OpenLLM-France/wikimedia huggingface dataset:
# Futurebasic/Language/Reference/on error fn
## ON ERROR FN / GOSUB
### Statements

| (+) | Appearance | (+) | Standard | Console |

### Revised

June, 2001 (Release 5)

### Description

This statement designates and enables the routine that FB will call when certain kinds of errors occur. There may only be one ON ERROR vector. If you use a second call to ON ERROR FN, the new routine replaces the old version in subsequent calls. However you can deactivate or reactivate error trapping as often as you need. Using the ON ERROR END/ON ERROR RETURN statements you can switch between the default behavior and your error handler.
Example:
Note:
If you use the ON ERROR FN userFunction syntax, then userFunction must refer to a function which was defined or prototyped at an earlier location in the source code. Your error handling function should not take any parameters, nor return a result.
# Futurebasic/Language/Reference/on lprint

ON LPRINT
Statement
Appearance
Standard
Console
Syntax
ON LPRINT {FN userFunction|GOSUB{lineNumber|"stmtLabel"}}
Description
This statement designates a particular function or subroutine as an idler routine to be called by the printer driver during printing. The actual number of times that this function is called depends on the driver and the hardware.
You may use the ON LPRINT vector to rotate through a series of cursors, check for a Command-Period key press, or update the status of a print job.
Note:
If you use the ON LPRINT FN userFunction syntax, then userFunction must refer to a function which was defined or prototyped at an earlier location in the source code.
See Also
HANDLEEVENTS; MENU function :
# Futurebasic/Language/Reference/on expr gosub

ON <expr> GOSUB
Statement
Appearance
Standard
Console
Syntax
ON expr GOSUB {"label1"|lineNum1}[,{"label2"|lineNum2}...]
Description
This statement calls one of the subroutines indicated by a label or a lineNum, according to the value of expr. If expr equals 1, then the subroutine at label1 or lineNum1 is called; if expr equals 2, then the subroutine at label2 or lineNum2 is called, and so on. If expr is less than 1, or greater than the number of label 's and lineNum 's in the list, then the ON <expr> GOSUB statement does nothing. :
# Futurebasic/Language/Reference/on expr goto

ON <expr> GOTO
Statement
Appearance
Standard
Console
Syntax
ON expr GOTO {"label1"|lineNum1}[,{"label2"|lineNum2}...]
Description
This statement jumps to one of the indicated label 's or lineNum 's, according to the value of expr. If expr equals 1, then the program jumps to label1 or lineNum1; if expr equals 2, then the program jumps to label2 or lineNum2, and so on. If expr is less than 1, or greater than the number of label 's and lineNum 's in the list, then the ON <expr> GOTO statement does nothing.
See Also
GOTO; ON <expr> GOSUB; SELECT :
# Futurebasic/Language/Reference/on finderinfo

ON FINDERINFO
Statement
Appearance
Standard
Console
Syntax
ON FINDERINFO {FN userFunction|GOSUB{lineNumber|"stmtLabel"}}
Revised
February, 2002 (Release 6)
Description
You establish this vector before entering your event loop. When a file is dropped onto your application's icon or one of your applications files is double-clicked from the Finder, the specified routine is called with information on how to open the file.
The routines are set up to handle up to 1024 files at a time. If this number is insufficient, you will need to change the DIM statement in the header file named "Subs Files.Incl". There are three global values maintained for this vector.
gFBFndrInfoCount
The number of files pending in the queue.
gFBInfoSpec(1024) as FSSpec
An array of file spec records. There is one file spec record for each file that needs to be opened or printed.
gFBInfoAction%(1024)
A boolean value that is zero if the file is to be opened and non-zero if it is to be printed.
Example:
This routine establishes a function that is called when a file is dropped onto the compiled version of the application. It also shows how to determine if a file is to be printed or opened.
   Build the application,
   then drop a text file on to it
LOCAL FN MyOpenFile ( fs as ^FSSpec )
   PRINT "FileName: ";fs.name
END FN
LOCAL FN MyFinderInfo
   DIM AS FSSpec fs
   DIM AS SHORT<spacer type="horizontal" size="21">@ count, action, j
   DIM AS OSTYPE @ fType
   count = 0 // set to ask "How many?"
   action = FINDERINFO( count, fs, fType ) // FSSpec &
OSType
   LONG IF ( count > 0 ) // at least one file wants in
FOR j = 1 TO count // process them all
count = -j
// FSSpec & OSType
action = FINDERINFO( count, fs, fType )
IF ( action == _finderInfoOpen ) AND ¬
( fType == _"TEXT" ) ¬
THEN FN MyOpenFile( fs )
NEXT
FN ClearFinderInfo // in Subs Common.Incl
   END IF
END FN
ON FINDERINFO FN MyFinderInfo
MENU 1,0,1, "File"
MENU 1,1,1, "Quit/Q"
WINDOW 1
DO
   HANDLEEVENTS
UNTIL 0
See Also
FINDERINFO; OPEN; Appendix A: Specifying Files and Directories; Appendix H: File Spec Records; Appendix I: Printing; USR SCANFOLDER; RESOURCES :
# Futurebasic/Language/Reference/on dialog
## ON DIALOG
### Statement

✔ Appearance ✔ Standard ✔ Console

### Description

This statement designates a particular function or subroutine as a dialog-event handling routine. A dialog-event handling routine is called in response to a number of different kinds of user actions and internal events; see the DIALOG function for more information. After a dialog event occurs, FB does not call your designated routine immediately. Instead, your program continues executing until a HANDLEEVENTS statement is reached. At that time, HANDLEEVENTS will call your designated routine once for each dialog event that occurred; your designated routine should examine the DIALOG(0) and DIALOG(evnt) functions to get information about the event. If you have not designated any dialog-event handling routine, FB ignores events of this kind.
Note: If you use the ON DIALOG FN userFunction syntax, then userFunction must refer to a function which was defined or prototyped at an earlier location in the source code. Your dialog-event handling function should not take any parameters, nor return a result.

### See Also

DIALOG function; DIALOG statement; HANDLEEVENTS
# Grand Theft Auto: Vice City/Vehicles/Motorcycles

* Faggio
* Freeway
* PCJ 600
* Pizza Boy
* Sanchez
# Grand Theft Auto: Vice City/Vehicles/Van

* Burrito
* Gang Burrito
* Moonbeam
* Mr Whoopee
* Pony
* Rumpo
* Securicar
* Top Fun
# Grand Theft Auto III
## Introduction

Grand Theft Auto III is a non-linear driving and shooting computer and video game released by Rockstar Games on October 22, 2001 for the PlayStation 2 and May 21, 2002 for the personal computer, as well as in November 2003 for the Xbox, along with Grand Theft Auto: Vice City in the Grand Theft Auto: Double Pack re-release. As the title implies, the game involves an amount of crime and plenty of carjacking.
The game takes place in October 2001, or the present date when Grand Theft Auto III was first released. The nameless player character (later revealed in Grand Theft Auto: San Andreas to be named "Claude") was betrayed by his girlfirend, Catalina, during a bank heist in Liberty City and arrested. However, Claude was freed when the police convey his was in was attacked, allowing him to flee and rise in the ranks of the Liberty City underworld and seek revenge of Catalina. You, the player, will take over the role of this nameless character in GTA III.
This Wikibook will guide you on how to play GTA III, and the features and item available to you in game.

## Contents

* Basics - Learn the basics of the game
* Missions - A spoiler-free guide to completing GTA III's missions in and outside the game's storyline
* Vehicles - Listing of vehicles appearing in GTA III
* Items - Listing of weapons and other pickups in the game
* Appendices - Miscellaneous information that does not fall in other sections
# Grand Theft Auto III/Basics

Controls:
Classic
PC Keyboard & Mouse
On foot:
Sprint
Jump
Shoot
Open/exit car
First-person aiming
Lock-on (Classic only)
Cycle through weapons
In vehicle:
Honk/activate sirens
Handbrake
Shoot/drive-by (only sideways with Uzi; except Firetrucks and Rhinos [tank])
Exit vehicle
Cycle through radio stations (F9 in PC will play MP3 PLAYER station)
Map:
There are three islands of Liberty City to explore. Only the first will be available at the beginning of the game (without the bridge-jump exploit), and the subsequent islands will become available as the player progresses through the game.
> Portland
> Staunton Island
> Shoreside Vale
Weapons:
> Fist
> Pistol (12 rounds / magazine)
> Uzi (25 rounds / magazine)
> Shotgun
> AK-47 (30 rounds / magazine)
> M-16 (60 rounds / magazine)
>> requires Aiming in Classic mode
> Sniper rifle
>> requires Aiming; can zoom in or out
> RPG
>> requires Aiming
> Flamethrower
> Molotov cocktail
>> hold down Shoot button for longer distance
> Grenade
>> hold down Shoot button for longer distance
The red-orange Heart symbol and number is your hit points (maximum 125).
The green Shield symbol and number is your armor points; these must be found in the game.
There are six blackened sheriff-star symbols under the HP readout. This Wanted meterwill grow in yellow stars with every noticeable crime you commit, such as hitting a police car, stealing a car or hitting any person in front of an officer, firing a gun, etc. Upon starting the game, you can receive a maximum of 4 stars; upon unlocking the 2nd island, 5 stars; unlocking all 3 islands, 6 stars. You may use a Pay 'n' Spray to rid yourself of all stars (except certain scripted missions).
Heart, Shield, and Star symbols are strewn throughout the City, each refilling your HP, AP, or lowering your wanted level by one star.
When you finish side missions, many weapons and bonuses will be delivered to your hideout, one in each island. They will be exhausted until you hit a camera angle that resets these perks: in Portland, run into the end of your garage or save room, then come out to reset your bonuses; in Staunton, run into your large garage; in Shoreside, run into your save room.
# Grand Theft Auto: Vice City/Vehicles/Industrial trucks

* Benson
* Boxville
* Flatbed
* Mule
* Linerunner
* Packer
* Spand Express
* Yankee
# Grand Theft Auto III/Appendices

Glitches and Lore:
> Flame weapons and Grenade blasts (including RPGs) will travel through walls.
> Cars will automatically begin burning and then explode when upturned.
> Prostitutes/hookers: Using a non-emergency vehicle, proposition these ladies (two types) by stalling your car next to them. They will begin to bend forward repeatedly, then get into your car in any available door. If you take her off the street, into some grassy fields, some alleyways, and some parking lots, the vehicle will noticeably shake with an accompanying squeaking noise. Per visit, a maximum of 37 HP will be awarded in increasing speed. These ladies o' night will exit after the last squeak, but if you move your vehicle to another spot, you can restart the squeaks, up to a maximum of 125 HP.
> "You weren t supposed to get here you know" is printed on a white background behind a wall of the hospital parking lot in south Staunton Island. An M-16 and hidden package are nearby, proving this statement to be a joke.
> Carson City, shown in the starting cutscene, has its assets hidden behind Shoreside Vale, floating near incongruous layers of water. There was a mod that physically connected and gave standing room to Carson City, starting from the picnic area at the lower neighbor-hood of Shoreside Vale, Wichita Gardens.
> Another mod created a staircase to ascend to the top of Donald Love's skyscraper, and gives ground to the rooftop meditative gardens.
Cheat list:
turtoise
gesundheit
gunsgunsguns
givemeatank
chittychittybb
ilikepeasoup
ilikescotland
ilovescotland
madweather
# Grand Theft Auto: Vice City/Vehicles/Public Service

* Bus
* Cabbie
* Coach
* Kaufman Cab
* Taxi
* Trashmaster
* Zebra Cab
# Grand Theft Auto: Vice City/Vehicles/Two-door cars

* Blista Compact
* Cuban Hermes
* Esperanto
* Hermes
* Idaho
* Manana
* Phoenix
* Sabre
* Sabre Turbo
* Stallion
* Virgo
* Voodoo
# Grand Theft Auto: Vice City/Vehicles/Miscellaneous

* Baggage Handler
* Bloodring Banger (Glendale)
* Bloodring Banger (Oceanic)
* Caddy
* Hotring Racer
* Hotring Racer (hotrina)
* Hotring Racer (hotrinb)
* Love Fist
* Romero's Hearse
# Grand Theft Auto: Vice City/Vehicles/Sports

* Banshee
* Cheetah
* Comet
* Deluxo
* Infernus
* Stinger
# Handbook of Genetic Counseling/Niemann-Pick Disease-2

Niemann-Pick Disease
(Type A)

## Background

* Niemann-Pick disease is a neurodegenerative disease caused by a lysosomal storage disorder. A deficiency in acid sphingomyelinase (ASM) activity results in the accumulation of sphingomyelin.

## Genetics

* Caused by mutation in ASM gene
* Chromosomal location 11p15.1-p15.4
* 18 causal mutations mapped
* 3 mutations account for 92% of Ashkenazi Jewish (R496L, L302P, and fsP330)

## Incidence

* Within Ashkenazi Jewish population:
* Incidence: 1 in 40,000
* Carrier frequency: 1 in 90

## Diagnosis

* Clinical-
* Hepatosplenomegaly
* Developmental delay and loss of milestones
* Presence of "Niemann-Pick" foam cells in bone marrow aspirates
* Enzymatic-
* ASM activity below 5% or normal
* Molecular-
* Mutation found in ASM gene

## Natural History

* Perinatal:
* Generally unremarkable:
* Prolonged jaundice in neonatal period occasionally
* Early infancy:
* Around 3 Months:
* Hepatosplenomegaly noted by physical exam
* "Niemann-pick" foam cells present in bone marrow aspirates
* Moderate anemia may be present
* Hypotonia and muscular weakness, feeding difficulties
* By 6 months:
* Psychomotor retardation evident
* Loss of developmental milestones
* Cherry-red maculae noted in ophthalmologic exam (50%)
* Loss of deep tendon reflexes
* Progression:
* Continued loss of motor function
* Deterioration of intellectual capabilities
* Emaciation, spasticity, and rigidity
* Death occurs by 2-3 years of age

## Inheritance

* Autosomal recessive

## Testing

* Ashkenazi Jewish panel is available clinically:
* Carrier and prenatal also available for known family mutations

## Management & Treatment

* There is currently no treatment for Niemann-Pick disease
* Differential Diagnosis
* Niemann-Pick disease Type C and D
* Gaucher Disease
* Other storage disorders

## Psychosocial Issues

* Early death of child
* Loss of developmental milestones

## Patient Resources

* National Niemann-Pick Disease Foundation
    PO Box 49
    415 Madison Ave
    Ft. Atkinson, WI 53538
    (877)-287-3672
    (920)-563-0930
    Email: nnpdf @idcnet.com

## References

* Molecular Basis of Metabolic Disease
* Web:
* Genzyme: http://www.genzymegenetics.com/Our-Services/Reproductive-Testing/niemann-pick-disease-type-a-testing.aspx
* Baylor: http://www.bcmgeneticlabs.org/tests/dna/niemannpick.html

## Notes

* The information in this outline was last updated in Feb 2003.
# Haskell/Understanding monads/Solutions/List
## Bunny invasion

1.
Each element gives rise to three copies of itself. The order of the copies matches the order of the original elements.
2.

## List comprehensions

1.
(<*>) for lists takes a list of functions and a list of values that can be passed to the functions. It then applies each function to all of the values, and gives back all results thus generated in a single list.
2.
Note that the order of the generators matters when writing the list comprehension above. To see the difference, try both (\fs xs -> [ f x | f <- fs, x <- xs ]) [(2*),(3*)] [1,2] and (\fs xs -> [ f x | x <- xs, f <- fs ]) [(2*),(3*)] [1,2] in GHCi.
# Haskell/Web programming

* Web programming (Solutions)
* Specialised Tasks
* Graphical user interfaces (GUI)
* Databases
* Working with XML
* Parsing mathematical expressions
* Writing a basic type checker
An example web application, using the HAppS framework, is hpaste, the Haskell paste bin. Built around the core Haskell web framework, HAppS, with HaXmL for page generation, and binary/zlib for state serialisation.
The HTTP and Browser modules exist, and might be useful.
* Web programming
* Solutions to exercises
* Specialised Tasks
* Graphical user interfaces (GUI)
* >> Databases
* >> Working with XML
* >> Parsing mathematical expressions
* >> Writing a basic type checker
* Haskell
* Haskell Basics
* >> Elementary Haskell
* >> Intermediate Haskell
* >> Monads
* Advanced Haskell
* >> Fun with Types
* >> Wider Theory
* >> Haskell Performance
* Libraries Reference
* >> General Practices
* >> Specialised Tasks
# Haskell/XML

* XML (Solutions)
* Specialised Tasks
* Graphical user interfaces (GUI)
* Databases
* Working with XML
* Parsing mathematical expressions
* Writing a basic type checker
There are several Haskell libraries for XML work, and additional ones for HTML. For more web-specific work, you may want to refer to the Haskell/Web programming chapter.

### Libraries for parsing XML

* The Haskell XML Toolbox (hxt) is a collection of tools for parsing XML, aiming at a more general approach than the other tools.
* HaXml is a collection of utilities for parsing, filtering, transforming, and generating XML documents using Haskell.
* HXML is a non-validating, lazy, space efficient parser that can work as a drop-in replacement for HaXml.
* xml-conduit provides parsing and rendering functions for XML. For a tutorial see .

### Libraries for generating XML

* HSXML represents XML documents as statically typesafe s-expressions.

### Other options

* tagsoup is a library for parsing unstructured HTML, i.e. it does not assume validity or even well-formedness of the data.

## Getting acquainted with HXT

In the following, we are going to use the Haskell XML Toolbox for our examples. You should have a working installation of GHC, including GHCi, and you should have downloaded and installed HXT according to the instructions.
With those in place, we are ready to start playing with HXT. Let's bring the XML parser into scope, and parse a simple XML-formatted string:
We see that HXT represents an XML document as a list of trees, where the nodes can be constructed as an XTag containing a list of subtrees, or an XText containing a string. With GHCi, we can explore this in more detail:
As we can see, an NTree is a general tree structure where a node stores its children in a list, and some more browsing around will tell us that XML documents are trees over an XNode type, defined as:
Returning to our example, we notice that while HXT successfully parsed our input, one might desire a more lucid presentation for human consumption. Lucky for us, the DOM module supplies this. Notice that xread returns a list of trees, while the formatting function works on a single tree.
This representation makes the structure obvious, and it is easy to see the relationship to our input string. Let's proceed to extend our XML document with some attributes (taking care to escape the quotes, of course):
Notice that attributes are stored as regular NTree nodes with the XAttr content type, and (of course) no children. Feel free to pretty-print this expression, as we did above.
For a trivial example of data extraction, consider this small example using XPath:
* XML
* Solutions to exercises
* Specialised Tasks
* Graphical user interfaces (GUI)
* >> Databases
* >> Working with XML
* >> Parsing mathematical expressions
* >> Writing a basic type checker
* Haskell
* Haskell Basics
* >> Elementary Haskell
* >> Intermediate Haskell
* >> Monads
* Advanced Haskell
* >> Fun with Types
* >> Wider Theory
* >> Haskell Performance
* Libraries Reference
* >> General Practices
* >> Specialised Tasks
# Flora of New York/Violaceae/Viola × modesta

Viola × modesta House Bull. New York State Mus. Nat. Hist. 254:509. 1924
Note: nom. illeg. later homonym non Fenzl (1842)
Hybrid parents:
* Viola lanceolata L. Sp. Pl. 2:934. 1753
* Viola primulifolia L. Sp. Pl. 2:934. 1753

## Bulletin of the Torrey Botanical Club, Vol. 37, No. 4, April 1910

Pages 163-179:

### The violets of Staten Island, Philip Dowell

Pages 176-177:
47. Viola lanceolata × primulifolia hyb. nov.
Plant taller and more slender than V. primulifolia, and in general appearance intermediate between this and V. lanceolata. Leaf-blades ovate to lanceolate, acute or obtuse, decurrent on the petiole, margin crenate with low teeth, the points of which are incurved. Early flowers on long slender peduncles equal to or longer than the petioles; capsules green, about 8 mm. long; seeds brown. (Plate 17.)
Plants collected at Grasmere, May 29, 1907 (4723, type), and some transplanted at home, showed the same intermediate character at the end of the season, with a general appearance more like V. lanceolata at the end of the season. Other specimens were found on South Avenue, June 9, 1907 (4760), transplanted and specimens again taken Sept. 29, 1907 (5249); also at Watchogue, Sept. 20, 1908 (5585), and from transplanted material Aug. 6, 1909 (5898). To this hybrid belong probably also: Tottenville, Sept. 9, 1868, W. H. Leggett (?); Watchogue, Sept. 30, 1883, Arthur Hollick (sheets 561, 562, and 572 in the herbarium of the Staten Island Association of Arts and Sciences); Woodrow, June 22, 1907, Wm. T. Davis.

## New York State Museum Bulletin. No. 254, September 1924

The University of the State of New York - New York State Museum
John M Clarke, Director - Homer D. House, State Botanist
Pages 5–759:

### Annotated List of the Ferns and Flowering Plants of New York State

Pages 508-509:
24 Viola primulifolia L. Sp. Pl. 934. 1753 - Primrose-leaved violet
In moist open places. Common on Long Island and Staten Island. Rare and local northward to Westchester county.
25 Viola lanceolata L. Sp. Pl. 934. 1753 - Lance-leaved or water violet
Open bogs and low or wet meadows, fields and shores. Common in the southern part of the State. Local northward to Albany, Washington, Saratoga, Fulton, Hamilton and Essex counties (Lake Harris, 1550 feet altitude, House) west to Oneida, Onondaga and St. Lawrence counties.
    × Viola modesta. (V. lanceolata × primiilifolia Dowell, Torr. Club Bul. 37: 176. pl. 17). Type from Staten Island.
# Flora of New York/apw-ref

P. F. Stevens (2001 onwards). Angiosperm Phylogeny Website. Version 12, July 2012. Usage:
Rhamnaceae P. F. Stevens (2001 onwards). Angiosperm Phylogeny Website. Version 12, July 2012.
# Flora of New York/au

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