space 2\".
Even though the mouse controls in Dead Space 2 are better than in the first one, it still suffers from many of the same issues. Most notably, it has negative mouse acceleration and a sensitivity that is dependent on the frame rate, which leads to inconsistent movement when the performance is not stable.
This fix circumvents those problems by acquiring raw mouse input and injecting it directly into the game's camera functions.
This mod is designed for the latest, fully patched versions of Dead Space 2 and might not work when used with older or otherwise modified executables.
There are some short sections in the game where the fix does not work properly, for example the zero-g areas. I am currently looking for savegames close to those locations, so I can investigate the issues.
The fix is also currently not compatible with latest version of ReShade, due to raw input conflicts, which result in the fix not receiving any mouse data.
The mod will load another dinput8.dll automatically if it has the name dinput8_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput8.dll.
The mod will also automatically load all DLLs regardless of their names in a dinput8_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.
I would like to thank Kaibz for his detailed bug reports and testing for the v1.0 version of the fix.
If you like this fix and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions.
This mod allows you to customize various aspects of the game, including the user interface, controls, visuals, notifications, sounds and more. It is simple to install and comes with a GUI for easy configuration.
Extract the files of the archive to the release sub-folder of the game. For example: "C:\Program Files (x86)\Steam\steamapps\common\Prey\Binaries\Danielle\x64\Release\"
The Prey Interface Customizer (PRIC) is a user experience customization mod for Prey (2017). It provides a wide variety of options to customize the UI, controls, visuals, notifications, sounds and more.
This mod is designed for the latest, fully patched version of Prey and the Mooncrash DLC and might not work when used with older or otherwise modified executables.
Note that the mod currently does not work with the demo version of the game.
Note that the GUI is for configuration only and does not have to be running for the mod to work.
Note that these settings are just templates and can be adjusted as desired.
There are currently no known issues with this mod.
I would like to thank all those people who created the original file replacement UI mods for Prey. Although it is a great game, I would have certainly enjoyed it a lot less without them.
Since game version v1.09 this fix is no longer needed, because the game received an official option to enable XInput support.
If you are interested in using PS4 button prompts, you can find a corresponding option in the most recent version of the PRIC mod.
This fix resolves controller issues in Prey that were introduced with patch v1.05, by forcing the game to use XInput instead of the Steam Controller API by Valve.
Extract the file dinput8.dll to the release sub-folder of Prey. For example: "C:\Program Files (x86)\Steam\steamapps\common\Prey\Binaries\Danielle\x64\Release\"
While Prey originally offered good controller support, patch v1.05 introduced various issues. Instead of choosing either XInput or the Steam Controller API based on the user settings, the game always uses the latter. This results in problems with the movement as well as certain controller settings or the controller not working at all if the user has disabled the usage of the Steam Controller API in game's properties in Steam.
This fix re-enables XInput support and forces the game to use it, regardless of the settings.
This fix is designed for the latest, fully patched version of Prey and the Mooncrash DLC and might not work when used with older or otherwise modified executables.
Note that the fix currently does not work with the demo version of the game.
The fix does not make any permanent changes to the game or to Windows and can easily be removed.
Although the fix forces the game to use XInput, it is necessary to disable the usage of the Steam Controller API in the game's settings.
There are currently no known issues with using the fix.
Since this fix consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner.
The fix will load another dinput8.dll automatically if it has the name dinput8_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput8.dll.
The fix will also automatically load all DLLs regardless of their names in a dinput8_Remote sub-directory. Just create a corresponding folder in the install directory of the fix. This is the only way to load multiple (conflicting) files.
This fix makes Mass Effect use raw mouse input and removes the game's mouse acceleration. It is easy to install and use and does not require any external configuration.
Extract the file dinput8.dll to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Mass Effect\Binaries\"
While the mouse controls are pretty responsive, the first Mass Effect suffers from mouse acceleration, which cannot be turned off via the ingame settings or with the usual approaches for other Unreal Engine 3 games. This fix removes the acceleration by acquiring raw mouse input and injecting it directly into the game's input function.
This mod is designed for the latest, fully patched versions of the game and might not work when used with older or otherwise modified executables.
There are currently no known issues with the mod.
The DirectInputFpxFix fixes an input related FPS drop/slowdown problem that occurs in FEAR, its expansions, Condemned: Criminal Origins and other games. It is easy to install and does not require manual disabling of HID devices.
Extract the file dinput8.dll to the folder containing the executable of the game. For example: "C:\Program Files (x86)\Steam\steamapps\common\FEAR Ultimate Shooter Edition"
Start the game like you would normally, for example directly through Steam or GOG Galaxy.
The DirectInputFpsFix fixes a bug that causes the FPS to severely drop after a few minutes of play. This problem is probably most widely known in regards to the game FEAR and often occurs in conjunction with the usage of Logitech devices.
However, the problem also crops up in other games using the same engine, such as the FEAR expansions or Condemned: Criminal Origins and with non-Logitech hardware configurations. A similar problem has also been reported to occur in other titles, like Prototype.
Although this issue can often be fixed by disabling most/all HID-Devices in the device manager, it is bothersome to do so and lately some people reported that that solution does not even work at all anymore, especially on machines running Windows 10.
The fix is agnostic towards the game that uses it and should therefore work with all versions of a supported game, including the Steam, GOG and retail versions.
Feel free to provide feedback if the DLL works on other games as well.
Rename or remove the dinput8.dll from the folder of the game.
The mod will load another dinput8.dll automatically if it has the name dinput8.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput8.dll.
The mod will also automatically load all DLLs regardless of their names in a dinput8 sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.
The fix is implemented using a common technique known as DLL hooking.
User input in games like FEAR can be realized via DirectInput, an API by Microsoft for interacting with HID-Devices. The library is ancient and should no longer be used today, because there are other ways to get mouse and keyboard input, especially for games.
The FPS drops happen because the thread that runs DirectInput massively slows down after a while (as can be seen in tools like ProcessExplorer).
If an application uses a library like DirectInput, it needs a so-called DLL (dynamic-link library) where the functionality of the library is stored. In many cases, especially for libraries provided by Microsoft, these DLLs usually reside in the Windows folder.
However, there is an order of how an application searches for the DLLs it needs. Since the DLL of the fix gets copied into the main folder of the application and has the same name of a DLL needed by the game (the one of DirectInput), it gets loaded instead of the one in the Windows folder.
This means that all calls to DirectInput go through the Hook-DLL and can either be directed to the original DLL in the Windows folder or changed as necessary. This also allows some insight in how exactly the library is used by the game.
It turned out that some games not only unnecessarily register all HID-devices, they also call several functions every frame that usually only should be called once during initialization. The latter seems to apply only to devices that are not keyboards or mice. This eventually leads to circumstances where a lot of time is spent opening and closing device connections.
The fix changes the DirectInput initialization in such a way that only keyboard and pointer devices get registered.
This mod allows you to change the FPS limit to above 60, fix texture issues on modern hardware, adjust the despawn time of corpses, change the FOV, skip intro videos and force custom display resolutions.
Extract the zip-file to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Quake 4"
The Quake 4 Tweaker is a utility mod for Quake 4 that offers various fixes and additional options for the game. It is easy to install and comes with a GUI for convenient configuration.
This mod is designed for the latest, fully patched versions of Quake 4 and might not work when used with older or otherwise modified executables.
Rename or remove the dinput.dll from the folder of the game.
The mod will load another dinput.dll automatically if it has the name dinput_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput.dll.
The mod will also automatically load all DLLs regardless of their names in a dinput_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.
Have you ever wanted to open the gesture menu by Left Trigger + Spacebar + Mouse Wheel Down? Now you can! The Dark Souls Input Customizer is the successor to the Dark Souls Mouse Fix and allows you to bind any action to arbitrary combinations of keys or buttons on the controller, the mouse or the keyboard via a simple GUI. In addition to a complete fix of the mouse controls, the mod also provides advanced options, such as separate sensitivities for bow aiming or the usage of of non-standard actions like Kick, the creation of input profiles, as well as dedicated support for the Steam Controller.
The Dark Souls Input Customizer (DSIC) offers full customization of the controls of Dark Souls. It uses a flexible input system that allows the rebinding of every action to arbitrary combinations of keys or buttons on the controller, the mouse or the keyboard. Although this can in part also be achieved with existing tools, DSIC is much more flexible and wraps it all up in an easy to use package, along with additional functionality that is specially tailored to Dark Souls.
DSIC also fully includes the Dark Souls Mouse Fix, which does not have to be installed separately.
This mod is designed for the latest, fully patched Steam version and might not work when used with an older or otherwise modified executable.
Extract the contents of the DarkSoulsInputCustomizer.zip to the same folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Dark Souls Prepare to Die Edition\DATA"
Note that this setting has no effect on any other bindings. It is entirely possible to use keyboard or mouse bindings in Gamepad mode an vice versa. This mod is all about customization and the input system is purposefully designed to be as flexible as possible. This should hopefully also help people who are using unusual controllers or are otherwise not able to play the game in the regular way.
Although they do not allow anything that cannot also be done manually, there has been some debate in the past over whether automation like this could be considered cheating. I am still not convinced by that and am currently of the opinion that the listed actions are primarily a matter of the controls and not the player's skill; especially since similar effects can already be achieved with external tools, such as AutoHotkey or severals different types of gaming software.
The Auto Cursor currently briefly activates the cursor when opening certain doors with keys. This is not easily fixable but should only be a minor issue, due to the short duration and small number of situations where this problem occurs.
The dialog that pops up when summoning a co-op partner can currently not be controlled with the mouse cursor.
All keybindings are currently disabled in the main menu. This is on purpose to prevent issues when navigating the menu and when entering a character name.
I would like to thank Kaibz for his extensive testing, detailed feedback and valuable suggestions during the development of the alpha versions of the mod. Without him, creating the mod would have taken even longer than it already did.
Additionally, I would also like to give a shout-out to the author of the original DSMFix for Dark Souls, which allowed me to enjoy several playthroughs of the game over the years.
Finally, I would like to thank Durante, author of DSFix, who made the game playable in the first place. Without his work, everything I have done would not be worth much.
This mod allows additional tweaking of Wolfenstein II: The New Colossus. This includes options to adjust the amount of head bobbing, forcing a dot reticle and disable the rendering of fog.
The New Colossus Tweaker (NCT) is a small mod that offers additional options for Wolfenstein II: The New Colossus. The goal is to fix issues that prevent people from enjoying the game, as well as to provide quality of life improvements.
The mod is still in its infancy with very limited functionality. It may be extended and improved based on user feedback in the future.
The mod does not make any permanent changes to the system, the game or the configuration of the game and can easily be removed (see below).
Extract the file dinput8.dll to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Wolfenstein.II.The.New.Colossus\".
See Loading Other Fixes/Mods/Injectors for information on how to use the mod with another fix, mod or injector that uses a DLL file with the same name.
Since the mod consists of an executable DLL-File, I could have put any harmful shenanigans in there. You just have to trust me that the file is clean.
If you do not -- and why should you -- feel free to use a meta online virus scanner like VirusTotal to verify the file. Be aware however, that because the fix uses "hacking techniques" such as injection and hooking, it could trigger anti-virus software without being harmful.
the bob scaling when necessary.
If you like this mod and want to support the development or show your appreciation, you can find more information on my website. There you can also find out more about other fixes that I have done and means to contact me if you have a question, want to provide feedback, bug reports or suggestions.
This fix makes Dead Space use raw mouse input without any additional smoothing or acceleration. It works with VSync and high frame rates and is easy to install without having to fiddle around with FPS limiters or config files.
The mouse controls in Dead Space are notorious. While many players report issues with positive or negative mouse acceleration or overall sluggish movement, others state that the controls are not that bad. This is because the engine applies a lot of transformations to the input that are based on frame time. This leads to movement that is generally better when the frame rate ist stable. The problem gets worse when activating V-Sync. This is why popular workarounds recommend to disable V-Sync and cap the frame rate to avoid fluctuations.
Unfortunately, this also means that playing at higher frame rates is often not feasible, which also prevents users from taking advantage of GSync, FreeSync, Fast Sync or similar technologies.
This fix attempts to circumvent those problems by acquiring raw mouse input and injecting it directly into the game's camera functions, making the controls as independent of the frame rate as possible.
While the movement is still not as perfect as in other games -- e.g. DOOM -- it should be a huge improvement to the default behavior.
Note: Although the input is pretty raw when aiming, it may still feel a little bit sluggish when moving and turning the camera at the same time. This is because the game applies calculations based on the momentum of the player character to the input.
*The Origin version might crash on start when the ingame overlay is enabled. If that happens, disable the overlay in the game properties in Origin. If the game still crashes the problem might be unrelated to the fix as this is an ongoing issue with the Origin version. In that case uninstall the fix and try to resolve the issue first before installing the fix again.
Note: The fix does not make any permanent changes to the game or the system and can easily be removed (see below).
Extract the file dinput8.dll to your main game folder*. For example: "C:\Program Files (x86)\Steam\steamapps\common\Dead Space"
After the installation the fix does not require any additional treatment. Just launch the game as usual.
To change the sensitivity just use the ingame settings like you would normally. The fix also incorporates the x- and y-axis inversion settings.
Note: There might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process.
Since this fix consists of an executable DLL-File, I could have put any harmful shenanigans in there. You just have to trust me that the file is clean.
I would like to thank Magmarock (Steam/gog) for his detailed bug reports and testing for the v1.0 version of the fix.
This fix lets you change the FOV of the singleplayer campaign, including the size of the weapon model. It is simple to install and use and comes with a GUI for easy configuration.
Despite being a decent PC version, the singleplayer of Modern Warfare Remastered lacks the option to set the FOV. Even though the default FOV is not as horrible as in other Call of Duty games, it still makes the campaign unpleasant or outright unplayable for some people.
This fix aims to fix this issue by providing an easy and convenient way to set the FOV for the game.
The fix does not make any permanent changes to the system, the game or the configuration of the game and can easily be removed (see below).
Extract the XInput1_3.dll and the MWRSPFovFixGUI.exe files to the main folder of the game. For example "C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Modern Warfare Remastered\"
Remove the XInput1_3.dll from the game's main folder.
To configure the fix you can use the GUI application. Remember that you can hover over almost any option with the mouse to get an explanatory tooltip.
There are two FOV settings. The vertical FOV Base and the FOV Weapon Scale factor. The effective FOV is calculated by multiplying these two values. The scaling factor also affects the way the weapon is displayed in addition to the camera.
By default the game uses a base FOV of 65.0 and a weapon scaling of 1.0. For a 16:9 27 inch display I am using a FOV Base of 66.0 and a FOV Weapon Scale of 1.15.
Note that the settings can also be adjusted while in the game by using the corresponding keybindings.
This fix makes FEAR2 use raw mouse input and removes the game's deadzone and sensitivity problems. It is easy to install and use and does not require any external configuration.
While the mouse controls are pretty responsive, FEAR2 suffers from a deadzone for small movements, as well as an unusual high sensitivity, even on the lowest settings.
This fix relies on the latest, fully patched executables of the supported versions. Older versions or ones that otherwise have been tempered with might not work.
Extract the file X3DAudio1_5.dll to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\FEAR2\"
Remove or rename the X3DAudio1_5.dll from the folder of the game.
The mouse controls of the mech are currently unaffected by the fix and might use a higher sensitivity than the rest of the game. This should not be a big issue, since those sections are quite short and comparatively easy.
This experimental fix attempts to mitigate the frame rate dependent problems of Vanquish.
Although the PC version of Vanquish is overall pretty good, some aspects of the game play are tied to the frame rate the game is played on. Most notably, the player effectively receives more damage than usual.
The reason for this is that some enemy weapon types trigger invincibility frames, which prevent the player from taking any more damage for a certain amount of time. They seem to only occur with rapid-fire weapons, which leads to the assumption that they are probably there to prevent the player from dying too quickly, when being hit by a barrage of shots. Because this mechanic is frame-based, this means that on high FPS the player is vulnerable again way more quickly, which may lead to the character sometimes being killed almost instantly by a barrage of incoming fire.
Additionally, this does not seem to be the only mechanic that is tied to the frame rate. For example, the time it takes you to regenerate your health does also directly scale with the frame rate, which means that you regenerate over four times more quickly when playing at 144 FPS compared to 30 FPS. So although playing the game at high FPS may be harder in certain situations when facing many enemies at once, it can also be easier in other situations.
Note: In a previous version it was stated that the boost recharge is also in some way coupled to the frame rate. Although this is true, it is actually the other way around. On higher frame rates, the game uses the correct value of six seconds for a full recharge. However, with very low FPS (< 35) recharging takes slightly longer. So unless you are playing on a very weak system, the boost should work as intended, even without the fix.
Important: This is an experimental fix. I only did some rudimentary testing. There might be unexpected issues that require further updates. Additionally, this fix should be no replacement for a proper patch and should only be seen as a band-aid until the game is updated.
Important: This fix relies on the latest, fully patched executable of the game on Steam. Older versions or ones that otherwise have been tempered with probably will not. If the game is updated, it is likely that it will break the fix.
Extract the file dinput8.dll to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Vanquish\"
The Dark Souls Mouse Fix has evolved into the Dark Souls Input Customizer (DSIC) and will no longer be updated. DSIC generalizes the functionality of the mouse fix to other input devices like gamepads and the Steam Controller. It also includes bugfixes, adjustments to the GUI and additional features, such as the creation of input profiles.
For the time being, I will leave the mouse fix up, because it is stable and totally usable on its own. However, since DSIC provides the same functionality with additional improvements, there should really be no reason to prefer the old fix over the new mod.
This fix makes Dark Souls use raw mouse input without any additional smoothing or acceleration. It offers a flexible binding system, automatic cursor support for the UI, improved targeting and an easy configuration using a GUI.
Although there already is a mouse fix for Dark Souls, which did a great job in helping many people (including me) to play the game with mouse and keyboard over the years, it is not an optimal solution. Because it emulates a controller, there are still some issues with sensitivity, apparent negative acceleration and overall sluggish movement. Using the cursor in the UI is also a hassle, because it has to be manually enabled and disabled via keybindings.
Instead of emulating a controller, this fix injects raw mouse input directly into the game's camera functions, thereby avoiding any additional transformations. It also provides an auto cursor feature which automatically manages the visibility and capture settings of the cursor depending on the current situation.
This fix only works with the latest, fully patched Steam version.
Important: The fix relies on the layout of the executable. Older versions or ones that otherwise have been tempered with probably won't work. This also means that if the game were to be patched -- which is very unlikely at this point -- it might break the fix and require it to be updated.
Extract the contents of the DarkSoulsMouseFix.zip to the same folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Dark Souls Prepare to Die Edition\DATA"
The new binding system allows you to bind any action to an arbitrary combination of keyboard keys, mouse buttons or the mouse wheel. Instead of manually selecting a key from a limited set of predefined keys, the new system works reactively. To bind an action, double left click the corresponding box. When the box turns green, press the combination of keys you would like to assign. The combination is set once any pressed keys are released.
You should be able to use almost any keyboard key, independent of the keyboard type or layout. The key names are dependent on the layout currently set in Windows. If you are using an English layout, the key names will be in English, while an AZERTY layout will lead to French names. Bear in mind that the key names are automatically determined by using a Windows function and not all keys have pleasant display names.
Non-standard bindings perform actions that usually have to be performed by using a context-sensitive key or a combination of keys. They are provided for convenience as they could also be implemented by using external tools, such as Auto Hotkey. Although they do not allow anything that cannot also be done manually, purists of the game might not want to use them.
The keybindings to move the character differ on a technical level from those you can bind ingame. They should fix the problem of sometimes not being able roll when running diagonally and not moving the camera at the same time, which existed in the game since launch.
Apparently the dialog that pops up when summoning a co-op partner can currently not be controlled with the mouse cursor (unconfirmed).
I would like to thank Kaibz for his extensive testing, detailed feedback and valuable suggestions during the development of the alpha versions of the fix. Without him, creating the fix would have taken even longer than it already did.
Finally, I would like to thank Durante, author of DSFix, who made the game playable in the first place. Without his work, everything I've done would not be worth much.
The id5Tweaker is a small mod that allows additional configuration of id Tech 5 games. Its features include the option to change the FPS limit, force the value of CVars and additional game specific settings.
Although the id Tech 5 engine offers a surprising amount of flexibility in regards to configurations through its CVar system, it is inconvenient to use because some CVars won't be saved, are restricted or have too narrow bounds (e.g. the FOV in the Wolfenstein games).
Additionally, there are some problems that can't be fixed by CVars at all, such as the limit of 60 FPS. While there are some methods out there which supposedly should unlock the FPS, they don't seem to work or ceased to work after the games were patched.
This mod aims to make the overall configuration easier while at the same time to offer additional options for certain problems. The mod is used through a set of new console commands which can either be directly entered into in the in-game console or applied by using an optional config file. The Tweaker can change the FPS limit, force restricted CVars without having to use workarounds such as the cvaradd command and push some CVars out of their bounds. It also offers some game specific options.
Important: This mod relies on the latest, fully patched executables of the supported games. Older versions or ones that otherwise have been tempered with very likely won't work. This also includes versions of the games from other regions which I don't own myself. For example, the German versions of the Wolfenstein games probably currently won't work with the mod.
Note: You can find out what version of a a game you have by using one of the methods stated here.
Note: The mod does not make any permanent changes to the game or the system and can easily be removed (see below).
Extract the file dinput8.dll to your main game folder. For Steam this in most cases is "Steam\steamapps\common". For example: "D:\Games\Steam\steamapps\common\Wolfenstein.The.New.Order".
(Optional) Place the id5Tweaker.ini config file in the game directory and edit as necessary (see below).
Start the game like you would normally, for example directly through Steam or a desktop shortcut.
Note: There are two versions of the DLL in the zip-file. Since the default version of RAGE is a 32-Bit executable, it needs a separate DLL. The 64-Bit version of RAGE as well as both Wolfenstein games can use the same DLL.
After the installation, the mod gets loaded automatically when you start a supported game. You can interact with the mod by using one of the corresponding console commands (see below). They behave like original commands and can either just be entered into the console or bound to a key by using the bind command. You can also use the optional config file to bundle commands and CVars, which are executed and set each time a level is loaded.
The mod also uses the in-game console to print status information every time a command is executed. This output is color coded in super stylish cyan. So if something does not work as intended, look into the console to see if for example the specified command or CVar could not be found.
Instead of manually entering the commands into the console, you can use the id5Tweaker.ini config file.
The config file gets read and applied every time a level is loaded. You can also manually trigger a reload of the config by using the id5Tweaker_Reset command. This can be useful when trying to find the right settings. Just edit and save the file and reload the config. By default, this command is bound to the '-' key on the numpad.
In this section you can specify any console variable (CVar) available in the respective game. The value of the CVar is forced directly via the internal CVar system. This is equivalent to using the id5Tweaker_ForceCVar command.
Every line in this section gets send to the command system of the game as if it were manually entered into the console. Therefore, anything you can enter into the console of a specific game can also be used here.
The default config already contains the most important CVars and commands. However, most of them are disabled because they are a matter of personal preference or the hardware. To enable them, uncomment the corresponding line by removing the ';'.
You might encounter areas of the game that don't work with high frame rate (see Known Issues below). If this happens, use the id5tweaker_ToggleFps command in the console to toggle the FPS unlock. By default, this command is bound to the '*' key on the numpad.
Maintaining a rock-solid 144 FPS is difficult, even on high-end hardware. Although the usual options, such as resolution and anti-aliasing, have an impact on the overall frame rate, other, more obscure settings, have a greater impact on stability -- i.e. frame times. Because the virtual textures continuously have to be transcoded and streamed, the frame times may fluctuate depending on the configuration and level geometry. Because many of the corresponding CVars have an effect on each other, their overall impact on performance is not as easy to assess as traditional options such as anti-aliasing.
The size of the page images determines the overall texture quality. The bigger the images are, the better the textures look and the more VRAM the game needs. Using uncompressed physical images further increases image quality at the expense of even more VRAM. The maxPPF option determines how many pages are transcoded (i.e. "loaded") per frame.
Bigger textures mean that it is more costly to transcode the textures. At the same time, not being able to transcode the textures fast enough will result in the notorious "pop-in" of the id Tech 5 games.
Overall, it comes down to a balance of visual fidelity and frame time stability, while at the same time minimizing texture pop-in.
Many people should be able to set the page sizes to 16384. This leads to a VRAM usage of around 3GB for RAGE and 4GB for the Wolfenstein games. However, I would disadvise from enabling the usage of uncompressed images. Not only does this increase the VRAM usage in conjunction with big page sizes to about 5GB for RAGE and up to 8GB for the Wolfenstein games, it may also introduces micro-stutter in many areas of all games.
The value of the max pages per frame should be set as low as possible. Fortunately, playing at high FPS also means that more textures can get transcoded more quickly, making the pop-in much less noticeable and in most cases even a non-issue. This is primarily a CPU-heavy setting.
Warning: Even with CUDA-Transcode enabled, a large amount of the work will be done on CPU and the engine is very efficient in using the all available cores. Setting the maxPPF to values of 64 or higher with high FPS might load even high-end CPUs to 100%.
The main bottleneck of the engine seems to be the streaming of the virtual textures. By default, this means a lot of reads on the drive the game is installed on. The game also allows to set a path for a cache file. Playing the game from a slow, fragmented HDD may prevent players entirely from achieving high FPS. If your SSD is too small to install the whole game, you can at least set the cache path to it. The path can be set by adding +fs_cachepath "<path-to-folder>" to the command-line of the corresponding game.
If you have enough RAM, you can also use a RAM-Disk for the cache file or even install install the whole game to it, although this might only be feasible for RAGE, even for the vast majority of high-end systems.
Finally, although I spent a fair amount of time analyzing the various CVars and their impact on FPS and stability, the approach above might not be the best. Feel free to experiment to search for better combinations and share your experiences. Remember that you can use the find command in the in-game console to search for CVars and commands.
A starting point could be to enable the usage of CUDA to transcode the textures, which for me seems to make very little difference in FPS or stability and appears to introduce micro-stutter in some situations. Use vt_useCudaTranscode to enable the usage of CUDA. If you enable CUDA you should also set vt_cudaBudget to a value below your frame time. Remember that CUDA only works on Nvidia GPUs.
This mod is essentially a hack and relies on the layout of the specific executable. There may be crashes or unexpected issues. Feel free to provide feedback so that the problems can get fixed.
Also, beware that some of these games were not optimized for such a high frame rate. Although the games generally perform well, I ran into sections were the FPS would drop significantly, even on a very powerful machine.
Finally, since this mod consists of an executable DLL-File, I could have put any harmful shenanigans in there. You just have to trust me that the file is clean.
If you don't -- and why should you -- feel free to use a meta online virus scanner like VirusTotal to verify the file. Be aware however, that because the mod uses "hacking techniques" such as injection and hooking, it could trigger anti-virus software without being harmful.
There are some known problems when unlocking the frame rate in certain parts the games. Some of these problems are more severe than others. Remember that you can toggle the FPS unlock with the id5tweaker_ToggleFps console command, which by default is bound to the '*' key on the numpad.
This might not a complete list and probably will be extended in the future. If you encounter any problems, feel free to provide a description of the corresponding section in the style seen below.


Regional journalists and authors Monica Hesse (The Washington Post) and Beth Macy (The Roanoke Times) join Pulitzer Prize recipient Eric Eyre (Charleston Gazette-Mail) in a discussion of important issues impacting communities nationwide—including the opioids crisis and the effects of economic decline on rural communities—and the vital role of local journalism to an informed citizenry. Community questions follow the panel discussion, moderated by Dr. Reginald Shareef (Radford University).
Event begins approximately 3:16 into the video.
Regional journalists and authors Monica Hesse (Washington Post) and Beth Macy, Author (The Roanoke Times) join Pulitzer Prize recipient Eric Eyre (Charleston Gazette-Mail) in a discussion of important issues impacting communities nationwide—including the opioids crisis and the effects of economic decline on rural communities—and the vital role of local journalism to an informed citizenry. Community questions will follow the panel discussion, moderated by Dr. Reginald Shareef (Radford University). Book sales and signings will follow. We thank The Andrew W. Mellon Foundation for their generous support of this initiative and the Pulitzer Prizes for their partnership. Presented by Virginia Humanities, the Virginia Center for the Book, and With Good Reason Radio.
We thank The Andrew W. Mellon Foundation for their generous support of this initiative and the Pulitzer Prizes for their partnership. Presented by Virginia Humanities, the Virginia Center for the Book, and With Good Reason radio.
Eric Eyre received the 2017 Pulitzer Prize for Investigative Reporting, recognizing his work as a statehouse reporter for the Charleston (W.Va.) Gazette-Mail. He also received the Investigative Reporters & Editors (IRE) Medal, Fred M. Hechinger Grand Prize in Education Reporting from the Education Writers Association, National Headliners Award, Society of American Business Editors and Writers award, Gerald Loeb Award for business writing, and an Association of Health Care Journalists award. He also was the recipient of a Kaiser Family Foundation fellowship.


Our long-range goal is to understand mechanisms of negative regulation of transcription of eukaryotic genes. Our experiments will be performed in yeast, drosophila and in mammalian cells. We will isolate and analyze new negative regulators that work """"""""at a distance""""""""; these negative regulators bear """"""""repressing regions"""""""" fused to a DNA-binding fragment. We will study the mechanism by which the yeast negative regulators GAL80 inhibits activation by the yeast transcriptional activator GAL4, and we will study the effects of galactose (an inducer) on GAL80 action. We will analyze the ability of the yeast protein MCM1 to interact with either of two partners - 1 or 2 - to produce in one case a repressing and in the other case an activating complex, and we will attempt to isolate mammalian homologues of yeast proteins required for repression by MCM1/2.


Why choose laser engraving / marking for your project ?
CNC laser engraving creates markings that are permanent, attractive and customizable.
Quality is 100% consistent regardless of marking length or quantity, as there are no wear and tear toolings present at the laser machine.
More Permanent process than traditional methods such as ink jet, hand engraving, and dot peening, as laser engraved words will never fade, run or become less discernable as time passes.
Custom text, graphic images, serial numbers.
Any items that requires a permanent marking for identification or aesthetic purposes, such as nameplates, dog tags, jewelry, medical devices, souvenirs, aerospace components, etc.
Metals such as MILD STEEL, ALUMINIUM, STAINLESS STEEL, and ALL other kinds of metal.
Metal Coated materials such as powder coated metals, anodized aluminium.
CAD (Computer Assisted Drawings), *.dxf, *.dwg, illustrator files, or any image that shows what needs to be laser engraved or marked.
Why choose Sunny Metal for your laser engraving / marking project?


Xiaomi has just announced the Redmi Note 4 just a few hours back and looks like the phone will be available soon. Chinese e-commerce website OppoMart has listed the Redmi Note 4 with a price tag starting from $159.
Well, we Redmi Note 4 has two variants- one with 2GB RAM and another with 3GB of RAM. We won't get into the storage right now because we have spotted some kind of confusion between the official launch statement and the OppoMart listing.
However, the lower variant will be sold for $159 and the one with 3GB of RAM will be sold for $209. The phone is available in three color variants- Gold, Silver, and Dark Grey for both the 2GB RAM and 3GB RAM variants. Other specifications of this smartphone include a 5.5-inch display and an Helio X20 chipset clocked at 2.1GHz. The phone sports a 13MP rear camera and a 5MP front-facing camera. It runs Android 6.0 Marshmallow with MIUI 8 on top. The phone is juiced by a 4100mAh battery. If you are a die hard Mi fan and can't wait to grab the Redmi Note 4, pre-order right now from OppoMart.


text:
Entries in Nabisco (2)
Oreo Celebrates 100 Years of Twisting, Licking and Dunking
Tim Boyle/Getty Images(NEW YORK) -- Get your glass of milk ready for dunking: the Oreo turns 100 years old on Tuesday.
Created on March 6, 1912, in a National Biscuit Co. bakery in Manhattan, the sandwich cookie has come a long way from its first sale to a grocer by the name of S.C. Thuesen in Hoboken, N.J.
Now an international favorite, Oreos can be bought in more than 100 countries and rake in $1.5 billion in global annual revenues. More than 95 million cookies are sold each day.
Becky Tousey, Kraft Foods' corporate archivist, said the brand's message has maintained the same theme in its advertising over the years.
"The focus of advertising was on the fun of eating Oreos, the fun of the parts of the Oreo," she told ABC News. "It has that theme of the enjoyment -- the twisting, the licking, the dunking. For me, as a historian, it's fun to see that thread throughout."
The cookie's popularity has endured at least five design changes along with the National Biscuit Co.'s name change to Nabisco and the eventual takeover by Kraft Foods.
"It's always been a top seller -- if not, the top seller for quite a few decades," Tousey said of the Oreo brand. "Even early on, it became clear to the National Biscuit Co. that it was one of its flagship brands and the company really supported it. ... [Oreo] has demonstrated decade after decade that it continues to endure."
Monday, March 5, 2012 at 11:15PM by Jeanette Torres Permalink
tagged Cookies, Kraft Foods, Nabisco, Oreo in Business General
Nabisco's Latest Breakthrough: 'Triple Double Oreo'
Joe Raedle/Getty Image(NEW YORK) -- Cookie Monster would get a kick out of this one.
Nabisco says it's working on a new cookie sandwich -- a revamped version of its classic Oreo -- that would add a second layer of cream, topped off with a third cookie.
An apparent breakthrough in cookie technology, the "Triple Double Oreo" will reportedly hit store shelves in time for summer.
Copyright 2011 ABC News Radio
Thursday, May 12, 2011 at 6:00AM by jc Permalink
tagged Cookie, Nabisco, Oreo in Business General, Retail

redpajama_set_name: RedPajamaCommonCrawl


text:
Lago Omodeo é um lago artificial, no centro-oeste de Sardenha, Itália. O lago foi construído na década de 1920. A barragem, projetada pelo engenheiro Angelo Omodeo, foi inaugurada em 1924.

O lago tem 20 km de comprimento, uma área de 29 km² (11 milhas quadradas) e um volume de água de 748.000.000 m³.

Uma nova barragem foi construída em 1997, desdicada ao juiz sardo medieval Eleonor de Arborea. Ela possui 582 metros de comprimendo e 120 metros de largura.

Lagos da Sardenha

redpajama_set_name: RedPajamaWikipedia


text:
SELECT * FROM Employees
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redpajama_set_name: RedPajamaGithub


Episode 41 Part 1: This two part episode features a special "Speeding Bullets? look at some of the recent news including the 52 #37 DC Nation Reveal, the teaser photo that has been released, how it may tie into current books, and we also look at Smallville Labyrinth.
We also review Wonder Woman 2 and 3 and 52 weeks 35-38.
NOTE: The Titans review will be coming during the next couple of episodes. (Not being vague on purpose, we have some special things planned but we will get it it) We moved it for 2 reasons, the show was already 4 hours long and we want to save it to discuss the first issue of the Titans East Arc. We do have a brief discussion as we read this week's forum comments on part 2 but we will go more indepth on that episode.
We also have an audio comment on part 1 from Geek Syndicate on our media episode and an audio comment on part 2 from Brent Kossina : BK's Bullets looks at Batman Year 100 and he comments on Smallville.
10:52 Speeding Bullets Segment: News on the Boys from Wildstorm, a look at some of the recent news including the 52 #37 DC Nation Reveal, and the teaser photo that has been released, how it may tie into current books.
30:54 We chat about Smallville Labyrinth.
50:49 Listener Emails and audio comment from Geek Syndicate about our all media episode 35.
Episode 40 Part 2: This episode we look at the listener requested Batman: Death and Maidens Trade. We also have our usual speeding bullets segment and an audio comment for the Alternate Reality Podcast.
Our Speeding Bullets segment features a look at Stormwatch PHD 1 and 2, Quick chat about Batman Confidential #2, Welcome to Tranquility #1, and Smallville "Justice?
9:22 Speeding Bullets Segment: Stormwatch PHD 1 and 2, Quick chat about Batman Confidential #2, Welcome to Tranquility #1, and Smallville "Justice?
We will see you Tuesday Night with Episode 41.
Episode 40 Part 1: We have our first guests on Raging Bullets. This is the second part of our Confidential Crossover with Comic Timing. We reviewed Superman Confidential on their show, now Ian and Matt join us with our long time friend Allen Passalaqua.
We will be back on Monday night with our Speeding Bullets segment, review of the listener request Batman: Death and Maidens, email, forum, and audio comments. Thanks for joining us and we'll see you Monday.
Quick reminder to check out Comic Timing and Allen Passalaqua�s site at http://www.angryf.com .
Thank you Allen, Ian, and Matt for joining us on the show.
29:08 We continue our discussion joined by special guest Allen Passalaqua of I.L.L. and Angryf.com, where we talk about Batman Confidential and learn some things about coloring and his career. Allen was on a deadline but still made time to join us and we totally appreciate it.
1:06:30 We go back to our in depth look at Batman Confidential.
Episode 39: This episode is part of our Back to the Bullets series: We are revisiting the entire DCU to see how each series is faring as we begin 2007. This episode we look at Superman 657 and 658, All Star Superman 5 and 6, and Action Comics 845.
Episode 38 Part 2: Year End Special: This is a 2 parter due to length. This episode: We continue the episode with our review of Justice Society of America #1, and 52 coverage (Weeks 32-34). We also have forum and audio comments to share.
Episode 38 Part 1: This is a 2 parter due to length. Part 2 will be out on Sunday. Welcome to our year end special. Much of the episode is in our normal format but Speeding Bullets the week is a relaxed look at 2006, both on the DC side and the Podcasting side. This episode: Raging Bullets of 2006: Jim and Sean look at their favorite writers, books, moments, resolutions, and artists of 2006. Also, we review Manhunter #26 which was part of our Manhunter Challenge. Justice Society of America #1, and 52 coverage continues on part 2 which will be released on Sunday.
Our Speeding Bullets segment features a look at the Best of 2006, Jim chats about Checkmate and Secret 6 and Sean chats about Fables: 1001 Nights of Snowfall.
3:42 Speeding Bullets Segment: Our look at the Best of 2006, Jim chats about Checkmate and Secret 6 and Sean chats about Fables: 1001 Nights of Snowfall.
1:51:09: Audio comment from Comic Timing's Ian Levenstein and friend of the show, John Mayo.


Sense are looking for a reliable and motivated person to join our professional team as a Team Leader (Social Care) at our service, Redgate Court, in Peterborough. We have two roles available working 22.5 and 37.5 hours per week respectively, within a residential service.
The Team leader will need to manage the day to day running of a responsive innovative and high quality service for people with sensory impairments and complex needs. Special attention will be paid to the creation of a continuous learning environment that will seek to maximise the potential of each person.
You will assist the manager in the running of the service including co-ordinating and supervising the team to ensure that all shared responsibilities are fulfilled and systems maintained.
The successful candidate will need to demonstrate willingness to participate in training and development. You will need to communicate in a variety of different methods and be prepared to deal with challenging situations. You will also be expected to work on your own initiative and show patience and understanding.
The successful candidate will have a proven track record of motivating others including carrying out supervision meetings. You will have experience of working with adults with disabilities, monitoring the care provided and identifying and resolving issues arising from the 'day to day' operation.
Working at Sense can be incredibly rewarding; we offer the opportunity to work in a large, diverse and successful charity where people can develop their skills, knowledge and careers in a supportive and flexible environment. In addition, we have excellent training and development, the opportunity for you to join our Group Personal Pension scheme and a generous annual leave entitlement.
If you would like to find out more about this position and to apply, please click the 'Apply' button. You will be directed to the Sense website where you can download the information pack and complete the application form.


The +1 314 795 area code numbers are located in Kirkwood, Missouri. This serviced is provided by New Cingular Wireless PCS - IL for Wireless phone numbers. Retrieve caller information for 314795, we offer a full reverse phone number report for (314) 795 numbers in Missouri.
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Observatory Hill, a neighborhood that offers something for everyone.
Observatory Hill, located on the Northside of Pittsburgh, boasts a tight-knit community, stately homes, a business district, historic Riverview Park, and the Allegheny Observatory. Beautiful mansions dating back to the 1800s line the streets and have been restored to their original splendor. The quaint business district also shows signs of restoration. The residents are proud of their community and have worked together to improve and restore their neighborhood. Each spring, people from all around the area come to see these beautiful homes and businesses during the Observatory Hill Annual House Tour.


Q: We are going through the process of making a pregnant employee redundant. She is entitled to Statutory Maternity Pay (SMP), are we obliged to keep paying her SMP once she has left, or can we stop it on her departure? A: SMP is an entitlement for pregnant employees provided that she has at least 26 weeks' continuous service at the "Qualifying Week" (QW). This is at the start of the 15th week before the "Expected Week of Childbirth" (EWC). Whether you will have to continue paying her SMP will depend on when you plan on making her redundant. If she is going to be dismissed after the start of the QW, you'll still have to pay SMP even if you haven't started to pay it. If she starts working for an employer after the birth that she did not work for at the time of her QW, you won't have to pay her SMP any longer.


Charity Bazaar, donate to us and help us to build JFC.
Player of Wii? PS? NDS? Online games?
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As a free service to our clients, HappyMac utilizes automated system monitoring applications to ensure that your systems stay up. We call this the "HappyMac Overwatch". Many times when we have been called in to recover critical systems data, we hear that "the server was slow" or "I had to keep restarting". Unless you are regularly checking system logs, these may be the only telltale signs that your hard drive or other components are failing. Proactive system and service monitoring let's us know when problems arise, in many instances before you or your clients notice.
Your web sites are up and return proper content.
System loads and network traffic are at manageable levels.
We can tell when your system is having software and hardware problems affecting performance.
All performance metrics are sent via encrypted connections.
Our solutions only monitor services and NOT content.
The agent does not see the contents of your screen with the monitoring client.
The agent does not inspect browser history, or other similar user actions.
The agent does not read inside user-created data (pictures, documents, etc).
The agent does not send full logs; it only sends the results of the health checks.
The agent will not install or update any other software on your computer; it uses read-only commands to perform its duties.


The first thing to say about green roofs is that they look fantastic. They are striking, interesting and give a home a modern yet natural aesthetic. From above, they make a home look much more cosy and make it feel like the garden is part of the house, adding seasonal colours and even wildlife in the form of bees or butterflies. Their attractiveness can also increase the value of the property.
This can be especially important in urban areas where pollution is more of a problem and there is less space for gardens. Roofs can be wasted opportunities to add a bit of plantlife to a home environment and clean up the air.
Our green roofs can keep the home warm in winter and cool in summer. The plants prevent snow and ice build up on a flat roof's waterproof membrane during winter, and during summer they retain rainwater and absorb the sun's rays much better than an ordinary flat roof.
Unlike with many green roofs, our product's modular design means individual sections can easily be lifted and removed temporarily to allow for maintenance to the flat roof beneath. Once you're done, put the modules back and the plants will continue on with life as if nothing happened.
We aim to provide a professional service from quotation to completion of the project and always endeavour to provide great value while never compromising on quality.
We are proud of the reputation we have built over the last 45 years. We are members of a number of independent consumer organisations including Checkatrade and Which? Trusted Traders.
We have over 25 years experience installing flat roofs with teams of fitters who have all passed the manufacturer's training course. Each team leader has a minimum of five years fitting experience in the industry.
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Complete strangers tied strange events. They have dreams that together create one picture. This phenomenon characters of the series "Falling water" can't explain. Mystery and intrigue while hiding the truth from three strangers. Only a joint effort will help to get closer to the solution. The main characters gradually come to this important decision. They meet to solve an important problem together. Despite sharing a dream, everyone is busy with their own problem. When the mission is completed, new friends will know the truth. The laws of logic do not work at all in the light of recent events. The first man is busy looking for his missing girlfriend. The second character has a seriously ill mother-the search for a saving drug is the most important task. In the company of men, mingled with one woman. The heroine is constantly dreaming of a child, she tries to find a native child, although the fact of birth can not remember. The unimaginable game has begun. The acting figures must find a way to solve the main problem. With this nightmare and parallel reality, it's time to end. Not every head can withstand a strong psychological shock. Will the characters get rid of their fears?


1.1 BCN B.V. is an organization registered in the Netherlands.
2.1. Website provides information on opportunities related to migration to the European Union.
3.1. Client has the option to submit his application to the appropriate immigration service.
3.2. Organization does not guarantee an application is accepted by the immigration service.
3.3. Immediately after an application is submitted, the client's account dashboard is marked 'Submitted'.


The square 'donjon' is build and is used for prison. Inside the top of the tower there's a opportunity for starling to nest which is unique for Belgium.
The castle is getting build, and becomes one of the important castles in the country. Emperor Karel had even lived there for some months in the year 1555.Also Willem van Oranje have lived there when he was at war against the Spanish people.
The castle was reconverted Under orders of Aloysius de Fierlant. A coach-house and rooms for the crew was build, also a new wing was build against the old one. The 9ha becomes a modernistic landscape with pools and a hunting pavilion and green-houses. They even build walls around the 9ha.
In 1974 the castle got protected for the piece of nature and historical heritage. In 2001 It got promoted to historical monument. But that doesn't retain it to decay and rot. The park is in poor condition; the coach house partially collapsed and within the castle was recently found Plunder. The situation of the castle area is a disgrace.


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text:
Wahlenbergia subulata är en klockväxtart som först beskrevs av L'hér., och fick sitt nu gällande namn av Thomas G. Lammers. Wahlenbergia subulata ingår i släktet Wahlenbergia och familjen klockväxter. Inga underarter finns listade i Catalogue of Life.

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Soldiering on with my investment analysis series of articles, this one will talk about free cash flow ("FCF") and its importance. You can read about my previous articles on gross profit margin, operating margin and net profit margin here, here and here respectively. No doubt many readers may have seen me talk about the importance of investing in companies with strong balance sheets and FCF, but why exactly is FCF such an important concept, and what should investors look for?
Free cash flow represents the cash a company generates after cash outflows to support operations and maintain its capital assets.
Capital expenditure or "Capex" represents the spending that a company needs to make to sustain its current operations ("maintenance capex") as well as to grow the business ("expansionary capex"). In essence, FCF would represent the amount of cash which is left for the payment of dividends or accumulation on its balance sheet after the company spends on business development and maintenance.
Companies which generate consistent FCF are preferred over companies which do not, for the simple reason being that cash is the lifeblood of a company and would sustain its operations, employees and business activities.
Having positive cash flows also allows more flexibility for the company to decide on what to do with the cash – retain it for a rainy day, use it to buy-back shares to enhance earnings per share, or to pay some of it out as dividends to reward loyal shareholders.
The key word to look out for here is "consistent". An investor should scan through a company's five or ten-year financial history to ascertain if FCF was generated in all or most of those years. This attests to the stability of FCF generation and also lets the investor have more confidence when it comes to investing in the company, as the valuation would be backed by sustainable cash generation.
Of course, it is also important to assess if the company can continue to maintain good levels of FCF generation into the future, as this would support a sound investment thesis and probably also provide the investor with much-needed dividends.


Mouse and Key Board Lag.
This isn't all the time, but happens enough that it's at the top of the list.
Loss of mouse click functionality on clients.
Mostly when copying out of an RDP session on the client.
I believe this passively inserts the clipboard item to the OS and Synergy doesn't see it.
Synergy's lack of ability to detect issues and automatically resolve them.
Worse: I have to login to download the update to all of my systems.
Lack of auto-log reporting for system crashes.
TBH, I'm not sure you don't have this, but I'd would have wagered that you don't ... since there's no opt-out for it.
Lack of multiple configuration options.
It takes me way to long to get swapped between configurations.
Lack of ability to turn off features that are released that I don't want.
I don't want my server to automatically switch just cause my wife walked in and took over my laptop for a minute.
Every single feature should be toggle-able Seriously, don't ever add a feature without giving people an opt-out.
Lack of ability to disable a system as a client, temporarily, from the server.
Back to the scenario where my wife walked off with a laptop that I was using.
Gestures aren't restricted to Macs; I don't own a single Apple device.
I have a Logitech T650.
I'm aware some, if not all, of these are on the roadmap; I'm looking forward to them being properly released. To be honest, barrier doesn't solve all these issues. However, I haven't had any mouse/keyboard lag, not a single disconnect, and haven't loss mouse clicking on the client since switching. Even though I've switched to a fork, it will not be permanent. I know that a lot of time and love has gone into Synergy, and I know the team will resolve its issues soon. I will definitely come back and try Synergy again when Synergy 2 is out of it's beta stages, and becomes feature rich again.
Even though I've switched to a fork, it will not be permanent. I know that a lot of time and love has gone into Synergy, and I know the team will resolve its issues soon.
We're working hard to fix all of those issues (both bugs and missing features). Synergy 2 is nowhere near where we want it to be, but it has great potential.
I hope we can welcome you back once we've accomplished what we need to. Thanks for trying Synergy 2.


You'll love these fun knit socks to make for the whole family. Fun Socks by Leisure Arts presents 6 unique projects with personality. The socks range from Easy to Intermediate skill level and use a variety of yarn and double-pointed needle sizes. Designs include Annelise Knee Socks (Adult Small, Medium, and Large sizes), Braided Cable Socks (Woman's and Men's sizes), Leaf Socks (Woman's size), Seed Stripes Socks (Woman's and Men's sizes). Slipper Socks (Child, Pre-teen, Adult Small and Large sizes), and Toeless Yoga Socks (Woman's size).


text:
FCA Serbia shifts main purchasing emphasis to quality
FCA Serbia says it has "completely changed" its purchasing division to hone in on quality rather than simply cost in a reorganisation drive. And PSA is targeting 95% local sourcing.
Addressing this week's Central and Eastern European Forum in Prague, the automaker revealed it had revamped the direction of its global EUR68bn purchasing division after its original inception in 2008.
"The idea was to be more aligned with the R&D organisation – communication was very complex when we were working separately," said FCA Purchasing Department direct materials manager, Tatjana Jokic.
"[There are] some projects for the Serbian plant and some projects in central and eastern Europe. This region has many opportunities so we are trying to [find] new suppliers which could bring us some savings and better quality.
"Changing the approach to quality first, we are ensuring to choose the highest quality components. This new approach is working – it is across the group."
FCA purchasing in Serbia employs around 2,000 staff and is divided into global and regional divisions with responsibility for body, interior, chassis and engines among other areas. The automaker has purchasing departments in Italy, Poland, Serbia and France as well as two in North America, three in South America and three in the APAC region.
The importance of central and eastern Europe was evident through the number of purchasing managers at the event in Prague with the clear advantage of the major availability of labour at significantly reduced costs driving many OEMs, such as PSA Groupe and myriad suppliers, to base themselves in the region.
"Today we have 2,500 suppliers – our sourcing is 67% in this area [and] our target is to be at 95%," said PSA Groupe Slovakia director of purchasing Alev Onur. "We would like to optimise eastern France sourcing with central and eastern European suppliers – all that with the total landed cost vision.
"The nearer [suppliers are to] Trvana [PSA Slovakia plant], the [better] for performance. We have a new [engine] product – it is around 300,000 components – we are looking for new suppliers [of] these parts."
Denso Corp. - SWOT Analysis
Peugeot SA (Inactive)


text:
Q: How would I install a look and feel from an external jar in Java Swing with UIManager and Classloader? I'm trying to add a plugin system where people can install their own custom looks and feels. I'm not sure how I'd actually install it so it could be found by going through UIManager.getInstalledLookAndFeels()?
I've tried this:
public static void registerPlugins()
{
    File[] files = pluginDir.listFiles();
    for(int i = 0; i < files.length; i++)
    {
        if(files[i].getName().endsWith(".config"))
        {
            System.out.println("Found plugin");
            File jarfile = new File(pluginDir,files[i].getName().substring(0,files[i].getName().length()-7)+".jar");
            if(jarfile.exists())
            {
                System.out.println("Found jar");
                BufferedReader reader = null;
                try {
                    reader = new BufferedReader(new FileReader(files[i]));
                    String name = reader.readLine(); //Unused for now
                    String classname = reader.readLine();
                    reader.close();
                    reader = null;
                    URL url = jarfile.toURI().toURL();
                    URL[] urls = new URL[]{url};

                    ClassLoader cl = new URLClassLoader(urls);

                    Class<?> lafClass = cl.loadClass(classname);
                    final LookAndFeel laf =  (LookAndFeel)lafClass.newInstance();

                    UIManager.getLookAndFeelDefaults().put("ClassLoader", cl);
                    UIManager.installLookAndFeel(laf.getName(), laf.getClass().getName());
                } catch (Exception e) {
                    try {
                        if(reader != null)
                        reader.close();
                    } catch (Exception es) {
                        // TODO Auto-generated catch block
                        e.printStackTrace();
                    }
                    e.printStackTrace();
                }

            }
        }
    }
}

This gets the config files from the plugins folder that have contents like
Web look and feel
com.alee.laf.WebLookAndFeel
and loads the respective jar. So far, all it did was crash cause it could not load components, or list the look and feel while also not being able to find it, so like the list SHOWS "WebLookAndFeel" but trying to use com.alee.laf.WebLookAndFeel causes an exception.
Any advice?

redpajama_set_name: RedPajamaStackExchange


text:
Q: Cryptic message from Google Developer console I have an app and I'm uploading a new release. As soon as I publish the APK the Google developer console complains about this:

I have no idea what they are talking about:

Your app currently targets API level 25 and must target at least API level 26

Why the yellow warning? They are saying my app should target at least API level 26. My app is targeting API level 25 so it should be fine. From my point of view "at least 26" means 26 and below. I don't understand

A: "At least 26" does not mean 26 and below. It means 26 and above.
The definition in the Cambridge English dictionary "as much as, or more than, a number or amount"
Note that this is talking about minimum target SDK (targetSdkVersion), not minimum SDK (minSdkVersion) (docs). So this is not saying that every developer has to only support Oreo - that would be minSdkVersion. It is saying that every App has to have targetSdkVersion >= 26, ie be compatible with Oreo. See the blog post for more details.


For large enterprises in today's business world, internal communication might as well be synonymous with migraine. As companies expand, branches tend to become less and less connected as leaders struggle to communicate with thousands of employees spread out over different geographic locations. So what is the obvious solution? Give everyone an email address, right? While providing employees with a company inbox might seem like a quick fix to communication needs, it's actually not the best answer. Contrary to popular business belief, here are 5 reasons why most employees don't need email.
When a workforce is small and employees are required to wear multiple hats, email can be the most effective way to communicate with vendors, clients and other external sources. In these specific circumstances, the cost of providing individual emails is usually an unfortunate but necessary business expense. But in most companies, especially large enterprises, most employees don't need email addresses. As companies grow and take on more employees, job roles tend to become much more specific and the need for external communication from the average employee greatly decreases. With corporate emails costing companies about $5 per user per month, it just doesn't make sense to increase costs for decreased needs. Being selective about who does or does not need email saves money by cutting down expenses and reducing distracting overcommunication.
Mental fatigue and the myth of multitasking are a real struggle in the modern working world, and being overwhelmed by endless email isn't exactly helping. The ease of sending off a quick email (or two or three or four) has lead to employees spending hours every week just trying to sort, manage and understand everything being asked of them. And every new task, assignment, or to-do item sent off via email just becomes another top priority on the neverending list of things to get done. Employees don't need email creating an abundance of tasks, with the potential to instantly receive even more. All endless priorities really mean is that there aren't any clear priorities at all. When employees are focused on just one goal at a time, broken down into smaller tasks and to-do's, they are happier, more focused, and more energized. Slowing down communication by taking away email makes assignments more directional, personal and effective.
Emails live in a bit of an ambiguous world, pushing send doesn't necessarily mean that the message actually arrived. And even if emails don't get lost in cyberspace, there is still no guarantee that it has been read by the receiver. Emails also allow employees to skirt around news by not reading or claiming to have never received a message. Unless you receive some kind of acknowledgment, it is impossible to really know that your message has been read and understood. Straightforward communication methods like digital collaboration tools remove this ambiguity and create clear understanding and expectations. Digital collaboration tools, like MangoApps, eliminate the uncertainty of email by giving you the assurance that your message has been posted, making your message more visually appealing, making it easier to communicate with groups and by letting you know who has seen it and when it was seen.
The working world is drastically changing, especially for big businesses. While some employees in large enterprises are probably traditional office workers who sit at a desk for the majority of the day, many are often away from a computer or don't work around a computer at all. When they are traveling, working away from a traditional desktop, or just on the go, employees don't need email and it quickly becomes an unaccommodating method of communication. Successfully searching email away from a desktop is difficult, and storing documents or communicating clearly with a group is even harder. Employees working in these environments, which grow larger and larger every year, need quick access to documents, content, and information. Removing unhelpful email and offering employees a device friendly digital collaboration tool makes work easier for everyone involved.
Unfortunately, employee turnover is a part of business, especially at a large organization. Requiring an already busy IT department to create and cancel individual email accounts every time a termination or new hire occurs takes energy, time, and resources away from important work. Depending on your business email provider, regularly creating and deleting email users can cause additional charges and user fees as well. The average employee is already estimated to spend about 40% of his or her workday doing busy work, work tasks outside of the expected routine or work outside of the job description. Removing the burden of email management, especially for employees that rarely access or need it, will help IT employees spend more time being productive and accomplishing the important tasks at hand.
Communication tools are essential to a business, but only when they are used successfully. MangoApps helps all employees communicate and work together by excelling where email falls behind. We offer our clients flexible, customizable, easy to use, and affordable digital communication tools designed around the needs of both the everyday employee and the corporate executive.
Mango Exchange is designed with the pitfalls of traditional Email in mind and lets employees send targeted and personalized messages to anyone in the organization, from any device, without the distractions or frustrations of an inbox cluttered with SPAM or irrelevant messages. Because all of the interactions happen internally, organizations can rest assured, knowing that employees are communicating safely and securely, while avoiding phishing or other malicious threats that come with email. Productivity is also boosted with built-in calendaring, notes, and to-do lists. Mango Exchange aims to widely replace email inboxes for internal-facing employees while improving the way that businesses and employees interact. To see why employees don't need email, learn more about Mango Exchange, and contact us to schedule a demo today.


text:
Long Term Changes to the Lower Columbia River Estuary (LCRE) Hydrodynamics and Salinity Patterns
Aqeel Al-bahadily, Portland State UniversityFollow
Stefan A. Talke
Term of Graduation
Columbia River Watershed, Estuaries -- Hydrodynamics, Saltwater encroachment, Sea level, Estuarine hydrology
1 online resource (xvii, 158 pages)
Changing the morphological and hydrological conditions of an estuary can affect the estuarine hydrodynamics. The hydrograph of the Lower Columbia River Estuary (LCRE) and its bathymetry have been altered significantly over the past 150 years, such that the spring-freshet has decreased by 40-50% while winter flow has increased by 50%. In addition, the inlet width has been narrowed from 9.7 to 3.2km by the construction of jetties, and the controlling depth of the navigation channel has been deepened from 6 to 13m by continuous dredging. Also, ~70% of the shallow water habitat has been lost due to diking and wetland reclamation. Finally, the main shipping channel was changed from the north to the south side of the estuary. These system alterations lead to the following question: how have changes since the mid-1800s altered the salinity intrusion, freshwater distribution, transport processes, and water levels in the Lower Columbia River estuary?
In this study, I use a 3D hydrodynamic model to gain insights into changes in circulation and salinity intrusion from the mid-1800s to the present. Two models were constructed: one based on bathymetric measurements made between 1869 and 1900, and a second based on bathymetric surveys made from 2008 to 2010. The horizontal resolution is typically 50m inside the estuary and 2000m offshore, with 36 sigma layers of vertical resolution. The models have been calibrated and verified using field measurements distributed over the lower 40km of the estuary. The average skill assessment of the calibration is 0.98; the root mean square error is between 0.11m and 0.15m for water level, 2-4psu for salinity, and 0.25m/s for velocity.
Analysis of flow bifurcation (water distribution between channels at a junction) showed that morphology, tidal forcing, and water surface slope have played major roles in freshwater distribution in the multi-channel estuary. However, the asymmetry in the water surface slope between the North and the South Channels is what controls the distribution of flow between the two channels. In the historical model, the two channels surface slopes are equal. Therefore, the hydraulic radius and the cross-sectional area control the flow distribution, but the percentage of freshwater in each channel is still a function of river discharge. For the modern model, the percentage of freshwater in the South Channel decreases as the river discharge increases. During spring tide, 88% of freshwater passes through the South Channel during low river discharge conditions (3,000m3/s), while 48% passes through during high river discharge (15,000m3/s). Conversely, in the historical model, the percentage of freshwater in the South Channel increases as the river discharge increases. This implies that the morphological changes in the estuary causes the South Channel to export more freshwater today, as compared to 150 years ago. Finally, model results suggest that M2 amplitude has increased by 10% in the city of Astoria due exclusively to channel deepening, and about 12.5% (~0.11m) when both channel deepening and river discharge alteration are included.
The LCRE system alteration is modeled to change the average location and the seasonal cycle of salinity intrusion. The simulation results found that average winter-time salinity intrusion has decreased due to a 50% increase in river discharge. During the annual spring freshet, salinity intrusion has increased because of decreased river flow. Due to changes in river discharge, the seasonality of maximum salinity intrusion has shifted from wintertime to late summer/early fall. Channel deepening exerts a strong control on salinity intrusion, and has caused greater landward salinity intrusion landward due to increased stratification. Channel deepening also amplified spring-neap variations in intrusion and altered the sensitivity of intrusion to river discharge. Altogether, the change in freshwater distribution, salinity intrusion, and stratification produced a change in the LCRE system classification. A parameter space classification based on Geyer & MacCready, (2014), suggests that morphological changes and river discharge alteration have shifted the LCRE from partially mixed 41% of the time to a salt wedge estuary 34% of the time.
Finally, the effects of future sea-level rise and a subduction zone earthquake on tidal amplitudes and salinity intrusion are investigated. A future sea-level rise of 0.21m will have an insignificant effect on salinity intrusion and tidal variation inside the estuary. On the other hand, sudden land subsidence resulting from a potential M9 earthquake and/or a future 1.5m SLR (extreme cases) could produce a substantial effect on tidal amplitudes and circulation. Modeling analyses suggest that either scenario could elevate the major tidal constituent (M2) by 0.05m. Moreover, the maximum value could be moved upstream by 4km. Combined together, the combined effect of 1.5m SLR and sudden land subsidence might raise M2 by 0.11m and advance the location of maximum M2 by 10km landward. Similarly, salinity intrusion could increase 4km as a result of either the SLR or land subsidence cases, and might increase by 10km with both scenarios combined. Moreover, both cases have altered the habitat water depth and inundation by increasing the mean depth.
In Copyright. URI: http://rightsstatements.org/vocab/InC/1.0/ This Item is protected by copyright and/or related rights. You are free to use this Item in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s).
Al-bahadily, Aqeel, "Long Term Changes to the Lower Columbia River Estuary (LCRE) Hydrodynamics and Salinity Patterns" (2020). Dissertations and Theses. Paper 5483.
Water Resource Management Commons


text:
Lilium primulinum var. ochraceum (Syn. Lilium majoense) ist eine Varietät der Pflanzenart Lilium primulinum aus der Gattung der Lilien (Lilium) in der asiatischen Sektion.

Beschreibung
Lilium primulinum var. ochraceum erreicht eine Wuchshöhe von 90 bis 120 cm. Der Stängel ist hart und gerade. Die Laubblätter sind lanzettförmig mit einer glatten, wächsernen Oberfläche und um den Stängel verteilt angeordnet.

Die Pflanze blüht im Juli mit einer einzelnen oder bis zu drei horizontalen, trompetenförmigen Blüten von 6 bis 10 cm Durchmesser. Die zwittrigen Blüten sind dreizählig. Die sechs gleichgestalteten Blütenhüllblätter (Tepalen) sind zurückgebogen. Die Grundfarbe der Blüten ist cremeweiß zum Teil leicht grünlich, der Schlund ist dunkelrot bis dunkelpurpurn gefärbt. Die ganze Blüte ist dicht mit dunkelroten Punkten übersät. Die Antheren sind lang, schlank und cremefarben, die Pollen sind hell orange. Die Samen reifen in Samenkapseln aus zwei oder vier Segmenten heran. Die Kapseln erreichen einen Durchmesser zwischen 1 und 2 cm und werden zwischen fünf und sieben cm lang.

Die Zwiebeln sind rundlich und erreichen einen Durchmesser von 3,5 bis 5 cm.

Verbreitung
Lilium primulinum var. ochraceum findet sich in Wäldern und auf grasigen Hängen und Höhenlagen zwischen 1100 und 3100 m.

Diese Varietät ist in der Volksrepublik China endemisch; sie findet sich in den Provinzen Guizhou, Sichuan und im Nordwesten von Yunnan.

Systematik
Lilium primulinum var. ochraceum ist selten und wurde auch als eigene Art Lilium majoense beschrieben. Sie ist sehr eng mit Lilium nepalense verwandt und wurde früher für eine Varietät von Lilium henrici gehalten.

Quellen

Literatur

Weblinks

Lilien
primulinum var. ochraceum


Tempt your furry friend's ears and eyes with this ball o' fun. The Chuckit! Whistler Dog Toy has unique cutouts that make a whistling sound too fun for any pooch to resist. As it flies through the air your dog will be ready to chase it down. They're made of durable, bouncy rubber that is easy to clean and fun to chew.


01:48 — Straight from the cage following a brutal 3-round match against Alexis Davis, Sarah Kaufman speaks out to Heidi Androl and SHOWTIME Sports.
02:20 — Winner, and new Strikeforce women's bantamweight champion, Ronda Rousey talks with Heidi Androl about her win over Miesha Tate.
01:07 — The still-undefeated Tyron Woodley talks with Heidi Androl and Showtime Sports about his third-round win by split decision over Jordan Mein.