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CisLunarFreighter/Introduction to game design and production processes

Introduction
This section provides a learning trail oriented towards general game production using open source tools and desktop techniques. There are large overlap between the production processes used in 3D computer modeling to create sets, models, animation, and sound tracks for short clips and preliminary post production on clips or dailies and the traditional film industry. In the older methods of film making dailies are used later in post production film making. A large advantage of computer animation in this way is the ability to return to preproduction and reuse components.

This learning trail focuses initially on using the available open source components and tools which are fairly mature. Developers working on open source tools wishing to interact with their potential users and customers are very welcome for their expertise and to assist with maturing their offerings quickly to the benefit of us as well as the entire open source gaming and animation community.

Initial tools in ongoing study and materials production: Open Source Tools for Possible Use in cisLunarFreighter Please add others to these as they are used within the project.

Important Ground Rules on this Trail

 * 1) Do not use or upload others' work without prior permission and agreement to the terms of the upload submittal form (GNU FDL, etc.). If you wish to retain full distribution and modding rights then you can email your work to others privately.   Be considerate and upfront by pointing out to them the materials are provided on a proprietary basis for their personal use only.  The email rerouting system at Wikiversity apparently does not allow attachments so some prior coordination is necessary and useful.  Large animation and modeling files can clog slow bandwidth access so please ask before sending large (i.e. graphics and large specification) files.
 * 2) This trail involves both generic and specific techniques so work can be performed in a variety of desktop tools as desired.  Our initial focus is on open source tools as they are generally freely available to everyone.   Detailed discussion involving how to integrate data between less prominent tools and proprietary tools can get quite involved and will need appropriate refactoring as necessary to improve our learning trails for everyone, novice to expert.
 * 3) Offensive material substantially outside the community norm will be removed immediately. Even a satirist should be able to find something which can avoid offending most reasonable people.  Wikiversity is a fun learning environment, not a place for inflammatory homework.  Which community norm you ask?  Ours, here.
 * 4) Skip around to what interests you, where you wish to learn, and where you can help others. Drop out when you need to and come back when you feel like it.  The community will still be here when you get back if everyone pitches in and has fun while they are here.

Getting Started
You will need a project idea from which you should at minimum sketch or have some storyboards and generate some simple scripts. This will be needed soon to have your actors and sound effects created to assist you with inspiration, timing, and detailed animation. Meanwhile .... we would love to have you work on any portion of CisLunarFreighter which catches your interest. Some of the models necessary to create a spaceport firestation and some scenes for stills or animation involving landing emergencies, drills, inspections, etc. are now available at Blender for Game Graphics and Animation.

If you plan to design software or talk extensively with the software designers then this online short course not affiliated with Wikiversity may be of use to you in learning UML (Unified Modeling Language). Sketches may be scanned and loaded as jpegs or system models may be created using a free/open source UML editors such as ArgoUML.

We can help initiate the game and software design processes with some simple modeling tasks for anticipated sets and scenes while we learn our modeling and animation tools. The screenshot below shows the beginning development process of crude models of pieces of a spacecraft we require.
 * Initially I will focus on gameplay and a little later add some educational value. Mirwin 01:08, 7 November 2006 (UTC)

This learning trail will now focus on how to use Boolean Functions and other tools within Art of Illusion to quickly rough out simple models and sets quickly. This will help us soon with storyboards and gathering interest of new potential developers and participants.

How did we get this far? Just starting and proceeding? When you first saw the image above of the joint of the rocket engine nozzle and the command service module of a spacecraft did you envision a gameplay scenario of damaged actuators which must be fixed for an animation clip showing an exposion and a fellow player drifting into the void along with his tools and pieces of debris. Does the game give us the ability to recover our buddy or the body? Are the tools critical to our player character's survival?

Step 1. We need some idea of what our models and clips are needed for and whether we can get started on generic pieces that can help us flesh out the project fast while contributing to our ever expanding set of reusable components and tools.

cisLunarFreighter
CisLunarFreighter will be an enhanced first person flyer game with educational aspects to encourage our users to have fun polishing their math skills while interacting with their buddies in a MUD environment we will develop and establish to host the game and serve its applets. The initial spacecraft will be loosely modeled on work performed for the SDIO for SSTO and VTOL spacecraft. Background is available in a printable/viewable form here Notice the excellent figures ... almost storyboard quality! Just no story yet. These will help us by provide a starting point for our solids modeling grounded in science.

Now it is relatively easy to recognize some pieces of our lunarFreighter beginning to emerge. Notice how placement of the camera affects your interpretation of what the pieces are or might become after you have seen some of the figures and science explained in the engineering report. Did you notice we started at the top and the pieces almost ready look suspiciously like an Apollo Command module, shell of a service module, and the CSM's (Command Service Module) engine nozzle? These were created with only the Boolean Solids methods and the Lathing operation. Lathing is creating a solid by rotating some defined piece of its geometry through space. Onward.

Operations or Mission Scenarios, UML Case Studies, Story Shorts for Animation Clips or Sound Clips
Our lunar freighter pilot oversees loading and fueling at his local spaceport and organizes his bill of laden to schedule his ports of call on the moon. He takes off, dodging birds, aircraft, satellite, asteroids etc. It is possible to blast through an asteroid but frown upon for space spations. The FSA (Federal Space Administration, post NASA) frown upon capricious carnage and has been known to lift licenses. The player lands, unloads, reloads then heads to next port. Mission is complete when the freighter has returned to a Terran Spaceport and been handed to the mechanics with notes for rapid turnaround to next mission.

A splashscreen for games is an introductory clip which sets the atmosphere to play the game. It is precisely the same as a film short, commerical, etc. See >>>> link here  If we had our detailed splashscreen script done it would assist us with our modeling. Many modern games have graphics totally different in their splashscreen than the game to compress the development cycle. In my view, this is often unprofessional and sometimes damages the game playing experience. Special care is required to not promise something you cannot deliver inside the game. Particularly if the splashscreen is used, as it often is, in stores to sell the product. You get home and find expectation are not met. An easy way to avoid this problem is to use the actual models and rendering tools used creating the game to create the splashscreen. Fortunately the storyboards can be useful in analyzing the cases used in UML (Unified Modeling Language) analysis and design for the program development.

(When it is ready, link to the scripts, case studies, and operational scenarios of cisLunarFreighter in a convenient pdf file uploaded to the wikiversity server; for example . Sun's free open source Open Office 2.0 productivity suite contains a word processor which was used to  create the previous pdf file.

Others are encouraged to provide links to open source materials here at wikiversity or elsewhere as good examples. Keep in mind the attribution requirements and licensing requirements if you cut and past into your own work.

Additional Learning Trails for Scripting and Case Scenario Design Studies
 * Developing Scripts and Case Studies for cisLunarFreighter

So how do we continue creating useful models for this cisLunarFreighter game?
Many questions are relevant:
 * What pieces or individual models are required for game animation clips or stills?
 * What textures are needed?
 * Do we need a series of sprite shots to allow easy user/program control of the animation?
 * Is the solid model to be used direct in program or only flat 2D graphics planes?
 * What format should files be delivered in to the animation?
 * Do we have a naming and indexing convention to help archive the files so we can reuse them in the future?
 * Are there licensing issues with objects customer want me to start from?
 * Who controls the publishing rights on the object I create?
 * What level of realism is required on what pieces? For example do we ever open cargo bay doors in space?  How is the cargo secured and how does it look?
 * Do we need some cargo models
 * Do we need a forklift model at the Spaceport? If so, can I reuse my own forklift model or is it too complex?
 * It is in an old 3DSmax file. Can I import or tranform it somehow cost effectively or is it better to just model another specifically correct forklist for this project?
 * Can we scale later or it is important to build all models and set to correct scale right now from the start? If so .... first we must find a set designer and finish storyboards!!!!!!

Think about these a bit and then you can review my (and hopefully others) answers and discussions ->>>>> put file link here when available

Useful Graphics Techniques
Add your favorite technique to Specific Graphics Techniques in Game Production for the benefit of other, it is currently a very sparse index.

Useful Programming Techniques
/Specific Java Programming Techniques for Game Development

Other Applicable Process Wikiversity Courses
These will be helpful perequisites or for post study in producing animation. Need the entire finished product if working by yourself or merely most of the skills if you have some help in a team or company environment. A trivial example: We are a little off course! or Pirates have towed us Where!
 * Screen Writing and Script Production [Course:WikiU_Film_School_Course_01_-_Learning_the_Basics_of_Filmmaking]
 * Storyboarding [Course:WikiU_Film_School_Course_01_-_Learning_the_Basics_of_Filmmaking]
 * Soundtrack Scores and Creation [Mad_Max%27s_Course_in_Film_Scoring_for_Motion_Pictures]
 * Background and Foreground music creation [Creating_music_with_your_PC]
 * Foley Sound Effects
 * Licensing options and considerations.
 * Grid computing --> Got to get that entire project done last time and shipped! Helps if prior    tasks are quick and trouble free.
 * Project management and budgeting
 * Marketing and Sales -->> Unless it is stricly a hobby you may wish to sell your products and/or services!

Applicable Free/Open Source Tools and Resources
Editor's Note: After this has developed a bit move to its own page and link. Mirwin 01:39, 6 November 2006 (UTC)  Open Source Tools for Possible Use in cisLunarFreighter

Open Source Stuff Needing Evaluation for our Purposes
MUD Client Server
 * http://developer.berlios.de/projects/quizmaster/

A development team[] already developing open source servers, clients, artwork, audio and interfaces for games. Mirwin 04:45, 8 November 2006 (UTC)

Some Model Examples Now Available
I was reading some of the Art of Illusion Manual from the start. It is extremely well written and does an excellent job of explaining a simple yet powerful and effective user interface for screen and object manipulation onscreen while modeling components or doing set design for stills or animation. While playing with the interface to learn its use I made some more progress on my first homework models for cisLunarFreighter.

Boolean modeling was used to create the above with little knowledge of the rest of Art of Illusion's capabilities. Good explanations of Boolean Modeling is available in the Manual and a detailed introductory tutorial on Boolean modeling functions and techniques is available at http://www.artofillusion.org.

Notice the engine components and flame? Those will look lovely flying away in an explosion! We must remember to mention to the scriptwriters and storyboarders that survivable explosion are possible and necessary to plots requiring flight of crippled ships to nearest spaceport.

If you look the model set over carefully you will find defects for various purposes in various components. Do not worry. Our model set will improve as we work with it but now we have something to plug into concurrent desktop production activities. As of now I have about ten pages of scribble sketches probably unreadable to others. Using these models I can create some storyboard stills from preliminary sets created while learning the features of Art of Illusion. I am cheating a bit as I spent several years working as a producer with 3DSMax on my desk and already have been through concurrent design cycles with animation. Hopefully others with experience will show up to polish some of their skill too.

Finally, if you do not like or pick up modeling well, do not despair! You can cut and paste with GIMP (or equivalent) and some of our first rendered stills (such as the screen shot above hint hint 8/ ) and avoid modeling by getting good at something else within your production team .... like storyboarding or scripting! I go now to work through some of the Art of Illusion's web site's allegedly (how would I know yet?) excellent detailed tutorials. This will hopefully improve my modeling quickly so I can finish the spacecraft components and maybe start on a spaceSuit. I hope you have an idea for a product or project or components of somebody else's project that you would like to work on soon. This stuff is much more fun and effective working within a project team context with congenial and knowledgeable colleagues. Mirwin 04:10, 6 November 2006 (UTC)

Request from Lunar Boom Town
Venture teamCargo_Imports requests assistance. They need some 3D models, stills, and animation clips for concept development. Basic conceptual design is a cheap mass produced one way cargo rocket that delivers supplies and perhaps one or two people to the lunar surface at a profit. There are flyback 1rst and 2nd stage, 3rd stage is lunar insertion tug pushing softlander. Mirwin 05:46, 25 November 2007 (UTC)

Models needed
 * Flyback first stage
 * Flyback second stage
 * Lunar Insertion Booster/Crashlander
 * Soft Lander
 * Lunar base - spaceport pad, crashlander receiving crater, rental habitats

clip/segments desired
 * Launch from Terran Spaceport
 * Flight - Roll/tile to proper flight trajectory
 * 1rst stage separation
 * 2nd stage ignition
 * Flight - Some dynamic shaking regions tapering into deep blue of upper atmosphere
 * 2nd stage separation - background shifting to black with earth horizon in view
 * Third stage ignition - camera moves to show final lunar insertion stage blasting towards moon
 * Engine cutoff and transition to close to the moons orbit
 * Separation - and brief flare of softlander
 * Crashlander - Proceed to designated impact crater receiving zone
 * Softlander - Lands next to a lunar outpost next to the crater

Let's Review
It is becoming apparent now that as we bounce between film classes to gather traditional skills and discuss their needs with our game designers that the graphics techniques and even formats for game design have identical chunks of process and confusingly similar chunks as well as totally diffent needs and methods. We need to know something of what the customer (game designer or film maker) intend to do to compete his product to identify what graphics components we need, how they should be produced, how intermediate subproducts or components should be produced and achived (Clearly a backup of product is made before shipping to customer but what about all the intermediate necessities to create the product? Do we save it all or redo intermediates if changes are required?). So, without further ado here is what I told myself as the Entrepreneur who agreed to produce cisLunarFreight for an open source game mud being being developed.

Scanned sketch of the big idea for a starting point of cisLunarFreighter. It will be embedded in a MUD based completely on open source Java software, graphics and ideas for the game modding communities to play at and with. We make our money by providing extra services and a couple of advertising screens if traffic gets high. Obviously not in the middle of game play! Only setup and extra browsing.

http://en.wikiversity.org/wiki/A_Hands-On_Introduction_to_Game_Design_and_Production_Processes

Basically we expect our clients to be modding pieces of all our games constantly, most of them in open source fashion so we do want to save capability to modify game graphics in the future. Both to maintain constant increments of change to maintain interest in the site and to be able to integrate new open source excellence back into our main default products and servers.

"What?" We ask the businessman in confusion, seeing and recognizing only scribbles.

"I do not know. You guys are the graphics experts.  I am busy setting up the business details, the server, java framework, and doing the programming for cisLunarFreighter as well as considering mods for open source java games that look potentially popular with our clients." says the business person in exasperation. "Let's just try something and find out what works!"

"Ah," we respond. "Can you give us any ideas for what you intend at all?" we ask in desperation?

"Yes!" As the sketch above shows; and the operational scenario or mission cases above show; we want first person flyers/operators and strategic god like overview director/operaters. cisLunarFreighter will incorporate features from the classics Asteroids, xPilot and Lunar Lander. So we need sprites for our critical models we operate from an overview or isometric top down view and masks for first person views inside cockpits. "I hope this helps. See the samples and play the games a bit and get started modeling right away! Your models are the second step in my timeline after we get the server setup.  I need them and the graphics so the java programmers know what software components to integrate and develop!"

The pilot's view of the cockpit above can be used for a foreground mask that the program parades game objects through for the cisLunarFreighter pilot to avoid or blast as appropriate. We (Java developers) must find or create a java viewer that will do this and get prototype code working so we know what shape and angle the graphic may be shot from and used successfully. A few years ago in other languages far away and different only rectangular transparent sections could be supported with the skills available. This led to the unfortunate demise of a potentially profitable product line. The MUD entrepreneur does not wish to repeat this debacle.

Sprite
Sprites are small recognizable graphics that are periodicaly updated to animate a screen object. A little spacesuited figure running across a lunar terrain might be animated by using 12 sequential images looped as the software translates (as in add add a delta vector to a position vector either 2D or 3D translated to a 2D screen) the figure by a convenient reference point ... say heads or toes. In this case let's say toes so we can add easily add kicked up dust or objects like rocks or tools when we collide with them. This is to animate a straight line.

A figure that is controlled by the player such as a cisLunarFreighter spaceship (think good looking asteroid ship or lunar lunar lander) must have a set of little graphics to animate each different point of the compass or direction of movement and each type of movement. The permutations quickly grow beyond the possible so specific player actions to animate must be chosen carefully for non interaction with other elements and few commands. The good news is that the graphics for an array of isometric sprite elements can be programmed and generated as a sequence of images by Art of Illusion. The bad news is that every format translation and intermediate data product necessary to get the graphics element to the Java software must be performed on each sprite element. Anyone with open source tools to help automate this conversion process please link to the tools or tutorials or insert comments on how to use the tools here or nearby.

By analyzing the scribbled big idea of the customer we can start to make some progress while waiting for final (or draft) storyboards and player case scenarios to stimulate the Java programmers into telling us the final data formats and requirements.

Exercise for a Java programmer -- Design a small set of preliminary MVC patterned classes for a cisLunarFreighterViewer, cisLunarSpaceModel and playerGUI/command listener and tell us the precise file/format specifications for the graphical content you require to animate the view of the freighter and system during the TerranLander, Lunar Lander, xPilot, and Asteroids phase of play. Ask for 3D isometric data that will look good on standard backgrounds for this play phase ..... Black space with dense starfield ala NASA photographs. Planet Earth fuzzy weather fading to clear landfall, zooming to spaceport then landing pad; and Luna crisp landfall zooming to spaceport pad. The animators will want to know about any color limitations they must account for in their work processes as interim data products move around.
 * My preliminary tendency is jpg for background (since wikiversity can use jpg in lesson plans already and sets of jpg for the sprites indexed in sets of eight compass headings chosen to look good. Unless others feel different I propose eight rather than twelve unless the new distortion routines in recent Java release indicates specific higher number for good results.  Basically we rotate the shipsprite  and at specific angles jump to appropriate image update to give a smooth appearance.  We test this thoroughly while defining a semi automated delivery process for the collections of sprite images to make efficient use of manpower available.   Everyone will spend as much or more time learning than finally doing the boring details and that is what we are about here at Wikiversity.  Mirwin 23:06, 6 November 2006 (UTC)
 * Potential problem: jpg does not support transparency maybe a newer format is better? If so please tell us which ones to evaluate!  Thanks Mirwin 23:06, 6 November 2006 (UTC)

Can We Start Modeling and Animating Yet?
Yes, notice the customer has sophisticated 3D graphics from one product not named (working name Virtual Airport) and another cockpit process referenced as being fed on the moon (see the little stick guy on lunar buggy at top deliving the cargo from the lunar spaceport out and around moon? Maybe we can sell some advertising to UPS and put their logo on the lunar delivery trucks and spacecraft?  Maybe FedEx?  Talk to marketing and advertising sales guys ... back to real work.

Object list: flight controllable objects (local lunar jumper, lunarFreighter); ground controllable objects (lunarDeliveryVan, Hyster); passive relocatable objects (cargo,tool chests,spacecraft engine parts); dangerous objects (birds, rocks, debris, pirates, aliens, patrols.

Draft Sets/models useful/needed for draft storyboarding
 * Lunar SpacePort
 * Terran Spaceport
 * lunarFreighter cockpit
 * maintenanceShop
 * tarmac service vehicles, lunar vehicles
 * spacecraft (lunarFreighter, lunarJumper)

What is an object? To the java programmer it is the instantiation of a class. The class is a specification of how to build the object. So he may have one pilotController class that takes the player or AI commands and control any spacecraft object instantiated. In Art of Illusion and object is similar because it the program was designed for and implemented in Java using object orientated methods. What does this mean? If we can get useable graphics to the Java programmers to get one flight controllable object successfully instantiated and playing bugfree the Java programmers can give us some standards on how they want the data delivered for all the rest and all new "flight controllable objects". Then we can shoot the sprite sets off of the models and deliver them so the game starts to look like a game. Stimulating interest from players who can give us feedback and extend our work indefinately on this open source product!

What is a model? Formal and personal definations abound. In this case I think of a model as a set of objects that are grouped together to accomplish a specific purpose. Consider the engine model in the screenshot (insert link to 2nd shot here). It is not yet comlete because I cannot yet render the engine either at rest, firing, or exploding.

What is a set? A set has all the elements necessary to create a specific shot. The storyboard is an initial idea on what a set will require but it is not complete. We now have enough information to draft a couple of generic sets and models to allow us to easily use Art of Illusion for initial storyboard coordination. The idea is to go back and forth between the set designers, the script writers, the big idea guy and all others iteratively as efficiently as possible until everyone has a good idea of what they are needing to get done.

Exercises involve creating 3D Models and Sets. Participants are encouraged to download and use each others FDL'ed/GPL'ed models, sets, stills, storyboards (still of a draft scene marked up by hand; or cut and pasted modified; and scanned back in as a jpeg to be used for reference or even textures). For now email each other and/or the project lead for source files. Hopefully soon someone will show up competent to establish and help maintain a sourceforge site for us. Otherwise we can post files once I get cisLunarFreighter's MUD server up and running.

An exercise/production task completed http://en.wikiversity.org/wiki/Image:LunarRoverTestShot2.jpg by Mirwin 04:18, 7 November 2006 (UTC)  Summary reminds you can have the model as a starting point or to use in your own project. The model needs to be grouped and simplied for background use and some handles and control mechanisms added for detailed closeup animation. There is no texturing or materials work done yet. Remember there are good tutorials on those subjects at ArtofIllusion.org I just have not got to them yet.

Way EXTRA Credit Identify a useable route from 3DSMax set, model, or object files to useable files for Art of Illusion (and other tools others are using). At this time we have no way to reuse the extensive files the customer has agreed to open source to us for use in modding the open source applets our open source mud server will be delivering to the community when cisLunarFreighter is complete.

WAY WAY EXTRA CREDITFind and mention an object oriented Java based mud server that can be evaluated, used and/or modified to meet our community's needs.
 * Evaluate http://developer.berlios.de/projects/quizmaster/ Might be good for Wikiversity but might also be starting point for java mud server and client. Mirwin 22:45, 6 November 2006 (UTC)

Is This Project Too Ambitious?
No.

First, I have put a fair amount of thought into it and there is a lot of open source stuff around that can assist me/us in completing it.

Second, We will learn a lot even if we/I never complete the project.

Third, as higher quality tools, models, methods, processes, etc. become available it becomes easier for beginers or cross training experts to join us and assist. For example, I am a well experienced project manager, one time entrepreneur, and out of date computer consultant now studying Java and object oriented design. While learning Art of Illusion I will occasionally complete a useful task. Occasionally I will do something else useful to the project. As projects start to look interesting they start to accelerate.

Roles We Need Filled
Keep in mind that with volunteers people must often come and go to meet other responsibilities. Please accept or assist with any empty role that interests you for however long you can volunteer and do what you can while you are here. You can always return when you have time and interest!

Roles we need filled when someone interested shows up:

Consultant to the Server Administrator -- Initially either Windows XP or linux, whichever we can get working with my verizon dsl soonest, later open source, I like Fedora Core at the moment but I am open to anything someone can help me get up and keep up. Nothing fancy initially just a Tomcat applet server. Later whatever environment we need for the open source MUD we develop to serve out cisLunarFreighter to our community and admiring public.

Java Systems Integrator/Analyst -- We need an applet server compatible with a MUD server and client. Hopefully all in Java as one language is enough to learn at a time. We get fancy later if performance demands it.
 * Mirwin 23:55, 6 November 2006 (UTC) I am doing some of this now.

Software Engineers/hackers - Much/all of the Java code will need to be integrated, designed, fixed, debugged, supported, etc.

SourceForge Project Administrators - Responsible for setup and management of source files, documentation, and mailing lists at SourceForge.

Lead Animator - Coordination person for all animation related issues to help the information get around timely.

Lead Modeler - Coordination point for all modeling issues to help the information get around timely.

Game Designers

Animators

Modelers
 * Mirwin 23:55, 6 November 2006 (UTC) I have been doing some of this.

Business Managers and Entrepreneurs
 * Mirwin 23:55, 6 November 2006 (UTC) I will be setting up a MUD service oriented business. I have some ideas I will share on profitable value propositions and some I will keep proprietary.  Keep in mind anyone can use our products here to setup and operate a business.  Eventually I may start a related MUD Server Entrepreneurs class if there is any interest.  My primary contribution back to the community, if anyone is interested, will include getting these classes going and the cisLunarFreighter game which I will be working on tirelessly until it is completed.  I encourage to work on your own project and submit examples of open source materials to the rest of the classes here for discussion if you do not like mine ... or even if you do!.

Web Scouts or Hunter Gathers
 * Mirwin 23:55, 6 November 2006 (UTC) I have been scouting for open source java components.

Players To tell us what they like and want.
 * Maizcul 18:55, 26 February 2007 (GMT) I am an avid gamer and willing to test and suggest
 * Arcanwarrior 08:23, 8 August 2007 (AEST) I've played a lot of games and have experience in level design for Unreal Tournament 2004.

Beta Testers Game is not ready for testing yet but some of the Java components and production task tools certainly are.
 * Maizcul 18:56, 26 February 2007 (GMT) I am willing to test and do what I can to help

Distribution Packagers

Script Writers

 * Maizcul 18:56, 26 February 2007 (GMT) This needs claifying, script as in programme script or script as in storyboard script
 * Excellent point! I meant dialoque scripts for recording audio clips applicable to storyboard stills or animation clips. Target is audio objects that can be activated or integrated into play action by software programmers as appropriate.  I had not envisioned using JavaScript or other scripts to accomplish some of the programming but that is certainly possible if a script programmer creates some useful components.

Directors/clip integrators

Foley Audio Specialists

Voice Performers
 * Maizcul 18:57, 26 February 2007 (GMT) I enjoy voice acting/performing and am able to do a range of things, I am from england so have an english accent and can make it sound more/less "posh" if needed

Audio Engineers Can you help a Voice Performer setup an adequate sound system to perform a script into remotely?

Others as they arrive

...

Some may have been curious why we need these various roles filled. I hope my somewhat rambling getting started process has started to show newcomers to game development activities (including modeling and animation) why we need to work with others on these projects to get anything meaningful (besides or perhaps including self study) done. If you still have doubts the introductory film makers courses are pretty good at demonstrating this. insert link here This type of production is a large effort with many diverse skillset required to make progress.

I go now to finish another excellent pre-existing tutorial at the official www.ArtofIllusion.org website before modeling a lunar delivery van. Leave a message at my talk page if you have any questions or answers. Thanks! Mirwin 23:55, 6 November 2006 (UTC)

Detailed Game Design
I have set up another learning trail for the programming detail the hackers and game designers will need to get into. Some of course will also be here frequently helping us with modeling and animation requirements and implementation. Those java tools have to be debugged by somebody! That is us! And them! Together.

Practical Object Oriented Game Design in Java


text:
Talk:CisLunarFreighter/Introduction to game design and production processes

Missing the point
Arriving from the Topic:Board Game Design, I am sorry to tell you that UML case diagrams and the like on this page have literally nothing to do with board game design. Whatever you are setting up here, good luck. People who look for board game design should look somewhere else. 84.147.248.203 01:49, 19 November 2006 (UTC)
 * Perhaps we should change this page to Computer Game Design. UML diagrams are a software design tool.

 * I came here thinking it would give me an introduction to game design and production processes (as per the title). Instead, it seems to be a discussion of a specific ongoing design project, and seems pretty incomprehensible from the perspective of someone who is not involved with it. I mean, seriously... what? --67.218.17.97 13:41, 15 April 2011 (UTC)
 * I have moved the page to a subpage of the parent project.Leutha 15:02, 15 April 2011 (UTC)

Success Criteria
We will know this learning trail is well established when some of the homework has won the http://en.wikipedia.org/wiki/Art_of_Illusion#IRTC_Competition Anybody up for choculate? Please help us get started here anyway you please. Mirwin 18:22, 5 November 2006 (UTC)
 * Cool! --Dnjkirk 01:53, 7 November 2006 (UTC)
 * I also like the idea. To 84.147.248.203: Why don't you help by providing more feedback? Help to improve quality. --Erkan Yilmaz 11:14, 18 December 2006 (UTC)

Confused
There is some really good and interesting stuff here, but I am still confused. Is this a general introduction to game designing (as the introduction states), or is it a learning trail about creating/developing a specific game? This page blends from one idea to the other without making it clear what people will get out of contributing. I have some other questions: On the whole, however, I think that game design is an exciting area of learning and collaboration. If we can help to facilitate someone's game designing career, that would be fantastic. If we could provide for the playing of the games themselves to be educational, so much the better :-). Cormaggio 10:50, 7 November 2006 (UTC)
 * What exactly will people be doing on this page (or sub-pages), how do they get involved, and what will they get out of it? Or is this still to be determined?
 * What is cisLunarFreighter? Does it exist yet? (The link to the Wikipedia article doesn't exist and there are no references on Google for "cisLunarFreighter".)
 * Why does this learning trail need a business manager? What are the intended outcomes of this learning trail? Does it have an explicit commercial interest?
 * This is all valid stuff, I think this is only the first day up for the page, but given a few more days, I hope these questions will be answered.--Dnjkirk 12:25, 7 November 2006 (UTC)

It is a general introduction by doing specific exercises.
 * Some people will not want to give away their right to their best ideas and the community needs a large project to collaborate on to show how a ten, hundred, thousand person commercial project operates. cisLunarFreight is a completely new game production I have initiated to serve this purpose.  I and others (the entrepreneurs in the associated business trails and interested developers) will be developing an open source MUD suitable as a starting point for small businesses serving clients online.  People on these trails will be doing game production tasks either of their own choosing for their own projects or as learning exercises to advance the state of cisLunarFreight.   Take for example Freerails or any other "free" game.  Any of their components may be mixed and matched with ours if the licenses do not conflict.  So an art student here can be doing a splash screen for a free game somewhere, their own private commercial product (this exercise not published via Wikiversity, only uses experise found here), or simply doodling.  The choice as usual is theirs.
 * cisLunarFreighter exist. I have been thinking about it for a while and the initial design documentation and team is being assembled by participation here as we speak.
 * This trail needs a business manager because it is the parent trail of a cross discipinary maze that will reach out for expertise in many formal and informal fields of human endeaver. Our MUD will require computer resources that are not necessarily within the scope of Wikiversity.  Some of our production task will eventually involve hardware and software that the Board may or may not wish to fund.  We can wait a year every time we need to supply a productive team member with useful tools (say a 3dsmax license to somedeveloper working on a scene translator to the free tool Art of Illusion ... about $3K with 50% annual maintenance costs) but it would be detrimental to our schedule.  Besides many artists and developers lack fundamental sole proprietor skills.  By providing learning access to these skill on a subtrail here we will attract many excellent experts who can coach our neophtyes.  Keep in mind the Wikiversity concept is about learning what you wish to know while mentoring others regarding what you already know.
 * Regarding specific business interests. I will be setting up and documenting how to set up a small commercial MUD service on an Entrepreneurial subtrail.  The examples I work on will be drawn from my experience with my business.  Hopefully others will emulate this as well.  Keep in mind the community owns all the components in the commons.  The businesses, if any others are established, will be servicing various markets using the free components as they help develop additional free components and materials of use to everybody else.  This is a pretty standard business model in the open source community.  Obviously my business, and other sole proprietors who participate, will not operate their specific businesses on Wikiversity servers. Only collaborate and learn here. Accomplishing specific tasks of potential benefit to all.  Mirwin 13:58, 7 November 2006 (UTC)

Software testing
Hi, I like the idea and would like to participate. Would also be interesting for the future participants of Software testing. But as I see here, since 3-4 weeks the content was not changed, I wonder, if this is still alive? Ping, can anybody give me a pong? :-) --Erkan Yilmaz 10:30, 18 December 2006 (UTC)
 * Also have a look here please. --Erkan Yilmaz 13:02, 18 December 2006 (UTC)

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


text:
Template:Unicode

 * This template belongs to Meta/Wikipedia's Category:MSIE font fix templates, a collection of fixes for browsers (mainly Microsoft's) which are not fully HTML compliant.

It is used in'space' (or 'indent').

title: Template:Unicode


text:
QuantLib

Welcome to the QuantLib Institute at Wikiversity.

To participate, add yourself to the quantlib-dev@lists.sourceforge.org mailing list and e-mail an intro e-mail to the list.

Items are currently being moved over from http://quantlib.org/

$$ \frac{\partial V}{\partial t} = -\frac{1}{2}\sigma^2 S^2 \frac{\partial^2 V}{\partial S^2} - rS \frac{\partial V}{\partial S} + rV $$

 * A free/open-source library for quantitative finance

The Quantlib project is aimed at providing a comprehensive software framework for quantitative finance. QuantLib is a free, open-source library for modeling, trading, and risk management in real-life.

QuantLib is written in C++ with a clean object model, and is then exported to different languages such as Python, Ruby, and Scheme. Also available is an Excel add-in (downloads available at http://sourceforge.net/projects/quantlib/files/, and http://www.bnikolic.co.uk/ql/exceladdin.html ). There are ports to the .NET framework in C# (http://www.quantlib.net" and http://www.capetools.net/) and to Java (http://www.jquantlib.org). Bindings to other languages (including Java), and porting to ddd, Matlab/Octave, S-PLUS/R, Mathematica, COM/CORBA/SOAP architectures, FpML, are under consideration. See the extensions page for details.

Appreciated by quantitative analysts and developers, it is intended for academics and practitioners alike, eventually promoting a stronger interaction between them. QuantLib offers tools that are useful both for practical implementation and for advanced modeling, with features such as market conventions, yield curve models, solvers, PDEs, Monte Carlo (low-discrepancy included), exotic options, VAR, and so on.

Finance is an area where well-written open-source projects could make a tremendous difference:

 * any financial institution needs a solid, time-effective, operative implementation of cutting edge pricing models and hedging tools. However, to get there, one is currently forced to re-invent the wheel every time. Even standard decade-old models, such as Black-Scholes, still lack a public robust implementation. As a consequences many good quants are wasting their time writing C++ classes which have been already written thousands of times.
 * By designing and building these tools in the open, QuantLib will both encourage peer review of the tools themselves, and demonstrate how this ought to be done for scientific and commercial software. Dan Gezelter's talk at the first Open Source/Open Science conference discussed how the scientific tradition of peer review fits well with the philosophy of the Open Source movement. Open standards are the only fair way for science and technology to evolve.
 * The library could be exploited across different research and regulatory institutions, banks, software companies, and so on. Being a free/open-source project, quants contributing to the library would not need to start from scratch every time.
 * Students could master a library that is actually used in the real world and contribute to it in a meaningful way. This would potentially place them in a privileged position on the job market.
 * Researchers would have a framework at hand, which vastly reduces the amount of low-level work necessary to build models, so to be able to focus on more complex and interesting problems.
 * Financial firms could exploit QuantLib as base code and/or benchmark, while being able to engage in creating more innovative solutions that would make them more competitive on the market.
 * Regulatory institutions may have a tool for standard pricing and risk management practices.

The QuantLib license is a modified BSD license suitable for use in both free software and proprietary applications, imposing no constraints at all on the use of the library.

A few companies have committed significant resources to the development of this library, notably StatPro Italia, a leading risk-management consulting firm in Italy, where the QuantLib project was born.

Help deciding the development road-map and start contributing to the library: the project-overview page gives a summary of the work in progress. Documentation is also available.

Feedback and questions concerning this site and project can be directed to the QuantLib-users mailing list.

 * Projects

title: QuantLib


text:
QuantLib/Projects

This page is regarding projects dealing with QuantLib

Here are some projects for newbies. If you are interested in any of these e-mail the quantlib-dev list

 * QuantLib/FinancialVisualization

 * QuantLib/VtkIntegration

 * Implement a new pricing engine - Global derivatives.com has equations for many derivatives which are not implemented.

 * Add some unit tests - Some classes that need some more unit tests are the time series classes, and the stochastic volatility classes

 * Profile the code to see where bottlenecks are

 * Create new volatility model classes

 * Finish up the GARCH model

 * Look at finite difference engine and make the time grid more consistent with the rest of the numerical methods

 * Annotate code - Go through the code and add notes and annotation using doxygen format

 * Add a section in quantlib wiki on careers and quant interviewing

 * Help with getting RSWIG to pass the SWIG conformance tests

 * Write some need RSWIG-Quantlib scripts

 * Always could use better documentation (books, tutorials, etc.)

 * Come up with a business plan for paid QuantLib support

 * Comp up with standard contract clauses or bureaucratic strategies to get commerical quantlib users to move code back to the main source tree

 * Project | Coding Skill | Financial Skill | Project Time |
 * Add Unit Tests | Low | Low | Low |
 * Quantlib could use some ore unit tests in test-suite. Examples include restructuring the unit tests for American options to compare all of them with a set of known results||||
 * Add Instruments | Low | High | Low |
 * Look at the ql/Instruments directory to see if we have a good list of instruments||||
 * Add Example Code | Low | Medium | Low |
 * Could always use more examples ||||
 * Tracing Code | Medium | Low | Medium |
 * Add tracing code to quantlib ||||
 * ConvertibleBonds | Medium | Medium | Medium |
 * Add support for convertible bonds ||||

title: QuantLib/Projects


text:
User:Elatanatari~enwikiversity

/draft1

title: User:Elatanatari~enwikiversity


text:
User talk:Elatanatari~enwikiversity

Userpage
Sure! That could be done if we found an application for it. Buena idea, saludos. -- J.Steinbock 17:47, 3 December 2006 (UTC)

El Salón de Clase Flashcards
A new page has been created for helping students of spanish learn objects around the classroom. Enjoy!--Rayc 00:22, 12 December 2006 (UTC)

Thank you for completing Narrative Filmmaking Lesson 1 - Formatting the Script
Thanks for completing your first assignment. Your script is located at [[Media:Seduced by the Darkside.pdf]]

The next lesson is not finished yet but you can do me a favor by taking the Pop Quiz!. What is the first frame of this movie? (There is no correct answer. You must decide how you want the movie to begin.)  Please tell me if this page makes sense. Robert Elliott 16:16, 22 December 2006 (UTC)

 * I just expanded the Storyboarding Pop Quiz. Please look!  Robert Elliott 12:26, 24 December 2006 (UTC)
 * Im not really sure how to respond to the quiz. The same way I responded to the last one?Elatanatari 21:15, 26 December 2006 (UTC)

 * Two questions :
 * The new pop quiz has two questions. What is the first shot (which you already answered) and what is your second shot?

 * Looking at the original pop quiz, it seemed too simple. Therefore, I added more pictures and a second question.  Did I make it too hard or too confusing by adding the extra pictures and/or by adding the second question?  Should I return to the old pop quiz? Robert Elliott 00:35, 27 December 2006 (UTC)
 * No, I think this is good, I'll just respond to it by email75.46.8.111 06:10, 27 December 2006 (UTC)

Formatting example
Just for the fun of it, I created a formatting example for you at Talk:Learning the Basics of French. You can erase it. Robert Elliott 06:53, 28 December 2006 (UTC)

Back me up
A damn vandal called wikiversity is facism is pulling the place to bits with swearing abuse, I need your help to revert some of his edits until at least a custodian arrives, If you are one, block him for being a sock of a user who was banned from yesterday, found by contribution simularities and edit time patterns. Student Galaxy 21:37, 28 December 2006 (UTC)

Its getting out of hand here, over 50 abusive edits in 20 mins, is there anything that can be done, NONE of the custodians are here! Student Galaxy 21:47, 28 December 2006 (UTC)

Is this what you mean?
Look at User:Elatanatari/draft2. Is this what you mean? Or did you mean this User:Elatanatari/draft3? Robert Elliott 28 December 2006 (UTC)

Here is another way to look at the problem: {| border="0" cellpadding="0" cellspacing="16"

 * }

Thank you
This is the first project of this kind I have undertaken, hopefully I can get something together that can really help many people out like I was a long time ago wanting to learn Arabic101 but intimidated by its written and grammatical complexities. I see you have your large share of contributions so far and I would be glad to take any suggestions and/or comments from you or anyone else you know on my progress and future through my language course. Thanks! Istheway2 08:01, 31 December 2006 (UTC)

Right justified
You can justify text in tables (right, center, left and full justify). Here is an example: (Robert Elliott)

Looking for some advice?
Hello Elatanatari. I found out that you were in charge of the french programme, so I wanted to tell you that you could ask me if you needed any information or advice about France, or about the language itself. I'm very impressed by Wikiversity that I discovered a few days ago, and I would be thrilled to help you. Jonathan71 18:25, 2 January 2007 (UTC)

French lessons
Hi, I've seen that you have begin some french lessons.I could help you for some things and for the audios if you want. Kitame

French classes!
Je veux apprendre le Francais :-) But I'm not sure how this is structured... --HappyCamper 01:20, 15 February 2007 (UTC)

New template
This new template has been created to coordinate studies for the Spanish 1 class. Feel free to deleted it or place it where ever you see fit.--Rayc 02:22, 17 February 2007 (UTC)

French content
I'm really concerned that we're simply replicating Wikibooks in the French department. I think we need to take a new direction with this. The Jade Knight 02:55, 28 February 2007 (UTC)

 * That's a good question. Quizzes and games would be good.  Or something more interactive—written assignments which could be posted for feedback, or something.  Do you have any good ideas?  The Jade Knight 09:40, 3 March 2007 (UTC)

 * See also discussion at Talk:French stream. The Jade Knight 09:44, 3 March 2007 (UTC)

Sure, but not for a few weeks, if that's okay. Kind of very busy these days. The Jade Knight 07:35, 12 April 2007 (UTC)

French flag
Why did you ask me about my "linked french flag"? --OliverZena 19:27, 20 April 2007 (UTC)

IRC
Hi, just in case you might miss it, I left a comment at Colloquium. Hopefully we can work this out... Cormaggio talk 13:50, 11 May 2007 (UTC)
 * Hi, I suggest you also announce this meeting on the Wikiversity-l mailing list (as well as anywhere else you can think of). You would also need to specify the channel it's going to take place (eg. #wikiversity or #wikiversity-en - I would suggest the former as it's lower traffic, and you're more likely to have a focused discussion), and it needs to be clear if this is 17:00 UTC or on some other time scale. Cheers, Cormaggio talk 21:31, 13 May 2007 (UTC)

Pen pal
Hello. Why not :) Just keep me informed! guillom 08:17, 30 June 2007 (UTC)

Penpal project
I don't exactly know what you mean by "penpal project", but I think I could be interested. Wainting for more information :). Kitame 09:00, 19 July 2007 (UTC)
 * Hi, and sorry to be so late. I either don't know what you mean by penpal project. If you could explain, please, it would be great :) Poulpette 09:50, 17 September 2007 (UTC)

French Mentoring
Salut, Elatanatari. You are listed at the French stream as being an intermediate student of French who is interested in learning French. The French Mentoring project has recently been launched, and if you add your name to that list, I will do my best to put you in contact with an appropriate Mentor who would be glad to help you. The Jade Knight (d'viser) 07:51, 13 November 2008 (UTC)

Your account will be renamed
Hello,

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

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

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

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:32, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 06:06, 19 April 2015 (UTC)

title: User talk:Elatanatari~enwikiversity


text: User talk:Krahulr

title: User talk:Krahulr


text:
User:Zesmo~enwikiversity

Hello, you can call me Zesmo and if you have any questions about my work please feel free to contact me at: maziy300@yahoo.ca

title: User:Zesmo~enwikiversity


title: File:AoiApolloY109ScreenShot.jpg


text:
Introduction to psychology/Key words for chapter three

This is a list of jargon for psychology. There is a short statement about what the term is and possibly a link to wipedia or wiktionary.

Action Potential

 * A signal passing through a neuron is considered an action potential.

Afferent

 * In the nervous system, afferent neurons--otherwise known as sensory or receptor neurons--carry nerve impulses from receptors or sense organs toward the central nervous system.

All-or-none principle

 * Theory that once a signal is started that it will always travel the length of a neuron at a fixed intensity, not getting stronger or weaker.

Amygdala

 * The part of the limbic with a primary role in the processing and memory of emotional reactions.

Autonomic nervous system

 * The part of the peripheral nervous system that controls the function of many glands and smooth-muscle organs.
 * It is divided into the sympathetic and parasympathetic systems.

Axon

 * The single long fiber extending from the cell body of a neuron; carries the signal to the synapse

Saltatory conduction
cell body aka Soma

Central nervous system (CNS)

 * The brain and the spinal cord.

Cerebellum

 * Region of the brain that plays an important role in the integration of sensory perception and motor output.

Cerebrum

 * The cerebrum deals with language and communication, movement, olfaction (smelling), memory formation, and emotion.

Computed tomography

 * A medical imaging method employing tomography where digital geometry processing is used to generate a three-dimensional image of the internals of an object from a large series of two-dimensional X-ray images taken around a single axis of rotation.
 * Helps reveal structural abnormalities.

Corpus callosum

 * The corpus callosum connects the left and right cerebral hemispheres.
 * Most (but certainly not all) communication between regions in different halves of the brain are carried over the corpus callosum.

Cortex

 * The outer layer of the cerebral hemispheres; controls complex cognitive processes.

Cortical lobes

 * Four arbitirarily deignated divisions of the cortex.

Dendrite

 * The recieving portion of a neuron

Depolarization

 * A process that the nueron goes through after the passage of an action potential.
 * Depolarization is when a cell is moving farther away from 0mV while hyperpolarization is when the cell is moving closer to 0mV.

Efferent

 * In the nervous system, efferent nerves – otherwise known as motor or effector neurons – carry nerve impulses away from the central nervous system to effectors such as muscles or glands.

Neurotransmitter

 * Neurotransmitters are used to relay, amplify and modulate electrical signals between a neuron and another cell.
 * Amino acids are an example of a neurotransmitter.

Neuron

 * The basic unit of the nervous system. It is composed of a soma, dendrite, and axon.

Nodes of Ranvier

 * Nodes of Ranvier are regularly spaced gaps in the myelin sheath around an axon or nerve fiber.

Organelle

 * An organelle is a discrete structure of a cell having specialized functions.

Refractory phase

 * After the action potential the refractory phase marks a period where the neuron is less excitable.

Synapse

 * Synapses, or chemical synapses, are specialized junctions through which cells of the nervous system signal to one another and to non-neuronal cells such as muscles or glands.

Synaptic vesicle
In a neuron, synaptic vesicles, also called neurotransmitter vesicles, store the various neurotransmitters that are released during calcium-regulated exocytosis at the presynaptic terminal into the synaptic cleft of a synapse.


text:
User:Boguslav~enwikiversity

You can find me at my user page on Wikipedia, or on my Discussion Page there.

title: User:Boguslav~enwikiversity


title: File:CisLunarFreighterSpriteModels1.jpg


text:
Talk:Games in development

Would this count as a "game"?
Woould this count as a "game" http://www.freeorion.org/index.php/Main_Page?--Rayc 03:59, 6 November 2006 (UTC)

If it has gotten to the multiuser state it might. If it has multiple players game theory starts to apply in that there is investment, costs, profits, strategies, etc. I certainly plan to put some economic modeling and sim or game constraints in my cisLunarFreighter mud so please do not delete it. I am interested in what resource it would take to launch the space frontier with a tide raising all boats. It would obviously take great political will to fix some problems around the world and reinvest the benefits accruing but I think we are at a cusp with the online internet open source approach just beginning to be realized in term of economic growth potential. The production costs for tools and labor the cisLunarFreight project I am undertaking are amazing low compared to a similar undertaking my company financed about six years ago. With low capital startup and huge growth in associated markets ... anything is possible. Maybe an open source game project will finance the first moon colony via free engineering techniques pioneered in part right here at Wikiversity. Later. Mirwin 04:46, 6 November 2006 (UTC)
 * sure, what the hay. Eventually you might want it to port over into the Computer Games Development school, but I'm pretty open minded.--Dnjkirk 13:38, 6 November 2006 (UTC)
 * Well, if we had a computer game development school. Hmmm... --Rayc 00:24, 7 November 2006 (UTC)
 * First things first. I am working on a first course.  Practical game development is pretty cross disciplinary.  Mirwin 00:39, 7 November 2006 (UTC)
 * Good stuff, thanks. If you're interested in fleshing out the computer side of things, the School:Computer_Simulation_and_Game_Design also exists. And you're right, game development itself is quite cross-disciplinary... so if you want to get int going here, I'm very thankful for your cooperation!--Dnjkirk 01:50, 7 November 2006 (UTC)

page: Game_Critiques
Hi, can the page Game_Critiques be involved more? I will add some things there soon. --Erkan Yilmaz 11:46, 18 December 2006 (UTC)--Erkan Yilmaz 11:46, 18 December 2006 (UTC)

title: Talk:Games in development


text:
Talk:Interactive labs (Java applet)/MediWiki JAR support

Wow! Sounds like you are making great progress! A note. Maybe some pages should be consolidated or the link maze checked and cleaned up. I have been wandering around the files attemtping to find the meta.wiki test page where I can report details of an error. For now they are below.
 * I followed a test link to the page with the animation? of Skylab 2 launch. When I clicked on the picture to see the movie run I received a fatal error message.  "Fatal Error - Error while loading dll "Unicow"! The application will terminate now."  Then Firefox did indeed terminate.  A related fact that may be important.  I attempted to install JMF to support work with Art of Illusion but I appeared to get a defective installation.  So the "problem" or "bug" may be on my machine or it may be in current distribution of JMF compared to the test code.  Please keep up the great work.  This would allow us to run viewers that could have animation/film shorts embedded in our multimedia classes!  Mirwin 07:26, 6 November 2006 (UTC)

Any news on this? This looks like an excellent technology, and I was just wondering if anybody was playing with it. Historybuff 02:48, 13 January 2007 (UTC)
 * I'm unable to work in this, right now. Is anybody else looking at this? Awolf002 19:45, 14 January 2007 (UTC)

Step one open Command prompt 2 go to directory of Skylab 2 launch cd c:\Skylab 2 launch - example of instalation directory 3 type jar command java -jar Skylab 2 launch.jar

Skylab 2 have to be installed on a drive and Jar java present in it


text:
User:Dream mind/Sandbox/Boiling

When evaporation occurs at solid-liquid interface,it is termed as boiling.

Boiling occurs when the surface temperature of say a boiling pan exceeds the saturaion temperature of say water.

According to Newton's law of cooling,the heat transferred from the pan to the liquid is given by

$$q''=h(T _s-T _{sat})=h\Delta\ T_e $$

$$\Delta\ T_e\equiv T_s-T_{sat}$$ is termed as the excess temperature.

This process results in formation of bubbles at the walls which grow and finally the bubbles detatch from the walls.The growth and dynamics of the vapour bubbles depend on a)excess temperature b)nature of the surface and c)thermophysical properties of the liquid

Pool Boiling
Pool boiling occurs due to free convection and due to mixing by bubble growth and detachment.

Free convection boiling
Free convection boiling occurs when $$\Delta\ T _e\le \Delta\ T _{e,A}$$ where $$\Delta\ T _{e,A}\approx\ 5^oC$$

Nucleate boiling
Nucleate boling occurs when $$\Delta\ T_{e,A}\le\Delta\ T_e\le\Delta\ T_{e,c}$$

where $$\Delta\ T_{e,c}=30^oC$$

In this case the detection of the number of surface for the nucleation sites is important.Yamagata et al provided an expression to show the influence of nucleation sites on the heat rate.

$$q''=C \Delta\ T_e ^a n^b$$

where n is active nucleation sites per unite area i.e site density

$$a\approx\ 1.2 $$

$$b\approx\ 1/3 $$

Transition boiling
Transition boiling occurs when $$\Delta\ T_{e,c}\le\Delta\ T_e\le\Delta\ T_{e,D}$$

where $$\Delta\ T_{e,D}\approx\ 120^oC$$

Film boiliing
Film boiling occurs when $$\Delta\ T_e\ge\Delta\ T_{e,D}$$

title: User:Dream mind/Sandbox/Boiling


text:
User:Juanmaiz

Hi, i'm new to Wikiversity. I wanna study Philosophy and i´m willing to create a local comunity of studies (a wikicentric one) and book share.

I´m also a wikipedia contributor:

http://en.wikipedia.org/wiki/User:Juanmaiz - My page in Wikipedia EN

http://pt.wikipedia.org/wiki/Usuário:Juanmaiz - Minha página no wikipedia PT

title: User:Juanmaiz


text: File:PilotViewHeloExperimental.jpg

title: File:PilotViewHeloExperimental.jpg


text: File:CisLunarFreighterInitialBigIdea.jpg


text:
User talk:Guitarlord71

Hi Guitarlord71 - welcome to Wikiversity - and thanks for adding info to the Getting started with sound recording article. I would like to contribute to this page but, in order to do so, I need to start getting some experience ;-). Do you have any particular experience with recording non-insruments, that could point me in the right direction? Cormaggio 23:08, 6 November 2006 (UTC)

 * Thanks :-) Actually, I'm interested in recording sounds made by possibly quite normal everyday objects, as well as some vocals - I'm interested in putting together some "soundscapes" (for want of a better term) with the aid of some software (probably Reason). I'd love to have some really good read-along material to guide me through that, for instance. But what I'd really like to do in collaboration with the people who have shown interest in Topic:Audio Engineering so far is to have projects where people upload examples of their work and explain how they did it - a model I see as having potential in Wikiversiy in general. But thanks for the helpful words. Cormaggio 08:04, 7 November 2006 (UTC)

Hi Guitarlord, I just wanted to let you know that you did some excellent work on the audio recording page. It has already taught me a bit about recording and I am still reading and assembling equipment and softwares. Thank you! Mirwin 22:19, 12 February 2007 (UTC)

title: User talk:Guitarlord71


text:
Computer-aided design/Objects

Part of:
 * Engineering and Technology
 * Mechanical Engineering; Production and Design Engineering
 * Computer Aided Design Course

Introduction
A three dimensional (3D) computer model, for example a gear box, consists of many objects. These objects are of several types, for example solid and surface types. We will look at 3D model types and briefly discuss when to use them.

Workplane
Also called reference plane or coordinate-system. The workplane acts as a reference from which the model data is calculated.

Point
A point represents a position in the 3D workspace and so is defined by x,y,z coordinates. Points are usually used as reference to snap other objects onto.

Wireframe objects
Examples are lines, circles, arcs or curves in 2D or 3D space. Wireframe objects are defined by control points and equation.

For example circle has center a,b (control point), radius r and equation defining set of all x,y circle points.

Implicit function:

x^2 + y^2 = r^2 $$.

Parametric equation can be written using the trigonometric functions sine and cosine:

 * x = a + r cos(t)
 * y = b + r sin(t), where t is parametric variable.

CAD systems use parametric versions of equation.

Some wireframe objects like Beziér spline cannot be defined by control points and simple function only. These objects are defined by many control points, vectors in control vertices that define shape and set of x,y is is calculated by algorithms (instead of simple equations).

Commonly used wireframe objects are:
 * Line
 * Arc
 * Circle (full arc)
 * Ellipse
 * Polyline - set of connected lines and arcs
 * Rectangle (special case of polygon)
 * Regular polygons
 * Polygon
 * Bézier curve (special case of B-spline)
 * B-spline (special case of NURBS)
 * NURBS - Nonuniform rational B-spline

Surfaces
You can understand surface as a part the the outer shape of an object or as an idealized sheet metal with zero thickness. Surface can be represented in several ways, but the most common is as a Parametric surface.

Types of surfaces:
 * Regular (or canonical) surfaces include surfaces of revolution such as cylinders, cones, spheres, and tori, and ruled surfaces (linear in one direction) such as surfaces of extrusion.
 * Surface mesh
 * Facet surface
 * Voxel surface
 * Freeform surfaces (usually NURBS) allow more complex shapes to be represented via freeform surface modeling.

Solid objects
A solid represents a complete physical body, usually part that can be manufactured from one piece of material. Most CADs use method called Boundary Representation (abbrev B-rep or BREP), to represent solid in computer. The object is represented by connected surfaces forming a closed solid volume. Surface elements create boundary between solid and non-solid. Solid objects have a volume and other physical and optical properties (mass, density, opacity ...).

Solids can be constructed from primitives or by sweeping base 2D shape along a path. Complex shapes are constructed by boolean operations as union, subtraction or intersection of two or more solids.

Sets of predefined solid primitives differ in various CADs. Commonly used are:

 * Box, Cuboid
 * Wedge
 * Cylinder
 * Cone
 * Sphere
 * Torus
 * Sweeping

Imagine that you want to model bent pipe. You can create it, by draw two concentric circles that will form a doughnut shape. The doughnut shape is the profile. Then you will draw and axis of the pipe. Axis can be straight line, arc or any other curve. Then you will sweep the doughnut along the defining path (pipe axis).

Extrusions or rotations are special cases of sweeping. You can create a solid box from a 2D rectangle by extrusion along the Z axis, or you can draw a 2D circle and rotate it 180 degrees to create sphere.

You can use boolean operations to create more complex solid objects. Subtraction is similar to drilling. Draw a box and a cylinder inside it. By subtracting the cylinder from the box you will get a box with a hole. Unions are similar to welding in that it joins two solid bodies together.

Feature
Many modern CADs use features.

Features are for example a hole or slot applied to solid object. Often features are used with parametric geometry constraints. For example a hole must be in the center of the disk.

Features are applied to base solids one by one.

When to use wireframe, surface or solid objects
Wireframe objects are typically used for drawing construction lines and basic 2D shapes from which you will create solid objects by sweeping.

Solid modelling should be used for models that consist from relatively regular shapes. Engines, gear boxes and machinery like lathe are typical examples. Parts are usually put together by assembly modelling. Making changes is usually fast, especially when features and parametric modelling is used.

Surface modelling is used for models with non-prismatic features, mainly freeform, doubly curved surfaces. Airplane body and bodies of consumer goods like electric razor are typical examples. Making changes is usually more difficult and time consuming than with solid modelling.

Tasks to do
Learn about CAD math background. Learn more about parametric equations.

Use examples and on-line demos:
 * Engineering fundamentals - Parametric Surface
 * Paul's Online Math Notes
 * Tom Leathrum's mathlets for Math Explorations

Achievements
You now have a basic understanding of CAD objects. You also have an idea of how these objects are represented in a computer. You also know some math behind the construction of these objects.

Deliveries
Parametric equations for some simple 3D surface (cylinder, sphere, ellipsoid).

You will need:
 * Internet access and browser (with enabled Java applets)

title: Computer-aided design/Objects


text:
Facilitating Online

 * Facilitation is a rare and valuable skill to have. It is a service that is often used in conferences, debates, panels and tutorials, or simply where groups of people are meeting and need someone to help negotiate meaning and understanding, and to keep everyone engaged and on task.
 * Good facilitation depends on good communication skills.
 * Good online facilitation depends on good online communication skills.

This course is designed to help people to access and interpret models, research, and develop professional expertise in online facilitation. The course is aimed at:

 * teachers who want to know how to facilitate online learning,
 * non-profits who want to know how to facilitate online networks and and communities, events and campaigns,
 * businesses who want to know how to leverage online communication tools for meetings, conferences, seminars and workshops.

Objectives

 * Define an online community
 * Define facilitation
 * Develop facilitation skills
 * Apply facilitation skills within an online learning community
 * Evaluate the facilitation of an online learning community

Projects

There are 3 projects designed to ensure you study the material, communicate with others and have the opportunity to put into practice what you learn. These projects are what is used for assessment - should you require formal accreditation.

 * 1) /Your course blog/
 * 2) /Facilitate an online event/
 * 3) /Evaluate a facilitated online event/

Topics
Below is a topic schedule for the course. This is constantly a work in progress.

 * 1) /Orientation/
 * 2) /What is an online community?/
 * 3) /Facilitating, moderating, or teaching/
 * 4) /Looking for online community: Discussion forums/
 * 5) /Looking for online community: Blog networks/
 * 6) /Looking for online community: Wiki collaborators/
 * 7) /Looking for online community: Virtual Worlds/
 * 8) /Looking for online community: Social networking platforms/
 * 9) /Reflect on different kinds of online communities/
 * 10) /Facilitate an event for the course mini conference/
 * 11) /Evaluate the facilitation of an online event/
 * 12) /Round up assignments, course review/

Help
Contact the following people for help working through this course:

 * Leighblackall (talk) 10:21, 11 March 2012 (UTC)

title: Facilitating Online


text:
Portal:Ethology

Welcome to the Wikiversity Department of Ethology.

Ethology is the study of animal behavior in natural environment, as opposed to behaviorism, which studies behavior in the lab.

Ethology's tools are minute-by-minute observation and analysis of behavior, usually on adaptive grounds. Behaviorism is focused on the design of controlled and repetitive experiments, usually to study hard-wired innate behaviors.

The Department of Ethology is a Wikiversity content development project where participants create, organize and develop learning resources for ethology.

The "topic" namespace contains pages that are for management and organization of small academic units at Wikiversity such as departments (see: Topics).

Department news
Can the definition be changed? The definition of ethology is weak (over-simplistic) and behaviourism is completely mis-defined (it is actually focussed on acquired behaviours, as oppose to ethology...)
 * 6 November 2006 - Department founded!

Learning Projects
See: Learning Projects and the Learning model.

Learning materials and learning projects are located in the main Wikiversity namespace. Simply make a link to the name of the learning project (learning projects are independent pages in the main namespace) and start writing! We suggest the use of the learning project template (use "subst:Learning project boilerplate" on the new page, inside the double curved brackets – ).

Learning materials and learning projects can be used by multiple departments. Cooperate with other departments that use the same learning resource.

Remember, Wikiversity has adopted the "learning by doing" model for education. Lessons should center on learning activities for Wikiversity participants. We learn by doing.

Select a descriptive name for each learning project.

title: Portal:Ethology


text:
CisLunarFreighter/Scripts and case studies

This learning trail is following a Problem based learning approach. Pick your "problem" or piece or production task and create and contribute it. Much development is currently taking place on irc.freenode.net; install an irc client and join us at #wikiversity-en or ##STC.

A Script is an outline for a story intended to be shot into an animation clip, short or film movie. There is an introduction to film script formatting Lesson:_Formatting_the_Script which is entirely applicable to animated shorts embedded in games. The same series of lessons covers storyboarding a bit later.Lesson:Thumbnail_Storyboard

We start with a story and then analyze and format it to make it easy to communicate with others in our production process. At the moment the only production process noticed interacting with this learning trail are the games cisLunarFreighter and Space Traffic Control but we expect a few others to show up soon.

Links to collaborative drafts (using our familar mediawiki tool) of story shorts which the community is actively creating.

 * /Radio CommunicationsCisLunarFreighter/Scripts_and_case_studies/Radio_communications

Final stories in frozen download PDF format.

Notice that when we wish to finalize a story we can publish it in a PDF on the Wikiversity server for readonly access while leaving the original to continue to evolve. This will eventually allow us to assign tracking numbers ... once we have set up a tracking system ... so people can easily communite via file pointers and tags. Authors will good final stories can also use the PDF format to publish using the Creative Commons license.

Scripts can be analyzed and mutated within the Wikimedia software but there are better tools for putting final scripts into industry standard formats. Proprietary Tools
 * Final Draft - Specialized editing tool to ease and enforce typesetting in film industry standard format. Someone could check it out for usefulness in game short and splash scripts.  insert link here to homepage

Open Source Tools
 * OpenOffice - Strictly a word processor with PDF print capability. All formatting is manual.

Menus and Gameplay Scenarios
A good idea of the form the final menus and gameplay will take is needed to initiate game design and programming activities. An excellent way to start prototyping a game is to layout the menus and playscreens in graphics so that the artists and programmers can start working off of common concepts and exchanging useful information.

The graphic menu prototype is designed to provide easy access to raw material for electronic cut and paste storyboarding opportunity as well as roll over graphics for buttons and preliminary sprites for prototyping and testing. The associated sketches attempt to provide an overview of possible missions within the game play context. Mirwin 08:46, 11 November 2006 (UTC)

What can be Done with Scripts and Menus?

 * Pre Production is the project phase used for planning multi-media projects just as in big Hollywood production. This involves scripts, prototyping, budgeting, contracting, and many other planning activities.

 * Production involves the most resources and people as it actually creates most of the data products, sets, etc. required to assemble the final project.

 * Post Production is the remaining activities that must be completed in order to ship the product out the door to the customer. This often includes special effects and the various forms of audio and video editing and integration.

 * /Video clips
 * /Audio clips


text: File:Multilicensed images.png

title: File:Multilicensed images.png


text:
Talk:Japanese Language

Resources
Balloonguy 01:22, 7 November 2006 (UTC) -- Tae Kim's A Japanese guide to Japanese grammar would be a useful resource and the wikibook on japanese also has a lot of usful stuff

 * Xlbnushk 20:07, 19 November 2006 (UTC) -- Yeah, I like that. I think the format there is good. We can implement that in our course map.

I would like to suggest the site on Learn The Kana which provides a nice, concise overview of the kana along with mnemonics, great for learning.

Topic vs. stream
Xlbnushk 21:33, 7 November 2006 (UTC) -- I made some changes to the page. Did I go against a template layout that's been agreed upon for all language streams, by any chance? Also, what's the difference (in purpose) between Topic:Japanese and Japanese stream?

Xlbnushk 06:17, 10 November 2006 (UTC) -- For those interested, this specific discussion has moved to the Topic talk:Japanese page.

Wikibooks
There's lots of great material here, but please make sure that it's not duplicating Wikibooks stuff! Some of this seems like it would perhaps be better suited for Wikibooks, and linked to from Wikiversity. I'm adding the "Welcome and Advise" template to serve as a reminder. The Jade Knight 10:10, 21 March 2007 (UTC)
 * Can you give examples of what you think would be better suited for wikibooks? Thanks! Balloonguy 21:59, 21 March 2007 (UTC)

title: Talk:Japanese Language


text:
User talk:Esenabre

Welcome to Wikiversity. I think we need to start getting serious about reviewing and sorting learning resources. --JWSchmidt 02:05, 7 November 2006 (UTC)

OER, Wlogs, etc
Hi Enric! I had another look through your Wlog, and it's very interesting. On the basis of your work, I'd like to discuss with you what's possible in the context of Wikiversity - what extensions etc might be useful for various scenarios. (For example, I've asked before on the Colloquium about the slideshow extension - is it easy enough to install/manage?) Some pages that I'm trying to work on at the moment are Technical needs and Making Wikiversity a personal learning space. I'm also trying to see how I can revitalise my own blog/wiki - the blog skin I'm using is rubbish - and some of your ideas seem really nifty (like the bibliography - I'd be keen to explore what's possible there). We can have this discussion here, or we could try to form a learning project about Wikiversity, perhaps around themes in the above pages... Cormaggio talk 11:34, 10 March 2008 (UTC)

 * Hi Cormac! It could be a good idea to do it as you say, also because that can fit too in the assignments of the course for this week :) All of what I've implemented in the Wlog is based on the work of different developers of MediaWiki that I found in the project page, which I detailed here. What right now I think can be maybe useful in terms of learning activity (or lets say "cognitive learning processes") could be to implement the possibility of uploading FreeMind maps (although there is no possibility yet of editing them online) where learners can try to show the herarchycal relations they have found between concepts; the use of the slideshow extension, as you mention, for similar purpouses (although you need to upload images first and the jump from one slide to another, that takes big time and can be a quite tedious wiki-editting task); the BibWiki extension for compiling bibliography in a proper academic way; and (maybe, and that wouldn't need any technical implementation) the use of the tool 6 degrees of Wikipedia (that seems to be out of service at the moment) for finding paths of relations between theories, people, events, and any other ROI that needs then to be explained and justified by the learner as maybe another type of activity. What do you think? I agree with you this can maybe discussed in a better place like Technical needs or Making Wikiversity a personal learning space, I'm still not familiar with these pages but I'll take a look and see where to place some of this so maybe we can discuss it there with other people. --Esenabre 10:39, 11 March 2008 (UTC)

Spanish teaching
Hello and welcome to Spanish. Hope that you will stay longer with us. Recently I have realised that current design of the courses is a mess. So it would be better to give them better if students will reply on their user pages (e.g. User:Esenabre/Spanish.

Welcome, and great to see you again!
Enric! It's great to see you here - it's been far too long since we last talked. I did travel around Asia for about 3 months (the Philippines and China) and am working at a startup in New York until April, when I become a vagabond of sorts again (running conferences across the country before settling down to run the OLPC Chicago grassroots office until fall). Hopefully I'll get to go to Wikimania again this year... it's mostly a question of whether I can afford it, but if I can find the money I will definitely be there. Glad to see somebody else is reading Sociology right now, too. :) Mchua 18:24, 25 March 2008 (UTC)

Research
Hi again, Enric! It's been a while! I think it's a great idea to develop your research on Wikiversity. I presume you were going to invite people to make comments on the similarities between FOSS and WMF projects? Wouldn't it also be an idea to leave room for discussion of contrasts? With regards to where to put it, I don't think you need to put it in your user space (though you are free to do so if you like) - it would be fine as a stand-alone project, appropriately explained and categorised. All the best with it - talk soon. (By the way, I don't frequent Wikiversity as much as I used to, or as I'd like to - so if you want timely feedback, it might be an idea to contact me or point me in the right direction via email.) Cormaggio talk 15:33, 19 July 2010 (UTC)

Great you are starting resources
But I noticed that you created Template:VotingHypotesis. Of course, template names can be arbitrary, but they should be easy to remember, and having a misspelled word in the name isn't easy to remember, I'd think. I'm not sure why you gave it this name, but I did fix it. Why is this a "hypothesis." Or "hypotesis," whatever that is? Why not "Comment suggestions" or "Suggestions for comment form."

This template says "I would appreciate," but it's presented otherwise as if it were boilerplate....) --Abd 16:35, 19 January 2011 (UTC)

 * Thank you very much. I agree is better like this (and now reusable :) I just didn't create it with enough vision I suppose --Esenabre 16:48, 19 January 2011 (UTC)

I have changed the template to encourage evaluation instead of validation. I also removed the suggestion that people add their email address. People tend to remove and deletion revisions of pages containing email addresses as it is considered a form of personal information. I kept the part about including your name and expanded on it to mention this helps to know what name to refer you by. -- dark lama  17:33, 19 January 2011 (UTC)

title: User talk:Esenabre


text:
Category:Introductions

Resources for introducing areas of study are listed below.

title: Category:Introductions


text:
File:LunarRoverTestShot2.jpg

Summary
A test shot of a prototype lunar rover modeled with mostly Boolean techniques. A few others tossed in as necessary to finish the preliminary model. Bench seat was extruded from a closed curve which was then made into a tube to provide thickness at edge.

If you wish to tweak this model to improve it or use it in one of your Art of Illusion scenes email me and ask for \cisLunarFreighter\models\lunarRover.aoi. The project will have a web site within a few months but for now we must depend on email rather than documentation. Make it clear in the email you wish to have the file under a GNU FDL license so I remember to say you can and reference the Wikiversity project. Thanks for your interest! Mirwin 04:12, 7 November 2006 (UTC)

title: File:LunarRoverTestShot2.jpg


text: File:Seduced by The Dark Side (by Noelego).pdf


text: Category:Homework assignments

title: Category:Homework assignments


text:
File:Explosion on the Artemis with test files.pdf

Summary
Two test graphic objects. One if jpg of the inside of the National Guard hanger with several service vehicles around. We have access to models of these if we can get them into obj format for Art of Illusion. Second graphic object imported into Open Office is an avi clip with sound track of a barge approaching a dock at a port warehouse. Mirwin 05:24, 7 November 2006 (UTC)http://en.wikiversity.org/wiki/Image:LunarRoverTestShot2.jpg


text:
Learning Java/Decision Structures

Intro
Control flow blocks are basically blocks of code that control the way data flows, or else which statements are executed when. This can be useful if you only want certain areas of your code to be executed under a given condition.

There are two major types of decision structures: conditionals and loops. Code contained in a conditional block may or may not be executed; the decision is made at runtime based on a given condition. Code contained in a loop is repeated; how many times is also decided at runtime.

The Primitive
Java has a specific kind of variable for determining whether something is true or false, called a. A  type can be defined with a boolean literal (  or  ), or by evaluating an expression with a boolean operator.

Boolean Operators
These can be used to check if something is true or false. Most take numeric variables (, ,  ,  ,  , or  ) and evaluate to a. Note that booleans are variables. Here is a list of all boolean operators:

As you can see above, and, or, and not are the only operators that work on booleans. These, essentially, create new booleans. For example, if you said: In this example, b3 would be true (because one of b1 and b2 are true) and b4 would be false (because b1 and b2 are not both true).

Finally, you can do:

Expressions within parenthesis are always evaluated first, from inside to outside. Ample use of parentheses can greatly clarify your intent. For example, consider the following code:

What value is stored in ? If the or is evaluated first, then the result is, because the code would evalute to

a || b && c true || true && false true && false false

If the and is evaluated first, though, the result is :

a || b && c true || true && false true || false true

There are rules governing which operators are evaluated first. You could remember that logical and has a higher precedence than logical or (that is, and is evaluated first), you could look it up, or you could just use parentheses! Then you don't have to bother memorizing operator precedence, or waste time checking a table.

Besides, what if you wanted the or evaluated first? You're sunk... or you could add parentheses to ensure that the or is first:

This will force the or to evaluate first, and be sure that anyone reading your code will know what you mean.

You will learn below how these boolean operators can be used inside control flow blocks.

If/Else
You have seen this statement used in the previous section: "ourShip.speed<10" is a boolean. If it is true, then it will do what comes after. Note that ourShip.speed and "10" are not booleans. The < makes a boolean if the speed is less than 10. If you did the following: Guess what - it would automatically go to the preceding statement. Note that this can only be used for one statement. If you want to execute multiple statement for a given condition you can do: Everything within { and } is executed if CONDITION is true. Now, suppose you want multiple if statements. You could have separate if statements, however if the conditions are exclusive (meaning that one or the other can be true but never more than one) then you can do: To execute a block of code when the condition of the if statement is false the following code can be used:

Back to our ship. Lets make an if/else block that does: "If the ship's speed is less than 10, fire 2 pulses. If it is less than 15, fire one. Otherwise, lower the speed by firing backwards (-1)"

Answer:

Some examples of the usage of else/if: If you compile this, the result should be:

Step 1 - Not Equal

Step 2 - Equal #2

Note that any code for the "Ship" cannot be executed because that class does not exist and neither does the value "speed". You can make it a class, though, when you learn about Classes and Objects.

Switch
There are times in which you wish to check for a number of conditions, and to execute different code depending on the condition. One way to do this is with if/else logic, such as the example below:

This works, however another structure exists which allows us to do the same thing. Switch statements allow the programmer to execute certain blocks of code depending on exclusive conditions. The example below shows how a switch statement can be used: Switch takes a single parameter, which can be either an integer or a char. In this case the switch statement is evaluating SOME_INT, which is presumably an integer. When the switch statement is encountered SOME_INT is evaluated, and when it is equal to x or y, method1 and method2 are executed, respectively. The default case executes if SOME_INT does not equal x or y, in this case method3 is executed. You may have as many case statements as you wish within a switch statement.

Notice in the example above that "break" is listed after each case. This keyword ensures that execution of the switch statement stops immediately, rather than continuing to the next case. Were the break statement were not included "fall-through" would occur and the next case would be evaluated (and possibly executed if it meets the conditions).

While Loops
Loops will execute a block of code while a given condition is true. Basically, that block of code is executed until the condition is false. The condition is checked before the block of code is executed each time. The basic syntax: So, you can guess that: will execute the code within the while loop forever. The statement within the ( and ) is always a boolean condition.

Do..While Loops
A do..while loop is similar to a while loop with one major difference, which is that the condition is checked after the loop executes. This means that the block of code in the body of the do..while loop will always execute at least one time. The code below is an example of a do..while loop:

Exercise 1: Design a while block that executes the if/else if/else code for the ship in the If/Else Statements section forever.

Exercise 2: Change the above so that it stops after 10 times. You will need to know the < operator: using the if statment, "if(SOMETHING < SOMETHING2) {...}" is valid. Basically, if s is less than s2 the next part will execute. You should use int variables for this exercise.

Answer to exercise 2:

For Loop
A for loop is a neat package for executing some statements a set number of times. The syntax is fairly simple: The code below is an example of a for loop: In this example, we declare an integer named i and initialize it to 0 in the initialization step. In the conditional test, we check to see that the value of i is strictly less than 10. Finally, the increment step says i++, which is a shorthand for i=i+1, or add 1 to i. Similar to the while loop the condition is checked every time before the body of the loop is executed. Think about this code and try to determine what the output will be. Will this execute when the value of i equals 10? The output is shown below: 0 1 2 3 4 5 6 7 8 9 Notice that "10" is not included in the output. This is because the conditional check is i < 10. When i equals 10 the condition is no longer true, and the loop will not execute.

Foreach Loops
There is another for known as a foreach loop which has been more recently introduced to Java made for iteration over a collection. It uses any type of list structure as its base, including arrays and certain types of Collections. Collections are data structures with certain properties that make manipulating large amounts of data easy. In the example below we use an ArrayList which is similar to a normal array, except that it can grow dynamically and it has a number of methods (such as add, remove, get, etc) to make it easier to work with than a normal array. See the example below:

In this example we are iterating an array of integers named integerArray. The for loop will run 4 times, each time with "i" equaling a different value in the array. When the items in the list structure (see the example above) are primitive values (byte, int, long, float, double, boolean, char...) the value of "i" will just be a copy. This is why the values inside of integerArray are not changed even though "i" is changed inside the loop.

If, however, the values in the list are references, they will be directly under the influence of any changes occurring inside the loop as in this example: In this example we start out with a list named listOfShips holding three "ships" all of different colors. The for loop iterated through the list and changed each ships's color to black, then it added the ship to another list called newListOfShips. Since shipToChange is a reference to a variable instead of a variable itself, changes to it affect the items in listOfShips.

title: Learning Java/Decision Structures


text:
Category:Film School illustrations

The illustrations used for the Film School.

title: Category:Film School illustrations


text:
File:OTS14degreeFrameForge.jpg

Summary
Over The Shoulder Shot using a 14 degree field of view lens in FrameForge 3D Studio 2 Demo Version

title: File:OTS14degreeFrameForge.jpg


text:
File:OTS74degreeFrameForge.jpg

Used with the WikiU Film School Lesson on how to create 3D storyboards. Over The Shoulder Shot using a 74 degree field of view lens in FrameForge 3D Studio 2 Demo Version

title: File:OTS74degreeFrameForge.jpg


text:
File:OTSBlueprint14degreeFrameForge.jpg

Summary
Movie Set view of the Over The Shoulder Shot using a 14 degree field of view lens in FrameForge 3D Studio 2 Demo Version

title: File:OTSBlueprint14degreeFrameForge.jpg


text:
File:OTSBlueprint74degreeFrameForge.jpg

Summary
Movie Set view of the Over The Shoulder Shot using a 74 degree field of view lens in FrameForge 3D Studio 2 Demo Version

title: File:OTSBlueprint74degreeFrameForge.jpg


text: User:Asahiko

title: User:Asahiko


text:
User:Gaza222~enwikiversity

I am currently studying Law & International Realtions at Portsmouth University, UK. I have previously studied law at A-Level and am very enthusiastic in the subject itself. Not much more to say ... I like rugby!

title: User:Gaza222~enwikiversity