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Blender 3D: Noob to Pro/2D Image (logo) to a 3D Model

Overview

We will be using this graphic as a template for a 3d logo, tracing it, then discarding the 2d image. (Click thru to get the larger sized version, for you to follow along with)

Basics of the background image panel
If you haven't already done so, open blender and select one of the orthogonal view angles by pressing NUM7 (top), NUM3 (side), or NUM1. (front). At the bottom of the 3D viewport on the left, there are some menus, click View -> Background Image

A small window will appear containing just one button marked use background image; click this button. A few more buttons will appear. One of them says image: and has a small button with a picture of a folder on it; click this button. You are now presented with a file selection screen. Using the navigation techniques from the previous tutorials, find your 2D jpeg image on your computer, click the file in the list once then click the Select Image button at the top right of the screen.

Noob note: The image is only displayed in orthogonal view. If perspective view is enabled, toggle to orthogonal view by pressing NUM5. (The image will not be rendered as it is not part of your scene.)

Once a background is selected you'll have a dialog like this one. (Note: This tutorial was originally generated from Blender v2.37. v2.43 has been added - older versions may differ.) The background dialog buttons are described below:

Details of the background image panel
The is a toggle button that turns display of the image on or off. Turning the button off will not clear the settings; it just hides the image. When you turn the button on again, your previous settings are back. Try it - click the button a few times. In v2.43 the equivalent button is the  button.

Image selection is controlled on the row labeled. There are 2 buttons, a text box, and a final button. The first button is used for browsing for an image. The 2nd button is for selecting an image from a history list. (This will be empty for the first time. Selecting it now will display the image you currently have selected.) The text box allows typing in the file directly. The button removes the current background image. Version 2.43 is the same with the addition of the button that refreshes the image or movie, and the  button which shows the number of users of the image block.

The third row is called Texture and will not be used for this tutorial.

The fourth line, labeled blend controls the transparency of the background image with a slider. A setting of 0 is completely solid and 1 is completely transparent. You can adjust it by clicking left or right of the knob for gradual changes, clicking and dragging on the slider for rough settings or clicking directly on the blend text for numeric entry.

The use of the blend function will become obvious once we start tracing our logo. For now, play around with it, see how it changes the image, and put it back to the 0.500 default.

The fifth line, size, controls the size of the image. This size setting is independent of the zoom for the 3D view window. To see how the size works move the default cube off to the side so that you can see both the cube, the background dialog and the background image. Now watch both the cube and image as you change the size. Notice how the image changes size but the cube doesn't? Now press NUM+ and NUM- to change the view's zoom. Now both the cube and image change size.

The final row controls the X and Y offset for the image. These controls move the image up and down (Y) or left and right (X). These settings can be useful if you need to reposition the image from the default position. Like the size, these offset values are independent of the view. As you change the offset values the cube you added earlier won't move. Now scroll the view using by clicking and dragging the SHIFT MMB and notice how the cube and image move together?

Once you start tracing the image you won't be using the size or offset setting.

Details for version 2.6X
the check box left to the title indicate if you can see the image or not. the Axis menu indicate in what views you could see the image.

the button Image and Movie Clip indicate of course if you use a Image or a Movie.

the button to left of the text box allows to choose the image from the exist, the text box say the name of the image, the F botton make the image a fake user, the folder sign allow to upload an image, and the X sign delete the link to the picture.

The blend slider mentioned above is now called Opacity. The image will be completely transparent when the opacity value is zero, and fully opaque when the value is one.

Delete the cube
Delete the cube (select it, press XKEY and select All from the Erase menu), and set the size so that the entire image is viewable. Then set both the X and Y offsets to 0.

Set the view to top view (NUM7) for the rest of the tutorial!

Finally minimize the Background Image dialog. You'll only need it to adjust the blend setting until you finish tracing.

Introducing the Bézier Curve
The Bézier Curve allows drawing graceful, complex curves and only requires a few points. Specifically, it only requires 4 points for a curve: two end points and two control points.

For the moment set the blend to 1 on the Background Image dialog. With the center of the 3D view still selected, press SPACE -> Add -> Curve -> Bézier Curve. Alternatively you can use the Add menu at the top of the screen or press SHIFT -> AKEY to jump directly to the add menu. Be sure to be in EDIT MODE not OBJECT MODE.

Unlike the traditional Bézier Curve each Bézier vertex has 3 points. I've labeled the 3 points for the left vector: A, B and C.

Just like any other vertex you select the control points and the end points with RMB and move them with standard commands like GKEY, SKEY, EKEY or RKEY. if you wish to rotate, scale, or move the whole curve, then select all the vertices on the curve using one of the various selection methods, and then use the GKEY, SKEY, or RKEY

Point A is an end point. The curve will always go through this point. Points B and C are control points. These points influence the path of the curve as it leaves Point A. Because the path stops at A, Point B has no real effect on the path. Instead B is currently locked with C. (If you move either B or C, the other will move.) We will fix Point B to move independently a little later.

The control points have 2 effects on the path exiting the end point: direction and distance (these are termed slope and magnitude in math circles) from Point A. The direction will provide the direction that the path will follow when it leaves A and the distance will determine how long the path follows that direction before it starts making its way to the curve's next point.

The example to the right shows how the control points influence the path of the curve. In the top picture, we see three curves. The top curve is the default curve. In the next curve down, C has been moved to give a drastically different direction. Notice how the path leaving A moves away from the other end point. The third curve, the distance was changed dramatically. Watch the path move much higher than the other two curves.

In the bottom example, I've built a heart shape using just the points shown. Dragging the bottom end point down will make the shape closer to a leaf. You'll be able to do the same at the end of this tutorial. Go ahead move around the points for the curve and see how they all interact. Get a good feel working with the curve and when you're ready we'll move on to tracing.

Now that you know how to work with a bezier curve set blend back to 0.5 on the Background Image dialog so we can start tracing.

Rough Tracing
If you don't already have a curve add one now. It will help to move the curve to the center of the yellow lightning bolt.

The first step in tracing is to click the Polygon convert button on the curve tools panel. You'll find this in button on the Buttons Window. You may need to select the Edit Panel. Press F9 if this panel isn't visible. In Blender 2.59, the 3D View panel's Tool Shelf (T) houses the Curve Tools, including Set Spline Type, from which you should select Poly. You must be in Edit Mode to reach the Curve Tools.

Noob Note: The 'Curve Tool' panel will not appear if you don't have a bezier curve already placed. I learned this the hard way.

Next, move the vertices of the curve to the points shown in the image to the left. This is called Rough Tracing because you don't need to exactly trace the image.

You only need to approximate the image. Moving the vertices should be done using the instructions from the Creating a Simple Hat tutorial.

''Note: Selecting the best place to put a vertex is a bit of an art that you'll acquire as you work with curves. For now follow the arrows along the cutouts and place each of the vertices as shown.''

This tracing uses all the vertices of the polygon. Other cases, you'll need add or remove extra vertices by selecting the end point of your curve press CTRL and click LMB. At the place you clicked a new vertex will appear connected to your curve.

After moving the last vertex, we finish the rough tracing by pressing the Alt+CKEY to close the polygon. You should see an image similar to the one on the right. (If you only have an outline switch your view port shading to solid by pressing the ZKEY for now.)

Question: how do you close the polygon in blender 2.61? Answer_ ALT + CKEY pressing c key alone brings up circle select.

''Note: In Blender 2.63 and certain prior versions, the curve needs to be changed from 3D to 2D shape in order for the polygon to show up, else you get an error. This can be changed by going into Object Data and, under the Shape heading, switching the curve from 3D to 2D.''

Notice how the polygon doesn't cover all of the yellow of the bolt and how in some places the polygon fails to conform to the shape of the bolt. This is expected and should not be a cause for concern. We correct this in the next section.

Once you've finished several logos you should begin to get a feel for the required placement of vertices. Until then, here are some general guidelines to keep in mind:

We are now ready to move onto the next step modeling the logo.
 * A gradual curve may only require a single vertex.
 * Tight curves will likely require two closely placed vertices.
 * Curves may not require a vertex at all - you can define some curves using the control points of the adjacent vertices. We did this for both of the inside curves of the bolt above.
 * Corners require a single vertex placed where the curve bends. A square, for instance, requires four vertices - one at each corner - to be modeled properly.
 * The end point of a curve will always be on the curve. So should all of the vertices you place.

Polishing the Tracing
Press ZKEY to return to wire frame mode, then Press the Bézier convert button to convert the polygon back to a curve.

This will convert your polygon back into a curve. Nothing obvious will happen. If you look close, you should notice the number of points on the curve tripled. When you converted the curve back to a Bézier curve, Blender changed all of the polygon vertices to Bézier vertices. While the polygon vertex is a single point the Bézier vertex is made of an end point and 2 control points. So the extra points are the control points of the Bézier vertices. These control points are placed along the curve to produce the same shape as the converted polygon.

Our job is to move the control and end points so that the curve follows the edge of the bolt. The trick is to move the 2 control points between adjacent end points to bend the curve to the edge of bolt. First, move the right control point of the top-left vertex. This should pull the curve from its end point to more closely match the line of our bolt. After placing this point, we move to the next control point following a clockwise direction around the bolt. Use the RMB to select the point you want to change and move it with GKEY to place it.

Noob Note: if you wind up with pink lines when you select the contral handels, that means you hit HKEY by accident, and have put the control point in manual. to correct this hit HKEY again to put it back into "easy" or auto mode.

As you move the second point notice how the curve exiting the first end point is drawn away from the edge of the bolt being traced. We now have to adjust the first control point again to get that line back on track. This quickly turns into a balancing act adjusting each set of control points. The trick is to make smaller movements for each iteration of adjustments. Make a game of it and move the control points all along the bolt. Always move along the clockwise direction. This practice is not just for consistency, it keeps your place and ensures that moving a control point doesn't change a portion of the curve that you've already completed. In time you learn to move the first point only part of the way. Then moving the second brings the curve for the first into correct alignment.

If you have some trouble aligning the curve to the edge of the bolt, consider adding a new point. There are two (at least) ways to accomplish this:
 * Select 2 points that surround the problem spot where you want a new vertex and click the Subdivide button on the Curve Tools 1 tool panel.
 * If near an end point, Select it, press the CKEY to open the curve, then Control+LMB click to add a new point beyond the end of the selected final vertex. Press the CKEY to reclose the curve.

The new end point should be positioned and then you have to adjust the curve on both sides of the end point you move. Any time you move an end point be sure that the curve going into both adjacent (clockwise and counter-clockwise) end points still aligns with the edge of the bolt.

Once you've made the complete circuit around the bolt, you're ready for the final polishing of the edge of the curve. Press the TAB to switch to the object mode. This makes the polishing easier as Blender hides the points and lines for editing the curve. Now zoom in on the bolt's edge using the NUM+ or Control+LMB drag. Use Shift+MMB drag the screen so that you closely observe the entire edge of the bolt while zoomed in closely. Look for places where the curve pulls away from the edge.

Also look for sharp bends at each of the end points that should be smooth. You can see several defects that I found in my project after tracing the bolt. Switch back into edit mode to fix the curve and then go back into object mode to look for more defects.

Sharp end points are adjusted by decreasing the angle between end point and the control points. Many times that is impossible to do, without messing up what you're trying to draw, so the other way is to add more curves by subdividing ( WKEY -> subdivide )the existing curve between two end points, and playing with the control points to get a nice smooth curve,

Places where the curve pulls away from the edge can be resolved by moving the control point closer to the edge. In the above image the curve was found to have been pulled away from the edge. This was fixed by moving the control point a little to the left.

Here's the final polished curve for my project. It is shown in both edit mode and object mode so you can clearly see both the control and end points on the left and the curve to the right.

Noob note: In blender 2.37 and later (not sure of earlier versions) pressing the HKEY toggles the control points between free and aligned (Edit Mode). Free Control Points are good for sharp angles, and aligned are good for smooth curves. This shortcut is in the Space -> Edit -> Control Points menu.

This concludes the tracing of the bolt. All that remains is making the curve 3 dimensional, applying a material and positioning the final object. Before doing that, we will trace the circle in the next part of the tutorial. Save this project if you want to take a break before continuing. You'll need it on the next turorial.

Adding a Third Dimension
First, give the object some depth. if you are in wirefame, hit ZKEY to go in to solid mode, then down on the editbuttons screen, locate the "Curve and Surface" panel, and set the following values:

 * Back and front buttons are selected (depressed), otherwise it will be see through.
 * Extrude: 0.2 (the height of the extrusion on either side)
 * Bevel Depth: 0.02 (the radius of the round bevel applied to the extruded edge)
 * BevResol: 4 (the number of subdivisions on the bevel curve)

Noob note: In previous versions, Extrude and Bevel Depth were Ext1 and Ext2.

Noob note: In versions 2.6x(possibly also 2.5x), go to Properties panel --> Object Data --> Geometry for these settings.

Now you can use your knowledge from earlier in this book to change the material and/or add texture to your logo. Feel free to rotate, add lighting, or whatever floats your boat. Don't forget to press ZKEY to toggle wireframe mode.

You should now have something that looks like the photo on the left.

Modeling the red circle
It will be helpful to make the lightning bolt distinct from the circle part of the logo, by applying a yellow material to it before continuing.

Method one is the easiest, so try it that way first.

Outer circle

Switch to object mode by hitting TAB if you aren't already there. LMB somewhere near the center of the background photo. Press space -> Add -> Curve -> Bézier Circle to add a closed bezier curve with four points forming a circle. If you are in solid draw type, switch to wireframe with ZKEY so you can see the underlying image better. Hit SKEY to scale the bezier circle to fit over the circle in the image. Again, if you are using one of the newer versions, you will have to switch the circle from 3D to 2D in the object panel.

Noob note: You should stay in object mode for now, as it's easier to scale and move the bezier circle without having to keep track of which end points are selected.

You will probably find that the bezier circle is not dead center on the sample logo so you will need to move it with GKEY to center it. You may need to scale it and move it several times to get it right. You will also find that the circle in the sample image is actually a slight oval, so scale and position the bezier circle, along the X axis, and Y axis, so that it touches the circle in the image on the left and right sides.

Normally, you could then scale the circle and constrain it on the X and Y axis by using SKEY, but it turns out that the oval isn't regular anyway, so just select the point on the top and hit GKEY and then XKEY, or YKEY to move it around until it touches the top of the oval in the image. Then do the same for the bottom point and you should have a pretty good fit.

Inner half circle 1
Just to understand what's happening in the next steps, switch to solid view with ZKEY. As you can see, you now have a circle, but it's filled in the middle where you want to be able to see through it. To cut a hole out of the circle, be sure that the circle is selected, then hit Shift+S -> "cursor to selection, to put the cursor in the middle, switch into edit mode, if you're not already in it, and then Space -> Add -> Bézier Circle. A new circle will appear inside the larger circle.  As you can see in solid mode, the new circle actually cuts its shape out of the larger circle surrounding it.

Noob note: make sure you are in Edit Mode or it will add the new Bézier circle without cutting it out of the existing one.

Switch to wireframe mode with ZKEY so that you can see the underlying image again. Scale up the smaller circle so that it approximately fits the inner part of the circle in the image. Don't worry about getting it exact since you'll be manually moving all four points anyway. Move the bottom point of the bezier circle to the top left corner of the bar that crosses the circle.

Move the right point of the circle to the other corner. When you create a Bézier Circle, Blender by default sets the alignment of all the control points to aligned. To make the diagonal bottom edge you need to break the alignment on the two lower sets of control points. Hitting the HKEY will toggle between free control points and aligned. Once you've selected the two lower bezier points and hit the HKEY to make them free you can move each of the inner control points to create a nice straight edge. Then move the other two points and adjust their control points until you have a pretty good approximation of the rest of the inside curve.

''In Blender 2.63 and others, pressing the H key seems to hide vertices instead. To set control points to free, select the vertice, then in the curve tools under Handles, select Free. (can also be set via the menu at Curve-control points-set handle type-Free)''

Inner half circle 2
Next step is to press space -> Add -> Bézier Circle again and repeat the same steps, but for the lower opening in the logo. Once you've completed both openings, switch back to solid view with ZKEY and examine your work. Make any adjustments you need to by switching the draw type back and forth as needed.

Make it 3d
The next step is to make this part three dimensional like you did with the lightning bolt. Go to object mode with TAB, then select the editing buttons.

Under curve and surface, set:

Extrude/Ext1 to 0.05,

Bevel Depth/Ext2 to 0.02

BevResol to 4.

Now that we have beveled it there will be a problem. Switch back to wireframe mode with ZKEY and you'll see that the bevel has widened everything so that the circle no longer matches the original image. This can be fixed fairly easily by reducing the width parameter under curve and surface to about 0.98.

Noob Note: I don't see an easy way to adjust the width parameter under curve and surface in Blender 2.70. I was, however, able to adjust using WKEY, Width, and then incrementing with the mouse.

For final steps, select the lightning bolt again and switch into sideview with NUM3 and hit GKEY and then ZKEY to move both elements up or down until the bolt is inside the circle.

Apply a red material to the circle and bar portion. Finally, you can go to view, then to background image and hit the background image button to hide the image now that it is no longer needed. At this point, you can add any finishing touches for lighting and camera angles and render the logo.

After rendering you will have something like this:

Method 2 - using mesh circle and edges
Instead of using the Bézier Curve, you can use Circles.

There are two ways of doing this:

Easy way
Place two vertices (CTRL+LMB), one on the inner circle and one on the outer circle so that they form a line. This line has to be perpendicular to the circle you are tracing. Then place the cursor on the middle of the circle. Then just use the spin tool under the Mesh tools tab (360 degrees and 32 steps). This creates a circle made of 32 adjacent squares. Give it more steps to increase the quality of the circle.

Detailed way
Go to the top view (NUM7), and press SPACE -> Mesh -> Circle. Accept the 32 vertices, you can make it less but it won't look as good.

Move it into the center of the circle, if you don't then I advise you have wireframe on for the moment (press Z). Then press S, for scale, and make it the correct size for the inside of the circle. Once you have that in the correct place, like so:

You may need to stretch it sideways a little, then press 'E' to extrude (choose Only Edges), press 'S' to scale and another sized circle will appear, size this appropriately then click LMB.

Deselect the second circle, then select four vertices that are near each other and that form a square.

Now press F and a face will appear, i.e. the box will be filled (turn off Wireframe, press z). Now do this right around the circle. To do this, hold down Shift and Ctrl, then draw a circle around the two vertices you wish to deselect with the Left Mouse Button. Then draw a circle around the next two vertices while holding down Ctrl and LMB, NOT SHIFT. Shift changes the control from selecting, to deselecting.

Once you have gone all around the circle it's time to make the line through the middle. To make the crossing line you need to move 4 of the vertices slightly; example below:

Once you do this, highlight the 4 you moved, then press F.

Making the circle 3D
Highlight the full circle by pressing A either once or twice. Go to Side View, and press E for extrude and drag it down so that it is the same thickness as the lightning bolt (you'll see why).

Now look at what you have made... it looks nice enough but where the lightning bolt goes through the circle it looks a bit odd so we will make it look like the circle is laying on top of the bolt. Where the bolt goes through the circle, note the edges and the vertices. Move them so that the lines are just either side of where the bolt goes through. Then make new edges using CTRL+R on the outsides of these edges. Like so:

Now you have squares where the lightning bolt hits the circle. Change to Wireframe (z) if you are not already in it then highlight the 16 vertices of these boxes and raise them. Now do the same for where the center line crosses the bolt but create 4 lines instead of two. To explain why, I've created a diagram.

Now we can make the finishing touches, add subsurf and set it to 2 or 3 and add color! Then you are done :-) I won't go over subsurf and adding color because people have covered that better than I could in previous 'Noob to Pro' pages. I think that's everything.

You should now be looking at something similar to:

Method 3 - using mesh circle and a cube
Tracing the No symbol is somewhat more complex than the lightning bolt. The reason is this symbol is hollow and requires additional planning to trace than just following an outline of an object.

I'll be back to explain the difficulties in the near future, so stay tuned.

One way to do this is outlined below:
 * The first thing to do is add a mesh circle. Hit SPACE and select 'Add -> Mesh -> Circle'. (This circle is mostly for measuring purposes, and will ultimately be removed.)
 * Scale (SKEY) and move (GKEY) the circle so that it's sides are even with the sides of the logo circle, and the top and bottom are an even distance from the top and bottom of the logo circle. (The logo circle is not perfectly round.)
 * Make sure you're in object mode (TAB), add a cube (SPACE, 'Add -> Mesh -> Cube') and place it (GKEY) on the right edge of the circle so that it is centered on the right    edge.
 * Scale (SKEY) the cube so that it is the same width as the wall of the circle and touching each side of the wall.
 * Now, we want the 3Dcursor at the center of the logo circle. To do this, go back to object mode (TAB), and select the circle that we added earlier (RMB), then press SHIFT+SKEY and choose 'Cursor -> Selection'. (This is the main reason why we have this circle here.)
 * Reselect the cube (RMB) and TAB to edit mode.
 * Choose NUM7 for the top view, and use RMB to select only the front face of the cube. (Before this you have to make sure that you are in 'Face select mode'.)
 * Press XKEY and choose Erase Vertices. This will reduce the cube to a square

 * Press NUM7 to go to the top view then select the Editing panel (F9).
 * Press AKEY to select all, and then make sure that the rotate settings are set to degr:360, Steps:50, Turns: 1. (Actually, Steps can be whatever number suits your fancy. You may want to play with various values.) This is just like we did for creating the man's hat.
 * Click on 'Spin' to extrude the square into a ring.

Next we will create the bar.
 * Staying in Edit mode, hit SPACE and select 'Add -> Cube'. If you haven't moved the cursor since the ring extrusion, it should appear in the middle of the ring.
 * Expand (SKEY) the cube so that it just encompasses the inside circle of the ring
 * Scale (SKEY) the square in the Y axis (YKEY) so that it is approximately the thickness of the logo bar.
 * Return to object mode (TAB), and rotate (RKEY) the ring together with the just designed bar so that it is parallel to the logo bar.
 * In Edit Mode (TAB), squash the ring in the Y direction (SKEY, YKEY) so that it fits the logo ring.
 * In edit mode, reselect just the bar. To do this, choose 'Face select mode', and do an area select of the face selectors near the center of the bar (use the BKEY, or SHIFT+RMB methods).
 * Re-rotate (RKEY) the bar (in Edit Mode) so that it is parallel to, and in the middle of, the logo bar.
 * The next thing we need to do is scale the bar so that it is precisely the same width as the logo bar.
 * To do this, choose scale (SKEY), and press YKEY twice. This will go to local scale mode (local to the object). This is why we were rotating the entire ring, since the ring and bar are part of the same object.
 * We no longer need the original circle now, (it should be sticking out from the top and bottom of the ring), so select it (RMB), and delete it (XKEY).
 * If you hit NUM3 You'll see that the bar and the ring are at completely different heights than the lightning bolt. Select and scale them so that they are all roughly the same height (the bar should be slightly higher than the bolt, and the bolt slightly higher than the ring so that all the proper parts are covered.).
 * You can use the trick above to select (RMB) only the bar, scale it in the Z axis (SKEY, ZKEY) and then hit SPACE and choose 'Select -> Inverse' to select the ring (all but the bar).
 * When done rescaling, press NUM7 to look at your handiwork.
 * There is one last bit, which is to slightly rotate the whole ring around the X axis so that it is below the top of the bolt and above the bottom.
 * Once that's done, all that's left to do, is color in the ring.


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Talk:How to Solve the Rubik's Cube

How to solve any NxNxN cube
Eeep, this solution is essentially the same as the one found at jeays.net/rubiks, and it gives a second solution, also by David Singmaster.--64.230.50.205 01:03, 13 April 2006 (UTC)

Don't merge. It would only confuse beginners on the subject of how to solve a Rubik's Cube, and they are most likely going to be the most frequest visitors to this page. And it seems that half the people who want to merge the articles aren't giving any reason as to why it would be better, either.

Don't merge. This article should contain a link at its end to the general NxNxN cube, but these are separate topics that should have seperate entries. 68.162.100.40 03:59, 28 November 2005 (UTC)

Definitely merge! -Mydotnet 02:16, 23 September 2005 (UTC)

Merge. --Ryan524 02:25, 29 September 2005 (UTC)

Eh. Merge it. It makes more sense as an extension of this book anyway. How does one go about merging a book? Do administrators do it, or do authors? -- unknown

My advice. Dont merge it unless by merge you mean append as separate section. This solution is 'easy' to follow. The general solution of nxnxn is harder to follow and even harder for some people to see how to apply it to say a 2x2x2. The third book missing, (not yet started) is one that details how to solve such puzzles in general using the principles of conjugation... That method solves dodecahedral 'cubes' and a number of other variants that do not fit nxnxn. It solves whole classes of rearrange the bits puzzles where a move always move N pieces. Eg Olympic ring shaped grooves with coloured balls rolling around in them...

In fact it also solves 3x3x3x3 but that gets spooky... 202.164.205.96 15:10, 8 June 2006 (UTC)

Don't merge. This book is a self-proclaimed inefficient but intuitive introduction to solving the cube for beginners. NxNxN is great for completeness but it is not intuitive or in any way easy for beginners. Beginners need all the clarity they can get. The fewer new concepts they have to learn the better. Adding NxNxN would create an immediate and unnecessary order of complexity. As a recent beginner I can garauntee you that if this page had been muddled with NxNxN strategies, I wouldn't have read it. Credford 17:59, 10 November 2006 (UTC)

Merge! It should be used as a reference to other users if they want to find out more about it. 3857wiki 20:01, 5 December 2006 (UTC)

Don't merge. Lots of beginners (incl. me) turn to the 3*3 cube wikibook for simple, specific instructions. Merging will effectively render the 3*3 page useless for beginners, while not making the general solution any more useful for technically accomplished cubers. There's no upside. A link from the 3*3 solution to to the generalized solution is in order, but that's all. 207.6.31.6 21:09, 5 February 2007 (UTC)

Can we reach a consensus on this? There seems to be no good reason to merge and lots of good reasons not to. Should I remove the merge suggestion from the Rubik's Cube article? 207.6.31.6 05:49, 27 February 2007 (UTC)

I see your point.

I say dont merge because it will just really mess up beginners-- nobody you need to know of

Don't merge This is a specific article on how to solve the 3x3 cube. Also, the other page's instructions are harder to understand.

Rewrite the NxNxN article Looking at the NXNXN article, it really almost exclusively focuses on 3X3X3 and only mentions 2X2X2 to state the obvious. (e.g. if you can solve a 3X3X3; the same thing works for 2X2X2). It's 3X3X3 method is different than this one so it would be rather difficult to merge that one in here without removing much of this. So I think what should happen is on the NxNxN article should be changed to really become how to solve what the article title says. 173.21.255.175 (talk) 21:48, 13 March 2009 (UTC)

Transwiki log
Transwiki from How to solve the Rubik's Cube (cur) (last) 04:26, 25 June 2005 24.118.220.84 (rv vandalism -- someone removed step 2) (cur) (last) 02:03, 16 June 2005 TheGrappler (Category:Rubik's Cube) (cur) (last) 22:18, 5 June 2005 Grika m (Added link for scores) (cur) (last) 02:51, 5 June 2005 65.199.17.194 (→Other things) (cur) (last) 02:50, 5 June 2005 65.199.17.194 (→Step 2: U face corner pieces) (cur) (last) 00:41, 20 May 2005 216.93.93.134 (Moved a sentence for clarity) (cur) (last) 01:48, 13 May 2005 Grika (Changed rectoid to cuboid (which is actually a word)) (cur) (last) 03:40, 12 May 2005 Freyr (rv revert) (cur) (last) 03:39, 12 May 2005 71.104.225.179 (→Step 2: U face corner pieces) (cur) (last) 15:09, 3 May 2005 Kbdank71 (rv vandalism) (cur) (last) 15:07, 3 May 2005 205.160.53.142 (cur) (last) 21:50, 28 April 2005 Grika (→Alternative method) (cur) (last) 02:15, 28 April 2005 Grika (Removed humor (see the discussion) and added a real method) (cur) (last) 18:39, 27 April 2005 62.255.64.9 (rv. not vandalism) (cur) (last) 22:25, 26 April 2005 Pavel Vozenilek m (rv vandal) (cur) (last) 17:23, 26 April 2005 62.255.64.9 (rv. it was good, add your method too) (cur) (last) 18:43, 25 April 2005 Pavel Vozenilek m (rv - not relevant (and I know even faster method - break the cube into pieces and put it together as you like)) (cur) (last) 18:13, 25 April 2005 62.255.64.9 (alternative method) (cur) (last) 14:45, 9 April 2005 Rje m (→Step 1: Top edge pieces - sp) (cur) (last) 11:30, 28 March 2005 67.170.254.26 (cur) (last) 12:01, 15 March 2005 Ahoerstemeier m (Reverted edits by 202.162.57.81 to last version by Plek) (cur) (last) 08:07, 15 March 2005 202.162.57.81 (→Step 4: Solve remaining edge pieces) (cur) (last) 20:49, 18 January 2005 Plek m (rv vandalism by 199.219.144.50) (cur) (last) 20:42, 18 January 2005 199.219.144.50 (cur) (last) 20:42, 18 January 2005 199.219.144.50 (→Background) (cur) (last) 16:38, 17 January 2005 69.195.36.86 (→Step 6: Orient corner pieces correctly - clarify) (cur) (last) 23:27, 2 January 2005 142.51.44.188 (→Other terms) (cur) (last) 23:26, 2 January 2005 142.51.44.188 (→Other terms) (cur) (last) 23:38, 29 December 2004 69.195.36.86 (→External links - page moved) (cur) (last) 22:13, 28 December 2004 Michael Hardy m (→External Links) (cur) (last) 11:24, 11 December 2004 Sam Hocevar m (fix double word) (cur) (last) 02:40, 13 November 2004 165.247.65.163 (→Step 2: U face corner pieces) (cur) (last) 02:38, 13 November 2004 165.247.65.163 (→Step 2: U face corner pieces) (cur) (last) 14:14, 12 November 2004 Secfan m (→See also - simplification) (cur) (last) 23:55, 7 November 2004 69.110.61.187 (change link title) (cur) (last) 22:56, 7 November 2004 69.110.61.187 (Add Solution Link) (cur) (last) 18:02, 19 October 2004 DavidCary (cur) (last) 16:47, 18 October 2004 Eric119 m (cur) (last)  15:11, 12 October 2004 ZeroOne m (categories) (cur) (last) 21:56, 11 October 2004 199.244.214.30 (→External Links) (cur) (last) 00:01, 29 September 2004 81.178.80.232 (→Step 1: Top edge pieces) (cur) (last) 23:59, 28 September 2004 81.178.80.232 (→Step 1: Top edge pieces) (cur) (last) 04:16, 24 September 2004 Offsky m (→External Links) (cur) (last) 15:24, 19 September 2004 Guanabot m (Guanaco - robot: converting HTML tags to proper wiki markup and removing excess newlines) (cur) (last) 22:20, 17 September 2004 Grunt m (Reverted edits by 66.147.14.133 to last version by 68.33.244.206) (cur) (last) 22:19, 17 September 2004 66.147.14.133 (→Step 2: U face corner pieces) (cur) (last) 22:18, 17 September 2004 66.147.14.133 (→Step 2: U face corner pieces) (cur) (last) 13:51, 24 August 2004 68.33.244.206 (→External Links) (cur) (last) 22:55, 20 August 2004 ZeroOne m (the article is called "How to solve the Rubik's Cube". that spoiler-warning really insulted everybody's intelligence. removed.) (cur) (last) 02:58, 30 July 2004 Ardonik (fix external link, howto) (cur) (last) 02:52, 30 July 2004 Ardonik (Put  at top, improve intro msg) (cur) (last) 02:50, 30 July 2004 Ardonik m (Revert unnecessary equals sign by 81.202.143.180 to last version by Jtmendes) (cur) (last) 02:38, 30 July 2004 81.202.143.180 (→Step 2: U face corner pieces) (cur) (last) 04:34, 22 June 2004 Jtmendes (→External Links) (cur) (last) 04:29, 22 June 2004 Jtmendes (cur) (last) 18:20, 20 June 2004 69.10.98.175 (→Background) (cur) (last) 17:33, 20 June 2004 69.10.98.175 (→Step 2: U face corner pieces) (cur) (last) 17:32, 20 June 2004 69.10.98.175 (→Step 2: U face corner pieces) (cur) (last) 19:30, 15 June 2004 ALoan m (wikify ²) (cur) (last) 07:49, 4 June 2004 Template namespace initialisation script (cur) (last) 22:25, 29 May 2004 200.218.180.254 (cur) (last) 21:57, 18 April 2004 Bryan Derksen m (formatting) (cur) (last) 21:22, 16 April 2004 4.250.87.156 (Spoiler Warning) (cur) (last) 21:35, 27 February 2004 Charles Matthews m (Reverted edits by 24.100.129.127 to last version by Maximus Rex) (cur) (last) 21:34, 27 February 2004 24.100.129.127 (cur) (last) 00:47, 7 February 2004 Maximus Rex m (Reverted edits by 68.230.50.245 to last version by 213.231.204.211) (cur) (last) 00:47, 7 February 2004 68.230.50.245 (cur) (last) 00:46, 7 February 2004 68.230.50.245 (cur) (last) 22:47, 10 January 2004 213.231.204.211 (revert) (cur) (last) 22:37, 10 January 2004 66.157.117.229 (cur) (last) 21:09, 18 December 2003 Morwen m (Reverted to last edit by Arpingstone) (cur) (last) 21:08, 18 December 2003 24.90.150.127 (cur) (last) 16:22, 7 November 2003 Arpingstone m (cur) (last)  11:58, 7 November 2003 Arpingstone (More "you" removed) (cur) (last) 11:51, 7 November 2003 Arpingstone (Sorry, I messed up, this is the article with "you" and "we" removed) (cur) (last) 22:45, 4 August 2003 Delirium m (Reverted to last edit by 217.24.129.50) (cur) (last) 22:40, 4 August 2003 209.37.138.50 (cur) (last) 12:26, 3 July 2003 217.24.129.50 (cur) (last) 23:25, 5 June 2003 Gamma m (headers) (cur) (last) 23:23, 5 June 2003 Gamma m (headers) (cur) (last) 23:30, 4 June 2003 LittleDan m (cur) (last)  18:04, 15 May 2003 199.190.225.44 (cur) (last) 17:09, 2 March 2003 Docu m (Upd. Links) (cur) (last) 17:07, 2 March 2003 Docu m (Upd. Links) (cur) (last) 02:34, 4 October 2002 63.201.24.93 m (cur) (last)  13:52, 28 August 2002 Eclecticology m (cur) (last)  16:25, 19 June 2002 Bryan Derksen m (-/Talk) (cur) (last) 15:51, 25 February 2002 WojPob m (cur) (last)  22:47, 28 January 2002 Conversion script m (Automated conversion)

Neglects to mention easiest method of "solving" (which isn't really solving at all)
i.e removing the stickers and putting them back in the default position. Far easier than all the rubbish mentioned here. --86.135.217.213 06:29, 7 January 2006 (UTC)

 * This method has been added. 68.52.56.111 19:52, 21 April 2006 (UTC)

 * That isn't solving. It's cheating.  People who want to know how to solve a Rubik's Cube need not be taught how to peel the stickers off.  Actually, if you practice, it's ten times faster (at least!) to solve it than to peel the stickers off.  Besides, the stickers are nearly impossible to replace without an adhesive.  --Ravi12346 00:54, 1 October 2006 (UTC)

 * What about taking the cube apart instead? If you're going to cheat, you may as well do it without rendering the cube unusable.  --Ravi12346 00:55, 1 October 2006 (UTC)

Can't you treat this seriously? Yes, you can take the stickers off and replace them, or disassemble and then reassemble the cube, but these do not constitute solving, and have their associated problems. The stickers are prone to peeling off after extended use; actively peeling them off only accelerates this. Disassembly risks permanent damage if not done properly. - Sorceror Nobody

Rotating the center faces
lol 105 moves.. well it works but there is a much simpler alternative at alchemistmatt's page: http://www.alchemistmatt.com/cube/rubikcenter.html will someone integrate this please. 218.102.220.129 01:59, 21 May 2006 (UTC)

Pictures!
This book needs pictures!!! Nate 22:48, 25 August 2006 (UTC)
 * Desperately. The Step 3 description is so convoluted that by the end of the first paragraph one has no idea which edges he (or she) is meant to be solving.
 * Yes I completely agree with this. As someone who is trying to learn to solve the cube from this article, I can tell you it is extremely unclear on many points. I keep getting bad results and having to start again. I am finding vanderblonk.com significantly more helpful.

Clean up the description
As noted above, Step 3 is VERY difficult to comprehend. I would recommend rephrasing that section so that it conveys the thought process coherently. 99.225.118.72 (talk) 19:05, 1 September 2008 (UTC)

2 vs. 2
This page uses 2 to denote half turns, but simply 2 is much more common. Should this be changed? --Ravi12346 00:49, 1 October 2006 (UTC)

 * I believe it should, if noone complains, I will change it. --Blonkm 17:04, 26 January 2007 (UTC)

How about Ln, meaning n compositions of the operator L? Makes more sense than nL. --NF July 2007

 * Definitely not, this is a very mathematical way of showing algorithms. The cube may have some mathematical relatedness, but that doesn't make it necessary to make algorithms less readable. The standard notation adopted on the internet is to not use special characters or formatting, so just 2 will suffice. And by the way, it's not nL it's Ln --Blonkm (talk) 21:23, 7 September 2008 (UTC)

Copyvio?
This page seems to be ripped from the following page: (see solution #2). I would recommend a deletion or complete rewrite. 211.72.233.5 10:09, 8 October 2006 (UTC) (Ultra-Loser)
 * the page you linked says "Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License [...]". The problem is that I can not be sure that this page is fully complying to the requirments of Section 4 of the GDFL. -- AnyFile 10:54, 26 January 2007 (UTC)
 * Go ask Jeays since I believe he put it here himself. And in that case, there cannot be a violation. --Blonkm (talk) 21:38, 7 September 2008 (UTC)

White-other color?
In attempting to learn the method described in this article, I was immediately stumped by the description "white-other color (OC)". Is this a white piece with a particular color adjacent to it? Can this be clarified in the article?

 * I agree with you, this article was clearly not written with clarity in mind, though it is helping me to solve my cube.

 * Please someone edit this. I really have no clue what other-color means.

I agree wholeheartedly. I attempted to learn how to solve the cube with the explanation here and it was written so poorly I couldn't make heads or tails of one line of it. (edit: well i'm pleased to say i figured out how to solve the cube on my own.. and now reading back over this it certainly does make sense. and now i can say with a lot more certainty that it is worded horribly)

UB'R2D'U'RU2BR'B2L2 is gibberish to a beginner.
This page needs to start with a proper explanation of what the letters and numbers mean. A complete beginner (such as myself) has no idea. Dodger67 11:03, 30 September 2007 (UTC)

it does. click on the link under "notation" Sompm 02:58, 4 November 2007 (UTC)

Pictures in notation
The picture in the notation section under 'F' doesn't seem right to me. It looks like the cube's colors have been switched when there's meant to be a face rotation. Thinking there should be a white bar instead of a yellow one in the pic. Can anyone fix this?

The picture for 'D' also isn't correct. The green side is supposd to be colored orange. The white tiles in the 'F' picture are supposed to be orange as well. I've tried uploading the necesary files, but can't seem to include them in this page. The correct SVG-Pictures are at and

Notation?
Is there any difference between R' and R? Article should mention something about it since the link doesn't

 * R´ denotes rotating the right face counterclockwise and R denotes rotating the right face clockwise. The notation is given in the Wikipedia article about the Rubik´s Cube: http://en.wikipedia.org/wiki/Rubik%27s_Cube. Erwin

Step 2 is incomplete
In step 2, three possibilities are given: the corner block is in the D layer (with the white face on either D or F/R face) or the corner block is in the correct position in the U layer. It is however also possible that the corner block is in the U layer, but not in the correct position. How should one proceed then? Erwin

 * Good point. Usually it is advised to take out the corner using one of the algorithms mentioned (it will push out the corner, since you are inserting another one). Then, again using one of the algorithms mentioned, you can solve the corner. This should be added (though IMHO this whole book needs a rewrite, which I have been pondering but never got to...) --Blonkm (talk) 21:26, 7 September 2008 (UTC)

This book needs to be rewritten
I would do it myself, but my English is very poor. I have read it all and a think the example solve is full of mistakes and ambiguity -- even if it gives a solve after all.

Step 5: Position corner pieces
I'm trying to solve a cube for the first time, and I was doing fine up until this step (the last corners). It mentions "the last 4 unsolved corners", but I have 5: the four U (opposite the nearly-solved white side) and the DRB "empty" corner. And the rest of the step is completely incomprehensible. What, exactly, am I putting DRB and UFL? This needs to be clarified or rewritten.

(update to above) I've figured out Step 5, but it's still badly written.65.96.201.130 (talk) 00:53, 30 December 2008 (UTC)

Why does example solution add unnecessary moves?
You could look at is as clearly sub-optimal, or as incorrect use of notation?

R′ B R D2 F2 L U′ F U R′ D R F D F′ F′ D′ F U2 R′ D′ R U2 U′ F′ D′ F U U B′ D′ B U′ y2 F D2 F2 R F R′ B′ D F D′ B D F′ F2 D M D2 M′ D F2 (54moves)

can be written/simplified as

R′ B R D2 F2 L U′ F U R′ D R F D F2 D′ F U2 R′ D′ R U F′ D′ F U2 B′ D′ B U′ y2 F D2 F2 R F R′ B′ D F D′ B D F D M D2 M′ D F2 (50moves)

I would change it but the animation needs changing as well.

Restructuring Methods/Faster Methods
Hi, I am starting to go through this page, hoping to improve it a little. It would seem that the logic between Methods and Faster methods is broken. Apparently, there used to be only one method, the "Beginner CF" method, and the faster method section continues "While the above method may be good for a beginner, ..." Now there are several methods listed under Methods, most actually not for beginners. The content behind those wikibook links is rather uneven. I would be tempted to redo the methods section. Create a section "Beginner Methods", give the "Beginner CF" method, list perhaps five other relevant examples with external links similar to what is done under "Faster methods". Since I am new to this page I didn't just want to go ahead. Depending on the feedback, I'll put a suggestion. Randinfogen (discuss • contribs) 18:40, 5 October 2014 (UTC)

Done. We had Methods and Faster Methods. Now there are Methods (shortened to links with actual content), Classical Methods, Beginner Methods, and the original Faster Methods. Randinfogen (discuss • contribs) 06:49, 15 October 2014 (UTC)

As already discussed, it would be nice if the example solution is cleaned up. Also, the wikibook Beginner CF might not really be a representative beginner solution, but it is interesting and should be kept (perhaps after cleanup). Does someone have a link to the original source for the Beginner CF? It would be really nice to have more detailed descriptions of other methods, just saying the obvious ... Randinfogen (discuss • contribs) 06:57, 15 October 2014 (UTC)

Example solution has unexplained abbreviations.
In the example, there are abbreviations that aren't explained. What do y (or y2 as it appears) and M stand for? 31.193.222.10 (discuss) 20:16, 24 July 2016 (UTC)

Shameless Self Promotion
The author credits 'Camilo Vladimir de Lima Amaral' with inventing the first single-algorithm method, using a reference to this youtube video https://www.youtube.com/watch?v=IBkka-fhgg4 that was published in 2014. Another single algorithm method in the list was first proposed 4 years prior to this in 2010, reference here: https://www.speedsolving.com/wiki/index.php/Sexy_method

Demo links
None of the demo links I looked at currently work, they don't give demo of the solution, looks like the external website has changed. This might need looking at and all demo links correcting / removing? 2A02:C7C:44BF:8D00:1078:457E:8049:5CBA (discuss) 01:33, 8 September 2023 (UTC)

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

title: Talk:How to Solve the Rubik's Cube


text:
User:Downchuck

Survey of Communication Theory
School_of_Communication Introduction_to_Communication_Theory Communication_basic_topics

Communication_Theory and Introduction to Communication Theory authored by Halavais

Soft Science and Science studies

Introduction to Sociology and Sociological_Theory

Halavais remarks that Communication researchers articulate "the ways in which individuals and groups use the technologies of communication--and in some cases are used by them... and in particular the place of persuasion". Those loathe to admit the latter will take up residence in the former.

Managing Information

 * Cognitive dissonance of Festinger (1956)
 * Social judgment theory of Hovland and Sherif & Sherif (1961)
 * Inoculation Theory of McGuire (1961)
 * 1) Communication competence of Spitzberg and Cupach 1984
 * Elaboration Likelihood Model of Petty and Cacioppio (1986)
 * 1) Anxiety Uncertainty Management Theory of Gudykunst (1985)
 * 2) Relational Dialectics of Baxter and Montogomery (1988)
 * 3) Problematic Integration Theory of Babrow (1992)

Redefining Knowledge and Reality

 * Pragmatism, Instrumentalism of Peirce, James and Dewey
 * Economic subjectivism advocated by Hayek of the Austrian School
 * 1) Symbolic interactionism of Mead and Blumer (1937)
 * Radical Constructivism of von Glasersfeld (1979) and Watzlawick and Palo Alto - Interactional View (1981)
 * Evolutionary epistemology of Popper
 * Social exchange theory of Thibaut and Kelley (1959)
 * 1) Social Penetration Theory of Altman and Taylor (1973)
 * Applications in Game Theory of von Neumann and Morgenstern (1944), Nash (1950)
 * Systems theory of Bertalanffy (1950)

Invention, Interpretation and Negotiation

 * 1) Adaptive structuration theory of Giddens (1984), DeSanctis and Poole (1992)
 * Adaptive structuration theory at TCW

 * 1) Face negotiation theory of Ting-Toomey (1985)
 * Japanese Negotiating Practices: Low-Context Communication in a High-Context Culture McDaniel (2001)
 * Face Saving at Conflict Research Consortium

 * Dramatism of Burke (1968) and Narrative paradigm of Fisher (1985)
 * 1) Expectancy violation theory of Burgoon (1978)
 * 2) Agenda Setting Theory of McCombs and Shaw (1972)
 * 3) Speech codes theory
 * 4) Semiotics
 * 5) Hermeneutics

Applications

 * 1) Education and Propaganda
 * 2) Argument, Persuasion, Rhetoric, Theatre
 * 3) Ethnography, Cultural studies
 * 4) Negotiation and Communication in Conflict

Resources

 * Pathways to Careers in Communication
 * ChangingMinds.org Academic Theories
 * Communication Contexts
 * McGraw-Hill Communication Textbook Comparison
 * Harvard's Negotiation Syllabus Collection

 * Communication Theory and Marketing

Interdisciplinary Entanglements
There is a b[ou]rrowing pattern: "Economic subjectivism", "Interpretive sociology", "Social psychology", "Sociolinguistics".

The discipline of the Cognitive sciences gives greater credence to the individual and detailed study of biology.

The present field of Communications betrays four factions: Rhetorical Theory, Social theory, Theater and Journalism.

Theater Arts and Journalism are often distinguished schools.

The difficult relationship of classical Rhetoric and Sociological interpretation constitute a significant fissure within the Communication discipline.

The elements of linguistics, philosophy and computer science are prevalent in the Cognitive sciences. Convergence with the field will reinforce the Rhetorical (read: persuasive) nature of Communications. The terminology of rhetoric and the intertextual discourse of rhetorical scholars, quantitative analysts and interpretive researchers has and will continue to increase within the field.

Intradisciplinary Focus
rhetorical, semiotic, phenomenological, cybernetic, sociopsychological, and sociocultural traditions  Mass Communication

Interpersonal Communication

Intercultural Communication

Organizational communication: [Organizational culture]

Textbooks
"A first look at Communication Theory by Em Griffin (5th ed.)

"Communication Theories: Perspectives, Processes and Contexts by Katherine Miller (2nd ed.)

Other Resources
See Also: American Rhetoric Communication Journals
 * Academic Journals

and: http://www.comm.umd.edu/graduate/journals.html

 * General
 * Western Journal of Communication
 * Southern Communication Journal

journals

 * Media and Culture
 * Journal of Popular Culture
 * Semiotica

films
Illustrate:
 * (ELM) Elaboration likelihood model
 * (CDT) Cognitive dissonance theory
 * (ONEX) Ontology, Epistemology, Axiology
 * (SPT) Social penetration theory
 * (SI) Symbolic Interacitonism
 * (RP) Rhetorical proof (ethos, pathos, logos, mythos)
 * (EVT) Expectancy violations theory

 * Films and Television

 * Interpretation
 * What Dreams May Come
 * Waking Life
 * Dark City
 * Momento
 * 50 first dates
 * Sleepers
 * Naked Lunch

 * Interpersonal
 * Pay it Forward (SI, CDT, SPT)
 * Shrek (RP, SI, EVT)
 * The Breakfast Club (SPT, CDT)
 * The Talented Mr Riply (SPT, SI, EVT)

 * Intercultural communication
 * Dances with Wolves
 * Crash
 * Bulworth
 * At First Sight

 * Negotiation and Influence
 * Boiler Room
 * The Big Kahuna
 * Shindler's List
 * Hotel Rwanda
 * Twelve Angry Men
 * The West Wing
 * Groupthink
 * Fog of War

 * Organizational Communication
 * Pirates of Silicon Valley
 * Critical
 * Office Space
 * Roger and Me
 * The Insider
 * Erin Brokovich

 * Narrative/Dramatism
 * Forest Gump
 * Adaptation
 * Spy Game
 * Don Juan DeMarco
 * Life is Beautiful

 * Mass Media
 * Network
 * Bob Roberts
 * Being There
 * The Truman Show
 * Wag the Dog
 * Quiz Show
 * Private Parts
 * Citizen Kane

learning a language through skype
http://forum.skype.com/viewtopic.php?t=6094&postdays=0&postorder=asc&start=0

title: User:Downchuck


text:
Ordinary Differential Equations/Help

Examples and Problems
We can always use more real world examples, and more example problems both in the text and in the problems and answer section. Even a few help, especially if you have access to mathematica and/or maple and can generate them quickly. I do not and have to solve them by hand, a slow process.

NOTE: Especially need help on the first order linear section. My calc-fu is not up to doing complex integrals of $$e^{f(x)}g(x)$$ by hand.

NOTE: Especially need more real world examples of both homogenous and nonhomogenous constant coefficient problems.

Checking existing examples
Since I do them by hand, there are probably some mistakes among the existing examples. If someone cares to check them and fix any mistakes, it'd be appreciated.

Graphs
For the section on graphing- I don't have any good software for generating graphs. If anyone can get me some jpegs of slope fields and isoclines, I can write my explanation to work with your jpegs. Or just write the lesson if you care to.

 * I have Mathematica 5.2, I can make some graphs if you give me the equations. Just reply with the equations and I will post them. —The preceding unsigned comment was added by 71.107.52.66 (talk • contribs) 22:23, 30 December 2006 (UTC)

 * Just a small note, you'll want to save the graphics as a PNG file. It's a lossless compression format and is best suited for exactly these types of images. I have Mathematica and gnuplot, so I may look into making some graphs. Robert A. Maxwell (talk) 15:00, 29 June 2009 (UTC)

 * The matplotlib Python module is freely available, similar to, and nearly as good as Matlab if you are familiar with that.

Write a section
Feel free to just go ahead and write a section I haven't gotten to yet. If that would require opening the next chapter that hasn't been broken down yet, I'd be happy to discuss how to do it with you.

title: Ordinary Differential Equations/Help


text:
Home Remedies/Chapter 1

The Development of Home Remedies and Herbalism
The use of home remedies throughout history extends from simple food remedies, to more complex herbal preparations. Generally, the home herbal remedies were prepared as a tea to be drunk, or a poultice to be applied externally. Food remedies ranged from having an underlying complex classification system such as used by the Chinese in Traditional Chinese Medicine, to having a poorly understood but still effective oral tradition.

A unifying characteristic of these remedies is that they comprised of ingredients that were at least readily available at the time, such as using local herbs that were growing in the area. Indigenous groups, such as the Australian aboriginals and American Indians, made use of native plants to develop remedies that modern herbalists have also begun to explore in their practices. An example of this is the use of an extract of Wild Plum native to Australia to balance blood sugar levels.

The efficacy of some, but not all, traditional herbal home remedies is shown in the development of some modern drugs by the early pharmaceutical industry. For example, opium was developed from opium poppies, aspirin from Willow Bark (which is still used by individuals and herbalists today), the heart drug digitalis from foxglove, and quinine from the cinchona tree.

The body of knowledge that today is known as 'home remedies' and 'herbal medicine' developed along three main avenues, although as described above, each country has their own oral traditions. Western herbal medicine developed from the early traditions of Greek, Roman and Medieval sources. Ayurveda developed in India, and the Chinese developed Traditional Chinese Medicine (or TCM). These traditions, and in particular the early Western tradition from the time of the Greeks, borrowed ideas and treatments from other traditions, especially the Indian and Oriental sources. This cultural cross-influence often reflected colonization, trade, or other, wider societal developments which facilitated the exchange of ideas.

In some instances, this cross cultural pollination was developed from learning to survive in adverse conditions. Early settlers in America, such as Samuel Thompson (1769-1843) learned useful remedies from the American Indians, which was synthesized with medical and healing related literature of the day.

All three of these modalities (Ayurvedic, Western and Oriental) at one time included both philosophical and spiritual aspects along with the scientific knowledge that existed within a specific time frame.

title: Home Remedies/Chapter 1


text:
Prolog/Reading and Writing code

This section gives guidelines and tips on reading and writing prolog code, and how to think about prolog code in general.

Examples
fac(0,1).

fac(A,B) :- A > 0, C is A-1, fac(C,D), B is A*D.

Exercises
previous: ../Cuts and Negation/ next: ../Difference Lists/

title: Prolog/Reading and Writing code


text:
Latin/Lesson 9-Poem

 A Poem by Catullus

I. ad Cornelium cui dono lepidum nouum libellum arida modo pumice expolitum. Corneli tibi namque tu solebas meas esse aliquid putare nugas iam tum cum ausus es unus Italorum omne aeuum tribus explicare cartis doctis Iuppiter et laboriosis. quare habe tibi quidquid hoc libelli qualecumque quidem est. patroni et ergo plus uno maneat perenne saeclo. 1. to Cornelius To whom do I send this fresh little book of wit, lately polished dry with pumice stone? To you, Cornelius: since you were accustomed to consider my trifles worth something even then, when you alone of Italians dared to explain all the ages, in three learned works, by Jupiter, and with the greatest labour. Then take this little book for your own: whatever it is, and is worth: virgin Muse, patroness, let it last, for more lives than one.

 Notes

Title: ad Cornelium

Ad is a Preposition meaning "to" and therefore never changes case. The name Cornelius is a second declension masculine noun. Names are declined the same as any other noun. You need only decline the singular since there is only one Cornelius.

Nom. Cornelius

Voc. Corneli

Acc. Cornelium

Gen. Cornelii

Dat. Cornelio

Abl. Cornelio

The translation is "To Cornelius". The Preposition "ad" is only used with the Accusative Case. The Accusative Case is the same as the English Object Case.

Second declension male names ending ‘ius’ have the double ‘ii’ form in the genitive.

Line One: Cui dono lepidum nouum libellum?

title: Latin/Lesson 9-Poem


text:
Template talk:New

I started a new book A guide to identifying rocks and minerals, and can't figure out how to add it to the new books list. Pleas Help!!! --summergirl (talk) 23:53, 18 December 2008 (UTC)

Now that more books are being added can we have maybe a showtime of say two or three weeks instead of a month? - Serge
 * What seems to work is just a certain number of books - 15 fits perfectly on the front page (for me at least, in 1280x800), so maybe the policy should be changed to just be "remove the last book when you add one"? Xerol Oplan 19:14, 16 December 2005 (UTC)
 * When the list gets too long, it's not unheard of to remove entries after only 2 weeks. I don't think the "1 month" thing is set in stone, it's just a guideline. -- 20:23, 16 December 2005 (UTC)

I'm new to wikibooks, but isn't this backward? I mean, in Wikipedia, the way you use a template is by having the "Template:whatever" page to be a certain formatted thing that you want on all the pages marked with the template. Then, all the pages marked thus point back to that template and they have that formatted thing embedded in them. --Gandalf 03:28, 17 February 2006 (UTC)

 * It's used in two places in different ways: one has it with full-size font and the other a reduced size. I forget where the two are (Special:Whatlinkshere/Template:New) would tell you), but that's the reason as far as I can tell. GarrettTalk 04:30, 17 February 2006 (UTC)

I've just created a wikibook Metal Gear Series, which I've just begun writing. How do I add it to the template? Jagged 85 19:55, 26 October 2006 (UTC)

I too am confused about adding my book to somewhere. I suspect it is ignorance on my part. I have created the new book Telescope Making. I have not been able to add it anywhere. vorblesnak 11/03/06

 * Seeing as no one else added it. I decided to add Telescope Making. vorblesnak, all you have to do is click "template" and "edit this page" to edit Template:New. Just add a link to the new wikibook page, followed by the status complete, and the date the page was created. It seems like everyone is using a bold dot (·), not a period (.), to separate each book. This is what I added:  Telescope Making ·  (I'm assumming you're finished so I put 100% complete. Please change it if this is wrong.) Hope this helps! -Hyad 09:35, 21 November 2006 (UTC)

How do you add a new book to the new Wikibook list?
I'm a new user and have recently written a pamphlet that I want to add. Regarding this, I read the following on the "Help:How to start a book" page:

"Note: If you are a new user, you cannot place your book on the bookshelf by yourself. Once you add your book to the list new Wikibooks, then someone will put it there for you."

Fine. Trouble is, the list of new Wikibooks was locked, at least the one I found on the Main Page. The same list appeared on Template:New, but it was also locked. Is there another list? If someone could help me break through the confusion so I can add my book to the list, I would appreciate it! Thx. —The preceding unsigned comment was added by Peterb323 (talk • contribs).

 * Sorry, for the confusion you are having. I started a discussion here: Reading room/Archives/2006/November about changing the system for adding new Wikibooks (and suggestions for hot picks too). There is really only one list for new book links. The one that appears on the main page is the same as the one in this template. Click "edit this page" on the template page for Template:New or follow this link: http://en.wikibooks.org/w/wiki.phtml?title=Template:New&action=edit. Once you add a link to your book to the template, it will appear on the main page. Note that this isn't some all inclusive new book list, it just a list to show new books that people want to put on the main page. -Hyad 04:47, 26 November 2006 (UTC)

title: Template talk:New


text:
Cookbook talk:Chocolate Mousse Cake (Vegan)

original credits: --luzzi 01:17, 24 Dec 2004 (UTC)

Issues/suggestions
A few issues:
 * 1) the ingredients part says baking powder, but the procedure says baking soda. I assume baking soda is meant, since it reacts with the vinegar.
 * 2) the ingredients part doesn't mention salt, but the procedure calls for it. I didn't know how much salt, so I just used a pinch.
 * 3) the recipe should probably mention that the cake should be allowed to cool before being removed from its pan, otherwise it will crumble.
 * 4) this could be my personal taste, but I think the tofu mousse is pretty bland... I think adding some sugar would help.

Otherwise, this is a nice recipe and I will probably use it again in the future! Thanks! -Kotra (talk) 21:46, 21 February 2010 (UTC)


text:
Cookbook talk:Mung Bean and Brown Rice Curry

Adapted from:

Levitt, Jo Ann; Smith, Linda; Warren,Christine (1980). Kripalu Kitchen, A Natural Foods Cookbook & Nutritional Guide, P.113. Kripalu Publications. ISBN:0 940258 01 3

soak first?
do you need to soak the mung beans first?
 * no, but I do wash them. They cook about as quickly as rice. --Duk 00:06, 13 October 2005 (UTC)


text:
Ordinary Differential Equations/Substitution 1

 * First-Order Differential Equations

As we saw in a previous example, sometimes even though an equation isn't separable in its original form, it can be factored into a form where it is. Another way you can turn non-separable equations into separable ones is to use substitution methods.

General substitution procedure
All substitution methods use the same general procedure:

 * 1) Take a term of the equation and replace it with a variable v. The key is that the new variable must cover all instances of the variable y. Otherwise substitution would not help.
 * 2) Solve for $$\frac{dy}{dx}$$ in terms of $$v$$ and $$\frac{dv}{dx}$$. To do this, take the equation $$v=f(x,y)$$ where $$f$$ is the term you replaced and take its derivative.
 * 3) Plug in $$\frac{dv}{dx}$$ and solve for $$v$$.
 * 4) Plug $$v$$ into the original term replaced, and solve for $$y$$.

Constant coefficient substitution
Lets say we have an equation with a term ay + bx + c, such as

 * $$\frac{dy}{dx}=G(ay+bx+c).$$

where G is a function. This is non-separable. But we can sometimes solve these equations by turning the term into a function v, defining v(x,y) and finding v'(x,y,y').

 * $$v(x,y)=ay+bx+c \,$$

The trick with the derivation of v is that y is also a function of x. The derivative of v thus becomes

 * $$\frac{dv}{dx}=a\frac{dy}{dx}+b$$

In maxima this looks like so:

 * (%i1) v:a*y(x)+b*x+c;

and
 * (%i2) diff(v,x);

yielding
 * (%o1) a*(dy/dx)+b

Next, we rearrange terms and solve for y'(x,v,v'):

 * $$\frac{dy}{dx}=\frac{\frac{dv}{dx}-b}{a}$$

Now plug v back into the original equation, $$\frac{dy}{dx}=G(ay+bx+c)$$, and get it into the form $$\frac{dv}{dx}=f(v)$$

 * $$\frac{\frac{dv}{dx}-b}{a}=G(v)$$

 * $$\frac{dv}{dx}=aG(v)+b$$

Solve for v, that is integrate on both sides:

 * $$\frac{dv}{dx}=aG(v)+b$$

 * $$\frac{dv}{aG(v)+b}= dx$$

 * $$\int \frac{dv}{aG(v)+b}= \int dx$$

 * $$\int \frac{dv}{aG(v)+b}= x+D$$

Once you have v(x), plug back into the definition of v(x) to get y(x).

 * $$y(x)=\frac{v(x)-c-bx}{a}$$

It is highly suggested that one should not memorize this equation, and instead remember the method of solving the problem. The final equation is rather obscure and easy to forget, but if one knows the method, he/she can always solve it. It will also help if one uses other substitution methods.

Example 1

 * $$\frac{dy}{dx}=(x+y+3)^2$$

Lets replace the quantity being raised to a power with v.

 * $$v=x+y+3 \,$$

Now lets find v'.

 * $$\frac{dv}{dx}=\frac{dy}{dx}+1$$

Solve for y'

 * $$\frac{dy}{dx}=\frac{dv}{dx}-1$$

Plug in for y and y':

 * $$\frac{dv}{dx}-1=v^2$$

 * $$\frac{dv}{dx}=v^2+1$$

Now we solve for v, using the methods we learned in Separable Variables:

 * $$\frac{dv}{v^2+1}=dx$$

 * $$\int \frac{dv}{v^2+1}=\int dx$$

 * $$\tan^{-1}(v)=x+C \,$$

 * $$v=\tan(x+C) \,$$

Now that we have v(x), plug back in and find y(x).

 * $$y+x+3=\tan(x+C) \,$$

 * $$y=\tan(x+C)-x-3 \,$$

Other methods
These are not the only possible substitution methods, just some of the more common ones. Substitution methods are a general way to simplify complex differential equations. If you ever come up with a differential equation you can't solve, you can sometimes crack it by finding a substitution and plugging in. Just look for something that simplifies the equation. Remember that between v and v' you must eliminate the y in the equation.

Example 2

 * $$2y\frac{dy}{dx}=y^2+x-1$$

This equation isn't separable, and none of the methods we previously used will quite work. Let's use a custom substitution of v = y2 + x − 1. Solve for v':

 * $$\frac{dv}{dx}=2y\frac{dy}{dx}+1$$

 * $$2y\frac{dy}{dx}=\frac{dv}{dx}-1$$

Plug into the original equation

 * $$\frac{dv}{dx}-1=v$$

Solve for v

 * $$\frac{dv}{v+1}=dx$$

 * $$\int \frac{dv}{v+1}=\int dx$$

 * $$\ln(v+1)=x+C \,$$

 * $$v=Ce^x-1 \,$$

Now plug in and get y

 * $$Ce^x-1=y^2+x-1 \,$$

 * $$y^2=Ce^x-x \,$$

Pretty easy after using that substitution. Keep this method in mind, you will use this for more complex equations.


text:
Emergency Medicine/Stencil Paper

Note: the following is the structure for a wikibook page which summarizes one published paper relevant to EM.

The Wikibook Name is standardized to begin with EM_P1234567_ and then to include a short mnemonic to identify the paper.

For example, a PIOPED article might be named EM_P8877665_PIOPED.

 * --Title:
 * --Author(s):
 * --Ref PMID link and Ref in ___ format.
 * --Keywords:

Introduction to summary and EM significance of the paper
 * --Quality and Relevance
 * --Bibliography:

1. PMID 9999990 Ref... EM_P9999990 2.

title: Emergency Medicine/Stencil Paper


text:
Emergency Medicine/PIOPED References

=PIOPED References=

Kline JA, Johns KL, Colucciello SA, Israel EG. New diagnostic tests for pulmonary embolism. Ann Emerg Med. 2000 Feb;35(2):168-80. Review. PMID 10650235

Stein PD, Henry JW. Acute Pulmonary Embolism Presenting as Pulmonary Hemorrhage/Infarction Syndrome in the Elderly. Am J Geriatr Cardiol. 1998 May;7(3):36-42. PMID 11416457

Stein PD, Henry JW, Relyea B, Gottschalk A. Elderly Patients With no Prior Cardiopulmonary Disease Show Ventilation/Perfusion Lung Scan Characteristics That Are Sensitive and Specific for Pulmonary Embolism. Am J Geriatr Cardiol. 1996 Nov;5(6):36-40. PMID 11416400

Stein PD, Hull RD, Raskob GE. Withholding treatment in patients with acute pulmonary embolism who have a high risk of bleeding and negative serial noninvasive leg tests. Am J Med. 2000 Sep;109(4):301-6. PMID 10996581

title: Emergency Medicine/PIOPED References


text:
User talk:Lemontea~enwikibooks

Hello Lemontea. I noticed you have done a great deal in High School Extensions. You are one of the major contributors. Could you please kindly put down your details in the HSE Contributors sections? Thank you Xiaodai 8 July 2005 10:03 (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 Lemontea. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Lemontea~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 23:22, 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) 05:11, 19 April 2015 (UTC)

title: User talk:Lemontea~enwikibooks


text:
High School Mathematics Extensions/Matrices/Problem Set/Solutions

Matrices Problem Set
1.

\begin{pmatrix} 2&3\\ 3&5\end{pmatrix} \begin{pmatrix} ?&?&?&?\\ ?&?&?&?\end{pmatrix} =\begin{pmatrix} 28&94&70&102\\ 44&153&112&163\end{pmatrix} $$

\begin{pmatrix} 2&3\\ 3&5\end{pmatrix}^{-1} \begin{pmatrix} 2&3\\ 3&5\end{pmatrix} \begin{pmatrix} ?&?&?&?\\ ?&?&?&?\end{pmatrix} =\begin{pmatrix} 2&3\\ 3&5\end{pmatrix}^{-1} \begin{pmatrix} 28&94&70&102\\ 44&153&112&163\end{pmatrix} $$

\begin{pmatrix} ?&?&?&?\\ ?&?&?&?\end{pmatrix} =\begin{pmatrix} 2&3\\ 3&5\end{pmatrix}^{-1} \begin{pmatrix} 28&94&70&102\\ 44&153&112&163\end{pmatrix} $$

=\frac{1}{2 \times 5 - 3 \times 3} \begin{pmatrix} 5&-3\\ -3&2\end{pmatrix} \begin{pmatrix} 28&94&70&102\\ 44&153&112&163\end{pmatrix} $$

=\begin{pmatrix} (5\times28+(-3)\times44)&(5\times94+(-3)\times153)& (5\times70+(-3)\times112)&(5\times102+(-3)\times163)\\ ((-3)\times28+2\times44)&((-3)\times94+2\times153)& ((-3)\times70+2\times112)&((-3)\times102+2\times163)\end{pmatrix} $$

=\begin{pmatrix} 8&11&14&21\\ 4&24&14&20\end{pmatrix} $$
 * Therefore the message is "iloveyou"

2.
 * Combine the two matrices together, we have

A\begin{pmatrix} 1&3\\ 2&4\end{pmatrix} =\begin{pmatrix} 1&0\\ 0&1\end{pmatrix} $$

A\begin{pmatrix} 1&3\\ 2&4\end{pmatrix} =I$$
 * Therefore the inverse of A is

\begin{pmatrix} 1&3\\ 2&4\end{pmatrix} $$


text:
Mambo Open Source/Mambots

The mambots are small scripts that does stuff to the content of mambo. This can be all content - components, mambo content and all other content of the site.

There are many forms of mambots. The most frequent ones are content mambots. These are used like this: you insert {mambot_name} into some content, and the mambot replaces this tag with the functions of the mambot. This can be embedding flash, linking to other content, inserting images etc.

Complete list of mambots

 * see ...

title: Mambo Open Source/Mambots


text:
User:Jsavarino~enwikibooks

I'm a songwriter and performer of Appalachian roots music. My web page is http://jimsavarino.com.

title: User:Jsavarino~enwikibooks


text:
Objective-C Programming/overview

void main { printf ("Hello World"); }
 * 1) include

title: Objective-C Programming/overview


text:
Mambo Open Source/Frontpage

'First of all, we will explain the concept of ‘Home page’ and ‘the ‘Front page Component' in Mambo: Your "Home page" is the same as your "Front page".

Front page is not clearly defined in official Help... see Managing your Home page using the Front page Component

The Front page is the Component that publishes content to Your Home page (i.e. first page of site) as long as the Front page Component is the first Menu Item in your Main Menu.

You can assign any Content Item to the Home page by checking the parameter "Front page" within the "Edit" Content Item page  (in the Back-end as in the Front-end of your site).

title: Mambo Open Source/Frontpage


text:
User talk:AlMac~enwikibooks

I am a computer professional
I arrived here July 8 because it was suggested that what I was trying to contribute to Wikipedia more correctly belonged here, so now I am looking here to find out about here.

Here's my page on Wikipedia.

Here's one of the articles I am working on there, which some people tell me perhaps ought to be moved to Wikibooks. Computer security audit

Before starting this article, I had studied another one already on Wikipedia Auditing IT security and concluded that the earlier article applied to captains of industry that could afford comprehensive intensive computer audits, from the top down, while what I wanted to describe was the process by which most anyone can afford to do a computer security audit process to improve the security of any system, from the bottom up, gaining education in improving security.

I had started this article, because it is a main section of my earlier effort to address Security breaches, which have been much in the news this year. I was told that my earlier work did not have a neutral point of view, and while I was trying to fix that, found that my language lost its boldness, so that's one reason I started the audits article, one of a series of definitional articles that I had intended to show that if a computer user is engaged in this or that process, the risk of security breaches is dramatically reduced.

I arrived at Wikipedia approx June 27 because some material I was posting to Midrange Wiki was deemed inappropriate for that location. The reason is that the IBM midrange computer system is one of the most secure in the world, in which most security problems are because we need to interconnect different kinds of computers, including many that are less secure. My content that was inappropriate for there was that which was about computer security in general, not IBM in specific.

Basically I have been working in computers for over 40 years, and in computer security for at least half that time. I feel that collectively we have been going backwards in the science of implementing computer security as technology marches forwards.

 * So I had gone to Midrange Wiki and started to enthusiastically participate, only to learn, that much of my content was inappropriate to that site because of content outside of the IBM platform. I figure I had contributed several months worth of stuff there, and had barely begun, when I learned this.  I plan to return an post lots more there, that is directly on point IBM platform, but first I want to get my computer security efforts migrated to wherever they are welcome.

AlMac 8 July 2005 19:27 (UTC) Here is an interesting challenge: What are meaningful challenges to give students of programming, so they gain an understanding of real world programming? AlMac 22:24, 24 July 2005 (UTC)
 * Then I moved to Wikipedia and have contributed to many articles, with over a week of effort, in intermittent bursts, trying to share my computer know-how, again to learn that perhaps that is not the right place for this. The article subject is perhaps appropriate for there, but my viewpoint perhaps would blend in better some place else.   I am not ready to give up on Wikipedia.  I may end up posting some articles there, and some here, as I get a better understanding of what belongs in the different places.
 * SQL/400 is my first effort to do a Wikibook based on what I have learned so far about what appears to be needed here. AlMac 22:53, 16 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 AlMac. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name AlMac~enwikibooks that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name.

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

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 22:56, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 04:29, 19 April 2015 (UTC)

title: User talk:AlMac~enwikibooks


text:
Biblical Studies/Christianity/John 3/The Comfortable Words

Wiki religious discussion records history, a dark day, but the result is comfortable words, as God breathed a sigh. (moved to discussion page)

The verses, The Comfortable Words, are not labeled as such in the U.S. BCP p. 331 (Holy Eucharist I). I should add "This" to Little Gospel, referring to the John 3:16 discourse only. Athrash 00:39, 8 Jul 2005 (UTC)

 * I join you in your prayers for London at this time: it is certainly a resilient city and a resilient people.

The 1549 Prayer Book of Edward VI has:

Heare what coumfortable woordes our sauiour Christ sayeth, to all that truely turne to him.

 * Come unto me all that trauell, and bee heauy laden, and I shall refreshs you. So God loued the worlde that he gaue his onely begotten sonne, to the ende that al that beleue in hym, shoulde not perishe, but haue lyfe euerlasting.

Heare also what saint Paul sayeth.
 * This is a true saying, and woorthie of all men to bee receiued, that Jesus Christe came into thys worlde to saue sinners.

Heare also what saint John sayeth.
 * If any man sinne, we haue an aduocate with the father, Jesus Christ the righteous, and he is the propiciacion for our sinnes.

 * These words have become a very important part of Anglican tradition.


text: User:Ohno

title: User:Ohno


text:
User:Switch32763~enwikibooks

Hi everyone, I joined Wikimedia because I love contributing in open source projects but have very limited knowledge in programming. Through Wikimedia I feel I can help others easily. I plan to contibute in many projects, mostly focused around music and graphic arts.

Thanks for looking, Martin (switch32763)

title: User:Switch32763~enwikibooks


text:
User:Brian2344~enwikibooks

About me
I like to spend all my time on computers and playing games. I like to play Zelda Games also. I have a small website about Super Smash Brother Melee with info, hints for the game, records, and other things related to the game. My email address is [mailto:jgeiman@suscom.net jgeiman@suscom.net] and my AIM screenname is DarkLink2344.

Other Contributions as 64.78.99.176

 * 18:00, 8 July 2005 (hist) (diff) The Three Branches (Preamble: prosperity -> posterity) (top)
 * 19:04, 1 July 2005 (hist) (diff) Japanese:Kana Lessons

title: User:Brian2344~enwikibooks


text:
Carpentry/Power Tools/Table Saw

Brief Description
A table saw consists of an electric motor, mounted below a table, which drives a circular saw blade projecting through an opening in the table's surface. The blade rotates toward the front of the table; the operator pushes the work into the blade, against the direction of rotation.

The two primary table saw operations are ripping, in which a board is reduced in width (cutting along the grain) while being pushed along a fence which is parallel to the blade and fixed at a distance from the blade equal to the desired width, and crosscutting, in which the board is reduced in length (cutting across the grain) while being carried through the blade by a mitre gauge, which holds the board perpendicular to the blade while sliding along a groove in the table's surface parallel to the blade (known as a mitre slot).

There are many variants of these operations. The motor may be pivoted laterally so that the blade forms an angle other than 90º to the table's surface, permitting beveled rips and crosscuts. The mitre gauge may be adjusted to form an angle other than 90º to the mitre slot and saw blade, thereby allowing mitres to be cut. And a series of adjacent, parallel cuts can be made with the blade's height set lower than the thickness of the work to create dados and rabbets; these can also be cut using a stack of blades known as a dado set.

Types of Table Saws
Table saws can be divided into several categories. The bench or bench-top saw, also known as a portable or jobsite saw, is compact and lightweight; its durability and accuracy suffer as a result, but it still represents a considerable improvement over a circular saw with a rip guide for production work in the field.

The contractor's saw is a substantial tool, offering a cast-iron table, typically with a pair of stamped steel extension wings, a 1 1/2 horsepower motor, and a reasonably reliable fence and mitre gauge. The hybrid saw improves on the contractor's saw with cast-iron extensions in place of the stamped steel, a more powerful motor, and a longer fence adjustable to finer tolerances.

Finally, the cabinet saw, so named because of its enclosed base, features massively rugged construction throughout, from the trunnions supporting the motor, to the handwheels that adjust the height and tilt of the blade, to the rails the fence clamps to. This saw is typically powered by a 3 or 5 horsepower motor, is often accompanied by an extended table and fence/rail system for ripping wide panels, or a sliding-table attachment for crosscutting large pieces, and may weigh in at 500 pounds or more.

title: Carpentry/Power Tools/Table Saw


text:
Cookbook:Agar Jelly

This jelly dessert uses agar as a thickener, making it suitable for vegetarians.

Ingredients

 * 5 g powder
 * 100 g white granulated
 * 500 g
 * 75 g
 * ½ tsp
 * 6 Tbsp
 * 150 ml (0.625 cups)

Procedure

 * 1) Put agar, sugar, and water in a saucepan and bring to boil.
 * 2) Take off heat, and drain some of the water.
 * 3) When cool, add in milk and almond extract.
 * 4) Pour mixture into tin.
 * 5) When completely cool, chill in the refrigerator for about 15 minutes until set.
 * 6) Cut almond jelly into cubes.
 * 7) Serve with fruit cocktail and syrup in a glass bowl.

title: Cookbook:Agar Jelly


text:
Portuguese Grammar/Introduction

 * About this Wikibook
 * About Portuguese language
 * About Portuguese speakers countries
 * Grammar overview

title: Portuguese Grammar/Introduction


text:
Portuguese Grammar/Alphabet & Phonology

 * Alphabet
 * Orthography
 * Pronunciation
 * Soft Vowels
 * International Words

title: Portuguese Grammar/Alphabet & Phonology


text:
Portuguese Grammar/Basic grammar

Morphology

 * Noun
 * Article
 * Adjective
 * Pronouns
 * Tables
 * Verb
 * Tables
 * Preposition
 * Conjunction
 * Interjection
 * Word Formation

title: Portuguese Grammar/Basic grammar


text:
Portuguese Grammar/Advanced grammar

 *  Crase

title: Portuguese Grammar/Advanced grammar


text:
Portuguese Grammar/More on History

 * Romance Languages
 * Iberia and Portuguese
 * Around the World

title: Portuguese Grammar/More on History


text:
Portuguese Grammar/Variations

 * Portuguese Standard Language vs. Brazilian Standard Language
 * European Colloquial Portuguese
 * Brazilian Colloquial Portuguese
 * African Colloquial Portuguese
 * Portuguese in East Timor

title: Portuguese Grammar/Variations


text:
Portuguese Grammar/About this Wikibook

This wikibook was started in 6 July 2005, pretending to be a comprehensive grammar of Portuguese language for foreign people, a reference for advanced and even basic learners.

It is divided in two main parts. The first part, Alphabet & Phonology and Basic grammar intends to provide an objective text about standart Portuguese. The second part, Advanced grammar, More on History contains information on the usage of the language, and some peculiarities of Portuguese. Variations, finally, rediscuss all the book under the perspective of the regional speakings.

This wikibook is strongly based in the Brazilian Gramática Normativa da Língua Portuguesa by Prof. Carlos Henrique da Rocha Lima.

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title: Portuguese Grammar/About this Wikibook


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Portuguese Grammar/About Portuguese language

Última flor do Lácio: that is how the Brazilian poet Olavo Bilac described Portuguese in his famous poem: the last flower from Latium, it is one of the latest languages derivated from Latin. The first documents in Portuguese appear in the thirteenth century.

Initially it was a variety of Galician, but Portugal developed fast and Portuguese became a national language and after an Imperial language: Portuguese ships lead the great Discoveries and spread their language all over the world.

The written language kept strongly its resemblance with other romance languages, specially Spanish, which is not so far to be mutually comprehensible.

Today, Portuguese is spoken in Angola, Brazil, Cape Verde, East Timor, Guinea Bissau, Macau (China), Mozambique, Portugal, and São Tomé and Príncipe by more than 200 million native speakers, being the fifth or sixth most-spoken first language in the world. Portuguese also developed into several varieties of Creole in Africa. The main varieties of Portuguese are the Brazilian and the European Portuguese. The Portuguese spoken in the ex-colonies in Africa is more similar to the European variety. The differences between these varieties are mainly phonetic, but there are some ortographic disparities. Lexical is similar in formal language, but the familiar language are very enriched in the ex-colonies, by american indians in Brazil or by African black people.

Some remarkable literary works are the epic poem The Lusiad, written by Luís de Camões in 1572, which marks the change point from archaic to modern Portuguese. The poem tells the period of the Great Discoveries, specially the journey of Vasco da Gama, the first European to reach India by sea.

Modern literature in Portuguese is very productive. Important writers include Portuguese novelist such as Eça de Queirós and José Saramago, Brazilian novelists, Machado de Assis, Jorge Amado, Érico Veríssimo, and Luís Fernando Veríssimo, the Angolan novelist Pepetela, the Mozambican novelist Brazilian poets like Olavo Bilac, Carlos Drummond de Andrade Portuguese poets Fernando Pessoa.

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Cookbook talk:Sweet Cornbread

I was going to tag this with Category:Desserts but it doesn't look like one. Anybody have more info? Kellen 9 July 2005 07:34 (UTC)

 * Technically this is a snackfood most of the time, as the bottom of the piece says. It's sweet enough to be considered a real dessert cake - where as normal cornbread is generally not sweet.  Nmontague 23:19, 20 August 2005 (UTC)

 * Cornbread of any sort is considered a Quick Bread. The techniques used for cornbread are vastly different than those for cake, regardless of how sweet the finished product is.LittleRedVixen 19:42, 28 May 2006 (UTC)

Did I misread the description? Is this recipe's presence in _canada_ because of the influx of loyalists? I changed it to read that the presence in the southern states was because of loyalists, but reading it again, this seems wrong. Kellen T
 * It's in Canada because the Loyalists fled the wrath of the Revolutionaries, they came to Canada because Quebec didn't revolt. So it came from Southern Loyalists, as the tale goes, and became part of the Ontario culinary palette.  Nmontague (talk) 11:30, 31 May 2009 (UTC)

title: Cookbook talk:Sweet Cornbread


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Art History

The history of Art is long and varied, spanning tens of thousands of years from ancient paintings on the walls of caves to the glow of computer-generated images on the screens of the 21st century.

Art History

Preface - What Is Art?

 * A discussion of what art is and can be, and what we mean by "art history" - a brief summary of the book.

/Prehistoric Art/

 * Aboriginal art works, European "cavemen" artworks such as the drawings at Lascaux and Cauvet.

/Ancient Art/

 * Egyptian, Greek and Roman (including Early Christian) Art, and their effects on the development of Art.

/Medieval Art/

 * Artworks from the European Middle Ages, including Gothic Art and Panel Painting.

The Renaissance

 * Including such artists as Leonardo da Vinci and Michelangelo.

The 17th Century

 * Other works from the 1600's, excluding the Renaissance movement.

The 18th Century

 * All major artworks, movements and artists from the 18th Century, including the Rococo movement and Neoclassicism.

The 19th Century

 * One of the biggest centuries in artistic history was the 19th century, with major movements such as Impressionism and Realism.

The 20th Century

 * Modernism, Post-Modernism, Surrealism, Cubism, Hyperrealism and all other artists and movements.

The 21st Century

 * Neo-Futurism, Stuckism

Glossary and Theory

 * A Glossary and compendium of artistic theory to help the reader gain a wider knowledge of art history.

Movements - Glossary of art movements

Authors and Contributors

 * Participants helping to develop this text.

Kunstgeschiedenis

title: Art History


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Art History/Prehistoric Art

Paleolithic Art
Art has been part of human culture for millennia. Our ancestors left behind paintings and sculptures of delicate beauty and expressive strength. The earliest finds date from the Middle Paleolithic period (between 200,000 and 40,000 years ago), although the origins of art may be older still, lost to the impermanence of materials.

Paleolithic Cave Paintings
Famous examples of Paleolithic (Old Stone Age) art can be found in France at the caves of Lascaux and Chauvet. Art from this era is also found in regions around the world, including South Africa, where finds at Blombos Cave include an engraved piece of ochre believed to be about 70,000 years old.

In terms of speculating about the consciousness of these artists, it is particularly worth noting that at Lascaux, in what was originally called the Cave of the Dead Man, we could a semiotic effort to talk about the human soul. The "reality" of the representation of all animal figures is very high grade. The one human figure in the cave is done as a stick figure. In the foreground stands a staff surmounted by a bird figure.

Paleolithic Venus Figurines
Small figurines dating from the Upper Paleolithic period (from about 40,000 to about 10,000 years ago) have been found throughout Europe. They are referred to as "Venuses", because they usually depict women, often with exaggerated hips and breasts. Some experts believe these figures could be fertility totems and among the first physical representations of a religious or superstitious system. The objects are also sized to be carried easily from place to place as tribes migrated.

The Venus of Willendorf, which was discovered in Austria, is one of the best-known of the Venuses. Carved from limestone, it is estimated to be around 25,000 years old.

Another well-known Paleolithic Venus, "The Black Venus of Dolní Věstonice", was found in the Czech Republic. It is remarkable in that it (together with other objects found nearby) is the earliest known ceramic work of art so far discovered.

Mesolithic Art
The Mesolithic, or "Middle Stone Age" Period lasted from about 10,000 years ago to the onset of farming in many areas which ranged from about 8,000 - 4,000 years ago. The production of small, portable works of art such as the Venus figurines popular during the Paleolithic era seems to have been greatly reduced.

Rock painting continued into the Mesolithic era, and included highly stylized depictions of human beings. Sites where Mesolithic art has been found include Kamennaya Mogila in the Ukraine, where rather primitive depictions of animals were carved into sandstone, Gobustan in Azerbaizhan and the Zaraut-Kamar grotto in Uzbekistan, both of which include stylized paintings of humans.

Links
The Caves of Lascaux

Venus Figures from the Stone Age

Kunstgeschiedenis/Prehistorische kunst

title: Art History/Prehistoric Art