OpenLLM-France/wikimedia huggingface dataset:
# Introduction to Zoology

Zoology is the branch of biology that includes the study of animals and animal life.
Animals are heterotrophic. That means they are organisms that must rely on other organisms (living or dead plants or other animals) to provide the energy for life. Plants, by contrast, are autotrophic, they are organisms that produce their own food from sunlight and other inorganic sources.
Animals further have sense organs or tissues, which allow them to interact with their environment. This distinguishes animals from fungi (mushrooms and relatives), which are also heterotrophs.
By the requirement that animals have sense organs or tissues, this means they must also be multicellular (having more than one cell in their body). This separates the animals from the Protista, the single celled heterotrophs.
Zoology as a discipline includes, but is not limited to, the study of the behavior, ecology, anatomy, physiology, evolution, and classification of animals. Any study that involves animals as it's primary focus can be considered a part of zoology.
In addition to being divided along the lines mentioned above, zoology is often divided by the organisms being studied. The broadest division by organism is the splitting into categories by whether or not the animals studied have a backbone or spinal column, which may be made of cartilage or bone. Each of those divisions would naturally include their behavior, ecology, anatomy, etc.
Using that division, zoology can be subdivided into two large categories:

## Invertebrate Zoology

Briefly, an invertebrate lacks a spinal column (backbone). Animals in this category include species of the following: protozoans, annelids, cnidarians, echinoderms, flatworms, nematodes, mollusks, and arthropods. Invertebrates make up 97% of the Earth's animals. They range in size from minute to extremely large. Some, like insects, have an exoskeleton, which is a support structure like our own skeleton, but is on the outside of the animal. Others have hard internal support structures, some have no hard parts at all.

## Vertebrate Zoology

A vertebrate has a spinal column or backbone. Animals in this category includes the animals in the subphylum Vertebrata: fish, amphibians, reptiles, birds, and mammals. These are all characterized by a segmented spinal column and a distinct differentiated head. These animals possess internal skeletons which include the vertebral column which at least partially encloses the spinal cord and a skull which houses the brain. When people think of animals, this is often the only kind they think of. Largely this is probably due to the fact that the category includes humans.

## Table of Contents

* Intro to Zoology/Invertebrate Zoology
* Intro to Zoology/Vertebrate Zoology
* Intro to Zoology/Glossary
# Information Technology and Ethics
## Table of contents
### An Overview of Ethics

A definition of Ethics is "moral principles that govern a person or group's behavior". In other words, doing what the law requires, and rules for distinguishing between right and wrong. Also, ethics may have much to do with one's religious beliefs.

### What is Ethics?

* Professional Code of Ethics

### Ethics for IT Professionals

* Ethics for IT Professionals
* IT Professionals and Their Relationship
* IT Responsibilities
* Whistleblowing

### Computer and Internet Crime

* Cyber-Crimes
* Types of Cyber Criminals
* Digital Piracy
* Emerging Threats and Future Outlook

### Security

* Security Breaches
* Types of Security

### Freedom of Expression

* Introduction
* Expansion of Free Expression Online
* Challenges Linked with Free Expression Online
* Legal and Ethical Considerations
* The Future of Free Expression
* Conclusion
* Freedom of Expression

### Privacy

* Introduction
* Privacy Policies and Principles
* Privacy and Social Networking sites
* Privacy and The Internet of Things
* Privacy and Health Care
* Privacy and Data Protection
* Privacy and Data Big Data
* Privacy and Finance
* Privacy and Children
* Conclusion
* The Privacy Chapter : Completed

### Intellectual Property

* Intellectual Property
* Intellectual Property Issues

### Software Development

* Steps for Software Development
* Software Quality
* Software Development of Biometrics
* Software Engineering Ethics and Professional Practice
* Automation in Software Development

### The Impact of Information Technology on the Quality of Life

* Does IT Affect Performance In The Workplace?
* IT and Healthcare
* Consumer AI
* AI Dilemma and Taxation
* 100 Year Study
* Privacy and Artificial Intelligence
* Internet of Things (IoT)
* Cloud Computing and its effects on Quality of Life
* Virtual and Augmented Reality

### Cryptocurrency

* Cryptocurrency Overview
* Introduction to cryptocurrency
* Blockchain
* Types of cryptocurrency
* Usage of Cryptocurrency in Illegal Transactions
* Cryptocurrency Legal & Ethical Perspectives
* Security Risks and Precautions

### Social Networking

* Social Media Content and Targeting
* Social Networking and Business
* Cyber-Crimes II
* Social Media Data Collection
* Account Sharing
* Social Media Privacy and Ethics
* Social Media and Conflicts
Cybersecurity Compliance
* Why compliance management?

### Artificial Intelligence Ethics

* Current Robotic Ethics
* Future Robotic Ethics
* Generative AI Ethics
* Algorithmic Bias and Fairness

### Ethics of IT Organizations

* Non-traditional Workers
* Personal Internet Use In The Workplace
* Privacy and Data Security
* Uniform Treatment Of All Employees
* Employee Communications
* Remote Work

### Ethics in Risk Management

* Role of Ethics in Risk Management

# Quizzes

* Quiz 1
# Information Systems in the Consumer Industry/Conclusion

The aim of this work is look for a schema in the structure of information processing in a consumer industry. Personally I think we can recognize four types of consumer industry:
Physical goods with industrial origin (apparel, shoes, cars)
Physical goods for personal satisfaction (perfumes)
Services (non material goods) with industrial origin (security)
Services for personal satisfaction (films, bodycare).
Foe each type of industry organizational best practices, KPIs and data collection instruments have been defined but I believe that, up to now, information systems have developed only a local coverage related to immediate needs or to the existence of a single cell information model.
Looking at the whole information context it turns out that quite a few cell have information characteristics (timing, number of data, algorithms) that make a complete formal model unfeasible to exist. It turns out more useful to adopt a simplifying approach and reengineer the process.
Sometimes the general approach is not possible also because it might happen that you are still defining the elementary process. In particular there are many cells not covered by information models and instruments; most of these situation occurs from historical priorities or from lack of technical instruments.
In my opinion we could derive that
| | | Data collection | Analysis | Satisfaction | Communication |
| Customer processes | | | | | |
| | Product | To be analyzed | To be analyzed | To be analyzed | To be analyzed |
| | Subjectivity | To be analyzed | To be analyzed | To be analyzed | To be analyzed |
| | Sociality | To be analyzed | To be analyzed | To be analyzed | To be analyzed |
| Group processes | | | | | |
| | Product | To be analyzed | To be analyzed | | To be analyzed |
| | Subjectivity | To be analyzed | To be analyzed | | |
| | Sociality | To be analyzed | To be analyzed | | |
| Context processes | | | | | |
| | Organizzation | | | | |
| | Fiscal | | | | |
I think that, actually, the whole part related to customer subjectivity and sociality is left to the retailer experience and intuition. This attitude implies that satisfaction indexes are bound to be very inaccurate and inefficient.
Obviously the relative weight of the various cells is related to the context we are working and, up to now, the “product” cells have been the most important.
In a globalized world were access to product will be eased by technical instruments, other factors will become more and more important so we shall get to analyze them.
We also need to stress that subjectivity and sociality assume a fairly different meaning in the internet world and this aspect is completely unknown at the moment.
# Information Systems in the Consumer Industry/Bibliography

Davenport, T.H. & ShortJ.E. “The new industrial engineering information technology and business process redesign” Sloan managment Review, (1990 summer) pp 11-27
Dabholkar P A,Thorpe J O, Rentz J O, (1996) “ A measure of service quality for retail store: scale development and validation” Journal of the Academy of Marketing Science, 24(1),pp 3-16
Espinosa J H “Changes in Style and chenges in Fashion” MIT Media Lab
Maslow A, Motivation and Personality, 1954
Miotto F, “ I sistemi informativi in azienda” Franco Angeli Editore 2003
Oliver R, “Measurement and evaluation of satisfaction processes in retail settings” Journal of retailing 57(3), pp25-48
Parasumaran A, Zeithaml V A, Berry L L, “ A conceptual model of service quality and its implication for future research”; Journal of marketing 49(4), pp 41-50
# Information Systems in the Consumer Industry/Appendix A

Phase space for processes
As an example let us try to define the phase space cell for some general and industrial processes, not considering meaningless cell and taking into consideration the initial state of the processes.
Process: Ability to perceive and categorie customer needs
Ability to understand, rationalize and interpreter customer need
Ability to satisfy customer need
Ability to communicate the capability of satisfying customer need
# Mother 3/Characters/Claus

Claus is the son of Flint and Hinawa and the brother of Lucas in Mother 3. Claus resembles his brother Lucas in all features except for his hair, which is orange instead of blonde. His name is an anagram of Lucas and vice versa.
Claus is actually a more important character than what the beginning of the game reveals. Claus makes a brief appearance at the beginning of the game in Chapter 1. After his failure to avenge his mother's death at the hands of Mecha Draco, the boss at the end of Chapter 1, it is assumed by his still body found at the bottom of the cliff that he too has died. However, near the end of the very last Chapter, Chapter 8, it is found out that Claus is actually The Masked Boy introduced at the end of Chapter 5. Pokey reveals near the end of the game, before you fight him, that he had Claus converted into his loyal robot toy to use as his key to remove the 7 needles that sealed away the dragon sleeping under Nowhere Islands so he could use it to conquer the world. At the very end of the game when brainwashed, Claus tries to kill Lucas. However, Hinawa, who dies near the end of Chapter 1, appears as a voice to Claus and tells him to stop attacking Lucas. Claus then takes off his suit and appears as himself one last time before his brother before he dies.
# Mother 3/Characters/Flint

Flint (フリント, Furinto), a stereotypical cowboy, is a playable character in Mother 3.

## Introduction

In Mother 3, Flint and his family (Lucas, Claus, and Hinawa) and his dog Boney, live in the small Tazmily Village. Flint appears in several chapters (especially Chapter One, in which he is the main character). In his appearances, he has teamed up with Duster (a mountain-climbing thief) and his dog Boney. He has great trust in his friends, as shown at the end of Chapter 2. His equipment includes 2×4s and hats. Flint also makes an appearance in the final chapter, although he is a non-playable character.

## Skills

* Brandish – Attack all enemies.
* All or Nothing – Gives either a "SMAAAASH!!" hit or a miss.
* Attack up – Raises Flint's offense.
* Harden – Increase Flint's defense.
# Mother 3/Characters/Duster

Duster (ダスター, Dasutā) is one of the main characters of Mother 3. Duster is a thief, skilled at climbing mountainsides and walls using rungs that he carries with him everywhere. He is first introduced in chapter 1 of Mother 3, however Duster becomes the main protagonist in chapter 2. In a later part of this chapter, he is accompanied by his father, an old man named Wes.

## Thief Items

* Wall Stapler - Paralyses enemy.
* Siren Beetle - Turns enemy around.
* Hypnotism Ring - Puts enemy to sleep, and creates a beat to assist the player in performing combos.
* Smoke Bomb - Clouds the enemy's vision, making them miss on physical attacks more often.
* Scary Mask - Decreases enemy attack.
* Tickle Stick - Decrease enemy defense.

## Miscellanea

* When Duster walks, he appears to limp on one leg. Wes alludes to an incident in his past that caused this. It is kept regardless of what he is wearing (such as when he is in the guise of a Pig Soilder)
* Duster's in-game battle noise is a Bass Guitar, he also plays a Bass Guitar when he is with the DCMC band.
# nullptr
### Intent

To distinguish between an integer 0 and a null pointer.

### Motivation

For many years C++ had an embarrassment of not having a keyword to designate a null pointer. C++11 has eliminated that embarrassment. C++'s strong type checking makes C's NULL macro almost useless in expressions, e.g.:
Instead,
or
are valid definitions for NULL in C++. See below.
The crux of the matter, in fact, is that C++ disallows conversions from void *, even when the value is a constant zero, but, for constant zero, introduces a special case anyway: int to pointer (actually several of them: short to pointer, long to pointer, etc.). This is, in fact, even worse than allowing (for the constant case) the former exception, the more so given the support of function overloading in the language.
The use of the macro NULL has its own set of problems as well. C++ requires that macro NULL be defined as an integral constant expression having the value of 0. So unlike in C, NULL cannot be defined as (void *)0 in the C++ standard library. Furthermore, the exact form of definition is left to the particular implementation, which means that e.g. both 0 and 0L are viable options, among some others. This is a trouble as it can cause confusion in overload resolution. Worse, the way confusing overload resolution manifests itself will vary depending on the compiler and its settings used. An illustrative case is shown in this slight modification of the example above:

### Solution and Sample Code

The nullptr idiom solves some of the above problems and can be put in reusable form, as a library solution. It is a very close approximation of a "null keyword", by using only pre-C++11 standard features.
The following is such a library solution as mostly found in Effective C++ by Scott Meyers, Second Edition, Item 25 (it is not present in the third edition of the book).
The following code illustrates some usage cases (and assumes the class template above has already been #included).
Unfortunately, there seems to be a bug in gcc 4.1.1 compiler that does not recognize the comparison of nullptr with point to member function (pmf). The above code compiles on VC++ 8.0 and Comeau 4.3.10.1 beta.
Note that nullptr idioms makes use of the Return Type Resolver idiom to automatically deduce a null pointer of the correct type depending upon the type of the instance it is assigning to. For example, if nullptr is being assigned to a character pointer, a char type instantiation of the templatized conversion function is created.

### Consequences

There are some disadvantages of this technique and are discussed in the N2431 proposal draft. In summary, the disadvantages are
* A header must be included to use nullptr. In C++11, nullptr itself is a keyword and requires no headers (although std::nullptr_t does).
* Compilers have historically produced (arguably) unsatisfactory diagnostics when using the code proposed.

### Related Idioms

* Return Type Resolver

### References

* ISO C++11
* Effective C++, 2nd edition
* N2431: nullptr proposal
# Mother 3

This Wikibook is a strategy guide for the popular game, Mother 3, which is famous for its fan translation.

## Table of Contents
### Characters

* Lucas
* Claus
* Kumatora
* Duster
* Flint
* Hinawa
# Mother 3/Characters/Hinawa

Hinawa (ヒナワ) is a non-playable character of Mother 3 and the wife of Flint. Her father is named Alec and her two sons are named [[./Lucas|Lucas]] and Claus. She makes brief appearances throughout the game.

## Background

The introduction of Mother 3 begins with Hinawa, Lucas and Claus staying at Alec's house. Later on in the prologue, Hinawa walks out of the house during dinner and writes a letter back home to Flint in Tazmily Village. The letter is sent by carrier pidgeon.
However, at the end of chapter one, Hinawa is killed by a Drago the Pig Army had been experimenting on on their way home from Alec's house. When Flint is told about this, he becomes very aggressive and violent towards the bystanders, until he is intentionally knocked out by Lighter with a heavy log and incarcerated in the Sheriff's Office overnight. Hinawa makes brief, yet important, appearances throughout the rest of the game. In chapter 6 she appears as a ghost to Lucas and leads him off a cliff (to safety, of course). Her most important appearance, however, is at the end of the game, when she tries to stop Claus (A.K.A. The Masked Man) from killing Lucas.
# Kdenlive/Introduction

Index > Next : Features

# Chapter 1. Introduction

Kdenlive is a non-linear video editor for KDE. Please report any problems or feature requests to <jasonwood@blueyonder.co.uk> or use the kdenlive-devel mailing list at

## What is a video editor?

A video editor is an application that allows you to create a new video out of various scenes from one or more other videos.

## What is the difference between linear editing and non-linear editing?

Before editing video on computer was possible, most editing was done on linear editors - these work by having essentially, two video recorders. The first would hold the video that you are editing together, and the second would be used to find the next clip that you want to record. Find a clip, record it, find the next clip, record it. This is called linear editing because the medium of tape forced things to be edited sequentially. If you have edited 10 minutes worth of footage together, and decide that you made a mistake after five minutes, you can't just "push" the last five minutes around to add space for new clips.
Non-linear editing is by far a more flexible way of editing. You can place clips anywhere within your final video (in Kdenlive, this is represented via the timeline), and you can move them around as much as you want, rearrange them in a completely different order. Best of all, at any point during this you can press play and (with a sufficiently powerful computer) watch back what you have done there and then.
# Kdenlive/Preferences

A number of options for Kdenlive behaviour and looks are available through the Settings menu in the main window menubar. Here you will see the meaning of some of them, as well as creating your own configurations and using special hardware setups.

# The "Configure Kdenlive" dialog

North Americans typically record with the NTSC standard.
# Kdenlive/Kdenlive builder classic script
### Download

The code is currently downloadable only from forum. Simply copy code via clipboard to a new file and save it under suggested name kdenlive_builder.sh.

### Usage
#### First run

Check DEST_DIR settings in the code. It is set to ~/build/kdenlive_0_6svn by default, change it if you prefer a different target directory.
If the build was successful simply run kdenlive from ~/build/kdenlive_0_6svn/bin directory.
You don't need a root privileges at any part of the process.

#### Full help
### Why classic version?

This is branch of kdenlive_builder script the original one; classic if you want. No GUI, not interactive, just a hardcore CLI script. Use classic version if:
* the GUI version does not work for you
* you prefer a true batch process
* you want call script repeatively
* you are not afraid of touching the bash script code
The GUI version is generally preferred over the classic version, it is more user friendly, nicer, interactive. The GUI version is suggested especially for less experienced hackers or newcomers.

### Maintainers

This branch is (semi)maintained by Espinosa (me) and it i released mostly on "works-for-me" basis. The GUI variant of kdenlive_builder script is maintained by another community members. This script is not maintained by any of core Kdenlive developers this is generally a wider community effort.

### Technical details

Classic keeps LD_RUN_PATH approach to 'link' SVN ffmpeg and mlt libraries to kdenlive, to keep potentially several versions of ffmpeg and mlt in one system in very general and safe way. However there were reports in the forum which may indicate that this approach is not accessible (blocked?) in some Linux distributions.
The benefit of this approach is you don't need any LD_LIBRARY_PATH setting or any wrapper script, just simply run the kdenlive binary from the target directory!

### Releases

The latest version is 3.1 released 12.4.2008 Changelog:
* adapt script to several changes in kdenlive, ffmpeg and mlt builds; particulary:
* adapt to ffmpeg headers structure, add ffmpeg_headers_hack1, ffmpeg_headers_hack2
* set PKG_CONFIG_PATH (needed to build MLT libavformat module)
* changes in LD_RUN_PATH (really needed?)
* ffmpeg configure options names changes, namely: disable-stripping, enable-postproc, enable-swscale
# Kdenlive/KDE4 Porting
## Installing Kdenlive for KDE4 from SVN

Install KDE4.
You need a recent mlt compilation with qimage for qt4 producer.
Checkout mlt from svn:
Checkout mlt++ from svn:
Checkout kdenlive from svn:
Then compile:
This is it!

## Installing Kdenlive for KDE4 from SVN - the easy way

The Kdenlive Builder Wizard can build the KDE4 (or KDE3) version of Kdenlive from current development sources. It is available from and is suited both for one-shot builds, or automated nightly builds (the later requires obtaining the sources to the Wizard, available from the page).

## Possible problems

If your compilation ends with something like:
Then you have to install soprano and soprano devel package and rerun cmake or use wizard builder once more time.
# Kdenlive/Files

In Kdenlive, a project is made of clips. These can be whole audio or video files, or segments of files you add to the project.

# Adding clips to the project

If you drag a file onto the timeline that is not in the project (for instance, if you drag a DV file straight from Konqueror to Kdenlive), then the file will be automatically added to the project for you.
You can add clips to the Project List yourself. Either use the Project List context menu (right click on the window), or the Project menu on the menu bar. Select 'Add Clips' to bring up a file dialog in which you can select the clip you wish to add to this project. As long as the clips are valid, they will appear in the Project List.

# Deleting clips via the Project List

You can delete clips from your project by selecting 'Delete Clip' via the clip context menu (right click) or from the Project menu. When you delete a clip from the Project List, this will also remove any clips on the timeline that are using it.

# Clean Project - removing unused clips

Use Clean Project to remove any clips from your project that are currently unused. This is great if your Project List has become cluttered and you want to get a concise view of which clips exist. Cleaning a project will not alter your final edit in any way --- the only clips that are removed are those that are no longer in use anywhere.
# Kdenlive/Image clips

As shown in the quick start guide, you just go to where you import clips, select image clip, and add to the project!
You then set the duration, etc.
Then drop it into the timeline, and there you have a picture!