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WARNING: One of the most egregious poisons making you sick isn’t processed food or hidden plastics... it's your dish soap. Yes, the very cleanser you trust to remove grease and germs may actually be introducing toxins—by being inhaled, absorbed, or even ingested. Let’s break down the science: Inhalation risks: Hot water aerosolizes chemicals like sodium metasilicate and sodium dichloroisocyanurate—found in dish detergents—which have been known to cause reactive airway dysfunction syndrome (RADS), a dangerous, asthma-like lung condition. Gut & epithelial barrier damage: Studies found that rinse aid residue containing alcohol ethoxylates damages the gut’s epithelial lining—triggering inflammation, immune reactions, and potentially long-term gut dysfunction. Chemical residues on dishes can lead to ingestion of harmful surfactants, phosphates, dyes, fragrances, and other toxic agents—leading to GI issues, hormone disruption, skin sensitivity, and more. Long-term liver dysfunction: Animal studies show that chronic exposure to detergent residue—even in small amounts—can result in oxidative stress markers in the liver and over-activation of cancer-related pathways. And let’s not ignore public health reality: speaking up like this puts my account at risk. Big-money brands don’t like being called out—but tricky times demand bold truth. What are the alternatives? Forget toxic surfactants and fragrances. Go for clean options like: Saponified oil soap (e.g., Castile soap) Baking soda + vinegar combo Basic, natural dish cleansers free of dyes, harsh chemicals, and endocrine disruptors #DishSoapTruth #ToxicDetergents #CleanLiving #GutHealth #LungHealth #HormoneDisruption #HealthFreedom #EndocrineDisruptors #CleanHomeCleanBody #EcoClean #WellnessWarrior #Perennial

Cleanse Parasites .com 🧹🪱 Herbal Cleanse Co.

499,987 görüntüleme • 10 ay önce

Arteta says Arsenal are looking at Arsenal’s warm up after suffering a rare 4 injuries recently pre-match: “Yeah, big time. They were very different. The first one was with Willy [Saliba] when he rolled his ankle against Liverpool. “With Riccy [Calafiori] in the warm-up in a really similar way and the other one was Bukayo [Saka] after he rested on midweek and didn't play against Kairat and then against Leeds. “It's very unusual, probably happened once or twice I think in six years I've been here, and it happened four times there. We are looking up to it. On the Willy one very difficult to see. Sometimes, as well, you want to try and test the player before to make sure that he's ready and the warm-up is another opportunity to do that. “Bukayo is very random because he never gave any symptoms or signals away that this could happen in the warm-up. But it is what it is. We have to learn. “I can feel my body and I'm more aware of it. So in the office and the moment I hear my door and somebody stepping in, I'm like, “NO, PLEASE” because it's a moment that is very tricky, because when you change Riccy for Bukayo, you have to change a lot of things within the game plan. “Positions, there's a lot of things that are different, and you have two minutes to do that. Yeah, it makes you a better coach because you have to be, what if, what if, and there are more and more what ifs just before the game and then a lot during the game so you just need to be more prepared.”

Connor Humm

104,332 görüntüleme • 5 ay önce

“Welcome to Stedi. Everything is your fault now.” That's the phrase Zack Kanter greets new hires with when they join Stedi. This embodies his approach to building, which is rooted in his experience scaling and selling an extremely profitable auto parts business. Stedi is the only programmable healthcare clearing house — and it took Zack four years to launch after throwing away every single line of code eight times. This episode was a special one for me because Zack’s a close friend and someone I’ve learned a lot from over the years. We cover a lot in this conversation: - Why bootstrapping is overrated - How he’s building a business he wants to run forever - What software can learn from manufacturing and discount retail And much more: (01:24) Zack’s first business (08:54) Why the first customer is tricky (10:12) The downside of bootstrapping (11:42) Why venture capital is like “going pro” (14:20) The confusion between ownership vs. control (16:08) Building a company you don’t want to leave (20:46) Do things better than other people (24:49) Stedi’s early years (31:43) Physical vs. digital product-market fit (34:41) How Stedi scaled decision-making (40:08) Stedi’s journey to product-market fit (45:22) Finding founder-approach fit (50:42) “All software is a cascade of miracles” (52:52) The surprising lessons from discount retail (57:50) How the Toyota production system influences software (1:01:31) What it means to be a high-agency person (1:03:09) The core trait Zack looks for when hiring (1:02:57) Maintaining conviction in unconventional practice (1:14:19) When should you start to hire managers? (1:17:42) “Reality has a surprising amount of detail”

Brett Berson

77,690 görüntüleme • 8 ay önce

** SEGA GENESIS - LUFTHOHEIT - Tunnel Stage Preview ** We are pleased to show an early preview of part of our Tunnel/ Vortex Stage. Big shout out to Carsten666 for his gorgeous Graphics, CYBERDEOUS - Crouzet Laurent for the amazingly well matched Audio to this level, Stephane for creating SGDK in the first place and being very supportive with new features in SGDK also. Technically this stage was a bit of a challenge, some notes below re this. To drive the rolling texture of the background - 40 horizontal interrupts are used, executing 120 scanlines of color change, changing 5 colors per line = 600 color changes per frame. Variable spaced interrupts are used for expansion / compression effect. Four stages of brightness used for every texture / pattern , darkest in the center of screen , brightest top & bottom. New colors created by alternating two similar colors at 60 hz, for seams between brightness regions to increase the blending between regions. Co-operative Multi-threading system used to reclaim huge amounts of CPU within the color change interrupts. For example all rolling Cannon & Cannon bullets and Debris are moved using this technique - up to 25% of total CPU can be reclaimed ( its normally wasted polling for rhs/hblank ). Heatseeking missiles, these need trajectory's recalculated frequently and doing that at speed can be tricky - lots of missiles launched at Mid video and its the heaviest CPU load in the demo ( these are not using the Multi-threading technique yet ). Variable rate collision checking, as bullets gets very close to player the checking is done at 60 fps, as they get further away the checking drops off rapidly - this saves cpu. Runs 60 FPS at all times, works on real HW also but captured on emulator as my phone doesnt take 60hz video without getting out of sync. Intro & Foreground effects are coming, currently no foreground is present as its not quite baked enough yet, we have some cool things we will do with the extra plane yet. Lots of good stuff to come !! #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

23,873 görüntüleme • 1 yıl önce

Adrenaline Math (R.I.P. Sketchy Andy) In my 20s, I climbed a big route in the Rockies with a well-known mountain guide named Eli. I noticed that Eli placed several pieces of protection on an easy pitch, where his chances of falling were near zero. I asked him why and I’ll never forget his answer: “It’s a numbers game. I figure I’ll climb 5,000 days in my career, so extremely unlikely things are going to happen.” Eli’s math checked out, so I took it to heart. Years later, I was leading an easy route that I had climbed at least a dozen times before. I noticed that the rock was a little wet, so I placed an extra cam in a spot where I normally wouldn’t. I’m not exaggerating when I say that Eli crossed my mind as I slid that cam into the crack. Sure enough, a few moments later my foot slipped and I fell. That extra cam saved me from a life-altering accident. This week, “Sketchy” Andy Lewis—a beloved character in the outdoor community—died in a base jumping accident. He was an accomplished climber, slackliner, and base jumper. He performed with Madonna at Super Bowl XLVI. As his nickname implies, Andy was notorious for pushing the limits in a sport that is already statistically one of the deadliest. He opened several tricky sub-100 foot exits in the Moab area. The world needs people like Sketchy Andy who push the limits of what’s possible. It’s important to follow our passion and live while we’re alive. But don't ignore the math. As Eli told me all those years ago, everything is a numbers game. Math is coldly indifferent to our passion, and even skill has its limits. It’s one thing to take a one-in-a-thousand risk once or twice. But if you make it a lifestyle, the math eventually catches up with you. R.I.P. Sketchy Andy.

Kevin Dahlstrom

68,353 görüntüleme • 1 ay önce

RUSH HOUR TORTURE TEST W/ FSD V14.1.3! Last night I had some time to kill after my workout and decided to put FSD v14.1.3 to the test once again in rush hour. Instead of going straight home from the gym, we went to Best Buy, as well as other parts of the metro where we previously experienced repeated issues with v13. Along the way, we recognized several improvements, including proper identification and avoidance of an approaching of police vehicle which was super exciting! On top of these improvements, we also experienced several issues including: - Several episodes of brake/throttle pumping at intersections - Swerving for phantom objects on the highway - Routing issues near downtown St Paul & I-35E that resulted in missing the exit 3 times! - Autopark picking the wrong parking spot twice Even with these issues, I remain confident that v14 has more potential than v13 ever did, and I'm excited for the comfort-related improvements planned for the upcoming v14.2 release (which is just around the corner). 00:00 - Intro To First Drive 00:22 - Inconsistency - FSD Start From Park Now Works From Garage? 01:34 - Comments About Today’s Weather Conditions 01:55 - Issue - Brake / Throttle Pumping Before Unprotected Left Turn 03:19 - Issue - More Brake / Throttle Pumping 04:16 - More Commentary About Braking Improvements w/ FSD v14 05:27 - FSD Confidently Reacts To Hesitating VRU 06:20 - Destination Parking Setting Change: Street Parking 07:57 - Possible Improvement - Better Line Selection On Wider City Street 08:45 - Round 2 w/ Busy Unprotected Left Turn Onto West 7th Street 10:06 - Issue - Autopark Parks In A “No Parking” Zone 11:51 - Confirmed Improvement - Start From Park Is Leaps & Bounds Better in FSD v14 w/ Model S 12:36 - Tricky Unprotected Left Turn Is No Match For FSD v14! 13:24 - Possible Improvement - FSD v14.1.3 Respects No Turn On Red Sign! 14:32 - Confirmed Improvement - FSD v14 Reacts Faster To Navigation Changes 15:13 - Confirmed Improvement - FSD v14 Shows Improved Handling Of MN-style On Ramps 16:55 - Issue - FSD Unnecessarily Hesitates w/ Auto Lane Change On Highway 18:32 - Issue - FSD Tries To Re-route But Fails To Make Exit 18:45 - Issue - FSD Tries To Re-route For 2nd Time And Misses The Exit Again 20:35 - Smooth Braking From Highway Speed 21:27 - FSD v14.1.3 Aces First U-Turn 22:09 - FSD v14.1.3 Handles Direct Sunlight Like A Champ! 22:40 - FSD Tackles More Direct Sunlight Without Flinching! 23:26 - Confirmed Improvement - FSD Now Properly Detects & Moves Out Of The Way Of Emergency Vehicles! 24:53 - Issue - FSD Swerves For Phantom Object 25:29 - Tight Cloverleaf Onto MN-36 From I-35E North Presents No Issues For FSD v14.1.3 26:16 - FSD Once Again Tackles Intense Direct Sunlight 28:48 - Confirmed Improvement - Better Line & Speed Selection On Curvy Off Ramp 31:06 - Issue - Autopark Parks In Handicapped Parking Spot 31:26 - Commentary On Good & Bad w/ FSD v14.1.3 34:37 - Intro to Third Drive 35:19 - Commentary About Reverse Usage When Start FSD From Park Is Activated 36:10 - FSD v14.1.3 Properly Detects & Slows For Speed Bump 37:27 - FSD Handles U-Turn At Busy Intersection Near Rosedale Mall 38:19 - Driver Nag Updates w/ FSD v14.1.3 38:57 - Confirmed Improvement - Better Handling Of MN-Style On Ramps Especially When We Are The Lead Vehicle 40:43 - Possible Improvement - FSD Properly Handles I-35E South Fork! 44:34 - FSD Tackles Yet Another Tricky Unprotected Left Turn Even With Poor Visibility 47:27 - Confirmed Improvement - FSD v14 No Longer Uses Oncoming Lane Before Unprotected Left Turn 48:41 - Comment About Chill Speed Profile On City Streets 52:05 - Issue - “Driveway” Destination Park Option Not Available 53:00 - FSD Recognizes Alley Is Blocked & Re-Routes Automatically! 54:06 - Autopark Fail & Closing Thoughts If you are interested in seeing how Tesla FSD performs in the Twin Cities, please like & follow/subscribe. Tesla Referral Link:

Dan Burkland

20,098 görüntüleme • 9 ay önce

** Sega Genesis 3D Engine Update 8 ** Significant improvements all round as you can see and hear from the last update !! Foremost - A huge thanks to Toni Gálvez - Megastyle - BG. who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few. He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared. Also many thanks to my good friend CYBERDEOUS - Crouzet Laurent for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !! Since last update : New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies . 3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height . Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex. Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha . Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit. Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites ! Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement. XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit. Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also. Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !! Progress continues on my other projects , updates soon on those - retirement can't come quick enough . #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

30,551 görüntüleme • 4 gün önce

Every season, it seems like we have to say goodbye to a big name. This year… well it looks to be at least 3 big losses - John Stones, Nathan Benjamin Aké and Bernardo Mota Veiga de Carvalho e Silva. Wow, what an insane amount this trio has done for the club. All starters in the treble season and they’ve won the lot. Let’s start with Nathan Ake, he came from Bournemouth in 2020 for a fee of £40.4m - I mean at the time that seemed a lot for a back up centre back. He was steady, he was comfortable with the ball, solid at the back, some top blocks and some great last ditch tackles. But in 22/23 he was played at left back… and what on earth did he become? An absolute monster. ELITE 1v1 against any right winger. Unbelievable positioning and reading of the game. Even at times, getting forwards and he chipped in with some important goals. The best left back in the league that season. Whenever called upon, between his injury-stricken City career, he’s been fantastic. Most recently in the Cup final against Arsenal where many thought he’d be a weak link… he was absolutely absurd. Wherever he goes… we wish him the best of luck. John Stones, well… if injury hadn’t been the main factor in his career, he’d not only have a statue alongside Vincent Kompany, he’d have one outside Wembley. The general, the most tactical defender the game has ever seen. Whilst over his decade at City, he’s grown as a player and ironed out mistakes and just become an absolute Rolls Royce of a footballer, we can only speak about the treble season. The ONE season Johnny Stones managed to stay fit we won it all. Moving into the midfield and just bossing the park in every metric. Same number of dribbles completed in a Champions League final as Lionel fricking Messi? Unreal. General John Stones, definitely a fan favourite and we will be GUTTED to see him go. Thanks for everything Johnny. Finally Bernardo, Pep’s little favourite, the one everyone picks on, now finally the senior figure, the captain, the DREAM for a Pep team… he’s the epitome of a utility player being able to do absolutely everything on a pitch with endless running and an undeterred passion for the club. He is a true City legend. A decade at the Blues, also a decade of thinking he’s leaving in the coming summer. Well this year it’s finally confirmed… Bernie will leave the Blues being the face, alongside Kevin De Bruyne, of Manchester City under Pep Guardiola. The way his game has evolved is unbelievable. Once the tricky little attacker we signed from Monaco ten years ago, now dropping between the centre backs and a tenacious little midfielder tirelessly fighting for the team all over the pitch. His availability sees him become the only player in the modern era to be in City’s top 10 for appearances made for the club. He had everything on the pitch, and for City he was a fantastic little shithouse. But off the pitch he’s always had our hearts. Serious and passionate yet funny and joyful… Bernardo, it hurts to see you go. Thank you for everything. Seeing all these players leave us will be a pain in the hearts of all Blues, three fantastic servants to the club. Always welcome back to the Etihad, back home, back to the club where they won it all, we will welcome them back with loving arms. Bernardo Silva Nathan Aké Christine Murumba Once a Blue, always a Blue 💙

𝐓𝐡𝐞 𝐂𝐢𝐭𝐲 𝐂𝐫𝐞𝐰

25,718 görüntüleme • 3 ay önce

** MEGA Parodius Scaling Effects Part 2 ** Well - this is the BIG one - literally !! Huge thanks to my team Pyron & Vector Orbitex for their efforts. Pyron has provided all the source frames for Puyon and his spikes / explosion and a lot of analysis video on how the spikes behave / move which was really helpful. Pyron also used his CRT setup for this video as we felt an emulator video would not do it justice - running on 100% real MD hardware FTW. Vector has provided the catchy boss music and its sounding great - as always ! The coding on this has been a bit insane - things done since part 1 post previous: Implemented dual buffering - Last video was single buffered - so VRAM is very tight now , we only have about 40/2048 tiles free. For the longest time I didn't think it would fit - I found a vram jigsaw puzzle that made it work in the end. Double buffering has cleaned up the stability of the animation and matches the arcade scaling effect now albiet costing 2x more VRAM . Vertical Scaling Implemented - the vertical scaler was taken from Lufthoheit ( my other shooter ) and its heavily optimised to reduce cpu usage. During the scaling the vertical scaler partitions the 68k processor registers into 2 sets, 4 registers are allocated to feeding the fast horizontal interrupt (h-int) that drives the vertical scaling , remaining 12 registers are for the horizontal scaler running in the background. This setup is much faster than normal backup / restore register methods, as we do not need to backup / restore registers in the h-int which would double CPU costs. The catch is the momment any background routine tries to use the H-ints registers it would break things so it has to be carefully timed. Added the spike projectiles - this was very tricky to get close to the arcade, they are semi heat seeking missiles basically and hence needed code that worked out angle differences to player at speed theres no time for arc-tan or similar so it uses faster lookup tables to work out the angles . They speed up over time and get larger and whats more we can't keep all the scales in VRAM - we have room for 2 spike buffers only. Also what was a real pain was working out scaled coordinates for the circular launch of the spikes . Added Fish Damage - Shock frame and Explosion frames from Arcade . Very proud of the fact we have the full arcade quality explosion is which is fully scaled also. Added Temporal Masking - which is fancy wording for don't draw nothing to buffer if nothing is there already there for the scaling . So empty Corners and edges can be optimised out to lower cpu costs and rom costs. I had to make some scripting for this and work out what areas did not need drawing at all in the frame, which should be force cleared by cpu and which areas should just be copied from rom. This reduced rom size by 30 kb and with a bit more work we could extend that to 60 kb & get a bit more speedup even doing so. Added a frame limiter . In the last video update we let the 68k burn hot and just pump out frames as fast as it could - here we match the arcade animation rate which does leave the cpu idling at times , particularly in the smaller frames - even at large though we could be running the animation 25 % faster , issue is though that would speed up the game logic and make it less arcade accurate. We had some real bullet / Spike hell simulations going without the limiter but yeah we had to tone it down a bit. Maybe in a hardcore mode we could let it run wild though ! Code is 95% 68k assembly with about 5% C code (v-int as its cold path ) driving things . This sort of thing needs all the speed it can get !! Well now after all that I can return to finish off Level 1 haha - just a wee sidetrack there . No doubt we will polish stage 8 boss some more in time too !! #SegaMegadrive #SegaGenesis #Parodius #SGDK

Shannon Birt

26,424 görüntüleme • 5 ay önce

I know Rivian and Wassym Bensaid can fix this. I know it takes time, but it’s time. There is no other software out there like Rivian. They have made their own way in the vehicle software world. But, we have to stop calling out fixes when things aren’t fixed. I love this company. And everything they stand for. But it’s really time for it to be pulled together. I have offered to help in any way possible with getting software bugs fixed, noticed, etc., and here we are. I still stand fully committed to helping them. But below is a video of just a few things that still haven’t been fixed yet. Yes, I know, it takes time, yes, it’s easier said than done. I get it. Here is a list of bugs and SW issues still around: Tilt mirrors, still getting stuck in the downward position regularly, or they don’t tilt at all. This has been noted as “Fixed,” but it’s not. This was released in SW 2025.06 -3/11/25 with a dedicated fix in 2025.10. Auto seat climate icon: this is supposed to change the DISPLAYED heated or ventilation seat based on outside temperature, but it’s NEVER worked since it was introduced in SW 2024.47 12/18/24. This is still one that needs addressing or just give us true Auto seat climate where it runs based on the climate system. Apple Music: this one is a tricky one, but it still exists. My library doesn’t load, sometimes not at all, it doesn’t remember my last track, or it takes a long time to get music playing. Apple and Android don’t always play nice together, but it still needs improvement and optimizing. Fog lights: are hit or miss now. Sometimes they work, sometimes they don’t. This happened more frequently after a software update in Feb. Incoming phone call ringer volume: my phone is always on vibrate; however, when I do receive a phone call, the entire car rings at volume 9000. 😬 like why? A subtle chime or whatever they want to use is fine. But turn the volume down…… PLEASE. LOL there is no way no one has experienced this. Driver +: it’s sometimes too aggressive with where it “THINKS” it is in the lane vs where it ACTUALLY is. This needs fine-tuning. It will try to push me over in the lane as if I drifted out of the lane when I’m dead center. However, being Gen 1, I think this might be what it is. Mobile app: can we get a fix for the laggy scrolling within the app? This was introduced with mobile app 3.0. Version 3.1.0 is out and it’s still laggy scrolling. Multi-vehicle support: this needs to come IMMEDIATELY; the experience when you own more than one R1 is less than stellar. Way too many times I get in the opposite R1 and forget to swap to that car and get the dreaded “ key not detected” to then have to pull out my phone, open the app, and swap to that R1. We really need the app to be able to handle more than one authentication for driving and profile swapping at a time. It’s time. With R2 less than a year away, we need this now so the “bugs” can be squashed by time R2 gets here, which will be many people’s second Rivian. Overall system stability: you guys have come so far, but there is still more work to do. The HVAC control screen has GREATLY improved. Now we need that throughout the entire experience. That level of snappy, crisp feel. Again, I’m fully confident they can do this. I’m willing to help in any way I can. I just want the best experience possible for every Rivian owner. I’m willing to work hand-in-hand with Rivian on finding SW bugs and reporting and testing them fully on my vehicle. Wassym Bensaid, feel free to contact me to discuss further and continue the great work! RivianTrackr Tom Suburbs Tom Rivian RivianRoamer Chad Moran Hunter Noel Chris Hilbert RivianUpdates Rivian Darkout Fans Darren Fisher Mike Kantorski Zach

Tyrone Holland🚀🧑🏽‍💻

34,878 görüntüleme • 1 yıl önce

🔥EXTREMELY IMPORTANT INSIGHT FROM JOHN BEAUDOIN🔥 "What the CDC has been doing is they've been deleting the codes that are associated with the [COVID] vaccine as a cause of death. So they've been hiding them from us...." There's a lot to unpack in this clip, but just listen to what electrical engineer and independent investigator John Beaudoin, Sr. (John Beaudoin, Sr. aka, The Real CdC) says re: what's happening with the CDC sweeping COVID-injection deaths under the rug (my phrasing). It's not only that the CDC is hiding COVID-injection deaths by deleting the codes that would signal the deaths were due to the jabs on the death certificates of the deceased, but health officials—even ones like outspoken COVID-injection critic Florida Surgeon General Joe Ladapo (Joseph A. Ladapo, MD, PhD)—are apparently too scared to help clarify this issue (by handing over immunization data) for fear of losing their jobs. At the beginning of the clip, taken from a recent discussion with Viva Frei (Viva Frei), we hear Ladapo note at the Back to Basics Conference held on October 19, 2024 in Waltham, Massachusetts, that things are "precarious right now for anyone who isn't playing on the team with everyone else in leadership." Ladapo notes, "One of the things that makes it so precarious is that judgement is very tricky. And things that seem to be the right way to go, MAY LEAD TO YOU GETTING GUILLOTINED...SOMETHING THAT ENDS YOUR CAREER...." (Emphasis added.) Ladapo adds: "If you look at the battlefield, you'll see that it's, very sadly, littered with the bodies of people with very good intentions, who, unfortunately, turned left when they should've turned right, or ducked when they should've jumped. And they paid a price for it." In response to what Ladapo said at the conference, Beaudoin tells Frei, "I can't speak for him, but every part of that said, 'If I give you access to the [immunization] database [in Florida] so that we get the truth to the people, I'm gonna lose my job—get guillotined.' ...It was all about, 'I'm not gonna do that 'cause I'll lose my job.' That's what I got out of it." It's critical to gain access to immunization data (including whether or not a deceased person was COVID "vaccinated"), Beaudoin notes, because "There can be no conclusive proof without individual record inspection—not just the death record, but the person's medical file." He notes, "They may have appeared to have died from something on the death record, but when you look under the hood...you find out what really happened...[for example, one] woman died from blunt force trauma to the head, who died in the parking lot on the way to her car from her job; she fell down, hit her head, and the blunt force trauma to the head killed her. [But] why did she fall down? She had a pulmonary embolism and passed out. Why did she have a pulmonary embolism? She had the [COVID] vaccine two days before." "That's just one small example," Beaudoin notes. He goes on to explain: "The individual records are where the evidentiary proof is, where if you're before a judge or a jury, or let's just say the court of public opinion, the real evidence is in what are the hourly medications they [the deceased] got in the hospital...What are the times they got the medications, the hourly vital signs? The daily imagining. The daily blood labs. All those lead to a forensic investigation...that is the type of evidentiary proof I bring." "Now, when it does say on the death record, under causes of death, that they got the [COVID] vaccine and they died from a pulmonary embolism two days later, and the death certifier, medical examiner, looked at the records and stated that the vaccine was the cause of death, then, yeah, you can assume that that has been certified. That's a fact. But what the CDC's been doing is they've been deleting the codes that are associated with the [COVID] vaccine as a cause of death. So they've been hiding them [those COVID-injection] deaths from us...." Hence the reason it's so important for Beaudoin to study the immunization data—the immunization data that Ladapo, apparently, is too scared to give access to.

Sense Receptor

90,659 görüntüleme • 1 yıl önce