
/*
This code is from Dynamic Web Coding 
www.dyn-web.com 
Copyright 2001-2 by Sharon Paine 
Permission granted to use this code 
as long as this entire notice is included.
*/



// avoid error of passing event object from link in older browsers
if (!document.getElementById && !document.all && !document.layers)
	event = "";

function hideTip() {} // avoid errors until loaded	

var tooltip;
function doTooltip(evt,txt) {
	if (!tooltip) return;
	var cntnt = wrapTip(txt);
	goTooltip(evt,cntnt);
}

// wrap tip content for formatting
function wrapTip(txt) {
	var cntnt = "";
	if (document.layers) {
		cntnt = '<table bgcolor="' + tipBorderColor + '" width="' + tipWidth + '" cellspacing="0" cellpadding="' + tipBorderWidth + '" border="0"><tr><td><table bgcolor="' + tipBgColor + '" width="100%" cellspacing="0" cellpadding="' + tipPadding + '" border="0"><tr><td><div style="font-family:' + tipFontFamily + '; font-size:' + tipFontSize + '; color:' + tipFontColor + ';">' + txt  + '</div></td></tr></table></td></tr></table>';
	} else cntnt = txt;
	return cntnt;
}

///////////////////////  CUSTOMIZE TOOLTIP HERE   ///////////////////////
// settings for tooltip (don't remove any of these variables!)

// Do you want tooltip to move when mouse moves over link?
var tipFollowMouse = true;	
// be sure to set tooltip width wide enough for widest image!
// take into account border and padding
var tipWidth = 300;	// width of tooltip in pixels

// how far from mouse to show tooltip
var tipOffX	= 8;	// horizontal offset
var tipOffY	= 12; // vertical offset

var tipFontFamily = "Verdana, arial, helvetica, sans-serif";
var tipFontSize	= "11px";	// string with pixels or points (px or pt)
// tooltip content line-height
var tipLineHeight	= 1.2;	// number	(recommend 1 to 1.3)
var tipFontColor = "#000000";
var tipBgColor = "#d6e4fc";	// tooltip background color
// background image for tooltip (leave empty string if no bg image)
var tipBgImg = "";	
// "breathing room" around tooltip content
var tipPadding = 0;	// integer (pixel value)

// leave a color in here even if you don't want a border
var tipBorderColor = "#000099"; 

// if you don't want a border, set tipBorderWidth to 0
var tipBorderWidth = 1; // integer (pixel value)

// if you don't want a border, set tipBorderStyle to "none"
// options for border style: "none", "solid", "ridge", "outset",
// "inset", "groove", "double", "dashed"
// (they won't look the same in all browsers though!)
var tipBorderStyle = "groove"; 

// NOTES: 
// Adding a large amount of padding and thick borders will
// result in a noticeable difference in the tooltip width
// between browsers that are standards-compliant and those
// that are not. For best results, keep these values small.
// Background image, line-height and border style settings 
// for the tooltip are not supported for ns4.


// preload images to be placed in tooltip
// place your images in this array
var imgAr = new Array(
	"images/gloss/frequency.gif"
);

if (document.images) {
	var imgs = new Array();
	for (var i=0; i<imgAr.length; i++) {
  	imgs[i] = new Image(); 
		imgs[i].src = imgAr[i];
  }
}

// variables for tooltip content ****************************************************************************************************************
// name them whatever you want, add as many as you need
var tip1 = '<div class="popkin"><center><b>Unit I: Kinematics & Dynamics</b><br></center>Kinematics is that branch of physics which involves the description of motion, without examining the forces which produce the motion. Dynamics, on the other hand, involves an examination of both a description of motion and the forces which produce it.</div> ';
var tip2 = '<div class="popmech"><center><b>Unit II:  Mechanical Energy</b><br></center>Topics dealing with work, energy, and power in this Core Unit</div>';
var tip3 = '<div class="popelec"><center><b>Unit III: Electricity</b><br></center>Applications, current and potential difference, electric circuits, and electric power and energy are the topics considered in this unit.</div>';
var tip4 = '<div class="popnuke"><center><b>Unit IV: Nuclear Physics</b><br></center>This Core Unit is intended to provide students with such a broad base of knowledge and information from which they can form opinions and debate the use of nuclear energy.</div>';
//***********************************************************************************************************************************************
//Kinematics and Dynamics - Unit I
var tip5 = '<div class="popkin"><center><b>Physics</b></center><br>The branch of science that studies the physical world.</div> ';
var tip6 = '<div class="popkin"><center><b>Kinematics</b></center><br>The branch of physics that involves the description of motion without examining the forces which produce the motion.</div> ';
var tip7 = '<div class="popkin"><center><b>Dynamics</b></center><br>The branch of physics that examines the description of motion and the forces behind the motion.</div> ';
var tip8 = '<div class="popkin"><center><b>Motion</b></center><br>Is the movement of an object from one place to another over a period of time.  It is relative to the position of the observer or the reference point.</div> ';
var tip9 = '<div class="popkin"><center><b>Reference point</b></center><br>Is the zero or initial location of an object.</div> ';
var tip10 = '<div class="popkin"><center><b>Uniform motion</b></center><br>Is the simplest form of motion. It can be defined as motion in a straight line, in a specific direction at a constant speed. It can also be described as motion with a constant velocity.</div> ';
var tip11 = '<div class="popkin"><center><b>Non-uniform motion</b></center><br>Is motion where the direction and/or the speed of the object can change. Non-uniform motion has a change in velocity which has a special name called acceleration.</div> ';
var tip12 = '<div class="popkin"><center><b>Stroboscope</b></center><br>An instrument that allows you to see frames of movement and is therefore useful when examining rapid motion.</div> ';
var tip13 = '<div class="popkin"><center><b>Vibration</b></center><br>One complete to and fro motion.</div> ';
var tip14 = '<div class="popkin"><center><b>Period (T)</b></center><br>Is the length of time required for one vibration.  A period is usually expressed in seconds.<br><IMG SRC="images/gloss/period.gif" > </div>';
var tip15 = '<div class="popkin"><center><b>Frequency (<i>f</i>)</b></center><br>The number of vibrations per unit time.  One vibration per second is called one hertz (Hz).<br><IMG SRC="images/gloss/frequency.gif" > </div> ';
var tip16 = '<div class="popkin"><center><b>Dot Interval</b></center><br>The space between the dots on a recording tape.</div> ';
var tip17 = '<div class="popkin"><center><b>Average speed (v<sub>av</sub>)</b></center><br>Is the total distance traveled divided by the change in time.<br><IMG SRC="images/gloss/avespeed.gif" ></div> ';
var tip18 = '<div class="popkin"><center><b>Physical quantity</b></center><br>A quantity that can be measured.</div> ';
var tip19 = '<div class="popkin"><center><b>Vector quantity</b></center><br>A quantity that consists of both magnitude and direction.  The magnitude is made up of both a number and a unit.  Some examples are position, displacement, velocity, acceleration, force, and weight.</div> ';
var tip20 = '<div class="popkin"><center><b>Vector</b></center><br>Is a vector quantity that is represented on a diagram by a line segment with an arrow at one end to indicate direction.  Reference coordinates must also be included.  The tail of the vector is at its origin and the tip is at the terminal point (the arrow).  The length of the vector, drawn to scale, represents its magnitude.<img src="images/vector.gif"></div> ';
var tip21 = '<div class="popkin"><center><b>Scalar quantity</b></center><br>A quantity that can be described completely with a magnitude. The magnitude is made up of both a number and a unit. Some examples are mass, time, distance, speed, and work.</div> ';
var tip22 = '<div class="popkin"><center><b>Equivalent vectors</b></center><br>Are vectors with the same magnitude and direction.</div> ';
var tip23 = '<div class="popkin"><center><b>Collinear vectors</b></center><br>Are vectors that are in the same direction or the exact opposite direction. They exist in only one dimension.</div> ';
var tip24 = '<div class="popkin"><center><b>Non-collinear vectors</b></center><br>Are vectors that exist in more than one dimension.</div> ';
var tip25 = '<div class="popkin"><center><b>Resultant vector</b></center><br>Is the sum of two or more vectors.</div> ';
var tip26 = '<div class="popkin"><center><b>Vector resolution</b></center><br>Resolving vectors into vector components along the x and y-axes.</div> ';
var tip27 = '<div class="popkin"><center><b>Position <IMG SRC="images/d_vector.gif" WIDTH="19" HEIGHT="18" BORDER=0 ALT="postion vector symbol"></b></center><br>The location of an object relative to a reference point. It is a vector quantity and as such needs a magnitude and direction.  The SI unit is the meter.</div>';
var tip28 = '<div class="popkin"><center><b>Displacement <IMG SRC="images/deltad_vector.gif" BORDER=0 ALT="displacement vector symbol"></b></center><br>	Is the change in position of an object.  It is the straight line segment that connects the initial and final positions.  Displacement is a vector quantity and therefore needs to be described with a magnitude and a direction.  The SI unit is the meter.</div>';
var tip29 = '<div class="popkin"><center><b>Distance <IMG SRC="images/deltad.gif" WIDTH="18" HEIGHT="11" BORDER=0 ALT="distance symbol"></b></center><br>Is the length of the path traveled by an object as it moves from one point to another.  It is a scalar quantity and therefore only needs to be described using a magnitude.  The SI unit is the meter.</div>';
var tip30 = '<div class="popkin"><center><b>Equivalent displacements</b></center><br>Are displacements that have the same magnitude and direction.  Equivalent displacements do not need to have the same origin.</div>';
var tip32 = '<div class="popkin"><center><b>Instantaneous Speed </b></center><br> is the speed at a specific instant in time.  The SI unit is the meter per second (m/s).</div>';
var tip33 = '<div class="popkin"><center><b>Average Speed </b></center><br>is the average of all instantaneous speeds.  The SI unit is the meter per second (m/s).</div>';
var tip34 = '<div class="popkin"><center><b>Constant Speed</b></center><br>occurs when the object travels the same distance in equal periods of time.   The SI unit is the meter per second (m/s).</div>';
var tip35 = '<div class="popkin"><center><b>Average Acceleration</b></center><br>is the rate of change of an objects velocity per unit time.  It is  a vector quantity with units <IMG SRC="images/a_units.gif" WIDTH="21" HEIGHT="41" BORDER=0 ALT="" align="middle"></div>';
var tip36 = '<div class="popkin"><center><b>Instantaneous Acceleration </b></center><br> is the acceleration of an object at a specific time.</div>';
var tip37 = '<div class="popkin"><center><b>Constant Acceleration </b></center><br>occurs when the objects velocity changes by equal amounts in equal periods of time.</div>';
var tip38 = '<div class="popkin"><center><b>Slope</b></center><br> the slope of the line is a ratio of the rise to the run.  The change y over the change over x.</div>';
var tip39 = '<div class="popkin"><center><b>Instantaneous Velocity </b></center><br> is the instantaneous speed in a specific direction.</div>';
var tip40 = '<div class="popkin"><center><b>Constant Velocity </b></center><br>occurs occurs when the object has the same displacement in equal periods of time.</div>';
var tip41 = '<div class="popkin"><center><b>Average Velocity</b></center><br> the slope of the line is a ratio of the rise to the run.  The change y over the change over x.</div>';
var tip42 = '<div class="popkin"><center><b>Independent Variable </b></center><br>A variable whose value determines the value of other variables (dependent variable).  This value is plotted on the x-axis. </div>';
var tip43 = '<div class="popkin"><center><b>Dependent Variable</b></center><br>A mathematical variable whose value is determined by the value assumed by an independent variable.  This value is plotted on the y-axis.</div>';
var tip44 = '<div class="popkin"><center><b>Graphing </b></center><br>A diagram that exhibits a relationship, often functional, between two sets of numbers as a set of points having coordinates determined by the relationship. </div>';
var tip45 = '<div class="popkin"><center><b>Velocity </b></center><br>Velocity is defined as the displacement of an object divided by the time elapsed.  Velocity is usually classified as <i>Average,</i>, <i>Constant</i>, or <i>Instantaneous</i>.  The SI units are m/s. </div>';

var tip46 = '<div class="popkin"><center><b>Force</b></center><br>causes an object to change shape or accelerate.  The SI units are <img src="images/eqi_6_1a.gif">.</div>';
var tip47 = '<div class="popkin"><center><b>Applied Force</b></center><br>a force which is applied to an object by another object.</div>';
var tip48 = '<div class="popkin"><center><b>Force of Gravity</b></center><br>The force which is caused by the attraction between two objects due to their mass.</div>';
var tip49 = '<div class="popkin"><center><b>Weight</b></center><br>The force of gravity on an object.</div>';
var tip50 = '<div class="popkin"><center><b>Normal Force</b></center><br>F<sub>N</sub>, The force which acts perpendicular to the plane at which the object rests.</div>';
var tip51 = '<div class="popkin"><center><b>Friction</b></center><br>The force which acts between the surfaces of two objects in contact.</div>';
var tip52 = '<div class="popkin"><center><b>Inertia</b></center><br>a property of matter by which it remains at rest or in uniform motion in the same straight line unless acted upon by some external force.</div>';
var tip53 = '<div class="popkin"><center><b>Galileo\'s Thought Experiment</b></center><br>Galileo developed the concept of inertia.</div>';
var tip54 = '<div class="popkin"><center><b>Mass</b></center><br>SI units for mass are kilograms.  Mass is a scalar quantitiy which does depend on gravity - the mass of an object is 60 kg on the Earth, on the Moon, on any planet.  Mass and weight are different.</div>';


//***********************************************************************************************************************************************
//Mechanical Energy - Unit II

var tip60 = '<div class="popmech"><center><b>Work (W)</b></center><br>Is a scalar quantity. It is the product of an applied force and the displacement of an object in the direction of the applied force. The unit for work is a newton.meter (N.m) which equals a Joule (J).<br><IMG SRC="images/eq_work.gif" ALT=""></div>';
var tip61 = '<div class="popmech"><center><b>Positive work</b></center><br>Is done when the applied force and the displacement act in the same direction.</div>';
var tip62 = '<div class="popmech"><center><b>Negative work</b></center><br>Is done when the applied force and the displacement act in opposite directions.</div>';
var tip63 = '<div class="popmech"><center><b>Energy (E)</b></center><br>Is the ability to do work.  When work is done, energy is transferred from one object to another. The unit for energy is the Joule.</div>';
var tip64 = '<div class="popmech"><center><b>Applied Force (<IMG SRC="images/fa.gif"  BORDER=0 ALT=""> )</b></center><br>A push or a pull that is applied to an object.  The unit for force is the Newton (N).  It is a vector quantity and therefore requires direction.</div>';
var tip65 = '<div class="popmech"><center><b>Power (P)</b></center><br>Is the rate at which work is done.  It is a scalar quantity with SI units of watts (W).  Another commonly used unit is the horsepower.<br><img src="images/equii_2_1a.gif"><p>Since work done is approximately equal to the energy used, W = ~E, power can also be described as the rate at which energy is used. <br><IMG SRC="../elect/images/power.gif" WIDTH="45" HEIGHT="41" BORDER=0 ALT="power">    <img src="images/equii_2_1b.gif"></div>';
var tip66 = '<div class="popmech"><center><b>Horsepower</b></center><br>One horsepower is equal to 746 joules/second (746 W). The unit horsepower was used to describe the output of a workhorse. </div>';
var tip67 = '<div class="popmech"><center><b>Kinetic energy (E<sub>k</sub>)</b></center><br>Is the energy of motion.  It can be calculated by<br> <img src="images/equii_3_1c.gif"><br>where: <br>E<sub>k</sub> = kinetic energy (J)<br>	m = mass  (kg)<br>v = velocity or speed (m/s)</div>';
var tip68 = '<div class="popmech"><center><b>Potential energy (E<sub>p</sub>)</b></center><br>energy of rest.</div>';
var tip69 = '<div class="popmech"><center><b>Elastic collision</b></center><br>Is one in which there is no change in kinetic energy after the collision has occurred.  Kinetic energy is conserved.</div>';
var tip70 = '<div class="popmech"><center><b>Inelastic collision</b></center><br>Is one where some energy is "lost" when colliding objects are in contact. This "lost" or dissipated energy usually results in the production of heat.  It may also produce sound, light, or other forms of energy.</div>';
var tip71 = '<div class="popmech"><center><b>Gravitational potential energy (E<sub>g</sub>)</b></center><br>Is the energy stored as a result of the vertical position (height) of an object.  It\'s position may be relative to the ground level or a base level. It may be calculated using <p> E<sub>g</sub> = mgh  <p>where 	E<sub>g</sub> = gravitational potential energy (J) <p>m = mass of the object (kg) <p>g = 9.80 m/s<sup>2</sup>h =  change in height relative to the reference point (m)</div>';
var tip72 = '<div class="popmech"><center><b>Base level</b></center><br>Is an arbitrary reference point from an object\'s vertical position may be calculated.  This change in height relative to the reference point may then be used to calculate gravitational potential energy.</div>';
var tip73 = '<div class="popmech"><center><b>Ground level</b></center><br>Is the surface of the earth or the floor of any room from an object\'s vertical position may be calculated.  This change in height relative to the reference point may then be used to calculate gravitational potential energy.</div>';
var tip74 = '<div class="popmech"><center><b>Total mechanical energy (E<sub>T</sub>)	</b></center><br>Is the sum of the kinetic and gravitational potential energy in an object.  E<sub>T</sub> = E<sub>g</sub> + E<sub>k</sub><p></div>';



//***********************************************************************************************************************************************
//Electrical  - Unit III

var tip85 = '<div class="popelec"><center><b>Electric current</b></center><br>is the rate of flow of charge passing through a cross-sectional area in a conductor.  It is considered to be a flow of positive charge.</div>';
var tip86 = '<div class="popelec"><center><b>Elementary charge</b></center><br>is the magnitude of the charge on a single proton or electron.  The symbol for elementary charge is <i>e</i>.  E = 1.602 x 10,<sup>-19</sup> C where C = 1 coulomb.</div>';
var tip87 = '<div class="popelec"><center><b>Law of Electric Charge</b></center><br>state that:  Opposite electric charges attract each other.  Similar electric charges repel each other.  Charged objects attract some neutral objects.</div>';
var tip88 = '<div class="popelec"><center><b>Convential current</b></center><br>is the rate of flow of charge passing through a cross-sectional area in a conductor.  It is considered to be a flow of positive charge.</div>';
var tip89 = '<div class="popelec"><center><b>Kirchhoff\'s Current Law</b></center><br>At any junction in an electric circuit, the total current flowing into the junction is the same as the total current leaving the junction.</div>';
var tip90 = '<div class="popelec"><center><b>Kirchhoff\'s Voltage Law</b></center><br>The algebraic sum of the potential difference around any closed path or loop must be zero.</div>';
var tip91 = '<div class="popelec"><center><b>Series Circuit</b></center><br>In this circuit, electrons can flow along one path only.</div>';
var tip92 = '<div class="popelec"><center><b>Parallel Circuit</b></center><br> In this circuit, electrons can flow along one or more pathways (i.e. alternate paths for current to follow).</div>';
var tip93 = '<div class="popelec"><center><b>Equivalent (total) resistance</b></center><br>This resistance can be considered to consist of a single resistance, which replaces two or more resistances.</div>';
var tip94 = '<div class="popelec"><center><b>Power (P)</b></center><br>Is the rate at which work is done.  It is a scalar quantity with SI units of watts (W).  Another commonly used unit is the horsepower.<br><img src="../mech/images/equii_2_1a.gif"><p>Since work done is approximately equal to the energy used, W = ~E, power can also be described as the rate at which energy is used. <br><IMG SRC="images/power.gif" WIDTH="45" HEIGHT="41" BORDER=0 ALT="power">    <img src="../mech/images/equii_2_1b.gif"></div>';
var tip95 = '<div class="popelec"><center><b>Gustav Robert Kirchhoff</b></center><br>Born: 12 March 1824 in Königsberg, Prussia (now Kaliningrad, Russia)<br>Died: 17 Oct 1887 in Berlin, Germany<p>Kirchhoffs laws, which he announced in 1845, allowed calculation of currents, voltages and resistances in electrical circuits with multiple loops, extending the work of Ohm. Kirchhoff considered an electrical network consisting of circuits joined at nodes of the network and gave laws which reduce the calculation of the currents in each loop to the solution of algebraic equations.</div>';
var tip96 = '<div class="popelec"><center><b>Resistance</b></center><br>Resistance is anything that causes an opposition to the flow of electricity in a circuit. It is used to control the amount of voltage and/or amperage in a circuit. Everything in the circuit causes a resistance (even wire). It is measured in OHMS (<img src="images/omega.gif">).</div>';
var tip97 =  '<div class="popelec"><center><b>Power</b></center><br>Power can be defined as the rate at which energy is used.  The unit for power is the watt.</div>';
var tip98 =  '<div class="popelec"><center><b>Electric Potential Difference</b></center><br>The electric potential difference (V) is the work done per unit charge as a charge is moved between two points in an electric field.</div>';
var tip99 =  '<div class="popelec"><center><b>Chasis Ground</b></center><br>A chasis ground or a ground may be a common plane of zero voltage compared with the rest of the circuit.</div>';
var tip132 =  '<div class="popelec"><center><b>Electric Field</b></center><br>An electric field is a region in space where a force is exerted on a positive test charge.</div>';
var tip133 =  '<div class="popelec"><center><b>Electric Lines of Force</b></center><br>Electric lines of force represent the direction that a positive test charge would move in an electric field. By convention, they originate at positively charged objects and terminate at negatively charged objects.</div>';
var tip134 =  '<div class="popelec"><center><b>Voltage</b></center><br>electric potential or potential difference expressed in volts.  Also known as electromotive force - it is the force that pushes and pulls electrons through a conductor.</div>';
var tip135 =  '<div class="popelec"><center><b>Resistivity</b></center><br>the longitudinal electrical resistance of a uniform rod of unit length and unit cross-sectional area : the reciprocal of conductivity. Resistance depends on the resistivity of the material. The resistivity is defined as the resistance of a cylinder of the material 1 metre long with a cross-sectional area of 1 m<sup>2</sup>. Resistivity varies with temperature. It is measured in ohms m<sup>2</sup>/m. (Some texts use ohm m.)</div>';
var tip136 =  '<div class="popelec"><center><b>Superconductivity</b></center><br>a complete disappearance of electrical resistance in a substance especially at very low temperatures.</div>';


//***********************************************************************************************************************************************
//Nuclear Physics - Unit IV

var tip100 = '<div class="popnuke"><center><b>radioactivity</b></center><br>Is the spontaneous breakdown of an atom and results in the emission of particles or electromagnetic radiation.</div>';
var tip101 = '<div class="popnuke"><center><b>isotopes</b></center><br>Are elements that have the same atomic number but different atomic masses due to a change in its number of neutrons.</div>';
var tip102 = '<div class="popnuke"><center><b>alpha particles <img src="images/alpha.gif"></b></center><br>Are positively charged particles emitted from alpha decay. These particles are helium nuclei <img src="images/he.gif"></div>';
var tip103 = '<div class="popnuke"><center><b>beta particles <img src="images/beta.gif"></b></center><br>Are electrons that are emitted from beta decay.  For an electron, the subscript represents the charge and not, as in most cases, the number of protons.<img src="images/e.gif"></div>';
var tip104 = '<div class="popnuke"><center><b>gamma rays <img src="images/gamma.gif"></b></center><br>Are usually emitted along with alpha and beta decay.  Gamma rays are electromagnetic radiation ( a form of light) that produces no change in the atomic mass or atomic number of the radioactive nucleus. The symbol used for gamma rays is <img src="images/gamma00.gif">.</div>';
var tip105 = '<div class="popnuke"><center><b>dosimetry</b></center><br>Is the measurement of radiation and the study of its effects on living organisms.</div>';
var tip106 = '<div class="popnuke"><center><b>absorbed dose</b></center><br>Describes how much energy is deposited by a source per kilogram of exposed tissue.  Its SI unit is the gray (Gy) and a common non-SI unit is Rads.<br>1 Gy = 1 J/kg = 100 Rads<br>The radiation for the treatment of cancer generally involves an absorbed dose of 40 Gy.</div>';
var tip107 = '<div class="popnuke"><center><b>dose equivalent</b></center><br>Measures the biological damage produced on an organism.  Its SI unit is the sievert (Sv). Dose equivalent (Sv) = absorbed dose (Gy)   quality factor (Q).</div>';
var tip108 = '<div class="popnuke"><center><b>quality factor</b></center><br>A number assigned to each type of radiation to describe its biological effects.  It was defined by comparing its effects with those of a standard radiation of 200 keV X-rays.  Quality factors are approximate since they depend on the energy of the radiation and the type of tissue being irradiated. <b>Note:</b> a keV is a kiloelectronvolt</div>';
var tip109 = '<div class="popnuke"><center><b>becquerel (Bq)</b></center><br>Measures the activity of a source.  One becquerel is equal to one emission per second.<br>	1 Bq = 1 emission per second	= 1 Curie (Ci)</div>';
var tip110 = '<div class="popnuke"><center><b>fission</b></center><br>Results when a slow moving neutron is absorbed by a heavy nucleus causing it to split into smaller nuclei. </div>';
var tip111 = '<div class="popnuke"><center><b>Moderator</b></center><br>Is a substance that is used to slow down the neutrons in nuclear reactors. Some common moderators are: graphite, heavy water, and beryllium.  In the CANDU reactor the moderator used is heavy water, D<sub>2</sub>0.  It contains deuterium <img src="images/deuterium.gif">, which is an isotope of hydrogen.</div>';
var tip112 = '<div class="popnuke"><center><b>nuclear mass defect</b></center><br>Is the difference between the masses of the parent atom and the slow moving neutron and the masses of the daughter atoms with the emitted neutrons.  It can be used to determine the energy released during fission.<br><img src="images/emc2.gif"><br>where	E = energy released<br>c = speed of light =<img src="images/speedoflight.gif"><br>m= nuclear mass defect</div>';
var tip113 = '<div class="popnuke"><center><b>chain reaction</b></center><br>A nuclear reaction where the neutrons produced during a reaction causes a chain of similar reactions.  A controlled chain reaction occurs in a nuclear reactor whereas in an atomic bomb an uncontrolled chain reaction occurs.</div>';
var tip114 = '<div class="popnuke"><center><b>enrichment</b></center><br>The process of increasing the percentage of uranium-235 in a natural uranium ore so that a chain reaction will be sustained.</div>';
var tip115 = '<div class="popnuke"><center><b>Control Rods</b></center><br>Are used to control the rate of a chain reaction by capturing neutrons.  They are often made of boron or cadmium and are inserted into the moderator and fuel to reduce the rate of fission.</div>';
var tip116 = '<div class="popnuke"><center><b>Nuclear Reactor</b></center><br>It is a device where a controlled chain reaction occurs.  The energy released from this reaction is used to drive turbines, which generate electricity.</div>';
var tip117 = '<div class="popnuke"><center><b>Critical Mass</b></center><br>Is the minimum mass of fissionable material that will produce a nuclear explosion.  If the amount of U-235 is to small, the neutrons produced during fission will be less than the number of neutrons that will escape from the surface of the mass.( i.e. no sustained chain reaction)</div>';
var tip118 = '<div class="popnuke"><center><b>Mining of Uranium Ore</b></center><br><ul><li>Open pit mining is common in Canada.<li>The disposal of tailings is a concern.  Tailings are the waste material after the uranium compound has been removed.  They are radioactive and are often dumped in nearby "ponds".<li>Miners have a higher degree of stomach cancer than most Canadians.</ul></div>';
var tip119 = '<div class="popnuke"><center><b>Safety</b></center><br><ul><li>Refueling can be done without shutting down the reactor.  The fuel bundles can be removed from the pressure tubes and replaced with new bundles.<li>The moderator can be easily drained from the reaction vessel, thereby stopping the chain reaction.<li>If there is a problem with the coolant, water from elevated tanks automatically enter the calandria.<li>The control rods are attached to electromagnets that will drop them into the calandria if there is a power failure.</ul></div>';
var tip120 = '<div class="popnuke"><center><b>Meltdown</b></center><br>In a nuclear accident reactors do not explode like a bomb (since the critical mass of the fuel is not present) they go through a process called a meltdown.  A meltdown results when the reactor loses its coolant.  The temperature raises unit the reactor melts (control rods melt, steel walls of calandria melt, etc.).</div>';
var tip121 = '<div class="popnuke"><center><b>AECL</b></center><br>The Atomic Energy of Canada Limited designed the CANDU reactor.  It is a federal crown corporation which leads in the development and marketing of the reactor.</div>';
var tip122 = '<div class="popnuke"><center><b>Condensers</b></center><br>Change the steam back into water so that it can be recycled.</div>';
var tip123 = '<div class="popnuke"><center><b>Coolant</b></center><br>The coolant used in this system is also heavy water.  It flows through the pressure tubes in the calandria and transfers the heat from the fuel to ordinary water through a heat exchanger.  This ordinary water produces steam, which will turn turbines to generate electricity.</div>';
var tip124 = '<div class="popnuke"><center><b>Calandria</b></center><br>This is another word for Reactor Vessel.  It contains the pressure tubes and the moderator.</div>';
var tip125 = '<div class="popnuke"><center><b>Fuel</b></center><br>Natural Uranium Ore  --» (Refined) --»Uranium Oxide pellets --» (stacked into) --»Cylindrical Rods --» (arranged into) --»Fuel Bundles --» (placed into) --» Pressure Tubes<p>Saskatchewan has a large number of uranium deposits.  In fact, Canada is the number one exporter of uranium.</div>';
var tip126 = '<div class="popnuke"><center><b>CANDU reactor</b></center><br>Canadian Deuterium Uranium Reactor is one of the safest fission reactors in the world.  It was developed by members of the AECL (Atomic Energy of Canada Limited).</div>';
var tip127 = '<div class="popnuke"><center><b>Fuel bundles</b></center><br>Contain cylindrical rods made up of uranium oxide fuel pellets.  These fuel bundles are placed in special pressure tubes inside the calandria.</div>';
var tip128 = '<div class="popnuke"><center><b>Heavy water</b></center><br>The chemical symbol for heavy water is D2O.  It contains deuterium which is an isotope of hydrogen.  It is used as the moderator and the coolant in the CANDU reactor.</div>';
var tip129 = '<div class="popnuke"><center><b>Nuclear Fuel Cycle</b></center><br>The entire cycle from mining the fuel to its disposal after use.</div>';
var tip130 = '<div class="popnuke"><center><b>Tailings</b></center><br>The waste material from the uranium ore after the  uranium has been extracted.  This material is slightly radioactive and must be disposed of with care.</div>';
var tip131 = '<div class="popnuke"><center><b>Deuterium</b></center><br>Is an isotope of hydrogen that has one neutron in the nucleus, <img src="images/deuterium.gif"></div>';
//tip 132 - 136 are used //


//***********************************************************************************************************************************************
//Kinematics  Dynamics  - Optional Unit IV - Developed by Jeff Boulton

var tip150 = '<div class="popopt_kindyn"><center><b>Optional Unit I: Applications of Kinematics & Dynamics</b><br></center>This Optional Unit forms an extension to Core Unit I, kinematics and dynamics. It provides examples of force and motion in more detail.</div>';
var tip151 = '<div class="popopt_kindyn"><center><b>Momentum</b></center><br>Momentum is represented by the variable <IMG SRC="images/momentum.gif" WIDTH="16" HEIGHT="25" BORDER="0" ALT=""> .  Momentum is the product of the mass and velocity  <IMG SRC="images/eqv_momentum.gif" WIDTH="65" HEIGHT="25" BORDER="0" ALT="">.</div>';
var tip152 = '<div class="popopt_kindyn"><center><b>Conservation of Momentum</b></center><br>The total momentum of a system does not change.<p><center><b>initial momentum = final momentum<b></center><p> This is one of the most fundamental principles in physics.</div>';
var tip153 = '<div class="popopt_kindyn"><center><b>Gravity</b></center><br>At a given location on the Earth and in the absence of air resistance all object fall with the same constant acceleration.  g = 9.80 m/s<sup>2</sup>. </div>';
var tip154 = '<div class="popopt_kindyn"><center><b>Force</b></center><br>causes an object to change shape or accelerate.  The SI units are <img src="images/eqi_6_1a.gif">.</div>';
var tip155 = '<div class="popopt_kindyn"><center><b>Projectiles</b></center><br>Motion of an object with an inital velocity which is acted upon by only one force, the force of gravity.</div>';
var tip156 = '<div class="popopt_kindyn"><center><b>Centripetal Acceleration</b></center><br>Acceleration toward the center of circular motion.  The units are m/s<sup>2</sup></div>';
var tip157 = '<div class="popopt_kindyn"><center><b>mu - µ</b></center><br>µ (mu) called the coefficient of friction is a constant. µ<sub>k</sub> is used when the object is in motion (kinetic), and µ<sub>s</sub> (mu) called the coefficient of friction is a constant. µ<sub>s</sub> is used when the object is at rest (static)</div>';
var tip158 = '<div class="popopt_kindyn"><center><b>Free Body Diagram</b></center><br>FBD - Free Body Diagram.  A diagram which has all of the external forces labeled on the object.  Usually, Force Applied - F<sub>a</sub>, Normal Force - F<sub>N</sub>, Force of Friction (either static or kinetic), Force of Gravity - F<sub>g</sub>, and any angles.</div>';
// center in container (window or outer layer)
// NOTE: uses this.width/height properties of dynObj
// so make sure those have been obtained/set appropriately
// for type of content!!!!
dynObj.prototype.centerIn = function(outer) {
	var outWd, outHt, inWd, inHt, x, y;
	if (eval(outer)==window) {
		outWd=getWinWidth();
		outHt=getWinHeight();
	} else {
		outWd=outer.width;
		outHt=outer.height;
	}
	inWd=this.width;
	inHt=this.height;
	x=Math.round((outWd-inWd)/2);
	y=Math.round((outHt-inHt)/2);
	this.shiftTo(x,y);
}

// gets rendered height/width 
// for ns4, pass reference to layer. 
// for others, pass reference to layer or
// id of html element containing content (depends...)
function getWidth(obj,id) {
	var wd=0;
	if (document.getElementById||document.all) {
		var elem;
		if (id)	elem = (document.getElementById)? document.getElementById(id): document.all[id];
		else elem = obj;
		if (elem.offsetWidth) wd = elem.offsetWidth;
  } else if (obj.document) wd = obj.document.width;	// ns4
	return wd;
}

function getHeight(obj,id) {
	var ht=0;
	if (document.getElementById||document.all) {
    var elem;
		if (id)	elem = (document.getElementById)? document.getElementById(id): document.all[id];
		else elem = obj;
		if (elem.offsetHeight) ht = elem.offsetHeight;
  } else if (obj.document) ht = obj.document.height;	// ns4
	return ht;
}

// credit to http://www.13thparallel.com for the following 4 functions
// see http://13thparallel.com/?issue=2002.06&title=viewport
// returns width of window
function getWinWidth() {
	var winWd = 0;
	if (document.documentElement && document.documentElement.clientWidth) 
		winWd = document.documentElement.clientWidth;
	else if (document.body && document.body.clientWidth) 
		winWd = document.body.clientWidth;
	else if (document.body && document.body.offsetWidth) 
		winWd = document.body.offsetWidth; // ns6
	else if (window.innerWidth) winWd = window.innerWidth-18;
	return winWd;
}

// returns height of window
function getWinHeight() {
	var winHt = 0;
	if (document.documentElement && document.documentElement.clientHeight) 
		winHt = document.documentElement.clientHeight;
	else if (document.body && document.body.clientHeight) 
		winHt = document.body.clientHeight;
	else if (window.innerHeight) winHt = window.innerHeight-18;
	return winHt;
}	

// returns amount of vertical scroll
function getScrollY() {
	var scroll_y = 0;
	if (document.documentElement && document.documentElement.scrollTop)
		scroll_y = document.documentElement.scrollTop;
	else if (document.body && document.body.scrollTop) 
		scroll_y = document.body.scrollTop; 
	else if (window.pageYOffset)
		scroll_y = window.pageYOffset;
	else if (window.scrollY)
		scroll_y = window.scrollY;
	return scroll_y;
}

// returns amount of horizontal scroll
function getScrollX() {
	var scroll_x = 0;
	if (document.documentElement && document.documentElement.scrollLeft)
		scroll_x = document.documentElement.scrollLeft;
	else if (document.body && document.body.scrollLeft) 
		scroll_x = document.body.scrollLeft; 
	else if (window.pageXOffset)
		scroll_x = window.pageXOffset;
	else if (window.scrollX)
		scroll_x = window.scrollX;
	return scroll_x;
}/*
		dw_core.js
		version date: July 2002
				
		This code is from Dynamic Web Coding 
    www.dyn-web.com 
    Copyright 2002 by Sharon Paine 
    Permission granted to use this code 
    as long as this entire notice is included.
*/

/////////////////////////////////////////////////////////////////////
//  dynObj constructor
//		arguments: id (required): id of positioned div.
//		left,top,width,height optional arguments.
/////////////////////////////////////////////////////////////////////
function dynObj(id,x,y,w,h) {
	this.el = (document.getElementById)? document.getElementById(id): (document.all)? document.all[id]: (document.layers)? getLyrRef(id,document): null;
	if (!this.el) return null;
	this.doc = (document.layers)? this.el.document: this.el;
	this.css = (this.el.style)? this.el.style: this.el;
	var px = (document.layers)? "": "px";
	this.x = x || 0;	if (x) this.css.left = this.x+px;
	this.y = y || 0;	if (y) this.css.top = this.y+px;
	// compare with dw_scroll.js this.width/height
	// precedence here to style.width/height
	// use getWidth/Height to get rendered width/height of content
	this.width = w? w: (this.el.offsetWidth)? this.el.offsetWidth: (this.css.clip.width)? this.css.clip.width: 0;
	this.height = h? h: (this.el.offsetHeight)? this.el.offsetHeight: (this.css.clip.height)? this.css.clip.height: 0;
	// if w/h passed, set style width/height
	if (w){ (document.layers)? this.css.clip.width=w+px: this.css.width=w+px;}
	if (h){ (document.layers)? this.css.clip.height=h+px: this.css.height=h+px;}
	this.obj = id + "dynObj"; 	eval(this.obj + "=this");
}

function dw_show() { this.css.visibility = "visible"; }
function dw_hide() { this.css.visibility = "hidden"; }

function dw_shiftTo(x,y) {
	if (x!=null) this.x=x; if (y!=null) this.y=y;	
	// rounded below (this.x/y can hold decimals)
	if (this.css.moveTo) { 
		this.css.moveTo(Math.round(this.x),Math.round(this.y)); 
	} else { 
		this.css.left=Math.round(this.x)+"px"; 
		this.css.top=Math.round(this.y)+"px"; 
	}
}

function dw_shiftBy(x,y) {
	this.shiftTo(this.x+x,this.y+y);
}

function dw_writeLyr(cntnt) {
	if (typeof this.doc.innerHTML!="undefined") {
      this.doc.innerHTML = cntnt;
  } else if (document.layers) {
			this.doc.write(cntnt);
			this.doc.close();
  }
}

function dw_setBgClr(bg) {
	if (document.layers) this.doc.bgColor=bg;
	else this.css.backgroundColor=bg;
}

// assign methods 
dynObj.prototype.show = dw_show;
dynObj.prototype.hide = dw_hide;
dynObj.prototype.shiftTo = dw_shiftTo;
dynObj.prototype.shiftBy = dw_shiftBy;
dynObj.prototype.writeLyr = dw_writeLyr;
dynObj.prototype.setBgClr=dw_setBgClr;


// get reference to nested layer for ns4
// from dhtmllib.js by Mike Hall of www.brainjar.com
function getLyrRef(lyr,doc) {
	if (document.layers) {
		var theLyr;
		for (var i=0; i<doc.layers.length; i++) {
	  	theLyr = doc.layers[i];
			if (theLyr.name == lyr) return theLyr;
			else if (theLyr.document.layers.length > 0) 
	    	if ((theLyr = getLyrRef(lyr,theLyr.document)) != null)
					return theLyr;
	  }
		return null;
  }
}


var win_width, win_height, vert_scroll, hor_scroll;
var tip_t1, tip_t2;	// for setTimeouts
var mouseX, mouseY;

window.onload = initTip;
window.onresize = to_do_onresize;	

var origWidth, origHeight;
if (document.layers) {
  origWidth = window.innerWidth;
  origHeight = window.innerHeight;
}
// onresize
function to_do_onresize() {
	if (document.layers) {
	 if (window.innerWidth != origWidth || window.innerHeight != origHeight)
	    window.location.reload();
	} else {
		win_width = getWinWidth();
		win_height = getWinHeight();
	}
}

function initTip() {
	tooltip = new dynObj('tipDiv');
	if (!tooltip) return;
	if (!document.layers && typeof tooltip.doc.innerHTML == "undefined"){
		tooltip = null;	// for opera
		return; 
	}
	if (tooltip.el.style) {	// ns4 would lose all this on rewrites
		tooltip.css.width = tipWidth+"px";
		tooltip.css.fontFamily = tipFontFamily;
		tooltip.css.fontSize = tipFontSize;
		tooltip.css.lineHeight = tipLineHeight;
		tooltip.css.color = tipFontColor;
		tooltip.css.backgroundColor = tipBgColor;
		tooltip.css.borderColor = tipBorderColor;
		tooltip.css.borderWidth = tipBorderWidth+"px";
		tooltip.css.padding = tipPadding+"px";
		tooltip.css.borderStyle = tipBorderStyle;
		if (tipBgImg) tooltip.css.backgroundImage = "url("+tipBgImg+")";
	}
	// used in calculating tip position
	win_width = getWinWidth();
	win_height = getWinHeight();
}

function goTooltip(evt,cntnt) {
	if (tip_t1) clearTimeout(tip_t1);	
	if (tip_t2) clearTimeout(tip_t2); 
	// set up mousemove 
	if (tipFollowMouse) {
		if (document.addEventListener) {
			document.addEventListener("mousemove",trackMouse,true);
		} else if (document.attachEvent) {
			document.attachEvent("onmousemove",trackMouse);
		} else {
			if (document.layers && document.captureEvents) 
				document.captureEvents(Event.MOUSEMOVE);
			document.onmousemove = trackMouse;
		}
	}
	tooltip.writeLyr(cntnt);	// write tooltip content to tipDiv
	// to get document area in view, check scroll amounts
	vert_scroll = getScrollY();
	hor_scroll = getScrollX();
	// get coordinates of mouseover event
	evt = (window.event)? window.event: evt;
	if (evt) {
		mouseX = getMouseX(evt);
		mouseY = getMouseY(evt);
	}
	// get tooltip width and height, for calculating position
	// and yes style.width was set, but browsers differ ...
	tooltip.width = getWidth(tooltip.el);	
	tooltip.height = getHeight(tooltip.el);
	// again here, delay needed by some browsers
	if (!document.layers)
		setTimeout("tooltip.height=getHeight('','tipDiv')",100);
	
	// position the tooltip, delay for getHeight
	setTimeout("positionTip()",120);	
	tip_t1=setTimeout(tooltip.obj+".show()",200);	// show tooltip
}

// check coordinates and position tooltip
function positionTip() {
	var x, y;
	
	if ((mouseX + tipOffX + tooltip.width) > win_width + hor_scroll) 
		x = mouseX - (tooltip.width + tipOffX);
	else x = mouseX + tipOffX;
	
	if ((mouseY + tipOffY + tooltip.height) > win_height + vert_scroll) 
		y = (mouseY - (tooltip.height + tipOffY) > vert_scroll)?  mouseY - (tooltip.height + tipOffY): win_height + vert_scroll - (tooltip.height + tipOffY);
	else y = mouseY + tipOffY;
	tooltip.shiftTo(x,y);
}

function hideTip() {
	if (!tooltip) return;
	tip_t2=setTimeout(tooltip.obj+".hide()",200);
	// release mousemove
	if (tipFollowMouse) {
		if (document.removeEventListener) {
			document.removeEventListener("mousemove",trackMouse,true);
		} else if (document.detachEvent) {
			 document.detachEvent("onmousemove",trackMouse);
		} else {
			if (document.layers && document.releaseEvents)
				document.releaseEvents(Event.MOUSEMOVE);
			document.onmousemove = null;
		}
	}
}

// used with tipFollowMouse
function trackMouse(evt) {
	evt = (window.event)? window.event: evt;
	if (evt) {
		mouseX = getMouseX(evt);
		mouseY = getMouseY(evt);
	}
	positionTip();	
}

// functions to get page coordinates of mouse event
function getMouseX(evt) {
	return (evt.pageX)? evt.pageX: evt.clientX + getScrollX();
}

function getMouseY(evt) {
	return (evt.pageY)? evt.pageY: evt.clientY + getScrollY();
}

