text:
Microprocessor Design/Optimizations

Once the microprocessor is designed, there is typically a large amount of room for that design to be made more efficient through optimization. The control unit specifically can be subject to logical minimizations.

As the specific requirements of each component are understood better, through simulation and prototyping, the clock speed of the system can be increased to reduce waste.

The most common operations, memory loads, memory stores, and basic arithmetic can be laid out in such a way that they can be performed quickly and easily.

The word "optimization" is likely a misnomer because it is unlikely that the best possible solution will ever be found to the complex problems that arise during microcontroller or microprocessor design. However, there are typically ways to make things better, even if they can't be made optimal.

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

title: Microprocessor Design/Optimizations


text:
Introduction to Chemical Engineering Processes/Chapter 3 Practice Problems

Chapter 3 Practice Problems
/Solutions/


text:
Template:Introduction to Chemical Engineering Processes/Problem

 Problem:


text:
User talk:63.249.113.99

Regarding edits made during March 5 2007
Thanks for experimenting with Wikibooks. Your test worked, and has now been removed. Please use Sandbox for any other tests you want to do, since testing material in modules will normally be removed quickly. Please see the welcome page if you would like to learn more about contributing to our project. Thanks. If this is an IP address, and it is shared by multiple users, ignore this warning if you did not make any unconstructive edits. Az1568(Talk) 00:59, 5 March 2007 (UTC)

title: User talk:63.249.113.99


text:
User talk:69.138.12.128

Regarding edits made during March 5 2007
Thanks for experimenting with Wikibooks. Please use Sandbox for any other tests you want to do, since testing material in modules will normally be removed quickly. Please see the welcome page if you would like to learn more about contributing to our project. Thanks. If this is an IP address, and it is shared by multiple users, ignore this warning if you did not make any unconstructive edits. Az1568(Talk) 01:25, 5 March 2007 (UTC)

title: User talk:69.138.12.128


text:
Wikijunior:Bugs/Black Widow

What does it look like?

A Black Widow is a shiny black spider. It has an orange or red mark that looks like an hourglass. Its abdomen is shaped like a sphere and has an hourglass mark on the bottom. Often there are just two red marks separated by black. Females sometimes have the hourglass shape on top of the abdomen above the silk-spinning organs (spinnerets). Females are usually about 1-1/2 inches long including their leg span. In areas where grapes grow, females are very small and round. They resemble shiny black or red grapes.

Male Black Widows are much smaller than females. Their bodies are only about 1/4 inch long. They can be either gray or black. They do not have an hourglass mark, but may have red spots on the abdomen.

Black widows are sometimes called “comb-footed” spiders. The bristles on their hind legs are used to cover trapped prey with silk.

Young spiders are called “spiderlings”. They shed their outer covering (exoskeleton) as they grow. Spiderlings are orange, brown, or white at first and get darker each time they shed their skin (molt).

Where does it live?
The Latrodectus genus of Black Widow spiders is found throughout the world, especially where grapes grow. They live in North America, South America, and southern Europe. They are also found in Australia, New Zealand, and South Africa.

Their range in the United States is from Massachusetts to Florida, west to Texas, Oklahoma, Kansas, and California. They are most common in the southern states.

Western Black Widows (Latrodectus hesperus) live in western Canada, the Pacific Northwest of the United States, and Mexico. Southern Black Widows (Latrodectus mactans) are found in warm regions of the United States. Northern Black Widows (Latrodectus variolus) are found from southeast Canada to north Florida.

Outdoors they can be found in dark sheltered places such as fallen branches, piles of wood, and rock piles. Sometimes they live in rodent burrows and hollow tree stumps. Other habitats include garages, outhouses, sheds, and basements.

What does it eat?
Black Widow spiders usually eat small insects such as mosquitoes, grasshoppers, and beetles. They sometimes eat mice, lizards, and snakes caught in the web.

In hot dry places Black Widows are “specialist” feeders, living on a diet of scorpions. When a Black Widow spider bites, the venom subdues the prey. The prey is bathed with digestive fluids. The softer parts dissolve to a liquid that is sucked into the spider’s stomach. The spider’s pincer-like appendages (chelicerae) can be used to puncture the exoskeleton of hard-bodied insects to get the juices. The shell is discarded afterward.

To catch prey, black widows build a “tangle” web. There are three distinct levels: supporting threads at the top, tangle threads in the middle, and vertical trap threads at the bottom. The trap threads are beaded with sticky droplets and attached to the ground. The black widow usually hangs upside down near the middle of the web. When a crawling insect breaks the ground attachment, the web lifts it up toward the waiting spider. Before the insect can get loose, the spider bites it and wraps it in silk.

How does it defend itself?
The Black Widow’s red or orange markings warn predators of danger. It is very quick and is able to detect small vibrations made by a predator. If threatened, it escapes down to the ground on a silk safety line. When disturbed, it often pretends to be dead.

Black Widows use venom to protect themselves. When fangs enter skin, they remain for several seconds. The venom glands are squeezed to deliver the poison through ducts in the fangs.

What stages of metamorphosis does it go through?
The Southern Black Widow typically mates during the spring and summer. The female produces an egg mass containing about 200 eggs. She covers it with silk then shapes it into a sac that protects the eggs. The sac is suspended in a web to keep it away from predators. Eggs take about two weeks to hatch. Very few of the young spiders survive because they eat each other as soon as they emerge. Spiderlings molt several times before reaching adulthood. Diet and temperature are factors that influence development. It takes 2 to 4 months for females to mature. They live about 1-1/2 years. Males mature in 2 to 4 months and live about 4 months.

What special behavior does it exhibit?
Although its bite is dangerous, a Black Widow spider is usually very timid. It may bite if accidentally pressed against the body. If not guarding eggs, it will attempt to escape rather than bite.

Females are said to eat males after mating, so are called “Black Widows.” This behavior is called “mate cannibalism”. It has mostly been observed in laboratory cages where males could not escape. It has only occasionally been seen in the wild, where it is easier for males to escape.

If small bits of prey are hard to digest, they are not eaten. Sometimes they are hung up in the web like trophies.

How does it affect people?
The species Latrodectus mactans is abundant in California and accounts for about half of the spider bites in the United States. The bite makes a double puncture mark on the skin and is very painful. Female Black Widow venom is very toxic, but a very small amount is injected so people do not usually die. Males reportedly do not bite.

The syndrome resulting from a Black Widow spider bite is known as “latrodectism”. The painful symptoms are felt throughout the body. Doctors refer to these as “systemic” symptoms. Black widow venom is called “neurotoxic” because it affects the nerves. When nerves do not work, muscles cannot move. The body becomes rigid with severe cramps and paralysis. Sometimes the breathing muscles stop working causing suffocation.

Many people dislike spiders. In fairy tales, spiders are usually cast as villains. Some people believe they bring bad luck; others believe they bring good luck. Black widows have been helpful in controlling pests, such as imported fire ants and harvester ants.

Early American frontiersmen were often bitten inside dark outhouses by Latrodectus mactans. The rigid condition of the chest and abdomen caused doctors to misdiagnose the symptoms as perforated appendix.

In the 1600s people of southern Europe danced and raved after being bitten by the Malmignatte species of Black Widow. The movement was said to relieve the painful symptoms. Their antics were called the “tarantella” dance, named after the Taranto region of Italy.

1

title: Wikijunior:Bugs/Black Widow


text:
Paint.NET/Tools

In this section, you will learn how to use the tools in Paint.NET

The Tools toolbar: '''Click on the tool you want to learn about! If you're a beginner, you should start from the top left.'''

The tools menu and window
To access your tools, you can

1. Use the pull-down menu on the upper-left hand corner of your screen

or

2. Use the Tools window

or

3. Use keyboard shortcuts

[[Image:PDNRecselect.png|Rectangle Select]] Rectangle Select

 * This tool allows you to select a particular portion of an image in a rectangular shape. Click, hold and drag to use this tool.

[[Image:PDNLassoselect.png|Lasso Select]]Lasso Select

 * The lasso tool allows you to select portions of an image any way you would like. In order to use this tool also click, hold and drag.

[[Image:Ellipseselect.png|Ellipse Select]]Ellipse Select
-image soon to come-
 * The ellipse tool allows you select a portion of an image in an elliptical way. You also click, hold and drag to use this tool.

[[Image:Magicwand.png|Magic Wand]]Magic Wand

 * The magic wand will select an area in one click. Adjust the tolerance to select more or less. If your image is not ‘leak free’, then the tool will select as much as it can.

-image soon to come-

title: Paint.NET/Tools


text:
Wikibooks:Assume good faith/Unstable

This page explains why you, as a contributor to Wikibooks, should assume good faith, even when the actions of other users seem to cause harm to the project, or seem to have bad intent. It also explains ways that you can counteract bad actions without assuming bad faith.

To assume good faith is to believe without proof that others have good intentions. Good faith is acting without malice, or trying to do your best. At Wikibooks good faith also encompasses using tools and capabilities to advance the aims of the project and not to damage the project. The assumption of good faith is a fundamental principle on any publicly-editable wiki, including Wikibooks. We provide the "edit this page" feature to anyone on the Internet because we assume that most people who contribute at Wikibooks are trying to help it, not hurt it. If this assumption was false, then Wikibooks would be destined to fail.

Intentions, not actions
Assuming good faith is about intentions, not actions. Those who mean well do sometimes make mistakes; you should correct them when they do. You should not behave as if a mistake was deliberate. Inevitably, you will disagree with some other users on Wikibooks. Even if another user is clearly wrong, that does not mean that they are trying to wreck the project. Everyone makes mistakes and sometimes a poorly written or poorly considered message can give the impression of bad faith even when there is good faith intent. Assuming good faith does not mean that no action by editors should be criticized, but instead that actions should not be attributed to malice unless there is specific evidence of bad faith.

Dealing with bad faith
In some cases, bad faith might seem obvious, but it is never necessary to attribute the actions of an editor to bad faith. All countermeasures can be performed on the basis of behavior rather than intent. Administrators can block problematic users from editing this wiki. All users have the ability to revert pages to earlier versions. However, editors are not required continue to assume good faith in the presence of evidence to the contrary. Actions inconsistent with good faith include repeated vandalism, confirmed malicious sockpuppetry and lying.

Correcting errors
In general, when you find an error, correct it instead of reverting all changes. You should use the "Summary" field (above the "Save page" button) or the user's talk page to explain. This helps reduce misunderstandings and avoid escalation of conflicts. If a user makes the same error repeatedly, discuss the errors on an appropriate talk page.

Despite this, sometimes it is appropriate to simply revert changes; however, you should generally make an effort to explain reverts unless they are used to repair outright vandalism.

Outright vandalism is NOT good faith!
Sometimes it is necessary to not assume good faith. For outright vandalism, for instance, it is obvious that this is not good faith editing, and you should not waste time trying to see if it really was good faith and was just an error, because the fact of the matter is, it isn't!

Examples of outright vandalism include the blanking of pages and the deletion of whole paragraphs of content without good reason. Addition of inappropriate words, phrases, or comments, or the addition of uninformative or useless material, is also outright vandalism and should be reverted on sight.

If you see outright vandalism, immediately revert it, warn the user, report them, and, if necessary, block them!

Not a shield for bad behavior
This policy is not a shield for you to ignore your own bad actions. Instead of telling other users to "assume good faith" when they claim that you cause problems, you should also assume that those other users are trying in good faith to help you.

Related policies

 * No personal attacks
 * Neutral point of view (NPOV)
 * Please do not bite the newcomers

History
This page is an adaptation of Wikipedia:Project:Assume good faith (28 November 2005), used under GNU Free Documentation License.

External link

 * Wikipedia:Project:Assume good faith
 * AssumeGoodFaith

title: Wikibooks:Assume good faith/Unstable


text:
Introduction to Chemical Engineering Processes/Chapter 1 Practice Problems

Chapter 1 Practice Problems
Problem 8. A bio-fuel plant converts the sugars (glucose) in corn into ethanol and carbon dioxide in a process called fermentation. The plant produces 100 gpm (gallons per minute) of ethanol and can produce of 2.5 gallons of ethanol per bushel of corn. Jimmy farms a total of 2000 acres, 75% of which are corn. He sells 80% of his corn supply to the bio-fuel plant for $4.00/bushel. (Hint: 120 bushels = 1 acre)

a) How long can the plant run with the supply of corn from Jimmy? (hours)

b) How much money did Jimmy make for his corn?

/Solutions/


text:
User talk:Webaware/Archive 2

 * Archives January 2007 - February 2007

Schematics
If you have a certain Linux distro or Mac OS X, I found a GNU General Public licensed schematic editor at http://www.geda.seul.org/download.html. (Check out Schematic, Circuit diagram and the "see also" and "external links" sections.) I unfortunately do not have access to a Linux or Mac machine with install permissions. --Iamunknown 22:49, 20 January 2007 (UTC)
 * Thanks, that's excellent! Downloading now - it should make the job easier than doing it in either Visio or Inkscape. But it really means a determined effort to avoid paid work, because I'll need to reboot - so it probably won't happen until later in the week. cheers, Webaware talk 22:56, 20 January 2007 (UTC)

Significant example of untagged images being removed from article pages
http://en.wikibooks.org/w/index.php?title=Freeware%2FCreation&diff=701339&oldid=661375 Twenty or so edits spanning more than a month. While it would be relatively easy (though tedious) to replace them all, and while these images may not even be appropriate (arguments for fair use would be weak IMO), think of every other page that has been removed. I'm beginning to think that the only we can restore all these images is by setting up an off-wiki Wikibooks clone and doing some massive SQL query to try to find diffs matching certain criteria. --Iamunknown 05:04, 21 January 2007 (UTC)

Addendum: what's worse is this glaringly obvious replacement at Wikimedia Commons: Commons:Image:Audacity.png. I'm going through that and restoring all the images. Who knows what else could have been easily replaced. --Iamunknown 05:05, 21 January 2007 (UTC)
 * Yeah, I saw that when I was doing some diffs back in December. I wasn't calm enough at the time to do anything about it, though - except whine in the staff lounge. The glaringly obvious replacement thing is the bit that really gets me - how bloody hard is it to check on Commons before ripping out all links to an image? Adminocracy gone mad.
 * I too thought about the off-site SQL query. How hard would it be to set that up? It would mean having access to quite a lot of data, including the diffs and the deletion logs. This is why I was whinging so hard about it in the staff lounge - the more damage that is done, the harder the job of fixing it. And you can bet that the culprits will shy away from helping fix it, claiming that it is the job of the original uploaders to sort out the file licensing. Argh! I need more cider. Or mead. Fsck, maybe some of both. Webaware talk 05:14, 21 January 2007 (UTC)

Charlemagne
G'day down under. Many congrats on your cricket team. Ours was cr1p !!

Anyway, you made some constructive comments on my Beef recipe recently which I am pleased got some plaudits from others for it's handling.

If you want a good laugh (or cry!) on the discussion and handling of a WIkipedia article take a look here.

http://en.wikipedia.org/wiki/Talk:Charlemagne

Will there ever come a time when Wikipedia heirarchy decide maybe a subtle change in direction is needed ? This sort of thing cannot be good for the overall image!! An interminable rant from people, the content of which is longer than the original, and very excellent, article !

All the best

Peter

 * Crikey! Looks like there's a few people who really need to w:WP:TEA!!! But I do think that, on the whole, Wikipedia and its associated projects do rather well, considering the inability of most people to collaborate properly and with civility. I think the one main thing wrong with its model is the ability of anonymous users (not logged in) to edit pages; there should be a mandatory login requirement, with a moderation period, as this would stop a lot of the vandalism that goes on. Otherwise, I'm quite impressed with the system, just not the throngs that come to it often ;-) cheers, Webaware talk 00:08, 25 January 2007 (UTC)

Copyvio
Not at full strength but looked at this today Cookbook:Pad Kaprow Kai and got a 404 on the link? Happy to deal with it but could you check it out - cheers -- Herby talk thyme 18:07, 27 January 2007 (UTC)
 * G'day mate, the page had been renamed. I've just updated the link. The reason I tagged it copyvio was that there is a statement at the bottom of the Wikibooks recipe claiming that permission has been granted to copy this recipe from the website listed. Where is the proof of this permission? Webaware talk 23:34, 27 January 2007 (UTC)
 * Thanks - I'll take a look at that a bit later today - cheers -- Herby talk thyme 08:04, 28 January 2007 (UTC)
 * Given it is - A: posted by an IP & B: the website specifically states "Content Copyright 2004-2006 Khiewchanta.com. All rights reserved." and C: There is no apparent way to contact the owner (yeah I know I could dig and get reg details etc but... I agree with you and it's gone.
 * Hope all is well down under - we had some snow during the week! -- Herby talk thyme 10:54, 28 January 2007 (UTC)
 * A white January, how nice! Apparently there was some of that down south too (Tasmanian peaks - in summer, no less). I hope you're back to full strength soon. As for the copyvio, I figured it was pretty straightforward; I don't like listing things for deletion, as you pro'lly know by now :) cheers, Webaware talk 11:14, 28 January 2007 (UTC)

So
You are a big fan of JET then! I learnt something, didn't realise it was the base of Access (I used to do a bit with Paradox many years ago!) -- Herby talk thyme 12:55, 1 February 2007 (UTC)
 * No, I hate the thing! I frequently tell clients that I know nothing about it, and suggest other people who might. I've had to cross swords with JET many a time, though, and every time I have to hunt for some documentation on it, so I figured it was time that I collated all the info I could find in one place. Maybe it'll help some other poor bugger too! Webaware talk 13:05, 1 February 2007 (UTC)
 * Sorry - "sarcasm" is my middle name - we have a box for it - it gets filled quite often . It is good work (yours) - cheers -- Herby  talk thyme 13:13, 1 February 2007 (UTC)
 * Ah, yes, I remember, follows with laughter or sneering or something. I don't think I've been doing enough quaffing to find anything about JET funny ;-) Webaware talk 13:17, 1 February 2007 (UTC)

.js & redirects
Info only - just added a bit of .js (my monobook) which checks links on a page and highlights redirects. Might be useful in cleaning/checking? (think you use FF?). Cheers -- Herby talk thyme 10:03, 2 February 2007 (UTC)
 * Ta, will check it out. Problem is that many of the links in Cookbook are redirects, and often legitimately so - like the redirects to Cookbook:Coconut, which might one day break out into separate pages. Webaware talk 10:36, 2 February 2007 (UTC)

Image-related news
♫ Oh Webaware, I have news for you... I talked to Whiteknight on IRC about adopting w:Template:GFDL-presumed for untagged images uploaded before 20060101. He was symphathetic to the idea. I have not yet imported the template to Wikibooks, but I will sometime this weekend. I wish we had a tag-a-bot (maybe we do, I'll have to find out). Then we could have significantly less work (i.e. all the FHSST and Japanese images). Granted, I'd like to replace them all at some point, but making derivative works of some of them does not absolve us of possible legal issues (particularly the FHSST images) (nor does the template I suppose :. Anyways, thought I'd let to know ♫ Iamunknown 06:52, 3 February 2007 (UTC)
 * G'day mate, that would indeed help out a great deal! There is a bunch of images that explicitly state, or just obviously are, self-made. Like these bloody little circuit diagrams I'm currently toying with. I agree about the derivative images not absolving us of legal problems, if the images were non-trivial anyway (unlike these bloody little circuit diagrams). Anyway, that's great news, and I hope it gets through.
 * I've always maintained that the problem with most of these images is one of appropriate licensing, not that they're illegal copies or otherwise bad. It would be nice to be able to tag old, self-made or trivial images uploaded in good faith so that they don't have to be ripped out, just because the administrative stuff wasn't being properly dealt with back then. Webaware talk 07:01, 3 February 2007 (UTC)

@!**/?
I loved the edit summary but you were still working more than an hour later - should I check those edits out...... I know the feeling - hope today is good - cheers (well sort of) -- Herby talk thyme 16:39, 3 February 2007 (UTC)
 * Mate, I only hope I didn't do any damage! Still going, and there is still red stuff in bottles, and we're still not in bed, and no hope of rumpy tonight. I'm just glad she doesn't have a mean streak! But at least she likes my cooking :-) and whilst there's hope of sunrise, there's hope... Webaware talk 16:49, 3 February 2007 (UTC)
 * (but don't ask me my opinions about climate change or peak oil)
 * Just for the sheer hell of it I would love to come up with a really hard question but I can't - enjoy the red stuff and glad there is still some hope....., catch you round, serving painkillers online tomorrow (you must have had mails offering you that!) -- Herby  talk thyme 16:51, 3 February 2007 (UTC)
 * No worries, and I notice you haven't fixed the bad English or factual errors either :-) and as for pain killers, I don't think I need any just now after all the red stuff. Have a nice weekend, I'm off to a good start! (Must try to not sober up for Sunday, that'll keep things on an even keel) Off to bed now, it being 4am. Webaware talk 17:00, 3 February 2007 (UTC)

The next day
Now do you need the painkillers or are you just "hard"!! We went out with veggies friends last night (got a good place nearby) - Potato Romanoff, very good indeed (still - going to make up for it with steak tonight!). Hope the day has been good and continues so - cheers -- Herby talk thyme 09:54, 4 February 2007 (UTC)
 * G'day mate, not hard, a bit off but no painkillers needed (just lots of water!) Sounds like you had a good night. Am off to bed "early" tonight, to make up for last night :-) Webaware talk 12:47, 4 February 2007 (UTC)

A long reply and regarding Template:GFDL-presumed
I replied to your question at my talk page. Sorry for my inability to be brief. I also imported (in the non-admin kind of way) Template:GFDL-presumed. Let's start using it on the older stuff. --Iamunknown 05:08, 7 February 2007 (UTC)

 * re again. --Iamunknown 06:31, 7 February 2007 (UTC)

Wise words
As usual! -- Herby talk thyme 08:10, 12 February 2007 (UTC)

 * My specialty :-) ah, but actions... now, that would be worth something! Webaware talk 08:16, 12 February 2007 (UTC)

 * NOT referring to you but here that would prove the existence of miracles (jaded & with flu!) -- Herby talk thyme 08:18, 12 February 2007 (UTC)

 * I reckon that the books in here already demonstrate the existence of miracles. If you'd asked me ten years ago about a collaborative effort by thousands of people of different backgrounds, speaking different languages even, all trying to build encyclopaedia, dictionaries and reference books together and without even requiring user authentication, I'd have wished you well! But here we all are... Webaware talk 08:24, 12 February 2007 (UTC)

Thank you
May good karma be with you, who know, change can happen! - and thanks for the script info -- Herby talk thyme 11:57, 15 February 2007 (UTC)

 * Shovel at the ready, as always :-) and that script is quite handy for just these occasions! Webaware talk 11:58, 15 February 2007 (UTC)

title: User talk:Webaware/Archive 2


text:
Blender 3D: Noob to Pro/Procedural Eyeball

Level: intermediate

Building a better (procedural) eyeball! Originally created by Jon McKay (Ammusionist) and posted on blenderartists.org/forum The end result of this tutorial is an eyeball that fulfills the following requirements:
 * 1) Single mesh
 * 2) * I wanted to be able to append a single object into any project.
 * 3) Procedural Textures
 * 4) * I didn't want to have to rely on image maps that could get lost.
 * 5) Versatile
 * 6) * One single model to be used for any type of character, be it human, alien or whatever.
 * 7) Easy
 * 8) * Any effects needed to be quickly accessible. I don't want to be wasting time faffing around with colour-band settings at the texture level
 * 9) Impressive
 * 10) * This sucker needs to look good any way it goes.
 * 11) One other thing I really wanted was the iris musculature to follow the pupil dilation!

An old and different Tutorial:

 * 1) Very old video for making deep-looking eyes []

Creating the Mesh
The objective here is to make a great looking eyeball. That means it may not be anatomically perfect, but there are some things we need to take into account: The eye should consist of a white (white bit with veins); an iris (coloured bit); a pupil (black but in the centre of the iris) and a cornea (clear bit surrounding the whole eye). These may not be absolutely correct, but these are how I'm referring to the pieces of the eye.
 * 1) Start with a ball: Go to a front view  and create a UV sphere. 32 Rings and 32 segments should be sufficient. It'll give us plenty of smoothness and enough verts to work with when we create shapes.
 * 2) Click on "Align to view"
 * 3) This sphere will become the coloured parts of the eye, but we also need a second sphere for the cornea.  Use the  key to switch to a wireframe view (if you're not already there). Hit the  key a couple of times to ensure all points are selected then  to duplicate the sphere.
 * 4) Press  key to scale and scale the second sphere to slightly larger than the first. (Hint: Hold  while scaling for fine adjustment) or you could also enter a value, 1.01.
 * 5) Now that we have a nice confusing mesh, we're going to make our life easier.  We're going to hide the outer bit for the moment.  Hit the  key.
 * 6) Noob Note: Don't panic like I did the first time I accidentally hit, you can bring it all back with . (Note: In blender  + some key often reverses the effect of pressing the key in the first place!)

For more realistic eyes you can also grab the inner 3 rings + the tip a bit inwards the eye.
 * OK Now to create the basic mesh for the inner part. Basically, we need to make a concave iris/pupil section.
 * 1) Make sure you’re in Orthographic view.
 * 2) Switch to a side view and use the Border Select  to select the first 4 rings and the tip.  Now we're going to flatten these. Press  for scale  for Y axis only and  for scale-to zero.

Noob Note: It is also possible to flatten the rings in a way that leaves the last ring in place and moving the rings later is not necessary. Before you flatten those 4 rings and the tip of the sphere place your 3D cursor in the plane where the last ring involved in scaling operation lies (use border select to select only the fourth ring, press, and select "Cursor to Selected"). Then set the pivot point to "3D Cursor". Finally proceed like instructed above by selecting all rings to be flattened and scaling them to 0 in Y direction. This time the outermost ring will stay in place. Do not forget to set the pivot point back to the default option "Median Point". You may return the 3D cursor to the center by pressing.

 * 1) Last, grab them along the Y-axis to the eye till it's round again.
 * Now for the cornea. It's not perfectly spherical; it bulges slightly at the front. We're going to use the Proportional Editing tool.
 * 1) First, we need to un-hide the cornea. Hit Alt-H to make it visible.
 * 2) Click the O-Key, this will activate proportional editing, click on "Connected" in the 3D view header at the settings for Proportional editing.
 * 3) Select the type of falloff: “Sphere Falloff”
 * 4) Press A-Key a couple of times again to make sure no points are selected, switch to a side view (Keypad-3) and right click just to the left of the front-most point.  We just want to select the tip vertex.
 * 5) Now comes some fun.  We want to drag that point away from the eye in the y axis, so press “G” for grab and “Y” for Y axis.  As you move the vertex, you'll see a circle that defines the influence of the proportional editing. Adjust it so it is as the height of the whole iris and drag it out until it looks right.
 * 1) First, switch off Proportional editing.
 * 2) Select from center the tip and the first 4 Loops.
 * 1) Then Hit Ekey and Ykey then drag out a bit 'till it's good.
 * To clean the model up, we're going to apply a subdivision surface modifier and some smoothing.
 * 1) Go to Modifiers in the Properties Header and hit new and choose "Subdivision Surface" choose view: 2.
 * 2) Hit Tab to switch to Object mode and hit the "Set Smooth" button in the Link and Materials panel.

 * Now would be a good time to save your work before we go on to textures.

Adding the Textures
You're going to need multiple materials on this mesh. It's possible to apply materials to selected faces.
 * 1) Press A a couple of times to ensure nothing is selected.
 * 2) Press Z to switch off wireframe; this will be easier without it.
 * 3) Place the mouse pointer in the centre of one of the faces on the outside layer of the eye and press “L” to select linked faces. If you get a message saying “Nothing Indicated” try positioning the pointer on a different face and try again.
 * 1) Once the outside section is selected, go to “Materials” in the Properties Header, click “+”. Click “Assign” to assign the outside faces to Material.001.
 * Now the inside.
 * 1) Hide the outside faces (H-Key). We'll assign the rest from the eye. If a face is already assigned to a material and you assign it to another, it just switches material.
 * 1) Press A to select all and, as above, click “+” then click “Assign” so it is assigned to Material.002.
 * Now for the iris and pupil.
 * 1) Hit A to deselect all.
 * 2) Switch to a front view and zoom in. Hit “C” to enable circle select and select the central faces plus one ring out. You can control the size of the selector by rotating your mouse wheel.
 * 3) Again, create a “+” material index and “Assign” the pupil faces to it.
 * 1) Finally, click Akey to deselect all and use circle select again to select the remaining faces on the iris. Assign them to a new material.
 * Now we're ready to make the materials.

Cornea Material

 * 1) Switch to object mode (Tab). Go to Material.001.

We'll start with the simplest texture first. The cornea is basically just colourless and transparent. This is because some lighting conditions make the eye under the cornea difficult to see. Go to the shading buttons (F5)

 * 1) Locate the “Transparency” control. Set this on. This means as we go we'll be able to see through the cornea. Note that we're using Z-Transparency instead of Raytrace. And set Alpha to ".2"
 * 2) Diffuse at white and intensity is 0.1.
 * 3) Under Specular CookTor is used 1 and Hardness is 333.
 * 4) Under Mirror, Click on, and set to 0.4, Depth is 3
 * 5) Unclick the 'Traceable' setting under Options
 * 6) And Under Shadow unclick "Cast"

White Material
The white of the eye's a little trickier. The material here includes some red veins that can be seen at the side of the eye, but not from the front. This can be done with two textures, but there's a cheat we can use.

First, the veins:

Switch to Material.002.

Go to the texture Properties aside of the from the Material:

Make a new texture.

Use a marble texture, and copy these settings.

 * 1) Under color choose Ramp.
 * 2) The first point is "0": Pos=0; R=1, G=0.0, B=0.0; A=1;
 * 3) Click on the second point, The second point is "1": Pos=0.340; R=1, G=1, B=1; A=1;
 * 4) Under the Marble tab: Sharper, Sin, and under "noise", hard are clicked;
 * 5) Size=2; NoiseDepth=10; Turbulence=26.04;
 * 6) And set under mapping "Coordinates" to "Generated". And "projection" to "sphere" or "Flat".

The two colour band items are shown here separately. This makes a nice marble texture that will evenly cover the eyeball. So how to hide it from the front of the ball? Another colour band trick, but this time in the material itself.

Here they are in all their glory.

 * 1) Under the material tab, Diffuse is white and intensity is 1;
 * 2) Check Ramp, 0: Pos=0.533; R=1, G=1, B=1; A=0; Input is Shader;

 * 1: Pos=0.544; R=1, G=1, B=1; A=1; Input is Normal;

The colour band items are both white with one alpha 0.0 and one alpha 1.0. As you can see they are very close together to give a fairly clear line that the veins will stop at. The input setting for the band is set to “Normal” this means the left hand side of the band refers to faces that are parallel to the camera view and the right is faces that are facing directly towards the camera.

There's also some colour band fun to be had with the pupil material.

Pupil Material
I wanted a nice black texture, but I also wanted to get a red-eye effect if a light is shone directly at it from behind the camera. Why? I guess just because I can, and now so can you!

As before move to Material.003.

There are no textures in this one. It's basically black and a little reflective with a nice hard specular.

 * 1) Diffuse is Black, presumably with an Intensity of 1
 * 2) Specular is white with an Intensity of 0.6 and a Hardness of 300;
 * 3) Under Mirror reflectivity is 0.1;

If you want to have the red-eye effect, have a good look at the colour band settings though! (Not Necessary, and maybe not wanted by everyone)

 * 1) Check Ramp.
 * 0: Pos=0.970; R=0, G=0, B=0, A=0;
 * 1) The second is fully red (with no blue or green). We want the red-eye to respond to light not angle like the white of the eye.
 * 1: Pos=1; R=1, G=0, B=0, A=1; Input: Energy;

Now the bit you've all been waiting for – the iris!

Iris UV Map
Save your work and grab a cup of coffee for this part. It's a little involved.

We need the texture to stay glued to the mesh irrespective of the shape of the mesh. This gives the effect of the muscles in the iris expanding and contracting. In a nutshell, we're going to UV map a procedural texture to a single part of the mesh.

OK, here we go. Switch material.004. You'll need to be able to see both 3D view and UV/Image editor. This can be achieved by splitting windows, if you don't know anymore how to do this read again. Noob note: If you rendered the image of the eye you will see the rendered image, we want an empty grid. So click the "X" in the Datablock (Image) choose-section in the UV/Image editor Header.

Make sure the window is displaying a front view (Keypad-1) this will be important when we unwrap the bit we're going to use.

Change the 3D view to edit mode en Face select mode.

 * 1) Hide the outside (cornea) as done before.
 * 2) Go to Material.004 and click on "Select" right of "Assign", this will select the to the material assigned faces. We will unwrap the faces to place our texture.

 * You can use these properties for the iris material:
 * 1) Diffuse: black but with an intensity of 1
 * 2) Specular: Intensity: 0

 * 1) Now search in the tool shelf for the Shading/UV's tab, you will find there the "Unwrap" button under "UVs".
 * 2) Click it and select "Unwrap". The unwrap tool, is a tool which you can position a texture. You can allocate the places in the texture to the mesh by positioning the unwrapped faces in a grid. The texture can be an image or another texture and will be used at the places, that are described in the unwrapped image in the "UV/Image editor"
 * 3) Zoom in 'till it's placed exactly to the outer edge the "UV/image editor" window.
 * 1) The image window should now contain a nice even circle of dots. If they aren't selected anymore, put the cursor in the "UV/Image editor" and press “A” to select all the points. Now select each ring in turn using Alt-Shift, starting from the innermost, and scale them until they cover from the centre to the outside of the image grid as shown. (This won't affect the mesh)

Now we've got a map, lets get a texture. In the 3D view "Tab" to object mode for the next part. If the UV/Image editor is in your way you can merge the two windows. If you don't know anymore how to do this read again.

Iris Texture
Firstly, a texture to control the colour blend across the iris. Generally it starts on the outer edge dark and gets lighter as it moves to the centre. Sounds like a job for the blend texture.

 * 1) Create a new texture for Material.004 at the Texture Properties in the Properties Header. It will be called "Texture.001".
 * 2) Change Type to Blend.
 * 3) create a second texture with type: Clouds

The texture itself is fairly straight forward, but again, the colour band is where the magic happens.

There are two stops in the colour band. Note the alpha values. This blend texture is meant to tint the iris texture so it's lighter in the centre and darker in the outside.

We make a Blend texture and a clouds texture (yes clouds)

Now for that iris texture:

Blend texture:

The blend texture is applied to the UV map input. The green colour is used as a lighten mix to tint the iris near the centre.

 * 1) Select Ramp,
 * 2) (Blue) 0: pos: 0, play with the color settings and set alpha to 1
 * 3) (Green) 1: pos: 0.009, play with the color settings and set alpha to 0.89
 * 4) set progression to Spherical
 * 5) Set mapping to Coordinates: UV, Projection: Flat

Now you've got color

Clouds texture:

The colour band points are black with alpha 0 and white with alpha 1.

 * 0: pos: 0, black with alpha: 0
 * 1: pos: 0.737, black with alpha: 1
 * 1) Under Clouds: Grayscale, Noise: Hard
 * 2) size: 0.4, depth: 2
 * 3) here is (together with the UV mapping) the magic of the lines: Mapping Coordinates: UV, Projection: Flat
 * 4) Important: Size X: 0.01, Y: 5
 * 5) Under influence - Geometry - Normal: 1

This texture is applied to UV again and. This makes some small shadows in the iris when the light is from the side. Add some lights and have a look at your eyeball so far.

Pupil Dilation
We're going to use shape keys to create the pupil effects.

We're going to create a normal eye and a cat's eye. Fortunately, the fully dilated eye is the same in both cases so that's going to be our shape key basis.

Noob Note: note that you can only set a "Shape key" in object mode.

 * 1) Go to Object Mode and go to the "Shape Keys" properties in the "Object data" (The triangle one) context in the "properties" header.
 * 2) Click “Add Shape Key” to create the "basis".
 * 3) Make 3 extra Shape keys. (Don't make a shape key after editing, because you will change the previous keyframe and that is not the intention)

Use the value slider in "Object mode", also set Viewport shading to Rendered (so you can see how it will be when rendered), To increase the shape of the pupil with "Wide pupil Contract" and make it smaller with "Little pupil" you can use them at the same time also (and much more if preferred).
 * 1) Go to "edit mode" and click on Shape Key 1.
 * 2) Use circle select, Alt+Shift of de Select button in Material to select just the first 2 loops en the tip (pupil) in vertex select mode.
 * 3) Now scale this to the next loop, select the latter and scale to just before the edge of the iris (This gives a very wide pupil). It has to be as wide as possible because you can adjust how wide you want it in the shape key section. It is just a maximum so you can simply make an animation.
 * 4) Change the name to “Wide Pupil Contract”
 * 1) Just because you may also need it make a very little pupil (with shape key 2). Call it (Little Pupil).

Now switch back to object mode and try the shape key sliders out. Pretty neat huh?

 * 1) Let's make a cat's eye now. Change the name of Shape Key 3 to -”Cat Pupil”.
 * 2) Use the same method as before to scale the edge loops. As you scale, restrict your scaling to the X axis (That is “S” then “X”). You should end up with a shape key tiny but medium long.

That's pretty much it. Try some other things to practise with this.

Set the Camera and lightning.

Note: Due to the settings you've done in the material of the white of the eye, you have to position the camera in front of the eye. Because the white of the eye that overrules the vein-texture is a white spot in the middle of the camera and that has to be placed in the middle of the eye around the iris.

Don't forget to save – and enjoy!


text:
Learn to Play Drums/Lessons/More advanced beats

These beats are more advanced than the ones shown in 'A 4/4 Beat' chapter. Once you've mastered those and have practiced a little on your drum set (you do have a drum set by now, don't you?), you can try these ones.

Most of these will involve syncopation (playing between the 'expected' beats).

HH|o-o-o-o-o-o-o-o-| Sn|o--o--o--o--| BD|oo-o|

If that looks hard, don't despair! Just slow it down in your head and play it in slow motion. Keep trying!

Here's another one.

HH|o-o-o-o-o-o-o-o-| Sn|o--o-o--o--o| BD|o-o-o-o-|

If you want to spice things up a little, try opening the high hat for some beats.

HH|o-X-o-o-o-X-o-o-| Sn|o--o-o--o--o| BD|o-o-o-o-|

Back to Starting Out


text:
Beginner's Guide to Adobe Flash/Why Use Flash?

Why Use Flash? This is a question that seems to be of some debate. In the early days of Flash, Flash websites were often large and seemed to take a lifetime to load. However because of Flash's continued development, by the late 2000's there were many reasons which made Flash attractive at the time.

Animation
Animation in Flash is a beautiful thing when done properly, you have the usage of key frames and in betweens that can easily move objects from one point to another, with action scripting you can create cameras to zoom in and out. With the usage of symbols you can create complex characters with a wide range of movements and either with tweens or key frames move the symbol from one point to another in a very fluid and lifelike way. The usage of Flash is cutting the costs of animation in studios; Flash on the average costs about 1/10th the price of traditional animation to produce thanks to the libraries that can be set up. All you have to do is create the characters and objects once and then anyone can use them, with minimal need to redraw the actual characters.

Animation TV shows
Animation studios are starting to realize this and there are many cartoons being produced today that are making use of Flash. More than just web toons are being created; many cartoons on TV are using Flash to create their episodes. Shows such as Harvey Birdman, Frisky Dingo, Chaotic, Shuriken School, Yin Yang Yo, El Tigre, Mucha Lucha, and Hi Hi Puffy AmiYumi, are all created using Flash.

Flash Animation Today
Even though Flash for websites was discontinued, part of Flash was rebranded as Adobe Animate as a tool to replicate this functionality.

Browser compatibility
Flash allows many viewers to span the incompatibility of browsers across the net. This means that as a web developer we don’t have to be as worried about what our designs are going to look like on another machine. This is a huge advantage. Flash also has a very friendly layout that allows a novice to easily create an animated cartoon or flash intro. While the most effective and cool things you can do with flash aren’t unlocked until you can write some Action Script, a basic user can still make great projects.

File size
As with previous versions of Flash, a web developer can take advantage of the small file size of a Flash program. Flash really allows a lot of information to be packed down into a very tiny file size.

ActionScript
When a web developer learns or uses ActionScript to unlock all the secrets of Flash, a website really grows into an interactive experience. For example with Action Script the programmer can activate a menu that changes dynamically when certain criteria is selected, they can load a new animation because a hidden link was pressed, one could even have content loaded into a window that’s size changed dynamically based on its content. Check this out to see what I mean. Another great use of Flash is for portfolio sites, with Flash a company can get more information across to the viewer than they would be able to if they were use another web format. Follow this link to see an example of what I am taking about.

Layout
Another thing that makes Flash great for the web is that you are not restricted to a grid system that is fairly confining, you are free to make animated splash pages as well as free flowing documents that break the grid system without a whole lot of tinkering around to make it look like you have broken the grid.


text:
Wikijunior:Math For The Young

A basic primer for children ages 5 - 7. This is both a teachers' guide and student text in one. The words are to be easy to understand for the student and teacher. This way early readers and teachers using English as a second language may also read the text.

Table of Contents
/Counting 0 - 10/ Basic Guide to teach children numbers 0 - 10, what they mean, and ideas about them.
 * Teachers' Note*

/Counting 0 - 20/ Basic Guide to teach children numbers 0 - 20, what they mean, and ideas about them.
 * Teachers' Note*

/Adding 0 - 5/ Basic Guide to teach children adding 0 - 5.
 * Teachers' Note*

/Easy Adding 0 - 10/ Basic Guide to teach children adding 0 - 10 with more activities.
 * Teachers' Note*

/Easy Adding 0 - 20/ Basic Guide to teach tens place value adding.
 * Teachers' Note*

/Place Value/ Lessons on Place Value, adding and place value, the reason we need place value.
 * Teachers' Note*

/Easy Adding 0 - 1000/ Basic Guide to show children adding is the same no matter how many place values out. No carrying.
 * Teachers' Note*

/Adding Three Numbers/ Basic Guide to adding more than two numbers in one column.
 * Teachers' Note*

/Basic Carrying/ Basic Guide to teach children carrying in adding.
 * Teachers' Note*

/More Carrying/ Basic Guide to carrying larger numbers, using more place values, and extra practice.
 * Teachers' Note*

title: Wikijunior:Math For The Young


text:
Wikijunior:Math For The Young/Adding 0 - 5

Math For the Young: Adding 0 - 5
Math is good to help with all kinds of things. Adding will help you with finding out how much ALL of what you have.

For Example: 1.) Alestria has

2 ducks    <0)  <0)  <--- The two ducks +   and 1 cow   0____   <--- The one cow _____      X  X\ A Total of   3   animals are on his farm.

2.) Danilla has                1 pot   [_]--   <--- The one pot         +    and          1 spoon  O--   <--- The one spoon        ______ A Total of   2  cooking tools in her house.

3.) Aukxsona has                   3 balls O O O <--- The three balls        +   and              2 blocks [A] [X] <--- The two blocks        ______ A Total of   5  toys are in her room.

4.) Quin had           2 dollars     [ 0 ] [ 0 ] <--- Two dollars       +    and earned          2 dollars     [ 0 ] [ 0 ] <--- Two dollars       ______ A Total of   4   dollars in his bank.

As you can see adding is helpful. Below is more practice.


text:
Wikijunior:Math For The Young/Counting 0 - 10

Math For The Young: Counting 0 - 10
0 Zero ______________________________nothing

1 One ◊ ___________________________one diamond

2 Two ♣ ♣_______________________two clovers

3 Three ♦ ♦ ♦ ______________________three filled diamonds

4 Four ♥ ♥ ♥ ♥ ___________________four hearts

5 Five *****________________________five stars

Every number tells how many of something there is. I have five fingers. The number 5 is the same as the word Five or. How many fingers do you have?

Workbook Pages to print
Below are practice pages for Counting 1 - 8.

Teaching Ideas
Games For Teacher to play with students to teach counting.

Counting is a fundamental skill everyone must know to survive. Counting will help at market, in farming, and much more. Counting can be fun also. For small children one can amass beads, buttons, pebbles, sticks, card board pieces, etc... and use them as game pieces. Try to get twenty at least of the same kind. As you play with the child count up the pebbles (let's say) and add one each time you count. After you add one, start all over. Then have the child do the same. Make it fun and pleasant by talking nicely and not getting angry or frustrated. They will catch on if shown enough.

If one has enough supplies the pebbles could be painted, the card board pieces drawn on, the buttons strung on a string, the beads strung as well...this will use the kinetic learning (doing) that young children love.

Another possibility is the "Which one is more game?" Using the same counters, divide them amongst two or three children unevenly. The children will notice one has more. Encourage the children to count the pieces and discuss who has more, how much they have, how much more is that than them... Children can notice much this way and will learn quickly.

For children to practice, they could write the numbers on slates. Slates are inexpensive and fun. Plus if a child messes up, no erasers used, or paper to replace. The workbook pages could be used as "tests" to show mom and dad how well the child is progressing. I don't recommend dry-erase boards, which are so popular in American Schools, as the chemicals can irritate little ones lungs.


text: MediaWiki:Deletedwhileediting

title: MediaWiki:Deletedwhileediting


text:
Beginner's Guide to Adobe Flash/Publishing/Publish Settings

To create a viewable flash movie for viewers see, it's best to first go into the Publish Settings option under File>Publish Settings to check and ensure the options checked are the ones you want. Here are options to rename the SWF and HTML files that are going to be created, as well as other options that will enable the author to customize the settings further.

As options are checked on the Formats tab, new tabs are added alongside it. For example, if the Flash (.swf) option has been checked, a tab that reads Flash will appear. This tab when enabled then allows for alterations to the publish settings. Whether to allow the SWF to be viewable for older versions of flash player or whether to add a password for access, these options are listed here.


text:
User:Aukxsona

Aukxsona's Page
Aukxsona is a pseudonym I use or a pen name. I am a published author, although you will not find my works under this pen name. I am a teacher and a student. I am also a published illustrator. My goal is to create a free basic elementary education course online for children the world over. I know this is the wiki, which means my work, no matter how I slave over it, can be edited at will...but I hope the quality will be such that no one will want to edit it. I am relatively new to this and may not be as proficient as some of my contemporaries. I sincerely hope to come up to speed.

title: User:Aukxsona


text:
User talk:Aukxsona

Hello and welcome to Wikibooks!

Here are some tips to help you get started:
 * You should sign your name on Talk and vote pages using four tildes, like this: ~~~~.
 * Remember to conduct any editing experiments in the sandbox.
 * If you're a Wikipedian, see Wikibooks for Wikipedians for a primer on how things work here (it's a little different).
 * If you want to base your work here on materials from Wikipedia, please use WB:RFI to bring the material over in compliance with the GFDL.
 * If you're an instructor and plan on using wikibooks for a class project, see Guidelines for class projects
 * Please say hello at the Staff Lounge with any questions or ideas.
 * Eventually, you might want to read the Manual of Style and Policies and Guidelines.
 * Please take a look at Naming policy before starting a new book.
 * Remember to maintain a Neutral point of view.
 * Explore, be bold in editing pages, and have fun!

You will find more resources in Community Portal. If you want to ask a question, visit the Study help desk, the Staff lounge, IRC channel or ask me personally on my talk page. For site news, see the Bulletin board. It might be an idea if you add this page to your "watchlist" so that you can see when any new information is posted there.

Good luck! -- Herby talk thyme 08:59, 5 March 2007 (UTC)

Is this the Aukxsona from Digg? If it is, I'd like to talk to you in email. leomarth AT hotmail DOT com

title: User talk:Aukxsona


text:
Cookbook:Bobotie (South African Minced Meat and Egg)

 * Cuisine of South Africa

Bobotie is a bit like a shepherd's pie.

Meat mixture

 * Minced beef
 * Curry powder
 * Turmeric
 * Coriander
 * Cloves
 * Cumin
 * Bay leaf
 * Dried fruit (e.g. apricots, sultanas; optional)
 * Almonds (optional)

Serving

 * Uncooked rice
 * Turmeric
 * Raisins
 * Cloves
 * Egg custard
 * Fruit chutney

Procedure

 * 1) Slow cook the beef with the curry powder, turmeric, coriander, cloves, cumin, bay leaf, dried fruit, and almonds.
 * 2) Meanwhile, steam the rice with turmeric, raisins, and cloves.
 * 3) Place the meat mixture in a bowl, top with egg custard, and bake in the oven until the custard browns.
 * 4) Serve with the cooked rice and fruit chutney.

Notes, tips, and variations

 * The dried fruit and almonds are optional but give the bobotie a wonderful sweet and sour flavour.


text:
Cookbook:Biltong

Biltong is a type of South African cured, dried meat, similar to jerky. The Voortrekkers considered this a delicacy and used venison, beef, and ostrich meat.

Characteristics
To make biltong, strips of meat are rubbed with salt, pepper and coriander seeds, covered with vinegar and hung up to dry. Nowadays you can get it in many varieties and flavours, chilli being a favourite amongst South Africans.

Use
Like jerky, biltong is primarily a snack food or otherwise eaten on its own. However, it is occasionally used in cooking.

title: Cookbook:Biltong


text:
Cookbook:Konfyt

Konfyt - refers to Malay-style fruit preserves. The fruit is soaked in slaked lime water overnight to tenderise the inside of the fruit and retain the firmness of the skin. After gentle steaming, the fruit is boiled in a syrup of water, sugar and lemon juice; then transferred to a sterilized glass jar which is topped up with the remaining syrup. Green fig preserve, with a hint of cinnamon, is outstanding and a perfect accompaniment to cheeses.

title: Cookbook:Konfyt


text:
Cookbook:Frikadelle (Meat Balls)

Frikadelle, are the South African version of meatballs. Made of ground beef, ostrich, lamb, fish, pork, or veal, onions, eggs, salt and pepper, they are formed into balls and flattened somewhat. They are then pan-fried in butter, margarine or even vegetable oil.

Ingredients

 * Bread
 * Ground meat (e.g. beef, ostrich, lamb, fish, pork, or veal)
 * Chopped onion
 * Eggs
 * Mustard
 * Stock cube
 * Fresh chopped parsley
 * Ground pepper
 * Olive oil

Procedure

 * 1) Soak the bread in water, then squeeze out the water.
 * 2) In a bowl, combine the meat, onion, eggs, bread, mustard, stock cube, parsley, and pepper. Knead until you get an even mixture.
 * 3) Form meat mixture into flat patties no bigger than the palm of your hand.
 * 4) Pan-fry the patties in a skillet of olive oil until cooked through.

title: Cookbook:Frikadelle (Meat Balls)


text:
User talk:Snedkerangela

Hello and welcome to Wikibooks!

Here are some tips to help you get started:
 * You should sign your name on Talk and vote pages using four tildes, like this: ~~~~.
 * Remember to conduct any editing experiments in the sandbox.
 * If you're a Wikipedian, see Wikibooks for Wikipedians for a primer on how things work here (it's a little different).
 * If you want to base your work here on materials from Wikipedia, please use WB:RFI to bring the material over in compliance with the GFDL.
 * If you're an instructor and plan on using wikibooks for a class project, see Guidelines for class projects
 * Please say hello at the Staff Lounge with any questions or ideas.
 * Eventually, you might want to read the Manual of Style and Policies and Guidelines.
 * Please take a look at Naming policy before starting a new book.
 * Remember to maintain a Neutral point of view.
 * Explore, be bold in editing pages, and have fun!

You will find more resources in Community Portal. If you want to ask a question, visit the Study help desk, the Staff lounge, IRC channel or ask me personally on my talk page. For site news, see the Bulletin board. It might be an idea if you add this page to your "watchlist" so that you can see when any new information is posted there.

Good luck! -- Herby talk thyme 10:07, 5 March 2007 (UTC)

Ethnomedicine
I wouldn't worry too much about this being deleted but it would be a good idea if you and your co-editors looked at some of the policy bits in the welcome link. Some of the material is rather POV and could do with cleaning and one page at least should be moved to be sub pages of the mail "book" (I assume Ethnomedicine) - Green Tea. Also take care with the redlink pages you have as they will need to follow naming policy. Thanks -- Herby talk thyme 10:07, 5 March 2007 (UTC)

title: User talk:Snedkerangela


text:
Cookbook:Snoek

| Seafood

Snoek are elongated, somewhat compressed fish that has a predominantly silver body colour. Snoek is related to the barracuda family. They reach a maximum length of 1.5m and approximately 9kg in weight. They have large jaws and ferocious teeth. The body is covered in small scales. Snoek, a local delicacy, is enjoyed fresh, smoked or dried.

title: Cookbook:Snoek


text:
A-level Applied Science/Energy Transfer Systems/Circulatory and Respiratory Systems

Heart

The heart is a pear shaped, muscular organ in vertebrates, responsible for pumping blood through the blood vessels by repeated, rhythmic contractions The term cardiac (as in cardiology) means "related to the heart" and comes from the Greek. The heart is composed of cardiac muscle, an involuntary muscle tissue which is found only within this organ.

Structure
In the human body, the heart is normally situated to the left of the middle of the thorax, underneath the breastbone (see diagrams). The heart is usually felt to be on the left side because the left heart (left ventricle) is stronger (it pumps to all body parts). The left lung is smaller than the right lung because the heart occupies more of the left hemithorax. The heart is enclosed by a sac known as the pericardium and is surrounded by the lungs. The pericardium is a double membrane structure containing a serous fluid to reduce friction during heart contractions. The mediastinum, a subdivision of the thoracic cavity, is the name of the heart cavity.

The apex is the blunt point situated in an inferior (pointing down and left) direction. A stethoscope can be placed directly over the apex so that the beats can be counted. This physical location is between the sixth and seventh rib, just to the left of the sternum. In normal adults, the mass of the heart is 250-350 g (9-12 oz), or about three fourths the size of a clenched fist, but extremely diseased hearts can be up to 1000 g (2 lb) in mass due to hypertrophy. It consists of four chambers, the two upper atria (singular: atrium ) and the two lower ventricles. On the left is a picture of a fresh human heart which was removed from a 64-year-old British male.

The function of the right side of the heart (see right heart) is to collect deoxygenated blood, in the right atrium, from the body and pump it, via the right ventricle, into the lungs (pulmonary circulation) so that carbon dioxide can be dropped off and oxygen picked up (gas exchange). This happens through a passive process called diffusion. The left side (see left heart) collects oxygenated blood from the lungs into the left atrium. From the left atrium the blood moves to the left ventricle which pumps it out to the body. On both sides, the lower ventricles are thicker and stronger than the upper atria. The muscle wall surrounding the left ventricle is thicker than the wall surrounding the right ventricle due to the higher force needed to pump the blood through the systemic circulation.

Illustrations
These diagrams of the heart show its basic anatomy:

The electrical signals pass through the heart from the SAN, through the atria, to the AVN and then to the vetricales via the Purkinje fibres.

The electrical signals can be monitored using electrodes on the skin of the chest. The electrocardiogram is an important tool for diagnosing heart problems:

Animations of the electrical pulses and the ECG generated.

In normal sinus rhythm:
 * each P wave is followed by a QRS
 * P wave rate 60 - 100 bpm with <10% variation

If the SAN is diseased or inherits a malfunction then the heart may develop rapid (tachycardia), slow (bradycardia), or both rapid and slow rhythms (arrhythmia). Treatment may involve drugs and/or a cardiac pacemaker.

 * If rate <60 = sinus bradycardia
 * If rate >100 = sinus tachycardia
 * If variation >10% = sinus arrhythmia

Ventricular fibrillation: Dangerous and rapid arrhythmia of the ventricle. The ECG shows a "bizarre, irregular, random waveform; no clearly identifiable QRS complexes or P waves."

ECG showing ventricular fibrillation.

Heart rate
Heart rate is a term used to describe the frequency of the cardiac cycle. It is considered one of the four vital signs. Usually it is calculated as the number of contractions (heart beats) of the heart in one minute and expressed as "beats per minute" (bpm).

When resting, the adult human heart beats at about 70 bpm (males) and 75 bpm (females), but this rate varies among people. However, the reference range is normally between 60 bpm (if less termed bradycardia) and 100 bpm (if greater, termed tachycardia). Resting heart rates can be significantly lower in athletes.

The pulse is the most straightforward way of measuring the heart rate, but it can be deceptive when some heart beats do not have much cardiac output. In these cases (as happens in some arrhythmias), the heart rate may be considerably higher than the pulse rate.

Auscultation is also a method of heart rate measurement.

Control of heart rate
The heart is controlled by the autonomic nervous system and circulating adrenaline. The autonomic nervous system has two divisions: The sympathetic nervous system ('fight or flight' response) stimulates cardiac output by acting on the SAN, the cardiac muscle and the AVN. The parasympathetic nervous system ('rest and digest' response) has the opposite effect.

Blood pressure is detected by baroreceptors in the carotid arteries. Chemoreceptors in the medulla oblongata detect changes in pH and carbon dioxide levels. Decreased blood pressure, pH or increased CO2 levels cause stimulation of the heart via the sympathetic nervous system.

Although chemoreceptors in the aorta and carotid arteries detect oxygen levels, the response is counterintuitive. Low oxygen levels cause the heart rate to decrease, which protects the heart muscle from the effects of anaerobic respiration.

Tachycardia
Tachycardia refers to a rapid beating of the heart. By convention the term refers to heart rates greater than 100 beats per minute in the adult patient. Tachycardia may be a perfectly normal physiological response to stress. However, depending on the mechanism of the tachycardia and the health status of the patient, tachycardia may be harmful, and require medical treatment. In extreme cases, tachycardia can be life threatening.

Tachycardia can be harmful in two ways. First, when the heart beats too rapidly, it may perform inefficiently. Second, the faster the heart beats, the more oxygen and nutrients the heart requires. This may leave patients feeling out of breath. This can be especially problematic for patients suffering from ischemic heart disease.

Haemodynamic responses
The body contains several feedback mechanisms to maintain adequate blood flow and blood pressure. If blood pressure decreases, the heart beats faster in an attempt to raise it. This is called reflex tachycardia.

This can happen in response to a decrease in blood volume (through dehydration or bleeding), or an unexpected change in blood flow. The most common cause of the latter is orthostatic hypotension (also called postural hypotension), a sudden drop of blood pressure that occurs with a change in body position (e.g., going from lying down to standing up).

Fever and infection leading to sepsis are also common causes of tachycardia, primarily due to increase in metabolic demands and compensatory increase in heart rate.

Autonomic and endocrine causes
An increase in sympathetic nervous system stimulation causes the heart rate to increase, both by the direct action of sympathetic nerve fibres on the heart and by causing the endocrine system to release hormones such as epinephrine (adrenaline), which have a similar effect. Increased sympathetic stimulation is usually due to physical or psychological stress (the so-called "fight or flight" response), but can also be induced by stimulant]s such as amphetamines.

Endocrine disorders such as pheochromocytoma can cause epinephrine release and tachycardia independent of the nervous system. Hyperthyroidism is also known to cause tachycardia.

Sinus tachycardia
The most common type of tachycardia is sinus tachycardia, which is the body's normal reaction to stress, including fever, dehydration, or blood loss (shock). In the absence of heart disease, it tends to have a narrow QRS complex on the ECG. Treatment is generally directed at identifying the underlying cause.

Bradycardia
Bradycardia is defined as a heart rate less than 60 beats per minute although it is seldom symptomatic until below 50 bpm. Trained athletes tend to have slow resting heart rates, and resting bradycardia in athletes should not be considered abnormal if the individual has no symptoms associated with it. Again, this number can vary as smaller people and children have faster heart rates than adults.

Pulse
A person's pulse is the throbbing of their arteries as an effect of the heartbeat. It can be felt at the [neck, at the wrist and other places.

Pressure waves move through the blood vessels, which are pliable; these waves are not caused by the forward movement of the blood. When the heart contracts, blood is ejected into the aorta and the aorta stretches. At this point the wave of distention (pulse wave) is pronounced but relatively slow-moving (3 to 6 m/s). As it travels towards the peripheral blood vessels, it gradually diminishes and becomes faster. In the large arterial branches, its velocity is 7 to 10 m/s; in the small arteries, it is 15 to 35 m/s. The pressure pulse is transmitted 15 or more times more rapidly than the blood flow.

The term pulse is also used, although incorrectly, to denote the frequency of the heart beat, usually measured in beats per minute. In most people, the pulse is an accurate measure of heart rate. Under certain circumstances, including arrhythmias, some of the heart beats are ineffective and the aorta is not stretched enough to create a palpable pressure wave. The pulse is irregular and the heart rate can be (much) higher than the pulse rate. In this case, the heart rate should be determined by auscultation of the heart apex, in which case it is not the pulse. The pulse deficit (difference between heart beats and pulsations at the periphery) should be determined by simultaneous palpation at the radial artery and auscultation at the heart apex.

A normal pulse rate for a healthy adult, while resting, can range from 60 to 100 beats per minute (BPM). During sleep, this can drop to as low as 40 BPM; during strenuous exercise, it can rise as high as 200–220 BPM. Generally, pulse rates are higher in younger persons. A resting heart rate for an infant is as high as or higher than an adult's pulse rate during strenuous exercise.

Pulses are manually palpated with fingers or thumb. When palpating the carotid artery, the femoral artery or the brachial artery, the thumb may be used. However, the thumb has its own pulse which can interfere with detecting the patient's pulse at other points, where two or three fingers should be used. Fingers or thumb must be placed near an artery and pressed gently against a firm structure, usually a bone, in order to feel the pulse.

An alternative way of finding the pulse rate is by palpating or listening to the heartbeat. This is most commonly done with the examiner's palm or a through a stethoscope. Before the invention of the stethoscope examiners would press their ear directly to the chest.

Common pulse points

 * radial pulse - located on the thumb side of the wrist
 * ulnar pulse - located on the little finger side of the wrist (ulnar artery)
 * carotid pulse - located in the neck (carotid artery). The carotid artery should be palpated gently. Stimulating its baroreceptors with vigorous palpitation can provoke severe bradycardia or even stop the heart in some sensitive persons. Also, a person's two carotid arteries should not be palpated at the same time, to avoid a risk of fainting or brain ischaemia.
 * brachial pulse - located between the biceps and triceps, on the medial side of the elbow cavity; frequently used in place of carotid pulse in infants (brachial artery)
 * femoral pulse - located in the thigh (femoral artery)
 * popliteal pulse - located behind the knee in the popliteal fossa, found by holding the bent knee. The patient bends the knee at approximately 120°, and the physician holds it in both hands to find the popliteal artery in the pit behind the knee.
 * dorsalis pedis pulse - located on top of the foot (dorsalis pedis artery)
 * tibialis posterior pulse - located in the back of the ankle behind the medial malleolus (posterior tibial artery).
 * temporal pulse - located on the temple directly in front of the ear (temporal artery)

The ease of palpability of a pulse is dictated by the patient's blood pressure. If his or her systolic blood pressure is below 90 mmHg, the radial pulse will not be palpable. Below 80 mmHg, the brachial pulse will not be palpable. Below 60 mmHg, the carotid pulse will not be palpable. Since systolic blood pressure rarely drops that low, the lack of a carotid pulse usually indicates death. It is not unheard of, however, for patients with certain injuries, illnesses or other medical problems to be conscious and aware with no palpable pulse.

Lungs
[[Image:heart-and-lungs.jpg|thumb|right|230px|The lungs flank the heart and great vessels in the chest cavity. (Source: Gray's Anatomy of the Human Body, 20th ed. 1918.) [[Image:Lungs.gif|thumb|right|230px|Air enters and leaves the lungs via a conduit of cartilaginuous passageways — the bronchi and bronchioles. In this image, lung tissue has been dissected away to reveal the bronchioles]]

The lung is the essential respiration organ in air-breathing vertebrates. Its principal function is to transport oxygen from the atmosphere into the bloodstream, and to excrete carbon dioxide from the bloodstream into the atmosphere. This exchange of gases is accomplished in the mosaic of specialised cells that form millions of tiny, exceptionally thin-walled air sacs called alveoli. The lungs also have nonrespiratory functions.

Medical terms related to the lung often begin with pulmo-, from the Latin pulmonarius ("of the lungs"), or with pneumo- (from Greek πνεύμω "lung")

Respiratory function
Energy production from aerobic respiration requires oxygen and produces carbon dioxide as a by-product, creating a need for an efficient means of oxygen delivery to cells and excretion of carbon dioxide from cells.

In air-breathing vertebrates, respiration occurs in a series of steps. Air is brought into the animal via the airways — this consists of the nose; the pharynx; the larynx; the trachea (also called the windpipe); the bronchi and bronchioles; and the terminal branches of the respiratory tree. The lungs are a rich lattice of alveoli, which provide an enormous surface area for gas exchange. A network of fine capillaries allows transport of blood over the surface of alveoli. Oxygen from the air inside the alveoli diffuses into the bloodstream, and carbon dioxide diffuses from the blood to the alveoli, both across thin alveolar membranes.

The drawing and expulsion of air is driven by muscular action; a complicated musculoskeletal system is used. A large muscle, the diaphragm (in addition to the internal intercostal muscles), drive ventilation by periodically altering the intra-thoracic volume and pressure; by increasing volume and thus decreasing pressure, air flows into the airways down a pressure gradient, and by reducing volume and increasing pressure, the reverse occurs. During normal breathing, expiration is passive and no muscles are contracted (the diaphragm relaxes).

Another name for this inspiration and expulsion of air is ventilation.

The lungs of mammals have a spongy texture and are honeycombed with epithelium having a much larger surface area in total than the outer surface area of the lung itself.

Breathing is largely driven by the muscular diaphragm at the bottom of the thorax. Contraction of the diaphragm pulls the bottom of the cavity in which the lung is enclosed downward. Air enters through the oral and nasal cavities; it flows through the larynx and into the trachea, which branches out into bronchi. Relaxation of the diaphragm has the opposite effect, passively recoiling during normal breathing. During exercise, the diaphragm contracts, forcing the air out more quickly and forcefully. The rib cage itself is also able to expand and contract to some degree, through the action of other respiratory and accessory respiratory muscles. As a result, air is sucked into or expelled out of the lungs, always moving down its pressure gradient. This type of lung is known as a bellows lung as it resembles a blacksmith's bellows.

Anatomy
In humans, it is the two main bronchi (produced by the bifurcation of the trachea) that enter the roots of the lungs. The bronchi continue to divide within the lung, and after multiple divisions, give rise to bronchioles. The bronchial tree continues branching until it reaches the level of terminal bronchioles, which lead to alveolar sacks. Alveolar sacs are made up of clusters of alveoli, like individual grapes within a bunch. The individual alveoli are tightly wrapped in blood vessels, and it is here that gas exchange actually occurs. Deoxygenated blood from the heart is pumped through the pulmonary artery to the lungs, where oxygen diffuses into blood and is exchanged for carbon dioxide in the haemoglobin of the erythrocytes (red blood cells). The oxygen-rich blood returns to the heart via the pulmonary veins to be pumped back into systemic circulation.

Human lungs are located in two cavities on either side of the heart. Though similar in appearance, the two are not identical. Both are separated into lobes, with three lobes on the right and two on the left. The lobes are further divided into lobules, hexagonal divisions of the lungs that are the smallest subdivision visible to the naked eye. The connective tissue that divides lobules is often blackened in smokers and city dwellers. The medial border of the right lung is nearly vertical, while the left lung contains a cardiac notch. The cardiac notch is a concave impression molded to accommodate the shape of the heart. Lungs are to a certain extent 'overbuilt' and have a tremendous reserve volume as compared to the oxygen exchange requirements when at rest. This is the reason that individuals can smoke for years without having a noticeable decrease in lung function while still or moving slowly; in situations like these only a small portion of the lungs are actually perfused with blood for gas exchange. As oxygen requirements increase due to exercise, a greater volume of the lungs is perfused, allowing the body to match its CO2/O2 exchange requirements.

The environment of the lung is very moist, which makes it hospitable for bacteria. Many respiratory illnesses are the result of bacterial or viral infection of the lungs.

Vital capacity
Vital capacity is the maximum volume of air that a person can exhale after maximum inhalation.

A person's vital capacity can be measured by a spirometer which can be a wet or regular spirometer (spirometry). In combination with other physiological measurements, the vital capacity can help make a diagnosis of underlying lung disease.

Vital capacity is the maximum amount of air a person can expel from the lungs after first filling the lungs to their maximum extent and then expiring to the maximum extent (about 4600 milliters). It equals the inspiratory reserve volume plus the tidal volume plus the expiratory reserve volume.

Breathing
Breathing transports oxygen into the body and carbon dioxide out of the body. Aerobic organisms require oxygen to create energy via respiration, in the form of energy-rich molecules such as glucose. The medical term for normal relaxed breathing is eupnoea.

Mechanics
Breathing in, or inhaling, is usually an active movement, with the contraction of the diaphragm muscles needed. At rest, breathing out, or exhaling, is normally a passive process powered by the elastic recoil of the chest, similar to a deflating balloon.

Gas exchange
Breathing is only part of the process of delivering oxygen to where it is needed in the body. The process of gas exchange occurs in the alveoli by passive diffusion of gasses between the alveolar gas and the blood passing by in the lung capillaries. Once in the blood, the heart powers the flow dissolved gasses around the body in the circulation.

As well as carbon dioxide, breathing also results in loss of water from the body. Exhaled air has a relative humidity of 100% because of water diffusing across the moist surface of breathing passages and alveoli.

Control of breathing
Breathing is one of the few bodily functions which, within limits, can be controlled both consciously and unconsciously.

Unconsciously, breathing is controlled by specialised centres in the brainstem, which automatically regulate the rate and depth of breathing depending on the body’s needs at any time.

When carbon dioxide levels increase in the blood, it reacts with the water in blood, producing carbonic acid. The drop in the blood's pH will then cause the medulla oblongata signalling centre in brain to send nerve impulses to the diaphragm and the intercostal muscles, increasing the rate of breathing.

While exercising, the level of carbon dioxide in the blood increases due to increased cellular respiration by the muscles, and so breathing rate increases. During rest, the level of carbon dioxide is lower, so breathing rate is lower. This ensures an appropriate amount of oxygen is delivered to the muscles and other organs. It is important to reiterate that it is the buildup of carbon dioxide making the blood acidic that elicits the desperation for a breath much more than lack of oxygen. Rarely, individuals with chronic lung disease may adapt to high CO2 levels in their blood by regulating their breathing according to O2 levels.

Hyperventilating causes a drop in CO2 below normal levels, lowering blood acidity to trick the brain into thinking it has more oxygen than is actually present.

Respiratory rate
Humans typically breathe between 12 and 20 times per minute.

Composition of air
The air we inhale is roughly 21% oxygen (% by volume).

Not all of the oxygen breathed in is converted into carbon dioxide; around 13% of what we breathe out is still oxygen. This is what makes resuscitation possible. Also our reliance on this relatively small amount of oxygen can cause overactivity or euphoria in pure or oxygen rich environments.

Gas exchange
The process of gas exchange occurs in the alveoli by passive diffusion of gasses between the alveolar gas and the blood passing by in the lung capillaries. Once in the blood, the heart powers the flow dissolved gasses around the body in the circulation.

Blood pressure


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Beginner's Guide to Adobe Flash/Video

Video in Flash can seem daunting, but once you've got down the basics, it really becomes a matter of repeating the same series of steps to achieve a desired result. For this book, we'll be covering the following topics:

 * 1) Supported Video Codecs
 * 2) Importing Video
 * 3) Using Flash Video Encoder
 * 4) Using The FLVPlayback Component

Flash designates video files by giving it a .flv extension, which stands for Flash Video. Flash Video is quickly becoming one of the premiere video formats due to its ease of use and small file size.

There are a number of ways you can display video content.
 * Load a Flash Video File at Runtime, which involves creating a separate .flv file and uploading it to your server, then loading it from another Flash movie.
 * Embedding the video directly into the .swf file. This method is good for compatibility as it only requires Flash Player 6 or later, but can also result in large file size for the SWF file.
 * Import a video into a flash document and then exporting it as a .flv file.
 * Simply encoding a video using the Flash Video Encoder.
 * Using a third party application such as Quicktime or Sorensen Squeeze to create the flash video file. Flash 8 will also allow you to link video content in Quicktime format without embedding them directly into your .swf file.

title: Beginner's Guide to Adobe Flash/Video


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Beginner's Guide to Adobe Flash/Video/Supported Codecs

When choosing to convert regular video to Flash Video, there are two basic codecs to keep in mind - each have different uses and strengths.

Keep Codec Dynamics in Mind
Codecs stand for Compression/Decompression - it is important to remember that neither of the primary Flash codecs are lossless - which means you will lose some data whenever you encode your source video into Flash. In order to shrink the file size of video to allow for transmission over the internet, some data is thrown out, regardless of whatever method you use. This is why you should avoid double compression - in other words trying to compress a previously compressed video file - when creating Flash Video. If you try to double compress a video, you will end up losing more data than you would have if you used high quality video, without necessarily decreasing the file size significantly.

Sorensen Spark was the primary codec for Flash Video for Flash versions 6-7. Because it's been around longer, several more years in fact, it has a wider area of compatibility than the VP6 codec does. If your video is intended to be watched by the general public over the internet, it might not be a bad idea to use the Sorensen codec to encode your video. Because video encoded with the Sorenses codec will play on Flash Player versions 6 and later, it is ideal for reaching the broadest audience.

The On2 VP6 Vodec

With the advent of Flash 8, a new codec has been created that greatly improved encoding and playback of Flash Video. That codec is On2 VP6, and features much better compression and image quality than the Sorensen codec.

There is a drawback to using the new codec however, because users will only be able to watch video encoded with VP6 in Flash Player 8 or newer, and playback requires more processing power than previous codecs. Adobe even has specific size limits and bits per second limitations it recommends to avoid taxing the computers that are displaying your Flash video.

In the end, it is a matter of balancing availability versus file size and quality, so use whichever codec fits your desired project.


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Beginner's Guide to Adobe Flash/Video/Importing

Compressing Video
Whenever you begin to create FLV files, you should always select the highest quality source video to avoid double compression. Choose video that has the highest playback rate so that the Flash Encoder has the highest quality video to compress.

Getting Started
To import video in Flash, you should begin by selecting the Import Video option from the File > Import menu in Flash 8. Upon doing this, you will see the Select Video screen, which allows you to browse to a video clip. Once you've picked the clip you'd like to convert, you can proceed to the next step, Deployment. Deployment is simply choosing the manner that you will include the video into your flash movie. Link Quicktime Video allow you to import a video clip for a video track in a Quicktime Flash movie. After this, the Quicktime video is placed on the timeline and the import session is finished.
 * Embed Video is the selection that is chosen when you first come onto the Deployment screen. This will place your movie directly into the Library of your Flash document. It is important to remember that this will significantly increase the size of your SWF file.
 * Upon choosing Embed Video, you are given several choices as to how you would like your video content to be stored in Flash, and also gives you options of how to process the audio portion of your imported video.
 * The Editing the Video portion allows you to specify clips that you will edit by dragging markers to the video timeline. Upon doing so you can rename the clips, whereupon they show up on the left side in a field that allows you to select different ones and will eventually show up as individual symbols in your Library.
 * Encoding is the next step of importing video. The profiles are split into two sections, Flash 7 and Flash 8. The Flash 7 option features different presets that are encoded with the Sorensen Spark Codec, the Flash 8 presets are encoded with the VP6 codec. It also features several advanced options that will be detailed here:
 * Frame Rate: Frame rate is the speed at which your movie displays. The faster the frame rate, the smoother the transition of movement between frames. It is important to remember that in order to create the best synchronization between the imported video and your existing flash movie, the framerates between your imported video and host FLA file should be the same. The next two options give you a choice: the Same as FLA option encodes the Flash video at the rate of the host FLA file, while the Same As Source reverses this and encodes at the frame rate of the imported video. There are also additional specific frame rates you can choose if you so desire. Remember, a higher framerate is better for animation, but larger in file size.
 * Keyframes are used in video to determine the difference between one clip and another. There are two options here, Automatic, in which Flash decides how often a keyframe is created, and Custom, where you can choose your own options. If you don't know what this means, keep the setting to Automatic.
 * The Quality option allows you to set the data rate of your Flash movie. The higher the bps (bits per second) setting, the higher quality the video will be, but also the larger the file size will be. Deciding on how your audience will see your movie clip is important in determining your Quality - if they are downloading the movie over a modem, a lower Quality may be in order. If they are watching it via CD-ROM or broadband internet connection, a higher setting would be prudent.
 * Resize Video allows you to change the dimensions of your Flash Video. It is important to remember to keep the ratio of your video the same to avoid unwanted distortion. There are also several presets to help you here if you don't quite know what you are doing.
 * Encode Audio - here is where you decide the data rate of the audio portion of your imported video will be. Like video, the higher the setting the better the quality of the audio, and larger proportionate file size.
 * Crop and Trim allows you to change the borders of your video clip.
 * At this point, you've determined pretty much everything you would need to know to import your video. Move on to the Finish Video screen and hit the Finish Button at the bottom to begin importing your video.


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Beginner's Guide to Adobe Flash/Video/Using Flash Video Encoder

The first thing that needs to be established before making a FLV video is the target audience. The size of a video will be largely dependent on a users available bandwidth. Use the following guide to determine about what video dimension is appropriate for a certain internet connection:

 * Playback from a hard drive or CD: 640 x 480
 * High-speed Internet: 320 x 240, or 240 x 180
 * Dial-up: 120 x 90

If you are unsure of the video size of your source video, do the following: In Windows Media Player, choose File > Properties. In Quicktime, choose Window > Show Movie Info. Figure 1 below is a dialogue box for Quicktime. Windows Media will have a similar one.

Figure 1: Quicktime movie info.

Take note of the dimension and framerate of the movie. Do not resize to a bigger dimension than its original one, otherwise the movie will incur a serious loss of quality, much like resizing an image in Adobe Photoshop to a bigger size. Resizing a video improperly -- whether it is down or up -- may also have its repercussions. Make sure that the aspect ratio stays the same, otherwise the video will become distorted.

Do not ignore the framerate. A general rule to consider is that if your video has a lot of fast motion, such as a sports video, then it is better to have a higher framerate. Be careful. The higher the framerate, the more resource intensive the video becomes, and that can lead to slow downs and a choppy video. For a movie encoded at or near 30FPS, such as NTSC video, it is recommended to keep the movie at 15FPS. A movie with a smaller framerate, such as PAL video which is recorded at 25FPS, should be encoded at 12FPS.

After establishing the size, framerate, and target audience of the video, it is time to encode it. If you are targeting Flash 8 or 9 users, then use the On2 VP6 codec. If you are target Flash 6 or 7 users, then use the Sorensen Spark codec.

After opening up Flash Video Encoder and adding the movie file to be encoded, click on the "Settings" tab. Here you will be greeted with several preset options. Ignore them. Chances are, the presets will do more damage and provide an undesired result. Click the "Advanced Settings" tab. Refer to Figure 2.

Figure 2: Flash 8 Video Encoder

The important part is to know whether you want to use On2 VP6 or the Sorensen Spark codec. As stated earlier, it depends largely on your target audience, but only On2 VP6 allows for the use of custom UI with FLVPlayback and skins in Flash Professional 8. If your movie has an alpha channel (transparency), then use On2 VP6, as the earlier codec does not support it. Select either 15FPS or 12FPS. Remember, if your video has a lot of motion, go with the higher framerate if you must.

One of the most overlooked aspects of FLV encoding is the keyframe setting. A movie with a lower keyframe setting will usually result in a larger filesize. If your video has to be as small in size as possible, a good bet is to use a keyframe setting of 5 seconds -- that is, multiply your video's framerate times 5 to get the desired keyframe interval. If your movie is encoded at 12FPS, then the keyframe interval should be 60. If you are not satisfied with the quality of the video, then reduce the keyframe interval by a second.

In regards to quality, there are a few things to keep in mind. Note, the data rate is a combination of both audio and video:

 * Do not exceed 350kbps in the Data Rate field for broadband situations.
 * Do not exceed 100kbps for dial-up.
 * Oftentimes, a mono soundtrack is all that is required for audio. A mono soundtrack also requires less bandwidth. Generally, 48kbps or 64kbps is sufficient for audio.


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Beginner's Guide to Adobe Flash/Video/Using The FLVPlayback Component

The FLVPlayback component is designed to let you play FLV video over the internet. The following types of servers and video playback is supported:
 * Progressive download over HTTP
 * Streaming video over a Flash Communication Server (FCS)
 * Streaming video from a Flash Video Streaming Service (FVSS)

The FLVPlayback Component has several features and it can be easily dragged onto a stage and set up to play FLV files.

Figure 1: FLVPlayback Component on a stage.

After the FLVPlayback Component has been dragged to the stage, there are a few parameters to be set-up. Select the FLVPlayback Component player and open up the parameters. To open the parameters, choose Window > Properties > Parameters. A dialogue box will appear where the properties area is. See Figure 2. Here you can change the size of the video, the path to the video, and so on.

Figure 2: FLVPlayback Component Parameters.

The most important part of the parameters is the contentPath. Double click on "contentPath" and a new dialogue box will appear.

Figure 3: contentPath dialog box.

Input either the URL to the FLV, or the relative path of it. If the main SWF is in your "home" folder, and the FLV file is in your "flvideo" folder, then the relative path to said video is /home/flvideo/videoname.flv.

The remaining parameters do the following:

 * autoPlay: Setting this to "true" will automatically play the video once the page is loaded.
 * autoRewind: Setting this to "true" will rewind the movie to the beginning after it is done playing.
 * autoSize: Setting this to "true" will set the dimensions of the movie to the source FLV file.
 * bufferTime: Time in seconds to buffer a movie in memory before it begins playing it. It is very useful when streaming FLV files, but it has little bearing on progressive download FLVs, unless they are of a very high quality.
 * contentPath: A URL to an FLV file or XML file that determines how to play one or more FLV files.
 * cuePoints: This is used to synchronize points in the FLV file with other Flash animations, graphics, text, etc.
 * isLive: Setting this to "true" determines if the FLV file is streaming from a FCS server.
 * maintainAspectRatio: Setting this to "true" will keep the aspect ratio of the FLV file if it is rescaled.
 * skin: Allows you to choose a custom made UI for your FLVPlayback Component player.
 * skinAutoHide: If the mouse is not hovered over the video, the skin is hidden.
 * totalTime: The number of seconds a FLV file has.
 * volume: A percentage representing the volume of a FLV file.


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User talk:141.140.128.93

Thanks for experimenting with Wikibooks. Your test worked, and has now been removed. Please use Sandbox for any other tests you want to do, since testing material in modules will normally be removed quickly. Please see the welcome page if you would like to learn more about contributing to our project. Thanks. -- Herby talk thyme 11:33, 5 March 2007 (UTC)

title: User talk:141.140.128.93


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Technologies for Rural Development/Dealing with waste

Dealing with Waste

As the population grows in any given location, the strain on resources and the environment increases. This strain is due in part to the way we deal with the waste that our lives create.

Definitions
Waste can be grouped into three main types, Biodegrable, Inert or Toxic waste.

Biodegradable Waste
Biodegradable waste normally originates from plant or animal sources, and it may be broken down by other living organisms.

This waste should not be mixed with general waste, because it can be composted and used for agricultural purposes.

Inert Waste
Inert non-biodegradable waste can be recycled, reused or dumped in a location where the contamination of the area is minimal. The most important point is not to let any liquid components of the waste get into the water ways or the water table.

Toxic Waste
Toxic waste is any waste that can harm living organisms, this sort of waste either gives of gases or liquids which contaminate the air, water or earth that they come in contact with.

Solutions
The sequence normally followed when approaching waste management is:
 * Reduce - what can be done to reduce the volume of waste
 * Re-use - can packaging or the waste be re-used (returnable bottles returned for cleaning and filling)
 * Re-cycle - this means the waste is re-processed (glass is melted to make more bottles)
 * Discard - the waste is sent to the correct landfill site or incinerator

Reusing
Returnable beer bottles have a life expectancy of at least 25 trips, and at the end of the lifespan the brewer crushes the glass and recycles it to the glass supplier.

Recycling
Glass recycling To yield the best value glass waste it is important to keep the different glass colours separate.

Contaminants of recycled glass include high temperature glass such as borosilicate glass and "Pyrex" or porcelain. These should be re-cycled separately.