OpenLLM-France/wikimedia huggingface dataset:
# Conlang/Advanced/Grammar/Alignment/Trigger

Trigger systems are apparently found only in conlangs, inspired by the applicativization systems of Austronesian languages like the Filipino language Tagalog.
In the case systems of English and other Indo-European languages, there's typically a subject (agent of the action), a verb (action) and an object or several objects (patient(s) of the action). Trigger languages on the other hand divide things into agent, patient and other objects.
The differences between "trigger languages" and "nominative/accusative languages" are:
* What the sentence is about (the emphasis so to speak) is lexicalized, although still pragmatic -- This is called the trigger, focus or topic of a sentence.
* The trigger can be the agent or the patient or perhaps have any other theta role, so calling the triggered argument "subject" does not make sense.
* Such languages need no explicit passive voice because they can do this with triggers: for instance,
** I-TRG drink-TRG=AGT milk-PAT (I drink milk.)
** I-AGT drink-TRG=PAT milk-TRG (I drink milk. / Milk is drunk by me).
Triggering works as follows: Every argument of the sentence is marked for its role (agent, patient, other objects). The triggered argument is marked on the verb. In Carsten Becker's conlang Ayeri, perhaps the best known trigger conlang, trigger and case marker change places.

## Further reading

* Tagalog grammars listed at Yourdictionary.com
* A 2006 CONLANG list thread about how Austronesian languages differ from trigger conlangs
* A March 2008 thread on the same subject
* David J. Peterson's trigger conlang X
* Wikipedia:Morphosyntactic alignment
# Dungeons & Dragons/Monsters/Avariel

In many campaign settings for the Dungeons & Dragons role-playing game, the Avariel are a race of winged elves. They are also known as the "winged folk" and the "al karak elam."

## Publication history

The winged folk first appeared in first edition in Dragon #51 (July 1981).
The avariel (winged elf) appeared in the second edition book The Complete Book of Elves (1992). This appearance was reprinted as the "winged elf" in Monstrous Compendium Annual Volume Two (1995).
The avariel (winged elf) appeared in Races of Faerûn (2003).

## Society

The avariel make their homes in open areas, and take immense joy in flying. They absolutely abhor and detest being inside, underground, or otherwise restricted from the open sky. The avariel are known for their fierce clerical tradition, as devout worshippers of the Seldarine sky goddess Aerdrie Faenya.

## Avariel in the Forgotten Realms

The avariel are very rare in Faerûn, since they have been hunted nearly to extinction by various dragons. Avariel remain in any number in only one place — the Aerie of the Snow Eagles, a secluded mountain home in the north. Avariel maintain good relationships with aarakocra, and those in the Aerie of the Snow Eagles have recently reestablished contact with their cousins in Evermeet.

## Avariel in other media
### Computer and video games

In the PC game Baldur's Gate II, one of the NPCs that may join the protagonist on his quest is an avariel female called Aerie, who had been captured, had her wings sawed off, and been raised in a circus by a gnome.
More recently, in an expansion to the PC game Neverwinter Nights, one of the optional quests requires the player to free some avariel from an enchantment which keeps them trapped underground.

### Costuming

The winning design for the 2005 Gen Con costume contest is an exquisite avariel designed by "Lady Rachel." The design and construction required over five years and 3,000 feathers on a mechanical frame.

## Additional reading

* Estes, James. "On Wings of Eagles." Dragon #233 (TSR, 1996).

## References

* ↑ Lenox, William. "The Winged Folk." Dragon #51 (TSR, 1981)
* ↑ McComb, Colin D. The Complete Book of Elves (TSR, 1992)
* ↑ Pickens, Jon, ed. Monstrous Compendium Annual Volume Two (TSR, 1995)
* ↑ Boyd, Eric, Matt Forbeck and James Jacobs. Races of Faerûn (Wizards of the Coast, 2003)

## External links

* The-Avariel.com - A web site dedicated to accurate costume replication of Avariel Elves. Hosted by the creator of the avariel elf costume which won the 2005 GenCon costume contest.
# Dungeons & Dragons/Monsters/Basidirond

In the Dungeons & Dragons fantasy role-playing game, the basidirond is a type of giant fungus monster.

## Description

A basidirond is a multi-stemmed fungus creature with a woody, leathery body. The cone-shaped upper portions of its orange colored body resemble inverted umbrellas, and contain spores that the creature ejects during combat. These growths clog the respiratory tracts of living creatures, smothering them. The basidirond can also emit hallucination-inducing spores when standing still.

## Publication history

The basidirond appeared in the following publications:
* First appeared in Dragon #68 (December 1982).
* The first edition Monster Manual II (1983).
* The third edition in Dragon #337 (November 2005).
* The Tome of Horrors (2002) from Necromancer Games.

## References

* ↑ Gygax, Gary. Monster Manual II (TSR, 1983)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. pp. 16–17. ISBN 1-58846-112-2.
# Dungeons & Dragons/Monsters/Baelnorn

A baelnorn is a fictional undead creature, usually a spellcaster, in the Dungeons & Dragons fantasy role-playing game.
Baelnorns are described as elves who sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes. Most of their appearances in modules, setting books, games, novels and the like are related to the old lords of Cormanthor/Myth Drannor, a fictional location in the Forgotten Realms campaign setting.

## Publication history

The baelnorn first appeared in the second edition in Ruins of Myth Drannor boxed set (1993), and was reprinted in Monstrous Compendium Annual Volume One (1994) and Cormanthyr: Empire of Elves (1998).
The baelnorn appeared in third edition in Monsters of Faerûn (2001).

## Ecology

Baelnorns are created through a powerful arcane or divine necromantic ritual. Typically, elven characters choosing to pursue a duty which would extend beyond death voluntarily go through the process. The process is described as similar to that of a lich, but does not result in the fear oriented abilities attributed to liches. The ritual permits the character to retain all of its memories, personality, and abilities. In addition, the process alters a character's abilities, conferring many of the powers seen in other types of undead monsters, including paralyzing touches and summoning other, lesser forms of undead. In the Forgotten Realms setting, Gold, or Sun, elves are the most likely to pursue this goal, but first must find the approval of various groups, sometimes including the Seldarine.

## Alignment

To become a baelnorn (instead of a lich), a character must be of a non-evil alignment (usually Lawful Good). However, a baelnorn may become evil after the ritual, as seen in the character Tordynnar Rhaevaern, detailed in the supplement Lords of Darkness.

## In D&D novels

Baelnorn characters usually appear in the role of champions, guardians, and protectors. In the novel Elminster in Hell, Elminster consults with a number of baelnorns beneath the ruins of Myth Drannor. In the Pool of Radiance novel and game, the protector baelnorn Miroden Silverblade is kidnapped by a cult. The Forgotten Realms novels The Siege and The Lost Library of Cormanthyr both include guardian baelnorn characters. The character Tordynnar Rhaevaern is detailed in the supplement Lords of Darkness as a baelnorn archmage who has become evil and shows hatred for humans.

## References
### Official Material

* Cormanthyr: Empire of the Elves (zip)
* Realmslore: Safeholds (Part Three)
* Realmslore: Storm Silverhand's Quieter Days, Part Four

### Books and Novels

* Forgotten Realms Campaign Setting
* Lost Empires of Faerûn
* Faiths and Pantheons
* Lost Library of Cormanthyr
* Elminster in Hell
* Monsters of Faerûn
* Sea Devil's Eye
* Lords of Darkness
* Pool of Radiance
# Dungeons & Dragons/Monsters/Avalancher

In the Dungeons and Dragons fantasy role-playing game, the Avalancher is a monster that appears first in the supplement Monster Manual III for version 3.5 of the game.

## Description

The avalancher is a magical beast that lives in mountains. It is portrayed as having a large, round central body made entirely out of rock, with 6 insect-like, stony appendages for legs and a single eye stalk with a large, orange, glowing eye protruding from the top of the front. At the front of the central body is a teethed mouth. An avalancher attacks by using its legs to dislodge boulders and cause earthquakes and avalanches.

## References

* ↑ Burlew, Rich et al. Monster Manual III (Wizards of the Coast, 2004)
# Dungeons & Dragons/Monsters/Axe beak

In the Dungeons & Dragons fantasy role-playing game, the axe beak is a type of animal.

## Description

The axe beak is a prehistoric carnivorous flightless bird, a very fast runner that hunts aggressively.

## Publication history

The axe beak has appeared in the following publications:
* First appeared in the first edition in the original Monster Manual (1977).
* The first Monstrous Compendium Forgotten Realms Appendix (1989), under the "Pleistocene animals" heading.
* Reprinted with the other Pleistocene animals in Monstrous Compendium Annual Volume Two (1995).
* The third edition in the Arms and Equipment Guide (2003).
* The Tome of Horrors (2002) from Necromancer Games.

## References

* ↑ Gygax, Gary. Monster Manual (TSR, 1977)
* ↑ Conners, William, et al. Monstrous Compendium Forgotten Realms Appendix (TSR, 1989)
* ↑ Cagle, Eric, Jesse Decker, Jeff Quick, Rich Redman, and James Wyatt. Arms and Equipment Guide (Wizards of the Coast, 2003)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. p. 13. ISBN 1-58846-112-2.
# Dungeons & Dragons/Monsters/Bariaur

In the Dungeons & Dragons role-playing game, bariaurs are Planars. They are goat-like humanoids, most notably in the Planescape campaign setting.
Bariaurs are native to the plane of Ysgard, but are nomadic and can be found on many other planes, especially the Outlands.

## Publication history

The bariaur first appeared in second edition in the Monstrous Compendium Outer Planes Appendix (1991). The bariaur appeared in the Planescape Campaign Setting (1994) as a player character race as well as in the Planewalker's Handbook (1996).
The bariaur appeared in the third edition in the Manual of the Planes (2001), and the Book of Exalted Deeds (2003). The bariaur was presented as a player character race in Dragon #312 (October 2003), and the Planar Handbook (2004).

## Physical description

Bariaurs resemble goat-centaurs. From the waist up, a bariaur looks human, except for a pair of curling horns emerging from the top of their forehead. From the waist down, however, they have the body of a large goat. Although they are similar to centaurs, bariaurs traditionally do not take kindly to this comparison, and consider themselves beings in their own right.

## Society

Bariaurs travel through Ysgard's rolling hills and woods, protecting all who call that plane home. When evil is afoot, they track it to its source, then charge into glorious battle.

## References

* ↑ Perkins, Christopher. "Holier Than Thou: Celestial Monster Classes, Part I." Dragon #312 (Paizo Publishing, 2003)
* ↑ Cordell, Bruce, Gwendolyn F.M. Kestrel. Planar Handbook (Wizards of the Coast, 2004)
# Dungeons & Dragons/Monsters/Aurumvorax

In the Dungeons & Dragons fantasy role-playing game, the aurumvorax, or "golden gorger," is a magical beast.

## Description

An aurumvorax resembles an eight-legged mustelid: ferocious and tenacious as a badger, slinky like a ferret, but about 3 feet long. It has slightly leonine features, and its golden-brown fur is as strong as field (or plate) armor. Despite the relatively small size, the aurumvorax is physically powerful.
The aurumvorax is a solitary creature with similar habits to many real-life woodland animals. Aurumvoraxes are neutral in alignment and cannot speak.

## Ecology

The aurumvorax seems to have a deep affection for precious ores and minerals, which it consumes to supplement its mainly carnivorous diet. It often lairs near places where such things can be found. Gold seems to be its preferred inorganic dish. Many say that the aurumvorax's disproportionate strength is due to eating these things. The aurumvorax is widely hunted for its fur, which can be used to make garments of great strength and beauty.
The aurumvorax makes its home in alpine forests. Aurumvoraxes often burrow into solid rock to make their lairs.

## Publication history

The aurumvorax appeared in the following publications:
* Created by Gary Gygax and first appeared in 1980's Expedition to the Barrier Peaks.
* The original Monster Manual II (1983).
* Further developed in Dragon #132 (April 1988).
* The second edition Monstrous Manual (1993).
* The third edition in Expedition to the Ruins of Greyhawk (2007).
* The Tome of Horrors (2002) from Necromancer Games.

## References

* ↑ Gygax, Gary. Expedition to the Barrier Peaks (TSR, 1980)
* ↑ Feil, Mark. "The Ecology of the Aurumvorax" Dragon #132 (TSR, 1988)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. pp. 12–13. ISBN 1-58846-112-2.

## External links

* Schend, Steven E., "Aurumvorax, the "Golden Gorger"", Monster Mayhem, Wizards of the Coast, retrieved 2012-07-30
# Dungeons & Dragons/Monsters/Banderlog

In the Dungeons & Dragons fantasy role-playing game, the banderlog is a monstrous humanoid.

## Publication history

The banderlog first appeared in the first edition Monster Manual II (1983).
The banderlog appeared in the second edition in Monstrous Compendium Volume Two (1989), and in the Monstrous Manual (1993).

## Description

The Banderlog resembles a fat Baboon with green skin, brown fur (this creates an almost violet look) and a large mouth and lips. It is a mischievous, fun-loving creature which lurks in trees and throws fruits such as mangos and coconuts filled with a nauseatting juice down at passersby. If it is throwing these at an enemy, they cause poisoning and strength damage as well. They are clearly inspired by the Bandar-log monkeys from Rudyard Kipling's The Jungle Book.
Banderlogs cannot speak, being animals.
They are neutral in alignment.

## Other publishers

The banderlog appeared in the Tome of Horrors (2002) from Necromancer Games.

## References

* ↑ Gygax, Gary. Monster Manual II (TSR, 1983)
* ↑ Stewart, Doug, ed. Monstrous Manual (TSR, 1994)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. pp. 14–15. ISBN 1-58846-112-2.
# Dungeons & Dragons/Monsters/Bhaergala

In the Dungeons and Dragons fantasy role-playing game, the bhaergala is a magical beast.

## Publication history

The bhaergala first appeared in the first edition in Dragon #94 (February 1985), contributed by Ed Greenwood for the "Creature Catalog II" feature.
The bhaergala appeared for the second edition for the Forgotten Realms setting in the Monstrous Compendium Forgotten Realms Appendix (1989), with a brief entry in the Monstrous Manual (1993) under the "mammal" section.

## Description

A bhaergala resembles a cross between a lion and a wolf, and is unbelievably agile. It is an evil creature that exists only to kill. Though it does this for food, its main motivation for killing is music. It is obsessed with sounds and melodies, and goes to whatever lengths to obtain the instruments which produce it. It attacks victims by jumping on them from a great height (they can survive falls of up to 60 feet) and savaging them. It then both eats them, and takes any musical instruments which they might have. Many a bhaergala lair in the deep jungle will be lavished with instruments and noisemakers. Bhaergalas also have the ability to deflect spells, and to regenerate. They can be lulled into immobilization, or even persuaded to become an ally, by a talented musician.
Bhaergalas, being experts on sound and music, are capable of speaking Common. A few learn to speak other languages.
They are neutral evil in alignment.

## References

* ↑ Greenwood, Ed. "Creature Catalog II" Dragon #94 (TSR, February 1985)
* ↑ Conners, William, et al. Monstrous Compendium Forgotten Realms Appendix (TSR, 1989)
* ↑ Stewart, Doug, ed. Monstrous Manual (TSR, 1993)
# Dungeons & Dragons/Monsters/Blindheim

In the Dungeons & Dragons fantasy role-playing game, the blindheim is a type of monstrous humanoid creature.

## Description

A blindheim is a frog-like creature of low intelligence, with eyes that emit beams of light. When attacking a victim in its subterranean realm, a blindheim opens its eyes, temporarily blinding the target.

## Publication history

The blindheim has appeared in the following publications:
* It first appeared in the original first edition Fiend Folio (1981).
* The blindheim and the advanced blindheim appeared in second edition in the Monstrous Compendium Annual Volume Four (1998).
* The third edition in Dragon #339 (January 2006).
* The Tome of Horrors (2002) from Necromancer Games.

## References

* ↑ Turnbull, Don, ed. Fiend Folio (TSR, 1981)
* ↑ Pickens, Jon, ed. Monstrous Compendium Annual Volume Four. (TSR, 1998)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. pp. 22–23. ISBN 1-58846-112-2.
# D Programming/Embedding D in HTML

The dmd compiler has the capability to read an .html file as source. Every code between
... is treated as D code, and dmd will compile it.
# D Programming/Functions

To be completed.
* Functions
** Virtual Functions
** Inline Functions
** Variadic Functions
** Nested Functions
** Anonymous Functions
** main Function
* Function Inheritance
* Function Overriding
* Function Overloading
* Function Parameters
* Function Pointers
* Delegates
* Anonymous Delegates
* Dynamic Closures
# D Programming/DWT

DWT is a port of the Eclipse/SWT (Standard Widget Toolkit) GUI library from Java to D.
You can write the code similar to SWT. For example:
Please compare with SWT's. For more info, see DWT project page.
# D Programming/First Program Examples

To be completed.

## Structure of a D program

Every program must have a starting point. In D, this is the function named main except for Windows GUI programs which uses WinMain. You must have one of these functions to create a runnable application.
Note:
* Even though this function is the starting point for the program processing flow, it is possible to have other parts of your code execute before main is given control. These are module and class constructors, and will be discussed later.
* A collection of one or more modules that do not have a main function is known as a library and is not an executable program. Instead, the functions in libraries are used by applications as pre-written functionality.

## Simple D Programs

Note:
* The main function, in the D programming language, must return either void or int data type. This return value is returned to the operating system.
* If void return type is specified, the application returns an int with the value 0, otherwise the program must supply a return value.
* The main function, in the D programming language, must specify either no arguments or a single argument in the form char, which is an array of UTF8 strings that contain the command line parameters.
In summary, the main function can take one of four formats ...

### Example 1

This program merely prints "Hello World!" on the console, followed by a newline and then exits. The first line imports the standard library module std.stdio. This module defines the function writefln, which is used to write to the standard output. This program does not use the command line arguments and will return zero to the operating system.
You need to compile this to convert it to an executable program. First you save the source code to a text file that has the ".d" extension. Assuming we called this file hw.d, here is the way to compile it using the DigitalMars compiler ...

### Example 2

This program prints out each of the command line parameters. The argument to main is
which names the argument as p_Args and declares its data type as char, which is a variable-length array of UTF8 strings. This is saying that main is passed a set of zero or more character strings.
The foreach statement is a way to process each of the elements in an array. In the format above, it names a temporary variable l_Arg that will receive each element in turn as the foreach moves through the array p_Args. The temporary variable is scoped to the foreach block and thus cannot be seen by code outside the foreach.
The writefln function not only writes out things to the console, it also allows you to format that output. The %s is a formating code that specifies where a subsequent argument will appear in the console output. In this case, if l_Arg contains "abc" then the output will be "Argument 'abc'".

### Example 3

This heavily annotated example highlights many of the enhancements over C++.
# D Programming/Expressions
## new

The keyword new allocates the memory for an object and calls one of the constructors.
This allocates as many bytes, the class C needs for one instance. Then the standard constructor without arguments is called.
If the memory allocation fails, an OutofMemory Exception is thrown. The memory is allocated on the garbage collector heap.
A class can have multiple constructors with different argument lists. The matching constructor is chosen.
A class can have an own allocator and deallocator. If they exist, they are called instead of the gc allocator.

## in

To do:

## cast

To do:

## assert

To do:

## typeid

To do:

## is

To do:

## delete

To do:
# D Programming/GNU D Compiler

GDC is an open-source D compiler using GCC as the back end and parts of DMD in the front end. The current version is 0.24 which is based on DMD 1.020.
The website can be found at http://dgcc.sourceforge.net/
An updated effort to help get GDC updated can be found at http://bitbucket.org/goshawk/gdc/wiki/Home

## Install GDC on Debian or Ubuntu

GDC is available in Ubuntu Repositories since 7.10 (Gutsy Gibbon).
Also, a Debian package does exist for version 0.22 of the GNU D Compiler front end. See http://gdcgnu.sourceforge.net/
Joakim Karlsson has previously made a shell script for automatic installation. It needs to be updated for the latest version of the GNU D Compiler and the GCC Version.
# D Programming/Digital Mars D compiler

DMD is the reference compiler for the D programming language written by the author himself, Walter Bright. http://www.digitalmars.com/d/dcompiler.html
# D Programming/Documentation comments

The -D option to the dmd activates the generation of Ddoc. This means, special comments in the code are used to write a HTML file. The advantage of code-comments are:
* code and documentation are near at each other. Better chance to be consistent
* easy to use
dmd generates documentation per module.

## CandyDoc

Enhancement to DDoc, to have an navigation. It can be found on the helix website.
# D Programming/Enums

To be completed.
* Enum
* Enum Properties
* Enum Initialization
# D Programming/D Forms Library

To be completed.
DFL (D Forms Library) is a Win32 windowing library designed by Christopher E. Miller for the D language.
Maybe, there will be a linux and xBSD versions as well.
Licence is unknown so far.

## Dfl: Core library modules

* dfl
* dfl.all
* dfl.application
* dfl.base
* dfl.button
* dfl.clipboard
* dfl.collections
* dfl.colordialog
* dfl.combobox
* dfl.commondialog
* dfl.control
* dfl.data
* dfl.drawing
* dfl.environment
* dfl.event
* dfl.filedialog
* dfl.folderdialog
* dfl.fontdialog
* dfl.form
* dfl.groupbox
* dfl.label
* dfl.listbox
* dfl.listview
* dfl.menu
* dfl.messagebox
* dfl.notifyicon
* dfl.panel
* dfl.picturebox
* dfl.registry
* dfl.richtextbox
* dfl.socket
* dfl.splitter
* dfl.tabcontrol
* dfl.textbox
* dfl.timer
* dfl.tooltip
* dfl.treeview
* dfl.usercontrol

### See

DFL Home Page