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On the future of Web publishing in Unity
A few weeks ago at GDC, we announced support for WebGL publishing for Unity 5. Now I'd like to share some more information on what this is all about, and what you can expect from it.
Some background
However, we initially had some doubts on whether this would be technically achievable, as WebGL is a JavaScript API – which means that all our code (both our Unity runtime and your game code) needs to run in JavaScript somehow. But at the same time, we thought that this technology was too cool not to try it anyways, so we started experimenting with it at a HackWeek in Copenhagen two years ago. Also we had been talking to Mozilla around that time, who have been very eager to help us and to proof to us that this can indeed be done – so they had some engineers come over to Copenhagen to join the fun.
It took us a few more HackWeeks of tinkering around and some developments on the browser side as well, until we reached a point where we realized that we could make a real viable product out of this – which is when we started going into real production.
To give you an idea of what is possible right now, here is a Unity player exported to WebGL with a current alpha version of Unity 5
Click the icon below to play Dead Trigger 2 by Madfinger games in your browser, demonstrating an immersive fullscreen FPS experience in WebGL. Controls are WASD to walk, mouse to look, Q to switch weapons, Tab to switch to Melee combat, and 1, 2, and 3 for special powers (try them!).
And here is a build of our classic AngryBots demo (which runs fine on Firefox and the release version of Chrome):
Technical details
As mentioned above, to run in WebGL, all our code needs to be JavaScript. We use the emscripten compiler toolchain to cross-compile the Unity runtime code (written in C and C++) into asm.js JavaScript. asm.js is a very optimizable subset of JavaScript which allows JavaScript engines to AOT-compile asm.js code into very performant native code (see here for a better explanation).
To convert the .NET game code (your C# and UnityScript scripts) into JavaScript, we developed a new technology in-house which we call IL2CPP. IL2CPP takes .NET bytecode and converts it to corresponding C++ source files, which we can then compile using any C++ compiler — such as emscripten to get your scripts converted to JavaScript. Expect more information on IL2CPP soon.
WebGL in Unity 5.0
We plan to WebGL support available in Unity 5.0 as an early-access add-on (before you ask: the terms and prices of this add-on have not been decided on yet). Early-Access means that it will be capable of publishing content to WebGL (like the examples above), but it will have some limitations in features and in browser compatibility. In particular, the following features will not be supported:
- Runtime generation of Substance textures
- MovieTextures
- Networking other then WWW class (a WebSockets plug-in is available)
- Support for WebCam and Microphone access
- Hardware cursor support
- Most of the non-basic audio features
- Script debugging
- Threads
- Any .NET features requiring dynamic code generation
In terms of browser support, this initial version will only support the desktop versions of Firefox and Chrome (other browsers might work for some content, but only these two will be officially supported).
We expect to resolve most of those limitations (except for things which are restrictions imposed by the platform) during the 5.x release cycle, and to be able to support a wider range of browsers as well as the platform matures – at which point we will drop the early-access label and make WebGL a fully supported build platform in Unity.
The Unity Web Player in Unity 5
While WebGL is a very exciting new technology, currently, the Unity Web Player is still the most feature-complete and the most performant solution for targeting the web with Unity, and will stay as a supported platform in Unity 5.x. It may be a very useful strategy to dual-publish your content using both WebGL and the Web Player, in order to get the widest possible reach for your audience.
Longer term, however, we expect that the performance and feature gap between the Web Player and WebGL will become much more narrow, and we expect that browser vendors will make the Web Player obsolete by dropping support for plug-ins, at which point WebGL will become the prime solution for targeting the web with Unity.
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Blend4WebJuly 8, 2014 at 2:29 pm
Blend4WebJuly 8, 2014 at 2:28 pm
Tutorials for open source Blender-WebGL game. It even works in Android and iOS browsers.
Akira_sanJune 1, 2014 at 10:36 am
Does DT2 require 64bit OS?
If I may add a suggestion for your AngryBot game:
It looks like fun, it's got great graphics, but the controls are totally screwed up. Using W-A-S-D for movement is total nonsense. You have to setup only 2 keys: Forward (W) and backwards (A). That's all. As I shoot the enemy I don't wanna thing whether it's north or south from me, I just wanna think whether I approach or back away from it. The direction is selected by the mouse. Please fix this, because the movement is now totally unintuitive.
jonas echterhoffMay 26, 2014 at 8:51 am
@Edwin: We have gamepad support in WebGL, but it is not hooked up in this samples.
Akira_sanMay 26, 2014 at 8:06 am
It turns out Dead Trigger 2 requires more than 4 gb of ram to load.
What are current minimal CPU requirements for games like Angry Bots or Dead Trigger 2 and how this would be change in the future?
Edwin VegaMay 20, 2014 at 11:48 pm
Really cool! I played the demo in Firefox 29.01; it runs fine, graphics surprise me. I have the generic 360 controller (gamepad) but it didn't work. I used the keyboard and mouse.
Mark JohnesMay 17, 2014 at 9:05 pm
Any Assets ( I'm talking about toolkit, gui's and extensions, not about 3d models ) that are compatible with 4.3.4, do they have to get updated to work on Unity 4.5 or not??
craigMay 14, 2014 at 12:58 am
Waiting for unity 5 ,
Visit Unityediy
jonas echterhoffMay 12, 2014 at 8:49 am
@DAVER: mouse click will fire the weapon. Other controls are in the blog post: "Controls are WASD to walk, mouse to look, Q to switch weapons, Tab to switch to Melee combat, and 1, 2, and 3 for special powers (try them!)."
@MatrixKP: Your computer should definitely be able to handle these games much faster. What browser and version are you using?
MatrixSKPMay 12, 2014 at 5:48 am
Took me several attempts to get either demo to run on Firefox on Mac OSX 10.8.5. Mostly both demos hung on the loading screen (at end of progress bar, nothing being downloaded, waited a few minutes). Browser warnings for hung scripts several times, but clicking through eventually got everything laoded. Dead trigger demo did load and run after several attempts, but frame rate was about 1 frame every few seconds (iMac with i7 processor and 2GB graphics card), definitely not playable and browser performance was seriously impacted. Severe lag also prevents one from determining the controls (did I just attack and miss the animation?), so a quick list of commands on the splash screen may help for users like me that dont want to waste another 2 minutes being helpless zombie snack.
daverMay 11, 2014 at 10:14 pm
OK, can somebody explain how you fire the weapon or swing the axe in Dead Trigger?
Akira_sanMay 9, 2014 at 9:28 pm
Intel 2 duo cpu 2.66ghz, 4gb ram, Geforce 9500 GT
jonas echterhoffMay 9, 2014 at 1:50 pm
@Akira: Hearing back from Mozilla, this error seems to be, because we cannot allocate enough memory to run Dead Trigger 2 on your browser/OS. While we cannot fix that, we need to improve the error reporting on this.
jonas echterhoffMay 9, 2014 at 12:43 pm
@Akira: Thanks, That may be the JS engine in Firefox running out of memory. I asked Mozilla for more info. Asm.js compilation seems to take really long in your log as well. What kind of machine is this?
@JS: No, but it might be used for more platforms in the future. Stay tuned for a blog post explaining it better.
@Peter: I expect MovieTextures to be added during 5.x, yes. It would not be a problem to have the current implementation running in WebGL, but I'd rather take advantage of the browser video codecs instead, for better performance.
PeterMay 8, 2014 at 9:16 pm
Will movietextures at some point be supported? If yes, during the 5x cycle?
Will IL2CPP replace mono?
Akira_sanMay 6, 2014 at 8:26 pm
I left it for some time. Here the log: http://pastebin.com/6HqUK9Am
jonas echterhoffMay 6, 2014 at 9:01 am
@AKIRA_SAN: DT2 may take a while to load on slower machines, for Firefox to compile the asm.js code. Also, if you open the "Web Console" in the Developer tools in Firefox, does it show any errors?
Akira_sanMay 6, 2014 at 7:49 am
Im using win7 32b, Firefox 29 – Dead Trigger 2 dont run, only can see the unity3d load screen. AngryBots runs. The same on chrome beta.
techtopzMay 6, 2014 at 2:47 am
Tried using unity2d for 2d game development…
But I think AndEngine is better than unity2d..
jonas echterhoffMay 5, 2014 at 5:20 pm
@DAVID DOWDY: Expect to hear more about it in another blog post soon.
jonas echterhoffMay 5, 2014 at 5:19 pm
When anyone sees failures on this content, could you please explain how it fails? How far do you get, and then what happens? Then we can see how we can fix it, but "doesn't work at all" does not help us much debugging this. Thanks!
Doesn't work at all on firefox (latest version) and hardly runs on chrome (also latest.)
Disappointing, but then anyone who's kept track of the html5 debacle will be used to that feeling :(
hmmm doesn't work in Chrome at all… and Crashes in Firefox… for me, not a good start at all…
David DowdyMay 4, 2014 at 5:18 am
Can you tell us more about UNET?? Is it a replacement to the existing networking for Unity? Will it be a pro or Free or a both version feature? When will it be available? Thanks..
Kurt NMay 3, 2014 at 8:19 pm
Update: WebGL apparently was added to 3D TV technology http://really.ru/eng/news/vr-a-3d-hardware/1196-general-3d-announces-web-based-html5webgl-stereoscopic-3d-system.html
I would love to have 5.1 surround sound streamed to my TV/Blu-ray player from a webgame/website.
Kurt NMay 3, 2014 at 7:10 pm
Would it be possible that WebGL app/support be made for Smart TVs? I can imagine in the near future people accessing very high end websites that are not just game specific but can enter a virtual world and interact. One last thing.. Oculus Rift & virtuix Omni compatibility with WebGL? – would be pretty amazing.
Dario PassarielloMay 3, 2014 at 2:37 pm
That is great…. I'm really interested in this technology…. this is the future!…
Please, take care the opportunity to have support for Oculus and 3Dconnexion 3D mouses.
…. And, much important…. please consider the opportunity to have and 3ds max exporter plugins. Unity Rock. PS: I'm at your disposal is you need support.
How can we compile existing game in unity source code into webgl?
Gregory PierceMay 3, 2014 at 4:02 am
That the WebGL component isn't part of Pro is a bit disappointing. It was one of the major drivers for wanting to upgrade – but now we need to reevaluate that for the time being.
James GriggsMay 2, 2014 at 2:07 pm
Runs perfectly for me. Great work guys.
jonas echterhoffMay 2, 2014 at 1:46 pm
@Nathan: I don't believe that there are any features listed on http://unity3d.com/5 other then WebGL which are not planned to be part of the normal Pro license.
NathanMay 2, 2014 at 11:30 am
I hope someone of Unity reads this. If we pre-order unity 5, how we know what's included in the Pro and what not? I was thinking WebGL was included. Before I upgrade my 4.x Pro, what can I suspect to be included without extra fees? I can't read anywhere this kind of information.
jonas echterhoffMay 2, 2014 at 10:08 am
@IULIAN: Substance support should definitely be possible on WebGL. For this, we are dependent on Allegorithmic porting Substance to WebGL, so it is outside of our hands a bit, but I'd be surprised if we would not have this working eventually.
nobodyMay 1, 2014 at 6:16 pm
what is working?
Iulian DrugMay 1, 2014 at 9:48 am
Thank you for giving us more details :) What about the runtime generation of Substance textures on the WebGL platform? I understand it will not be possible in the early access version, but should I expect it to be available in the 5.x cycle?
jonas echterhoffMay 1, 2014 at 8:22 am
@AMORANO: Yes and no – only Google announced a plan to drop plugins with a specific, non-to-distant time frame (it remains to be seen if they stick to that), which currently puts pressure on people to find alternatives ASAP. But you are right, I have no doubt that, longer term, all browser vendors will follow along.
@Evan: WebGL will never support .NET sockets to directly work on UDP or TCP sockets as that is not exposed to JavaScript. But we already have a working wrapper to use WebSockets and WebRTC would also be possible. I expect that our upcoming built-in networking solution, UNET, will support WebGL using one of these protocols.
@De-Panther: Yes, there is PPAPI. We could do a PPAPI plugin, but:
-It would require us to build and maintain a custom plugin for Chrome only, which will never be used on other browsers.
-Content would still have to be republished to use it, because PPAPI requires using Chrome's renderer, which won't run our existing shaders, so it would still not be backwards compatible with any existing games.
-PPAPI is still a plugin architecture with all it's downsides – from a browser vendor P.O.V, i don't see any reason to keep this security hole open in the long term (once they won't need it any more to support Flash).
With these reasons together, it just does not seem to be reasonable to spend resources on this over WebGL.
De-PantherMay 1, 2014 at 6:07 am
@jonas echterhoff:
Google doesn't remove support for plugins – it removes support for plugins that use NPAPI.
Plugins based on PPAPI will work.
But I don't know what are the changes that unity need to do in order to support it.
In their articles they say that PPAPI is based on NaCl, unity already have support for NaCl. I'm sure that there is still lots of work to do in order to make it work with PPAPI, but I don't see why unity can't do it.
A reasons like costs and money are ok, but then don't put the blame on Google.
For years now there's a flash player for chrome and flash player for the other browsers.
I hope that WebGL will be mature enough when browsers won't run the plugin
I have just one small but extremely pertinent question.
Does this :
"(except for things which are restrictions imposed by the platform)"
include this :
" Networking other than WWW class "
AmoranoMay 1, 2014 at 1:10 am
Please be clear: It is NOT ONLY GOOGLE dropping support. ALL major browsers. No need to get people pissed off @ Google since everyone is doing it.
And for everyone who does not know, it is going away, it is not a Unity thing, it is a Web Standards thing.
jonas echterhoffApril 30, 2014 at 10:28 pm
@FRANKS GAMES: if browsers drop support for plugins, there is no way, we can make that content still work without republishing to WebGL, correct.
@OLIVIER: Probably your GPU is not supported by Firefox for WebGL. Note that we don't want to drop support for the Unity Web Player – it is Google who are talking about dropping plugin support.
olivierApril 30, 2014 at 10:03 pm
WebGl does not work for me for following message appears:
"You need a browser which supports WebGL to run this content. Try installing Firefox"
But I already have the latest version of firefox!
Please consider seriously not dropping the support for the Unity Web as it work perfectly,
and as Unity said in previous post. It will never be as optimized as the native plugin.
codemonkeyApril 30, 2014 at 9:21 pm
So there won't be any support for web plugins in 2015 and Unity will charge money for WebGL? Really? I mean, seriously?
Franks GamesApril 30, 2014 at 7:57 pm
This is very cool. But what about old unity webplayers and games? Will those still work?
And what about websites like kongregate, wooglie, gamejolt, etc? There are thousands of published unity webplayer games on those sites. Does this mean that in the future all of them will no longer work unless the devloper rebuilds and publishes their game with WebGL?
Looks pretty cool, but can't fire the weapon 0_o
would be cool if the game gave you some instructions. I swear I've pressed every button on my keyboard and nothing let me attack. I can move around, and I can switch weapons, but can't figure out how to attack.
Otherwise looks pretty good on my HP 14 Chromebook
jonas echterhoffApril 30, 2014 at 2:42 pm
@De-Panther: If Google actually drops plugin support by then, then yes, that will be the case. I don't like the situation any more then you, but this is not within our control.
De-PantherApril 30, 2014 at 2:35 pm
@Jonas Echterhoff:
So in the end of 2014, there will be no support of unity for chrome?
Chrome won't run the unity plugin, and the WebGL will still be just "Preview" version without some of the functions that we have in the plugin.
I'm really exited about the WebGL extension, I just don't think that it should be the replacement for the webplayer in the next year – maybe two or three years from now, when the browsers support for WebGL will be matured enough
Suraj RaiApril 30, 2014 at 1:20 pm
Nowadays every one use computer and spend lot of time on internet. You shared some good point about webgl that is difficult to find. These points will help me to increase my knowledge about webgl. Your post is really nice and helpful for everyone. I hope, you will share some more such type of post in future. Thanks to share this post with us
Agreed that it should be free! At the very least it should not be an additional license on top of the standard Pro license.
NathanApril 30, 2014 at 9:04 am
I was exited when I read about WebGL being supported in Unity 5. However I'm a bit disappointed to read that this addon will probably have a price. We bought Unity Pro for having those nice pro features and being able to publish for OS platforms and web. But reading about the future of plugins in browsers and unity plugin, makes me sad. I think this WebGL has a future, but I hope it will remain free as the other web solution was as well.
I think support of any desktop OS and Web should remain a free selling point of Unity, so hopefully you guys keep it free.
Mirza MFApril 30, 2014 at 5:22 am
Trying now, i hope it work
im big fan of unity , dead trigger 2, and shadowgun
De-PantherApril 30, 2014 at 4:56 am
What about the issue with chrome dropping support for the web player?
You still can use PPAPI to build a unity web player, instead of NPAPI, as you have NaCl support already.
I find the web player to be more reliable than WebGL who needs specific browsers and depends on the browser vendor.
The Angry Bots looks good 7 it responsive with FireFox 28.
Dead Trigger 2 couldn't get past the 'Play' button although it went full screen with FireFire 28 so FireFox updated to FireFox 29.
Now after the update Dead Trigger 2 got past Play and it took a while after that to actually play. I suppose it was loading things in the background.
"A script on this page may be busy, or it may have stopped responding. You can stop the script now, or you can continue to see if the script will complete." 3 times.
The graphics didn't look near as nice. I only have 1st i5 & 1st Intel Graphic HD though. Windows 8.1 with all patches.
Ivan KuckirApril 29, 2014 at 11:48 pm
Have you thought about making a direct compiler C# -> JS? I think there might be some performance loss in mid-phases. Your output JS would be shorter and probably much more easy to optimize in a browser.. Or encourage your users to use JS directly istead of C#.
JonathanApril 29, 2014 at 10:42 pm
.. all so you guys don't have to mention the word Flash. LOL.
What has this world come to?
Chris MillerApril 29, 2014 at 10:32 pm
Exciting to watch Emscripten bring WebGL to the mainstream and make C++ a realistic option for web-focused developers. How about Oculus Rift support?
Wantoo SevinApril 29, 2014 at 10:10 pm
Unity IDE does not seem to work on Linux. Are the dev tools used for these demo's available to me or do they all require the Unity application?
Corollary: when is the IDE coming out for Linux? I don't see why using a game engine should mean I have to go purchase a closed OS.
Just had play with Dead Trigger and it makes me so excited for the future of web gaming, i'm sure performance will be tweaked in future versions but I'm hoping for Game Controller and offline support.
NathanApril 29, 2014 at 8:38 pm
Nice! Just played both demos on Manjaro (Linux) and they run great! :)
AbscissaApril 29, 2014 at 8:17 pm
@Jonas Echterhoff: Shouldn't be. It's v22 which isn't even a year old.
StephaneApril 29, 2014 at 8:00 pm
Eagerly following the WebGL initiative. Smooth performing demos and very nice with an update on the subject.
I have a question (I read through some but not all of the 7 pages of the "Are you OK .."-thread).
Q: Are you considering a free but severely limited version of the WebGL plugin?
I really get that you need some return on the much more complex investment that WebGL represents. I'm just wondering about a very low-level hands-on experience available for Indy and/or pro.
anlumoApril 29, 2014 at 7:38 pm
JarradApril 29, 2014 at 7:03 pm
Wow! Both of these demo's are fantastic, sure I can now cook some eggs on my mac pro and it's a little rough around the edges but the quality of these games that is running in my WEB BROWSER is phenomenal!
Really can't wait to get my hands on this.
Works perfectly with latest FireFox on OSX10.9.2 iMacLate2013, no lags or anything. Really smooth, actually smoother than most of the three.js demos. You guys are real heros, I was working on a game for quite some time and then everybody started to talk about Three.js and the future of gaming. Nice to see that Unity3d still keeps up. In my opinion this feature alone will be the killer pro-feature compared to UDK or CryEngine. Please keep up this great work!
Btw: A newer Mono version would really help to use some libraries written for 4.0 or above. Mono-3 is pretty stable ;). It was a good choice to use C#+Mono.
It doesnt work for me, I'm using osx and the thing doesn't work neither in firefox or chrome.
Carlos CervantesApril 29, 2014 at 6:44 pm
Really exciting stuff. The Angrybots demo played just like it does on the desktop. Can't wait to try it out in the future.
Edwin Yip - Dev of LIVEditorApril 29, 2014 at 6:37 pm
Hello, I'm quite interested in IL2CPP – how does it compare to Microsoft's .Net native?
ZethrokApril 29, 2014 at 6:21 pm
Took a little time to load and didn't have high expectations, but both games did run on my aging Thinkpad T420 with Intel HD something gfx. It did lag at times tho, but nevertheless very impressive (and now I can finally play webbased games on linux! ).
Now start porting Starcraft 2 to WebGL already!
These demos are so CPU demanding. Even if you have decent GPU you can't be happy with smooth framerate if your CPU is not very fast.
Raj DhillonApril 29, 2014 at 5:46 pm
That's disappointing … when I pre-ordered Unity 5, I didn't realize that this would be a separate add-on. I thought it was a pro-only feature. Oh well, I guess that will teach me to read things more clearly before ordering. If you will eventually drop support for the web player, does that mean that Unity Pro will eventually only be able to deploy to a browser with a separate paid-for add on?
Alan StagnerApril 29, 2014 at 5:45 pm
Well, WebGL still isn't quite there yet, but it's getting there :)
The Dead Trigger demo runs insanely slow in some parts, and I've got a really good GPU so I'm assuming it's an issue with Javascript (does Chrome not support asm.js yet? That could be the issue)
AbscissaApril 29, 2014 at 5:23 pm
@greenland: Apple's always had a thing against Ogg Vorbis, even iTunes has never supported it (that's why I eventually ditched iTunes).
Neither of the demos work for me in Firefox:
Dead Trigger: "Unity" loading progress bar fills and then nothing happens. It just stays there with a full loading bar.
Angry Bots: After the "Unity" progress bar fills, it says "Web Audio API is not supported in this browser". After pressing "Ok" the page just goes black and then nothing happens.
Arun kumarApril 29, 2014 at 5:17 pm
When will the Unity 5.0 be realeased … I am waiting for it eagerly Please someone tell me.
greenlandApril 29, 2014 at 4:52 pm
Angry Bots works fine on Safari… except sound… I'm guessing that's because it's OGG and Apple is apparently trying to boycott open source.
Why WebGL is still considered as AddOn if it seems the only solution for web publishing from 2015? So will be there Unity for standalone Win, Lin, Mac and AddOn required for web?
Will WebGL be able to load .unity3d scene files? would it be possible to create universal Unity WebGL player that could load webplayer files created in Unity 4 or older?
Marcelo OliveiraApril 29, 2014 at 4:36 pm
This all seems cool but annoys me computers as computers get fast we find a way to bloat things unnecessarily.
Old way: C++ > Byte Code
New Way: C# > C++ > LLVM > asm.js > IMPLEMENTATION SPECIFIC MAGIC > Byte Code
We are falling in the myth of the Sufficiently Smart Compiler.
Relevant XKCD
Wendelin ReichApril 29, 2014 at 4:34 pm
Thanks for this exciting update! I can live with most of the limitations you mention, but lack of threads would be a dealbreaker to me. While the other limitations concern mostly just quality, threads may be required by one's existing .NET code (as in my case). Is threads one of the limitations you plan to overcome before the full (non-early) release?
jonas echterhoffApril 29, 2014 at 4:27 pm
@Jellybit: It appears that there are some server load issues getting those demos cached to the CDN nodes right now, so it may be that you need to try again in an hour or so.
JellybitApril 29, 2014 at 4:26 pm
Oh sorry. I meant "Chrome version 34.0.1847.131 m".
JellybitApril 29, 2014 at 4:25 pm
This is so exciting to me, but so you know, the Angry Bots demo doesn't run for me in version Version 34.0.1847.131 m. It takes forever for the load bar to show up, and then it instantly fills and hangs. The webpage doesn't indicate that it's downloading or anything.


text:
SANTA BARBARA, Calif. - Larry Anderson scored 19 points to lead four players in double-figures and visiting Long Beach State used a 23-2 run to end the first half and start the second half en route to a 71-48 win at UC Santa Barbara Saturday night in front of a sellout crowd of 6,000 people at the Thunderdome.
When UCSB's Kyle Boswell made a three-point basket with 7:34 to play in the first half, the 49ers (14-6 overall and 7-0 in the Big West) trailed the Gauchos (9-7 overall, 4-2 in the Big West) 21-18, but that was when the devastating run started.
A turnaround jumper by T.J. Robinson opened the flood gates and a slam dunk on a breakaway gave Long Beach a 22-21 lead with 6:29 left. An Anderson jumper and another short bank shot by Robinson extended the lead to 26-21.
Santa Barbara's Alan Williams made a free throw line jumper with 4:34 to go to cut the lead to 26-23, but that was the Gauchos last score of the half. The 49ers completed the first 20 minutes on a 10-0 run with Anderson scoring five more.
The second half began much the same way the first ended. A lay-up by Ware and a three-pointer from Anderson extended the Long Beach lead to 41-23 with just over 19 minutes to play.
UCSB cut the Long Beach lead to 43-27 on a baseline drive and slam dunk by Orlando Johnson with 17:34 left, but never got closer than that. The 49ers extended their lead to 31 on two occasions in the final 10 minutes before settling for the 71-48 win.
Long Beach, which shot 58.7% from the field for the game and 60.9% in the second half, extended its winning streak to seven games in a row. UCSB shot a season-low 35.1% from the field.
The Gauchos will now head out on the road for four straight and seven of their next eight games. They play at UC Davis on Thursday, Jan. 26 at 7:00 p.m. and at Pacific on Saturday, Jan. 28 at 5:00 p.m. UCSB's next home game will be on Saturday, Feb. 11 when it hosts UC Riverside at 7:30 p.m. in a game that will be televised on ESPNU.
Tickets for all Gaucho games can be purchased at the Ticket Office in the ICA Building on campus, by calling 805-893-UCSB(8272) or online by clicking here.
All UCSB games, home and road, can be heard live on KZSB AM 1290, the News-Press Radio Station. Air time is 30 minutes prior to tip-off. Gerry Fall, The Voice of the Gauchos, calls all the action with Don Ford and Mark Patton handling the color. The games can also be heard on line at UCSBgauchos.com.

subset: commoncrawl


text:
abcde is a frontend command-line utility (actually, a shell script)
that grabs tracks off a CD encodes them to Ogg/Vorbis, MP3, FLAC,
OGG/Speex, MPP/MP+(Musepack) and/or M4A/AAC format, and tags them
all in one go.
abcde requires cd-discid which can be found on Slackbuilds.org. There
are many features that abcde supports and many of these packages can
be also found on Slackbuilds.org:
* faac : for creating m4a/aac files
* id3lib : for manipulating ID3v1 and ID3v2 tags
* id3v2 : for writing id3v2 tags
* lame : for creating mp3 files
* mppenc : for creating MPP/MP+(Musepack) files
* speex : for creating Speex files
* vorbisgain : for adjusting the volume of ogg vorbis files
Try running abcde as root (sudo or whatever) if abcde/cd-discid thinks
your favorite audio cd is a data cd. Please note also that faac needs
to have mp4 support enabled to work correctly with abcde.
Maintained by: Jim Capozzoli
Keywords: abcde,rip,cd
ChangeLog: abcde
Download SlackBuild:
abcde.tar.gz.asc (FAQ)
(the SlackBuild does not include the source)
|Individual Files:
| Makefile.diff
| aac_speex_tagging.diff
| abcde.SlackBuild
| abcde.info
| doinst.sh
| slack-desc
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"BCC-Phased PdCu Alloy as a Highly Active Electrocatalyst for Hydrogen Oxidation in Alkaline Electrolytes", Journal of the American Chemical Society, vol. 140, pp. 16580-16588, 2018.,
"The crystal facet-dependent electrochemical performance of TiO2 nanocrystals for heavy metal detection: Theoretical prediction and experimental proof", Sensors and Actuators B-Chemical, vol. 271, pp. 195-202, 2018.,
"Gd(Co1-xGax)(2): Synthesis, crystal structures, and investigation of structural transformations and magnetic properties", Journal of Solid State Chemistry, vol. 264, pp. 68-76, 2018.,
"Ta-Nb-Mo-W refractory high-entropy alloys: Anomalous ordering behavior and its intriguing electronic origin", Physical Review Materials, vol. 2, p. 055004, 2018.,
"Better band gaps for wide-gap semiconductors from a locally corrected exchange-correlation potential that nearly eliminates self-interaction errors", Journal of Physics-Condensed Matter, vol. 29, p. 424001, 2017.,
"Electronic, magnetic, and magnetocrystalline anisotropy properties of light lanthanides", Journal of Magnetism and Magnetic Materials, vol. 441, pp. 76-84, 2017.,
"Growth and characterization of BaZnGa", Philosophical Magazine, vol. 97, pp. 3317-3324, 2017.,
"Oscillatory electrostatic potential on graphene induced by group IV element decoration", Scientific Reports, vol. 7, p. 9, 2017.,
"Polar Intermetallics Pr5Co2Ge3 and Pr7Co2Ge4 with Planar Hydrocarbon-Like Metal Clusters", Chemistry-a European Journal, vol. 23, pp. 10516-10521, 2017.,
"Structure stability and magnetism in graphene impurity complexes with embedded V and Nb atoms", Journal of Magnetism and Magnetic Materials, vol. 433, pp. 109-115, 2017.,
"Unusual infrared absorption increases in photo-degraded organic films", Nanoscale, vol. 9, pp. 8665-8673, 2017.,
"Ab initio molecular dynamics simulations of short-range order in Zr50Cu45Al5 and Cu50Zr45Al5 metallic glasses", Journal of Physics-Condensed Matter, vol. 28, p. 085102, 2016.,
"Comparison of S-adsorption on (111) and (100) facets of Cu nanoclusters", Journal of Chemical Physics, vol. 145, p. 164312, 2016.,
"Destroying Coherence in High-Temperature Superconductors with Current Flow", Physical Review X, vol. 6, p. 031040, 2016.,
"Electrochemical Conversion of Muconic Acid to Biobased Diacid Monomers", Engineering, vol. 4, pp. 3575-3585, 2016.,
"A paper-based microbial fuel cell operating under continuous flow condition", Technology, vol. 4, pp. 98-103, 2016.,
"Size Dependence of S-bonding on (111) Facets of Cu Nanoclusters", Journal of Physical Chemistry C, vol. 120, pp. 10268-10274, 2016.,
"Structure and Bonding of an Intergrowth Phase Ca7Ag2+xGe7-x (x approximate to 2/3) Featuring a Zintl-Type Polyanionic Chain", European Journal of Inorganic Chemistry, pp. 169-176, 2016.,
"Ab Initio Calculation of Anion Proton Affinity and Ionization Potential for Energetic Ionic Liquids", Journal of Computational Chemistry, vol. 36, pp. 597-600, 2015.,
"A Comprehensive Analysis in Terms of Molecule-Intrinsic, Quasi-Atomic Orbitals. III. The Covalent Bonding Structure of Urea", Journal of Physical Chemistry A, vol. 119, pp. 10368-10375, 2015.,
"Nodal to Nodeless Superconducting Energy-Gap Structure Change Concomitant with Fermi-Surface Reconstruction in the Heavy-Fermion Compound CeCoIn5", Physical Review Letters, vol. 114, p. 027003, 2015.,
"Origin of pressure-induced crystallization of Ce75Al25 metallic glass", Nature Communications, vol. 6, p. 6493, 2015.,
"Self-organization of S adatoms on Au(111): root 3R30 degrees rows at low coverage", Journal of Chemical Physics, vol. 143, p. 014704, 2015.,
"Structural and dynamical properties of liquid Ag74Ge26 alloy studied by experiments and ab initio molecular dynamics simulation", Acta Materialia, vol. 92, pp. 109-116, 2015.,
"Theoretical study on the structures and optical absorption of Si-172 nanoclusters", Nanoscale, vol. 7, pp. 14444-14451, 2015.,


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Death investigated as homicide in OC
The Orange County Sheriff's Office is currently investigating a suspicious death in Orange County, according to Sergeant Chad Hogan of the department.
Information from the sheriff's office reveals the female victim was discovered in a field on Elizabeth St. off South Teal Road in the Little Cypress area. The death is currently being investigated as a homicide, Hogan stated.
Hogan, shortly after 8 a.m. Aug. 1, said authorities were still working to identify the victim.


text: Everything was working fine with my Win7 computer until a couple of days ago, when my USB mouse stopped working. It seems to be related to two "Unknown device" devices that show up in Device Manager. I've tried deleting them, but they come back, because when I delete them and all the other USB devices (root hub, etc.), things get re-detected after reboot, and the mouse has power and works briefly, until those two devices get detected. after which it stops working.


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14 results for "Fine arts, Journals, other languages, Manuscripts, Bibliographies"
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Some Things You Might Not Know About VSAM SMF Type 64 Records
MartinPacker 11000094DH Comments (2) Visits (16404)
This was originally going to be a different post about VSAM's SMF 64 record, based on a customer situation. But it's morphed into something else: A round up of "recent" enhancements to the SMF 64 record. "Recent" is a nice euphemism: Some of these enhancements are 15 years old. But let's start the story at (or at any rate nearer to) the beginning... Back in the early... [More]
I Said "Parallelise Not "Paralyse" Part 4 - Implementation
MartinPacker 11000094DH Visits (12953)
Now with free map , this is the concluding part of a four part series on batch parallelisation, with especial focus on cloning. In previous parts I discussed: Motivation Classification Issues This part wraps up with thoughts on implementation. I'm going to break it down into: Analysis Making Changes Monitoring While there probably are iterations of this, this is the essential 1-2-3 sequence within... [More]
Haven't We Been Here Before?
MartinPacker 11000094DH Visits (12003)
Well, some of us have. Well before we announced zEnterprise I thought it would be rolled out and adopted in a similar manner to Parallel Sysplex (and to many other technologies - whether mainframe or otherwise). Reading zEnterprise Use Cases Start Rolling In I still think I'm right. And I will admit I needed to see something encouraging like this. Back in the mid 1990's we introduced Parallel... [More]
CICS VSAM Buffering
MartinPacker 11000094DH Comments (5) Visits (21526)
Four score and seven years ago (or so it seems) the Washington Systems Center published a set of mainframe Data-In-Memory studies. These were conducted by performance teams in various IBM labs and were quite instructive and inspiring. I wish I could find the form number (and a fortiori a PDF version) for this book. Anyone? Even hardcopy would be really nice. The reason I mention this is because... [More]
Batch Capacity Planning, Part 2 - Memory
MartinPacker 11000094DH Visits (12648)
I can't believe it's been almost a week since I wrote Batch Capacity Planning, Part 1 - CPU . Where did the time go? Re-reading it I'm struck by the overwhelming theme of Batch's unpredictability and lumpiness. This is true of memory, as well, but to a much lesser degree. Why to a lesser degree? Well, in most systems I look at the memory usage is mostly fairly constant and dominated by big... [More]
Memories of Batch LSR
MartinPacker 11000094DH Comments (2) Visits (17910)
Another trip down memory lane - prompted by the thread on IBM-MAIN of Batch LSR vs Hiperbatch. Batch LSR started out as a prototype by Paul Dorn of the IBM Washington Systems Center. He was contributing to a book on writing a subsystem but also trying to solve a problem with Batch VSAM tuning. So Batch LSR started out as an example of a subsystem. (I don't recall a rash of subsystems written by... [More]


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The spectacular landscape of the Giant's Causeway flows into Heneghan Peng's visitor centre, writes John McLaughlin. Photography by Hufton + Crow
The Giant's Causeway is a dramatic landscape of columnar volcanic basalt on the north coast of County Antrim in Northern Ireland. It was formed around 60 million years ago during the tertiary period by great flows of basalt lava that welled up through cracks in the Earth's crust and spread out, creating layer upon layer of rock.
These basalt layers cooled rapidly in a river valley, causing them to contract into polygons that then cracked vertically, producing stacked columns of organ pipe-like structures buried in the earth. The rock was later exposed by glacial erosion, which created the unique landscape that we see today.
In 1986, the Giant's Causeway was entered into the register of UNESCO natural World Heritage sites - one of only three on the island of Ireland. The listing was for three different reasons: the site is significant as a geological formation; it has a unique landscape; and it has played a role in the emergence of the science of geology in the 18th and 19th centuries.
In the Victorian era, the Giant's Causeway became a major tourist attraction, and today it is owned and managed by the National Trust. The entire coastline is named after it and it is protected as an area of outstanding natural beauty. The Causeway itself is the most visited attraction on the island of Ireland. In 2000, the visitor centre burnt down and in 2003 a site visit by UNESCO made a number of recommendations about how the site should be developed and conserved into the future.
The UNESCO report led to an open international architectural competition administered by the Union Internationale des Architectes (UIA) for a new visitor centre in 2005. The area of new building specified was 1,800m2 with a significant requirement for car and coach parking facilities to facilitate growing visitor numbers. The competition was judged by an international jury chaired by Juhani Pallasmaa, and it attracted more than 200 entries from as far afield as Japan. It was won by Dublin-based Heneghan Peng Architects.
The architect's approach to the site was to treat the building as part of the landscape by burying it in a fold in the ground below the line of the coastal ridge, and to recess the car park in a second fold at the level of the approach road, with a grass pathway to the ridge of the site rising between the two folds. The architect's competition statement said: 'The folding landscape respects the horizontality of the site without mimicking nature, giving an introduction and route to the Giant's Causeway, but also to the Causeway Coast.
There is no longer a building and a landscape, but building becomes landscape and landscape itself remains spectacular and iconic.' The jury agreed, and cited Heneghan Peng Architects' entry as 'exuding a simple and quiet monumentality that evoked a strong sense of drama and expectation.' The project was developed up to a planning application in 2007 but was then suspended for a time due to political interference by the Northern Irish Executive. Eventually, it restarted in 2009 with the National Trust and Moyle District Council as project promoters, and was completed in June 2012.
The building integrates landscape and architecture into a synthesised whole, the green fields of the Causeway Coast literally cloak the roof of the centre which lies buried below the ground. Grass continues down the ramp connecting roof and entry levels so that the facades emerge from the ground facing south and west.
There is no visual impact on the Causeway itself - the visitor centre cannot be seen from the north or east. The fold of the car park dipping down on the south-east side reveals a retaining wall of polished black basalt reminiscent of Maya Lin's Vietnam Veterans Memorial in Washington. This retaining wall is clearly visible from the road approaching the site from Portrush, where a screen wall of elongated lozenge-shaped columns rises out of the ground and supports the grass platform of the visitor centre's roof.
The centre is entered through these basalt columns and the space inside, beneath the hillside, is a large roomy cave that is punctuated with linear rooflights cut out of the sloping roof. The floor is made of polished concrete with an exposed basalt aggregate suggestive of the basalt strata below. The telluric quality of the building is evocative of ancient architectures and this is part of the subtle power of the project.
The facades are made of local basalt, which the architects describe as a 'weak stone' because although it is strong in compression, it has little tensile strength and is prone to cracking. To counter this they developed a structural solution based on keeping it in permanent tension by passing steel tension rods through it. The result is an angled load-bearing screen of trapezoidal columns between inside and outside which orientates views diagonally. It is an elegant technique and is well-suited to the geological context of the Causeway.
Inside, however, the structure switches to steel columns which allow for more slender proportions with greater spacing between them. While these are visually elegant, they somewhat take away from the structural clarity of the composite facade system where the compressive strength of the basalt has been exploited.
The interior is immaculately made. The architects have deployed a restrained language of concrete, glass, steel and oak to frame a simple sequence of spaces. The order is logical and clear, leading from the ticket desk past the café, shop and exhibition, and then out through a cleft in the hillside that opens on to the pathway down to the Causeway itself.
The precision of design and fabrication is exemplary, and the handling of details has a purity that means the crowds of visitors are easily orientated through the spaces. The floor of the building slopes gently up as you ascend towards the coast. Though the architecture has power, it is not overpowering, thanks to an overall lightness of touch, whereby you are delivered out into the space of the shore in a calm and restrained manner.
The National Trust placed a high value on sustainability and asked the architects to use local stone. They also used an ambitious suite of environmental measures for the servicing of the building, including a geothermal heating system and a rainwater harvesting system, which contributed to its BREEAM 'Excellent' rating.
All of these are seamlessly incorporated into the design so they are quietly working in the background. A building of this quality is rare and it is hard to overstate the importance of the client bodies involved, seen in the leadership shown by UNESCO, and the National Trust in making it happen. It is a great achievement by Heneghan Peng Architects, which has delivered on the promise of a strong piece of architecture which is even better in reality than in drawings.
The building also makes a compelling case for the open competition process which allowed a young architectural practice access to a commission that would be impossible to reach through typical procurement channels. The RIBA should take note of the leadership displayed by the UIA, and actively lobby for more of this type of competition, as a means of generating opportunities for young architectural talent.
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Welcome to the eG Forums, a service of the eGullet Society for Culinary Arts & Letters. The Society is a 501(c)3 not-for-profit organization dedicated to the advancement of the culinary arts. These advertising-free forums are provided free of charge through donations from Society members. Anyone may read the forums, but to post you must create a free account.
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Anyone have a favorite recipe for chocolate cake using semisweet chocolate? My usual chocolate cake recipe uses cocoa, but I have some samples of chocolate I want to use up for a workplace party. Yes, I could make brownies or ganache frosting, or chocolate mousse or chocolate chunk cookies, just feeling like cake this weekend ...
By onemorebitedelara.com
Has anyone used Valrhona Absolut Crystal neutral glaze particularly to thicken a coulis or to glaze a tart? If so, how did you like it and is there another glaze you think worked as well but is less expensive or can be purchased in smaller quantities?
By Jaymes
Red Velvet Cake
It does use a large amount of oil - 2 cups, but it sure ain't "dry." Red Velvet Cake was very popular back in the late 60's & 70's and there were frequently "Red Velvet Cake cookoffs." This recipe won the blue ribbon at several state fairs.
2-1/2 c sifted cake flour 2 c sugar 1 c buttermilk 1 tsp soda 1 tsp vanilla 1 tsp salt 3 eggs 2 T cocoa 1 T white vinegar 1 oz red food color 2 C vegetable oil - regular "buttery flavor" is good but, if you can't find it, use 1 Cup Orville Redenbacher Buttery Flavor Oil for Popcorn (available in the popcorn section at the store) and 1 cup regular vegetable oil to make a total of 2C oil Cream cheese frosting:
1 stick butter 1 tsp vanilla 8-oz pkg cream cheese 1 16-oz bag powdered sugar dash salt 1 c chopped pecans Cake
Combine all ingredients; mix well and pour into 1 large or two small buttered and floured cake pans. Bake 300º for about 40 minutes, or until done
Cream well, then frost well-cooled cake.
Keywords: Dessert, Cake
By pastrygirl
What do you all think is the safety level of leaving raw shortbread out at warm room temp (75-80f) for 18 hours? Assume no eggs, just butter, sugar, and flour....
It will be baked, but I still fear that pathogens could grow. Or maybe it's my years of pastry experience wherein cold dough has always been easier to handle and that's why it seems so wrong. 😂
(This is not my doing, I have a renter in my kitchen.)
By Wholemeal Crank
I remember making bundt cakes with 'baked-in' filling, and now I wonder: would a basic fruit curd stand up to being baked in the middle of a bundt cake without horrible texture fail?
Could something like this basic curd work, chilled enough to allow it to be applied with a pastry bag over the half-filled bundt cake batter, and topped with more batter? Dreaming now of a pistachio cake with pomegranate filling, but thinking about other combinaions as well--what are the key characteristics required in a 'bake-in' filling?
2/3 cup sugar
2 T cornstarch
1 cup pomegranate juice
1/4 cup lemon juice
5 egg yolks, whisked together
1/3 cup butter, cut into chunks
Stirred the sugar, cornstarch and juices together until there were no lumps, then brought it to about 160 degrees. Gradually added it to the whisked eggs, returned to heat, brought to near boil so the cornstarch thickened, then strained it into a bowl, whisked in the butter, and poured into serving dishes to chill.
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Experts say stolen Gardner Museum art likely to be found
FBI says masterpiece thieves identified
Art theft experts say now that authorities believe they know who stole $500 million worth of art from Boston's Isabella Stewart Gardner Museum, the chances of getting the paintings back are surprisingly good.
The FBI won't disclose the identities of who it suspects posed as police officers and stole 13 works of art from the museum in 1990. The works included paintings by Rembrandt, Vermeer and Manet.
See a slideshow of the stolen paintings
Christopher Marinello, a lawyer who recently recovered a Matisse oil painting stolen from a museum in Stockholm in 1987, said 23 years is not an unusually long period of time when it comes to recovering stolen art. Marinello said he believes someone will "rat somebody else out" to claim the $5 million reward being offered by the museum.


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The Accounting Historians Journal Vol. 10, No. 1 Spring 1983 DOCTORAL RESEARCH Maureen H. Berry, Editor UNIVERSITY OF ILLINOIS It is generally acknowledged that the accounting function exists to serve information needs within a particular cultural environment and that it must, therefore, reflect related social, economic, politi-cal, and legal influences. Further, that as a consequence, these in-fluences, if identifiable, go a long way towards explaining interna-tional differences in accounting thought and practice. This notion of cultural conditioning seems to have found more recognition by internationally-oriented accounting historians, how-ever, than acceptance by those recommending accounting systems design features for countries which need innovational or adapta-tional changes. The case of developing countries provides a good illustration. Many nations which became independent after World War II inherited exogenously-imposed accounting systems which had claims to cultural relevance because the governors rather than the governed were the dominant clients. After independence, how-ever, prospects for indigenously-selected and culturally-differenti-ated accounting systems dimmed for those host countries which accepted significant foreign investment projects as a strategy for economic growth. The information needs of the investee, usually from a different culture, had to affect the design of accounting sys-tems for the investment projects and the accounting training pro-grams for the local staff. These activities can have a swamping effect on indigenous efforts, depending on the economic importance of the investee. Integrated systems could offer a compromise but the literature on hybrid system design for culturally-differentiated clients, although highly relevant, is unfortunately sparse. It would certainly be important to have this type of perspective in China, for example, where private enterprise accounting technology is cur-rently being imported despite institutional incongruencies. Part of the problem can be traced to the fact that cross-cultural accounting research is a relatively recent phenomenon. Also, there are remark-ably few empirical studies of the impact of cultural variables on the


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SKF Multilog IMx firmware version 4.1
The SKF Multilog IMx firmware version 4.1 supports more functionality in SKF @ptitude Observer and SKF @ptitude Analyst. This firmware is available for SKF Multilog IMx-C, IMx-P, IMx-S, IMx-W, IMx-B and IMx-M.
Features and functionality of v4.1
The features of this version 4.1 firmware include:
Error handling and performance improvements:
- Support non-zero default process value
- Global simultaneous parameters sent together with spectra/time waveforms
- Spectra window sent also with time waveform (for post processing purposes)
- Modbus simple heartbeat counter in register 28
- SCL uses cable check measurement when vibration not measured
- SCL offset calibration configurable on the combination point itself
- Vibration points are sampled also during cable fault
- Live vibration trend has non-zeroed values when cable fault
- Live spectra/time waveforms possible also when cable fault and out of range
- Status "no alarm levels checked" for unused vibration components
- Vector alarm as min/max amplitude/phase "pie" sector (in addition to circle)
- Sector alarms with low level only is now possible (no phase check)
- NTP server address can be configured separately from normal server
- NTP synchronizes from local subnet without server connection wait
- Server can be configured with DNS name instead of numerical IP address
- Dynamic alarm level controllable by parameter less than zero
- Harmonic analysis for order-tracked points
- Separate resolution in transient and normal state
- Separate storage intervals for normal and alarm state
- Alarm group minimum time to rearm trigger selectable (default still 30 s)
- Alarm storage intervals can be activated for all points in the alarm group
- Additional storage when trend value changes enough from last stored value
- Selection of which transient group states a point is active
- Data sampled by one vibration point can be used by another point
- Pre/post alarm data storage
- Time waveform includes bias information (when configured for version >=9.1)
- Averaging supported for time waveform analysis points
IMx-P adjusted charge detection threshold for wider charger compatibility
Error handling and performance improvements:
- Cleaner/shorter/more configuration error printouts
- Detected configuration errors stored in buffer
- Reduced RAM data buffering when server is not available
- Fail-over server support
- DHCP client error printed every minute instead of server connect error
- Faster initial server connection when using DHCP
- Prevents download of incompatible firmware vs system configuration
- Data buffer added to avoid waiting for slow flash writes
- Optimized signal processing for faster measurement rates
Optimized response time when storing time waveforms only
IMx-M 3.1 support:
- IMx-M protection status request
- IMx-M protection gap status inherited on virtual analogue
- IMx-M protection combined channel data on virtual analogue
- IMx-M protection speed point status inherited from virtual digital
- IMx-M protection trip multiply flag
- Maintenance mode event
- Maintenance mode reset timeout 60 seconds without trigger
- Maintenance mode disables recording of measurement data
- Maintenance mode stops server connection, listens for incoming connection
- Client connection possible which does not require firmware download
- Client connection keeps re-triggering maintenance mode
- TCP connect timeout lowered to 30 seconds (previously 75)
- IMx-M PRM can send maintenance mode trigger
- IMx-M PRM generated events discarded in maintenance mode
- IMx-M PRM receives current IP address for display
- IMx-M PRM unavailable event timeout depending on disarm (2 or 300 seconds)
- IMx-M PRM overall can not be used as vibration overall
IMx-M CMM/PRM names in printouts
SKF @ptitude monitoring suite compatibility:
- Required for SKF @ptitude Observer 10.0, Still supports down to 7.0 (possible limitations)
SKF @ptitude Analyst 2013 Edition maintenance release 2 (MR2B)
Download instructions for v4.1
- Download the firmware file from the Download files section in the right column of this page ("SKF Multilog IMx firmware 4.1") to your PC's desktop or Temp folder.
Unzip or extract the IMx-4.1.pkg file from the downloaded file.
Click here to fill out and submit the customer information form so that we may update your equipment records.
Installation instructions for SKF @ptitude Analyst:
- Launch SKF @ptitude Analyst and import the IMx-4.1.pkg file by clicking the File > Import > Firmware menu items.
- From the Firmware Manager dialog window, click Browse and locate the IMx-4.1.pkg file and click Open. Replace the existing firmware file by clicking Yes when prompted.
- Perform an SKF Multilog IMx Service restart and a POINT setup download.
Installation instructions for SKF @ptitude Observer:
Launch SKF @ptitude Observer and import the IMx-4.1.pkg file by clicking the Help > News in Observer menu item.


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This is a 30-foot-tall Martello Tower in Suffolk, England. It has one door, 13-foot-thick walls, and was built to keep Napoleon out of England. This particular fortress was refurbished with a cushy interior. It's perfect for keeping out nosy do-gooders.
This Martello Tower, Tower Y, is owned by Duncan Jackson, who redesigned this one-time gunpowder and cannonball storehouse into a modern home with the assistance of Piercy Conner Architects. Jackson discovered the decaying tower on a Suffolk farm in 2000, and there began a 10-year quest to transform this one-door monolith into a home with all the mod cons. Jackson told The Guardian:
I spent a year in negotiation with the farmer. He put in mains water and electricity, but I did have to face up to the fact that the tower was a Scheduled Monument, that it was on the Buildings at Risk register, and that it's part of an Area of Outstanding Natural Beauty that's also a Site of Special Scientific Interest. Given all this, perhaps I should have cut my losses and walked away [...]There are people who say the towers shouldn't become homes because this takes away from their historic role. But if they aren't going to be lived in, what's to happen to them? Those that hadn't been blasted away during target practice by the military have often been left to rot, and then demolished.
The tower was abandoned in 1870, but Jackson has turned this 750,000-brick hulk into something livable. Also, if he wants to keep out unwanted solicitors, he just needs to smash the stairs.
[Spotted on Inhabitat. Photos via Edmund Sumner.]


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Audio Speakers
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Audio Speakers
Being experts in do-it-yourself home security doesn't mean that we ignore other important household matters like having the best sound system in the neighborhood. Whether you are in the market for sound equipment for your backyard living space or whether you are ready to upgrade your indoor sound system, HomeSecurityStore.com has you covered. In fact, we've taken the time to handpick some of the best quality speakers that money can buy in order to help you create the perfect audio package for your home theater, as well as your indoor or outdoor music system.
As you may already know, audio speakers use a wide range of frequencies to convert electrical signals to sound. Individual drivers must be used in order to produce a range of frequencies. For example, woofers create low frequencies and subwoofers produce very low frequencies. Tweeters produce high frequencies and mid-range speakers are used to produce middle frequencies. Super-tweeters are optimized in order to produce the highest audible frequencies.
To enjoy the best in home entertainment, your speaker system will need to rely on much more than just the two speaker system that is common with a simple CD, tuner or stereo system. When enjoying a movie, your favorite sport or just listening to music, a surround sound system is the next best thing to experiencing a live event. Creating a surround sound system, however, means that drivers will need to be divided, most likely using at least five satellite speakers along with a subwoofer.
Whatever your needs, we have a healthy variety of audio speakers for you to choose from. All of our speakers come with do-it-yourself installation instructions and our tech support team is available to answer all of your questions.
Minimal Price: $22.22


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After Two Races We Do A Complete Study Of The Results
Over the past few years, we've taken on various project cars with real-world, on-the-track testing, racing, and evaluation. We're involved in this so that you can see our progression and, hopefully, we can all improve on the processes involved in building, setting up, and racing a race car. I can honestly say that few of our projects have gone exactly as planned. However, we have had excellent results in being able to improve both the team's processes and success, as well as in the presentation of information to you, our readers.
In a perfect world, we would be there to observe and be in on every decision a project team makes and be a total part of that process. That's not always the case because in a lot of instances it's not practical. We have influenced certain teams and improved on their processes, and in all cases tried to steer them away from experimentation without evaluation. And that is our overall goal as a technical magazine.
We don't own race cars and teams because there's no budget here for that. So, for the most part, the golden rule applies; those with the gold rule. We sometimes are content to sit back and observe for the most part, and the end result is telling you how a team either did things right or might have done things differently and done better.
Back in the day, when I was recruited by a team as a consultant, I made them understand that I was to be in total control of all aspects of the setup. That had to be how it was in order for me to properly evaluate the car and do what was right to make it competitive. Most problems come from a team using setup pieces and parts from other teams that don't necessarily fit the design of their car. One of our primary goals in doing project cars is to help teams refrain from doing that.
Keep in mind that this is a report. It uses test, practice, and race notes including driver comments, tire temperatures, lap times, and a record of changes made to the car. As you follow along, try to compare what is happening to how your team does things. There may be a few lessons to be learned.
The Plan
The team consists of driver John Gibson; his father and team manager Chuck; John's mom, Kristy, very active note keeper and timer; crew chief Justin Lages, from my hometown; car chief Josh Corbridge; media relations Erica Smetters; and junior engineer Adam Wall. We initially evaluated the car that was built by Steve Leavitt and determined a setup plan. I wanted to go with a soft, conventional setup that would provide positive aspects of a lower profile in the turns while staying off of the bumpers and avoiding coil bind that can quickly change the spring rate of the suspension and take it to infinity.
I've talked with many hundreds of teams over the past five years about the evolution of the Big Bar and Soft Spring setups. What I've learned is that most, if not all, of the very successful teams have drawn back from extreme soft setups and very large sway bars for the most part. With rough and bumpy tracks, they unanimously stiffen up to keep the suspension free. Concord Motorsports Park is a track where the transitions are pronounced and can upset a car with a large sway bar.
The setup
I came up with was one where we used 500-600 pounds per inch (ppi) front springs, a 11/2 inch diameter sway bar, and a 250 ppi left rear spring and a 400 ppi right rear spring. RE Suspensions built us a set of hlins shocks that had a wide range of adjustment so that we could tune the transitions. The Panhard bar was set to complement the spring layout and weight distribution of this car using a computer software program designed to do just that.
The first track test For our first test, we went to Concord prior to the race that was scheduled for that track. The setup was developed by me and I drove up to meet the team at the track. We got less than 15 laps in on the first try when our engine came unglued. It was taken back to Keith Dorton who personally oversaw the disassembly and assessment. After fixing the problem, the team reinstalled the motor and we went back to the track to resume the test.
After the first visit, we decided to make a change to the truck arm mounting. We had previously mounted the front of the arms in the top holes for minimum rear steer, but felt we needed more bite off the corners. We lowered the left truck arm to the bottom hole (of three holes).
The initial runs showed a very loose car at all points in the turns. The car was loose in, loose in the middle, and driving off was impossible. This led me to believe that there might be an alignment problem although the team assured me that the rearend had been squared.
We pulled out a string and put the steering box at center and locked the shaft. I noted right away that the right front wheel was pointed to the right. I had the team loosen the left and right-side tie rod adjusters and we aligned the right-side wheel straight ahead. We would toe the front wheels out using the left front wheel later on.
Once we had the right front straight, we looked at the right rear and noticed that it was toed or pointed right. We had already checked the rear for toe and it measured zero toe. This meant the RR was behind the LR and I decided to move the RR forward to align the rearend. We made two changes to the slugs and that produced a movement of 3/16 inch of the truck arm. That would result in a movement at the RR wheel of 0.250 forward and the LR wheel movement rearward of 0.137 inch. That is the equivalent of moving one wheel approximately 3/8 inch. Once the RR wheel was straight ahead to the RF wheel, we could proceed with the test.
The car was now more neutral in the turns. We did lower the right-side Panhard bar 1/2 inch, adjusted the shocks with less rebound in the RF and more rebound in the LF. We had a stability problem through the transition of the banking from Turn 2 all of the way to Turn 4. And, the car was very loose off Turn 2 and through the dip leading up to the backstretch. These changes made a marked difference and the car both looked good and was very comfortable to drive.
Since the loose off condition was a transitional problem, we didn't want to make basic setup changes that would upset the middle of the turn performance. The only real adjustment we had was in the shocks. Joe Berardi with RaceWorks suggested a significant increase in the LF shock rebound settings. He thought that might make the car loose, but I disagreed and thought it might just solve the tight off problem. Here's why.
When the car accelerates, load is transferred from the front to the rear. The front of the car lifts when the load leaves it and this movement can be used to redistribute the loads on all four tires. Increasing the LF rebound takes a lot of load off that tire and distributes it onto the other three tires. This increases the load on the RF, LR, and RR. The overall load increase on the diagonal, RF and LR, causes the car to be much tighter by increasing the crossweight percent.
In subsequent runs, that's exactly what happened. The loose off condition was greatly improved and the overall attitude of the car going through the transitions was much better. Now we had a car that looked good, was quick and had even tire temperatures front to rear for each side of the car. The loose off condition was not completely fixed, but we were running on tires that had many heat cycles on them and the track was green and fairly hot.
We recorded lap times in the lower 17.0s and 17.1s at the end of the test with tires that had approximately 70-80 laps on them. John still reported that the car was loose off in the final two runs. We also noticed that the car didn't want to accelerate well and would later find out that the carburetor was not adjusted properly with the float levels. With better acceleration, our lap times might have been better. I was looking forward to the race.
The Seven-Post Rig Analysis
Refer to the article in this issue for the complete coverage of the seven-post rig test. For the purpose of this analysis, we will report that the team made significant setup changes to the car for the evaluation process at the sevn-post test and then decided to keep these changes in the car to be run at the Concord race.
I was not consulted about this change and only became aware of it after the race. So, our analysis now is one of looking back and trying to sort out what went on with this new and untested setup.
Changes included the softening of the LF spring to 391 ppi, stiffening the LR spring to 375 ppi and stiffening the RR spring to 525 ppi. They installed a 2-inch diameter sway bar, up from a 1.5 inch diameter. This increased the bar rate from 1,020 pounds to 2,750 pounds, or equivalent to installing 3,000-pound front springs to equal the roll resistance of that sway bar change. Now they were much closer to a full blown BBSS setup. Unfortunately, that defeated the original plan.
Concord Practice and Race
The team arrived for the Friday practice before the Saturday race with an untested setup. In my analysis, the car was setup tight. I would have run a larger RR spring and rear spring split to go along with the larger sway bar, and in a talk with Joe Berardi, he agreed. The other significant change was to reduce the LF shock rebound that we found most successful in helping get the car off the corners.
In the first runs where the tires showed heat, the car was again loose off and the team made basic setup changes to try to fix that problem. Subsequently, the car was never quite right and the lap times showed it to be off our previous test by 2-3 tenths, even with the correctly adjusted carburetor, newer tires, and the aide of other cars running and laying down rubber.
The tire temperatures looked decent with matching right-side and left-side temps. This would indicate a fairly balanced setup, but with a tight loose condition the tire temperatures can be misleading. In hindsight, the team should have dealt with the transition problem with the shocks, not with changes to the Panhard bar, spring rates, or weight distribution.
To adjust for the tight off condition, the team lowered the track (Panhard) bar, increased the crossweight, moved the right truck arm back 1/16 inch, and made changes to the right front shock. The car ended up still very tight with a development of loose off, or a tight/loose condition. On Friday late in the day, they put on stickers and ran a 16.84.
During the Saturday, race day, practice, the team continued to adjust the car and improved the speed. The car ran a 16.89 with more than 40 laps on the tires and 16.93 and 16.94 laps with 50-plus-lap tires. One of the last comments was that the car was borderline loose. That was a long way from the very tight condition they started with.
An analysis of the final tire temperatures showed that the LF and RR were hotter by about 5 degrees than the RF and LR pairs. This can be an indication of a tight setup being made neutral with reduced crossweight percent. Where the LF and LR tire should be equal and the RF and RR tires equal, the diagonal tires were equal. If you pull cross out of the car to compensate for a tight setup, you end up with cooler crossweight diagonal tires being the RF and LR as we see.
Coincidentally, in our previous test we saw the same phenomenon. The LF was always hotter than the LR. The one big difference in the two setups was that the difference between the average left-side temperatures in the first test at Concord was 23 degrees and the difference between average temperatures side to side in the final runs on Saturday showed a difference of 30 degrees. In Saturday's case, the right-side temperatures were showing the same average within a couple of degrees, more on this later.
In the race, the car ran in the top 15 for the most part; the team had to deal with a loose RF wheel that was the result of a bad wheel. Then John had a collision with another car that bent the right truck arm. It was unfortunate, since he put down a good qualifying lap and advanced in the race up until he tangled with that other car. John did the best with what he had and did improve his position.
On To South Georgia
The next USARacing race was at South Georgia Motorsports Park, a flat track with lots of grip. We returned to the original setup we had in the first Concord test with the exception of using a 1.875-inch diameter sway bar, a 500 ppi RF spring and a 525 ppi RR spring. This was a compromise between what was raced at Concord and our original setup. We also reset the shocks to where we ended up at the end of the first test at Concord with the LF heavy in rebound.
We initially expected the car to be loose with the South Georgia heat in the middle of the afternoon, but the opposite happened. The car was very tight off the corners. I spoke with Justin Lages, John's crew chief, after the race and he said the car looked good in and through the middle, but developed a severe push coming off the corner.
I was not able to attend this race and the team was not able to communicate with me during the practice sessions. Admittedly, this would have been difficult with the noise in the pits, but in hindsight, I might have been able to help. My first reaction after studying the practice notes was that the LF shock's high rebound settings might not be right for this track. That could have served to tighten the car too much coming off the corners.
Unrelated to that, the battery discharged during the race and had to be replaced several times dropping John laps down at the end. We discussed the entire event and I concluded that some mechanical problem might have been the culprit for the handling problems. No matter what the team did to free the car up, it always had the push off.
The changes made included raising the track bar, putting successively larger springs in the RR up to an 850 ppi with a full spring rubber, and moving the right truck arm back 1/16 inch. Changing the rear alignment to loosen a race car is considered a crutch, but in desperate times we do what we have to do.
In my computer analysis, the changes, if made to a car without any alignment or mechanical problems, would have made the car so loose John wouldn't have been able to drive it. When these extreme kinds of changes don't produce the desired effect, the team must start looking for the problem, because there is a problem.
Again, note that if your handling problem occurs in the transitional phases of entry or exit, the base setup usually isn't the problem. With the "real tight off" problem, as described by John early in the practice, I would have suggested taking rebound out of that LF shock to see if it was overpowering the setup. If that didn't work, we would have looked at alignment of the rearend because some work was done there to straighten the truck arm and the rearend could have ended up misaligned. Another setting that I have not checked personally is one of excess Ackermann.
Other issues might have been with one or more broken shocks, bent control arms (the car was crashed at Concord and we know from experience that damage can occur in the strangest places), bent axle tubes, and more. All of those items must be checked and eliminated as problems before the car hits the track again.
Now, in hindsight, which is more clearly seen than in the moment I admit, I would suggest staying with a setup program that involves a smaller sway bar, soft/conventional spring rates, quick adjustment to the shocks to tune the transitions and a program designed to check the car between races for alignment and other mechanical problems.
The team and I have spoken about these issues and I hope it takes my advice. The funding is provided by John's family and the final decision is theirs as to what they decide to run. We can only provide guidance and support after the fact.
John told me that he is very uncomfortable with the feel of this car. Last year, he ran almost the entire year with a setup that coil-bind the right front, and the feel was much like the Kart he raced for nine years. We don't know if the difference is in a possible problem or just the type of setup. We do plan on finding out and reporting that to you. We're still checking the car out as this goes to the press, so we'll have a new report in the next issue.
We hope through the process of review and analysis, you have learned something about the process of setup and how to work out your setup balance problems. I think one of the most important lessons any team can learn is to pick a program and stay with it until it proves successful or not, as the case may be, but give it time. We are on a planned course and hope to get this car sorted out quickly.


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BAKKE CONSULTANCY SERVICES LIMITED are an established Private Limited Company . They have been trading for 3 years. Their area of operation is the Other business support service activities n.e.c. sector, the SIC for which is 82990. Their registered office is situated in the CENTRE PARK area of WARRINGTON.
Their legal country of registration is United Kingdom. Private Limited Companys are required to file accounts on a regular basis and their last set of accounts was made up until 31/12/2017.
BAKKE CONSULTANCY SERVICES LIMITED are next due to file for year 2019 by the 30/09/2019
Their status at Companies House is Active which means they are more than likely to be trading. Their unique company number is 10513112. Their legal form is a Private Limited Company


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Called the Tower Studio, this geometric art retreat cuts a striking silhouette into the wild landscape of Fogo Island, which is one of the earliest inhabited areas of Canada. Designed by Saunders Architecture, the studio is one of six artists residences commissioned by the Shorefast Foundation and the Fogo Island Arts Corporation, which aim to create an economic and cultural rejuvenation of life on the island in responsible, self-sustaining ways that respect the tradition and history of the area.
The crisp vertical structure of Tower Studio stands in stark contrast to the surrounding landscape, but the light-filled structure provides resident artists with a connection to nature through its careful, site-specific layout. The 80 square meter building includes a roof terrace for 360 degree views of the island. A lower floor serves solely as storage space, leading up to a light-filled room covering two floors, with large wrap-around windows on its northern and western facades, to provide day-long diffuse lighting. The ingenious geometric lines of the Tower Studio make for a distinct structure which appears different from every vantage point.
All six studios are the work of Newfoundland-born architect Todd Saunders, whose work often includes dramatic, graceful geometric structures located within nature. Saunders' work incorporates itself into the environment in a unique and careful manner. "The materials and construction methods chosen reflect that of the local architecture of Fogo Island," he described to ArcSpace. "The environment will leave its marks on the studios by weathering the structures over time." While they may appear very alien in the hardened landscape, Saunders is keen to emphasize "You can say the buildings are "strangely familiar," they look strange but on closer inspection they are in fact built with very familiar methods. It feels like doing contemporary architecture but based on what's been there before."
Four of Saunders "strangely familiar" studios have been completed since the Fogo Island Arts Corporation was established in 2008. The extraordinary Long Studio the first to be completed, and has since been joined by the Squish Studio and a small dramatically positioned writer's studio. Additionally, Saunders has designed an inn to house the visitors who Fogo Island hopes to attract to its cultural events, which is presently under construction.
via Archinect, The Fox is Black, ArcSpace Images © Saunders Architecture


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The climate is changing at an ever increasing pace, creating extreme weather and other hazards. These threats pose serious threats to cities around the world. However, the World Bank notes that these same cities are failing to plan for these possible scenarios.
According to a study by the Global Facility for Disaster Reduction and Recovery (GFDRR), by the year 2050 1.3 billion people and $158 trillion in property will exist in areas that could be threatened by rising rivers, sea levels, and extreme weather.
This prompted John Roome, the World Bank's Senior Director for Climate Change to note, "Cities and coastal areas are woefully unprepared for the kind of climate and disaster risk now facing our world."
The World Bank believes that as cities modernize, expand, and develop, they should be taking steps to lower the risks posed by weather. These changes could include restrictions on groundwater use, creating natural green spaces, elevating new construction above flood levels, and enhancing building codes to make structures more resistant to extreme weather.
Unfortunately, many city planners simply have no idea of the range of risks their cities face and how serious the damage could be. This is where the World Bank believes it can take action.
To plug this information gap, the World Bank has turned to a new, open-source tool called "ThinkHazard!" This product will pull together information on all potential disaster risks for countries, regions, cities, or other geographical denominations.
Disasters it covers includes almost anything imaginable, including floods, cyclones, heat waves, earthquakes, fires, volcanic eruptions, tsunamis, landslides, floods, droughts, etc. The tool will also provide suggestions on ways the region can reduce the risks of loss related to such disasters.
The value of the tool, according to Simpson, is that it aggregates information in a simpler, easier to use and understand format with practical suggestions. The "ThinkHazard!" tool was developed by GFDRR with city managers in mind.
According to the GFDRR, a combination of rising sea levels and sinking land (resulting from depletion of ground water) could cause enhanced disaster losses in 136 coastal cities. In 2010, total disaster losses in these regions totaled $6 billion. By 2070, the GFDRR believes those numbers could climb as high as $1 trillion.
Francis Ghesquiere, Head of the GFDRR Secretariat said, "The decisions we make today are defining the disasters of tomorrow … We have a huge challenge – but also a huge opportunity – to try to make sure the trillions of dollars that will go into new housing, new infrastructure, the extension of cities... do not increase risk exposure but rather reduce it."


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One Lucky Viewer at Home Wins Disney�s 7-Night Land/Sea Vacation
�Episode No. 1622� � �America�s Funniest Home Videos� awards the final $100,000 prize of the season, with one lucky viewer at home who voted online also winning a Disney 7-Day, 6-Night Land and Sea Vacation for four, FRIDAY, JULY 21 (8:00-9:00 p.m., ET) on the ABC Television Network. Among the finalists: �Purr-fect Pet� -- A cute kitty who does the strangest thing when her owner pets her; �The Cupcake Kid� -- a little boy who just can�t share a cupcake with his grandpa; �Merry Fishmas� -- A not-so-merry X-mas when someone�s holiday gift, fish, go belly up; and �Jingle Bell Babe�
-- A little girl who just can�t stand the snow, but it doesn�t stop her from singing! (Rebroadcast. OAD 5/7/06)
Tom Bergeron is the host of �America�s Funniest Home Videos.�
In its 16 seasons to date, �America�s Funniest Home Videos� has given away over $9 million in prize money and evaluated more than half a million videotapes from home viewers. Viewers wishing to submit home videos to �America�s Funniest Home Videos� should visit www.abc.com for details.
Vin Di Bona is executive producer, with Todd Thicke serving as co-executive producer. �America�s Funniest Home Videos,� which premiered on January 14, 1990 and is from Vin Di Bona Productions, airs with Spanish subtitles via secondary closed captioning.
This program carries a TV-PG parental guideline.


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Howdy partner, and welcome to the wildest place in the wilderness—Lubbock, Texas, where cowboys and ranchers roam free, and students ride into the sunset on their way to class at Texas Tech University.
The beginning of a happy trail starts at your belly button and goes….to Texas Tech University. Once at school, the trail does not end but rather expands in all directions, allowing you to choose the direction you would like your life to take. The opportunity to choose a happy trail is a special gift given to you by Texas Tech: it offers over 10 colleges (including an honors college and a school of nursing), as well as dozens of majors. As students enter their upperclassmen years, they will find that class sizes will get smaller, and the material more detailed. Developing a relationship with professors becomes important if you decide that your happy trail is leading you to grad school and you need letters of recommendation. Fortunately, professors at Texas Tech are not only experts in their field, they are very approachable. When football season rolls around, everyone's happy trail goes right to the stadium and locals and students cheer together for the team!
Lubbock, Texas might be small and in the middle of nowhere, but it is a town dedicated to its college. And just because this place is small does not mean there is nothing to do! Most exciting (to me at least) are the Annual National Cowboy Symposium and the National Ranching Heritage Center. Reckon if you are not a fan of cowboys then there is no hope for you. Just kidding. Actually you can go shopping in the Depot Entertainment District, visit the Buffalo Springs Lake, or get tipsy at the various wineries. Because the town really does revolve around the university, there are plenty of affordable apartments for students, and 76% of undergrads live off campus. Head it up, move 'em out to places like Overton Park and Tech Terrace, or visit our apartment search guides for more help looking for you new place!
Dang young whippersnappers at Texas Tech love to party—and they are known for it. If you were a true cowboy, you would walk into a bar on Broadway Street or the Depot District and say, "whiskey for my men, beer for my horses." The Blue Light Live is a popular spot for whiskey gulping and music watching. Café J at 2605 19th Street is a cool weekend hangout spot for students to unwind. Cowboys-in-training under 21 enjoy frat parties, house parties, and their own apartment parties! Add to the scene by throwing your own hoedown and inviting all the cowboys and cowgirls!


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The Zoo & the Community
The Community Partnership Office acts as a liaison between Zoo New England and the surrounding community. Community partnership and outreach are vital to the success of spreading our mission. Through our community programs, we engage members of the community -- particularly children, youth and adults from underserved communities -- in forming life-long connections with nature.
Community Partnerships and Collaborations
Zoo New England collaborates with local organizations to share knowledge and resources that positively impact our community. The Zoo provides a number of resources to community partners, which may include access to meeting spaces, free admission, donation passes and youth program opportunities.
Community Pass Program
Our Community Pass Program (CPP), available to local non-profit organizations who meet certain criteria, extends a free group reservation for up to 20 individuals.
Group Criteria
To qualify for the CPP, your organization must be a non-profit organization that supports both our mission and community advancement. Admission to CPP is granted based primarily on economic need and location. Admission is not guaranteed and is granted on a first come, first served basis throughout the year. A maximum of 20 free admissions are available per group, and each organization may only submit one request every 12 months. Additionally, the organization is required to submit its tax-exempt documentation upon submission of the application for verification purposes.
Special thanks to the Cummings Foundation for their generous support of the Zoos' community partnerships.
Donations of Passes for Charitable Causes
We're happy to consider donating to your fundraising efforts. Eligible organizations must be non-profit and may only receive one donation every 12 months. Zoo New England does not accept requests from individuals. We receive many donation requests throughout the year, and we regret that it's not possible to fulfill every request. To be considered, please fill out our donation request form at least two months in advance.
EBT & WIC Benefits
General Zoo Admission Tickets:
EBT and WIC cardholders receive admission for $4 per person, for up to four people at both Franklin Park Zoo and Stone Zoo, and at Stone Zoo's ZooLights event. Simply present your card at the Admissions booth to receive this discounted rate. Offer is only valid for Massachusetts residents through June 30, 2020.
Event Partnerships
Community celebrations play a major role in our outreach initiatives, and we welcome partnerships with local organizations to reach new audiences. Check out our upcoming events or e-mail firstname.lastname@example.com to discuss new event partnerships.
Library Pass Program
Save over 80% off regular ticket prices!
Our Library Pass Program provides discounted, year-round admission for up to six guests to both Franklin Park Zoo and Stone Zoo.
- $400 Explorer Pass: Includes 200 discounted tickets.
- $250 Voyager Pass: Includes 100 discounted tickets.
- Children under 2 always receive free admission.
- Additional guests beyond those discounted under the pass pay full admission rates.
- Give out as many or as few ticket passes at a time as you like.
- You can order more than one book at a time. Reorder when you run out!
Please allow two to three weeks for processing.
Contact us for more information.
Organization Pass Memberships
Organization Pass memberships are designed to offer schools, camps, daycares and community-oriented non-profit organizations the opportunity to enjoy frequent zoo visits at substantial savings! Learn more.
Zoo to You Outreach Station-Booking for your Special Event
Our Zoo to You Street Team may be able to visit your community event or festival. For costs and guidelines, please see our application form.Apply Now
More information on booking an education program.