OpenLLM-France/wikimedia huggingface dataset:
# Japanese/Kana/Lessons/Hiragana/Lesson 10

Hiragana: [ a ] [ ka ] [ sa ] [ ta ] [ na ] [ ha ] [ ma ] [ ya ] [ ra ] [ wa, wo, n ] [ ゐ and ゑ (ancient hiragana in disuse) ] Katakana: [ a ] [ ka ] [ sa ] [ ta ] [ na ] [ ha ] [ ma ] [ ya ] [ ra ] [ wa, wo, n ] [ ヰ and ヱ (ancient katakana in disuse) ]
In this lesson you are going to learn how to read and write "わ", "を" and "ん".
| Brush Stroke: | |
| Sound: | wa |
| Mnemonic: | The second part drawn looks like a washing motion or the "wax on, wax off" motion from The Karate Kid. |
| Example: | わし 鷲(washi) eagle わに 鰐(wani) alligator わるい 悪い(warui) bad |
| Brush Stroke: | |
| Sound: | Similar to o. When spoken, the mouth is shaped as if saying 'w', and a trace of the 'w' appears in the sound so in English it is often written 'wo'. The 'w' is particularly noticeable when the preceding word ends in 'n', for example in パンを食べる meaning to eat bread. |
| Mnemonic: | |
| Example: | を (wo or o) a particle introducing an object すさのを - Susano(w)o, an ancient god of the storms and seas |
Note: The "を" syllable is used only for the object marker particle. No other word is written with "を".
| Brush Stroke: | |
| Sound: | Can sound like an n, ng, or m sound, depending on what consonant follows it (for example, if a "p" follows, this sound will be an "m"). Because there is little differentiation between these sounds in Japanese, using n for all examples will still be clearly understood. |
| Mnemonic: | N - It looks like a badly drawn n from the Roman alphabet. The stem is too long and the tail extends too far. |
| Example: | おんな 女(onna) woman さんご 珊瑚(sango) coral さんそ 酸素(sanso) oxygen |
Note: No word starts with "ん".
# Japanese/Kana/Lessons/Hiragana/Lesson 11

Hiragana: [ a ] [ ka ] [ sa ] [ ta ] [ na ] [ ha ] [ ma ] [ ya ] [ ra ] [ wa, wo, n ] [ ゐ and ゑ (ancient hiragana in disuse) ] Katakana: [ a ] [ ka ] [ sa ] [ ta ] [ na ] [ ha ] [ ma ] [ ya ] [ ra ] [ wa, wo, n ] [ ヰ and ヱ (ancient katakana in disuse) ]
In this lesson you are going to learn how to read and write "ゐ" and "ゑ". These characters are not used in modern Japanese but are found in old Japanese texts. They are included here mostly for completeness. The student can choose whether to memorise these. Most study aids will not practise these.
| Brush Stroke: | |
| Sound: | Exactly the same as I, but in ancient times there was a clear difference. Scholars guess that the sound was something like Wi. |
| Mnemonic: | |
| Example: | ゐ (i) well (normally written in hiragana as い, but sometimes written in the former way to differentiate it) |
| Brush Stroke: | |
| Sound: | Exactly the same as E, but in ancient times there was a clear difference. Scholars guess that the sound was something like We. |
| Mnemonic: | |
| Example: | ゑびす (ebisu) Ebisu, one of the seven lucky gods, and also the name of a Japanese beer. |
# Japanese/Introduction/About
### Introduction - Welcome to the Japanese Wikibook

Development of this Wikibook began on August 11, 2003. It is an ongoing project that will evolve as users contribute to the content and layout of pages. The end goal of this project is to create an online resource for those wishing to learn Japanese. We will attempt to encompass all aspects of the Japanese language, including pronunciation, reading, writing, and grammar.
Many textbooks and travel guides make use of 'rōmaji' (Romanisation of Japanese characters) to bypass the need for learning the Japanese characters. This Wikibook, however, aims to develop a well rounded student, and as such, will make minimal use of 'rōmaji' except in introducing pronunciation.

### Current work

In the first five years, this Wikibook went through several rewrites. Seeing all too few contributors keen on picking up the torch where past editors left off, the book had amassed several layers of rewritten material that did little to provide a clear path through the material. Waking to that reality after considerable discussion, we came up with the categorisation scheme now present on the main page. The Japanese/Contents page does not conform with that scheme as it is more an inventory for editors looking for existing material to work with (be it merging, re-factoring, deleting, or rewriting), rather than an index for learners.
Since June 2008, a good deal of merges and rewrites have been done. As a result we've managed to delete over a hundred pages of unnecessary or duplicate material, navbars, printable versions, and templates. See Removal Suggestions for deletion proposals and discussions. For pages to be merged, see the Books to be merged category for a list of pages in this book that have been suggested be merged and Category:Japanese/todo for pages with specific work to be done.
There hasn't been much discussion lately on the actual content since active editors (currently Retropunk and Swift) have been working on somewhat separate aspects of this book. We have a section on pages on structure, lesson plans and syllabus. How much to teach and Levels might also be of interest for those so inclined. For development of a consistent curriculum see User:Retropunk/Japanese Curriculum and Sugu ni Hajimemashō.
Finally; every contributor seems to have a different take on the purpose of this book. In your work, remember that learners have vastly different learning styles and diverse approaches to lesson plans will benefit readers and contributors alike. Until we have fully functioning learning paths, the categorisation scheme on the front page will make the existing material accessible to readers while allowing users to contribute without having to conform to a predefined form.
That said; pick your path and be bold.
# Japanese/Kana/Lessons/Hiragana/Lesson 1

Hiragana: [ a ] [ ka ] [ sa ] [ ta ] [ na ] [ ha ] [ ma ] [ ya ] [ ra ] [ wa, wo, n ] [ ゐ and ゑ (ancient hiragana in disuse) ] Katakana: [ a ] [ ka ] [ sa ] [ ta ] [ na ] [ ha ] [ ma ] [ ya ] [ ra ] [ wa, wo, n ] [ ヰ and ヱ (ancient katakana in disuse) ]
Welcome to the first installment of the hiragana lessons. In this lesson you are going to learn how to read and write the Japanese vowels, "あ", "い", "う", "え" and "お".
| Brush Stroke: | |
| Sound: | a as in alright (American pronunciation). |
| Mnemonic: | It's an apple. First you draw the leaves on the stem, then you draw the stem down into the apple, and then you draw the round fruit. The t shape is the person and its being wrapped by a snake saying "aaah' |
| Example: | あお (ao) blue あか (aka) red あき (aki) autumn |
| Brush Stroke: | |
| Sound: | i as in the beginning of irritate or like the first e in evening. Also called a 'long' e in some English elementary schools. |
| Mnemonic: | Itch - It's a hooked hand reaching to scratch a back. First you draw the hand, then you draw the back. It also looks like two undotted i's. |
| Example: | いぬ (inu) dog いもうと (imōto) little sister いいえ (īe) no |
| Brush Stroke: | |
| Sound: | u (help·info) (similar to the u in truce, but with the lips unrounded; sounds more like a German ü) |
| Mnemonic: | U - It's the lowercase u from the Latin alphabet. Tilt your head to the left, it's a sideways u. |
| Example: | うえ (ue) above うさぎ (usagi) rabbit うなぎ　(unagi) eel |
| Brush Stroke: | |
| Sound: | e as in envy or egg |
| Mnemonic: | equal sign the = equal sign has an "h" on it! First draw the equal and then the "h" under it, don't forget a long tail on the h. It looks like a "Z". "E" and "Z" makes EZ (easy). |
| Example: | えいご (eigo) English えき (eki) station えんぴつ (enpitsu) pencil |
| Brush Stroke: | |
| Sound: | o (help·info) as in open and over. |
| Mnemonic: | Oh! - It's a shocked face saying "Oh!". First draw the eyebrow on the left, then the side of the face and mouth. Finish with the eyebrow on the right. Both are raised since he's quite surprised. Looks like a golf green with a flag and a golf ball coming in for a "hole" (お) in one. |
| Example: | おおきい (ōkī) big おちゃ (ocha) tea おんな (onna) woman |

## The Long Vowel Sound

One can extend the vowel sound of a kana by affixing either a あ、い、or う depending on the vowel. The vowel would be extended for one more mora, or beat. In most cases: あ follows あ; い follows い or え; う follows う or お.
There are rare exceptions where an え vowel is extended by adding え or an お vowel is extended by お. Some examples of this include おねえさん (oneesan or onēsan), おおい, and おおきい (ōkii).
One giveaway to an English-speaking accent in Japanese speech is the use of a diphthong for the elongated "e" sound (Such as the sound in "Eight"). In actuality, "えい" is pronounced correctly by speaking the え sound twice as long as normal.
It is important to make sure you hold the vowel sound long enough because you can be saying "middle-aged lady" （おばさん）(obasan) instead of "grandmother" （おばあさん）(obaasan or obāsan) if you do not stretch it out correctly.
# Movie Making Manual/Cinematography/Cameras and Formats/RED
## History of the camera

The Red One Digital Cinema Camera was unveiled at the NAB Exhibition 2006 in Las Vegas. An "Ultra-High-Definition" digital camera, it has a custom Bayer Pattern sensor array (the "Mysterium") with a resolution of 4900x2580 (4700x2540 active image area, 4520x2540 maximum recordable image area). It was designed as a replacement for traditional 35mm film cameras and has a number of recording resolutions including 2540p, 4k, 2k, 1080p, 1080i and 720p, though production models are limited to recording in 4k, 4k 16:9, QHD, 3k, and 2k, through sensor windowing. It is targeted specifically at the retail market and has a base price (without lenses or recorder) of $17,500. A number of RED accessories were simultaneously revealed, including two initial lenses, a 300mm prime and a 18-85mm zoom (though the camera will take standard PL and B4 mount lenses). Recording is done through a mirrored RAID-0 array of 160 GB hard drives, totalling 320 GB, through a 128 GB Solid-State Drive, or through a Compact Flash Module, which records to 8 or 16 GB cards produced to RED's specifications.
The RED One records in a compressed RAW Bayer format which the company claims to be visually lossless, though filmmakers have discovered certain reproducible artifacts of the encoding mechanism. While this allows the camera hardware to be produced at a reduced cost, comparable to other digital camcorders, which encode video onboard to an easily usable format, it also significantly complicates and extends post-production. Native support of Redcode in Non-linear Editors is not widespread, or mature, so RED's post-production workflow relies on company provided software for online editing, such as Redcine, and Red Alert, to encode to a digital intermediate format, such as ProRes, or DNxHD.
* First 4k footage of the camera was shown at IBC 2006 in Amsterdam
* A provisional date of early 2007 was announced for retail to the public.
David Stump ASC has tested a "Red" lab prototype for exposure and on a greenscreen but as of January 2007 development is not complete, and no stand-alone Red cameras exist yet. Many dp's that have invested in this technology have yet to figure out how they are going to edit with camera.
The above information is outdated; the Red camera has since been released and several movies were shot using Red camera.

### Tech Specs

* See official site

## Tips and tricks

* Lens buying tips (dvxuser.com)

## Accessories

* Recording Media (more info)
** RED-DRIVE
** REDFLASH
** RED-RAID
** RED-RAM

## Films made with the camera

* "Bookaboo" (2009)
* "Flow" (2008)
* "Leverage" (2008)
* "Unnai Pol Oruvan"(2009) [Tamil Movie]
* "LIVE - seedha sachh" (2010) (Hindi movie)
* "The Social Network"(2010) Directed by David Fincher
* "Saluda al diablo de mi parte" (2011) - Directed by Juan Felipe Orozco http://www.imdb.com/title/tt1262415/
* "The Girl With the Dragon Tattoo" (2012) Directed by David Fincher

## Links

* Official Site
* RedCamCentral.com unofficial forum
* UK Red Digital Cinema Community
# Human Visual System

Yes, this article is a bit tongue-in-cheek! Of course it's not possible to produce a concrete list of "specifications" for the human visual system because it functions in such a fundamentally different way to a man-made-camera. Oh, and there's the small issue that we didn't design the eye. If we're being completely honest then we have to admit that our understanding of the human visual system is patchy. That said, it is useful and interesting to compare the human eye to man-made cameras. Not least because an important aim of photography and cinematography is to exploit and mimic the various eccentricities of the human visual system.

## Dynamic Range

At any given instant, the retina can resolve a contrast ratio of around 100:1 (about 6 1/2 stops). As soon as your eye moves (saccades) it re-adjusts its exposure both chemically and by adjusting the iris. This is like having a camera on auto exposure. Hence, over time, you can resolve a contrast ratio of about 1,000,000:1 (about 20 stops).
The challenge for photographic systems is to display far more than the eye can instantaneously resolve, so that we can "read" a scene.
Typically a screen-projected image (film, DLP, whatever) won't ever have a brightness range of more than 1,000:1 and often less. If you make brighter highlights then scattered light from those areas of the screen will light up the shadows. This is where curve shaping (the S shape of film stocks etc) comes in to pack more original scene brightness in at each end of the range without apparently reducing the contrast of the mid-tones.

## WikiPedia Articles

* Human Eye

## External Links

* Eye Resolution
* Standard Human Eye
# Movie Making Manual/Cinematography/Cameras and Formats/D-20
## Introduction

The D-20 is ARRI's concept of a practical digital movie camera. Like the Panavision Genesis, it uses a single image sensor the same width as a standard 35mm film frame, but unlike the Genesis, this also has the same height as a 35mm frame.
The D-20 uses a custom-designed CMOS sensor rather than the older CCD technology of the Genesis. Instead of the Genesis's RGB stripe filter, the D-20 uses a Bayer Array, similar to that used on digital still cameras. The CMOS sensor's "native resolution" (before the color mask is applied) is 3018 x 2200 pixels, which allows a 1920 x 1080 standard HD output with a resolution similar to the Genesis. Recording can be either on HD Beta tape or a hard disk array.
The D-20 is actually based on a modified ARRIFLEX 435 film camera chassis. It can use any "PL-Mount" cinematography lens, and was specifically designed to be as familiar in operation to a film camera operator as possible. In particular, it retains the rotating mirror shutter/reflex viewfinder that is standard on all ARRI film cameras, which allows the incorporation of a standard optical viewfinder.
This has the advantages that:
* The optical viewfinder image can safely be used for critical focussing, whereas current model electronic viewfinders tend to have insufficient resolution for this.
* No power is needed while setting up a shot, nor is there any particular need for a "video village" of monitoring equipment.
* The camera operator can see outside the frame that is actually being recorded, so (s)he (and/or the focus puller)"can see what's coming". (A major shortcoming of all-electronic viewfinder systems is the camera operator can only see what is actually being sent out to the recording system).
At present (Oct 2005) the D-20 is still undergoing refinement and to date no commercial projects have been shot with it. It has been observed that ARRI seem far less serious about the D-20 than Panavision do about the Genesis, since the CMOS sensor it is based on was principally designed for use in ARRI's advanced film scanner, the Arriscan.

## History of the D-20

Currently, as of during the Sundance Film Festival for 2006, there is only one ArriFlex D-20 located in the United States of America. In about a month from the festival, Arri Rental facilities should have the D-20 available for rent. However, rental prices are still unknown.

## Rental Facilities

ARRI Rental Germany ARRI Media London ARRI-CSC New York Clairmont Camera, Los Angeles

## Films made with the D-20

* 1 day's usage on Tim Burton's Corpse Bride (2005)
* 1 day's use on "Caged" - Short film (UK) Official Site
* The entirety of Chapter III of Max Payne: Payne & Redemption (2006)
* Virtually the entirety of The Company
* German Short film Der Häfling des Monats (german: The Detainee of the Month)
* Hogfather (post-production)
* German TV-Serie "Afrika, mon amour", 3 parts, summary 270 minutes

## Links

* D-20 info on the ARRI website
* ARRI News Letter: D-20 Tests
# Distribution formats
## MPEG

* WikiPedia article on MPEG

### MPEG-2

* WikiPedia article on MPEG-2
* DVD video chroma subsampling = 4:2:0

### MPEG-4

* WikiPedia article on MPEG-4

### MPEG-4 part 10 / AVC / H.264

* WikiPedia article on MPEG-4_Part_10

## QuickTime

* WikiPedia article on Quicktime

## Windows Media

* WikiPedia article on Windows Media

## DVD

* WikiPedia article on DVD

## HD DVD

* WikiPedia article on HD DVD
* The Authoritative HD DVD FAQ by Hugh Bennett

## Blu-ray Disc

* WikiPedia article on Blu-ray
* The Authoritative Blu-ray Disc FAQ by Hugh Bennett

## Submitting to a broadcaster

* Movie Making Manual/Submitting to a broadcaster

## Digital Cinema

* WikiPedia article on Digital Cinema

## 35mm film

* WikiPedia article on 35mm film

## 70mm film

* WikiPedia article on 70mm film

## IMAX

* WikiPedia article on IMAX
# Java Programming/Keywords/continue

continue is a Java keyword. It skips the remainder of the loop and continues with the next iteration.
For example:
* int maxLoopIter = 7;
* for (int i = 0; i < maxLoopIter; i++ ) {
* if (i == 5) {
* continue; // -- 5 iteration is skipped --
* System.println("Iteration = " + i);
results in

## See also

* Java Programming/Statements
# Java Programming/Keywords/do

do is a Java keyword.
It starts a do-while looping block. The do-while loop is functionally similar to the while loop, except the condition is evaluated after the statements execute
Syntax:
* do {
* //statements;
* } while (condition);
For example:
* do {
* i++;
* } while ( i < maxLoopIter );
See also:
* Java Programming/Statements
* Java Programming/Keywords/for
* Java Programming/Keywords/while
# Java Programming/Keywords/default

default is a Java keyword.
This is an optional part of the Embedded Systems/Atmel AVRswitch statement, which only executes if none of the above cases are matched.
See also:
# Java Programming/Keywords/double

double is a keyword which designates the 64 bit float primitive type.
The java.lang.Double class is the nominal wrapper class when you need to store a double value but an object reference is required.
Syntax:
For example:
* double d = 65.55;
See also:
# Java Programming/Keywords/else

else is a Java keyword. It is an optional part of a branching statement. It starts the 'false' statement block.
The general syntax of a if, using Extended Backus-Naur Form, is
For example:
* if ( expression ) {
* System.out.println("'True' statement block");
* } else {
* System.out.println("'False' statement block");
See also:
# Java Programming/Keywords/enum

* /** Grades of courses */
* enum Grade { A, B, C, D, F };
* private Grade gradeA = Grade.A;
This enumeration constant then can be passed in to methods:
* student.assignGrade(gradeA);
* * Assigns the grade for this course to the student
* * @param GRADE Grade to be assigned
* public void assignGrade(final Grade GRADE) {
* grade = GRADE;
An enumeration may also have parameters:
* public enum DayOfWeek {
* /** Enumeration constants */
* MONDAY(1), TUESDAY(2), WEDNESDAY(3), THURSDAY(4), FRIDAY(5), SATURDAY(6), SUNDAY(0);
* /** Code for the days of the week */
* private byte dayCode = 0;
* * Private constructor
* * @param VALUE Value that stands for a day of the week.
* private DayOfWeek(final byte VALUE) {
* dayCode = java.lang.Math.abs(VALUE%7);
* * Gets the day code
* * @return The day code
* public byte getDayCode {
* return dayCode;
It is also possible to let an enumeration implement interfaces other than java.lang.Comparable and java.io.Serializable, which are already implicitly implemented by each enumeration:
* public enum DayOfWeek implements Runnable {
* MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY, SUNDAY;
* * Run method prints all elements
* public void run {
* System.out.println("name = " + name +
* ", toString = \"" + toString + "\"");
# Java Programming/Keywords/extends

extends is a Java keyword.
Used in class and interface definition to declare the class or interface that is to be extended.
Syntax:
* public class MyClass extends SuperClass
* public interface MyInterface extends SuperInterface
In Java 1.5 and later, the "extends" keyword is also used to specify an upper bound on a type parameter in Generics.
* class Foo<T extends Number> { /*...*/ }
See also:
* Java Programming/Creating Objects
* Java Programming/Keywords/class
# Java Programming/Keywords/final

final is a keyword. Beware! It has distinct meanings depending whether it is used for a class, a method, or for a variable. It must be placed before the variable type or the method return type. It is recommended to place it after the access modifier and after the static keyword.
* Code section 1: Keyword order.
* private static final long serialVersionUID = -5437975414336623381L;

## For a variable

The final keyword only allows a single assignment for the variable. That is to say, once the variable has been assigned, its value is in read-only. If the variable is a primitive type, its value will no longer change. If it is an object, only its reference will no longer change. Keep in mind that its value can still be changed.
* Code section 2: Forbidden double assignment.
* final int a = 1;
* a = 2;
* Code section 3: Only modify the value of the object.
* final ArrayList list = new ArrayList;
* System.out.println(list.size);
* list.add("One item");
* System.out.println(list.size);
* Console for Code section 3
* 0
* 1
A final variable is often used for universal constants, such as pi:
* Code section 4: Pi constant.
* static final double PI = 3.1415926;
The final keyword can also be used for method parameters:
* Code section 5: Final method parameter.
* public int method(final int inputInteger) {
* int outputInteger = inputInteger + 1;
* return outputInteger;
It is useful for methods that use side effects to update some objects. Such methods modify the content of an object passed in parameter. The method caller will receive the object update. This will fail if the object parameter has been reassigned in the method. Another object will be updated instead. Final method parameter can also be used to keep the code clean.
The final keyword is similar to const in other languages and the readonly keyword in C#. A final variable cannot be volatile.

## For a class

The final keyword forbids the creation of a subclass. It is the case of the Integer or String class.
* Code listing 1: SealedClass.java
* public final class SealedClass {
* public static void main(String args) {
A final class cannot be abstract. The final keyword is similar to sealed keyword in C#.

## For a method

The final keyword forbids to overwrite the method in a subclass. It is useless if the class is already final and a private method is implicitly final. A final method cannot be abstract.
* Code listing 2: NoOverwriting.java
* public class NoOverwriting {
* public final void sealedMethod {

## Interest

The final keyword is mostly used to guarantee a good usage of the code. For instance (non-static) methods, this allows the compiler to expand the method (similar to an inline function) if the method is small enough. Sometimes it is required to use it. For instance, a nested class can only access the members of the top-level class if they are final.
    See also Access Modifiers.
# Java Programming/Keywords/float

float is a keyword which designates the 32 bit float primitive type.
The java.lang.Float class is the nominal wrapper class when you need to store a float value but an object reference is required.
Syntax:
For example:
* float price = 49.95;
See also: