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Ukrainian/Complex Sentences

Grammar in general
For the beginning learner, it is probably easiest just to remember phrases, rather than concentrating on grammar. But in the long run, learning about the grammar will help you learn faster.

It should be noted that grammars are full of exceptions. A grammar portrays an academic viewpoint of a language - but any language is spoken by many people, in many places, and many times. Artifacts creep in, or the grammarian poorly understands the reality, or takes shortcuts and gets things "mostly right." A grammar is a tool, but it is not "always right".

Most concepts for a tourist, or for rudimentary survival can be conveyed with simple sentences, a simple grammar, and a simple vocabulary. I want this. Jim is tall.

This structure in English is, more or less, the familiar "Subject-Verb-Object" construction. A more robust, more efficient sentence, that can convey complex thought quickly, requires a more complicated grammar. I bought the new magazine at the news stand on the corner. — The magazine is new. I bought it at the news stand. The news stand is on the corner.

The same idea is conveyed, but the "simpler" structure is actually quite confusing unless someone is prepared to assemble the ideas.

Notes on Vocabulary
Though Ukrainian shares much of its vocabulary with Polish or Russian (all differing in their pronunciation though), there are also many original Ukrainian words that are not to be found in neither Russian nor Polish, as for example Ukrainian koly - when, inkoly, dekoly - sometimes, lyudyna - human, zirka - star, or Traven - May. Ukrainian names for months are Slavic, all connected with natural as phenomenons as blossoming, grass, snow storm, frost, lime, harvesting, leaves-falling (just as in Czech or Croatian): Sichen (January); Lutyi (February); Berezen (March); Kviten (April); Traven (May); Cherven (June); Lypen (July); 8. Serpen (August); Veresen (September); Zhovten (October); Lystopad (November) and Hruden (December). At the same time neighbouring Russian language uses Latin names for months. Ukrainian koly - when (not found in Russian or Polish) is to be found also in Serbo-Croatian. On other hand such nouns as kavun (melon), leleka (stork), maydan (square), kolyba (hut), chaban (sheperd) etc. are of Turkic origin.

Case system
In English, we use a structure like "subject verb direct-object indirect-object prepositional-phrase..."

The position of a word impacts its meaning in a sentence. Changing the position of a word can be confusing. The well known phrase "Throw papa down the stairs his hat." illustrates the point.

Ukrainian, Russian, Belarusian and most Slavic languages in general, being synthetic languages, employ a different means of illustrating the relationship between words. This is called "case". The ending of a word changes to reflect its function. The case system was present in the Proto-Indo-European language, but some languages have lost it. In Modern English there are only two noun cases (Common and Genitive), though pronouns show a few relics of case (I/me, she/her, who/whom). It is because category of case in the English language is almost lost, while it was present in the past. The loss of cases took place in some Slavic languages as well: in Bulgarian and Macedonian there are only two cases (Nominative and Vocative).

Ukrainian kept the case system. In fact, there is a Vocative case in Ukrainian that is almost fully extinct in very closely related Russian and Belorussian (the latter two preserved it only in old phrases, typically of religious character). While it makes language a bit more complicated, the word order allows you to express different shades of meaning by changing the word order without changing the sense of the sentence in general.

Changing the word order only slightly alters the meaning of the sentence. Look at these examples: Of course, intonation is more important than word order, but it does play an important role. What is the word order in Ukrainian? Usually there is repeating the question first, and then giving the answer.

In English, when we want to swap the object and the subject, we just move them to the proper place. In Ukrainian, we have to change endings of a noun. So, The book reads me. will be Мене́ чита́є кни́га. (or Кни́га чита́є мене́. and other variants). The word я turned into мене́, just like Englsh I became me, and the word книгу became книга. As you can see, nouns change only endings and can still be recognized. Pronouns are typically omitted in the present and future tenses due to context, as the verb stem indicates who performs the action, i.e, я чита́ю ("I read"), can be shortened to just чита́ю and so forth. This is not so when talking about the past tense, as these agree with the gender (masculine, feminine, neuter) and number (singular or plural), so the pronoun is necessary there.

What does every case mean
Nominative case (Називни́й ві́дмі́нок) is used for the subject of the sentence. What we consider the subject of a sentence will generally be in "nominative" (naming) case - the form of a word that is found in a dictionary.

The object of a sentence will generally be in accusative case. There are several models for accusative formation. In masculine and neuter for things that are not alive, the accusative and the nominative have the same form; for things that are alive the accusative and the genitive have the same form. That rule doesn't work with feminine (and a few masculine) nouns. Accusative and nominative cases can be easily confused for the non-native speaker, but it is very important to understand them, because the order of words in the sentence does not indicate what is a subject and what is an object. Anyway, you can say "студент читає журнал" ("A student reads a magazine") or "журнал (pause here) читає студент" ("A magazine reads a student" has to be "журнал читає студента").

Compare:
 * Я візьму велику цукерку, а ти - маленьку.
 * I'll get the big candy, and you'll get the small one. "Маленьку" is an accusative adjective, so that it refers to the object "сandy". The words "will get", "candy" are clear from the context.
 * Я візьму велику цукерку, а ти - маленька.
 * I'll get a big candy, and you are small girl. "Маленька" is a nominative adjective, it refers to the subject "you", and it is a predicate "to be small".

When a thing is taken away (whereof? - from me) genitive case is used. Genitive is also used for the direct object of a sentence if we're talking about a part of the object, or some number of objects, or its absence.

That case is used with prepositions "from", "since" - "з", "від". There are double prepositions that are used with genitive, "з-під" - "from under".

When a thing is given (to whom? - to me) another case is used - the dative case to show who gets it.

When a thing accompanies, or is used, (with whom? - with me) another case is used, called the instrumental (the thing is instrumental in the action.)

Prepositions "under", "behind" - "під", "за" and some others are used with nouns in the instrumental.

Each preposition has its own quirk, but there is a prepositional (also called locative) case used for locations - "in", "at", "on" - "в", "при", "на". For movement another case (frequently accusative) is used: у будинку - in house, у будинок - into house.

Finally, a vocative case (who should listen? - calling a name) is used rarely in Russian, somewhat more in Ukrainian. The stereotypical phrase is invoking "my god" or "Bozhe Miy", or calling to Victor "Viktore."

A word is modified to reflect whether it is a direct object, indirect object, and so forth.

Boh (God)

The dictionary form of God is Boh, a "masculine" noun - as marked by the consonant ending. Grammatically, God would also be "animate."

 * Nominative     -  boh    (God)
 * Accusative     -  boha
 * Genitive       -  boha   (of God)
 * Instrumental   -  bohom  (by means of God)
 * Vocative       -  bozhe  (my God)

Note, for a masculine ANIMATE object, accusative and Genitive HAVE THE SAME FORM -a

 * Nominative    -   zhurnal   (magazine)
 * Accusative    -   zhurnal   (magazine)
 * Genitive      -   zhurnala  (of the magazine)
 * Instrumental  -   zhurnalom (using the magazine)
 * Locative      -   zhurnali  (on/in the magazine)

Note, for a masculine lifeless or inanimate object, nominative and accusative have the same form, no ending. You see this in an example sentence below.

The dictionary form of book is knyha, a "feminine" noun, as denoted by the -a ending.

I am reading a book (literally, I read book) Ya chytaju knyhu.

The ending -u attached to a feminine noun implies Accusative case (direct object.)

 * Nominative  - knyha
 * Accusative  - knyhu
 * Genitive    - knyhy
 * Instrumental - knyhoju
 * Locative    - knyzi

A point of emphasis - my example "I read book" uses SVO order. In Ukrainian it does not have to. "I book read" is equally valid.

Ya chytaju knyhu. Ya knyhu chytaju.

Changing the word order MAY CHANGE EMPHASIS, but a beginning speaker should not worry greatly about this detail.

You may see tables that reflect this sort of pattern, rather then spelling out the whole word.

 * Nominative   knyha
 * Accusative   -u
 * Genitive     -y
 * Instrumental -oju
 * Locative     -i

In the long run, this is important because there are six (or seven) cases, and nouns, pronouns, and adjectives (and some other related things) change ("decline") in varying ways, according to case (function) and gender.

I am reading the new magazine.

Ya chytaju novyj zhurnal.

Subject Verb Object, or Nominative Verb Accusative

The adjective "new / novyj" is in accusative case - but you would not really note that, since for MASCULINE INANIMATE objects, nominative, and accusative have the same general form.

Pronouns.

In English we see a fairly simple shift in pronouns I - me, he - him, she - her. In Ukrainian, pronouns shift with case much more dramatically. (remember, pronouns when referring to people are ANIMATE.)

 * Nominative  -  ja,      ty,      vin,    vona,   vono,   my,     vy,    vony
 * Accusative  -  mene,    tebe,    joho,   jiji,   vono,   nas,    vas,   jikh
 * Genitive    -  mene,    tebe,    joho,   jiji,   vono,   nas,    vas,   jikh
 * Dative      -  meni,    tobi,    jomu,   jiji,   jomu,   nam,    vam,   jim
 * Instrumental - mnoju,   toboju,  nym,    neju,   nym,    namy,   vamy,  nymy
 * Locative    -  mene,    tebe,    n'omu,  n'ij,   n'omu,  nas,    vas,   jikh

It is important for a beginning speaker to remember some basic patterns for LISTENING COMPREHENSION.

Ya (I) in all other cases will wind up begining with an M. If a speaker says mene, meni, mnoju... the important thing is probably that they are referring to themselves.

Ty (you) in all other cases will wind up beginning with an T. If a speaker says tebe, tobi, toboju... the important thing is probably that they are referring to YOU.

Number - things generally have number, one, few, many, uncountable.

In English, things like sugar, or milk are considered uncountable. We often use words like "some" or "a bit" to indicate that these things are hard to count. Ukrainian will treat this a little differently.

Similarly, nouns have grammatical gender - masculine, feminine, neuter - and often this "gender" reflects a real gender, the word for a male horse is masculine. However, this grammatical gender is not real. Some words have a grammatical gender that is actually opposite of their real gender. Other words have a gender that cannot be guessed, but rather must be memorized. For the beginning learner, it is probably easiest just to remember phrases, rather than concentrating on grammar. But in the long run, learning about the grammar will help you learn faster.

---Real Sentences (what you probably wanted to read.)

I would like a cup of tea, please.

Ya khochu chashku chayu, proshu.

Where is the bathroom?

De laznychka?

This is my luggage.

Tse mij bagazh.

I would like to buy the white tennis shoes.

Ya khochu kupyty bili snikeri.

( This article is a draft. Initially it may make use of poor references, and use latin script rather than cyrillic script.  Feel free to make MEANINGFUL changes.

Ukrainian is a Indo-European and (east) Slavic language, with significant Polish, Russian, German, and other influences. In the literary era, some French vocabulary was adopted. As empires rose and fell other languages influenced Ukrainian. In the television era some English vocabulary was adopted, and so forth. Modern usage will reflect ALL OF THESE SOURCES to one degree or another.

A beginning learner may find few free resources. For grammar, Russian resources are relevant although there are differences between Russian and Ukrainian.

Russian grammar and vocabulary are widely used and understood. Polish vocabulary may also be consulted for comparison, but generally this is probably an advanced task. )

"Ukrainian case endings are somewhat different from Old East Slavic, and the vocabulary includes a large overlay of Polish terminology. Russian na pervom etazhe "on the first floor" is in the prepositional case. The Ukrainian corresponding expression is na pershomu poversi. -omu is the standard locative (prepositional) ending, but variants in -im are common in dialect and poetry, and allowed by the standards bodies. The x of Ukrainian poverx has mutated into s under the influence of the soft vowel i (k is similarly mutable into ts in final positions). Ukrainian is the only modern East Slavic language which preserves the vocative case." from http://en.wikipedia.org/wiki/Ukrainian_language

1st substantive declination
Feminine and masculine.

N. -а (-я)

A. -у (-ю)

G. -и (-і, -ї)

D. & L. -і (-ї)

I. -ою (-ею, -єю)

V.:
 * 1) -о (-е, -є)
 * 2) (caressing) -ю

2nd substantive declination
Masculine and neutral.

N. & A. - (-о, -е, -я)

G. & A. -а (-я)

G. (amorphous) -у (-ю)

D. & L.:
 * 1) (long) -ові (-еві, -єві)
 * 2) (short) -у (-ю)

L. -і (-ї)

I. -ом (-ем, -єм, -ям)

V.:
 * 1) -у (-ю)
 * -е

3rd substantive declination
Feminine

N. & A. -

G. -і (often pronounced as -и)

D. & L. -і

I. -ю

V. -е

4th substantive declination
Neutral with suffixes -ен-, -ят- (-ат-) being able to be missing.

N., A. & V. -я (-а)

G. -ен-і, -ят-и (-ат-и)

D. & L. -ен-і, -ят-і (-ат-і)

I. -ен-ем, -ям (-ам)

Plural substantive declination
N., A. & V. (feminine & masculine) -и (-і, -ї)

N., A. & V. (neutral) -а (-я)

G. & A.:
 * 1) (feminine & neutral) -
 * 2) (masculine) -ів (-їв)
 * 3) (3rd declination) -ей

L. -ах (-ях)

D. -ам (-ям)

I. -ами (-ями, some words have -има)

Nonfeminine adjective declination
N. & A.:
 * 1) (masculine) -ий (-ій, -їй)
 * 2) (neutral) -е (-є)

G. & A. -ого (-ього, -його)

D. & L. -ому (-ьому, -йому, pronouns also with -єму)

L. -ім (-їм)

I. -им (-ім, -їм)

Feminine adjective declination
N. -а (-я)

A. -у (-ю)

G. -ої (-ьої, -йої, pronouns also with -єї)

D. & L. -ій (-їй)

I. -ою (-ьою, -йою, pronouns also with -єю)

Plural adjective declination
N. & A. -і

G., A. & L. -их (-іх, -їх)

D. -им (-ім, -їм)

I. -ими (-іми, -їми)

Declination of the cardinal numerals
For most of the numerals.

N. & A. -

G., A. & L.
 * 1) -ох (-ьох)
 * -и

D.
 * 1) -ом (-ьом)
 * -и

I.
 * 1) -ома (-ьома)
 * 2) -ма (-ьма)

Aspect
The aspect is an important property of Ukrainian verbs. Unlike English the Ukrainian aspect is not a form of the verb. Probably you never say "he is knowing" but formally this form is correct, any English verb may be in indefinite, continuous, or perfect form ("to do", "to be doing", "to have done", moreover "to have been doing"); in Ukrainian each verb (almost each, actually there are few unmarked verbs) is either perfective or imperfective verb. Just like any Ukrainian noun has the gender: you can't say "he is a cow" - the cow is "she", the bull is "he" (N.B.: not "it"!). Thats why you can see in a Ukrainian dictionary two translations for one English verb. They are actually translations for "to be doing" and "to have done". Another important difference is that Ukrainian perfective is not English perfect, it is an aoristic perfective. The imperfect verbs in Ukrainian are state-words. Action, inactivity, periodical activity... and a result of action too. The perfect verbs are event-words. State changed. And this moment when it changes is the meaning of the word. That's why perfect verbs have not present tense! If something is changed right now it's a state of changing, not an event.

Ukrainian verb has two stems. For not to be confused which one is first, which one is second, lets call they a personal and an impersonal stem (you'll see why). The impersonal stem is the basis for infinitive, past and conditional forms. The personal stem is the basis for imperative and imperfect present or perfect future form. Finally imperfect future is a synthetic form that combines the significant infinitive with the auxiliary verb. Only one imperfect verb has a simple future form, the verb "to be" - "бути", and that is the auxiliary verb we have talked.

Let's add the endings to the stems...

title: Ukrainian/Complex Sentences


text:
Accordion/Getting Ready to Play Your First Song

Picking Up The Accordion
You may lift the accordion by the straps, but do not carry the accordion by the straps. If the strap breaks, your accordion will fall. Falling on the ground will damage the fragile mechanisms inside. You put it on like a reverse backpack. The treble keyboard (the one that looks like a piano) will be played with your right hand. The bass keyboard (the one with rows of buttons) will be played with your left hand's second through fifth fingers (using piano fingering's approach, the thumb is considered the "first finger").

A Word About Notes
An octave goes from a C note to the next C note and contains 8 notes in the C Major scale: C, D, E, F, G, A, B, C (the "white notes"). Since you only have five fingers, you will only be able to play five notes without moving your hand. (Don't worry, our first lesson won't require you to do that.) If you happen to have more than five fingers, congratulations! Many great musicians have made use of their extra digits to play pieces that would be difficult or even impossible for those with only five.

Fingering
For the time being, each finger on your hand will strike one and only one key in a given song. Later in the course, you will learn how to smoothly move your hands across the keys to play a greater range of notes. As well, later on, you will press two, three, four, and even five notes at once to form chords.

To help you play these early songs accurately, each note in the song will be numbered. Starting with your right hand, count from your thumb to your pinkie. Your thumb will be "1", and your pinkie will be "5". Any "1" note will be played by your thumb, and "5" note by your pinkie, and any "3" note by your middle finger.

We'll do the same thing on your left hand. Your thumb will be a "1" and your pinkie will be a "5".

'Note: More advanced musicians do not refer to notes this way. Starting from the "1" note, the notes would be C, D, E, F, and G. After you get more practice, we'll phase out the use of this numbering system. Our main concern right now is to get your fingers moving and making music! '

Look on the treble keyboard (right hand) for the first grouping of two black keys. Place your thumb on the white key to the left of the first black key. The remaining fingers should be placed on the adjacent white keys.

Look on the bass keyboard (left hand). You want to place your "4" finger on C. (Some people prefer to use "3".) The C key will have a jewel, bump, or indentation on it so you can feel it, instead of looking for it. If you have a large accordion, you may have a few keys like this. The one in the middle is usually C. Don't feel daunted by the number of keys on the bass keyboard! Most songs we will be playing will only use a few that will be easy to reach. Many popular songs for beginners only use three or four bass notes.

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


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Gmail/Settings

What are GMail Settings?
Settings in Gmail allow you to change the display language, show a certain number of conversations per page, turn keyboard shortcuts on/off, set indicators, show/not show snippets, create a signature, set a vacation responder, set outgoing encoding, send mail as a different account, change Google account settings, manage labels, manage filters, set forwarding, manage POP, manage chatting in GMail and manage webclips.

How do I Access Settings?
On the top right-hand corner, next to your email address, click settings.

title: Gmail/Settings


text:
User talk:201.21.1.55

The Cookbook:Milkshake picture is appropriate if (and only if) it was made from the recipe given. Was it? AlbertCahalan 05:58, 23 April 2006 (UTC)

title: User talk:201.21.1.55


text:
Chinese (Mandarin)/Development History

This history of the Chinese Wikibook highlights milestones along the book's development.

2006

 * March 17 A PDF Version is created and the first audio samples are added to vocabulary
 * March 13 Print version created

2005

 * October Chinese is elected October's Book of the Month, the first language text to do so
 * June 12 First stroke order images linked from vocabulary
 * March First nomination for Book of the Month. One vote (or 37 minutes) shy of High school extensions' 5 votes. Chinese would also be the runner-up in August and September.
 * Translated versions of the Chinese Wikibook appear in Spanish (March 13), Italian (July 19) and Polish (August 20).

2004

 * December 29 First Table of Contents
 * December 22 Planning page added
 * December 19 Major rewrite of Lesson 1

2003

 * December 13 First edit by Yacht

title: Chinese (Mandarin)/Development History


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Russian/Planning/TOC

This is a provisional TOC list for planning the Russian Language Wikibook. For now, the actual content will be put in pages Russian/Grammar, Russian/Dialogs, Russian/Vocabulary, and Russian/Exercises. Later, they will be separated into lessons and sections, based on the list here.

 * Alphabet
 * Что/Кто это? Чей это? Какой?
 * Masculine/feminine and plural nouns/adjectives
 * introducing yourself
 * verbs: любить and others taking the accusative case
 * feminine accusative ending for nouns and adjectives
 * masculine accusative ending for non-animate
 * pronouns/personal pronouns
 * Prepositional Case
 * verb Жить and others taking prepositional case
 * В vs На
 * prepositional endings for nouns and adjectives
 * exceptions to prepositional endings: углу, шкафу
 * personal pronouns in prepositional case
 * dialog and vocabulary- setting the table
 * Verbs of Motion
 * multi-directional vs uni-directional
 * on foot vs via conveyance
 * verbs of motion take the accusative case
 * Verbs of Placement
 * verbs of placement vs verbs of motion
 * conjugation
 * Genitive Case
 * masculine and feminine singular endings
 * masculine animate accusative=genitive sing.
 * verbs that take Genitive case
 * У меня есть

title: Russian/Planning/TOC


text:
Blender 3D: Noob to Pro/Cool Things

Cool things in Blender that aren't that obvious. Useful tips and tricks in Blender.

Attribution
Many of The Following Tips and Tricks have been contributed by members of the CGsociety.org, a Public Society for Digital Artists. The tips have been extracted from a CGsociety thread. They have been roughly edited to improve readability.

Delete, Move, Rename, and Make Directory
When you are inside a file browser for loading or saving something and you want to create a new directory, just add the name to the path on top of the window and confirm 'Makedir'.

you can also delete(x), move(m), or rename(n) a file. you can do action on multiple files by seling with right click

Preview images when loading them as a texture
Whenever you are loading images as a texture, you can hold down Ctrl while clicking on the 'load'

Trick for Creating Quick File Revisions
After you have saved a blend file or an image you can then save it in progression that is:

car .blend. or car .JPG

Next time do "Save As" then press the + (plus) key which will advance the blend file by 1 every time it's pressed. example: car .blend becomes car 1.blend. press again car 2.blend and so on.

The - (minus) key will subtract one. I've gotten into the habit of saving frequently. Yeah I know there is now the undo feature but I like this better because it gives you a history in case you need to back a few levels of a build. You get a saved version at the level you choose.

Note: Blender automatically detects the number... meaning it does not need to be in any position. For instance: If you have a file named 001starport.png or .blend or whatever, pressing the + (plus) key will automatically name it 002starport.png. If you want to name it starport1.png, it will change it to starport2.png.

Two rules: The filename has to have a number. It can be 0, or 1, or 3.141569.

If the file number is a negative, pressing + (plus) key will increase the "magnitude" of the negative number. I may have used magnitude wrong, if so, I mean pressing the + (plus) key will make -0.04 drop to -0.05. The - (minus) key will bring you only to 0, and then it will start to eat itself up.

Open Recent
Control O

Constrain Movement to one Axis or to a plane
when moving objects/vertices or set of objects/vertices ([G] key) if you move in the direction of the global X axis (Up/Down) and then press the MMB, movement will be constrained to only move in the X axis, or if you move the vertices in the direction of the Y axis and then press MMB it will be constrained to move only in the Y axis. The same is true of the Z axis.

You can achieve the same effect by using the X, Y or Z keys while in grab mode. You simply have to press X key, Y or Z, once to lock to X Y or Z global axis,*

To Constrain the Movement to two axes (a plane): Press Ctrl+X to move in the Z-Y-Plane. Ctrl+Z=XY, Ctrl+Y=XZ.*

Alternatively, Select scaling mode and select the axis not to scale with the selecting button at the same time as you hit Shift.

 * in every case You can hit the X,Y or Z button again to constrain movement to a different set of axes. Normally this different set of axes is local. However you can change the identity of this set to global, local, normal, or view by pressing Alt+Space. which cycles through the different identites.

Note: All of these shortcuts work with scaling and Rotating as well

Shrink/fatten mesh in direction of vertex normals
When you're mesh-editing, Alt+S will shrink/fatten the mesh selection in the direction of the vertex normals.

Vertex Parenting
You can parent object to a Mesh, in that case you are parenting to the center of the mesh.. BUT if the mesh is translated somehow (let's say by an armature'[S] pose) the center remains in the same spot, and thus the child object doesn't receive any transformation at all.

To solve this, you can parent the child object to a vertex (or a face) within the mesh, and any transformation that the vertex receives is passed to the child.

There are only 2 options, to parent to any 3 vertex within the mesh or to parent to just one vertex. If you parent to 1 vertex then only location information is passed, with 3 vertex all transformations (rotation, location and size) are passed to the child.

How to do it? Starting in object mode select the child(ren), hold Shift and select the parent, enter edit mode, select one or three vertex, press Ctrl+P. That's it!

Work around to welding Verts
For Edge loop (Verts) position both loops together as close as possible then hit W then 4 (not on numkey pad). You can adjust how far the effect of collapse can go in the Edit window (a button on the right labeled Limit: ***, where * is a number).

As for individual Verts, e.g. Two vertices welded to become one, select both Verts, scale until they are very close then hit W then 4.

you can also do this with the snap combo

select the vertex you want to weld together Ctrl+S, Cur -> Sel Ctrl+S, Sel -> Cur [W], Remove Doubles

Also, whenever Blender pop up a menu with different options, you can just type in a number to choose one of the options (use the numbers not on the NumPad)

Make individual objects the camera and Change them back
If you select certain objects and press Ctrl+0(zero)it will make them the camera. I use it all the time to align spotlights.

Select your camera and hit Ctrl NumPad 0 to make it the active camera again

Ordering Meshes in Vertex Groups
If you are preparing to skin your meshes and you are ready to create the vertex groups, you should pay attention to the order in which you create them, because once they are created there is no way to re-arrange them on the vertex-group list.

That means that if you are a ultra-by-the-book person and you would like the vertex group alphabetically ordered on the list them you must create them in alphabetical order.

.. Or, if you would like them to be ordered according to their function (shoulders, then arms, then forearms, then palms, etc. you must create them in that order.

This may all sound like a stupid thing to care about, but If you have a character with 39 vertex groups you may quickly find that when one of them needs fixing it is a little difficult since they were randomly created.

Position and scale along face normal,
-Shift V: Position camera along face normal, Alt S: scale selected vertices along face normal

Using Fake Users
pressing Shift+F4 will turn the window into a ¨Data Select Window¨ where you can assign and unassign fake users to almost everything by selecting the name and pressing the F key

Creating a fake user allows you to keep useful data blocks (materials, textures, base meshes) at hand even if they are not linked to an object. You can use it to set a default material that would have the shader you like best.

Align a selection of vertices on a plane
If you want to perfectly align a selection of vertices on a plane, you just have to follow these little steps:

1.) Before you are selecting the vertices you want to align, position your 3D cursor in the plane that you want to align to (you could select the 4 vertices of a big plane and hit Shift+S / Cursor->Selection for example, but you can position it anywhere)

2.) Now select those vertices you want to align

3.) Choose "3D Cursor" under "Rotation/Scaling Pivot"

4.) Now with the [S]-key start scaling mode, hit the key of the axis you want to move the vertices on (X,Y,Z)

5.) Holding down the Ctrl-Key, you can now move the vertices in one line towards the cursor, until the value for the chosen axis is 0.000. Alternatively, just enter, using the keyboard, the scale factor you want (0 in this case).

6.) Hit LMB. The vertices are perfectly aligned along a plane through the 3D cursor.

This even works very well while in perspective view mode, so you can align on the fly and don't have to switch to front/side/top view all the time.

Welding Vertices
You can weld vertices by selecting them in edit mode and pressing Alt+M.

View wireframe of hidden Verts
to view the wireframe of hidden Verts, make sure you are in WIREFRAME MODE and then turn SubSurf on and change the level to 0 If you already knew about this then

Select a true loop
shortcut is Shift + Alt + right Button of the mouse, serves to select true loop, in vertices as in edges like in faces.

Selecting one object from a single mesh comprised of multiple objects
If you have more than in Edit Mode, you can place your mouse cursor next to one of the Verts in the desired object, then press the "L" key to select all of the Verts linked to that one. "Alt+L" reselects in the same manner.

Precise Zoom and Select/Deselect
Selecting: If you Hold down the Ctrl+LMB (left mouse button) and drag the mouse, it will allow you draw a selection as opposed to using the B button which gives you a square.

Deselecting:To draw an area to deselect, Hold down the Ctrl+ Shift+ LMB(left mouse button) and drag the mouse,

Zooming:Hold down the Ctrl+MMB. Move your mouse vertically to can get a more controlled zoom versus scrolling the Mouse wheel.

This feature may not be present in 2.37 or earlier versions.

Mouse Gestures
Left click and draw:

 * a straight line - moves the selected object.
 * a circle - rotates the selected object (note: this must be drawn fairly circle-like).
 * a V - scales the selected object.

Selecting Obscured or Hidden Objects
Say you are in front or side view and you want to select an object, but it is obscured or hidden behind other objects. If you press Alt RMB over a group of objects, a menu will be displayed in the 3D window allowing you to pick the object you wish to select.

Select or Deselect Multiple Vertices
In Edit mode, when you click the RMB near a vertex that vertex (face or edge)will be selected, RMB again will reselect. By holding the Shift key this will allow you to add each selected vertex (face or edge) in that highlighted group.

Pressing the U key (Undo in Edit mode) will also remove the last selection you made.

Alternatively, you can Press B and then draw a box with MMB. Anything caught in the box will be deselected. Also works with BB and the draw selection. Draw with MMB and you reselect.

Selecting multiple items
You can hold Shift and use right mouse button to select multiple items to append.

Measuring, length, distance on an object.
Hit "F9" (editing), you should have split (2) windows. One "3d" the other "buttons" go to the Mesh Tools 1 panel and press the Edge Length, Edge Angles and the dimensions will appear on your selections in the 3d view.

Adding Connected Vertices
In Edit Mode, if only one vertex is selected, pressing "E" will add a vertex, on a freely defined place, connected to the selected one. As will holding CTRL and left clicking the mouse where you want the new vertex to be positioned.

Note: It must be an Image texture and in wireframe mode to be visible.

(2.37a)

Recalculate Normals
Ctrl + N = Recalculate normals outside (you might have to select faces before doing so) Shift + Ctrl + N = Recalculate normals inside

These two hotkeys are useful when you extrude some edges and see a kind of seam in between (due to normals pointing in different directions).

Then, after selecting an edge, Ctrl + NumPad(+) selects the face associated with this edge. Ctrl + NumPad(-) deselect the face.

Create a Quad from two Tris
Alt + J when having two Tris selected makes a Quad.

Remove Doubles
To Remove Doubles use hotKey: W. You can adjust the "limit" option so that "Remove Doubles" has more or less tolerance. This option is located in editing window under the mesh tools panel, (i.e. weld vertices that are further?)

Combine edit levels on a mesh.
When in Edit mode for a mesh (TAB key) you can choose the level that you wish to edit at. At the bottom of the 3D window, there are four buttons. Vertex, edge, face & back-face cull.

By default the vertex level is selected, if you hold Shift and press the edge button, you can use both at once.

Change Select Mode
to change select mode (vertex, edge or face) you can press Ctrl+Tab. But this way you can't use the Ctrl+Key to ADD the select modes.. Still could be useful, if you don't have a header for the window you're working in..

Precision Warping
When using the warp tool (Shift+W) you may find that there are times when you have trouble perfectly closing a 360-degree loop. This is because Blender will warp based on the total width of the selection, which may not necessarily be what you want.

Getting around this is simple, just select two verts to denote the new endpoints, duplicate them (Shift+D), scale the two verts times two, so they are just twice as far apart. Then select what you want to warp plus those two marker verts, and warp 720 degrees.

When done, click a vert on your mesh and type L to select everything linked to it. Then type H to hide it. Once you've hidden all of your mesh, all that remains are the two marker verts. Do a Select All (A) and type X to delete them. Now unhide your mesh using Alt+H and you have just the warped mesh, extra guide verts are all cleaned up.

Precision Cutting
The Knife Tool can actually be quite precise if you take advantage of the snap feature. Press K, choose "Knife(Exact)" and then hold the Ctrl key while choosing where you wish to cut and you will find that the path to be cut will now snap to nearby vertices.

Keep in mind that the vertices being snapped to don't have to be the ones you are cutting. Say you want to cut the midsection out of a UV sphere and you want the cut to be two grid units in height. While viewing the side of the sphere, add a plane, and scale it to be two grid units tall, and wide enough so that it extends beyond the sphere. Now select the vertices of the sphere (because what we have selected is what gets cut) and when you cut it, snap to the four verts of the plane. Now hit Enter to apply your perfect cut.

Using guide geometry such as a plane to cut other geometry "cookie-cutter" style can be extremely useful when accuracy is needed. Remember to align your view before cutting, since your view will determine the angle from which the geometry is cut.

Turning Sub-Surfed Mesh into Normal Mesh
If you have a sub-surfed mesh you can turn THAT sub-surf mesh into a normal mesh. Just select the sub-surfed mesh and press Alt+C (Conversion).

How to remove (numb) black spots on a Mesh
If a Sub-Surfed mesh becomes (numb) black on some places, that's because of the normals. Select all and press Ctrl+n and then confirm. now it should look prettier!

if the above solution does not work, save your Blend file, Quit Blender then restart. Use Ctrl O to open the last file and your mesh will have returned to correct shaded state.

Select all holes in a mesh and fill them
Shift+M* selects all Non-manifold edges/vertices (holes) in a mesh **. Then all you have to do is hit Ctrl+F to auto-fill those holes with "beauty fill".

Shift+M is an alternative shortcut for 'Select Non-manifold'. You'll find this in the select menu when in mesh edit mode. The listed short cut there is Ctrl+Alt+Shift+M. Shift M is obviously a lot more comfortable on the fingers though! Although 'Non-manifold' usually refers to holes in your mesh, it is not necessarily only holes e.g., an edge with three faces coming out of it is also a non-manifold edge!

Fill in four or fewer vertices
Select the vertices and press [F], this will fill in the empty space around them.

To clean up a filled in space, select all the vertices for the area, and press [F]. Choose OK to make FCon. For example: add a plane in wireframe mode, extrude it several times, select all vertexes, then hit [F].

Animation Preview in all windows at the same time
It is well known that Alt+ a is for previewing an animation on the 3D window. But that's not all of it. Divide your screen into multiple 3D Windows, each from a different point of view.

Press Alt + Shift + a

Enjoy!!!

If you have an Action/Ipo Window and 3D windows open, and you issue the Alt + Shift + a command from the Action (or the Ipo) window, it will animate both (the action and the 3D) in sync!! Great for visualization of Ipo's effect on your model.

Choose animation mode, Convert mouse movements to IPO
-T in IPO window: Choose animation mode, i.e., linear, bezier, constant -[R] in IPO window: Record mouse movements, and convert to IPO

Animate procedural textures
To animate procedural textures, press 'i' with the mouse pointer in the materials window, and select the type of Key-Frame you wish to set in the pop up menu. advance a few frames, tweak your materials, and set another key frame.

Blender color picker
Blender has a PhotoShop-esque color picker. Simply click on the color preview next to the sliders to use it. Hit enter when you have the color you want.

Saving your face groups selections
Regarding UV mapping and Face Groups Selections there seems to be the general misconception that you can't save your face groups selections on Blender.

Most people already know that from within the Face Select Mode (Potato Mode) you can switch into Edit Mode and whatever selection you do while in Edit Mode is passed back to Face Select Mode when you exit the Edit Mode.

Well, Did you ever wonder why Material Index Groups (that are nothing more than face groups with a common material on them) have those little 'Select' and ´Deselect' buttons there? Sure they come handy for later modification of the material index but that is not all about them.

Do this: Before starting the UV unwrapping job, cut your mesh by creating as many material indexes as you need, you can even assign each one a different color so you can be sure that there is no face orphan. Once you have the mesh all cut and sliced (so to speak) you enter in Face Select Mode, then switch into Edit Mode, select the index containing the faces you want to unwrap, press 'Select', leave Edit Mode and Voile! You now have an entirely useful face group waiting for you to unwrap. No more manual (and imprecise) face selection is needed.

If you later need to change the mapping of those faces, don't fear. Just make sure there isn't any face selected on Potato Mode, do as you did first (enter edit mode, select the index, exit edit mode) and there are your very same faces selected again with the UV mapping you already assigned to them.

Note: Another benefit of have precise face selection groups is that, initially, you don't have to worry about UV coordinates overlapping, since you know have the way to select ONLY the faces you want to. For example, you unwrap all your faces by groups and when you are done you can start thinking about scale and position within the texture map, not like before when you have to solve those things as you go.

Bulk Texture Change
Consider a scenario in which you have a scene with a 100 mesh objects, and 50 of them have one texture and 50 of them have another.

If you want to change the texture of the first 50, but don't want to change each individually, do the following. Add a Plane out of the view of the camera. Add your new texture (Material) to the plane. Then use the “Copy to material Buffer” button in the header of the Material buttons. Select one mesh object of the same sort that you want to change, open Material buttons and Paste from Material Buffer.

All the mesh objects with the same texture will now have the new texture.

Alternatively, If you have a material that you want to apply to a lot of objects at once:

1. Select all the objects you want to apply the material to. 2. Apply a material. (this only applies to the last selected object) 3. press Ctrl+L > Materials. (this links the material of the last selected object to all the other objects)

Negative Meta-Balls
Add>Metaball as usual. Exit EDIT mode and Add>Metaball. This time before you exit EDIT mode, hit the Negative button in the EDIT buttons window. Then leave edit mode.

If you move the negative Metaball around, you can see the effect it has on the positive metaball.

Be careful though, as negative metaballs are not displayed in the same manner as positive metaballs, you will only see the Pivot point not a meta-mesh.

This is a little test you can try to see the amazing effects negative metaballs can produce.

Make 1 Metaball, make it big. Place three spheres (UV) inside, make them emit particles, one 100, one 200, one 300 particles. Parent three negative metaballs, one to each sphere, and use dupli-vert on each sphere. Make the 100 duplicate metaball quite big, the 200 medium and the 300 small. Hit Alt A to run animation in 3D window.

( Click here for this author's negative-metaball thread ... oops, it's not there anymore, well, not the AVI anyway!)

(Click here for this author's negative-metaball AVI.)

Maintain the UV layout when moving/scaling/rotating UV co-ords.
When you have the UV image/editor window open and have loaded an image you want to UV map to a mesh, click on the UV tab in the header bar and turn off 'Snap UV to pixels'.

This will help to maintain the UV layout when moving/scaling/rotating UV co-ords.

Tricks, related to the view ports and the render buffers
First. Switching among screens

So you have your screen made off the 3D window, the buttons window and the info window... but you are doing some fine tunning to the mesh in two places simultaneously, and they both need to zoom in the 3D window. You could scroll or zoom out, translate the view and zoom in again. None of them an elegant solution.

Another situation. You are working on a model and are using an image for reference. You are not tracing over the photo, just take a look at it often to make sure you don't deviate to much from the concept. So you open the photo in a 2D program and keep switching back and forth from Blender.. or you have the photo open in an image window and keep maximizing and minimizing the window... another hassle

Worry no more!!! Blender can handle multiple virtual screen (ala Linux) and you can come and go from them with just one key stroke.

Just press Ctrl+Left Arrow or Ctrl+Right Arrow (for all of you OS X users, add a Shift) and you are switching screens. Go ahead! By default EVERY .blend file comes with 3 screens ... and of course you can add/delete as many as you see fit.

the magic button to add or delete screens is right beside the Tools menu, up there in the info window.

Using the render buffers
Ok, so you set your scene and press RENDER, a nice window comes up and you see your hard work coming to existence (that's the default behavior, if your change it on the display buttons then this may not work for you).

Do you realize that the window containing your render image is also a render buffer? Actually they are 2 buffers for your to play with. Whenever the render window is open (and you can re-open it by pressing F11 without having to wait again for the render) if you press the J key you can switch from Buffer A and B. (the last active one is what you save when you press F3). You can even switch buffers in the middle of a rendering (but I advice against that when rendering very complex scenes, you have been warned!)

The cool thing about having two separate render buffers is that you can have instant before-and-after images for things that you change in the scene. For example you are searching the perfect position for a light source in a scene, you place it and do a render, place the light in another position, switch to the second buffer and do a new render. Now, with the render window open, just press J to see how the change on the light's position influence your scene and that makes your decision easier.

By the way, the render window can be zoomed (by the normal ways or by pressing Z ) to do a closer inspection of the image.

Render window Tricks
To zoom into the render window, use the ZKEY.

To find out what the (Red, Green, Blue, Alpha) values of rendered image are, left click and hold the button of your mouse.this will reveal the RGBA values of the pixel below the mouse cursor. i.e. R 127, G 255, B 13, A40. The values will appear in the bottom left corner of the render window. You can also hold the button and drag the mouse around. This will display the values of the pixels your mouse pointer passes over.

With the render window open, you can press AKEY to view an alpha version of the image. Press AKEY again to go back to the normal colour view.

To do a before/after comparison after making a change, hit JKEY to switch render buffers, then hit F12 to render. In the render window, use JKEY to alternate between the previous render and the current one, so you can easily see the differences.

Working while you Render
If you use a X/X11 based window manager, you do not need to watch blender while it renders, go to a different virtual desktop. Blender doesn't have to keep X informed of what's going on and rendering speed may increase.

Border Rendering
In the rendering buttons find the buttons marked "Border" and "Crop". If you depress "Border", you can get a rendering of any part of what the camera sees. Just do the following :

Go into a camera view using NumPad 0, press Shift+B. Then, mark the limits of the rendering as you want them using LMB. Next, render the usual way and the section you marked will be rendered first, then it will be integrated to the complete rendering. If you wish that *only* the chosen section would be rendered then click on the button marked "Crop" also.

Creating a cluster of particles which takes little time to render
Render some particles, and make the picture into an alpha mapped tga in GIMP or whatever graphics editing application you use.

Load the image onto a plane. Adjust the alpha settings accordingly. Parent the plane to the emitter. Press dupli-verts.

You now have a cluster of particles which takes relatively little time to render. Of course it doesn't have to be an alpha map of particles. That's entirely up to you.

Alpha from render view
When cut & pasting stuff from render window to {insert your favorite image editor here} using Alt+ PrtScr, cut and paste the render first, come back to render window and press "A". It changes the view to alpha and you get black & white mask to cut the background nicely in the {again, favorite image editor}. Nice when you do testing in low res.

View alpha texture as wire.
Ctrl+d in 3d very usefully for preview without rendering.

Also, if you have an object (works best on a mesh plane) with an image texture, you can use Alt+V key outside edit mode. This will adjust the object's size values so that the image won't be stretched when projected.

Restoring your “lost” work.
If you go to the temp folder where you have Blender save its temp .Blend files, reload the most recent one and this will save you losing the whole of your work. You don't even need to save a .Blend file for this to work. You can change the settings for this in the tool window at the top of the Blender screen.

Built in Hot-Key List
Since the few last versions (since 2.28 I think) blender has a built-in all inclusive hot-key list. Just open a text-editor window, and right besides the option to create a new text-buffer there is a menu option called ¨KEYLIST.intrr¨. Select that option and the full list is loaded in memory

--Edit: There may be many hot-keys missing, especially the newest ones, like M to mirror a mesh, K for the Knife tool, Alt+Z for textured view... but the list is a good start at least.

Un-compiled PlugIns
Blender can load plug-ins for texturing, sequence editor, etc. . However, Blender comes with a few of such PlugIns un-compiled.

In Linux they are located on the plug-ins sub-directory of the default Blender install, and all that you need is a Make command to compile them. I don't know how to compile them in Windows, but there they are, just waiting for you to awake them!!!

Blender “Easter Eggs” (Weird things included in blender)
All Publisher versions of Blender have been shipping with a Monkey mesh called Suzanne. Just open the main tool box (Space Bar) -> Add -> Mesh -> and right below the other primitives you'll see the Monkey.

Why/What it is for? Only NaN programmers know*. It is supposed to be a private joke among the blender developing team. Since then, its considered as a sort of mascot for blender. However, it is incredibly useful as a quick complex object for testing textures, shaders, etc..

By the Way, Suzanne isn't the only joke included... but I won't spoil the surprise. You will bump with them on your daily work, that is for sure.

 * NaN was the company that originally developed Blender

Try this: run blender with the -Y argument (open the command prompt/terminal, go to your blender executable file folder, and type blender -Y)

Weird Error Message
Sometimes, when trying to use a boolean on a tri-based mesh, Blender gives the prompt: "Wanna Crash?" >Yes Please!

but clicking it doesn't crash. This is because Blender is a lot more stable now compared to when that 'crash' request was coded. It also used to appear when using beauty fill after face fill. (Ctrl+F in edit mode)

Blender 2.37 now has a 'widget', which replicates the red/blue/green axis symbol in 3DSMax in the 3d windows. Rotation scaling and movement of objects/Verts/faces etc., can be manipulated using the widget, or in the usual manner of earlier versions of Blender.

Turn your blender animation into a screen-saver (Windows)
to turn your blender animation Windows binary file into a Windows screen saver, rename the EXE file into SCR and right click it and install !

Discover the FPS rate of a Window
If you hit Ctrl+Alt+T key in a window, Blender will tell you how much time it takes to render a single frame of that window, in milliseconds. Valuable Benchmark

???
using construction widget press Shift to get precision mode for fine tuning. Release left mouse button (LMB) and holding Shift down press it again, then you'll get moving along another axis.

Sculpt Mode Hotkeys

 * F: an interactive brush resize
 * Shift F: an interactive brush strength adjuster
 * Ctrl F: in interactive texture angle adjuster for your brush.
 * Shift B: a rectangular zoom selection for close-up work
 * Alt B: hides all but selected rectangle
 * A: toggles airbrush
 * S: smooth
 * D: draw
 * G: grab
 * L: layer
 * I: inflate
 * P: pinch
 * V: toggles add and subtract in draw mode
 * Use X, Y and Z to toggle axis mirroring.

title: Blender 3D: Noob to Pro/Cool Things


text:
User:Svartkell

Hello, my name is Max.

To do list
French/Lessons/Greetings : Correct Au revoir/A tout à l'heure. French/Grammar/Sentences fr:Utilisateur:Svartkell

title: User:Svartkell


text:
User talk:Svartkell

Welcome
Hello and welcome to Wikibooks!

Here are some tips to help you get started:
 * You can sign your name on Talk and vote pages using four tildes, like this: ~~~~.
 * Remember to conduct any editing experiments in the sandbox.
 * Check out our help page if you need additional help.
 * Eventually, you might want to read the Manual of Style and Policies and Guidelines.
 * Take a look at Naming policy
 * See list of templates which can save your time
 * 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.

Good luck! --Derbeth talk 12:57, 23 April 2006 (UTC)

title: User talk:Svartkell


text:
Wikijunior talk:Languages/Portuguese

The Confusing Chart
The chart under "where is this language spoken" is a little to much information, i was quite confused by it at first look. This confusion was compounded by the fact that the foot notes are in portuguese. Prehapes we can simplify it in some way (having 2 columns, one with percent, the second with numbers, then having translations of the nations names into english)? N1person 13:45, 23 April 2006 (UTC)

How about a tongue twiser?
"Três tristes tigres" Fun for all trying to learn the language. Jdos2 19:33, 28 April 2006 (UTC)

 * Shouldn't that be "Três tigres tristes"? -- Harry Wood (discuss • contribs) 10:51, 29 October 2016 (UTC)

Add pronunciations?
How hard would it be to include proper pronunciations? Ideally, pronunciation could be indicated by sound files (I think Wiki-oriented articles like .ogg files), or at least by including the IPA notation.

Hi I made a fairly major edit but forgot to log in.

 * I removed the "confusing chart" because it was not necessary for the scope of this page - it was also in Portuguese which wasn't very helpful.

 * I redid the "where" section - how many children know what "assimilate" means?

 * I also changed the history section to make it more readable.

 * I changed the links beneath the flags to point to the English Wikipedia article rather than the Portuguese one.

If someone added the pronounciation (not IPA - again how useful is this to children) to the phrases it would help. I would but I don't speak Portuguese.

Neilgravir 21:19, 15 August 2006 (UTC)

Wikipedia: Neilgravir

José Saramago
I updated his dates, as he passed away this June.

--82.154.171.248 (talk) 20:43, 29 September 2010 (UTC)

title: Wikijunior talk:Languages/Portuguese


text:
Educational Technology Innovation and Impact/Assistive Technology/PDAs to support Dyslexic Students

People with dyslexia have difficulty with words as the brain process deals with language differently than non dyslexic sufferers. Dyslexic people often lack the skills required when learning how to read and write. Students with dyslexia often have problems with spelling, keeping appointments and managing their time which can be very stressful particularly around exam times. For further details please visit The British Dyslexic Association. One tool on the market for Dyslexic students is a Personal Digital Assistant (P.D.A.). A PDA is a personal organiser usually of pocket size that come or (can be purchased) with a variety of software programs that will aide dyslexic students overcome some of their difficulties that they encounter when studying. As technology advances so do PDA’s with many on the market now having wireless network facilities allowing easy access to the Internet and email facilities. This article will provide an account of how this tool can be used for students with dyslexia in their everyday lives and what features are specifically useful to them rather than a description of the technological capabilities of a PDA.

PDA’s provide some easy options for organising and planning your work. The built in organiser functionality is an electronic diary that will allow the user to set reminders similar to using post-it notes and have screen savers with alarm setting using built in sound devices. Dyslexic sufferers are often prone to short term memory loss and this is just one of the features that will help them. Students can record lesson and exam timetables and even include locations as the organiser has a scheduling option similar to Microsoft Outlook. If the user is familiar with using Microsoft Office applications this software can also be installed and used on a PDA.

Using a PDA for taking notes is extremely useful as they come with a built in keyboard. You can use a Stylus (electronic pen) to tap in your notes; however, there are several keyboards available that can be attached to the PDA if the user plans to input a lot of information. The note taking and word processing software come with spell checker functionality which will be invaluable to the dyslexic student. Dyslexic suffers often have difficulty with organising their thoughts clearly and if students like creating ideas using images then using mind maps is a useful tool to aide them. Mind-mapping software is readily available on the market and can be installed on a PDA.

One major advantage of using a PDA is its synchronisation capability. Synchronisation allows the user to update information from a PDA to a Personal Computer keeping it current and making it easily accessible wherever and whenever required. Synchronisation is an easy way to install programs and transfer files from one device to the other thus making it quicker and avoids duplication.

In conclusion, PDAs have a lot of valuable features that will help dyslexia suffers to overcome some of the difficulties they face when studying.


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Japanese/Lessons/Lesson 3

Lesson 3
In this lesson you will learn how to say phone numbers and ask what someone else's phone number is in Japanese, and learn how to talk about your age.

電でん話わ番ばん号ごう・Phone Numbers
例れい一

 * 電話番号は何なんですか？・でんわばんごうはなんですか？
 * ５５５の５５５５です

Example: With the phone number 987-6543, one could appropriately respond to the question, "Denwa bangou wa nan desu ka?" by saying, " Kyuu hachi  nana no (acts as a dash) roku  go  yon  san desu."
 * Question: Denwa bangou wa nan desu ka? - (What is your phone number?)
 * Answer: _ _ _ no (の) _ _ _ _ desu (です). - (Phone number)

NOTES: Always use the word yon for four and the word nana for seven in phone numbers. Zero can be either zero - ゼロ (in a Japanese accent) or maru - まる (丸まる - circle). If one would like to ask another's cellphone number add keitai in front of the denwa. ex. 携けい帯たい電話番号は何ですか？・けいたいでんわばんごうはなんですか？ Often times, Japanese will use Ku(く） instead of Kyuu（きゅう） for nine（九） because of superstition.

年ねん齢れい・Age
Saying age in Japanese follows a consistant pattern, as demonstrated below.

 * There is a notable exception to this rule. Age 20 is properly referred to as 二は十た歳ち (hatachi).

 年齢の問もん題だい・Questions about age:

例二

 * 何歳ですか？・なんさいですか？
 * 二十歳です. ・はたちです.

Translation:

 * Question: Nan sai desu ka? - (How old are you?)
 * Answer: your age  sai desu. - (I am ___ )

例三

 * お幾いくつですか？・おいくつですか？
 * 八十三歳です. ・はちじゅうさんさいです.

Translation:

 * Question: O ikutsu desu ka? - (May I ask your age?)
 * Answer your age  sai desu. - (I am ___ )

PRACTICE: Repeating these questions outloud with different ages will help ones memory of the numbers, questions and ages.

語ご彙い・Vocabulary
Continue on to Lesson 4 >>

title: Japanese/Lessons/Lesson 3


text:
Japanese/Lessons/Introduction/Ii tenki desu ne/Talking about the weather

The Japanese commonly chat about the weather in idle conversation.

Words such as "いい" (good), "わるい" (bad), "あつい" (hot), あたたかい (warm), "すずしい" (cool), "さむい" (cold) and "ひどい" (terrible) are commonly used to describe the weather.

Grammar Patterns

 * "~ですね. "
 * When "ね" is added after "です", it translates similarly to "isn't it?", or "eh?".

 * そうですね.
 * A phrase that usually translates to "it is, isn't it" in this context.


text:
Japanese/Lessons/I-adjectives

There are two types of adjectives in modern Japanese: な- and い-adjectives. Both are descriptive and modify nouns. They describe nouns and form predicates differently.

The い-adjectives (形容詞, けいようし) are fairly simple creatures. Any い-adjective will end on an "い" in it's basic form and they behave very regularly. The only problem in differentiating between い- and な-adjectives comes from the fact that some な-adjectives also end on "い" (e.g. きれい and ゆうめい) or a syllable in the い-row (e.g. げんき).

Watch and Listen
Listen to the teacher read the following phrases, or click here (needs soundbite) to listen on your computer.

Vocabulary
Nouns

い-adjectives

Grammar
When they stand alone, い-adjectives don't take the copula, but when modifying nouns, they do. Otherwise they don't change.

title: Japanese/Lessons/I-adjectives


text:
Talk:French/Lessons/Greetings

Untitled
In the dialog between Jacques and Marie, I replaced "A tout à l'heure" by "A la prochaine", because "A tout à l'heure" implies they will meet again the same day (and Jacques says "à demain") Svartkell 14:40, 23 April 2006 (UTC)

 * I see. Thanks for correcting it. --Hagindaz 18:09, 23 April 2006 (UTC)

Merge
A course is in creation at Wikiversity which reduplicates much of what is here—things should be carefully coordinated to prevent such reduplication of effort. As it is, these pages should be merged. 128.187.0.178 03:05, 28 February 2007 (UTC)

title: Talk:French/Lessons/Greetings


text:
Blender 3D: Noob to Pro/Penguins from spheres

Note: Some Pictures are outdated.

Setup
Start with the default scene: it should contain a selected cube. Delete this cube by pressing → Delete.

Put the 3D cursor at the scene center by pressing +.
 * Note: after deleting the cube you must be in Object Mode. If not, Press CTRL-Z and switch with and redo the operation.

Creating the body

Noob note: to ensure that you don't become confused, make sure that your viewport is set up in the same direction you see in these pictures. The colored arrows are red, green, and blue and they control the x, y, and z axes, respectively.)

 * We start by creating our main body from a sphere. Press + → Mesh → UVSphere, then choose 16 segments and 16 rings.

We're going to make it look like a penguin body:
 * Press to enter Edit mode
 * press to switch to the front view,
 * with all the vertices selected (if not, ), choose the scale tool ,
 * restrict scaling to the Z-axis ,
 * and move the mouse away from the 3D cursor while holding down the key (this snaps the scale values to whole numbers),
 * Note: Make sure the mouse cursor is not too far away from the sphere when hitting the or else you may not be able to reach a 2.000 scale value. The scaling steps are proportional to the distance from the 3D cursor when calling the scale tool.
 * the current scale shows in the lower left corner of the viewport, click when you've reached 2.000 ).
 * Note: You can also do this by typing in 2 after starting the scale and restricting movement to the Z-axis: S -> Z -> 2

This is our main body!

Shaping the head
We’re going to shape the penguin head from the top of the sphere.

Start by selecting the top-most single vertex as well as the top two smallest circle segments.
 * Note: Selection has been explained in a previous tutorial. Here, the easiest methods are either box selection ) in the front view ) and Limit selection to visible off, or lasso selection (+) in the top view and Limit selection to visible on.  You can also switch to top view, center your mouse on the topmost vertex and use the circle tool. Don't forget to deselect all first

 * Noob note: You can also select the top vertex and press + twice to select the circle segments.

 * Noob note: Make sure the Limit selection to visible/Occlude background geometry button is in the right state each time you select vertices, edges or faces. When it's off, selection affects any item, visible or not.

Building the neck with the 3D transform manipulators
To turn on the 3D transform manipulator, either push down its button or use + and choose Enable/Disable.

Moving the two selected circles up
Go to the front view. Drag the blue arrow while holding the key down to move the selected vertices 0.3 units up.

 * Noob note: you may not be able to snap the extrusion lengths to tenths of units. snaps to the grid size by default: if you can only translate by one unit (1.0), zoom in until the grid divides itself into tenths (SCROLL). Some Blender versions allow to snap to one tenth of the current step by holding both the  and  keys while moving the mouse.

 * Noob note: instead of the Transform manipulator, you can use the and constraint the movement to the Z axis.

Rotating the neck
Now switch to the side view and make sure that the rotation/pivot point is set to "median point" either by selecting it from the third drop down menu right of the "Mesh" menu, or by pressing  +. Choose the Rotate tool. Move the mouse with the key down to rotate the selection 30 degrees counter-clockwise. Use to validate the rotation.

Select an additional ring of vertices by expanding the selection ( + (Note: NUM+ Refers to the addition symbol on the NUM Pad, KEY+ will not do.). You can contract the selection by pressing  + . Move these vertices an additional 0.3 units up, then rotate them as previously 30 degrees counter-clockwise in the side view.

Repeat those steps (selection expansion, translation and rotation) two more times and you'll end up with the body seen in the below.

That doesn’t really look like a penguin, yet!

Now move all of the selected vertices to the left 0.4 units by pulling the manipulator's green arrow (and of course holding the key down). This straightens out the neck as seen in the next picture.

 * Noob note: you can also use the and translate the selection by -0.4 as displayed in the bottom left corner of the viewport. Still do this in the side view.

 * Noob note if you had to pull the red arrow, not the green one, then you probably didn't switch to side view, and modeled the neck in front view. If you realize here that you have this done from another view then press AKEY twice, then NUM7, then Space -> Transform -> Rotate and type 90 or 270

Creating the beak
Switch to the front view, and select the frontmost vertex (the one that originally was the top vertex of the sphere) with the. Then switch to the side view and translate this vertex to the left by 1.2 units using the manipulator's green arrow or the translate tool.

 * Note: some Blender versions allow moving the vertices from the keyboard with the following sequence:, , -1.2, .

The main body of the penguin is now finished. The next step is to create some flappers for the poor little guy.

Extruding the wings
We are going to create the wings by extruding faces on each side of the penguin.

 * Noob Note: You can rotate the whole object by pressing A to select all of its vertex and then rotate it pressing R or using the Rotate Manipulator until the axis on your screen matches the axis on the example image. That way, also, you can practice a little more.

Choose the side view and switch to the Face select mode (+ → Faces, or click on the orange-sided cube icon in the toolbar).

Now, select two faces that will make up the penguin’s shoulder as shown on the right (either select the first one with and the second one holding, or use box selection  to select them both in a single operation).

Then switch to front view and extrude the selection:
 * choose → Region,
 * constrain to the X axis ,
 * hold to snap,
 * and move the mouse to extrude the shoulder by 0.2 to 0.3 units.

We'll now extrude the bottom face of this new extrusion. Rotate the view to show it with: Press the to deselect all, and select the bottom face, switch to front view , extrude by 1.4 units down ( and ).
 * a drag,
 * or several presses on ,
 * or + (bottom view).

Now do the same on the penguin's other side: use + to view the left side (you can also rotate with, or press several times).

Smoothing the wings
We’re going to smooth out the shoulders and improve the wings. Though this can be done in many ways, we'll only use the merge tool.

Rotate your penguin so that you can see one shoulder from above. Then switch to Vertex select mode (+ → Vertices). Press to deselect all, then select the two shoulder vertices with  and.

Press +, choose At Center from the popup in order to merge the two vertices at their center. Finally dismiss the message saying Removed 1 Vertices.

Repeat the steps with the two other vertex pairs shown on the right picture, and smooth the other wing. I’m leaving the middle segments for now, else the wing tips will be too pointy.

 * Note: if you have troubles merging vertices, it comes from vertex duplicates in your mesh. You probably chose Individual Faces instead of Region when extruding the wings, which creates duplicate vertices and neighbouring faces. To clean up your model: select all vertices and choose  → Remove Doubles.

You must do them one by one!

Or, Alternatively, change into Edge select mode (+ → Edge), select the edges to smooth (+), press +, choose Collapse

Finish off the wings by selecting the two backmost vertices of the wings, and moving them up using the blue arrow by 0.1 unit.

You should now have something like this:

Cutting the underside
We're going to cut the penguin's lower end, for it to stand up! Select the bottom vertices (bottom vertex and the first ring above it) as shown in the picture. There are many ways, this is left as an exercise.

Once they're selected, delete them ( → Vertices). Now our penguin is hollow: select all the vertices around the hole, and fill it using +.

 * Noob note: To quickly select all the vertices around the hole, you can enter edge mode +-> "Edges", and then select one edge that goes around the hole. Now press CTRL+E -> "Edge Loop Select", which should select all edges around the hole. Now go back to Vertex select mode and continue with +.
 * Noob note: For Blender 2.56 In vertex select mode and occlude on hold down ALT and select one of the vertices all the vertices in the ring will be selected.

Adding the feet
The next step is to provide the little guy with feet. To do this, we’re going to extrude two of the front faces:

 * choose the front view ,
 * switch to Face select mode,
 * turn on Limit selection to visible,
 * and select the face to the left and right of the middle two faces of the penguin.

Then switch to the side view and extrude the selection by -0.6 units ( → Region, restrict to the Y axis: ).

Keep the selection and look for the Mesh Tools in the Tool Shelf. If you can’t see it, press to make the Tool Shelf visible. Then click on the Subdivide button (under Add in the Tools tab). Or press and choose Subdivide.

Switch to "Vertex Select Mode", Now select the three middle vertices (or two edges) vertically at the tip of each foot, and drag them along the Y axis by 0.3 units towards the penguin

 * Note: if something goes wrong here, you may need to remove double first. As always, to move the vertices, either use the manipulator or and  sequence.

You should end up with what's shown in the right picture (minus the selection).

The feet look too thick, let's flatten them a bit. Switch to the front view and select the two bottom vertex rows (Limit selection to visible off, use either the lasso or box selection).

Then choose the scale tool, limit its action to the Z axis and scale down by a factor of 0.4.

The feet still look rather peculiar, so please go ahead and move the vertices around on your own as you like.

''Reminder: you can use the and restrict movements to the X or Y axis using the  or. Try not to move vertices along the Z axis to keep the penguin's bottom flat.''

Extruding a tail

To complete the penguin, we have to add a tail (the end of the tuxedo):
 * go to the back view (+),
 * make sure you're still in Vertex select mode,
 * and that Limit selection to visible/Occlude background geometry is on.

Select the three middle vertices in the second row up from the bottom. Then, switch to the side view and extrude the edges 0.3 units away from the penguin and 0.08 units down ( → Edges), so that the end of the tail is at the same level as the bottom of the penguin.

Noob Note: Or you can extrude the edges 0.3 units away from the penguin, then  -0.08,  or.

Press + to save your work!

Subsurfing
Go to Object Mode, and make sure the penguin is selected. Then check for the Modifiers toolkit in the Buttons panel. Press Add Modifier → Subsurf (or Press +).

Look at the penguin now, he’s much smoother. You can alter the levels of the subsurfing if you like, but I’ll settle for level one. Under the Links and Materials toolkit, you can press the Set Smooth button as well, which makes the penguin really slick.
 * Note: you may see some weird effects at the bottom and the tail after subsurfing the penguin. If so, there is an issue with normals: they have to be all pointing outwards. This can be achieved by selecting all vertices in Edit Mode and recalculating the normals outside (+). Click on the message to confirm. Note that ++ will turn the normals inwards and that → Flip Normals flips them.

 *  Question: The finished penguin looks fine in Object Mode, but when I render it, it looks odd. Quite patchy.
 * Answer: Make sure you adjust the "Render Levels" parameter (directly under "Levels") to be greater-or-equal than "Levels".

Extra
The penguin can be colored or textured, but that will be part of later tutorials!


text:
Proteomics/Protein Sample Preparation/Protein Handling and Storage

Protein Handling and Storage
Over time, changes will take place in protein structure that could potentially alter experimental results. There are also many problems that can arise from improper handling of proteins. Contaminants in samples can cause results to be skewed, and may even damage equipment. However, there are many steps that can be taken in the protein handling and storage processes that help to minimize any damage and in turn, maximize accuracy of results.

Sterile Work Environment
Whenever handling protein samples, it is very important to wear gloves. Often times gloves are used to protect us when handling harmful substances, but the gloves are also used to shelter the sample from any foreign proteins or chemicals found on our hands. Contamination could not only lead to unexpected results but could potentially damage our sample. For this same reason it is also very important to always use sterile containers, pipette tips, etc.

Flash Freezing
At some point it may be desirable to store a protein for use months down the road; most often, this is achieved by freezing. By storing proteins at temperatures as low as -20 degrees celcius, the structural components of the molecule can be preserved until its use, assuring functionality. However, if the freezing process is not carried out correctly, the protein can actually be subjected to drastic changes in pH as well as in salt concentration. To avoid these environmental changes over time, the sample can be "flash frozen" by dipping the tube containing protein sample in a mixture of dry ice, ethanol and acetone. After being frozen, the sample can then be rapidly thawed in a beaker of water.

Protein Loss
While performing any proteomics experiment care must be aware of potential for loss of proteins or peptides due to chemical properties of those proteins in a sample. For example, it is not uncommon for hydrophobic proteins to stick to the walls of test tubes or chromatography columns in solution. If a protein of interest is known to be hydrophobic, the glass ware to be used can be silanized or salanized glassware can be purchased to prevent loss of the protein.

Working with Small Samples
Micro-biopsies, laser capture micro-dissection, and stem cell therapy only provide small, non-conventional sample sizes, and in order to take advantage of these small samples, a less wasteful sample preparation is needed. Trifluoroethanol provides a viable alternative to accomplish this.

Hydrostatic Pressure Cycling Technology
Pressure cycling technology (PCT) alternates pressure in a reaction vessel. For example, a sample is placed in an air-tight vessel and next the pressure in the vessel is alternated between very high pressure and room pressure. When pressure drops from very high down to room levels, compressible molecules (such as lipids) tend to dissociate. One example of useful dissociation is that of bilayer lipid membranes, which results in the release of proteins and other metabolites from the bilipid layer. PCT-assisted liquid-liquid extraction leverages PCT to fraction a sample into different classes, using class-specific immiscible solvents within the same reaction vessel. The initial solvents are combined with the raw sample, then the pressure is raised. As the pressure peaks, the solvents mix, forming a temporary solvent, and the sample dissolves in this new temporary solvent. The pressure is lowered, and the temporary solvent separates back into the initial solvents, fractioning the dissolved sample in the process (the different classes of sample molecules being more soluble in a particular initial solvent). At room pressure, each class of sample molecules are found isolated within each of the initial, immiscible solvents.

Development and Evaluation of a Micro- and Nano-Scale Proteomic Sample Preparation Method
Haixing Wang,Wei-Jun Qian,Heather M. Mottaz,Therese R.W. Clauss,David J.Anderson,Ronald J.Moore,David G.Camp,Maria Pallavicini,Desmond J.Smith and Richard D.Smith J Proteome Res. 4(6):2397–2403 (2005)

Main Focus

Using an organic co-solvent (TFE) instead of traditional detergents minimizes sample loss.

Summary

Micro-biopsies, laser capture micro-dissection, and stem cell therapy only provide small, non-conventional sample sizes, and in order to take advantage of these small samples, a less wasteful sample preparation is needed.

Typical protocols for proteomic sample processing usually involve a strong denaturant such as urea or guanidine hydrochloride combined with different types of detergents. These methods are rapid, however, the detergents or salts need to be entirely removed from the sample before the LC-MS analysis. If they are not properly removed, the level of detection sensitivity may not be enough for the peptides. These procedures show their weaknesses when working with sample sizes less than a microgram, because some of the sample is inevitably left behind when removing the detergents.

To get around the issues involved with using detergents, a different sample preparation technique using only a single tube was used. The technique used trifluoroethanol (TFE), in a hypotonic aqueous buffer as a replacement for the detergents. TFE is better because it improves protein solubility and denaturation, and it readily evaporates, so there’s no need to remove the TFE when no longer needed. So using TFE in the place of detergents removes the cleanup step, eliminating the waste involved with removing the detergent.

An experiment was conducted to test this hypothesis using two different mouse brain tissue samples. One was disrupted in a buffer of denaturants and CHAPS, and the other one in a hypotonic buffer containing 50% TFE. The chromatogram figures of the two samples indicated that the presence of detergent in the first sample has suppressed the signals of peptides that are co-eluted with the detergent. A larger number of proteins were identified using the TFE protocol rather than CHAPS protocol. Also, TFE proved to be more efficient than the traditional detergent based protocol even with processed MCF cells, with a larger number of proteins identified than when using traditional methods.

The TFE based protocol proved to be more efficient in micro and nano scale sample processing than traditional methods. The main advantage in using the TFE based protocol is that extra cleanup steps are eliminated and the whole process is carried out in a single tube, hence there is no manhandling and no loss of sample. Other advantages of TFE are that it improves protein solubilization, increases protein denaturation, and finally it can be removed by tryptic digestion without performing any extra clean up step. The TFE based protocol also provides better sample recovery and better reproducibility.

New Terms

 * Organic Solvent: A chemical compound (usually liquid) containing carbon to dissolve another substance (the solute). ( http://www.knowledgebank.irri.org/glossary/Glossary/O.htm )
 * Trifluoroethanol: The organic compound with the formula CF3CH2OH. Also known as TFE or trifluoroethyl alcohol, this colourless, water-miscible liquid has a smell reminiscent of ethanol. ( http://en.wikipedia.org/wiki/Trifluoroethanol )
 * Liquid Chromatography: A separation method based on the distribution of sample compounds between a stationary phase and a liquid mobile phase. ( http://www.nhml.com/resources_NHML_Definitions.cfm )
 * Solid Phase Extraction: A separation process that is used to remove certain compounds from a mixture of impurities based on their physical and chemical properties. ( http://en.wikipedia.org/wiki/Solid_phase_extraction )
 * Zwitterion: A chemical compound that carries a total net charge of 0, thus electrically neutral but carries formal positive and negative charges on different atoms. ( http://en.wikipedia.org/wiki/Zwitterionic )
 * Voxellation: High-throughput acquisition of multiple volumetric images of brain gene expression. ( http://labs.pharmacology.ucla.edu/smithlab/publications_files/pdf/Singh_JNM_2003.pdf )

Course Relevance

Sample preparation efficiency can be a large problem when trying to detect different proteins in a proteome, because if a proteome only has a tiny amount of a certain protein to begin with, then any loss of the sample during preparation may mean the loss of some or all of that protein. Therefore, learning a variety of different sample preparation methods, preferably the most efficient methods, is useful to students hoping to work with and prepare proteomic samples.

Tissue Fractionation by Hydrostatic Pressure Cycling Technology: The Unified Sample Preparation Technique for Systems Biology Studies
Gross V, Carlson G, Kwan AT, Smejkal G, Freeman E, Ivanov AR, Lazarev A. Journal of Biomolecular Techniques 19:189-199 (2008)

Main Focus

The authors present a novel, detergent-free, concurrent sampling process for high yield extraction of multiple classes of biological molecules from the same sample, using pressure cycling technology (PCT) as the basis of the new process. A significant advantage of the new process is that the samples may either be used directly in another (compatible) process for further analysis (such as MS), or require very minimal cleanup before additional analysis. Relevance to systems biology studies is emphasized.

Summary

Given the widening popularity of systems biology studies, it's become increasingly important to improve the consistency and quality of the samples under analysis. Many current high quality sampling techniques are geared toward a single type of analysis (DNA/RNA, or protein, or lipids). Concurrent sampling techniques are important, in particular with regard to systems biology studies, because of the way that information from several classes of molecules must be correlated during analysis. Concurrent techniques are also critical where small sample size is a constraining factor (for example, human biopsy tissue).

The authors have developed a new concurrent sampling protocol that cleanly separates DNA, RNA, proteins, and lipids using detergent-free processes. The new protocol leverages pressure cycling technology (PCT), as well as a proprietary set of partitioning reagents that separate molecules by class. PCT destabilizes molecular interactions by quickly alternating pressure, from very high to low. High pressure mostly affects compressible molecules (lipids), which subsequently dissociate when the pressure is lowered. PCT does not impact covalent bonds, so DNA, RNA, and proteins remain intact while lipid bilayers are dismantled.

PCT-assisted liquid-liquid extraction is another PCT-based technique that's used to partition a sample given a set of partitioning solvents. For example, two solvents are combined with the sample, the solvents being immiscible. Pressure is then increased, and the solvents begin to merge. When the pressure is high enough, the solvents mix and form a temporary tertiary solvent in which the sample dissolves. The pressure is then lowered, and the tertiary solvent separates back into the initial two solvents, particles of the original sample being partitioned into either of the two solvents. When the pressure is back to “normal”, the original sample has been cleanly partitioned into the separate solvent phases. In previous works, the authors have evolved the above PCT-based techniques, with some commercial success. The newly developed ProteoSolve-SB protocol builds upon this previous work such that the new protocol cleanly separates DNA, RNA, proteins, and lipids from a single sample.

ProteoSolve-SB is compared to current protocols, including Thizol, AllPrep, and PARIS. Thizol shows good DNA recovery, but suffers from slow extraction and cleanup from the organic phase, as well as from possible protein modification. Thizol works well with relatively low sample concentrations (less than 10% of volume), whereas ProteoSolve-SB is compatible with sample concentrations up to 25% to 30% of the overall volume. Sample concentration is an important factor since subsequent precipitation procedures are more efficient with higher concentrations of the sample.

AllPrep had RNA recovery volume similar to Thizol and ProteoSolve-SB, however it's a more expensive process and required multiple columns for the test procedure. AllPrep also suffers from the side-effect of potential protein loss: many proteins may not unbind from RNA, so they may not be recoverable. Also, the proteins that are recovered must be cleaned before SDS-PAGE; the cleaning process may incur additional protein loss.

PARIS recovered less than half the RNA as compared to the other tested protocols, which was expected since only half the sample was used for the RNA analysis: the other half was used for protein analysis. In addition to low yields of RNA, the recovered proteins required additional cleanup (dialysis, filtration).

ProteoSolve-SB has been shown to yield high recovery of DNA, RNA as well as a significant recovery of protein and an simplified recovery of lipids (fewer steps than other methods, less hands-on time). Sample homogenization via PCT yields more consistent samples, as opposed to sonication or grinding in liquid nitrogen. Once centrifuged, minimal cleanup is required for analysis: the proteins are ready to go after drying; lipids are ready to go for MALDI-TOF MS, and; DNA, RNA may be extracted from the solid phase using common, compatible extraction protocols. Future work will focus on scaling down the process further for applications such as needle biopsies, as well as for cell cultures derived from individual stem cells.

New Terms

 * Biopsy: The removal and examination of a sample of tissue from a living body for diagnostic purposes.
 * Dialysis: Separation of substances in solution by means of their unequal diffusion through semipermeable membranes.
 * Hydrostatic: Of or relating to fluids at rest or to the pressures they exert or transmit.
 * Sonication: Disruption of cells or DNA molecules by high frequency sound waves. a.k.a. ultrasonication.
 * Systems biology: A field that seeks to study the relationships and interactions between various parts of a biological system (metabolic pathways, organelles, cells, and organisms) and to integrate this information to understand how biological systems function.

Course Relevance

This new process provides a low-loss rate for proteins in the original sample, as well as avoids detergents and other solvents that may change the protein before it can be analyzed further downstream. It's relevant to proteomics because it provides another method of extracting proteins from cell tissue in a manner that reduces the loss and/or the contamination of the proteins from the original sample. It's also a relevant process for samples that are unique or hard to obtain.

Cleanup of detergents
Cleanup of protein detergents: A gas chromatographic method for quantification of detergents frequently used in membrane protein structural studies

Gas Chromatography http://www.separationsnow.com/coi/cda/detail.cda?chId=3&id=20260&type=Feature&page=1/ (2009-01-26)

Main Focus The traditional method of protein extraction involves use of detergents. Though they affect the stability of the proteins, they were used in the extraction for quite a long time until the advantages of organic solvents are known.

Summary

Structure of proteins are studied outside the functional environment in conditions different to normal conditions. The most conventional method is the use of detergents in the extraction, purification, concentration and crystallization of proteins. But the concentration of detergents have a strong impact on the stability of the proteins. The procedure of measuring the amount of detergent associated with the protein was illustrated by using four detergents decyl maltoside, dodecyl maltoside, dodecyl phosphocholine and lauryldimethylamine N-oxide. Separation of the detergents was carried out at a temperature gradient of 200-280C and low injection volumes of 1 microlitre. The retention times for all these four detergents were suitable for the separation and identification of detergent mixtures. Separations were carried out under the experimental conditions and the resultant calibration curves matched with the quadratic regression curves. Thus this is one of the most easy methods for the separation of detergent mixtures from the proteins.

New Terms

 * Amphipathic: Molecule containing both polar and non polar portions. (http://www.biology-online.org/dictionary/Amphipathic)
 * Quadratic regression: It is a process by which equation of a parabola of best fit is found for a set of data. (http://calculator.maconstate.edu/quad_regression/index.html)
 * Centricon filtering: Centricon filtering devices provide fast efficient concentration and desalting of macromolecules by ultrafiltration.(http://www.millipore.com/userguides/tech1/p99259)
 * Elution buffer: Elution buffer is used to was out any left over proteins from the previous experiment.(http://wiki.answers.com/Q/What_is_an_elution_buffer)

Course relevance
 * Gas Chromatography: A process by which the components of a mixture are separated from one another by volatilizing the sample into a carrier gas stream and passing the gas through a column containing a substance that selectively retains (absorbs) and releases the volatile constituents. (http://www.biotechmedia.com/definitions-g.html)

Detergent based extraction is used for the extraction of proteins.The advanced method in this is extraction of proteins using organic solvents for which separation is not needed usually they are evaporated.

Next Generation Pharmaceutical
Pressure Cycling Technology (PCT): a Novel Sample Preparation Approach to Biomarker Discovery and Drug Development in Lipid-Rich Samples

Pressure Biosciences http://www.ngpharma.com/article/Issue-9/Drug-Discovery/Pressure-Cycling-Technology-PCT-a-Novel-Sample---Preparation-Approach-to-Biomarker-Discovery-and-Drug-Development-in-Lipid-Rich-Samples/ (2009-03-24)

Main Focus

PCT will improve the rate of discovery for proteomics-based research by providing practitioners with a technology that safely and efficiently fractions biological samples into specific biological classes (proteins, lipids) that may, in some cases (especially for proteins), be fed directly into common downstream analysis processes.

Summary

Major diseases in the US continue to be targets of biological research: namely obesity, heart disease and diabetes. The relationships between such diseases are complex as are the analyses of the biological mechanisms. Improved processes and technology are needed to battle these diseases, and of particular importance is more efficient drug discovery and drug development cycles. Such improvements will increasingly support complex research efforts, including the use biomarkers and proteomics to drive discovery forward.

There are some important technological challenges to address in the proteomics space, including the need for processes which are increasingly sensitive to lower protein concentrations as well as in tissue proteomics, where proteins of interest are found primarily in lipids. Sample preparation techniques play a large role in the outcome of proteomics experiments, and many current preparation techniques have problems such as safety, contamination, long processing times and are not easily automated. Compounding the problem is that some techniques are only useful for specific sample types. As a consequence, experimental results are not easily, reliably reproduced.

Proteins found in high lipid concentration tissue are critical to our understanding of important diseases. The use of detergents presents a challenge because not all the protein in a sample may be exposed, especially if the lipid concentration exceeds sixty percent and the sample is prepared in an aqueous solution. Furthermore, detergents are not always compatible with subsequence analysis procedures. There have also been cases where proteins of interest have been discarded with pellets as cell debris. These types of challenges can have negative impacts on the pace of research.

Pressure cycling technology (PCT) addresses the aforementioned concerns. In a single step, using all organic (not detergent-based) solvents, lipids and proteins are dissociated and partitioned in a manner that is very safe for the researcher. PCT-based liquid-liquid extraction is leveraged to capture dissociated molecules in different solvent fractions. Samples are added to a combination of immiscible solvents. Next, PCT makes use of high pressure in the reaction vessel to break apart and mix samples with liquid solvents. Upon the release of the high pressure, sample molecules are fractioned in the initial liquid solvents. The reaction vessel in PCT (special reaction tubes) are designed to withstand high pressure, isolate the sample and solvents from contaminants as well as to provide safety to the researcher. PCT is especially good at releasing proteins from their captivity in lipid tissues.

In a study between Pressure BioSciences and Harvard School of Public Health, the results of proteomic analysis of adipose tissue were deemed useful for the mechanistic studies of diabetes and obesity. In the results of the study, PCT is reported to have higher protein yields compared to more “traditional” techniques. PCT results were high yield and efficient to come by. PCT was also compatible with the downstream protein identification method (HPLC-ES/MS). PCT processes are also highly reproducible.

Other applications may include those dealing with neurological conditions, such as Alzheimer's, Parkinson's, Multiple Sclerosis, hyperactivity, depression and/or schizophrenia. Neurological disorders make an interesting research target because myelin, which coats a major portion of neuron cells, has a protein/lipid ratio of about three to seven. Phospholipids, which tend to be membrane proteins, are important for neuron regulation – as such, phospholipids also make an interesting research target.

New Terms

 * Adipocyte: Animal connective tissue cell specialized for the synthesis and storage of fat. Such cells are bloated with globules of triglycerides.
 * Biomarker: A biochemical feature or facet that can be used to measure the progress of disease or the effects of treatment.
 * Cavitation: The formation and instantaneous collapse of innumerable tiny voids or cavities within a liquid subjected to rapid and intense pressure changes. Cavitation produced by ultrasonic radiation is sometimes used to effect violent localized agitation. Cavitation caused by severe turbulent flow often leads to cavitation damage.
 * Delipidation: The removal of lipids or lipid groups, often from a protein.
 * Immiscible: Incapable of being mixed without separation phases. Water and petroleum oil are immiscible under most conditions, although they can be made miscible with the addition of an emulsifier.

Course Relevance

PCT is relevant to proteomics because it is the basis of an efficient, safe, automated, reproducible sample preparation technique, of particular importance with respect to protein extraction from lipid tissues.