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High Availability and Disaster Recovery for SQL Server. Microsoft Azure virtual machines (VMs) with SQL Server can help lower the cost of a high availability and disaster recovery (HADR) database solution. Most SQL Server HADR solutions are supported in Azure virtual machines, both as Azure- only and as hybrid solutions. In an Azure- only solution, the entire HADR system runs in Azure. In a hybrid configuration, part of the solution runs in Azure and the other part runs on- premises in your organization. The flexibility of the Azure environment enables you to move partially or completely to Azure to satisfy the budget and HADR requirements of your SQL Server database systems. Note. Azure has two different deployment models for creating and working with resources: Resource Manager and classic. This article covers using both models, but Microsoft recommends that most new deployments use the Resource Manager model. Understanding the need for an HADR solution. It is up to you to ensure that your database system possesses the HADR capabilities that the service- level agreement (SLA) requires. The fact that Azure provides high availability mechanisms, such as service healing for cloud services and failure recovery detection for Virtual Machines, does not itself guarantee you can meet the desired SLA. These mechanisms protect the high availability of the VMs but not the high availability of SQL Server running inside the VMs. It is possible for the SQL Server instance to fail while the VM is online and healthy. Moreover, even the high availability mechanisms provided by Azure allow for downtime of the VMs due to events such as recovery from software or hardware failures and operating system upgrades. In addition, Geo Redundant Storage (GRS) in Azure, which is implemented with a feature called geo- replication, may not be an adequate disaster recovery solution for your databases. Because geo- replication sends data asynchronously, recent updates can be lost in the event of disaster. More information regarding geo- replication limitations are covered in the Geo- replication not supported for data and log files on separate disks section. HADR deployment architectures. SQL Server HADR technologies that are supported in Azure include: It is possible to combine the technologies together to implement a SQL Server solution that has both high availability and disaster recovery capabilities. Depending on the technology you use, a hybrid deployment may require a VPN tunnel with the Azure virtual network. The sections below show you some of the example deployment architectures. Azure- only: High availability solutions. You can have a high availability solution for SQL Server at a database level with Always On Availability Groups - called availability groups. You can also create a high availability solution at an instance level with Always On Failover Cluster Instances - failover cluster instances. For additional redundancy, you can create redundancy at both levels by creating availability groups on failover cluster instances. Technology. Example Architectures. Availability groups. Availability replicas running in Azure VMs in the same region provide high availability. You need to configure a domain controller VM, because Windows failover clustering requires an Active Directory domain. For more information, see Configure Availability Groups in Azure (GUI). Failover cluster instances. Failover Cluster Instances (FCI), which require shared storage, can be created in 3 different ways. A two- node failover cluster running in Azure VMs with attached storage using Windows Server 2. Storage Spaces Direct (S2. D) to provide a software- based virtual SAN. A two- node failover cluster running in Azure VMs with storage supported by a third- party clustering solution. For a specific example that uses SIOS Data. Keeper, see High availability for a file share using failover clustering and 3rd party software SIOS Data. Keeper. 3. A two- node failover cluster running in Azure VMs with remote i. SCSI Target shared block storage via Express. Route. For example, Net. App Private Storage (NPS) exposes an i. SCSI target via Express. Route with Equinix to Azure VMs. For third- party shared storage and data replication solutions, you should contact the vendor for any issues related to accessing data on failover. Note that using FCI on top of Azure File storage is not supported yet, because this solution does not utilize Premium Storage. We are working to support this soon. Azure- only: Disaster recovery solutions. You can have a disaster recovery solution for your SQL Server databases in Azure using availability groups, database mirroring, or backup and restore with storage blobs. Hybrid IT: Disaster recovery solutions. You can have a disaster recovery solution for your SQL Server databases in a hybrid- IT environment using availability groups, database mirroring, log shipping, and backup and restore with Azure blog storage. Azure VMs, storage, and networking have different operational characteristics than an on- premises, non- virtualized IT infrastructure. A successful implementation of a HADR SQL Server solution in Azure requires that you understand these differences and design your solution to accommodate them. High availability nodes in an availability set. Availability sets in Azure enable you to place the high availability nodes into separate Fault Domains (FDs) and Update Domains (UDs). For Azure VMs to be placed in the same availability set, you must deploy them in the same cloud service. Only nodes in the same cloud service can participate in the same availability set. For more information, see Manage the Availability of Virtual Machines. Failover cluster behavior in Azure networking. The non- RFC- compliant DHCP service in Azure can cause the creation of certain failover cluster configurations to fail, due to the cluster network name being assigned a duplicate IP address, such as the same IP address as one of the cluster nodes. This is an issue when you implement Availability Groups, which depends on the Windows failover cluster feature. Consider the scenario when a two- node cluster is created and brought online: The cluster comes online, then NODE1 requests a dynamically assigned IP address for the cluster network name. No IP address other than NODE1’s own IP address is given by the DHCP service, since the DHCP service recognizes that the request comes from NODE1 itself. Windows detects that a duplicate address is assigned both to NODE1 and to the failover cluster network name, and the default cluster group fails to come online. The default cluster group moves to NODE2, which treats NODE1’s IP address as the cluster IP address and brings the default cluster group online. When NODE2 attempts to establish connectivity with NODE1, packets directed at NODE1 never leave NODE2 because it resolves NODE1’s IP address to itself. NODE2 cannot establish connectivity with NODE1, then loses quorum and shuts down the cluster. In the meantime, NODE1 can send packets to NODE2, but NODE2 cannot reply. NODE1 loses quorum and shuts down the cluster. This scenario can be avoided by assigning an unused static IP address, such as a link- local IP address like 1. To simplify this process, see Configuring Windows failover cluster in Azure for availability groups. For more information, see Configure availability groups in Azure (GUI). Availability group listener support. Availability group listeners are supported on Azure VMs running Windows Server 2. R2, Windows Server 2. Windows Server 2. R2, and Windows Server 2. This support is made possible by the use of load- balanced endpoints enabled on the Azure VMs that are availability group nodes. You must follow special configuration steps for the listeners to work for both client applications that are running in Azure as well as those running on- premises. There are two main options for setting up your listener: external (public) or internal. The external (public) listener uses an internet facing load balancer and is associated with a public Virtual IP (VIP) that is accessible over the internet. An internal listener uses an internal load balancer and only supports clients within the same Virtual Network. For either load balancer type, you must enable Direct Server Return. If the Availability Group spans multiple Azure subnets (such as a deployment that crosses Azure regions), the client connection string must include . This results in parallel connection attempts to the replicas in the different subnets. For instructions on setting up a listener, see. You can still connect to each availability replica separately by connecting directly to the service instance. Also, since availability groups are backward compatible with database mirroring clients, you can connect to the availability replicas like database mirroring partners as long as the replicas are configured similar to database mirroring: One primary replica and one secondary replica. The secondary replica is configured as non- readable (Readable Secondary option set to No)An example client connection string that corresponds to this database mirroring- like configuration using ADO. NET or SQL Server Native Client is below: Data Source=Replica. Server. 1; Failover Partner=Replica. Server. 2; Initial Catalog=Availability. Database. For more information on client connectivity, see: Network latency in hybrid ITYou should deploy your HADR solution with the assumption that there may be periods of time with high network latency between your on- premises network and Azure. When deploying replicas to Azure, you should use asynchronous commit instead of synchronous commit for the synchronization mode. When deploying database mirroring servers both on- premises and in Azure, use the high- performance mode instead of the high- safety mode. Geo- replication support. Geo- replication in Azure disks does not support the data file and log file of the same database to be stored on separate disks. GRS replicates changes on each disk independently and asynchronously. The Irregulars: Roald Dahl and the British Spy Ring in Wartime Washington . Now in paperback, and. For strained eyes, crowded commutes, and sleepless nights, here’s a roundup of 10 performers who've mastered the art of the audiobook. James and the Giant Peach study guide contains a biography of Roald Dahl, literature essays, quiz questions, major themes, characters, and a full summary and analysis. James and the Giant Peach DVD Review. After his parents are killed by a rhinoceros, a young English boy named James Henry Trotter is forced to live with his two truly abhorrent aunts. There, he must work all the time and is left with just crumbs to eat. A mysterious stranger (Pete Posthlethwaite) tells James that magical things will happen, and sure enough, they do. A giant peach grows and grows on the property. James' aunts seek to financially exploit the peach as an attraction. The film changes to stop- motion animation, as James encounters a diverse group of insects, and they set sail on the grand peach across the Atlantic. The film is an unusual blend. It aspires to be something that would make producer Tim Burton proud, while at the same time seeks to remain true to its basis. These stand out as being particularly unsettling, and the distasteful treatment bestowed upon James is a bit hard to watch. Whether it's a credit to the eery way these sequences are photographed, the two actresses who make you really abhor the aunts, or simply the imagery- filled text by Dahl. The technique was earlier employed in The Nightmare Before Christmas, which was also directed by Henry Selick. As with Nightmare, the stop- motion seems pertinent to the film's mood, though that's not really the same as the book's tone at all. Visually, these sequences are compelling, but they're also very busy. As a result, it's tough to digest the insect characters and the fast pace of most of their scenes. It may not reach the level of the book. But in spite of a few shortcomings, the film finds a niche of its own, as a unique family film, with an unusual style, vision, and energy. DVD Details. 1. 6. Non- anamorphic Widescreen. Dolby Digital 5. 1 (English, French, Spanish)DTS 5. English)Subtitles: English, Spanish. Closed Captioned. Release Date: October 3, 2. Single- sided, dual- layered disc (DVD- 9)Out of Print. Last Suggested Retail Price: $1. Reduced from $2. 9. White Keepcase. Available soon as Special Edition Blu- ray + DVDVIDEO and AUDIOJames and the Giant Peach is presented in its original widescreen aspect ratio, 1. Though it has not been enhanced for 1. Its opening scenes are soft and a bit grainy, but this is obviously an intentional effect. Throughout, the film has a dark look to it, so while there are some vibrant colors, they are restrained, giving the film a unique appearance. The picture remains free of any kind of flaw, staying pretty clean and sharp. Though a windowboxed anamorphic transfer would slightly increase resolution, the video quality is overwhelmingly satisfying as is. The dynamic tracks heighten the film's scenes, by making great use of all of the channels and displaying some first- rate sound mixing. Randy Newman's energized score, a highlight of the film, is wonderfully realized, and the songs really enhance the production. Atmospheric sounds help to strenghten the film's environments, as effects come from the surround speakers. Nonetheless, a fair warning: at times, the audio can get very loud. Extras are kind of sparse. This Electronic Press Kit provides a pretty superficial look at the film's blend of stop- motion and live action. There are some brief sound bytes from cast and crew, but the surface is really just skimmed. Clips of Newman performing the end credits theme are mixed with clips from the movie and its production. There are a total of 7. These intriguing previews are a nice reminder of the time before Disney trailers became virtually extinct on DVD. With good (though non- anamorphic) video, exlempary audio, and a few nice little extras, it could certainly be worse. Still, this is probably the last we'll see of the movie on the DVD format. Even though there's much room for improvement, fans of this lively adaptation will have to settle for this.
V. Smile - Wikipedia. The V. Smile is an educational game system by VTech. It is designed for children ages 3 to 6, but offers software designed for several age groups between 3- 9. Titles are available on ROM cartridges called . The graphics are primarily sprite- based. The console is often sold bundled with a particular game. Several variants of the V. Smile console are sold including handheld versions, or models with added functionality such as touch tablet integrated controllers or microphones. The V- Motion is a major variant with its own software lineup that includes motion sensitive controllers and has Smartriges designed to take advantage of motion- related . The V- Motion and Smartridges however are fully backwards compatible with other V. Smile variants and V. Smile Smartridges, and a V- Motion Smartridge can also be played on V. Smile console or handheld, albeit with limited functionality. Several versions of V. Smile and V- Motion consoles and handhelds have continued to be sold after newer models are introduced, allowing consumers a wide variety of consoles to choose from (often offered in pink color schemes for girls, as well) without worrying about a lack of backwards compatibility between games or consoles. Some key differentiators between systems and the ability to fully utilize all game functions include the options of a microphone, touch tablet, additional joystick port (for 2- player gameplay), stylus- enhanced controller, or motion sensitive game pad (With V- Motion). The V.Smile is an educational game system by VTech. It is designed for children ages 3 to 6, but offers software designed for several age groups between 3-9. Visit the Disney Cars movie homepage where you can watch videos, play games, meet the characters, and buy the movie on Blu-Ray Combo Pack and DVD. The console. Originally only available in Orange/Purple and bundled with a Winnie the Pooh game, a pink/purple colored console was shipped later, targeting girls and bundled with a Cinderella game. Much later, a Red/Blue and Red/Silver model was introduced and bundled with a Scooby- Doo game. The buttons on the game system and controllers are large to accommodate small children's less developed manual dexterity. The default controller consists of an analog stick, four colored buttons, a large enter button, a button (dubbed the . The console is now bundled with a microphone, and a redesigned controller was shipped, which now comes with a graphics tablet built in. However, the design of the console is still the same as the first generation console apart from the presence of a microphone holder. The internals of the system also appears to be based upon the design of the first generation console, as software meant for the first generation console is playable on the second generation console, and vice versa, although software that takes advantage of the microphone feature will disable the sections of the software that requires the use of the microphone if played on the first generation console. In 2. 00. 8 a translucent- faced V. Smile TV Learning System Limited Edition console was released including two joysticks, and the Alphabet Park Adventure game cartridge. The console colors were reversed (translucent orange face with purple body) from the normal console colors (solid purple face with orange body). CGI- animated characters from movies also found their way to the V. Smile, including Kung- Fu Panda, Ratatouille, Finding Nemo and Cars. Vtech also offers less commercial or traditional characters in games such as Soccer, Little Red Riding Hood, and Whiz Kid Wheels. Smartridges are labeled for the intended age of players. Two major categories are Junior Thinkers (Ages 4–6) and Master Minds (Ages 6–8). There are also Beginner's games with age ranges of 3- 5, and Advanced games for ages 6–9, such as Sponge. Bob Square. Pants: A Day in The Life of a Sponge. The educational content and difficulty of gameplay is age appropriate. For example, in Dora's Fix- it Adventure (Ages 4–6), the Dora character will not fall from the edge of a platform if the child makes a mistake when moving her. Instead she will get up on her tip- toes and appear unbalanced. For children in the older age range, Cinderella and Batman games offer more challenging educational and action- based gameplay. Some titles may include the text . These are updated versions of existing game titles that now include microphone and/or touch tablet enhanced gameplay, such as Sing Along through use of the microphone feature that was added to second generation V. Smile consoles and the New V. Smile Pocket. List of V. Smile and V. Smile Motion games. It features a built- in Passive matrix- based color LCD display and a monaural speaker, but is otherwise similar to the desktop console counterpart. However, there is no connector for an additional joystick, and thus many games that support two player mode will disallow access selection of the said mode. Also, the device is not compatible with games that uses any of the other accessories due to the lack of an additional joystick port. It was originally introduced in Orange/Purple, but a Pink/Purple model was introduced later in line with the color schemes available for the desktop console. However, at the moment there is no Red/Silver or Red/Blue V. Smile Pocket. A second- generation V. Smile Pocket was introduced in 2. Apart from the new feature, added support for games that use the microphone, and a repositioning of the speaker from the lower right to the upper left, it retained the general looks of the first generation V. Smile Pocket. Still, if compared side- by- side, a slight difference in the bulkiness of the lower half of the unit can be seen, with the New V. Smile Pocket being a bit slimmer and narrower towards the bottom. The game system may seem oversized when compared such devices as the Nintendo Game Boy Advance or Nintendo DS, but a consideration must be made for the fact that the V. Smile Pocket uses full size Smartriges from the console, and is generally offered at lower prices in most markets. A third generation V. Smile Pocket was introduced in 2. Called the V. Smile Cyber Pocket, the console was redesigned with a smaller flip- open screen (still Passive matrix- based) and an integrated graphics tablet, while retaining the microphone introduced in the second generation V. Smile Pocket. Also, a proprietary port was added to the console, which a flash drive like device with a matching proprietary connector on one end and a USB connector on another, could plug into the Cyber Pocket. This device is used to transfer the data of games that support such function to a PC, which would in turn upload the data to a website. The data could then be used to chart the player's progress as well as be used to unlock bonus games on the said website. During 2. 00. 8's Black Friday sales, limited supplies of New V. Smile Pocket units were sold at U. S. Walmart stores for the reduced price of $2. USD. This was roughly half of the cost of a single Xbox 3. Game Disc at that time, and nearly one- tenth the cost of a Play. Station Portable game system bundle. The PC Pal is a variant of the basic V. Smile console with an integrated accessory, a more colorful and functional version of the Smart Keyboard accessory with built in joystick and tablet controls. Unlike a regular V. Smile system, the V. Smile PC Pal has a port for the V- Link accessory. It comes bundled with a Smartrige of games for the keyboard that teach typing and other basic keyboard skills. The main unit looks like a standard V. Smile system with the name . It plays all of the Smartridges, but since the joystick controls are built into the keyboard the setup is more easily used on a desktop surface with a small TV serving as a monitor, similar to a personal computer. For someone who already owns a V. Smile, the Smart Keyboard accessory and a touch tablet enhanced joystick will provide a similar experience. Since the keyboard can be disconnected and a standard joystick or other V. Smile accessory used, the PC Pal can easily convert into duty as a normal V. Smile system when needed. V- Motion. The V- Motion system is not as advanced, but includes a Wireless, motion activated joystick that is righty/lefty adaptable. The controller can be tilted in a direction to achieve a result on the screen, rather than using the traditional joystick directional control. Dodging things or moving left and right with the controller can inspire the player to physically engage in games. It won the National Parenting Center's Seal of Approval for 2. Creative Child 2. Seal of Excellence. Accessories. The joystick with writing pad works on both the original V. Smile and the New V. Smile TV Learning System, and can be used to take advantage of newer Smartriges that use the writing pad functionality in games. The V Smile Smart Keyboard is a PC- like keyboard that can be connected to a V. Smile System console. It includes several activities and lessons that teach typing, letters, spelling, and logic. The V Smile Smartbook includes the . The activity book plays along with the smartridge and the Smartbook knows which page is being used while the touch sensitive stylus directs the play. The Smartbook may come bundled with a Scooby- Doo Activity Book + Smartridge. Additional Activity Book and Smartridge combos such as . Interactive stamps, color palette, picture drawing, color mixing, animation maker, coloring- in pictures are some of the features of the Art Studio. It comes with an Art Studio specific Smartridge. The V. Smile V- Link is an accessory that works only with the Cyber Pocket, PC Pal, V- Motion systems, and a few of the newer Vsmiles. It allows the user to track their progress by keeping the accessory plugged into the Game Console where it automatically tracks a child's progress and scores. By plugging the V. Link into a PC’s USB port and it is designed to auto connect to a secure website where the child can see how they rank against all V. Smile players also using V- Link. As children play more of their Smartridges and master more skills, they are rewarded with on- line bonus games that are . It is called a . It includes 1. V. Smile TV Learning System or the V. Smile V- Motion with the Jammin' Gym Class cartridge. Helps teach letters, numbers, colors, spelling, and health concepts. Sonic Generations . The game was made and released to celebrate the twentieth anniversary of the Sonic the Hedgehog series. The Japanese version has different subtitles: White Time and Space (. It uses stereoscopic 3. D with the involvement of a pair of screens in one. His idea for a tribute was accepted by Sega and developments began. An internal poll was held by Sega for employees of Sega, including Sega of Japan, America and Europe asking what their favorite levels from the Sonic series were. After ranking the most popular levels, a website was launched holding another poll asking the opinions of fans of the series. The game was alleged to be released on all major game consoles at the time: PSP, PS3, Xbox 3. Wii, and DS. A Game. Stop release list printed on 7 May 2. DS port of Generations with a tentative release date of 3. December 2. 01. 1. Later in the month, a Sega- Sammy earnings report listed 3. DS and PC versions of the game; however, a revised version of the report no longer listed either version. The writers for the story are credited as Ken Pontac and Warren Graff of Happy Tree Friends fame. They also worked on Sonic Colors and Mad. World. Tetsu Katano, who directed Sonic and the Black Knight and did work on the Adventureseries, directed the 3. DS edition. Like Sonic Colors (DS), Sonic Team and Dimps co- developed the 3. DS edition. Each level can be played with either Classic Sonic or Modern Sonic, each taking their own routes throughout the level. Classic Sonic's levels are strictly two- dimensional side- scrolling stages, using classic moves like the Spin Attack and the Spin Dash. Modern Sonic's levels, on the other hand, carry on the current modern 2. D/3. D gameplay of recent titles such as Sonic Unleashed and Sonic Colors, featuring the Homing Attack, Freestyle Tricks, a Drift, the Stomp, the Light Speed Dash, and the Sonic Boost. Red Star Rings return in the console version. Five can be found in each Act, and collecting them unlocks extras such as music, art, and movies. The Hub worlds are only playable in 2. D, so they are not free roam like they were in Unleashed. One character is rescued in each stage. Characters rescued will stand outside the entrance to the stage, and they can be talked to. Also, there is an area above the entrance to the main stages where the player can access Challenge Acts and rival battles. Bosses are accessed through special areas known as . Some bosses are played as Classic Sonic, and some are played as Modern Sonic. Act 1 is played as Classic Sonic and Act 2 is played as Modern Sonic, and there are ten missions per level. Patrick Riley referred to Classic Sonic levels as . Classic Sonic also has an unlockable homing attack in both versions. There is a new visual element to all returning levels, such as the cave in Green Hill. There is more platforming involved, the camera is immovable and quick reaction times are necessary. Completing challenges, as well as finding Red Star Rings hidden in each of the main Acts, unlocks additional skills, as well as bonus concept artwork and music. The music can then be played in any stage, challenge, or boss fight. He has the Sonic Boost, the ability to slide under obstacles, jump off walls, and the Homing Attack. After the Dreamcast Era, Modern Sonic learns the Stomp. Modern Sonic's levels use the 3. D effect of depth on the handheld version more actively as well as to giving a better view for when Modern Sonic jumps into the background, although the console versions are 3. D- TV compatible. In the console version, Modern Sonic is only able to wall jump off certain panels (similar to the DS version of Sonic Colors), but in the handheld version, he is able to wall jump on any wall (much like Sonic Unleashed and the Wii version of Sonic Colors). Eggman and sends him out into space. In the past of Green Hill, Classic Sonic is running until he hears a noise. Suddenly, the mysterious entity known as the Time Eater appears in the sky and the screen washes white. Sonic tries to stop the monster, but is easily overwhelmed by its power. After regaining consciousness, Sonic finds himself in a strange dimension known as White Space, a realm where time and space end up after they have been 'erased' by being drained of color and life. Sonic rescues his best friend Miles . As the two Tails determine that Time Eater's actions are damaging time and space itself, which is why it is white and lifeless, both . They also realize at one point that the Time Eater's weakness are the Chaos Emeralds. He reveals that while drifting through space following the events of Sonic Colors, Eggman discovered the Time Eater, thinking about the idea to use its powers and decided to join forces with his past self to harness its power. Although the Time Eater manages to nearly defeat the two Sonics, the support of their friends and the power of the Chaos Emeralds allow them to transform into Super Sonic and confront both versions of Eggman. Despite attacking with missiles, warping arms and slowing down time, the Sonics penetrate the Time Eater's core, destroying it. The heroes return to the present and continue celebrating Sonic's birthday. After the party, Classic Sonic and Classic Tails travel back to their own time as everyone bids their farewells. The two argue as they search for an exit, discuss whether or not they ever defeat Sonic and contemplate if they should go back and get their teaching degree as opposed to continuing their misdeeds. After completing Act 1, a purple vortex in the sky appears and surprises Classic Sonic. After that, it goes all the way to the present day and Sonic is invited to a birthday party by Tails. However, Sonic arrives early, so Tails tells him to wait. But then a vortex sucks Tails into it. Sonic jumps in but is . Sonic sees a white world and wonders what's going on. Modern Sonic rescues Tails after restoring Green Hill, and Tails tells him that he sees a big city in nighttime and a giant mushroom, so Sonic decides to go check those places out, being followed by Classic Sonic, who is believed by Tails to be Modern Sonic. After restoring all of the zones in the Classic Era, the Boss Gate opens and Sonic enters it. He then sees Classic Sonic through a glass, thinking that it's a mirror. Then, both Sonics hear Eggman's voice, and Classic decides to follow the voice through a portal, but Modern was unable to get there in time. After entering the portal, Classic Sonic meets with Metal Sonic and races him. After winning, Classic Sonic meets with Classic Eggman on his giant robot, the Big Arm. After the boss fight with the Big Arm, Classic Eggman is kidnapped by the Time Eater and the two Sonics and the two Tails meet. The Tails' explain that they're traveling through time and space. Classic Sonic then learns the Homing Attack after Modern Sonic used it on some Spinners. After beating both Shadow and the Biolizard, Tails does some modifications to Modern Sonic's shoes so he can do the Stomp. After the fight, Eggman is kidnapped by the Time Eater again. However, Classic Tails realizes that the vortex to the past is closing, so he and Classic Sonic have to go back. Just before leaving, Classic Sonic shows Modern that he's learning the Boost as well. After telling him to have a great future, Modern Sonic says goodbye to Classic Sonic and he, along with Classic Tails, return to the past. The real difference is that a teaching degree is not mentioned, and it simply ends with Classic Eggman asking his future self what time it is a second time. At E3, Sonic Generations was playable in both console and handheld versions. Although only Green Hill was playable for the console versions, City Escape was shown; Green Hill was playable, including the boss Big Arm, was playable for the 3. DS version. There was also a Birthday Song for Sonic sung at Sonic Boom and the ending of the song, . This song appeared at the Tokyo Joypolis event and at the Summer of Sonic event in London. It appeared at the Gamescon 2. Germany, and at TGS (Tokyo Game Show) 2. The demo only contained Green Hill, and only the Classic Sonic playthrough. However, this demo also contained many unused files that revealed much about the full game, notably the stage list. The demo was only available until 1. July, at which point it was no longer available, including for players who had already downloaded it; the file essentially locked itself. In the Xbox Live version, one has to be an Xbox Live Gold Member to download the demo although in the PSN version, a Play. Station Plus Subscription is not required. The name of the demo is . Sega confirmed on their blog a second demo released in Europe for PSN and Xbox Live on October 1. North America for PSN on 2. October. They can be unlocked by doing certain Challenge Acts, buying them at the Skill Shop, or collecting five Red Star Rings in an act. Some Skills are exclusive for either Classic or Modern Sonic, and cost a number of skill points to be equipped. They do not work during Challenge Acts or Boss battles though. It shows the player's user name, their rank (from Beginner to Grand Master), how many years have passed since they became a Sonic fan, their favorite Sonic game, as well as their favorite character, their Mii, and the points it has. On the back (the player can turn the card by pressing the R button), it shows the progress they had in the story, how much they had unlocked in the Collection Room, how many missions they had unlocked, how many rings had been collected, their play time, and all of the ranks the player has achieved on the levels. The card patterns were taken from different Sonic games, including all the ones that are represented in Generations. There are patterns of games such as Sonic 3. D, Sonic the Hedgehog Spinball, Sonic the Fighters, Sonic Riders and Shadow the Hedgehog. Some of Sonic's transformations, such as Excalibur Sonic and the Werehog, receive a card pattern. Major Pairs. Money Management . Realtime, continously updated quotes for a wide range of forex currency pairs, complete with charts. The four major pairs are: EUR/USD, USD/JPY, GBP/USD, USD/CHF. The currency that is .. Get a free demo account and start trading today. They comprise the largest share of the foreign exchange market. Forex major pairs are .. Currencies are traded in currency pairs. Foreign Exchange Market turnover is approximately 5. The major group embraces just 7 currency pairs, .. Solutions for a Better World Panasonic creates a Better Life in homes, towns, cars and other lifestyle spaces. 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The Ultramarines were originally the XIII Space Marine Legion before the reforms that initiated the Second Founding and reshaped the Imperium after the Heresy on the orders of Guilliman himself. The culture of the Ultramarines is loosely themed upon the culture of Old Earth's ancient Roman Empire, as exemplified in their Astartes' pseudo- Latin names and their strict adherence to the Codex Astartes, as well as the society of their homeworld of Macragge and the Chapter's method of recruitment. The Ultramarines directly rule the sector of space in the Eastern Fringe known as Ultramar as a fief of the Imperium and their Chapter Master is also considered the Lord of Macragge and the Master of Ultramar. Warhammer 40K is a tabletop game played with miniatures. It includes a complex and intricate background story, massive boards. The Ultramarines are considered one of the strongest and most honoured of all the Space Marine. 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The Ultramarines and their many Successor Chapters have stood at the very forefront of the war against the Traitor, the alien, and the fiend since the very foundation of the Imperium. Across the domains of the Emperor, the Ultramarines are celebrated as heroic, virtuous, and noble defenders of Humanity, their deeds celebrated in devotional works the length and breadth of the galaxy. Even amongst the Space Marine Chapters themselves, the Ultramarines occupy a position of special honour. The gene- seed from which the original Ultramarines Legion was founded is considered the purest, and it is estimated that some two- thirds of Chapters share their inheritance, being either direct successors or created from tithed Ultramarines genetic material. This shared inheritance often ensures that when the Ultramarines go to war, they are supported by many other Chapters, and that when Space Marine commanders gather to consider common strategy, the counsel of the Ultramarines is greatly valued. Often, the presence of even a small number of Ultramarines units in a larger military undertaking will ensure the participation of many more Chapters, so highly are the sons of Roboute Guilliman held in their brothers' esteem. At the Chapter homeworld of Macragge, one of the largest battles seen in centuries was fought, with the Ultramarines, led by their Master Marneus Calgar, at the very forefront. In addition to the great honour won by the Chapter in that titanic struggle, the Ultramarines gained invaluable experience in fighting these vile xenos, which they have passed on, often via service in the Deathwatch, to many other Chapters. The Ultramarines fought their way towards Terra, and although they defeated a massive Traitor space . It is Guilliman's actions subsequent to the Horus Heresy that made him the figure of adoration that he would become. With the Traitors scattered and the Emperor to all intents and purposes lost to Humanity, the Imperium stood at the precipice. It was the genius and leadership of Roboute Guilliman that saw the Imperium through its first century after the Heresy, as he kept invaders at bay and saved the scattered worlds from collapsing into anarchy. Roboute Guilliman fell at the hands of his erstwhile brother, Primarch Fulgrim of the Emperor's Children. Traitor Legion. Poisoned unto death, Guilliman's barely living body was placed in a stasis- field, and later enthroned in the Ultramarines' Fortress- Monastery. There it remains to this day, and some say that within the timeless aura of the stasis- field, his body heals, and he may one day be returned to defend the Imperium he strove so hard to build. Statues of their Primarch and their greatest heroes rear high above countless plazas and city gates, and images of their myriad victories glow from stained glass windows in the mightiest basilica imperialis. The Ultramarines Legion was the largest of those bodies raised to prosecute the Great Crusade so long ago, and as a result it provided the largest number of Chapters when the Second Founding occurred in the aftermath of the Horus Heresy. In addition, the Chapter's gene- seed is generally held to be the purest of all the Adeptus Astartes, and it is so stable that even 1. For this reason, a majority of Space Marines Chapters extant in the late 4. Millennium are thought to be related to the Ultramarines, whether either is aware of it or not, and as such, inheritors of all that made that Legion so great. The Ultramarines Chapter is at once the exemplar of everything a Space Marine aspires to, and the template by which he acts, fights and worships. Every Chapter has its own traditions, histories and battle- honours, but the Ultramarines are the standard by which many others, especially those of their genetic lineage, judge themselves and their peers, whether they acknowledge it or not. This vast reserve of lore was started by the Ultramarines Primarch, Roboute Guilliman himself, wherein he laid the foundations of the Imperium's Reformation in the aftermath of the calamitous wars of the Horus Heresy. Guilliman was a leader of prodigious intellect, and not just in the military fields. With the Imperium brought to its knees by galactic civil war, he turned his mind to uniting and codifying the highest echelons of the Imperium's government, imposing order on institutions that had been split asunder by the anarchy of the Heresy. Only a Primarch, a gene- son of the Emperor Himself could have conceived such an undertaking, for the scattered worlds that had survived the Heresy were on their knees, riven with plague and famine and rife for rebellion or invasion. The task was gargantuan, and no mere mortal man could have faced it without going mad. Guilliman offered leadership and hope, and he became a figurehead for the reborn Imperium. Countless billions came to know his name, and while he could never replace their beloved Emperor, Guilliman was a firm hand when it was needed most, and the Imperium endured. After all, none had ever imagined that a Primarch might know death, but the Heresy had seen several slain or otherwise lost, and in the years that followed more would suffer similar fates. When Guilliman was lost to the Imperium, he left behind him countless works of wisdom and insight, and the greatest of these was the Codex Astartes. Though the Imperium would again rise to heights rivalling those of the Great Crusade, and descend to depths of despair as dark as the Horus Heresy, Roboute Guilliman's wisdom would prevail. The Ultramarines were and are the guardians of that wisdom, and the exemplars of all their Primarch embodied. The Codex Astartes has become a holy text, a blueprint describing the ideals by which the majority of Chapters organise themselves, fight, recruit, train and operate. The peoples of the various worlds of Ultramar look to the Ultramarines as both beneficent rulers and as distant figures of legend. While the vast majority of Humanity will never even see a Space Marine, let alone speak to one, the people of Ultramar are more familiar with these mighty warriors. Some even have the honour of being distantly related to one, perhaps some distant ancestor having been accepted into the Chapter. The Ultramarines regard it as their sacred duty to rule their domains justly, and to protect them as the source of their recruiting and resources. In this the Ultramarines are continuing the legacy of their Primarch, whose teachings each warrior studies and memorises over the course of his service. The Codex Astartes is such a vast body of wisdom that even the prodigious, genetically- enhanced mental capacity of a Space Marine is taxed with absorbing it all. Yet the Ultramarines regard it as their duty to do so, and choose to eschew the blunt tool of psycho- conditioning in favour of learning every passage by remorseless study. Each Battle- Brother absorbs and analyses entire chapters of the Codex, so that after several standard centuries of service he is at once a master and a scholar of his chosen area of expertise. With a company, especially a low- numbered one consisting of numerous long- service Veterans, it is likely that the entire Codex Astartes will be known by the Battle- Brothers, allowing the Captain to draw upon an enormous pool of wisdom as well as experience. A Veteran Ultramarines Battle- Brother is therefore a deeply learned individual, schooled in every nuance of the arts of war and the wisdom of his Primarch. With an active fighting strength somewhere in the region of a quarter of a million Legiones Astartes, a sector- spanning domain under their overlordship and an arguably unparalleled structure for the supply and training of initiates - - allowing it to withstand losses that would potentially cripple other Legions - - it was this very strength that would make it a prime target for the Traitors' conspiracy. It would be at Calth that this blow would fall. But while the legend of the lapis- blue hosts of Ultramar and the strategic genius of its Primarch Roboute Guilliman were already widely promulgated by the Iterators and Remembrancers of the Great Crusade, the path by which it arrived at this apotheosis of power was not so well known and in some cases, the facts actively kept secret. The complexities of the Legion's past and the sometimes divisive and even antagonistic relationship the Ultramarines had with several of their fellow Legions was also concealed. It would be this hidden history that was to bear bitter fruit on Calth and cast its shadow on the wars that were to follow. Extant records from this time show the XIII Legion's . Dragon Naturally Speaking 13 Premium is perfect if you want a robust speech recognition solution that enables you to accomplish more on your computer in less time by. Dragon 13 Premium takes voice command to the next level with enhanced features for greater accuracy and speed when creating documents, emailing, searching the. 6/10 (235 valutazioni) - Download Dragon NaturallySpeaking gratis. Dragon NaturallySpeaking è capace di trascrivere le tue parole in tempo reale. Dragon – world's best- selling speech recognition software. Speed through documentation Fast dictation and high recognition accuracy that continually improves as it adapts to your voice. Dictate anytime, anywhere. Integrate with the professional- grade dictation solution, Dragon Anywhere for i. 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