text:
Talk:Introduction to Crochet

Terminology
When it comes to instructions, please proofread my work. As a southpaw I create my own designs and never work from published instructions. That's great from a licensing standpoint, and you can do a horizontal flip of my work for right-handed crocheters, but it's a real weakness in terms of writing out the terms. Durova (talk) 18:16, 19 February 2008 (UTC)

 * I don't understand the "yarn over" terminology. Could you expand on that? --Jomegat (talk) 19:06, 19 February 2008 (UTC)

Simple projects
I created a short page for coasters and somehow everything spills into it. Help? Durova (talk) 18:36, 19 February 2008 (UTC)

There are a couple of ways you can do this. I think I would get rid of the Introduction to Crochet/Simple projects page, but still list it in the Table of contents (just not as a link). The TOC could read something like this:

 * Simple Projects
 * A set of coasters
 * A potholder
 * A scarf

Here, each project gets a page of its own, and there is not "simple projects" page at all. You could keep the projects page, and just add links to each project, or you could go a little crazy and make the Simple Projects page transclude each project. All the projects would show up on that page. But then you'd need to adjust the number of equal signs in each project so that it nested correctly. Here's how to transclude:

==A set of coasters== ==A potholder== ==A scarf== The colon in front of each page, plus the braces vs brackets cause the contents of the page to be included on the page that calls it out.

Or - you could make a template for each project (I could help you, but not until later tonight). I do this frequently in my books, as it decouples the information from the presentation. You can see an example at Field Guide/Birds - Eastern US and Canada. This page transcludes pages from a completely different book (which I initially put together), and each of these pages uses the Bird_id template to show each bird.

Hmm... maybe Adventist Youth Honors Answer Book/Household Arts/Cooking would be a better example. It uses a template called Template:Adventist Youth Honors Answer Book/Recipe.

Hope this helps. --Jomegat (talk) 19:04, 19 February 2008 (UTC)

 * Thanks. I started a baby blanket last night and might starte a simple project for that.  I could shoot a few images while it's under construction. Durova (talk) 00:31, 23 February 2008 (UTC)

Two more projects
I've started placeholder pages with images only for two more projects: a hair scrunchy and a beaded bracelet. Might reshoot the bracelet because the finished picture didn't turn out very well. Will be filling in text soon. Cary, will you be adding some material that's less girly? Durova (talk) 07:04, 4 March 2008 (UTC)

title: Talk:Introduction to Crochet


text:
Introduction to Crochet/A set of coasters

Coasters are one of the simplest crochet projects to make.

Materials

 * Size G hook
 * Cotton yarn in two colors

Procedure

 * Chain 16 stitches.
 * Single crochet each row(on the first row ,crochet your first stitch into the second chain)until the item is square, about 18 rows.
 * Switch to contrasting color. Half double crochet around the entire border.
 * Work in loose ends.

Repeat until the desired number of coasters are complete.

The pictured example is displayed in a paper mache box. For a simpler way to complete the project as a gift, make a long chain stitch in the border color and use it to tie together the coasters in a bow.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Introduction to Crochet/Simple projects

 * A set of coasters
 * Sea scarf
 * Hair scrunchy
 * Beaded bracelet
 * Cat blanket
 * Eyeglasses case
 * Crochet hook organizer
 * Baby blanket
 * Bead crochet assortment

title: Introduction to Crochet/Simple projects


text:
Trainz/Hierarchy Of Assets

Note to newcomers
The words Assets and Content are frequently used interchangeably on the because they are the same except for context. In a strict technical sense, an 'asset' needs be within a container to become 'content', which on the highest side, means it will be a dependency of a  or. But those assets do not report all needed dependents for they just list a series of other upper s in association (link or call) as referenced KUIDs The most important container to individuals is her local data base (Selected by using the 'The local content' filter (or tab) in Content Manager) which lists assets—initially just Routes and Sessions for us all; but then assets added to the code builds' base ). Some items are optional. Some rolling stock parts only apply to powered rolling stock.

Asset Organization
Trainz assets all start as data in the same folder, usually when edited, the folder wiil be named after the listed in the mandatory parts of the  in a config.txt file—the central data self-defining  that sets up each asset. As one discovers when one begins fixing faulty content two key data elements define what else must be defined inside such config.txt ini files:, which (originally) only loosely defined certain enumerated types describing the way the content creator means for the asset to be used (e.g. various types of rolling stock, scenery, interactive trackside items like signals, etc.) and the KIND specification (mix of tags and specifying certain sub-elements as are necessary to define an Object Oriented Class's data elements. In the newer data models, particularly for , the category-class tag has a processing determining role, and interacts as part of the  definition, the only allowed current spline data class (That Object Oriented thinking again) and the DLS upload filters now are disallowing older spline Kinds to be uploaded.

In Trainz, all such sub-element associations are not necessarily independent assets, but some are called (Meaning a sub-data type, a structure with particular properties and members—but which unlike a Kind can be used as a sub-element in a variety of Kinds in a parent child relationship) and which are included in various  and whose active effects (subsequent processing) are based on the tag  and the Kind specifying that child.

Driver Session or Scenario

Route, Map or Layout
The category-class tag is to Map, the manuals, Trainz menus and surveyor controls refer to 'Routes' and route building and route builder tools, while the Model railroading Hobbiest world refers to a Layout. In each case, it is meant the data set defining a virtual world which in Trainz starts with a single Base map board.

 * The following assets are attached to map assets:

 * Ground Textures (terrain painting, )

 * Buildings ( unless an interactive industry.)

 * Other structures such as, animals, animated or static people, windmills, lighthouses, etc.

 * Electricity pylons — formerly spline objects, now classed as Track

 * Vegetation — foliage scenery (trees, shrubs, flowers, field crops)

 * Roads — formerly spline objects, now classed as Track

 * Road signs and signposts (special 'trees' with verbiage and sometimes symbols!)

 * Vehicles, Static Road types —somewhat confusing to the new comer, these are also sometimes classed by as buildings or scenery assets. Previously, pre-N3V Trainz had two built-in filters that affected object and component searching in CMP and Surveyor,  and —both useful in CMP and especially in Surveyor searching, if somewhat non-uniformly defined by CC's. These tags are now illegal in TB's above v2.8 (TC3).

 * Track —including tunnels and spline engineered (extendable) bridges. As noted above, all spline types are now forcibly retired by DLS upload screening.

 * Trackside Objects —includes a ton of general content: (signals, speedboards, gantry's, electrical panels etc.)
 * Industries (including passenger stations)
 * Products

Rolling Stock
Rolling Stock, such as Locomotives (engines), passenger cars (carriages), and freight cars (wagons) are placed on a map in the Surveyor editor module, but actually are attached in the related Trainz Session module, while being enumerated (listed in a reference table of kuid codes) in the map.
 * These asset types are component parts of rolling stock assets:
 * Bogies (US English: Trucks)
 * Enginespec
 * Enginesound
 * Hornsound
 * Interior
 * Pantograph

HTML, media, and TrainzScript assets
Media assets in Trainz serve various functions.
 * Sounds —Sound file types are used to create background noises such the soft murmur of a brook, the raucous cawing of a crow, the sound of a distant church bell or a noisy bustling industrial area with jack hammers. They are essential aural scenery items, serving much the same function as a well designed three-dimensional scenery building (e.g. a Tree species, or fancy house). Many are attached and part of more dynamic objects and triggered solely when there is a specific action (The noise of a mechanical switch changing the position of junction points).
 * HTML Assets —

 *  —rules are little applets (often called scriptlets) fronting for a asset used inside Driver's Sessions. They provide 'software hooks' to digital model features of a route  and enable the session's coding to communicate values with the gameplay software. Such rules also often involve monitoring, storing and processing tabulated data such as a session coded to let a driver speed once but not twice without penalty, or other possible scoring interactive imagineerings.
 * Driver Commands —are user modifiable rules that can be changed during driving Sessions or provided as AI Drivers task commands to be executed one at a time.
 * Allowed Driver Commands are controlled by the Driver Commands Rule, and that limits the optional choices to us humans in the drop down Driver Command menu when playing a session in Driver. This means if the session designer doesn't want you to navigate via a trackmark, or allow auto-coupling or decoupling, you have to modify the session in the (auto-cloning the bundled route and session into your personal version) to access such a rule afterwards in the new modified session.

 * Scenarios supporting files: —Scenario support has been in all versions Trainz UTC to TS12 but has largely died a natural death from disuse of . It is not being supported in TANE.
 * Scenario TSO File —Scenario support file, the main program of a Trainz Scenario
 * Scenario GS or GSE File —Scenario support Trainz script files.

Notes and Footnotes

 * Notes

 * citations

title: Trainz/Hierarchy Of Assets


text:
Erlang Programming/Timeouts

Timeouts
Timeouts are created by the [ receive - after - end ] structure. Timeouts are measured in miliseconds so 4000 = 4 seconds. We can create a simple timer with the following program: myTimer.erl

% ============================================================ >% -module( myTimer ). -compile( export_all ). % % A simple timer that uses a timeout. % start( Timeout ) -> receive after Timeout -> io:format( "your ~w secs are up.", [Timeout/1000] ) end. % ============================================================ >% % % Sample output: % % 8> c(myTimer). % ok. % % 9> myTimer:start(4000). % your 4.00000 secs are up.ok

Timeout values may be any number greater than or equal to 0, including the atom 'infinity'.

title: Erlang Programming/Timeouts


text:
Trainz/file types by extensions

Trainz File Types
In addition to the following list of, Trainz also makes extensive use of several one might observe in any Windows installation set up for office or home use without the Trainz simulator, but especially various common image file formats such as , , , and for textures: the less common  standardized file types. Most non-image file types are of the (plain text) format which trainz uses extensively as s to control  and for s found within every asset self-definition folder.

These common file types will often be set off by links to the apropos en.Wikipedia articles. The following list attempts to be comprehensive, so also includes file extensions of older/obsolete as well as current file types used in the newer graphics models. Trainz major data model transitions took place during Trainz 2004, Trainz 2009, and Trainz 2012. Prior to TRS2004 config.txt files were coded, and many assets will still have a BOM on the first line.

ANIM file
ANIM files	— Animation, for example a steam locomotive's connecting rod movements, or water movement on a river or lake. Those wheels you see rotating under the train or that lever you can throw in the CAB all involve dynamic positioning of graphic elements.
 * The range and appearance of those motions are defined in an animation file by the CC
 * who also determines whether they are triggered by script interaction
 * or free running (asynchronous). However, even Free running animations don't run chaotically consuming computing resources, but instead have a friendly and benificent CC set up a within which range a  must occur for the animation to begin repeating it's.

BMK file
BMK files	— have existence only in map folders (post-save having semi-permanent existences like all, and in the data subfolder and both never involve human actions directly, but record specific camera viewpoint coordinates.  These later files will be active (open or changing) only when Surveyor is active in those specific maps provided that a user has changed any bookmarks state within Surveyor. There are ten bookmarks, 0-9 built into Surveyor's editing aids.  The are used to record the current camera position (and active data, such as center of view, focal distance, and 3D co-ord of the viewpoint) at the moment when and where they are defined.  /> \> Before TS2009's release these action buttons from Trainz 1.0—TC3 were visible along the top of the screen in the ', which in all those versions, would hide showing more screen viewing real estate, until and unless the action-mouse cursor approached the top of the screen. Inexperienced/new Trainzer users should be advised most in-surveyor activity is focused on the screen center, so this was quite nice. In TS2009-TRS19 the buttons were moved into the panel near the top of the  slider box.
 * About s...
 * They are all indexed to the number keys - (the default 'action' keys), allowing an map builder to quickly return to exactly the same view as when saved.
 * The one sometimes-bad feature is their action (teleportation, n'est pas?) activates merely by pressing the keys -to- without any key (nor confirmation!) with no appeal and instant displacement—even if you didn't mean it! (On a QWERTY keyboard, it is easy enough to brush one of these accidently when using other some other map tools key sequences). <br
 * They were also historically Set or Cleared by using 'that number hotkey' in combinations with shift/control keys or a mouse-click to select a specific change in the active edit camera location (teleportation!). These abrupt displacements in viewpoint state change use the number activation keys (action key) or 'require a click on the action-button' now-a-days relocated into today's pick list—a bummer when working with the pick list closed.<br
 * These state-change commands always include their respective action button—either by a or by referencing the action (number) keys directly pressing it with the same control keys—either way requiring a combination to set or clear a specific hot key.  In TANE the set/clear key variations in Surveyor and use of such 'in-world displacements' still allow using the same number 'action keys', but the  new software team has not replicated the same historic control keys (only) set/clear combinations.

Using Bookmarks, Defining to Canceling
In Trainz—TC3, these key combinations, and those of other simulator hotkeys were configurable in a .txt file in the ..\Settings folder. The table below was cribbed from such a file with a lot of massage editing afterwards.

CDP file
CDP files	— Content Dispatcher Pack. A file used by Auran and some other content creators to distribute additional assets. A CDP file can contain one or more assets.

CDPA file
CDPA files	— Content Dispatcher Pack Archive. An archive version of the CDP format, used by Auran to place an asset off the main database into axillary data bases controlled by the user, while keeping the asset in a loadable form. Archived assets are no longer selectable when building a route or session, but because they are still indexed, an asset which needs the dependency can still load it. Use primarily to put aside assets needed in something you want to run, but would never use in creation. Example: A North American Trainzer might archive all the Non-American rolling stock and locos, or signs or architectures not likely useful in any route he may build.

CDP2 file
CDP2 files	— Content Dispatcher Pack 2. A new version of the CDP format, used by Auran and some other content creators to distribute additional assets for Trainz Classics.

CFG file
CFG files	— Used to store the program's configuration details. This is a widely used file extension type, but the format is specific to each manufacturer's specific program suite or single application.

CHUMP files
A CHUMP file — Trainz pre-processed ready to load (cached) asset file. These are generated by CMP when an asset is committed to the database, and the data file is the actual storage locale of the asset data. Where each Trainz version keeps committed asset files has changed somewhat with major technology releases:
 * Before TRS2006, a folder hierarchy schema using asset kind-groups (types) stored together in pre-defined root locations held asset's data filed under KUIDS-named folders.
 * With Content Manager Plus's introduction, the rest of used a hash-coded folder naming system to store data under the 's  in ..\local. The assets.tdx file acted as an index into this linear architecture.
 * The data arrangement of TS09–TS09-SP3 followed that of the TR's until the last TS09 changes created TS09-SP4, which rearranged the file structure to match that developed in TS10 (often under concurrent development with TS09's software updates).
 * TS10–TS12 in arranged all non-JA file data in ..\UserData folder, using a scaffold of 256 sub-folders (Hexadecimal coded ('00'-'FF') directories names) to increase speed of access to the asset's data folder, once again stored under the KUIDs code as a folder name. The assets.tdx file was retained, but had other stored information necessary to operating the database system moved into it.
 * The TANE file storage architecture is again a new arrangement, part of which was user requested and part which made it more compatible with more recent versions of the Windows OS. It is capable of letting the user put the program and support data files where Windows practices prefer and letting the user put the game data files in a directory chosen by the user. This arrangement of the facility allows the user to switch between local data groups so a route building content creator can run on one folder setup that includes payware and non-DLS items, and can test versus another 'standard items' data set to verify only items on the DLS are used in a route and session.  In the long run, this can result in a set of cleaned up routes on the DLS giving far less hassles to downloading users, provided N3V polices and enforces requirements on uploads to exclude routes and sessions ( & ) with non-DLS items.  Hopefully N3V will also enforce similar policy with respect to payware, which assets many of us do not want contaminating a normal ation.

GND file
GND files	— The terrain file that contains the topographic details of a map. One of the traditional four specialty file types found in the edit folder of a map asset. When creating a map from Geographic survey data, this is the file that is produced when creating a map from DEM data, and the one replaced when editing a map's terrain.

GS file

 * GameScript is a which generate GS files— Gamescript source files for inclusion in assets and the game's script libraries.

Many interactive assets depend on these script files to interface with the Trainz run time modules. Script updates account for a common reason an interactive or animated asset becomes obsolescent or may not function, as the script libraries from release to release (including updates like hotfixes and service packs) usually evolve a few of the library files. The other main effect of this version drift is the sometimes impossible difficulty of taking an asset using an advanced TBV with a need for such a script update to an earlier version of Trainz, such as TS2009, the TC's, or even TRS2004/TRS2006. In general, most assets can be retrograded, but when they can't, a script language feature in the code build and it's successors is the main reason such an asset cannot.
 * Example:In the summer of 2014, Andi06 published a new set of assets depending upon TS2012's service pack 1 and the fourth hotfix in the series. TS2012-SP1+hf3 COULD NOT ever work with the new diamond crossing assets. The software hooks needed in the runtime modules surveyor and Driver just didn't exist before hotfix 4 for TS12. This is also an example (one of many) where the programmers responded to a request from the users and improved Trainz by granting our wish. Most such improvements have been user demand generated. A good reason to stay active monitoring the Auran forums.

GSE file
GSE files	— GameScript DRM security encoded file. Uneditable save by originator.

GSL file
GSL files	— GameScript library file.

GST file
GST files	— GameScript template file.

IM file
IM files, .im.files	—, where the indexing means they are constructed in such a manner as to be easily scalable based on distance from the viewport camera. These are the heart and soul of Trainz digital models, which at a particular distance, render them as a, remove hidden lines and planes, then draw in (color) visible surfaces with the designated textures.
 * A couple of key points should be kept in mind if one is altering assets opened for editing:
 * files must be kept in the same folder as the .im file looking for the matching texture name.
 * You can't rename a texture.txt file, because that is the name hard coded into the mesh. You can (most times) easily examine what textures exactly a mesh expects by using PEV's Mesh Viewer2.exe tool ( and select
 * Texture.txt files do not have to refer to individual texture image files, if the same texture is used in more than one folder. The program will happily follow a DOS/Windows shortcut path to an image file from a subfolder (e.g. Primary=..\this_color.tga and/or Alpha=..that_color.bmp and so forth.)

JA file
JA files	— Jet Archive. Contains compressed copies of multiple assets.

KIN file
KIN files	— Kinematics. Associated with animations such as pantographs.

OBS file
OBS files	— map folder Objects files, contains the 3D co-ordinate loci, rotation, elevation changes and so forth applied to each occurence of each asset listed in the config file's excepting similar information sets for track and spline object locus, vertices data which reside in the corresponding Trainz .TRK file of the asset.

PM file
PM files	— Progressive 3D mesh. Obsolescent after Trainz UTC–TRS2004, but because depreciation was not enforced, is still in many older DLS assets generated into the early TRS2006 era. With TRS2006-SP1, a warning message was generated educating content creators to convert to the newer im file/.im/.im file/ 'indexed mesh' format. Today, .pm files and references to .pm files are most often seen in 'aliased assets', those re-skinned items of rolling stock referencing an older era's traincars. New Users are advised to obtain PEV's 'PEVSoft' utility tools or PEVtools, available from a number of Trainz user sites. PM2IM.exe will convert to the newer IM format. Mesh references will need be updated in the config, or a utility like FNR.exe can be incorporated in a PM2IM.bat launcher file to do it automatically.
 * Like this
 * Or this combo batch file

Such tools work in TANE and TRS19 as well as UTC, TR04 and TR06 with a few procedural wrinkles... firstly lets understand what is happening. A file is either built-in (in a .JA file or added. Trainz discriminates files added from local drives, previous installs in other folders, and from third party cdp files or those opened and modified (Fixed!) as 'Modified'. These are given residence in the ..\local sub-folders, whilst those download from the DLS are placed in the ..\original sub-folders. If you peek in such sub-folders, you will find most data compressed into a Trainz . Opening an asset for edit unpacks these in part. Images2TGA unpacks the textures, and the instructions files for applying such textures (.texture.txt files) into
 * Written for TS2009 data changes, which included graphics enhancement capabilities, when it unpacks compressed data from .texture files Images2TGA will generate AlphaHint='something' lines that give indigestion to Trainz UTC through TC3.

 * Just edit the line out, or insert a double-hack ('//') at the beginning of such lines so you can restore the AlphaHint if you port the asset to a newer Trainz release. Secondarily, these older Trainz will be intolerant of the very existence of the .texture (source) files, so they should be deleted
 * TANE and TRS19 will boot such batch files out of the tane editting directory during any auto-updates... so they should be kept in an utility folder.

SRT file
SRT Files are the mesh files for displaying SpeedTree items such as trees or grass.

 * SpeedTree was developed by IDVInc. N3V Games are licensed by IDVInc to use the SpeedTree format in TS2010 and TS12.

 * The SRT file contains all of the geometric and texture mapping data needed to render a tree object as well as data for wind movement animation.

 * N3V Games provides no editing or manipulation programs for SpeedTree files. Third-party SpeedTree creation may be undertaken under license between the content creator and IDV Inc.
 * Reverse engineered files from the UDK version of SpeedTree are prohibited for Trainz use under the terms of the IDVInc license.

 * The game has session-wide adjustments for the wind movement effect in the environment section of Surveyor. This generally needs decreased for better realism.

TEXTURE file

 * Not to be confused with texture.txt files which are part of what is compressed in a texture file.

TEXTURE files	— A 2D ready-to-load asset texture which is to be applied to a surface of a 3D object by the game engine. Generally BMP, JPG, and most often the preferred TGA file types act as source files for texture.txt control files, both of which are combined by CM into dot-texture files. Files with a *.texture extension will generally be seen only when an asset is opened for editing, and the Trainz is an older release.

TRK file
TRK files	— Usually found with a .GND file, contains information about the trackwork of a layout.

TSO file
TSO files	— Trackside Object. The variations in a layout that are required for a specific scenario, for example extra trackmarks and triggers.

title: Trainz/file types by extensions


text:
Dutch/Lesson Flemish

The Dutch you learn in this book is standard Dutch, i.e. Dutch as spoken in the Netherlands. But what about the Dutch spoken in Belgium/Flanders? Is it the same?

What is Flemish?
Flemish (Vlaams) is the Dutch language as spoken in Flanders and parts of the Netherlands. It is a special case- not a language and not a dialect. It has no official status or anything comparable. Wikipedia says that Flemish is the term for a limited group of non-standardised dialects.

This lesson is about Flemish, i.e. the differences between Dutch as spoken in the Netherlands and in Flanders (Belgium). It does not contain all differences, but the main ones.

Why should I read or learn this?
To learn Dutch, this lesson is not required. If you e.g. want to go to Flanders, Flemish people have certainly no problem understanding the standard Dutch you learn. However, Flemish people find it generally hard to speak standardized (northern) Dutch. You will hear Flemish pronunciations in their replies, so if you want to understand them well, it is a good idea to read this page.

Where is it used?
Flemish can be seen as a group of dialects spoken in Flanders. Flemish is spreektaal, this means it is not commonly used as written language, but as spoken language. For written language, everyone in Flanders will use standard Dutch. In spoken language, they will use their local Flemish dialect. A somewhat cleanly pronounced version of Flemish is even used on TV programs and in schools (by teachers). In short, people using standard Dutch in informal situations seems strange to most people.

Flemish dialects differ vastly in pronunciation and habits even within Flanders. The dialects spoken in Hasselt, Antwerp, Ghent or Kortrijk are all very different. Locals can pinpoint where others were born and raised sometimes within a radius of 20km, just by the way they speak. The strongest Flemish dialects, like the one spoken in the Ypres region of West-Flanders, are so specific that they are hard to understand even by other native Flemish speakers.

Personal pronoun
The second-person singular jij/je is rarely spoken in Flanders. Instead you'd hear gij/ge (in standard Dutch this is archaic and only used in religious contexts).

Consequences in verb forms
The form gij always needs a t at the end of the following verb form (persoonsvorm). In regular verbs, this does not have any consequences, but irregular verbs become either regular or even more irregular: If your knowledge of Dutch is good, you may notice that these irregular forms are actually more regular than the normal forms (moogt < mogen (stem = mo[o]g) + t, instead of "mag").
 * zijn (to be): "jij bent" (you are, singular) → "gij zijt"
 * Maybe you think: "Bent" ends on -t, doesn't it? You will hear "gij bent" too, but less. For some speakers "gij zijt" is a bit too dialectal.
 * zijn (to be): "jij was" (you were, singular) → "gij waart"
 * zullen (will, shall): "jij zult" or "jij zal" (you will, singular) → "gij zult"
 * mogen (to be allowed to): "jij mag" (you're allowed to, singular) → "gij moogt"

Inversion
When using inversion in standard Dutch, you don't use the ending "t", i.e. "jij bent" → "ben jij". But when using "gij", the ending "t" has to stay:
 * "Zijt gij ...?"
 * The "t" can also be replaced by a softer "de"; "Zijde gij ...?"
 * In some sentences, without stress on "gij", you can just omit the word i.e. "Zijde ..."
 * When using the first form, with the ending "t", you always pronounce that letter. Except the often used form "zijt gij" (or, in general, "gij zijt" can also be just "zij gij" / "gij zij".

First-person singular
Note that "ik zen" is also used instead of "ik ben".

Second-person plural
When using the second-person plural form, you can use "gijle" ("jullie" in standard Dutch). This form uses the same verb forms as "gij", which is not the case in standard Dutch, so: You see the difference?

Objective
In standard Dutch the form u is formal and jij is informal. In Flanders, u is used for both formal and informal. This is not the case in subject, but rather in object.

To understand example sentences, you should know the following:

An example (note that this is a sentence which is very strange, but it shows better what this is about)
 * (English) You give this to you
 * (Dutch) Jij geeft dit aan jou
 * (Flemish) Gij geeft dees aan u

Other personal pronouns
The form "gijle" influences the other personal pronouns; i.e. you will sometimes hear "wijle" instead of "we"/"wij" (we) and "zijle" instead of "ze"/"zij" ('they''). Note that "gijle" uses singular verb forms, while "wijle"/"zijle" uses plural verb forms, but all of them have plural meanings.

Diminutives
Dutch has diminutive forms, and in Flemish a lot of those forms can be replaced by the form: -(...)ke. Examples:
 * Dutch (English): Dutch diminutive → Flemish diminutive
 * boek (book): boek je  → boek s ke
 * huis (house): huis je  → hui z e ke

Mistakes/errors
There are some differences which are often considered erroneous rather than just dialectal.

 * In the comparative form, the word "dan" (than) is often replaced by "als", and the following personal pronoun is often formed with the object where it should be the subject
 * English: I am bigger than you
 * Dutch: Ik ben groter dan jij
 * Flemish: Ik ben/zen groter als gij/u
 * Compare German: Ich bin größer als du
 * The active form "noemen" means "to call", and passive "genoemd worden" is "to be called" ("heten" is usually used in Dutch) but in Flemish the verb "noemen" is used for the second meaning (This is a gallicism.)
 * English: What is your name?
 * Dutch: Hoe heet jij? (or Hoe word jij genoemd?, grammatically correct but a rather awkward formulation)
 * Flemish: [H]oe noemde gij? (litt. How do you call? but used for How are you called?)
 * Compare French: Tu t'appelles comment? (litt. How do you call yourself?)

Articles and pronouns
The articles and some pronouns differ from standard Dutch. In this case, Flemish retains more gender distinctions.

Indefinite articles: In Dutch, the difference between gender has no or little influence on these articles. Native speakers cannot distinguish masculine and feminine words. For native speakers in Flanders, they just have to follow this rule/thing to distinguish them:
 * Masculine words
 * een auto → nen auto
 * een man → ne man (-n for easier pronunciation)
 * Feminine words
 * een vrouw → een vrouw

The reason for this difference is that in the north the nominative replaced the accusative case, but in Flanders it went exactly the other way around. Originally Dutch had:

In the north, opting for the nominative, all genders have een now, but the definite article still distinguishes neuter (het) from m/f (de). In the south, opting for the accusative, the indefinite article has kept masculine and feminine distinct as well.

Demonstrative pronouns: Some examples:
 * Masculine words
 * deze auto → dezen auto
 * deze man → deze' man (no pronounced -n, to simplify pronunciation)
 * die auto → dien auto (it can often differ slightly, e.g. "dieën" or "dienen")
 * die man → die' man/dieë' man (no pronounced -n, to simplify pronunciation)
 * Feminine words
 * Like in AN: die vrouw, deze vrouw
 * Neuter words (dat, dit)
 * dat boek → da boek (word-final letters which are not pronounced)
 * dit boek → dees boek

Vocabulary
Flemish has a lot of influence from French. See Lijst van verschillen tussen het Nederlands in Nederland, Suriname en Vlaanderen for a complete list.

Pronunciation
Flemish people often do not pronounce word-final letters. Some examples:
 * maar (but) → ma
 * wat? (what?) → wa?
 * niet (not) → nie

While in the Netherlands the r is being less spoken, in Flemish the h is rarely pronounced:
 * mogelijkheid (possibility) → mogelekeid

And of course, like in the whole area of the Dutch language (except the West Flemish and Low Saxon areas), the n' in the suffix -en'' is rarely articulated:
 * This suffix occurs in verbs; werken (to work) → werke
 * And also in plural; boeken (books) → boeke

title: Dutch/Lesson Flemish


text:
Erlang Programming/Autonomous Agents

Explanation of the code in jungle.erl
Here we have a simple chat-bot agent called person/4. We create two instances of it called Tarzan and Jane. They talk to each other. Each has a timeout. The timeout is the length of time one will wait before they initiate conversation. The initial timeout of Jane is set to 10 seconds. The initial timeout of Tarzan is set to 8 seconds. Because of the initial values, Tarzan will speak first and Jane will respond. Both timeouts start over but keep the same values. Again, Tarzan speaks first and Jane responds. Now things get interesting. The agent can tell if the conversation is repeating. If the conversation repeats then special messages are sent to cause a swap in the relative levels of timeout. Now Tarzan waits longer than Jane and Jane has a chance to speak first. Now, Jane speaks first twice. Then they swap initiative again. Since the processes are autonomous, we need to stop them with a quit program called jungle:quit. Note: the change in timeout length is either double or half. The timeout change is similar to the exponential binary backoff for ethernet collisions. External link: Exponential_backoff.

Example program listing: jungle.erl
-module( jungle ). -compile(export_all). %% This program shows how chat-bot agents can exchange initiative(lead) while in conversation. %%  Start with start. %%  End with quit. start -> register( tarzan, spawn( jungle, person, [ tarzan, 8000, "", jane ]   ) ), register( jane, spawn( jungle, person,  [ jane,   10000, "", tarzan ] ) ), "Dialog will start in 5ish seconds, stop program with jungle:quit.". quit -> jane ! exit, tarzan ! exit. %% Args for person/4 %%  Name:  name of agent being created/called %%  T:     timeout to continue conversation %%  Last:  Last thing said %%  Other: name of other agent in conversation person( Name, T, Last, Other ) -> receive "hi" -> respond( Name, Other, "hi there \n " ), person( Name, T, "", Other ); "slower" -> show( Name, "i was told to wait more " ++ integer_to_list(round(T*2/1000))), person( Name, T*2, "", Other ); "faster" -> NT = round( T/2 ), show( Name, "I was told to wait less " ++ integer_to_list(round(NT/1000))), person( Name, NT, "", Other ); exit -> exit(normal); _AnyWord -> otherwise_empty_the_queue, person( Name, T, Last, Other ) after T -> respond( Name, Other, "hi"), case Last of           "hi" -> self ! "slower", sleep( 2000),                 % give the other time to print Other ! "faster", person( Name, T, "", Other ); _AnyWord -> person( Name, T, "hi", Other ) end end. % respond( Name, Other, String ) -> show( Name, String ), Other ! String. % show( Name, String ) -> sleep(1000), io:format( " ~s -- ~s \n ", [ Name, String ] ). % sleep(T) -> receive after T -> done end. % ===========================================================>%

Sample output from: jungle.erl
Sample output: 18> c(jungle). {ok,jungle} 19> jungle:start. jane_and_tarzan_will_start_in_5_seconds tarzan—hi jane—hi there tarzan—hi jane—hi there jane—I was told to wait less: 5 tarzan—I was told to wait more: 16 jane—hi tarzan—hi there jane—hi tarzan—hi there tarzan—I was told to wait less: 8 jane—I was told to wait more: 10 tarzan—hi jane—hi there tarzan—hi jane—hi there jane—I was told to wait less: 5 tarzan—I was told to wait more: 16 jane—hi tarzan—hi there 20> jungle:quit. exit

title: Erlang Programming/Autonomous Agents


text:
Cookbook talk:Wonton Soup

this is a very odd recipe, pretty much counter to everything I've ever known about making wontons and wonton soup, both in the ingredients and the procedure. am I wrong here?

title: Cookbook talk:Wonton Soup


text:
User:G.marco

This is my user page.

title: User:G.marco


text: User talk:216.229.3.241

title: User talk:216.229.3.241


text:
Celestia/Celx Scripting/CELX Lua Methods/Celx frame

Tekst in subscript= Celx Scripting: Frame =

frame
A "frame" object is an origin and set of axes which define the coordinate system used for a body's trajectory and orientation. The origin is some other body defined in a catalog file. There are a number of ways to set the coordinate system axes.

The reference frames used for a body's trajectory and its orientation do not have to be the same. This is useful in some situations. For example, the orbit of a satellite may be given in a geocentric equatorial coordinate system, while the attitude is given in a local vertical-local horizontal system.

Within a CELX script, the frame methods need to be prefixed with the obtained "frame" object, separated with a semicolon.

The following methods can be used to obtain a "frame" object:
 * Using the celestia:newframe method.
 * Using the observer:getframe method.
 * Using the object:bodyfixedframe method.
 * Using the object:equatorialframe method.
 * Using the object:orbitframe method.
 * Using the object:bodyframe method.
 * Using the phase:orbitframe method.
 * Using the phase:bodyframe method.

Methods
This chapter contains a list of all available frame methods, which can be used on "frame" objects.

to
position

Convert a position from universal coordinates to frame coordinates. The converted position will be returned as a "position" object.

Notes:
 * 1) A CELX "position" object contains the exact coordinates of a point in space. A position is relative to a coordinate system and may need to be converted to or from universal coordinates before further use.
 * 2) The position methods can be used on a CELX "position" object. "Position" objects can also be used in other methods, requiring a "position" object as an argument.

Example: Goto location at twice the current distance to the Earth's center, being the origin of the "ecliptic" frame of reference (follow).

-- Find, select, center and follow Earth first obs = celestia:getobserver earth = celestia:find("Sol/Earth") celestia:select(earth) obs:center(earth,0.0) wait(0.0) frame = celestia:newframe("ecliptic", earth) obs:setframe(frame) -- Get actual observer position and convert to frame coordinates obs_pos = obs:getposition obs_pos_f = frame:to(obs_pos) -- Goto location at twice the current distance to the Earth's center obs_pos_2f = celestia:newposition(2*obs_pos_f.x, 2*obs_pos_f.y, 2*obs_pos_f.z) obs:gotolocation(obs_pos_2f, 1.0) wait(1.0)

Return to the frame method index.

to (rotation)
rotation

Convert a rotation from the universal frame of reference to this frame of reference, at the specified time. The converted rotation will be returned as a "rotation" object.

Notes:
 * 1) A CELX "rotation" object is internally a Quaternion, which is one possibility to mathematically describe a rotation in 3 dimensions (i.e. it can be converted to a rotation matrix). A rotation can also be used to describe the orientation of objects or the observer (i.e. where the observer is looking to, and where "up" is).
 * 2) The rotation methods can be used on a CELX "rotation" object. "Rotation" objects can also be used in other methods, requiring a "rotation" object as an argument.
 * 3) Older Celestia versions use UTC (Coordinated Universal Time) to calculate times and positions. Starting with version, although Celestia still displays UTC on the screen, it uses the TDB time scale internally for everything else, so for CELX scripting !!!
 * 4) The TDB time scale is a bit different from the more familiar UTC. By using TDB, Celestia places objects much more accurately. As of January 1, 2008, the difference between the two is about 65 seconds. For more information, see Celestia/Time_Scales.
 * 5) To convert between UTC and TDB times, you can use the  celestia:utctotdb and  celestia:tdbtoutc methods.
 * 6) To convert between normal calender dates and julian days, you can use the celestia:tojulianday and celestia:fromjulianday methods.

Return to the frame method index.

from
position

Convert a position from frame coordinates to universal coordinates, at the specified time. The converted position will be returned as a "position" object.

Notes:
 * 1) A CELX "position" object contains the exact coordinates of a point in space. A position is relative to a coordinate system and may need to be converted to or from universal coordinates before further use.
 * 2) The position methods can be used on a CELX "position" object. "Position" objects can also be used in other methods, requiring a "position" object as an argument.
 * 3) Older Celestia versions use UTC (Coordinated Universal Time) to calculate times and positions. Starting with version, although Celestia still displays UTC on the screen, it uses the TDB time scale internally for everything else, so for CELX scripting !!!
 * 4) The TDB time scale is a bit different from the more familiar UTC. By using TDB, Celestia places objects much more accurately. As of January 1, 2008, the difference between the two is about 65 seconds. For more information, see Celestia/Time_Scales.
 * 5) To convert between UTC and TDB times, you can use the  celestia:utctotdb and  celestia:tdbtoutc methods.
 * 6) To convert between normal calender dates and julian days, you can use the celestia:tojulianday and celestia:fromjulianday methods.

Return to the frame method index.

from (rotation)
rotation

Convert a rotation from this frame of reference to the universal frame of reference. The converted rotation will be returned as a "rotation" object.

Notes:
 * 1) A CELX "rotation" object is internally a Quaternion, which is one possibility to mathematically describe a rotation in 3 dimensions (i.e. it can be converted to a rotation matrix). A rotation can also be used to describe the orientation of objects or the observer (i.e. where the observer is looking to, and where "up" is).
 * 2) The rotation methods can be used on a CELX "rotation" object. "Rotation" objects can also be used in other methods, requiring a "rotation" object as an argument.

Return to the frame method index.

getcoordinatesystem
string

Return a string describing the frame's coordinate system. String will be one of:
 * universal
 * ecliptic
 * equatorial
 * observer
 * lock
 * chase
 * bodyfixed

Notes:
 * 1) In Celestia version, the name bodyfixed has replaced planetographic.

Example:

obs = celestia:getobserver actual_frame = obs:getframe actual_coordsys = actual_frame:getcoordinatesystem celestia:print("Current Coordinate System: " .. actual_coordsys, 5.0, -1, -1, 2, 4) wait(5.0)

Return to the frame method index.

getrefobject
object

Get the reference object of this frame, being the frame center, as an "object" object.

Notes:
 * 1) For the universal frame of reference, a nil object will be returned.
 * 2) A CELX "object" object does refer to a celestial object like a planet or a star, but it can also be a location or spacecraft.
 * 3) The object methods can be used on a CELX "object" object. "Object" objects can also be used in other methods, requiring an "object" object as an argument.

Example:

obs = celestia:getobserver actual_frame = obs:getframe refobj = actual_frame:getrefobject if not refobj then celestia:print("Currently NO Reference Object present.", 5.0, -1, -1, 2, 4) else refobj_name = refobj:name celestia:print("Current Reference Object: " .. refobj_name, 5.0, -1, -1, 2, 4) end wait(5.0)

Return to the frame method index.

gettargetobject
object

Get the target object for a phaselock frame, as an "object" object.

Notes:
 * 1) For a non phaselock frame, a nil object will be returned.
 * 2) A CELX "object" object does refer to a celestial object like a planet or a star, but it can also be a location or spacecraft.
 * 3) The object methods can be used on a CELX "object" object. "Object" objects can also be used in other methods, requiring an "object" object as an argument.

Example:

obs = celestia:getobserver actual_frame = obs:getframe tarobj = actual_frame:gettargetobject if not tarobj then celestia:print("Currently NO Target Object present.", 5.0, -1, -1, 2, 4) else tarobj_name = tarobj:name celestia:print("Current Target Object: " .. tarobj_name, 5.0, -1, -1, 2, 4) end wait(5.0)

Return to the frame method index.


text:
User talk:81.232.58.139

Hey, I saw your small edit on my book writing guide. Thanks for the help! Every little bit helps make it a better resource for others. You should consider creating an account here so you can get proper attribution for all your help. --Whiteknight (Page) (Talk) 00:29, 20 February 2008 (UTC)

title: User talk:81.232.58.139


text: User talk:76.169.104.250

title: User talk:76.169.104.250


text: User talk:75.156.50.76

title: User talk:75.156.50.76


text:
Introduction to Crochet/Stitches

Single crochet

Crochet 17 chain stitches.

This step makes a foundation chain. You work your first row of stitches into this foundation chain.

Enlarge

2

Insert the hook from front to back into the second chain from the hook.

Be sure that you have the right side of the foundation chain facing you and your yarn hand holding the foundation chain.

3

With your yarn hand, wrap the yarn from back to front over the hook.

What you've just done is called a yarn over (abbreviated yo).

Enlarge

4

Rotate the throat of the hook toward you with your hook hand, and pull the hook with the wrapped yarn through the stitch.

You should have two loops on your hook.

5

With your yarn hand, wrap the yarn from back to front over the hook.

You completed another yarn over.

Enlarge

6

Rotate the throat of the hook toward you with your hook hand, and draw the hook with the wrapped yarn through both loops on the hook.

One single crochet is now complete, and one loop remains on your hook.

Enlarge

7

To work the next single crochet stitch and continue the row, insert your hook into the next chain stitch.

This step starts your second row of stitches.

8

Repeat Steps 3 through 6.

You've now completed the second stitch.

Enlarge

9

Work 1 single crochet stitch (sc) in each chain stitch (ch) across the foundation chain.

You should have 16 single crochet stitches, or one row of single crochet.

If you’re wondering what happens to your 17th chain stitch in single crochet, remember that you worked your first single crochet into the second chain from the hook. The skipped chain stitch is considered a turning chain that brings you up to the level needed to work your first stitch of the new row.

title: Introduction to Crochet/Stitches


title: User:SunCreator/tag1


title: User:SunCreator/tag2


text:
User:SunCreator/Links

{| width="100%" cellspacing="0" cellpadding="0" valign="top"|

{| width="100%" style="background-color:#F0FFFF; padding:5px; border-bottom:1px solid #000; border-left:1px solid #000; border-right:1px solid #000; " cellspacing="5" valign="top"|
 * style="background-color:#F0FFFF" valign="top" |
 * style="background-color:#F0FFFF" valign="top" |
 * style="background-color:#F0FFFF;padding:0px" valign="top" |
 * style="background-color:#F0FFFF;padding:0px" valign="top" |

Useful Wikibooks Links

 * Recent 'Opening theory in chess' edits
 * Find Uncategorised pages - anything beginning 'Opening theory in chess' in list.
 * 'Theory of Chess' talk pages
 * General
 * Template:User_chess

Useful Wikipedia Links

 * Recent Chess Topics edits
 * Recent Chess Openings edits
 * Recent 'Opening theory in chess' edits

Example Tab pages
Philosophy

Strategy Games

Central Asia

 * }
 * }

title: User:SunCreator/Links


text:
User talk:AndrewHorning

Welcome!
Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally.--Laleena (talk) 01:26, 20 February 2008 (UTC)

title: User talk:AndrewHorning


text:
User talk:Monn52

Welcome!
Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally.--Laleena (talk) 01:26, 20 February 2008 (UTC)

title: User talk:Monn52


text:
User talk:Milton Johnson

Welcome!
Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally.--Laleena (talk) 01:27, 20 February 2008 (UTC)

title: User talk:Milton Johnson


text: User talk:69.131.149.221

title: User talk:69.131.149.221


text:
User talk:Kathy9505

Welcome!
Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally.--Laleena (talk) 01:58, 20 February 2008 (UTC)

title: User talk:Kathy9505


text:
User talk:72.192.43.157

Join Us!
--Laleena (talk) 02:00, 20 February 2008 (UTC)

title: User talk:72.192.43.157


text:
Calculus/Limits/Exercises

One-Sided Limits
Evaluate the following limits or state that the limit does not exist.

Two-Sided Limits
Evaluate the following limits or state that the limit does not exist.

Limits to Infinity
Evaluate the following limits or state that the limit does not exist.

Limits of Piecewise Functions
Evaluate the following limits or state that the limit does not exist.

48. Consider the function
 * $$f(x)=\begin{cases}(x-2)^2&\text{if }x<2\\x-3&\text{if }x\ge2\end{cases}$$

49. Consider the function
 * $$g(x)=\begin{cases}-2x+1&\text{if }x\le0\\x+1&\text{if }02\end{cases}$$

title: Calculus/Limits/Exercises


text:
Calculus/Finite Limits

Informal Finite Limits
Now, we will try to more carefully restate the ideas of the last chapter. We said then that the equation $$\lim_{x\to2}f(x)=4$$ meant that, when $$x$$ gets close to 2, $$f(x)$$ gets close to 4. What exactly does this mean? How close is "close"? The first way we can approach the problem is to say that, at $$x=1.99\ ,\ f(x)=3.9601$$, which is pretty close to 4.

Sometimes however, the function might do something completely different. For instance, suppose $$f(x)=x^4-2x^2-3.77$$, so $$f(1.99)=3.99219201$$. Next, if you take a value even closer to 2, $$f(1.999)=4.20602$$, in this case you actually move further from 4. The reason for this is that substitution gives us 4.23 as $$x$$ approaches 2.

The solution is to find out what happens arbitrarily close to the point. In particular, we want to say that, no matter how close we want the function to get to 4, if we make $$x$$ close enough to 2 then it will get there. In this case, we will write
 * $$\lim_{x\to2}f(x)=4$$

and say "The limit of $$f(x)$$, as $$x$$ approaches 2, equals 4" or "As $$x$$ approaches 2, $$f(x)$$ approaches 4." In general:

One-Sided Limits
Sometimes, it is necessary to consider what happens when we approach an $$x$$ value from one particular direction. To account for this, we have one-sided limits. In a left-handed limit, $$x$$ approaches $$a$$ from the left-hand side. Likewise, in a right-handed limit, $$x$$ approaches $$a$$ from the right-hand side.

For example, if we consider $$\lim_{x\to2}\sqrt{x-2}$$, there is a problem because there is no way for $$x$$ to approach 2 from the left hand side (the function is undefined here). But, if $$x$$ approaches 2 only from the right-hand side, we want to say that $$\sqrt{x-2}$$ approaches 0.

In our example, the left-handed limit $$\lim_{x\to2^-}\sqrt{x-2}$$ does not exist.

The right-handed limit, however, $$\lim_{x\to2^+}\sqrt{x-2}=0$$.

It is a fact that $$\lim_{x\to c}f(x)$$ exists if and only if $$\lim_{x\to c^+}f(x)$$ and $$\lim_{x\to c^-}f(x)$$ exist and are equal to each other. In this case, $$\lim_{x\to c}f(x)$$ will be equal to the same number.

In our example, one limit does not even exist. Thus $$\lim_{x\to2}\sqrt{x-2}$$ does not exist either.

authors: יהודה שמחה ולדמן

title: Calculus/Finite Limits


text:
Calculus/Infinite Limits

Informal Infinite Limits
Another kind of limit involves looking at what happens to $$f(x)$$ as $$x$$ gets very big. For example, consider the function $$f(x)=\frac{1}{x}$$. As $$x$$ gets very big, $$\frac{1}{x}$$ gets very small. In fact, $$\frac{1}{x}$$ gets closer and closer to 0 the bigger $$x$$ gets. Without limits it is very difficult to talk about this fact, because $$x$$ can keep getting bigger and bigger and $$\frac{1}{x}$$ never actually gets to 0; but the language of limits exists precisely to let us talk about the behavior of a function as it approaches something - without caring about the fact that it will never get there. In this case, however, we have the same problem as before: how big does $$x$$ have to be to be sure that $$f(x)$$ is really going towards 0?

In this case, we want to say that, however close we want $$f(x)$$ to get to 0, for $$x$$ big enough $$f(x)$$ is guaranteed to get that close. So we have yet another definition.

So, in this case, we write:
 * $$\quad\lim_{x\to\infty}\frac{1}{x}=0$$

and say "The limit, as $$x$$ approaches infinity, equals $$0$$ ," or "as $$x$$ approaches infinity, the function approaches 0."

We can also write:
 * $$\lim_{x\to-\infty}\frac{1}{x}=0$$

because making $$x$$ very negative also forces $$\frac{1}{x}$$ to be close to $$0$$.

Notice, however, that infinity is not a number; it's just shorthand for saying "no matter how big." Thus, this is not the same as the regular limits we learned about in the last two chapters.

Limits at Infinity of Rational Functions
One special case that comes up frequently is when we want to find the limit at $$\infty$$ (or $$-\infty$$) of a rational function. A rational function is just one made by dividing two polynomials by each other. For example, $$f(x)=\frac{x^3+x-6}{x^2-4x+3}$$ is a rational function. Also, any polynomial is a rational function, since $$1$$ is just a (very simple) polynomial, so we can write the function $$f(x)=x^2-3$$ as $$f(x)=\frac{x^2-3}{1}$$, the quotient of two polynomials.

Consider the numerator of a rational function as we allow the variable to grow very large (in either the positive or negative sense). The term with the highest exponent on the variable will dominate the numerator, and the other terms become more and more insignificant compared to the dominating term. The same applies to the denominator. In the limit, the other terms become negligible, and we only need to examine the dominating term in the numerator and denominator.

There is a simple rule for determining a limit of a rational function as the variable approaches infinity. Look for the term with the highest exponent on the variable in the numerator. Look for the same in the denominator. This rule is based on that information.

 * If the exponent of the highest term in the numerator matches the exponent of the highest term in the denominator, the limit (at both $$\infty$$ and $$-\infty$$) is the ratio of the coefficients of the highest terms.

 * If the numerator has the highest term, then the fraction is called "top-heavy". If, when you divide the numerator by the denominator the resulting exponent on the variable is even, then the limit (at both $$\infty$$ and $$-\infty$$) is $$\infty$$ . If it is odd, then the limit at $$\infty$$ is $$\infty$$, and the limit at $$-\infty$$ is $$-\infty$$.

 * If the denominator has the highest term, then the fraction is called "bottom-heavy" and the limit at both $$\pm\infty$$ is 0.

Note that, if the numerator or denominator is a constant (including 1, as above), then this is the same as $$x^0$$. Also, a straight power of $$x$$, like $$x^3$$ , has coefficient 1, since it is the same as $$1x^3$$.

Examples
Find $$\lim_{x\to\infty}\frac{x-5}{x-3}$$.
 * Example 1

The function $$f(x)=\frac{x-5}{x-3}$$ is the quotient of two polynomials, $$x-5$$ and $$x-3$$. By our rule we look for the term with highest exponent in the numerator; it's $$x$$. The term with highest exponent in the denominator is also $$x$$. So, the limit is the ratio of their coefficients. Since $$x=1x$$, both coefficients are 1, $$\lim_{x\to\infty}\frac{x-5}{x-3}=\frac11=1$$.

 * Example 2

Find $$\lim_{x\to\infty}\frac{x^3+x-6}{x^2-4x+3}$$.

Using L'Hôpital's rule $$d/dx (x^3+x-6) = 3x^2+1$$

and

$$d/dx (x^2-4x+3)=2x-4 $$

We look at the terms with the highest exponents; for the numerator, it is $$x^3$$, while for the denominator it is $$x^2$$. Since the exponent on the numerator is higher, we know the limit at $$\infty$$ will be $$\infty$$. So,
 * $$\lim_{x\to\infty}\frac{x^3+x-6}{x^2-4x+3}=\infty$$.

title: Calculus/Infinite Limits


text:
Talk:Atlas Shrugged/Synopsis/Section 3A

In the "This is John Galt speaking" section, it says that Mr. Thompson is the president? Did I miss this somewhere in the book? That doesn't sound right...

title: Talk:Atlas Shrugged/Synopsis/Section 3A


text:
User talk:122.164.245.126

Human Physiology/The Immune System
G'day, I have just reverted your edits to this page, because they appeared to be vandalism. If this is not the case, then please explain your actions in the edit comments as you go. Webaware talk 07:48, 20 February 2008 (UTC)

title: User talk:122.164.245.126


text:
Advanced Interactive Media/Hands-On Audio/Video Team

The Audio/Video Team is in charged of projecting what the Design and Interactive team delivers through audio and video. The Audio/Video Team is really dependent of other teams, but it's also independent when it comes to working together as a team. It is necessary to be familiar with video and audio equipment to be effective and useful to a greater scale. The team uses a variation of software to accomplish the final product such as, Avid, Final Cut, Motion, Livetype, After effects, Director, DVD Studio Pro, Newtek's 3-D & Animation with Lightwave. The team must be in constant communication with the design team to know how the project can improve in order to demonstrate and deliver an excellent product.


text:
User talk:Stevesilsbee~enwikibooks

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. -- Herby talk thyme 08:01, 20 February 2008 (UTC)

TESOL Materials
Your page hear seems to suggest that this material is intended for Wikiversity? Is there a problem here? Thanks -- Herby talk thyme 08:01, 20 February 2008 (UTC)

Your account will be renamed
Hello,

The developer team at Wikimedia is making some changes to how accounts work, as part of our on-going efforts to provide new and better tools for our users like cross-wiki notifications. These changes will mean you have the same account name everywhere. This will let us give you new features that will help you edit and discuss better, and allow more flexible user permissions for tools. One of the side-effects of this is that user accounts will now have to be unique across all 900 Wikimedia wikis. See the announcement for more information.

Unfortunately, your account clashes with another account also called Stevesilsbee. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Stevesilsbee~enwikibooks that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name.

Your account will still work as before, and you will be credited for all your edits made so far, but you will have to use the new account name when you log in.

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:48, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 05:32, 19 April 2015 (UTC)

title: User talk:Stevesilsbee~enwikibooks


text:
User:123Pie~enwikibooks

ID: 82137

Wikipedia

My Books

 * The Multiverse

title: User:123Pie~enwikibooks


text:
User talk:Steeltraxx

-Ravichandar84 (talk) 09:49, 20 February 2008 (UTC)

title: User talk:Steeltraxx


text:
User talk:Nareshbooks

-Ravichandar84 (talk) 10:08, 20 February 2008 (UTC)

title: User talk:Nareshbooks


text: Category:Book:Philippine History

title: Category:Book:Philippine History


text:
User:123Pie~enwikibooks/Multiverse

This is a book in production, held on Wikibooks.

=Book= Style-Script

SGC, Gate Room.
A research team are carrying a metallic box, they are walking out of a stargate, a big round stone portal, with symbols round the edge. The camera pans out to show a computer, which controls the stargate. Wormhole, P7D-TMV, shows up on the monitor.

SGC, Science Lab 2B
Carter: Any change (on the device)?

Scientist (on laptop hooked up to device): Well, It’s giving out a very unstable signal.

Carter (walking towards him): Let’s have a look.

Carter changes a few variables on the laptop.

Carter: Stabilize the signal.

Jackson walks in, and stands by Carter.

Jackson: How’s it goin’?

Carter: Good.

Jackson goes to touch the device, but Carter grabs his arm.

Carter: I don’t think that’s wise.

Jackson and Carter disappear.

Scientist: Stabilized, Car… (He notices they’re gone)

Uhara
Jackson and Carter appear. They look confused.

Jackson: Where on earth are we?

Carter: I don’t think where on earth. (She points out the 6 moons in the Green/Blue sky)

TARDIS
The Doctor plays with some dials on the control panel.

The Doctor sits on his sofa.

Crash/Earth crake.

Doctor runs toward the control panel, in panic.

It's blank.

He runs towards the door.

Uhara (2 miles away from Jackson and Carter)
The TARDIS is hanging off a cliff.

He steps out the doorway, as he does, his TARDIS falls down the cliff.

He runs to the edge of the cliff.

title: User:123Pie~enwikibooks/Multiverse


text:
User:Jmangelo/monobook.js

document.write(' ');

title: User:Jmangelo/monobook.js


text:
User:Jenko Appreciation Society

The Jenko Appreciation Society is dedicated to the possibly considered legendary Dennis 'The Jenko' Jenkinson. This, in my opinion, brilliant beast of a man has changed the world forever. Please search for the Dennis Jenkinson page and revel in his many accomplishments. I bid you well reader, travel safe.

Firstly, one of his great friends will write a section about why this mysterious Jenko charactor is such a role model for him.

Hello, young fools
I call you fools, as you have not yet found true enlightenment along the path of Jenko. This is no cult, do not worry. However, it is a way of life.

So what do we do?
Well, Jenko leads us early in the morning to his personal space (OL' LANDAN TAAN), where he meditates and plays ping pong.

I, as his right hand man, give out pamphlets to passers-by in the busy small lane nearby, called the M25.

Usually Jenko blesses his servants (those who Jenko sees as family) with his penal juice holy water, as it makes them feel one with Jenko.

We do not display pictures of Jenko, as it is considered an outrage to display such beauty and pureness through savage technology. The only true way to witness the full power of The Jenko is to go and converse with him face-to-face, eye-to-eye.

Once there, we just hang out. Basically. Nothing much. If you're stupid enough to want to get penaled on then you deserve it.

title: User:Jenko Appreciation Society


text:
User:SunCreator/To Do

{| width="100%" cellspacing="0" cellpadding="0" valign="top"|

{| width="100%" style="background-color:#F0FFFF; padding:5px; border-bottom:1px solid #000; border-left:1px solid #000; border-right:1px solid #000; " cellspacing="5" valign="top"|
 * style="background-color:#F0FFFF" valign="top" |
 * style="background-color:#F0FFFF" valign="top" |
 * style="background-color:#F0FFFF;padding:0px" valign="top" |
 * style="background-color:#F0FFFF;padding:0px" valign="top" |

List of things to do

 * First Item
 * Second Item
 * }
 * }

title: User:SunCreator/To Do


text:
User:SunCreator/Test Page

Experimenting
Current experimenting is here.

Help_talk:Magic_words

title: User:SunCreator/Test Page


text:
User talk:85.40.167.2

Please note
This is English Wikibooks and the page you created was in Italian. As such it was outside the scope of this project. Thanks -- Herby talk thyme 13:32, 20 February 2008 (UTC)

title: User talk:85.40.167.2


text:
User:SunCreator/Templates

{| width="100%" cellspacing="0" cellpadding="0" valign="top"|

{| width="100%" style="background-color:#F0FFFF; padding:5px; border-bottom:1px solid #000; border-left:1px solid #000; border-right:1px solid #000; " cellspacing="5" valign="top"|
 * style="background-color:#F0FFFF" valign="top" |
 * style="background-color:#F0FFFF" valign="top" |
 * style="background-color:#F0FFFF;padding:0px" valign="top" |
 * style="background-color:#F0FFFF;padding:0px" valign="top" |

Invite
Template:Chesscreator/Invite1
 * }
 * }

title: User:SunCreator/Templates


text: User talk:213.42.21.62

title: User talk:213.42.21.62


text:
Trainz/AM&C/config.txt files

Fundamentals
All assets must have a  file to be placed in Trainz, else they aren't an asset. Also called a 'config file' or just a 'config', the  by any name contains essential information about the asset, most importantly its  =  and including its, kuid number, , , ,  tags, etcetera (and their ) and also some optional but non-essential historical tags (prototype railroad, company), authorship, licensing, and ownership information tags such as creator, organization, contact email, 3rd Party website, etc.—all the 'defines' which allow the asset's folder to be a self-defining AND SELF-DOCUMENTING Trainz compatible asset. Well, except a config change record, or ways to review successive changes. In the forgoing, several times we encapsulated the label ' ' to emphasize two important points. ALL data in Trainz is defined and manipulated by a KEYWORD -- LEGAL VALUE relationship. In computer science, the (or Legal Values) are an list constrained by membership in the enumerated data type. For example the type Binary (also often termed 'Boolean') is an enumerated type with just two legal values: { binary: 0, 1 }, which notation *'{'+term+':'+list of values+'}' is read 'the set Binary has the members zero and one'. The list of values, is also known as an enumerated list, in this example of length two, with two permissible values. Anything not on the list, is illegal, and will generate a Trainz Fault, and a related error message, as well as prevent you from committing the asset into the database. The prevention of committing a faulty asset into the database began somewhere in the corresponding to their overlap in TBVs (and so capabilities) of TS10 and TS09. Knowing what's-what, and does what, when it's appropriate and when not is the subject —this page is dedicated to removing the mystery from all the 'defines' which a studious glance at the more formal N3V Wiki can leave even a veteran software professional perplexed and daunt or likely even dismay the novice. Let us put you on a firm path to grasping Trainz Basic Knowledge (TBK).

Some General points on config.txt files
Many of the problems with faulty assets are caused by simple typing, nesting, or spelling mistakes in their  files. A spin-off effect of this type when the nesting of quotes is incorrect, usually because of missing or extra quote-marks. When this is true CM/CMP when opening the file will attempt to fix what it finds and this creates a string or series of bad tag name errors when it attempts to parse the text paragraph as keywords and values. This gives a cascade of faults (loads! 20+), generally inserts whitespace and the resultant text is even more badly quoted—the text looks like Armageddon hit the page for a bit of it. This usually occurs inside the larger blocks of text like or. Fortunately, these 'unhelpful assists' can be hand edited in a few moments to be corrected. (This 'blow up auto-fixing' is better action than with TRS2004 and earlier Trainz—everything below such typos used to disappear! Vaporware!)

Other faults, particularly after V3.3 are due to changes in the s and enforcement of what is since V2.8 and is now called the —which data set always initializes the body of any and all config.txt files and sets up the system of self-defining assets. Based on some of those TBS values, other data is then added to configure the asset, including references to other included asset component files such as images, s, texture.txt files, and Level of Detail *.LM files. The starting point for that self-definition is the role of the TBS and the definition and referencing of all elements in the asset is the role of it's config.txt file. Bottom line, virtually all asset repairs require changes to the config.txt file—and it is a rare error which needs another fix which does not!

Tips and Tricks
/>Open the config.txt file from it's folder, then immediately back to the folder. /> />
 * 1) Since the config files are the heart of a self-defining asset, while new to asset fixing and updating, or well after as a good practice, when opening the asset for edit in CM:
 * 2) Method 1: ( opens asset then puts you into the folder)
 * 3) before editing the config file duplicate it using 'Save As'
 * 4) or first use Windows to make a copy (select,, select the folder, ). Use  to rename the file Config.org.txt... or leave the name alone with the (copy) inserted in the filename by Windows.
 * 5) then and only then open the original config file for editing.
 * 6) Method 2: (Fastest: may depend upon your text editor) <br
 * 1) The config.txt file should still be highlighted (selected) so next press  and insert .org or .v2-4, etc. in front of the .txt extension. (Trainz will not tolerate unknown data file types when validating and committing the asset, so only the legal text based file types, .txt extension or .htm, can be used.)
 * 2) When you're done,  back to the editor.   Notepad++ will complain (notify you) the file is missing, asks if it should retain the file in memory. Say Yes. Windows Notepad won't have noticed it missing. 🇨🇴 <br
 * 1) A programmer's editor with multiple tabs able to open many files; search and replace in regular expressions, replace in multiple files, and/or ability to compare files is highly recommended., , and  are all available as freeware (and time available, will be covered in this Wikibook) and each has most of these useful features.  At the least, Notepad++—which can also search and replace across end of line characters, which is very useful for compounding multiple kuids into a comma separated list (CSV) acceptable to CM will be featured in many a Trainz screenshot. <br
 * 1) Target your Downloading and take small bites! When downloading early on in your Trainz experience, target your download carefully in small groups of assets, no more than a couple of screenfuls.
 * 2) After the download, view the group in Main View, Copy All, and transfer the CSV list into a spreadsheet like Open Office Calc. You may have to clean up a few cells when there are commas in titles (s, but you'll have two columns of sortable data as a log file.  Get in the habit of saving as soon as you put data down and tidy it up before leaving the Application. You might loose power or worse forget!
 * 3) If you keep that as a running log, appending as you go, add in some type data in another column, it makes a handy list for a  to route build with per the next paragraph.  Of course you need not limit such copies to downloaded content, any main view listed item can be highlighted and added!
 * 4) Copy the kuids only column, take it to Notepad++, and Search from   and Replace (SAR) with ">,<kuid" to quickly obtain a CSV with your entire download.
 * 5) However, note your filter is already showing only those kuids, from the download+show in Main View, so save that in 'Last Download'.
 * 6) As practice of a useful technique, Add a second kuid search field to the 'in place' filter and separate the two with an  filter modifier. Apply, and the list should show nothing if you got the whole list!
 * 7) Since you've saved it, you can now address any faults AND keep the same display order by ANDing it with, and only the Faulty one's on that list will appear.  Other faults not on the list won't—this let's you focus on what's important now, if you got greedy and suddenly have a whole lot of faulty content. Work your way through them by finding the routes+sessions you are most interested in, and use the ANDing technique to just fix the things you need for that goal referencing against a kuid CSV of their 'combined dependencies'.  Note: Using A saved filter with , , and  can help quite a bit in narrowing down, selectively looking at, or otherwise organizing your asset management tasks.   Practice, Practice, Practice--this technique will save you a lot of time once it becomes yours.   All filter techniques which eliminate the clutter (not showing content on the DLS is perhaps the most useful) along with Skill in selecting the screening criteria will to hone in your search for what you need or are looking for, all save time.   Another useful technique is Inverting your selections... Assume you have thirty assets showing as obsolete in that route you want to try. Highlight the group,  AND select , the display will show just your highlighted assets and their relatives. Now,  AND select  and voila' — all the updates are highlighted and you can drag the lot into the download helper in a block (or...   AND select —which will add them for you and start an immediate download!
 * 8) To be continued

Text editors
files are plain text files, though the oldest assets may have line one contain a BOM (Byte Order Mark) Code. They should be edited with a non-formatting program such as Windows Notepad, ConTEXT, Notepad++, Programmer's Notepad, or other non-word processor kind of — many of them also known as programmers editors.

One such text program is ConTEXT, which provides syntax highlighting when used with Wulf/Wulf9's TPR's syntax file post syntax files. You will need to register at the above link (TrainzProRoutes) to be able to download the syntax files. ConTEXT will also show matching brackets, which is very helpful when troubleshooting, and it should be noted is the text editor N3V Games has mentioned in a few TrainzOnline wiki articles.

Many examples in this book will use the  programmers editor with multiple tabs (files handling), search and replace  in files and across open files, regular expressions (REGEX) searching and SAR processing, SAR across line breaks (newlines or line feeds), and so on. These features go a long way in overcoming dumb output from or in fixing faulty content.

2014-0417-1 List of 982 DAVESNOW assets crossloaded new TS12 to old F~TS12
 * example 1A

Anhaen, AnhaengerLeer, Anhaen 1, Appliances Industry Corp, Arcon Mk V, ATLS CONTROLLER, Notepad++ can turn the above (or 890 Lines like that) into a CSV KUID list like the following in less than 2 minutes and 30 seconds with practice using REGEX SARS: ,,,,, The same CSV can be obtained in 30-60 seconds using a open spreadsheet and a scratch file ( in Notepad++. Another Notepad++ TAB can be used to keep a running list of such groups for future filter use.  ( DO  centralize your Trainz document storage place in only one main directory--looking for something months later is Soooo very annoying!)   A kuid field can literally hold thousands of CSV kuids, so such bundles have a great deal of value, if saved with a heading.   so a  can navigate save to save up or down!
 * example 1B
 * example 2

Correct Spelling is a precise need
Tag keywords must be spelt correctly, and the correct syntax must be used when specifying the parameters of each or  value(s). Since a computer program will be interpreting the contents, precise accuracy is required.

Curly Braces rules
Curly braces  and   are used to designate the starting and ending points of the contents of those tag pairs of groups of associated data pairs which require multiple lines. These are known as Containers and a special container type, the in large part determines how the data in the config.txt file is processed (and so which errors will happen if specified wrongly.) Every open curly brace must have a corresponding closed curly brace, and ALL 'Open Curly Braces' MUST ALWAYS be prefixed by  ( or s in other words). Some tags can be nested in which case structures such as  are permitted, with the preceding whitespaces proviso.

Kuids and Kuid2s
must be specified using one of the following formats:
 * ,(where the number of digits may vary)
 * note by definition,
 * note by definition,

A kuid or virtually any specification in the config.txt file that is not text double-quoted already can optionally be enclosed in a pair of double-quotes, for example: , trainz-build    "2.9"

Tags, Kinds, and Container Names
The following tags are mandatory:
 * Every value in Trainz is part of a data pair — keycode called a or  name and data
 * 1)  contain multiple definitions, including mixes of data types such as decimals, integers and strings but which are associated with one another.
 * 2) Kinds are containers which are unique to a particular type of asset, whereas a container is a collection of related data elements which is needed by more than one type of KIND.

Some Common Errors In config.txt Files

 * Mismatched curly braces.
 * Any non-spacing character immediately followed by an open curly braces.
 * Any non-spacing character immediately followed by an open angle bracket, except in HTML where it is allowed.

For the items in the following table, an error will only occur if the item is used as a keyword. Inside text strings such as descriptions any spelling, spacing and punctuation can be used.

TRS 2004 and TRS 2006
In TRS2004 and earlier versions of Trainz, after editing a  file it is necessary to delete the   file, otherwise Trainz will use the old version of the file. This is only required if the  file being modified is in the   hierarchy. If you are editing files in the  hierarchy, the   file does not need to be deleted.
 * Special circumstances...

For TRS2004 users, the Trainz Objectz free third-party utility can be used for scan installed assets for common errors in their, and optionally automatically correct some of the errors. This inspired Content Manager's development.

For TRS2006-SP1 and TC users, CMP provides good error-checking but be careful, mess up the brackets and you may find anything following disappears. So making a backup before editing is recommended.

title: Trainz/AM&C/config.txt files


text:
Trainz/Fundamentals

Trains need a place to operate. Since they neither float nor fly, they need terrain. Terrain holds up tracks for trains to run on. Of course, terrain and track are hardly enough on their own to create an interesting place to run trains. We need to locate some interesting features on the terrain. Trainz provides the GUI module Surveyor to create interesting places to operate trains, and most users will want to create a new railway eventually. This section introduces Surveyor along with concepts and techniques for creating those places to run trains. Oddly enough, the best way to run a Driver Session is to spy out the scenario's virtual world in Surveyor. This is strategically smart, sort of the way an operating company requires it's Loco Driver's to ride along over a route and qualify on it under a trainer before turning them loose with trains pulling difficult cargoes.

Starting Trainz GUIs
The indents indicate successive levels of menu screens:

 * Start TRAINZ, enters the Launcher menu;
 * Select Start, navigates to the 'Loader menu', which presents itself Labeled as "Main Menu".
 * Note the loader app, ..\bin\trainz.exe directly loads Trainz and presents the same Main Menu; by whatever name, and its function is to load the correct Trainz GUI module. Furthermore, on older Trainz releases this is the only screen which lists the 's (Version) Code Build number, which is needed to discuss things with customer support (should things really suck on your Trainz).

 In the TRS's -- TS2009-SP3 : A two purpose list menu will appear revealing route name and indented, 'mated' Sessions list for each route/map. Some may show no Driver sessions. Surveyor is used to alter or create routes and sessions. Since each session is only good on the matching route, its content is paired with and indented under its associated route. A driver session without a route will not show in this menu, but will be found in the content manager. With no place to set down wheels, these should be deleted as useless—but they will all be of your own making. In CM they will indicate a Missing Dependency—the map or route which is missing.  In post TS2009-SP4/TS2010 installs :
 * While it seems likely to new Trainzers that the best place to start is by Driving Trainz, no Loco Engineer is allowed to drive a route that is unfamiliar, so we suggest starting in Surveyor, to take a look at things before climbing into that CAB in the tutorials.
 * Select Surveyor, this action will begin importing available assets that also can be seen by running the Content Manager button (with an appropriate Search filter), so will begin initializing menu list data to Trainz Surveyor's Menu. This may take a while the first time, as the data base will know it has not been checked over. To expedite the process, you can disconnect your internet connection temporarily using Windows API controls from the Task Bar.
 * Hereafter, we'll just say'post-TS10' or 'TS10+', by which we also mean TS2009-SP4, which brought that transitional Trainz version series into the same 'new Trainz' look, see, and feel; as well as changed the directory structure of the install.

The TS10+ main menu has a variety of Big Buttons. Notice how one is labeled "Learn to Drive", this launches the tutorials, we want you to put off a bit until after seeing their maps.
 * Click the and enter the Surveyor Menu.
 * Select an existing route then Load or
 * Select Create New (put this off for now, we've tutorials to follow—and it is best to start with modifying an existing route to learn how to create a new one.)

So Surveyor is running. Now what?
 * The best thing to do is to check out the route on which you plan to drive. In TS10 and TS12, the first tutorials are on the route: "", in TANE, on "TBD", and on previous Trainz releases, they varied a bit, so look for sessions labeled Tutorial nn by single clicking on successive map lines in the menu, and find the map that way. You can hunt around like this in the later versions, but alas, must go down to another menu, THE SESSIONS MENU, to see the session names, then return if necessary to the Driver/Surveyor menu to hunt again.
 * Load that map and let's take a look around.

Getting around Surveyor
For right now, just pick any map whose title appeals to you. double-click on it to enter Surveyor, and you'll find yourself where the map was last saved. The surveyor camera mode is the same Free Camera Mode as you'll encounter when Driving, and believe me, it's one of Trainz's strengths added in Trainz UTC, though not really evident in usefulness until the TRS2004 code overhauls gave us Sessions. By using the Arrow Keys, iirc, the default mode will move you around, sliding the camera forwards and back, and swoop the view about rotating some left and right while holding a } click. That is the by default the should tilt (dragging up & down) or PAN—often twisting the view around in a different direction. The arrow keys slide the screen center (the focal view of the camera) left, right, or forwards and back. This means to move around, say run ahead down the tracks like a crow flying, you must do so with the left hand on the arrow keys (away from the train controls! Oh My!). Like many I find this mode disconcerting, preferring to set the controls so the mouse and  rotate my viewing direction, the  and  tilt my look and the RMB slides me around the world, left or right and forwards and back. Like in the default, the focal point is always mid-screen. Drag the cursor away from center screen, and the RMB action is to slide in that direction. Using the arrow keys to set which direction to look, avoids confusion as it doesn't change the viewing angle unless I hit said key, and the same goes for look-down or look-up angles—which can position the camera near shoe top level looking up at traincar undercarriages, and rotate up past directly overhead, so one can see from on high and a bit back towards where you were looking when looking from lower angles. Want to fly down those tracks, slide the mouse. The more you pressure the cursor off center, the faster you'll fly. This comes in handy to set switches ahead of the train coming into a yard! To change the mouse and arrow key assignments, in

 * Let's get back to driving...

Terrain
Let's start with a definition. Terrain is the surface of the earth, as shaped by erosion and geologic forces. Think of it as the dirt and rock that covers the planet, sculpted by gravity, water, erosion, earth forces and wind. Anything that isn't part of the surface isn't terrain. Water, roads, trees, buildings, cars, tracks all rest top of terrain thus they are features. We need terrain to put all the really interesting things on and, sometimes in, so we start by making some dirt.

Baseboards

The basic unit of terrain in Trainz is called a baseboard, and each of those is sub-divided into a 10×10 meter grid (or optionally now, 5×5 minor grids too) which becomes pertinent at several levels of route construction. For reasons known only to the original crew of programmers at Auran/N3V, baseboards are 720 meters and just under a half-mile (0.447387 miles) on a side. Some have proposed the hypothesis that originally they were scaled proportional to the nautical mile, as seen as an arc length (i.e. part of a curve) then scaled to metric, and rounded off, but the programmer made a math error during one of the chain of conversions, and later wouldn't admit it. It does almost fit that sort of scaling. Regardless of the reasoning behind its genesis, since Trainz 0.9 (Beta) this has been the size of the standard baseboard and continues to be a mystery in the general.
 * Before continuing to prep for driving, let's cover some background about the maps.

New baseboards are flat land at sea level, so have 0.00 as elevation. The Terrain tools are used to shape this to what we want. There are 3rd party utilities to create prototype terrain from topographic maps, so one can faithfully build a route based on such a map and its data (and date) that literally spans hundreds of miles. These same "DEM" programs can embed the map under the baseboard, so when it is textured, the map is hidden by the texturing. This helps in placing streets, buildings, and keeping distances faithful to the prototype region. Alternatively, one can construct a fantasy railroad from scratch, like the map shown at right under the baseboard's table. Note the Grid, these lines show the edges of each baseboard. Each baseboard has a 10-meter grid 72×72 marked out on it. Each intersection of the grid is an settable elevation point. The 10 meter elevation interval effectively limits the slope of terrain. Exactly vertical cliffs are ''not possible. Nor are undercut faces (overhangs)''. Mathematics necessary to support either are far too complex to perform in real-time, and any data system which allowed such would carry a lot of overhead to support the possibility, so slow the run time performance to a crawl. Such features are best left to supercomputers coding.

Trainz 2009 introduced an option to create baseboards with a 5 m grid, or to convert an existing baseboard from the default 10m grid to a 5m grid. The 5m grid is particularly useful when you need fine control over the shape of the surface, but significant work is required to take advantage of it. A suitable compromise is to use the 5m grid in areas around and under track, and the 10m grid for areas further away. You set the default grid size with RMB on the before creating the baseboard. Existing baseboards can be changed by selecting a new default, on the  and then follow with a  on the baseboard.

Getting around
For right now, just pick any map whose title appeals to you. double-click on it to enter Surveyor, and you'll find yourself where the map was last saved. The surveyor camera mode is the same Free Camera Mode as you'll encounter when Driving, and believe me, it's one of Trainz strengths added in the TRS2004 code overhauls. By using the Arrow Keys, iirc, the default mode will move you around, sliding the camera forwards and back, left and right. The should tilt (dragging up & down) or PAN, (twisting the view around in a different direction. Like many I find this mode disconcerting, preferring to set the controls so the mouse  and
 * Let's get back to prepping for driving...

Finding Traincars

 * 1) Entering a map already made, we will find ourselves located where the route was last saved. This is unlikely to be where we want. So let's find that.
 * 2) Type  and an API will pop up which has a few options. Locate the arrow buttons either side of a API window saying "All", and click the left one until the window says "Vehicles". The menu now lists all the Traincars on the Session and Map.
 * 3) Scroll through the list and select various cars at random. It will navigate you (reposition the map view under your camera) to show that car.
 * 4) Now select another, it moves again
 * 5) Select a third... same instant repositioning.
 * 6) Find something that looks like a locomotive (Names are sometimes strange in Trainz, for they are cultural, and there were many railroad cultures over the years and span of the world) and you'll see most locomotives will be named by the Company of Manufacture (e.g. EMD, Alco, GE, or wheel arrangements in steam: 2-6-2, 2-4-0, etc. or both!) plus a rail company (usually abbreviated: 'ATSF', 'BN', 'BR', 'B&O', 'QR', GN&W', 'NYC', 'PRR', 'SF', 'SP', and... so on) whose heraldry (livery isn't precisely correct, but suffices for loose discussion too) is decorating the railcars.  This time when you've got a loco, Click on the . The FIND API should close and leave you with the view of your chosen Loco.

Getting it Right
Unless you were grossly lucky, you aren't on the start to Drive location yet, so let's find that. The problem is we don't know what loco you're supposed to Drive in Driver. The way to find out is to snoop the session and see which is listed first.
 * 1) At the map top, on the title bar are some tool icons. To the left side, but located a bit right of the one saying "Menu" there is an icon that looks like a piece of tablet paper. Click that and a session menu API will open.

Some Essential Surveyor Hints
These hints have a temporary home. They will be incorporated in this section as appropriate.

Notes, Footnotes & References
Config.txt files are endemic and ever present in Trainz assets, for no asset can be defined without this type of. The keyword-value_of_key pairing must always be kept in mind in editing or creating Trainz content. The contains values and containers which are most common in asset defining config.txt files.

title: Trainz/Fundamentals


text: User talk:63.88.127.114

title: User talk:63.88.127.114


text:
Talk:Allegro Programming

i think the new addition to the page is very informativeJaku23 (talk) 15:59, 20 February 2008 (UTC)

title: Talk:Allegro Programming