text:
Formal Logic/Sentential Logic/Informal Conventions

= Informal Conventions =

In The Sentential Language, we gave an informal description of a sentential language, namely $$\mathcal{L_S}\,\!$$. We have also given a Formal Syntax for $$\mathcal{L_S}\,\!$$. Our official grammar generates a large number of parentheses. This makes formal definitions and other specifications easier to write, but it makes the language rather cumbersome to use. In addition, all the subscripts and superscripts quickly get to be unnecessarily tedious. The end result is an ugly and difficult to read language.

We will continue to use official grammar for specifying formalities. However, we will informally use a less cumbersome variant for other purposes. The transformation rules below convert official formulae of $$\mathcal{L_S}\,\!$$ into our informal variant.

Transformation rules
We create informal variants of official $$\mathcal{L_S}\,\!$$ formulae as follows. The examples are cumulative.

 * The official grammar required sentence letters to have the superscript '0'. Superscripts aren't necessary or even useful until we get to the predicate logic, so we will always omit them in our informal variant.  We will write, for example, $$\mathrm{P_0}\,\!$$ instead of $$\mathrm{P^0_0}\,\!$$.

 * We will omit the subscript if it is '0'. Thus we will write $$\mathrm{P}\,\!$$ instead of $$\mathrm{P^0_0}\,\!$$.  However, we cannot omit all subscripts; we still need to write, for example, $$\mathrm{P_1}\,\!$$.

 * We will omit outermost parentheses. For example, we will write

 * $$\mathrm{P} \rightarrow \mathrm{Q}\,\!$$

 * instead of

 * $$(\mathrm{P^0_0} \rightarrow \mathrm{Q^0_0})\ .\,\!$$

 * We will let a series of the same binary connective associate on the right. For example, we can transform the official

 * $$(\mathrm{P^0_0} \land (\mathrm{Q^0_0} \land \mathrm{R^0_0}))\,\!$$

 * into the informal

 * $$\mathrm{P} \land \mathrm{Q} \land \mathrm{R}\ .\,\!$$

 * However, the best we can do with

 * $$((\mathrm{P^0_0} \land \mathrm{Q^0_0}) \land \mathrm{R^0})\,\!$$

 * is

 * $$(\mathrm{P} \land \mathrm{Q}) \land \mathrm{R}\ .\,\!$$

 * We will use precedence rankings to omit internal parentheses when possible. For example, we will regard $$\rightarrow\,\!$$ as having lower precedence (wider scope) than $$\lor\,\!$$.  This allows us to write

 * $$\mathrm{P} \rightarrow \mathrm{Q} \lor \mathrm{R}\,\!$$

 * instead of

 * $$(\mathrm{P^0_0} \rightarrow (\mathrm{Q^0_0} \lor \mathrm{R^0_0}))\ .\,\!$$

 * However, we cannot remove the internal parentheses from

 * $$((\mathrm{P^0_0} \rightarrow \mathrm{Q^0_0}) \lor \mathrm{R^0_0})\ .\,\!$$

 * Our informal variant of this latter formula is

 * $$(\mathrm{P} \rightarrow \mathrm{Q}) \lor \mathrm{R}\ .\,\!$$

 * Full precedence rankings are given below.

Precedence and scope
Precedence rankings indicate the order that we evaluate the sentential connectives. $$\lor\,\!$$ has a higher precedence than $$\rightarrow\,\!$$. Thus, in calculating the truth value of

 * $$(1) \quad \mathrm{P} \rightarrow \mathrm{Q} \lor \mathrm{R}\ ,\,\!$$

we start by evaluating the truth value of

 * $$(2) \quad \mathrm{Q} \lor \mathrm{R}\,\!$$

first. Scope is the length of expression that is governed by the connective. The occurrence of $$\rightarrow\,\!$$ in (1) has a wider scope than the occurrence of $$\lor\,\!$$. Thus the occurrence of $$\rightarrow\,\!$$ in (1) governs the whole sentence while the occurrence of $$\lor\,\!$$ in (1) governs only the occurrence of (2) in (1).

The full ranking from highest precedence (narrowest scope) to lowest precedence (widest scope) is:

Examples
Let's look at some examples. First,

 * $$((\mathrm{P^0_0} \rightarrow \mathrm{Q^0_0}) \leftrightarrow ((\mathrm{P^0_0} \land \mathrm{Q^0_0}) \lor ((\lnot \mathrm{P^0_0} \land \mathrm{Q^0_0}) \lor (\lnot \mathrm{P^0_0} \land \lnot \mathrm{Q^0_0}))))\,\!$$

can be written informally as

 * $$\mathrm{P} \rightarrow \mathrm{Q} \leftrightarrow \mathrm{P} \land \mathrm{Q} \lor \lnot \mathrm{P} \land \mathrm{Q} \lor \lnot \mathrm{P} \land \lnot \mathrm{Q}\ .\,\!$$

Second,

 * $$((\mathrm{P^0_0} \leftrightarrow \mathrm{Q^0_0}) \leftrightarrow ((\mathrm{P^0_0} \land \mathrm{Q^0_0}) \lor (\lnot \mathrm{P^0_0} \land \lnot \mathrm{Q^0_0})))\,\!$$

can be written informally as

 * $$(\mathrm{P} \leftrightarrow \mathrm{Q}) \leftrightarrow \mathrm{P} \land \mathrm{Q} \lor \lnot \mathrm{P} \land \lnot \mathrm{Q}\ .\,\!$$

Some unnecessary parentheses may prove helpful. In the two examples above, the informal variants may be easier to read as

 * $$(\mathrm{P} \rightarrow \mathrm{Q}) \leftrightarrow (\mathrm{P} \land \mathrm{Q}) \lor (\lnot \mathrm{P} \land \mathrm{Q}) \lor (\lnot \mathrm{P} \land \lnot \mathrm{Q})\,\!$$

and

 * $$(\mathrm{P} \leftrightarrow \mathrm{Q}) \leftrightarrow (\mathrm{P} \land \mathrm{Q}) \lor (\lnot \mathrm{P} \land \lnot \mathrm{Q})\ .\,\!$$

Note that the informal formula

 * $$\lnot \mathrm{P} \rightarrow \mathrm{Q}\,\!$$

is restored to its official form as

 * $$(\lnot \mathrm{P^0_0} \rightarrow \mathrm{Q^0_0})\ .\,\!$$

By contrast, the informal formula

 * $$\lnot (\mathrm{P} \rightarrow \mathrm{Q})\,\!$$

is restored to its official form as

 * $$\lnot (\mathrm{P^0_0} \rightarrow \mathrm{Q^0_0})\ .\,\!$$


text:
User:Alex.Szatmary~enwikibooks

I'm a grad student at UMBC, the University of Maryland, Baltimore County, in Mechanical Engineering, with a concentration in computational fluid dynamics. I do simulations of cells floating about.

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

title: User:Alex.Szatmary~enwikibooks


text:
Talk:International Relations

what about marxist international theory? or the clash of civilisations theories? Spiller 21:58, 25 July 2005 (UTC)

Book Overhaul
I suggest we start looking at an overhaul of this textbook, if anyone else is interested. The introductory page seems rather scant and doesn't really dicuss IR as a field, just a cursory examination of realism and liberalism.

While, arguably, the two most important ideas to walk out of an IR class with a grasp on, is that really introducing the discipline? The prologue goes back into this discussion.

I would suggest we re-write the introductory page to introduce the major areas of the discipline, and the primary thinkers and a general history to this day. Although not yet started, retain the "Core Concepts" chapter or some similar variant (I think a discussion of IR as a scientific discipline, postivist and postpositivist methods, etc, would be beneficial early on). Then break into separate chapters for the major paradigms (Realism and Liberalism, obviously, but we might include Constructivism on its own, plus a catchall for more minority theories like postmodernism and marxism). Strategic studies should probably be eliminated as it is a niche i-d field, not a part of IR.

After that, we have chapters on various important concepts, debates, etc., in IR. I think chapters on the UN, MNCs, civil wars, nuclear proliferation, globalization, and IPE, to name a few, would be good for illustrating the debates and interests of IR as well as helping to show how the theories work in evaluating the debates. Anyone interested? Comments? I'd like to hear from others before I move on this project. Kenny v (talk) 20:06, 25 August 2009 (UTC)

Overhaul
These ideas sound good.. I would suggest progressing as you mentioned, starting with a discussion of IR as a scientific discipline (epistemology, ontology, methods etc), before moving onto major theoretical groups: realism, liberalism, the neo-neo debate, social constructivism, marxism and other approaches (separate or together?) (broadly following the outline of first part of the Baylis Textbook 'Globalization of World Politics', though with more treatment of IR as a discipline). This introductory page would then serve to give a broad overview of the history of the discipline and the different approaches that are covered more in depth later on..

International relations
I

I interest reads ur books Syed hassan (discuss • contribs) 18:42, 2 January 2017 (UTC)

title: Talk:International Relations


text:
User:Spiller

Hey am a 19 year old Bsc Government and Public Policy Student in UCC, Ireland. I have a huge interest in Politics and international affairs. I am a memeber of a Politcal party (Fine Gael) and the International Relations Society, serving both as 1st year rep in the college!

title: User:Spiller


text:
User talk:Bensin

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally.

The reason I marked your Madonna article for deletion is that Wikibooks is for instructional resources only (e.g., manuals, etc.). The article you created was encyclopaedic, so it belonged on Wikipedia (see What Wikibooks is not for more detail). (Donovan|Geocachernemesis|Interact) 00:44, 26 July 2005 (UTC)

title: User talk:Bensin


text:
User talk:195.70.35.220

Please stop adding irrelevant links to Wikibooks. It is considered vandalism. If you continue, then you risk being blocked from editing Wikibooks. Thank you. (Donovan|Geocachernemesis|Interact) 00:53, 26 July 2005 (UTC)

title: User talk:195.70.35.220


text:
Traditional Principles of Animation

Contents

 * 1) Introduction
 * 2) /Anticipation/
 * 3) /Squash and stretch/
 * 4) /Overlapping action/
 * 5) Follow-through
 * 6) /Staging/
 * 7) /Exaggeration/
 * 8) /Secondary action/
 * 9) Other Important Elements of Realistic Motion

title: Traditional Principles of Animation


text:
Traditional Principles of Animation/Anticipation

Anticipation is a preliminary action that sets up a primary action. It cues or prepares the audience for what is about to happen. Let's look at an example. Let's say that a steel cable is being stretched extremely tight by two opposing forces. Before the cable snaps in two, you position your camera for a close up on the actual breaking point. The close up shows the cable fraying as more and more tension is applied. Seeing this, the audience automatically anticipates what's about to happen (the eventual breaking of the cable).

In some cases anticipation is needed physically. For example, before you can throw a ball, you must first swing your arm backwards. As the arm goes back, the audience anticipates it coming forward and releasing the ball. more important than just audience anticipation... there is a need for a set up to the coming movement. every movement requires anticipation and recovery. there is a need to show a transfer of weight before performing an action. it is here where the action is set up.

Anticipation is also required to simulate real motion. If an object is at rest, some preliminary action that transfers energy to the object must occur so that it can use that energy to execute the primary action. Before a character can jump, they must crouch down and swing their arms for counter-balance. By seeing the crouch, the audience anticipates that the character is about to jump.


text:
Traditional Principles of Animation/Squash and stretch

The principle of Squash and Stretch implies that no matter how much an object deforms, it must always maintain the same apparent volume. Proper use of Squash and Stretch illustrates just how dense or rigid an object is. All real world objects, unless extremely hard, exhibit some form of squash and stretch.

The classic example is the bouncing ball. The ball squashes as it hits the ground, then stretches on its way up and then back down. When an object squashes along one axis (direction), it automatically expands along the other two. It is up to you, as the animator, to ensure that any deformation along on axis is offset be an opposite deformation along other axes maintaining a constant volume.

Consider the way a pillow changes shape as it's tossed across the room. The shape deforms, but does the volume of the pillow change? No matter how contorted the pillow becomes, it still maintains the same weight and amount of stuffing.


text:
GET/Site list

Clusty
Clusty (http://clusty.com) groups the results of other search engines into clusters.

 * Location: http://clusty.com/search
 * Arguments:
 * query=search query http://clusty.com/search?query=hypertext+transfer+protocol

FreeBSD Manual Pages
FreeBSD's "man.cgi" script presents the online manual pages for several versions of FreeBSD and other manual pages.

 * Location: http://www.freebsd.org/cgi/man.cgi
 * Similar service: http://www.openbsd.org/cgi-bin/man.cgi
 * With no arguments: presents an index page with HTML form allowing user to enter query
 * Arguments:
 * query=name of a manual page http://www.freebsd.org/cgi/man.cgi?query=printf
 * null string: error message http://www.freebsd.org/cgi/man.cgi?query=
 * not specified: presents index page deriving default form values from the other arguments http://www.freebsd.org/cgi/man.cgi?sektion=8
 * sektion=section of manual page http://www.freebsd.org/cgi/man.cgi?query=printf&sektion=3
 * 1...9: the usual sections
 * 0 or null string: a section containing a matching manual page
 * manpath=name of operating system (NetBSD+2.0, others)
 * NetBSD+2.0 manual page from NetBSD 2.0 http://www.freebsd.org/cgi/man.cgi?query=cgd&manpath=NetBSD+2.0
 * nonexistent choice: uses latest FreeBSD release and ports http://www.freebsd.org/cgi/man.cgi?query=nethack&manpath=Government+of+Earth
 * not specified: uses latest FreeBSD release and ports
 * apropos=type of query (0 or 1)
 * 0 or null string: present manual page
 * <tt>2</tt> or any greater integer: download a .tar.gz (what???)
 * <tt>1</tt> or anything else: present apropos search (searches the one-line synopsis strings of the manual pages) http://www.freebsd.org/cgi/man.cgi?query=printf&apropos=1
 * format=format of result page (<tt>html</tt>, others)
 * <tt>html</tt>: HTML web page

To see pages such as nethack from FreeBSD ports, you must not set manpath to an OS that does not include ports. Note that the choice (currently <tt>FreeBSD+5.4-RELEASE+and+Ports</tt>) that contains ports changes when the site adds a new version of FreeBSD. Note that if you bookmarked an old manpath (like <tt>FreeBSD+5.2-RELEASE+and+Ports</tt>) it acts like a nonexistent choice, which by the above list "uses latest FreeBSD release and ports".

UseMod
UseMod exists as a Perl script.
 * Location: http://www.usemod.com/cgi-bin/wiki.pl and several other places
 * With no arguments: fetches the front page (same as http://www.usemod.com/cgi-bin/wiki.pl?UseModWiki)
 * Arguments:
 * NameOfWikiPage fetch that page http://www.usemod.com/cgi-bin/wiki.pl?WhatIsaWiki
 * <tt>RecentChanges</tt> read recent changes to wiki http://www.usemod.com/cgi-bin/wiki.pl?RecentChanges
 * search=string to search for http://www.usemod.com/cgi-bin/wiki.pl?search=administrator+password
 * back=NameOfWikiPage search, but call them backlinks http://www.usemod.com/cgi-bin/wiki.pl?back=WhatIsaWiki
 * compare http://www.usemod.com/cgi-bin/wiki.pl?search=WhatIsaWiki
 * works for searching non-links: http://www.usemod.com/cgi-bin/wiki.pl?back=administrator+password
 * action= (<tt>login</tt>, others)
 * <tt>login</tt>: go to login screen http://www.usemod.com/cgi-bin/wiki.pl?action=login

For more information: System

MediaWiki
The MediaWiki PHP script allows users to retrieve and edit wiki pages.

For more information: Wikipedia:Wikipedia:URLs; meta:Help:URL.
 * Location: http://en.wikibooks.org/w/index.php and several other places
 * With no arguments: redirects to Main Page
 * Arguments:
 * title=name of a wiki page fetch that page http://en.wikibooks.org/w/index.php?title=GET:Site_list
 * On sites that use slash ("wiki/") in addition to question mark ("index.php?") for URIs, using title without an action gives a different URI from normal. The normal URI would be http://en.wikibooks.org/wiki/GET:Site_list
 * not specified: applies action to Main Page http://en.wikibooks.org/w/index.php?action=edit
 * action=type of action (<tt>edit</tt>, <tt>submit</tt>, others)
 * <tt>edit</tt>: presents HTML form allowing user to edit a wiki page http://en.wikibooks.org/w/index.php?title=GET:Site_list&action=edit
 * <tt>submit</tt>: if no POST data, same as <tt>edit</tt>
 * <tt>raw</tt>: Displays raw code (using mimetype of text/x-wiki unless overridden by ctype)
 * <tt>purge</tt> purges pages cache
 * <tt>history</tt> show history
 * <tt>delete</tt>
 * not specified: retrieves the page (using a different than normal URI)
 * section= section to edit
 * <tt>0</tt> section between title and first header
 * <tt>1</tt> first section (under first header), etc. for 2, 3 ...
 * <tt>new</tt> make new section (add comment)
 * <tt>really high number</tt> add to end
 * ctype=: override mime type (only allows specific types)
 * <tt>text/css</tt> (Useful, as Firefox displays as plain text. To get around a log in only to see source, do &action=raw&ctype=text/css)
 * <tt>text/javascript</tt> (or one of the other mimetypes for js, can't remember)
 * <tt>text/x-wiki</tt>
 * <tt>application/x-zope-edit</tt>
 * editintro= Ads an instructional page on top of edit box (needs &action=edit). commonly used in inputbox extension. only works if page doesn't exist
 * <tt>any page in wiki</tt>
 * preload= preload a page's source into editbox (needs &action=edit). only works if page does not exist
 * <tt>any random page</tt>

RFC: Request for Comment
You can get any particular numbered RFC by slotting the number into a base URL. The definitive, official version is in plain ASCII text.

 * ASCII version of RFC 5000: http://tools.ietf.org/rfc/rfc5000.txt
 * HTML version of RFC 5000: http://tools.ietf.org/html/rfc5000
 * Some RFC search tools, and the official list of non-obsolete RFCs is updated daily at http://www.rfc-editor.org/.

title: GET/Site list


text:
User talk:Tatarigami~enwikibooks

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. (Donovan|Geocachernemesis|Interact) 02:09, 26 July 2005 (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 Tatarigami. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Tatarigami~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 23:45, 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) 05:35, 19 April 2015 (UTC)

title: User talk:Tatarigami~enwikibooks


text:
Traditional Principles of Animation/Overlapping action

Overlapping action implies that not everything happens at the same time.

Take the example of moving a character's arm from a position of rest to that of picking up a set of keys on a table. A common mistake would be to advance a few frames from the at-rest position, then move all of the arm elements (objects) to the final position. This technique would result in a very lifeless motion (because everything starts and stops moving at the same time). The proper sequence requires that the upper arm begins to rise first. Then the forearm pivots out, followed by the wrist bending back. Finally the fingers curl around the keys. Each of these motions begins before the preceding motion is complete, providing the realistic overlap that your viewer expects. In other words, the motion of the arm rotating upward is overlapped by the wrist bending back.


text:
User talk:Gonzometro~enwikibooks

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. (Donovan|Geocachernemesis|Interact) 02:11, 26 July 2005 (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 Gonzometro. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Gonzometro~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 23:11, 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) 05:00, 19 April 2015 (UTC)

title: User talk:Gonzometro~enwikibooks


text:
User talk:Actinide~enwikibooks

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 Actinide. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Actinide~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 22:54, 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) 04:29, 19 April 2015 (UTC)

title: User talk:Actinide~enwikibooks


text:
User talk:Programmermatt

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. (Donovan|Geocachernemesis|Interact) 02:13, 26 July 2005 (UTC)

title: User talk:Programmermatt


text:
User talk:Tsca

→ m:user talk:Tsca -

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. (Donovan|Geocachernemesis|Interact) 02:15, 26 July 2005 (UTC)

 * I have added it onto Talk:America's Army: Special Forces. Might be best to leave it a week and then do it as I've only recently added it to the talk page. Thanks, Jguk 20:12, 17 February 2006 (UTC)

Wikiversity: School of Fire and Emergency Management
Please convert my site back! All the links didn't carry over and it is way too much work to fix. --Mfinney 05:05, 26 February 2006 (UTC)

Beginning to find stuff... let me see what I can find and fix.--Mfinney 05:17, 26 February 2006 (UTC)

Transwiki talk fixes
Thanks! -- SB_Johnny | talk 14:16, 26 November 2006 (UTC)

Electromagnetics
The page Electromagnetic Fields is supposed to be a sub-page of Electromagnetics. I believe this bot is used rename/move the page. Thanks for your help.

Navigation headers/footers
I might be missing something, but I've been looking around for some sort of automation to the addition/update of navigation headers and footers (by that I mean little sets of links pointing to the table of contents, previous page, next page, that can be found at the top and bottom of each page of a book). For example, I was learning noun declension for my Polish course from the Polish wikibook and noticed that a lot of the navigation headers/footers were missing or inaccurate. Is there any sort of automation currently existing for that, and if not, is that something that tsca.bot would be able to do?  ~rezecib  ( talk ) 19:34, 8 September 2010 (UTC)

title: User talk:Tsca


text:
User talk:Neilross~enwikibooks

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. (Donovan|Geocachernemesis|Interact) 02:16, 26 July 2005 (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 Neilross. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Neilross~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 23:32, 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) 05:18, 19 April 2015 (UTC)

title: User talk:Neilross~enwikibooks


text:
Traditional Principles of Animation/Follow through

Follow-Through is a companion to the overlapping action. An action almost never comes to a complete and sudden stop. Instead, inertia carries the object beyond the termination point, often causing the object to slowly reverse direction and settle back to the intended stop location. A golfer's swing provides an ideal example of a follow-through. Once the ball is struck, the club (and golfer) follow through the point of contact to complete the swing. What about a pencil that drops to the ground? When it hits, does it stop dead in its tracks? Or, does it bounce around a little, then rolls to a stop? Two cars collide in the middle of an intersection. Do they hit and stick? No, recoil occurs, causing them to reverse direction. Again, an action almost never comes to a complete and sudden stop.


text:
User talk:MikeSchmid

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. (Donovan|Geocachernemesis|Interact) 02:17, 26 July 2005 (UTC)

title: User talk:MikeSchmid


text:
User talk:Darkflib

If you wish to chat I can be found on the following im nets

icq: 9952074

yahoo: robolinux

msn: mike@zicom.net

irc: darkflib on eu.undernet.org (not that frequently)

homepage is http://blog.technomonk.com/wordpress/

title: User talk:Darkflib


text:
User talk:Kitkatsavvy~enwikibooks

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. (Donovan|Geocachernemesis|Interact) 02:21, 26 July 2005 (UTC)

July 2010
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title: User talk:Kitkatsavvy~enwikibooks


text:
Traditional Principles of Animation/Staging

The concept behind Staging is that objects (still or animated) should be positioned in a way that they are quickly detected and are easily understood. A common mistake involves placing an object or action where it can't be noticed or in front of a more interesting object that divides the audience's attention. If your audience can't detect the action that you want them to notice, was your staging poor?

Think of this situation. Your scene involves two characters sitting at a table talking to each other. You want your audience to view their conversation by positioning your camera behind one of the characters, looking over their shoulder. Do you think the shot is staged well if part of the character's head partially blocks the face of the other character? Or, would it be better to move the camera a little more to the side so you see both characters clearly. Which of the two would represent better staging? Obviously, the second.

Try to visualize the primary objects in your scene as silhouettes. If an action occurs within the silhouette of an object, it is hard to detect. If you move the action to one side, where it's not masked by another object, it stands out much better. If you view your scene in silhouette and can't easily discern what's happening, consider using either a better viewing angle or possibly moving your scene objects so they can be more easily understood.


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Traditional Principles of Animation/Exaggeration

Exaggeration is used to accentuate an action or idea. You often must exaggerate a motion or effect to ensure that the audience catches it. Exaggeration works in conjunction with anticipation and staging to direct the audience's attention to the action that you want them to see. Anticipation sets up the action, staging ensures that the action occurs where it can be seen, and exaggeration makes sure the action is not so subtle that the audience fails to notice it.

Use of exaggeration shouldn't detract from the scene, but rather enhance reality by making sure the audience catches what is happening. Remember the Big Bad Wolf's exaggerated Mannerisms in attempting to blow down the Three Little Pig's house? The exaggerated size of his chest implied that nothing would withstand the hurricane-like force of his breath.

Be careful on just how much exaggeration you use when working on human characters. Most people are very aware of how their body moves. Because of that, they are less forgiving of exaggeration of movement that goes to far beyond what is really possible.


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Traditional Principles of Animation/Secondary action

Secondary Action is any action that results directly from another action. Secondary actions heighten interest and add realistic complexity to an animation. They should always remain subordinate (not as important) to the primary action. They should not conflict, become more interesting or in any way dominate your primary point of interest. If the audience is paying too much attention to the secondary actions, they're missing the most important element (primary action) of your shot.

It is sometimes easy to forget about secondary actions because we take such 'side effects' for granted in real life. Think of the basketball shot that hits the backboard rim. As an animator, you did a great job with the ball's shape as it hits the rim. But what about the effect the ball had on the rim itself? Did the rim wobble back and forth a little after the ball hit it? The rim wobbling is the secondary action; the result from another action (the ball hitting it).


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Traditional Principles of Animation/Others

Weight
Weight transfer is essential for realistic motion. Watch an elephant or rhinoceros walk through its surroundings. You can actually see (and almost feel) its weight shift from one portion of its body to another. Does a young kitten move the same way? Does a bowling ball bounce like a beach ball? Imagine how unbelievable a feather would appear if, when dropped, it shot straight down to the ground. Instead it sways from one side to another as it descends; its motion provides a clue as to its ratio of mass to surface area, and the resistance of the air.

Balance
With the exception of falling, the body is almost always in balance. If you extend your right arm, your left arm, shoulder and torso all pivot and move back. Few people stand perfectly straight. Think of what position other body parts should be in when one body part moves or changes location.

Interesting Note: Walking and running are special cases of falling. When you walk, you constantly cycle through a process of falling forward, restoring balance and falling forward again. Running works the same way except that you spend most of your time falling forward.

Curved Motion
No straight lines exist in nature. This statement also applies to natural motion. Watch a person as they swing their arm up in a handshake. Does the arm simply swing straight up? Usually the arm not only swings up, but also swings out from the side and back in again. This subtle motion makes all the difference between an unnatural, robotic move and something that appears life-like.

In contrast, a motion by an intentionally inanimate object should follow Newton's laws, i.e. move in a straight line until it is affected by a force. This provides the necessary contrast that differentiates it from a "sentient" object.


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Talk:Guitar/Buying a Guitar

How do we set up a link back to the main guitar wikibook? theres got to be some automatic way to do this. - jmcgarey I added alink back, but can't we make part of the 'Guitar:Buying a Guitar' header be a link back to the main book?

I have moved some content from this page to Guitar/Different_Types_of_Guitars. I also rearranged a lot of the cast-away sentences into the main articles, reworked a lot of the sentences and deleted some duplicate content. I tried to save as much of the flavour of the text as I could, and I hope the article flows better. Don't forget to modify my changes and make it even better! --99.245.94.31 05:57, 19 July 2007 (UTC)

"Your strings should be somewhere around a centimeter above the fretboard."

What? --80.59.3.82 04:21, 21 September 2007 (UTC)

That does seem awfully high to me. --Ivelasco (talk) 16:22, 25 August 2008 (UTC)

Clearly written by a dealer
Recommends buying a bunch of accessory crap, never mentions tiers of brands and/or manufacturing countries, and otherwise gives loads of advice on how to blow several hundred bucks and get crap MiC gear. Seems rather destructive more than constructive

Material removed and placed here for adding later
Removed

Budget guitars use less expensive woods and parts though major manufacturers adhere to high standards and therefore these are ideal first guitars. (Opening paragraph)

Sluffs (discuss • contribs) 16:07, 27 October 2012 (UTC)

Possible changes needed to this section
This section has a lot of material already covered in the two preceding sections. For example the acoustic guitar description mentions the body acting as a resonating chamber, the metallic sound of steel strings, the steel string acoutic is used in popular music, etc, etc. All this has been stated ealier and should be removed.

Maybe a banded price range might be better - after-all Fender set out to build good guitars that could be bought with 2 or 3 paypackets and then entered the budget market with their Squier range (half a paypacket) after realising thats where the market lay for beginners. Also that the early Japanese made Fenders (I think the very early good Japanese guitars don't have the Squier logo) were superb budget guitars before Fender realised that people were just swapping out the cheaper tuners and pickups and were ending up with Strats as good as the USA models and half the price. Fender then removed the license from the Japanese and I do believe had a short run of Chinese made budget Fenders before realising that was a mistake and shifted the production to Mexico.

Another area is the normally unbranded pre-1970s guitars that can be found in second-hand shops - this was the height of rock guitar and there are some terrible beginners guitars from this period - especially since very little computerised production existed at this time.

Just some ideas on how this section should read. I'm going to remove duplicate material though as per usual fell free to revert my edits that you disagree with or to add your own material.

Sluffs (discuss • contribs) 23:30, 27 October 2012 (UTC)

Removed Acoustic Paragraph
The first two pages of this book has covered most of the material pasted below though there is some that needs to be added back. Will add those later. I'm going to try to make this a buying guide and all the stuff about how guitars work, etc, will be placed elsewhere if not already covered.

Acoustic guitar
There are basically two kinds of acoustic: classical guitar and steel-string guitar.

Steel string-guitars, also known as folk guitars, typically have a large sound box, which gives them a big resonating sound. Steel strings are used extensively in country, folk-rock and popular music and occasionally are used for their distinctive timbre in blues, jazz and rock music. Steel strings can be hard to press, especially for beginners that have not developed callouses. Picking also demands an extra muscular effort whether you use a plectrum or finger-style.

Classical guitars have nylon strings and a wider fretboard. The peg box resembles the peg box of a violin, which has tuning pegs that are perpendicular to the neck. The body is also smaller. The tone is mellow when compared to a steel string guitar and is the instrument of choice for players wishing to learn classical music. The nylon strings of a classical guitar are the easiest of all strings to fret though nylon strings normally take longer to settle down to stable tuning than steel strings.

Sluffs (discuss • contribs) 21:18, 28 October 2012 (UTC)

Material removed from beginning to be placed elsewhere
I've removed this material from the beginning to allow a concise opening. The material is relevant and useful so I've placed it here and will add it back into the chapter at a different place.

Material Removed

Whether you are buying an entry level guitar for yourself or a parent buying a beginner's guitar for a child; it is not worth spending any money on a guitar that the player won't enjoy. How the guitar feels in the player's hands is more important than how it looks hanging up in a store, and the key to learning to play is being excited about playing.

Be careful about buying a guitar for a person that already plays, unless you know exactly what they want. The best course of action is to buy the guitar with the person. Players who have played long enough know what they like and what they don't like. If it is not possible to shop with the guitarist, then the best option is to give them a gift certificate.

Always remember every single guitar is different. Even if the guitar is exactly the same make and model and color, it may play completely differently than the next. This is because wood is an organic material and is subject to variation and also the way a shop or manufacturer sets up a guitar may add to the differences. This means in some cases one guitar will be great and another seemingly identical guitar will be a dud.

Sluffs (discuss • contribs) 11:15, 31 October 2012 (UTC)

Material removed - already covered in the accessories and amps sections
I removed all this material since this is about buying a guitar and the material is already covered in the accessories and amps section. Placed the material here since some of it needs to be added to the appropiate sections.

Material Removed

What else will you need?
Once you've chosen the guitar there are accessories the dealer will want to sell you. You will probably need:
 * Guitar strap to enable the player to play standing up. Make sure that it can be shortened and lengthened appropriately, as some models cannot be short enough for a short person to play, or long enough for a big guy to play.
 * Plastic strap lock. Washer made out of durable plastic that can be fitted over the strap buttons and have the hole shrunken to a smaller diameter, creating enough friction to ensure the strap stays on.
 * Picks (also called plectrums). These come in a variety of shapes and sizes and are made of plastic though other materials are available. Picks fall into three categories: soft, medium and hard. Thin (soft) picks offer less resistance when striking the strings and have a degree of flexibility though they do tend to break easily and also produce a lower volume than the other two types. Thick (hard) picks rarely break and their inflexibility ensures firm and stable contact when striking the strings. Because picks are inexpensive you can buy all three types and various sizes; this will allow you to test which pick is suitable for you.
 * Thumb and finger picks: while on a nylon string guitar it is not necessary, but on a steel string, finger picking without finger picks will produce a quieter less pronounced sound. Playing steel string with your bare fingers takes practice and presents a more physical challenge. A thumbpick is a good idea in that it frees the rest of the fingers of the hand for other stuff, such as holding the whammy bar or an e-bow.
 * A guitar stand to set the guitar on when its not being played, or a guitar hanger to hang the guitar on the wall. The stand should be of the best quality since the guitar falling off the stand is the most common cause of cracks to the body.
 * A tuner of some kind - preferably an electronic one with a built-in microphone and guitar cable plug. Especially important for beginners learning to tune the guitar. Buy a good quality brand at the highest cost you can afford. The market is flooded with cheap guitar tuners that do a terrible job and the beginner is advised to avoid these They come in two display types: LED and floating needle. The floating needle type is recommended since it accurately displays the oscillations of a struck string.
 * A case or a gig bag - These are protection for the guitar. A Gig Bag is typically a thick padded (1-2" of padding) zipper bag in the shape of the guitar which provides good protection and is necessary to avoid large scrapes and dings. A gig bag is not suitable for airline transportation. The case is a hardshell case suitable for greater protection and one that is ATA-approved even allows you to transport it in an airplane's cargo hold (make sure it is ATA approved!) If you are fine with scrapes and dings or you do not plan on transporting the guitar often, a case might not be necessary. Keep in mind that the case helps protect your guitar from sudden temperature and humidity changes, which can harm the wood.
 * A string winder — very useful for changing strings. It's cheap, so may as well as get one now.
 * Fine Polishing cloth - either one made for polishing guitars, or those used to wipe glasses. Fabric from an old flannel shirt works well too. Be sure to use 100% cotton.
 * You will immediately need an extra set of strings at the time of purchase. Not only will this allow you to find out from the shop which gauge and make of strings is recommended for your guitar but will also give you a set of strings ready for the removal of the old strings in about 2 months time or 30 to 40 hours playing time later. Old strings start to lose their tone and become brittle and they will also show corrosion and discoloration. All professional guitarist have spare sets of strings close at hand for quick changes and if you don't mind the extra cost this is something you should do . Changing old strings is not an absolute necessity unless they break, so if your budget is tight, don't buy too many packs. Also, the difference between the cheaper and more expensive strings is subtle at best, so as long as it is the right gauge, you are good to go.  Some people do not like the sound of new strings, which can be "bright and metallic", but this is a matter of preference.

What you don't need:

 * You don't need guitar polish. While you should always polish your guitar from time to time, most of the time the polish is mostly water with traces of lemon oil. As long as you have a small spray of water or just a quick dab on the cloth, it's good enough. Besides, what kind of polish is good is a matter of debate amongst guitarists.

Guitar dealers have a slower turnover of stock than most other businesses. Once a player has purchased a guitar it can be many years before they purchase another guitar. This means that the overheads and cost of running an outlet that sells guitars is reflected in the dealer's sale price of the guitar. However, prices are negotiable (consider saying "I've been thinking about this item; what's your best price?"). Most of the accessories (including a gig bag) can be thrown in for free. Just tell a salesperson that you want to buy a guitar and they will probably start suggesting things they can throw in for free, and if not, you can suggest some accessories yourself. The hardshell case is usually an exception. Don't forget to calculate the any sales tax on top of that. For example, dealers will rarely, if ever, bring down the price of the cheaper guitars, but are more than willing to throw in extra accessories with the purchase of a guitar. They will sometimes even offer to set it up for you. Also look for beginner-packs; these include most things a beginner would need to start off with and you will end up saving more money than if you had planned on buying those things separately.

All guitars require some maintenance over time since wood changes with air-pressure and humidity. However, this does not mean you need a humidifier, unless your guitar is very expensive or rare. Guitars at all price ranges are quite resilient to humidity and air pressure changes.

For an electric guitar, the player has many options in their choice of practice equipment. If you want to sound like your favorite electric guitarist, an amplifier of the sort they use will obviously be necessary. Find out if your favorite guitarist uses a valve or solid state amp. Buying an electric guitar with no amplifier can be a way to get a good guitar without spending too much at first.

Another good substitute for an amplifier can be playing the guitar through a mixer or computer's sound card (especially a sound card or audio interface designed for recording guitar, like those made by M-Audio). There is a large amount of guitar effects software available; these use amplifier modeling and a wide range of effects combinations to create a simulation of the most popular guitar rigs. Amplitude and Guitar Rig are two popular guitar effects modeling software packages. Also, as mentioned in the buying an amplifier article, you can buy a direct box which has been designed for amplifier modeling and because it is a dedicated piece of hardware offers even more accurate recreations of popular guitar rigs than its software equivalent. These modelers/direct boxes can also be used with a guitar amplifier as an effects unit.

Sluffs (discuss • contribs) 12:27, 31 October 2012 (UTC)

Removed material on cables
This should go in the accessories, amps page or even more suitable should be merged with the main chapter on cables. I've placed the material here and will place it in the appropiate section. I also think the image is not suitable or necessary for this section.

Material Removed

Cables
You will also need a cable to connect to your amplifier. Sometimes a shop may throw in a free cable when you buy a guitar, which apart from having poor shielding will also typically have a short head-shell that requires you to unplug it in the wrong way (i.e. grabbing the cable to pull it out, instead of grabbing the head-shell). This is especially true for Fender-type body-front-embedded plugs, which is also used on other big-name guitars. This method of removing the cord could result in damage to the guitar (for those without the plug guard, such as Ibanez S series) or the plug getting stuck in the jack on the guitar.

Therefore, let's start with the headshell. If you are just using one that plugs into the side of the guitar, then a standard AV-sized head plug is good enough. If you are using the body-front plugs, such as Fender and Ibanez S series, you may want to use the ones with the larger head-shell, which should be about three inches including the plug itself. When plugged in, the head-shell should be long enough for you to grab the plug comfortably and easily. The material used in construction of the head-shell also matters: some players endorse the metal head-shell; while others may prefer the injected plastic type.

The minimum cable length greatly depends on how and where you play the guitar. If you play it with the amplifier just next to it, six to ten feet (3m) is enough. In a live or even a normal jamming situation, however, you may need 20 feet (6m) or more. If you want to connect the effect units, you may want cables as short as 3 feet. Also take note of any fraying or kinked sections as the cable's durability is the best indicator of quality; some have plastic-based wrapping and others use a knitted outer shell wrapping.

Electric Guitar material removed
All this material has been covered in the Anatomy section and Different Guitars section. I've pasted it here to allow anything relevant to be included in its appropiate section.

Material Removed

Electric guitar
If you are buying an electric guitar, also read Buying an Amplifier

Amplified electric guitars sound very different from an acoustic guitar, even when no effects or distortion are used. The pick-ups and amplifier define the guitar's sound. Electric guitars come in a variety of shapes and sizes.

Pick-ups are an important part of an electric guitar's sound. There are two main kinds of pick-ups: passive single coil and humbuckers. Passive single coil pick-ups have one magnetic coil and are the standard pick-up for Fender Stratocasters. Humbuckers have two magnetic coils, allowing the pick-ups to be over-driven by the use of gain and this generally give a heavier overall sound. Furthermore, as the name implies, humbuckers cancel noise from electrical interference. Ultimately, however, both kinds of pick-ups are suitable for any kind of music and you will have to decide what kind of pickup is best for you.

Guitars can have more than one pick-up and it is the arrangement of the pick-ups that generate the end tone. Another consideration is the "playing area" between the pick-ups, as too much contact with the pick-ups can change the tone drastically, if not damage it. The lack of a pick-up "sticking out" also allows harder (and slightly less precise) picking. Such a problem is even more prevalent when it is either the Humbucker-Single Coil-Humbucker or Humbucker-Humbucker-Humbucker arrangement, where there is a smaller clean region, if any, and therefore will require a more careful approach to playing, which can be an important concern when buying a guitar for a beginner

A Tremolo bar, also known as a Whammy bar or Vibrato bar, is a bar that is used to slacken and stretch the strings, causing the sound to change pitch rapidly. When used lightly, it can create a vibrato effect, but it is more commonly used for dive bombs and various other guitar tricks. Some whammy bars have locking mechanisms that allow you to stay in tune more easily.

"Special" guitars
There are a variety of less common guitar types. These include archtop guitars, 12-string guitars, bass guitars, and multi-neck guitars. Each kind of these special guitars has its own characteristics, which may or may not suit the playing style of the guitarist, they are usually used for specific reasons like timbre or for technical reasons. For more information on these kinds of guitars, please see the Different Type of Guitars article.

Sluffs (discuss • contribs) 20:28, 5 November 2012 (UTC)

title: Talk:Guitar/Buying a Guitar


text:
Making an Island/Facilities/Power

Environmental Power
When using environmental power sources like wind and solar power, it is important to remember that they are often unpredictable and intermittent. For instance, should an island be powered by sunlight and wind, on a a calm, dark evening these sources will not be available. Unless intermittent power on the island is deemed acceptable, an energy reserve must be maintained for periods when the primary generators are not working, either by storing excess energy produced during active periods, or importing energy to the island in the form of fuel or charged batteries. Needless to say, unless the island can produce sufficient revenue to cover the cost of importing energy (say, by selling excess fish caught or vegetables grown on site), this method will not allow self sufficiency.

Electrical energy would be stored in rechargeable batteries, whose DC output would need to be converted to mains AC to run standard equipment on the island (unless the equipment is built to use DC,) or electrical power could be generated as needed by driving a generator from imported (or grown) fuel, or possibly recovered biomass. An engine burning imported fuel could equally well provide mechanical energy directly (say, for driving propellers should the island be navigable). It is very important to have a method of starting the generators and engines in the absence of other energy sources, say a starter motor, pull cord or starting handle, if the latter approach is taken.

OTEC Generators
OTEC is an acronym standing for Ocean Thermal Energy Conversion. It uses the difference in temperature between the cold water at depth and the much warmer water at the surface.

Wind Power

Off-shore the wind has few obstacles that cause turbulence; because of this the wind tends to blow slightly stronger. (Mention anchoring to seabed or floating platforms (and anchor problems) and economies of scale)

Advantage: 24 hours, except when there is no wind.

Wave Power Generators

These types of generators that harness the energy created by sea-waves is, so far, too expensive and impractical for the average island-maker. Many of the various designs for the generator are still frustrated by the practical challenges of the sea, chiefly storm damage and saltwater corrosion. The salter's duck is one example of a wave based generation system.

Another method, which does not require tethering to the sea floor like salter's duck and hence allows the island to be moved without dismantling, is to build an island of several modular, independently floating units linked by pivoted arms, which could also serve as bridges. In the presence of waves of the correct wavelength, twice the length of each arm for example, the relative vertical movement of the floating units would apply an oscillating turning moment to the arms, from which power could be extracted by attaching pistons to them to pump seawater through a turbine or compress air into a tank. Of course, this method of power generation would require the island to be located in an area with an abundance of waves, and the occupants to endure the wave motion of the floating units. One solution might be to make one large floating island to be used as a central habitation area, of sufficiently great buoyant volume that wave effects are cancelled out, and surround it by small auxiliary islands on arms which would not be occupied for significant periods, storage for food, fresh water and machinery, for example. These smaller islands would then move relative to the stationary central hub to generate power.

Current turbines

There are many currents in the sea, the most obvious one to most people is the gulf stream. This flows year round at around 4 knots. A single turbine placed in this stream could produce significant amounts of power. It is unknown how much power we could remove from a current such as this before it may have an appreciable effect on the world. (Mention Betz theorem as related to wind and adjust to water as just another fluid dynamics problem)

Photovoltaic Arrays

Solar panels may not be a good choice when considering that they will take up space and sunlight on the island which could otherwise be used for growing food, and are also only usable during fairly bright daylight.

Solar panels have been around since the early 70s for commercial purposes. Only now with economies and power crises around the world are they becoming very popular. Photovoltaic panels are made up of many small cells each having a voltage of around 0.4-0.6V these are then connected in series or parallel to produce a panel of a certain size and specification. Current photovoltaic panels use a single layer of very pure silicon to convert solar radiation into electricity. Next generation panels incorporating up to five layers of slightly less pure, and hence much cheaper, silicon are just around the corner. Photovoltaic panels are fairly inefficient, converting around 10% of the light falling on them into usable electricity, and hence a very large area of panels will be required to provide a sizeable power output. It might be worth calculating the relative efficiency of plants converting light into chemical energy, and the subsequent efficiency of burning this (for example, as plant oils, ethanol or methanol) in an engine to produce electricity, and comparing this to solar panels. Photovoltaic cells also have a problem with temperature, becoming less efficient the hotter they get.

Solar furnace or Steam powered turbines
Sun power is free, however most techniques for converting it into usable power are very expensive to implement. One technique that can be fairly cheap to build if designed carefully is the concept of the solar furnace. In the solar furnace many mirrors are used to focus sunlight at a single point. This point will get very hot very quickly and this temperature rise can be used to turn water into steam. This steam can then be used to turn a turbine and produce electricity. Design of a solar furnace is critical, since you are potentially dealing with superheated steam and explosion risk is a distinct possibility. However it is a valid concept and a floating island could use its very nature to assist. To avoid the problems of dealing with superheated steam, peltier devices or hot air engines could be substituted, at the cost of scale.

Instead of turning all the mirrors to face the sun it may be easier to turn the island. This depends on a number of things and the mirrors will still need to track the sun's elevation in the sky.

Biofuels
There has been much publicity in the last few years about crops of fast growing wood such as willow being grown strictly as an alternative fuel for burning in power stations. The same idea could possibly be used with kelp or seaweed in the ocean. However it may not be a particularly efficient process.

Fossil Fuels
Fossil Fuels should be used as a last resort. Keeping an adequate fuel supply for full time habitation is difficult, and requires a regular resupply. Generators are loud, and would be a significant annoyance in a small space. Furthermore, their use is detrimental to the environment. Thus their use should be limited to backup generators for emergencies.

Mains
If the island is close enough to the mainland and permanently anchored in one place, it may be possible to simply arrange for a mains power connection. This will likely be expensive upfront.

title: Making an Island/Facilities/Power


text:
Making an Island/Facilities/Water

Desalination of Sea Water
Sea water can be processed to remove any dissolved salts to provide almost pure water. The simplest technique for doing this is simply to heat the water until it evaporates and then re-condense the water into a fresh water tank. As a by-product of this you will have a large quantity of salt. If you break the process into separate stages you can sort these separate salts as they will come out of solution at different points. However, since distilled water has no minerals, you should consider adding 2-4 drops of sea water, which contains the minerals that the body needs to survive. Drinking distilled water is unhealthy and could eventually kill you.

Desert Cone
Basically you make a hole and then put something to collect water in the bottom, then you cover it with a waterproof tarp and put a rock on the place above the container. then condensation will drip down into the container.

Distilling Water
You can distill water without using any fuels by using a solar oven or cooker

title: Making an Island/Facilities/Water


text:
Making an Island/Facilities/Food

If you do not live on the island permanently and have a main base on another body of land, it would be more practical to send routine supplies to the island rather than attempt any of the following.

Food Producing Plants
Freshwater Plants If you use edible freshwater plants, such as rice, you're going to have to keep the plants away from the saltwater that your island is probably floating in (unless it's built in fresh water, such as a lake.) One solution is to plant these above the ground, in which case you're also going to have to give them some of the salt free drinking water for them to survive. If the island has no native soil then it will be required to either import it or generate it from raw materials. Hydroponics is another option.

Saltwater Plants Edible marine plants include the seaweed kelp and the red alga carrageenan. These can live and thrive in salty seawater; in fact, most of them can only live in saltwater.

Land Plants Edible land plants, such as potatoes or wheat, are also an option, but this will only work if your island has soil. For most plants (except those few that grow at the seashore,) you will also have to provide protection from the sea and access to fresh water, unless of course your island is built in fresh water.

Fishing
Fish are the most available source of meat for an island, although means of cooking them would be less readily acquired. Sushi is an alternative, combining farmed seaweed and raw fish. Shellfish (such as crabs, lobsters, oysters, and shrimp) can be gathered in large amounts by use of cages and traps.

Birds
Birds tend to use islands as stopping points as they migrate. While not a reliable source of food, they may provide some variety.

Insects
Edible insects are another possible source of food, as they do not need much space and can live off of most foods, but you should make sure that they are edible, that there is food for them, and that you can overcome the "Gross!" factor.

Other
Aquaculture, Hydroponics, and Fungiculture may prove useful food sources.

title: Making an Island/Facilities/Food


text: Template:Radiation Oncology/Breast:TOC

title: Template:Radiation Oncology/Breast:TOC


text:
Radiation Oncology/Breast/Advanced breast

 * For now, this page is for discussion of locally advanced breast cancer (LABC), defined as surgically unresectable at presentation.
 * Historically this includes features such as skin ulceration, tumor fixation to chest wall, satellite nodules, and palpable supraclavicular LNs
 * Today, it may also include operable tumors >5cm, which are typically treated with neoadjuvant chemotherapy
 * Inflammatory breast cancer is discussed separately at its own page.

 * MD Anderson
 * 2007 PMID 17418973 -- "Postmastectomy radiation improves the outcome of patients with locally advanced breast cancer who achieve a pathologic complete response to neoadjuvant chemotherapy." (McGuire SE, Int J Radiat Oncol Biol Phys. 2007 Apr 5; [Epub ahead of print])
 * Retrospective. 106 LABC patients treated with neoadjuvant chemo, who achieved pCR on mastectomy. No inflammatory. Chemo 92% anthracycline-based, 38% also taxane. Post-mastectomy RT in 72 (68%). Median F/U 5.2 years
 * 10-year loco-regional recurrence: Stage I-II 0% for both with and without RT; Stage III RT 7.3% vs. no RT 33% (SS). In Stage III, also benefit to DSS and OS
 * Conclusion: PMRT provides significant clinical benefit for Stage III patients with pCR after neoadjuvant chemo and mastectomy
 * 2006 (1985-1989) PMID 16750325 -- "Fifteen-year results of a randomized prospective trial of hyperfractionated chest wall irradiation versus once-daily chest wall irradiation after chemotherapy and mastectomy for patients with locally advanced noninflammatory breast cancer." (Buchholz TA, Int J Radiat Oncol Biol Phys. 2006 Jul 15;65(4):1155-60.)
 * Phase III. 200 patients with clinical Stage III, no inflammatory BCA. Treated with neoadjuvant chemo; if CR then mastectomy and randomized to standard PMRT (60/30) vs. hyperfractionated PMRT (72/60 in 1.2 Gy BID). SCV treated in both arms to 50/25. Median F/U 15 years
 * 15-year LRR: standard 7% vs. hyperfractionated 12% (NS)
 * Toxicity: acute similar, moist desquammation standard 28% vs. hyperfractionated 42% (NS); late similar 6% vs. 11% (NS)
 * Conclusion: No evidence of clinical advantage for hyperfractionated regimen

 * NCI, 2004 (1980-1988) PMID 15483018 -- "Long-term follow-up for locally advanced and inflammatory breast cancer patients treated with multimodality therapy." (Low JA, J Clin Oncol. 2004 Oct 15;22(20):4067-74.)
 * Retrospective. 107 patients with Stage III BCA (46 inflammatory) prospectively treated on protocol. Initial chemo (CAFM), if pCR then PMRT concurrent with CAF chemo and conjugated hormones; if pPR then mastectomy/ALND and PMRT concurrent with CAF chemo and conjugated hormones. Median F/U 16.8 years
 * Median OS: inflammatory 3.8 years vs. IIIA 12.2 years vs. IIIB 9.0 years; 15-year OS: 20% vs. 50% vs. 23%
 * Pathologic CR not associated with improved survival


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Micronations/Starting your own micronation

This is a tutorial on how to start your own micronation. Good luck!

Flag & Coat of Arms
Make a beautiful flag and Coat of Arms by looking at /Designing a flag and a coat of arms/

Independence
See /Independence/

Constitutional state
The third requirement for states is to have a government, to be recognized by other states, as well as making a constitution defining and/or describing their government structure and function.

Establishing sovereignty
A micronation must establish sovereignty and make the name of that micronation known to other states. To make their sovereignty official, they draft a declaration proclaiming how and why they created a sovereign state including legal reasons, why their sovereignty is valid, and send it out to surrounding states. Some ways you can do this is by public events to represent and advertise your micronation. Plant your flags on public land such as parks and even your own lawn, attend a parade bearing your flag, and get the word out there. Remember, you need a website for a nation, but your website should not BE your nation. Just as any other archive works, you need a balance between real life and the website. If your website becomes too much of your micronation, you may not be recognized as a real micronation by other, more serious micronations, who may refuse to form alliances or even respond to your emails.

National Defense
Defending territory against outside forces (pirates, for example) is a tough problem to overcome. If you have made treaties with other, more powerful nations, that require them to aid you if you so ask of them, this may be of great benefit in terms of defense. However, in the case of a small man-made island, the outcome of an attack against the island depends greatly on whether the other nation's forces arrive to aid you in time or not.

A state may happen to have the resources to build its own defense force. A state may set up signs around their island to warn outsiders of their existence and their right to defend themselves. Creating a defense force requires tactical and strategic placement of military resources. Most micronations don't have the money or ability to own and/or maintain large scale military firearms and thus they must rely on more basic methods. Concrete road barriers and entrenched infantry positions are useful for defending against relatively short-range attacks from the sea, however, this does require an island with enough room to store ammunition and hold up to recoil, as well as some way to repair or evacuate the island in the case of an emergency. However, even if a state has the firepower, the state must allocate substantial human resources to defend its territory which in the context of a micronation is somewhat difficult.

Planting mines *may* be against international law; a state must declare that it has mined an area, but how specific it is in declaring it is completely up to them.