text:
LAS VEGAS – The Board of Governors on Thursday voted to expand the use of instant replay beginning this season and indicated that advertisements on jerseys, a revolutionary idea for the league, will be coming as soon as 2013-14.
The board – an owner from all 30 teams or someone on their behalf – approved replays on three fronts, without vote totals being released:
- Referees will call "Flagrant" on the court and immediately use the courtside television screen to determine whether the foul was Flagrant 1, Flagrant 2 or actually a common foul. Previously, any changes were made following a review by the league office at least a day later.
- Referees will use replays in the final two minutes of overtime and all overtime to verify block/charge fouls that involve whether a player is in the restricted area.
- Referees will use replays in the final two minutes of regulation and all overtime to review goaltending calls. Non-calls will not be reviewed because that would require stopping play.
While no vote was taken on putting advertisements on jerseys for the first time, the discussion in the ballroom inside the Encore hotel on the Strip showed a strong preference to move forward, deputy commissioner Adam Silver said. The final decision will likely come in an e-mail vote in September and be implemented for 2013-14, giving teams the chance to line up sponsors and uniform makers the time to add the patch of 2 ½ inches-by-2 ½ just above the heart.
"My sense is that every team would do this in some form," Silver said, indicating the mass support for the idea that has been years in coming, not to mention the mass support for the $100 million annually he estimates would be generated with the new revenue stream.
Also Thursday, commissioner David Stern said the sale of the Grizzlies from Michael Heisley to Robert Pera is proceeding and should be finalized in "the next couple months."


text:
10 Observances from Arctic Monkeys live at Madison Square Garden
Photos by G.
If you read any music website these days, they can't stop stroking it over the band Arctic Monkeys. During the release of last year's "AM" album, their fifth record, the band blew up and are now playing arenas. Despite their growing popularity, prior to seeing them live, I'd only heard two of their songs. Because I am in a position to meet the people that create the art, I often choose to meet the artist before I take a look at their work because from experience, countless artists of all genres that have severely rocked my world have been super cool and others whose art I could take or leave have turned out to be pricks. There is too much choice in the world for me to waste my time with people that have little or no respect for the very people that have contributed to their success. Despite having TWO bad experiences meeting this band, I fully admit that the two songs I know from this band I quite enjoy, so I decided to give them the benefit of the doubt and see them live.
This has happened to me many times before where I am literally sitting in an arena filled with 18,000 people and I have NO IDEA of any of the music I am about to hear. This method is not for everyone, but I highly recommend it. You can truly go in with an open mind and let these people do their jobs as rock stars and turn you into a fan before the night is over. Arctic Monkeys played their largest ever US show on February 8, 2014 at Madison Square Garden in New York. Here are 10 observations from my experience at the show.
1. The concert was not much of a 'show.' Playing Madison Square Garden is a privilege and not a right, so one would have thought this show would have been a spectacle as most concerts at the Garden are, especially since the band has spent 5 albums working up to this moment. Instead, the Arctic Monkeys had a gigantic but thin "A M" sign behind the band that lit up predictably during most songs. It was definitely a medium sized show placed in a large venue.
2. Arctic Monkeys do very little to get the crowd engaged. There was little banter between lead singer Alex Turner and the crowd. Turner played guitar for most songs and as a result, he stood in one place behind the microphone stand for the majority of the show. Crowd sing-a-longs were not happening either, which brings me to point number 3…
3. Arctic Monkeys songs are mostly forgettable. They do have some catchy moments, but would I rather listen to or see a band like Kasabian, Fratellis or Scissor Sisters whose music will not leave your head once it burrows itself inside? Yeah, any day! I mention these three bands because to me, Arctic Monkeys are an amalgamation of these 3 bands. I made myself a playlist of all the songs they performed in concert so I can focus on the studio versions and like I felt at the show, the music is pleasant and not offensive, but that's about all I can say for it. I don't see myself listening to their music on constant repeat.
4. Their music is very formulaic overall. Not very exciting verses and large choruses. So original. NOT!
5. They focused too much on their new album. They played all but 2 tracks off their newest record so fans that have been with Arctic Monkeys since the beginning have effectively been forgotten at their largest show to date in America. What a way to say thanks to your fans. Based on my not good experiences of meeting them, I am not surprised one bit.
6. The crowd was limp. As I said earlier, the band did very little to get the crowd engaged but for this bullet point, I'd like to focus on the lack of the crowd getting excited during songs. Sure there was generous applause in between songs, but it seemed that once a song started, people went back to texting and taking annoying cell phone pictures of either the band or the people they came with instead of getting involved with the show. I spent a lot of time looking around at the crowd reaction during the songs and for the lack of excitement I saw, I think people would have been better off playing the records at home and saving the expense and hassle of going to an arena. This is actually an observation that can be noted at most concerts as technology has really hindered people's ability to live in the moment, but that's a grievance for another day.
7. Their music, though popular, had little crossover appeal with people over 30. The crowd was extremely young and I felt like a dinosaur. For a rock band, I thought the crowd would be a bit more diverse, but I was wrong.
8. Lead singer Alex Turner is cute. Not the hottest guy I've ever seen, but he definitely has a 1950s greaser vibe going on and when I found myself getting bored, I was happy that I had some eye candy.
9. They covered The Beatles as safely as possible. It was the 50th Anniversary of the Beatles being on the Ed Sullivan Show on the weekend of the Arctic Monkeys concert so they played a little tribute to the Fab Four. They chose "All My Loving." It was a "by the numbers" cover. No risk involved. Of course, every music site is juicing all over it like they took a risk and played "Everybody's Got Something to Hide Except Me and My Monkey" or "Helter Skelter" which would have been much more suited to their style. But with the new trend in playing covers, I am grateful they didn't do an ironic cover where they played an acoustic version of a song that has no business being disrespected that way.
10. Final thoughts. I am more familiar with Arctic Monkeys than I was before I walked into the show. I can't say I hated the show, because I did not. I also can't say that I will become a die hard after seeing them live. They have a handful of songs that I can see myself revisiting and they have many more that were completely forgettable to me. I make it my mission to have fun wherever I go, in spite of my surroundings, and yes, I had fun. But that says more about me than it says about Arctic Monkeys. I can't believe that in the two times I've seen this band in "autograph situations" they chose to ignore fans because I see no reason to patronize a mediocre band who have let a tiny bit of fame go to their heads. There are plenty of other bands who appreciate the position they are in and who are better performers.
The setlist was:
Do I Wanna Know? / Brainstorm / Don't Sit Down 'Cause I've Moved Your Chair / Snap Out of It / Crying Lightning / Old Yellow Bricks / Fireside/ Knee Socks / Why'd You Only Call Me When You're High? / Arabella / Dancing Shoes / Pretty Visitors / I Bet You Look Good on the Dancefloor / Cornerstone / I Wanna Be Yours / Fluorescent Adolescent / 505 (with Miles Kane)
All My Loving (The Beatles cover) (with Miles Kane) / One For The Road / R U Mine?

subset: commoncrawl


text:
Flexi slideshow
Script URL (on DD): http://www.dynamicdrive.com/dynamici...flexislide.htm
Hi all! My problem with this script is I have a table and the script executes in the table with some text below the slideshow. It works fine except I can't figure out how to position the slideshow in the center of the table rather than on the left margin. Any ideas? PS, just learning how to do this as I get closer to retirement.


text:
(800) 867-3463 (USA) (877) 413-2600 (Canada)
PrintLink is the industry leader in recruiting for ALL print, premedia, postpress, packaging and digital technologies.
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Copyright 2019, PrintLink. All rights reserved. Site by FSE.
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After selling his printing business in 1994, Arnold formed PrintLink to successfully help candidates and hiring managers find each other. His articles frequently appear in various graphic arts trade journals, and he has been a guest speaker and panelist at a number of conferences sponsored by PIA, DPI, and NAQP. He holds a BS Degree in Business Administration/Journalism from Ohio University.
Donna Monaco oversees the growing client staffing requirements related to document solutions workflow, including operations managers for the completion of print-on-demand, fulfillment, data conversion and other production assignments. Prior to joining PrintLink, Donna honed her expertise as Manager of the Document Solutions Division of Ironwood Lithographers in Tempe, Arizona. Her hands-on experience has been invaluable in qualifying supervisors who can maximize productivity of equipment and develop performance-improving strategies.
She holds a BS Degree in Industrial Technology/Graphic Communications from Arizona State University.
Coming Soon.
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Joanne Kahn is co-founder of PrintLink and has been involved in the Company's new business development and strategic planning since its inception. She also has been instrumental in PrintLink's database development and corporate communications.
Joanne is a graduate of Cornell University with a major in design. Subsequently, she formed the firm of Judelsohn/Kahn Design where she served as a Senior Partner for 20 years.


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Marvel vs. Capcom 2 – Omega Red
PlayStation 3
Omega Red by ANickerson
Version: 2.0 | Updated: 01/06/01
MARVEL VS CAPCOM 2: New Age of Heroes
OMEGA RED FAQ V2.0 (last updated 6 January, 2001)
Asia-Pacific Arcade version
(C)2001 Anthony Nickerson, aka Ug the caveman
E-mail: firstname.lastname@example.com
1. Copyright Information
2. Version History
3. Conventions
4. Introduction to Omega Red
5. Strengths and Weaknesses
6. MSHvSF to MvC2
7. Move List
8. Throws
9. Basic Moves Analysis
10. Extra Moves Analysis
11. Special Moves Analysis
12. Super Moves Analysis
13. Assists and Their Uses
14. Basic Strategy
15. Series and Combos
16. VS Abyss
17. Useless Information
18. Future Revisions...?
19. Acknowledgement and Thanks
20. In Closing...
This document (C) Anthony Nickerson. The information contained herein cannot
be reproduced in any way without prior permission from the author. Failure
to adhere to the copyright restrictions is illegal. Also, do not alter the
guide in any way, shape or form - it is to remain in its original, unedited
Capcom characters (C) Capcom Co., Ltd. Strider is (C) Moto Kikaku. All
Marvel characters (C) Marvel Inc. Any copyrights not specifically mentioned
are acknowledged by the author. I am not affiliated in any way with the
above, and this guide is unauthorised.
1.0 - First release.
1.1 - Fixed a few line length errors.
1.2 - Fixed a few minor typos.
2.0 - Updated much of the information, thanks to new discoveries in MvC2.
Joystick and Button Layout
(when character is facing right)
B -- o -- F
F - Forward UF - Up/forward
B - Backward UB - Up/backward
U - Up DF - Down/forward
D - Down DB - Down/back
LP - Light Punch / Jab
HP - Hard Punch / Fierce
LK - Light Kick / Short
HK - Hard Kick / Roundhouse
A1 - Assist 1
A2 - Assist 2
P - Hit either punch
PP - Hit both punches
K - Hit either kick
KK - Hit both kicks
+ - Input commands on either side of the sign simultaneously.
QCF - Quarter Circle Forward; D,DF,F
QCB - Quarter Circle Back; D,DB,B
HCF - Half Circle Forward; B,DB,D,DF,F
HCB - Half Circle Back; F,DF,D,DB,B
DP - Dragon Punch (Shoryuuken) motion; F,D,DF
RDP - Reverse Dragon Punch motion; B,D,DB
270 - A 270 degree motion, starting anywhere; eg. U,UF,F,DF,D,DB,B
OTG - Off The Ground
DHC - Delayed Hyper Combo, also known as an EX Cancel
Universal Moves
F,F or PP - Dash forward
B,B or B+PP - Dash backward
D,U or KK - Super Jump
(after blocking) PP - Push block / Advancing Guard
(after blocking) B,DB,D+A1 - Crossover Counter (to your A1, Level 1)
(after blocking) B,DB,D+A2 - Crossover Counter (to your A2, Level 1)
QCF+A1 - Snapback (to opponent's A1, Level 1)
QCF+A2 - Snapback (to opponent's A2, Level 1)
Combo Prefixes/Conventions
MP - Medium punch / strong. LP button in combos
MK - Medium kick / forward. LK button in combos
d - Dash. Dash forwards before executing the following command
s - Standing. eg- s.LK means a light kick while standing
j - Jumping. eg- j.LP means a light punch while jumping
c - Crouching. eg- c.HP means a hard punch while crouching
sj - Super Jumping. eg- sj.HK means a hard kick while super-jumping
XX - Cancel into. eg- s.LK XX QCF+P means a standing light kick cancelled
into a QCF+P motion.
/\ - Jump (usually after a launcher, to follow your opponent)
\/ - Land
Combo Series
The combo series of a character determines which normal attacks they can
chain together in a combo. Using the guide below, any button with a higher
number than the preceding one can follow it in a combo (although graphical
details such as opponent's size or attack animation may prevent the attack
from connecting). The layout is given as follows...
Remember that MP and MK can only be used in combos after a weaker attack.
a. Weak to Any
1 2 2
1 2 2
b. Stronger
1 2 3
1 2 3
c. Hunter
1 3 5
2 4 6
Ok, so it's not vital to playing the game, but read it anyway, for
interest's sake... ;)
Name: Arkady Rossovich
Alias: Omega Red
Nationality: Russian
Height: 6'11''
Weight: 425 lbs
Eyes: Red
Hair: Blonde
Family: None known
First Appearance: X-Men #4
Arkady was employed as a Russian "super-soldier" during the Cold War, but
was killed and stored in cryogenic stasis - his mutant abilities were
considered too valuable to waste. He possessed superhuman strength and
durability, and was able to secrete pheremones that drained the victim's
life. Prolonged exposure to the pheremones would cause the victim to lose
consciousness, and eventually die. The Russian government resurrected him
somehow, and enhanced his abilities through the use of coils implanted in
his arms. The coils are made of an alloy called carbonadium, which is
similar to adamantium but much more flexible, yet less resistant to damage.
He was able to project the coils, through small openings on the undersides
of his wrists, to ensnare victims, and he was also able to emit his
pheremones through the coils themselves. However, Omega Red himself is not
entirely resistant to the pheremones. He must continually drain the life
forces of others to remain active.
Since Omega Red is technically a zombie, his body is degrading. To slow
this process, he is "stored" in a cryogenic chamber. When frozen, he stays
kneeling (as he appears in his pre-fight warm-up). He hates being awakened,
and also hates anything non-Russian, which is why he's growling during his
That's his basic history. Correct me if I'm wrong (I'm not a huge comic
fan), but regardless of that, this Russian uber-zombie is a very powerful
character in MvC2, and can hold his own against anyone.
Overall, Omega Red is a very powerful character, but takes a lot of time and
dedication to learn. Here are the pros and cons of Omega Red...
+ Ability to regain health while active, without using assists
+ Fast for a guy his size
+ Coils give his punches excellent reach and priority
+ Unmatched versatility with five coil directions and Omega Strikes
+ Air dash
+ Good stamina (takes 90% damage)
+ Burrowing Coils - can strike anywhere on the ground instantly
+ Charges the super meter quickly, even faster using the Death Factor
+ Can duck Guile's Sonic Boom (heh)
- No super links outside of assists or DHCs
- Assists, while useful, are not the best in the game
- Has no easily abuseable moves, and must be played intelligently
That's all I can think of...but it should be obvious that with a little
practice, Omega Red can give anyone a run for their money.
6. MSHvSF to MvC2
Omega Red has not changed significantly between the two versions, but there
are a few things you should take note of...
What he's lost:
The ability to regain ALL lost life - now he can only regain red life.
Coil -> Drain -> Double Slam
What he's gained:
His Carbonadium Coils are no longer affected by super armor (a BIG plus)
His Omega Destroyer got a hefty power increase
The move cancel system gives him an easier time comboing in his Coils
A stamina boost
What's been changed:
Because of the new four button system, Omega Red's vertical Coil and Omega
Strike have changed to QCF+PP and QCF+KK respectively. His supers have
changed to QCB+PP. I see a lot of people pulling out vertical coils instead
of Omega Destroyers, and this obviously doesn't do them any good...
Extra Moves:
Uppercut - DF+HP
Air Dash - (jumping) F,F or PP
Burrowing Coil - DB / D / DF+K
Special Moves:
Carbonadium Coil - QCF+P / PP
Air Carbonadium Coil - (jumping) QCF+P / PP / K / KK
Carbonadium Coil Retract - P before Carbonadium Coil hits / is blocked
Air Carbonadium Coil Retract - P or K before Air Coil hits / is blocked
Coil Throw - Direction + P after Carbonadium Coil or either Drain
Double Coil Throw - DB / D / DF+P, Direction + P after Carbonadium Coil
Energy Drain - P after Carbonadium Coil
Death Factor - K after Carbonadium Coil
Omega Strike - QCF+K / KK
Omega Strike Cancel - D+K after Omega Strike
Omega Strike Retract - B+K after Omega Strike
Super Moves:
Omega Destroyer - QCB+PP
Carbonadium Smasher - (jumping) QCB+PP
F / B + HP - Omega Red grabs the opponent with both hands and slams them
into the ground. A fairly plain throw, but you often connect a
Burrowing Coil from it (your opponent will be able to block,
but for some reason it connects against a lot of people).
F / B + HK - Basically the same grab as the HP throw, except this time Omega
Red flips them backwards over his head. Basically the same uses
as the HP throw...just for some variety, I guess.
Any Direction except U / D + HP (air) - Omega Red's air throw is a carbon
copy of his HP throw, and is used in
exactly the same manner.
LP / Jab
Jabs serve two purposes - poking at your opponent, and set-ups (the latter
is doubly important in MvC2, as you should be aware). Effective use of jabs
should be the first thing you learn as Omega Red if you want to survive.
Standing - Omega Red throws out a quick poke, with nice range, and excellent
speed and recovery. As with most jabs, it does practically no
damage, but if you're using jabs to cause damage, you're not
playing the game right. You can abuse this move with very little
fear of retaliation, which is a double bonus because it sets up
powerful juggles and is a great interrupt.
Crouching - Pretty much the same animation as his standing jab, only
obviously this one is from a crouch. Generally trickier to use
than the standing jab, because hitting the LP button twice while
standing will launch the opponent, whereas joystick motion is
necessary if you want a c.LP,s.MP combo. Still, the crouching
jab retains the strengths of the standing one - fast, good
range, and excellent set-ups.
Jumping - With his jumping jab, Omega Red quickly spins the end of a coil
around his hand, nunchaku-style. Although it doesn't look like his
standing and crouching jabs, there really is no practical
difference between them, strategy-wise. This still has excellent
speed and recovery, and is still an integral part of combos.
Outside of combos it's primary purpose is as an interrupt.
MP / Strong
Strong punches are the key to successful Omega Red play. Remember that in
MvC2, strongs and forwards are available only in combos, with the exception
of some launchers (such as Omega Red's own uppercut). Regardless of that,
though, the strong punches are a vital aspect of Omega Red gameplay.
Standing - This is Omega Red's launcher, and it can also be performed on its
own with DF+HP. It's basically a straight-forward uppercut, and
since he takes a step forward during the execution, this has good
range. It's guaranteed if his jab connects, which is another
plus. Personally, I think this is the single most important move
in his arsenal, because it starts aerial raves while still having
good execution and recovery. This should be your standard
punishing move along with the Carbonadium Coils.
Crouching - Omega Red shoots a coil quickly upwards at a 45 degree angle. In
MSHvSF, this was quite an effective anti-air move, but not so
anymore, since it's only available in combos. Still not a bad
move in the big scheme of things, but it's overshadowed by the
standing strong in uses. Basically, use this if, for some reason,
you want a simple ground-only combo.
Jumping - A simple one-handed swiping uppercut. Since it lifts your opponent
up very slightly, this is another very important move in Omega
Red's arsenal. This move sets up a majority of his powerful air
combos, and so its virtues should be obvious.
HP / Fierce
Omega Red has a good selection of Fierce punches, so make the most of them.
Each particular one has specific uses, but they excel at each one.
Standing - Omega Red basically whips downward with his coil. This is his
longest-ranged regular move, and so it can be used to play
keep-away games or punish moves that are out of range of the
uppercut (and will recover too quickly for a coil). If your
ground combos are blocked, this is an effective move to push the
opponent away slightly. This move will also OTG, although the
possible follow-ups are limited.
Crouching - Think of it as an extension of his jumping jab. From a crouch,
Omega Red lunges forward with both hands, spinning the coil ends
nunchaku-style for a canned 3-hit combo. Excellent range, and
good priority. Recovery is slightly sub-par, but combined with
effective use of Omega Strikes, the risk is practically nil. Use
this to add a bit of power to his ground combos, and it also
makes an effective keep-away move. Interestingly enough, against
airborne opponents, this move will act as a launcher. If you get
the chance to OTG, you can connect c.LK, c.HP then an aerial
rave. Very useful, in the correct circumstances.
Jumping - Known as the Coil Fury, Omega Red lashes out wildly with his coils
for a canned 6-hit combo. A tiny wind-up, but it can still be used
in air combos, and the range and recovery is good. The primary use
is as part of a safe jump-in attack, but the priority is good
enough to beat out most other jumping punches and kicks in the
game (with correct spacing, of course).
LK / Short
As a general rule, Omega Red's short kicks are slightly slower than his
jabs, but have slightly longer range. Since Omega Red's jabs have
considerable range to begin with, the shorts tend to be overshadowed
Standing - A silly-looking horizontal kick. Not terribly important, IMO,
since Omega Red's jab is so useful. I think the range is a *tiny*
bit longer than his jab, but nothing that will alter your game
Crouching - Omega Red sticks his foot out along the ground. Slightly slower
than his crouching jab, but this will start OTG combos.
Generally speaking though, outside of OTG combos the crouching
jab is a lot faster. This kick DOES need to be crouch-blocked,
though, which is a plus.
Jumping - A simple straight kick. Smaller vertical hit range than a jumping
jab, but longer horizontal range. As with the standing short, it's
generally only used if you need another few pixels of range.
MK / Forward
Again, remember that Forwards are only available in combos in MvC2. As such,
they have no practical use outside of combos.
Standing - A big standing heel kick. Nice range (better than his standing
strong) and fairly good speed. However, it achieves nothing
beyond ground combos, and it hits fairly high so it can be
ducked. Only use this when your standing strong is out of range.
Crouching - Just a generic low kick. The only practical use for this is when
your opponent has blocked a move and you want a low hit, but
most people will be crouch blocking anyway since Omega Red has
no standing overheads...
Jumping - A longer version of his jumping short. Nowhere near as useful as
his jumping strong, but during aerial raves he can chain them both
in. No real use for it beyond super jumping combos.
HK / Roundhouse
Omega Red's roundhouses aren't too bad, but his fierce punches are still
better (with the exception of his crouching roundhouse). Regardless of
whether or not you use them, here they are...
Standing - Omega Red plants his coils and does a double-footed kick towards
the opponent. Nice range, and good power, but slightly slower
than his standing fierce. Recovery is so-so. Not essential to
your game, IMHO, but it will jump sweeps (though an Omega Strike
would do the same thing).
Crouching - Omega Red sticks his coils into the ground, and they come out a
short distance in front of him. This is one of the primary
reasons to play as Omega Red. First of all, you've got three
ranges of burrowing coils - close (DB+HK), mid (D+HK) and far
(DF+HK), and so you've got the potential to strike anywhere on
the ground almost instantly. Second, Omega Red himself is
nowhere near the point of impact, and you can't trade hits with
a coil. This means that unless your opponent is completely
invulnerable for some reason (such as during Chun-Li's
Kikoushou) this WILL beat them out. Finally, the coils can stop
single projectiles. USE THIS MOVE A LOT. Use it to stop
keep-away characters, use it to retaliate from the opposite
side of the screen, use it to stop rushing assists, use it to
do damn near anything you want. Note that there is a slight
recovery on the move, but if necessary, you can cancel into an
Omega Strike.
Jumping - Just a big one-foot kick with a grunt. Chain it after your sj.HP
in air combos, and that's about it...
DF+HP - Uppercut
This is Omega Red's launcher as a stand-alone move, rather than in a combo
off his jab. Generally speaking, a jab combo is easier, but since the
uppercut has longer range, this is an excellent punishing move in a pinch.
This also makes Omega Red's crouching combos harder to mess up - hold DF
instead of D as you do the combo, and you'll end up with c.LP,s.MP, rather
than c.LP,c.MP.
(while jumping) F,F - Air Dash
Well, it had to go somewhere...Omega Red launches himself forwards in a
shoulder barge-like move during his jump. People familiar with air dashes
usually use them as evasive moves. Omega Red, as one of the rulers of the
skies, has some rather nasty tactics involving his air dash. First of all,
he can cancel it at any time into a normal move or a Carbonadium Coil (or a
Carbonadium Smasher, but more about that later). This gives him a great deal
of versatility with his air dash - during the dash itself he completely
defies gravity. Cancelling it with a normal punch or kick will return him
to his normal fall arc - this can be used to avoid people who try to jump up
and shoot you out of the air, or it can even be used as an effective jump-in
starter with practice. Cancelling the dash into a coil will leave him
hanging in the air, so you can stop people who try to time a super for when
you land.
As you can see, this involves quite a bit of second-guessing, but with
practice this can be an effective strategy. Outside his dash cancels, Omega
Red can use the air dash to manouevre himself into a better aerial position,
or to escape anti-air supers like Jin's Saotome Cyclone.
QCF+P / PP - Carbonadium Coil (air)
Omega Red throws one of his Carbonadium Coils out at the opponent, the angle
depending on the button/s used. Basically, these coils are Omega Red's ace,
since they lead to either the Energy Drain, the Death Factor, or the Coil
Slams, and the Coils can actually be comboed in with practice. As far as the
angles go...
LP - A horizontal coil. Can usually be thrown out safely, if you make use of
the retract (see below) in the event of a miss. It can cover the whole
screen, but obviously it takes a little while to reach full-screen
range. Also an excellent punishing move.
HP - An oblique coil, at 45 degrees upward. A nice move to discourage people
from jumping in at you. Much more specific uses than in the horizontal
coil, but with practice this can be extremely frustrating to your
opponent, particularly against short-ranged characters like Zangief.
PP - A vertical coil. One of Omega Red's "tricks" - as long as you don't
abuse the set-ups, you'd be amazed at how easy it is to land this move,
since many people don't expect him to throw a coil at them from that
angle, doubly so if he's not on the screen at the time.
Note that QCF+K / KK, normally the Omega Strike, performs an alternate coil
direction in the air, as follows...
LK - Exactly the same as the LP coil.
HK - Angled towards the ground, and is a rather effective anti-fireball
move. Since Omega Red hangs in the air for a while, you can usually
time the coil to catch an opponent during their recovery, while
remaining safe yourself. This can also keep an opponent on the ground,
where most characters are at a disadvantage to Omega Red.
KK - Another one of his "tricks", this is a coil directly down at the
ground. Basically a surprise move, since unlike the PP coil, there
isn't an easy way to set it up outside of air dashing and hoping.
Don't abuse it, and you'll manage to catch more opponents off guard.
Two other points of note with the coils. One - they are NOT fireballs. Don't
get drawn into a shooting match. It's not that Omega Red is at a huge
disadvantage or anything, but he doesn't recover as quickly after his coils
as most projectile characters do. You're better off trying to get closer, or
staying around in the air and using the coils to try to grab fireballers.
Two - he has a LOT of flexibility with them. Not only can he throw his coils
in all these different directions, and has a variety of follow-ups, but he
can retract them at ANY time during their extension. Just hit a punch button
to pull them back. Sometimes, entire matches will be won or lost depending
on how well Omega Red controls his coils (I kid ye not).
Coil Throw - Direction + P after Carbonadium Coil
After connecting with his coil, Omega Red uses it to throw the opponent,
either hefting them up into the air or slamming them straight to the ground.
Though nice and damaging, you should always be attempting to either drain
something before doing a Coil Throw, or go straight for the Double Coil
Slam. Using this alone is simply not making the most of an opportunity.
Double Coil Throw - DB+P/D+P/DF+P, Direction + P after Carbonadium Coil
Omega Red slams the opponent hard into the ground, then before letting go
he throws them again. One of his more stylish moves, but not very reliable.
If you can do this well, then more power to you, but personally I think
Omega Red would be just as effective without this move. Note that the first
throw MUST be towards the ground, while the second can be in any direction.
Also here is a limit to how high in the air Omega Red can be when performing
this move. I'm not entirely sure of the limit, but as rule of thumb, if you
can see the ground, then you can do a Double Coil Throw.
Strangely enough, the damage on this move depends is reduced if you throw
them in two directions. For instance, if you slam the opponent on your left,
then throw them right, you will do 26 points of damage (including the damage
from the coil connecting). But, if you slam the opponent twice on your left,
you will do 30 points. Those 4 points can sometimes make a difference, but
remember that throwing the opponent directly upwards then performing an
Omega Destroyer will chip more than 4 points, at the cost of a single level
of super energy.
Energy Drain - P after Carbonadium Coil
This is Omega Red's ace - after grabbing the opponent with a coil, he drains
their life and adds it to his own bar, and the benefits of that should be
obvious. As an added plus, after an Energy Drain, you can perform a Coil
Throw to tack on a little extra damage. Unfortunately, Omega Red can now
only regenerate red health, but this is still undeniably useful.
NB - Yes, the life drain REALLY IS the Energy Drain, and not the Death
Factor. Listen to what Omega Red says...also note that you only need to
hit the punch button once, but tapping it repeatedly will net you
slightly more damage.
Death Factor - K after Carbonadium Coil
Basically the same as the energy drain, only instead of draining life, Omega
Red will drain super energy. Good for denying your opponent that
all-important super in chipping matches. As an added bonus, the Energy Drain
and Death Factor are freely interchangeable during a coil drain, so you can
fill up a sliver of life then use the remaining drain time to stock up on
Omega Strike - QCF+K
Omega Red plants his coils in the ground and propels himself forward, saying
"Omega Strike!" as he does so. Very, VERY fast move, with high priority and
incredible versatility. First of all, the Strike can be in one of three
directions depending on the button/s used, the same directions as the
grounded Carbonadium Coil. Once the Strike has been executed, B+K will pull
Omega Red back to his starting position (note that his facing is determined
by the grounded coil location, and not his body's position) and deny your
opponent of pretty much all chances of retaliation. Also, hitting D+K will
immediately cancel the Strike, and Omega Red will recover wherever he was at
the time. As you can probably see, this move can be the most frustrating
move for your opponent to fight against. Use the horizontal one liberally
to interrupt, chip and generally wreak havok, and the diagonal one as an
anti-air or a set-up to move Omega Red himself to a favourable position in
the air. The vertical one serves two purposes - one is as a panic move. If
you don't know what else to do, pull this out to shoot him off away from
harm. The second use is as a fast retaliation against opponents trying to
cross you up. Though the vertical coil may also work here, the Omega Strike
is better because it's faster and safer when blocked (it also takes you away
from any potential assists). Never, EVER overlook the Omega Strikes, since
they are the key to offensive Omega Red play.
Omega Destroyer - QCB+PP
Omega Red shouts "Hahaha...OMEGA DESTROYER!" while unleashing his coils
pretty much everywhere. This was the reason I first started playing Omega
Red. :) When using the Omega Destroyer, there are a number of important
things to remember about it. First, outside of helpers and DHCs, you can't
combo it in. Period. Don't bother trying. Second, though it eventually
covers a majority of the screen, it goes horizontal first. During this
horizontal "phase", a jumping opponent can hit Omega Red's head to interrupt
the Destroyer (although saying that this is damn hard is an understatement).
Third, once you're finished, your opponent WILL be on the opposite side of
the screen, and Omega Red will be safe from most retaliations (but not all,
so be careful, particularly against Juggernaut). Finally, this move
overpowers any physical move in the game, and a majority of beam and
projectile moves/supers too.
So, the bottom line is that this super is basically safe to throw out
whenever you want, but doing this every two seconds will get you a bit of
chipping damage and that's about it. I use this super in two ways - to
counter cross-up attempts, and to punish helpers. For the former, this is
very effective, since the coils have great priority and are released in both
directions simultaneously. For the latter, it is even more effective, since
the coils will juggle helpers and leave Omega Red safe once he's finished.
The Omega Destroyer provides a "safety net" in team supers, covering your
other characters against airborne opponents and leaving them more or less
safe once he's finished. These are the primary uses, and though it can fill
in as a super to punish moves or to chip damage, it doesn't do such a good
job of it.
There is an anomaly with the Omega Destroyer to consider. If the opponent is
IMMEDIATELY next to Omega Red when he starts the Omega Destroyer, instead of
being pushed away, there will be a vacuum effect which, provided that they
don't push block you away (in which case they likely eat some coils
afterwards) does incredible chipping damage. The downside is that they
recover right next to Omega Red, and so even Zangief would have time to
launch you for an easy combo. Still, this vacuum is somewhat difficult to
get, so it shouldn't change your overall strategies much. Just be aware of
its existence.
Carbonadium Smasher - (while jumping) QCB+PP
Omega Red shouts "Carbonadium Smasher!" and performs the same animation as
his air dash, only if he hits the opponent, he launches into an autocombo
ending with a coil slam directly down. The Carbonadium Smasher isn't the
best super out there, but it isn't the worst either. As with the Omega
Destroyer, this cannot be comboed in any way, which makes it more of a
surprise move. Pull it off every now and then to see if your opponent is
awake, but don't base your game around it. Note that the Smasher will do
more damage than the Omega Destroyer, and in certain circumstances you can
OTG afterwards into an air combo.
NB - Some move lists refer to this as the "Omega Smasher". As is my
understanding, this was the original name in the official Japanese move
list, for some reason. Still, Omega Red shouts out "Carbonadium
Smasher" during the move, so that's what I'm calling it.
Type - Throw
Assist - Horizontal Carbonadium Coil, immediately linked to UF throw
Crossover Counter - Standing HP
A1+A2 Super - Omega Destroyer
This assist type is slightly more specialised than the anti-air assist
below, but is just as effective in the right hands. Omega Red's coil has
great priority, and since he stays close to the edge of the screen, he will
be safe from many retaliations. And, if you're thinking ahead, you will be
able to combo out of the coil throw (though the window of opportunity is
VERY small). On the other hand, the coil is somewhat slow, and without a
combo linked to it, not very damaging. The Crossover Counter is just a
generic hit, which doesn't set up much beyond a straight Omega Strike.
Generally speaking, I use this assist type when I have a team in need of
some long range support, such as Zangief and Jin.
Type - Anti-air
Assist - HK Omega Strike
Crossover Counter - HK Omega Strike
A1+A2 Super - Omega Destroyer
The all-purpose assist type. Omega Red jumps in with a diagonal Omega
Strike, which is fast with good priority, and is generally the most
abuseable assist type. However, Omega Red is sent a fair way forward during
the execution, so if you don't cover him afterwards, he'll likely get hurt.
A minor problem here is the Crossover Counter - if you're not careful,
you'll shoot over your opponent's head and although Omega Red recovers
fairly quickly, it's never a good idea to miss completely. Try to use this
counter against jump-in attacks. Overall, this is the assist I use the most,
because it works well in teams that already have long range support.
Type - Ground
Assist - DB+HK Burrowing Coil
Crossover Counter - Crouching HP
A1+A2 Super - Omega Destroyer
This is a surprisingly useful assist, since it has the priority to beat out
anything on the ground. However, the range is short, it doesn't really
achieve much beyond interrupts (and sometimes, not even that...) and it's
not really very damaging. The Crossover Counter is probably the best of the
three, so if you use them a lot then maybe you'll find this assist more
valuable. For instance, if you counter a jump-in move, Omega Red can
immediately launch into an air combo, which is particularly nasty once you
get the hang of it. Otherwise, most characters can do by themselves what
Omega Red will do for this assist, so it's not outstandingly useful.
Now, I can't tell you exactly how to play - that would be unrealistic, and
probably not effective. But, this is the real beauty of Omega Red - he can
do pretty much anything you want. He can play keep-away well, he can
actually win firefights (by taking a back-door method with his Burrowing
Coils), he can be played as a pressure character, or whatever. I find that
a mix of the offensive strategies tends to work best - not a berserker game
like the pixies or mashers, but a deliberate, steady offense. He also rules
the air in the right hands, so don't be afraid to super-jump, even against
other rulers of the skies like Storm. He can also be a VERY slippery
character, with his air dashes, Omega Strike, Burrowing Coils and
Carbonadium Coils. Overall, I think Omega Red is an adaptable character. In
fact, I find him more effective when creating tactics based on what he
faces, rather than going into a fight with specific strategies in mind.
Judge your tactics on the fly, and you will be more prepared for the crazy
world of Marvel Vs Capcom 2.
When attacking:
Jabs. That's what it's going to come down to. Omega Red's jumping jab has
excellent speed and priority, and his standing and crouching jabs have good
range. Air dashes and HP jump-ins will also be effective. To close in on
your opponent, Omega Strike towards them and cancel (D+K). It may help to
cover him with an assist before the Omega Strike, but otherwise this will
plant you nice and close to the opponent. Go for air combos as much as
When playing keep-away:
Remember two moves - Burrowing Coils and Omega Strikes (always retracted).
With just these two moves, Omega Red can mount a daunting keep-away game.
Also remember push blocks, and with a level head you'll be able to keep
even the most hyper-active Spiderman player away. Don't be afraid to throw
out Omega Destroyers either.
When fighting beam characters or assist-happy opponents:
The Burrowing Coil move is your best friend. Using them intelligently will
stop beams AND assists. If a character doesn't have an upwards diagonal beam
(eg. Iron Man) you can jump up and throw coils towards them - this can be
used to moderate effect against characters which DO have diagonal beams,
but you'll be putting yourself at risk.
When fighting power characters (eg. Juggernaut, Hulk):
Stay in the skies. Much of their power stems from their ground games, so by
denying them this, they're just big, scary looking babies. Otherwise,
capitalise on their recovery times, and have fun with your air combos
against them. ;)
Omega Red's combos are powerful, but difficult. He can assemble some pretty
big combos, but not with the ease of some of the other characters out there.
But that's where this section comes in - to help you get the hang of doing
When grounded or jumping, Omega Red has the Weak to Strong series, which
means he can chain up to three hits followed by a special move. Since his
launcher is s.MP, you can chain it off either a standing or crouching jab,
or off jump-ins. While super-jumping, Omega Red has the full six hit Hunter
series, which means he can chain together all of his attacks (see the
Conventions section for the order).
With practice, Omega Red can combo pretty much any two normal moves together
in an air combo. This is not to say that you can just mash the buttons and
get a 17 hit combo or whatever, since they require precise timing. However,
once you understand the mechanics, you have a lot of freedom in your air
Since Omega Red has no way to combo in his supers, this section will be
rather short. Regardless of that, these aren't the be all and end all of
Omega Red's combo ability. Rather, they are here to provide you with a firm
understanding of his basic combo ability, as a basis for combos of your own.
I've tried to arrange them in a rough order of difficulty...
1. c.LP, c.MP, c.HP XX LK Omega Strike
2. c.LK, c.MK, c.HK XX LK Omega Strike
3. s.LP, s.MP, /\, sj.LP, sj.LK, sj.MP, sj.MK, sj.HK
4. s.LP, s.MP, /\, sj.LP, sj.LK, sj.MP, XX Coil
5. s.LP, s.MP, /\, sj.LK, sj.LK, sj.LK, sj.MP, XX PP Coil
6. s.LP, s.MP, /\, sj.LP, sj.LK, sj.MP, sj.LP, (sj.LK), sj.MP, XX PP Coil
7. s.LP, s.MP, /\, sj.LP, sj.LK, sj.LK, sj.LP, sj.MP, XX PP Coil
8. s.LP, s.MP, /\, sj.LP, sj.LK, sj.MP, sj.MK, sj.HP, XX sj.HK
9. s.LP, s.MP, /\, sj.LP, sj.LK, sj.MP, sj.MK, sj.HP, XX HK Coil
10. s.LP, s.MP, /\, sj.LP, sj.LK, sj.MP, sj.MK, sj.LK, sj.HP XX sj.HK
11. s.LP, s.MP, /\, sj.LP, sj.LK, sj.MP, sj.MK, sj.LK, sj.HP XX HK Coil
a. j.LP / LK, j.MP / MK, j.HK
b. j.HP
a. DB / D / DF+HK
b. c.LK, s.MP / c.HP, /\ (followed by any air combo)
As a side note, if your back is to the corner when you perform an air combo
to a coil, you can throw the opponent horizontally towards the corner, air
dash towards them, and continue the air combo. This requires quite a bit of
practice, and the commands required vary greatly depending on the situation.
As such, it would be impractical to list everything possible, but you should
be aware of any possible chance. Practice is the best teacher in this case.
Note - The timing for combos will be different depending on the size of the
opponent, and you will be unable to perform certain combos on small
characters such as Megaman.
As a solid, all-round character, Omega Red is tends to be able to fulfil any
role you need him to. This section is devoted to explaining how Omega Red
works in relation to each other character in MvC2.
First, if you want a team that's plausible in a storyline, your options are
rather limited...Omega Red isn't exactly the most sociable guy in the world,
and I'm told he's noted for hating anything non-Russian. So, you've
basically got one option - Team Russia! Obviously, that consists of Omega
Red, Zangief and Colossus, and it's actually a decent team in the right
hands. However, playing with just the one team repeatedly tends to get a
little boring, so that's where this section comes in.
Omega Red benefits most from assists that let him combo in his supers. Some
you might want to consider:
Spiral (gamma)
Iron Man/War Machine (beta)
Magneto (beta)
Cyclops (beta)
He also benefits from assists that make up for his limited chipping game.
Beta Dr.Doom is the most obvious choice, but anyone with a good chipping
assist will do fine.
Another aspect to consider is the super meter - Omega Red is going to be
building it quickly and not using much of it, so you may want to consider
a character that can take advantage of it. Cable is probably the most
infamous meter-hog out there, and he does work relatively well with Omega
When choosing partners, also consider how Omega Red will be able to help
them. For instance, Silver Samurai has a limited anti-air game, so the Omega
Strike assist will aid him. Conversely, Zangief lacks a ranged game, so the
Coil assist will help him out considerably. Try to form a team that works
well together, not necessarily three characters that are godly on their own.
As if you needed help...VS bosses get softer each game...but regardless,
here are some tips.
1st Form - You're best off super jumping over him and using jumping HPs to
the back of his head. Or, repeated LK Omega Strikes will carry
you through him and away from harm, ready for another Omega
Strike by the time he turns around. Just try and stay behind him
and you'll be fine.
2nd Form - Maintain full screen distance and use DF+HK Burrowing Coils. And
that's it. If he uses those green bubbles, super jump and send
coils down to pop them all, using the air dash if you need to
avoid something.
3rd Form - Stand under him and unleash an Omega Destroyer (you should have
a few supers spare by now, since you really don't need them on
the other forms). If you're out of super for some reason, just
wait until he appears and do jumping HPs in his face. Easy.
Just a section containing information that didn't fit anywhere else...
Taunt - Omega Red raises his arms, throws his head back and growls. It's
fast for a taunt, and Omega Red isn't a show-off - this means that
when he's called in to assist, he gets off the screen quickly
(unlike, say, Juggernaut). Otherwise, it's just a taunt...do what
you want with it.
Snapback animation - s.HP. Can be comboed off s.MK or c.MP. One of the best
snapbacks in the game, in terms of uses.
Assist summon - Same animation as his taunt, but he says "Let's go" instead.
Opening animation - Omega Red appears in a kneeling position, then stands,
surrounded by mist, growls, and assumes his stance.
Winning animation 1 - Faces the camera, holds his arms out and spins his
coils nunchaku-style before retracting them.
Winning animation 2 - Poses while stretching his coils between his hands.
Tag in - Comes in with his j.HK, then lands and performs his taunt, while
saying something that sounds like "My turn".
Tag out - Stands up straight, bows his head and retracts his coil.
Time-over Win - Makes a pose similar to his after-match portrait, only with
an evil grin on his face instead of shouting. Says something
which sounds an awful lot like "Your life force is MINE!"
though that's unconfirmed at the moment.
Time-over Loss - Collapses to the ground and holds his head in his hands.
LP - Red clothes, silver boots, kneepads & trim, with blonde hair
LK - Purple clothes, yellow boots, kneepads & trim, with white hair
HP - Magenta clothes, silver boots, kneepads & trim, with blonde hair
HK - Pink clothes, white boots, kneepads and &, with white hair
A1 - Magenta clothes, dark silver boots, kneepads & trim, with blonde hair
A2 - Dull pink clothes, dull peach boots, kneepads & trim, with blonde hair
Note that the A1 and A2 costumes are time-released, and will only be
available after Omega Red has his gold box. Until then, these buttons will
result in the HP and HK colours respectively.
Well, a majority of the information in this FAQ is complete. Generally, any
future revisions will just contain additional combos and typo corrections.
If I'm feeling bored I may write up a partners section, or a VS character
section, but the former will be mostly opinion based and the latter will be
only accurate to a certain degree, since everyone has different ways of
playing characters. But regardless of what the future revisions contain, you
should be able to pick them up at www.gamefaqs.com or www.khaotika.com.
Thanks to Bantam13 for providing me with the list of Omega Red's colours.
Also thanks to Siegfried and Shin-Mech-Brian for information regarding Omega
Red's history. And special thanks goes to CJacC of GameFAQs, and Khaotika of
Khaotika.com for hosting this FAQ. Thanks also to Hoe Muffin, for alerting
me to some move typos (MP Carbonadium Coil? What was I thinking?!). Thanks
to Jack Crow for an assortment of information about Omega Red, both story
and game-related. Finally, thanks to jchensor for his Omega Red combo movie
(if you want it, it's available from Shoryuken.com below).
And quick plugs for a few sites...
Basically the ultimate collection of FAQs on the internet. If it's not
there, it probably hasn't been written yet.
Khaotika's site, aka the Seventh Level of Hell. Check it out if you're in
need of some diversions, it's also got a very good MvC2 section written by
Khaotika and Bantam13, and some contributions from yours truly.
Siegfried's site, where you'll find background information on characters for
damn near every fighting game ever made. Great site to check when you want
information for FAQs and the like.
Fighters.net has up-to-date information on almost all major fighting games
out there. Plus they've got a forum there, where I'll be found lurking...
Go there for mad combo movies from MvC 1&2, SFA 1-3, SF3...most of the
latest 2D Capcom fighting games, in fact. Some of these movies must be seen
to be believed...
Well, that's my first MvC2 FAQ done. Any others that I write will be
primarily to cover characters that everybody else is ignoring (they're the
ones I usually play anyway). Maybe Hulk, Colossus, Sabretooth, Silver
Samurai, M.Bison...it depends. As long as CJacC and Khaotika are nice
enough, any of my future MvC2 FAQs should be found on GameFAQs and
Khaotika.com. Until then...
Anthony Nickerson, aka Ug the caveman
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text: 16 U.S.C. § 704picture_as_pdfDownload PDFprintPrintnotificationsGet alertsemailEmaillistCiting casesmore_horizprintPrintnotificationsGet alertsemailEmaillistCiting casesmore_horizprintPrintnotificationsGet alertsemailEmaillistCiting casesUpdated March 22, 2019§ 704. Determination as to when and how migratory birds may be taken, killed, or possessed(a) Subject to the provisions and in order to carry out the purposes of the conventions, referred to in section 703 of this title, the Secretary of the Interior is authorized and directed, from time to time, having due regard to the zones of temperature and to the distribution, abundance, economic value, breeding habits, and times and lines of migratory flight of such birds, to determine when, to what extent, if at all, and by what means, it is compatible with the terms of the conventions to allow hunting, taking, capture, killing, possession, sale, purchase, shipment, transportation, carriage, or export of any such bird, or any part, nest, or egg thereof, and to adopt suitable regulations permitting and governing the same, in accordance with such determinations, which regulations shall become effective when approved by the President.(b) It shall be unlawful for any person to—(1) take any migratory game bird by the aid of baiting, or on or over any baited area, if the person knows or reasonably should know that the area is a baited area; or(2) place or direct the placement of bait on or adjacent to an area for the purpose of causing, inducing, or allowing any person to take or attempt to take any migratory game bird by the aid of baiting on or over the baited area. (July 3, 1918, ch. 128, § 3, 40 Stat. 755; June 20, 1936, ch. 634, § 2, 49 Stat. 1556; 1939 Reorg. Plan No. II, § 4(f), eff. July 1, 1939, 4 F.R. 2731, 53 Stat. 1433; Pub. L. 105-312, title I, § 102, Oct. 30, 1998, 112 Stat. 2956.) 1998—Pub. L. 105-312 designated existing provisions as subsec. (a) and added subsec. (b). 1936—Act June 20, 1936, substituted "conventions" for "convention" in two places. Act June 20, 1936, ch. 634, § 2, 49 Stat. 1556, provided in part that the amendment by section 2 is effective as of the day aforesaid (June 30, 1937). See note under section 703 of this title. Transfer of functions of Secretary of Agriculture to Secretary of the Interior by Reorg. Plan, No. II of 1939, see Transfer of Functions note set out under section 701 of this title. For delegation to Secretary of the Interior of authority vested in President, see Ex. Ord. No. 10752, Feb. 12, 1958, 23 F.R. 973, set out as a note under section 715j of Title 15, Commerce and Trade. Secretary of the Interior empowered to promulgate regulations under this section without approval, ratification, or other action of President, see section 2(b) of Ex. Ord. No. 10250, June 5, 1951, 16 F.R. 5385, set out as a note under section 301 of Title 3, The President. Pub. L. 105-312, title I, § 104, Oct. 30, 1998, 112 Stat. 2956, provided that: "Not later than 5 years after the date of enactment of this Act [Oct. 30, 1998], the Secretary of the Interior shall submit to the Committee on Environment and Public Works of the Senate and the Committee on Resources [now Committee on Natural Resources] of the House of Representatives a report analyzing the effect of the amendments made by section 2 [probably should be section 102, which amended this section], and the general practice of baiting, on migratory bird conservation and law enforcement efforts under the Migratory Bird Treaty Act (16 U.S.C. 701 et seq.) [16 U.S.C. 703 et seq.]." Copy with citationCopy as parenthetical citation


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MELLETTE, S.D. (AP) - Four Michigan men have died and a fifth received life-threatening injuries in a two-vehicle crash in northeast South Dakota.
The South Dakota Highway Patrol says the Michigan men were traveling east on Highway 20 near Mellette Wednesday morning about 5: 40 a.m. when the vehicle driven by 71-year-old Wesley Allen Frasard failed to stop and was struck by a southbound semi-trick. Killed were Frasard, 68-year-old Ledger John Frasard Jr., 77-year-old William Edward Petrocy, all of St. Clair Shores, Mich., and 69-year-old Nikolaos Andreopoulos, of New Baltimore, Mich. Fifty-two-year-old Thomas Edward Thorngate, of St. Clair Shores, was taken to an Aberdeen hospital with life-threatening injuries.
The driver of the truck, 50-year-old Doug Elmer Carnahan, of Bottineau, N.D., received minor injuries.
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Red River weight pullers is a newly forming UKC club in Texas/Oklahoma. We are looking for ppl interested in becoming members. We are also looking for anyone willing to donate items for raffles or money to help support the club. We are hoping to be a sanctioned UKC club no later than May/June 2009
Our plans are to Host 6 weekends a year of pure pulling. As the club gets seasoned and funds become available we will be holding more pulls.
Starting a club isn't easy or cheap. I have done it before when I started Rip Curl Weight Pullers so ALL donations are very well appreciated.
Dues are cheap and affordable.
We also will be holding seminars, training fun matches and educational classes.
Red River Weight Pullers will be having a Fun match training seminar on Easter in Tuttle Oklahoma. It will be lots of fun. food will be supplied but your welcome to bring a dish, chips, drinks or what ever to help out. We need lots of participation and support to see this club succeed. . If your new or old to weight pulling fun matches are the best way to learn or just work your dog. So please join us. Email me for directions. firstname.lastname@example.com
thanks, Lori
check out our website: http://redriverweightpullers.tripod.com/


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Elena (ID: 7624)
Date of birth:December 19, 1959
Height:5' 7" (171 cm)
Weight:162 lb (74 kg)
Hair color:light brown
Eyes color:green
Religion:Russian Orthodox
Marital status:single
Education:Higher education
English language:beginners' level
Others foreign languages:German
Seeks partner:59 - 60 years old
Total photos:7
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I love life as it is, traveling, theatre, art and literature, cooking and a lot of other interesting things
About me:
I am heerful, communicative, but strict and demanding. My jod- is for my confidence,traveling- for pleasure, my beloved..it's just my beloved, new acquaintances- for my soul, rest-is for my mood, money-for comfort, my smile- is for everyone..
Looking For Men Type:
I am looking for a eself-cinfident, resolute, devoted, kind, intelligent, educated, with sense of humor man.
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Product Description
USKEES Two Pocket Japanese-style No-tie Craft Work Apron
- Unisex - One Size
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- Integral straps cross over at the back for good fit
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- 100% Cotton
To retain the authentic look of this apron wash at a maximum of 30 degrees centigrade. Warm iron on reverse while still damp. It is in the nature of denim fabric that it will fade over time and the first few times you wash your apron, you should wash it by itself to avoid the dye bleeding onto other items.
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S2 E26 Deterioration of the Fight or Flight Response
Burke has been shot and Izzie has just cut Denny's LVAD wire. George, Meredith, and Cristina all wind up helping Izzie keep Denny alive long enough to get moved up the transplant list and get the heart in question. Addison figures out that Richard's niece's (Camille) cancer has unfortunately returned. Bailey and Derek are attending to Burke and it's Derek who must operate on Burke to help save his surgical skills. Richard and his wife discuss his past affair with Ellis Grey. Meanwhile Alex desperately stalls at Mercy West in order to maintain possession of the donor heart while the rest of the interns struggle with each other in their fear of losing their places in the program as well as Denny, who makes a surprise marriage proposal to Izzie amidst the madness.
After Bailey discovers the interns and Denny's situation, she helps them confirm Denny should receive the heart. Burke decides to have the surgery performed, risking nerve damage. But during his surgery, Derek must perform a wake up test to check for nerve damage, and he asks Cristina for her help. But Cristina, horrified at the sight of Burke in pain on the table, freezes. Alex travels with Dr. Hahn from Mercy West with the heart, scrubbing in with Dr. Bailey for Denny's transplant. However, after the heart has been inserted, it still does not begin to beat and back in Derek's OR, Burke still cannot move his fingers successfully.


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Looking to improve the quality of your lawn? TruGreen's premium services are a great place to start. The appearance of homes changes depending on the color and health of the law, something TruGreen Klawock professionals fully understand. Consequently, numerous services are offered as a way to help lawns obtain the ideal conditions, including resistance to the effects of extreme heat and cold and intrusive pests.
Lawns can benefit from the services featured in the TruPerformance program that help encourage healthy growth. One of the services featured is the Healthy Lawn Analysis, which inspects the overall condition of your lawn to construct a customized plan based on its specific needs. To prevent weed growth and nurture nutrients, services in weed control, lawn fertilization, lime and aeration are also available. Customers under the full service program have access to unlimited service calls, which means they can directly access a lawn care professional at TruGreen Klawock regarding issues related to their lawn care.
The TruNatural service utilizes 100% natural and organic fertilizers in the program. The Healthy Lawn Analysis is also provided to customers of TruNatural as a way for TruGreen lawn professionals to inspect and evaluate the health of your lawn. Synthetic weed control is another option homeowners have for special concerns regarding weed growth. This can be resolved through targeted applications that focus on getting rid of just the weed.
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With a wide range of lawn care options, there is always a way for your home to boast a beautiful and healthy lawn. A healthy and verdant lawn not only helps create a trim appearance, it also helps filter the environment by trapping pollutants, cooling the air, and creating oxygen. Not sure where to begin? Call Klawock TruGreen at 866-382-8529 to speak to a professional about how to begin nurturing a healthy lawn today!


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Lady A Interview
Grammy award-winning band Lady Antebellum performs several of their hit songs on THE TALK, Wednesday, February 6, 2013 on the CBS Television Network. THE TALK celebrates the 2013 Grammy Awards with nominated guests and music performances all week. Also Pictured From Left: Sheryl Underwood, Sara Gilbert, Sharon Osbourne, Aisha Tyler and Julie Chen Photo: Lisette M. Azar/CBS ©2013 CBS Broadcasting, Inc. All Rights Reserved.


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On Speech: Hateful, Leftist, and Otherwise
By Nichole Rustin-Paschal
The Phelps lead the Kansas-based Westboro Baptist Church, which espouses the view that God is punishing the United States for its tolerance and legal protection of the rights of gays and lesbians by killing American soldiers in Iraq and Afghanistan. To disseminate this view, the church identifies when a fallen soldier will be buried and then plans a protest near the burial site. As in the Snyder case, the church abides by local laws regarding the holding of protests. In fact, because of the persistence of the church in appearing at military funerals, many states have passed laws that create time, place, and manner restrictions on the picketing of these funerals.
This particular case concerned a father, Albert Snyder of York, Pa., who became distraught because the Westboro group picketed the funeral of his son, Lance Cpl. Matthew Snyder, a U.S. Marine killed in Iraq in March 2006. The church uses quite abhorrent speech, including signs proclaiming "You're Going to Hell" to make its point. Often, if not always, the speech damns the fallen soldier in defamatory ways. But since you can't defame a dead person, plaintiffs need other ways to make a claim against the church. The Snyders used the claim of intentional infliction of emotional distress, a claim that rests on the callous disregard by the speaker of the effect of his speech on the target, and intrusion upon seclusion, the claim that a defendant's intrusion into a plaintiff's personal matters is so offensive that a reasonable person would be as offended as the plaintiff.
The district court ruled in Snyder's favor; the jury awarded him $11 million in damages, but the judge cut the amount to $5 million. The 4th Circuit U.S. Court of Appeals, however, ruled in favor of the church, primarily on First Amendment grounds. The Supreme Court, in an 8-to-1 decision penned by Chief Justice John Roberts, affirmed the 4th Circuit's judgment.
Listen, the facts of the Snyder case are hard to swallow, I'm willing to admit. But that doesn't mean that we ought not to protect the rights of the defendants, the Phelps, to exercise their right to speak freely. As the wife of a soldier, I can appreciate the distress Mr. Snyder and his family experienced at such a vulnerable moment in their grieving process. The deeply homophobic speech seems like a personal, visceral attack aimed at denying the sacrifice of these men and women. But, I can promise you, the Phelps could care less about any of the actual individuals whose funerals they've protested. They're concerned with using political and religious speech to express a perspective on contemporary social policies and politics.
What we want is more speech, not less. Our democracy rests on the contest of ideas—if people have the courage of their convictions, they will not be deterred in expressing them by outliers articulating extreme views. Nor would they use intimidation tactics to staunch criticism as a conservative group has done recently.
I'm talking about the Mackinac Center for Public Policy in Michigan which is attempting to use state Freedom of Information Act (FOIA) laws to gather "evidence" that academics at state universities are using state resources for political activities. FOIA laws are meant to ensure open, transparent, and accountable government, not to police what professors teach and research. Seriously, people are trying, under FOIA statutes, to get the emails of all professors who teach in labor studies program for teaching about contemporary labor issues. This, if nothing else, embodies the use of state action to chill speech.
Let's applaud public universities and colleges that are willing, as was the University of Wisconsin at Madison, to stand by the principles of academic freedom, even as they fulfill their statutory obligations. Scholars, like William Cronon, should not be harassed as they go about the work of teaching, researching, and writing about the world that we live in. Critical perspectives on pressing issues benefit us all as they contribute to our individual ability to make informed choices for ourselves.
Here's what I tell my son when he asks me if something is a bad word—"Would that hurt your feelings if someone called you that? If so, then yes, it probably is a bad word." But that is a lesson about civility and empathy, not a lesson about free speech and democracy. Civility is a building block, not the end result of democracy. We ought to engage with one another on civil terms, but we must be willing to fight for the ideals we value by exercising our right to free speech and protecting the rights of others, with whom we may be virulently opposed, to freely express their ideas. Let us who value social justice speak louder and be more insistent than those who would silence and ridicule us. Let ours be the voice and vision of a transformative politics in the public square. Let us speak and be free.


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A modern style tuner, die-cast enclosed for permanent lubrication and solid long-life. They are the standard tuner for Warmoth's 2+2, 3+2, Deluxe 5 Straight and Gecko headstocks.
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Sold individually so you can get the configuration you need. 4L in line, 4R in line, 2L +2R, 3L +2R, etc.
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Vintage Round Retainer for Bass, Gold
I had to replace a Grover knob on my bass, since the Gotoh looks identical from the back I ordered this.
Unlike the Grovers, these tuners are huge in the front. I like the extra meat that the Gotohs have and instead of trying again to find a replacement that fit the original (unknown to me at the time) I ordered three more of these babies.
this tuner will NOT drop in replace Ibanez SR bass tuners....drilling IS required...
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Woodward is a leader in design, fabrication, and optimization of gas fuel, liquid fuel and water nozzles for turbine and diesel engine combustion. Our expertise in spray atomization, thermal analysis, stress analysis, spray analysis, advanced manufacturing and six-sigma process control makes Woodward a valuable partner for gas turbine and engine OEM's in the development of cutting edge combustion technologies.
Woodward has world class test facilities to characterize fuel mixing, ignition, and atomized liquid fuel spray droplet size, spray quality, and spray angle. At our combustion test facility we test a wide range of fuel, air flow and pressure conditions to simulate the combustor environment, avoiding an expensive customer full rig test. Our expertise combined with our test facilities enable us to design and integrate components into combustion systems.
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CARLSBAD, Calif.—SPY® is happy to introduce the Happy 20 Collection—three limited edition styles designed to celebrate two decades of putting Happy smiles on the faces of people everywhere. Pushing the research and development envelope both technologically and aesthetically, the Happy 20 Collection includes three unique sunglasses featuring the Happy Lens™ that reaffirm where we started, where we're at, and what the future holds.
"SPY has now been on the vanguard of eyewear evolution for twenty years," says Michael Marckx, SPY president and CEO. "The Happy 20 Collection combines our distinct design heritage with our current technologies to make something for people who have been with SPY all along and for those who are just hopping on the train. Plus, we give a nod to where we are all headed. In any form, we promise you're in for a fun ride."
A limited edition collection, Happy 20 is built with recycled metals and SPY's 100% biodegradable Plantate™ frame material. Additionally, all three Happy 20 styles feature SPY's Happy Lens—a lens technology that lets in the sun's "good" rays that studies suggest create an uplift in mood and alertness, while still blocking the sun's "bad" rays.
"With SPY being one of the last standing independent eyewear brands, we wanted to celebrate twenty years of innovation and Happy smiles with a unique collection," says Juliette Koh, SPY product director. "Utilizing Plantate to create all three styles, we were able to transcend our design curve and create pieces that truly hit on SPY's heritage—and what the future holds—while still staying in line with our environmentally conscious goals. Happy 20 truly embodies the SPY design language loud and clear."
Paying homage to SPY heritage, the Fore is a full coverage classic wrap with aggressive styling and unique SPY bevels. A standout frame with a shape so distinct it could only live in the now, the Union is a medium-sized frame with lightweight temples to provide all-day comfort. Embodying our unusual approach in everything we do, the Heir is a fashion-forward sunglass featuring a strong bridge dip, unique temple shape and mixed materials.
Hitting stores this week, the Happy 20 Collection will be available in Matte Black and Woodgrain frame colors and available with Platinum or Emerald Mirror Happy Lenses. MSRP for the Happy 20 Collection ranges from $130 to $170.
For more information about the Happy 20 Collection, go to www.spyoptic.com/happy20. To learn more about the SPY Happy Lens™, go to www.spyoptic.com/happy. For more information about SPY, log-on at www.spyoptic.com, www.facebook.com/spyoptic, Twitter @spyoptic and @spyoptic on Instagram.


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As the biggest player in the PC market, Intel came close to missing the boat as Apple and rival chipmakers leapt into the smartphone and tablet fray. This time around Intel look set to hit the mark in what could be the next big thing, and in doing so also stand to beat Apple to the punch.
So what's all the fuss about? The tech sector rumour mill is ablaze with rumours around the chip making giant working on a TV set top box that could transform the way TV is delivered to consumers.
The rumoured Intel set top box is said to be able to deliver TV shows to any device that can access the Internet. But the real kicker is that instead of paying a set fee for a bundle of channels (many of which you're never likely to want to watch, let alone pay for), consumers will be able to pick and choose which individual channels they want to fork out their hard earned cash for. The current scuttle-butt has it that the set top box will be announced at the upcoming Consumer Electronics Show in Las Vegas, and will be made available as a limited beta trial in March 2013.
If these rumours do prove to be true, their implications are breath-taking. Being able to place shift (e.g. play back recorded content anywhere with an internet connection rather than just in your lounge) could be as much of a revelation as the ability to time-shift (e.g. pause live TV etc) TV shows was when hard drive DVRs first hit the market. The Internet has made the world a very small place and being able to stream a TV show online could see broadcasting along geographic borders rapidly becoming a quaint but outmoded practice. The good news is that this could see content creators and TV networks moving to get rid of annoying time lags in airing more popular shows amidst fears that piracy could otherwise accelerate.
Equally revolutionary are the rumoured Cloud recording/storage features. This would see shows stored centrally on a remote data centre and as such would allow Intel set top box owners to watch a show, even if it hadn't been recorded by them. This would of course have huge implications for local broadcasters - Many of whom who could rapidly become the TV broadcasting equivalent of a fifth wheel as the big networks (who own most of the big ticket content) fill the data centre with a growing amount of shows that would be able to be viewed by a global audience.
The timing of these rumours is also pretty fascinating, especially given the hype building around Apples much rumoured smart TV. Should Intel beat Apple to market with this set top box, there is a very real chance that they could find themselves well positioned to capitalise on what could be biggest thing since tablets, smart phones and indeed sliced bread.
As exciting as all this all sounds, it is worth remembering that so far this is only speculation and that like most rumours, the devil is in the detail. This said, I had the opportunity to play with an Intel TV set top box back in 2009 whilst attending the Intel Developers Forum in San Francisco, so I can at least attest to the fact that set top boxes have been something Intel had historically worked on.
Earlier set top boxes aside, the multi-billion dollar question is will this revolutionary approach work? Unfortunately, this is where things get hairy, especially given the sheer number of players involved in the equation. TV networks are notoriously fickle as such can be difficult to deal with. Content studios are even more problematic. Both would need to say yes to Intel if this approach was to take off. It is also questionable as to how well the rumoured model of splitting customer subscription costs down to individual channels will sit with the networks and content creators, both of whom could see such an approach as being risky, especially given the already large amounts of money they're already making with the bundled channel approach.
Personally, I'd like to see this work. Not only could Intel's approach put a fairly sizeable dent in the amount of TV shows being downloaded by file sharers, it'd also throw content creators (most of whom have been struggling to find a workable business model for the digital age) the digital equivalent of a lifeline, but most importantly, Paying my Pay TV operator for a bunch of channels I'll never watch is beyond annoying and is realistically little more than a rip-off. Then there's the ability to watch a recorded show whilst on holiday at a hotel with WiFi access, which would be verily cool indeed. Here's hoping the rumour mill is correct on this one.


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According to a Gartner report from December 2012, "85 percent of all flat-panel TVs will be Internet-connected Smart TVs by 2016." Forbes magazine gives some analysis about what is fueling this trend: http://www.forbes.com/sites/michaelwolf/2013/02/25/3-reasons-87-million-smart-tvs-will-be-sold-in-2013/ , The article makes a mention of "DIAL", an enabling technology for second-screen features (which this post is about). With these new devices come new risks as evidenced in the following article: https://securityledger.com/2012/12/security-hole-in-samsung-smart-tvs-could-allow-remote-spying/ , as well as more recent research about Smart TV risks presented at the CanSecWest and DefCon security conference this year (2013).
For more details about about exactly what features a Smart TV has above and beyond a normal television, consult this WikiPedia article: http://en.wikipedia.org/wiki/Smart_TV.
This post introduces and describes aspects of "DIAL", a protocol developed by Google and Netflix for controlling Smart TVs with smart phones and tablets. DIAL provides "second screen" features, which allow users to watch videos and other content on a TV using a smart phone or tablet. This article will review sample code for network discovery and enumerate Smart TV apps using this protocol.
Part 1: Discovery and Enumeration
Smart TVs are similar to other modern devices in that they have apps. Smart TVs normally ship with an app for YouTube(tm), Netflix(tm), as well as many other built-in apps. If you have a smartphone, then maybe you've noticed that when your smartphone and TV are on the same network, a small square icon appears in some mobile apps, allowing you to play videos on the big TV. This allows you to control the TV apps from your smartphone. Using this setup, the TV is a "first screen" device, and the phone or tablet functions as a "second screen", controlling the first screen.
DIAL is the network protocol used for these features and is a standard developed jointly between Google and Netflix. (See http://www.dial-multiscreen.org/ ). DIAL stands for "Discovery and Launch". This sounds vaguely similar to other network protocols, namely "RPC" (remote procedure call). Basically, DIAL gives devices a way to quickly locate specified networked devices (TVs) and controlling programs (apps) on those devices.
Let's take a look at the YouTube mobile application to see how exactly this magic happens. Launching the YouTube mobile app with a Smart TV on network (turned on of course) shows the magic square indicating a DIAL-enabled screen is available:
Clicking the square provides a selection menu where the user may choose which screen to play YouTube videos. Recent versions of the YouTube apps allow "one touch pairing" which makes all of the setup easy for the user:
Let's examine the traffic generated by the YouTube mobile app at launch.
- The Youtube mobile app send an initial SSDP request, to discover available first-screen devices on the network.
- The sent packet is destined for a multicast address (184.108.40.206) on UDP port 1900. Multicast is useful because devices on the local subnet can listen for it, even though it is not specifically sent to them.
- The YouTube app multicast packet contains the string "urn:dial-multiscreen-org:service:dial:1". A Smart TV will respond to this request, telling YouTube mobile app its network address and information about how to access it.
A broadcast search request from the YouTube mobile app looks like this:
11:22:33.361831 IP my_phone.41742 > 220.127.116.11.1900: UDP, length 125 0x0010: .......l..+;M-SE 0x0020: ARCH.*.HTTP/1.1. 0x0030: .HOST:.239.255.2 0x0040: 55.250:1900..MAN 0x0050: :."ssdp:discover 0x0060: "..MX:.1..ST:.ur 0x0070: n:dial-multiscre 0x0080: en-org:service:d 0x0090: ial:1....
Of course, the YouTube app isn't the only program that can discover ready-to-use Smart TVs. The following is a DIAL discoverer in a few lines of python. It waits 5 seconds for responses from listening TVs. (Note: the request sent in this script is minimal. The DIAL protocol specification has a full request packet example.)
! /usr/bin/env python import socket s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) s.settimeout(5.0) s.sendto("ST: urn:dial-multiscreen-org:service:dial:1",("18.104.22.168",1900)) while 1: try: data,addr = s.recvfrom(1024) print "[*] response from %s:%d" % addr print data except socket.timeout: break
A response from a listening Smart TV on the network looks like:
[*] response from 192.168.1.222:1900 HTTP/1.1 200 OK LOCATION: http://192.168.1.222:44047/dd.xml CACHE-CONTROL: max-age=1800 EXT: BOOTID.UPNP.ORG: 1 SERVER: Linux/2.6 UPnP/1.0 quick_ssdp/1.0 ST: urn:dial-multiscreen-org:service:dial:1 USN: uuid:bcb36992-2281-12e4-8000-006b9e40ad7d::urn:dial-multiscreen-org:service:dial:1
Notice that the TV returns a LOCATION header, with a URL: http://192.168.1.222:44047/dd.xml . The response from reading that URL leads to yet another URL which provides the "apps" link on the TV.
HTTP/1.1 200 OK Content-Type: application/xml Application-URL: http://192.168.1.222:60151/apps/ <?xml version="1.0"?><root xmlns="urn:schemas-upnp-org:device-1-0" xmlns:r="urn:restful-tv-org:schemas:upnp-dd"> <specVersion> <major>1</major> <minor>0</minor> </specVersion> <device> <deviceType>urn:schemas-upnp-org:device:tvdevice:1</deviceType> <friendlyName>Vizio DTV</friendlyName> <manufacturer>Vizio Inc.</manufacturer> <modelName>Vizio_E420i_A0</modelName> <UDN>uuid:bcb36992-2281-12e4-8000-006b9e40ad7d M-SEARCH * HTTP/1.1 HOST: 220.127.116.11:1900 MAN: "ssdp:discover" MX: 3 ST: urn:schemas-upnp-org:device:MediaServer:1
At this point, the YouTube mobile app will try to access the "apps" URL combined with the application name with a GET request to: http:://192.168.1.222:60151/apps/YouTube . A positive response indicates the application is available, and returns an XML document detailing some data about the application state and feature support:
HTTP/1.1 200 OK Content-Type: application/xml <?xml version="1.0" encoding="UTF-8"?> <service xmlns="urn:dial-multiscreen-org:schemas:dial"> <name>YouTube</name> <options allowStop="false"/> <state>stopped</state> </service>
Those of you who have been following along may have noticed how easy this has been. So far, we have sent one UDP packet and issued two GET requests. This has netted us:
- The IP address of a Smart TV
- The Operating system of a Smart TV (Linux 2.6)
- Two listening web services on random high ports.
- A RESTful control interface to the TV's YouTube application.
If only all networked applications/attack surfaces could be discovered this easily. What should we do next? Let's make a scanner. After getting the current list of all registered application names (as of Sept 18, 2013) from the DIAL website, it is straightforward to create a quick and dirty scanner to find the apps on a Smart TV:
#! /usr/bin/env python # # Enumerate apps on a SmartTV # <firstname.lastname@example.com> # import urllib2 import sys apps=['YouTube','Netflix','iPlayer','News','Sport','Flingo','samba', 'tv.samba','launchpad','Pandora','Radio','Hulu','KontrolTV','tv.primeguide', 'primeguide','Tester','Olympus','com.dailymotion','Dailymotion','SnagFilms', 'Twonky TV','Turner-TNT-Leverage','Turner-TBS-BBT','Turner-NBA-GameTime', 'Turner-TNT-FallingSkies','WiDi','cloudmedia','freeott','popcornhour', 'Turner-TBS-TeamCoco','RedboxInstant','YuppTV.Remote','D-Smart','D-SmartBLU', 'Turner-CNN-TVE','Turner-HLN-TVE','Turner-CN-TVE','Turner-AS-TVE', 'Turner-TBS-TVE','Turner-TNT-TVE','Turner-TRU-TVE','Gladiator','com.lge', 'lge','JustMirroring','ConnectedRedButton','sling.player.googletv','Famium', 'tv.boxee.cloudee','freesat','freetime','com.humax','humax','HKTV', 'YahooScreen','reachplus','reachplus.alerts','com.reachplus.alerts', 'com.rockettools.pludly','Grooveshark','mosisApp','com.nuaxis.lifely', 'lifely','GuestEvolutionApp','ezktv','com.milesplit.tv','com.lookagiraffe.pong', 'Crunchyroll','Vimeo','vGet','ObsidianX','com.crossproduct.caster', 'com.crossproduct.ether','Aereo','testapp3e','com.karenberry.tv', 'cloudtv','Epictv','QuicTv','HyperTV','porn','pornz','Plex','Game', 'org.enlearn.Copilot','frequency', 'PlayMovies' ] try: url = sys.argv[1] except: print "Usage: %s tv_apps_url" % sys.argv[0] sys.exit(1) for app in apps: try: u = urllib2.urlopen("%s/%s"%(url,app)) print "%s:%s" % ( app, repr(str(u.headers)+u.read()) ) except: pass
Some of those app names appear pretty interesting. (Note to self: Find all corresponding apps.) The scanner looks for URLs returning positive responses (200 result codes and some XML), and prints them out:
$ ./tvenum.py http://192.168.1.222:60151/apps/ YouTube:'Content-Type: application/xml\r\n<?xml version="1.0" encoding="UTF-8"?>\r\n<service xmlns="urn:dial-multiscreen-org:schemas:dial">\r\n <name>YouTube</name>\r\n <options allowStop="false"/>\r\n <state>stopped</state>\r\n</service>\r\n' Netflix:'Content-Type: application/xml\r\n<?xml version="1.0" encoding="UTF-8"?>\r\n<service xmlns="urn:dial-multiscreen-org:schemas:dial">\r\n <name>Netflix</name>\r\n <options allowStop="false"/>\r\n <state>stopped</state>\r\n</service>\r\n'
Hopefully this article has been informative for those who may be looking for new devices and attack surfaces to investigate during application or penetration testing.


text:
Since port truck replacement programs are in the news this week, it seems fitting that one program, along the Mid-Atlantic region, is forming.
Four states (Maryland, Virginia, Delaware, and Pennsylvania) have joined forces with the University of Maryland and the Mid-Atlantic Regional Air Management Association (MARAMA) to create a new program designed to assist truck operators working in drayage operations in replacing their older trucks.
"We no longer want our ports to be the place where old trucks go to die," says Joanne Throwe, the director of the University of Maryland Environmental Finance Center, which is coordinating the new effort. "It's not just the air around the port that suffers – it's the routes the trucks follow throughout the region."
The plan is to offer truckers working in the ports of Baltimore, Virginia, Wilmington, and Philadelphia up to $15,000 to serve as a down-payment on the purchase of a cleaner-emissions truck. The new truck must by 2007 model year or newer. Preference is being given to owners of trucks with model year 1997 engines and older. The money would be funded through the Mid-Atlantic Dray Truck Replacement Program, with that organization also helping arrange financing, no small task for any small business owner these days.
The group is trying to supplement a $3.3 million base grant from the EPA with private industry dollars to further expand the program.
"This is a great example of how a government and industry partnership should work. The program goals are admirable - reducing emissions from mobile sources at the Mid-Atlantic ports to promote clean air for everyone's benefit - and the government is giving private industry the tools needed to achieve those objectives," says Louis Campion, president of the Maryland Motor Truck Association.
Throwe says the group is hoping to raise an additional $1.5 million in public and private money. More than $400,000 has been committed so far.
"Businesses along the supply chain understand that they and their employees benefit by maintaining as clean a footprint as possible," says Throwe. "Helping truck drivers - mainly from small businesses - to afford cleaner, greener trucks is a goal the private sector can embrace."
And based on the experience at the Port of Virginia, which was running its own program, there is plenty of interest in such a program. Virginia says it has waiting list of 150 applicants. More than 75 truckers in Baltimore have expressed interest as well.
For more information on the program, click here.
For information on the ports of Baltimore and Virginia, contact Megan Hughes at 301-405-4035 or via email at [email protected].
For information on the ports of Wilmington and Philadelphia, contact Jennifer Cotting at 301-405-5495 or via email at [email protected].
To download application forms, click the following links:


text:
PCLab.pl has an interesting review and benchmarks of a 3.07GHz Westmere-EP processor (which is the six-core, 32nm successor to the Xeon 5500 series, Nehalem-EP processor). This unit has six cores, and hyper-threading for a total of 12 cores per physical processor. The L3 cache is bumped up to 12MB. This would give you 24 logical cores in a dual-socket system (with hyper-threading enabled).
These processors should drop right into a system that has Xeon 5500 series CPUs, probably with a BIOS upgrade. It usually does not make economic sense to upgrade processors on an existing server, but you should be able to if you need or want to. When these processors become available in 2010, there should be very little delay in them being available in existing server designs (such as the Dell PowerEdge R710), since all they should need is a BIOS update.