SKU: 5225917118
signal herbicide

signal herbicide Specticle FLO Turf Herbicide – Indaziflam Pre-Emergent Weed Control

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Description

signal herbicide Specticle FLO Turf Herbicide – Indaziflam Pre-Emergent Weed ControlSpecticle FLO Herbicide Specticle FLO Herbicide is a professional grade selective pre emergent herbicide formulated with indaziflam for long lasting control of troublesome grassy weeds, annual sedges, annual kyllinga, and broadleaf weeds in labeled warm season turfgrass, landscape ornamentals, hedgerows, hardscapes, and natural areas. As a Group 29 cellulose biosynthesis inhibitor, Specticle FLO controls weeds by reducing seedling emergence before

Specticle FLO Herbicide

Specticle FLO Herbicide is a professional-grade selective pre-emergent herbicide formulated with indaziflam for long-lasting control of troublesome grassy weeds, annual sedges, annual kyllinga, and broadleaf weeds in labeled warm-season turfgrass, landscape ornamentals, hedgerows, hardscapes, and natural areas.

As a Group 29 cellulose biosynthesis inhibitor, Specticle FLO controls weeds by reducing seedling emergence before they become established. It provides extended residual pre-emergence control of key weeds such as crabgrass, goosegrass, annual bluegrass, annual sedges, annual kyllinga, and many broadleaf weeds when activated by rainfall or irrigation.

Features & Benefits

✓ Long-lasting pre-emergent control of many annual grasses, broadleaf weeds, annual sedges, and annual kyllinga

✓ Controls key turf weeds including crabgrass, goosegrass, annual bluegrass, doveweed, annual kyllinga, and many broadleaf weeds

✓ Low-use-rate suspension concentrate formulation for professional applicators

✓ Labeled for established warm-season turf, golf course fairways and roughs, sod farms, sports fields, commercial lawns, residential lawns, parks, and cemeteries

✓ Also labeled for landscape ornamentals, hedgerows, hardscapes, natural areas, and certain non-crop bareground sites

✓ Can be used in single or split application programs to extend residual weed control

✓ Compatible with many labeled herbicide tank-mix partners when compatibility is confirmed before use

Labeled Use Sites

Specticle FLO is labeled for use on established warm-season turfgrass areas including golf course roughs and fairways, sod farms, sports fields, residential and commercial lawns, parks, and cemeteries. It may also be used in landscape ornamentals, hedgerows, hardscapes, managed natural areas on golf courses, roadsides, non-bearing fruit and nut trees in residential plantings, and non-crop areas such as paths, parking lots, curbs, sidewalks, driveways, around buildings, gravel areas, loading ramps, educational facilities, storage yards, vacant lots, fence rows, parks, and hardscapes.

Target Weeds

Specticle FLO provides pre-emergence control or suppression of many weeds including crabgrass, goosegrass, annual bluegrass, annual kyllinga, annual sedges, doveweed, barnyardgrass, foxtails, Italian ryegrass, perennial ryegrass, sandbur, common chickweed, mouse-ear chickweed, white clover, common dandelion, chamberbitter, Florida pusley, henbit, horseweed, kochia, common lambsquarters, lawn burweed, prostrate pigweed, redroot pigweed, common purslane, prostrate spurge, spotted spurge, common ragweed, shepherd’s-purse, annual sowthistle, velvetleaf, yellow woodsorrel, and other labeled weeds.

Application Notes

Apply Specticle FLO according to the product label and only to labeled sites. Specticle FLO must be activated by rainfall or light irrigation before weed germination for best pre-emergent performance. Uniform application is essential for satisfactory weed control. Apply in a minimum of 10 gallons of water per acre, or 1 quart of water per 1,000 square feet.

Do not apply to newly seeded turf, golf course greens, tees, collars, slopes immediately above greens, or weakened turf that requires significant recovery. Do not apply to cool-season turfgrasses or mixtures containing sensitive grasses unless thinning or removal is desired. Specticle FLO may inhibit root development, so observe all seeding, overseeding, sprigging, and sodding intervals on the label.

Product Information

Active Ingredient:
Indaziflam 7.4%

HRAC Group:
Group 29 Herbicide

Chemical Family:
Cellulose Biosynthesis Inhibitor

Formulation:
Suspension Concentrate (SC)

EPA Reg. No.:
101563-207

Signal Word:
Caution

Manufacturer:
Environmental Science U.S., LLC / Envu

Recommended Rotation Partner:
A labeled herbicide with a different mode of action. The label specifically references tank-mix or program use with products such as Ronstar FLO, Revolver, Celsius WG, Tribute Total, glyphosate, glufosinate, Acclaim Extra, and other labeled herbicides where appropriate for the site and weed spectrum.

Recommended Surfactant:
Not required for pre-emergent use. Use only when required by a labeled tank-mix partner and follow the most restrictive label directions.

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SKU: 5225917118

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Verified Purchase
Ryan
San Leandro, US
★★★★★ 1
One Star
Format: Paperback
Exactly the same as the free PDF I downloaded online for my student, only this costs $26 plus tax.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on April 3, 2017
C
Verified Purchase
Christopher West
Port Orchard, US
★★★★★ 5
A Treasure Trove for Aspiring Game Developers! From Concepts to Mastery!
Format: Paperback
As someone who has spent nearly two decades deep within the intricate world of C# software development, delving into game development was like stepping into a new dimension, filled with its unique set of challenges and learning curves. It’s an entirely different ball game, albeit an exciting one. My preference for Unity, primarily because of its compatibility with C#, brought me to Scott Tykoshi’s "Mastering Game Design with Unity 2021," and what an enlightening journey it has been! Bridging the Knowledge Gap: The book acts as a bridge between my extensive experience in software engineering and the nuances of game development. Scott has a talent for making complex concepts accessible, and the depth of knowledge shared in this book is invaluable for anyone willing to expand their horizons within the game development ecosystem. Comprehensive and Well-Structured: This book isn’t just a guide; it’s a comprehensive repository of information. It meticulously covers a myriad of topics such as immersive workflows, visual scripting, physics engine, GameObjects, player progression, and publishing. The structured approach helps in assimilating each concept thoroughly before moving on to the next, allowing for a gradual and solid build-up of knowledge. Enlightening Insights into Unity: Being a C# aficionado, Unity was my platform of choice, and this book has only deepened my appreciation for it. It's enlightening to see the seamless integration and the versatility that Unity offers, especially through Scott’s detailed and clear explanations. The practical insights and the in-depth exploration of Unity’s capabilities have empowered me to leverage the platform to its fullest potential. Practical Approach to Learning: Scott Tykoshi’s method of blending theory with practical examples is a boon for learners. The real-world applications and practical exercises resonate well with my learning style, providing a hands-on experience that is crucial for mastering game design. The examples are well-thought-out, relevant, and inject a dose of reality into the theoretical aspects, making the learning process engaging and effective. From Novice to Master: "Mastering Game Design with Unity 2021" lives up to its name, taking the reader on a journey from the basics to the advanced intricacies of game design. Whether it’s understanding the nuances of player progression or getting to grips with visual scripting, the book lays out a clear path for achieving mastery in game design. Conclusion: For seasoned software engineers like myself, making the transition into game development can seem daunting, but "Mastering Game Design with Unity 2021" by Scott Tykoshi has been a beacon of knowledge, guiding me through uncharted territories with ease and clarity. It’s more than just a book; it’s a mentor, a guide, and a companion in the thrilling journey of game development. If Unity and game design are on your radar, consider this book your roadmap to mastery. Whether you’re just dipping your toes in or ready to dive deep, Scott’s insights will illuminate your path and elevate your game design skills to new heights.
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Reviewed in the United States on September 22, 2023
A
Verified Purchase
Aurélien
West Palm Beach, US
★★★★★ 5
Great Book for Project-Based Learning
Format: Paperback
As a Unity Instructor I can say the book is really amazing I was expecting that I'd face a basic book, but instead, the book is very complete, even having AR and VR chapters totally adapted to the new version of Unity, which makes it one of the best books to master Unity (if not the best).
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Reviewed in the United States on December 19, 2022
B
Bradley Wardell
Fort Morgan, US
★★★★★ 5
Thorough and approachable
Format: Paperback
Mastering Game Design with Unity is a must-have for any developer looking to use Unity as their platform for developing a video game for today's audience. What makes this book particularly compelling is that it goes through the entire game design and development process. From UI design to audio to graphics, this is a book that provides a one-stop shop of knowledge for developers. If you're already a developer or just looking for a book at act as the heart of your Unity development, this is the book to get.
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Reviewed in the United States on February 20, 2023
M
Verified Purchase
Mike Athey
Charlottesville, US
★★★★★ 2
Content seems good, but support files/code are insufficient, and the code seems illogical in places
Format: Paperback
This books starts out great and the content/approach seems solid. But I ran into several issues when the coding portions were introduced, notably when it came to collisions and destroying enemy game objects. There's scripting to set up a bullet behavior, but from the outset the behavior is buggy, and when the "explosion" behavior is introduced, there's no coding to actually destroy the object you're introducing the explosion behavior to. On top of that, the explosion behavior is tied to the playerObj's "onDeath" function, so ... I'm not sure how any of that ties into destroying an enemy game object. This is about 150 pages in. The go-to method in these cases is, of course, to reference the support files, but these files only include the code and the book images. What's really needed is the Unity project files to ensure the code is being implemented in the components of the game objects and seeing the core structure there. With only the scripts, you can only check your scripts against those, but you can't be sure you're utilizing them correctly and tying it all together in Unity. Granted, I'm still learning the platform, but things like where you're expected to fire a bullet that has no "destroy gameObject" function into an enemy gameObject that also has no such behavior ... and the behavior is tied to the player? There's definitely something amiss. All the while you're dealing with "soft locks" in the test gameplay that could have been immediately addressed, but aren't. And you can't really move forward with such core inconsistencies in place because you fear the problems would just compound from there.
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Reviewed in the United States on July 31, 2023

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