OpenLLM-France/wikimedia huggingface dataset:
# GIMP/Layers

Layers in the GIMP are a powerful tool allowing you to do many things. A good way to think of them is as layers of glass stacked up. Layers can be transparent, translucent or opaque.

## The Layer Dialog

Go to Windows > Dockable Dialogs > Layers to open the layers dialogue. This dialogue is useful when editing with layers.

## Starting

Open up the layers dialogue, and add as many layers as you like to the image. Note that any image editing or filters will only apply to your currently selected layers.

## Transparency

The Opacity slider controls the transparency or opaqueness of a specific layer. This will not affect the internal alpha channel of the layer.

## Layer Mask

A layer mask is a grayscale layer that controls the local transparency of a layer. This is useful for non-destructively deleting part of a layer, or only making part of a layer visible.

### Using a Layer Mask to selectively edit an image

A layer mask is a very useful tool if you only want to edit part of an image. First duplicate the layer that you want to edit. Then make your changes to the bottom layer. Now add a black layer mask to the unchanged layer. Then use the white paint brush on the layer mask, to restore parts of the original version. A black area in a layer mask will have zero opacity, while a white (RGB 255,255,255) area will be completely opaque.
← Saving as JPEG · Channels →
# GIMP/Levels

The levels tool is an easy and powerful tool for adjusting the tones of an image. It allows more precise control of contrast than the Brightness-Contrast tool, but doesn't give the user the complete control of Curves.

## Input Levels

Input levels control the contrast of the picture. The end points control the black points, and the white points. The eyedropper buttons next to the black and white input level markers allow black and white points to be selected in the image. The middle pointer can be used to selected the gamma correction value for the image.
This tool can be used to simulate setting a white point. For images such as Image:PSF B-70002.png, setting a white point is critical in extracting useful images such as Image:Backstroke (PSF).png.
← Decompose · Curves →
# GIMP/Gaussian Blur

The Gaussian Blur filter blurs an image or selection.
The radius affects the strength of the blur. Besides for creating a fuzzy image, the Gaussian Blur has a few other uses. If you are working on an image with edges which one deems to be overly rough, one could use a blur radius of 1 to soften the image slightly, yet less dramatically than using a larger radius or the standard Blur filter. It is also very useful for a variety of image effects, such as shadows.

## IIR vs. RLE

The filter supports two methods of Gaussian Blur: IIR and RLE. They both produce the same results, but each one can be faster in some cases.
IIR (Infinite Impulse Response) works best for large radius values or for images which are not computer generated, such as photographs.
RLE (run-length encoding) works best for computer-generated images or those with large areas of constant intensity, such as logos.

## Selective Gaussian Blur

The Selective Gaussian Blur filter will selectively apply a Gaussian Blur to areas of a picture with less detail, leaving the areas with detail untouched. This can be used for cleaning up noise in a picture.
← Curves · Pixelize →
# The Basics

Shortcut: F
Free selection tool (also called 'Lasso') let's you create a selection by drawing it free-hand (with the pointer and holding down the left mouse button, of course). It is the only selection tool that has nothing more than the basic options. The selection is finished with a straight line and it is actually possible to create straight lines by clicking (not holding!) on one point and making another one somewhere away from it.
   * Modes - determines the way of creating the selection, whether it'll be combined with existing one and such
   * Antialiasing - causes the boundary of the selection to be drawn smoother
   * Feather edge - causes the boundary of the selection to be blurred

## Modes, Antialiasing and Feather Edges

    See Selection Tools#Modes for information about Modes
    See Selection Tools#Antialiasing for information Antialiasing
    See Selection Tools#Feather Edges for information about Feather Edges option
← Ellipse Selection · Fuzzy Selection →
# Guide to Game Development/Theory/Physical motion/Momentum

This page is going to be relatively shorter than the other pages in this book. Simply because that momentum is such an easy part of physics and motion to grasp that any more writing would cause waffling. To understand this page you will need to have read up on Newton's second law from Newton's Second Law of Motion.

## Understanding momentum

Momentum is used for collisions because we understand the Conservation of Momentum. Any object on the move has momentum and this can be used to determine many things about the object. For example, the force it experiences over a given time. The mathematical representation of momentum is as follows. $p=mv$

## Momentum in Collisions
### Conservation of Momentum

To understand momentum in collisions you must first understand that momentum is conserved before and after a collision. Also, when we are dealing with collisions, we are talking about one or more objects and each have their own momentum
This rules is what will appear in the next few parts when we talk about collisions and momentum.

### Practical Equation

We can deduce from the statement above an equation.
$m_{1}u_{1}+m_{2}u_{2}=m_{1}v_{1}+m_{2}v_{2}$ Thus equation can be used for ALL types of collisions. However, there is a rule. If the objects are traveling in opposite directions, on velocity must be taken as negative.

### Sticky Collisions

Sticky collisions mean that when two objects collide they coalesce and move off as one object after the collision. We can simplify the Conservation Equation for use with a sticky collision $m_{1}u_{1}+m_{2}u_{2}=v(m_{1}+m_{2})$ The reason that we use only one final velocity is that the velocity after cannot be two different ones if they move off together after the collisions.

### Impulse

Impulse is really an extent of Newton's Second Law. Is works out the force experienced by an object in a given time. This is also equal to the change in momentum.
# Guide to Game Development/Theory/Viewing angles
## Categories
### Types of cameras

* Orthographic Cameras
          This is the typical camera type for a 2D game.
* Perspective Cameras
          This is the typical camera type for a 3D game.

### Types of Viewing Angles

* Plan View
          A top-down view on the game
* Bird's-eye view
          The angle which a bird see the scene e.g. Pokémon®
* Platformer
          A side view of a game e.g. Mario™
* First-person (3D only)
          The view from a person's eyes (includes driving games)
* Third-person (3D only)
          Looking at a person from behind and above them
# Guide to Non-linear Dynamics in Accelerator Physics

This is meant to be a guide to non-linear dynamics in the accelerator physics field.
The aim of this book is to simplify the access to the field by
* reducing the number of concepts necessary to develop and handle the tools,
* listing the concepts used in the literature and putting them in a broader context,
* not trying to develop a complex notation that is particularly consistent, but defining verbosely any symbol used in each section
The book is at an early stage of development. We are defining the basic concepts, notation and outlook.

## Contents

* Definitions
* Tracking
* Linear Motion
* Non-Linear Motion
* Computer Codes
* Guided Bibliography

## References

* E. Forest, "Beam Dynamics- A New Attitude and Framework"
* L. Michelotti, "Intermediate Classical Dynamics with Applications to Beam Physics"
* S. Tzenov, "Contemporary Accelerator Physics"
* A. Bazzani, E. Todesco, G. Turchetti, G. Servizi, “A Normal form approach to the theory of nonlinear betatronic motion.” Cern 94–02,
* A. Dragt: “Lie Methods for Non-Linear Dynamics with Applications to
* Accelerator Physics”, unpublished, available at http://www.physics.umd.edu/dsat/dsatliemethods.html
* A. Chao: “Lecture Notes on Special Topics in Accelerator Physics”, SLAC-PUB 9574, Ch. 9. “Lie Algebra Techniques for non-linear dynamics”, http://www.slac.stanford.edu/~achao/LieAlgebra.pdf
* A. Wolski, Linear Dynamics in Particle Accelerators lecture notes,
# Guide to Game Development/Theory/Physical motion/SUVATs
## Basics

SUVAT is a collection of all of the letters used for variables in basic motion equations.
$m/s$
$ms^{-1}$
$m/s$
$ms^{-1}$
$m/s/s$
$ms^{-2}$
$s$
$sec$
$m$
$meters$

## The equations you'll need

These are the equations you need to know:
${\overline {v}}={\frac {\Delta s}{\Delta t}}$
${\overline {a}}={\frac {\Delta v}{\Delta t}}$
$v=u+at$
$s=ut+{\frac {at^{2}}{2}}$
$s=vt-{\frac {at^{2}}{2}}$
$v^{2}=u^{2}+2as$
$s={\frac {u+v}{2}}t$
If you were to plot a distance time graph, the gradient would be velocity. If the graph is curved, it shows that there is a change in velocity and the object is accelerating
If you were to plot a velocity time graph, then the area under the graph will represent the displacement, while the gradient of the line represents acceleration. A straight line represents constant acceleration whilst a curved line shows acceleration is changing
If you were to plot an acceleration time graph, then the area under the curve will represent the velocity.
* Example question and answer
* A car is in a drag race, the race is 1000m (1km) and the driver accelerates with a constant acceleration and finishes the race in 40sec.
* 1. What's the acceleration of the car?
* 2. What's the final velocity of the car when it finishes?
* Answer:
* $u=0,s=1000m,t=40sec,a=?,v=?$
* 1. Finding $a$:
* using: $s=ut+{\frac {at^{2}}{2}}$
* $1000=0*40+{\frac {1}{2}}a*40^{2}$
* $1000=800a$
* $a={\frac {1000}{800}}=1.25ms^{-2}$
* 2. Finding $v$:
* using: $v=u+at$
* $v=0+1.25*40$
* $v=50ms^{-1}$

## Vector quantities

What's a vector? In one sentence, a vector is a quantity with a magnitude and a direction.
Note, that if you want to find either the displacement, speed or acceleration as a number, then you'll need to find the magnitude of the vector, follow these respectfully: $|s|,|v|,|a|$
# Guide to Non-linear Dynamics in Accelerator Physics/Computer Codes

This chapter provides description of available computer codes.

## pytpsa

pytpsa is a python library aim at providing a user friendly environment for testing, developing, rediscovering algorithm useful in non linear dynamics by means of truncated power series.
It uses the following classes:
# Georgia Water/Laws/Navigation Companies

Navigation Companies, O.C.G.A. §§ 52-5-1 to 12

## General Description

This Chapter governs the formation and powers of navigation companies. Most of the sections deal with business aspects of navigation companies, including formation, incorporation, issuance of capital stock, and registration with the Secretary of State.

## Powers of Navigation Companies

Canal companies can charge fees for transporting freight and passengers and can build docks, wharves, and other buildings for this purpose.

## References

* O.C.G.A. §§ 52-5-1 to 12
# Georgia Water/Laws/Pilots and Pilotage

Pilots and Pilotage, O.C.G.A. §§ 52-6-1 to 54

## Summary of the Act

This first part of this Chapter allows the cities of Savannah, Darien, Brunswick, and St. Mary’s to create a Board of Pilotage Commissioners to regulate the pilots who direct ships into Georgia ports. The commissions are responsible for licensing pilots, creating rules for pilots, and setting limits on pilot fees.
The second part of the Chapter gives the laws governing pilots, including qualifications and licensing. Every large ship traveling in the bays, rivers, harbors, or ports of Georgia must be under the direction and control of a pilot with a Georgia license. The maximum number of pilots is 17 for Savannah, three for Doboy and Darien, 6 for Brunswick, 2 for the Great Satilla, and 2 for St. Mary’s.

## References

* O.C.G.A. §§ 52-6-1 to 54
# Georgia Water/Laws/Planning Act of 1989

Georgia Planning Act of 1989, O.C.G.A. § 12-2-8

## General Description

The Act gives the Georgia Department of Natural Resources the authority to establish minimum standards necessary to protect natural resources, including water resources. The minimum standards relating to water include the following topics: (1) watershed protection, including buffers and development density; (2) groundwater protection, including land use activities; (3) wetland protection, including land use and alteration of wetlands; (4) protection of river corridors; and (5) mountain protection, including regulation of wells and septic tanks. The Department can adopt different standards for different areas of the state depending on the specifics of that area.

## Specific Protections

Perennial river corridors are to be protected by a minimum 100 foot buffer on both sides, measured from the stream bank. There is an exception for single-family homes, though any septic tank drainfield must be outside the buffer. There is also an exception for roads and utilities under some circumstances.

## Local and Regional Planning

The statute requires local and regional governments to identify and map river corridors in conjunction with developing land use plans. The statute then lists considerations that local land use plans must address.

## References

* O.C.G.A. § 12-2-8
# Georgia Water/Laws/Plant Protection Act

U.S. Plant Protection Act

## General Description

The Plant Protection Act (PPA) consolidates all or part of 10 existing USDA plant health laws into one comprehensive law, including the authority to regulate plants, plant products, certain biological control organisms, noxious weeds, and plant pests. The Plant Quarantine Act, the Federal Pest Act, and the Federal Noxious Weed Act are among the 10 statutes the new Act replaces. The PPA is necessary because of the major impact plant pests currently have and could have on the agriculture, environment, economy, and commerce of the United States.

## Purpose

Seeks to prevent the importation, exportation and spread of pests injurious to plants, as well as to provide for their control and eradication together with the certification of plants and other things

## Administrative Authority

The PPA gives the Secretary of Agriculture, and through delegated authority, USDA's Animal and Plant Health Inspection Service (APHIS), the ability to prohibit or restrict the importation, exportation, and the interstate movement of plants, plant products, certain biological control organisms, noxious weeds, and plant pests. Under the PPA, violators face harsher civil penalties than ever before for smuggling illegal plants or produce that could harbor plant pests or diseases. The PPA gives the Secretary of Agriculture the authority to subpoena documentary evidence and witnesses to prosecute violators. The Act also provides APHIS with a cost recovery mechanism for expenses related to the disposal of abandoned shipments at U.S. ports of entry.

## Text of Act

Available at http://www.aphis.usda.gov/ppq/weeds/PPAText.PDF
# Georgia Water/Laws/Safe Dams Act of 1978

Georgia Safe Dams Act of 1978, O.C.G.A. §§ 12-5-370 to 385

## General Description

This Act provides for the regulation and inspection of dams. The Director of EPD has the responsibility for ensuring that all dams are designed by a competent engineer, approving plans for inspection and maintenance, and otherwise monitoring the condition of the dam.

## Permitting

Anyone wishing to construct a dam must obtain a permit from EPD. Permission is also required before removing a dam. Dams receiving federal funds or under federal regulation are not governed by this act. Small artificial barriers, less than six feet high are also outside the act.

## Dam Classification

Dams are classified into two categories. Category I is where improper operation or dam failure would probably cause loss of human life. Category II is where dam failure would be unlikely to cause deaths. Category I dams are monitored more closely by EPD.

## References

* O.C.G.A. §§ 12-5-370
# Georgia Water/Laws/Nongame Wildlife Conservation Programs Act of 1985

Georgia Nongame Wildlife Conservation Programs Act of 1985 , O.C.G.A. §§ 12-3-600

## General Description

Authorizes the Department of Revenue to establish a mechanism and create a fund into which citizens may donate money to the state for the purpose of conservation of non-game species.

## Purpose

The Act seeks to conserve non-game species of wildlife for the benefit and non-consumptive use of Georgia citizens. The revenues generated from hunting and fishing licenses have not been adequate to provide for the conservation of non-game species.

## Function

Donations may be made via an option listed on individual’s tax returns. Further, the Department or Revenue may solicit revenue via any other approved means.

## References

* O.C.G.A. §§ 12-3-600
# Georgia Water/Laws/Protection of Tidewaters Act

Protection of Tidewaters Act, O.C.G.A. §§ 52-1-1 to 10

## General Description

The Protection of Tidewaters Act prohibits residential development on land under tidewaters. The Georgia Board of Natural Resources has the authority to remove residences that are located on tidewaters.

## Tidewaters Defined

Tidewaters includes land on and near the coast where the tide rises and falls, including the sea, arms of the sea, and rivers affected by tide. State Ownership and Public Rights: The State of Georgia is the owner of the beds of all tidewaters in the state, and holds this title as trustee for the rights of the people. The people have the right to use tidewaters for fishing, passage, navigation, commerce, and transportation.

## Structures Affected by the Act

This Act applies primarily to residential structures, but does not include houseboats that are tied up at marinas. Commercial establishments are governed by the Coastal Marshland Protection Act.

## References

* O.C.G.A. §§ 52-1-1 to 10
# Georgia Water/Laws/Right of Passage Act

Right of Passage Act, O.C.G.A. §§ 52-1-30 to 39

## General Description

The Right of Passage Act prohibits residential development on the surface of Georgia rivers. The Georgia Board of Natural Resources has the authority to remove structures that are floating on or build in a river.

## Public Right of Passage

The people have the right to passage on navigable rivers and streams that are big enough for boats. This right extends from bank to bank. A “navigable river” is defined as a stream or river that is capable of transporting boats loaded with freight.

## Structures Affected by the Act

This Act applies primarily to residential structures that are built in the river and are either floating or on pilings. It does not apply to houseboats that are tied up at marinas but are capable of navigation. Commercial establishments are governed by the Coastal Marshland Protection Act.

## References

* O.C.G.A. §§ 52-1-30 to 39
# Georgia Water/Laws/Ports Authority Act

Georgia Ports Authority Act, O.C.G.A. §§ 52-2-1 to 39

## General Description

This Act creates and provides laws governing the Georgia Ports Authority, which is given primary responsibility for managing state ports.

## Powers of the Ports Authority

The Ports Authority has the power to manage the state’s ports. The Authority can construct, acquire, repair, maintain, improve, equip, operate, and manage Georgia harbors, seaports, and their port facilities, including wharves, docks, piers, and warehouses or other buildings. The authority can lease or charge fees for the use of the ports. The authority can borrow money and can issue revenue bonds under certain conditions.

## The Authority

The Ports Authority consists of 12 members appointed by the Governor for terms of 4 years.

## References

* O.C.G.A. §§ 52-2-1 to 39
# Georgia Water/Laws/Safe Water Drinking Act

Georgia Safe Water Drinking Act, O.C.G.A. §§ 12-5-170
# First Aid/How To Read This Book
## Internationally-recognized standards

This book is international in nature - we've tried to use internationally-recognized standards as much as possible. For more information on how standards are developed and implemented, see Appendix B: Behind the Scenes. Where required, we've added regional notes to highlight regional differences.

## Summaries make studying easy

Summaries are available for the following modules:
* The entire BLS/CPR chapter is summarized (without regional modifications) here
# First Aid/History
## History

Taking a victim history is a crucial step. If an ambulance needs to be called and the victim is conscious, taking a history before the victim's condition worsens will assist the responding paramedics and the emergency department to better help the victim and be aware of medical conditions the victim is suffering from.
Some common things to ask for in a history are can be remembered using the acronym SAMPLE:

### Signs / Symptoms

    What is the problem?

### Allergies

    Are you allergic to anything?

### Medications

    Do you take any medications?

### Past medical history

    Do you have any medical conditions (angina, high blood pressure, diabetes…)?
    Have you been in the hospital before?
    Are you currently under the care of a physician for anything?

### Last oral intake

    When did you last eat and drink?

### Events (leading to illness or injury)

    Do you remember what happened?
    What were you doing when this happened?
The acronym OPQRST can help you remember what questions to ask about pain.

### Pain assessment

    Onset (when did it start?)
    Provokes (what makes it feel better/worse?)
    Quality of pain (sharp/dull, squeezing…)
    Radiating pain? (does it spread anywhere?)
    Severity of pain (on a scale from 1 to 10)
    Timing (Constant? For how long?)

### Important Information

    Name, date of birth, age, sex, address…

### Next of Kin

    Is there anyone you would like contacted?
# First Aid/Internal Bleeding
## Introduction

Internal bleeding is bleeding which occurs inside the body. Sometimes the blood will leak from inside the body through natural openings. Other times the blood stays inside the body, causing pain and shock, even though you cannot see the blood loss.

## Causes

Internal bleeding can be caused numerous ways. Any time someone could have internal bleeding, you will do no harm by treating them for internal bleeding, but not treating the victim could lead to death.
Some causes include:
* Falls
* Car Accidents
* Motorcycle Accidents
* Pedestrians Struck by a Vehicle
* Gun Shot Wounds
* Injuries from Explosions
* Impaled Objects
* Stab Wounds
* Surgery

## Recognition

A person may be bleeding internally if one of these things happens:
* Blood comes out of the nose or mouth (occurs from severe head trauma)
* Blood or clear fluid comes out of the ear (occurs from severe head trauma)
* Blood is in the stool
* Blood is in the urine
* Bright red blood, or blood like 'coffee-grounds', is in the vomit
* Blood comes from a woman's vagina (birth canal) after an injury or during pregnancy
* Bruising over the abdominal or chest area
* Pain over vital organs
* Fractured femur
But remember, a person may be bleeding inside the body, even though you cannot see the bleeding. If you see the signs of shock and no apparent injuries, always suspect internal bleeding. Check the skin color changes. In cases of internal bleeding the skin may become pale and cold, and cyanosis may be present.

## Treatment

As with any victim, before treating, put on disposable gloves and take other necessary body substance isolation precautions.
* Check the victim's ABCs.
** If the victim has ABC complications, treat those first - ABCs always take priority.
* Call an ambulance.
* Treat for shock.
** Assist the victim into the most comfortable position.
* Monitor ABCs and vitals until the ambulance arrives.