SKU: 49716801422
elevore herbicide label

elevore herbicide label Avenger® | AG Optima Burndown Herbicide | Concentrate

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Description

elevore herbicide label Avenger® | AG Optima Burndown Herbicide | ConcentrateAvenger AG Optima Burndown Herbicide Concentrate 32 oz. Item # AVGR OPTC32OZ 12 View SDS Avenger AG Optima is an excellent botanical alternative to synthetic, toxic herbicides when you need to use in areas where children and pets are present. Its intended for both agricultural and non agricultural use and has a more economical dilution ratio versus competitors. Using a natural citrus oil base, this is a non selective herbicide that kills a broad

Avenger® | AG Optima Burndown Herbicide | Concentrate | 32 oz.
Item # AVGR-OPTC32OZ-12 - View SDS

Avenger® AG Optima is an excellent botanical alternative to synthetic, toxic herbicides when you need to use in areas where children and pets are present. It’s intended for both agricultural and non-agricultural use and has a more economical dilution ratio versus competitors.  Using a natural citrus oil base, this is a non-selective herbicide that kills a broad spectrum of weeds and unwanted grasses naturally and quickly. Its main ingredient is d-Limonene and it is for use in organic production around both food crop and non-crop areas. Always follow label directions.

  • Environment: Outdoors, Crops, Orchards & Vineyards, Nursery
  • Active Ingredients: d-Limonene (citrus oil)
  • Shelf Life: 2 years from manufacture date
  • Toxicity: No toxicity known
  • Certifications: EPA, USDA NOP
  • Storage: Store in original container

 How to Use: 

Mix this product in clean water and apply to the foliage of vegetation to be controlled. Spray until weeds are thoroughly wet. Because the underside of the weed leaf may be more susceptible, side sprays are recommended.

Environmental Conditions:

Avenger® AG Optima is effective over a wide range of environmental conditions. Cool weather may slow the activity of the product. For best results, spray when ambient high temperatures are expected above 50°F and lows above freezing. On cooler days, spray during the warm part of the day. Allow heavy dew to evaporate prior to Avenger® AG Optima applications. Do not apply if windy conditions exist or rain is expected within 2 hours.

Mixing of Avenger® AG Optima:

 Fill the spray tank ½ full with clean water. Add Avenger® AG Optima while agitating. Then fill remainder with water.

Tank Mixing of Avenger® AG Optima:

 Fill the spray tank ½ full with clean water. Add any dry formulations and then liquid formulations to the tank. Add Avenger® AG Optima while agitating. Then fill remainder with water.

 Restrictions:

 Do NOT exceed 5 gallons of Avenger® AG Optima (20.4 lbs. d-limonene) per acre per application. Do NOT exceed a total of 16 gallons of Avenger® AG Optima (65.1 lbs. d-limonene; Table 1) per acre per year. Determine the final desired finished spray volume according to the appropriate dilution as describe in Table 1. Irrigation and Aerial

Applications: Do not apply this product through any type of irrigation system or by aerial application.

 Spray Drift Management:

 Follow directions for minimizing spray drift. Do not allow the herbicide solution to contact desirable vegetation as small amounts can cause severe damage to crops and other desirable plants. AVOID CONTACT WITH CROP – Intentional or accidental contact (including drift) of Avenger® AG Optima with the crop may result in severe damage or loss of the crop.

 Application Rate:

Four types of applications are described below: Broadcast, Banded, Spot and Pre-Harvest Desiccation. Mixing volumes for two dilution rates are found in Table 1. Apply Avenger® AG Optima at a 7-10% mixture depending on the size of the weeds. For smaller, young, actively growing weeds and grasses, apply the lower 7% mixture. For controlling larger, tough to kill weeds, use the higher 10% mixture. Use the lowest mixture whenever possible to control weeds and grass.

  • Broadcast Applications: Broadcast treatments are used for burndown of unwanted weeds and grass across a field or a plot or apply to burndown winter foliage. Apply Avenger® AG Optima at pre-emergence or at planting. Applications must be made before seedling emergence to avoid severe injury. Allow at least 2 days between application and transplanting. Spray until weeds and grass are thoroughly wet.
  • Banded Applications: Control or suppression of emerged weeds and grasses in row middles and between vines and trees. Apply Avenger® AG Optima at a 7-10% mixture depending on the size of the weeds. Only use the 10% mixture when absolutely necessary to control difficult weeds. Apply by directing spray between the rows and using hooded sprayers to prevent spray contact with crop plants. Keep hoods adjusted to ensure adequate contact with weeds and grass while shielding the crop from the herbicide. To minimize drift, do not use nozzles or nozzle configurations that produce fine droplets (mist).
  • Spot Applications: In cool situations or for tough to kill weeds, a more concentrated spray of d-limonene may be needed. In such situations, a 10% mixture of Avenger® AG Optima (1:10 mixture) may be used up to one (1) week before harvest (see Table 1).
  • Pre-Harvest Desiccation of Vegetable Vines: Apply Avenger® AG Optima at a 7 or 10% mixture to aid in the desiccation of vegetable vines prior to harvest operations. A second application may be necessary to obtain sufficient desiccation.

Table 1. Mixing Directions of Avenger® AG Optima

Desired Spray volume (gallons)

7%

10%

1

9 fl. Oz

13 fl. Oz

60

4.2 gal

6 gal

100

7 gal

10 gal

160

11.2 gal

16 gal

228

16 gal

N/A

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SKU: 49716801422

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C
Christopher West
Whiting, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
B
Blake Lynch
Alexandria, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025
M
Mel
Grantham, US
★★★★★ 4
Pretty good beginner book, very user friendly covers Development and Design
Format: Paperback, Format: Paperback
I enjoy learning Game Dev, but I research books because many authors promise a lot and deliver half or not at all and I have to put the book down. This book was pretty good. I appreciate the author explaining things, and remember he's writing a book for beginners. There's also a good amount of pics in the book, and I dislike a book with no pics. Also, he breaks it down very simply and explains that you're not going to learn the entire Unity ecosystem, but rather a beginner-level understanding to get a person started. I enjoyed this book and will definitely go over particular info again. They have a Discord group and a newsletter with tips and it also goes over Game Design. I was surprised to see this, and maybe it's new to me, and I like the analogy of explaining complex terms. A con of the book is that as it progresses, it starts to come off as advanced in scripting, and I turned to AI for additional explanations. Still, the author did explain in advance that it's about to get more advanced, but that's me going deeper into the meaning and explanations. Other than that, it's a good read that you will go to more than once and has practical info to help you on your Unity journey.
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Reviewed in the United States on December 1, 2025
S
SkyGuardian
Phoenix, US
★★★★★ 5
This is a game changer in Unity!
Format: Paperback
The amazing part about this book is how it begins. It tells you which Unity, VS (Visual Studios), and which C# versions you should use for best results. This in my thoughts are the most important part when programming, know which ones to use to make your experience the best it can be. There are exclusives in this as well. This book has some major pics to show those who are visual learners and that is a great asset as most people need to see it and use it in order to understand what they are doing. Books sometimes leaves this important thing and some get lost in the reading and put those types of books down and never pick them up again. I read through this book and found things that intrigue me and make me want to literally just get into it until I'm done reading and using the pics to guide me through. This book also works with MacOS as well. I'm not much into that operating system but I know many who prefer that and that is awesome that this teaches this way as well. This even has pop quizzes for you to do to enhance the effects of learning and I am sure this would be a book that would be used in schools if it were offered as a preferred reading/teaching structuring the class for success. I have said it before in my reviews that this is again another great book to add to your collection. Each book of this type is something that should be purchased or gifted to someone to make their lives easier when it comes to programming and the way this book does it's teaching style it makes programming that much easier and more fun. So many things in this book I don't have enough room or a way of putting it into words. Best tog eab this book and enjoy every part of it and I promise it won't be a waste of money.
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Reviewed in the United States on November 15, 2025
J
Jason Skillman
New York, US
★★★★★ 5
Great for getting into Unity and mastering it
Format: Paperback
Sometimes I mentor students who are just getting started in Unity. This is a great resource I can use to help them along. The book has a great start by covering topics like what is a variable, how to call a function, classes, and OOP. There is even some tricks on how to debug your code which a lot of people struggle with. For statements this books covers all of them, if, else, for, switches, etc. Other books don't explain OOP well enough but with book goes over it very well and explains what the difference between a value and reference type is. Towards the end there are a bunch of project examples like making a player, shooting projectiles, and creating a user interface. This book is very up to date and uses Unity 6. If you just started learning Unity then this is a must have book.
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Reviewed in the United States on November 13, 2025

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