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Card Games/Mille Bornes

Mille Bornes (also Mille Bournes) is a French card game. In the United States, Mille Bornes is published by Parker Brothers and is commonly available in game stores, as well as toy stores and department store]]s. There are also several computer-based versions. It is believed to be based on Touring (card game)|Touring, an earlier American card game.

Some Mille Bornes decks are printed in both English and French language. In the Netherlands, this game is known as rijwielspel, and deals with cycling instead of driving. The hazards and distances are different, but the mechanics of the game are exactly the same.

The premise of Mille Bornes is that the players are in a Auto racing. Each "race", or hand, is usually 700 miles or kilometers long (1000 for the standard 4-player game), but the first player to complete that distance exactly has the option to declare an extension in which case the race becomes 1000 miles, hence the name of the game which means "one thousand milestones". The object of the game is to reach 5000 points, which normally takes several hands.

Mille Bornes is listed in the GAMES Magazine Hall of Fame.

Deck
Mille Bornes is played with a special, unusual deck of cards. There are Hazards, Remedies, Safeties, and Distance cards (km stones). Each hazard is corrected by a corresponding remedy and prevented by a corresponding safety. The object of the game is achieved by playing Distance cards.

Note that the Right of Way card is unique in that it protects against both the Speed Limit and Stop hazards.

Included in the deck are also nonplayable cards that list the playable cards and summarize the scoring. In some decks, some of these are printed entirely in French.

Play
Mille Bornes is based very loosely on the Rummy family of card games. The deck is shuffled and 6 cards are dealt to each player; the remainder becomes a draw pile and a discard pile forms next to it. Each player's turn begins with a draw of one card and a play of one card, so that each player always holds 6 cards at the end of his turn. If he cannot play he must discard. Discarded cards are dead and cannot be taken for any reason.

Each player (or team) builds a tableau; in team play, only one is built for a single team. This tableau is divided into Battle, Speed, Distance, and Safety areas; cards in the Battle and Speed areas are stacked so that only the top card shows. The example shows a typical tableau midway through a game.

Hazards and Remedies (with the exception of Speed Limit and End of Limit) are played in the Battle Area, where a Roll card is shown in the example. Speed Limit and End of Limit cards are played in their own area. Distance (km stone) cards are played according to value; it's common to play the 200 km cards distinctly, rather than fanned. Safety cards are played along the top of the tableau; note that the horizontal placement of the Extra Tank card in the example has a special significance.

In turn, a player may choose to play one of the following:

 * A Distance card on his own tableau if a Roll card is showing in his Battle area

 * A Remedy on top of a corresponding Hazard if one is showing in his Battle area

 * An End of Limit on top of a Speed Limit if one is showing in his Speed area

 * A Hazard on top of his opponent's Roll if one is showing and his opponent has not already played the corresponding Safety

 * A Safety in his own Safety area (at any time)

 * A Roll card in his own Battle area if a Stop or Remedy is showing, or if his Battle area is empty

Note that a Hazard cannot be played unless one's opponent is "moving", except for the Speed Limit.

Once an Accident, Out of Gas, or Flat Tire Hazard has been played, and the appropriate Repair card played as a counter; one must next play a Roll card to get "moving" again.

Playing a Safety corrects the corresponding Hazard and also protects against future Hazards of this type. However, when the Safety is played normally, a Roll must still be played before any Distance cards. Whenever the Safety is played, the same player draws another card immediately and plays again. It is possible to play another Safety and another, each time drawing a card before playing again.

When a player's speed is limited (as shown in the example) he may only play 25 and 50 km cards. No more than two 200 km cards may be played by any team in a single hand.

The Right of Way card both remedies and protects against Stop and Speed Limit Hazards; if a player (or team) has played this card then he (or they) need not display a Roll card in order to "move"; any Stop or Speed Limit showing is removed to the discard pile at the time the Right of Way card is played. However, the player is still vulnerable to other Hazards.

A player may always discard, even if he has a legal play available. If a player cannot play in any other way he must discard.

Under no circumstances may a Distance card be played that would put one's total over the race goal of 1000 km.

Play continues until either:

 * One player (or team) reaches exactly 1000 km in total Distance cards; or

 * Every player has played or discarded all his cards.

Note that play continues after the draw pile is exhausted, each player playing or discarding one card per turn.

Coup Fourré
In the event that a player holds the corresponding Safety at the moment when a Hazard is played in his Battle area, he may call "Coup Fourré" and immediately play the Safety in his own Safety area; when doing so the Safety is placed horizontally (as the Extra Tank is shown in the example). The Hazard is removed to the discard pile, revealing the Roll card beneath it. As when any Safety is played, the player who calls Coup Fourré draws another card at once and plays again. Play resumes to his left, not to that of he who played the offending Hazard; thus any intervening players lose their turns.

Note that because the Hazard is removed and not merely corrected by the Coup Fourré, a Roll card now shows and Distance cards may be played immediately. This is an advantage over playing a Safety later (normally), when it merely corrects the Hazard and a Roll card is still required to "move". The exception is the Right of Way card; as soon as it is played (normally or by Coup Fourré) the player is considered to be "moving" (unless he suffers from another Hazard).

The Safety may only be played as a Coup Fourré immediately after the offending Hazard; as soon as the next player plays or discards the opportunity is lost.

Extension
Mille means 1000 and the game is normally played to a total of 1000 km. In some variations it may be agreed that the goal is 700 km, instead. If one player reaches this total then he may choose either to end the hand immediately and collect the appropriate scores for trip completion; or to call Extension, in which case the hand continues to a goal of 1000 km. One must still reach the goal of 700 km exactly either to win the hand or call for extension.

Trip completion itself is worth 400 points in either case; but there is a bonus for the extension itself. Note that it is possible to reach 700 km, call for extension, and fail to reach 1000 km. If one's opponents reach 1000 km first, they collect all trip completion scores and bonuses.

Scoring
When a hand ends it is scored with the following points:

 * {| padding = 2

 * - style ="background-color:#99f; "
 * colspan =9 | Scored by each side
 * Distance
 * style ="text-align:right; " | 1
 * per km traveled
 * Each safety
 * style ="text-align:right; " | 100
 * however played
 * All 4 safeties
 * style ="text-align:right; " | 300 bonus
 * Coup-fourré
 * style ="text-align:right; " | 300 bonus for each
 * - style ="background-color:#9f9; "
 * colspan =9 | Scored only by side that completes trip
 * Trip completed
 * style ="text-align:right; " | 400
 * for being the winner
 * Delayed action
 * style ="text-align:right; " | 300
 * for completing the trip after the draw pile is exhausted
 * Safe trip
 * style ="text-align:right; " | 300
 * for completing the trip without playing any 200 km cards
 * Extension
 * style ="text-align:right; " | 200
 * for completing the trip after calling for an Extension
 * Shutout
 * style ="text-align:right; " | 500
 * for completing a trip before the opponent has played any Distance cards
 * }
 * style ="text-align:right; " | 300
 * for completing the trip without playing any 200 km cards
 * Extension
 * style ="text-align:right; " | 200
 * for completing the trip after calling for an Extension
 * Shutout
 * style ="text-align:right; " | 500
 * for completing a trip before the opponent has played any Distance cards
 * }
 * for completing a trip before the opponent has played any Distance cards
 * }

In a 2-player game, the maximum score that can be made in one hand is 5,000 points. In a standard 4-player game there is no extension, so the maximum score is 4,800. In a 3-player or 6-player game, two shutout bonuses are achievable, yielding a perfect score of 5,500.

Note that some points are scored even if a side does not complete a trip; it is possible for the completing side to score fewer points than their opponents. If the hand ends by exhaustion rather than by completion, each side still scores its distance and safety points.

According to the printed rules distributed by Parker Brothers, a game continues until one or both sides reaches a cumulative point total of 5,000. If both sides go over 5,000 during the same hand, the higher point total wins the game. When the game is played for fun the exact point total is irrelevant, so long as one is higher. Note that it is possible for the game to end in a tie, in which case the rules are silent.

If the game is played for money, then generally the point difference is paid from the loser to the winner, and every point is significant.

With larger or smaller groups
The game is normally played with 4 players in two teams of two each. Each team shares only one tableau. Either player may make a Coup Fourré in response to a Hazard.

When 4 players are not available, the game may be played with some variations.

2 or 3 player version
Three players play cutthroat, each one for himself. In some versions, a player may only play Hazards on the person to his left.

Some rulebooks say that one of each Hazard should be removed, since not having a partner makes it harder to hold a full set of Remedies.

This version is usually played to 700 km with the Extension option, but the normal goal of 1000 km is also playable.

6 player version
This is theoretically possible as two teams of three or three teams of two, but isn't really practical. It is played to 700 km with the Extension option.

Strategy
As in most card games the most important skill is remembering what cards have been played or discarded. Who has discarded may be quite as important as what.

As in other games of the Rummy family, one may spend many turns discarding while waiting for a needed card. It is vital to spend this time improving one's hand; so one must constantly re-evaluate one's hand to determine which card is most discardable. Often this devolves into a choice between the least of several evils.

By card
Safeties:

 * The Right of Way card is the most valuable in the deck. Every effort should be made to delay playing it normally, as it can be played in Coup Fourré to a total of 9 Hazards.

 * All Safeties should be retained against the corresponding Hazard, as a Coup Fourré is worth bonus points.

 * Safeties may always be played and at any time, so there is no excuse for being caught with one in hand at trip completion (and absurd to discard it). Watch the other side's Distance total.

 * Ordinarily, when one side reaches 800 km (or 500 if playing to 700) it is time to play all one's Safeties, since a single 200 km would allow the other side to go out. However there are exceptions in which one might retain a Safety while still hoping to use it in Coup Fourré:

 * In 2 or 3 player games if another player is "stopped" due to some Hazard (not Stop or End of Limit) then there is no risk of his going out immediately since he must first correct the Hazard before playing any Distance. But in team play the other side will have two opportunities to play -- one partner correcting the Hazard with a Safety and taking the extra turn to play a Roll card, then the other partner playing the fatal 200 km. If the needed Safety is known to be unavailable to the threatening team then one may continue to hold one's own Safety, as it will take 3 distinct turns for the opponents to correct the Hazard, Roll, and play any Distance.

 * In 2 or 3 player games another player may be "stopped", having corrected the Hazard, while waiting for a Roll card; or may be "stopped" with a Stop. In this case it may be safe to retain a Safety for the moment. This depends on the possibility that the threatening player may play the Right of Way card and immediately follow it with Distance, ending the hand.

 * If the other side is "stopped" due to some Hazard and all of the corresponding Remedies and Safety have been seen then of course they are going no further and there is no threat to catch one's Safety in one's hand. The same may be said when (unusually) all Roll cards and the Right of Way have been seen.

 * Although a km total of 800 is clearly threatening, a total of 600 is hazardous if one's opponents have not yet played any 200 km cards. (Recall that it is only permitted to play two of these in a hand.) A total of 700 threatens if only one 200 km card has been played. However, note that odd combinations of Distance, such as 650 km, are not threatening, since no possible combination of two Distance cards could put one's opponents out.

 * In 2 or 3 player games one's opponents have only a single opportunity to play before one's own chance comes again, so it is easier to determine if one must relinquish a Safety. 500 (to a goal of 700) is a threat if a 200 km is still available; 550 is not; 600 certainly is; and 650 is threatening even if one's opponent's speed is limited.

 * Don't be led astray by the relative values of playing a Safety normally or by Coup Fourré. The former is worth 100 points, the latter a total of 400; so it's tempting to wait. But a corresponding Hazard may remain unplayed; you or your partner may draw it or your opponents may not choose to play it against you. The 100 is a sure thing -- if you are not caught with the Safety in your hand.

Remedies:

 * There are 3 each of Accident, Out of Gas, and Flat Tire Hazards (2 each if one has been removed before play). When all of one type has been seen, there's no need to keep the corresponding Remedy or Safety in one's hand. The former may be discarded and the latter played normally.

 * There are 4 Speed Limit Hazards (or 3 if one has been removed); again, once all have been seen there is no need to keep any End of Limit Remedies. However the Right of Way should probably be retained.

 * There are only 5 Stop cards, but it's not wise to discard Roll cards because you've seen all the Stops. You may still need Rolls in order to get "moving" after another Hazard.

 * It's probably wise to retain one of each major Remedy if at all possible; if no corresponding Hazard has been seen, it's essential. It's probably unwise to keep two of the same Remedy and certainly pointless to do so if only one corresponding Hazard remains.

 * Discarding a Remedy leads one's opponents to the natural conclusion that one may have the corresponding Safety in hand (or at least another of the same Remedy), thus discouraging them from retaining or playing that Hazard. This opens the door to an element of bluff and the possibility of confusing the other team. If one has a reputation of bluffing then discarding a Remedy may provoke the Hazard, permitting one to Coup Fourré; if one has a reputation for "honesty", then it may be better not to telegraph one's riches by discarding the Remedy.

Hazards:

 * Stop and Speed Limit are minor Hazards, the former corrected with a mere Roll and the latter not even entirely "stopping" the opposition. The other, major Hazards are more valuable.

 * Retaining two or more of the same Hazard may be dubious. If the corresponding Safety is available to the other team then both Hazards may be rendered useless at a stroke.

 * If one's opponent's have already played a given Safety then all corresponding Hazards are worthless; if the Safety is unavailable to them then the Hazards gain in value.

 * Count played and discarded Remedies. Each increases the value of the corresponding Hazard and of each remaining Remedy of the same type.

Distance:

 * Distance cards are numerous and usually should be discarded before other cards. Discard smaller Distance cards first.

 * The need to reach the race goal exactly imposes certain restrictions on the combinations that may be played. It's common to reach a Distance total of, say, 975 km and lose the hand while waiting for a final 25 km; any other Distance cards are useless. It may be wise to hold a 25 km against such a possibility.

 * Since 100 km cards are relatively common, one may wish to hesitate before playing smaller values unless one also has others in hand. The closer to the end of the hand, the more important this becomes. When the other team seems about ready to complete a trip it's easy to get flustered and play a lone 25 or 50, because that's all one has got; but it might be wiser to wait and see if another 100 is drawn.

 * Playing a lone 50 km card requires that one later play one of the following combinations (to arrive at a round point total): one other 50, two 25s, or two 75s. Thus this is fairly safe.

 * Playing a lone 25 km requires a later play of: one 75, one 50 and one 25, or three more 25s. Since one may well have discarded several 25s this may be a risky play.

 * Playing a lone 75 km requires a later play of one 75 and one 50, or of one 25. Thus this is the most risky Distance play. It's safer to wait until one has a pair of 75s before playing either, especially close to the end.

 * It may be better to discard a 75 km before discarding 25s and 50s -- because of the above-noted disadvantage and also because a 75 exceeds a possible Speed Limit.

 * If a player or team has already played two 200 km cards, then any others are worthless. Likewise, there's no need to keep more than two in hand.

By phase of play
Opening:

If you are dealt the Right of Way card, since everyone technically has a Stop, you may play it immediately before anyone else plays as a 'Coup Fourre'. This means you never need a roll and you may draw 2 cards and play one. One may or may not have a Roll card initially dealt; one may or may not have a Hazard initially dealt; one may or may not have first play. Since the other team's hands are completely unknown at first, the primary determinate of opening strategy is one's aggressiveness.

 * If one has first play and a Roll card, it's clearly best to play it.

 * If you have first play but no Roll card, look for a Speed Limit card before discarding; it is the only Hazard you can play when your opponent is not "moving".

 * Lacking a Roll card, you might be tempted to play Right of Way on first play. (See above)Don't if you have already drawn a card or if someone else has taken a turn. Hold it against possible Coup Fourré as the chances are very good for this card.

 * If the other team has first play, or you are forced to discard on first play, then watch discards closely; don't just draw to the Roll.

 * You often face the situation where your opponent has played Roll and now it is your turn; you hold both a Roll and one or more Hazards. It's aggressive to play the Hazard; Parker Brothers recommends playing the Roll instead. If you have a major Hazard it may be wise to play it, especially if you are fairly well-off in Remedies and Roll cards generally; your opponent may have to Remedy the Hazard, then play a Roll, by which time you will already have played your Roll and some Distance. If you can only play a minor Hazard it's probably unwise; a single Roll will get your opponent moving again after a Stop, while a Speed Limit may not interfere at all with his coming out with a small Distance card.

 * Note that regardless of the Hazard played, your opponent may well Coup Fourré, playing Distance immediately and adding points to the insult. Against this risk is the hope of holding the other team to a Shut Out.

 * Until you have played some Distance, you face a potential Shut Out yourself. If your opponent has played Distance, you must bend your efforts to breaking Shut Out ahead of every other consideration.

 * Keep a small Distance card in hand when waiting to get "moving". This is better than an End of Limit card; you might see two or three Speed Limits played on your team and not be able to move when you get that Roll. Better to discard the End of Limit or a larger Distance card.

Middle Game:

 * Never forget to draw before playing. Who knows? The draw may be the card you need.

 * Be alert for Hazards played on your team. It's exasperating to miss one's chance for Coup Fourré.

 * If you have large Distance in hand, play it at once instead of an uncertain Hazard. If you have only small Distance then the Hazard is more attractive. Of course, if you know your opponent will have trouble with the Hazard then it's a good play.

 * Remember that Speed Limit is a weak card; your opponent may still make good progress 50 km at a time. It's generally unwise to play Speed Limit on a "stopped" opponent; he may Coup Fourré with the Right of Way card even if he cannot then play any Distance.

 * Constantly be ready to re-evaluate the relative strengths of the cards you hold in light of those you have seen. Play strong Hazards before weak ones; discard worthless cards before useful ones and cards of lesser use before those more likely to be useful.

 * Since there are 3 of each major Hazard (perhaps only 2), it is, relatively speaking, fairly likely that you will face each one at least once. So it is wise to keep a full set of Remedies (or corresponding Safeties) at first. However, with each Hazard seen the risk of taking another of the same Hazard falls -- and so does the value of the Remedy.

 * If you have corrected a Hazard with a Remedy and have no Roll card, one may play Right of Way normally to get "moving" again and play Distance on the same turn. One forgoes an ordinarily-good chance at Coup Fourré for certain Distance. This is a great way to break a difficult Shut Out.

End of Hand:

 * When you near trip completion it is mandatory to take care to go out evenly; going over the trip limit is not allowed. You may want to put together all of the last 200 km in your hand before playing any of it.

 * When your opponent is getting ready to go out and you are far from completion you may want to discard Remedies quickly. Your situation is desperate and you will need a lot of Distance to overtake; if you take a Hazard and cannot go at all you may not have lost much.

 * Play for fun and play for money imposes different end game strategies. In play for fun, all that matters is exceeding 5000 points; if necessary, exceeding the other team as well. There is no need to take any risks if you can win without them. Playing for money, every point counts and it may be a good gamble to go for the Extension or Coup Fourré.

Extension:

When playing with the possibility of Extension, the decision (when reaching 700 km) whether to go out immediately or call for the Extension is critical. The Extension itself is worth 200 points; there is also the opportunity to score another 300 points' worth of Distance. There is also considerable risk.

Generally, Extension should be used to aggravate one's existing superior position. Lacking overwhelming superiority, Extension may backfire on the caller.

 * The safest time to call for Extension is when one is protected against all possible Hazards -- by holding at least one appropriate Remedy and one or more Roll cards, by holding or having played the appropriate Safety, or by exhaustion of that Hazard.

 * It may be wiser to call an Extension when one's opponent is already facing an intractable Hazard. Holding, say, two Accident cards and the Driving Ace when several Repairs have already been played places one in a strong position for Extension.

 * Be careful to avoid Extension unless one has the needed 300 km in hand unless sufficient cards remain in the draw pile.

 * Let us say that Blue has played a total of 300 km and is "stopped" due to a Flat Tire when Red reaches 700 km. Red chooses to extend, hoping for an additional 500 points. Before Red reaches 1000 km, Blue corrects the Hazard and rolls on to 900 km. Red completes the trip and scores 500 more points than he would have had he not called for Extension. However, Blue has scored 600 more than he would have; Red faces a 100-point net loss for his Extension call.

 * Having an unplayed Safety in one's hand at the time 700 km is reached raises the stakes. One might dare Extension hoping for Coup Fourré. Don't forget, though, to play the Safety normally just before going out.

 * It's not enough merely to have appropriate Remedies in case of Hazard; one must also have Roll cards. For this reason, having the Right of Way card in one's favor is a strong indicator of a good possible Extension; conversely, failure to hold this card may be a good reason to decline.

 * Successful Extension is demoralizing to the opposition, so an aggressive strategy here may have a payoff beyond the hand.

 * The riskiest time to call Extension is when one's opponent has, so far, been Shut Out. The Shut Out is worth 500 points by itself; it would be a shame to lose that advantage. You should be entirely sure of keeping your opponent "stopped" in this case.

 * The strategic points in this section apply generally to the case of Delayed Action. You may be able to complete a trip before the draw pile runs out, yet continue to discard until you can score the additional 300 points. Do so with care only.

title: Card Games/Mille Bornes


text:
Talk:Card Games/Mille Bornes

2 or 4 players
I don't understand the section '2 player game'. Since the default is the 2 player game, why should any hazards be removed? It seems to contradict what's being said at the 3-player game variant. Abigail 12:32, Mar 1, 2004 (UTC)

 * As far as I know, the 'default' version of Mille Bournes is the 4 player game. That's at least how any instruction manual I've ever found is written, having more emphasis on the 4 player game than 2 player.  The name of the game also makes more sense that way, as 4 player lacks the Extension rule by default (games must go to 1000 miles, not 700 with an Extension afterward).  A game called Sept Cents Bournes would just be silly. :-) CaptainSpam 16:37, 10 Nov 2004 (UTC)

 * Seconded: the four player game is the default, per Parker Brothers. DanielCristofani 11:27, 7 December 2005 (UTC)

Safety Card Questions
I don't think this article is right about this bullet point about the Safety Card rules: "Safety cards are four special cards that can be played to avoid a certain type of hazard for the remainder of the game. These cards are also worth 100 points."

1. I think the Safety Cards last for the rest of the hand, not the rest of the game.

2. I don't think you get 100 points for playing them.

Can anyone confirm that?

Thanks, Throbblefoot 06:25, 26 Jan 2005 (UTC)
 * The deafening silence compels me to continue. Additional research indicates that you not only don't get 100 points, you also get to draw a card immediately after playing the Safety Card. Here's a source: :http://www.centralconnector.com/GAMES/Milleborne.html

 * I'll let the article stand for a few more days, then make the changes. Thanks Throbblefoot 01:44, 17 Feb 2005 (UTC)

 * I've got the Parker Brothers rulebook here (copyright 1962) and you got 2 out of 3 right: they last for the rest of the hand, you do get 100 for playing them, and you get a new turn right after. I've updated the article. DanielCristofani 11:27, 7 December 2005 (UTC)

 * Thanks for the update.... I'm chagrined to have let it stand so long... -Throbblefoot 22:33, 9 December 2005 (UTC)

 * I always thought they lasted the whole game. Whaddya know. Ouuplas 07:00, 13 March 2006 (UTC)

 * A hand is an entire race, or probably what you referring to as a whole game (see Hasbro Rules). A match usually consists of several hands.

Jeu des mille bornes
I placed the link to the French wiki so you can change the name of this article. Marc Venot 23:48, 23 December 2005 (UTC)

Major refactor
I've shuffled the sections a little, mostly to expand the outline, demoting most sections to subsections. The page as it stands is almost all about playing the game but there is much more to be said about it. Gameplay can be condensed and reorganized, too. I'm not finished working.

Coming up:

 * Untangle the text formerly under Types of cards into discussion of the Deck and explanation of the Play. The game should be explained as other card games: Deck, Play, Scoring, Strategy.

 * Deck information should be presented in table form.

 * Condense all the minor sections under With larger or smaller groups into a single bullet list. Four-player play is the "default", the way that the game should be explained under the previous sections -- no need for recap here.

 * More history of the game, particularly of the different deck versions.

 * I'd like to see the French names for the cards in the English version of the article -- once only, in table form. This is en, but much of the charm of the game comes from the French terms. I wouldn't play with someone who slapped down a Right-of-Way card without shouting "coup fourré".

 * Discussion of the game outside the context of the game itself. MB has been around for a long time and millions of people have played it, no? What might a little research discover?

This article cries out for graphics. At least half the fun is in the beautiful cards of the 1962 deck. I think we can claim fair use on a card or two from each deck, but for obvious reasons we need one complete deck. We can solve this along both dimensions by contacting Parker Brothers for permission; who knows what we might get? For the time being, a symbolic deck can be whipped up shortly. John Reid 18:28, 22 February 2006 (UTC)

Bornes vs Bournes
I won't enter into any discussion of which name is "more correct"; but the official Hasbro deck I have at hand now is titled "Mille Bornes". Google gives 9830 hits for "mille bournes" with a did you mean: mille bornes; 648,000 hits for the latter. John Reid 04:09, 13 March 2006 (UTC)

Versions
Such a popular game has been released in many different versions. I suggest that variants in which the style of the cards is different are notable; however let's not clog up the article by attempting to list every variation in packaging. The sole notable exception is the "race car" package. Somebody get a photo of that? John Reid 06:38, 19 March 2006 (UTC)

Talk:Mille Bornes/work
This is a work page of source material, images, and text-in-process, only rudely sorted. We may have copyright issues to deal with before some of it can be moved to the article itself.

Four Safety bonus
The versions of the game I have says the 700 for having all four safeties is total, that is one only gets an additional 300 points for having all four. This means by my math that the most points one can get in a hand is 4600 (1000 miles + 400*4 coup-fourees + 300 bonus + 400 finish + 300 delayed + 500 shutout + 300 safe trip + 200 extension if played). Could someone check that? Jonpin 00:50, 19 August 2006 (UTC)

 * I'll confirm that. DanielCristofani 10:57, 19 August 2006 (UTC)

 * That seems correct and I've made the edit -- good notice, Jonpin. John Reid 23:36, 24 September 2006 (UTC)

Grass
The card game Grass should get a mention somewhere... John Reid 23:39, 24 September 2006 (UTC)

Strategy
Say, I just thought I should say as a courtesy: although I (obviously, from my edits) think that the "strategy" section of the Mille Bornes article is at the extent where it is best suited to the WikiBooks leisure bookshelf, I also think it looks like the makings of a good WikiBook, and certainly appreciate the work you've obviously put into it.

As a little further background, I'll note that the proper resolution of strategy sections in game articles vs. WP:NOT (specifically with respect to advice, suggestions, and such) has been a topic of discussion over at WikiProject Board and table games, which might be of interest to you. -Stellmach 14:00, 25 September 2006 (UTC)

 * This page is like one of those half-wit cousins who keeps following you around town, dribbling snot, never asking for anything but so desperately in need of attention you're distracted from your own pursuits. You secretly wish to push him in front of the nearest streetcar but you end up wiping his nose for him and buying candy from your own pocket money. You kick him and tell him to go home but he doesn't understand and just stands there in the rain. You wonder where the hell his mother is.

 * This is a wiki; I don't OWN any articles here. I've sown far too much seed in this rocky soil as it is. You wanted sources, I got you sources. Not good enough? Edit this page. Make it a book. No need to make it personal. Have fun. John Reid 16:50, 25 September 2006 (UTC)

History
Why is there no history section, no story about when it was created, when first translated, how many languages it's in? There's nothing here that you can't get from reading the rules and playing a few hands. Night Gyr (talk/Oy) 00:08, 18 October 2006 (UTC)

 * I second this request for information. This type of information would be very encyclopedic. Val42 20:53, 20 October 2006 (UTC)

 * I saw that need a long time ago and put some research on the workpage. Check it out. John Reid 18:32, 28 October 2006 (UTC)

The rules DO NOT SAY that the Extension bonus goes to whomever finishes the 1000.
The rules in our card set state: The 200 bonus points go to the one who calls extension IF they finish the trip (to 1000). If the player who calls extension does not complete the trip (to 1000), the bonus goes to the opponent or opponents. page 21 of (http://www.winning-moves.com/images/mbcollector_rules.pdf).

Another set of rules I've seen on-line, (page 16 of http://www.hasbro.com/common/instruct/MilleBornes.pdf), states that if someone else besides the player who calls extension finishes the trip, the 200 bonus points is given to each player (other than the one who called "Extension".

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

title: Talk:Card Games/Mille Bornes


text:
Polish/Conversation in Polish

< Usage of the Infinitive < ^ Polish ^ > Vocabulary Topics >

When you're not confident with pronunciation or you have only a limited knowledge of the grammar and vocabulary, maintaining a conversation can be a major challenge. The key to attempting effective communication is to be a good listener and make use of the vocabulary and grammar used in the question to help phrase your answer. Knowing what might be said in such a conversation will also help you prepare what you're going to say. Think about conversations you have regularly in English and think about how you might do similar in Polish.

This page will help you with questions and answers to everyday conversations.

-Dzień dobry (Good morning) -Dzień dobry, chcesz coś zjeść? (Good morning. Do you want something to eat?) -Tak, poproszę dwa jajka (Yes, I'll have two eggs, please - "proszę" is the Polish equivalent of "please", as used in this sentence, and a very useful word) -Może chcesz się czegoś napić? (Maybe you want to drink something?) -Tak, poproszę herbatę z mlekiem. (Yes, I'll have tea with milk, please) -Cześć! Jak się masz? (Hello, how are you?) -Dzięki, w porządku. (Thanks, O.K.)

title: Polish/Conversation in Polish


text:
Building a House of Cards

This guide is about building a house of cards. It can be difficult, but persevere and you can do it!

The house of cards relies on nothing more than balance to stay upright. There's no glue, and no damage or alterations are made to the cards themselves. The larger your house, the more likely it is to fall.

Construction
One of the most familiar form of a house of cards involves the creation of a triangular pyramid-style structure formed from a series of identical smaller structures that each emulate an inverted letter V.

1.) First, lean two cards against each other to form an A-frame, with the short ends resting upon a flat and stable surface:

/\ / \

2.) Next, place two more cards in a similar fashion immediately adjacent to the existing structure:

/\ /\  /  \/  \

3.) Then bridge the space between the two structures with an additional card to form a level platform:

/\ /\  /  \/  \

4.) On the developed platform, place two more cards (as described in step 1) completing the pyramid:

/\  /  \  /\  /\  /  \/  \

5.) This entire process can be repeated, each additional structure placed on the lowest level allowing for an increase in the overall height of the house of cards. The example above is two structures wide and two structures high, but with the addition of another eight cards it would become three structures wide and three structures high:

/\    /  \    /\  /\   /  \/  \  /\  /\  /\ /  \/  \/  \

World Records
A prominent house of cards builder is Bryan Berg. Berg broke the former world record in 1992 for "The Tallest House of Cards" with a tower that stood fourteen feet, six inches tall!

Another tower was built by Berg at the Department of Architecture at Iowa State University in 1998. It stood at approximately 25 feet tall and utilized over 1500 decks of standard playing cards that weighed over 250 pounds. It took two and a half weeks to build, with construction taking place in shifts that lasted anywhere from four to twelve hours each day. During construction, the tower was surrounded by scaffolding, which also formed the means of reaching the top of the tower to place additional cards.

On November 6 1999, Berg built an even taller tower in the lobby of the casino at Potsdamer Platz, Berlin. This time it stood at approximately 25.29 feet tall and utilized over 1700 decks to stack up to 131 stories high!

When he was asked whether it would be possible to build even taller (reaching for instance, about 100 feet), Berg just responded with a simple: "You bet!". Why don't you give it a go?

title: Building a House of Cards


text:
Adventist Youth Honors Answer Book/First aid/Chemical burn

1. For wet chemicals, immediately flush the area with large amounts of water, using a shower or hose, if available. Do not apply water too forcefully. Continue to flood the area while the clothing, including shoes and socks, is being removed. Continue to flush with running water for at least 20 minutes.
 * For dry chemicals, brush off the chemical, then flush with water as above.
 * For acid burns caused by phenol (carbolic acid), wash the affected area with alcohol because phenol is not water soluble; then wash with water. If alcohol  is  not  available,  flushing  with water is better than no treatment at all.

2. Call an ambulance

|


text:
Adventist Youth Honors Answer Book/First aid/Carbon monoxide

Carbon monoxide is present in exhaust gases of internal combustion engines as well as in sewer gas, lanterns, charcoal grills, and in manufactured gas used for heating and cooking. It gives no warning of its presence since it is completely odorless and tasteless. The victim  may lose consciousness and suffer respiratory distress with no warning other than slight dizziness, weakness, and headache. The lips and skin of a victim of carbon monoxide poisoning are characteristically cherry red. Death may occur within a few minutes.

The first stage of treatment for an inhalation poisoning is to remove the victim from the toxic atmosphere immediately. WARNING: Never try to remove a victim from the toxic  environment if you do not have the proper protective mask or breathing apparatus or if you are not trained in its use. Too often, well intentioned rescuers become victims. When in doubt, call for trained personnel. If help is not immediately available, and if you know you can reach and rescue the victim, take a deep breath, hold it, enter the area, and pull the victim out. If the victim is not breathing, begin CPR. Get the victim to a hospital as soon as possible.

|


text:
Cookbook talk:Urad Bean

Merge with Cookbook:Lentil

 * Oppose - each type of lentil has specific uses based on their properties. Better to properly describe how each is used, rather than lump them all together and call them "lentils". --Webaware 03:10, 1 November 2006 (UTC)

title: Cookbook talk:Urad Bean


text:
Talk:Abstract Algebra/Sets and Compositions

I'd like to point out that the use of "natural numbers" isn't definitive. In some contexts it includes 0, and in others it doesn't. You may want to consider revising that part of the book.

Let us have a look of the following excerpt from the page"

"The Real numbers include the rational numbers, and also includes all the numbers that cannot be formed as a ratio of two integers. The Complex numbers are all "

1 + 2i is a complex number. Hence it is a number according to the above. Also it cannot be formed as a ratio of two integers. Thus according to the above definition of real numbers, 1 + 2i is a valid candidate for being a real number. Any definition in mathematics must be defining the underlying mathematical phrase, very much precisely. It cannot be vague or unclear or contradictory. Here it is. The definition of real numbers needs certain development and results. For example, you can refer to any good book on real analysis or any high school course.

202.141.99.51 14:48, 17 January 2007 (UTC)


text:
Cookbook:Almond Toffee Blondies

| Desserts

Ingredients

 * 1½ cup (200 g) sifted flour
 * 2 tsp baking powder
 * ½ tsp salt
 * ½ cup (120 g) butter
 * 1 cup (240 g) white granulated sugar
 * ½ cup (120 g) packed brown sugar
 * 2 eggs
 * 1 cup (240 g) coarsely-chopped almond toffee
 * 1 tsp vanilla

Procedure

 * 1) Sift flour, baking powder and salt together.
 * 2) Cream butter; add sugars and cream well. Add eggs and vanilla; beat until fluffy.
 * 3) Blend in dry ingredients. Stir in chopped almond toffee.
 * 4) Spread over bottom of well-greased 9 x 13-inch (18 x 30 cm) pan.
 * 5) Bake at 350°F (180°C) for about 30 minutes. When cool, cut into bars 3 inches (8 cm) long and 1 inch (2.5 cm) wide.
 * 6) Serve warm with your favorite cold beverage.

Notes, tips, and variations

 * If desired, bars may be frosted when cool with a white or chocolate butter frosting before cutting. Sprinkle more crumbled toffee on top.

title: Cookbook:Almond Toffee Blondies


text: User:Pfctdayelise/Uyghur/About

title: User:Pfctdayelise/Uyghur/About


text:
User:Pfctdayelise/Uyghur/About/Audience

Knowing who one is writing for will in large part determine how one writes. That doesn't mean that if you don't fit the target audience, you won't find this useful, of course! It does mean that you may have to adapt (or even ignore) some material.

The reader is a native English speaker with high-school/newspaper reading ability.

 * No linguistic knowledge is assumed
 * No knowledge of other languages is assumed
 * No detailed knowledge of English grammar is assumed
 * The reader may be of any age from roughly teenager upwards
 * Annotated English examples will be understood
 * Ample wikilinks to Wikipedia articles and other Wikibooks should always be provided

The reader who does have any of these things may therefore find some concepts over-explained. They can skip these sections far more easily than an unknowledgable reader can fill in the gaps, however.

The reader is learning by themselves (not in a classroom situation).

 * They have no personal access to an instructor/teacher
 * They have no personal access to other learners

Ample examples should be provided, annotated as completely as possible. Space within the Wikibook should be provided for interactive feedback, e.g. for requests for further explanations or examples of some points.

The reader does not have access to Uyghur native speakers.
Therefore sound recordings (and possibly video if appropriate) should be used liberally.

The reader has internet access and is accessing this Wikibook primarily via their web browser.
Once the book reaches a certain level of completeness, it may be appropriate to devote more attention to preparing the material for offline use (for example: printed textbook + audio CD). At the moment, however, the wiki format should be exploited through liberal use of wikilinks and links to sound recordings. In particular, pages should remain short and tightly focused.

The reader desires to become conversationally fluent in the Uyghur tongue, eventually attaining native speaker-like understanding in listening, speaking, reading and writing.

 * They want to learn Modern Uyghur as it is spoken today, not any other variety including written/literary Uyghur

The reader may want to only learn to read Uyghur, or perhaps only learn to speak it. In such cases they can easily ignore material as they see fit.

The reader wants to learn to read and write the Arabic script.
There are at least three distinct scripts that can be used to represent Uyghur. Since the Arabic script is the "official" script in Xinjiang and the one primarily in use on the internet, we will assume that the reader wants to learn this script and devote more material to that end. We will, as much as possible, also provide the Latin and Cyrillic scripts, and create flexible technical solutions that allow the reader to easily adapt the material to their purpose.

title: User:Pfctdayelise/Uyghur/About/Audience


text:
Wikijunior:Life

Find out about living things of today and living things of the past.

title: Wikijunior:Life


text:
Wikijunior talk:Life

See Wikijunior:Life/Structure plan.

There are two reasons I started with this project. 1) I am an ex-teacher and an ex-software engineer. It has been a long-term ambition of mine to develop good educational content in an online medium. 2) I make no bones about it, I am a passionate defender of evolution and I regard the creationist movement as a threat to rationality. Particularly disturbing are the moves to get creationism into schools and the production of creationist material aimed at children. Despite my passions, I have come to the conclusion that a strict NPOV approach to the whole business is the best one. A scrupulous adherence to the evidence and the facts is, in my view, the best way to provide a genuine education in the matter to children. The last thing I want to see here is the old origins knockabout. I chose the title, 'Life' in order to avoid, as long as possible, the bogeyword, beginning with 'e', that denotes the scientific theory of the development of life, both while building up this project and before it is encountered by a reader. I do not consider this a subterfuge, given the prejudice that many readers might bring to the subject. As time goes on, I will try ::** What vestigial characteristics are found in this group? to develop a more detailed structure. Barry Desborough 17:22, 31 October 2006 (UTC)

The interest in a project is good, but what is this book going to cover? It is relatively vague. What is each article/page going to be about? It also lacks the format of the official Wikijunior books, such as links to all of the articles being on the main page to easily find them, or questions on each page. By "official" I mean that they are chosen by vote each quarter and are listed on the Wikijunior page; go look at them and see what I mean by their structure and format. I would love to help, but I'm not sure what direction this book is supposed to go. MiltonT 13:41, 2 November 2006 (UTC)
 * Hello Milton. Thanks for your input. This is just a quick note for the moment. I'll reply more fully as soon as I can. I will study what you say about official standards, and I'll try to fill out the aims and the intended structure. Basically, I intend to set out a course on the theory of evolution. Will get back with more as soon as I can. --Barry Desborough 18:20, 2 November 2006 (UTC)

 * Update. I've sketched out a plan for the structure of the project in a different file, in order to facilitate its evolution. The file is Wikijunior:Life/Structure plan. --Barry Desborough 02:02, 3 November 2006 (UTC)

 * It may be difficult to fit this concept into the Wikijunior model. As it stands the structure is too taxing for the intended age group. I agree that teaching young kids to understand evolution is important. But the structure plan was hard for me to get through and I'm a college educated 40 year old with an interest in the subject. I would propose a very different structure more in keeping with the Wikijunior model. The structure of the book would be based around biological families or orders (in the scientific classification sense). Then there would be a series of questions related to that family/order.

 * Target age: Standard Wikijunior (8-12)
 * Possible Section Titles
 * Amanita (Amanita Mushrooms)
 * Brachypelma (Tarantula)
 * Decapoda (Crabs)
 * Hominidae (Great Apes)
 * Mysticeti (Baleen Whales)
 * Pelecanidae (Pelicans)
 * Pteropodidae (Fruit Bats)
 * Semaeostomeae (Jellyfish)
 * Possible Questions for each Article
 * Where is this group found?
 * What are some early examples?
 * What are some present day examples?
 * What vestigial characteristics are found in this group?
 * How is this group adapted to its environment?
 * How do members of this group vary?
 * Possible Additional Section Titles
 * Geologic Time Scale
 * Ancient Life and the Fossil Record
 * Linnaean Classification
 * Theory of Change
 * Charles Darwin
 * Natural Selection
 * DNA and Mutations
 * Intelligent Design
 * Creationism
 * Intelligent Design
 * Creationism

 * I think a setup more like that would be more accessible. --xixtas 15:41, 10 November 2006 (UTC)

title: Wikijunior talk:Life


text:
Wikijunior:Life/Today/Introduction

There are lots and lots of living things. They come in all shapes and sizes.

Just think about spiders. People have counted nearly forty thousand (40,000)

different kinds of spiders in the world.

Then there are different sorts of beetles.

There are at least a quarter of a million of them (250,000).

There are all sorts of different fishes and birds.

There are all the different kinds of plants.

title: Wikijunior:Life/Today/Introduction


text:
Cookbook:Kefir

Kefir is a fermented milk drink originating in the Caucasus. It is liquid, thicker than milk, sour, and a little yeasty. It can have small amounts of alcohol, but typically much less than ½% by volume. It is traditionally fermented using kefir grains, a symbiotic culture of yeasts and bacteria passed down from generation to generation.

Care of kefir grains
When kefir grains are not in use they may be stored wet or dry. They can be stored wet up to 8 to 10 days in water at 4°C. Alternatively they may be wrapped in cheese cloth and allowed to dry for 36 to 48 hours at room temperature, and these dried grains may be stored at room temperature in an envelope for 12 to 18 months. Dried kefir grains may be reactivated by several successive growth cycles in milk. The grains are ready for kefir production when the kefir they produce looks and smells like the original (wet) form. This re-growth stage is required to re-establish the correct bacterial balance within the culture.

Kefir grains may become contaminated with undesirable bacteria such as coliforms and other spoilage bacteria that shorten the kefir shelf-life. To guard against this, kefir-making containers should be washed and sanitized prior to making kefir. Suitable containers include glass jars such as jam jars or pickle jars, but any suitably sized glass container will work. When necessary to wash kefir grains they should be also washed in pre-boiled and chilled water or fresh milk. Use of chloraminated tap water should be avoided, but if necessary it should be de-chloraminated.

Leavening agent
Kefir can be used as a leavening agent when baking bread, because it contains active yeasts and bacteria. It can be used directly in a recipe, by replacing the yeast and half the water with kefir. Recipes that specify buttermilk or yoghurt can be made just as well (or better!) with kefir.

Alternatively, kefir can be used to create a sourdough starter. Add ½ teaspoonful of kefir to ½ cup flour and ½ cup water, mix well, and set aside to ferment for 12 - 24 hours.

Beverages
Kefir is delicious when consumed on its own, but it also makes a brilliant base for flavored milkshake or lassi-like drinks.

title: Cookbook:Kefir


text:
Wikijunior:Life/Today/Linnaeus

Carolus Linnaeus lived from 1707 to 1778. He became famous for his way grouping and naming living things.

In Europe in the 1700s, people were discovering more and more of the world.

They were finding out about lots of new plants and animals.

Just naming them all was a big problem. People just made up names by themselves.

There were lots of problems when they wanted to write about them and talk about them.

Linnaeus thought of a way of naming living things that everybody started to use.

title: Wikijunior:Life/Today/Linnaeus


text:
GNU C Compiler Internals/Stackguard 4 1

Stackguard is implemented in the following files.

These files translates GIMPLE to RTL.They take advantage of the CFG to instrument function prolog and epilog.

1) cfgexpand.c

Stackguard is created in function expand_used_vars. Depending on stackguard flag either all arrays or character arrays only are allocated first.

tree_expand_cfg takes care of prolog when it calls stack_protect_prologue. The corresponding function stack_protect_epilogue is called from calls.c to take care of tail calls and from tree_expand_cfg;

2) function.c

stack_protect_prologue, stack_protect_epilogue

The functions use machine definition targetm.

3) targhooks.c

Contains default initializers of target architecture hooks.

default_stack_protect_guard builds a VAR_DECL tree node that represents variable __stack_chk_guard.

default_stack_protector_fail builds a call to function __stack_chk_fail.

These ASTs are converted into RTL trees using expand_expr_stmt. The prolog and epilog functions add RTL expressions directly as well. For example, to detect a compromise function epilog generates a conditional statement that compares the canary word on the stack with its initial value:

emit_cmp_and_jump_insns (x, y, EQ, NULL_RTX, ptr_mode, 1, label);

where x and y are corresponding declaration RTLs:

x = validize_mem (DECL_RTL (cfun->stack_protect_guard)); y = validize_mem (DECL_RTL (guard_decl));

Stackguard implements a certain amount of static analysis to make sure that suspicious functions with arguments of fixed length do not have vulnerabilities. The underlying mechanism is that of builtins. Stackguard has file strcpy.h that defines functions of interest, for example strcpy. The new definition uses builtins __ssp_bos to find out object size and __builtin___strcpy_chk:

((__ssp_bos (dest) != (size_t) -1)                   \   ? __builtin___strcpy_chk (dest, src, __ssp_bos (dest))        \   : __strcpy_ichk (dest, src))
 * 1) define __ssp_bos(ptr) __builtin_object_size (ptr, __SSP_FORTIFY_LEVEL > 1)
 * 2) define strcpy(dest, src) \

The builtins are evaluated at compile time. Function warning called in maybe_emit_chk_warning prints out a message if the destination buffer is overflown.

In case when Stackguard is unable to find out statically if the buffer is overrun function __strcpy_chk is called at run-time. Library libssp provides the function. However, the protected program does not require linking with this library explicitly. Instead, GCC instructs the loader to use a shared library.

title: GNU C Compiler Internals/Stackguard 4 1


text:
User talk:Barry Desborough

Hello and welcome to Wikibooks!

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

You will find more resources in Community Portal. If you want to ask a question, visit the Study help desk, the Staff lounge, IRC channel or ask me personally on my talk page.

Good luck! -- Herby talk thyme 10:42, 1 November 2006 (UTC)

Scribble pad
Hi Barry - do you want me to mark the original one for deletion rather than leave it on the "mainspace" and be redirected - could cause confusion in the future. Regards -- Herby talk thyme 13:15, 5 November 2006 (UTC)
 * Yes, mark it please. I thought 'moving' it would have removed it from mainspace. If moving doesn't do that, I'll have to be more careful in future! --Barry Desborough 14:16, 5 November 2006 (UTC)
 * No problem - done. "Moving" leaves a "redirect" to the new location.  Regards -- Herby  talk thyme 15:35, 5 November 2006 (UTC)

title: User talk:Barry Desborough


text:
Jakarta EE Programming/IDE/Eclipse

=Eclipse=

Goals

 * learn how to set up eclipse
 * learn which plugins are available for developing j2ee applications
 * develop a basic example, compile it and deploy it

What is Eclipse

 * Eclipse is an Integrated Development Environment written in Java by IBM
 * Eclipse is Open-Source-Software
 * Eclipse offers many plugin to use for different tasks

requirements
java -version result should be something like java version "1.5.0_06" Java(TM) 2 Runtime Environment, Standard Edition (build 1.5.0_06-b05) Java HotSpot(TM) Client VM (build 1.5.0_06-b05, mixed mode)
 * your installed JDK is working, to check it enter in a shell:

action

 * go to http://www.eclipse.org/downloads/ and download the Eclipse which matches your platform
 * this book assumes you use version 3.2.1
 * untar eclipse-SDK-3.2.1-linux-gtk.tar.gz
 * change to directory eclipse
 * start eclipse
 * if you have never worked with eclipse before, you should do the tutorials

 * plugins are installed via Update Manager
 * Help->Software Updates->Find and Install
 * Select Search for New features

Set Up Plugins

 * Your needed plugins depend on your project's goal

The Ecplise Web Tools Platform Project

 * You want to develop a J2EE Web-application
 * Consists of source editors for HTML, JavaScript, CSS, JSP, SQL, XML, DTD, XSD, and WSDL; graphical editors for XSD and WSDL
 * project homepage: http://www.eclipse.org/webtools/index.html

Requirements

 * Graphical Editing Framework (GEF)
 * url for update manager: http://download.eclipse.org/tools/gef/update-site/releases/site.xml
 * documentation: GEF http://wiki.eclipse.org/index.php/GEF_Developer_FAQ#Download_and_Install

 * Visual Editor (VE)
 * urls for update manager:
 * http://update.eclipse.org/tools/ve/updates/1.0
 * http://update.eclipse.org/tools/emf/updates
 * http://update.eclipse.org/updates/3.0
 * documentation: http://www.eclipse.org/vep/WebContent/faq.html#install_howto

Action

 * url for update manager: http://download.eclipse.org/webtools/updates/
 * documentation: http://download.eclipse.org/webtools/updates/

Building an example application
how to build a prg in lomboz.

links

 * Home of Eclipse Project

title: Jakarta EE Programming/IDE/Eclipse


text:
User talk:Jigs35

Image copyright problem with Image:Fig1 osi model.jpg
Thanks for uploading Image:Fig1 osi model.jpg. However, the image may soon be deleted unless we can determine the copyright holder and copyright status. The Wikimedia Foundation is very careful about the images included in Wikibooks because of copyright law (see Wikibooks' Copyright policy).

The copyright holder is usually the creator, the creator's employer, or the last person who was transferred ownership rights. Copyright information on images is signified using copyright templates. The three basic license types on Wikibooks are open content, public domain, and fair use. Find the appropriate template in Image copyright tags and place it on the image page like this:.

Please signify the copyright information on any other images you have uploaded or will upload. Remember that images without this important information or giving false information can be deleted by an administrator. If you have any questions, feel free to contact me, or ask them at the Study help desk. Thank you. -- SB_Johnny | talk 11:41, 1 November 2006 (UTC)

title: User talk:Jigs35


text:
User talk:221.15.143.124

Thanks for experimenting with Wikibooks. Your test worked, and has now been removed. Please use Sandbox for any other tests you want to do, since testing material in modules will normally be removed quickly. Please see the welcome page if you would like to learn more about contributing to our project. Thanks. -- Herby talk thyme 11:44, 1 November 2006 (UTC)

title: User talk:221.15.143.124


text:
User talk:Devarshi

Image copyright problem with Image:UDP Header.jpg
Thanks for uploading Image:UDP Header.jpg. However, the image may soon be deleted unless we can determine the copyright holder and copyright status. The Wikimedia Foundation is very careful about the images included in Wikibooks because of copyright law (see Wikibooks' Copyright policy).

The copyright holder is usually the creator, the creator's employer, or the last person who was transferred ownership rights. Copyright information on images is signified using copyright templates. The three basic license types on Wikibooks are open content, public domain, and fair use. Find the appropriate template in Image copyright tags and place it on the image page like this:.

Please signify the copyright information on any other images you have uploaded or will upload. Remember that images without this important information or giving false information can be deleted by an administrator. If you have any questions, feel free to contact me, or ask them at the Study help desk. Thank you. -- SB_Johnny | talk 11:45, 1 November 2006 (UTC)

Welcome
Hello and welcome to Wikibooks!

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

You will find more resources in Community Portal. If you want to ask a question, visit the Study help desk, the Staff lounge, IRC channel or ask me personally on my talk page.

Good luck! -- Herby talk thyme 19:18, 22 November 2006 (UTC)

And
You can use "#" without the quotes to create a numbered list -- Herby talk thyme 19:18, 22 November 2006 (UTC)

title: User talk:Devarshi


text:
User talk:Klobs340

Intranet is now The Computer Revolution/Intranet. Please use wikibooks naming conventions for chapter names. -- SB_Johnny | talk 11:55, 1 November 2006 (UTC)

title: User talk:Klobs340


text:
Learning the vi Editor/Vim/Basic navigation

Basic navigation
Basic navigation in vim is covered below.

VIM Help system
vim is a very feature rich application. Unlike the 'vi' editor it includes a help system. Because the help system will allow you to teach yourself much more than any book on vim possibly could, you will benefit from the power of the vim editor much more if you learn to use it. On a normal vim installation you should be able to start the online help by pressing the key. If your keyboard does not feature a key then you can try  instead. (Some system administrators may have changed how vim behaves. If you cannot get into vim's help system with these commands, perhaps your administrator can help.)

Start vim and enter command mode by pressing escape. To get help on any command simply type  command.

For example, if you would like to learn all the different ways the command can be used you could type  x. To move around in the help files the same keys work,, , ,. To leave the help files type. If you know you want to do something, but you aren't sure what the command might be you can type partial commands like this  cut. To learn to switch text from upper case to lower case you could type

When you search for help on any subject, vim will (normally by default) create a window (buffer) which you can navigate just like any window in vim. You can close the help window by typing or  and pressing enter.

The default help file (shown when you type "") explains basic navigation for vim and for vim's help files.


text:
Learning the vi Editor/Vim/Modes

Modes
VIM offers more modes than vi (which offers only the "normal", "insert" and "command–line" modes). These additional modes make VIM more powerful and easier to use; because of this, vim users should at least be aware that they exist. (NOTE: If you ever enter a mode you are unfamiliar with, you can usually press to get back to normal mode.)

Here's a short overview of each mode available in vim:

Each mode is described below.

insert (and replace)
In insert mode you can type new text. In classic vi the insert mode was just that: insert text and nothing else. Vim makes use of many meta keys on modern keyboards; with a correctly configured vim, cursor keys should work in insert mode.

Insert mode can be reached in several ways, but some of the most common ones are (append after cursor),  (insert before cursor) ,  (append at end of line) ,  (insert at beginning of line) ,  (change to end of line) , and  (substitute characters).

If you wish to edit text by selecting and replacing, as is common in many GUI-based editors, does nicely. The selected text is deleted before entering insert mode.

normal (command)
Unless you use the evim interface this is the standard mode for vim (vim starts in normal mode). Everything the user types in normal mode is interpreted as commands (including those which switch the user to other modes).

If vim is started as evim (evim on the command line), vim keeps the user in insert mode all the time. Normal mode can be reached for individual commands by pressing followed by the desired command. After one command, the user is returned to insert mode. (Each normal command must be started first by pressing ).You can also enter to command mode from insert mode by pressing Esc key.

visual
There are three different types of highlighting in visual mode. Each allows the user to highlight text in different ways. Commands that normally only affect one character, line, or area will affect the highlighted text (such as changing text to uppercase, deleting text , indenting lines (>>, <<, and =), and so forth).

There are three (sub)types of the visual modes which are visual, block-visual, and linewise-visual

plain visual mode
The plain visual mode is started by pressing 'v' in normal mode. At any point, pressing ESC or will leave VISUAL mode without performing an operation. Movement commands change the selection area, while other commands will generally perform the expected operation on the text (there are some exceptions where the behavior will change or where the command won't work, but if it doesn't do what you hoped you can always undo with ).

block visual mode
block-visual is started by pressing (or  in some windows versions.  If neither of these works use ":help visual-block" to find out how). Visual blocks always maintain a rectangular selection, highlighting only specific columns of characters over multiple lines. In this following example the user wants to put a dash in each phone number between the second and third number fields:

The user first moves the cursor to the top of the column (you could start at the bottom if you want).

Next, press. This puts you in block-visual mode (VISUAL BLOCK appears at the bottom to tell you what visual mode you're in). Next, move down to the bottom desired line. You can see a single column highlighted in this example, but you could move right or left and highlight more columns.

In this case, the user wants to change the spaces to dashes. To change text, we press 'c'. The spaces all disappear, and the changes are shown only in the current line while we type:

when we press, though, the change is duplicated on all the lines.

(Note: if you simply want to insert text rather than change it, you will need to use  or  rather than  or .)

linewise visual mode
In linewise-visual mode, enterd by, entire lines are highlighted. Otherwise, it generally works like the plain visual mode.

select
like the visual mode but with more CUA like behavior. This means that if you type a single character it replaces the selection. Of course you lose all the one key operation on selection like to make a selection uppercase.

This mode is usually activated by:

which is default for MS-Windows installations. You can get the normal mode with

command-line
Within the command-line you can run Ex commands, enter search patterns, and enter filter commands. At the bottom a command line appears where you can enter the command. Unlike vi - vim supports cursor keys which makes entering commands a lot easier. After one command the editor returns into normal mode.

You can enter an Ex command by typing a colon  in normal mode. Some examples include:

:/search/replace/ig

You can enter a search pattern by typing a slash  to search forward, or a question mark   to search backward. You can use vim's expanded regular expressions in these search patterns. For example,

/word

will jump to the next occurrence of "word" (even if it is "sword" or "wordlessly"), but

/\

will jump only to a complete word "word" (not "sword" or "wordless").

You can enter a filter by typing followed by a motion command, then a shell command to run on the text captured by the motion. For example, in Linux and other UNIX-like operating systems, typing

22jsort

will sort the current and 22 following lines with the sort system command. The same thing can be done with

As a matter of fact, vim creates the above command for you if you follow the first example!

Ex-mode
The Ex mode is similar to the command line mode as it also allows you to enter Ex commands. Unlike the command-line mode you won't return to normal mode automatically. You can enter an Ex command by typing a  in normal mode and leave it again with the   command. Note that the Ex mode is designed for Batch processing and as such won't support mappings or command-line editing.

For batch processing the Ex-mode is normally started from outside by calling the editor with the "-E" option. Here is a real live example from the RPM Package Manager specification:

vim -E -s Makefile <<-EOF :%/CFLAGS = -g$/CFLAGS =-fPIC -DPIC -g/ :%/CFLAGS =$/CFLAGS =-fPIC -DPIC/ :%/ADAFLAGS =$/ADAFLAGS =-fPIC -DPIC/ :   : EOF

The RPM uses Bash as script language which make the example a little difficult to understand as two different script languages are mixed in one file.

 * : starts vim in improved Ex mode which allows for more advanced commands than the vi compatible Ex-mode (which is started with ).
 * : tells bash to copy all lines that follow into the standard input of the external program just started. The '-' tells the shell to strip the tab characters.
 * : are lines with Ex commands which vim will execute. The  is optional but helpful when two script languages are mixed in one file
 * : A beginners mistake is to forget to actually save the file after the change - falsely assuming that this happens automatically.
 * : Last not least: don't forget to actually exit vim again.
 * : marks the end of the standard input redirection - from now on bash will execute the command itself again.

If your shell does not allow such nifty redirection of standard input then you can always use a more classic approach to I/O redirection using two files:

vim -E -s Makefile <Makefile-Fix1.vim

And if you have no standard input redirection available then you can try the  option in combination with the   command:

vim -E -s -c " Makefile-Fix1.vim" Makefile

With the improved Ex mode many tasks classically performed by awk or sed can be done with vim and often better so:

 * awk and sed are stream oriented - they only read the file forward from beginning to end while vim is buffer oriented - you can move forward and backward in the file as you like.
 * vim's regular expressions are more powerful than awk's and sed's expressions - for example vim can match over several lines and supports zero matches.

title: Learning the vi Editor/Vim/Modes


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Horticulture/Hydrangea petiolaris

Hydrangea petiolaris is a species of hydrangea native to the woodlands of Japan, Korea and Sakhalin in easternmost Siberia.

It is sometimes treated as a subspecies of the closely related ../Hydrangea anomala/ from China, Myanmar, and the Himalaya; that species differs in being smaller (to 12 m) and having flower corymbs up to 15 cm diameter. The common name Climbing hydrangea is applied to both species.

Description
It is a vigorous woody climbing plant, growing to 20 m height up trees or rock faces, climbing by means of small aerial roots on the stems. The leaves are deciduous, ovate, 4–11 cm long and 3–8 cm broad, with a heart-shaped base, coarsely serrated margin and acute apex. The flowers are, produced in flat corymbs 15–25 cm diameter in mid-summer; each corymb includes a small number of peripheral sterile white flowers 2.5-4.5 cm across, and numerous small, off-white fertile flowers 1–2 mm diameter. The fruit is a dry urn-shaped capsule 3–5 mm diameter containing several small winged seeds.

Growing Conditions
Hydrangea petiolaris is grown as an ornamental plant in Europe and North America, where it is grown either on walls or on trellises or fences. Its clinging rootlets are not as strong as most other wall-climbing vines, and so is often anchored artificially.

Uses
As a climber on walls and fences.

Maintenance
May beed cabling, as the adhesive roots are weak.

Propagation
Stem and root cuttings, seed.

Pests and Diseases
See ../Hydrangea/ for a list of pests and diseases.

title: Horticulture/Hydrangea petiolaris


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User talk:ArrowStomper

Hello and welcome to Wikibooks!

Here are some tips to help you get started:
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 * Explore, be bold in editing pages, and have fun!

You will find more resources in Community Portal. If you want to ask a question, visit the Study help desk, the Staff lounge, IRC channel or ask me personally on my talk page.

Good luck! -- Herby talk thyme 13:16, 1 November 2006 (UTC)

neuroscience pages
hi arrowstomper, i saw your part on neuroscience basics in the psych textbook. is there a way to combine efforts so we can use the same section in the animal behavior book. i would be happpy to contribute my lecture notes on neurochemistry, neuroscience, neuroethology and animal behavior to the project . stay well and all the best, ciao,

title: User talk:ArrowStomper


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User talk:168.229.26.103

Please do not replace Wikibooks pages with blank content. Blank pages are harmful to Wikibooks because they have a tendency to confuse readers. If it is a duplicate article, please redirect it to an appropriate existing page. If the page has been vandalised, please revert it to the last legitimate version. If you feel that the content of a page is inappropriate, please edit the page and replace it with appropriate content. If you believe there is no hope for the page, please see the deletion policy for how to proceed. If page is no longer useful, insert delete to its top. Thanks for contributing to Wikibooks! -- Herby talk thyme 13:22, 1 November 2006 (UTC)

title: User talk:168.229.26.103


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Horticulture/Hydrangea quercifolia

Hydrangea quercifolia (Oakleaf hydrangea) is a species of hydrangea native to the southeastern United States, from North Carolina west to Tennessee, and south to Florida and Louisiana.

Description
It is a deciduous shrub growing to 2.5 m tall with an open crown. The leaves are lobed, somewhat resembling a Red oak leaf in shape, 8–20 cm long and 5–17 cm broad; they differ from oak leaves in being borne in opposite pairs (not alternately), and having a wrinkled surface. The flowers are produced in conical panicles 10–25 cm long; each panicle comprises a large number of small (3–5 mm) creamy-white fertile flowers, and a few larger, pure white sterile bract-like flowers 25–35 mm diameter.

title: Horticulture/Hydrangea quercifolia


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User talk:81.99.90.78

Thanks for experimenting with Wikibooks. Your test worked, and has now been removed. Please use Sandbox for any other tests you want to do, since testing material in modules will normally be removed quickly. Please see the welcome page if you would like to learn more about contributing to our project. Thanks. -- Herby talk thyme 14:21, 1 November 2006 (UTC)

Please stop adding nonsense to Wikibooks. It is considered vandalism. If you would like to experiment, use the sandbox. Thank you. -- Herby talk thyme 14:24, 1 November 2006 (UTC)

title: User talk:81.99.90.78


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Learning the vi Editor/Vim/Useful things for programmers to know

Useful things for programmers to know
There are quite a few things programmers ought to know about vim that will make their experience that much easier. Programmers can save hours and weeks of man-hours over the long haul with effective editors. Here are some tricks and tools that vim provides. With the time you save, you might speed up your work and have some extra time for a quick Quake deathmatch or eventually increase your productivity to help justify a larger wage increase.

Word, variable, function, and line completion
Sometimes the word you're typing is really long. You shouldn't have to type it all out. If it's in your dictionary, or in the current file, you can save a lot of time with and. Let's take a closer look at how this works:

 * Word/variable/function name Completion

Generally, any word in the current file, or any of the other files (buffers) you are editing in the same instance of vim, will match for completion. This means once you've typed it once, you can type the first couple letters next time, and press Ctrl-N (several times if you need to cycle through several options) until you find the word you're looking for.

Technically, this isn't true. You can tell vim where to look for words in the  function. In Vim 7, the  function will generally be set to figure out a lot about what you're typing — drawing information from function libraries (As of the last update on this book, the author knows C and C++ are supported by default). Keyword completion since Vim 7 will also show a popup menu.

You can also define a dictionary of your own for completion. For more detail, you might want to consult the vim help system ":help complete", ":help complete-functions", and so forth.

 Example 1

As an example, you might edit a C program file, "blah.c". You want a function that starts with "str", but you can't remember what it is. You first type "str". It remains regular text until you press or. In vim 7, you will see a menu appear, like this:

You can use and  to cycle through the entries shown. In Vim versions 7 and higher, you can actually use the arrow keys to cycle through entries in the menu. There might be too many to show on the screen at once (you will notice the black box on the right represents a scroll position on a gray bar--not all the options are shown on-screen in this example.) The files from which the options were drawn are shown, to help you decide if it's what you're looking for.

(You will also notice in this example that words show up from files the author has recently edited, such as 'strict' from 'cgi-bin/ftplist.pl' -- we certainly don't want that.)

 Example 2

Now, suppose you need the sine function, but you know it has an odd name. You type  and press, and it doesn't show up:

You're not out of luck, you just haven't included the math library yet. All you have to do is add the line

 * 1) include

and try again. This time you see the function name you wanted (it wasn't easy to remember since it has an odd name)

 * Line Completion

You can complete entire lines if you need to, though this is less likely. , will load the matching lines (white space matters!) into the menu, and from there you can move forward and backward with arrows or  and  (for Previous and Next)

Indentation
Vim can figure out how to indent most common filetypes.

For most of the popular programming languages, vim can detect the file type by the filename's extension, and from there it will decide how to indent your files. If you don't see it automatically creating the proper indentation for you, try

In the GUI version, you might be able to turn it on at the same time you turn syntax highlighting on for that file. Choose Syntax -> on/off for this file, or Syntax -> Show Filetypes in menu, then go back into the syntax menu and choose the appropriate file type from the list.

You might want to put the above-mentioned ":filetype ..." line in your vimrc file (discussed earlier) and open your program file again, though this really shouldn't be necessary.

If you still have problems, you might want to check that your runtimepath variable is set properly (:help runtimepath). It's also possible (though unlikely) that your programming language is rare enough that nobody has written an indent plugin for it yet. The official site for vim, vim.org, may have an indent plugin file that meets your needs, even if it didn't come with your default installation of vim.

For those times when you've pasted some text in and the indentation is wrong, (your indent plugin must be loaded), you can use the = command. It's probably easiest to type '10=' to re-indent the next ten lines, or to use visual mode and press.

If you want, you can indent lines with ">>" and unindent them with "<<".

If you are in insert mode, use and  to change the indentation of the line ( decreases indentation by one level and Ctrl-T increases it by one level)

If you can't manage to get filetype specific indentation working, you might try setting one or more of the following options: smartindent, autoindent, cindent, and copyindent. Chances are these won't work completely right, so and  will be more important. To turn autoindent on, type. To turn autoindent off, type

Repeating commands, or Performing the Same Command Many Times
If you feel comfortable with vim, you might record your keystrokes to an invisible register and repeat them later. It might be easier to write a vim script, or even filter your file with another program (such as a perl script) for complex enough actions.

That said, sometimes it really is easier to record a command and reuse it, or even perform it on any matching line. For more advanced execution patterns (e.g. executing one command on the whole file), see below. You might also consider creating a mapping (discussed below) or running a :global command (also discussed below).

Repeating the last single command
Suppose I want to put a semicolon on the end of a few lines, where I forgot:

cout << "Hello world\n" i = j + k cout << "i is " << i << endl

On the first line, I type  followed by the   key. I move to the next line and press  (the period tells vim to repeat the last command -- don't worry, it doesn't duplicate movement commands).

Recording a command macro
Vim has a powerful form of command repetition available through the use of macros. A user can record a series of commands into a register and run the register as a macro. Macros can be recorded into any of 26 registers (a through z).

To start recording a macro, press  followed by a register name (any letter   through   -- Registers are defined by only one letter of the alphabet, so only one character may be used as the storage buffer). After performing a series of commands, finish recording the command macro by pressing  again. For example to start recording into register z, press  and press   again to finish recording.

To run a macro from a register, run it with  where x is the register with the desired macro recording. Register  is the default register for macro recordings, so if you have recorded into register   you may simply type   to run the macro.

(Note: Keep in mind that scripts or mappings may sometimes use an arbitrary register--so if you have a conflict, especially with a third party script or mapping, you should consider recording to a different register. You can view the contents of a register with the :registers command.)

Example 1
As a simple example, suppose you have the following lines in the buffer, and you want each line to repeat the last word on the line. Initially, the buffer looks like this:

The quick brown fox jumps over the lazy dog The sly gray fox circles around the unsuspecting rabbit The slow gray fox crawls under the rotting fence

And you want the buffer to look like this: (where additions are highlighted in bold)

The quick brown fox jumps over the lazy dog dog The sly gray fox circles around the unsuspecting rabbit rabbit The slow gray fox crawls under the rotting fence fence

To do this, start recording into the default register with, then append the line with  , type a space, then  , then press the   key. To finish recording, press  again. Now the macro has been recorded into register q. To repeat the command, move down one line, and repeat the command by typing  or. You can use  to run this macro because q is the default register for macros.

Example 2
In another example, suppose you have the following lines in the register:

The quick brown fox jumps over the lazy dog dog The sly gray fox circles around the unsuspecting rabbit rabbit The slow gray fox crawls under the rotting fence fence

and you want to put HTML tags around the animal names (fox, dog and rabbit) to make them bold (eg,  needs to become  ). Suppose you want to use register a for the macro.

To start, move the cursor onto the first animal name--fox. Place the cursor somewhere on the word, such as on the 'o' in fox. Begin recording by typing. Next, delete the word into register b by typing  (see   and   and   for an explanation of this command). Next, enter insert mode by typing  and then type   followed by , then   (see   for an explanation of this command). Next, type   and press ESC. Finally, stop the recording by typing. To repeat the command, move the cursor over the next word you wanted to surround with the HTML tags and run the macro by typing. You can see what the macro looks like by examining the register. To do so, you may run the command. In this case, vim will show the following output:

--- Registers --- "a  "bdawi  ^O"bP  ^[

Note that a recording remembers all your movement commands, so you will need to put the cursor in the correct starting position before you begin recording.

Example 2b: fixing a macro
Suppose you made a minor mistake in your macro, but the macro is rather complex and you don't want to repeat all those commands again. We would like to modify the contents of a register. In order to do this, we use the feature that typing  in the escape mode uses the contents of register x for the next delete, yank, or put.

Assume that we are using register a,
 * create a new line (this line will be eventually deleted) and put the register's contents on the line with  in the escape mode. This command is pasting (note the p in the command) the contents of register a (via "a) into the line.
 * Make the modifications as needed, and
 * put the modified line back into register a by moving to the start of the line (with ) and typing   in the escape mode.  (Do not use   because D will capture the newline character in the buffer as well.)
 * Test the macro to be sure it is working properly, then use it as needed.

Executing a command macro
To execute a macro stored in register  once, you can just press. But often, you would not write a macro to execute it only once and here the full power of Vim kicks in.

To apply the command to the lines 23 through 42, use, to apply it to all lines in your document use you can use.

The same also works for single commands that you can access with the dot. If you have forgotten semicolons on some lines in your document, you would just execute  followed by the   key. Then the command  will apply the same action to the lines 23 to 42 and insert a semicolon at the end of each line.

Mapping a command
One of the advantages of mapping a new command is that you can put the mapping into your vimrc file for use later. I have the following mapping map <C-k> :!%:p<C-m> What this does is maps the normal command Ctrl-K to run the current file as a script. You could also perform the second "Recording a command" exercise from above (encase a word in bold tags) with this mapping: map <C-x>b "bdawi<b><C-o>"bp</b><ESC> Note that in this case, I can get away with "<b>" because it doesn't match a special character name. However, if I needed to avoid a conflict (if I wanted to map an insertion of "<ESC>") I would use <lt> and <gt> for the less than and greater-than symbols. (See ":help key-codes")

If you want to map a command for insert mode, use imap instead of map.

If you want to prevent any of the commands in your map definitions from being interpreted in other mappings, use noremap (or inoremap for insert mode inoremap meaning insert mode no re-map)