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Muggles' Guide to Harry Potter/Places/Slytherin House

General Overview
Slytherin House is one of the four Houses in Hogwarts, and as such is both a location and a group of characters. The common room is located deep within Hogwarts, apparently in the Dungeons. Students are Sorted into Houses by the Sorting Hat upon their initial arrival at Hogwarts based on their character. While students remain at Hogwarts, they each represent their House; a tally of House points is kept, with good behaviour and good marks adding to that total, misbehaviour and bad marks subtracting from it. The House Cup is awarded each year to the House with the greatest tally of House points.

Extended Description
Housemaster: Professor Horace Slughorn (about fifty years before the series opens, and again throughout book 7); Severus Snape (books 1 through 6)

Founder: Salazar Slytherin

Coat of Arms: silver serpent, green

Ghost: The Bloody Baron

Characteristics: "These cunning folks use any means, To achieve their ends."

Location of common room: The Slytherin common room is a low-ceilinged, dungeon-like room with greenish lamps and chairs. It is located in the dungeons, behind an apparently blank stretch of wall. The author has commented that it is actually located under the lake.

While we see the inside of the Slytherin common room in Harry Potter and the Chamber of Secrets, Harry and Ron's sojourn there is necessarily brief. In Harry Potter and the Deathly Hallows, Harry claims that he was a member of Slytherin house to avoid identifying himself, and gives a description of the Common Room as proof. This description does not quite match what he saw in the earlier book, but it is sufficient to mislead his captors.

Residents of Slytherin house will be selected according to the biases of the founder of the house, Salazar Slytherin. As Slytherin is known to have departed the school in anger at the decision of the other School Founders to allow teaching of magic to those who had Muggle ancestry, it is not terribly surprising that those modern wizards who believe in the superiority of the Pure-blood wizards should end up Sorted into Slytherin house. This is also reflected in the common room password the one time we hear it used; at Christmas in Harry's second year, it is "Pureblood".

Shortly before the end of the last book, Voldemort decrees that all houses at Hogwarts shall be terminated, except for Slytherin. Luckily, this decree has no effect.

Analysis
The number of students actually in each House is uncertain. We only ever hear of five boys and five girls in each year, but we have been told by the author in an interview that the average class size (all residents of one House for one year) is about thirty. Thus we must assume a population of 210 per house, fifteen boys and fifteen girls each year.

One gets the impression from things said in Harry Potter and the Goblet of Fire that House honours, notably the House cup and the Quidditch cup, are generally held by either Slytherin house or Gryffindor house, with Ravenclaw house occasionally winning an upset victory. It is to stymie Slytherin house's long run of House cup victories that Professor McGonagall chooses to relax the rule about First Year students and brooms for Harry.

One must wonder whether the placement of the Slytherin common room under the lake is an author's mistake. It is true that in the same book where we enter the Common Room, we also see the Chamber of Secrets, which also has a major connection to Salazar Slytherin, including a statue of him on the far wall. It is also true that Harry remarks on the water on the floor of the Chamber, which leads us to believe that the Chamber is located under the lake. It is certainly possible that the author had slightly confused the two locales, and having placed the Slytherin common room under the lake in an interview, then had to keep it there in later parts of the story.

As mentioned, one characteristic of Slytherin house is that "These cunning folks use any means, To achieve their ends." Because this is mentioned, in some form, whenever we hear the Sorting Hat singing about the Sorting, we can guess that this is the major criterion for selection into Slytherin House. Cunning does not seem to require intelligence, as we can see from some other characters from Slytherin House, notably Crabbe, Goyle, and later Amycus and Alecto Carrow. What does seem to be a common thread among those Slytherin students is a willingness to heighten their own status by putting down other students. This is particularly thoroughly displayed by Pansy Parkinson and Draco Malfoy, and by Lucius Malfoy, who we are unsurprised to find was a Prefect in Slytherin House some fifteen years previous to the opening of our story. The portrayal of characters from Slytherin seems to be designed to show how easily cunning can become bullying.

It is worth note that almost all boarding schools divide their students into multiple "houses", based either on the residence in which they are placed, some other characteristic, or simple random selection. This division fosters some internal competition, which can lead to improved performance in the school, and allows for practice with teams outside the school. There is possibly some benefit to grouping students by temperament; presumably, by grouping all the more Machiavellian students together ito Slytherin house, there will be less ground for complaint about the more egregious social climbing incidents, because in theory all students in the house will be trying to compete on those grounds.

Greater Picture
A more adult reader may have some questions about Slytherin House and how it is held up from the very beginning of the story as being less honorable than the other Houses. As early as Harry Potter and the Philosopher's Stone, Slytherin house is being held up as a horrible example. Hagrid says to Harry, "There's not a single witch or wizard who went bad who wasn't in Slytherin. You-Know-Who was one." (Readers familiar with the series may believe that Hagrid, at this point, thinks Sirius Black to have gone bad and betrayed Harry's parents, and we will find out that in reality it was Wormtail who committed the crime, although neither are mentioned until the third book. Both were in Gryffindor; Hagrid's use of hyperbole would suggest an extreme distaste for Slytherin house. We should note, though, that the revelation of Sirius' presumed role in that crime, in Harry Potter and the Prisoner of Azkaban, seems to be a shock to Hagrid. It is possible that before that revelation Hagrid had not known directly of any "witch or wizard who went bad" from any house other than Slytherin.)

With that reputation firmly in place, it is difficult to see how the new student freshly sorted into Slytherin could possibly act to counter it. We note that what Voldemort espouses, and the stated platform of Grindelwald before him, is that magical folk, and by extension those bred only from other witches or wizards, are somehow superior to Muggles and those descended from them. This echoes exactly the views of Salazar Slytherin, the founder of the House. The tradition of dishonesty and slyness associated with the House may have grown out of the need to conceal the House's common belief in Pure-Blood superiority, as apparently a majority of witches and wizards can count at least one Muggle in their recent ancestry.

However, once such an association is created in the masses, it is extremely hard to eradicate. And this quite possibly has led to reinforcement of the idea in Slytherin House. This would be a classical example of society creating the monsters that it fears and hates; and it is a far too human sort of behaviour. Perhaps the author is trying to point this out to her audience in a low-key manner, such that the children who read her books may be a little less susceptible to this in their own lives.


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Muggles' Guide to Harry Potter/Major Events/Quidditch

Overview
Quidditch is the main sport of the wizarding community. It is followed by wizards in much the same way that football (soccer) is followed by Muggles. Harry initially compares it to basketball on broomsticks with three hoops. It is a fast-paced, dangerous game played by two teams with seven members each and officiated by one referee. Typically there are no player substitutions allowed in the course of the game.

Event Details
Note that through a large part of the books, this is not so much a single event as an ongoing background that periodically breaks out into a competition. Harry plays in the Gryffindor Quidditch team as Seeker from year 1 (Harry Potter and the Philosopher's Stone) to year 6 (Harry Potter and the Half-Blood Prince), being team captain in year 6. Draco Malfoy plays opposite him on the Slytherin team, starting with year 2 (Harry Potter and the Chamber of Secrets). (Though Draco is nominally Seeker in Harry Potter and the Half-Blood Prince, he seems to be doing something else when Quidditch is being played.) Quidditch is canceled when a strict curfew is imposed in the middle of Year 2 (Harry Potter and the Chamber of Secrets) because Hermione Granger and Penelope Clearwater are attacked. Apart from the Quidditch World Cup, there is no Quidditch in year four (Harry Potter and the Goblet of Fire) because of the Triwizard Tournament; Harry is unable to play in the last match of Year 1 (Harry Potter and the Philosopher's Stone) because he is unconscious in the hospital wing, or in most of the matches in year five (Harry Potter and the Order of the Phoenix) because Professor Umbridge has ordered his broom confiscated after the first game, or in the last match of Year 6 (Harry Potter and the Half-Blood Prince) because he is serving detention with Professor Snape. In years 5 and 6, when Harry is not available, Ginny Weasley is Seeker for Gryffindor. Ron is Keeper for Gryffindor in years 5 and 6; Oliver Wood in years 1 through 3.

Quidditch Players
A Quidditch team is made up of seven members.

 * 3 Chasers - their job is to score goals. Their responsibility is passing the Quaffle amongst themselves so as to be able to throw it through one of the adversaries' three hoops (or goal posts) in the field, while trying to keep it out of the hands of the opposing team's Chasers. A goal is worth 10 points.
 * 1 Keeper - Stationed at their team's goalpost, his or her job is to guard the goal posts and keep the opposite team from scoring.
 * 2 Beaters - their job is to protect their team, including themselves, from the Bludgers, and to hit the Bludgers into their rivals. They use a small bat, like the bat in Rounders, or a small baseball bat, to hit the Bludgers.
 * 1 Seeker - his or her job is to catch the small Golden Snitch before the rival team's Seeker catches it. When the Golden Snitch is caught, the game is finished; catching the Snitch is worth one hundred and fifty points. Seekers "are usually the smallest and fastest" members of the team "and most serious Quidditch accidents seemed to happen to them."

Quidditch Equipment

 * Broomsticks (7 per side) - the best one should go, if possible, to the Seeker
 * Quaffle (1) - "a bright red ball about the size of a soccer ball; the chasers throw the Quaffle to each other and try and get it through one of the hoops to score a goal. Ten points every time the Quaffle goes through one of the hoops."
 * Bludgers (2) - "two identical balls, jet black and slightly smaller than the red Quaffle. Rocket around, trying to knock players off their brooms."
 * Golden Snitch (1) - "tiny, about the size of a large walnut. [It is] bright gold and [has] little fluttering silver wings. It's the most important ball of the lot. It's very hard to catch because it's so fast and difficult to see."
 * Bats (2 per side) - used by the Beaters to knock Bludgers away from their team and into their opponents.

Rules

 * played on broomsticks in the air;
 * the game ends only when the Golden Snitch is "caught, so it can go on for ages";
 * substitutions are seldom allowed; when one World Cup match went on for several weeks, it was worthy of comment that they had to get substitutes so that the players could get some rest;
 * there are over seven hundred ways to foul in the game "and all of them had happened during a World Cup match in 1473"! A foul is answered with a penalty shot by the fouled player or by one of the Chasers (when the Keeper or Seeker is fouled).

Professional Teams
Much like with Muggle sports, there are professional regional teams, and the best players of the regional teams are then tapped for the national team. We are told that the English national team were eliminated from the World Cup by Transylvania in Harry Potter and the Goblet of Fire, and that Scotland had lost to Luxembourg, and Wales to Uganda, in that year's World Cup competition. This leaves Ireland to defend the honour of the British Isles against Romania, which it does quite ably. It is interesting to note that the national boundaries for Quidditch do not follow modern political lines.

The book Quidditch Through the Ages by "Kennilworthy Whisp" mentions that there are 13 regional teams in Britain and Ireland. Of these, mention in the main books is made of the following five:
 * The Chudley Cannons, Ron's favorite team. Ron bemoans their standing, last in the league, and the bad decisions made by their management in trading players. Professor Dumbledore actually mentions their dismal prospects once as well.
 * The Holyhead Harpies, famous for always fielding a team made up entirely of witches. Professor Slughorn mentions that one of his ex-students is on that team, and she is present at the Slug Club Christmas party, though Harry does not see her. In a post-publication interview, the author said that Ginny Weasley played for the Harpies after graduation.
 * Puddlemere United is the team that Oliver Wood plays for after graduation.
 * The Wimbourne Wasps fielded Ludo Bagman as a Beater, arguably the best Beater they had ever had, and Ludo keeps hearkening back to his days on the team, even wearing his old Quidditch robes to the Quidditch World Cup.
 * The Tutshill Tornados are Cho Chang's favorite Quidditch team, one she has supported since she was six years old. In 1995, they won the British and Irish Quidditch League. Ron hates this team and resents the fact that many of its erstwhile fans started supporting it only when the Tornados won the league.

Notable Consequences
From the beginning, Harry feels as if he is something of a fraud. The Boy Who Lived — yes, he's famous, but not through anything he had done himself, really; yes, he lived, and Lord Voldemort vanished, but it wasn't anything he had done, he was simply there when all this magic flowed around him, and since then he had lived in an environment where the magic was suppressed, even beaten out of him. He felt, from the beginning, intimidated both by wizards' children like Ron, who had grown up with magic as a matter of course, and Hermione, Muggle-born as Harry himself had been Muggle-reared, but who had, upon learning that she was a witch, promptly purchased and read all of the first-year textbooks and several others besides, with her parents' support. And he discovers flying, which he can do well, and it is good; and then he discovers that he is an excellent Seeker, and he becomes the star and the center of the house Quidditch team, and it is a source of confidence to him. It also is a tie back to his father, who was equally an excellent Quidditch player in his days at Hogwarts.

It is through Quidditch that Harry achieves some of his greatest victories, winning the Quidditch Cup in his third year, coming to the notice of Cho Chang in that same year, and coaching the Gryffindor team to another victory in his sixth year. Ron, in the same way, sees benefits from his Quidditch experience: starting off as a poor player ("the best of a bad lot" according to then-Captain Angelina Johnson), Ron gains the confidence he needs to tend goal properly. This confidence will show up again in later books.

Analysis
The scoring of Quidditch matches may seem unbalanced since the 150 points from catching the Snitch often overwhelms the 10 points per goal, but it is arguably considerably harder to catch the Snitch than to score a goal with the Quaffle. Quidditch at the school is played in series, so that each point counts toward ultimate victory. There have been matches where Harry (or his replacement Seeker Ginny Weasley, in Harry Potter and the Half-Blood Prince) waited until Gryffindor was ahead by a certain number of goals so that when he caught the Snitch, Gryffindor would have enough overall points to win the Quidditch Cup. It appears that winning the Quidditch Cup is a large, though not overwhelming part, of winning the House Cup; we are never, however, told how many House points winning the Quidditch Cup gains for the winning team.

There are several unanswered questions about Quidditch matches. One of the big ones has to do with the bludgers. They are bewitched to go after the players, but what stops them? Even when play is stopped, for a penalty or conference, the bludgers must go on trying to hit the players. Thus in theory, a penalty shot could be disrupted by a bludger, or a bludger could disable the referee, and the Beaters can never take a break, they have to be tracking the bludgers until they are safely returned to the crate at the end of the game. The most logical solution to this issue is to have the Bludgers charmed to not go after people on the ground just as they don't target people in the stands. As conferences and time outs are on the ground, this would allow the Beaters a break. Against this, however, we have the behaviour of the bludger when Oliver Wood was explaining the rules of the game to Harry; released from the crate, the bludger attacked Harry who, despite being on the ground, had to knock it away with his bat, and also attacked Oliver who caught it and returned it to he crate.

Quidditch is an interesting game, in that it emphasizes both team and individual abilities in the separate playing positions. The Chasers act as a team, passing the ball between themselves, acting as a group to capture the ball from the opposing team, scoring goals against the opposing Keeper and defending their own. The Beaters also act as a team, keeping the Bludgers away from their own team and arranging their interference with the other team. The Seeker, generally orbiting high above the main game, is a solo performer, chasing down and capturing the minuscule Snitch. As such, a game of Quidditch could be seen as three games in one: a game of Chasers and Keeper, a game of Beaters, and a game of Seekers, all occurring on the same pitch at the same instant.

Questions

 * 1) From what year are you eligible to play on a Hogwarts Quidditch team?

2. Is there no Quidditch trials if the Hogwarts house team already has every player they need?

Greater Picture
It is not too surprising that Harry's identity is somewhat defined by his abilities at Quidditch – he recognizes that a thing he is good at is flying, and this is reinforced in Harry Potter and the Goblet of Fire, first by Professor Moody pointing it out to him in the lead-in to the First Task of the Triwizard Tournament, and then by Ludo Bagman's fulsome compliments in the commentating for that event. One wonders, then, why Harry does not follow Quidditch in the Daily Prophet, tossing away Prophets after glancing at the front page, throughout the summer before his fifth year, and why he does not seem to miss Quidditch during his seventh year. It is possible that Quidditch is primarily a means by which he can get more flying time. Once his Firebolt is destroyed, it is possible that he simply sets aside his hopes of flying until his job, the destruction of Voldemort, is done. However, it still seems odd that Quidditch can be so all-consuming at school, and ignored through the summer.

It is possible that Quidditch fades as the center of Harry's life over time as he gains confidence in his other magical abilities. Quidditch, and the associated flying abilities, are central to Harry's self-image in his early years, as it is here that he first is able to demonstrate competence that is truly his own, rather than provided by events in which he took no conscious part. Over the course of the story, however, we can see that Harry gains abilities and strengths of his own outside Quidditch, in his battles against Death Eaters and against Voldemort himself. This is highlighted by Harry's very different reactions to the loss of his Nimbus 2000 broom in Harry Potter and the Prisoner of Azkaban, and to the loss of his Firebolt in Harry Potter and the Deathly Hallows. The former was devastating, as we would expect from Harry's having made Quidditch central to his self-image; the latter is simply buried under other losses and more or less forgotten. By this time, also, rather than defining himself by his broom and his abilities with it, Harry seems to have defined himself by his wand and his abilities with that; when Harry's wand is accidentally broken, his reaction is similar to that which follows the loss of his Nimbus 2000.

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


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Microsoft Certified Professional Developer/Exam 70-290: Managing and Maintaining a Microsoft Windows Server 2003 Environment/Managing User Profiles

What is a Profile?
A user's profile is a collection of files and settings that determines how things such as the desktop will be displayed when that user logs on. The profile is contained in a single folder that typically shares the name of the associated user account (i.e. the username). Within this folder are several subfolders and files (many of which are hidden) that contain the following:

 * Desktop Settings such as Shortcuts, Wallpaper, Theme and Screensaver
 * Start Menu and Quick Launch Shortcuts and items in the Send To menu
 * Recent Documents list, Favourites and Cookies
 * Temporary Internet Files
 * Application Settings and Files (e.g. Microsoft Word custom dictionary)
 * My Network Places Shortcuts
 * Installed Printers
 * Certificates
 * Documents on the desktop, unless My Documents has been redirected to a network share

Profile Types
There are three types of profile - local, roaming and mandatory. The type determines the scope of the profile (i.e. where that profile is available) and whether permanent changes can be made.

Local Profiles
Local profiles are created and stored locally on the computer that the user logs on to, and are only available on that computer. If you log on to a different computer you will have a different profile. By default, local profiles will be stored in the "Documents and Settings" folder on the System Drive. For example, on a stand-alone server a user called "Robert" has a profile stored in "C:\Documents and Settings\Robert\". When Robert logged on to that server for the first time, the "Default User" profile was copied and saved under his username.
 * Both Robert and the Local Administrator will have Full Control over C:\Documents and Settings\Robert\

There is a special local profile called All Users which contains settings and shortcuts that apply to all users who log on to that computer. Only Administrators can alter the All Users profile.

Roaming Profiles
Roaming profiles will follow users when they log on different computers on the network. These profiles are stored on a network share and are copied across the network to the computer that the user logs on to. Any changes to the profile, such as adding new shortcuts to the desktop, will be copied back to the network share when the user logs off. Roaming profiles are typically stored in a folder that matches the user name, e.g. \\Server\Share\%UserName%

 * May need to explain %UserName%

Mandatory Profiles
Mandatory profiles are a special kind of Roaming profile that prevents permanent changes from being made by the user. A user may alter the local copy of the profile while they are logged on, but these changes will not be saved to the server when the user logs off. When the user logs back on the temporary changes they made will have been lost.

Local Profiles
The System Properties dialog box allows you to copy and delete local profiles. On the Advanced tab, next to "User Profiles", click the Settings button. The "User Profiles" dialog lists the profiles stored on the local computer. The list includes details of the size, type and last modified date of the profiles.

 * Use the Delete button to remove a profile from the computer
 * Use the Copy To button to copy a profile, either to the local computer or to a network share. At this stage, you can also specify the users and groups who are allowed to use this profile.
 * This feature can be used to copy a local profile to a server in order to use it as a roaming or mandatory profile. In order to do this you will also need to configure the profile path in the user's account properties so Windows knows where to find the profile.

 * Only Administrators can copy profiles

Roaming Profiles
Roaming profiles need to be stored in a shared folder on a server so that they can be accessed from any computer the user logs on to. Unless the profiles on the share are all going to be mandatory, the Share Permissions should be set to Everyone - Allow Full Control (remember: Windows Server 2003 sets the default share permissions to Everyone - Allow Read which will prevent the profiles from being saved).

 * User accounts must be configured to use roaming or mandatory profiles by putting the UNC path to the shared profile folder in the profile path box. This can be found on the Profile tab of the user account properties.
 * If you need to set up multiple user accounts to use roaming or mandatory profiles, you can create a template user and use the %UserName% environment variable in the profile path - this will automatically be replaced with the user name when the template account is copied.

\\ServerName\ProfileShare\%UserName%

 * The Only Allow Local User Profiles group policy setting can be used to prevent roaming profiles from being used on certain computers

Mandatory Profiles
In order to make a profile mandatory, you must rename the (hidden) ntuser.dat file to  ntuser.man . This file can be found in the profile's root folder.


text: Category:Book:First Aid

title: Category:Book:First Aid


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Adventist Youth Honors Answer Book/ADRA/Community Service

a. Isaiah 58:3-12
This passages of Scripture teaches the principle that God's concern and focus in the world is holistic, not limited to the spiritual or religious category. It states that God will not listen to the prayers of people who are very active in religion while at the same time ignoring issues such as poverty and social justice. During the early 20th century, a stream of thought developed among conservative, Protestant Christians that teaches that faith has nothing to do with such topics as business practices or social concerns. This passage definitely condemns such thinking and asserts that in order to be right with God believers must help to overcome poverty and stand up for the oppressed.

b. Luke 10:25-37
Christ told this parable in response to the question, "Who is my neighbor?" This question came at the end of a dialog with an educated, dedicated believer about God's law in which Christ quoted Leviticus 19:18, "Love your neighbor as yourself." This concept of unselfish love for neighbors is at the heart of God's expectations for humanity and foundational for community service of any kind. In the parable, Christ points out that religious people—the Levite who was a lay leader and the Priest who was clergy—sometimes see needy people but pass by without doing anything that is helpful. While other people—who may not be acceptable to the religious people at all; the Samaritan—respond immediately with the kind of practical, compassionate and unselfish help that is needed. The real neighbor, Jesus says, is the person who shows mercy in concrete ways, and commands His followers, "Go and do likewise." This story is particularly important because Jesus choose to make the exemplary individual, the Good Samaritan, a member of an ethnic group that was despised, looked down upon and discriminated against by the religious community to which Jesus belonged. He is pointing out that following Jesus is about the content of your character, not your race, culture or gender.

c. Matthew 25:31-46
This parable is the last in a series of four parables that Jesus told in Matthew 24-25 in response to questions from His disciples about end time events; "When will this happen, and what will be the sign of your coming and of the end of the age?" (Matthew 24:3, NIV) In the previous parables Christ taught that His followers should not begin to attack and blame each other if they become weary in waiting for Him (Matthew 24:45-51); instead they should make sure they have the spiritual resources for long-term discipleship (Matthew 25:1-13) and invest their abilities in the marketplace and lead constructive lives instead of withdrawing from society (Matthew 25:14-30). In this capstone parable of the series, Jesus says that when God sits in judgment at the end of history, His concern will be primarily about how people treated the hungry, the poor, the alien, the homeless, the sick and the prisoner. In other words, the true mark of people who are really looking forward to the return of Christ is that they will be active in working against world hunger, to assure clean supplies of drinking water, to extend hospitality to aliens and refugees, to help the poor, to prevent and care for the victims of disease, and to stand up for the oppressed and imprisoned. It is interesting that when Jesus identifies Himself with the poor, the hurting and the oppressed, both groups in the story have essentially the same response. The righteous say, "When did we see you" among the poor (Matthew 25:38), unaware that their compassionate behavior had any particular religious meaning. In other words, they were not doing good works in order to be saved. And the unrighteous also say, "When did we see you" among the needy (Matthew 25:44), blind to the fact that their self-centered faith which did not see the need to become involved in dealing with hunger, poverty, disease or social injustice was unfaithful to Christ Himself.

2. Read Chapter 54 (entitled "The Good Samaritan) from The Desire of Ages by Ellen White and write a list of five key points in the chapter.
Most of Ellen White's writings are available online. This particular passage can be found at http://www.whiteestate.org/books/da/da54.html. If combined with a role-playing re-enactment, this activity can be used to meet a requirement of the AY Ranger Class as well.

a. The name of the local Adventist organization that serves the poor and suffering in your town or metropolitan area. What kinds of services does it provide?
Older people in the church still often refer to Adventist Community Services (ACS) as Dorcas, but that name began to be phased out in the 1960s. There are still a few local churches that have a Dorcas Society and it is one of the several ministries under the official NAD Department called Adventist Community Services. Dorcas is named for a woman in the book of Acts who had spent her life serving the poor and was raised from the dead by the apostle Peter. There may also be a group known as Adventist Youth Emergency Service Corp in your area. This program sponsored by ACS and NADYM is for teens and young adults to participate in both ACS Disaster Response and local community services.

Local ACS normally provides clothing (new and used), food, and support to local individuals and families in need. They keep records of those assisted and offer referrals to other organizations when needs are outside of the common skill available at ACS.

b. What the letters ADRA stand for. Give a brief explanation of each word represented, and explain the difference between "development" and "relief"
and
 * Adventist: A self managing agency of the General Conference of Seventh-day Adventists.
 * Development: This effort is focused on developing economic and social stability through resources and training.
 * Relief: The humanitarian effort to relieve the suffering of those who cannot help themselves
 * Agency: ADRA is a Non-governmental agency on the U.N. NGO list operating in 120 nations world wide.

4. [[Image:GC_tiny.png]] (GC) Pack an ADRA box, using the proper procedures for contents, method of packing, and labeling of the box.
You contact your local ADRA office or Country Director for assistance with training in this and other services your local group can provide for ADRA projects.

5. [[Image:NAD_tiny.png]] (recommended for NAD) Pack an ACS DR box, using the proper procedures for content, method of packing, and numbering of the box, so that it is Distribution Center ready.
Contact your local conference ACS Disaster Response Coordinator, your Union Disaster Response Coordinator, or NAD ACS for further assistance and training in packing a Disaster Response box. As of August 2006 Pacific Union is very proactive in training and can offer material, contacts and assistance if you contact them.

6. Meet with the Adventist Community Services leader in your area and ask about projects that your Pathfinder unit or class might be able to accomplish that would help meet needs in your community.
This can be the ACS Director/Coordinator for you local church, county, or conference. At least one church in your area will have ACS and all conferences have an ACS Director even if part-time.

7. Plan a community service project with your Pathfinder unit or class and complete it.
It is a good idea to complete the Community Assessment honor before beginning the Community Service Honor. Use the information you compile during your Community Assessment Honor as a foundation for planning this project and others.

8. Complete at least 10 hours of volunteer service, including both time invested in the project mentioned in requirement number six and time donated to other community service activities.
This time includes planning, preparation, and execution of a project and any time spent working with ACS or other outreach ministry in your church. The typical Pathfinder Club will spend at least ten hours in a normal year performing Community Services so this requirement should not feel daunting to active members.


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Cookbook:Cassava

Cassava (also known as manioc or yuca root) is a root vegetable.

Characteristics
Cassava roots are long and thick with a woody, hairy exterior surrounding a white, firm, starchy flesh. The flavor when cooked is mild. The flesh can be ground and dried to make a flour, and this flour can be further refined to make tapioca starch.

Unfortunately, cassava contains cyanide compounds in its skin and flesh, so it is toxic to consume raw and/or unprocessed. So-called "sweet" varieties have less cyanide and are safe to consume after basic cooking (e.g. boiling, roasting, frying). "Bitter" varieties contain more cyanide and must be significantly processed by various combinations of long soaking, grinding, drying, fermentation, and/or cooking.

Selection and storage
When buying fresh cassava, look for firm, blemish-free, ideally whole tubers. The flesh should be a nice white color, without widespread discoloration or lines in the flesh —small localized areas can just be cut off. Store whole cassava as you would potatoes, in a cool, dark, dry place. After peeling, you can store in the fridge, covered in water for up to a month if you change the water every two or so days. Freezing is also an option.

Preparation
Cassava's tough skin must be removed, and this should be done with a knife instead of a peeler. The tubers also have a tough core that runs through the center, and this should be cut out before using. It's very important to process the cassava sufficiently to remove the cyanide. Make sure you know the variety of cassava you're cooking with, so you can determine how much processing is required to safely consume it. Usually, commercially available cassava flour and tapioca starch in nations with robust food safety regulations and industries will not need any further processing before use.

Use
Cassava is common in a variety of cuisines, where it can be prepared in a variety of ways. In fact, in many countries, cassava is a dietary staple. It can be cooked on its own such as by roasting or boiling, used as a thickener, or turned into noodles or bread products. In West Africa, cassava is commonly cooked and pounded into a swallow. Indonesian cuisine has some traditional ferments of cassava called peuyeum and tapai.

title: Cookbook:Cassava


text: Category:Book:Forth

title: Category:Book:Forth


text: Category:Book:Fortran

title: Category:Book:Fortran


text: Category:Book:Online OsiriX Documentation


text: Category:Book:GCSE ICT

title: Category:Book:GCSE ICT


text: Category:Book:GCSE Mathematics

title: Category:Book:GCSE Mathematics


text: Category:Book:GENtle

title: Category:Book:GENtle


text:
Algorithm Implementation/String searching

 * /Knuth-Morris-Pratt pattern matcher/
 * /Match Rating Approach/


text:
Algorithm Implementation/String searching/Knuth-Morris-Pratt pattern matcher

Pascal
'''// COPY, COMPILE, AND RUN ON DEV-PASCAL // DL LINK: http://download.cnet.com/Bloodshed-Dev-Pascal/3000-2069_4-10019919.html // PROGRAM BY : AMMAR QADRI // FROM      : WOBURN COLLEGIATE INSTITUTE '''

Ada
The following Ada implementation contains both the algorithms as well as a test program to test correctness of implementation.

Ada Programming/Algorithms/Knuth-Morris-Pratt pattern matcher

C++
The following C++ implementation contains only the algorithms without a test program to test correctness of implementation.

C
C implementations from the history of the Wikipedia page on the same topic with minor changes.

https://en.wikipedia.org/w/index.php?title=Knuth%E2%80%93Morris%E2%80%93Pratt_algorithm&oldid=781303383

Lua
This implementation requires Lua version 5.1 or better.


text: Category:Book:GNU C Compiler Internals

title: Category:Book:GNU C Compiler Internals


text:
FPI Script

The FPI scripting language is a simple trigger-based artificial intelligence language used to program objects in games. It consist of a simple if/then syntax and a pre-defined list of conditional statements and commands.

 * condition,[second condition(optional)]:action,[second action(optional)]

The statements start with a colon. Following that is a condition, a test to see if something is true. If there is more than one condition, they are separated by a comma. After all the conditions have been listed, there is another colon. The second colon separates the conditions from the actions. If you are familiar with other programming languages, this is similar to an IF THEN conditional statement. if(CONDITION) { ACTION }

Translates to:
 * :CONDITION: ACTION

There is also comments to help you organize a script, comments start with a semicolon e.g.

FPI Script Tutorial Part 1
FPI script can be used for a number of operations including object behaviour and Artificial intelligence scripts. A more detailed description of each clause and examples can be found in /FPI Usage Examples/

Object behaviour
This is one of the most common uses for FPI script. The script below shows a simple hurt zone script that will take away 5 hp from the player every time he enters the hurt zone.

 * Artificial intelligence script

 * desc

state0,plriswithin=zone,plraddhealth=-5

Notice the "state0 command at the start of the code. States are like building blocks - "state0 is always the first state in a passage of code. It is the main foundation. The other lines of code are all called from the "state0" command.

Artificial behaviour
Artificial behaviour tells the NPCs or the player how to behave. Everything (apart from the main animation) is built upon AI scripts. As with the object behaviour script,the code ALWAYS has to start with ";Artificial intelligence script" command. Without this,your code will not function. Another variation is the "desc" command.

"taken from the object behaviour script"
 * Artificial intelligence script
 * Artificial intelligence script

 * desc

AI Script

 * Artificial intelligence script

 * desc            = follow and shoot

Notice the command after the desc. The "follow and shoot" tells the character what action to take. Enough said.

In part 2 is shall explain further about the rotateplr command,and how to put it to good use.

Conditions list
These are the condition words, which will perform actions if all are true:
 * ACTIVATED=X is true when the activation value of the entity equals X
 * ALPHAFADEEQUAL=X is true when the alpha value equals X
 * ALWAYS is always true
 * ANIMATIONOVER=X is true when animation X is complete
 * ANYFURTHER=X is true when no within X quarter tiles
 * ANYWITHIN=X is true when any other entity moves within X quarter tiles
 * ASSOCIATED=X is true when entity has been associated with player (lift)
 * ENTITYWITHINZONE is true when an entity is within the trigger zone
 * FRAMEATEND=X is true when animation X is at an end
 * FRAMEATSTART=X is true when animation X is at the beginning
 * FRAMEBEYOND=X Y is true when animation X is beyond frame Y
 * FRAMEWITHIN=X Y is true when animation X is within frame Y
 * HEADANGLEGREATER=X is true when the angle of the head is greater than X
 * HEADANGLELESS=X is true when the angle of the head is less than X
 * HEALTH=X is true when health equals X
 * HEALTHLESS=X is true when the health is less than X
 * IFWEAPON=X is true when the weapon being used by entity is ready and X is one
 * LOSETARGET=X is true when the entity has got stuck after X attempts
 * NEARACTIVATABLE=X is true when entity is being near activated
 * NEVER is never true
 * NEWWEAPONCANBESEEN=X is true when the entity can see a better weapon
 * NOISEHEARD=X is true when the entity hears a broadcast noise from scene
 * PLRALIVE=X is true when player is alive and X is one
 * PLRCANBESEEN is true when player can be seen
 * PLRCANNOTBESEEN is true when player cannot be seen
 * PLRDISTFURTHER=X is true when player is further than X units
 * PLRDISTWITHIN=X is true when player is within X units
 * PLRELEVFURTHER=X is true when player cannot be seen X degrees vertical
 * PLRELEVWITHIN=X is true when player can be seen within X degrees vertical
 * PLRHASKEY=X is true when player has pressed the key denoted by the value X
 * PLRHIGHER=X is true when player is X units higher than entity
 * PLRINGUNSIGHT=X is true when an entity has the player is gun sights
 * PLRUSINGACTION=X is true when player performs the USE action
 * PLRWITHINZONE is true when player is within the trigger zone
 * QUANTITY=X is true when quantity is equal to X
 * RANDOM=X is true when a random value between 0 and X is equal to one
 * RAYCAST=X Y is true when the raycast hits something in front from X to Y units
 * RAYCASTBACK=X is true when the raycast hits something back from X to Y units
 * RAYCASTUP=X is true when the raycast hits something above from X to Y units
 * REACHTARGET=X is true when the entity has reached its target
 * SHOTDAMAGE=X is true when damage taken exceeds the value X
 * SPEED=X is true when speed is equal to X
 * STATE=X is true when the value stored in the FPI script is equal to X
 * WAYPOINTSTATE=X is true when the waypoint state value equals X
 * State 0 means the entity has not yet started following waypoints
 * State 1 means the entity is looking for the nearest waypoint marker to start from
 * State 2 means the entity is following a waypoint line to its current waypoint marker
 * State 3 means the entity has reached the waypoint marker and needs to decide what to do
 * State 4 means the entity has reached the waypoint marker and it splits off in more than one other direction
 * State 5 means the entity has reached the very end of the current waypoint structure and requires a decision to be made

Note: A state of 999 means the entity has been placed in zero-waypoint mode where the entity simply ignores waypoints.

 * ANYFURTHER=X is true when any entity is further than X from it
 * ANYWITHIN=X is true when any entity is closer than X to it
 * ANYWITHINZONE is true when any entity is within its zone
 * CANTAKE is true if the entity can be collected by player
 * ESCAPEKEYPRESSED=X is true when the Escape Key has been pressed
 * HUDEDITDONE=X is true when ‘editable’ HUD item X is used
 * HUDHAVENAME is true when no player-name has been entered
 * HUDSELECTIONMADE=X is true when the user has clicked HUD button X
 * IFMARKER=X is true when there is a marker previously dropped by entity in scene
 * IFPLRTRAIL=X is true when there is a trail left by the player in existence
 * NORAYCASTUP=X Y is true when no collision upwards X to Y
 * PLRHEALTHGREATER=X is true when the players health is greater than X
 * PLRHEALTHLESS=X is true when the players health falls below X
 * SCANCODEKEYPRESSED=X is true when X=the key code of a pressed key. For example: SCANCODEKEYPRESSED=5 is true when the TAB key is pressed
 * TIMERGREATER=X is true when the internal FPI timer exceeds X in milliseconds

Actions list

 * ANIMATE=X automatically play animation X
 * DECFRAME=X decrement another frame in animation X
 * DESTROY destroy entity
 * FLOATRATE=X cause the entity to float in the air at a hover rate of X
 * FORCEBACK=X apply a force to the entity by a factor of X backwards
 * FORCEBOUNCE=X apply a force to the entity to cause it to bounce back by X
 * FORCEFORE=X apply a force to the entity by a factor of X forwards
 * FORCELEFT=X apply a force to the entity by a factor of X left
 * FORCERIGHT=X apply a force to the entity by a factor of X right
 * FREEZE=X stop entity from moving
 * INCFRAME=X increment another frame in animation X
 * MOVEBACK=X move the entity back by X units
 * MOVEFORE=X moves the entity forward by X units
 * MOVEUP=X moves the entity up by X units
 * NONE no action
 * RESETHEAD reset the angle of the head if the entity has one
 * ROTATEHEAD=X rotate the head of the entity by X degrees
 * ROTATEHEADRANDOM=X rotate the head of the entity at random by X degrees
 * ROTATEIY=X rotate the entity around the Y axis incrementally for X degrees
 * ROTATETOPLR rotate the entity to face the player
 * ROTATEY=X set the entity angle around the Y axis for X degrees
 * RUNFPI=X run another FPI script by name X(i.e., appear1.fpi)
 * RUNFPIDEFAULT=X run a default FPI script by value X (0-init,1-main,2-end)
 * SETFRAME=X set animation X start frame
 * SPINRATE=X spin the entity around the Y axis at a rate of X
 * STATE=X sets the value of the internal variable State to X
 * SUSPEND disable the entity permanently, and keep it visible

In regards to characters provided, there are a number of animations built in which can be played.

 * 0 = Spawn
 * 1 = Idle
 * 2 = Move Slow
 * 3 = Strafe Left
 * 4 = Strafe Right
 * 5 = Move Fast
 * 6 = Reload Weapon (or Toss)
 * 10 = Climb
 * 11 = Impact Front
 * 12 = Bounce Front
 * 13 = Get Up Front
 * 14 = Impact Back
 * 15 = Bounce Back
 * 16 = Get Up Back
 * 17 = Impact Left
 * 18 = Bounce Left
 * 20 = Impact Right
 * 21 = Bounce Right
 * 31 = Crouched Idle
 * 32 = Crouched Move Slow (same)
 * 33 = Crouched Strafe Left (same)
 * 34 = Crouched Strafe Right (same)
 * 35 = Crouched Move Fast (same)
 * 36 = Crouched Reload Weapon (or toss)
 * 40 = Freeform Idle
 * 41 = Freeform Move
 * 50 = Weapon Spawn
 * 51 = Weapon Idle
 * 52 = Weapon Move Slow
 * 53 = Weapon Strafe Left
 * 54 = Weapon Strafe Right
 * 55 = Weapon Move Fast
 * 56 = Weapon Reload Weapon (or Toss)
 * 57 = Weapon NEW Climb
 * 61 = Weapon Impact Front
 * 62 = Weapon Bounce Front
 * 63 = Weapon Get Up Front
 * 64 = Weapon Impact Back
 * 65 = Weapon Bounce Back
 * 66 = Weapon Get Up Back
 * 67 = Weapon Impact Left
 * 68 = Weapon Bounce Left
 * 70 = Weapon Impact Right
 * 71 = Weapon Bounce Right
 * 81 = Weapon Crouched Idle
 * 82 = Weapon Crouched Move Slow (same)
 * 83 = Weapon Crouched Strafe Left (same)
 * 84 = Weapon Crouched Strafe Right (same)
 * 85 = Weapon Crouched Move Fast (same)
 * 86 = Weapon Crouched Reload Weapon (or toss)
 * 90 = Weapon Freeform Idle
 * 91 = Weapon Freeform Move

 * 3DSOUND=X plays a 3D sound specified by the X filename. Use $0 for soundest
 * ACTIVATE=X activate this entity using the value X
 * ACTIVATE=X sets the activation value of the entity to X
 * ACTIVATEALLINZONE=X activate all the entities within the trigger zone with X
 * ACTIVATEIFUSED=X activate entity described in IFUSED property
 * ACTIVATEIFUSEDNEAR=X activate entity described in IFUSED and near it
 * ACTIVATETARGET=X activates the entity previously marked as the target with X
 * ACTIVEALLINZONE Activates everything within entity zone
 * ADVFRAME=X advances the animation by X percent
 * ALTTEXTURE=X set the texture used based on X being either zero or one
 * AMBIENCE=X sets the overall ambient light level within the scene to X
 * AMBIENCEBLUE=X sets the blue component of the ambient light to X
 * AMBIENCEGREEN=X sets the green component of the ambient light to X
 * AMBIENCERED=X sets the red component of the ambient light to X
 * BACKDROP=X loads and pastes the screen backdrop using X filename
 * CHOOSESTRAFE randomly selects a strafe direction (i.e. left/right/forward)
 * COLLECTTARGET if the target is a collectable, collect the target if close
 * COLOFF deactivate all player collision with this entity
 * COLON activate all player collision with this entity
 * CONTINUEGAME=X continue game action issued to move onto the next page
 * DECALPHAFADE=X decrement the alpha fade, X being the destination
 * DROPMARKER drops a marker the entity can later return to
 * FLOORLOGIC=X if X is one, entity never leaves its Y position
 * FOG=X sets the fog mode within the scene when X is one
 * FOGBLUE=X sets the blue component of the fog to X
 * FOGGREEN=X sets the green component of the fog to X
 * FOGRED=X sets the red component of the fog to X
 * FOLLOWPLR follows the players trail if one exists
 * HOSTGAME triggers a multiplayer game to be HOSTED
 * HUDANIM=X set the filename X of the animation sequence (exclude #.TGA)
 * HUDBLUE=X sets the blue component of your HUD item
 * HUDFADEOUT causes the HUD item to fade from the screen
 * HUDFONT=X sets the font name of your HUD item
 * HUDGREEN=X sets the green component of your HUD item
 * HUDHIDE=X set X to the name of the HUD item to hide it
 * HUDIMAGE=X sets the image filename of your HUD item
 * HUDIMAGEFINE=X loads the image for the HUD using high quality
 * HUDMAKE=X when all HUD items set, use this action to finally create the HUD
 * HUDNAME=X set the name of the HUD item you are creating
 * HUDRED=X sets the red component of your HUD item
 * HUDRESET=X call this to reset the HUD creation system
 * HUDSHOW=X set X to the name of the HUD item to reveal it
 * HUDSIZE=X sets the font size of your HUD item
 * HUDSIZEX=X sets the X size of your HUD item 90
 * HUDSIZEY=X sets the Y size of your HUD item
 * HUDSIZEZ=X sets the X size of your HUD item
 * HUDTEXT=X sets the text that will be used in place of no image of the HUD item
 * HUDTYPE=X set the HUD type (1-lives,2-health,3-weapon)
 * HUDUNSHOW=X set X to the name of the HUD item to un-hide it
 * HUDX=X sets the X position percentage of where you want your HUD item to be
 * HUDY=X sets the Y position percentage of where you want your HUD item to be
 * HUDZ=X sets the Z position percentage of where you want your HUD item to be
 * INCALPHAFADE=X increment the alpha fade, X being the destination
 * INCSTATE=X increments the state variable by X
 * JOINGAME triggers a multiplayer game to be JOINED
 * LIGHTBLUE=X lightblue
 * LIGHTGREEN=X lightgreen
 * LIGHTOFF=X lightoff
 * LIGHTON=X lighton
 * LIGHTRANGE=X lightrange
 * LIGHTRED=X lightred
 * LOADGAME=X trigger the loading of a saved game
 * LOOKATPLR=X look directly at the player even if the player cannot be seen
 * LOOKATTARGET rotate the head of the entity to face the target
 * LOOPSOUND=X loops a 3D sound specified by the X filename.
 * MOVETOTARGET moves to the target
 * MUSIC=X loads and plays the WAV using X filename
 * MUSICVOLUME=X sets the music volume in the range of 0-100
 * NEWGAME=X trigger the running of a new game (typically from title page)
 * NEXTMARKER instructs the entity to go to the last dropped marker
 * NOGRAVITY Switches off gravity for physics entity
 * PAUSEGAME=X trigger the game to pause, and typically enter the game menu
 * PIVOTRANDOM=X randomly pivots around to face another direction by X degrees
 * PLRADDHEALTH=X adds X points to the players health
 * PLRASS=X associate this entity with the player (lift)
 * PLRDROP used to drop an item from the players inventory
 * PLRMOVEDOWN=X move the player up by X units
 * PLRMOVEEAST=X move the player east by X units
 * PLRMOVEIFUSED=X if player performs the USE action, move the player as above
 * PLRMOVENORTH=X move the player north by X units
 * PLRMOVESOUTH=X move the player south by X units
 * PLRMOVETO=X move the player to a new location described by entity name X
 * PLRMOVEUP=X move the player up by X units
 * PLRMOVEWEST=X move the player west by X units
 * PLRNOASS=X disassociate this entity from the player
 * PLRTAKE used to add an entity to the players inventory and acquire its assets
 * QUITGAME=X trigger the current game to quit back to the title page
 * RELOADWEAPON reloads the weapon from the entities stock of infinite ammo
 * REPEATGAME triggers a multiplayer game to repeat play
 * RESETMARKERS resets all markers dropped by this entity
 * RESUMEGAME=X trigger the game to resume, after previously being paused
 * ROTATETOTARGET rotate the entity to face the target
 * RUNDECAL=X create a decal from the entity, X being a specific mode 1-6
 * RUNFORE makes the entity move forward at a run
 * SAVEGAME=X trigger the saving of a current game
 * SETALPHAFADE=X set the alpha value to X which causes entity transparency
 * SETTARGET sets the internal target for the entity, follows ‘target’ conditions
 * SHAPEDECAL=X changes the decal mode to X for the entity
 * SHOOTPLR runs the internal FPI script SHOOT specified in character properties
 * SKY=X sets the skybox to the sky model specified by X filename
 * SKYSCROLL=X sets the sky scroll texture to the file specified by X filename
 * SOUND=X plays a sound specified by the X filename. Use $0 to specify soundest
 * SOUNDSCALE=X changes the 3D sound scale by percentage X
 * SPAWNOFF Switches off entities ability to spawn
 * SPAWNON Switches on entity’s ability to spawn
 * STRAFE perform the previously chosen strafe to avoid player shots
 * TIMERSTART reset the FPI script timer to zero, allowing timing to take place
 * TRIGGERFORCE=X applies a force to the entity by a magnitude of X
 * USEWEAPON fires any weapon half by an entity in the direction of the target
 * VIDEO Plays an animation file full screen once
 * WAYPOINTNEXT instructs the entity to find the next waypoint
 * WAYPOINTPREV instructs the entity to find the previous waypoint
 * WAYPOINTRANDOM instructs the entity choose a random waypoint direction
 * WAYPOINTREVERSE makes the entity reverse course and go the other way
 * WAYPOINTSTART instructs the entity to find the closest waypoint
 * WAYPOINTSTOP stops the entity following waypoints

title: FPI Script


text: Category:Book:GStreamer

title: Category:Book:GStreamer


text: Category:Book:Gambas

title: Category:Book:Gambas


text: Category:Subject:Game design

title: Category:Subject:Game design


text:
LEGO Design/Authors

list of Authors:

Nate 16:51, 2 July 2006 (UTC) Tan 16:51, 27 December 2021 (UTC)

title: LEGO Design/Authors


text:
LEGO Design/Technic

In some Lego sets, you will come across technic pieces. These can be axles, gears, wheels, liftarms, or 1 x n bricks with holes. The axles fit into the holes on the liftarms, gears, and wheels. The gears can transfer motion to other gears, or other parts.

Beams

Beams are basically used to hold cross-axles and other LEGO components together, so they are the framework of most TECHNIC and MINDSTORMS models. There are 2 main types of beam: Straight and Angular. Straight beams are usually found only with circular holes in them while angular beams have a mixture of circular and cross-shaped holes, normally with the cross-shaped ones at either end. The straight beams come in sizes from 2 to 15M. These two groups can then be condensed down again into half-beams, beams and bricks.

Connector Pegs

Connector pegs are used to hold many LEGO TECHNIC constructions together. There are 3 types of connector pegs:

1) Round Pegs

2) Cross-shaped Pegs

3) Half-half Pegs

The round pegs can be used to connect beams together so that they can both swing freely. The second cross-shaped peg can be used to hold two beams together so that they cannot move, and the last peg can be used to connect a free-spinning beam to a fixed beam. There are also longer versions of the round pegs that can be used to connect multiple beams together. A longer version of the cross-shaped peg is an axle. Some pegs might also be different colours. The black and blue connectors are friction connector pegs, while the other pegs are smooth.

Cross-axles

Cross-Axles are cross-shaped rods that can be used to hold wheels, gears beams etc. They are colour coded by their length, even numbered lengths (2M,4M,6M etc.) are black while odd numbered lengths (3M,5M,7M etc.) are grey. You can place a cross-axle through a circular hole so it can spin freely. This is a handy connection for building with gears and wheels.

Gears

A gear is a piece that conveys rotational force to another gear or appliance. The smallest gear in a pair is called the Pinion; the larger gear the gear or the wheel. There are many types of gear that are currently used in LEGO constructions. The common ones are listed below:

Spur Gear – A gear that has radial teeth (teeth that spread from the centre outwards) parallel to the axis

Bevel Gear – A gear that can engage another Bevel gear on a different angle (usually 90 degrees)

Crown Gear - A gear wheel with teeth positioned in the rim at a 90 degree angle to its plane.

Worm Gear - A short rotating screw that meshes with the teeth of another gear.

Rack Gear – A toothed block that another gear can mesh (interlock) with

title: LEGO Design/Technic


text:
User:879(CoDe)~enwikibooks

Hi!

title: User:879(CoDe)~enwikibooks


text: Category:Book:Genealogy

title: Category:Book:Genealogy


text:
Muggles' Guide to Harry Potter/Major Events/Dumbledore's Death

Overview
In the sixth book, Dumbledore dies when facing Severus Snape on top of the Astronomy Tower, as Harry helplessly watches from concealment.

Event Details
Weakened by the potion in the cave where the locket was found, Dumbledore returns with Harry by side-along Apparition to Hogsmeade. There, they see the Dark Mark floating above the Astronomy Tower at Hogwarts. Borrowing a pair of brooms from Madam Rosmerta at the Three Broomsticks, they fly back to the tower, arriving to find the top of the tower empty. At Dumbledore's instruction, Harry dons the Invisibility Cloak and prepares to head down the stairs seeking Professor Snape's assistance for Dumbledore's illness. Hearing footsteps pounding up the stairs, Dumbledore quickly freezes Harry, as Draco Malfoy charges out the tower door, and disarms Dumbledore. Having gotten this far, however, Draco seems uncertain of the next step, and pauses, while Dumbledore reasons with him as to what he should do next. It seems Draco is partly convinced to change allegiance when four Death Eaters, Amycus Carrow, Alecto Carrow, Fenrir Greyback, and an unnamed fourth Death Eater who we later find out is Yaxley, charge up the stairs. They try to taunt Draco into killing Dumbledore, without success; then Severus Snape arrives, and seeing that Draco is incapable of continuing, he kills Dumbledore.

Now no longer frozen by Dumbledore's spell, Harry is still frozen by shock, and can only watch as the Death Eaters, Snape, and Draco depart; finally, he freezes the last departing Death Eater (Yaxley) and descends to enter the fray. Snape, departing, calls out that it is done. Harry, attacked by Fenrir, freezes him, then blasts Amycus Carrow aside from where he is attacking Ginny. Snape and Draco, hotly pursued by Harry, depart through the front doors; Snape counters every curse Harry throws at him, but stops the other Death Eaters from harming him, saying that the Dark Lord's orders are that Potter should not be harmed. The remaining Death Eaters escape while Harry is looking for his wand, which Snape has blasted out of his hand.

Notable Consequences
The only wizard believed to have experience and power that matches that of Voldemort, and Harry's friend, protector, and father figure, is now dead.

Severus Snape has revealed himself to be a Death Eater, firmly on the side of the Dark Lord. Steps will now have to be taken to secure those parts of the Order of the Phoenix to which he was privy, to prevent his revealing more than he already has to Voldemort. Likely Headquarters, at Grimmauld Place, will have to be abandoned, as Snape knows about it and can allow Death Eaters into it.

While Snape had earlier put his life at risk by making an Unbreakable Vow to complete Draco's task if Draco could not, he has completed that vow and nullified that risk.

As far as we are aware, apart from Harry, Dumbledore was the only one who knew about Voldemort's plan for immortality via the creation of multiple Horcruxes. Harry now has the mission, which he must accomplish aided only by those he can recruit, of finding and destroying the remaining Horcruxes.

Analysis
After the release of book 6, this event became one of the most widely discussed issues in the Potter fan community. It seemed unthinkable to all the fans that Dumbledore could have been killed off so casually, and many theories were put forward to suggest what had really happened. One of the principal theories is that Dumbledore and Snape had conspired to make it appear as though Dumbledore were dead, but that he would remain alive behind the scenes, to direct the resistance against Voldemort. Primary evidence for this theory was based on the idea that the spell Snape used against Dumbledore was not, apparently, the killing curse, that Snape had spoken the killing curse, but thought and cast the Disarmament curse "Expelliarmus", which would have had the effect of throwing Dumbledore over the battlements. This flew in the face of announcements from the author that Dumbledore quite definitely was dead. The spectre was again raised when the author admitted to having had trouble with writing some of Dumbledore's speech in book 7. It was promptly decided that either the author was lying about Dumbledore's death, or (more likely) one of the techniques of keeping an image of the dead, such as ghosts or portraits, was involved. The latter supposition was given strength by the appearance in the Headmaster's office of Dumbledore's portrait after his death.

To readers of heroic fiction, like the Harry Potter series, Dumbledore's death should have been expected. Dumbledore, the last in a series of father figures, represents the wise old teacher, the one who passes on his knowledge to the young student so that the student can then defeat the villain. The hero cannot be heroic if there is an older and stronger hero standing behind him; once he is instructed, he must enter onto his final adventure entirely alone, to be the hero.

One major argument against this, however, is that, except in retrospect, Dumbledore does not seem to be preparing to pass on his knowledge. While it has been commented that he acts out of character, being uncharacteristically harsh with the Dursleys, for instance, it is not apparent to us that he does this because he thinks his time might be limited. Harry's thought at the beginning of the year is that Dumbledore will be teaching him specific spells that will aid him in his battle against Voldemort, and is slightly disappointed to find that instead they will be learning about Tom Riddle's childhood. While it is true that in this manner, Harry learns much more about Tom and what drives him, and of the nature of Horcruxes and why Tom is interested in them, than he (and therefore we) would have gotten if Dumbledore had simply expounded at us, none of this has the feel of the teacher preparing his final lessons for his student. We expect Dumbledore to continue on, up to the final battle, or at least to the eve of that battle, teaching Harry the spells of rare power that will be used to defeat Voldemort; and so his sudden demise at this point, with no such magic taught, comes as a shock. We are left with the feeling that Dumbledore's life is uncompleted, that Harry has not been properly taught for his role, and like Harry, we are left wondering what is to come.

Questions

 * 1) Is Dumbledore actually dead?
 * 2) Did Dumbledore have more to explain to Harry?
 * 3) With this death, will Harry be able to overcome Voldemort and his followers?
 * 4) Who killed Dumbledore and why?

Greater Picture
Of course, what Dumbledore knows is that spells of rare power will not be effective against Voldemort, his power is too great to be overcome by any wizard or witch in head to head combat. Dumbledore knows that the only power that can defeat Voldemort is a power he discounts, and knows that the one person who has prevailed against Voldemort so far, Harry, did so because of the power of love, an emotion Voldemort does not feel and therefore cannot fully understand. It will be seen in the final book of the series, that Voldemort's death is a spell he casts himself, again being reflected onto him by the protection originally afforded to Harry by his mother's love, then extended by Voldemort's use of Harry's blood to reanimate himself.

What Dumbledore has been teaching Harry is Voldemort's weakness, and the steps Voldemort has taken to shield that weakness. Harry has learned that Voldemort fears death, and has created Horcruxes to prevent his death, and has provided invaluable help in determining the number of Horcruxes that must be destroyed to put a final end to Voldemort. In this way, Harry learns the importance of the Horcruxes and the need for their destruction, and in so learning, willingly accepts the mission Dumbledore has for him, that of finding and destroying the remaining Horcruxes. Harry will later find that this mission requires that he allow Voldemort to kill him, a fate he accepts possibly because he has accepted the mission wholly, rather than having had it assigned to him.

We will also learn that Dumbledore had carefully concealed knowledge of another set of supposedly death-defying artifacts, the Deathly Hallows, in order to prevent Harry getting distracted in his quest for the Horcruxes. In this latter, Dumbledore is remembering how his own imagination had been fired by the belief in the Hallows, when he was the age Harry is in this book, and is trying to prevent Harry from falling under that thrall. Dumbledore knows, however, that knowledge of the Hallows will become necessary for Harry's quest, and so arranges clues to the Hallows for the Trio to find.

We find out in Harry Potter and the Deathly Hallows that Dumbledore, cursed by contact with the Horcrux ring containing the Resurrection Stone, is saved from immediate death only by the actions of Severus Snape. Dumbledore, already aware that Voldemort had set Draco the task of killing Dumbledore, and now aware that the curse had given him at most another year of life, then arranged with Snape that Snape was to kill Dumbledore when the time came, presumably when Draco Malfoy failed. This is what compelled Snape to kill Dumbledore by cursing him off the Astronomy Tower at Hogwarts in front of numerous Death Eaters, after Dumbledore and Harry had returned from Voldemort's cave. This is likely also why Snape was prepared to make the Unbreakable Vow with Narcissa that he would complete Draco's mission if he were to fail; he knew that he had already given his word to Dumbledore to do so. (The timing is implicit in the story, rather than explicit; in conversation with Narcissa and Bellatrix at Spinners' End, Snape comments that Dumbledore has received an injury due to his slowing reflexes, and in Snape's memories later we see that immediately after he received that injury, he was discussing Draco's mission with Snape. Thus Dumbledore must have been aware of Draco's mission, and Snape will have promised Dumbledore that he would complete Draco's mission, before Snape talked to Narcissa.) Dumbledore knew it had to be Snape in order for Snape to 'prove' his fealty to Voldemort; also, he preferred his death to be at the hands of someone nominally sympathetic, rather than someone (like Bellatrix or Fenrir Greyback) who would choose to humiliate him as well as kill him. This would put Snape in a good position to remain in control of Dumbledore's school, which Dumbledore thought would give the school and the students a better chance than if anyone else had taken over as headmaster.

Dumbledore also had major concerns about the Elder Wand, one of the three Deathly Hallows. Dumbledore felt, justifiably given its history, that having a wand with the reputation of being undefeatable in a duel would be a very bad thing for the world. He expected that the Elder Wand's power would die with him; Snape would win its allegiance by killing Dumbledore, and then the wand would rest in Dumbledore's tomb. When Snape passed, undefeated, the power of the wand would end. Dumbledore, apparently, had made the common mistake of believing that the wand transferred its allegiance on the death of its holder, despite the fact that two previous holders of the wand were still alive at the time. As Harry found out from Mr. Ollivander in Shell Cottage, a wand's allegiance is not won by the death of its master, but by having control of the wand wrested from its owner. (This is why the stubby wand Ron had taken from the Snatcher never worked for Harry; Harry had not taken it away from anyone, so it had not shifted its allegiance away from Ron, who had stolen it from the Snatcher.) Thus the Elder Wand had transferred its allegiance to Draco Malfoy when Malfoy spelled it out of Dumbledore's hand. A somewhat tenuous link then allows it to transfer its allegiance to Harry, who will re-entomb it with Dumbledore.


text:
Category:Subject:Geology

fr:Catégorie:Géologie

title: Category:Subject:Geology


text: Category:Subject:Genetics

title: Category:Subject:Genetics


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User talk:Gogopenguin2~enwikibooks

Talk about my pages and books here!

Your account will be renamed
Hello,

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

Unfortunately, your account clashes with another account also called Gogopenguin2. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Gogopenguin2~enwikibooks that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name.

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

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:14, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 05:00, 19 April 2015 (UTC)

title: User talk:Gogopenguin2~enwikibooks


text:
Statistics/Testing Data/t-tests2

In both the one- and two-tailed versions of the small two-sample t-test, we assume that the means of the two populations are equal. To use a t-test for small (independent) samples, the following conditions must be met: A small two sample t-test is used to test the difference between two population means μ1 and μ2 when the sample size for at least one population is less than 30. The standardized test statistic is:
 * 1) The samples must be selected randomly.
 * 2) The samples must be independent.
 * 3) Each population must have a normal distribution.

title: Statistics/Testing Data/t-tests2


text:
LEGO Design/Lego Mindstorms

Lego Mindstorms is a lego product that allows users to build robots with lego parts. It has a programmable brick, software, motors, sensors, and technic parts. The package also comes with software that allows users to program the robots. There are four types of robot controllers that are found anywhere; RCX, NXT 1.0, NXT 2.0 and EV3. EV3 is the latest version.

Sensors

Touch sensor - The touch sensor allows the robot to have the sense of touch. It detects when the button at the front of it is being pressed and released. You can use the touch sensor for many purposes. If you were making a football playing robot you could program the EV3 to push with an arm when it detects an object in front of it.

Sound Sensor - The sound sensor can hear both decibels and adjusted decibels. The sensor can detect sounds up to 90 decibels.

Light sensor - The Light Sensor is one of two sensors that give the NXT sight [The Ultrasonic Sensor is the other]. The Light Sensor allows your EV3 to tell the difference between light and dark. It can read the light intensity in a room and measure the light intensity of colored surfaces.

Ultrasonic sensor - This sensor allows your EV3 to detect objects in front of it, and how far away the object is. It can see objects up to 255 cm away and is very precise.

Motors

Large Servo motor - This motor gives your EV3 the ability to move. It has a built in rotation sensor so you can state how many turns it has to take. You get 2 of these motors in the LEGO Mindstorms EV3 set.

Small Servo motor - Its a smaller version of the large servo motor with less power and smaller form. You get 1 of these motors in the EV3 set.

EV3 Intelligent Brick

The intelligent brick is the piece that controls your robot creations. It has 3 motor ports and 4 sensor ports as well as a USB port to connect it to your computer to program and an sd card to store files. It also has a built-in loudspeaker.

title: LEGO Design/Lego Mindstorms


text:
Muggles' Guide to Harry Potter/Magic/Knight Bus

Overview
The Knight Bus is a means of transportation for the stranded wizard; it will carry you from anywhere to anywhere (in England anyway) if you have the fare.

Extended Description
The Knight Bus is summoned by raising your wand arm. It is fitted inside with four-poster beds, and you can get a toothbrush or a mug of hot chocolate if you choose; though it's probably best to skip the latter, as the ride is rough enough to cause you to spill your mug.

In Harry Potter and the Order of the Phoenix, the Knight Bus appears in its daytime configuration. The four-poster beds are replaced by ordinary chairs, which like the beds are not anchored, so they slide around the inside of the bus with every swerve.

One side note: The Knight Bus in the movie of Harry Potter and the Prisoner of Azkaban contains, as decoration, a number of shrunken heads which talk. The author is on record as saying that, while she didn't think that detail up, she rather wishes she had.


text:
Muggles' Guide to Harry Potter/Characters/Scabbers

Overview
Scabbers is Ron's pet rat.

Philosopher's Stone
Ron has accepted Scabbers as a pet because he needs something... but is not happy about having "Percy's old rat" – he had been hoping for an owl. Apart from once attacking Goyle in the Hogwarts Express, and having Ron attempt to magically turn him yellow, Scabbers spends most of the book sleeping.

Apparently Scabbers has ruined a few bedsheets, as it is mentioned that Dean makes a banner out of one of them.

When Harry returns to the dormitory after his third and final night in front of the Mirror of Erised, he mentions that he has to push Scabbers off his pillow before he can get to sleep.

Chamber of Secrets
Scabbers is referred to a few times in this book, but has no particular rôle.

Prisoner of Azkaban
Ron several times expresses concern about Scabbers' apparent deterioration. Early in the book, Hermione buys a cat, Crookshanks, who immediately takes a dislike to Scabbers. Ron, noting that Scabbers has been off colour and is beginning to lose his fur, says that Crookshanks' repeated attacks are what is making Scabbers look so bad; Harry recalls that Ron had been worried about Scabbers already when they went into the pet store where Hermione had bought Crookshanks. Crookshanks' repeated attacks on Scabbers apparently result in Scabbers being eaten; this results in a rift between Hermione and Ron that is only mended when Scabbers is found in Hagrid's milk jug.

Returning to the school, Scabbers seems frantic, trying to escape from Ron. When he does escape, Ron has to break away from the group, and eventually catches him. When he does so, however, he is under the branches of the Whomping Willow. A large black dog, who has been following Harry around, then dashes in under the branches and pulls Ron, and Scabbers, into a hole under the roots of the tree, in the process breaking his leg. Shortly after that, as the result of the events in the Shrieking Shack, and very much to Ron's surprise and dismay, Scabbers is revealed as being an Animagus named Peter Pettigrew. Peter escapes captivity and returns to serve his master, Lord Voldemort.

Weaknesses
Scabbers is a rat, at least in this shape, and so retains many of the weaknesses of a rat, such as small size, general vulnerability to larger predators like cats, inability to wield a wand or do most magic, and perception by others that, being an animal, he is less valuable an individual than he would be as a human (or in his human shape). While his alter ego, Peter Pettigrew, does have many personality weaknesses, those are less germane here, as this is an article about Scabbers; for discussion of Pettigrew, please see this article.

Relationships with Other Characters
The Weasley family had Scabbers as a pet for 12 years, which is quite long for a rat's life. It is probably a safe assumption that Percy gave him up about the time he became a Prefect - it seems that family tradition is that the reward for being selected as a prefect is an owl, and it's unlikely Percy would have wanted to take care of both Scabbers and Hermes. We don't know when Percy started taking care of Scabbers, whether he received Scabbers directly at age seven, or whether he received him as a gift when some older Weasley child, possibly Bill, became a Prefect. Our direct experience with Scabbers only covers Ron's first three years at Hogwarts. In the first two books, Scabbers seems quite loyal to Ron; circumstances make it expedient for him to abandon the Weasley family in Ron's third year, and he quite complacently tries to do so. It is likely that in order to preserve his place in the Weasley family, Scabbers would have been equally loyal to any of the Weasley children who was then taking care of him; but his own interests are tantamount and he has no qualms about trying to escape as soon as that situation becomes uncomfortable.

Questions

 * 1) How did Percy Weasley get Scabbers as a pet?


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Muggles' Guide to Harry Potter/Magic/Unforgivable Curses

Overview
The Unforgivable Curses are curses so powerful and so malign that use of them on another human being is grounds for immediate life imprisonment in Azkaban Prison.

Extended Description
The three curses that are classified as Unforgivable are the Imperius Curse, the Cruciatus Curse, and the Killing Curse.

Mad-Eye Moody introduces Harry and his class to these curses in Harry Potter and the Goblet of Fire. Ron identifies the first, the Imperius Curse, and Moody tells how that one had caused a lot of trouble for the Ministry: often it was impossible to tell who had been acting out of their own impulses, and who had been driven by someone else. The Cruciatus curse is named by Neville, who has reason to remember it as his parents suffered greatly under it. And the third, the Killing Curse, is named by Hermione; Moody mentions that it can't be blocked, and only one person is known to have ever survived it: Harry Potter.

Harry makes use of two of the Unforgivable Curses in the books. Dueling with Bellatrix Lestrange, he attempts the Cruciatus curse, with limited results; Bellatrix says that he has to really hate someone to make the Unforgivable Curses work properly, righteous indignation isn't enough. He also uses the Cruciatus curse upon Amycus Carrow, after Carrow spits in Professor McGonagall's face, informing her that that was the reason why he did it. And when he is breaking into Gringotts, he uses the Imperius curse to control Travers, who has entered the bank with them, and Bogrod, the goblin who is ushering them down to Bellatrix' vault.

Greater Picture
It is mentioned elsewhere that the Wizarding judicial system seems oddly arbitrary, with Sirius Black being locked up in Azkaban for twelve years without trial, and the full Wizengamot, with Cornelius Fudge acting as both prosecutor and head judge, called into session to judge a case of Underage Sorcery. The fact that use of these spells against human beings is grounds for such severe punishment simply increases the apparent arbitrariness of the legal system.

Given the harshness of the penalty, one wonders then why, in the later books in the series, there seem to be Cruciatus and Killing curses flying around so frequently, and so many wizards affected by the Imperius curse. We have to assume that the author is making a point, that the laws really only affect the behaviour of the law-abiding citizens, and that increasing the penalty does not seem to have much affect on those who would break the law anyway. It also, perhaps, is meant to expose the folly of statutory minimum sentences, as we suspect that Harry had no alternative except to use the Imperius curse to enter Gringotts. Given that the curse should trigger an automatic life sentence in Azkaban, and no mention is made of allowance for extenuating circumstances, Harry should have been sent directly to prison, and definitely would not have gone on to have a career as an Auror.


text: Category:Book:Guide to Social Activity

title: Category:Book:Guide to Social Activity


text: Category:Book:Gmail

title: Category:Book:Gmail


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Category:Book:Go

th:หมวดหมู่:หมากล้อม uk:Категорія:Ґо

title: Category:Book:Go


text: Category:Book:Gothic

title: Category:Book:Gothic


text:
Conic Sections/Lines and Points

Lines and points are referred to as "degenerate conic sections," and are not commonly associated with conics. They are still conic sections, though, for the reason that they can be formed from plane intersections with a conic—but the difference with these conics is that the conic section shares a center with the conic itself.

2 Intersecting Lines

Picture a hyperbolic conic section. Now move that hyperbola over until the center of the hyperbola coincides with the center of the conic. The conic section formed will be a pair of intersecting lines.

1 Line

Picture a parabolic conic section. Now move the conic section over until the vertex of the parabola coincides with the center of the conic. The resultant conic section will be a single line.

1 Point

The aforementioned degenerate conic section is unique in that it can be formed from two normal conic sections. Picture either an elliptical or a circular conic section. Now slide the conic section over until the center of the section coincides with the center of the conic. The degenerate conic section that results from this movement is a single point—the center of the conic.

title: Conic Sections/Lines and Points


text:
Category:Book:Graphic Design

pt:Categoria:Design Gráfico

title: Category:Book:Graphic Design


text: Category:Book:Guide to Clinical Examination


text: Category:Book:Guide to First Year Teaching


text: Category:Book:Parkour

title: Category:Book:Parkour


text: Category:Book:Guide to Schools

title: Category:Book:Guide to Schools


text: Category:Book:Guide to X11

title: Category:Book:Guide to X11


text: Category:Book:Lithuanian

title: Category:Book:Lithuanian


text:
User:VenomousNinja

Hey.... Yeah... I really don't like typing long things more then once, so if you want to know about me, please go to my wikipedia profile, located at:

Thank you...

Wikibooks I've created: Charecter creation.

title: User:VenomousNinja


text:
User talk:VenomousNinja

Please read Talk:Character creation/Character background for a few ideas on how to improve the Wikibook you created. Next time, please do not create a book just so that you can say "I created a Wikibook". Character creation should really be deleted. It has no valuable content.--Nim 20:09, 1 August 2007 (UTC)

Deletion
The one I deleted was a redirect to another deleted page. That page was deleted because it had no meaningful content. — Mike.lifeguard | talk 14:24, 29 July 2008 (UTC)

C++ Programming/TOC2
A VFD on the TOC2 page was initiated (27 July 2008) and then closed (30 July 2008) by Mike.lifeguard, if Wikibookians wish to express concerns about the speedy action they can use this page, You may restate your points (or post part of the your previous discussions there). --Panic (talk) 23:59, 30 July 2008 (UTC)

title: User talk:VenomousNinja


text:
Java Programming/Keywords/try

is a keyword.

It starts a try block. If an Exception is thrown inside a try block, the Exception will be compared to any of the catch part of the block. If the Exception matches with one of the Exceptions in the catch part, the exception will be handled there.

Three things can happen in a try block:
 * No exception is thrown:
 * the code in the try block
 * plus the code in the finally block will be executed
 * plus the code after the try-catch block is executed
 * An exception is thrown and a match is found among the catch blocks:
 * the code in the try block until the exception occurred is executed
 * plus the matched catch block is executed
 * plus the finally block is executed
 * plus the code after the try-catch block is executed
 * An exception is thrown and no match found among the catch blocks:
 * the code in the try block until the exception occurred is executed
 * plus the finally block is executed
 * NO CODE after the try-catch block is executed

For example:

How the catch-blocks are evaluated see Catching Rule

See also:
 * Java Programming/Keywords/catch
 * Java Programming/Keywords/finally
 * Java Programming/Throwing and Catching Exceptions

title: Java Programming/Keywords/try


text:
Java Programming/Keywords/catch

is a keyword.

It's part of a block. If an exception is thrown inside a try block, the exception will be compared to any of the catch part of the block. If the exception match with one of the exception in the catch part, the exception will be handled there.

For example:

See also:
 * Java Programming/Keywords/try

title: Java Programming/Keywords/catch


text: User:A-cai

title: User:A-cai


text:
Talk:Algorithm Implementation

Proposed merge with Algorithms
I disagree with the merge suggestion; the contents of this book will not fit well in Algorithms. This is supposed to be more of a reference text than a teaching book, and it will contain far more specific code than belongs in an algorithm overview. Additionally, the intent is to provide descriptions of the implementations given, so it will be helpful — please don't destroy the purpose of this book with a merge just because it's still in its infancy. ~ Booya Bazooka 23:25, 2 July 2006 (UTC)

 * I also strongly disagree with the merge suggestion. The two books have different aims. To have the best learning experience books must be focused and not aim to be everything to everyone. --MShonle 00:51, 3 July 2006 (UTC)

 * I'll follow up with some more detail: The Algorithms book is really about the computer science term "algorithm" and is concerned with the mathematics and analysis. This book is more concerned with source code implementation, and happens to use the word algorithm as a synonym for "subroutine." Perhaps a more fitting title, which would avoid merge confusion like this, would be Source code implementation? In the meantime Booyabazooka, please feel free to remove the merge notice. MShonle 01:10, 3 July 2006 (UTC)

 * Fair enough. That leaves one question open: Algorithms provides implemetations as part of the appendix. If we have a dedicated implementation book it might be better to provide the implementations there instead and cross link the two books.

 * Or as an alternative: The Algorithms/Appendix_A uses transclusion so it is also possible to provide the implementaions in both books. --Krischik T 06:38, 3 July 2006 (UTC)

 * I don't think there will be enough overlap between the different algorithms implemented by each book to merit a combination. If, however, the _implementations author would like to subsume that role, then it would be fitting to transclude Appendix_A. It was never the goal of the Algorithms book to include implementations in every language (e.g. Perl, C#), only to include some implementations to (1) check for bugs; and (2) eliminate the chance of ambiguity and confusion. E.g., for the Algorithms book it wouldn't make sense to include implementations for both Java and C#, while for the _implementations book it might.

 * I also see the Algorithms book as a way to carefully avoid any use of the standard libraries and systems (after all, it's a way to teach people to write their own in any language), while for the _implementation book it would seem fitting to show proper use of the standard library. --MShonle 13:56, 3 July 2006 (UTC)

Enough for a wiki
There could end up with such a large amount of stuff in this one book that it would fill its own wiki. How about we ask for a wikicode.org and do something similar? Conrad.Irwin 19:58, 1 December 2006 (UTC)
 * Yeah, I agree - :P Conrad.Irwin (talk) 09:38, 2 June 2008 (UTC)

 * Done. There is now an algorithms wiki at http://www.algorithmist.com/ and http://literateprograms.org/ . Share and enjoy. --DavidCary (talk) 04:24, 1 October 2008 (UTC)

Well of course there's a dedicated wiki on the topic. Isn't there for everything? :-)  (and that was over two years ago) I just came across http://rosettacode.org too   Your comment implies that it's a wiki that you set up. Is that right? It looks nice, but you haven't explained how you think contributors to this wikibook should react to this. Do you think content should all be copied there? did you already do that? is the license compatible?  Having created this duplication, are you proposing that this wikibook be closed down? I assume you are at least suggesting that contributors are better off contributing there than here, but you haven't given any reasons why. -- Harry Wood (discuss • contribs) 12:37, 3 May 2011 (UTC)

Merging another book in here
Hello, there is a book in the Mathematics subject, Efficient Prime Number Generating Algorithms. It definitely is not very mathematical at all, it just takes your simple brute force program and adds a few improvements to it. So, I wonder if something like this would fit in this book? I see that this book already has a section on prime number generation. What do you think? I don't know exactly what the purpose of this book is so I can't say if it belongs here. --NumberTheorist (talk) 16:05, 16 February 2010 (UTC)

OpenStreetMap wiki algorithms page
We have an algorithm in a bunch of languages here: http://wiki.openstreetmap.org/wiki/Slippy_map_tilenames for converting latitude & longitude to web map tile coordinates. We can copy it here. I think the license is compatible. In fact as a wiki gardner on the OpenStreetMap wiki, I might even aim to move the content here. Which category is this? Maybe geometry. Or maybe there should be a "goespatial" category of algorithms.

-- Harry Wood (discuss • contribs) 12:52, 3 May 2011 (UTC)

License?
What is the license for the code published in this book? Does the general cc-by-sa apply? Or are these code snippets not above the Threshold of originality and the code is in the public domain? --91.65.191.93 (discuss) 15:18, 24 July 2015 (UTC)

title: Talk:Algorithm Implementation


text:
Algorithm Implementation/Simulation

Simulation algorithms are used to model a mathematical problem. These algorithms do not necessarily fit under other types of algorithms, but may borrow elements from the algorithm categories..

Simulations may appear as either iterative processes, as a brute-force search for every possibility, a randomized search, or as a more complex process. Unlike other systems, there may not be an specific correct answer and might only be determined by running the algorithm.

 * /Life/
 * /Conway's Game of Life/
 * /Monty Hall problem/

title: Algorithm Implementation/Simulation