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Card Games/Euchre

This book is about the most commonly played variation of Euchre and explains the various playing techniques and advanced strategy. Since all of the strategy is based on probabilities, the appendices contain some information in that area for the curious reader. Perhaps future revisions will contain chapters on other play variations and how it affects the strategy.

How to Play/Rules of Game
Euchre is played with 24 cards, 9 through Ace of each suit. Two teams of two players each face off, playing cards alternately (players from the same team sit across from each other), trying to get to 10 points first. Each hand, each player is dealt 5 cards, meaning that 4 cards are out of play. These 4 cards are referred to as the "kitty."

Trick-Based Games
Euchre is one of many "trick"-based games. In trick-based games, one player leads (i.e., plays the first card), and proceeding to the left, each subsequent player must play a card of the same suit as the one led. However, if a player has no cards of the suit led, he or she may play any card in his or her hand. A trick is "won" by the highest card of the suit that was led, with one exception. Euchre is also a trump-based game, meaning that one suit is chosen to be "trump" and beats all of the others. In this case, if a player has no cards of the suit led and plays any card from the chosen trump suit, then the highest trump card played wins the trick rather than the highest card of the suit led. Whoever wins the trick gets to lead the next trick. Since each player is dealt 5 cards, each hand of Euchre features 5 tricks. Whichever team takes the majority of tricks earns points for the hand, either 1, 2, or 4 points, depending on the circumstances.

Deciding on Trump
After dealing but before each hand is played, the players go through a process to determine which suit will be trump. This process is sometimes referred to as "bidding," since other similar games have a more-involved process that actually involves bidding. After dealing, the top card of the kitty is revealed and is called the "upcard." At first, the players are deciding whether or not to have the dealer pick up the upcard (and discard a different card) and make that suit trump. One confusing point for beginners is that the dealer always picks up the upcard, not the player who "orders it up." Starting with the player to the left of the dealer, each player has a choice to "order it up" or pass. If all 4 players pass, the upcard is left in the kitty, and it starts again with players being able to choose any other suit as trump, or passing. For example, if the upcard was the King of Hearts, then Hearts may no longer be chosen as trump. If the bidding gets around to the dealer a second time, he or she must choose trump and is not allowed to pass. Whichever team chooses trump is known as the "makers" and the other team is known as the "defenders." Finally, whenever a player chooses trump, he or she may optionally go after the hand alone, meaning the partner does not play any cards. See the section on Scoring below.

Scoring
 If the makers get 5 tricks alone, 4 points are awarded. If the makers get 5 tricks together, 2 points are awarded. If the makers get 3 or 4 tricks together or alone, 1 point is awarded. If the defenders get 3 or more tricks, 2 points are awarded. This is known as "setting" or "getting Euchred." If you go alone and get set the defenders still only get 2 points you do not get 4 points for a Euchre.

Bowers and Next
The final often confusing point in Euchre relates to the Bowers. Whichever suit is chosen as trump, the Ace is no longer the high card, rather the Jack of that suit is considered the high card and is called the Right Bower. Additionally, the Jack of the same color suit (known as "next") is "re-suited" to be trump and is called the Left Bower and is the second highest card. It then proceeds normally: Ace-King-Queen-Ten-Nine. The confusing part is that the Left Bower is considered to be of the trump suit rather than its printed suit--which affects what cards you can play when following the suit led! For example, if Hearts is trump, then the Jack of Diamonds is the Left Bower and is considered to be a Heart, not a Diamond. So if a Heart is led, you may be forced to follow with the Jack of Diamonds, and if a Diamond is led, you cannot play the Jack if you have other Diamonds in your hand. This means that there are 7 trump cards, 5 cards in next, and 6 cards in each of the opposite-color suits. This asymmetry is the root of many strategic and tactical decisions.

Seating Assignments and Abbreviations Used
In the rest of the book, we will refer to players and cards with a shorter notation. The players are numbered, like so: Second/2

First/1        Third/3

Fourth/4 Dealer where player 4 is the dealer and player one sits to the dealer's left. So players 1 and 3 are partners and players 2 and 4 are partners. When describing cards, we use the following abbreviations:

 Right Bower = R  Left Bower = L  Ace = A

King = K

Queen = Q

Opposite colored Jack = J

10 = 10

9 = 9

Hearts = H

Diamonds = D

Clubs = C

Spades = S

Trump = T

Next = N

Opposite colored Offsuite = O

Since there are two opposite-colored offsuits, they will be designated O1 and O2 where necessary. When describing a hand, we will group the cards by suit. Since the same principles apply no matter which suit is trump, we will often use T, N, O1, and O2 rather than specifying specific suits. So, for example:

RLK-H, K10-S

RLK-T, K10-O1

are the same, since it doesn't really matter that the suits are Hearts and Spades, but that it's Trump and one of the opposite-colored suite.

= Basic Playing Techniques/Tactics =

For the moment, we're going to assume that bidding has already taken place. If you are new to the game, for now just bid intuitively based on whether or not you think you can win 3 tricks with the given suit as trump. This section is about basic techniques for playing your cards out.

What do I Lead?
If you're positioned in seat 1, you have the sometimes difficult choice of deciding what card to lead with. Of course, every time you win a trick, you'll be faced with this same problem, but the very first lead is the hardest. There are a few important things to consider when assessing your hand:

Are any of these cards potential winners?

What are the odds that the other players are void in the suit I lead?

If they are void, what are the odds that they trump in?

Are my trump cards going to win any tricks if trump gets led?

Or do I have to trump in on other suits to win with my trump cards?

Now, you have to weigh these considerations differently depending on whether you are a maker or a defender. Before we begin to answer these questions, we need to take a quick diversion to understand a couple of crucially important principles.

Winners, Losers, Voids, Leading, Trumping in and Pulling Trump
It is important to realize that there are basically up to 13 potential "winners" but only 5 tricks get played. There are seven trump cards that can each win a trick and the 3 other suits each have a high card (usually the Ace) and the highest card remaining after that suit is led once. Some of the trump can be in the kitty (but each suit will always have a high card) reducing the number of potential winners. So there are 7 cards in players' hands that will never win--"losers," 8 potential winners that don't win, and only 5 cards that do win. Some cards are guaranteed winners, like the Right Bower. The R can never, ever lose. Aside from that, you're left trying to figure out how to make your potential winners actually win and how to get rid of your losers. This all implies that lots of potential winners get beat by other, better winners.

Trumping In
One of the most common ways to ruin a potential winner is by trumping in. Many times you will see an outside Ace get beaten by a trump card. When a player is void in the suit led and plays a trump card instead, this is called trumping in. This is how low trump cards go from being a potential winner to an actual winner and a primary way of turning other potential winners into losers. Determining whether or not a player is likely to trump in on a trick is one of our primary considerations when choosing which card to lead, if you'll recall. Setting yourself up to trump in on a following trick or having your partner trump in on this trick are both good things. Having the opponents trump in and ruin your winner is obviously a bad thing. How do you know what to expect? Well, it's simple probability: the fewer cards the other players can possibly have, the more likely one of them has none. How many could the other players have? Well, that depends on how many are available and how many are in your hand! Next only has 5 cards while the offsuits have 6. If you have 3 cards in Next, then at least one of the other players must be void, with only 2 cards to divide amongst 3 players!

So if you want somebody to trump in, lead a card from one of your long suits (or Next if you don't have a long suit). If you don't want anybody to trump in, lead a short suit (or an Offsuit if they're all the same).

Over Trumping
Another thing to keep in mind: once a player trumps in, another player might also have a void and play a higher trump card. This is called over trumping. You can even have 2 over trumps if all 3 players are void in the suit led! Over-trumping is obviously very powerful because it eliminates multiple potential winners all at once. From the perspective of choosing which card to lead, your main concern is that the final player will over-trump your partner. It is vitally important that you keep track of whether or not each player has any trump remaining so as to anticipate trumping in and over-trumping.

Pulling Trump
Because of trump's ability to turn non-trump winners into losers, one of the most basic techniques in the game is to "pull" trump in order to make outside winners good, or make them "stand." If trump is led, then obviously each player must follow suit, but only the high trump wins. This means that 3 trump can be wasted all in one go, preventing them from trumping in on other tricks!

Getting the Lead Back and Following Suit
If all the trump is gone, then the highest card of the suit led will win. This means that leading is extremely valuable, because if the other players are unable to follow suit, their potential winners are useless. It also means that your potential winners will be useless if you can't get the lead back! You get the lead back by trumping in or if somebody leads to your winners. Obviously, you and your partner work to capitalize on each other's winners and prevent your opponents from leading, but it doesn't always work out this way.

So what do I lead again?
With the preliminaries out of the way, you can now try and decide between these choices:

Lead a winner because I'll never get another chance to lead.

Save my winner because I think I'll get the lead back later when trump is gone, making my winner good.

Lead trump, pulling trump, to try and make my winners good.

Pull trump to make my partner's winners good.

Lead a singleton loser so I can trump in on a later trick.

Lead a loser from a long suit hoping my partner trumps in.

Lead another loser because I believe my partner has the Ace or can trump in based on his previous discards.

What do I discard?
When you don't lead, can't follow suit, and can't or don't want to trump in, what do you discard? This is one of the most vital things to know: if at all possible, discard a card from the suit that you want your partner to lead back to you. For example, say your partner leads with an Ace and you're void. You don't want to trump in because his Ace is winning. So instead you discard a singleton that you have, giving you a void. Now, if your partner leads that suit (after winning with the Ace) you will be able to trump in. Alternatively, if you have an Ace and a 9 of a given suit, discard the 9 and your partner can lead back to your Ace, letting you win the trick. This also shows that you need to pay attention to your partner's discards!

= General Bidding Principles/Strategy =

Sometimes bidding is easy--you obviously have enough winners to take 3 tricks and so you can just order it up. But the most fundamental difference between mediocre and good Euchre players lies in proper bidding much more than how the cards play out. The goal, of course, is to order up every hand that you can win and to prevent your opponents from doing the same, where possible. There are 2 levels to Euchre bidding: simple bid-what-you-think-you-can-win and bidding strategically.

All of Euchre strategy revolves around 6 points:

 Lonering gives a disproportionate number of points for winning.

 The dealer must pick trump suit and his or her team be the makers if everybody else passes.

 If you have a really bad hand, your opponents probably have a good hand.

 If your partner also has a bad hand, then you're screwed no matter what.

 As a corollary to #3, if you have a bad hand and don't call trump, your opponent almost certainly will. And they'll make it, too.

 Pay attention to the score, dummy!

Because succeeding alone gives 4 points vs just 2 points for taking all 5 tricks together, loners change the face of the game. Calling loners and preventing your opponents from calling loners are extremely important. Beginning players are far too timid regarding the former and don't even think about the latter. Since the dealer can get stuck calling trump, sometimes you order up trump not so much because you like what you have, but because you want to avoid getting stuck with something "worse." If you have a really bad hand, then your opponents probably have a good hand. If your partner also has a bad hand, then you're really screwed. Since your opponents will certainly win 1 point if they call trump, and likely take all 5 tricks for 2 or 4 points, sometimes you call your best suit as trump to maximize your hand's potential, figuring that if you're set, you were going to give up those points (or more) anyway. Finally, pay attention to the score! If your opponents have 9 points, then you don't have to worry about being set--take your best shot! You will see these principles discussed and used much more in the advanced sections of the book. For now, though, we're going to get on with the more basic bid-what-you-think-you-can-win.

Offensive Bidding
A basic guideline: If you think you are virtually guaranteed to win 2 tricks and have a shot at 3 based on what's in your hand, you should order it up. In most cases, your partner will win a trick or your 3rd winner will come through.

Counting your winners
How many tricks do you think you can win?

Glossary of Common Euchre Terms
Note: Some terms are regional but the use of each one has been verified by the crack research staff at the Euchre Universe.

Alone – Term said when a player wishes to play the round against the opponents without help from her partner. See Going Alone

Assist – To order up your partner when she is the dealer; ordering from the power seat

At the bridge – In a 10-point game, it’s when a team has scored 9 points and is only 1 away from winning the game. Also called In the Barn.

Bagger – A player who uses the strategy of bagging.

Bagging - This is when your opponent is dealing, you have a good hand, but you pass. You are hoping they’ll pick it up and then you can euchre them. This is also known as "passing dirty." If you do it, you are known as the “bagger." It’s not such a great strategy unless you are sitting in the weak seat (third from the dealer).

Bowers – The Jacks of the trump suit. The Right Bower is the highest card and it is the Jack of the trump suit. The Left Bower is the second-highest card and it is the Jack of the suit that is same color as the trump (the “next” suit).

Bubbles – Cutesy name for the Hearts suit

Columbus Coup – Term coined by Natty Bumpo to refer to the "Donation" strategy.

Dealer – The player who distributes the cards on any given round.

Diamantez – Cutesy name for the Diamonds suit

Discard – The card that the dealer gets rid of into the “kitty” (or talon) when picking up the trump card.

Donation – This is a defensive strategy in which you order up knowing full well that you will probably get euchred. Your intent is to concede 2 points to the opponents, hoping to prevent a 4-point loner.

Doubleton - Having only two cards in a certain suit

Exposed card – This is a card that has been turned face-up accidentally. Technically, it is supposed to remain that way and played at the first legal opportunity.

Farmer’s Hand – A hand which contains only Tens and Nines. In some euchre circles being dealt a farmer’s hand would result in a re-deal.

First Round – The round of ordering that starts immediately after the cards are dealt and the up-card is turned.

Going Alone – This is a situation in which one member of the partnership orders up trump and says “alone." That player’s partner puts her hand down and is relegated to watching the action and sweeping the tricks.  She is allowed to sweep so she feels like she’s part of the game.  Getting all the tricks on a loner will net your team 4 points.  Getting 3 or 4 tricks results in 1 point and getting euchred results in 2 points for your opponents.

Green – This is a term used to mean the wrong color. In euchre there are certain conventions that snooty, backwoods players expect you to follow. If you are sitting first chair, you are supposed to call the “next” suit. If you call suit that is not next, you are calling the “wrong” suit or the "green" suit. For example, if Spades is trump, the green suits would be Hearts and Diamonds.

Hook – A common term for a Jack. (The J looks a bit like a hook, right?) You will often hear people calling for a “hook” to be turned over when they are dealing.

Horse – The 6 card used for scorekeeping

"In the barn" – This means a team has scored 9 points in a 10-point game and is one away from victory. Also known as "at the bridge."

Kibitzing – Saying something that reveals information about your hand or indicates what your partner should play. For example, telling your partner not to trump your ace or to lead a certain suit is illegal kibitzing. There are forms of legal kibitzing such as saying “alone” or “stay home."   Also known as table talk.

Kitty – These are the 4 cards that remain after everyone’s been dealt his or her 5 cards. The top card of the kitty is flipped over, becoming the up-card, and is used during the first round of bidding. If someone orders it up, the dealer gets to discard one of her cards with the top card of the kitty. The remaining 3 kitty cards are never used in play. Kitty is a controversial term, as some euchre purists do not believe it is technically correct. Talon is the more “correct” term, but language evolves and while kitty may not have been correct in the past, so many players use it to refer to the remaining dead cards that it warrants inclusion in this work.

Knock – This is a hand signal used when a player wants to pass. One could say “knock” but it’s much classier to actually knock on the playing surface. Of course, no one ever said euchre was a classy game.

Lay-down loner – A hand that is so good that it will definitely be able to win all the tricks. The hand consists of 5 trump headed by the two bowers and the Ace. To be safe you would have to play the three high cards (in any order) first in order to draw out all the other players' trump cards, so it is customary to arrange the cards in such an order prior to engaging in the expedient of laying them all down at once. Also known as a no-brainer. Leading – The action of laying out the first card of a trick. The person in the first seat left of the dealer gets the privilege of leading any card to start the game. All subsequent tricks are led by the winner of the previous trick.

Left Bower – The Jack of the suit that is the same color as the trump suit. It is the second highest ranking card in the deck.

Lone Ace – An ace in your hand in a suit in which you have no other cards. More generally called a singleton.

Make the hand – To order trump and win at least 3 of the 5 tricks.

Maker – the player who establishes the trump suit by ordering up in the first round or naming trump in the second round of bidding.

March – This is when your team gets all the tricks and scores 2 points (or 4 if it’s a loner). This is also known as a sweep.

Next – Refers to the suit that is the same color as the up-turned card. It is a common strategy to order up “next” from seat 1 in the second round of bidding. This makes sense because it’s likely that the dealer does not have a bower of that color.

No-brainer – Also known as a lay-down loner, this is a hand where the cards are so strong that no one else will win a trick (e.g., having a 5-trump hand with the Right and Left bowers).

Passing Dirty – This is when your opponent is dealing, you have a good hand, but you pass. You are hoping they’ll pick it up and then you can euchre them. This is also known as “bagging," and if you do it, you are known as the “bagger." It’s not such a great strategy unless you are sitting in the weak seat.

Paying Al - Term used by Chicago euchre players to refer to the "Donation" strategy.

Pips – The symbols on the cards indicating the suit. In a standard deck these are clubs, diamonds, spades, and hearts. In one Christmas deck the pips are snowmen, trees, elves and santas. Go figure.

Power Seat – The player sitting in the second seat left of the dealer. The dealer’s partner.

Promotion – Increasing the power of a lower card in any suit. This occurs when any of the higher cards are played on an earlier trick. For example, if you have the Left Bower and the Right Bower is played on an earlier trick, the Left is “promoted” to the highest ranked card.

Puppy paws – Cutesy name for Clubs

Right Bower – The highest ranking card in the deck. It is the Jack of the Trump suit.

Renege – This is when a player fails to play a card from the suit led even though they have one. When and if discovered, the non-offending team receives the maximum possible number of points for that deal, usually 2 points. You are allowed to correct a renege as long as the next trick isn’t played. Since euchre is such a fast-paced game, some “creative” players will try to use reneging as a winning strategy. It works well against opponents who don’t pay attention much. You must dispute it before hand is over and you must be able to prove what card was thrown. Once cards are shuffled a Renege is null and void. Also called revoke.

Revoke – Same as renege.

Rider – The 4 card used for scorekeeping

Ruff – To play a trump card on a trick that was led with a suit in which you are void. This is the type of play that allows the lowly 9 of trump to beat a mighty non-trump Ace.

Screw the dealer – (Stick The Dealer, STD). This is an optional rule in which the dealer is not allowed to pass a second time. She is required to order something up except the suit of the turned down card. This rule has the effect of speeding up the game as points are scored on every deal.

Second Round – The round of ordering that starts immediately after each player has passed once and the up-card is turned down.

Shake the bushes – this is a strategy where you lead trump. It usually refers to the first trick. If your team made trump then leading it is usually a good play. If you are the defending team, leading trump is less often a good play.

Shift – In the world of card manipulation (legerdemain) this is the act of reversing a cut thus putting the cards back the way they started. Highly effective and easy to pull off with a small euchre deck. Some shifty euchre players do this all the time.

Shovels – Cutesy name for Spades

Singleton – This means having only one card in a given suit. When it’s the Ace, you call it the lone Ace.

Skunk – When you beat your opponents (or in the unbelievable event that they beat you) 10-0. In some euchre leagues where points count towards season placing you can score up to 13 points by making a loner when your team has 9 points. In some circles, 5 points is a game and a skunk would then be winning 5-0.

Squeeze Play – A strategy in which you force your opponent to choose between two equally good cards to throw away. It is an offensive strategy often employed when going alone.

Stay home – this is what you do when your partner opts to go alone. Used in context it would go something like this. “I’m going alone, partner, so you can just stay home."

Steal the deal – A common ploy in which a player attempts to deal when it’s his opponent’s turn. In most euchre circles this is a perfectly acceptable form of cheating. Against drunk and sober folks alike this trick is pretty easy to pull off. And the advantage is HUGE!! The dealing team wins the round about 70% of the time. So get your opponents chatting and gather up the cards for yourself. According to euchre rules, once the deal is complete (trump card is turned up), it is a legal deal and you’ve successfully stolen the deal.

Sweeper – The player that picks up the winning tricks for his side. In some partnerships, one person sweeps all the tricks whenever his team wins and the other partner keeps score.

Table talk – Saying something that reveals information about your hand or indicates what your partner should play. For example, telling your partner not to trump your ace or to lead a certain suit is illegal table talk. Some also call this “kibitzing."

Talon – The more accurate term for the 4 cards left over after the hands of a euchre game have been dealt. It is more commonly referred to as the Kitty.

Throw off – To play a card that is not the suit led but is also not trump.

Trick – Four cards put face-up on the table during a single turn. The winner of the trick is the person who laid the highest ranking card in the suit led or trump. He collects all the cards in the trick, lays them face down, and leads a card for the next trick. A single trick is one-fifth of a game.

Trump – The suit that is the highest in a game of euchre. The smallest card in this suit (9 of trump) will beat the highest card in any different suit. Trump is determined by the up-card in the first round or the declared suit in the second round.

Trumping – Playing a trump card on a trick in which a different suit was led. Also known as “ruffing," this play requires that you do not have a card in the led suit. Since any trump is higher than any non-trump, this card will usually win the trick.  That is unless someone trumps higher.

Up-card – the card that gets flipped from the remaining four (called either the Kitty or the Talon) that determines the first suit that can be named trump. If everyone passes, the up-card is turned down and a different suit must be named trump or the cards are re-dealt.

Void – Not having any cards in a given suit. It is useful to be void in a non-trump suit as it allows you to ruff a high card with a small trump.

Weak Seat – The player sitting in the chair that is third from the left of dealer.

Wrong Suit – The "green" suit; the suit that is not the next suit; the one that is the opposite color of the turned-down trump suit.

Calculating Probabilities to Determine Strategy
= External links =
 * Euchre at Pagat.com

title: Card Games/Euchre


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Talk:Engineering Acoustics/Forced Oscillations(Simple Spring-Mass System)

This page references section 1.3 (the next section) as a previous section, and assumes we already have knowledge from it. 64.80.108.52 13:33, 19 April 2007 (UTC)

This page was called "Acoustic:4", but I merged its edit history into the current page. --Kernigh 18:33, 21 March 2006 (UTC)

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


text:
Talk:Engineering Acoustics/Filter Design Outline

Outline
This page, "Engineering Acoustics/Filter Design Outline" was originally called "Outline". A new page appeared at "Acoustics: Filter Design Outline", so I moved the old "Outline" page to "Acoustics: Filter Design Outline (old version)". The edit histories are now merged together, creating one page "Acoustics: Filter Design Outline", except that page now uses the current naming convention "Engineering Acoustics/Filter Design Outline".

Comprehend not my above paragraph? Worry not. It means that instead of a confusing mess of pages and page names, we now have exactly one page and page name for this outline. --Kernigh 18:26, 21 March 2006 (UTC)


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Adventist Youth Honors Answer Book/Health and Science/Brain and Behavior

2. What is a neuron? Draw a picture of a typical neuron and label its parts. Where does information enter a neuron and where does information leave from?

Neurons (also called nerve cells) are a major class of cells in the nervous system. In vertebrates, they are found in the brain, the spinal cord and elsewhere in the nervous system. Their primary role is to process and transmit neural information. One important characteristic of neurons is that they can generate and propagate electrical signals.

Neurons are discrete cells which communicate with each other via specialized junctions. Information enters the neuron primarily through the dendrites and exits through the axon.

Neurons communicate with one another and to other cells through synapses, where the axon terminal of one cell connects to a dendrite of another.

3. Explain how drugs affect the function of neurons especially at the 'synapse'. Make a commitment never to take drugs except for medical reasons.
Axons carry electrical signals from a neuron to the dendrite of another neuron. However, an axon cannot transmit these electrical signals directly to a dendrite - it needs a synapse to do this. The synapse converts the electrical impulse to a chemical reaction, which releases different types of chemicals called neurotransmitters. These neurotransmitters travel across the synapse and cause other chemical reactions which generate electricity in the dendrite.

The synapses can be "trained" to react strongly, weakly, anywhere in between, or not at all. It is because they can adapt that we are able to learn new things, form habits (good or bad), or suffer from addictions.

Many drugs affect the way the synapse does its job by preventing the neurotransmitter chemicals from traveling across the synapse. Drugs can also amplify these reactions, so that they are more intense than they would have been in the absence of the drug.

== 4. What is a reflex? Perform a knee-jerk reflex test on someone. Explain why it occurs (use the following terms in your answer: sensory neuron, motor neuron, spinal cord). Why do doctors use this test in a physical exam?== Instructions: Gently tap someone just below the knee-cap while the person's leg is hanging over the edge of a chair.

A simple reflex is entirely automatic and involves no learning. An example is the escape reflex (e.g., the sudden withdrawal of a hand in response to a pain stimulus), or the patellar reflex (the jerking of a leg when the kneecap is tapped). Sensory neurons in the stimulated body part sends a signal to the spinal cord. Within the spinal cord a reflex arc switches the signal straight back to the muscles of the body (in this case the arm or the leg) to a motor neuron; contraction of the muscle occurs (the arm or leg jerks upwards). Only three nerve cells are involved, and the brain is only aware of the response after it has taken place.

The deep tendon reflexes provide information on how well of the central and peripheral nervous systems are working. Generally, decreased reflexes indicate a problem in the peripheral nervous system. Lively or exaggerated reflexes indicate a problem in the central nervous system.

5. What is a sensory neuron, and what is "adaptation".
Sensory neurons are nerve cells within the nervous system responsible for converting external stimuli from the organism's environment into internal electrical impulses. For example, some sensory neurons respond to tactile stimuli and can activate motor neurons in order to achieve muscle contraction. Such connections between sensory and motor neurons underlie motor reflex loops and several forms of involuntary behavior, including pain avoidance. In humans, such reflex circuits are commonly located in the spinal cord.

Neural adaptation is a change over time in the responsiveness of the sensory system to a constant stimulus. It is usually experienced as a change in the stimulus. For example, if you rest your hand on a table, you immediately feel the table's surface on your skin. Within a few seconds, however, you cease to feel the table's surface. The sensory neurons stimulated by the table's surface respond immediately, but then respond less and less until they may not respond at all; this is neural adaptation.

Demonstrate adaption by doing the following: Rest your arm on a table and then place a small cork (or something very light) on your arm.
Notice how it feels at that time and how it feels one minute later after not moving.

Place one finger of one hand in a bowl of cool water and another finger of the other hand into a bowl of warm water.
After 30 seconds, put both fingers in to a bowl of water at room temperature. How does the water at room temperature feel on each finger?

What spiritual lesson can be drawn from the concept of adaptation?
Just as the sensory system can adapt to a stimulus until it no longer even notices it, we can adapt to a sinful environment until we no longer notice the sin. The conscience becomes numbed when ignored. We must be careful about the sorts of stimuli we allow ourselves to be subject to. Watching television programs that promote sin will dull our senses to the enormous evil of sin just as a constant stimulus to the skin will dull our perception to it.

6. How are the senses of taste and smell similar and how are they different.
'''Draw a map of which part of the tongue responds to the following tastes: sweet, sour, bitter, salt. Instructions: Have someone dip a Q-tip into one of the following: sugar water (for sweet), lemon juice (for sour), flat tonic water (bitter) or salty water (salt), and then lightly touch different parts of your tongue. Notice which areas of the tongue taste the solution that is being tested. Rinse with pure water between each test and use a new Q-tip for each test.'''

Both the sense of taste and the sense of smell detect the chemical composition of a substance through chemoreceptors. Taste is detected by the tongue in solids and in liquids, while smell is detected by the nose in airborn substances.

There is much debate in the scientific community as to whether the "taste map" is a real phenomenon or not. Those who espouse the theory say that sweetness is best detected at the tip of the tongue, bitterness at the back of the tongue, saltiness at the sides of the tongue, and sourness further back along the sides of the tongue. Those who dismiss the theory say that each of these tastes can be detected on all regions of the tongue, and that the "taste map" is based on a misinterpretation of a German medical paper by a Harvard psychology student in 1901. Try the experiment yourself as outlined in the requirement and draw your own conclusions.

7. Draw a picture of the various parts of the eye and explain why you have a blind-spot. Find your blind-spot for one eye.

'''Instructions: Place a very small black dot on the center of a white piece of paper. Close one eye and stare directly ahead. Hold the paper at arms length in front of you and move the paper until the spot "disappears" (usually this is occurs when the dot is just a bit below eye level - it is important).'''

The retina is a thin layer of cells at the back of the eyeball; it is the part of the eye which converts light into nervous signals.

The retina contains photoreceptor cells (rods and cones) which receive the light; the resulting neural signals then undergo complex processing by other neurons of the retina, and are further processed in the retinal ganglion cells whose axons form the optic nerve. The retina not only detects light, it also plays a significant part in visual perception.

The optic disc is a point on the retina where the optic nerve pierces it to connect to the nerve cells inside the retina. No photosensitive cells exist at this point, and it is therefore "blind".

== 8. Describe the three basic parts of the ear and tell what each part does. Explain why the following activities can be bad for your hearing: listening to a "walkman", putting something long in your ear, being in the front row at a loud music concert, not treating an ear infection properly, standing behind a jet at an airport== The three basic parts of the ear are the outer ear, middle ear, and inner ear.

 * The outer ear is the external portion of the ear and includes the eardrum. The pinna, which is the external portion of the ear, captures the sound and transfers them through the auditory canal to the eardrum, which vibrates and transfers the sound to the tiny bones in the middle ear.
 * The middle ear includes the ossicles (three tiny bones), two muscle tendons, and two nerve bundles. The Eustachian tube connects from the chamber of the middle ear to the back of the pharynx to equalize the pressure. That's why you can feel your ears "pop" when descending on an airplane.
 * The inner ear comprises both the organ of hearing (the cochlea) and the labyrinth or vestibular apparatus, the organ of balance located in the inner ear that consists of three semicircular canals and the vestibule. Within the cochlea are located three canals: the tympanic canal, the vestibular canal, and the middle canal. When sound strikes the cochlea, the fluid inside is moved. This fluid stimulates the organ of Corti, located within the middle canal, to interpret the sound and send the information through the auditory nerve to the brain.

Causes of Hearing Loss

Listening to a "walkman"
Personal electronic audio devices, such as Walkmans and iPods (iPods often reaching 115 decibels or higher), can produce powerful enough sound to cause significant Noise-Induced Hearing Loss, even though lesser intensities of even 70 decibels can also cause hearing loss.

Putting something long in your ear
Putting something long into your ear can easily puncture the eardrum. True is the saying that you should never put anything smaller than your elbow into your ear!

Being in the front row at a loud music concert
As in the case of the "walkman" question, exposure to loud sounds can damage your hearing. Live music concerts are an even greater threat to the hearing because they are so much louder than a personal electronic device, even when the listener is not close to the speakers.

Not treating an ear infection properly
An ear infection causes tissues inside the ear to swell, and this can close the tubes inside. When the tubes are blocked, pressure in the ear does not equalize, and that makes it more difficult for the eardrum to vibrate. This causes a reduction in hearing. In severe cases, the pressure imbalance can cause the eardrum to tear.

Standing behind a jet at an airport
As in the case of the loud concert, very loud noises - even brief ones - can cause severe damage to the ear, including tearing the eardrum and damaging the hair cells in the inner ear.

== 9. Do one or more of the following activities: (some of these activities will need to be planned with a medical/dental professional or at a local college or university— they are usually very willing to assist you)==

Observe an electroencephalogram or one being performed on someone and describe what can be learned from this test.

This is the output recorded by the first electroencephalogram (EEG) administered by Hans Berger in 1929. Electroencephalography is the measurement of the electrical activity of the brain by recording from electrodes placed on the scalp or, in special cases, on the cortex. The resulting traces are known as an electroencephalogram (EEG) and represent so-called brainwaves. This device is used to assess brain damage, epilepsy and other problems. In some jurisdictions it is used to assess brain death.

Watch a "lie-detector" test being performed. Briefly explain how one works.
A polygraph or lie detector is a device which measures and records several physiological variables such as blood pressure, heart rate, respiration and skin conductivity while a series of questions is being asked, in an attempt to detect lies.

A typical polygraph starts with a pre-test interview designed to establish a connection (or find a control) between the tester and the testee and to gain some preliminary information which will later be used for "Control Questions " or C (see below). Then the tester will explain the polygraph, emphasizing that it can detect lies and that it is important to answer truthfully. Then a "stim test" is often conducted: the testee is asked to deliberately lie and then the tester reports that he was able to detect this lie. Then the actual test starts. Some of the questions asked are "Irrelevant " or IR("Are you 35 years old?"), others are "probable-lie" Control Questions that most people will lie about ("Have you ever stolen money?") and the remainder are the "Relevant Questions " or R the polygrapher is really interested in. The different types of questions alternate. The test is passed if the physiological responses during the probable-lie control questions are larger than those during the relevant questions. These admissions are the main goal of the test.

There is a close relation with the hypnotic phenomena, the buildup of expectancy, the assumed authority of the tester, the environmental constrains and the sequences of questions all guide the testee into believing the process. In case of inconclusive results (or even against expected outcome), the tester may attempts to elicit admissions during a post-test interview ("Your situation will only get worse if we don't clear this up").

The accuracy of polygraph tests is a matter of considerable controversy. While some claim the test to be accurate in 70% - 90% of the cases, critics charge that rather than a "test", the method amounts to an inherently unstandardizable interrogation technique whose accuracy cannot be established. Critics also argue that even given high estimates of the polygraph's accuracy a significant number of subjects (e.g. %10 given a %90 accuracy) will appear to be lying, and would unfairly suffer the consequences of "failing" the polygraph. It is interesting to note that, so far, not one scientific study has been published that proves the validity of the polygraph test. Polygraph tests have also been criticized for failing to trap known spies such as Aldrich Ames, who passed two polygraph tests while spying for the Russian government.

Observe someone receiving a local or general anesthetic and explain how an anesthetic works.
Perhaps the easiest place to do this is at a dentist's office. If you have ever had a cavity filled, the dentist very likely administered a local anesthetic.

10. List at least 5 things that you can do to protect your brain from damage.

 * 1) Wear a helmet. Many work and recreational activities can subject a person to head injury. It is best to not take chances - wear a helmet when it's called for!  Do not enter a hard-hat area without a hardhat.  Put on your helmet every time you ride your bike, go rock climbing, play football, or paddle a kayak.  Why risk it?
 * 2) Exercise your brain. The more you use your brain, the better it works. The saying "practice makes perfect" is very true.  Any activity that involves the brain can be improved with practice.
 * 3) Get plenty of fresh air. Your brain needs oxygen.
 * 4) Say "No" to drugs. Most of the illegal "street drugs" are popular because they affect the way people feel. The only way they can do this is by affecting the brain, and these effects are never harmless.  Drugs can do permanent damage to the brain.
 * 5) Eat healthy food. Junk foods cloud the brain. Healthy foods are just as good for the brain as they are for the body.

Alzheimer's Disease
Alzheimer's disease is a degenerative disease of the brain. It is the most common cause of dementia and is characterized by progressive intellectual deterioration together with declining activities of daily living and behavioral changes. The most striking early symptom is memory loss (amnesia), usually in the form of minor forgetfulness that becomes steadily worse as the illness progresses, with relative preservation of older memories. As the disorder progresses, intellectual impairment extends to language, coordinated movement, recognition and functions such as decision-making and planning.

Multiple Sclerosis
Multiple sclerosis (MS) is a chronic disease that affects the brain and spinal cord. MS can cause a variety of symptoms, including changes in sensation, visual problems, muscle weakness, depression, and difficulties with coordination and speech. Although many patients lead full and rewarding lives, MS can cause impaired mobility and disability in the more severe cases.

Multiple sclerosis affects neurons, the cells of the brain and spinal cord that carry information, create thought and perception and allow the brain to control the body.

Epilepsy
Epilepsy is a chronic neurological condition characterized by recurrent unprovoked seizures. It has been described as electrical storms in the brain's circuitry.

All the causes of epilepsy are not known, but many predisposing factors have been identified, including brain damage resulting from malformations during brain development, head trauma, neurosurgical operations, other penetrating wounds of the brain, brain tumor, high fever, bacterial or viral encephalitis, stroke, intoxication, or acute or inborn disturbances of metabolism.

Major Depression
Major depression is a state of sadness or melancholia that has advanced to the point of being disruptive to an individual's social functioning and/or activities of daily living. It is caused by chemical imbalances in the brain.

Down Syndrome
Down syndrome encompasses a number of chromosomal abnormalities causing highly variable degrees of learning difficulties as well as physical disabilities. While most children with Down syndrome have a lower than average cognitive function, some have earned college degrees, and nearly all will learn to read, write and do simple mathematics.

Huntington's Disease
Huntington's disease (HD) is an inherited disorder characterized by abnormal body movements called chorea, and a reduction of various mental abilities. Symptoms of the disorder include loss of cognitive ability (thinking, speaking), changes in personality, jerking movements of the face and body in general and unsteady walking. These symptoms develop into dementia and cognitive decline, and an advanced form of rapid jerking.

Quadriplegic
Quadriplegia is a symptom in which a human experiences partial or complete paralysis from the neck down. It is caused by damage to the brain or to the spinal cord at a high level. The injury causes the victim to lose total or partial use of the arms and legs.

Paraplegic
Paraplegia is a condition in which the lower part of a patient's body is paralyzed and cannot move. It is usually the result of spinal cord injury or a congenital condition such as spina bifida.

12. Find at least three references from the Bible that refer to your brain and/or to decisions that you make in life.
An excellent place to find Biblical references on making decisions is Week 23 of the weekly AY reading assignments (required for Companions and Voyagers):
 * Luke 14
 * Matthew 4
 * Mark 8
 * Matthew 16
 * 2 Corinthians 7:1
 * 1 Peter 1:13-16
 * 1 Thessalonians 4:3-8


text:
Wings 3D/User Manual

Document source: http://sourceforge.net/projects/wings/files/manual/1.6.1/wings3d_manual1.6.1.pdf/download DRAFT 1.61 (Current as of Rev. 0.98.10d) June 12, 2003 by Jon M. Strother   (PDF layout by Jason McAlpin) with contributions from the Wings3D user community.

Currently, this wiki is largely based on an older version of the Wings 3D manual, which having been written in 2003, is considerably out of date and filled with extraneous material. Please help us improve this unofficial wiki manual by removing clutter and updating entries to reflect the latest information.

All the original material from the official manual will be eventually removed, and then the above copyright notice can be removed.

The 2003 manual does a very good job of giving brief and concise explanations of features. For this reason, it is being used as the basis for this wiki. If anyone would like to help out, there is an icon in adobe acrobat that turns the mouse pointer into a cursor that you can highlight .pdf text to copy and paste.

Latest Version of Wings 3D

 * Stable: 2.1.9
 * Development: 2.1.9

This manual reflects content in Wings 3D ver. 0.98.10d

Installing Wings
Wings3D is written in the Erlang programming language. The Erlang binaries needed for Wings are compiled into the Wings distribution.

A list of currently-available plugins can be found here. Note that plugins don’t necessarily work with every version of Wings3D; a given plugin might only work with a particular update.

If you're interested in developing for Wings, you'll need to download the full Erlang distribution. You can download both the Wings3D binaries and Erlang source and runtime libraries for Windows from the Wings home page.

Windows
OpenGL and Windows 2000, Win XP or higher are required in order to run Wings 0.99.

The Wings download is a self extracting installer; to install Wings, simply double click on the installer. When a new version of Wings becomes available, simply download the new installer for Wings and overwrite the old installation.

Linux
Open GL or Mesa is required in order to run Wings 0.99.

Decompress the installation file from the archive wings-0.XXX-linux.run.gz: $ gzip -d wings-0.XXX-linux.run.gz

And install it: $ ./wings-0.XXX-linux.run

A directory with the name wings-0.XXX will be created in your home directory. In order to run Wings3d: $~/wings-0.XXX/wings

Mac

 * Mac OS X 10.4 ("Tiger") is required in order to run Wings 0.98.35.
 * Mac OS X 10.3 ("Panther") is required in order to run Wings 0.98.26.
 * Mac OS X 10.2 is required in order to run versions of Wings earlier than 0.99.

Download and open the .dmg (disk image) file and copy the enclosed file to your desired directory. It is ready to use.

Subdivision Modeling

 * Subdivision and Such
 * The Nature of Edge Loops
 * Winged Edge Topology

User Interface

Wings3D opens with an empty geometry window (or workspace) at its core. Above the geometry window are the title bar, the menu bar, the tool bar, and the status bar. At the bottom of the window is the information line. The rest of the user interface is accessed via context-sensitive menus called up via clicking the right mouse button over the workspace.

The title bar along the top of the application window identifies the program's name. At the far right of the Title Bar are the standard GUI widgets for Minimize, Restore, and Close. If a previously saved file is open in Wings 3D, the title bar will display its file name. When a file is auto-saved, the title bar displays that the file has been auto-saved.

Geometry Window
The main window in Wings 3D is the geometry window. This is where your work is displayed and worked on.

Menu Bar
At the top of the Geometry window is the menu bar. This is where you will find general options in Wings that are not specific to any one Selection Mode. The menus are as follows:

 * /The File Menu/
 * /The Edit Menu/
 * /The View Menu/
 * /The Select Menu/
 * /The Tools Menu/
 * /The Window Menu/
 * /The Help Menu/

The Toolbar
The toolbar is a feature within the Geometry window, below the menu bar. It provides one-click access to saving/loading, undo/redo, selection type, general preferences, and scene view options.

Clicking an empty section of the toolbar will deselect any selected elements.

It can be hidden by placing the mouse over the Geometry window title bar and clicking the right mouse button and selecting Hide Toolbar from the pop-up menu. To reveal a hidden toolbar, right-click the title bar and select Show Toolbar.

Toolbar Buttons

 * Vertex - switches to vertex mode
 * Clicking the Vertex Icon when in another selection mode will transform your current selection to its equivalent as Vertices
 * Clicking the Vertex Icon with a vertex selection already made will "grow" the selection

 * Edge - switches to edge mode
 * Clicking the Edge Icon when in another selection mode will transform your current selection to its equivalent as Edges
 * Clicking the Edge Icon with an edge selection already made will "grow" the selection

 * Face - switches to face mode
 * Clicking the Face Icon when in another selection mode will transform your current selection to its equivalent as Faces
 * Clicking the Face Icon with a face selection already made will "grow" the selection

 * Object - switches to object/body mode
 * Clicking the object/Body Icon when in another selection mode will select the entire object

Note that growing the selection using the toolbar icons does not grow the selection in the same way that Select|More submenu in the menu bar does.

 * Preferences - opens the preferences window
 * Shaded Preview - toggles between smooth and flat view mode
 * Orthographic/Perspective View - toggles between orthographic view and perspective view
 * Orthographic View shows models in two dimensions. In this mode, lines are not subject to foreshortening like they are in perspective view. Therefore, in a scene with two identical objects the object furthest away from the camera still appears to have the same dimensions as the object closest to the camera. This is useful for certain operations like moving elements only on the plane that the camera is facing with Move|Free or Tools|Tweak Mode. It is also useful in some Tools|Connect Mode operations.
 * Perspective View shows the model in three dimensions and gives the impression that certain elements of the geometry are further away than others. This is often the ideal viewing mode for most modeling operations because this is how objects appear to us in the real world.
 * Show/Hide Grid - toggles the grid on and off
 * Show/Hide Axes - toggles the X, Y and Z axes on or off

The Status Bar
The status bar changes automatically to display relevant information about selected elements or helpful comments during complex modeling operations. Keeping an eye on the status bar is important as it gives you valuable information about the status of an operation while manipulating elements of geometry. It displays this information in degrees(°) for rotations, as a percentage(%) during scale operations, and in distances(D) for movements in Wings' internal distance units (wu).

The Workspace
In the Workspace itself are the three main axes which are conveniently labeled X, Y, and Z. It is customary to think in terms of X as being the right and left, Y the up and down and Z the front and back of a model. Many of the commands are axis-specific in operation, working around these global axes or around local axes parallel to them. Display colors for each axis are by default set to X: red, Y: green, Z: blue, but you can assign axis colors according to your preference.

A grid is centered at the world's origin point. This grid is useful for measuring the objects you create. It uses Wings world units, which are an arbitrary size that you can use to represent any scale you want, i.e. inches, feet, etc.

The Information Line
The information line runs along the bottom of the main Wings window. This is probably the most important thing to keep your eye on, especially if you are new to Wings. The information line's main purpose is to display every possible button option available for the currently highlighted or active operation, tool, or menu item. Many of the tools and menu options have more than one function, and some of the more advanced options are only displayed in the information line. To display any menu item's possible options or described function, simply hover over the item with the mouse cursor.

The information line uses the letters L, M and R for the left, middle and right mouse buttons, respectively. When several options are available for a tool, menu item, or during an operation, those options are displayed in the information line preceded by L, M, or R. Sometimes the user will be prompted to depress a modifier key in conjunction with the designated mouse button. The typical modifier keys are control , , or , or sometimes a combination of two or more are used with the mouse buttons. There are other instances when numeric or other keys are used to toggle options. In cases where numeric keys are used to change the result of a command, do not use the numeric keypad. For numeric key modifiers displayed in the information line, use the numeric keys across the top of your keyboard instead.

Dialog Boxes
Dialog boxes are used to enter values via the keyboard as parameters for operations in Wings. Some dialog boxes pop up when the user chooses to enter a value numerically and other pop up automatically asking the user to enter a value before proceeding.

Tab Entry Dialog Box
The most common dialog boxes in Wings is the tab entry dialog box. Perhaps that's not its official name, but it serves as a pretty apt description. Pressing   during most types of operations that involve scaling, moving, rotating, or extruding elements of geometry invokes this dialog box. The information line will tell you when this option is available. When the user presses   during such an operation, the tab entry dialog box will open with the present value of the operation already entered, ready for the user to edit.

The benefit to using the tab entry dialog box is that you can apply very precise transformations to operations that would be very difficult or impossible by mouse-dragging.

Math In Dialog Boxes
There's an interesting feature to this dialog box that's not apparent at first glance. Wings understands most of the common mathematical expressions including addition(+), subtraction(-), multiplication(*) and division(/). It is perfectly feasible to type

12.345+0.1/1.67-4

into the dialog, press   and receive a legitimate result for a particular operation.

Note that Wings recognizes a number of mathematical expressions. In the dialog box, type math: before the expression -- for example, math:pi would call up the value of pi. Here are the allowed expressions:

 * sin
 * cos
 * tan
 * asin
 * acos
 * atan
 * atan
 * sinh
 * cosh
 * tanh
 * asinh
 * acosh
 * atanh
 * exp
 * log
 * log10
 * pow
 * sqrt
 * abs
 * pi

Dialog Box History
Another feature of the dialog boxes is a kind of "history" feature. The tab entry dialog box retains previous entries and can pull those values back up at your bidding. Pressing the up and down arrow keys will scroll through the history of past inputs. Access to previous entries in a dialog box can be a useful, especially when you have to perform the same procedure more than once in a session. The history function allows you to quickly repeat a procedure at a constant value. Keep in mind that dialog box input history is not exclusive to each tool. It keeps a running history of the inputs for all tools. This means that the last entry you typed will appear when you press the up arrow once, not necessarily the input you typed for the last time you used that particular tool.

Assigning Hotkeys
Wings has a set of standard hotkeys which come predefined upon installing. (For your current hotkey listing, in the Menu Bar go to Help|Defined Hotkeys.) One of the great advantages that Wings offers its users is the ability to set user-defined hotkeys.

Any command that appears in a menu can be assigned to a keyboard shortcut. To assign a hotkey to a command, open the menu containing the command. Highlight the command and press the  or the  key, followed by the key you wish to assign it to. The hotkey should now appear beside the command. To delete a hotkey, highlight the command and press the < Del > or <\> key.

What To Know About Hotkeys
Here are a few facts about hotkeying in Wings which will help in creating a layout that works for you.

 * The hotkey assigned to a tool or command is displayed beside it in the menu where that command is found.
 * Wings accepts any combination of ,  or  as a modifier to a hotkey. For instance, using the B key, you can assign the following eight commands:
 * B, +B, +B, +B, ++B, ++B, +<Alt>+B, <Ctrl>+<Shift>+<Alt>+B
 * Wings uses context-sensitive hotkeys. Just as with context-sensitive menus, Wings only allows you access to hotkeys of tools and commands available from within the current selection mode. This means that you can re-use the same hotkey for tools or commands in different Modes. For instance S can be assigned to both Smooth in the Face menu and Slide in the Edge menu. If there is a conflict, Wings will tell you right away.
 * Hotkeys assigned to tools or commands found in the Menu Bar cannot be re-used. This is because the commands found in Menu Bar menus will (for the most part) work across all modes, essentially making them global hotkeys. For example, if you assign <Ctrl>+T to Tweak in the Tools Menu, you cannot re-use this hotkey because pressing <Ctrl>+T in any mode will start up Tweak Mode.
 * Wings does not currently allow hotkeying for right or middle mouse button options.

Currently there is no built in facility for printing out a list of your hotkeys, however, you can use the Erlang Console to produce an HTML document of all your hotkeys, which can be printed. To do this, you must enter some code into the Erlang Console; instructions can be found on Scorpius's web page.

Hotkey Strategies
Although everybody eventually comes up with their own system for hotkeys, there are some good basic strategies to get you started. The primary tools in Wings -- such as Move, Rotate, and Scale -- have five basic directions along which you can perform an operation. These are:

 * the three axes X, Y, Z
 * along the selection's Normal
 * along the plane created by the camera's point of view, called Free

The primary tools Move, Rotate, and Scale also share the fact that they are available across all of the selection modes. Because of this it makes sense to use the same hotkey for Move -- say, 'M' -- in all four selection modes and use modifier keys to achieve the five basic directions. Because the basic directions X, Y, Z, Normal, and Free exist across all modes for a variety of tools, it makes sense to assign a modifier key to each direction.

For example, if we decide that <Alt> represents the X direction, then "Move along X axis" would be <Alt>+M. You can then hotkey "Move along X axis" as <Alt>+M in the Vertex, Edge, Face, Body, and Light selection modes, so no matter what selection mode you are in, you can always hit <Alt>+M to move your selection along the X axis. You could then consider using <Ctrl> for the Z axis, and <Shift> for the Y axis so that no matter what tool you use, the modifier for the operation's direction is always the same.

Say you decide that 'R' is for rotate. "Rotate around the Z axis" can be hotkeyed as <Shift>+R, and "rotate around the X axis" can be <Alt>+R, just like "move along Z axis" could be <Shift>+M. Once you decide what is best for you you can assign the other directions. Remember that there are eight possible combinations of any key plus its modifiers. This should be plenty to get the majority of the tools hotkeyed in a way you are going to remember them.

Other Windows

 * /Outliner/
 * /Geometry Graph/
 * /Palette/
 * /UV Mapping Mode/
 * /Console/

Right-Click (Context Sensitive) Menus
Context Sensitive Menus currently has the most thorough coverage.

 * /The Primitives Menu/
 * /The Lights Menu/
 * /The Vertex Operations Menu/
 * /The Edge Operations Menu/
 * /The Face Operations Menu/
 * /The Object Operations Menu/

Resources

 * /Plugins/
 * /Wings3D Links/
 * /Polygon Modeling Links/
 * /UVMapping and Texturing Links/
 * /Rendering Links/
 * /Graphic Utilities/
 * /Specialty Applications/
 * /Books/
 * /Tips and Tricks/
 * /Wings File Format/

Pages with misplaced information

 * The Title Bar Auto-save info
 * The Geometry Window Resizing windows
 * Wings 3D/User Manual/User Interface/The Dialog Boxes Constraints

Proposed Removals

 * /The Objects Menu/
 * The Menu Bar
 * The Toolbar
 * The Status Bar
 * General Overview
 * The Dialog Boxes
 * Hotkeys
 * Installation
 * /Index/

title: Wings 3D/User Manual


text:
Wings 3D/User Manual/Installation

Wings3D is written in the Erlang programming language. The Erlang binaries needed for Wings are compiled into the Wings distribution.

A list of currently-available plugins can be found here. Note that plugins don’t necessarily work with every version of Wings3D; a given plugin might only work with a particular update.

If you're interested in developing for Wings, you'll need to download the full Erlang distribution. You can download both the Wings3D binaries and Erlang source and runtime libraries for Windows from the Wings home page.

Windows
OpenGL and Windows 2000 or higher are required in order to run Wings 0.99.

The Wings download is a self extracting installer; to install Wings, simply double click on the installer. When a new version of Wings becomes available, simply download the new installer for Wings and overwrite the old installation.

Linux
Open GL or Mesa is required in order to run Wings 0.99.

Decompress the installation file from the archive wings-0.XXX-linux.run.gz: $ gzip -d wings-0.XXX-linux.run.gz

And install it: $ ./wings-0.XXX-linux.run

A directory with the name wings-0.XXX will be created in your home directory. In order to run Wings3d: $~/wings-0.XXX/wings

Mac

 * Mac OS X 10.4 ("Tiger") is required in order to run Wings 0.98.35.
 * Mac OS X 10.3 ("Panther") is required in order to run Wings 0.98.26.
 * Mac OS X 10.2 is required in order to run versions of Wings earlier than 0.99.

Download and open the .dmg (disk image) file and copy the enclosed file to your desired directory. It is ready to use.

title: Wings 3D/User Manual/Installation


text:
Talk:Card Games/Euchre

Right now, it is only my intention to cover the most standard variation of Euchre, as played on Yahoo with the Stick the Dealer option. If other people want to add sections covering the strategies for alternative rulesets, that's fine. I would appreciate it, however, if you have the calculations of probability to back up your strategies, at least where reasonable.

--Augustus.saunders 06:03, 31 December 2005 (UTC)

title: Talk:Card Games/Euchre


text:
Template talk:Wikiquote

In the past, wikiquote at Wikibooks module A linked to Wikiquote article A. All three calls to wikiquote at Wikibooks made broken links.

I changed the template so that wikiquote searches for A at Wikiquote. There is also an optional parameter to link to a page instead of search. This is what wikipedia and wikisource already do. --Kernigh 06:06, 31 December 2005 (UTC)

title: Template talk:Wikiquote


text:
Wings 3D/User Manual/User Interface/General Overview

Please note that screen shots may vary as to exact layout based on different versions of Wings at the time of their capture.

Also note that the Mirai camera mode is assumed throughout the text unless noted otherwise. Keep this in mind while reading, especially if you use one of the other camera modes.

Wings3D opens with an empty Geometry Window at its core. Above the Geometry Window are the Title Bar, the Menu Bar, the Tool Bar, and the Status Bar. At the bottom of the window is the Information Line. The rest of the user interface is accessed via context sensitive menus called up via clicking the Right Mouse Button over the Workspace.

In the Workspace itself are the three main axes which are conveniently labeled X, Y, and Z. It is customary to think in terms of X as being the right and left, Y the up and down and Z the front and back of a model. Many of the commands are axis centric in operation, working around these global axes or around local axes parallel to them. Display colors for each axis can be set to your liking and they can be toggled on or off at will.

You will also find a grid which is useful for measuring the objects you create. It uses Wings Units which is an arbitrary size that you can use to represent any scale you want. i.e. inches, feet etc… On the lower right hand side of the screen you will find a small tab. This is used to resize the geometry window. This is also useful for adding more geometry windows or making room for the Outliner and Geometry Graph so they don’t cover the workspace. The info bar on the bottom shows what options are available, in this case what each mouse button will do, and it will also act as a tool tip informing you of each item's function.


text:
User:Eray~enwikibooks

Introduction
My name is Dave, and I am an IT student currently residing in the Netherlands, my ambition is to become a software engineer/architect, and I primarily use C#/.NET to create software solution for personal use and for my clients.

title: User:Eray~enwikibooks


text:
User:Sekoh~enwikibooks

LOL

title: User:Sekoh~enwikibooks


text:
Talk:FHSST Physics/Work and Energy/Sources

what on earth is the point of an essay in wikibooks?! As far as im concerned this page should be removed.


text:
User:Kellen/SCIP

SCIP exercise answers: http://www.kendyck.com/2005/04/index-of-solutions-to-sicp-exercises.php

1.1: > 10 > 12 > 8 > 3 > 6 > a (with value 3) > b (with value 4) > 19 > ??? (undefined?) dunno. > 4 > 16 > 6 > 16

1.2: I read this one as:

5 + 4 + (2 - (3 - (6 + (4/5)))) ---     3 (6 - 2)(2 - 7)

ans: (/ (+ 5 4 (- 2 (- 3 (+ 6 (/ 4 5))))) (* 3 (- 6 2) (- 2 7)) )

1.3: (define (square x) (* x x))

(define (sum-of-squares x y) (+ (square x) (square y)))

(define (exercise-1-3 x y z)   (cond ( (and (> x z) (> y z)) (sum-of-squares x y) ) ( (and (> x y) (> z y)) (sum-of-squares x z) ) ( else (sum-of-squares y z)) ) )

title: User:Kellen/SCIP


text:
Handbook of Descriptive Statistics/Measures of Statistical Variability/Range

Description

 * The range is the difference between the highest and lowest values of a variable. In some contexts, it is a single value obtained by subtracting the lowest (minimum) from the highest (maximum) value. In other contexts, the minimum and maximum are both presented and the range is a pair of values. For example, if the data include values from 10 through 42, the range may be expressed as either 32 (42-10) or the pair (10,42).

Usages

 * The range is a marker of the spread or variability of a variable.

 * The range is often a very unstable marker of variability because it can be highly influenced by a single outlier value. For instance, if the data contain the ages of many high school students all with values between 13 and 19 except for a single (perhaps erroneous) value of 93, the range is 80 rather than a more representative value of about 6.

Distributions

 * The range is calculable for any distribution measured on at least an ordinal scale.

Software
The range is usually presented along with other common descriptors by most commercial statistical software.
 * Stata: summarize varname
 * Excel: If the data are entered into cells B5 through B50, the range will be returned by the formula: $$=maximum(B5:B50)-minimum(B5:B50))$$


text:
Speech-Language Pathology/Stuttering/Famous People Who Stutter/Singers and Actors

Stuttering is a difficult and demoralizing disability, but with persistence many stutterers overcome the disorder and go on to successful lives.

Singers and Actors
Some stutterers are afraid to open their mouths. But other stutterers earn their living with their voices.

Carly Simon, Singer-Songwriter
Carly Simon (1943- ) began stuttering severely when she was eight years old. She blames her stuttering on her then 44-year-old mother's affair with their 20-year-old live-in tennis instructor. The affair caused jealousy, anger, "lies and a train of deception" in the Simon's affluent household.

A psychiatrist tried unsuccessfully to cure Simon's stuttering. Instead, Simon turned to singing and songwriting. "I felt so strangulated talking that I did the natural thing, which is to write songs, because I could sing without stammering, as all stammerers can."

Simon wrote some of the most-loved songs of the 1970s, including "Anticipation" and "You're So Vain." She won an Oscar and a Grammy. She was married to James Taylor for nine years. They have two children.

Mel Tillis, Country Music Entertainer
As a child, Mel Tillis (1932- ), was laughed at because he stuttered. He said to himself, "Well, if they're gonna laugh at me, then I'll give them something to laugh about."

In 1957 he began working as a singer for Minnie Pearl, Nashville's great country comedian. Pearl encouraged Tillis to talk on stage, but he refused, afraid that he'd be laughed at.

Pearl replied, "Let 'em laugh. Goodness gracious, laughs are hard to get and I'm sure that they're laughing with you and not against you, Melvin."

Little by little, Tillis increased his speaking on-stage. He developed humorous routines about his stuttering. Then "word began to circulate around Nashville about this young singer from Florida who could write songs and sing, but stuttered like hell when he tried to talk. The next thing I knew I was being asked to be on every major television show in America." Tillis' career took off.

But before Nashville and fame and fortune, Tillis was looking for a job in Florida. No one hired him. At the last place he applied, the owner said that he had once stuttered. He wouldn't hire Tillis, but gave him a piece of paper to read every night, saying that it had changed his life.

On the paper was a prayer:

Oh Lord, Grant me the Courage to change the things I can change, the Serenity to accept those I cannot change, and the Wisdom to know the difference. And God, Grant me the Courage to not give up on what I think is right, even though I think it is hopeless.

Tillis concludes his story,

For the first time in a long time, I slept well that night. I woke the next morning with a different outlook on life. I told myself that if I couldn't quit stuttering, then the world was going to have to take me like I was. What you see is what you get. From that day on, things started looking up for Mel Tillis. Soon after, I headed for Nashville in a '49 Mercury with a wife and a four-month-old baby girl—her name was Pam.

In 1976, Tillis was named Country Music Entertainer of the Year.

More Singers and Musicians
Other stutterers with successful singing careers include Metropolitan Opera singer Robert Merrill (1917-2004), jazz vocalist "Scatman" John Larkin (1942-1999) and pop singer Gareth Gates.

In 1965, Roger Daltry (1944- ) of The Who used stuttering in the song "My Generation": "The stutter was introduced because the 'My Generation' character was supposed to be a mod blocked on pills —and amphetamine abusers stammered like mad."

Also in 1965, stutterer Ian Whitcomb recorded the hit "You Turn Me On." According to radio host Dr. Demento, "Whitcomb stutters quite a bit in conversation, but very rarely when he's on mike." Whitcomb had a popular public radio show in Los Angeles for many years.

In 1975, stutterer Gary Bachman was managing his brother Randy's band, Bachman-Turner Overdrive. The song "You Ain't Seen Nothing Yet" was written as an inside joke, about Gary's stuttering. The band didn't intend it to be heard by anyone else. But a record label executive heard the song and insisted on releasing it. The song went to #1 on the Billboard charts.

James Earl Jones, Actor
James Earl Jones (1931- ), the most in-demand voice in Hollywood, is a stutterer.

Jones was "virtually mute" as a child. With the help of his high school English teacher, Jones overcame stuttering by reading Shakespeare "aloud in the fields to myself," and then reading to audiences, and then acting.

Jones is proudest of his role as Shakespeare's Othello, but is best-known as the voice of Darth Vader in Star Wars. He portrayed a stutterer in the movie A Family Thing (1995).

More Actors
Other stutterers who found fluency in acting include Bruce Willis (1955- ), who said of his childhood, "I had a horrible stutterI couldn't talk"; Peggy Lipton (1947- ), who starred in the television series The Mod Squad and Twin Peaks; and Nicholas Brendon (1971- ), who played Xander on Buffy the Vampire Slayer.

Sculptor and theater director Robert Wilson (1941- ) overcame stuttering at 17 with the help of his dance teacher. Marilyn Monroe (1926-1962) used a breathy way of speaking to avoid stuttering.

Peter Bonerz (1938- ), who played Jerry the dentist on The Bob Newhart Show, and directed Friends, Murphy Brown, and Home Improvement, said about his stuttering:

I'm 58 years old, and if I stutter while giving Candice Bergen a direction, who cares? If (the stuttering) is really difficult, I exaggerate it and get everyone on the set to laugh with me. A stutter can really be quite charming. We are human and not perfect.

Gracie Allen "was looking for [vaudeville performer] Billy Lorraine who was a terrible stammerer. He was shy about his stammering. Gracie approached him and asked him if he was Billy Lorraine. Billy said he wasn't and pointed at George Burns. George Burns pretended he was Billy Lorraine for a while." Thus the most famous couple of comedy met.

In her autobiography, Marion Davies (1897-1961) wrote, "Mother decided that I was kind of a problem. Because I stuttered, no school wanted me. When I'd get up to recite, all the kids would laugh at me. So my mother decided to put me in a convent."

But then, "Fifty-two-year-old publishing magnate William Randolph Hearst was smitten the first time he saw eighteen-year-old Marion Davies in a chorus line. A year later, when she was given one speaking line in Ziegfeld's Follies, she botched it. Hearst, determined to make her a star, provided coaches to work day and night on her stammer. She improved, and starred in a number of films."

The story of Hearst and Davies became the basis of Orson Welles' classic movie, Citizen Kane. But Welles changed Davies' stuttering into an inability to sing opera!

 * 1) Brenner, Marie. "I Never Sang For My Mother." Vanity Fair, 58, August 1995, p.128.
 * 2) Nefsky, Art. Letter from Mel Tillis, Sept. 30, 1997, http://www.nefsky.com/tillis.htm
 * 3) Marsh, Dave. Before I Get Old (St. Martin's Press, 1983).
 * 4) Hansen, Barry. Personal correspondence, 1999.
 * 5) Morthland, John. "Guitar Rock 1974-1975." Time/Life Music, 1993.
 * 6) Jones, James Earl. Voice and Silences, 1993.
 * 7) Willis, Bruce. 20/20, October 13, 1999; # Kaylin, L. "Big Bad Bruce." Gentleman's Quarterly, v66, n6, June 1996, p.159.
 * 8) Hutchings, D. "Can You Dig It? The Mod Squad's Peggy Lipton, One Marriage and 15 Years Later, Returns To Acting." People Weekly, 29:13, April 4, 1988; Carlson, T. "Peaks pique viewers interest; Series is Lipton's cup of tea." TV Guide, 38:16, p.41, April 27, 1990.
 * 9) Stuttering Foundation Of America newsletter, Summer 2002.
 * 10) Wilson, Robert. ArtNews, December 1996, p.98.
 * 11) Drew, Polly. "A Stutter Won't Stop You," Milwaukee Journal-Sentinal, July 27, 1997, p.4L.
 * 12) Gottfried, Martin. George Burns: And the Hundred Year Dash.
 * 13) The New Yorker, March 23, 1998, p. 70.
 * 14) Wallichenski, David. Book of Lists (Boston: Little, Brown, 1995)


text:
Handbook of Descriptive Statistics/Measures of Statistical Variability/Interquartile range

The Interquartile Range (IQR) is the range from the 25th to the 75th percentile of a distribution. It represents the "Middle Half" of the data and is a marker of variability or spread that is robust to outliers.

 * Wikipedia article: Interquartile Range

The IQR is a component of the Box plot, a useful graphical representation of distributions.


text:
Openbravo POS/Developer guide/Database Diagram

To edit this diagram, download Adrian's xml description and open it with DBDesigner. http://fabforce.net/dbdesigner4/

Sidenote: Adrian says this diagram may not be up to date as of December 27, 2005. Source: https://sourceforge.net/forum/forum.php?thread_id=1402802&forum_id=434921


text:
Talk:.NET Development Foundation/System Types

ArrayList Class
http://msdn2.microsoft.com/en-us/library/system.collections.arraylist.aspx


text:
Talk:Algebra/Functions/Answers

This page contains several errors in spelling and in choice of words. For example: "Furthermore any religiouse contains treatiese on morality and politics." I'm not exactly sure what the author intended this to mean, so I didn't edit it myself.

title: Talk:Algebra/Functions/Answers


text:
User:Wietsezuyderwijk~enwikibooks

Go here.

nl:Gebruiker:Wietsezuyderwijk

title: User:Wietsezuyderwijk~enwikibooks