OpenLLM-France/wikimedia huggingface dataset:
# King's Gambit Declined
## 2...d6

This is one way to decline the King's Gambit. This can arise from many different positions, but this transposition to the King's Gambit Declined is most common. This is somewhat sounder than the King's Gambit Declined, Classical Variation, as in the Classical Variation, white can chase the bishop out of c5 and put more pressure on e5, especially with Nf3. Here, on the other hand, if white plays 3. Nf3?!, then black plays 3...exf4! transposing to the King's Gambit Accepted, Fischer Defense. This is similarly true with with 3. Nc3!?, but in this case, white gets a lot more compensation for the pawn compared to 3. Nf3. In fact, the best move here is 3. d3!, defending the pawn on f4 and blocking all transpositions to the King's Gambit Accepted. However, white had to make a concession for this: block his light-squared bishop. Nevertheless, 3.d3 leads to equality with best play. Note: If white plays 3. Bc4 (to not block the bishop), 3...exf4! also works.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
    1.e4 e5 2.f4 d6
| | 3 | 4 | 5 | 6 | 7 |
| Fischer Defense | Nf3 exf4 | d4 g5 | h4 g4 | Ng1 Bh6 | Ne2 Qf6 | ∞/+ |
| Omaha Gambit | Nc3 exf4 | Qe2 Qh4+ | Qf2 Qxf2+ | Kxf2 Nf6 | d4 Ng4+ | ∞ |
| King's Gambit Declined | d3 Nc6 | Nf3 f5 | Be2 Be7 | O-O Nf6 | Nc3 O-O | = |
| King's Gambit Accepted Sideline | Bc4 exf4 | Qf3 g5 | h4 Nc6 | Qc3 Ne5 | Nf3 Bg7 | ∞/+ |
When contributing to this Wikibook, please follow the Conventions for organization.
* Nunn's Chess Openings. 1999. John Nunn (Editor), Graham Burgess, John Emms, Joe Gallagher. ISBN 1-8574-4221-0.
* Modern Chess Openings: MCO-14. 1999. Nick de Firmian, Walter Korn. ISBN 0-8129-3084-3.
* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# King's Bishop Gambit Accepted
### 3.Bc4

With this move, white develops the bishop. This move, common in the nineteenth century, is now less popular than 3. Nf3. Black has an opportunity to prevent white from castling with 3...Qh4+, but in exchange places his queen on a poor square. Alternatively, the second player can develop a piece with 3...Nf6 or play aggressively in the center and give up a pawn with 3...d5 for open lines.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
1. e4 e5 2.f4 exf4 3.Bc4
| | 3 |
| King's Gambit Accepted | ... Nf6 | Nc3 |
| | ... d5 | Bxd5 |
| | ... Qh4+ | Kf1 |
When contributing to this Wikibook, please follow the Conventions for organization.
* Nunn's Chess Openings. 1999. John Nunn (Editor), Graham Burgess, John Emms, Joe Gallagher. ISBN 1-8574-4221-0.
* Modern Chess Openings: MCO-14. 1999. Nick de Firmian, Walter Korn. ISBN 0-8129-3084-3.
# Chess Opening Theory/1. e4/1...e5/2. f4/2...exf4

| | a | b | c | d | e | f | g | h | |
| 8 | | | | | | | | | 8 |
| 7 | | | | | | | | | 7 |
| 6 | | | | | | | | | 6 |
| 5 | | | | | | | | | 5 |
| 4 | | | | | | | | | 4 |
| 3 | | | | | | | | | 3 |
| 2 | | | | | | | | | 2 |
| 1 | | | | | | | | | 1 |
| | a | b | c | d | e | f | g | h | |

# King's Gambit Accepted

If Black could make a free move in this position, it would undoubtedly be ...Qh4+. White can't block with the g-pawn thanks to the Black pawn on f4, so the awkward 3. Ke2 would be forced.
How should White deal with that threat?
The most obvious approach is to control the h4 square, with the natural developing move 3. Nf3.
The only reasonable alternative to that is to create an empty square for the king to run to after the check on h4. 3. Bc4 accomplishes this while also developing a piece to a square where it will threaten Black's weak f7 point. This is statistically White's best approach against the King's Gambit Accepted, in that White wins only slightly fewer games than Black does. Since in most openings White wins rather more games than Black by virtue of going first, this is a considerable fall from grace for the King's Gambit since the "romantic" era of chess in the 19th century.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1.e4 e5 2.f4 exf4
| | 3 | 4 | 5 | 6 | 7 |
| King's Knight Gambit | Nf3 g5 | h4 g4 | Ne5 Nf6 | d4 d6 | Nd3 Nxe4 | ∞ |
| King's Bishop Gambit | Bc4 ... | = |
| Lesser Bishop's Gambit | Be2 ... | |
| Villemson Gambit | d4?! Qh4+ | |
| Mason Gambit | Nc3?! - | |
| Breyer Gambit | Qf3?! - | =/+ |
| King's Own Gambit | Kf2?! Qh4+ | g3 fxg3 | Kg2 Qxe4+ | -/+ |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.

## External links

* 365Chess. 1. e4 e5 2. f4
* chessgames. 1. e4 e5 2. f4
* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Chess Opening Theory/1. e4/1...e5/2. f4/2...exf4/3. Bc4/3...Nf6
### 3...Nf6
## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2.f4 exf4 3.Bc4 Nf6
| 4 | 5 |
| Nc3 | = |
| d3 | = |
When contributing to this Wikibook, please follow the Conventions for organization.
* Modern Chess Openings: MCO-14. 1999. Nick de Firmian, Walter Korn. ISBN 0-8129-3084-3.
# King's Bishop Gambit Accepted
### 3...Qh4+

Black stops White from castling, but in exchange for placing the Queen in poor position. White will later win a tempo by attacking the queen via Nf3.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
1. e4 e5 2.f4 exf4 3.Bc4 Qh4+
| | 3 |
| King's Gambit Accepted | ... Kf1 |
| King's Gambit Accepted | ... Ke2?! |
| King's Gambit Accepted |
When contributing to this Wikibook, please follow the Conventions for organization.
* Modern Chess Openings: MCO-14. 1999. Nick de Firmian, Walter Korn. ISBN 0-8129-3084-3.
# Chess Opening Theory/1. e4/1...e5/2. f4/2...exf4/3. Bc4/3...Qh4/4. Ke2

This move places the king in a bad place, but has the advantage of not blocking the h1-rook. in fact, now the h1-rook can be easily activated with a later Rf1. Black could kick the bishop away with 4.b5 (5.Bxb5? Qh5+ wins the bishop) or he can rip open the f file with 4.f5!? and try to take advantage of the poor and vulnerable placement of the white King. Not 5.exf5?? f3+! and Black wins the bishop as well.
# Chess Opening Theory/1. e4/1...e5/2. f4/2...exf4/3. Bc4/3...d5
### 3...d5
## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2.f4 exf4 3.Bc4 d5
| 4 | 5 |
| Bxd5 | = |
| exd5 | = |
When contributing to this Wikibook, please follow the Conventions for organization.
* Modern Chess Openings: MCO-14. 1999. Nick de Firmian, Walter Korn. ISBN 0-8129-3084-3.
# Falkbeer Countergambit
### 3...c6
## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2.f4 d5 3.exd5 c6
| 4 | 5 | 6 |
| Nc3 exf4 | Nf3 Bd6 | Bc4 Ne7 | = |
| dxc6 |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Nunn's Chess Openings. 1999. John Nunn (Editor), Graham Burgess, John Emms, Joe Gallagher. ISBN 1-8574-4221-0.
# Falkbeer Countergambit
### 3...e4

After giving the pawn on d5, the e4 square is now free so Black pushes the e pawn instead of taking on f4. The idea is to ruin White's plan of opening the f file. The e4 pawn will also be quite a nuisance for White as it prevents natural development of the knight on f3. White will thus try to get rid of this pawn as soon as possible.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2.f4 d5 3.exd5 e4
| 4 | 5 | 6 |
| d3 Nf6 | dxe4 Nxe4 | Nf3 Bc5 | += |
| Nc3 |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Nunn's Chess Openings. 1999. John Nunn (Editor), Graham Burgess, John Emms, Joe Gallagher. ISBN 1-8574-4221-0.
# Differentiable Manifolds/Riemannian manifolds

Definition (Riemannian metric):
Let $M$ be a ${\mathcal {C}}^{k}$-differentiable manifold. A Riemannian metric $g$ on $M$ is a collection of inner products
    $g_{p}:T_{p}M\times T_{p}M\to \mathbb {R}$
such that the components of the matrix of $g_{p}$ are contained within ${\mathcal {C}}^{k}(M)$.
Definition (Riemannian manifold):
A Riemannian manifold is a pair $(M,g)$, where $M$ is a differentiable manifold and $g$ a Riemannian metric on $M$.
# Differentiable Manifolds/Tensor fields

Definition (Cartan derivative):
Proof: For $k\in \mathbb {N} \cup \{0\}$, it is clear that $d$ maps $\Omega ^{k}(M)$ to $\Omega ^{k+1}(M)$. We claim that also $d\circ d=0$. By linearity, we reduce to the case of a basis element, so suppose that $\omega =fdx_{i_{1}}\wedge \cdots \wedge dx_{i_{k}}\in \Omega ^{k}(M)$ with $i_{1}<\cdots <i_{k}$ and $f\in C^{\infty }(M)$. Then
    ${\begin{aligned}(d\circ d)(\omega )&=d\left(\sum _{j=1}^{n}{\frac {\partial f}{\partial x_{j}}}dx_{j}\wedge dx_{i_{1}}\wedge \cdots \wedge dx_{i_{k}}\right)\\&=\sum _{k,j=1}^{n}{\frac {\partial ^{2}f}{\partial x_{j}\partial x_{k}}}dx_{k}\wedge dx_{j}\wedge dx_{i_{1}}\wedge \cdots \wedge dx_{i_{k}}.\end{aligned}}$
By Clairaut's theorem and the anti-commutativity of $\wedge$, all terms cancel except the ones where $k=j$, and there $dx_{k}\wedge dx_{j}=0$. $\Box$
# Differentiable Manifolds/The Mayer–Vietoris sequences in (compact) de Rham cohomology

{{proposition|short exact sequence giving rise to the Mayer–Vietoris sequence is exact|
Definition (Mayer–Vietoris sequence in de Rham cohomology):
Let $M$ be a smooth manifold, and let $U,V\subseteq M$ be open such that $M=U\cup V$. Then the Mayer–Vietoris sequence in de Rham cohomology is the long exact sequence on cohomology associated to the short exact sequence on cochain complexes that on the $k$-th level is given by
    $\Omega ^{k}(M)\longrightarrow \Omega ^{k}(U)\oplus \Omega ^{k}(V)\longrightarrow \Omega ^{k}(U\cap V)$
# Donkey Kong Country/Levels/Tree Top Town

* Enemies: Gnawty, Zinger, Kritter
* Bonus Rooms: 2
* Animal Helpers: Winky
* Difficulty: 5/5
* Extra Lives: 1
* Hidden Cameras: 1
# Donkey Kong Country/Levels/Winky's Walkway

* Enemies: Kritter, Necky, Gnawty Oil Drum, Zinger
* Bonus Rooms: 1
* Animal Helpers: Winky (implied in the level name)
* Animal Tokens: Expresso
* Extra Lives: 0
* Level Warp: Yes
* Hidden Cameras: 0
* Music: Life in the Mines

## Walkthrough

The letter K is located a few steps to the right, reached by a simple jump. The DK barrel is right after it. Eventually, the walkway stops in front of a Necky. Use it as a springboard to cross the gap. Continue advancing, and you should encounter two Neckys guarding a Winky prisoner crate, which can be reached by a jump attack on one of the two birds. With winky, proceed right, using a jump to collect the letter O. A few platforms later, you can break the checkpoint barrel.
After the checkpoint, you will find a barrel creating Gnawtys before another gap. If you didn't bring Winky with you, you can reach the other side by a rolling jump. After this jump, you will see a Necky on a simple patrol under a blast barrel. Jump on Necky to reach this barrel, to enter a small bonus room containing the letter N, which will drop you behind a black drum spawning Gnawties (not too far, and you didn't miss anything important).
Continue to the right. You should come across an Expresso Token being circled by a Zinger, and you can't obtain it without Winky. Continue right, wait for the Necky to be high up, and stomp it to get the letter G. From here, you shouldn't be too far away from the exit, but will have to pass by another black drum spawning Gnawties.
# Donkey Kong Country 2: Diddy's Kong Quest/Levels/Gangplank Galley

A Bonus Barrel to the find the token minigame is located above the starting position. In this minigame, you need to pickup each chest, and throw it at the bee to break it open. The token position is randomly determined.
Head to the right. The first chest you see contains bananas.
When you see a hook, you can use it to reach the letter K.
The second chest has a 1-up balloon.
The second set of hooks leads to a DK barrel.
There is a barrel that will launch you to a high platform. Jump across the hooks here to reach to reach the letter O.
The third chest has a banana token. You will find it just before the halfway barrel.
The letter N is above the stack of barrels.
When you reach the gap, you will have to use the hook to jump across. Alternatively, you can use Dixie Kong spin while jumping to reach a launcher located to the left of the gap, where you will collect some bananas and a banana token.
When you get the invulnerability barrel, run to the right. Skip the chest. When you see a tall stack of barrels, take advantage of the invulnerability and reach the top of the stack for a bonus barrel. This token minigame requires you to jump from hook to hook. Once you resolve the minigame, or if you need breakable items to take out the blue guards, you can use the chest to collect the letter G.
# Donkey Kong Country/Levels/Really Gnawty Rampage

The fourth boss level, Really Gnawty Rampage, is very similar to the Very Gnawty's Lair, the boss level of Kongo Jungle. His main attack is still to jump around the battle arena, except after every couple of hits; Really Gnawty will change the distance and height that he jumps. To beat him, simply jump on his head until he collapses and gives up his Golden Banana.
# Donkey Kong Country/Levels/Stop & Go Station

* Enemies: Klaptrap, Rockkroc
* Bonus Rooms: 0
* Animal Helpers: None
* Difficulty: 5/10
* Extra Lives:
* Level Warp: Yes
* Hidden Cameras: 1
* Music: Misty Menace
This level is a tough one, unless you know a few secrets. The basic rule to this level is speed. Run as fast as you dare through this level, hitting every single one of the red lights. The stone creatures are afraid of red lights and will curl up when it comes on, making your way passable. There is nothing you can do to destroy them, either. Diddy Kong is the best in this level as he is quick and agile.

## Bonus Room

When you first enter the level through the beginning door, turn around and walk back through that door. Now you are over half way through with this level! Also you will have a teammate if you don't already.
# Donkey Kong Country 2: Diddy's Kong Quest/Barrels

There are many different types of barrels in Donkey Kong Country 2: Diddy's Kong Quest. The ones in the game are listed below.

### Basic Barrel

This normal type of barrel is just made for throwing at enemies. It has no fancy artwork on the front of it.

### Invincibility Barrel

Like the name says, gives Diddy or Dixie invincibility for a limited amount of time. Has an exclamation point on the front.

### Donkey Kong Barrel

If one of your partners is missing, throw this barrel to get them back. Has a DK symbol on the front

### Animal Barrel

If you jump into one of these barrels, it will morph you into the animal. Like if there was a picture of Enguarde on the front, you would morph into Enguarde.

### + Barrel

The + Barrel is used in the level Haunted Hall. It is used to add time before Kackle will attack you. Has a + sign on the front of it.

### - Barrel

The - Barrel is almost identical to the + Barrel, except that it removes time before Kackle attacks you. Has a - sign on the Front.

### Bonus Barrel

The Bonus Barrel sends you to a bonus game when you jump into it. These barrels are usually hidden somewhere in the level, so you will have to look. It has a B button on the front.

### Check Barrel

The Check Barrels are used in the level Target Terror. You must try to jump and hit these barrels to open the path ahead. Has a checkmark on the front.

### X Barrel

Like the Check Barrel, except blocks your path. Has an X on the front.

### Halfway Barrel

This barrel marks the halfway point of the level, and if you die, you can restart here. Has stars moving around the barrel.

### TNT Barrel

This barrel will blow up if you throw it at things. If you set it down, it will blow up by itself. Also, it can open up secret passages in walls. Has TNT written on the front of it.
# Donkey Kong Country/Levels/Reptile Rumble

* Enemies: Slippa, Bouncing Kritter, Zinger
* Bonus Rooms: 3
* Animal Helpers: None
* Animal Tokens: Enguarde
* Difficulty: 1/10
* Extra Lives: 1
* Level Warp: Yes
* Photographs: 1
* Music: Cave Dweller Concert
Starting at a cave, throw the DK barrel at the Slippa. Move on and avoid the two Hopping Kritters that appear. Use a barrel to get through the bonus room right after the Kritters. Move in is the obvious next thing to do. Crawl under the low ceiling and jump up in the middle and grab the balloon. Crawl under the other and leave. You will be shot far to jump on a Kritter at the beginning of the end of the bonus room. Bounce on the tire and jump onto the top of the hill. Jump in the barrel for the next bonus room. Jump into the first barrel to be shot all over the place gaining bananas. Soon after the commotion, you will be shot to the end. Move through the cave and you'll appear where you were. Jump on the tire to kill the Hopping Kritters. Hop on the next tire and jump over the elevator-ish Zinger. Hop on the next next tire over the second one.
Crawl under the ceiling quickly, as two Slippas are about to get you! Hop on the tire to the Star Barrel. Use the pair of tires to jump over the invincibee (red Zinger). Jump on the tires again. Jump on the next tire for a DK Barrel at the top of a mountain, and a normal barrel. Hop down on the Slippas. Throw the barrel at Tiny Wall on the left. Enter the final bonus room and bounce on the tires for the bananas. Don't worry, you won't die if you fall. Reappearing where you are after exiting the bonus room, move on. Jump over the Zinger and crawl under the ceiling. Watch out, as the Soon or Later Hopping Kritters have gotten through the ceiling hole a number of times. Eventually they walk under and start jumping. Time a jump on one of the SoLHK to grab the Enguarde token. Crawl under the ceiling, jump on the Slippas, and kill the Hopping Kritters with the tires on the stairs.

## Photograph location (GBA only)

Jump on three Slippas in a row.
# Donkey Kong Country/Levels/Very Gnawty's Lair

Since Very Gnawty is the very first boss in the game, he is extremely easy. All your character has to do is jump on it when it comes toward you. After it is jumped on, it give out a laugh and starts to jump further and further after each hit. It has to be jumped on five times so that the first Giant Banana is collected and access to Monkey Mines is granted.
# Donkey Kong Country 2: Diddy's Kong Quest

Donkey Kong Country 2: Diddy's Kong Quest is the sequel to the best-selling Super Nintendo game, Donkey Kong Country. The game, like its predecessor, was developed by Rare Ltd. (a second party developer for Nintendo at the time) and published by Nintendo. The game was first released in November 1995. In 2004, a remake of Donkey Kong Country 2 was released for the Game Boy Advance, dropping the Diddy's Kong Quest subtitle.
In the backstory, Donkey Kong was kidnapped by K. Rool, who this time dons a pirate outfit and has a new alias, Kaptain K. Rool. He demands the Kong Family to give him the Banana Hoard in exchange for Donkey Kong's freedom. They refuse, so Diddy his girlfriend Dixie Kong go on a journey to rescue him.

## Table of contents

* General information
** Barrels
* Supporting locations
** Monkey Museum
** Kong Kollege
** Funky's Flights II
** Swanky's Bonus Bonanza
** Klubba's Kiosk
* Gangplank Galleon
** Pirate Panic
** Mainbrace Mayhem
** Gangplank Galley
** Lockjaw's Locker
** Topsail Trouble
** Boss level: Krow's Nest

## External links

* Super Mario Wiki article
# Dutch/Vocabulary/Drinks

    The word drink is the same in both English and Dutch, when the verb is used: I drink - ik drink.
    However, for "a drink" in Dutch we say:
* een drankje.
    It is the diminutive of drank which means to drink.
Let's see some drunks. Press the button to hear the spoken word.

## Nouns

| de koffie - coffe | de thee - tea | de wijn - wine | het water - water | het bier - beer |
| de advocaat - egg liqueur | de limonade - lemonade | het appelsap - Apple juice | de melk - milk | de rode wijn - vino tinto |

## Kinds of wine

    de witte wijn - white wine
    de droge wijn - dry wine
    de zoete wijn - sweet wine

## Verbs

"Drinken" is a very common verb in Dutch. But, be careful! "Drinken" is a strong verb with vowel changes in the past tense and the past participle.
Present The present has three forms
| drink | drinkt | drinken |
ik drink—we drinken
je drinkt—jullie drinken
hij drinkt—ze drinken
Past The past has two forms:
| dronk | dronken |
ik dronk—we dronken
je dronk—jullie dronken
hij dronk—ze dronken
Past Participle:
    gedronken

## Conversation: een drankje bestellen

Vocabulary :
| bestellen | to order |
| beginnen | to start, begin |
| aanbevelen | to recommend |
| glaasje | little glass |
| alles | all, everything |
| graag | fondly, eagerly |
    Waiter: Would you like something to drink?
    Customer: Yes, I would!
    Waiter: What would you like to drink?
    Customer: For starters I would like to have a glass of red wijn. What do you recommend?
    Waiter: The house wine is Merlot.
    Costumer: A glass of Merlot. That would be fine!
    Waiter: Is that all?
    Costumer: Yes.
    moments later
    Waiter: Here you are, one glas of white wine.
    Customer: But that is not what I ordered. I would like red wine.
    Waiter: Oh, I'm sorry!
# Dutch/Vocabulary/Bicycle
## De fiets ~ The bicycle

Bicycles are an important part of Dutch life and are certainly not just used for sport and recreation. School children go to school on it, people go to work on it, retired people use it to get around in the place they live in.
| noicon het fietspad | noicon de fietsstrook | noicon de fietspomp | noicon de fietsenstalling | noicon de bromfiets |
Here are some more technical terms for the parts of a bicycle.
| noicon het zadel | noicon de versnelling / derailleur |
| noicon het stuur | noicon de spaak |
| noicon het frame | noicon de naaf |
| noicon het wiel | noicon de velg |
| noicon de band | noicon het ventiel |
| noicon de ketting | noicon de zitting |
| noicon de rem | noicon de schokdemper |
| noicon de trapper | noicon het tandwiel |
# Dutch/Vocabulary/Eating ware

| noicon | noicon | noicon | noicon |
| de vork - fork | het mes - knife | de lepel - spoon | het bord - plate |
| noicon | noicon | noicon | noicon |
| de kom - bowl | het glas - glass | de fles - bottle | het kopje - cup |
# Dutch/Vocabulary/Animals/Selftest

Do you know these animal in Dutch? Hover your mouse over the picture to see the Dutch name
# Dutch/Vocabulary/Colours

Pronunciation :
* wit
* zwart
* blauw
* groen
* geel
* oranje
* rood
* bruin
* grijs
* paars
* zilver
* goud
* licht
* donker
# Dutch/Vocabulary/Clothes

| noicon de jas - the coat | noicon het vest - the vest | noicon de jurk - the dress | noicon de rok - the skirt |
| noicon de broek - the trousers | noicon de sok - the sock, stocking | noicon het hemd - the shirt | noicon de trui - the pullover |
# Dutch/Vocabulary/Days of the week

| de zondag | Sunday |
| de maandag | Monday |
| de dinsdag | Tuesday |
| de woensdag | Wednesday |
| de donderdag | Thursday |
| de vrijdag | Friday |
| de zaterdag | Saturday |