OpenLLM-France/wikimedia huggingface dataset:
# Pokémon/Pokédex/Blaziken
## Type Matching

Move types which are good on Blaziken: Flying, Ground, Psychic, Water Move types which are bad on Blaziken: Dark, Fire, Grass, Ice, Steel Move types which are very bad on Blaziken: Bug
All other move types are normal effectiveness on Blaziken.

## Moveset

| Level | Ruby / Sapphire Emerald XD/ Colosseum | Fire Red / Leaf Green |
| Start | Fire Punch Scratch Growl Focus Energy Ember | Fire Punch Scratch Growl Focus Energy Ember |
| 7 | Focus Energy | Focus Energy |
| 13 | Ember | Ember |
| 16 | Double Kick | Double Kick |
| 17 | Peck | Peck |
| 21 | Sand-Attack | Sand-Attack |
| 28 | Bulk Up | Bulk Up |
| 32 | Quick Attack | Quick Attack |
| 36 | Blaze Kick | Blaze Kick |
| 42 | Slash | Slash |
| 49 | Mirror Move | Mirror Move |
| 59 | Sky Uppercut | Sky Uppercut |

### TM/HM

* RS/FL: Aerial Ace, Attract, Brick Break, Bulk Up, Cut, Dig, Double Team, Earthquake, Facade, Fire Blast, Flamethrower, Focus Punch, Frustration, Hidden Power, Hyper Beam, Overheat, Protect, Rest, Return, Roar, Rock Smash, Rock Tomb, Secret Power, Strength, Sunny Day, Toxic

### Evolution

* RS/FL: Counter, Endure, Reversal, Rock Slide, Smellingsalt, Swagger

## Trading Cards

* EX Ruby and Sapphire #3 - Blaziken
* EX Ruby and Sapphire #15 - Blaziken
* EX Team Aqua vs Team Magma #89 - Blaziken EX
| Basic: Torchic | Stage 1: Combusken | Stage 2: Blaziken |
# Pokémon/Pokédex/Blueberry Index

Ability | Alphabetical | Egg Group | Evolution | Gender | Moves | National | Japanese | Type
Kanto | Johto | Hoenn | Sinnoh & Hisui | Unova & Blueberry | Kalos | Alola | Galar | Paldea | Kitakami || Orre | Fiore
* - Doduo
* - Dodrio
* - Exeggcute
* - Exeggutor
# Pokémon/Pokédex/Bibarel
## Description

A beverlike pokemon.

## Base Statistics

A Normal and Water type Pokémon.

## Type Matching

Moves that deal 200% of their damage to Bibarel: fighting, grass, electric Moves that deal 50% of their damage to Bibarel: fire, water, ice, steel Moves that deal 0% of their damage to Bibarel: ghost

## How to Evolve

Bidoof evolves into Bibarel by leveling up, Bibarel itself does not evolve.
# Pokémon/Pokédex/Bisharp
## Base Statistics

A dark and steel type Pokémon.

## Type Matching

Moves that deal 400% of their damage to Bisharp: fighting Moves that deal 200% of their damage to Bisharp: fire, ground Moves that deal 50% of their damage to Bisharp: ghost, dark, normal, grass, ice, flying, psychic, rock, dragon, steel Moves that deal 0% of their damage to Bisharp: psychic, poison

## How to Evolve

Evolves from Pawniard and evolves into Kingambit.
# Pokémon/Pokédex/Blissey
## Basic Statistics

* National Index: 242
* Johto Index: 218
* Hoenn Index: 377
* Stage: Stage 1
* Height: 1.5m/4'11"
* Weight: 46.8kg/103.0lb
* Gender Distribution: 100% Female
* Ability: Natural Cure/Serene Grace
* Type: Normal
* Species: Happiness
* Egg Group: Fairy
* Hatch Steps: 10240
* Catch Rate: 30
* Base Experience: 255
* Max Experience: 800000
| | HP | Attack | Defense | Speed | Special Attack | Special Defense |
| Base Stats (RB/Y) | - | - | - | - | - | - |
| Base Stats (GS/C) | 255 | 10 | 10 | 55 | 75 | 135 |
| Base Stats (RS/FL/E) | 255 | 10 | 10 | 55 | 75 | 135 |
| Base Stats (DP/PT/HGSS) | – | – | – | – | – | – |
| Base Stats (BW/B2W2) | – | – | – | – | – | – |
| Base Stats (XY/ORAS) | – | – | – | – | – | – |
| Base Stats (SM/USUM) | – | – | – | – | – | – |
| Base Stats (Sword/Shield/BDSP) | – | – | – | – | – | – |
| Max Stats (RB/Y) | - | - | - | - | - | - |
| Max Stats (GS/C) | 713 | 118 | 118 | 208 | 248 | 368 |
| Max Stats (RS/FL/E) | 714 | 130 | 130 | 229 | 273 | 405 |
| Max Stats (DP/PT/HGSS) | – | – | – | – | – | – |
| Max Stats (B/W/B2W2) | – | – | – | – | – | – |
| Max Stats (X/Y/ORAS) | – | – | – | – | – | – |
| Max Stats (SM/USUM) | – | – | – | – | – | – |
| Max Stats (Sword/Shield/BDSP) | – | – | – | – | – | – |
| Effort Points (Sword/Shield/BDSP) | – | – | – | – | – | – |

## Type Matching

Move types which are good on Blissey: Fighting Move types which don't effect Blissey: Ghost
All other move types are normal effectiveness on Blissey.

## Moveset

| Level | Gold / Silver | Crystal | Ruby / Sapphire Emerald XD / Colosseum | Fire Red / Leaf Green |
| Start | Pound | Pound | Pound Growl | Pound Growl |
| 4 | Growl | Growl | Tail Whip | Tail Whip |
| 7 | Tail Whip | Tail Whip | Refresh | Refresh |
| 10 | Softboiled | Softboiled | Softboiled | Softboiled |
| 13 | Doubleslap | Doubleslap | Doubleslap | Doubleslap |
| 18 | Minimize | Minimize | Minimize | Minimize |
| 23 | Sing | Sing | Sing | Sing |
| 28 | Egg Bomb | Egg Bomb | Egg Bomb | Egg Bomb |
| 33 | Defense Curl | Defense Curl | Defense Curl | Defense Curl |
| 40 | Light Screen | Light Screen | Light Screen | Light Screen |
| 47 | Double-Edge | Double-Edge | Double-Edge | Double-Edge |

### TM/HM

* GS/C/RS/FL: Attract, Blizzard, Double Team, Fire Blast, Flash, Frustration, Hidden Power, Hyper Beam, Protect, Psychic, Rain Dance, Rest, Return, Rock Smash, Sandstorm, Shadow Ball, Solarbeam, Strength, Sunny Day, Thunder, Toxic
* C/RS/FL: Flamethrower, Ice Beam, Thunderbolt
* GS/C: Curse, Defense Curl, Dream Eater, Dynamicpunch, Endure, Headbutt, Icy Wind, Mud-Slap, Rollout, Sleep Talk, Snore, Swagger, Zap Cannon
* RS/FL: Brick Break, Calm Mind, Earthquake, Facade, Focus Punch, Hail, Iron Tail, Light Screen, Rock Tomb, Safeguard, Secret Power, Shock Wave, Skill Swap, Snatch, Water Pulse

### Evolution

* GS/C/RS/FL: Heal Bell, Metronome, Present
* RS/FL: Aromatherapy, Substitute

## Trading Cards

* Neo Revelation #2 - Blissey
* Aquapolis #H6 - Blissey
* Aquapolsi #6 - Blissey
| Baby: Happiny | Basic: Chansey | Stage 1: Blissey |
# Pokémon/Pokédex/Bidoof
## Description

A rodentlike pokemon.

## Base Statistics

A Normal type Pokémon.

## Type Matching

Moves that deal 200% of their damage to Bidoof: fighting Moves that deal 0% of their damage to Bidoof: ghost

## How to Evolve

Bidoof evolves into Bibarel by leveling up.
# Pokémon/Pokédex/Bite

When Bite is used in battle, the Pokémon viciously bites the opponent with its fangs, potentially causing the opponent to flinch.
It has a power of 60 and an accuracy of 100. Bite has 25pp by default. It is a dark type move.
# MIPS Assembly/MIPS Processors

This page is going to talk about some of the specific MIPS implementations, and MIPS relatives.
Most MIPS implementations use the classic 5 stage pipeline: instruction fetch, instruction decode/register fetch, execute, memory access, and register write back.

## Further reading

* The Microchip PIC32 microcontrollers are based on a MIPS32 M4K Core.
* The MIPS architecture is one of several popular architectures in embedded systems.
* The PlayStation uses a MIPS processor. Several Wikibooks discuss programming the PlayStation: Emulation/PlayStation 1, Linux Guide/PlayStation 3, PSP Programming, Map This!.
# MIPS Assembly/Miscellaneous Instructions
## Move Instructions

These instructions conditionally move values between registers. Because they do not change the PC, they do not cause the same pipeline hazards as branches and are therefore faster.
| Instruction: | movz | type: | R Type |
If rt = 0 then rd ← rs.
| Instruction: | movn | type: | R Type |
If rt ≠ 0 then rd ← rs.

## Immediate Load Instructions

| Instruction: | lui | type: | I Type |
Loads the upper 16 bits of the rt with the imm and fills the lower 16 bits with zeros. Used with ori, which doesn't sign-extend the immediate, these two instructions can be used to fill a register with a 32-bit constant.
| Instruction: | li | type: | I Type |
A pseudoinstruction that loads a 32-bit constant into the target register. Assemblers will translate this into a lui/ori combination.
# MIPS Assembly/Pseudoinstructions

The MIPS instruction set is very small, so to do more complicated tasks we need to employ assembler macros called pseudoinstructions.

## List of Pseudoinstructions

The following is a list of the standard MIPS instructions that are implemented as pseudoinstructions:
* abs
* blt
* bgt
* ble
* neg
* negu
* not
* bge
* li
* la
* move
* sge
* sgt

## Branch Pseudoinstructions

Branch if less than (blt)
The blt instruction compares 2 registers, treating them as signed integers, and takes a branch if one register is less than another.
translates to

## Other Pseudoinstructions

Load Immediate (li)
The li pseudo instruction loads an immediate value into a register.
translates to
Absolute Value (abs)
The absolute value pseudo instruction loads the absolute value contained in one register into another register.
translates to
Move (move)
The move pseudo instruction moves the contents of the second register operand into the first register operand.
translates to
Load Address (la)
translates to
where the immediate (“disp”) is the number of bytes between the first data location (always 0x 1001 0000) and the address of the first byte in the string.
Set on greater than or equal (sge)
The sge instruction compares 2 registers, treating them as signed integers, and sets a given register($1) if the value of the 1st register($8) >= the value of the 2nd register($9), else the given register($1) == 00.
translates to
# MIPS Assembly/Resources
## Wikimedia Resources

* wikipedia:assembler
* Programming:C
* C++
* Operating System Design
* Embedded Systems
* Reverse Engineering
* Microprocessor Design
* PSP Programming -- the PSP runs MIPS assembly language.

## External Resources

* Reverse Engineering for Beginners
* A programmed Introduction to MIPS Assembly
* OVPsim Virtual Platform Simulator
* A Software MIPS Simulator
* SPIM: MIPS Simulator
* Patterson and Hennessy, Computer Organization and Design: The Hardware/Software Interface, 3rd Edition. Elsevier, 2005. ISBN 1558606941 Invalid ISBN
* Paul, Richard P. SPARC Architecture, Assembly Language Programming, and C, 2nd Edition, Prentice Hall, 2000. ISBN 0130255963
* http://www.cs.tau.ac.il/~afek/MipsInstructionSetReference.pdf (the MIPS32 instruction set)
# MIPS Assembly/System Instructions

This page is going to discuss some of the more advanced MIPS instructions that might not be used in every-day programming tasks.
| Instruction: | syscall | type: | R Type |
syscall allows you to call upon the basic system functions. To use syscall, first set $v0 with the code of the function you want to call, then use syscall. The exact codes available may depend on the specific system used, but the following are examples of common system calls.
| code | call | arguments | results |
| 1 | print integer | $a0 = integer to print | |
| 2 | print float | $f12 = float to print | |
| 3 | print double | $f12 = float to print | |
| 4 | print string | $a0 = address of beginning of string | |
| 5 | read integer | | integer stored in $v0 |
| 6 | read float | | float stored in $f0 |
| 7 | read double | | double stored in $f0 |
| 8 | read string | $a0 = pointer to buffer, $a1 = length of buffer | string stored in buffer |
| 9 | sbrk (allocate memory buffer) | $a0 = size needed | $v0 = address of buffer |
| 10 | exit | | |
| 11 | print character | $a0 = character to print | |
| Instruction: | break | type: | R Type |
| Instruction: | sync | type: | R Type |
| Instruction: | cache | type: | R Type |
| Instruction: | pref | type: | R Type |
# MIPS Assembly/Memory Instructions

Load and store instructions use a special syntax:
The memory address used for the load or store is rs + imm. The immediate is sign-extended.

## Load Instructions

| Instruction: | lbu | type: | I Type |
Loads a byte and does not sign-extend the value.
| Instruction: | lhu | type: | I Type |
Loads a halfword, or two bytes, and does not sign-extend the value. The halfword must be aligned (i.e., it must start at an even address).
| Instruction: | lw | type: | I Type |
Loads a word (four-bytes) from memory. The word must be aligned (i.e., the last two bits of the address must be zero).

## Store Instructions

| Instruction: | sb | type: | I Type |
Stores the least significant (rightmost) byte of rt to memory.
| Instruction: | sh | type: | I Type |
Stores the least significant (rightmost) halfword of rt to memory.
| Instruction: | sw | type: | I Type |
Stores the contents of rt in memory.
# MIPS Assembly/Programming Style

This page is going to talk about programming style and code formatting techniques in MIPS Assembly. Programming style is an arbitrary construct that is dependent on the individual programmer, but this page will show some common styles anyway.
Good, consistent programming style for assembly languages in general is arguably more important than for higher-level languages, as you don't have the luxury of abstracting even the simplest of operations away. For that reason, comments are even more important than in higher-level languages! The necessity of dealing with the nitty-gritty means your program will grow in lines of code very quickly, and someone's going to have to read it. Why not make their life easier?
There are several styles and conventions one may adhere to. Doesn't matter too much which one you use, but be consistent!
# Pinyin/Reading is happy

Special:search/reading prefix:Pinyin/
《Reading is Happy》
《Dúshū Kuàilè》
A common saying says that, there are nice houses and beautiful girls in books. A book can cultivate people's emotion, and can make people become noble.
Súhuà shuō de hǎo, shū-zhōng zì-yǒu huángjīn-wū, shū-zhōng zì-yǒu yánrúyù. Yī běn shū kěyǐ táoyě rén de qíngcāo, kěyǐ shǐ rén biànde gāoshàng.
To open books when you are distressed, to read colorful books, then I entered the doors of knowledge.
Dāng nǐ zài fánnǎo de shíhòu dǎkāi túshū, dǎkāi xuànlì-duōzī de túshū, wǒ jiù jìnrùle zhīshi de dàmén.
You will travel in the ocean of knowledge, there are touching novels, beautiful poems, touching fairy tales, nice proses......you will be unforgettable about what you read, and it gives you a lot of fun.
Nǐ biàn huì áoyóu zài zhīshi de hǎiyáng lǐ, dòngrén de xiǎoshuō, měimiào de shīgē, gǎnrén de tónghuà, jīngměi de sǎnwén……dōu huì ràng nǐ nányǐ wànghuái, gěi nǐ wúqióng de lèqù.
Reading is like water, is the source of life; reading is like flower, is the feeling of life......
Dúshū rúshuǐ, shì shēngmìng de yuánquán, dúshū rúhuā, shì shēngmìng de qínghuái……

## Internal searches

reading
happy
# Pinyin/Rarely

See also
# Pinyin/React

See also
# Pinyin/Real

See also
# Pinyin/Rate

A rate is a measurement of the number of times something happens or exists during a particular period.
biilvh shih moouwuh zaih tehdihng qijian fasheng huoh chuxiahn cihshuh d liarngduh.
# Pinyin/Reaction

See also
# Pinyin/Reading

See also
Reading is the process of recognizing written or printed words and understanding their meaning.
yuehdur shih rehnshir wernzih her liijiee yihsi d gouhcherng.
# Pinyin/Ready

See also
# Pinyin/Reach

Search reach
# Lowland Scots/External Links
## Links

Check out these other awesome links.
* http://www.cor.europa.eu/document/Highlight/Scottish%20phrase%20booklet-FIN.pdf
* http://www.scots-online.org/dictionary/engscots.asp
# Lowland Scots/Lesson03

Lesson Three: Advanced numbers, Plurals, and Interrogatives

## Numbers

Here is a list of more advanced numbers; thirty$^1$ thirty fowerty forty fifty fifty saxty sixty seiventy seventy aichty eighty
hunder hundred thoosand thousand

### Ordinal, Cardinal

Numbers like "ane", "twa", and "three" are cardinal numbers, and that means that they are a generalized kind of number used to denote the size of a set. That's what you've learned so far. Ordinal numbers, however are another type of number used to accommodate infinite sequences and to classify sets with certain kinds of order structures on them. In English, Cardinal numbers would be "first", "second", and "third", though most numbers have "-th" added to them. In Scots, you generally add a "-t" to the end of the word, like so.
* Scots: seicont, fowert, fift, saxt, seivent.
* English: second, fourth, fifth, sixth, seventh.
Notice how "first" and "third" weren't included in that list. That's because they are irregular like in English. In Scots, "first" is "first", or sometimes "foremaist", and "third" is "thrid" or "third".
* $^1$: Also "thritty".

## Plural form

Plural is when the word becomes more than one. In English, the plural form is usually "-(e)s". In Lowland Scots, nouns usually form their plural by adding "-(e)s" to the end of a word, but some irregular plurals occur. For example; "ee"/"een" ("eye"/"eyes"), "cauf"/"caur" ("calf"/"calves"), "horse"/"horse" ("horse"/"horses"), "cou"/"kye" ("cow"/"cows"), "shae"/"shuin" ("shoe"/"shoes"). Nouns of measure and quantity unchanged in the plural. Words include, "fower fit" ("four feet"), "twa mile" ("two miles"), "five pund" ("five pounds"), "three hunderwecht" ("three hundredweight"). Regular plurals include "laifs" ("loaves"), "leafs" ("leaves"), "shelfs" ("shelves") and "wifes" ("wives"), etc.

## Interrogatives

* wha who
* whit what
* hou how
* why why
* whilk which
* whaur where
* whan when
<<Back to Lesson Two
On to Lesson Four!>>
# Lowland Scots/Common phrases
## Scots (Germanic)

Scots survives in a number of dialects. The North east Central (Fife) pronunciation is marked NeC, North East Scots (Doric) is marked as NE. C ans S for central and southern pronunciations. The unmarked pronunciations are generally used in most areas. A /t/ between vowels and final is glottalised. This may also occur with a final /d/.
* Scots: Scots [skots, skOts]
* hello: awricht [A'rIxt, a'rIxt], NE: whit like [fIt l@ik]
* good-bye: see ye [si: ji:]
* thank you: ta [ta:]
* that one: that ane [C and S Dat jIn, NeC Dat en, at en, NE at in]
* no: nae [ne:, nQ NE na]
* yes: ay [AI]
* sorry: sairy [se:rI]
* I don’t understand: A dinna unnerstaund [a dIn@ Vn@rstA:n(d), a dIne Vn@rstA:n(d), a dIna Vn@rstA:n(d)]
* I don't know: A dinna ken [a dIn@ kɛn]
* where’s the bathroom?: whaur’s the cludgie? [WA:rz D@ klVdZI,]. NE: whaur’s the chantie [fArz i 'tSVntI]
* generic toast: cheers! [tSi:rz]
* Do you speak English?: Dae ye speak English? [de: ji spIk INlIS, NE di: ji spIk INlIS]
# Lowland Scots/Contributors

The Lowland Scots Language textbook was first started on July 22, 2007. Add yourself to the list below if you feel you've made a significant contribution to this textbook.
# Lowland Scots/Lesson02

Lowland Scots Lesson Two: Numbers and Greetings

## Number Basics

The number system in Scots is very similar to English, which is obvious because Lowlands is English's closest relative. The numbers are as follows;
* 'wan"$^1$ one
* twa two
* three three
* fower four
* five five
* sax six
* seiven seven
* aicht eight
* nine nine
* ten ten
* eleiven eleven
* twal twelve
* thirteen$^2$ thirteen
* fowerteen fourteen
* fifteen fifteen
* saxteen sixteen
* seiventeen seventeen
* aichteen eighteen
* nineteen nineteen
* twinty twenty
* $^1$: Also pronounced "yin" "een" or "wan" and "ae" also pronounced "yae".
* $^2$: Also "thritteen" or "deil's dizzen".

## Greetings

Some common phrases include as follows:
* Scots: walcome. hous it gaun?$^1$ a'am daein fine.$^{2,3}$ thank ye. thanks. hou much. cheerio.
* English: welcome. how are you? I am well. thank you. Thanks. how much? good-bye.
* $^1$: It literally says "how is it going?".
* $^2$: It literally says "I'm doing fine".
* $^3$: "A am" would coloquially be contracted into the word "A'm".

### Dialogue

Scots:
* John: Whit like?$^1$
* Mary: A'm daein fine. An yersel?$^2$
* John: A'm daein fine an aw. Thanks for askin! A'm awa the nou. See ye efter.$^3$
* Mary: See ye efter.
English:
* John: How are you?
* Mary: I'm well. You?
* John: I'm well, too. Thanks for asking! I got to go now. Bye.
* Mary: Bye.
Literal Translations: $^1$ "What like?" - similar in meaning to: "How's things?" $^2$ "I'm doing fine. And yourself?" $^3$ "I'm doing fine and all. Thanks for asking. I'm away the now. See you after"

## End of lesson two

Now that lesson two is complete, you'd should also be able to have a simple conversation with anybody that speaks Scots. You can even count up to "twinty"! In the next lesson, we will discuss more advanced number material.
<<Back to Lesson One
On to Lesson Three!>>
# MATLAB Programming/Psychtoolbox/Screen Commands/FillArc

Usage:
Draw a filled arc inscribed within the rect. color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces black with the standard CLUT for this window's pixelSize. Default rect is entire window. Angles are measured clockwise from vertical.
# MATLAB Programming/Psychtoolbox/Screen Commands/DrawLine

Usage:
Draw a line. color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel. Default is black. Default penWidth and penHeight is 1. penMode specifies the drawing mode: The Win32 GDI interface does not have support for Copyin the Or and xOr modes. So the pen modes here represent the line styles of the pen: 'patCopy' (solid pen, default), 'patOr' (dashed), 'patXor' (dashdot), 'patBic' (dotted), 'notPatCopy' (invisible), 'notPatOr' (dashed), 'notPatXor' (dashdotdot), 'notPatBic' (inside frame).
# MATLAB Programming/Psychtoolbox/Screen Commands/DrawRect

Usage:
Fill rect. color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces white with the standard CLUT for this window's pixelSize. Default rect is entire screen, so you can use this function to clear the screen.
# MATLAB Programming/Psychtoolbox/Screen Commands/FrameArc

Usage:
Draw an arc inscribed within the rect. color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces black with the standard CLUT for this window's pixelSize. Default rect is entire window. Default pen size is 1,1. Angles are measured in degrees, clockwise from vertical.
# MATLAB Programming/Psychtoolbox/Screen Commands/FillPoly

Usage:
Fill polygon. color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces white with the standard CLUT for this window's pixelSize. pointList is a matrix: each row specifies the (x,y) coordinates of a vertex.
# MATLAB Programming/Psychtoolbox/Screen Commands/FillRect

Usage:
Fill rect. color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces white with the standard CLUT for this window's pixelSize. Default rect is entire screen, so you can use this function to clear the screen.
# MATLAB Programming/Psychtoolbox/Screen Commands/DrawOval

Usage:
Fills an ellipse with the given color, inscribed within rect.color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces white with the standard CLUT for this window's pixelSize. Default rect is whole window.
# MATLAB Programming/Psychtoolbox/Screen Commands/DrawPoly

Usage:
Fill polygon. color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces white with the standard CLUT for this window's pixelSize. pointList is a matrix: each row specifies the (x,y) coordinates of a vertex.
# MATLAB Programming/Psychtoolbox/Screen Commands/DrawText

Usage:
Draw text. text may include two-byte characters (e.g. Chinese). Default x y is current pen location. color is the CLUT index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces black with the standard CLUT for this window's pixelSize. newX,newY return the final pen location.
# MATLAB Programming/Psychtoolbox/Screen Commands/FillOval

Usage:
Fills an ellipse with the given color, inscribed within rect.color is the clut index (scalar or [r g b] triplet) that you want to poke into each pixel; default produces white with the standard CLUT for this window's pixelSize. Default rect is whole window.