CM Radio – Dec. 20, 2017 – Best of 2017 with Paul Shaffer, Hedley, Ria Mae, George Canyon & More

CM Radio – Dec. 20, 2017 – Best of 2017 with Paul Shaffer, Hedley, Ria Mae, George Canyon & More

CM Radio – Dec. 20, 2017 – Best of 2017 with Paul Shaffer, Hedley, Ria Mae, George Canyon & More

Hard to believe it’s already time for our Best of 2017 show on Canadian Musician Radio. In this episode, we revisit some of the highlight artist interviews from throughout 2017, featuring a diverse mix of names including Paul Shaffer, Hedley, Kid Koala, Ria Mae, George Canyon, D.O.A., Madison Violet, and Gord Bamford.

Hear stories like how Shaffer was inspired to get back into the studio after his stint with David Letterman came to a close, the inspiration behind Kid Koala’s series of shows that had everyone in the audience mixing on a mini turntable, and how Madison Violet had some surprise songwriting help from Sam Smith.

See Also : SMP_Negeri_240_Jakarta

Sekolah Menengah Pertama Negeri 240 Jakarta pada mulanya merupakan kelas jauh dari SMP Negeri 164 , yang beralamatkan di jalan Dharma Putra Raya Tanah Kusir Jakarta Selatan. Pejabat yang bertugas pada waktu itu adalah Bapak Binsar Siregar, BA ( 1984 – 1986 ). Pada tahun 1986 keluar SK Penunggalan dan menjadi SMP Negeri 240 yang menempati gedung sendiri yang beralamatkan di jalan H. Raya No. 16 B Gandaria Utara, Kebayoran Baru Jakarta Selatan. Berdasarkan SK Pengangkatan Kepala Sekolah menugaskan Bapak A. Harmoyo sebagai Kepala SMP Negeri 240 Jakarta dari tahun 1986 – 1992. Dari tahun 1992 – 1995 SMP Negeri 240 Jakaarta dipimpin oleh Bapak Drs. H.Idup Sumardi . tahun 1995 – 1998 SMP Negeri 240 Jakarta dipimpin oleh Bapak Amir Efendi , BA Dari tahun 1998 – 2000 SMP negeri 240 Jakarta dipimpin oleh Bapak Drs. Syarif Hidayat. Dari tahun 2000 – 2004 SMP Negeri 240 Jakarta dipimpin oleh Bapak Drs. Nasruddin MPd. selanjutnya dari tahun 2004-2008 dipimpin oleh Dra.Hj. Betty Aflinda , MM. kemudian dari 2008- sampai sekarang dipimpin oleh Bapak Drs. H Karsono. MPd. Dalam sejarah perjalanannya SMP Negeri 240 Jakarta sudah banyak mengukir berbagai prestasi baik tingkat wilayah sampai provinsi.SMP Negeri 240 Jakarta Biasa DiSebut Juga Dompoe (Dua Ratus Empat Puluh)

, yang beralamatkan di jalan Dharma Putra Raya Tanah Kusir Jakarta Selatan. Pejabat yang bertugas pada waktu itu adalah Bapak Binsar Siregar, BA ( 1984 – 1986 ). Pada tahun 1986 keluar SK Penunggalan dan menjadi SMP Negeri 240 yang menempati gedung sendiri yang beralamatkan di jalan H. Raya No. 16 B Gandaria Utara, Kebayoran Baru Jakarta Selatan. Berdasarkan SK Pengangkatan Kepala Sekolah menugaskan Bapak A. Harmoyo sebagai Kepala SMP Negeri 240 Jakarta dari tahun 1986 – 1992. Dari tahun 1992 – 1995 SMP Negeri 240 Jakaarta dipimpin oleh Bapak Drs. H.Idup Sumardi . tahun 1995 – 1998 SMP Negeri 240 Jakarta dipimpin oleh Bapak Amir Efendi , BA Dari tahun 1998 – 2000 SMP negeri 240 Jakarta dipimpin oleh Bapak Drs. Syarif Hidayat. Dari tahun 2000 – 2004 SMP Negeri 240 Jakarta dipimpin oleh Bapak Drs. Nasruddin MPd. selanjutnya dari tahun 2004-2008 dipimpin oleh Dra.Hj. Betty Aflinda , MM. kemudian dari 2008- sampai sekarang dipimpin oleh Bapak Drs. H Karsono. MPd. Dalam sejarah perjalanannya SMP Negeri 240 Jakarta sudah banyak mengukir berbagai prestasi baik tingkat wilayah sampai provinsi.SMP Negeri 240 Jakarta Biasa DiSebut Juga Dompoe (Dua Ratus Empat Puluh)


See Also : M240_machine_gun

The M240 , officially the Machine Gun, 7.62 mm, M240 , is the US military designation for the FN MAG ( French : Mitrailleuse d’Appui General , English: general-purpose machine gun ), [5] a family of belt-fed , gas-operated medium machine guns that chamber the 7.62x51mm NATO cartridge . [1]

The M240 has been used by the United States Armed Forces since the late 1970s. It is used extensively by infantry , most often in rifle companies , as well as on ground vehicles , watercraft and aircraft . Despite being heavier than some comparable weapons, it is highly regarded for reliability and its standardization among NATO members is a major advantage.

. Despite being heavier than some comparable weapons, it is highly regarded for reliability and its standardization among NATO members is a major advantage.

All variants are fed from disintegrating belts , and are capable of firing most types of 7.62 mm (.30 in) NATO ammunition. M240 variants can be converted to use non-disintegrating belts. There are significant differences in weight and some features among some versions which restrict interchangeability of parts. The M240s used by the US military are currently manufactured by FN America, the American subsidiary of FN Herstal . [6]

, and are capable of firing most types of 7.62 mm (.30 in) NATO ammunition. M240 variants can be converted to use non-disintegrating belts. There are significant differences in weight and some features among some versions which restrict interchangeability of parts. The M240s used by the US military are currently manufactured by FN America, the American subsidiary of

The M240B and M240G are usually fired from an integrated bipod , a tripod , or a vehicular mount; regarding tripod use, the U.S. Army primarily uses the M192 Lightweight Ground Mount , while the U.S. Marine Corps uses the M122 tripod, a slightly updated M2 tripod .

Manufactured by Fabrique Nationale d’Herstal , the FN MAG was chosen by the U.S. military for different roles after large worldwide searches and competitions. The MAG is a belt-fed , gas-operated , air-cooled, crew-served , fixed headspace general-purpose machine gun . Its versatility is demonstrated by its ability to be fired effectively from its integral bipod , mounted on a tripod , on ground vehicles , watercraft and aircraft .

was chosen by the U.S. military for different roles after large worldwide searches and competitions. The MAG is a

It was first adopted by the U.S. Army in 1977, as a coaxial tank gun, and slowly adopted for more applications in the 1980s and 1990s. The M240 and M240E1 were adopted for use on vehicles. This led to further adoption in more uses, especially for the Army and Marine Corps infantry . While possessing many of the same basic characteristics as its predecessor, the durability of the MAG system results in superior reliability when compared to the M60 . The MAG actually has a more complex gas system than the M60, but gives better reliability combined with lower maintenance requirements, though this comes at greater manufacturing cost and weight.

tank gun, and slowly adopted for more applications in the 1980s and 1990s. The M240 and M240E1 were adopted for use on vehicles. This led to further adoption in more uses, especially for the Army and

. While possessing many of the same basic characteristics as its predecessor, the durability of the MAG system results in superior reliability when compared to the

. The MAG actually has a more complex gas system than the M60, but gives better reliability combined with lower maintenance requirements, though this comes at greater manufacturing cost and weight.

Compared to other machine guns , its rating of 26,000 mean rounds between failure (MRBF) is quite high for its weight–in the 1970s when it was first adopted it achieved about 7,000 MRBF. It is not as reliable as some very heavy older designs, but it is quite reliable for its mass.

, its rating of 26,000 mean rounds between failure (MRBF) is quite high for its weight–in the 1970s when it was first adopted it achieved about 7,000 MRBF. It is not as reliable as some very heavy older designs, but it is quite reliable for its mass.

The US adoption of the MAG has its origins in the late 1960s/early 1970s as a project to procure a new coaxially mounted 7.62 mm machine gun for tanks to replace the M73 and M219 machine guns then being used. The 1950s-era M73 had been rather troubled, and the derivative M73E1/M219 was not much of an improvement. A number of designs of the period from various countries were considered; the final two candidates were the M60E2 and the FN MAG. They underwent comprehensive testing alongside the older M219 for comparison.

The US adoption of the MAG has its origins in the late 1960s/early 1970s as a project to procure a new coaxially mounted 7.62 mm machine gun for tanks to replace the

then being used. The 1950s-era M73 had been rather troubled, and the derivative M73E1/M219 was not much of an improvement. A number of designs of the period from various countries were considered; the final two candidates were the M60E2 and the FN MAG. They underwent comprehensive testing alongside the older M219 for comparison.

Two main criteria analyzed were “mean rounds between stoppages” (MRBS, malfunctions that can be cleared within minutes) and “mean rounds between failures” (MRBF, such as a part breaking). The results for the evaluated machine guns were the following:

The MAG itself underwent some improvements and the M60E2 was a specialized coaxial variant that differed from some of the other types. The qualities of the M60 variants vary considerably, such as between the M60E4 and the M60C. The clear winner was the MAG, which was designated as the M240 in 1977 after the Army competition.

The M240 was adopted as the U.S. Army’s standard vehicle machine gun in 1977. The Marine Corps also adopted the M240 and M240E1 for use on vehicles like the LAV-25 . It then went on to replace many older types of vehicle machine guns in the 1980s. U.S. Navy SEALs continued to use the “CAR-60” ( M60E3 ) version of the M60 machine gun due to its lighter weight and slower rate of fire, which allows a more effective duration of fire with allowable levels of ammunition carried. [ citation needed ]

The M240 was adopted as the U.S. Army’s standard vehicle machine gun in 1977. The Marine Corps also adopted the M240 and M240E1 for use on vehicles like the

) version of the M60 machine gun due to its lighter weight and slower rate of fire, which allows a more effective duration of fire with allowable levels of ammunition carried.

The M240 proved popular enough that it was adapted by the infantry later on, as the M240G and M240B. The USMC adopted the M240G for this role in 1991, where it not only replaced the original M60s used by the Marine Corps infantry, but also the upgraded M60E3 that the Marines had started using in the 1980s. In the late 1990s, the Army adopted the M240B for the infantry role – they had considered the M60E4 , which (though lighter and cheaper) did not offer commonality with the vehicle-borne M240, other FN MAG users within NATO , or the USMC.

The M240 proved popular enough that it was adapted by the infantry later on, as the M240G and M240B. The USMC adopted the M240G for this role in 1991, where it not only replaced the original M60s used by the Marine Corps infantry, but also the upgraded M60E3 that the Marines had started using in the 1980s. In the late 1990s, the Army adopted the M240B for the infantry role – they had considered the

, which (though lighter and cheaper) did not offer commonality with the vehicle-borne M240, other FN MAG users within

The various versions of the M240 have not yet entirely replaced all the M60 versions, though they have for most main applications and roles. The M60 is still, in some cases, used by the Navy.

Loading the M240 can be done either with the bolt forward or to the rear. If the bolt is to remain forward, the operator will then load the rounds into the feeding block (feed tray cover closed); or will open the feed tray cover, load the rounds onto the feeding tray, then close the feed tray cover. The charging handle will then be pulled to the rear, which locks the bolt to the rear. The weapon is then placed on safe and the charging handle is then placed back to the forward position (this is spring-loaded on the tank-mounted variation). The weapon is now ready for operation.

The weapon fires from the open bolt position, meaning that the bolt is held to the rear and only moves forward as it is firing a round. The firing pin is static and the bolt moves around the firing pin, circumventing any need for a hammer. A sear is used to time the internal mechanisms of the weapon to provide a consistent rate of fire, ensuring proper function and accuracy. However, firing from an open bolt also provides the possibility of an accidental discharge due to a bolt override. This happens when there is enough force for the bolt to jump over the sear and fire without the trigger being pulled. The safety on the weapon cannot stop this from happening. The safest way to protect against this is to leave the bolt forward on the weapon until the operator is ready to fire the weapon; then charge the weapon and fire.

machine gun on the right side of the tank, and the ammunition loader’s M240 on the left side of the tank.

Clearing the weapon is performed by ensuring that the bolt is locked to the rear and the weapon is on safe. The top cover is then lifted, the remaining belt (if any) is swept out of the feed tray, the feed tray is lifted to visually inspect the chamber and the face of the bolt. Any links or brass casings are removed. The weapon is now clear. In the extremely unlikely event that a live round is on the bolt face, it is knocked loose with a cleaning rod or another rigid object. If there is a live round lodged in the barrel, the operator must immediately decide if the barrel is hot enough that there is a chance of it cooking off. If there is, he will immediately move his face away from the opening of the weapon; and aiming the gun in a direction that is perceived to take the least amount of damage and/or casualties should the event of a cook-off occur. He should then wait for the barrel to cool off before attempting to remove it. He can also attempt to extract the round by closing the cover, taking the weapon off of safe, and pulling the trigger. This will likely causing the weapon to fire, so care should be made in ensuring that the weapon is first pointed in a safe direction.

The rate of fire may be controlled by three different gas regulator settings. The first setting allows the weapon to cycle at 650-750 rounds per minute, the second setting being 750-850 rounds per minute, and the third setting being 850-950 rounds per minute. These settings are changed by dismounting the barrel, removing the gas regulator collar and turning the gas regulator to allow more or less gas to move through the weapon system. It is generally performed only when necessary to return the gun to operation after fouling has caused sluggish operation and there is no time to properly clean the weapon.

The barrels can be exchanged rapidly, thanks to a barrel release button located on the left side of the weapon. The weapon is cleared first and then the button is held down, while the barrel’s carrying handle is moved from the right side of the weapon to the center, unlocking it from the receiver. At this point, the button is released and the barrel is then pulled free of the receiver and placed to the side. The new barrel is inserted into the receiver and then the carrying handle is shifted to the right, locking it into place. Headspace is set by counting the clicks as the barrel is locked down and should be between two and seven clicks.

During prolonged firing, care must be taken to not allow exposed skin to come in contact with the weapon. The barrels can become hot enough to inflict second-degree burns instantly without becoming visibly different. These hot barrels glow brightly to anyone using any sort of optics sensitive to infrared radiation, such as night vision devices.

The manufacturer’s name for the weapon is the MAG 58 . The M240 adheres to FN MAG-58 specifications, allowing parts to be interchanged with other standard MAG-58s. [2] This has significant advantages in training, logistics support, tactical versatility, and joint operations. For example, a US unit with attached British troops could supply replacement parts for the L7s, and vice versa. [2]

This has significant advantages in training, logistics support, tactical versatility, and joint operations. For example, a US unit with attached British troops could supply replacement parts for the L7s, and vice versa.

The M240 is designed as coaxial machine gun for tanks and 7.62 mm fire power on light armored vehicles. [7] The M240 is part of the secondary armament on the U.S. Army M1 series Abrams tank, M2/M3 series Bradley Fighting Vehicle, and the U.S. Marine Corp LAV-25. [8]

The M240 is part of the secondary armament on the U.S. Army M1 series Abrams tank, M2/M3 series Bradley Fighting Vehicle, and the U.S. Marine Corp LAV-25.

The M240E1 is the US Marine Corps version of the original M240 coaxial/pintle-mounted machine gun, that is used on vehicles, like the LAV-25. It can also be fitted with spade grips for flexible use, like the ones from the M240D.

is the US Marine Corps version of the original M240 coaxial/pintle-mounted machine gun, that is used on vehicles, like the LAV-25. It can also be fitted with spade grips for flexible use, like the ones from the M240D.

The M240C is the right hand variant on the original coaxial (installed alongside the main weapon) M240, it is identical to the M240 except for the ammunition cover and feed tray. It has a right-handed feed for use on the M2/M3 Bradley Fighting Vehicle and LAV as the coaxial machine gun. It is fed from the left on the M1 Abrams and other M1 variant (M1A1, M1A2, M1A2 SEP) tanks. The M240C uses a charging cable instead of a charging handle, has a cut-off pistol grip and has a special paddle assembly that allows the trigger to be actuated by means of a solenoid. Since the machine gun is not meant to be handled during use, the barrel is fully exposed and must be handled with asbestos mittens during barrel changes.

is the right hand variant on the original coaxial (installed alongside the main weapon) M240, it is identical to the M240 except for the ammunition cover and feed tray. It has a right-handed feed for use on the

and other M1 variant (M1A1, M1A2, M1A2 SEP) tanks. The M240C uses a charging cable instead of a charging handle, has a cut-off pistol grip and has a special paddle assembly that allows the trigger to be actuated by means of a solenoid. Since the machine gun is not meant to be handled during use, the barrel is fully exposed and must be handled with asbestos mittens during barrel changes.

The rate of fire of the M240, M240E1, and M240C can be controlled by three different gas regulator settings;

The M240D is an upgrade of the M240E1, primarily in the addition of an optical rail on the receiver cover. It has two possible configurations: aircraft and egress (ground). In the aircraft configuration, the M240D has a front and rear sight and a trigger group which accommodates the spade grip device, while the ground configuration involves the installation of an Egress Package or “infantry modification kit”, which is designed to provide downed aircrew personnel with increased firepower. The Egress Package contains a buttstock assembly, a buffer assembly, a bipod assembly, and a conventional trigger assembly.

The M240D is issued for aircraft configuration. The barrel assembly contains a three position gas plug. The first gas plug position allows the weapon to cycle at 650-750 rounds per minute (RPM), the second gas plug positions allows the weapon to fire at 750-850 rounds per minute (RPM), and the third gas plug position allows the weapon to fire at 850-950 rounds per minute (RPM). The aircraft configured M240D weighs 25.6 lb (11.6 kg) and is 42.3 in (1074.42 mm) long, while the egress configuration weighs 26.2 lb (11.9 kg) and is 49 in (1244.6 mm) long.

The M240H (formerly designated as the M240E5 ) [7] is an improvement of the M240D, the M240H features a rail-equipped feed cover, an improved flash suppressor, and has been configured so that it can be more quickly converted to infantry standard using an Egress Kit. The M240H has an overall length of 41.6 in (1056.6 mm) with a 21.7 in (551.2 mm) barrel and weighs 26.3 pounds (11.9 kg) empty, and has a rate of fire of 550-650 rounds per minute (RPM). The M240H entered service in 2004 on U.S. Army helicopters. It is equipped with dual spade grips and thumb-activated trigger systems, and can be quickly converted for dismounted infantry use via an egress components kit that includes a bipod and conventional pistol grip trigger module. [9]

is an improvement of the M240D, the M240H features a rail-equipped feed cover, an improved flash suppressor, and has been configured so that it can be more quickly converted to infantry standard using an Egress Kit. The M240H has an overall length of 41.6 in (1056.6 mm) with a 21.7 in (551.2 mm) barrel and weighs 26.3 pounds (11.9 kg) empty, and has a rate of fire of 550-650 rounds per minute (RPM). The M240H entered service in 2004 on U.S. Army helicopters. It is equipped with dual spade grips and thumb-activated trigger systems, and can be quickly converted for dismounted infantry use via an egress components kit that includes a bipod and conventional pistol grip trigger module.

The M240N is designed with a front and rear sights, and configured specifically for mounting on water craft. It is similar to the M240G, but lacks the integral bipod. It also uses the hydraulic buffer of the M240B, and features the lower cyclic rate of fire of the M240B which is around 550-650 rounds per minute (RPM). [7]

The M240N is designed with a front and rear sights, and configured specifically for mounting on water craft. It is similar to the M240G, but lacks the integral bipod. It also uses the hydraulic buffer of the M240B, and features the lower cyclic rate of fire of the M240B which is around 550-650 rounds per minute (RPM).

The M240G allows for commonality throughout the Marine Corps whether the weapon is used in an infantry, vehicular, or airborne role. The M240G is the ground version of the original M240 or M240E1, 7.62 mm medium class weapon designed as a coaxial / pintle -mounted machine gun for tanks and LAVs . The M240G can be modified for ground use by the installation of an “infantry modification kit” (a flash suppressor , front sight, carrying handle for the barrel , a buttstock, infantry length pistol grip, bipod , and rear sight assembly). The M240G lacks a front heat guard, and as such is a few pounds lighter than the M240B, weighing in at 25.6 pounds (11.6 kg). The rate of fire of the M240G can be controlled by three gas settings. On gas setting one the weapon will fire at 650-750 rounds per minute, on gas setting two the weapon will fire at 750-850 rounds per minute, and on gas setting three the weapon will fire at 850-950 rounds per minute. The size of the gas port increases resulting in greater energy being delivered to the action. Use at high settings induces added stresses on the action and results in a shorter service life of the weapon. It gives the operator an ability to adjust the gas bleed to the action. This also allows the weapon to continue firing when very dirty from sustained use in combat conditions when it may be otherwise rendered inoperable due to an extremely dirty and dry action.

The M240G allows for commonality throughout the Marine Corps whether the weapon is used in an infantry, vehicular, or airborne role. The M240G is the ground version of the original M240 or M240E1, 7.62 mm medium class weapon designed as a

, and rear sight assembly). The M240G lacks a front heat guard, and as such is a few pounds lighter than the M240B, weighing in at 25.6 pounds (11.6 kg). The rate of fire of the M240G can be controlled by three gas settings. On gas setting one the weapon will fire at 650-750 rounds per minute, on gas setting two the weapon will fire at 750-850 rounds per minute, and on gas setting three the weapon will fire at 850-950 rounds per minute. The size of the gas port increases resulting in greater energy being delivered to the action. Use at high settings induces added stresses on the action and results in a shorter service life of the weapon. It gives the operator an ability to adjust the gas bleed to the action. This also allows the weapon to continue firing when very dirty from sustained use in combat conditions when it may be otherwise rendered inoperable due to an extremely dirty and dry action.

The M240B (formerly called as the M240E4 ) is the standard infantry medium machine gun of the U.S. Marine Corps . The US Navy and Coast Guard likewise utilize the weapon system. It is also still used by some Army units. It comes configured for ground combat with a buttstock and bipod, though it can also be mounted on tripod, ground vehicles, aircraft, aboard ships and small boats. It is almost always referred to as an “M240 Bravo ” or even just “240” verbally. [10] The M60E4 (Mk 43 as designated by the U.S. Navy ) was pitted against the M240E4 (former designation of the M240B) in Army trials during the 1990s for a new infantry medium machine gun, in a competition to replace the decades-old M60s. The M240E4 won, and was then classified as the M240B . This led to 1,000 existing M240s being sent to FN for an overhaul and a special kit that modified them for use on ground (such as a stock, a rail, etc.). This led to procurement contracts in the late 1990s for the all-new M240B. However, a new feature was added, a hydraulic buffer system to reduce the felt recoil as incorporated in the M60. [ citation needed ] While the M240B had been more reliable in the tests, it was a few pounds heavier than the M60E4, which led to the development of the lighter M240L machine gun . The Army M240 converted to the M240B configuration should not be confused with the large numbers of M240/E1 converted to the M240G configuration for the Marine Corps.

likewise utilize the weapon system. It is also still used by some Army units. It comes configured for ground combat with a buttstock and bipod, though it can also be mounted on tripod, ground vehicles, aircraft, aboard ships and small boats. It is almost always referred to as an “M240

) was pitted against the M240E4 (former designation of the M240B) in Army trials during the 1990s for a new infantry medium machine gun, in a competition to replace the decades-old M60s. The M240E4 won, and was then classified as the

. This led to 1,000 existing M240s being sent to FN for an overhaul and a special kit that modified them for use on ground (such as a stock, a rail, etc.). This led to procurement contracts in the late 1990s for the all-new M240B. However, a new feature was added, a hydraulic buffer system to reduce the felt recoil as incorporated in the M60.

While the M240B had been more reliable in the tests, it was a few pounds heavier than the M60E4, which led to the development of the lighter

. The Army M240 converted to the M240B configuration should not be confused with the large numbers of M240/E1 converted to the M240G configuration for the Marine Corps.

In the Marine Corps , the M240G is the predecessor of the M240B. [ citation needed ] The main differences between the two machine-gun variations is the picatinny rail system, hydraulic buffer inside of the butt stock to reduce the amount of recoil felt by the gunner, and the number of gas settings on the gas regulator plug. The M240G has three gas settings, allowing the machine gun to have a fire rate between 650-950 rounds per minute depending on the setting selected, whereas the M240B only has one setting, restricting the fire rate between 550-650 rounds per minute. The smaller gas port used on the M240B slows down the rate of fire, which increases the longevity of the machine-gun by reducing stresses on the action. A side effect is a weapon that will not fire when extremely dirty as the energy on the piston is reduced. The Marine Corps relies on fire discipline among its machine gunners to not set it to the largest port unless required.

system, hydraulic buffer inside of the butt stock to reduce the amount of recoil felt by the gunner, and the number of gas settings on the gas regulator plug. The M240G has three gas settings, allowing the machine gun to have a fire rate between 650-950 rounds per minute depending on the setting selected, whereas the M240B only has one setting, restricting the fire rate between 550-650 rounds per minute. The smaller gas port used on the M240B slows down the rate of fire, which increases the longevity of the machine-gun by reducing stresses on the action. A side effect is a weapon that will not fire when extremely dirty as the energy on the piston is reduced. The Marine Corps relies on fire discipline among its machine gunners to not set it to the largest port unless required.

The M240B is being tested with a new adjustable buttstock that may replace the current stock of the M240B. [11] The lighter M240L has started to replace the M240B in U.S. Army service. [12] The Marine Corps is observing the progress of the M240L, but feels it is too expensive for adoption. The Corps is instead looking to upgrade the M240 barrel through several ways, including carbon fiber coatings, new alloys, or ceramic liners, to lighten and strengthen the barrel. The goal would be a barrel that would not need to be changed, would weigh the same, but decrease heat retention, lessen warping, and eliminate cook-offs. They are also interested in incorporating a suppressor into the barrel, rather than having to attach one, to reduce the sound of shots and make it difficult to determine where the gunner is located. [13]

The M240B is being tested with a new adjustable buttstock that may replace the current stock of the M240B.

The Marine Corps is observing the progress of the M240L, but feels it is too expensive for adoption. The Corps is instead looking to upgrade the M240 barrel through several ways, including carbon fiber coatings, new alloys, or ceramic liners, to lighten and strengthen the barrel. The goal would be a barrel that would not need to be changed, would weigh the same, but decrease heat retention, lessen warping, and eliminate cook-offs. They are also interested in incorporating a

into the barrel, rather than having to attach one, to reduce the sound of shots and make it difficult to determine where the gunner is located.

The M240B is a successful and well-regarded weapon system that has proven itself in combat in Afghanistan and Iraq, serving as a powerful supplement to the M4 carbine , M16 rifle and M249 light machine gun , all of which fire 5.56x45mm NATO . Its 7.62 mm round provides good penetration and stopping power, a characteristic that is especially appreciated in the urban environments where many Iraqi engagements took place. Overall, the M240B’s combat record must be considered superior to the problematic M60 that it has entirely replaced in US service. An April 2002 presentation by the Natick Soldier Center reported on lessons learned from M240B use in Afghanistan:

The M240B is a successful and well-regarded weapon system that has proven itself in combat in Afghanistan and Iraq, serving as a powerful supplement to the

. Its 7.62 mm round provides good penetration and stopping power, a characteristic that is especially appreciated in the urban environments where many Iraqi engagements took place. Overall, the M240B’s combat record must be considered superior to the problematic

42% reported problems getting spare parts in Afghanistan (barrels, springs, small roll pins, T&E; (transversing & elevation) pin, heat shields, sear pins, spare barrel bag, cleaning materials);

1 soldier reported a double feed in combat; This was probably a failure to extract and not a double feed.

On 15 May 2003, an “Operation Iraqi Freedom PEO Soldier Lessons Learned” report by LTC Jim Smith, U.S. Army, was published. The report made the following comments on the M240B:

Soldiers have great confidence in this weapon. Again, the vast majority of comments were positive. Most negative comments were relative to the AG’s load. Soldiers recommended fabricating the tripod out of a lighter material. The AG bag is not integrated into the remainder of the MOLLE and, therefore, is not easily carried. Additionally, the nylon bag melts when it comes in contact with a hot barrel. Other suggestions included adding collapsible bipod legs like the squad automatic weapon (SAW), wiring down the heat shields and an ammunition carrying system to carry 300-400 linked rounds. [14]

Soldiers have great confidence in this weapon. Again, the vast majority of comments were positive. Most negative comments were relative to the AG’s load. Soldiers recommended fabricating the tripod out of a lighter material. The AG bag is not integrated into the remainder of the MOLLE and, therefore, is not easily carried. Additionally, the nylon bag melts when it comes in contact with a hot barrel. Other suggestions included adding collapsible bipod legs like the

(SAW), wiring down the heat shields and an ammunition carrying system to carry 300-400 linked rounds.

In May 2006, there was a presentation by the US Army Infantry Center reported these conclusions on the M240B:

These comments were based on a survey of 3,300 soldiers from eight divisions of the U.S. Army (active, Guard, and reserve).

The M240L (M240 Lima), formerly the M240E6 is the product of the M240B Weight Reduction Program which reduces the weight of the existing M240B by 5.5 pounds (2.5 kg). [15] To achieve 18% weight savings, the M240L incorporates titanium construction and alternative manufacturing methods for fabricating major components. The resulting improvements reduced the soldier’s combat load while allowing easier handling and movement of the weapon. The M240L may replace the M240B in U.S. Army service. [12] It was type classified in the fourth quarter of fiscal year 2010. [16] [17]

The M240L (M240 Lima), formerly the M240E6 is the product of the M240B Weight Reduction Program which reduces the weight of the existing M240B by 5.5 pounds (2.5 kg).

construction and alternative manufacturing methods for fabricating major components. The resulting improvements reduced the soldier’s combat load while allowing easier handling and movement of the weapon. The M240L may replace the M240B in U.S. Army service.

Titanium was used to make the receiver body, front sight post, and carrying handle while maintaining steel operating system components. The manufacturing process had to be adjusted because titanium takes longer to machine than steel and requires more frequent replacement of tooling bits; more pliable stainless steel rivets were used, and the receiver was coated with boron and chrome carbo-nitride coatings with a ceramic-based top coat to preserve it under extreme operating temperatures. The M240L weighs 22.3 lb (10.1 kg) with a standard-length barrel and standard stock, and weighs 21.8 lb (9.9 kg) with a shorter barrel and collapsible stock. The short barrel is 4 in (100 mm) shorter than a standard M240 barrel, and with the collapsible stock the M240L can be made 7 in (180 mm) shorter. The smaller and lighter variant of the M240L is the M240P, which is still in a testing phase in Afghanistan. The M240P is not used as often as its predecessors. [18] [19] The Army initially bought 4,500 M240Ls, and plans to buy 12,000 total. [13]

Titanium was used to make the receiver body, front sight post, and carrying handle while maintaining steel operating system components. The manufacturing process had to be adjusted because titanium takes longer to machine than steel and requires more frequent replacement of tooling bits; more pliable stainless steel rivets were used, and the receiver was coated with boron and chrome carbo-nitride coatings with a ceramic-based top coat to preserve it under extreme operating temperatures. The M240L weighs 22.3 lb (10.1 kg) with a standard-length barrel and standard stock, and weighs 21.8 lb (9.9 kg) with a shorter barrel and collapsible stock. The short barrel is 4 in (100 mm) shorter than a standard M240 barrel, and with the collapsible stock the M240L can be made 7 in (180 mm) shorter. The smaller and lighter variant of the M240L is the M240P, which is still in a testing phase in Afghanistan. The M240P is not used as often as its predecessors.

The Barrett 240LW (Light Weight) program has its design roots in the original U.S. Army solicitation for a lighter M240 medium machine gun in 2010. The program called for a much lighter version of the M240, while keeping the same familiar open bolt design that the machine gun is world-renowned for. This was formally known as the M240B Weight Reduction Program, or the M240E6. The results of that solicitation ended with the adoption of the M240L by the U.S. Army. By producing the receiver out of titanium, instead of steel, FN delivered a light-weight solution by trimming the weight of the M240B by 5.5 pounds, or an 18 percent weight reduction of the original machine gun, giving it an overall weight of 22.3 pounds. Currently the Lima is in service with the U.S. Army in a limited capacity. [21]

The Barrett 240LW (Light Weight) program has its design roots in the original U.S. Army solicitation for a lighter M240 medium machine gun in 2010. The program called for a much lighter version of the M240, while keeping the same familiar open bolt design that the machine gun is world-renowned for. This was formally known as the M240B Weight Reduction Program, or the M240E6. The results of that solicitation ended with the adoption of the

by the U.S. Army. By producing the receiver out of titanium, instead of steel, FN delivered a light-weight solution by trimming the weight of the M240B by 5.5 pounds, or an 18 percent weight reduction of the original machine gun, giving it an overall weight of 22.3 pounds. Currently the Lima is in service with the U.S. Army in a limited capacity.

Although Barrett did not participate in the solicitation program, the company felt that it could produce an equivalent weight reduction by more efficient manufacturing methods instead of simply switching to the much more expensive titanium receiver. In addition, the company makes the point that the majority of worldwide titanium reserves are coming from Russia and China. Should relations between the United States and these countries sour, it would become much harder to find sources of titanium. Thus Barrett designed the 240LW series, keeping the standard M240 technical data package, while more efficiently manufacturing the receiver. [21]

Although Barrett did not participate in the solicitation program, the company felt that it could produce an equivalent weight reduction by more efficient manufacturing methods instead of simply switching to the much more expensive titanium receiver. In addition, the company makes the point that the majority of worldwide titanium reserves are coming from Russia and China. Should relations between the United States and these countries sour, it would become much harder to find sources of titanium. Thus Barrett designed the 240LW series, keeping the standard M240 technical data package, while more efficiently manufacturing the receiver.

Excess weight in the original M240 is necessary due to its riveted box receiver. The overlapping steel required for this process, as well as the rivets that adds to the overall weight of the machine gun and allows for corrosion risks or operational issues during use in the field. The Barrett solution is to machine the receiver from forgings, then expertly weld the halves together. There is no extra steel for overlapping plates and no rivets to vibrate loose. This procedure allows for a reduction in receiver components from 64 down to only 2 and subtract four pounds off the receiver alone. The Barrett manufacturing process reduces weight without the use of rare, exotic materials. Improved reliability and corrosion has been moved into a 21st-century design with the Barrett 240LW and 5.5 pounds were saved during the process.

The Barrett 240LW is a general-purpose machine gun capable of mounting on a bipod, tripod, aircraft, or vehicle. It is belt fed, air-cooled, gas operated, fully automatic and fires from an open bolt. It features an adjustable buttstock with a hydraulic buffer, feed pawls, a fluted quick detach barrel, a new handguard with Keymod attachments, a new quick detach titanium bipod, adjustable carrying handle, a rivetless receiver, and a three position gas regulator. [22]

The Barrett 240LW is a general-purpose machine gun capable of mounting on a bipod, tripod, aircraft, or vehicle. It is belt fed, air-cooled, gas operated, fully automatic and fires from an open bolt. It features an adjustable buttstock with a hydraulic buffer, feed pawls, a fluted quick detach barrel, a new handguard with Keymod attachments, a new quick detach titanium bipod, adjustable carrying handle, a rivetless receiver, and a three position gas regulator.

The Barrett 240LWS (Light Weight Short) gas operated, belt fed, open bolt, medium machine gun is a shortened variant of the 240LW program. The design concept of this variant is to produce a viable medium machine gun that would serve in a special operations capacity, where a small team of operators could maximize a medium machine gun by having it in a shorter and lighter package than its big brother, the 240LW, or the equivalent M240B. This follows in the footsteps of the Mk 48 and the M60E6 medium machine guns, also designed for the small unit role. The Mk 48 is a variant of the M249 LMG , scaled up to chamber 7.62x51mm NATO; it has come across some issues in its service life; it was never designed to be a general-purpose machine gun, while the M60E6 arguably came too late to make a difference in USMC and US Army general machine gun adoption, being that the M240 design was well standardized within the DoD ranks. Both offerings are more focused on Special Operations in US Service. [21]

The Barrett 240LWS (Light Weight Short) gas operated, belt fed, open bolt, medium machine gun is a shortened variant of the 240LW program. The design concept of this variant is to produce a viable medium machine gun that would serve in a special operations capacity, where a small team of operators could maximize a medium machine gun by having it in a shorter and lighter package than its big brother, the 240LW, or the equivalent M240B. This follows in the footsteps of the

, scaled up to chamber 7.62x51mm NATO; it has come across some issues in its service life; it was never designed to be a general-purpose machine gun, while the M60E6 arguably came too late to make a difference in USMC and US Army general machine gun adoption, being that the M240 design was well standardized within the DoD ranks. Both offerings are more focused on Special Operations in US Service.

The Barrett 240LWS features a removable and telescoping buttstock, that has 6 adjustable positions. It differs from the buttstock of the 240LW by being half of its size in length, and doesn’t have a polymer cheek piece. There are two telescoping rods that allows the buttstock to be extended to the desired position, when depressed from the top portion. The rods have indentations on them, which lock into positional latches within the rear of the buttstock. The hydraulic buffer is permanently encased within the stock and is necessary for recoil reduction from the reciprocating movement of the bolt group. Early prototypes had steel QD sling sockets on both sides of the stock, however current production versions will have solid steel sling loops on either side of it. This is to alleviate any damage that may occur to a sling mounted on the QD socket, and the amount of stress that it could take while carrying the machine gun. It also features a Picatinny rail that is longer compared to the Picatinny rail of the M240 machine guns, and where the Barrett M107A1 rear sight can be mounted and other various optics. The design of the feed tray cover hinge has been altered to be in the shape of a hexagon, thus allowing for the feed tray cover to be able to stay open while at a 45 degree angle to the receiver, while the machine gunner is loading a belt of ammunition. The feed tray has also been altered, with two protruding spring-loaded teeth which can bend in the direction of the ammunition belt. These teeth allows the operator to securely place a belt of ammunition on the feed tray, while at an upright angle, and not have the belt slip out while closing the cover. In addition they allow the operator to be able to squeeze the front of the belt into a closed cover because the teeth only bends in the direction of the belt, and the belt will pass over them, then the teeth will click upwards, thus locking the belt in place. Another click forward, and the belt of ammunition will be in place to fire. This allows the operator to feed a belt of ammunition into his 240LWS without ever having to possibly expose his position or line of sight, by opening the feed tray cover. [21]

The Barrett 240LWS features a removable and telescoping buttstock, that has 6 adjustable positions. It differs from the buttstock of the 240LW by being half of its size in length, and doesn’t have a polymer cheek piece. There are two telescoping rods that allows the buttstock to be extended to the desired position, when depressed from the top portion. The rods have indentations on them, which lock into positional latches within the rear of the buttstock. The hydraulic buffer is permanently encased within the stock and is necessary for recoil reduction from the reciprocating movement of the bolt group. Early prototypes had steel QD sling sockets on both sides of the stock, however current production versions will have solid steel sling loops on either side of it. This is to alleviate any damage that may occur to a sling mounted on the QD socket, and the amount of stress that it could take while carrying the machine gun. It also features a Picatinny rail that is longer compared to the Picatinny rail of the M240 machine guns, and where the Barrett M107A1 rear sight can be mounted and other various optics. The design of the feed tray cover hinge has been altered to be in the shape of a hexagon, thus allowing for the feed tray cover to be able to stay open while at a 45 degree angle to the receiver, while the machine gunner is loading a belt of ammunition. The feed tray has also been altered, with two protruding spring-loaded teeth which can bend in the direction of the ammunition belt. These teeth allows the operator to securely place a belt of ammunition on the feed tray, while at an upright angle, and not have the belt slip out while closing the cover. In addition they allow the operator to be able to squeeze the front of the belt into a closed cover because the teeth only bends in the direction of the belt, and the belt will pass over them, then the teeth will click upwards, thus locking the belt in place. Another click forward, and the belt of ammunition will be in place to fire. This allows the operator to feed a belt of ammunition into his 240LWS without ever having to possibly expose his position or line of sight, by opening the feed tray cover.

The position of the pistol grip and firing control group has been redesigned to make the 240LWS even shorter than the 240LW. With this, Barrett moved the entire grip forward by about 4 inches, to where the front of the trigger guard is at a right angle to the ejection port. By moving the fire control group forward, the overall length can be shortened because the machine gunner no longer needs a traditionally longer stock to compensate for the original position of the pistol group, towards the very rear portion of the receiver. Instead of the operator using a cheek weld on the stock, the operator can now rest his face against the actual receiver of the machine gun, it also allows the operator to have a closer fit of the weapon. But by doing this, the bolt had to be modified accordingly, because the original location of the sear is no longer there. Barrett had to move the position of the sear catch on the bolt to further down the length of it. The bolt group is still the same as the original M240 design, with the exception of the position of the sear catch. Though moving the grip forward took away the ability to connect the LWS to the standard pintle adapter from the M192 , Barrett made available as part of the system a new adjustable pintle adapter that works with both made by Military Systems Group. As of July 2017, it is not yet clear if that adapter is compatible with the M192 or M122 Traverse and Elevation (T&E;) mechanism. [23] However, it should be noted that the primary intended use of the LWS is not to be mounted, but instead being a part of a small man team that needs the additional firepower while on a foot patrol. [21]

The position of the pistol grip and firing control group has been redesigned to make the 240LWS even shorter than the 240LW. With this, Barrett moved the entire grip forward by about 4 inches, to where the front of the trigger guard is at a right angle to the ejection port. By moving the fire control group forward, the overall length can be shortened because the machine gunner no longer needs a traditionally longer stock to compensate for the original position of the pistol group, towards the very rear portion of the receiver. Instead of the operator using a cheek weld on the stock, the operator can now rest his face against the actual receiver of the machine gun, it also allows the operator to have a closer fit of the weapon. But by doing this, the bolt had to be modified accordingly, because the original location of the sear is no longer there. Barrett had to move the position of the sear catch on the bolt to further down the length of it. The bolt group is still the same as the original M240 design, with the exception of the position of the sear catch. Though moving the grip forward took away the ability to connect the LWS to the standard pintle adapter from the

, Barrett made available as part of the system a new adjustable pintle adapter that works with both made by Military Systems Group. As of July 2017, it is not yet clear if that adapter is compatible with the M192 or M122 Traverse and Elevation (T&E;) mechanism.

However, it should be noted that the primary intended use of the LWS is not to be mounted, but instead being a part of a small man team that needs the additional firepower while on a foot patrol.

It still features a non-reciprocating bolt handle, a fluted quick detachable barrel and features a quick flip-up sight, a three position gas regulator similar to the M240G’s gas regulator, a standard M240 muzzle compensator, quick detach titanium bipod that has three positions, and a new redesigned handguard which no longer contacts the gas tube, minimizing heat transfer to the handguard. Unlike the current M240’s solution of minimizing the heat transfer, Barrett uses a free floating handguard system, where they bolted the handguard directly to the receiver of the machine gun, instead of to the gas tube assembly. The handguard also has Keymod rail sections at the 3, 6, and 9 o’clock positions, with the side sections being separated from the bottom by a gripping surface for the operator. [21]

It still features a non-reciprocating bolt handle, a fluted quick detachable barrel and features a quick flip-up sight, a three position gas regulator similar to the M240G’s gas regulator, a standard M240 muzzle compensator, quick detach titanium bipod that has three positions, and a new redesigned handguard which no longer contacts the gas tube, minimizing heat transfer to the handguard. Unlike the current M240’s solution of minimizing the heat transfer, Barrett uses a free floating handguard system, where they bolted the handguard directly to the receiver of the machine gun, instead of to the gas tube assembly. The handguard also has Keymod rail sections at the 3, 6, and 9 o’clock positions, with the side sections being separated from the bottom by a gripping surface for the operator.

Weight: 9.30 kg (20.5 lb) with the standard barrel and 8.96 kg (19.75 lb) with the short barrel, while unloaded

“Los helicopteros Cougar y Chinook incorporaran las nuevas ametralladoras MAG-58, M3M y M-240 – Noticias Infodefensa Espana”


See Also : holograms_240

Holograms are given presence in our world by remaining in place as we move about in space. HoloLens keeps holograms in place by using various coordinate systems to keep track of the location and orientation of objects. When we share these coordinate systems between devices, we can create a shared experience that allows us to take part in a shared holographic world.

Holograms are given presence in our world by remaining in place as we move about in space. HoloLens keeps holograms in place by using various

to keep track of the location and orientation of objects. When we share these coordinate systems between devices, we can create a shared experience that allows us to take part in a shared holographic world.

Create a shared interactive experience where you can target other players – and launch projectiles at them!

In this chapter, we’ll interact with our holograms. First, we’ll add a cursor to visualize our Gaze . Then, we’ll add Gestures and use our hand to place our holograms in space.

Once the app launches on your HoloLens, move your head around and notice how the EnergyHub follows your gaze.

Notice how the cursor appears when you gaze upon the hologram, and changes to a point light when not gazing at a hologram.

Perform an air-tap to place the hologram. At this time in our project, you can only place the hologram once (redeploy to try again).

It’s fun to see and interact with holograms, but let’s go further. We’ll set up our first shared experience – a hologram everyone can see together.

The InternetClientServer and PrivateNetworkClientServer capabilities must be declared for an app to connect to the sharing server. This is done for you already in Holograms 240, but keep this in mind for your own projects.

capabilities must be declared for an app to connect to the sharing server. This is done for you already in Holograms 240, but keep this in mind for your own projects.

Next we need to launch the sharing service. Only one PC in the shared experience needs to do this step.

Note down the IPv4 address displayed in the Sharing Service console window. This is the same IP as the machine the service is being run on.

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Windows.Speech;
using Academy.HoloToolkit.Unity;
using Academy.HoloToolkit.Sharing;

public class HologramPlacement : Singleton

/// Tracks if we have been sent a transform for the anchor model.
/// The anchor model is rendered relative to the actual anchor.
///

public bool GotTransform { get; private set; }

private bool animationPlayed = false;

void Start()
{
// We care about getting updates for the anchor transform.
CustomMessages.Instance.MessageHandlers[CustomMessages.TestMessageID.StageTransform] = this.OnStageTransfrom;

// And when a new user join we will send the anchor transform we have.
SharingSessionTracker.Instance.SessionJoined += Instance_SessionJoined;
}

///

/// When a new user joins we want to send them the relative transform for the anchor if we have it.
///

private void Instance_SessionJoined(object sender, SharingSessionTracker.SessionJoinedEventArgs e)
{
if (GotTransform)
{
CustomMessages.Instance.SendStageTransform(transform.localPosition, transform.localRotation);
}
}

void Update()
{
if (GotTransform)
{
if (ImportExportAnchorManager.Instance.AnchorEstablished &&
animationPlayed == false)
{
// This triggers the animation sequence for the anchor model and
// puts the cool materials on the model.
GetComponent

().SendMessage(“OnSelect”);
animationPlayed = true;
}
}
else
{
transform.position = Vector3.Lerp(transform.position, ProposeTransformPosition(), 0.2f);
}
}

Vector3 ProposeTransformPosition()
{
// Put the anchor 2m in front of the user.
Vector3 retval = Camera.main.transform.position + Camera.main.transform.forward * 2;

return retval;
}

public void OnSelect()
{
// Note that we have a transform.
GotTransform = true;

// And send it to our friends.
CustomMessages.Instance.SendStageTransform(transform.localPosition, transform.localRotation);
}

///

void OnStageTransfrom(NetworkInMessage msg)
{
// We read the user ID but we don’t use it here.
msg.ReadInt64();

transform.localPosition = CustomMessages.Instance.ReadVector3(msg);
transform.localRotation = CustomMessages.Instance.ReadQuaternion(msg);

// The first time, we’ll want to send the message to the anchor to do its animation and
// swap its materials.
if (GotTransform == false)
{
GetComponent

().SendMessage(“OnSelect”);
}

GotTransform = true;
}

public void ResetStage()
{
// We’ll use this later.
}
}

Designate one HoloLens to deploy to first. You will need to wait for the Anchor to be uploaded to the service before you can place the EnergyHub (this can take ~30-60 seconds). Until the upload is done, your tap gestures will be ignored.

After the EnergyHub has been placed, its location will be uploaded to the service and you can then deploy to all other HoloLens devices.

When a new HoloLens first joins the session, the location of the EnergyHub may not be correct on that device. However, as soon as the anchor and EnergyHub locations have been downloaded from the service, the EnergyHub should jump to the new, shared location. If this does not happen within ~30-60 seconds, walk to where the original HoloLens was when setting the anchor to gather more environment clues. If the location still does not lock on, redeploy to the device.

When the devices are all ready and running the app, look for the EnergyHub. Can you all agree on the hologram’s location and which direction the text is facing?

Everyone can now see the same hologram! Now let’s see everyone else connected to our shared holographic world. In this chapter, we’ll grab the head location and rotation of all other HoloLens devices in the same sharing session.

/// Called when the user is gazing at this avatar and air-taps it.
/// This sends the user’s selection to the rest of the devices in the experience.
///

void OnSelect()
{
PlayerAvatarStore.Instance.DismissAvatarPicker();

LocalPlayerManager.Instance.SetUserAvatar(AvatarIndex);
}

void Start()
{
// Add Billboard component so the avatar always faces the user.
Billboard billboard = gameObject.GetComponent

();
}

// Lock rotation along the Y axis.
billboard.PivotAxis = PivotAxis.Y;
}
}

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Windows.Speech;
using Academy.HoloToolkit.Unity;
using Academy.HoloToolkit.Sharing;

public class HologramPlacement : Singleton

/// Tracks if we have been sent a transform for the model.
/// The model is rendered relative to the actual anchor.
///

();

void Start()
{
// When we first start, we need to disable the model to avoid it obstructing the user picking a hat.
DisableModel();

// We care about getting updates for the model transform.
CustomMessages.Instance.MessageHandlers[CustomMessages.TestMessageID.StageTransform] = this.OnStageTransfrom;

// And when a new user join we will send the model transform we have.
SharingSessionTracker.Instance.SessionJoined += Instance_SessionJoined;
}

///

/// When a new user joins we want to send them the relative transform for the model if we have it.
///

private void Instance_SessionJoined(object sender, SharingSessionTracker.SessionJoinedEventArgs e)
{
if (GotTransform)
{
CustomMessages.Instance.SendStageTransform(transform.localPosition, transform.localRotation);
}
}

///

void DisableModel()
{
foreach (MeshRenderer renderer in gameObject.GetComponentsInChildren

())
{
if (renderer.enabled)
{
renderer.enabled = false;
disabledRenderers.Add(renderer);
}
}

foreach (MeshCollider collider in gameObject.GetComponentsInChildren

void EnableModel()
{
foreach (MeshRenderer renderer in disabledRenderers)
{
renderer.enabled = true;
}

foreach (MeshCollider collider in gameObject.GetComponentsInChildren

())
{
collider.enabled = true;
}

disabledRenderers.Clear();
}

void Update()
{
// Wait till users pick an avatar to enable renderers.
if (disabledRenderers.Count > 0)
{
if (!PlayerAvatarStore.Instance.PickerActive &&
ImportExportAnchorManager.Instance.AnchorEstablished)
{
// After which we want to start rendering.
EnableModel();

// And if we’ve already been sent the relative transform, we will use it.
if (GotTransform)
{
// This triggers the animation sequence for the model and
// puts the cool materials on the model.
GetComponent

().SendMessage(“OnSelect”);
}
}
}
else if (GotTransform == false)
{
transform.position = Vector3.Lerp(transform.position, ProposeTransformPosition(), 0.2f);
}
}

Vector3 ProposeTransformPosition()
{
// Put the model 2m in front of the user.
Vector3 retval = Camera.main.transform.position + Camera.main.transform.forward * 2;

return retval;
}

public void OnSelect()
{
// Note that we have a transform.
GotTransform = true;

// And send it to our friends.
CustomMessages.Instance.SendStageTransform(transform.localPosition, transform.localRotation);
}

///

void OnStageTransfrom(NetworkInMessage msg)
{
// We read the user ID but we don’t use it here.
msg.ReadInt64();

transform.localPosition = CustomMessages.Instance.ReadVector3(msg);
transform.localRotation = CustomMessages.Instance.ReadQuaternion(msg);

// The first time, we’ll want to send the message to the model to do its animation and
// swap its materials.
if (disabledRenderers.Count == 0 && GotTransform == false)
{
GetComponent

().SendMessage(“OnSelect”);
}

GotTransform = true;
}

public void ResetStage()
{
// We’ll use this later.
}
}

public enum AppState
{
Starting = 0,
WaitingForAnchor,
WaitingForStageTransform,
PickingAvatar,
Ready
}

///

public AppState CurrentAppState { get; set; }

void Start()
{
// We start in the ‘picking avatar’ mode.
CurrentAppState = AppState.PickingAvatar;

// We start by showing the avatar picker.
PlayerAvatarStore.Instance.SpawnAvatarPicker();
}

void Update()
{
switch (CurrentAppState)
{
case AppState.PickingAvatar:
// Avatar picking is done when the avatar picker has been dismissed.
if (PlayerAvatarStore.Instance.PickerActive == false)
{
CurrentAppState = AppState.WaitingForAnchor;
}
break;
case AppState.WaitingForAnchor:
if (ImportExportAnchorManager.Instance.AnchorEstablished)
{
CurrentAppState = AppState.WaitingForStageTransform;
GestureManager.Instance.OverrideFocusedObject = HologramPlacement.Instance.gameObject;
}
break;
case AppState.WaitingForStageTransform:
// Now if we have the stage transform we are ready to go.
if (HologramPlacement.Instance.GotTransform)
{
CurrentAppState = AppState.Ready;
GestureManager.Instance.OverrideFocusedObject = null;
}
break;
}
}
}

When you hear a pinging sound, find the avatar selection menu and select an avatar with the air-tap gesture.

If you’re not looking at any holograms, the point light around your cursor will turn a different color when your HoloLens is communicating with the service: initializing (dark purple), downloading the anchor (green), importing/exporting location data (yellow), uploading the anchor (blue). If your point light around your cursor is the default color (light purple), then you are ready to interact with other players in your session!

Look at other people connected to your space – there will be a holographic robot floating above their shoulder and mimicking their head motions!

In this chapter, we’ll make the anchor able to be placed on real-world surfaces. We’ll use shared coordinates to place that anchor in the middle point between everyone connected to the shared experience.

public enum AppState
{
Starting = 0,
PickingAvatar,
WaitingForAnchor,
WaitingForStageTransform,
Ready
}

// The object to call to make a projectile.
GameObject shootHandler = null;

///

public AppState CurrentAppState { get; set; }

void Start()
{
// The shootHandler shoots projectiles.
if (GetComponent

().gameObject;
}

// We start in the ‘picking avatar’ mode.
CurrentAppState = AppState.PickingAvatar;

// Spatial mapping should be disabled when we start up so as not
// to distract from the avatar picking.
SpatialMappingManager.Instance.StopObserver();
SpatialMappingManager.Instance.gameObject.SetActive(false);

// On device we start by showing the avatar picker.
PlayerAvatarStore.Instance.SpawnAvatarPicker();
}

public void ResetStage()
{
// If we fall back to waiting for anchor, everything needed to
// get us into setting the target transform state will be setup.
if (CurrentAppState != AppState.PickingAvatar)
{
CurrentAppState = AppState.WaitingForAnchor;
}

// Reset the underworld.
if (UnderworldBase.Instance)
{
UnderworldBase.Instance.ResetUnderworld();
}
}

void Update()
{
switch (CurrentAppState)
{
case AppState.PickingAvatar:
// Avatar picking is done when the avatar picker has been dismissed.
if (PlayerAvatarStore.Instance.PickerActive == false)
{
CurrentAppState = AppState.WaitingForAnchor;
}
break;
case AppState.WaitingForAnchor:
// Once the anchor is established we need to run spatial mapping for a
// little while to build up some meshes.
if (ImportExportAnchorManager.Instance.AnchorEstablished)
{
CurrentAppState = AppState.WaitingForStageTransform;
GestureManager.Instance.OverrideFocusedObject = HologramPlacement.Instance.gameObject;

SpatialMappingManager.Instance.gameObject.SetActive(true);
SpatialMappingManager.Instance.DrawVisualMeshes = true;
SpatialMappingDeformation.Instance.ResetGlobalRendering();
SpatialMappingManager.Instance.StartObserver();
}
break;
case AppState.WaitingForStageTransform:
// Now if we have the stage transform we are ready to go.
if (HologramPlacement.Instance.GotTransform)
{
CurrentAppState = AppState.Ready;
GestureManager.Instance.OverrideFocusedObject = shootHandler;
}
break;
}
}
}

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Windows.Speech;
using Academy.HoloToolkit.Unity;
using Academy.HoloToolkit.Sharing;

public class HologramPlacement : Singleton

/// Tracks if we have been sent a transform for the model.
/// The model is rendered relative to the actual anchor.
///

KeywordRecognizer keywordRecognizer;

void Start()
{
// When we first start, we need to disable the model to avoid it obstructing the user picking a hat.
DisableModel();

// We care about getting updates for the model transform.
CustomMessages.Instance.MessageHandlers[CustomMessages.TestMessageID.StageTransform] = this.OnStageTransfrom;

// And when a new user join we will send the model transform we have.
SharingSessionTracker.Instance.SessionJoined += Instance_SessionJoined;

// And if the users want to reset the stage transform.
CustomMessages.Instance.MessageHandlers[CustomMessages.TestMessageID.ResetStage] = this.OnResetStage;

// Setup a keyword recognizer to enable resetting the target location.
List

();
keywords.Add(“Reset Target”);
keywordRecognizer = new KeywordRecognizer(keywords.ToArray());
keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized;
keywordRecognizer.Start();
}

///

/// When the keyword recognizer hears a command this will be called.
/// In this case we only have one keyword, which will re-enable moving the
/// target.
///

information to help route the voice command.
private void KeywordRecognizer_OnPhraseRecognized(PhraseRecognizedEventArgs args)
{
ResetStage();
}

///

public void ResetStage()
{
GotTransform = false;

// AppStateManager needs to know about this so that
// the right objects get input routed to them.
AppStateManager.Instance.ResetStage();

// Other devices in the experience need to know about this as well.
CustomMessages.Instance.SendResetStage();

// And we need to reset the object to its start animation state.
GetComponent

/// When a new user joins we want to send them the relative transform for the model if we have it.
///

private void Instance_SessionJoined(object sender, SharingSessionTracker.SessionJoinedEventArgs e)
{
if (GotTransform)
{
CustomMessages.Instance.SendStageTransform(transform.localPosition, transform.localRotation);
}
}

///

void DisableModel()
{
foreach (MeshRenderer renderer in gameObject.GetComponentsInChildren

())
{
if (renderer.enabled)
{
renderer.enabled = false;
disabledRenderers.Add(renderer);
}
}

foreach (MeshCollider collider in gameObject.GetComponentsInChildren

void EnableModel()
{
foreach (MeshRenderer renderer in disabledRenderers)
{
renderer.enabled = true;
}

foreach (MeshCollider collider in gameObject.GetComponentsInChildren

())
{
collider.enabled = true;
}

disabledRenderers.Clear();
}

void Update()
{
// Wait till users pick an avatar to enable renderers.
if (disabledRenderers.Count > 0)
{
if (!PlayerAvatarStore.Instance.PickerActive &&
ImportExportAnchorManager.Instance.AnchorEstablished)
{
// After which we want to start rendering.
EnableModel();

// And if we’ve already been sent the relative transform, we will use it.
if (GotTransform)
{
// This triggers the animation sequence for the model and
// puts the cool materials on the model.
GetComponent

().SendMessage(“OnSelect”);
}
}
}
else if (GotTransform == false)
{
transform.position = Vector3.Lerp(transform.position, ProposeTransformPosition(), 0.2f);
}
}

Vector3 ProposeTransformPosition()
{
Vector3 retval;
// We need to know how many users are in the experience with good transforms.
Vector3 cumulatedPosition = Camera.main.transform.position;
int playerCount = 1;
foreach (RemotePlayerManager.RemoteHeadInfo remoteHead in RemotePlayerManager.Instance.remoteHeadInfos)
{
if (remoteHead.Anchored && remoteHead.Active)
{
playerCount++;
cumulatedPosition += remoteHead.HeadObject.transform.position;
}
}

// If we have more than one player …
if (playerCount > 1)
{
// Put the transform in between the players.
retval = cumulatedPosition / playerCount;
RaycastHit hitInfo;

// And try to put the transform on a surface below the midpoint of the players.
if (Physics.Raycast(retval, Vector3.down, out hitInfo, 5, SpatialMappingManager.Instance.LayerMask))
{
retval = hitInfo.point;
}
}
// If we are the only player, have the model act as the ‘cursor’ …
else
{
// We prefer to put the model on a real world surface.
RaycastHit hitInfo;

if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hitInfo, 30, SpatialMappingManager.Instance.LayerMask))
{
retval = hitInfo.point;
}
else
{
// But if we don’t have a ray that intersects the real world, just put the model 2m in
// front of the user.
retval = Camera.main.transform.position + Camera.main.transform.forward * 2;
}
}
return retval;
}

public void OnSelect()
{
// Note that we have a transform.
GotTransform = true;

// And send it to our friends.
CustomMessages.Instance.SendStageTransform(transform.localPosition, transform.localRotation);
}

///

void OnStageTransfrom(NetworkInMessage msg)
{
// We read the user ID but we don’t use it here.
msg.ReadInt64();

transform.localPosition = CustomMessages.Instance.ReadVector3(msg);
transform.localRotation = CustomMessages.Instance.ReadQuaternion(msg);

// The first time, we’ll want to send the message to the model to do its animation and
// swap its materials.
if (disabledRenderers.Count == 0 && GotTransform == false)
{
GetComponent

When the app is ready, stand in a circle and notice how the EnergyHub appears in the center of everyone.

Try the voice command ‘Reset Target’ to pick the EnergyHub back up and work together as a group to move the hologram to a new location.

In this chapter we’ll add holograms that bounce off real-world surfaces. Watch your space fill up with projects launched by both you and your friends!

When the app is running on all devices, perform an air-tap to launch projectile at real world surfaces.

When the underworld appears, launch projectiles at underworld robots (hit a robot three times for extra fun).

This website is for consumer products of Cooler Master Technology Inc. only. For OEM/ODM products please go to

Have the APK file for an alpha, beta, or staged rollout update? Just drop it below, fill in any details you know, and we’ll do the rest!

NOTE: Every APK file is manually reviewed by the AndroidPolice team before being posted to the site.

For full functionality of this page it is necessary to enable JavaScript. Here are the instructions how to enable JavaScript in your web browser .

During most snow conditions, this route will operate via the snow routing shown on the route map. In the rare event that Metro declares an emergency, this route will not operate, but there may be alternative service on other nearby routes. Learn more about Metro & Snow and sign up for Transit Alerts to stay informed during adverse conditions.

During most snow conditions, this route will operate via the snow routing shown on the route map. In the rare event that Metro declares an emergency, this route will not operate, but there may be alternative service on other nearby routes. Learn more about Metro & Snow and sign up for Transit Alerts to stay informed during adverse conditions.

Durante la mayoria de las nevadas, esta linea de autobus operara por el recorrido para nevadas que se muestra en el mapa de rutas. En el caso poco frecuente de que Metro declare una emergencia, esta linea no operara, pero es probable que otras lineas cercanas ofrezcan un servicio alternativo. Obtenga mas informacion acerca de Metro & Nieve y registrese para recibir Alertas de Transito y mantenerse informado durante condiciones adversas.

Durante la mayoria de las nevadas, esta linea de autobus operara por el recorrido para nevadas que se muestra en el mapa de rutas. En el caso poco frecuente de que Metro declare una emergencia, esta linea no operara, pero es probable que otras lineas cercanas ofrezcan un servicio alternativo. Obtenga mas informacion acerca de Metro & Nieve y registrese para recibir Alertas de Transito y mantenerse informado durante condiciones adversas.

C Line – (RapidRide) Westwood Village to Fauntleroy Ferry to Alaska Junction to Downtown Seattle (includes Night Owl)

D Line – (RapidRide) Crown Hill to Ballard to Seattle Center West to Downtown Seattle (includes Night Owl)

Intel LGA775,LGA1150, LGA1151,LGA1155 LGA1156 LGA1366 LGA2011 LGA2066 AMD AM2 AM3 , AM2+, AM3+, AM4, FM2

Maryland consists of the red and blue areas. The red area indicates area codes 240 and 301. This map is clickable; click on any neighboring area code to go to the page for that code.

North American area codes 240 and 301 are telephone area codes for the western half of Maryland . They serve Maryland’s portion of the Greater Washington, D.C. , metro area, portions of southern Maryland , and the more rural areas in the western portion of the state. This includes the communities of Cumberland , Frederick , Hagerstown , Gaithersburg , Rockville , Landover and Silver Spring .

The main area code, 301, was one of the original area codes established in 1947, and originally covered the entire state of Maryland. From 1947 to 1990, it was possible for telephone users on the Maryland side of the Washington metropolitan area to dial any number in the region with only seven digits. This was possible because the Maryland side of the metro shares a local access and transport area ( LATA ) with Northern Virginia , which is in area code 703 , and the District itself. Every number on the Maryland and Virginia sides of the metro was given a “hidden” number in the District’s area code 202 , essentially using 202 for the entire metro. One consequence of this was that no central office codes could be duplicated in the D.C. area. For instance, if 202-574 was in use in the District or 703-574 was being used in Northern Virginia, the corresponding 301-574 exchange in Maryland could only be used in areas at a safe distance from the Washington metro area, such as the Eastern Shore . By the end of the 1980s, the D.C. area was running out of prefixes. To free up available numbers, the suburban use of 202 was ended in 1990.

established in 1947, and originally covered the entire state of Maryland. From 1947 to 1990, it was possible for telephone users on the Maryland side of the Washington metropolitan area to dial any number in the region with only seven digits. This was possible because the Maryland side of the metro shares a local access and transport area (

, and the District itself. Every number on the Maryland and Virginia sides of the metro was given a “hidden” number in the District’s

, essentially using 202 for the entire metro. One consequence of this was that no central office codes could be duplicated in the D.C. area. For instance, if 202-574 was in use in the District or 703-574 was being used in Northern Virginia, the corresponding 301-574 exchange in Maryland could only be used in areas at a safe distance from the Washington metro area, such as the

. By the end of the 1980s, the D.C. area was running out of prefixes. To free up available numbers, the suburban use of 202 was ended in 1990.

Despite the presence of the Baltimore-Washington area, 301 remained the exclusive area code for Maryland for 44 years, making Maryland one of the largest states with a single area code. By the end of the 1980s, however, the Baltimore-Washington corridor’s rapid growth made it obvious that Maryland needed a second area code. The supply of numbers was further limited by the single-LATA status of the Washington area, meaning several numbers in 703 and 202 weren’t available for use. It was apparent that breaking seven-digit dialing in the Washington area would not free up enough numbers to stave off the immediate need for a new area code. Finally, Baltimore and the Eastern Shore were split off as area code 410 on October 6, 1991. The split largely followed metro area lines. However, part of Howard County , which is reckoned as part of the Baltimore area, stayed in 301 while the rest shifted to 410. [1] Normally, when an area code is split, the largest city in the old numbering plan area retains the existing area code–in this case, Baltimore. However, it was decided to let the Washington suburbs keep 301.

Despite the presence of the Baltimore-Washington area, 301 remained the exclusive area code for Maryland for 44 years, making Maryland one of the largest states with a single area code. By the end of the 1980s, however, the Baltimore-Washington corridor’s rapid growth made it obvious that Maryland needed a second area code. The supply of numbers was further limited by the single-LATA status of the Washington area, meaning several numbers in 703 and 202 weren’t available for use. It was apparent that breaking seven-digit dialing in the Washington area would not free up enough numbers to stave off the immediate need for a new area code. Finally, Baltimore and the Eastern Shore were split off as

Normally, when an area code is split, the largest city in the old numbering plan area retains the existing area code–in this case, Baltimore. However, it was decided to let the Washington suburbs keep 301.

This was intended as a long-term solution, but within four years 301 was close to exhaustion due to the proliferation of cell phones and pagers, especially in the Washington suburbs. To solve this problem, area code 240 was introduced on June 1, 1997, as the state’s first overlay area code . [2] Overlays were a new concept at the time, and met with some resistance due to the requirement for ten-digit dialing . For this reason, conventional wisdom would have suggested a split in which the Washington suburbs would have kept 301 while Frederick and points west would have shifted to 240. However, Bell Atlantic , the state’s dominant carrier, wanted to spare residents the burden of having to change their numbers.

This was intended as a long-term solution, but within four years 301 was close to exhaustion due to the proliferation of cell phones and pagers, especially in the Washington suburbs. To solve this problem, area code 240 was introduced on June 1, 1997, as the state’s first

. For this reason, conventional wisdom would have suggested a split in which the Washington suburbs would have kept 301 while Frederick and points west would have shifted to 240. However,

, the state’s dominant carrier, wanted to spare residents the burden of having to change their numbers.

Area code 227 is scheduled to be overlaid on 301/240 some time in the longer term to provide additional assignable numbers, although the current area codes are not expected to exhaust before 2020.

is scheduled to be overlaid on 301/240 some time in the longer term to provide additional assignable numbers, although the current area codes are not expected to exhaust before 2020.

Howard County was assigned area code 410, except Mount Airy exchange 829 and Laurel exchanges 210, 317, 490, 497, 598, 604, 725, and 776 remained area code 301.

Finally – the ultimate photo filter in foundation form. Born in 40 boundary-breaking shades, Pro Filt’r Soft Matte Longwear Foundation gives skin an instantly smooth, pore-diffused, shine-free finish that easily builds from medium to full coverage. The oil-free formula is made with climate-adaptive technology that’s humidity resistant, sweatproof and won’t clog pores, so that wherever you are, it’s going to work on your skin. Best of all, this long-wearing, light-as-air texture is undetectable on skin – so you always look like you.

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Swiss precision engineering, machining and assembly together with clever
detail solutions have made of the 240 what it is today: A legend.
Featuring the latest refinements the 240 hubs are extremely lightweight
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