text:
Pokémon/Hitpointy

In role playing games, hitpointy means having a lot of hit points. In the Pokémon games, Chansey and Blissey are the hitpointiest Pokémon, both capable of reaching over 700 HP at Level 100. Other hitpointy Pokémon include Wobbuffet, Guzzlord, Snorlax, and Slaking. Drifblim is tied with Giratina for having the highest HP of all Ghost-types.

title: Pokémon/Hitpointy


text: Category:Book:Dag, Jonathan!

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

title: Category:Book:Dag, Jonathan!


text: Category:Book:Haloo, Jonatan!

title: Category:Book:Haloo, Jonatan!


text: Haloo, Jonatan!/Printable version

title: Haloo, Jonatan!/Printable version


text:
User:Snoopy614

I'm snoopy614. I am interested in literature, Catholic philosophy and ancient philosophy, writing, and quantum chemistry.

title: User:Snoopy614


text:
Philosophy of Religion/Justice

Prudence is the highest natural virtue, as the power through which we properly see the world and determine the moral actions that we should take. Justice is the particular application of this between individuals and collectives.

There are several kinds of justice. Commutative justice is between individuals. This is the most common category that is thought of as justice - punishment for crimes, fairness in transactions, paying proper respect to someone. Distributive justice is between the collective and individuals - this is care for the poor, police forces, etc. Individuals must also be careful to exercise justice with respect to the collective - we each have an individual responsibility to those around us to be a moral, upright human being in our personal lives, even when it is hidden from others. Justice can also be applied to interactions between collectives. Peoples are morally obligated to deal with each other squarely, to interact fairly, and to respect each other.

The most important aspect of justice, however, is the justice between each individual and God. We have to ensure that we pay the proper respects to God based on the reality of our relationship to Him. The precise details of what this implies change based on the level of God's revelation we have assented to, but being open to God's revelation in the first place is also part of this justice. At the lowest end, for those who have not been exposed to the Gospel, justice to God consists of following natural law and behaving morally towards ourselves and others, even if we do not offer explicit worship to God.

At the highest end, for those who have the fullness of faith in the Catholic Church, justice towards God includes everything previous, but also things that are explicitly revealed in the Catholic religion. This includes things such as thankfulness towards God for providing our salvation and proper respect and appreciation for all the gifts of religion. It also includes respecting our obligations to the Church, recognizing the Church's duties imposed upon us as a vicarious part of God's will.

Nicholas Gomez Davila said, "For God, there are only individuals". Carrying out justice towards God means justice in our relationships towards fellow man. Respecting the most fundamental, individual justice between man and God leads to all other forms of justice.

title: Philosophy of Religion/Justice


text:
Signetics 2650 & 2636 programming/Tutorial code - Interrupts

Tutorial code - Interrupts
This is the code for the tutorial Interrupts

Reg0     equ   $1F0E           ;save r0 here during interrupts StatusL  equ   $1F0F           ;save the program status word lower here during interrupts Obj1dup  equ   $1F1E           ;tracks which duplicates have been output
 * Tutorial - Interrupts

org    0 reset_vector:                  ; the microprocessor starts here when the reset button is pressed bcta,un reset org    3 interrupt_vector: ;Save state of processor when interrupt occured: stra,r0 Reg0        ;preserve r0        ppsl    $10          ;bank 1,  logical compare spsl stra,r0 StatusL     ;save PSL with bank 1 already selected! loda,r0 collisions tmi,r0 vrle         ;case bcfr,eq IVdup1      ;    interrupt caused by VRLE bsta,un Object1A    ;        set initial state of object 1 bcta,un IVend       ;        quit interrupt routine

IVdup1:                     ; loda,r0 Obj1dup     ; comi,r0 1           ;    next duplicate is the first bcfr,eq IVdup2 bsta,un Object1B    ;        set first duplicate of object 1 bcta,un IVend       ;        quit interrupt routine

IVdup2:                     ; loda,r0 Obj1dup     ; comi,r0 2           ;    next duplicate is the second bcfr,eq IVend bsta,un Object1C    ;        set second duplicate of object 1

IVend:                      ;Restore processor to state it was in before interrupt: loda,r0 StatusL strz   r4           ;put a copy of PSL in r4                                        lpsl                 ;restores psl (but with bank 1 still selected) loda,r0 Reg0        ;restore r0 (but probably changes the condition code) andi,r4 $C0         ;this restores the condition code! cpsl   $10          ;switch to bank 0 rete,un             ;exit interrupt routine reset: lodi,r0 intinhibit     ; initialise program status word lpsu                   ;   inhibit interrupts, stack pointer=0 lpsl                   ;   register bank 0, without carry, arithmetic compare eorz   r0        stra,r0 effects         ; initialise the 74LS378 bsta,un DefineUnused   ; push all unused objects offscreen lodi,r0 $AA            ; blank the score digits stra,r0 score12 stra,r0 score34 lodi,r0 %00000000      ;  X / 000              /   0     / 000 stra,r0 backgnd        ;    / black background / disabled / black screen spsl   compare         ; logical compares cpsu   intinhibit      ; enable interrupts endless: nop                    ; this is the main program loop nop                    ; the processor is free to perform other tasks nop                    ; in between servicing PVI interrupts bctr,un endless

 * subroutine -  Primary object
 * set initial state of object 1: shape, colour, size, HC,VC
 * and HCB,VCB for first duplicate, B
 * and HCB,VCB for first duplicate, B

Object1A: lodi,r3 10 lodi,r0 $FF loop1A: stra,r0 shape1,r3-     ; rectangle shape brnr,r3 loop1A

stra,r3 objectsize     ;  size 0

lodi,r0 $07            ;  white stra,r0 colours12

lodi,r0 10 stra,r0 vc1            ; vc = 10 rrl,r0 stra,r0 vcb1           ; vcb = 20 rrl,r0 stra,r0 hc1            ; hc = 40 rrl,r0 stra,r0 hcb1           ; vcb = 80 lodi,r0 1 stra,r0 Obj1dup        ;next to draw is the first duplicate retc,un
 * subroutine -  First duplicate
 * set: shape, colour, size
 * and VCB for second duplicate
 * and VCB for second duplicate

Object1B: lodi,r3 10 lodi,r0 $FF ppsl   withcarry       ; include carry in rotate instructions loop1B: stra,r0 shape1,r3-     ; triangle shape cpsl   carrybit rrr,r0                 ; shift right with 0 from the carry bit brnr,r3 loop1B

lodi,r3 1 stra,r3 objectsize     ;  size 1

lodi,r0 $08            ;  yellow stra,r0 colours12

lodi,r0 80 stra,r0 vcb1           ; vcb = 80 lodi,r0 2 stra,r0 Obj1dup        ;next to draw is the second duplicate retc,un
 * subroutine -  Second duplicate
 * set: shape, colour, size, HCB
 * and VCB to push next duplicate off screen
 * and VCB to push next duplicate off screen

Object1C: lodi,r3 10 lodi,r0 $FF ppsl   withcarry       ; include carry in rotate instructions loop1C: stra,r0 shape1,r3-     ; triangle shape cpsl   carrybit rrl,r0                 ; shift left with 0 from the carry bit brnr,r3 loop1C

lodi,r3 2 stra,r3 objectsize     ;  size 2

lodi,r0 $28            ;  green stra,r0 colours12

lodi,r0 250 stra,r0 vcb1           ; make sure there are no more duplicates lodi,r0 60 stra,r0 hcb1           ; hcb = 60 lodi,r0 0 stra,r0 Obj1dup        ;next to draw is the primary object retc,un

DefineUnused: lodi,r0 254 stra,r0 vc2        ; push unused objects offscreen stra,r0 vc3 stra,r0 vc4
 * subroutine -  define position of unused objects
 * subroutine -  define position of unused objects

lodi,r0 $FF        ; set all objects black stra,r0 colours12 stra,r0 colours34 retc,un


text:
Cookbook talk:Quick and Delicious Pineapple Upside-Down Cake

Potential Rename?
To me it seems better to remove the "quick and delicious" from the beginning and just rename it to some other variation of "Pineapple Upside-Down Cake". It doesn't seem that much quicker than other similar recipes, and "delicious" doesn't seem very objective or encyclopedic—however, this may be just a personal preference of mine, and I don't want to rename it without checking with others! Nostriker (discuss • contribs) 23:51, 16 January 2022 (UTC)


text:
User talk:Faster than Thunder

T. Gregtregretgtr (discuss • contribs) 00:29, 17 January 2022 (UTC)

Moving pages
Hi there.

I was wondering if you could refrain from moving pages from one book to another, as in the cases of Wiki Markup/Basic Markup Language and Wiki Markup/Templates.

If you want to import pages from one book to another, the procedure is:

 * Copy the text from the source page.
 * Paste the text into the destination page.
 * Attribute the source page in the destination page edit summary.
 * Save the destination page.

You can also look what I've done with the above pages.

-- Jules (Mrjulesd) 09:49, 26 February 2022 (UTC)

title: User talk:Faster than Thunder


text:
Signetics 2650 & 2636 programming/Interrupts

Interrupt mechanisms
Interrupts are a mechanism that allows an external event to signal to the microprocessor that it should stop what is doing and take care of the needs of that event. In these consoles it is only the PVI that does this. The events that cause an interrupt are: The PVI's interrupt is reset on the trailing edge of the vertical reset signal.
 * the leading edge of each vertical reset
 * the completion of video generation of an object.

The PVI signals an interrupt request to the processor on its $\overline{INTREQ}$ pin. If the Interrupt Inhibit bit in the Processor's Program Status Word Upper is not set, the following events take place:
 * processor finishes the instruction it was executing
 * processor pushes the Instruction Address register on to the Return Address Stack
 * processor sets the Interrupt Inhibit bit
 * processor signals its acceptance of the request on the INTACK signal
 * processor begins to execute a ZBSR (branch to subroutine relative to location zero)
 * PVI responds by outputting $03 on the data bus, its in-built interrupt vector and the second byte of the ZBSR instruction
 * processor completes the ZBSR instruction by starting execution at address $0003

Notice that the only information the processor has saved automatically is the Return Address. It is up to the programmer to save the Status register and any general purpose registers which the interrupt service routine might use (see below).

The processor can determine why the PVI requested an interrupt by examining the Object Complete bits of register $1FCA and the VRLE bit of register $1FCB. Note that all bits of these registers are cleared when read, and at the trailing edge of VRST.

The interrupt service routine is terminated by a return from subroutine instruction, usually a RETE which enables interrupts once again, or a RETC instruction can be used if it is not desired to enable interrupts.

Saving and restoring processor status
At the end of any interrupt service the registers must be restored to the same condition they were in at the time of the interrupt. For registers r1, r2 and r3, this is usually achieved by switching to the second register bank during the interrupt service routine.

Register r0 and the Program Status Lower are more problematic. The problem arises because on the 2650A the Program Status Word can only be transferred to r0, and not directly to memory. This was fixed on the 2650B with the addition of the LDPL and STPL instructions.

This doesn't work: stra,r0 STORER0     ;save r0 in memory spsl                ;r0 = PSL stra,r0 STOREPSL    ;save PSL in memory ......       ..the rest of the interrupt service routine goes here ......       loda,r0 STOREPSL lpsl                ;restore PSL loda,r0 STORER0     ;restore r0        rete,un The problem here is that the last loda instruction affects the condition code bits in the restored PSL.

One clever solution is as follows: start_interrupt: stra,r0 PRESERVER0  ;PRESERVER0 = r0        ppsl    $10          ;bank 1 spsl stra,r0 PRESERVEPSL ;save PSL with bank 1 already selected! .......... end_interrupt: loda,r0 PRESERVEPSL ; strz   r4           ;put a copy of PSL in r4                                        lpsl                 ;restores psl (but with bank 1 still selected) loda,r0 PRESERVER0  ;restore r0 (but probably changes the condition code) andi,r4 $C0         ;this restores the condition code! cpsl   $10          ;switch to bank 0 rete,un             ; If it isn’t clear how that AND operation works, it’s because the condition code is in bits 7 and 6 of the PSL. Their binary values (00=zero, 01=positive, 10=negative) correspond to the result of the AND $C0 operation:
 * 00000000 is zero
 * 01000000 is a positive number
 * 10000000 is a negative number

Tutorial code
This tutorial's program performs the same task as that in Sync to Object completion but rather than continuously checking the state of VRST or polling the PVI to see if video generation of object 1 has completed, it relies on interrupts from the PVI to make the processor stop what it is doing and take care of whichever event has occurred.

Once an interrupt occurs, and Register0 and the PSL have been saved, the interrupt service routine checks to see if the interrupt was caused by the vertical reset. It does this by testing the VRLE bit in the 'collisions' register, $1FCB. If it is, subroutine Object1A takes care of setting up the initial state of the object. The interrupt routine is then exited and the processor, in this case, sits idle waiting for the next interrupt. When that comes, it must be caused by the completion of object 1. At this point though, it is necessary to determine whether it was the primary object, its first duplicate or its second duplicate that caused the interrupt. The PVI cannot tell us that directly, so a variable Obj1dup has been used to do this. If the variable is 1, then subroutine Object1B is executed; this sets up the first duplicate and sets the variable to 2. On the next interrupt, Object1C is executed, and this sets up the second duplicate and the variable to 0.

This is a very simple program with just one object causing interrupts, and it has only been necessary to determine which duplicate caused the interrupt. When more objects are in use, the interrupt service routine must also determine which object is causing the interrupt. This is done by reading objectstatus at $1FCA. Bits 0-3 are set according to which object has completed.

Care has to be take when using this register since it gets reset when it is read, and it also contains the object/background collision flags. This means that all set bits either need to be acted upon straight away, or saved in a variable to be used later.


text:
Cookbook talk:Yeasted Rolls II

Renaming?
Thoughts on renaming this to "Bread Rolls" or "Yeasted Rolls"? There are a few different things called rolls, and this might help clarify. Nostriker (discuss • contribs) 02:46, 17 January 2022 (UTC)

title: Cookbook talk:Yeasted Rolls II


text:
Cookbook talk:Yeasted Rolls I

Renaming?
See Cookbook talk:Rolls since I think it applies here as well. Nostriker (discuss • contribs) 02:48, 17 January 2022 (UTC)

title: Cookbook talk:Yeasted Rolls I


text:
Chess Opening Theory/1. d4/1...d5/2. Nf3/2...Nf6/3. Bf4

= London System with an early Nf3 before Bf4 =

Starting with the moves: 1. d4 d5 2. Nf3 Nf6 3. Bf4, this line diverges slightly from the typical modern London System by not placing the bishop immediately to f4 to establish the pyramidal pawn structure with c3-d4-e3. For a general introduction to the London System, take a closer look at 1. d4 d5 2. Bf4.

After Black develops to d5 and Nf6, White plans to place their King's knight on f3 and pawns on e3 and c3 to strengthen their centre. It can be used against nearly all of Black's common responses to 1. d4, including 1...d5. From this position, Black usually plays either 3...c5, 3...e6, 3...Bf5, 3...c6, 3...g6, or 3...Nc6.

Advantages for White with an early Nf3

 * 1) Quick Development: By deploying the knight and Bishop rapidly, White can achieve a lead in development. If desired, this allows for speedier control over central squares and a faster kingside castle.
 * 2) Flexibility: The moves played do not commit White to any particular pawn structure early on, leaving room for various plans, such as an early c4 to challenge the center or a quick e3 to solidify the center pawn.
 * 3) Avoids Early Tactics: In some lines against the London System, Black can opt for Nh5 attacking the bishop when e3 and Bd3 are played. In this setup, such tactics are unavailable.

Drawbacks for White

 * 1) Misses the Typical Solid Structure: One of the main advantages of the traditional London System is its solid and consistent pawn structure on c3-d4-e3. White may not have time to establish this structure in this sequence, especially if Black responds aggressively.
 * 2) Qb6 Counterplay: After 1. d4 d5 2. Nf3 Nf6 3. Bf4, as you rightly pointed out, Black can opt for ...Qb6. This move attacks the b2 pawn and puts pressure on the d4 pawn. Without the supportive pawn on c3, White may have to make some concessions to protect their assets, such as Qb3 or b3, which could weaken the queenside or lead to doubled pawns after Qxb3 axb3.
 * 3) Potential Isolated Pawn: If White eventually pushes c4 to challenge Black's d5 pawn and exchanges occur, White could find themselves with an isolated d4 pawn, which could become a weakness in the endgame.

Theory table
. '''1. d4 d5 2. Nf3 Nf6 3. Bf4'''


text:
Chess Opening Theory/1. d4/1...Nf6/2. Bf4

= London System Indian Setup with 2. Bf4 - =

Playing 2. Bf4 leads to the London System for white but can easily transpose into other lines. The London System is a Queen's pawn opening where White develops their dark squared bishop to f4 to avoid blocking it in with pawns on c3 and e3. White plans to close the position while strengthening the centre with Nd2 and developing the light squared bishop to d3. It can be used against nearly all of Black's common replies to 1. d4 including the Indian Defence. The most common move for Black in this position is 2...d5.

For a general introduction to the London System, take a closer look at 1. d4 d5 2. Bf4

Theory table
. '''1. d4 Nf6 2. Bf4'''


text:
Wikibooks:Requests for permissions/Faster Than Thunder

(bureaucrat)
If I were a bureaucrat, I would help User:QuiteUnusual, the only bureaucrat on the English Wikibooks. Faster than Thunder (discuss • contribs) 00:41, 20 December 2021 (UTC)

(administrator)
I am familiar with Wikibooks' policies and have never vandalized the English Wikibooks. I will know when only to use my extra tools. Faster than Thunder (discuss • contribs) 02:30, 20 December 2021 (UTC)
 * You’ve made about 30 edits in total. Perhaps you could explain your understanding of what an administrator does, what you intend to do with the tools and how you have the right experience to use the tools appropriately given this lack of experience? People voting might also be interested in your statement that you understand policies when it appears you didn’t actually read the Administrator policy before posting a request to be a bureaucrat. Which policies have you actually read? 82.3.19.200 (discuss) 10:45, 20 December 2021 (UTC)


text:
Wikibooks:Requests for permissions/Gffsgeys

(administrator)
I want to be deleting pages and that is why I want to become an administrator. I want to delete blank pages and delete offensive pages. You can mail me any time with my mail page. (Gffsgeys discuss • contribs 14:57, 2 October 2021 UTC Gffsgeys discuss • contribs 14:57, 2 October 2021 UTC Gffsgeys discuss • contribs 14:57, 2 October 2021 UTC Gffsgeys discuss • contribs 14:57, 2 October 2021 UTC)
 * Symbol comment vote.svg Comment Have you tried using Requests for deletion? It's not the fastest process, but it's pretty easy. --Mbrickn (discuss • contribs) 20:25, 2 October 2021 (UTC)

 * In my opinion you've got a lot to learn about editing Wikibooks before you should be trusted to have admin rights. I have had to make numerous fixes to your work and you continue to do things like creating pages in the wrong name space, adding instructions to other editors telling them not to edit "your" pages, creating categories out of line with WB norms, etc. QuiteUnusual (discuss • contribs) 07:53, 4 October 2021 (UTC)


text:
Chess Opening Theory/1. d4/1...Nf6/2. Bf4/2...d5

= London System Main Base Position with ...d5 =

The London System is a Queen's pawn opening where White develops their dark-squared bishop to f4 in order to provide additional flexibility in what will become a closed position. After Black develops to d5 and Nf6, White plans to place their King's knight on f3 and pawns on e3 and c3 to strengthen their center before developing the light-squared bishop to d3. It can be used against nearly all of Black's common responses to 1. d4, including 1...d5. From this position, White usually plays 3. e3 or 3. Nf3 for the London System, or less commonly 3. Nc3 for the Jobava London System.

The Main Position of the London System, 1. d4 Nf6 2. Bf4 d5, can be reached via the Queen's Pawn Opening after 1. d4 d5 2. Bf4 Nf6.

Sometimes, the initial position setup is sometimes called the "Accelerated London System" or "Mason Attack" because James Mason was historically the first chess player to introduce 2. Bf4.

For a general introduction to the London System, take a closer look at 1. d4 d5 2. Bf4

Theory table
. '''1. d4 Nf6 2. Bf4 d5'''


text:
History of video games/Platforms/Tovertafel

Launch
The Tovertafel was primarily used in healthcare settings.

The price of the system was not publicly published, though a 24 month subscription was noted.

The console was used during the COVID-19 pandemic to help engage nursing home residents in a time of isolation.

Legacy
The Tovertafel is succeeded by the Tovertafel 2.

Games
The system had access to a number of games. 29 games were released by August 19th, 2021.

External Resources

 * Official Website


text:
Template:Kbd/doc

A way to add keyboard entry text without using HTML. This should be used in instances when we are giving instructions on keyboard input.

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Example:
 * Pressing Alt+Shift+E allows you to edit a page.

Renders as:
 * Pressing Alt+Shift+E allows you to edit a page.

The default styling for most browsers is to use a monospace font this.

title: Template:Kbd/doc


text:
User talk:2601:8B:4402:3460:B88A:20D9:D1EA:9C9C

Warning
—Atcovi (Talk - Contribs) 22:26, 17 January 2022 (UTC)


text:
Minecraft resource gathering/Tuff

What It Is
Tuff is a soft rock that can be found deep underground in Minecraft.

Finding Tuff
You can find Tuff deep underground.

title: Minecraft resource gathering/Tuff


text:
PostgreSQL/Index Btree

The term B-tree index denotes the implementation of a balanced tree. B-trees are characterized by the criterion that the distance from the root node to every leaf node is the same. Such trees support the very fast evaluation of search criteria like. In most cases, such trees have a high branching factor and hence a low depth. If, for example, there is a branching factor of 500, the tree can manage about 125 million entries with 3 page-reads.

In addition, the PostgreSQL implementation optimizes the locking behavior of concurrent write operations to the tree with a strategy that was originally proposed by Lehmann and Yao. The idea is to add additional (redundant as of the perspective of the complete tree) pointers to every page.

SQL syntax
B-tree is the default index type. It is created by the SQL command CREATE INDEX when the keyword  is omitted.

Description
The file containing the B-tree consists of different page types.
 * The very first page (#0) of the file holds meta-information about the index, e.g., the pointer to the root page, which is not always located on page #1, or the current tree-depth.
 * Internal pages contain pairs of keys and pointers. Keys hold the values which shall be indexed, and the pointers point to internal pages of the next level or to leaf pages. Those pairs are denoted index entries.
 * Leaf pages contain such pairs as well. But in this case, they point to pages and rows in the data file (heap). Such pointers are called TupleIds or TIDs.
 * Internal pages plus leaf pages constitute the B-tree.

Over time, pages need to be split because their capacity gets exhausted. First, the tree grows in breadth. In rare cases, it gets necessary that the high of the tree must be extended. In this case, the root page gets split and a new root page is created.

There are some special rules to optimize the access to B-trees, especially to reduce the probability of locks in a multiuser environment. Therefore the pages contain some additional information that enhances a pure B-tree implementation.
 * The first index entry of every page contains a value, which is treated as an upper bound for all keys of this page. It does not contain a pointer to another page. It is called the high key, and in the above graphic, it is shown in red color. The rightmost page of every level doesn't contain a high key. It's plus infinity per definition.
 * The second (or first in the case of no high key) index entry points to the left child of the page. It does not contain a real key. Sometimes it's called minus infinity. Leaf pages don't use it.
 * The pages of every level are connected to each other via a double linked list. This helps to speed up queries like  because the need to traverse the tree upwards disappears.

title: PostgreSQL/Index Btree


text:
Minecraft resource gathering/Authors & Contributors

This list is updated automatically by AuthorsAndContributorsBot. Please do not update it manually.


text:
User:ISIK

When i was living in USA, i have been member since, maybe more than 15 years.i forgot password or other things so i have problem to get my account and make contribution..i am 74 years old so every thing is normal under this circumstances ..i allready sent you message about how to make donation, waiting for your answer...

title: User:ISIK


text:
User talk:魔琴

Welcome
Welcome, 魔琴!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. -Gifnk dlm 2020 From Middle English Wikipedia 📜📖💻 (talk) 18:23, 18 January 2022 (UTC)

title: User talk:魔琴


text: User talk:103.61.124.178

title: User talk:103.61.124.178


text:
User talk:Marvin.e.green

Welcome
Welcome, Marvin.e.green!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. -Gifnk dlm 2020 From Middle English Wikipedia 📜📖💻 (talk) 22:09, 18 January 2022 (UTC)

title: User talk:Marvin.e.green


text:
User talk:ISIK

Welcome
Welcome, ISIK!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. -Gifnk dlm 2020 From Middle English Wikipedia 📜📖💻 (talk) 22:11, 18 January 2022 (UTC)

title: User talk:ISIK


text:
User talk:B.C.Mayfield

Welcome
Welcome, B.C.Mayfield!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. -Gifnk dlm 2020 From Middle English Wikipedia 📜📖💻 (talk) 22:12, 18 January 2022 (UTC)

title: User talk:B.C.Mayfield


text:
User talk:Kemery720

Welcome
Welcome, Kemery720!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. -Gifnk dlm 2020 From Middle English Wikipedia 📜📖💻 (talk) 22:14, 18 January 2022 (UTC)

title: User talk:Kemery720


text:
User talk:AncestorHunter06

Hi, I'm pleased to see you recently used this photo, one I dug out of a scan of an old Sunset magazine some years ago. And timely, too...just today I found that the Internet Archive finally did high resolution scans of those old editions! It's not the very best scan possible, but it's pretty darn good. The one I'd uploaded from Google Books had some pretty extreme moire. Anyway, nice to see that it's being used here. -Peteforsyth (discuss • contribs) 01:54, 19 January 2022 (UTC)

 * Thank you for your acknowledgment and thank you for also contributing your work in editing, uploading, and making available the images! AncestorHunter06 (discuss • contribs) 03:09, 13 October 2023 (UTC)

title: User talk:AncestorHunter06


text: Wikijunior:Countries A-Z/Paraguay

title: Wikijunior:Countries A-Z/Paraguay


text: Wikijunior:Countries A-Z/Paraguay/Image

title: Wikijunior:Countries A-Z/Paraguay/Image


text: Wikijunior:Countries A-Z/Venezuela

title: Wikijunior:Countries A-Z/Venezuela


text: Wikijunior:Countries A-Z/Venezuela/Image


text: Wikijunior:Countries A-Z/Vanuatu

title: Wikijunior:Countries A-Z/Vanuatu


text: Wikijunior:Countries A-Z/Vanuatu/Image

title: Wikijunior:Countries A-Z/Vanuatu/Image


text: Wikijunior:Countries A-Z/Turkey

title: Wikijunior:Countries A-Z/Turkey


text: Wikijunior:Countries A-Z/Turkey/Image

title: Wikijunior:Countries A-Z/Turkey/Image


text: Wikijunior:Countries A-Z/South Sudan/Image


text:
User talk:Peteforsyth

Welcome
Welcome, Peteforsyth!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. -Gifnk dlm 2020 From Middle English Wikipedia 📜📖💻 (talk) 07:58, 19 January 2022 (UTC)

title: User talk:Peteforsyth


text:
User talk:SilviaSteininger

Welcome
Welcome, SilviaSteininger!

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User talk:Woko Sapien

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User talk:DustDFG

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User talk:GavinBechtold

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User talk:Underfell Flowey

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User talk:Nissele

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User talk:Snoopy614

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Seed Factories/IPStarter Set

 The following proposed starter set has emerged from the Conceptual Design Study in progress, and whose notes make up section 9.0 of this book. It should be able to produce a reasonably high percentage of its own parts. With sufficient programming it should also run with low levels of human labor. All the elements in the starter set appear to be within current technology, although some custom design and software will be needed. The study is still in progress, so the list of starter elements may change. Despite this, we think it is worth describing the current concepts so that others can comment and improve on it.

The set was selected with an emphasis on flexibility, so that the early machines can do many different tasks. As the starter kit grows to a full capacity factory, more specialized machines and additional copies of the starter set can be added to increase efficiency and production rates. The sizes of the machines are currently unspecified. That will depend on the desired output rates and what final products are to be produced. The best starter set will also likely change with location. The one that follows assumes a temperate environment on Earth, in or near a developed area.

(1) Modular Robotics

This includes a combination of vehicle and manipulation elements to provide physical motion. The motion is produced by electric motors or hydraulics. The vehicle elements function like a farm tractor, performing a variety of functions by the use of different attachments. The robotic elements include cameras, computers, robotic arms, and end tools to manipulate objects. The design is envisioned as modular, with a frame, drive system (wheels, tracks, or legs), power system, and multiple attachment locations. One attachment would be a "manual control module", for times when a human needs to operate the vehicle directly. This can happen when a unique task is not worth programming to be automated, or human senses can respond better to unexpected conditions. Repetitive operations, like transporting rocks from a quarry pit, can be automated.

The robotic elements can also be used detached from the vehicle in a stationary location. In the factory building it would use a fixed mounting point with utility connections. The combined set of robotic equipment can, with the right attachments and tools, extract raw materials, haul them to the factory, then move items within the factory and do repetitive assembly tasks. Figure 1 shows a cancelled military unmanned ground vehicle design. Although cancelled, it illustrates the concept of a robotic vehicle with different attachments. It does not show the kind of robotic arms proposed here.

(2) Solar Furnace

Many tasks require heat, and a solar furnace generates heat without consuming external electricity or fuels. This is envisioned as a collection of small mirrors that are mounted on a polar primary axis to follow the Sun's daily motion, and a seasonal tilt adjustment. The mirrors are arranged as either a flat Fresnel array or a paraboloid section to bring the sunlight to a focus. A secondary convex mirror above the primary mirror array directs the light back down to the polar axis. The focus therefore stays fixed as the Sun moves, making it easier to use the concentrated light, and having it at a more convenient working height. Different targets are placed at the focus depending on the task at hand.

A furnace can make bricks and other ceramics, cement for concrete, melt metals for casting, and make glass for more furnaces and other uses. It can also make electricity by placing a steam boiler or concentrating solar cells at the focus, and store energy by piping the heat into a rock thermal storage bed. If more than one task needs to be done, multiple copies of the furnace can be built, or a larger version which shares the focus zone. The furnace may need auxiliary heating when sunlight is not sufficient or intermittent. Figure 2 shows a solar furnace with a different kind of mounting. The design we propose places a secondary mirror where this one has the target, and moves the target to a fixed location near the ground where it is more accessible.

(3) Bridge Mill

This is designed as a fixed-post bridge which moves in the vertical (Z) axis, and sliding table on rails in the horizontal (X) axis that moves under the bridge. The bridge itself has 4 mounts which move crosswise (Y), two on the front face and two on the back face. On each face, one mount starts from the left and the other from the right side. Each mount has its own lead screw, so they can move independently. Different heads for machining, 3D printing, plasma or laser cutting, spray painting, or other tasks attach to each mount as needed, and the different heads can swap bits or get refills as needed at the end positions, which extend past the posts beyond the work area. The table can accept pallets with additional motion axes, and the various heads can also include extra axes. For jobs like plasma cutting or painting, the pallet includes protection for the surroundings.

If more than four kinds of operations are needed, then multiple heads can be exchanged, or a second bridge installed further along the rails. By sharing the base rails and bridge for the main XYZ motions, less total equipment is required for multiple operations. This limits how many tasks can be done at the same time, but that is an acceptable compromise for a starter set. Figure 3 shows a small simple bridge mill which illustrates the basic shape and motion axes. It does not have many of the features noted here for a seed factory machine.

(4) Horizontal Lathe

This is designed with 4 parallel fixed rails. Two rails hold the main spindle/chuck with drive motor, tailstock or secondary spindle, and any intermediate supports. The workpiece is held by the main spindle and some combination of the other supports. The other two rails support a moving cross-slide, turret, or milling head as needed. Whichever is not needed is stored at the rail ends. Tool changers are located above the main work area with a supply of different tools and attachments as needed. Since the four fixed rails are solidly attached to each other, highly accurate machining can be performed. Figure 4 shows an older horizontal lathe with the spindle and chuck on the left, tailstock on the right, and cross-slide on the front face. This version has two fixed rails, while the proposed design places the cross-slide and other attachments on additional rails so they can be parked or used as needed.

(5) Hydraulic Press

This is a four-post main press with hydraulic piston, and top and bottom slotted plates for mounting attachments. The posts keep the upper and lower jaws of the press parallel as the piston forces the upper jaw down. It includes various inserts for pressing into dies and molds, shearing, rolling, bending, and shaping. Thin metal can be worked at room temperature, while thicker metal sections can be pressed hot (forging). Pressing is not as accurate as machining done by the Mill and Lathe, but is much faster. Figure 5 shows a press very close to the type described with multiple attachments in place. It is an older manual version. The one proposed here would have automated replacement of attachments and feed of materials or blanks for the press.

(6) Process Plant

To make copies of the machines, or new ones not in the original set, various materials are required. Some of the materials can be produced using the solar furnace, the ones requiring high temperatures. But other materials require a series of physical or chemical reactions or operations. This "machine" consists of a variety of units that each perform simple chemical processes. They can be connected in a flexible, modular way to perform more complex processes according to a programmed "recipe". This is in contrast to most commercial plants, which are designed to carry out a single process on a mass scale using equipment installed permanently. The same types of basic units will need to be built in different materials (glass, stainless steel, etc.) for chemical compatibility and different temperature and pressure ranges.

Whatever outputs are not the desired products are recycled or reprocessed so that the plant does not generate large amounts of waste. The units will also need cleaning to prevent cross-contamination when the process is changed. Figure 6 shows a proposed chemical process for extracting materials from Lunar soil. It gives the general idea of a chemical plant made up of simpler elements, but does not include the ability to change processes by rearranging the modules.

(7) Electric Shop

A variety of electrical and electronic devices are needed for automated machines. This includes wires, insulators, motors, generators, batteries, switches and relays, transformers, resistors, capacitors, inductors, filaments, circuit boards, and microelectronics. The electric shop element is not one big machine, but a collection of a number of smaller elements that fill in as many these kinds of items as feasible. For example, raw wire may be rolled in the hydraulic press, and motor frames machined in the Lathe or Mill, but coil winding to make motors is a specialized task for the electric shop. The more specialized components, like microprocessor chips, are simply bought, but there should be an intermediate range of items that can be made in the factory. Figure 7 shows an electrical production workshop. We propose at least partially automated fabrication and assembly.

(8) Building and Support Equipment

All the major equipment listed previously needs protection from the weather at least occasionally. In addition, housing for the control computers and a design area, a firm foundation, and utilities and lighting are needed. Beyond the main machine, chemical, and electrical areas, there is a need for storage, secondary machines for measuring, grinding, and sharpening, and portable and hand tools. This element of the factory includes the building itself, plus the supporting equipment listed, areas for assembly, aisles for transport and access, etc.

The building or buildings use a modular design, with environment control and protection from the outside as needed, and the ability to be extended or modified easily as needs change and the factory grows. Figure 8 shows a large general-purpose workshop building similar to the type proposed for the seed factory.

title: Seed Factories/IPStarter Set


text:
Seed Factories/Locations

 * Locations on Earth
 * Moderate Conditions
 * Accessible Developed
 * Accessible Underdeveloped
 * Moderate Remote
 * Difficult to Extreme Conditions
 * Water Quantity
 * Temperature
 * Local Materials & Energy
 * Ambient & Air Pressure
 * Radiation Level

 * Sites and Improvements

 * Production Equipment

 * Habitation Equipment

 * Transport Equipment

title: Seed Factories/Locations


text:
Seed Factories/Inputs

Operating Inputs

 * Energy

 * Food

 * Water

 * Parts and Materials

 * Tools and Machines

 * Land

 * People

 * Money

 * Information

title: Seed Factories/Inputs


text:
Chess Opening Theory/1. d4/1...d5/2. Bf4/2...c5

= Accelerated London, Steinitz Countergambit =

Black responds by immediately striking in the center with c5. White's most common reply is /3. e3/ defending the d4-pawn and building a solid center. Accepting the offered pawn with 3. dxc5 is possible, but this is much less common as it doubles White's pawns on the c-file and abandons White's plan to construct a closed position for the London. 3. e4 leads to a reversed Albin Countergambit.


text:
Windows Vista/Filesystem

There are certain rules you must follow when creating new files and folders:
 * 1) To create a new folder, right-click and hover over the word "New", and a menu will pop up. Select "New Folder" and a folder appears. To create some other type of file, select the file type you want on the "New" menu instead (text document, rich text format, bitmap image, etc.) The file will be created on the desktop, or if you have Windows Explorer open, the working directory.
 * 2) As soon as the folder or file is created, you are given the option to give it a name. If you opt not to use a name, the default name (i.e., "New Folder") is used instead.
 * 3) As with other Windows versions, files' and folders' names are not case-sensitive. For example, the names "card", "Card", and "cArd" are all recognized as identical names.
 * 4) The name of a folder or file cannot contain any colons, slashes, asterisks, question marks, quotation marks, or the symbols <, >, or |. These symbols are reserved for internal identification of Windows files and folders. For example, your desktop is actually a folder, and it is internally recognized as "C:\Users\X\Desktop", where "X" is replaced with the username you use on your PC, so any file names with colons or slashes would lead to internal confusion.
 * 5) Certain names are reserved despite not containing any invalid characters. You cannot use any of the names "aux", "con", "nul", "prn", as they are reserved for internal use by Windows. Attempting to use any of them results in the error message: "The specified device name is invalid". You also cannot use "COM" or "LPT" followed by a single 0-9 symbol. These stand for the communication port and the parallel port, respectively.
 * 6) Because of the case-insensitivity of names, as highlighted in bullet 3, attempts to name a folder or file "Con" (with a capital C) will be rejected in the same way as attempts to use "con" in all lowercase, or "CON" in all capitals. The same thing, of course, applies to the other reserved words highlighted in bullet 5 as well.
 * 7) Two folders within the same directory cannot share identical names. Likewise, two files with the same file extension, within the same directory, cannot share identical names.
 * 8) Since folders do not have extensions, you cannot have a folder whose name matches that of an existing file followed by its extension. For example, the extension ".txt" is used for text documents, so you cannot simultaneously have a text document named "Fun" and a folder named "Fun.txt" in the same directory.

title: Windows Vista/Filesystem


text:
User talk:DereksCookbook

Welcome
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User talk:ColleenChurch40

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User talk:Arrato

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User talk:SallieSales

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User talk:Prajnaana

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User talk:Ashleyhull3

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User talk:RolandPaw

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User talk:CarlCalc

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User talk:Jfsilva8405

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User talk:Oluwapelumi precious

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User talk:BonnieFrawley2

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User talk:Kevinvo294

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User talk:Dermainelp

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User talk:EVjonesjr

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User talk:AracelyNeblett

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User talk:Mubashshir.k

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User talk:Mary Mutheu

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User talk:Anusri reddy

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User talk:Kiranbele7276

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User talk:MBq

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User talk:Shamshuddin mallewale

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User talk:Tristannz

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User talk:Aalihumza1232

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User talk:RAGUL1812

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User talk:Sanlaury

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User talk:Benedicta Clifford

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text:
Mario & Luigi: Partners in Time/Hollijolli Village

This page will guide you on how to beat Hollijolli Village in Mario & Luigi: Partners in Time.

Getting started
Mario and Luigi have traveled back in time to a younger Mushroom Kingdom! The question is, can they find their way back to their present time? You will meet Stuffwell, a living suitcase sent to you by Professor E. Gadd. Press START to open Stuffwell, who will then teach you the basics. Press START again to close him. The time hole will disappear. Hit the Save Album before going any further. Use the direction pad to move into the next room, where Stuffwell will teach you the basic controls. Mario jumps whenever you press "A". Luigi jumps whenever you press "B". You will come across some gaps, which can be cleared by pressing "A" and "B" at the same time. Then you will see a batch of red and green blocks. Red blocks respond only to Mario, and green blocks respond only to Luigi. Clear all the blocks, and the path to the next room opens. After a cutscene, you will be taken to a platform that resembles a giant mushroom, where you will have another tutorial. Jump on the Shrooblet. In the battle, Stuffwell teaches you how to battle as Mario and Luigi. Just like in the overworld, Mario will use "A" and Luigi will use "B". After winning the battle, continue traveling up the mushroom platform. Before long, a Shrooblet comes down and knocks Luigi on the head. Stuffwell will teach you how to use items. Use a mushroom to heal Luigi back to full health. You don't have to fight the remaining Shrooblets, but it is highly recommended that you do; this will give you enough experience points to get both Mario and Luigi up to Level 3. Proceed right, and you will enter Hollijolli Village and witness yet another tragic cutscene.

In the village
Once in the village, find the mayor's house. Once inside, you will discover him stuck in the chimney. Listen to his story, then walk into the chimney and jump to free him. The good news is, he has been released from the chimney, onto the ground outside his home. The bad news is, he is now at the mercy of three Shroobs. Leave the house and witness him be abducted. You will enter a battle against the Shroobs. Don't worry about this battle. You can't win it. As soon as the battle begins, one of the Shroobs calls a time bomb with a countdown of three turns; after three turns, the time bomb will explode and knock out Mario and Luigi. Even though you can't win this battle, use this battle as an opportunity to practice your dodging skills by jumping to evade the Shroobs' laser attack. After you are defeated, the Shroobs will laugh repeatedly, and the game will cut to the Koopa Cruiser. After a cutscene, you will control Baby Mario and Baby Luigi. The controls for the babies are similar to those of the adults, with the only difference being that Baby Mario jumps with "X" and Baby Luigi jumps with "Y". Practice this new technique to collect some coins, two mushrooms, a Mushroom Drop, and a 1-Up Mushroom. In the next room, hit the Save Album. If you are attentive, you may notice that unlike the adults, Baby Mario and Baby Luigi start at Level 3 right off the bat. Head up the stairs and watch a lengthy cutscene where Baby Bowser battles the Shroobs. After the cutscene, you will be ejected from the Koopa Cruiser and sent on a quest to find Mario and Luigi. Not to worry, they are not too far. Head to the spot where you lost to the Shroobs a little while ago, and you will enter a second battle against them, this time using Baby Mario and Baby Luigi. Baby Mario uses "X" and Baby Luigi uses "Y". Toadsworth will give you five Green Shells and teach you how to use them. After you defeat the two Shroobs, you will be taken back to the Koopa Cruiser for another long cutscene. Toadsworth tells you that the Peach's Castle of that era has been turned into a hostile Shroob fortress, fittingly known as Shroob Castle, by the Shroobs, and that the leader, Princess Shroob, resides there. A missile from Shroob Castle hits the Koopa Cruiser head on, sending it and its entire crew crash landing into Bowser's Castle.


text:
Cookbook:Almond Cake

This almond cake makes a good snack or tea cake. It has no yeast or chemical leavening, so it is important to beat a lot of air into the batter when creaming the butter and sugar.

Ingredients

 * 16 Tbsp (8 oz / 227 g) unsalted butter, room temperature
 * 1½ cups (300 g) white granulated sugar
 * 6 ea. (300 g) standard eggs, room temperature
 * 1 tsp vanilla extract
 * 2 cups (300 g) almond flour or finely-ground almonds
 * ¾ cup (105 g) all-purpose flour
 * Powdered sugar, for decoration

Procedure

 * 1) Cream the butter and sugar on medium-high speed until light and fluffy. Scrape down the bowl to make sure everything is well-incorporated.
 * 2) Whisk together the eggs and vanilla. Gradually beat the eggs into the butter-sugar mixture. If you add too much of the eggs at once, the batter may curdle.
 * 3) Mix in the almond meal on low speed.
 * 4) Fold the flour into the batter until it is well-incorporated. Do not over-mix the batter at this stage, as it may make the cake overly tough.
 * 5) Line the bottom of an 8 or 9-inch square cake pan with parchment paper. Lightly grease the parchment and the sides of the pan.
 * 6) Transfer the batter to the pan. Smooth the top.
 * 7) Bake at 350°F (180°C) until golden brown, and a skewer inserted into the center comes out clean. The time will vary depending on your oven and pan size, but start checking the cake after about 30 minutes.
 * 8) Cool the cake in the pan. Use a knife to loosen the sides of the cake from the pan, if necessary. Unmold the cake from the pan, and peel off the parchment if it is attached to the cake.
 * 9) If desired, sprinkle the top of the cake with powdered sugar.

Notes, tips, and variations

 * If baked in a square pan, the edges and corners of the cake can get a bit dry. You can easily slice these off and snack on them or use them for cake crumbs or a trifle.
 * If desired, add a little almond extract to taste along with the vanilla.

title: Cookbook:Almond Cake


text:
Tok Pisin/Amharic

ከታች በአማርኛ እና በቶክ ፒሲን መካከል ያለ መዝገበ ቃላት አለ።

title: Tok Pisin/Amharic


text:
Tok Pisin/Swedish

Nedan finns en ordbok mellan svenska och tok pisinska.

title: Tok Pisin/Swedish


text:
Shogi

Welcome
Shogi (将棋), also called the Game of Generals, is the Japanese cousin of the game of chess. Like chess, it is played on a board made up of squares by two players, and the players are given command over an army of pieces (20 each) in an attempt to force the enemy's king into "checkmate", a situation in which the king can be captured and its owner cannot parry this threat.

The game also has a number of innovations that set it apart from chess. The most interesting of these innovations is the "drop rule", which allows the players to place captured pieces back on the board as their own men. This rule seems to have been introduced in the 16th century, possibly connected to the practice of Japanese mercenaries of the time switching loyalties upon capture - no doubt as an alternative to execution. The rule and the tactical opportunities it creates make Shogi a contender for the most complex game in the chess family.

Arranging the Board
A shogi board (shōgi ban in Japanese) is made up of 9 by 9 squares, for 81 squares total. There are four dots on the board which mark the edges of the two promotion zones (which you will learn about later). Unlike the squares on a chess board, the squares on a shogi board are not differentiated by colour, and they are also not perfect squares (they tend to be rectangles that are taller than they are wide).

The pieces (koma in Japanese) are flat, wedge-profiled tokens shaped like an irregular pentagon. Each piece has its Japanese name, stylised in the form either one or two kanji, written on it in black ink. On the reverse side of most pieces there are different characters to mark the piece's promoted status. In amateur sets these promotion characters are written in another colour, usually red. Because the pieces need to be able to change ownership, they are not differentiated by colour, but rather by orientation - one's pieces face toward the opponent. The pieces also differ in size, with more important pieces being larger.

Each player has 20 pieces overall. They are, from largest to smallest (most to least powerful):
 * 1 king
 * 1 rook
 * 1 bishop
 * 2 gold generals
 * 2 silver generals
 * 2 knights
 * 2 lances
 * 9 pawns

At the start of a game, the pieces are set up as follows:

 * The king is placed in the centre of the row of squares closest to the player.
 * The gold generals are placed on both sides of the king.
 * The silver generals are placed on both sides of the gold generals.
 * This pattern repeats twice more with the knights and lances.
 * The bishop is placed in front of the knight on the left, and the rook is placed in front of the knight on the right.
 * The row in front of the bishop and rook is filled with the nine pawns.

If the board is set up correctly, the three rows closest to the player should look like this: In kanji, it looks like this:

Playing the Game
Like in chess, the object of shogi is to place the enemy king in checkmate, a situation in which the enemy king is under threat of being captured and there is nothing the owner of the enemy king can do to parry the threat. Like chess and its cousins, but unlike many other games, there is no element of chance in shogi - the outcome is determined by the skills and decisions the two players make.

The two players are called Black and White, or Sente (先手) and Gote (後手) in Japanese. Unlike in chess, Black makes the first move. Normally, this is decided by a furigoma, Japanese for piece toss. One player takes five of their pawns and throws them in the same manner they would roll dice. When the pawns land, they are sorted according to if they landed promoted side up or not. If the number of pawns which landed promoted side up is greater than unpromoted side up, the tossing player plays White.

After Black has moved, White moves, then Black, then White, and so on until the game ends. Like in chess, there are a number of different move types in shogi:
 * A move consists of moving a single piece, in accordance with its rules of movement, to a square that is unoccupied or occupied by an enemy piece. A player may never move a piece onto a square already occupied by another of his or her own pieces.
 * If a piece is moved onto a square occupied by an enemy piece, the latter piece changes sides and is transferred to its captor's hand. The removed piece is said to have been captured or taken.
 * A drop consists of taking a piece in hand and placing it on an unoccupied square. A dropped piece immediately begins affecting the game (for instance, dropped pieces can give check).
 * Exception: There are a number of rules concerning how pawns may be dropped, and how pieces may be dropped close to the farthest edge of the board from where they start.
 * All pieces move and capture opponent pieces in the same way.
 * Most pieces may only make a move to a non-adjacent square if all the intervening squares are vacant (pieces may not 'jump over' other pieces).
 * Exception: The knight can move to either suitable final square regardless of occupants of other squares.
 * No player may make a move that leaves their king "in check" (see below).
 * The player must always make a move when it is his or her turn. In other words, he or she cannot choose not to make a move. In the very rare circumstance where no legal move is possible, the player who cannot move loses the game.

A shogi diagram is always printed form the perspective of Black (Sente):

The pieces
This section describes the individual pieces (in their unpromoted state) and how they move. In the diagrams, the squares to which each piece can move are highlighted with a yellow tint.

The pawn
The pawn's Japanese name is fuhyo (kanji 歩兵), meaning 'foot soldier'. Like its western chess counterpart, the pawn may only move one step forward. Unlike a western pawn, however, a shogi pawn is not given the option of a double-step on its first move, and it captures the same way as it moves.

The lance
The lance's Japanese name is kyosha (kanji 香車), meaning 'incense chariot'. It can move a unlimited number of unobstructed squares forward until it reaches an obstacle, such as another piece or the edge of the board.

The knight
The knight's Japanese name is keima (kanji 桂馬), meaning 'cassia horse'. Like the western knight, the shogi knight moves in an L-shape: two squares forward followed by another square at a 90 degree angle. Like its western counterpart, the shogi knight is allowed to jump over obstructions, the only piece able to do so. The shogi knight, however, is much more restricted in terms of motion; it can only move forward, not sideways or backward, giving it two options.

The silver general
The silver general's Japanese name is ginsho (kanji 銀將). It may move one step diagonally or one step straight forward, giving it five directions of motion.

The gold general
The gold general's Japanese name is kinsho (kanji 金將). It may move one step forward, backward, sideways or diagonally forward, giving it six directions of motion.

The king
The king is the only piece whose kanji differ between the two sides. Black's king has the Japanese name gyokusho (kanji 玉將), meaning 'jeweled general', and white's king has the Japanese name osho (kanji 王將), meaning 'king general'. Whatever the name, the king moves like his western counterpart: one square in any direction. Like in western chess, the king may not move onto a square where he would be under attack.

The rook
The rook's Japanese name is hisha (kanji 飛車), meaning 'flying chariot'. Like its western counterpart, it can move a unlimited number of unobstructed squares forward, backward or sideways until it reaches an obstacle, such as another piece or the edge of the board.

The bishop
The bishop's Japanese name is kakugyo (kanji 角行), meaning 'angle mover'. Like its western counterpart, it can move a unlimited number of unobstructed squares diagonally until it reaches an obstacle, such as another piece or the edge of the board. Due to being unable to move forward, backward or sideways, an unpromoted bishop can only reach half of the squares on the board.

Promotion
In western chess, pawns may promote into a more powerful piece if they reach the end of the board without capture or mishap. In shogi, on the other hand, any piece save for the king and gold generals may promote. The area of the board in which pieces may promote is called the promotion zone, and it consists of the three ranks furthest from the player. The edges of the promotion zones are typically marked with a pair of dots at the edge. In this diagram, Black's promotion zone is marked in yellow and White's promotion zone is marked in grey.

If a promotion-capable piece makes a move which has it pass into, through or out of the promotion zone, the player is given the option of promoting that piece. Promotion is optional - the player can choose to leave the piece unpromoted if they want. If they do decide to promote that piece, the piece is flipped over to reveal its promoted character on the back. The promoted pieces move as follows:

The promoted pawn, lance, knight and silver
The promoted pawn's Japanese name is tokin (kanji と金), meaning 'reaches gold', the promoted lance's Japanese name is narikyo, (kanji 成香), meaning 'promoted incense', the promoted knight's Japanese name is narikei, (kanji 成桂), meaning 'promoted cassia', and the promoted silver's Japanese name is narigin (kanji 成銀), meaning 'promoted silver'.

All four of these pieces swap out their move for the move of a gold general. Because the unpromoted lance, knight and silver can move in ways that a gold general cannot, it is often tactically advantageous to leave these pieces unpromoted.

In a real set, the tokin is represented using the hiragana character と, which represents the syllable "to". The other pieces use cursive forms of the character 金, which means 'gold'. These cursive characters have the approximations of 全, 今 and 仝 for promoted silvers, knights and lances respectively. This article uses a different convention, which uses abbreviated version of the unpromoted characters for the promoted pieces, which you can see in the diagram above. below is a table comparing the two conventions:

The promoted bishop
The promoted bishop's Japanese name is ryuma (kanji 龍馬), meaning "dragon horse". It retains its diagonal movement powers, but is also given the ability to move one step forward, backward or sideways.

The promoted rook
The promoted rook's Japanese name is ryuo (kanji 龍王), meaning "dragon king". It retains its orthogonal movement powers, but is also given the ability to move one step diagonally. This makes the promoted rook the most powerful pieces on the shogi board.

Mandatory promotions
There is one key exception to the optional nature of promotions. If a pawn, lance or knight is moved to a space where said piece would have no further legal moves, then promoting that piece is mandatory. So a pawn or lance moving to the furthest rank must promote, and a knight moving to one of the furthest two ranks must promote.

Drops
In chess, if a piece is captured, it is moved off-board and is out of play for the rest of the game. However, as already stated, shogi allow players to reuse captured pieces. If a piece is captured in shogi, it is truly captured - the piece is turned around to show its new ownership and is placed just off-board from the player who captured it. The piece is now said to be "in hand". If the captured piece is promoted, it loses its promoted status.

On subsequent turns, if a player wants to, then instead of moving a piece they may take a single piece in hand and place it, in its unpromoted state, on any unoccupied square on the board, subject to certain restrictions. As soon as the piece is on the board, the drop is complete and the player's turn is over. The dropped piece immediately begins affecting the game - for instance, dropped pieces can give check.

Drop restrictions
There are three key restrictions to how pieces may be dropped:

 * A pawn, lance or knight may not be dropped on a square where it would have no legal move. So a pawn or lance may not be dropped on the last rank, and a knight may not be dropped on the last or penultimate rank.
 * A pawn may not be dropped in any square on a file that already contains an unpromoted pawn of that player.
 * A pawn may not be dropped to give an immediate checkmate.

Check and checkmate
Like in western chess, if a player makes a move that threatens to capture their opponent's king on the next move, the king is said to be in check. The player who is in check must use their very next move to escape the check. There are four ways to do so:

 * Move the king out of danger.
 * Move a piece in between the king and the attacker.
 * Capture the attacker.
 * Drop a piece in between the king and the attacker.

If the situation arises where the king is in check and there is no legal move, the king is said to be in checkmate, and that player has lost the game.

Other ways for a game to end
There are three other ways for a game of shogi to end: illegal move, repetition and impasse.

Illegal move
If a player makes an illegal move, such as moving a piece in the wrong manner or dropping a pawn on a file already occupied by another of their unpromoted pawns, that player automatically loses the game.

Repetition
If the same board position with the same player to move and the same pieces in hand has arisen for the fourth consecutive time, the game ends in a draw.

Impasse
If the rare situation arises where both kings have advanced into each others' promotion zones, and neither player can hope to checkmate the other or gain further material, they may agree to an impasse. If this happens, the players stop making moves, and count up their pieces (including pieces in hand), scoring points for each:

 * The king is not worth any points.
 * Rooks and bishops are worth five points each.
 * All other pieces are worth one point.

A piece's promotion status is irrelevant when counting points.

If one of the players has fewer than 24 points. they lose the game, and their opponent wins. However, if both players have at least 24 points, the game ends in a draw.

Handicaps
Shogi has a handicap system similar to go, which allows for games to be played between players of disparate strengths. In a handicap game, the stronger player plays White and is allowed to move first, rather than black as in a standard game. However, to compensate for this one or more of White's pieces are removed from the game. They are not put in hand - they are removed from the game altogether. Also, on the last two rows, a Knight must promote, but a Pawn or Lance on the last row must promote as well.

The most common handicaps are, in increasing order of severity:

 * White moves first
 * White moves first and forfeits his left lance
 * White moves first and forfeits his bishop
 * White moves first and forfeits his rook
 * White moves first and forfeits his rook and left lance
 * White moves first and forfeits two pieces: his rook and bishop
 * White moves first and forfeits four pieces: his rook, bishop and both lances
 * White moves first and forfeits six pieces: his rook, bishop, both lances and both knights
 * White moves first and forfeits eight pieces: his rook, bishop, both lances, both knights and both silvers
 * White moves first and forfeits ten pieces: all of his pieces aside from his king and pawns
 * Three pawns: White moves first and forfeits all of his pieces except for his king, and he also starts with three pawns in hand
 * Naked king: White moves first and forfeits all of his pieces except for his king

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