viernes, 29 de marzo de 2019

Top 8 Highest Paying URL Shortener to Earn Money Online

  1. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  2. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  3. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  4. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  5. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  6. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  7. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  8. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.

LIVINGROOM IKEA STYLE + DOWNLOAD + TOUR + CC CREATORS | The Sims 4 |

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Let's Get It Done! Champions TD Boss Level!

Want to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!

Welcome to the Sam and Dan Games Developer Blog!

PTD2 Trainer Pass! Get it today!

A great way to support us while getting amazing rewards!

So let's talk about what you get:
  • Increased chance for Shiny/Shadow pokemon to appear in the wild
  • No ads while you play the game
  • Get a copy of shiny giveaway pokemon automatically every week
  • Faster Breeding - Breed with only one visit instead of 2, essentially breed something everyday!
  • Faster Leveling - Get twice the experience on every battle!
  • Giveaways for pass holders only
You get all of this for only $1.99! One time payment! Get it today!

Blog Poll! You decide!
A new decision has appeared for you guys and gals to decide! It has to do with your units moves. Unlike PTD your units in Champions TD (so far) can use all attacks, active and passive, all the time. The game can be more like PTD where you have to choose which of the moves you want activated and which ability you have activated. So in Champions that would mean only have one "active" skill and one "passive" skill activated at one time. I would redesign the moves to make each individual move more powerful for it to make more sense since currently they are design to all be on at the same time. So let your voice be heard and tell me what you think.

Let's get it done! Cave Boss Level
Last week Unova took a lot out of me, I worked long hours to get the Unova Invasion done and so I wasn't able to complete the cave boss level for champions. This week has also been pretty hectic with helping a friend move so I won't have a lot of time to tackle a lot of things this week. For these reasons this week I will focus my energy on finish this boss level for all of you! I got a good chunk done last week but I still have a decent amount left. Next week we will get a ptd2 challenge level plus other goodies. Let's get it done! Are you with me?

Weekly Progress

Champions TD v0.06 - Cave Boss Level - Released!
  • Cave Boss Level (100%)
    • New Cutscenes (100%)
    • Level and Boss Mechanic explained screens (100%)
    • New Unit Graphics (100%)
    • New Unit Icon (100%)
    • New Unit Attacks (100%)
      • Avalanche Stomp (100%) - The unit will begging stomping the ground furiously aiming at a target in range. After a few seconds a large ice rock will fall in that area and stun all targets, for a certain amount of time, in range of the rock.
      • Frost Breath (100%) - The unit freezes its main target in place while it inhales cold air. After inhaling enough air it will blow out frost breath that hits all targets in front of the target. Damage multiplies by the number of targets hit.
    • Boss Behavior (100%) - Boss focuses on the first unit that attacks it until it dies or it runs way too far.
    • New Loot (100%)
      • Loot drop percentages (100%)
      • Armor Stats (100%)
      • Animal and Trogg Armor (100%)
        • Set up units (100%)
        • Set up graphics and icons (100%)
        • Stats (100%)
      • Weapons (100%)
        • Set up graphics and icons (100%)
        • Stats (100%)
      • New Unit (100%)
        • Set up weapon slot (100%)
    • Level Waves (100%)
    • Timer Mechanic (100%) - Every certain amount of time you will lose a certain amount of level lives.
    • Level Background, Path Points, Tent Points (100%)
  • Game Change (100%) - Make some casting spells cast faster but have longer cooldowns. This will enable spells to hit targets that are in range quicker instead of casting and possibly having the target get out of range while the cast is going.
  • Bug Fix (100%)  Enemy getting stuck while doing certain attacks.
    • Bug Fix (100%) Fixed an issues when using a unit with no chest pieces.
    • Game Change (100%) - Made the Boulder Throw's Red Shadow more accurate as to where it will hit.
    • Game Change (100%) - When a friendly unit dies you will lose a level life but you can now replace them with another unit.

    So that's what we are working on this week, got any ideas or feedback for this week's update let me know!

    Why Is King Removing In-Game Ads?



    King recently decided to abandon in-game advertising and considering my position with the NativeX Games Task Force (where we collaborate with mobile game developers to increase the engagement, retention, and monetization) this sparked a few questions and discussions in circles of people around me. Why are they doing this? What's their motive? Were players leaving? Did they need a better ad experience? These are all good questions, but before addressing them specifically around King let's look at the two major groups of developers who don't want or like ads. There might be more groups than this, but in my experience most developers fall into these two buckets.

    Purist Developers


    I've encountered several developers who don't want to break the 4th wall in their game design. They've created a story and world where they feel players should immerse themselves, and advertisements would make players aware that this is just a game. I have a hard time believing this in mobile gaming, but I won't argue that point against developers who feel this way.

    There are also developers who believe that the game they are creating will be good enough that players will "want" to spend money in game through in app purchases (IAPs). With those developers, I wish and hope that they're right! I would hope that a game could achieve 100% conversion rate, 75% or even 30%. Unfortunately, you'll never have 100% conversion and most developers won't see more than 10% conversion (in a F2P title) just because one word is associated with their game... free. Some consumers have preconceived notions or assumptions with the word free, and game designers/developers will never be able to change how those people feel about the word free.

    Lastly in the purist category, there are some developers who think that advertisement revenue cannibalizes their IAP revenue.  This can be true, but only if they slap ads into a game without thinking how to "intelligently" integrate advertisements. I can take any game and completely destroy it with advertisements. I think we all can, but you can also increase your game/company revenues significantly with the addition of advertisements too. That is, if you care for more revenue.

    Elective Developers


    The other kind of developers out there that don't use ads are those who have enough cash flow or resources and don't feel the need to include advertising revenue, or any other benefits associated with it. They can "elect" to include ads or not. Most of the time this way of thinking spawns from great success, so it's really difficult to criticize their decision to remove ads because they're obviously doing something right being as successful as they are. If you haven't guessed it yet, King falls under this category.

    Many developers think of advertisements as a "necessary evil" in order to make a living out of doing something they love. On the flip-side  advertisers believe they are offering a service or product that the consumer values. Which is right? Well that depends on the game/platform and the consumer. Let's look at Hay Day for example. My wife has been playing for over a year, and is level 60-something at the time of writing this. She has never made an IAP. She will never make an IAP. I asked her why and her response was, "because it's free." However, she will watch videos for currency. She actually likes to watch ads for currency. This is a case where a consumer finds value in an advertisement and the developer is benefiting from it as well. Of course on the other end of the spectrum, 20-some year old hardcore gamers who only buy Call of Duty will hate advertisements. (Ok that's sort of an extreme example, but I think you get the idea.)

    You Think I'm Saying King is Making a Mistake?


    Not necessarily, but I believe there's a role for advertisements in most games. I've seen the effects first hand from players who won't spend. However, the data at my fingertips from the NativeX network and from the shift I've witnessed in the past few years shows the importance of advertising. However, this is sort of a win-win scenario for King. They're successful so advertising isn't as important, they're getting some press coverage for the announcement and in the eyes of gamers it looks like they're "doing good."

    Do I think this stance can last? That all depends on their future success. If they stay on top, or keep releasing hits then yes, but if revenues start declining or they're not meeting expectations then they might reintroduce ads. There's also always the possibility of reintroducing ads back in games that are "sunsetting" so we could always see them pop back into games that aren't in the spotlight anymore.

    If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.

    jueves, 28 de marzo de 2019

    A Welcome Return

    The Colonel has returned ot his model building ways, at long last.

    http://colonelotruth.blogspot.com/

    This fellow's models are simply mind boggling. And after a 3 1/2 year hiatus, he's back at it again!

    Just a sample of what he's up to now, in order to get you hungry for more...


    Telnet



    TELNET:

    ·         TELNET (Telecommunication Network) is a network protocol used on the Internet or local area network (LAN) connections.
    ·         It was developed in 1969 beginning with RFC 15 and standardized as IETF STD 8, one of the first Internet standards.
    ·         Telnet allow a user on a remote client machine, called the Telnet client, to access the resources of another machine, the Telnet server, in order to access a command-line interface.
    ·         This protocol used to establish a connection to TCP port 23
    ·         Telnet uses an 8-bit, byte-oriented data connection over TCP,
    ·         A drawback is that there are no encryption techniques available within the Telnet protocol, so everything must be sent in clear text, including passwords.

    Telnet Configuration: -

                      


    Router(config)#enable password CCIE
    Router(config)#line vty 0 4
    Router(config-line) #password Gamer
    Router(config-line) #transport input telnet
    Router(config-line) #rotary 3
    Router(config-line) #privilege level 1
    Router(config-line) #session-timeout 1
    Router(config-line) #login

    PC# telnet 10.1.1.2
    Trying 10.1.1.2 ... Open



    1.      Before Enabling telnet, we need to set Enable Password.
    2.      "Line VTY 0 4" Command identify the number of virtual terminal line.
     (0-4 means 5 Virtual terminal Lines are here)
    3.      Using Password Command we enable the telnet password.
    4.      Transport input Command allow to enable telnet for this virtual terminal.
    5.      Rotary Command use to manually define the telnet port number.
    (rotary 1- port no. 3001, rotary 2- port no. 3002, rotary 3- port no. 3003)
    6.      Privilege level Command define in which Privilege level user will be access.
    7.      Session-timeout Command define the session closing time; we can set time in minute.
    8.      Login Command force to ask password. 



    For more details, visit my You-Tube Channel:  CCIE Gamer


    McCarthyism In Hollywood (Part Three)

    ......
    ......

    Biskind argues that in the McCarthy period, 'every movie that was produced, no matter how trivial or apparently escapist, was made in the shadow of the anti-communist witch hunt' (1983: 4). This applied even to films such as the seemingly non related On the Waterfront and High Noon; with an understanding of the historical events that surrounded the production of these two films it becomes clear that they both reflected the process of being a friendly witness (Director Elia Kazan) or an unfriendly witness (Screenwriter Carl Foreman) to HUAC. While Kazan made On the Waterfront to act as a justification for his testimony to the committee, Foreman made High Noon for the opposite reasons: to give a filmic portrayal of the alienation that came with opposing the committee.

    During the depression years of the 1930s the film director Elia Kazan, like many directors at the time, joined the communist party for a year and a half, since at a time when poverty ruled the country 'it was about belonging to a fraternity of like- minded individuals who perceived flaws in the American capitalist system' (Gladchuck, 2007: 113). In January of 1952 he confessed these actions to HUAC but refused to give up names of the individuals he was in the party with. However, in an interview published in 1999 Kazan explained that after this he became concerned about the political atmosphere surrounding communism; he claimed that his future actions had to be judged by the fact that in April 1952, "The Korean war was still going on and Russia was a monolithic power...I thought that if I don't talk then nobody will know about it"(Quoted in Young, 1999: 118).

    Consequently, he took the decision in April of the same year to voluntarily return to HUAC and inform the committee of the names of those whom he knew when a member of the party. In contrast to the response to the Hollywood Ten, which was to ensure they would find it almost impossible to find employment within America for the next decade, HUAC responded to Kazan with the following statement:

    "We appreciate your cooperation with our committee. It is only through the assistance of people such as you that we have been able to make the progress that has been made in bringing the attention of the American people to the machinations of this Communist conspiracy for world domination" - Frances Walter, 1953



    Kazan probably was in a better position than perhaps anyone to criticise the Communist regime; having spent time in the party himself he had first-hand experience of it which helped to vindicate his decision for wanting to take a stand against it. However, Kazan's actions in this instance placed an ineradicable black mark against him, he evidently felt the repercussions immediately following this testimony, for two days later he published an article in the New York times entitled 'Elia Kazan: A Statement' in which he explained the reasons for testifying. The article itself stated how his own experience in the party left him with 'an abiding hatred of the Communist philosophy,'the only way to combat such a 'dangerous and alien conspiracy' he stated was to present authorities with 'hard and exact facts.' 

    His regard for his reputation, his genuine disdain for communism and desire for others to speak out to conquer it led him to write such an article. It can be fair to argue that his decision to reverse his political sentiments did not stem out of 'cowardice', which is what many believed characterised friendly witnesses. His political thinking at the time was already firmly established when he made the film Viva Zapata! (Kazan, 1952), a film about a Mexican rebellion which had already been completed before Kazan's testimony. Promoted by Kazan himself as yet another (metaphorical) anti-communist picture that used the concept of a Mexican revolutionary to represent the 'apotheosis of the communist party commissar - a man who could use and betray the peoples demands to achieve power.' (Quart 2002, 45). Eldridge, similar to Kazan, states that the Korean war prompted a reconsideration of what was at stake and thus a film such as this was 'not just a case of self-censorship but instead reflected a genuine change in attitudes' (2006: 99). Kazan's turn from unfriendly to friendly informer helps to legitimise the threat of communism, or at the very least demonstrate how people feared it a great deal.


    Despite doing his best to justify his decision, Kazan's testimony cast a shadow over his career that was to continue until his death; as Freedman notes, 'the mere mention of the name Elia Kazan provokes little short of hatred in the dwindling blacklist community' (2009: 221). While Kazan evidentially gained the admiration of HUAC, he faced opposition from not just the left but also those on the right who worked in Hollywood, because of his previous affiliations: "As far as they were concerned I had been a communist and I was therefore tainted". While he was unable to adequately justify his actions in his newspaper article, he would attempt to reconcile this with his film On the Waterfront.

    Terry Malloy (Marlon Brando) plays a dockworker employed by mob-connected corrupt union bosses led by Johnny Friendly (Lee J Cobb) who unwittingly leads another worker, Joey Doyle (Ben Wagner) into the fatal ambush of Friendly. Doyle was about to testify to the waterfront Crime Commission but was killed to prevent this. Malloy is soon pressured into informing against the bosses himself by priest Berry (Karl Malden), who also convinces dockworker Tim Dugan (Pat Henning) to testify, but Friendly has him killed before he can do so in an 'accidental' staged crushing. Although initially torn between the idea of losing his steady job, being labeled as a 'snitch' and on the other hand wanting to punish corruption, Malloy eventually testifies and after receiving a severe beating in a fistfight between Friendly and his thugs; returns to the docks with the support of his fellow workers.

    Biskind states that On the Waterfront 'bears the marks of its historical context and cannot be fully understood outside the passionate political controversies of which it was a part of' (1974: 26). When looking at the journey that Terry Malloy undergoes, it is overwhelmingly evident that the film speaks out eloquently in favour of testifying, Malloy is essentially intended to represent Kazan and the film represents the bravery it took to undertake what he did. Hey argues that 'the stages of Kazan's testimony became the major steps of Terry Malloy's conversion' (1983: 169). Malloy's transformation from a man willing to help Friendly into deploring what he stands for to the extent that he is willing to testify against him shadows Kazan's shift from a supporter to an opponent of communism.

    After the staged murder of Dugan, father Berry berates the workers for not opening their mouths and standing up to Friendly, standing over Dugan's body he speaks to the workers and says "anyone who keeps silent about something he knows is happening shares the guilt of it (Dugan's murder)". While the father is stating that silence is just empowering the union bosses, Kazan claimed in his article that "Secrecy only serves the communists". As argued with Invasion of the Body Snatchers, silence was a concept that was characteristic of much of society in the McCarthy period, from those who were scared of incriminating themselves or others. Schrecker notes that this concern contributed to the 1950s being a period 'not of fear but of silence' (1998: xi). This not only is Kazan justifying his actions, he is sending a message to Americans about the dangers of not speaking out; by keeping quiet they are merely helping the enemy, to say nothing is to be as dangerous as the communists, or dock bosses themselves.

    Upon his return to work, surrounded by all of those employed in the docks, Malloy responds to the cries of Friendly shouting "you ratted on us Tony", by shouting to everyone: "I'm glad of what I done to you, you hear that? I'm glad of what I done." If there is one moment that encapsulates Elia Kazan's opinions, it is the moment in which he declares his pride in testifying to the commission, Kazan himself, like Malloy did not regret what he did. In his autobiography he stated that 'the truth is that within a year I stopped feeling embarrassed about what I had done,' (1988: 465) the film's message was crystal clear: 'it's not only okay to inform but those who do are the real heroes' (Belton, 1994: 251).

    If On the Waterfront exists to document the alienating process of being a friendly witness; High Noon exists for the opposite reasons, to critique those in Hollywood that did not stand up to the committee. Krutnik argues that like science fiction, the western genre seemed 'particularly suited to efforts to make contemporary political allusions' (2007: 7). In 1951, Carl Foreman was called to inform to the committee after a screenwriter, Martin Berkeley, gave several names, including that of Foreman. Foreman invoked the first amendment and refused to comment, he pointed out that: "My Americanism is reflected in my work", referring to the picture The Men (Zinnemann, 1950) which he wrote about war veterans and culminated in him becoming an honorary member of the Paralysed War Veterans of America. However, in opposition to the praise that Kazan received, HUAC responded to Foreman with the following statement: "In deference to the paraplegic men so honoured by you, I am afraid they are disappointed by your testimony today". Foreman was labeled an unfriendly witness, was promptly given his summons and fled to England before the premier of High Noon. These events occurred during the filming of the picture, about a sheriff Will Kane (Gary Cooper) who asks the townspeople whom he has protected for years to help him fend off several criminals who are returning to town with the intention to murder him. However, no one is prepared to stand by the sheriff and he is forced to face the outlaws alone. Murphy states that the 'fear, anger, desperation and grim determination of Foreman's experience is embodied in Will Kane' (1999: 254), High Noon therefore acts as a 'western film about Hollywood' (Girgus, 1998: 139).

    The picture demonstrated the alienating experience that characterised the process of defying the committee. Once it is established that the threatening criminals represent HUAC, the townspeople who refuse to fight the outlaws can be equated to Hollywood's friendly witnesses, who chose not to join a conflict, thus saving themselves. Drummond argues that 'a strong projection of individual moral integrity appears to be favoured' (1997:82) Within the film, Kane is a loner who believes that to die fighting the outlaws is more admirable than fleeing from them and surviving with his life. In the case of Foreman and indeed many who opposed HUAC, this can be read as a metaphor, that facing the blacklist or losing a job is better that turning on colleagues and naming names. The townspeople are presented as backstabbers with no loyalty. Monaco agrees that the main theme of the film is that it presents 'how it feels to be deserted by friends and left alone to fight enemies' (2010: 130) a process that characterised, for example the relationship between Elia Kazan and playwright and unfriendly witness Arthur Miller both of whom fell out with each other after Kazan named names.

    Buhl says that with these two pictures, 'the filmmakers were essentially creating a narrative alibi for their own roles as informers' (2003: 166), this is an incredibly valid statement; HUAC had influenced these two individuals, who went through two completely different experiences and created pictures that shadowed their experiences. It also justifies the view that the McCarthy period resulted in the creation of films that would not have existed outside the historical context of which they were a part.

    References

    Belton, John, American Cinema/American Culture (New York, 1994)

    Biskind, Peter, 'The Politics of Power in On the Waterfront', Film Quarterly, 29 (1974), pp. 25-38.

    Biskind, Peter, Seeing is Believing: How Hollywood Taught Us to Stop Worrying and Love the Fifties, (New york, 1983)

    Casty, Alan, Communism in Hollywood: The Moral Paradoxes of Testimony, Silence, and Betrayal (Plymouth, 2007)

    Drummond, Phillip, High Noon: BFI Film Classics (London, 1997)

    Eldridge, David, Hollywood's History Films (London, 2006)

    Freedland, Michael, Witch Hunt in Hollywood: McCarthyism s War on Tinseltown (London, 2009)

    Gladchuck, John, Hollywood and Anticommunism: HUAC and the Evolution of the Red Menace, 1935-1950 (New York, 2009)

    Girgus, Sam, Hollywood Renaissance: The Cinema of Democracy in the Era of Ford, Capra and Kazan (New York, 1998)

    Hey, Kenneth, 'Ambivalence as a Theme in On the Waterfront: An Interdisciplinary Approach to Film study in Peter Rollins' (ed) Hollywood as Historian: American Film in a Cultural Context (Lexington, 1983), pp. 159-190

    Humphries, Reynolds, Hollywoods Blacklists: A Political and Cultural History (Edinburgh, 2010)

    Kazan, Elia, Elia Kazan: A Life (Cambridge, 1988)

    Kazan, Elia, A Statement, New York Times, 12 April 1952

    Krutnik, Frank., Neale, Steve., Neve., Brian and Stanfield, Peter (eds), Un American Hollywood: Politics and Film in the Blacklist Era (Jersey, 2007).

    Maland, Charles, 'On the Waterfront: Film and the Dilemmas of American Liberalism in the McCarthy Era', Studies in Scandinavia, 14 (1982) pp. 107-127

    Monaco, Paul, A History of American Movies: A Film-by-Film Look at the Art, Craft, and Business of Cinema (Plymouth, 2010)

    Murphy, Brenda, Congressional Theatre: Dramatising McCarthyism on Stage, Film, and Television (New York, 1999)

    Neve, Brian, Elia Kazan: The Cinema of an American Outsider (New York, 2009)

    Schrecker, Ellen, Many are the Crimes (New York, 1998)

    Young, Jeff, Kazan on Film: The Master Director Discusses His Films (New York, 2001)

    Quart, Leonard and Auster, Albert, American Film and Society Since 1945 (Westport, 2002).

    miércoles, 27 de marzo de 2019

    What Is A Canted Sight In PUBG?

    Ever tried to use two attachment in one weapon at the same time. "It's impossible" you might be saying. But it's possible now because PUBG has launched a new feature recently called Canted Sight which is a secondary attachment. Read more to know more about it, how to use it, what precautions to take etc.




    About it :

     
                     Canted(meaning tilted) Sight is basically a new attachment that allows a player to quickly switch between the 1x Canted Sight and the other scope or attachments used. It is a secondary attachment. For now, it is only available on PUBG PC but PUBG might bring it on other platforms too.

    How to use it :

     
                           The Canted Sight is actually the tilting of the gun at an angle. This can be done by pressing ALT+Right Click or one can change this to his own comfortability in the Settings menu.

    In which weapons can Canted Sight be used:


            Canted Sight can be used in the following weapons :





    Precautions : 


    1. Following points about primary sight should be remembered:


             I. If you equip Canted Sight only, your primary attachment will be the Canted  Sight.

               
            II. If you equip Canted Sight before any scope, your primary attachment will be the canted sight.
              
             III. If you Canted Sight after any scope, your primary attachment will be the  Canted Sight.

     2. Attaching the Canted Sight might change the weapon's position and view of angle for the user but there will no changes in the gunplay.


    3. It can affect the peeking towards left or right.