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General Chemistry/Chemical Equilibria/Equilibrium

Chemical equilibrium occurs when a reversible reaction is occurring backwards and forwards at the same time by the same amount. It is the balancing point of a chemical reaction, when it seems to stop happening. Although some reactions (like the combustion of propane) occur to completion (no backwards reaction), most reactions occur in both the forward and backward direction. One reaction will occur at a faster rate than the other, causing a net result. As the reaction progresses, the forward reaction slows down and the backward reaction speeds up. When the rates are equal, equilibrium has occurred. The reaction appears to have stopped, and the total amount of products and reactants remains stable.

The Equilibrium Constant
The ratio of products to reactants, or $$K_{eq}$$ is known as the equilibrium constant. For the generic reaction mA + nB → xC + yD, the equilibrium constant is

$$K_{eq} = \frac{[C]^x[D]^y}{[A]^m[B]^n}$$

where [X] detonates the activity of X. The activity of X is:
 * its concentration if X is a gas or in a solution
 * 1 if X is a pure solid or pure liquid

In other words, pure solids and liquids don't affect the equilibrium constant, as long as there is enough for the reaction to proceed. Their activity is 1, so they don't need to be written in the equilibrium constant.

Kp and Kc
There are two types of $$K_{eq}$$. One is $$K_c$$, and the activities are concentrations. You are already familiar with this expression; it is the normally-used $$K_{eq}$$. For gaseous reactions, you may use the concentration equilibrium. You may also use partial pressures instead of concentrations. This expression is denoted $$K_p$$. The activities are partial pressures instead of concentrations. This can only be used when all products and reactants are in the gaseous phase.

To convert between $$K_p$$ and $$K_c$$, there is an equation: $$K_p = K_c (RT)^{\Delta n}$$

R is the Universal Gas Constant and T is the temperature at which the reaction is occurring. $$\Delta n$$ is the change (in moles) of gas molecules between products and reactants. It may be zero (in which case Kp = Kc).

Examples
Solution: Because the container was originally empty and at equilibrium, all 7.0 moles of Z are produced by the reaction. Therefore, 7.0 moles of X and 14.0 moles of Y are consumed in the reaction, so at equilibrium there remain 8.0 moles of X, 6.0 moles of Y, and 7.0 moles of Z. Divide these values by 2.0 liters to determine the concentration, then substitute into the equilibrium expression:

$$K_{eq} = \frac{[Z]}{[X][Y]^2} = \frac{[3.5]}{[4.0][3.0]^2} = 0.097$$

Solution: Suppose 2y moles of HI forms. Then, y moles of H2 and I2 are consumed. Therefore, at equilibrium, there are 2y moles of HI, and (5.00 - y) moles of both H2 and I2. Dividing by 1.00 liters (to find concentration) and writing an equilibrium expression gives:

$$51.5 = \frac{[2y]^2}{[5.00-y][5.00-y]}$$

Solving this equation gives y = 3.91 (reject the other solution, as it is greater than 5.00). At equilibrium, there are 7.82 mol of HI.

Calculations With K
The exact value of K doesn't really matter. What is important is its magnitude.

If the reaction favors products, it will occur in the forward (left-to-right) direction. If K is very large, the reaction will occur mostly to completion, using up almost all the reactants.

If the reaction favors reactants, it will occur in the reverse (right-to-left) direction. If K is very small, the reaction will use up almost all the products and make them into reactants. The reverse reaction is favored.

Reaction Arithmetic
If you reverse the reaction (changing the direction of the arrow, or flipping the left and right sides), the new value of Keq will be its reciprocal.

If you add two reactions, their equilibrium constants are multiplied.

These basic principles can help you determine an unknown equilibrium constant by combining known constants.

Q
Keq is only used when a reaction is in equilibrium. To find it, write its concentration (or partial pressure) expression, then plug in all the measured values. The resulting K can be used to predict other equilibrium positions.

If a reaction is not at equilibrium, you can still plug in the measured concentrations. Instead of calling this value Keq, it is called Q.

So, if you know the equilibrium constant for a reaction, and you know all the concentrations, you can predict what direction the reaction will proceed.

I-C-E Charts
Let's say you know K for a reaction, and you know some concentrations. You can calculate the final (equilibrium) concentrations using an "Initial-Change-Equilibrium" chart. Here is an example.

$$\hbox{CO}_{(g)} + \hbox{H}_2\hbox{O}_{(g)} \to \hbox{CO}_{2(g)} + \hbox{H}_{2(g)}$$

At 25°C, Kc = 23.2 for this reaction.

First, write the equilibrium expression:

$$K_c = \frac{[H_2][CO_2]}{[CO][H_2O]}$$

In a sealed container of 2.00 L: 3 molar H2O, 4 molar CO, 1 molar H2 have been added. (Write the ICE chart):

Now, plug in the "equilibrium" values into the K expression. Substitute all known values and solve for x. Then, substitute x for the final values to determine the equilibrium concentrations.

By substituting everything into the K expression, we have:

$$ 23.3 = \frac{(0.5+x) \times (x)}{(2-x) \times (1.5-x)}$$

Solving this will require the use of the quadratic equation. It may be easier to use approximations or a graphing calculator. When solved, $$x = 1.34$$ (disregard values of x that would give negative concentrations). By substituting x into the "equilibrium" values in the ICE chart, we can determine the concentrations of all substances when the reaction reaches equilibrium.

To check your answer, you could substitute these values into the equilibrium expression and see if it equals 23.3 (the given Keq value).

The purpose of doing this is to see the final concentrations of the substances involved in a chemical reaction. Unless Keq is incredibly large, not all the reactants will be consumed.

Equilibrium in Detail
The next few chapters in this book will provide more details on equilibrium.

Shifts in Equilibrium
Le Chatelier's principle states that a system will adapt to minimize a change. If reactants are added, they will be consumed and products will form. Likewise, if products are added, they will be consumed (by the reverse reaction) and reactants will form.

The only change in a system that will affect the value of Keq is temperature. The value of Keq is never changed by the concentrations or pressures of the substances.

Relation to E
There is a special relation between the standard potential of a redox reaction and the equilibrium constant $$E=\frac{0.0592 \log K}{n}$$, where n is the number of moles of electrons transferred. This is a significant equation, because this allows us to calculate the hard to measure K from the easy to measure E. Chimica generale/Equilibrio chimico


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User:Shawn Humphrey

Projects
Mostly interested in Annotated Works, particularly Sherlock Holmes.

About Me
Technical writer living in Maryland. I currently work at the National Institutes of Health (NIH).

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

title: User:Shawn Humphrey


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Cookbook:Skillet Cornbread

| United States | Southern U.S. cuisine | Bread

Commonly found in the Southern United States, skillet cornbread is delicious, easy to make, and often served beside a pot of brown beans. It can be made a day or two ahead of time, as long as care is taken to keep it from drying out.

Ingredients

 * ¾ cup white all-purpose flour
 * 2 ½ tsp baking powder
 * 1–2 tbsp white sugar
 * ¾ tsp salt
 * 1 ¼ cups yellow or white cornmeal
 * 1 egg
 * 2–3 tbsp melted butter or pan drippings
 * 1 cup milk or buttermilk

Procedure

 * 1) Preheat the oven to 425°F (220°C)
 * 2) Grease the skillet with bacon drippings (ideal) or oil. Butter isn't recommended, since it can burn when you preheat the skillet.
 * 3) Preheat the skillet until the drippings/oil is smoking. This ensures a good crust on the bottom of the cornbread.
 * 4) In a bowl, sift together the flour, baking powder, sugar, and salt. Thoroughly mix the sifted ingredients together and add the corn meal.
 * 5) In a second bowl, beat the egg well. Add the melted butter (or pan drippings) and the milk and continue to beat until well mixed.
 * 6) Pour the wet ingredients into the dry ingredients and mix using fast strokes. Take care not to overmix.
 * 7) Pour the batter into the skillet and place in the oven. Bake for 25-30 minutes. The cornbread should have a golden brown color when done, and a knitting needle or knife-point will come out "dry" when inserted in the bread.

Notes, tips, and variations

 * Ideally, all ingredients should be at room temperature (about 75°F / 24°C) for this recipe. However, a good result can still be had if this is not the case.
 * Yellow corn meal is preferable to white corn meal, but this can vary according to locality and personal taste.
 * Optionally, ¼ to ½ cup of diced cooked ham or crumbled bacon can be added to the batter before pouring into the skillet. This may add a few minutes to the baking time.

Warnings

 * The skillet must be oven-safe. Ideally, skillet cornbread should be baked in a cast-iron skillet.

title: Cookbook:Skillet Cornbread


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Cookbook talk:Date Bars

The ingredients for this page have been quadrupled, but the values in the procedure have not. What gives? Kellen 19:48, 9 July 2005 (UTC)

title: Cookbook talk:Date Bars


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Category talk:Recipes

Note that most of the pages listed here are included via the template and that the cookbook namespace has not been renamed via a pipe there because the "Cookbook:" fake namespace will become a true namespace soon. Kellen 19:52, 9 July 2005 (UTC)
 * Update: they all are now. --Iamunknown 22:26, 4 April 2007 (UTC)

title: Category talk:Recipes


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Vietnamese/Tones

Vietnamese is a tonal language, i.e. the meaning of each word depends on the "tone" in which it is pronounced. Many other languages also use tones, like the Chinese languages, Thai and Lao.

There are six distinct tones; the first one ("level tone") is not marked, and the other five are indicated by diacritics applied to the main vowel of the syllable:

The lowercase letter "i" should retain its dot even when accented. (However, this detail is often lost in computers and on the Internet, due to the obscurity of Vietnamese specialty fonts and limitations of encoding systems.)

title: Vietnamese/Tones


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Multibody Mechanics/Notational Conventions

Throughout this text a consistent notation is maintained, which is essentially that promoted by Kane (and presented to the author with modification by Anderson). This notation eliminates the ambiguity associated with the multiple reference frames inherent in multibody analysis. It has been the author's experience in industry that too many problems are brought on by poor notation, and the notion that for some topics this notation is too rigorous has been dismissed.

Scalar quantities are represented by numbers, letters and/or symbols. The following are all scalars: x, $$\phi$$, X, $$\Phi$$, 3, and 5.5.

Arbitrary vectors are denoted with over-arrows as   $$\vec{x}$$, $$\vec{\phi}$$, $$\vec{X}$$, $$\vec{\Phi}$$.

and unit vectors are given the usual hat notation $$\hat{i}$$, $$\hat{e}_{\theta}$$, $$\hat{a}_1$$.

Reference frames are labeled with a single capital letter, with 'N' being reserved for the inertial frames (also called the 'Newtonian' frame).

Each reference frame is assumed to have a set of right handed basis vectors labeled with the same lowercase letter. Basis vectors for the frame 'B' would be: $$\hat{b}_1$$, $$\hat{b}_2$$, $$\hat{b}_3$$ such that $$\hat{b}_1 \times \hat{b}_2 = \hat{b}_3$$.


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Mambo Open Source/Table of contents

 * This TOC lists all pages in the order to be learned when starting/configuring MOS. Also it's recommended to start articles from here.
 * Another - TOC (official) ir here

///
 * 1) Mambo Open Source
 * 2) Mambo for a beginner
 * 3) Terms
 * 4) Server requirements
 * 5) Getting Mambo
 * 6) Placing the files
 * 7) Installation
 * 8) Installing step by step
 * 9) Configuration File
 * 10) Server-side scripting
 * 11) Have more than one mambo installation on the same server
 * 12) Hiding pathway on frontpage
 * 13) Templates
 * 14) Convert templates from 4.5 to 4.5.x
 * 15) Create your own template
 * 16) Mambo Open Source/Multilanguage
 * 17) Mambo Open Source/Country locale
 * 18) Configuration
 * 19) Mambo Open Source/Global configuration
 * 20) Mambo Open Source/Components
 * 21) Mambo Open Source/Frontpage
 * 22) Mambo Open Source/Administration basics
 * 23) Mambo Open Source/Content
 * 24) Mambo Open Source/Design
 * 25) Mambo Open Source/Design basics
 * 26) Mambo Open Source/Style reference
 * 27) Mambo Open Source/Dealing with images
 * 1) Mambo Open Source/How do i fix that
 * 2) Mambo Open Source/Individual styling for each module position
 * 3) Mambo Open Source/Mambots
 * 4) Mambo Open Source/Modules
 * 5) Mambo Open Source/Different ways of loading modules
 * 6) Mambo Open Source/Miscellaneous
 * 7) Mambo Open Source/Resources
 * 8) Mambo Open Source/Development

title: Mambo Open Source/Table of contents


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Blender 3D: Noob to Pro/Advanced Tutorials/Python Scripting/Export scripts

This page is an update of a great tutorial originally built for blender 2.44.

Blender is not just useful to create complete animations, but it's also a great modeller. You can build your complete 3D scene in Blender, and then export it to a useful format. In fact, you can use it for much more, for example I was using it as a level editor for a freeware 2D game someone else made. There was a short deadline for the game to be finished, and 2 weeks before that deadline, there still was no level editor for it. It had a custom ASCII level format, consisting of lists of materials, vertices, triangles and objects. So, remembering the Blender Python exporters, I volunteered to write an export script for Blender, so it could be used as level editor. And it worked out very well, Blender can be completely used as level editor for that game now.

In this tutorial we'll learn how to write a simple Python export script for Blender. Without requiring previous Python knowledge, it will explain how to query the objects in your scene, and how to write them to a file. It will also demonstrate the usefulness of export scripts, by showing how you can process the data while exporting, so you can achieve things that would not work by using any other existing format.

So, open Blender, make sure the default scene is loaded, and let's begin..

Finding out about things in a scene

Before we can export something, we must know what to export. One way to get this information is the Outliner window (SHIFT-F9). It will list all the things currently known to Blender. Now, we want the same information from a script. Click the editor selection button and from the popup menu choose Python Console.

Now, you are ready for the big moment, you are about to execute the first Blender scripting command. Type this and hit RETURN (or you could type into the scripts window import Blender on the topmost line, then these lines below it, precede all the 'dir(x)' lines with print and choose file->Execute):

list(bpy.data.objects)

As a result, you should see this:

[bpy.data.objects["Camera"], bpy.data.objects["Cube"], bpy.data.objects["Lamp"]]

Now, what just happened? The variable given to "list" in "list(bpy.data.objects)" consists of three words, separated by two dots. The dots separate different things. The first, bpy, means to use a function from the bpy module. data is a sub-module of Blender. And finally objects is an iterator of bpy.data. The list function is used to loop through all data in bpy.data.objects and return that as a list of all available objects. In our case, this is a Camera, a Cube, and a Lamp.

To get more information about an object, you can use the object name as a key in bpy.data.objects, and assign it to a variable, like this:

camera = bpy.data.objects["Camera"] cube = bpy.data.objects["Cube"] lamp = bpy.data.objects["Lamp"]

We just assigned the three objects to three variables, camera, cube and lamp. To see the contents of a variable, type just its name:

cube bpy.data.objects['Cube']

camera bpy.data.objects['Camera']

lamp bpy.data.objects['Lamp']

Sometimes it's useful to use Python's dir function to get more information about an object. For example

dir(cube)

will write the names of all functions and properties of the object. Quite a lot. But don't worry, soon you will know how to use all of them. You also may want to find out the type of something, which you can do like this:

type(cube)

In this case, just typing "cube" already displays the type, but from within an actual script, you would use type. Something else which can be useful is viewing the documentation of Python objects. To do so, use the help function on a variable or object.

help(bpy.data.objects)

This will print the documentation of the bpy.data.objects function we used. Of course, an easier way to view the documentation is the online HTML help. Click on Help->Python API Reference. Hopefully now your browser opens and displays the online documentation of the Blender Python API. If not, you should find it also here:

http://www.blender.org/documentation/blender_python_api_2_59_2/

In the documentation, click on bpy, then on data and you can see more examples. Using the documentation will get absolutely vital whenever you need to do something in a script not covered in a tutorial. And you will need to do so, else you wouldn't want to learn scripting at all.

Another resource you will need, depending on how far you will go with scripting, is the Python reference:

http://docs.python.org/

For this tutorial, maybe read the "Tutorial" section in the python docs, but you will understand everything without doing so.

Now, let's try to find out more about our cube. Type:

cube.type

It will tell us that the cube really is a Mesh object in Blender. Look up "type" in the online docs. Since the variable cube holds an Object, and "type" is an attribute of that Object, click on Object. There you find its "type".

Now that we know that the cube is a mesh, let's find out more about the mesh.

cubedata = bpy.data["Cube"]

'Note: in Blender 2.6.0 the script command actually looks like this, but the above is still valid: (Chronus001)

'Note: in Blender 2.6.5 above is not valid any more

cubedata = bpy.data.meshes['Cube'] Every Blender object has data assigned to it, depending on the type. In the case of a mesh, the data are of type Mesh. In the documentation, go to the top again, and look for the Mesh module. It will contain documentation for the Mesh type. You can also try

dir(cubedata)

to get an idea about the available functions and properties. Try these:

list(cubedata.vertices) list(cubedata.faces)

The first line will list the 8 vertices of the cube's mesh. The second line will list its 6 faces.

Note: in Blender 2.77 (and maybe for the next releases), the  member has been replaced with  .

To get the number of faces (or polygons), the following command will get the job done :

or

To get a member out of a list, you specify the index in square brackets, starting with 0. So:

v = cubedata.vertices[0]

This will assign the first vertex of the cube to the variable v. By now, you already know how to use dir to get a list of possibly interesting things in v, find out about its type with type, and where to look for the API documentation. It is in the module Blender/Mesh, when you click one "MVert" under "Classes".

v.co

This will display the 3D coordinates of the first vertex. Now, what if we want to know the coordinates of all vertices? We could of course assign them all to a variable, but the real way to do this is using a looping constructs. There are numerous ways to do this, but one simple way looks like this:

for v in cubedata.vertices: print(v.co)

The for variable in list: construct assigns each element of the list to the variable in turn, and then executes the commands after the colon with the variable having the value of one particular list element. In a real script, you will have much more than a single command after the colon - so you would write them in the following lines.

By now, you should know enough to try yourself at a real script in the next section.

Creating a script
You can write scripts either in an external text editor, or in Blender's built in text editor. Move to a panel you wish to change to be the text editor, click the editor select button and choose "text editor" (shortcut) SHIFT+F11. Click the + New button at the bottom. If you want, you can enable line numbers and syntax coloring with the buttons at the bottom. Create a new script with File → New, paste the code below into it, and save it. Or alternatively, paste the code below into a file, and open that file with File → Open in Blender. As name choose something with the extension .py, for example wikibooks.py. Put it into Blender's user scripts path.

For different operating systems this is:
 * Linux: ~/.blender/scripts
 * Windows XP: C:\Program Files\Blender Foundation\Blender\.blender\scripts
 * Windows XP (alt): C:\Documents and Settings\USERNAME\Application Data\Blender Foundation\Blender\.blender\scripts

 * Windows Vista: C:\Users\USERNAME\AppData\Roaming\Blender Foundation\Blender\.blender\scripts
 * Mac OS X:
 * Under Mac OSX the path is actually hidden in the blender.app so to know the path you would have to know that the script folder is actually hidden in the blender.app itself. Assuming that Blender is in the applications directory the path would be "/Applications/blender/blender.app/Contents/MacOS/.blender/scripts" If you try to open the .app contents from the finder you will notice that .blender section of the path is not visible, while blender will still be able to navigate to this folder.
 * Right-click (or ctrl-click) the file "blender", and select "Show Package Contents" in the popup-menu. It will display all the hidden files under blender's folder, and select "scripts" folder inside it.
 * To see this folder from the OSX terminal use the ls -a command (lists all folders/files even hidden) in the MacOS folder of the listed path. It is probably a good idea to create an alias to the scripts folder in the "/Applications/blender-2.37a-OSX-10.3-powerpc" folder so that scripts can be easily manipulated through the finder. I know that its confusing that Blender should have its script folder buried inside the app but it is necessary to keep the app portable and not require an install.
 * A safer approach than the one above consists in keeping your scripts somewhere in your home folder: with this scheme, there is no risk of deleting your scripts when you upgrade your blender application, as they are not contained within its folder. A method that follows this principle is as follows: create a folder that will contain your scripts (or some of them) inside your own home directory; then, instead of putting your files directly in the .../.blender/scripts/ folder discussed above, simply add a link to your script directory in the .../.blender/scripts/ folder (for instance with the "ln -s" Unix command, or by doing "open /Applications/blender-2.37a-OSX-10.3-powerpc/blender.app/Contents/MacOS/.blender/scripts/" [adapted to your version of blender] and then creating a link through the Finder, with File->Make Alias).  Blender will now find all the scripts that you put in your home directory: it will follow the link you created in its .../.blender/scripts/ folder and go to the corresponding folder in your own directory, and find all the python scripts you put there.

NOTE: For version 2.78+ this script header is deprecated. More info: [] Blender 2.78 - Addon tutorial

 * 1) !BPY

""" Name: 'Wikibooks' Blender: 259 Group: 'Export' Tooltip: 'Wikibooks sample exporter' """ import Blender import bpy

def write(filename): out = open(filename, "w") sce= bpy.data.scenes.active for ob in sce.objects: out.write(ob.type + ": " + ob.name + "\n") out.close

Blender.Window.FileSelector(write, "Export")

Now, go back into the scripts window, and in its menu, click Scripts → Update Menus. If you saved it into the right path, from now on there should be an entry "Wikibooks" in the File → Export menu. Try exporting any scene with it. It should open the file chooser dialog, and after you select a file and press the "Export" button, write a list of all objects in the scene into it. There will be one object per line, with the type, followed by a colon and the name.

How does it work? If you look at the script, you probably already know. But just in case, let's look at the script line by line. The first line contains this:

 * 1) !BPY

It tells Blender that this is a Blender script, and therefore it will consider it when scanning for scripts. Next simply follows a string, enclosed in triple quotation marks, so it can span multiple lines.

""" Name: 'Wikibooks' Blender: 259 Group: 'Export' Tooltip: 'Wikibooks sample exporter' """

It contains four items, which Blender uses to place the script into its menus. The name, group (submenu name), and tooltip, all enclosed in single quotes. And the Blender version this is for. Note the group name must be one of those predefined by Blender (check the submenus in its Scripts menu to see the valid names); if Blender doesn’t recognize the group name, the script will be put into the “Misc” submenu.

import Blender import bpy

Remember how we said all functions from the bpy module start with "Blender."? In the interactive shell, we could simply use them, but in a python script, all used modules must be declared with an import statement (if you want to directly use functions from the Blender module in a script, you can simply replace the import statement above with "from Blender import *": no "Blender." prefix is necessary any more; however, this slows down the loading of your script). So the above simply allows us to use the functions from the Blender module in our script.

the bpy module is new and will replace Blender for data access.

def write(filename):

This defines a function in Python. The syntax is def name(parameters):. In our case, the name is "write", and we have one parameter, called "filename".

out = open(filename, "w")

Here we open a file for writing (the "w"), with the name passed to the function (filename). The python function "open" will open the file, and return a reference to it, which we store in the variable "out". sce= bpy.data.scenes.active for ob in sce.objects: out.write(ob.type + ": " + ob.name + "\n")

These three lines are our real export script. You already know what the first line does - first we get the current scene, then get a list of all objects in that scene, the for loop is assigning each one in turn to the variable "ob". The second line writes to the file - first the type of the object, then the string ": ", then the name of the object, and finally a newline.

Blender.Window.FileSelector(write, "Export")

This is where execution of the script starts. It is simply a call of a Blender function (look it up in the API docs), which opens the file selector. It will display an "Export" button, and when the user clicks it, our function "write" from above gets called and is passed the selected filename.

This script isn't really very useful yet, but it shows the basics. You should now be able to e.g. also list all the materials in the scene. (Hint: They are just like objects, try to find them in the API docs.)

In the next section, we will learn how to export additional information about objects to our text file.

Exporting a Mesh
Our export script lists the type and name of every object, but that's not very useful yet. If we want to load the exported data in another application, we need more. Let's try to export a mesh object in the OBJ format.

The example below is a cube in the OBJ file format. v 1.000000 1.000000 -1.000000 v 1.000000 -1.000000 -1.000000 v -1.000000 -1.000000 -1.000000 v -1.000000 1.000000 -1.000000 v 1.000001 1.000000 1.000000 v 0.999999 -1.000000 1.000000 v -1.000000 -1.000000 1.000000 v -1.000000 1.000000 1.000000 f 1 2 3 4 f 5 8 7 6 f 1 5 6 2 f 2 6 7 3 f 3 7 8 4 f 5 1 4 8

Here is a simple obj export script that exports a selected mesh object, used to export the OBJ file above. import Blender import bpy

def write_obj(filepath): out = file(filepath, 'w') sce = bpy.data.scenes.active ob = sce.objects.active mesh = ob.getData(mesh=1) for vert in mesh.verts: out.write( 'v %f %f %f\n' % (vert.co.x, vert.co.y, vert.co.z) ) for face in mesh.faces: out.write('f') for vert in face.v:			out.write( ' %i' % (vert.index + 1) ) out.write('\n') out.close Blender.Window.FileSelector(write_obj, "Export")

This script will export an OBJ file that can be read by many applications. Let's look at what's going on.

sce = bpy.data.scenes.active ob = sce.objects.active Here we are getting the object you last selected in the current scene. This will raise an error if there are no selected objects, but its an easy way to test a new exporter.

mesh = ob.getData(mesh=1) This gets the objects linked datablock. At the moment we don't know its a mesh, another case where error checking would need to be added.

for vert in mesh.verts: out.write( 'v %f %f %f\n' % (vert.co.x, vert.co.y, vert.co.z) ) Here we write a line for every vertex, using string formatting to replace the "%f" on the left, with the 3 values on the right.

for face in mesh.faces: out.write('f') for vert in face.v:			out.write( ' %i' % (vert.index + 1) ) out.write('\n') In the OBJ format each face references a number of vertex indices. For every face we have a line starting with "f", then loop through the vertices in the face. Just as mesh.verts are a list of all the vertices in a mesh, face.v is a list of verts in the face limited to 4 vertices maximum. (where mesh and face are arbitrary variable names assigned to Mesh and MFace objects) Every vertex writes its index on that same line with 1 added. This is because with the OBJ file format the first vertex is indexed at 1, whereas with Python and Blender the first item in a list is 0.

A new line is written so the next face will start on a new line. - in python '\n' represents a new line when written to a file.


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Mambo Open Source/Configuration File

configuration.php is file (function)... located (path)...

Example
by first installation probably You will receive the default file which looks like this: ...

Making your Configuration editable

 * 1) Open FTP and go to your site root
 * 2) CHMOD configuration.php to 777

Additional Notes on CHMOD [Permissions]

 * 1) For additional security return configuration.php to CHMOD 644 after making changes.

Additional information on CHMOD and permissions

 * http://catcode.com/teachmod, and also
 * http://www.evolt.org/article/A_quick_and_dirty_chmod_Tutorial/18/541

more on help

 * Configuration File

title: Mambo Open Source/Configuration File


text:
Mambo Open Source/Table of contents (official)

this is collection of [http://help.mamboserver.com/index.php? official help] TOC in one place:


text:
User talk:82.44.170.244

Hello and welcome to Wikibooks!

Here are some tips to help you get started:

 * 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.
 * Remember to maintain a Neutral point of view.
 * Explore, be bold in editing pages, and have fun!

Good luck!

(Donovan|Geocachernemesis|Interact) 00:13, 10 July 2005 (UTC)

title: User talk:82.44.170.244


text:
Cookbook:Veal Gravy Soup

Veal gravy soup is a soup made from veal.

Ingredients

 * Lard
 * Ham
 * Veal cutlet
 * Onions
 * Carrots
 * Parsnip
 * Celery
 * Thyme
 * Mushrooms

Procedure

 * 1) Garnish the bottom of the stewpan with thin pieces of lard, then a few slices of ham, slices of veal cutlet, sliced onions, carrots, parsnips, celery, a few cloves upon the meat, and a spoonful of broth.
 * 2) Soak it on the fire in this manner until the veal throws out its juice; then put it on a stronger fire, till the meat catches to the bottom of the pan, and browns.
 * 3) Add enough light broth, and simmer it on low heat until the meat is thoroughly done; add a little thyme and some mushrooms.
 * 4) Skim and strain it clear for use.

title: Cookbook:Veal Gravy Soup


text:
Computer Programming/Procedures and functions

Different terminology is used in different programming languages to mean different things. The same things in different languages can have different names. Programs, Procedures, Functions, Subroutines, Subprograms, Subqueries ... these words all have very similar meanings. The issues or differences are whether they can stand alone;

We can call an object, it executes and performs a complex process. Whether that object is called any one of the above list depends on what programming language it is written in, whether a human being can call it, or whether it has to be called by another program or one of the other names on the list.

Subroutines and functions
In general programming theory, when an institution using the programs can have libraries of millions of programs collectively with billions of lines of source code, we want to avoid duplication of having the same code in multiple places. Suppose something needs changing. There is a new error message to add to the collection. Customer numbers just went from being 6 digit #s to 8 digits. There is a new currency, such as the Euro, to be handled. If this stuff was referenced in every single program that worked with it, we could have tens of thousands of programs to have to update to handle the change. But if there are sub-programs to handle different scenarios, then when that scenario changes, the only update is to the relevant sub-program. Similarly, when we write a new program, many elements of what it needs are already in existence, such as accessing a particular file to get a particular kind of data, calculating on-hand inventory. Instead of writing many lines of source code to do that function, with that code replicated across millions of programs, we can call the standard sub-program that performs that function.

In some languages there are parameters to be passed from the calling program to the called program. The secondary program causes those values to be altered, then returns control to the primary program. This architecture, of one program calling a secondary program to do specialize work for it, can in fact go many levels deep. The different programs, that are calling each other, can be written in many different languages. This is done for two big reasons: organization of overall functions into logical manageable pieces; and different languages are better suited to different types of functions.

Subroutines and "sub contents" in RPG
RPG has sections of code to handle activities like file definition, tables & arrays defined, input, output, communications with other systems and other programs, various kinds of data structures defined, and calculations. The calculation section has a main routine and any number of subroutines which can be called from the main routine and from each other.

In RPG, a chunk of source code is called a subroutine if it has a defined begin point and end point and is embedded within the main program. Some point in the main program calls the subroutine. Control goes to the start of the subroutine which then has control until either it gets to the end point or prematurely hits an exit statement within the body of the subroutine. Here is an example:

Main calculations routine RPG statement RPG statement RPG statement EXSR $TOP RPG statement RPG statement End of main routine

The EXSR command means Execute Subroutine. Subroutine names can include letters, symbols, and numbers, but may not start with a number. Since a compilation includes a cross index of all elements used in the program, it is customary to use a special character at the start of certain kinds of functions, so that they all show up in a consistent location in the cross index, such as currency symbol for subroutines, and some other symbol for output to printer.

At the beginning of any subroutine it is good programming practice to place comments with a summary statement or explanation of what the function is of the $TOP subroutine, such as to handle what is to be printed at the top of the report.

Comments BEGSR RPG statement RPG statement RPG statement EXCPT @PAGE EXCPT @TITLE RPG statement RPG statement EXCPT @HEAD RPG statement RPG statement ENDSR

BEGSR is the begin subroutine statement, while ENDSR is the end subroutine statement. EXCPT is the statement that identifies some type of output to a printer or printer-like file. Data can be written to a log or other object that is in a format similar to printout, sequential lines of stuff.

When control is transferred from this program to another program, called by this one, then this one calls that other program a sub-program. Sub=programs contain other types of RPG content such as file definition, input output etc. A sub-program does not need to access any files. It can get all of its data from data structures populated by the calling program.

These subroutines and subprograms are merely a way to organize the program into logical chunks of the work to be done. We can think of them as being black boxes which are fed in various different standard pieces of information, only to return predictable results to the main program. Thus when a program needs to be maintained, we can effectively ignore that part of the program that has nothing to do with the maintenance effort. This is critical when we are maintaining programs whose collective source code, main routines and subroutines and subprogram contents, can run to hundreds of thousands of lines of code.

If you were to compare a listing of the actual source code of an RPG program, and what is there at time of compilation, you would probably see a lot of stuff in the compile that is not explicitly in the source code. This usually gets there one of two ways.

If using a standard externally described object, such as a file or data structure, the source code only needs to specify that object with a few lines of code, which one, and what changes are needed for its handling in this program. At compile time, the whole layout of the file, such as all columns of the table, is called into what gets compiled.

Another way, when using standard subroutines, or the code for calling standard subprograms, that are to be replicated in millions of other programs, is not to have that code within the source code of every one of the millions of programs, but to have a single line of code identifying what standard code is to be brought in here, and if in this program any of it is to be referenced by other names.

Very few other languages can be embedded within RPG source code, such as SQL/400. RPG programs can transfer control to other programs, which RPG calls sub-programs. Those other programs can be written in any language. Depending on language, those programs need to be written so as to expect to be called, and the code, associated with this handshake with the calling program, can make it impractical to run the program in some way other than being so called.

Different kinds of error messages, with their associated help links, can be stored in different libraries based on the nature of the problem. A person, using this program, may have called for a record that does not exist, tried to get at values that are out of bounds. The most hours in one day is 25, which is only on the day that gets changed due to daylight savings. If someone tries to enter what activities occurred in a factory in one day, and the total time by one factory worker is more than 25 hours, this is an example of input that is out of bounds. The program needs to communicate back to the user what the problem is. Part of the message handling can use a sub-program that only knows what error message is involved by some reference code. The actual current error message is not explicitly referenced in the sub-program that handles error messages, so that it can handle any different error message. The only parameters it needs are those that define how to access the particular error message and its associated references, such as the manner in which a user may interact with it.


text:
Statistics/Distributions

How are the results of the latest SAT test? What is the average height of females under 21 in Zambia? How does beer consumption among college students at engineering college compare to college students in liberal arts colleges?

To answer these questions, we would collect data and put them in a form that is easy to summarize, visualize, and discuss. Loosely speaking, the collection and aggregation of data result in a distribution. Distributions are most often in the form of a histogram or a table. That way, we can "see" the data immediately and begin our scientific inquiry.

For example, if we want to know more about students' latest performance on the SAT, we would collect SAT scores from ETS, compile them in a way that is pertinent to us, and then form a distribution of these scores. The result may be a data table or it may be a plot. Regardless, once we "see" the data, we can begin asking more interesting research questions about our data.

The distributions we create often parallel distributions that are mathematically generated. For example, if we obtain the heights of all high school students and plot this data, the graph may resemble a normal distribution, which is generated mathematically. Then, instead of painstakingly collecting heights of all high school students, we could simply use a normal distribution to approximate the heights without sacrificing too much accuracy.

In the study of statistics, we focus on mathematical distributions for the sake of simplicity and relevance to the real-world. Understanding these distributions will enable us to visualize the data easier and build models quicker. However, they cannot and do not replace the work of manual data collection and generating the actual data distribution.

What percentage lie within a certain range? Distributions show what percentage of the data lies within a certain range. So, given a distribution, and a set of values, we can determine the probability that the data will lie within a certain range.

The same data may lead to different conclusions if it is interposed on different distributions. So, it is vital in all statistical analysis for data to be put onto the correct distribution.

Distributions
 * 1) Probability Distributions
 * 2) Discrete Distributions
 * 3) Uniform Distribution
 * 4) Bernoulli Distribution
 * 5) Binomial Distribution
 * 6) Poisson Distribution
 * 7) Geometric Distribution
 * 8) Negative Binomial Distribution
 * 9) Hypergeometric Distribution
 * 10) Continuous Distributions
 * 11) Uniform Distribution
 * 12) Exponential Distribution
 * 13) Gamma Distribution
 * 14) Normal Distribution
 * 15) Chi-Square Distribution
 * 16) Student-t Distribution
 * 17) F Distribution
 * 18) Beta Distribution
 * 19) Weibull Distribution
 * 20) Gumbel Distribution

title: Statistics/Distributions


text:
Cookbook:Cabbage Salad

This simple cabbage salad goes wonderfully with pizza.

Ingredients

 * ½ head (500 grams) white cabbage
 * 100 ml rapeseed oil
 * 2 tablespoons white vinegar
 * 1 pinch of salt
 * 1 pinch of coarsely-ground pepper

Procedure

 * 1) Slice the cabbage finely (about 1–2 mm thick).
 * 2) Make a dressing of oil, vinegar, salt, and pepper. Toss the cabbage with the dressing.
 * 3) Put the salad in the fridge overnight.

title: Cookbook:Cabbage Salad


text:
Talk:Discrete Mathematics/Polynomials

Wording
The introduction states "A polynomial over some commutative ring with identity R is an expression in the form". I first misread this as "commutative ring with (identity R)" rather than "(commutative ring with identity) [named] R". The context makes it pretty clear the latter is correct, but is there a better wording so that first timers don't make the same mistake I did? I'm still learning these subjects myself, but it seems commutative rings with identity are the norm so the "with identity" part could either be omitted or parenthesized.

Proving irreducibility
In showing that q(x)=x^4+x+2 is irreducible in Z_3, it's demonstrated that there are no linear factors by evaluating q(0), q(1), q(2), q(3), and q(4). However, since we're in Z_3, isn't evaluating q(3) and q(4) redundant with q(0) and q(1)?
 * good point Xiaodai 12:40, 12 November 2005 (UTC)

Division Algorithm
I beleive the line: Furthermore, we have the degree of r(x) ≤ degree of f(x) should read: Furthermore, we have the degree of r(x) ≤ degree of g(x)

I was going to say the same, only that the proper remark would be: ... the degree of r(x) < degree of g(x) The original statement might be right, but it's probably not as relevant as one regarding g(x). --Sgirbau (talk) 18:15, 8 December 2007 (UTC)

title: Talk:Discrete Mathematics/Polynomials


text:
Talk:Render a SolidWorks Model in Maya

Everyone (Ewout) who contributed to this page... TNX! I love this content.

I Agreeeeee. That was very helpful! I like how it was short sweet and to the point! TY!

Thanks for this fantastic article, although the IGES setting picture is missing, It's as if I don't have enough permission to view it, can anyone help me out here? Arthur5005 (talk) 17:24, 21 April 2010 (UTC)

title: Talk:Render a SolidWorks Model in Maya


text:
User talk:Purodha

Your account will be renamed
Hello,

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

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

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

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:38, 17 March 2015 (UTC)

title: User talk:Purodha


text:
User:Purodha

w:User:Purodha

title: User:Purodha


text:
User talk:Sansap

I have come to know about this extremely useful, facile and knowledgeable site only by my luck. I like to use this platform to talk about Languages and dialects of India. I belong to Madhya Pradesh and speak Hindi ,Marathi and English. there are some dialects i have been using and coming accross over here viz. MALWI, BUNDELKHANDI, NIMADI. people interested in these are welcome.

title: User talk:Sansap


text:
Movie Making Manual

 * Preface: How you can contribute - /How to navigate this book/ - |Hierarchical category index - List of contributors
 * Filmmaking Overview: Film (Wikipedia) - The Basic Basics - Teach Yourself Filmmaking

Introduction to Movie Making

 * What is movie making?
 * Staffing & casting

{|width="100%" cellspacing="0" cellpadding="15"
 * valign="top" width="33%"|
 * valign="top" width="33%"|

Development

 * '''Development Overview

 * Legal
 * Copyright
 * Protecting your Ideas

 * Writing
 * Concept
 * Writing
 * Rewriting
 * Screenplay Format
 * Certification
 * Low Budget Writing

 * Pitching
 * Synopsis
 * Logline
 * Treatment
 * Elements

 * Funding and Budgeting
 * Funding
 * Grants
 * Tax Breaks
 * valign="top" width="33%"|

Pre-production

 * /Preproduction/
 * /Budgeting and Scheduling/
 * Pre-production
 * Acquiring film stock
 * /Storyboarding/
 * /Casting Directors/
 * /Location Scouting/
 * Funding and budgetting contents
 * Scheduling contents
 * Paperwork
 * /Call Sheet/
 * /Scene Breakdown/
 * /Release Form/
 * Legal
 * /Crew Contract/
 * /Cast Contract/
 * /Release Form/
 * valign="top" width="33%"|

Production

 * '''Production Overview
 * Technical
 * Cinematography
 * The Camera
 * The Camera Crew
 * Shot Size
 * Moving the Camera
 * Filtration
 * Aspect Ratio
 * Audio
 * Microphones
 * Recording Devices
 * Audio Formats
 * Actors
 * /Blocking/
 * /Lighting/
 * /Power Sources/
 * /Stills Photography/
 * /Character Animation/
 * Directing and managing a set
 * Directing contents
 * /Shooting Styles/
 * Clapper Board and Keeping Notes On Set
 * /Directing Actors/
 * /Keeping the crew happy/
 * }

{|width="100%" cellspacing="0" cellpadding="15"
 * valign="top" width="33%"|
 * valign="top" width="33%"|

Post-production

 * Overview
 * Post Production Overview
 * Audio
 * Music/Film Scoring
 * Sound Design
 * Foley
 * ADR
 * Visual: What is Editing
 * How To Edit a Dramatic Scene
 * Visual Effects
 * Animation (for Visual Effects)
 * Colour Grading
 * Digital Intermediate
 * Subtitles
 * Which format to finish on?
 * HD Links
 * For cellulloid
 * Telecine
 * valign="top" width="33%"|

Film Distribution & Marketing

 * Overview
 * /Film Distribution & Marketing Overview/
 * Sales, Exhibition & Distribution
 * Film Marketing
 * Distributing Direct
 * Selling Online
 * Digital Cinema Distribution
 * Submitting to a broadcaster
 * Putting videos online
 * Burning a DVD
 * valign="top" width="33%"|

Special/Techniques

 * Chroma Key
 * Human Cloning
 * Slow Motion
 * }

Appendices
Ratgeber für Hobbyfilmer Faire son film

title: Movie Making Manual


text:
User talk:Downchuck

Hi Downchuck. You left a message for me on my user page indicating you wanted to chat. What can I help you with?
 * Specifically, I'm curious about the possibility of copyright on Griffin's list of Journals. While I've seen all of the movies on the abutting list, I've certainly not witnessed even the existance of all of the Journals. Should I cut it down to Journals widely available (by quality of University library collections), should I trim it only to Journals I can personally review/confirm topicality? Otherwise, any general thoughts about the Social Sciences?
 * Copying the entire list from Griffin seems like it would breach copyright laws, but I'm certainly not an expert. I would suggest following his format but modifying it extensively so no accusation of copyright infringement could be leveled.  There is certainly nothing wrong with creating your own list of journals in Communications, but you may want to see how many you can verify and point the titles to their corresponding web pages.  If they don't have websites, that may be a good way to determine which ones you want to keep: drop the ones that don't have websites.  As for the movies and such, that is clearly drawing very heavily on Griffin's work.  If I were you, I would probably put that list on hold until you can either modify it (by adding or replacing) or replace it entirely.

 * I've extensively modified Griffin's list of movies, adding more R-rated films, and removing all of the films I've not seen. But I understand that I'm walking a fine line. However, as a movie buff, I constantly quote movies to (fail to) explain concepts/thoughts. It typically fails because of the esoteric nature of any given person's catalog of films. But I think it's a wholey appropriate thing to include in a course Appendix. I'll take your advice (and mine) and renovate the Journal listings. I'll also spend more time revising the movie listing, so as to exclude movies listed by Griffin, and reduce his unwilling contribution to something negligible. If that doesn't work, I'll just remove all movies he mentions and restructure the categories. Downchuck 19:56, 12 July 2005 (UTC) I've reconsidered. The media titles should be supported by (an educational) discourse analysis. The list alone is bland and of little value. Downchuck 19:05, 13 July 2005 (UTC) I feel that I've wandered off track. Downchuck 21:16, 16 July 2005 (UTC)

 * Also, User:jxn on Talk:Wikiversity:Social Sciences brings up a point. Most of the theory I focus on is from the Social sciences, but there are large areas of rhetorical criticism that are identified with Humanities.
 * Downchuck 06:22, 11 July 2005 (UTC)

 * This is an interesting issue. Communications is generally included in the Humanities divisions of universities despite the fact that it draws heavily on social scientific theory and is increasingly turning to social scientific methods of research.  I have to admit I am not particularly familiar with Communications (I took one course in my undergraduate training on The Social Construction of Reality - Berger and Luckmann), so my opinion here may be tainted by the current setup of universities.  I would probably suggest keeping it in the Humanities section for now.  Perhaps this will change over time.  But if this division of Wikibooks develops well, I could certainly see the utility in cross-listing it in the social sciences.  I hope this helps.
 * Cross-listing makes some sense. I took some time reviewing various University websites, and Communications placed in the Social sciences on many of them. There are more however, that use the title, Humanities & Social sciences, and others that simply use Liberal Arts. Downchuck 19:56, 12 July 2005 (UTC)
 * The School of Literature and English Studies provides most of the Humanities courses offered within the Communications catalog of my college. This allows the School of Communication a greater focus on social science. There is some overlap that will need to be addressed, eventually. Downchuck 06:57, 9 August 2005 (UTC)

One other thought... If you want someone to go over whatever you develop in terms of theory that is derived from the social sciences, just drop me a line on my talk page and I'll stop by to take a look. Best...

 * Once it's developed, in terms of defensible substance, I certainly will. Many thanks. Downchuck 19:56, 12 July 2005 (UTC)

title: User talk:Downchuck


text:
Talk:A-level Mathematics/OCR/C1/Coordinate Geometry and Graphs

If I am missing out anything, and making incorrect assumptions on what you're supposed to already know, please tell me here. Things like simultaneous equations will be linked to the appropriate module when it's available. - Krackpipe.

Simultanous equations is semi done... So yea link to if now if you wish. Im hopefully filling out intergration and other sections soon... --Mitchc 08:14, 23 August 2005 (UTC)

Tatti Masala is the best, by the way.


text:
Template:Decameron

This page incorporates text from the public domain cookbook The Cook's Decameron: A Study In Taste, Containing Over Two Hundred Recipes For Italian Dishes by Emily Waters.

title: Template:Decameron


text:
Wikibooks:Pages to be transwikied

 * See the Import log for completed transwikis to Wikibooks that preserve the edit history.
 * See the Transwiki log for transwikis that do not preserve the edit history.
 * See Help:Importing and Help:Export for help on copying content between wikis.
 * See Category:Pages for transwiki for a list of pages nominated for transwiki out of Wikibooks.
 * Import or transwiki requests should be added to Requests for Import.

Place transwiki at the top of books or pages that you think should be transwikied out of Wikibooks. Please add books or pages that have been transwikied to the bottom of the Transwiki log. Transwikied book or pages that fall outside Wikibooks' scope can than be marked for speedy deletion; state clearly that a transwiki has been performed and link to where the work was transwikied to.

title: Wikibooks:Pages to be transwikied


text:
User talk:FabioB~enwikibooks

Yo, I see you're doing work on the Super Smash Brothers Strategy Guide. Thanks for any help you can offer. How long have you played SSB64? Are you acquainted with all of the stuff that I've written thus far? If so, please continue updating and editing. I plan to have a comprehensive guide to this game after I'm through, so any additions are accepted. Also, if you are in the Washington State area, you should look me up for some Smash.

- Captain R.D. Obvious

Your account will be renamed
Hello,

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

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

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

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:09, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 04:58, 19 April 2015 (UTC)

title: User talk:FabioB~enwikibooks


text:
Cookbook:Blueberry Pancakes

Ingredients

 * 1¾ cup all-purpose flour
 * 2 Tbsp white granulated sugar
 * 2 tsp baking soda
 * 1½ tsp cream of tartar (or baking powder)
 * ½ tsp salt
 * 1 tsp cinnamon
 * 1 tsp nutmeg
 * 1 tsp vanilla extract
 * 2 cups buttermilk
 * 4 eggs, separated
 * ¼ cup butter (optional)
 * 1 cup frozen blueberries

Procedure

 * 1) Sift together flour, sugar, baking powder, cream of tartar, salt, cinnamon and nutmeg. Set aside.
 * 2) Whisk together buttermilk, butter and egg yolks in a large bowl. Mix flour mixture into buttermilk mixture. Mix in blueberries.
 * 3) Whip egg whites in a small bowl until stiff, but do not let dry peaks form. Fold into pancake batter.
 * 4) Heat a large pan or griddle over medium heat. Lightly spray or brush with vegetable oil.  Ladle in a ¼ cup of batter for each pancake; cook until set and bubbly on the top. Turn pancake over, then cook for 1 more minute.
 * 5) Serve warm with whatever topping you prefer.

title: Cookbook:Blueberry Pancakes


text:
Cookbook talk:Easy Dinners

I'm not sure this should be categorized in Category:Recipes since it's not actually a recipe, but a listing of recipes. Kellen 20:33, 10 July 2005 (UTC)

I really don't think North American cuisine should dominate this cookbook. The US is not a prime example of good cuisine. --81.104.235.62 10:43, 25 September 2006 (UTC)

title: Cookbook talk:Easy Dinners


text:
Cookbook:Beet and Cabbage Stew

Ingredients

 * 3 large (or 2 cans) cooked beets, cubed
 * 1 cabbage, chopped
 * 3 garlic cloves, minced
 * 5 large carrots, chopped
 * 1 large onion, chopped
 * 4 stalks of celery, chopped
 * 2 lb meat, cubed
 * 1 lb stew bones
 * 3 lemons (optional), squeezed
 * 2 cans (48 oz) crushed tomatoes
 * ½ cup white granulated sugar (optional)

Procedure

 * 1) If you are starting with fresh beets, boil them in water for 1.5–2 hours or roast at 350 °F for 90 minutes. When they are soft enough that a fork will go in easily then they are done. Put them in a sink or large bowl full of cool water. Once they are cool pick up a beet and press your thumbs into the skin to start peeling them; sometimes they are not soft enough for this and you just need to cook them longer. If you use canned beets they will be ready right out of the can.
 * 2) While the beets are cooking you should start cooking the meat. Place the meat and bones into a large 12-quart stock pot. Add the crushed tomatoes and a similar quantity of water. Stir it up and bring to a boil.
 * 3) After the meat has been boiling for between an hour and 90 minutes then you should add the cabbage, garlic, carrots, onion, and celery. Cook until the vegetables are soft.
 * 4) Add the beets and stir well.
 * 5) Add as much or as little lemon juice and sugar as you like, to suit your own taste. Cook for 5 more minutes and serve.

title: Cookbook:Beet and Cabbage Stew


text:
Cookbook:Chocolate Cheesecake

| Cuisine of the USA

This chocolate cheesecake is rich in both chocolate and cheese. It is noticeably less sweet than many other American desserts, and somewhat more complicated.

Crust

 * 5 Tbsp butter, melted
 * 2 cups chocolate wafer/cookie/graham cracker crumbs

Filling

 * 3 packages (24 ounces / 705 g) cream cheese, at room temperature
 * 1 cup packed brown sugar
 * 5 ea. (250 g) eggs
 * 4 ounces (215 g / 4 squares) semisweet chocolate, melted

Topping

 * 6 ounces (150 g / 6 squares) semisweet chocolate, melted
 * ½ cup sour cream

Helpful equipment

 * Electric mixer
 * Springform pan

Procedure

 * 1) Place rack in center of the oven. Preheat oven to 150 °C (300 °F).
 * 2) If starting with whole cookies, crackers, or wafers, place them in a sturdy plastic bag a few at a time and crush using a rolling pin, or grind using a food processor.
 * 3) Mix together chocolate crumbs and melted butter.
 * 4) Press crumb mixture into bottom and sides of 9-inch springform pan.
 * 5) In a large bowl, beat together sugar and eggs at medium speed, slowly adding cream cheese, until smooth and fluffy.
 * 6) Spoon half of cream cheese mixture into crust.
 * 7) Melt 4 ounces of chocolate using a double boiler or, with care, a microwave. Stir into remaining cream cheese mixture until well blended.
 * 8) Drizzle chocolate cream cheese mixture over batter in crust. Draw a spoon or other implement through the batter a few times to make swirls. Spread evenly.
 * 9) Bake cheesecake for 50 minutes. After the first 30 minutes has gone by, place aluminum foil on top to prevent cracking and scorching.
 * 10) Cool completely.
 * 11) Cover with plastic wrap, and chill for about 2 hours or up to several days.
 * 12) Transfer cheesecake to a serving plate.
 * 13) Uncover cheesecake; carefully remove side of pan.

Topping

 * 1) Melt remaining chocolate.
 * 2) Mix with sour cream.
 * 3) Spread over cake, and chill to set.

Notes, tips, and variations

 * Brown sugar is not absolutely necessary (you can substitute granulated), but it provides better flavor.
 * If no electric mixer is available, the cream cheese can be mixed with egg yolks one-at-a-time before the whites are added. Unless you find separating eggs extremely difficult, this will be worthwhile for the effort saved in mixing.
 * Without a springform pan, a cake this stiff will require that at least the first piece be broken up in the process of serving. Fortunately, it's often easy to find someone who doesn't care.
 * Without aluminum foil, the top of the cake will crack and brown somewhat, but the topping covers it effectively, making it practically unnoticeable.

title: Cookbook:Chocolate Cheesecake


text:
Template:Cooknav

Cookbook | Recipes | Ingredients | Equipment | Techniques | Cookbook Disambiguation Pages

ka:თარგი:Cooknav

title: Template:Cooknav


text:
Cookbook:Policy

This page describes policies for pages in the Cookbook. It is a "living document" so it will change over time to reflect the standards created by Cookbook contributors. For specific questions on contributing to the cookbook, see Cookbook:FAQ.

Style
For the cookbook's stylistic and formatting conventions, please see Cookbook:Manual of Style.

Pages Needing Work
Pages which need work should be tagged with the template, and will appear in Category:Cookbook pages needing work. When a recipe has been sufficiently improved, the template should be removed.

Featured Recipe and Ingredient
First, please know and understand, the 'Featured recipe' and 'Featured ingredient' categories are actually just repositories for links to the complete versions of recipes and ingredients that either: Adding a Featured recipe or Featured ingredient category tag to a recipe does not, by any means, put that recipe or ingredient on the current list of recipes or ingredients that can be displayed on the main Cookbook page.
 * are currently in the rotation to be displayed on the main Cookbook page; or
 * may have formerly been in the rotation to be displayed on the main Cookbook page, but are now 'retired'.

Selection
Cookbook contributors and users who would like to suggest that a particular recipe or ingredient be displayed on the main Cookbook page are welcome to tag worthy modules with Category:Featured recipe candidates or Category:Featured ingredient candidate.

'Featured recipes candidates' and 'Featured ingredients candidates' should be chosen to highlight the potential of the Cookbook. They should therefore be well written and wikified. In addition, each Featured recipe candidate should: And each Featured ingredient candidate should:
 * have a picture of the finished recipe (if possible)
 * follow the recipe template
 * have a recipe summary (see template above)
 * have proper categories (by ingredient, diet, region, etc as appropriate)
 * be an entire food item (i.e. not a component as in pie crust, sauces)
 * have a picture of the ingredient
 * have proper categories (by ingredient, diet, region, etc as appropriate)

Procedure
To rotate the Featured recipe and the Featured ingredient shown on the main Cookbook page click here. This will allow you, and  everyone throughout the world  who accesses the main Cookbook page thereafter, to see a different, randomly selected, Featured recipe or Featured ingredient from the rotation.

Actually adding to the list of recipes or ingredients in the rotation of recipes and ingredients shown on the main cookbook page can be problematic:

 * It is not presently possible to adjust the list of Featured recipes displayed on the main Cookbook page, primarily because the same rotation is also included in the main Wikimedia page and is carefully controlled for that reason.

 * To add to the list of Featured ingredients displayed on the main Cookbook page see Template:Featured ingredient. To prepare you in advance,  it requires a bit of programming knowledge, a previously researched candidate, the name of an image, ready to cut and paste, the prior composition of a suitable one sentence summary, and several other steps to be successful.

Available Cookbook-Related Templates

 * See also Category:Cookbook templates

Usage notes

 * 1) * All fields are optional, see Template:Recipe summary/doc for examples on using this template.
 * 2) * The "Category" tries to resolve to an actual category, but does not include the recipe in that category.
 * 3)  is shorthand for  . Its arguments are in the order they are displayed.
 * 4) * The numbers entered are 1,2 or 3 for each month. 1 means the ingredient is not in season, 2 means the ingredient is not at it´s best, but is grown by natural means and 3 means the ingredient is in season. These values are entered for the northern hemisphere. The values for the southern hemisphere are automatically rotated 6 months.
 * 5) * Should preferably be accomplished by a small paragraph explaining the details of the seasonality of the ingredient. The page should also:
 * 6) ** be tagged with one or more of Category:Spring ingredients, Category:Summer ingredients,  Category:Autumn ingredients, Category:Winter ingredients or Category:Ingredients available all year.
 * 7) ** be added to the tables on the seasonality page.
 * 8)  is used to enter the values for the southern hemisphere manually. The template has 24 number fields one per month per hemisphere, from Jan to Dec, northern hemisphere first.
 * 1) ** be added to the tables on the seasonality page.
 * 2)  is used to enter the values for the southern hemisphere manually. The template has 24 number fields one per month per hemisphere, from Jan to Dec, northern hemisphere first.

title: Cookbook:Policy


text:
Van Dwelling/Dating

The question of dating for Van Dwellers really has two sides to it. First, it can possibly scare some people when they discover they are dating a van dweller. Second, it can possibly scare a van dweller to be dating.

Many books about dating provide advice that is applicable to van dwellers, just as it is to the rest of society. Basically, before even contemplating dating, there are some things to consider:

 * 1) Do you have a way to maintain good personal hygiene?
 * 2) Do you have a steady way to make money? (Printing your own does not count).
 * 3) Do you have a stable place to live?

These are important questions to ask before beginning dating. It will be very difficult to get dates (or at least second dates) without good personal hygiene. Dating can be very well done on the cheap, but it will occasionally require some amount of money.

The third question may be of most interest to some van dwellers. A very small percentage of the population is open to the idea of dating somebody that they view as "homeless," even though you may not consider yourself homeless. As such, you probably only have 3 options:

 * 1) Only date people that accept your chosen mode of living.
 * 2) Just don't let people know.
 * 3) Don't date.

Since you're reading this, you probably don't consider #3 an option. Finding people that fit #1 may be difficult, but not impossible. Thus, we go to #2.

Since many people consider honesty to be one of those big cornerstones of a successful relationship, this one can get a bit tricky. Things can get even worse when a dating partner starts to question "why we never go back to your place." Therefore, it may be advisable to let somebody know about your situation after a certain number of dates if you plan on pursuing a steady relationship.

This is strictly a personal philosophy, but I would tell a potential partner somewhere around date number five, if I had any inclination of pursuing a long term relationship. My approach would be to start a discussion about the desire for personal freedom and the escape of rampant consumerism and the rat race, and use that as a segue into explaining my living choice.

Of course, if you pick up your date in at his/her house in your van, then they might perhaps be able to figure it out on their own and simply ask. :)

Considering the fact that you have chosen this mode of living for one reason or another, you may actually end up finding potential partners amongst people that are of similar mindset and inclination. If this is an idea you are open to, consider plugging into your local "alternative" community. Most cities have some semblance of a community of people interested in simpler lifestyles, reduced consumerism, and some sort of activism related to such concepts. Participating in groups, activities, and gatherings for these sort of things could provide a plugin to a pool of eligible partners that are open to the van dwelling lifestyle.

title: Van Dwelling/Dating


text:
User talk:Lastguru

Uhm, not sure if you are aware of this, but you might want to check out the existing Wikibook on Japanese. - Lynx7725 02:57, 11 July 2005 (UTC)

???
Well, yes I am aware... Me, together with a small interest group are making a course, based on guidelines i posted, that will utilize the text already there, and add much more content. there are real people here waiting for this course, so it is planned to release weekly. Please tell, just which part exactly you do not like. --Lastguru 04:09, 11 July 2005 (UTC)

want to contribute?
just in case my first statement was too excluding, noone stops other people contributing to the new lesson thread... I hope when there will be some content (in, like 4 months) it will be possible to make these the front-page lessons... will see...--Lastguru 04:24, 11 July 2005 (UTC)

Old Grammer lessons
Since you seem to be the chief contributer to them, are new lessons being made and the old lessons are obsolete or have you just given up on them? --Balloonguy 21:20, 3 September 2006 (UTC)

no i didn't gave up on them... the lessons marked as old should be restructurized a little bit. they are still great, and i am hoping to continue them. --lastguru 22:02, 13 September 2006 (UTC)

title: User talk:Lastguru


text:
Portuguese Grammar/About Portuguese speaking countries

Previous chapter · Up · Next chapter


text:
Portuguese Grammar/Grammar overview

Portuguese grammar is similar to the grammar of other Romance languages (or even English) and like them there is a strong latin structure that is always being reconstructed. The learner shall find archaic constructions being replaced by modern ones, mostly in colloquial language but even in formal and standard languages.

Firstly, we shall see that Portuguese has a flexible Subject-Verb-Object order, just like in English and there is no case declensation. Adjectives are generally placed after the noun. In some cases, there are some subtle differences in placing them after or before the noun, like in French.

The noun has singular and plural forms, but it is interesting to note that, unlike in English, the adjectives also are declinated. There are just two genders: masculine and feminine. The latin neuter gender was absorbed by the masculine one.

Portuguese verbs are slightly complicated, with lots of tenses and moods. There are also some tenses which are equivalent: like eu fizera and eu tinha feito (I had done).

Some peculiarities are remarkable. The Personal Infinitive verb conjugation is found in few languages, such as Gallician or Hungarian. Portuguese has also developed the Subjunctive mood in such way doesn't found in other Romance languages and is used even in familiar language. Although, the most special feature of this language is the nasals. The nasal vowels - very abundant - has developed in the same way as in French. But the nasal diphtongues found in no language but Portuguese, probably. Although these diphtongues - ão, õe - are difficult for foreigners to pronounce, there is usually no confusion if they are mispronouced.

Previous chapter · Up · Next chapter

title: Portuguese Grammar/Grammar overview


text:
User talk:68.227.222.16

Hello and welcome to Wikibooks!

Here are some tips to help you get started:

 * 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.
 * Remember to maintain a Neutral point of view.
 * Explore, be bold in editing pages, and have fun!

Good luck!

(Donovan|Geocachernemesis|Interact) 08:48, 11 July 2005 (UTC)

title: User talk:68.227.222.16


text:
Portuguese/Future tense irregular verbs

The three irregular future tense verbs are trazer, dizer and fazer. Here are their conjugations below.

TRAZER - To bring

DIZER - To say

FAZER - To do/To make

title: Portuguese/Future tense irregular verbs


text:
Talk:Blender 3D: HotKeys/All

Blender 2.36 HotKeys
Ok, I converted this Hotkeys from official Blender PDF file. Please use official Hotkeys names in your articles! --Popski 14:21, 3 May 2005 (UTC)

ideas for organization
I'd like to start a discussion about how this book should be organized. Perhaps the organization should be changed, or maybe it should stay the way it currently is. Here's an idea:

Create a page for each shortcut. The URL would be formatted very specifically; for example:

Blender 3D: Hotkeys/Edit Mode/EKEY

Blender 3D: Hotkeys/Vertex Paint Mode/VKEY

Blender 3D: Hotkeys/Object Mode/SHIFT-DKEY

This way there could be very detailed information about each of the shortcuts in the different modes.

Then on the Mode Pages, for example the Edit Mode page, the shortcuts could be listed by function....

Edit Mode

Mesh Modeling

A

 * AKEY - select all

E

 * EKEY - extrude

etc...

 * It's good idea to explain more detailed information about every HotKey, maybe even with examples or links to tutorial examples, but I think that is also good to have all HotKeys in one place (as it is) and from here links to more detailed explanations as you said Spiderworm. I would like to see here also keyboard drawing with color marked HotKeys large enough that can be printed and used on actual keyboard. --Popski 17:30, 18 May 2005 (UTC)

 * I just learned something using Template:whatever and, let me try it out, I think this will help. --Spiderworm 13:28, 19 May 2005 (UTC)

 * Check this out. Follow the subpages I've created and take a look at the way these  work.  We can then embed the same hotkey instructions on any Blender book page anywhere in wikibooks using the  .  Check it out: http://en.wikibooks.org/wiki/Blender_3D:_HotKeys/new

 * Cool! This looks nice and useful! --Popski 13:59, 22 May 2005 (UTC)

Blender 2.37a HotKeys Update
New HotKeys are marked with *. --Popski 13:21, 1 Jul 2005 (UTC)

title: Talk:Blender 3D: HotKeys/All


text:
Robotics/Feedback Sensors/Encoders

It's not at all uncommon to require information concerning rotation on a robot, whether from arm or manipulator axis motion to drive wheel speed. Rotary encoders can be found in several varieties, most commonly mechanical or using photodetectors. In mechanical encoders, electrical contacts periodically connect, usually to drive a terminal high or low. These electrical pulses are then used for information. Photodetector encoders can be made smaller and operate much quicker. Typically, a reflective sensor will shine on a marked reflective surface, or a photointerruptor will shine through a disc with transparent and opaque sections, such that the amplitude of received light causes high and low electrical pulses in the receiver. These pulses are then decoded by external circuitry.

Encoding
Depending on the type and reliability of information needed, the patterning on the rotary encoder will be increasingly complex. If only rotational speed is required, a simple alternating pattern will do, but if both speed and direction are needed, more encoded information is required. Encoding position will inherently yield information regarding velocity and direction, as comparing the direction of change in position will give direction of rotation, where the change in position with respect to time will (by definition) indicate speed. The specific type of position encoding will depend on the precision required, as well as the reliability: how much of an error in measured rotational position due to an error in reading the encoded information, is acceptable in the application.

Measuring Rotational Speed
For some applications, only rotational speed needs to be considered. If a toothed wheel which is mechanically limited to spinning a single direction is being measured, the direction is already known, and only the velocity remains. Perhaps a feedback system is being developed for drive speed on a robot, and an encoder on the axle will enable the controller to calibrate speed by varying PWM values; if the controller enables the motor to spin in a specific direction, all it requires is the rotational speed. All that is necessary to measure speed is a single alternating pattern causing the detector to emit a pulsetrain. The pulse rate will be directly proportional to the rotational speed; measuring the time between consecutive rising (or falling) edges and dividing that into the angle of rotation represented by a pulse will yield the rate of rotation.

 * $$\omega \approx {{{2 \pi} \over n} \over {(T_1 - T_0)}}, where~n = pulses~per~revolution

$$

If the rate is changing during the time of the measurement, the calculated rate will be an average approximating the instantaneous rate. This is where precision comes into play – the more pulses per rotation, the shorter the time between measurements, and the closer the approximation is to correct. Anyone familiar with calculus will recognize that the rate of change of position with respect to time is a derivative, and the definition of the derivative states that as the timestep across which a measurement for approximation is taken approaches zero, the result is equal to the derivative at that time.

 * $$lim~ \Delta t \rightarrow 0 { { { \theta ( T_0 + \Delta t ) } - { \theta (T_0) } \over {\Delta t }}} = {{d \theta (t)} \over {dt}} = {\omega (t) }$$

 * $$ \Delta t = {T_1 - T_0} $$

 * $$lim~ (T_1 - T_0) \rightarrow 0 { { { \theta ( T_0 + (T_1 - T_0) ) } - { \theta (T_0) } \over {{T_1 - T_0} }}} = {{d \theta (t)} \over {dt}} = {\omega (t) }$$

 * $$lim~ (T_1 - T_0) \rightarrow 0 { { { \theta (T_1 ) } - { \theta (T_0) } \over }} = {{d \theta (t)} \over {dt}} = {\omega (t) }$$

 * $$ \theta (T_m) = m \frac {2\pi}{n}$$

 * $$ \theta(T_1) - \theta(T_0) = \frac{2\pi}{n}(1 - 0) = \frac{2\pi}{n}$$

 * $$lim~ (T_1 - T_0) \rightarrow 0 { { { \theta (T_1 ) } - { \theta (T_0) } \over }} = { {\frac{2\pi}{n} } \over {T_1 - T_0} } = {{d \theta (t)} \over {dt}} = {\omega (t) }$$

Measuring the difference in the calculated velocities of successive pulses can give an approximation of rotational acceleration as well.

Measuring Direction
Assume a machine is tuning its PWM routines for powering the drive wheels. The controller obviously needs to know the rotational speed of the wheels so it can determine the speed outputs for given duty cycles. But what if the machine is placed on a hill? It starts to roll backward and the controller sees a substantial rotational speed for no input, which messes up the entire calibration process. If the controller were able to determine that the wheel was spinning backward, it would know to ignore the speed information. In order to determine direction with a rotary encoder, there must be at least two patterns on the disk, so there is a reference for the direction of change. The simplest way to achieve this is with two alternating patters that are half a pulse out of phase with each other.

If the disc is rotating in a particular direction (in this case, such that the pattern slides to the left), the rising (or falling) edge of channel A will be detected before that of channel B; if rotation is in the opposite direction, the edge of channel B will be detected first. By testing for which pattern's edges are detected first, the direction of rotation can be determined. The time between pulses for a single channel can be measured to approximate rotational speed. However, combining detections from the two channels gives an effective pulse rate double that of a single channel, which halves the measuring time and doubles precision. A means of measuring speed and direction with a single channel exists as well. Two receivers are placed on a single channel spaced half a pulse width apart, so that as the disc rotates, one sensor will be in state as the other transitions. The order in which the two sensors transition into a state is dependent on the direction of rotation of the disc.

Measuring Position
The simplest way to determine an angular position on a rotary encoder is to divide the disc into segments and imprint each segment with a unique pattern. The more segments the disc is divided into, the more precision is gained in knowing the location at a given time (each segment will cover a span of angles, so there will be uncertainty, but more segments will give fewer degrees per segment). More segments, however, require more unique identifiers, which means a more complex scheme. This discussion is limited to digital-signal encoders, where the possible outputs for any given channel are limited to 0 or 1. This is conducive to a binary encoding scheme, where each segment is imprinted with a unique binary number. The number of unique IDs required depends on the number of segments; the number of channels is equal to log2(n) where n is the number of segments. A disc with 8 segments has a resolution of 360° / 8 = 45° per segment, and requires log2(8) = 3 separate channels. For a doubling of the number of segments, precision is doubled with an increase of only one pattern channel.

Reliability
One of the problems with using a binary encoding scheme is detector error. There's no guarantee that every channel is going to transition at the same time, which can cause a misread of a segment's ID. If the section of the disc below the detector is transitioning from one segment to the next, briefly the decoder might read only part of the bits correctly. Assume a standard eight-segment binary encoding scheme, where segments are numbered from 0 to 8 sequentially: if the transition from segment 000 to segment 001 doesn't read the rising edge correctly, your read is off by one space, which for the moment is negligible. If, however, it's transitioning from segment 011 to segment 100, and the least significant bit is read in first, briefly your controller will think it's transitioned to 010, in the complete opposite direction. If the most significant bit is read in first, it'll think it jumped from 011 to 111, on the complete opposite side of the wheel. Transition errors when a single bit changes can often be considered negligible, as the error in calculated position is 1. Errors from multi-bit transitions can be catastrophic.

Gray Code
Gray code is a specific type of binary pattern in which there is only a single bit changing during a transition from one element to the next. Being a binary pattern, Gray codes use the same number of channels for the same number of specific patterns; they are just ordered differently. Binary uses patterns in a numerically sequential order; Gray code does not. Encoding positions using this method will require additional software or hardware to decode the ID (as a simple binary conversion will not yield a sequentially-ordered set of segments), but the benefits for the reliability of hardware are substantial – as only a single bit changes during each transition, then the maximum error in detected position for an error in pattern reception is 1 segment. Gray code can be written out bitwise in much the same way binary can. In binary, the least significant bit alternates from 0 to 1 every step; the next bit alternates every two steps, the next every four and so on. In Gray code, each bit holds a pattern of 0-1-1-0; the least bit holds each element for one step; the next bit holds each two steps, the next four and so on. It can be noticed that two-channel Gray code is identical to the two-channel pattern used to find rotational direction.

title: Robotics/Feedback Sensors/Encoders


text:
A-level Mathematics/OCR/C3

This is the Core Mathematics 3 module of the A-level Mathematics book. This module assumes that you are familiar with the ../C1/ and ../C2/ modules. Please post all questions to A-level Mathematics/Discussion.

Contents

 * 1) /Algebraic Functions/
 * 2) /Special Functions and Transformations/
 * 3) /More Trigonometric Functions and Identities/
 * 4) /Differentiation/
 * 5) /Integration/
 * 6) /Numerical Methods/
 * 7) Appendix A: Formulae

title: A-level Mathematics/OCR/C3


text:
Programmed Math/Subtraction

Prerequisites: Addition

Subtraction deals with the taking away of numbers, like number a from number b so that: a >= b while b > a. Such a case is with:

$$36 - 5 = 31$$.

a = 36 and b = 5.

So a — b = 36—５ = 31, a >= b is true.

a>=b, like $$36 - 5 = 31$$.

But b>a, for example : $$36 - 55 = -19$$.

a = 36 and b = 55.

$$a - b = 36 - 55 = -19$$.

Subtraction is the inverse of addition, meaning that it is the opposite.

$$31 + 5 = 36$$, $$36 - 5 = 31$$

title: Programmed Math/Subtraction


text:
Programmed Math/Rounding

Rounding is a function that deals with a sort of "evening" of numbers, to make them closer to a specific target, say a 5 or a 10, in this we say a number is nicely rounded, or round.

Here is an example:

Number a is 23.

(a): While our number remains at 23, we could either move it up (to 25) or down (to 20). Since the number is closer to 20, we make the number 20.

(b): Our number is now 26. This number is above 5. And since 30-4 =26, we will increase the number to 30, because of the small gap.

But what about the number 5? For all numbers what include 5, we round them up to the nearest 10.

(c): Number = 25. New number = 30 (after rounding).

title: Programmed Math/Rounding


text:
Programmed Math/Scientific notation

Scientific notation or exponents deals with the simplification of very large or small numbers into easy to read ones. Often used a lot in sciences such as physics or in scientific math, scientific notation (referred to as exponents from here on in for naming conventions) can be used to describe the size of an electron, or the speed of light.

The speed of light in one such example is shown as:

3.0 x 10^8 or 3.0E8 Where 10^8 stands for 10 to the 8th exponent and 10E8 means the same.

The size of an electron could be described as this for an example:

3.45 x 10^-23 or 3.45E-23 Where 10^-23 means 10 to the -23 exponent (E the same), which is actually making it into a fraction, meaning that 3.45 x 10^-23 will be:

$$\frac{3.45}{100000000000000000000000}$$

title: Programmed Math/Scientific notation


text:
Talk:Mambo Open Source/Table of contents

 * What the hell are you doing? You can not add that table of contents without taking it to the discussion page first! I am awrare that this is a wikibook, but i still feel that as i am the major contributor, i should at least been consulted before adding things! And i am totally against the statement that articles should be started in the table of contentds.

This table of contents is not needed at all, the whole book is based on a table of contents!

I am really pissed off now!! --August 22:16, 10 July 2005 (UTC)

 * First of all - calm down, relax, remember all, what I have wroted and think... And then (let's say after 2 days) if You will insist to remove that TOC, I will move it to my Sandbox. Ok?Second - If I need this type of TOC, maybe someone else will need? --AndriuZ 13:45, 11 July 2005 (UTC)

 * You should not tell me to calm down, as i think i acted as i should. This TOC only creates more work for us, and makes it more "uneazy" to browse the book. Only one toc is needed, and the whole book is boult around a toc! --August 23:40, 11 July 2005 (UTC)

 * Sorry for some didactis, but seems You are overreacting... Why You can't realise, that 'toc_August_version' does not suit AndriuZ needs, so 'toc_AndriuZ_version' was created ? This did not corrupted Your's contributions to the book itself in any way. Whole Idea behind Wikipedia is cooperation of efforts. Your arguments are not accepted, because for me 'toc_August_version' not provides functions of TOC, just TOC_TOPICS... Put links 'next reading' on each page and will see... Maybe I'm oldfashioned, but according to Book and Table of contents is: an organized list of titles for quick information on the summary of a book or document and quickly directing the reader to any topic. I repeatedly ask You to provide more logic arguments (not emotions) - othervise I will ignore and if You want to make book for yourself - make it on Your own installation of Wiki... Sorry again. --AndriuZ 09:07, 12 July 2005 (UTC)

 * I have stopped contributing to this book now, as i cannot stand people like you doing very silly things to my book. Wiki is nothing for me, i guess. I will create another version of the book at mambosolutions.com instead, where i can control the content - so far other people have just added crap (exept for typo fixing), so i will just create it by myself there. --August 19:02, 19 July 2005 (UTC)


text: Template:Rejected

title: Template:Rejected


text:
OpenGL

Wikibooks about OpenGL:
 * OpenGL Programming: using OpenGL in C/C++, for OpenGL 2.x and later
 * GLSL Programming: use of the OpenGL Shading Language (GLSL) in Unity 3 and Blender 2.5, with much information on lighting and texturing

title: OpenGL


text: Template:Policy

title: Template:Policy


text: Template:Draft

title: Template:Draft


text:
User:Aya/Wikibooks/Lists of pages

Note: Canonical lists of all pages available on Special:Allpages

Really, just a list of pages which are about Wikibooks (with some notes), rather than pages which are modules of actual Wikibooks.

Main namespace pages

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title: User:Aya/Wikibooks/Lists of pages


text:
User talk:68.15.29.44

This ip is usually owned by User:Kellen but may also be User:Williumbillium. This IP is no longer used by either of us.

Hi, Thanks for the help. I wasn't sure about the correct form.

BTW Do you have a name? Too Old 17:33, 11 July 2005 (UTC)

Hey! Thanks for the note on my page, but I don't recall making a fuss about making biscuits. They are super easy. Better than making pancakes, imo. Kellen T 23:30, 16 January 2006 (UTC)

title: User talk:68.15.29.44


text:
User talk:Too Old~enwikibooks

Pasta e Fagioli
No problem! Good to see sparklin' new recipes! My blasted session timed out again... Kellen 17:47, 11 July 2005 (UTC)

Jewish Recipes
I think "Jewish cuisine" would be an appropriate subsection of Cookbook:Cuisine, though I'm sure there's some overlap into other regional cuisines. You may want to introduce regional sections or lineage sections underneath it, and crosslist common recipes and also crosslist the recipes when the coincide with normal regional cuisine (i.e. not entirely jewish-specific) Kellen 17:24, 17 July 2005 (UTC)

Your account will be renamed
Hello,

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

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

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

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:50, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 05:36, 19 April 2015 (UTC)

title: User talk:Too Old~enwikibooks


text:
User:Hehelol~enwikibooks

See Hehelol's Wikipedia user page.

title: User:Hehelol~enwikibooks