OpenLLM-France/wikimedia huggingface dataset:
# History of the National Hockey League/1942–1967/Unionization/Alan Eagleson

Led by Alan Eagleson, the National Hockey League Players' Association (NHLPA) was formed in 1967. Eagleson became the sport's first player agent in 1966 when he negotiated a deal on behalf of Bobby Orr with the Bruins that saw the 18-year-old rookie become the highest paid player in the NHL. At its peak, Eagleson's practice represented 150 professional athletes. Eagleson had also helped settle an American Hockey League players strike sparked by mistreatment of players. In June 1967, the NHLPA was announced, and quickly received acceptance from the owners.
# History of the National Hockey League/1967–1992

* Expansion years
** Broad Street Bullies
* World Hockey Associaton
** Bobby Orr
* Summit Series
** Legacy
* Twenty-one teams
* Wayne Gretzky
* Fall of the Iron Curtain
* Rules and innovations
* Entry draft
# IB/Theory of Knowledge/Ways of Knowing

Language
Perception
Reason
Emotion
# Internet Technologies
### Scope

This work is aimed at people already familiar with using the Internet, who want to know how and why it works. When we say technology we don't just mean the software and hardware, but also the human components which are an integral part of the overall system of the Internet.

### Contents

* The Internet
** Domain names
** Web hosting
** Routing
** Protocols
** History and evolution
* The Web
** History of the Web
** Routing the Web
** HTML and CSS
** Embedded technologies
** Proxy servers
** Search engine
** Web advertising
** Online shopping
* Email
** History of email
** Routing email
** Email headers
** Email spam
** Email security
* Usenet
** History of Usenet
** Routing Usenet
** How newsgroups are created
** Usenet spam
** Future of Usenet
* IRC
** History of IRC
** Routing IRC
* Remote Access
** Telnet
** SSH
** VNC
** Remote Desktop Connection
** Wireless connnectivity

### Related books

* The World of Peer-to-Peer (P2P)
* HyperText Markup Language
* Cascading Style Sheets
* GET
* PHP Programming
* PHP and MySQL Programming
# Internet Technologies/Email security

Over time, e-mail has been one of the most used components to send messages around the world or to people around oneself. Also, e-mail has a lot of harm that can happen while in the process. There are different types of components that may occur while sending an innocent message to others. Email threats can be divided into several distinct categories: Viruses, Worms and Trojan Horses, Phishing, and also Spam. According to "IT Security," Viruses, Worms and Trojan Horses are delivered as email attachments, destructive code can devastate a host system's data, turn computers into remote control slaves known as bootnets and cause recipients to lose serious money. Trojan horse keyloggers, for example, can surreptitiously record system activities, giving unauthorized external parties access to corporate bank accounts, internal business Web sites and other private resources. Phishing attacks utilize social engineering to steal consumers' personal and financial data. Spam Although not an overt threat like a virus-infected attachment, junk email can quickly overwhelm an inbox, making it difficult or even impossible for its owner to view legitimate messages. The spam problem has gotten so bad that it is commonplace for users to abandon email accounts that are overrun with spam rather than try to fight the problem. Spam is also the delivery medium of choice for both phishers and virus attackers. As we can see, emails might be one of the top used networks, but many consequences can come from the technology.
# Internet Technologies/Embedded technologies
## Embedded technologies

Embedded Technologies in the context of the internet are stand-alone programs and plugins that extend the normal functionality of a web page. Java, Shockwave Flash$_{tm}$, audio and video players are all examples of embedded technologies that can assist creating a web site.

## See also

* Macromedia
* Java
* xine
* mplayer
* xmms
# Internet Technologies/HTML
## HTML

HTML is the language of the web.
Hyper
Text
Mark-up
Language

## For further reading

* Wikiversity: Web Design/Basic HTML and CSS
* HTML Programming
# Internet Technologies/Email

Since the beginning of time, our innate nature creates a desire for convenience and a desire to find new ways to create convenience. The business world is especially guilty of this characteristic as efficient operations are necessary in order to provide a profitable book of business. Over the past few decades the internet has made a grand entrance and a lasting impression on the business world. Since then, it seems, that the internet, and furthermore email, has made an even larger impression on the way business is conducted. While, seemingly enough all effects are positive, there are reasons that a company should "second-guess" its decision to utilize email in such heavy and reliant ways.
While email is convenient and efficient to send a message, whether it be to someone in your clientele base, a sister company across the nation or to someone in the cubicle next to you, email can also create communication barriers that could have an everlasting effect on your business, especially concerning customer service. Email creates a way to send bills, eliminate phone calls and provide services to your customers without ever having contact with that customer. Eliminating your "one-on-one" contact with everyone involved in your business creates hazards such as dishonesty, miscommunication in unerstanding company policies, etc. Below are a few more adverse effects that email could have on a business as reported by Paul McFredrie, (http://www.mcfedries.com/Ramblings/email-pros-cons.asp):
As duly noted, email has its obvious positive effects on our business world and definitely plays a large role in its success. However, we should always be aware of the problems that can be caused as well.
# Fluid Mechanics/Fluid Statics/Hydraulic Systems

Using hydraulic systems, heavy bodies can be lifted using low force. The basic concept is that the pressure of all fluid particles is constant at same height.
pressure p=∅*h*g (∅ is density,h is height,g is gravitational constant)
also p=F/A (F is force and A is area of the surface)
if F and A are small on one side to maintain pressure F and A will be more at other side.
# Fluid Mechanics/Geophysical Fluid Dynamics

Geophysical fluid dynamics is the study of the atmosphere and oceans using the machinery of general fluid dynamics. Much of the interest and novelty of geophysical flows derives from the fact that they take place in a rotating reference frame. The Coriolis Force, for example, is a result of this rotation, and is a very prominent feature of large scale flows. Other factors contributing to the unique character of geophysical flows include the (thermodynamical) interaction between the atmosphere and oceans and the fact that the systems under investigation are vertically arranged in stable layers (vertical density stratification).
# Fluid Mechanics/Differential Analysis of Fluid Flow

Sections Such as: This Chapter covers:
* kinematic elements of flow
* application of the concepts of stream function
* charachterize simple flow fields
* Analysis of Navier-Stokes equation.

## Fluid Element Kinematics

Vorticity
${\vec {\zeta }}=2{\vec {\omega }}{=}{{\vec {\nabla }}\times {\vec {V}}}$

## Inviscid Flow
### Irrotational Flow

$\underbrace {{\frac {1}{2}}({\partial w \over \partial y}-{\partial v \over \partial z})} _{\omega _{x}}+\underbrace {{\frac {1}{2}}({\partial u \over \partial z}-{\partial w \over \partial x})} _{\omega _{y}}+\underbrace {{\frac {1}{2}}({\partial v \over \partial x}-{\partial u \over \partial y})} _{\omega _{z}}$
# Fluid Mechanics/Fluid Statics

Fluid statics or hydrostatics is the study of fluids at rest. It is a sub-field of fluid mechanics.

## Fundamentals

* Fundamentals of Fluid Statics
* Hydrostatic Pressure
* Hydrostatic Forces
* Hydraulic Systems
* Buoyancy

## Applications

* Pressure Measurement
* Gates and Dams
* Hydraulics
# History of video games/Platforms/APF-MP1000
## History
### Launch

The APF-MP1000 was released in 1978 to replace the older APF TV Fun line of consoles. Uniquely for the time, the APF-MP1000 could be expanded into the Imagination Machine home computer via use of an add on module called the MPA-10. The full Imagination Machine cost $599 and was released by 1979. This price was considered low compared to competitors. The Imagination Machine was developed by Ed Smith, one of the first African American engineers in the video game industry.

### Legacy

Between 20,000, and 50,000 APF-MP1000 consoles were sold.
APF saw its revenue drop 97% between 1981 and the video game crash of 1983. Figures like this show the huge impact of the video game crash on company bottom lines. An Imagination Machine II was said to be planned but was never released.

## Technology

The APF-MP1000 uses an 8-bit Motorola 6800 CPU clocked at 3.579 megahertz. This processor is not to be confused with the Motorola 68000, a more advanced processor commonly used on consoles several years following the launch of the MP1000.
The system has just 1 kilobyte of RAM. The Imagination Machine computer upgrade gave the system 9 kilobytes of total RAM.

## Notable games

12 games were released for the APF-MP1000.
The system has the game Rocket Patrol built-in to the system.

## Gallery
### Console

* The detachable controllers fit snugly on the console top.
* Cartridge slot, reset button, and power button are built into the console center.
* The wood grain accent wraps around the unit.
* Controller cables are attached on the back of the console.
* The console with controllers removed from the holders.
* A power jack is on the back of the console.
* The bottom of the console contains small bumpers to give some clearance to the console.

### Technology

* The APF-MP1000 Power Supply.
* The die of a Motorola 6800 CPU, similar to the one used in the APF-MP1000.

## References

* 1 2 3 "OLD-COMPUTERS.COM : The Museum". www.old-computers.com. Retrieved 28 October 2020.
* ↑ "ARCHIVE.ORG Console Library: APF-MP1000 : Free Software : Free Download, Borrow and Streaming : Internet Archive". archive.org. Retrieved 1 November 2020.
* 1 2 3 4 5 6 "The Imagination Machine - Georgia State University News -". Georgia State News Hub. 15 March 2018. Retrieved 3 December 2020.
* ↑ "Home Page". Video Game Console Library. Retrieved 30 October 2020.
* 1 2 3 "DP FAQ". www.digitpress.com. Retrieved 3 December 2020.
* ↑ Corporation, Bonnier. Popular Science. Bonnier Corporation. Retrieved 3 December 2020.
* ↑ Ltd, Earl G. Graves (December 1982). "Black Enterprise" (in en). Earl G. Graves, Ltd.. https://books.google.com/books?id=N6pacvfrf0wC&pg=PA44&dq=APF-MP1000&hl=en&sa=X&ved=2ahUKEwjEg5yw-LHtAhUKjVkKHdC0ApMQ6AEwCHoECAcQAg#v=onepage&q=APF-MP1000&f=false.
* ↑ "APF-MP1000 Pre-83". pre83.com. Retrieved 28 October 2020.
* ↑ "Motorola 6800 microprocessor family". www.cpu-world.com. Retrieved 3 December 2020.
* ↑ "History of Consoles: APF MP1000 (1978) Gamester 81". Retrieved 28 October 2020.
* ↑ "APF M1000 Video Game System Review". THE NORTHEAST OHIO VIDEO HUNTER. 1 August 2013. Retrieved 3 December 2020.
# History of video games/Platforms/AOKZOE A1 Pro
## History

It is speculated by the publication PC Gamer that the console may have some relation to the OneXPlayer line.

## References

* ↑ James, Dave (22 June 2023). "AOKZOE A1 Pro" (in en). pcgamer. https://www.pcgamer.com/aokzoe-a1-pro-review-performance/.
# History of video games/Platforms/AYANEO 2
## History

The AYANEO 2 shared a launch with the ANANEO Geek. in May 2023.

## Technology
### Software

The system used Windows 11 as an operating system. Aya Space software was shipped with the console to aid as a game launcher and configuration tool.

## References

* ↑ Coke, Chris (17 March 2023). "The Ayaneo Geek Is the Closest Thing We Have to a Steam Deck Pro" (in en). Gizmodo. https://gizmodo.com/ayaneo-geek-steam-deck-amd-ryzen-6800u-handheld-gaming-1850238859.
* ↑ Chen, Jackson (27 April 2023). "Ayaneo’s New Handhelds Go Big on Performance" (in en). Inverse. https://www.inverse.com/tech/ayaneo-2s-handheld-steam-deck-performance.
* ↑ Hollister, Sean (22 February 2023). "I wouldn’t trade my $400 Steam Deck for this $1,300 Ayaneo 2". The Verge. https://www.theverge.com/23604799/ayaneo-2-review-handheld-gaming-pc.
* ↑ Coke, Chris (10 March 2023). "Ayaneo 2 Review" (in en). IGN. https://www.ign.com/articles/ayaneo-2-review.
# History of video games/Platforms/AYANEO Air 1S
## Technology
### Compute

The system was powered by an AMD Ryzen 7 7840U processor.

### Software

The system used Windows 11 as an operating system.

## References

* ↑ Tyson, Mark (9 July 2023). "Ayaneo Air 1S Ultra Claimed to Be Thinnest and Lightest AMD Phoenix Handheld Yet" (in en). Tom's Hardware. https://www.tomshardware.com/news/ayaneo-air-1s-ultra-claimed-to-be-thinnest-and-lightest-amd-phoenix-handheld-yet.
* ↑ Leadbetter, Richard (3 September 2023). "AyaNeo Air 1S/ AyaNeo 2S review - faster than Steam Deck but what about ROG Ally?" (in en). Eurogamer.net. https://www.eurogamer.net/digitalfoundry-2023-ayaneo-1s-ayaneo-2s-review.
* ↑ Cichacki, Shaun (21 August 2023). "AYANEO Air 1S Review | Portable Powerhouse Packing Punchy Performance". Prima Games. https://primagames.com/reviews/ayaneo-air-1s-review-portable-powerhouse-packing-punchy-performance.
# History of video games/Platforms/1292 Advanced Programmable Video System
## History

The 1292 Advanced Video Programmable Video System was released in either 1976 or 1978.

## Technology

The 1292 Advanced Programmable Video System is powered by an 8-bit Signetics 2650AI processor clocked at about 887kHz.
A Signetics 2636N Programmable Video Interface (PVI) chip clocked at 3.58 megahertz is used for graphics, capable of rendering four sprites, a background grid and four score digits. By programming in real-time during each scan of the TV picture, the sprites may be reprogrammed further down the screen. Similarly, score digits may be displayed at both the top and bottom of the screen. All video is generated from 113 registers in the PVI. As such, there is no video RAM in this system. The PVI also provides the programmer with 37 bytes of scratch memory that maybe used for variables. A few games cartridges for these consoles such as chess included an extra 1kB of RAM.

## Games

Two games were specific to the Voltmace Database.

## System Gallery

* The Grundig Super Play Computer 4000 variant.
* Acetronic MPU 1000 PCB

## External Resources

* IGDB - 1292 Advanced Programmable Video System page with history and specs.
* Video Game Console Library - Page with history, specs, and photos of variants.

## References

* 1 2 3 "1292 Advanced Programmable Video System - Audiosonic PP-1292 Advanced Programmable Video System". www.igdb.com. Retrieved 16 November 2020.
* 1 2 3 "Video Game Console Library". Video Game Console Library. Retrieved 16 November 2020.
* ↑ "1292 Advanced Programmable Video System Console Information". Console Database. Retrieved 2 December 2020.
* ↑ "Signetics Programmable Video Interface (PVI) 2636" (PDF). Retrieved 21 October 2021.
* ↑ "Videomaster / Voltmace Database Games-Computer (1980 - early 1980s)". Museum of Obsolete Media. 29 January 2015. https://obsoletemedia.org/voltmace-database-games-computer/.
# Futurebasic/Language/Reference/picture function
## PICTURE
### Syntax

pictureHandle = PICTURE

### Description

This function returns a handle to the picture recorded with the most recent pair of PICTURE ON/PICTURE OFF statements. This handle is the same handle returned by:
PICTURE OFF, pictureHandle
You can specify this handle in the PICTURE statement when you want to draw the picture. You can also pass the picture handle to any of a number of Toolbox routines which require a picture handle as a parameter.

### Note

Your program is responsible for releasing the memory occupied by pictures created with the PICTURE ON/PICTURE OFF statements. You should normally use the KILL PICTURE statement to do this, once you're finished using the picture handle. However, if you turn the picture into a resource (using the Toolbox routine AddResource or PG's FNpGreplaceRes) then you should not dispose of the picture.

### See Also

PICTURE ON/OFF; PICTURE STATEMENT
# Futurebasic/Language/Reference/poke
## POKE
### Syntax

Shorthand syntax:

### Description

These statements copy the value in byteExpr, shortIntExpr or longIntExpr into the 1, 2 or 4 memory bytes (respectively) which start at location address&. The address& should be a long integer expression, or a POINTER variable.

### See Also

PEEK; VARPTR; BLOCKMOVE; LET
# Futurebasic/Language/Reference/poundendif
## #EndIf
### Description

#endif terminates a compiler conditional block.

### See Also

#if; #else
# Futurebasic/Language/Reference/pen
## PEN
### Syntax

PEN [penWidth][,[penHeight][,[visible][,[mode][,pattern]]]]

### Description

This statement alters the characteristics of the drawing "pen" in the current output window. The pen characteristics affect the appearance of QuickDraw shapes (lines, ovals, rectangles, etc.) that are subsequently drawn in the window. If you omit any parameter, the corresponding characteristic is not altered. The parameters are interpreted as follows:
¥ penHeight and penWidth These specify the height and width of the pen in pixels. They must be positive integers. Taller, wider pen sizes produce thicker lines and borders.
¥ visible If you set this to _false, subsequent drawing won't be visible on the screen (but it will still be "recorded," if you have turned on picture recording (see the <a href="picture%20on.html">PICTURE ON</a> statement)). If you set visible to _true, subsequent drawing will be visible.
¥ mode This determines how the pen behaves when you draw over existing images in the window. You can specify any of the pattern transfer modes described in "http://developer.apple.com/documentation/macos8/mac8.html">Inside Macintosh"http://developer.apple.com/documentation/mac/QuickDraw/QuickDraw-2.html">Imaging With QuickDraw. Usually you will use one of the following constants:
¥ pattern This determines the pattern that will be used to draw lines, and to frame or fill shapes. Specify a number in the range 0 through 37 to get one of the following system patterns:
Image Was Here

### FB Lite behavior

When you use the "FB Lite" runtime, PEN switches to the Graphics Window before executing.

### Note

To change the pen's color, use the COLOR or LONG COLOR statement. To change the appearance of text, use the TEXT statement.

### See Also

PLOT; BOX; CIRCLE; FILL; COLOR; LONG COLOR; TEXT
# Futurebasic/Language/Reference/picture on
## Picture Function or Picture Statement

Which of the following did you need help with? Please click a link to go to the desired page.
Picture Function: pictureHandle& = <a href="picture%20function.html">PICTURE</a>
Picture Statement: <a href="picture%20statement.html">PICTURE</a> [(h1,v1)][-(h2,v2)] [,pictureHandle&]
# Futurebasic/Language/Reference/picture statement
## PICTURE
### Syntax

PICTURE [(h1,v1)][-(h2,v2)] [,pictureHandle&]

### Description

This function draws a picture in the current output window, or to the printer if output is currently routed to the printer. If you specify pictureHandle&, the picture referenced in that handle is drawn; this can be a handle returned by the PICTURE function, or a PICT resource handle, or any other valid picture handle. If you don't specify pictureHandle&, the picture which was recorded by the most recent pair of PICTURE ON/PICTURE OFF statements is drawn.
The (h1,v1) and (h2,v2) parameters specify the upper-left and lower-right corners of a rectangle. If you specify both (h1,v1) and (h2,v2), the picture is scaled to fit the indicated rectangle. If you specify only (h2,v2), the picture is scaled to fit the rectangle (0,0)-(h2,v2). If you specify only (h1,v1), the picture is drawn unscaled, with its upper-left corner at (h1,v1). If you specify neither corner, the picture is drawn unscaled, using the same frame rectangle that was used to record the picture.

### See Also

PICTURE ON/OFF; PICTURE; Function
# Futurebasic/Language/Reference/pos
## POS
### Syntax

numCharacters = POS(deviceType)

### Description

This function returns a number which means different things depending on the value of deviceType. Use one of the following values for deviceType.
¥ _anyDev POS(_anyDev) returns information about the number of characters sent by the PRINT statement to screen windows or to the device specified by the most recent ROUTE statement. The value of POS(_anyDev) is incremented whenever you print a character (other than a carriage-return) to any open window or to the ROUTE'd device. The value of POS(_anyDev) is reset to zero whenever any of the following happens:
* You send a carriage-return character to any window or ROUTE'd device (this is usually the final character sent by a PRINT statement); or:
* The text in any window or ROUTE'd device reaches the right margin and wraps around to the next line; or:
* You open a new window with the WINDOW statement; or:
* You start a new print job with the ROUTE _toPrinter statement.

### Note

POS(_anyDev) often, but not always, represents the number of characters on the current line of text. However, because FB does not maintain separate POS values for separate windows, the value returned by POS(_anyDev) may represent the characters on a line in the current window, or on a line in a different window, or even the sum of the characters on lines in multiple windows.
¥ _printerDev POS(_printerDev) returns the number of characters printed so far on the current line of text sent to the printer. The value of POS(_printerDev) is incremented whenever you send a chacter (other than carriage-return) to the printer; the value is reset to zero whenever you send a carriage-return character to the printer, or the text reaches the right margin and wraps around to the next line.
¥ _diskDev POS(_diskDev) returns information about characters sent to open files. The value of POS(_diskDev) is incremented whenever you send a character (other than carriage- return) to any open file; the value is reset to zero whenever you send a carriage-return character to any open file. Note that if you have more than one file open, the value returned by POS(_diskDev) reflects the sum of the characters sent to all the files you're writing to. If you write a total of more than 32767 characters (to all open files) without writing a carriage-return character, the number returned by POS(_diskDev) is invalid.
Note:> To determine the current horizontal pen position (in pixels), use the WINDOW(_penH) function.

### See Also

CSRLIN; WIDTH; PAGE function; WINDOW function
# Futurebasic/Language/Reference/poundelse
## #Else
### Description

#ELSE is a synonym for COMPILE XELSE. If you use the #ELSE statement, you must also use the #IF and #ENDIF statements. In FBtoC COMPILE XELSE is not supported and #ELSE is the only available syntax.

### Notes

No notes.

### See Also

COMPILE LONG IF; COMPILE XELSE; #IF; #ENDIF