You know that really yummy Strawberry Pretzel dessert that gets brought to all the summer pot-lucks? The one with the buttery pretzel crust topped with layers of sweetened cream cheese, Jello and strawberries? I've combined all those delicious flavors into a wonderful, summer Strawberry Pretzel Ice Cream.
Beware! You may want to churn this in two batches, depending on the capacity of your ice cream maker. This recipe makes more than the usual 1.5 quarts, so your ice cream maker may overflow! If you are using my favorite ice cream maker, you can do two batches of ice cream one right after the other using the same bowl. The second batch will just take a little longer to churn.
*If you are intimidated by making ice cream, don't be! Gone are the days of hand-cranked buckets and salt and ice! Making ice cream couldn't be easier. Just read this article, Three Reasons Making Ice Cream is Easier Than You Think to get started!
Add crushed pretzels and mix well.
Press onto the bottom of an 8×8 baking dish and bake at 350 degrees for 10 minutes.
Cool completely, then break into bite-sized pieces.
Puree the thawed strawberries in a blender. You should end up with about half a cup of puree. You can also just pulse the strawberries if you would like strawberry chunks in your ice cream.
Pour the strawberry puree into a large bowl and add the sugar and strawberry-flavored gelatin. Stir well.
Add the whole milk and vanilla and mix with a wire wisk until everything is smooth and well-incorporated.
Add the heavy whipping cream and mix well.
Pour into your ice cream maker and churn until soft-serve consistency is reached.
When transferring your ice cream to an airtight container, layer with pieces of the pretzel crust. You may not use all the crust, depending on your personal preference.
If you love berries in your ice cream, here are some other great recipes to try!


Is it possible correct aberrations while inducing some others which values depends on the measured one? The answer is yes, but it is not easy at all. After almost a year and a lot of work (Iván Marín-Franch did most of it), we found an elegant solution based in software computation. This article shows the solution (click in the image to go the original article which is open source).


I like to consider myself a great judge of barbecue, as I've had my fair share of it, thanks to my grill- master chef of a father. So with that, I'd like to formally announce that I have now had the absolute best barbecue in the city of New York at Urban Smoke BBQ, a new establishment in Brooklyn.
I don't always look forward to eating barbecue here because it's generally pretty standard- the same cuts of beef, with unoriginal sauces, and moderately adequate sides. However, that is so unbelievably not the case at Urban Smoke. Executive Chef Dave Schaap is a genius with the smoker, creating amazing flavors throughout every piece of meat that take barbecue to a whole new level.
After deliberating over the menu, I went with the Rosie Cheeks sandwich, an incredible combination of pulled beef cheek, Urban Smoke's house barbecue sauce, pickles and crispy shallots. The combination of the delicately fatty meat with the tangy sauce, salty pickles and crunchy shallots was absolutely unbelievable, so much so that I think I blacked out after the first bite.
I didn't stop there, as their menu of sides is just as impressive as their sandwiches. Surprisingly (not), my first choice was the Pimento Mac and Cheese. The mac and cheese is made with cavatelli pasta which is generously mixed with this incredible cheeses sauce that possesses an extra special bite at the end that can only be attributed to the pimento. Every piece of pasta had the right amount of cheese, and the little cracker crumbs on top added a great crunchy element.
My other choice was the Elote Corn Pudding. Normally I stay away from corn breads and corn puddings because I'm not the biggest fan of sweet and salty, and most are too sweet for me. Schaap and company at Urban Smoke have created this amazing concoction of corn, lime and cheese that changes my perception of anything called corn pudding. The texture is moist and bouncy, and the corn kernels mixed throughout add some fun texture. Then there's the lime avocado cream on top that I would put on literally anything, in addition to the cotija cheese and cilantro that make this dish perfect in every way. I was so excited that I ordered two sides, but I don't recommend it unless you're sharing because they're healthy portions.
My friend was with me and she ordered a half pound of meatloaf with a side of the Hoppin' Joe. I generally have an aversion to meatloaf, as I imagine most people who grew up in suburbia do, but once again, my previous conceptions of it were completely shattered. The seasonings are unique and not standard to meatloaf, not to mention it's also smoked which makes it super tasty. The Hoppin' Joe is what really blew me away, mostly because my expectations were fairly low going in- it's just rice, beans and red-eye gravy. You'd think I would have had high expectations considering everything else I'd already tasted was out of this world, but it was fun to be surprised. Red-eye gravy is some delicious mixture of animal fat, cream and coffee, and boy, was it good.
Most things in Brooklyn that claim to be gourmet try too hard to be different and end up with items so confusing that the diner doesn't know what it was to start with. The beauty of Urban Smoke BBQ is that it's simple and straightforward, from the decor to the menu. Each cut of meat is of high quality, the sauces are fresh and unique, and you can tell that there is a whole lot of love and creativity put into each dish. Without a doubt, this restaurant is changing the name of barbecue in the city, so I suggest you go soon before lines are out the door because it's about to be the talk of the town.


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text:
Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1
A. Goel, S. Augustine, J. Baranowska-Kortylewicz, D. Colcher, B. J.M. Booth, G. Pavlinkova, M. Tempero, S. K. Batra
James O Armitage Center for Hematological Malignancies Research
Great Plains IDeA-CTR
Child Health Research Institute
Pathology & Microbiology
The prospects of radiolabeled antibodies in cancer detection and therapy remain promising. However, efforts to achieve cures, especially of solid tumors, with the systemic administration of radiolabeled monoclonal antibodies (MAbs) have met with limited success. Using genetic engineering techniques, MAbs have been tailored to improve the therapeutic index (tumor:normal tissue ratio) in clinical radioimmunotherapy. In the present study, we investigated the potential of tetravalent {[sc(Fv)2]2} and divalent [sc(FV)2] single chain Fvs of MAb CC49 for therapy in athymic mice bearing s.c. LS-174T human colon carcinoma xenografts. Mice received 1000 μCi of 131I-labeled [sc(Fv)2]2 or 131I-labeled sc(Fv)2, either as a single injection on day 6 or as four injections (250 μCi each) on days 6, 7, 8, and 9; the day of tumor implantation was taken as day 0. The median survival for the control group was 26 days. Comparisons of single and fractionated therapeutic regimens showed median survival as 32 (P < 0.001) and 53 days (P < 0.0001), respectively for [sc(Fv)2]2 and 26 (P > 0.5) and 38 days (P < 0.0001), respectively for sc(Fv)2 when compared with the control groups. The time for the quadrupling of tumor volume for single and fractionated therapeutic treatments were: 9.0 ± 0.8 and 21.1 ± 2.9 days respectively for sc(Fv)2; 16.6 ± 1.9 and 32.9 ± 2.7 days respectively for [sc(Fv)2]2; and 8.3 ± 0.7 and 8.4 ± 0.6 days respectively for the control group. No 131I-labeled systemic toxicity was observed in any treatment groups. The results show that radioimmunotherapy delivery for sc(Fv)2 and [sc(Fv)2]2 in a fractionated schedule clearly presented a therapeutic advantage over single administration. The treatment group receiving tetravalent scFv showed a statistically significant prolonged survival with both single and fractionated administrations suggesting a promising prospect of this reagent for cancer therapy and diagnosis in MAb-based radiopharmaceuticals.
Fingerprint Dive into the research topics of 'Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1'. Together they form a unique fingerprint.
Radioimmunotherapy Medicine & Life Sciences
Heterografts Medicine & Life Sciences
Colon Medicine & Life Sciences
Carcinoma Medicine & Life Sciences
Control Groups Medicine & Life Sciences
Goel, A., Augustine, S., Baranowska-Kortylewicz, J., Colcher, D., Booth, B. J. M., Pavlinkova, G., Tempero, M., & Batra, S. K. (2001). Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1. Clinical Cancer Research, 7(1), 175-184.
Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1. / Goel, A.; Augustine, S.; Baranowska-Kortylewicz, J.; Colcher, D.; Booth, B. J.M.; Pavlinkova, G.; Tempero, M.; Batra, S. K.
In: Clinical Cancer Research, Vol. 7, No. 1, 2001, p. 175-184.
Goel, A, Augustine, S, Baranowska-Kortylewicz, J, Colcher, D, Booth, BJM, Pavlinkova, G, Tempero, M & Batra, SK 2001, 'Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1', Clinical Cancer Research, vol. 7, no. 1, pp. 175-184.
Goel A, Augustine S, Baranowska-Kortylewicz J, Colcher D, Booth BJM, Pavlinkova G et al. Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1. Clinical Cancer Research. 2001;7(1):175-184.
Goel, A. ; Augustine, S. ; Baranowska-Kortylewicz, J. ; Colcher, D. ; Booth, B. J.M. ; Pavlinkova, G. ; Tempero, M. ; Batra, S. K. / Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1. In: Clinical Cancer Research. 2001 ; Vol. 7, No. 1. pp. 175-184.
@article{e3627f4a032748be9dab14f7c4a8e557,
title = "Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1",
abstract = "The prospects of radiolabeled antibodies in cancer detection and therapy remain promising. However, efforts to achieve cures, especially of solid tumors, with the systemic administration of radiolabeled monoclonal antibodies (MAbs) have met with limited success. Using genetic engineering techniques, MAbs have been tailored to improve the therapeutic index (tumor:normal tissue ratio) in clinical radioimmunotherapy. In the present study, we investigated the potential of tetravalent {[sc(Fv)2]2} and divalent [sc(FV)2] single chain Fvs of MAb CC49 for therapy in athymic mice bearing s.c. LS-174T human colon carcinoma xenografts. Mice received 1000 μCi of 131I-labeled [sc(Fv)2]2 or 131I-labeled sc(Fv)2, either as a single injection on day 6 or as four injections (250 μCi each) on days 6, 7, 8, and 9; the day of tumor implantation was taken as day 0. The median survival for the control group was 26 days. Comparisons of single and fractionated therapeutic regimens showed median survival as 32 (P < 0.001) and 53 days (P < 0.0001), respectively for [sc(Fv)2]2 and 26 (P > 0.5) and 38 days (P < 0.0001), respectively for sc(Fv)2 when compared with the control groups. The time for the quadrupling of tumor volume for single and fractionated therapeutic treatments were: 9.0 ± 0.8 and 21.1 ± 2.9 days respectively for sc(Fv)2; 16.6 ± 1.9 and 32.9 ± 2.7 days respectively for [sc(Fv)2]2; and 8.3 ± 0.7 and 8.4 ± 0.6 days respectively for the control group. No 131I-labeled systemic toxicity was observed in any treatment groups. The results show that radioimmunotherapy delivery for sc(Fv)2 and [sc(Fv)2]2 in a fractionated schedule clearly presented a therapeutic advantage over single administration. The treatment group receiving tetravalent scFv showed a statistically significant prolonged survival with both single and fractionated administrations suggesting a promising prospect of this reagent for cancer therapy and diagnosis in MAb-based radiopharmaceuticals.",
author = "A. Goel and S. Augustine and J. Baranowska-Kortylewicz and D. Colcher and Booth, {B. J.M.} and G. Pavlinkova and M. Tempero and Batra, {S. K.}",
journal = "Clinical Cancer Research",
publisher = "American Association for Cancer Research Inc.",
T1 - Single-dose versus fractionated radioimmunotherapy of human colon carcinoma xenografts using 131I-labeled multivalent CC49 single-chain Fvs1
AU - Goel, A.
AU - Augustine, S.
AU - Baranowska-Kortylewicz, J.
AU - Colcher, D.
AU - Booth, B. J.M.
AU - Pavlinkova, G.
AU - Tempero, M.
AU - Batra, S. K.
N2 - The prospects of radiolabeled antibodies in cancer detection and therapy remain promising. However, efforts to achieve cures, especially of solid tumors, with the systemic administration of radiolabeled monoclonal antibodies (MAbs) have met with limited success. Using genetic engineering techniques, MAbs have been tailored to improve the therapeutic index (tumor:normal tissue ratio) in clinical radioimmunotherapy. In the present study, we investigated the potential of tetravalent {[sc(Fv)2]2} and divalent [sc(FV)2] single chain Fvs of MAb CC49 for therapy in athymic mice bearing s.c. LS-174T human colon carcinoma xenografts. Mice received 1000 μCi of 131I-labeled [sc(Fv)2]2 or 131I-labeled sc(Fv)2, either as a single injection on day 6 or as four injections (250 μCi each) on days 6, 7, 8, and 9; the day of tumor implantation was taken as day 0. The median survival for the control group was 26 days. Comparisons of single and fractionated therapeutic regimens showed median survival as 32 (P < 0.001) and 53 days (P < 0.0001), respectively for [sc(Fv)2]2 and 26 (P > 0.5) and 38 days (P < 0.0001), respectively for sc(Fv)2 when compared with the control groups. The time for the quadrupling of tumor volume for single and fractionated therapeutic treatments were: 9.0 ± 0.8 and 21.1 ± 2.9 days respectively for sc(Fv)2; 16.6 ± 1.9 and 32.9 ± 2.7 days respectively for [sc(Fv)2]2; and 8.3 ± 0.7 and 8.4 ± 0.6 days respectively for the control group. No 131I-labeled systemic toxicity was observed in any treatment groups. The results show that radioimmunotherapy delivery for sc(Fv)2 and [sc(Fv)2]2 in a fractionated schedule clearly presented a therapeutic advantage over single administration. The treatment group receiving tetravalent scFv showed a statistically significant prolonged survival with both single and fractionated administrations suggesting a promising prospect of this reagent for cancer therapy and diagnosis in MAb-based radiopharmaceuticals.
AB - The prospects of radiolabeled antibodies in cancer detection and therapy remain promising. However, efforts to achieve cures, especially of solid tumors, with the systemic administration of radiolabeled monoclonal antibodies (MAbs) have met with limited success. Using genetic engineering techniques, MAbs have been tailored to improve the therapeutic index (tumor:normal tissue ratio) in clinical radioimmunotherapy. In the present study, we investigated the potential of tetravalent {[sc(Fv)2]2} and divalent [sc(FV)2] single chain Fvs of MAb CC49 for therapy in athymic mice bearing s.c. LS-174T human colon carcinoma xenografts. Mice received 1000 μCi of 131I-labeled [sc(Fv)2]2 or 131I-labeled sc(Fv)2, either as a single injection on day 6 or as four injections (250 μCi each) on days 6, 7, 8, and 9; the day of tumor implantation was taken as day 0. The median survival for the control group was 26 days. Comparisons of single and fractionated therapeutic regimens showed median survival as 32 (P < 0.001) and 53 days (P < 0.0001), respectively for [sc(Fv)2]2 and 26 (P > 0.5) and 38 days (P < 0.0001), respectively for sc(Fv)2 when compared with the control groups. The time for the quadrupling of tumor volume for single and fractionated therapeutic treatments were: 9.0 ± 0.8 and 21.1 ± 2.9 days respectively for sc(Fv)2; 16.6 ± 1.9 and 32.9 ± 2.7 days respectively for [sc(Fv)2]2; and 8.3 ± 0.7 and 8.4 ± 0.6 days respectively for the control group. No 131I-labeled systemic toxicity was observed in any treatment groups. The results show that radioimmunotherapy delivery for sc(Fv)2 and [sc(Fv)2]2 in a fractionated schedule clearly presented a therapeutic advantage over single administration. The treatment group receiving tetravalent scFv showed a statistically significant prolonged survival with both single and fractionated administrations suggesting a promising prospect of this reagent for cancer therapy and diagnosis in MAb-based radiopharmaceuticals.
JO - Clinical Cancer Research
JF - Clinical Cancer Research

redpajama_set_name: RedPajamaCommonCrawl


I enjoy doing my hair. I enjoyed it even more pre-motherhood when I had a little more free time on my hands. With that being said, I also adore the relief of having my hair in a long-term protective style. Not having to worry about styling my hair in the morning for a few weeks is definitely a luxury I greatly enjoy.
My friend Keisha recently installed Senegalese twists via the crotchet method for me. It only took 2 hours and 15 minutes in comparison to the 6-8 hours installing individual twists takes. If you aren't familiar with the process, crotchet braids are installed by using a latch hook tool to crotchet hair into your corn-braided hair.
Below you can see the braid pattern of my hair underneath my twists.
For maintenance I plan to moisturize my hair and scalp underneath the twists every other day or so with Shea Moisture Hold & Shine Moisture Mist.
What styles do you employ to give yourself a break from doing your hair?
I love that and have been considering it, but sitting still that long... I don't know. I tend to do twists and leave them in for a week at a time. I need something longer term like what you have so I can go longer between manipulations. My issue is always maintenance. I'll definitely have to consider it.
Thanks! I am sooo happy with the new layout. The 2 hours and 15 minutes sitting is SO much more manageable than the usual 6-8 hours for individual twists. Put in a good movie, you'll be done before you know it!


text:
General Motors: The new law of supply & demand
By Christopher Ludwig, Chris Ludwig2016-12-29T12:46:38+00:00
GM has restructured its order fulfilment, supply chain and logistics to share more common objectives, grouping them together in a department reporting to James Bovenzi
The size and complexity of General Motors' supply chain mean that designing and sourcing the most effective logistics and distribution network for the carmaker is a continuous and ever-changing process. Consider GM's current footprint: more than 170 assembly, powertrain and component plants in 31 countries; more than 7,700 supplier locations; 20,000 dealers in 140 countries, including 5,000 in North America alone; 900 inbound and outbound logistics providers; and operations supported by another 19,000 indirect suppliers across a variety of services.
In this story...
Pillars of the new organisation
A complex supply chain
Evolution in purchasing
Reducing the risks
Packing in more change
Across such a multitude of players and geography, 'efficiency' might rarely be more than a moment in time based on current supply locations, volumes, frequency and transport routes. To keep up with changes in any area, GM's networks require near-constant engineering, not just across transport modes but also in terms of its handling, packaging and delivery strategies.
Having the most effective organisation and partners to manage such networks may also be something of a moment in time. Those steering the supply chain must not only ensure they have the right logistics capacity to meet demand, but that they have sufficient access to the data, IT and market knowledge needed to make well-informed decisions.
Having such tools and skills cannot be taken for granted at a company like GM, where legacy systems and traditional processes can quickly fall behind digital and automated systems, raising the risk of poor communication and forecasting with suppliers and customers.
Budgets, of course, also shape management decisions. The sums of money involved in GM's sprawling supply chain are, on their own, more than the entire finances of some large companies, and the carmaker spends nearly as much on logistics each year as it does on vehicle development. Rightly or wrongly, it's hard to imagine many senior OEM executives who wouldn't want to see that amount reduced, and so pay it more attention.
It is partly for such reasons that GM's organisation for logistics and supply chain has been a frequent topic of change. In recent years, the carmaker has revised its policies and approaches to material sourcing, supplier relations and contracts, insourcing and outsourcing. A number of strategy iterations have been planned, trialled and sometimes jettisoned.
James Bovenzi: Looking for a more 'end-to-end' perspective within GM's supply chain
For the past 18 months, the carmaker has also been in the midst of further important changes in its logistics and supply chain organisation, with James Bovenzi, who took over in December 2014 as executive director of GM's global purchasing and supply chain organisation (GPSC) in North America, taking the reins of the newly formed demand/supply department.
The objective of the revised structure is to attain a more 'end-to-end' perspective in supply chain and logistics, from suppliers through to sales, integrating areas that cover forecasting and analysis on both sales programmes and supplier capacity as well as logistics and materials handling.
Meanwhile, a number of logistics competencies, including sourcing and network engineering, are also being redeployed in-house at GM, often in combination with new or revamped IT systems and analytical tools.
The impacts for GM's logistics organisation, its suppliers and logistics providers will be significant, as the company aims to become more digitally connected, with automated freight authorisation, invoicing and visibility at every logistics point. GM is also working more in advance of production and launches to develop things like packaging standards and transport strategies, while better understanding potential risk in the supply chain.
[sta_anchor id="1"]"We will have visibility from the moment a part comes off the supplier's assembly line, all the way through delivering a car to a dealer," says Bovenzi. "That will allow us to have the right containers, the right packaging, the right mode of transportation, inventory levels and frequency of routes. It's exciting, what our team is doing."
The pillars of a new organisation Jim Bovenzi is a 37-year GM veteran who has held leadership roles in regions including the US, China, Germany and Russia, and has had experience across purchasing and supply chain ranging from programme management to supplier localisation. While his current position has a wide scope, one primary objective might be said to define much else: rather than reacting to problems, he wants GM and its supply base to better anticipate economic, consumer and technological shifts that impact plants, suppliers and logistics. To do that, the company needs maximum transparency between departments and with outside partners.
Under Bovenzi, a number of functions have been grouped together that always shared space in the wider GPSC organisation, but whose relation to one another was not always strongly emphasised: order fulfilment, supply chain and logistics. At GM, these areas might be defined broadly as the sales pipeline and customer demand, the material and supply requirements for and within plants, and the transport and packaging that connects all of it (which is also the biggest cost area of the three). In the new structure, these functions retain their own organisations and leaders, but each of them now reports to Bovenzi and they share more common objectives.
The separate departments were "very strong pillars of this house", says Bovenzi. However, he acknowledges that there were gaps and misunderstandings in "handovers" between departments and in taking a more "end-to-end" approach.
"Individually, they were and are very strong, but they didn't always fully understand the impacts that they had upon each other," he says. "For example, the order fulfilment team might have decided that we should apply a particular special option package or promotion, which they would then enter into the sales and production schedule. The fact that we didn't have the capacity on the supply side in that short period of time wasn't necessarily visible to them; they [just] made a decision that was very appropriate for the knowledge that they had."
With the departments closer together, says Bovenzi, all sides share open information about their requests and make modifications based on realities in the supply base or on logistics costs and constraints.
Along with putting these three pillars beneath a common roof, the demand/supply organisation has added a number of new, smaller activities that "cement" them together. One is an area called 'demand planning', which looks at model mix and option penetration to more accurately forecast volumes in the supply chain. Over the long term, it also examines what options and packages make financial and operational sense for the carmaker.
Likewise, a new 'supply planning' team looks specifically at capacity and constraints across the production network and its suppliers to determine where potential problems may lie, or where GM might increase output or source more models to meet demand.
Finally, Bovenzi points to a third 'new' area called 'continuous improvement', which he describes as the organisation's foundation. This group also reports to the director of demand planning (Theresa Hilborn – see box, above) and is made up of numerous teams working on projects to improve IT systems and processes as well as planning and communication tools. Bovenzi describes some of GM's logistics processes as "needing to come into the 20th century", including their reliance on spreadsheets and manual tasks.
[sta_anchor id="2"]Bovenzi's own reporting lines reflect the department's integrated focus across purchasing, a global supply chain, and meeting sales and customer needs. He has two direct bosses: Steve Kiefer, vice-president of GPSC, the carmaker's top global purchasing executive; and Alan Batey, president of GM North America, who is responsible for operations across the region and is "the strongest voice for the customer", says Bovenzi.
GM is bringing more logistics functions back in-house to regain the ability to engineer its own inbound, outbound and international flows, but outsourcing still plays a key role across the supply chain
Rewriting history for outsourcing Taken as a whole, the new organisation brings GM closer to a sales and operation planning (S&OP) structure that aims to align management and operations with the same goals, using constant communication and technology to sync with consumers and suppliers. S&OP can be found in the supply chain organisations of a number of technology, e-commerce and consumer goods firms.
But if GM stops short of a full S&OP setup, it is partly because some of its objectives involve changes among sensitive operations that could risk the stability of production, if not handled carefully. Upgrading and rebuilding systems across plants and suppliers takes time and must be done correctly to avoid disruption.
Also notable among the changes is a significant push to bring back in-house some areas of logistics management that had been outsourced. "Going back 15-20 years, we outsourced a lot of logistics activity, and now we are slowly bringing it back in-house. This includes our capability to engineer the network, as well as entire systems for inbound, outbound and international flows," says Bovenzi.
Such efforts are the latest swing of the pendulum in GM's approach to managing logistics. In 2001, for example, it signed an agreement to outsource almost all of its global logistics management and contracting entirely to a joint-venture fourth party logistics provider (4PL), Vector SCM. Five years later, however, it brought most of that management back in-house in an effort to regain control and visibility of its supply chain.
"We will have visibility from the moment a part comes off the supplier's assembly line, all the way through delivering a car to a dealer. That will allow us to have the right containers, the right packaging, the right mode of transportation, inventory levels and frequency of routes." - James Bovenzi, GM
But that 'insourcing' did not end or change a significant reliance on third parties for key areas of logistics management. In North America, the carmaker has used lead logistics providers (LLPs) to manage most of its inbound logistics network routing and engineering, transport mode selection and carrier management, and supplier follow-up. For example, Ryder is the LLP for GM's US and Canadian plants and their inbound supply chains, while Penske does the same for plants in Mexico.
Global freight forwarders, meanwhile, have been responsible for engineering flows and consolidation across the carmaker's huge flow of containers for material around the world.
Furthermore, a variety of outsourcing arrangements for logistics management, sourcing and IT systems have developed in other regions. In Europe, a partnership with France's PSA led to a comprehensive 4PL contract with Gefco from 2013, covering inbound and outbound logistics management and operations across production and sales in the wider region. In China, GM's web of joint ventures means that, like other OEMs there, logistics is often in the hands of local partners' in-house logistics providers, such as the SAIC Group's Anji Automotive and Anji-Ceva joint venture.
But now, at least in North America, GM wants to rebuild its management resources and expertise in areas that Bovenzi sees as important competencies. The carmaker is therefore hiring new staff, absorbing some from existing LLPs and training its teams. The insourcing is also being done in conjunction with the rollout of new IT systems across three core areas: engineering; sourcing; and visibility for every logistics transaction.
This in-house development and IT investment is part of a multi-year business transformation project that GM has dubbed GLIDE (Global Logistics Integrated Design and Execution). It also includes using business intelligence tools, improving freight visibility and forecasting, and automating communication and billing.
[sta_anchor id="3"]"GLIDE integrates the silos across our organisation. All the processes come together and break down barriers," says Bovenzi.
For example, in North America GM has already launched a logistics sourcing tool that combines route engineering and transport costs on a single platform. In early 2017, a system for sourcing and managing international inbound freight is set to come on-stream, as well as an inbound visibility system for North American domestic flows. Outbound vehicle logistics visibility is scheduled for 2018.
Such systems are supplemented with a suite of business intelligence tools that allow GM to model different scenarios based on plant and supplier locations, volumes and other constraints to produce optimal network design. "This has helped us to go from a very tactical execution to providing a more strategic input into major corporate decisions," says Bovenzi.
Another important aspect of taking these tasks and systems back within logistics and demand/supply is to incorporate advanced planning for logistics into GM's model development as early as possible, something in which the carmaker has made progress in recent years in areas ranging from packaging to planning line-side delivery. However, Bovenzi still sees more scope to incorporate viewpoints, data and cost factors across the company.
"We had our inbound network design outsourced, for example, with people working on it that were very capable," he says. "However it was trunked up into so many pieces that nobody had total visibility. We were only optimising a subset of the enterprise.
"By bringing it in-house, we are better able to see the full picture and understand all the trade-offs."
Bovenzi maintains that GM will not be insourcing all of this activity and that LLPs like Ryder and Penske will retain a large share of what they do in operational areas. The carmaker mainly wants more control over network design and sourcing.
[sta_anchor id="4"]"We are moving towards a hybrid model of outsourcing, as there are certain things that our LLPs are very good at and we wouldn't want to take them away," he says. "We still depend on much of our supply base and providers for innovation."
The evolution of purchasingGM's new supply chain and logistics organisation is in many ways more an evolution than a revolution; in fact, many of the changes are continuations of purchasing and logistics strategies that have taken place over the last decade or more.
On the material purchasing side, for example, GM had previously put a strong focus on price, leading to growth in 'low-cost country sourcing'. In the 2000s, the carmaker sought out suppliers in sometimes far-flung locations with low labour costs to ship parts to global plants. Since then, however, especially since emerging from bankruptcy in 2009, the carmaker's purchasing management has emphasised 'total enterprise cost', which aims to account for potential costs related to logistics, inventory and risks from specific material sourcing and production locations.
By further integrating logistics, supply chain and network engineering with order fulfilment and sales considerations, GM is better able to plan and design not only transport but also packaging requirements
The result has not been an end to global material flows; on the contrary, these have risen across shared and co-located global vehicle platforms. However, GM has used a combination of improved calculation tools and better planning between purchasing, manufacturing and logistics to make more informed decisions.
As Bovenzi puts it, the entrenched silos at 'old GM' might have led it to balk at increasing its material purchasing budget even if it meant a bigger reduction in logistics costs. "Today, in the new GM, we will gladly take the small hit in material costs to lower logistics and overall costs," he says.
Much of this progress predates the demand/supply department. However, the reorganisation supports such a culture, including by measuring the impacts of sales and marketing objectives across the supply base. Likewise, the ability for GM to design and engineer its own logistics networks makes it more able to consider the cost and inventory impacts of material purchasing and production decisions. In this sense, GM can assess operational realities in its supply chain and make sure that the numbers produced by its modelling tools reflect 'real life'.
"In better integrating our supply chain operations, business processes and communication are our first step, after which point IT systems can help to support us," Bovenzi says.
"If an organisation looks to IT to find a solution to a mistake or problem for which they haven't established the right business process or culture, it can cause more problems," he adds. "That is why we have focused on establishing the right culture, process and communication first, and then support it with the appropriate hardware and software."
Over past years at GM, total enterprise cost has developed from being a common sense approach to sourcing into a strategic instrument. In 2014, prior to its reorganisation in GPSC, GM set an objective of shaving nearly $1 billion from its logistics budget over several years. Strategies for the reduction included a number of enterprise-wide investments across key sites in North America, including localising stamping plants and extending rail lines, as well as bringing more suppliers closer to GM plants.
According to Bovenzi, GM is on pace to meet or exceed cost-reduction targets, which he credits largely to executive director of global logistics and containers Edgard Pezzo's global logistics organisation and its efforts to reduce waste.
Bovenzi also points to improved communication across departments, including for supplier localisation both within North America and in other regions with high currency volatility, such as Asia and South America.
GM's cost-reduction targets are being met partly through a combination of logistics waste reduction and the use of an analysis tool that assesses supplier localisation suitability
Bovenzi, who led GM's global localisation strategy before his current role, points to several efforts in this area. He uses the analogy of assessing 'dirt' versus 'diamonds' in material purchasing. The diamonds represent those parts that have a high value and are easy to transport, and can therefore be sourced and moved almost anywhere. Dirt, on the other hand, should be sourced locally. It is bulky, heavy and costly to move, even if it has a lower value itself.
Of course, not all parts fit easily into such categories, which is why GM's purchasing and supply chain executives have refined a supplier footprint analytics tool that models inputs, including logistics and material costs, country competitiveness, investment, tooling and currency.
"We can use the tool to analyse where we might manufacture and localise models," Bovenzi says. "If, for example, we are building a platform in four global locations, we can use the tool to determine whether we would localise tooling and suppliers in all four locations, or the two or three that would be best."
[sta_anchor id="5"]According to Bovenzi, the tool helps to make sourcing more objective "and to build a culture where we can make a million decisions like this properly every day".
Less risky businessSince realigning the supply chain organisation further, efforts to incorporate forecasting for sales and supply constraints have helped GM improve in other areas, including lowering the risk of supply disruption and reducing premium freight shipments. Several years ago, says Bovenzi, imbalances between demand and supply were among those identified as top threats to the company.
"I think it is an indirect compliment to our organisation that when we refreshed our risk outlook this year [2016], Alan Batey [the president of GM North America] said that it was under control and should come off the list," says Bovenzi. "That doesn't mean we don't have issues, but there is a process in our team to handle it and we know what to do."
Reducing this risk has been particularly critical, given some of the fast and perhaps unexpected shifts in the market that have required a response. For example, the growth of SUVs, trucks and crossovers in recent years has surpassed many market expectations, even as the decline of cars has been more extreme than anticipated.
GM is looking to increase the efficiency of AGVs moving between delivery docks and point of use at its plants
Within the boundaries of its supplier and internal production capacity limits, Bovenzi says GM has been able to change production and respond to the market much quicker than before – "almost overnight", in some instances.
"Again, much of it comes down to communication, both within our organisation and with suppliers, to see what could be and needed to be done," he says.
[sta_anchor id="6"]Some changes, of course, such as installing new capacity or changing models, require investment and longer lead times, but Bovenzi suggests his team is better prepared to see what the carmaker may require over time as well, and help influence those decisions up- and downstream in the supply chain.
Global opportunities Rebuilding internal logistics resources, expertise and IT all takes time, and is part of the reason that GM is taking integration steps at its own pace, and not everywhere at once. Some projects have an international if not global focus, such as the intercontinental freight engineering system, while both the logistics and containerisation organisation and the supply chain group are global in scope and share strategies across regions. However, the deeper integration across demand/supply and the bulk of the insourcing focus have so far been North America-focused.
"We purposely said that we shouldn't try to take on the world and stumble, but instead make changes properly as people are ready," confirms Bovenzi.
However, there are already steps towards a more global approach and more integration is likely over the coming years. Bovenzi acknowledges that regional differences in GM's organisations make 'copy and paste' impossible, but suggests the fundamentals of sharing demand and supply capacity forecasts can be applied elsewhere. He also points to global platforms that produce models and share parts over several regions, such as the 'GEM' platform, a small-car initiative that will be produced in North America, in China by GM's joint ventures, and elsewhere.
"There, we will need to join capacity and demand planning because we will be sharing components and suppliers across regions," he says. "In this case, we will let the business needs pull change in our organisation, rather than drumming up a process that we are going to impart elsewhere."
The emergence of electrification on a larger scale will present some new logistics challenges, particularly in lithium-ion battery handling
Lessons can also flow both ways, as some regions have already taken a lead in aspects of this integration. Three years ago, for example, Opel/Vauxhall began to further connect its order and capacity management with its plants' bill of material and logistics planning in Europe as part of implementing an 'order slotting' system that provides real-time updates to forecasts and production planning based on changes in demand or supplier constraints. The carmaker is now starting to apply aspects of this forward planning and schedule stability [sta_anchor id="7"]to its outbound logistics, for example, including a number of trials in planning carrier loads that could be interesting for the company more widely.
Packing in the changes Technology, particularly digital communication and analytics, is playing a key role in the management and decision-making of the new demand/supply organisation, but Bovenzi also points to the potential for efficiencies to be gained in operational logistics. GM has a number of programmes aimed at increasing its use of automated guided vehicles (AGVs), for example, and finding more efficient ways of getting from the delivery dock to the point of use on the line.
The technology in GM's vehicles is also set to bring benefits. The carmaker's OnStar platform, an on-board communication system, could have applications beyond consumer uses, for example, including in vehicle tracking and diagnostics for distribution and even in the aftermarket.
"I believe the business model will expand," he says. "We've had rental car and fleet agencies ask us to look into that further, for example."
GM and its logistics providers must also confront the challenges of vehicle electrification, a trend expected to grow strongly. The OEM will enter this segment more decisively with its soon-to-launch Bolt, a long-range, pure-electric vehicle that will be built at its plant in Orion Township, Michigan and also exported to other markets. Along with the technology advances, Bovenzi points to the special requirements for managing the vehicle in the supply chain, particularly regulations around its batteries.
"The lithium-ion batteries require special handling and packaging, with more limits on modes of transportation such as air," he says. "If we have an issue with other parts, we can put it in the cargo hold of a commercial airliner. For these batteries, it has to be on a dedicated cargo plane – so it has a definite impact."
"The auto industry is going to change more in the next five years than it has in the last 50." - Mary Barra, GM
Not all progress necessarily requires the latest technology, either. Bovenzi reveals that GM's logistics team has been trialling the use of North America's inland waterway systems to move freight for the first time in generations, besides for iron ore and steel, including via the Great Lakes and major rivers like the St Lawrence and Mississippi. In one case, GM has delivered overseas containers of freight as far inland as Cleveland, Ohio, and Bovenzi sees potential in the Detroit region itself. "We can all rally around such projects. For example, how can we develop Detroit into a port that can handle automotive requirements? We are now talking to city and development groups to gain traction."
Still, new technology is set to define GM's logistics and supply chain over the coming years. Bovenzi quotes GM's chief executive, Mary Barra, in considering the company's recent realignment: "The auto industry is going to change more in the next five years than it has in the last 50."
Bovenzi points to online shopping, ride-sharing and autonomous cars and trucks as some of the areas that will impact logistics. New suppliers and sourcing clusters could form, as could new service requirements from customers and suppliers. So, too, could new opportunities to raise efficiency, from materials handling to autonomous trucks. And he wants his wider supply chain organisation, as well as suppliers and providers, to be ready.
"Many will see these developments as disruptors or threats, and certainly some will gain and lose more than others, but at GM we want to see the opportunities, not the threats," he says. "As logistics professionals, we can be enablers of these changes."
Ceva Logistics
Finished vehicles


text:
Ken Burns: The War
2007 TV-14 1 season
Rent this show
A seven-part series brings World War II to life through the harrowing personal accounts of a handful of soldiers and others from "typical" American towns, recreating visceral scenes of the battles at Omaha Beach, Guadalcanal, Okinawa and more.
Quentin Aanenson, Adam Arkin, Kevin Conway, Keith David, Josh Lucas
Documentary, TV Miniseries, Military Documentaries, Historical Documentaries
Heartfelt, Cerebral, Dark
Summary of Season 1 (2007) - 6 discs
Documentarians Ken Burns and Lynn Novick bring the harrowing history of World War II to life through the personal accounts of a handful of participants from four "typical" American towns -- proving nothing was typical during this terrible time.
DVD • Streaming
TV-14 - This program contains some material that many parents would find unsuitable for children under 14 years of age.


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Do not miss this opportunity!! Spectacular corner unit at the 28th Floor, Breathtaking skyline and water views. Steps from Brickell Citi Center and what Brickell is all about. Many upgrades this unit has to offer, state of the art appliances, wood floors, custom pantry on kitchen, master bedroom walking closet built in. Two pools, gym, theater, party room. business center. Easy to show.
Spectacular 2-bedroom unit in immaculate condition. Offering great finishes including dark grey tile floors. Building full of amenities featuring sky pool, theater, deck pool, wine cellar, full gym, spa and more. Conveniently located one block away from Brickell City Center and from downtown with easy access to the main expressways.
Beautiful corner unit at 500 Brickell East recently renovated with new Italian porcelain tile, new black outs and sheer curtains. Easy access parking on same level as unit. Centrally located with great restaurants around, walking distance to Brickell City Centre.
Miami Riches Real Estate presents 2bed/2bath corner unit at 500 brickell east. Enjoy bay views from unit facing east. Carpet and tile floors. Parking space in the same level, no need for elevators. Walking distance to Mary Brickell Village and Brickell City Centre.
INVESTORS - REDUCED & RENTED!! Best value in building. Repainted, upgraded & desired East Tower Corner Unit w/ a beautiful day/night downtown and water view and Brickell Avenue/Whole Foods at your fingertips. Luxury MARBLE floors, walk-in closets, STAINLESS STEEL appliances, NEWER washer/dryer and Dishwasher, large master suite, & more.
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This is an amazing opportunity to buy a large and comfortable 1 Bed + Den / 1 Bath with 806 SQFT of living areas featuring views to die for of Biscayne Bay, Brickell Skyline, Key Biscayne and the ocean. Unit has been completely remodeled with tile floors, freshly painted, ceilining fans and more. Brickell 500 offers state of the art amenities, gym, theater, party room and more.
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text:
using UnityEngine;
using System.Collections;
using UnityStandardAssets.CrossPlatformInput;

namespace Invector.CharacterController
{
    public class vTopDownController : vThirdPersonAnimator
    {
        private static vTopDownController _instance;
        public static vTopDownController instance
        {
            get
            {
                if (_instance == null)
                {
                    _instance = GameObject.FindObjectOfType<vTopDownController>();
                    //Tell unity not to destroy this object when loading a new scene
                    //DontDestroyOnLoad(_instance.gameObject);
                }
                return _instance;
            }
        }

        private bool isAxisInUse;

        #region TopDown Variables

        private RaycastHit hit;

        public enum GameplayInputStyle
        {
            ClickAndMove,
            DirectionalInput
        }

        [Header("--- Topdown Input Type ---")]
        public GameplayInputStyle gameplayInputStyle = GameplayInputStyle.DirectionalInput;
        [HideInInspector]
        public TopDownCursor topDownCursor;

        #endregion

        void Awake()
        {
            StartCoroutine("UpdateRaycast");	// limit raycasts calls for better performance
        }

        void Start()
        {
            Init();						// setup the basic information, created on Character.cs
        }

        void FixedUpdate()
        {
            UpdateMotor();                  // call ThirdPersonMotor methods
            UpdateAnimator();               // update animations on the Animator and their methods
            UpdateHUD();                    // update HUD elements like health bar, texts, etc
            ControlCameraState();			// change CameraStates
        }

        void LateUpdate()
        {
            InputHandle();                  // handle input from controller, keyboard&mouse or touch
            DebugMode();					// display information about the character on PlayMode
        }

        void InputHandle()
        {
            CloseApp();
            CameraInput();
            if (!lockPlayer && !ragdolled)
            {
                // we have mapped the 360 controller as our Default gamepad,
                // you can change the keyboard inputs by changing the Alternative Button on the InputManager.
                // check the Action Input painel to change the input name on the Character Inspector
                ControllerInput();
                InteractInput();
                JumpInput();
                RollInput();
                CrouchInput();
                AttackInput();
                DefenseInput();
                SprintInput();
                StrafeInput();
                LockOnInput();
                DropWeaponInput("D-Pad Horizontal");
            }
            else
                LockPlayer();
        }

        void ControlCameraState()
        {
            tpCamera.ChangeState("Default", true);
        }

        protected override void RotateWithCamera()
        {
            if (strafing && !actions && !lockPlayer && draggableBox == null)
            {
                // smooth align character with aim position
                if (tpCamera != null && tpCamera.lockTarget)
                {
                    Quaternion rot = Quaternion.LookRotation(tpCamera.lockTarget.position - transform.position);
                    Quaternion newPos = Quaternion.Euler(transform.eulerAngles.x, rot.eulerAngles.y, transform.eulerAngles.z);
                    transform.rotation = Quaternion.Slerp(transform.rotation, newPos, rotationSpeed * Time.fixedDeltaTime);
                }
                else if (input != Vector2.zero)
                {
                    if (!inAttack)
                    {
                        var diferenceRotation = cameraTransform.eulerAngles.y - transform.eulerAngles.y;
                        var eulerY = transform.eulerAngles.y;
                        if (diferenceRotation < 0 && canMoveLeft) eulerY = cameraTransform.eulerAngles.y;
                        else if ((diferenceRotation > 0 && canMoveRight)) eulerY = cameraTransform.eulerAngles.y;
                        Quaternion newPos = Quaternion.Euler(transform.eulerAngles.x, eulerY, transform.eulerAngles.z);
                        transform.rotation = Quaternion.Slerp(transform.rotation, newPos, draggableBox != null ? draggableBox.box.cameraSmoothRotation * Time.fixedDeltaTime : rotationSpeed * Time.fixedDeltaTime);
                    }
                }
            }
        }

        #region Locomotion Input

        void ControllerInput()
        {
            if (gameplayInputStyle == GameplayInputStyle.ClickAndMove)
            {
                if (topDownCursor == null)
                {
                    var go = GameObject.Instantiate(Resources.Load("TopDownCursor"), transform.position, Quaternion.identity) as GameObject;
                    topDownCursor = go.GetComponent<TopDownCursor>();
                }

                var dir = (topDownCursor.transform.position - transform.position).normalized;
                if (Input.GetMouseButton(0))
                {
                    if (Physics.Raycast(tpCamera.GetComponent<Camera>().ScreenPointToRay(Input.mousePosition), out hit, Mathf.Infinity))
                    {
                        topDownCursor.Enable();
                        topDownCursor.transform.position = hit.point;
                    }
                }
                if (!topDownCursor.Near(transform.position, 0.5f))
                    input = Vector2.Lerp(input, new Vector2(dir.x, dir.z), rotationSpeed * Time.deltaTime);
                else
                {
                    topDownCursor.Disable();
                    input = Vector2.Lerp(input, Vector3.zero, 20 * Time.deltaTime);
                }
            }
            else if (gameplayInputStyle == GameplayInputStyle.DirectionalInput)
            {
                var _input = Vector2.zero;
                if (inputType == InputType.Mobile)
                    _input = new Vector2(CrossPlatformInputManager.GetAxis("Horizontal"), CrossPlatformInputManager.GetAxis("Vertical"));
                else if (inputType == InputType.MouseKeyboard)
                    _input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
                else if (inputType == InputType.Controler)
                {
                    float deadzone = 0.25f;
                    _input = new Vector2(Input.GetAxis("LeftAnalogHorizontal"), Input.GetAxis("LeftAnalogVertical"));
                    if (_input.magnitude < deadzone)
                        _input = Vector2.zero;
                    else
                        _input = _input.normalized * ((_input.magnitude - deadzone) / (1 - deadzone));
                }
                if (draggableBox != null)
                {
                    var dir = transform.InverseTransformDirection(new Vector3(_input.x, 0, _input.y));
                    input = new Vector2(dir.x, dir.z);
                }
                else
                {
                    input = _input;
                }
            }
        }

        void CameraInput()
        {
            if (inputType == InputType.Mobile)
            {
                tpCamera.RotateCamera(CrossPlatformInputManager.GetAxis("Mouse X"), CrossPlatformInputManager.GetAxis("Mouse Y"));
            }
            else if (inputType == InputType.MouseKeyboard)
            {
                tpCamera.RotateCamera(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
                tpCamera.Zoom(Input.GetAxis("Mouse ScrollWheel"));
            }
            else if (inputType == InputType.Controler)
            {
                tpCamera.RotateCamera(Input.GetAxis("RightAnalogHorizontal"), Input.GetAxis("RightAnalogVertical"));
            }
        }

        void SprintInput()
        {
            // check if you select this action on the Action Input Painel
            if (!actionsController.Sprint.use) return;
            // check the input you select on the Action Input Painel
            var _input = actionsController.Sprint.input.ToString();
            // mobile input
            if (inputType == InputType.Mobile)
            {
                if (CrossPlatformInputManager.GetButtonDown(_input) && currentStamina > 0 && input.sqrMagnitude > 0.1f)
                {
                    strafing = false;
                    if (onGround && !crouch)
                        canSprint = !canSprint;
                }
                else if (currentStamina <= 0 || input.sqrMagnitude < 0.1f || actions)
                    canSprint = false;
            }
            // keyboard or gamepad input
            else
            {
                if (Input.GetButtonDown(_input) && currentStamina > 0 && input.sqrMagnitude > 0.1f)
                {
                    if (onGround && !crouch)
                        canSprint = !canSprint;
                }
                else if (currentStamina <= 0 || input.sqrMagnitude < 0.1f || actions)
                    canSprint = false;
            }
            // check how much stamina this action will consume
            if (canSprint)
            {
                recoveryDelay = actionsController.Sprint.recoveryDelay;
                ReduceStamina(actionsController.Sprint.staminaCost);
            }
        }

        void CrouchInput()
        {
            // check if you select this action on the Action Input Painel
            if (!actionsController.Crouch.use) return;
            // check the input you select on the Action Input Painel
            var _input = actionsController.Crouch.input.ToString();

            if (autoCrouch)
                crouch = true;
            else if (actionsController.Crouch.pressToCrouch)
            {
                if (inputType == InputType.Mobile)
                    crouch = (CrossPlatformInputManager.GetButton(_input) && onGround);
                else
                    crouch = Input.GetButton(_input) && onGround && !actions;
            }
            else
            {
                if (inputType == InputType.Mobile)
                {
                    if (CrossPlatformInputManager.GetButtonDown(_input) && onGround)
                        crouch = !crouch;
                }
                else
                {
                    if (Input.GetButtonDown(_input) && onGround && !actions)
                        crouch = !crouch;
                }
            }
        }

        void JumpInput()
        {
            // check if you select this action on the Action Input Painel
            if (!actionsController.Jump.use) return;
            // check the input you select on the Action Input Painel
            var _input = actionsController.Jump.input.ToString();
            // know if has enough stamina to make this action
            bool staminaConditions = currentStamina > actionsController.Jump.staminaCost;
            // conditions to do this action
            bool jumpConditions = !crouch && onGround && !actions && staminaConditions && !inAttack && !jump && !isJumping;

            if (inputType == InputType.Mobile)
            {
                if (CrossPlatformInputManager.GetButtonDown(_input) && jumpConditions)
                {
                    jump = true;
                    ReduceStamina(actionsController.Jump.staminaCost);
                    recoveryDelay = actionsController.Jump.recoveryDelay;
                }
            }
            else
            {
                if (Input.GetButtonDown(_input) && jumpConditions)
                {
                    jump = true;
                    ReduceStamina(actionsController.Jump.staminaCost);
                    recoveryDelay = actionsController.Jump.recoveryDelay;
                }
            }
        }

        void StrafeInput()
        {
            // check if you select this action on the Action Input Painel
            if (!actionsController.Strafe.use) return;
            // check the input you select on the Action Input Painel
            var _input = actionsController.Strafe.input.ToString();

            if (!locomotionType.Equals(LocomotionType.OnlyFree))
            {
                if (inputType == InputType.Mobile)
                {
                    if (CrossPlatformInputManager.GetButtonDown(_input) && !actions)
                    {
                        animator.SetFloat("Direction", 0f);
                        strafing = !strafing;
                    }
                }
                else
                {
                    if (Input.GetButtonDown(_input) && !actions)
                    {
                        animator.SetFloat("Direction", 0f);
                        strafing = !strafing;
                    }
                }
            }
        }

        void RollInput()
        {
            // check if you select this action on the Action Input Painel
            if (!actionsController.Roll.use) return;
            // check the input you select on the Action Input Painel
            var _input = actionsController.Roll.input.ToString();

            if (inputType == InputType.Mobile)
            {
                if (CrossPlatformInputManager.GetButtonDown(_input) && !isRolling)
                    Rolling();
            }
            else
            {
                if (Input.GetButtonDown(_input) && !isRolling)
                    Rolling();
            }
        }

        void ExitLadderInput(GameObject other)
        {
            // if you are using the ladder and reach the exit from the bottom
            if (other.gameObject.CompareTag("ExitLadderBottom") && usingLadder)
            {
                if (inputType == InputType.Mobile)
                {
                    if (CrossPlatformInputManager.GetButtonDown("B") || speed <= -0.05f && !enterLadderBottom)
                        exitLadderBottom = true;
                }
                else
                {
                    if (Input.GetButtonDown("B") || speed <= -0.05f && !enterLadderBottom)
                        exitLadderBottom = true;
                }
            }
            // if you are using the ladder and reach the exit from the top
            if (other.gameObject.CompareTag("ExitLadderTop") && usingLadder && !enterLadderTop)
            {
                if (speed >= 0.05f)
                    exitLadderTop = true;
            }
        }

        // DO ACTIONS - WHITE raycast to check if there is anything interactable ahead
        void InteractInput()
        {
            if (!actionsController.Interact.use) return;
            // trigger action input - default "A"
            var _input = actionsController.Interact.input.ToString();
            // dragBox input - default "B"
            var _dbInput = actionsController.DragBox.input.ToString();

            var hitObject = CheckActionObject();
            if (hitObject != null)
            {
                try
                {
                    // -- here you can add new tags to trigger new actions --

                    if (hitObject.CompareTag("ClimbUp"))
                    {
                        ActionInput(hitObject, ref climbUp, _input);
                        CheckForDraggableObject(hitObject, _dbInput);
                    }
                    else if (hitObject.CompareTag("StepUp"))
                        ActionInput(hitObject, ref stepUp, _input);
                    else if (hitObject.CompareTag("JumpOver"))
                        ActionInput(hitObject, ref jumpOver, _input);
                    else if (hitObject.CompareTag("EnterLadderBottom") && !jump)
                        ActionInput(hitObject, ref enterLadderBottom, _input);
                    else if (hitObject.CompareTag("EnterLadderTop") && !jump)
                        ActionInput(hitObject, ref enterLadderTop, _input);
                    else if (hitObject.CompareTag("AutoCrouch"))
                        autoCrouch = true;
                    else if (hitObject.CompareTag("Weapon"))
                        PickUpMeleeWeaponInput(hitObject, "D-Pad Horizontal");
                }
                catch (UnityException e)
                {
                    Debug.LogWarning(e.Message);
                }
            }
            else if (hud != null)
            {
                if (hud.showInteractiveText)
                    hud.HideActionText();
                if (hud.showEquipText)
                    hud.HideEquipText();
                if (hud.showDragBoxText)
                    hud.HideDragBoxText();
            }
        }

        #endregion

        #region Actions & DragBox

        void ActionInput(GameObject hitObject, ref bool action, string _input)
        {
            // check if the object has a TriggerAction script
            var triggerAction = hitObject.transform.GetComponent<vTriggerAction>();

            if (!triggerAction)
            {
                Debug.LogWarning("Missing TriggerAction Component on " + hitObject.transform.name + "Object");
                return;
            }
            // check if you can use this action
            if (triggerAction.CanUse() && draggableBox == null)
            {
                if (hud != null && !triggerAction.autoAction) hud.ShowActionText(triggerAction.message, true);
            }
            else
            {
                if (hud != null && !triggerAction.autoAction) hud.ShowActionText("Can't " + triggerAction.message, false);
                return;
            }

            // input to call the action
            if (inputType == InputType.Mobile)
            {
                if (CrossPlatformInputManager.GetButtonDown(_input) && !actions || triggerAction.autoAction && !actions)
                    DoAction(triggerAction, hitObject, ref action);
            }
            else
            {
                if (Input.GetButtonDown(_input) && !actions || triggerAction.autoAction && !actions)
                    DoAction(triggerAction, hitObject, ref action);
            }
        }

        void DoAction(vTriggerAction triggerAction, GameObject hitObject, ref bool action)
        {
            // turn the action bool true and call the animation
            action = true;
            // disable the text and sprite
            if (hud != null) hud.HideActionText();
            // find the cursorObject height to match with the character animation
            matchTarget = triggerAction.target;
            // align the character rotation with the object rotation
            var rot = hitObject.transform.rotation;
            transform.rotation = rot;
            // reset any other animation state to null
            animator.SetTrigger("ResetState");
        }

        void DragBoxInput(GameObject hitObject, vTriggerDragable triggerDraggable, string _input)
        {
            // input to call the action for mobile
            if (inputType == InputType.Mobile)
            {
                if (CrossPlatformInputManager.GetButtonDown(_input) && !actions && draggableBox == null)
                    DragBox(hitObject, triggerDraggable);
                else if (CrossPlatformInputManager.GetButtonDown(_input) && !actions && draggableBox != null)
                    DropBox();
            }
            // input to call the action for pc/gamepad
            else
            {
                if (Input.GetButtonDown(_input) && !actions && draggableBox == null)
                    DragBox(hitObject, triggerDraggable);
                else if (Input.GetButtonDown(_input) && !actions && draggableBox != null)
                    DropBox();
            }
        }

        void CheckForDraggableObject(GameObject hitObject, string _input)
        {
            // find the trigger components
            var triggerDraggable = hitObject.GetComponent<vTriggerDragable>();
            var triggerAction = hitObject.transform.GetComponent<vTriggerAction>();
            if (triggerDraggable == null) return;

            // display hud message & icon
            if (triggerAction.CanUse())
            {
                if (hud != null) hud.ShowDragBoxText(triggerDraggable.message, true);
            }
            else
            {
                if (hud != null) hud.ShowDragBoxText("Can't " + triggerDraggable.message, false);
                return;
            }

            DragBoxInput(hitObject, triggerDraggable, _input);
        }

        #endregion

        #region Melee Combat

        void LockOnInput()
        {
            // check if you select this action on the Action Input Painel
            if (!actionsController.LockOn.use) return;
            // check the input you select on the Action Input Painel
            var _input = actionsController.LockOn.input.ToString();
            // only do the lockon if the character is on Free Movement
            if (!locomotionType.Equals(LocomotionType.OnlyFree))
            {
                // mobile input
                if (inputType == InputType.Mobile)
                {
                    if (CrossPlatformInputManager.GetButtonDown(_input) && !actions)
                    {
                        lockIntoTarget = !lockIntoTarget;
                        tpCamera.gameObject.SendMessage("UpdateLockOn", lockIntoTarget, SendMessageOptions.DontRequireReceiver);
                    }
                }
                // keyboard & gamepad input
                else
                {
                    if (Input.GetButtonDown(_input) && !actions)
                    {
                        lockIntoTarget = !lockIntoTarget;
                        tpCamera.gameObject.SendMessage("UpdateLockOn", lockIntoTarget, SendMessageOptions.DontRequireReceiver);
                    }
                }
            }

            SwitchTargets();
        }

        void SwitchTargets()
        {
            if (tpCamera.lockTarget)
            {
                // switch between targets using Keyboard
                if (inputType == InputType.MouseKeyboard)
                {
                    if (Input.GetKey(KeyCode.X))
                        tpCamera.gameObject.SendMessage("ChangeTarget", 1, SendMessageOptions.DontRequireReceiver);
                    else if (Input.GetKey(KeyCode.Z))
                        tpCamera.gameObject.SendMessage("ChangeTarget", -1, SendMessageOptions.DontRequireReceiver);
                }
                // switch between targets using GamePad
                else if (inputType == InputType.Controler)
                {
                    var value = Input.GetAxisRaw("RightAnalogHorizontal");
                    if (value == 1)
                        tpCamera.gameObject.SendMessage("ChangeTarget", 1, SendMessageOptions.DontRequireReceiver);
                    else if (value == -1f)
                        tpCamera.gameObject.SendMessage("ChangeTarget", -1, SendMessageOptions.DontRequireReceiver);
                }
            }
        }

        void AttackInput()
        {
            // check if you select this action on the Action Input Painel
            if (!actionsController.Attack.use) return;
            if (meleeManager == null) return;

            // check the input you select on the Action Input Painel
            var _input = actionsController.Attack.input.ToString();

            // attack conditions
            bool weaponStaminaConditions = meleeManager.CurrentMeleeAttack() != null && currentStamina > meleeManager.CurrentMeleeAttack().staminaCost;
            bool attackConditions = (!actions || roll) && onGround && weaponStaminaConditions && !isJumping && !jump;

            // mobile input
            if (inputType == InputType.Mobile)
            {
                if (CrossPlatformInputManager.GetButtonDown(_input) && attackConditions)
                    animator.SetTrigger("MeleeAttack");
            }
            // keyboard & gamepad input
            else
            {
                if (Input.GetButtonDown(_input) && attackConditions)
                    animator.SetTrigger("MeleeAttack");
            }
        }

        void DefenseInput()
        {
            // check if you select this action on the Action Input Painel
            if (!actionsController.Defense.use) return;
            if (meleeManager == null) return;

            // check the input you select on the Action Input Painel
            var _input = actionsController.Defense.input.ToString();

            // defense contitions
            bool shieldStaminaConditions = meleeManager.CurrentMeleeDefense() != null;
            bool defenseConditions = (!actions || roll || hitRecoil || quickTurn) && onGround && shieldStaminaConditions && !inAttack;

            // mobile input
            if (inputType == InputType.Mobile)
            {
                if (CrossPlatformInputManager.GetButton(_input) && defenseConditions)
                    blocking = true;
                else
                    blocking = false;
            }
            // keyboard & gamepad input
            else
            {
                if (Input.GetButton(_input) && defenseConditions)
                    blocking = true;
                else
                    blocking = false;
            }
        }

        // the method InteractInput() will return a gameobject with type of CollectableMelee when you stay inside the Trigger area
        void PickUpMeleeWeaponInput(GameObject collectableItem, string _input)
        {
            #region Mobile Input
            if (inputType == InputType.Mobile)
            {
                // return the weapon and the left side to equip to the EquipMeleeWeapon
                if (CrossPlatformInputManager.GetButtonDown("EquipLeftMobile") && !actions)
                {
                    if (isAxisInUse == false)
                    {
                        EquipMeleeWeapon(collectableItem, -1);
                        isAxisInUse = true;
                    }
                }
                else if (CrossPlatformInputManager.GetButtonUp("EquipLeftMobile"))
                    isAxisInUse = false;

                // return the weapon and the right side to equip to the EquipMeleeWeapon
                if (CrossPlatformInputManager.GetButtonDown("EquipRightMobile") && !actions)
                {
                    if (isAxisInUse == false)
                    {
                        EquipMeleeWeapon(collectableItem, 1);
                        isAxisInUse = true;
                    }
                }
                else if (CrossPlatformInputManager.GetButtonUp("EquipRightMobile"))
                    isAxisInUse = false;
            }
            #endregion
            #region Keyboard & Gamepad
            else
            {
                // return the weapon and the right side to equip to the EquipMeleeWeapon
                if (Input.GetAxisRaw(_input) == 1f && !actions)
                {
                    if (isAxisInUse == false)
                    {
                        EquipMeleeWeapon(collectableItem, 1);
                        isAxisInUse = true;
                    }
                }
                // return the weapon and the left side to equip to the EquipMeleeWeapon
                else if (Input.GetAxisRaw(_input) == -1f && !actions)
                {
                    if (isAxisInUse == false)
                    {
                        EquipMeleeWeapon(collectableItem, -1);
                        isAxisInUse = true;
                    }
                }
                if (Input.GetAxisRaw(_input) == 0)
                    isAxisInUse = false;
            }
            #endregion
        }

        // the PickUpEquipmentInput will return the collectable and the side to equip
        void EquipMeleeWeapon(GameObject collectableItem, int side)
        {
            // get the collectable melee component if you enter the trigger area
            var collectable = collectableItem.GetComponent<vCollectableMelee>();
            // get the meleeWeapon component of the collectable
            var weapon = collectable.GetComponentInChildren<vMeleeWeapon>();

            if (meleeManager != null)
            {
                // equip weapon on the right handler
                if (side == 1 && CheckEquipConditions(1, weapon))
                    meleeManager.SetRightWeaponHandler(collectable);
                // drop current right weapon to equip the new one
                else if (side == 1 && meleeManager.currentMeleeWeaponRA != null)
                    meleeManager.DropRightWeapon();
                // equip weapon on the left handler
                else if (side == -1 && CheckEquipConditions(-1, weapon))
                    meleeManager.SetLeftWeaponHandler(collectable);
                // drop current left weapon to equip the new one
                else if (side == -1 && meleeManager.currentMeleeWeaponLA != null)
                    meleeManager.DropLeftWeapon();
            }

            if (hud != null) hud.HideEquipText();
            currentCollectable = null;
        }

        bool CheckEquipConditions(int side, vMeleeWeapon weapon)
        {
            if (side == 1)
            {
                if ((weapon.meleeType == vMeleeWeapon.MeleeType.All && (weapon.handEquip == vMeleeWeapon.HandEquip.BothHand || weapon.handEquip == vMeleeWeapon.HandEquip.RightHand)))
                    return true;
                if (weapon.meleeType == vMeleeWeapon.MeleeType.Attack)
                    return true;
            }
            else if (side == -1)
            {
                if (weapon.useTwoHand) return false;
                if ((weapon.meleeType == vMeleeWeapon.MeleeType.All && (weapon.handEquip == vMeleeWeapon.HandEquip.BothHand || weapon.handEquip == vMeleeWeapon.HandEquip.RightHand)))
                    return true;
                if (weapon.meleeType == vMeleeWeapon.MeleeType.Defense)
                    return true;
            }

            return false;
        }

        void DropWeaponInput(string _input)
        {
            #region Mobile Input
            if (inputType == InputType.Mobile)
            {
                if (CrossPlatformInputManager.GetButtonDown("EquipLeftMobile") && !actions)
                {
                    if (isAxisInUse == false)
                    {
                        if (meleeManager != null && meleeManager.CurrentMeleeDefense() != null)
                            meleeManager.DropLeftWeapon();
                        isAxisInUse = true;
                    }
                }
                else if (CrossPlatformInputManager.GetButtonUp("EquipLeftMobile"))
                    isAxisInUse = false;
                if (CrossPlatformInputManager.GetButtonDown("EquipRightMobile") && !actions)
                {
                    if (isAxisInUse == false)
                    {
                        if (meleeManager != null)
                            meleeManager.DropRightWeapon();

                        isAxisInUse = true;
                    }
                }
                else if (CrossPlatformInputManager.GetButtonUp("EquipRightMobile"))
                    isAxisInUse = false;
            }
            #endregion
            #region Keyboard & Gamepad
            else
            {
                if (Input.GetAxisRaw(_input) >= 1f)
                {
                    if (isAxisInUse == false)
                    {
                        if (meleeManager != null)
                            meleeManager.DropRightWeapon();

                        isAxisInUse = true;
                    }
                }
                else if (Input.GetAxisRaw(_input) <= -1f)
                {
                    if (isAxisInUse == false)
                    {
                        if (meleeManager != null && meleeManager.CurrentMeleeDefense() != null)
                            meleeManager.DropLeftWeapon();
                        isAxisInUse = true;
                    }
                }
                if (Input.GetAxisRaw(_input) == 0)
                    isAxisInUse = false;
            }
            #endregion
        }

        // run this method on a OnTriggerStay to check if it's a collectable weapon
        void CheckForCollectableWeapon(GameObject other)
        {
            if (other.gameObject.CompareTag("Weapon"))
            {
                var collectable = other.gameObject.GetComponent<vCollectableMelee>();
                if (collectable != null)
                {
                    currentCollectable = collectable.gameObject;
                    if (collectable._meleeWeapon.GetType().Equals(typeof(vMeleeWeapon)))
                    {
                        var _meleeWeapon = collectable.gameObject.GetComponent<vMeleeWeapon>();
                        if (_meleeWeapon == null)
                            _meleeWeapon = collectable.gameObject.GetComponentInChildren<vMeleeWeapon>();

                        // display weapon information on the hud
                        if (hud != null && _meleeWeapon.meleeType == vMeleeWeapon.MeleeType.Attack)
                            hud.ShowEquipText(collectable.message + " (" + _meleeWeapon.damage.value + " ATK)", _meleeWeapon.meleeType, _meleeWeapon.useTwoHand ? 1 : (int)_meleeWeapon.handEquip);
                        else if (hud != null && _meleeWeapon.meleeType == vMeleeWeapon.MeleeType.Defense)
                            hud.ShowEquipText(collectable.message + " (" + _meleeWeapon.defenseRate + " DEF)", _meleeWeapon.meleeType, (int)_meleeWeapon.handEquip);
                        else if (hud != null && _meleeWeapon.meleeType == vMeleeWeapon.MeleeType.All)
                            hud.ShowEquipText(collectable.message + " (" + _meleeWeapon.damage.value + " ATK)" + " (" + _meleeWeapon.defenseRate + " DEF)", _meleeWeapon.meleeType, _meleeWeapon.useTwoHand ? 1 : (int)_meleeWeapon.handEquip);
                    }
                }
            }
        }

        #endregion

        void OnTriggerStay(Collider other)
        {
            try
            {
                CheckForCollectableWeapon(other.gameObject);
                ExitLadderInput(other.gameObject);
            }
            catch (UnityException e)
            {
                Debug.LogWarning(e.Message);
            }
        }

        void OnTriggerExit(Collider other)
        {
            // reset the currentCollectable to null if you exit the trigger area
            if (other.gameObject.CompareTag("Weapon"))
            {
                var collectable = other.gameObject.GetComponent<vCollectableMelee>();
                if (collectable != null)
                {
                    currentCollectable = null;
                }
            }
        }

        void LockPlayer()
        {
            // lock the Player Input and reset some variables.
            input = Vector2.zero;
            speed = 0f;
            canSprint = false;
            if (hud != null) hud.HideActionText();
        }

        void CloseApp()
        {
            // just a example to quit the application
            if (Input.GetKeyDown(KeyCode.Escape))
            {
                if (!Cursor.visible)
                    Cursor.visible = true;
                else
                    Application.Quit();
            }
        }
    }
}

redpajama_set_name: RedPajamaGithub


text:
Home Celebrity Gossip News Kangana Ranaut Talked to PM Narendra Modi and Shared Her Fellings
Celebrity Gossip News
Kangana Ranaut Talked to PM Narendra Modi and Shared Her Fellings
Film actress Kangana Ranaut is happy these days because her latest film 'Manikarnika The Queen of Jhansi' has made a strong business at the box office.
she celebrates in Mumbai and at this point in the dialogue with the journalists clearly declared that nobody could do anything which Prime Minister did to deal with the current situation of the country.
Kangna said that there were violence and offense in the country after the Pulwama terror attack. After that, the only Prime Minister of India, Narendra Modi was able to deal with the situation. Apart from them, any person feels that they are unable to handle such situations. Kangana Ranaut says, "How do I tell you that I had a conversation with Prime Minister Narendra Modi?
I congratulated him for successfully dealing with the situation after the Pulwama terror attack. People deliberately condemn them. They try to humiliate and humiliate them. The mind is upset with it. I also thanked you in the celebration of the people that because of you, I feel that the country and we are in safe hands.
It is worth mentioning that the film Manikarnika The Queen of Jhansi has earned more than 90 crores at the box office. The special thing is that after the film's release, the director and some people started to complain about Kangana Ranaut. But Kangana responded with a smile.
Read Bollywood Celebrity Gossip on ChiggyWiggy
Manikarnika The Queen Of Jhansi
Narendra Modi.
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Chiggy Wiggy


Sweet woven details adorn these huarache sandals. Soft cognac tones pair with a strappy design and an ankle buckle closure. Lightly padded footbed for the most comfortable fit. Your go-to sandal for the season.


For years Abloy and Finnish gaming company Veikkaus Oy have developed the locking systems of slot machines for Veikkaus' specific needs. Recently slot machines' locking system updated with electronic PROTEC2 CLIQ® system, which has made cashing and maintenance of the slot machines easier than ever.
Veikkaus Oy, which has a slot machine and casino monopoly in Finland, has tens of thousands of slot machines in thousands of gaming facilities around the country. Veikkaus additionally owns the only casino in Finland, Casino Helsinki. In 2015, a revenue of EUR 591.2 million was accumulated from slot machines in partner companies' premises only.
Abloy and Veikkaus have cooperated for years in the development of slot machines and mechanical locking systems for them. Over the last five years the locking systems of machines have been developed towards a more electrical future. The goal is to lock slot machines safer than in the past, and to make the maintenance of the machines and collecting the money cases easier.
As a result of the development, a locking system combining mechanical and electronic technology called PROTEC2 CLIQ® has been deployed in Veikkaus' slot machines. With its adaptability, this locking system was tailored especially to suit the needs of Veikkaus.
– Benefits have already been seen in sites where several slot machines have been equipped with the system, as all machines can be emptied with the same key. For example, in gaming facilities with dozens of slot machines, the number of keys has dropped to a fraction, states Risto Voima, technical expert at Veikkaus Oy.
Strict user privileges are specified for the key within the frame of which it will work. In practice, for example, the key of a service technician for slot machines can be given access rights for a few hours, after which the locks can no longer be opened. In the case of Veikkaus, each slot machine has a reader, and the key's access rights are updated while being close to each machine.
– The service representative's work is easier and faster, as they can open machines with one key as needed, Risto Voima explains.
A flexible locking system brings clear cost savings. Loss of an electronic key does not require an expensive rekeying of locks, as it is enough to just delete the access rights of the lost key. The easiness of the PROTEC2 CLIQ® system contributes to a short shut-down time for a slot machine.
– Losses will remain at a low level, Risto Voima adds.
Since the access rights are easy to update, the locks can be recycled from one machine to another, and be used over and over in any machine. This is sensible even from an ecological point of view. Even adding new money cases does not require serialization any more.
Slot machines equipped with the PROTEC2 CLIQ® system cannot be opened without a trace in the access register. Precise tracking efficiently prevents abuse, already during contract manufacturing, and secures deliveries, where no keys that could be copied are included. The management of keys, access rights and access register is handled at Veikkaus by around twenty persons, in addition to their regular tasks.
The versatile PROTEC2 CLIQ® opens up possibilities for an even wider improvement of efficiency of operations. Integration could, for example, mean that a slot machine would automatically send access rights to the key of a service technician in connection to a service call.
On January 1st 2017, three Finnish gambling operators, Raha-automaattiyhdistys (RAY), Fintoto, and Veikkaus ry, were united into one gambling company, Veikkaus Oy.
The Finnish Slot Machines Association, Raha-Automaattiyhdistys RAY, was established in 1938 in order to collect funds for charity from slot machine operations. Before the fusion RAY had a monopoly on slot machine and casino operations.
Revenues from the gaming operations are directed to benefit all who live in Finland. There are thousands of aid targets around the country, and grants are used to support, for example, hobbies, sports, culture, social welfare and health organisations, overall well-being and the voluntary work of Finns.
Veikkaus develops and delivers games to gaming facilities, and takes care of their maintenance.