text:
TripleA/Getting Started

What is TripleA
TripleA is a turn-based strategy game engine. TripleA games involve various scenarios between world powers depicted on maps of varying size and complexity. Many maps for individual games are historical, being primarily based on relative strength and position of world powers leading up to the Second World War. Some maps are more fantasy oriented or based on non historical scenarios.

TripleA comes with multiple maps and over 100 more maps can be downloaded from the user community. TripleA supports single player vs AI, hot-seat, Play by Email, and a hosted online lobby. TripleA is Free Software, and is released under the GPL.

How to Install TripleA
GitHub is the host location for the TripleA project and TripleA can be downloaded here.
 * Version 1.3 and later comes with the following maps:

 * 1) Big World:1942 (includes 2 scenarios which are mostly the same scenario but use v2 and v3 rules respectively)
 * 2) Great War
 * 3) Capture the Flag
 * 4) Minimap
 * 5) New World Order
 * 6) Pact of Steel
 * 7) Napoleonic Empires
 * 8) Middle Earth

The Interface
The main menu for Triple A is the first window seen when the program is initiated. In the top left hand corner, TripleA displays the details of the currently loaded game. These include: Game Name; Game Version; Game Round; and File Name of the current game.

Choose Game

This button allows the player to change the existing game (displayed next to Game Name) to another game. This button launches a second window displaying the games available in the left column, along with a brief description of each. Select the desired game by clicking with the left mouse key and hitting OK. Click Cancel to close the window without making any changes to the current game.

Load Saved Game

Hit the Load Saved Game button to return to a previously saved game. Loading a saved game returns a game's territories, forces, turn round, and technologies to the in game saved position. NOTE: Loading a previously saved game does not retain who previously controlled each world power. Selections on who controls each world power must again be made once a game in initiated. This is true both as to human opponents and as to AI opponents.

Saved games typically have the filename extension ".tsvg". Player designated saves can be made using any name that includes the .tsvg filename extension.

TripleA has an automatic autosave and additionally separately saves for each even and odd numbered turn. Respectively, these are named: autosave.tsvg; autosave_round_even.tsvg; autosave_round_odd.tsvg.

Battle Calculator
The Battle Calculator is used to calculate probability of winning a battle, along with the average result. There are three ways of starting the Battle Calculator:
 * Pressing Ctrl-B while hovering over a territory
 * Clicking the button in the territory tab
 * Opening the calculator from the menu bar

Stats
On the right of the screen, click on word "Stats". Below you will find a table with current states of all countries: PUs, Production, Number of units, Total Unit Value, Victory Conditions( that is an automatic way of finding the winning side: it counts the territories marked by stars (that are considered strategically important) ocupied by that country)

History Battle casualty
At any time you can enter into history mode by going to the top manu "Game"-> "Show history". Game history will be shown on the left. You can click on the "+" on the left of the "Combat" phase; double-click on a particular combat below, than on the "Battle casualty summary" below. On the left side of the screen select "History" if it's not already selected. On the left of the screen you should see the value of the battle casualty. That is the sum of the PU values of defending units minus the sum of the PU values of attacking units.

Edit mode
Edit mode is used to make live changes to the current game, such as changing the owner of a territory or adding/removing units from the map. To get to edit mode, from the top menu select Game -> Enable Edit Mode. Than use the menu on the right of the screen to make the edits("edit" submenu on the right has to be selected).

Playing against the Artificial Intelligence (AI)
When starting a game, (see Starting your first game chapter) before clicking Play you can change the player of any country. On the right of any country, the player is written. "Human" by default. Click on it, and you can select from three levels of AIs.
 * E.Z. Fodder (AI) is the weakest AI.
 * Moore N. Able (AI) is the best AI.
 * Dynamix (AI) is a Land-Only AI that is still in Beta development (it will not move any ships). It can also be customized to "cheat".

Customizing the Dynamix AI
Start a game with a Dynamix AI. After starting the game, from the top menu click on Game->Change Dynamix AI Settings. On the top of the new window you can see "AI Cheating". Just select the way you want to allow Dynamix AI to cheat. However, Dynamix AI will not cheat at every turn.

title: TripleA/Getting Started


text:
TripleA/Basic Rules

=Basic Rules (using Big World as an example)=

Turn Order and Sequence of Play Overview

 * Big World:1942 rules.version.3 - The world powers in turn order and their capitals;
 * Russia - Moscow
 * Germany - Eastern Germany
 * Britain - England
 * Italy - Italy
 * China - Western Sinkiang
 * Japan - Southern Japan
 * USA - Northeastern United States

 * A turn for a world power is broken up into the following phases:
 * Tech Roll (if the option is enabled)
 * Purchase Units
 * Combat move
 * Non-combat move
 * Place units
 * Collect income

Starting your first Game
Click "Start Local Game" on the first menu screen after launching tripleA, then click "Choose Game..." select "Big World:1942" from the game list and click OK. Note there is an options tab that will bring up a menu of options and variations to the game rules (detailed later). Click play and the map should appear.

On the Big World map, the allies are Russia, UK, China and the USA. The axis are Germany, Japan and Italy. Play continues until either one side surrenders or a certain number of victory cities are captured by one side. The number of victory cities is an option, from (in Big World) 14 victory cities for 'projection of power' to 17 victory cities, 'total victory'. The allies start with 12 victory cities while the axis start with 9. Typically an opponent will surrender well before the victory city condition is met.

Game-play proceeds one round at a time, wherein each country has a turn to move. The order of turns is fixed and depends upon the map version, in Big World the turn order is: Russia, Germany, UK, Italy, China, Japan, and then USA.

If you just started the game, you most probably are in Russian Tech Roll. This phase will be explained later, so just press done.

Purchase
Now you just entered "purchase Units" phase.

Each unit you can purchase is in a box. On the top left box of the window, you can see infantry. Below the word Infantry, you can see the symbol used for infantry on the map, on the right of the symbol, you can see "X 3". that means every infantry costs 3 PUs (Production Units). Below the infantry symbol, you can see "1/2/1". Those are the characteristics of infantry: first number is the attack, second is for defense, third is the movement. Below the characteristics, there is a number and two sets of up/down arrows. The number represents the amount of infantry you are purchasing, first set of up/down arrows is used to increase/decrease number of infantry purchased by 1. (Second set of up/down arrows is used to get the number of infantry purchased at maximum or at 0).

Factories are used to place units. aaGun stands for Anti-Aircraft Gun. Your total PUs available are written below the boxes with the units

After selecting the units you want to purchase, you click Done. Then, on the right side of the screen, you have the option of changing your choice, or to press "Done" to get to the next phase.

Combat Move
There are two ways of moving units:
 * click on the unit you want to move and then click on the territory you want to move the unit to.
 * click on the territory you want to move units from (but not on a particular unit). A window appears where you select units you want to move, click OK, than click on the territory you want to move the units to.

To view another area of the map, you can click on the top/left World map. That brings the enlarged map to the region you clicked to.

Combat only occurs if you move your units in enemy controlled territory so you can also make non-combat moves during combat move phase i.e moves into allied territory.

Combat
Click on the "Battle in (name of territory)" on the right side of the screen. A new window will appear for the combat. On the top of the new window you can see the attacking units (left) and the defending units (right). Units are ordered according to their attacking value. Each attacking artillery enhances the attack of one infantry by one. So you will see infantry attacking at 1 or 2 depending how many artilleries you attack with.
 * Dice are rolled for attacking units. (see Low Luck chapter below)
 * Defender selects casualties. If all defending units die, then automatically all defending units are selected. Otherwise defender has to click on the bottom bar of the window (or press space), select casualties on the new window(units with lowest defence are selected by default), press Ok.
 * Dice are rolled for defending units.
 * Attacker selects casualties. (same as for defender)
 * Selected casualties are removed for both attacker and defender.
 * Attacker have the option of retreating. (if some ground units attacked from sea transports, you can't retreat, or you can only retreat air units).

If attacker has chosen to retreat, a new window appears to select where you want to retreat. All remaining ground units have to be retreated to the same territory. You can retreat to any territory of which at least one ground unit was used in the attack. Press Ok after selecting territory to retreat.

If attacker has chosen not to retreat, dice are rolled again as above.

Non-Combat Move
Units can be moved also during non-combat moves on some conditions: Note: air units cannot land on newly conquered territories (territories taken this round)
 * moves must not result in combats; they have to be moved on allied territory
 * unit must not have been used for attacking (with the exception of air units)
 * unit must have remaining moves (if it was used for a non-combat move during "combat moves phase")

Place Units
You can place the units you bought at the beginning of the turn. Units can only be placed on a territory if there's a factory on that territory, and only if you owned the territory at the beginning of the turn. On a territory you cannot place more units than the PU value of that territory. (the number written on the map below the name of the territory). You cannot place units on a factory that was purchased in the same turn.

End Turn and Collect Income
The turn ends and you collect income.

Income is generated by territories: for every territory you control at the end of the turn, the PU (Production Unit) of that territory is added.

With the end of this turn the next country starts its turn.

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

title: TripleA/Basic Rules


text:
TripleA/Units and their Special Abilities Overview

Basic Units
The unit stats and special abilities here are Revised and later from a well known period game. Consult the game notes for the map you are playing (Help -> Game Notes...) for specifics. The 'Attacks at' and 'Defends at' combat values determine the chance the unit will score a hit in a round of combat. For each unit in combat, a six-sided die is rolled. If the result is less than or equal to the combat value, then it is a hit. Otherwise it is a miss. For example, when defending, infantry defends at 2. A roll of 1 or 2 would be a hit and a roll of 3-6 would be a miss.


text:
TripleA/Walkthrough of a game turn

=Walk-Through of a game turn (using Big World as an example)=
 * A scenario loosely based on the year 1942 of the global conflict of 1939-1945.
 * In the Pacific, Japan has expanded explosively but faces a turning point at Midway (May 1942).
 * In Europe, Germany has been halted at the gates of Moscow but sill has Leningrad besieged and is on the verge of defeat at Stalingrad (Dec 1942).

title: TripleA/Walkthrough of a game turn


text:
TripleA/Advanced Rules

=Advanced rules=
 * While in any game, you can click on the top menu at Help->Game notes to see maps creator notes about the map

Bidding
If one side is considered to be disadvantaged, it can be offered a bid. A bid is represented by some PUs that a country can buy units and place them before the game begins. Some players settle two more rules for bids: only one unit per territory. And you can only place units in a territory you already have units.

Players over the lobby say the bid they need to take the disadvantaged side, and the ones with the lowest bid requirement take it.

Low Luck
Low luck is an option that affects how many casualties are inflicted during each round of combat. You cannot change it during a game except by saving and reloading. To turn it on or off, when you start a game, after selecting the map with the "Choose Game ..." button, click on "Game Options" to then turn it on or off in the list of options.

Games are either low luck or dice, dice is typically the default. In a dice game, one die is rolled for every unit in combat to determine if they hit or miss. There is less variability in a low luck game and up to one die is rolled during combat regardless of how many units are attacking or defending.

Low luck calculates the number of casualties by summing the total attack value (or defensive value) and then dividing by six by to find the statistical expected number of hits. One die is then rolled to determine if the reminder is a hit or not. The remainder or lower becomes the number to roll for an extra hit.

For example, if 3 infantry are attacking they have a total attack value of 3. Three divided by six is zero with a remainder of three. Thus, three infantry on attack would roll one die, a one, two, or three would be a hit. As another example, six infantry attacking would get exactly one hit. Since the remainder is zero, no die at all would be rolled. Finally, if eight infantry were attacking three tanks, the infantry would get one hit and a roll hitting on a one or a two. The tanks would also get one hit and also an extra hit if they roll a one, two, or a three. Note, that in the last example each side is guaranteed one hit, and can possibly get two. Contrast this to dice where the infantry could get anywhere from zero to eight hits, and the tanks could also have anywhere from zero to three hits.

Two hit battleship
As the feature title indicates, a battleship would take one hit as damage and the second hit would sink it. If a battleship only takes one hit damage it gets repaired either at the end of the turn or the end of the round. Some games include shipping ports where the damaged ship must reach before getting repaired.

Battleships repair at end of round
If any two-hit unit takes damage but still lives (only takes one hit damage) it gets repaired at the end of the current turn.

Always on AA guns
Always on AA causes Anti-aircraft guns to fire whenever the territory is passed over, even during non combat movement.

Kamikaze Airplanes
If on, then the game attempts to ignore movement rules concerning aircraft. (meaning that you do not need somewhere to land).

LHTR Tech Activation = Restricted Tech Activation
New technology activates at end of round

LHTR Heavy Bomber = Restricted Heavy Bomber

 * Always roll two dice

 * attack - use the better result of the two dice
 * strategic bombing raid (SBR) - use the better result of the two dice and add +1 to determine damage

LHTR Carrier production = rules.version.3 Carrier production
This option allows the player to produce/land Fighters on new/existing Aircraft Carriers.
 * It causes the following behaviors:

 * 1) New fighters can be placed on existing carriers
 * 2) New fighters can be placed on new carriers
 * 3) Existing fighters can be landed on new carriers
 * 4) Fighters adjacent to the production SZ CANNOT be moved to new carriers

National Objectives
Only available in v3 rules
 * If certain conditions (National Objectives) are met, countries can get an added income.(you can see in map's description details about them)

Technology development
Countries can invest money in a chance of improving their technology (every chance costs 5 PUs and it's worth 1/6 chance of getting a new technology. Investing in technology is done during the "Tech Rolls" phase of the turn.

Heavy bombers
Improves bombers:
 * if LHTR is off bombers roll multiple times (usually 2 or 3), just like 3 bombers.(one bomber can hit multiple targets)
 * if LHTR is on, bombers roll twice or three times (depending on map/option), the biggest value is chosen and 1 is added. The result is the attack value of the bomber.

Industrial Technology
Only available in v2 rules
 * Lowers the price of each unit by 1. Lowers price of factories by half.
 * Industrial Tech is considered an ‘optional technology’ and both players must agree to allow this tech before the game starts, otherwise it should not be researched.

Version Rules
Different rules apply, depending on the map. Some maps are made with version 2 rules (v2), others v3 or v4.

Rules for all versions

 * Subs can sneak attack. That means they can pass an enemy occupied sea zone and attack the next (an enemy destroyer prevents it).

Version 2 rules
Example of map "Big World 1942" is based on v2 rules
 * Unlucky technology development dice are lost
 * Sea transports defend at 1
 * Submarines can submerge after first attacker/defender roll. So an attacking fighter still has a chance of hitting a sub before it is able to submerge. Enemy destroyer stop subs from submerging.

Version 3 rules
Example of map "Big World 1942 v3" is based on v3 rules
 * Unlucky technology development dice are rolled again next round until a technology is found.
 * Sea transports do not defend. Neither can they be selected as casualties. They are just lost if enemy wins the sea zone. For example a bomber can defeat an infinite amount of unguarded transports.
 * Submarines can submerge before any roll. So an attacking fighter has no chance of hitting a submarine, unless a destroyer prevents it from submerging.
 * bombers during strategic bombing do not destroy enemy PUs, but it damages the factory. Enemy will have to spend money to repair his factory or else he will be able to place less units in that factory.

Version 4 rules
I believe "World War II v4" is the only map based on v4 rules.

Version 4 rules are the same with v3, but the map is different (it's v2 revised map). National Objectives were removed.

Chart view
The following chart shows if fighters can be placed (in place units phase) directly on new/old carriers.(if adjacent territory has factory). Also if fighters from an adjacent territory can be dragged on new carriers. (if you want to drag two fighters on one carrier, both fighters have to be on the same territory.)

Some maps allow the customization of these rules by clicking "game options" after choosing the map and before starting the game. Note: The way of placing old fighters on new carriers is different: Fighters have to be moved during combat or non-combat moves phases on the sea zone the carrier will be placed. A note will appear that air in the sea zone can't land. You have to click End Move Phase. Placing the carrier in that sea zone saves the fighters. This is only available for v3 and v4.
 * In version 2 fighters have to be on one adjacent territory; they will be "dragged" onto the carrier.

title: TripleA/Advanced Rules


text:
TripleA/Play by Mail

Play by Mail is also shortened as PBEM.

After starting tripleA, click on "Start PBEM game". From "Load Saved Game" you can load the saved your partner sent you by mail, or from "Choose Game" select your new game. There are different Dice Servers:
 * for the first one you have to enter your email and your partner's at the To and CC fields on top. Then play and at the end of your turn you save and send the saved to your partner by mail. The Dice server will send an email containing the result of every dice rolled to the emails you provided. It might flood your email with such mails.
 * the second dice server (the one containing web word in it) just stores the rolled values on the internet, which you can check using the game's unique code (you can find instructions in the fields where the e-mails would have been written for the previous server)

title: TripleA/Play by Mail


text:
TripleA/Play on the Lobby

=Play on the lobby= After starting TripleA, click on "Find Games Online on the Lobby Server". On the Login Screen you have two options:
 * Create Account, using the Create Account button
 * login anonymously choose a username that hasn't been taken so far, then switch "Login Anonymously ?" on. You will no longer be required to make an account, but anyone can login with the same username.

On the lobby, on the right side you can see all the users currently online. Some of them have a comment near their username (such as afk=away from keyboard etc) to set a comment near your username, click on "Status" located on the bottom right of the screen. If you have a partner that is online, you can call for his attention by "slapping" him (right-click on their username on the right of the screen and click on slap He will be noted that you slapped him even if he is in a game. Other users will not see the "slapping")

on the bottom left it's a messenger type window. You can post messages there.

On the top left side are listed the current games. At Status you can see if game is in progress or host is waiting for players. To join a game, select a game from the list and click "Join Game" from below the list. You can watch other people's games and learn from them. Rarely games are protected by passwords.

You can host a game by clicking "Host Game". In the "comment" field you can write a comment such as game options or your level of experience on that map to find appropriate partners.

If you can't host, it's most probably because of your router. It can be solved by changing router settings and open a port (port forwarding).

Politeness
Generally players like to win. If you are losing, it is nice to give them satisfaction by not abandoning. Surrendering and telling them they play well is an option.

However, it's nice to surrender when you no longer have any chance of winning and game gets boring.

title: TripleA/Play on the Lobby


text:
TripleA/Credits

The original developer for the TripleA Game Engine is Sean G Bridges.

The current developers are: Mark Christopher Duncan (veqryn), Edwin Van Der Wal, and Frigoref.

title: TripleA/Credits


text:
TripleA/Appendices

=Appendices:=

Larry Harris Tournament Rules (LHTR)
On July 26, 2007 the Larry Harris Tournament Rules version 2.0 were released. LHTR 2.0 are a set off rules for Axis & Allies Revised that are commonly used in tournaments and other game play. The rules were created by Larry Harris, the creator of Axis & Allies and has additionally been worked on by several players and tournament game masters. The objective of the LHTR rules are to clarify existing rules and re-work other rules to help game balance while still maintaining the spirit of the game.
 * Axis & Allies House Rules

More Advanced/Complex Games:

 * There's a lot more to learn.

1. Complex Turn Order

The Order of countries is Russia, Germany, UK, Japan, and then US This is original turn order, i think Italy is before Germany and china is before Japan.

2. Complex Rules for Gameplay, Territories, Players, etc.

The Turn order goes as follows 1. First, you buy units and roll for tech 2. Second, you choose where your armies will strike 3. Third, you fight those battles 4. Fourth, you return aircraft to bases and Use non-combat move (any move points not spent in combat can be used in non-combat move) 5. Fifth, you place the units you bought at the beginning 6. Sixth, you collect Money

3. Complex Unit Abilities
 * Superpowers.

Using the UI, Menus and Buttons

 * Map Skins, Map Details, Export, etc.

Tactical handbook

 * TripleA_Tactical_Handbook.pdf

title: TripleA/Appendices


text: TripleA/Printable version

title: TripleA/Printable version


text: 2009 UIL Spelling Study Manual/Printable version


text: TI-Basic 84 Programming/Printable version


text: Tanchangya/Printable version

title: Tanchangya/Printable version


text: Final Fantasy XI/Printable version

title: Final Fantasy XI/Printable version


text:
Final Fantasy XI/Introduction

This is a guide for Final Fantasy XI, also known as FFXI, an MMORPG for the PC, Sony PlayStation 2, and Xbox 360.

Currently, there are 2 expansion packs available for Final Fantasy XI. "Rise of the Zilart" adds many new areas and job classes to the original game, as well as 17 new story-based missions. Zilart was sold as an expansion in Japan, but was released with the game in the United States. The second expansion is "Chains of Promathia," which did not add any new jobs, but included a large new storyline and new areas. A third expansion pack has been announced, "Treasures of Aht Urhgan." This expansion will add a few new areas for exploration, a few new monster types, and three new character jobs (Blue Mage, Corsair and Puppetmaster).

title: Final Fantasy XI/Introduction


text: Bicycles/Printable version

title: Bicycles/Printable version


text: 0 A.D./Printable version

title: 0 A.D./Printable version


text: 9-1 Chemistry/Printable version

title: 9-1 Chemistry/Printable version


text: SPARQL/Printable version

title: SPARQL/Printable version


text:
Beginners Guide to Ladino/Adjectives in Ladino

Agreement
It is important that adjectives agree. What is agreement? Agreement is when a noun has the same gender and number as the noun it describes.


text: Tarot Card Reading/Printable version

title: Tarot Card Reading/Printable version


text:
User:Mikehmac1949/sandbox

User:Mikehmac1949/sandbox

title: User:Mikehmac1949/sandbox


text:
Wikibooks:Reading room/Administrative Assistance/Archives/2021/September

Template seems to have been hacked
G'day Guys Please see here:

https://en.wikibooks.org/wiki/History_of_wireless_telegraphy_and_broadcasting_in_Australia/Topical/Biographies

(amongst other pages using the template)

Could an Admin look into this please, thanks Samuel.dellit (discuss • contribs) 09:35, 20 September 2021 (UTC)
 * I can't see a problem, and the Template hasn't been changed in years. Can you explain what you are seeing please? Thanks - QuiteUnusual (discuss • contribs) 10:07, 20 September 2021 (UTC)
 * The issue has now disappeared, but I took a screengrab at the time, in place of the Incomplete badge was (in bright red): Lua error in package.lua at line 80: module 'Fuerdai My testicles keep going up and down up down up down up down' not found. Samuel.dellit (discuss • contribs) 11:32, 20 September 2021 (UTC)
 * Thanks. That was caused by vandalism to Module:Message box, which was reverted removing the issue. I've now semi-protected the module as it appears to be a target for vandalism. QuiteUnusual (discuss • contribs) 14:45, 20 September 2021 (UTC)


text:
User talk:Tepth

How is PTE Test Evaluates.
Language Proficeiency Test

The PTE test is a universally perceived English language test that understudies can take to demonstrate their capability in the subject. This score will be acknowledged by instructive foundations all throughout the planet, so it's significant for any individual who needs to consider or move into one of these significant English-talking nations Achieving a PTE score of 90 may appear to be unthinkable, however it is totally possible. To get ready for the test, you want to make a couple of strides and follow a few hints that will build your odds of coming out on top. A three-hour PC test is intended to quantify everyday English language abilities rather than more significant levels of familiarity and tests an understudy on his/her capacity get what they hear. The staggered evaluating framework guarantees that the examinee will better know whether he's capable in talking or composing with this kind of appraisal apparatus. As the tests are totally mechanized, PTE Academic outcomes and scores can be proclaimed much speedier. This makes it appropriate for understudies who need to breeze through their assessment as before long they're reported or those with school plans that don't permit sufficient time between taking it and getting scores; also, up-and-comers investigating appearance on a scholarly level will find out pretty much each of the six themes tried inside this test when

The PTE test has been demonstrated as a powerful way for instructors all throughout the planet who require state sanctioned testing methodology across various nations. It's hard enough to communicate in English without having a highlight. Be that as it may, for those taking the Pearson Test of English, including the IELTS and PTE tests, there is one considerably seriously testing angle: time limitations! In these tests, your apportioned talking area keeps going from 10 – 15 minutes which conceals to 10 general subjects. The longest single talk in this test might keep going 1-2 minutes on a specific theme so it passes by quick, isn't that right? What many individuals don't know about each kind of composed test (IELTS or Pearson?) Is the means by which contrastingly planned their Speaking Sections are contrasted and each other For instance, during IELTS speaking section.In the IELTS and PTE composing tests, a competitor will get an alternate score for each test contingent upon the amount of their work is based off layouts or remembered words. As opposed to this conventional methodology in article composing designs like those found inside English Language Testing System (IELTS) tests, the Pearson Test Of English Speaking Emergencies'(PTE) markers focus better when surveying applicants who utilize such procedures during discourse planning meetings with local speakers–and subsequently give them lower scores than if they had created unique substance without any preparation all things being equal. PTE Test dates in Dubai at The test planning and Testing House

'PTE Reading Section scores'

Perusing part of the PTE test isn't really that confounded of IELTS. You are permitted to peruse rapidly and absent a lot of care, yet there might be a few inquiries on language structure on occasion for the people who need it! The manner in which perusing in the two tests works makes them altogether different from one another; in any case, one likeness between these two tests quite significant descends their idiosyncrasies towards examining jargon words (they measure setting). One more distinction can maybe best be clarified by expressing what each of the three areas have under normal: neither measures your discourse creation abilities or familiarity levels—those go outside only ability to comprehend texts into real talking practice as well

The PTE test has a listening segment that gives you an opportunity to think prior to continuing with the following inquiry, though IELTS's comprises of consistent fixation and note taking during discussions. You can't pick when it is your move so there are no breaks for nerves or stress as in a normal day life circumstance where one should continually gauge choices while being careful with regards to everyone around them consistently except if they need bedlam rule which would be plainly placing themselves last on this rundown due simply because others start things out notwithstanding if individuals realize what was going through their psyche in advance!

title: User talk:Tepth


title: User:Sophiam2/sandbox


text:
Oberon/ETH Oberon/2.3.7/References.Text

References

 * Institute for Computer Systems
 * Oberon User Group (OUG)
 * FTP Site
 * News Group
 * World Wide Web
 * Oberon CD-ROM
 * Oberon News
 * Literature & Publications

Institute for Computer Systems

The Institute for Computer Systems, home of Oberon, can be contacted at:

 * Institut für Computersysteme
 * ETH-Zentrum
 * CH-8092 Zürich
 * Switzerland

 * email: oberon@inf.ethz.ch
 * tel: +41 (1) 632 73 11
 * fax: +41 (1) 632 13 07

Oberon User Group (OUG)

The Oberon User Group (OUG) organizes the popular Oberon Day every year. They also maintain an anonymous FTP server called huxley.ethz.ch.

 * The Oberon User Group
 * Bergstrasse 5
 * CH-8044 Zürich
 * Switzerland

 * email: oberon-user@inf.ethz.ch

FTP Site

The current Oberon versions for several different hardware platforms can be obtained via internet file transfer ftp from the anonymous FTP server ftp.inf.ethz.ch. It archives the Oberon systems in the directory /pub/Oberon. In directory /pub/Oberon/System3 the Oberon System 3 implementations can be found. Oberon System 3 is freely available for Windows 3.1/NT, Mac II, PowerMac, PC Native and PC Linux.

 * FTP Hostname:	ftp.inf.ethz.ch
 * Directory:	/pub/Oberon/System3/

News Group

On Internet, the news group comp.lang.oberon discusses Oberon. If you don't have news group access, but do have e-mail access, a list server can send you the newsgroup contents. Send the list server an e-mail:

 * To: listproc@inf.ethz.ch
 * subscribe oberon-news@inf.ethz.ch

Or to get more information:

 * To: listproc@inf.ethz.ch
 * help

An interesting document explains how to use the internet when you only have e-mail access:

 * To: LISTSERV@ubvm.cc.buffalo.edu
 * GET INTERNET BY-EMAIL NETTRAIN F=MAIL

World Wide Web

The Oberon home page is[was] located on the Web at:

 * http://www.oberon.ethz.ch

Oberon CD-ROM

The Oberon system collection is available on CD-ROM from:

 * The Oberon System - September 21st, 1994
 * by Anthra Norell, Inc.
 * ISBN 0-964-29530-X
 * UPC 79591000006

 * Oberon - das neue Pascal fuer DOS, Windows, Mac und Unix,
 * Version 1.0
 * by Addison Wesley
 * ISBN 3-89319-791-5 VVA-Nr. 563-00791-9

 * Oberon! - System 3 Release 2.0
 * ComponentWare
 * Für DOS, Windows, Mac und Unix - 2. aktualisierte Auflage
 * Josef Templ
 * by Addison-Wesley - 1995
 * ISBN 3-89319-886-5

Literature & Publications

 * N. Wirth and M. Reiser:
 * Programming in Oberon. - Steps beyond Pascal and Modula_2.
 * Addison Wesley, 1992, ISBN 0-201-56543-9.
 * Tutorial for the Oberon programming language and concise language reference.

 * H. Mössenböck:
 * Objektorientierte Programmierung in Oberon-2
 * Springer-Verlag, 1993, ISBN 3-540-55690-7
 * German version of Object-Oriented Programming in Oberon-2

 * M. Reiser: The Oberon System. User Guide and Programmer's Manual.
 * Addison Wesley, 1991, ISBN 0-201-54422-9.
 * User manual for the programming environment and reference for the standard module library.

 * N. Wirth and J. Gutknecht:
 * Project Oberon - The Design of an Operating System and Compiler.
 * Addison Wesley, 1992, ISBN 0-201-54428-8.
 * Program listings with explanations for the whole Oberon system, including the compiler for NS32000.

 * Jörg Gutknecht:
 * Oberon System 3: Vision of a Future Software Technology
 * Software - Concepts and Tools, Volume 15, No 1, 1994.

 * Johannes L. Marais:
 * Inside Oberon System 3
 * Dr.Dobb's Journal, October 1994.

 * Johannes L. Marais:
 * The GADGETS User Interface Management System
 * Structured Programming, Volume 12, 1991.

 * Jörg Gutknecht:
 * Oberon - Perspectives of Evolution
 * Proceeedings of the Joint Modular Languages Conference, Ulm 1994. Published in Advances in Modular Languages, Peter Schulthess, Technology transfer series, Benzstrasse 12, Postfach 4204, D-89032 Ulm/Donau.

 * Johannes L. Marais:
 * Towards End-User Objects: The Gadgets User Interface System
 * Proceeedings of the Joint Modular Languages Conference, Ulm 1994. Published in Advances in Modular Languages, Peter Schulthess, Technology transfer series, Benzstrasse 12, Postfach 4204, D-89032 Ulm/Donau.

 * André Fischer and Hannes Marais:
 * The Oberon Companion: A Guide to Using and Programming Oberon System 3
 * vdf Verlag, Zürich

title: Oberon/ETH Oberon/2.3.7/References.Text


text:
Lentis/les Zadistes

= Introduction =

Les Zadistes, or the Zadists in English, are a radical occupational group aiming to stop various land developments primarily around France. Their name derives from the hijaking of the term "Deferred Development Zone" (French: zone d’aménagement différé, or ZAD) to “Zone to Defend” 3 (French: zone à défendre, i.e. also ZAD).

= History =

The ZAD movement gained popularity in the 2010s, but traces back to the1960s. The movement originates from grassroot populism and longstanding battle between French agriculturists, activists and authorities. The Zadists cite the decade long "Larzac Struggle" as a particular inspiration. In 1970s, thousands of heterogeneous activists gathered for a decade long resistance against a military base expansion. The struggle created a community through large scale marches, hunger strikes, festive protests and a newspaper. These concepts were later adopted by the Zadists.

First Campaign: Notre-Dame-des-Landes
The ZAD movement was born out of resistance at Notre-Dame-des-Landes. In 1960, French Government proposed an airport near the city of Nantes, which would destroy thousands of hectares of well-preserved wetlands, forests and farmland. The development was delayed due to external factors, only to be revived in 2008. In 2009, local activists and residents organized a “climate action camp” on the designated site and strategized occupation of all vacant buildings and farms. This camp grew as French people from diverse backgrounds joined the experimental protest.

The Zadists created a diverse and self-sufficient group, with its own bakeries, forges, mills, and common socialization spaces. They legitimized the idea of land occupation and an autonomous, rebellious community for future movements. In 2012, Government rebuttal came in form of operation Caesar as police forces attempted to reclaim the zone. Protestors erected barriers, pelted the officers and slowed operation to the point of suspension.

This active offense continued over the decade as the Zadists constantly called for global support, carrying out additional demonstrations. In 2014, Nantes demonstrations occurred with cost of damages exceeding a million euros. A colorful crowd blocked the city highways with tractors before rioting and attacking administrative buildings. During trial of occupant families in 2016, thousands of supporters gathered outside courts to show their support. The Zadists were given names as green jihadis or radical eco-warriors, yet the French continued responding to their calls for reinforcements and marches.

After his election, President Macron, keeping up with his environmentalist agenda, cancelled the project, awarding the ZADs with a partial victory. The Zadists did not gain autonomy over that region but inspired several other movements over the decade. .

= Other Notable Campaigns =

The Zadists have led many campaigns across the world fighting for important environmental issues, which have achieved varying levels of success.

ZAD de la ferme des Bouillons (2012-2015)
One notable campaign inspired by the ZAD movement at Notre-Dame-des-Landes was the ZAD de la ferme des Bouillons in 2012, in which young activists occupied farmland intended to be made into a shopping center. Immochan, the real estate branch of distribution giant Auchan, bought a 10 acre plot of land in Bouillons in January 2012, one of the few developable land sites in the area. In December of 2012, a small group inspired by the ZAD de Notre-Dame-des-Landes decided to occupy the land. The group started out with 6 people but grew in size to around 50, with more than 200 people in an “emergency chain” that could be mobilized by a phone call. On August 19, 2015, the group was forced off the land by the police who were carrying out a 2013 court approved evacuation. Despite the evacuation of the Zadists, Immochan gave up on the land and signed a sales agreement with SCI, another real estate company. In the sale, a provision was put in place mandating that agricultural activity is maintained at the site for at least 25 years.

ZAD du Testet (2011-2015)
In 2011, a ZAD movement was started at the Testet Dam, a proposed dam that would benefit only a small number of industrial agriculture companies and would result in a lot of environmental damage. According to experts commenting on the project, the dam made very little sense, as the dam was under funded, pushing the costs to future residents in the area. The former French Minister for Ecology, Delphine Batho, called the project “an absurd project for a minority” and was forced to leave the socialist government for her critical response to the dam. The Zadists joined the many others opposing the dam in 2011, and protested it for many years. On October 26, 2014, a 21 year old Zadist named Rémi Fraisse was killed by police while protesting the dam. This death brought even more attention to the dam, and it was eventually cancelled in 2015.

ZAD de la Colline (2020-2021)
A more recent ZAD campaign started in 2020, in Switzerland at Mormont Hill. This is a unique site for biodiversity and history, and is home to a large variety of plants and was the site of a Helvetian cult. The site was bought by Lafarge-Holcim to become a quarry and cement factory, and the Zadists began occupying it in October of 2020. The Zadists were supported by various experts and politicians, who wanted to preserve the site for its ecological and historical significance. However, the Zadists were evicted from the site on March 30, 2021 and the project is continuing after their eviction. = Environmental Impact =

Through its activism, the ZAD movement has helped halt various land development projects. Through different means, including the destruction of biodiverse lands, these projects would have a negative impact on the environment. Arguably, one of the biggest impacts that this movement had was the stopping of the construction of the airport on the commune of Notre-Dame-Des-Landes. The construction would have not only displaced inhabitants of the land, but it would have also destroyed more than 1,600 hectares of wetland and 9,000 acres of biodiverse green space. Wetland and biodiverse spaces are important since they are the habitat to a variety of animal and plant species. The loss of habitat has impacts not only on the individual species being directly affected but on the overall global ecosystem and the planet's ability to sustain life. Habitat destruction is one of the biggest threats to species of fauna and flora in the world and it is primarily caused by humans.

Another notable environmental impact of this movement was contributing to the halt of the Testet Dam project. The construction of this structure would have flooded about 12 hectares of wetland with protected species. Protected species are either threatened or endangered species that are guarded by federal law. The continued endangerment of said species may lead to extinction and further disbalance of the global ecosystem. Restoration of the wetland elsewhere was proposed to compensate for the environmental impact this construction would cause. However, several experts within state organizations have evaluated the impacts and questioned the relevancy of the proposed compensation. In addition, a pro-environment association created in 2011 by the name of Collectif Testet also claimed that the dam would perpetuate intensive agricultural practices. Intensive agricultural practices also lead to habitat destruction.

Though not all of the ZAD attempts to stop land development projects have been victorious, the successful halt of the Notre-Dame-Des-Landes and Testet Dam projects among other causes have had important environmental effects.

= Conclusion = Overall, the ZAD movement has had varying levels of success on their different endeavors. There is a lot to learn from the strategies used by the Zadists to defend their causes. Given the extreme environmental challenges facing the world today, the Zone to Defend mentality of the Zadists should be expanded to across the world. Natural areas such as forests, deserts, mountains and beyond need a passionate group of activists to fight for their continued protection. For future research, this chapter would benefit from the investigation of other movements inspired by the ZAD or that have utilized similar strategies. This could include other movements that have utilized land occupation and community building on development zones to advance their agendas in different contexts. Examples of this include the acampamentos of the Landless Workers’ Movement in Brazil. Further environmental impacts as well as the effect of these campaigns on communities around the land development projects can also be investigated. This would also include the effects that the varying levels of success of the ZAD movement has on said communities.

=References=

title: Lentis/les Zadistes


text: Japanese Phrasebook/Cafes and Restaurants


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User talk:2001:448A:2020:64FF:D1B1:A0C:25F:851A

You cannot edit for 2 weeks due to disruptive editing. You are welcome to contribute constructively when editing privileges are restored. You may appeal this action with a reasonable argument by adding the text below. —Atcovi (Talk - Contribs) 22:41, 10 November 2021 (UTC)


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User talk:Grigoz1

Warning
—Atcovi (Talk - Contribs) 04:26, 11 November 2021 (UTC)

title: User talk:Grigoz1


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Slovak/Slovak alphabet

Slovak alphabet (slovenská abeceda) & pronunciation
Slovak Alphabet

English Sound

Pronunciation Example

 * A a a as in apple
 * Á á aː as in father
 * Ä ä æ, ɛ as in aerial
 * B b b as in brother
 * C c t͡s as in cats
 * Č č t͡ʃ as in match
 * D d d as in do
 * Ď ď ɟ, dʲ as in dew
 * Dz dz d͡z as in beds
 * Dž dž d͡ʒ as in John
 * E e e as in enter
 * É é eː as in their
 * F f f as in foot
 * G g ɡ as in go
 * H h ɦ as in house
 * Ch ch x as in the German Bach
 * I i ɪ as in sit
 * Í í iː as in sea,
 * J j j as in you
 * K k k as in king
 * L l l, l̩ as in love
 * Ĺ ĺ l̩ː as in Luvre
 * Ľ ľ ʎ, lʲ as in million
 * M m m as in mother
 * N n n as in net
 * Ň ň ɲ, nʲ as in news
 * O o ɔ as in orbit
 * Ó ó ɔː as in door
 * Ô ô u̯o as in won't
 * P p p as in power
 * Q q kv as in kvet
 * R r r, r̩ as in rain
 * Ŕ ŕ r̩ː as in Roma
 * S s s as in star
 * Š š ʃ as in shower
 * T t t as in take
 * Ť ť c, tʲ as in tube
 * U u u as in tuna
 * Ú ú uː as in fool
 * V v v as in vision
 * W w v as in water
 * X x ks as in taxi
 * Y y ɪ as in city
 * Ý ý iː as in feel
 * Z z z as in zebra
 * Ž ž ʒ as in pleasure

title: Slovak/Slovak alphabet


text:
Slovak/Useful phrases

Useful phrases
English Slovak Phrases

Greeting

 * Hi! Ahoj!
 * Good morning! Dobré ráno!
 * Good afternoon! Dobrý deň!
 * Good evening! Dobrý večer!
 * Welcome! (to greet someone) Vitajte!
 * Hello my friend! Ahoj
 * How are you? (friendly) Ako sa máš?
 * How are you? (polite) Ako sa máte?
 * I'm fine, thank you! Som v poriadku, ďakujem!
 * And you? (friendly) A ty?
 * And you? (polite) A vy?
 * Good Dobre
 * Not so good Nie veľmi dobre
 * Long time no see Dlho sme sa nevideli
 * I missed you Chýbal (to a man), chýbala ( to a woman) si mi
 * What's new? čo nové?
 * Nothing new Nič nové
 * Thank you (very much)! Ďakujem (veľmi pekne)!
 * You're welcome! (for "thank you") Prosím! Nech sa páči!
 * My pleasure Teší ma
 * Come in! (or: enter!) Poďte/ (polite) poď (friendly) ďalej!
 * Make yourself at home! Cíť (friendly) cítťe (polite) sa tu ako doma

Farewell Expressions

 * Have a nice day! Prajem príjemný deň!
 * Good night! Dobrú noc!
 * Good night and sweet dreams! Dobrú noc a sladké sny!
 * See you later! Vidíme sa neskôr!
 * See you soon! Čoskoro sa vidíme!
 * See you tomorrow! Uvidíme sa zajtra!
 * Good bye! Dovidenia!
 * Have a good trip! Šťastnú cestu!
 * I have to go Musím ísť
 * I will be right back! Hneď som tu!

Holidays and Wishes

 * Good luck! Veľa šťastia!
 * Happy birthday! Všetko najlepšie k narodeninám!
 * Happy new year! Šťastný Nový rok!
 * Merry Christmas! Veselé Vianoce!
 * Happy Easter! Veselú Veľkú Noc!
 * Happy Holidays! Veselé sviatky!
 * Congratulations! Blahoželám! Gratulujem!
 * Enjoy! (or: bon appetit) Dobrú chuť!
 * Bless you (when sneezing) Na zdravie!
 * Best wishes! Všetko najlepšie!
 * Cheers! (or: to your health) Na zdravie!
 * Accept my best wishes Prajem Vám (polite) /ti (friendly) všetko najlepšie!

How to Introduce Yourself

 * What's your name? Ako sa voláš? (friendly) Ako sa voláte? (polite)
 * My name is (John Doe) Volám sa..
 * Nice to meet you! Teší ma!
 * Where are you from? Odkiaľ pochádzate (polite) pochádzaš?(friendly)
 * I'm from (the U.S/ Slovakia) Ja som zo/z ..
 * I'm (American/ Slovak) Ja som..
 * Where do you live? Kde bývate?(polite) Kde bývaš?(friendly)
 * I live in (the U.S/ Slovakia) Bývam v/na..
 * Do you like it here? Páči sa Vám (polite) /ti (friendly) tu?
 * Slovakia is a beautiful country Slovensko je krásna krajina
 * What do you do for a living? Čím sa živíš (friendly) / živíte (polite)? Kde pracuješ (friendly) pracujete (polite)?
 * I'm a (teacher/ student/ engineer) Ja som (učiteľ / študent / inžinier)
 * Do you speak (English/ Slovak)? Hovoríte(polite)/hovoríš(friendly) po (slovensky, anglicky)?
 * Just a little Len trochu
 * I like Slovak Páči sa mi slovenčina
 * I'm trying to learn Slovak Snažím sa naučiť po slovensky
 * It's a hard language Je to ťažký jazyk
 * It's an easy language je to ľahký jazyk
 * Oh! That's good! Ó, to je dobré! Skvelé!
 * Can I practice with you? Môžem s vami cvičiť (precvičovať)?
 * I will try my best to learn Urobím všetko aby som sa naučil
 * How old are you? Koľko máte(polite) /máš (friendly) rokov?
 * I'm (twenty one, thirty two) years old Mám (dvadsaťjeden, tridsaťdva) rokov
 * It was nice talking to you! Bolo príjemne sa s tebou/vami porozprávať
 * It was nice meeting you! Tešilo ma!
 * Mr.../ Mrs. .../ Miss... Pán, pani, slečna
 * This is my wife Toto je moja manželka
 * This is my husband Toto je môj manžel
 * Say hi to Thomas for me Pozdravuj (odo mňa) Tomáša

Romance and Love Phrases

 * Are you free tomorrow evening? Si voľná (to a woman)/voľný (to a man) zajtra večer?
 * I would like to invite you to dinner Chcel (a man)/ chcela (a woman) by som vás pozvať na večeru
 * You look beautiful! (to a woman) Vyzeráte krásne!
 * You have a beautiful name Máš krásne meno
 * Can you tell me more about you? Môžeš mi povedať viac o sebe?
 * Are you married? Si ženatý (to a man) /si vydatá (to a woman) ?
 * I'm single Som slobodný ( a man)/slobodná (a woman)
 * I'm married Som ženatý (a man) /vydatá (a woman)
 * Can I have your phone number? Môžem poprosiť vaše telefónne číslo?
 * Can I have your email? Môžem poprosit vašu e-mailovú adresu?
 * Do you have any pictures of you? Máš/mate nejakú tvoju/vašu fotografiu?
 * Do you have children? Máš detí?
 * Would you like to go for a walk? Chceš/chcete sa prejsť?
 * I like you Mám ťa rád
 * I love you Milujem ťa / ľúbim ťa
 * You're very special! Si veľmi neobyčajný (to a man) / neobyčajná (to a woman)
 * You're very kind! Si velmy láskavý(to a man)/ láskavá (to a woman)
 * I'm very happy Som velmi šťastný ( a man)/ šťastná (a woman)
 * Would you marry me? Zoberieš si ma? Vydáš sa za mňa?
 * I'm just kidding Ja len žartujem
 * I'm serious Moje srdce hovorí jazykom lásky
 * My heart speaks the language of love

Solving a Misunderstanding

 * Sorry! (or: I beg your pardon!) Ospravedlňujem sa!
 * Sorry (for a mistake) Prepáčte!
 * No problem! Nie je problém
 * Can you repeat please? Môžete zopakovať, prosím?
 * Can you speak slowly? Môžete hovoriť pomaly?
 * Can you write it down? Môžete si to opísať?
 * Did you understand what I said? Pochopili ste čo som povedal?
 * I don't understand! Nerozumiem tomu!
 * I don't know! Ja neviem!
 * What's that called in Slovak? Ako sa tomu hovorí po slovensky?
 * What does that word mean in English? Čo znamená toto slovo po anglický?
 * How do you say "thanks" in Slovak? Ako sa povie "ďakujem", po slovensky?
 * What is this? Čo je to?
 * My Slovak is bad Moja slovenčina nie je dobrá
 * Don't worry! Nebojte sa!
 * I agree with you Súhlasím s vami
 * Is that right? Je to správne?
 * Is that wrong? Nie je to správne?
 * What should I say? Čo mám povedať?
 * I just need to practice Potrebujem prax
 * Your Slovak is good Vaša/Tvoja slovenčina je dobrá
 * I have an accent Mám prízvuk
 * You don't have an accent Nemáte prízvuk

Asking for Directions

 * Excuse me! (before asking someone) Prepáčte prosím!
 * I'm lost Stratil/a som sa
 * Can you help me? Môžete mi prosím pomôcť?
 * Can I help you? Môžem vám nejako pomôcť?
 * I'm not from here Nie som odtiaľto
 * How can I get to (this place, this city)? Ako sa dostanem do ?
 * Go straight Choďte priamo
 * Then Potom
 * Turn left Zabočte vľavo
 * Turn right Zabočte vpravo
 * Can you show me? Môžete mi ukázať?
 * I can show you! Môžem vám ukázať!
 * Come with me! Poďte so mnou!
 * How long does it take to get there? Ako dlho môže trvať cesta tam?
 * Downtown (city center) Centrum mesta
 * Historic center (old city) Historické centrum
 * It's near here Je to odtiaľto blízko
 * It's far from here Je to odtiaľto ďaleko
 * Is it within walking distance? Dá sa tam ísť peši?
 * I'm looking for Mr. Smith Hľadám pána Smitha
 * One moment please! Chvíľočku, prosím
 * Hold on please! (when on the phone) Vydržte chvíľu, prosím
 * He is not here Nie je tu
 * Airport Letisko
 * Bus station Autobusová stanica
 * Train station Vlaková stanica
 * Taxi Taxík
 * Near Blízko
 * Far Ďaleko

Emergency Survival Phrases

 * Help! Pomoc!
 * Stop! Stop!
 * Fire! Požiar!
 * Thief! Zlodej!
 * Run! Utekaj!
 * Watch out! (or: be alert!) Dajte si pozor!
 * Call the police! Zavolajte políciu!
 * Call a doctor! Zavolajte doktora!
 * Call the ambulance! Zavolajte záchranku!
 * Are you okay? Si v poriadku?
 * I feel sick Je mi zle
 * I need a doctor Potrebujem lekára
 * Accident Nehoda
 * Food poisoning Otrava jedlom
 * Where is the closest pharmacy? Kde je najbližšia lekáreň?
 * It hurts here Bolí ma tu
 * It's urgent! Je to naliehavé/urgentné
 * Calm down! Upokoj sa!
 * You will be okay! Budete v poriadku
 * Can you help me? Môžete mi pomôcť?
 * Can I help you? Môžem vám nejako pomôcť?

Hotel Restaurant Travel Phrases

 * I have a reservation (for a room) Mám rezervovanú izbu
 * Do you have rooms available? Máte voľne izby?
 * With shower / With bathroom So sprchou/s kúpeľnou
 * I would like a non-smoking room Prosím si nefajčiarsku izbu
 * What is the charge per night? Aká je cena za jednu noc?
 * I'm here on business /on vacation Som na služobnej ceste/ som na dovolenke
 * Dirty špinavý
 * Clean čistý
 * Do you accept credit cards? Beriete kreditne karty?
 * I'd like to rent a car Rád by som si požičal auto
 * How much will it cost? Koľko to bude stať?
 * A table for (one / two) please! Stôl pre (jedného, dvoch) prosím!
 * Is this seat taken? Je toto miesto obsadené?
 * I'm vegetarian Som vegetarián
 * I don't eat pork Nejem bravčové
 * I don't drink alcohol Nepijem alkohol
 * What's the name of this dish? Ako sa volá toto jedlo?
 * Waiter / waitress! čašník, čašnícka
 * Can we have the check please? účet prosím
 * It is very delicious! Nepáči sa mi to
 * I don't like it Je veľmi chutné!

Shopping Expressions

 * How much is this? Koľko je to, koľko to stojí?
 * I'm just looking Len sa pozerám
 * I don't have change Nemám drobné
 * This is too expensive je to príliš drahé
 * Expensive drahý
 * Cheap lacný

Daily Expressions

 * What time is it? Koľko je hodín?
 * It's 3 o'clock Je tretia hodina
 * Give me this! Daj mi to
 * Are you sure? Si si istý?
 * Take this! (when giving something) Nech sa páči! Tu máš.
 * It's freezing (weather) Mrzne
 * It's cold (weather) Zima
 * It's hot (weather) Horúco
 * Do you like it? Páči sa ti to
 * I really like it! Moc sa mi to páči
 * I'm hungry Som hladný
 * I'm thirsty Som smädný
 * He is funny On je vtipný
 * In The Morning Ráno
 * In the evening Večer
 * At Night V noci
 * Hurry up! Poponáhľajte sa!

Cuss Words (polite)

 * This is nonsense! (or: this is craziness) To je nezmysel
 * My God! (to show amazement) Bože môj
 * Oh gosh! (when making a mistake) Jáj
 * It sucks! (or: this is not good) Jáj
 * What's wrong with you? čo je s tebou?
 * Are you crazy? Zbláznil/Zbláznila si sa?
 * Get lost! (or: go away!) zmizni, chod' preč
 * Leave me alone! Nechaj ma!
 * I'm not interested! Nemám záujem

Writing a Letter

 * Dear John Milý John
 * My trip was very nice Môj výlet bol veľmi dobrý
 * The culture and people were very interesting Kultúra a ľudia boli veľmi zaujímavé
 * I had a good time with you Dobre som strávil čas s Vami
 * I would love to visit your country again Chcel by som zase navštíviť vašu/tvoju krajinu
 * Don't forget to write me back from time to time Nezabúdaj mi občas napísať

Short Expressions and words

 * Good Dobre
 * Bad Zle
 * So-so (or: not bad not good) tak nejako,
 * Big Veľký
 * Small Malý
 * Today Dnes
 * Now Teraz
 * Tomorrow Zajtra
 * Yesterday Včera
 * Yes Áno
 * No Nie
 * Fast Rýchly
 * Slow Pomalý
 * Hot Horúci
 * Cold Hladný
 * This Tento
 * That Ten
 * Here Tu
 * There Tam
 * Me (ie. Who did this? - Me) ja som
 * You Ty ( singular) Vy (plural)
 * Him Jeho
 * Her Jej
 * Us Nás
 * Them Ich
 * Really? Naozaj
 * Look! Pozrite sa!
 * What? Čo?
 * Where? Kde
 * Who? Kto
 * How? Ako
 * When? Kedy
 * Why? Prečo

title: Slovak/Useful phrases


text:
Slovak/Numbers

 * Zero Nula
 * One Jeden, jedna, jedno
 * Two Dva, dve
 * Three Tri
 * Four Štyri
 * Five Päť
 * Six Šesť
 * Seven Sedem
 * Eight Osem
 * Nine Deväť
 * Ten Desať

title: Slovak/Numbers


text:
Slovak/Introduction

Slovak is a Western Slavonic language spoken by about 5.6 million people in Slovakia and also in Canada, Hungary, Poland, Romania, Ukraine and the USA. Slovak is closely related to Czech, Polish, and Sorbian.

title: Slovak/Introduction


text: Slovak/Printable version

title: Slovak/Printable version


text:
Chess Opening Theory/1. e4/1...e5/2. Nf3/2...Nc6/3. Bc4/3...h6

3... h6
Black plays h6 to prepare for the move 4...Nf6. If Black played 3...Nf6 instead, White would respond with 4. Ng5 with the intention to take on f7, winning material and turning the game into a Fried Liver Attack. With 3...h6, 4. Ng5 would no longer be possible and Black can play 4... Nf6.

However, this move might be considered to lose tempo as White can utilize this slow play by playing 4. d4, striking back at the center. If Black insists with playing 4... Nf6? anyway, Black would be losing the e5 pawn.

Theory table
.

'''1. e4 e5 2. Nf3 Nc6 3. Bc4 h6'''


text: Category:Book:Mathematical symbols

title: Category:Book:Mathematical symbols


text:
User:IdiosyncraticLawyer

Add a title. Stay safe; stay well.
I registered my English Wikibooks account on 2021-11-11 at 17:08 and became autoconfirmed on 2021-11-15 at 17:08.

title: User:IdiosyncraticLawyer


text:
User:IdiosyncraticLawyer/sandbox

It is what it is.
I will one day have a subject here, okay?

title: User:IdiosyncraticLawyer/sandbox


text:
German/Grammar/Impersonal verbs

Sometimes you need talk about something happening but need to be vague about what's causing it. This can pose a problem for grammar because in many languages, including English and German, you need to include this information to make a grammatical sentence. One way to handle this in both English and German is the passive voice, which we'll cover in another section. Another way, again used by English and German, is to use a special word which serves as a placeholder for the information that's not there, and that will be the main topic of this section. We'll talk about certain verbs which use these placeholders as part of their meaning. These are verbs where no actual subject is needed, but a "placeholder" subject is used instead to satisfy the rules of grammar.

Terminology
Consider the sentence "It's raining." What, exactly, is raining, the air? the sky? a cloud? The "it" in "It's raining," is known as an impersonal pronoun. This is a new type of pronoun used when a subject or other noun is required by grammar, but the pronoun doesn't refer to anything in particular. In fact, given that a pronoun is supposed to refer to something, perhaps it's not really appropriate to call it a pronoun at all. Another term is "dummy pronoun". So when you want refer to things in general, or to no one in particular, or to nothing really at all, you'd use an impersonal pronoun. Their main function is to serve as grammatical placeholders, something to fill the spot where a noun is expected but the information needed isn't there. For example, most sentence types in German as well as English require a subject, in other words a "doer" for whatever is being "done", but what happens when there is no "doer"? In English one solution is to use the impersonal pronoun "it". This is not the same as the personal pronoun "it", referring to a specific thing, but in this sense the "it" refers to the environment, life in general, or nothing at all. The impersonal "it" is often used with the weather, as in "It's raining," or "It's cold outside," but it can be used in many other ways as well, for example "How's it going?" and "It was nice of you to call." A verb that requires an impersonal "it", or which takes a special meaning when accompanied by an impersonal pronoun, is called an impersonal verb. An impersonal verb may also be classified as intransitive, transitive, ditransitive, or some other type, depending on whether it expects any nouns in addition to the impersonal pronoun.

Using impersonal verbs
Just as English uses "it" as both a personal pronoun and impersonal pronoun, German uses es as both a personal and impersonal pronoun. For example: This is from regnen – "to rain". As with the other meaning of es, the verb is conjugated using the third person singular when the subject is the impersonal pronoun es. To form a question you must put the verb first as usual: The future tense, again, works as expected.
 * Es regnet. – "It's raining."
 * Regnet es? – "Is it raining?"
 * Es wird regnen. – "It will rain."

Other weather related verbs are:
 * frieren – "to be freezing"
 * gießen – "to pour (rain hard)"
 * hageln  – "to hail"
 * stürmen – "to storm"
 * ziehen  – "to be drafty"

Other impersonal verbs
Other impersonal verbs exist in German. Word for word translations seldom work, and you must learn the impersonal meaning separately from any other the meanings the verb may have. These are some of the most common ones.

sein
This is also used for weather, but when you want to describe conditions rather than to say something is happening. For example:
 * Es ist kalt draußen. – "It's cold outside."

This impersonal es is also used as a predicate when you're identifying yourself or someone else. For example: There are a couple of differences between the ways that German and English handle this situation. First, the subject and the predicate have swapped roles, so in German the person (ich) is the subject and the impersonal pronoun (es) is the predicate. Now that ich is the subject, the verb is conjugated as bin. Recall that both the subject and predicate take the nominative case with sien, so "me" has been converted to ich. When you ask this as a question, everything stays the same exept the verb moves to the first position:
 * Ich bin es. – "It's me."
 * Bist du es? – "Is it you?"

In addition, there are many combinations of sien with the point-of-view dative; see below for details.

geben
This may be classified as impersonal transitive because it requires an accusative object. It's used to state that something exists, so it may be translated as "there is" or "there are". For example:
 * Es gibt viele Leute in Deutschland. – "There are many people in Germany."
 * Es gibt ein Kind hier. – "There is a child here."
 * Gibt es Kaffee? – "Is there coffee?"

gehen, laufen
You can say "Es geht ..." with an adjective to describe how you feel about the general state of things. It's very similar to the English expression "It's going ...", being almost a literal translation. As you might expect, it's commonly heard in small talk. You may substitute laufen for gehen with about the same meaning, though the literal translation of laufen – "to walk or run", doesn't really work in English. As with many common expressions, this is especially prone to being shortened in speech. Thus we get the greeting:
 * Wie geht es? – "How is it going?"
 * Es geht gut. – "It's going well."
 * Wie läuft es? – "How is it going?"
 * Wie geht's? – "How are you?"

The point-of-view dative
This is an important use of the dative case, and since it's very often used with impersonal verbs, this is a good place to talk about it. This is a situation where a little knowledge of German grammar, such as the indirect object use of the dative, can be more confusing than helpful, because this use of the dative is used in many common expressions, and yet seems to contradict the laws of grammar which learners have worked so hard to master.

The rule itself is not that complicated though. It states that if you want to say a given statement is according to someone's own experience, opinion, or point of view, you can simply insert the dative of the person in question into the sentence. For example: This is a plain statement which leaves no room to consider whether heiß/"hot" is a matter of opinion. If you want to say the soup is hot according to your standards, but not assume that everyone will feel the same way, then insert the dative mir: Another example: You're not saying German is intrinsically difficult, but that you in particular are having a hard time with it.
 * Die Suppe ist heiß. – "The soup is hot."
 * Die Suppe ist mir heiß. – "To me, the soup is hot."
 * Deutsch ist mir schwer. – "German is difficult for me."

Now let's see how this can be applied to the examples above. Notice that the subject, "I", in the English version is now in the dative case in the German version; this is because the German version says that, from your point of view, things are going well, but you're not claiming that everyone is so fortunate. Meanwhile, the actual subject, es, in the German version has been reduced to 's and tacked onto the end of the verb like an afterthought instead of being the first word in the sentence as you might expect as an English speaker. This is allowed, as you should recall, because German has flexible word order and words like the impersonal es, basically just a placeholder, would rarely be placed in such a prominent position as the start of the sentence. It all makes sense once you understand what's going on, but you can probably see how the overall result might seem wrong if you're not used to it.
 * Wie geht's? – "How are you?"
 * Mir geht's gut. – "I'm doing well."

There are many more such examples with sein. Let's start with: This is just a way of saying that you're feeling hot, or, to put it simply, "I'm hot." This English version is ambiguous though since it could also mean that you're feverish or sexually attractive. One of these latter interpretations would be assumed if you were to naively use the phrase Ich bin heiß.
 * Es ist mir heiß. – "To me, it's hot."

We mentioned that the impersonal es would rarely go first in a sentence. In fact, with sein you would normally drop it altogether using the power of ellipsis. So the most common phrasing would be:
 * Mir ist heiß. – "I'm (feeling) hot."

There are several adjectives that are, or at least can be, used this way, some of which are not obviously related to the weather or the environment:
 * Ist dir langweilig? – "Are you bored?"
 * Ihm ist schlecht. – "He feels sick."
 * Mir ist schwindlig. – "I feel dizzy."

We've mentioned that gut would normally mean quality, moral fitness, or being well behaved. To say you are felling well or healthy, the point-of-view form is more appropriate:
 * Mir ist gut. – "I'm (feeling) good."

But keep in mind that the pattern is not universal:
 * Bist du müde? – "Are you tired?"

Since this is more a property of the adjective in question than sein, you can use this idea with other copulative verbs:
 * Wird dir langweilig?. – "Are you getting (starting to feel) bored?"
 * Mir bleibt schwindlig. – "I'm still feeling dizzy."

title: German/Grammar/Impersonal verbs


text:
User:Skrimik

My account for Wikibooks.

title: User:Skrimik


text: US Constitutional Law/Printable version

title: US Constitutional Law/Printable version


text: Category:Book:United States Constitution


text:
Signetics 2650 & 2636 programming/PVI audio frequency chart

Frequency table
The chart below shows the audio frequency generated by the PVI when the value n is programmed into $1FC7.

Coded index table
This table is just one way of implementing an index table to look up integer values corresponding to a musical note to feed to the PVI sound register $1FC7. Each unit step in index value shift by one semitone. Stepping by 12 in the index value shifts by an octave.

The lookup table uses 85 bytes and covers the range B0 to B7 but could be shrunk by reducing the range, or by eliminating notes not used in the composition. Note that beyond D5 many notes are not available. PitchLUT: db 252  ; 0   B            db 238   ; 1   C            db 224   ; 2   C♯ / D♭            db 212   ; 3   D            db 200   ; 4   D♯ / E♭            db 189   ; 5   E            db 178   ; 6   F            db 168   ; 7   F♯ / G♭            db 158   ; 8   G            db 149   ; 9   G♯ / A♭            db 141   ; 10  A            db 133   ; 11  A♯ / B♭            db 126   ; 12  B            db 118   ; 13  C            db 112   ; 14  C♯ / D♭            db 105   ; 15  D            db 100   ; 16  D♯ / E♭            db 94    ; 17  E            db 88    ; 18  F            db 83    ; 19  F♯ / G♭            db 79    ; 20  G            db 74    ; 21  G♯ / A♭            db 70    ; 22  A            db 66    ; 23  A♯ / B♭            db 63    ; 24  B            db 59    ; 25  C            db 55    ; 26  C♯ / D♭            db 52    ; 27  D            db 49    ; 28  D♯ / E♭            db 46    ; 29  E            db 44    ; 30  F            db 41    ; 31  F♯ / G♭            db 39    ; 32  G            db 37    ; 33  G♯ / A♭            db 35    ; 34  A            db 33    ; 35  A♯ / B♭            db 31    ; 36  B             db 29    ; 37  C          Middle C            db 27    ; 38  C♯ / D♭            db 26    ; 39  D            db 24    ; 40  D♯ / E♭            db 23    ; 41  E            db 21    ; 42  F            db 20    ; 43  F♯ / G♭            db 19    ; 44  G            db 18    ; 45  G♯ / A♭            db 17    ; 46  A            db 16    ; 47  A♯ / B♭            db 15    ; 48  B            db 14    ; 49  C            db 13    ; 50  C♯ / D♭            db 12    ; 51  D            ;............................End of contiguous semitone intervals (chromatic scales) ;.......................The following notes may be useful to complete other scales: db 0    ; 52 db 11   ; 53  E            db 10    ; 54  F            db 0     ; 55 db 9    ; 56  G            db 0     ; 57 db 8    ; 58  A            db 0     ; 59 db 7    ; 60  B            db 0     ; 61 db 6    ; 62  C♯ / D♭            db 0     ; 63 db 0    ; 64 db 5    ; 65  E            db 0     ; 66 db 0    ; 67 db 4    ; 68  G            db 0     ; 69 db 0    ; 70 db 0    ; 71 db 3    ; 72  B            db 0     ; 73 db 0    ; 74 db 0    ; 75 db 0    ; 76 db 2    ; 77  E            db 0     ; 78 db 0    ; 79 db 0    ; 80 db 0    ; 81 db 0    ; 82 db 0    ; 83 db 1    ; 84  B
 * Octave 0
 * Octave 1
 * Octave 2
 * Octave 3
 * Octave 4
 * Octave 5
 * Octave 6
 * Octave 7


text: United States Government/Printable version


text: Symptoms and Signs in Dermatology/Printable version


text: Symptoms and Signs in Dermatology/Erosions


text: Symptoms and Signs in Dermatology/Cysts

title: Symptoms and Signs in Dermatology/Cysts


text: VCE Physics/Printable version

title: VCE Physics/Printable version


text: Metabolomics/Printable version

title: Metabolomics/Printable version


text: PyTorch/Printable version

title: PyTorch/Printable version


text: VCE Mathematical Methods/Printable version


text:
OpenVOGEL/Introduction

Foreword
OpenVOGEL is an open source project founded with as goal to provide free access to a computer program that would allow the numerical study of aeromechanic problems (aerodynamics + elasticity + dynamics). OpenVOGEL can be used to create from scratch, calculate and analyse several aspects of an aircraft model. The software integrates grid generators, unsteady flow theory based in first order panels, structural dynamics by finite elements (modal decomposition) and a graphical user interface.

OpenVOGEL relies in a series of common software packages that are implemented in two separate user applications: Tucan (a user friendly GUI) and the Console (a command line tool). Throughout this Wikibook you will find information about what these two programs are capable of, how they works, and how they can be used in aircraft design.

OpenVOGEL is open source, which means that everyone has access to the source code. The source code is published under the General Public License (GPLv3). To help with the development of the code, please visit repository.

Note to newcomers
If you love airplanes but you are new to the world of aeromechanics, take into account that the topic is difficult in many ways. If you don't have a solid background in basic math (algebra and analysis), you might have a very difficult time trying to figure out what this is all about. I do not consider myself an expert in mathematics so you don't have to be one either, but the basics like working with Euclidean vectors you cannot miss. To understand how an aircraft flies you also need a basic knowledge of fluid dynamics and, in general, classic (Newtonian) mechanics.

This project targets mainly aerospace engineers and undergraduate students actively working on aircraft design. However, this does not prevent amateurs or less qualified people from using the program as guidance to understand how to fly or design an RC model or drone. I have tried to make the program accessible to a broad public.

Over this wikibook
The intention of this wikibook is to make the documentation of the project as rich as possible through the contribution of users. This wikibook aims to cover theoretic notions behind the software and information about how to use it, how NOT to use it, and how to develop it. Open source code is great, but to get the most of it the code must be clearly specified and documented. Many open source projects have become incredibly popular, but their lack of documentation causes a lot of confusion and wrong implementations. To avoid this, we try to provide here as much information as possible so that users can have a good idea of both the bigger picture and the low level math.

This book is currently divided in the following chapters:
 * User's guide
 * Source code
 * Aerodynamics
 * Aeroelasticity
 * Free flight
 * Validation

The evolution of the program
Sometimes it is useful to know a little bit of history to understand why something is the way it is, so I would like to write here a brief introduction about the evolution of OpenVOGEL.

OpenVOGEL was born at the end of the year 2009 as a small research project during my last years at university. It was first developed in FORTRAN, and it was actually only intended to study the behavior of droplets being sprayed by fumigation airplanes flying at very low altitude, a curiosity that can only emerge in a country where corn and soja fields cover an extent of gigantic proportions.

As the program matured, I started to develop a Human-Machine Interface (HMI) for it in Visual Basic 6; unsatisfied with the result and having learned VB.NET at work, I decided to rewrite the whole calculation core in a full object-oriented fashion using Visual Studio and .NET. This compiler (actually virtual machine) was chosen because it provides access to innumerable useful standard libraries and because it is stable and mature enough for doing scientific calculations. One of the advantages is that it saves lot of development time, mainly because memory is managed by something called a garbage collector, which is not present in languages like C, Ada or Fortran. This makes life easier for the developer by letting them focus on the functionality of the software instead of in how the computer should do the job. This is not always necessary to have and for some applications such as real-time applications, it might even be undesired. When it comes about prototyping science projects, however, it clearly is an advantage. Of course this is paid with some loss of performance but for the purpose of this project, the balance was clearly in favor of easier coding. Within .NET there are many compliant languages, Visual Basic (VB) and C# being the most common two. I chose VB instead if C# simply because it is more natural to read and easier to learn. However, many libraries are found in C# and have been linked to the project without problems.

When it comes to coding, the evolution of OpenVOGEL in .NET is naturally linked to the evolution of Visual Studio Community Edition. Since 2010, Microsoft has been publishing a free version of Visual Studio which has evolved rapidly and in favor of open source communities. It started with the Express editions and evolved towards a series of Community editions, which are a lot more feature-rich than the former but with extra license limitations. In 2014 Microsoft pushed .NET as a standard specification, and since then it has been implemented in a parallel open source project called Mono. This project also includes an open source editor called Mono Develop which would eventually be used to develop OpenVOGEL calculation core and make it cross platform.

Let's now talk a bit more about the .NET versions of the program. A program is not made from one day to another. Normally, the life cycle is as follows. The program starts with something simple, evolves to something complex, and then reaches a point where it becomes so complex that it has to be restructured from scratch again. Only when you know exactly from the beginning what the program should be capable of are you in a position to make a strong and flexible kernel. With OpenVOGEL it happened just like that. The current version is the result of rewriting parts to make them more general. The first version of the program only included slender lifting surfaces, and it was only able of handling Neumann boundary conditions (by explicitly fixing zero normal velocity at the boundary). After validation of the results, the aeroelastic algorithms followed. The development of Dirichlet boundary conditions (zero internal velocity potential) took more time to develop, and it is one of the latest implemented features. At least the first four years of development were done in private because the program was not yet mature enough to meet the world. The program first saw light when it became open source in the year 2015 with the idea of making science instead of marketing, and because I sensed the lack of a free friendly program in this area. While the market of proprietary software is very rich, there is very little up-to-date open source software based in panel methods. In fact, most books still present popular FORTRAN routines of the 70's, when object-oriented programming was still in the early development phase. Based on today's technology, OpenVOGEL offers a new perspective on aeromechanical modeling.

Limitations and capabilities
As we will see in the chapters of this book, the aerodynamic method that is implemented in the software can be very powerful for solving some problems and insufficient for others. The restrictions are of differing natures: due to complex geometry, due to the simplified representation of true physics, or even due to limited calculation power. The restrictions of the software will be pointed out as they become evident while describing the different modules of the software. However, I would like to make a small resume of the most important facts. Let me start with a brief description of what simulation means.

Simulating a system is trying to predict its behavior by watching the behavior of a model, which can be a material object or a collection of linked algorithms. Simulating a system with computer algorithms is clearly not like a real test, where real fluids are used and the real equations are naturally integrated. For the last three decades or more, computer simulations have improved dramatically but still face limitations. The problem of numerical simulations is treating the complex math that represents the system behavior with a limited amount of computation resources. We cannot keep track of all molecules in a fluid because there is no sufficient storage in a computer to do so, so the problem needs to be simplified and condensed in a process called discretization.

The problem of real simulations, on the other hand, is that the environment has to be carefully adjusted and controlled to match the target situation. Even if using the same fluid, a real model can deviate from the target situation. For example, consider testing an airplane using a wind tunnel. First you need a model of the plane matching the shape and roughness of the real model. Then you need the wind tunnel, which due to the limited volume does not behave the same as an open fluid domain. Boundary layers develop in the walls, and they introduce effects that are not encountered in free flight. Moreover, the airspeed and the static pressure need to be adjusted to match the Reynolds number, and this could be a challenge. Also, if the flow is not well controlled downstream, at the entrance of the tunnel, turbulence could be introduced that is unreal or out of proportion. Finally, you will need an accurate instrument to measure the air loads. And this is only to mention a few of the many possible sources of deviation.

So we could conclude that simulating a system is never exactly like reality, and no matter the method that is used it is always a challenge. It is an approach that could accurately represent some aspects of the target situation, while at the same time failing to predict others.

Probably the most important thing to make clear in our case is that OpenVOGEL is totally based on potential flow theory. This is an idealization made in fluid dynamics. It does not match reality, but it simplifies the mathematical description of the problem. For many reasons, this simplification must be done.

The potential flow theory states that when viscosity is zero (or, in practice, when the Reynolds number tends to infinity), the flow becomes irrotational and subsequently all we need to describe the motion is a potential function in the form of an unsteady scalar field. The velocity becomes the gradient of that field, and the pressure is linked to the square of the velocity by the very well known Bernoulli's equation. It is a beautiful and understandable theory for sure. However, there are no skin friction forces in potential flow theory, not to mention micro turbulence. So you will never get an accurate description of how boundary layers behave. You will never even get to see one. I know this sounds very disappointing, but don't quit reading yet because in practice it manages to give very good predictions of the main aerodynamic forces and in just a couple of minutes.

Other CFD programs are able to solve Navier Stokes equations, and this brings some advantages. For instance, these programs usually include friction forces and turbulence models. However, the algorithms behind these programs are far more complex since they are typically based in finite elements or finite difference methods. They require many more degrees of freedom and a more complex geometrical description, and therefore they demand more memory and CPU capacity. They also need to be fine tuned to work, usually by modifying control parameters that are adjusted to match real simulations. Because of this, most designers will not use them in the early design of an aircraft where different geometry configurations need to be quickly compared. Complex CFD programs are more natural to be used in research of cutting edge technologies, where accuracy plays an important role. So you are probably beginning to realize from these thoughts the importance of using simple methods, such as the one we will study here, for common engineering applications.

title: OpenVOGEL/Introduction


text: OpenVOGEL/Printable version

title: OpenVOGEL/Printable version


text: Category:Book:Simi, Jonathan!

title: Category:Book:Simi, Jonathan!


text: Simi, Jonathan!/Printable version

title: Simi, Jonathan!/Printable version


text:
Creating a simple 3D game engine in XNA/Introduction

In learning XNA 3, then 4 myself, as I searched the internet, and read many books and I noticed there were no really good tutorials out there to really get you started with an engine. There is an old saying, you can give a man a fish, feed him for a day, or teach him to fish and feed him for a lifetime I mention this, because every book I've read, and tutor I've seen does just that, gives you a fish. I intend to teach you how to fish. As a hobbyist programmer myself, I write this for other hobbyist programmers looking to get some game creation going on. We are going to create a clone of the old classic arcade game, Asteroids by Atari in 1979, only we use 3D models for our graphics. Using the engine we create together with the 3D models and sounds I supply, it should only take a few hours a day to complete this tutor. Then it would only take hours to make a simple game of your own using this engine.

I assume you have a basic or general working knowledge of C#, Java, or C++ at least. What I mean by that is that you know what polymorphic methods are, and other OOP practices so I don't talk over your head. This is meant as an introduction to XNA 4 and real game programming using a game engine, not for learning general programming.

I start with a tutorial on how to make a simple 3D game engine, then proceed to use that engine to make the classic game of Asteroids. I only made one change to the original and that is when the player is hit, their ship does not explode, instead I take down their hits available points, the player starts with three. That was the one thing that frustrated me, starting after getting hit, and bam a rock hits the player ship again! As would often happen it would put the ship out, right in front of a rock. It would only do a check to make sure a rock was not at the spot.


text: Creating a simple 3D game engine in XNA/Printable version


text: Mundeze/Printable version

title: Mundeze/Printable version


text:
A Level Computer Science Programming Guide/Introduction

This Wikibook is not designed to teach you how to program, but rather to help you to remember and easily translate your code to the different languages.

All Pseudocode in this guide is based on various Cambridge Mark Schemes and Help Guides, so it is as accurate as possible.

When complete, the High-Level languages covered in this guide will be those that are set in the Cambridge syllabus; VB.Net, Python and Pascal/Delphi.


text: Mega Man Battle Network/Printable version


text: Human Anatomy/Printable version

title: Human Anatomy/Printable version


text: Category:Book:The wave of a photon

title: Category:Book:The wave of a photon


text:
The wave of a photon/Introduction

According the Copenhagen interpretation matter exhibits a wave particle duality which states that a quantum exhibits the properties of both particles and waves. Because the nature of a quantum is unknown, it does not mean that the particle or wave are real physical entities. But until a certain limit one can calculated as if it were classical particles or waves, with classical formula.

For quanta with mass, like the electron, the shape of this wave is a solution of the Schrödinger_equation. The result is a small wave packet around the position of the electron, which in distance degreases fast, but never becomes zero. So in principle the wave is present everywhere in the universe, but very small. According quantum mechanics the wave determines the probability of a particle to be observed at that location, by squaring the wave:

$$\int_0^{2\pi} \! I^2\,d\omega t$$

For the massless quanta the Schrödinger equation has no solution, so there is no formula for the shape (envelope) of the wave of a photon. Therefore there are no clear descriptions and a lot of opinions about this shape. The general view is that there still is a wave"packet", which length is determined by the source. In time this would be the coherence time, for which typical time scales are mentioned of nanoseconds for atoms, picoseconds for semiconductors or femtoseconds for light from the sun. Also for photons the wave is supposed to determine the probability, calculated with the same formula.

Although there is no formula, the wave of photon shows often with various experiments, especially with the double slit. By interpreting the results it is possible to draw conclusion about its shape. For the convenience of explanation in the following it will look a real physical wave is mentioned, but that is never the case. In all examples the wave is used as a tool to calculate what the experiments show, so will sometimes also show different behaviour then a normal wave.

title: The wave of a photon/Introduction


text:
The wave of a photon/The double slit experiment

The double slit experiment is especially suitable for showing the wave properties of photons because the wave is split in two slits in two waves, introduce a time (so phase) difference while compared both by interference. If light passes a single slit (1) it will diffract, resulting in a wide "wave" on the detector. With a second slit (2) there will be two separate waves, which add up at the detector. At places outside the centre of the detector there will different path lengths of both waves causing a phase difference. The sum of both waves will show an interference pattern. With a single photon the effect will be the same: in time the same wave will be build up with single photons. So what the wave shows, is the probability of absorption of a photon at the that position of the detector, according the quantum mechanical formula above.

Formulation: at the detector the two waves add up as: I = sin(ωt-φ/2) + sin(ωt+φ/2), if φ is the phase shift between both waves. Then the probability P = 0.5(1+cosφ)

Another classical formulation in wikipedia.

Energy

If with a single photon is measured, the detector it will show a certain energy. If one slits are narrowed, the interference pattern will change, but not the measured energy. Conclusion:

 * 1) The amount of the wave does influence the absorption probability pattern
 * 2) The amount of the wave does not influence the energy. So the wave does not contain energy in its volume (although its frequency is a measure of the energy)

Spatial coherence

In (2) the waves through both slits cancel each other completely in B, so are equal in size in both slits. Still the particle must have gone though one of the slit. That is by quantum definition (indivisible particle) and it has never been measured to split up in two particles. If detectors are placed just after the slits, they always measure one particle in on or the other slit, while the waves are the same at avery slity. Conclusion:

 * 1) the wave has the same amplitude at a spatial distance of the photon.

Coherence length

In (2) the interference can extend to the left and right over many periods. Suppose in C the phase difference is 10 periods. If the particle went through slit 1, its wave will interfere with the wave which comes 10 periods later out of slit 1. But if the particle went through slit 2, its wave will interfere with the wave which came 10 periods earlier out of slit 1.

 * 1) In direction of propagation (and time) the amplitude is about the same, as much wavelengths before and after the particle as the interference pattern shows. This is the coherence length of the wave.

 * 1) According Feynman with a point source the wave amplitude degrades with 1/r2, with r is the distance to the source.

Wave carrier

With a single slit (1) the wave is differacted, according the Huygens-Fresnel principle. However the principle is calculated for a wave with carrier. It is the interference of every point of the carrier radiating spherical which result in the diffraction pattern. This not caused by the particle because the diffraction behaviour depends on the wavelength and in the double slit the slit which passes only the wave gives the same diffraction as the slit which passes particle + wave. Conclusion:

 * 1) The wave behaves like a wave with carrier (this certainly not a classical carrier, like the ether in the past)

Point source


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The wave of a photon/Measuring the particle

In principle in quantum mechanics is that when the path of the particle is known, there will no interference. This could be done by measuring the particles with detectors in the two paths. With photons that is quite difficult, because detecting always destroys the photon.

With particle detectors at the slits
The most simple and most often mentioned measuring is placing a detector before each slit. However the experiment is probably not possible in this way, because photons cannot be detected without absorbing. There is also no publication where this experiment has been actually done.