OpenLLM-France/wikimedia huggingface dataset:
# Introduction to Mathematical Physics/N body problem and matter description/Plasmas

A plasma\index{plasma} is a gas of ionized particle. Description of plasmas is generally much more involved than description of classical gases (or fluids). Indeed, the electromagnetic interaction plays here a fundamental role, and in a fluid description of the system (see chapter chapapproxconti), fluid equations will be coupled to the equations of the electromagnetic field (Maxwell equations). In general, also, the nature of the particle can change after collisions. Plasma state represents a large part of the "visible" matter (more than 99% of the Universe)
# Introduction to Mathematical Physics/N body problem and matter description/Gas and liquids

Gas\index{gas} and liquids ([ph:physt:Diu89]) correspond to a random repartition of elementary bricks (atoms of molecules). Gas particles are characterized by a large kinetic energy with respect to the typical interaction energy between molecules. When kinetic energy becomes of the same order than typical interaction energy between molecules, gas transforms into liquid. Van der Walls model allows to model the liquid vapor phase transition (see section secvanderwaals).
# Introduction to Mathematical Physics/N body problem in quantum mechanics/Exercises

Exercice:
Give the name of the symmetry group molecule $NH_{3}$ belongs to.
Exercice:
Parametrize the vibrations of molecule $NH_{3}$ and expand it in a sum of irreducible representations.
Exercice:
Propose a basis for the study of molecule $BeH_{2}$ different from those presented at section secnnne.
Exercice:
Find the eigenstates as well as their energies of a system constituted by an electron in a square box of side $a$ (potential zero for $-a/2<x<a/2$ and $-a/2<y<+a/2$, potential infinite elsewhere). What happens if to this potential is added a perturbation of value $\epsilon$ on a quarter of the box ($0<y<a/2$ and $0<y<a/2$)? Calculate by perturbation the new energies and eigenvectors. Would symmetry considerations have permitted to know in advance the eigenvectors?
# Introduction to Mathematical Physics/N body problem and matter description/Introduction

As noted in the introduction to this book, $N$ body problem ([ph:physt:March95],[ph:physt:Mattuck92]) is the fundamental problem that spanned modern physics, sustaining reductionnist approach of Nature. The element considered depend on the scale chosen to describe the matter. Each field of physics has its favourite N body problem:
* nuclear physics deals with sets of nucleons.
* atomic physics deals with interactions between nucleus and nucleons.
* molecular chemistry, solid state physics, physics of liquids, gas, plasmas deals with interactions between atoms.
* classical mechanics and electrodynamics, $N$ body problems can arise (planet movement for instance).
* en astrophysics one studies interactions between stars, galaxies, and clusters of galaxies.
Once fundamental elements making matter are identified, the interaction between systems made of $N$ such fundamental elements should be described. Note that the interaction between constituents change with the length scale considered. Nuclear physics deals mostly with strong interaction (and weak interaction). Atomic physics and molecular physics deal mostly with electromagnetic interaction. Astrophysics deals with gravitation and ther other interactions
This chapter is purely descriptive. No equations are presented. The subatomic systems will not be more treated in the next chapters. However, the various forms of matter that can be considered using, as elementary block, atomic nucleus and its electrons will be treated in the rest of the book. For each form of matter presented here, numerous references to other parts of the books are proposed. Especially, chapter N body problem in quantum mechanics, treats of quantum properties of eigenstates of such systems (the Schrödinger evolution equation is solved by the spectral method). Chapter N body problems and statistical equilibrium treats of their statistical properties.
# Introduction to Mathematical Physics/N body problem and matter description/Molecules

A molecule [ph:mecaq:Cohen73], [ph:mecaq:Pauling60]} is an arrangement of some atoms \index{molecule}(from two to some hundreds). Properties of molecules can be described by quantum mechanics (see section secmolecmq). The knowledge of the geometry of a molecule is sometimes enough to understand its properties. Figure figc60fig represents fullerene molecule C60 at the origin of chemistry Nobel prize 1996 of Profs Curl, Kroto, et Smalley.
Existence of such a molecule had been predicted by the study of the adsorption spectrum of some distant stars. Curl, Kroto, et Smalley succeeded in constructing it on the earth. C60 molecule is compound by 12 pentagons and 20 hexagons. It is the smallest spherical structure that can be construct using polygons\index{fullerene}. Polymers (see ([#References|references])) are another example of large molecules.
# Old School RuneScape/Dragon

Dragons are strong creatures, using their fiery breath to damage you. If you plan on coming out alive, you should bring along a Dragon Antifire shield and an Antifire Potion. This combination will render the breath completely harmless for five minutes. The different types of dragons include iron, black, green, blue, steel, the King Black Dragon, and the only non-members dragon, Elvarg, from the Dragon Slayer quest.
# Old School RuneScape/Guides

These guides can help players who are struggling with RuneScape.
# Introduction

Welcome to the Introduction Guide! This guide can be very useful to new players of the massive online adventure game. First off, a little history lesson about the company that makes RuneScape and the game itself

# History
## Jagex

Jagex Limted is a company based in the United Kingdom. One of it's creators, Andrew Gower, says that Jagex stands for Java Gaming Experts.
Jagex Limited was created by three people. Andrew Gower, Paul Gower, and Constant Tedder founded Jagex in December 2001 to run their game RuneScape. Even before 2002, RuneScape already had over 1 million accounts.
Jagex has grown greatly since 2001. They now have two offices, one in Cambridge, and the other in London. Over 100 people are employed as staff. Many servers have been created across the globe and many are still planned.

## RuneScape

RuneScape has gone through many stages to come to the great game it is currently.
RuneScape started out as a 2D game known as DeviousMUD. It was not released to the public and very few people saw it. Jagex later came up with what is now known as 'RS Classic' in the December of 2001. Just a few months later, on February 27, 2002, Jagex launched it's members. Before the member launch, RuneScape was a game that players could play for free. When players could become a member, they were able to subscribe and pay about $5US a month. Being a member allowed players more updates and a world at least twice as large as the free worlds.
RuneScape was completely re-written during the latter part of 2003 and early 2004 allowing 'RuneScape 2' to be launched in March 2004. Originally only a beta for members, it was quickly released to free players.
Since the launch of RS2, which is now RuneScape, Jagex has vastly increased the size of RuneScape. Over 150,000 players almost everyday. Over 5 million accounts have been created. Over 100 servers have been placed around the world. RuneScape has become one massive online adventure since it's small start.

# Starting Out

RuneScape is a game available to all. However, if a player wants continual updates, then they're recommended to become a member.
To play the game, players have to go to RuneScape's homepage and make a new account. When they've completed making their account, they can then select a world to play on, let RuneScape load, and then play.
When players have logged in to RuneScape, they can then select what they want their character to look like. When they've finished creating their character, they will be given instructions on what to do next.
New players start out on Tutorial Island. On the island are various NPCs that will talk to the player and tell them how to play RuneScape. All the player has to do is follow the tutorial's instructions and they will be finished the tutorial in less than 30 minutes.
RuneScape is played in a client.
# Jumieka/Level 1/Lesson 1

From Wikibooks, the open-content textbooks collection < Jumieka
Lesson 1 — Greetings

## Dialogue

    Andre: Hallo! Mi name Andre. A wey yu name?
    Sofía: Hallo, Andre. Me name Sofía. ¿A ho yu pell Andre?
    Andre: Yu pell A-N-D-R-E. ¿A wa a gann?
    Sofía: Nuthen much. ¿wah bout yu?
    Andre: mi aright tu.
    Sofía: aright, lata.
    Andre: lata!
Translation (wait until the end of the lesson).

## What's your name?

To ask someone else's name in Jumieka, use "name", then one of the phrases in the table below (Wey yu name? is "What's your name?").
In Jumieka, to say your name, you use name, (Mi name Andre is "My name is Andre").
| English | Jumieka |
| I am named | Me name |
| You (familiar, singular) are called | Yu name |
| He/She/You (formal, singular) is/are called | 'im name |
| We are called | Wi name |
| You (familiar, plural) are called | Uno name |
| They/You (formal, plural) are called | Dem name |

### Examples

* Me name Chris
    My name is Chris
* Dem name Peter an Robert
    They're called Peter and Robert.
* Wah yu name?
    What's your name?
* Wha im/shi name?
    What's his/her name?
Go to the exercise.

## Summary

In this lesson, you have learned
* How to greet people (Hallo; Gooud Dah; Lata).
* How to introduce yourself (Me name Rosa).
* How to introduce others (shi name Rosa).
* How to say how you are (Irie; Ahright; Gooud).
* How to spell your name (Eh pelt P-E-T-E-R).
* How to ask others about any of the above (Wey yu name?; A hou yu a do?; A hou yu pell?).
# Jumieka/Level 1/Lesson 2

From Wikibooks, the open-content textbooks collection < Jumieka

## Immediate family
#### Pairents ~ Parents

Just like in English, the Jumieka language has several words for mother and father. Starting with the words for mother, we see:
* Mumma
And sometimes:
* Mahda
The most common word for father is:
* Puppa
But occasionally
* Fahda
is used.

#### Siblin' ~ Siblings

The words for Siblin' (siblings) are for brother:
* Bror
* Bredda
and for sister:
* Sista

#### Pikni, Pitney ~ Children

In Danish, the words for son and daughter are close to English. They are søn and dauta, respectively.

## The rest of the family

* Onkle = Uncle
* Auntie = Aunt
* Niece = Niece
* Nevyu = Nephew
* Kuzn = Cousin
* Granmahda = Grandmother
* Granfahda = Grandfather
The Jumieka word for grandchild is granpikni.

#### Great-grandparents ~ Great-grandparents

* Great-granfahda/Great-granpuppa = Great-grandfather
* Great-granmahdah/Great-granmumma = Great-grandmother
The Danish word for great-grandchild is Great-granpikni

#### Great-great-grandparents ~ Great-great-grandparents

* Great-great-granfahda/Great-great-granpuppa = Great-great-grandfather
* Great-great-granmahdah/Great-great-granmumma = Great-great-grandmother
The Danish word for great-great-grandchild is Great-great-granpikni
* For every generation from this point forward you add another great- to the title.
# angle2dcm Convert rotation angles to direction cosine matrix

See ReferenceFrameRotations.angle2dcm.
# Jumieka/Level 1/Lesson 3

From Wikibooks, the open-content textbooks collection < Jumieka
Lesson 3 — Template

## Numbaz ~ Numbers

| 1 | = | WAN | 11 | = | (EE)LEV'N | 21 | = | TWEN-ti-WAN |
| 2 | = | twe | 12 | = | TWELV | 30 | = | turtye |
| 3 | = | tree | 13 | = | turtten | 40 | = | FAWTY |
| 4 | = | FWAAR | 14 | = | FWOH-tiin | 50 | = | fiftye |
| 5 | = | five | 15 | = | fiftten | 60 | = | SIX-ti |
| 6 | = | seks | 16 | = | SIX-tiin | 70 | = | SEV'N-ti |
| 7 | = | SEV'N | 17 | = | SEV'N-tiin | 80 | = | IYEH-ti |
| 8 | = | IYEHT | 18 | = | IYEH-tiin | 90 | = | NINE-ti |
| 9 | = | nine | 19 | = | NINE-tiin | 100 | = | OHN-jid/OHN-drid |
| 10 | = | ten | 20 | = | TWEN-ti | 1000 | = | TOHZ'N |

## Kolah ~ Colours

* Red - Red
* Blue - Blu
* Yellow - Ellow
* Green - Gren
* Purple - Purple
* Orange - Orange
* Brown - Brun
* Black - Blak
* White - Whit
* Grey - Gray
# Jumieka/Level 1

Jumieka/Template
From Wikibooks, the open-content textbooks collection < Jumieka
Lesson 1 — Template

## Hello

Iksh!
# Internet Technologies/History and evolution

The Internet began life as a research project sponsored by ARPA. Previously US defense computers were connected to each other in a one way fashion such that each computer was connected to the others in series. In case of one computer being destroyed all others would lose communication. To avoid this the government decided to connect the computers in a web with each computer connected to all others. The motivation was to connect the few then existing proprietary computer networks to one interconnected network. The first version of the Internet was called ARPANET and was implemented in 1969. It then consisted of 4 Nodes in UCLA, UC Santa Barbara, Stanford Research Lab, and the University of Utah. In 1984, ARPA net has more than 1000 individual computers linked as hosts. In 1986, NSF connects NSF net to ARPA net and becomes what is known as internet. In 1995, NSF net terminates its networks on the internet and resumes status as research network. In 1996, internet2 was founded. It was to be the predecessor of what is today called the Internet. Today more than 550 million hosts connect to internet.
# Internet Technologies/History of the Web

The Web grew out of a project at CERN, beginning around 1989, where Tim Berners Lee and Robert Cailliau built the prototype system that became the core of what is now the World Wide Web. The original intent of the system was to make it easier to share research papers among colleagues. The original name of the first prototype was Enquire Within Upon Everything, after a famous 19th century reference work of how-tos. Berners-Lee released files describing his idea for the "World Wide Web" onto the Internet on August 6, 1991.
# Internet Technologies/Proxy servers

Proxy servers provide a cache of items available on other servers which are presumably slower, more expensive to access or unavailable from the local network.
The process of proxying a network through a single host on another network is called network masquerading or IP-masquerading if the source and target networks use the Internet Protocol.
This term is used particularly for a World Wide Web server which accepts URLs with a special prefix. When it receives a request for such a URL, it strips off the prefix and looks for the resulting URL in its local cache. If found, it returns the document immediately, otherwise it fetches it from the remote server, saves a copy in the cache and returns it to the requester. The cache will usually have an expiry algorithm which flushes documents according to their age, size, and access history.
The Squid cache is the popular http proxy server in UNIX/Linux world. However, Apache's mod_proxy module also provides proxying and caching capabilities, and has the advantage of already being installed on nearly all systems.
# Internet Technologies/History of Usenet

Tom Truscott and Jim Ellis developed Usenet as graduate students in 1979. They thought that the software could be replacement software for Duke University to post announcements. Steve Bellovin became interested in the software and wrote the first UNIX-based “news” software for the system. (Interview with Tom Truscott April 18, 2007)
At the time the current announcement software that was used by the university was made obsolete because of a hardware upgrade. Usenet was a side project of Truscott and Ellis that they worked on in their spare time. Bellovin wrote the script, and soon after “netnews” was created; linking Duke University and the University of North Carolina. Soon after the program was made available to the public and “A News” was created which was the first Usenet package. (Usenet History)
Usenet is bulletin board software where users with the correct software can read and post messages. It is still running today, URL’s that begin with news refer to Usenet groups. The NNTP or Network News Transport Protocol is the transportation system that sends out the Usenet messages. (Siegel 2006)
•Giganews, "Tom Truscott", Interview April 18, 2007, www.giganews.com/usenet-history/truscott.html
•Giganews, "Usenet History" http://www.giganews.com/usenet-history/
•Siegel F Carolyn, "Internet Marketing" Foundations and Applications 2E. Chapter 2 Internet Fundamentals, P-31
# Internet Technologies/Protocols

In networking, a communications protocol or network protocol is the specification of a set of rules for a particular type of communication.
Different protocols often describe different aspects of a single communication; taken together, these form a protocol stack. The terms "protocol" and "protocol stack" also refer to the software that implements a protocol.
Most recent protocols are assigned by the Internet Engineering Task Force (IETF) for internet communications, and the Institute of Electrical and Electronics Engineers (IEEE), or the International Organization for Standardization (ISO) organizations for other types. The ITU-T handles telecommunications protocols and formats.
Index page for network protocols and protocol layers, categorised by the nearest matching layers of the OSI seven layer model.
Systems engineering principles have been applied to design network protocols.

### Common Internet protocols

Common Internet protocols include TCP/IP (Transmission Control Protocol/Internet Protocol), UDP/IP (User Datagram Protocol/Internet Protocol), HTTP (HyperText Transfer Protocol) and FTP (File Transfer Protocol).

#### TCP/IP

    TCP/IP is a stream protocol. This means that a connection is negotiated between a client and a server. Any data transmitted between these two endpoints is guaranteed to arrive, thus it is a so-called lossless protocol. Since the TCP protocol (as it is also referred to in short form) can only connect two endpoints, it is also called a peer-to-peer protocol.

#### HTTP

    HTTP is the protocol used to transmit all data present on the World Wide Web. This includes text, multimedia and graphics. It is the protocol used to transmit HTML, the language that makes all the fancy decorations in your browser. It works upon TCP/IP.

#### FTP

    FTP is the protocol used to transmit files between computers connected to each other by a TCP/IP network, such as the Internet.

## See also

* Finding Your IP Address
* Embedded Systems/Common Protocols
# Internet Technologies/Remote Access

Remote access allows you to access one computer from another using a protocol (ex. Secure Shell).
# OpenSCAD User Manual/WIP/Persistent Cache
### Introduction

The cache data of rendered geometries in OpenSCAD is limited to the life-span of the application. This feature provides a solution for the persistent storage of rendered geometries. All the rendered geometries are serialized using boost serialization library and pushed into local filesystem cache or into the Redis database according user preferences.

### How to use redis for cache?

* Download and install Redis database
* Download Hiredis release version 0.14.1 or above from, build and install it.
* The source code of this feature is not merged yet. It is available in this PR https://github.com/openscad/openscad/pull/3316. Clone and build this PR.
* Start the Redis-server and make a note of IP address, port number, and password if any from it's config file.
* GUI MODE: Open the preferences dialog and move to the advance tab. enable the checkbox persistent cache using Redis. fill in the config details and close the preferences dialog.
* CLI MODE: a new option cache is added to OpenSCAD. The usage of this option in the case of Redis is shown below.
* That's it, now OpenSCAD is ready to use Redis for caching.

### How to use local cache?

* GUI MODE: Open the preferences dialog and move to the advance tab. enable the Local cache checkbox.
* CLI MODE: This is another variant in cache option. The usage of this option is shown below.
* That's it, now OpenSCAD is ready to use local filesystem for caching.
# OpenSCAD User Manual/WIP/Offset Extrude
### Offset Extrude

NOTE: offset_extrude is not available in snapshot builds, but roof provides similar functionality and is available in snapshots as of August 2022.
Offset Extrusion is a operation that takes a 2D object as input and generates a 3D object as a result.
The extrusion takes place on the Z axis by first taking an offset of the 3d object, then extruding up/down to that offset.
A slices parameter is also available to increase the resolution of the extrusion, increasing the number of offsets.
See offset for how the offsetting works.
Usage
Parameters
height is the height of the extrude. It can be positive or negative.
slices is the number of slices to make, with an offset at each slice. It must be greater than or equal to 1.
r, delta, and chamfer define the offset function. It works exactly the same as offset.
center defines if the extrusion should be centered on the Z-Axis at the current 2d objects height.
Possible Issues
If an offset causes the resulting model to not generate, try increasing the number of slices. In many cases this will resolve any issues.
If an offset causes a resulting model to self-intersect, the resulting geometry may or may not be manifold.
There are other trivial cases where the resulting model is not valid, in which case using linear_extrude with scale may be a better solution.
# OpenSCAD User Manual/WIP/Text Metrics
### textmetrics

textmetrics returns information about the size and positioning that would be applied to text if laid out as specified by its arguments.
Parameters
The parameters to textmetrics are exactly the same as the parameters to text.
Return value
The return value from textmetrics is an object with these properties:
position an [x,y] pair giving the lower left corner of the smallest box that would completely surround the text.
size an [x,y] pair giving the size of that box.
ascent the vertical distance (normally positive) from the baseline of the text to the highest point in the text.
descent the vertical distance (normally zero or negative) from the baseline of the text to the lowest point in the text.
offset an [x,y] pair giving the distance from the origin to the starting point of the baseline of the text. This value is normally [0,0] but can be non-zero when using non-default alignments.
advance an [x,y] pair giving the distance from the starting point for this text to the starting point for a subsequent piece of text. Informally, it says how far the pen should be moved before starting the next piece of text. This value is directly helpful only with default alignments - horizontal text aligned left/baseline and vertical text aligned center/top.
Note: as with any array, you can use an object-like ".x" or ".y" to refer to the two entries in [x,y] pairs. Thus you can refer to either obj.size[0] or obj.size.x to get the X dimension of the text.
Sample output (reformatted for readability):
Example

### fontmetrics

fontmetrics returns information about the specified font and size.
The arguments to fontmetrics are the size and font name.
Parameters
size the font size font the font name
Return value
The return value from fontmetrics is an object with these properties:
nominal an object with ascent and descent properties describing the "usual" ascent and descent of the font. For most fonts, this will be the ascent of upper-case letters and the descent of lower-case letters with descenders.
max an object with ascent and descent properties describing the maximum ascent and descent of the font.
interline gives, as a positive number, the designed inter-line spacing for the font.
font an object with members family and style that gives the name and style of the selected font. These may not be the same as the name supplied, if the specified font is not available, or if a generic name like "sans" or "serif" is specified, or if only a style is specified.