text:
Rexx Programming/How to Rexx/datatype

There is, in principle, only one data type in Rexx: the character string. Strings represent letters, numerals, spaces, punctuation marks, and other kinds of text stored in the computers memory. In practice, Rexx recognizes several different forms of strings and can use them in different ways. So we can speak of different data types within the overall string type.

Strings
Strings are sequences of text characters. They can be stored in variables, generated within a program, or directly written into the code using single or double quotation marks. Uninitialized variables are interpreted as uppercase versions of their own names.

say hello    /* unitialized variable - says HELLO */ say 'WORLD'  /* single quote string - says WORLD */ say "123"    /* double quote string - says 123 */ hello = '---' /* initialized variable - now contains 3 dashes */ say hello    /* outputs the 3 dashes */ hello = ""   /* the empty string - yes, that's a thing */

Numbers
Numbers are a special type of string. They are strings that just contain symbols people would use to represent numbers, such as digits, a negative sign, or a decimal point. Rexx can recognize number strings even if you don't use quotation marks.

/* We can store number strings in variables do math. */ ten = "10" two = '2' say ten + two /* We can write numbers without quotation marks. */ pi = 3.141592654 neg1 = -1 /* We can even use E for scientific notation. */ TwoMillion = 2.0e6

Testing the datatype
You can use the DATATYPE function test whether a value is just a character string or specifically a number string. It returns either CHAR or NUM, depending on which is the case.

say DataType("Hello, world!")  /* CHAR */ say DataType('1.14193E2')      /* NUM  */ say DataType("35 meters")      /* CHAR */ say DataType(-42)              /* NUM  */

You can also call the function with a second string, one letter long, to check for even more specific types of string:

 * A = Alphanumeric: only letters and digits
 * B = Binary: only zeros and ones
 * L = Lowercase letters only
 * M = Letters only (mixed case)
 * N = Number
 * U = Uppercase letters only
 * W = Whole number
 * X = Hexadecimal: digits and letters A-F

The DATATYPE function will return 1 if the first string actually matches that type or 0 if it doesn't.

bits = 101011 say DataType(bits, 'A') /* 1 */ say DataType(bits, 'B') /* 1 */ say DataType(bits, 'L') /* 0 */ say DataType(bits, 'M') /* 0 */ say DataType(bits, 'N') /* 1 */ say DataType(bits, 'U') /* 0 */ say DataType(bits, 'W') /* 1 */ say DataType(bits, 'X') /* 1 */

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

title: Rexx Programming/How to Rexx/datatype


text:
Rexx Programming/How to Rexx/for loop

"For" loops are also called "definite loops". They repeat the same block of code several times and stop. They are coded using the word "for" in many other languages, but in Rexx, they appear between the keywords DO and END, just like other blocks of code.

/* Greet the world 10 times: */ do 10 say "Hello, world!" end

If we want the code to do something slightly different each time it runs, we can use a variable to keep track of the counting.

/* Count from 1 to 10: */ do count = 1 to 10 say count end

Rexx can also skip count by 2s, 3s, 4s, or some other amount.

/* Count by 2s */ do count = 0 to 8 by 2 say count end

If you don't want to specify the last number but rather just how many times you'd like to count, then Rexx does actually have a FOR keyword that you can use.

/* Count out 5 numbers starting at -2 */ do count = -2 for 5 say count end

You can also nest definite loops inside each other for two or more levels of repetition.

/* Make a nicely formatted multiplication table. */ do row# = 1 to 10 output = "" do col# = 1 to 10 product = row# * col# output = output || right(product, 4) end say output end

title: Rexx Programming/How to Rexx/for loop


text:
Rexx Programming/How to Rexx/variable assignment

To assign a number to a variable, we use the equal sign (=). The left side names the variable, and the right side contains a value or an expression, potentially including other variables.

x = 3 y = 5 z = x * y /* z is now 15 */

It doesn't even just have to be numbers. Any string or valid expression is allowed.

greeting = "Hello" audience = "world" sentence = greeting"," audience"!" say sentence


text:
Rexx Programming/How to Rexx/goto

Many languages have a "jump" instruction or a "goto statement" that skips to an arbitrary part of the program. Other languages completely replace the need for such a statement with more specific flow control constructs. Rexx mostly uses subroutines and DO/END blocks to jump around to different parts of the program, but it does have a more general kind of jump instruction. You can use the SIGNAL keyword to redirect the computer to a labeled location in the program. Labels end in a colon.

/* Jump around to validate input and factor a whole number. */ START: say "I can factor a positive whole number for you." say "First, enter a number of your choice:" signal GET_NUMBER START_FACTORING: say "Here are the factors of" number":" possible_factor = 1 CHECK_FACTOR: if number // possible_factor = 0 then signal SHOW_FACTOR else signal NEXT_FACTOR SHOW_FACTOR: say possible_factor NEXT_FACTOR: possible_factor = possible_factor + 1 if possible_factor > number then signal FINISHED signal CHECK_FACTOR FINISHED: say "That's all!" exit GET_NUMBER: pull number CHECK_NUMBER: if DataType(number, "W") then signal POSITIVE? say "That's not even a whole number." signal GET_NUMBER POSITIVE?: if number > 1 then signal START_FACTORING say "Positive, please!" signal GET_NUMBER

Long programs that depend on goto statements are notoriously difficult to understand in the long term. Stick with the structured control flow statements described elsewhere in this book, such as for loops. A more elegant way to write this script, without SIGNAL statements, might be as follows:

/* Greet the user and ask for a positive whole number. */ say "I can factor a positive whole number for you!" say "First, enter a number of your choice:" /* Make sure the user actually enters a positive whole number. */ do until whole? & positive? pull number whole? = DataType(number, "W") positive? = number > 0 if \ whole? then say "That's not even a number!" else if \ positive? then say "Positive, please!" end /* Now show the factors */ say "Here are the factors of" number":" do possible_factor = 1 to number if number // possible_factor = 0 then say possible_factor end say "That's all!" exit

title: Rexx Programming/How to Rexx/goto


text: User talk:8.9.89.184

title: User talk:8.9.89.184


text:
Rexx Programming/How to Rexx/subroutine

"Procedures" or "subroutines" are self-contained sections within the code that carry out specific tasks. They are small programs within the larger program. We can activate them within our code by using a CALL statement. A subroutine can signal that it has finished its task using a RETURN statement.

/* Call subroutines to make different animal noises. */ call BarkFiveTimes call MeowThreeTimes call MooEightTimes exit BarkFiveTimes: do 5 say "Woof!" end return MeowThreeTimes: do 3 say "Meow!" end return MooEightTimes: do 8 say "Moo!" end return

Parsing arguments
Ideally, subroutines will be flexible enough to respond to various situations. We should be able to feed one or more pieces data into a subroutine to modify its behavior. These pieces of data are called "arguments", and you can include them within the CALL statement. They can be assigned to variables within the subroutine using a PARSE ARG statement.

/* Bark or meow as many times as you want. */ call Bark 5 call Meow 3 exit Bark: parse arg bark_count do bark_count say "Woof!" end return Meow: parse arg meow_count do meow_count say "Meow!" end return

Local variables
Since it's annoying to need different variable names for the same purpose in different subroutines, we can make a function totally self-contained by using the PROCEDURE keyword. It will have its own variables that won't conflict with other variables elsewhere in the program, even if they have the same name.

call Bark 5 call Meow 3 exit Bark: procedure parse arg count do count say "Woof!" end return Meow: procedure parse arg count do count say "Meow!" end return

Code reuse
Anytime you see the same kind of code emerging in different parts of your program, it's likely you have a single process that can be set aside in a procedure. That way, any mistakes can be corrected just once, in only one place.

/* Make any animal noise as many times as you want. */ call MakeNoise "Woof!", 5 call MakeNoise "Meow!", 3 call MakeNoise "Moo!", 8 exit MakeNoise: procedure parse arg noise, count do count say noise end return

Return values
Not only can subroutines receive values from the part of the program that calls them, but they can send data back when they finish. The subroutine returns a piece of data by including it in the RETURN statement, after which it will be available in a variable called RESULT.

/* Use a subroutine to convert angle measures. */ say "Enter a number of degrees:" pull number call GetRadians number say number "degrees is the same as" result "radians." exit GetRadians: procedure parse arg degrees pi = 3.14159 return pi * degrees / 180

As a shortcut to calling the subroutine and accessing the result in two different statements, you can use the single-line notation using parentheses described in the function section of this book.

say "Enter a number of degrees:" pull number say number "degrees is the same as " GetRadians(number) "radians." exit

By the way, if you would like the arguments to be capitalized when they enter a subroutine, or if you don't care about letter case because the arguments are numbers, you leave out the PARSE keyword.

GetRadians: procedure arg degrees pi = 3.14159 return pi * degrees / 180

Exposed variables
If you want the procedure to be only partially self-contained, you can give it access to particular global variables using the EXPOSE keyword. This can be useful when you have some data that needs to be shared between different parts of the program.

/* Use the same value of pi to perform different circle computations. */ PI = 3.14159 call CircleArea 10 say "The area of a circle with radius 10 is" result"." call Circumference 50 say "The circumference of a circle of diameter 50 is" result"." exit CircleArea: procedure expose PI arg radius return PI * radius ** 2 Circumference: procedure expose PI arg diameter return PI * diameter

Recursion
Subroutines can also call themselves and receive there own return values. The effect is similar to a loop and is useful if the subroutine needs to start over and try something again, perhaps with slightly different data, in order to complete its original task.

/* First 10 triangular numbers */ call ShowTriangulars 10 exit ShowTriangulars: procedure arg how_many if how_many > 0 then do  one_less = how_many - 1 call ShowTriangulars one_less say Triangular(how_many) end return Triangular: procedure arg which? if which? > 1 then do  previous = which? - 1  return Triangular(previous) + which? end return 1

If you expect a function to repeat itself hundreds or thousands of times, you are likely better off to code a loop inside it. A program can crash if the same function calls itself too many times before returning.

title: Rexx Programming/How to Rexx/subroutine


text:
User:Rarafra23/sandbox

````www.ezaljb6.domainsync2mu5789.slack.wordpress.com

title: User:Rarafra23/sandbox


text:
Rexx Programming/How to Rexx/while

"While" loops are a kind of indefinite loop. They repeat the same piece of code as long as a certain condition is true. They contain code within them which may be repeated an unknown number of times. The while loop checks the condition before even starting to run this code, and then it checks the condition again after the code completes to see whether it should run the code again.

/* Let's start our counting at 1. */ count = 1 /* The first loop will be skipped over entirely, since the condition is false. */ do while count < 0 say "You'll never see this!" end /* The following loop will count to 10 and then stop because count will be 11. */ do while count <= 10 say count count = count + 1 end /* The message about apples will only be said once, while count is still 11. */ do while count < 12 say "An apple a day keeps the doctor away." count = count + 1 end

Be warned that a while loop will not stop on its own if the loop condition is never false. It will be an infinite loop. This is a common mistake.

/* Just keeps on saying hello. */ do while 2 < 3 say "Hello, world!" end

title: Rexx Programming/How to Rexx/while


text:
User talk:78.190.152.41

merhaba

title: User talk:78.190.152.41


text:
Rexx Programming/How to Rexx/infinite loop

Infinite loops are sections of code that keep repeating because the programmer doesn't give them a reason to stop. They are common bugs in software that was supposed to stop repeating eventually, but only in a situation that never actually happens.

/* This code was supposed to count to 10 and stop... */ count = 1 do while count <= 10 say count end /* ... but it just keeps saying 1 because the count doesn't change. */

If you actually intend for a loop to keep repeating indefinitely, you can use the FOREVER keyword to signify this.

/* This loop will greet us forever! */ do forever say "Hello, world!" end /* ... at least until we hurl the computer out the window ... */ /* ... or until we just halt the interpreter manually instead. */

Stop Features ! Why would we want that?
An infinite loop actually can be useful if there is some important process that needs to continue throughout the lifetime of a program or a part of the program (which will eventually end anyway, for one reason or another). In fact, we usually even embed an exit condition into our so-called infinite loops, so that they aren't really infinite after all. DO FOREVER exists mainly to emphasize that the loop might continue running for a very long time, and that its exit condition isn't necessarily obvious at the beginning of the block.

/* Show the factors of whatever number the user wants. */ /* Keep asking "forever"... but give them an option to stop. */ do forever say "What number would you like me to factor for you?" say "You can enter zero or a negative number to stop." pull number /* No need to factor if the user's ready to quit. */ if number <= 0 then leave /* Otherwise let's keep going! */ say "Here are the factors of" number":" do divisor = 1 to number if number // divisor = 0 then say divisor end end

DO FOREVER is reasonably popular for loops that would end in the middle, like the one above.

Infinite recursion
You can also end up with an infinite loop the tracker must broke thier Devices Stop My moblie track  Mobile Upgrade my Media  …. nothing follows. Z za subroutine calls itself over and over. In practice, the interpreter can't always keep track of too many subroutine calls, so recursive subroutines tend to stop when your program overflows the call stack and crashes. Nevertheless, they're theoretically as infinite as DO FOREVER.

/* Shop till you drop! */ call KEEP_SHOPPING exit KEEP_SHOPPING: say "I just keep shopping and shopping..." call KEEP_SHOPPING return Stop those track my network

Never again Apps Settings original Ip address of my device HIDE Log out Vault Project


text:
Rexx Programming/How to Rexx/comment

Comments are helpful side notes within the code. They are meant for humans, not for computers. They have to be notated a certain way so that the computer will ignore them. In Rexx, a comment begins with a forward slash, followed by an asterisk (/*) and then with whatever you want to say. A comment ends with the same two characters in reverse order: a an asterisk, followed by a forward slash (*/).

/* This is a comment: the computer doesn't care what it says. */

If you think a section of code needs to be explained to the reader, you can write a comment nearby to summarize it or to point out important features. Historically, some Rexx interpreters have required every program to begin with a comment. You're likely to see many comments in example Rexx programs to explain what the Rexx code means for people who don't already know the language.

/* Here's a program that adds 3 and 5. */ sum = 3 + 5 /* It can show us the sum when it's finished. */ say sum /* Notice how the comments restate the program in human language. */

Since a slash-star comment must always end with a star-slash, it can be as long as want. Newlines will be ignored just like everything else inside the comment. Make sure to always close your comment when you've finished your message, so that you don't accidentally cause the interpreter to ignore a large, important part of your script.

/*   This is a multiline comment. The interpreter will ignore everything! It will just keep ignoring the text until we finally bring the comment to a close. */

Most programming languages have some way to include comments within the code. In fact, many programming languages use the same slash-star notation for comments that Rexx does. If you've programmed before, you might recognize this notation from C, C++, C#, Go, Java, JavaScript, Rust, or some other language. Those languages also have a second kind of comment that Rexx doesn't have: a comment that starts with two slashes and ends with a newline. A double-slash has a different meaning in Rexx, so be careful not to use it for comments.

// This is not a comment. It would be a programming error.

title: Rexx Programming/How to Rexx/comment


text: User talk:41.113.199.213

title: User talk:41.113.199.213


text:
User:Nay Ko Tun

Hello

title: User:Nay Ko Tun


text: User:Kol Devarsyo

title: User:Kol Devarsyo


text:
User:Helena soo

Old men names in Japan 🇯🇵

title: User:Helena soo


text:
Armenian/Languages

 * Անգլերեն : English
 * Ֆրանսերեն : french
 * Արաբերեն : arabic
 * Չինարեն : chinese
 * Գերմաներեն : german
 * Ընդկդրեն : hindi
 * Իտալերեն : italian
 * Ճապոներեն : japanese
 * Ռուսերեն : rusian
 *  Իսպաներեն : spanish

title: Armenian/Languages


text:
Armenian/Clothes

 * Կերնաշապիկ : shirt
 * Բրդյա կերնաշապիկ : sweater
 * Կարճազգեստ : jacket
 * Վերարկու : coat
 * Գուլպանեը : socks
 * Կոշիկներ : shoes
 * Անդրավարտիք ։ trousers
 * Գոտի : belt
 * Ներկնազգեստ : underwear
 * Գլխարկ : hay
 * Շրջազգեստ : skirt

title: Armenian/Clothes


text:
Armenian/Prepositions

 * և : and
 * վեր : above
 * տակ : under
 * առաջ : before
 * հետո : after
 * առջև : in front of
 * հետևում : behind
 * հեռու : far from
 * մոտ : near
 * մեջ : in
 * ներսում : inside
 * դրսում : outside
 * հետ : with
 * առանց : without
 * միջև : between
 * մասին : about
 * բայց : but
 * հանար : for
 * -ից : from
 * դեպի : to

title: Armenian/Prepositions


text:
Armenian/Adverbs

 * շուտով : soon
 * արագ : quickly
 * դանդաղ : slowly
 * միասին : together
 * շատ : very
 * գրեթե : almost
 * միշտ : always
 * սովորաբար : usually
 * երբեմն : sometimes
 * հազվադեպ : rarely
 * երբեք : never

title: Armenian/Adverbs


text:
Armenian/Possesives

 * իմ : my
 * Ձեր : Your
 * նրա : His/her
 * մեր : our
 * նրանց : their

title: Armenian/Possesives


text:
User talk:Kepler-1229b/sandbox

~

title: User talk:Kepler-1229b/sandbox


text:
Armenian/Adjectives

 * Այս լեզուն շատ հեշտ է
 * This language is very easy
 * Այս : ays
 * լեզուն : lezun
 * շատ : shat
 *  հեշտ  : hesht
 * է : e

title: Armenian/Adjectives


text:
User:Simulator-master

Welcome to my user page

I am found on Snap!,Scratch,and wikipedia

my wikipedia user page is here

title: User:Simulator-master


text: Category:Book:The Azure Guide

title: Category:Book:The Azure Guide


text: Category:Book:ICT4 Elderly

title: Category:Book:ICT4 Elderly


text: Category:Book:PyGame Guide

title: Category:Book:PyGame Guide


text:
User:Darkman101

I am not sure how to properly create a user page, so please bear with me if this is presently a bit short.

title: User:Darkman101


text:
Albanian/Clothes

 * Shirt : Këmishë
 * Sweater : Triko
 * Jacket : Xhaketë
 * Coat : Pallto
 * Socks : Çorape
 * Shoes : Këpucët
 * Trousers : Pantallona
 * Hat : Kalë
 * Belt : Rrip

title: Albanian/Clothes


text:
User talk:Simulator-master

Welcome
Welcome to Wikibooks, Simulator-master!

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You do not need technical skills to contribute. You can easily change most books. Please introduce yourself, and let us know what interests you.

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--Pi zero (discuss • contribs) 13:14, 12 January 2021 (UTC)

title: User talk:Simulator-master


text:
User talk:Ihateyou060

Welcome to Wikibooks!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. Aranya (discuss • contribs) 15:33, 12 January 2021 (UTC)

Notice
Kk Ihateyou060 (discuss • contribs) 15:37, 12 January 2021 (UTC)

title: User talk:Ihateyou060


text:
User:Ihateyou060

Hello there

title: User:Ihateyou060


text:
Oberon/oberongenealogy.gv

/* Author: Ivan Denisov iadenisov@oberon.org License: Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) http://pub.iadenisov.ru/blackbox/oberongenealogy.gv dot oberongenealogy.gv -Tpdf -o oberongenealogy.pdf dot oberongenealogy.gv -Tsvg -o oberongenealogy.svg */ digraph genealogy { 	margin=0.1; 	node [fontname="Verdana", fontsize="12", shape="rect"] 	edge [fontname="Verdana", fontsize="8"] 	 	/* programming languages */ 	pascal [label="Pascal (N.Wirth)"] 	modula2 [label="Modula-2 (N.Wirth)"] 	oberon [label="Oberon (N.Wirth)"] 	oberon2 [label="Oberon-2\n(N.Wirth, H.Mössenböck)"] 	oberonsa [label="Oberon-SA (N.Wirth)"] 	oberon07 [label="Oberon-07 (N.Wirth)"] 	objectoberon [label="Object Oberon\n(H.Mössenböck, J.Templ, R.Griesemer)"] 	componentpascal [label="Component Pascal"] 	oberonl [label="Oberon/L"]	// http://oberoncore.ru/library/leigh_make_way_for_oberon-f 	activeoberon [label="Active Oberon, 1997\n(B.Hansen, J.Gutknecht, P.Muller, P.Reali)"] 	zonnon [label="Zonnon (J.Gutknecht)"] 	eo [label="Oberon-07/Oberon-2, 2020 Edition\n(A.Pirklbauer)"] 	pascal, modula2, oberon, oberon2, oberon07, componentpascal, oberonl, oberonsa, objectoberon, 	 activeoberon, zonnon, eo [style="rounded,filled", fillcolor="#cce6ff"] 	/* people */ 	// wirth [label="Niklaus Wirth"] 	//m&ouml;ssenb&ouml;ck [label="Hanspeter M&ouml;ssenb&ouml;ck"] 	//szyperski [label="Clemens Szyperski"] 	//pfister [label="Cuno Pfister"] 	//heeb [label="Beat Heeb"] 	//gutknecht [label="J&uuml;rg Gutknecht"] 	//templ [label="Josef Templ"] 	// shiryaev [label="Alexander Shiryaev"] 	// m&ouml;ssenb&ouml;ck, szyperski, pfister, heeb, gutknecht, templ [shape="ellipse", style="filled", fillcolor="#d9b3ff"] // wirth 	/* organizations */ 	// eth [label="ETH-Zürich"] 	ominc [label="1993, Oberon microsystems Inc.\n(C.Pfister, B.Heeb, M.Franz, C.Szyperski)"] // http://oberon.ch 	// esmertec [label="1999, Esmertec"] // https://www.esmertec.com/ 	cronosgroup [label="1985, Kronos Research Group"] // http://www.kronos.ru/members 	excelsior [label="1999, Exlesior Inc."] // http://www.excelsior.ru/history 	ominc, cronosgroup, excelsior [shape="rect", style="filled", fillcolor="grey"] // esmertec 	/* systems */ 	oberonsystem [label="1985, Oberon System\n(N.Wirth, J.Gutknecht)", group="ob1"] 	oberonv1v2 [label="1987/1991, Oberon V1/V2"] // https://en.wikipedia.org/wiki/Oberon_(operating_system) 	medos2 [label="Medos-2"] 	oberonv4 [label="1994, Oberon V4\n(Linz Oberon)"] 	oberonv5 [label="2013, Oberon V5\n(N.Wirth, J.Gutknecht, P.Reed)"] 	oberonsystem3 [label="1991, Oberon System 3\n(ETH Oberon)"] 	a2 [label="A2 (ex. Bluebottle)"] 	oberonf [label="Oberon/F", group="bb"] 	blackbox [label="BlackBox Component Builder", group="bb"] 	excelsioros [label="Excelsior OS"] 	ethos [label="ETHOS\n(C.Szyperski)"] // http://oberoncore.ru/library/szypreski_insight-ethos_on_object-orientation_in_operating_systems 	// portos [label="OS Portos"] 	// jbed [label="JBed"] 	extendedoberon [label="Extended Oberon\nA.Pirklbauer"] 	blackbox, oberonf, oberonv1v2, medos2, oberonv4, oberonv5, oberonsystem, oberonsystem3, ethos, 	 excelsioros, a2, extendedoberon [style="filled", fillcolor="gold"] // portos, jbed 	 	/* compilers */ 	xds [label="XDS"] 	o7 [label="O7 (A.Shiryaev)"] 	astrobe [label="Astrobe (C.Burrows)"] 	xds, o7, astrobe [style="filled", fillcolor="#00ff80"] 	/* workstations */ 	lilith [label="1977, Lilith"] // https://en.wikipedia.org/wiki/Lilith_(computer) 	kronos [label="1987, Kronos-2.6WS"] // http://www.computer-museum.ru/histussr/kronos.htm 	ceres [label="1985, Ceres", group="ob1"] // https://en.wikipedia.org/wiki/Ceres_(workstation) 	osFPGA [label="2013, FPGA OberonStation"] 	kronos, ceres, lilith, osFPGA [shape="box3d", style="filled", fillcolor="#ffb3b3"] 	 	/* relations */ 	// wirth -> {pascal modula2 ominc oberon oberonv5 oberon07 lilith ceres oberonsystem oberonsa oberon2} 	// gutknecht -> { lilith modula2 oberonsystem oberonsystem3 activeoberon oberonv5 zonnon} 	// m&ouml;ssenb&ouml;ck -> { oberon2 oberonv4 objectoberon } 	// szyperski -> {ethos oberonv4 ominc } 	// pfister -> { ominc oberonsystem3 } 	// heeb -> ominc 	// templ -> { oberon2 objectoberon } 	 	cronosgroup -> { kronos excelsioros excelsior } 	excelsior -> xds 	excelsioros -> kronos 	 	pascal -> { modula2 oberon }; 	oberon -> { activeoberon objectoberon oberonsa ceres } 	// oberonsystem -> ceres 	oberonsystem -> { oberon oberonv1v2 oberonv5 ceres } 	activeoberon -> { zonnon } 	objectoberon -> { activeoberon oberon2 } 	modula2 -> { oberon medos2 xds excelsioros } 	medos2 -> lilith 	oberonl -> componentpascal 	componentpascal -> { blackbox eo } 	// blackbox -> portos 	lilith -> { kronos ceres } 	ceres -> { ethos } 	 	// oberonsystem -> { oberonv1v2 } 	oberonv1v2 -> { oberonv4 oberonsystem3 ethos } 	oberonsystem3 -> a2 	activeoberon -> a2 	// eth -> { oberonv1v2, oberonsystem3 ethos lilith } 	// oberonsystem -> { oberonv5 oberon } 	oberon -> oberonsystem 	ethos -> oberonf 	 	oberon2 -> { oberonl xds ethos eo } 	 	ominc -> { oberonf oberonl } 	// esmertec -> portos 	// portos -> jbed 	oberonl -> oberonf 	oberonf -> { blackbox oberonl } 	oberonsa -> oberon07 	oberon07 -> { o7 oberonv5 astrobe eo } 	oberonv5 -> { o7 extendedoberon } 	oberonv5 -> osFPGA 	// shiryaev -> o7 	eo -> extendedoberon 	{ rank=same oberon oberonsystem ceres cronosgroup } 	{ rank=same oberonv4 oberonsystem3 ethos } 	{ rank=same oberonl oberonf } 	{ rank=same oberon07 a2 blackbox componentpascal } 	{ rank=same oberonv5 osFPGA } 	{ rank=same o7 eo } 	// { rank=same oberonsystem oberon } 	// { rank=same o7 astrobe } }

title: Oberon/oberongenealogy.gv


text:
User talk:107.77.253.11

This person has been hacking me

title: User talk:107.77.253.11


text:
User:BlackWidowMovie0/huggle.yaml.js

--- enable: true version: "3.4.10 build: 3880 3.4.10" report-summary: "Reporting $1" confirm-multiple: false confirm-talk: true confirm-self-revert: true confirm-whitelist: true revert-on-multiple-edits: true automatically-resolve-conflicts: true software-rollback: false enforce-months-as-headers: true history-load: true on-next: 1 delete-edits-after-revert: true skip-to-last-edit: false preferred-provider: 2 remove-oldest-queue-edits: false truncate-edits: false talkpage-freshness: 20 remove-after-trusted-edit: true retrieve-founder: false display-title: false check-tp: true manual-warning: false summary-mode: false automatic-reports: false han-html: false han-display-user-talk: true han-display-bots: false han-display-user: true watchlist: "watch" automatically-group: false queue-id: "default" page-empty-queue: "" enable-max-score: false max-score: 0 enable-min-score: false min-score: 0 automatic-refresh: true automatically-watchlist-warned-users: false shortcut-hash: "" show-warning-if-not-on-last-revision: true number-dropdown-menu-items: true insert-edits-of-rolled-user-to-queue: true confirm-on-recent-warning: true recent-warning-time-span: 120 confirm-warning-on-very-old-edits: true skip-warning-on-confirm: true queues:
 * 1) // This is a configuration of huggle, do not change it unless you know what you are doing.
 * 1) // Last version of huggle that wrote into this configuration file (sanity check)
 * 1) // This option will change the behaviour of automatic resolution, be carefull
 * 1) // Get original creator of every page so that you can G7 instead of reverting the page
 * 1) // Periodically check if you received new messages and display a notification box if you get them
 * 1) // HAN
 * 1) // Whether edits made by same user should be grouped up together in page
 * 1) // Location of page (wiki page name, for example WP:Huggle) that should be displayed when you hit next and queue is empty. Leave empty for default page.
 * 1) // If true you will not warn users who received a warning recently
 * 1) // If warning was sent less than N seconds ago it's considered too recent
 * 1) // If true, the options above will not generate confirmation, but instead will be silently accepted (warning will not be sent)

title: User:BlackWidowMovie0/huggle.yaml.js


text:
Albanian/Demonstratives

Singular

 * Masculine
 * This bed :  ky shtrati
 * That key :  ai çelësi
 * Feminine
 * This chair :  kjo karriga
 * That table :  ajo tryieza

Plural

 * Masculine
 * These beds :  këta stratërit
 * Those keys :  ata çelësat
 * Feminine
 * These chairs :  këto karriget
 * Those tables :  ato tryezat

title: Albanian/Demonstratives


text:
User talk:Kirkworld

Welcome!
Welcome, Kirkworld!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. —Atcovi (Talk - Contribs) 05:13, 13 January 2021 (UTC)

Wikijunior
Hello, thanks for your contribution. The use of links to Wikipedia is strongly discouraged in Wikijunior as it is supposed to be a safe environment for young children. As Wikipedia is not censored, we prefer not to link out. This practice - of not linking to Wikipedia, or anywhere, extensively - is broadly true of the whole of Wikibooks as books are intended to be self contained. Also, I think the language you've used is a little too complex for the target audience - e.g., "established" may be out of the vocabulary of an 8 year old. Thanks again - QuiteUnusual (discuss • contribs) 10:37, 15 January 2021 (UTC)

title: User talk:Kirkworld


text:
Talk:Kdenlive/Video codecs

This is not what's needed
This is a very simplistic rundown of codec vs format. OK. However, this is not what is needed here. This is about KDENLIVE codecs. IE: what input and output codecs are available?

title: Talk:Kdenlive/Video codecs


text:
User:Ancienttowers

James Michael Thaxton

born: October 17th, 19; in St Lucie County, Florida [South East on Florida's 'Treasure Coast.'. 78

location: St. Lucie County, Florida [Port

title: User:Ancienttowers


text:
User:TAabadawi/sandbox

Introduction
Play is a common occurrence in humans and widely studied. Knowledge of play in non-human animals, however, is wanting. With only thirty organisms, mostly mammals, demonstrating play behaviour, researchers are attempting to explore the function of play in greater detail. Burghardt defines play in animals as: “repeated, seemingly non-functional behavior differing from more adaptive versions structurally, contextually, or developmentally, and initiated when the animal is in a relaxed, unstimulating, or low stress setting.” Animals can engage in play on their own or with others. Researchers hypothesize and study different criteria and contexts for play in non-human animals. Some criteria for play in non-human animals are described as a behaviour important for the development of competence in adulthood, to ensure short- and long-term development for coping with sudden events , demonstrating fairness for survival in adulthood by learning through fair play when young , and engaging in a pleasurable experience. These categories that encompass the definition of play are explained in further detail below.

Preparing for Adulthood
Play as the development of competence for adulthood proposes that animals engage in play behaviour when they are free from threats and their overall well-being is preserved. This allows the animal to engage in play behaviour because they do not need to focus on aspects of survival. Play generally occurs when resources or energy levels are adequate. For example, when needs for food and health are satisfied. Therefore, when basic needs are met, an animal can then feel safe and content to engage in play. Play behaviour also allows for the development of sensory and motor skills, for example, reciprocal gentle grabbing and tickling in chimpanzees. Moreover, play behaviour in young non-human animals ensures that they increase and advance their motor skills for use in adulthood.

Adapting for the Unexpected
Play behaviour allows animals to cope with unexpected or sudden events. During play, animals can perform different actions in an unpredictable fashion which present as a way for the animal to practice for real or serious survival situations. In a cognitive, or emotional capacity, play allows animals to adapt to novel situations such as surprise and disorientation. A study by Richter and others notes that although play encourages preparedness for uncertainty, animals may experience an increased level of anxiety. This finding is interpreted as an adaptive benefit because if the animal is generally on higher alert, they may not encounter as many unexpected situations.

Fair Play for Survival
When non-human animals engage in play fighting within partners or groups, they learn to pay attention to multiple social communication cues. Play fighting usually involves rules and allows the animal to assess the risk of the situation, whether it be serious or for fun. Following the rules of fair play allow the animal to learn cooperation and equity for survival. For example, if resources are limited, the animal can choose to keep the resources they acquire to themselves or gather or share resources with others which may derive a more successful result.

A Pleasurable Experience
As previously mentioned, play can occur when an animal is free of threats and their well-being is preserved. Similarly, this could be defined as a low stress situation and animals use play as a way to regulate levels of stress. Play is also a way to limit boredom when other survival needs are met. Examples of pleasurable play are exploration of objects, chasing, nipping, and tumbling. Engaging in playful behaviour can result in a rewarding experience due to an opioid-like trigger. Social play with others can also act as a reward in itself, for example, play as a reinforcer can be stronger than other activities or items such as food.

Play Across the Animal Kingdom
Sources:, , , , ,.

Conclusion
Although researchers are still filling the voids of knowledge on the topic of animal play, they have come to understand that the inherent reason for play involves multiple factors and that the connection between the level or availability to play is dependent on an animal’s well-being. From skill acquisition to social emotional elements, play in animals can be a fascinating topic.

title: User:TAabadawi/sandbox


text:
Cognitive Science: An Introduction/Philosophical Issues of Pain

Introduction
The concept of pain has long been studied from various scientific perspectives. Fields of discipline, including psychology, neuroscience, and philosophy, have differing views regarding not only the definition of the term, but what important aspects are involved in researching and studying it as well. The philosophy of pain contrasts views such as the psychological and neuroscientific considerations, and raises several questions surrounding the nature of pain. Philosophers studying pain and its complex components have speculated about various types of pain, whether or not pain should be considered one of humans' basic senses, and the ethical issues that are associated with the condition.

Defining Pain
Despite the difficulty associated with precisely defining pain, many scientists and researchers concur that pain can be described as “an unpleasant sensory and emotional experience”. In their article, Sytsma and Reuter discuss that several philosophers agree that pain’s existence is dependent upon the experience of an individual. Pain perception is one aspect of the phenomenon that makes it difficult to analyze. Factors such as personality and emotional reactivity are key components that influence the perception that one would have to a certain level of pain. The sensation of pain begins from a specific part of the body and activates the anterior cingulate cortex of the brain, imposing differing reactions to the sensation that is felt depending upon the aforementioned factors. These altering receptions, and the complications that go along with attempting to accurately describe what is being felt, make pain a complicated subject lacking a comprehensive definition.

Various Types of Pain
Pain can manifest in many different ways, specifically in mental and physical forms, which together have varying impacts on individual perception. Philip R. Appel discusses in his article the idea of the mind-body relationship as it relates to pain, the sensory experience that pain causes, and how this sensory experience can translate into an internal self-conflict. Appel suggests that pain that begins as a physical sensation can develop into a mental challenge in which an individual can be confronted with thoughts such as how vulnerable humans are, and a contemplation of mortality. The mental side of pain becomes prevalent when an individual is faced with an uncomfortable physical sensation, and this pain in turn causes emotional reactions such as sadness or anger. The relationship between physical pain and mental pain has been studied by philosophers, and many believe that pain is a conscious mental state that is achieved once experienced. Based on this research, it is evident that there is a strong correlation between physical and mental pain, and often these sensations coincide to create an individual’s emotional response.

Should Pain be Considered a Sense?
Many theories contribute to the debate regarding whether pain should be included in the list of a human’s basic senses, along with taste, sight, scent, sound, and touch. As of now, pain is considered to be among a human’s bodily sensations, which include itches and tickles, for example. Because pain can be sensed in different ways, there are legitimate reasons for believing that pain is a physical condition that individuals perceive in areas of the body, as well as reasons for believing that it is not. This controversy has gained particular interest from philosophers who attempt to give a more precise definition of the term, and studying these reasons is beneficial to discovering the most applicable view of pain. Theoretically, several individuals may believe that pain should not be considered as one of human’s basic senses, as its sensation holds a deeper complexity compared to the simple sensation of tasting a specific food item. In contrast, there are schools of thought which hold that pain is experienced similarly to the way that a taste, scent, sound, or touch is experienced, and therefore it should qualify as a basic sense. Regardless of the theories that currently exist for both the inclusion and exclusion of pain as a basic human sense, philosophers continue to study this phenomenon and provide additional reasoning to guide the public in determining whether or not pain should be considered as one of our basic senses.

Ethical Issues Surrounding Pain
Several ethical issues become prevalent when examining the nature of pain. Philosophers have dedicated time to investigating the different ways that individuals experience and describe pain and have attempted to comprise a definition that encompasses both a physician’s view of pain and a patient’s view of pain. This is to ensure the best possible communication between these individuals. The widely accepted definition of pain that it is an “unpleasant sensory and emotional experience”, has provided an acceptable baseline for both patients and clinicians on which to rely. Despite this agreement, there is often some miscommunications when individuals seek to describe their pain, whether physical or mental, to a healthcare provider. As a result of a physician being unable to physically experience the specific pain with which a patient is presenting, it becomes difficult to fully understand and treat the ailment. Often doctors will ask patients to rate their pain on a one to ten scale in an attempt to interpret the intensity and severity of the pain being endured. This assessment poses its own issues, as not every individual will necessarily feel pain the same way, and a low rating given by one patient may be equivalent to a higher rating provided by another patient. This demonstrates the complexity involved in defining pain among healthcare professionals and patients, and the miscommunications that may occur between physicians and patients that can lead to ethical issues. Physician-assisted suicide is a controversial topic that relates to pain and the ethical issues that are included in alleviating pain in end-of-life care. A practitioner whose goal is to diagnose and relieve pain, is faced with the moral and ethical dilemma of helping patients who wish to end their lives as a result of intense or worsening pain. The arguments that are present regarding the ethical and non-ethical natures of physician-assisted suicide are discussions that have been frequently studied and analyzed. This extensive examination of physician-assisted suicide has provided the public with arguments for both the allowance of this practice, as well as reasons for why it should be against the law.

Additional Ethical Issues Associated with the Experience of Pain
Other ethical issues including unfair treatment as a result of age, gender, or income, for example, are frequently observed in the healthcare field when treating both mental and physical pain. As studied by Powers and Faden, in certain parts of the world, females, dark skinned individuals, and low-income families do not receive the same level of care that additionally privileged individuals receive to manage pain. These disparities have been prevalent for several years and continue to pose questions regarding the ethical issues that are associated with the treatment of pain in the healthcare field.

Conclusion
The philosophy of pain is a perspective that has been extensively studied and revised in an attempt to give an accurate disciplinary analysis of the concept. The complex nature of pain has encouraged scientists from a variety of fields to consider important aspects of pain, as well as determine helpful theoretical responses to inquiries concerning the topic. Examining scientific arguments including the numerous types of pain, whether or not pain should be considered a basic human sense, and the various ethical issues that are associated with the concept has created a stable foundation backed by successful research that can be further developed by philosophers in the future.


text:
Cognitive Science: An Introduction/Categorization

The concept of categorization is defined to be the process of organizing objects, ideas, and events into groups of similar attributes called categories. It is one of the most basic cognitive processes that humans use to aid in their interaction and perception of their environment. Over the years, many theories have been developed to illustrate how this process is modelled in the brain and how it influences other cognitive concepts such as perceptual processing, learning and decision making. Categorization is also a major area of study in artificial intelligence and computer vision by using software to create cognitive models.

Classical Categorization
The way in which cognitive categorization works is not definitive as there are many theories that are currently present. The oldest theory of this concept is called classical categorization. In this model, a certain set of attributes must be met in order for an object or idea to be considered in a category. As an example, for an object to be considered a bird, it must have feathers, lay eggs and have a beak. That object would not be in the category if it does not meet any of the category's criteria.

Prototype Theory
A more modern theory of categorization was developed by psychologist Eleanor Rosch in the 1970s. This theory, called the prototype theory, is defined as an object or idea being in a category if it resembles a certain representation or a prototype. This differs from the classical view as an object does not need to meet all the rules of a category, and these prototypes or models can change over time. The theory also states that there are three levels of categorization. The top level, also known as the superordinate category, consists of a high degree of generality and inclusion. For example, the superordinate category of a dog is a mammal. The next level down is basic-level classification, where entities in the superordinate category are similar but still can be easily divided by important characteristics. This is where a dog and a cat would be different categories. The subordinate category is the lowest level category with a low degree of generality and inclusion. The differentiation of dog breeds would be at this level.

In Infants
Visual categorization is exhibited from an early age. Research shows that infants are shown to categorize basic colours before the comprehension of language. Habituation is used to investigate infant perception, and using this technique, Bornstein, Kessen and Weiskopf discovered that at four months, humans were able to distinguish between blue, red, yellow and green.

In addition to colours, infants can categorize visual objects exceptionally well. Research shows that categorization processes vary between two and three dimensional stimuli, and eighteen-month-old infants are able to categorize three dimensional objects better than two dimensional stimuli. Booth, Schuler, and Zajicek demonstrated that object function aids in category formation in sixteen-month-olds. Infants were unable to categorize objects when the object performed a different movement than was previously shown to them. It has been speculated that maternal odour and multisensory input enhances visual categorization abilities in infants. However, in a study, it was shown that maternal odour does not enhance four-month-old infants’ ability to categorize cars from other objects using scalp electroencephalogram (EEG).

In the Elderly
Aging influences cognitive abilities and humans of old age are affected by cognitive decline. In a 2016 study, seventeen young and ten elderly subjects were tasked to categorize visuals into two abstract categories. The elderly subjects had difficulty categorizing the exceptions that did not fit in the categories presented to them, but performance for categorizing prototypical stimuli stayed intact due to higher fixation rates to visual features. This demonstrates that subjects of old age have higher perceptual abilities that compensate for their cognitive decline.

Development of Social Categories
Before children enter the formal education system, they have already developed implicit and explicit social preferences and categories. Factors that compose these social categories include gender, race, and spoken language. From a young age, humans tend to interact with members of society that are in the same social category as them. Children make social inferences based social categories and expect members in a group to share beliefs, traits and norms. In a recent study, children with a variety of different ages were asked which people would likely break social conventions. The study showed that children ages three to eleven expected only in-group members to follow social norms while seven to eleven year olds used social group membership to determine who would or wouldn't follow social conventions. Therefore, younger children have a basic view of social categories which develop in later childhood.

Children also categorize out-group members more strongly than in-group members. Woo, Quinn, Méary, Lee, and Pascalis conducted a study where fifty nine- and ten-year-old Malay and Malay Chinese children and forty Malay and Malay Chinese adults with limited exposure to Caucasian individuals had to categorize Caucasian, Malaysian and Chinese faces. The results show that the children were able to distinguish between Caucasian faces easily but had trouble categorizing Chinese and Malaysian individuals. Adults on the other hand were able to distinguish faces at varying speeds (from fastest to slowest Caucasian, Chinese and Malaysian). This illustrates that children have a basic view of races but do have a concept of social categories in which in-group members are members in their society (Malay and Chinese). Adults on the other hand, are able to distinguish other races other than theirs due to other-race categorization advantage where in which their own race faces are easier to differ from other races.

Video Categorization
Software and computer systems heavily use the prototype theory and conceptual clustering in their categorization efforts. In a 2018 study, a new method was created to categorize videos into different genres. These genres include: Animation, Outlet, Sports, e-Learning, Medical, Weather, Defense, Economics, Animal Planet and Technology. This method consisted of a new combination of a fuzzy set of attributes to study shapes of video input. A certain genre may have a certain combination of shapes detected in the frame of the video input. The correlation features are then extracted from each category, and translated into a feature matrix. This feature matrix goes through a neural network to determine what genre or category the video is in.

Text Categorization
In addition to video categorization, text categorization is crucial for search engines, spam filtering as well as document indexing. Text categorization is defined to be the process of organizing unlabeled textual documents into categories that are predefined. Many machine learning algorithms have been created using many techniques such as Naïve Bayes, k-nearest neighbors, neural networks and Support Vector Machines.

Before training a model to predict which documents are organized into what categories, the training data is often preprocessed. This phase entails highlighting key words or phrases in text that differentiate textual categories between one another. A text document first gets tokenized, the process of removing whitespace between words and replacing them with a slash. All the frequently used words that carry no information are removed (stop word filtering), and prefixes and suffixes of words are also stripped leaving the root of the word to be processed (stemming).

As mentioned above, there are a variety of algorithms that have been used in categorizing text. However, Bagging and Adaboost algorithms have been shown to be better performers for stability and accuracy in multiple studies. Bagging is a technique of creating different models from different training datasets. Conversely, Adaboost applies weights to these models based on how accurate each model is to correctly predicting the category of a document.


text:
Georgian/Countries

country

 * China : ჩინეთი
 * England : ინგლისი
 * France : საფრანგეთი
 * Germany : გერმანია
 * Greece : საბერძნეთი
 * India : ინდოეთი
 * Italy : იტალია
 * Japan : იაპონია
 * Russia : რუსეთი
 * Spain : ესპანეთი
 * Sweden : შვედეთი

Languages

 * Arabic : არაბული
 * Chinese : ჩინური
 * English : ინგლისური
 * French : ფრანგული
 * German : გერმანული
 * Hindi : ინდუსი
 * Italian : იტალიური
 * Japanese : იაპონური
 * Russian : რუსული
 * Spanish : ესპანური

title: Georgian/Countries


text: Category:Book:Written ASL

title: Category:Book:Written ASL


text:
Cognitive Science: An Introduction/The Language of Thought and Intra-brain Communication

Introduction
Since the dawn of man, the cognitive phenomenon of thought and reason has on one hand, advanced us into a high-thinking species with extremely elaborate and complex societal, technological, and mental structures. On the other hand, our seemingly extraordinary intelligent species has become more and more perplexed by the mechanisms that have led us to be where we are. The mystery of consciousness has been a largely unanswered question for as long as we have pondered it. Consciousness is described as the state of being aware of oneself; to be aware of sensations such as emotion, volition and thought. Upon centuries of extensive studies and experiments, we have identified that our consciousness is somehow deeply tied with the brain and its mechanisms – the firing of neural pathways in our brain which creates a sensation, memory, or thought that is then digested by the process of perception. This mysterious collaboration between the container of our consciousness that we refer to as the mind and the physical nature of neural, chemical, and biological mechanisms of the brain create vital cognitive processes such as thought. The mind-brain problem presents as follows: how can the collection of physical matter that composes the brain, create or lead to non-physical sensory phenomena such as thought, emotion, and moral values?

The Neurological Basis of Thought: the Default Mode Network (DMN)
Determining the neuroscientific basis of thought and cognitive processing is an ongoing and daunting task. It often involves the study of brain activity and identifying regions that play a role in specific types of cognition. It is well known among scientists in the fields of neuroscience and cognitive neuroscience that the prefrontal cortex (PFC) plays a major role in the orchestration of thoughts and ideas, especially those that are goal-oriented. While this has held true in many regards, more recent studies are beginning to show that the internal communication of the brain and the generation of thoughts originates from a much more vast neural network known as the default mode network (abbreviated as DMN), which has been identified using fMRI. This network recruits many areas of the brain (including the PFC), notably the Posterior Cingulate Cortex (PCC), Inferior Parietal Lobules (IPL), and the hippocampus.

In order to make sense of the role of the DMN and its correlation with thought, it is important to distinguish the different types of thought one experiences, namely spontaneous thought and goal-directed thought. Spontaneous thought should not be interpreted as completely random, but rather the natural flow of thoughts when one is presented with minimal cognitive constraint; this includes dreaming, mind-wandering, and creative thinking. The DMN oscillates at a strong, low frequency and is strongly correlated with one’s focus on their state of mind, including memory retrieval or thinking about the future. It is thought to be most active in passive moments of thought and creative thinking. In terms of the types of thought one experiences on a daily basis, the above studies seem to suggest that the prefrontal cortex is mostly responsible for the orchestration of goal-oriented thoughts, where cognitive constraints are high (such as completing a task); during the more passive moments, where thoughts are of a spontaneous nature, the brain recruits the components of the brain that compose the DMN, not just the prefrontal cortex.

The Language of Thought
The concept of the language of thought may seem trivial to most people. Most people imagine that they think in the language that they are most familiar with, or perhaps the one they were first introduced to. While neuroscience can answer many things about the nature and actuality of what a thought is and how it originates in the brain, the experience of thought requires a different approach. Philosophers, linguists, and cognitive scientists alike have come together to explore the concept of the language of thought. In brief, the Language of Thought hypothesis (often abbreviated as LOTH) states that thoughts possess a language-like structure, and that all thinking occurs in some kind of mental language (sometimes referred to as Mentalese).

While this hypothesis remains largely unexplored, there are recent studies which may accredit the theory. One such study looked at five home signers’ ability to communicate with those like them as well as others. A home signer refers to a deaf person with no ability to learn a spoken language and have not been exposed to any standardized method of sign language and thus create their own signing to express their thoughts. The findings of the study were that individuals with no concept of conventional language still grasped fundamental linguistic concepts such as morphology and morphosyntax. These findings suggest that the nature of thought itself, especially in regards to communication may have some linguistic properties. Another study in support of the hypothesis attempted to determine a generalized “word-order” for the construction of thoughts. The study looked at the speed at which subjects would recall the verb, subject and agent of simple statements. The study found that in general, the subject was determined the quickest, whilst the verb took the longest to recall. This suggests that the language of thought, in general, tends to operate and is constructed in a subject-object-verb structure.

Conclusion
The concept of thought and the underlying connections between the mind and brain can be studied from several different approaches. Neurologically, it seems that consciousness of thought and thought itself stem from several regions in the brain that work harmoniously in the default mode network that allow us to engage in different types of thought. From a linguistic and philosophical perspective, studies have shown that our experience of thought may be less abstract and more structured, possessing language-like features that exist despite the knowledge of a standardized form of communication. There is still much to uncover about the way our mind and brain communicate and the underlying connection between them. Whether studying the brain and the creation of thought and emotion from a neurological and biological standpoint, or studying the linguistic and philosophical structure of the thoughts we produce - one cannot help but wonder where this connection lies. While the mind-brain problem remains a mystery, the discoveries regarding the way we operate from a wide range of fields is uncovering more and more every day about the nature of consciousness and thought.


text: Category:Book:Sustainability and Sense of Place in the Sonoran Desert


text:
User:Ljdeecee97

How do I love thee?

title: User:Ljdeecee97


text:
User talk:Ghemdayao

Activity 1: Posting and Sharing Materials on Wiki in a Safe and Responsible Manner
Task: Write an article about the "Use and Abuse of Internet."

Group 1: https://en.wikibooks.org/wiki/User_talk:Studentone1

Group 2: https://en.wikibooks.org/wiki/User_talk:Studenttwo2

Rubrics

title: User talk:Ghemdayao


text:
Radiation Oncology/Cosmetic Issues

Cosmetic Outcomes

 * Charles T Lee et al. Cancer. 2019. Surgical excision, Mohs micrographic surgery, external-beam radiotherapy, or brachytherapy for indolent skin cancer: An international meta-analysis of 58 studies with 21,000 patients ( 31355928)
 * The objective of this study was to compare the cosmesis and recurrence rates of conventional excision (CE), Mohs micrographic surgery (MMS), external-beam radiation therapy (EBRT), or brachytherapy (BT), for basal cell carcinoma and squamous cell carcinoma of the skin
 * The summary effect size for "good" cosmesis was 81% (95% CI, 70.6%-89.6%), 74.6% (95% CI, 63%-84.6%), and 97.6% (95% CI, 91.3%-100%) for CE, EBRT, and BT, respectively
 * Good cosmesis was 96.0% in the only MMS study that reported cosmesis
 * One-year recurrence rates were low throughout at 0.8% (95% CI, 0.3%-1.6%), 0.2% (95% CI, 0%-0.6%), 2% (95% CI, 1.3%-2.7%), and 0% (95% CI, 0%-0.5%) for CE, MMS, EBRT, and BT, respectively
 * Conclusions (1) For T1-T2N0 skin cancers, BT and MMS have improved cosmesis over EBRT and CE (2) It is unclear whether this is because of treatment superiority or selection and reporting bias (3) Local control is similar among all modalities at 1 year
 * Breast Radiotherapy after Oncoplastic Surgery
 * Walter Paul Weber et al. Oncoplastic breast consortium recommendations for mastectomy and whole breast reconstruction in the setting of post-mastectomy radiation therapy. Breast. 2022 Jun;63:123-139. ( 35366506)
 * Gabrielle Metz et al. Breast Radiotherapy after Oncoplastic Surgery-A Multidisciplinary Approach. Cancers (Basel). 2022 Mar 25;14(7):1685. ( 35406457)

Radioactive Cosmetics
R M Díaz Díaz et al. Actas Dermosifiliogr (Engl Ed). 2020 Dec. Radioactive Cosmetics and Radiant Beauty ( 32402372)
 * [Article in English, Spanish]

Oncology Esthetics

 * Serena Oliveri et al. Qual Life Res. 2019 Jun. A pilot study on aesthetic treatments performed by qualified aesthetic practitioners: efficacy on health-related quality of life in breast cancer patients ( 30788654)

title: Radiation Oncology/Cosmetic Issues


text:
Radiation Oncology/Oncovirus

 * An oncovirus is a virus that can cause cancer
 * This term originated from studies of acutely transforming retroviruses in the 1950–60s, when the term "oncornaviruses" was used to denote their RNA virus origin
 * With the letters "RNA" removed, it now refers to any virus with a DNA or RNA genome causing cancer and is synonymous with "tumor virus" or "cancer virus"
 * The vast majority of human and animal viruses do not cause cancer, probably because of longstanding co-evolution between the virus and its host
 * Oncoviruses have been important not only in epidemiology, but also in investigations of cell cycle control mechanisms such as the retinoblastoma protein

title: Radiation Oncology/Oncovirus


text:
Radiation Oncology/Peritoneal Tumors

 * Primary peritoneal tumor

 * Peritoneal metastasis

title: Radiation Oncology/Peritoneal Tumors


text:
Radiation Oncology/Adrenal Tumors

 * Adrenal Cortical Tumors

 * Adrenal Medulla Tumors

title: Radiation Oncology/Adrenal Tumors


text:
User talk:Rorcyberotics19/sandbox

Making PUTOBUMBONG
recipe

marketing strat

REFERENCE

title: User talk:Rorcyberotics19/sandbox


text: User talk:Back ache

title: User talk:Back ache


text: User talk:Maka the Two Star Meister

title: User talk:Maka the Two Star Meister


text: User talk:Dottasriel2000

title: User talk:Dottasriel2000


text: User talk:David Wadie Fisher-Freberg

title: User talk:David Wadie Fisher-Freberg


text:
User talk:Studentone1

Activity 1: Posting and Sharing Materials on Wiki in a Safe and Responsible Manner
Use and Abuse of Internet

Introduction to internet essay: – internet is one of the modern wonders of science that connects crores of computers across the world. After the invention of internet, it has become very easy to do our day to day activities which took too much time before. With the use of internet, a lots of work can be done in a minute or two.

How can the internet be used: – In today’s world it is not necessary to teach anyone “how can the internet be used?”. Everybody knows how to use internet. Earlier we need a telephone connection, a modem and a computer to use internet. Now modern technology has provided us lots of other methods to use internet. Now we can use internet through mobile or other modern routers.

Uses of internet: – In this modern era, internet is used in every walk of life. In the world of communication, internet plays a vital role. With the invention of internet, communication has become very easy and simple. In earlier days’ letters were the most depended mode of communication. But it was very time taking. A piece of urgent information can’t be shared through letters. But now we can share information via emails, SMS or in social networking sites within a minute. Simultaneously the uses of internet have reduced the use of paper and paper work to a great extent. Now information or important documents can be kept in the web or emails rather than keeping it in the paper. Internet is the storehouse of vast knowledge. We can get any information within a minute on the web. We can make online transactions, take online courses, book our train-bus-air tickets online, watch videos, share thoughts, ideas using internet. (But there are both uses and abuses of internet. We will discuss the abuses of internet or internet abuse separately).

Uses of internet for students There are various internet for students. A student can do research online degrees, get involved in part-time jobs, appear in mock test using internet. Students need to know the proper uses of internet to get benefited from it. In the web, students can find various applications and tools that can enhance their studies. In this developing world, educational institutions are seen spending huge amount of money to set up internet facility for students at their institutions as they are aware of the various uses of internet for students.

Use of internet in business The uses of internet in business has strengthen the business opportunity and business standard as well. The internet can maximize the profit in business. There are many advantages of using internet in business. The use of internet for business purpose can create a platform for business. Now a day’s internet is the most powerful tool for advertising and marketing as well. Online advertising is proved to be the best publicity in this century. It can reach more targeted audience rather than manual publicity. On the other hand, with the use of internet business meeting can be organized through video conferencing. Again there are lots of tools and software available for accounting and bookkeeping in business. Internet has introduced the new method of payment i.e. online payment. Now a businessman can sell his product online and can reach a wider market than before.

Abuses of internet / Disadvantages of internet The improper use of internet is known as abuses of internet. The first and foremost abuses of internet are the excessive use of social networking sites like Facebook, Instagram, Twitter etc. The social media is to communicate with our near and dear ones. But some people especially some students spend too much time on those social networking sites and waste their valuable time. Again internet has promoted some cheat-funds that have ruined many people.

Conclusion to internet essay: – The Internet has developed mankind to a great extent. We need to use internet for the wellness of mankind.

References Essay on uses of internet II Uses and abuses of Internet.

title: User talk:Studentone1


text:
User:Studentone1

Task: Write an article about Use and Abuse of Internet.

Submitted by:

Group 1

Castro, Jonnabelle V. Danao, Pemalyn R. Fernandez, Leanor S. Eser, Evagielyn M. Faustino, Margarette C.

title: User:Studentone1


text:
User talk:Studenttwo2

Activity 1: Posting and Sharing Materials on Wiki in a Safe and Responsible Manner
'''Use and Abuse of Internet '''

Internet is a modern international computer network. It is a speedy transmitting system of information with the help of computer networks. Its use is very smooth and easy. Through the help of a modem, a man can get a link to the internet either through his smartphone or computer. It gives him access to all kinds of news and information. It gives him the opportunity to communicate with people of the world. It works like .a magic. But none can deny some harmful sides of this latest boon of modern science. The process of coordinating two or more computers with cable, modem, satellite, etc. is called the internet. Misuse of the internet has always been a headache for national security.

The world is going to be more and more dependent on the Internet. Internet is playing an important role in all aspects of our life. Money transfer is being done within a second through the help of the Internet. International trade and business depend largely on the internet. The Internet has paved the way for E-commerce. Now people can buy things without going to markets. People can earn money by freelancing. All these have become possible for the sake of the Internet. It plays an effective role in the field of trade and commerce. At present, internet-based e-commerce has become very popular all over the world. One of the most dangerous disadvantages of internet in today’s time is fraud business. With the popularity of the internet, we can see rapid growth in the fraud business.

Internet is an essential tool for all kinds of people and professionals. The Internet plays an important role in the field of education. Students and teachers can easily get the necessary information through the internet. They can read books without going to the library. They should know the proper uses of the internet and should use it for their benefit. Not only students and teachers but also businesspersons, economists, doctors, politicians, and other professionals can be benefited by the internet. Modem banking is dependent on the internet. Today the Internet is an essential tool for economists, doctors, politicians, and others.

The Internet has some demerits too. But the internet itself is not responsible for this. This is called the abuse of the internet. Our young generation can easily get pornographic images and videos through the internet. As a result, they may become addicted to it and may waste their valuable time. Our young generation can easily get pornographic images and videos through the internet. As a result, they become addicted to it and thus their moral character is damaged. The crime that is done through the internet is called cybercrime. Hackers may hack someone’s website and do a lot of harm. Some days ago hackers looted a huge amount of money from Bangladesh Bank. Organized crime is taking place through the help of internet. Our young generation can easily get pornographic images and videos through the internet. As a result, they become addicted to it and thus their moral character is damaged. We all need to know “how can the internet be used” and should use the internet for our benefit.

We should not forget the fact that everything has its, proper use. If something is not used properly abuses can take place. Internet is doing a lot of good to people. Our young generation can easily get pornographic images and videos through the internet. As a result, they become addicted to it and thus their moral character is damaged. But at the hands of some bad People, it is being abused. There are a lot of advantages of the internet, but it is impossible to turn our face from the disadvantages of the internet. It is very necessary for us to be alert against the abuse of the Internet.

Reference: Uses and Abuses of Internet. (2019, June 29). http://www.msrblog.com/other/uses-and-abuses-of-internet-2.html.

title: User talk:Studenttwo2


text:
User:Studenttwo2

Task: Write an Article about Use and Abuse of Internet

Submitted by

Group 2

 * John Mesina
 * Christian Manalili
 * Mark Reyes
 * Ritzel Barangkan
 * Bea Dayao

title: User:Studenttwo2


text:
Oberon/ETH Oberon/white

This text without links can be printed as a reference material leaflet without loss of information

ETH Oberon White Paper   Be wise - generalize.

Unknown origin

Keywords: component framework, document-based, dynamic loading, extensibility, graphical user interface, graphical components, interactive composition, MVC, Oberon, object-oriented, operating system, persistent object, programming language.

Contents

 * 1) The Oberon Project History
 * 2) The Oberon Programming Language
 * 3) The ETH Oberon System
 * 4) Application Packages
 * 5) The different ETH Oberon System Implementations
 * 6) How to get the ETH Oberon System
 * 7) Books on Oberon
 * 8) Interesting HTML documents
 * 9) Contact address
 * 10) Copyright

1 The Oberon Project History

Oberon is simultaneously the name of a programming language and of a modern operating system. The Oberon project [WG92] was started at the Swiss Federal Institute of Technology in Zürich (ETHZ) in 1985 by Niklaus Wirth and Jürg Gutknecht. It was originally targeted towards in-house built hardware (Ceres workstation, based on the National Semiconductors 32000 processor family). Later, the decision was made to port the system to popular computer hardware, where it would run natively or on top of the operating system of the host. Today, Oberon is available for many computer platforms.

In 1991, Jürg Gutknecht and his group continued the development towards the ETH Oberon System. The goal was to exploit the inherent potential and features of Oberon to a much larger degree, upgrade the system by a concept of composable and persistent objects, complement the textual user interface by a graphical companion and provide support for the ubiquitous network. In 1995, the first official Oberon System 3 release was finished. Since then, the system has been constantly improved and extended. In 1997, the Release 2.2 including a large palette of applications was published together with a comprehensive hypertext-based documentation. In March 2000, a new release was ready and the system was renamed "ETH Oberon System". 2 The Oberon Programming Language The Oberon language is the successor of Modula-2 in the Pascal family [RW92]. From Modula-2, Oberon inherits the following programming in-the-large concepts which are universally recognized as essential, namely:

 * abstraction (data structures and data types)
 * encapsulation (information hiding)
 * modularity (modules with type-checked interfaces and separate compilation)
 * strong typing (with support for run-time type test).

New concepts in Oberon include:

 * a simple and natural construct called type extension for the specialization of record types
 * polymorphism: extended types accepted at run time where ever objects of the corresponding base type are
 * fine-grained information hiding for data types

The primary merit of the language Oberon [Wir88] lies in the provision of data type extensibility as a multi-purpose construct. In combination with polymorphism and procedure variables it supports both heterogeneous data structures and object-oriented programming. As a consequence, no radical break with traditional programming technique is necessary even if an OOP style is used.

In comparison with typical terminology, classes correspond to record types, subclasses to extended record types, superclasses to base record types and objects to record instances. In its simplest form, a method corresponds to an installed procedure variable and a message-send to a call of an installed procedure variable. In contrast to class-centeredness of most OOP languages, Oberon uses an instance-centered OOP model.

Some of the characteristics of the compiler are:

 * very fast compilation
 * can compile directly from edit window
 * generates native or portable code, no separate linking necessary

The compiler can generate two types of object files: (a) classical native object files containing target machine code or (b) slim binaries. Slim binaries are a new form of object files that contain no object code at all, but a portable description of a module's content that makes these files completely independent of the eventual target machine (platform independence). Object code generation is carried out on-the-fly by the module loader (depending on the underlying hardware) and is as efficient as loading traditional object files.

3 The ETH Oberon System The original Oberon system is a single-threaded, single-user, co-operative multi-tasking operating system [Wir88, WG92] that runs on bare hardware or on top of a hosted operating system as a single-window application. The ETH Oberon System is an extended version that has intrinsic support for persistent objects and for building graphical user interfaces. It presents itself as a hierarchy of modules, many of which export one or several powerful abstract data types. Application modules simply reuse these data types and do not have to care about their implementation at all.

Core components:

 * Kernel with integrated garbage collector
 * Dynamic module loader
 * Tiling-viewer display manager
 * Extensive built-in support for texts and fonts (Text is an abstract data type)
 * Lean and efficient file system
 * Integrated support for persistent objects and object libraries
 * Drivers for disk, diskette, mouse, keyboard, asynchronous communication, printer and a bit-mapped display
 * Local area network services
 * Superfast Oberon compiler

Some of the implementations use the facilities of the underlying operating system, via API.

System characteristics:

 * Single-process multitasking
 * Automatic garbage collection
 * Built-in non-modal text editor
 * Commands: A distinguishing feature of Oberon is the unification of text input and command input. Anywhere editable text is accepted, a valid command name M.P may be entered and executed (or activated). A command is the code unit which can be executed from the user interface. It is a parameterless procedure P exported by a module M written in Oberon.
 * Separate compilation with complete cross-module consistency checks. A smart module loader and fine-grained finger printing of module interfaces enables interface extensions to be made without invalidating clients.
 * Dynamic loading. Allows modules to be loaded on demand at run time
 * Advanced tools for text and graphics editing, and for program development
 * Component framework
 * GUI developer kit called Gadgets

ETH Oberon System highlights:
 * 1) Advanced Textual User Interface. The basic ETH Oberon System layer comes with a highly powerful textual user interface (texts with embedded Oberon commands). It is as lean and compact as the original system. For the native version the basic system is only 210 KB when loaded.

 * 1) Integrated object support in the kernel. The ETH Oberon System kernel is an upgrade of the original Oberon kernel by a unifying object machinery that

 * 1) *integrates and generalizes existing concepts. In particular, all substantial ingredients of the original Oberon system like character, font, text, display frame and viewer can be expressed uniformly in terms of two newly introduced concepts object and object library (an indexed collection of objects). The entire object machinery is represented by a single module Objects of very modest size.
 * 2) *defines a generic message protocol ("software bus") for composite objects and thus provides a universal and extensible platform for future object types.

 * 1) Object Autonomy and Persistence. All ETH Oberon System objects are autonomous and persistent by nature, i.e. they are viable in any environment and are portable to any other store or machine together with their current state. The ETH Oberon System supports persistence by a binding mechanism that allows objects to be bound to an object library.

 * 1) Extensibility by Software Bus Technology. The ETH Oberon System objects are consistently equipped with generic message interfaces. Based on this genericity, the ETH Oberon System defines a common message protocol that can be regarded as a kind of software bus in the sense that objects implementing this protocol can participate and cooperate in system data structures. The protocol is defined by a set of basic message types and rules that can be extended individually for specific classes or groups of objects. It follows the principle of parental control in composite objects.

 * 1) Fully Hierarchical Composability. The ETH Oberon System objects are components by nature, i.e. they can be freely embedded in any other container object or text. Object composition can be nested up to any arbitrary level.

 * 1) Generalized MVC Scheme. The ETH Oberon System display space is a heterogeneous hierarchy of composite and elementary visual objects and it supports arbitrary partial and total overlapping. The hierarchy is based on a generalized Model-View-Controller scheme that allows different camera views of one and the same object (visual or not).

 * 1) Powerful GUI Framework Gadgets. The Gadgets package provides a very powerful framework for object composition. It includes a rich library of predefined visual objects and model (or abstract) objects, called "gadgets", and some effective tools for their interactive and descriptive composition and inspection.

Gadgets object types cover a large spectrum. Most of them are of a visual nature and are seen on the display, that is, they are part of the display space. Examples are text gadgets, viewers, menu bars, buttons, sliders, panels etc. In contrast to visual gadgets, non-visual gadgets operate behind the scenes and are able to manipulate and store information. They are acting as models in the MVC scheme.

The Gadgets framework allows the run-time construction of graphical user interfaces (GUI) from gadgets as building blocks. Each dialog element, or gadget, can be embedded in any UI (textual or graphic) or application. All gadgets can be integrated and reused in any other ETH Oberon System environment. Gadgets can float in a text, they can be embedded in a panel, in a graphic diagram etc. Container gadgets manage other gadgets as their "children". The principal containers are panel gadgets (two-dimensional edit surfaces) and text gadgets (complete text editors with support for embedding), although more refined containers are available.

Two different methods for object construction and composition are available: interactive and descriptive. The interactive method makes use of the built-in editing support of ETH Oberon System objects. Visual objects are modified and used interactively wherever they are located. ETH Oberon users create new UIs or modify existing ones in a typical drag-and-drop fashion. In effect, UI construction is reduced to pure document editing. In addition, two supporting tools are available: The Gadgets tool offers a rich and extensible arsenal of predefined components and some layouting functionality. The Columbus inspector allows gadgets to be inspected together with their attributes and links.

The descriptive method relies on a formal language and a corresponding interpreter. The description language LayLa is of a LISP-like functional style.

 * 1) Self-Contained Documents. A concept of generic and self-contained documents is part of the Gadgets framework. Such documents are named and can be included in other container objects or texts by reference. Also, they are able to migrate and, optionally, they can be authenticated.

 * 1) Extensibility on Different Levels

Openness and extensibility were key goals of project Oberon from the beginning. With ETH Oberon System we can distinguish extensibility on three different levels:
 * 1) *The lowest level corresponds to the simplest case. It comprises the creation of composite objects, i.e. of user interfaces and documents from existing components. This level is accessible to programmers as well as to end-users. It merely requires some familiarity with (depending on the desired method) either the interactive composition tools and the inspector or the description language. Independant of the construction method, components can be acquired alternatively from:
 * 2) **generators for elementary objects (by cloning)
 * 3) **generators for container objects (by cloning)
 * 4) **prefabricated object libraries (by cloning or via reference)
 * 5) *The next level is programmed use of existing gadgets and GUIs, in particular for adding "glue logic" to components and for input and output. This level is supported by a rich procedural interface and in particular by the modules Attributes, Links and GadgetsIn, GadgetsOut. No object-oriented programming is needed on this level.
 * 6) *The third level involves developing new components. Here, one should distinguish between two kinds of components: elementary gadgets that do not contain any further gadgets and container gadgets that are able to manage other gadgets. In this context, "developing" means extending the type and message handler code of an existing gadget or defining a new type and programming a new message handler. To support this activity, the ETH Oberon System release provides code skeletons, in other words templates that can easily be modified and tailored to individual needs. It should be mentioned that object-oriented programming is essential in this case. In particular, the full basic message protocol must be implemented to allow the new object (type) to plug into the "software bus".

4 Application Packages The ETH Oberon System package includes several interesting tools and applications. Many of them were developed as productivity tools by ETH assistants and students. Some of the applications ready for use are:

 * A symbol file browser, a source code profiler, an analyzer of Oberon source code, a hex editor, and a smart browser called Watson for exploring module documentation in the form of hypertexts.
 * A tool to compress and encrypt source modules for further distribution, and a tool to attach code to documents so that they become transportable.
 * A tool to backup files on MS-DOS diskettes, a tool to prepare files for mailing, an archiver to compress multiple files into a single archive, an interface to the underlying operating system clipboard, and a tool to manipulate the color palette.
 * Several tools and sample programs related to the Gadgets GUI, including the Gadgets component tool for the interactive creation and a tool for the management of public libraries of reusable components.
 * A powerful graphics editor called Leonardo
 * A picture editor called Rembrandt, with associated image manipulation tools.
 * A network software package. Internet connection is possible both via Ethernet link, SLIP or PPP dial-in. A set of tools is available that support e-mail, Web browsing, FTP, Gopher, News and Telnet. Most of these tools are presented to the user in Gadgets GUI form. They conform with a unified and universal document model. In particular, they allow to open any remote document, including any html document, as if it were local. Mail and News support the transport of Gadgets components.
 * Several electronic tutorials with embedded code examples about all aspects of the system, an Oberon language reference, a programmer's guide, and a large collection of sample programs.

Users may opt to install their selection of applications chosen from a rich palette of application packages supplied with the system:

 * ASCIITab - ASCII table gadget
 * Backdrops - Textured wallpaper generator
 * Calc - Simple calculator
 * Coco - Scanner and parser generator
 * CUSeeMe - CUSeeMe video receiver
 * Diff - Text difference tool
 * Dim3 - 3D-engine
 * EditKeys - Keyboard macro utility for TextGadgets
 * Find - String searcher
 * FontEditor - Oberon raster font editor
 * Games - A collection of games: Asteroids, Freecell, MineSweeper, Scramble, Sokoban, Solitaire, Spider, Tetris
 * Hex - Binary file editor
 * Histogram - Histogram gadget
 * HPCalc - RPN calculator
 * HTML - Simple text to HTML converter
 * LayLa - Layout language
 * LayoutPanels - LayoutPanels with formatting constraints
 * LPRPrinter - Remote (LPR) printer utility
 * Magnifier - Pixel magnifier
 * PictConverters - Picture format converters
 * RX - Regular expression searcher
 * Sort - Line-based sorter
 * Sound - Sound and CD tool (Soundblaster)
 * TextPopups - Popup menu for TextDocs
 * V24Terminal - Simple V24 terminal
 * WTS - V4 text to ETH Oberon System text converter

5 The different ETH Oberon System Implementations The ETH Oberon system can be installed on various platforms, either on top of the operating system (Windows, Linux for Intel-based PC or for PPC, MacOS for Macintosh) of the host machine or, in the case of Intel-based PC, Transmeta platform and DEC Shark NCs, as a native operating system, known as Native Oberon. The platform-specific hardware and software requirements together with installation instructions are described in readme files. Details on how to obtain the latest update for a specific platform are given in the next section.

PC Native Oberon on Intel-based PCs is absolutely self-contained and makes no use of any alien software layer or Bios. In a way, PC Native Oberon is to the PC what the original Oberon [WG92] was to the Ceres. For example, it uses the same flat file directory structure found in the original Oberon system. In contrast, the other implementations adopt the directory structure of their host system and the concept of a name path. 6 How to get the ETH Oberon System The system, together with its source code (under a general license agreement), is available for free as freeware. The newest release of the ETH Oberon System can be obtained at any time via anonymous file transfer from the ETH:

 * ftp://ftp.ethoberon.ethz.ch/ETHOberon/
 * Sourceforge ... Oberon

The subdirectory names for the different implementations are:

 * Native for Intel-based PC
 * Win95NT for Windows 95, Windows NT and Windows 2000 (supports long file names)
 * Win3x for Windows 3.1, WfWG 3.11, Windows 95 and Windows NT
 * Unix for Linux on Intel-based PC
 * Macintosh for MacOS on PowerMac and 68K-based Apple Macintosh

The Macintosh port [along with Native and a Windows port] can also be obtained from the University of California in Irvine (UCI):
 * ftp://ftp.ics.uci.edu/pub/oberon/System3/Macintosh

7 Books on Oberon

The Programming Language Oberon Springer - Software - Practice and Experience, 19(9), 1988. The original Oberon language report.   The Oberon System - User Guide and Programmer's Manual Addison-Wesley, 1991 - ISBN 0-201-54422-9 This is the complete guide and reference to the original Oberon System. Featuring a user guide, a description of the module library and a programming guide, this book also contains a wealth of practical real-world examples and illustrations.   Programming in Oberon - Steps beyond Pascal and Modula Addison-Wesley, 1992 - ISBN 0-201-56543-9 The book is a self-contained reference providing detailed documentation of the language - the original Oberon report by Niklaus Wirth is included as an appendix. Researchers, lecturers, students and programmers will be fascinated by the complete and well-organized definition of what Oberon is and how it should be used.   Programmieren in Oberon - Das neue Pascal Addison-Wesley, 1992 - ISBN 3-89319-657-2 [RW92] translated into German by Josef Templ.   Project Oberon - The Design of an Operating System and Compiler Addison-Wesley, 1992 - ISBN 0-201-54428-8 The first-hand account of the design, development and implementation of the original Oberon System. The main design principle behind this project - that few core features are necessary to produce a sophisticated computer system - is amply illustrated as the story evolves into an account of the design and development of an integrated text and graphics system, an assembler, a compiler, programming tools, a file and print server and an electronic mail server.   Object-Oriented Programming in Oberon-2 Springer Verlag, 1993 - ISBN 3-540-60062-0 Principles and applications of object-oriented programming with examples in Oberon-2.   Objektorientierte Programmierung in Oberon-2 Springer Verlag, 1993 - ISBN 3-540-55690-7 [Mös93] translated into German.   Oberon-2 - Programming with Windows Springer Verlag, 1997 - ISBN 3-540-62522-4   ''Into the Realm of Oberon: An introduction to Programming and the Oberon-2 Programming Language'' Springer Verlag, 1997 - ISBN 0-387-98279-5   The Oberon Companion: A Guide to Using and Programming Oberon System 3 vdf Verlag der Fachhochschulen, 1997 - ISBN 3-7281-2493-1 A CD-ROM is included.
 * [Wir88] - Niklaus Wirth
 * [Rei91] - Martin Reiser
 * [RW92] - Martin Reiser and Niklaus Wirth
 * [RW92d] - Martin Reiser und Niklaus Wirth
 * [WG92] - Niklaus Wirth and Jürg Gutknecht
 * [Mös93] - Hanspeter Mössenböck
 * [Mös93d] - Hanspeter Mössenböck
 * [ML97] - J.R. Mühlbacher, B. Leisch, B. Kirk, U. Kreuzeder
 * [Nik97] - Eric Nikitin
 * [FM97] - André Fischer and Hannes Marais

A comprehensive list of technical papers issued by the ETH as well as a list other papers having Oberon as subject is found in: www.ethoberon.ethz.ch/books.html. 8 Interesting HTML documents More information on current developments is available using an Internet browser. The following list of HTML documents addresses is not exhaustive. Refer also to the bibliography.

 * www.ethoberon.ethz.ch - The Oberon home page at the ETHZ
 * https://github.com/berkus/Juice - Juice technology for distributing executable content across the WWW
 * www.math.tau.ac.il/~laden/ - The Oberon information collected by Guy Laden
 * http://archiv.ub.uni-heidelberg.de/volltextserver/21411/1/report.18.pdf - Project Voyager at the Uni Heidelberg

9 Contact address Swiss Federal Institute of Technology

The ETH Oberon System Developer Team

Institute for Computer Systems

ETH Zentrum

CH-8092 Zürich

Switzerland

Phone +41 1 632 7311, Fax +41 1 632 1307

E-mail (discussion list): oberon at lists.inf.ethz.ch

ETH Oberon homepage: http://www.ethoberon.ethz.ch

Bluebottle homepage: http://bluebottle.ethz.ch

10 Copyright ETH Oberon System is a copyright of the Team of the Institute of Computer Systems of the ETH Zürich.

The Oberon system is available free of charge and no registration is required for downloading the material. The source code is available under the following license agreement. Each source code module refers to the license terms at the beginning.

''13 Mar 2000 - Copyright © 2002 ETH Zürich. All rights reserved.''

E-Mail: oberon at lists.inf.ethz.ch

Homepage: http://www.ethoberon.ethz.ch/

title: Oberon/ETH Oberon/white


text:
8th Grade Science/Section 2: Newton's Second Law

Newton’s second law is a quantitative description of the changes that a force can produce on the motion of a body. It is one of the most important in all of physics.

It states that the time rate of change of the momentum of a body is equal in both magnitude and direction to the force imposed on it. The formula is as shown: $$F = m \frac{dV}{dt}$$

The momentum of a body is equal to the product of its mass and its velocity. Momentum, like velocity, is a vector quantity, having both magnitude and direction. A force applied to a body can change the magnitude of the momentum, or its direction, or both. The formula is as shown: $$p = mv$$

For a body whose mass m is constant, it can be written in the form $$F = ma$$, where F (force) and a (acceleration) are both vector quantities. If a body has a net force acting on it, it is accelerated in accordance with the equation. Conversely, if a body is not accelerated, there is no net force acting on it.


text:
8th Grade Science/Section 3: Newton's Third Law

Newton’s third law states that when two bodies interact with one another, they apply forces to one another that are equal in magnitude and opposite in direction.

The third law is also known as the law of action and reaction. This law is important in analyzing problems of static equilibrium, where all forces are balanced, but it also applies to bodies in uniform or accelerated motion.

For example, as shown in picture at the right,a book resting on a table applies a downward force equal to its weight (mg) on the table. According to the third law, the table applies an equal and opposite force to the book (N). This force occurs because the weight of the book causes the table to deform slightly so that it pushes back on the book like a spring.


text: User talk:GoingBatty

title: User talk:GoingBatty


text:
User:Yivan000

Hi! Will edit soon.

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