text:
Knowing Knoppix/Getting help

“Where's the 'Any' key?” -- Homer Simpson = How to get help =

On the CD
The Knoppix CD carries the official list of frequently asked questions and answers. It is provided in several languages. To read the English version:
 * 1) Click the CD-ROM icon for your Knoppix CD
 * 2) Click the “KNOPPIX” folder.
 * 3) Click the “KNOPPIX-FAQ-EN.txt” file.
 * 4) Wait for a moment while the “KWrite” application starts.
 * 5) The English version of the “Frequently Asked Questions” file will appear.

From the Web
See the “unofficial” Knoppix web site for further FAQs, user forums, and how to get the latest version of Knoppix. Web link The site for users, developers, and testers of Knoppix http://www.knoppix.net/

By email
There is a mailing list, which is for development of Knoppix. The discussions are in German and English.

The mailing list homepage is: http://mailman.linuxtag.org/mailman/listinfo/debian-knoppix

The archives are at: http://mailman.linuxtag.org/pipermail/debian-knoppix/

Links

 * Simplified: irc://freenode/knoppix
 * Full: irc://chat.freenode.net/#knoppix

How to
If you are looking for somewhat instant answers, Internet Relay Chat (IRC) is the place to be. To talk to other Knoppix users using IRC: Tip Before using IRC, check to see if your question is already answered in the Frequently Asked Questions. Knoppix users would love to see more people using IRC. However, if you ask a question that is already answered in the Frequently Asked Questions, you may be told to look there - or maybe something ruder!
 * 1) Make sure you are connected to the Internet.
 * 2) Click K Menu.
 * 3) Point to Internet.
 * 4) Click X Chat.
 * 5) Wait for a moment while the “X Chat” application starts.
 * 6) In the Nick Names boxes, enter up to three nicknames which you would like to be known as. You must enter at least two nicknames, in case your preferred nickname happens to be in use when you join the chat server.
 * 7) In the Username box, enter the username or login which you use to connect to your Internet Service Provider.
 * 8) In the Real Name box, type your real name.
 * 9) Under “Networks”, scroll down to “Freenode”.
 * 10) Click “FreeNode”.
 * 11) Click “Connect”.
 * 12) The message of the day from the IRC server will be shown.
 * 13) Type the following command and press Enter:
 * 14) You will be joined to the “#knoppix” IRC channel. The messages in the channel will appear on the left. The nicknames of the people who are in the channel will be shown on the right.
 * 15) Ask your question, remembering to spell and punctuate correctly. The other IRC users will do their best to help you. Enjoy the chat!

Making X Chat fonts larger
If you find the writing too small in X Chat:
 * 1) Click the “Settings” menu at the top of the X Chat window.
 * 2) Click “Preferences”.
 * 3) Next to “Font”, click “Browse”.
 * 4) Choose the font size you would like to use.
 * 5) Click OK.
 * 6) Click OK.
 * 7) The fonts will change to the size you chose.

title: Knowing Knoppix/Getting help


text:
Knowing Knoppix/Finding permanence

= Finding permanence = “The box said that I needed to have Windows 98 or better… so I installed Linux.” -- LinuxNewbie.org

Overview
Knoppix lets you store personalised settings, document files and system settings on a disk. This saves you from having to set up Knoppix from scratch every time you run it.

Important: The functionality described in this article is available only until and including Knoppix 5.1.1 (CD release) and 5.3.1 (DVD release), as all versions of Knoppix since 6.0 don't have it anymore.

Knoppix 6.x releases require saving all of the CD or DVD contents to non-optical media (hard disk, flash drive, memory card), from which to boot the system up. Note that some computers are not configured or able to run operating systems off USB-connected drives or memory cards; some other systems won't boot from very large external storage items. The boot order is configured from the BIOS, access to which may be restricted in some situations (typically computers at and supplied by workplaces).

Creating a persistent Home directory
Personalisation is what makes your computer yours. Personalised settings include application preferences, for example, your favourite KDE background wallpaper. Documents are the files that you create using Knoppix applications, such as graphics and word processed document files. Personalised settings and documents are stored in a special place called your Home directory.

Knoppix lets you keep your Home directory on another disk. This is called creating a persistent Knoppix home directory. It allows you to use a personalised Knoppix account everywhere you go. For example, you can sit down at one computer, do some work, go to another computer, and carry on working.

This works best with a USB hard drive stick, also known as a USB flash drive. These marvellous little gadgets give you hundreds of megabytes of storage, in a space no bigger than a key fob. A USB flash drive is the ideal companion to a Knoppix CD. To create a persistent Home directory on a USB flash drive:
 * 1) Insert your USB flash drive.
 * 2) Wait for a moment while the drive is detected.
 * 3) A new hard disk partition icon will appear on the Desktop.
 * 4) Note the name of the new icon. For example, if there are no other SCSI drives in the computer, it will be labelled “Hard disk partition [sda1]”.
 * 5) Right-click on the USB flash drive icon.
 * 6) Click “Mount”.
 * 7) Right-click on the USB flash drive icon again.
 * 8) Click “Change read/write mode”.
 * 9) It will ask if you want to make the partition writeable.
 * 10) Click “Yes”.
 * 11) Click the Knoppix menu in the Panel.
 * 12) Point to “Configure”.
 * 13) Click “Create persistent KNOPPIX home directory”.
 * 14) Click “Yes”.
 * 15) Choose the partition that corresponds to your flash drive. In this example, /dev/sda1 represents the flash drive.
 * 16) You will be asked if you want to encrypt the file that will be created on the flash drive. This is optional, so click “No”.
 * 17) Enter how big in megabytes you would like your Knoppix home directory to be. For example, enter “100” for 100 megabytes. Imagine you have a 256 Mb flash drive. This will create a 100 megabyte file on the flash drive, leaving 156 Mb free for other files.
 * 18) Click OK.
 * 19) Wait while Knoppix prepares the flash drive. If the flash drive has an activity light, you will see it working for a few moments.
 * 20) You will be asked if you want to use the entire partition. Click “No”. This will leave existing files on the flash drive alone.
 * 21) Wait while Knoppix completes the setup process.
 * 22) Knoppix will tell you what you need to type at the boot prompt to use the persistent Knoppix home directory on your flash drive. Make a note of what it says, then click OK.

You must reboot for the change to take effect. Shut down Knoppix and restart. At the boot prompt, type the following command, replacing “sda1” as appropriate: knoppix home=/mnt/sda1

During startup you should see a message like this: Mounting /mnt/sda1/knoppix.img as /home/knoppix... /home/knoppix mounted OK.

This means it worked. The USB flash drive will now be used for the home directory of the “knoppix” user. Important With a persistent home directory on a flash drive, the flash drive will be in use all the time. Do not take the flash drive out until you have shut down Knoppix.

Saving system settings
Saving system settings is called making a Knoppix configuration archive. This stores settings that are saved in the system-wide configuration directory, not in the home directory. For example, it allows you to save your printer setup, so you don't have to do it again next time. To save the system settings: Personal configuration. If you have a persistent Knoppix home directory, you do not need this. If you do not have a persistent Knoppix home directory, this option covers the personalised settings you have made in programs like the KDE Control Center, and your personalised settings in applications such as AbiWord. It does not include document files, such as saved word processor files. It also does not include cache files from web browsing. All files on the Desktop. If you have a persistent Knoppix home directory, you do not need this. If you do not have a persistent Knoppix home directory, select this option to save the new disk icons or program icons that you may have created on the Desktop. Network settings. If you have a persistent Knoppix home directory, and all you are doing is using the KPPP dialler to connect to the Internet via a modem, you do not need this. KPPP configuration is saved as part of your Knoppix home directory. The network settings saved by this option include Local Area Network (LAN), manually configured dial-up networking (modem), Integrated Services Digital Network (ISDN) and Asynchronous Digital Subscriber Line (ADSL) settings. For example, if you have set up your network card manually, select this option to save the configuration for next time. Graphics subsystem settings. This saves settings for the “X Window System” (the graphics display). For example, if you specified a certain screen resolution when you started Knoppix, this option will save that setting. Other system configuration. This option saves the printer setup and all other system-wide settings. To load the saved settings next time you start Knoppix, use the “myconfig” parameter at the boot prompt. For example, assuming you saved the archive to “/mnt/sda1”, at the boot prompt enter: knoppix myconfig=/mnt/sda1
 * 1) Click the Knoppix menu on the Panel.
 * 2) Point to “Configure”.
 * 3) Click “Save KNOPPIX configuration”. [[Image:Knowing Knoppix (Saving system settings 1).png|none|thumb]]
 * 4) Select the system settings that you would like to store. [[Image:Knowing Knoppix (Saving system settings 1-2).png|none|thumb]]
 * 1) Click OK.
 * 2) Select the device that you would like to save onto. For example, assuming you have a USB flash drive, and there are no other SCSI drives in the system, choose /mnt/sda1. [[Image:Knowing Knoppix (Saving system settings 2).png|none|thumb]]
 * 3) Click OK.
 * 4) Wait while the archive is created. [[Image:Knowing Knoppix (Saving system settings 3).png|none|thumb]]
 * 5) If it worked, it will say, “Creation of the KNOPPIX configuration archive was successful”. It will tell you the command to use at the boot prompt to load the saved settings. [[Image:Knowing Knoppix (Saving system settings 4).png|none|thumb]]
 * 6) Click OK to exit.

If it works you will see something like this near the end of the startup messages (Ctrl+Alt+F1): Checking /mnt/sda1 for KNOPPIX configuration file... Found, now executing /mnt/sda1/knoppix.sh

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

title: Knowing Knoppix/Finding permanence


text:
Knowing Knoppix/Advanced startup options

 * “There is only one satisfying way to boot a computer.” -- J. H. Goldfuss

Overview
This section explains the bootup options for Knoppix. Use these options to fine-tune Knoppix for your hardware and speed it up.

Enabling DMA
The first and foremost way to make Knoppix run faster that almost everyone can use is to enable DMA. It stands for Direct Memory Access. It improves the speed of hard disk drives and it can also help CD-ROM drives. DMA is not supported on all computers, so Knoppix turns it off by default. To enable DMA, add 'dma' to your boot command, for example:

knoppix lang=uk dma

To test the speed of the hard disk drive, click the Knoppix menu, choose “Root Shell” and enter:

hdparm -t /dev/hda

Replace “hda” with the device name of your hard drive appropriately. After a pause of about 3 seconds, you will get a little report that will tell you how fast your hard drive reads data. DMA makes a pretty big difference. For example, look at these sample test results:

If you only have a single CD drive
Knoppix takes over your CD drive and you can't eject it during your session. What if you want to use the CD drive for something else? For example, you may want to create CDs using a CD-ReWritable drive. If you only have one CD drive, this will be a problem.

Luckily, there is a solution. It is possible to run Knoppix from a hard drive or RAM, freeing up the CD drive for other tasks.

Transferring to a hard disk partition
Transferring to a hard disk partition means copying the CD contents onto a hard disk. This is called “copying the CD image”. Once this is done, Knoppix starts in the normal way but from the hard drive instead the CD-ROM drive.

This gives improved performance, because hard disk drives are generally much faster than CD-ROM drives. It also frees up your CD-ROM drive for other tasks. It does not affect the existing files on the hard drive. All it does is use up hard drive space, which can be reclaimed later.

To transfer to a hard disk partition, you need:
 * An MS-DOS-, FAT-, or Linux-formatted hard disk partition. NTFS (native Windows NT/2000/XP) partitions cannot be used.
 * At least 700 Mb free space on the partition.

At the boot prompt, enter this command. Replace “device” with the device name of the hard disk partition that you want to use.

knoppix tohd=device

For example, suppose you have Windows 98. You probably have Windows installed on the first partition of the primary master IDE drive. In this case, use:

knoppix tohd=/dev/hda1

Knoppix will start from CD, copy itself to the specified device and then continue loading from there. You can then take the Knoppix CD out of the drive.

Re-using an existing image
You only need to copy the CD image to the hard disk once. Next time, you can read back from the hard disk, without having to copy the CD image again.

At the boot prompt, enter this command. Replace “device” with the device name of the hard disk partition where the Knoppix CD image is located.

knoppix fromhd=device

For example:

knoppix fromhd=/dev/hda1

Knoppix will start from CD, pick up the CD image from the specified device and continue loading. You can then take the Knoppix CD out of the drive.

Deleting the image
In Windows, remove the “KNOPPIX” directory from the hard drive using Windows Explorer. This will give back the hard drive space occupied by the CD image.

Transferring to RAM
If you have 828 Mb or more of RAM, you can copy the Knoppix CD image to RAM. After an initial wait, transferring to RAM gives dramatically improved performance, and the Knoppix CD is not needed. You need 828 Mb of RAM because the first 700 Mb is used for the CD image. The remaining 128 Mb is used for the system and applications.

At the boot prompt, enter this command:

knoppix toram

Knoppix will start from CD, transfer the CD image to RAM, and continue loading. Once transfer to RAM has completed, you can take the Knoppix CD out of the drive.

More hardware options
These options let you fine-tune Knoppix for your particular hardware. They can be combined in any order. For example, to start Knoppix with the US language/keyboard, a wheel mouse, a screen resolution of 800x600 and Direct Memory Access (DMA) enabled for hard drives, type this at the boot prompt:

knoppix lang=uk wheelmouse screen=800x600 dma

Knoppix assumes you have a laptop. It starts up with PCMCIA (credit card adapter) interface support enabled by default. If you have a desktop computer, rather than a laptop, you can improve performance slightly by typing the “nopcmcia” option at the boot prompt. For example, to start the computer with the US locale, a wheel mouse, a screen resolution of 1024x768, and no PCMCIA:

knoppix lang=us wheelmouse screen=1024x768 nopcmcia

Other options

 * — The system won't use the hard disk for swapping. This is useful for when the hard disk is out of order, or if a user wishes to prevent an existing hard drive from a potentially heavy workload. This move would then make Knoppix only use RAM memory. With Knoppix 6 and 7, the minimum required RAM with the CD version to run graphical apps is 1 gigabyte. This allows to simultaneously run X, up to five tabs in Iceweasel, and one module of LibreOffice. 2 Gb of RAM is recommended, and should be the minimum amount with DVD versions of Knoppix 7 and greater.
 * — Switches off fancy graphics.
 * — This reports the pointer device as an  mouse. It can be used, if work with certain Synaptics touchpads is erratic, but does not solve the issue.

If you have less than 128 Mb RAM
After loading the kernel and the base system, Knoppix looks to see how much RAM is left. The kernel and the base system takes about 20 Mb of RAM. The remainder is called free RAM, or available RAM.

Knoppix checks to see if there is a Linux swap partition available. You may have a swap partition if you have previously installed Linux on the hard disk. If so, Knoppix will use the existing swap partition automatically.

If there is less than 80,000 Kb free RAM, Knoppix will prompt you to create a swap file. A swap file lets you use part of the hard disk as if it were RAM.

This trick lets you run Knoppix in full, even when you have less than 128 Mb RAM. For example, it is possible to run Knoppix successfully on a computer with only 64 Mb of RAM. However, you pay a performance penalty, because swap is much slower than physical RAM.

To create a swap file, you need a hard disk with at least one partition that is formatted with the FAT filesystem. NTFS formatted partitions cannot be used.
 * 1) Start Knoppix in the usual way. [[Image:Knowing Knoppix (If you have less than 128 Mb RAM 1).png|none|thumb]]
 * 2) You will get a message that says, “There are only X Kb of RAM available in your computer”.
 * 3) Press Enter.
 * 4) Knoppix will search for an available FAT formatted partition. If there is more than one, Knoppix will choose the last available partition. You will be asked if you want to create a swap file on the partition that Knoppix has selected. [[Image:Knowing Knoppix (If you have less than 128 Mb RAM 2).png|none|thumb]]
 * 5) Using the arrow keys on the keyboard, choose “Yes”, then press Enter.
 * 6) You will be asked how big a swap file you want to create. You need a swap file that is large enough to take the free RAM + swap file total to at least 80,000 Kb.
 * 7) Type the size of the swap file you wish to create. In this example, it says there is 49,152 Kb of physical RAM free. The suggested swap file size of 60 Mb will bring the free total to 108 Mb. [[Image:Knowing Knoppix (If you have less than 128 Mb RAM 3).png|none|thumb]]
 * 8) Press Enter.
 * 9) Wait for a moment while Knoppix creates the swap file. [[Image:Knowing Knoppix (If you have less than 128 Mb RAM 4).png|none|thumb]]
 * 10) Press Enter to continue loading Knoppix.

 * Tip
 * Next time you start Knoppix, it will detect and use the swap file automatically.
 * To remove the swap file and reclaim the disk space it occupies, exit Knoppix, start Windows, then delete the file called “knoppix.swp” using Windows Explorer.


text:
Knowing Knoppix/Alternatives to KDE

= Alternatives to KDE = Knoppix has six alternative desktop managers. These let you run the X Window System on a computer that doesn't have enough RAM for KDE. They also save loading time, because they load much more quickly.

Ice Window Manager
A small and fast window manager in the Microsoft Windows style.

Window Maker
A simple and elegant window manager with a very solid feel.

Fluxbox
Similar in style to Window Maker.

Xfce
Xfce stands for “The Cholesterol Free Desktop Environment”.

Lars Window Manager
An alternative window manager. In Lars Window Manager, almost everything is done with the keyboard instead of the mouse. Lars Window Manager is designed for programmers that spend most of their time working with text.

Tab Window Manager

 * See also: Guide to X11/Window Managers/twm

TWM is designed to use as little RAM as possible. If you start Knoppix on a computer without enough RAM to run KDE, it will run Tab Window Manager instead.

In Knoppix 5.0.1, the twm menu is missing, but a command line (console) window does start. With a capable computer (at least 256 Mb RAM), the easiest shortcut to an app launcher is KDE's Kicker. Invoke it like this: $ kicker & ^ The dollar sign  is the default sign of the command line; the ampersand   serves to separate Kicker from the console to free it up for other uses. The screenshot to the right shows the same method with The GIMP.

TWM does not appear to be included in CD versions of Knoppix 6.0 or later, as these have solely defaulted to LXDE. That won't run with any efficiency in computers that have less than 256 Mb of RAM memory.

= Starting an alternative window manager = once knoppix has loaded you can go through the configuration options, to switch between various window manager(except beryl).

Use one of these commands at the boot prompt. knoppix desktop=icewm         # IceWM knoppix desktop=wmaker        # Window Maker knoppix desktop=fluxbox       # Fluxbox knoppix desktop=xfce          # Xfce knoppix desktop=larswm        # Lars Window Manager knoppix desktop=twm           # Tab Window Manager knoppix desktop=beryl         # Beryl with kde

For example, to start Window Maker in the UK locale: knoppix desktop=wmaker lang=uk

Accessing disks and partitions while outside KDE
You may have noticed there are no desktop disk icons when you are using an alternative to KDE. Luckily, you can still use KDE's disk management tools, even when you are outside KDE. For example: Important: KDiskFree mounts in read-write mode, not read-only.
 * 1) Start Knoppix into Window Maker.
 * 2) Click the “XTerm” icon, which is on the right hand side, second from the top. Enter this command:
 * 3) Wait while “KDiskFree” starts.
 * 4) Right-click the icon of the disk or partition you want. Click “Mount”. Right-click the icon again, then “Open in file manager”. [[Image:Knowing Knoppix (Accessing disks and partitions while outside of KDE 1).png|691px|center|thumb]]
 * 5) The files on the disk or partition will be displayed.

Text mode
Text mode is the fastest way to start Knoppix. Text mode is meant for those who are familiar with the UNIX command line interface. There are many excellent books on the subject, such as “Sams Teach Yourself UNIX in 24 Hours”.

Starting
To start Knoppix in text mode, enter this at the boot prompt. knoppix 2

For example, to start with UK keyboard/language, with DMA for faster hard disk access, and without PCMCIA because you're not working on a laptop computer, enter: knoppix lang=uk dma nopcmcia 2

Leaving
Enter this command to exit Knoppix: halt

Localisation
Text mode is called “runlevel 2”. When started in text mode, Knoppix uses the “C” locale. The C locale is defined as the “default” locale for applications, meaning that their strings are displayed as written in the initial code, without passing through a translation lookup. Just plain old ASCII. Literally, the “C” locale turns off localisation.

To enable localisation, specify the locale that you want to use with the “lang=” option. For example, enter this at the boot prompt to load Knoppix in text mode with the UK regional settings: knoppix 2 lang=uk

Adjusting the keyboard layout
To switch to a UK keyboard layout, type this and press Enter: loadkeys uk The keyboard map will be changed to UK layout.

Accessing disks and partitions
Use the “mount” command. For example, to mount the first partition on the primary master IDE hard drive: cd /mnt mount hda1

The files on the device  will be mounted to. To view the files on the partition: cd hda1 ls

The files will be displayed. To learn more about navigating and copying files in text mode, refer to a UNIX manual or text book. Important Disks and partitions are mounted read-write by the mount command.

Identifying hardware
Use these commands to get hardware information:

Tip Press Shift + Page Up to see the lines that have scrolled off the top of the screen. Press Shift + Page Down to go back down again.

title: Knowing Knoppix/Alternatives to KDE


text:
Knowing Knoppix/Knoppix boot options

knoppix lang=cn                    Specify language/keyboard (cn,de,da,es,fr,it,nl,pl,ru,sk,tr,tw or us) knoppix alsa (or alsa=es1938)      Use ALSA sound driver (at your own risk) knoppix desktop=fluxbox            Specify Window Manager (fluxbox,icewm,kde,larswm,twm,wmaker or xfce) knoppix screen=1280x1024           Use specified Screen resolution for X knoppix xvrefresh=60 (or vsync=60)  Use 60 Hz vertical refresh rate for X knoppix xhrefresh=80 (or hsync=80)  Use 80 kHz horizontal refresh rate for X knoppix xserver=XFree86             Use specified X-Server ( XFree86 or XF86_SVGA ) knoppix xmodule=ati                Use specified XFree4-Module (ati,fbdev,i810,mga,nv,radeon,savage,s3 or svga) knoppix 2                          Boot in runlevel 2 (Textmode) knoppix floppyconfig               Run "knoppix.sh" from a floppy knoppix myconf=/dev/sda1           Run "knoppix.sh" from a partition knoppix myconf=scan (or config=scan) Try to find "knoppix.sh" automatically knoppix home=/dev/sda1/knoppix.img Mount loopback file as /home/knoppix knoppix home=scan                  Automatic search for knoppix homedir knoppix no{apic,agp,apm,audio,ddc} Skip parts of HW-detection (1) knoppix no{firewire,pcmcia,scsi}   Skip parts of HW-detection (2) knoppix no{swap,usb}               Skip parts of HW-detection (3) failsafe                           Boot with (almost) no HW-detection knoppix pci=irqmask=0x0e98         Try this, if PS/2 mouse doesn't work *) knoppix pci=bios                    Workaround for bad PCI controllers knoppix ide2=0x180 nopcmcia         Boot from PCMCIA-CD-Rom (some notebooks) knoppix mem=128M                    Specify Memory size in MByte knoppix dma                         Enable DMA for ALL IDE-Drives knoppix noeject                     Do NOT eject CD after halt knoppix noprompt                    Do NOT prompt to remove the CD knoppix vga=normal                  No-framebuffer mode, but X knoppix blind                       Start Braille-Terminal (no X) knoppix brltty=type,port,table      Parameters for Braille device knoppix wheelmouse                  Enable IMPS/2 protocol for wheelmice knoppix nowheelmouse                Force plain PS/2 protocol for PS/2-mouse fb1280x1024                         Use fixed framebuffer graphics (1) fb1024x768                         Use fixed framebuffer graphics (2) fb800x600                          Use fixed framebuffer graphics (3) knoppix keyboard=us xkeyboard=us   Use different keyboard (text/X) knoppix splash                     Boot with fancy background splashscreen knoppix toram                      Copy CD to RAM and run from there knoppix tohd=/dev/hda1             Copy CD to HD partition and run there knoppix fromhd=/dev/hda1           Boot from previously copied CD-Image knoppix fromhd=/dev/sr0            Force booting from CD for fresh install in case of present Flash-installation on HD knoppix testcd                      Check CD data integrity and md5sums expert                             Interactive setup for experts

title: Knowing Knoppix/Knoppix boot options


text:
Wikibooks talk:Book of the month/September 2005 voting

Programming books
I beg to differ. The Computer_science_bookshelf quite clearly states that every programming languages has it's own book. It would not make sense to have a single book for all the programming languages. There are so many programming languages out there that there is also a Programming languages bookshelf for them.

There is, however, also a language independent book called Computer_programming.

Besides, Naming conventions is only "proposed policy"" - if it became fixed a loot of books would need to be renamed.

--Krischik 06:35, 3 August 2005 (UTC)

bookshelving policy overhaul
However, Computer science bookshelf, as with all other bookshelves, is severely outdated (mainly due to a bookshelving policy overhaul). Programming languages bookshelf is also not among the canonical list of bookshelves as they merely lead to sections of the same book and thus acting as a table of contents page for one book (which itself violates WB:NC). Although WB:NC is proposed policy, it is only so because the details of whether to use ":" or "/" as the sole delimiter still needs to be resolved - in all other aspects it is enforced. KelvSYC 07:19, 3 August 2005 (UTC)

Contributer
Change the policy and 30 odd books become 1 - good way to alianate the contributors. Remember: Wikibooks is done by humans - and humans have feelings. And you are going to hurt those feeling big time when you degrade there work from book to section with a stroke of a policy-pen.

In this respect anouncing your new policy right here on "Book of the Month" - where hopes are high - was just perfect to get the maximum effect. That is: if hurting other peoples feelings was your aim.

Or are you going to help us in changing 204 pages + 20 odd Template + 3 Categories from "Progamming:Ada:*" into "Ada programming/*" before the end of the month so we can continue to run on "Book of the Month" without you objecting?

And I am shure that 99% of all Programming:* contributors think the same: Programming:* is a bookshelf not a book and they are woking on books not sections.

PS: Programming:C -/- -/- had a run in August and July and Programming:C in June - without your objections - so why now.

--Krischik 08:23, 3 August 2005 (UTC)

merely enforcing policy
I am not trying to alienate contributors, but merely enforcing WB:NC. One of the biggest outstanding problems is that our policies are not being enforced or ignored altogether, which we are trying to address. Why is that Programming:C -/- -/- is allowed to exist any longer than it has, instead of being merged to Programming:C plus plus? It's because WB:FP isn't being enforced. Why is it that General Chemistry contributions continue to break WB:NC? Because they are not being enforced. Even Deletion policy isn't safe. Wonder why in the past nominations on VFD lasted upwards of 6 months without any action, even though a consensus existed? That's right, no enforcement.

And it's not just that they are not enfoced, in some cases they do not even exist. Why is it that there is no policy on how bookshelves are to be managed? Why is it that there is no policy on having a consistent book style across multiple books? Why is it that there is no policy on book title pages?

As for Programming in general, the style of naming books originated in a (since long rejected) idea of having each book in a separate namespace. However, creating new namespaces would mean having to modify the MediaWiki software, and it was rejected for that reason. The good parts about that idea, ie. using ":" as a separator for content that is more graph-oriented, was moved to WB:NC.

In short, I am not trying to alienate contributors, and this is not something that has been unilaterally implemented (see the various policy overhauls that have been suggested by User:Aya). Obviously timeframes are inconvienient for many books and book authors to conform to WB:NC and other policies, and it's going to be a while before existing modules are moved to that effect. I am not trying to invalidate the nomination of Programming:Ada or any other section of Programming, but if they are meant to be separate books, then it should follow WB:NC and not be named as to imply that they are merely sections of a larger book. KelvSYC 23:36, 3 August 2005 (UTC)

policy
I confess I misunderstand the WB:NC - having seen programming first I thought it is Bookshelf:Book:Chapter.

I am fully in favor of enforcing policy and I can live with "Your book got the wrong name - change it".

I will talk to the other contributors and our readers to agree on a new name for Programming:Ada. Prehaps you would like to join.

--Krischik 06:11, 4 August 2005 (UTC)

 * On the other hand, policies are hardly fleshed out. Perhaps you would like to join existing discussions and pitch in with your ideas. KelvSYC 07:59, 4 August 2005 (UTC)

 * Programming:Language links have been lying around in the Main Page and in Bookshelves as books for a long time. It is a bit harsh to claim they are not books but sections, precisely on this page. They are books, because their authors have decided them to be so. Whether they are not following a naming policy is another matter. I was the first one to claim for subpages, but never thought they would turned back on Programming:Ada as a stone law. Let's take calm on this and don't allow this discussion to affect the Programming:Ada and Programming:C -/- -/- nominations. ManuelGR 20:12, 4 August 2005 (UTC)

August 31, 2005, 00:00 UTC ...
... has passed 14:00 hours ago - So what happens next? Or was actualy meant: "August 31, 2005, 24:00 UTC" - which is the first minute of the next day.

--Krischik 14:00, 31 August 2005 (UTC)


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Category:Saffron recipes

Recipes involving saffron.

title: Category:Saffron recipes


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Category:Cashew recipes

Recipes involving cashews.

title: Category:Cashew recipes


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Category:Almond recipes

Recipes involving almonds.

title: Category:Almond recipes


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Category:Date recipes

Recipes involving dates.

title: Category:Date recipes


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Category:Scallop recipes

Recipes involving scallops.

title: Category:Scallop recipes


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Category:Raw recipes

Recipes that are prepared according to the raw diet.

title: Category:Raw recipes


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Concepts of Computer Graphics

Table of Contents

 * 1) Introduction: A Problem Statement
 * 2) The Output Space: Pixels and Colors
 * 3) * Vectors
 * 4) * Images
 * 5) * Colors
 * 6) * Representing the Digital Image
 * 7) The Input Space: Vectors and Transformations
 * 8) * Measuring Space
 * 9) Techniques for Photo-Realistic Graphics
 * 10) * What Your Eyes See
 * 11) * The Idea of Raytracing
 * 12) * The Idea of Ray marching
 * 13) * The Idea of Ray casting
 * 14) Techniques for Real-Time Graphics

title: Concepts of Computer Graphics


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Diagnostic Radiology/Musculoskeletal Imaging/Tumors Basic/Giant cell tumor

Giant cell tumors of the bone are uncommon bone tumors which represent around 4-5% of primary bone tumors and 18% of all benign bone lesions. They are interesting in the fact that their classic radiographic appearance is easily identifiable.

Giant cell tumors can either be benign or malignant, although the majority of them are benign. Radiographically, benign versus malignant tumors are difficult to distinguish. In most patients, the tumor has an indolent course, but repeated local recurrence of the tumor does happen. Approximately 5% of giant cell tumors are defined as malignant. Malignancy usually occurs as the result of malignant transformation after radiation therapy.

These tumors are slightly more common in females, with 50-57% of cases occurring in females. The general age range for giant cell tumors is 20–40 years old. Approximately 85% of tumors occur in the long bones, namely the distal femur, proximal tibia, proximal humerus, and distal radius. Another location typical of giant cell tumor is the spine, particularly the sacrum. Spinal involvement is typically in the vertebral body, although its location is variable.

Clinical presentation is nonspecific, and it usually is pain at the tumor site. Pathologic fracture occurs around 10% of the time. Local mass effect can cause a range of symptoms, for example, from posterior expansion into the spinal canal.

Radiology
Spinal involvement is less specific, and vertebral body destruction and collapse can be identified. As described above, the most common location for giant cell tumor is in the vertebral body.

CT: Imaging findings are similar to that of the plain film.

MRI: Heterogeneous low-to-intermediate T1 and T2 signal for the solid portions of the tumor. Hemosiderin can be seen in 60% of the tumors. Cystic areas are of the typical high T2 signal, and fluid levels can be identified within the tumor. As is typical for MRI, it is helpful in determining the extent and local involvement of the tumor.

Bone scan: Homogeneous uniform uptake, nonspecific.

Treatment
Typical treatment for giant cell tumors is curettage and packing of the lesions. The main complication is local recurrence.


text: Template:Nutrition Summary

title: Template:Nutrition Summary


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Diagnostic Radiology/Musculoskeletal Imaging/Tumors Basic/Enchondroma

Etiology
Enchondromas are benign cartilaginous neoplasms that originate in the medullary canal of tubular bones, believed to result from growth of residual benign cartilage rests displaced from the physis. They are often incidental findings, occurring in just under 2% of the population based on autopsy series.

Approximately half of all enchondromas occur in the tubular bones of the hands and feet, with others are found in the metaphyses of other long bones. They rarely occur in the pelvis, shoulder girdle, and axial skeleton.

Radiology
Radiographically, enchondromas appear as geographic, mildly expansile, lytic lesions, which may lead to mild cortical thinning. The zone of transition is narrow, although it can be lobular. A cartilaginous matrix (rings and arcs) is often present, less often in lesions occurring in the hands and feet. There is no cortical break through or host response in the absence of fracture. Enchondromas are usually monostotic, although multiple lesions can occur in the feet and hands. On MR, they have typical signal characteristics of chondroid lesions with low signal on T1 and very high signal on T2 (due to high water and mucopolysaccharide content).

Differential Diagnosis
Enchondromas are usually easy to characterize. However, other diagnostic considerations include:

Hands and feet: epidermoid inclusion cyst, giant cell tumor, aneurismal bone cyst, simple bone cyst, and fibrous dysplasia.

Other sites: infarction, chondromyxoid fibroma (rare, generally lacks matrix, and favors the proximal tibia).

The more difficult diagnostic dilemma is distinguishing enchondroma from low-grade chondrosarcoma. The latter are usually larger, occur in less typical places, generally occur more proximal, and may have deeper and more pronounced endosteal scalloping. More importantly, local pain related to the lesion is always concerning for malignancy.

Complications
Pathologic fracture and malignant transformation (the latter is rare in enchondromas of the feet and hands).

Related Diseases
Related disorders:

Ollier's disease is a rare developmental disorder characterized by enchondroma formation in the metaphyses and diaphyses of multiple long bones, typically unilateral and involving one extremity. Ollier's disease is not hereditary or familial. It usually presents early with deformed epiphyses. The enchondromas of Ollier's disease may have different radiographic manifestations than those of classic enchondroma with striated lucency and densities and most have some chondroid matrix. Risk for malignant transformation is believed to be around 10-25%.

Maffuci's syndrome is defined as multiple enchondromatosis with soft tissue and visceral hemangiomas. Patients with Maffucci's syndrome are believed to be at far greater risk for malignant transformation than those with Ollier's disease.


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Concepts of Computer Graphics/Introduction

This Wikibook is concerned with explaining the concepts of computer graphics to a non-technical audience. Most books on computer graphics are written from the perspective of a programmer who is attempting to complete an implementation of some algorithms, be they a computer game, a ray-tracer, or an animation system.

In contrast, this Wikibook seeks to explain the concepts of computer graphics to someone who has no intention of implementing anything and only a basic level of math knowledge (and patience). Such a reader might be an artist who seeks to better understand the systems he uses to produce his art or video game content, someone who is attempting to get started in computer graphics but has no previous experience, or perhaps just a curious person who would like to know more about the graphics that increasingly make up the media we experience.

Since we are starting at the very beginning, our first step will be to define the problem that the techniques of computer graphics attempt to solve. So to begin our discussion, we shall make a first (clumsy) attempt at explaining the problem by saying that the main problem in computer graphics is how to create a desired image.

Given the number of different reasons people want to create images, a statement that encompasses all of computer graphics must necessarily be vague. In order to give a better sense of what we are trying to understand, we'll discuss some specific problems that computer graphics attempts to solve.

One of the most common uses for computer graphics is the creation of an image that looks like a photograph from real life, but portrays something we could not actually take a picture of. For example, we might want to create an animation for a movie that portrays an alien creature or location, or we might want to create an architectural rendering to get an idea of what the final building will look like. We'll call this type of computer graphics photo-realistic. Typically there is a significant amount of time available for creating these images, and so the techniques often attempt to capture the properties of lights and surfaces as accurately as possible, at the expense of time needed to compute the image.

Another common use for computer graphics is the creation of images very quickly so that they can be used in an interactive animation; the application of these algorithms that most people are familiar with is computer games. As a user controls their character, we want to create a series of images very quickly (hopefully 30 per second or more) that respond to their inputs. We'll refer to this type of computer graphics as real-time, or interactive. We might want these images to look as realistic as possible, but the fact of the situation is that if we have more time to devote to computation, we can create better results. Thus, real-time computer graphics is usually concerned with techniques for creating the best-looking picture possible with the very short amount of time available between frames.

There are many other applications for computer graphics as well. We might be interested in automating a complex picture that we could make by hand for convenience, or we might be interested in creating an image that is abstract or random in nature. In fact, there are many applications of computer graphics that fall somewhere in-between the two extremes presented above, such as medical imaging and visualization systems. However, for an introductory text, it will suffice to present the two main techniques that are mixed and matched for the desired results in practice.

In the text that follows, we'll begin by attempting to understand the concepts of pixels and how computer represent color, which is the format for what computer graphics algorithms output. After that, we'll consider how we represent the input data that programs in computer graphics use, the 3D objects that get rendered. With these basics out of the way, we'll then delve into the techniques of photo-realistic and real-time rendering.


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Diagnostic Radiology/Musculoskeletal Imaging/Tumors Basic/Ollier disease

Ollier's disease

Ollier's Disease is a rare condition in which benign tumors form in developing bones and prevent proper bone growth. It is also known as Multiple Enchondromatosis. The condition was first described by French surgeon Louis Ollier (1830-1899).

In individuals with Ollier's disease, benign tumors called enchondromas form in the cartilage cells of the long bones, usually on one side of the body, preventing cartilage production, calcification and growth. As a result, bones

on one side of the body are shorter than on the other. The difference in length continues to increase until bone growth is completed, typically at adolescence. Other bones can be affected including, but not limited to pelvic, rib and skull. The bones are also more prone to fractures.

These tumors can become malignant (cancerous)in the form of chondrosarcoma. Therefore, periodic bone scans are recommended to detect possible malignancies early, and so limit the extent of the damage. Although the exact cause of Ollier's Disease is not known, it is believed to be a random spontaneous mutation.


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Diagnostic Radiology/Musculoskeletal Imaging/Tumors Basic/Maffuci syndrome

Maffucci's syndrome is defined as multiple enchondromatosis with soft tissue and visceral hemangiomas. Patients with Maffucci's syndrome are believed to be at far greater risk for malignant transformation than those with Ollier's disease.

Fig. 1 Maffucci's syndrome. Soft tissue masses with phleboliths are consistent with hemangiomas. Note remodeling of underlying bone.


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Concepts of Computer Graphics/Output Space/Images

The first thing we'd like to understand is what a digital image "is." This work being primarily concerned with the generation of digital images (and computers being digital, we have no other alternatives within the field of computer graphics), understanding what those are will be essential to understanding the intuition of many algorithms that follow. Most of those algorithms approach the complexity of computer graphics by working backwards from the final form of the digital image as a way to reduce the scope of the problem.

When you look around the world, light from the world comes into your eyeballs and is focused on an area on the back of your eye which is covered with millions of little cells. These cells are sensitive to various aspects of light, like color and brightness, and react with the light so that a signal is sent to your brain about which cell saw what sort of light, and your brain creates a complete picture from all these constituent pieces of information.

Unsurprisingly, we attempt to capture images by a similar, though man-made process. A film camera acts very much like an eye, in that light is taken in through the lens, and focused on a surface covered with millions of similarly light-sensitive elements. However, these elements are chemically treated grains of film instead of retinal cells. When the light comes into contact with the chemicals on the film, it causes a reaction that changes the structure of those chemicals, and in so doing records the information about what kind of light came through. The film can later be processed to create a print-out that replicates those colors using the information on the film.

A digital camera works very much the same way, except that instead of placing a chemically-treated strip of film behind the lens, an array of light-sensitive semiconductors is used instead. These elements convert the information about the light they interact with into numbers encoded to represent light. Thus, we can consider a digital image to be a set of data which provides information about the light used to create a particular image.

In fact, since a digital image is really just a collection of numbers, the concept exists outside the realm of photography as well; we could in theory consider any stream of numbers, properly formatted and in digital form, to be a digital image. The key technique of computer science is that of creating such a dataset purposely, element-by-element, without the use of any photographic equipment or actual light of any sort to base the image on.


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Category:Artichoke recipes

Recipes involving artichokes.

title: Category:Artichoke recipes


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Category:Fritter recipes

Small cakes made with a primary ingredient, mixed with batter, and fried, are found in many American cuisines. "Corn fritters"' and "apple fritters" are well known. Fritters may use regular flour, cornmeal, or a mix. In a good fritter, the taste of the primary ingredient should predominate and not be overwhelmed by the taste of the batter. New England clam cakes, Maryland crab cakes, and Philadelphia scrapple are essentially varieties of fritter.

In Canada a fritter is a variety of holeless doughnut with apple flavoured ones being the most popular.

title: Category:Fritter recipes


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Finnish/Grammar-Cases

Nominative case vs. Accusative
The nominative case is what is used for the subject of the sentence, e.g. what is acting. This is in contrast to the accusative case, which is used for the object—what is acted upon.

For an English example, we will use the following sentence:

 * I pet the dog.

In this example, I is the subject so it is put into the nominative. The dog, on the other hand, is put into the accusative because it is the object.

English does not alter or mark nouns to express case, but rather requires that a strict word order be used (Subject/nominative, Verb, Object) when building sentences from which a noun's case can be automatically inferred. For example, in the following sentences:

 * The dog bites the man.
 * The man bites the dog

The dog in the first sentence must be the subject (and so in the nominative case), as it precedes the verb and object (in this case the man). In the second sentence, word order is reversed and so are the roles of the nouns in turn.

Finnish, however, does not depend on word order the way that English does to express the case of a noun.

Accusative case
The accusative is the grammatical case used to mark the direct object of a verb.

Exercise Number One
Make both singular and plural accusative forms of the following nouns.

 * 1) lehti
 * 2) mökki
 * 3) ranskalainen
 * 4) tuuletin
 * 5) alus
 * 6) vaaka

Exercise Number Two
Please translate the following short English sentences into Finnish. You must use accusative.

1. I saw the cottage. I saw the cottages.

2. I noticed the name. I noticed the names.

3. I brought the key. I brought the keys.

4. I heard the piece of news. I heard the news.

5. I read the newspaper completely. I read the newspapers completely.

6. I saw the Frenchman and the Swede. I saw the Frenchmen and the Swedes.

7. I bought the computer and the carpet. I bought the computers and the carpets.

8. I saw the building and the statue. I saw the buildings and the statues.

Exercise Number Three
Translate the following sentences into English. Pay attention to the difference between accusative and partitive and tell which is used.

1. Ammuin linnun. 2. Ammuin lintua.

3. Katsoin elokuvaa. 4. Katsoimme elokuvan.

5. Luitko sanomalehteä? 6. Luin sanomalehden.

7. Kuuntelimme pitkän puheen. 8. Kuuntelimme pitkää puhetta.

9. Onko teillä rahat? 10. Onko hänellä rahaa?

11. Tarvitsen paperia. 12. Tarvitsen paperit.

13. Korjasin uudet tietokoneet. 14. Korjasin uusia tietokoneita.

Exercise Number Four
Please translate the following sentences into English. Some nouns are in partitive and some in accusative.

 * 1) Ostin kilon omenat.
 * 2) Ostin kilon omenoita.
 * 3) Talot ja aidat on maalattu.
 * 4) Taloja ja autoteitä on korjattu tällä alueella.
 * 5) Hain tavarat. Sitten otin mukaani viivaimen ja muutamia työkaluja.
 * 6) Näin työpaikallani ruotsalaiset ja norjalaiset joista kerroit. Näin siellä myös aitoja espanjalaisia.

Partitive case
Partitive is used always in singular if: -We are talking about a material (water, air, metals, food etc.) and it doesn't work as subject of the sentences. -After numbers different from 1 (for example: two cars -> 2 autoa). -With some verbs -When the object is general

Exercise Number One
Translate following sentences into Finnish. You need a partitive case in them.

Exercise Number Two
Make both singular and plural partitive form of these nouns.

An example: talo -> taloa(singular), taloja(plural)

 * 1) kissa
 * 2) kenkä
 * 3) kirja
 * 4) ovi
 * 5) kello
 * 6) työ
 * 7) raha
 * 8) ihminen
 * 9) kone
 * 10) Nieminen

Translate then these sentences into Finnish.

 * I mean the book.
 * I mean the doors.
 * I am using a machine.
 * I wear a hat.

Exercise Number Three
Inflect the following nouns in every personal pronoun in partitive both in singular and plural. An example with a word "talo":

 * Talo
 * (minun) taloani, (minun) talojani
 * (sinun) taloasi, (sinun) talojasi
 * (hänen) taloansa, (hänen) talojansa
 * (meidän) taloamme, (meidän) talojamme
 * (teidän) taloanne, (teidän) talojanne
 * (heidän) taloansa, (heidän) talojansa

 * 1) katto
 * 2) takki
 * 3) lehti
 * 4) kenkä

Exercise Number Four
Many verbs put the following noun in partitive form. Please make grammatically correct sentences by using the given words (a verb, a possessive pronoun, and a noun) and translate into English. An example:

 * Tarkoitan - sinun, koti -> Tarkoitan kotiasi (I mean your home)

1. Tarkoitan - sinun, työ 2. Katson - sinun, hattu 3. Tarvitsen - sinun, apu

4. Tarkoitan - minun, elämä 5. Käytän - minun, tietokone 6. Tarkoitan - minun, osoite

7. Tarvitsen - hänen, apu 8. Käytän - hänen, avain 9. Kuuntelen - hänen, puhe

10. Tarkoitan - meidän, tehdas 11. Korjaan - meidän, tietokone

12. Katselen - teidän, kokoelma 13. Ihailen - teidän, alus

14. Käytän - heidän, tuuletin 15. Rakastan - heidän, tytär

Exercise Number Five
Translate these simple Finnish sentences into English and pay attention to words in partitive case.

 * 1) Se maksaa 99 euroa ja 50 senttiä.
 * 2) Minulla ei ole kissaa.
 * 3) Katso kelloa!
 * 4) Käytän kenkiä.
 * 5) Teen kakkua.
 * 6) Luen kirjaa
 * 7) Luen kirjoja.
 * 8) Luemme sanomalehtiä.
 * 9) Tarkoitatko Mattia?
 * 10) Ajoitko autoa?
 * 11) Onko sinulla autoa?
 * 12) En sulkenut ovea.
 * 13) Osaan käyttää tätä konetta.
 * 14) Käytän joskus farkkuja. (farkut = jeans)

Exercise Number Six
Translate these simple sentences into Finnish.

 * 1) I mean the house.
 * 2) I mean the houses.
 * 3) I often play the violin.
 * 4) He is using a computer.
 * 5) He has got many computers.
 * 6) They always use the backdoor. (backdoor = takaovi)

Exercise Number Seven
Translate these Finnish sentences into English. To make things more complicated, this time almost all the nouns in partitive have personal pronoun suffixes. Note that some nouns are in plural.

 * 1) Juon kahvia, syön kakkuasi ja luen kirjojasi.
 * 2) Tarkoitan kaikkia kaupunkimme rakennuksia, en vain tuota rakennusta.
 * 3) Tarkoitan omaa taloani enkä sinun taloasi.
 * 4) Kävelimme pihaltamme puutarhaanne ja katsoimme hänen autojansa.
 * 5) Näimme siellä ruotsalaisia, italialaisia ja amerikkalaisen.
 * 6) Vihaan naapuriasi, uraasi ja koiriasi!
 * 7) Kotiimme saa tulla!
 * 8) Jalkaani koskee ja silmiini särkee.

Exercise Number Eight
Some nouns in partitive in the following sentences have errors. Try to spot and correct them as fast as possible!

 * 1) Luin yhtä elektroniikkalehtiä ja joitakin aikakauslehteä.
 * 2) Hän joi oluttaa ja söi kahta pihveä.
 * 3) Rakastan sinoa ja kauniitasi kasvotasi.
 * 4) Katsoin kääretä ja sen koristellisiä kuvioita.
 * 5) En voi sietää hänen virheitän ja kummallisuuksinan.

Essive case
The essive or case carries the meaning of a temporary state of being, often equivalent to the English "as a...".

In the Finnish language, this case is marked by adding "-na/-nä" to the stem of the noun. Example:
 * "lapsi" -> "child"
 * "lapsena" -> "as a child", "when (I/he/you) was a child".
 * "lapsina" -> "as children", "when (we/you'all/they) were children"

In Finnish, it is also used for specifying times, days and dates when something happens. For example:
 * "maanantaina" -> "on Monday"
 * "kuudentena joulukuuta" -> "on the 6th of December".

Exercise Number One
Translate these simple words and phrases into English.

 * 1) sinuna
 * 2) mökkinä
 * 3) insinöörinä
 * 4) opettajana
 * 5) soittimena
 * 6) lehtenä
 * 7) veljenä
 * 8) tiistaina
 * 9) miellyttävänä ihmisenä
 * 10) taitavina asiantuntijoina
 * 11) Hän on parempi tutkijana  kuin insinöörinä.
 * 12) Hän on parempi näyttelijänä kuin sihteerinä.

Exercise Number One

 * 1) lehden, lehdet (The first one is a singular form and the second one is a plural form.)
 * 2) mökin, mökit
 * 3) ranskalaisen, ranskalaiset
 * 4) tuulettimen, tuulettimet
 * 5) aluksen, alukset
 * 6) vaa'an, vaa'at

Exercise Number Two
1. Näin mökin. Näin mökit.

2. Huomasin nimen. Huomasin nimet.

3. Toin avaimen. Toin avaimet.

4. Kuulin uutisen. Kuulin uutiset.

5. Luin sanomalehden kokonaan. Luin sanomalehdet kokonaan.

6. Näin ranskalaisen ja ruotsalaisen. Näin ranskalaiset ja ruotsalaiset.

7. Ostin tietokoneen ja maton. Ostin tietokoneet ja matot.

8. Näin rakennuksen ja patsaan. Näin rakennukset ja patsaat.

Exercise Number Three
There are some explanatory comments in brackets after translations.

1. I shot a/the bird dead (accusative) 2. I shot at a/the bird (It didn't necessarily die) (partitive)

3. I was watching a movie (It is not known if I watched the whole movie) (partitive) 4. We watched a/the (whole) movie (accusative)

5.  Were you reading a newspaper? (partitive) 6. I read a/the (whole) newspaper (accusative)

7. We listened to a/the long speech (completely). (accusative) 8. We were listening to a long speech. (Not necessarily the whole of speech) (partitive)

9. Do you'all have the money? (It is question of the specific money) (accusative) 10. Does he/she have (some) money? (partitive)

11. I need (some) paper. (partitive) 12. I need the papers. (It is question of the specific papers) (accusative)

13. I fixed the new computers. (The new computers got fixed) (accusative) 14. I was fixing -/the new computers. (It is not known if the new computers got repaired) (partitive)

Exercise Number Four

 * 1) I bought the one-kilo-weighing apples. OR I bought the apples which weighed one kilo.
 * 2) I bought a kilo of apples.
 * 3) The houses and the fences have been painted.
 * 4) Houses and roads have been mended in this region.
 * 5) I took the items. Then I took the liner and some tools with me.
 * 6) I saw the Swedes and the Norwegians about whom you told in my workplace. I also saw real Spaniards there.

Exercise Number Two

 * 1) kissaa(singular), kissoja(plural)
 * 2) kenkää, kenkiä
 * 3) kirjaa, kirjoja
 * 4) ovea, ovia
 * 5) kelloa, kelloja
 * 6) työtä, töitä
 * 7) rahaa, rahoja
 * 8) ihmistä, ihmisiä
 * 9) konetta, koneita
 * 10) Niemistä, Niemisiä

 * Tarkoitan kirjaa (Not: "tarkoitan kirja")
 * Tarkoitan ovia.
 * Käytän konetta.
 * Käytän hattua.

Exercise Number Three
1.                       2.   kattoani, kattojani       takkiani, takkejani kattoasi, kattojasi      takkiasi, takkejasi kattoansa, kattojansa    takkiansa, takkejansa kattoamme, kattojamme    takkiamme, takkejamme kattoanne, kattojanne    takkianne, takkejanne kattoansa, kattojansa    takkiansa, takkejansa

3.                       4.   lehteäni, lehtiäni        kenkääni, kenkiäni lehteäsi, lehtiäsi       kenkääsi, kenkiäsi lehteänsä, lehtiänsä     kenkäänsä, kenkiänsä lehteämme, lehtiämme     kenkäämme, kenkiämme lehteänne, lehtiänne     kenkäänne, kenkiänne lehteänsä, lehtiänsä     kenkäänsä, kenkiänsä

Exercise Number Four
1. Tarkoitan työtäsi (I mean your job) 2. Katson hattuasi (I am looking at your hat) 3. Tarvitsen apuasi (I need your help)

4. Tarkoitan elämääni (I mean my life) 5. Käytän tietokonettani (I am using my computer) 6. Tarkoitan osoitettani (I mean my address)

7. Tarvitsen hänen apuansa/apuaan (I need his/her help) 8. Käytän hänen avaintansa/avaintaan (I use his/her key) 9. Kuuntelen hänen puhettaan (I am listening his/her speech)

10. Tarkoitan tehdastamme (I mean our factory) 11. Korjaan tietokonettamme (I am fixing our computer)

12. Katselen kokoelmaanne (I am looking at your (y'alls) collection) 13. Ihailen alustanne (I admire your (y'alls) ship)

14.Käytän heidän tuuletintaan (I am using their fan) 15.Rakastan heidän tytärtään (I love their daughter)

Exercise Number Five

 * 1) It costs 99 euros and 50 cents.
 * 2) I don't have a cat.
 * 3) Look at the clock!
 * 4) I wear shoes.
 * 5) I am making a cake.
 * 6) I'm reading a book. OR I read a book.
 * 7) I'm reading books. OR I read books.
 * 8) We are reading newspapers.
 * 9) Do you mean Matti?
 * 10) Did you drive a car?
 * 11) Have you got a car?
 * 12) I did not close the door.
 * 13) I can use this machine.
 * 14) I wear jeans sometimes.

Exercise Number Six

 * 1) (Minä) tarkoitan taloa.
 * 2) (Minä) tarkoitan taloja.
 * 3) (Minä) soitan usein viulua.
 * 4) Hän käyttää (parhaillaan/tällä hetkellä) tietokonetta.
 * 5) Hänellä on useita tietokoneita.
 * 6) He käyttävät aina takaovea.

Exercise Number Seven

 * 1) I am drinking coffee, eating your cake and reading your books.
 * 2) I mean all the buildings of our town not just that building.
 * 3) I mean my own house and not your house.
 * 4) We walked from our yard to your garden and we looked at his/her cars.
 * 5) We saw there Swedes, Italians, and an American.
 * 6) I hate your neighbour, your career, and your dogs!
 * 7) You are allowed to come to our home! (Very literal translation would be: To our home (one) may come.)
 * 8) My foot hurts and my eyes hurt.

Exercise Number Eight

 * 1) Luin yhtä elektroniikkalehteä ja joitakin aikakauslehtiä.
 * 2) Hän joi olutta ja söi kahta pihviä.
 * 3) Rakastan sinua ja kauniita kasvojasi.
 * 4) Katsoin käärettä ja sen koristeellisia kuvioita.
 * 5) En voi sietää hänen virheitänsä ja kummallisuuksiansa.

Exercise Number One

 * 1) as you
 * 2) as a cottage
 * 3) as an engineer
 * 4) as a teacher
 * 5) as an instrument
 * 6) as a magazine
 * 7) as a brother
 * 8) on Tuesday
 * 9) as a pleasant person
 * 10) as capable/good experts
 * 11) He is better as a scientist than as an engineer.
 * 12) He is better as an actor than as a secretary.

title: Finnish/Grammar-Cases


text:
MATLAB Programming/Graphical User Interface

NOTE: At MATLAB version R2019b, MathWorks announced that the GUIDE design environment for building apps in MATLAB will be removed in a future release. Note, GUIDE apps will continue to run after GUIDE's removal, but they will not be editable using the GUIDE environment.

What is GUIDE ?
The GUIDE Toolbox (known by its long name Graphical User Interface Development Environment) provided by MATLAB allows advanced MATLAB programmers to provide Graphical User Interfaces to their programs. GUIs are useful because they remove end users from the command line interface of MATLAB and provide an easy way to share code across non-programmers.

There are two main workflow of using GUIDE in MATLAB, namely:

(i) Lay out the GUI (ii) Program the GUI

Creating from blank GUI
To start programming in GUIDE, just type the following into the MATLAB And it will shows the following diagrams: We will create example of a simple GUI created with the GUIDE toolbox It takes inputs of two numbers and adds them and displays them in the third textbox It is very simple but it helps illustrate the fact that such a GUI was created in minutes.

Select Blank GUI (Default)

Placing components and change properties
We can see that there are grid-like at the interface here in the main menu. And also, we can see the basic tools that are used by GUIDE are on display here. Before going further, below are the toolbar and brief decription of what it does

We can drag and drop the Static Text, Edit text and Push button in following area shown in left picture.

As you can see, the Push Button and Edit Text have generic Edit Text word on the field and word Push Button. We can change those texts as followed: First, double click on any of edit text, it should pop up a new window named as Inspector shown on the right side picture. Scroll down until you find a String property and delete the text inside, the Edit text on the rightshould look empty now.

For Push Button, repeat the same step: double click on the Push Button and scroll down until String properties and change the word into Add

Programming with handles
We have the basic of the GUI already laid out.

We just need to think logically what we are going to do

1. Get the new value of the Num_A text field from its Value property. Same goes to Num_B 2. Add two numbers together 3. Set the value of the String property of the label totalAdd

To achieve this, we need to learn about get and set command

The get command obtains the current String property of the component Tag Name.

The set command place the String property of the component with updated value.

CallBack
A callback is a functions executed whenever the user initiates an action by clicking on a push button,pressing a key on the keyboard or selecting a menu item. Programming a callback is therefore the most important part of writing a GUI. For example in the GUI illustrated above, we would need to program a callback for the button Add. This is provided as a callback in the code. When you add a component to your GUI layout, GUIDE assigns a value to its Tag property, which is then used to generate the name of the callback.

The code is provided below and illustrates how to write a simple callback:

In this piece of code I get the numbers as strings from the edit boxes and then convert them into numbers using the str2double function provided in MATLAB.

I then set the string for the other edit box as the sum of these two numbers. This completes the simple example of a GUI needed to add two numbers.

More complex GUI
To make the calculator more complex than to do simple additions, we can create a more complete calculator which can handle subtraction, multiplications and division. To do this, add 3 more Push Button. Double click each Push Button to change the String to relevant functions such as SUB for subtraction function as shown.,etc..

At the same time, change the Tag into more recognisable tag name such as sub_button. It will be more recognisable and easier to edit once programmed with callbacks.

You can add static name to label the edit text but for this exercise, this is optional.

As you can see, the GUI is in disarray but there is one tools that can be used to sort out the mess.

You can use the Align Object tool (shown in the right pics) to align the button in a proper order.

Line up the both edit text horizontally, followed by 4 buttons to line horizontally.

Once line up properly, it will looks like the picture below. You can compared it to picture above it which looks messy before.

We can proceed to the next steps to program which looks easier since we already nailed it for the addition button

To program each individual button, right click at each push button and select Editor and type code in the following.

As you can see the usefulness of describing Tag of each push button instead of generic name Push_Button 1, etc...

There you have done it, you have created a simple working calculator in MATLAB.

To illustrate a more complex example, we will show how a simple projectile motion can be plotted and you can change the function's parameters. With a little bit of imagination you could make it plot any arbitrary function you enter.

Reference
https://web.archive.org/web/20221003005946/https://www.mathworks.com/help/matlab/ref/guide.html

https://web.archive.org/web/20211021213906/https://www.matlabclass.com/2013/11/study-of-graphical-user-interface-in.html

TODO:


text:
Monopoly

Monopoly is an American originated family board game played worldwide since the early 20th century. It is published and distributed by Hasbro and Parker Brothers today. This book details some rules for Monopoly.

This is a collaborative book to which anyone can contribute. Please see the project page for details of current tasks.

Notable variations, add-ons and spin-offs:
 * /Official Rules/
 * /House Rules/
 * The Speed Die
 * Strategy
 * /Properties reference/

 * Beyond Boardwalk and Park Place Rules
 * Stock Exchange Addon
 * Monopoly for Sore Losers
 * Monopoly Cheater's Edition - Original Rules
 * Cheater's Edition Properties Reference
 * Monopoly: The Mega Edition
 * Mega Edition Properties Reference

title: Monopoly


text:
Monopoly/Strategy

Monopoly involves a substantial portion of luck with the roll of the dice to determinine whether a player gets to own key properties or lands on squares with high rents. Even the initial misfortune of going last is a significant disadvantage because one is more likely to land on property which has already been bought and therefore be forced to pay rent instead of having an opportunity to buy unowned property.

There are, however, many strategic decisions which allow skilled players to win more often than the unskilled. The fundamental strategic point is that securing monopolies (all the properties in a colour group) is the way to amass wealth, but monopolies arise more through trade than through chance. In a standard six-player game, there is a fair probability that none of the players will be able to buy all of one colour group without trading. If no monopolies emerge by chance, and the players do not trade, it is rare for anyone to be eliminated. The game could last indefinitely with the 200 for passing Go, thus keeping the poorer players from going bankrupt.

Since monopolies are the key to victory, and monopolies arise by the exchange of property from one player to another, a well-played game of Monopoly is from start to finish a game of trading, negotiation, and diplomacy as well as the occasional well-timed "tactical dirty trick" (such as creating a building shortage).

Trading and blocking
Players must be aware of the strategic value of each property at any particular time, considering who needs it to complete a monopoly and which properties in that group are as yet unowned. As soon as two players between them own all the properties in two colour groups, they are likely to make some sort of bargain whereby each of them obtains a monopoly because, if they are the first to be able to build houses and hotels, they each have a much better chance of winning.

Cash management
Apart from property trading, the most important strategic decisions involve cash management. There is great pressure to acquire properties and to build houses and hotels as soon as possible in order to collect large rents. On the other hand, a player who does not have the cash to pay a large rent may be forced to tear down houses, getting only half the invested cash back. It can be as dangerous to build as it is to refrain from building.

Furthermore, holding cash is important when unowned property is landed on and must be auctioned, as well as important when there is a shortage of houses and the remaining houses are auctioned. Being cash poor can lead to frustration when another player gets a good deal in an auction in which you cannot compete. Also, holding cash allows one to cut favorable deals with a player who is cash poor. For example, a player who would be forced to undevelop their property to pay a large rent might decide to sell some other undeveloped property for cash, even though they would normally be reluctant to trade property for anything other than property. If only one player has significant cash reserves, that player has considerable negotiating leverage.

Because of the importance of cash, many players treat any ungrouped property they own primarily as a cash source through which they can develop their monopolies. Holding unmortgaged and undeveloped property is rather similar to holding a cash reserve because mortgaging is relatively inexpensive. To de-mortgage a mortgaged property costs only 10% more than the cash received for mortgaging whereas to rebuild a house one has torn down costs 100% more than the cash received for tearing it down.

Another thing to be considered when it comes to cash is that a player is not required by the official Monopoly rules nor the Official Tournament Rules to disclose to opponents how much cash he or she has. This is important because in many situations opponents can take an advantage when estimating how much cash the other player has. For example, a player may be more willing to trade an opponent the final property in a color group (thereby giving that opponent a monopoly) if the player sees that the opponent doesn't have enough cash to place buildings on that monopoly.

While the route to victory in Monopoly is clearly to build houses and hotels to take maximum rent, a player is unlikely to be able to acquire a complete set of properties in a game with four or more participants, except by trading. It is therefore very useful to be able to determine which colour groups are more valuable.

The overall value of any property is determined by a combination of four factors:
 * 1) Buying cost (not usually important as players can't choose where they land and players usually buy everything they land on)
 * 2) House/hotel cost
 * 3) Rent charged
 * 4) Position on the board (visitation frequency)

The first three factors are obvious: valuable properties have a better ratio of expenditure to return. The fourth factor is more interesting because it determines how often players will land on each property and thus pay rent to its owner. In recent years, computer simulations have allowed a probabilistic analysis of the frequency with which each square is visited during the average game.

For instance, the Jail square is the most commonly visited space in the game because of the "Go to Jail" square, the chance and community chest cards directing a player there and the rule that a throw of three successive doubles also sends a player there. Combined with the fact that a player is most likely to throw 6, 7, or 8 when moving away from Jail than he is to throw 2, 3, 4, 5, 9, 10, 11 or 12, this means that the overall probability of visiting an orange property is far higher than that of visiting a light purple/pink property, for instance. Similarly, because there are only two properties in each of the dark blue and dark purple/brown sets, these sets are visited correspondingly less often, although Boardwalk does have a chance card.

Best improvable properties
Among improvable properties (properties that can have houses or hotels built on them), the orange set is far superior to any other: It is visited quite often (it is located at a moderate distance after the Jail square), and property costs are relatively cheap, and the prospect of collecting damaging rents without too much investment is excellent.

The runner-up for best improvable properties is the red set—statistics demonstrate that while the orange are landed on more often as a group, Illinois Avenue (Equivalent Property in U.K. Edition = Trafalgar Square) is landed on most often as a single entity. In addition, it catches many people who happen to overrun the orange properties on their way out of jail.

As a general rule, the second colour group on each side of the board has a far better cost-to-value ratio because the houses and hotels cost the same as the first colour group but yield higher rent. The major exception to this strategy is the red group over the yellow group for the reasons outlined above.

Other improvable properties
Similarly to red, the light purple set gets many landings from people leaving jail but not getting very far. The light blue set, on the other hand, receives many hits from people coming from the Go square. The dark purple/brown set is far inferior; though inexpensive, is often skipped and collects little rent. The yellow set doesn't get nearly as many hits as the reds, but they can dominate later in the game. The Green set is very expensive, although with hotels it will collect the most income. The dark blue set has only two properties, so they are landed on less often than the other sets; however, their high rents can often cripple other players. A player who uses these relative values as a guide to trading ought to do better than chance in the long run.

Tactics

 * The most likely number to roll is 7 (given that you are using two dice each with 6 faces). As you depart from 7, the probabilities decrease piecewise. In other words, the probability of rolling 6, or 8, is slightly less than 7; the probability of rolling 5 or 9 slightly less, still, until you reach 2 and 12, with the least probabilities. Use this information to predict where both you or your opponents will land on their next roll. If an opponent is approaching a street you own, the best property to build an extra house on is the one located as close to seven spaces distant from his as possible.

 * Early in the game when many properties are unowned, it is a disadvantage to be in Jail. A player should pay the fine and get moving with an eye to landing on unowned property or at least passing Go. Later in the game, when properties are highly developed, it can be an advantage to be in Jail so as to avoid paying high rents. At that stage it is better to refuse to pay the fine and to attempt to roll doubles.

 * The average income a player receives from one round of the board is 170. This includes rent earned, rent paid, money from Go, fines and rewards.

 * When landing on the Income Tax square, a player is not allowed to calculate his assets before deciding whether to pay 200 or 10% of his assets. However, there is a simple rule of thumb that works well in practice.  Since players start with 1,500 and collect 200 for passing Go each time, it is generally better to pay 10% until passing Go for the third time.  Barring exceptionally good or bad fortune, the third time past Go is the time when a player's assets exceed 2,000, and once above 2,000, a player is not likely to dip below until late in the game when he has paid some drastic rents and is on the verge of elimination.

 * The increased rent for houses takes a long time to pay off the initial investment if there are only one or two houses per property. Starting with the third house, rents rise dramatically and pay off the investment correspondingly faster.  If a player owns two colour groups, it is much better for them to put three or four houses on each property in one group (leaving the other group undeveloped) than it is to put two houses everywhere.  Similarly, it is unwise for a player to deeply mortgage themselves to develop a monopoly unless they can build to at least the third house.

 * If there is a shortage of houses, players should consider buying the last houses rather than buying hotels because each hotel built returns four houses to the bank for other players to use. When there are no houses in the bank, no one else can build houses.  Also, players with hotels can't easily convert them to cash in this situation; they would have to strip an entire colour group of its hotels to raise money since buildings must be removed evenly from a colour group and because the hotels cannot be exchanged for houses since there are no houses in the bank. The owners of inexpensive monopolies should be particularly eager to use this tactic to prevent the owners of expensive monopolies from fully developing.

 * Occasionally, when there is a housing shortage, it can pay to tear down houses on one colour group to immediately build them on a different colour group. However, if another player declares an interest in buying the houses you have torn down, you will have to outbid that player for them, so this tactic pays off only when you are buying the torn down houses for expensive properties anyway, and you have much cash, and the other likely bidders are cash poor.

 * If the game is deadlocked with players holding properties of different color groups, the railway stations and utility properties can prove to be a great source of income. A crafty player who is able to acquire all four railroads collects 200 every time another player lands on them. In addition, the railroads are very frequently landed on as one is located on each side of the board and the presence of chance cards which directs a player to a certain railway station.. This can prove to be a real thorn to other players, as the 200 rent robs them of their 200 collected from passing the GO Square. Even in games with monopolies being developed, this can severely hinder an opponents cash flow in developing their monopoly, sometimes forcing them to tear down houses or mortgage other properties. The utility properties are not as universally useful. In games with four or more players, they can be a cost-efficient way of collecting rent if the player owns both utilities and monopolies have yet to be established. Their value however, drops considerably if monopolies have been fully established, the player only owns one of the set or in a game with only two or three players.
 * In a game with many players, it is advantageous to make trades even if you are "getting the short end of the stick" because the trade will be a burden for your opponents. For example, there is a four-player game and player 1 is going to trade with player 2.  They are going to give each other properties so that each will then have a monopoly.  The space that player 1 will get is worth a little less than the space he is going to give player 2.  Should he go ahead and trade?  Yes.  Let’s say that player 1 is trading away a space worth 4 units in return for one worth 3 units.  Although he will net -1 units initially, the other two players in the game (players 3 and 4) will be forced to pay for player 2’s newly acquired monopoly.   This will offset the -1 unit disadvantage of the trade.  In other words, player 1 is getting the advantage because the trade, although initially bad for him, will hinder the other 2 players in the game.  When in doubt, it is usually best to go ahead and trade (if not for any other reason, just to keep the game moving.  Many games are ruined because all four players are stuck in a stalemate, refusing to trade anything).

 * When building houses in a colour group, a player should usually build the first house of a level of houses on the last property of the colour group. The second house of the level should be usually built on the first property of the colour group, unless the colour group is the light-blue or orange colour group. The same applies to hotels (which, for practical purposes, can be considered as five houses or four houses when the standardized Rules for a Short Game are used). This tactic is based on the fact that usually the rent mathematical expectancy (the average of the expected rent) is higher when houses are built in that order.

 * Example for the light-purple colour group:

 * A player should always be diplomatic with players because, especially at the end of the game, opponents who are likely to lose can take revenge of players who are likely to win and make them lose against other players who are also likely to win. For example, let us say there is a player who cannot pay his debt without making trades; but, because of his situation of being likely to go bankrupt in the next few turns anyway, sells all his properties at a relatively low price to an opponent other than the creditor of that debt. Then the player who gets the properties is also likely to form complete colour groups with the newly acquired properties and is likely to defeat the creditor of the debt. Such a player who decides who wins or loses the game is sometimes referred to as a "king-maker" because that player decides who gets "crowned".

 * An interesting strategy when the auctioning rule is in play is to carefully monitor the cash flow of the other players when you are buying property. Generally early in the game, when players are busy buying properties, they get rather low on cash rather quickly.  This is normally not that bad since the rents for properties are of minor value in the beginning, but you can turn this situation in your favor.  When you land on a property, instead of buying it from the bank at the price listed, you can take advantage of the fact that the rest of the players have little money and decide to auction instead.  By doing this you can actually buy properties for less than the assessed value (the value listed on the board).  Doing this can give you a substantial tactical advantage by increasing your assets without spending as much money and gain money earning properties as well.  This can be risky however, as other players may try to outbid you anyway by mortgaging properties or "pull a rabbit out of their hat" and come up with some cash you didn't notice earlier (like hiding a 500 note under a stack of 1 notes, for instance).  This strategy works best if you are in a cash-strong position when the other players have small amounts of cash and when there are fewer players in the game, especially just two players.

title: Monopoly/Strategy


text:
Talk:Monopoly/Strategy

Comments
The example used for building houses in a color group is unclear. The example is misleading because makes it seem as though Property 2 ends up with only one house while Property 3 has three houses. Obviously that is impossible because you cannot build unevenly. Please fix this.

I thought everyone knew that the orange properties were the most valuable on the board. They are most likely to be landed on due to their position in relation to the jail, they are affordable to develop. anyone who gets a monopoly on this set early has won the game.

Transwiki
This article has been moved from the EN Wikipedia, Monopoly strategy.

Transwiki History

 * 13:50, 2 August 2005 Garrett m (rm brown, I know of no Monopoly edition using it, and if it does exist it's not a "canonical" edition)
 * 16:53, 31 July 2005 Poccil (→Tactics)
 * 13:38, 12 June 2005 King of Hearts (→Other improvable properties)
 * 11:18, 4 June 2005 Garrett (r/v weird addition)
 * 05:06, 4 June 2005 64.173.252.34 (→Trading and blocking)
 * 05:05, 4 June 2005 64.173.252.34 (→Trading and blocking)
 * 21:39, 2 June 2005 Lacrimosus m
 * 08:25, 26 May 2005 Drini (rv blanking)
 * 08:24, 26 May 2005 65.16.186.170 (→Relative values of each color group)
 * 08:24, 26 May 2005 65.16.186.170 (→Trading and blocking)
 * 08:20, 26 May 2005 Drini (rv)
 * 08:19, 26 May 2005 65.16.186.170 (→Trading and blocking)
 * 15:08, 21 May 2005 Garrett m (+ colour clarifications for which ones I've played or owned that don't have brown...)
 * 13:35, 16 May 2005 68.9.78.103 (→Cash management)
 * 13:32, 16 May 2005 68.9.78.103 (→Cash management)
 * 07:47, 5 May 2005 135.214.66.240
 * 13:33, 14 April 2005 MiracleMat (→Best improvable properties)
 * 13:32, 14 April 2005 MiracleMat (→Best improvable properties - additional info on selecting color groups)
 * 05:38, 30 March 2005 Percy Snoodle m (Category:Monopoly implies Category:Board games)
 * 18:46, 28 March 2005 66.92.165.123 (conciseness)
 * 15:33, 28 March 2005 210.50.200.241 (Category:Monopoly)
 * 15:32, 28 March 2005 210.50.200.241 (Category:Board games)
 * 01:44, 26 March 2005 Seth Ilys (clarify what Monopoly is)
 * 02:27, 13 February 2005 Violetriga m (-although)
 * 02:27, 13 February 2005 Violetriga m (futher copyedit)
 * 02:15, 13 February 2005 Violetriga (remove copyvio text, place it as a link)
 * 02:11, 13 February 2005 Violetriga m (small copyedit)
 * 10:13, 6 February 2005 24.80.97.229 (→Relative values of each color group)
 * 10:12, 6 February 2005 24.80.97.229 (→Relative values of each color group)
 * 11:12, 29 January 2005 24.80.97.229 (→Relative values of each color group)
 * 11:05, 29 January 2005 24.80.97.229 (→Relative values of each color group)
 * 13:43, 2 January 2005 68.49.145.74 (Added another strategy bullet at the end.)
 * 10:04, 29 December 2004 Randy Johnston (→Relative values of each color group)
 * 15:08, 22 December 2004 WayneMokane m (Added wikilink)
 * 14:10, 22 December 2004 Susurrus (Spin-off from Monopoly article.)

Note that before the first revision this text was part of Monopoly.

Likelihood Of FULL Payment
One issue this strategy guide fails to mention is the likelihood of receiving payment IN FULL. For example, I have played many games where someone gets a hotel on Boardwalk, only to discover that, when people land there, they never have $2,000 to pay them with anyway, and so they never collect the full amount. Shouldn't this come in to consideration when making strategy?

title: Talk:Monopoly/Strategy


text:
Concepts of Computer Graphics/Output Space/Colors

Color, one of the most natural elements of our daily existence, can be hard to describe. We recognize and name certain broad categories of color, like "blue" and "yellow," but it is very difficult to formalize the notion of color so that you could observe, say, a blouse of a given color and then describe it to a friend so that they would have exactly the same picture in mind.

Nonetheless, for computer graphics to work, we must be able to come up with just such a description. In fact, we must go further than that and create an encoding for colors so that we can represent them in digital form as numbers. Fortunately, it turns out that light lends itself to such an encoding. A full treatment of color, including the properties of light that it represents, the way the eye perceives it, and the range of different representations for it is not important at the moment (see the useful links below for more detailed information).

For our purposes, it will be adequate to note that most colors we need to deal with can be represented as a combination of red, green, and blue intensities. That is, we will represent a color as three values: the intensity of red light in a given color, the intensity of blue light in a given color, and the intensity of green light in a given color. We call each of these component colors channels, and we call this system of color representation the RGB color space (or just RGB).

If we devote one byte for each type of color, then we can represent 256 different levels of intensity for each component color. In this scheme, when a given value is at its maximum (255), this is the brightest, most intense amount of that color that we can represent, and when it is at its minimum (0), this is the lowest amount of that color we can have contributing to the color.

Colors that are not one of the component colors can be represented by the correct combination of the component colors. For example, we can represent purple by setting the red and blue components to high levels, and while leaving the green component low or equal to zero.

A very important thing to understand in computer graphics is that when all three color components are all equal to the same value, the resulting color is a shade of gray. Specifically, when all three components are at the maximum level (255, 255, 255), we perceive the combined color as white, and when all three components are at the minimum level (0,0,0), we perceive the combined color as black.

It is also worth noting that our choice of one byte per color channel is fairly arbitrary. Other systems of representation use fewer or more possible values per color channel. Having three color channels of 256 possible values each results in about 16.7 million colors, but in real life we perceive many, many more. For example, if we have to represent a smooth transition from black to bright red (due to shadow, let's say), we would find that having only 256 discrete colors in between the two would result in visible "bands" of color if we were really concerned about image quality. Thus, computer graphics professionals in film production often allow tens of thousands of possible values for each of the three color channels. On the opposite end of the spectrum, to allow older computers to operate more efficiently, programmers would sometimes only allow 32 possible values for each of the red, green, and blue components. Even with only a few thousand colors to choose from, surprisingly realistic images could be represented.

Useful links:

 * Color on Wikipedia
 * A Java applet that allows you to play with RGB values and see the results