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subset: commoncrawl


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Nestlé Prepared Foods Company announced they are voluntarily recalling two production codes of Lean Cuisine Culinary Collection Mushroom Mezzaluna Ravioli due to reports of consumers finding small fragments of glass in the ravioli portion of the entree.
The only production codes included in the recall are 2311587812 and 2312587812 with "best before dates" of DEC 2013. Consumers can find the production codes on the right-side flap of the box, as illustrated above.
Customers with the product are instructed to contact Nestlé Consumer Services at (866) 586-9424 or email@example.com for further instructions. Nestlé will provide a replacement coupon to reporting consumers and also may make arrangements to retrieve the product for further examination.
Find more information on product recalls on the FDA's Recall page here.


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Export 5 results:[ Author] Title Type Year
Filters: Author is Raquel Gil Rodríguez [Clear All Filters]
The Intrinsic Error of Exposure Fusion for HDR Imaging, and a Way to Reduce it. British Machine Vision Conference (BMVC). bmvc_final.pdf (9.5 MB). 2015.
High quality video in high dynamic range scenes from interlaced dual-ISO footage. IS&T Electronic Imaging Conference. dualISO (1).pdf (32.27 MB). 2016.
Color-matching Shots from Different Cameras Having Unknown Gamma or Logarithmic Encoding Curves. SMPTE Annual Technical Conference & Exhibition. SMPTE2017_GilRaquel.pdf (1.24 MB). 2017.
Color matching images with unknown non-linear encodings. *Submitted*. ColorMatching.pdf (23.15 MB). 2018.


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See also: breech
From Middle English breche, from Old English briċe, bryċe ("breach, fracture, breaking, infringement; fragment"), from Proto-Germanic *brukiz ("breach, fissure"), from Proto-Germanic *brukkōną, *brekaną ("to break"). Cognate with Scots breach, breiche, bretch, breack ("breach"), Saterland Frisian breeke ("breach, break"), Dutch breuk ("breach"), German Bruch ("breach"). More at break.
breach (plural breaches)
- A gap or opening made by breaking or battering, as in a wall, fortification or levee; the space between the parts of a solid body rent by violence
- 1599, William Shakespeare, Henry V, act 3, scene 1:
- "Once more unto the breach, dear friends, once more; Or close the wall up with our English dead."
- 1599, William Shakespeare, Henry V, act 3, scene 1:
- A breaking up of amicable relations, a falling-out.
- Shakespeare
- There's fallen between him and my lord / An unkind breach.
- Shakespeare
- A breaking of waters, as over a vessel or a coastal defence; the waters themselves
- A clear breach is when the waves roll over the vessel without breaking. A clean breach is when everything on deck is swept away.
- Bible, 2 Sam. 5 v. 20
- The Lord hath broken forth upon mine enemies before me as the breach of waters.
- 1719, Daniel Defoe, Robinson Crusoe:
- I cast my eye to the stranded vessel, when, the breach and froth of the sea being so big, I could hardly see it, it lay so far of; and considered, Lord! how was it possible I could get on shore.
- A breaking out upon; an assault.
- Bible, 1 Chron. xiii. 11
- The Lord had made a breach upon Uzza.
- Bible, 1 Chron. xiii. 11
- (archaic) A bruise; a wound.
- Bible, Leviticus xxiv. 20
- breach for breach, eye for eye
- Bible, Leviticus xxiv. 20
- (archaic) A hernia; a rupture.
- (law) A breaking or infraction of a law, or of any obligation or tie; violation; non-fulfillment
- (figuratively) A difference in opinions, social class etc.
- 2013 September 28, Kenan Malik, "London Is Special, but Not That Special," New York Times (retrieved 28 September 2013):
- For London to have its own exclusive immigration policy would exacerbate the sense that immigration benefits only certain groups and disadvantages the rest. It would entrench the gap between London and the rest of the nation. And it would widen the breach between the public and the elite that has helped fuel anti-immigrant hostility.
- 2013 September 28, Kenan Malik, "London Is Special, but Not That Special," New York Times (retrieved 28 September 2013):
- The act of breaking, in a figurative sense.
- 1748, David Hume, Enquiry concerning Human Understanding, Section 3, § 12:
- But were the poet to make a total difression from his subject, and introduce a new actor, nowise connected with the personages, the imagination, feeling a breach in transition, would enter coldly into the new scene;
- 1748, David Hume, Enquiry concerning Human Understanding, Section 3, § 12:
Derived termsEdit
Terms derived from breach (noun)
figuratively: the act of breaking
break of a law or obligation
breaking up of amicable relations
breaking of waves
- The translations below need to be checked and inserted above into the appropriate translation tables, removing any numbers. Numbers do not necessarily match those in definitions. See instructions at Wiktionary:Entry layout#Translations.
Translations to be checked
breach (third-person singular simple present breaches, present participle breaching, simple past and past participle breached)
- (transitive) To make a breach in.
- They breached the outer wall, but not the main one.
- (transitive) To violate or break.
- 2000, Mobile Oil Exploration & Producing Southeast, Inc. v. United States, Justice Stevens.
- "I therefore agree with the Court that the Government did breach its contract with petitioners in failing to approve, within 30 days of its receipt, the plan of exploration petitioners submitted."
- 2000, Mobile Oil Exploration & Producing Southeast, Inc. v. United States, Justice Stevens.
- (transitive, nautical, of the sea) To break into a ship or into a coastal defence.
- (intransitive, of a whale) To leap clear out of the water.


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Ask John
Wolfhounds and Handel
John Griffiths
January 16, 2013
The mark-kicking Billy Wallace © Getty Images
Welcome to the latest edition of Ask John where renowned rugby historian John Griffiths will answer any rugby-related query you have!
So, if there's something you've always wanted to know about the game we love but didn't know who to ask, or you think you can stump our expert - then get involved by sending us a question.
In this edition, John looks at the Irish Wolfhounds, John Selwyn Moll, most first-class goals from marks, oldest and senior Welsh caps and famous rugby-playing families.
Do you have match records for an Irish Wolfhounds game with Munster in 1974? Pat Coleman, Ireland
The Wolfhounds - Ireland's equivalent of the Barbarians - were invited to select an international-strength party to undertake a tour of the Irish provinces early in the 1974-5 season to mark the IRFU'S Centenary. The Irish Rugby Union's President also chose a fifteen from the tour party to face Ireland in a full-blown cap match to kick-off the celebrations. The international ended in an 18-all draw and was played at Lansdowne Road, Dublin on Saturday September 7, 1974.
The Wolfhounds began their four-match tour at Ballinakill in Waterford the next day against Munster, the reigning Irish provincial champions. Munster opened the scoring with a fourth-minute try by full-back Dick Spring and never surrendered their lead, winning the match 33-28. Eight of the Wolfhounds' XV and two of Munster's winning side (Moss Keane and Terry Moore) had played in the international match the day before.
The Munster match details were as follows:
Munster: R M Spring (Dublin Univ); P Pratt (Garryowen), L A Moloney (Garryowen), J Coleman (Highfield), P J Lavery (London Irish); B J McGann (Cork Const), D M Canniffe (Lansdowne); P O'Callaghan (Dolphin), P C Whelan (Garryowen), O C Waldron (Clontarf), M I Keane (Lansdowne), J Madigan (Bohemians), S M Deering (Garryowen), T A P Moore (Highfield), C C Tucker (Shannon)
Scorers Tries: McGann, Spring, Tucker, Lavery, Coleman, Deering Conversions: McGann (2), Spring Penalty Goals: McGann
Irish Wolfhounds: A R Irvine (Scotland); A Dubertrand (France), R Bertranne (France), R D L'Estrange (Australia), J J Williams (Wales); A Marot (France), R Astre (France); J McLauchlan (Scotland), J-L Ugartemendia (France), J Iracabal (France), G Fay (Australia), A Estève (France), A Neary (England), A G Ripley (England), P I van Deventer (South Africa)
Scorers Tries: Irvine (2), Dubertrand (2), Ripley Conversion: Irvine Penalty Goals: Irvine (2) Referee Mr J R West (Leinster)
The Wolfhounds went on to beat Connacht (46-13), Ulster (21-3) and Leinster (21-16) in the following week.
Looking for information regarding J S Moll who toured the Argentine with Bernard Gadney's team in 1936? Colin Roberts, Wales
John Selwyn Moll was born in 1913 in the Greenwich area and educated at Bedford School, appearing in the First XV as a centre between 1930 and 1932. After school he worked for Lloyd's Bank and was playing for the Bank club when he was invited to join Bernard Gadney's team to tour the Argentine in 1936.
He joined Blackheath in 1938, played for Kent in the County Championship and appeared for the Barbarians in the Mobbs Memorial Match of 1939.
John Moll had been a member of the Bedford School Cadet Corps and joined the Northumberland Hussars (a Territorial unit) before the outbreak of World War Two. When War was finally declared in 1939 he served in the Royal Engineers, transferring to the 2nd/7th Battalion, The Queen's (Royal West Surrey Regiment) in late 1941. He reached the rank of Captain before he was listed as killed in action, aged 29, in an accident near Bury St Edmund's, Suffolk, on July 24, 1942. He was buried at Christ Church in Shamley Green, Surrey (where his parents lived)
Who kicked most goals from a mark before the scoring action was abolished? Matthew Wheeler, England
The scoring action ceased to exist in 1977 when the differential penalty was introduced. The law change reduced the mark to a free-kick. In the early years a kick at goal from a mark could be offered to any player in the side to which the mark had been awarded. Even so, it was an uncommon scoring action.
To the best of knowledge, the most first-class goals from marks were scored by the New Zealander Billy Wallace, who was a member of the Original All Blacks that toured Europe and North America in 1905-06.
The New Zealand utility back is credited with six goals from marks in his first-class career, including two in New Zealand's inaugural Test, against Australia in Sydney in 1903. Wallace is the only player in Test history to land two such goals in a match, though another New Zealander, Don Clarke, holds the distinction of landing two goals from marks in a Test career.
Between 1897 and 1908 Wallace played first-class rugby for Wellington, Otago, the North Island (against the South), and New Zealand. Four of his half-dozen goals from marks were before 1905 when the value of the scoring action was reduced from four to three points. In fact his first scoring action was a goal from a mark on his first-class debut - against Auckland at Wellington in August 1897, his province losing 11-4.
Who is the oldest surviving Welsh rugby union international following the death of the great Dr Jack Matthews? Matthew Wheeler, England
The oldest surviving Welsh international is Handel Greville, the Llanelli scrum-half who stepped in at a late hour to replace skipper Haydn Tanner for the Wales Test against Australia in December 1947, his side winning 6-0.
Greville was born at Drefach (Carmarthenshire) on September 13, 1921 and played an outstanding game in his only appearance for Wales. J B G Thomas of the Cardiff Western Mail described him as "the man of the match", adding "[Greville] exceeded all expectations in deputising for Tanner." But the great Tanner was fit to resume at the base of the Welsh scrummage for the 1947-48 Five Nations the next month and Greville was never capped again.
The senior surviving Welsh internationalist, however, is another Scarlet - Peter Rees. Though he is more than three years Greville's junior in age, Rees played for Wales a couple of months before his club mate. Rees was Wales's left-wing in their winning matches against France and Ireland in March 1947 and is the last survivor of Wales's first post-war Five Nations season.
Like many of their generation, Handel Greville and Peter Rees believed in putting plenty back into the game after retirement from playing. Greville was for many years a hard-working and efficient fixture-secretary for the club before serving as Chairman. Rees also did a stint as chairman and became club President in 1983.
Which families provided fathers and two sons capped for the same Home Union? John Higgs, England
Heredity in rugby was recently mentioned when Nick Youngs' sons Tom and Ben played in the autumn internationals. It was noted that they were the only sons of an England international to appear for their country since the Miltons - father William (in 1874-5) and sons Cecil (1906) and John (1904-07).
Two Irish families share the distinction. George Collopy, who played twice (against Scotland in 1891 and again in 1892), saw two sons (Billy between 1914 and 1924 and Dick from 1923 and 1925) capped. Moreover, the Collopy brothers, like the Youngs, actually played together on the same international team. Harry McKibbin, who played for Ireland in 1938 and 1939, saw his son Chris come on as a replacement against Scotland in 1976 while younger son Alistair was capped between 1977 and 1980.
Derek Quinnell (Wales 1972-80) saw both sons appear together for Wales. Scott played between 1993 and 2002 and Craig from 1995 to 2002.
J H ("Rufus") Bruce-Lockhart (Scotland 1913-20) was the father of Rab (Scotland 1937-39) and Logie (1948-53), while another pair of Scotland's capped brothers, John and Martin Leslie who played in the late 1990s and early 2000s, were the sons of the former New Zealand Test captain, Andy Leslie.
© ESPN Sports Media Ltd.
Communication error please reload the page.


text: R&D with KVD Rob Newell, MajorLeagueFishing.com R&D with KVD A closer look at how a lure earns the Kevin VanDam endorsement Permitted use provided by: MajorLeagueFishing.comWalk into any tackle shop these days and it does not take long to find a lure package with the letters KVD printed on it. There are topwaters, crankbaits, spinnerbaits, jigs, plastics – lures highlighted with Kevin VanDam's likeness are everywhere.And rightly so. After all, when you are the best bass angler in the world and have won national tournaments on just about every lure in the box, getting your name on lures is probably pretty easy.But before you think the King of Catch can just snap his fingers and have his long-time sponsor Strike King put his mug on any lure he wants, guess again. "Hey, I don't want my name on something that doesn't work," VanDam says emphatically. "If my name is on it, I use it because I know it works, simple as that." And for that reason, the R&D process between KVD and Strike King is actually pretty rigorous. When VanDam isn't lining his mantle with fishing trophies, he is experimenting with new products and prototypes. He loves to tinker with tackle and is forever intrigued with the actions, colors, flash and vibrations in artificial lures that trigger fish to bite."Years ago, in the B.A.S.S. Invitational days, I drew a pro named Dave Fenton," VanDam recalls. "He pulled out a lure called a Sluggo and when I first saw it on his rod I kind of laughed because it looked worthless. But when I saw how it worked in the water I was floored. That year I went on to smash them in several B.A.S.S. events on a Sluggo; it turned out to be an incredible lure. I learned right then you can't judge any lure at face value. Something bass have never seen before can really fire them up, no matter how goofy it may look to us. A Chatterbait is another great example – crazy looking, crazy vibration, but bass eat it."It can be a new vibration, a different profile, a new color," he continues. "Anything different can trip their trigger so I love to experiment with new products and prototypes. I'm always tuning, tweaking and tinkering with lures to see how fish react to them." And tinker he does. VanDam actually has three places where he runs prototypes up the fishing pole: his pool, a lake in his backyard and a natural spring pond that is deep and gin clear. The pool and the spring pond are for observing lure action only."A pool is a great place to observe lure action up close," VanDam says. "But the problem with a pool is you can't see what your lure is doing at the end of a long cast. Most jerkbaits look great when you're snapping them on 15 feet of line, but does it have that same action out there at the end of a 40-yard cast? How deep is your jerkbait really getting? And is it really suspending? That's what the spring pond is for: observing lures at the end of a cast."As for the lake in his back yard, well, let's just say it has been specifically designed to be a lure testing facility, complete with deliberately placed stumps, rocks, brush piles, pilings and intentionally planted vegetation. And it is loaded with both largemouth and smallmouth bass. "The visibility in my lake is about six feet so I can see, firsthand, how lures deflect off rock or wood, how 'hangy' they are when cranked through brushpiles, and most importantly, I can see the initial reaction fish have to the bait. Do they run from it? Do they ignore it? Do they hunt it down and attack it? These are all the things I'm evaluating when I test prototypes."VanDam and Strike King's top lure designer, Phil Marks, have become a lure designing dream team in recent years. Marks is not only a great fisherman (he won the FLW Tour Open on Rayburn Reservoir in 2012) he also has a degree in Ocean Engineering from Texas A&M, which makes him extremely well versed in the science of hydraulics and fluid dynamics. To put that in bass fishing terms: he knows how to manipulate the way water moves around a lure to achieve a desired action."Phil is a tremendous asset to Strike King," VanDam says. "Not only is he a great fisherman who understands the importance of lure subtleties and how bass response to differing actions, but also his engineering background is a huge bonus because he knows how to change variables like a material's flexibility or the thickness of a lure's shell to make it do certain things."Marks and VanDam's first homerun was the Red Eye Shad, which KVD used to win the 2010 Classic on Lay Lake. Since then the lure-design dream team has been given more freedom to perfect lures for Strike King."People might think designing lures is as simple as attaching a lip to a lure body, painting it and then putting it on the market," VanDam said. "It's far, far from being that easy. For example, with the KVD 1.5 you can't just enlarge everything proportionally and make a 2.5 – it's not that easy. Just because a 1.5 runs perfect does not mean an exact replica of that same bait in a bigger size is going to run perfect, too. There are weight and balance issues that must be addressed. So even though it's a 2.5 and looks like nothing more than an upsized 1.5, it's a completely different lure that had to go through just as many production stages as the 1.5."VanDam further explains that reproducing prototypes to make microscopic changes to lures is very expensive, no matter how small the change is. Each time a tiny change is made the production process goes back to square one and the evolution costs add up."Phil's work has been instrumental in allowing us to make baits perfect instead of just getting close," VanDam explains. "Now we can redo a prototype eight or nine times to refine the lure to exactly what we want and it makes for a far superior product. I love being hands-on in that process."VanDam is pretty fired up about some of the things he and Marks have in the hopper, which will be available later this year."A lot of the new products are very specific, very situational," VanDam details. "Much like a set of golf clubs that has drivers, specific irons, chipping wedges for sand, different putters for the greens, we are now making baits for exact depths, zones and covers. The intensive refinement process has made this possible: to produce a bait that is exactly suited for let's say, rock as opposed to one exactly suited for brush."And once he gets a bait dialed in to the exact form and function he wants, then, and only then, will he put the KVD stamp of approval on it.http://www.majorleaguefishing.com/news_details.aspx?id=1827


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Opinion Columns & Blogs
Shaun Walker: Putin has reason to worry
Ahead of the July 18 verdict in the Alexey Navalny trial, it was clear that President Vladimir Putin had a dilemma: Send the country's most charismatic and dangerous opposition leader to jail and risk him becoming Nelson Mandela, or let him free and risk turning him into Vladimir Ilyich Lenin.
In the end, due to a bizarre and clumsily improvised about-face, the Kremlin managed to do both. Navalny was "Madiba" for a day, sent to prison for five years while vowing never to give up in his struggle to bring down Putin's "feudal system" (and on Mandela's birthday, no less).
Then, the next day, after thousands of Muscovites noisily rallied in the center of the capital for several hours in anger at the verdict, Navalny and his co-defendant Petr Ofitserov were unexpectedly released on bail pending appeal, in the most surreal Russian court hearing of recent months (and that's a pretty high bar).
The appeal from the state prosecutor against sending the defendants to jail immediately – from the same state prosecutor who had argued during the hearings that Navalny should be locked up right away – was so unprecedented that Navalny himself joked in court that the judges ought to check whether a body double had not somehow found his way into the prosecutor's chair.
Instead of five years of incarceration, Navalny was behind bars for just 22 hours. He arrived in Moscow on the morning of July 20, exiting his overnight train to address crowds of well-wishers at Yaroslavl Station through a loudspeaker. With his characteristic angry rhetoric, he vowed to continue his candidacy for the Sept. 8 Moscow mayoral elections.
Of course, these hyperbolic comparisons with other inspirational leaders may not be particularly helpful in any meaningful historical sense, but it was exactly these parallels that were thrown around on the Russian Internet. Even U.S. Ambassador to Russia Michael McFaul mischievously got in on the act, allusively tweeting "Happy International Mandela Day! My hero" shortly after direct messaging Navalny, telling him he was watching the video feed from the courtroom.
Navalny rose to international prominence during the street protests that followed the rigged parliamentary elections of December 2011. A blogger who specialized in uncovering the most heinous corruption cases among Putin's elite, he was swiftly recognized as the most promising opposition figure to emerge for a long time. He has none of the haughty disconnect from the masses that opposition leaders have had for years. This is partly due to his fiery Russian nationalism, which has disturbed many moderates. He is a fluent orator, occasionally speaking with an aggression that has led some to muse whether he might not be more similar to his arch nemesis Putin than he might like to admit.
Whether the Kremlin recognized the broader political threat or simply got angry at the embarrassing corruption revelations, a decision was taken to "get Navalny." The initial impetus came from Alexander Bastrykin, the hard-line head of the Investigative Committee and like Putin a former KGB officer, whom Navalny personally irritated by uncovering his undeclared Czech assets last year. At an extraordinary televised meeting of leading investigators, Bastrykin screamed at his subordinates that they needed to find dirt on Navalny and berated them for closing a case of embezzlement against him due to lack of evidence.
Thus the embezzlement case was dredged up again, and court proceedings started, although independent legal observers said the evidence that Navalny skimmed off around $500,000 of proceeds from a timber firm in Kirov region simply did not stack up. Judge Sergei Blinov looked depressed and reticent when Navalny delivered his powerful "last word" to the court, but on July 18 handed down the sentence that was required of him nonetheless. Except that this time, there was another twist in the tale.
The days when Putin's Kremlin was famed for its subtle manipulation of opposition forces and exquisite execution of meta-politics within a carefully managed matrix seem long gone. Instead, Putin and the hard-liners at the Investigative Committee vindictively locked up Navalny, angering his supporters and creating a huge protest, and then backed down in a move that looked weak, indecisive, and improvised. They created a martyr without actually getting Navalny out of the way.
"It's completely clear to me that if it wasn't for all of you, neither I nor Ofitserov would be standing in this spot for another five years," said Navalny at the station, crediting the large Moscow protest with frightening the authorities into releasing him.
This is not how the Kremlin works, though, and the real reason for the change of heart likely has more to do with Kremlin infighting between Bastrykin and other hard-liners, and with Sergei Sobyanin, the mayor of Moscow, who is due to face Navalny in the election for that position just weeks from now.
Sobyanin is no liberal, but he has presided over a certain "hipsterfication" of Moscow: The young "creative class" that drove the protest movement now has cycle lanes, gentrified parks and a generally higher quality of life. Many of these people may vote for Navalny, but Sobyanin is nevertheless unlikely to lose. A recent poll showed 53 percent of Muscovites who planned to vote favored Sobyanin; just 5 percent said they would support Navalny. A lot could change over the next two months as Navalny campaigns and gets his message across to more and more voters, but it would be shocking if he managed to win over more than 20 percent of Muscovites. Given this, Sobyanin apparently feels that he is better off with Navalny in the race as a long-shot candidate than behind bars as a powerful symbol for the opposition.
An informed source told the newspaper Vedomosti that the mayor personally asked Putin to release the opposition leader. Putin's spokesman Dmitry Peskov did his usual eyebrow rolls of disbelief at suggestions that the president himself might have been involved in Navalny's release. "Such suggestions are, at the very least, stupid," said Peskov. "To suggest this would be not to understand how the judicial system works. The court's decision to arrest him was appealed legally, and to insert the president into this equation is illogical and incorrect."
But an understanding of how the Russian judicial system works is exactly the reason for suspecting Putin's involvement in the case, or at the very least high-level government interference. Before the trial started, the Investigative Committee's official spokesman openly said that Navalny's case had been accelerated because the opposition leader had "teased authorities," and most observers are aware that the Russian court system is far from independent.
Putin has never uttered the name "Navalny" in public, but if his aides are feeding him reliable information (which is itself a good question) he should be worried about the opposition leader. Navalny is, for now, still a potential rather than a real threat, but the speed with which he has grown from an angry blogger to the first credible opposition leader of the Putin era is remarkable, and Kremlin attempts to co-opt his anti-corruption agenda have fooled few.
With real politics absent from Russia for so long, the persecution of Navalny has made people willing to rally around, or at least sympathize with, a figure whose nationalism and radicalism they might not ordinarily find palatable. At the rally in Moscow on the evening of the sentencing, there were employees of state-run banks and state-run television channels among the protesters. One of the latter had not been to any previous protests but said it was now "impossible not to go to the streets," and unleashed a string of profanities to describe the Kremlin's actions. Those who had previously been deeply skeptical of Navalny, such as former state television presenter Anton Krasovsky, were infuriated by his clumsy jailing. "I feel so ashamed today," he wrote on his Facebook page. "Ashamed that I used to be on the wrong side."
The Kremlin now finds itself faced with another lose-lose proposition. If officials leave him be, Navalny now has an opportunity to make his mark on the Moscow mayoral election and build his credibility as an opposition leader. If they reject his appeal and throw him back in jail, it could create an even bigger protest. It's therefore quite possible that a final decision on what to do with the troublesome blogger has not been taken.
When Lenin made his famous arrival at Petrograd's Finland Station in April 1917, returning from exile in Germany, he was also a marginal figure with a small support base, but was able to use the incompetence of the regime and the lack of credible alternative opposition figures to turn things round incredibly quickly.
While there are many more differences than there are similarities between the situations, Navalny's charisma, partisanship and ruthless excoriation of the current regime do bear a passing resemblance to the father of the Bolshevik Revolution. In the medium term, if not the short term, Putin should be very worried indeed.


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If you can imagine such a scenario, California voters defeated Proposition 19, which would have made marijuana use legal in the State.
Of course there was a concerted campaign against the measure with the federal government and local police being front and center against legalization.
Certainly that was to be expected, as the police have a vested interest in maintaining the status quo on this issue.
A cynical view?
Possibly, but police forces get their money by convincing politicians (and the public) that crime is running rampant and the more they can make their case in that regard the better their budgets are likely to be.
So if marijuana was suddenly, with a stroke of a politician's pen, made legal a great deal of 'crime' as now defined would be off the table.
It would also reduce the number of people being convicted and spending time, at taxpayers' expense , in our jails.
As a matter of full disclosure, I have never used marijuana nor have I ever had the inclination to do so. I quit smoking regular cigarettes over 50 years ago and have never felt the need to suck smoke into my lungs since that time.
But that doesn't change the fact that our laws regarding the weed need to be changed and California had a chance to do so and muffed it – although the dissenting vote came at just under 54%, which is not a ringing rejection of the idea.
What it come down to is that successive governments have made the same mistakes with marijuana that the US government made with prohibition.
They have spent decades putting people in jail and destroying lives for an activity that harmed no-one – possibly with the exception of themselves and that is debatable.
In the process they have also facilitated the growth of a criminal element that feeds richly off the illegal drug trade. A trade so lucrative that in places like Mexico they effectively maintain their own armies and hold the government to ransom.
And for what?
To try and prevent the use of a drug that is widely used by a large percentage of the population, while allowing and profiting from the use of alcohol which by all accounts causes much more disruption to the social fabric.
None of it makes much sense to me. It seems to be another case of stupid, outdated laws making criminals out of citizens for doing something that society as a whole increasingly finds to be – if not completely accepted – at least not a criminal act.
California had the opportunity on November 2nd to embark on a bold experiment, but unfortunately came up short.
All that being said, there were marijuana users in California that were opposed to Proposition 19 as well. They believed that the wording of the proposition was such that if passed it would be used to make their lives much more complicated.
In part:
For instance, Prop 19 supporters are excited about the '5 foot by 5 foot' cultivation area they think they would be allowed i.e., one space per residence, no matter how many occupants. But most don't realize that police will continue to arrest people who can't show written documentation from a landlord or property-owner giving them permission, which is impossible to get for most. But unlike now, localities will also be able to impose huge monetary fines on such individuals, in addition to the criminal charges.
Cities would also decide how close to minors growing will be allowed. Undoubtedly many will rule that in the same apartment-complex is too close. Prop 19 creates new felony charges for anyone crossing those limits. So it can be asked: how does Prop 19 make us marijuana-users more 'free'?
In addition, unlike now, localities will be allowed to enact steep fines for any person caught without a permit for 5 foot x 5 foot cultivation area – that can be 1 plant. For property-owners the fines can be added on to your property-taxes, so you have to pay. For renters caught without a growing permit, a fine and jail time.
Prop 19 gives localities the power to collect as much money as they want through these fines & fees (wonder how much that'll be?). Rancho Cordova's ordinance will charge homeowners $600 per square foot of garden, or $15,000 per year for your 5 foot x 5 foot cultivation plot. And charge homeowners caught exceeding that area $1000 a day for the 'nuisance'. The same charges and fines also appliers to renters.
All of this is aimed at the same purpose as Prop 19 itself: to discourage people from growing pot themselves and funnel all consumption through high-priced dispensaries (the more they charge, the more tax the locality gets), and at the same time give police clearer criteria of their powers that they can use to bust people.
Going on the above, it's clear that under Prop 19, pot smokers would be better off buying a doctor's recommendation.
In short, the objections of pot-smokers to Prop 19: They now live in a climate where anyone in California can get a doctor's recommendation for less than $100, and with it possess and cultivate amounts 10 times that of Prop 19. Anybody else already has the right to possess 1 ounce.
Prop 19 introduces a plethora of fines and fees for governments to cash in on and making many basic acts which are legal now, illegal, such as smoking in the same home as a minor, or handing a joint to someone who hasn't turned 21 yet. Legally defining what amount 'personal use' is. Not even to mention the loss of an entire, thriving cottage-industry — to large corporations. And the negative tax and economic consequences of that.
Looking at the whole picture, it becomes clear what Prop 19′s true purpose is: to empty the wallet of the marijuana user for the benefit of dispensaries, big business and governments. All while the voters embrace it with a big stoned smile.
As they say, 'the devil is in the details', and they may very well be right in believing that Proposition 19 left openings for serious abuse.It wouldn't be the first (nor the last) time that groups got sandbagged by the lawmakers. But legalization something that will eventually come and when it does the people who will be affected need to be very involved in the process.


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- 教程
- Best Practices
- AssetBundle usage patterns
AssetBundle usage patterns
版本检查: 2017.3
难度: 高级
This is the fifth chapter in a series of articles covering Assets, Resources and resource management in Unity 5.
The previous chapter in this series covered the fundamentals of AssetBundles, which included the low-level behavior of various loading APIs. This chapter discusses problems and potential solutions to various aspects of using AssetBundles in practice.
Managing loaded Assets
It is critical to carefully control the size and number of loaded Objects in memory-sensitive environments. Unity does not automatically unload Objects when they are removed from the active scene. Asset cleanup is triggered at specific times, and it can also be triggered manually.
AssetBundles themselves must be carefully managed. An AssetBundle backed by a file on local storage (either in the Unity cache or one loaded via AssetBundle.LoadFromFile) has minimal memory overhead, rarely consuming more than a few dozen kilobytes. However, this overhead can still become problematic if a large number of AssetBundles are present.
As most projects allow users to re-experience content (such as replaying a level), it's important to know when to load or unload an AssetBundle. If an AssetBundle is unloaded improperly, it can cause Object duplication in memory. Improperly unloading AssetBundles can also result in undesirable behavior in certain circumstances, such as causing textures to go missing. To understand why this can happen, refer to the Inter-Object references section of the Assets, Objects, and serialization chapter.
The most important thing to understand when managing assets and AssetBundles is the difference in behavior when calling AssetBundle.Unload with either true or false for the unloadAllLoadedObjects parameter.
This API will unload the header information of the AssetBundle being called. The unloadAllLoadedObjects parameter determines whether to also unload all Objects instantiated from this AssetBundle. If set to true, then all Objects originating from the AssetBundle will also be immediately unloaded – even if they are currently being used in the active scene.
For example, assume a material M was loaded from an AssetBundle AB, and assume M is currently in the active scene.
If AssetBundle.Unload(true) is called, then M will be removed from the scene, destroyed and unloaded. However, if AssetBundle.Unload(false) is called, then AB's header information will be unloaded but M will remain in the scene and will still be functional. Calling AssetBundle.Unload(false) breaks the link between M and AB. If AB is loaded again later, then fresh copies of the Objects contained in AB will be loaded into memory.
If AB is loaded again later, then a new copy of the AssetBundle's header information will be reloaded. However, M was not loaded from this new copy of AB. Unity does not establish any link between the new copy of AB and M.
If AssetBundle.LoadAsset() were called to reload M, Unity would not interpret the old copy of M as being an instance of the data in AB. Therefore, Unity will load a new copy of M and there will be two identical copies of M in the scene.
For most projects, this behavior is undesirable. Most projects should use AssetBundle.Unload(true) and adopt a method to ensure that Objects are not duplicated. Two common methods are:
Having well-defined points during the application's lifetime at which transient AssetBundles are unloaded, such as between levels or during a loading screen. This is the simpler and most common option.
Maintaining reference-counts for individual Objects and unload AssetBundles only when all of their constituent Objects are unused. This permits an application to unload and reload individual Objects without duplicating memory.
If an application must use AssetBundle.Unload(false), then individual Objects can only be unloaded in two ways:
Eliminate all references to an unwanted Object, both in the scene and in code. After this is done, call Resources.UnloadUnusedAssets.
Load a scene non-additively. This will destroy all Objects in the current scene and invoke Resources.UnloadUnusedAssets automatically.
If a project has well-defined points where the user can be made to wait for Objects to load and unload, such as in between game modes or levels, these points should be used to unload as many Objects as necessary and to load new Objects.
The simplest way to do this is to package discrete chunks of a project into scenes, and then build those scenes into AssetBundles, along with all of their dependencies. The application can then enter a "loading" scene, fully unload the AssetBundle containing the old scene, and then load the AssetBundle containing the new scene.
While this is the simplest flow, some projects require more complex AssetBundle management. As every project is different, there is no universal AssetBundle design pattern.
When deciding how to group Objects into AssetBundles, it is generally best to start by bundling Objects into AssetBundles if they must be loaded or updated at the same time. For example, consider a role-playing game. Individual maps and cutscenes can be grouped into AssetBundles by scene, but some Objects will be needed in most scenes. AssetBundles could be built to provide portraits, the in-game UI, and different character models and textures. These latter Objects and Assets could then be grouped into a second set of AssetBundles that are loaded at startup and remain loaded for the lifetime of the app.
Another problem can arise if Unity must reload an Object from its AssetBundle after the AssetBundle has been unloaded. In this case, the reload will fail and the Object will appear in the Unity Editor's hierarchy as a (Missing) Object.
This primarily occurs when Unity loses and regains control over its graphics context, such as when a mobile app is suspended or the user locks their PC. In this case, Unity must re-upload textures and shaders to the GPU. If the source AssetBundle for these assets is unavailable, the application will render Objects in the scene as magenta.
4.2. Distribution
There are two basic ways to distribute a project's AssetBundles to clients: installing them simultaneously with the project or downloading them after installation.
The decision whether to ship AssetBundles within or after installation is driven by the capabilities and restrictions of the platforms on which the project will run. Mobile projects usually opt for post-install downloads to reduce initial install size and remain below over-the-air download size limits. Console and PC projects generally ship AssetBundles with their initial install.
Proper architecture permits patching new or revised content into your project post-install regardless of how the AssetBundles are delivered initially. For more information on this, see the Patching with AssetBundles section of the Unity Manual.
4.2.1. Shipped with project
Shipping AssetBundles with the project is the simplest way to distribute them as it does not require additional download-management code. There are two major reasons why a project might include AssetBundles with the install:
To reduce project build times and permit simpler iterative development. If these AssetBundles do not need to be updated separately from the application itself, then the AssetBundles can be included with the application by storing the AssetBundles in Streaming Assets. See the Streaming Assets section, below.
To ship an initial revision of updatable content. This is commonly done to save end-users time after their initial install or to serve as the basis for later patching. Streaming Assets is not ideal for this case. However, if writing a custom downloading and caching system is not an option, then an initial revision of updatable content can be loaded into the Unity cache from Streaming Assets.
18.104.22.168. Streaming Assets
The easiest way to include any type of content, including AssetBundles, within a Unity application at install time is to build the content into the /Assets/StreamingAssets/ folder, prior to building the project. Anything contained in the StreamingAssets folder at build time will be copied into the final application.
The full path to the StreamingAssets folder on local storage is accessible via the property Application.streamingAssetsPath at runtime. The AssetBundles can then be loaded with via AssetBundle.LoadFromFile on most platforms.
Android Developers: On Android, assets in the StreamingAssets folders are stored into the APK and may take more time to load if they are compressed, as files stored in an APK can use different storage algorithms. The algorithm used may vary from one Unity version to another. You can use an archiver such as 7-zip to open the APK to determine if the files are compressed or not. If they are, you can expect AssetBundle.LoadFromFile() to perform more slowly. In this case, you can retrieve the cached version by using UnityWebRequest.GetAssetBundle as a workaround. By using UnityWebRequest, the AssetBundle will be uncompressed and cached during the first run, allowing for following executions to be faster. Note that this will will take more storage space, as the AssetBundle will be copied to the cache. Alternatively, you can export your Gradle project and add an extension to your AssetBundles at build time. You can then edit the build.gradle file and add that extension to the noCompress section. Once done, you should be able to use AssetBundle.LoadFromFile() without having to pay the decompression performance cost.
Note: Streaming Assets is not a writable location on some platforms. If a project's AssetBundles need to be updated after installation, either use WWW.LoadFromCacheOrDownload or write a custom downloader.
4.2.2. Downloaded post-install
The favored method of delivering AssetBundles to mobile devices is to download them after app installation. This also allows the content to be updated after installation without forcing users to re-download the entire application. On many platforms, application binaries must undergo an expensive and lengthy re-certification process. Therefore, developing a good system for post-install downloads is vital.
The simplest way to deliver AssetBundles is to place them on a web server and deliver them via UnityWebRequest. Unity will automatically cache downloaded AssetBundles on local storage. If the downloaded AssetBundle is LZMA compressed, the AssetBundle will be stored in the cache either as uncompressed or re-compressed as LZ4 (dependent on the Caching.compressionEnabled setting), for faster loading in the future. If the downloaded bundle is LZ4 compressed, the AssetBundle will be stored compressed. If the cache fills up, Unity will remove the least recently used AssetBundle from the cache. See the Built-in caching section for more details.
It is generally recommended to start by using UnityWebRequest when possible, or WWW.LoadFromCacheOrDownload only if using Unity 5.2 or older. Only invest in a custom download system if the built-in APIs' memory consumption, caching behavior or performance are unacceptable for a specific project, or if a project must run platform-specific code to achieve its requirements.
Examples of situations which may prevent the use of UnityWebRequest or WWW.LoadFromCacheOrDownload:
When fine-grained control over the AssetBundle cache is required
When a project needs to implement a custom compression strategy
When a project wishes to use platform-specific APIs to satisfy certain requirements, such as the need to stream data while inactive.
- Example: Using iOS' Background Tasks API to download data while in the background.
When AssetBundles must be delivered over SSL on platforms where Unity does not have proper SSL support (such as PC).
4.2.3. Built-in caching
Unity has a built-in AssetBundle caching system that can be used to cache AssetBundles downloaded via the UnityWebRequest API, which has an overload accepting an AssetBundle version number as an argument. This number is not stored inside the AssetBundle, and is not generated by the AssetBundle system.
The caching system keeps track of the last version number passed to UnityWebRequest. When this API is called with a version number, the caching system checks to see if there is a cached AssetBundle by comparing version numbers. If these numbers match, the system will load the cached AssetBundle. If the numbers do not match, or there is no cached AssetBundle, then Unity will download a new copy. This new copy will be associated with the new version number.
AssetBundles in the caching system are identified only by their file names, and not by the full URL from which they are downloaded. This means that an AssetBundle with the same file name can be stored in multiple different locations, such as a Content Delivery Network. As long as the file names are identical, the caching system will recognize them as the same AssetBundle.
It is up to each individual application to determine an appropriate strategy for assigning version numbers to AssetBundles, and to pass these numbers to UnityWebRequest. The numbers may come from a unique identifiers of sorts, such as a CRC value. Note that while AssetBundleManifest.GetAssetBundleHash() may also be used for this purpose, we don't recommend this function for versioning, as it provides just an estimation, and not a true hash calculation).
See the Patching with AssetBundles section of the Unity Manual for more details.
In Unity 2017.1 onward, the Caching API has been extended to provide more granular control, by allow developers to select an active cache from multiple caches. Prior versions of Unity may only modify Caching.expirationDelay and Caching.maximumAvailableDiskSpace to remove cached items (these properties remain in Unity 2017.1 in the Cache class).
expirationDelay is the minimum number of seconds that must elapse before an AssetBundle is automatically deleted. If an AssetBundle is not accessed during this time, it will be deleted automatically.
maximumAvailableDiskSpace specifies the amount of space on local storage, in bytes, that the cache may use before it begins deleting AssetBundles that have been used less recently than the expirationDelay. When the limit is reached, Unity will delete the AssetBundle in the cache which was least recently opened (or marked as used via Caching.MarkAsUsed). Unity will delete cached AssetBundles until there is sufficient space to complete the new download.
220.127.116.11. Cache Priming
Because AssetBundles are identified by their file names, it is possible to "prime" the cache with AssetBundles shipped with the application. To do this, store the initial or base version of each AssetBundle in /Assets/StreamingAssets/. The process is identical to the one detailed in the Shipped with project section.
The cache can be populated by loading AssetBundles from Application.streamingAssetsPath the first time the application is run. From then on, the application can call UnityWebRequest normally (UnityWebRequest can also be used to initially load AssetBundles from the StreamingAssets path as well).
4.2.3. Custom downloaders
Writing a custom downloader gives an application full control over how AssetBundles are downloaded, decompressed and stored. As the engineering work involved is non-trivial, we recommend this approach only for larger teams. There are four major considerations when writing a custom downloader:
Download mechanism
Storage location
Compression type
For information on patching AssetBundles, see the Patching with AssetBundles section.
184.108.40.206. Downloading
For most applications, HTTP is the simplest method to download AssetBundles. However, implementing an HTTP-based downloader is not the simplest task. Custom downloaders must avoid excessive memory allocations, excessive thread usage and excessive thread wakeups. Unity's WWW class is unsuitable for reasons exhaustively described here.
When writing a custom downloader, there are three options:
C#'s HttpWebRequest and WebClient classes
Custom native plugins
Asset store packages
126.96.36.199.1. C# classes
If an application does not require HTTPS/SSL support, C#'s WebClient class provides the simplest possible mechanism for downloading AssetBundles. It is capable of asynchronously downloading any file directly to local storage without excessive managed memory allocation.
To download an AssetBundle with WebClient, allocate an instance of the class and pass it the URL of the AssetBundle to download and a destination path. If more control is required over the request's parameters, it is possible to write a downloader using C#'s HttpWebRequest class:
Get a byte stream from HttpWebResponse.GetResponseStream.
Allocate a fixed-size byte buffer on the stack.
Read from the response stream into the buffer.
Write the buffer to disk using C#'s File.IO APIs, or any other streaming IO system.
184.108.40.206.2. Asset Store Packages
Several asset store packages offer native-code implementations to download files via HTTP, HTTPS and other protocols. Before writing a custom native-code plugin for Unity, it is recommended to evaluate available Asset Store packages.
126.96.36.199.3. Custom Native Plugins
Writing a custom native plugin is the most time-intensive, but most flexible method for downloading data in Unity. Due to the high programming time requirements and high technical risk, this method is only recommended if no other method is capable of satisfying an application's requirements. For example, a custom native plugin may be necessary if an application must use SSL communication on platforms without C# SSL support in Unity.
A custom native plugin will generally wrap a target platform's native downloading APIs. Examples include NSURLConnection on iOS and java.net.HttpURLConnection on Android. Consult each platform's native documentation for further details on using these APIs.
18.104.22.168. Storage
On all platforms, Application.persistentDataPath points to a writable location that should be used for storing data that should persist between runs of an application. When writing a custom downloader, it is strongly recommended to use a subdirectory of Application.persistentDataPath to store downloaded data.
Application.streamingAssetPath is not writable and is a poor choice for an AssetBundle cache. Example locations for streamingAssetsPath include:
OSX: Within .app package; not writable.
Windows: Within install directory (e.g. Program Files); usually not writable
iOS: Within .ipa package; not writable
Android: Within .apk file; not writable
4.3. Asset Assignment Strategies
Deciding how to divide a project's assets into AssetBundles is not simple. It is tempting to adopt a simplistic strategy, such as placing all Objects in their own AssetBundle or using only a single AssetBundle, but these solutions have significant drawbacks:
Having too few AssetBundles...
Increases runtime memory usage
Increases loading times
Requires larger downloads
Having too many AssetBundles...
Increases build times
Can complicate development
Increases total download time
The key decision is how to group Objects into AssetBundles. The primary strategies are:
Logical entities
Object Types
Concurrent content
More information about these grouping strategies can be found in the Manual.
4.4. Common pitfalls
This section describes several problems that commonly appear in projects using AssetBundles.
4.5.1. Asset duplication
Unity 5's AssetBundle system will discover all dependencies of an Object when the Object is built into an AssetBundle. This dependency information is used to determine the set of Objects that will be included in an AssetBundle.
Objects that are explicitly assigned to an AssetBundle will only be built into that AssetBundle. An Object is "explicitly assigned" when that Object's AssetImporter has its assetBundleName property set to a non-empty string. This can be done in the Unity Editor by selecting an AssetBundle in the Object's Inspector, or from Editor scripts.
Objects can also be assigned to an AssetBundle by defining them as part of an AssetBundle building map, which is to be used in conjunction with the overloaded BuildPipeline.BuildAssetBundles() function that takes in an array of AssetBundleBuild.
Any Object that is not explicitly assigned in an AssetBundle will be included in all AssetBundles that contain 1 or more Objects that reference the untagged Object.
For example, if two different Objects are assigned to two different AssetBundles, but both have references to a common dependency Object, then that dependency Object will be copied into both AssetBundles. The duplicated dependency will also be instanced, meaning that the two copies of the dependency Object will be considered different Objects with a different identifiers. This will increase the total size of the application's AssetBundles. This will also cause two different copies of the Object to be loaded into memory if the application loads both of its parents.
There are several ways to address this problem:
Ensure that Objects built into different AssetBundles do not share dependencies. Any Objects which do share dependencies can be placed into the same AssetBundle without duplicating their dependencies.
- This method usually is not viable for projects with many shared dependencies. It produces monolithic AssetBundles that must be rebuilt and re-downloaded too frequently to be convenient or efficient.
Segment AssetBundles so that no two AssetBundles that share a dependency will be loaded at the same time.
- This method may work for certain types of projects, such as level-based games. However, it still unnecessarily increases the size of the project's AssetBundles, and increases both build times and loading times.
Ensure that all dependency assets are built into their own AssetBundles. This entirely eliminates the risk of duplicated assets, but also introduces complexity. The application must track dependencies between AssetBundles, and ensure that the right AssetBundles are loaded before calling any AssetBundle.LoadAsset APIs.
Object dependencies are tracked via the AssetDatabase API, located in the UnityEditor namespace. As the namespace implies, this API is only available in the Unity Editor and not at runtime. AssetDatabase.GetDependencies can be used to locate all of the immediate dependencies of a specific Object or Asset. Note that these dependencies may have their own dependencies. Additionally, the AssetImporter API can be used to query the AssetBundle to which any specific Object is assigned.
By combining the AssetDatabase and AssetImporter APIs, it is possible to write an Editor script that ensures that all of an AssetBundle's direct or indirect dependencies are assigned to AssetBundles, or that no two AssetBundles share dependencies that have not been assigned to an AssetBundle. Due to the memory cost of duplicating assets, it is recommended that all projects have such a script.
4.5.2. Sprite atlas duplication
Any automatically-generated sprite atlas will be assigned to the AssetBundle containing the Sprite Objects from which the sprite atlas was generated. If the sprite Objects are assigned to multiple AssetBundles, then the sprite atlas will not be assigned to an AssetBundle and will be duplicated. If the Sprite Objects are not assigned to an AssetBundle, then the sprite atlas will also not be assigned to an AssetBundle.
To ensure that sprite atlases are not duplicated, check that all sprites tagged into the same sprite atlas are assigned to the same AssetBundle.
Note that in Unity 5.2.2p3 and older, automatically-generated sprite atlases will never be assigned to an AssetBundle. Because of this, they will be included in any AssetBundles containing their constituent sprites and also any AssetBundles referencing their constituent sprites. Because of this problem, it is strongly recommended that all Unity 5 projects using Unity's sprite packer upgrade to Unity 5.2.2p4, 5.3 or any newer version of Unity.
4.5.3. Android textures
Due to heavy device fragmentation in the Android ecosystem, it is often necessary to compress textures into several different formats. While all Android devices support ETC1, ETC1 does not support textures with alpha channels. Should an application not require OpenGL ES 2 support, the cleanest way to solve the problem is to use ETC2, which is supported by all Android OpenGL ES 3 devices.
Most applications need to ship on older devices where ETC2 support is unavailable. One way to solve this problem is with Unity 5's AssetBundle Variants (refer to Unity's Android optimization guide for details on other options).
To use AssetBundle Variants, all textures that cannot be cleanly compressed using ETC1 must be isolated into texture-only AssetBundles. Next, create sufficient variants of these AssetBundles to support the non-ETC2-capable slices of the Android ecosystem, using vendor-specific texture compression formats such as DXT5, PVRTC and ATITC. For each AssetBundle Variant, change the included textures' TextureImporter settings to the compression format appropriate to the Variant.
At runtime, support for the different texture compression formats can be detected using the SystemInfo.SupportsTextureFormat API. This information should be used to select and load the AssetBundle Variant containing textures compressed in a supported format.
More information on Android texture compression formats can be found here.
4.5.4. iOS file handle overuse
Current versions of Unity are not affected by this issue.
In versions prior to Unity 5.3.2p2, Unity would hold an open file handle to an AssetBundle the entire time that the AssetBundle is loaded. This is not a problem on most platforms. However, iOS limits the number of file handles a process may simultaneously have open to 255. If loading an AssetBundle causes this limit to be exceeded, the loading call will fail with a "Too Many Open File Handles" error.
This was a common problem for projects trying to divide their content across many hundreds or thousands of AssetBundles.
For projects unable to upgrade to a patched version of Unity, temporary solutions are:
Reducing the number of AssetBundles in use by merging related AssetBundles
Using AssetBundle.Unload(false) to close an AssetBundle's file handle, and managing the loaded Objects' lifecycles manually
4.5. AssetBundle Variants
A key feature of the AssetBundle system is the introduction of AssetBundle Variants. The purpose of Variants is to allow an application to adjust its content to better suit its runtime environment. Variants permit different UnityEngine.Objects in different AssetBundle files to appear as being the "same" Object when loading Objects and resolving Instance ID references. Conceptually, it permits two UnityEngine.Objects to appear to share the same File GUID & Local ID, and identifies the actual UnityEngine.Object to load by a string Variant ID.
There are two primary use cases for this system:
Variants simplify the loading of AssetBundles appropriate for a given platform.
- Example: A build system might create an AssetBundle containing high-resolution textures and complex shaders suitable for a standalone DirectX11 Windows build, and a second AssetBundle with lower-fidelity content intended for Android. At runtime, the project's resource loading code can then load the appropriate AssetBundle Variant for its platform, and the Object names passed into the AssetBundle.Load API do not need to change.
Variants allow an application to load different content on the same platform, but with different hardware.
This is key for supporting a wide range of mobile devices. An iPhone 4 is incapable of displaying the same fidelity of content as the latest iPhone in any real-world application.
On Android, AssetBundle Variants can be used to tackle the immense fragmentation of screen aspect ratios and DPIs between devices.
4.5.1. Limitations
A key limitation of the AssetBundle Variant system is that it requires Variants to be built from distinct Assets. This limitation applies even if the only variations between those Assets is their import settings. If the only distinction between a texture built into Variant A and Variant B is the specific texture compression algorithm selected in the Unity texture importer, Variant A and Variant B must still be entirely different Assets. This means that Variant A and Variant B must be separate files on disk.
This limitation complicates the management of large projects as multiple copies of a specific Asset must be kept in source control. All copies of an Asset must be updated when developers wish to change the content of the Asset. There are no built-in workarounds for this problem.
Most teams implement their own form of AssetBundle Variants. This is done by building AssetBundles with well-defined suffixes appended to their filenames, in order to identify the specific variant a given AssetBundle represents. Custom code programmatically alters the importer settings of the included Assets when building these AssetBundles. Some developers have extended their custom systems to also be able to alter parameters on components attached to prefabs.
4.6. Compressed or uncompressed?
Whether to compress AssetBundles requires several important considerations, which include:
Loading time: Uncompressed AssetBundles are much faster to load than compressed AssetBundles when loading from local storage or a local cache.
Build time: LZMA and LZ4 are very slow when compressing files, and the Unity Editor processes AssetBundles serially. Projects with a large number of AssetBundles will spend a lot of time compressing them.
Application size: If the AssetBundles are shipped in the application, compressing them will reduce the application's total size. Alternatively, the AssetBundles can be downloaded post-install.
Memory usage: Prior to Unity 5.3, all of Unity's decompression mechanisms required the entire compressed AssetBundle to be loaded into memory prior to decompression. If memory usage is important, use either uncompressed or LZ4 compressed AssetBundles.
Download time: Compression may only be necessary if the AssetBundles are large, or if users are in a bandwidth-constrained environment, such as downloading on low-speed or metered connections. If only a few tens of megabytes of data are being delivered to PCs on high-speed connections, it may be possible to omit compression.
4.6.1. Crunch Compression
Bundles which consist primarily of DXT-compressed textures which use the Crunch compression algorithm should be built uncompressed.
4.7. AssetBundles and WebGL
All AssetBundle decompression and loading in a WebGL project must occur on the main thread, due to Unity's WebGL export option not currently supporting worker threads. The downloading of AssetBundles is delegated to the browser using XMLHttpRequest. Once downloaded, compressed AssetBundles will be decompressed on Unity's main thread, therefore stalling execution of the Unity content depending on the size of the bundle.
Unity recommends that developers prefer small asset bundles to avoid incurring performance issues. This approach will also be more memory efficient than using large asset bundles. Unity WebGL only supports LZ4-compressed and uncompressed asset bundles, however, it is possible to apply gzip/brotli compression on the bundles generated by Unity. In that case you will need to configure your web server accordingly so that the files are decompressed on download by the browser. See here for more details.
If you are using Unity 5.5 or older, consider avoiding LZMA for your AssetBundles and compress using LZ4 instead, which is decompressed very efficiently on-demand. Unity 5.6 removes LZMA as a compression option for the WebGL platform.


text: Jinja (jĬn´jə), city (2002 pop. 71,213), SE Uganda, on the Victoria Nile River, near Lake Victoria. It is an industrial city and the commercial and processing center for a region where cotton, sugarcane, corn, and peanuts are grown. Manufactures include refined copper, metal goods, forest products, textiles, soap, and processed food. It is connected by rail with Mombasa on the Indian Ocean. Jinja was founded in 1901 as a trading post; with the development of the nearby Owen Falls hydroelectric project, which includes the Nalubaale (1954) and Kiira (1999) dams, it became (1950s) a major industrial center; the Bujagali dam and power station were completed several miles downriver in 2012. The city's services and infrastructure declined during the regime of Idi Amin.


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Did you know you can purchase Lucid Products from the Lucidcentral Shop?
For more info about the Lucid team visit the Identic website.
Do you need help developing, manufacturing, publishing or hosting your Lucid Key? The Lucid team can help. More information…
As well as developing and maintaining Lucid software, the Lucid team provide additional support services:
We can -
If you are interested in any of these services please contact us.
Fact Sheet Fusion


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At the Pyramids
At the Pyramids
8"x 10" - Bleed artwork, signed and numbered behind the print. Placed (not mounted) on 1/8 thick acid-free foamcoar.
16" x 20" – Overall size. Matted in archival white. Shipped of 1/8" thick acid-free foamcoar.
20" x 24" - Overall size. Same size artwork area as the 17" x 22" item BUT double matted in archival white. Shipped on 1/8 thick acid-free foamcoar.
At the Pyramids: In the early days of 1917, Admiral Mouseman's capital ships commonly called on Egypt. But then the newly elected Predator in Chief started a war of extermination in the Middle East. Shore leave was permanently cancelled.
Limited editions (generally 50), signed and numbered. All digital compositions are printed on a EPSON Sc-p800 printer. This is a professional large format printer that when used in conjunction with tight color management produces excellent results. It's also interesting to note that this printer uses 8 ink cartridges (5 color and 3 levels of black). These are unique high-density pigments for an extremely wide color gamut for true high-quality prints. I use Canson Baryta Photograhique paper, exclusively in the 17" x 22" size. Although a very expensive paper, the results you get are stunning. All artwork is shipped flat NEVER rolled.


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Thread: No "tricks" to hide, huh?
Results 1 to 3 of 3
#1 No "tricks" to hide, huh?07-11-2010, 04:24 PMClimate Panel Urges Distance From Reporters
By THE NEW YORK TIMES
Andy Revkin reports at Dot Earth that the Intergovernmental Panel on Climate Change, faulted in the past for a siege mentality, has urged its participating researchers to keep a distance from the media and send any press questions about their group work to supervisors.
Nothing even remotely suspicious about this at all."The efforts of the government alone will never be enough. In the end the people must choose and the people must help themselves" ~ JFK; from his famous inauguration speech (What Democrats sounded like before today's neo-Liberals hijacked that party)
07-11-2010, 08:29 PMIn most sports, cold-cocking an opposing player repeatedly in the face with a series of gigantic Slovakian uppercuts would get you a multi-game suspension without pay.
In hockey, it means you have to sit in the penalty box for five minutes.
|« Previous Thread | Next Thread »


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Student rock band wins the battle
SOON AFTER FRONTMAN Dan Hall (center) and guitarist Ari Katcher (back right) moved from Alaska to Portland to attend PSU, they hooked up with three other guys from Alaska—Jason Wahto (left) on keyboards, Andrew Totemoff (back left) on bass, and Dylan Mandel (right) on drums—to form The Lives of Famous Men, the band that swept MTV's 2008 Campus Invasion Battle of the Bands. The win earned the pop-rock band a coveted spot hosting MTV's Dean's List, a chance to play in front of the largest crowd of their young career, plus $10,000.
The fact that two of the group were enrolled in school made the The Lives of Famous Men eligible to compete in the MTV contest, but the band's growing Internet savvy really helped it take things to the next level. The band has a strong online fan base, and shares music, news, and tour info with fans through an online network that includes sites such as MySpace, purevolume, Last.fm, and Buzznet. Dylan says, "I honestly don't understand how bands back in the day did it."
But whatever these talented young men are doing now, they seem to be doing it right. Hear the band October 3 at Portland's Satyricon, 125 NW Sixth Avenue. For other shows, music clips, and more, go to www.myspace.com/thelivesoffamousmen.
See artists at work
BRIGHT ABSTRACT paintings lean against the walls of Lisa Parson's John's Landing home and studio. Parson's workspace and those of scores of other local artists, including eight Portland State alumni, will be on display during Portland Open Studios, October 11, 12, 18, and 19.
Parson '84 is a painter and photographer who often depicts her Iraqi heritage in her art. She graduated in art history from Portland State and holds fond memories of professors B.J. Gardner and Lisa Andrews.
This is Parson's first time participating in Portland Open Studios, an annual self-directed tour of artist's work spaces throughout the metropolitan region. This year's 98 artists include other painters as well as wood, metal, fiber, and glass artists.
For tour details see the Web site www.portlandopenstudios.com. Other PSU alumni participating are: jeweler Debra Carus '87, painter Shelley Hershberger '80 and '07, jeweler and painter Madeline Meza Janovek '71, ceramist Gene Phillips '69, photographer Doug Richardson '84, printmaker Jan vonBergen '75, and mosaic artist Samyak Yamauchi '78, MS '80.
Off Campus
Love at the Artist Repertory Theatre
The University's venerable Lincoln Hall has closed for much-needed renovation. But not far away, the PSU Theater Arts Department is presenting its fall play, The Triumph of Love, at the Artists Repertory Theatre, Second Stage, 1515 SW Morrison.
The Triumph of Love, a romantic comedy of mistaken identity, was written by 18th-century French playwright and novelist Marivaux. The performance opens Friday, Nov. 21, and continues at 7:30 p.m. on Nov. 22 and Nov. 25-29. A 2 p.m. matinee is scheduled Sunday, Nov. 23. Tickets are available at the PSU Box Office, 503-725-3307, or at any Ticketmaster outlet. General admission is $9.50 plus a service fee.
The Triumph of Love is a labor of love by faculty members Karin Magaldi, director; Bruce Keller, set designer; and Glenn Gauer, lighting designer
New Works
The history of gay people in Alcoholics Anonymous
By Audrey Borden '79,
Haworth Press, 2007
42: A novel
By M. Thomas Cooper,
PSU's Ooligan Press, 2008
With grit and by grace
By Betty Roberts '58,
Oregon State University Press, 2008
Bathroom book of Oregon trivia: Weird, wacky, and wild
By Mark Thorburn MA '93, and Lia Wojna,
Blue Bike Books, 2007
Be yourself
Music recording by David Hall MEd '01
Karenna Song, 2008
The hearts of horses
By Molly Gloss '66,
Houghton Mifflin, 2007
Season of flowers
By Gregg Mosson '00,
Goose River Press, 2008
An inconvenient trout
By Jack Ohman '99
Headwater Books, 2008
Elephant Run
By Roland Smith (attended in the 1970s)
Hyerion, 2007
God laughs and plays
By David James Duncan '73,
Triad Books, 2007
ABOUT THIS PAGE: We want to hear about your books and recordings and your future exhibits, performances, and directing ventures. Contact the magazine by e-mailing firstname.lastname@example.com, sending a fax to 503-725-4465, or mailing Portland State Magazine, Office of University Communications, PO Box 751, Portland OR 97207-0751.


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We advance the health of children by turning scientific discovery into medical innovation.
The Children's Hospital of Philadelphia Research Institute fulfills Hospital's long-standing dedication to pediatric research and its endeavors are the embodiment of the Hospital's "bench to bedside" philosophy. All research activities at Children's Hospital are administratively organized under the aegis of the CHOP Research Institute.
We will be the preeminent institution in the world dedicated to translational research for children.
The Children's Hospital of Philadelphia Research Institute is world-renown, leading research breakthroughs and medical innovations for more than 90 years. The Institute continues its dedication to translating innovative research findings to outstanding patient care. This commitment to excellence will move the CHOP Research Institute from a world-class research institute to the undisputed leader in improving the health of children.


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Join the VFC High School Ministry for MIDWEEK! This will be a place for students to come and ignite their faith. To learn and grown in community and closer to Jesus.
- Where: VFC Multipurpose room (in the main office just above The Abbey)
- When: 1st and 3rd Wednesday nights.
- Time: 6:30pm-8:30pm
- Bring a Friend!!


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I have been happily using the LinuxSampler Audio Unit plug-in in GarageBand in Mac OS X Mavericks. After recently upgrading to Mac OS X Yosemite and updating to the latest GarageBand (10.0.3), now I get the following error:
Audio Unit plug-in can't be used
The Audio Unit "LinuxSample" (sic) could not be loaded for your project.
Any suggestions would be greatly appreciated.


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7-Eleven robbery not related to Boston bombing suspects
There was a 7-Eleven robbery in Cambridge last night, but it had nothing to do with the Boston Marathon bombing suspects.
Margaret Chabris, the director of corporate communication at 7- Eleven, says the surveillance video of the crime was not taken at a 7-Eleven and that the suspect that did rob the 7-Eleven does not look like Tamerlan or Dzhokhar Tsarnaev.
"The suspect in the photos for that particular 7-Eleven robbery looks nothing like the suspects," Chabris says. "The police or someone made a mistake. Someone was confused."
The suspects were at the 7-Eleven around the time of the robbery but they did not rob the store said, State Police Superintendent Timothy Alban at an evening press conference on Friday.
At an earlier press conference morning, when Alben described the manhunt and standoff that resulted in the death of an MIT police officer, he also said that the two brothers robbed a 7-Eleven.
Chabris says the story of the robbed 7-Eleven was online immediately and spread quickly. She has been calling journalists all day to ask them to make a correction.


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Mayor's Office
A bridge that provides hikers and bikers access over Salt Creek in Wilderness Park is being temporarily closed to allow for structural evaluation. The bridge is located between Pioneers Boulevard and Old Cheney Road.
Parks and Recreation Director Lynn Johnson said the closure is a precautionary measure. The bridge will remain closed until the structural evaluation is completed in about two weeks. The evaluation is being conducted by Speece Lewis Engineers, Inc. which recently completed an investigation into the July 21st collapse of a pedestrian bridge in Wilderness Park about half a mile north of Saltillo Road.
The City Public Works and Utilities Department has visually inspected the remaining 11 trail bridges in Wilderness Park. The collapsed bridge and one in the middle of the park have been blocked off. On July 23rd, a 65-foot bridge over a tributary between Densmore Park and Salt Creek was closed due to bank erosion. The three bridges remain closed.
The City has established a new inspection program for all pedestrian bridges in the City. The City will conduct a visual inspection of the bridges by quadrants on a four-year cycle. The bridges that are more than 20 feet in length will be inspected by certified bridge inspectors on a six-year cycle.


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Postal service between the two countries has stalled for 50 years.
United States and Cuban officials have begun talks to resume mail service between the countries, the U.S. Postal Service has confirmed.
USPS and the State Department were scheduled to meet with Cuban diplomats Tuesday and Wednesday in Washington to create a mail exchange for the first time in 50 years. Currently, mail can only go from Cuba to the United States and vice versa by first sending the mail to other countries.
U.S. officials told Reuters the talks do not reflect a change in U.S. policy toward Cuba. The two countries engaged in negotiations to resume postal service in 2009 but the talks ultimately fell apart before an agreement was reached.
The U.S. delegation was led by Lea Emerson, the USPS' director of international postal affairs, the Associated Press reported. While the State Department spearheaded the talks, the Postal Service is "providing technical assistance" in negotiations, according to an agency spokeswoman.


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Alex Sink running for Congress in special election
Sink ran for governor in 2010
Former Chief Financial Officer Alex Sink is going to run for Congress in a special election.
Sink announced Wednesday that she will move to Pinellas County and run for the seat that had been held by U.S. Rep. Bill Young. Young died earlier this month.
Sink was the Democratic nominee for governor in 2010 and narrowly lost the election to Rick Scott.
In September, Sink said she would not challenge Scott next year.
In a statement, Sink said she said she was responding to a "deep frustration with the dysfunctional and reckless politics of Washington" among Pinellas County residents.
Young was a Republican, but his district is viewed as a pick-up opportunity for Democrats.
Democrat Jessica Ehrlich, who lost to Young last year, had already declared her candidacy for 2014.


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Short-Term, Fee-Based Study
A variety of short-term language workshops are offered through Community Services and Business Development at MiraCosta.
The English Language and College Skills Institute (EL&CSI) provides international students the opportunity to increase their English language proficiency and develop the skills needed for success in a college or university in the United States. The EL&CSI provides intensive, individualized instruction in small classes. Dedicated professional faculty and state-of-the-art computer software facilitate learning.
Instructional components include:
- TOEFL preparation
- Integrated academic preparation in reading, writing, listening, speaking, and grammar
- Study of United States culture
- Computer literacy
- Development of study skills
Eight-week sessions are offered five times a years. Students may attend multiple sessions.
Community (Continuing) Education offers short-term, not-for-credit language classes in various languages. These classes generally meet two hours a week for eight weeks an dare intended to serve travelers.
The Business Development Program, which provides customized training workshops for local business and industry, offers language improvement classes for employers wishing to strengthen employee language skills. The most requested classes are English as a Second Language (ESL) and Conversational Spanish. The Business Development Program is prepared to deliver these and a variety of other language and business writing classes to organizations on site or on campus.


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A NYC favorite since it opened its doors in 2005, Uva ranks as one of the city's MOST-LOVED WINE BAR RESTAURANTS. The vibe is rustic and relaxed, with diners spread out between the main room, the private wine cellar and the year-round backyard patio. Uva's menu, which ranges from small, tapas-style plates to classic and updated entrees, is perfectly complemented by an extensive wine list, as well as a full bar offering specialty cocktails. Our wine selection features bottles from Italy and around the globe.
Uva's comfortable atmosphere and authentic fare are just right for any occasion, whether you're in the mood for a leisurely APERTIVO, a late night DIGESTIVO with a SNACK, a cozy DINNER, or an Italian country-style BRUNCH.
View Menus →
Monday | 4pm to 1am
Tuesday to Friday | 4pm to 2am
Saturday | 11am to 2am
Sunday | 11am to 1am
Saturday & Sunday
11am to 3pm
Uva's tables are mostly saved for walk-ins during dinner hours except for parties of 6 or more which can be reserved via phone at 212.472.4552. Brunch reservations of all sizes are also accepted via telephone.
We do save a portion of dinner seats for reservations of all sizes via OpenTable.
Should you not find your desired reservation time via the link please remember most tables are saved for walk-ins and that you are more than welcome to cozy up in our bar area with a glass of wine should there be a wait.


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Ark: Survival Evolved Taming Calculator
Ark: Survival Evolved Taming Calculator
20 points Funny
Better start writing your will
More Dragon Funny Tips
296 points Funny
Bring along Daenerys Stormborn of the House Targaryen, First of Her Name, the Unburnt, Queen of the Andals and the First Men, Khaleesi of the Great Grass Sea, Breaker of Chains, and Mother of Dragons, and you'll probably be okay.
287 points Funny
If u ever encounter this...
Only Dovahkiin can save you.
Only Dovahkiin can save you.
211 points Funny
Now we just need a crab with a top hat and a monocle
149 points Funny
Don't spawn in a bunch if you have admin commands, our entire tek base got covered in dragons so we had to kill them all and since we Insta killed them their bodies exploded (glitch exploded) and all you could see from one side of the island to the other was thousands of stretched dragon bodies. We had many people come to the admin store with questions that day. Worst part was that I was currently on my shift at the admin store at the time, so I had to answer the questions. Long story short: they hella big so don't go spawning in an army.
136 points Funny
Spawn it in a punch it, I dare you. Or melt it withan army of dodos


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This is not an offer for credit and should be used for estimation purposes only based on the information you provided. You should not base your decision on this estimate alone. Title, registration, tax and other fees, and personal circumstances such as employment status and personal credit history, were not considered in the calculations.
Choosing the right dirt bike for a smaller rider is about three things: the right fit, an appropriate amount of power, and quality. The Honda CRF150F takes our entry-level dirt bike and moves it up a notch or two. It's a little taller, to fit taller riders. It also offers an easy-to-use electric starter. In terms of power, its smooth four-stroke engine delivers plenty, but the powerband is tuned to be plenty rider friendly too. Pro-Link rear suspension takes on the bumps and knocks of the trail. A five-speed transmission gives your rider the control of a big bike. And then there's Honda's legendary reliability and build quality—things no other brand can begin to touch.
Front - Single 240 mm disc
Rear - Drum
Front - 70/100-19
Rear - 90/100-16
Front - 35 mm leading-axle Showa® fork; 9.1 in. travel
Rear - Pro-Link® Showa® single-shock; 8.9 in. travel
**** Sale prices and special unit pricing includes all mfg rebates and a discount for paying with cash, check, or finance and not using credit or debit cards.