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  2. Template:CFB Team Depth Chart - Wikipedia

    en.wikipedia.org/wiki/Template:CFB_Team_Depth_Chart

    1. From the Blank section (below), copy the template tags and parameters to your article. 2. In the template tags, set the Debug parameter to Yes.This will setup the template to display the correct player positions that are needed depending on the Offensive and Defensive schemes that are chosen (OScheme and DScheme parameters) below:

  3. Category:IPA chart templates - Wikipedia

    en.wikipedia.org/wiki/Category:IPA_chart_templates

    [[Category:IPA chart templates]] to the <includeonly> section at the bottom of that page. Otherwise, add <noinclude>[[Category:IPA chart templates]]</noinclude> to the end of the template code, making sure it starts on the same line as the code's last character.

  4. Progress chart - Wikipedia

    en.wikipedia.org/wiki/Progress_chart

    Chore chart; Behavior charts Single behavior charts; Multiple behavior charts; Homework charts; Toilet training charts; Single behavior charts can be used for all ages and is best used for learning one skill at a time. Multiple behavior charts also can be used for a variety of ages and can be used for processes that require several steps. [3]

  5. Shewhart individuals control chart - Wikipedia

    en.wikipedia.org/wiki/Shewhart_individuals...

    The "chart" actually consists of a pair of charts: one, the individuals chart, displays the individual measured values; the other, the moving range chart, displays the difference from one point to the next.

  6. Template:Behaviour - Wikipedia

    en.wikipedia.org/wiki/Template:Behaviour

    Template:Resolved/See also, the smaller family of thread-level hatnote templates, similar to the above but with a box around them; any template above can be converted to one of those with {} Template:Table cell templates/doc, the family of table-specific templates that work only in tables; Category:Image with comment templates

  7. Behavior tree - Wikipedia

    en.wikipedia.org/wiki/Behavior_tree

    Behavior for a large-scale system in general, where concurrency is admitted, appears abstractly as a set of communicating sequential processes. The behavior tree notation captures these composed component-states in a simple tree-like form. Behavior is expressed in terms of components realizing states and components creating and breaking relations.