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Blender 3D: HotKeys/All

Blender HotKeys – Relevant to Blender 2.37a * – Compiled from Blender Online Guides

Window HotKeys
Certain window managers also use the following hotkeys. So ALT-CTRL can be substituted for CTRL to perform the functions described below if a conflict arises.
 * CTRL-LEFTARROW. Go to the previous Screen.
 * CTRL-RIGHTARROW. Go to the next Screen.
 * CTRL-UPARROW or CTRL-DOWNARROW. Maximize the window or return to the previous window display size.
 * SHIFT-F4. Change the window to a Data View
 * SHIFT-F5. Change the window to a 3D Window
 * SHIFT-F6. Change the window to an IPO Window
 * SHIFT-F7. Change the window to a Buttons Window
 * SHIFT-F8. Change the window to a Sequence Window
 * SHIFT-F9. Change the window to an Outliner Window
 * SHIFT-F10. Change the window to an Image Window
 * SHIFT-F11. Change the window to a Text Window
 * SHIFT-F12. Change the window to an Action Window

Universal HotKeys
The following HotKeys work uniformly in all Blender Windows, if the Context allows:
 * CTRL-LMB. Lasso select: drag the mouse to form a freehand selection area.

 * ESC.
 * This key always cancels Blender functions without changes.
 * or: FileWindow, DataView and ImageSelect: back to the previous window type.
 * or: the RenderWindow is pushed to the background (or closed, that depends on the operating system).
 * SPACE. Open the Toolbox.
 * CTRL-SPACE. Opens menu with manipulator type choices. (Press 2, 3, 4, or 5 to change the widget type) *
 * ALT-SPACE. Opens menu with manipulator orientation choices. *
 * TAB. Start or quit EditMode. Toggles between horizontal and verticle splitting when the user is splitting the window.
 * F1. Loads a Blender file. Changes the window to a FileWindow.
 * SHIFT-F1. Appends parts from other files, or loads as Library-data. Changes the window to a FileWindow, making Blender files accessible as a directory.
 * F2. Writes a Blender file. Change the window to a FileWindow.
 * SHIFT-F2. Exports the scene as a DXF file
 * CTRL-F2. Exports the scene as a VRML1 file
 * F3. Writes a picture (if a picture has been rendered). The fileformat is as indicated in the DisplayButtons. The window becomes a File Select Window.
 * CTRL-F3 (ALT-CTRL-F3 on MacOSX). Saves a screendump of the active window. The fileformat is as indicated in the DisplayButtons. The window becomes a FileWindow.
 * SHIFT-CTRL-F3. Saves a screendump of the whole Blender screen. The fileformat is as indicated in the DisplayButtons. The window becomes a FileWindow.
 * F4. Displays the Logic Context (if a ButtonsWindow is available).
 * F5. Displays the Shading Context (if a Buttons Window is available), Light, Material or World Sub-contextes depends on active object.
 * F6. Displays the Shading Context and Texture Sub-context (if a ButtonsWindow is available).
 * F7. Displays the Object Context (if a ButtonsWindow is available).
 * F8. Displays the Shading Context and World Sub-context (if a ButtonsWindow is available).
 * F9. Displays the Editing Context (if a ButtonsWindow is available).
 * F10. Displays the Scene Context (if a ButtonsWindow is available).
 * F11. Hides or shows the render window.
 * F12. Starts the rendering from the active camera.
 * LEFTARROW. Go to the previous frame.
 * SHIFT-LEFTARROW. Go to the first frame.
 * RIGHTARROW. Go to the next frame.
 * SHIFT-RIGHTARROW. Go to the last frame.
 * UPARROW. Go forward 10 frames.
 * DOWNARROW. Go back 10 frames.
 * ALT-A. Change the current Blender window to Animation Playback mode. The cursor changes to a counter.
 * ALT-SHIFT-A. The current window, plus all 3DWindows go into Animation Playback mode.
 * IKEY. Insert Key menu. This menu differs from window to window.
 * JKEY. Toggle the render buffers. Blender allows you to retain two different rendered pictures in memory.
 * CTRL-O. Opens the last saved file.
 * QKEY. OK? Quit Blender. This key closes Blender. Blender quit is displayed in the console if Blender is properly closed.
 * ALT-CTRL-T. TimerMenu. This menu offers access to information about drawing speed. The results are displayed in a pop-up.
 * CTRL-U. OK, Save User defaults. The current project (windows, objects, etc.), including UserMenu settings are written to the default file that will be loaded every time you start Blender or set it to defaults by pressing CTRL-X.
 * CTRL-W. Write file. This key combination allows you to write the Blender file without opening a FileWindow.
 * ALT-W. Write Videoscape file. Changes the window to a FileWindow.
 * CTRL-X. Erase All. Everything (except the render buffer) is erased and released. The default scene is reloaded.
 * CTRL-Y. Redo. Mac users may use CMD-Y.
 * CTRL-Z. Undo. Mac users may use CMD-Z.
 * SHIFT-CTRL-Z. Redo. Mac users may use SHIFT-CMD-Z

Object Mode HotKeys
These hotkeys are mainly bound to the 3D Viewport Window, but many work on Objects in most other windows, like IPOs and so on, hence they are summarized here.
 * HOME. All Objects in the visible layer are displayed completely, centered in the window.
 * PAGEUP. Select the next Object Key. If more than one Object Key is selected, the selection is shifted up cyclically. Only works if the AnimButtons->DrawKey is ON for the Object.
 * SHIFT-PAGEUP. Adds to selection the next Object Key.
 * PAGEDOWN. Select the previous Object Key. If more than one Object Key is selected, the selection is shifted up cyclically. Only works if the AnimButtons->DrawKey is ON for the Object.
 * SHIFT-PAGEDOWN. Adds to selection the previous Object Key.
 * ACCENT. (To the left of the 1KEY in US keyboard) Select all layers.
 * (N.B. SINGLE-QUOTE-KEY on UK, ÖKEY on DE & SE, ÆKEY on DK, ØKEY on NO, ÒKEY on IT and ÙKEY on AZERTY keyboard)
 * SHIFT-ACCENT. Revert to the previous layer setting.
 * (N.B. SHIFT-SINGLE-QUOTE-KEY on UK, SHIFT-ÖKEY on DE & SE, SHIFT-ÆKEY on DK, SHIFT-ØKEY on NO, SHIFT-ÒKEY on IT and SHIFT-ÙKEY on AZERTY keyboard)
 * TAB. Start/stop EditMode. Alternative hotkey: ALT-E.
 * AKEY. Selects/deselects all.
 * CTRL-A. Apply size and rotation. The rotation and dimensions of the Object are assigned to the ObData (Mesh, Curve, etc.). At first glance, it appears as if nothing has changed, but this can have considerable consequences for animations or texture mapping. This is best illustrated by also having the axis of a Mesh Object be drawn (EditButtons->Axis). Rotate the Object and activate Apply. The rotation and dimensions of the Object are 'erased'.
 * SHIFT-CTRL-A. If the active Object is automatically duplicated (see AnimButtons->DupliFrames or AnimButtons- >Dupliverts), a menu asks Make duplis real?. This option actually creates the Objects. If the active Mesh Object is deformed by a Lattice, a menu asks Apply Lattice deform?. Now the deformation of the Lattice is assigned to the vertices of the Mesh.
 * SHIFT-A. This is the AddMenu. In fact, it is the ToolBox that starts with the `ADD' option. When Objects are added, Blender starts EditMode immediately if possible.
 * BKEY. Border Select. Draw a rectangle with the LeftMouse; all Objects within this area are selected, but not made active. Draw a rectangle with the MiddleMouse to deselect Objects. In orthonormal ViewMode, the dimensions of the rectangle are displayed, expressed as global coordinates, as an extra feature in the lower left corner. In Camera ViewMode, the dimensions that are to be rendered according to the DisplayButtons are displayed in pixel units.
 * SHIFT-B. Render Border. This only works in Camera ViewMode. Draw a rectangle to render a smaller cut-out of the standard window frame. If the option DisplayButtons->Border is ON, a box is drawn with red and black lines.
 * CKEY. Centre View. The position of the 3DCursor becomes the new centre of the 3DWindow.

 * ALT-C. Convert Menu. Depending on the active Object, a PopupMenu is displayed. This enables you to convert certain types of ObData. It only converts in one direction, everything ultimately degrades to a Mesh! The options are:
 * Font -> Curve
 * MetaBall -> Mesh The original MetaBall remains unchanged.
 * Curve -> Mesh
 * Surface -> Mesh

 * CTRL-C. Copy Menu. This menu copies information from the active Object to (other) selected Objects.
 * Fixed components are:
 * Copy Loc: the X,Y,Z location of the Object. If a Child is involved, this location is the relative position in relation to the Parent.
 * Copy Rot: the X,Y,Z rotation of the Object.
 * Copy Size: the X,Y,Z dimension of the Object.
 * DrawType: copies Object Drawtype.
 * TimeOffs: copies Object time offset.
 * Dupli: all Duplicator data (Dupliframes, Dupliverts and so on)
 * Mass: Real time stuff.
 * Damping: Real time stuff.
 * Properties: Real time stuff.
 * Logic Bricks: Real time stuff.
 * Constraints: copies Object constraints.
 * If applicable:
 * Copy TexSpace: The texture space.
 * Copy Particle Settings: the complete particle system from the AnimButtons.
 * For Curve Objects:
 * Copy Bevel Settings: all bevelling data from the EditButtons.
 * Font Objects:
 * Copy Font Settings: font type, dimensions, spacing.
 * Copy Bevel Settings: all bevelling data from the EditButtons.
 * Camera Objects:
 * Copy Lens: the lens value.
 * SHIFT-C. CentreZero View. The 3DCursor is set to zero (0,0,0) and the view is changed so that all Objects, including the 3Dcursor, can be displayed. This is an alternative for HOME.
 * DKEY. Draw mode menu. Allows to select draw modes exactly as the corresponding menu in the 3D viewport header does.
 * SHIFT-D. Add Duplicate. The selected Objects are duplicated. Grab mode starts immediately thereafter.
 * ALT-D. Add Linked Duplicate. Of the selected Objects linked duplicates are created. Grab mode starts immediately thereafter.
 * CTRL-D. Draw the (texture) Image as wire. This option has a limited function. It can only be used for 2D compositing.
 * ALT-E. Start/stop EditMode. Alternative hotkey: TAB.
 * FKEY. If selected Object is a mesh Toggles Face selectMode on and off.
 * CTRL-F. Sort Faces. The faces of the active Mesh Object are sorted, based on the current view in the 3DWindow. The leftmost face first, the rightmost last. The sequence of faces is important for the Build Effect (AnimButtons).

 * GKEY. Grab Mode. Or: the translation mode. This works on selected Objects and vertices. Blender calculates the quantity and direction of the translation, so that they correspond exactly with the mouse movements, regardless of the ViewMode or view direction of the 3DWindow. Alternatives for starting this mode:
 * LMB to draw a straight line.
 * The following options are available in translation mode:
 * Limiters:
 * CTRL: in increments of 1 grid unit.
 * SHIFT: fine movements.
 * SHIFT-CTRL: in increments of 0.1 grid unit.
 * SHIFT-X: Locking the X axis in place. Moving along Y, Z axis only. *
 * SHIFT-Y: Locking the Y axis in place. Moving along X, Z axis only. *
 * SHIFT-Z: Locking the Z axis in place. Moving along X, Y axis only. *
 * MMB toggles: A short click restricts the current translation to the X,Y or Z axis. Blender calculates which axis to use, depending on the already initiated mouse movement. Click MiddleMouse again to return to unlimited translation.
 * XKEY, YKEY, ZKEY constrains movement to X, Y or Z axis of the global reference.
 * a second XKEY, YKEY, ZKEY constrains movement to X, Y or Z axis of the local reference.
 * a third XKEY, YKEY, ZKEY removes constraints.
 * NKEY enters numerical input, as well as any numeric
 * key directly. TAB will switch between values, ENTER finalizes, ESC exits.
 * ARROWS: These keys can be used to move the mouse cursor exactly 1 pixel.
 * Grabber can be terminated with:
 * LMB SPACE or ENTER: move to a new position.
 * RMB or ESC: everything goes back to the old position.
 * Switching mode:
 * GKEY: starts Grab mode again.
 * SKEY: switches to Size (Scale) mode.
 * RKEY: switches to Rotate mode.
 * ALT-G. Clears translations, given in Grab mode. The X,Y,Z locations of selected Objects are set to zero.
 * CTRL-ALT-G. Translation Manipulator. *

 * SHIFT-G. Group Selection
 * Children: Selects all selected Object's Children.
 * Immediate Children: Selects all selected Object's first level Children.
 * Parent: Selects selected Object's Parent.
 * Shared Layers: Selects all Object on the same Layer of active Object

 * IKEY. Insert Object Key. A keyposition is inserted in the current frame of all selected Objects. A PopupMenu asks what key position(s) must be added to the IpoCurves.
 * Loc: The XYZ location of the Object.
 * Rot: The XYZ rotation of the Object.
 * Size: The XYZ dimensions of the Object
 * LocRot: The XYZ location and XYZ rotation of the Object.
 * LocRotSize: The XYZ location, XYZ rotation and XYZ dimensions of the Object.
 * Layer: The layer of the Object.
 * Avail: A position is only added to all the current IpoCurves, that is curves which already exists.
 * Mesh, Lattice, Curve or Surface: depending on the type of Object, a VertexKey can be added
 * CTRL-J. Join Objects. All selected Objects of the same type are added to the active Object. What actually happens here is that the ObData blocks are combined and all the selected Objects (except for the active one) are deleted. This is a rather complex operation, which can lead to confusing results, particularly when working with a lot of linked data, animation curves and hierarchies.
 * KKEY. Show Keys. The DrawKey option is turned ON for all selected Objects. If all of them were already ON, they are all turned OFF.
 * SHIFT-K. A PopupMenu asks: OK? Show and select all keys. The DrawKey option is turned ON for all selected Objects, and all Object-keys are selected. This function is used to enable transformation of the entire animation system.
 * LKEY. Makes selected Object local. Makes library linked objects local for the current scene.

 * CTRL-L. Link selected. Links some of the Active Object data to all selected Objects, the following menu entry appears only if applicable.
 * To Scene: Creates a link of the Object to a scene.
 * Object IPOs: Links Active Object IPOs to selected ones.
 * Mesh data: Links Active Object Mesh data selected ones.
 * Lamp Data: Links Active Object Lamp data to selected ones.
 * Surf Data: Links Active Object Surf data selected ones.
 * Material: Links Active Object Material to selected ones.

 * SHIFT-L. Select Linked. Selects all Objects somehow linked to active Object.
 * Object IPO: Selects all Object(s) sharing active Object's IPOs.
 * Object Data: Selects all Object(s) sharing active Object's ObData.
 * Current Material: Selects all Object(s) sharing active Object's current Material.
 * Current Texture: Selects all Object(s) sharing active Object's current Texture.
 * MKEY. Moves selected Object(s) to another layer, a pop-up appears. Use LMB to move, use SHIFT-LMB to make the object belong to multiple layers. If the selected Objects have different layers, this is ORed in the menu display. Use ESC to exit the menu. Press the "OK" button or ENTER to change the layer seting. The hotkeys (ALT-)(1KEY, 2KEY, ... - 0KEY) work here as well (see 3DHeader).
 * CTRL-M. Mirror Menu. It is possible to mirror an Object along the X, Y or Z axis.
 * NKEY. Number Panel. The location, rotation and scaling of the active Object are displayed and can be modified.
 * ALT-O. Clear Origin. The `Origin' is erased for all Child Objects, which causes the Child Objects to move to the exact location of the Parent Objects.
 * SHIFT-O. If the selected Object is a Mesh toggles SubSurf on/ off. CTRL-1 to CTRL-4 switches to the relative SubSurf level for display purpouses. Rendering SUbSurf level has no HotKey.

 * CTRL-P. Make selected Object(s) the child(ren) of the active Object. If the Parent is a Curve then a popup offers two choices:
 * Normal Parent: Make a normal parent, the curve can be made a path later on.
 * Follow Path: Automatically creates a Follow Path constraint with the curve as target. If the Parent is an Armature, a popup offers three options:
 * Use Bone: One of the Bones becomes the parent. The Object will not be deformed. A popup permits to select the bone. This is the option if you are modeling a robot or machinery
 * Use Armature: The whole armature is used as parent for deformations. This is the choiche for organic beings.
 * Use Object: Standard parenting. In the second case further options asks if Vertex groups should not be created, should be created empty or created and populated.
 * ALT-P. Clears Parent relation, user is asked if he wishes to keep or clear parent-induced transforms.
 * Clear Parent: the selected Child Objects are unlinked from the Parent. since the transformation of the Parent disappears, this can appear as if the former Children themselves are transformed.
 * ... and keep transform: the Child Objects are unlinked from the Parent, and an attempt is made to assign the current transformation, which was determined in part by the Parent, to the (former Child) Objects.
 * Clear Parent inverse: The inverse matrix of the Parent of the selected Objects is erased. The Child Objects remain linked to the Objects. This gives the user complete control over the hierarchy.
 * SHIFT-P. Push/Pull Transformations. It is a bit like scaling, except that every element is moved the same distance toward or away from the center. The distance they move is controlled by moving the mouse toward you (pull away from center) or away from you (push toward center). *

 * RKEY. Rotate mode. Works on selected Object(s). In Blender, a rotation is by default a rotation perpendicular to the screen, regardless of the view direction or ViewMode. The degree of rotation is exactly linked to the mouse movement. Try moving around the rotation midpoint with the mouse. The rotation pivot point is determined by the state of the 3DWiewport Header buttons. Alternatives for starting this mode:
 * LMB to draw a C-shaped curve.
 * The following options are available in rotation mode:
 * Limiters:
 * CTRL: in increments of 5 degrees.
 * SHIFT: fine movements.
 * SHIFT-CTRL: in increments of 1 degree.
 * SHIFT-X: Locking the X axis in place. Rotating along Y, Z axis only. *
 * SHIFT-Y: Locking the Y axis in place. Rotating along X, Z axis only. *
 * SHIFT-Z: Locking the Z axis in place. Rotating along X, Y axis only. *
 * MMB toggles: A short click restricts the current rotation to the horizontal or vertical view axis.
 * XKEY, YKEY, ZKEY constrains rotation to X, Y or Z axis of the global reference.
 * a second XKEY, YKEY, ZKEY constrains rotation to X, Y or Z axis of the local reference.
 * a third XKEY, YKEY, ZKEY removes constraints.
 * NKEY enters numerical input, as well as any numeric key directly. ENTER finalizes, ESC exits.
 * ARROWS: These keys can be used to move the mouse cursor exactly 1 pixel.
 * Rotation can be terminated with:
 * LMB SPACE or ENTER: move to a new position.
 * RMB or ESC: everything goes back to the old position.
 * Switching mode:
 * GKEY: switches to Grab.
 * SKEY: switches to Size (Scale) mode.
 * RKEY: starts Rotate mode again.
 * ALT-R. Clears Rotation. The X,Y,Z rotations of selected Objects are set to zero.
 * CTRL-ALT-R. Rotation Manipulator. *

 * SKEY. Size mode or scaling mode. Works on selected Object(s). The degree of scaling is exactly linked to the mouse movement. Try to move from the (rotation) midpoint with the mouse. The pivot point is determined by the settings of the 3D Viewport header pivot Menu. Alternatives for starting scaling mode:
 * LMB to draw a V-shaped line.
 * The following options are available in scaling mode:
 * Limiters:
 * CTRL: in increments of 0.1.
 * SHIFT-CTRL: in increments of 0.01.
 * SHIFT-X: Locking the X axis in place. Scaling along Y, Z axis only. *
 * SHIFT-Y: Locking the Y axis in place. Scaling along X, Z axis only. *
 * SHIFT-Z: Locking the Z axis in place. Scaling along X, Y axis only. *
 * MMB toggles: A short click restricts the scaling to X, Y or Z axis. Blender calculates the appropriate axis based on the already initiated mouse movement. Click MMB again to return to free scaling.
 * XKEY, YKEY, ZKEY constrains scaling to X, Y or Z axis of the local reference.
 * a second XKEY, YKEY, ZKEY removes constraints.
 * NKEY enters numerical input, as well as any numeric key directly. ENTER finalizes, ESC exits.
 * ARROWS:These keys can be used to move the mouse cursor exactly 1 pixel.
 * Scaling can be terminated with:
 * LMB SPACE or ENTER: move to a new position.
 * RMB or ESC: everything goes back to the old dimension.
 * Switching mode:
 * GKEY: switches to Grab.
 * SKEY: starts Size mode again.
 * RKEY: switches to Rotation.
 * ALT-S. Clears Size. The X,Y,Z dimensions of selected Objects are set to 1.0.
 * CTRL-ALT-S. Scale Manipulator. *
 * CTRL-SHIFT-S. To Sphere Transformations. An interactive version of the To Sphere tool, working both in Edit Mode (on all data types) and in Object Mode. *

 * SHIFT-S. SnapMenu:
 * Sel->Grid: Moves Object to nearest grid point.
 * Sel->Curs: Moves Object to cursor.
 * Curs->Grid: Moves cursor to nearest grid point.
 * Curs->Sel: Moves cursor to selected Object(s).
 * Sel->Center: Moves Objects to their barycentrum.
 * TKEY. Texture space mode. The position and dimensions of the texture space for the selected Objects can be changed in the same manner as described above for Grab and Size mode. To make this visible, the drawingflag EditButtons->TexSpace is set ON. A PopupMenu asks you to select: "Grabber" or "Size".
 * CTRL-T. Makes selected Object(s) track the Active Object. Old track method was Blender default tracking before version 2.30. The new method is the Constrain Track, this creates a fully editable constraint on the selected object targeting the active Object.
 * ALT-T. Clears old style Track. Constraint track is removed as all constrains are.
 * UKEY. Makes Object Single User, the inverse operation of Link

 * (CTRL-L) a pop-up appears with choices.
 * Object: if other Scenes also have a link to this Object, the link is deleted and the Object is copied. The Object now only exists in the current Scene. The links from the Object remain unchanged.
 * Object & ObData: Similar to the previous command, but now the ObData blocks with multiple links are copied as well. All selected Objects are now present in the current Scene only, and each has a unique ObData (Mesh, Curve, etc.).
 * Object & ObData & Materials+Tex: Similar to the previous command, but now Materials and Textures with multiple links are also copied. All selected Objects are now unique. They have unique ObData and each has a unique Material and Texture block.
 * Materials+Tex: Only the Materials and Textures with multiple links are copied.
 * VKEY. Switches in/out of Vertex Paint Mode.
 * ALT-V. Object-Image Aspect. This hotkey sets the X and Y dimensions of the selected Objects in relation to the dimensions of the Image Texture they have. Use this hotkey when making 2D Image compositions and multi-plane designs to quickly place the Objects in the appropriate relationship with one another.
 * WKEY. Opens Object Booleans Menu.
 * XKEY. Erase Selected? Deletes selected objects.
 * ZKEY. Toggles Solid Mode on/off.
 * SHIFT-Z. Toggles Shaded Mode on/off.
 * ALT-Z. Toggles Textured Mode on/off.
 * PAD-/. Toggles layer buttons on/off.

Edit Mode – General
Again, Most of these hotkeys are useful in the 3D Viewport when in Edit Mode, but many works on other Blender Object, so they are summarized here. Many Object Mode keys works in Edit mode too, but on the selected vertices or control points; among these Grab, Rotate, Scale and so on. These hotkeys are not repeated here.
 * TAB or ALT-E. This button starts and stops Edit Mode.
 * CTRL-TAB. Switches between Vertex Select, Edge Select, and Face Select modes. Holding SHIFT while clicking on a mode will allow you to combine modes.
 * AKEY. Select/Unselect all.
 * BKEY-BKEY. Circle Select. If you press BKEY a second time after starting Border Select, Circle Select is invoked. It works as described above. Use NUM+ or NUM- or MW to adjust the circle size. Leave Circle Select with RMB or ESC.
 * CTRL-H. With vertices selected, this creates a "Hook" object. Once a hook is selected, CTRL-H brings up an options menu for it.
 * NKEY. Number Panel. Simpler than the Object Mode one, in Edit Mode works for Mesh, Curve, Surface: The location of the active vertex is displayed.
 * OKEY. Switch in/out of Proportional Editing.
 * SHIFT-O. Toggles between Smooth and Sharp Proportional Editing.
 * PKEY. Separate. You can choose to make a new object with all selected vertices, edges, faces and curves or create a new object from each separate group of interconnected vertices from a popup. Note that for curves you cannot separate connected control vertices. This operation is the opposite of Join (CTRL-J).
 * CTRL-P. Make Vertex Parent. If one object (or more than one) is/are selected and the active Object is in Edit Mode with 1 or 3 vertices selected then the Object in Edit Mode becomes the Vertex Parent of the selected Object(s). If only 1 vertex is selected, only the location of this vertex determines the Parent transformation; the rotation and dimensions of the Parent do not play a role here. If three vertices are selected, it is a `normal' Parent relationship in which the 3 vertices determine the rotation and location of the Child together. This method produces interesting effects with Vertex Keys. In EditMode, other Objects can be selected with CTRL-RMB.
 * CTRL-S. Shear. In EditMode this operation enables you to make selected forms `slant'. This always works via the horizontal screen axis.
 * UKEY. Undo. When starting Edit Mode, the original ObData block is saved and can be returned to via UKEY. Mesh Objects have better Undo, see next section.
 * WKEY. Specials PopupMenu. A number of tools are included in this PopupMenu as an alternative to the Edit Buttons. This makes the buttons accessible as shortcuts, e.g. EditButtons-> Subdivide is also `WKEY, 1KEY'.
 * SHIFT-W. Warp. Selected vertices can be bent into curves with this option. It can be used to convert a plane into a tube or even a sphere. The centre of the circle is the 3DCursor. The mid-line of the circle is determined by the horizontal dimensions of the selected vertices. When you start, everything is already bent 90 degrees. Moving the mouse up or down increases or decreases the extent to which warping is done. By zooming in/out of the 3Dwindow, you can specify the maximum degree of warping. The CTRL limiter increments warping in steps of 5 degrees.

EditMode – Mesh
This section and the following highlight peculiar EditMode Hotkeys.
 * ALT-B. Select portion of viewing area to only be visible.
 * CTRL-NUM+. Adds to selection all vertices connected by an edge to an already selected vertex.
 * CTRL-NUM-. Removes from selection all vertices of the outer ring of selected vertices.
 * ALT-CTRL-RMB. Edge select.
 * CKEY. If using curve deformations, this toggles the curve Cyclic mode on/off.
 * EKEY. Extrude Selected. "Extrude" in EditMode transforms all the selected edges to faces. If possible, the selected faces are also duplicated. Grab mode is started directly after this command is executed.
 * SHIFT-EKEY. Crease Subsurf edge. With "Draw Creases" enabled, pressing this key will allow you to set the crease weight. Black edges have no weight, edge-select color have full weight.
 * CTRL-EKEY. Mark LSCM Seam. Marks a selected edge as a "seam" for unwrapping using the LSCM mode.
 * FKEY. Make Edge/Face. If 2 vertices are selected, an edge is created. If 3 or 4 vertices are selected, a face is created.
 * SHIFT-F. Fill selected. All selected vertices that are bound by edges and form a closed polygon are filled with triangular faces. Holes are automatically taken into account. This operation is 2D; various layers of polygons must be filled in succession.
 * ALT-F. Beauty Fill. The edges of all the selected triangular faces are switched in such a way that equally sized faces are formed. This operation is 2D; various layers of polygons must be filled in succession. The Beauty Fill can be performed immediately after a Fill.
 * CTRL-F. Flip faces, selected triangular faces are paired and common edge of each pair swapped.
 * HKEY. Hide Selected. All selected vertices and faces are temporarily hidden.
 * SHIFT-H. Hide Not Selected: All non-selected vertices and faces are temporarily hidden.
 * ALT-H. Reveal. All temporarily hidden vertices and faces are drawn again.
 * ALT-J. Join faces, selected triangular faces are joined in pairs and transformed to quads

 * KKEY. Knife tool Menu.
 * Face Loop Select: (SHIFT-R) Face loops are highlighted starting from edge under mouse pointer. LMB finalizes, ESC exits.
 * Face Loop Cut: (CTRL-R) Face loops are highlighted starting from edge under mouse pointer. LMB finalizes, ESC exits.
 * Knife (exact): (SHIFT-K) Mouse starts draw mode. Selected Edges are cut at intersections with mouse line. ENTER or RMB finalizes, ESC exits.
 * Knife (midpoints): (SHIFT-K) Mouse starts draw mode. Selected Edges intersecting with mouse line are cut in middle regardless of true intersection point. ENTER or RMB finalizes, ESC exits.
 * LKEY. Select Linked. If you start with an unselected vertex near the mouse cursor, this vertex is selected, together with all vertices that share an edge with it.
 * SHIFT-L. Deselect Linked. If you start with a selected vertex, this vertex is deselected, together with all vertices that share an edge with it.
 * CTRL-L. Select Linked Selected. Starting with all selected vertices, all vertices connected to them are selected too.
 * MKEY. Mirror. Opens a popup asking for the axis to mirror. 3 possible axis group are available, each of which contains three axes, for a total of nine choices. Axes can be Global (Blender Global Reference); Local (Current Object Local Reference) or View (Current View reference). Remember that mirroring, like scaling, happens with respect to the current pivot point.
 * ALT-M. Merges selected vertices at barycentrum or at cursor depending on selection made on pop-up.
 * SHIFT+CTRL+ALT+MKEY Selects unclosed edges / holes in the mesh (Edge select mode only).
 * CTRL-N. Calculate Normals Outside. All normals from selected faces are recalculated and consistently set in the same direction. An attempt is made to direct all normals `outward'.
 * SHIFT-CTRL-N. Calculate Normals Inside. All normals from selected faces are recalculated and consistently set in the same direction. An attempt is made to direct all normals `inward'.
 * ALT-S. Whereas SHIFT-S scales in Edit Mode as it does in Object Mode, for Edit Mode a further option exists, ALT-S moves each vertex in the direction of its local normal, hence effectively shrinking/fattening the mesh.
 * CTRL-T. Make Triangles. All selected faces are converted to triangles.
 * UKEY. Undo. When starting Edit Mode, the original ObData block is saved and all subsequent changes are saved on a stack. This option enables you to restore the previous situation, one after the other.
 * SHIFT-U. Redo. This let you re-apply any undone changes up to the moment in which Edit Mode was entered
 * ALT-U. Undo Menu. This let you choose the exact point to which you want to undo changes.

 * WKEY. Special Menu. A PopupMenu offers the following options:
 * Subdivide: all selected edges are split in two.
 * Subdivide Fractal: all selected edges are split in two and middle vertex displaced randomly.
 * Subdivide Smooth: all selected edges are split in two and middle vertex displaced along the normal.
 * Merge: as ALT-M.
 * Remove Doubles: All selected vertices closer to each other than a given threshold (See EditMode Button Window) are merged ALT-M.
 * Hide: as HKEY.
 * Reveal: as ALT-H.
 * Select Swap: Selected vertices become unselected and vice versa.
 * Flip Normals: Normals of selected faces are flipped.
 * Smooth: Vertices are moved closer one to each other, getting a smoother object.
 * Bevel: Faces are reduced in size and the space between edges is filled with a smoothly curving bevel of the desired order.

 * XKEY. Erase Selected. A PopupMenu offers the following options:
 * Vertices: all vertices are deleted. This includes the edges and faces they form.
 * Edges: all edges with both vertices selected are deleted. If this `releases' certain vertices, they are deleted as well. Faces that can no longer exist as a result of this action are also deleted.
 * Faces: all faces with all their vertices selected are deleted. If any vertices are `released' as a result of this action, they are deleted.
 * All: everything is deleted.
 * Edges and Faces: all selected edges and faces are deleted, but the vertices remain.
 * Only Faces: all selected faces are deleted, but the edges and vertices remain.
 * YKEY. Split. This command splits the selected part of a Mesh without deleting faces. The split parts are no longer bound by edges. Use this command to control smoothing. Since the split parts have vertices at the same position, selection with LKEY is recommended.

EditMode – Curve

 * CKEY. Set the selected curves to cyclic or turn cyclic off. An individual curve is selected if at least one of the vertices is selected.
 * EKEY. Extrude Curve. A vertex is added to the selected end of the curves. Grab mode is started immediately after this command is executed.
 * FKEY. Add segment. A segment is added between two selected vertices at the end of two curves. These two curves are combined into one curve.
 * HKEY. Toggle Handle align/free. Toggles the selected Bezier handles between free or aligned.
 * SHIFT-H. Set Handle auto. The selected Bezier handles are converted to auto type.
 * CTRL-H. Calculate Handles. The selected Bezier curves are calculated and all handles are assigned a type.
 * LKEY. Select Linked. If you start with an non-selected vertex near the mouse cursor, this vertex is selected together with all the vertices of the same curve.
 * SHIFT-L. Deselect Linked. If you start with a selected vertex, it is deselected together with all the vertices of the same curve.
 * MKEY. Mirror. Mirror selected control points exactly as for vertices in a Mesh.
 * TKEY. Tilt mode. Specify an extra axis rotation, i.e. the tilt, for each vertex in a 3D curve.
 * ALT-T. Clear Tilt. Set all axis rotations of the selected vertices to zero.
 * VKEY. Vector Handle. The selected Bezier handles are converted to vector type.

 * WKEY. The special menu for curves appears:
 * Subdivide. Subdivide the selected vertices.
 * Switch direction. The direction of the selected curves is reversed. This is mainly for Curves that are used as paths!

 * XKEY. Erase Selected. A PopupMenu offers the following options:
 * Selected: all selected vertices are deleted.
 * Segment: a curve segment is deleted. This only works for single segments. Curves can be split in two using this option. Or use this option to specify the cyclic position within a cyclic curve.
 * All: delete everything.

EditMode – Metaball

 * MKEY. Mirror. Mirror selected control points exactly as for vertices in a Mesh.

EditMode – Surface

 * CKEY. Toggle Cyclic menu. A PopupMenu asks if selected surfaces in the `U' or the `V' direction must be cyclic. If they were already cyclic, this mode is turned off.
 * EKEY. Extrude Selected. This makes surfaces of all the selected curves, if possible. Only the edges of surfaces or loose curves are candidates for this operation. Grab mode is started immediately after this command is completed.
 * FKEY. Add segment. A segment is added between two selected vertices at the ends of two curves. These two curves are combined into 1 curve.
 * LKEY. Select Linked. If you start with an non-selected vertex near the mouse cursor, this vertex is selected together with all the vertices of the same curve or surface.
 * SHIFT-L. Deselect Linked. If you start with a selected vertex, this vertex is deselected together with all vertices of the same curve or surface.
 * MKEY. Mirror. Mirror selected control points exactly as for vertices in a Mesh.
 * SHIFT-R. Select Row. Starting with the last selected vertex, a complete row of vertices is selected in the `U' or `V' direction. Selecting Select Row a second time with the same vertex switches the `U' or `V' selection.

 * WKEY. The special menu for surfaces appears:
 * Subdivide. Subdivide the selected vertices
 * Switch direction. This will switch the normals of the selected parts.
 * ALT + MKEY. Mirror. Asks for axis (X,Y or Z) then mirrors the selected vertices

 * XKEY. Erase Selected. A PopupMenu offers the following choices:
 * Selected: all selected vertices are deleted.
 * All: delete everything.

VertexPaint Hotkeys

 * SHIFT-K. All vertex colours are erased; they are changed to the current drawing colour.
 * UKEY. Undo. This undo is `real'. Pressing Undo twice redoes the undone.
 * WKEY. Shared Vertexcol: The colours of all faces that share vertices are blended.

EditMode – Font
In Text Edit Mode most hotkeys are disabled, to allow text entering.

 * RIGHTARROW. Move text cursor 1 position forward
 * SHIFT-RIGHTARROW. Move text cursor to the end of the line.
 * LEFTARROW. Move text cursor 1 position backwards.
 * SHIFT-LEFTARROW. Move text cursor to the start of the line
 * DOWNARROW. Move text cursor 1 line forward
 * SHIFT-DOWNARROW. Move text cursor to the end of the text.
 * UPARROW. Move text cursor 1 line back.
 * SHIFT-UPARROW. Move text cursor to the beginning of the text
 * ALT-U. Reload Original Data (undo). When EditMode is started, the original text is saved. You can restore this original text with this option.
 * ALT-V. Paste text. The text file /tmp/.cutbuffer is inserted at the cursor location.

UV Editor Hotkeys

 * EKEY. LSCM Unwrapping. Launches LSCM unwrapping on the faces visible in the UV editor.
 * PKEY. Pin selected vertices. Pinned vertices will stay in place on the UV editor when executing an LSCM unwrap.
 * ALT-PKEY. Un-Pin selected vertices. Pinned vertices will stay in place on the UV editor when executing an LSCM unwrap.

EdgeSelect Hotkeys

 * ALT-CLICK. Selects an Edge Loop.

FaceSelect Hotkeys

 * ALT-CLICK. Selects a Face Loop.
 * TAB. Switches to EditMode, selections made here will show up when switching back to FaceSelectMode with TAB.
 * FKEY. With multiple, co-planar faces selected, this key will merge them into one "FGon" so long as they remain co-planar (flat to each other).
 * LKEY. Select Linked UVs. To ease selection of face groups, Select Linked in UV Face Select Mode will now select all linked faces, if no seam divides them.
 * RKEY. Calls a menu allowing to rotate the UV coordinates or the VertexCol.

 * UKEY. Calls the UV Calculation menu. The following modes can the applied to the selected faces:
 * Cube: Cubical mapping, a number button asks for the cubemap size
 * Cylinder: Cylindrical mapping, calculated from the center of the selected faces
 * Sphere: Spherical mapping, calculated from the center of the selected faces
 * Bounds to x: UV coordinates are calculated from the actual view, then scaled to a boundbox of 64 or 128 pixels in square
 * Standard x: Each face gets default square UV coordinates
 * From Window: The UV coordinates are calculated using the projection as displayed in the 3DWindow

Blender 3D/HotKeys/Tutti

title: Blender 3D: HotKeys/All


text:
Blender 3D: HotKeys/3D View/Object Mode

=Object Mode HotKeys=

G

Q

 * CTRL+ALT+QKEY — quad view (top, user perspective, front, right)
 * CTRL+ALT+QKEY — quad view (top, user perspective, front, right)
 * CTRL+ALT+QKEY — quad view (top, user perspective, front, right)

Z

 * CTRL+ZKEY - UNDO Note: If Blender claims there are no more steps to undo, hit tab to switch to object mode and try again.
 * CTRL+ZKEY - UNDO Note: If Blender claims there are no more steps to undo, hit tab to switch to object mode and try again.
 * CTRL+ZKEY - UNDO Note: If Blender claims there are no more steps to undo, hit tab to switch to object mode and try again.
 * CTRL+ZKEY - UNDO Note: If Blender claims there are no more steps to undo, hit tab to switch to object mode and try again.
 * CTRL+ZKEY - UNDO Note: If Blender claims there are no more steps to undo, hit tab to switch to object mode and try again.

TAB

Mouse Buttons

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

title: Blender 3D: HotKeys/3D View/Object Mode


text:
Template:Blender 3D: HotKeys/Multiple Windows/Multiple Modes/AKEY

AKEY — if nothing is selected, then selects everything; otherwise, deselects everything.


text:
Template:Blender 3D: HotKeys/Multiple Windows/Multiple Modes/BKEY

BKEY - Activates box-select tool.


text:
Blender 3D: HotKeys/3D View/Pose Mode

=Pose Mode HotKeys=

A

B

C

D

E

F

G

H

I

J

K

L

M

N

O

P

Q

R

S

T

U

V

W

X

Y

Z

TAB

CTRL+TAB - Toggles between Pose Mode and Object Mode

title: Blender 3D: HotKeys/3D View/Pose Mode


text:
Template:Blender 3D: HotKeys/3D View/Edit Mode/FKEY

FKEY - creates segment/edge/face. If two vertices are selected, create an edge connecting the two vertices. If three or four vertices are selected, or two edges are selected, create a face connecting the vertices or edges. If two co-planar faces are selected, join the faces to create an FGon, or dismantle a previously created FGon.


text:
Talk:Dutch/Example 1

/Archive/

title: Talk:Dutch/Example 1


text:
GCSE Science/Safety in Mains circuits answers

'''ANSWERS Q1) Use you knowledge of insulators and conductors to explain

Why the wires are insulated. So that they do not make contact with each other.

Why the sheaths are made of plastic. So that the user does not get an electric shock.

Q2) Why are the pins made of brass and why is the case plastic?

Brass is a good conductor. Plastic is a good insulator.

Q4) A table lamp usually carries a current of 0.5A. What fuse should be put in the plug: 3A, 5A, or 13A?

3A

Q5) An iron usually carries a current of 5.2A. What fuse should be put in the plug: 3A, 5A, or 13A?

13A

Q6) A kettle is protected by an earth wire and a 13A fuse. The line wire comes loose and touches the side of the kettle. The fuse blows. Explain why. The Earth completes the circuit with very low resistance. Therefore, the current becomes very large (much bigger than the normal operating current) and the fuse blows.

Q7) Explain why the fuse is always located on the line wire and not the neutral wire?

The line wire has the higher voltage. If the line wire is damaged inside the appliance and a large current is created then the fuse needs to be in this part of the circuit so that it can blow. If the fuse was on the neutral wire and a fault occurred on the line, the fuse would not be in the circuit and would not blow.

Q8) Describe and Explain what happens in the following scenarios:

a) The earth and live wire switch terminals on the plug

All the current would g straight into the Earth, the appliance would not work

b) The live and neutral wire switch terminals on the plug

The appliance would still work, however the neutral would now be connected to the fuse, which would render it useless. The appliance would be unsafe to use

c) The neutral and earth wire switch terminals on the plug

The circuit from and to the power station would be incomplete, the appliance would not work

d) When the earth wire is removed

The appliance would still work, but all appliances (especially those with metal casings) would be incredibly dangerous, with 220V-240V running through them. Some countries do not have Earthed plugs, but they run with lower voltages


text:
User:TheoClarke

You can find out about me at Theo Clarke's user page at English Wikipedia.

title: User:TheoClarke


text:
Korean/Lesson I6

Vocabulary

 * 할아버지 Grandfather
 * 할아버님 Grandfather (formal)
 * 할머니 Grandmother
 * 할머님 Grandmother  (formal)
 * 외할아버지 Grandfather (on Mother's side)
 * 외할아버님 Grandfather (on Mother's side) (formal)
 * 외할머니 Grandmother (on Mother's side)
 * 외할머님 Grandmother (on Mother's side) (formal)

 * 아버지 Father  (formal)
 * 아버님 Father (very formal)
 * 아빠 Father (informal)
 * 어머니 Mother (formal)
 * 어머님 Mother (very formal)
 * 엄마 Mother (informal)

 * 형 Elder brother (of a male)
 * 누나 Elder sister (of a male)
 * 오빠 Elder brother (of a female)
 * 언니 Elder sister (of a female)

 * 남동생 Younger brother
 * 여동생 Younger sister

 * 동생  Younger sibling

 * 성함 Name (formal)
 * 존함 Name (old fashioned, very formal)
 * 이름 Name (Informal)

Note: -님 words such as 아버님, 어머님 are very formal.

Addressing Parents-in-Law:

As in English-speaking relationships, how one addresses one's Father-in-law and Mother-in-law varies greatly on how friendly the relationship is, as well as the customs and dialect of the geographic region, etc. Before marriage, it is common for one to call his/her girlfriend/boyfriend's parents 아버지 or 아버지님 and 어머니 or 어머님.

After marriage, the wife may address her new parents-in-law in the same way, however, a husband would call his mother-in-law 장모님, and his father-in-law 장인어른. Note that after marriage, how one speaks to one's parents-in-law becomes more formal, adding the honorific -님 suffix.

Conversation
Kim: 안녕하세요.

John: 안녕하세요.

Kim: 성함이 어떻게 되세요?

John: John이에요. 저는 선생님에요. 그쪽은 성함이 어떻게 되시나요?

Kim: 김이에요.

John: 만나서 반갑습니다.

Kim: 미국 사람이세요?

John: 네, 미국에서 왔어요.

Kim: 가족은 몇 분이세요?

John: 다섯 명 있어요. 형과 여동생이 있어요. 형은 의사예요. 여동생은 대학생이에요. 김씨는 형제가 있으신가요?

Kim: 없어요. 저희 다시 봐요.

John: 안녕히 가세요.

Translation
Kim: Hello.

John: Hello.

Kim: What's your name.

John: I'm John. I'm a teacher. What's your name?

Kim: I'm Kim.

John: Nice to meet you.

Kim: Are you American?

John: Yes, I came from America.

Kim: How many people are in your family?

John: There are 5 people. I have an older brother and a younger sister. My brother is a doctor. My sister is a University student. Do you have siblings?

Kim: I don't. Let's meet again.

John: Good Bye.

<>

title: Korean/Lesson I6


text:
Cookbook talk:Burrito

Is the flatulance comment realy necsessary? I found it rather unapatising.

 * Farting is the primary reason most people avoid beans, so it needs to be addressed. The overnight soaking and multi-hour simmering with water changes would be a rather mysterious procedure if it wasn't explained. People should know what happens if they cut the procudure short - this knowledge will save people both ways, because the procedure is rather annoying. If you live alone and have a stuffed up nose, you can stop when the beans are soft. If otherwise, you'll know that merely softening the beans is not enough and you can't cut corners.

Optional ingredients
I've moved everything besides the tortilla and the "beans and/or meat" to the optional section. Those are really the only two neccessary ingredients to make a burrito - the rest is all up to preference - various herbs and spices are obviously optional, tomatoes I think are nice, but I've made lots of burritos without them, and lots of vegans make burritos, so the cheese is certainly optional, etc. --w:User:Blackcats

 * That would be a Vegan Burrito or Burrito (Vegan) then. We do this for many other recipes. A vegan "burrito" is only distantly related to a burrito. It's not normal to shove everything into the "optional" section. Advanced cooks are expected to know that they can eliminate ingredients as desired. Beginners need decent advice, which means that leaving out the normal major ingredients is not OK. Besides, even for the advanced cooks, it's better to see at a glance which ingredients are important. AlbertCahalan 18:41, 8 April 2006 (UTC)

Having grown up in Texas, I never had a burrito until the 1980's when I didn't live in Texas anymore!! My guess is that burritos are from California. The primary issue is the flour tortilla. I never even heard of flour tortillas growing up. Furthermore, having traveled extensively in Mexico during the 1960's, we NEVER saw a flour tortilla. We always had CORN tortillas. I don't think wheat is something that is grown very often in Mexico.

All this said to emphasize that burritos ARE NOT classic Tex-Mex cuisine.

title: Cookbook talk:Burrito


text:
User:Bijee~enwikibooks

 * w:User:Bijee
 * http://ml.wikipedia.org/wiki/User:Bijee

 * http://wikitravel.org/en/User:Bijee
 * http://wikicities.com/wiki/User:Bijee

title: User:Bijee~enwikibooks


text: User talk:Programmabilities

title: User talk:Programmabilities


text:
Talk:IB European History

It seems a TAD unusual to me that we go from German history, to French history, to dictatorships with fairly little (if any) transitional phases. Ideas? Orethrius van Degaurde 00:31, 20 May 2005 (UTC)

I don't think there needs to be any! I'm in my final year of the IB and this page has been fantastic for revision. 82.32.185.30 19:50, 21 March 2006 (UTC)

I'd have to agree. The aim for this page is not to provide an exhaustive history persay, but to identify key events, and supporting evidence for them, in order to facilitate review. Akademix 17:41, 08 March 2007 (UTC)

Merging with European History/A Brief Outline of European History
I proposed the merge because this page is certainly not a complete text - rather, it is lengthy, bounces all over the place in its ideas, and is in my opinion redundant because there is already a comprehensive text that covers this material far more thoroughly. Instead, I believe this page should redirect to European History/A Brief Outline of European History, as this outline explores virtually every major theme in European History that could possibly be covered. In this sense, it seems to make far more sense to use that complete, comprehensive text as a considerably more useful and thorough study guide.

 * I agree with your view from the standpoint of efficiency. However, there is nothing wrong with a refined text that approaches identical topics from alternate viewpoints - think what would have happened had the library in Alexandria not held various historical tomes mirroring one another.  Trade secrets and intellectual property become rather moot in that circumstance.  Given that the Internet is, by nature, an impermanent medium - subject to changes and even partial outages - what would happen if part of the WikiMedia servers were to spontaneously die (unlikely, but not impossible)?  I cannot agree with any standpoint that eschews redundancy to the benefit of "efficiency" however "reasonable" it may seem on the surface - and I'd question your stake in it if I didn't believe you worked every bit as hard as the editors here on your preferred text.  On the other hand, I can certainly see where this text could use improvement, and wholly intend to contribute to it whenever the time feels right.  Nobody should take this as a given, though, and it might behoove the community to encourage users to contribute to this book - no author is perfect, no plan is foolproof, and no one viewpoint can completely cover the facts.  That warning at the top is awfully influential against modifications to the text, destructive and constructive alike. 24.5.218.225 20:55, 27 May 2006 (UTC) (Re-signed: Orethrius van Degaurde 20:57, 27 May 2006 (UTC) Reason: Missed my login status.)

Perhaps we could re-do this page so that it structurally matches the the current IB Syllabus? Make chapter headings correspond to sections in the syllabus? Or does this belong to the wikiversity? My thoughts are that is mostly a revision aid and would belong here at wikibooks. . . Graymc (discuss • contribs) 07:18, 1 December 2015 (UTC)

title: Talk:IB European History


text:
Cookbook:Romanian Grilled Sausages (Mititei)

| Romanian Cuisine

Mititei or mici (grilled skinless sausages) is a typical Romanian dish. Usually in Romania you can find the prepared meat mixture in most food shops, and you only have to cook them.

Ingredients

 * Minced pork meat (or beef/beef-pork combination)
 * Minced garlic
 * White pepper
 * Paprika

Procedure

 * 1) Combine all ingredients to form a paste.
 * 2) Shape meat mixture by hand into 7–8 x 2–2.5 cm (3 x 1 inch) sausage shapes. Each should be about 50 grams.
 * 3) Grill the sausages until cooked through. Do not let them dry out.
 * 4) Serve with salt, mustard, and bread.

Notes, tips, and variations

 * If grilling is not possible, you can fry the sausages in a skillet with some lard. Do not use oil.


text:
Delphi Programming

Delphi is both an object oriented programming language (OOP) and an Integrated Development Environment (IDE). Published by the Embarcadero company (formerly CodeGear and more formerly Borland), Delphi is an alternative to language such as Visual Basic offering development with both rapidity and good quality.

It originated from the Pascal language, which then became Object Pascal (pascal with objects support). Delphi is based on the Object Pascal language. The IDE runs on Windows, but the compiler targets Windows, macOS, iOS, Android, and Linux. Third party add-ins provide the ability compile to JavaScript for web development.

Delphi includes the RunTime Library (RTL) that provides basic functionality across all the platforms. For Windows it provides the Visual Component Library (VCL), and for cross platform development it includes FireMonkey (FMX).

Table of Contents

 * /Introduction/
 * /First application/
 * /Delphi project files/
 * /Reserved keywords/
 * /Statements/
 * /Variables and constants/
 * /Data types/
 * /Boolean expression/
 * /Arithmetic expression/
 * /Flow control/
 * /Pointers/
 * /Objects and classes/
 * /Procedures and functions/
 * /Dynamic link libraries (DLLs)/
 * /The Debugger/
 * /The GUI - Introduction/
 * /The GUI - Component overview/
 * /The GUI - Multimedia/
 * /Creating own components/
 * /The SysUtils unit/
 * /The Math unit/
 * /Assembler in Delphi/

title: Delphi Programming


text:
Spanish/Imperfect Subjunctive

../Verbs/ | ../Verb Tenses/

The Imperfect Subjunctive is related to the pretérito and imperfecto de indicativo as the presente de subjuntivo is related to the presente de indicativo. That is, when the verb of the independent clause is in the present, the present subjunctive is used in the dependent clause, and when the verb of the independent clause is in the preterite or imperfect, the imperfect subjunctive is used.
 * No quiero que rompas la lámpara. —I don't want you to break the lamp.
 * No quería que rompieras la lámpara. —I didn't want you to break the lamp.

Conjugations
Similar to the presente de subjuntivo, begin with the third-person plural-form of the pretérito (ellos, ellas, and Ustedes). Then, remove the -ron and add the following endings.

Hablar hablaron -> habla-

Hablara    Hablarémos Hablaras   Hablaráis Hablara    Hablaran

Comer comieron -> comie-

Comiera    Comiéramos Comieras   Comieráis Comiera    Comieran

Vivir vivieron -> vivie-

Viviera    Viviéramos Vivieras   Vivieráis Viviera    Vivieran

title: Spanish/Imperfect Subjunctive


text:
User:Optimix~enwikibooks

nothing here for now

title: User:Optimix~enwikibooks


text:
User talk:Ivyboy

Hello, I noticed you've decided to add a walkthrough for Pokemon Ruby and Sapphire. However, it seems that you may have obtained the walkthrough from the web, without the authors' permission to put it on Wikibooks, which would be illegal. You've also removed the notices saying it seems to be a copyright violation, without posting a rebuttal, which is suspicious and also not a good editing practice. If you DO have permission from the authors (make sure they know what it would involve, as anyone would be able to edit their walkthrough), please give us proof.

Also, mind if I ask why you chose your username? It seems awfully similar to mine. - Bulbaboy 20:38, 20 May 2005 (UTC)

 * Okay, looks like you've essentially answered that last question, by moving my userpage to yours, imposter... - Bulbaboy 19:03, 22 May 2005 (UTC)

Removing VFDs, copyvio notices, and moving user pages
Hello there. I noticed that you removed a few VFDs and removed copyright violation notices. Please refrain from doing so. If there is a significant problem with a VFD, then please participate in the discussion by voicing your opinions rather than unilaterally removing the nomination. Similarly, you should note in the edit description or the talk page why you are removing a copyright violation.

Finally, it is considered to be extremely rude to move somebody's user page. Many people get testy even if you edit it. Thank you for your anticipated cooperation.

Please refrain from repeating these actions, or I will be forced to block you. If you have questions about anything at all, please feel free to leave me a message -Frazzydee|✍ 05:00, 23 May 2005 (UTC)

 * You have been blocked for 24 hours as a result of removing another VfD and redirecting User:Bulbaboy to your own user page. Please use this time to reflect upon your actions.  You may email me to discuss this block.  Please add to VfD discussions if you feel that the book's deletion is not warranted; simply removing the notice is both feckless and disruptive.

 * I hope to see more productive edits in the future. -Frazzydee|✍ 16:13, 23 May 2005 (UTC)

title: User talk:Ivyboy


text:
A-level Mathematics/OCR/C1/Error bounds and Inequalities

Sometimes you won't be able to find an exact answer, but only an estimate of where the answer lies. This answer, along with suitable error bounds, are perfectly acceptable and are often used for experimental data when a high degree of accuracy isn't always justifiable.

Errors
If you were told that a certain door was 2 metres tall, you could assume that the door could be anywhere between 1.5 and 2.5 metres, represented by the inequality $$1.5 \le x < \; 2.5$$, and was actually rounded to 2 metres. If you were told that the same door is 2.0 metres, then you could assume more accuracy, and say the door was anywhere between 1.95 and 2.05 metres, represented by the inequality $$1.95 \le x < \; 2.05$$. Here you would say that the height of the door is 2 metres with error bounds of $$\pm 0.05$$. This means that the actual value is within the range of 0.05m greater or less than the stated value. If you are not given error bounds of a measurement, you should assume that the last digit was rounded, and take all of the other digits as accurate.

The minimum and maximum value for the actual height of the door are called the lower and upper bounds, and are used to determine the accuracy of measurements.

Absolute error
The absolute error is the difference between the value that is obtained and the true value. The absolute error of a measurement can be found by using the following formula:

$$Absolute\ error = value\ obtained - true\ value$$

Relative error
The relative error is the absolute error as a proportion of the true value. The relative error of a measurement can be found by using the following formula:

$$Relative\ error = \frac{absolute\ error}{true\ value}$$

Percentage error
The percentage error is the absolute error as a percentage of the true value. The percentage error of a measurement can be found by using the following formula:

$$Percentage\ error = relative\ error \times 100$$

For example, if the true value of the 2 metre door was 1.95 metres, the absolute error is $$2 - 1.95 = 0.05$$, the relative error is $$\frac{0.05}{1.95} = 0.0256$$, and the percentage error is $$0.0256 \times 100 = 2.56\%$$.

Inequalities
An inequality is an expression which compares the relative sizes of points, lines, or curves. Unlike an equation, where both sides of the equals sign are always equal, inequalities can have one side greater than or equal to the other side.

The four signs of inequalities
There are four main basic signs:

 * $$<$$ less than,
 * $$>$$ greater than,
 * $$\le$$ less than or equal to, and
 * $$\ge$$ greater than or equal to.

For example, $$x < 4$$ means that $$x$$ is less than 4, $$x > 4$$ means that $$x$$ is greater than 4, $$x\le 4$$ means that $$x$$ is four or any number less than this, and $$x\ge 4$$ means that $$x$$ is four or any number higher than this.

Note that $$x > y$$ and $$y < x$$ are both essentially the same statement.

If you become confused with which sign means less than and greater than, it is useful to remember that the inequality signs always point to the smaller number. One basic rule to remember is that if you divide or multiply by a negative quantity the inequality sign reverses. For example $$-x\ge7$$ will become $$x\le-7$$. This makes sense because -4 is greater than -5 and 5 is greater than 4.

Combining inequalities
There are some cases where two inequalities can be combined into one. For example, the height of the door was said to be between $$x \ge 1.95$$ and $$x \le 2.05$$. The usual way of writing these is $$1.95 \le x < 2.05$$. Notice that the inequality signs are in the same direction. $$2.05 \ge x > 1.95$$ is perfectly acceptable, but it is incorrect to combine opposite facing inequalities and they must be left as two separate inequalities.

Solving Linear Inequalities
In order to solve a linear inequality simply isolate x. For example: $$-2x-5 \ge 0$$ $$-2x \ge 5$$

$$x \le \frac{-5}{2}$$

Note the sign change.

Solving Quadratic Inequalities
In order to solve a quadratic inequalities we need to: 1)Set the inequality to zero.

2)Factor the equation and find the zero(s).

3)Make a number line with the zero(s) of the equation as the only points. Make intervals between these points.

4)Find the sign of the factors. Then find the sign of the equation on the interval.

5)The interval(s) that satisfy the inequality is your answer set.

For example: Find the intervals that satisfy the relationship$$x^2 -4x \ge 5$$.

Step 1:$$x^2 -4x -5 \ge 0$$

Step2:$$\left(x + 1\right)\left(x-5\right)\ge 0$$ so the zeros will be -1 and 5

Step 3:

Edit: New pic needed to show the middle column as: x greater than or equal to -1 and less than or equal to 5.

Step 4:

Step 5: The intervals that satisfy the relationship are $$-1 \ge x$$ and $$x \ge 5$$.This is the solution set.

Solving Inequalities involving Fractions
Solving an equation involving a fraction is very similar to solving a quadratic inequalities. When you solve an inequality involving fractions you cannot cross multiply (because you could be multiplying by a negative number which would reverse the sign of the inequality). This will lead to an erroneous answer. Also remember that you can never have a zero in the denominator.

For example: Find the intervals that satisfy the relationship$$\frac{1}{x+1}\le\frac{6-x}{x+1}$$.

Step 1:$$\frac{1}{x+1}-\frac{6-x}{x+1}\le 0$$ then simplified it becomes $$\frac{x-5}{x+1}\le0$$.

Step 2: It is already factored so the zeros are -1 and 5.

Step 3:

Step 4:

Step 5: The intervals that satisfy the relationship are $$x > -1\,$$ and $$x \le 5$$ therefore $$-1 < x \le 5$$. Note that $$x > -1\,$$ is greater than because x cannot equal -1 or else there will be a zero in the denominator.

Interval Notation
Interval notation is another way to write the interval of the solution to an inequality problem. You should give your answer in interval notation because it is easier to comprehend. In interval notation the solution set is given in brackets. There are two types of brackets that are used:

This kind of bracket means that the endpoint is not included in the solution set.$$<\,$$ And $$>,$$

[ ] This kind on bracket means that the endpoint is included in the solution set.$$\le$$ And $$\ge$$

Also you can use various combinations of these brackets. If you have multiple intervals you will need to use the mathematical union sign $$\cup$$. Also if you have an interval that goes to $$\pm \infty$$ you need to use the round bracket ), because $$\pm \infty$$ is a concept and not a number.

For example convert $$x<-4\ -3\le x < 7\ 8< x \le 9\ 12 \le x$$ to interval notation:

In interval notation the solution set becomes $$\left(-\infty,-4\right)\cup\left[-3,7\right)\cup\left(8,9\right]\cup\left[12,\infty\right)$$, as you can see this is easier to comprehend.


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A-level Mathematics/OCR/C1/Equations

An equation consists of two expressions joined by the equals sign ($$=$$). Everything on the left-hand side is equal to everything on the right-hand side, for example $$2+3=4+1$$. Some equations contain a variable, usually denoted by $$x$$ or $$y$$, though any symbol can be used.

Manipulating expressions
Sometimes, expressions will be messier than they need to be, and they can be represented in an easier to understand form. The skills here are essential to the rest of the A-level course, although it is very likely that you have already covered them at GCSE.

Collecting like terms
When collecting like terms, you simply add all the terms in $$x$$ together, all the terms in $$y$$ together, and all the terms in $$z$$ together. The same applies for any other letter that represents a variable.

For example, $$2x+4y+8z-3x-7y-2z+4x$$ becomes:

$$2x-3x+4x = 3x$$

$$4y-7y = -3y$$

$$8z-2z = 6z$$

So, by adding all the answers, $$2x+4y+8z-3x-7y-2z+4x$$ simplified is $$3x-3y+6z$$.

Multiplication
Multiplication of different variables such as $$a \times b$$ becomes $$ab$$. Single variables become indices, so $$ x \times x$$ is $$x^2$$.

Like addition and subtraction, you keep like terms together. So, for example:

$$2x^2z \times 3yz^2 \times 4xy^3$$ becomes: $$24{x^3}{y^4}{z^3}$$

Fractions
It is quite often that fractions are encountered. Therefore we need to learn how to handle them properly. When working with fractions, the rule is to make all of the denominators equal, and then write the expression as one fraction. You need to multiply both the top and bottom by the same amount to keep the meaning of the fraction the same. For example, for $$\frac {3x}{2} + \frac {2y}{5} - \frac {z}{10}$$, the common denomimator is $$10$$.

Multiply both parts by $$5$$: $$\frac {15x}{10}$$ Multiply both parts by $$2$$: $$\frac {4y}{10}$$ Leave this as it is: $$\frac {z}{10}$$ You now have $$\frac {15x}{10} + \frac{ 4y}{10} - \frac {z}{10}$$, which becomes $$\frac {15x+4y-z}{10}$$.

Solving equations
Often, to solve an equation you must rearrange it so that the unknown term is on its own side of the equals sign. By rearranging $$2 + x = 5$$ to $$x = 5 - 2$$, $$x$$ has been made the subject of the equation. Now by simplifying the equation, you can find that the solution is $$x=3$$.

An equation with a variable will only hold true for certain values of that variable. For example $$2 + x = 5$$ is only true for $$x=3$$. The values that the variables have when the equation is true are called the solutions of the equation. Therefore $$x=3$$ is the solution of the equation $$2 + x = 5$$.

Changing the subject of an equation
You will usually be given equations that are more complex than the example above. To move a term from one side of the equals sign to the other, you have to do the same thing on both sides of the equals sign. For example, to make $$x$$ the subject of $$y = \frac{4 a (x^2 +b)}{3}$$:

Solving quadratic equations
Quadratic equations are equations where the variable is raised to the power of 2 and, unlike linear equations, there are a maximum of two roots. A root is one value of the variable where the equation is true, and to fully solve an equation, you must find all of the roots. For a quadratic equation you can factorise it and then easily find which values make the equation valid. The example above is quite a simple case. You will usually be given a more complicated equation such as $$2x^2 + 5x + 3 = 0$$. If the equation isn't already in the form $$ax^2 + bx + c = 0$$, rearrange it so that it is. The steps needed to factorise $$2x^2 + 5x + 3 = 0$$ are:

So $$(2x + 3)(x + 1) = 0$$ is $$2x^2 + 5x + 3 = 0$$ in factorised form. You can now use the fact that any number multiplied by $$0$$ is $$0$$ to find the roots of the equation. The numbers that make one bracket equal to $$0$$ are the roots of the equation. In the example, the roots are $$-1.5$$ and $$-1$$.

It is also possible to solve a quadratic equation using the quadratic formula or by completing the square.

Simultaneous equations
Simultaneous equations are useful in solving two or more variables at once. Basic simultaneous equations consist of two linear expressions and can be solved by three different methods: elimination, substitution or by plotting the graph.

Elimination method
The basic principle of the elimination method is to manipulate one or more of the expressions in order to cancel out one of the variables, and then solve for the correct solution.

An example of this:

From this, we can see that by multiplying equation (1) by a factor of 2 and then subtracting this new equation from (2), the $$y$$-variable will be eliminated.

(1) $$\times 2 \rightarrow 4x + 6y = 20$$ (1a) (Assigning the number (1a) to this equation)

Now subtracting (2) from (1a):

Now that we have $$2x = 14$$, we can solve for $$x$$, which in this case is $$7$$.

$$x = 7$$.

Substitute the newly found $$x$$ into (1):

$$2 \times 7 + 3y = 10$$

$$14 + 3y = 10$$

And we find that $$y = - 4/3$$

So, the solution to the two equations (1) and (2) are:

$$x = 7$$

$$y = -4/3$$

Substitution method
The substitution method relies on being able to rearrange the expressions to isolate a single variable, in the form variable = expression. From this result this new expression can then be substituted for the variable itself, and the solutions evaluated.

An example of this:

From this expression, it is possible to see that (2) is the most simplistic expression, and thus will be the better choice to rearrange.

Taking (2), and rearranging this into $$x = 6 - y$$. (2a)

Subbing (2a) into (1) we get

$$2(6 - y) + 3y = 12$$

Solving this, we get that $$y = 0$$

Again we can sub this result into one of the original equations to solve for $$x$$. In this case $$x = 6$$.

Note that for situations in which one of the equations is non-linear, you must isolate one variable in the linear equation and substitute it into the non-linear one. Then you can solve the quadratic equation with one of the methods above.

Another form of substitution is if you've got a similar expression in both equations, like in this case:

Here, $$2x$$ is found in both equations, so:

And since $$2x = 2x$$, you could do:

$$10 - 3y = 6 - 6y$$

$$6y - 3y = 6 - 10$$

$$3y = -4$$

$$y = -4/3$$

Now you've got $$y$$, and finding $$x$$ will be the same as above.

Graph by first solving for y. 2x+3y=12

Solving problems with simultaneous equations
Often, you will be given problems which you must be able to write out as a pair of simultaneous equations. You will need to recognise such problems, and write them out correctly before solving them. Most problems will be similar to these examples with some differences.

Example

''At a record store, 2 albums and 1 single costs £10. 1 album and 2 singles cost £8. Find the cost of an album and the cost of a single.''

Taking an album as $$a$$ and a single as $$s$$, the two equations would be:

$$2a+s=10$$

$$a+2s=8$$

title: A-level Mathematics/OCR/C1/Equations


text:
Talk:Adventist Youth Honors Answer Book/First aid/Burns

"do not wait to remove clothes"

does that mean clothes should be removed immediately or does it mean do not pause to remove clothes, apply cold water immediately.

from previous article
We could incorporate the following...

 Burns

First cool the burn with large quantities of water. Do not use ice. Then cover the burn with sterile or clean dressings. Then seek help for serious burns or burns that impair breathing, cause shock, or are caused by unusual means (radiation, chemicals, electricity).

Do not lance burn blisters.

Template
I moved this content into a template so that I could use it in Adventist Youth Honors Answer Book. There are several honors there which require first aid knowledge, and rather than duplicate the material every time it's needed, I though templates might be the way to go. Jim Thomas 01:46, 25 October 2006 (UTC)
 * Oops. It doesn't belong in a template, so I moved it back.  This page is transcluded in Adventist Youth Honors Answer Book/Health and Science/First Aid, Standard.

Lost?
This isn't used in First Aid - perhaps it should be folded into Jomegat's book proper? — Mike.lifeguard | talk 06:26, 28 October 2008 (UTC)


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Wikibooks:Newsletter

This is the first edition new Wikibooks periodical newsletter. It’s goal is to give general information about current Wikibooks developments. This first issue will mention several things from the relatively recent past on Wikibooks ( http://en.wikibooks.org/wiki/Main_Page )

New Developments
The Free High School Science Text group from South Africa has started a couple of new books, FHSST Biology, FHSST Physics, and FHSST Computer Literacy, and they have more planned. The project has the goal of providing free science textbooks to all of South Africa. Of course, we know that eventually the books they create will be used in other places as well. The FHSST ( http://www.nongnu.org/fhsst/index.html ) has a large group of contributors organized and already working. They were doing primary development offline and then uploading the information, but leader Mark H ( http://www.nongnu.org/fhsst/4_team.html ) has decided to try out the Wikibooks development tools for their Biology book, developing it online from the very start.

The FHSST folks are also working with two other organizations to develop lesson plans related to the textbooks.

 * http://www.tuxlabs.org.za/
 * http://moodle.hmo.ac.za/

We hope that the FHSST books and related materials will set the stage for other adventuresome educators to begin organized efforts to develop educational materials on Wikibooks.

Wikibooks is now experimenting with a method of focusing effort called the Collaboration of the Month ( http://en.wikibooks.org/wiki/Wikibooks:Collaboration_of_the_Month ). The idea is to identify a certain book each month for the community to rally around and work on together.

Wikistats ( http://en.wikipedia.org/wikistats/wikibooks/EN/Wikibooks_EN.htm ) This page gives statistics about Wikibooks.

Book organization software enabled – Developers enabled wiki software that automatically creates links from daughter pages to parent pages. It also allows easy link-making from parent pages to daughter pages. Format links from parent pages to daughter pages like this: /Daughter page To take advantage of this feature, place subpages after slashes in the page titling scheme. For example, a chapter on trees in the Plants section of a general biology book: /General_Biology/Plants/Trees On the Trees page, the site automatically creates back links to the Plants page as well as the General_Biology page. Is that cool or what?

Wiki Junior – Wikibooks is developing a series of nonfiction children’s books called Wiki Junior ( http://en.wikibooks.org/wiki/Wikijunior ). The currently under development are:
 * Big Cats ( http://en.wikibooks.org/wiki/Wikijunior_Big_Cats ),
 * South America ( http://en.wikibooks.org/wiki/Wikijunior_South_America ), and the
 * Solar System ( http://en.wikibooks.org/wiki/Wikijunior_Solar_System ).

The Wikibooks Newsletter – this is an experiment in communication and rallying of the troops, inspired by Linspire founder Michael Robertson’s “Michael’s Minute” weekly newsletter.

Most Active Books

 * Cookbook (always)
 * Jokebook

Recommended Reading

 * How To Build A Computer ( http://en.wikibooks.org/wiki/How_To_Build_A_Computer )
 * World History ( http://en.wikibooks.org/wiki/World_History )
 * Seven Habits Study Guide ( http://en.wikibooks.org/wiki/Seven_Habits_Study_Guide )

In Other Languages
Administración de tiempo

Wikibooks in the News

 * Jimmy Wales on Slashdot – When Jimmy was interviewed on Slashdot recently ( http://interviews.slashdot.org/interviews/04/07/28/1351230.shtml?tid=146&tid=95&tid=11 ), he expressed that one of the things that he is most excited about within the world of Wiki is changing the world of education in the developing world with the creation of free educational materials on Wikibooks.
 * Panel on Open Source

Think Tank & Issues of Debate
How should the textbook hierarchy be organized? With slashes, colons, dashes … “Wikibooks founder” Karl Wick suggests slashes, as the site automatically recognizes slashes as indicators of page structure, and now has software enabled that creates automatic links on daughter pages to parent pages (see New Developments).

How can Wikibooks involve more educators? If you are an educator, please give us feedback as to what would help you to use Wikibooks in the classroom or as a development tool, or give examples of how you have used Wikibooks materials in your classroom.

title: Wikibooks:Newsletter


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Cookbook:Pancetta

| Pork | Bacon | Italian Cuisine

Pancetta is an Italian form of bacon. It is pork belly that has been salt cured and spiced, and dried for about three months (but usually not smoked). There are many varieties and each part of Italy produces its own type. In Corsica, it is considered a regional flavour.

Pancetta can be rolled, the most common type (as in the photograph), or straight (with all the fat on one side).

When served on its own, the rolled pancetta is presented in very thin slices. More often it is used to flavour other dishes, especially pasta sauces. Recipes which include pancetta are described as all’amatriciana, for the town of Amatrice.

title: Cookbook:Pancetta


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User:Paul in Saudi~enwikibooks

Yes, I am the Same Paul in Saudi from the other Wikis. Please post on my Talk Page.

title: User:Paul in Saudi~enwikibooks


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Cookbook:Noodle

Noodles are a type of dough product shaped into strips or strings. Some use the term "noodle" to refer to pasta, although they are not technically interchangeable terms.

Shaping
Noodles can be shaped in a variety of ways. One method involves rolling the dough into sheets and cutting it into strips to form noodles. Another variety of cut noodles involves using a very sharp blade to slice thin noodles off a large piece of dough. Pulled noodles are made by folding and pulling the dough to make thin strands. Extruded noodles are formed by forcing the dough through small holes to make long strands.

Drying
Some noodles are made shelf stable by drying to remove the moisture content. This can be done by simple air-drying or by placing in a dehydrator setup.

Wheat-based

 * Udon/udong: thick, round noodles of Japanese origin
 * Ramen/ramyeon/lamian: thin, round, long noodles of Japanese origin; often served in soup
 * Spaghetti: thin, round semolina noodles of Italian origin
 * Tagliatelle
 * Somen/somyeon: thin, pulled wheat noodles used in Japanese and Korean cuisines
 * Yao mein/lo mein: round Chinese noodles containing eggs
 * Wonton noodles
 * Cumian
 * Jjolmyeon
 * Kesme/erişte
 * Garak-guksu
 * Liangpi

Rice-based

 * Rice sticks/banh pho: flattened rice noodles with a range of widths
 * Rice vermicelli/mai fun: very thin rice-based noodles
 * He fen/ho fun: wide rice-based noodles
 * Cheung fun
 * Guotiao/kway teow/kwetiau
 * Khanom chin
 * Sevai

Buckwheat-based

 * Soba: short, thin noodles of Japanese origin
 * Naengmyeon

Other

 * Cellophane/glass noodles: thin noodles made from different kinds of starch
 * Dangmyeon
 * Dotori guksu/donguru-men
 * Shirataki
 * Kelp noodles/cheon sa chae

Uses
Noodles are used in a variety of dishes across the world, including stir-fries, salads, casseroles, and soups.

China

 * Chow mein/chaomian
 * Zhajiangmian
 * Banmian
 * Hot dry noodles (reganmian)
 * Char kway teow
 * Lo mein

Korea

 * Japchae
 * Jjamppong
 * Bibim guksu
 * Jajangmyeon
 * Bibim naengmyeon
 * Kongguksu

Japan

 * Yakisoba
 * Ramen
 * Udon

Vietnam

 * Pho
 * Bún
 * Hủ tiếu
 * Miến
 * Mì quảng
 * Bánh canh

Thailand

 * Pad see ew
 * Pad thai

Italy

 * Cacio e pepe
 * Fetuccine alfredo
 * Spaghetti alla carrettiera

title: Cookbook:Noodle


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Cookbook:Goose

| Game

The goose (plural: geese) is a bird with the size of a turkey and the shape of a duck. Geese are often served as part of holiday meals.

title: Cookbook:Goose


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Talk:C Programming/Networking in UNIX

I think it would be helpful to add comments to the #include directives, as to why they have to be included (i.e. for what function calls / constants etc.)

more examples
the functions gethostbyname and gethostbyaddr still elude my mental grasp. I would love to see these two functions used in an example (or two) so i can figure out how precisely they are used.

example _error_
The server example has a while(1) loop which throws it into an infinite loop. The example should be fixed to not do that.

Dependencies
"This guide assumes you already have a good general idea about C, UNIX and networks." Can we agree on a good Wikibook, or at least a free reference, on these? Obviously, this book would cover C, but providing links to the networking and Unix dependencies would be nice. I'll look around and come back with some suggestions. Ingcake (discuss • contribs) 18:14, 27 May 2015 (UTC)

title: Talk:C Programming/Networking in UNIX


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Talk:Russian/Interrogative Pronouns

Untitled
no errors, i'm russian ;)

Как и Каким образом
Приьет, I'm learning Russian and I would like to know what is the difference between Как and Каким образом. It seems they can be translate in English by How but I suppose there is a grammatical difference between them which in English we don't distinguish. Спасибо ! --130.79.35.151 (talk) 10:14, 4 January 2010 (UTC)

The one who wrote Russian examples! There are too many mistakes. You are just confusing the people who read this.

title: Talk:Russian/Interrogative Pronouns


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Template:Blender 3D: HotKeys/Navigation

 3D View by Mode: All HotKeys | Object Mode | Edit Mode | Pose Mode Sculpt Mode | Vertex Paint Mode | Texture Paint Mode | Particle Mode | UV Face Select Mode Other Windows: Scripts Window | File Browser | Image Browser | Buttons Window Outliner | User Preferences | Text Editor | Audio Window Timeline | Video Sequence Editor | UV Image Editor | NLA Editor Action Editor | IPO Curve Editor | Node Editor | Render Window by Key: ., A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Relevant to Blender 2.49b

title: Template:Blender 3D: HotKeys/Navigation


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Abstract Algebra/Algebras

In this section we will talk about structures with three operations. These are called algebras. We will start by defining an algebra over a field, which is a vector space with a bilinear vector product. After giving some examples, we will then move to a discussion of quivers and their path algebras.

Algebras over a Field
Definition 1: Let $$F$$ be a field, and let $$A$$ be an $$F$$-vector space on which we define the vector product $$\cdot\,:\,A\times A\rightarrow A$$. Then $$A$$ is called an algebra over $$F$$ provided that $$(A,+,\cdot)$$ is a ring, where $$+$$ is the vector space addition, and if for all $$a,b,c\in A$$ and $$\alpha\in F$$, The dimension of an algebra is the dimension of $$A$$ as a vector space.
 * 1) $$a(bc)=(ab)c$$,
 * 2) $$a(b+c)=ab+ac$$ and $$(a+b)c=ac+bc$$,
 * 3) $$\alpha(ab)=(\alpha a)b=a(\alpha b)$$.

Remark 2: The appropriate definition of a subalgebra is clear from Definition 1. We leave its formal statement to the reader.

Definition 2: If $$(A,+,\cdot)$$ is a commutative ring, $$A$$ is called a commutative algebra. If it is a division ring, $$A$$ is called a division algebra. We reserve the terms real and complex algebra for algebras over $$\mathbb{R}$$ and $$\mathbb{C}$$, respectively.

The reader is invited to check that the following examples really are examples of algebras.

Example 3: Let $$F$$ be a field. The vector space $$F^n$$ forms a commutative $$F$$-algebra under componentwise multiplication.

Example 4: The quaternions $$\mathbb{H}$$ is a 4-dimensional real algebra. We leave it to the reader to show that it is not a 2-dimensional complex algebra.

Example 5: Given a field $$F$$, the vector space of polynomials $$F[x]$$ is a commutative $$F$$-algebra in a natural way.

Example 6: Let $$F$$ be a field. Then any matrix ring over $$F$$, for example $$\left(\begin{array}{cc} F & 0 \\ F & F\end{array}\right)$$, gives rise to an $$F$$-algebra in a natural way.

Quivers and Path Algebras
Naively, a quiver can be understood as a directed graph where we allow loops and parallell edges. Formally, we have the following.

Definition 7: A quiver is a collection of four pieces of data, $$Q=(Q_0,Q_1,s,t)$$, We will always assume that $$Q_0$$ is nonempty and that $$Q_0$$ and $$Q_1$$ are finite sets.
 * 1) $$Q_0$$ is the set of vertices of the quiver,
 * 2) $$Q_1$$ is the set of edges, and
 * 3) $$s,t\,:\, Q_1\rightarrow Q_0$$ are functions associating with each edge a source vertex and a target vertex, respectively.

Example 8: The following are the simplest examples of quivers:
 * 1) The quiver with one point and no edges, represented by $$1$$.
 * 2) The quiver with $$n$$ point and no edges, $$1\quad 2\quad ... \quad n$$.
 * 3) The linear quiver with $$n$$ points, $$1\,\stackrel{a_1}{\longrightarrow}\, 2\,\stackrel{a_2}{\longrightarrow} \,...\,\xrightarrow{a_{n-1}} \,n$$.
 * 4) The simplest quiver with a nontrivial loop, $$1\underset{a}\stackrel{b}{\leftrightarrows} 2$$.

Definition 9: Let $$Q$$ be a quiver. A path in $$Q$$ is a sequence of edges $$a=a_ma_{m-1}...a_1$$ where $$s(a_i)=t(a_{i-1})$$ for all $$i=2,...,m$$. We extend the domains of $$s$$ and $$t$$ and define $$s(a)\equiv s(a_0)$$ and $$t(a)\equiv t(a_m)$$. We define the length of the path to be the number of edges it contains and write $$l(a)=m$$. With each vertex $$i$$ of a quiver we associate the trivial path $$e_i$$ with $$s(e_i)=t(e_i)=i$$ and $$l(e_i)=0$$. A nontrivial path $$a$$ with $$s(a)=t(a)=i$$ is called an oriented loop at $$i$$.

The reason quivers are interesting for us is that they provide a concrete way of constructing a certain family of algebras, called path algebras.

Definition 10: Let $$Q$$ be a quiver and $$F$$ a field. Let $$FQ$$ denote the free vector space generated by all the paths of $$Q$$. On this vector space, we define a vector product in the obvious way: if $$u=u_m...u_1$$ and $$v=v_n...v_1$$ are paths with $$s(v)=t(u)$$, define their product $$vu$$ by concatenation: $$vu=v_n...v_1u_m...u_1$$. If $$s(v)\neq t(u)$$, define their product to be $$vu=0$$. This product turns $$FQ$$ into an $$F$$-algebra, called the path algebra of $$Q$$.

Lemma 11: Let $$Q$$ be a quiver and $$F$$ field. If $$Q$$ contains a path of length $$|Q_0|$$, then $$FQ$$ is infinite dimensional.

Proof: By a counting argument such a path must contain an oriented loop, $$a$$, say. Evidently $$\{ a^n \}_{n\in\mathbb{N}}$$ is a linearly independent set, such that $$FQ$$ is infinite dimensional.

Lemma 12: Let $$Q$$ be a quiver and $$F$$ a field. Then $$FQ$$ is infinite dimensional if and only if $$Q$$ contains an oriented loop.

Proof: Let $$a$$ be an oriented loop in $$Q$$. Then $$FQ$$ is infinite dimensional by the above argument. Conversely, assume $$Q$$ has no loops. Then the vertices of the quiver can be ordered such that edges always go from a lower to a higher vertex, and since the length of any given path is bounded above by $$|Q_0|-1$$, there dimension of $$FQ$$ is bounded above by $$\mathrm{dim}\,FQ\leq |Q_0|^2-|Q_0|<\infty$$.

Lemma 13: Let $$Q$$ be a quiver and $$F$$ a field. Then the trivial edges $$e_i$$ form an orthogonal idempotent set.

Proof: This is immediate from the definitions: $$e_ie_j=0$$ if $$i\neq j$$ and $$e_i^2=e_i$$.

Corollary 14: The element $$\sum_{i\in Q_0} e_i$$ is the identity element in $$FQ$$.

Proof: It sufficed to show this on the generators of $$FQ$$. Let $$a$$ be a path in $$Q$$ with $$s(a)=j$$ and $$t(a)=k$$. Then $$\left(\sum_{i\in Q_0} e_i\right)a=\sum_{i\in Q_0} e_ia=e_ja=a$$. Similarily, $$a\left(\sum_{i\in Q_0} e_i\right)=a$$.

To be covered:

- General R-algebras

title: Abstract Algebra/Algebras


text:
Blender 3D: Noob to Pro/Advanced Tutorials/Python Scripting/Introduction

Python is a powerful, high-level, dynamic language. The version of Python used in Blender 2.67 is 3.3. If you are unfamiliar with Python, start with the Python book. If you are familiar with older (2.x) versions of Python, this page summarizes what’s new in 3.x.

If you are familiar with Python scripting in older versions of Blender, be aware that 2.5x/2.6x is completely different; the old  module is gone. Much of the functionality is now available through the  module, but don’t expect an exact 1:1 correspondence.

First Steps In Blender Scripting
Open a new, default Blender document. If you haven’t customized your settings, there will be a Timeline window along the bottom; change this to a Python Console. Perhaps increase its height to let you see more lines at once.

To start with, let’s find out what objects are present in the document. At the “>>>” prompt, type You should see the response which isn’t actually all that informative. In fact what you have here is an iterator; to see its contents, just do the usual Python thing and convert it to a list. Try entering this: This time the response should be which shows you how to refer to the three default objects you can see in the 3D View window.

Let’s get a reference to the Cube object for more convenient access: type

Now let’s try querying the value of one of its attributes: type You should see the response The  type comes from the   module provided by Blender. But unlike, this is not automatically imported into the Python Console. So let’s bring it in for subsequent use: type OK, now let’s try changing the location of the default Cube: type (Note the doubled parentheses:  takes a single argument, which is a tuple of X, Y and Z coordinate values.)

Were you watching the 3D View when you pressed ? You should have seen the cube jump to a different position. To make it move again, press to bring back the above command, so you can execute it again with. As soon as you do this, the cube will jump another step, like before. And that’s it—you’re scripting!

The Module
The contents of the  module are divided into several submodules, among which are:

 * — This is where you find the contents of the current document.
 * — information about the types of the objects in.
 * — operators perform the actual functions of Blender; these can be attached to hotkeys, menu items and buttons. And of course they can be invoked from a script. When you write an addon script, it will typically define new operators. Every operator must have a unique name.
 * — contains settings like the current 3D mode, which objects are selected, and so on. Also accessible in the Console window via the global variable.
 * — functions for defining properties. These allow your scripts to attach custom information to a scene, that for example the user can adjust through interface elements to control the behaviour of the scripts.

The Module
The module  defines several important classes that are used heavily in the rest of the Blender API.

 * : the representation of 2D or 3D coordinates.
 * : the most general way of representing any kind of linear transformation.
 * : a straightforward way of representing rotations as a set of Euler angles, which are rotation angles about the X, Y and Z axes. Prone to well-known pitfalls such as gimbal lock.
 * : on the face of it, a more mathematically abstruse way of representing rotations. But in fact this has many nice properties, like absence of gimbal lock, and smoother interpolation between two arbitrary rotations. The latter is particularly important in character animation.
 * : a representation of RGB colours and conversion to/from HSV space (no alpha channel).


text:
Autonomous Technology-Assisted Language Learning/Other Resources

Some of these resources may eventually be moved to one of the Input, Output, Interaction, Exercises or Assessment modules of the ATALL Wikibook.

Journals

 * Journals specializing on technology related to language teaching and learning
 * CALICO Review
 * Language Learning and Technology
 * ReCALL
 * System
 * Journals on second language acquisition that sometimes publish articles and reviews related to technology
 * Asian EFL Journal
 * Canadian Modern Language Review
 * Modern Language Journal
 * TESOL Quarterly
 * Journals on educational technology that sometime publish articles and reviews about second language teaching/learning
 * Journal of Educational Computing Research

Multilingual

 * Moodle Glossary language learning & teaching links
 * Information and Communications Technology for Language Teachers (ICT4LT)
 * 101languages.com provides information about and sells many of the most popular audiocassette-, Audio CD-, and computer-based language courses that can be used by autonomous language learners. These include the FSI Language Courses, the Pimsleur Audio Courses, the PCC Audio Courses, and Rosetta Stone Language Software.
 * List of Digital Library Projects
 * MERLOT "MERLOT (Multimedia Education Resource for Learning and Online Teaching) is a free and open resource designed primarily for faculty and students of higher education. Links to online learning materials are collected here along with annotations such as peer reviews and assignments" (from website).
 * Free Language Learning Software - Dozens of software programs for learning over 20 different languages.
 * Computer-Assisted Language Learning: CALL website from the University of Wisconsin.
 * Agency for Instructional Technology is a developer and distributor of educational products. It offers a large selection of educational videos, interactive software, DVDs, CD-ROMs, online resources, and print materials in English.
 * A&E Classroom is part of the Arts and Entertainment Network. Here you can find guides, videos and more in English for educational use.
 * BBC World Service has a special section for English learning. In this section, language learners can not only watch or listen to news around the world, but also do some exercises after watching or listening. Moreover, it provides quizzes for self-assessment. It also has resources for language teachers, providing teachng materials and lesson plans.
 * Self-Access Centre
 * NTNU Web Concordancer is designed for Chinese EFL learners to use.
 * Speech Web Site''' It is NTNU Online English Pronunciation Practice website.
 * Great site to role play as you practice speaking & lots of useful phrases!!!
 * Good website for English learning and teaching
 * Reviews of CALL software and online courses
 * This is a bibliography of work relating to Autonomy and Computer Aided Language Learning. There is also a discussion list on the site.

Portuguese

 * Portuguese Links


text:
Cantonese/Web Resources

Other tutorial sites

 * Learn Cantonese! 學廣東話!
 * Learn Cantonese (Adam Sheik)
 * Cantonese Podcast lessons at CantonesePod (Kaibo Huang)
 * Cantonese Course (Brian King)
 * YouTube Video Cantonese Lessons (Brian King)

Food

 * Dim sum
 * Cantonese cuisine

Music

 * Cantopop
 * Cantonese opera

Locations where Cantonese is spoken

 * Guangdong Province
 * Guangzhou
 * Hong Kong
 * Macau
 * Malaysia
 * Singapore

title: Cantonese/Web Resources


text:
Talk:US History/W Bush

The page does not say those exact words anymore.

Wikibooks is not Wikinews
This is stated clearly in our inclusion policy. Changes which simply add this week's scandal will be reverted, as that is not appropriate for a history textbook. Please be very careful to contribute only content which is relevant and important from a historical point of view. – Mike.lifeguard  | talk 20:38, 23 March 2008 (UTC)

Copyright Violations
Please do not directly copy text from other websites unless it's PD. I've removed a couple portions that appeared to be copied. --Retropunk (talk) 06:20, 21 November 2008 (UTC)
 * Thanks for catching that! I've sighted the page after that edit; hopefully that will stem the flow of nonsense. — Mike.lifeguard | talk 18:08, 21 November 2008 (UTC)

title: Talk:US History/W Bush


text:
Geometry/Circles/Tangents and Secants

A tangent is a line in the same plane as a given circle that meets that circle in exactly one point. That point is called the point of tangency. A tangent cannot pass through a circle; if it does, it is classified as a chord. A secant is a line containing a chord.

A common tangent is a line tangent to two circles in the same plane. If the tangent does not intersect the line containing and connecting the centers of the circles, it is an external tangent. If it does, it is an internal tangent.

Two circles are tangent to one another if in a plane they intersect the same tangent in the same point.

title: Geometry/Circles/Tangents and Secants


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

On definition of term 'Potential energy' - 'Potential energy is the energy an object has due to its position or state.'

It looks incorrect a bit - internal (thermal, for example) energy is also described by state, but this energy is not potential, obviously.

One more note - may be it's a bad idea to avoid negative numbers - gravitational energy is (actually) always negative.

And, may be the general formula for energy of gravitational interaction energy shuld be added?

$$ E_p=-G\frac{m_1 m_2}{r} $$

Vasiliev Mihail 20:50, 21 May 2005 (UTC)


text:
User:Spangineer

My userpage on Wikipedia

 * Asset Allocation
 * Investing
 * Spanish

title: User:Spangineer