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2B0-023 - ES Advanced Dragon IDS - Dump Information

Vendor : Enterasys
Exam Code : 2B0-023
Exam Name : ES Advanced Dragon IDS
Questions and Answers : 50 Q & A
Updated On : February 15, 2019
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2B0-023 Questions and Answers

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2B0-023 ES Advanced Dragon IDS

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2B0-023 exam Dumps Source : ES Advanced Dragon IDS

Test Code : 2B0-023
Test Name : ES Advanced Dragon IDS
Vendor Name : Enterasys
Q&A : 50 Real Questions

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Apple's 64-bit A7 already powering superior new audio, video points in apps and games | killexams.com Real Questions and Pass4sure dumps

 

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The debut of Apple's new 64-bit A7 application Processor has been assailed by way of more than one business figure insisting that the new chip is never the rest particular, however a series of iOS builders are reporting large efficiency good points and already the use of the brand new chip to accomplish "computing device category" initiatives that have been now not up to now possible on a cellular device.

lower than three weeks in the past, Apple's head of worldwide product marketing Phil Schiller launched the surprise introduction of the new A7, together with an strange stage of technical element all through the iPhone 5s experience.

regarding the chip has having a "64-bit computing device classification structure" with a "contemporary guideline set," Schiller mentioned that new chip doubled the prevalent intention and floating point registers over the outdated A6, and contained over 1 billion transistors in a 102mm die size. Such figures are unique in Apple's media shows; mainstream clients are not going to know what much of it even capacity.

it truly is left the chance open for critics and competitors to say that the new chip is nothing more than a marketing charade. Qualcomm's chief advertising and marketing officer Anand Chandrasekher, for example, these days instructed the media, "there is lots of noise as a result of Apple did [64-bit] on their A7. I feel they are doing a marketing gimmick. there's zero benefit a buyer gets from that."

64-bit A7 faster with a longer existence

Chandrasekher's opinion is primarily suspect because the A7 is already well-known to allow key elements of iPhone 5s, including its superior camera aspects (powered with the aid of the A7's picture signal Processor, the usage of an structure corresponding to committed point-and-shoot cameras) and contact identification (which relies on what Apple calls the A7's at ease Enclave Processor). both are integrated into the A7.

On the iPhone 5s, the brand new sixty four-bit architecture of the A7 offers instant merits to builders because of its "up to date guide set," referred to as ARMv8, which among different elements hurries up AES encryption. and because Apple manages each the construction of the A7 chip and the compilers and development tools within Xcode, builders can take full abilities of recent hardware and guide set efficiencies "without charge" once they recompile their apps to run on the A7.

This method has already more suitable Apple's personal software this is bundled on the iPhone 5s, which has all been recompiled for 64-bit, from the kernel to libraries and drivers to apps reminiscent of Safari, Mail, photos and Maps. there is a marked increase in efficiency followed in moving from 32-bit to 64-bit benchmarks on the same hardware, apart from the baseline development of the A7 over the A6 viewed in 32-bit benchmarks.

The A7 is rarely simply sooner than the outdated A6; it's quicker without requiring the additional cores and ramped up clock speeds of competing chips like Samsung's Exynos 5 Octa. That contributes to faster efficiency in a lighter, smaller gadget because it would not must pack a larger battery to energy a scorching, high-revving brain that swiftly drains the battery.

due to this fact, Apple's iPhone 5s promises performance equal or stronger efficiency to Samsung's latest enormous phablet, regardless of the observe 3 being geared up with twice the system RAM, a gadget clock working twice as quickly and a battery over twice as colossal (three,200 mAh vs 1570 mAh in the iPhone 5s). or not it's no longer simplest quicker (above), but vastly greater efficient, permitting iPhone 5s to beat the notice three in battery existence when searching the net over LTE (beneath).

numerous App shop developers have already begun taking knowledge of the new A7, and what they file about their experiences in working with the brand new 64-bit chip dispels the inspiration that the iPhone 5s is with ease wrapped in "advertising and marketing gimmicks."

Algoriddim leverages A7 in djay 2, vjay to introduce previously inconceivable features

Karim Morsy of Germany's Algoriddim stated that "optimizing djay 2 for the 64-bit A7 chip has allowed us to bring computer-classification power to our iPhone app."A7 "allowed us to introduce new aspects and effects that weren't feasible earlier than" - Karim Morsy, Algoriddim

Morsy added that "djay's audio processing and evaluation is as much as 2x quicker, which not simplest makes the entire UI and animations run smoother but also allowed us to introduce new points and effects that weren't feasible before.

"Harmonic fit, as an example, instantly detects the key of a tune and makes it possible for it to be transposed it into a distinct key by way of altering its pitch in precise-time."

"furthermore," Morsy added, "we now have measured online game-changing efficiency boosts with our video mixing app vjay which additionally leverages the A7’s 64-bit structure on iPhone 5s. HD video playback, mixing, results, and recording on iPhone 5s brings greater than double the video render resolution, processing more than four instances greater video statistics in true-time."

Smule makes use of A7 to destroy boundaries with its track apps

"The A7 has taken issues to a brand new stage," pointed out Jeff Smith, the manager govt of pioneering track app developer Smule in an e-mail to AppleInsider.

"if you recall," Smith pointed out, "we had been the business to carry auto-tune to the iPhone with i'm T-pain 4 years returned. It took a lot of engineering to make this work in true-time. And to be honest, we nevertheless have too a good deal audio-latency on the Android instruments to permit i'm T-ache to work on those instruments. considering the fact that the launch of i'm T-ache, we have brought 110M new clients to our network of apps.""applied sciences that were formerly reserved for specialists are actually accessible to buyers as a result of the 5s. it's fairly staggering” - Smule CEO Jeff Smith

He introduced, "we have now been trying to do precise-time audio convolution on cellular instruments. Audio convolution is likely one of the most CPU intensive projects requiring large quantities of matrix-math. imagine making an attempt to mannequin how a sound wave will jump off of several surfaces at distinctive positions in a room. Simulating such acoustic environments has usually been reserved to workstations and cloud computing.

"So, after we were capable of first benchmark the A7 a couple of weeks in the past, we were somewhat completely happy to look the processing energy from the clock speeds and greater pipeline. in consequence, we have been in a position to do true-time audio convolution within the palm of your hand."

Smith added, "with our Sing! three.0 optimized for 5s, that you would be able to eventually sing in the bathe without getting wet. or you can sing in a church, a dormitory hallway, a forest, the Taj Mahal, comprehensive with our customized pitch correction, reverb, and so forth. technologies that had been previously reserved for experts are actually obtainable to consumers as a result of the 5s. it be pretty wonderful."

Smule engineers referred to that they were not capable of get real-time audio convolution working on the iPhone 5 (or 5c), regardless of the mobilephone being no slouch; both models are roughly comparable with Samsung's Galaxy S4 in Geekbench three.0 rankings. consequently the company says that the 'casual "benchmark' of just operating the Sing app with convolution reverbs ranged from comfortably now not working in any respect on iPhone 5, whereas "on the 5S every thing sounded clean and silky."

Smule also sells Sing for Android on Google Play, however there the title notes, "the audio expertise in the back of Sing! works top-quality on more recent contraptions, in selected Galaxy S3, Galaxy be aware II, Galaxy Nexus, Nexus four, Nexus 7, Nexus 10, and different high-powered instruments." The Android app additionally lacks assist for precise-time audio convolution.

In optimizing other titles for the A7, Smith cited, "we found out an argument on the A7 with our Cinebeat product which does precise-time audio and video system (additionally CPU intensive). It deadlocked as a collection of procedures that have been never alleged to finish first unexpectedly did. We had been greatly surprised."

additional, the enterprise cited that rendering in AutoRap "saw something close to a 7x velocity-up" when working on the brand new A7 (which once again has best been out for three weeks).

ChAIR entertainment adjustments the game with A7 in Infinity Blade III

"Infinity Blade III leverages the extraordinary power of Apple's new A7 chip with sixty four-bit structure and OpenGL ES three.0 to as soon as once more absolutely redefine the boundaries of cell gaming," referred to Laura Mustard of ChAIR amusement."or not it's authentic 'subsequent gen' gaming,” - Laura Mustard, ChAIR

"With the unequalled vigor of the iPhone 5s and its A7 chip, we can now mix fullscreen rendering effects, a whole lot polygons, and superior gameplay processing in one clean kit.

“And we are in a position to do all that with almost instantaneous load times, preserving gamers immersed in the event instead of gazing a loading monitor. This energy has allowed us to craft the most suitable Infinity Blade experience."

Mustard delivered, "the iPhone 5S allows for us to have an incredible, extraordinarily specified Dragon spewing billowing flames that engulf the complete screen, while the hero, clad in armor that reflects the ambiance, swipes to defeat the beast. We're rendering a full depth of box blur and bloom move, a color adjust pass, a vignette move, and a distortion pass - after which antialiasing the whole factor whereas conserving a blazing body cost. On a tool that fits on your pocket. It feels like voodoo magic - but it surely's not. it's proper 'subsequent gen' gaming.”

extra merits of the sixty four-bit A7

Apple has outlined different merits of the A7's sixty four-bit architecture for app developers, noting that apps that use sixty four-bit integer math or customized NEON (superior SIMD) operations will see enormous efficiency gains. There are other merits involving imaging, audio and video processing, photograph filters and the physics calculations used in gaming.

Apple has additionally emphasized that iOS 7 on the A7 shares the same ABI (software binary interface) as OS X. Apple's implementation of ARMv8 diverges a bit from ARM's standard C++ ABI for the ARM sixty four-bit architecture, which is derived from the C++ ABI at the beginning created for SVr4 Unix on Intel's Itanium.

The ABI changes Apple made in setting up the A7 maximize compatibility with latest 64-bit code focused on computing device workstation and Mac architectures. That changed into executed as a result of Apple's iOS isn't conveniently content with tacking "sixty four-bit" on as a investigate-list function. iOS is designed to convey computing device-category software into the cell world, and the 64-bit A7 is the next step along that development.


Dragon corpse washes ashore in Spain | killexams.com Real Questions and Pass4sure dumps

specialists in Spain are examining pictures of a secret creature that washed ashore on the beaches of Andalusia. From a machine translation of a narrative at optimal.es:

In regarded the day prior to this afternoon on the beach in the hamlet Luis Siret cuevana Villaricos, a strange 'physique' of greater than 4 meters in length. It changed into what may appear like a huge fish, however in an advanced state of decomposition ... commenters talked about a 'Loch Ness Monster', 'mutant fish ', and made loads of humorous feedback.

The truth comes from Cuevas Civil protection in Promar: "In summer we computer screen the shores. a lady discovered part of it, then we obtained the leisure. We haven't any concept of ​​what can also be, but it surely smelled dangerous. Promar specialists are trying to peer what may be ", stated Civil protection Coordinator Maria Sanchez.

Amazon’s plan to deliver 25,000 jobs to a NYC campus is under fire from locals, as extra details are printed of what became promised to Jeff Bezos’ empire.

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Amazon occasionally dipped into information earned by using contracted birth drivers for its ‘Flex’ provider to cover the bottom pay they’d been promised, a l. a. instances evaluation of emails and receipts suggests.

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base line: If the brand new purchaser reports study is accurate, much more individuals were killed or severely damage by electric scooters from chicken, Lime, and other dockless scooter-share agencies than any one realized.

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There’s lots of competitors on the information superhighway, no count what your hustle. The crucial factor is that after people look for what you’ve obtained, they find you – and that capacity protecting every thing out of your key phrases to your cell access up thus far. To try this, you both want a full-time net guru or […]

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as the technology that drives them evolves, the projects you could accomplish with Microsoft’s suite of office equipment is growing every year. That’s tremendous news for the corporations who already depend on that software, but its particular person users have that a lot more to be taught. The most suitable technique to rise up to velocity? eLearnOffice Microsoft office […]

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Nunchaku Are protected through the second change | killexams.com Real Questions and Pass4sure dumps

Friday, new york federal district court choose Pamela Chen determined—after 15 years of litigation—that the big apple state complete ban on nunchaku (a martial arts weapon) violated the 2nd amendment. (The case is Maloney v. Singas.) ther courts had likewise applied the 2d modification, and state constitutional rights to endure arms, to different non-firearms weapons, comparable to stun weapons, batons, and knives. however nunchaku gave the impression quite more unusual, which raised the query whether they are excluded by means of the Heller language concerning the 2nd change conserving weapons which are "in regular use."

No, there isn't any such exclusion right here, dominated the court, relying generally on Heller and a second Circuit choice applying Heller:

[A.] there is a rebuttable presumption that " 'the 2nd modification extends, prima facie, to all instruments that represent bearable arms,' not simply to a small subset.".... "The second change protects only the 'forms of weapons' which are (1) 'in ordinary use' and (2) 'customarily possessed by using legislation-abiding citizens for lawful purposes.'" "Heller ... counseled the 'historical lifestyle of prohibiting the carrying of dangerous and weird weapons.'" ... furthermore, it's the government that bears the burden of rebutting the "prima facie presumption of second change coverage" that extends to all bearable fingers.

while the logical implication of the two criteria recognized in Heller—"normal use" and "usual possession by means of legislation-abiding citizens for lawful applications"—is that the executive want handiest disprove the existence of 1 or the different criterion to exempt the challenged legislation from 2d modification coverage, the courtroom has concluded that the "general use" aspect is in the end inappropriate and that the govt have to reveal that, at a minimal, nunchakus aren't usually possessed via law-abiding citizens for lawful functions. See Caetano v. Massachusetts (mentioning that the check for even if a weapon falls inside the scope of the 2nd modification is "a conjunctive verify: A weapon may not be banned unless it is each bad and unusual.") (Alito, J., concurring)...

here, "the events don't dispute that nunchakus constitute a 'bearable arm,'" and so the rebuttable presumption that nunchakus are protected by means of the second modification applies. ...

[B.] The subsequent step ... that the court must verify even if the nunchaku ban impinges upon behavior blanketed through the second modification, i.e., even if Defendant has proved, through clear and convincing evidence, that nunchakus don't seem to be usually possessed by way of legislation-abiding citizens for lawful functions. Admittedly, there is no defined analytical standard for what constitutes "usual possession through law-abiding residents for lawful purposes." besides the fact that children, ... the 2d Circuit [has] indicated that to check a weapon's "standard possession," the court is "require[d] ... to seem into each large patterns of use and the subjective explanations of [the weapon's] house owners."

when you consider that the scant proof offered, the court docket finds that Defendant has no longer met her burden to exclude nunchaku from the ambit of second amendment insurance policy. effortlessly put, Defendant doesn't contradict the competition that the nunchaku's primary use, which Defendant concedes is as "a tool from the sphere of martial arts," is a lawful one....

moreover, although the criminal activity associated with a weapon is not the only primary inquiry, right here, there is nearly no proof that nunchakus are associated with, or were used to have interaction in, criminal conduct due to the fact that part 265.01(1) turned into amended to consist of nunchaku over forty years in the past. The simplest proof presented through Defendant as to the illegal use of nunchaku are 5 nunchaku prosecutions, two cases of assault and three cases of possession, between December 14, 2014 and January 11, 2017 in Nassau County.

moreover, Defendant gifts no countrywide facts on the unlawful use of nunchaku. Given Defendant's concession that the nunchaku is primarily a device of martial arts, pointing to those remoted incidents falls far in need of Defendant's burden of creating that the nunchaku's standard use is an illegal one. [Footnote moved: [Footnote: To allay its concerns about completeness, the Court, on its own, has identified 52 nunchaku-related incidents in the United States since 1974, with the vast majority occurring since 2011. They are listed chronologically, along with the four newspaper articles cited by Defendant in her summary judgment briefing, in an appendix to this opinion. Even if Defendant had offered evidence of these 56 incidents at trial, they do not constitute clear and convincing evidence, or a preponderance of evidence, that nunchakus are not commonly used by law-abiding citizens for lawful purposes.]

furthermore, in contrast to a sawed-off shotgun, gun with out a serial number, or pipe bomb—weapons that courts have found to be outdoor the ambit of 2nd change protection—nunchaku have no particular propensity for unlawful use. in reality, its intended use as a weapon for recreational martial arts practice and working towards seems to vastly outstrip its use in crime.

The courtroom rejects Defendant's argument that the courtroom's "common use" analysis may still be restrained as to if the nunchaku is usually used for domestic self-defense—and will no longer trust the nunchaku's use in martial arts—as a result of Plaintiff's request for reduction is proscribed to this use. Defendant cites no caselaw to support this sort of confined realizing of "normal use." See Friedman, 136 S. Ct. at 449 (discussing "self-protection and goal shooting" in settling on a weapon's "general use") (Thomas, J., dissenting from denial of certiorari); NYSRPA, 804 F.3d at 256 (on account that "lawful routine like self-protection and looking"); Fyock, 779 F.3d at 998 (analyzing "advertising and marketing substances and revenue facts" to examine the "lawful functions" for which tremendous-skill magazines are possessed). Defendant's reliance on Heller for this argument is also unavailing, due to the fact that nowhere in Heller does the Supreme court state that second change protection best extends to "bearable hands" that are typically used for domestic defense, Heller II, 670 F.3d at 1260 ("[T]he courtroom [in Heller I] additionally stated the 2d amendment protects the appropriate to preserve and endure hands for different 'lawful applications,' comparable to searching, however self-protection is the 'core lawful purpose' protected.").

The court docket also rejects Defendant's argument that the nunchaku ban should still be upheld as a result of "the unhealthy potential of nunchucks is well-nigh universally diagnosed." "If Heller tells us the rest, it is that [weapons] can not be categorically prohibited just as a result of they're dangerous," on account that the "relative dangerousness of a weapon is inappropriate when the weapon belongs to a category of arms ordinary for lawful functions." Caetano, 136 S. Ct. at 1031 (Alito, J., concurring). [Footnote: Inexplicably, Defendant states that "[o]bviously, spring-guns and carrying/the use of mace or stun guns aren't constitutionally included activities" as a result of they are unhealthy. This commentary is it appears that evidently mistaken, at the least as to stun weapons and mace. In Caetano, Justice Alito explicitly argued that stun weapons are constitutionally protected weapons. See also americans v. Yanna, 297 Mich. App. 137 (2012) (astonishing down Michigan's finished prohibition on Tasers and stun guns). Mace is, really, felony in all 50 states, and the court sees no explanation why mace would no longer also be constitutionally covered.]

therefore, because Defendant has did not reveal, by way of clear and convincing proof, or even by using a preponderance, that nunchakus don't seem to be usually used via legislations-abiding residents for lawful purposes, she has did not rebut the presumption that the possession and use of nunchaku is in the scope of the second modification's protections.

[C.] despite the fact the court docket has concluded that, beneath the typical dependent in Heller, a bearable arm is entitled to 2nd modification insurance plan the place the govt fails to reveal that the weapon's general use isn't a lawful one, out of an abundance of warning, the court docket also finds that Defendant has failed to display, with the aid of clear and convincing facts, that nunchakus are not in usual use. according to the facts introduced at trial, at the least 64,890 metal and timber nunchaku had been sold on the retail market within the united states between 1995 and 2018. Courts have not set a numerical flooring for opting for what constitutes "normal use." In his concurrence in Caetano, Justice Alito found that stun weapons have been in "average use" as a result of "lots of of thousands of Tasers and stun weapons were bought to private residents, who it appears may also lawfully possess them in 45 States." here, as a minimum 64,890 nunchakus have been sold over the last 23 years to deepest citizens, who may also lawfully possess them in 48 states. The courtroom finds that in accordance with this magnitude of sales—peculiarly given the outright bans on nunchaku (in ny and Massachusetts), the other restrictions placed on nunchaku possession and use in the states the place they could be lawfully possessed, and the obvious incompleteness of Defendant's nunchaku earnings information—and the vital, albeit limited, case comparators, Defendant has didn't establish that nunchaku don't seem to be in common use.

[Footnote: The Court has only identified one case in which a court found that a weapon was not in common use. In Hollis v. Lynch, the Fifth Circuit found that the existence of 175,977 civilian-owned machine guns did not rise to the level of "common use" for three reasons: (1) the number of machine guns was "below [the] greater than eight million AR- and AK-platform semi-automatic rifles manufactured in or imported into the us [that] the Fourth Circuit held turned into satisfactory for a displaying of regular use [in Kolbe v. Hogan, 849 F.3d 114, 174 (4th Cir. 2017)]"; (2) not like the stun weapons in Caetano, which Justice Alito found "may be lawfully possessed in 45 states[,] ... 34 states and the District of Columbia prohibit possessing machineguns"; and (3) that laptop weapons characterize a "fairly low" percent of all firearms produced or manufactured for the domestic civilian market. mainly, although, the Fifth Circuit did not depend completely on its discovering that civilian-owned desktop weapons had been not in commonplace use to examine that the 2d modification was not implicated; reasonably, the Fifth Circuit also analyzed the "lawful intention" prong. additionally, as some extent of evaluation, the variety of jurisdictions in which nunchaku are felony, as mentioned supra, is 48 states (versus sixteen states in Hollis and forty five states in Caetano). additionally, despite the fact that the courtroom doesn't credit score Pellitteri's testimony with admire to the number of nunchakus offered in the u.s., the court has considered his testimony that "nunchucks appear to be the most regular martial arts weapon" with admire to the "in usual use" analysis.]

consequently, even assuming that Defendant need handiest show that nunchakus are not in standard use to exempt them from 2nd modification insurance, she has did not achieve this....

[D.] Having concluded that section 265.01(1), as utilized to nunchaku, impinges upon Plaintiff's 2d amendment rights, the courtroom need to next investigate and apply the acceptable degree of scrutiny. however "Heller did not specify the genuine degree of scrutiny applicable to [weapons] rules," identity. at 258, it is clear that, at a minimal, intermediate scrutiny applies. because the blanket ban imposed by means of section 265.01(1) as applied to nunchaku without problems fails constitutional muster below intermediate scrutiny, the courtroom need not make a decision no matter if intermediate or strict scrutiny should apply.

The verify for making a choice on the correct level of constitutional scrutiny with respect to a 2nd amendment problem has two components: "(1) how shut the legislation comes to the core of the 2nd amendment appropriate and (2) the severity of the legislations's burden on the correct." when you consider that part 265.01(1) absolutely bans the possession and use of nunchaku in big apple State, the determinative problem is whether or not possession and use of nunchaku is an recreation this is on the core of the 2d modification. The centuries-historic background of nunchaku getting used as shielding weapons strongly suggests their possession, just like the possession of firearms, is on the core of the 2d change. however, at the same time as recreational gadgets, nunchaku may nevertheless be at the core of the second change's protections. The courtroom, hence, finds that as a minimum intermediate scrutiny applies to area 265.01(1)'s ban on nunchaku.

"even though 'intermediate scrutiny' may have diverse connotations in diverse contexts, here the important thing query is whether or not the statute[ ] at problem [is] 'substantially involving the success of a vital governmental pastime.'" "The legitimate and compelling state hobby in keeping the community from crime cannot be doubted." hence, the court "want simplest inquire ... no matter if the challenged laws are 'appreciably related' to the success of that governmental hobby." Given the dearth of nunchaku-related crime, discussed [above], and the all-encompassing nature of the manhattan nunchaku ban, it can't be noted that the "fit between the challenged rules" and the state hobby is "titanic." ... "[O]n intermediate scrutiny overview, the state cannot get away with shoddy statistics or reasoning." ... "To live on intermediate scrutiny, the defendant[ ] ought to demonstrate 'budget friendly inferences in response to massive proof' that the statute[ ] [is] noticeably concerning the governmental activity."

With appreciate to the nunchaku ban, Defendant has it appears that evidently did not accomplish that.... Defendant has offered just about no proof assisting a public protection cause for a complete ban (as hostile to lesser restrictions) on the possession and use of nunchaku in manhattan State.

for that reason, the court finds that section 265.01(1), as utilized to nunchaku, doesn't survive intermediate scrutiny and should be invalidated as unconstitutional. however, this ruling purely displays Defendant's failure to present sufficient proof and argument to assist section 265.01(1)'s constitutionality as utilized to nunchaku and "do[es] no longer foreclose the chance that [the government] could sooner or later present evidence to support this kind of prohibition[ ]," or some lesser limit, on the possession and/or use of nunchaku in new york.

[E.] In easy of the court's finding that part 265.01(1) as utilized to nunchaku is unconstitutional, the court additionally invalidates the portions of N.Y. Penal legislations § 265.10 ... that practice to nunchaku [and that ban manufacturing, shipping, or disposing of nunchaku]....


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Dragon corpse washes ashore in Spain | killexams.com real questions and Pass4sure dumps

Experts in Spain are analyzing photos of a mystery creature that washed ashore on the beaches of Andalusia. From a machine translation of a story at ideal.es:

In appeared yesterday afternoon on the beach in the hamlet Luis Siret cuevana Villaricos, a strange 'body' of more than four meters in length. It was what might seem like a big fish, but in an advanced state of decomposition ... commenters spoke of a 'Loch Ness Monster', 'mutant fish ', and made a lot of humorous comments.

The truth comes from Cuevas Civil Protection in Promar: "In summer we monitor the beaches. A lady found part of it, then we got the rest. We have no idea of ​​what can be, but it smelled bad. Promar experts are trying to see what could be ", said Civil Protection Coordinator Maria Sanchez.

Amazon’s plan to bring 25,000 jobs to a NYC campus is under fire from locals, as more details are revealed of what was promised to Jeff Bezos’ empire.

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Amazon sometimes dipped into tips earned by contracted delivery drivers for its ‘Flex’ service to cover the base pay they’d been promised, a Los Angeles Times review of emails and receipts shows.

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Bottom line: If the new Consumer Reports study is accurate, far more people have been killed or seriously hurt by electric scooters from Bird, Lime, and other dockless scooter-share companies than anyone realized.

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There’s a lot of competition on the internet, no matter what your hustle. The important thing is that when people search for what you’ve got, they find you – and that means keeping everything from your keywords to your mobile access up to date. To do that, you either need a full-time web guru or […]

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'Dragon Ball' Reveals Great Saiyaman 4 | killexams.com real questions and Pass4sure dumps

By Nick Valdez - December 24, 2018

Super Dragon Ball Heroes will be launching a spin-off on Nintendo Switch in Japan next year, and like the rest of the game franchise, it will be introducing brand new characters to the series.

One of such characters making their debut in Super Dragon Ball Heroes: World Mission, is the fourth iteration of Great Saiyaman. Which not only made its debut in the latest trailer for the game, but revealed a closer look in a magazine spread which you can see below.

Though the secret identity of Great Saiyaman 3 (which fans can see briefly in this latest trailer as well) is still under wraps, Great Saiyaman 4 is far more clear. At the end of the World Mission trailer released during Jump Festa 2019, it's revealed that Beat (the main character avatar in the Dragon Ball Heroes arcade game) uses a special transformation device to transform into the next Saiyaman.

Like much of the designs introduced in Dragon Ball Heroes, Saiyaman 4 looks far more advanced than Great Saiyaman's humble beginnings. Rather than just be a helmet or a bandana and sunglasses combo, Saiyaman 4's outfit seems to be a full set of transformable armor. Though it's still unclear as to what boost this will give Beat, it will certainly be a big help against the game's big new nemesis, Cirrus.

Super Dragon Ball Heroes: World Mission has not been confirmed for a release in the United States as of this writing, but is currently scheduled for a release in Japan in 2019. The game will feature over 1,000 of the cards featured in the original arcade game and touts that over 350 characters will appear. If you're unaware of the arcade game this is spinning off of, Super Dragon Ball Heroes is the latest digital card fighting game and the top earner in the digital card arcade scene in Japan. Developed by Dimps, the update brought enhanced graphics and the ability to play as seven characters at the same time and provides all sorts of fantastic fan-service never seen in the original series.

There's a promotional anime series for the game currently underway as well with Episode 6 of Super Dragon Ball Heroes' finally going live as of December 22. Titled "I'll Settle This!! Ultra Instinct Finally Goes Into Operation!," the synopsis for the episode reads as such, "After an endless fierce battle, Ultra Instinct finally goes into operation. Amidst the crumbling Prison Planet, a final battle begins with everything on the line!"


Tim Willits interview: Rage 2 gets crazier with an injection of Just Cause and Mad Max | killexams.com real questions and Pass4sure dumps

I’d like to meet the artists at Avalanche Studios who came up with the crazy art of Rage 2. I can guarantee you that they’re nuts, because they have created a postapocalyptic world that is even more insane than the one from one of their prior projects, Mad Max. You have to wonder how they had the imagination to create Rage 2, at least until you meet Tim Willits.

Willits is the studio director at id Software, and he commanded them to honor one of his pillars for the game by writing on a whiteboard: “More crazy than Rage.” And that’s how id Software wound up with a game that has a far different tone from its prior games like Wolfenstein, Doom, Quake, and even the original Rage from 2011.

How crazy is it? It has so many colors mixed together that when you shoot someone up close with a shotgun blast, you can’t even tell the red blood spraying on the wall from all the other colors. We’ve seen some crazy shooters before like Saints Row, Far Cry 3: Blood Dragon, and Just Cause 4. It so happens that the latter game was made by Avalanche Studios, which is building Rage 2 for ZeniMax’s id Software. Rage 2 joins this happy genre on May 14 on PC, PlayStation 4, and Xbox One.

I played Rage 2‘s latest demo at an event in San Francisco, and then we talked. Willits did a short presentation and then opened it up for a Q&A with a group of journalists. (I’ve marked that part of the conversation with “question,” and my part of the interview is marked with “GamesBeat” queries). Has he lost it? Well, Willits may have indeed gone crazy to greenlight such a game. But then again, as a game developer who grew up at id Software making bloody shooter games, Willits may never have been sane in the first place.

Here’s an edited transcript of our interview.

Above: Tim Willits is studio director at id Software.

Image Credit: Dean Takahashi

Tim Willits: There are two questions that everyone asked me. The first question is, “Why Rage 2?” and the second question is, “How is the relationship with Avalanche? How did that come together and how do you work together?”

To answer the first question, Rage has always had a special place in our hearts at id Software. Millions of people played it. It was well-rated. We always liked to bring our style of combat to an open world. But one of the problems with the original Rage was that the technology really limited us to not much of an open world. You had gunplay areas and driving areas and cities. You had level loading and switching disks. That was a nightmare. I like to say that mega-textures look pretty, but they weren’t great for actual gameplay. But we always wanted to come back to this world, because we love the open world style.

When Avalanche Studios, the Swedish studio, very famous for Just Cause and Mad Max — when that team wrapped up Max and there was an opportunity to work with them, we jumped on that opportunity. We’ve liked those guys for a long time, and they’ve liked us. What’s great about working with Avalanche is, they bring to the table the Apex engine. This is the Avalanche engine. It’s not id Software technology. They also bring the love and experience of creating these open world games.

What we bring, we have a lot of experience on hardcore first-person shooters. If you’ve played Doom 2016 when it came out, that pushed forward combat, excelled at combat. We’ve taken a lot of inspiration from that style of combat. You may not have realized this, but all the mechanics really do get you closer to the action, even though it’s a much bigger game. All of the active abilities really get you into the fight. Even the weapons — we don’t have a classic sniper rifle in this game. We reward you for getting into the action.

Avalanche, like I say, is the developer, but a number of people at id work with them every day. We have experts at id that have helped bring this id style of combat to the open world. It’s not like a block of code that we just check into their engine. It’s the knowledge of where the gun position should be, animation, speed, situational weapons, things like that. When we’ve had resources at id working on the game, they’ve come in and worked with the Avalanche team on the specific things they do really well.

We’ve learned a lot by working with the Avalanche team. Personally, I come from a level design background. I’ve always thought about levels where you have a beginning, a middle, and an end. Avalanche has taught me to think more about levels as areas you can approach in any way.

Above: Klegg Clayton has a fan on his shoulder.

Image Credit: id Software/Avalanche

Question: Compared to the original game, it feels like it has a much more over the top, bombastic, almost cartoonish theme running through it. Can you explain why you wanted to go in that direction?

Willits: Rage was very brown and drab. Mad Max was very brown and drab. When we got together, we opened the color wheel and said, “Wow, look at all these colors! This is amazing!” Like I said before, we wanted to set the world apart from the original. The engine has allowed us to create these biomes that bring much more richness to the environment, which then led to us creating characters that were brighter and more colorful. And then the vehicles and the architecture.

All that seeped into the tone and the personality of the game. We wanted to create a game that was fun. We don’t take ourselves too seriously. Sometimes game designers forget that games are supposed to be fun. By really setting the look and the colors and the tone apart from not only our own post-apocalyptic games, but we also have other post-apocalyptic games out there that exist in the space — it allows it to be refreshing. We can focus on the fun aspects of playing video games.

Question: Did you have a line where you thought, “We still want to retain some of that gritty feeling of the original and not go too far?” Or did you just want to go all the way there?

Willits: There is some — you’ve played it. There are some things that are a little dark-ish. But no, we had no official lines. When I met with the team in Stockholm, I wrote on the whiteboard, “MORE CRAZY THAN RAGE.” That was the first pillar of this game. The Avalanche team loved the fact that they could do whatever they wanted to. They were not constrained by some defined universe that they had to live in. That’s our mentality.

Question: How much story is there? Is that something that keeps pulling you in a particular direction?

Willits: Like I mentioned before, you as Walker, that’s a very classic story. But the bulk of the story really does come from Marshall and Loosum and Kvasir. You got a little bit there, the power struggle with Clayton and things. And then of course there’s the other characters in the world that you can talk to, and the environmental storytelling. But those characters really drive the story.

You, as Walker, you talk, which is new for us. A few people have told me that, when they first started playing and Walker talked, they thought, “What’s going on?” It threw them off. But we did that to help tell more of a story. We did that to help people who never played the first one — Walker will tell you what you need to know when you play. If you notice, sometimes Walker says things that you’re thinking, making fun of video game tropes. “I’m really supposed to stick my arm into this? I’m the only guy who can do this?” He helps push the story forward as well.

Above: Loosum Hagar is a fairly normal character in Rage 2.

Image Credit: id Software/Avalanche

Question: You brought up Doom, and I thought of that too when I was playing, but I think the thing that made Doom’s push-forward combat so good was the lack of reloading, always sprinting in every direction. This game doesn’t have that. How do you think that affects getting to the combat that you want?

Willits: We couldn’t re-create the exact same microcosm of action that we had in Doom. With the weapons and the reliability of the weapons we have, we wanted to keep reload in, so you can fight, fight, pace, reload, set up, and then re-engage. But with the abilities and rewarding people for quick kills, that does help you get into the action. When people play it, I’ve been very pleased when they come back and say, “Yeah, it feels like an id game, but it has all this other stuff.” Kind of like the love child of Avalanche and id.

Question: Was there any required reading or source that the development team had to take in for this?

Willits: When you play it, obviously, you can sense things in the world that are inspired. We get this question a lot. Rage, of course, was an inspiration. The games that Avalanche has done have been an inspiration. We’ve tapped into some of that ‘80s punk culture a bit. Some of the classic comic books, we’re all big fans. If you read the original Judge Dredd comics, you can see some inspirations there.

One thing we do try to do, though, is keep a flat enough design structure where everyone feels they can bring their own inspirations and desires into the game. The world is crazy enough, for lack of a better word, where we can bring stuff in from all over and it all just works.

Question: Not to only compare it to Doom, but did you ever feel like you were competing with yourself, in a way? You’d come up with design ideas and realize, you already did that in something like Doom?

Willits: It’s always a fine line. You want every game to be unique, but then for id games, we like to have that DNA that flows through them. You can pick them up and play them and it feels like an id game. There are some mechanics that have naturally evolved into our games. We have double jump here, and we had double jump in DOOM, for instance. If you watch the DOOM stuff we showed at QuakeCon, and then play this, it looks a bit similar. But they have unique personalities and unique styles. There’s enough difference that they stand on their own.

Above: Rage 2 features car combat after the apocalypse.

Image Credit: id Software/Avalanche

Question: Is this Avalanche’s engine entirely, or is it a shared code base?

Willits: No, there’s no id Software technology in this game. But again, a lot of the lessons we took away — there is no cover mechanic for you as a player, but the enemy does take cover. When you shoot them and they get back up, that was a signature component of the AI in the original, and we brought that back. Knocking the armor off some of the beefier enemies, that was a signature piece in the original. We tried to bring that back in.

Question: When it got more crazy, it also got more like Just Cause. Did you want to avoid comparisons to things like that?

Willits: It’s hard to make a franchise for so many years and not have inspirations come from there. I’ve always been a big Just Cause fan. That’s the Avalanche style. I tell the guys sometimes, “More exploding barrels! More stuff that swings and breaks and blows up and falls over! That’s the Avalanche thing.” I’ve actually pushed them more toward the Avalanche style, because it’s just fun. There is no wingsuit, though, and no grappling hook.

Question: What is a Nanotrite?

Willits: You didn’t play the original, did you? [laughs] That’s okay. Let me back up into the fiction. When the asteroid was going to hit the earth, mankind started the Eden Project. We froze people in arks underground, and then we put nano-robots inside the systems of the people who were frozen. The idea was that the nano-robots would heal you and help you survive in a post-apocalyptic world.

This technology has advanced, and the Authority and scientists from the Eden Project learned how to manipulate and enhance the Nanotrites. That led to using them as the fiction behind what you can do in the game.

Question: It’s always hard to tell in open world games, but do you have an estimated play time for the game?

Willits: I get that question a lot. People are spending longer, even on this small section of the game. You all spent much longer than I originally thought anyone would, which is good. But we haven’t really had testers starting from the very beginning with as much time as they want to go play. So I know this sounds cagey, but we haven’t gone through that exercise yet.

Above: A freeze frame from a screen in Rage 2.

Image Credit: id Software/Avalanche

Question: Do you have any PvP plans for the game?

Willits: It’s a single-player game. We will have a few community things, but we’ll be talking about those later. We feel that we’re offering great value in this game, and it’s only single-player. We will have some free updates and some paid updates. We want to extend the tail of the product.

Another question I get a lot is on systems and platforms. What’s the difference between the game on the Xbox One and Xbox One X? We went with speed over 4K. On the PS4 Pro and Xbox One X, the faster consoles, it’ll run at 60fps. On the slower consoles it’ll run at 30fps. On PCs it’ll run as fast your system lets it, and it’ll run in 4K, of course. You were playing on PC today. I think they were just 1080s.

Question: Have you considered co-op play at all?

Willits: We’ve talked about that a lot. People love playing with their friends. As game developers — and Todd Howard is famous for saying this, so I’ll steal his line — we can do anything, but we can’t do everything. For us, we wanted to focus on core combat. We wanted to focus on a really great world. That’s where we ended up. But it would be cool, and we have talked about it.



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