Okay, continuing this series on Python 3. Today we're going to be looking at detecting whether a number is an even number or an odd number. Okay, so here we go. We're going to write this into a script. Again, I'm going to use Vim as my text editor, use whatever text editor you prefer. Again, make sure it's not a word processor. That would be bad. Also, this is part of a series. There should be an annotation on the screen to the full playlist. So here we go. Vim, I'll call this just even.py. We are going to start off this code as always with our Shebang line. This is important, although not necessary for the code to run proper.  Okay, so what we need to do, we need to ask the user to enter a number. We'll say x and we're going to say input and we'll say enter a number. And as we've talked about in last tutorials and tutorials before, since this is going to be a number, we want it to be an integer, we are going to put it that within the function of int. So the user enters a string and then we're going to convert it to integer, which is a whole number. Okay, at this point we're going to say if and we're going to say x and we're going to say percent 2. Okay, do you guys remember what that does from our math video that we did weeks and weeks ago? The percent sign is saying find us the remainder. Basically it's dividing the number and finding the remainder. And we're going to say if it equals zero. Well then we're going to print this is an even number. Right? And now what if it's not what if there isn't? Then we can say l if and we could say percent x percent I'm messing up here. 2 equals 1. Because when you're dividing by 2 your remainder should be either 1 or 0. It's either going to divide evenly or it's not. So we're going to say print and we're going to say here this is an odd number. We'll save that. Then we're going to change mods to make it executable and this is once again a script is non executable just like any executable whether it's binary or script should not have permission to run until the user gives it permission. So you could do this and then you can just run the script as is and we'll check the shebang line for the interpreter or you can directly put it into the interpreter which hopefully is already installed and executable on your system. But the point is that the script by itself cannot just run by simple clicking it doesn't have permission unless the user gives it permission to run. So then I do .slash that's just saying .slash means this folder. In this folder run this program even .py. Then we'll say enter a number. I'll enter the number 5 and hit enter and it says that is an odd number. If we run it again and I say 10 it says this is an even number. You know and you can do big numbers you can say blah blah blah and this obviously because you always look at the last digit is an even number so this is an even number. I can go do do do and this by looking at the last digit we already know is an odd number. So I mean a simple code but definitely could become important especially if you ever start working with more advanced things like gaming not that I'm going to get into that with any of these tutorials but you start getting into a lot of number stuff to figure stuff out when you work with gaming so this is definitely something that could be useful if you're planning on going down that avenue down the line. But anyway I'm going to enter the the code again with my text editor Vim and again we'll review here and we'll make some changes to see if certain things make a change. So again our shebang line is just saying this is a Python 3 code making sure it's not running in Python 2 or some other interpreter. It's Python 3 that's the environment we're running in. Okay so we have x equals and we're getting the user input which is a string but converting it to an integer. Now as we said we're finding the remainder of the number when it's divided by 2 and again it can only have one of two remainders when you're dividing by two either one or none. So as I said in a previous tutorial stuff like this this makes sense there's only two options so I can have if and l if but really the same thing which would be shorter is just to put else because it's either going to have no remainder and be even otherwise it's an odd number or they didn't put in a number which would cause an error before this as we looked at in the previous tutorial. So just by changing that I can run this again hitting enter I can type in a number and still get that's an odd number or an even number. So looking at this once again before was definitely good for tutorial purposes and definitely is fine to do in your code I'm just showing you that there are different ways to write code and get the same results it's all depending on you know you have to think out all the options if there was options other than one or zero then this else case wouldn't work because it would accumulate accumulate it would combine two answers that may not be and one may not be an odd number if there was a third option so just wanted to point that out so again I hope that you enjoyed this tutorial looking at figuring out whether numbers even or odd and once again pretty much everything in here is stuff that we've already done in previous tutorials was combining them in different ways to get different results and really what I've taught you so far in these first tutorials of printing stuff to the screen so user input and output so getting user information from user and outputting stuff to the screen writing to a file reading from a file saving stuff to variables and then things like if statements and while loops that is I mean you already know 90% of what you're going to need to know when it comes to programming yeah there's still a whole lot of other stuff you can do but when you write out code even when it's when you start creating way more advanced programs majority of what you're gonna be doing is stuff that we've already done these first what tutorials is this 16 or 17? 17 and the first one wasn't even real tutorial it was introduction so I mean in this little time looking at few of these examples you already have the knowledge if you get these down and you learn them what you've learned these tutorials so far you got in my opinion I mean I don't have exact numbers on this but I would say 90% of what you will need for every code you will ever write in Python so we're gonna keep going we're gonna keep learning stuff we're gonna be looking at aspects of it but even as the code gets bigger or more advanced looking majority of it is gonna be these simple basics that's why it's important to learn the basics first you know so yeah anyway I thank you for watching once again I hope that you do visit my site filmsbychrist.com that's Chris of the K there is a link in the description great place to search through my videos also find links there to social networking stuff my Google Plus page Facebook page Twitter account also a link to the IRC channel there which is a great place to come hang out and become a member of this community and help other people with problems and have them help you so I hope to see you in there and I hope that you have a great day


Well, the film The Wizard of Oz was released in 1939 and years later, it's still celebrated. For this week's community spotlight, Haiti Clotter shows us how there's no place like Grand Rapids. For 42 years, the Grand Rapids community has celebrated their favorite daughter, Judy Garland, better known as Dorothy from The Wizard of Oz. After 78 years now, it's still recognized. It's so much a part of American culture. A Wizard of Oz festival was held at the Judy Garland Museum to honor the movie star and celebrate her 95th birthday. It was all things wizard. The day started with a dash for the Ruby Slippers 5K run. It definitely brings people in. Yeah. Come all over. It's definitely something to be proud of. There was an obstacle course and lots of children's activities. Dorothy is my favorite character. The Wizard of Oz is the Bacom's family favorite movie and they've seen it a thousand times. I think we're most excited to see the characters and the carriage rides. The unique campus has many attractions, including Garland's old home. The Judy Garland Gallery features a 2,000 Wizard of Oz collection and other artifacts from the film. This is the actual carriage in the film where Dorothy, Toto, the Tin Man, the Scarecrow and the Cowardly Lion go through Emerald City before meeting the Wizard. Of course, the Wicked Witch of the West was not far away. Rose Haney was at the festival with Truman, the same kind of dog as Toto. She says the movie teaches lessons in life. Don't judge people based on how they look. They might like the Tin Man. He said he didn't have a heart and the Lion thought he didn't have a carriage. And Toto, well, Toto was a hero. For this week's Community Spotlight in Grand Rapids, Haley Clodder, Lakeland News. If you've enjoyed this segment of Lakeland News, please consider making a tax-deductible contribution to Lakeland Public Television.


From around the globe, it's theCUBE with digital coverage of AWS re-invent 2020. Special coverage sponsored by AWS Worldwide Public Sector. Hello everyone, welcome back to theCUBE's coverage. This is theCUBE virtual and our coverage of AWS re-invent with special coverage of the Worldwide Public Sector day. I'm your host, John Furrier. We are theCUBE and I'm joined by Trayvance Hyper Scaler partner lead with Red Hat. Trayvance, welcome to theCUBE. Thank you, great to be here, John. Very happy to be at my first virtual re-invents, but probably my third in a row re-invent itself. You know, it's super exciting. Usually we're in person, as you mentioned, but theCUBE virtual, your virtual, we got to do it virtual this year, but the game is still the same. It's about learning, it's about getting updates on what's relevant for customers with the pandemic. A lot of things have been highlighted. And this has been the big fun of re-invent because you mentioned three years, this is our eighth year. We've been there every year since the, except for the first year. But you just look at the growth, right? But it's still the same cadence of more news, more announcements, more higher level services. You know, with OpenShift, we've been following that with Kubernetes and the containers, service meshes. You're seeing microservices, all this coming together around open source. And Public Sector is the main benefit of that, right now. If you look at most of the interviews that I've done, the mandate for change in Public Sector is multi-fold in every vertical, education to military, right?  Tell us more about Red Hat and the AWS partnership around Public Sector, because I think that's really what we want to dig into. Absolutely. And there definitely have been changes this year that have inspired innovation. Red Hat and AWS have been on a path for innovation for quite a while. Red Hat in working with the open source community and taking an iterative approach to what we call upstream first, which is essentially to develop in the open source communities to mature those into enterprise grade products and then to iteratively take those findings back to the open source community. So Red Hat and AWS have had a long history of collaboration, starting all the way back in 2007 with Red Hat Enterprise Linux being available within the AWS console, continue on to things like AWS Quick Starts, which are reference architectures for how to deploy products that you're managing yourself. And then more recently, recent being the last say four years to offer a OpenShift managed service within AWS and now continuing that with a joint offering that's gonna be forthcoming that's the Red Hat OpenShift service on AWS, which will be the first native offering and joint offering with AWS by a third party such as ourselves. So there's a history of innovation there and a history of collaboration and I think we'll talk a little bit later on in the interview specifically about how that relates to public sector and their unique needs. Yeah, well, let's just get in there. What are some of the unique needs?  So certainly there's customers that are in need. What specific requirements are there? Can you tell us how Red Hat and AWS work together to meet these challenges? Sure, so the public sector group is composed of many organizations and agencies, both when I think of public sector, I think of the federal civilian space, I think about the DOD, the state and local and education, all of those elements of public sector have different needs, but there are some standards that are very pervasive in the public sector, things like FIPS and how you articulate your compliance with particular validated cryptographical modules or with how you express a control statement using something like the NIST 853, which is critically important for cloud service offerings. And so those are some of the things that Red Hat and AWS have a heritage of working together and also providing deep explanations for those organizations and their mission so that they can comfortably move into the cloud, do digital transformation by taking applications that may be on-prem today and having the confidence to move those into the cloud with security and compliance at the forefront. So when I think about the overall mission of government and then the threats to that mission, whether they be state actors, individuals, there are serious solutions that have been developed both in the open source community to provide greater visibility into security and there are things that the government has done to kind of create frameworks for compliance. And those are things that we work with in the open. So we have a process that we call compliance as code, which can be found both inside of repositories like GitHub but also on our website where we articulate how our products actually work with those compliance frameworks, the cryptographical authorizations and some of the certifications for technology that the government's put forward. So if it's compliance as code, like infrastructure as code, which is DevOps, what do you call it? Gov DevOps or GovOps, compliant ops, it's kind of got a little DevOps vibe there. I mean, this is a real question. I mean, you're talking about making compliance automated. This is what DevOps is all about, right? I mean, this is kind of where it's going. How do you expand more on that? Take a minute to explain. Sure. So Red Hat over the last 20 plus years has been doing things that are now called DevOps or DevSecOps, any number of combinations of those words but the reality is that we've worked in things like small teams, we've worked to make things like microservices where you have a very well-defined and discrete service that can be scaled up and then that's been incorporated into our products but not only that, we release those things back to the open source community to make the broader Linux platform, for example the broader Kubernetes platform to make those things stronger and to also to get more visibility to some of those security items so that there is a level of trust that you can have in the software supply chain that's being created not only with these, but the things that the customers are building based on these solutions. Yeah, that's a good point, trust and all that compliances too but also when you have that trust, now you got a product, you want to actually deploy it or have customers consume it. It hasn't always been easy trade in government. You got FedRAMP, I mean I talk to Theresa Carlson about this all the time at AWS. There's all kinds of things you got hoops you got to jump through. How are you guys making that easier? Because again, that's another concern. You guys got a great channel, you got the upstream first, you got the open source enterprises certainly do great and now you're doing great in public sector. How are you guys making it easier for partners to unwrap into all these Fed programs? Yeah, so when I think about the application transformation that organizations are going through, we have, especially in the OpenShift environment, we have what we call the operator framework which allows operational knowledge to be used as code and that's going to be kind of a running theme for us but to be able to do these things as code, whether it's things like our compliance operator which allow you to do testing of a production environment, testing of operational elements of your infrastructure to be able to test them for compliance. Is FIPS enabled? Are FIPS cryptographic libraries being used and at what levels are they being used by simply the operating system? Are they being used in the Kubernetes environment? Are they even being used to access AWS services? So one of the big things that is important for Red Hat customers that are moving into the cloud is the depth at which we can leverage the cloud provider services such as the AWS services but also bring new application services that the customer may be familiar with on-prem, bring those into the environment and then be able to test. So you trust but you verify and you provide that visibility and ultimately that accountability to the customer that is interested in using your solution in the cloud and that's what one of the success criteria is going to be. Yeah, and speed too is a big theme. We're hearing speed, agility. I mean, agility has been talked about all the time with DevOps, DevSecOps and all these ops automation but speed to deployment. This brings up to the point about we kind of teed up a little bit at the top of the interview but it's been a big year for disruption, pandemic, uncertainty, polarized political environment, geopolitical. You got stuff in space, congestion, contention there. You got the edge of the network exploding. So we all knew paradigm shifting going on everywhere, right? So, you know, and all the turmoil. Pandemic specifically has been driving a lot of change. How has all this disruption accelerated the public sector cloud journey? Because we were talking earlier, you know, the public sector didn't have a big IT budget. That was never super funded like enterprises. Not flush with cash. And their motivation was to kind of go slow. Not anymore. Not anymore. So I think a lot of organizations have drawn inspiration from those factors, right? So you have these factors that say that you have a limited budget and that necessity brings out the innovation, right? And especially for government organizations, the spirit of the innovation is something that runs deep in the culture. And when faced with those kinds of things, they actually arise to the occasion. And so I think about things like the U.S. Navy's Compile to Combat 24 program, which we're a part of. And that program is leveraging things like automation, DevSecOps and the agile methods to create new capabilities and new software. And as the program name says, it's compiled to combat in 24 hours. So the idea is that you can have software that has created a new capability deployed in theater within a short period of time. That's very agile and it's also a very innovative thing. And that's all leveraging Red Hat's portfolio of products. But it's also their vision and their methodology to actually bring that to life. So we're very fortunate and very glad to be a part of that and continue to iterate in that way. Well, it's nice to be on the roadmap of the products, requirements that are needed now that never, because the speed is super important and the role of the data and all the things that you're doing and open source drives that. Trey, great to have you on, sharing your insight. What, just a personal question. Hyperscale Partner Leader is your title. What does that mean? It means you're, we're going to Hyperscales, your Hyperscale, who your partners, just take a minute to explain what you do. That's a fascinating job. It definitely means that I'm Hyperscale 100%. The other thing it means, we view the cloud service providers as Hyperscalers, right? They have capacity on demand, pay as you go, this very elastic nature to what they do. They offer infrastructure as a service that you can then use for the foundations of your solutions. So as a Hyperscale Partner Leader, what I do is I work very closely with the AWS team. I actually, super long story short, I came from AWS after spending about three years there. So understand it pretty well. And in this particular case, I am working with them to bring the whole portfolio of Red Hat products, not only onto the cloud for customers to consume in a self-directed manner, but also as we build out more of these managed services across application services, AIML, as you mentioned with things like COVID, there are discrete examples of things like business process management, decision-making that are used in hospitals and inside of places within the government, that are really wrestling with these decisions. So I'm very pleased with the relationship that we have with AWS. They're a great partner. It's a great opportunity to talk, especially now at Reinvent. So these are all really good things. I'm really excited to be the Hyperscale Partner Leader. That's great that you have the DNA from AWS. You know how to do the working backwards stuff. You know the cultures, both technical cultures. So very customer-centric. So nice fit. Thank you for sharing that. And thanks for the insight into Reinvent and Red Hat. Thank you. All right. It was great to be here and look forward to learning a lot this Reinvent. Great. We'll see you on the interwebs throughout this next couple of weeks. Tray Vance, Hyperscale Partner Manager, really putting in the cloud to Red Hat and customers and public sector. This is our special coverage of the public sector day here at Reinvent and ongoing coverage, CUBE virtual throughout the next couple of weeks. I'm John Furrier, host. Thanks for watching.


Good morning everybody I'm Tommy O'Brien coming to you live from TFNN at 9am Eastern time Monday morning 30 minutes to go until the opening bell and we got markets in the red led by the Dow off 2.2% or 570 points in the red you had the Dow down almost a thousand points in about two or three in the morning right now you're down 573 trading at 24,825 you had S&P futures down as many as a hundred points about right now you're down 56 points or 1.8% trading at 29,67 Nasdaq off 116 points or 1.2% trading at 95,15 we have oil trading lower down $1.28 to 34,98 you have gold trading lower as well gold right now of $27 at 17,10 in the 10 year yield we're getting higher prices and lower yield the yield 0.67% higher price in the 10 year lower yield 0.67% to start off the week start things off let's jump over to the charts and started off with the S&P putting it on a 15 minute chart you see the run from last week 32 31 there's your Fed action on Wednesday up about the same level above 3200 and since then quite a rocket ship to the downside Thursday the markets collapse Friday slightly positive day but look at that collapse we had on Friday I mean you started the day so much higher we went from 3076 down a hundred points at one point in the S&P thankfully the market seemed to save themselves with a rebound probe before the close getting a green print for the indices but none the less folks I mean you hit 2923 overnight with currently trading at 2946 still the futures down about 1.9% Nasdaq as low as 93 68 currently trading at 95 14 jumping over to the Dow down 572 points right now 24,832 you made it as low as 24,409 right at 2 a.m. Eastern time jumping over to crude 3468 we're coming into the range of the lows in crude at 34 36 and the gold contract so far this morning down a bit 1710 making new lows within about the last hour half hour on gold trading at 1710 currently jumping over to the VIX as we get ready for this week of trading how about a 44 44 high on the VIX overnight when you had the Dow down about a thousand yet S&Ps down about a hundred you have the VIX with a 44 44 print that yeah overnight currently the VIX still above 40 with elevated premium as you may expect folks markets were down what was it 5 to 7% on Thursday following the Fed Day volatility is here the VIX above 40 and Larry Pezzavento coming up live with trade what you see right now stay tuned folks live programming all day at tfnn.com we'll be right back


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Okay. Can everybody hear me? Can anybody hear me? Anybody? Okay. Great. Marcus hears me. Tony hears me. All right. Looks like we're going then. Okay. Great. Well, thanks everybody for coming to this next presentation, which is the Viewers and Open Simulator Panel. So with me today, I'm very pleased that I'm going to have to thank them for taking the time to be on this panel. So, in front, I'm sitting in a hot seat here because I'm the one with the actual presentation slides, but then I will be moderating the panel. So, everybody's decided to sit on. Okay. Most people decide to sit on one side. So, furthest to your left is, and do forgive me if I get any of this wrong, is Jessica Lyon of the Firestorm Viewer, who is the I believe the project manager, or the overall manager of the viewer, and sitting next to her is Cinder Biskitz, also of the Firestorm Viewer, who manages a lot of the Open Simulator aspects of the support they have for Open Sim in their viewer versions. Next to her is Latif Khalifa, who as well as being very heavily involved, I believe in singularity, is also of course one of the core developers of the LibOmv library, which both opens to another projects, kind of use a lot for the protocol, and of Radigas, the, well, I guess formerly TextViewer, but also recently of a lot of graphical components. And next to him, who for some reason, okay, bizarrely, I don't have a name tag for you, but I'm guessing that is Liru, who is also of the singularity viewer, who does a lot of work on that, a particular viewer. Sorry, I just lost one of my pages here for, actually, if you give me a second, I've got so many tabs opening some of these systems, as I'm sure people are familiar with that syndrome. But yeah, sorry. Yeah, Liru fears and fires, I'm sorry if I'm mispronouncing that, also known as Inusato Kanya, who's been working for singularity, sorry, on the singularity viewer for two years, but he's been using virtual worlds for quite a bit longer, and doing a lot of work on localization, support, and monitoring issues. And finally, if I actually rotate my camera the right way, sitting over there is Nicky Perian, who of course is one of the core developers on both the Kokura viewer, and before that, as many of you are familiar with, I'm sure the Imprudence viewer. And he's retired from the US Army and ABB, and the Kokura viewer is one of his hobbies, and I must admit, it's a lot of work, and it's always very impressively comes up on that viewer. So basically, the format of this panel is that, I'm gonna run through, first of all, a few questions that are full-top, which I think are gonna be interesting in terms of, to some extent, all in towards OpenSim, of course, but also about what kind of the people on this panel see as the future, and then I'm gonna open it up to general Q&A from the floor. So the way it's gonna work is that, probably the best thing, you can ask questions if you like during the talk, and people on stage are very welcome to respond, but we can also wait until the end, and I'll ask questions at the end, and then we'll deal with them there. So right, okay, let me refocus on my slide for a second. So what I'm gonna do actually is go to each of you in turn, and everybody can answer, if somebody just wants to let, somebody else on the same viewer project answer, then that's absolutely fine as well. Yes, I should have put that slide up, actually, showing who people were, sorry. Right, so I'm just gonna wait for this slide to appear. Okay, so the first thing really actually is introduction. So if I start from, well, apart from what people actually wanna say a little bit about their viewer, and kinda like the open sim aspects of it. So if I start right on the left side from the audience point of view, which is Jessica, if you could say a few words about that, please, that'd be great. Yeah, sure, so basically, Phoenix is being used quite a bit in open sim early on, and when we started up Firestorm, we were, I was contacted by quite a few people in fact, and a lot of educationals that were moving over to open sim, saying that Firestorm works really good in open sim, but it's got this bug or that bug and the other bug. And as well at the same time, there was some questionability as to the future of Second Life, and as most people know, our primary focus has always been with Second Life. But we're all about options. And so I wanted to bring a focus on Firestorm into open sim to give Second Life users the option for switching or moving to or just transferring back and forth from open sim to Second Life. And so we brought on Armin, many of you know Armin, initially as our open sim developer, but his life got very busy. And so then we brought in Cinder here, who is practically a hero, I think for us in open sim compatibility. And so we've brought a focus into open sim as well now so that we can, it's about options, right? It's about giving people a choice to use open sim or use the viewer wherever they want, whatever grid they want. And I don't know what else I could say about that. Okay, great. Cinder, is there anything you'd like to add to that? I don't know. Okay, no problem. Latif? Sorry, is it Latif? Am I saying that right? Yes, it's fine. So Singularity Viewer is a viewer based on a lindelab code and it's using the familiar good old V1 interface, but most of the guts have been since replaced with a more recent code. So we have stuff like Moop and Mesh and all the latest goods that come from that way. Singularity has a small development team like most open source projects. And it has only one version. There is no specific version for open sim since lindelab wouldn't license Havok and other things to us anyway. With regards to open sim, we have a long and good history of cooperation with open sim grids and the open sim protocol itself, the, not the protocol, the people who develop open sim. And that support includes the standard grid manager with grid info protocol for easy addition of the sims. And we have some things that are being developed like our octopus system which allows the simulators to add custom menu items and custom dialogues to the viewer. So you can have a user interface modified by the simulator itself. We also have a support for, for example, a map in hypergrid mode. And the adding in cooperation with open sim development team things like export permission and other things that are, that are going to be part of the future protocol extensions. So that would be a short intro into singularity and open sim. Great, thank you. Lira, do you have anything to add? Is there anything you'd like to add? I'm not really sure. Latif really covered it all. I, yeah, I guess I don't have anything to add. Okay, great. And finally, Nicky, if you'd like to give a little introduction to Kukua. Okay, well Kukua came about about 18 months ago when through a lack of interest I just tried to fill a vacuum and start developing it. At that time, we tried to stay close to the second line viewer and add open sim capabilities as they came about. And I expected that it would not be able to stay close to second line for very long, but that's proven not true. We are still within weeks of an upgrade on the second line viewer have that into Kukua. But we do spend a good bit of time on testing within the open sim community. And to their credit, the open sim users are much more technically oriented and are into diagnosing problems. And that may just be from survival. I'm not sure. Okay, great. I think that actually leads on to, I think it does anyway. So it leads on to, well really we've already addressed this. So at least the first part or however, I don't know. Actually, no, this is the first question. So I'm getting a bit at odds and ends there. So actually, if I just go back the other way, so Nikki, I mean, how much do you think your viewer is used of open simulator? And I think you've already kind of said this. I mean, how did the users differ if at all compared with, and I don't mean this in any kind of discriminatory way. I'm just kind of interested in whether there is a different flavor of community, whether it's more, as you say, more technically oriented, for instance, is there anything you'd like to say about that? Okay, we recently pulled in the automatic update version from my second life. And so they're on a different website or downloading than what the other, all the general population uses. So right now, based on the downloads, those that are in the automatic update system versus those that just respond to a blog entry, I'd say about two thirds of our users are open sim. Okay, that's quite a high proportion.  I think quite a lot of support there. So that's an interesting proportion. So I don't know, Leroy or Latif, would you kind of care to talk about that? Well, the users, oh, I'm sorry. You mean about the usage of singularity on open sim grids? Yes. Yeah, well, I think, you know, starting a few years ago, improvements seem to be the most used viewer there. And they are trying to pick up the sort of torch that you left because a lot of people like this interface, but improvements hasn't been maintained in the meanwhile. You know, people want stuff like mesh and media on a print and stuff.  So that would be, and I think we are having a lot of success in that area. We are also heavily concentrating lately on the content possibility, which I think is very important for open sim users. So you can export and import your creations from all grids, you know, respecting proper permissions. And we have been recently adding stuff like Colada export, which has been taken really positively by the open sim community. Okay, great. And Liru, and if there is anything you want to add, please do, well, please do jump in, but I'm sure you're already in the text as well, which is great. So I don't know, Nicky, did you want to say something more on that? No, I just misunderstood the intro. Okay, sorry. So, Cinder and Jessica, I mean, would you say, I mean, how much do you think open sim is used with your view, I guess for you, and I'm just kind of guessing here, that it's probably a fairly low proportion since you do have a lot of kind of second life users, but maybe I'm wrong. And would you think that the community is different, since they're more of an emphasis on, because I know there's a lot of education interests, for instance, in more defined viewers and having kind of simplified stuff, or is it kind of the same? Well, we've had, I've found that a lot of, first of all, we don't keep metrics on how many users we have in open sim. We don't have any way of collecting that other than our downloads, as those of you that know us know, we have two separate downloads because of the Havoc licensing issue through LinenLab, but we also understand that there are a lot of SL users who use our open sim download in Second Life as well. So even that's not a good measurement. As far as how many users go, we don't really use that. We use that more as a measurement of how well we're doing, how well we are addressing the issues that our users have. And so it's difficult to say. I tend to think that the more people we have, perhaps we're doing a better job than we were, say, last month or last year, that kind of a thing. I know that we have, I know there are a few grids that use Firestorm exclusively. I know that there are a lot of educationals who use Firestorm. And that tells me we're doing a good job and we're fulfilling their needs.  There's a lot of compatibility issues still to come. I've seen a lot of questions coming in local chat. And I think all of our viewers here on the panel can answer the same thing as yes, most likely yes, and yes, we're working on that. And yes, we plan on fixing that. It's just a matter of time. As far as open sim users compared to Second Life users, I think, I think open sim users are more of a cutting edge kind of group of people who are willing to explore greater possibilities. And also who don't like to be tied down by, say, rules set out by big company like Lin-a-Lab, for example. One of the nice things about Open Simulator is that it is open source server side. And there are a lot of orgs, I mean, just watching the keynote from this morning, there's a lot of companies who are taking great advantage, doing amazing things with the platform. And so I think that the users differ quite a bit. People in Second Life, I think, generally are there for the economy, they're for shopping, they're for socializing. And I think on average, people who are open sim specific are more exploratory and more wanting to explore the technology. Yes, I think it's one of these things where, because it is kind of, and there is disagreement on this, I still regard Open Simulator as alpha. I mean, it's not as complex as the view, it's only a third of the code lines, but it's still a pretty complex piece of software in its own right. And it's kind of, it's one of these development things where it's filling in the blanks for a lot of, I mean, anyway, I said this earlier, and I do regard it's filling in a lot of the Linden lab kind of blanks. And when you do that, you get a certain kind of result where you do get a lot of incomplete features and stuff, which you'd expect to work with a dozen and that kind of thing. But on the whole, it's actually quite interesting how many people are actually say, when you're talking rubbish, Justin, it actually works quite well, which when you can see all the problems, you don't tend to think. I don't know, so sorry, I don't know. I kept it in there, I don't know if I had anything to add, Cinda, about that. No, not really. Okay, so I'm gonna move on. And if anybody on the panel does wanna say something extra, please do interrupt me. So question two here is a question I guess I was kind of interested in generally because I was kind of interested in what the kind of blockers are, but starting from, really from Jessica again from that side, or actually, no, I should kind of alter this, shouldn't I? I shouldn't start the same person every time. I should actually start, this time I'm gonna start with Eulity, frankly. So what do you think would make it easier for your viewer to work with OpenSim and alternate grids? What could be done better, either by the project?  Or do you think there's kind of things that even grids could be doing which would help the viewers? But as you know, we have a very good cooperation with the grids. For example, Singularity is a base for the Avination viewer, which is also rooted in Singularity code. What can OpenSim project do? I think we do need to have some sort of coordination between not only OpenSim developers and the viewer developers, but between viewer developers among different projects. And that in order to implement these protocol extensions. And I've been listening to your talk yesterday where you have said that the viewer project is really huge. And even though many people say we should have an OpenSim viewer and we should break up with Lynden lab once and for all, I don't think those people really realize how big the viewer project is and what would we take? So we should continue to use Lynden resources in that way, the stuff that they open source, but it should not limit us to adding extra features and extensions to the protocol. And this is where I think we should have some soft of RSC repository for the protocol extensions. So for example, things that we are adding like support for a map in Hypergrid or the export permission or the octopus. I think we should have a tiny corner on the wiki perhaps OpenSim wiki where we can document the stuff that we have implemented and where proposals could be make. I hate committees and really formalize groups, which is why I think the wiki would be the perfect format to implement, to document what we have implemented. So people that are interested, okay, we want to put support in Firestone so the map works in Hypergrid. We could point them to the page, okay, this is the fields that are done and this is the patch where we have implemented in Singularity and you are welcome to take it into Cocoa or Firestone or any other viewer. Okay, yeah, great. No, I don't like groups either. I think I made the point yesterday that sometimes people seem to sit, I don't know, they're sitting down and trying to come up with a protocol before you actually have implemented anything.  But at the same time, you do need some kind of coordination. I don't know how that comes about because to be honest, I don't think we don't really even have that great coordination. I mean, from my point of view, and I think other people might disagree, but I'm not sure we have fantastic coordination even within OpenSim, right? We have this thing where, and I think I might get a lot of disagreement here, but we have this thing where somebody comes along with an interesting idea and they just implement it, right? There's not really a culture of saying on the mailing list first, well, I'd like to do this. It's more kind of well, there it is, there's the code and what now kind of thing. I think for stuff like the export permission, the Melanie implemented it in OpenSim and Liru has implemented it with help from Melanie on Singularity and and it will be really stupid to have other viewer teams re-implement the same thing and look through the code for how it's implemented stuff. It would be really nice to have one portal on the wiki where we could just document here are the things that are extensions of the protocol. This is what they do and this is how they were implemented. Yeah, and that of course would rely on server, on us documenting this as well. So I think it'll have to go around, but I'm just, so I'd just like to go to then, go to then on the other side on Nikki quickly and say, well, so what do you think about this question? Do I mean, do you have anything to say about what Latif said about this? Yes, I'd like to say some standardization on the export and how it should be handled. There seems to be two parties is that the large commercial bridge want to restrict exports and the smaller just getting started grids would like to get content any way they could. So that's a natural conflict. As far as what OpenSim could do, I think it should try to do some standardization to the second life viewer. For instance, script standardization or something as a resident program and sitting on it and being able to sit in the same manner as you would on either grid. I think those things would, if you could get the standardization up and the people would come more readily to OpenSim grids. Yeah, no, it is an issue. And I think partly it's because we do end up using code which has been front side. We use early code and early code kind of works, but then the kind of the strange little bugs which are in it almost get codified. I mean, I'm sure you're used to seeing this another kind of context, the kind of the way, the odd ways that things work end up being more difficult to change. Which is why I'm kind of keen not to try and say OpenSim is too mature because it really isn't to me anyway. And I really, I shouldn't start sitting here and just say what all my views kind of is. I'm asking you the questions, but you know, I think it's a difficult thing because we are dealing with a lot of buggy software and there's like, well, you wanna correct this, but that's gonna break people's existing scripts. And sometimes I think you do have to go ahead and do this, which is why I'm not keen on saying that OpenSim is really that mature and that's one of my reasons. Anyway, I'd just like to ask Jessica the same and Jessica and Cinda the same thing then. I mean, what response would you give to that all to the question? I'd have to mirror what Nikki and Latif have both said. Cooperation through communication, documentation, collaboration, these are all keys to being able to work. The trouble is OpenSimulator people have to understand that at least the three of us at the three viewers here up on stage right now are trying to stay compatible with two different platforms which are in some ways going in different directions on us. And that makes it difficult for us to maintain one or the other or both. And it would be great, like Nikki said, it would be fantastic if we could get some standardization so that that task, it's one less thing we have to worry about. And that way we can put our focus on new features that OpenSim may be coming out with as well as keeping up with, for example, LinenLab and Second Life. And so I couldn't agree more with Latif in regard to documentation of Wiki would be quite useful. And coming up with some kind of standard universality that we can all sort of operate from. And this way we also remain compatible with each other as well. Yes. Yeah, I think, you know, having the Second Life feel does effectively kind of act a little bit like that. And certainly I don't think I'm wrong in saying that the OpenSim project does strive to be more compatible with Second Life. That is the aim. It's not, the aim is certainly not to be incompatible. Of course that causes, you start to get into difficulties when you're trying to do something different. And that kind of conflicts of what the Second Life squeeze into the Second Life protocol. But I mean, definitely our aim is to be compatible because I think we really do recognize the value of that. So I'm just gonna move on then to our final question. The final question I have prepared here, which is really a very general question. And you can ask this really in any way you see fit but it's basically how do you see things evolving with respect to your viewer and virtual world systems? And by that I mean, do you think these things are gonna, because I will talk about survivability. I'm kind of the warrior of the thing if you like. I'm always trying to look what is the future and what can we realistically do? And how do you see these things? Do you see a continued evolution in virtual world systems along these lines?  Something better is gonna come along which maybe learns the lessons from what we have here. And actually kind of there'll be a renewal. Do you think these kind of things can be very long lived? So if I posed out first to Nikki, what do you think about that? Well, I think of course the technology moves so fast there's gonna be something that's gonna be better in six months or two years from now. But we have to be prepared to change with that technology. The viewers seem to be adding more and more stuff especially from the second life with materials and things like that. And that keeps going and going and going. I wouldn't have imagined they would have had four major feature ads within a year's time. That seems a pretty, pretty quick place to me. Right. Okay, and Jessica and Cynda, what would you kind of, what would you like to say on that? It's very difficult to predict, isn't it? As Nikki said, everything, things change so quickly and breakthroughs seem to be coming out more and more frequently. And like Nikki said in regards to second life, they've just come out with several big enhancements to the system, to the platform, at least to their platform and in fact OpenSim is keeping out quite nicely.  And certainly within the next 12 months, we can expect to see some more big breakthroughs which I don't know what they are yet. I know there's still more appearance things coming down the pipeline. And so it's very difficult to tell really, you're watching the keynote this morning and some of the ways that the OpenSim platform is being utilized for education and even city planning. You know, that's brilliant. That's absolutely genius. And so how do you predict what's coming in the future? Really difficult to say because it's all in the mind of the creator who come up with the ideas. And I'm perpetually flattered, just flattened, leveled by some of the uses that have been coming out. It's, I think it's fantastic. Cinder, did you have anything to add? Because, I mean, being our main dev, she's the technical side for Firestorm, especially in OpenSim. Developers, there are a few words. Yeah, yeah, some of us talk too much probably is probably how it comes down to. So finally, Latif, I mean, what do you think might, I mean, as Jessica says, it is very hard to predict the future. Maybe this is kind of an unfair question. I guess I'm really, maybe I'm, we're almost asking for speculation, which is there's no shortage of speculation around. But what do you think might, the future might help these systems? Do you think they're going to be long-lived? Or do you think something better might come along? Or, you know, what other things are kind of more important than that? I know that you always say that you regard OpenSim to be alpha. And I think if you need any proof that it's not and that has come a long way, it's this very conference, I'm very impressed with what you are able to achieve on completely open source stack. As for the future, I know many people want to have, they think downloading viewer is the hardest thing in the world and installing it is hard and it should be done on the web. But I don't see in the immediate future a move in that direction. It's certainly in the next five years, I don't think you will be able to achieve anything that's achievable in standalone application like a viewer today, even though we have seen yesterday Pixie viewer and stuff, but I've been testing a lot of these new technologies on the web and attempt to make it easier for the end user, but I don't see that happening in the next five years. And predicting more than that is very difficult to say. As Jessica said, Lin and Lab has turned on Turbon, their viewer development, and we'll have a hard time keeping up with them with all the new features, both on the viewer side and on the simulator side, but we'll do our best. I think there's also a bit of a balance that at least with Lin and Lab has their balance and we'll leave them aside, but as far as open sim and viewer development on our end is, as Nikki said, the limitations of the user's computers. And as technology evolves, as the platform is advanced and features are added, things like materials, for example, have a heavier requirement on the viewer itself. And so I think open simulator and certainly Lin and Lab should, I don't know that they will, but they should weigh out and balance the advancement of that technology to not alienate and eliminate your users who are on smaller budgets. And down. I'm sorry to interrupt. Yeah, I think this is definitely one of the challenges because of course there's something like open sim, or at least certainly the way this project is structured, it's much more anarchic, there's no central planning. So if somebody were to introduce these kind of heavy things, it becomes, I don't know, to be honest, I would still say that with our kind of approach of conflict hell and not any hell to everything, that you would ultimately be able to turn things down to actually be simulated side at least, yeah, options. I mean, maybe that's not a perfect solution because then you get fragmentation of what you're doing and everything becomes enormously more complex. I don't know how far one can really go of that, but I think as you know, open source projects have ways of responding to this kind of things and things come out for it. It might be a kind of a messier thing, but I think interesting things can happen. So we still got to have a good 15 minutes here. So I'm actually going to open up and take questions from the floor here. So I'm probably going to do the cut off, well, actually. There have been quite a few questions going out local. Yeah, so actually, is there anything any of you would really like to kind of actually speak about anything you've seen or I can take something on myself? Okay, so I guess one of the, this is probably an unfair question is people always go on about me and we came up today and I didn't blame them, of course, with regards to the hyper grid. There's this, yeah, 4.96 thanks to all of us, this bug where if you teleport and arguably teleporting across a map in the hyper grid is kind of a funny kind of thing. But if you kind of teleport any further than 4,096 regions, you end up with a graphical mess on the other side. And it's very difficult to know this thing. I mean, it sounds like the kind of thing which is going to be some kind of post-college issue almost. There's some limitation there and then that feeds through to some bad information on the graphic side and screws it up. I mean, does anybody have kind of like an idea what's happening there or and these kind of things? Sorry. I didn't really have an understanding how serious people find this problem. And now that I know, I think we can both, Justin and me, we can both look into, on both ends, what's happening and investigate and hopefully fix it. Yeah. I'm not familiar with that issue either. Cinder, did you know about this? Okay. I think this goes back to the whole communication, cooperation, collaboration, documentation kind of thing. It would be really useful if we all had a shared medium that we can all use and communicate through in regards to issues like this. I mean, this sounds to me like it may be half and half server and viewer side. I could be wrong, usually am, but. Yeah, and it's one of these things where if it was really something one side of the other, you'd almost expect it to be fixed. It's the kind of thing that makes you think, well, protocol in some ways being involved because that's hard to fix. It's not a simple bug fix, as you know, when you get down to that level. And I'd just like to say actually that if anybody does want to coordinate things through the OpenSim Wiki, they are definitely more than welcome. And I know that might be a bit discriminatory against, because I know there are a few other open source kind of server branches and forks and other projects out there. And the OpenSim Wiki does tend to be very open in focus, but I don't think I don't see any reason why there can't be a general kind of discussion about protocols or documentation of kind of cross system issues on there. So I don't think that'd be a problem, although I think it might make other people uncomfortable. So maybe another venue is better, but certainly the OpenSim Wiki, I think would be more than happy for that, for instance, to be used for this kind of stuff. Right, so if you want to have another question, shout it out now, because I don't know how much further. Okay, so I'm gonna go for Neocortex actually, I'm gonna go for the 3D stuff, right? I mean, there is actually a view out there, I think Control-Alt Studio, and I haven't tried it yet, because I actually do have an Oculus Rift around, I just have so little time to actually do anything. But it's kind of a very interesting kind of immersive kind of environment, because I'm very interested in immersion and that kind of thing. So do you envisage a future where viewers well, any viewers will end up supporting more of these kind of 3D devices like the Oculus, and maybe like the Elite Motion, for instance. I don't know, yeah, please just. I think it'd be fair to say, we'll all have the same answer. I mean, we try to evolve with the technology as well, and if there's really good tech coming out, which the Oculus seems to be, I think certainly we're interested in adopting it at Control-Alt Studio, it'll be possibly easier for us since Control-Alt Studio is already based on the Firestorm code base. And I'm still trying to get ahold of that guy. But- He's in the audience. What's that? Oh, is he here? Yes, Jack, he's here. Oh, you're awesome. Wherever you are, if you're in the audience, I want to talk to you after. So yeah, I mean, as technology evolves, I think it's safe to say we're all going to evolve with it. It's just a matter of, in our case specifically, because our focus still is in Second Life, that's where we have the abundance of our users. And so we have to consider things like complexity of maintenance with the linen lab code as it comes in. We have to look at the demand. How much demand is there for Oculus right now? How many people have an Oculus device? And if we implement this into Firestorm, is it going to affect the stability for those people who don't use or have an Oculus, for example? So there's a lot of things that come into play. It's really just a matter of when, not a matter of if. Okay, anybody else want to make a response to that question? As Jessica says, it might be pretty, obviously one would kind of support technology as they come along, and if they're popular enough, but it is a question of actually having the code. Well, we've got Strachan, I've been working with Strachan on his Oculus stuff in his viewer. Well, okay, great. Yeah, it'd be great to talk to Strachan later on. Right, so, does anybody else have a question they'd like to? They'd like to ask the panel if they want to put it in the general chat. I know we're now talking about a floating tracker, which I was, I don't know, if there's people actually interested in looking at it, I think it's great. I'm just, I don't know, we had one before, and I'm always wary of having a tracker people can vote on, but no, he's actually gonna do anything about it. We seem to have a point this to me, but maybe that's just me. Yeah, any other questions? Or from the stream? Did anything come through from the stream? Yeah, one of the things for a 4096 bug is you'll first have to disable the thing I put on to actually stop people teleporting more than that, which some people think is a silly thing to do. Well, actually, maybe that's a bit strong, but I don't know, I don't like random, bizarre graphical glitches. Okay, so Marcus has a question. I guess to me the question is, do you, and I know some of you do, because I know a couple of you, I mean, Jessica, you and Cinda, I've come from the LF grid, for instance, I see that from the hybrid thing. So do you, and I think this is probably the answer, is probably yes. I mean, do you use go and open similar worlds a lot yourself or do you mainly, I guess, work on the code and have it actually going well, I don't know. In my case, I don't get, I get in open sim about as frequently as I get in second life. I just don't have the time as much. Second life is mostly now just a login for meetings, charity things and whatnot. Cinda works very closely with open sim now. Yeah, I spend more time in open sim than second life now, usually over on little field grid. Right, yes. Anybody else want to add anything? I did a good bit of testing in the open sim, but I would say probably half of my time, but most of the time it's just go in, see if it works, do a little bit of tests and go out or go in for a meeting. Yeah, yeah, I must admit it's the same thing for me. I'm practically always, if I go in world, I'm gonna meet a bug sooner or later and then I'm gonna have to try and do something about it. Right, so I think Mike has a question and I think this probably relates a bit to the code. I mean, because I've heard, and I haven't done a lot at all on the viewer code, I've only really looked to try and work out some bugs from the viewer side, but do you think there's a chance of a plugin system for viewers to support extensions? Or is that, I don't know, I'm putting my own spin on this, maybe I shouldn't, but is that kind of a big reworking of the code base? Because I hear it's not really kind of structured like that or to make that easy. Well, if we are talking about Glendon Lab code, which most viewers are based on, it's really monolithic and not modular at all. You have stuff like, when you first look into it, you scream in horror that the interface components, for example, do direct network access. So if you want to change the way an IM is sent, you actually go to the piece of code that handles the user interface for it. So refactoring that whole code to be pluggable, I don't think it's feasible and realistic with the resources we have and the number of developers we have. And we are trying to keep as much in step with Glendon Lab for the reasons I mentioned before, makes stuff easier to port. If your diff is not too big in developer terms. So it's not, the Glendon viewer is not really, I don't think we will see extensible plug-in system for that. Well, I have to agree with Latif. The plug-in system has a lot of merit and in fact, it was done long time ago with viewer 1.23 from Lord Greg Gregg. He'd set up a plug-in system. And I mean, it has a lot of merit but the trouble is again, 90% of our viewer is Glendon code. And the further that we venture away from that code, the more difficult it is for us to maintain and keep up with Second Life. Now that could be a different situation if for example, we just said, let's just take, this is our code base right now, let's just take this and forget about keeping up with Glendon Lab from this point forward. And in that way, then we could rearrange things and if we didn't have to stay compatible with Second Life, it would be easier to do a plug-in system but I think going forward, a plug-in system although it has merit is just very difficult to, would be difficult to do, difficult to maintain, difficult to even develop. You could have one plug-in that creates issues for with another plug-in. And the other thing is, I saw Sean asking a question and I'd like to address that. His question was whether OpenSim will always take a backseat to Second Life. And I speak for our project in this regard is that Second Life is where the majority of our users are and most people who come to OpenSim originate in Second Life, they hear about Second Life first because they have the depressed and the economy and they have just the abundance of users. And in considering that the majority of our viewer code comes from Glendon Lab initially anyways, at least in our case, until and unless Second Life explodes which could happen, we have to at least stay compatible with Second Life. We have to at least put our primary focus but that's not to say that we don't have a focus in OpenSim. Cinder is almost exclusively OpenSim development for our team. I would just like to add regarding the plug-ins. I think one way to solve that issue would be with something like the octopus system we have been working on where you allow the simulator to add additional functionality to the viewer. Functionality, the interface. Basically, you can add items to the menu which can open the dialogues, flutters and that can go a long way to adding a specific, for example, you want to make an in-world game and the game could be presented in such way that it adds interface elements to the viewer while you are in that region. So that would be one way of not solving the problem but at least some use cases where extensions would be useful could be solved in that way. Yes. Now, I think it's an interesting approach. I will be very quickly. I once worked on a kind of a system for a research lab which was about water wars in OpenSim which was kind of a game but I got around the kind of interface issue by effectively reusing the media browser to display web pages and putting it via a long polling and all that kind of thing. And that was interesting. It was kind of really clunky as you can imagine but it was the only really way to try and do it which used interface. And I think you're right. I think actually having some stuff come from the server to say what UI should be presented makes this stuff more web browser like which is always an interest of mine as you've kind of already heard. So I'd just like to say, I mean, sorry. So, Nicky, do you have anything to add Fran? I think unfortunately we're gonna have to wrap up now but if you'd like to. Yeah, please go ahead. Plugins in theory are really great. In practice they are difficult to work with and if you have a problem in a plugin it's a difficult troubleshoot. While it sounds really good in practice it's not very easy to put together. And I have some experience from that just from our GStringer plugin which you know we use it for streaming audio. That is a mess to get into and correct any problems. And when someone says that I got a problem with this my heart just sinks to get into it. So plug-ins are great in theory but for the viewer in practice I don't think they're very adaptable. Okay. Okay, well, I'm afraid that's all we have time for here. So I'd really like to thank all our panel members for coming along. Some of them probably are not great times in the morning and on the weekends kind of give the presentation here and for a very interesting panel. So please give them an a round of applause. Thank you for having us. It's been a pleasure. I'm really impressed by the way with this conference. You guys have done an amazing job. Yeah, it has been very interesting because you know we have no idea if we're able to pull this kind of thing off. And it's not been perfect by any means but I think just getting into here in these numbers and this kind of thing is actually very good because I'm not a big fan of traveling. It's actually being able to do a virtual conference. It's pretty good because you know, you can get a lot more people who are interested and anyway, I saw it, I won't start rambling on that. Okay. Yeah, no, well, so thanks very much and definitely look forward to what will be a very interesting future. Yeah, so this is the end I think of the breakout sessions today. There are a few lunchtime events. So for instance, at lunchtime, there's both the social event on Avination which is on expo zone six. And there's an interesting thing from a company and I will admit, I do know these people personally. I've actually visited them, a company called Simudine who have actually developed a used view of code to develop a view for the Windows Pro and using stuff like a gyroscope to actually be able to move the view window around and kind of interesting stuff about that. So, and that's happening on, I believe, on expo zone three. So once again, thanks for being in the audience for attending and asking some great questions and now, well, also there's the conference meal break which might be more important in some respects for an hour, but I'm sure if any of the viewers do wanna hang around and there's, you know, people talk to each other anywhere. I don't know what I'm saying this for but if they wanna hang around, I'm sure there's a lot of people interested in asking more questions in order rest of it. So thanks very much, everybody. Yeah, thank you for listening, trust him. Thanks for everything.


Everybody forced here up in twenty twenty two elements football hobby six box half case number four random teams There's your look at the results. There's a Lincoln chat. We're getting to it. Good luck everybody You always find the results on the website It's gonna be It's gonna get real Alrighty nice start for the Lions here James and Williams rookie 55 of 99 Lions Chiefs Amoretium Travis Kelsey 40 of 95 Yeah, we're just getting like bands and stuff right now Tyler something crazy like it's it's windy and rainy, but it's not like Too bad to you know drive in and stuff Justin Jefferson 25 of 47 on the critical mass patch card Nice one there. What's up, Tocque? Got a Niners Eli Mitchell 17 of 25 on the neon signs nice Eli and RPS steel signatures these cards are great every time man Sam Howell commanders 79 of 79 on the bookends You go commanders you can leave That's hard for that rain It's like not raining super hard, but it's like a little windy. So you're like against the building Yeah, we'll be alright, so I Keep saying man central, Florida, you know, we're gonna get we're it's gonna be nasty, but I'm just Worried about people like South Florida Southwest Florida area for sure. Those guys those people are gonna get it rock Yeah, I would feel like it's like mandatory from like, you know a few miles inland Coral and Sutton 46 of 199 Broncos as far as evacuations So Broncos titans Amoretium 7 of 95 Derek Henry tractor-cito You hit cat 5 cheese Jeez Saints triple relic Alvin Khmer James Winston Chris Olavae Team Chemistry 1 of 25 there packers nice hit rookie neon signs Christian Watson 35 of 50 nice hit pack. I feel like good. You could see like texture on these cards. They look awesome You got a steel signatures for the Rams is Tyler Higby there we go Rams 31 of 79 Guys, let's get these breaks build up Not gonna have any breaks tomorrow Next break should be Friday Bengals 2 of 199 Joe Shiesty Got their first win last week. They're probably gonna look to build off of that. I think they'll be fine as a team, but Tough division man Amory see I'm Lamar Jackson Ravens 52 of 95 he's on that MVP caliber guys Lamar Jackson is legit I wish I would have kept the receipts for all y'all here calling them washed up I wish I would have kept those receipts rookie Jersey Bills James Cook 18 of 75 Bills James Cook Brevin Jordan on the neon signs 56 to 125 for the Texans and RPS Ricky steel signatures Cardinals Trey McBride 67 of 199 win on thickies Eagles Jalen Hurd. It's also an MVP caliber 73 of 199 Raiders cobalt Josh Jacobs 24 of 27. What is this? Electric patch Jamar Chase Sinsy 6 of 27 Cardinals again a Trey McBride rookie neon signs this time another McBride 120 of 125 you get married at McDonald's and You're marrying woman is that a McBride? And steelers steel signatures Cordell Stewart Wow Cordell Stewart, that's awesome dude 142 of 199 Steelers nice hit Cordell Stewart Yeah, that's why I said it Brandon. Yeah, Derek Henry one or not at 199 for the Titans Amory see um dolphins Tyree kill Cheetah 90 of 95 Mr. Brandon cooks Electric patch 10 of 10 Houston there Niners Tyrion Davis price rookie neon signs 38 of 50 Niners on that one and Steel signatures Patriots tie law nice law 20 of 27 No, we're getting out of here basically as soon as these breaks are done.  We don't even have sort of shipper here. We just have Rich Lane Caleb's breaking at late gaming Um Yeah, we don't we have like bare bones right now We're just finishing up tarping things and putting sandbags down a lot stuff Jim Kelly 180 to 199 for the bills tungsten Raiders Devante Adams 49 of 74 Yeah, schedule is updated to be Friday is what we're hoping to break next David Montgomery electric patch card numbered 17 to 54 storm should pass So by tomorrow night the storm should be passed through here. I guess just a matter of like hoping we have power We should be we're like in an industrial area. I think they would get power back up here fairly quickly We're also doing like a fire station and stuff. So there's Texans Damian Pierce Ricky neon signs. He had a pretty good game last week 25 out of 50 Good rookie running back there for the Texans and Saints on the back of the break steel signatures Jonathan Vilma 3499 Doing all right diverge. It's not it's not crazy when it's just windy and rainy here right now Nothing nothing crazy. Not yet thought until probably like late tonight Let's do a quick recap guys. I'm gonna drop your link for that next one Next one's at 717 What?  I keep going All right, we've got relics here. Bill's James cook rookie bears David Montgomery Viking Justin Jefferson Jamar chase for the Bengals triple Camara Winston Olave for the Saints and Brandon Cokes for the Texans Autos now steel signatures Cordell Stewart. That's a cool hit man Trey McBride for the Cardinals Brevin Jordan Texans neon signs Trey McBride Steel signatures Jonathan Vilma steel signatures Tyler Higby Sam Howell for Washington got Tyrion Davis price neon signs for the Niners Texans you have Damian Pierce here Packers Christian Watson steel signatures Pat's Tyler and and Eli Mitchell for the Niners pretty solid break overall So nice hits in there. Thanks again everybody another half case coming up


Start to fixin' Here they go, they all want it, here it is gone Shh They keep weighin' me down Oh guys, I have to show you how I taught Jersey to sing Watch Ahh The logic was if I do her voice to the beat Sing to the beat So instead of singing, I would go back So Jersey just danced straight to that song for like four or five times And I don't stop until like she's tired because first of all you need to know that burns calories And she's not a flighted parrot Her own doing, right baby? That's how she burns calories And if she ever had a lay an egg or anything She'd probably be strong enough to push it out So now she's tired and she's gonna have a great sleep She's gonna go to bed without FOMO Cause she like had fun Thanks for watching


The production of channel catfish has increased steadily in the United States over the past 20 years. Production of food-sized fish is directly dependent on a ready supply of fingerlings to stock into production ponds. This program is intended to explain the procedures used for fingerling culture from the care of brood stock until the fingerlings are ready for stocking into grow-out ponds. Researchers or producers who want to maintain or improve a genetic strain of brood fish commonly use pens or aquariums. They pair specific males and females for spawning. This gives maximum control over the spawning process, but requires large investments in special equipment and a high level of management skill. Small-scale producers who need relatively few fingerlings or face labor limitations sometimes use the rearing pond method of spawning catfish. Here brood fish are allowed to spawn and incubate naturally, then either the brood fish or fry are sained and transferred to other ponds. Most commercial catfish producers use the pond spawning egg transfer spawning method. This includes a spawning phase and a hatchery phase. During the spawning phase, brood fish are allowed to select mates and spawn in a nearly natural environment. In the hatchery phase, fertilized eggs are transferred from spawning ponds to a hatchery facility with the best conditions for egg survival and fry growth. The pond method requires skilled management and a relatively high initial investment, but it offers the most cost-effective means of producing large numbers of fingerlings. This focus on management practices for the pond spawning method. Getting quality brood fish is the first requirement. When catfish aquaculture began, brood fish were captured from streams and lakes, but today catfish are selectively bred for improved weight gain, feed conversion, and disease resistance. In the last 50 years, breeders have developed nearly 200 distinct genetic stocks of channel catfish. Commercial catfish producers don't spawn wild-caught brood fish. They tend to be unreliable spawners and may harbor diseases. Their offspring may not grow as quickly as those spawned from improved stocks. Brood fish represent a major investment. Before purchasing, inspect brood fish individually to ensure that they are in good condition and free from disease. Thin fish may be diseased, underfed, or too old to produce well. Never accept fish with skin lesions or parasites on the skin or gales. Fish purchased in the breeding season should show obvious secondary sex characteristics. Males usually have a larger more heavily muscled head, thicker lips, and darker body pigmentation than females. Females have a smaller head and mouth. When viewed from above, the male's body is somewhat tadpole shaped. Females should have a full rounded abdomen that extends back to the genital opening, which should be swollen and pink or reddish in color.  Open the fish belly side up. You will see two openings. The one closest to the head is the anus. The opening nearest the tail is the genital opening. The male's genital opening is round and looks like a small raised nipple. The female's genital opening is oval in shape and lies nearly flat against the body. It has two openings separated by a flap of skin. Eggs are laid from the front opening, which looks like a slit or a groove. Brood fish size is also important. Male catfish may be sexually mature by the time they reach one pound, but most producers prefer brood fish between two and ten pounds. Fish smaller than two pounds generally produce too few eggs, and fish larger than ten pounds are hard to handle. Broodfish management is a year round job. Provide your fish with adequate nutrition and good water quality throughout the year, not just during the spawning season. Underfeeding or over stocking to reduce production costs will probably result in fewer and smaller eggs. Do not stock more than 1200 pounds of brood fish per acre at any time regardless of their size. Producers often stock 600 to 800 pounds per acre to allow for growth and provide a margin of safety in case of water quality problems. It is best to divide brooders among two or more ponds so that some eggs will be produced even if disease or oxygen depletion strikes. Brood fish need a diet that contains at least 36% crude protein. When the water temperature is above 70 degrees, feed brood fish as much as they will eat in about 15 or 20 minutes every day. Use a floating type feed so you can watch the fish feeding and determine how much feed to offer. When water temperatures are between 55 and 70 degrees, feed 1% of body weight at least three or four times weekly. 1% of body weight should be fed as a maintenance ration when the water temperature is below 55 degrees. Many producers also supplement pelleted feeds with cut fish or live forage fish such as minnows or goldfish for additional protein. When spawning begins, feeding activity decreases. Careful management is needed to meet but not exceed the feed requirements of brood fish at this time. Overfeeding can reduce water quality. This stresses the fish, reduces egg production, leads to disease outbreaks or causes a fish kill. To avoid these problems, feed only as much floating feed as the fish will eat in 10 minutes. Transfer brood fish from holding ponds to spawning ponds during the late winter or early spring. At that time, determine the sex of each fish and stock males and females in proper proportions. Many producers stock three females for every two males because a male channel catfish will usually spawn with more than one female. Not every female will spawn and all eggs will not survive. The good managers can produce 800 to 1000 fingerlings per pound of healthy female brood fish. Plan accordingly by matching your brood fish program to the number of fingerlings needed to meet your production or marketing goals. Containers such as 10 gallon milk cans, earthenware crocs, plastic barrels or wooden boxes provide nesting sites for spawning catfish. Place them in spawning ponds before brood fish are stocked or at least one month before the water temperature stabilizes at 70 degrees. Spawning containers should be large enough to accommodate a pair of brood fish. They should have a smooth edged opening in one end, just large enough for a fish to enter. The other end should be completely closed. Never use containers that have held pesticides, herbicides or other potentially toxic materials. Place the containers 3 to 10 yards apart in water 2 to 3 feet deep. Place them with the open end facing the center of the pond. Mark the location of each container with a float or a stake. All fish don't spawn at the same time, so you need not provide a container for every pair of fish. Most producers provide one or two containers for every four pairs of brood fish. Let's follow the spawning process. As water temperatures increase, male catfish select a spawning container and attract a mate. The spawning pair lies side by side and head to tail in the spawning container. The female releases several hundred eggs at a time. These are fertilized simultaneously by the male. Spawning may take as long as 20 hours to complete. Fertilized eggs sink to the bottom of the container and form a single mass. Shortly after spawning stops, the male drives the female out of the nest and cares for the eggs. He protects the eggs from predators and gently fans and moves the egg mass to provide enough oxygen to all the developing eggs. The female's work is done. Soon after spawning has ended, the fertilized eggs are removed from the spawning container and transferred to the hatchery. Proper timing and management are important. Check spawning containers every other day for eggs when the water temperature stabilizes at 70 degrees. Check the containers daily when the spawning season is at its peak. Gently raise the open end of the container, look in the opening, and remove eggs if necessary. Be careful because male catfish aggressively guard their eggs and can bite severely. Eggs collected at the proper time are yellowish in color and stick together to form a single mass. Transport the egg mass whole if possible. If necessary, use something like a plastic spatula to gently scrape the eggs from the bottom of the spawning container. Catfish eggs are sensitive to physical, chemical, and thermal shock, so move them as quickly and gently as possible. While at the pond, use a covered floating tub to protect the eggs from direct sunlight. For the trip to the hatchery, place the eggs in a hauling container that minimizes water movement and mechanical damage. If the water temperature in the hatchery is more than 5 degrees different from the spawning pond, temper the eggs slowly during transport. Catfish eggs require a dissolved oxygen concentration of at least 3 parts per million. Use oxygen gas diffused through air stones when eggs must be held for more than a few minutes during transport. Back at the hatchery, place the eggs into hatching troughs. They may be fiberglass, wood, metal, or large-diameter PVC pipe cut in half lengthwise. A good size for hatching troughs is about 8 feet long, 18 to 24 inches wide, and 10 to 12 inches deep. An internal standpipe keeps the water at a depth of about 8 inches. Adequate oxygen concentration is also essential. Many producers use paddle wheel aerators powered by an electric motor to stir the water and provide uniform oxygen distribution. The paddle should turn 15 to 30 times per minute to give adequate mixing action. Many producers use large air stones instead of paddle wheels. Air stones aerate the water more effectively than paddle wheels, and may be placed below the baskets to provide more thorough mixing of the water around the egg masses. A continuous water flow of 2.5 to 5 gallons per minute is essential. Well water is preferred. It contains no predatory fish and less organic waste than most surface water sources. However, check your well water prior to hatchery construction to ensure that it meets recommended standards. Place collected egg masses directly into baskets made of 1 ¼ inch mesh hardware cloth. Basket should fit the dimensions of the hatching trough and provide enough room for a single egg mass per compartment. The number of baskets and hatching troughs needed will depend on their dimensions, as well as on the number of brood fish you spawn. So plan ahead. Maintain water temperature in the hatchery as near 80 degrees as possible, and within the range from 78 to 82 degrees. More deformed fry are produced at higher temperatures, and fungal diseases are more common at lower temperatures. Within the desired temperature range, eggs hatch in about 8 days. As incubation proceeds, the egg mass will turn from bright yellow to pink, and then reddish brown. By day 6, the eyes of the developing fish can be seen as the embryo spins within the egg. As the fry hatch, they drop through the mesh baskets and cluster at the bottom of the hatching trough. Fry in this stage are called sac fry. They are nourished by a yolk sac attached to their bodies and do not eat. Most producers move sac fry from the hatching trough to a separate holding trough 48 hours after they hatch. Gently siphon the fry from the bottom of the hatching trough into a bucket. The holding trough must contain water of identical quality as that in the hatching troughs. Sac fry remain at the bottom of the trough until the yolk sac is absorbed, about 3 days at the optimum water temperature of 80 degrees. Then they are called swim up fry, because they swim to the surface and begin searching for food. Healthy swim up fry are black in color and congregate in schools that actively search for food. When the first swim up fry begin feeding, hatchery management becomes a 24 hour a day job. Careful monitoring is needed so that feeding can begin when the fry begin searching for food. Feed fry a diet that contains 40 to 50 percent protein 8 to 10 times per day or about every 2 or 3 hours. Floating or sinking meal ground feeds may be fed around the edges of the tank. You can also attach small dough balls of feed to the sides of the tanks at the water surface. Then waste feed and feces from the tanks daily to prevent the build up of organic wastes. Fry are held in rearing tanks for 14 to 28 days. When they are between ¾ inch and 1 inch in length, transfer them to nursery ponds. Fry stocked at high densities grow more slowly than those stocked at lower rates. The best stocking density for your operation depends on the size of fingerlings you need. Stock 150,000 fry per surface acre of water if 2 inch fingerlings are your goal at the end of 120 days. If you need 8 inch fingerlings, stock no more than 20,000 fry per acre. Producers of food size catfish generally want to stock 6 to 8 inch fingerlings in their grow out ponds. They stock about 30,000 fry per acre. Whatever your ideal stocking density, you'll need an accurate estimate of the number of fry being stocked into nursery ponds. Record the volume of water that a known number of fry displaces. Use a graduated cylinder. Repeat this procedure on at least 3 different samples for improved accuracy. Then the right number of fish can be hauled to each pond by measuring the volume of water displaced in the hauling container. For good fry survival, keep the nursery pond dry for at least 7 days prior to being filled for stocking. During this time, smooth the pond bottom if necessary. Just before stocking, add enough water to the pond to establish a pool about 12 inches deep and not more than 30 square feet in size. Put the fry from the hatchery in the water that is slightly cooler than that in the nursery pond to reduce hauling stress. Stock the fry at night or early in the morning when the water is cool. Even small changes in temperature, pH, and dissolved oxygen can be lethal to fish of this size. Temper them by slowly adding water from the pond to the hauling container. Temperature should not change more than 1 degree per 10 minutes and pH should not change more than 1 unit per hour. Make newly stocked fry as much as they will eat 3 or 4 times daily. It is better to slightly overfeed at the stage to ensure fast, uniform growth of fry. But make sure that the feed is being consumed and not sinking to the pond bottom. That can cause water quality problems. Watch carefully because feeding fry are difficult to see. Slowly add water to fill the pond. If the fry quit feeding as the water level rises, stop adding water until they become reoriented and begin feeding actively again. For the first 4 weeks after stocking, feed a finely ground, floating feed that contains 40-45% protein and at least 20% fish meal. Then switch to a crumble textured feed with 40% crude protein. Gradually, train fry to accept a 3-16th diameter pellet. Plan on a transition period of 3 days to 1 week when changing feed types. To ensure a smooth transition, steadily increase the amount of the new feed type being mixed with the old until the switch is complete. Regardless of feed texture, always feed fry a floating feed that contains at least 36% crude protein. Some producers fertilize fried nursery ponds to increase production of zooplankton. Zooplankton are microscopic animals that provide an important source of supplementary food for growing fry. Combine enough granular inorganic fertilizer with organic fertilizers to supply a total of 1 pound of nitrogen and 3 pounds of phosphate for surface acre of water when the pond is full. Hot and seed meal, alfalfa hay, or old fish food will work. But begin adding the fertilizer when the first water is pumped in, not when the fry are stocked. Make 5 additional applications at weekly intervals. Fingerlings that have reached the desired size for sale or restocking in grow out ponds should be harvested. Pick a time when water temperatures are neither excessively cold or hot and use a bag sain to catch the fingerlings. Pick fish from the sain gently and quickly for transport to grow out ponds. Now you're ready for the grow out phase of the channel catfish production process. Management practices for producing food size channel catfish are presented in the Southern Regional Aquaculture Center video. If you want more specific information about catfish production in your area, contact your local extension agent or state aquaculture specialist.