OpenLLM-France/wikimedia huggingface dataset:
# Minix 3/Minix 3 on VMware
## Run MINIX 3 on VMWare

* Download the latest Minix VMWare machine from

### Installing VMWare

The following procedure was tested on Ubuntu.
* Install the VMWare server from (you will need a free VMWare serial number to install, you can obtain it from ).
* To install the VMWare server type:
* For a standard installation, hitting return for every question should work just fine.

### Setting up the Virtual Machine

* To start the VMWare server console type
* Choose 'create a new virtual machine'
* Create a custom virtual machine if the machine is on an external device, choose typical otherwise
* When prompted for a virtual machine location, browse to the downloaded Minix 3 VMWare machine
* You can now start Minix 3 from the VMWare server console
# MapleStory/Towns/Orbis

* MapleStory
* Complete Table of Contents
* Jobs
* Locations
* Shops
* Monsters
* Quests
* FAQs
* Glossary
* Authors list
* Training Location Guide
* Maple Island
* Amherst
* Southperry
* Victoria Island
* Lith Harbor
* Ellinia
* Henesys
* Kerning City
* Perion
* Sleepywood
* Ossyria
* Orbis
* El Nath
* Aquarium
* Ludibrium
* Omega Sector
Orbis is very bright and colorful and appears almost mythical. It has 2 main sections: Orbis Tower and the Cloud Park.
Also available in Orbis is the guild headquarters, where one may travel to create a guild, and the stations to Ellinia and Ludibrium. One may also access Florina Beach if they possess a VIP Ticket.

## Orbis Tower

Orbis Tower is a tower with 20 floors. Upon reaching the bottom, players end up in El Nath. Players may use an Orbis Rock Scroll to instantly teleport between the 20th and 1st floors. These Scrolls are obtainable via Huckle's Magic Ingredients quest, in which players gain 5 each time they complete the quest.
The tower features monsters such as Sentinels, Leatties, and Jr. Pepes.

## Cloud Park

The Cloud Park is as its name suggests: an area that is sort of like a park, situated on clouds. It extends quite a bit, branching off into two areas, one featuring the "kitties" and one featuring the "pixies".
The "kitty" area features maps that contain Jr. Cellions, Lioners, and Grupins, as well as their "senior" forms. Further into this area are Lucidas.
The "pixie" area features maps that contain Star, Lunar, and Luster Pixies, as well as Nependeaths and Fierries.
# MapleStory/Towns/Southperry

* MapleStory
* Complete Table of Contents
* Jobs
* Locations
* Shops
* Monsters
* Quests
* FAQs
* Glossary
* Authors list
* Training Location Guide
* Maple Island
* Amherst
* Southperry
* Victoria Island
* Lith Harbor
* Ellinia
* Henesys
* Kerning City
* Perion
* Sleepywood
* Ossyria
* Orbis
* El Nath
* Aquarium
* Ludibrium
* Omega Sector

## Southperry Armor Store

| Item | Price |
| White Undershirt (M) | 50 |
| Undershirt (M) | 50 |
| Grey T-Shirt (M) | 50 |
| White Tank Top (F) | 50 |
| Yellow Cotton Shirt (F) | 50 |
| Green Cotton Shirt (F) | 50 |
| Red-Striped Top (F) | 50 |
| Blue Jean Shorts (M) | 50 |
| Brown Cotton Shorts (M) | 50 |
| Red Mini Skirt (F) | 50 |
| Indigo Mini Skirt (F) | 50 |
| Red Rubber Boots | 50 |
| Leather Sandals | 50 |
# Mandelbulb3D/Reference/Save
### Save tab

The Save tab at the top of the Main Window provides commands to store files on disk, and to send scene parameter data to the operating system clipboard.

### Save .M3I

The M3I Image + Parameter file is the native format of Mandelbulb3D. It always stores the rendered Image (before Postprocessing), fractal parameters found in the Formulas window, lighting and shading data in the Lighting window, and all program settings in the Main window. Settings in other windows are not stored in the M3I file. For example, the Animation Maker window saves and loads data in its own format, the .M3A file.
.M3I is a binary format and cannot be read or edited by humans.

#### Image checkbox

If the Image checkbox is enabled, the Save .M3I button stores the pixel data of the frame buffer (displayed image) after all Postprocess options such as Reflections and Depth of Field. If the Image checkbox is disabled, Postprocess options are not saved.

### Save .M3P

The .M3P Parameter file format stores data from the Formulas, Lighting, Postprocessing, and Main windows. It does not store any image data. .M3P is also a binary format, not human-readable.

#### History

Since .M3P is a binary format that stores parameter data only, file sizes are very small. The small file size makes it possible for Mandelbulb3D to automatically save a history of changes to disk. Inside the Mandelbulb3D installation folder is a subfolder named History. When the Calculate 3D button is pressed, Mandelbulb3D stores the current scene parameters to an .MP3 file in the History folder. History files are organized in subfolders by date, and files are named according to the current time.

### To Clipboard

Although Mandelbulb3D has no direct support for any human-readable file format, the To Clipboard button provides an interface to text documents and makes it easy to share scene parameters online. Users commonly post parameters directly to Internet forums using this method.
To save scene parameters in ASCII text file, or to post to a text forum, click the To Clipboard button. The parameters are temporarily stored in the operating system's clipboard, in RAM. Paste the contents of the clipboard into a text file or forum post. Parameters may be loaded from the operating system using the From Clipboard button on the Open tab.

### See Also

* Open tab
* Save Pic tab
# Mandelbulb3D/Reference/Prefs
### Preferences

The Preferences tab is located on the Top Toolbar of the Main Window. It provides tools to manage program data directories, animated sequences of texture maps, and visual themes or "skins" for the user interface.
* Initial Directories window
* Map Sequences window
* Themes window
# Mandelbulb3D/Reference/Postprocess/Recalculate
### Postprocess window: Recalculate A Selection

Recalculate a Selection renders a region of the final beauty pass, including all components enabled in the other sections of the Postprocess window.

### See Also

* Postprocess window
* Normals On Z-buffer
* Hard Shadows
* Ambient Shadows
* Reflections and Transparency
* Depth of Field
# Mandelbulb3D/Reference/MutaGen
### Mutagen

The Mutagen window generates variations on formulas and their parameter values. It opens possibilities for a creative style inspired by genetic mutation and artificial selection.

#### Node Graph

On the left of the window is a graph of 15 connected nodes. When the user clicks the Mutate! button on the right panel, the nodes begin to generate and display variations on the current formulas and parameters.
The current scene formulas and parameters generate two variations, which we can call children. Each of those children generate two new variations based on their parameters: the grandchildren. The process ends with the great-grandchildren, after three generations of mutations.

##### Node Commands

Double-click a node to send its parameters to the root node in the graph. It becomes the starting point for new generations of mutation. The number of mutations is displayed in the field at the bottom right of the window. The left and right facing arrows allow navigation through the generation history, or "family tree" of the fractals.
Right-click a node and choose Send to Main Editor to send its parameters to the Main program's Formulas window, over-writing whatever's there.
Right-click a node and choose Copy Params to Clipboard to save the data in text format to the operating system's clipboard. It can then be pasted into a simple text document or Mandelbulb3D itself via the From Clipboard button in the Open tab.

#### Options

At the top right of the window is the Options panel. Here you can choose the extent of mutations for various formula attributes. The left column is the Mutation Type, listing the operation. The center column is the Probability, or likelihood that a mutation will take place. The right column is the Strength, or amount of variation in the mutation.
# Mandelbulb3D/Reference/Plug-ins
### Plug-ins

On the upper left corner of the Main Window, on the Top Toolbar, is a group of buttons labeled Animations, Navigator, and so on. These buttons launch plug-in program modules to extend Mandelbulb3D. The plug-in windows receive scene parameters from the Main program, and can sometimes send scene parameters back to the Main program.
* Navigator
* Animation Maker
* Bulb Tracer
* MutaGen
* Heightmap Generator
* Scripts
# Mandelbulb3D/Reference/Postprocess
### Postprocess

The Postprocess window performs essential rendering and compositing functions. Global lighting and shading effects such as shadows, ambient occlusion, reflections and transparency are all controlled from this window.
The Postprocess window is launched from its button in the Side Panel of the Main Window. It can be docked or un-docked from the Main window from a context menu. Right-click the Postprocess button and choose and option to stick or unstick the Postprocess window to the Main window.

#### Render passes

After Mandelbulb3D completes rendering the diffuse component in the Main Window, it renders the optional components enabled in the Postprocess window. These are essentially render passes held in system memory. Each render component is automatically composited with the previous ones in a linear sequence. The flow of calculation is from the top to the bottom of the Postprocess window. When all components are composited, the final result is often referred to as the beauty pass.
The various components can be rendered separately by clicking the Calculate Now button in each section. However, this may give unexpected results if the subsequent render components are not also re-rendered. When a Calculate Now button is clicked, components lower in the Postprocess window may be invalidated or erased.

### Postprocess window sections

* Recalculate a Selection
* Normals On Z-buffer
* Hard Shadows
* Ambient Shadows
* Reflections and Transparency
* Depth of Field
# Mandelbulb3D/Reference/Navigator
### Navigator

The Navigator window is launched from the button near the top left of the Main window. It provides interactive camera navigation and fractal parameter value editing. The Navigator window renders at draft quality, not suitable for final delivery, but the Navigator is essential for pre-visualization and experimentation. The Adjustment panel is a "sandbox" where changes to formula values and other paramaters can be previewed in near real time.
The Navigator is not connected directly to the scene parameters in other windows such as Main and Formulas windows. When the Navigator first opens, scene parameters are imported to the Navigator automatically. Thereafter, buttons on the Parameter panel can import and export parameters between the Navigator and the scene. This round-trip workflow utilizes the Navigator as a parametric modeling tool as well as a camera viewport.

#### Parameter panel

The partly collapsible section at the bottom of the Navigator is the Parameter panel. It provides tools to send and receive data from the scene in the Main program, control camera attributes, and adjust the visual quality of the Navigator window.

#### Adjustment panel

The collapsible Adjustment panel on the right of the Navigator window allows interactive changes to fractal parameters, iterations, and rendering attributes.
# NES Programming/Introduction
## NES Programming Tutorial 1: Welcome to the machine

The recommended language for programming the NES is assembly, because the slow 8-bit processor demands it. The processor is similar to the early Intel chips, but lacks certain functions.
The 6502 processor can address up to 64 kilobytes of memory. Think of this as a continuous space that has 65536 "cells". Each "cell", or byte, can store a number from 0 to 255. The first 256 bytes of this space is known as the zero page, which the 6502 can access about slightly faster and in one less byte. The next 256 bytes are the stack. The 6502 contains 3 general-purpose registers:
Accumulator - all data movement, mathematical, and logical operations go through here.
X index register - used for general counting and pre-index memory offsetting.
Y index register - used for general counting and post-index memory offsetting.
All of these general-purpose registers can be used for any reason, but the reasons above are what they are usually used for.
These are special-feature registers.
Stack pointer - keeps track of the stack.
Processor flags / status - holds flags containing information about the result of previous instructions.
Program Counter - keeps track of where the program is executing.
There are several ways to access memory:
* Immediate
Here, the exact value of the 8-bit number is written in the instruction. No memory accessing occurs. To denote an immediate, place a # before the number, for example
* Absolute Addressing
The 16-bit address is stored in the instruction. Whatever at the specified memory address will be the number. For example,
* Zero Page Addressing
Similar to absolute addressing, this method accesses an absolute address. However, this method saves a byte by only writing the low byte in the instruction. The high byte is assumed to be zero. Therefore, this method can only be used for the zero page. The following example shows the same instruction using absolute and zero page addressing.
There are more addressing modes, but for now stick with these. In case you were wondering about the LDAs and STAs, those are just names of instructions. On to the instructions!
The instructions are certain commands that tell the processor to do something. This may be move something into memory, add some numbers, jump to a different location, etc. There are 56 instructions. The instructions that are used the most will be described following.
The first instruction you will learn is LDA. It stands for LoaD A, which copies data into register A. The data can be a number, an address, or indexed address (more on this addressing mode next tutorial). See if you figure out this one: LDX. If you guessed LoaD X, you're right. I don't think I need to explain what's LDY.
STA, the second most common instruction, stands for STore A, which stores the value of A into memory. STA $2000 would store the current value of A into memory address $2000. Its counterparts include STY and STX.

## See also

6502 Assembly
# NETSquirrel - guidelines
## Table of Contents

* Introduction
* Namespaces structure
* Low complexity
* Medium complexity
* High complexity
* Remarks
* Links
# NETSquirrel - guidelines/Links

These links are relevant for NETSquirrel.
* GitHub
* Official site
* Support on the Russian VK social media site
* Google Docs - Documentation
* Cyberforum - theme
* Forum of mechanics and mathematics SFU - theme
* C# - GeekforGeeks
# NES Programming/Memory Map
## CPU Memory Map

| Address | Size | Description |
| $0000 | 0x800 | 2KB of work RAM |
| $0800 | 0x800 | Mirror of $000-$7FF |
| $1000 | 0x800 | Mirror of $000-$7FF |
| $1800 | 0x800 | Mirror of $000-$7FF |
| $2000 | 0x8 | PPU Ctrl Registers |
| $2008 | 0x1FF8 | *Mirror of $2000-$2007 |
| $4000 | 0x20 | Registers (Mostly APU) |
| $4020 | 0x1FDF | Cartridge Expansion ROM |
| $6000 | 0x2000 | SRAM |
| $8000 | 0x4000 | PRG-ROM |
| $C000 | 0x4000 | PRG-ROM |
* Mirrored 1023 times, not including $2000 - $2007.

## PPU Memory Map

| Address | Size | Description |
| $0000 | $1000 | Pattern Table 0 |
| $1000 | $1000 | Pattern Table 1 |
| $2000 | $3C0 | Name Table 0 |
| $23C0 | $40 | Attribute Table 0 |
| $2400 | $3C0 | Name Table 1 |
| $27C0 | $40 | Attribute Table 1 |
| $2800 | $3C0 | Name Table 2 |
| $2BC0 | $40 | Attribute Table 2 |
| $2C00 | $3C0 | Name Table 3 |
| $2FC0 | $40 | Attribute Table 3 |
| $3000 | $F00 | Mirror of 2000h-2EFFh |
| $3F00 | $10 | BG Palette |
| $3F10 | $10 | Sprite Palette |
| $3F20 | $E0 | Mirror of 3F00h-3F1Fh |

## Links

* Nes specifications - Detailed information on every aspect of the NES
* Nintendo Entertainment System Documentation - More information on the NES
* Brad Taylor's NES documentation - NES documentation written by Brad Taylor
* Visual 2A03 and 2C02 - Simulators of chips at hardware level
* NES memory map - Additional reference with references
# NEC PC Programmers Reference/Printable version

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/NEC_PC_Programmers_Reference

# PC-98xx Series Programmers Reference
## Ports
#### Video
## BIOS Interrupts
#### DOS

* 0x21 (see DOS API )

#### Floppy Disk

* 0x1B
* 0x12
* 0x13

#### Keyboard

* 0x18

#### Printer/Parallel

* 0x1A

#### System

* Clock/Timer - 0x1C
* Memcpy - 0x1F
* PIC - 0x19

#### Video

* 0x18
# NETSquirrel - guidelines/Introduction
## NETSquirrel - what's that?

NETSquirrel - it is the library for NET and NETCore which simplifies code writing on NET languages. The idea of creating this library has been come from PABCSystem unit that provides some subroutings for causing some usual operations such as arrays and matrices generation.

## Why NETSquirrel?

NETSquirrel generalizes PABCSystem functionality and adds some itself all over NET. This means that you can safely transfer from PascalABC.NET language to another (ex. C#) and backward.
# Movie Making Manual/Cinematography/Crew

This Module is part of the Cinematography section of the Movie Making Manual

## Director of Photography

The Director of Photography (or DP) is in charge of the actual image of a film project. They direct the camera/grip/lighting crews as to how the lights should be placed, how the camera should be exposed, and basically anything related to the film image. They will also choose the film stock and processing for the film. Many times the DP will be present during color timing as well. The DP works very closely with the Director to realize his vision of how the film should look.

## Camera Operator

The Camera Operator does just that - operates the camera. Many times the DP of a film will also operate on a one camera shoot. In some countries, however, the DP is not allowed to operate the camera, thus the need for a camera operator.

## First Assistant Camera

The first assistant Cameraman (or 1st AC) is in charge of the actual camera and related equipment. He/She must always stay with the camera. The 1st AC is also known as the focus puller. The 1st AC's job includes working with the DP and Camera Operator to choose the equipment to be used on the production, unpacking and setting up the camera and related equipment, setting the T-stop, shutter, camera speed, checking the lense, pulling focus, giving the 2nd AC footage readings from the camera at each take, as well as many other camera related jobs.

## Clapper/Loader

This person writes the info given to them by the script supervisor then slates it when camera and sound are rolling. Between shots they load 35mm film or put it away. This is an entry level position, often internship.
# Movie Making Manual/Cinematography/Filtration

This Module is part of the Cinematography section of the Movie Making Manual

# Polarisers

Light moves through the air in waves. These waves actually have an orientation in space. They can move horizontally, or vertically or any angle in between. This angle is known as polarization.
For the most part polarization does not matter to a photographer, any polarization will expose the recording medium the same way, but when a polarizing filter is employed it allows one to select which polarization of light is allowed to enter the camera. The practical upshot of this is that a polarizer can:
* Enhance saturation.
* Remove reflections and glare.
* "See through" humid air.

## Linear vs Circular

Circular and linear polarizers for imaging applications are virtually the same in how they function in polarization effectiveness and image quality. After all, the circular polarizer is at its heart a linear polarizer to which has been added a clear retarder layer that makes it into a circular polarizer. The retarder does not degrade the image in any noticeable way.
General imaging rule of thumb...a linear polarizer has many applications but may not work best in all...a circular polarizer can be used in any application. When in doubt, go circular.
If your viewfinder has a partially silvered mirror or prism in it, it may be susceptible to being hard to see through with a linear pol. Check your manual for this equipment, as it may be an issue.

## Shooting angles

The key issue you face is in panning with a polarizer in general, realizing that it doesn't matter whether it's circular or linear. The degree of polarization effect changes as you change your angular direction relative to the sun in the sky. So if you are panning to follow a plane as the angle changes the sky will go from lighter to darker and back again. This may (or may not) be visually objectionable. The way to minimize this is to try to set up your shots, as much as possible, so that the camera's viewing angle stays perpendicular to the line-of-sight of the sun in the sky. This will maximize the sky-darkening effect. If you find that your pan causes too much change in the sky, then turn the polarizer so that it isn't at maximum effectiveness so that the image will be improved but not be so dramatically different from where it isn't affected at all.
Note that either type of polarizer has no effect when aimed directly toward or away from the sun. And that you need a blue sky to start with...and that you want to be sure that the change in sky darkness is not causing your camera to change exposure as you pan...you will want to use the recommended filter factor for exposure compensation with a fixed iris if that is otherwise acceptable for your situation. Typical pols use a 1-2/3 stop increase.

# Links

* WikiPedia article on electrostatic Polarisation
# Technical qualities of the capture medium
## Latitude / Dynamic Range
### Comparison of different cameras

* Sony HDV FX1 = 5.5 stops
* Canon XL2 = 6 stops
* Panasonic DVX100a = 7 stops
* Sony F900 / Panasonic Varicam = 5 stops under, 2 stops over - better to underexpose HD
* Dalsa Origin 4k digital = 12 stops
* Negative film = 18 stops (!)

## Chroma subsampling

* Excellent WikiPedia article on chroma subsampling

### Comparison of different formats

* DV or MiniDV(NTSC) = 4:1:1
* DV or MiniDV(PAL) = 4:2:0
* HDV = 4:2:0
* DVCPRO = 4:1:1
* DVCPRO50 = 4:2:2
* DVCPRO100 = 4:2:2
* HDCAM = 3:1:1
* HDCAM SR = 4:4:4
* DVD video = 4:2:0
* JPEG = 4:4:4 or 4:2:2 or 4:2:0

## Colour balance

* WikiPedia article on colour temperature
# Movie Making Manual/Cinematography/Cameras and Formats/VariCam
## Links

* Panasonic VariCam specs on Panasonic.com