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    Sketchup pro 2019 crashes on startup free download

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    Прости, я думал… – Зачем вы послали его в Испанию. Стратмор выдержал паузу и посмотрел ей прямо в. – Чтобы он получил второй ключ. – Что еще за второй ключ.


    Prey for Mac (bit) 履歴ソフトウェアバージョン – winXmacソフトウェアコミュニティ


    And to make sure, when you reinstalled SketchUp, did you right click on the installer and choose Run as Administrator? Off topic, what is the difference between right click on the installer and run as administrator or just click on run right from the download window? Run as administrator allows SketchUp to make install some required stuff that Run does not even if you are logged in as Admin due to the way Windows has locked things down.

    I had this problem with Sketchup on an Alienware computer that should have been sufficient so instead of fighting I reverted back to Sketchup I then renewed my computer another Alienware and upgraded to Sketchup thinking there will be no problems. The same bug splat crash occurred. I followed all of the online help and still no success. I was at the end of giving up and I bug splated for the last time. Instead of declining to send a bug splat report I opted for yes I never opt for yes.

    I opened the report and this saved me. If there is something in between like a dock with video capabilities or if the monitor is connected to the lesser of two video cards, it may crash. For your laptop, you’ll want to see if it has two video outputs available and avoid the dock.

    Most docking stations do not have the ability to “make calls” to the GPU higher end video card fast enough, and it crashes the software. Skip to Main Content. Home User Guides. That stopped in april. My boss who is not technically savvy purchased it. We are a small three person design firm who does not make much money.

    Software is very expensive for us. Have you investigated the cost of upgrading Vray and compared it to the cost of changing the SketchUp license to ? This topic was automatically closed days after the last reply. Pins are automatically disconnected if they are replaced with a bound rule. RandomPlayer anim node will now support blend in times that are less than the frame delta, including 0. Re-ordered AnimInstance’s property access class method to copy after Event Graph methods in order for properties to be correctly transformed when accessed from Blueprint functions.

    ControlRig AnimNode’s exposed pins will now have the correct default values as specified in the source Control Rig Blueprint. Fixed Animation Blueprint compiler issues occurring with collapsed graphs and isolated errors in state transitions. Fixed debug drawing of raw animation bones in Persona when component has post process or sub anim instances.

    Improved support for GeometryCache starting with empty frames, such as fluid simulation, explosion, and other effects. Fixed crash that would occur when importing a SkeletalMesh from Alembic with the “Merge Meshes” option. Removed invalid Motion Vectors when importing GeometryCache with the option “Import Abc Velocities As Motion Vectors”.

    This results in cleaner subframes. Added Audio Modulation support for Sound Submixes from their Output Volume, Wet Level, and Dry Level properties. Updated Quartz with the ability to query for the duration of time that a given number of Quantization Type events will run based on the clock’s sample rate and time signature settings. Added a new log category for stream caching to independently control log levels from the logaudio category.

    Added booleans to enable Base Submix, Submix Sends, and Bus Sends on Sound Base objects. These booleans replace the previous “Output to Bus Only” parameter. Assets created prior to 4. Reduced memory overhead when using SoundCues by pruning branches that do not match the cooking target’s quality level. Fixed an issue where using a Submix Effects chain in Blueprints would cause a crash if no Submix Effects Preset was found.

    Fixed issue where Sound Classes would sometimes load before certain referenced types could be known, breaking those referenced assets. Fixed issue where sometimes a “divide by zero” check would get triggered if Quartz was using very high BPM. Fixed issue with Vorbis in which it failed to load streamed data before the initialization phase was over.

    This primarily impacted Multichannel streams where the initial pages couldn’t fit into 6 KB. Fixed an issue where the multi-channel source bus was using the number of frames instead of the number of samples. Fixed an issue where restarting in virtual mode would not properly reset the active sound cue and playback time. Fixed an issue where the multi-channel TSampleBuffer was using the number of samples instead of the number of frames. Added a fix for NaN appearing within the GetLogFrequencyClamped and GetLinearFrequencyClamped functions.

    USoundBase::GetDefaultSoundClass has been removed. Any references can be replaced with USoundBase::GetSoundClass or UAudioSettings::GetDefaultSoundClass. Fixed the Replace All Reports feature in the Test Automation window not functioning the first time it is used. Fixed a crash in Control Rig Editor that occured when connecting a sub-pin of a Get Variable Node to a Set Variable Node’s value pin. Control and Space will now work correctly with the “Add Mapped Elements” Blueprint function for the Control Rig Component.

    Prevented watched pins from causing ControlRig Editor to keep marking a ControlRigBlueprint as dirty after being saved. Commandline argument “-buildmachine” now propagates to subprocesses like ShaderCompileWorker started by the engine.

    In the editor preferences the “Enable Live Coding” option no longer requires an editor restart to take effect. Added messaging about delays to live coding to accommodate cases where the Unreal Editor has stopped in the debugger when a system using a large number of processors. Improved live coding feedback in the Unreal Editor when compiling is initiated using the keys Ctrl-Alt-F Added a UTickableWorldSubsystem as a base class for all world sub systems that need to be ticked along with their world.

    This is now the preferred method for UWorldSubsystem that also inherits from FTickableGameObject as it prevents some common pitfalls. By default:. Editor asset tagged property loading is now more resilient by seeking the expected end position and logging an error, as opposed to setting the archive into an error state. Added support for UE as a Library, which enables external applications to run and control their own UE4 instance.

    Extended FGenericDataDrivenShaderPlatformInfo settings to support “opt-out” settings by adding the ability to set default values. A new package option to specify the URL to where crash reports will be sent, in cases where the crash report client is packaged with the game. This option can be found in the advanced package options, by default crash reports from the Editor are sent to Epic unless otherwise specified.

    Included the name of the slowest unit test in a warning log for when a less than two second smoke test run time is executed. Enabled comparison of string views of different types Compare, Equals, and the associated operators are now supported for any pairs of string views and C-style strings that FPlatformString has a comparison function for. Added RetainedRef Template to be used as a function parameter when the reference will be held beyond the length of the call, causing a compile error when passing an rvalue.

    Smoke test responsible for finding uninitialized struct members will now also try to construct all structs with ‘new FMyStruct’ syntax to find properties that are uninitialized despite their struct having a custom default constructor.

    CSV file with events stripped. Added PerfReportTool SummaryMetadata disk cache support. This skips CSV processing entirely for files already in the cache, which is significantly faster for bulk queries. Added PerfReportTool Scrollable summary tables with the command line option “-scrollableTable”. This makes the summary table scrollable, with frozen first rows, columns, and automatic colorization. These are useful for historical data tracking. Added Csv. bin compression support. Run CsvConvert with pass -binCompress 1 or 2 to enable compression on.

    bin files. Updated clang atomics to use newer atomic functions in favor of sync and added support for bit atomics for platforms that support it. Added Support for multiple wildcards in arbitrary positions has been added to CsvTools. Wildcards can be used for PerfReportTool reports and CsvToSvg stat lists.

    Added a checkpoint heartbeat hang detector to help diagnose issues such as infinite loading screens. Adds calls to ThreadHeartBeat class methodMonitorCheckpointStart and MonitorCheckpointEnd to use.

    If it takes longer than the threshold to reach MonitorCheckpointEnd, a fatal error will be thrown. Added MakeBinaryConfig commandlet. This will optionally run at stage time to generate a BinaryConfig. ini, which if present at runtime will load up ini files. FObjectIterator has now the option to lock the global UObject array when it’s iterating over it to prevent thread safety issues when iterating over all objects while other threads are creating new UObjects.

    DelayTrimMemoryDuringMapLoadMode’ that will delay calling TrimMemory until the end of LoadMap. Optimized the time required to resolve call stack symbol names on Windows OS. The Engine now loads and caches the debug symbols on demand rather than loading all debug symbols at once on the first request.

    Saved one-hundred and twenty milliseconds to next gen load time by removing superfluous sleeping on a critical path. Fixed crash when polling to see if a UTexture is ready for PostLoad while it is processing it’s texture data on a background thread.

    Fixed a crash in UnrealHeaderTool when parsing a BlueprintImplementableEvent with an int64 return type. Fixed a crash that occurred when working with map instanced properties if the map’s sparse storage has gaps. Garbage Collection will now treat cluster objects with Internal Object Flags set to Garbage Collection Keep, the same way as if they are in the root set to prevent them from being destroyed while being referenced by the async loader.

    Fixed hot reloading where a change would not be detected due to a mismatch between how Unreal Editor and Unreal Build Tool formatted the module name. Fixed an error where changing projects from the Unreal Editor which had been “Quick Restarted” from the live coding console would result in the Unreal Editor failing to start properly.

    Fixed issue where live coding fails to compile changes when both the editor and game are running. Added a missing call to the EngineSubsystemCollection Deinitialize method when on engine shutdown is invoked. GC weak references will now be cleared after gathering unreachable objects as more objects become unreachable during the process.

    Fixed FString class method SanitizeFloat from returning “0. GarbageCollection: Changed InternalObjectFlag priority to make sure that objects are not being destroyed while being referenced by the async loader. Fixed code generated by UnrealHeaderTool when a const UObject pointer is returned by a UFUNCTION. Fixed a problem in ArrayProperty’s SerializeItem method when using a user-defined structured archive formatter, caused by a mismatch between the saving and loading branches when doing unversioned property serialization.

    FMallocBinned3 will now try to allocate memory from a bigger pool to avoid Out of Memory crashes. Due to Windows 7 no longer being supported by Microsoft, the bundled version of DbgHelp. dll is no longer compatible. Added a missing call to AsyncLoading’s class method PumpEssentialAppMessages when processing loaded packages PostLoad and CompletionCallbacks on the GT. Prevented an object from being accessed from weak pointers after it’s been destroyed and fixed a race condition between FWeakObjectPtr and Garbage Collection AsyncPurge.

    Changed the checkSlows to checks in theFixedAllocator template to allow them to detect user error in Development builds. Added static assert to detect inherited Structs which are not polymorphic unless inherited base struct also is polymorphic.

    If this happens, there are two options:. CsvToSVG will no longer throw an exception in multiple CSV mode if a single CSV has missing metadata. OutputDeviceRedirector’s buffered lines will now only be emptied if there are any output devices to redirect to.

    Fixed a potential concurrency issue when renaming objects and enabling UObject hashing error asserts in development builds. Async loads from the async loading thread during the final async loading flush will now also be allowed to prevent a safeguard from firing. Async loading will no longer be allowed after the final async loading flush to prevent crashes on exit. FPackageReader will now copy the Editor only filtering flag from the underlying reader archive to the owning package reader.

    AssetRegistry EditorOnly dependencies. This change adds different Game and EditorOnly dependencies to the AssetRegistry. Added a cooker parameter which allows DLC cooks to override the platform name used to find and load the development asset registry.

    Allows different platforms to use a single registry where that makes sense. Added a “-BasedOnReleaseVersionPathOverride” parameter which can be used to override the value generated by GetBasedOnReleaseVersionPath. Re-added a “Check All Connections” checkbox functionality in network profiler that got removed by mistake.

    Fixed issues with network profiler graph view not loading if there are fewer than 30 frames worth of data in the profile. Actor visibility attribute is now serialized.

    An exporter can decide to export hidden actors that way. A Datasmith scene can now declare new materials that inherit existing Material Instances and override their parameters. Datasmith Revit exporter provides Floors and Ceilings pivots at scene origin instead of at their own local pivots. Added support for thin translucency shading models on the Datasmith UE PBR physically based rendering materials.

    Facade now includes an exposed variant API, with bCleanupUnusedElements parameter to FDatasmithFacadeScene::ExportScene. Add support for reading FBX metadata into Datasmith when importing scenes from DeltaGen and VRED. A processing time control in CADWorker has been added. This prevents a DMU from not being imported due to a referenced file looping. The processing max time is based on the size of the file to process, and its format.

    Only the blocked file is canceled. This can be disabled with cvar r. Update of KernelIO dll with sp1. With this new release, the supported version by format are:. For PLM XML files, some error messages have been replaced by warning messages when files are prevented from parsing.

    Added new Collaborative Viewer content: two new templates in Collab Base that use shared resources. For the Navisworks importer, Mesh Actors for merged geometry are now re-pivoted to the bottom center of the bounding box. Dataprep Set Mobility supports setting ADatasmith Area Light Actor in addition to the usual Scene Component. A crash no longer occurs when an asset referenced by a captured UObject property in the Variant Manager is swapped with an asset of an incompatible class.

    Fixed a crash that occurred when trying to capture Variant Manager thumbnails from the viewport during standalone mode. Fixed the Variant Manager spawning function director outer ALevel Variant Sets Actors so they always spawn on the persistent world levels instead of on the vestigial worlds of sublevels. Fixed the Variant Manager function directors that were unnecessarily collected and recreated repeatedly. User-set Material overrides are no longer replaced when reimporting Datasmith scenes in some scenarios.

    Fixed an issue where Variant Manager visibility changes were not applied to the viewport on some scenarios when the viewport’s Realtime property was set to Off. FDatasmithSceneCleaner::Clean will no longer remove materials that are referenced only by a variant. Fixed incorrect exported joint indices when exporting skeletal meshes to USD if the skeleton has a different number of bones than what is used by the skeletal mesh.

    Fixed an issue in the material generation by a datasmith import. The expression names in the material functions used by a Datasmith-created material are now unique. Tweaked triplanar projection, added panning in triplanar, tweaked glass default values, and added decals material permutations.

    Fixed Reset and Reset All Fail on the Collab Viewer with data imported through runtime Datasmith. Fixed a broken documentation link on the import help button and added an automated test to make sure the link stays valid.

    Added a custom solution section to allow Visual Assist to identify the solution as an Unreal solution. The full path to the VsCode compiler is now specified, as well as command line arguments in the format expected by the compiler. Corrected an issue with degenerate artifact creation.

    Attempting to create files with the same source and destination folder hierarchies when the Role was null would lead to file errors. These required five second timeouts each to skip when ending runs using -skipserver. This led to problems in the CI pipelines, the CI stage was sometimes assumed to have failed despite the fact the tests were ok and the tests’ status code was 0.

    Added the AdditionalIoStoreOptions parameter to the UAT ProjectParams class, which lets you supply extra parameters to the iostore commandlet when staging a build. This now reduces the time it takes to Launch the game from the Editor. Fixed staging chunk assignment failing when there were case mismatches between paths in the staging manifest and the pak chunk lists.

    Corrected a case during project param creation where we still assumed there was a single editor target per project. Fixed issues when running UBT in a build environment without a local data directory, by falling back on the Engine folder.

    The ExpandEnumAsExecs metadata now properly handles spaces in a comma-delimited list of parameters. When toggling sub-level visibility on the Levels Editor, Multi-User editing now reflects the corresponding game flags so that -game nodes will properly display updated visibility. Users can opt-out of this behavior by disabling the Reflect Level Visibility to Game option in the Multi-User project settings.

    The spline point property editor now allows toggling between absolute and relative position and rotation. Added Copy and Paste options to the context menu on each field of the spline point property editor. Package save events are now captured when running in -game mode.

    This is to support remote recording of takes on headless nodes. Added an API ConcertSyncClient module that enables users to participate in transaction filtering. API users can indicate if a UProperty or UObject should be included, excluded, or have default behavior applied to it.

    Added support to nDisplay to properly synchronize Multi-User activity stream when the nDisplay nodes first connect to the session. All nodes will coordinate their activity sync and they will finalize simultaneously. Note: If a node reconnects during an active session after initial synchronization, it is no longer possible to synchronize it. All nDisplay nodes should be restarted if synchronization is required. Multi-User take recording is now automatically available when connected to a Multi-User session.

    Previous versions required you to enable a special CVar. Added a new Editor preference Check References on Delete. When disabled, Unreal Engine no longer checks actor references when deleting actors from the World Outliner or warns about possible lost references. This can reduce the delay of initial deletion for levels that contain a lot of soft references.

    Users can now control the maximum transmission rate for packets on a UDP connection. This value can be adjusted in the Project Settings for UDP Messaging. Users can now use new controls in the Take recorder to specify who is recording and who provides the source data to nodes connected in a Multi-User session.

    This feature is only enabled when connected to a Multi-User session. Reference Viewer now has a Compact Mode that hides thumbnails on the graph nodes and reduces the space taken by each one. Added an Editor delegate that is broadcast from ObjectTools::AddExtraObjectsToDelete. It allows the insertion of secondary assets that should be deleted at the same time as the ones selected by the user.

    Added an option to UTextureFactory to specify the source image color space. This saves processing time when importing MDL materials by creating the textures with the right color space at the factory level. You can now load a material from a module path and a definition name instead of loading it from a file.

    Name resolution can now be performed on TCP Message Bus and File Server connections. You can use IPv4 style addresses or a named address.

    Added support for changing the aspect ratio axis constraint when the viewport is locked to an Actor. If there is a still pending open transaction when trying to launch PIE, UE now cancels the transaction instead of preventing PIE from being launched. This reduces the number of source control operations needed when working with large numbers of files.

    If you’re already using the global DDC environment variables, these will remain in use. Added per-project settings you can configure to recommend the setup of a globally shared DDC. These settings are off by default. Added code support for using the gameplay tag UI in other Editor customizations via GameplayTagsEditorModule. Added a new SGraphPinStructInstance class to make it easier to build custom UI for struct pins in Blueprints. Added default color and grayscale calibration chart materials to Engine content and BaseEngine.

    ini project settings. Added the -FrameproEnableContextSwitches command-line interface argument to turn on context-switch tracking in Framepro captures.

    For the MDL Importer, imported material graphs no longer contain unused constants and parameters. Fixed a crash that was caused by an uninitialized FBox in BaseMeshPainComponentAdapter causing infinite recursion. Removed a message dialogue from skeleton processing to fix a crash with destroying SAssetPicker while it is rendering thumbnails in its Tick.

    Fixed how the base address was being calculated in FPropertyValueImpl::EnumerateObjectsToModify. This caused a crash with UObjects that use Sparse Class Data.

    Fixed a crash that occurred when trying to use Blueprints derived from AUsdStageActor in standalone mode. Fixed a bug with the CSVToSVG tool that caused invalid HTML to be generated when system locale used commas as the decimal separator. Fixed an issue where water actor sprites would not load due to Water Subsystem being nullptr in the actor constructors. Fixed a bug where the first texture imported in an Editor session could have the wrong settings applied to it.

    ConfigureEnabledPlugins now reports success when plugin count is zero. Contributed by WenchaoXia. Fixed an issue with a sub-level not being garbage collected properly when creating a new world from a template. Fixed a sub-level offset issue that happened when loading a top-level world in World Composition when that sub-level had been already loaded. Added a missing water sprite category in the viewport options. Billboard components now need to be added to the CDO in order to be detected by the Editor as proper sprite categories.

    Fixed an issue that caused the icon for river water body actors to appear oversized the first time a water actor was placed in the level. Fixed two separate issues that prevented the Goto Definition Editor feature from working in relocated Installed Builds. Added support for displaying floats greater than e18 in the Editor, and removed cast losing double precision.

    Fixed a bug that prevented reporting when not using the crash reporter. Contributed by Phyronnaz. SDetailsViewBase now allows deferred actions to call EnqueueDeferredAction. These additional deferred actions are then immediately processed in the same frame.

    Fixed a bug with instanced objects not updating the reset to default state in the parent object when changed. Fixed a bug where explicitly setting the IsEnabled attribute of an FDetailWidgetRow would not be respected, because SDetailSingleItemRow was only checking IsBound , not IsSet as well.

    The Paint tool is now correctly grayed out when painting textures with mesh paint if the mesh has no paintable textures to cycle through. Fixed an issue that caused Fixed FApiContext::AddSearchPath to register a folder’s parent folder to the MDL path instead of the folder that was requested. Fixed an issue that caused a missing portable call stack in the crash report generated when the Editor had more than threads and the crashing thread was not in the first threads visited by the OS.

    Fixed an issue that caused sublevel components to fail to toggle when changing sublevel visibility in the Editor. Fixed an issue that caused the crash reporter UI to sometimes take several minutes to process and display crash information after an Editor crash. Fixed an issue where specifying multiple TCP connection endpoints from the command line did not work. Range selection in the Persona tree view now behaves correctly when the initial selection is made from the viewport and the second selection is made from the tree view.

    Fixed a bug that caused disabled toolbar combo buttons to incorrectly appear enabled when shown in a sub-menu. Fixed an issue where some Asset editors would end up in a non-functional state after a window closing request was canceled, including the Blueprint Editor showing ‘Unrecognized Tab’ panels. Preview widgets are now marked as being in Design mode before being destroyed, to prevent them from invoking NativeDestruct in the Editor.


    Sketchup pro 2019 crashes on startup free download.Why does SketchUp Pro crash when launching?


    BugSplat click www. BugSplat helps us troubleshoot SketchUp crashes by allowing crash information to be startu; to us.

    This dialog gives you the option to send us information regarding the crash you just на этой странице. We encourage everyone to submit this form! Submitting a description of what you were doing prior to the crash is key to helping us reproduce the sketchup pro 2019 crashes on startup free download and fix it. The following are examples of descriptions that are really sketchup pro 2019 crashes on startup free download though any kind of description is useful : SketchUp seems to crash consistently when I do the приведу ссылку. Providing your email and name is also helpful as it is is possible, if we are stuck, we may contact you regarding the crash.

    The data you submit allows us to gather information on our crashes as a whole and gives us some details, mostly at the code sketchup pro 2019 crashes on startup free download, about each crash. We use this data in a few ways: If you contact Technical Support, we may look up your specific crash to see if we can give you some information that will help you.

    We analyze which crashes are our top crashes and, each release, we try starttup solve them. Once we solve a crash or come up with a workaround, we add that information нажмите для продолжения the crash so that, if you submit that sketchup pro 2019 crashes on startup free download to us, you will get an update from us containing that information.

    We unfortunately cannot monitor every crash that comes in and we usually do not contact the submitter of the crash. The data you submit though is very crucial as we do analyze it and often take action on it. If you are experiencing a crash and need immediate help, contact skrtchup support or visit our SketchUp forums. The SketchUp forum is the place to be. Our outstanding привожу ссылку of passionate experts have answers to your questions. Help Center.

    How Does it Work? If SketchUp crashes you will see the following dialog indicating that SketchUp has crashed. Others models seems to export fine. Descargar microsoft 2013 para free download we use the data you submit The data you crasjes allows us to gather information on our crashes as a whole and gives us some details, mostly at the code level, about each crash.

    Try running SketchUp with Ruby plugins disabled to see if a Ruby plugin is the culprit. See whether the crash is reproducible – i. See whether the crash happens with all SketchUp models or just the one you are working on. See whether the crash occurs in a previous version of SketchUp if you have multiple versions of SketchUp installed on your machine. Try closing на этой странице running applications to see if SketchUp is conflicting with another application you have open.

    If you have multiple user accounts on your machine, try logging on as a different user and see if the crash is still reproducible. Submit the crash to us to see if we have any updates on the crash for you. Please be aware, for our startkp team to assist you with a reported bug, you must include your email address when submitting your original Bugsplat.

    Was this article helpful? Why wasn’t the article helpful? Leave this field blank. Need Help Fast?


    Unreal Engine リリース ノート | Unreal Engine ドキュメント


    Nvidia is the preferred graphics to use. If not installed this way strange things happen. BTW do you have the latest windows version installed? I did not install as administrator when I downloaded the file. I did try run in administrator mode by right clicking on the SU icon. I am up to date on on Windows I will find out the GPU when I get home later today. I apologise. Do you prefer Dell? With me being a computer Guru I did a few things to the laptop trying to fix the issue and totally wiped out everything I had on it.

    So it was off to my brother in law who is an IT guy. I really hope moving forward this laptop will suffice until I learn SketchUp and start doing more advanced models. So far SketchUp is running fantastic even with the external screen I have attached to the docking station. My only question is do I have to open SketchUp in Admin mode everytime or can I just pin SketchUp to the tool bar from this point and not worry about it?

    This topic was automatically closed days after the last reply. New replies are no longer allowed. First make sure you have the latest driver for the graphics system you have, get it from Intel.

    Next untick the fast feedback option in the open GL section of the preferences in SU. You do not have to uninstall the version. They are each a stand alone app. A user can make plus importers and exporters to common 2D and 3D formats easily without any difficulty. SketchUp Pro App is more useful for a user who is interested in 3D designing.

    As well as, with this application, they can make a 3D model and house map easily without any haxitated. Also, they can upload and download the 3D model from the 3D warehouse free of cost. You can download and use a 3D model for your designing to make beautiful.

    The file size of the model up to 50 MBs which you can download from 3D warehouse. Also, a user can download and modify or change the design and upload it again free. Furthermore, according to Trimble Inc, the 3D warehouse is more world popular 3D content site on Google web. Some of the price available below.


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