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User:GuoXia

Hello, this is GuoXia. My interests here in Wikibooks are in the fields of history and literature, and I hope to apply what I know of Chinese history to the up and coming Ancient History wikibook. I had the wonderful opportuniy over the summer to stay in China and Taiwan with a friend of mine. In Taipei, we stayed for a month with my friend's grandfather, who was the ex-Minister of Defence, Minister of Education, and Minister of State for the nation of Taiwan. I hope that the experiences in Chinese history and culture that I gained thereby (my friend's grandfather always being willing to educate the American) may prove themselves applicable in any work I do here.

Works in Progress

 * The Fall of the Han Dynasty- a possible addition to the Ancient History Wikibook.
 * Introduction to Chinese History- Also for the Ancient History Wikibook.
 * Eventually, I hope to find the time to write a more in depth article for a book on the Three Kingdoms Period of China, which was one of the most turbulent times in that nation's history. Unfortunately, I haven't seen any place for the application of it yet!

title: User:GuoXia


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Cookbook:Sangría

Ingredients

 * 1 L (8 cups) red wine
 * 2 peaches
 * 1 apple
 * 1 banana
 * 1 orange
 * 3 lemons
 * 125 ml (¼ cup) brandy
 * 4 tbsp sugar
 * 1 cinnamon stick (optional)

Procedure

 * 1) Pour the wine in a container large enough to hold all the ingredients.
 * 2) Add the lemon juice, orange and lemon segments, apple pieces, and banana slices.
 * 3) Add sugar and brandy; stir to mix well using a wooden spoon. Add cinnamon.
 * 4) Keep in the fridge for at least an hour. Add ice cubes and let it stand 10 minutes before serving.
 * 5) Serve in tall glasses, including fruit bits.

Notes, tips, and variations

 * The longer the fruit is macerating in the wine, the better the taste (up to 24 hours total). In that case, add the banana slices ½–1 hour before serving to prevent them from getting too soft.
 * You can use any kind of fruit you like. Try other liqueurs instead of brandy.
 * For a sweeter version, add ½–1 L (2–4 cups) lemonade instead of the lemon juice.
 * Don’t forget a spoon to eat the fruit once finished with sangría.

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

title: Cookbook:Sangría


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User:Adjusting

wikipedia:User:Adjusting

title: User:Adjusting


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Wikijunior:Europe/Slovakia

Slovakia is a country in central Europe. It shares borders with Ukraine, Hungary, Austria, Czech Republic and Poland. The capital city is Bratislava. Other big cities are Kosice and Nitra. Slovakia has been a member of the European Union since 2004 and its currency is the Euro since January 2009.

Slovakia's History
Slovakia became independent on January 1, 1993 with the peaceful division of Czechoslovakia in the Velvet Divorce; it was the last European country to become independent in the 20th century. Czechoslovakia existed from 1918 to 1992 while during World War II Slovakia was a Nazi Germany-occupied state. Prior to 1918 Slovakia had been part of or under the influence of Hungary or the Austro-Hungarian Empire. Today there remain large minorities of Hungarians in Slovakia.

Slovakia's Geography
Slovakia is a landlocked country in Central Europe with an area of about 49,000 square kilometres (almost 19,000 square miles). The Slovak climate lies between the temperate and continental climate zones with relatively warm summers and cold, cloudy and humid winters.

Around 40% of Slovakia is covered with forests. Slovakia's forests contain a wide variety of animals include brown bears, wolves, foxes, wild boars, muskrats, chamois and lynxes. Slovakia features a high percentage of wildlife included in protected areas. There are hardly any mountain ranges and areas not under some form of protection.

The Tatra mountains run through northern Slovakia and south-eastern Poland. The highest mountain in Slovakia is Gerlachovský štít at 2,655 metres.

Slovakia's People
Slovakia has a population of about 5.4 million. The majority of the inhabitants of Slovakia are ethnically Slovak. Hungarians are the largest ethnic minority. Other ethnic groups include Roma and Ruthenians or Ukrainians. The official state language is Slovak, a member of the Slavic Language Family, but Hungarian is also widely spoken in the south of the country and enjoys a co-official status in some municipalities, and many people understand Czech.

Religion
The majority of Slovak citizens identify themselves with Roman Catholicism (although church attendance is lower); the second-largest group are people without confession. About 6.93% belong to Lutheranism, 4.1% are Greek Catholic, affiliated with the Roman Catholic Church, Calvinism has 2.0%, and some are Eastern Orthodox. About 2,300 Jews remain of the large estimated pre-WWII population of 90,000.

Sports
As in much of Europe, football is the most popular team sport in Slovakia. Ice hockey is also popular.

Slovakia Sights
Slovakia features natural landscapes, mountains, caves, medieval castles and towns, folk architecture, spas and ski resorts. More than 1.6 million people visited Slovakia in 2006, and the most attractive destinations are the capital of Bratislava and the High Tatras.

One of Slovakia's main tourist attractions are the Tatra Mountains, (particularly the High Tatras), the highest part of the Carpathians. They feature many rare plant and animal species and offer numerous ski, hiking and mountaineering opportunities.

Rivers and streams in the mountains of Slovakia are often used for rafting and other white-water based activities and sports. New water parks are being built thorough the country. Most visitors come from the Czech Republic, Poland and Germany.

Slovakia has 7 World Heritage Sites including two which are shared with Hungary and Ukraine.

title: Wikijunior:Europe/Slovakia


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Wikijunior:Europe/Luxembourg

Luxembourg is a small country in western Europe. It shares borders with Germany, France and Belgium. The capital city is also called Luxembourg. The country has been a member of the European Union since the organization was founded in 1957. It uses the Euro as its currency. Its population is just over half a million people but it is an important financial centre.

Luxembourg's History
Luxembourg has a long history but its independence dates from 1839. Present-day parts of Belgium were part of Luxembourg in the past but became Belgian after the 1830s Belgian Revolution. Luxembourg has always tried to remain a neutral country but it was occupied in both World War I and World War II by Germany. In 1957 Luxembourg became a founding member of the organization which is today known as the European Union.

Luxembourg's Geography

The country is only 2,586 square kilometres which makes it one of the smallest countries in the world. The geography of the country is dominated by low hills and mountains. The highest mountain is Kneiff at 560 metres.

The vast majority of the population live in the southern part of the country in the area of the capital. Northern areas are sparsely populated and largely covered by forests and hills. Luxembourg is considered to be one of the cleanest and least-polluted countries in the world (4th out of 132 countries in some studies).

Luxembourg's People
People from Luxembourg are known as Luxembourgers and natives are a mixture of German, French and Celtic origins. There are large numbers of people in the country with Belgian, Italian, Bosnian and Serbian backgrounds.

The languages of the country are Luxembourgish, German, and French (mostly spoken by foreign commuters). There are large numbers of Catholic, Protestant and Orthodox Christians, Jews and Muslims in Luxembourg. Luxembourg is the richest country in the world (when measured per population). The average Luxembourger earns about $90,000 per year.

Food and drink in the country are influenced by the location so typically German food. However, in recent years there has been a lot of immigration from Italy, Spain and even former Yugoslavia, so the cuisine can be mixed.

Luxembourg's Sights
The rural areas near the German border are popular with German tourists and the capital city, Luxembourg, is a popular weekend-break destination and also an important place for business meetings. Almost 1 million people visit Luxembourg for tourism every year.

Other popular sites include the City of Luxembourg, a UNESCO World Heritage Site; Vianden, a very picturesque town with an 11th century castle and Echternach which is 1300 years old and the oldest town in Luxembourg.

title: Wikijunior:Europe/Luxembourg


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Wikijunior:Europe/Romania

Romania is a large country in south-eastern Europe. It shares borders with Ukraine, Moldova, Bulgaria, Serbia and Hungary. The capital city is Bucharest. Other big cities are Cluj-Napoca, Timișoara and Iași. Romania joined the European Union on 1st January, 2007 and uses the Romanian Leu as its currency..

Romania's History
Between 1945 and 1989 Romania was a Communist country and part of the Warsaw Pact group of central and eastern European countries. In 1947 the country became a Republic and the last king of Romania left the country. Between 1965 and 1989 Nicolae Ceaușescu ruled over the country as President. Enemies of the government were sent to prison or killed. On 25th December 1989 Nicolae Ceaușescu was removed from power and tried to escape from the country but he was captured and executed later.

Since 1989 Romania has been a democratic country with a growing economy. The financial crisis of the late 2000s and early 2010s has created problems.

Romania's Geography
With a surface area of 238,391 square kilometres (92,043 sq mi), Romania is the largest country in south-eastern Europe. Romania has the 9th largest territory and the 7th largest population in the EU. Romania's natural landscape is almost evenly divided among mountains, hills, and plains. Spring is pleasant with cool mornings and nights and warm days. Summers are generally very warm to hot. Autumn is dry and cool, with fields and trees producing colorful foliage. Winters tend to be very cold and foggy.

The River Danube (Europe's longest river) forms part of the borders between Romania and Serbia and Bulgaria and on Romania's Black Sea coast the river flows into the sea. 5% of Romania's territory is protected as part of the National Park system. At 2544 metres, Moldoveanu Peak is Romania's highest mountain.

Romania's People
Romania has a population of 20.1 million. Romanians make up 90 percent of the population. The largest ethnic minorities are Hungarians, who make up 7 percent of the population and Roma (Gypsy) who make up 3 percent of the population. The official language of Romania is Romanian. Romanian is spoken as a first language by 91% of the population, with Hungarian and Roma, being the most important minority languages. The dominant religious body is the Romanian Orthodox Church. Over 1,000,000 Romanians currently live abroad mainly in Germany, Spain and Italy.

Romania Sights
Tourism focuses on the country's natural landscapes and its rich history. Some fun things to do in Romania include camping and hiking in the Carpathian Mountains, skiing at Poiana Braşov and on Valea Prahovei, the Black Sea Romanian resorts, the medieval churches and monasteries of Moldavia and Bukovina, the Danube Delta, the best preserved delta of Europe, Sighişoara town and medieval festival, the medieval Castles of Transylvania, the folklore and traditions of Maramureş, rural tourism, spas and health resorts, visiting the cultural cities of Brasov, Iaşi, Timişoara, Cluj-Napoca, Bucharest and Alba Iulia, and museums.

There are 7 UNESCO World Heritage Sites in Romania. These sites include Sighişoara in Transylvania and Danube Delta (the area where the mighty Danube river meets the Black Sea).

title: Wikijunior:Europe/Romania


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Template:Control Systems/Matrix Dim

 Matrix Dimensions: A: p × p B: p × q C: r × p D: r × q

title: Template:Control Systems/Matrix Dim


text:
Blender 3D: Noob to Pro/Simple Vehicle: Wheel tutorial 1

There are 2 tutorials for the tires. This and the next tutorial: this is the basic tutorial but the next tutorial is more complicated and you can end up with one of the four different versions.

Techniques
You should already know how to:
 * Make a mesh
 * Navigate the viewport
 * Extrusion
 * Create, edit materials

This section will recap and introduce:
 * Forming faces
 * Subsurfing
 * Merging vertices
 * Object naming

For our premise, envision jeep tires. They're not too sleek but rather rugged for all kinds of terrain. We need a tire that can handle any obstacle in its way.

During this tutorial we will be primarily using orthographic view. Feel free to switch to perspective view (NUM5) from time to time to see how things are developing. You may also want to rotate in the XY plane using scroll MMB or NUM2/NUM4. Switch back to orthographic view (NUM5) to edit.

Model the tire
Hit NUM1 to set front view (XZ coordinates), then delete the cube.

Create the outside of the tire
Add a cylinder Shift+A > Mesh > Cylinder then in the tool shelf use 32 vertices, set the radius to 4, depth to 3, choose Cap Fill Type: "Nothing", and click on "Align to view". By default, objects are aligned to the global space axes. The "align to view" option rotates the cylinder so that it is aligned to the view space.

Create the inside of the tire
Switch to orthographic mode (NUM5 to toggle) and then go into Edit Mode.

Select all vertices, hit the E Key and directly after that the ESC key to make the new faces, then Alt+EKEY and choose "Individual faces" and extrude the individual faces into the circle.

You may either type in -1.2 and hit enter, or hold SHIFT CTRL and move the mouse to extrude the faces until the sides come in -1.200 units. Now select all with the AKEY and remove doubles by pressing the WKEY -> Remove Doubles.

Subsurf the tire
Now it's time to make the tire look like a rugged tire.

Return to Object Mode, and apply a subsurf modifier (use the Modifier menu in the properties header - it looks like a wrench) click on "Add Modifier" and select Subdivision Surface - select VIEW level 1 or 2. The tire will now look like a bead necklace.

Crease the edges
A little creative use of creases will restore our tire.

Switch back to orthographic mode (NUM5 to toggle) if need be then go into to Edit Mode. Check that Limit Selection to Visible is off (that is, so you can see the extra edges and vertices).

Enter Edge Select mode

Bring up the circle selection tool (AKEY to unselect all, then CKEY).

Use the scroll wheel to change the circle selection size to be in the center of the tire, between the inside and outside edges. This will select all of the inside edges, as well as the triangles on the side of the tire, as in the picture below. Then hit Enter

Now press SHIFT+EKEY to Crease these edges - type 1.000, and press ENTER, or hold CTRL to pull in steps till you see 1.000 in the status bar at the bottom of the view window.

Model the hubcap
The tire is almost done. Let's add a simple hubcap to it.

Create a cylinder
Be sure you're in Edit Mode.

Hit AKEY, once or twice till all the wheel's vertices are selected.

(The scene should be in front orthographic view - hit NUM1 for front view, NUM5 for orthographic if not).

Press SHIFT+SKEY, from the popup menu, choose "Cursor to Selected", to put the cursor at the center point of the existing tire.

Hit Shift+A => cylinder with 32 vertices, radius of 1.9, depth of .5, choose Cap Fill Type: "Nothing", and click on the checkbox of "align to view".

Turn orthographic view off: NUM5. Hit NUM7 for top view.

Hit GKEY, then YKEY, then type 2.2, and hit ENTER to move the hubcap into part of its eventual location and a place we can work on it.

Create the outside of the cap
In top view, hit AKEY once, so that nothing is selected.

Zoom in with the MMB till the hub cap fills most or all of the view.

Switch to Vertex select mode. Make sure "Limit selection to Visible" is off (that is, so you can see the extra edges and vertices).

Hit BKEY for box select, then holding the LMB, drag the box to enclose the vertices along the top edge of the hubcap.

Hit SKEY, then SHIFT+YKEY to only move in the XZ axis, then type in .35, and hit ENTER

Hit GKEY, then YKEY to only move the Y axis, then type in .35, and hit ENTER

Create the Axle Cover
We'll merge these vertices together to create a flat surface.

Hit Alt+EKEY, on the popup select Edges only, then hit ESC, to create the edges we will need.

Hit ALT+MKEY on the popup pick At center. Blender will reduce the 32 vertices to 1.

Hit NUM3 for side view.

Hit GKEY, then YKEY, to only move the Y axis, then type in -0.4 and hit ENTER.

Final sizing of hub cap to tire
The final mesh editing is to scale the hub cap to a size that is slightly larger than the hole of the tire.

Hit NUM7 for top view, NUM5 for orthographic if needed.

Position the mouse over the hubcap, and press the LKEY to select the entire hubcap.

Hit SKEY, then SHIFT+YKEY to move only the XZ axis, then type 1.48, and hit ENTER

Hit NUM3 for side view.

Hit GKEY, then YKEY, to move only the Y axis, then type -1.11 (use -0.77 if you want your hubs sticking out) and hit ENTER.

Renaming the Wheel
The last thing to do is to rename the wheel so we can find it easier later.

Enter Object mode and select the wheel only.

In the outliner window you'll see the tire called "Cylinder". This name was created because we started with a cylinder mesh.

Click on the name with the right mouse button and click on Rename - rename the object to something like 'wheel'. Save your file where you'll find it later and continue to the next step.

Extra
Change the materials to make it look like a tire. As you have seen in previous tutorials, one object can have multiple colors/textures.

If you'd like to review how to do this, then refer to the materials section for an explanation on how to, or to the Blender manual: Multiple Materials


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Blender 3D: Noob to Pro/Simple Vehicle: Seat

Techniques
You should already know how to:
 * Make a mesh
 * Navigate the viewport
 * Extrusion
 * Subsurf
 * Crease edges

This section will recap and introduce:
 * Loop Cut and Slide (Loop Subdivide)
 * Small, consistent vertex movement

The design will be an all-terrain bucket-type seat.

Extrude the Seat
Start in view of the default cube and rename it.

Extrude the cube multiple times to make your basic shape. In this example a 3x3x1 block composes the body with one cube coming out the top for the headrest, and the bottom cube's front faces extruded out to create the seat.

Noob Note: best practice is use "Face" selection mode, select the face, or faces you want to extrude with the, then hit , select an axis to move on by pressing the , , or keys, and pull with  held down.

Add cushion seams
Noob Note: Before starting on this, you'll need to make sure you don't have any unnecessary faces inside the seat, or else you'll get strange cushion seams.

To add a little texture to the mesh, we'll add some cushion seams. Use Loop Cut and Slide (+ and you'll see the pink selection loop. You can use the  key to increase the number of loops made at the same time.  Use mouse wheel or press  3 times to form 4 loops and  the center column of blocks. You may also find it easier to add them one at a time in the correct place, than inserting them and then moving them.

(To get multiple Loops instead of pressing just press the number of loops you want in this case, this is a fast easy way to achieve this.) You can use a mouse-wheel as well. Finally pres "Enter" 2 times.

Noob note: If the loop comes up with green lines rather than purple you have gone one step too far, just press and try again. When you see the purple lines use your or the  button.

Position the cushion seams
Go into ZX view and make sure the view is orthographic ( to activate/deactivate orthographic view). Place the 3D cursor on one of the sides of the head rest (, or + to move cursor).

The idea is to move the 4 loop cuts just created away from center to the sides. Set the pivot to 3D cursor and select the two closest loop cuts. Scale it down on the X axis  to 0.3. The goal will be to have the loop closer to the cursor to go into the cushion to become a seam. Now, do the same thing for the other side of the head rest.

Noob note: The easiest way to select the two closest loop cuts is to first select (, +) one edge of each loop, and then go to Select Edge Loop ( -> Select -> Edge Loop). Or hold down when selecting one of the loop's edges. This should select the entire loop. In order to select more than one loop, hold down as well.

Noob2 note: in Ortho view with 'Limit selection to visible' disabled, just box-selected with one drag of the mouse.

Add Depth to the seams
In overhead view, select the vertices in vertical parts of the two front facing seams of the seat back, grab them , move only along the Y axis , and type in .05.

Switch to view and move the vertices in the horizontal parts of the same two seams, grab them and move them down by moving them -0.05 along the Z-axis.

Noob Note: I've found that an easier way to do this is selecting each loop of the seam one by one and scaling to .95 (make sure the pivot is set to "Bounding Box Center)

Subsurf the seat
Add a "Subdivison Surface" Modifier to the object. Hit in the Tool shelf: "Smooth" under "Shading" Not Necessary: ''Select the edges between the back and seat and crease ('+) them. Crease any edges you feel like to create your perfect jeep seat.''

Noob note: it's best to be in Edge select mode when creasing

A subsurf level of 2 or 3 looks best, and don't forget to change the render level to 3 or 4.

Select all then either hit the "Set Smooth" button at the bottom of links and materials, or hit  and select "Set Smooth" for a  much smoother subsurf.

Noob note: If your seat is noticeably misshapen after adding the subsurf modifier, you may just have to delete internal faces in your model. into edit mode, and hit to get into wireframe mode. Click the face select button and look for faces that are totally inside the model. There will probably be a couple vertical faces (in YZ-plane) under the seams in the seat. I found a few elsewhere, also. Deleting all these cleared everything up.

Noob note 2: Another way to remove the extra faces (which can cause the "seams" to be very deep) is to go into edit mode, select your whole seat, then hit and select "Remove doubles" from the menu. This is much quicker than finding them individually, and should solve the problem.

Noob note 3: The problem may also be solved by going into edit mode, using to select all, and using  > Edit > Normals > Recalculate Outside ( + ).

Resize the seat
Next, resize the seat's height and width.

Note: Be sure to change the rotation/scaling pivot back to center point!

To make the whole seat narrower in width, select all twice, then hit, followed by  then type 0.8 and press.

To make the seat back a bit narrower in thickness, select around the seat back (in vertex mode) with the circle select. Once you have it completely selected on all of the sides, hit, lock axis with , and type 0.75, and hit.

Final touches
This final seat renders to:

Leathery look
To give the seams a leathery cord look, Hit twice to select all, then  and choose Subdivide Fractal on the popup menu (in 2.6x select Subdivide and then press  and choose 1 for fractals); just keep the defaults and the seams will look like a bunch of vines until you render it and they look like leather seams, and set in "Material" in the "Properties header" diffuse color to deep black.

More concave
Also the seat can also be made slightly more concave to look like it would hold a person better.


text:
Blender 3D: Noob to Pro/Simple Vehicle: Rocket Launcher

Techniques
You should already know how to do:
 * Previous Simple Vehicle techniques

This section will recap and introduce:
 * UVspheres
 * Changing object's center

Overview
Two assumptions are going to be made here. One is that the rocket will not be launched in the future (use separate objects if you want to do that). The other is this is going to be a simple design.

If you want to add options to your gun (think sight, trigger), go for it!

Create the Launcher
Start a new file and delete the default cube.

Add a cylinder
In view, add a cylinder mesh with 24 vertices with "Cap Fill Type" at "Triangle Fan" and set it to "align to view". We'll use 24 because the default 32 is overkill and will only increase rendering time. Rename and elongate the cylinder along the Y axis("S key" then "Y key" then "6key" ). This will be the length of the launcher (minus the rocket).

Hollow the cylinder

Circle Select the vertices at one side, then extrude (') them, and press  to create a copy of the vertices.

Scale them by 0.7.

Do the same at the other side.

Extrude at one side the inner circle vertices then "Enter", then press "N key" and change the value at "Z" in 1.2 or -1.2 dependent on what side you take. Then press hit "A key" 'till you have the whole cylinder selected then press "W key" and say "Remove doubles".

Create the rocket
For the purposes of this tutorial we will add the rocket on the left end of the launcher.

For a one piece rocket + launcher

Select the inner ring of vertices using circle select

Extrude the "edge" along the Y axis  press "Num1" then "S key" then "0.95" select the all the faces second from the outside and press "X" then "Only Faces". Select the inner ring vertices then "E key" "Y key" then "0.5".

Extrude the "edge" along the Y axis with 1.5, and scale the new edge by 1.5.

Extrude the "edge" along the Y axis with 1.

Extrude the "edge" along the Y axis with 3, and scale the new edge by 0.2.

Extrude the "edge", hit, and merge (+) at the center to form the face for the nose

For fun you could extrude the left end of the rocket with -11 in the cylinder and then "F key". you can separate the objects by pressing "P key" after selecting the objects you want to separate. you can manually delete the edges that stayed at the cylinder.

For a two piece rocket and launcher

 * Method 1: create a cone, rotate it, then extrude and scale to get the rocket shape.

 * Method 2: create a cylinder, scale it along the Y-axis, then extrude one side, scale to about 1.3, then extrude two more faces, scaling the first about 0.3 and merging the vertices of the second at center.

 * Method 3: Create a UV sphere with 4 rings, and model it - much in the same way as the penguin - into a rocket.

Create the mount
Having a launcher is nice, but we'll need to affix it to the jeep somehow. Let's add a mount to the tube.

Make sure you're in edit mode, not object mode!

Add a cylinder
Add a cylinder with 24 vertices with "Cap Fill Type" at "Nothing", since we won't be seeing the ends.

Scale to about 0.55, then move it to the bottom of the tube.

Add a UVsphere
The easiest way to have a wide range of motion for the launcher is to use a ball joint. We can simulate one by just adding a UVsphere. The default 32 segments and 12 rings will be fine. This creates a smooth sphere.

You can think of the number of segments as being the wedges visible when the sphere is viewed as you added it. The number of rings then could be described as the depth of the sphere from that same view.

Resize and place the sphere at the new cylinder arm.

Reposition the center point
This next step will be important for continuing the tutorial. Get the 3D cursor to as close to the center of the sphere as possible. While the sphere is still selected after creation, you can press +  and snap cursor to selection, putting it in the exact center of the UV Sphere.

Switch to Object Mode. In the "Tool shelf" under "Tools" you'll find the button "Set origin", click this and click on "Origin To 3D cursor" This should move the large pink dot where the cursor is located. This will give it a new center of gravity around the ball joint, making it easy to manipulate later.

Subsurf
Be in edit mode!

Apply subsurf, level 2

Select everything ( twice), and hit the set smooth button ( at the bottom of the links and materials panel).

This makes the ends of the rocket launcher tube too rounded, as real ones are squared up.

Square up the tube edges on the right side
On the right side (without the rocket sticking out) be in Face select mode

on one of the faces in the outer ring, then circle select, and select all the faces at the end of the launcher tube. You can also do a lasso selection by + in face selection mode.

Crease the edges of the faces by hitting + and set it to 1.0.

Squaring up the tube edges on the left side
Now do the left side exactly like the right side.

Noob Note Be sure to deselect everything on the other side first !!

Squaring up the rocket

RMB on one of the faces in the middle surface, then circle select, and select the faces all the way around

Crease the edges of the faces by hitting + and set it to 1.0.

Final touches
Apply materials or additional items to the object and save for later use.

Do not forget to name the rocket for later use.


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User talk:Moveaway00~enwikibooks

Here's my Page

Your account will be renamed
Hello,

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

Unfortunately, your account clashes with another account also called Moveaway00. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Moveaway00~enwikibooks that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name.

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

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:29, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 05:16, 19 April 2015 (UTC)

title: User talk:Moveaway00~enwikibooks


text:
User:Moveaway00~enwikibooks

My name is Zach

title: User:Moveaway00~enwikibooks


text:
Blender 3D: Noob to Pro/Simple Vehicle: Body

Techniques
You should already know how to:
 * Make a mesh
 * Navigate the viewport
 * Extrusion
 * Form faces
 * Name objects

This section will recap and introduce:
 * Deleting and creating edges
 * Subdividing
 * Merging vertices
 * Loop subdivide
 * Adding unconnected vertices in one object

Planning
The jeep is being designed to include the back, flatbed, door holes, dashboard, window, and hood. The window is extruded straight up (older jeeps' windshields aren't slanted), and I decided to add a lower back to later hold the bumper/lights if you want to add them.

Extrude the Chassis
Start a new file.

Change to front view, switch to EDIT mode, and deselect all.

Be in Face select mode

Starting from the default cube (#1), box select on the right edge to select the right face, and extrude  2 units (#2) to the right along the X axis  (should default, otherwise ). Continue with three more extrusions to the right along the X axis of 1 unit (#3), 1 unit (#4), and 2 units (#5).

deselect all.

Now starting again from the default cube (#1), box select on the left edge to select the left side face, and extrude 1 unit (#6) to the left in the X axis

deselect all.

box select on the bottom edge of block #6 to select  the bottom face, and extrude 1 unit (#7) down in the Z axis.

deselect all.

Finally box select on the top edge of #4 the second block from the right to select the top face, and extrude up 2 units (#8) in the Z direction.

Widen the chassis
Now to widen the jeep body.

Switch to top view.

deselect all.

set "Limit selection to visible" off Increase the width of the existing boxes (#1) with one square (#2) by box selecting everything (since you're in face select mode it will select all the faces of the starting chassis), now Scale  2 times on the Y axis

And select all faces on one side and extrude along the Y Axis 1 unit. do the same on the other side

This should give you the figure that is shown to the right.

Noob note: holding as you do the above moves and extrusions will lock it to grid steps

Noob note: You might want to save your job here and rename it before carrying on as the options below are easier if you can revisit this stage.

Flatbed and Doors
Our jeep design will have somewhat of a cheat - no actual door.

There are now a few different ways of doing this (thanks to reader submissions)! Try each one and study the results, as they will teach you about the issues you will encounter when you start making models of your own design;

Method 1 is the simplest of them, but teaches you the least in dealing with mesh trouble.

Make the jeep bed

In view

Be in Face select mode

Turn occlude background geometry (now called Limit selection to visible) on. It's the button with the spotty-box icon to the right of vertex, edge, and face select buttons.

Select (, then +) the top faces where the flatbed and then doors should go. You should now have four faces selected, two large ones for the bed, and two small ones for the doors.

Extrude the "region" -2, on the Z axis.

Make the no-door holes

Now in front view

Be in Edge select mode

Select the top edge of the door face, and delete  the "edge". Next, do the same to the corresponding door edge on the other side.

Be in Face select mode

Select the faces in the bottom of the door wells, and extrude them up 0.5 along the Z axis.

Select the bed panels, and extrude them up .1 along the Z axis ( leaving them on top of each other will cause problems with rendering engines down the road )

Noob Note: Be very careful as you extrude the parts up, since they are on top of each other, it's easy to select the face on the outside, rather than the one on the inside. Once you've done the extrusion, check the normal lines by hitting the draw normals button in the mesh tools more panel (if you can't see it, hover and scroll with the MMB). If you don't get good normals, then hit undo, then reselect the faces, and try again until you get the correct face being extruded (50% chance of getting the wrong face pulled up). Or select the faces with a wrong normal and hit the Flip Normals button in the Mesh Tools tab.

Finally, select the whole body and remove doubles, to select all then  to bring up the specials menu. On the special's menu, hit "remove doubles".

Note: removing doubles every couple of steps is a good habit to get into, and will save you time down the road.

Make the jeep bed
be in Top view, and Face select Mode.

Select the two faces in between the bumpers and windshield (, then +).

Now delete both faces (->"faces").

Note:  you could also be in edge select mode, and delete (xkey) the edge between the two faces, for the same end result.

You will now add outer faces around the hole we just opened in the model, by selecting two vertices at the top of the model, and two from the bottom of the model.

Be in vertex mode

Deselect all ( twice)

Starting at vertex A, circle select vertex B, C, and D,

Next create a face ; do this same procedure 5 more times at the vertx groups show in the pictures.

Issues with exposed inside faces (Normals)
Now that we have gotten the new outer faces in place we can't see into the model any more but we still have a big problem, the floor is actually the outside face of the bottom of the model, this is not good because you should never leave exposed inside faces (the other side of outer faces) on a model.

Exposed inside faces are invisible when looking through them when you apply textures and render it, since nearly all rendering engines completely ignore  inside faces ( A common problem with many sketchup models, ah the irony! ).

You can tell a face is an inside face, by the fact that if you turn on show normals, and show vnormals, on the mesh tools more panel, the outside faces and vertices will have blue lines shooting out of them, while inside faces will not.

Understanding this now will save you lots of wasted hours in the future trying to fix your normals.

''Press NKEY and go to "mesh display" and click on the cube with the face highlighted. Look closely at the exposed interior faces in the floor of the truck bed, they don't have blue lines popping out in the inside, only on the outsides.''

Now select textured from the box where you pick wireframe, or shaded, and the exposed inside faces will become invisible when viewed from the inside, but look great when looked at from the outside.

In newer versions it is no longer invisible, and it seems to work but it still has no normals, and it is still important to know.

Add the floor of the bed
Lets make a floor for the bed now.

Be in Face select mode

Select both faces of the truck bed,

Extrude pick "region" from the popup, and move up along the Z axis, by about 0.2.

With the two faces selected, hit mesh -> normals -> flip to make their normals correct for their new position

Now rotate the model till you're looking at it from the bottom, as you can see there is now a hole that needs some extra inside faces removed, and new faces added to compete the bottom.

Select each extra face on the sides, and delete the "faces" as shown in the photos.

Change to Vertex select mode

Select corners a, b, c, d, and create a face, then do the same for c, d, e, and f.

Recheck the normals, and make sure you only have outer faces on the outside of your model.

Make the door holes
Method 2.2 is easier!

Method 2.1 Subdivision
To cut out one door, select the four vertical edges where the door will go.

Use the subdivide command to cut the edges in half. You'll notice that the subdividing will also affect the adjoining faces.

Select the two edges at the top of the door panel and delete them, removing the top half of it.

Change to Vertex select mode

Now build up faces by selecting the groups of vertex's as shown in the photo, and creating a face. Do the same thing for the other side, removing/adding edges and creating new faces.

If you want to clean up the look of the sub divided faces in the model

Change to Face select mode, and select the faces that are going to be combined.

Press and a little window will appear titled 'Make Faces'. Click on 'Make FGon' to merge the faces. (As you may have guessed, if an FGon face is created and you want to later undo it, select the 'clear FGon' option in the Make Faces window.)

Note: to merge an Fgon to a flat face, select it and hit +

Pro Note: You don't even have to make an FGon. Just select the door-to-be, Tris and Quads both, and hit +.

Noob Note: Q. What is an FGon??

A. It is a fake polygon, a way to hide triangles and quads on flat faces.

Method 2.2 Multicut

Be in frontview (NUM1).

Select the top edges where you want the doors

Multicut (KKEY), enter two in the popup, draw a line along the axis of the cut, as shown in the photo, and hit.

Then move the newly created edges down and towards the sides.

method 2.3 (Noobie)
Select top face of where door is going to be     to extrude, pick "Region" from the popup menu to lock in Z direction hold CTRL to snap to whole BUs and move down one BU Select 2 top edges that look like they have no widths to erase, pick "Edges" from the popup menu Two faces will be missing. For each individual missing face, Select top and bottom edges to fill in the missing face.

Resizing the bed and windshield
Go ahead and resize the widths of the bed and windshield.

As a precaution, Remove doubles before starting!

To narrow the width of the window, change to Edge mode and select the edges shown in the picture, then move along the X axis.

To narrow the width of the side, change to Edge mode and select the edges shown in the picture, then move along the Y axis.

Always move as many vertices or edges at the same time to not only work faster but to make sure they are moved equally. The use of circle select, loop select, and while moving vertices is very helpful in fine movements.

If you want an object to come to a point such as a wedge from a cube, merge vertices.

In this example, the lower back area will be modified. Select two vertices to join together and press +. Select the option for your merging. 'At First' or 'At Last' will probably be the option that will work here.

Play around to see what each merge option does. After the merging, Blender will tell you how many vertices were removed.

Be certain to "remove doubles", as merging creates lots of them. ( You can also find it on the menu Mesh ==> Vertices ==> Remove doubles)

Extrude the bed surface upward. This is only useful in hiding the tires that we'll add later in the tutorial. Alternatively, you could make two boxes to hide them.

Method 1

Let's add some detail to the model - how about the hood? First thing to do is add some edges to the front of the jeep. Press + to enter Loop Subdivide. A pink loop will appear around the mesh. Put the cursor over the area to get the example picture to appear.

When the loop is in the right place, click. The place to put the actual cut can now be selected. Do this twice - once for each side. Move and align the resulting edges to form an angle to the front and bring the window vertices in.

Extrude the hood surface up a small amount. We don't want it too high, just high enough to catch the light.

Zoom in and select the top-front hood edge created from the extrusion. Drag it out along the X axis. Select the now diagonal face of the hood extrusion. Extrude from it. The result will come out of the surface at a diagonal angle. Take the resulting vertices and move them close to the front of the jeep.

Using the additional lines from the loop subdivide you can improve the shape of the window

Method 2
Another way to raise the Jeep hood. It doesn’t require loop cuts, so is a bit simpler. Step 1. Make Inner Square.

Switch to Top-view, or slightly rotated off for easier viewing. Face-select the top square of the hood. Do -xtrude, then hit. NOTE: this WILL make a new surface, hitting doesn’t cancel the extrude, just makes its location to be exactly on the old surface. Do -cale and type 0.9 and hit. Now you will see the new surface as a smaller square (or really rectangle) on top of the jeep hood square.

Noob Note: What I had to do is -cale on and type 0.9, otherwise the New Surface For the hood would end up shooting through the Windshield.

Step 2. Shape Hood.

Still in Top-view NUM 7, deselect all. Box-select the right two vertices of the new square, towards the front of the jeep. Do -cale on Y, and type 0.8 and hit. Leave the two vertices still selected. Do -rab on X, and type 0.2 and hit. Face-select the resulting quadrilateral. Switch to Side-view NUM 3. Do -xtrude on Z and type 0.2 and hit. I used 0.2 to exaggerate the screenshot a bit, you probably want 0.1 instead.

Now you should have a raised hood on the front of the jeep.

Method 3
Another way to extruding the Hood of the jeep including a lip that comes over the front.

Step 1: In face select mode (+->faces), select the top of the hood and press to extrude it. Only extrude it a small amount.

Step 2: Staying in Face select mode, here is the tricky part. Select the small face on the front of the hood you just extruded. Then, hit then. This creates a duplicated face on top of the one you selected. Do not click or move the mouse between these two keystrokes.

Step 3: Now deselect the selected face by hitting AKEY. Then enter Edge select mode (+->edges) and select the top edge of the face you just deselected.

Step 4: Hit to go to the side view. Now using the red X arrow pull the edge out a little further than you pulled up the hood itself then hit.

Step 5: Now rotate just enough so you can see under the wedge you just made. Go back into Face select mode (+->faces) and select the face on the underside of it.

Step 6: Go back into side view with. Now hit to extrude the face a little with the mouse. When it's a good size hit.

Step 7: Now make sure the "Select only visible" button is turned off ("Occlude background geometry" in later versions) and go into Vertex select mode (+->vertices). Play around with the vertices pulling them a little closer to the front of the jeep. It's best to select using the box select or the Lasso (+).

The end result should be an extruded hood with a lip.

Add a Fender
In the topdown view, add a plane. Extrude an edge twice to result in three connected planes.

Pull the sides down to form a trapezoid shape and reduce the width.

Once it is in the desired shape, select the three faces and duplicate it. Press + and all selected vertices, edges, and/or faces will be duplicated. The copy will automatically be grabbed for moving.

Move the duplicate to the jeep body and repeat the duplication two more times for a total of four fenders.

Noob note: A good idea is to first position one fender, then copy it and restrict movement to x or y-axis. Then copy both fenders and move the two new copies along x or y-axis. Much simpler than trying to position four fenders individually.

Add a rocket launcher mount
We'll move on to making a tripod support for the rocket launcher.

Add a cylinder mesh with 12 vertices then scale and size it so that it looks like a tube. Once you have it to a size you like,

Duplicate it twice for a total of 3 cylinders.

Rotate two of the cylinders in the view by  clicking on the white circle that appears when the cylinder is selected in rotate mode.

The picture on the left is an example of the end result.

Change to overhead view and put together the three cylinders so the tops come close together. Now all three can be selected and moved or rotated accordingly.

Move the tripod onto the jeep flat bed. The final steps are to select your materials and rename the object (described in the wheel section). This will complete our simple jeep model.

Subsurf
Since we expect a jeep body to have squared up edges, we won't subsurf this part of the model.

Optional Activities
Feel free to add anything you see fit such as bumpers, guard rails, doors, steering wheel, lights, etc. You can either have them on the same object or separate objects (useful if you want to move them around).


text:
Blender 3D: Noob to Pro/Simple Vehicle: Some Assembly Required

Techniques
You should know how to:
 * Do everything discussed in previous tutorials

This section will recap and introduce:
 * Append a file
 * Duplicate an object

Overview
The objects for the simple vehicle have been made if you have followed all the previous Simple Vehicle tutorials. Putting it all together will come very easy now.

Appending the File
If you have the jeep body file open, keep it open. Otherwise, open the file for the jeep body.

In Object Mode, go up to File > Append (Append or Link in later versions), about 3/4 of the way down the menu. The Find file window will appear. Go to the location where the jeep seat was saved. When the .blend file is clicked, you'll go into it as if it is a directory.

Here we have the categories of Camera, Lamp, Material, Mesh, Object, Scene, Text, and World. We are interested in the seat object, so click on Object. Now there are three items: Camera, Lamp, and Seat. That is, it will say Seat if you named your object Seat. This is why it is useful to rename your objects, materials, etc. If you forgot to rename the object, it will be called Cube (default for our starting mesh).

Noob note: You must be sure you're appending, and not linking! If you try to duplicate it, and you get an error, then it's probably linked, there will also be "li" to the right of the ME: object name button. Ways to be certain you're appending are: when selecting the file, look at the bottom for the append/link options and make sure "Append" is selected; In the file menu, don't choose "Append or Link (Image Browser)", you need to use the option above it.

What should happen after selecting Seat and the button 'Load Library' is the seat will pop into our file where the 3D cursor was.

It will definitely need to be scaled, rotated, and/or moved to the right position. One way to do this is to rotate the seat about the Z axis -90 degrees by pressing.

After placing the seat in the jeep body, let's make another so we have a seat for the driver and passenger. Still in Object Mode with the seat selected, duplicate it (+) and slide it over. After duplicating it, it will automatically go into grab mode. If you or, it will still be duplicated - just sitting on top of the original.

Noob note: Duplicate appended objects in object mode, not edit mode, as they are separate objects and do not share the same edit mode space (each appended object has its own edit world, unless you join them together)

Rinse and Repeat
Append the file again to place the wheel object and rocket launcher in the file. Scale, rotate, move, and duplicate each object accordingly. Depending on the position of your camera, you may or may not have to make all four tires. Remember that the only important parts to draw are those that will be seen!

Set the ball over the tripod. The fun part is rotating the rocket launcher since the center of it has been moved to the ball joint.

Parenting
Be sure to parent each item to the jeep chassis, by selecting the item, lets say the tire, then also selecting the chasis ( then + ) and then +, and select "make parent" from the popup menu.

Final things

The last thing is to apply materials to your objects!

You can apply material in either object, or edit mode. As you might have noticed when you select something in object mode the entire object is selected, in edit mode on the other hand individual faces can be selected, and painted.

Make the windshield look like glass
You have to create a new material and assign it to the appropriate faces.

In edit mode, select the faces you want (make sure you select both sides of the windshield including: front face, back face, and top face).

On the Editing section F9, under Links and Materials, click the 'New' button under Materials then click the 'Assign' button. This assigns the new material to the selected faces.

You can then go into the Shading section F5 and adjust the material to be glass, by setting the alpha to .20, and hitting the ray transparency button. Three more ways of making a material that looks more like glass are shown in Material Glass.

Make sure you are editing the correct material (if you have just the one texture on the jeep, the default name for the new material should be something like "2 Mat 2").

Noob note: Glass is only transparent when you render it. in order to render it you will need to position a few lamps around the jeep, and move the camera around so that it can see the jeep (view->camera).

Extra

Other possible ideas

Jeep | Render | Version 5

Additional Tutorials
Append and Link Video Tutorial: http://www.youtube.com/watch?v=69ZBlDrOlIY


text:
The Computer Revolution/Databases/Management Information System

What is a Management Information System?

 * MIS for short
 * it is an information system in which is computer-based.\
 * it uses data from a transaction processing system as input to produce reports

Features of the Management Information System
 * 1) Input - uses transaction date such as bills, orders, paychecks
 * 2) Output - structured reports such as budgets, summaries, production reports
 * 3) Users - developed mainly for middle management or "tactical managers" provides them an overview of current business activities
 * 4) Capability - is able to use transaction date from all six departments of the company (R&D, Production, Marketing, Accounting and finance, HR, Information Systems )
 * 5) Multitude of Output Choices - the management information system is capable of producing several different reports such as: #*Summary Reports
 * 6) *Exception Reports
 * 7) *Periodic Reports
 * 8) *Demand Reports

Steps required during MIS reporting

 * 1) Data Retrieving
 * 2) Data Analysis
 * 3) Consolidation
 * 4) Summarization
 * 5) Presentation (Pictorial View)

INVENTORY MANAGEMENT SYSTEMS; Inventory management systems are systems that help companies/businesses control their inventory. They are used to keep companies inventory cost under control and to maximize the capabilities of their order systems. Often times, inventory management systems are set to replenish automatically when products get low. This helps eliminate excess ordering of product and product shortages. By keeping products on the shelf and replenishment sources full, this will help increase profits a company makes. Inventory management systems are often utilized very often in small and large companies. One of the most used, if not the most used, inventory management system is SAP, which was started as a German based inventory system.

PAYROLL SYSTEMS; Payroll systems are systems used to compute individuals’ pay, take out deductions, and remove taxes from employees pay. The systems are also used to dispatch pay checks for employees. These systems are commonly used throughout business to make the process of payroll simpler and more accurate. Payroll systems also create reports that can be used and interpreted by mangers for tax purposes. These reports generated by payroll systems may also be distributed to federal, state, and local government, if needed.

This is a Payroll processing map.

SALES MANAGEMENT INFORMATION SYSTEMS:

Sales management systems are also called sales force automation systems or SFAs. A SFA keeps track of all stages of sales within a company. It tracks the sales process from the first call to either a win or loss in the sale. It is used to do reporting to give to managers to determine how well the company is doing. Since sales is essentially what keeps a company going, SFA systems are very important to have to be able to determine how well the company is doing and predict where it will go in the future.

Here is an example of what can be created from a SFA.

Management information system is similar to a bank and person because all information is stored within a computer and it released on command. Due to this its much easier to access and organize new information. These types of systems are mainly used for very important things that can be controlled through a computer. Such as transferring cash on to or from a card, whether it is by phone or network. Management Information Systems can also play a big role in guiding someone on the correct path of business. By being responsible and supporting/developing central management.


text:
The Computer Revolution/Programming/2nd generation

Second Generation: Assembly Language

Of the Five Generations of Programming Languages, this is obviously 2nd in the list.

- key definition of Assembly Language is : the use of English-like commands to generate machine language instructions instead of using numbers to write programs.

The Language translator is software that basically translated the above "english-like commands in a program into machine language better known as 1s and os. There are only 3 types of language translators, Assemblers, Compilers, and Interpeters.


text:
The Computer Revolution/E commerce/B2B

The Business-to-Business Model is known as B2B; one, two or more businesses are involved in an e-commerce transaction for goods or services. Some possible transactions that can be done include businesses buying the required products and services for their operations, in addition to purchasing manufacturing supplies and raw materials. This is a global trademark for all types of businesses; distributors, suppliers, retailers, manufacturers, and others for the purpose of saving money and participating supply and demand. Business partners will sometimes distribute, exchange and/or track information. This is also a way of making connections with various business partners. Also, the companies involved advertise or market products online for us consumers to purchase. It is also considered business or industrial marketing. These businesses bring buyers and sellers together eliminating the need for the middle man. They are called intermediary hubs and assist single businesses with other businesses selling certain products or services. The intermediary hubs receive fees either depending on the amount of the sale or just a monthly or annual fee. Several small businesses can form a group where they could buy in volume and receive discounts in order to compete with larger companies. This is an advantage because if you are singular you would be paying a higher amount for services and goods. Vertical hubs are intermediary hubs that specialize in a specific industry, such as healthcare, seafood, or automotive hubs. Horizontal hubs are intermediary hubs that specialize in a specific type of product or service that is used by multiple industries.

The B2B business model is one of the most prominent models used in the marketplace. Its revenues are expected, and have begun to, surpass those of the B2C model, the one that was initially thought to be much more prominent.

https://www.shopx.ai/blog/boost-up-your-ecommerce-business-with-your-enticing-product-videos/

title: The Computer Revolution/E commerce/B2B


text:
User talk:Mitchesk~enwikibooks

Hello and welcome to Wikibooks!

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

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

Good luck! -- Herby talk thyme 08:06, 30 November 2006 (UTC)

Your account will be renamed
Hello,

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

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

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

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:30, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 05:15, 19 April 2015 (UTC)

title: User talk:Mitchesk~enwikibooks


text:
User talk:Shantanuo

Hello and welcome to Wikibooks!

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

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

Good luck! -- Herby talk thyme 08:06, 30 November 2006 (UTC)

title: User talk:Shantanuo


text:
Python Programming/PyQt4

WARNING: The examples on this page are a mixture of PyQt3 and PyQt4 - use with caution!

This tutorial aims to provide a hands-on guide to learn the basics of building a small Qt4 application in Python.

To follow this tutorial, you should have basic Python knowledge. However, knowledge of Qt4 is not necessary. I'm using Linux in these examples and am assuming you already have a working installation of Python and PyQt4. To test this, open a Python shell (by typing 'Python' in a console to start the interactive interpreter) and type:

>>> import PyQt4

If no error message appears, you should be ready to go.

The examples in this tutorial as easy as possible, showing useful ways to write and structure your program. It is important that you read the source code of the example files, most of the explanations are in the code. The best way to get comfortable with PyQt is play around with the examples and try to change things.

Hello, world!
Let's start easy: popping up a window and displaying something. The following small program will pop up a window showing "Hello, world!". About 7 lines of code, and that's about as easy as it can get.

A Button
Let's add some interaction! We'll replace the label saying "Hello, World!" with a button and assign an action to it. This assignment is done by connecting a signal, an event which is sent out when the button is pushed, to a slot, which is an action, normally a function that is run in the case of that event.

You can imagine that coding this way is not scalable nor the way you'll want to continue working. So let's make that stuff pythonic, adding structure and actually using object-orientation in it. We create our own application class, derived from a QApplication and put the customization of the application into its methods: One method to build up the widgets and a slot which contains the code that's executed when a signal is received.

GUI Coding
... so we want to use Qt3 Designer for creating our GUI. In the picture, you can see a simple GUI, with in green letters the names of the widgets. What we are going to do is We compile the .ui file from Qt designer into a python class We subclass that class and use it as our mainWidget This way, we're able to change the user interface afterwards from Qt designer, without having it messing around in the code we added.

pyuic4 testapp_ui.ui -o testapp_ui.py

makes a Python file from it which we can work with.

The way our program works can be described like this: We fill in the lineedit Clicking the add button will be connected to a method that reads the text from the lineedit, makes a listviewitem out of it and adds that to our listview. Clicking the deletebutton will delete the currently selected item from the listview. Here's the heavily commented code (only works in PyQt3): also this code is useful and it works on PyQt4 and it has many useful options

Useful to Know
Creating the GUI in Qt Designer not only makes creating the GUI easier, but it's also a great learning tool. You can test what a widget looks like, see what's available in Qt, and have a look at properties you might want to use.

The C++ API documentation is also a very useful (read: necessary) tool when working with PyQt. The API translation is straightforward, and after a little experience, you'll find the developers API docs one of the tools you really need. When working from KDE, konqueror's default shortcut is qt:[widgetname], so [alt]+[F2], "qt:qbutton directly takes you to the right API documentation page. Trolltech's doc section has much more documentation which you might want to have a look at.

The first 3 examples in this tutorial have been created using PyQt4, the last one uses syntax that only works with PyQt3.

Note: The previous version of this page (applicable to pyqt3) is/was available at http://vizzzion.org/?id=pyqt.

This document is published under the GNU Free Documentation License.

PyQt

title: Python Programming/PyQt4


text:
Template:Gveggiebox/Examples

This template sets up an infobox for a plant's growing requirements. Although the implementation is complicated, it is relatively simple to use. Most parameters are optional, so if a particular entry is not relevant for the plant in question, just leave it out.

Using Template:Gveggiebox
This template is auto-included in.

Example
/Templates/Examples

title: Template:Gveggiebox/Examples


text:
Talk:College Survival Guide/Choosing a Class

Education seems to vary enough from country to country that strategies appropriate in one place may not be appropriate in others. For example, in a previous revision of this article there is a parenthetical note specifying that by "college" the author means a two-year school. In the US and China "college" refers to the school after high school, and unless the speaker specifies, "a two-year college," it is assumed to require four years. More importantly, in the US college is said to be a place to explore your interests through both classes and hobbies, as a sort of survey of the field before you pick something to focus on for graduate work. This is very different from the strategy emphasized in this article, which seems to view college more as a certification process.

Perhaps we should start specifying which system of education we speak of when editing the article?

-0702034 11:29, 30 November 2006 (UTC)


text:
Horticulture/Biocontrols for Plant Pathogens

Biocontrols for plant pathogens include organism that consume, parasitize, or are antagonistic to the pathogenic organisms.

Biocontrols that consume pathogens are generally soil organisms that use the pathogen as a nutrient source.

Parasites include fungi and bacteria that are pathogens of the pathogen.

Antagonistic organisms inhibit the pathogen by interfering with their biology.

/Biocontrols /Diseases/Controls


text:
Wikibooks:Reading room/Administrative Assistance/Archives/2006/November

Request page history merges
May not be the right place but... I moved Blender 3D: Tutorial Links List to Blender 3D/Tutorial Links List to correct name. However the talk page refused to move as there was an existing talk page and the message was "The page itself was moved successfully, but the talk page could not be moved because one already exists at the new title. Please merge them manually." The talk page referred to is blank - admin task, right place? Apologies if it has caused a problem -- Herby talk thyme 13:12, 9 November 2006 (UTC)

 * Done - The talk page had been previous moved there without having the module moved with it and then someone copy-pasted the conversation up to that point to the other one, so I went ahead and moved it. To be on the safe side, I also undeleted the original conversation since most of it still appears to be present on the copied version, in order to remove any question of who said what. I'm going to leave this here a while in case an admin or someone else wishes to comment. --darklama 14:07, 9 November 2006 (UTC)

 * Good to me - thanks -- Herby talk thyme 14:19, 9 November 2006 (UTC)

Requests for Import
On the help pages we have a redlink to help on categories. Elsewhere we seem to be linking to w:Wikipedia:Categorization. Is it worth getting the page to help us do our own? -- Herby talk thyme 12:24, 17 November 2006 (UTC)

 * See Categories. -- SB_Johnny | talk 12:48, 17 November 2006 (UTC)

 * That page is a guideline, so I say no, better off copy+pasting m:Help:Category and using it to help make our own. Or are you proposing to try and create a new policy/guideline here on categorization of pages? --dark [[Image:Yin yang.svg|12px]] lama 12:50, 17 November 2006 (UTC)

 * No - I was looking at the help pages and trying to get rid of some of the redlinks so that they at least point to some useful (if not perfect) info. What bugs me is that I now can't find the page I did find that point to the wp equivalent!  I'll fix that one when I find it -- Herby  talk thyme 12:59, 17 November 2006 (UTC)


text:
User talk:Drewbie

Hello and welcome to Wikibooks!

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

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

Good luck! -- Herby talk thyme 13:28, 30 November 2006 (UTC)

Wikibooks Newsletter, Volume 1
(Wikibooks gazette home | Discuss | Bulletin board | Subscription list)

This is a short newsletter that is being distributed to all active wikibookians. You are getting this message because you are recognized as an established contributor to the project. This newsletter will be distributed on a regular basis to help share news, information, and tips. It comes from a bot account, User:The Staff. User:The Staff is currently operated by a team of wikibooks admins, the complete list of which is available on the user page of the bot. If you would like to not receive this newletter anymore, please remove your name from the list at Active wikibookians.

The work you do at Wikibooks is greatly appreciated. However there are plenty of other opportunities for you to get involved and help us to create a thriving Wikibooks community. We are sure that there are things we can do to help you and your understanding of Wikibooks and similarly there are certainly things you could do to help Wikibooks become a better place.

We would like to ask all wikibookians to add the Bulletin Board to your watchlists. The Bulletin Board is a fast and easy way for wikibookians to communicate important news and events to the entire community. If you have important news to share with the community, you can feel free to add your own entry to that page.

If you have general questions or comments about Wikibooks, you are welcome to post a message on The Staff Lounge, a free discussion area. Your input would also be welcomed in the Votes for Deletion and Requests for Adminship discussion pages. These pages are all active discussion areas that help to shape the Wikibooks community as a whole.

Sometimes it is easy to forget that the Wikibooks community is much larger and more diverse then the people who work in a single book, or on a single bookshelf. Hopefully, together we can all make Wikibooks a better place, and a more valuable educational resource.

The Staff 04:16, 19 December 2006 (UTC)

title: User talk:Drewbie


text:
Chess Opening Theory/1. e4/1...c5/2. Nf3/2...d6/3. d4/3...cxd4/4. Nxd4/4...Nf6/5. Nc3/5...a6

= Sicilian Najdorf = 5...a6 is the characteristic move of the Najdorf Variation of the Sicilian Defence, the most popular variation of the entire Sicilian Defence. The variation is named after the Polish-Argentinian Grandmaster Miguel Najdorf. In one sense, 5...a6 is a waiting move; White has no immediate threats, so Black delays developing their minor pieces until they know where they will be best placed. Flexibility is the key to this opening: depending on White's choices, Black may develop their queen's knight to c6 or d7 and their light-squared bishop to b7 or d7. Additionally, Black retains the option of playing ...e6 or ...e5, depending primarily on White's deployment of the bishops: 6.Bc4 and 6.Bg5 are both moves that directly control d5 and so ...e7-e5 in those cases cannot be recommended. It is, however, this flexibility that makes the Najdorf a hot favorite with the world's chess elite.

5...a6 is not without its own purposes, however. On a6 the pawn prevents a White piece from coming to b5, thus preparing ...e5 while preventing Bb5+ or Ndb5. It also supports the advance of the b-pawn with ...b5. If Black achieves this thrust, they will gain space on the queenside, further restrict White's pieces, and create the option to fianchetto the light-squared bishop with ...Bb7. White should be ready to counter a minority attack on the queenside. One idea, however, is to allow ...b7-b5, and then counter with a2-a4, hoping to prove that the pawn thrust has only weakened Black's queenside.

The most aggressive move for White is /6. Bg5/, threatening to exchange the knight, giving Black doubled pawns. /6. Be2/ is the Classical/Opocensky variation, in which White seeks to play positionally and exploit the weak d5-square if Black plays ...e5. /6. Be3/, the English Attack (recently White's most popular choice) in which White has a simple plan of playing Qd2, castling queenside, playing f3 to secure e4 and g4 and pushing forward the kingside pawns and mating Black. There are also some deeper, more subtle positional ideas behind this move, but that is the basic outline of White's plan. Today, the Fischer-Sozin attack with /6. Bc4/ has become unpopular for White, but was a Fischer favorite throughout his career and can lead to a brutal attack if Black is not careful. /6. f3/ is mainly a transpositional tool for the English attack (to avoid the annoying line 6.Be3 Ng4). /6. f4/, the Amsterdam variation, was favored by Tal and the Hungarian players Leko and Judit Polgar, hoping to directly pressure e5 and in some cases attack along the f-file. Fischer's other contribution to Najdorf theory, /6. h3/, is rarely seen, preparing g2-g4 to fianchetto the bishop, while the immediate fianchetto, /6. g3/, is out of favor now. /6. a4/, preventing ...b7-b5, is considered innocuous, as it leaves a hole on b4 for Black's knight.

Theory table
1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6


text:
Chess Opening Theory/1. e4/1...c5/2. Nf3/2...d6/3. d4/3...cxd4/4. Nxd4/4...Nf6/5. Nc3/5...a6/6. Bg5

=Sicilian Defence, Najdorf Variation= Moves:1.e4 c5 2.Nf3 d6 3.d4 cxd4 4. Nxd4 Nf6 5. Nc3 a6 6.Bg5

Black must react in order to avoid doubled pawns on the f file. The most popular and almost only available option is /6...e6/.

/6...Nbd7/ is also playable.

Theory table
.

'''1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5. Nc3 a6 6.Bg5'''


text:
User:Drewbie/Biochemistry

= Biochemistry =

Biochemistry textbook sandbox area for Drew

This book is mainly taken from the biochemistry pages of wikipedia and then edited into a self-consistent and logical structure. Due to the large scope of biochemistry, the topic is split between several books.

What Is Biochemistry?
Biochemistry is the study of the chemistry of, and relating to, biological organisms. It forms a bridge between biology and chemistry by studying how complex chemical reactions and chemical structures give rise to life and life's processes. Biochemistry is sometimes viewed as a hybrid branch of organic chemistry which specializes in the chemical processes and chemical transformations that take place inside of living organisms, but the truth is that the study of biochemistry should generally be considered neither fully "biology" nor fully "chemistry" in nature. Biochemistry incorporates everything in size between a molecule and a cell and all the interactions between them.

Biochemistry essentially remains the study of the structure and function of cellular components (such as enzymes and cellular organelles) and the processes carried out both on and by organic macromolecules - especially proteins, but also carbohydrates, lipids, nucleic acids, and other biomolecules. All life forms alive today are generally believed to have descended from a single proto-biotic ancestor, which could explain why all known living things naturally have similar biochemistries. Even when it comes to matters which could appear to be arbitrary - such as the genetic code and meanings of codons, or the "handedness" of various biomolecules - it is irrefutable fact that all marine and terrestrial living things demonstrate certain unchanging patterns throughout every level of organization, from family and phylum to kingdom and clade.

Biochemistry is, most simply put, the chemistry of life.

Brief History
Originally, it was generally believed that life was not subject to the laws of science the way non-life was. It was thought that only living beings could produce the molecules of life (from other, previously existing biomolecules). Then, in 1828, Friedrich Wöhler published a paper about the synthesis of urea, proving that organic compounds can be created artificially. The dawn of biochemistry may have been the discovery of the first enzyme, diastase (today called amylase), in 1833 by Anselme Payen. Eduard Buchner contributed the first demonstration of a complex biochemical process outside of a cell in 1896: alcoholic fermentation in cell extracts of yeast. Although the term “biochemistry” seems to have been first used in 1881, it is generally accepted that the formal coinage of biochemistry occurred in 1903 by Carl Neuber, a German chemist. Since then, biochemistry has advanced, especially since the mid-20th century, with the development of new techniques such as chromatography, X-ray diffraction, NMR spectroscopy, radioisotopic labelling, electron microscopy and molecular dynamics simulations. These techniques allowed for the discovery and detailed analysis of many molecules and metabolic pathways of the cell, such as glycolysis and the Krebs cycle (citric acid cycle).

Today, the findings of biochemistry are used in many areas, from genetics to molecular biology and from agriculture to medicine.

Molecular Biochemistry

 * Biomolecules
 * Water
 * Amino Acids
 * Sugars
 * Nucleic Acids
 * Proteins
 * Protein Folding
 * Carbohydrates
 * Lipids
 * DNA / RNA
 * Enzymes
 * Thermodynamics
 * Energy
 * Catalysis
 * Activation
 * Inhibition

Genetics
to use the genetics book already partly written

Cell Metabolism
Metabolic Pathways and Energy Transduction of the cell

 * Human Metabolism
 * Plant Metabolism
 * Bacteria/Yeast Metabolism
 * Mitochondria
 * Photosynthesis

Cellular Biochemistry
intra and intra cell signaling, and other cell to cell interactions.

 * cell membranes
 * Cell signaling - hormones etc
 * Signal Transduction
 * cell cycle
 * development
 * Immunology overview - use immunology book
 * connective tissues

Biochemical Techniques
a separate book for more in-depth background on the techniques?

Biochemistry Dictionary
an uber glossary, or something like that

Primers
A series of Primers, Short books which cover other subject areas in detail sufficient for biochemists, such as organic chemistry and biophysics.

Guides
A series of books which go in-depth into a particular subject. Such as X-ray Crystallography.

title: User:Drewbie/Biochemistry


text:
Chess Opening Theory/1. e4/1...c5/2. Nf3/2...d6/3. d4/3...cxd4/4. Nxd4/4...Nf6/5. Nc3/5...a6/6. Bg5/6...e6

=Sicilian Defence, Najdorf Variation= Moves: 1. e4 c5 2. Nf3 d6 3. d4 cxd4 4. Nxd4 Nf6 5. Nc3 a6 6.Bg5 e6

White's offensive should go on with /7. f4/, the most popular move. Queen's moves are also possible as well as /7. Be2/ but are considered less ambitious.

Theory table
.

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6 6.Bg5 e6


text:
Chess Opening Theory/1. e4/1...c5/2. Nf3/2...d6/3. d4/3...cxd4/4. Nxd4/4...Nf6/5. Nc3/5...a6/6. Bg5/6...e6/7. f4

= Sicilian Defence, Najdorf Variation = Moves:1.e4 c5 2.Nf3 d6 3.d4 cxd4 4. Nxd4 Nf6 5. Nc3 a6 6.Bg5 e6 7.f4

Again, Black has to make a strategic choice. Common moves are :
 * /7...Be7/
 * /7...Qc7/
 * /7...Nbd7/

Two very sharp variations are seen at higher levels : /7...Qb6/ (the Poisoned Pawn Variation) and /7...b5/ (the Polugaevsky Variation).

Theory table
.

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5. Nc3 a6 6.Bg5 e6 7.f4


text:
Cookbook:Basic Scones

Ingredients

 * 1 cup (100 g) flour
 * 1 tsp (5 g) baking powder
 * 1 pinch salt
 * 2 tbsp (30 g) butter
 * 1 tbsp (15 g) granulated sugar
 * ½ cup (125 ml) milk + extra milk for glazing

Procedure

 * 1) Preheat the oven to 450° F (225° C).
 * 2) Sift flour, baking powder and salt into a bowl. Rub in butter. Add sugar. Add the milk and mix with a knife until obtaining a soft, not sticky, dough.
 * 3) Turn the dough on to a lightly floured board and knead it quickly until it is smooth.
 * 4) Roll out the dough to about ½ inch (12 mm) thickness. Cut 16 rounds with a 2-inch fluted cookie cutter and transfer them to a buttered cookie sheet. Brush the tops with milk.
 * 5) Bake towards top of the hot oven for 8–10 minutes or until well risen and golden brown.
 * 6) Cool on a wire rack.
 * 7) Serve tea scones with butter, whipped cream, and jam.

Notes, tips, and variations

 * Raisin scones: add 1–2 tbsp raisins with the sugar.
 * Lemon and raisin scones: add 1 tsp finely-grated lemon peel and 1–2 tbsp raisins with the sugar.
 * Orange and cherry scones: add 1 tsp finely-grated orange peel and 1–2 tbsp finely chopped candied cherries, washed and dried, with the sugar.
 * Date and walnut scones: add 1 tbsp finely-chopped dates and 1 tbsp finely-chopped shelled walnuts with the sugar.
 * Cinnamon scones: sift 1 tsp cinnamon with the flour.
 * Ginger scones: sift ½ tsp ground ginger with flour.
 * Honey scones: use 1 tbsp honey and reduce the ½ cup milk to 7 tbsp.
 * Chocolate chip: mix in 2 tbsp chocolate chips

title: Cookbook:Basic Scones


text:
User:Drewbie/Macromolecules

This book shall be mainly taken from the biochemistry pages of wikipedia and then edited into a self-consistent and logical structure as part of a larger series on Biochemistry

I shall write the outline of the book here in my user space on one page before moving it over to the main wikibook area and splitting it up into separate chapters. You are more than welcome to help out.

Scope of this book: This book is limited to the structure and basic function of biochemical macromolecules. Details of the function and interactions of proteins, nucleic acids, and membranes should be put in more relevant sections.

Introduction
Biochemistry is the study of the Chemistry of biological molecules. This book was written to teach the building blocks of life, how complex and infinitely variable biological molecules such as proteins can be made from the simplest of ingredients. All proteins are made from the same twenty one amino acids, every organisms genetic code is stored in different combinations of the same four bases, from the simplest of foundations we have grown to stand on the shoulders of giants.

Sections

 * Origins
 * Sugars
 * Water
 * Amino Acids
 * Nucleic Acids
 * Lipids

title: User:Drewbie/Macromolecules


text:
User talk:World-food-and-wine.com

Please do not add inappropriate external links to Wikibooks. Wikibooks is intended to be read without the need for external reference and requires content rather than external links particularly those which are for advertising or promotion. Inappropriate links may include (but are not limited to) links to personal web sites, links to web sites with which you are affiliated, and links that exist to attract visitors to a web site or promote a product. If you feel the link should be added to the article, then please discuss it on the article's talk page rather than re-adding it. See the welcome page to learn more about Wikibooks. Thank you. -- Herby talk thyme 15:11, 30 November 2006 (UTC)

Cookbook:Hyssop
This page has been identifies as a copyright violation - please do not copy material from websites to Wikibooks. Thanks -- Herby talk thyme 18:58, 1 May 2007 (UTC)

title: User talk:World-food-and-wine.com


text:
Chess Opening Theory/1. e4/1...c5/2. Nf3/2...d6/3. d4/3...cxd4/4. Nxd4/4...Nf6/5. Nc3/5...g6

= Sicilian Defence, Dragon Variation = 5...g6 introduces the famous "Dragon" variation of the Sicilian defence. While the general themes are easy to understand, the Dragon is a very sharp line with immense amounts of established theory. Against players familiar with the theory, even one slip can be quickly fatal.

With 5...g6 Black is preparing to fianchetto their dark-squared bishop. On g7 this bishop will exert considerable pressure on the center and facilitate a queenside attack. However, 5...g6 weakens Black's kingside pawn structure and encourages White to pursue a kingside attack of their own. In most lines, White will castle queenside and attack on the kingside with their pawns, hoping to exploit Black's structural weakness. Because both players are attacking on opposite wings, there is no time to be lost for either side. Subtle maneuvering will tend to take a back seat to sharp tactics in the Dragon.

General themes
With the fianchetto on g7, black intends to castle king-side in the Dragon and launch an aggressive attack on both the center and the white queen side. White typically intends to castle queen side, and use a pawn storm on the king-side to strip away the defenses of the black king.

Like all main-line Sicilian variations, black has chosen to trade the c pawn for the white d pawn. This weakens white's center and simultaneously creates a semi-open c file. White trades the central pawn and semi-open c file for a lead in development and initiative.

White has a number of popular attacking strategies:
 * 1) The king-side pawns tend to storm forward towards the black king, removing their defenses.
 * 2) The minor pieces tend to occupy the center very quickly, leading to control of the board and opportunity for explosive offense
 * 3) The white rooks, likewise, tend to have free reign in the center and serve to support king-side attacks.

The Yugoslav attack and close variations tends to be white's most popular line of attack. White's light-square bishop has a number of immediate options on b5, c4 and d3 depending on strategy. The knights may come towards the queen side to aid in defense or may migrate towards the king side to aide in the attack.

Black has an aggressive three-pronged attack against the white queen-side:
 * 1) The bishop on g7 controls the long diagonal, and puts pressure on white's b2 pawn.
 * 2) The pawns on a and b will storm up the board and try to strip away queen side pawn defenses.
 * 3) black will tend to bring the a rook to c8 and control the semi-open file. This will help push minor pieces towards the white king.

Immediate continuations for black, almost irrespective of the next moves played by white, involve Nc6, Bg7 and castling on the king-side. The one major divergence from this plan is the Levenfish attack, which requires specialized safeguards for both the King and their knight.

The Dragon variation tends to lead to aggressive offense on both sides of the board, with passive or incorrect play quickly leading to bad results.

Theory table
.

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 g6


text:
Chess Opening Theory/1. e4/1...c5/2. Nf3/2...d6/3. d4/3...cxd4/4. Nxd4/4...Nf6/5. Nc3/5...g6/6. Be3

=Sicilian Defence, Dragon Variation= The logical continuation is /6...Bg7/.

Black might be tempted to play the trap 6...Ng4??, intending to chop off White's dark-squared Bishop, which would strengthen the Black Bishop soon arriving at g7. But this is a beginner's mistake, it loses horribly to 7.Bb5+:
 * 7...Nd7 8.Qxg4 wins a Knight
 * 7...Bd7 8.Qxg4 also wins the Knight, since the Bishop on d7 is pinned
 * 7...Nc6 8.Nxc6 bxc6 9.Bxc6+, forking the King and Rook and winning the exchange and a pawn.

Theory table
.

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 g6 6.Be3


text:
User talk:Horyon

Hello and welcome to Wikibooks!

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

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

Good luck! -- Herby talk thyme 15:21, 30 November 2006 (UTC)

Hello
I just had to say that for someone who says that they are not a native English speaker you are very fluent and are contributing some very good material - thanks -- Herby talk thyme 16:37, 12 December 2006 (UTC)

Wikibooks Newsletter, Volume 1
(Wikibooks gazette home | Discuss | Bulletin board | Subscription list)

This is a short newsletter that is being distributed to all active wikibookians. You are getting this message because you are recognized as an established contributor to the project. This newsletter will be distributed on a regular basis to help share news, information, and tips. It comes from a bot account, User:The Staff. User:The Staff is currently operated by a team of wikibooks admins, the complete list of which is available on the user page of the bot. If you would like to not receive this newletter anymore, please remove your name from the list at Active wikibookians.

The work you do at Wikibooks is greatly appreciated. However there are plenty of other opportunities for you to get involved and help us to create a thriving Wikibooks community. We are sure that there are things we can do to help you and your understanding of Wikibooks and similarly there are certainly things you could do to help Wikibooks become a better place.

We would like to ask all wikibookians to add the Bulletin Board to your watchlists. The Bulletin Board is a fast and easy way for wikibookians to communicate important news and events to the entire community. If you have important news to share with the community, you can feel free to add your own entry to that page.

If you have general questions or comments about Wikibooks, you are welcome to post a message on The Staff Lounge, a free discussion area. Your input would also be welcomed in the Votes for Deletion and Requests for Adminship discussion pages. These pages are all active discussion areas that help to shape the Wikibooks community as a whole.

Sometimes it is easy to forget that the Wikibooks community is much larger and more diverse then the people who work in a single book, or on a single bookshelf. Hopefully, together we can all make Wikibooks a better place, and a more valuable educational resource.

The Staff 04:16, 19 December 2006 (UTC)

English
Good work on the chess book. Don't worry about any vocabulary or grammar mistakes. Someone will correct any mistakes and native speakers aren't always perfect. I would suggest writing "Thanks for correcting my English" and not "Thanks to correct my english". :)

Xania talk 23:55, 19 December 2006 (UTC)

title: User talk:Horyon


text:
CAT-Tools/DéjàVu X/deal with USB dongle problems

What to do when the USB dongle is not detected by Déjà Vu, even though it is plugged in the computer.

 * 1) Unplug the dongle.
 * 2) Run setupdrv.exe (in the Déjà Vu folder; by default: C:\Program Files\DejaVu).+
 * 3) Turn off the computer.
 * 4) Plug the dongle.
 * 5) Start the computer.
 * 6) Let Windows install the software required by the dongle.
 * 7) Run Déjà Vu.

+ In the case of DVX, the folder you want is C:\Program Files\ATRIL\Deja Vu X\Dongle.

If Déjà Vu continues to run in demo mode, run ddlook.exe (located in your Déjà Vu folder) and send to support@atril.com what this program reports, including any extended error messages.


text:
User:Sysopbot

This user is intended to be shared by the wikibooks administrators for running automated and semi-automated scripts, including scripts that use administrative tools such as delete. This bot will require both a bot flag and sysop status.

Non-syssop tools may be used as well.

Due to the dangerous nature of this bot, new tools to be used by the bot should be cleared by discussion on the staff lounge before being implemented.

title: User:Sysopbot


text:
Chess Opening Theory/1. e4/1...c5/2. Nf3/2...d6/3. d4/3...cxd4/4. Nxd4/4...Nf6/5. Nc3/5...g6/6. Be3/6...Bg7

=Sicilian Defence, Dragon Variation= White now has the option of attempting to castle on the queen side, or to castle on the king side. A queen side castle will lead to temporary safety away from black's developed pieces on the kingside. A king side castle will cause both sides to simultaneously attack and defend on the cramped king side of the board.

Regardless of white's decision, black will likely castle on the following move.

Theory table
.

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 g6 6.Be3 Bg7


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User talk:Drewbie/Macromolecules

introduction
we need a new one

maybe change name to biomolecules

title: User talk:Drewbie/Macromolecules


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Talk:Control Systems/Jurys Test

==Bilinear Transform

I think the language about the transform being time-consuming presumes it is being done manually. It can be automated thru MATLAB or other pgm and thus the conversion time is irrelevant. I give simple numerical example at --Billymac00 15:54, 30 November 2006 (UTC)

title: Talk:Control Systems/Jurys Test


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Talk:Control Systems/Z Transform Mappings

==Bilinear Transform

The bilinear transform is effectively just the Z-transform with a multiplier reflecting frequency. see for an example.--Billymac00 18:10, 28 December 2006 (UTC)

Approximation
As I understand it, the 2*(z-1)/(z+1) is a crude linear approximation to ln(z). It is decent for z 0.7 to 0.99 but I caution for range 0+ to 0.70. That range is better served by a cubic fit.--Billymac00 (discuss • contribs) 23:56, 8 January 2015 (UTC)


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Chess Opening Theory/1. e4/1...Nc6

= Nimzowitsch Defence =

1...Nc6
This somewhat uncommon move prepares the d5 push, being a kind of delayed Scandinavian Defence. After 2. d4 d5 3. exd5 Qxd5, White cannot apparently play 4.Nc3 because of the reply 4...Qxd4, however by 5.Qe2 White enters into the Marshall Gambit variation. This has been ignored by the 1.e4 Nc6 books. It may look foolish to give away a centre pawn in this way, but an editor wrote, "We admire this move. Development is everything in the opening portion of the game...Such play shows up the weakness of Black's strategy better than we can express it in words."

Frank Marshall expressed his opinion in that after 4.Nc3 Qxd4 5.Qe2, "and we have some interesting attacks but is the position worth the pawn? For my style, I like White!"

A line was also quoted stating "We think this gambit is an excellent reaction to 2...d5." However, the Marshall gambit has been checked with modern chess engines and is found to give a large advantage to the second player (though it may have some practical value).

After 1. e4 Nc6 2. d4 d5, 3. e5 is considered the main option for white. Black usually now plays 3...Bf5, and a sequence such as 4. c3 e6 will likely occur. A very interesting comparison can be made to two other chess openings, the French Defence (1. e4 e6) and Caro-Kann (1. e4 c6). In the French Defence, Black gets to play c7-c5 in one go to start direct counterplay against the white centre, but at the cost of the dark squared bishop being locked in. In the Caro-Kann, Black usually plays Bf5 before e6, but they also want to play the move c5 to strike at white's centre, which means that c6 was a "waste" of a tempo. In this position from the Nimzowitsch, Black has the bishop out, but the knight on c6, which blocks the c-pawn. Black's plans involve playing Nge7 to develop the piece and support the f5-square (white usually develops their light-squared bishop to d3), playing f7-f6 and even moving the c6-knight back to b8 and playing c7-c5 to strike at white's formidable centre. White, of course, has a good position, and the current state is that these positions are complex and unique, with a slight advantage for white. Still, Black has the ability to play for a win, which is why 2. Nf3 (offering a transposition to normal opening theory with 2...e5) has become the modern main line.

White can either play the main line /2. d4/ or try to avoid complex theory with /2. Nf3/ or /2. Nc3/. Upon Nf3, black can play Nf6 and there will be something like Alekhine's defence.

The opening is named after Aron Nimzowitsch.

Theory table
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1. e4 Nc6

title: Chess Opening Theory/1. e4/1...Nc6