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How to Run a Newspaper

Publishing 101: How to Start and Run a Magazine or Newspaper

Starting Out
The art of publishing books, magazines and newspapers has never been as streamlined as it is today with the advent of digital publishing methods which have transformed high-overhead processes into reasonably affordable ventures. Modern desktop publishing (DTP) software and computers are available to experienced professionals and to less sophisticated users at corresponding prices. And because of the Internet, it is possible to have an entire editorial/production staff that exists online. Keep in mind that a lot of the information that follows is in need of updating.

Equipment and supplies you’ll need
(Assuming you’ll be creating a publication with a print run of over 1,000, as opposed to a small photocopied zine)

Hardware
A modern computer. A modern computer is preferable if you're going to try to do everything on one computer. Another absolute in today's society is having a processor that is fast. In fact, as with any computing needs, the faster the better, but a processor that's at least 1.5Ghz should be considered an essential, dual or quad core is even better!.

Apple (aka Apple Mac) computers are what the majority of printing companies and professional freelance designers use. If you are looking to produce a newspaper of any size with a team, you will want more than one machine. Page layout takes time, so the more availability you have the better, but this has to be balanced with cost, as well as warm bodies that will be using the machines.

A External Hard Drive for long term backups. This is one important way, aside from FTP software, that you’ll move your digital documents around. They are also good for backing up your data. You can get a 1 Terabyte internal hard drive, so relatively speaking, that's cheap, especially when you look at prices from even three years ago.

A good printer. Laser is best and can be had for little money, new for about $100 but look into spending just a bit more for a good one with network support built in. Laser also eats up a lot less ink than inkjets. It’s more pricey up front, but cheaper over the long haul, and they last longer.

A good digital camera. We recommend the Canon or Nikon point-and-shoot series. They’re fast, reliable. When shopping around, find a digital camera with at least six megapixels, but eight or ten would be better, if possible. However, megapixel by itself is not a guarantee of quality, because other factors, such as lens quality, focal length and lag time, must be taken into account in comparing cameras.

Software
Desktop Publishing Software. Adobe InDesign, QuarkXPress or Scribus. You may also want to look at Adobe Photoshop for your pictures. This can cost a lot for each program when you buy the latest version. If you're just starting out on a shoestring budget, check up on eBay for older versions, as you can pick those up a lot cheaper. None of the programs are really difficult to use, and there are tutorials available on many Web sites. Also, do a search for email discussion groups and Usenet newsgroups focused on the specific piece of software, as well as your area of interest, such as "launching newspapers" or "launching magazines" -- there are newsgroups and discussion lists for everything! Extremely important: learn conventional typesetting methods and study what good papers are doing to turn out a superior product. Learn and be conversant in all the typesetting terms, and buy a copy of the latest AP Style Manual so you can edit correctly to an industry standard. On the other hand, if your job is putting out a church newsletter, then you don't need to get this fussy.

Image software As far as photo tools, look for at least Adobe Photoshop CS or Gimp (GNU Image Manipulation or something that can handle CMYK and Pantone.

While there are other desktop publishing programs available, they generally aren't supported by actual printing businesses. If you must use a tool other than QuarkXPress or InDesign, a Free and Open Source Software (FOSS) package, Scribus, is good. It isn't a feature-rich as either QuarkXPress or InDesign, but it can help you come up with an end product. Be sure to run a test to ensure the actual final product will work for you, meaning that it will do everything you need and want, but also that the company printing your publication can open the final file to print your newspaper.

Website Software. for simple and easy-to-create and easy-to-maintain sites are to use a blog-based tool, such as WordPress for a self-hosted site, or EzyMedia and WordPress.com for hosted sites, meaning the site's files and primary headaches will be handled -- for free -- by your hosts. The disadvantage to using the hosted package with WordPress is that you cannot entirely customize the theme. You can modify the themes offered in the package, but beyond that, you don't have the option of uploading additional files to change the theme. The self-hosted option can serve you better for a personalized site. TypePad is another blog-based tool that many sites use as a mini-CMS (content management system) to maintain the site.

If you're experimental, geeky, and can understand technical stuff fairly quickly, check out fully-fledged CMS tools, such as EzyMedia, Drupal, Joomla, or other CMS packages. Many are FOSS packages for the download. Setting up most CMS packages is relatively painless once the files are uploaded to the server. Maintaining sites through blog-based and CMS-based platforms are easy, as you use a simple WYSIWYG editor interface to enter the stories (use a simple copy-and-paste approach), add a headline, a title (or "slug") -- which then becomes the URL, click SAVE, and you're done.

Internet
High-speed Internet. Yeah, it’s $40 a month, but it’s also indispensable for maintaining your sanity. You can also share WiFi with a neighbor, but be certain to read the Terms of Service for the plan's stipulations about sharing a connection.

A phone number and business cards. Voicemail is only about $10 a month and you can get 1,000 business cards from Staples for about $20. It sure beats writing your name on scrap paper, trust me.

Web Hosting. You can register a .com or .org. for as little as $8. You can get good, reliable hosting for $15 to $35 a month for a basic site. Many Web hosts have packages with 200 gigs or more of space, with 2,000 email accounts, unlimited email aliases, and other features, for $19USD per month. Packages with less space can be had for $4USD to $14USD per month.

Location
If running your project out of your home isn’t an option, inexpensive space is available in local artist spaces, from progressive community groups.

Finances
A business checking account. Small business checking accounts are free at many local banks. The banks may tell you they require an IRS-issued EIN (Employer ID number, similar to a Social Security Number for businesses), but if you explain you do not expect to receive over $9,000 this year in income and that the IRS doesn't require an EIN until you reach that threshold, they generally use just the principle owner's Social Security Number in the U.S. Other countries may have other requirements, so check.

At the state and local level, you may be required to file documents with the Secretary of State and the county and/or city where you are located. Some cities and counties require business licenses, and if they do, it's generally cheaper to get the license than to get caught doing business and not having one. A call to a local business attorney can get you the general information, as well as a call to your local city hall.

An accountant. Although sometimes expensive, you can find accountants that will charge only $50 to $80 an hour for a consultation. This could help you tremendously in keeping your books, and it doesn't have to be an on-going alliance. Sit down, get the basics, find out what you need to learn, and check back as appropriate. Also ask for an ad! Be sure to at least read a book on the subject before you DIY.

Finding a team
Depending on the size and frequency of the newspaper you are starting, you will need to staff a number of different positions, from the publisher's chair on down. The smaller the paper, the smaller the number of employees you will need. At the bare minimum your paper will need a publisher, an editor, a sales manager, reporters, photographers, sales staff, copy editors/page designers, a production (graphics) team and someone to handle classified ads. Someone in accounts receivable is probably a necessity.

At smaller operations, such as a weekly or monthly publication, many of these roles may overlap and be filled by a single person. A reporter, for example, may take their own pictures. A sales manager might also be the salesperson; and the publisher may also be the editor.

There are several ways to staff your paper. There are a number of media-specific job websites that cater to both employers and employees. Many prospective employees and journalism school graduates keep a close eye on these sites as they seek out employment opportunities. Placing employment ads online and in other publications is also a good way to let people know you are hiring. It also can't hurt to contact journalism schools directly and let them know you are hiring. Whichever method you choose, be sure to be specific in the qualifications you are looking for in a potential employee. The idea of working in the media is appealing, and many applicants think no specialized training is required.

Who’s doing what? You’ll need to determine if you’re going to function as a democratic collective, a top-down construct or some other organization system. Some papers operate as a democratically driven hierarchy. They ask the entire team to give consent to what we do. The democracy is integral to the mission of the magazine. Editorial decisions, design questions and ethical considerations receive round-table speculation by everyone involved in the project. Complete consensus is not necessarily the goal; in fact; Encourage debate. No matter what the outcome, consider staff input crucial to the operation. It takes a little longer to consult staff members, but you’ll find it’s worth it.

Communication Communicating with a staff of 12 can be more difficult than reaching 12,000 readers. Use an Internet message board to keep in contact with your team and make sure everyone is on the same page…or Web page. We use topica.com to network our team. It’s a free service. This is a listserv, which functions as an email broadcast system. Send a message and it goes out to the whole team. If Joe Smith replies, his reply goes out to everyone, like on a party line. We also have monthly meetings where we meet in person and parties where we hang out.

Developing your prototype
Start with a statement of purpose. Our first directive was to democratize media by sharing the tools of journalism with the general public. Let your statement become your guiding light, your prime directive. You will never have more time to debug your magazine or newspaper than right now. Take your time and develop a working model with actual stories and photos (stuff that’s not time sensitive so you can actually use it in your first issue). Look at magazines you like and determine what stylistic aspects you’d like in your own. Develop a consistent page size (determined by printing press specifications) and margins, font, font size, standard leading and spacing, headline standards, number of columns and logos. Then again, maybe your zine’s just too avante garde for that stuff to matter. That’s okay too, the rules are yours to rewrite. Figure out how often your publication will come out and what size and format you want.

Printing
There are many printing options available. What you can achieve depends largely on your budget. When you see something you like, call the publisher and find out where they print. The cheapest game on the block is web press on newsprint. You can get a 1,000 copies of an 8-page tabloid size in black and white for about $500 per print run. Then again, 5,000 of this same rag might be only $1000. Basically, producing plates to print newspapers represents a significant part of the costs, as does getting the print run ready and doing the admin. The paper and ink is less expensive. The first 1,000 papers will usually be very expensive, but after 10,000 copies you'll be paying very little per 1,000 'run-on'.

Feel free to ask your printer questions on what they need and how they need it. Good printers should provide you with information on how best to produce pages to print well with them. Stick to the deadlines you negotiate with them. They can be among your best allies. Modern page layout software exports to the Adobe Acrobat format (PDF). Sending pages in this format is as close to 'what you see is what you get' printing as you can hope for. The format allows fonts to be embedded and avoids the newspaper coming back barely legible due to a substituted font face. Other methods include sending across EPS pages and our fonts on disk - if a font is missing the story that uses that font will degrade into another font (often Courier). That screws up all the spacing and layout and could cause you to lose the end of a story. Take your first issue in early, be prepared to head back to your office, fix the problems and return. It is very common for printers to accept files by internet (FTP) transfer.

Finding sales people willing to work on commission only can be a very difficult process. You may well have to do this yourself. Only the most dedicated staff can and will do it well.

Determine the cost of the ads by looking at your local competition and peers. Your magazine or paper is published in regular cycles; monthly, weekly, etc. Your operating expenses (paying contractors, paying rent and other regular expenses) come in cycles as well.

The following formula works well: (Total printing cost divided by total number of pages) = Cost per page. Simple. Now you know what that paper real estate costs you.

In the planning stages for each issue, you look at many things in determining the number of pages. Some publications use a ratio of 50 percent advertising to 50 percent content, while others use a 60/40 ad-to-content ratio, and still others use a 70/30 ad-to-content ratio. While each publication determines its own ratio, the closer to a 50/50 balance you maintain, the better your publication will be viewed by your readers. The reason: it will seem like they have actual content to read -- not just ads to pass by in a vain attempt to find your content.

Fundraising and Grant writing
Unless your operation is a non-profit, it's doubtful you'll be able to secure grant money. Look for fundraising opportunities that serve your niche readership.

Distribution and Subscriptions
The way you choose to get your magazine into people’s hands will be an important determining factor of how you’ll be spending your time on your publishing project. You can basically create a free distribution model or a pay-at-the-newsstand/subscription/street hawker model. Both have their benefits and drawbacks. There are companies that handle either sort of job, but it’s a lot cheaper to do it yourself. Most business owners are glad to have new papers in their shops. Most importantly, maintain a stable fulfillment plan. Do what you say you’ll do and deliver the magazine or paper on time.

In delivering on-time, be sure to not over-commit yourself to a specific number of pages for any specific issue.

The bottom line
In the end, consistency, integrity and respect will get you farther than anything else and dogged persistence will help you go beyond yourself and allow you to realize your vision. Remember one thing, if you are the owner of a newspaper, you have power. Power has its advantages and disadvantages, so it's up to you how you use this power. For example, the media mogul Rupert Murdoch is the owner of News Corp. the biggest newspaper company in the world, and guess what? He has dinner with the President of the United States, oops, I mean the President has dinner with him! Reflect on what was said and good luck.

Local and national media networks and events
Used Newspaper printing Equipment
 * The Underground Publishing Conference - in Bowling Green, OH. Find info at http://www.clamormagazine.org, see our story at http://www.goxray.com/media
 * The Independent Press Association - A good professional networking organization for progressive and alternative press. 385 members including The Nation, Mother Jones, Juxtapoz, San Francisco Bay Guardian and XRay. http://www.indypress.org

Web hosting and Web site building sites
Hundreds of sites on the Web provide the tools and resources for Web development. These are just a few starting points.

 * Webmonkey.com is an amazing resource for all levels of Web production and experience. http://www.webmonkey.com/
 * Learn the ins and outs of HTML at HTMLGoodies.com. http://www.htmlgoodies.com/

Open source and free software
Often times you can obtain quality software for free or nearly so. Be sure to check all your options before purchasing expensive software. On the flip side of the coin, be sure that the software you use can do what you want it to, or you may have to spend time converting your previous issues.

 * Scribus is an open-source page layout program that has commercial support available to purchase. It is available for Linux. It exports to PDF.
 * The GIMP is a GPL (GNU Public License) photo-editing program (similar to Photoshop) available on Linux, OS X and Windows.
 * Inkscape is an open-source vector graphics program for Windows, Linux and OS X.

title: How to Run a Newspaper


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Talk:How to Run a Newspaper

This was originally from Publishing 101 in XRay Magazine. I removed references to XRay as I could. Still needs cleanup. (I wrote the original, btw, and release the rights) Steve Novotni

-=-

DakeDesu says:

Looks good... I would have never have thought to ask other newspapers in my area.

One note: EPS is not really comparable to PDF. EPS technically is an image format. An image format used primarly by PS. PDF allows scripting via PS. (Actually PDF's specs allow scripting in any language ontop of PS, but most interpretors only understand PS).

To use some extremely poorly chosen examples: EPS is to BMP as PDF is to DOC.

Though, I found the rest of the article helpful and informative.

-=-

More information about starting a newspaper
Somebody obviously had fun writing the "Equipment and supplies you’ll need" section, but in my opinion, that is the section that people know the most about. What is the most important to a person starting a newspaper is the information in the other sections: Printing, advertising, selecting a staff, etc.

--64.61.220.163 01:48, 2 July 2007 (UTC) (User Erpingham on Wikipedia.)

A decent piece of software for websites?
I would hardly call Frontpage a decent piece of software for WYSIWYG. Most webdesigners agree with this. About the only piece of software worse for websites would be MS Word (though Word could be used for the Copy (but definitely not publishing)).

Other web site creation software that should be up for note would be, NVU, Kompozer, Quanta and SCREEM. It should also be noted that a website can be created in Notepad, or if you want more power Vim or Emacs

--75.153.166.13 (talk) 07:03, 30 July 2008 (UTC)

Online Newspaper Business Model
There is a need for a section about business model. There are three major models: freemium, advertising and subscription.

92.201.41.200 (discuss) 08:26, 21 October 2012 (UTC)

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

title: Talk:How to Run a Newspaper


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Diagnostic Radiology/Musculoskeletal Imaging/Metabolic Advanced/Cerebral Palsy

Cerebral palsy or CP is a group of permanent disorders associated with developmental brain injuries that occur during fetal development, birth, or shortly after birth. It is characterized by a disruption of motor skills, with symptoms such as spasticity, paralysis, or seizures. Cerebral palsy is a form of static encephalopathy. One form of it, spastic diplegia, is sometimes known as Little's disease in the United Kingdom. Properly speaking, the fact that CP does not get better or worse implies that it is a 'condition' (chronic nonprogressive neurological disorder) rather than a 'disease.' The incidence is about 1.5 to 4 per 1000 live births. There is no cure, but therapy has been shown to be helpful in the maintenance of motor functions. While severity varies widely, cerebral palsy ranks among the most costly congenital conditions to manage.

Cerebral palsy develops while the brain is under development. 80% of all cases occur before the baby reaches 1 month old, however this disorder can occur within about the first 5 years of life. It is a nonprogressive disorder; once damage to the brain occurs, no additional damage occurs as a result of this condition. Cerebral palsy neither improves nor worsens, though symptoms may seem to increase with time, likely due to the aging process.

History
Cerebral palsy, then known as "Cerebral Paralysis", was first identified by a British surgeon named William Little in 1860. Little raised the possibility of asphyxia during birth as a chief cause of the disorder. It was not until 1897 that Sigmund Freud suggested that a difficult birth was not the cause but rather only a symptom of other effects on fetal development. Modern research has shown that asphyxia is not found during birth in at least 75% of cases. Such research also shows that Freud's view was correct, even though during the late 19th century and most of the 20th century Little's view was the traditional explanation. ("Conditions", 9)

Cause
Since cerebral palsy refers to a group of disorders, there is no exact known cause. Some major causes are asphyxia, hypoxia of the brain, birth trauma or premature birth, genetic susceptibility, certain infections in the mother during and before birth, central nervous system infections, trauma, and consecutive hematomas. In most people with CP, the cause is unknown. After birth, the condition may be caused by toxins, physical brain injury, incidents involving hypoxia to the brain (such as drowning), and encephalitis or meningitis. Despite all of these causes, the cause of many individual cases of cerebral palsy is unknown.

Recent research has demonstrated that asphyxia is not the most important cause as it was once considered to be, though it still plays a role, probably accounting for about 10% of all cases. The research has shown that infections in the mother, even infections that are not easily detected, may triple the risk of the child developing the disorder.

Premature babies have a higher risk because their organs are not yet fully developed. This increases the risk of asphyxia and other injury to the brain, which in turn increases the incidence of cerebral palsy.

Incidence and prevalence
The incidence is about 1.5 to 4 per 1000 live births. This amounts to approximately 5,000-10,000 babies born with cerebral palsy each year in the United States. Each year, around 1,500 preschoolers are diagnosed with the disorder. In around 70% of all cases, cerebral palsy is found with some other disorder, the most common being mental retardation.

Overall, advances in care of pregnant mothers and their babies has not resulted in a noticeable decrease in cerebral palsy. Only the introduction of quality medical care to locations with less than adequate medical care has shown any decreases. The incidence increases with premature or very low-weight babies regardless of the quality of care. Twins are also four times more likely to develop cerebral palsy than single births, and triplets are more likely still to develop it.

Despite medical advances, the incidence and severity of cerebral palsy has actually increased over time. This may be attributed to medical advances in areas related to premature babies or the increased usage of artificial fertilization techniques.

Types
Based on the group of muscles involved (typically only used to further describe spastic CP):

 * 1) Tetraplegia or Quadriplegia : Involvement of the four limbs, the trunk and the head. The great majority of these individuals will not be able to stand up or walk.
 * 2) Diplegia: The four limbs are affected, but lower limbs are more involved than upper limbs. Some of the people with diplegia will be able to walk alone, with orthosis, or by the use such as crutches or walkers.
 * 3) Hemiplegia:  Only the right side or the left side of the body is involved. People with hemiplegia are the most likely to walk, even though people with the above two types can often walk without assistance, if severity allows.

NOTE: These are not the only 3 types of spastic CP. Occasionally, terms such as monoplegia, paraplegia, triplegia and pentaplegia may be used.

 * 1) Ataxia:  Persons with ataxia have damage to their cerebellum which results in problems with balance, especially while walking.  It is the most rare type, occurring in at most 10% of all cases.
 * 2) Athetoid or dyskinetic:  Persons with this type generally have involuntary body movements.  The damage occurs to the extrapyramidal motor system and/or pyramidal tract and to the basal ganglia. It occurs in ~20% of all cases.
 * 3) Spastic:  Persons with this type have damage to the corticospinal tract, motor cortex, or pyramidal tract.  It occurs in ~70% of all cases.

These three types may be found together. In 30% of all cases of cerebral palsy, the spastic form is found with the one of the other types. There are a number of other minor types of cerebral palsy, but these are the most common.

Presentation (signs and symptoms)
All types of cerebral palsy are characterized by abnormal muscle tone, posture, reflexes, or motor development and coordination. The classical symptoms are spasticity, paralysis, seizures, unsteady gait, and dysarthria. While mental retardation and cerebral palsy do not cause each other, the two disorders are found together in approximately 20%-30% of all persons with cerebral palsy. CP symptomatology is as diverse as the individuals who have it. Secondary symptoms can include rigidity of limbs, bladder control issues, and impaired tongue movement.

Soft Tissue
Soft tissue findings consist largely of decreased muscle mass.

Bones
In order for bones to attain their normal shape and size, they require the stresses from normal musculature. The osseous findings will therefore mirror the specific muscular deficits in a given patient. The shafts (diaphyses) of the bones are often thin (gracile). When compared to these thin shafts, the metaphyses often appear quite enlarged (ballooning). With lack of use, articular cartilage may atrophy, leading to narrowed joint spaces.

Depending on the degree of spasticity in a given patient, they may exhibit a variety of angular deformities about their joints.

Vertebral bodies also need vertical gravitational loading forces to develop properly. If a patient with cerebral palsy spends a great deal of time horizontal (in bed) during skeletal maturation, their adult vertebral bodies may be somewhat vertically elongated. Since the horizontal spines of quadrupeds normally appear this way, this finding in humans is sometimes referred to as "caninization".

Prognosis
Cerebral Palsy is not a progressive disorder. A person with the disorder may improve somewhat during childhood, if they receive extensive care from specialists. Some individuals with the disorder will need to stay under the immediate care of another person for their entire lives, while others have a mild enough case to pursue fully independent lives.

Treatment
There is no cure for cerebral palsy, but various forms of therapy can help a person with the disorder to function more effectively. Nevertheless, there is only some benefit from life-long care. The treatment is usually symptomatic and focuses on helping the person to develop as many motor skills as possible or to learn how to compensate for the lack of them. The disorder does not affect the expected length of life so treatment focuses on quality of life issues. Non-speaking people with cerebral palsy are often successful availing of Augmentative and Alternative Communication systems such as Blissymbols.

Usage of the term "spastic"
The term "spastic" describes the attribute of spasticity in one type of cerebral palsy. In 1952 a UK charity called The Spastics Society was formed. The term "spastic" was used by the charity as a term for people with cerebral palsy. The word has since been used extensively as a general insult to disabled people, which they see as extremely offensive. It is also frequently used to insult able-bodied people when they seem overly anxious or unskilled in sports. The charity changed its name to SCOPE in 1994.


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General Anatomy/Nervous System/Anatomical compartmentalization

Central nervous system (CNS)
The CNS is the first of two principal components of the ../../Nervous System/ that can be divided by their anatomical compartmentalization. The CNS is enclosed by bony structures – the skull (Cranium) and the vertebral canal (Canalis vertebralis) – in order to provide maximal mechanical shelter. Furthermore, at the microscopical level all parts of the CNS are ensheated with a specific tissue, the meninges, that almost completely separate the CNS from the rest of the body. The meningeal envelope controls the import and export of nurishing substances, pivotal electrolytes, but also prevents entry of potentially harmful material like toxins, bacteria and viruses. Anatomically, the CNS consists of two major components, the spinal cord and the brain. In both parts two basic types of nervous tissue can be differentiated: gray and white matter.

Spinal cord (Medulla spinalis)
Gross anatomy:

The spinal cord is a tail-like structure that embedded in the vertebral canal of the spine. The adult spinal cord has a length of ca. 40 cm and weighs approximately 30 g. The spinal cord is caudally attached to the Medulla oblongata of the brain stem. It can be subdivided into five sections (cranio-caudal order): the cervical part (Pars cervicalis), thoracic part (Pars thoracica), lumbar part (Pars lumbalis), sacral part (Pars sacralis) and the coccygeal part (Pars coccygea). Most caudally the spinal cord constricts and ends in a conical structure, the Conus medullaris. In the course of the spinal cord, two swellings are apparent at the cervical and the lower lumbar level, the Intumescentia cervicalis and Intumescentia lumbosacralis. The swollen appearance is owed to the fact that these portions of the spinal cord provide extensive innervation of the upper and lower extremities (muscles, dermatomes, vasculature), which are supplied by these segments (C4-T1 and L1-L3).

Microscopic anatomy:

The spinal cord is composed of three distinct columns on each side: the ventral (anterior), lateral (or intermediate) and dorsal (posterior) column.

Internal organization & Function:

The spinal cord exhibits a archetypic organizational principle serving four distinct tasks:

(1) ascending tracts convey mainly sensory information to the brain.

(2) descending tracts carry centrally (in the brain) generated informations for controlling peripheral targets, e.g. skeletal muscles.

(3) local autonomic centres control visceral organs; their efferent commands are conveyed by the autonomic nervous system.

(4) local sensorymotoric centres are enabled to carry out basic programmes for controlling posture and fundamental movement routines.

Brain (Cerebrum)
The brain is the most complex organ of the body. Its complexity arises from hundreds of billions of nerve cells (neurons) that are clustered in different local compartments (Nuclei) and that interacts with each other via the process of neurotransmission. The brain can be further subdivided into three main sections that arise very early in embryonic development: the forebrain (Prosencephalon), midbrain (Mesencephalon) and hindbrain (Rhombencephalon).

Hindbrain (Rhombencephalon)
The hindbrain consists of three components.

Medulla oblongata (Myelencephalon)
Most caudally at the transition zone between brain and spinal cord, the Medulla oblongata is the first region that formally belongs to the brain. The internal structure and gross aspect of the Medulla oblongata nearly resembles the spinal cord's appearance, which led to the coining of an alternative name: Myelencephalon.

Pons
The Pons (bridge) bridges the Medulla oblongata with the midbrain region. Attached to the dorsal aspect of the Pons is the Cerebellum.

Cerebellum
The Cerebellum is a separate brain region only attached to the rest of the brain by three stalks (Pedunculi) on each side: the Pedunculus cerebellaris superior, Pedunculus cerebellaris medius and Pedunculus cerebellaris inferior. The Cerebellum exhibits a distinction of gray and white matter like the Prosencephalon. Two hemispheres are separated from each other by the interposed Vermis cerebelli. A different subdivision describes three cerebellar lobes, anterior (Lobus cerebellaris anterior), posterior (Lobus cerebellaris posterior)and the flocculonodular lobe (Lobus flocculonodularis). Additionally, the Cerebellum contains internal nuclei (Nuclei cerebelli) that are distinct from the cerebellar cortex: ''Ncl. fastigii (Ncl. medialis cerebelli), Ncl. dentatus (Ncl. lateralis cerebelli), Ncl. emboliformis (Ncl. interpositus anterior), and the Ncl. globosus (Ncl. interpositus posterior'').

Terminological comment:

Pons and Cerebellum are occasionally referred to as the Metencephalon (not to be mistaken with Mesencephalon). They develop from the same embryological structure, which is still apparent in adulthood given their close topographical position and their interconnection via two of the three cerebellar peduncles.

The term "brain stem" is a useful description of the topographical and functional triad composed of Medulla oblongata, Pons and Metencephalon. These three components arise from developmentally distinct regions in the embryo but they represent an anatomical and functional continuum. The brain stem houses all cranial nerve nuclei.

Midbrain (Mesencepalon)
The midbrain is interposed between the hind- and the forebrain. It displays the same basic functional composition as found in the spinal cord and the hindbrain. Ventral areas are dedicated to motor function and accommodate tracts that convey motor information from the Prosencephalon. Dorsal regions of the midbrain are implicated in sensory information cicuits. The Mesencephalon can be further subdivided into three compartments, the ventral Basis or Pes mesencephali. The Tectum mesencephali represents the dorsal roof of the midbrain. Interposed between both is the Tegmentum mesencephali. In the Mesencephalon nuclei of some cranial nerves, whose ventrodorsal positions in the midbrain match the functional motor-sensory axis of the brain stem and the spinal column.

Forebrain (Prosencephalon)
The forebrain is the evolutionary youngest part of the CNS. It consists of two components.

Diencephalon
Thalamus

Hypothalamus

Telencephalon
Cortex

Basal ganglia

Peripheral nervous system (PNS)
PNS is an extent network of neurons that spreads the whole body and is out of bony structures – the skull (Cranium) and the vertebral canal (Canalis vertebralis). This network consists of Somatic & Autonomic ports based on functional compartmentalization. The Somatic part classifies in two groups.

Afferent division or sensory fibers
They are Axons of the primary afferent neurons that transmit the signals of stimuli in the form of action potential to the central portions of sensory system that lie in the central nerve system. Body of these neurons lie in the peripheral ganglions and nuclei in the CNS.

Efferent division or motor fibers
They are axons of efferent neurons that conduct motor signals from central nerve system to peripheral organs; muscles... and create motions in the target sites.


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ITunes

Contents

 * /Introduction/
 * /Installation/
 * /A First Look at iTunes/
 * /Using iTunes to Acquire Music/
 * /Using iTunes to Play Music/
 * /Using iTunes to Organize Music/
 * /Using iTunes with an iPod/
 * /Advanced Techniques/
 * /Ogg in iTunes/

title: ITunes


text:
General Anatomy/Nervous System/Functional compartmentalization

Somatic nervous system
Functionally, in the ../../Nervous System/ two principal parts can be differentiated, the somatic and the autonomic nervous system.


text:
Cookbook talk:Teriyaki Sauce

Description needs cleanup (paring down, too). Kellen 18:37, 4 August 2005 (UTC)

What sort of cleanup? AlbertCahalan 06:11, 7 August 2005 (UTC)

As for the size, I wish the rest of the cookbook would be a bit more verbose about serving suggestions and descriptions. If this recipe sticks out, it's only because many recipe authors don't bother to even describe what the result will be like or how it might be served. Adding intro text to many of the other recipes would be wonderful. AlbertCahalan 06:11, 7 August 2005 (UTC)

 * I don't think the intro is too long, I think it is a bit scattered and the suggestion about pineapple juice belongs in a variations section. The writing style grates a bit as well as it is a little too informal (for my tastes anyway). My intention is to personally go through all the modules marked with and do some cleanup. Kellen T 23:46, 7 August 2005 (UTC)

I understand reccomendations to serve this w/ rice, various meats, and veggies as they are all parts of the same dish, but does this really need a suggestion to drink a soda with the dinner? I guess you could say that it is similar to suggesting a wine, but a "drink with any kind of corn-syrup sweetened beverage" seems silly to me. Alternatively you might be trying to get at the point that this is for a casual dinner, but I think that can be done other ways. I also don't get the comment about "picky eaters" at all, as it seems totally subjective. Kellen T 02:01, 28 September 2005 (UTC)

 * I would suggest milk with cookies, muffins, or chocolate. I would suggest tomato juice or orange juice with scrambled eggs. I would suggest red grape juice with roast pork. (wine, if you want to kill brain cells) I would suggest soda with many things that are greasy and/or salty. (one might choose beer I suppose) I'd really insist if this were a recipe for pork rinds. :-) Eating pork rinds with milk would be very wrong. Well, this isn't pork rinds or even deep-fried, so I won't insist. AlbertCahalan 02:58, 28 September 2005 (UTC)

 * I note that sauces have a problem. I could create a chicken recipe, "chicken with teriyaki sauce", and a beef recipe and... I hope you see where I'm going with this. If sauces can't be in those categories, then we need to make lots of trivial recipes. That would be awful. AlbertCahalan 02:58, 28 September 2005 (UTC)

 * How about "Chicken with teriyaki sauce" (linked to this recipe for the sauce) with appropriate variations? Kellen T 03:08, 28 September 2005 (UTC)

 * As for picky eaters... well, the sauce doesn't have chunks in it. It doesn't have bits of onion, orange peel, and garlic. Maybe there should be a category for dishes that don't have poorly-identified bits floating in them. AlbertCahalan 02:58, 28 September 2005 (UTC)

 * I guess... I wasn't even sure what that term meant in this context. I know of people who don't like certain ingredients (tomatos, chocolate, etc) but never people who were adverse to finely chopped things. =) Kellen T 03:08, 28 September 2005 (UTC)

title: Cookbook talk:Teriyaki Sauce


text:
Category:Pancake recipes

Recipes for various forms of pancakes.

title: Category:Pancake recipes


text:
Category:Tofu recipes

Recipes involving tofu.

title: Category:Tofu recipes


text:
Category:Espresso recipes

Recipes involving espresso.

title: Category:Espresso recipes


text:
Category:Mayonnaise recipes

Recipes involving mayonnaise.

title: Category:Mayonnaise recipes


text:
Category:Marsala Wine recipes

Recipes involving Marsala wine.

title: Category:Marsala Wine recipes


text:
Category:Cognac recipes

Recipes involving cognac.

title: Category:Cognac recipes


text:
Category:Brandy recipes

Recipes involving brandy.

title: Category:Brandy recipes


text:
User talk:Alcmaeon

Hi, I just found the abandoned site about the Nervous system and tried to set up a logical and helpful way to explain the anatomical systematics of this challenging topic. I'd appreaciate if anyone feels up to comment on that.

I think the distinction between the functional and localizational aspect has to be made in order to get things right, especially the nomenclature that is always mixed up by people since they don't understand the difference between terms that describe function and terms that name positions.

I have started to insert both the English terms for anatomical structures but also added the Latin anatomical description in Italic according to the recent (Parisian) Nomina anatomica and Terminologia anatomica from 1998. I would like to please every author who wants to contribute to attach to this system for two reasons. First, the english manner of anglifying medical terms generates a certain degree of misunderstanding as the plethora of medical phrases and descriptions contain some ambiguity. The nomina anatomica is the conventional language that anatomists use and that all medical personnel around the world should attach to. I know this is far from reality as english-speakers dominate the medical literature and they do not study, publicize and converse in proper Latin terms. Nevertheless, if WikiBooks aims to generate reliable textbooks at least the minimal standard for such project would be the use of the correct language. The second reason for using both forms lies in the fact that a minority - but a large one - from some European countries will be able to fluently read into the matter as they are trained to use the Latinized nomenclature.

I have started to set up a preliminary division of chapters. I would suggest to everyone who would like to contribute to concentrate on four main sections for each structure as can be already seen in the spinal cord chapter:

(1) Gross anatomy

(2) Microscopic anatomy

(3) Internal organization

(4) Function

Any suggestions?

Okay, that's it for the beginning. See you later.

title: User talk:Alcmaeon


text:
Wikijunior:Solar System/Neptune/Triton

Triton is the largest moon of the planet Neptune, and the seventh largest in the Solar System. The best view we have had of Triton was in 1989 when the Voyager 2 spacecraft passed close by Neptune.

How big is Triton?
Triton has an average size of 2700 km across, which is larger than Pluto and about the same size as Europa. The moon is about half the width of the United States.

What is its surface like?
The surface is icy and the temperature on the surface is bitterly cold. The southern half of the planet is covered by an ice cap. The moon does have a very thin atmosphere.

Triton is one of the few places in the Solar System where there are volcanoes. These are caused by the distant heat from the Sun. The volcanoes spew material from below the surface, mostly very cold dust and gas. These geysers are slowly reforming the surface, and have wiped out any craters.

How long is a day on Triton?
One day on Triton lasts for 5.877 days on Earth, around 5 days and 21 hours.

How long is its orbit around Neptune?
Triton takes 5.877 days to complete an orbit around Neptune, the same time as the length of one day. This means it always keeps the same side facing toward Neptune.

This moon is unusual because of the direction of its orbit around Neptune. Normally a moon orbits in the same direction that the main planet rotates. However Triton has a retrograde orbit, which means it orbits in the opposite direction. It is the only large moon in the Solar System to have a retrograde orbit.

Because of this backward orbit, Triton is gradually being dragged closer and closer to Neptune. Millions of years from now it will come too close to the giant planet and break apart. When it does so, the debris will form a large ring around Neptune that is similar to the ring around Saturn.

What is it made of?
This moon is mostly made of rocky material with about a quarter made of ice. It is very similar to Pluto temperature wise, but it is more of an icy texture and composition.

How much would Triton's gravity pull on me?
If you were on Triton, it would pull you down with a force less than one-twelfth as strong as the force of Earth's gravity.

Who is it named after?
Triton was the son of Poseidon in Greek mythology. In Roman Mythology, Poseidon was called Neptune.

How was it discovered?
Triton was discovered by William Lassell in 1846, shortly after the planet Neptune was discovered. However the moon was named by Camille Flammarion in 1880. The name of this moon did not come into general use until the middle of the twentieth century.

Wikijunior Sonnensystem/ Neptun/ Triton

title: Wikijunior:Solar System/Neptune/Triton


text:
Category:Taiwanese recipes

Recipes from Taiwan.

title: Category:Taiwanese recipes


text:
Category:Tuna recipes

Recipes involving tuna.

title: Category:Tuna recipes


text:
Category:Olive recipes

Recipes involving olives.

title: Category:Olive recipes


text:
ITunes/Introduction

So Why Write a Book About iTunes?
Apple Computer's iTunes software is a powerful yet elegant solution for managing a digital audio library. It allows users to gather music and other audio from a wide range of sources, provides them with the tools to organize libraries of tens—or tens of thousands—of songs, encourages mobility through tight integration with Apple's iPod music player, and helps the user bridge the gap between a computer and a home theater or stereo system through the Airport Express wireless base station.

Like all software that is feature-rich, it might be reasonably feared that learning how to use iTunes will be a long and complicated process. Fortunately iTunes is designed to interact with the user in a very intuitive way. Millions of iPod users get their first introduction to iTunes when they plug in a new iPod and their computer launches iTunes automatically. Whether you have an iPod or not, it is important to think about iTunes as a tool for working with audio files and not so much as an intimidating application with a long learning curve. You will also have this book as a guide which we hope will help immensely.

The iTunes interface also embodies the core design principles used in software development for Mac OS X. So if you are new to OS X or want to get a better handle on how to interact with Macs, then iTunes is a great place to start. Elements of its design are applied in Apple's iPhoto as well as dozens of third party applications. Many of the basic ideas and actions introduced in this book will be applicable in most well-designed programs for the Mac.

What's This Book About?
Now let's talk about this book. We will do our best to make sure that we describe all the concepts that we introduce in this book in plain language and will take time to explain in more detail the most critical ones. The authors of this book assume that the reader has a basic understanding of how to interact with a computer.

With that in mind, let's take a quick tour of this book.

 * 1) First, we need to make sure that iTunes is installed on your computer. We will review the basic steps of getting the iTunes software from Apple. Once we have the software, we will get it up and running on your computer.
 * 2) After iTunes is running, we will review what you see on the screen. We will give names to all parts of the interface and add details for the most important ones.
 * 3) iTunes really isn't a whole lot of fun without some music so the next section will be entirely devoted to acquiring music and other audio content. We will hit on such topics as Pod-Casting, Apple's Music Store, ripping CDs, internet radio, and a host of other ways to get interesting content into iTunes.
 * 4) Playing music in iTunes is relatively simple once you actually have music in it. There is a large round button provided for that purpose. This section will go beyond the play button and explore ways to tweak your iTunes experience. We will also touch on the broad variety of headphones and speakers available, as well as the Airport Express.
 * 5) One of iTune's primary strengths is its ability to deal with a truly enormous amount of music just as easily as a handful of songs. For this section we will discuss ways to keep track of your music, whether you need to catalog 50 or 50,000 songs. Topics covered will include playlists, searching, browsing, sorting, and storing music in multiple locations.
 * 6) By itself iTunes is an awesome product, but coupled with the iPod it reaches a different level entirely. We will apply many of the concepts we introduced in the section on organization to the iPod as well as point out many often overlooked features in iTunes for extending your iPod experience.
 * 7) Last but not least we will approach some advanced topics that don't fit particularly well in other parts of the book. In general, these are the sorts of things that you probably won't ever have to do but will be extraordinarily glad to know if you need to.

Then we are done. Good luck and have fun!

title: ITunes/Introduction


text:
File:Solidworks-vrml-export-settings.png

Solidworks VRML export settings window


text:
Talk:Using iTunes/Introduction

Ack I know nothing about wiki formating --Flatearth 19:40, 4 August 2005 (UTC)

title: Talk:Using iTunes/Introduction


text:
Blender 3D: Noob to Pro/Import and Render a SolidWorks Model

Note: This content is being actively developed on the main Blender Tutorial

Content can still be added here on Wikibooks, but you should be aware that this is a fork. Please add to the discussion page if you make any substantial changes or want to do something else to this content.

How to import your SolidWorks model in Blender and render it using Yafaray.

Introduction
SolidWorks is one of the main product design solid modellers. It has a built in render engine called PhotoWorks. With the release of PhotoWorks 2, rendering within SolidWorks has become more realistic and easier. In a lot of cases PhotoWorks will be the most convenient way to render your model, because you don't have to leave SolidWorks. However, sometimes you will find the need to make renders that are more realistic (or even photo-realistic), and PhotoWorks is not sufficient anymore. This is when you might consider using an external program for rendering. In this how-to, I will describe how to do this using Blender with Yafaray.

Both programs are open-source software, and you can download them for free:
 * Blender (version 2.80)
 * YafaRay (version 3.3.0)

If you use different versions (especially YafaRay), you might have difficulties trying to follow this how-to.

You need a basic understanding of the Blender interface to be able to follow this how-to. If you have never worked with blender before, I advise you to read the Blender Interface chapter of the Blender 3D: Noob to Pro wikibook first.

Another great option is to watch some video tutorials first. This one about the interface is really helpful. There are very good other video tutorials as well at http://www.ibiblio.org/bvidtute/

Exporting from SolidWorks
I will be working with a model of a lighter (Created by Marko M. Markovic) that I downloaded from the SolidWorks Users Group Network (SWUGN) at the bottom of the "FREE SolidWorks models" section.

Before you can import your model into Blender, you need to export it to the VRML 2.0 (VRML 97) format first. In this how-to I will describe how to do this with an assembly, but it is essentially the same for a separate part.
 * Open your assembly.
 * If you don't want to export all the objects, suppress the objects you don't want to export first.
 * The export quality (strangely enough) depends on the screen settings. To improve this, go to Tools > Options > Document Properties tab > Image Quality. If your model looks faceted in your viewport, just set the "Shaded and draft quality HLR/HLV resolution" to a higher value. Especially for complex shapes with a lot of curvature, you'll probably want a higher value. Take into account, however, that a higher value means a bigger file and slower operations within Blender.
 * Go to File > Save As...
 * Select VRML as your file-type and click on the "Options..." button.
 * Make sure "VRML 2.0" is selected. Usually you need to set the unit to something bigger than millimeters; normally centimeters will do, but for the bigger models I advice you to set the unit to meters. You'll be able to scale the model again once you're in Blender.
 * uncheck "save all components of the assembly into a single file"

Because SolidWorks appears to be making a mess out of large assemblies (randomly combining several parts into one mesh), we'll export the assembly as separate files into one directory. To be able to load these files easily, you need to create a new directory for this export first. Later on, we'll import all the files in this directory at once (time saver), so make sure there's no other files in this directory!

 * Close the "Export Options" window (click OK).
 * Create a new directory for the export (or use an empty one), and hit "Save".

Creating an HDRI environment
Because the aim of this how-to is to get you started on photorealistic rendering, we will be using an HDRI environment. HDRI stands for High Dynamic Range Imaging, and is basically a technique to use a picture of the environment to light your scene. This will result in very realistic and convincing shadows, highlights and reflections. This is very important for realistic emulation of chrome for example.

First of all, you'll need an HDR image. There is a whole range at http://debevec.org/Probes/ that you can download for free. I will use the Uffizi Gallery probe, but any other HDR image will do just fine.

Now start Blender. To apply the HDRI environment to your scene:
 * Go to the shading settings (press F5) and click the World button.
 * In the "Texture and Input" tab, click "Add New" and "Angmap".
 * Then go to the "Map To" tab and deactivate "Blend" and activate "Hori".
 * Now go to the Texture settings (press F6) and change the "Texture Type" to "Image".
 * Click the "Load Image" button and locate your HDR image.
 * To be able to render using this environment, you need to enable YafaRay. Press F10 and change the "Blender Internal" to "YafaRay".
 * Go to the YafaRay tab and deactivate the XML button and set Exp (the exposure control) to 1.5.
 * Set the Raydepth to 6.
 * In the YafaRay GI tab, select "Full" as your method, and "Low" quality (that's good enough for a preview). Also enable the "Cache" button.
 * Set both Depth and CDepth to 10.
 * For caustic effects you can activate the "Photons" button, but in my case (a lighter lying on a table), it won't make much difference.

Plastic
The first material we'll create will be plain plastic. We'll apply this material to the middle part, the gas regulator and the push button. Whenever you're going to create a new material, think of it in terms of how much it should reflect, how much it diffuses light, how transparent it is etc. because these are your parameters within Blender's material editor. To create the plastic material:

 * Select the two middle parts, the push button and the gas regulator (use SHIFT + click to select more than one mesh at once).
 * Go to the shading settings (F5) and add a new material (Click "Add New").
 * Press CTRL + L (in the viewport) and select Materials from the popup to use this material on all the objects you selected.
 * Change the color to almost completely black (RGB: 0.07/0.07/0.07).
 * In the Shader tab, set the specular shader to "Blinn".
 * Set the "Spec" value to 1.4 and "Hard" to 320.
 * Press "Ray Mirror" in the Mirror Transp tab, and set the "rayMir" value to 0.3.

Transparent plastic
For the fuel part, we'll assign a nice green transparent material.
 * Select the fuel part, and add a new material to it (again, F5, "Add New").
 * Set the color to a bright green (HSV: 0.220/1.000/1.000) and the alpha value (A) to 0.300.
 * Set the Amb value to 1.000.
 * Go to the Mirror Transp tab and enable both "Ray Mirror" and "Ray Transp".
 * Set rayMir to 0.20 and IOR to 1.45 (which is an approximate index of refraction).
 * Set Filt to 0.250.

Chrome
The metal part needs to be nice & shiny, so we'll make a chrome-like material for that.
 * Set the Ref value to 1.000.
 * Set the specular shader to "Blinn", and use the following values: Spec 2.000, Hard 50 (default), Refr 6.500.
 * In the Mirror Transp tab, enable "Ray Mirror" and set the rayMir value to 0.9. Leave the rest unchanged.

Wood Texture
As stated before, to make it make the lighter more realistic, it needs a realistic environment. We already made part of this environment with the HDR-image, but to make it even more convincing, we're going to turn the ground-plane into a realistic looking table. We need an image of wood to apply to the plane. I'll use one from Mayang's Free Texture Library, called "parallel wooden planks".

 * Because this texture is 1600x1200, we'll scale the ground-plane to the same aspect-ratio - S, 1.6 (TAB), 1.2.
 * Set the Ref value of the diffuse shader (Lambert) to 0.600.
 * Set the Spec value to 0.175, Hard to 30.
 * In the Texture tab, press "Add New". Press F6 to switch to the texture properties.
 * Change the Texture Type to "Image" and load your texture (in my case the wood texture from Mayang) in the Image tab ("Load Image").

Rendered with materials applied
To render, you can hit F12 directly, or you can go to the render settings first (F10). Because of the render settings we use (GI and an HDRI environment), my render took about 3 minutes on a AMD64 3200+ with 1GB of RAM. If you just want a preview, you can either make a smaller render (set it to 25% in the Render tab), or use worse quality GI settings. For a final render, I advice you to use at least High for the GI quality - it will take more time but the result will be better looking!

Below you can see the result I got with all the settings from this how-to. Remember that this is just a general guide, and I encourage you to change the settings (Exposure for example), to see the effect. You have to get a little bit of 'feeling' with the material settings to be able to create a satisfying material quickly. I hope this how-to helps to get started with a SW to Blender workflow.

note: if your result is very different from the picture below, please report this on the discussion page (the tab at the top of this page). That way we can keep improving the tutorial. You can upload the render as well, but make sure it has a specific name (lighter-yourname.jpg for example).

Useful links

 * http://www.blender.org The official Blender site, where you can find a lot of info.
 * http://www.yafaray.org The official YafaRay site.
 * http://www.elysiun.com/forum/ The elYsiun.com forum, a huge Blender community where you can ask questions or show your work.
 * http://forums.cgsociety.org/forumdisplay.php?f=91 The CGTalk Blender forum, smaller than Elysiun, but considered more serious.
 * http://forum.yafray.org/ the YafRay forum, for YafRay specific questions

Tutorials

 * Blender 3D: Noob to Pro The Blender Noob to Pro wikibook!
 * http://www.ibiblio.org/bvidtute/ Lots of video tutorials
 * http://www.tuto-blender.com (French)


text:
Corset/Bibliography/Danish

Books

 * Stram om livet, Snørelivets historie 1880-1920, Erik Nørgaard, 1989. ISBN 87-7720-130-2
 * Erik Nørgaard, Din for evigt, ISBN 87-7245-020-7

da:Korset:Kilde:Dansk

title: Corset/Bibliography/Danish


text:
Cellular Automata/Examples

This section is a collection of examples used by the theorethical sections.

 * 1) Rule 110

title: Cellular Automata/Examples


text:
Cellular Automata/Examples on Rule 110

Formal definition
The commonly known 1D binary CA rule 110 is defined as $$ \langle Z, S, N, f, B \rangle $$ where
 * $$Z$$ can be finite or infinite
 * $$S=\{ 0,1 \}$$ is a set of two values
 * $$N=\{ -1,0,1 \}$$ is the neighborhood of size $$k=3$$ with symmetric radius $$k_0=1$$
 * $$f$$ is the local transition function rule $$r=110$$

000 -> 0 001 -> 1 010 -> 1 011 -> 1 100 -> 0 101 -> 1 110 -> 1 111 -> 0

 * $$B=\{ b_{-1},b_{1} \}$$ is the optional boundary usually $$B=\{ 0,0 \}$$ chosen not to interfere with the quiescent background of all zeros

Overlap

Neighborhoods of adjacent cells are overlapping for $$k-1=2$$ cells. There are $$|S|^{k-1}=4$$ different overlaps $${00,01,10,11}$$ or written in compact form $${0,1,2,3}$$.

Symbolic De Bruijn diagram

The De Bruijn diagram has $$|S|^{k-1}=4$$ nodes (one for each of the possible overlaps) and $$|S|^k=8$$ links (one for each of the possible neighborhoods).

 * $$ D=

\begin{bmatrix} 0 & 1 & \cdot & \cdot \\ \cdot & \cdot & 1 & 1 \\ 0 & 1 & \cdot & \cdot \\ \cdot & \cdot & 1 & 0 \end{bmatrix}$$

preimage matrix
There are two preimage matrices, one for each of the available cell states.

 * $$ D(0)=

\begin{bmatrix} 1 & 0 & 0 & 0 \\ 0 & 0 & 0 & 0 \\ 1 & 0 & 0 & 0 \\ 0 & 0 & 0 & 1 \end{bmatrix}

\qquad D(1)= \begin{bmatrix} 0 & 1 & 0 & 0 \\ 0 & 0 & 1 & 1 \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 1 & 0 \end{bmatrix}$$

Boundary conditions
There are two commonly used backgrounds, the quiescent background and the ether.

Quiescent background
The quiescent background is an infinite sequence with period $$\alpha=\overline{0}$$ of length $$|\alpha|=1$$ cell.

There are always exactly two preimages for this background independently on the length of the sequence from a single cell to infinity (see the preimage network). The left and right boundary vectors are equal.

 * $$ b_L = b_R = [1,0,0,1] $$

Ether background
The ether background is an infinite sequence with period $$\alpha=\overline{00010011011111}$$ of length $$|\alpha|=14$$ cells. This is the prevailing background emerging from a random initial configuration.

The number of preimages of the ether configuration increases exponentially with the sequence length $$l$$ going to infinity. A circular lattice is used to calculate the number of preimages of the period $$\alpha$$.

 * $$ p = p_c(\alpha)^{l/|\alpha|} = 2^{l/14} $$

Because of the exponential growth the boundary vector does not represent the number of preimages of the whole infinite background but only weights derived from the period's preimages. The value of the boundary vector depends on the position inside the period, in the next table vectors are columns for each of the 14 positions.

overlaps | boundary vectors - 00       | 0   0   0   0   2   2   0   0   1   0   0   0   0   0  01       | 0   0   0   0   0   0   2   0   0   1   1   0   2   0  10       | 0   0   0   2   0   0   0   1   0   1   0   2   0   0  11       | 2   2   2   0   0   0   0   1   1   0   1   0   0   2 -  sequence |   0   0   0   1   0   0   1   1   0   1   1   1   1   1

Bounded lattice
An example how to list preimages of the ether sequence on an bounded lattice

 * $$b_L=b_R=b_u$$

overlaps | backward preimage count vectors -- 00       | 0   0   0   0   7   7   7   0   4   4   3   2   2   1   1  01       | 0   0   0   7   0   0   4   7   0   5   4   3   2   2   1  10       | 0   0   0   0   7   7   7   0   4   4   3   2   2   1   1  11       | 7   7   7   7   0   0   0   4   3   3   2   2   1   1   1 --  sequence |   0   0   0   1   0   0   1   1   0   1   1   1   1   1

overlaps | forward preimage count vectors -- 00       | 1   2   2   2   0   1   1   0   0   1   0   0   0   0   0  01       | 1   0   0   0   2   0   0   1   0   0   1   1   1   2   2  10       | 1   0   0   0   1   0   0   0   1   0   1   1   2   2   3  11       | 1   1   1   1   0   0   0   0   1   1   0   1   1   1   2 --  sequence |   0   0   0   1   0   0   1   1   0   1   1   1   1   1

Weights for the preimage network

overlaps | neighborhood (link) weights 000     | 0 0 0 0 0 7 0 0 0 0 0 0 0 0  001      | 0 0 0 0 0 0 7 0 0 4 0 0 0 0  010      | 0 0 0 0 0 0 0 4 0 0 2 2 1 2  011      | 0 0 0 0 0 0 0 3 0 0 2 1 1 2  100      | 0 0 0 0 7 0 0 0 4 0 0 0 0 0  101      | 0 0 0 0 0 0 0 0 0 0 3 2 4 2  110      | 0 0 0 7 0 0 0 0 0 3 0 2 1 1  111      | 7 7 7 0 0 0 0 0 3 0 0 0 0 0  sequence | 0 0 0 1 0 0 1 1 0 1 1 1 1 1

overlaps | boundary vectors -- 00       | 0   0   0   0   0   7   7   0   0   4   0   0   0   0   0  01       | 0   0   0   0   0   0   0   7   0   0   4   3   2   4   2  10       | 0   0   0   0   7   0   0   0   4   0   3   2   4   2   3  11       | 7   7   7   7   0   0   0   0   3   3   0   2   1   1   2 --  sequence |   0   0   0   1   0   0   1   1   0   1   1   1   1   1

cyclic lattice
overlaps | preimage count matrices --- 00       | 0000 0000 0000 0000 0232 0232 0232 0000 0121 0121 0111 0110 0011 0100 1000  01       | 0000 0000 0000 0232 0000 0000 0121 0232 0000 0221 0121 0111 0110 0011 0100  10       | 0000 0000 0000 0000 0232 0232 0232 0000 0121 0121 0111 0110 0011 0100 0010  11       | 0232 0232 0232 0232 0000 0000 0000 0121 0111 0111 0110 0011 0100 0010 0001 ---  sequence |     0    0    0    1    0    0    1    1    0    1    1    1    1    1

overlaps | boundary vectors - 00       | 0   0   0   0   2   2   0   0   1   0   0   0   0   0  01       | 0   0   0   0   0   0   2   0   0   1   1   0   2   0  10       | 0   0   0   2   0   0   0   1   0   1   0   2   0   0  11       | 2   2   2   0   0   0   0   1   1   0   1   0   0   2 -  sequence |   0   0   0   1   0   0   1   1   0   1   1   1   1   1

Subset diagram transition table
from | to the left        |  to the right -- 0000 | <-0-0000 <-1-0000  |  0000-0-> 0000-1-> 0001 |  <-0-0001 <-1-0100  |  0001-0-> 0010-1-> 0010 |  <-0-0000 <-1-0101  |  1000-0-> 0100-1-> 0011 |  <-0-0001 <-1-0201  |  1001-0-> 0110-1-> 0100 |  <-0-0000 <-1-1010  |  0000-0-> 0011-1-> 0101 |  <-0-0001 <-1-1110  |  0001-0-> 0021-1-> 0110 |  <-0-0000 <-1-1111  |  1000-0-> 0111-1-> 0111 |  <-0-0001 <-1-1211  |  1001-0-> 0121-1-> 1000 |  <-0-1010 <-1-0000  |  1000-0-> 0100-1-> 1001 |  <-0-1011 <-1-0100  |  1001-0-> 0110-1-> 1010 |  <-0-1010 <-1-0101  |  2000-0-> 0200-1-> 1011 |  <-0-1011 <-1-0201  |  2001-0-> 0210-1-> 1100 |  <-0-1010 <-1-1010  |  1000-0-> 0111-1-> 1101 |  <-0-1011 <-1-1110  |  1001-0-> 0121-1-> 1110 |  <-0-1010 <-1-1111  |  2000-0-> 0211-1-> 1111 |  <-0-1011 <-1-1211  |  2001-0-> 0221-1->

Garden of Eden sequences

 * regular expression (the expression is left right symmetric)
 * 0*1(00*1+1(1+00)*010)*1(1+00)*011(0+1)*

 * the shortest GoE sequence
 * 01010

Gliders

 * the ether
 * (00010011011111)*

title: Cellular Automata/Examples on Rule 110


text:
Cellular Automata/Counting Preimages

Preimages are configurations in the past that lead in one step to the present configuration.

Reversing the direction of time

The local transition function and the global transition function define the evolution of cellular automata in the forward time direction. To calculate preimages from the present configuration, inverses of the forward mappings must be defined.

The preimages of a single cell $$c_x^t$$ are the locally valid neighborhoods $$n_x^{t-1}$$ defined by the inverse of the local transition function

 * $$ f^{-1}(c_x^t) = \{ n_x^{t-1} \in S^N \; | \; f(n_x^{t-1})=c_x^t \} $$

Preimages $$C^{t-1}$$ of a configuration $$C^t$$ are defined by the inverse of the global transition function

 * $$ F^{-1}(C^t) = \{ C^{t-1} \in S^Z \; | \; f(C^{t-1})=C^t \} $$

Locally valid neighborhoods of adjacent cells must overlap correctly to become globally valid. De Bruijn diagrams describe how sequences can overlap an thus provide a method to calculate global inverses knowing the local inverse.

The number $$p$$ of preimages $$C^{t-1}$$ can vary from none to many, depending on the rule and the present configuration $$C^t$$, arising questions about the injectivity, surjectivity and reversibility of the rule.

De Bruijn diagrams

De Bruijn diagrams come from the theory describing shift registers. Its nodes are strings $$w$$ of symbols over some alphabet, usually all strings of a fixed length. Its directed links describe how this strings overlap if one of them is shifted. Here only shifts of a single cell are described.

There is a link from a source node $$w_s = a \alpha$$ to a drain node $$w_d = \beta b$$ if string $$w_s$$ overlap with string $$o_R$$ shifted right by one symbol. This means that the overlapping source substring $$\alpha$$ ($$w_s$$ without the start symbol $$a$$) is equal to the overlapping drain substring $$\beta$$ ($$w_d$$ without the end symbol $$b$$).

The topological matrix of the De Bruijn diagram is

 * $$ d_{w_s w_d} =

\begin{cases} 1, &  \alpha = \beta \\ 0, &  \alpha \neq \beta \end{cases} $$

For the diagram to be easier to read and use on cellular automata this book uses a diagram representation, where all the nodes are drawn twice. Nodes on the left are source points of links and nodes on the right are drain points of links. The direction of the links is chosen to point in the increasing direction of cell position indexes.

 * See also
 * There is more about De Bruijn diagrams in references.

Overlapping of adjacent neighborhoods

The overlap $$o_i$$ is the group cells from the overlapping neighborhoods of a pair of adjacent cells $$c_x c_{x+1}$$. The size of the overlapping $$k-1$$ is one cell less than the size of the neighborhood.

 * $$ o_x = c_{x+1-k_0} c_{x+2-k_0} \dots c_{x+k-k_0-1} $$

A compact representation of the overlap is a number with $$k-1$$ digits base $$|S|$$.

 * $$ o_x = \sum_{i=0}^{k-2}{c_{x+1-k_0+i} |S|^{k-2+i}} =

c_{x+1-k_0} |S|^{k-2} + c_{x+2-k_0} |S|^{k-2} + \dots + c_{x+k-k_0-1} |S|^0 $$

If a cell sequence $$... c_{x-2} c_{x-1} c_x c_{x+1} c_{x+2} c_{x+3} ...$$ is cut (or joined) into two parts between $$c_x$$ and $$c_{x+1}$$, the neighborhood of the last cell in the left part $$... c_{x-2} c_{x-1} c_x$$ is overlapping with the neighborhood of the first cell on the right part $$c_{x+1} c_{x+2} c_{x+3} ...$$. The overlap $$o_x$$ at the cut (or junction) is defined as above and is used to describe the boundaries of sequences.

Preimage matrix

The first step to the preimage matrix is constructing a De Bruijn diagram representing preimages of a single cell in a cellular automaton. Its nodes are all $$|S|^{k-1}$$ different overlaps of neighborhoods. The source nodes $$o_L$$ are overlaps on the left side of the cell and the drain nodes $$o_R$$ are overlaps on the right side of the cell. The links represent neighborhoods $$n$$ and connect nodes $$o_L$$ and $$o_R$$ according to the next two decompositions:
 * the neighborhood $$n=c_L o_R$$ is formed from the remaining left cell $$c_L$$ and the right overlap $$o_R$$ or
 * the neighborhood $$n=o_L c_R$$ is formed from the left overlap $$o_L$$ and the remaining right cell $$c_R$$

The topological matrix of the diagram is a square of $$|S|^{k-1} \times |S|^{k-1}$$ elements.

 * $$ D =

\left[ \begin{matrix} d_{00} & d_{01} & \cdots \\ d_{10} & d_{11} & \cdots \\ \vdots & \vdots & \ddots \end{matrix} \right] $$

The value of an element is $$1$$ if there is a link between nodes $$o_L o_R$$ and $$0$$ else.

 * $$ d_{o_L o_R} =

\begin{cases} 1, &  o_L c_R =  c_L o_R = n \\ 0, &  \mbox{else} \end{cases} $$

The next step is to form a symbolic De Bruijn matrix, where elements are link labels. A link representing the neighborhood $$n$$ is labeled according to the output cell value $$c=f(n)$$ defined by the local transition function. Node pairs without a link can be labeled with a dot.

 * $$ d_{o_L o_R} =

\begin{cases} f(n), &  o_L c_R =  c_L o_R = n \\ . ,  &  \mbox{else} \end{cases} $$

The last step is to form preimage matrices $$D(c)$$ one for each of the $$|S|$$ available cell states $$c$$. There is a link between a pair of nodes $$o_L o_R$$ only if the relative neighborhood $$n$$ leads to the desired cell value $$c$$.

 * $$ d_{o_L o_R}(c) =

\begin{cases} 1, &  o_L c_R =  c_L o_R = n \wedge f(n)=c \\ 0, &  \mbox{else} \end{cases} $$

The preimage matrix of a sequence
Before the definition of the preimage matrix can be extended to a sequence of cells $$\alpha$$ the meaning of the matrix elements must be defined, so the definition can be checked against it.

Entries $$d_{o_L o_R}$$ in the matrix $$D(\alpha)$$ represent the number of preimages of length $$|\alpha|+k-1$$ that begin with the left overlapping $$o_L$$ and end with the right overlapping $$o_R$$.

 * $$ \alpha^{t-1}=o_L\beta_R=\beta_L o_R \;\wedge\;  F(\alpha^{t-1})=\alpha^t

\quad\Rightarrow\quad |F^{-1}(\alpha^t)| = d_{o_L o_R}(\alpha^t) $$

The preimage matrix of a string of cells $$\alpha = c_p c_{p+1} \dots c_q$$ is the multiplied chain of single cell matrices

 * $$ D(\alpha) = D(c_p c_{p+1} \dots c_q) = \prod_{x=p}^{q} D(c_x) = D(c_p) \cdot D(c_{p+1}) \cdots D(c_q) $$

The preimage matrix of an empty string $$\varepsilon$$ is an identity matrix.

 * $$ D(\varepsilon) = I $$

Preimage boundary conditions

The preimage vector consists of $$|S|^{k-1}$$ nonnegative integer entries, one for each of the possible neighborhood overlaps or nodes of the preimage diagram.

Elements $$p_i$$ of the preimage vector $$b_x$$ count the preimages that contain an overlap $$o_x=i$$ of value $$i$$ at position $$x$$ in the present cell sequence.

 * $$ b_x = [p_0, p_1, \dots, p_{i-1}, p_{i}, p_{i+1}, \dots, p_{|S|^{k-1}-1}] $$

The preimage vector is used to describe the boundary or more precisely it can describe the preimage count at one side of a junction of two strings.
 * to describe the right boundary of the string $$\alpha = \dots c_{x-1} c_x$$ the right boundary vector $$b_R$$ is used, it counts preimages to the right from the junction
 * to describe the left boundary of the string $$\alpha = c_{x+1} c_{x+2} \dots$$ the left boundary vector $$b_L$$ is used, it counts preimages to the left from the junction

The unrestricted boundary is usually used to avoid any specific boundary. It is assumed that there is exactly one preimage for each overlap. All the entries in the vector are $$1$$.

 * $$ b_u = [1,1,\dots,1] \qquad  |b_u|=|S|^{k-1}$$

Since there can be an infinite number of preimage for a semi-infinite sequence, usually only periodic sequences are used, counting only preimages of the period $$\alpha$$

 * $$ b_L = b_u D(\alpha) \,$$
 * $$ b_R = D(\alpha) b_u^T $$

Quiescent and ether backgrounds can be represented by periodic sequences.

 * See also
 * Cellular Automata/Boundary Conditions for more details on boundary conditions

Counting preimages
The number of preimages $$p$$ (paths through the network) of a sequence $$\alpha$$ with the left boundary condition $$b_L$$ and the right boundary condition $$b_R$$ is defined as

 * $$ p = b_L D(\alpha) b_R^T $$

The unrestricted boundary is commonly used and it counts all the preimages of a sequence $$D(\alpha)$$ exactly once. The number of preimages is simply the sum of all elements in the preimage matrix $$D(\alpha)$$.

 * $$ p = b_u D(\alpha) b_u^T \,$$

Preimages of a cyclic string of cells
Since a string in a cyclic lattice must have the same overlapping at its left and right side, only elements on the diagonal of the De Bruijn matrix form valid preimages. The number of all preimages of a string $$\alpha$$ is the sum of elements on the diagonal.

 * $$ p = \sum_{i=0}^{|S|^{k-1}} d_{ii}(\alpha) $$

Garden of eden
A garden of eden sequence does not have preimages. For finite strings on an infinite lattice this is true exactly when the De Bruijn matrix of the string is a zero matrix $$M_0$$ (all elements are zero).

 * $$ D(\alpha) = M_0 \Rightarrow  \alpha \in G$$

Any string which substring is a garden of eden is a garden of eden.

 * $$ \forall \beta_L, \beta_R \; [ \alpha \in G \Rightarrow  \beta_L \alpha \beta_R \in G ] $$

A garden of eden can be the consequence of the boundary conditions, both restricted of cyclic boundaries.

Proof of the preimage matrix equation for sequences
The proof of the formula on sequences is an induction on the length of the string.
 * Base ($$l=0,1$$)
 * If the length of the string is $$0$$ than there is no shift and nodes are linked only to themselves.
 * For the string of length $$1$$ the meaning of the single cell preimage matrix elements is evident from the definition.

 * Induction
 * $$ D(\alpha a) = D(\alpha)D(a) \,$$

Software

 * 1) DDLab Tools for researching Cellular Automata, Random Boolean Networks, multi-value Discrete Dynamical Networks, and beyond; by Andy Wuensche.
 * 2) Iztok Jeras, Algorithms for computing preimages of cellular automata configurations TAR.BZ2
 * 3) Cellular Automata Pre-Image Generator CAPIG is a user-friendly free software made to find pre-images according to the user chosen configuration.

title: Cellular Automata/Counting Preimages


text:
ITunes/Installation

Requirements

 * A computer that can run or programs written for Windows 2000 SP4 or Windows XP. This usually means either a computer running Windows 2000 SP4, Windows XP or later versions; however, iTunes is usable in Linux using CrossOver Office.
 * Hard disk space to store data (around 1MB per minute of audio is a good guide.)
 * Many features such as Internet radio, pod-casting, and the music store require an Internet connection.
 * This book covers features of iTunes which require additional hardware, such as an iPod or AirPort network.

Where To Get iTunes

 * Apple provides free downloads of the latest iTunes software here.

Installing iTunes
You will need to be logged in as an administrator to install iTunes.
 * Download
 * In a web browser follow this link to download the latest iTunes software installer.
 * If you intend to use an iPod with this computer you should download the latest iPod software installer.
 * If your web browser allows you to open files from it you can do so. Otherwise you need to locate the installer(s) on your computer and run them. If you have downloaded the iPod software is generally better to run the iTunes installer first.
 * During the iTunes installation you will be asked a few questions. In general the default settings are sufficient and they can be changed later if necessary.
 * CD (Warning: The software on an iPod's CD is only as new as the iPod. If your iPod is more than a couple months old it is generally better to install from downloaded files).
 * Insert the CD that came with your iPod into your computer's optical drive.
 * The CD Contains a combined iPod and iTunes installer that will generally run automatically when you insert the CD. If it does not, go to My Computer then double click on your CD or DVD drives icon. Next double click on the iPod installer.
 * During the installation you will be asked a few questions. In general the default settings are sufficient and they can be changed later if necessary.

Did It Work?
Just to make sure the installer actually worked you should try these steps.
 * Click on the Start Menu
 * Click on All Programs
 * Choose iTunes in the listing. Then chose iTunes again in the next menu.
 * You will be asked to agree to the iTunes license agreement.
 * You will be asked a few questions about how iTunes should operate. It is usually not necessary to make any changes.
 * After you answer the questions you should see a large window with metallic edges labeled iTunes.
 * You did it! iTunes is now on your system and ready to use.

Now that all the technical stuff is out of the way we are ready to have some fun.

title: ITunes/Installation


text:
Astrodynamics

This book is going to serve as an introduction to the field of astrodynamics, especially from a practical, engineering perspective. We will focus our attention on man-made satellites, and the dynamics of orbiting such satellites around the earth, the moon, and other "local" objects. We will look at practical applications, such as earth-orbits, lunar and inter-planetary trajectories, ballistic missiles, and interstellar escape trajectories.

Table of Contents

 * /Introduction/
 * /History/

Section 1: Introduction

 * /Fundamental Laws/
 * /The Earth/
 * /Time/
 * /Coordinate Systems/
 * Basic Rocketry

Section 2: Basic Orbits

 * /Three Body Problem/
 * /N-Body Problem/
 * /Motion Constants/
 * /Orbit Basics/
 * /Classical Orbit Elements/
 * /Orbit Determination/

Section 3: Satellite Position and Velocity

 * /Satellite Ground-Track/
 * /Time of Flight/
 * /The Kepler Problem/
 * /The Gauss Problem/

Section 4: Perturbations

 * /Perturbations/
 * /Cowell's Method/
 * /Encke's Method/
 * /Parameter Variations/
 * /Analytic Formulation/

Section 4: Orbital Manuvers

 * /In-Plane Orbit Changes/
 * /Out-of-Plane Orbit Changes/

Section 5: Specific Trajectories

 * /Ballistic Trajectories/
 * /Lunar Trajectories/
 * /Interplanetary Trajectories/

title: Astrodynamics


text:
Go/Philosophical Beginnings

The Metaphor
Go is a game of territory. Two players alternate turns, each placing one stone on the board in an attempt to surround as much territory as possible. Groups of stones can be captured when they are completely surrounded by enemy stones. It is important to keep in mind, however, that the game is about surrounding territory, not capturing prisoners.

Learning from Go
Lots of people see lots of different things in go. Some see a war game where each stone is a little soldier, and the best general wins. Others see a more peaceful trading game, where each player makes compromises on what part of the board they want. I have heard that one of the more traditional views was that the board represented the earth, and the black and white stones are night and day fighting over the earth for all the days of the year (361~=365). Some people even view the board as economics, where stones are businesses and the board is unreached markets.

These variations in what people see also determine what they can learn from it. From being a better general, a better negotiator, to being more at peace with the world.

Player Rankings
There are three rank scales. The low scale is called "kyu". Kyu ranking numbers decrease with increased ability, so 30 kyu (sometimes abbreviated as 30k) is the weakest and 1k ("first kyu") is the strongest. The middle scale are the amateur dan levels starting at 1d and going to 7d. The high scale are "professional dan" rankings. 1 dan ("first dan") is the rank above 1 kyu (however, a professional 1 dan is typically strong enough to be a rank up from an amateur 7 dan), then 2 dan, and so forth up to 9 dan. Professional ranks also follow the dan scale, but they are denoted 1p-9p to indicate that they are separate from amateur ranks. In Korea "gup" is used in place of kyu. The scale is 18 gup to 1 gup.

Ranking is simply a convenient way to set handicap. This allows players of different strength to have an interesting game despite their disparity in skill. A general guideline is that the player taking black (the weaker player) receives one handicap stone per difference in rank with the white (stronger) player. Placing handicap stones is black's first move.

Several ranking tests are available online; one such test is on this site.

title: Go/Philosophical Beginnings


text:
Go/Strategy

Strategy for Raw Beginners (30 kyu - 21 kyu)
Just relax; it's only a game and you're only a beginner. Don't worry about winning or if you're not improving fast enough. Your game is an extension of your personality and emotion at the time of each move. Tensing up will only cause you to lose even when you don't have to.

If you aren't having fun then there is no point in playing. The more you let yourself enjoy the game the better you will become.

Rule Number 0: Play LOTS of games. Play during every waking moment that you can. Try to play people stronger than you. They will defeat you, but they should teach you, and show you how to become better as well. Play computer programs. They will defeat you, but they are always ready to play (you can find them by just looking online). Books do exist for the absolute beginner (Such as Learn to Play Go by Janice Kim), though their use is rudimentary. Get a better feel for the game, then go after the theory.

Rule Number 1: The best thing that you can do at this stage is play and lose the first 50 games as fast as possible. Play a move within 5-10 secs and see what happens. Should you stop and try to think about every move, stronger opponents will become frustrated and decline to play with you in the future. Think of it from their perspective: they wait and wait for you to play, and then they see a flaw in your play very quickly and play, only to wait some more. As you play more games in this manner, your intuition, ability to read ahead quickly, and ability to recognize threats will all improve very quickly. As an added bonus, stronger players will agree to play you more often and will show you new shortcuts and situations, helping you to improve even faster.

Rule Number 2: Territory comes first. If one of your stones is in atari, the best move might be to ignore it and aim for that tasty side dish. This is not always the case as individual stones can be important, but your intuition on this will improve as you play more games. It might be the case that you're trading the 1 point of territory and 1 prisoner for a 20-40 point side.

Rule Number 3: Do not be afraid to take risks. You don't understand the game enough at this point to say, "that is overextending myself". Just drop a stone in there and see how it fares. Do try to avoid doing so when you know that one of your bigger groups is in mortal peril.

Basic Strategy (20 kyu - 11 kyu)
Congratulations. You have reached a point that 50% of the people I've introduced to the game never reach. Rules no longer exist, merely ideas. This is the point where most people feel like an idiot because they are finally glimpsing the extent of the game. Stick to it and make it on to the next level.

Idea Number 1: At this point, you should begin your thought into the workings of the game. Try to avoid making the same mistakes more than twice. Don't stress if you do, just note it, and try to avoid it again. Begin to look at influence and how individual stones affect the area around them. Take a look at joseki, but don't take them as stone tablets. Play with them a bit, it'll help you understand why they were formed that way. Ask questions, and try to understand the answers.

Idea Number 2: Watch stronger people play. Many of the moves will confuse you. Aim for about 5 kyu ranks above you. That way the entire game won't blow over your head, but it will stretch your mind. Try to understand why they moved on from a fight, or why an "obvious" move wasn't played. Understand that these people are probably wrong about a lot of things, but they can take you to school and are worth listening to.

Idea Number 3: Tsumego: go problems of varying difficulty; they can be found online or in books. Start trying to solve them. They will vastly increase your fighting capability. Do not however take more than 60 seconds trying to solve them. If this is the case, they are too hard.

Idea Number 4: Read ahead and have some idea about how your move will affect the board. You should be reading about 4 moves ahead easily as a 20 kyu, and >8 moves ahead as an 11 kyu. Keep in mind Rule Number 1 from the 30k-20k range, and keep it short, but do look for the best move. You may be wrong, but just looking will help you improve.

Idea Number 5: Do not be afraid of moving in a different area of the board than the last move. There are many times when you need to do so, but watch for when your moves just aren't worth that much. When you see yourself fighting to gain tiny amounts, go and claim another section of the board.

Phantom Go
Beware that an illegal move can be a suicide one. Playing next to an illegal move often lets you decide whether it was because there already was a stone, or because it was suicide.

Play strong connected goups. You don't know that you're attacked until some stones are captured. Be sure that almost every stone will be discovered sooner or later by your opponent (and you're not told which one he discovers). The more previsibly you play, the earlier your stones are discovered.

There is no influence. What looks as a territory (such as a wall on the third line) might in fact be invaded (by a wall on the second line).

Divide and conquer is a viable strategy.

Kill while you still can.

All-white
This is a game where both players are the same color. It's significantly easier than blind Go as you have a reminder of each move. Don't think that this is easy though. If your attention slips, it's very difficult to regain where all of the moves are.

The key is to remember the patterns. You don't need to memorize each piece in a corner if you can remember that all of the moves fall under a certain joseki. Just keep running your eyes over the entire board reminding yourself of who all of the pieces belong to.

title: Go/Strategy


text:
Go/Resources

Strategy
Probably the best source in the world for go information is the Sensei's Library wiki.

Go Grinder a free program for working problems

Online Play
Online Go Server Real Time and Turn based (HTML)

Dragon Go Server Turn based (HTML)

Internet Go Server (Java)

KGS Go Server (Java)

Equipment
Samarkand this site has a great store and also has lessons by Janice Kim. Janice is a 3dan and the same person who does the lessons for the monthly shonen jump.

Yellow Mountain Imports this website has equipment for: Go, Mahjong, Chess, Chinese Chess, Shogi, Backgammon, Chinese Checkers, Domino & Pai Gow, Fortune Telling, Games, Cards & Casino Games, and other games. They also have a Tea Shop!

Yutopian eSTORE The Yutopian provides all kinds of equipment for your Go playing enjoyment. Everythings from Boards to Yunzi's are at your fingertips.

Books
Yutopian eSTORE This website has many books that may be useful for you. they are for purchase and the prices are reasonable.

Slate and Shell Slate and Shell provides a plethora or reading material, although not as much as the Yutopian eSTORE. They are reasonably priced and are of exceptional quality.

General

 * Go Problems this site specifically reviews problems that arise in Go. Namely Life and Death, Board Opening problems, and Endgame problems.
 * The Go Teaching Ladder this site will review your games for you.
 * rank tests find out your rank.
 * The American Go Association Everything go.
 * wikipedia has a great article on go.
 * Computer Go a Wikibook on computer go.
 * Go Base Go news.
 * "Goama" Free Weekly Go magazine with Alexander Dinerchtein.
 * Go4Go Professional game records, daily updates.

title: Go/Resources


text:
User:Javariel

Rough draft of my proposed CS school curriculum

Level
A class level describes how much previous knowledge is needed. Courses build off knowledge gained in the previous level.

Prereq
A prereq is a course that is assumed to be taken and understood before you take this one. Knowledge from a prereq is used heavily throughout a class. Prereqs are always from previous levels, but not all classes from a previous level are prereqs.

Level 1
Into to programming (taught in multiple languages- C version, Java, C++, etc.  Course structure should be replicated between courses with language specific stuff changed)

 * Prereqs: None
 * Assumes no prior programming knowledge
 * Goal: To teach the basics of programming, the syntax of the given language, and basic coding guidelines for clean code
 * Topics:
 * variables
 * commenting
 * boolean logic
 * arrays
 * loops
 * pointers, memory and allocation
 * structures
 * functions
 * basic design (breaking things down into functions and data fields)

Into to discrete math

 * Prereqs: None
 * Not a programming course (pure math)
 * Goal: To teach some of the basic concepts behind programming
 * Topics:
 * boolean logic
 * boolean algebra
 * Venn Diagrams
 * Big-O notation
 * induction
 * trees
 * graphs

Level 2
Data Structures and Algorithms

 * Prereqs: Intro to Programming, Discrete math
 * Course material taught in pseudocode, with practical portion taught in multiple languages
 * Goal: to teach data structures and their use, and tradeoffs in choosing them
 * Topics:
 * Big-O notation
 * arrays
 * lists (single, double, circular)
 * trees (multiple implementations)
 * heaps
 * hash tables (different implementations, tradeoffs)
 * Sorting (bubble, merge, quick, radix, etc)
 * binary search

Discrete Math II (name open to change. Exact cutoff from 1 to 2 to 3 open to discussion.  SHould be based off of whats needed for prereqs in level 2 vs what isn't)

 * prereqs: Intro to DM
 * Not a programming course
 * Goal: to teach more advanced discrete math
 * Topics:
 * pigeonhole principle
 * combinatorics
 * graph theory
 * to be filled in

Computer design and operation

 * Prereqs: Intro to DM
 * Not a programming course
 * Goal: to teach how computers and microchips work at a hardware level
 * Topics:
 * boolean algebra
 * K-maps
 * AND, OR, NOT gates
 * flip flops
 * registers
 * muxes, demuxes
 * ALUs
 * cahces
 * ISAs

Level 3
Logical analysis

 * prereqs: DM2
 * Not a programming course
 * Goal: to teach advanced boolean algebra and logical reduction
 * Topics:
 * bleh, need my logic books to fill this out

Networking

 * prereqs: Data structures, DMII
 * Not a programming course
 * Goal: To teach abasic understanding of how networks work
 * Topics:
 * network encapsulation
 * OSI model
 * TCP
 * UDP
 * IP
 * Ethernet
 * network configurations
 * bandwidth, roung trip timkes, efficiency
 * routing

Operating systems

 * Prereqs: Data structures, DMII
 * Programming course, C or C++ language (since you need direct hardware access) Taught on hardware simulator?
 * Goal: TO teach a basic understanding of OS internals and purpose
 * Topics:
 * processes
 * scheduling
 * concurrency
 * resource allocation
 * deadlock
 * virtual memory
 * disk scheduling

Databases

 * prereq: Data stuctures, DMII
 * Not a programming course
 * Goal: To teach how databases work
 * topics:
 * TO be fileld in, by someone who knows more than I.

Assembly

 * Prereqs: Computer Design and Op
 * Programming course
 * Goal: To teach how to program in assembly on bare hardware
 * topics:
 * basic assembly
 * hardware control
 * optimization
 * mapping asm to higher languages
 * memory addressing (relationship to pointers!)

Graphics

 * Prereqs: Data stuctures, DM2, trig
 * ?? programming?
 * GOal: To teach basic 3D graphics
 * topics:
 * To be filled in by the more knowledgable

Level 4
Network Programming

 * Prereqs: Networking
 * Programming course
 * Goal: To teach how to do network programming
 * topics:
 * BSD sockets
 * Winsock
 * Java sockets
 * IO efficiency
 * timing and other networking issues

Modern OS survey

 * Prereqs: OSes
 * Not a programming course
 * Goal: to teach how modern operaqting systems (Mac OS 9, Mac OS X, Windows, BSD, Linux) work and differ
 * topics:
 * microkernel vs macrokernel
 * ACLs vs group permissions
 * kernel +user mode apps vs monolithic
 * Everything is a file vs not a file
 * API differences

THis is an exampel of how I would organize, not a full course list. Comments and improvements very welcomed. --Gabe Sechan 22:05, August 4, 2005 (UTC)

Wikiversity
I saw your name on the Wikiversity participant's list, you may be very experienced in mathematics already, but I'm trying out instructing a Calculus course if you're interested, go to Wikiveristy, check out the mathematics department, pure mathematics, and in the course list is included Calculus. Fephisto 22:38, 9 July 2006 (UTC)

title: User:Javariel


text:
Wikibooks:Naming policy

Naming convention
Each chapter or page in a book must start with the name of the book followed by a slash:
 * Book_Title/Page_name.

Books and pages may use either title- or sentence casing. The Manual of Style recommends title casing for book titles to prevent clashes between title- and subject-categories.

See Help:Editing for more on sub-pages.

Non-compliant books
Some books don't use slashes to designate sub-pages. If you come across a book with pages that don't comply with this policy, please rename them (use the move tab at the top). If for some reason you are not able to move pages, add fix title to the top of the book. (Users must be autoconfirmed to move pages, and only administrators can move pages over existing pages.) You can also specify what to rename pages to by adding  to the top of pages to be renamed.

Moving of a whole batch of pages is best done by a bot (e.g. when sub-pages have been delimited with a different character; the colon was a popular choice before this policy came into effect). Adding fix title to the top of the title page should be enough for a bot operator to eventually come along and take care of it (or an enthusiastic Wikibookian — feel free to count yourself as one). Alternatively, contact an active bot operator.

title: Wikibooks:Naming policy